From 68c40b6ffc81a628086dbee9f0c97f590a174b33 Mon Sep 17 00:00:00 2001 From: Carifio24 Date: Sat, 20 Sep 2025 02:15:05 -0400 Subject: [PATCH 01/18] Start working on converting spells to use UUIDs. --- app/src/main/java/dnd/jon/spellbook/Spell.java | 17 +++++++++-------- .../java/dnd/jon/spellbook/SpellBuilder.java | 5 +++-- .../main/java/dnd/jon/spellbook/SpellCodec.java | 5 +++-- 3 files changed, 15 insertions(+), 12 deletions(-) diff --git a/app/src/main/java/dnd/jon/spellbook/Spell.java b/app/src/main/java/dnd/jon/spellbook/Spell.java index 7f551bb4..c60aed49 100755 --- a/app/src/main/java/dnd/jon/spellbook/Spell.java +++ b/app/src/main/java/dnd/jon/spellbook/Spell.java @@ -12,11 +12,12 @@ import java.util.Set; import java.util.SortedSet; import java.util.TreeSet; +import java.util.UUID; public class Spell implements Parcelable { // Member values - private final int id; + private final UUID id; private final String name; private final String description; private final String higherLevel; @@ -38,7 +39,7 @@ public class Spell implements Parcelable { // Getters // No setters - once created, spells are immutable - public final int getID() { return id; } + public final UUID getID() { return id; } public final String getName() { return name; } public final String getDescription() { return description; } public final String getHigherLevel() { return higherLevel; } @@ -115,7 +116,7 @@ public int describeContents() { // Write a spell to a parcel @Override public void writeToParcel(Parcel parcel, int i) { - parcel.writeInt(id); + parcel.writeSerializable(id); parcel.writeString(name); parcel.writeString(description); parcel.writeString(higherLevel); @@ -166,7 +167,7 @@ public void writeToParcel(Parcel parcel, int i) { // Create a spell from a Parcel protected Spell(Parcel in) { - id = in.readInt(); + id = (UUID) in.readSerializable(); name = in.readString(); description = in.readString(); higherLevel = in.readString(); @@ -213,7 +214,7 @@ protected Spell(Parcel in) { } - Spell(int idIn, String nameIn, String descriptionIn, String higherLevelIn, Range rangeIn, boolean[] componentsIn, String materialIn, String royaltyIn, + Spell(UUID idIn, String nameIn, String descriptionIn, String higherLevelIn, Range rangeIn, boolean[] componentsIn, String materialIn, String royaltyIn, boolean ritualIn, Duration durationIn, boolean concentrationIn, CastingTime castingTimeIn, int levelIn, School schoolIn, SortedSet classesIn, SortedSet subclassesIn, SortedSet tashasExpandedClassesIn, Map locationsIn, Ruleset rulesetIn) { @@ -239,10 +240,10 @@ protected Spell(Parcel in) { } protected Spell() { - this(0, "", "", "", new Range(), new boolean[]{false, false, false, false}, "", "", false, new Duration(), false, new CastingTime(), 0, School.ABJURATION, new TreeSet<>(), new TreeSet<>(), new TreeSet<>(), new HashMap<>(), RULES_2014); + this(UUID.randomUUID(), "", "", "", new Range(), new boolean[]{false, false, false, false}, "", "", false, new Duration(), false, new CastingTime(), 0, School.ABJURATION, new TreeSet<>(), new TreeSet<>(), new TreeSet<>(), new HashMap<>(), RULES_2014); } - Spell clone(int newID) { + Spell clone(UUID newID) { return new Spell( newID, name, description, higherLevel, range, components, material, royalty, ritual, duration, concentration, @@ -254,7 +255,7 @@ Spell clone(int newID) { @Override public boolean equals(Object other) { if (!(other instanceof Spell otherSpell)) { return false; } - return id == otherSpell.getID(); + return id.equals(otherSpell.getID()); } @Override diff --git a/app/src/main/java/dnd/jon/spellbook/SpellBuilder.java b/app/src/main/java/dnd/jon/spellbook/SpellBuilder.java index a2c122c6..e04824de 100755 --- a/app/src/main/java/dnd/jon/spellbook/SpellBuilder.java +++ b/app/src/main/java/dnd/jon/spellbook/SpellBuilder.java @@ -9,6 +9,7 @@ import java.util.Map; import java.util.SortedSet; import java.util.TreeSet; +import java.util.UUID; class SpellBuilder { @@ -37,7 +38,7 @@ class SpellBuilder { private final Collator collator; // Member values for spell-building - private int id; + private UUID id; private String name; private String description; private String higherLevel; @@ -58,7 +59,7 @@ class SpellBuilder { private Ruleset ruleset; // Setters - SpellBuilder setID(int idIn) { id = idIn; return this; } + SpellBuilder setID(UUID idIn) { id = idIn; return this; } SpellBuilder setName(String nameIn) {name = nameIn; return this;} SpellBuilder setDescription(String descriptionIn) {description = descriptionIn; return this;} SpellBuilder setHigherLevelDesc(String higherLevelIn) {higherLevel = higherLevelIn; return this;} diff --git a/app/src/main/java/dnd/jon/spellbook/SpellCodec.java b/app/src/main/java/dnd/jon/spellbook/SpellCodec.java index 99f056cf..53ec0c26 100755 --- a/app/src/main/java/dnd/jon/spellbook/SpellCodec.java +++ b/app/src/main/java/dnd/jon/spellbook/SpellCodec.java @@ -12,6 +12,7 @@ import java.util.ArrayList; import java.util.Locale; import java.util.Map; +import java.util.UUID; import java.util.function.Function; class SpellCodec { @@ -79,7 +80,7 @@ Spell parseSpell(JSONObject json, SpellBuilder b, boolean useInternal) throws JS final Function subclassGetter = Subclass::fromDisplayName; // Set the values that need no/trivial parsing - b.setID(json.getInt(ID_KEY)) + b.setID(UUID.fromString(json.getString(ID_KEY))) .setName(json.getString(NAME_KEY)) .setRange(rangeGetter.apply(json.getString(RANGE_KEY))) .setRitual(json.optBoolean(RITUAL_KEY, false)) @@ -211,7 +212,7 @@ JSONObject toJSON(Spell spell, Context context) throws JSONException { final JSONObject json = new JSONObject(); - json.put(ID_KEY, spell.getID()); + json.put(ID_KEY, spell.getID().toString()); json.put(NAME_KEY, spell.getName()); json.put(DESCRIPTION_KEY, spell.getDescription()); json.put(HIGHER_LEVEL_KEY, spell.getHigherLevel()); From eb5dc2060f4cf8ecf208db4476b404c2f77360e0 Mon Sep 17 00:00:00 2001 From: Carifio24 Date: Sat, 20 Sep 2025 12:31:49 -0400 Subject: [PATCH 02/18] Add script to convert to UUIDs. --- app/src/main/assets/2014_to_2024_uuids.java | 379 + app/src/main/assets/Spells_en.json | 2772 +- app/src/main/assets/Spells_en_backup.json | 27181 ++++++++++++++++++ app/src/main/assets/Spells_pt.json | 220 +- app/src/main/assets/Spells_pt_backup.json | 26073 +++++++++++++++++ app/src/main/assets/Spells_uuid_map.java | 923 + app/src/main/assets/Spells_uuid_map.json | 923 + 7 files changed, 56975 insertions(+), 1496 deletions(-) create mode 100644 app/src/main/assets/2014_to_2024_uuids.java create mode 100644 app/src/main/assets/Spells_en_backup.json create mode 100644 app/src/main/assets/Spells_pt_backup.json create mode 100644 app/src/main/assets/Spells_uuid_map.java create mode 100644 app/src/main/assets/Spells_uuid_map.json diff --git a/app/src/main/assets/2014_to_2024_uuids.java b/app/src/main/assets/2014_to_2024_uuids.java new file mode 100644 index 00000000..dfb6253a --- /dev/null +++ b/app/src/main/assets/2014_to_2024_uuids.java @@ -0,0 +1,379 @@ +static private final BidirectionalMap uuidLinks = new BidirectionalHashMap<>() {{ + put(UUID.fromString("1b13a3cc-a8f2-47f0-a8c8-ea8c2abcba45"), UUID.fromString("cc57563e-193a-4912-b2fc-8621f53041ed")); + put(UUID.fromString("9ea1ab9f-8b03-4418-b37d-9ac1dd9b0807"), UUID.fromString("03925659-0200-4395-90d1-8e98fbb99c6c")); + put(UUID.fromString("4d60978a-6737-4172-9617-ef6e5da2d9fd"), UUID.fromString("b713e3b2-8112-45b8-bd64-09dfc6b2349a")); + put(UUID.fromString("f19fdaf1-808a-446d-bd98-dbf0841217dd"), UUID.fromString("e7ed0f59-a86d-480a-a159-a1512864ed05")); + put(UUID.fromString("25e94a20-cbc9-404f-ac8b-86d033152568"), UUID.fromString("01f70b40-eb5f-4e93-9363-99cb1784b4e5")); + put(UUID.fromString("e5c6a22c-3ed2-438b-81b4-6afe450d5e55"), UUID.fromString("8d6773cb-b44c-4840-8614-efc8fa87855e")); + put(UUID.fromString("0c201bca-b2f5-47b9-a353-f2fd222cc3cf"), UUID.fromString("ceee53b1-cf3c-410d-bc07-e3b1d4fcc013")); + put(UUID.fromString("5be4fe39-8b50-49fe-9c12-61edd0fc5431"), UUID.fromString("eff82e37-26a4-42ac-9927-3659ceac3070")); + put(UUID.fromString("5c100572-ba9f-42fb-8e40-a2d101ced511"), UUID.fromString("ffb59503-fa01-498d-98fb-0aca148d25f6")); + put(UUID.fromString("47b14d45-5f73-463f-8082-54492affcf03"), UUID.fromString("fec039c2-05a3-43d4-a344-2a8361eeb787")); + put(UUID.fromString("0d30511e-349c-4dd9-9866-ed16188504b0"), UUID.fromString("ff08e8e7-9caa-4ca8-975d-8f0d4a7b98b5")); + put(UUID.fromString("415db026-c826-45aa-9e66-9b0ef29398ba"), UUID.fromString("1568c8bf-6560-4ac3-a4b4-e83832f38090")); + put(UUID.fromString("998ebdc5-a4bf-4250-800c-99965b2b55d5"), UUID.fromString("7fb0fb2a-f08d-4d21-b16e-1045c003c726")); + put(UUID.fromString("9fd2efd9-b494-4284-909b-886288d4b59d"), UUID.fromString("ac6dcc88-7fc7-41b1-b14b-9a4df7a49a4c")); + put(UUID.fromString("eb365be9-a418-4e17-9ada-554af98ee23e"), UUID.fromString("76389bad-0792-4916-840c-1274f0f7aaa2")); + put(UUID.fromString("d1189676-61cf-4e5c-8c6e-c5255c6191e9"), UUID.fromString("ebf52e52-da01-4039-92a9-d0a14428f44e")); + put(UUID.fromString("dccc35db-7a9f-40ea-a56b-935916f34e62"), UUID.fromString("cd7ee867-416a-4649-90d7-eb76b41cbdeb")); + put(UUID.fromString("6a542219-bc15-4767-ae65-fce784b5451c"), UUID.fromString("ea67a50d-a612-4706-b02f-8bd506967503")); + put(UUID.fromString("d39b0faf-2c79-4071-bec4-704836400e0f"), UUID.fromString("6bdc597a-a6eb-482e-b6f4-7c21c414c8b7")); + put(UUID.fromString("fd2e6349-cf93-4d55-b3fb-ead477323b07"), UUID.fromString("e42df713-5c80-4be5-843b-26bfcf3e74fe")); + put(UUID.fromString("57be03a1-c37a-4c77-b7ab-6609097f7706"), UUID.fromString("dfdcc1ea-5ba0-4d33-a22f-f7712feb5555")); + put(UUID.fromString("0199a439-c28e-4c28-afca-398c95999312"), UUID.fromString("08462f44-556a-4975-a36b-3de17b073b5a")); + put(UUID.fromString("80e842a4-05f1-45a4-ab0d-025791472fe4"), UUID.fromString("2a657fc3-5ac5-4fac-b946-1eaf975e4dde")); + put(UUID.fromString("9a821655-d492-4bf5-909b-7024ee9733f9"), UUID.fromString("fa7fec37-673a-48a7-837f-2629d5a43a86")); + put(UUID.fromString("cc5d5bc5-ae9d-479d-ab42-35ed138637b2"), UUID.fromString("03b9761f-299c-449f-8e42-5ec85c77b2eb")); + put(UUID.fromString("0a2f943c-634e-498e-be41-48d65a85b7a8"), UUID.fromString("4f8f7b66-861d-498e-9b12-5bc4f86db4fd")); + put(UUID.fromString("59398c04-3ade-4119-a60c-4f96d85a5ada"), UUID.fromString("f6ee55ed-ee16-4f9a-b4de-2bf481f0e83e")); + put(UUID.fromString("91a6a18e-ab37-48cb-a1cf-dbef76655d14"), UUID.fromString("05222715-bd58-4a6f-839d-4f080f3bd6b1")); + put(UUID.fromString("42749ad7-46c9-4ce8-9cc4-82dd2be66923"), UUID.fromString("0597f425-9454-4918-81af-4993a212c865")); + put(UUID.fromString("ca2f9608-0831-4920-a4b9-084ef5e9b5d6"), UUID.fromString("1235d91c-dcd2-4503-8671-d1a41727e71a")); + put(UUID.fromString("b28c5443-b63d-43e2-9e67-bbb30cfa7353"), UUID.fromString("7d8eedb7-1345-4920-a8e4-ef44a9a210cb")); + put(UUID.fromString("f523978a-cad2-4bd3-b203-8060fed00bf3"), UUID.fromString("772a1697-f37d-4d4b-bc67-99754308c03f")); + put(UUID.fromString("28d724ec-77db-4f86-9493-ba7d49644127"), UUID.fromString("3654a096-0494-4ae0-b984-5510058f05c8")); + put(UUID.fromString("75bc78f0-5be5-456f-a294-acfca53f8f10"), UUID.fromString("5e7e715e-eb05-4944-91de-de3b54d7e28a")); + put(UUID.fromString("f36f5d6b-8293-4bfb-8362-d0f3d781e06c"), UUID.fromString("972e5fdd-0875-43f4-8cc0-2d37ddf169dd")); + put(UUID.fromString("b61908f6-b7af-40b9-b2c3-9684c2104beb"), UUID.fromString("5a99f510-57e5-4482-a48f-28d5a1336359")); + put(UUID.fromString("352e6a59-3838-42ef-948c-681bae19af8b"), UUID.fromString("b1d65dbd-76c3-4e64-8025-b17be369b22c")); + put(UUID.fromString("b7ad48c9-1416-4532-af37-c80a88d8339f"), UUID.fromString("fba7973c-afa0-4f4d-8339-a34b869e6d89")); + put(UUID.fromString("df3e5ee7-f508-4752-bfcd-3a8f55136aa2"), UUID.fromString("c8ac8203-6dec-4736-99e4-2b7caf91f6c8")); + put(UUID.fromString("604407fd-4903-4702-bbdf-0f2079e0a709"), UUID.fromString("26013602-e1e8-4d62-b8e5-96e0247e7f50")); + put(UUID.fromString("9f836fdb-4313-4296-bd4f-636c4b35e19c"), UUID.fromString("80322e52-6ce5-4ee7-a446-22045f083c97")); + put(UUID.fromString("344e4893-c7ed-4ee9-93d6-a3262fec978a"), UUID.fromString("fd80c6f7-cdc8-4b9f-985b-127f9389a7c9")); + put(UUID.fromString("8adfee32-3780-4056-80f9-96cb1d0ba4b7"), UUID.fromString("95074d7a-2a6a-467b-a799-69f0b90b4aa8")); + put(UUID.fromString("e123e17c-3dfb-456e-80e2-8a2407e4f06e"), UUID.fromString("63a4a50f-46bf-45f4-a763-f5add8b093c9")); + put(UUID.fromString("bd28dfae-3278-433f-82c4-dd31a70c818c"), UUID.fromString("d996290f-45c5-43aa-af47-0e440ca75157")); + put(UUID.fromString("96a38b8b-5026-43fc-bdeb-8dd3f1e1be44"), UUID.fromString("d6d3b771-899d-44d8-9d93-6efc8a335f12")); + put(UUID.fromString("0d99527f-e885-4a08-8d9c-d47f48adbcfd"), UUID.fromString("493de533-77cf-4a53-b162-990be72d1a27")); + put(UUID.fromString("03272bf0-414f-4517-903f-3ccfb41253f8"), UUID.fromString("bd8190f9-465d-4003-afef-5426174ac8d7")); + put(UUID.fromString("05a0ae0b-d3e3-4b5c-9387-b1710a17d053"), UUID.fromString("fdcf4867-784f-49c3-aec2-8475db2477e4")); + put(UUID.fromString("4bc1b559-72ab-4043-a24a-f749b0b49d92"), UUID.fromString("5e4d246f-775a-4e8d-acef-af9eae98cc4c")); + put(UUID.fromString("3c564a6e-6a33-4ea2-9991-8a0619a08e95"), UUID.fromString("0f22cdf9-6950-419e-8ce7-c52d9b84d48f")); + put(UUID.fromString("cea7d0ad-ac40-4e2d-91ab-77055956288c"), UUID.fromString("c03ec702-9346-47cf-ba83-502107c1378d")); + put(UUID.fromString("59710ad4-a0b5-4d02-9348-06a8cffdb85e"), UUID.fromString("9fc5d75f-8a15-4a28-8ca6-a6053f2c72ba")); + put(UUID.fromString("35b4e9b2-9631-49dd-9cb2-3fb231742781"), UUID.fromString("0e5a39f4-4397-48fc-ac98-b5560a77fcda")); + put(UUID.fromString("cb525054-4de6-41a7-8850-78829801f95d"), UUID.fromString("9955852e-dd14-4254-9c6a-5b76a05fc84a")); + put(UUID.fromString("4a897bc4-3309-49bb-9d41-147746d55549"), UUID.fromString("1b09d8e9-4200-4828-a3af-60001e58b827")); + put(UUID.fromString("7cc59c21-c1e1-4734-a2c7-d3665d31ba4f"), UUID.fromString("deda94bc-044f-422e-a8c8-e77db81e6ac4")); + put(UUID.fromString("8ccdd0e8-449f-4beb-be38-15da26618462"), UUID.fromString("aad23079-93e1-4f81-b42a-2475f34b7885")); + put(UUID.fromString("48605d05-8116-40fd-b6ed-dee7bc1a7b9d"), UUID.fromString("afeb2cb5-bfb5-4e8a-aaeb-7816b46c41b0")); + put(UUID.fromString("acffc696-5e4a-4250-b241-a8e5e0faa756"), UUID.fromString("7e4ea57a-a52a-4bb9-8be4-07d99fa90acd")); + put(UUID.fromString("2be9e24b-518c-4fd3-a910-2f1772b810f3"), UUID.fromString("0e1eb933-9a4a-4b1c-88d7-866be3b28ebd")); + put(UUID.fromString("b3995046-347a-4a5b-b34a-20736596e6f8"), UUID.fromString("23b15143-cc22-48e6-ae19-9f528fd2ed74")); + put(UUID.fromString("c5b130ba-1cfb-4d39-b38a-ba174e411d9d"), UUID.fromString("eb09f16f-b8fa-4b55-9f67-645a2f7aa1bb")); + put(UUID.fromString("42a3ee01-4631-424a-9609-d7237712bffe"), UUID.fromString("a6515140-0fa8-4a46-8257-69a70b85c8ad")); + put(UUID.fromString("48d10f7c-1359-45e9-b10c-365e02912736"), UUID.fromString("7948d39f-b862-494b-80bf-fd8d6e12b170")); + put(UUID.fromString("49d013ad-d6a3-4da4-82b6-3bd2563be416"), UUID.fromString("5e7ee091-7c9c-4a0f-b64d-8d39b451fe5b")); + put(UUID.fromString("0dfd2fc9-60d7-44bd-ae84-99dbf13c10cf"), UUID.fromString("79558e15-36c3-46bb-b5df-ccd980ad3316")); + put(UUID.fromString("7d2ef755-3dab-46e7-8a0b-38469b43b81d"), UUID.fromString("9c49e83a-852b-46c9-8966-f5a9906938ca")); + put(UUID.fromString("7dd3e562-acd2-439d-be27-22ab069a5491"), UUID.fromString("90ef66f4-907b-4539-b250-2832ab99b410")); + put(UUID.fromString("3b931961-77b8-41ef-b7b9-235c8460c536"), UUID.fromString("a8855fb4-7579-4cd7-9e9b-e80ffbfa68d9")); + put(UUID.fromString("dc189b21-bd82-498f-a74f-bed5972e8d86"), UUID.fromString("bb9eaf94-cf5a-43e8-b060-5f1174f9467b")); + put(UUID.fromString("8e51ac64-ca46-42ca-bcbe-a1af333342ef"), UUID.fromString("336defb5-8340-4151-b0ad-9e3e90442acd")); + put(UUID.fromString("ed21f2b4-4cf3-4b8c-a04b-2471f8be10d0"), UUID.fromString("43cacf05-a1a2-472d-a32e-ccd021ea8683")); + put(UUID.fromString("9b18d357-d4ad-42e3-bf0d-222ceadd0849"), UUID.fromString("86d92133-2071-4a53-9c0b-5b35d61b2d75")); + put(UUID.fromString("bd9f5c42-0c3b-4ab8-b7dc-efa75093020b"), UUID.fromString("86fbc289-73ca-4883-9e95-6d3f487ded3a")); + put(UUID.fromString("f70228c6-0551-48bc-a0a9-d0b052ccb142"), UUID.fromString("f71d35f3-23b6-4690-933d-a69e714b5b6b")); + put(UUID.fromString("dd00a282-67ae-4634-9159-364eb102653c"), UUID.fromString("750116f7-a886-4fe9-a7b8-39221a520d88")); + put(UUID.fromString("47deaba6-8cf8-40d8-8ea7-482a034aed44"), UUID.fromString("c351ce01-da46-42ec-bb92-af7445d4d20b")); + put(UUID.fromString("6f38df10-9f0b-46c1-a7ea-7ac5e4805dcd"), UUID.fromString("ea9e2f46-e15e-4336-8c65-7cab221685b3")); + put(UUID.fromString("91e51c3e-eec0-44d2-aeaf-05b4aa26f1b7"), UUID.fromString("3a572b53-a293-4678-a08c-3cba3d38987c")); + put(UUID.fromString("4e178259-e190-4fc4-888b-873661705cd4"), UUID.fromString("a33cd210-94fb-480d-a7ef-cb72abaf4dca")); + put(UUID.fromString("6f17e5e4-b345-4be7-b30c-a7a3b5e48d53"), UUID.fromString("76ddfe94-7dd7-43d6-b8f5-afdd412b3fda")); + put(UUID.fromString("ae240d3d-e24b-4875-87c8-197ee9d28145"), UUID.fromString("ed91417e-9157-4c5d-a501-df76a31a1713")); + put(UUID.fromString("b9949860-4453-4684-803f-f893eb7f1bb5"), UUID.fromString("4cceb506-e2c3-4591-8d19-fbad1369f51c")); + put(UUID.fromString("209b10c4-d47d-411d-8bf5-393b9606eb2a"), UUID.fromString("b10fcbe6-f5df-4a6d-a062-e64552911f41")); + put(UUID.fromString("4c6dcd49-9d12-4080-b3e3-222ef8f5b0a7"), UUID.fromString("43ad47b2-fc66-4266-9edd-a372072c64fe")); + put(UUID.fromString("df059da7-f7fc-4165-b867-f84e7a76b502"), UUID.fromString("88c4b1b6-b4de-4df8-871f-77b2ccb64050")); + put(UUID.fromString("dfba0d19-493b-40b8-ad66-1eab12db0b4b"), UUID.fromString("2fa59695-3630-4ded-b9fc-825cc996078b")); + put(UUID.fromString("3f8020f2-0e20-453a-b527-13ff95ffde1a"), UUID.fromString("40d230c8-44ed-4d3c-bb9c-1258528bc071")); + put(UUID.fromString("31843eba-62ca-4fb8-92fe-9c93b850458d"), UUID.fromString("6fcbc78b-60c2-44fb-884b-bc02744b8a8c")); + put(UUID.fromString("cb9fb441-942d-46f2-b347-87dcc80bcc35"), UUID.fromString("d6b4784d-4125-42f3-8e45-4c70aab1342d")); + put(UUID.fromString("f18f15dd-79dc-4c6d-aa8f-f2ba0b9095f5"), UUID.fromString("39963bd9-ccec-4d76-8be6-5de27046297b")); + put(UUID.fromString("2033b5f1-7fe0-4523-875d-279b43c77b3f"), UUID.fromString("38c9df5b-efee-4353-945f-db2b3d762035")); + put(UUID.fromString("a16fd1f3-4c6a-4aab-9070-30ed858c6f5a"), UUID.fromString("ef22731f-5a8b-495d-ba27-7cc8a2095333")); + put(UUID.fromString("67e4033c-7943-4697-b68c-0129fc1f81f6"), UUID.fromString("46f0a081-bb9e-49ab-b794-af29489ed9b8")); + put(UUID.fromString("302e0abf-7aeb-4843-bcb8-7a46420b3a7c"), UUID.fromString("ab48847b-6123-433f-bc89-32a1f54c54df")); + put(UUID.fromString("83f9f747-e588-4728-8298-24782381e7bb"), UUID.fromString("c0abe720-1842-49fe-82f3-a45620add5b6")); + put(UUID.fromString("92f89516-cc28-4c5b-ac32-379b7e857d62"), UUID.fromString("620c3247-858d-4298-9b39-3284be1179f0")); + put(UUID.fromString("af538f2f-1d8e-45ee-9105-ce0cca041d1e"), UUID.fromString("f91f89b5-0204-4cc8-9e4f-52f4ca461750")); + put(UUID.fromString("8e96700b-ece1-4ca8-bbf1-f7dd46d71702"), UUID.fromString("d3403dfd-1144-4c09-bfb2-83182f2672e2")); + put(UUID.fromString("ef78b716-3cd0-40d4-90a7-73d2dedcef8c"), UUID.fromString("e98a785b-b824-4346-bc9c-7dd1a38d00f4")); + put(UUID.fromString("7fe75ed3-7544-49b9-bd84-07ba02d9e049"), UUID.fromString("3cb5d285-9a68-4372-9424-12bc2c9d24b0")); + put(UUID.fromString("1aac1e52-6455-48ca-95b1-b5db791de60a"), UUID.fromString("f34d4c17-f722-4fd4-a21a-f28404385f45")); + put(UUID.fromString("b7703df7-9355-43b4-b8af-d353325d9659"), UUID.fromString("7a56dbec-cb97-411a-9cb8-019d99fbf93e")); + put(UUID.fromString("04998f27-4f39-4ce6-baa2-3bed22370fbb"), UUID.fromString("7ec6489e-5e3d-457d-baae-472028f503ec")); + put(UUID.fromString("c743233f-9792-4f63-aafa-9814388099c7"), UUID.fromString("6d66b613-59b3-4d32-b1e7-b3931fd1372c")); + put(UUID.fromString("9a2d5731-6aa2-4f71-87d4-e213642b461e"), UUID.fromString("6b2fcb9c-5224-4931-932b-e552be4e5c12")); + put(UUID.fromString("eb476ea9-e8e7-4139-9732-75f277367f04"), UUID.fromString("05c23ca0-5526-4f37-b04a-abf54bf43868")); + put(UUID.fromString("2d8c96a0-12f4-46e4-a583-4c5a1dd02922"), UUID.fromString("e230f723-eaf2-4dbb-8f53-59ef8e2f1235")); + put(UUID.fromString("1a9eada1-13d2-419b-bb0d-c824a91180cf"), UUID.fromString("10ab0401-528e-4046-87c2-7ae407cb4820")); + put(UUID.fromString("bd7516c3-50c2-4c60-b3e0-ce59233a03ad"), UUID.fromString("34a2db17-2db5-4e17-9c0c-86514c732e78")); + put(UUID.fromString("6cca00f7-948e-443b-81e7-c0ab71590172"), UUID.fromString("eea361f1-d580-4673-a1e4-a7f5616b28df")); + put(UUID.fromString("e2e33bbf-68ad-458b-afd2-66729bfd7da5"), UUID.fromString("cc42f72f-c620-4b2c-bfa9-8511308da54a")); + put(UUID.fromString("3741f3ce-f061-41d6-a7bf-a99e1a0df97c"), UUID.fromString("0c1c5a61-fa44-4d1f-b782-a619fb01c0b0")); + put(UUID.fromString("780ca4c4-7abc-4630-9bf1-82b5ad5f27de"), UUID.fromString("8461a983-2084-4718-9ed8-679c3d0322a4")); + put(UUID.fromString("cec49f06-b02f-4437-98be-ffaed1af5dc9"), UUID.fromString("51fa4a1c-24f6-4c64-aa51-75d3b73d293d")); + put(UUID.fromString("24562044-ac21-4ba0-923d-0709c15b02a5"), UUID.fromString("d83b9bad-1fe6-49c8-8da3-e9f28d8a3b59")); + put(UUID.fromString("5e9e8793-7333-4c4a-a678-61596e7887b1"), UUID.fromString("7d61433c-685d-4660-bcb2-f43057c76904")); + put(UUID.fromString("7894a4b1-4272-48b6-8842-a260db44cd71"), UUID.fromString("76511fe8-48e9-4a57-81fd-1e8f71d9d4e3")); + put(UUID.fromString("76967049-0abd-46eb-b304-f5c416627c74"), UUID.fromString("2982746d-86d5-4b8b-a26c-ae11a69f1579")); + put(UUID.fromString("102dd268-8895-4f16-b5ae-05bcbe3ef8cc"), UUID.fromString("ffc28c8f-6aa1-4e71-af48-9770ef3da79d")); + put(UUID.fromString("c1616f3d-4ee7-4715-b2dd-996f6b1c0281"), UUID.fromString("348d6765-356e-4037-a934-b22b1b34a245")); + put(UUID.fromString("6c6045d0-398c-41d1-90a2-200824925ff9"), UUID.fromString("34edb029-2fd7-4857-863a-23ee3ea890ca")); + put(UUID.fromString("471bf3b4-d339-4db7-b033-8c5607e84c32"), UUID.fromString("75973be5-56e0-46c8-8acf-f02aebc0f33f")); + put(UUID.fromString("63c968f8-af6d-44cb-8b70-75548ab15581"), UUID.fromString("35fcfde7-7fba-4d8c-b44a-cbef83ae2cdf")); + put(UUID.fromString("93e286ff-6af3-4648-bdb5-d5ba2f70098c"), UUID.fromString("36d1250e-fc3b-4073-9569-639eb427770e")); + put(UUID.fromString("d545b8bb-6150-41ef-bf43-29d8a05ede4b"), UUID.fromString("b8b73ffe-ffa9-423c-bc00-4c019be00e66")); + put(UUID.fromString("39fae86f-5ab2-4120-8d10-2120f5d05f75"), UUID.fromString("20705a62-c0c8-4a80-a152-ce4998144f6d")); + put(UUID.fromString("cc1ae25d-1d19-4595-97ac-6bbd373fa3bf"), UUID.fromString("5087ee2d-c521-4c6a-9054-5fb68ac033d6")); + put(UUID.fromString("362763b9-6133-4be9-bc6a-64ac784b1959"), UUID.fromString("b8907595-4f09-4b1e-98ea-905a9ec10945")); + put(UUID.fromString("76d4b971-df24-40f3-a127-48c58f502602"), UUID.fromString("6e006858-3510-4c6d-87c2-d22f048a23a0")); + put(UUID.fromString("082b0fbe-af3b-4dca-9c95-480516073654"), UUID.fromString("b509241a-15eb-4f1e-9f6f-8bd157a0b8f3")); + put(UUID.fromString("26cadd5a-5b2f-4d14-8432-7ffd1915ed53"), UUID.fromString("485c1df0-8262-4449-81c8-d5a5ff99812a")); + put(UUID.fromString("50f1b389-cd55-4e76-9875-14b95eefd38a"), UUID.fromString("c643e36c-efb1-4f36-a748-8e26e88c3893")); + put(UUID.fromString("cc5d77d7-6773-4143-858f-94dbf1f35b00"), UUID.fromString("045938b7-015f-47f6-983b-4eabd7d3a010")); + put(UUID.fromString("33e4a29c-c3a7-4200-b698-05d7395a1201"), UUID.fromString("65cb1f72-bc8c-4ee3-8bd5-9e0f04c6a5fa")); + put(UUID.fromString("6b0d82ec-fa80-412f-9ac8-24c9f0df320f"), UUID.fromString("4557197a-66da-4ece-b284-00a6e0c012c3")); + put(UUID.fromString("30a49c54-26d8-4485-a50c-4c2eb9eb0934"), UUID.fromString("35ef0956-7fb3-4cbf-8765-89cfc3f1602c")); + put(UUID.fromString("8f748331-db75-4686-b08b-d3c71431e41f"), UUID.fromString("0ce04b46-7283-4b49-bc34-db5ea9e24a31")); + put(UUID.fromString("8c17d220-f852-4119-ae01-8990d13dfaf9"), UUID.fromString("d8f9a537-e682-4dc5-ab46-d76e3182ffff")); + put(UUID.fromString("32397d33-18df-4a18-b970-520f0803cc9f"), UUID.fromString("4175c488-d25a-4322-837b-bceed91d422a")); + put(UUID.fromString("ab2746da-796c-405e-afc6-97f66fc0ae1d"), UUID.fromString("5270eb78-cb60-422e-9df4-886e4f6e8cb3")); + put(UUID.fromString("735d0174-bf9e-492c-a93a-5289c41db35a"), UUID.fromString("d75fd4c0-e322-4305-98aa-9a65bb869699")); + put(UUID.fromString("b61e5735-9e67-4c7b-a379-c6db343e4f15"), UUID.fromString("362cee48-d469-4005-99be-bb4e041afd50")); + put(UUID.fromString("3c3b26bb-4e94-4324-85f7-0e1396f21d18"), UUID.fromString("24a8741c-7b56-4bfe-aa19-4c0c788632ca")); + put(UUID.fromString("846b92fb-9f4c-4935-aa48-f496929a0783"), UUID.fromString("b73d1237-80cf-4a3d-8a71-2703738ca58c")); + put(UUID.fromString("fa2aa084-0991-4e3d-ad9a-06a9cd4a8a37"), UUID.fromString("6d6435e5-f617-43d8-be60-4d3b1246479d")); + put(UUID.fromString("972a1211-ff15-4e2e-9756-ca69b0e1fb3e"), UUID.fromString("4c5be436-c369-4e5b-a07e-d67e820eb807")); + put(UUID.fromString("2c384936-815e-4015-af02-902a7798b1ab"), UUID.fromString("4906dd6d-4656-4aae-8539-8af84bfd0d1d")); + put(UUID.fromString("a1f229c7-8ebb-4479-bea0-ff89a4f22ebd"), UUID.fromString("3ef5ee2e-598c-4912-84d0-4e368ad8acd4")); + put(UUID.fromString("36a2418c-8624-44cc-b962-5bfd2a99bb97"), UUID.fromString("ac1fa57a-b667-4d4f-8fa6-8421145cfc97")); + put(UUID.fromString("3e5a6feb-7491-417d-9be3-d031ccba186f"), UUID.fromString("031b9b25-7aaa-42c7-a43d-2f09a8a78dc3")); + put(UUID.fromString("b2702d5d-0fbb-4ab7-a024-f4a26a05151e"), UUID.fromString("3c3bbf6d-71c3-43d7-9811-14a997b289d1")); + put(UUID.fromString("d7274529-ca21-4760-a676-b33cba18d863"), UUID.fromString("b9119564-8eeb-4644-9b00-d722177cebe8")); + put(UUID.fromString("12dd58f8-fd36-454a-9a70-00dabfe42345"), UUID.fromString("6ce77c35-5a5c-4b91-a20a-5e6bba32238f")); + put(UUID.fromString("7a51712a-fa52-43a6-b583-bacae3c5caa0"), UUID.fromString("c5531079-d28d-4e41-8ef0-4d4a4e4992b4")); + put(UUID.fromString("d0e88f55-a63f-47ba-ac34-aea85f3a42c1"), UUID.fromString("c0794d0f-fd99-485f-a8f5-449936a1e5ee")); + put(UUID.fromString("69f1fe93-9b30-4fa0-9630-772501a04bfd"), UUID.fromString("a8323ae3-2008-4adc-a64f-237a5ab4c120")); + put(UUID.fromString("240cbb28-ae4d-4f01-a457-90a7b9a8b86b"), UUID.fromString("023ba811-1f7f-44a8-9da3-c344f14fb05b")); + put(UUID.fromString("cc8f9239-ddf3-4dfe-bc0a-181729fb834e"), UUID.fromString("e594c412-9a5b-42a4-b894-f8992737529a")); + put(UUID.fromString("83a2687a-4247-497b-9d83-76bb4f789ecc"), UUID.fromString("6b9feb7f-0729-4978-b3f2-a22079b19ce9")); + put(UUID.fromString("db08e6e1-7aa0-48e0-8bf6-6751b792ad82"), UUID.fromString("b2ab39c2-08d3-4f8d-b94c-8564ea5b3851")); + put(UUID.fromString("12d16a34-20df-4ef5-b752-60a937a5206d"), UUID.fromString("ce75fd0f-6684-4635-9cb4-69254aa5f842")); + put(UUID.fromString("efc95d2c-ef7e-4d30-b602-2241d60579f7"), UUID.fromString("59429a1a-4981-45a9-927e-ef8959e0c8c0")); + put(UUID.fromString("42adf9f9-7528-4a60-8347-b3822f0da7f1"), UUID.fromString("6529250f-6080-4ed1-91db-bf58c7219f1f")); + put(UUID.fromString("2091b976-007a-4915-b00a-908fba1b6692"), UUID.fromString("4cb75c47-6c96-4423-a4ce-a492423f3ee2")); + put(UUID.fromString("20823355-d11b-4438-b39f-0ca5a0212d54"), UUID.fromString("0e84a5a7-da67-4886-892e-f7b99ea16482")); + put(UUID.fromString("d080263a-2686-4a92-8a36-a0b45d01a0be"), UUID.fromString("22539fe8-5fb3-4623-a60c-e64e2b451325")); + put(UUID.fromString("9e98261c-9cfb-4040-af51-21d2e0250c54"), UUID.fromString("12f29c10-9572-4f4f-896e-0e89e84afe21")); + put(UUID.fromString("48657d6d-65fd-4f61-bd68-6bff6e207398"), UUID.fromString("7d52d451-1a78-4dbf-9081-fa4c339876ab")); + put(UUID.fromString("2c52b320-2d13-4a5a-bf81-8a77f09fd1a6"), UUID.fromString("884059fd-dde1-4c61-bf58-d2004af7e521")); + put(UUID.fromString("0d5ef4d7-8994-4390-b9ea-d275aa60c4cc"), UUID.fromString("63569d5e-9ec3-4c80-839d-aed9e956620c")); + put(UUID.fromString("3875e983-bc41-4fce-8291-b8caf567da15"), UUID.fromString("dbefbcd5-40e9-4a74-b0e9-82ff6a646a2d")); + put(UUID.fromString("76eead4e-a7ad-463e-a741-ac8e3f4f4248"), UUID.fromString("7bb4d822-c079-4e92-a7d8-26a0d20f6508")); + put(UUID.fromString("830dc256-f07e-47e9-b16f-64f433a48a41"), UUID.fromString("02cdf45e-254b-4f39-be69-2d6b8b6031ff")); + put(UUID.fromString("2f15840a-5e31-44a9-ad3d-2b729153223e"), UUID.fromString("59561689-f968-40e3-afb3-15dec8ca1b4a")); + put(UUID.fromString("cc760c19-7598-431c-9016-4f13b5e2a733"), UUID.fromString("3a420e53-9b1d-491a-835c-af0e50b6ec33")); + put(UUID.fromString("d4b64739-023e-4682-91ea-0e27e9344386"), UUID.fromString("8fdfd22b-322e-4bfd-8663-de53574a1454")); + put(UUID.fromString("d26932f9-829a-4a9a-b1cb-ada2122d158e"), UUID.fromString("a19545a5-3850-42b8-99b5-eeaf1ca0eb3c")); + put(UUID.fromString("a38da3ca-cc07-48c6-be0c-bab35397fd1e"), UUID.fromString("c7e2aee6-62db-4328-b39b-648908bb45bd")); + put(UUID.fromString("3a791cf5-aefd-4447-ba51-a75ca1bfa966"), UUID.fromString("e415d406-31b9-4bfd-b7d3-4f4eb6beabd9")); + put(UUID.fromString("7a772d65-5c61-4edb-85f0-f7f4b1d78249"), UUID.fromString("b015a5eb-6642-47f0-a0a8-2b7f96127866")); + put(UUID.fromString("ff141c9f-25e7-4507-a041-aae635e851cf"), UUID.fromString("32abed97-8c84-493b-9981-564fd3ef64a5")); + put(UUID.fromString("0cd33325-6c12-43a8-857c-2a432503b098"), UUID.fromString("3f2e712e-8490-46e7-a84b-5467cfe073b5")); + put(UUID.fromString("c44b19b4-9de3-4baf-a748-cb4758de7cec"), UUID.fromString("d0ca6747-786c-4a04-82e9-86c459b9a3a0")); + put(UUID.fromString("b73890cf-8827-46f2-83f6-04cb4bc7cd59"), UUID.fromString("bc1ce5ef-f74a-4c44-a438-12afdde2ca80")); + put(UUID.fromString("519cd5cd-9534-466c-a4b3-d56fff9c963e"), UUID.fromString("0b492a2d-497a-488c-b408-9c6bfed06a3c")); + put(UUID.fromString("1a6d81df-3c68-4e07-a31e-d64a15df7841"), UUID.fromString("9076653a-b64e-44c1-9ff0-e1d44d7097d4")); + put(UUID.fromString("240cd178-fc0a-4551-86d4-af0cc04ba0fa"), UUID.fromString("b20f1582-6011-4342-b4f4-a272c7dfc9d5")); + put(UUID.fromString("6473dfca-ff71-4a93-b993-974b305b93f5"), UUID.fromString("4f7137a6-3a82-453c-a0bb-97c654f5fee9")); + put(UUID.fromString("a25b0123-9d5b-435d-a51e-e003c9cec444"), UUID.fromString("1a891e9b-7ad3-4e0f-bd38-f4b9bc794617")); + put(UUID.fromString("88c58368-14bf-451e-b7ac-266ca5a21477"), UUID.fromString("7e4e73bd-8ec6-4e23-9583-0ea86ab0e08c")); + put(UUID.fromString("bb10e225-e308-45ab-80ec-6d0bff9a7ef6"), UUID.fromString("4a3896f4-a463-4269-98da-73c2317c60ce")); + put(UUID.fromString("8d0fa4a0-23b2-480a-949a-d117733e5cd8"), UUID.fromString("e8d83a2d-04f8-47e8-abe7-e22688c15c63")); + put(UUID.fromString("3cc543eb-b9f8-436d-869d-df8f0fc01f95"), UUID.fromString("5f11cf08-8597-45e2-84aa-9920e5643f0b")); + put(UUID.fromString("85f4396a-f77c-4c5d-9726-b0f94c041bd5"), UUID.fromString("1fad8963-eb52-48e1-99a9-787575399669")); + put(UUID.fromString("944fc7e1-a35e-42f7-bed9-c3e268d55cf6"), UUID.fromString("436b1fd9-2ef8-4301-ac12-50eec92536ff")); + put(UUID.fromString("5efff7ce-c156-403c-aed3-4b2692f0fa9c"), UUID.fromString("b4133667-52c4-400b-a293-c964ec5c4728")); + put(UUID.fromString("25b39229-7a35-43a8-b6a2-88c6879da9b4"), UUID.fromString("98055a26-4439-44ac-aaa0-0dd38cf8d9e2")); + put(UUID.fromString("62d14ab1-a1ec-436c-9dae-3a08df467f72"), UUID.fromString("640c0d10-86ff-4a42-8f31-2639e50b25c3")); + put(UUID.fromString("733855de-d037-4985-ac30-1035e123ea00"), UUID.fromString("eaccdcaa-ef11-46e0-961f-c43182012576")); + put(UUID.fromString("be961fc2-a399-4ecd-9625-f2bb74fe2f65"), UUID.fromString("d4f67079-142b-413b-8e1a-f479701fba2a")); + put(UUID.fromString("5284f3c3-19d0-4b2a-9919-85d17e8a5ea2"), UUID.fromString("21c209a5-3fa7-440d-8eda-b7ef40599f65")); + put(UUID.fromString("965dacf7-d2d5-4abf-9443-659ff62fc7c5"), UUID.fromString("87a2a546-f621-431e-8235-bcf2d8830bc3")); + put(UUID.fromString("0c40253b-f3b0-4ba1-9e05-8618fc2de1d2"), UUID.fromString("6e2d3d7b-dea0-43db-8b0c-e131e8697b64")); + put(UUID.fromString("5b70cad8-dc2b-4a53-8d59-23b3fd54fc8f"), UUID.fromString("e1d61c9b-5915-4e33-9d8b-4962da2142cd")); + put(UUID.fromString("a65b8d22-e883-406a-8c03-70e4dfdd36bc"), UUID.fromString("1a97da0f-a678-4037-9ba1-4331497a480b")); + put(UUID.fromString("ae2da9fc-c70d-49a8-b5f5-a0558fe3516a"), UUID.fromString("7ee1623d-cc0d-4394-9950-7c94444d6bcb")); + put(UUID.fromString("41a763e0-5ae9-4087-9181-95f41c4b2bb7"), UUID.fromString("42f7c781-6890-4771-8e1a-f03bdbe73e27")); + put(UUID.fromString("1941acbf-85a7-42ec-b4b5-9ae3b136b673"), UUID.fromString("62921433-ba16-4a87-a40e-61f5e502f985")); + put(UUID.fromString("3f2468f4-b8bf-499c-8afb-1cebe7c19e09"), UUID.fromString("f8d2380c-3e60-4472-ac11-1dce563d538b")); + put(UUID.fromString("b2443062-6c8c-4b82-9f82-1457a7e13746"), UUID.fromString("7afb992f-63b3-4ca8-b602-1b3c497b5105")); + put(UUID.fromString("81ab80d3-81d0-4599-b67d-a36ece49104c"), UUID.fromString("0d3db9d7-1021-41fb-861c-799917deb5d9")); + put(UUID.fromString("6e91752d-0e49-42a0-a662-6ea1d3be1843"), UUID.fromString("b53c9d77-5c54-46a3-b176-cb5ec640aa93")); + put(UUID.fromString("07c060f6-0b16-400f-b105-94804daadbeb"), UUID.fromString("49c44ed2-7be1-4fd3-a766-8147ea2ec9ad")); + put(UUID.fromString("ebe0eec9-bf5e-4b32-a2f1-0c37fadcfd1a"), UUID.fromString("de82bf31-84fa-41ba-9149-e3cd15bf5a95")); + put(UUID.fromString("69b417d8-efa5-467b-a069-741bd652ddfd"), UUID.fromString("63bc88d9-059a-4a48-81b5-58df277d48c4")); + put(UUID.fromString("00ef8719-520c-4ec9-89f4-12ac5e280407"), UUID.fromString("5ad442ce-e59e-416a-81bc-b92fe61d5de0")); + put(UUID.fromString("def99cef-4598-4f46-acca-3a406e0808dd"), UUID.fromString("c961d332-45ce-4aa7-8348-e7e5a9bd6701")); + put(UUID.fromString("e2da5cee-961c-4517-8f57-072654fea42a"), UUID.fromString("4128b822-cb8d-4b3f-a314-098683826056")); + put(UUID.fromString("cf6f3743-5742-48a4-9a70-50e80b4bafbf"), UUID.fromString("9409bdbc-8022-45e3-921f-282e737d8ff8")); + put(UUID.fromString("fda546f2-bc3e-48ad-9997-68230fc73735"), UUID.fromString("55f88a88-ff5f-454a-8d68-aeeda1dd7f9f")); + put(UUID.fromString("d067a0df-0191-42c6-b942-d75363bd1bb8"), UUID.fromString("92f5aeca-d160-4ecb-be9d-e48bae31257f")); + put(UUID.fromString("bf49a891-30ec-4372-9990-d19a8a09df01"), UUID.fromString("bf6379dd-c94d-4709-8d12-5b5273dd743f")); + put(UUID.fromString("29b1f120-0751-4ac8-b2b1-8d0e421aaba5"), UUID.fromString("4be0f3e1-845b-44a5-a4d7-aa70b133f3d4")); + put(UUID.fromString("7ff906f6-ce4c-40e9-9f8c-1f6d9fbd7fe9"), UUID.fromString("6d8000b1-a349-4577-8f32-5d1c7e99b887")); + put(UUID.fromString("d81bea34-2005-4cbb-a888-c71fb99240e3"), UUID.fromString("37777233-2c96-48ee-a2fc-e5db1bc44b21")); + put(UUID.fromString("8ccaf077-649e-4451-b139-6ec6dd124e80"), UUID.fromString("3c34d858-76cc-498b-8c78-37ecea870273")); + put(UUID.fromString("b6cd7e40-9c4b-404b-ba2d-e0514154135c"), UUID.fromString("81d59f72-8c0a-4394-8c25-8e65476e8524")); + put(UUID.fromString("11eec43c-87ab-4a7a-9ce7-9945f4086f19"), UUID.fromString("b3d12591-38e0-42a2-82a2-2e839d268dbb")); + put(UUID.fromString("674953af-e17d-49a8-a5f3-93be762f1008"), UUID.fromString("62affa49-70d2-455c-8b9f-4dfdd43217c2")); + put(UUID.fromString("91907022-dc06-473e-af59-5c9f2f5d5053"), UUID.fromString("0d4d97b6-b2b2-4ba5-9dfc-37cfd278217d")); + put(UUID.fromString("b1697a92-a75d-4832-a5ad-19466e7f2f75"), UUID.fromString("1c85ed0a-de9d-4bc4-8a9a-b2bf2633d7ad")); + put(UUID.fromString("ff35e78e-5486-4932-893c-67bf474b76ff"), UUID.fromString("aed48b27-81dc-4419-8260-f93a958795c1")); + put(UUID.fromString("b8aa325e-f422-43b8-a9cb-3a685834f3a8"), UUID.fromString("e5541419-9eed-4870-af20-4cf81c86c1a1")); + put(UUID.fromString("3b50ec67-7a9b-40ea-98da-f2e55c97c12b"), UUID.fromString("68ac5294-34ea-4f25-a5d0-1b2b762f36ca")); + put(UUID.fromString("cd12fec9-4c01-4272-ad02-8c54b39f9b71"), UUID.fromString("71e19a77-9a31-4b14-a719-115e9615df67")); + put(UUID.fromString("db752c39-3198-4222-b081-d4ce604d5e68"), UUID.fromString("d2f9f639-d7e4-47a1-961d-d186c9573492")); + put(UUID.fromString("41f22bd7-769b-4837-941a-c5d22059fc6f"), UUID.fromString("55f1c9c5-7b82-4c60-9cd7-d88478ac14c7")); + put(UUID.fromString("306c69ab-0496-4cc9-a940-9926d38c903a"), UUID.fromString("3768609a-5827-471b-9b04-8e6d585cf55d")); + put(UUID.fromString("8fcf7a46-4831-48fb-81dc-8fd0a084e69b"), UUID.fromString("11c1ae36-3aac-499e-926a-d669cf494749")); + put(UUID.fromString("7dbffeb3-50fd-4bd1-8402-f3306c4c158d"), UUID.fromString("6094b1b9-b3ce-4086-b2ab-a586823b4f6e")); + put(UUID.fromString("ade9e453-8338-42af-b175-f5842fbe5ebc"), UUID.fromString("5b049b17-6898-4049-bbac-c5bd7e6c6a61")); + put(UUID.fromString("2d0b3489-d174-4b42-99c6-6ace47135d39"), UUID.fromString("cc87192a-de22-4afb-aa6a-513cf1665e0c")); + put(UUID.fromString("49d22a2f-3eea-4914-aa95-accf891e2065"), UUID.fromString("38e5969e-fa96-4f7c-9a3f-a60f330260f9")); + put(UUID.fromString("c3043c62-4bae-414c-a8c8-c80e4486f164"), UUID.fromString("c1ba0486-b054-4310-8d0f-98941991a698")); + put(UUID.fromString("9ab39b16-feed-477e-84d5-251c91192f08"), UUID.fromString("44044ff0-a255-4f3d-814c-2c938c5fcf61")); + put(UUID.fromString("6573cc96-4812-4928-ab07-dfe76aa37684"), UUID.fromString("7deb57f5-6a7f-4a1e-bd3d-5ae8a90d4f2c")); + put(UUID.fromString("48e70cdc-0061-4dec-bf7f-c44635478ca0"), UUID.fromString("fd190b1c-bcf7-4703-977e-19761e12e1d1")); + put(UUID.fromString("d5d151a8-b53c-4dac-89d8-52789655a6f2"), UUID.fromString("fed13f55-bfb4-4a53-ac3f-0e0b7bb43332")); + put(UUID.fromString("04f11361-a464-4b8d-8561-bc9e8c1894d7"), UUID.fromString("d6150531-0a49-4ee9-8f91-680960f718d4")); + put(UUID.fromString("c33808d8-22ad-435c-9a22-4873d14e6ff9"), UUID.fromString("7c99656b-fa0e-4714-8400-8b7041aa4423")); + put(UUID.fromString("73c79929-0a7d-4df9-afeb-214388a8b313"), UUID.fromString("87d5c445-1db2-42c1-a740-9610a52bc920")); + put(UUID.fromString("ef685999-05b7-486d-969d-bde881881591"), UUID.fromString("dda8d816-fdcb-4090-bf0f-9627f17af32b")); + put(UUID.fromString("40aaaca9-3141-462c-bcde-31c54b75311f"), UUID.fromString("1ba32c4e-785d-4629-9fe2-3af14193a39c")); + put(UUID.fromString("0210013c-0852-4ab6-b481-3a35063dd075"), UUID.fromString("159c5bcc-5519-4e8e-aa9f-c27e3d484a2d")); + put(UUID.fromString("3aace315-9f84-4db0-9223-7417d93af713"), UUID.fromString("8c27b28b-a556-4f58-a162-1c37cd6005c6")); + put(UUID.fromString("47132fdd-0847-41ca-b542-eff37a0b35a8"), UUID.fromString("3e96d4f8-454d-4f75-bac1-1e15f91565ab")); + put(UUID.fromString("332462c8-da46-4ef6-8856-bd68dbd4fc9e"), UUID.fromString("c603376a-11af-4ce3-a40e-c9f01dbbdceb")); + put(UUID.fromString("a02ec26d-66db-4ea4-918f-3908d9602666"), UUID.fromString("9823e7d0-e702-44b3-afc6-1ccd9fd35292")); + put(UUID.fromString("ef6889f8-78a0-4d0d-b830-18bec784331e"), UUID.fromString("23eb735a-f3c7-488e-9e61-619f91a41d7f")); + put(UUID.fromString("51324f47-0342-4999-a532-09771ab6fd18"), UUID.fromString("0f70d374-5dcd-443d-a577-0495fc1c7d64")); + put(UUID.fromString("356feb4d-7931-4c19-be6d-ea090285a7a6"), UUID.fromString("9b923a8d-7582-4d8f-bc85-64b5e5681efb")); + put(UUID.fromString("641f5484-71b2-4b3a-95c3-344667d7aba8"), UUID.fromString("7169676f-2188-40e6-895b-77ccdc2cdb88")); + put(UUID.fromString("f5eb3ff6-6077-4ad2-8184-2596326401e5"), UUID.fromString("fd61a665-e5c3-49d1-acf3-5b0cb03befb1")); + put(UUID.fromString("b049d164-7676-44ea-8cd1-79cea765cb1e"), UUID.fromString("ff3e061b-ffed-46e0-9234-a81b87c5c096")); + put(UUID.fromString("cd955fb4-7ebb-49b7-aac4-c24b32585424"), UUID.fromString("f9946d82-8b59-4664-8ede-2ea236723d38")); + put(UUID.fromString("bec6d6da-ab89-41a1-a537-3bb8c70e5e89"), UUID.fromString("acef595b-7cd1-4776-b079-a19765fe0ff5")); + put(UUID.fromString("ba60f307-f261-484b-861a-b675c9a36cd6"), UUID.fromString("6ba98f49-818a-49e1-a509-bf0717358147")); + put(UUID.fromString("4d7e140f-6c2b-491a-93e1-4b8ddda68bee"), UUID.fromString("38a757e8-8e4f-4a81-8fa7-aa64b9bd6c84")); + put(UUID.fromString("730f4937-af3d-4923-a228-454156ff0f99"), UUID.fromString("b65adf26-ff87-4092-854f-820e2f84488a")); + put(UUID.fromString("03a5e2dc-0895-4a37-ba31-d02b0c6c52ff"), UUID.fromString("f51bbe2a-c6df-4f74-bea5-a707848bafd2")); + put(UUID.fromString("79425eca-0e18-46ec-b101-cbbf169d9aed"), UUID.fromString("c815c8fc-a3f7-4009-b95b-23b1162ddd22")); + put(UUID.fromString("7d6695fe-13e4-440a-a96f-c05096b99d9e"), UUID.fromString("d52ac3e4-3bc4-4aff-8f54-5b62ccfe4104")); + put(UUID.fromString("baf0865b-5c79-4e15-945b-5283df4bce0e"), UUID.fromString("498e7dc7-8017-4813-ba6b-8500c4b4b742")); + put(UUID.fromString("42681696-f1d9-41b6-b805-e8385bb5b620"), UUID.fromString("27f22965-f007-4986-9c93-7c034d575920")); + put(UUID.fromString("c3dc1cd7-c140-456f-83a8-7cc314fb6094"), UUID.fromString("789f0447-0681-4178-b665-d3b09b7fe9a4")); + put(UUID.fromString("d912127d-f1eb-4b7e-ad71-14495e0eca1c"), UUID.fromString("02220612-b2ba-4dbd-b396-401906e883fa")); + put(UUID.fromString("6bfa9837-3985-4973-a958-9d8f7aa1c3e2"), UUID.fromString("ae65f4aa-bb52-4ac0-8916-946d0c64e5d2")); + put(UUID.fromString("b7eb6ced-767d-470d-988e-8924c638b633"), UUID.fromString("c4398c4d-c209-455d-aeda-1a37d01bb83e")); + put(UUID.fromString("eef242c7-4061-4ddc-927d-770f8cbd8650"), UUID.fromString("47f951dd-bf37-445c-a18a-ea4669217a46")); + put(UUID.fromString("6c58551f-e7bf-47cb-b63c-6262c20108d8"), UUID.fromString("8417cbae-c927-4246-b853-fa7b6a5e3f9c")); + put(UUID.fromString("5cc18e76-1046-4102-bdaa-53aae3fd1c5f"), UUID.fromString("f28c4f60-efae-42aa-ad13-805935bcbed1")); + put(UUID.fromString("fa50b50b-b7c7-40c9-976f-7167ab3ca9c5"), UUID.fromString("88ea6fc7-ac04-45fb-8282-e6baceb33d35")); + put(UUID.fromString("77c6cd3a-76a4-4081-9743-ccc90c920194"), UUID.fromString("ae253456-fa97-4c60-84d3-e849c7a8340e")); + put(UUID.fromString("5a6fbb9d-e41d-4822-86ee-2e6fdabd3e29"), UUID.fromString("5b544336-bd34-40f3-828a-ca1e236df798")); + put(UUID.fromString("6b242f22-1c73-49a2-9ff2-a489e526c178"), UUID.fromString("30328400-95b3-4ecb-8180-ed2f7831c1a5")); + put(UUID.fromString("9966b6e6-1840-4c51-b439-82ac53b95e02"), UUID.fromString("68849402-f15d-40fa-9e53-abfa0c23a980")); + put(UUID.fromString("81e1f62f-fc23-4d11-abcf-ef06e8173ad4"), UUID.fromString("69e8ba92-f496-4e0e-8627-f3a9abbb9421")); + put(UUID.fromString("8b5a96c6-344a-4e96-be0a-56c72a938afb"), UUID.fromString("ad045100-8759-4451-b7ce-d9670f59a50c")); + put(UUID.fromString("5ce6421e-7692-4461-9d39-2a0f2eaef2ea"), UUID.fromString("7fa3bade-7f0b-4bc8-8ed5-6f368dc3dac8")); + put(UUID.fromString("9630c206-b362-4948-9fee-a67c2e35545f"), UUID.fromString("df003e0a-a200-4a57-8969-aabeaf3d5c34")); + put(UUID.fromString("3455aa8c-1310-47d2-94aa-ccc23a0a9f0d"), UUID.fromString("21e4db7f-7927-42a9-85ef-b81005f748aa")); + put(UUID.fromString("0c817691-083e-4d33-a704-a9e48c813bc2"), UUID.fromString("45e35ed6-3b8c-4e90-bbd9-cbcad499f96f")); + put(UUID.fromString("493f8414-23ee-4c38-81fa-db6cbe5b38d5"), UUID.fromString("242893b5-9185-40e4-a64c-98e6abb52df8")); + put(UUID.fromString("8ed1d55b-1f18-4445-a61b-c1c13522e3ff"), UUID.fromString("265090b4-e4be-4cbb-9164-2e4295c9de81")); + put(UUID.fromString("7928f7b1-f321-40de-a3f1-d0004c3f18ba"), UUID.fromString("836611d8-4342-4e34-bcc0-b499dea7aded")); + put(UUID.fromString("e87379f1-d918-4c95-80b5-fdc54829822d"), UUID.fromString("5a644646-b818-4cfb-a244-051054a6fea6")); + put(UUID.fromString("93d9ba50-c1db-4de4-8d74-4e00016ae142"), UUID.fromString("522a0abc-60e0-4f5c-949d-264fb145b6d3")); + put(UUID.fromString("09457872-b35d-4c71-a9d1-aa1cb615f3e7"), UUID.fromString("067806f7-32d2-4685-8ee5-fadad1fb3a75")); + put(UUID.fromString("0805ba13-efe9-4d3a-b590-42238bcf6552"), UUID.fromString("5ead1028-abbc-46ff-9cec-62573be7fcb7")); + put(UUID.fromString("9b3a8a24-79ef-4f67-ae96-9d3fdb3d6c5f"), UUID.fromString("4ecedb21-3eb4-4d58-9da9-2b94e28c2b18")); + put(UUID.fromString("78022c1e-d156-4ce9-a5b4-9da2d11ecebb"), UUID.fromString("6e901fdf-acb7-4824-9ff1-4259b1d91e46")); + put(UUID.fromString("af933fd1-ab29-4871-ba43-55748ede9f6d"), UUID.fromString("3c3547af-149f-425e-b1e7-138fc6b0a9f5")); + put(UUID.fromString("95e4136b-63a7-4f29-bb11-ed34ade5271d"), UUID.fromString("04f98d7c-92ce-40a6-8a77-22408f180cdf")); + put(UUID.fromString("481fa50d-f885-4836-9b22-f73b9963b46a"), UUID.fromString("f5836ff9-d8a5-461a-9834-4e52fa657f27")); + put(UUID.fromString("cccdf8c5-2fd0-4935-baa7-fcdaa184e031"), UUID.fromString("54fd849f-8414-4197-abe3-4d843e4f35d9")); + put(UUID.fromString("007fd133-96be-4576-9e41-7751e9794922"), UUID.fromString("db1792fa-ac09-4e30-87b5-69fb891af2b9")); + put(UUID.fromString("3da244d7-8a8a-4994-bcd2-d8fde403c45c"), UUID.fromString("bf2dbde1-7dac-4b0f-9435-17927d84329e")); + put(UUID.fromString("14481b74-376a-45a6-9dbf-92cbae906627"), UUID.fromString("60d5aabf-ffac-4b15-a5e6-96d51db9c800")); + put(UUID.fromString("caca2675-e3f4-4219-b514-2ba0eb1486f2"), UUID.fromString("ee9f16ce-9256-4699-a041-75f4ed8df5d6")); + put(UUID.fromString("448111f4-6677-4258-a76f-2f20f4685c9a"), UUID.fromString("4b54e449-ebd2-401a-afe8-a4cd9b749f7f")); + put(UUID.fromString("0de725b4-cb8b-48c2-b54b-1e2d59870f3d"), UUID.fromString("a177aa80-e024-4f1b-9e5f-23c13fdbc5e4")); + put(UUID.fromString("138f5a3e-22f2-43d7-961e-f74f72a90bb9"), UUID.fromString("b740d802-24f8-4b5a-9ce6-2a534222f870")); + put(UUID.fromString("15f7ae92-6917-4b8e-93b1-ee72480ddee9"), UUID.fromString("ceb65523-5df6-4840-adee-da9ce78b4ca1")); + put(UUID.fromString("1104c2ff-ac48-4aba-906e-dbc33db2ea46"), UUID.fromString("5bd85cb9-ef5e-444c-9157-764b4a7ac27d")); + put(UUID.fromString("d8584996-ccc9-40d5-9faa-415ea7f0da57"), UUID.fromString("dc797c65-6d1d-4c93-a395-c19f7b83f571")); + put(UUID.fromString("7639714e-9756-4067-8c65-43ba4b0ddb23"), UUID.fromString("26a64c46-6cf3-4de4-b05d-f325975f04cc")); + put(UUID.fromString("d72de8ba-1bdd-42f0-b686-b636127b1c24"), UUID.fromString("daaedc4f-434f-4e62-8ea3-da90f0492c39")); + put(UUID.fromString("b9526586-0b93-4e39-b5b2-acda1fd2701e"), UUID.fromString("86f0386d-af93-4964-8353-926be0007495")); + put(UUID.fromString("d797a79b-1aae-4a39-bd70-58f82b3aa6a2"), UUID.fromString("b1e2588f-a7ff-4726-905c-50cd35555331")); + put(UUID.fromString("b757244d-b7d3-4474-be5e-da1724745d0c"), UUID.fromString("3760ceda-d0fd-4c4b-adde-c1ef037e4131")); + put(UUID.fromString("c2fea262-0e14-4b72-8670-b0c38a9a68c0"), UUID.fromString("958dc513-52a4-4028-9d4a-2ad245efd348")); + put(UUID.fromString("2ee06757-4086-4994-9b7c-8441cf291b8f"), UUID.fromString("7dc5ccd7-4fbb-4211-b0b5-807f698eff35")); + put(UUID.fromString("344b4996-aa22-4e50-b79f-2e0c1a2cbe6a"), UUID.fromString("8c7aa0e5-15e2-46eb-a736-483c2bd51a40")); + put(UUID.fromString("92571220-1090-4085-a546-b63eeacc25dc"), UUID.fromString("28b43f5e-36ac-4ca9-817f-7ed2dbd6757c")); + put(UUID.fromString("d2d90021-d453-4496-871b-d38297bce4af"), UUID.fromString("24d3a995-8613-49ae-9698-4ee739e01f85")); + put(UUID.fromString("15b94c10-74cc-4891-911b-4dbcbf302a92"), UUID.fromString("cff28fe7-3b3a-408d-b51c-07163da53c94")); + put(UUID.fromString("7e7b0e89-43b2-46f8-889e-9cafdc8dc149"), UUID.fromString("5697759a-2ae0-4078-8366-1e94ea45a8d7")); + put(UUID.fromString("3b245452-34b2-40d5-ac86-b7f16171a4c3"), UUID.fromString("beb56a03-e11c-4c17-bec1-8c49c1f229bf")); + put(UUID.fromString("9d568f2f-f624-4ed7-a94f-e9199309393c"), UUID.fromString("ab5522fa-e766-4bc6-8573-429c40a23cc9")); + put(UUID.fromString("5d6e46fd-ca23-4c46-bd2b-7aa232f810ad"), UUID.fromString("27b331ec-c243-4668-a867-126b7cc4d713")); + put(UUID.fromString("cece1977-2fb5-4cc0-aee4-338a187668ee"), UUID.fromString("e148e1b7-a93d-4d20-b78f-f72b5acd04eb")); + put(UUID.fromString("8c41b0d0-562a-419c-a783-0271c6aad9db"), UUID.fromString("bced780c-dd3c-449a-8510-16400542f319")); + put(UUID.fromString("dbd9fb5f-b299-42cb-95d5-da9682d196f8"), UUID.fromString("f513f400-488b-4fc6-90b0-e6e5184bbfea")); + put(UUID.fromString("cc8bcc10-4f24-48e5-b77e-89c6a6c56ea7"), UUID.fromString("1f7489b8-3b4a-4d78-ad41-f121fdc159a1")); + put(UUID.fromString("458f8b12-d849-4cdd-b661-7d02a592dd5f"), UUID.fromString("08889633-9faf-4456-bb7d-e0e88705b62e")); + put(UUID.fromString("e00a67ab-a715-4272-b730-df049eda666e"), UUID.fromString("7f5a35a1-3393-4fa7-abd3-2875edca1a7d")); + put(UUID.fromString("2ab9231b-b6c6-4397-9238-367b12b0ef22"), UUID.fromString("3959eace-0ae8-4c16-a4c5-748a344feb58")); + put(UUID.fromString("7ff3ca3f-4ed2-4f5f-bc0d-621d120b6b17"), UUID.fromString("df997799-1d13-473e-b954-35fb92712fc7")); + put(UUID.fromString("3f07b1ce-db90-43a0-a2f2-a6149bb26b1e"), UUID.fromString("c6030ef0-c84e-41cd-88a0-8ef2b7c0f297")); + put(UUID.fromString("d18f7093-ad73-4a5d-b17b-8b54c4d2336d"), UUID.fromString("d3913742-a96b-4b7c-8d7f-0d2e312a97c3")); + put(UUID.fromString("cf49c145-6f66-4905-af2f-52693d349da8"), UUID.fromString("5b13445c-50ab-4a25-af50-cf07d7fc38b9")); + put(UUID.fromString("61b262d6-8869-4d6b-a2a5-1b871f4d696f"), UUID.fromString("31ef25c5-854c-455d-951a-09e59ae84aa8")); + put(UUID.fromString("a5cacbff-f499-4531-a909-61931f7636c3"), UUID.fromString("ab1d3253-623f-4eb5-bb28-6abd96147cf2")); + put(UUID.fromString("2d73b4f8-0361-4434-b984-aeb387015a54"), UUID.fromString("852d0d53-f503-4852-a767-f60f610bbff0")); + put(UUID.fromString("19d4203c-fc44-4ef2-8fc4-767e6248ee49"), UUID.fromString("94687681-6a68-492a-9534-ab42e827b8fa")); + put(UUID.fromString("261ff35c-187c-4157-bb60-3260c74ad6f2"), UUID.fromString("30bb1db9-d193-4886-888f-a0c470b19e17")); + put(UUID.fromString("72f7c0d0-0b02-4b97-80cb-8b508f2266f9"), UUID.fromString("a876429c-f427-4986-801c-27bc19becb98")); + put(UUID.fromString("d74891ab-09ee-44c7-bc0e-c5a07c0080ce"), UUID.fromString("9cfec615-9f20-4534-9dd5-b4f3133776e6")); + put(UUID.fromString("ac2ed70c-1ceb-466d-ad4e-90b2e39de19c"), UUID.fromString("d50dc60a-3a4b-41ee-9019-722dff18b1a0")); + put(UUID.fromString("8ee2994b-9502-4f91-af6d-aec5349a13ee"), UUID.fromString("531bd976-6e69-49df-9c43-4751fc72a619")); + put(UUID.fromString("860c86ee-9a18-4de8-89ce-29a8fa39cbd4"), UUID.fromString("98427b5a-04f6-4f59-9ae1-dab4ba22634f")); + put(UUID.fromString("a84f40a1-3f78-41b7-b8fe-467f0f65fd76"), UUID.fromString("79a2b9fd-dc9c-4ef3-bda3-6d3b281baeb7")); + put(UUID.fromString("8dda6dfd-8447-439e-8c40-de17740faa8b"), UUID.fromString("0526cc24-7109-4757-87cf-c5d5a0df57dd")); + put(UUID.fromString("ec3aef62-f970-4cd3-9c25-5cd7facd8c56"), UUID.fromString("daca4b84-4c61-4077-aec0-3dfb728b3560")); + put(UUID.fromString("a1a9757a-cce1-4016-898f-2d90c20b0e24"), UUID.fromString("6f57b098-b470-41a2-b6c4-3c50d45729e8")); + put(UUID.fromString("4389a399-c6bf-4117-8d49-a96f2cd3ac6e"), UUID.fromString("5da41865-c639-4fb6-87a0-a8a204a27bf0")); + put(UUID.fromString("6f176611-9fe7-4b43-aa15-1e2062bb2f49"), UUID.fromString("ef8a784e-97c8-4e37-b972-394e5d4e2e93")); + put(UUID.fromString("29e683da-44ab-41bf-ab83-232b50a8c0c1"), UUID.fromString("08ec8e2b-3eb4-48ab-a175-79d7394b567b")); + put(UUID.fromString("4acdc8a3-3339-4c51-9837-0a1aadcbea8c"), UUID.fromString("90c694f5-ef4a-4db8-b4e8-9934485592f6")); + put(UUID.fromString("4ef18843-25c7-4430-a1cc-de388a84209e"), UUID.fromString("24b4041b-2239-4e66-b187-e14d4629eaac")); + put(UUID.fromString("66ca321c-cc59-4b4c-8d72-b5e25542ccae"), UUID.fromString("c6493f20-2ec6-4367-a015-83c19ee74f62")); + put(UUID.fromString("3eba52c0-0653-4b9b-8825-7138ae1f5888"), UUID.fromString("89190966-a81d-4656-8cf2-bef050cc5a61")); + put(UUID.fromString("b7aeef67-5250-4ae2-9fcb-f456f79bfb08"), UUID.fromString("ae54512e-75e7-4699-aa20-55e0cd58b272")); + put(UUID.fromString("93a51866-c773-409a-aa15-80bc394a173e"), UUID.fromString("3a8dcd52-7b2a-46a0-868f-a9affc48bf64")); + put(UUID.fromString("4c8ed9ef-d3ab-4e6f-aff4-13975150c765"), UUID.fromString("b302cee8-74fc-43d0-ac94-924376820bb8")); + put(UUID.fromString("e3aa62a9-e118-4118-a0cd-ffcee417e88d"), UUID.fromString("1559bb75-53bb-46f3-9f19-45fef336d6df")); + put(UUID.fromString("a97d7a3d-153b-49da-b39d-c1c00c556be6"), UUID.fromString("aca93f8c-1155-4b11-8c51-76bbfc58d310")); + put(UUID.fromString("c7d5f619-4075-460d-b86b-ed4890c26cb4"), UUID.fromString("11655ca6-f4e3-4f6e-8a7d-6f4783d6e37f")); + put(UUID.fromString("203b23cb-05d4-4209-8135-f16216a51a38"), UUID.fromString("0f432ec0-bc29-451b-b687-413884eded2a")); + put(UUID.fromString("c7becfee-de3c-42fa-b46f-b8dafc37a345"), UUID.fromString("91ce49c6-698a-4e21-b9cb-3b86b9be044c")); + put(UUID.fromString("fa79213b-cb1d-439b-b91b-98a1eb238589"), UUID.fromString("bf71da01-c9a1-41c5-9595-1578d307d2bd")); + put(UUID.fromString("78391f75-2908-4c6f-852e-f282669e381a"), UUID.fromString("c992f31a-b81d-40c5-afd5-d6876044bad9")); + put(UUID.fromString("ca49abaf-ec2f-4644-b889-4ee8232573f8"), UUID.fromString("ee112d38-8690-4d2d-b16e-0422b454765b")); + put(UUID.fromString("539e26b7-ad35-43d9-b1a1-c2d598065cc1"), UUID.fromString("a8f00644-0f6e-402f-8942-eb230d06e05c")); + put(UUID.fromString("f550b65e-01da-4fb5-9169-17165e41189c"), UUID.fromString("24f563c3-e3ce-4744-acf9-1a3243099672")); +}}; \ No newline at end of file diff --git a/app/src/main/assets/Spells_en.json b/app/src/main/assets/Spells_en.json index b03f8d7e..8a12c52d 100644 --- a/app/src/main/assets/Spells_en.json +++ b/app/src/main/assets/Spells_en.json @@ -14,7 +14,7 @@ "desc": "You hurl a bubble of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.\nThis spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", "duration": "Instantaneous", "higher_level": "", - "id": 1, + "id": "d545b8bb-6150-41ef-bf43-29d8a05ede4b", "level": 0, "locations": [ { @@ -47,7 +47,7 @@ "desc": "Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.", "duration": "8 hours", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd.", - "id": 2, + "id": "c743233f-9792-4f63-aafa-9814388099c7", "level": 2, "locations": [ { @@ -84,7 +84,7 @@ "desc": "You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.\nA mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.\nAn audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.", "duration": "8 hours", "higher_level": "", - "id": 3, + "id": "d81bea34-2005-4cbb-a888-c71fb99240e3", "level": 1, "locations": [ { @@ -116,7 +116,7 @@ "desc": "You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.\nAquatic Adaptation.\n You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.\nChange Appearance.\n You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again.\nNatural Weapons.\n You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.", "duration": "Up to 1 hour", "higher_level": "", - "id": 4, + "id": "344b4996-aa22-4e50-b79f-2e0c1a2cbe6a", "level": 2, "locations": [ { @@ -149,7 +149,7 @@ "desc": "This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spell ends.", "duration": "24 hours", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each spell slot level above 1st.", - "id": 5, + "id": "af933fd1-ab29-4871-ba43-55748ede9f6d", "level": 1, "locations": [ { @@ -180,7 +180,7 @@ "desc": "By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as \"a man or woman dressed in the uniform of the town guard\" or \"a red-haired dwarf wearing a pointed hat\". You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals.\nWhen the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn't reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell.", "duration": "24 hours", "higher_level": "If you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd.", - "id": 6, + "id": "4a897bc4-3309-49bb-9d41-147746d55549", "level": 2, "locations": [ { @@ -210,7 +210,7 @@ "desc": "Your magic turns others into beasts. Choose any number of willing creatures that you can see within range. You transform each target into the form of a Large or smaller beast with a challenge rating of 4 or lower. On subsequent turns, you can use your action to transform affected creatures into new forms.\nThe transformation lasts for the duration for each target, or until the target drops to 0 hit points or dies. You can choose a different form for each target. A target's game statistics are replaced by the statistics of the chosen beast, though the target retains its alignment and Intelligence, Wisdom, and Charisma scores. The target assumes the hit points of its new form, and when it reverts to its normal form, it returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can't speak or cast spells.\nThe target's gear melds into the new form. The target can't activate, wield, or otherwise benefit from any of its equipment.", "duration": "Up to 24 hours", "higher_level": "", - "id": 7, + "id": "28d724ec-77db-4f86-9493-ba7d49644127", "level": 8, "locations": [ { @@ -240,7 +240,7 @@ "desc": "This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature's game statistics).\nOn each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.\nThe creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.\n\n\nSKELETON\nMedium dead, lawful evil\n\nArmor class: 13 (armor scraps)\nHit Points: 13 (2d8 + 4)\nSpeed: 30 ft.\n\nSTR 10 (+0), DEX 14 (+2), CON 15 (+2)\nINT 6 (-2), WIS 8 (-1), CHA 5 (-3)\n\nDamage Vulnerabilities: Bludgeoning\nDamage Immunities: Poison\nCondition Immunities: Exhaustion, Poisoned\nSenses: Darkvision 60 ft., Passive Perception 9\nLanguages: Understands all languages it knew in life but can't speak\nChallenge: 1/4 (50 XP)\nProficiency Bonus: +2\n\nACTIONS\nShortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.\nShortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.\n\n\nZOMBIE\nMedium Undead, Neutral Evil\n\nArmor Class: 8\nHit Points: 22 (3d8 + 9)\nSpeed: 20 ft.\n\nSTR 13 (+1), DEX 6 (-2), CON 16 (+3)\nINT 3 (-4), WIS 6 (-2), CHA 5 (-3)\n\nSaving Throws: WIS +0\nDamage Immunities: Poison\nCondition Immunities: Poisoned\nSenses: Darkvision 60 ft., Passive Perception 8\nLanguages: understands the languages it knew in life but can't speak\nChallenge: 1/4 (50 XP)\nProficiency Bonus: +2\n\nUndead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.\n\nACTIONS\nSlam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.", - "id": 8, + "id": "240cbb28-ae4d-4f01-a457-90a7b9a8b86b", "level": 3, "locations": [ { @@ -273,7 +273,7 @@ "desc": "Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points.\nAs a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.\n\nANIMATED OBJECT STATISTICS\nTiny: 20 HP, 18 AC, +8 to hit, 1d4 + 4 damage, 4 Str, 18 Dex\nSmall: 25 HP, 16 AC, +6 to hit, 1d8 + 2 damage, 6 Str, 14 Dex\nMedium: 40 HP, 13 AC, +5 to hit, 2d6 + 1 damage, 10 Str, 12 Dex\nLarge: 50 HP, 10 AC, +6 to hit, 2d10 + 2 damage, 14 Str, 10 Dex\nHuge: 80 HP, 10 AC, +8 to hit, 2d12 + 4 damage, 18 Str, 6 Dex\n\nAn animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.\nIf you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The DM might rule that a specific object inflicts slashing or piercing damage based on its form.", "duration": "Up to 1 minute", "higher_level": "If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th.", - "id": 9, + "id": "51324f47-0342-4999-a532-09771ab6fd18", "level": 5, "locations": [ { @@ -301,7 +301,7 @@ "desc": "A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration.\nThe barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier.\nIf you move so that an affected creature is forced to pass through the barrier, the spell ends.", "duration": "Up to 1 hour", "higher_level": "", - "id": 10, + "id": "306c69ab-0496-4cc9-a940-9926d38c903a", "level": 5, "locations": [ { @@ -331,7 +331,7 @@ "desc": "A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells can't be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the sphere moves with you, centered on you.\nSpells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can't protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration.\nTargeted Effects. Spells and other magical effects, such as magic missile and charm person, that target a creature or an object in the sphere have no effect on that target.\nAreas of Magic. The area of another spell or magical effect, such as fireball, can't extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a wall of fire are suppressed within the sphere, creating a gap in the wall if the overlap is large enough.\nSpells. Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it.\nMagic Items. The properties and powers of magic items are suppressed in the sphere. For example, a +1 longsword in the sphere functions as a nonmagical longsword.\nA magic weapon's properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or a piece of magic ammunition fully leaves the sphere (for example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon as it exits.\nMagical Travel. Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the rope trick spell, temporarily closes while in the sphere.\nCreatures and Objects. A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere.\nDispel Magic. Spells and magical effects such as dispel magic have no effect on the sphere. Likewise, the spheres created by different antimagic field spells don't nullify each other.", "duration": "Up to 1 hour", "higher_level": "", - "id": 11, + "id": "458f8b12-d849-4cdd-b661-7d02a592dd5f", "level": 8, "locations": [ { @@ -361,7 +361,7 @@ "desc": "This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura's effect.\nAntipathy.\n The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a wisdom saving throw or become frightened. The creature remains frightened while it can see the target or is within 60 feet of it. While frightened by the target, the creature must use its movement to move to the nearest safe spot from which it can't see the target. If the creature moves more than 60 feet from the target and can't see it, the creature is no longer frightened, but the creature becomes frightened again if it regains sight of the target or moves within 60 feet of it.\nSympathy.\n The enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a wisdom saving throw or use its movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can't willingly move away from the target. If the target damages or otherwise harms an affected creature, the affected creature can make a wisdom saving throw to end the effect, as described below.\nEnding the Effect.\n If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the spell is allowed another wisdom saving throw every 24 hours while the spell persists.\nA creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again.", "duration": "10 days", "higher_level": "", - "id": 12, + "id": "d18f7093-ad73-4a5d-b17b-8b54c4d2336d", "level": 8, "locations": [ { @@ -394,7 +394,7 @@ "desc": "You create an invisible, magical eye within range that hovers in the air for the duration.\nYou mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction.\nAs an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can't enter another plane of existence. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter.", "duration": "Up to 1 hour", "higher_level": "", - "id": 13, + "id": "31843eba-62ca-4fb8-92fe-9c93b850458d", "level": 4, "locations": [ { @@ -424,7 +424,7 @@ "desc": "You create linked teleportation portals that remain open for the duration. Choose two points on the ground that you can see, one point within 10 feet of you and one point within 500 feet of you. A circular portal, 10 feet in diameter, opens over each point. If the portal would open in the space occupied by a creature, the spell fails, and the casting is lost.\nThe portals are two-dimensional glowing rings filled with mist, hovering inches from the ground and perpendicular to it at the points you chose. A ring is visible only from one side (your choice), which is the side that functions as a portal.\nAny creature or object entering the portal exits from the other portal as if the two were adjacent to each other; passing through a portal from the non-portal side has no effect. The mist that fills each portal is opaque and blocks vision through it. On your turn, you can rotate the rings as a bonus action so that the active side faces in a different direction.", "duration": "Up to 10 minutes", "higher_level": "", - "id": 14, + "id": "05a0ae0b-d3e3-4b5c-9387-b1710a17d053", "level": 6, "locations": [ { @@ -454,7 +454,7 @@ "desc": "You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock on the object suppresses arcane lock for 10 minutes.\nWhile affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.", "duration": "Until dispelled", "higher_level": "", - "id": 15, + "id": "48657d6d-65fd-4f61-bd68-6bff6e207398", "level": 2, "locations": [ { @@ -485,7 +485,7 @@ "desc": "A protective magical force surrounds you, manifesting as a spectral frost that coverts you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these points, the creature takes 5 cold damage.", "duration": "1 hour", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot level above 1st.", - "id": 16, + "id": "cc1ae25d-1d19-4595-97ac-6bbd373fa3bf", "level": 1, "locations": [ { @@ -513,7 +513,7 @@ "desc": "You invoke the power of Hadar, the Dark Hunger. Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can't take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.", - "id": 17, + "id": "48e70cdc-0061-4dec-bf7f-c44635478ca0", "level": 1, "locations": [ { @@ -541,10 +541,10 @@ "M" ], "concentration": false, - "desc": "You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation; it doesn't need food or air and doesn't age.\nYour astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut—something that can happen only when an effect specifically states that it does—your soul and body are separated, killing you instantly.\nYour astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it.\nThe spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens.\nThe spell might also end early for you or one of your companions. A successful dispel magic spell used against an astral or physical body ends the spell for that creature. If a creature's original body or its astral form drops to 0 hit points, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature's astral form back to its body, ending its state of suspended animation.\nIf you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points.", + "desc": "You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation; it doesn't need food or air and doesn't age.\nYour astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut\u2014something that can happen only when an effect specifically states that it does\u2014your soul and body are separated, killing you instantly.\nYour astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it.\nThe spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens.\nThe spell might also end early for you or one of your companions. A successful dispel magic spell used against an astral or physical body ends the spell for that creature. If a creature's original body or its astral form drops to 0 hit points, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature's astral form back to its body, ending its state of suspended animation.\nIf you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points.", "duration": "Special", "higher_level": "", - "id": 18, + "id": "5efff7ce-c156-403c-aed3-4b2692f0fa9c", "level": 9, "locations": [ { @@ -573,7 +573,7 @@ "desc": "By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:\n- Weal, for good results\n- Woe, for bad results\n- Weal and woe, for both good and bad results\n- Nothing, for results that aren't especially good or bad\nThe spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.\nIf you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.", "duration": "Instantaneous", "higher_level": "", - "id": 19, + "id": "d797a79b-1aae-4a39-bd70-58f82b3aa6a2", "level": 2, "locations": [ { @@ -606,7 +606,7 @@ "desc": "Life-preserving energy radiates from you in an aura with a 30 foot radius. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) has resistance to necrotic damage, and its hit point maximum can't be reduced. In addition, a nonhostile, living creature regains 1 hit point when it starts its turn in the aura with 0 hit points.", "duration": "Up to 10 minutes", "higher_level": "", - "id": 20, + "id": "2ee06757-4086-4994-9b7c-8441cf291b8f", "level": 4, "locations": [ { @@ -636,7 +636,7 @@ "desc": "Purifying energy radiates from you in an aura with a 30 foot radius. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) can't become diseased, has resistance to poison damage, and has advantage on saving throws against effects that cause any of the following conditions: blinded, charmed, deafened, frightened, paralyzed, poisoned, and stunned.", "duration": "Up to 10 minutes", "higher_level": "", - "id": 21, + "id": "48605d05-8116-40fd-b6ed-dee7bc1a7b9d", "level": 4, "locations": [ { @@ -666,7 +666,7 @@ "desc": "Healing energy radiates from you in an aura with a 30 foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.", "duration": "Up to 1 minute", "higher_level": "", - "id": 22, + "id": "91a6a18e-ab37-48cb-a1cf-dbef76655d14", "level": 3, "locations": [ { @@ -700,7 +700,7 @@ "desc": "After spending the casting time tracing magical pathways within a precious gemstone, you touch a Huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human's. Your DM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened tree.\nThe awakened beast or plant is charmed by you for 30 days or until you or your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed.", "duration": "Instantaneous", "higher_level": "", - "id": 23, + "id": "30a49c54-26d8-4485-a50c-4c2eb9eb0934", "level": 5, "locations": [ { @@ -730,7 +730,7 @@ "desc": "Up to three creatures of your choice that you can see within range must make charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.", "duration": "Up to 1 minute", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.", - "id": 24, + "id": "3aace315-9f84-4db0-9223-7417d93af713", "level": 1, "locations": [ { @@ -759,7 +759,7 @@ "desc": "The next time you hit a creature with a weapon attack before this spell ends, your weapon crackles with force, and the attack deals an extra 5d10 force damage to the target. Additionally, if this attack reduces the target to 50 hit points or fewer, you banish it. If the target is native to a different plane of existence than the one you are on, the target disappears, returning to its home plane. If the target is native to the plane you're on, the creatures vanishes into a harmless demiplane. While there, the target is incapacitated. It remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if the space is occupied.", "duration": "Up to 1 minute", "higher_level": "", - "id": 25, + "id": "49d22a2f-3eea-4914-aa95-accf891e2065", "level": 5, "locations": [ { @@ -792,7 +792,7 @@ "desc": "You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a charisma saving throw or be banished.\nIf the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.\nIf the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.", "duration": "Up to 1 minute", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.", - "id": 26, + "id": "3b245452-34b2-40d5-ac86-b7f16171a4c3", "level": 4, "locations": [ { @@ -822,7 +822,7 @@ "desc": "You touch a willing creature. Until the spell ends, the target's skin has a rough, bark-like appearance, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing.", "duration": "Up to 1 hour", "higher_level": "", - "id": 27, + "id": "cc8bcc10-4f24-48e5-b77e-89c6a6c56ea7", "level": 2, "locations": [ { @@ -853,7 +853,7 @@ "desc": "This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.", "duration": "Up to 1 minute", "higher_level": "", - "id": 28, + "id": "49d013ad-d6a3-4da4-82b6-3bd2563be416", "level": 3, "locations": [ { @@ -885,7 +885,7 @@ "desc": "You touch a willing beast. For the duration of the spell, you can use your action to see through the beast's eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses. While perceiving through the beast's senses, you gain the benefits of any special senses possessed by that creature, though you are blinded and deafened to your own surroundings.", "duration": "Up to 1 hour", "higher_level": "", - "id": 29, + "id": "519cd5cd-9534-466c-a4b3-d56fff9c963e", "level": 2, "locations": [ { @@ -915,7 +915,7 @@ "desc": "You touch a creature, and that creature must succeed on a wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:\n- Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.\n- While cursed, the target has disadvantage on attack rolls against you.\n- While cursed, the target must make a wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.\n- While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.\nA remove curse spell ends this effect. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect.", "duration": "Up to 1 minute", "higher_level": "If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.", - "id": 30, + "id": "76967049-0abd-46eb-b304-f5c416627c74", "level": 3, "locations": [ { @@ -947,7 +947,7 @@ "desc": "You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell's duration, and it moves at your command, mimicking the movements of your own hand.\nThe hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn't fill its space.\nWhen you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects with it.\nClenched Fist.\n The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d8 force damage.\nForceful Hand.\n The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand's Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it.\nGrasping Hand.\n The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand's Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier.\nInterposing Hand.\n The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can't move through the hand's space if its Strength score is less than or equal to the hand's Strength score. If its Strength score is higher than the hand's Strength score, the target can move toward you through the hand's space, but that space is difficult terrain for the target.", "duration": "Up to 1 minute", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th.", - "id": 31, + "id": "471bf3b4-d339-4db7-b033-8c5607e84c32", "level": 5, "locations": [ { @@ -978,7 +978,7 @@ "desc": "You create a vertical wall of whirling, razor-sharp blades made of magical energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain.\nWhen a creature enters the wall's area for the first time on a turn or starts its turn there, the creature must make a dexterity saving throw. On a failed save, the creature takes 6d10 slashing damage. On a successful save, the creature takes half as much damage.", "duration": "Up to 10 minutes", "higher_level": "", - "id": 32, + "id": "9ab39b16-feed-477e-84d5-251c91192f08", "level": 6, "locations": [ { @@ -1009,7 +1009,7 @@ "desc": "You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.", "duration": "1 round", "higher_level": "", - "id": 33, + "id": "7ff3ca3f-4ed2-4f5f-bc0d-621d120b6b17", "level": 0, "locations": [ { @@ -1039,7 +1039,7 @@ "desc": "You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.", "duration": "Up to 1 minute", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.", - "id": 34, + "id": "a5cacbff-f499-4531-a909-61931f7636c3", "level": 1, "locations": [ { @@ -1073,7 +1073,7 @@ "desc": "Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. The spell has no effect on undead or constructs.\nIf you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.\nIf you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw; it simply withers and dies.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 5th level of higher, the damage increases by 1d8 for each slot level above 4th.", - "id": 35, + "id": "03272bf0-414f-4517-903f-3ccfb41253f8", "level": 4, "locations": [ { @@ -1102,7 +1102,7 @@ "desc": "The next time you hit a creature with a melee weapon attack during this spell's duration, your weapon flares with bright light, and the attack deals an extra 3d8 radiant damage to the target. Additionally, the target must succeed on a Constitution saving throw or be blinded until the spell ends.\nA creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.", "duration": "Up to 1 minute", "higher_level": "", - "id": 36, + "id": "cea7d0ad-ac40-4e2d-91ab-77055956288c", "level": 3, "locations": [ { @@ -1132,7 +1132,7 @@ "desc": "You can blind or deafen a foe. Choose one creature that you can see within range to make a constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a constitution saving throw. On a success, the spell ends.", "duration": "1 minute", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.", - "id": 37, + "id": "a1f229c7-8ebb-4479-bea0-ff89a4f22ebd", "level": 2, "locations": [ { @@ -1165,7 +1165,7 @@ "desc": "Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of your next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action.\nWhile on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can't see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren't there can't perceive you or interact with you, unless they have the ability to do so.", "duration": "1 minute", "higher_level": "", - "id": 38, + "id": "12dd58f8-fd36-454a-9a70-00dabfe42345", "level": 3, "locations": [ { @@ -1196,7 +1196,7 @@ "desc": "Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.", "duration": "Up to 1 minute", "higher_level": "", - "id": 39, + "id": "40aaaca9-3141-462c-bcde-31c54b75311f", "level": 2, "locations": [ { @@ -1226,7 +1226,7 @@ "desc": "The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it's invisible, and the target sheds dim light in a 5 foot radius and can't become invisible until the spell ends.", "duration": "Up to 1 minute", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.", - "id": 40, + "id": "c34165aa-733b-467c-a8f4-eab9bbd92473", "level": 2, "locations": [ { @@ -1255,7 +1255,7 @@ "desc": "As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.\nThe fire ignites any flammable objects in the area that aren't being worn or carried.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.", - "id": 41, + "id": "415db026-c826-45aa-9e66-9b0ef29398ba", "level": 1, "locations": [ { @@ -1286,7 +1286,7 @@ "desc": "A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see 100 feet directly above you. The spell fails if you can't see a point in the air where the storm cloud could appear (for example, if you are in a room that can't accommodate the cloud).\nWhen you cast the spell, choose a point you can see within range. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.\nIf you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell's damage increases by 1d10.", "duration": "Up to 10 minutes", "higher_level": "When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd.", - "id": 42, + "id": "c1616f3d-4ee7-4715-b2dd-996f6b1c0281", "level": 3, "locations": [ { @@ -1318,7 +1318,7 @@ "desc": "You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.\nYou can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.\nAlternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.", "duration": "Up to 1 minute", "higher_level": "", - "id": 43, + "id": "cb9fb441-942d-46f2-b347-87dcc80bcc35", "level": 2, "locations": [ { @@ -1350,7 +1350,7 @@ "desc": "You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.\nA target must make a dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th.", - "id": 44, + "id": "8d0fa4a0-23b2-480a-949a-d117733e5cd8", "level": 6, "locations": [ { @@ -1382,7 +1382,7 @@ "desc": "You attempt to charm a humanoid you can see within range. It must make a wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.", "duration": "1 hour", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.", - "id": 45, + "id": "d080263a-2686-4a92-8a36-a0b45d01a0be", "level": 1, "locations": [ { @@ -1414,7 +1414,7 @@ "desc": "You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.\nIf you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.\nThis spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).", "duration": "1 round", "higher_level": "", - "id": 46, + "id": "6b242f22-1c73-49a2-9ff2-a489e526c178", "level": 0, "locations": [ { @@ -1446,7 +1446,7 @@ "desc": "You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.", - "id": 47, + "id": "c33808d8-22ad-435c-9a22-4873d14e6ff9", "level": 1, "locations": [ { @@ -1477,7 +1477,7 @@ "desc": "A sphere of negative energy ripples out in a 60-foot radius sphere from a point within range. Each creature in that area must make a constitution saving throw. A target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.", - "id": 48, + "id": "fa79213b-cb1d-439b-b91b-98a1eb238589", "level": 6, "locations": [ { @@ -1504,7 +1504,7 @@ "desc": "Divine energy radiates from you, distorting and diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving throws against spells and other magical effects. Additionally, when an affected creature succeeds on a saving throw made against a spell or magical effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw.", "duration": "Up to 10 minutes", "higher_level": "", - "id": 49, + "id": "83f9f747-e588-4728-8298-24782381e7bb", "level": 5, "locations": [ { @@ -1536,7 +1536,7 @@ "desc": "You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can't be attacked or otherwise interacted with.\nWhen you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing.\nA creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.", "duration": "Up to 10 minutes", "higher_level": "", - "id": 50, + "id": "1aac1e52-6455-48ca-95b1-b5db791de60a", "level": 3, "locations": [ { @@ -1567,7 +1567,7 @@ "desc": "This spell grows an inert duplicate of a living creature as a safeguard against death. This clone forms inside a sealed vessel and grows to full size and maturity after 120 days; you can also choose to have the clone be a younger version of the same creature. It remains inert and endures indefinitely, as long as its vessel remains undisturbed.\nAt any time after the clone matures, if the original creature dies, its soul transfers to the clone, provided that the soul is free and willing to return. The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original's equipment. The original creature's physical remains, if they still exist, become inert and can't thereafter be restored to life, since the creature's soul is elsewhere.", "duration": "Instantaneous", "higher_level": "", - "id": 51, + "id": "3cc543eb-b9f8-436d-869d-df8f0fc01f95", "level": 8, "locations": [ { @@ -1599,7 +1599,7 @@ "desc": "You fill the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell's area for the first time on a turn or starts its turn there.", "duration": "Up to 1 minute", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot above 2nd.", - "id": 52, + "id": "846b92fb-9f4c-4935-aa48-f496929a0783", "level": 2, "locations": [ { @@ -1628,7 +1628,7 @@ "desc": "You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured.\nWhen a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.\nThe fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.", "duration": "Up to 10 minutes", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.", - "id": 53, + "id": "15b94c10-74cc-4891-911b-4dbcbf302a92", "level": 5, "locations": [ { @@ -1660,7 +1660,7 @@ "desc": "A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see).\nStarting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the spell ends. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.", "duration": "1 round", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.", - "id": 54, + "id": "cc5d5bc5-ae9d-479d-ab42-35ed138637b2", "level": 1, "locations": [ { @@ -1693,7 +1693,7 @@ "desc": "You speak a one-word command to a creature you can see within range. The target must succeed on a wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.\nSome typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.\nApproach.\n The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.\nDrop\n The target drops whatever it is holding and then ends its turn.\nFlee.\n The target spends its turn moving away from you by the fastest available means.\nGrovel.\n The target falls prone and then ends its turn.\nHalt.\n The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.", "duration": "1 round", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.", - "id": 55, + "id": "e5c6a22c-3ed2-438b-81b4-6afe450d5e55", "level": 1, "locations": [ { @@ -1728,7 +1728,7 @@ "desc": "You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question.\nDivine beings aren't necessarily omniscient, so you might receive \"unclear\" as an answer if a question pertains to information that lies beyond the deity's knowledge. In a case where a one-word answer could be misleading or contrary to the deity's interests, the DM might offer a short phrase as an answer instead.\nIf you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer. The DM makes this roll in secret.", "duration": "1 minute", "higher_level": "", - "id": 56, + "id": "bd7516c3-50c2-4c60-b3e0-ce59233a03ad", "level": 5, "locations": [ { @@ -1759,7 +1759,7 @@ "desc": "You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in dungeons and towns.\n You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:\n- terrain and bodies of water\n- prevalent plants, minerals, animals, or peoples\n- powerful celestials, fey, fiends, elementals, or undead\n- influence from other planes of existence\n- buildings\nFor example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.", "duration": "Instantaneous", "higher_level": "", - "id": 57, + "id": "780ca4c4-7abc-4630-9bf1-82b5ad5f27de", "level": 5, "locations": [ { @@ -1788,7 +1788,7 @@ "desc": "You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has a disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, the spell doesn't restrict the target's movement for that turn.\nThe spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.", "duration": "Up to 1 minute", "higher_level": "", - "id": 58, + "id": "b8aa325e-f422-43b8-a9cb-3a685834f3a8", "level": 1, "locations": [ { @@ -1820,7 +1820,7 @@ "desc": "For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.\nThis spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.", "duration": "1 hour", "higher_level": "", - "id": 59, + "id": "5d6e46fd-ca23-4c46-bd2b-7aa232f810ad", "level": 1, "locations": [ { @@ -1850,7 +1850,7 @@ "desc": "Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can't be charmed. On a failed save, a target is affected by this spell. Until the spell ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way, it can make another Wisdom saving throw to try to end the effect.\nA target isn't compelled to move into an obviously deadly hazard, such as a fire or pit, but it will provoke opportunity attacks to move in the designated direction.", "duration": "Up to 1 minute", "higher_level": "", - "id": 60, + "id": "448111f4-6677-4258-a76f-2f20f4685c9a", "level": 4, "locations": [ { @@ -1880,7 +1880,7 @@ "desc": "A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one.\nA creature killed by this spell becomes a frozen statue until it thaws.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.", - "id": 61, + "id": "df3e5ee7-f508-4752-bfcd-3a8f55136aa2", "level": 5, "locations": [ { @@ -1917,7 +1917,7 @@ "desc": "This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.\nAn affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.\n\n1: The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.\n2-6: The creature doesn't move or take actions this turn\n7-8: The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.\n9-10: The creature can act and move normally.\n\nAt the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.", "duration": "Up to 1 minute", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th.", - "id": 62, + "id": "bd28dfae-3278-433f-82c4-dd31a70c818c", "level": 4, "locations": [ { @@ -1946,7 +1946,7 @@ "desc": "You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:\n- One beast of challenge rating 2 or lower\n- Two beasts of challenge rating 1 or lower\n- Four beasts of challenge rating 1/2 or lower\n- Eight beasts of challenge rating 1/4 or lower\n- Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends.\nThe summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.\nThe DM has the creatures' statistics.", "duration": "Up to 1 hour", "higher_level": "When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level.", - "id": 63, + "id": "3c3b26bb-4e94-4324-85f7-0e1396f21d18", "level": 3, "locations": [ { @@ -1977,7 +1977,7 @@ "desc": "You throw a nonmagical weapon or fire a piece of nonmagical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a 60 foot cone must succeed on a Dexterity saving throw. A creature takes 3d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon or ammunition used as a component.", "duration": "Instantaneous", "higher_level": "", - "id": 64, + "id": "76d4b971-df24-40f3-a127-48c58f502602", "level": 3, "locations": [ { @@ -2005,7 +2005,7 @@ "desc": "You summon a celestial of challenge rating 4 or lower, which appears in an unoccupied space that you can see within range. The celestial disappears when it drops to 0 hit points or when the spell ends.\nThe celestial is friendly to you and your companions for the duration. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don't issue any commands to the celestial, it defends itself from hostile creatures but otherwise takes no actions.\nThe DM has the celestial's statistics.", "duration": "Up to 1 hour", "higher_level": "When you cast this spell using a 9th-level spell slot, you summon a celestial of challenge rating 5 or lower.", - "id": 65, + "id": "d5d151a8-b53c-4dac-89d8-52789655a6f2", "level": 7, "locations": [ { @@ -2035,7 +2035,7 @@ "desc": "You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the spell ends.\nThe elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions.\nIf your concentration is broken, the elemental doesn't disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can't be dismissed by you, and it disappears 1 hour after you summoned it.\nThe DM has the elemental's statistics.", "duration": "Up to 1 hour", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.", - "id": 66, + "id": "11eec43c-87ab-4a7a-9ce7-9945f4086f19", "level": 5, "locations": [ { @@ -2066,7 +2066,7 @@ "desc": "You summon a fey creature of challenge rating 6 or lower, or a fey spirit that takes the form of a beast of challenge rating 6 or lower. It appears in an unoccupied space that you can see within range. The fey creature disappears when it drops to 0 hit points or when the spell ends.\nThe fey creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don't issue any commands to the fey creature, it defends itself from hostile creatures but otherwise takes no actions.\nIf your concentration is broken, the fey creature doesn't disappear. Instead, you lose control of the fey creature, it becomes hostile toward you and your companions, and it might attack. An uncontrolled fey creature can't be dismissed by you, and it disappears 1 hour after you summoned it.\nThe DM has the fey creature's statistics.", "duration": "Up to 1 hour", "higher_level": "When you cast this spell using a spell slot of 7th level or higher, the challenge rating increases by 1 for each slot level above 6th.", - "id": 67, + "id": "d74891ab-09ee-44c7-bc0e-c5a07c0080ce", "level": 6, "locations": [ { @@ -2095,7 +2095,7 @@ "desc": "You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears:\n- One elemental of challenge rating 2 or lower\n- Two elementals of challenge rating 1 or lower\n- Four elementals of challenge rating 1/2 or lower\n- Eight elementals of challenge rating 1/4 or lower.\nAn elemental summoned by this spell disappears when it drops to 0 hit points or when the spell ends.\nThe summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.\nThe DM has the creatures' statistics.", "duration": "Up to 1 hour", "higher_level": "When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.", - "id": 68, + "id": "35b4e9b2-9631-49dd-9cb2-3fb231742781", "level": 4, "locations": [ { @@ -2124,7 +2124,7 @@ "desc": "You fire a piece of nonmagical ammunition from a ranged weapon or throw a nonmagical weapon into the air and choose a point within range. Hundreds of duplicates of the ammunition or weapon fall in a volley from above and then disappear. Each creature in a 40-foot-radius, 20-foot-high cylinder centered on that point must make a Dexterity saving throw. A creature takes 8d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same of that of the ammunition or weapon.", "duration": "Instantaneous", "higher_level": "", - "id": 69, + "id": "2be9e24b-518c-4fd3-a910-2f1772b810f3", "level": 5, "locations": [ { @@ -2154,7 +2154,7 @@ "desc": "You summon fey creatures that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:\n- One fey creature of challenge rating 2 or lower\n- Two fey creatures of challenge rating 1 or lower\n- Four fey creatures of challenge rating 1/2 or lower\n- Eight fey creatures of challenge rating 1/4 or lower\nA summoned creature disappears when it drops to 0 hit points or when the spell ends.\nThe summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.\nThe DM has the creatures' statistics.", "duration": "Up to 1 hour", "higher_level": "When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.", - "id": 70, + "id": "7a51712a-fa52-43a6-b583-bacae3c5caa0", "level": 4, "locations": [ { @@ -2182,7 +2182,7 @@ "desc": "You mentally contact a demigod, the spirit of a long-dead sage, or some other mysterious entity from another plane. Contacting this extraplanar intelligence can strain or even break your mind. When you cast this spell, make a DC 15 intelligence saving throw. On a failure, you take 6d6 psychic damage and are insane until you finish a long rest. While insane, you can't take actions, can't understand what other creatures say, can't read, and speak only in gibberish. A greater restoration spell cast on you ends this effect.\nOn a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The DM answers each question with one word, such as \"yes,\" \"no,\" \"maybe,\" \"never,\" \"irrelevant,\" or \"unclear\" (if the entity doesn't know the answer to the question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.", "duration": "1 minute", "higher_level": "", - "id": 71, + "id": "83a2687a-4247-497b-9d83-76bb4f789ecc", "level": 5, "locations": [ { @@ -2211,7 +2211,7 @@ "desc": "Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, the target is poisoned.\nAt the end of each of the poisoned target's turns, the target must make a Constitution saving throw. If the target succeeds on three of these saves, it is no longer poisoned, and the spell ends. If the target fails three of these saves, the target is no longer poisoned, but choose one of the diseases below. The target is subjected to the chosen disease for the spell's duration.\nSince this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease's effects apply to it.\nBlinding Sickness.\n Pain grips the creature's mind, and its eyes turn milky white. The creature has disadvantage on wisdom checks and wisdom saving throws and is blinded.\nFilth Fever.\n A raging fever sweeps through the creature's body. The creature has disadvantage on strength checks, strength saving throws, and attack rolls that use Strength.\nFlesh Rot.\n The creature's flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.\nMindfire.\n The creature's mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat.\nSeizure.\n The creature is overcome with shaking. The creature has disadvantage on dexterity checks, dexterity saving throws, and attack rolls that use Dexterity.\nSlimy Doom.\n The creature begins to bleed uncontrollably. The creature has disadvantage on constitution checks and constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.", "duration": "7 days", "higher_level": "", - "id": 72, + "id": "47132fdd-0847-41ca-b542-eff37a0b35a8", "level": 5, "locations": [ { @@ -2237,10 +2237,10 @@ "M" ], "concentration": false, - "desc": "Choose a spell of 5th level or lower that you can cast, that has a casting time of 1 action, and that can target you. You cast that spell—called the contingent spell—as part of casting contingency, expending spell slots for both, but the contingent spell doesn't come into effect. Instead, it takes effect when a certain circumstance occurs. You describe that circumstance when you cast the two spells. For example, a contingency cast with water breathing might stipulate that water breathing comes into effect when you are engulfed in water or a similar liquid.\nThe contingent spell takes effect immediately after the circumstance is met for the first time, whether or not you want it to. and then contingency ends.\nThe contingent spell takes effect only on you, even if it can normally target others. You can use only one contingency spell at a time. If you cast this spell again, the effect of another contingency spell on you ends. Also, contingency ends on you if its material component is ever not on your person.", + "desc": "Choose a spell of 5th level or lower that you can cast, that has a casting time of 1 action, and that can target you. You cast that spell\u2014called the contingent spell\u2014as part of casting contingency, expending spell slots for both, but the contingent spell doesn't come into effect. Instead, it takes effect when a certain circumstance occurs. You describe that circumstance when you cast the two spells. For example, a contingency cast with water breathing might stipulate that water breathing comes into effect when you are engulfed in water or a similar liquid.\nThe contingent spell takes effect immediately after the circumstance is met for the first time, whether or not you want it to. and then contingency ends.\nThe contingent spell takes effect only on you, even if it can normally target others. You can use only one contingency spell at a time. If you cast this spell again, the effect of another contingency spell on you ends. Also, contingency ends on you if its material component is ever not on your person.", "duration": "10 days", "higher_level": "", - "id": 73, + "id": "c3043c62-4bae-414c-a8c8-c80e4486f164", "level": 6, "locations": [ { @@ -2271,7 +2271,7 @@ "desc": "A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched.", "duration": "Until dispelled", "higher_level": "", - "id": 74, + "id": "66ca321c-cc59-4b4c-8d72-b5e25542ccae", "level": 2, "locations": [ { @@ -2307,7 +2307,7 @@ "desc": "Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one.\n\nFlood\n You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land.\nIf you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.\nThe water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.\n\nPart Water\n You cause water in the area to move apart and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.\n\nRedirect Flow\n You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.\n\nWhirlpool\n This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC.\nWhen a creature enters the vortex for the first time on a turn or starts its turn there, it must make a strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so.\nThe first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage; this damage occurs each round it remains in the vortex.", "duration": "Up to 10 minutes", "higher_level": "", - "id": 75, + "id": "3f8020f2-0e20-453a-b527-13ff95ffde1a", "level": 4, "locations": [ { @@ -2338,7 +2338,7 @@ "desc": "You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don't have a clear path to the sky ends the spell early.\nWhen you cast the spell, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 x 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.\nWhen you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.\n\nPRECIPITATION\n1\tClear\n2\tLight clouds\n3\tOvercast or ground fog\n4\tRain, hail, or snow\n5\tTorrential rain, driving hail, or blizzard\n\nTEMPERATURE\n1\tUnbearable heat\n2\tHot\n3\tWarm\n4\tCool\n5\tCold\n6\tArctic cold\n\nWIND\n1\tCalm\n2\tModerate wind\n3\tStrong wind\n4\tGale\n5\tStorm", "duration": "Up to 8 hours", "higher_level": "", - "id": 76, + "id": "7d2ef755-3dab-46e7-8a0b-38469b43b81d", "level": 8, "locations": [ { @@ -2369,7 +2369,7 @@ "desc": "You plant four pieces of nonmagical ammunition - arrows or crossbow bolts - in the ground within range and lay magic upon them to protect an area. Until the spell ends, whenever a creature other than you comes within 30 feet of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it. The creature must succeed on a Dexterity saving throw or take 1d6 piercing damage. The piece of ammunition is then destroyed. The spell ends when no ammunition remains.\nWhen you cast this spell, you can designate any creature you choose, and the spell ignores them.", "duration": "8 hours", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the amount of ammunition that can be affected increases by 2 for each slot level above 2nd.", - "id": 77, + "id": "1a6d81df-3c68-4e07-a31e-d64a15df7841", "level": 2, "locations": [ { @@ -2398,7 +2398,7 @@ "desc": "You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 plus the spell's level. On a success, the creature's spell fails and has no effect.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.", - "id": 78, + "id": "0d5ef4d7-8994-4390-b9ea-d275aa60c4cc", "level": 3, "locations": [ { @@ -2428,7 +2428,7 @@ "desc": "You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn't go bad.", "duration": "Instantaneous", "higher_level": "", - "id": 79, + "id": "8b5a96c6-344a-4e96-be0a-56c72a938afb", "level": 3, "locations": [ { @@ -2461,7 +2461,7 @@ "desc": "You either create or destroy water.\nCreate Water.\n You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range.\nDestroy Water.\n You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.", - "id": 80, + "id": "ef685999-05b7-486d-969d-bde881881591", "level": 1, "locations": [ { @@ -2494,7 +2494,7 @@ "desc": "You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. (The DM has game statistics for these creatures.)\nAs a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.\nThe creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell, rather than animating new ones.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a 7th-level spell slot, you can animate or reassert control over four ghouls. When you cast this spell using an 8th-level spell slot, you can animate or reassert control over five ghouls or two ghasts or wights. When you cast this spell using a 9th-level spell slot, you can animate or reassert control over six ghouls, three ghasts or wights, or two mummies.", - "id": 81, + "id": "f550b65e-01da-4fb5-9169-17165e41189c", "level": 6, "locations": [ { @@ -2525,7 +2525,7 @@ "desc": "You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within 'range': soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 5-foot cube, and the object must be of a form and material that you have seen before.\nThe duration depends on the object's material. If the object is composed of multiple materials, use the shortest duration.\n\nVegetable matter: 1 day\nStone or crystal: 12 hours\nPrecious metals: 1 hour\nGems: 10 minutes\nAdamantine or mithral: 1 minute\n\nUsing any material created by this spell as another spell's material component causes that spell to fail.", "duration": "Special", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the cube increases by 5 feet for each slot level above 5th.", - "id": 82, + "id": "b7703df7-9355-43b4-b8af-d353325d9659", "level": 5, "locations": [ { @@ -2556,7 +2556,7 @@ "desc": "One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes.\nThe charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach.\nOn your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.", "duration": "Up to 1 minute", "higher_level": "", - "id": 83, + "id": "9a2d5731-6aa2-4f71-87d4-e213642b461e", "level": 2, "locations": [ { @@ -2583,7 +2583,7 @@ "desc": "Holy power radiates from you in an aura with a 30-foot radius, awakening boldness in friendly creatures. Until the spell ends, the aura moves with you, centered on you. While in the aura, each nonhostile creature in the aura (including you) deals an extra 1d4 radiant damage when it hits with a weapon attack.", "duration": "Up to 1 minute", "higher_level": "", - "id": 84, + "id": "8ccaf077-649e-4451-b139-6ec6dd124e80", "level": 3, "locations": [ { @@ -2616,7 +2616,7 @@ "desc": "A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.", - "id": 85, + "id": "0cd33325-6c12-43a8-857c-2a432503b098", "level": 1, "locations": [ { @@ -2651,7 +2651,7 @@ "desc": "You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.\nAs a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.", "duration": "Up to 1 minute", "higher_level": "", - "id": 86, + "id": "95e4136b-63a7-4f29-bb11-ed34ade5271d", "level": 0, "locations": [ { @@ -2683,7 +2683,7 @@ "desc": "Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.\nIf the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.\nIf any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.", "duration": "Up to 10 minutes", "higher_level": "", - "id": 87, + "id": "ca2f9608-0831-4920-a4b9-084ef5e9b5d6", "level": 2, "locations": [ { @@ -2719,7 +2719,7 @@ "desc": "You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.", "duration": "8 hours", "higher_level": "", - "id": 88, + "id": "75bc78f0-5be5-456f-a294-acfca53f8f10", "level": 2, "locations": [ { @@ -2753,7 +2753,7 @@ "desc": "A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.\nIf you chose a point on an object you are holding or one that isn't being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.\nIf any of this spell's area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.", "duration": "1 hour", "higher_level": "", - "id": 89, + "id": "cec49f06-b02f-4437-98be-ffaed1af5dc9", "level": 3, "locations": [ { @@ -2785,7 +2785,7 @@ "desc": "You touch a creature and grant it a measure of protection from death.\nThe first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends.\nIf the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends.", "duration": "8 hours", "higher_level": "", - "id": 90, + "id": "6c6045d0-398c-41d1-90a2-200824925ff9", "level": 4, "locations": [ { @@ -2817,7 +2817,7 @@ "desc": "A beam of yellow light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends, either because your concentration is broken or because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spreads around corners. Each creature in a 20-foot-radius sphere centered on that point must make a dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one.\nThe spell's base damage is 12d6. If at the end of your turn the bead has not yet detonated, the damage increases by 1d6.\nIf the glowing bead is touched before the interval has expired, the creature touching it must make a dexterity saving throw. On a failed save, the spell ends immediately, causing the bead to erupt in flame. On a successful save, the creature can throw the bead up to 40 feet. When it strikes a creature or a solid object, the spell ends, and the bead explodes.\nThe fire damages objects in the area and ignites flammable objects that aren't being worn or carried.", "duration": "Up to 1 minute", "higher_level": "When you cast this spell using a spell slot of 8th level or higher, the base damage increases by 1d6 for each slot level above 7th.", - "id": 91, + "id": "7dbffeb3-50fd-4bd1-8402-f3306c4c158d", "level": 7, "locations": [ { @@ -2845,7 +2845,7 @@ "desc": "You create a shadowy door on a flat solid surface that you can see within range. The door is large enough to allow Medium creatures to pass through unhindered. When opened, the door leads to a demiplane that appears to be an empty room 30 feet in each dimension, made of wood or stone. When the spell ends, the door disappears, and any creatures or objects inside the demiplane remain trapped there, as the door also disappears from the other side.\nEach time you cast this spell, you can create a new demiplane, or have the shadowy door connect to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can have the shadowy door connect to its demiplane instead.", "duration": "1 hour", "higher_level": "", - "id": 92, + "id": "e2da5cee-961c-4517-8f57-072654fea42a", "level": 8, "locations": [ { @@ -2875,7 +2875,7 @@ "desc": "You strike the ground, creating a burst of divine energy that ripples outward from you. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or take 5d6 thunder damage, as well as 5d6 radiant or necrotic damage (your choice), and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn't knocked prone.", "duration": "Instantaneous", "higher_level": "", - "id": 93, + "id": "1104c2ff-ac48-4aba-906e-dbc33db2ea46", "level": 5, "locations": [ { @@ -2904,7 +2904,7 @@ "desc": "For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.\nThe spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.", "duration": "Up to 10 minutes", "higher_level": "", - "id": 94, + "id": "96a38b8b-5026-43fc-bdeb-8dd3f1e1be44", "level": 1, "locations": [ { @@ -2941,7 +2941,7 @@ "desc": "For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.\nThe spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.", "duration": "Up to 10 minutes", "higher_level": "", - "id": 95, + "id": "4bc1b559-72ab-4043-a24a-f749b0b49d92", "level": 1, "locations": [ { @@ -2975,7 +2975,7 @@ "desc": "For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.\nThe spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.", "duration": "Up to 10 minutes", "higher_level": "", - "id": 96, + "id": "2c52b320-2d13-4a5a-bf81-8a77f09fd1a6", "level": 1, "locations": [ { @@ -3005,10 +3005,10 @@ "M" ], "concentration": true, - "desc": "For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected.\nYou initially learn the surface thoughts of the creature — what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.\nQuestions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.\nYou can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.\nOnce you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range.", + "desc": "For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected.\nYou initially learn the surface thoughts of the creature \u2014 what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.\nQuestions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.\nYou can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.\nOnce you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range.", "duration": "Up to 1 minute", "higher_level": "", - "id": 97, + "id": "cc5d77d7-6773-4143-858f-94dbf1f35b00", "level": 2, "locations": [ { @@ -3040,7 +3040,7 @@ "desc": "You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as \"200 feet straight downward\" or \"upward to the northwest at a 45-degree angle, 300 feet.\"\nYou can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.\nIf you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.", "duration": "Instantaneous", "higher_level": "", - "id": 98, + "id": "73c79929-0a7d-4df9-afeb-214388a8b313", "level": 4, "locations": [ { @@ -3068,10 +3068,10 @@ "S" ], "concentration": false, - "desc": "You make yourself — including your clothing, armor, weapons, and other belongings on your person — look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.\nThe changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.\nTo discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.", + "desc": "You make yourself \u2014 including your clothing, armor, weapons, and other belongings on your person \u2014 look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.\nThe changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.\nTo discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.", "duration": "1 hour", "higher_level": "", - "id": 99, + "id": "b1697a92-a75d-4832-a5ad-19466e7f2f75", "level": 1, "locations": [ { @@ -3103,7 +3103,7 @@ "desc": "A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by wall of force.\nA creature targeted by this spell must make a dexterity saving throw. On a failed save, the target takes 10d6 + 40 force damage. If this damage reduces the target to 0 hit points, it is disintegrated.\nA disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell.\nThis spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th.", - "id": 100, + "id": "ec3aef62-f970-4cd3-9c25-5cd7facd8c56", "level": 6, "locations": [ { @@ -3133,7 +3133,7 @@ "desc": "Shimmering energy surrounds and protects you from fey, undead, and creatures originating from beyond the Material Plane. For the duration, celestials, elementals, fey, fiends, and undead have disadvantage on attack rolls against you.\nYou can end the spell early by using either of the following special functions.\nBreak Enchantment.\n As your action, you touch a creature you can reach that is charmed, frightened, or possessed by a celestial, an elemental, a fey, a fiend, or an undead. The creature you touch is no longer charmed, frightened, or possessed by such creatures.\nDismissal.\n As your action, make a melee spell attack against a celestial, an elemental, a fey, a fiend, or an undead you can reach. On a hit, you attempt to drive the creature back to its home plane. The creature must succeed on a charisma saving throw or be sent back to its home plane (if it isn't there already). If they aren't on their home plane, undead are sent to the Shadowfell, and fey are sent to the Feywild.", "duration": "Up to 1 minute", "higher_level": "", - "id": 101, + "id": "14481b74-376a-45a6-9dbf-92cbae906627", "level": 5, "locations": [ { @@ -3168,7 +3168,7 @@ "desc": "Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.", - "id": 102, + "id": "c5b130ba-1cfb-4d39-b38a-ba174e411d9d", "level": 3, "locations": [ { @@ -3198,7 +3198,7 @@ "desc": "You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn't move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn't have to move away. A deafened creature automatically succeeds on the save.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.", - "id": 103, + "id": "3a791cf5-aefd-4447-ba51-a75ca1bfa966", "level": 1, "locations": [ { @@ -3227,7 +3227,7 @@ "desc": "Your magic and an offering put you in contact with a god or a god's servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen.\nThe spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.\nIf you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.", "duration": "Instantaneous", "higher_level": "", - "id": 104, + "id": "42adf9f9-7528-4a60-8347-b3822f0da7f1", "level": 4, "locations": [ { @@ -3261,7 +3261,7 @@ "desc": "Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.", "duration": "Up to 1 minute", "higher_level": "", - "id": 105, + "id": "5cc18e76-1046-4102-bdaa-53aae3fd1c5f", "level": 1, "locations": [ { @@ -3290,7 +3290,7 @@ "desc": "You utter a divine word, imbued with the power that shaped the world at the dawn of creation. Choose any number of creatures you can see within range. Each creature that can hear you must make a Charisma saving throw. On a failed save, a creature suffers an effect based on its current hit points.\n\n\u2022 50 hit points or fewer - deafened for 1 minute\n\n\u2022 40 hit points or fewer - deafened and blinded for 10 minutes\n\n\u2022 30 hit points or fewer - blinded, deafened, and stunned for 1 hour\n\n\u2022 20 hit points or fewer - killed instantly\n\nRegardless of its current hit points, a celestial, an elemental, a fey, or a fiend that fails its save is forced back to its plane of origin (if it isn't there already) and can't return to your current plane for 24 hours by any means short of a wish spell.", "duration": "Instantaneous", "higher_level": "", - "id": 106, + "id": "1941acbf-85a7-42ec-b4b5-9ae3b136b673", "level": 7, "locations": [ { @@ -3319,7 +3319,7 @@ "desc": "You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.\nWhile the beast is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as \"Attack that creature,\" \"Run over there,\" or \"Fetch that object.\" If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.\nYou can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.\nEach time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.", "duration": "Up to 1 minute", "higher_level": "When you cast this spell with a 5th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 6th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the duration is concentration, up to 8 hours.", - "id": 107, + "id": "ebe0eec9-bf5e-4b32-a2f1-0c37fadcfd1a", "level": 4, "locations": [ { @@ -3353,7 +3353,7 @@ "desc": "You attempt to beguile a creature that you can see within range. It must succeed on a wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.\nWhile the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as \"Attack that creature,\" \"Run over there,\" or \"Fetch that object.\" If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.\nYou can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.\nEach time the target takes damage, it makes a new wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.", "duration": "Up to 1 hour", "higher_level": "When you cast this spell with a 9th-level spell slot, the duration is concentration, up to 8 hours.", - "id": 108, + "id": "d72de8ba-1bdd-42f0-b686-b636127b1c24", "level": 8, "locations": [ { @@ -3383,7 +3383,7 @@ "desc": "You attempt to beguile a humanoid that you can see within range. It must succeed on a wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.\nWhile the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as \"Attack that creature,\" \"Run over there,\" or \"Fetch that object.\" If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.\nYou can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.\nEach time the target takes damage, it makes a new wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.", "duration": "Up to 1 minute", "higher_level": "When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 7th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours.", - "id": 109, + "id": "7dd3e562-acd2-439d-be27-22ab069a5491", "level": 5, "locations": [ { @@ -3412,7 +3412,7 @@ "desc": "You touch an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an invisible mark on its surface and invisibly inscribes the name of the item on the sapphire you use as the material component. Each time you cast this spell, you must use a different sapphire.\nAt any time thereafter, you can use your action to speak the item's name and crush the sapphire. The item instantly appears in your hand regardless of physical or planar distances, and the spell ends.\nIf another creature is holding or carrying the item, crushing the sapphire doesn't transport the item to you, but instead you learn who the creature possessing the object is and roughly where that creature is located at that moment.\nDispel magic or a similar effect successfully applied to the sapphire ends this spell's effect.", "duration": "Until dispelled", "higher_level": "", - "id": 110, + "id": "998ebdc5-a4bf-4250-800c-99965b2b55d5", "level": 6, "locations": [ { @@ -3443,7 +3443,7 @@ "desc": "This spell shapes a creature's dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don't sleep, such as elves, can't be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger.\nWhile in the trance, the messenger is aware of his or her surroundings, but can't take actions or move.\nIf the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target's dreams.\nYou can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target's sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage.\nIf you have a body part, lock of hair, clipping from a nail, or similar portion of the target's body, the target makes its saving throw with disadvantage.", "duration": "8 hours", "higher_level": "", - "id": 111, + "id": "ca49abaf-ec2f-4644-b889-4ee8232573f8", "level": 5, "locations": [ { @@ -3473,7 +3473,7 @@ "desc": "Whispering to the spirits of nature, you create one of the following effects within range:\n- You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for one round.\n- You instantly make a flower blossom, a seed pob open, or a leaf bud bloom.\n- You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5 foot cube.\n- You instantly light or snuff out a candle, a torch, or a small campfire.", "duration": "Instantaneous", "higher_level": "", - "id": 112, + "id": "93e286ff-6af3-4648-bdb5-d5ba2f70098c", "level": 0, "locations": [ { @@ -3501,10 +3501,10 @@ "M" ], "concentration": true, - "desc": "You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point and shakes creatures and structures in contact with the ground in that area.\nThe ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a constitution saving throw. On a failed save, the creature's concentration is broken.\nWhen you cast this spell and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a dexterity saving throw. On a failed save, the creature is knocked prone.\nThis spell can have additional effects depending on the terrain in the area, as determined by the DM.\nFissures. Fissures open throughout the spell's area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the DM. Each is 1d10 × 10 feet deep, 10 feet wide, and extends from one edge of the spell's area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a dexterity saving throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens.\nA fissure that opens beneath a structure causes it to automatically collapse (see below).\nStructures. The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure's height must make a dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The DM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn't fall prone or become buried.", + "desc": "You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point and shakes creatures and structures in contact with the ground in that area.\nThe ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a constitution saving throw. On a failed save, the creature's concentration is broken.\nWhen you cast this spell and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a dexterity saving throw. On a failed save, the creature is knocked prone.\nThis spell can have additional effects depending on the terrain in the area, as determined by the DM.\nFissures. Fissures open throughout the spell's area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the DM. Each is 1d10 \u00c3\u2014 10 feet deep, 10 feet wide, and extends from one edge of the spell's area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a dexterity saving throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens.\nA fissure that opens beneath a structure causes it to automatically collapse (see below).\nStructures. The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure's height must make a dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The DM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn't fall prone or become buried.", "duration": "Up to 1 minute", "higher_level": "", - "id": 113, + "id": "def99cef-4598-4f46-acca-3a406e0808dd", "level": 8, "locations": [ { @@ -3532,7 +3532,7 @@ "desc": "A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.\nThe spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.", "duration": "Instantaneous", "higher_level": "", - "id": 114, + "id": "85f4396a-f77c-4c5d-9726-b0f94c041bd5", "level": 0, "locations": [ { @@ -3563,7 +3563,7 @@ "desc": "A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.", "duration": "Up to 1 hour", "higher_level": "When you cast this spell using a spell slot of 5th or 6th level, the bonus to attack rolls increases to +2 and the extra damage increases to 2d4. When you use a spell slot of 7th level or higher, the bonus increases to +3 and the extra damage increases to 3d4.", - "id": 115, + "id": "972a1211-ff15-4e2e-9756-ca69b0e1fb3e", "level": 3, "locations": [ { @@ -3600,7 +3600,7 @@ "desc": "You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends.\nBear's Endurance.\n The target has advantage on constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.\nBull's Strength.\n The target has advantage on strength checks, and his or her carrying capacity doubles.\nCat's Grace.\n The target has advantage on dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.\nEagle's Splendor.\n The target has advantage on Charisma checks.\nFox's Cunning.\n The target has advantage on intelligence checks.\nOwl's Wisdom.\n The target has advantage on wisdom checks.", "duration": "Up to 1 hour", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.", - "id": 116, + "id": "730f4937-af3d-4923-a228-454156ff0f99", "level": 2, "locations": [ { @@ -3637,7 +3637,7 @@ "desc": "You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect.\nIf the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.\nEnlarge.\nThe target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category - from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attacks with them deal 1d4 extra damage.\nReduce.\nThe target's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category - from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1).", "duration": "Up to 1 minute", "higher_level": "", - "id": 117, + "id": "79425eca-0e18-46ec-b101-cbbf169d9aed", "level": 2, "locations": [ { @@ -3670,7 +3670,7 @@ "desc": "The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away.\nWhile restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.", "duration": "Up to 1 minute", "higher_level": "If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.", - "id": 118, + "id": "860c86ee-9a18-4de8-89ce-29a8fa39cbd4", "level": 1, "locations": [ { @@ -3698,7 +3698,7 @@ "desc": "Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.\nA creature in the area when you cast the spell must succeed on a strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.\nWhen the spell ends, the conjured plants wilt away.", "duration": "Up to 1 minute", "higher_level": "", - "id": 119, + "id": "a1a9757a-cce1-4016-898f-2d90c20b0e24", "level": 1, "locations": [ { @@ -3732,7 +3732,7 @@ "desc": "You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a wisdom saving throw. Any creature that can't be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak.", "duration": "1 minute", "higher_level": "", - "id": 120, + "id": "ae240d3d-e24b-4875-87c8-197ee9d28145", "level": 2, "locations": [ { @@ -3766,7 +3766,7 @@ "desc": "You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can't see anything more than 60 feet away.\nWhile on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can't perceive you and can't interact with you, unless a special ability or magic has given them the ability to do so.\nYou ignore all objects and effects that aren't on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from.\nWhen the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.\nThis spell has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn't border it, such as one of the Outer Planes.", "duration": "8 hours", "higher_level": "When you cast this spell using a spell slot of 8th level or higher, you can target up to three willing creatures (including you) for each slot level above 7th. The creatures must be within 10 feet of you when you cast the spell.", - "id": 121, + "id": "be961fc2-a399-4ecd-9625-f2bb74fe2f65", "level": 7, "locations": [ { @@ -3795,7 +3795,7 @@ "desc": "Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in the area into difficult terrain.\nWhen a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning damage.\nA creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.", "duration": "Up to 1 minute", "higher_level": "", - "id": 122, + "id": "ff141c9f-25e7-4507-a041-aae635e851cf", "level": 4, "locations": [ { @@ -3826,7 +3826,7 @@ "desc": "This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.", "duration": "Up to 10 minutes", "higher_level": "", - "id": 123, + "id": "6bfa9837-3985-4973-a958-9d8f7aa1c3e2", "level": 1, "locations": [ { @@ -3859,7 +3859,7 @@ "desc": "For the spell's duration, your eyes become an inky void imbued with dread power. One creature of your choice within 60 feet of you that you can see must succeed on a wisdom saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the spell ends, you can use your action to target another creature but can't target a creature again if it has succeeded on a saving throw against this casting of eyebite.\nAsleep.\n The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake.\nPanicked.\n The target is frightened of you. On each of its turns, the frightened creature must take the Dash action and move away from you by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away from you where it can no longer see you, this effect ends.\nSickened.\n The target has disadvantage on attack rolls and ability checks. At the end of each of its turns, it can make another wisdom saving throw. If it succeeds, the effect ends.", "duration": "Up to 1 minute", "higher_level": "", - "id": 124, + "id": "fa50b50b-b7c7-40c9-976f-7167ab3ca9c5", "level": 6, "locations": [ { @@ -3888,7 +3888,7 @@ "desc": "You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool.\nChoose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of objects made by the spell is commensurate with the quality of the raw materials.\nCreatures or magic items can't be created or transmuted by this spell. You also can't use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan's tools used to craft such objects.", "duration": "Instantaneous", "higher_level": "", - "id": 125, + "id": "d1189676-61cf-4e5c-8c6e-c5255c6191e9", "level": 4, "locations": [ { @@ -3917,7 +3917,7 @@ "desc": "Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.\nAny attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.", "duration": "Up to 1 minute", "higher_level": "", - "id": 126, + "id": "c7d5f619-4075-460d-b86b-ed4890c26cb4", "level": 1, "locations": [ { @@ -3950,7 +3950,7 @@ "desc": "Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.", "duration": "1 hour", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.", - "id": 127, + "id": "67e4033c-7943-4697-b68c-0129fc1f81f6", "level": 1, "locations": [ { @@ -3982,7 +3982,7 @@ "desc": "You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.\nWhile frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a wisdom saving throw. On a successful save, the spell ends for that creature.", "duration": "Up to 1 minute", "higher_level": "", - "id": 128, + "id": "07c060f6-0b16-400f-b105-94804daadbeb", "level": 3, "locations": [ { @@ -4015,7 +4015,7 @@ "desc": "Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.", "duration": "1 minute", "higher_level": "", - "id": 129, + "id": "00ef8719-520c-4ec9-89f4-12ac5e280407", "level": 1, "locations": [ { @@ -4049,7 +4049,7 @@ "desc": "You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an intelligence saving throw.\nOn a failed save, the creature's Intelligence and Charisma scores become 1. The creature can't cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them.\nAt the end of every 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends.\nThe spell can also be ended by greater restoration, heal, or wish.", "duration": "Instantaneous", "higher_level": "", - "id": 130, + "id": "4bef864e-5f45-479b-8b51-73a039683c40", "level": 8, "locations": [ { @@ -4081,7 +4081,7 @@ "desc": "You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.\nFor the spell's duration, or until you use an action to touch the target and dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target's status. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell's effect, the disease and poison have no effect until the spell ends.", "duration": "1 hour", "higher_level": "", - "id": 131, + "id": "f70228c6-0551-48bc-a0a9-d0b052ccb142", "level": 3, "locations": [ { @@ -4110,7 +4110,7 @@ "desc": "You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, seahorse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.\nYour familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.\nWhen the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.\nWhile your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.\nAs an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.\nYou can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.\nFinally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.", "duration": "Instantaneous", "higher_level": "", - "id": 132, + "id": "76eead4e-a7ad-463e-a741-ac8e3f4f4248", "level": 1, "locations": [ { @@ -4138,7 +4138,7 @@ "desc": "You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose, such as a warhorse, a pony, a camel, an elk, or a mastiff. (Your DM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.\nYour steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed.\nWhen the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum.\nWhile your steed is within 1 mile of you, you can communicate with it telepathically.\nYou can't have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.", "duration": "Instantaneous", "higher_level": "", - "id": 133, + "id": "d4b64739-023e-4682-91ea-0e27e9344386", "level": 2, "locations": [ { @@ -4171,7 +4171,7 @@ "desc": "This spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence. If you name a destination on another plane of existence, a destination that moves (such as a mobile fortress), or a destination that isn't specific (such as \"a green dragon's lair\"), the spell fails.\nFor the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination.", "duration": "Up to 24 hours", "higher_level": "", - "id": 134, + "id": "baf0865b-5c79-4e15-945b-5283df4bce0e", "level": 6, "locations": [ { @@ -4179,7 +4179,7 @@ "sourcebook": "PHB14" } ], - "material": "A set of divinatory tools—such as bones, ivory sticks, cards, teeth, or carved runes—worth 100gp and an object from the location you wish to find.", + "material": "A set of divinatory tools\u2014such as bones, ivory sticks, cards, teeth, or carved runes\u2014worth 100gp and an object from the location you wish to find.", "name": "Find the Path", "range": "Self", "ritual": false, @@ -4201,7 +4201,7 @@ "desc": "You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.\nThis spell merely reveals that a trap is present. You don't learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.", "duration": "Instantaneous", "higher_level": "", - "id": 135, + "id": "a02ec26d-66db-4ea4-918f-3908d9602666", "level": 2, "locations": [ { @@ -4233,7 +4233,7 @@ "desc": "You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one.\nA humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.", "duration": "Instantaneous", "higher_level": "", - "id": 136, + "id": "5be4fe39-8b50-49fe-9c12-61edd0fc5431", "level": 7, "locations": [ { @@ -4263,7 +4263,7 @@ "desc": "A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.\nThe fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.", - "id": 137, + "id": "b7aeef67-5250-4ae2-9fcb-f456f79bfb08", "level": 3, "locations": [ { @@ -4296,7 +4296,7 @@ "desc": "You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.\nThis spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).", "duration": "Instantaneous", "higher_level": "", - "id": 138, + "id": "24562044-ac21-4ba0-923d-0709c15b02a5", "level": 0, "locations": [ { @@ -4325,7 +4325,7 @@ "desc": "Thin and vaporous flame surround your body for the duration of the spell, radiating a bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell using an action to make it disappear.\nThe flames are around you a heat shield or cold, your choice. The heat shield gives you cold damage resistance and the cold resistance to fire damage.\nIn addition, whenever a creature within 5 feet of you hits you with a melee attack, flames spring from the shield. The attacker then suffers 2d8 points of fire damage or cold, depending on the model.", "duration": "10 minutes", "higher_level": "", - "id": 139, + "id": "dc189b21-bd82-498f-a74f-bed5972e8d86", "level": 4, "locations": [ { @@ -4361,7 +4361,7 @@ "desc": "A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one.\nThe fire damages objects in the area and ignites flammable objects that aren't being worn or carried. If you choose, plant life in the area is unaffected by this spell.", "duration": "Instantaneous", "higher_level": "", - "id": 140, + "id": "a25b0123-9d5b-435d-a51e-e003c9cec444", "level": 7, "locations": [ { @@ -4390,7 +4390,7 @@ "desc": "You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action.\nYou can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage.\nThe flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.", "duration": "Up to 10 minutes", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd.", - "id": 141, + "id": "0de725b4-cb8b-48c2-b54b-1e2d59870f3d", "level": 2, "locations": [ { @@ -4424,7 +4424,7 @@ "desc": "A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on a point within range must make a dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th.", - "id": 142, + "id": "0c817691-083e-4d33-a704-a9e48c813bc2", "level": 5, "locations": [ { @@ -4457,7 +4457,7 @@ "desc": "A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.\nAs a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn.\nWhen you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.", "duration": "Up to 1 minute", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.", - "id": 143, + "id": "dccc35db-7a9f-40ea-a56b-935916f34e62", "level": 2, "locations": [ { @@ -4492,7 +4492,7 @@ "desc": "You attempt to turn one creature that you can see within range into stone. If the target's body is made of flesh, the creature must make a constitution saving throw. On a failed save, it is restrained as its flesh begins to harden. On a successful save, the creature isn't affected.\nA creature restrained by this spell must make another constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for the duration. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind.\nIf the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state.\nIf you maintain your concentration on this spell for the entire possible duration, the creature is turned to stone until the effect is removed.", "duration": "Up to 1 minute", "higher_level": "", - "id": 144, + "id": "9ea1ab9f-8b03-4418-b37d-9ac1dd9b0807", "level": 6, "locations": [ { @@ -4528,7 +4528,7 @@ "desc": "You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.", "duration": "Up to 10 minutes", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.", - "id": 145, + "id": "082b0fbe-af3b-4dca-9c95-480516073654", "level": 3, "locations": [ { @@ -4561,7 +4561,7 @@ "desc": "You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.", "duration": "Up to 1 hour", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.", - "id": 146, + "id": "7ff906f6-ce4c-40e9-9f8c-1f6d9fbd7fe9", "level": 1, "locations": [ { @@ -4592,7 +4592,7 @@ "desc": "You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatures can't teleport into the area or use portals, such as those created by the gate spell, to enter the area. The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the Astral Plane, Ethereal Plane, Feywild, Shadowfell, or the plane shift spell.\nIn addition, the spell damages types of creatures that you choose when you cast it. Choose one or more of the following: celestials, elementals, fey, fiends, and undead. When a chosen creature enters the spell's area for the first time on a turn or starts its turn there, the creature takes 5d10 radiant or necrotic damage (your choice when you cast this spell).\nWhen you cast this spell, you can designate a password. A creature that speaks the password as it enters the area takes no damage from the spell.\nThe spell's area can't overlap with the area of another forbiddance spell. If you cast forbiddance every day for 30 days in the same location, the spell lasts until it is dispelled, and the material components are consumed on the last casting.", "duration": "24 hours", "higher_level": "", - "id": 147, + "id": "25b39229-7a35-43a8-b6a2-88c6879da9b4", "level": 6, "locations": [ { @@ -4623,7 +4623,7 @@ "desc": "An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose.\nA prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart.\nA prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area.\nWhen you cast the spell, any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area.\nA creature inside the cage can't leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature can't exit the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.\nThis spell can't be dispelled by dispel magic.", "duration": "1 hour", "higher_level": "", - "id": 148, + "id": "5284f3c3-19d0-4b2a-9919-85d17e8a5ea2", "level": 7, "locations": [ { @@ -4655,7 +4655,7 @@ "desc": "You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target can't be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration.\nThis spell immediately ends if you cast it again before its duration ends.", "duration": "8 hours", "higher_level": "", - "id": 149, + "id": "cccdf8c5-2fd0-4935-baa7-fcdaa184e031", "level": 9, "locations": [ { @@ -4688,7 +4688,7 @@ "desc": "You touch a willing creature. For the duration, the target's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained.\nThe target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks.", "duration": "1 hour", "higher_level": "", - "id": 150, + "id": "7d6695fe-13e4-440a-a96f-c05096b99d9e", "level": 4, "locations": [ { @@ -4722,7 +4722,7 @@ "desc": "For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion), depending on the nature of your interaction with it.", "duration": "Up to 1 minute", "higher_level": "", - "id": 151, + "id": "4389a399-c6bf-4117-8d49-a96f2cd3ac6e", "level": 0, "locations": [ { @@ -4753,7 +4753,7 @@ "desc": "You transform a willing creature you touch, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn't affected.\nWhile in this form, the target's only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains hovering in the air even when stunned or otherwise incapacitated.\nWhile in the form of a misty cloud, the target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The target can't attack or cast spells.", "duration": "Up to 1 hour", "higher_level": "", - "id": 152, + "id": "4acdc8a3-3339-4c51-9837-0a1aadcbea8c", "level": 3, "locations": [ { @@ -4787,7 +4787,7 @@ "desc": "You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration.\nThe portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal.\nDeities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains.\nWhen you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn't work). If that creature is on a plane other than the one you are on, the portal opens in the named creature's immediate vicinity and draws the creature through it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the DM deems appropriate. It might leave, attack you, or help you.", "duration": "Up to 1 minute", "higher_level": "", - "id": 153, + "id": "df059da7-f7fc-4165-b867-f84e7a76b502", "level": 9, "locations": [ { @@ -4821,7 +4821,7 @@ "desc": "You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can't understand you is unaffected by the spell.\nYou can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends.\nYou can end the spell early by using an action to dismiss it. A remove curse, greater restoration, or wish spell also ends it.", "duration": "30 days", "higher_level": "When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above.", - "id": 154, + "id": "0c40253b-f3b0-4ba1-9e05-8618fc2de1d2", "level": 5, "locations": [ { @@ -4851,7 +4851,7 @@ "desc": "You touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead.\nThe spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as raise dead.", "duration": "10 days", "higher_level": "", - "id": 155, + "id": "3f2468f4-b8bf-499c-8afb-1cebe7c19e09", "level": 2, "locations": [ { @@ -4884,7 +4884,7 @@ "desc": "You transform up to ten centipedes, three spiders, five wasps, or one scorpion within range into giant versions of their natural forms for the duration. A centipede becomes a giant centipede, a spider becomes a giant spider, a wasp becomes a giant wasp, and a scorpion becomes a giant scorpion.\nEach creature obeys your verbal commands, and in combat, they act on your turn each round. The DM has the statistics for these creatures and resolves their actions and movement.\nA creature remains in its giant size for the duration, until it drops to 0 hit points, or until you use an action to dismiss the effect on it.\nThe DM might allow you to choose different targets. For example, if you transform a bee, its giant version might have the same statistics as a giant wasp.", "duration": "Up to 10 minutes", "higher_level": "", - "id": 156, + "id": "77c6cd3a-76a4-4081-9743-ccc90c920194", "level": 4, "locations": [ { @@ -4912,7 +4912,7 @@ "desc": "Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.", "duration": "1 hour", "higher_level": "", - "id": 157, + "id": "9966b6e6-1840-4c51-b439-82ac53b95e02", "level": 8, "locations": [ { @@ -4942,7 +4942,7 @@ "desc": "An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration.\nAny spell of 5th level or lower cast from outside the barrier can't affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells.", "duration": "Up to 1 minute", "higher_level": "When you cast this spell using a spell slot of 7th level or higher, the barrier blocks spells of one level higher for each slot level above 6th.", - "id": 158, + "id": "6a542219-bc15-4767-ae65-fce784b5451c", "level": 6, "locations": [ { @@ -4974,7 +4974,7 @@ "desc": "When you cast this spell, you inscribe a glyph that harms other Creatures, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a Treasure chest) to conceal the glyph. If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place, if the object is moved more than 10 feet from where you cast this spell, the glyph is broken and the spell ends without being triggered.\nThe glyph is nearly Invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.\nYou decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most Common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.\nYou can further refine the trigger so the spell activates only under certain circumstances or according to physical Characteristics (such as height or weight), creature kind (for example, the ward could be set to affect Aberrations or drow), or Alignment. You can also set Conditions for Creatures that don't trigger the glyph, such as those who say a certain password.\nWhen you inscribe the glyph, choose explosive runes or a spell glyph.\n\nExplosive Runes: When triggered, the glyph erupts with magical energy in a 20-foot-radius Sphere centered on the glyph. The Sphere spreads around corners. Each creature in the aura must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one.\n\nSpell Glyph: You can store a prepared spell of 3rd Level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate Effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it Targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons Hostile Creatures or creates harmful Objects or traps, they appear as close as possible to the intruder and Attack it. If the spell requires Concentration, it lasts until the end of its full Duration.", "duration": "Until dispelled or triggered", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can store any spell of up to the same level as the slot you use for the glyph of warding.", - "id": 159, + "id": "32397d33-18df-4a18-b970-520f0803cc9f", "level": 3, "locations": [ { @@ -5006,7 +5006,7 @@ "desc": "Up to 10 berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.\nThe berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.", "duration": "Instantaneous", "higher_level": "", - "id": 160, + "id": "af538f2f-1d8e-45ee-9105-ce0cca041d1e", "level": 1, "locations": [ { @@ -5035,7 +5035,7 @@ "desc": "You conjure a vine that sprouts from the ground in an unoccupied space of your choice that you can see within range. When you cast this spell, you can direct the vine to lash out at a creature within 30 feet of it that you can see. The creature must succeed on a Dexterity saving throw or be pulled 20 feet directly toward the vine.\nUntil the spell ends, you can direct the vine to lash out at the same creature or another one as a bonus action on each of your turns.", "duration": "Up to 1 minute", "higher_level": "", - "id": 161, + "id": "cf6f3743-5742-48a4-9a70-50e80b4bafbf", "level": 4, "locations": [ { @@ -5065,7 +5065,7 @@ "desc": "Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.\nWhen the grease appears, each creature standing in its area must succeed on a dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a dexterity saving throw or fall prone.", "duration": "1 minute", "higher_level": "", - "id": 162, + "id": "29b1f120-0751-4ac8-b2b1-8d0e421aaba5", "level": 1, "locations": [ { @@ -5100,7 +5100,7 @@ "desc": "You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person.", "duration": "Up to 1 minute", "higher_level": "", - "id": 163, + "id": "c2fea262-0e14-4b72-8670-b0c38a9a68c0", "level": 4, "locations": [ { @@ -5134,7 +5134,7 @@ "desc": "You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target:\n- One effect that charmed or petrified the target\n- One curse, including the target's attunement to a cursed magic item\n- Any reduction to one of the target's ability scores\n- One effect reducing the target's hit point maximum", "duration": "Instantaneous", "higher_level": "", - "id": 164, + "id": "9b3a8a24-79ef-4f67-ae96-9d3fdb3d6c5f", "level": 5, "locations": [ { @@ -5164,7 +5164,7 @@ "desc": "A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity.\nAny creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.", "duration": "8 hours", "higher_level": "", - "id": 165, + "id": "59398c04-3ade-4119-a60c-4f96d85a5ada", "level": 4, "locations": [ { @@ -5194,7 +5194,7 @@ "desc": "You create a ward that protects up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5-foot squares or twenty-five 10-foot squares). The warded area can be up to 20 feet tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the spell.\nWhen you cast this spell, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects.\nGuards and wards creates the following effects within the warded area.\nCorridors.\n Fog fills all the warded corridors, making them heavily obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going in the opposite direction from the one it chooses.\nDoors.\n All doors in the warded area are magically locked, as if sealed by an arcane lock spell. In addition, you can cover up to ten doors with an illusion (equivalent to the illusory object function of the minor illusion spell) to make them appear as plain sections of wall.\nStairs.\n Webs fill all stairs in the warded area from top to bottom, as the web spell. These strands regrow in 10 minutes if they are burned or torn away while guards and wards lasts.\nOther Spell Effect.\n You can place your choice of one of the following magical effects within the warded area of the stronghold.\n- Place dancing lights in four corridors. You can design nate a simple program that the lights repeat as long as guards and wards lasts.\n- Place magic mouth in two locations.\n- Place stinking cloud in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while guards and wards lasts.\n- Place a constant gust of wind in one corridor or room.\n- Place a suggestion in one location. You select an area of up to 5 feet square, and any creature that enters or passes through the area receives the suggestion mentally.\nThe whole warded area radiates magic. A dispel magic cast on a specific effect, if successful, removes only that effect.\nYou can create a permanently guarded and warded structure by casting this spell there every day for one year.", "duration": "24 hours", "higher_level": "", - "id": 166, + "id": "3e5a6feb-7491-417d-9be3-d031ccba186f", "level": 6, "locations": [ { @@ -5224,7 +5224,7 @@ "desc": "You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.", "duration": "Up to 1 minute", "higher_level": "", - "id": 167, + "id": "d0e88f55-a63f-47ba-ac34-aea85f3a42c1", "level": 0, "locations": [ { @@ -5254,7 +5254,7 @@ "desc": "A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.", "duration": "1 round", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.", - "id": 168, + "id": "ff35e78e-5486-4932-893c-67bf474b76ff", "level": 1, "locations": [ { @@ -5287,7 +5287,7 @@ "desc": "A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a strength saving throw or be pushed 15 feet away from you in a direction following the line.\nAny creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.\nThe gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.\nAs a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.", "duration": "Up to 1 minute", "higher_level": "", - "id": 169, + "id": "41f22bd7-769b-4837-941a-c5d22059fc6f", "level": 2, "locations": [ { @@ -5319,7 +5319,7 @@ "desc": "The next time you hit a creature with a ranged weapon attack before the spell's end, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one.", "duration": "Up to 1 minute", "higher_level": "If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st (to a maximum of 6d10).", - "id": 170, + "id": "dbd9fb5f-b299-42cb-95d5-da9682d196f8", "level": 1, "locations": [ { @@ -5348,7 +5348,7 @@ "desc": "You touch a point and infuse an area around it with holy (or unholy) power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect a hallow spell. The affected area is subject to the following effects.\nFirst, celestials, elementals, fey, fiends, and undead can't enter the area, nor can such creatures charm, frighten, or possess creatures within it. Any creature charmed, frightened, or possessed by such a creature is no longer charmed, frightened, or possessed upon entering the area. You can exclude one or more of those types of creatures from this effect.\nSecond, you can bind an extra effect to the area. Choose the effect from the following list, or choose an effect offered by the DM. Some of these effects apply to creatures in the area; you can designate whether the effect applies to all creatures, creatures that follow a specific deity or leader, or creatures of a specific sort, such as orcs or trolls. When a creature that would be affected enters the spell's area for the first time on a turn or starts its turn there, it can make a charisma saving throw. On a success, the creature ignores the extra effect until it leaves the area.\nCourage.\n Affected creatures can't be frightened while in the area.\nDarkness.\n Darkness fills the area. Normal light, as well as magical light created by spells of a lower level than the slot you used to cast this spell, can't illuminate the area.\nDaylight.\n Bright light fills the area. Magical darkness created by spells of a lower level than the slot you used to cast this spell can't extinguish the light.\nEnergy Protection.\n Affected creatures in the area have resistance to one damage type of your choice, except for bludgeoning, piercing, or slashing.\nEnergy Vulnerability.\n Affected creatures in the area have vulnerability to one damage type of your choice, except for bludgeoning, piercing, or slashing.\nEverlasting Rest.\n Dead bodies interred in the area can't be turned into undead.\nExtradimensional Interference.\n Affected creatures can't move or travel using teleportation or by extradimensional or interplanar means.\nFear.\n Affected creatures are frightened while in the area.\nSilence.\n No sound can emanate from within the area, and no sound can reach into it.\nTongues.\n Affected creatures can communicate with any other creature in the area, even if they don't share a common language.", "duration": "Until dispelled", "higher_level": "", - "id": 171, + "id": "3f07b1ce-db90-43a0-a2f2-a6149bb26b1e", "level": 5, "locations": [ { @@ -5382,7 +5382,7 @@ "desc": "You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren't changed in appearance.\nThe tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn't obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain.", "duration": "24 hours", "higher_level": "", - "id": 172, + "id": "9f836fdb-4313-4296-bd4f-636c4b35e19c", "level": 4, "locations": [ { @@ -5412,7 +5412,7 @@ "desc": "You unleash a virulent disease on a creature that you can see within range. The target must make a constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can't reduce the target's hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature's hit point maximum to return to normal before that time passes.", "duration": "Instantaneous", "higher_level": "", - "id": 173, + "id": "2091b976-007a-4915-b00a-908fba1b6692", "level": 6, "locations": [ { @@ -5443,7 +5443,7 @@ "desc": "Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.\nWhen the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.", "duration": "Up to 1 minute", "higher_level": "", - "id": 174, + "id": "9e98261c-9cfb-4040-af51-21d2e0250c54", "level": 3, "locations": [ { @@ -5475,7 +5475,7 @@ "desc": "Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. This spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th.", - "id": 175, + "id": "ba60f307-f261-484b-861a-b675c9a36cd6", "level": 6, "locations": [ { @@ -5504,7 +5504,7 @@ "desc": "A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.", - "id": 176, + "id": "03a5e2dc-0895-4a37-ba31-d02b0c6c52ff", "level": 1, "locations": [ { @@ -5537,7 +5537,7 @@ "desc": "Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.\nIf a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.", "duration": "Up to 1 minute", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.", - "id": 177, + "id": "261ff35c-187c-4157-bb60-3260c74ad6f2", "level": 2, "locations": [ { @@ -5567,7 +5567,7 @@ "desc": "You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.", - "id": 178, + "id": "8dda6dfd-8447-439e-8c40-de17740faa8b", "level": 1, "locations": [ { @@ -5597,7 +5597,7 @@ "desc": "You bring forth a great feast, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don't set in until this hour is over. Up to twelve other creatures can partake of the feast.\nA creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison, becomes immune to poison and being frightened, and makes all wisdom saving throws with advantage. Its hit point maximum also increases by 2d10, and it gains the same number of hit points. These benefits last for 24 hours.", "duration": "Instantaneous", "higher_level": "", - "id": 179, + "id": "91e51c3e-eec0-44d2-aeaf-05b4aa26f1b7", "level": 6, "locations": [ { @@ -5629,7 +5629,7 @@ "desc": "A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.", "duration": "Up to 1 minute", "higher_level": "", - "id": 180, + "id": "62d14ab1-a1ec-436c-9dae-3a08df467f72", "level": 1, "locations": [ { @@ -5660,7 +5660,7 @@ "desc": "You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.\nIf the target drops to zero hit points before the spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.\nA \"remove curse\" cast on the target ends this spell early.", "duration": "Up to 1 hour", "higher_level": "When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.", - "id": 181, + "id": "d26932f9-829a-4a9a-b1cb-ada2122d158e", "level": 1, "locations": [ { @@ -5692,7 +5692,7 @@ "desc": "Choose a creature you can see and reach. The target must make a saving throw of Wisdom or be paralyzed for the duration of the spell. This spell has no effect against the undead. At the end of each round, the target can make a new saving throw of Wisdom. If successful, the spell ends for the creature.", "duration": "Up to 1 minute", "higher_level": "When you cast this spell using a level 6 or higher location, you can target an additional creature for each level of location beyond the fifth. The creatures must be within 30 feet o f each other when you target them.", - "id": 182, + "id": "42681696-f1d9-41b6-b805-e8385bb5b620", "level": 5, "locations": [ { @@ -5726,7 +5726,7 @@ "desc": "Choose a humanoid that you can see within range. The target must succeed on a wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another wisdom saving throw. On a success, the spell ends on the target.", "duration": "Up to 1 minute", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.", - "id": 183, + "id": "eef242c7-4061-4ddc-927d-770f8cbd8650", "level": 2, "locations": [ { @@ -5758,7 +5758,7 @@ "desc": "Divine light washes out from you and coalesces in a soft radiance in a 30-foot radius around you. Creatures of your choice in that radius when you cast this spell shed dim light in a 5-foot radius and have advantage on all saving throws, and other creatures have disadvantage on attack rolls against them until the spell ends. In addition, when a fiend or an undead hits an affected creature with a melee attack, the aura flashes with brilliant light. The attacker must succeed on a constitution saving throw or be blinded until the spell ends.", "duration": "Up to 1 minute", "higher_level": "", - "id": 184, + "id": "0d30511e-349c-4dd9-9866-ed16188504b0", "level": 8, "locations": [ { @@ -5787,7 +5787,7 @@ "desc": "You open a gateway to the dark between the stars, a region infested with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold appears, centered on a point within range and lasting for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are blinded.\nThe void creates a warp in the fabric of space, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 cold damage. Any creature that ends its turn in the area must succeed on a Dexterity saving throw or take 2d6 acid damage as milky, otherworldly tentacles rub against it.", "duration": "Up to 1 minute", "higher_level": "", - "id": 185, + "id": "4c8ed9ef-d3ab-4e6f-aff4-13975150c765", "level": 3, "locations": [ { @@ -5814,7 +5814,7 @@ "desc": "You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before the spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.", "duration": "Up to 1 hour", "higher_level": "Whne you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.", - "id": 186, + "id": "5e9e8793-7333-4c4a-a678-61596e7887b1", "level": 1, "locations": [ { @@ -5845,7 +5845,7 @@ "desc": "You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.\nThe spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.", "duration": "Up to 1 minute", "higher_level": "", - "id": 187, + "id": "b2443062-6c8c-4b82-9f82-1457a7e13746", "level": 3, "locations": [ { @@ -5878,7 +5878,7 @@ "desc": "A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.\nHailstones turn the storm's area of effect into difficult terrain until the end of your next turn.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.", - "id": 188, + "id": "b73890cf-8827-46f2-83f6-04cb4bc7cd59", "level": 4, "locations": [ { @@ -5911,7 +5911,7 @@ "desc": "You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.\nIf you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.", "duration": "Instantaneous", "higher_level": "", - "id": 189, + "id": "735d0174-bf9e-492c-a93a-5289c41db35a", "level": 1, "locations": [ { @@ -5943,7 +5943,7 @@ "desc": "You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.\nTo you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know.\nShould the spell be dispelled, the original script and the illusion both disappear.\nA creature with truesight can read the hidden message.", "duration": "10 days", "higher_level": "", - "id": 190, + "id": "b049d164-7676-44ea-8cd1-79cea765cb1e", "level": 1, "locations": [ { @@ -5975,7 +5975,7 @@ "desc": "You create a magical restraint to hold a creature that you can see within range. The target must succeed on a wisdom saving throw or be bound by the spell; if it succeeds, it is immune to this spell if you cast it again. While affected by this spell, the creature doesn't need to breathe, eat, or drink, and it doesn't age. Divination spells can't locate or perceive the target.\nWhen you cast the spell, you choose one of the following forms of imprisonment.\nBurial. The target is entombed far beneath the earth in a sphere of magical force that is just large enough to contain the target. Nothing can pass through the sphere, nor can any creature teleport or use planar travel to get into or out of it.\nThe special component for this version of the spell is a small mithral orb.\nChaining. Heavy chains, firmly rooted in the ground, hold the target in place. The target is restrained until the spell ends, and it can't move or be moved by any means until then.\nThe special component for this version of the spell is a fine chain of precious metal.\nHedged Prison. The spell transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your choice.\nThe special component for this version of the spell is a miniature representation of the prison made from jade.\nMinimus Containment. The target shrinks to a height of 1 inch and is imprisoned inside a gemstone or similar object. Light can pass through the gemstone normally (allowing the target to see out and other creatures to see in), but nothing else can pass through, even by means of teleportation or planar travel. The gemstone can't be cut or broken while the spell remains in effect.\nThe special component for this version of the spell is a large, transparent gemstone, such as a corundum, diamond, or ruby.\nSlumber. The target falls asleep and can't be awoken.\nThe special component for this version of the spell consists of rare soporific herbs.\nEnding the Spell. During the casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the DM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature's name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or hit points.\nA dispel magic spell can end the spell only if it is cast as a 9th-level spell, targeting either the prison or the special component used to create it.\nYou can use a particular special component to create only one prison at a time. If you cast the spell again using the same component, the target of the first casting is immediately freed from its binding.", "duration": "Until dispelled", "higher_level": "", - "id": 191, + "id": "c7becfee-de3c-42fa-b46f-b8dafc37a345", "level": 9, "locations": [ { @@ -6004,7 +6004,7 @@ "desc": "A swirling cloud of smoke shot through with white-hot embers appears in a 20-foot-radius sphere centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.\nWhen the cloud appears, each creature in it must make a dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there.\nThe cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns.", "duration": "Up to 1 minute", "higher_level": "", - "id": 192, + "id": "539e26b7-ad35-43d9-b1a1-c2d598065cc1", "level": 8, "locations": [ { @@ -6035,7 +6035,7 @@ "desc": "Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.", - "id": 193, + "id": "19d4203c-fc44-4ef2-8fc4-767e6248ee49", "level": 1, "locations": [ { @@ -6068,7 +6068,7 @@ "desc": "Swarming, biting locusts fill a 20-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration, and its area is lightly obscured. The sphere's area is difficult terrain.\nWhen the area appears, each creature in it must make a constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there.", "duration": "Up to 10 minutes", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.", - "id": 194, + "id": "47deaba6-8cf8-40d8-8ea7-482a034aed44", "level": 5, "locations": [ { @@ -6103,7 +6103,7 @@ "desc": "A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.", "duration": "Up to 1 hour", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.", - "id": 195, + "id": "944fc7e1-a35e-42f7-bed9-c3e268d55cf6", "level": 2, "locations": [ { @@ -6139,7 +6139,7 @@ "desc": "You touch a creature. The creature's jump distance is tripled until the spell ends.", "duration": "1 minute", "higher_level": "", - "id": 196, + "id": "2c384936-815e-4015-af02-902a7798b1ab", "level": 1, "locations": [ { @@ -6170,7 +6170,7 @@ "desc": "Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.\nA target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.\nIf you choose a target that is held shut with arcane lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally.\nWhen you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.", "duration": "Instantaneous", "higher_level": "", - "id": 197, + "id": "33e4a29c-c3a7-4200-b698-05d7395a1201", "level": 2, "locations": [ { @@ -6203,7 +6203,7 @@ "desc": "Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn't of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is.\n\nThe information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information: \"Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips.\"", "duration": "Instantaneous", "higher_level": "", - "id": 198, + "id": "674953af-e17d-49a8-a5f3-93be762f1008", "level": 5, "locations": [ { @@ -6233,7 +6233,7 @@ "desc": "You hide a chest, and all its contents, on the Ethereal Plane. You must touch the chest and the miniature replica that serves as a material component for the spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet).\nWhile the chest remains on the Ethereal Plane, you can use an action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by using an action and touching both the chest and the replica.\nAfter 60 days, there is a cumulative 5 percent chance per day that the spell's effect ends. This effect ends if you cast this spell again, if the smaller replica chest is destroyed, or if you choose to end the spell as an action. If the spell ends and the larger chest is on the Ethereal Plane, it is irretrievably lost.", "duration": "Instantaneous", "higher_level": "", - "id": 199, + "id": "a84f40a1-3f78-41b7-b8fe-467f0f65fd76", "level": 4, "locations": [ { @@ -6263,7 +6263,7 @@ "desc": "A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.\nNine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.\nUntil the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.", "duration": "8 hours", "higher_level": "", - "id": 200, + "id": "6f176611-9fe7-4b43-aa15-1e2062bb2f49", "level": 3, "locations": [ { @@ -6298,7 +6298,7 @@ "desc": "You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.", "duration": "Instantaneous", "higher_level": "", - "id": 201, + "id": "b9949860-4453-4684-803f-f893eb7f1bb5", "level": 2, "locations": [ { @@ -6333,7 +6333,7 @@ "desc": "One creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a constitution saving throw is unaffected.\nThe target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range.\nWhen the spell ends, the target floats gently to the ground if it is still aloft.", "duration": "Up to 10 minutes", "higher_level": "", - "id": 202, + "id": "42a3ee01-4631-424a-9609-d7237712bffe", "level": 2, "locations": [ { @@ -6367,7 +6367,7 @@ "desc": "You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.\nIf you target an object held or worn by a hostile creature, that creature must succeed on a dexterity saving throw to avoid the spell.", "duration": "1 hour", "higher_level": "", - "id": 203, + "id": "12d16a34-20df-4ef5-b752-60a937a5206d", "level": 0, "locations": [ { @@ -6397,7 +6397,7 @@ "desc": "The next time you make a ranged weapon attack during the spell's duration, the weapon's ammunition, or the weapon itself if it's a thrown weapon, transforms into a bolt of lightning. Make the attack roll as normal. The target takes 4d8 lightning damage on a hit, or half as much damage on a miss, instead of the weapon's normal damage.\nWhether you hit or miss, each creature within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes 2d8 lightning damage on a failed save, or half as much damage on a successful one.\nThe piece of ammunition or weapon then returns to its normal form.", "duration": "Up to 1 minute", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the damage for both effects of the spell increases by 1d8 for each slot level above 3rd.", - "id": 204, + "id": "b7eb6ced-767d-470d-988e-8924c638b633", "level": 3, "locations": [ { @@ -6427,7 +6427,7 @@ "desc": "A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.\nThe lightning ignites flammable objects in the area that aren't being worn or carried.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.", - "id": 205, + "id": "cd955fb4-7ebb-49b7-aac4-c24b32585424", "level": 3, "locations": [ { @@ -6461,7 +6461,7 @@ "desc": "Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.", "duration": "Instantaneous", "higher_level": "", - "id": 206, + "id": "93a51866-c773-409a-aa15-80bc394a173e", "level": 2, "locations": [ { @@ -6494,10 +6494,10 @@ "M" ], "concentration": true, - "desc": "Describe or name a creature that is familiar to you. You sense the direction to the creature's location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.\nThe spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close—within 30 feet—at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn't locate the creature.\nThis spell can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.", + "desc": "Describe or name a creature that is familiar to you. You sense the direction to the creature's location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.\nThe spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close\u2014within 30 feet\u2014at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn't locate the creature.\nThis spell can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.", "duration": "Up to 1 hour", "higher_level": "", - "id": 207, + "id": "203b23cb-05d4-4209-8135-f16216a51a38", "level": 4, "locations": [ { @@ -6530,10 +6530,10 @@ "M" ], "concentration": true, - "desc": "Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.\nThe spell can locate a specific object known to you, as long as you have seen it up close—within 30 feet—at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.\nThis spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.", + "desc": "Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.\nThe spell can locate a specific object known to you, as long as you have seen it up close\u2014within 30 feet\u2014at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.\nThis spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.", "duration": "Up to 10 minutes", "higher_level": "", - "id": 208, + "id": "302e0abf-7aeb-4843-bcb8-7a46420b3a7c", "level": 2, "locations": [ { @@ -6568,7 +6568,7 @@ "desc": "You touch a creature. The target's speed increases by 10 feet until the spell ends.", "duration": "1 hour", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each spell slot above 1st.", - "id": 209, + "id": "7fe75ed3-7544-49b9-bd84-07ba02d9e049", "level": 1, "locations": [ { @@ -6600,7 +6600,7 @@ "desc": "You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.", "duration": "8 hours", "higher_level": "", - "id": 210, + "id": "3875e983-bc41-4fce-8291-b8caf567da15", "level": 1, "locations": [ { @@ -6634,7 +6634,7 @@ "desc": "A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.\nYou can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.\nThe hand can't attack, activate magic items, or carry more than 10 pounds.", "duration": "1 minute", "higher_level": "", - "id": 211, + "id": "493f8414-23ee-4c38-81fa-db6cbe5b38d5", "level": 0, "locations": [ { @@ -6668,7 +6668,7 @@ "desc": "Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways:\n- The creature can't willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a charisma saving throw.\n- The creature has disadvantage on attack rolls against targets within the cylinder.\n- Targets within the cylinder can't be charmed, frightened, or possessed by the creature.\nWhen you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.", "duration": "1 hour", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd.", - "id": 212, + "id": "93d9ba50-c1db-4de4-8d74-4e00016ae142", "level": 3, "locations": [ { @@ -6699,7 +6699,7 @@ "desc": "Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell's material component. While your soul inhabits the container, you are aware of your surroundings as if you were in the container's space. You can't move or use reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the spell) or attempting to possess a humanoids body.\nYou can attempt to possess any humanoid within 100 feet of you that you can see (creatures warded by a protection from evil and good or magic circle spell can't be possessed). The target must make a charisma saving throw. On a failure, your soul moves into the target's body, and the target's soul becomes trapped in the container. On a success, the target resists your efforts to possess it, and you can't attempt to possess it again for 24 hours.\nOnce you possess a creature's body, you control it. Your game statistics are replaced by the statistics of the creature, though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class features. If the target has any class levels, you can't use any of its class features.\nMeanwhile, the possessed creature's soul can perceive from the container using its own senses, but it can't move or take actions at all.\nWhile possessing a body, you can use your action to return from the host body to the container if it is within 100 feet of you, returning the host creature's soul to its body. If the host body dies while you're in it, the creature dies, and you must make a charisma saving throw against your own spellcasting DC. On a success, you return to the container if it is within 100 feet of you. Otherwise, you die.\nIf the container is destroyed or the spell ends, your soul immediately returns to your body. If your body is more than 100 feet away from you or if your body is dead when you attempt to return to it, you die. If another creature's soul is in the container when it is destroyed, the creature's soul returns to its body if the body is alive and within 100 feet. Otherwise, that creature dies.\nWhen the spell ends, the container is destroyed.", "duration": "Until dispelled", "higher_level": "", - "id": 213, + "id": "9a821655-d492-4bf5-909b-7024ee9733f9", "level": 6, "locations": [ { @@ -6728,7 +6728,7 @@ "desc": "You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.", - "id": 214, + "id": "f19fdaf1-808a-446d-bd98-dbf0841217dd", "level": 1, "locations": [ { @@ -6760,7 +6760,7 @@ "desc": "You plant a message to an object in the range of the spell. The message is verbalized when the trigger conditions are met. Choose an object that you see, and that is not worn or carried by another creature. Then say the message, which should not exceed 25 words but listening can take up to 10 minutes. Finally, establish the circumstances that trigger the spell to deliver your message.\nWhen these conditions are satisfied, a magical mouth appears on the object and it articulates the message imitating your voice, the same tone used during implantation of the message. If the selected object has a mouth or something that approaches such as the mouth of a statue, the magic mouth come alive at this point, giving the illusion that the words come from the mouth of the object.\nWhen you cast this spell, you may decide that the spell ends when the message is delivered or it can persist and repeat the message whenever circumstances occur.\nThe triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.", "duration": "Until dispelled", "higher_level": "", - "id": 215, + "id": "2d8c96a0-12f4-46e4-a583-4c5a1dd02922", "level": 2, "locations": [ { @@ -6792,7 +6792,7 @@ "desc": "You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.", "duration": "Up to 1 hour", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.", - "id": 216, + "id": "e2e33bbf-68ad-458b-afd2-66729bfd7da5", "level": 2, "locations": [ { @@ -6830,7 +6830,7 @@ "desc": "You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte's stench).\nAs long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movement appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.\nPhysical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.", "duration": "Up to 10 minutes", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the spell lasts until disspelled, without requiring your concentration.", - "id": 217, + "id": "41a763e0-5ae9-4087-9181-95f41c4b2bb7", "level": 3, "locations": [ { @@ -6862,7 +6862,7 @@ "desc": "A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th.", - "id": 218, + "id": "6473dfca-ff71-4a93-b993-974b305b93f5", "level": 5, "locations": [ { @@ -6892,7 +6892,7 @@ "desc": "A flood of healing energy flows from you into injured creatures around you. You restore up to 700 hit points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell are also cured of all diseases and any effect making them blinded or deafened. This spell has no effect on undead or constructs.", "duration": "Instantaneous", "higher_level": "", - "id": 219, + "id": "caca2675-e3f4-4219-b514-2ba0eb1486f2", "level": 9, "locations": [ { @@ -6919,7 +6919,7 @@ "desc": "As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.", - "id": 220, + "id": "b7ad48c9-1416-4532-af37-c80a88d8339f", "level": 3, "locations": [ { @@ -6955,7 +6955,7 @@ "desc": "You suggest a course of activity (limited to a sentence or two) and magically influence up to twelve creatures of your choice that you can see within range and that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the spell.\nEach target must make a wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.\nYou can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn't met before the spell ends, the activity isn't performed.\nIf you or any of your companions damage a creature affected by this spell, the spell ends for that creature.", "duration": "24 hours", "higher_level": "When you cast this spell using a 7th-level spell slot, the duration is 10 days. When you use an 8th-level spell slot, the duration is 30 days. When you use a 9th-level spell slot, the duration is a year and a day.", - "id": 221, + "id": "8adfee32-3780-4056-80f9-96cb1d0ba4b7", "level": 6, "locations": [ { @@ -6983,7 +6983,7 @@ "desc": "You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze.\nThe target can use its action to attempt to escape. When it does so, it makes a DC 20 Intelligence check. If it succeeds, it escapes, and the spell ends (a minotaur or goristro demon automatically succeeds).\nWhen the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.", "duration": "Up to 10 minutes", "higher_level": "", - "id": 222, + "id": "63c968f8-af6d-44cb-8b70-75548ab15581", "level": 8, "locations": [ { @@ -7012,7 +7012,7 @@ "desc": "You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.\nWhile merged with the stone, you can't see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the spell. You otherwise can't move.\nMinor physical damage to the stone doesn't harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered.", "duration": "8 hours", "higher_level": "", - "id": 223, + "id": "362763b9-6133-4be9-bc6a-64ac784b1959", "level": 3, "locations": [ { @@ -7047,7 +7047,7 @@ "desc": "A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd.", - "id": 224, + "id": "bf49a891-30ec-4372-9990-d19a8a09df01", "level": 2, "locations": [ { @@ -7084,7 +7084,7 @@ "desc": "This spell repairs a single break or tear in an object you touch, such as a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no longer than 1 foot in any dimension, you mend it, leaving no trace of the former damage.\nThis spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.", "duration": "Instantaneous", "higher_level": "", - "id": 225, + "id": "2d73b4f8-0361-4434-b984-aeb387015a54", "level": 0, "locations": [ { @@ -7118,7 +7118,7 @@ "desc": "You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.\nYou can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.", "duration": "1 round", "higher_level": "", - "id": 226, + "id": "72f7c0d0-0b02-4b97-80cb-8b508f2266f9", "level": 0, "locations": [ { @@ -7149,7 +7149,7 @@ "desc": "Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius sphere centered on each point you choose must make a dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once.\nThe spell damages objects in the area and ignites flammable objects that aren't being worn or carried.", "duration": "Instantaneous", "higher_level": "", - "id": 227, + "id": "59710ad4-a0b5-4d02-9348-06a8cffdb85e", "level": 9, "locations": [ { @@ -7178,7 +7178,7 @@ "desc": "Until the spell ends, one willing creature you touch is immune to psychic damage, any effect that would sense its emotions or read its thoughts, divination spells, and the charmed condition. The spell even foils wish spells and spells or effects of similar power used to affect the target's mind or to gain information about the target.", "duration": "24 hours", "higher_level": "", - "id": 228, + "id": "acffc696-5e4a-4250-b241-a8e5e0faa756", "level": 8, "locations": [ { @@ -7206,10 +7206,10 @@ "M" ], "concentration": false, - "desc": "You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.\nIf you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.\nIf you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.\nIf a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.", + "desc": "You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.\nIf you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.\nIf you create an image of an object\u2014such as a chair, muddy footprints, or a small chest\u2014it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.\nIf a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.", "duration": "1 minute", "higher_level": "", - "id": 229, + "id": "ac2ed70c-1ceb-466d-ad4e-90b2e39de19c", "level": 0, "locations": [ { @@ -7241,7 +7241,7 @@ "desc": "You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. The terrain's general shape remains the same, however. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road.\nSimilarly, you can alter the appearance of structures, or add them where none are present. The spell doesn't disguise, conceal, or add creatures.\nThe illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell's area disappears immediately.\nCreatures with truesight can see through the illusion to the terrain's true form; however, all other elements of the illusion remain, so while the creature is aware of the illusion's presence, the creature can still physically interact with the illusion.", "duration": "10 days", "higher_level": "", - "id": 230, + "id": "8e96700b-ece1-4ca8-bbf1-f7dd46d71702", "level": 7, "locations": [ { @@ -7271,7 +7271,7 @@ "desc": "Three illusionary duplicates of yourself appear in your space. Until the end of the spell, duplicates move with you and imitate your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.\nEach time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.\nIf you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.\nA duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.\nA creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.", "duration": "1 minute", "higher_level": "", - "id": 231, + "id": "dd00a282-67ae-4634-9159-364eb102653c", "level": 2, "locations": [ { @@ -7305,7 +7305,7 @@ "desc": "You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a spell.\nYou can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose.\nYou can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.", "duration": "Up to 1 hour", "higher_level": "", - "id": 232, + "id": "2f15840a-5e31-44a9-ad3d-2b729153223e", "level": 5, "locations": [ { @@ -7337,7 +7337,7 @@ "desc": "Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.", "duration": "Instantaneous", "higher_level": "", - "id": 233, + "id": "7a772d65-5c61-4edb-85f0-f7f4b1d78249", "level": 2, "locations": [ { @@ -7369,7 +7369,7 @@ "desc": "You attempt to reshape another creature's memories. One creature that you can see must make a wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell, this spell ends, and none of the target's memories are modified.\nWhile this charm lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event.\nYou must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you have finished describing the modified memories, the creature's memory isn't altered. Otherwise, the modified memories take hold when the spell ends.\nA modified memory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature in a significant manner.\nA remove curse or greater restoration spell cast on the target restores the creature's true memory.", "duration": "Up to 1 minute", "higher_level": "If you cast this spell using a spell slot of 6th level or higher, you can alter the target's memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creature's past (9th level).", - "id": 234, + "id": "c3dc1cd7-c140-456f-83a8-7cc314fb6094", "level": 5, "locations": [ { @@ -7398,7 +7398,7 @@ "desc": "A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.\nWhen a creature enters the spell's area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one.\nA shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can't assume a different form until it leaves the spell's light.\nOn each of your turns after you cast this spell, you can use an action to move the beam 60 feet in any direction.", "duration": "Up to 1 minute", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.", - "id": 235, + "id": "356feb4d-7931-4c19-be6d-ea090285a7a6", "level": 2, "locations": [ { @@ -7430,7 +7430,7 @@ "desc": "You conjure a phantom watchdog in an unoccupied space that you can see within range, where it remains for the duration, until you dismiss it as an action, or until you move more than 100 feet away from it.\nThe hound is invisible to all creatures except you and can't be harmed. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound sees invisible creatures and can see into the Ethereal Plane. It ignores illusions.\nAt the start of each of your turns, the hound attempts to bite one creature within 5 feet of it that is hostile to you. The hound's attack bonus is equal to your spellcasting ability modifier + your proficiency bonus. On a hit, it deals 4d8 piercing damage.", "duration": "8 hours", "higher_level": "", - "id": 236, + "id": "3eba52c0-0653-4b9b-8825-7138ae1f5888", "level": 4, "locations": [ { @@ -7460,7 +7460,7 @@ "desc": "You conjure an extradimensional dwelling in range that lasts for the duration. You choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the portal remains open. You can open or close the portal if you are within 30 feet of it. While closed, the portal is invisible.\nBeyond the portal is a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm.\nYou can create any floor plan you like, but the space can't exceed 50 cubes, each cube being 10 feet on each side. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine course banquet for up to 100 people. A staff of 100 near-transparent servants attends all who enter. You decide the visual appearance of these servants and their attire. They are completely obedient to your orders. Each servant can perform any task a normal human servant could perform, but they can't attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can go anywhere in the mansion but can't leave it. Furnishings and other objects created by this spell dissipate into smoke if removed from the mansion. When the spell ends, any creatures inside the extradimensional space are expelled into the open spaces nearest to the entrance.", "duration": "24 hours", "higher_level": "", - "id": 237, + "id": "6cca00f7-948e-443b-81e7-c0ab71590172", "level": 7, "locations": [ { @@ -7490,7 +7490,7 @@ "desc": "You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration or until you use an action to dismiss it.\nWhen you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties:\n- Sound can't pass through the barrier at the edge of the warded area.\n- The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it.\n- Sensors created by divination spells can't appear inside the protected area or pass through the barrier at its perimeter.\n- Creatures in the area can't be targeted by divination spells.\n- Nothing can teleport into or out of the warded area.\n- Planar travel is blocked within the warded area.\nCasting this spell on the same spot every day for a year makes this effect permanent.", "duration": "24 hours", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, you can increase the size of the cube by 100 feet for each slot level beyond 4th. Thus you could protect a cube that can be up to 200 feet on one side by using a spell slot of 5th level.", - "id": 238, + "id": "102dd268-8895-4f16-b5ae-05bcbe3ef8cc", "level": 4, "locations": [ { @@ -7520,7 +7520,7 @@ "desc": "You create a sword-shaped plane of force that hovers within range. It lasts for the duration.\nWhen the sword appears, you make a melee spell attack against a target of your choice within 5 feet of the sword. On a hit, the target takes 3d10 force damage. Until the spell ends, you can use a bonus action on each of your turns to move the sword up to 20 feet to a spot you can see and repeat this attack against the same target or a different one.", "duration": "Up to 1 minute", "higher_level": "", - "id": 239, + "id": "240cd178-fc0a-4551-86d4-af0cc04ba0fa", "level": 7, "locations": [ { @@ -7551,7 +7551,7 @@ "desc": "Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. So, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square's elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete.\nAt the end of every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect.\nBecause the terrain's transformation occurs slowly, creatures in the area can't usually be trapped or injured by the ground's movement.\nThis spell can't manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse.\nSimilarly, this spell doesn't directly affect plant growth. The moved earth carries any plants along with it.", "duration": "Up to 2 hours", "higher_level": "", - "id": 240, + "id": "bb10e225-e308-45ab-80ec-6d0bff9a7ef6", "level": 6, "locations": [ { @@ -7559,7 +7559,7 @@ "sourcebook": "PHB14" } ], - "material": "An iron blade and a small bag containing a mixture of soils—clay, loam, and sand.", + "material": "An iron blade and a small bag containing a mixture of soils\u2014clay, loam, and sand.", "name": "Move Earth", "range": "120 feet", "ritual": false, @@ -7582,7 +7582,7 @@ "desc": "For the duration, you hide a target that you touch from divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any divination magic or perceived through magical scrying sensors.", "duration": "8 hours", "higher_level": "", - "id": 241, + "id": "9630c206-b362-4948-9fee-a67c2e35545f", "level": 3, "locations": [ { @@ -7613,7 +7613,7 @@ "desc": "You place an illusion on a creature or an object you touch so that divination spells reveal false information about it. The target can be a willing creature or an object that isn't being carried or worn by another creature.\nWhen you cast the spell, choose one or both of the following effects. The effect lasts for the duration. If you cast this spell on the same creature or object every day for 30 days, placing the same effect on it each time, the illusion lasts until it is dispelled.\nFalse Aura.\n You change the way the target appears to spells and magical effects, such as detect magic, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object's magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item.\nMask.\n You change the way the target appears to spells and magical effects that detect creature types, such as a paladin's Divine Sense or the trigger of a symbol spell. You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type or of that alignment.", "duration": "24 hours", "higher_level": "", - "id": 242, + "id": "344e4893-c7ed-4ee9-93d6-a3262fec978a", "level": 2, "locations": [ { @@ -7644,7 +7644,7 @@ "desc": "A frigid globe of cold energy streaks from your fingertips to a point of your choice within range, where it explodes in a 60-foot-radius sphere. Each creature within the area must make a constitution saving throw. On a failed save, a creature takes 10d6 cold damage. On a successful save, it takes half as much damage.\nIf the globe strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Strength check against your spell save DC to break free.\nYou can refrain from firing the globe after completing the spell, if you wish. A small globe about the size of a sling stone, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to the sling's normal range). It shatters on impact, with the same effect as the normal casting of the spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasn't already shattered, it explodes.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.", - "id": 243, + "id": "1b13a3cc-a8f2-47f0-a8c8-ea8c2abcba45", "level": 6, "locations": [ { @@ -7674,10 +7674,10 @@ "M" ], "concentration": true, - "desc": "A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a dexterity saving throw. On a failed save, the creature is enclosed for the duration.\nNothing—not physical objects, energy, or other spell effects—can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can't be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it.\nThe sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere's walls and thus roll the sphere at up to half the creature's speed. Similarly, the globe can be picked up and moved by other creatures.\nA disintegrate spell targeting the globe destroys it without harming anything inside it.", + "desc": "A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a dexterity saving throw. On a failed save, the creature is enclosed for the duration.\nNothing\u2014not physical objects, energy, or other spell effects\u2014can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can't be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it.\nThe sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere's walls and thus roll the sphere at up to half the creature's speed. Similarly, the globe can be picked up and moved by other creatures.\nA disintegrate spell targeting the globe destroys it without harming anything inside it.", "duration": "Up to 1 minute", "higher_level": "", - "id": 244, + "id": "39fae86f-5ab2-4120-8d10-2120f5d05f75", "level": 4, "locations": [ { @@ -7705,7 +7705,7 @@ "desc": "Choose one creature that you can see within range. The target begins a comic dance in place: shuffling, tapping its feet, and capering for the duration. Creatures that can't be charmed are immune to this spell.\nA dancing creature must use all its movement to dance without leaving its space and has disadvantage on dexterity saving throws and attack rolls. While the target is affected by this spell, other creatures have advantage on attack rolls against it. As an action, a dancing creature makes a wisdom saving throw to regain control of itself. On a successful save, the spell ends.", "duration": "Up to 1 minute", "higher_level": "", - "id": 245, + "id": "50f1b389-cd55-4e76-9875-14b95eefd38a", "level": 6, "locations": [ { @@ -7735,7 +7735,7 @@ "desc": "A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.", "duration": "Up to 1 hour", "higher_level": "", - "id": 246, + "id": "6f38df10-9f0b-46c1-a7ea-7ac5e4805dcd", "level": 2, "locations": [ { @@ -7767,7 +7767,7 @@ "desc": "A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor) within range, and lasts for the duration. You choose the opening's dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it.\nWhen the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell.", "duration": "1 hour", "higher_level": "", - "id": 247, + "id": "0c201bca-b2f5-47b9-a353-f2fd222cc3cf", "level": 5, "locations": [ { @@ -7800,7 +7800,7 @@ "desc": "You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature. or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.\nThe phantasm includes sound, temperature, and other stimuli, also evident only to the creature.\nThe target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.\nWhile a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall - it was pushed, it slipped, or a strong wind might have knocked it off.\nAn affected target is so convinced of the phantasm's reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as tire, a pool of acid, or lava can burn the target. Each round on your turn. the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm's area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.", "duration": "Up to 1 minute", "higher_level": "", - "id": 248, + "id": "481fa50d-f885-4836-9b22-f73b9963b46a", "level": 2, "locations": [ { @@ -7828,7 +7828,7 @@ "desc": "You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the end of each of the target's turns before the spell ends, the target must succeed on a wisdom saving throw or take 4 d10 psychic damage. On a successful save, the spell ends.", "duration": "Up to 1 minute", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d1O for each slot level above 4th.", - "id": 249, + "id": "8ccdd0e8-449f-4beb-be38-15da26618462", "level": 4, "locations": [ { @@ -7859,7 +7859,7 @@ "desc": "A Large quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature's appearance, but it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed.\nFor the duration, you or a creature you choose can ride the steed. The creature uses the statistics for a riding horse, except it has a speed of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the steed takes any damage.", "duration": "1 hour", "higher_level": "", - "id": 250, + "id": "f36f5d6b-8293-4bfb-8362-d0f3d781e06c", "level": 3, "locations": [ { @@ -7889,7 +7889,7 @@ "desc": "You beseech an otherworldly entity for aid. The being must be known to you: a god, a primordial, a demon prince, or some other being of cosmic power. That entity sends a celestial, an elemental, or a fiend loyal to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature's name, you can speak that name when you cast this spell to request that creature, though you might get a different creature anyway (DM's choice).\nWhen the creature appears, it is under no compulsion to behave in any particular way. You can ask the creature to perform a service in exchange for payment, but it isn't obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the creature to bargain for its services.\nPayment can take a variety of forms. A celestial might require a sizable donation of gold or magic items to an allied temple, while a fiend might demand a living sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you.\nAs a rule of thumb, a task that can be measured in minutes requires a payment worth 100 gp per minute. A task measured in hours requires 1,000 gp per hour. And a task measured in days (up to 10 days) requires 10,000 gp per day. The DM can adjust these payments based on the circumstances under which you cast the spell. If the task is aligned with the creature's ethos, the payment might be halved or even waived. Nonhazardous tasks typically require only half the suggested payment, while especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal.\nAfter the creature completes the task, or when the agreed-upon duration of service expires, the creature returns to its home plane after reporting back to you, if appropriate to the task and if possible. If you are unable to agree on a price for the creature's service, the creature immediately returns to its home plane.\nA creature enlisted to join your group counts as a member of it, receiving a full share of experience points awarded.", "duration": "Instantaneous", "higher_level": "", - "id": 251, + "id": "cc8f9239-ddf3-4dfe-bc0a-181729fb834e", "level": 6, "locations": [ { @@ -7921,7 +7921,7 @@ "desc": "With this spell, you attempt to bind a celestial, an elemental, a fey, or a fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of an inverted magic circle in order to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a charisma saving throw. On a failed save, it is bound to serve you for the duration. If the creature was summoned or created by another spell, that spell's duration is extended to match the duration of this spell.\nA bound creature must follow your instructions to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. The creature obeys the letter of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane of existence, it returns to the place where you bound it and remains there until the spell ends.", "duration": "24 hours", "higher_level": "When you cast this spell using a spell slot of a higher level, the duration increases to 10 days with a 6th-level slot, to 30 days with a 7th-level slot, to 180 days with an 8th-level slot, and to a year and a day with a 9th-level spell slot.", - "id": 252, + "id": "8f748331-db75-4686-b08b-d3c71431e41f", "level": 5, "locations": [ { @@ -7957,7 +7957,7 @@ "desc": "You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the DM's discretion.\nAlternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.\nYou can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.", "duration": "Instantaneous", "higher_level": "", - "id": 253, + "id": "2d0b3489-d174-4b42-99c6-6ace47135d39", "level": 7, "locations": [ { @@ -7987,7 +7987,7 @@ "desc": "This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits.\nIf you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.\nYou can exclude one or more areas of any size within the spell's area from being affected.\nIf you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.", "duration": "Instantaneous", "higher_level": "", - "id": 254, + "id": "6573cc96-4812-4928-ab07-dfe76aa37684", "level": 3, "locations": [ { @@ -8022,7 +8022,7 @@ "desc": "You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.\nThis spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).", "duration": "Instantaneous", "higher_level": "", - "id": 255, + "id": "cf49c145-6f66-4905-af2f-52693d349da8", "level": 0, "locations": [ { @@ -8054,7 +8054,7 @@ "desc": "This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a wisdom saving throw to avoid the effect. A shapechanger automatically succeeds on this saving throw. This spell can't affect a target that has 0 hit points.\nThe transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level, if it doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.\nThe target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious.\nThe creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech.\nThe target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.", "duration": "Up to 1 hour", "higher_level": "", - "id": 256, + "id": "b9526586-0b93-4e39-b5b2-acda1fd2701e", "level": 4, "locations": [ { @@ -8082,7 +8082,7 @@ "desc": "A wave of healing energy washes over the creature you touch. The target regains all its hit points. If the creature is charmed, frightened, paralyzed, or stunned, the condition ends. If the creature is prone, it can use its reaction to stand up. This spell has no effect on undead or constructs.", "duration": "Instantaneous", "higher_level": "", - "id": 257, + "id": "b61908f6-b7af-40b9-b2c3-9684c2104beb", "level": 9, "locations": [ { @@ -8115,7 +8115,7 @@ "desc": "You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you choose has 100 hit points or fewer, it dies. Otherwise, the spell has no effect.", "duration": "Instantaneous", "higher_level": "", - "id": 258, + "id": "fd2e6349-cf93-4d55-b3fb-ead477323b07", "level": 9, "locations": [ { @@ -8145,7 +8145,7 @@ "desc": "You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 hit points or fewer, it is stunned. Otherwise, the spell has no effect.\nThe stunned target must make a constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends.", "duration": "Instantaneous", "higher_level": "", - "id": 259, + "id": "b61e5735-9e67-4c7b-a379-c6db343e4f15", "level": 8, "locations": [ { @@ -8172,7 +8172,7 @@ "desc": "Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.", - "id": 260, + "id": "04998f27-4f39-4ce6-baa2-3bed22370fbb", "level": 2, "locations": [ { @@ -8209,7 +8209,7 @@ "desc": "This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within 'range':\nYou create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.\nYou instantaneously light or snuff out a candle, a torch, or a small campfire.\nYou instantaneously clean or soil an object no larger than 1 cubic foot.\nYou chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.\nYou make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.\nYou create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.\nIf you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.", "duration": "1 hour", "higher_level": "", - "id": 261, + "id": "fda546f2-bc3e-48ad-9997-68230fc73735", "level": 0, "locations": [ { @@ -8240,7 +8240,7 @@ "desc": "Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a 60-foot cone must make a dexterity saving throw. For each target, roll a d8 to determine which color ray affects it.\n1. Red.\n The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one.\n2. Orange.\n The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one.\n3. Yellow.\n The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.\n4. Green.\n The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one.\n5. Blue.\n The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one.\n6. Indigo.\n On a failed save, the target is restrained. It must then make a constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind.\n7. Violet.\n On a failed save, the target is blinded. It must then make a wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the DM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.)\n8. Special.\n The target is struck by two rays. Roll twice more, rerolling any 8.", "duration": "Instantaneous", "higher_level": "", - "id": 262, + "id": "b757244d-b7d3-4474-be5e-da1724745d0c", "level": 7, "locations": [ { @@ -8268,10 +8268,10 @@ "S" ], "concentration": false, - "desc": "A shimmering, multicolored plane of light forms a vertical opaque wall—up to 90 feet long, 30 feet high, and 1 inch thick—centered on a point you can see within range. Alternatively, you can shape the wall into a sphere up to 30 feet in diameter centered on a point you choose within range. The wall remains in place for the duration. If you position the wall so that it passes through a space occupied by a creature, the spell fails, and your action and the spell slot are wasted.\nThe wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. You and creatures you designate at the time you cast the spell can pass through and remain near the wall without harm. If another creature that can see the wall moves to within 20 feet of it or starts its turn there, the creature must succeed on a constitution saving throw or become blinded for 1 minute.\nThe wall consists of seven layers, each with a different color. When a creature attempts to reach into or pass through the wall, it does so one layer at a time through all the wall's layers. As it passes or reaches through each layer, the creature must make a dexterity saving throw or be affected by that layer's properties as described below.\nThe wall can be destroyed, also one layer at a time, in order from red to violet, by means specific to each layer. Once a layer is destroyed, it remains so for the duration of the spell. A rod of cancellation destroys a prismatic wall, but an antimagic field has no effect on it.\n1. Red.\n The creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. While this layer is in place, nonmagical ranged attacks can't pass through the wall. The layer can be destroyed by dealing at least 25 cold damage to it.\n2. Orange.\n The creature takes 10d6 acid damage on a failed save, or half as much damage on a successful one. While this layer is in place, magical ranged attacks can't pass through the wall. The layer is destroyed by a strong wind.\n3. Yellow.\n The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 60 force damage to it.\n4. Green.\n The creature takes 10d6 poison damage on a failed save, or half as much damage on a successful one. A passwall spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer.\n5. Blue.\n The creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 25 fire damage to it.\n6. Indigo.\n On a failed save, the creature is restrained. It must then make a constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive; keep track of both until the creature collects three of a kind.\nWhile this layer is in place, spells can't be cast through the wall. The layer is destroyed by bright light shed by a daylight spell or a similar spell of equal or higher level.\n7. Violet.\n On a failed save, the creature is blinded. It must then make a wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of the DM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) This layer is destroyed by a dispel magic spell or a similar spell of equal or higher level that can end spells and magical effects.", + "desc": "A shimmering, multicolored plane of light forms a vertical opaque wall\u2014up to 90 feet long, 30 feet high, and 1 inch thick\u2014centered on a point you can see within range. Alternatively, you can shape the wall into a sphere up to 30 feet in diameter centered on a point you choose within range. The wall remains in place for the duration. If you position the wall so that it passes through a space occupied by a creature, the spell fails, and your action and the spell slot are wasted.\nThe wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. You and creatures you designate at the time you cast the spell can pass through and remain near the wall without harm. If another creature that can see the wall moves to within 20 feet of it or starts its turn there, the creature must succeed on a constitution saving throw or become blinded for 1 minute.\nThe wall consists of seven layers, each with a different color. When a creature attempts to reach into or pass through the wall, it does so one layer at a time through all the wall's layers. As it passes or reaches through each layer, the creature must make a dexterity saving throw or be affected by that layer's properties as described below.\nThe wall can be destroyed, also one layer at a time, in order from red to violet, by means specific to each layer. Once a layer is destroyed, it remains so for the duration of the spell. A rod of cancellation destroys a prismatic wall, but an antimagic field has no effect on it.\n1. Red.\n The creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. While this layer is in place, nonmagical ranged attacks can't pass through the wall. The layer can be destroyed by dealing at least 25 cold damage to it.\n2. Orange.\n The creature takes 10d6 acid damage on a failed save, or half as much damage on a successful one. While this layer is in place, magical ranged attacks can't pass through the wall. The layer is destroyed by a strong wind.\n3. Yellow.\n The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 60 force damage to it.\n4. Green.\n The creature takes 10d6 poison damage on a failed save, or half as much damage on a successful one. A passwall spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer.\n5. Blue.\n The creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 25 fire damage to it.\n6. Indigo.\n On a failed save, the creature is restrained. It must then make a constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive; keep track of both until the creature collects three of a kind.\nWhile this layer is in place, spells can't be cast through the wall. The layer is destroyed by bright light shed by a daylight spell or a similar spell of equal or higher level.\n7. Violet.\n On a failed save, the creature is blinded. It must then make a wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of the DM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) This layer is destroyed by a dispel magic spell or a similar spell of equal or higher level that can end spells and magical effects.", "duration": "10 minutes", "higher_level": "", - "id": 263, + "id": "92571220-1090-4085-a546-b63eeacc25dc", "level": 9, "locations": [ { @@ -8302,7 +8302,7 @@ "desc": "A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.\nYou can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.\nThis spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).", "duration": "10 minutes", "higher_level": "", - "id": 264, + "id": "3c564a6e-6a33-4ea2-9991-8a0619a08e95", "level": 0, "locations": [ { @@ -8334,7 +8334,7 @@ "desc": "You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.\nWhen the condition you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the illusion can be activated again.\nThe triggering condition can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the illusion to trigger only when a creature says the correct word or phrase.\nPhysical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.", "duration": "Until dispelled", "higher_level": "", - "id": 265, + "id": "b28c5443-b63d-43e2-9e67-bbb30cfa7353", "level": 6, "locations": [ { @@ -8364,7 +8364,7 @@ "desc": "You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the spell ends.\nYou can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.\nYou can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.\nPhysical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.", "duration": "Up to 24 hours", "higher_level": "", - "id": 266, + "id": "d7274529-ca21-4760-a676-b33cba18d863", "level": 7, "locations": [ { @@ -8397,7 +8397,7 @@ "desc": "For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.", "duration": "Up to 1 hour", "higher_level": "", - "id": 267, + "id": "332462c8-da46-4ef6-8856-bd68dbd4fc9e", "level": 3, "locations": [ { @@ -8432,7 +8432,7 @@ "desc": "Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.\nThe protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.", "duration": "Up to 10 minutes", "higher_level": "", - "id": 268, + "id": "cd12fec9-4c01-4272-ad02-8c54b39f9b71", "level": 1, "locations": [ { @@ -8449,7 +8449,7 @@ "Lore", "Devotion" ], - "tce_expanded_classes": [ + "tce_expanded_classes": [ "Druid" ] }, @@ -8470,7 +8470,7 @@ "desc": "You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random.\nFor the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.", "duration": "1 hour", "higher_level": "", - "id": 269, + "id": "cece1977-2fb5-4cc0-aee4-338a187668ee", "level": 2, "locations": [ { @@ -8503,7 +8503,7 @@ "desc": "All nonmagical food and drink within a 5-foot radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.", "duration": "Instantaneous", "higher_level": "", - "id": 270, + "id": "2ab9231b-b6c6-4397-9238-367b12b0ef22", "level": 1, "locations": [ { @@ -8533,10 +8533,10 @@ "M" ], "concentration": false, - "desc": "You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.\nThis spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects; if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life.\nThis spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival—its head, for instance—the spell automatically fails.\nComing back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.", + "desc": "You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.\nThis spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects; if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life.\nThis spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival\u2014its head, for instance\u2014the spell automatically fails.\nComing back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.", "duration": "Instantaneous", "higher_level": "", - "id": 271, + "id": "dfba0d19-493b-40b8-ad66-1eab12db0b4b", "level": 5, "locations": [ { @@ -8567,7 +8567,7 @@ "desc": "You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren't affected by this spell.\nUntil the spell ends, the targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can't extend to other planes of existence.", "duration": "1 hour", "higher_level": "", - "id": 272, + "id": "ed21f2b4-4cf3-4b8c-a04b-2471f8be10d0", "level": 5, "locations": [ { @@ -8599,7 +8599,7 @@ "desc": "A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends.\nAt the end of each of the target's turns, it can make a constitution saving throw against the spell. On a success, the spell ends.", "duration": "Up to 1 minute", "higher_level": "", - "id": 273, + "id": "20823355-d11b-4438-b39f-0ca5a0212d54", "level": 2, "locations": [ { @@ -8631,7 +8631,7 @@ "desc": "A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.\nThe spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).", "duration": "Instantaneous", "higher_level": "", - "id": 274, + "id": "bec6d6da-ab89-41a1-a537-3bb8c70e5e89", "level": 0, "locations": [ { @@ -8662,7 +8662,7 @@ "desc": "A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.", - "id": 275, + "id": "4d7e140f-6c2b-491a-93e1-4b8ddda68bee", "level": 1, "locations": [ { @@ -8693,7 +8693,7 @@ "desc": "You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute).\nThe target's severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump.", "duration": "1 hour", "higher_level": "", - "id": 276, + "id": "d39b0faf-2c79-4071-bec4-704836400e0f", "level": 7, "locations": [ { @@ -8719,10 +8719,10 @@ "M" ], "concentration": false, - "desc": "You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that body. If the target's soul isn't free or willing to do so, the spell fails.\nThe magic fashions a new body for the creature to inhabit, which likely causes the creature's race to change. The DM rolls a d 100 and consults the following table to determine what form the creature takes when restored to life, or the DM chooses a form.\n\n01–04\tDragonborn\n05–13\tDwarf, hill\n14–21\tDwarf, mountain\n22–25\tElf, dark\n26–34\tElf, high\n35–42\tElf, wood\n43–46\tGnome, forest\n47–52\tGnome, rock\n53–56\tHalf-elf\n57–60\tHalf-orc\n61–68\tHalfling, lightfoot\n69–76\tHalfling, stout\n77–96\tHuman\n97–00\tTiefling\n\nThe reincarnated creature recalls its former life and experiences. It retains the capabilities it had in its original form, except it exchanges its original race for the new one and changes its racial traits accordingly.", + "desc": "You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that body. If the target's soul isn't free or willing to do so, the spell fails.\nThe magic fashions a new body for the creature to inhabit, which likely causes the creature's race to change. The DM rolls a d 100 and consults the following table to determine what form the creature takes when restored to life, or the DM chooses a form.\n\n01\u201304\tDragonborn\n05\u201313\tDwarf, hill\n14\u201321\tDwarf, mountain\n22\u201325\tElf, dark\n26\u201334\tElf, high\n35\u201342\tElf, wood\n43\u201346\tGnome, forest\n47\u201352\tGnome, rock\n53\u201356\tHalf-elf\n57\u201360\tHalf-orc\n61\u201368\tHalfling, lightfoot\n69\u201376\tHalfling, stout\n77\u201396\tHuman\n97\u201300\tTiefling\n\nThe reincarnated creature recalls its former life and experiences. It retains the capabilities it had in its original form, except it exchanges its original race for the new one and changes its racial traits accordingly.", "duration": "Instantaneous", "higher_level": "", - "id": 277, + "id": "8ee2994b-9502-4f91-af6d-aec5349a13ee", "level": 5, "locations": [ { @@ -8753,7 +8753,7 @@ "desc": "At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's attunement to the object so it can be removed or discarded.", "duration": "Instantaneous", "higher_level": "", - "id": 278, + "id": "ef78b716-3cd0-40d4-90a7-73d2dedcef8c", "level": 3, "locations": [ { @@ -8786,7 +8786,7 @@ "desc": "You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.", "duration": "Up to 1 minute", "higher_level": "", - "id": 279, + "id": "6f17e5e4-b345-4be7-b30c-a7a3b5e48d53", "level": 0, "locations": [ { @@ -8818,7 +8818,7 @@ "desc": "You touch a dead creature that has been dead for no more than a century, that didn't die of old age, and that isn't undead. If its soul is free and willing, the target returns to life with all its hit points.\nThis spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn't, however, remove magical diseases, curses, and the like; if such effects aren't removed prior to casting the spell, they afflict the target on its return to life.\nThis spell closes all mortal wounds and restores any missing body parts.\nComing back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.\nCasting this spell to restore life to a creature that has been dead for one year or longer taxes you greatly. Until you finish a long rest, you can't cast spells again, and you have disadvantage on all attack rolls, ability checks, and saving throws.", "duration": "Instantaneous", "higher_level": "", - "id": 280, + "id": "733855de-d037-4985-ac30-1035e123ea00", "level": 7, "locations": [ { @@ -8849,7 +8849,7 @@ "desc": "This spell reverses gravity in a 50-foot-radius, 100-foot high cylinder centered on a point within range. All creatures and objects that aren't somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall.\nIf some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration.\nAt the end of the duration, affected objects and creatures fall back down.", "duration": "Up to 1 minute", "higher_level": "", - "id": 281, + "id": "db08e6e1-7aa0-48e0-8bf6-6751b792ad82", "level": 7, "locations": [ { @@ -8880,7 +8880,7 @@ "desc": "You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.", "duration": "Instantaneous", "higher_level": "", - "id": 282, + "id": "d912127d-f1eb-4b7e-ad71-14495e0eca1c", "level": 3, "locations": [ { @@ -8917,7 +8917,7 @@ "desc": "You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends.\nThe extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space.\nAttacks and spells can't cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window centered on the rope.\nAnything inside the extradimensional space drops out when the spell ends.", "duration": "1 hour", "higher_level": "", - "id": 283, + "id": "42749ad7-46c9-4ce8-9cc4-82dd2be66923", "level": 2, "locations": [ { @@ -8947,7 +8947,7 @@ "desc": "Flame-like radiance descends on a creature that you can see within range. The target must succeed on a dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.\nThe spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).", "duration": "Instantaneous", "higher_level": "", - "id": 284, + "id": "eb365be9-a418-4e17-9ada-554af98ee23e", "level": 0, "locations": [ { @@ -8979,7 +8979,7 @@ "desc": "You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball.\nIf the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.", "duration": "1 minute", "higher_level": "", - "id": 285, + "id": "3741f3ce-f061-41d6-a7bf-a99e1a0df97c", "level": 1, "locations": [ { @@ -9011,7 +9011,7 @@ "desc": "You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.\nMake a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.", - "id": 286, + "id": "a16fd1f3-4c6a-4aab-9070-30ed858c6f5a", "level": 2, "locations": [ { @@ -9047,7 +9047,7 @@ "desc": "You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed.\n\nKnowledge & Save Modifier\nSecondhand (you have heard of the target: +5\nFirsthand (you have met the target): +0\nFamiliar (you know the target well): -5\n\nConnection & Save Modifier\nLikeness or picture: -2\nPossession or garment: -4\nBody part, lock of hair, bit of nail, or the like: -10\n\nOn a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours.\nOn a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist.\nInstead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move.", "duration": "Up to 10 minutes", "higher_level": "", - "id": 287, + "id": "6e91752d-0e49-42a0-a662-6ea1d3be1843", "level": 5, "locations": [ { @@ -9076,7 +9076,7 @@ "desc": "The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.", "duration": "Up to 1 minute", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot level above 1st.", - "id": 288, + "id": "7639714e-9756-4067-8c65-43ba4b0ddb23", "level": 1, "locations": [ { @@ -9111,7 +9111,7 @@ "desc": "For the duration of the spell, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal objects and creatures appear ghostly and translucent.", "duration": "1 hour", "higher_level": "", - "id": 289, + "id": "3455aa8c-1310-47d2-94aa-ccc23a0a9f0d", "level": 2, "locations": [ { @@ -9143,7 +9143,7 @@ "desc": "This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a charisma saving throw, and if it succeeds, it is unaffected by this spell.\nThe spell disguises physical appearance as well as clothing, armor, weapons, and equipment. You can make each creature seem 1 foot shorter or taller and appear thin, fat, or in between. You can't change a target's body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The spell lasts for the duration, unless you use your action to dismiss it sooner.\nThe changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to a creature's outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature's head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.\nA creature can use its action to inspect a target and make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised.", "duration": "8 hours", "higher_level": "", - "id": 290, + "id": "e123e17c-3dfb-456e-80e2-8a2407e4f06e", "level": 5, "locations": [ { @@ -9174,7 +9174,7 @@ "desc": "You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.\nYou can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive.", "duration": "1 round", "higher_level": "", - "id": 291, + "id": "80e842a4-05f1-45a4-ab0d-025791472fe4", "level": 3, "locations": [ { @@ -9205,7 +9205,7 @@ "desc": "By means of this spell, a willing creature or an object can be hidden away, safe from detection for the duration. When you cast the spell and touch the target, it becomes invisible and can't be targeted by divination spells or perceived through scrying sensors created by divination spells.\nIf the target is a creature, it falls into a state of suspended animation. Time ceases to flow for it, and it doesn't grow older.\nYou can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include \"after 1,000 years\" or \"when the tarrasque awakens.\" This spell also ends if the target takes any damage.", "duration": "Until dispelled", "higher_level": "", - "id": 292, + "id": "fa2aa084-0991-4e3d-ad9a-06a9cd4a8a37", "level": 7, "locations": [ { @@ -9235,7 +9235,7 @@ "desc": "You assume the form of a different creature for the duration. The new form can be of any creature with a challenge rating equal to your level or lower. The creature can't be a construct or an undead, and you must have seen the sort of creature at least once. You transform into an average example of that creature, one without any class levels or the Spellcasting trait.\nYour game statistics are replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus listed in its statistics is higher than yours, use the creature's bonus in place of yours. You can't use any legendary actions or lair actions of the new form.\nYou assume the hit points and Hit Dice of the new form. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\nYou retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can't use any special senses you have (for example, darkvision) unless your new form also has that sense. You can only speak if the creature can normally speak.\nWhen you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions as normal. The DM determines whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change shape or size to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge into your new form. Equipment that merges has no effect in that state.\nDuring this spell's duration, you can use your action to assume a different form following the same restrictions and rules for the original form, with one exception: if your new form has more hit points than your current one, your hit points remain at their current value.", "duration": "Up to 1 hour", "higher_level": "", - "id": 293, + "id": "eb476ea9-e8e7-4139-9732-75f277367f04", "level": 9, "locations": [ { @@ -9264,10 +9264,10 @@ "M" ], "concentration": false, - "desc": "A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area.", + "desc": "A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A nonmagical object that isn\u2019t being worn or carried also takes the damage if it\u2019s in the spell\u2019s area.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.", - "id": 294, + "id": "b6cd7e40-9c4b-404b-ba2d-e0514154135c", "level": 2, "locations": [ { @@ -9298,7 +9298,7 @@ "desc": "An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.", "duration": "1 round", "higher_level": "", - "id": 295, + "id": "d2d90021-d453-4496-871b-d38297bce4af", "level": 1, "locations": [ { @@ -9330,7 +9330,7 @@ "desc": "A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.", "duration": "Up to 10 minutes", "higher_level": "", - "id": 296, + "id": "7e7b0e89-43b2-46f8-889e-9cafdc8dc149", "level": 1, "locations": [ { @@ -9361,7 +9361,7 @@ "desc": "The wood of a club or a quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon.", "duration": "1 minute", "higher_level": "", - "id": 297, + "id": "4e178259-e190-4fc4-888b-873661705cd4", "level": 0, "locations": [ { @@ -9393,7 +9393,7 @@ "desc": "Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.\nThe spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).", "duration": "Instantaneous", "higher_level": "", - "id": 298, + "id": "5c100572-ba9f-42fb-8e40-a2d101ced511", "level": 0, "locations": [ { @@ -9425,7 +9425,7 @@ "desc": "For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it.\nCasting a spell that includes a verbal component is impossible there.", "duration": "Up to 10 minutes", "higher_level": "", - "id": 299, + "id": "47b14d45-5f73-463f-8082-54492affcf03", "level": 2, "locations": [ { @@ -9459,7 +9459,7 @@ "desc": "You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects.\nYou can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.\nPhysical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.", "duration": "Up to 10 minutes", "higher_level": "", - "id": 300, + "id": "7894a4b1-4272-48b6-8842-a260db44cd71", "level": 1, "locations": [ { @@ -9490,7 +9490,7 @@ "desc": "You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the original, but it has half the creature's hit point maximum and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates.\nThe simulacrum is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots.\nIf the simulacrum is damaged, you can repair it in an alchemical laboratory, using rare herbs and minerals worth 100 gp per hit point it regains. The simulacrum lasts until it drops to 0 hit points, at which point it reverts to snow and melts instantly.\nIf you cast this spell again, any currently active duplicates you created with this spell are instantly destroyed.", "duration": "Until dispelled", "higher_level": "", - "id": 301, + "id": "db752c39-3198-4222-b081-d4ce604d5e68", "level": 7, "locations": [ { @@ -9521,7 +9521,7 @@ "desc": "This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).\nStarting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.\nUndead and creatures immune to being charmed aren't affected by this spell.", "duration": "1 minute", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.", - "id": 302, + "id": "ae2da9fc-c70d-49a8-b5f5-a0558fe3516a", "level": 1, "locations": [ { @@ -9554,7 +9554,7 @@ "desc": "Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused.\nThe ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a dexterity saving throw. On a failed save, it falls prone.\nIf a creature is concentrating in the spell's area, the creature must make a successful constitution saving throw against your spell save DC or lose concentration.", "duration": "Up to 1 minute", "higher_level": "", - "id": 303, + "id": "15f7ae92-6917-4b8e-93b1-ee72480ddee9", "level": 3, "locations": [ { @@ -9587,7 +9587,7 @@ "desc": "You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a wisdom saving throw or be affected by this spell for the duration.\nAn affected target's speed is halved, it takes a -2 penalty to AC and dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.\nIf the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.\nA creature affected by this spell makes another wisdom saving throw at the end of its turn. On a successful save, the effect ends for it.", "duration": "Up to 1 minute", "higher_level": "", - "id": 304, + "id": "d8584996-ccc9-40d5-9faa-415ea7f0da57", "level": 3, "locations": [ { @@ -9622,7 +9622,7 @@ "desc": "You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.", "duration": "Instantaneous", "higher_level": "", - "id": 305, + "id": "9fd2efd9-b494-4284-909b-886288d4b59d", "level": 0, "locations": [ { @@ -9652,7 +9652,7 @@ "desc": "You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at a minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.", "duration": "10 minutes", "higher_level": "", - "id": 306, + "id": "a97d7a3d-153b-49da-b39d-c1c00c556be6", "level": 1, "locations": [ { @@ -9684,7 +9684,7 @@ "desc": "You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can't be undead. The spell fails if the corpse was the target of this spell within the last 10 days.\nUntil the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.", "duration": "10 minutes", "higher_level": "", - "id": 307, + "id": "2033b5f1-7fe0-4523-875d-279b43c77b3f", "level": 3, "locations": [ { @@ -9719,7 +9719,7 @@ "desc": "You imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell's area within the past day, gaining information about creatures that have passed, weather, and other circumstances.\nYou can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example.\nPlants might be able to perform other tasks on your behalf, at the DM's discretion. The spell doesn't enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks.\nIf a plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it.\nThis spell can cause the plants created by the entangle spell to release a restrained creature.", "duration": "10 minutes", "higher_level": "", - "id": 308, + "id": "92f89516-cc28-4c5b-ac32-379b7e857d62", "level": 3, "locations": [ { @@ -9753,7 +9753,7 @@ "desc": "Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.", "duration": "Up to 1 hour", "higher_level": "", - "id": 309, + "id": "69b417d8-efa5-467b-a069-741bd652ddfd", "level": 2, "locations": [ { @@ -9783,10 +9783,10 @@ "M" ], "concentration": true, - "desc": "The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.\nThe transformation of the ground is camouflaged to look natural. Any creature that can’t see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.", + "desc": "The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.\nThe transformation of the ground is camouflaged to look natural. Any creature that can\u2019t see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.", "duration": "Up to 10 minutes", "higher_level": "", - "id": 310, + "id": "830dc256-f07e-47e9-b16f-64f433a48a41", "level": 2, "locations": [ { @@ -9818,7 +9818,7 @@ "desc": "You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.\nWhen you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.", "duration": "Up to 10 minutes", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.", - "id": 311, + "id": "7928f7b1-f321-40de-a3f1-d0004c3f18ba", "level": 3, "locations": [ { @@ -9848,7 +9848,7 @@ "desc": "You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.\nAs a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.\nThe weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon.", "duration": "1 minute", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above the 2nd.", - "id": 312, + "id": "0199a439-c28e-4c28-afca-398c95999312", "level": 2, "locations": [ { @@ -9878,7 +9878,7 @@ "desc": "The next time you hit a creature with a melee weapon attack during this spell's duration, your weapon pierces both body and mind, and the attack deals an extra 4d6 psychic damage to the target. The target must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls and ability checks, and can't take reactions, until the end of its next turn.", "duration": "Up to 1 minute", "higher_level": "", - "id": 313, + "id": "0a2f943c-634e-498e-be41-48d65a85b7a8", "level": 4, "locations": [ { @@ -9909,7 +9909,7 @@ "desc": "You create a 20-foot-radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration.\nEach creature that is completely within the cloud at the start of its turn must make a constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw.\nA moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.", "duration": "Up to 1 minute", "higher_level": "", - "id": 314, + "id": "e87379f1-d918-4c95-80b5-fdc54829822d", "level": 3, "locations": [ { @@ -9945,7 +9945,7 @@ "desc": "You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn't possible.", "duration": "Instantaneous", "higher_level": "", - "id": 315, + "id": "78022c1e-d156-4ce9-a5b4-9da2d11ecebb", "level": 4, "locations": [ { @@ -9980,7 +9980,7 @@ "desc": "This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.", "duration": "Up to 1 hour", "higher_level": "", - "id": 316, + "id": "cb525054-4de6-41a7-8850-78829801f95d", "level": 4, "locations": [ { @@ -10010,7 +10010,7 @@ "desc": "A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 5 minutes.\nEach round you maintain concentration on this spell, the storm produces additional effects on your turn.\nRound 2.\n Acidic rain falls from the cloud. Each creature and object under the cloud takes 1d6 acid damage.\nRound 3.\n You call six bolts of lightning from the cloud to strike six creatures or objects of your choice beneath the cloud. A given creature or object can't be struck by more than one bolt. A struck creature must make a dexterity saving throw. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.\nRound 4.\n Hailstones rain down from the cloud. Each creature under the cloud takes 2d6 bludgeoning damage.\nRound 5-10.\n Gusts and freezing rain assail the area under the cloud. The area becomes difficult terrain and is heavily obscured. Each creature there takes 1d6 cold damage. Ranged weapon attacks in the area are impossible. The wind and rain count as a severe distraction for the purposes of maintaining concentration on spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical.", "duration": "Up to 1 minute", "higher_level": "", - "id": 317, + "id": "b2702d5d-0fbb-4ab7-a024-f4a26a05151e", "level": 9, "locations": [ { @@ -10041,7 +10041,7 @@ "desc": "You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.\nThe target must make a wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.\nYou can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed.\nIf you or any of your companions damage the target, the spell ends.", "duration": "Up to 8 hours", "higher_level": "", - "id": 318, + "id": "69f1fe93-9b30-4fa0-9630-772501a04bfd", "level": 2, "locations": [ { @@ -10074,7 +10074,7 @@ "desc": "A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw.\nYou can create a new line of radiance as your action on any turn until the spell ends.\nFor the duration, a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This light is sunlight.", "duration": "Up to 1 minute", "higher_level": "", - "id": 319, + "id": "3b50ec67-7a9b-40ea-98da-f2e55c97c12b", "level": 6, "locations": [ { @@ -10108,7 +10108,7 @@ "desc": "Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw.\nA creature blinded by this spell makes another constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.\nThis spell dispels any darkness in its area that was created by a spell.", "duration": "Instantaneous", "higher_level": "", - "id": 320, + "id": "8fcf7a46-4831-48fb-81dc-8fd0a084e69b", "level": 8, "locations": [ { @@ -10140,7 +10140,7 @@ "desc": "You transmute your quiver so it produces an endless supply of nonmagical ammunition, which seems to leap into your hand when you reach for it.\nOn each of your turns until the spell ends, you can use a bonus action to make two attacks with a weapon that uses ammunition from the quiver. Each time you make such a ranged attack, your quiver magically replaces the piece of ammunition you used with a similar piece of nonmagical ammunition. Any pieces of ammunition created by this spell disintegrate when the spell ends. If the quiver leaves your possession, the spell ends.", "duration": "Up to 1 minute", "higher_level": "", - "id": 321, + "id": "29e683da-44ab-41bf-ab83-232b50a8c0c1", "level": 5, "locations": [ { @@ -10171,7 +10171,7 @@ "desc": "When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.\nThe glyph is nearly invisible, requiring an Intelligence (Investigation) check against your spell save DC to find it.\nYou decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most common triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph.\nYou can further refine the trigger so the spell is activated only under certain circumstances or according to a creature's physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also specify creatures that don't trigger the glyph, such as those who say a certain password.\nWhen you inscribe the glyph, choose one of the options below for its effect. Once triggered, the glyph glows, filling a 60-foot-radius sphere with dim light for 10 minutes, after which time the spell ends. Each creature in the sphere when the glyph activates is targeted by its effect, as is a creature that enters the sphere for the first time on a turn or ends its turn there.\nDeath.\n Each target must make a Constitution saving throw, taking 10d 10 necrotic damage on a failed save, or half as much damage on a successful save.\nDiscord.\n Each target must make a Constitution saving throw. On a failed save, a target bickers and argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has disadvantage on attack rolls and ability checks.\nFear.\n Each target must make a Wisdom saving throw and becomes frightened for 1 minute on a failed save. While frightened, the target drops whatever it is holding and must move at least 30 feet away from the glyph on each of its turns, if able.\nHopelessness.\n Each target must make a Charisma saving throw. On a failed save, the target is overwhelmed with despair for 1 minute. During this time, it can't attack or target any creature with harmful abilities, spells, or other magical effects.\nInsanity.\n Each target must make an Intelligence saving throw. On a failed save, the target is driven insane for 1 minute. An insane creature can't take actions, can't understand what other creatures say, can't read, and speaks only in gibberish. The DM controls its movement, which is erratic.\nPain.\n Each target must make a Constitution saving throw and becomes incapacitated with excruciating pain for 1 minute on a failed save.\nSleep.\n Each target must make a Wisdom saving throw and falls unconscious for 10 minutes on a failed save. A creature awakens if it takes damage or if someone uses an action to shake or slap it awake.\nStunning.\n Each target must make a Wisdom saving throw and becomes stunned for 1 minute on a failed save.", "duration": "Until dispelled or triggered", "higher_level": "", - "id": 322, + "id": "4c6dcd49-9d12-4080-b3e3-222ef8f5b0a7", "level": 7, "locations": [ { @@ -10204,7 +10204,7 @@ "desc": "A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected.\nAt the end of each of its turns, and each time it takes damage, the target can make another wisdom saving throw. The target had advantage on the saving throw if it's triggered by damage. On a success, the spell ends.", "duration": "Up to 1 minute", "higher_level": "", - "id": 323, + "id": "ef6889f8-78a0-4d0d-b830-18bec784331e", "level": 1, "locations": [ { @@ -10235,7 +10235,7 @@ "desc": "You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.\nCreature.\n You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature's Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.\nOn subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.\nObject.\n You can try to move an object that weighs up to 1,000 pounds. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell.\nIf the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature's Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell.\nYou can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.", "duration": "Up to 10 minutes", "higher_level": "", - "id": 324, + "id": "4ef18843-25c7-4430-a1cc-de388a84209e", "level": 5, "locations": [ { @@ -10264,7 +10264,7 @@ "desc": "You create a telepathic link between yourself and a willing creature with which you are familiar. The creature can be anywhere on the same plane of existence as you. The spell ends if you or the target are no longer on the same plane.\nUntil the spell ends, you and the target can instantaneously share words, images, sounds, and other sensory messages with one another through the link, and the target recognizes you as the creature it is communicating with. The spell enables a creature with an Intelligence score of at least 1 to understand the meaning of your words and take in the scope of any sensory messages you send to it.", "duration": "24 hours", "higher_level": "", - "id": 325, + "id": "e3aa62a9-e118-4118-a0cd-ffcee417e88d", "level": 8, "locations": [ { @@ -10290,10 +10290,10 @@ "V" ], "concentration": false, - "desc": "This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can't be held or carried by an unwilling creature.\nThe destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls d100 and consults the table.\n\nPermanent circle:\n01–100\tOn target\n\nAssociated object:\n01–100\tOn target\n\nVery familiar:\n01–05\tMishap\n06–13\tSimilar Area\n14–24\tOff Target\n25–100\tOn Target\n\nSeen casually:\n01–33\tMishap\n34–43\tSimilar Area\n44–53\tOff Target\n54–100\tOff Target\n\nViewed once:\n01–43\tMishap\n44–53\tSimilar Area\n54–73\tOff Target\n74–100\n\nDescription:\n01–43\tMishap\n44–53\tSimilar Area\n54–73\tOff Target\n74–100\tOn Target\n\nFalse destination:\n01–50\tMishap\n51–100\tSimilar Area\n\nFamiliarity. \"Permanent circle\" means a permanent teleportation circle whose sigil sequence you know. \"Associated object\" means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard's library, bed linen from a royal suite, or a chunk of marble from a lich's secret tomb.\n\"Very familiar\" is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell. \"Seen casually\" is someplace you have seen more than once but with which you aren't very familiar. \"Viewed once\" is a place you have seen once, possibly using magic. \"Description\" is a place whose location and appearance you know through someone else's description, perhaps from a map. \"False destination\" is a place that doesn't exist. Perhaps you tried to scry an enemy's sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists.\nOn Target. You and your group (or the target object) appear where you want to.\nOff Target. You and your group (or the largest object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 x 1d10 percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. The DM determines the direction off target randomly by rolling a d8 and designaling 1 as north, 2 as northeast, 3 as east, and so on around the points of lhe compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble.\nSimilar Area. You and your group (or the target object) wind up in a different area that's visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizard's laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane.\nMishap. The spell's unpredictable magic results in a difficult journey. Each teleporting crealure (or the target object) takes 3d10 force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).", + "desc": "This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can't be held or carried by an unwilling creature.\nThe destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls d100 and consults the table.\n\nPermanent circle:\n01\u2013100\tOn target\n\nAssociated object:\n01\u2013100\tOn target\n\nVery familiar:\n01\u201305\tMishap\n06\u201313\tSimilar Area\n14\u201324\tOff Target\n25\u2013100\tOn Target\n\nSeen casually:\n01\u201333\tMishap\n34\u201343\tSimilar Area\n44\u201353\tOff Target\n54\u2013100\tOff Target\n\nViewed once:\n01\u201343\tMishap\n44\u201353\tSimilar Area\n54\u201373\tOff Target\n74\u2013100\n\nDescription:\n01\u201343\tMishap\n44\u201353\tSimilar Area\n54\u201373\tOff Target\n74\u2013100\tOn Target\n\nFalse destination:\n01\u201350\tMishap\n51\u2013100\tSimilar Area\n\nFamiliarity. \"Permanent circle\" means a permanent teleportation circle whose sigil sequence you know. \"Associated object\" means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard's library, bed linen from a royal suite, or a chunk of marble from a lich's secret tomb.\n\"Very familiar\" is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell. \"Seen casually\" is someplace you have seen more than once but with which you aren't very familiar. \"Viewed once\" is a place you have seen once, possibly using magic. \"Description\" is a place whose location and appearance you know through someone else's description, perhaps from a map. \"False destination\" is a place that doesn't exist. Perhaps you tried to scry an enemy's sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists.\nOn Target. You and your group (or the target object) appear where you want to.\nOff Target. You and your group (or the largest object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 x 1d10 percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. The DM determines the direction off target randomly by rolling a d8 and designaling 1 as north, 2 as northeast, 3 as east, and so on around the points of lhe compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble.\nSimilar Area. You and your group (or the target object) wind up in a different area that's visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizard's laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane.\nMishap. The spell's unpredictable magic results in a difficult journey. Each teleporting crealure (or the target object) takes 3d10 force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).", "duration": "Instantaneous", "higher_level": "", - "id": 326, + "id": "f18f15dd-79dc-4c6d-aa8f-f2ba0b9095f5", "level": 7, "locations": [ { @@ -10320,10 +10320,10 @@ "M" ], "concentration": false, - "desc": "As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.\nMany major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence—a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the DM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.\nYou can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way.", + "desc": "As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.\nMany major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence\u2014a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the DM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.\nYou can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way.", "duration": "1 round", "higher_level": "", - "id": 327, + "id": "8e51ac64-ca46-42ca-bcbe-a1af333342ef", "level": 5, "locations": [ { @@ -10355,7 +10355,7 @@ "desc": "This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.\nThe disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. If can move across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more. For example, the disk can't move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.\nIf you move more than 100 feet away from the disk (typically because it can't move around an obstacle to follow you), the spell ends.", "duration": "1 hour", "higher_level": "", - "id": 328, + "id": "88c58368-14bf-451e-b7ac-266ca5a21477", "level": 1, "locations": [ { @@ -10384,7 +10384,7 @@ "desc": "You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range.\n- Your voice booms up to three times as loud as normal for 1 minute.\n- You cause flames to flicker, brighten, dim, or change color for 1 minute.\n- You cause harmless tremors in the ground for 1 minute.\n- You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.\n- You instantaneously cause an unlocked door or window to fly open or slam shut.\n- You alter the appearance of your eyes for 1 minute.\nIf you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.", "duration": "1 minute", "higher_level": "", - "id": 329, + "id": "81e1f62f-fc23-4d11-abcf-ef06e8173ad4", "level": 0, "locations": [ { @@ -10416,7 +10416,7 @@ "desc": "You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.\nThis spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", "duration": "Instantaneous", "higher_level": "", - "id": 330, + "id": "8ed1d55b-1f18-4445-a61b-c1c13522e3ff", "level": 0, "locations": [ { @@ -10443,7 +10443,7 @@ "desc": "The first time you hit with a melee weapon attack during this spell's duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.", "duration": "Up to 1 minute", "higher_level": "", - "id": 331, + "id": "d067a0df-0191-42c6-b942-d75363bd1bb8", "level": 1, "locations": [ { @@ -10474,7 +10474,7 @@ "desc": "A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.\nIn addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.", - "id": 332, + "id": "61b262d6-8869-4d6b-a2a5-1b871f4d696f", "level": 1, "locations": [ { @@ -10504,7 +10504,7 @@ "desc": "You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal.\nThis spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it.", "duration": "Instantaneous", "higher_level": "", - "id": 333, + "id": "bd9f5c42-0c3b-4ab8-b7dc-efa75093020b", "level": 9, "locations": [ { @@ -10536,7 +10536,7 @@ "desc": "This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.", "duration": "1 hour", "higher_level": "", - "id": 334, + "id": "0d99527f-e885-4a08-8d9c-d47f48adbcfd", "level": 3, "locations": [ { @@ -10566,7 +10566,7 @@ "desc": "This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before. For the duration, any creature can step into the target plant and exit from the destination plant by using 5 feet of movement.", "duration": "1 round", "higher_level": "", - "id": 335, + "id": "57be03a1-c37a-4c77-b7ab-6609097f7706", "level": 6, "locations": [ { @@ -10595,7 +10595,7 @@ "desc": "You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered.\nYou can use this transportation ability once per round for the duration. You must end each turn outside a tree.", "duration": "Up to 1 minute", "higher_level": "", - "id": 336, + "id": "26cadd5a-5b2f-4d14-8432-7ffd1915ed53", "level": 5, "locations": [ { @@ -10628,7 +10628,7 @@ "desc": "Choose one creature or nonmagical object that you can see within range. You transform the creature into a different creature, the creature into an object, or the object into a creature (the object must be neither worn nor carried by another creature). The transformation lasts for the duration, or until the target drops to 0 hit points or dies. If you concentrate on this spell for the full duration, the transformation becomes permanent. This spell can't affect a target that has 0 hit points.\nShapechangers aren't affected by this spell. An unwilling creature can make a wisdom saving throw, and if it succeeds, it isn't affected by this spell.\nCreature into Creature.\n If you turn a creature into another kind of creature, the new form can be any kind you choose whose challenge rating is equal to or less than the target's (or its level, if the target doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the new form. It retains its alignment and personality.\nThe target assumes the hit points of its new form, and when it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious.\nThe creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech unless its new form is capable of such actions.\nThe target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.\nObject into Creature.\n You can turn an object into any kind of creature, as long as the creature's size is no larger than the object's size and the creature's challenge rating is 9 or lower. The creature is friendly to you and your companions. It acts on each of your turns. You decide what action it takes and how it moves. The DM has the creature's statistics and resolves all of its actions and movement.\nIf the spell becomes permanent, you no longer control the creature. It might remain friendly to you, depending on how you have treated it.\nCreature into Object.\n If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form. The creature's statistics become those of the object, and the creature has no memory of time spent in this form, after the spell ends and it returns to its normal form.", "duration": "Up to 1 hour", "higher_level": "", - "id": 337, + "id": "6b0d82ec-fa80-412f-9ac8-24c9f0df320f", "level": 9, "locations": [ { @@ -10658,7 +10658,7 @@ "desc": "You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature's soul is free and willing, the creature is restored to life with all its hit points.\nThis spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs.\nThe spell can even provide a new body if the original no longer exists, in which case you must speak the creature's name. The creature then appears in an unoccupied space you choose within 10 feet of you.", "duration": "Instantaneous", "higher_level": "", - "id": 338, + "id": "91907022-dc06-473e-af59-5c9f2f5d5053", "level": 9, "locations": [ { @@ -10691,7 +10691,7 @@ "desc": "This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.", "duration": "1 hour", "higher_level": "", - "id": 339, + "id": "965dacf7-d2d5-4abf-9443-659ff62fc7c5", "level": 6, "locations": [ { @@ -10721,7 +10721,7 @@ "desc": "You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended.", "duration": "Up to 1 round", "higher_level": "", - "id": 340, + "id": "3da244d7-8a8a-4994-bcd2-d8fde403c45c", "level": 0, "locations": [ { @@ -10751,7 +10751,7 @@ "desc": "A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration.\nWhen the wall appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 6d10 bludgeoning damage, or half as much damage on a successful save.\nAt the start of each of your turns, after the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take 5d10 bludgeoning damage. A creature can take this damage only once per round. At the end of the turn, the wall's height is reduced by 50 feet, and the damage creatures take from the spell on subsequent rounds is reduced by 1d10. When the wall reaches 0 feet in height, the spell ends.\nA creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful Strength (Athletics) check against your spell save DC in order to move at all. If it fails the check, it can't move. A creature that moves out of the area falls to the ground.", "duration": "Up to 6 rounds", "higher_level": "", - "id": 341, + "id": "b3995046-347a-4a5b-b34a-20736596e6f8", "level": 8, "locations": [ { @@ -10782,7 +10782,7 @@ "desc": "This spell creates an invisible, mindless, shapeless force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends.\nOnce on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.\nIf you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.", "duration": "1 hour", "higher_level": "", - "id": 342, + "id": "48d10f7c-1359-45e9-b10c-365e02912736", "level": 1, "locations": [ { @@ -10813,7 +10813,7 @@ "desc": "The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.", "duration": "Up to 1 minute", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.", - "id": 343, + "id": "efc95d2c-ef7e-4d30-b602-2241d60579f7", "level": 3, "locations": [ { @@ -10845,7 +10845,7 @@ "desc": "You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.\nThis spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).", "duration": "Instantaneous", "higher_level": "", - "id": 344, + "id": "8c17d220-f852-4119-ae01-8990d13dfaf9", "level": 0, "locations": [ { @@ -10876,7 +10876,7 @@ "desc": "You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.\nWhen the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.\nOne side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet o f that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side o f the wall deals no damage.\nThe other side of the wall deals no damage.", "duration": "Up to 1 minute", "higher_level": "When you cast this spell using a level spell slot 5 or more, the damage of the spell increases by 1d8 for each level of higher spell slot to 4.", - "id": 345, + "id": "a65b8d22-e883-406a-8c03-70e4dfdd36bc", "level": 4, "locations": [ { @@ -10907,7 +10907,7 @@ "desc": "An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side).\nNothing can physically pass through the wall. It is immune to all damage and can't be dispelled by dispel magic. A disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.", "duration": "Up to 10 minutes", "higher_level": "", - "id": 346, + "id": "81ab80d3-81d0-4599-b67d-a36ece49104c", "level": 5, "locations": [ { @@ -10936,7 +10936,7 @@ "desc": "You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration.\nIf the wall cuts through a creature's space when it appears, the creature within its area is pushed to one side of the wall and must make a dexterity saving throw. On a failed save, the creature takes 10d6 cold damage, or half as much damage on a successful save.\nThe wall is an object that can be damaged and thus breached. It has AC 12 and 30 hit points per 10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit points destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a constitution saving throw. That creature takes 5d6 cold damage on a failed save, or half as much damage on a successful one.", "duration": "Up to 10 minutes", "higher_level": "When you cast this spell using a spell slot of 7th level or higher, the damage the wall deals when it appears increases by 2d6, and the damage from passing through the sheet of frigid air increases by 1d6, for each slot level above 6th.", - "id": 347, + "id": "8c41b0d0-562a-419c-a783-0271c6aad9db", "level": 6, "locations": [ { @@ -10968,7 +10968,7 @@ "desc": "A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.\nIf the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.\nThe wall can have any shape you desire, though it can't occupy the same space as a creature or object. The wall doesn't need to be vertical or rest on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp.\nIf you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on.\nThe wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the DM's discretion.\nIf you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can't be dispelled. Otherwise, the wall disappears when the spell ends.", "duration": "Up to 10 minutes", "higher_level": "", - "id": 348, + "id": "5ce6421e-7692-4461-9d39-2a0f2eaef2ea", "level": 5, "locations": [ { @@ -10999,7 +10999,7 @@ "desc": "You create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight.\nWhen the wall appears, each creature within its area must make a dexterity saving throw. On a failed save, a creature takes 7d8 piercing damage, or half as much damage on a successful save.\nA creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters the wall on a turn or ends its turn there, the creature must make a dexterity saving throw. It takes 7d8 slashing damage on a failed save, or half as much damage on a successful one.", "duration": "Up to 10 minutes", "higher_level": "When you cast this spell using a spell slot of 7th level or higher, both types of damage increase by 1d8 for each slot level above 6th.", - "id": 349, + "id": "604407fd-4903-4702-bbdf-0f2079e0a709", "level": 6, "locations": [ { @@ -11028,7 +11028,7 @@ "desc": "This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage.\nThe spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet.\nIt also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.", "duration": "1 hour", "higher_level": "", - "id": 350, + "id": "ab2746da-796c-405e-afc6-97f66fc0ae1d", "level": 2, "locations": [ { @@ -11066,7 +11066,7 @@ "desc": "This spell gives a maximum of ten willing creatures within range and you can see, the ability to breathe underwater until the end of its term. Affected creatures also retain their normal breathing pattern.", "duration": "24 hours", "higher_level": "", - "id": 351, + "id": "a1c16634-f7d1-440d-870c-68f4d99712b9", "level": 3, "locations": [ { @@ -11099,10 +11099,10 @@ "M" ], "concentration": false, - "desc": "This spell grants the ability to move across any liquid surface—such as water, acid, mud, snow, quicksand, or lava—as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.\nIf you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.", + "desc": "This spell grants the ability to move across any liquid surface\u2014such as water, acid, mud, snow, quicksand, or lava\u2014as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.\nIf you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.", "duration": "1 hour", "higher_level": "", - "id": 352, + "id": "0210013c-0852-4ab6-b481-3a35063dd075", "level": 3, "locations": [ { @@ -11136,7 +11136,7 @@ "desc": "You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.\nIf the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.\nEach creature that starts its turn in the webs or that enters them during its turn must make a dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.\nA creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.\nThe webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.", "duration": "Up to 1 hour", "higher_level": "", - "id": 353, + "id": "4d60978a-6737-4172-9617-ef6e5da2d9fd", "level": 2, "locations": [ { @@ -11167,7 +11167,7 @@ "desc": "Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, visible only to them. Each creature in a 30-foot-radius sphere centered on a point of your choice within range must make a wisdom saving throw. On a failed save, a creature becomes frightened for the duration. The illusion calls on the creature's deepest fears, manifesting its worst nightmares as an implacable threat. At the end of each of the frightened creature's turns, it must succeed on a wisdom saving throw or take 4 d10 psychic damage. On a successful save, the spell ends for that creature.", "duration": "Up to 1 minute", "higher_level": "", - "id": 354, + "id": "25e94a20-cbc9-404f-ac8b-86d033152568", "level": 9, "locations": [ { @@ -11199,7 +11199,7 @@ "desc": "You and up to ten willing creatures you can see within range assume a gaseous form for the duration, appearing as wisps of cloud. While in this cloud form, a creature has a flying speed of 300 feet and has resistance to damage from nonmagical weapons. The only actions a creature can take in this form are the Dash action or to revert to its normal form. Reverting takes 1 minute, during which time a creature is incapacitated and can't move. Until the spell ends, a creature can revert to cloud form, which also requires the 1-minute transformation.\nIf a creature is in cloud form and flying when the effect ends, the creature descends 60 feet per round for 1 minute until it lands, which it does safely. If it can't land after 1 minute, the creature falls the remaining distance.", "duration": "8 hours", "higher_level": "", - "id": 355, + "id": "1a9eada1-13d2-419b-bb0d-c824a91180cf", "level": 6, "locations": [ { @@ -11229,7 +11229,7 @@ "desc": "A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.\nWhen the wall appears, each creature within its area must make a strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one.\nThe strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can't pass through it.", "duration": "Up to 1 minute", "higher_level": "", - "id": 356, + "id": "209b10c4-d47d-411d-8bf5-393b9606eb2a", "level": 3, "locations": [ { @@ -11259,7 +11259,7 @@ "desc": "Wish is the mightiest spell a mortal creature can cast. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires.\nThe basic use of this spell is to duplicate any other spell of 8th level or lower. You don't need to meet any requirements in that spell, including costly components. The spell simply takes effect.\nAlternatively, you can create one of the following effects of your choice:\n- You create one object of up to 25,000 gp in value that isn't a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space you can see on the ground.\n- You allow up to twenty creatures that you can see to regain all hit points, and you end all effects on them described in the greater restoration spell.\n- You grant up to ten creatures that you can see resistance to a damage type you choose.\n- You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours. For instance, you could make yourself and all your companions immune to a lich's life drain attack.\n- You undo a single recent event by forcing a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a wish spell could undo an opponent's successful save, a foe's critical hit, or a friend's failed save. You can force the reroll to be made with advantage or disadvantage, and you can choose whether to use the reroll or the original roll.\nYou might be able to achieve something beyond the scope of the above examples. State your wish to the GM as precisely as possible. The GM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might only be partly achieved, or you might suffer some unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a legendary magic item or artifact might instantly transport you to the presence of the item's current owner.\nThe stress of casting this spell to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a long rest, you take 1d10 necrotic damage per level of that spell. This damage can't be reduced or prevented in any way. In addition, your Strength drops to 3, if it isn't 3 or lower already, for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast wish ever again if you suffer this stress.", "duration": "Instantaneous", "higher_level": "", - "id": 357, + "id": "c44b19b4-9de3-4baf-a748-cb4758de7cec", "level": 9, "locations": [ { @@ -11290,7 +11290,7 @@ "desc": "A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell's range or if it has total cover from you.", "duration": "Up to 1 minute", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each spell slot above 1st.", - "id": 358, + "id": "007fd133-96be-4576-9e41-7751e9794922", "level": 1, "locations": [ { @@ -11317,7 +11317,7 @@ "desc": "You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary, the spell has no effect.\nYou must designate a sanctuary by casting this spell within a location, such as a temple, dedicated to or strongly linked to your deity. If you attempt to cast the spell in this manner in an area that isn't dedicated to your deity, the spell has no effect.", "duration": "Instantaneous", "higher_level": "", - "id": 359, + "id": "641f5484-71b2-4b3a-95c3-344667d7aba8", "level": 6, "locations": [ { @@ -11344,7 +11344,7 @@ "desc": "The next time you hit with a melee weapon attack during this spell's duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.", "duration": "Up to 1 minute", "higher_level": "", - "id": 360, + "id": "ade9e453-8338-42af-b175-f5842fbe5ebc", "level": 1, "locations": [ { @@ -11374,7 +11374,7 @@ "desc": "You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.\nAn affected creature is aware of the fate and can avoid answering questions she would normally have responded with a lie. Such a creature can remain evasive in his answers as they remain within the limits of truth.", "duration": "10 minutes", "higher_level": "", - "id": 361, + "id": "5b70cad8-dc2b-4a53-8d59-23b3fd54fc8f", "level": 2, "locations": [ { @@ -11407,7 +11407,7 @@ "desc": "You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren't affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 10d8 necrotic damage on a failed save, or half as much damage on a successful one.", "duration": "Instantaneous", "higher_level": "", - "id": 362, + "id": "8ee91eb3-63c6-4407-8546-5e01c83480d5", "level": 8, "locations": [ { @@ -11438,7 +11438,7 @@ "desc": "The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.", "duration": "1 round", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.", - "id": 363, + "id": "389cf773-1a4d-48c2-944b-bb3ce826efe6", "level": 1, "locations": [ { @@ -11468,7 +11468,7 @@ "desc": "A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.", - "id": 364, + "id": "6e85e2e8-58d7-4554-b8bb-c5807c564282", "level": 2, "locations": [ { @@ -11498,7 +11498,7 @@ "desc": "You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast's Intelligence is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.", "duration": "Up to 10 minutes", "higher_level": "", - "id": 365, + "id": "5f4930b1-2402-4f60-9136-58644bdeee72", "level": 1, "locations": [ { @@ -11526,7 +11526,7 @@ "desc": "You cause up to six pillars of stone to burst from places on the ground that you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can target ground under a creature if that creature is Medium or smaller. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a 10-foot radius. The rubble lasts until cleared.\nIf a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 7th level or higher, you can create two additional pillars for each slot level above 6th.", - "id": 366, + "id": "476eb58e-0f00-4e89-becc-608d887c6b99", "level": 6, "locations": [ { @@ -11555,7 +11555,7 @@ "desc": "Choose one object weighing 1 to 5 pounds within range that isn't being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.", - "id": 367, + "id": "03019208-e06c-4805-bbab-c197c7a6c928", "level": 1, "locations": [ { @@ -11586,7 +11586,7 @@ "desc": "You make a calming gesture, and up to three willing creatures of your choice that you can see within range fall unconscious for the spell's duration. The spell ends on a target early if it takes damage or someone uses an action to shake or slap it awake. If a target remains unconscious for the full duration, that target gains the benefit of a short rest, and it can't be affected by this spell again until it finishes a long rest.", "duration": "10 minutes", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, you can target one additional willing creature for each slot level above 3rd.", - "id": 368, + "id": "293cdfb7-31c2-40b2-b960-25f594d35b49", "level": 3, "locations": [ { @@ -11614,7 +11614,7 @@ "desc": "You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", "duration": "Up to 1 minute", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each level above 1st. The creatures must be within 30 feet of each other when you target them.", - "id": 369, + "id": "79fc0551-df26-4b0b-97df-7bf60c937986", "level": 1, "locations": [ { @@ -11644,7 +11644,7 @@ "desc": "You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting.\nAtonement\nYou touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment.\nBless Water\nYou touch one vial of water and cause it to become holy water.\nComing of Age\nYou touch one humanoid who is a young adult. For the next 24 hours, whenver the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once.\nDedication\nYou touch one humanoid who wishes to be dedicated to your god's service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once.\nFuneral Rite\nYou touch one corpse, and for the next 7 days, the target can't become undead by any means short of a wish spell\nWedding\nYou touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.", "duration": "Instantaneous", "higher_level": "", - "id": 370, + "id": "a7f91d04-fe00-4659-af50-626157c8758b", "level": 1, "locations": [ { @@ -11672,7 +11672,7 @@ "desc": "You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack's damage type, as shown below\nd8 Damage Type\n1 Acid\n2 Cold\n3 Fire\n4 Force\n5 Lightning\n6 Poison\n7 Psychic\n8 Thunder\nIf you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again.\nA creature can be targeted only once by each casting of this spell.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, each target takes 1d6 extra damage of the type rolled for each slot level above 1st.", - "id": 371, + "id": "d71fd098-d139-4854-957d-23af1c7db003", "level": 1, "locations": [ { @@ -11704,7 +11704,7 @@ "desc": "You attempt to charm a creature you can see within range. It must make a Wisdom saving throw, and it does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature is friendly to you. When the spell ends, the creature knows it was charmed by you.", "duration": "1 hour", "higher_level": "When you case this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.", - "id": 372, + "id": "0805ba13-efe9-4d3a-b590-42238bcf6552", "level": 4, "locations": [ { @@ -11733,7 +11733,7 @@ "desc": "You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways.\nYou instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.\nYou instantaneously extinguish the flames within the cube.\nYou double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.\nYou cause simple shapes-such as the vague form of a creature, an inanimate object, or a location-to appear within the flames and animate as you like. The shapes last for 1 hour.\nIf you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.", "duration": "Instantaneous or 1 hour (see below)", "higher_level": "", - "id": 373, + "id": "2a750805-d281-42b4-b48e-49fac62e4954", "level": 0, "locations": [ { @@ -11763,7 +11763,7 @@ "desc": "You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell's duration, unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one you've halted.\nGusts: A wind picks up within the cube, continually blowing in a horizontal direction that you choose. You choose the intensity of the wind - calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that pass through it or that are made against targets within the cube have disadvantage on their attack rolls. If the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved.\nDowndraft: You cause a sustained blast of strong wind to blow downward from the top of the cube. Ranged weapon attacks that pass through the cube or that are made against targets within it have disadvantage on their attack rolls. A creature must make a Strength saving throw if it flies into the cube for the first time on a turn or starts its turn there flying. On a failed save, the creature is knocked prone.\nUpdraft: You cause a sustained updraft within the cube, rising upward from the cube's bottom edge. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal.", "duration": "Up to 1 hour", "higher_level": "", - "id": 374, + "id": "50c5fa2d-7e5c-455c-b3fd-b65c8f917714", "level": 5, "locations": [ { @@ -11795,7 +11795,7 @@ "desc": "You create a bonfire on ground that you can see within range. Until the spells ends, the bonfire fills a 5-foot cube. Any creature in the bonfire's space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it enters the bonfire's space for the first time on a turn or ends its turn there.\nThe spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).", "duration": "Up to 1 minute", "higher_level": "", - "id": 375, + "id": "bfad48c0-d1e0-4a64-a769-55bb583cf790", "level": 0, "locations": [ { @@ -11824,7 +11824,7 @@ "desc": "While speaking an intricate incantation, you cut yourself with a jewel-encrusted dagger, taking 2d4 piercing damage that can't be reduced in any way. You then drip your blood on the spell's other components and touch them, transforming them into a special construct called a homunculus.\nThe statistics of the homunculus are in the Monster Manual. It is your faithful companion, and it dies if you die. Whenever you finish a long rest, you can spend up to half your Hit Dice if the homunculus is on the same plane of existence as you. When you do so, roll each die and add your Constitution modifier to it. Your hit point maximum is reduced by the total, and the homunculus's hit point maximum and current hit points are both increased by it. This process can reduce you to no lower than 1 hit point, and the change to your and the homunculus's hit points ends when you finish your next long rest. The reduction to your hit point maximum can't be removed by any means before then, except by the homunculus's death.\nYou can have only one homunculus at a time. If you cast this spell while your homunculus lives, the spell fails.", "duration": "Instantaneous", "higher_level": "", - "id": 376, + "id": "2605b11d-8e37-4992-a85e-43cf73c77de6", "level": 6, "locations": [ { @@ -11854,7 +11854,7 @@ "desc": "Seven star-like motes of light appear and orbit your head until the spell ends. You can use a bonus action to send one of the motes streaking toward one creature or object within 120 feet of you. When you do so, make a ranged spell attack. On a hit, the target takes 4d12 radiant damage. Whether you hit or miss, the mote is expended. The spell ends early if you expend the last mote.\nIf you have four or more motes remaining, they shed bright light in a 30-foot radius and dim light for an additional 30 feet. If you have one to three motes remaining, they shed dim light in a 30-foot radius.", "duration": "1 hour", "higher_level": "When you cast this spell using a spell slot of 8th level or higher, the number of motes created increases by two for each slot level above 7th.", - "id": 377, + "id": "b9bb4e99-c529-4687-bfa8-3d7ac1e307e4", "level": 7, "locations": [ { @@ -11883,7 +11883,7 @@ "desc": "Threads of dark power leap from your fingers to pierce up to five Small or Medium corpses you can see within range. Each corpse immediately stands up and becomes undead. You decide whether it is a zombie or a skeleton (the statistics for zombies and skeletons are in the Monster Manual), and it gains a bonus to its attack and damage rools equal to your spellcasting ability modifier.\nYou can use a bonus action to mentally command the creatures you make with this spell, issuing the same command to all of them. To receive the command, a creature must be within 60 feet of you. You decide what action the creatures will take and where they will move during their next turn, or you can issue a general command, such as to guard a chamber or passageway against your foes. If you issue no commands, the creatures do nothing except defend themselves against hostile creatures. Once given an order, the creatures continue to follow it until their task is complete.\nThe creatures are under your control until the spell ends, after which they become inanimate once more.", "duration": "Up to 1 hour", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, you animate up to two additional corpses for each slot level above 5th.", - "id": 378, + "id": "49adb82a-fd92-4c5f-9feb-a22bb5745489", "level": 5, "locations": [ { @@ -11913,7 +11913,7 @@ "desc": "The light of dawn shines down on a location you specify within range. Until the spell ends, a 30-foot-radius, 40-foot-high cylinder of bright light glimmers there. This light is sunlight.\nWhen the cylinder appears, each creature in it must make a Constitution saving throw, taking 4d10 radiant damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw whenever it ends its turn in the cylinder.\nIf you're within 60 feet of the cylinder, you can move it up to 60 feet as a bonus action on your turn.", "duration": "Up to 1 minute", "higher_level": "", - "id": 379, + "id": "786ae770-2360-4a50-94dc-079dd88d9d8c", "level": 5, "locations": [ { @@ -11943,7 +11943,7 @@ "desc": "You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire lightning, or poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one.", "duration": "Up to 1 minute", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.", - "id": 380, + "id": "7cc59c21-c1e1-4734-a2c7-d3665d31ba4f", "level": 2, "locations": [ { @@ -11969,10 +11969,10 @@ "M" ], "concentration": false, - "desc": "You invoke the spirits of nature to protect an area outdoors or underground. The area can be as small as a 30-foot cube or as large as a 90-foot cube. Buildings and other structures are excluded from the affected area. If you cast this spell in the same area every day for a year, the spell lasts until dispelled.\nThe spell creates the following effects within the area. When you cast this spell, you can specify creatures as friends who are immune to the effects. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects.\nThe entire warded area radiates magic. A dispel magic cast on the area, if successful, removes only one of the following effects, not the entire area. That spell's caster chooses which effect to end. Only when all its effects are gone is this spell dispelled.\nSolid Fog\nYou can fill any number of 5-foot squares on the ground with thick fog, making them heavily obscured. The fog reaches 10 feet high. In addition, every foot of movement through the fog costs 2 extra feet. To a creature immune to this effect, the fog obscures nothing and looks like soft mist, with motes of green light floating in the air.\nGrasping Undergrowth\nYou can fill any number of 5-foot squares on the ground that aren't filled with fog with grasping weeds and vines, as if they were affected by an entangle spell. To a creature immune to this effect, the weeds and vines feel soft and reshape themselves to serve as temporary seats or beds.\nGrove Guardians\nYou can animate up to four trees in the area, causing them to uproot themselves from the ground. These trees have the same statistics as an awakened tree, which appears in the Monster Manual, except they can't speak, and their bark is covered with druidic symbols. If any creature not immune to this effect enters the warded area, the grove guardians fight until they have driven off or slain the intruders. The grove guardians also obey your spoken commands (no action required by you) that you issue while in the area. If you don't give them commands and no intruders are present, the grove guardians do nothing. The grove guardians can't leave the warded area. When the spell ends, the magic animating them disappears, and the trees take root again if possible.\nAdditional Spell Effect\nYou can place your choice of one of the following magical effects within the warded area:\n• A constant gust of wind in two locations of your choice\n• Spike growth in one location of your choice\n• Wind wall in two locations of your choice\nTo a creature immune to this effect, the winds are a fragrant, gentle breeze, and the area of spike growth is harmless.", + "desc": "You invoke the spirits of nature to protect an area outdoors or underground. The area can be as small as a 30-foot cube or as large as a 90-foot cube. Buildings and other structures are excluded from the affected area. If you cast this spell in the same area every day for a year, the spell lasts until dispelled.\nThe spell creates the following effects within the area. When you cast this spell, you can specify creatures as friends who are immune to the effects. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects.\nThe entire warded area radiates magic. A dispel magic cast on the area, if successful, removes only one of the following effects, not the entire area. That spell's caster chooses which effect to end. Only when all its effects are gone is this spell dispelled.\nSolid Fog\nYou can fill any number of 5-foot squares on the ground with thick fog, making them heavily obscured. The fog reaches 10 feet high. In addition, every foot of movement through the fog costs 2 extra feet. To a creature immune to this effect, the fog obscures nothing and looks like soft mist, with motes of green light floating in the air.\nGrasping Undergrowth\nYou can fill any number of 5-foot squares on the ground that aren't filled with fog with grasping weeds and vines, as if they were affected by an entangle spell. To a creature immune to this effect, the weeds and vines feel soft and reshape themselves to serve as temporary seats or beds.\nGrove Guardians\nYou can animate up to four trees in the area, causing them to uproot themselves from the ground. These trees have the same statistics as an awakened tree, which appears in the Monster Manual, except they can't speak, and their bark is covered with druidic symbols. If any creature not immune to this effect enters the warded area, the grove guardians fight until they have driven off or slain the intruders. The grove guardians also obey your spoken commands (no action required by you) that you issue while in the area. If you don't give them commands and no intruders are present, the grove guardians do nothing. The grove guardians can't leave the warded area. When the spell ends, the magic animating them disappears, and the trees take root again if possible.\nAdditional Spell Effect\nYou can place your choice of one of the following magical effects within the warded area:\n\u2022 A constant gust of wind in two locations of your choice\n\u2022 Spike growth in one location of your choice\n\u2022 Wind wall in two locations of your choice\nTo a creature immune to this effect, the winds are a fragrant, gentle breeze, and the area of spike growth is harmless.", "duration": "24 hours", "higher_level": "", - "id": 381, + "id": "50feb63b-5031-4e30-b552-69f740527027", "level": 6, "locations": [ { @@ -12003,7 +12003,7 @@ "desc": "Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell's duration.\nAny creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away. On a successful save, the creature takes half as much damage and isn't pushed.\nAs a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or small gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area.", "duration": "Up to 1 minute", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.", - "id": 382, + "id": "7cc7b51b-a747-4c92-96cf-4acd6d0c3d22", "level": 2, "locations": [ { @@ -12034,7 +12034,7 @@ "desc": "You cause a tremor in the ground in a 10-foot radius. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.", - "id": 383, + "id": "e8483390-1996-41cb-8b7a-b1d6a0e8cc63", "level": 1, "locations": [ { @@ -12064,7 +12064,7 @@ "desc": "Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw or its flying speed (if any) is reduced to 0 feet for the spell's duration. An airborne creature affected by this spell descends at 60 feet per round until it reaches the ground or the spell ends.", "duration": "Up to 1 minute", "higher_level": "", - "id": 384, + "id": "03e72f12-8aee-43d2-841e-269ad8c28574", "level": 2, "locations": [ { @@ -12095,7 +12095,7 @@ "desc": "Choose one creature you can see within range, and choose one of the following damage types - acid, cold, fire, lightning, or thunder. The target must succeed on a Constitution saving throw or be affected by the spell for its duration. The first time each turn the affected target takes damage of the chosen type, the target takes an extra 2d6 damage of that type. Moreover, the target loses any resistance to that damage type until the spell ends.", "duration": "Up to 1 minute", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.", - "id": 385, + "id": "585939d7-6143-412f-9efd-647ea2a15999", "level": 4, "locations": [ { @@ -12126,7 +12126,7 @@ "desc": "You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.\nWhenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it's using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.", "duration": "Up to 1 minute", "higher_level": "", - "id": 386, + "id": "346d79d8-4118-4ddd-ad09-3441b405750e", "level": 3, "locations": [ { @@ -12155,7 +12155,7 @@ "desc": "A tendril of inky darkness reaches out from you, touching a creature you can see within range to drain life from it. The target must make a Dexterity saving throw. On a successful save, the target takes 2d8 necrotic damage, and the spell ends. On a failed save, the target takes 4d8 necrotic damage, and until the spell ends, you can use your action on each of your turns to automatically deal 4d8 necrotic damage to the target. The spell ends if you use your action to do anything else, if the target is ever outside the spell's range, or if the target has total cover from you.\nWhenever the spell deals damage to a target, you regain hit points equal to half the amount of necrotic damage the target takes.", "duration": "Up to 1 minute", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.", - "id": 387, + "id": "0af185f7-e1e3-451d-9250-b7619def9b5c", "level": 5, "locations": [ { @@ -12185,7 +12185,7 @@ "desc": "Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared away. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.", - "id": 388, + "id": "1dd26002-170d-4cf5-b01e-377634560ce5", "level": 3, "locations": [ { @@ -12214,7 +12214,7 @@ "desc": "You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the spell ends, you can use a bonus action to teleport in this way again.", "duration": "Up to 1 minute", "higher_level": "", - "id": 389, + "id": "32b77bd3-6a2d-4717-baa8-e2391d1f4cd4", "level": 5, "locations": [ { @@ -12242,7 +12242,7 @@ "desc": "You summon a spirit that assumes the form of a loyal, majestic mount. Appearing in an unoccupied space within range, the spirit takes on a form you choose: a griffon, a pegasus, a peryton, a dire wolf, a rhinoceros, or a saber-toothed tiger. The creature has the statistics provided in the Monster Manual for the chosen form, though it is a celestial, a fey, or a fiend (your choice) instead of its normal creature type. Additionally, if it has an Intelligence score of 5 or lower, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.\nYou control the mount in combat. While the mount is within 1 mile of you, you can communicate with it telepathically. While mounted on it, you can make any spell you cast that targets only you also target the mount.\nThe mount disappears temporarily when it drops to 0 hit points or when you dismiss it as an action. Casting this spell again re-summons the bonded mount, with all its hit points restored and any conditions removed.\nYou can't have more than one mount bonded by this spell or find steed at the same time. As an action, you can release a mount from its bond, causing it to disappear permanently.\nWhen the mount disappears, it leaves behind any objects it was wearing or carrying.", "duration": "Instantaneous", "higher_level": "", - "id": 390, + "id": "09b8f712-3e0c-43d9-86df-1479b6c8d10d", "level": 4, "locations": [ { @@ -12274,7 +12274,7 @@ "desc": "You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. The spell's magic ends on the piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver.", "duration": "Up to 1 hour", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd.", - "id": 391, + "id": "5c78034b-8087-4609-8a0f-42c3741d9f04", "level": 3, "locations": [ { @@ -12306,7 +12306,7 @@ "desc": "You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.\nThe spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", "duration": "Instantaneous", "higher_level": "", - "id": 392, + "id": "ca5e6bc0-a088-445a-8340-ac0fcdff94b0", "level": 0, "locations": [ { @@ -12331,10 +12331,10 @@ "V" ], "concentration": true, - "desc": "A nature spirit answers your call and transforms you into a powerful guardian. The transformation lasts until the spell ends. You choose one of the following forms to assume: Primal Beast or Great Tree.\nPrimal Beast\nBestial fur covers your body, your facial features become feral, and you gain the following benefits:\n• Your walking speed increases by 10 feet.\n• You gain darkvision with a range of 120 feet.\n• You make Strength-based attack rolls with advantage.\n• Your melee weapon attacks deal an extra 1d6 force damage on a hit.\nGreat Tree\nYour skin appears barky, leaves sprout from your hair, and you gain the following benefits:\n• You gain 10 temporary hit points.\n• You make Constitution saving throws with advantage.\n• You make Dexterity- and Wisdom-based attack rolls with advantage.\n• While you are on the ground, the ground within 15 feet of you is difficult terrain for your enemies.", + "desc": "A nature spirit answers your call and transforms you into a powerful guardian. The transformation lasts until the spell ends. You choose one of the following forms to assume: Primal Beast or Great Tree.\nPrimal Beast\nBestial fur covers your body, your facial features become feral, and you gain the following benefits:\n\u2022 Your walking speed increases by 10 feet.\n\u2022 You gain darkvision with a range of 120 feet.\n\u2022 You make Strength-based attack rolls with advantage.\n\u2022 Your melee weapon attacks deal an extra 1d6 force damage on a hit.\nGreat Tree\nYour skin appears barky, leaves sprout from your hair, and you gain the following benefits:\n\u2022 You gain 10 temporary hit points.\n\u2022 You make Constitution saving throws with advantage.\n\u2022 You make Dexterity- and Wisdom-based attack rolls with advantage.\n\u2022 While you are on the ground, the ground within 15 feet of you is difficult terrain for your enemies.", "duration": "Up to 1 minute", "higher_level": "", - "id": 393, + "id": "72000415-0cdf-498d-80f0-5c4fcd34fe62", "level": 4, "locations": [ { @@ -12361,10 +12361,10 @@ "S" ], "concentration": false, - "desc": "You seize the air and compel it to create one of the following effects at a point you can see within range.\n• One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.\n• You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn't pushed with enough force to cause damage.\n• You create a harmless sensory affect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.", + "desc": "You seize the air and compel it to create one of the following effects at a point you can see within range.\n\u2022 One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.\n\u2022 You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn't pushed with enough force to cause damage.\n\u2022 You create a harmless sensory affect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.", "duration": "Instantaneous", "higher_level": "", - "id": 394, + "id": "ed13e6b6-2689-46f7-9769-dc7e5b92399f", "level": 0, "locations": [ { @@ -12393,7 +12393,7 @@ "desc": "You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice).\nUntil the spell ends, whenever you or a creature you can see moves into the spirit's space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can't heal constructs or undead. The spirit can heal a number of times\nequal to 1 + your spellcasting ability modifier (minimum of twice). After healing that number of times, the spirit disappears.\nAs a bonus action on your turn, you can move the spirit up to 30 feet to a space you can see.", "duration": "Up to 1 minute", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d6 for each slot level above 2nd.", - "id": 395, + "id": "2ff2fd97-b6a1-4c5d-b266-21e1f0996cd6", "level": 2, "locations": [ { @@ -12422,7 +12422,7 @@ "desc": "You imbue a weapon you touch with holy power. Until the spell ends, the weapon emits bright light in a 30-foot radius and dim light for an additional 30 feet. In addition, weapon attacks made with it deal an extra 2d8 radiant damage on a hit. If the weapon isn't already a magic weapon, it becomes one for the duration.\nAs a bonus action on your turn, you can dismiss this spell and cause the weapon to emity a burst of radiance. Each creature of your choice that you can see within 30 feet of the weapon must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, a creature takes half as much damage and isn't blinded. At the end of each of its turns, a blinded creature can make a Constitution saving throw, ending the effect on itself with a success.", "duration": "Up to 1 hour", "higher_level": "", - "id": 396, + "id": "fb19b7c4-7e79-40e1-a54d-db81efa1c06e", "level": 5, "locations": [ { @@ -12452,7 +12452,7 @@ "desc": "You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of the point where the ice exploded must succeed on a Dexterity saving throw or take 2d6 cold damage.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.", - "id": 397, + "id": "36a2418c-8624-44cc-b962-5bfd2a99bb97", "level": 1, "locations": [ { @@ -12479,7 +12479,7 @@ "desc": "By gathering threads of shadow material from the Shadowfell, you create a huge shadowy dragon in an unoccupied space that you can see within range. The illusion lasts for the spell's duration and occupies its space, as if it were a creature.\nWhen the illusion appears, any of your enemies that can see it must succeed on a Wisdom saving throw or become frightened of it for 1 minute. If a frightened creature ends its turn in a location where it doesn't have line of sight to the illusion, it can repeat the saving throw, ending the effect on itself on a success.\nAs a bonus action on your turn, you can move the illusion up to 60 feet. At any point during its movement, you can cause it to exhale a blast of energy in a 60-foot cone originating from its space. When you create the dragon, choose a damage type: acid, cold, fire, lightning, necrotic, or poison. Each creature in the cone must make an Intelligence saving throw, taking 7d6 damage of the chosen damage type on a failed save, or half as much damage on a successful one.\nThe illusion is tangible because of the shadowy stuff used to create it, but attacks missi it automatically, it succeeds on all saving throws, and it is immune to all damage and conditions. A creature that uses an action to examine the dragon can determine that it is an illusion by succeeding on an Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through it and has advantage on saving throws against its breath.", "duration": "Up to 1 minute", "higher_level": "", - "id": 398, + "id": "e3d86855-3116-4d23-a2f6-17fd78f0226e", "level": 8, "locations": [ { @@ -12507,7 +12507,7 @@ "desc": "Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 7d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell's duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 3d6 fire damage on a failed save, and the spell ends on a successful one. These magical flames can't be extinguished through nonmagical means.\nIf damage from this spell reduces a target to 0 hit points, the target is turned to ash.", "duration": "Up to 1 minute", "higher_level": "", - "id": 399, + "id": "4cc4eb55-b300-4c74-ab39-54714122a557", "level": 5, "locations": [ { @@ -12534,10 +12534,10 @@ "M" ], "concentration": true, - "desc": "Uttering a dark incantation, you summon a devil from the Nine Hells. You choose the devil's type, which must be one of challenge rating 6 or lower, such as a barbed devil or a bearded devil. The devil appears in an unoccupied space that you can see within range. The devil disappears when it drops to 0 hit points or when the spell ends.\nThe devil is unfriendly toward you and your companions. Roll initiative for the devil, which has its own turns. It is under the Dungeon Master's control and acts according to its nature on each of its turns, which might result in its attacking you if it thinks it can prevail, or trying to tempt you to undertake an evil act in exchange for limited service. The DM has the creature's statistics.\nOn each of your turns, you can try to issue a verbal command to the devil (no action required by you). It obeys the command if the likely outcome is in accordance with its desires, especially if the result would draw you toward evil. Otherwise, you must make a Charisma (Deception, Intimidation, or Persuasion) check. You make the check with advantage if you say the devil's true name. If your check fails, the devil becomes immune to your verbal commands for the duration of the spell, though it can still carry out your commands if it chooses. If your check succeeds, the devil carries out your command — such as \"attack my enemies,\", \"explore the room ahead,\" or \"bear this message to the queen\" — until it completes the activity, at which point it returns to you to report having done so.\nIf your concentration ends before the spell reaches its full duration, the devil doesn't disappear if it has become immune to your verbal commands. Instead, it acts in whatever manner it chooses for 3d6 minutes, and then it disappears.\nIf you possess an individual devil's talisman, you can summon that devil if it is of the appropriate challenge rating plus 1, and it obeys all your commands, with no Charisma checks required.", + "desc": "Uttering a dark incantation, you summon a devil from the Nine Hells. You choose the devil's type, which must be one of challenge rating 6 or lower, such as a barbed devil or a bearded devil. The devil appears in an unoccupied space that you can see within range. The devil disappears when it drops to 0 hit points or when the spell ends.\nThe devil is unfriendly toward you and your companions. Roll initiative for the devil, which has its own turns. It is under the Dungeon Master's control and acts according to its nature on each of its turns, which might result in its attacking you if it thinks it can prevail, or trying to tempt you to undertake an evil act in exchange for limited service. The DM has the creature's statistics.\nOn each of your turns, you can try to issue a verbal command to the devil (no action required by you). It obeys the command if the likely outcome is in accordance with its desires, especially if the result would draw you toward evil. Otherwise, you must make a Charisma (Deception, Intimidation, or Persuasion) check. You make the check with advantage if you say the devil's true name. If your check fails, the devil becomes immune to your verbal commands for the duration of the spell, though it can still carry out your commands if it chooses. If your check succeeds, the devil carries out your command \u2014 such as \"attack my enemies,\", \"explore the room ahead,\" or \"bear this message to the queen\" \u2014 until it completes the activity, at which point it returns to you to report having done so.\nIf your concentration ends before the spell reaches its full duration, the devil doesn't disappear if it has become immune to your verbal commands. Instead, it acts in whatever manner it chooses for 3d6 minutes, and then it disappears.\nIf you possess an individual devil's talisman, you can summon that devil if it is of the appropriate challenge rating plus 1, and it obeys all your commands, with no Charisma checks required.", "duration": "Up to 1 hour", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.", - "id": 400, + "id": "eb4e364b-7470-48e4-9da1-e77332be3997", "level": 5, "locations": [ { @@ -12569,7 +12569,7 @@ "desc": "You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn't provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move.\nThe spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", "duration": "Instantaneous", "higher_level": "", - "id": 401, + "id": "1484e367-0687-4fd4-b91d-bfe81cee3e54", "level": 0, "locations": [ { @@ -12597,10 +12597,10 @@ "S" ], "concentration": true, - "desc": "Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell's duration. The flames don't harm you. Until the spell ends, you gain the following benefits.\n• You are immune to fire damage and have resistance to cold damage.\n• Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage.\n• You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one.", + "desc": "Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell's duration. The flames don't harm you. Until the spell ends, you gain the following benefits.\n\u2022 You are immune to fire damage and have resistance to cold damage.\n\u2022 Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage.\n\u2022 You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one.", "duration": "Up to 10 minutes", "higher_level": "", - "id": 402, + "id": "ee326e46-ec55-4bdf-b167-6cfe5b656a29", "level": 6, "locations": [ { @@ -12628,10 +12628,10 @@ "S" ], "concentration": true, - "desc": "Until the spell ends, ice rimes your body, and you gain the following benefits.\n• You are immune to cold damage and have resistance to fire damage.\n• You can move across difficult terrain created by ice or snow without spending extra movement.\n• The ground in a 10-foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you.\n• You can use your action to create a 15-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.", + "desc": "Until the spell ends, ice rimes your body, and you gain the following benefits.\n\u2022 You are immune to cold damage and have resistance to fire damage.\n\u2022 You can move across difficult terrain created by ice or snow without spending extra movement.\n\u2022 The ground in a 10-foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you.\n\u2022 You can use your action to create a 15-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.", "duration": "Up to 10 minutes", "higher_level": "", - "id": 403, + "id": "9b82725d-271a-4bfa-97a9-19a90b62da40", "level": 6, "locations": [ { @@ -12659,10 +12659,10 @@ "S" ], "concentration": true, - "desc": "Until the spell ends, bits of rock spread across your body, and you gain the following benefits.\n• You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.\n• You can use your action to create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone.\n• You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it, but you can't end your movement there. If you do so, you are ejected to the nearest unoccupied space, this spell ends, and you are stunned until the end of your next turn.", + "desc": "Until the spell ends, bits of rock spread across your body, and you gain the following benefits.\n\u2022 You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.\n\u2022 You can use your action to create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone.\n\u2022 You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it, but you can't end your movement there. If you do so, you are ejected to the nearest unoccupied space, this spell ends, and you are stunned until the end of your next turn.", "duration": "Up to 10 minutes", "higher_level": "", - "id": 404, + "id": "4d46c602-d837-4bcc-8f58-3c3ed7ead8d6", "level": 6, "locations": [ { @@ -12690,10 +12690,10 @@ "S" ], "concentration": true, - "desc": "Until the spell ends, wind whirls around you, and you gain the following benefits.\n• Ranged weapon attacks made against you have disadvantage on the attack roll.\n• You gain a flying speed of 60 feet. If you are still flying when the spell ends, you fall, unless you can somehow prevent it.\n• You can use your action to create a 15-foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube.", + "desc": "Until the spell ends, wind whirls around you, and you gain the following benefits.\n\u2022 Ranged weapon attacks made against you have disadvantage on the attack roll.\n\u2022 You gain a flying speed of 60 feet. If you are still flying when the spell ends, you fall, unless you can somehow prevent it.\n\u2022 You can use your action to create a 15-foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube.", "duration": "Up to 10 minutes", "higher_level": "", - "id": 405, + "id": "092a9422-0467-49b2-b61e-a1f6e72b8a5a", "level": 6, "locations": [ { @@ -12722,7 +12722,7 @@ "desc": "You are immune to all damage until the spell ends.", "duration": "Up to 10 minutes", "higher_level": "", - "id": 406, + "id": "22bf3fd2-5139-4193-b588-86fc4e749f22", "level": 9, "locations": [ { @@ -12751,7 +12751,7 @@ "desc": "You sacrifice some of your health to mend another creature's injuries. You take 4d8 necrotic damage, which can't be reduced in any way, and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.", - "id": 407, + "id": "38d581ba-27ea-4ea4-bd28-d7b3397140eb", "level": 3, "locations": [ { @@ -12780,7 +12780,7 @@ "desc": "Magical darkness spreads from a point you choose within range to fill a 60-foot-radius sphere until the spell ends. The darkness spreads around corners. A creature with darkvision can't see through this darkness. Nonmagical light, as well as light created by spells of 8th level or lower, can't illuminate the area.\nShrieks, gibbering, and mad laughter can be heard within the sphere. Whenever a creature starts its turn in the sphere, it must make a Wisdom saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one.", "duration": "Up to 10 minutes", "higher_level": "", - "id": 408, + "id": "3c4a5670-f2c7-42a1-a00c-10c903ecda8a", "level": 8, "locations": [ { @@ -12809,7 +12809,7 @@ "desc": "A mass of 5-foot-deep water appears and swirls in a 30-foot radius centered on a point you can see within range. The point must be on ground or in a body of water. Until the spell ends, that area is difficult terrain, and any creature that starts its turn there must succeed on a Strength saving throw or take 6d6 bludgeoning damage and be pulled 10 feet toward the center.", "duration": "Up to 1 minute", "higher_level": "", - "id": 409, + "id": "474cfda9-5c09-4188-8471-ee307a20e0db", "level": 5, "locations": [ { @@ -12839,7 +12839,7 @@ "desc": "You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, it has a range of 60 feet. If someone else attacks with the pebble, that attacker adds your spellcasting ability modifier, not the attacker's, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Hit or miss, the spell then ends on the stone.\nIf you cast this spell again, the spell ends early on any pebbles still affected by it.", "duration": "1 minute", "higher_level": "", - "id": 410, + "id": "29ef977b-cc15-4485-af31-e53d0676ae59", "level": 0, "locations": [ { @@ -12870,7 +12870,7 @@ "desc": "You transform up to ten creatures of your choice that you can see within range. An unwilling target must succeed on a Wisdom saving throw to resist the transformation. An unwilling shapechanger automatically succeeds on the save.\nEach target assumes a beast form of your choice, and you can choose the same form or different ones for each target. The new form can be any beast you have seen whose challenge rating is equal or less than the target's (or half the target's level, if the target doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast, but the target retains its hit points, alignment, and personality.\nEach target gains a number of temporary hit points equal to the hit points of its new form. These temporary hit points can't be replaced by temporary hit points from another source. A target reverts to its normal form when it has no more temporary hit points or it dies. If the spell ends before then, the creature loses all its temporary hit points and reverts to its normal form.\nThe creature is limited in the actions it can perform by the nature of its new form. It can't speak, cast spells, or do anything else that requires hands or speech.\nThe target's gear melds into the new form. The target can't activate, use, wield, or otherwise benefit from any of its equipment.", "duration": "Up to 1 hour", "higher_level": "", - "id": 411, + "id": "c30a5bba-39b3-421f-8043-6bd9e253c889", "level": 9, "locations": [ { @@ -12900,7 +12900,7 @@ "desc": "You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell's duration.\nAs an action, you can cause the hand to crush the restrained target, who must make a Strength saving throw. It takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one.\nTo break out, the restrained target can make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand.\nAs an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either.", "duration": "Up to 1 minute", "higher_level": "", - "id": 412, + "id": "b0d6cd57-482c-4ce9-bc6c-b2644a81faf7", "level": 2, "locations": [ { @@ -12930,7 +12930,7 @@ "desc": "You create six tiny meteors in your space. They float in the air and orbit you for the spell's duration. When you cast the spell-and as a bonus action on each of your turns thereafter-you can expend one or two of the meteors, sending them streaking toward a point or points you choose within 120 feet of you. Once a meteor reaches its destination or impacts against a solid surface, the meteor explodes. Each creature within 5 feet of the point where the meteor explodes must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.", "duration": "Up to 10 minutes", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the number of meteors created increases by two for each slot level above 3rd.", - "id": 413, + "id": "c40f0442-3610-45a5-babd-07650b64ec8c", "level": 3, "locations": [ { @@ -12959,7 +12959,7 @@ "desc": "You attempt to bind a creature within an illusory cell that only it perceives. One creature you can see within range must make an Intelligence saving throw. The target succeeds automatically if it is immune to being charmed. On a successful save, the target takes 5d10 psychic damage and the spell ends. On a failed save, the target takes 5d10 psychic damage, and you make the area immediately around the target's space appear dangerous to it in some way. You might cause the target to perceive itself as being surrounded by fire, floating razors, or hideous maws filled with dripping teeth. Whatever form the illusion takes, the target can't see or hear anything beyond it and is restrained for the spell's duration. If the target is moved out of the illusion, makes a melee attack through it, or reaches any part of its body through it, the target takes 10d10 psychic damage and the spell ends.", "duration": "Up to 1 minute", "higher_level": "", - "id": 414, + "id": "9b63ff5a-e973-4802-a215-50b5bfd623bc", "level": 6, "locations": [ { @@ -12988,7 +12988,7 @@ "desc": "A fortress of stone erupts from a square area of ground of your choice that you can see within range. The area is 120 feet on each side, and it must not have any buildings or other structures on it. Any creatures in the area are harmlessly lifted up as the fortress rises.\nThe fortress has four turrets with square bases, each one 20 feet on a side and 30 feet tall, with one turret on each corner. The turrets are connected to each other by stone walls that are each 80 feet long, creating an enclosed area. Each wall is 1 foot thick and is composed of panels that are 10 feet wide and 20 feet tall. Each panel is contiguous with two other panels or one other panel and a turret. You can place up to four stone doors in the fortress's outer wall.\nA small keep stands inside the enclosed area. The keep has a square base that is 50 feet on each side, and it has three floors with 10-foot-high ceilings. Each of the floors can be divided into as many rooms as you like, provided each room is at least 5 feet on each side. The floors of the keep are connected by stone staircases, its walls are 6 inches thick, and interior rooms can have stone doors or open archways as you choose. The keep is furnished and decorated however you like, and it contains sufficient food to serve a nine-course banquet for up to 100 people each day. Furnishings, food, and other objects created by this spell crumble to dust if removed from the fortress.\nA staff of one hundred invisible servants obeys any command given to them by creatures you designate when you cast the spell. Each servant functions as if created by the unseen servant spell.\nThe walls, turrets, and keep are all made of stone that can be damaged. Each 10-foot-by-10-foot section of stone has AC 15 and 30 hit points per inch of thickness. It is immune to poison and psychic damage. Reducing a section of stone to 0 hit points destroys it and might cause connected sections to buckle and collapse at the DM's discretion.\nAfter seven days or when you cast this spell somewhere else, the fortress harmlessly crumbles and sinks back into the ground, leaving any creatures that were inside it safely on the ground.\nCasting the spell on the same spot once every 7 days for a year makes the fortress permanent.", "duration": "Instantaneous", "higher_level": "", - "id": 415, + "id": "a361b620-7ef3-4375-8cac-151d454e7ba9", "level": 8, "locations": [ { @@ -13017,7 +13017,7 @@ "desc": "You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw, taking 3d8 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, you also always know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can't become hidden from you, and if it's invisible, it gains no benefit from that condition against you.", "duration": "Up to 1 hour", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.", - "id": 416, + "id": "5a6fbb9d-e41d-4822-86ee-2e6fdabd3e29", "level": 2, "locations": [ { @@ -13043,10 +13043,10 @@ "S" ], "concentration": false, - "desc": "You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways.\n• If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't have enough force to cause damage.\n• You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.\n• If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.\nIf you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.", + "desc": "You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways.\n\u2022 If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't have enough force to cause damage.\n\u2022 You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.\n\u2022 If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.\nIf you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.", "duration": "Instantaneous or 1 hour (see below)", "higher_level": "", - "id": 417, + "id": "23fef338-10c5-4855-8bc1-e70f1c23134f", "level": 0, "locations": [ { @@ -13075,7 +13075,7 @@ "desc": "You send ribbons of negative energy at one creature you can see within range. Unless the target is undead, it must make a Constitution saving throw, taking 5d12 necrotic damage on a failed save, or half as much damage on a successful one. A target killed by this damage rises up as a zombie at the start of your next turn. The zombie pursues whatever creature it can see that is closest to it. Statistics for the zombie are in the Monster Manual.\nIf you target an undead with this spell, the target doesn't make a saving throw. Instead, roll 5d12. The target gains half the total as temporary hit points.", "duration": "Instantaneous", "higher_level": "", - "id": 418, + "id": "2b5dae13-24af-4e51-b2d0-be3999970093", "level": 5, "locations": [ { @@ -13104,7 +13104,7 @@ "desc": "You speak a word of power that causes waves of intense pain to assail one creature you can see within range. If the target has 100 hit points or fewer, it is subject to crippling pain. Otherwise, the spell has no effect on it. A target is also unaffected if it is immune to being charmed.\nWhile the target is affected by crippling pain, any speed it has can be no higher than 10 feet. The target also has disadvantage on attack rolls, ability checks, and saving throws, other than Constitution saving throws. Finally, if the target tries to cast a spell, it must first succeed on a Constitution saving throw, or the casting fails and the spell is wasted.\nA target suffering this pain can make a Constitution saving throw at the end of each of its turns. On a successful save, the pain ends.", "duration": "Instantaneous", "higher_level": "", - "id": 419, + "id": "6508b9fa-c78f-448b-8930-db3f62618809", "level": 7, "locations": [ { @@ -13131,7 +13131,7 @@ "desc": "You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you make the attack, your teeth or fingernails return to normal.\nThe spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).", "duration": "Instantaneous", "higher_level": "", - "id": 420, + "id": "5e976a1c-7d72-440e-9f0d-730938c79064", "level": 0, "locations": [ { @@ -13159,7 +13159,7 @@ "desc": "You have resistance to acid, cold, fire, lightning, and thunder damage for the spell's duration.\nWhen you take damage of one of those types, you can use your reaction to gain immunity to that type of damage, including against the triggering damage. If you do so, the resistances end, and you have the immunity until the end of your next turn, at which time the spell ends.", "duration": "Up to 1 minute", "higher_level": "", - "id": 421, + "id": "66468cee-dbf2-46b2-a46c-433941e7fd9d", "level": 6, "locations": [ { @@ -13189,7 +13189,7 @@ "desc": "You unleash the power of your mind to blast the intellect of up to ten creatures of your choice that you can see within range. Creatures that have an Intelligence score of 2 or lower are unaffected.\nEach target must make an Intelligence saving throw. On a failed save, a target takes 14d6 psychic damage and is stunned. On a successful save, a target takes half as much damage, and isn't stunned. If a target is killed by this damage, its head explodes, assuming it has one.\nA stunned target can make an Intelligence saving throw at the end of each of its turns. On a successful save, the stunning effect ends.", "duration": "Instantaneous", "higher_level": "", - "id": 422, + "id": "04ad2e55-9615-48b1-810e-02260734a33c", "level": 9, "locations": [ { @@ -13220,7 +13220,7 @@ "desc": "Choose an area of flame that you can see and that can fit within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke.\nFireworks: The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn.\nSmoke: Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.", "duration": "Instantaneous", "higher_level": "", - "id": 423, + "id": "9bc9b77b-8e75-4c80-9f09-0060d570d6c2", "level": 2, "locations": [ { @@ -13249,7 +13249,7 @@ "desc": "The air quivers around up to five creatures of your choice that you can see within range. An unwilling creature must succeed on a Wisdom saving throw to resist this spell. You teleport each affected target to an unoccupied space that you can see within 120 feet of you. That space must be on the ground or on a floor.", "duration": "Instantaneous", "higher_level": "", - "id": 424, + "id": "d4122f1f-c335-4da4-958d-5f60097048b0", "level": 6, "locations": [ { @@ -13279,7 +13279,7 @@ "desc": "You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage.\nIf you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.", "duration": "Up to 1 minute", "higher_level": "When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a slot of 7th level or higher, the damage increases to 5d8.", - "id": 425, + "id": "cc50f7fe-b568-4f1d-8598-ca58ee1f24a1", "level": 2, "locations": [ { @@ -13308,7 +13308,7 @@ "desc": "Flame-like shadows wreathe your body until the spell ends, causing you to become heavily obscured to others. The shadows turn dim light within 10 feet of you into darkness, and bright light in the same area to dim light.\nUntil the spell ends, you have resistance to radiant damage. In addition, whenever a creature within 10 feet of you hits you with an attack, the shadows lash out at that creature, dealing it 2d8 necrotic damage.", "duration": "Up to 1 minute", "higher_level": "", - "id": 426, + "id": "7d64c556-1f0f-475b-8d03-36ea28841b71", "level": 4, "locations": [ { @@ -13334,10 +13334,10 @@ "S" ], "concentration": false, - "desc": "You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways.\n• You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn't have enough force to cause damage.\n• You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.\n• You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.\n• You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.\nIf you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.", + "desc": "You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways.\n\u2022 You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn't have enough force to cause damage.\n\u2022 You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.\n\u2022 You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.\n\u2022 You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.\nIf you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.", "duration": "Instantaneous or 1 hour (see below)", "higher_level": "", - "id": 427, + "id": "d33ba7e8-f28b-4198-8c27-ab42c98d96f8", "level": 0, "locations": [ { @@ -13367,7 +13367,7 @@ "desc": "Dim, greenish light spreads within 30-foot-radius sphere centered on a point you choose within range. The light spreads around corners, and it lasts until the spell ends.\nWhen a creature moves into the spell's area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 4d10 radiant damage, and it suffers one level of exhaustion and emits a dim, greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends.", "duration": "Up to 10 minutes", "higher_level": "", - "id": 428, + "id": "58ddf1d2-dbba-4abd-900f-e0299bb385c1", "level": 4, "locations": [ { @@ -13398,7 +13398,7 @@ "desc": "Your magic deepens a creature's understanding of its own talent. You touch one willing creature and give it expertise in one skill of your choice; until the spell ends, the creature doubles its proficiency bonus for ability checks it makes that use the chosen skill.\nYou must choose a skill in which the target is proficient and that isn't already benefiting from an effect, such as Expertise, that doubles its proficiency bonus.", "duration": "Up to 1 hour", "higher_level": "", - "id": 429, + "id": "4b076100-00df-4ab9-a05a-a946d8d5784b", "level": 5, "locations": [ { @@ -13429,7 +13429,7 @@ "desc": "You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell's duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early.", "duration": "Up to 1 hour", "higher_level": "", - "id": 430, + "id": "e5c3b736-5416-4c6e-b02d-89e314c30778", "level": 2, "locations": [ { @@ -13460,7 +13460,7 @@ "desc": "As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap.\nThis trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.\nThe trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell's radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is restrained there until the spell ends.\nA restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect ends.\nAfter the trap is triggered, the spell ends when no creature is restrained by it.", "duration": "8 hours", "higher_level": "", - "id": 431, + "id": "ecd17734-8737-4008-98c8-8cfa8a3fb4fc", "level": 1, "locations": [ { @@ -13490,7 +13490,7 @@ "desc": "A flurry of magic snowballs erupts from a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d6 cold damage on a failed save, or half as much damage on a successful one.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.", - "id": 432, + "id": "8f69ddeb-4895-4137-ab6b-38df1c532c5b", "level": 2, "locations": [ { @@ -13520,7 +13520,7 @@ "desc": "This spell snatches the soul of a humanoid as it dies and traps it inside the tiny cage you use for the material component. A stolen soul remains inside the cage until the spell ends or until you destroy the cage, which ends the spell. While you have a soul inside the cage, you can exploit it in any of the ways described below. You can use a trapped soul up to six times. Once you exploit a soul for the sixth time, it is released, and the spell ends. While a soul is trapped, the dead humanoid it came from can't be revived.\nSteal Life\nYou can use a bonus action to drain vigor from the soul and regain 2d8 hit points\nQuery Soul\nYou ask the soul a question (no action required) and receive a brief telepathic answer, which you can understand regardless of the language used. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic.\nBorrow Experience\nYou can use a bonus action to bolster yourself with the soul's life experience, making your next attack roll, ability check, or saving throw with advantage. If you don't use this benefit before the start of your next turn, it is lost.\nEyes of the Dead\nYou can use an action to name a place the humanoid saw in life, which creates an invisible sensor somewhere in that place if it is on the plane of existence you're currently on. The sensor remains for as long as you concentrate, up to 10 minutes (as if you were concentrating on a spell). You receive visual and auditory information from the sensor as if you were in its space using your senses.\nA creature that can see the sensor (such as one using see invisibility or truesight) sees a translucent image of the tormented humanoid whose soul you caged.", "duration": "8 hours", "higher_level": "", - "id": 433, + "id": "cc531e5d-f4e7-4b05-ae03-2fd607ab9540", "level": 6, "locations": [ { @@ -13549,7 +13549,7 @@ "desc": "You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 force damage.\nYou can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.", "duration": "Instantaneous", "higher_level": "", - "id": 434, + "id": "352e6a59-3838-42ef-948c-681bae19af8b", "level": 5, "locations": [ { @@ -13578,7 +13578,7 @@ "desc": "A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within range. The sphere remains for the spell's duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere's space is difficult terrain.\nUntil the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage.\nCreatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen.", "duration": "Up to 1 minute", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th", - "id": 435, + "id": "86637a2b-70e2-46f7-9ff4-8e249c14a721", "level": 4, "locations": [ { @@ -13608,7 +13608,7 @@ "desc": "You utter foul words, summoning one demon from the chaos of the Abyss. You choose the demon's type, which must be one of challenge rating 5 or lower, such as a shadow demon or a barlgura. The demon appears in an unoccupied space you can see within range, and the demon disappears when it drops to 0 hit points or when the spell ends.\nRoll initiative for the demon, which has its own turns. When you summon it and on each of your turns thereafter, you can issue a verbal command to it (requiring no action on your part), telling it what it must do on its next turn. If you issue no command, it spends its turn attacking any creature within reach that has attacked it.\nAt the end of each of the demon's turns, it makes a Charisma saving throw. The demon has disadvantage on this saving throw if you say its true name. On a failed save, the demon continues to obey you. On a successful save, your control of the demon ends for the rest of the duration, and the demon spends its turns pursuing and attacking the nearest non-demons to the best of its ability. If you stop concentrating on the spell before it reaches its full duration, an uncontrolled demon doesn't disappear for 1d6 rounds if it still has hit points.\nAs part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demon can't cross the circle or harm it, and it can't target anyone within it. Using the material component in this manner consumes it when the spell ends.", "duration": "Up to 1 hour", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the challenge rating increases by 1 for each slot level above 4th.", - "id": 436, + "id": "47a33d35-1812-4786-94c4-33c4c49fd759", "level": 4, "locations": [ { @@ -13638,7 +13638,7 @@ "desc": "You utter foul words, summoning demons from the chaos of the Abyss. Roll on the following table to determine what appears.\nd6 Demons Summoned\n1-2 Two demons of challenge rating 1 or lower\n3-4 Four demons of challenge rating 1/2 or lower\n5-6 Eight demons of challenge rating 1/4 or lower\nThe DM chooses the demons, such as manes or dretches, and you choose the unoccupied spaces you can see within range where they appear. A summoned demon disappears when it drops to 0 hit points or when the spell ends.\nThe demons are hostile to all creatures, including you. Roll initiative for the summoned demons as a group, which has its own turns. The demons pursue and attack the nearest non-demons to the best of their ability.\nAs part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demons can't cross the circle or harm it, and they can't target anyone within it. Using the material component in this manner consumes it when the spell ends.", "duration": "Up to 1 hour", "higher_level": "When you cast this spell using a spell slot of 6th or 7th level, you summon twice as many demons. If you cast it using a spell slot of 8th or 9th level, you summon three times as many demons.", - "id": 437, + "id": "0bda69f7-4d50-48a4-9c9b-1e0170dd5d8f", "level": 3, "locations": [ { @@ -13669,7 +13669,7 @@ "desc": "You choose a point within range and cause psychic energy to explode there. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can't be affected by this spell. A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one.\nAfter a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself with a success.", "duration": "Instantaneous", "higher_level": "", - "id": 438, + "id": "cc760c19-7598-431c-9016-4f13b5e2a733", "level": 5, "locations": [ { @@ -13698,7 +13698,7 @@ "desc": "You cause a temple to shimmer into existence on ground you can see within range. The temple must fit within an unoccupied cube of space, up to 120 feet on each side. The temple remains until the spell ends. It is dedicated to whatever god, pantheon, or philosophy is represented by the holy symbol used in the casting.\nYou make all decisions about the temple's appearance. The interior is enclosed by a floor, walls, and a roof, with one door granting access to the interior and as many windows as you wish. Only you and any creatures you designate when you cast the spell can open or close the door.\nThe temple's interior is an open space with an idol or altar at one end. You decide whether the temple is illuminated and whether that illumination is bright light or dim light. The smell of burning incense fills the air within, and the temperature is mild.\nThe temple opposes types of creatures you choose when you cast this spell. Choose one or more of the following: celestials, elementals, fey, fiends, or undead. If a creature of the chosen type attempts to enter the temple, that creature must make a Charisma saving throw. On a failed save, it can't enter the temple for 24 hours. Even if the creature can enter the temple, the magic there hinders it; whenever it makes an attack roll, an ability check, or a saving throw inside the temple, it must roll a d4 and subtract the number rolled from the d20 roll.\nIn addition, the sensors created by divination spells can't appear ins ide the temple, and creatures within can't be targeted by divination spells.\nFinally, whenever any creature in the temple regains hit points from a spell of 1st level or higher, the creature regains additional hit points equal to your Wisdom modifier (minimum 1 hit point).\nThe temple is made from opaque magical force that extends into the Ethereal Plane, thus blocking ethereal travel into the temple's interior. Nothing can physically pass through the temple's exterior. It can't be dispelled by dispel magic, and antimagic field has no effect on it. A disintegrate spell destroys the temple instantly.\nCasting this spell on the same spot every day for a year makes this effect permanent.", "duration": "24 hours", "higher_level": "", - "id": 439, + "id": "afc8de94-886f-4cde-bd11-e4bc2614f319", "level": 7, "locations": [ { @@ -13724,10 +13724,10 @@ "M" ], "concentration": true, - "desc": "You endow yourself with endurance and martial prowess fueled by magic. Until the spell ends , you can't cast spells, and you gain the following benefits:\n• You gain 50 temporary hit points. If any of these remain when the spell ends, they are lost.\n• You have advantage on attack rolls that you make with simple and martial weapons.\n• When you hit a target with a weapon attack, that target takes an extra 2d12 force damage.\n• You have proficiency with all armor, shields, simple weapons, and martial weapons.\n• You have proficiency in Strength and Constitution saving throws.\n• You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks.\nImmediately after the spell ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion.", + "desc": "You endow yourself with endurance and martial prowess fueled by magic. Until the spell ends , you can't cast spells, and you gain the following benefits:\n\u2022 You gain 50 temporary hit points. If any of these remain when the spell ends, they are lost.\n\u2022 You have advantage on attack rolls that you make with simple and martial weapons.\n\u2022 When you hit a target with a weapon attack, that target takes an extra 2d12 force damage.\n\u2022 You have proficiency with all armor, shields, simple weapons, and martial weapons.\n\u2022 You have proficiency in Strength and Constitution saving throws.\n\u2022 You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks.\nImmediately after the spell ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion.", "duration": "Up to 10 minutes", "higher_level": "", - "id": 440, + "id": "d4947134-60b6-45c2-9886-3aed7643b3e1", "level": 6, "locations": [ { @@ -13759,7 +13759,7 @@ "desc": "You create a burst of thunderous sound, which can be heard 100 feet away. Each creature other than you within 5 feet of you must make a Constitution saving throw. On a failed save, the creature takes 1d6 thunder damage.\nThe spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", "duration": "Instantaneous", "higher_level": "", - "id": 441, + "id": "3b931961-77b8-41ef-b7b9-235c8460c536", "level": 0, "locations": [ { @@ -13788,7 +13788,7 @@ "desc": "You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away.\nYou can bring along objects as long as their weight doesn't exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.", - "id": 442, + "id": "10f90869-7e0f-4b7b-b10f-8b5370490575", "level": 3, "locations": [ { @@ -13818,7 +13818,7 @@ "desc": "You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failure, a creature takes 4d8 bludgeoning damage and is knocked prone. On a success, a creature takes half as much damage and isn't knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it.", "duration": "Instantaneous", "higher_level": "", - "id": 443, + "id": "7f3d20c2-0351-4bb2-9dc3-117b050b75da", "level": 3, "locations": [ { @@ -13847,7 +13847,7 @@ "desc": "You touch one Tiny, nonmagical object that isn't attached to another object or a surface and isn't being carried by another creature. The target a nimates and sprouts little arms and legs, becoming a creature under your control until the spell ends or the creature drops to 0 hit points. See Xanathar's Guide to Everything for its statistics.\nAs a bonus action, you can mentally command the creature if it is within 120 feet of you. (If you control multiple creatures with this spell, you can command any or all of them at the same time, issuing the same command to each one.) You decide what action the creature will take and where it will move during its next turn, or you can issue a simple, general command, such as to fetch a key, stand watch, or stack some books. If you issue no commands, the servant does nothing other than defend itself against hostile creatures. Once given an order, the servant continues to follow that order until its task is complete.\nWhen the creature drops to 0 hit points, it reverts to its original form, and any remaining damage carries over to that form.\n\nTINY SERVANT\nTiny construct, unaligned\n\nArmor Class: 15 (natural armor)\nHit Points: 10 (4d4)\nSpeed: 30 ft., climb 30 ft.\n\nSTR 4 (-3), DEX 16 (+3), CON 10 (+0)\nINT 2 (-4), WIS 10 (+0), CHA 1 (-5)\n\nDamage Immunities: poison, psychic\nCondition Immunities: blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned\nSenses: blindsight 60 ft. (blind beyond this radius), passive Perception 10\nLanguages: --\n\nACTIONS\nSlam\nMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.", "duration": "8 hours", "higher_level": " When you cast this spell using a spell slot of 4th level or higher, you can animate two additional objects for each slot level above 3rd.", - "id": 444, + "id": "5aaf2404-1dbe-4a96-8f7e-0338a9b94ac4", "level": 3, "locations": [ { @@ -13877,7 +13877,7 @@ "desc": "You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.\nThe spell's damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).", "duration": "Instantaneous", "higher_level": "", - "id": 445, + "id": "78391f75-2908-4c6f-852e-f282669e381a", "level": 0, "locations": [ { @@ -13908,7 +13908,7 @@ "desc": "You choose an area of stone or mud that you can see that fits within a 40-foot cube and that is within range, and choose one of the following effects.\nTransmute Rock to Mud: Nonmagical rock of any sort in the area becomes an equal volume of thick and flowing mud that remains for the spell's duration.\nIf you cast the spell on an area of ground, it becomes muddy enough that creatures can sink into it. Each foot that a creature moves through the mud costs 4 feet of movement, and any creature on the ground when you cast the spell must make a Strength saving throw. A creature must also make this save the first time it enters the area on a turn or ends its turn there. On a failed save, a creature sinks into the mud and is restrained, though it can use an action to end the restrained condition on itself by pulling itself free of the mud.\nIf you cast the spell on a ceiling, the mud falls. Any creature under the mud when it falls must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one.\nTransmute Mud to Rock: Nonmagical mud or quicksand in the area no more than 10 feet deep transforms into soft stone for the spell's duration. Any creature in the mud when it transforms must make a Dexterity saving throw. On a failed save, a creature becomes restrained by the rock. The restrained creature can use an action to try to break free by succeeding on a Strength check (DC 20) or by dealing 25 damage to the rock around it. On a successful save, a creature is shunted safely to the surface to an unoccupied space.", "duration": "Until dispelled", "higher_level": "", - "id": 446, + "id": "da719f28-de59-420b-8679-3baa5e3b4c88", "level": 5, "locations": [ { @@ -13938,7 +13938,7 @@ "desc": "You point at a place within range, and a glowing 1-foot ball of emerald acid streaks there and explodes in a 20-foot radius. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d4 acid damage and 5d4 acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 2d4 for each slot level above 4th.", - "id": 447, + "id": "9b18d357-d4ad-42e3-bf0d-222ceadd0849", "level": 4, "locations": [ { @@ -13969,7 +13969,7 @@ "desc": "A shimmering wall of bright Light appears at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall blocks line of sight, but creatures and objects can pass through it. It emits bright light out to 120 feet and dim light for an additional 120 feet.\nWhen the wall appears, each creature in its area must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn't blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.\nA creature that ends its turn in the wall's area takes 4d8 radiant damage.\nUntil the spell ends, you can use an action to launch a beam of radiance from the wall at one creature you can see within 60 feet of it. Make a ranged spell attack. On a hit, the target takes 4d8 radiant damage. Whether you hit or miss, reduce the length of the wall by 10 feet. If the wall's length drops to 0 feet, the spell ends.", "duration": "Up to 10 minutes", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.", - "id": 448, + "id": "e703bf44-f42d-4f6f-8b2f-9455e713035d", "level": 5, "locations": [ { @@ -13998,7 +13998,7 @@ "desc": "You conjure up a wall of swirling sand on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 10 feet thick, and it vanishes when the spell ends. It blocks line of sight but not movement. A creature is blinded while in the wall's space and must spend 3 feet of movement for every 1 foot it moves there.", "duration": "Up to 10 minutes", "higher_level": "", - "id": 449, + "id": "08ca9365-4249-46a3-9684-618cac6180be", "level": 3, "locations": [ { @@ -14029,7 +14029,7 @@ "desc": "You conjure up a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall's space is difficult terrain.\nAny ranged weapon attack that enters the wall's space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall's water doesn't fill it.", "duration": "Up to 10 minutes", "higher_level": "", - "id": 450, + "id": "b21e4aec-6095-46f8-93de-e3729da8be05", "level": 3, "locations": [ { @@ -14055,10 +14055,10 @@ "V" ], "concentration": true, - "desc": "A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell's duration.\nThe wind has the following effects.\n• It deafens you and other creatures in its area.\n• It extinguishes unprotected flames in its area that are torch-sized or smaller.\n• The area is difficult terrain for creatures other than you.\n• The attack rolls of ranged weapon attacks have disadvantage if they pass in or out of the wind.\n• It hedges out vapor, gas, and fog that can be dispersed by strong wind.", + "desc": "A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell's duration.\nThe wind has the following effects.\n\u2022 It deafens you and other creatures in its area.\n\u2022 It extinguishes unprotected flames in its area that are torch-sized or smaller.\n\u2022 The area is difficult terrain for creatures other than you.\n\u2022 The attack rolls of ranged weapon attacks have disadvantage if they pass in or out of the wind.\n\u2022 It hedges out vapor, gas, and fog that can be dispersed by strong wind.", "duration": "Up to 10 minutes", "higher_level": "", - "id": 451, + "id": "ebc65148-f269-4f95-8ffc-787c109de13f", "level": 2, "locations": [ { @@ -14089,7 +14089,7 @@ "desc": "You conjure up a sphere of water with a 10-foot radius on a point you can see within range. The sphere can hover in the air, but no more than 10 feet off the ground. The sphere remains for the spell's duration.\nAny creature in the sphere's space must make a Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space outside it. A Huge or larger creature succeeds on the saving throw automatically. On a failed save, a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns, a restrained target can repeat the saving throw.\nThe sphere can restrain a maximum of four Medium or smaller creatures or one Large creature. If the sphere restrains a creature in excess of these numbers, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it.\nAs an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, cliff, or other drop, it safely descends until it is hovering 10 feet over ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw, but no more than once per turn.\nWhen the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30 feet of it. Any creature restrained by the sphere is knocked prone in the space where it falls.", "duration": "Up to 1 minute", "higher_level": "", - "id": 452, + "id": "efb93219-c8d5-43f9-877b-1c2e7d554331", "level": 4, "locations": [ { @@ -14118,7 +14118,7 @@ "desc": "A whirlwind howls down to a point on the ground you specify. The whirlwind is a 10-foot-radius, 30-foot-high cylinder centered on that point. Until the spell ends, you can use your action to move the whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up any Medium or smaller objects that aren't secured to anything and that aren't worn or carried by anyone.\nA creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the spell ends. When a creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it, unless the creature is at the top. A restrained creature moves with the whirlwind and falls when the spell ends, unless the creature has some means to stay aloft.\nA restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6 x 10 feet away from it in a random direction.", "duration": "Up to 1 minute", "higher_level": "", - "id": 453, + "id": "92b77494-2a6c-4dd0-8e27-6570f491c6e2", "level": 7, "locations": [ { @@ -14146,7 +14146,7 @@ "desc": "You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 radiant damage.\nThe spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", "duration": "Instantaneous", "higher_level": "", - "id": 454, + "id": "f5eb3ff6-6077-4ad2-8184-2596326401e5", "level": 0, "locations": [ { @@ -14174,7 +14174,7 @@ "desc": "You call out to the spirits of nature to rouse them against your enemies. Choose a point you can see within range. The spirits cause trees, rocks, and grasses in a 60-foot cube centered on that point to become animated until the spell ends.\nGrasses and Undergrowth\nAny area of ground in the cube that is covered by grass or undergrowth is difficult terrain for your enemies.\nTrees\nAt the start of each of your turns, each of your enemies within 10 feet of any tree in the cube must succeed on a Dexterity saving throw or take 4d6 slashing damage from whipping branches.\nRoots and Vines\nAt the end of each of your turns, one creature of your choice that is on the ground in the cube must succeed on a Strength saving throw or become restrained until the spell ends. A restrained creature can use an action to make a Strength (Athletics) check against your spell save DC, ending the effect on itself on a success.\nRocks\nAs a bonus action on your turn, you can cause a loose rock in the cube to launch at a creature you can see in the cube. Make a ranged spell attack against the target. On a hit, the target takes 3d8 nonmagical bludgeoning damage, and it must succeed on a Strength saving throw or fall prone.", "duration": "Up to 1 minute", "higher_level": "", - "id": 455, + "id": "4ba77040-bfff-4af3-b5d7-2b388a359ce4", "level": 5, "locations": [ { @@ -14201,7 +14201,7 @@ "desc": "You move like the wind. Until the spell ends, your movement doesn't provoke opportunity attacks.\nOnce before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.", "duration": "Up to 1 minute", "higher_level": "", - "id": 456, + "id": "135df3b4-3d01-4644-88a8-12a0f903337c", "level": 1, "locations": [ { @@ -14232,7 +14232,7 @@ "desc": "As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 thunder damage, and the spell ends.\nThis spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.", "duration": "1 round", "higher_level": "", - "id": 457, + "id": "0b30a406-08e9-4bbc-9b80-361c10de7cc1", "level": 0, "locations": [ { @@ -14263,7 +14263,7 @@ "desc": "As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and green fire leaps from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.\nThis spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level.", "duration": "1 round", "higher_level": "", - "id": 458, + "id": "a04c3b0f-b74b-40c3-879d-1c3f98dcb116", "level": 0, "locations": [ { @@ -14293,7 +14293,7 @@ "desc": "You create a lash of lightning energy that strikes at one creature of your choice that you can see within range. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.\nThis spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).", "duration": "Instantaneous", "higher_level": "", - "id": 459, + "id": "b1f5bb91-7515-40f1-b59f-37ee018db307", "level": 0, "locations": [ { @@ -14323,7 +14323,7 @@ "desc": "You create a momentary circle of spectral blades that sweep around you. Each creature within range, other than you, must succeed on a Dexterity saving throw or take 1d6 force damage.\nThis spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", "duration": "Instantaneous", "higher_level": "", - "id": 460, + "id": "acc65b4e-99df-4acb-8ccc-42a4e4639b0d", "level": 0, "locations": [ { @@ -14353,7 +14353,7 @@ "desc": "You create a blade-shaped planar rift about 3 feet long in an unoccupied space you can see within range. The blade lasts for the duration. When you cast this spell, you can make up to two melee spell attacks with the blade, each one against a creature, loose object, or structure within 5 feet of the blade. On a hit, the target takes 4d12 force damage. This attack scores a critical hit if the number on the d20 is 18 or higher. On a critical hit, the blade deals an extra 8d12 force damage (for a total of 12d12 force damage).\nAs a bonus action on your turn, you can move the blade up to 30 feet to an unoccupied space you can see and then make up to two melee spell attacks with it again.\nThe blade can harmlessly pass through any barrier, including a wall of force.", "duration": "Up to 1 minute", "higher_level": "", - "id": 461, + "id": "c166f6ab-5c4d-4467-93ec-7fe11e05349e", "level": 9, "locations": [ { @@ -14381,10 +14381,10 @@ "M" ], "concentration": false, - "desc": "You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.\nThis spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).", + "desc": "You brandish the weapon used in the spell\u2019s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack\u2019s normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.\nThis spell\u2019s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).", "duration": "1 round", "higher_level": "", - "id": 462, + "id": "2c650f3c-7ade-4065-9ce0-9033c8a28bbe", "level": 0, "locations": [ { @@ -14413,10 +14413,10 @@ "M" ], "concentration": false, - "desc": "You and up to eight willing creatures within range fall unconscious for the spell’s duration and experience visions of another world on the Material Plane, such as Oerth, Toril, Krynn, or Eberron. If the spell reaches its full duration, the visions conclude with each of you encountering and pulling back a mysterious blue curtain. The spell then ends with you mentally and physically transported to the world that was in the visions.\nTo cast this spell, you must have a magic item that originated on the world you wish to reach, and you must be aware of the world’s existence, even if you don’t know the world’s name. Your destination in the other world is a safe location within 1 mile of where the magic item was created. Alternatively, you can cast the spell if one of the affected creatures was born on the other world, which causes your destination to be a safe location within 1 mile of where that creature was born.\nThe spell ends early on a creature if that creature takes any damage, and the creature isn’t transported. If you take any damage, the spell ends for you and all other creatures, with none of you being transported.", + "desc": "You and up to eight willing creatures within range fall unconscious for the spell\u2019s duration and experience visions of another world on the Material Plane, such as Oerth, Toril, Krynn, or Eberron. If the spell reaches its full duration, the visions conclude with each of you encountering and pulling back a mysterious blue curtain. The spell then ends with you mentally and physically transported to the world that was in the visions.\nTo cast this spell, you must have a magic item that originated on the world you wish to reach, and you must be aware of the world\u2019s existence, even if you don\u2019t know the world\u2019s name. Your destination in the other world is a safe location within 1 mile of where the magic item was created. Alternatively, you can cast the spell if one of the affected creatures was born on the other world, which causes your destination to be a safe location within 1 mile of where that creature was born.\nThe spell ends early on a creature if that creature takes any damage, and the creature isn\u2019t transported. If you take any damage, the spell ends for you and all other creatures, with none of you being transported.", "duration": "6 hours", "higher_level": "", - "id": 463, + "id": "583c445b-55fd-4bff-9b8c-efaae75e7549", "level": 7, "locations": [ { @@ -14444,10 +14444,10 @@ "M" ], "concentration": false, - "desc": "You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.\nThis spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).", + "desc": "You brandish the weapon used in the spell\u2019s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack\u2019s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.\nThis spell\u2019s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).", "duration": "Instantaneous", "higher_level": "", - "id": 464, + "id": "6ff50afa-8bf9-46df-bfd7-ac1e09618174", "level": 0, "locations": [ { @@ -14478,7 +14478,7 @@ "desc": "For the duration, you or one willing creature you can see within range has resistance to psychic damage, as well as advantage on Intelligence, Wisdom, and Charisma saving throws.", "duration": "Up to 1 hour", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.", - "id": 465, + "id": "27ca731e-3bb6-48e8-a1d2-58b8d7e2e415", "level": 3, "locations": [ { @@ -14505,10 +14505,10 @@ "V" ], "concentration": false, - "desc": "You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.\nThis spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).", + "desc": "You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.\nThis spell\u2019s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).", "duration": "Instantaneous", "higher_level": "", - "id": 466, + "id": "c65737de-aad7-469d-9758-d8dab2cf6897", "level": 0, "locations": [ { @@ -14534,10 +14534,10 @@ "V" ], "concentration": false, - "desc": "You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.\nThis spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).", + "desc": "You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.\nThis spell\u2019s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).", "duration": "1 round", "higher_level": "", - "id": 467, + "id": "04f11361-a464-4b8d-8561-bc9e8c1894d7", "level": 0, "locations": [ { @@ -14565,10 +14565,10 @@ "S" ], "concentration": true, - "desc": "You call forth spirits of the dead, which flit around you for the spell’s duration. The spirits are intangible and invulnerable.\nUntil the spell ends, any attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is radiant, necrotic, or cold (your choice when you cast the spell). Any creature that takes this damage can’t regain hit points until the start of your next turn.\nIn addition, any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn.", + "desc": "You call forth spirits of the dead, which flit around you for the spell\u2019s duration. The spirits are intangible and invulnerable.\nUntil the spell ends, any attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is radiant, necrotic, or cold (your choice when you cast the spell). Any creature that takes this damage can\u2019t regain hit points until the start of your next turn.\nIn addition, any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn.", "duration": "Up to 1 minute", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for every two slot levels above 3rd.", - "id": 468, + "id": "fd723339-0eda-49e1-883c-cc3a9c8375ef", "level": 3, "locations": [ { @@ -14595,10 +14595,10 @@ "M" ], "concentration": true, - "desc": "You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Aberrant Spirit stat block. When you cast the spell, choose Beholderkin, Slaad, or Star Spawn. The creature resembles an aberration of that kind, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.\nThe creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.\n\nABERRANT SPIRIT\nMedium aberration\n\nArmor Class: 11 + the level of the spell (natural armor)\nHit Points: 40 + 10 for each spell level above 4th\nSpeed: 30 ft.; fly 30 ft. (hover) (Beholderkin only)\n\nSTR 16 (+3), DEX 10 (+0), CON 15 (+2)\nINT 16 (+3), WIS 10 (+0), CHA 6 (-2)\n\nDamage Immunities: psychic\nSenses: darkvision 60 ft., passive Perception 10\nLanguages: Deep Speech, understands the languages you speak\nChallenge: --\nProficiency Bonus: equals your bonus\n\nRegeneration (Slaad Only)\nThe aberration regains 5 hit points at the start of its turn if it has at least 1 hit point.\n\nWhispering Aura (Star Spawn Only)\nAt the start of each of the aberration’s turns, each creature within 5 feet of the aberration must succeed on a Wisdom saving throw against your spell save DC or take 2d6 psychic damage, provided that the aberration isn’t incapacitated.\n\nACTIONS\nMultiattack\nThe aberration makes a number of attacks equal to half this spell’s level (rounded down). \n\nClaws (Slaad Only).\nMelee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 3 + the spell’s level slashing damage. If the target is a creature, it can’t regain hit points until the start of the aberration’s next turn.\n\nEye Ray (Beholderkin Only)\nRanged Spell Attack: your spell attack modifier to hit, range 150 ft., one creature. Hit: 1d8 + 3 + the spell’s level psychic damage.\n\nPsychic Slam (Star Spawn Only)\nMelee Spell Attack: your spell attack modifier to hit, reach 5 ft., one creature. Hit: 1d8 + 3 + the spell’s level psychic damage.", + "desc": "You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Aberrant Spirit stat block. When you cast the spell, choose Beholderkin, Slaad, or Star Spawn. The creature resembles an aberration of that kind, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.\nThe creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don\u2019t issue any, it takes the Dodge action and uses its move to avoid danger.\n\nABERRANT SPIRIT\nMedium aberration\n\nArmor Class: 11 + the level of the spell (natural armor)\nHit Points: 40 + 10 for each spell level above 4th\nSpeed: 30 ft.; fly 30 ft. (hover) (Beholderkin only)\n\nSTR 16 (+3), DEX 10 (+0), CON 15 (+2)\nINT 16 (+3), WIS 10 (+0), CHA 6 (-2)\n\nDamage Immunities: psychic\nSenses: darkvision 60 ft., passive Perception 10\nLanguages: Deep Speech, understands the languages you speak\nChallenge: --\nProficiency Bonus: equals your bonus\n\nRegeneration (Slaad Only)\nThe aberration regains 5 hit points at the start of its turn if it has at least 1 hit point.\n\nWhispering Aura (Star Spawn Only)\nAt the start of each of the aberration\u2019s turns, each creature within 5 feet of the aberration must succeed on a Wisdom saving throw against your spell save DC or take 2d6 psychic damage, provided that the aberration isn\u2019t incapacitated.\n\nACTIONS\nMultiattack\nThe aberration makes a number of attacks equal to half this spell\u2019s level (rounded down). \n\nClaws (Slaad Only).\nMelee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 3 + the spell\u2019s level slashing damage. If the target is a creature, it can\u2019t regain hit points until the start of the aberration\u2019s next turn.\n\nEye Ray (Beholderkin Only)\nRanged Spell Attack: your spell attack modifier to hit, range 150 ft., one creature. Hit: 1d8 + 3 + the spell\u2019s level psychic damage.\n\nPsychic Slam (Star Spawn Only)\nMelee Spell Attack: your spell attack modifier to hit, reach 5 ft., one creature. Hit: 1d8 + 3 + the spell\u2019s level psychic damage.", "duration": "Up to 1 hour", - "higher_level": "When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell’s level appears on the stat block.", - "id": 469, + "higher_level": "When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell\u2019s level appears on the stat block.", + "id": "a38da3ca-cc07-48c6-be0c-bab35397fd1e", "level": 4, "locations": [ { @@ -14625,10 +14625,10 @@ "M" ], "concentration": true, - "desc": "You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land, or Water. The creature resembles an animal of your choice that is native to the chosen environment, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.\nThe creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.\n\nBESTIAL SPIRIT\nSmall beast\n\nArmor Class: 11 + the level of the spell (natural armor)\nHit Points: 20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2nd\nSpeed: 30 ft., climb 30 ft. (Land only), fly 60 ft. (Air only), swim 30 ft. (Water only)\n\nSTR 18 (+4), DEX 11 (+0), CON 16 (+3)\nINT 4 (-3), WIS 14 (+2), CHA 5 (-3)\n\nSenses: darkvision 60 ft., passive Perception 12\nLanguages: understands the languages you speak\nChallenge: --\nProficiency Bonus: equals your bonus\n\nFlyby (Air Only)\nThe beast doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.\n\nPack Tactics (Land and Water Only)\nThe beast has advantage on an attack roll against a creature if at least one of the beast’s allies is within 5 feet of the creature and the ally isn’t incapacitated.\n\nWater Breathing (Water Only)\nThe beast can breathe only underwater.\n\nACTIONS\nMultiattack\nThe beast makes a number of attacks equal to half the spell’s level (rounded down).\n\nMaul\nMelee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell’s level piercing damage.", + "desc": "You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land, or Water. The creature resembles an animal of your choice that is native to the chosen environment, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.\nThe creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don\u2019t issue any, it takes the Dodge action and uses its move to avoid danger.\n\nBESTIAL SPIRIT\nSmall beast\n\nArmor Class: 11 + the level of the spell (natural armor)\nHit Points: 20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2nd\nSpeed: 30 ft., climb 30 ft. (Land only), fly 60 ft. (Air only), swim 30 ft. (Water only)\n\nSTR 18 (+4), DEX 11 (+0), CON 16 (+3)\nINT 4 (-3), WIS 14 (+2), CHA 5 (-3)\n\nSenses: darkvision 60 ft., passive Perception 12\nLanguages: understands the languages you speak\nChallenge: --\nProficiency Bonus: equals your bonus\n\nFlyby (Air Only)\nThe beast doesn\u2019t provoke opportunity attacks when it flies out of an enemy\u2019s reach.\n\nPack Tactics (Land and Water Only)\nThe beast has advantage on an attack roll against a creature if at least one of the beast\u2019s allies is within 5 feet of the creature and the ally isn\u2019t incapacitated.\n\nWater Breathing (Water Only)\nThe beast can breathe only underwater.\n\nACTIONS\nMultiattack\nThe beast makes a number of attacks equal to half the spell\u2019s level (rounded down).\n\nMaul\nMelee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell\u2019s level piercing damage.", "duration": "Up to 1 hour", - "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, use the higher level where the spell’s level appears in the stat block.", - "id": 470, + "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, use the higher level where the spell\u2019s level appears in the stat block.", + "id": "09457872-b35d-4c71-a9d1-aa1cb615f3e7", "level": 2, "locations": [ { @@ -14655,10 +14655,10 @@ "M" ], "concentration": true, - "desc": "You call forth a celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range. This corporeal form uses the Celestial Spirit stat block. When you cast the spell, choose Avenger or Defender. Your choice determines the creature’s attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.\nThe creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.\n\nCELESTIAL SPIRIT\nLarge celestial\n\nArmor Class: 11 + the level of the spell (natural armor) + 2 (Defender only)\nHit Points: 40 + 10 for each spell level above 5th\nSpeed: 30 ft., fly 40 ft.\n\n STR 16 (+3), DEX 14 (+2), CON 16 (+3)\nINT 10 (+0), WIS 14 (+2), CHA 16 (+3)\n\nDamage Resistances: radiant\nCondition Immunities: charmed, frightened\nSenses: darkvision 60 ft., passive Perception 12\nLanguages: Celestial, understands the languages you speak\nChallenge: --\nProficiency Bonus: equals your bonus\n\nACTIONS\nMultiattack\nThe celestial makes a number of attacks equal to half this spell’s level (rounded down).\n\nRadiant Bow (Avenger Only)\nRanged Weapon Attack: your spell attack modifier to hit, reach 150/600 ft., one target. Hit: 2d6 + 2 + the spell’s level radiant damage.\n\nRadiant Mace (Defender Only)\nMelee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 3 + the spell’s level radiant damage, and the celestial can choose itself or another creature it can see within 10 feet of the target. The chosen creature gain 1d10 temporary hit points.\n\nHealing Touch (1/Day)\nThe celestial touches another creature. The target magically regains hit points equal to 2d8 + the spell’s level.", + "desc": "You call forth a celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range. This corporeal form uses the Celestial Spirit stat block. When you cast the spell, choose Avenger or Defender. Your choice determines the creature\u2019s attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.\nThe creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don\u2019t issue any, it takes the Dodge action and uses its move to avoid danger.\n\nCELESTIAL SPIRIT\nLarge celestial\n\nArmor Class: 11 + the level of the spell (natural armor) + 2 (Defender only)\nHit Points: 40 + 10 for each spell level above 5th\nSpeed: 30 ft., fly 40 ft.\n\n STR 16 (+3), DEX 14 (+2), CON 16 (+3)\nINT 10 (+0), WIS 14 (+2), CHA 16 (+3)\n\nDamage Resistances: radiant\nCondition Immunities: charmed, frightened\nSenses: darkvision 60 ft., passive Perception 12\nLanguages: Celestial, understands the languages you speak\nChallenge: --\nProficiency Bonus: equals your bonus\n\nACTIONS\nMultiattack\nThe celestial makes a number of attacks equal to half this spell\u2019s level (rounded down).\n\nRadiant Bow (Avenger Only)\nRanged Weapon Attack: your spell attack modifier to hit, reach 150/600 ft., one target. Hit: 2d6 + 2 + the spell\u2019s level radiant damage.\n\nRadiant Mace (Defender Only)\nMelee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 3 + the spell\u2019s level radiant damage, and the celestial can choose itself or another creature it can see within 10 feet of the target. The chosen creature gain 1d10 temporary hit points.\n\nHealing Touch (1/Day)\nThe celestial touches another creature. The target magically regains hit points equal to 2d8 + the spell\u2019s level.", "duration": "Up to 1 hour", - "higher_level": "When you cast this spell using a spell slot of 6th level or higher, use the higher level whenever the spell’s level appears in the stat block.", - "id": 471, + "higher_level": "When you cast this spell using a spell slot of 6th level or higher, use the higher level whenever the spell\u2019s level appears in the stat block.", + "id": "6c58551f-e7bf-47cb-b63c-6262c20108d8", "level": 5, "locations": [ { @@ -14685,10 +14685,10 @@ "M" ], "concentration": true, - "desc": "You call forth the spirit of a construct. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Construct Spirit stat block. When you cast the spell, choose a material: Clay, Metal, or Stone. The creature resembles a golem or a modron (your choice) made of the chosen material, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.\nThe creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.\n\nCONSTRUCT SPIRIT\nMedium construct\n\nArmor Class: 13 + the level of the spell (natural armor)\nHit Points: 40 + 15 for each spell level above 3rd\nSpeed 30 ft.\n\nSTR 18 (+4), DEX 10 (+0), CON 18 (+4)\nINT 14 (+2), WIS 11 (+0), CHA 5 (-3)\n\nDamage Resistances: poison\nCondition Immunities: charmed, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned\nSenses: darkvision 60 ft., passive Perception 10\nLanguages: understands the languages you speak\nChallenge: --\nProficiency Bonus: equals your bonus\n\nHeated Body (Metal Only)\nA creature that touches the construct or hits it with a melee attack while within 5 feet of it takes 1d10 fire damage.\nStony Lethargy (Stone Only)\nWhen a creature the construct can see starts its turn within 10 feet of the construct, the construct can force it to make a Wisdom saving throw against your spell save DC. On a failed save, the target can’t use reactions and its speed is halved until the start of its next turn.\n\nACTIONS\nMultiattack\nThe construct makes a number of attacks equal to half this spell’s level (rounded down).\n\nSlam\nMelee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell’s level bludgeoning damage.\n\nREACTIONS\nBerserk Lashing (Clay Only)\nWhen the construct takes damage, it makes a slam attack against a random creature within 5 feet of it. If no creature is within reach, the construct moves up to half its speed toward an enemy it can see, without provoking opportunity attacks.", + "desc": "You call forth the spirit of a construct. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Construct Spirit stat block. When you cast the spell, choose a material: Clay, Metal, or Stone. The creature resembles a golem or a modron (your choice) made of the chosen material, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.\nThe creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don\u2019t issue any, it takes the Dodge action and uses its move to avoid danger.\n\nCONSTRUCT SPIRIT\nMedium construct\n\nArmor Class: 13 + the level of the spell (natural armor)\nHit Points: 40 + 15 for each spell level above 3rd\nSpeed 30 ft.\n\nSTR 18 (+4), DEX 10 (+0), CON 18 (+4)\nINT 14 (+2), WIS 11 (+0), CHA 5 (-3)\n\nDamage Resistances: poison\nCondition Immunities: charmed, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned\nSenses: darkvision 60 ft., passive Perception 10\nLanguages: understands the languages you speak\nChallenge: --\nProficiency Bonus: equals your bonus\n\nHeated Body (Metal Only)\nA creature that touches the construct or hits it with a melee attack while within 5 feet of it takes 1d10 fire damage.\nStony Lethargy (Stone Only)\nWhen a creature the construct can see starts its turn within 10 feet of the construct, the construct can force it to make a Wisdom saving throw against your spell save DC. On a failed save, the target can\u2019t use reactions and its speed is halved until the start of its next turn.\n\nACTIONS\nMultiattack\nThe construct makes a number of attacks equal to half this spell\u2019s level (rounded down).\n\nSlam\nMelee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell\u2019s level bludgeoning damage.\n\nREACTIONS\nBerserk Lashing (Clay Only)\nWhen the construct takes damage, it makes a slam attack against a random creature within 5 feet of it. If no creature is within reach, the construct moves up to half its speed toward an enemy it can see, without provoking opportunity attacks.", "duration": "Up to 1 hour", - "higher_level": "When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell’s level appears in the stat block.", - "id": 472, + "higher_level": "When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell\u2019s level appears in the stat block.", + "id": "f523978a-cad2-4bd3-b203-8060fed00bf3", "level": 4, "locations": [ { @@ -14716,10 +14716,10 @@ "M" ], "concentration": true, - "desc": "You call forth an elemental spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Elemental Spirit stat block. When you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature resembles a bipedal form wreathed in the chosen element, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.\nThe creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.\n\nELEMENTAL SPIRIT\nMedium elemental\n\nArmor Class: 11 + the level of the spell (natural armor)\nHit Points: 50 + 10 for each spell level above 3rd\nSpeed: 40 ft.; burrow 40 ft. (Earth only); fly 40 ft. (hover) (Air only); swim 40 ft. (Water only)\n\nSTR 18 (+4), DEX 15 (+2), CON 17 (+3)\nINT 4 (-3), WIS 10 (+0), CHA 16 (+3)\n\nDamage Resistances: acid (Water only); lightning and thunder (Air only); piercing and slashing (Earth only)\nDamage Immunities: poison; fire (Fire only)\nCondition Immunities: exhaustion, paralyzed, petrified, poisoned, unconscious\nSenses: darkvision 60 ft., passive Perception 10\nLanguages: Primordial, understands the languages you speak\nChallenge: --\nProficiency Bonus: equals your bonus\n\nAmorphous Form (Air, Fire, and Water Only)\nThe elemental can move through a space as narrow as 1 inch wide without squeezing.\n\nACTIONS\nMultiattack\nThe elemental makes a number of attacks equal to half this spell’s level (rounded down).\n\nSlam\nMelee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 4 + the spell’s level bludgeoning damage (Air, Earth, and Water only) or fire damage (Fire only).", + "desc": "You call forth an elemental spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Elemental Spirit stat block. When you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature resembles a bipedal form wreathed in the chosen element, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.\nThe creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don\u2019t issue any, it takes the Dodge action and uses its move to avoid danger.\n\nELEMENTAL SPIRIT\nMedium elemental\n\nArmor Class: 11 + the level of the spell (natural armor)\nHit Points: 50 + 10 for each spell level above 3rd\nSpeed: 40 ft.; burrow 40 ft. (Earth only); fly 40 ft. (hover) (Air only); swim 40 ft. (Water only)\n\nSTR 18 (+4), DEX 15 (+2), CON 17 (+3)\nINT 4 (-3), WIS 10 (+0), CHA 16 (+3)\n\nDamage Resistances: acid (Water only); lightning and thunder (Air only); piercing and slashing (Earth only)\nDamage Immunities: poison; fire (Fire only)\nCondition Immunities: exhaustion, paralyzed, petrified, poisoned, unconscious\nSenses: darkvision 60 ft., passive Perception 10\nLanguages: Primordial, understands the languages you speak\nChallenge: --\nProficiency Bonus: equals your bonus\n\nAmorphous Form (Air, Fire, and Water Only)\nThe elemental can move through a space as narrow as 1 inch wide without squeezing.\n\nACTIONS\nMultiattack\nThe elemental makes a number of attacks equal to half this spell\u2019s level (rounded down).\n\nSlam\nMelee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 4 + the spell\u2019s level bludgeoning damage (Air, Earth, and Water only) or fire damage (Fire only).", "duration": "Up to 1 hour", - "higher_level": "When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell’s level appears in the stat block.", - "id": 473, + "higher_level": "When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell\u2019s level appears in the stat block.", + "id": "9d568f2f-f624-4ed7-a94f-e9199309393c", "level": 4, "locations": [ { @@ -14748,10 +14748,10 @@ "M" ], "concentration": true, - "desc": "You call forth a fey spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Fey Spirit stat block. When you cast the spell, choose a mood: Fuming, Mirthful, or Tricksy. The creature resembles a fey creature of your choice marked by the chosen mood, which determines one of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.\nThe creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.\n\nFEY SPIRIT\nSmall fey\n\nArmor Class: 12 + the level of the spell (natural armor)\nHit Points: 30 + 10 for each spell level above 3rd\nSpeed: 40 ft.\n\nSTR 13 (+1), DEX 16 (+3), CON 14 (+2)\nINT 14 (+2), WIS 11 (+0), CHA 16 (+3)\n\nCondition Immunities: charmed\nSenses: darkvision 60 ft., passive Perception 10\nLanguages: Sylvan, understands the languages you speak\nChallenge: --\nProficiency Bonus: equals your bonus\n\nACTIONS\nMultiattack\nThe fey makes a number of attacks equal to half the spell’s level (rounded down).\n\nShortsword\nMelee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 3 + the spell’s level piercing damage + 1d6 force damage.\n\nBONUS ACTIONS\nFey Step\n The fey magically teleports up to 30 feet to an unoccupied space it can see. Then one of the following effects occurs, based on the fey’s chosen mood.\n\nFuming\nThe fey has advantage on the next attack roll it makes before the end of this turn.\n\nMirthful\nThe fey can force one creature it can see within 10 feet of it to make a Wisdom saving throw against your spell save DC. Unless the save succeeds, the target is charmed by you and the fey for 1 minute or until the target takes any damage.\n\nTricksy\nThe fey can fill a 5-foot cube within 5 feet of it with magical darkness, which lasts until the end of its next turn.", + "desc": "You call forth a fey spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Fey Spirit stat block. When you cast the spell, choose a mood: Fuming, Mirthful, or Tricksy. The creature resembles a fey creature of your choice marked by the chosen mood, which determines one of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.\nThe creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don\u2019t issue any, it takes the Dodge action and uses its move to avoid danger.\n\nFEY SPIRIT\nSmall fey\n\nArmor Class: 12 + the level of the spell (natural armor)\nHit Points: 30 + 10 for each spell level above 3rd\nSpeed: 40 ft.\n\nSTR 13 (+1), DEX 16 (+3), CON 14 (+2)\nINT 14 (+2), WIS 11 (+0), CHA 16 (+3)\n\nCondition Immunities: charmed\nSenses: darkvision 60 ft., passive Perception 10\nLanguages: Sylvan, understands the languages you speak\nChallenge: --\nProficiency Bonus: equals your bonus\n\nACTIONS\nMultiattack\nThe fey makes a number of attacks equal to half the spell\u2019s level (rounded down).\n\nShortsword\nMelee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 3 + the spell\u2019s level piercing damage + 1d6 force damage.\n\nBONUS ACTIONS\nFey Step\n The fey magically teleports up to 30 feet to an unoccupied space it can see. Then one of the following effects occurs, based on the fey\u2019s chosen mood.\n\nFuming\nThe fey has advantage on the next attack roll it makes before the end of this turn.\n\nMirthful\nThe fey can force one creature it can see within 10 feet of it to make a Wisdom saving throw against your spell save DC. Unless the save succeeds, the target is charmed by you and the fey for 1 minute or until the target takes any damage.\n\nTricksy\nThe fey can fill a 5-foot cube within 5 feet of it with magical darkness, which lasts until the end of its next turn.", "duration": "Up to 1 hour", - "higher_level": "When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell’s level appears in the stat block.", - "id": 474, + "higher_level": "When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell\u2019s level appears in the stat block.", + "id": "e00a67ab-a715-4272-b730-df049eda666e", "level": 3, "locations": [ { @@ -14778,10 +14778,10 @@ "M" ], "concentration": true, - "desc": "You call forth a fiendish spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Fiendish Spirit stat block. When you cast the spell, choose Demon, Devil, or Yugoloth. The creature resembles a fiend of the chosen type, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.\nThe creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.\n\nFIENDISH SPIRIT\nLarge fiend\n\nArmor Class: 12 + the level of the spell (natural armor)\nHit Points: 50 (Demon only) or 40 (Devil only) or 60 (Yugoloth only) + 15 for each spell level above 6th\nSpeed: 40 ft., climb 40 ft. (Demon only), fly 60 ft. (Devil only)\n\nSTR 13 (+1), DEX 16 (+3), CON 15 (+2)\nINT 10 (+0), WIS 10 (+0), CHA 16 (+3)\n\nDamage Resistances: fire\nDamage Immunities: poison\nCondition Immunities: poisoned\nSenses: darkvision 60 ft., passive Perception 10\nLanguages: Abyssal, Infernal, telepathy 60 ft.\nChallenge: --\nProficiency Bonus: equals your bonus\n\nDeath Throes (Demon Only)\nWhen the fiend drops to 0 hit points or the spell ends, the fiend explodes, and each creature within 10 feet of it must make a Dexterity saving throw against your spell save DC. A creature takes 2d10 + this spell’s level fire damage on a failed save, or half as much damage on a successful one.\n\nDevil’s Sight (Devil Only)\nMagical darkness doesn’t impede the fiend’s darkvision.\n\nMagic Resistance\nThe fiend has advantage on saving throws against spells and other magical effects.\n\nACTIONS\nMultiattack\nThe fiend makes a number of attacks equal to half this spell’s level (rounded down).\n\nBite (Demon Only)\nMelee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d12 + 3 + the spell’s level necrotic damage.\n\nClaws (Yugoloth Only)\nMelee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 3 + the spell’s level slashing damage. Immediately after the attack hits or misses, the fiend can magically teleport up to 30 feet to an unoccupied space it can see.\n\nHurl Flame (Devil Only)\nRanged Spell Attack: your spell attack modifier to hit, range 150 ft., one target. Hit: 2d6 + 3 + the spell’s level fire damage. If the target is a flammable object that isn’t being worn or carried, it also catches fire.", + "desc": "You call forth a fiendish spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Fiendish Spirit stat block. When you cast the spell, choose Demon, Devil, or Yugoloth. The creature resembles a fiend of the chosen type, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.\nThe creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don\u2019t issue any, it takes the Dodge action and uses its move to avoid danger.\n\nFIENDISH SPIRIT\nLarge fiend\n\nArmor Class: 12 + the level of the spell (natural armor)\nHit Points: 50 (Demon only) or 40 (Devil only) or 60 (Yugoloth only) + 15 for each spell level above 6th\nSpeed: 40 ft., climb 40 ft. (Demon only), fly 60 ft. (Devil only)\n\nSTR 13 (+1), DEX 16 (+3), CON 15 (+2)\nINT 10 (+0), WIS 10 (+0), CHA 16 (+3)\n\nDamage Resistances: fire\nDamage Immunities: poison\nCondition Immunities: poisoned\nSenses: darkvision 60 ft., passive Perception 10\nLanguages: Abyssal, Infernal, telepathy 60 ft.\nChallenge: --\nProficiency Bonus: equals your bonus\n\nDeath Throes (Demon Only)\nWhen the fiend drops to 0 hit points or the spell ends, the fiend explodes, and each creature within 10 feet of it must make a Dexterity saving throw against your spell save DC. A creature takes 2d10 + this spell\u2019s level fire damage on a failed save, or half as much damage on a successful one.\n\nDevil\u2019s Sight (Devil Only)\nMagical darkness doesn\u2019t impede the fiend\u2019s darkvision.\n\nMagic Resistance\nThe fiend has advantage on saving throws against spells and other magical effects.\n\nACTIONS\nMultiattack\nThe fiend makes a number of attacks equal to half this spell\u2019s level (rounded down).\n\nBite (Demon Only)\nMelee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d12 + 3 + the spell\u2019s level necrotic damage.\n\nClaws (Yugoloth Only)\nMelee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 3 + the spell\u2019s level slashing damage. Immediately after the attack hits or misses, the fiend can magically teleport up to 30 feet to an unoccupied space it can see.\n\nHurl Flame (Devil Only)\nRanged Spell Attack: your spell attack modifier to hit, range 150 ft., one target. Hit: 2d6 + 3 + the spell\u2019s level fire damage. If the target is a flammable object that isn\u2019t being worn or carried, it also catches fire.", "duration": "Up to 1 hour", - "higher_level": "When you cast this spell using a spell slot of 7th level or higher, use the higher level wherever the spell’s level appears in the stat block.", - "id": 475, + "higher_level": "When you cast this spell using a spell slot of 7th level or higher, use the higher level wherever the spell\u2019s level appears in the stat block.", + "id": "0dfd2fc9-60d7-44bd-ae84-99dbf13c10cf", "level": 6, "locations": [ { @@ -14808,10 +14808,10 @@ "M" ], "concentration": true, - "desc": "You call forth a shadowy spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Shadow Spirit stat block. When you cast the spell, choose an emotion: Fury, Despair, or Fear. The creature resembles a misshapen biped marked by the chosen emotion, which determines certain traits in its stat block. The creature disappears when it drop to 0 hit points or when the spell ends.\nThe creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after your. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and it uses its move to avoid danger.\n\nSHADOW SPIRIT\nMedium monstrosity\n\nArmor Class: 11 + the level of the spell (natural armor)\nHit Points: 35 + 15 for each spell level above 3rd \nSpeed: 40 ft.\n\nSTR 13 (+1), DEX 16 (+3), CON 15 (+2)\nINT 4 (-3), WIS 10 (+0), CHA 16 (+3)\n\nDamage Resistances: necrotic\nCondition Immunities: frightened\nSenses: darkvision 120 ft., passive Perception 10\nLanguages: understands the languages you speak\nChallenge: --\nProficiency Bonus: equals your bonus\n\nTerror Frenzy (Fury Only)\nThe spirit has advantage on attack rolls against frightened creatures.\n\nWeight of Sorrow (Despair Only)\nAny creature, other than you, that starts its turn within 5 feet of the spirit has its speed reduced by 20 feet until the start of that creature’s next turn.\n\nACTIONS\nMultiattack\nThe spirit makes a number of attacks equal to half this spell’s level (rounded down).\n\nChilling Rend\nMelee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d12 + 3 + the spell’s level cold damage.\n\nDreadful Scream (1/Day)\nThe spirit screams. Each creature within 30 feet of it must succeed on a Wisdom saving throw against your spell save DC or be frightened of the spirit for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\n\nBONUS ACTION\nShadow Stealth (Fear Only)\nWhile in dim light or darkness, the spirit takes the Hide action.", + "desc": "You call forth a shadowy spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Shadow Spirit stat block. When you cast the spell, choose an emotion: Fury, Despair, or Fear. The creature resembles a misshapen biped marked by the chosen emotion, which determines certain traits in its stat block. The creature disappears when it drop to 0 hit points or when the spell ends.\nThe creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after your. It obeys your verbal commands (no action required by you). If you don\u2019t issue any, it takes the Dodge action and it uses its move to avoid danger.\n\nSHADOW SPIRIT\nMedium monstrosity\n\nArmor Class: 11 + the level of the spell (natural armor)\nHit Points: 35 + 15 for each spell level above 3rd \nSpeed: 40 ft.\n\nSTR 13 (+1), DEX 16 (+3), CON 15 (+2)\nINT 4 (-3), WIS 10 (+0), CHA 16 (+3)\n\nDamage Resistances: necrotic\nCondition Immunities: frightened\nSenses: darkvision 120 ft., passive Perception 10\nLanguages: understands the languages you speak\nChallenge: --\nProficiency Bonus: equals your bonus\n\nTerror Frenzy (Fury Only)\nThe spirit has advantage on attack rolls against frightened creatures.\n\nWeight of Sorrow (Despair Only)\nAny creature, other than you, that starts its turn within 5 feet of the spirit has its speed reduced by 20 feet until the start of that creature\u2019s next turn.\n\nACTIONS\nMultiattack\nThe spirit makes a number of attacks equal to half this spell\u2019s level (rounded down).\n\nChilling Rend\nMelee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d12 + 3 + the spell\u2019s level cold damage.\n\nDreadful Scream (1/Day)\nThe spirit screams. Each creature within 30 feet of it must succeed on a Wisdom saving throw against your spell save DC or be frightened of the spirit for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\n\nBONUS ACTION\nShadow Stealth (Fear Only)\nWhile in dim light or darkness, the spirit takes the Hide action.", "duration": "Up to 1 hour", - "higher_level": "When you cast the spell using a spell slot of 4th level or higher, use the higher level wherever the spell’s level appears on the stat block.", - "id": 476, + "higher_level": "When you cast the spell using a spell slot of 4th level or higher, use the higher level wherever the spell\u2019s level appears on the stat block.", + "id": "df0581eb-c751-4ea5-b298-ce2bdf7c4e3f", "level": 3, "locations": [ { @@ -14838,10 +14838,10 @@ "M" ], "concentration": true, - "desc": "You call forth an undead spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Undead Spirit stat block. When you cast the spell, choose the creature’s form: Ghostly, Putrid, or Skeletal. The spirit resembles an undead creature with the chosen form, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.\nThe creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.\n\nUNDEAD SPIRIT\nMedium undead\n\nArmor Class: 11 + the level of the spell (natural armor)\nHit Points: 30 (Ghostly and Putrid only) or 20 (Skeletal only) + 10 for each spell level above 3rd\nSpeed: 30 ft., fly 40 ft. (hover) (Ghostly only)\n\nSTR 12 (+1), DEX 16 (+3), CON 15 (+2)\nINT 4 (-3), WIS 10 (+0), CHA 9 (-1)\n\nDamage Immunities: necrotic, poison\nCondition Immunities: exhaustion, frightened, paralyzed, poisoned\nSenses: darkvision 60 ft., passive Perception 10\nLanguages: understands the languages you speak\nChallenge: --\nProficiency Bonus: equals your bonus\n\nFestering Aura (Putrid Only)\nAny creature, other than you, that starts its turn within 5 feet of the spirit must succeed on a Constitution saving throw against your spell save DC or be poisoned until the start of its next turn.\n\nIncorporeal Passage (Ghostly Only)\nThe spirit can move through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled.\n\nACTIONS\nMultiattack\nThe spirit makes a number of attacks equal to half the spell’s level (rounded down).\n\nDeathly Touch (Ghostly Only)\nMelee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 3 + the spell’s level necrotic damage, and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of the undead until the end of the target’s next turn.\n\nGrave Bolt (Skeletal Only)\nRanged Weapon Attack: your spell attack modifier to hit, reach 150 ft., one target. Hit: 2d4 + 3 + the spell’s level necrotic damage.\n\nRotting Claw (Putrid Only)\nMelee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 3 + the spell’s level slashing damage. If the target is poisoned, it must succeed on a Constitution saving throw against your spell save DC or be paralyzed until the end of its next turn.", + "desc": "You call forth an undead spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Undead Spirit stat block. When you cast the spell, choose the creature\u2019s form: Ghostly, Putrid, or Skeletal. The spirit resembles an undead creature with the chosen form, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.\nThe creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don\u2019t issue any, it takes the Dodge action and uses its move to avoid danger.\n\nUNDEAD SPIRIT\nMedium undead\n\nArmor Class: 11 + the level of the spell (natural armor)\nHit Points: 30 (Ghostly and Putrid only) or 20 (Skeletal only) + 10 for each spell level above 3rd\nSpeed: 30 ft., fly 40 ft. (hover) (Ghostly only)\n\nSTR 12 (+1), DEX 16 (+3), CON 15 (+2)\nINT 4 (-3), WIS 10 (+0), CHA 9 (-1)\n\nDamage Immunities: necrotic, poison\nCondition Immunities: exhaustion, frightened, paralyzed, poisoned\nSenses: darkvision 60 ft., passive Perception 10\nLanguages: understands the languages you speak\nChallenge: --\nProficiency Bonus: equals your bonus\n\nFestering Aura (Putrid Only)\nAny creature, other than you, that starts its turn within 5 feet of the spirit must succeed on a Constitution saving throw against your spell save DC or be poisoned until the start of its next turn.\n\nIncorporeal Passage (Ghostly Only)\nThe spirit can move through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled.\n\nACTIONS\nMultiattack\nThe spirit makes a number of attacks equal to half the spell\u2019s level (rounded down).\n\nDeathly Touch (Ghostly Only)\nMelee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 3 + the spell\u2019s level necrotic damage, and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of the undead until the end of the target\u2019s next turn.\n\nGrave Bolt (Skeletal Only)\nRanged Weapon Attack: your spell attack modifier to hit, reach 150 ft., one target. Hit: 2d4 + 3 + the spell\u2019s level necrotic damage.\n\nRotting Claw (Putrid Only)\nMelee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 3 + the spell\u2019s level slashing damage. If the target is poisoned, it must succeed on a Constitution saving throw against your spell save DC or be paralyzed until the end of its next turn.", "duration": "Up to 1 hour", - "higher_level": "When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell’s level appears in the stat block.", - "id": 477, + "higher_level": "When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell\u2019s level appears in the stat block.", + "id": "138f5a3e-22f2-43d7-961e-f74f72a90bb9", "level": 3, "locations": [ { @@ -14868,10 +14868,10 @@ "V" ], "concentration": false, - "desc": "You create a momentary circle of spectral blades that sweep around you. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 force damage.\nThis spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", + "desc": "You create a momentary circle of spectral blades that sweep around you. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 force damage.\nThis spell\u2019s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", "duration": "Instantaneous", "higher_level": "", - "id": 478, + "id": "ee1eb736-eb5f-422b-b268-2323ead181c1", "level": 0, "locations": [ { @@ -14899,10 +14899,10 @@ "M" ], "concentration": true, - "desc": "A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell’s duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 2d4 acid damage at start of each of its turns.", + "desc": "A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell\u2019s duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 2d4 acid damage at start of each of its turns.", "duration": "Up to 1 minute", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d4 for each slot level above 1st.", - "id": 479, + "id": "90e40c30-6b9a-4a99-8d85-4f53485c1d51", "level": 1, "locations": [ { @@ -14927,10 +14927,10 @@ "V" ], "concentration": false, - "desc": "You psychically lash out at one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage, and it can’t take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell’s other effects.", + "desc": "You psychically lash out at one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage, and it can\u2019t take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell\u2019s other effects.", "duration": "1 round", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.", - "id": 480, + "id": "823bcd2b-6049-4016-adf0-3bd7f6062f39", "level": 2, "locations": [ { @@ -14958,10 +14958,10 @@ "M" ], "concentration": true, - "desc": "Uttering an incantation, you draw on the magic of the Lower Planes or Upper Planes (your choice) to transform yourself. You gain the following bene its until the spell ends:\n\n•You are immune to fire and poison damage (Lower Planes) or radiant and necrotic damage (Upper Planes).\n•You are immune to the poisoned condition (Lower Planes) or the charmed condition (Upper Planes).\n•Spectral wings appear on your back, giving you a flying speed of 40 feet.\n•You have a +2 bonus to AC.\n•All your weapon attacks are magical, and when you make a weapon attack, you can use your spellcasting ability modifier, instead of Strength or Dexterity, for the attack and damage rolls.\n•You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that lets you attack more than once when you take the Attack action on your turn.", + "desc": "Uttering an incantation, you draw on the magic of the Lower Planes or Upper Planes (your choice) to transform yourself. You gain the following bene its until the spell ends:\n\n\u2022You are immune to fire and poison damage (Lower Planes) or radiant and necrotic damage (Upper Planes).\n\u2022You are immune to the poisoned condition (Lower Planes) or the charmed condition (Upper Planes).\n\u2022Spectral wings appear on your back, giving you a flying speed of 40 feet.\n\u2022You have a +2 bonus to AC.\n\u2022All your weapon attacks are magical, and when you make a weapon attack, you can use your spellcasting ability modifier, instead of Strength or Dexterity, for the attack and damage rolls.\n\u2022You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that lets you attack more than once when you take the Attack action on your turn.", "duration": "Up to 1 minute", "higher_level": "", - "id": 481, + "id": "afb46bf7-90c0-45e1-bd8d-a92976f56515", "level": 6, "locations": [ { @@ -14991,20 +14991,20 @@ "desc": "Do you need to squeeze a few more gold pieces out of a merchant as you try to sell that weird octopus statue you liberated from the chaos temple? Do you need to downplay the worth of some magical assets when the tax collector stops by? Distort value has you covered.\nYou cast this spell on an object no more than 1 foot on a side, doubling the object's perceived value by adding illusory flourishes or polish to it, or reducing its perceived value by half with the help of illusory scratches, dents, and other unsightly features. Anyone examining the object can ascertain its true value with a successful Intelligence (Investigation) check against your spell save DC.", "duration": "8 hours", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the maximum size of the object increases by 1 foot for each slot level above 1st.", - "id": 482, + "id": "38d95ff5-a47c-4f8b-be2d-8c613c9805e7", "level": 1, + "locations": [ + { + "page": 75, + "sourcebook": "AI" + } + ], "material": "", "name": "Distort Value", "range": "Touch", "ritual": false, "school": "Illusion", - "subclasses": [], - "locations": [ - { - "sourcebook": "AI", - "page": 75 - } - ] + "subclasses": [] }, { "casting_time": "1 action", @@ -15020,20 +15020,20 @@ "desc": "When you need to make sure something gets done, you can't rely on vague promises, sworn oaths, or binding contracts of employment. When you cast this spell, choose one humanoid within range that can see and hear you, and that can understand you. The creature must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed in this way, it undertakes to perform any services or activities you ask of it in a friendly manner, to the best of its ability.\nYou can set the creature new tasks when a previous task is completed, or if you decide to end its current task. If the service or activity might cause harm to the creature. or if it conflicts with the creature's normal activities and desires. the creature can make another Wisdom saving throw to try to end the effect. This save is made with advantage if you or your companions are fighting the creature. If the activity would result in certain death for the creature, the spell ends.\nWhen the spell ends, the creature knows it was charmed by you.", "duration": "Up to 1 hour", "higher_level": "When you cast this spell using a spell slot of 4th level or higher. you can target one additional creature for each slot level above 3rd.", - "id": 483, + "id": "34f5520f-043f-4420-81ea-469de5f13dee", "level": 3, + "locations": [ + { + "page": 75, + "sourcebook": "AI" + } + ], "material": "", "name": "Fast Friends", "range": "30 feet", "ritual": false, "school": "Enchantment", - "subclasses": [], - "locations": [ - { - "sourcebook": "AI", - "page": 75 - } - ] + "subclasses": [] }, { "casting_time": "1 reaction, which you take when you speak to another creature", @@ -15050,21 +15050,21 @@ "desc": "Jim Darkmagic is said to have invented this spell, originally calling it I said what?! Have you ever been talking to the local monarch and accidentally mentioned how their son looks like your favorite hog from when you were growing up on the family farm? We've all been there! But rather than being beheaded for an honest slip of the tongue, you can pretend it never happened - by ensuring that no one knows it happened.\nWhen you cast this spell, you skillfully reshape the memories of listeners in your immediate area, so that each creature of your choice within 5 feet of you forgets everything you said within the last 6 seconds. Those creatures then remember that you actually said the words you speak as the verbal component of the spell.", "duration": "Instantaneous", "higher_level": "", - "id": 484, + "id": "45cf3655-4836-4e12-afe6-251e0fe90c60", "level": 2, + "locations": [ + { + "page": 76, + "sourcebook": "AI" + } + ], "material": "", - "royalty": "2 gp", "name": "Gift of Gab", "range": "Self", "ritual": false, + "royalty": "2 gp", "school": "Enchantment", - "subclasses": [], - "locations": [ - { - "sourcebook": "AI", - "page": 76 - } - ] + "subclasses": [] }, { "casting_time": "1 action", @@ -15083,20 +15083,20 @@ "desc": "When you cast this spell, you present the gem used as the material component and choose any number of creatures within range that can see you. Each target must succeed on a Wisdom saving throw or be charmed by you until the spell ends, or until you or your companions do anything harmful to it. While charmed in this way, a creature can do nothing but use its movement to approach you in a safe manner. While an affected creature is within 5 feel of you, it cannot move, but simply stares greedily at the gem you present.\nAt the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.", "duration": "Up to 1 minute", "higher_level": "", - "id": 485, + "id": "6e186e16-3e66-48f3-8b3b-fe261c3fb9d7", "level": 3, + "locations": [ + { + "page": 76, + "sourcebook": "AI" + } + ], "material": "A gem worth at least 50 gp.", "name": "Incite Greed", "range": "30 feet", "ritual": false, "school": "Enchantment", - "subclasses": [], - "locations": [ - { - "sourcebook": "AI", - "page": 76 - } - ] + "subclasses": [] }, { "casting_time": "1 action", @@ -15112,21 +15112,21 @@ "desc": "Of the many tactics employed by master magician and renowned adventurer Jim Darkmagic, the old glowing coin trick is a time-honored classic. When you cast the spell, you hurl the coin that is the spell's material component to any spot within range. The coin lights up as if under the effect of a light spell. Each creature of your choice that you can see within 30 feet of the coin must succeed on a Wisdom saving throw or be distracted for the duration. While distracted, a creature has disadvantage on Wisdom (Perception) checks and initiative rolls.", "duration": "1 minute", "higher_level": "", - "id": 486, + "id": "cd592b75-7462-4c5c-a06c-a8c5119c374c", "level": 2, + "locations": [ + { + "page": 76, + "sourcebook": "AI" + } + ], "material": "A coin.", - "royalty": "2 gp", "name": "Jim's Glowing Coin", "range": "60 feet", "ritual": false, + "royalty": "2 gp", "school": "Enchantment", - "subclasses": [], - "locations": [ - { - "sourcebook": "AI", - "page": 76 - } - ] + "subclasses": [] }, { "casting_time": "1 action", @@ -15142,21 +15142,21 @@ "desc": "Any apprentice wizard can cast a boring old magic missile. Sure, it always strikes its target. Yawn. Do away with the drudgery of your grandfather's magic with this improved version of the spell, as used by Jim Darkmagic!\nYou create three twisting, whistling, hypoallergenic, gluten-free darts of magical force. Each dart targets a creature of your choice that you can see within range. Make a ranged spell attack for each missile. On a hit, a missile deals 2d4 force damage to its target.\nIf the attack roll scores a critical hit, the target of that missile takes 5d4 force damage instead of you rolling damage twice for a critical hit. If the attack roll for any missile is a 1, all missiles miss their targets and blow up in your face, dealing 1 force damage per missile to you.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart, and the royalty component increases by 1 gp, for each slot level above 1st.", - "id": 487, + "id": "8f490307-646c-4422-9612-1a5279665d78", "level": 1, + "locations": [ + { + "page": 76, + "sourcebook": "AI" + } + ], "material": "", - "royalty": "1 gp", "name": "Jim's Magic Missile", "range": "120 feet", "ritual": false, + "royalty": "1 gp", "school": "Evocation", - "subclasses": [], - "locations": [ - { - "sourcebook": "AI", - "page": 76 - } - ] + "subclasses": [] }, { "casting_time": "1 minute", @@ -15171,108 +15171,108 @@ "desc": "You address allies, staff, or innocent bystanders to exhort and inspire them to greatness, whether they have anything to get excited about or not. Choose up to five creatures within range that can hear you. For the duration, each affected creature gains 5 temporary hit points and has advantage on Wisdom saving throws. If an affected creature is hit by an attack, it has advantage on the next attack roll it makes. Once an affected creature loses the temporary hit points granted by this spell, the spell ends for that creature.", "duration": "1 hour", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the temporary hit points increase by 5 for each slot level above 3rd.", - "id": 488, + "id": "22403bc3-cf17-44bd-986f-127b7806a7c0", "level": 3, + "locations": [ + { + "page": 77, + "sourcebook": "AI" + } + ], "material": "", "name": "Motivational Speech", "range": "60 feet", "ritual": false, "school": "Enchantment", - "subclasses": [], - "locations": [ - { - "sourcebook": "AI", - "page": 77 - } - ] + "subclasses": [] }, { - "name": "Flock of Familiars", - "desc": "You temporarily summon three familiars spirits that take animal forms of your choice. Each familiar uses the same rules and options for a familiar conjured by the find familiar spell. All the familiars conjured by this spell must be the same type of creature (celestials, fey, or fiends; your choice). If you already have a familiar conjured by the find familiar spell or similar means, then one fewer familiars are conjured by this spell.\nFamiliars summoned by this spell can telepathically communicate with you and share their visual or auditory senses while they are within 1 mile of you.\nWhen you cast a spell with a range of touch, one of the familiars conjured by this spell can deliver the spell, as normal. However, you can cast a touch spell through only one familiar per turn.", - "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you conjure an additional familiar for each slot level above 2nd.", - "range": "Touch", - "material": "", - "ritual": false, - "duration": "Up to 1 hour", - "concentration": true, "casting_time": "1 minute", - "level": 2, - "school": "Conjuration", - "components": [ - "V", - "S" - ], "classes": [ "Warlock", "Wizard" ], - "subclasses": [], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "You temporarily summon three familiars spirits that take animal forms of your choice. Each familiar uses the same rules and options for a familiar conjured by the find familiar spell. All the familiars conjured by this spell must be the same type of creature (celestials, fey, or fiends; your choice). If you already have a familiar conjured by the find familiar spell or similar means, then one fewer familiars are conjured by this spell.\nFamiliars summoned by this spell can telepathically communicate with you and share their visual or auditory senses while they are within 1 mile of you.\nWhen you cast a spell with a range of touch, one of the familiars conjured by this spell can deliver the spell, as normal. However, you can cast a touch spell through only one familiar per turn.", + "duration": "Up to 1 hour", + "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you conjure an additional familiar for each slot level above 2nd.", + "id": "1da05d31-34e3-46e4-b4f1-55149e58379d", + "level": 2, "locations": [ { - "sourcebook": "LLK", - "page": 57 + "page": 57, + "sourcebook": "LLK" } ], - "id": 489 + "material": "", + "name": "Flock of Familiars", + "range": "Touch", + "ritual": false, + "school": "Conjuration", + "subclasses": [] }, { - "name": "Galder's Speedy Courier", - "desc": "You summon a Small air elemental to a spot within range. The air elemental is formless, nearly transparent, immune to all damage, and cannot interact with other creatures or objects. It carries an open, empty chest whose interior dimensions are 3 feet on each side. While the spell lasts, you can deposit as many items inside the chest as will fit. You can then name a living creature you have met and seen at least once before, or any creature for which you possess a body part, lock of hair, clipping from a nail, or similar portion of the creature’s body. As soon as the lid of the chest is closed, the elemental and the chest disappear, then reappear adjacent to the target creature. If the target creature is on another plane, or if it is proofed against magical detection or location, the contents of the chest reappear on the ground at your feet. The target creature is made aware of the chest’s contents before it chooses whether or not to open it, and knows how much of the spell’s duration remains in which it can retrieve them. No other creature can open the chest and retrieve its contents. When the spell expires or when all the contents of the chest have been removed, the elemental and the chest disappear. The elemental also disappears if the target creature orders it to return the items to you. When the elemental disappears, any items not taken from the chest reappear on the ground at your feet.", - "higher_level": "When you cast this spell using an 8th-level spell slot, you can send the chest to a creature on a different plane of existence from you.", - "range": "10 feet", - "material": "25 gold pieces, or mineral goods of equivalent value, which the spell consumes.", - "ritual": false, - "duration": "10 minutes", - "concentration": false, "casting_time": "1 action", - "level": 4, - "school": "Conjuration", + "classes": [ + "Warlock", + "Wizard" + ], "components": [ "V", "S", "M" ], - "classes": [ - "Warlock", - "Wizard" - ], - "subclasses": [], + "concentration": false, + "desc": "You summon a Small air elemental to a spot within range. The air elemental is formless, nearly transparent, immune to all damage, and cannot interact with other creatures or objects. It carries an open, empty chest whose interior dimensions are 3 feet on each side. While the spell lasts, you can deposit as many items inside the chest as will fit. You can then name a living creature you have met and seen at least once before, or any creature for which you possess a body part, lock of hair, clipping from a nail, or similar portion of the creature\u2019s body. As soon as the lid of the chest is closed, the elemental and the chest disappear, then reappear adjacent to the target creature. If the target creature is on another plane, or if it is proofed against magical detection or location, the contents of the chest reappear on the ground at your feet. The target creature is made aware of the chest\u2019s contents before it chooses whether or not to open it, and knows how much of the spell\u2019s duration remains in which it can retrieve them. No other creature can open the chest and retrieve its contents. When the spell expires or when all the contents of the chest have been removed, the elemental and the chest disappear. The elemental also disappears if the target creature orders it to return the items to you. When the elemental disappears, any items not taken from the chest reappear on the ground at your feet.", + "duration": "10 minutes", + "higher_level": "When you cast this spell using an 8th-level spell slot, you can send the chest to a creature on a different plane of existence from you.", + "id": "b806dcc9-e33b-4c90-b174-56e46acb9169", + "level": 4, "locations": [ { - "sourcebook": "LLK", - "page": 57 + "page": 57, + "sourcebook": "LLK" } ], - "id": 490 + "material": "25 gold pieces, or mineral goods of equivalent value, which the spell consumes.", + "name": "Galder's Speedy Courier", + "range": "10 feet", + "ritual": false, + "school": "Conjuration", + "subclasses": [] }, { - "name": "Galder's Tower", - "desc": "You conjure a two-story tower made of stone, wood, or similar suitably sturdy materials. The tower can be round or square in shape. Each level of the tower is 10 feet tall and has an area of up to 100 square feet. Access between levels consists of a simple ladder and hatch. Each level takes one of the following forms, chosen by you when you cast the spell:\n• A bedroom with a bed, chairs, chest, and magical fireplace\n• A study with desks, books, bookshelves, parchments, ink, and ink pens\n• A dining space with a table, chairs, magical fireplace, containers, and cooking utensils\n• A lounge with couches, armchairs, side tables and footstools\n• A washroom with toilets, washtubs, a magical brazier, and sauna benches\n• An observatory with a telescope and maps of the night sky\n• An unfurnished, empty room The interior of the tower is warm and dry, regardless of conditions outside. Any equipment or furnishings conjured with the tower dissipate into smoke if removed from it. At the end of the spell’s duration, all creatures and objects within the tower that were not created by the spell appear safely outside on the ground, and all traces of the tower and its furnishings disappear.\nYou can cast this spell again while it is active to maintain the tower’s existence for another 24 hours. You can create a permanent tower by casting this spell in the same location and with the same configuration every day for one year.", - "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the tower can have one additional story for each slot level beyond 3rd.", - "range": "30 feet", - "material": "A fragment of stone, wood, or other building material.", - "ritual": false, - "duration": "24 hours", - "concentration": false, "casting_time": "10 minutes", - "level": 3, - "school": "Conjuration", + "classes": [ + "Wizard" + ], "components": [ "V", "S", "M" ], - "classes": [ - "Wizard" - ], - "subclasses": [], + "concentration": false, + "desc": "You conjure a two-story tower made of stone, wood, or similar suitably sturdy materials. The tower can be round or square in shape. Each level of the tower is 10 feet tall and has an area of up to 100 square feet. Access between levels consists of a simple ladder and hatch. Each level takes one of the following forms, chosen by you when you cast the spell:\n\u2022 A bedroom with a bed, chairs, chest, and magical fireplace\n\u2022 A study with desks, books, bookshelves, parchments, ink, and ink pens\n\u2022 A dining space with a table, chairs, magical fireplace, containers, and cooking utensils\n\u2022 A lounge with couches, armchairs, side tables and footstools\n\u2022 A washroom with toilets, washtubs, a magical brazier, and sauna benches\n\u2022 An observatory with a telescope and maps of the night sky\n\u2022 An unfurnished, empty room The interior of the tower is warm and dry, regardless of conditions outside. Any equipment or furnishings conjured with the tower dissipate into smoke if removed from it. At the end of the spell\u2019s duration, all creatures and objects within the tower that were not created by the spell appear safely outside on the ground, and all traces of the tower and its furnishings disappear.\nYou can cast this spell again while it is active to maintain the tower\u2019s existence for another 24 hours. You can create a permanent tower by casting this spell in the same location and with the same configuration every day for one year.", + "duration": "24 hours", + "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the tower can have one additional story for each slot level beyond 3rd.", + "id": "9edad62c-eb45-49ae-8d94-b350a0e74fd5", + "level": 3, "locations": [ { - "sourcebook": "LLK", - "page": 57 + "page": 57, + "sourcebook": "LLK" } ], - "id": 491 + "material": "A fragment of stone, wood, or other building material.", + "name": "Galder's Tower", + "range": "30 feet", + "ritual": false, + "school": "Conjuration", + "subclasses": [] }, { "casting_time": "1 hour", @@ -15285,23 +15285,23 @@ "M" ], "concentration": false, - "desc": "While casting the spell, you place a vial of quicksilver in the chest of a life-sized human doll stuffed with ash or dust. You then stitch up the doll and drip your blood on it. At the end of the casting, you tap the doll with a crys­tal rod, transforming it into a magen clothed in whatever the doll was wearing. The type of magen is chosen by you during the casting of the spell. See the stat blocks below for different kinds of magen and their statistics.\nWhen the magen appears, your hit point maximum decreases by an amount equal to the magen's challenge rating (minimum reduction of 1). Only a wish spell can undo this reduction to your hit point maximum.\nAny magen you create with this spell obeys your com­mands without question.\n\n\nDEMOS MAGEN\nMedium construct, unaligned\n\nArmor Class: 16 (chain mail)\nHit Points: 51 (6d8 + 24)\nSpeed: 30 ft.\n\nSTR 14 (+2), DEX 14 (+2), CON 18 (+4)\nINT 10 (+0), WIS 10 (+0), CHA 7 (-2)\n\nDamage Immunities: poison\nCondition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned\nSenses: passive Perception 10\nLanguages: understands the languages of its creator but can't speak\nChallenge 2 (450 XP)\n\nFiery End\nIf the magen dies, its body disintegrates in a harm­less burst of fire and smoke, leaving behind anything it was wearing or carrying.\n\nMagic Resistance\nThe magen has advantage on saving throws against spells and other magical effects.\n\nUnusual Nature\nThe magen doesn't require air, food, drink, or sleep.\n\nACTIONS\nMultiattack\nThe magen makes two melee attacks.\n\nGreatsword\nMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.\n\nLight Crossbow\nRanged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage.\n\n\nGALVAN MAGEN\nMedium construct, unaligned\n\nArmor Class: 14\nHit Points: 68 (8d8 + 32)\nSpeed: 30 ft., fly 30 ft. (hover)\n\nSTR 10 (+0), DEX 18 (+4), CON 18 (+4)\nINT 12(+1), WIS 10 (+0), CHA 7 (-2)\n\nDamage Immunities: lightning, poison\nCondition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned\nSenses: passive Perception 10\nLanguages: understands the languages of its creator but can't speak\nChallenge: 3 (700 XP)\n\nFiery End\n If the magen dies, its body disintegrates in a harm­less burst of fire and smoke, leaving behind anything it was wearing or carrying.\n\nMagic Resistance\nThe magen has advantage on saving throws against spells and other magical effects.\n\nUnusual Nature\nThe magen doesn't require air, food, drink, or sleep.\n\nACTIONS\nMultiattack\nThe magen makes two Shocking Touch attacks.\n\nShocking Touch\nMelee Spell Attack: +6 to hit, reach 5 ft., one target (the magen has advantage on the attack roll if the target is wearing armor made of metal). Hit: 7 (1d6 + 4) light­ning damage.\n\nStatic Discharge (Recharge 5-6)\nThe magen discharges a light­ning bolt in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw (with disad­vantage if the creature is wearing armor made of metal), taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.\n\n\nHYPNOS MAGEN\nMedium construct, unaligned\n\nArmor Class: 12\nHit Points: 34 (4d8 + 16)\nSpeed: 30 ft.\n\nSTR 10 (+0), DEX 14 (+2), CON 18 (+4)\nINT 14 (+2), WIS 10 (+0), CHA 7 (-2)\n\nDamage Immunities: poison\nCondition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned\nSenses: passive Perception 10\nLanguages: understands the languages of its creator but can't speak, telepathy 30 ft.\nChallenge: 1 (200 XP)\n\nFiery End\nIf the magen dies, its body disintegrates in a harm­less burst of fire and smoke, leaving behind anything it was wearing or carrying.\n\nMagic Resistance\nThe magen has advantage on saving throws against spells and other magical effects.\n\nUnusual Nature\nThe magen doesn't require air, food, drink, or sleep.\n\nACTIONS\nPsychic Lash\nThe magen's eyes glow silver as it targets one creature that it can see within 60 feet of it. The target must succeed on a DC 12 Wisdom saving throw or take 11 (2d10) psychic damage.\n\nSuggestion\nThe magen casts the suggestion spell (save DC 12) , requiring no material components. The target must be a creature that the magen can communicate with telepathically. If it succeeds on its saving throw, the target is immune to this magen's suggestion spell for the next 24 hours. The magen's spellcasting ability is Intelligence.", + "desc": "While casting the spell, you place a vial of quicksilver in the chest of a life-sized human doll stuffed with ash or dust. You then stitch up the doll and drip your blood on it. At the end of the casting, you tap the doll with a crys\u00adtal rod, transforming it into a magen clothed in whatever the doll was wearing. The type of magen is chosen by you during the casting of the spell. See the stat blocks below for different kinds of magen and their statistics.\nWhen the magen appears, your hit point maximum decreases by an amount equal to the magen's challenge rating (minimum reduction of 1). Only a wish spell can undo this reduction to your hit point maximum.\nAny magen you create with this spell obeys your com\u00admands without question.\n\n\nDEMOS MAGEN\nMedium construct, unaligned\n\nArmor Class: 16 (chain mail)\nHit Points: 51 (6d8 + 24)\nSpeed: 30 ft.\n\nSTR 14 (+2), DEX 14 (+2), CON 18 (+4)\nINT 10 (+0), WIS 10 (+0), CHA 7 (-2)\n\nDamage Immunities: poison\nCondition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned\nSenses: passive Perception 10\nLanguages: understands the languages of its creator but can't speak\nChallenge 2 (450 XP)\n\nFiery End\nIf the magen dies, its body disintegrates in a harm\u00adless burst of fire and smoke, leaving behind anything it was wearing or carrying.\n\nMagic Resistance\nThe magen has advantage on saving throws against spells and other magical effects.\n\nUnusual Nature\nThe magen doesn't require air, food, drink, or sleep.\n\nACTIONS\nMultiattack\nThe magen makes two melee attacks.\n\nGreatsword\nMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.\n\nLight Crossbow\nRanged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage.\n\n\nGALVAN MAGEN\nMedium construct, unaligned\n\nArmor Class: 14\nHit Points: 68 (8d8 + 32)\nSpeed: 30 ft., fly 30 ft. (hover)\n\nSTR 10 (+0), DEX 18 (+4), CON 18 (+4)\nINT 12(+1), WIS 10 (+0), CHA 7 (-2)\n\nDamage Immunities: lightning, poison\nCondition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned\nSenses: passive Perception 10\nLanguages: understands the languages of its creator but can't speak\nChallenge: 3 (700 XP)\n\nFiery End\n If the magen dies, its body disintegrates in a harm\u00adless burst of fire and smoke, leaving behind anything it was wearing or carrying.\n\nMagic Resistance\nThe magen has advantage on saving throws against spells and other magical effects.\n\nUnusual Nature\nThe magen doesn't require air, food, drink, or sleep.\n\nACTIONS\nMultiattack\nThe magen makes two Shocking Touch attacks.\n\nShocking Touch\nMelee Spell Attack: +6 to hit, reach 5 ft., one target (the magen has advantage on the attack roll if the target is wearing armor made of metal). Hit: 7 (1d6 + 4) light\u00adning damage.\n\nStatic Discharge (Recharge 5-6)\nThe magen discharges a light\u00adning bolt in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw (with disad\u00advantage if the creature is wearing armor made of metal), taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.\n\n\nHYPNOS MAGEN\nMedium construct, unaligned\n\nArmor Class: 12\nHit Points: 34 (4d8 + 16)\nSpeed: 30 ft.\n\nSTR 10 (+0), DEX 14 (+2), CON 18 (+4)\nINT 14 (+2), WIS 10 (+0), CHA 7 (-2)\n\nDamage Immunities: poison\nCondition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned\nSenses: passive Perception 10\nLanguages: understands the languages of its creator but can't speak, telepathy 30 ft.\nChallenge: 1 (200 XP)\n\nFiery End\nIf the magen dies, its body disintegrates in a harm\u00adless burst of fire and smoke, leaving behind anything it was wearing or carrying.\n\nMagic Resistance\nThe magen has advantage on saving throws against spells and other magical effects.\n\nUnusual Nature\nThe magen doesn't require air, food, drink, or sleep.\n\nACTIONS\nPsychic Lash\nThe magen's eyes glow silver as it targets one creature that it can see within 60 feet of it. The target must succeed on a DC 12 Wisdom saving throw or take 11 (2d10) psychic damage.\n\nSuggestion\nThe magen casts the suggestion spell (save DC 12) , requiring no material components. The target must be a creature that the magen can communicate with telepathically. If it succeeds on its saving throw, the target is immune to this magen's suggestion spell for the next 24 hours. The magen's spellcasting ability is Intelligence.", "duration": "Instantaneous", "higher_level": "", - "id": 492, + "id": "58ff27e5-fe3e-47da-9b2a-b68156057b39", "level": 7, - "material": "A vial of quicksilver worth 500 gp and a life-sized human doll, both of which the spell consumes, and an intricate crystal rod worth at least 1,500 gp that is not consumed.", - "name": "Create Magen", - "range": "Touch", - "ritual": false, - "school": "Transmutation", - "subclasses": [], "locations": [ { "page": 318, "sourcebook": "RF" } - ] + ], + "material": "A vial of quicksilver worth 500 gp and a life-sized human doll, both of which the spell consumes, and an intricate crystal rod worth at least 1,500 gp that is not consumed.", + "name": "Create Magen", + "range": "Touch", + "ritual": false, + "school": "Transmutation", + "subclasses": [] }, { "casting_time": "1 action", @@ -15313,23 +15313,23 @@ "S" ], "concentration": false, - "desc": "Freezing cold blasts from your fingertips in a 15-foot cone. Each creature in that area must make a Constitu­tion saving throw, taking 2d8 cold damage on a failed save, or half as much damage on a successful one.\nThe cold freezes nonmagical liquids in the area that aren't being worn or carried.", + "desc": "Freezing cold blasts from your fingertips in a 15-foot cone. Each creature in that area must make a Constitu\u00adtion saving throw, taking 2d8 cold damage on a failed save, or half as much damage on a successful one.\nThe cold freezes nonmagical liquids in the area that aren't being worn or carried.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.", - "id": 493, + "id": "51b67a00-8783-46ae-9ee6-b0ae33ca720d", "level": 1, - "material": "", - "name": "Frost Fingers", - "range": "Self (15 foot cone)", - "ritual": false, - "school": "Evocation", - "subclasses": [], "locations": [ { "page": 318, "sourcebook": "RF" } - ] + ], + "material": "", + "name": "Frost Fingers", + "range": "Self (15 foot cone)", + "ritual": false, + "school": "Evocation", + "subclasses": [] }, { "casting_time": "1 action", @@ -15342,11 +15342,17 @@ "M" ], "concentration": true, - "desc": "This spell creates a sphere centered on a point you choose within range. The sphere can have a radius of up to 40 feet. The area within this sphere is filled with mag­ical darkness and crushing gravitational force.\nFor the duration, the spell's area is difficult terrain. A creature with darkvision can't see through the magical darkness, and nonmagical light can't illuminate it. No sound can be created within or pass through the area. Any creature or object entirely inside the sphere is im­ mune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.\nAny creature that enters the spell's area for the first time on a turn or starts its turn there must make a Con­stitution saving throw. The creature takes 8d10 force damage on a failed save, or half as much damage on a successful one. A creature reduced to 0 hit points by this damage is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust.", + "desc": "This spell creates a sphere centered on a point you choose within range. The sphere can have a radius of up to 40 feet. The area within this sphere is filled with mag\u00adical darkness and crushing gravitational force.\nFor the duration, the spell's area is difficult terrain. A creature with darkvision can't see through the magical darkness, and nonmagical light can't illuminate it. No sound can be created within or pass through the area. Any creature or object entirely inside the sphere is im\u00ad mune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.\nAny creature that enters the spell's area for the first time on a turn or starts its turn there must make a Con\u00adstitution saving throw. The creature takes 8d10 force damage on a failed save, or half as much damage on a successful one. A creature reduced to 0 hit points by this damage is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust.", "duration": "Up to 1 minute", "higher_level": "", - "id": 494, + "id": "0d23c894-a8cf-4b7b-a6a7-abaf5b45a3c1", "level": 8, + "locations": [ + { + "page": 186, + "sourcebook": "EGW" + } + ], "material": "A shard of onyx and a drop of the caster's blood, both of which the spell consumes.", "name": "Dark Star", "range": "150 feet", @@ -15354,12 +15360,6 @@ "school": "Evocation", "subclasses": [ "Graviturgy" - ], - "locations": [ - { - "sourcebook": "EGW", - "page": 186 - } ] }, { @@ -15375,21 +15375,21 @@ "concentration": false, "desc": "You impart latent luck to yourself or one willing creature you can see within range. When the chosen creature makes an attack roll, an ability check, or a saving throw before the spell ends, it can dismiss this spell on itself to roll an additional d20 and choose which of the d20s to use. Alternatively, when an attack roll is made against the chosen creature, it can dismiss this spell on itself to roll a d20 and choose which of the d20s to use, the one it rolled or the one the attacker rolled.\nIf the original d20 roll has advantage or disadvantage, the creature rolls the additional d20 after advantage or disadvantage has been applied to the original roll.", "duration": "1 hour", - "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can target one addi­tional creature for each slot level above 2nd.", - "id": 495, + "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can target one addi\u00adtional creature for each slot level above 2nd.", + "id": "d955506f-e1fd-4bc0-ac4b-c6b52b830158", "level": 2, + "locations": [ + { + "page": 186, + "sourcebook": "EGW" + } + ], "material": "A white pearl worth at least 100 gp, which the spell consumes.", "name": "Fortune's Favor", "range": "60 feet", "ritual": false, "school": "Divination", - "subclasses": [], - "locations": [ - { - "sourcebook": "EGW", - "page": 186 - } - ] + "subclasses": [] }, { "casting_time": "1 minute", @@ -15404,8 +15404,14 @@ "desc": "You touch a willing creature. For the duration, the target can add 1d8 to its initiative rolls.", "duration": "8 hours", "higher_level": "", - "id": 496, + "id": "a0a6c3b4-4933-4a8f-b582-82fb3afd06ff", "level": 1, + "locations": [ + { + "page": 186, + "sourcebook": "EGW" + } + ], "material": "", "name": "Gift of Alacrity", "range": "Touch", @@ -15413,12 +15419,6 @@ "school": "Divination", "subclasses": [ "Chronurgy" - ], - "locations": [ - { - "sourcebook": "EGW", - "page": 186 - } ] }, { @@ -15432,11 +15432,17 @@ "M" ], "concentration": false, - "desc": "You manifest a ravine of gravitational energy in a line originating from you that is 100 feet long and 5 feet wide. Each creature in that line must make a Constitu­ tion saving throw, taking 8d8 force damage on a failed save, or half as much damage on a successful one.\nEach creature within 10 feet of the line but not in it must succeed on a Constitution saving throw or take 8d8 force damage and be pulled toward the line until the creature is in its area.", + "desc": "You manifest a ravine of gravitational energy in a line originating from you that is 100 feet long and 5 feet wide. Each creature in that line must make a Constitu\u00ad tion saving throw, taking 8d8 force damage on a failed save, or half as much damage on a successful one.\nEach creature within 10 feet of the line but not in it must succeed on a Constitution saving throw or take 8d8 force damage and be pulled toward the line until the creature is in its area.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.", - "id": 497, + "id": "276d7255-01e5-4a8c-beea-74c59c63f518", "level": 6, + "locations": [ + { + "page": 187, + "sourcebook": "EGW" + } + ], "material": "A fistful of iron filings.", "name": "Gravity Fissure", "range": "Self (100 foot line)", @@ -15444,12 +15450,6 @@ "school": "Evocation", "subclasses": [ "Graviturgy" - ], - "locations": [ - { - "sourcebook": "EGW", - "page": 187 - } ] }, { @@ -15463,11 +15463,17 @@ "M" ], "concentration": false, - "desc": "A 20-foot-radius sphere of crushing force forms at a point you can see within range and tugs at the crea­tures there. Each creature in the sphere must make a Constitution saving throw. On a failed save, the creature takes 5d10 force damage and is pulled in a straight line toward the center of the sphere, ending in an unoccu­pied space as close to the center as possible (even if that space is in the air). On a successful save, the creature takes half as much damage and isn't pulled.", + "desc": "A 20-foot-radius sphere of crushing force forms at a point you can see within range and tugs at the crea\u00adtures there. Each creature in the sphere must make a Constitution saving throw. On a failed save, the creature takes 5d10 force damage and is pulled in a straight line toward the center of the sphere, ending in an unoccu\u00adpied space as close to the center as possible (even if that space is in the air). On a successful save, the creature takes half as much damage and isn't pulled.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.", - "id": 498, + "id": "2879df9d-7754-4667-a317-a54dee0078e9", "level": 4, + "locations": [ + { + "page": 187, + "sourcebook": "EGW" + } + ], "material": "A black marble.", "name": "Gravity Sinkhole", "range": "120 feet", @@ -15475,12 +15481,6 @@ "school": "Evocation", "subclasses": [ "Graviturgy" - ], - "locations": [ - { - "sourcebook": "EGW", - "page": 187 - } ] }, { @@ -15494,11 +15494,17 @@ "M" ], "concentration": false, - "desc": "You touch an object that weighs no more than 10 pounds and cause it to become magically fixed in place. You and the creatures you designate when you cast this spell can move the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute.\nIf the object is fixed in the air, it can hold up to 4,000 pounds of weight. More weight causes the object to fall. Otherwise, a creature can use an action to make a Strength check against your spell save DC. On a suc­cess, the creature can move the object up to 10 feet.", + "desc": "You touch an object that weighs no more than 10 pounds and cause it to become magically fixed in place. You and the creatures you designate when you cast this spell can move the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute.\nIf the object is fixed in the air, it can hold up to 4,000 pounds of weight. More weight causes the object to fall. Otherwise, a creature can use an action to make a Strength check against your spell save DC. On a suc\u00adcess, the creature can move the object up to 10 feet.", "duration": "1 hour", - "higher_level": "If you cast this spell using a spell slot of 4th or 5th level, the DC to move the object in­creases by 5, it can carry up to 8,000 pounds of weight, and the duration increases to 24 hours. If you cast this spell using a spell slot of 6th level or higher, the DC to move the object increases by 10, it can carry up to 20,000 pounds of weight, and the effect is permanent until dispelled.", - "id": 499, + "higher_level": "If you cast this spell using a spell slot of 4th or 5th level, the DC to move the object in\u00adcreases by 5, it can carry up to 8,000 pounds of weight, and the duration increases to 24 hours. If you cast this spell using a spell slot of 6th level or higher, the DC to move the object increases by 10, it can carry up to 20,000 pounds of weight, and the effect is permanent until dispelled.", + "id": "c4a1379b-d934-4a6b-9a63-82a592ddec84", "level": 2, + "locations": [ + { + "page": 187, + "sourcebook": "EGW" + } + ], "material": "Gold dust worth at least 25 gp, which the spell consumes.", "name": "Immovable Object", "range": "Touch", @@ -15506,12 +15512,6 @@ "school": "Transmutation", "subclasses": [ "Graviturgy" - ], - "locations": [ - { - "sourcebook": "EGW", - "page": 187 - } ] }, { @@ -15524,11 +15524,17 @@ "S" ], "concentration": false, - "desc": "The gravity in a 10-foot-radius sphere centered on a point you can see within range increases for a moment. Each creature in the sphere on the turn when you cast the spell must make a Constitution saving throw. On a failed save, a creature takes 2d8 force damage, and its speed is halved until the end of its next turn. On a suc­cessful save, a creature takes half as much damage and suffers no reduction to its speed.\nUntil the start of your next turn, any object that isn't being worn or carried in the sphere requires a success­ful Strength check against your spell save DC to pick up or move.", + "desc": "The gravity in a 10-foot-radius sphere centered on a point you can see within range increases for a moment. Each creature in the sphere on the turn when you cast the spell must make a Constitution saving throw. On a failed save, a creature takes 2d8 force damage, and its speed is halved until the end of its next turn. On a suc\u00adcessful save, a creature takes half as much damage and suffers no reduction to its speed.\nUntil the start of your next turn, any object that isn't being worn or carried in the sphere requires a success\u00adful Strength check against your spell save DC to pick up or move.", "duration": "1 round", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.", - "id": 500, + "id": "09177cd5-f607-49d5-9f14-0efae610a2e1", "level": 1, + "locations": [ + { + "page": 188, + "sourcebook": "EGW" + } + ], "material": "", "name": "Magnify Gravity", "range": "60 feet", @@ -15536,12 +15542,6 @@ "school": "Transmutation", "subclasses": [ "Graviturgy" - ], - "locations": [ - { - "sourcebook": "EGW", - "page": 188 - } ] }, { @@ -15557,20 +15557,20 @@ "desc": "You create intense pressure, unleash it in a 30-foot cone, and decide whether the pressure pulls or pushes creatures and objects. Each creature in that cone must make a Constitution saving throw. A creature takes 6d6 force damage on a failed save, or half as much damage on a successful one. And every creature that fails the save is either pulled 15 feet toward you or pushed 15 feet away from you, depending on the choice you made for the spell.\nIn addition, unsecured objects that are completely within the cone are likewise pulled or pushed 15 feet.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 and the distance pulled or pushed increases by 5 feet for each slot level above 3rd.", - "id": 501, + "id": "ba6c3696-5bb9-47d7-ad98-9ee9a7a76db3", "level": 3, + "locations": [ + { + "page": 188, + "sourcebook": "EGW" + } + ], "material": "", "name": "Pulse Wave", "range": "Self (30 foot cone)", "ritual": false, "school": "Evocation", - "subclasses": [], - "locations": [ - { - "sourcebook": "EGW", - "page": 188 - } - ] + "subclasses": [] }, { "casting_time": "1 action", @@ -15583,11 +15583,17 @@ "M" ], "concentration": true, - "desc": "You create a 20-foot-radius sphere of destructive grav­ itational force centered on a point you can see within range. For the spell's duration, the sphere and any space within 100 feet of it are difficult terrain, and nonmagical objects fully inside the sphere are destroyed if they aren't being worn or carried.\nWhen the sphere appears and at the start of each of your turns until the spell ends, unsecured objects within 100 feet of the sphere are pulled toward the sphere's center, ending in an unoccupied space as close to the center as possible.\nA creature that starts its turn within 100 feet of the sphere must succeed on a Strength saving throw or be pulled straight toward the sphere's center, ending in an unoccupied space as close to the center as possible. A creature that enters the sphere for the first time on a turn or starts its turn there takes 5d10 force damage and is restrained until it is no longer in the sphere. If the sphere is in the air, the restrained creature hovers inside the sphere. A creature can use its action to make a Strength check against your spell save DC, ending this restrained condition on itself or another creature in the sphere that it can reach. A creature reduced to 0 hit points by this spell is annihilated, along with any non­ magical items it is wearing or carrying.", + "desc": "You create a 20-foot-radius sphere of destructive grav\u00ad itational force centered on a point you can see within range. For the spell's duration, the sphere and any space within 100 feet of it are difficult terrain, and nonmagical objects fully inside the sphere are destroyed if they aren't being worn or carried.\nWhen the sphere appears and at the start of each of your turns until the spell ends, unsecured objects within 100 feet of the sphere are pulled toward the sphere's center, ending in an unoccupied space as close to the center as possible.\nA creature that starts its turn within 100 feet of the sphere must succeed on a Strength saving throw or be pulled straight toward the sphere's center, ending in an unoccupied space as close to the center as possible. A creature that enters the sphere for the first time on a turn or starts its turn there takes 5d10 force damage and is restrained until it is no longer in the sphere. If the sphere is in the air, the restrained creature hovers inside the sphere. A creature can use its action to make a Strength check against your spell save DC, ending this restrained condition on itself or another creature in the sphere that it can reach. A creature reduced to 0 hit points by this spell is annihilated, along with any non\u00ad magical items it is wearing or carrying.", "duration": "Up to 1 minute", "higher_level": "", - "id": 502, + "id": "daa0436c-6112-49a6-8781-37ed7ced36a1", "level": 9, + "locations": [ + { + "page": 188, + "sourcebook": "EGW" + } + ], "material": "A small, nine-pointed star made of iron.", "name": "Ravenous Void", "range": "1000 feet", @@ -15595,12 +15601,6 @@ "school": "Evocation", "subclasses": [ "Graviturgy" - ], - "locations": [ - { - "sourcebook": "EGW", - "page": 188 - } ] }, { @@ -15614,11 +15614,17 @@ "M" ], "concentration": true, - "desc": "You shatter the barriers between realities and timelines, thrusting a creature into turmoil and madness. The tar­get must succeed on a Wisdom saving throw, or it can't take reactions until the spell ends. The affected target must also roll a d10 at the start of each of its turns; the number rolled determines what happens to the target, as shown on the Reality Break Effects table. At the end of each of its turns, the affected target can repeat the Wisdom saving throw, ending the spell on itself on a success.\n\nREALITY BREAK EFFECTS\nd10\tEffect\n1-2\tVision of the Far Realm. The target takes 6d12 psy­chic damage, and it is stunned until the end of the turn.\n3-5\tRending Rift. The target must make a Dexterity saving throw, taking 8d12 force damage on a failed save, or half as much damage on a successful one.\n6-8\tWormhole. The target is teleported,a long with everything it is wearing and carrying, up to 30 feet to an unoccupied space of your choice that you can see. The target also takes 10d12 force damage and is knocked prone.\n9-10\tChill of the Dark Void. The target takes 10d12 cold damage, and it is blinded until the end of the turn.", + "desc": "You shatter the barriers between realities and timelines, thrusting a creature into turmoil and madness. The tar\u00adget must succeed on a Wisdom saving throw, or it can't take reactions until the spell ends. The affected target must also roll a d10 at the start of each of its turns; the number rolled determines what happens to the target, as shown on the Reality Break Effects table. At the end of each of its turns, the affected target can repeat the Wisdom saving throw, ending the spell on itself on a success.\n\nREALITY BREAK EFFECTS\nd10\tEffect\n1-2\tVision of the Far Realm. The target takes 6d12 psy\u00adchic damage, and it is stunned until the end of the turn.\n3-5\tRending Rift. The target must make a Dexterity saving throw, taking 8d12 force damage on a failed save, or half as much damage on a successful one.\n6-8\tWormhole. The target is teleported,a long with everything it is wearing and carrying, up to 30 feet to an unoccupied space of your choice that you can see. The target also takes 10d12 force damage and is knocked prone.\n9-10\tChill of the Dark Void. The target takes 10d12 cold damage, and it is blinded until the end of the turn.", "duration": "Up to 1 minute", "higher_level": "", - "id": 503, + "id": "d5b854c6-ae1a-41b4-bc77-856ebc04be00", "level": 8, + "locations": [ + { + "page": 189, + "sourcebook": "EGW" + } + ], "material": "A crystal prism.", "name": "Reality Break", "range": "60 feet", @@ -15626,12 +15632,6 @@ "school": "Conjuration", "subclasses": [ "Chronurgy" - ], - "locations": [ - { - "sourcebook": "EGW", - "page": 189 - } ] }, { @@ -15647,20 +15647,20 @@ "desc": "You sap the vitality of one creature you can see in range. The target must succeed on a Constitution saving throw or take 1d4 necrotic damage and fall prone. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).", "duration": "Instantaneous", "higher_level": "", - "id": 504, + "id": "1c0a4a90-84a3-40ac-b505-b0c0eb25e7c0", "level": 0, + "locations": [ + { + "page": 189, + "sourcebook": "EGW" + } + ], "material": "", "name": "Sapping Sting", "range": "30 feet", "ritual": false, "school": "Necromancy", - "subclasses": [], - "locations": [ - { - "sourcebook": "EGW", - "page": 189 - } - ] + "subclasses": [] }, { "casting_time": "1 reaction, taken when a creature you can see makes an attack roll or starts to cast a spell", @@ -15672,24 +15672,24 @@ "S" ], "concentration": false, - "desc": "You target the triggering creature, which must succeed on a Wisdom saving throw or vanish, being thrown to another point in time and causing the attack to miss or the spell to be wasted. At the start of its next turn, the target reappears where it was or in the closest unoccu­pied space. The target doesn't remember you casting the spell or being affected by it.", - "duration":"1 round", - "higher_level": "When you cast this spell using a spell slot of 6th level or higher, you can target one addi­tional creature for each slot level above 5th. All targets must be within 30 feet of each other.", - "id": 505, + "desc": "You target the triggering creature, which must succeed on a Wisdom saving throw or vanish, being thrown to another point in time and causing the attack to miss or the spell to be wasted. At the start of its next turn, the target reappears where it was or in the closest unoccu\u00adpied space. The target doesn't remember you casting the spell or being affected by it.", + "duration": "1 round", + "higher_level": "When you cast this spell using a spell slot of 6th level or higher, you can target one addi\u00adtional creature for each slot level above 5th. All targets must be within 30 feet of each other.", + "id": "8d1ff018-4e58-4d70-b0e0-13fb6bbccad3", "level": 5, + "locations": [ + { + "page": 189, + "sourcebook": "EGW" + } + ], "material": "", "name": "Temporal Shunt", "range": "120 feet", "ritual": false, "school": "Transmutation", "subclasses": [ - "Chronurgy" - ], - "locations": [ - { - "sourcebook": "EGW", - "page": 189 - } + "Chronurgy" ] }, { @@ -15703,23 +15703,23 @@ "M" ], "concentration": true, - "desc": "Two creatures you can see within range must make a Constitution saving throw, with disadvantage if they are within 30 feet of each other. Either creature can will­ingly fail the save. If either save succeeds, the spell has no effect. If both saves fail, the creatures are magically linked for the duration, regardless of the distance be­tween them. When damage is dealt to one of them, the same damage is dealt to the other one. If hit points are restored to one of them, the same number of hit points are restored to the other one. If either of the tethered creatures is reduced to 0 hit points, the spell ends on both. If the spell ends on one creature, it ends on both.", + "desc": "Two creatures you can see within range must make a Constitution saving throw, with disadvantage if they are within 30 feet of each other. Either creature can will\u00adingly fail the save. If either save succeeds, the spell has no effect. If both saves fail, the creatures are magically linked for the duration, regardless of the distance be\u00adtween them. When damage is dealt to one of them, the same damage is dealt to the other one. If hit points are restored to one of them, the same number of hit points are restored to the other one. If either of the tethered creatures is reduced to 0 hit points, the spell ends on both. If the spell ends on one creature, it ends on both.", "duration": "Up to 1 hour", "higher_level": "", - "id": 506, + "id": "15748ea4-d094-4d9c-99fe-295938caed6d", "level": 7, + "locations": [ + { + "page": 189, + "sourcebook": "EGW" + } + ], "material": "A spool of platinum cord worth at least 250 gp, which the spell consumes.", "name": "Tether Essence", "range": "60 feet", "ritual": false, "school": "Necromancy", - "subclasses": [], - "locations": [ - { - "sourcebook": "EGW", - "page": 189 - } - ] + "subclasses": [] }, { "casting_time": "1 action", @@ -15732,11 +15732,17 @@ "M" ], "concentration": false, - "desc": "You target a creature you can see within range, putting its physical form through the devastation of rapid aging. The target must make a Constitution saving throw, tak­ing 10d12 necrotic damage on a failed save, or half as much damage on a successful one. If the save fails, the target also ages to the point where it has only 30 days left before it dies of old age. In this aged state, the target has disadvantage on attack rolls, ability checks, and saving throws, and its walking speed is halved. Only the wish spell or the greater restoration cast with a 9th-level spell slot can end these effects and restore the target to its previous age.", + "desc": "You target a creature you can see within range, putting its physical form through the devastation of rapid aging. The target must make a Constitution saving throw, tak\u00ading 10d12 necrotic damage on a failed save, or half as much damage on a successful one. If the save fails, the target also ages to the point where it has only 30 days left before it dies of old age. In this aged state, the target has disadvantage on attack rolls, ability checks, and saving throws, and its walking speed is halved. Only the wish spell or the greater restoration cast with a 9th-level spell slot can end these effects and restore the target to its previous age.", "duration": "Instantaneous", "higher_level": "", - "id": 507, + "id": "a1e3e661-07fe-480e-a1d7-37c1e8b137f3", "level": 9, + "locations": [ + { + "page": 189, + "sourcebook": "EGW" + } + ], "material": "An hourglass filled with diamond dust worth at least 5,000 gp, which the spell consumes.", "name": "Time Ravage", "range": "90 feet", @@ -15744,12 +15750,6 @@ "school": "Necromancy", "subclasses": [ "Chronurgy" - ], - "locations": [ - { - "sourcebook": "EGW", - "page": 189 - } ] }, { @@ -15761,23 +15761,23 @@ "S" ], "concentration": true, - "desc": "You flick your wrist, causing one object in your hand to vanish. The object, which only you can be holding and can weigh no more than 5 pounds, is transported to an extradimensional space, where it remains for the duration.\nUntil the spell ends, you can use your action to sum­mon the object to your free hand, and you can use your action to return the object to the extradimensional space. An object still in the pocket plane when the spell ends appears in your space, at your feet.", + "desc": "You flick your wrist, causing one object in your hand to vanish. The object, which only you can be holding and can weigh no more than 5 pounds, is transported to an extradimensional space, where it remains for the duration.\nUntil the spell ends, you can use your action to sum\u00admon the object to your free hand, and you can use your action to return the object to the extradimensional space. An object still in the pocket plane when the spell ends appears in your space, at your feet.", "duration": "Up to 1 hour", "higher_level": "", - "id": 508, + "id": "348d992e-13c3-45f3-9458-b4e4b5701789", "level": 2, + "locations": [ + { + "page": 190, + "sourcebook": "EGW" + } + ], "material": "", "name": "Wristpocket", "range": "Self", "ritual": true, "school": "Conjuration", - "subclasses": [], - "locations": [ - { - "sourcebook": "EGW", - "page": 190 - } - ] + "subclasses": [] }, { "casting_time": "1 action", @@ -15794,8 +15794,14 @@ "desc": "You fill a 20-foot cube you can see within range with fey and draconic magic. Roll on the Mischievous Surge table to determine the magical effect produced, and roll again at the start of each of your turns until the spell ends. You can move the cube up to 10 feet before you roll.\n\nMischevious Surge\nd4\tEffect\n1\tThe smell of apple pie fills the air, and each creature in the cube must succeed on a Wisdom saving throw or become charmed by you until the start of your next turn.\n2\tBouquets of flowers appear all around, and each creature in the cube must succeed on a Dexterity saving throw or be blinded until the start of your next turn as the flowers spray water in their faces.\n3\tEach creature in the cube must succeed on a Wisdom saving throw or begin giggling until the start of your next turn. A giggling creature is incapacitated and uses all its movement to move in a random direction.\n4\tDrops of molasses hover in the cube, making it difficult terrain until the start of your next turn.", "duration": "Up to 1 minute", "higher_level": "", - "id": 509, + "id": "c5108675-d43a-4dcc-aa26-9bcd45b4f38c", "level": 2, + "locations": [ + { + "page": 20, + "sourcebook": "FTD" + } + ], "material": "A piece of crust from an apple pie.", "name": "Nathair's Mischief", "range": "60 feet", @@ -15804,12 +15810,6 @@ "subclasses": [ "Arcane Trickster", "Eldritch Knight" - ], - "locations": [ - { - "sourcebook": "FTD", - "page": 20 - } ] }, { @@ -15826,8 +15826,14 @@ "desc": "A burst of cold energy emanates from you in a 30-foot cone. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 3d8 cold damage and is hindered by ice formations for 1 minute, or until it or another creature within reach of it uses an action to break away the ice. A creature hindered by ice has its speed reduced to 0. On a successful save, a creature takes half as much damage and isn't hindered by ice.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, increase the cold damage by 1d8 for each slot level above 2nd.", - "id": 510, + "id": "4e358acd-b23b-462c-a019-b8b1d50a6619", "level": 2, + "locations": [ + { + "page": 21, + "sourcebook": "FTD" + } + ], "material": "A vial of meltwater.", "name": "Rime's Binding Ice", "range": "Self (30 foot cone)", @@ -15836,12 +15842,6 @@ "subclasses": [ "Arcane Trickster", "Eldritch Knight" - ], - "locations": [ - { - "sourcebook": "FTD", - "page": 21 - } ] }, { @@ -15858,10 +15858,16 @@ ], "concentration": true, "desc": "The billowing flames of a dragon blast from your feet, granting you explosive speed. For the duration, your speed increases by 20 feet and moving doesn't provoke opportunity attacks.\nWhen you move within 5 feet of a creature or an object that isn't being worn or carried, it takes 1d6 fire damage from your trail of heat. A creature or object can take this damage only once during a turn.", - "duration":"Up to 1 minute", + "duration": "Up to 1 minute", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, increase your speed by 5 feet for each spell slot level above 3rd. The spell deals an additional 1d6 fire damage for each slot level above 3rd.", - "id": 511, + "id": "7bfff8ae-581c-4f2a-a9f1-3ae1943c4abb", "level": 3, + "locations": [ + { + "page": 19, + "sourcebook": "FTD" + } + ], "material": "", "name": "Ashardalon's Stride", "range": "Self", @@ -15871,12 +15877,6 @@ "Arcane Trickster", "Clockwork Soul", "Eldritch Knight" - ], - "locations": [ - { - "sourcebook": "FTD", - "page": 19 - } ] }, { @@ -15894,8 +15894,14 @@ "desc": "You unleash a shimmering lance of psychic power from your forehead at a creature that you can see within range. Alternatively, you can utter a creature's name. If the named target is within range, it becomes the spell's target even if you can't see it. If the named target isn't within range, the lance dissipates without effect.\nThe target must make an Intelligence saving throw. On a failed save, the target takes 7d6 psychic damage and is incapacitated until the start of your next turn. On a successful save, the creature takes half as much damage and isn't incapacitated.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.", - "id": 512, + "id": "5e7cd74c-590b-4129-80ac-dd69db1bfd85", "level": 4, + "locations": [ + { + "page": 21, + "sourcebook": "FTD" + } + ], "material": "", "name": "Raulothim's Psychic Lance", "range": "120 feet", @@ -15905,12 +15911,6 @@ "Aberrant Mind", "Arcane Trickster", "Eldritch Knight" - ], - "locations": [ - { - "sourcebook": "FTD", - "page": 21 - } ] }, { @@ -15929,8 +15929,14 @@ "desc": "You call forth a draconic spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Draconic Spirit stat block. When you cast this spell, choose a family of dragon: chromatic, gem, or metallic. The creature resembles a dragon of the chosen family, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.\nThe creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.", "duration": "Up to 1 hour", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, use the higher level wherever the spell's level appears in the stat block.", - "id": 513, + "id": "152f1197-d600-471a-802f-c9398481808a", "level": 5, + "locations": [ + { + "page": 21, + "sourcebook": "FTD" + } + ], "material": "An object with the image of a dragon engraved on it, worth at least 500 gp.", "name": "Summon Draconic Spirit", "range": "60 feet", @@ -15939,12 +15945,6 @@ "subclasses": [ "Arcane Trickster", "Eldritch Knight" - ], - "locations": [ - { - "sourcebook": "FTD", - "page": 21 - } ] }, { @@ -15962,23 +15962,23 @@ "desc": "You create a field of silvery light that surrounds a creature of your choice within range (you can choose yourself). The field sheds dim light out to 5 feet. While surrounded by the field, a creature gains the following benefits:\n\nCover. The creature has half cover.\n\nDamage Resistance. The creature has resistance to acid, cold, fire, lightning, and poison damage.\n\nEvasion. If the creature is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the creature instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.\nAs a bonus action on subsequent turns, you can move the field to another creature within 60 feet of the field.", "duration": "Up to 1 minute", "higher_level": "", - "id": 514, + "id": "ac675aa8-e84b-4501-b446-e05f2e6ffd6d", "level": 6, + "locations": [ + { + "page": 20, + "sourcebook": "FTD" + } + ], "material": "A platinum-plated dragon scale, worth at least 500 gp.", "name": "Fizban's Platinum Shield", - "range":"60 feet", + "range": "60 feet", "ritual": false, "school": "Abjuration", "subclasses": [ "Arcana", "Arcane Trickster", "Eldritch Knight" - ], - "locations": [ - { - "sourcebook": "FTD", - "page": 20 - } ] }, { @@ -15997,8 +15997,14 @@ "desc": "With a roar, you draw on the magic of dragons to transform yourself, taking on draconic features. You gain the following benefits until the spell ends:\n\nBlindsight. You have blindsight with a range of 30 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature, unless the creature successfully hides from you.\n\nBreath Weapon. When you cast this spell, and as a bonus action on subsequent turns for the duration, you can exhale shimmering energy in a 60-foot cone. Each creature in that area must make a Dexterity saving throw, taking 6d8 force damage on a failed save, or half as much damage on a successful one.\n\nWings. Incorporeal wings sprout from your back, giving you a flying speed of 60 feet.", "duration": "Up to 1 minute", "higher_level": "", - "id": 515, + "id": "900d74a3-cd0c-4c61-a532-744c2de40e83", "level": 7, + "locations": [ + { + "page": 19, + "sourcebook": "FTD" + } + ], "material": "A statuette of a dragon, worth at least 500 gp.", "name": "Draconic Transformation", "range": "Self (60 foot cone)", @@ -16008,12 +16014,6 @@ "Arcana", "Arcane Trickster", "Eldritch Knight" - ], - "locations": [ - { - "sourcebook": "FTD", - "page": 19 - } ] }, { @@ -16033,8 +16033,14 @@ "desc": "You draw on knowledge from spirits of the past. Choose one skill in which you lack proficiency. For the spell's duration, you have proficiency in the chosen skill. The spell ends early if you cast it again.", "duration": "1 hour", "higher_level": "", - "id": 516, + "id": "b6001483-e447-4a08-ae44-184f34271f5b", "level": 2, + "locations": [ + { + "page": 37, + "sourcebook": "SCC" + } + ], "material": "A book worth at least 25 gp.", "name": "Borrowed Knowledge", "range": "Self", @@ -16045,12 +16051,6 @@ "Arcane Trickster", "Divine Soul", "Eldritch Knight" - ], - "locations": [ - { - "sourcebook": "SCC", - "page": 37 - } ] }, { @@ -16068,8 +16068,14 @@ "desc": "You magically empower your movement with dance-like steps, giving yourself the following benefits for the duration.\n\n\u2022Your walking speed increases by 10 feet.\n\n\u2022You don't provoke opportunity attacks.\n\n\u2022You can move through the space of another creature, and it doesn't count as difficult terrain. If you end your turn in another creature's space, you are shunted to the last unoccupied space you occupied, and you take 1d8 force damage.", "duration": "Up to 1 minute", "higher_level": "", - "id": 517, + "id": "6cc5e742-9c1c-4db2-9608-d7b8d54a7c62", "level": 2, + "locations": [ + { + "page": 37, + "sourcebook": "SCC" + } + ], "material": "", "name": "Kinetic Jaunt", "range": "Self", @@ -16079,12 +16085,6 @@ "Arcane Trickster", "Clockwork Soul", "Eldritch Knight" - ], - "locations": [ - { - "sourcebook": "SCC", - "page": 37 - } ] }, { @@ -16101,8 +16101,14 @@ "desc": "You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.\n\nYou can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.", "duration": "Instantaneous", "higher_level": "", - "id": 518, + "id": "963465dd-a02b-45ad-8817-b0442c4d20ac", "level": 1, + "locations": [ + { + "page": 38, + "sourcebook": "SCC" + } + ], "material": "", "name": "Silvery Barbs", "range": "60 feet", @@ -16112,12 +16118,6 @@ "Aberrant Mind", "Arcane Trickster", "Eldritch Knight" - ], - "locations": [ - { - "sourcebook": "SCC", - "page": 38 - } ] }, { @@ -16135,8 +16135,14 @@ "desc": "You magically twist space around another creature you can see within range. The target must succeed on a Constitution saving throw (the target can choose to fail), or the target is teleported to an unoccupied space of your choice that you can see within range. The chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the range of the spell increases by 30 feet for each slot level above 2nd.", - "id": 519, + "id": "84123b37-22df-4d7c-9457-2ea435b3d251", "level": 2, + "locations": [ + { + "page": 38, + "sourcebook": "SCC" + } + ], "material": "", "name": "Vortex Warp", "range": "90 feet", @@ -16145,12 +16151,6 @@ "subclasses": [ "Arcane Trickster", "Eldritch Knight" - ], - "locations": [ - { - "sourcebook": "SCC", - "page": 38 - } ] }, { @@ -16169,8 +16169,14 @@ "desc": "You invoke both death and life upon a 10-foot-radius sphere centered on a point within range. Each creature of your choice in that area must make a Constitution saving throw, taking 2d6 necrotic damage on a failed save, or half as much damage on a successful one. Nonmagical vegetation in that area withers.\n\nIn addition, one creature of your choice in that area can spend and roll one of its unspent Hit Dice and regain a number of hit points equal to the roll plus your spellcasting ability modifier.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot above the 2nd, and the number of Hit Dice that can be spent and added to the healing roll increases by one for each slot above 2nd.", - "id": 520, + "id": "6b91b931-78d5-40eb-8d98-b475d37e6646", "level": 2, + "locations": [ + { + "page": 38, + "sourcebook": "SCC" + } + ], "material": "A withered vine twisted into a loop.", "name": "Wither and Bloom", "range": "60 feet", @@ -16179,12 +16185,6 @@ "subclasses": [ "Arcane Trickster", "Eldritch Knight" - ], - "locations": [ - { - "sourcebook": "SCC", - "page": 38 - } ] }, { @@ -16203,8 +16203,14 @@ "desc": "You create a spectral globe around the head of a willing creature you can see within range. The globe is filled with fresh air that lasts until the spell ends. If the creature has more than one head, the globe of air appears around only one of its heads (which is all the creature needs to avoid suffocation, assuming that all its heads share the same respiratory system).", "duration": "24 hours", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can create two additional globes of fresh air for each slot level above 2nd.", - "id": 521, + "id": "aad93cce-3136-4583-ab83-49ded6f758f2", "level": 2, + "locations": [ + { + "page": 22, + "sourcebook": "AAG" + } + ], "material": "", "name": "Air Bubble", "range": "60 feet", @@ -16213,12 +16219,6 @@ "subclasses": [ "Arcane Trickster", "Eldritch Knight" - ], - "locations": [ - { - "sourcebook": "AAG", - "page": 22 - } ] }, { @@ -16233,11 +16233,17 @@ "M" ], "concentration": false, - "desc": "Holding the rod used in the casting of the spell, you touch a Large or smaller chair that is unoccupied. The rod disappears, and the chair is transformed into a spelljamming helm.\n\n\nSPELLJAMMING HELM\nWondrous item, rare (requires attunement by a spellcaster)\n\nThe function of this ornate chair is to propel and maneuver a ship on which it has been installed through space and air. It can also propel and maneuver a ship on water or underwater, provided the ship is built for such travel. The ship in question must weigh 1 ton or more.\n\nThe sensation of being attuned to a spelljamming helm is akin to the pins-and-needles effect one experiences after one's arm or leg falls asleep, but not as painful.\n\nWhile attuned to a spelljamming helm and sitting in it, you gain the following abilities for as long as you maintain concentration (as if concentrating on a spell):\n\n•You can use the spelljamming helm to move the ship through space, air, or water up to the ship's speed. If the ship is in space and no other objects weighing 1 ton or more are within 1 mile of it, you can use the spelljamming helm to move the vessel fast enough to travel 100 million miles in 24 hours.\n•You can steer the vessel, albeit in a somewhat clumsy fashion, in much the way that a rudder or oars can be used to maneuver a seafaring ship.\n•At any time, you can see and hear what's happening on and around the vessel as though you were standing in a location of your choice aboard it.\n\nTransfer Attunement. You can use an action to touch a willing spellcaster. That creature attunes to the spelljamming helm immediately, and your attunement to it ends.\n\nCOST OF A SPELLJAMMING HELM\nA spelljamming helm propels and steers a ship much as sails, oars, and rudders work on a seafaring vessel, and a spelljamming helm is easy to create if one has the proper spell. Create spelljamming helm has a material component cost of 5,000 gp, so that's the least one can pay to acquire a spelljamming helm.\n\nWildspace merchants, including dohwars and mercanes (both described in Boo's Astral Menagerie), typically sell a spelljamming helm for substantially more than it cost to make. How much more depends on the market, but 7,500 gp would be a reasonable demand. A desperate buyer in a seller's market might pay 10,000 gp or more.", + "desc": "Holding the rod used in the casting of the spell, you touch a Large or smaller chair that is unoccupied. The rod disappears, and the chair is transformed into a spelljamming helm.\n\n\nSPELLJAMMING HELM\nWondrous item, rare (requires attunement by a spellcaster)\n\nThe function of this ornate chair is to propel and maneuver a ship on which it has been installed through space and air. It can also propel and maneuver a ship on water or underwater, provided the ship is built for such travel. The ship in question must weigh 1 ton or more.\n\nThe sensation of being attuned to a spelljamming helm is akin to the pins-and-needles effect one experiences after one's arm or leg falls asleep, but not as painful.\n\nWhile attuned to a spelljamming helm and sitting in it, you gain the following abilities for as long as you maintain concentration (as if concentrating on a spell):\n\n\u2022You can use the spelljamming helm to move the ship through space, air, or water up to the ship's speed. If the ship is in space and no other objects weighing 1 ton or more are within 1 mile of it, you can use the spelljamming helm to move the vessel fast enough to travel 100 million miles in 24 hours.\n\u2022You can steer the vessel, albeit in a somewhat clumsy fashion, in much the way that a rudder or oars can be used to maneuver a seafaring ship.\n\u2022At any time, you can see and hear what's happening on and around the vessel as though you were standing in a location of your choice aboard it.\n\nTransfer Attunement. You can use an action to touch a willing spellcaster. That creature attunes to the spelljamming helm immediately, and your attunement to it ends.\n\nCOST OF A SPELLJAMMING HELM\nA spelljamming helm propels and steers a ship much as sails, oars, and rudders work on a seafaring vessel, and a spelljamming helm is easy to create if one has the proper spell. Create spelljamming helm has a material component cost of 5,000 gp, so that's the least one can pay to acquire a spelljamming helm.\n\nWildspace merchants, including dohwars and mercanes (both described in Boo's Astral Menagerie), typically sell a spelljamming helm for substantially more than it cost to make. How much more depends on the market, but 7,500 gp would be a reasonable demand. A desperate buyer in a seller's market might pay 10,000 gp or more.", "duration": "Instantaneous", "higher_level": "", - "id": 522, + "id": "b47e1b09-fde2-4ad4-8464-f758f861e83b", "level": 5, + "locations": [ + { + "page": 22, + "sourcebook": "AAG" + } + ], "material": "A crystal rod worth at least 5,000 gp, which the spell consumes.", "name": "Create Spelljamming Helm", "range": "Touch", @@ -16247,17 +16253,11 @@ "Arcane Trickster", "Clockwork Soul", "Eldritch Knight" - ], - "locations": [ - { - "sourcebook": "AAG", - "page": 22 - } ] }, { "casting_time": "1 action", - "classes": [ + "classes": [ "Wizard" ], "components": [ @@ -16267,8 +16267,14 @@ "desc": "You pull a memory, an idea, or a message from your mind and transform it into a tangible string of glowing energy called a thought strand, which persists for the duration or until you cast this spell again. The thought strand appears in an unoccupied space within 5 feet of you as a Tiny, weightless, semisolid object that can be held and carried like a ribbon. It is otherwise stationary.\n\nIf you cast this spell while concentrating on a spell or an ability that allows you to read or manipulate the thoughts of others (such as detect thoughts or modify memory), you can transform the thoughts or memories you read, rather than your own, into a thought strand.\n\nCasting this spell while holding a thought strand allows you to instantly receive whatever memory, idea, or message the thought strand contains. (Casting detect thoughts on the strand has the same effect.)\n\nThis spell can be used by any character with the Dimir Operative background.", "duration": "8 hours", "higher_level": "", - "id": 523, + "id": "1bc5624e-bf90-4fed-9551-c8ce060b3fed", "level": 0, + "locations": [ + { + "page": 47, + "sourcebook": "GGR" + } + ], "material": "", "name": "Encode Thoughts", "range": "Self", @@ -16276,12 +16282,6 @@ "school": "Enchantment", "subclasses": [ "Dimir Operative" - ], - "locations": [ - { - "sourcebook": "GGR", - "page": 47 - } ] }, { @@ -16292,16 +16292,22 @@ "Sorcerer" ], "components": [ - "V", - "S", - "M" + "V", + "S", + "M" ], "concentration": false, "desc": "You conjure a deluge of seawater in a 15-foot-radius, 10-foot-tall cylinder centered on a point within range. This water takes the form of a tidal wave, a whirlpool, a waterspout, or another form of your choice. Each creature in the area must succeed on a Strength saving throw against your spell save DC or take 2d8 bludgeoning damage and fall prone. You can choose a number of creatures equal to your spellcasting modifier (minimum of 1) to automatically succeed on this saving throw.\nIf you are within the spell's area, as part of the action you use to cast the spell, you can vanish into the deluge and teleport to an unoccupied space that you can see within the spell's area.", "duration": "Instantaneous", "higher_level": "", - "id": 524, + "id": "a8122db2-d389-4897-98a8-bcce1832ca5e", "level": 3, + "locations": [ + { + "page": 176, + "sourcebook": "TDCSR" + } + ], "material": "A strand of wet hair", "name": "Freedom of the Waves", "range": "120 feet", @@ -16309,12 +16315,6 @@ "school": "Conjuration", "subclasses": [ "Open Sea Paladin" - ], - "locations": [ - { - "sourcebook": "TDCSR", - "page": 176 - } ] }, { @@ -16333,21 +16333,21 @@ "desc": "Wind wraps around your body, tugging at your hair and clothing as your feet lift off the ground. You gain a flying speed of 60 feet. Additionally, you have advantage on ability checks to avoid being grappled, and on saving throws against being restrained or paralyzed.\nWhen you are targeted by a spell or attack while this spell is in effect, you can use a reaction to teleport up to 60 feet to an unoccupied space you can see. If this movement takes you out of range of the triggering spell or attack, you are unaffected by it. This spell then ends when you reappear.", "duration": "Up to 10 minutes", "higher_level": "", - "id": 525, + "id": "531be18e-0471-4632-bd15-debae64d88aa", "level": 5, + "locations": [ + { + "page": 176, + "sourcebook": "TDCSR" + } + ], "material": "A scrap of sailcloth", "name": "Freedom of the Winds", "range": "Self", "ritual": false, "school": "Abjuration", "subclasses": [ - "Open Sea Paladin" - ], - "locations": [ - { - "sourcebook": "TDCSR", - "page": 176 - } + "Open Sea Paladin" ] }, { @@ -16366,8 +16366,14 @@ "desc": "You fortify the fabric of the planes in a 30-foot cube you can see within range. Within that area, portals close and can't be opened for the duration. Spells and other effects that allow planar travel or open portals, such as gate or plane shift, fail if used to enter or leave the area. The cube is stationary.", "duration": "24 hours", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled.", - "id": 526, + "id": "ac2ee378-fe57-41d0-b929-400e9055e32e", "level": 4, + "locations": [ + { + "page": 12, + "sourcebook": "SO" + } + ], "material": "A broken portal key, which the spell consumes", "name": "Gate Seal", "range": "60 feet", @@ -16376,12 +16382,6 @@ "subclasses": [ "Arcane Trickster", "Eldritch Knight" - ], - "locations": [ - { - "sourcebook": "SO", - "page": 12 - } ] }, { @@ -16400,8 +16400,14 @@ "desc": "For the duration, you sense the presence of portals, even inactive ones, within 30 feet of yourself.\nIf you detect a portal in this way, you can use your action to study it. Make a DC 15 ability check using your spellcasting ability. On a successful check, you learn the destination plane of the portal and what portal key it requires, then the spell ends. On a failed check, you learn nothing and can't study that portal again using this spell until you cast it again.\nThe spell can penetrate most barriers but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.", "duration": "Up to 1 minute", "higher_level": "", - "id": 527, + "id": "cb60c8ef-ca10-4b0c-b156-36b9244b028e", "level": 2, + "locations": [ + { + "page": 12, + "sourcebook": "SO" + } + ], "material": "A razorvine leaf", "name": "Warp Sense", "range": "Self", @@ -16410,12 +16416,6 @@ "subclasses": [ "Arcane Trickster", "Eldritch Knight" - ], - "locations": [ - { - "sourcebook": "SO", - "page": 12 - } ] }, { @@ -16435,22 +16435,22 @@ "desc": "You whisper magical words that antagonize one creature of your choice within range. The target must make a Wisdom saving throw. On a failed save, the target takes 4d4 psychic damage and must immediately use its reaction to make a melee attack against another creature of your choice that you can see. If the target can't make this attack (for example, because there is no one within its reach or because its reaction is unavailable), the target instead has disadvantage on the next attack roll it makes before the start of your next turn. On a successful save, the target takes half as much damage only.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd.", - "id": 528, + "id": "fc3bf2c4-f711-4211-82fd-65f5aa09a507", "level": 3, + "locations": [ + { + "page": 50, + "sourcebook": "BMT" + } + ], "material": "A playing card depicting a rogue.", "name": "Antagonize", "range": "30 feet", "ritual": false, "school": "Enchantment", "subclasses": [ - "Arcane Trickster", - "Eldritch Knight" - ], - "locations": [ - { - "sourcebook": "BMT", - "page": 50 - } + "Arcane Trickster", + "Eldritch Knight" ] }, { @@ -16469,8 +16469,14 @@ "desc": "You call forth a spirit that embodies death. The spirit manifests in an unoccupied space you can see within range and uses the reaper spirit stat block. The spirit disappears when it is reduced to 0 hit points or when the spell ends.\n\nThe spirit is an ally to you and your companions. In combat, the spirit shares your initiative count and takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue the spirit any commands, it takes the Dodge action and uses its movement to avoid danger.", "duration": "Up to 1 hour", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell's level appears in the reaper spirit stat block.", - "id": 529, + "id": "d68cd0f4-00c8-47f0-9c39-0ed5074d2388", "level": 4, + "locations": [ + { + "page": 50, + "sourcebook": "BMT" + } + ], "material": "A gilded playing card worth at least 400 gp and depicting an avatar of death.", "name": "Spirit of Death", "range": "60 feet", @@ -16479,12 +16485,6 @@ "subclasses": [ "Arcane Trickster", "Eldritch Knight" - ], - "locations": [ - { - "sourcebook": "BMT", - "page": 50 - } ] }, { @@ -16504,8 +16504,14 @@ "desc": "You spray a 15-foot cone of spectral cards. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 2d10 force damage and has the blinded condition until the end of its next turn. On a successful save, a creature takes half as much damage only.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.", - "id": 530, + "id": "5fb3b397-7686-4cdb-86b1-b43780057bc3", "level": 2, + "locations": [ + { + "page": 50, + "sourcebook": "BMT" + } + ], "material": "A deck of cards.", "name": "Spray of Cards", "range": "Self (15-foot cone)", @@ -16514,12 +16520,6 @@ "subclasses": [ "Arcane Trickster", "Eldritch Knight" - ], - "locations": [ - { - "sourcebook": "BMT", - "page": 50 - } ] }, { @@ -16536,7 +16536,7 @@ "desc": "You create an acidic bubble at a point within range, where it explodes in a 5-foot-radius Sphere. Each creature in that Sphere must succeed on a Dexterity saving throw or take 1d6 Acid damage.", "duration": "Instantaneous", "higher_level": "The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).", - "id": 531, + "id": "b8b73ffe-ffa9-423c-bc00-4c019be00e66", "level": 0, "locations": [ { @@ -16567,7 +16567,7 @@ "desc": "Choose up to three creatures within range. Each target's Hit Point maximum and current Hit Points increase by 5 for the duration.", "duration": "8 hours", "higher_level": "Each target's Hit Points increase by 5 for each spell slot level above 2.", - "id": 532, + "id": "6d66b613-59b3-4d32-b1e7-b3931fd1372c", "level": 2, "locations": [ { @@ -16595,7 +16595,7 @@ ], "desc": "You set an alarm against intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot Cube. Until the spell ends, an alarm alerts you whenever a creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is audible or mental:\n\nAudible Alarm. The alarm produces the sound of a handbell for 10 seconds within 60 feet of the warded area.\n\nMental Alarm. You are alerted by a mental ping if you are within 1 mile of the warded area. This ping awakens you if you're asleep.", "duration": "8 hours", - "id": 533, + "id": "37777233-2c96-48ee-a2fc-e5db1bc44b21", "level": 1, "locations": [ { @@ -16623,7 +16623,7 @@ "concentration": true, "desc": "You alter your physical form. Choose one of the following options. Its effects last for the duration, during which you can take a Magic action to replace the option you chose with a different one.\n\nAquatic Adaptation. You sprout gills and grow webs between your fingers. You can breathe underwater and gain a Swim Speed equal to your Speed.\n\nChange Appearance. You alter your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and other distinguishing characteristics. You can make yourself appear as a member of another species, though none of your statistics change. You can't appear as a creature of a different size, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. For the duration, you can take a Magic action to change your appearance in this way again.\n\nNatural Weapons. You grow claws (Slashing), fangs (Piercing), horns (Piercing), or hooves (Bludgeoning). When you use your Unarmed Strike to deal damage with that new growth, it deals 1d6 damage of the type in parentheses instead of dealing the normal damage for your Unarmed Strike, and you use your spellcasting ability modifier for the attack and damage rolls rather than using Strength.", "duration": "Up to 1 hour", - "id": 534, + "id": "8c7aa0e5-15e2-46eb-a736-483c2bd51a40", "level": 2, "locations": [ { @@ -16651,7 +16651,7 @@ "desc": "Target a Beast that you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. If you or one of your allies deals damage to the target, the spells ends.", "duration": "24 hours", "higher_level": "You can target one additional Beast for each spell slot level above 1.", - "id": 535, + "id": "3c3547af-149f-425e-b1e7-138fc6b0a9f5", "level": 1, "locations": [ { @@ -16680,7 +16680,7 @@ "desc": "A Tiny Beast of your choice that you can see within range must succeed on a Charisma saving throw, or it attempts to deliver a message for you (if the target's Challenge Rating isn't 0, it automatically succeeds). You specify a location you have visited and a recipient who matches a general description, such as \u201ca person dressed in the uniform of the town guard\u201d or \u201ca red-haired dwarf wearing a pointed hat.\u201d You also communicate a message of up to twenty-five words. The Beast travels for the duration toward the specified location, covering about 25 miles per 24 hours or 50 miles if the Beast can fly.\n\nWhen the Beast arrives, it delivers your message to the creature that you described, mimicking your communication. If the Beast doesn't reach its destination before the spell ends, the message is lost, and the Beast returns to where you cast the spell.", "duration": "24 hours", "higher_level": "The spell's duration increases by 48 hours for each spell slot level above 2.", - "id": 536, + "id": "1b09d8e9-4200-4828-a3af-60001e58b827", "level": 2, "locations": [ { @@ -16705,7 +16705,7 @@ ], "desc": "Choose any number of willing creatures that you can see within range. Each target shape-shifts into a Large or smaller Beast of your choice that has a Challenge Rating of 4 or lower. You can choose a different form for each target. On later turns, you can take a Magic action to transform the targets again.\n\nA target's game statistics are replaced by the chosen Beast's statistics, but the target retains its creature type; Hit Points; Hit Point Dice; alignment; ability to communicate; and Intelligence, Wisdom, and Charisma scores. The target's actions are limited by the Beast form's anatomy, and it can't cast spells. The target's equipment melds into the new form, and the target can't use any of that equipment while in that form.\n\nThe target gains a number of Temporary Hit Points equal to the Hit Points of the first form into which it shape-shifts. These Temporary Hit Points vanish if any remain when the spell ends. The transformation lasts for the duration or until the target ends it as a Bonus Action.", "duration": "24 hours", - "id": 537, + "id": "3654a096-0494-4ae0-b984-5510058f05c8", "level": 8, "locations": [ { @@ -16732,7 +16732,7 @@ "desc": "Choose a pile of bones or a corpse of a Medium or Small Humanoid within range. The target becomes an Undead creature: a Skeleton if you chose bones or a Zombie if you chose a corpse (see appendix B for the stat blocks).\n\nOn each of your turns, you can take a Bonus Action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move on its next turn, or you can issue a general command, such as to guard a chamber or corridor. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow it until its task is complete.\n\nThe creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell rather than animating a new creature.", "duration": "Instantaneous", "higher_level": "You animate or reassert control over two additional Undead creatures for each spell slot level above 3. Each of the creatures must come from a different corpse or pile of bones.", - "id": 538, + "id": "023ba811-1f7f-44a8-9da3-c344f14fb05b", "level": 3, "locations": [ { @@ -16762,7 +16762,7 @@ "desc": "Objects animate at your command. Choose a number of nonmagical objects within range that aren't being worn or carried, aren't fixed to a surface, and aren't Gargantuan. The maximum number of objects is equal to your spellcasting ability modifier; for this number, a Medium or smaller target counts as one object, a Large target counts as two, and a Huge target counts as three.\n\nEach target animates, sprouts legs, and becomes a Construct that uses the Animated Object stat block; this creature is under your control until the spell ends or until it is reduced to 0 Hit Points. Each creature you make with this spell is an ally to you and your allies. In combat, it shares your Initiative count and takes its turn immediately after yours.\n\nUntil the spell ends, you can take a Bonus Action to mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing the same command to each one). If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. When the creature drops to 0 Hit Points, it reverts to its object form, and any remaining damage carries over to that form.\n\nHuge or Smaller Construct, Unaligned\n\nAC 15\n\nHP 10 (Medium or smaller), 20 (Large), 40 (Huge)\n\nSpeed 30 ft.\n\n Mod Save\nSTR 16 +3 +3\nDEX 10 +0 +0\nCON 10 +0 +0\n\n Mod Save\nINT 3 \u22124 \u22124\nWIS 3 \u22124 \u22124\nCHA 1 \u22125 \u22125\n\nImmunities Poison, Psychic; Charmed, Exhaustion, Frightened, Paralyzed, Poisoned\n\nSenses Blindsight 30 ft., Passive Perception 6\n\nLanguages Understands the languages you know\n\nCR None (XP 0; PB equals your Proficiency Bonus)\n\nActions\n\nSlam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: Force damage equal to 1d4 + 3 (Medium or smaller), 2d6 + 3 + your spellcasting ability modifier (Large), or 2d12 + 3 + your spellcasting ability modifier (Huge).", "duration": "Up to 1 minute", "higher_level": "The creature's Slam damage increases by 1d4 (Medium or smaller), 1d6 (Large), or 1d12 (Huge) for each spell slot level above 5.", - "id": 539, + "id": "0f70d374-5dcd-443d-a577-0495fc1c7d64", "level": 5, "locations": [ { @@ -16787,7 +16787,7 @@ "concentration": true, "desc": "An aura extends from you in a 10-foot Emanation for the duration. The aura prevents creatures other than Constructs and Undead from passing or reaching through it. An affected creature can cast spells or make attacks with Ranged or Reach weapons through the barrier.\n\nIf you move so that an affected creature is forced to pass through the barrier, the spell ends.", "duration": "Up to 1 hour", - "id": 540, + "id": "3768609a-5827-471b-9b04-8e6d585cf55d", "level": 5, "locations": [ { @@ -16814,7 +16814,7 @@ "concentration": true, "desc": "An aura of antimagic surrounds you in 10-foot Emanation. No one can cast spells, take Magic actions, or create other magical effects inside the aura, and those things can't target or otherwise affect anything inside it. Magical properties of magic items don't work inside the aura or on anything inside it.\n\nAreas of effect created by spells or other magic can't extend into the aura, and no one can teleport into or out of it or use planar travel there. Portals close temporarily while in the aura.\n\nOngoing spells, except those cast by an Artifact or a deity, are suppressed in the area. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration.", "duration": "Up to 1 hour", - "id": 541, + "id": "08889633-9faf-4456-bb7d-e0e88705b62e", "level": 8, "locations": [ { @@ -16842,7 +16842,7 @@ ], "desc": "As you cast the spell, choose whether it creates antipathy or sympathy, and target one creature or object that is Huge or smaller. Then specify a kind of creature, such as red dragons, goblins, or vampires. A creature of the chosen kind makes a Wisdom saving throw when it comes within 120 feet of the target. Your choice of antipathy or sympathy determines what happens to a creature when it fails that save:\n\nAntipathy. The creature has the Frightened condition. The Frightened creature must use its movement on its turns to get as far away as possible from the target, moving by the safest route.\n\nSympathy. The creature has the Charmed condition. The Charmed creature must use its movement on its turns to get as close as possible to the target, moving by the safest route. If the creature is within 5 feet of the target, the creature can't willingly move away. If the target damages the Charmed creature, that creature can make a Wisdom saving throw to end the effect, as described below.\n\nEnding the Effect. If the Frightened or Charmed creature ends its turn more than 120 feet away from the target, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target. A creature that successfully saves against this effect is immune to it for 1 minute, after which it can be affected again.", "duration": "10 days", - "id": 542, + "id": "d3913742-a96b-4b7c-8d7f-0d2e312a97c3", "level": 8, "locations": [ { @@ -16870,7 +16870,7 @@ "concentration": true, "desc": "You create an Invisible, invulnerable eye within range that hovers for the duration. You mentally receive visual information from the eye, which can see in every direction. It also has Darkvision with a range of 30 feet.\n\nAs a Bonus Action, you can move the eye up to 30 feet in any direction. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter.", "duration": "Up to 1 hour", - "id": 543, + "id": "6fcbc78b-60c2-44fb-884b-bc02744b8a8c", "level": 4, "locations": [ { @@ -16898,7 +16898,7 @@ "concentration": true, "desc": "You create linked teleportation portals. Choose two Large, unoccupied spaces on the ground that you can see, one space within range and the other one within 10 feet of you. A circular portal opens in each of those spaces and remains for the duration.\n\nThe portals are two-dimensional glowing rings filled with mist that blocks sight. They hover inches from the ground and are perpendicular to it.\n\nA portal is open on only one side (you choose which). Anything entering the open side of a portal exits from the open side of the other portal as if the two were adjacent to each other. As a Bonus Action, you can change the facing of the open sides.", "duration": "Up to 10 minutes", - "id": 544, + "id": "fdcf4867-784f-49c3-aec2-8475db2477e4", "level": 6, "locations": [ { @@ -16924,7 +16924,7 @@ ], "desc": "You touch a closed door, window, gate, container, or hatch and magically lock it for the duration. This lock can't be unlocked by any nonmagical means. You and any creatures you designate when you cast the spell can open and close the object despite the lock. You can also set a password that, when spoken within 5 feet of the object, unlocks it for 1 minute.", "duration": "Until dispelled", - "id": 545, + "id": "7d52d451-1a78-4dbf-9081-fa4c339876ab", "level": 2, "locations": [ { @@ -16952,7 +16952,7 @@ "desc": "You tap into your life force to heal yourself. Roll one or two of your unexpended Hit Point Dice, and regain a number of Hit Points equal to the roll's total plus your spellcasting ability modifier. Those dice are then expended.", "duration": "Instantaneous", "higher_level": "The number of unexpended Hit Dice you can roll increases by one for each spell slot level above 2.", - "id": 546, + "id": "3dd21578-e1a6-46b1-84d0-0d3fcbec1062", "level": 2, "locations": [ { @@ -16978,7 +16978,7 @@ "desc": "Protective magical frost surrounds you. You gain 5 Temporary Hit Points. If a creature hits you with a melee attack roll before the spell ends, the creature takes 5 Cold damage. The spell ends early if you have no Temporary Hit Points.", "duration": "1 hour", "higher_level": "The Temporary Hit Points and the Cold damage both increase by 5 for each spell slot level above 1.", - "id": 547, + "id": "5087ee2d-c521-4c6a-9054-5fb68ac033d6", "level": 1, "locations": [ { @@ -17004,7 +17004,7 @@ "desc": "Invoking Hadar, you cause tendrils to erupt from yourself. Each creature in a 10-foot Emanation originating from you makes a Strength saving throw. On a failed save, a target takes 2d6 Necrotic damage and can't take Reactions until the start of its next turn. On a successful save, a target takes half as much damage only.", "duration": "Instantaneous", "higher_level": "The damage increases by 1d6 for each spell slot level above 1.", - "id": 548, + "id": "fd190b1c-bcf7-4703-977e-19761e12e1d1", "level": 1, "locations": [ { @@ -17031,7 +17031,7 @@ ], "desc": "You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell ends instantly if you are already on that plane). Each target's body is left behind in a state of suspended animation; it has the Unconscious condition, doesn't need food or air, and doesn't age.\n\nA target's astral form resembles its body in almost every way, replicating its game statistics and possessions. The principal difference is the addition of a silvery cord that trails from between the shoulder blades of the astral form. The cord fades from view after 1 foot. If the cord is cut\u2014which happens only when an effect states that it does so\u2014the target's body and astral form both die.\n\nA target's astral form can travel through the Astral Plane. The moment an astral form leaves that plane, the target's body and possessions travel along the silver cord, causing the target to re-enter its body on the new plane.\n\nAny damage or other effects that apply to an astral form have no effect on the target's body and vice versa. If a target's body or astral form drops to 0 Hit Points, the spell ends for that target. The spell ends for all the targets if you take a Magic action to dismiss it.\n\nWhen the spell ends for a target who isn't dead, the target reappears in its body and exits the state of suspended animation.", "duration": "Until dispelled", - "id": 549, + "id": "b4133667-52c4-400b-a293-c964ec5c4728", "level": 9, "locations": [ { @@ -17059,7 +17059,7 @@ ], "desc": "You receive an omen from an otherworldly entity about the results of a course of action that you plan to take within the next 30 minutes. The DM chooses the omen from the Omens table.\n\nOmen For Results That Will Be...\nWeal Good\nWoe Bad\nWeal and woe Good and bad\nIndifference Neither good nor bad\n\nThe spell doesn't account for circumstances, such as other spells, that might change the results.\n\nIf you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer.", "duration": "Instantaneous", - "id": 550, + "id": "b1e2588f-a7ff-4726-905c-50cd35555331", "level": 2, "locations": [ { @@ -17085,7 +17085,7 @@ "concentration": true, "desc": "An aura radiates from you in a 30-foot Emanation for the duration. While in the aura, you and your allies have Resistance to Necrotic damage, and your Hit Point maximums can't be reduced. If an ally with 0 Hit Points starts its turn in the aura, that ally regains 1 Hit Point.", "duration": "Up to 10 minutes", - "id": 551, + "id": "7dc5ccd7-4fbb-4211-b0b5-807f698eff35", "level": 4, "locations": [ { @@ -17110,7 +17110,7 @@ "concentration": true, "desc": "An aura radiates from you in a 30-foot Emanation for the duration. While in the aura, you and your allies have Resistance to Poison damage and Advantage on saving throws to avoid or end effects that include the Blinded, Charmed, Deafened, Frightened, Paralyzed, Poisoned, or Stunned condition.", "duration": "Up to 10 minutes", - "id": 552, + "id": "afeb2cb5-bfb5-4e8a-aaeb-7816b46c41b0", "level": 4, "locations": [ { @@ -17136,7 +17136,7 @@ "concentration": true, "desc": "An aura radiates from you in a 30-foot Emanation for the duration. When you create the aura and at the start of each of your turns while it persists, you can restore 2d6 Hit Points to one creature in it.", "duration": "Up to 1 minute", - "id": 553, + "id": "05222715-bd58-4a6f-839d-4f080f3bd6b1", "level": 3, "locations": [ { @@ -17162,7 +17162,7 @@ ], "desc": "You spend the casting time tracing magical pathways within a precious gemstone, and then touch the target. The target must be either a Beast or Plant creature with an Intelligence of 3 or less or a natural plant that isn't a creature. The target gains an Intelligence of 10 and the ability to speak one language you know. If the target is a natural plant, it becomes a Plant creature and gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human's. The DM chooses statistics appropriate for the awakened Plant, such as the statistics for the Awakened Shrub or Awakened Tree in the Monster Manual.\n\nThe awakened target has the Charmed condition for 30 days or until you or your allies deal damage to it. When that condition ends, the awakened creature chooses its attitude toward you.", "duration": "Instantaneous", - "id": 554, + "id": "35ef0956-7fb3-4cbf-8765-89cfc3f1602c", "level": 5, "locations": [ { @@ -17192,7 +17192,7 @@ "desc": "Up to three creatures of your choice that you can see within range must each make a Charisma saving throw. Whenever a target that fails this save makes an attack roll or a saving throw before the spell ends, the target must subtract 1d4 from the attack roll or save.", "duration": "Up to 1 minute", "higher_level": "You can target one additional creature for each spell slot level above 1.", - "id": 555, + "id": "8c27b28b-a556-4f58-a162-1c37cd6005c6", "level": 1, "locations": [ { @@ -17217,7 +17217,7 @@ "concentration": true, "desc": "The target hit by the attack roll takes an extra 5d10 Force damage from the attack. If the attack reduces the target to 50 Hit Points or fewer, the target must succeed on a Charisma saving throw or be transported to a harmless demiplane for the duration. While there, the target has the Incapacitated condition. When the spell ends, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.", "duration": "Up to 1 minute", - "id": 556, + "id": "38e5969e-fa96-4f7c-9a3f-a60f330260f9", "level": 5, "locations": [ { @@ -17248,7 +17248,7 @@ "desc": "One creature that you can see within range must succeed on a Charisma saving throw or be transported to a harmless demiplane for the duration. While there, the target has the Incapacitated condition. When the spell ends, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.\n\nIf the target is an Aberration, a Celestial, an Elemental, a Fey, or a Fiend, the target doesn't return if the spell lasts for 1 minute. The target is instead transported to a random location on a plane (DM's choice) associated with its creature type.", "duration": "Up to 1 minute", "higher_level": "You can target one additional creature for each spell slot level above 4.", - "id": 557, + "id": "beb56a03-e11c-4c17-bec1-8c49c1f229bf", "level": 4, "locations": [ { @@ -17275,7 +17275,7 @@ ], "desc": "You touch a willing creature. Until the spell ends, the target's skin assumes a bark-like appearance, and the target has an Armor Class of 17 if its AC is lower than that.", "duration": "1 hour", - "id": 558, + "id": "1f7489b8-3b4a-4d78-ad41-f121fdc159a1", "level": 2, "locations": [ { @@ -17301,7 +17301,7 @@ "concentration": true, "desc": "Choose any number of creatures within range. For the duration, each target has Advantage on Wisdom saving throws and Death Saving Throws and regains the maximum number of Hit Points possible from any healing.", "duration": "Up to 1 minute", - "id": 559, + "id": "5e7ee091-7c9c-4a0f-b64d-8d39b451fe5b", "level": 3, "locations": [ { @@ -17326,7 +17326,7 @@ "concentration": true, "desc": "You touch a willing Beast. For the duration, you can perceive through the Beast's senses as well as your own. When perceiving through the Beast's senses, you benefit from any special senses it has.", "duration": "Up to 1 hour", - "id": 560, + "id": "0b492a2d-497a-488c-b408-9c6bfed06a3c", "level": 2, "locations": [ { @@ -17354,7 +17354,7 @@ ], "desc": "You blast the mind of a creature that you can see within range. The target makes an Intelligence saving throw.\n\nOn a failed save, the target takes 10d12 Psychic damage and can't cast spells or take the Magic action. At the end of every 30 days, the target repeats the save, ending the effect on a success. The effect can also be ended by the Greater Restoration, Heal, or Wish spell.\n\nOn a successful save, the target takes half as much damage only.", "duration": "Instantaneous", - "id": 561, + "id": "3cee05d1-b71c-4a3e-a92c-5723acaecdd4", "level": 8, "locations": [ { @@ -17383,7 +17383,7 @@ "desc": "You touch a creature, which must succeed on a Wisdom saving throw or become cursed for the duration. Until the curse ends, the target suffers one of the following effects of your choice:\n\n\u2022Choose one ability. The target has Disadvantage on ability checks and saving throws made with that ability.\n\u2022The target has Disadvantage on attack rolls against you.\n\u2022In combat, the target must succeed on a Wisdom saving throw at the start of each of its turns or be forced to take the Dodge action on that turn.\n\u2022If you deal damage to the target with an attack roll or a spell, the target takes an extra 1d8 Necrotic damage.", "duration": "Up to 1 minute", "higher_level": "If you cast this spell using a level 4 spell slot, you can maintain Concentration on it for up to 10 minutes. If you use a level 5+ spell slot, the spell doesn't require Concentration, and the duration becomes 8 hours (level 5\u20136 slot) or 24 hours (level 7\u20138 slot). If you use a level 9 spell slot, the spell lasts until dispelled.", - "id": 562, + "id": "2982746d-86d5-4b8b-a26c-ae11a69f1579", "level": 3, "locations": [ { @@ -17412,7 +17412,7 @@ "desc": "You create a Large hand of shimmering magical energy in an unoccupied space that you can see within range. The hand lasts for the duration, and it moves at your command, mimicking the movements of your own hand.\n\nThe hand is an object that has AC 20 and Hit Points equal to your Hit Point maximum. If it drops to 0 Hit Points, the spell ends. The hand doesn't occupy its space.\n\nWhen you cast the spell and as a Bonus Action on your later turns, you can move the hand up to 60 feet and then cause one of the following effects:\n\nClenched Fist. The hand strikes a target within 5 feet of it. Make a melee spell attack. On a hit, the target takes 5d8 Force damage.\n\nForceful Hand. The hand attempts to push a Huge or smaller creature within 5 feet of it. The target must succeed on a Strength saving throw, or the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target, remaining within 5 feet of it.\n\nGrasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. The target must succeed on a Dexterity saving throw, or the target has the Grappled condition, with an escape DC equal to your spell save DC. While the hand grapples the target, you can take a Bonus Action to cause the hand to crush it, dealing Bludgeoning damage to the target equal to 4d6 plus your spellcasting ability modifier.\n\nInterposing Hand. The hand grants you Half Cover against attacks and other effects that originate from its space or that pass through it. In addition, its space counts as Difficult Terrain for your enemies.", "duration": "Up to 1 minute", "higher_level": "The damage of the Clenched Fist increases by 2d8 and the damage of the Grasping Hand increases by 2d6 for each spell slot level above 5.", - "id": 563, + "id": "75973be5-56e0-46c8-8acf-f02aebc0f33f", "level": 5, "locations": [ { @@ -17438,7 +17438,7 @@ "concentration": true, "desc": "You create a wall of whirling blades made of magical energy. The wall appears within range and lasts for the duration. You make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides Three-Quarters Cover, and its space is Difficult Terrain.\n\nAny creature in the wall's space makes a Dexterity saving throw, taking 6d10 Force damage on a failed save or half as much damage on a successful one. A creature also makes that save if it enters the wall's space or ends it turn there. A creature makes that save only once per turn.", "duration": "Up to 10 minutes", - "id": 564, + "id": "44044ff0-a255-4f3d-814c-2c938c5fcf61", "level": 6, "locations": [ { @@ -17466,7 +17466,7 @@ "concentration": true, "desc": "Whenever a creature makes an attack roll against you before the spell ends, the attacker subtracts 1d4 from the attack roll.", "duration": "Up to 1 minute", - "id": 565, + "id": "df997799-1d13-473e-b954-35fb92712fc7", "level": 0, "locations": [ { @@ -17494,7 +17494,7 @@ "desc": "You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save.", "duration": "Up to 1 minute", "higher_level": "You can target one additional creature for each spell slot level above 1.", - "id": 566, + "id": "ab1d3253-623f-4eb5-bb28-6abd96147cf2", "level": 1, "locations": [ { @@ -17523,7 +17523,7 @@ "desc": "A creature that you can see within range makes a Constitution saving throw, taking 8d8 Necrotic damage on a failed save or half as much damage on a successful one. A Plant creature automatically fails the save.\n\nAlternatively, target a nonmagical plant that isn't a creature, such as a tree or shrub. It doesn't make a save; it simply withers and dies.", "duration": "Instantaneous", "higher_level": "The damage increases by 1d8 for each spell slot level above 4.", - "id": 567, + "id": "bd8190f9-465d-4003-afef-5426174ac8d7", "level": 4, "locations": [ { @@ -17547,7 +17547,7 @@ "desc": "The target hit by the strike takes an extra 3d8 Radiant damage from the attack, and the target has the Blinded condition until the spell ends. At the end of each of its turns, the Blinded target makes a Constitution saving throw, ending the spell on itself on a success.", "duration": "1 minute", "higher_level": "The extra damage increases by 1d8 for each spell slot level above 3.", - "id": 568, + "id": "c03ec702-9346-47cf-ba83-502107c1378d", "level": 3, "locations": [ { @@ -17574,7 +17574,7 @@ "desc": "One creature that you can see within range must succeed on a Constitution saving throw, or it has the Blinded or Deafened condition (your choice) for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.", "duration": "1 minute", "higher_level": "You can target one additional creature for each spell slot level above 2.", - "id": 569, + "id": "3ef5ee2e-598c-4912-84d0-4e368ad8acd4", "level": 2, "locations": [ { @@ -17600,7 +17600,7 @@ ], "desc": "Roll 1d6 at the end of each of your turns for the duration. On a roll of 4\u20136, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell ends instantly if you are already on that plane). While on the Ethereal Plane, you can perceive the plane you left, which is cast in shades of gray, but you can't see anything there more than 60 feet away. You can affect and be affected only by other creatures on the Ethereal Plane, and creatures on the other plane can't perceive you unless they have a special ability that lets them perceive things on the Ethereal Plane.\n\nYou return to the other plane at the start of your next turn and when the spell ends if you are on the Ethereal Plane. You return to an unoccupied space of your choice that you can see within 10 feet of the space you left. If no unoccupied space is available within that range, you appear in the nearest unoccupied space.", "duration": "1 minute", - "id": 570, + "id": "6ce77c35-5a5c-4b91-a20a-5e6bba32238f", "level": 3, "locations": [ { @@ -17626,7 +17626,7 @@ "concentration": true, "desc": "Your body becomes blurred. For the duration, any creature has Disadvantage on attack rolls against you. An attacker is immune to this effect if it perceives you with Blindsight or Truesight.", "duration": "Up to 1 minute", - "id": 571, + "id": "1ba32c4e-785d-4629-9fe2-3af14193a39c", "level": 2, "locations": [ { @@ -17652,7 +17652,7 @@ "desc": "A thin sheet of flames shoots forth from you. Each creature in a 15-foot Cone makes a Dexterity saving throw, taking 3d6 Fire damage on a failed save or half as much damage on a successful one.\n\nFlammable objects in the Cone that aren't being worn or carried start burning.", "duration": "Instantaneous", "higher_level": "The damage increases by 1d6 for each spell slot level above 1.", - "id": 572, + "id": "1568c8bf-6560-4ac3-a4b4-e83832f38090", "level": 1, "locations": [ { @@ -17678,7 +17678,7 @@ "desc": "A storm cloud appears at a point within range that you can see above yourself. It takes the shape of a Cylinder that is 10 feet tall with a 60-foot radius.\n\nWhen you cast the spell, choose a point you can see under the cloud. A lightning bolt shoots from the cloud to that point. Each creature within 5 feet of that point makes a Dexterity saving throw, taking 3d10 Lightning damage on a failed save or half as much damage on a successful one.\n\nUntil the spell ends, you can take a Magic action to call down lightning in that way again, targeting the same point or a different one.\n\nIf you're outdoors in a storm when you cast this spell, the spell gives you control over that storm instead of creating a new one. Under such conditions, the spell's damage increases by 1d10.", "duration": "Up to 10 minutes", "higher_level": "The damage increases by 1d10 for each spell slot level above 3.", - "id": 573, + "id": "348d6765-356e-4037-a934-b22b1b34a245", "level": 3, "locations": [ { @@ -17702,9 +17702,9 @@ "S" ], "concentration": true, - "desc": "Each Humanoid in a 20-foot-radius Sphere centered on a point you choose within range must succeed on a Charisma saving throw or be affected by one of the following effects (choose for each creature):\n\n\u2022The creature has Immunity to the Charmed and Frightened conditions until the spell ends. If the creature was already Charmed or Frightened, those conditions are suppressed for the duration.\n\u2022The creature becomes Indifferent about creatures of your choice that it’s Hostile toward. This indifference ends if the target takes damage or witnesses its allies taking damage. When the spell ends, the creature’s attitude returns to normal.", + "desc": "Each Humanoid in a 20-foot-radius Sphere centered on a point you choose within range must succeed on a Charisma saving throw or be affected by one of the following effects (choose for each creature):\n\n\u2022The creature has Immunity to the Charmed and Frightened conditions until the spell ends. If the creature was already Charmed or Frightened, those conditions are suppressed for the duration.\n\u2022The creature becomes Indifferent about creatures of your choice that it\u2019s Hostile toward. This indifference ends if the target takes damage or witnesses its allies taking damage. When the spell ends, the creature\u2019s attitude returns to normal.", "duration": "Up to 1 minute", - "id": 574, + "id": "d6b4784d-4125-42f3-8e45-4c70aab1342d", "level": 2, "locations": [ { @@ -17731,7 +17731,7 @@ "desc": "You launch a lightning bolt toward a target you can see within range. Three bolts then leap from that target to as many as three other targets of your choice, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.\n\nEach target makes a Dexterity saving throw, taking 10d8 Lightning damage on a failed save or half as much damage on a successful one.", "duration": "Instantaneous", "higher_level": "One additional bolt leaps from the first target to another target for each spell slot level above 6.", - "id": 575, + "id": "e8d83a2d-04f8-47e8-abe7-e22688c15c63", "level": 6, "locations": [ { @@ -17761,7 +17761,7 @@ "desc": "One creature you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you.", "duration": "1 hour", "higher_level": "You can target one additional creature for each spell slot level above 4.", - "id": 576, + "id": "5ead1028-abbc-46ff-9cec-62573be7fcb7", "level": 4, "locations": [ { @@ -17790,7 +17790,7 @@ "desc": "One Humanoid you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you.", "duration": "1 hour", "higher_level": "You can target one additional creature for each spell slot level above 1.", - "id": 577, + "id": "22539fe8-5fb3-4623-a60c-e64e2b451325", "level": 1, "locations": [ { @@ -17817,7 +17817,7 @@ "desc": "Channeling the chill of the grave, make a melee spell attack against a target within reach. On a hit, the target takes 1d10 Necrotic damage, and it can't regain Hit Points until the end of your next turn.", "duration": "Instantaneous", "higher_level": "The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).", - "id": 578, + "id": "30328400-95b3-4ecb-8180-ed2f7831c1a5", "level": 0, "locations": [ { @@ -17844,7 +17844,7 @@ "desc": "You hurl an orb of energy at a target within range. Choose Acid, Cold, Fire, Lightning, Poison, or Thunder for the type of orb you create, and then make a ranged spell attack against the target. On a hit, the target takes 3d8 damage of the chosen type.\n\nIf you roll the same number on two or more of the d8s, the orb leaps to a different target of your choice within 30 feet of the target. Make an attack roll against the new target, and make a new damage roll. The orb can't leap again unless you cast the spell with a level 2+ spell slot.", "duration": "Instantaneous", "higher_level": "The damage increases by 1d8 for each spell slot level above 1. The orb can leap a maximum number of times equal to the level of the slot expended, and a creature can be targeted only once by each casting of this spell.", - "id": 579, + "id": "7c99656b-fa0e-4714-8400-8b7041aa4423", "level": 1, "locations": [ { @@ -17873,7 +17873,7 @@ "desc": "Negative energy ripples out in a 60-foot-radius Sphere from a point you choose within range. Each creature in that area makes a Constitution saving throw, taking 8d8 Necrotic damage on a failed save or half as much damage on a successful one.", "duration": "Instantaneous", "higher_level": "The damage increases by 2d8 for each spell slot level above 6.", - "id": 580, + "id": "bf71da01-c9a1-41c5-9595-1578d307d2bd", "level": 6, "locations": [ { @@ -17901,7 +17901,7 @@ "concentration": true, "desc": "An aura radiates from you in a 30-foot Emanation for the duration. While in the aura, you and your allies have Advantage on saving throws against spells and other magical effects. When an affected creature makes a saving throw against a spell or magical effect that allows a save to take only half damage, it takes no damage if it succeeds on the save.", "duration": "Up to 10 minutes", - "id": 581, + "id": "c0abe720-1842-49fe-82f3-a45620add5b6", "level": 5, "locations": [ { @@ -17930,7 +17930,7 @@ "concentration": true, "desc": "You create an Invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The intangible, invulnerable sensor remains in place for the duration.\n\nWhen you cast the spell, choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As a Bonus Action, you can switch between seeing and hearing.\n\nA creature that sees the sensor (such as a creature benefiting from See Invisibility or Truesight) sees a luminous orb about the size of your fist.", "duration": "Up to 10 minutes", - "id": 582, + "id": "f34d4c17-f722-4fd4-a21a-f28404385f45", "level": 3, "locations": [ { @@ -17956,7 +17956,7 @@ ], "desc": "You touch a creature or at least 1 cubic inch of its flesh. An inert duplicate of that creature forms inside the vessel used in the spell's casting and finishes growing after 120 days; you choose whether the finished clone is the same age as the creature or younger. The clone remains inert and endures indefinitely while its vessel remains undisturbed.\n\nIf the original creature dies after the clone finishes forming, the creature's soul transfers to the clone if the soul is free and willing to return. The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original's equipment. The creature's original remains, if any, become inert and can't be revived, since the creature's soul is elsewhere.", "duration": "Instantaneous", - "id": 583, + "id": "5f11cf08-8597-45e2-84aa-9920e5643f0b", "level": 8, "locations": [ { @@ -17984,7 +17984,7 @@ "desc": "You create a 20-foot-radius Sphere of yellow-green fog centered on a point within range. The fog lasts for the duration or until strong wind (such as the one created by Gust of Wind) disperses it, ending the spell. Its area is Heavily Obscured.\n\nEach creature in the Sphere makes a Constitution saving throw, taking 5d8 Poison damage on a failed save or half as much damage on a successful one. A creature must also make this save when the Sphere moves into its space and when it enters the Sphere or ends its turn there. A creature makes this save only once per turn.\n\nThe Sphere moves 10 feet away from you at the start of each of your turns.", "duration": "Up to 10 minutes", "higher_level": "The damage increases by 1d8 for each spell slot level above 5.", - "id": 584, + "id": "cff28fe7-3b3a-408d-b51c-07163da53c94", "level": 5, "locations": [ { @@ -18014,7 +18014,7 @@ "desc": "You conjure spinning daggers in a 5-foot Cube centered on a point within range. Each creature in that area takes 4d4 Slashing damage. A creature also takes this damage if it enters the Cube or ends its turn there or if the Cube moves into its space. A creature takes this damage only once per turn.\n\nOn your later turns, you can take a Magic action to teleport the Cube up to 30 feet.", "duration": "Up to 1 minute", "higher_level": "The damage increases by 2d4 for each spell slot level above 2.", - "id": 585, + "id": "b73d1237-80cf-4a3d-8a71-2703738ca58c", "level": 2, "locations": [ { @@ -18042,7 +18042,7 @@ ], "desc": "You launch a dazzling array of flashing, colorful light. Each creature in a 15-foot Cone originating from you must succeed on a Constitution saving throw or have the Blinded condition until the end of your next turn.", "duration": "Instantaneous", - "id": 586, + "id": "03b9761f-299c-449f-8e42-5ec85c77b2eb", "level": 1, "locations": [ { @@ -18069,7 +18069,7 @@ "desc": "You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options:\n\nApproach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.\n\nDrop. The target drops whatever it is holding and then ends its turn.\n\nFlee. The target spends its turn moving away from you by the fastest available means.\n\nGrovel. The target has the Prone condition and then ends its turn.\n\nHalt. On its turn, the target doesn't move and takes no action or Bonus Action.", "duration": "Instantaneous", "higher_level": "You can affect one additional creature for each spell slot level above 1.", - "id": 587, + "id": "8d6773cb-b44c-4840-8614-efc8fa87855e", "level": 1, "locations": [ { @@ -18094,7 +18094,7 @@ ], "desc": "You contact a deity or a divine proxy and ask up to three questions that can be answered with yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question.\n\nDivine beings aren't necessarily omniscient, so you might receive \u201cunclear\u201d as an answer if a question pertains to information that lies beyond the deity's knowledge. In a case where a one-word answer could be misleading or contrary to the deity's interests, the DM might offer a short phrase as an answer instead.\n\nIf you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer.", "duration": "1 minute", - "id": 588, + "id": "34a2db17-2db5-4e17-9c0c-86514c732e78", "level": 5, "locations": [ { @@ -18118,9 +18118,9 @@ "V", "S" ], - "desc": "You commune with nature spirits and gain knowledge of the surrounding area. In the outdoors, the spell gives you knowledge of the area within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in castles and settlements.\n\nChoose three of the following facts; you learn those facts as they pertain to the spell's area:\n\n\u2022Locations of settlements\n\u2022Locations of portals to other planes of existence\n\u2022Location of one Challenge Rating 10+ creature (DM’s choice) that is a Celestial, an Elemental, a Fey, a Fiend, or an Undead\n\u2022The most prevalent kind of plant, mineral, or Beast (you choose which to learn)\n\n\u2022Locations of bodies of water\n\nFor example, you could determine the location of a powerful monster in the area, the locations of bodies of water, and the locations of any towns.", + "desc": "You commune with nature spirits and gain knowledge of the surrounding area. In the outdoors, the spell gives you knowledge of the area within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in castles and settlements.\n\nChoose three of the following facts; you learn those facts as they pertain to the spell's area:\n\n\u2022Locations of settlements\n\u2022Locations of portals to other planes of existence\n\u2022Location of one Challenge Rating 10+ creature (DM\u2019s choice) that is a Celestial, an Elemental, a Fey, a Fiend, or an Undead\n\u2022The most prevalent kind of plant, mineral, or Beast (you choose which to learn)\n\n\u2022Locations of bodies of water\n\nFor example, you could determine the location of a powerful monster in the area, the locations of bodies of water, and the locations of any towns.", "duration": "Instantaneous", - "id": 589, + "id": "8461a983-2084-4718-9ed8-679c3d0322a4", "level": 5, "locations": [ { @@ -18144,7 +18144,7 @@ "concentration": true, "desc": "You try to compel a creature into a duel. One creature that you can see within range makes a Wisdom saving throw. On a failed save, the target has Disadvantage on attack rolls against creatures other than you, and it can't willingly move to a space that is more than 30 feet away from you.\n\nThe spell ends if you make an attack roll against a creature other than the target, if you cast a spell on an enemy other than the target, if an ally of yours damages the target, or if you end your turn more than 30 feet away from the target.", "duration": "Up to 1 minute", - "id": 590, + "id": "e5541419-9eed-4870-af20-4cf81c86c1a1", "level": 1, "locations": [ { @@ -18172,7 +18172,7 @@ ], "desc": "For the duration, you understand the literal meaning of any language that you hear or see signed. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn't decode symbols or secret messages.", "duration": "1 hour", - "id": 591, + "id": "27b331ec-c243-4668-a867-126b7cc4d713", "level": 1, "locations": [ { @@ -18198,7 +18198,7 @@ "concentration": true, "desc": "Each creature of your choice that you can see within range must succeed on a Wisdom saving throw or have the Charmed condition until the spell ends.\n\nFor the duration, you can take a Bonus Action to designate a direction that is horizontal to you. Each Charmed target must use as much of its movement as possible to move in that direction on its next turn, taking the safest route. After moving in this way, a target repeats the save, ending the spell on itself on a success.", "duration": "Up to 1 minute", - "id": 592, + "id": "4b54e449-ebd2-401a-afe8-a4cd9b749f7f", "level": 4, "locations": [ { @@ -18226,7 +18226,7 @@ "desc": "You unleash a blast of cold air. Each creature in a 60-foot Cone originating from you makes a Constitution saving throw, taking 8d8 Cold damage on a failed save or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws.", "duration": "Instantaneous", "higher_level": "The damage increases by 1d8 for each spell slot level above 5.", - "id": 593, + "id": "c8ac8203-6dec-4736-99e4-2b7caf91f6c8", "level": 5, "locations": [ { @@ -18257,7 +18257,7 @@ "desc": "Each creature in a 10-foot-radius Sphere centered on a point you choose within range must succeed on a Wisdom saving throw, or that target can't take Bonus Actions or Reactions and must roll 1d10 at the start of each of its turns to determine its behavior for that turn, consulting the table below.\n\n1d10 Behavior for the Turn\n1 The target doesn't take an action, and it uses all its movement to move. Roll 1d4 for the direction: 1, north; 2, east; 3, south; or 4, west.\n2\u20136 The target doesn't move or take actions.\n7\u20138 The target doesn't move, and it takes the Attack action to make one melee attack against a random creature within reach. If none are within reach, the target takes no action.\n9\u201310 The target chooses its behavior.\n\nAt the end of each of its turns, an affected target repeats the save, ending the spell on itself on a success.", "duration": "Up to 1 minute", "higher_level": "The Sphere's radius increases by 5 feet for each spell slot level above 4.", - "id": 594, + "id": "d996290f-45c5-43aa-af47-0e440ca75157", "level": 4, "locations": [ { @@ -18285,7 +18285,7 @@ "desc": "You conjure nature spirits that appear as a Large pack of spectral, intangible animals in an unoccupied space you can see within range. The pack lasts for the duration, and you choose the spirits' animal form, such as wolves, serpents, or birds.\n\nYou have Advantage on Strength saving throws while you're within 5 feet of the pack, and when you move on your turn, you can also move the pack up to 30 feet to an unoccupied space you can see.\n\nWhenever the pack moves within 10 feet of a creature you can see and whenever a creature you can see enters a space within 10 feet of the pack or ends its turn there, you can force that creature to make a Dexterity saving throw. On a failed save, the creature takes 3d10 Slashing damage. A creature makes this save only once per turn.", "duration": "Up to 10 minutes", "higher_level": "The damage increases by 1d10 for each spell slot level above 3.", - "id": 595, + "id": "24a8741c-7b56-4bfe-aa19-4c0c788632ca", "level": 3, "locations": [ { @@ -18311,7 +18311,7 @@ "desc": "You brandish the weapon used to cast the spell and conjure similar spectral weapons (or ammunition appropriate to the weapon) that launch forward and then disappear. Each creature of your choice that you can see in a 60-foot Cone makes a Dexterity saving throw, taking 5d8 Force damage on a failed save or half as much damage on a successful one.", "duration": "Instantaneous", "higher_level": "The damage increases by 1d8 for each spell slot level above 3.", - "id": 596, + "id": "6e006858-3510-4c6d-87c2-d22f048a23a0", "level": 3, "locations": [ { @@ -18338,7 +18338,7 @@ "desc": "You conjure a spirit from the Upper Planes, which manifests as a pillar of light in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range. For each creature you can see in the Cylinder, choose which of these lights shines on it:\n\nHealing Light. The target regains Hit Points equal to 4d12 plus your spellcasting ability modifier.\n\nSearing Light. The target makes a Dexterity saving throw, taking 6d12 Radiant damage on a failed save or half as much damage on a successful one.\n\nUntil the spell ends, Bright Light fills the Cylinder, and when you move on your turn, you can also move the Cylinder up to 30 feet.\n\nWhenever the Cylinder moves into the space of a creature you can see and whenever a creature you can see enters the Cylinder or ends its turn there, you can bathe it in one of the lights. A creature can be affected by this spell only once per turn.", "duration": "Up to 10 minutes", "higher_level": "The healing and damage increase by 1d12 for each spell slot level above 7.", - "id": 597, + "id": "fed13f55-bfb4-4a53-ac3f-0e0b7bb43332", "level": 7, "locations": [ { @@ -18365,7 +18365,7 @@ "desc": "You conjure a Large, intangible spirit from the Elemental Planes that appears in an unoccupied space within range. Choose the spirit's element, which determines its damage type: air (Lightning), earth (Thunder), fire (Fire), or water (Cold). The spirit lasts for the duration.\n\nWhenever a creature you can see enters the spirit's space or starts its turn within 5 feet of the spirit, you can force that creature to make a Dexterity saving throw if the spirit has no creature Restrained. On failed save, the target takes 8d8 damage of the spirit's type, and the target has the Restrained condition until the spell ends. At the start of each of its turns, the Restrained target repeats the save. On a failed save, the target takes 4d8 damage of the spirit's type. On a successful save, the target isn't Restrained by the spirit.", "duration": "Up to 10 minutes", "higher_level": "The damage increases by 1d8 for each spell slot level above 5.", - "id": 598, + "id": "b3d12591-38e0-42a2-82a2-2e839d268dbb", "level": 5, "locations": [ { @@ -18391,7 +18391,7 @@ "desc": "You conjure a Medium spirit from the Feywild in an unoccupied space you can see within range. The spirit lasts for the duration, and it looks like a Fey creature of your choice. When the spirit appears, you can make one melee spell attack against a creature within 5 feet of it. On a hit, the target takes Psychic damage equal to 3d12 plus your spellcasting ability modifier, and the target has the Frightened condition until the start of your next turn, with both you and the spirit as the source of the fear.\n\nAs a Bonus Action on your later turns, you can teleport the spirit to an unoccupied space you can see within 30 feet of the space it left and make the attack against a creature within 5 feet of it.", "duration": "Up to 10 minutes", "higher_level": "The damage increases by 1d12 for each spell slot level above 6.", - "id": 599, + "id": "9cfec615-9f20-4534-9dd5-b4f3133776e6", "level": 6, "locations": [ { @@ -18418,7 +18418,7 @@ "desc": "You conjure spirits from the Elemental Planes that flit around you in a 15-foot Emanation for the duration. Until the spell ends, any attack you make deals an extra 2d8 damage when you hit a creature in the Emanation. This damage is Acid, Cold, Fire, or Lightning (your choice when you make the attack).\n\nIn addition, the ground in the Emanation is Difficult Terrain for your enemies.", "duration": "Up to 10 minutes", "higher_level": "The damage increases by 1d8 for each spell slot level above 4.", - "id": 600, + "id": "0e5a39f4-4397-48fc-ac98-b5560a77fcda", "level": 4, "locations": [ { @@ -18443,7 +18443,7 @@ ], "desc": "You brandish the weapon used to cast the spell and choose a point within range. Hundreds of similar spectral weapons (or ammunition appropriate to the weapon) fall in a volley and then disappear. Each creature of your choice that you can see in a 40-foot-radius, 20-foot-high Cylinder centered on that point makes a Dexterity saving throw. A creature takes 8d8 Force damage on a failed save or half as much damage on a successful one.", "duration": "Instantaneous", - "id": 601, + "id": "0e1eb933-9a4a-4b1c-88d7-866be3b28ebd", "level": 5, "locations": [ { @@ -18471,7 +18471,7 @@ "desc": "You conjure nature spirits that flit around you in a 10-foot Emanation for the duration. Whenever the Emanation enters the space of a creature you can see and whenever a creature you can see enters the Emanation or ends its turn there, you can force that creature to make a Wisdom saving throw. The creature takes 5d8 Force damage on a failed save or half as much damage on a successful one. A creature makes this save only once per turn.\n\nIn addition, you can take the Disengage action as a Bonus Action for the spell's duration.", "duration": "Up to 10 minutes", "higher_level": "The damage increases by 1d8 for each spell slot level above 4.", - "id": 602, + "id": "c5531079-d28d-4e41-8ef0-4d4a4e4992b4", "level": 4, "locations": [ { @@ -18495,7 +18495,7 @@ ], "desc": "You mentally contact a demigod, the spirit of a long-dead sage, or some other knowledgeable entity from another plane. Contacting this otherworldly intelligence can break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The DM answers each question with one word, such as \u201cyes,\u201d \u201cno,\u201d \u201cmaybe,\u201d \u201cnever,\u201d \u201cirrelevant,\u201d or \u201cunclear\u201d (if the entity doesn't know the answer to the question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.\n\nOn a failed save, you take 6d6 Psychic damage and have the Incapacitated condition until you finish a Long Rest. A Greater Restoration spell cast on you ends this effect.", "duration": "1 minute", - "id": 603, + "id": "6b9feb7f-0729-4978-b3f2-a22079b19ce9", "level": 5, "locations": [ { @@ -18520,7 +18520,7 @@ ], "desc": "Your touch inflicts a magical contagion. The target must succeed on a Constitution saving throw or take 11d8 Necrotic damage and have the Poisoned condition. Also, choose one ability when you cast the spell. While Poisoned, the target has Disadvantage on saving throws made with the chosen ability.\n\nThe target must repeat the saving throw at the end of each of its turns until it gets three successes or failures. If the target succeeds on three of these saves, the spell ends on the target. If the target fails three of the saves, the spell lasts for 7 days on it.\n\nWhenever the Poisoned target receives an effect that would end the Poisoned condition, the target must succeed on a Constitution saving throw, or the Poisoned condition doesn't end on it.", "duration": "7 days", - "id": 604, + "id": "3e96d4f8-454d-4f75-bac1-1e15f91565ab", "level": 5, "locations": [ { @@ -18545,7 +18545,7 @@ ], "desc": "Choose a spell of level 5 or lower that you can cast, that has a casting time of an action, and that can target you. You cast that spell\u2014called the contingent spell\u2014as part of casting Contingency, expending spell slots for both, but the contingent spell doesn't come into effect. Instead, it takes effect when a certain trigger occurs. You describe that trigger when you cast the two spells. For example, a Contingency cast with Water Breathing might stipulate that Water Breathing comes into effect when you are engulfed in water or a similar liquid.\n\nThe contingent spell takes effect immediately after the trigger occurs for the first time, whether or not you want it to, and then Contingency ends.\n\nThe contingent spell takes effect only on you, even if it can normally target others. You can use only one Contingency spell at a time. If you cast this spell again, the effect of another Contingency spell on you ends. Also, Contingency ends on you if its material component is ever not on your person.", "duration": "10 days", - "id": 605, + "id": "c1ba0486-b054-4310-8d0f-98941991a698", "level": 6, "locations": [ { @@ -18574,7 +18574,7 @@ ], "desc": "A flame springs from an object that you touch. The effect casts Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. It looks like a regular flame, but it creates no heat and consumes no fuel. The flame can be covered or hidden but not smothered or quenched.", "duration": "Until dispelled", - "id": 606, + "id": "c6493f20-2ec6-4367-a015-83c19ee74f62", "level": 2, "locations": [ { @@ -18603,7 +18603,7 @@ "concentration": true, "desc": "Until the spell ends, you control any water inside an area you choose that is a Cube up to 100 feet on a side, using one of the following effects. As a Magic action on your later turns, you can repeat the same effect or choose a different one.\n\nFlood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.\n\nThe water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.\n\nPart Water. You part water in the area and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.\n\nRedirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain. The water continues to move in the direction you chose until the spell ends or you choose a different effect.\n\nWhirlpool. You cause a whirlpool to form in the center of the area, which must be at least 50 feet square and 25 feet deep. The whirlpool lasts until you choose a different effect or the spell ends. The whirlpool is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature in the water and within 25 feet of the whirlpool is pulled 10 feet toward it. When a creature enters the whirlpool for the first time on a turn or ends its turn there, it makes a Strength saving throw. On a failed save, the creature takes 2d8 Bludgeoning damage. On a successful save, the creature takes half as much damage. A creature can swim away from the whirlpool only if it first takes an action to pull away and succeeds on a Strength (Athletics) check against your spell save DC.", "duration": "Up to 10 minutes", - "id": 607, + "id": "40d230c8-44ed-4d3c-bb9c-1258528bc071", "level": 4, "locations": [ { @@ -18632,7 +18632,7 @@ "concentration": true, "desc": "You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell, and it ends early if you go indoors.\n\nWhen you cast the spell, you change the current weather conditions, which are determined by the DM. You can change precipitation, temperature, and wind. It takes 1d4 \u00d7 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.\n\nWhen you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.\n\nStage Condition\n1 Clear\n2 Light clouds\n3 Overcast or ground fog\n4 Rain, hail, or snow\n5 Torrential rain, driving hail, or blizzard\n\nStage Condition\n1 Heat wave\n2 Hot\n3 Warm\n4 Cool\n5 Cold\n6 Freezing\n\nStage Condition\n1 Calm\n2 Moderate wind\n3 Strong wind\n4 Gale\n5 Storm", "duration": "Up to 8 hours", - "id": 608, + "id": "9c49e83a-852b-46c9-8966-f5a9906938ca", "level": 8, "locations": [ { @@ -18659,7 +18659,7 @@ "desc": "You touch up to four nonmagical Arrows or Bolts and plant them in the ground in your space. Until the spell ends, the ammunition can't be physically uprooted, and whenever a creature other than you enters a space within 30 feet of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it. The creature must succeed on a Dexterity saving throw or take 2d4 Piercing damage. The piece of ammunition is then destroyed. The spell ends when none of the ammunition remains planted in the ground.\n\nWhen you cast this spell, you can designate any creatures you choose, and the spell ignores them.", "duration": "8 hours", "higher_level": "The amount of ammunition that can be affected increases by two for each spell slot level above 2.", - "id": 609, + "id": "9076653a-b64e-44c1-9ff0-e1d44d7097d4", "level": 2, "locations": [ { @@ -18685,7 +18685,7 @@ ], "desc": "You attempt to interrupt a creature in the process of casting a spell. The creature makes a Constitution saving throw. On a failed save, the spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn't expended.", "duration": "Instantaneous", - "id": 610, + "id": "63569d5e-9ec3-4c80-839d-aed9e956620c", "level": 3, "locations": [ { @@ -18711,7 +18711,7 @@ ], "desc": "You create 45 pounds of food and 30 gallons of fresh water on the ground or in containers within range\u2014both useful in fending off the hazards of malnutrition and dehydration. The food is bland but nourishing and looks like a food of your choice, and the water is clean. The food spoils after 24 hours if uneaten.", "duration": "Instantaneous", - "id": 611, + "id": "ad045100-8759-4451-b7ce-d9670f59a50c", "level": 3, "locations": [ { @@ -18738,7 +18738,7 @@ "desc": "You do one of the following:\n\nCreate Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot Cube within range, extinguishing exposed flames there.\n\nDestroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot Cube within range.", "duration": "Instantaneous", "higher_level": "You create or destroy 10 additional gallons of water, or the size of the Cube increases by 5 feet, for each spell slot level above 1.", - "id": 612, + "id": "dda8d816-fdcb-4090-bf0f-9627f17af32b", "level": 1, "locations": [ { @@ -18767,7 +18767,7 @@ "desc": "You can cast this spell only at night. Choose up to three corpses of Medium or Small Humanoids within range. Each one becomes a Ghoul under your control (see the Monster Manual for its stat block).\n\nAs a Bonus Action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing the same command to them). You decide what action the creature will take and where it will move on its next turn, or you can issue a general command, such as to guard a particular place. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow the order until its task is complete.\n\nThe creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell rather than animating new ones.", "duration": "Instantaneous", "higher_level": "If you use a level 7 spell slot, you can animate or reassert control over four Ghouls. If you use a level 8 spell slot, you can animate or reassert control over five Ghouls or two Ghasts or Wights. If you use a level 9 spell slot, you can animate or reassert control over six Ghouls, three Ghasts or Wights, or two Mummies. See the Monster Manual for these stat blocks.", - "id": 613, + "id": "24f563c3-e3ce-4744-acf9-1a3243099672", "level": 6, "locations": [ { @@ -18796,7 +18796,7 @@ "desc": "You pull wisps of shadow material from the Shadowfell to create an object within range. It is either an object of vegetable matter (soft goods, rope, wood, and the like) or mineral matter (stone, crystal, metal, and the like). The object must be no larger than a 5-foot Cube, and the object must be of a form and material that you have seen.\n\nThe spell's duration depends on the object's material, as shown in the Materials table. If the object is composed of multiple materials, use the shortest duration. Using any object created by this spell as another spell's Material component causes the other spell to fail.\n\nMaterial Duration\nVegetable matter 24 hours\nStone or crystal 12 hours\nPrecious metals 1 hour\nGems 10 minutes\nAdamantine or mithral 1 minute", "duration": "Special", "higher_level": "The Cube increases by 5 feet for each spell slot level above 5.", - "id": 614, + "id": "7a56dbec-cb97-411a-9cb8-019d99fbf93e", "level": 5, "locations": [ { @@ -18825,7 +18825,7 @@ "concentration": true, "desc": "One creature that you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The creature succeeds automatically if it isn't Humanoid.\n\nA spectral crown appears on the Charmed target's head, and it must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if no creature is within its reach. The target repeats the save at the end of each of its turns, ending the spell on itself on a success.\n\nOn your later turns, you must take the Magic action to maintain control of the target, or the spell ends.", "duration": "Up to 1 minute", - "id": 615, + "id": "6b2fcb9c-5224-4931-932b-e552be4e5c12", "level": 2, "locations": [ { @@ -18849,7 +18849,7 @@ "concentration": true, "desc": "You radiate a magical aura in a 30-foot Emanation. While in the aura, you and your allies each deal an extra 1d4 Radiant damage when hitting with a weapon or an Unarmed Strike.", "duration": "Up to 1 minute", - "id": 616, + "id": "3c34d858-76cc-498b-8c78-37ecea870273", "level": 3, "locations": [ { @@ -18879,7 +18879,7 @@ "desc": "A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.", "duration": "Instantaneous", "higher_level": "The healing increases by 2d8 for each spell slot level above 1.", - "id": 617, + "id": "3f2e712e-8490-46e7-a84b-5467cfe073b5", "level": 1, "locations": [ { @@ -18908,7 +18908,7 @@ "concentration": true, "desc": "You create up to four torch-size lights within range, making them appear as torches, lanterns, or glowing orbs that hover for the duration. Alternatively, you combine the four lights into one glowing Medium form that is vaguely humanlike. Whichever form you choose, each light sheds Dim Light in a 10-foot radius.\n\nAs a Bonus Action, you can move the lights up to 60 feet to a space within range. A light must be within 20 feet of another light created by this spell, and a light vanishes if it exceeds the spell's range.", "duration": "Up to 1 minute", - "id": 618, + "id": "04f98d7c-92ce-40a6-8a77-22408f180cdf", "level": 0, "locations": [ { @@ -18936,7 +18936,7 @@ "concentration": true, "desc": "For the duration, magical Darkness spreads from a point within range and fills a 15-foot-radius Sphere. Darkvision can't see through it, and nonmagical light can't illuminate it.\n\nAlternatively, you cast the spell on an object that isn't being worn or carried, causing the Darkness to fill a 15-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the Darkness.\n\nIf any of this spell's area overlaps with an area of Bright Light or Dim Light created by a spell of level 2 or lower, that other spell is dispelled.", "duration": "Up to 10 minutes", - "id": 619, + "id": "1235d91c-dcd2-4503-8671-d1a41727e71a", "level": 2, "locations": [ { @@ -18966,7 +18966,7 @@ ], "desc": "For the duration, a willing creature you touch has Darkvision with a range of 150 feet.", "duration": "8 hours", - "id": 620, + "id": "5e7e715e-eb05-4944-91de-de3b54d7e28a", "level": 2, "locations": [ { @@ -18995,7 +18995,7 @@ ], "desc": "For the duration, sunlight spreads from a point within range and fills a 60-foot-radius Sphere. The sunlight's area is Bright Light and sheds Dim Light for an additional 60 feet.\n\nAlternatively, you cast the spell on an object that isn't being worn or carried, causing the sunlight to fill a 60-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the sunlight.\n\nIf any of this spell's area overlaps with an area of Darkness created by a spell of level 3 or lower, that other spell is dispelled.", "duration": "1 hour", - "id": 621, + "id": "51fa4a1c-24f6-4c64-aa51-75d3b73d293d", "level": 3, "locations": [ { @@ -19020,7 +19020,7 @@ ], "desc": "You touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 Hit Points before the spell ends, the target instead drops to 1 Hit Point, and the spell ends.\n\nIf the spell is still in effect when the target is subjected to an effect that would kill it instantly without dealing damage, that effect is negated against the target, and the spell ends.", "duration": "8 hours", - "id": 622, + "id": "34edb029-2fd7-4857-863a-23ee3ea890ca", "level": 4, "locations": [ { @@ -19048,7 +19048,7 @@ "desc": "A beam of yellow light flashes from you, then condenses at a chosen point within range as a glowing bead for the duration. When the spell ends, the bead explodes, and each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw. A creature takes Fire damage equal to the total accumulated damage on a failed save or half as much damage on a successful one.\n\nThe spell's base damage is 12d6, and the damage increases by 1d6 whenever your turn ends and the spell hasn't ended.\n\nIf a creature touches the glowing bead before the spell ends, that creature makes a Dexterity saving throw. On a failed save, the spell ends, causing the bead to explode. On a successful save, the creature can throw the bead up to 40 feet. If the thrown bead enters a creature's space or collides with a solid object, the spell ends, and the bead explodes.\n\nWhen the bead explodes, flammable objects in the explosion that aren't being worn or carried start burning.", "duration": "Up to 1 minute", "higher_level": "The base damage increases by 1d6 for each spell slot level above 7.", - "id": 623, + "id": "6094b1b9-b3ce-4086-b2ab-a586823b4f6e", "level": 7, "locations": [ { @@ -19074,7 +19074,7 @@ ], "desc": "You create a shadowy Medium door on a flat solid surface that you can see within range. This door can be opened and closed, and it leads to a demiplane that is an empty room 30 feet in each dimension, made of wood or stone (your choice).\n\nWhen the spell ends, the door vanishes, and any objects inside the demiplane remain there. Any creatures inside also remain unless they opt to be shunted through the door as it vanishes, landing with the Prone condition in the unoccupied spaces closest to the door's former space.\n\nEach time you cast this spell, you can create a new demiplane or connect the shadowy door to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can connect the shadowy door to that demiplane instead.", "duration": "1 hour", - "id": 624, + "id": "4128b822-cb8d-4b3f-a314-098683826056", "level": 8, "locations": [ { @@ -19097,7 +19097,7 @@ ], "desc": "Destructive energy ripples outward from you in a 30-foot Emanation. Each creature you choose in the Emanation makes a Constitution saving throw. On a failed save, a target takes 5d6 Thunder damage and 5d6 Radiant or Necrotic damage (your choice) and has the Prone condition. On a successful save, a target takes half as much damage only.", "duration": "Instantaneous", - "id": 625, + "id": "5bd85cb9-ef5e-444c-9157-764b4a7ac27d", "level": 5, "locations": [ { @@ -19123,7 +19123,7 @@ "concentration": true, "desc": "For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where.\n\nThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.", "duration": "Up to 10 minutes", - "id": 626, + "id": "d6d3b771-899d-44d8-9d93-6efc8a335f12", "level": 1, "locations": [ { @@ -19156,7 +19156,7 @@ "concentration": true, "desc": "For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's school of magic.\n\nThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.", "duration": "Up to 10 minutes", - "id": 627, + "id": "5e4d246f-775a-4e8d-acef-af9eae98cc4c", "level": 1, "locations": [ { @@ -19185,7 +19185,7 @@ "concentration": true, "desc": "For the duration, you sense the location of poisons, poisonous or venomous creatures, and magical contagions within 30 feet of yourself. You sense the kind of poison, creature, or contagion in each case.\n\nThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.", "duration": "Up to 10 minutes", - "id": 628, + "id": "884059fd-dde1-4c61-bf58-d2004af7e521", "level": 1, "locations": [ { @@ -19214,7 +19214,7 @@ "concentration": true, "desc": "You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns.\n\nSense Thoughts. You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. You don't read the thoughts, but you know that a thinking creature is present.\n\nThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.\n\nRead Thoughts. Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself that you detected with the Sense Thoughts option. You learn what is most on the target's mind right now. If the target doesn't know any languages and isn't telepathic, you learn nothing.\n\nAs a Magic action on your next turn, you can try to probe deeper into the target's mind. If you probe deeper, the target makes a Wisdom saving throw. On a failed save, you discern the target's reasoning, emotions, and something that looms large in its mind (such as a worry, love, or hate). On a successful save, the spell ends. Either way, the target knows that you are probing into its mind, and until you shift your attention away from the target's mind, the target can take an action on its turn to make an Intelligence (Arcana) check against your spell save DC, ending the spell on a success.", "duration": "Up to 1 minute", - "id": 629, + "id": "045938b7-015f-47f6-983b-4eabd7d3a010", "level": 2, "locations": [ { @@ -19241,7 +19241,7 @@ ], "desc": "You teleport to a location within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as \u201c200 feet straight downward\u201d or \u201c300 feet upward to the northwest at a 45-degree angle.\u201d\n\nYou can also teleport one willing creature. The creature must be within 5 feet of you when you teleport, and it teleports to a space within 5 feet of your destination space.\n\nIf you, the other creature, or both would arrive in a space occupied by a creature or completely filled by one or more objects, you and any creature traveling with you each take 4d6 Force damage, and the teleportation fails.", "duration": "Instantaneous", - "id": 630, + "id": "87d5c445-1db2-42c1-a740-9610a52bc920", "level": 4, "locations": [ { @@ -19268,7 +19268,7 @@ ], "desc": "You make yourself\u2014including your clothing, armor, weapons, and other belongings on your person\u2014look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. Otherwise, the extent of the illusion is up to you.\n\nThe changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing.\n\nTo discern that you are disguised, a creature must take the Study action to inspect your appearance and succeed on an Intelligence (Investigation) check against your spell save DC.", "duration": "1 hour", - "id": 631, + "id": "1c85ed0a-de9d-4bc4-8a9a-b2bf2633d7ad", "level": 1, "locations": [ { @@ -19295,7 +19295,7 @@ "desc": "You launch a green ray at a target you can see within range. The target can be a creature, a nonmagical object, or a creation of magical force, such as the wall created by Wall of Force.\n\nA creature targeted by this spell makes a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 Force damage. If this damage reduces it to 0 Hit Points, it and everything nonmagical it is wearing and carrying are disintegrated into gray dust. The target can be revived only by a True Resurrection or a Wish spell.\n\nThis spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If such a target is Huge or larger, this spell disintegrates a 10-foot-Cube portion of it.", "duration": "Instantaneous", "higher_level": "The damage increases by 3d6 for each spell slot level above 6.", - "id": 632, + "id": "daca4b84-4c61-4077-aec0-3dfb728b3560", "level": 6, "locations": [ { @@ -19323,7 +19323,7 @@ "concentration": true, "desc": "For the duration, Celestials, Elementals, Fey, Fiends, and Undead have Disadvantage on attack rolls against you. You can end the spell early by using either of the following special functions.\n\nBreak Enchantment. As a Magic action, you touch a creature that is possessed by or has the Charmed or Frightened condition from one or more creatures of the types above. The target is no longer possessed, Charmed, or Frightened by such creatures.\n\nDismissal. As a Magic action, you target one creature you can see within 5 feet of you that has one of the creature types above. The target must succeed on a Charisma saving throw or be sent back to its home plane if it isn't there already. If they aren't on their home plane, Undead are sent to the Shadowfell, and Fey are sent to the Feywild.", "duration": "Up to 1 minute", - "id": 633, + "id": "60d5aabf-ffac-4b15-a5e6-96d51db9c800", "level": 5, "locations": [ { @@ -19357,7 +19357,7 @@ "desc": "Choose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (DC 10 plus that spell's level). On a successful check, the spell ends.", "duration": "Instantaneous", "higher_level": "You automatically end a spell on the target if the spell's level is equal to or less than the level of the spell slot you use.", - "id": 634, + "id": "eb09f16f-b8fa-4b55-9f67-645a2f7aa1bb", "level": 3, "locations": [ { @@ -19381,7 +19381,7 @@ "desc": "One creature of your choice that you can see within range hears a discordant melody in its mind. The target makes a Wisdom saving throw. On a failed save, it takes 3d6 Psychic damage and must immediately use its Reaction, if available, to move as far away from you as it can, using the safest route. On a successful save, the target takes half as much damage only.", "duration": "Instantaneous", "higher_level": "The damage increases by 1d6 for each spell slot level above 1.", - "id": 635, + "id": "e415d406-31b9-4bfd-b7d3-4f4eb6beabd9", "level": 1, "locations": [ { @@ -19408,7 +19408,7 @@ ], "desc": "This spell puts you in contact with a god or a god's servants. You ask one question about a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply, which might be a short phrase or cryptic rhyme. The spell doesn't account for circumstances that might change the answer, such as the casting of other spells.\n\nIf you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer.", "duration": "Instantaneous", - "id": 636, + "id": "6529250f-6080-4ed1-91db-bf58c7219f1f", "level": 4, "locations": [ { @@ -19433,7 +19433,7 @@ ], "desc": "Until the spell ends, your attacks with weapons deal an extra 1d4 Radiant damage on a hit.", "duration": "1 minute", - "id": 637, + "id": "f28c4f60-efae-42aa-ad13-805935bcbed1", "level": 1, "locations": [ { @@ -19457,7 +19457,7 @@ "desc": "The target takes an extra 2d8 Radiant damage from the attack. The damage increases by 1d8 if the target is a Fiend or an Undead.", "duration": "Instantaneous", "higher_level": "The damage increases by 1d8 for each spell slot level above 1.", - "id": 638, + "id": "f6535e2e-c235-4cb3-9507-48b63e069c9e", "level": 1, "locations": [ { @@ -19480,7 +19480,7 @@ ], "desc": "You utter a word imbued with power from the Upper Planes. Each creature of your choice in range makes a Charisma saving throw. On a failed save, a target that has 50 Hit Points or fewer suffers an effect based on its current Hit Points, as shown in the Divine Word Effects table. Regardless of its Hit Points, a Celestial, an Elemental, a Fey, or a Fiend target that fails its save is forced back to its plane of origin (if it isn't there already) and can't return to the current plane for 24 hours by any means short of a Wish spell.\n\nHit Points Effect\n0\u201320 The target dies.\n21\u201330 The target has the Blinded, Deafened, and Stunned conditions for 1 hour.\n31\u201340 The target has the Blinded and Deafened conditions for 10 minutes.\n41\u201350 The target has the Deafened condition for 1 minute.", "duration": "Instantaneous", - "id": 639, + "id": "62921433-ba16-4a87-a40e-61f5e502f985", "level": 7, "locations": [ { @@ -19508,7 +19508,7 @@ "desc": "One Beast you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success.\n\nYou have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as \u201cAttack that creature,\u201d \u201cMove over there,\u201d or \u201cFetch that object.\u201d The target does its best to obey on its turn. If it completes an order and doesn't receive further direction from you, it acts and moves as it likes, focusing on protecting itself.\n\nYou can command the target to take a Reaction but must take your own Reaction to do so.", "duration": "Up to 1 minute", "higher_level": "Your Concentration can last longer with a spell slot of level 5 (up to 10 minutes), 6 (up to 1 hour), or 7+ (up to 8 hours).", - "id": 640, + "id": "de82bf31-84fa-41ba-9149-e3cd15bf5a95", "level": 4, "locations": [ { @@ -19537,7 +19537,7 @@ "desc": "One creature you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success.\n\nYou have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as \u201cAttack that creature,\u201d \u201cMove over there,\u201d or \u201cFetch that object.\u201d The target does its best to obey on its turn. If it completes an order and doesn't receive further direction from you, it acts and moves as it likes, focusing on protecting itself.\n\nYou can command the target to take a Reaction but must take your own Reaction to do so.", "duration": "Up to 1 hour", "higher_level": "Your Concentration can last longer with a level 9 spell slot (up to 8 hours).", - "id": 641, + "id": "daaedc4f-434f-4e62-8ea3-da90f0492c39", "level": 8, "locations": [ { @@ -19565,7 +19565,7 @@ "desc": "One Humanoid you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success.\n\nYou have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as \u201cAttack that creature,\u201d \u201cMove over there,\u201d or \u201cFetch that object.\u201d The target does its best to obey on its turn. If it completes an order and doesn't receive further direction from you, it acts and moves as it likes, focusing on protecting itself.\n\nYou can command the target to take a Reaction but must take your own Reaction to do so.", "duration": "Up to 1 minute", "higher_level": "Your Concentration can last longer with a spell slot of level 6 (up to 10 minutes), 7 (up to 1 hour), or 8+ (up to 8 hours).", - "id": 642, + "id": "90ef66f4-907b-4539-b250-2832ab99b410", "level": 5, "locations": [ { @@ -19594,7 +19594,7 @@ "desc": "You touch one willing creature, and choose Acid, Cold, Fire, Lightning, or Poison. Until the spell ends, the target can take a Magic action to exhale a 15-foot Cone. Each creature in that area makes a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save or half as much damage on a successful one.", "duration": "Up to 1 minute", "higher_level": "The damage increases by 1d6 for each spell slot level above 2.", - "id": 643, + "id": "deda94bc-044f-422e-a8c8-e77db81e6ac4", "level": 2, "locations": [ { @@ -19620,7 +19620,7 @@ ], "desc": "You touch the sapphire used in the casting and an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an Invisible mark on that object and invisibly inscribes the object's name on the sapphire. Each time you cast this spell, you must use a different sapphire.\n\nThereafter, you can take a Magic action to speak the object's name and crush the sapphire. The object instantly appears in your hand regardless of physical or planar distances, and the spell ends.\n\nIf another creature is holding or carrying the object, crushing the sapphire doesn't transport it, but instead you learn who that creature is and where that creature is currently located.", "duration": "Until dispelled", - "id": 644, + "id": "7fb0fb2a-f08d-4d21-b16e-1045c003c726", "level": 6, "locations": [ { @@ -19648,7 +19648,7 @@ ], "desc": "You target a creature you know on the same plane of existence. You or a willing creature you touch enters a trance state to act as a dream messenger. While in the trance, the messenger is Incapacitated and has a Speed of 0.\n\nIf the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the spell's duration. The messenger can also shape the dream's environment, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the spell. The target recalls the dream perfectly upon waking.\n\nIf the target is awake when you cast the spell, the messenger knows it and can either end the trance (and the spell) or wait for the target to sleep, at which point the messenger enters its dreams.\n\nYou can make the messenger terrifying to the target. If you do so, the messenger can deliver a message of no more than ten words, and then the target makes a Wisdom saving throw. On a failed save, the target gains no benefit from its rest, and it takes 3d6 Psychic damage when it wakes up.", "duration": "8 hours", - "id": 645, + "id": "ee112d38-8690-4d2d-b16e-0422b454765b", "level": 5, "locations": [ { @@ -19673,7 +19673,7 @@ ], "desc": "Whispering to the spirits of nature, you create one of the following effects within range.\n\nWeather Sensor. You create a Tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.\n\nBloom. You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.\n\nSensory Effect. You create a harmless sensory effect, such as falling leaves, spectral dancing fairies, a gentle breeze, the sound of an animal, or the faint odor of skunk. The effect must fit in a 5-foot Cube.\n\nFire Play. You light or snuff out a candle, a torch, or a campfire.", "duration": "Instantaneous", - "id": 646, + "id": "36d1250e-fc3b-4073-9569-639eb427770e", "level": 0, "locations": [ { @@ -19701,7 +19701,7 @@ "concentration": true, "desc": "Choose a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point. The ground there is Difficult Terrain.\n\nWhen you cast this spell and at the end of each of your turns for the duration, each creature on the ground in the area makes a Dexterity saving throw. On a failed save, a creature has the Prone condition, and its Concentration is broken.\n\nYou can also cause the effects below.\n\nFissures. A total of 1d6 fissures open in the spell's area at the end of the turn you cast it. You choose the fissures' locations, which can't be under structures. Each fissure is 1d10 \u00d7 10 feet deep and 10 feet wide, and it extends from one edge of the spell's area to another edge. A creature in the same space as a fissure must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens.\n\nStructures. The tremor deals 50 Bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the end of each of your turns until the spell ends. If a structure drops to 0 Hit Points, it collapses.\n\nA creature within a distance from a collapsing structure equal to half the structure's height makes a Dexterity saving throw. On a failed save, the creature takes 12d6 Bludgeoning damage, has the Prone condition, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. On a successful save, the creature takes half as much damage only.", "duration": "Up to 1 minute", - "id": 647, + "id": "c961d332-45ce-4aa7-8348-e7e5a9bd6701", "level": 8, "locations": [ { @@ -19727,7 +19727,7 @@ "desc": "You hurl a beam of crackling energy. Make a ranged spell attack against one creature or object in range. On a hit, the target takes 1d10 Force damage.", "duration": "Instantaneous", "higher_level": "The spell creates two beams at level 5, three beams at level 11, and four beams at level 17. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.", - "id": 648, + "id": "1fad8963-eb52-48e1-99a9-787575399669", "level": 0, "locations": [ { @@ -19754,7 +19754,7 @@ ], "desc": "You exert control over the elements, creating one of the following effects within range.\n\nBeckon Air. You create a breeze strong enough to ripple cloth, stir dust, rustle leaves, and close open doors and shutters, all in a 5-foot Cube. Doors and shutters being held open by someone or something aren't affected.\n\nBeckon Earth. You create a thin shroud of dust or sand that covers surfaces in a 5-foot-square area, or you cause a single word to appear in your handwriting in a patch of dirt or sand.\n\nBeckon Fire. You create a thin cloud of harmless embers and colored, scented smoke in a 5-foot Cube. You choose the color and scent, and the embers can light candles, torches, or lamps in that area. The smoke's scent lingers for 1 minute.\n\nBeckon Water. You create a spray of cool mist that lightly dampens creatures and objects in a 5-foot Cube. Alternatively, you create 1 cup of clean water either in an open container or on a surface, and the water evaporates in 1 minute.\n\nSculpt Element. You cause dirt, sand, fire, smoke, mist, or water that can fit in a 1-foot Cube to assume a crude shape (such as that of a creature) for 1 hour.", "duration": "Instantaneous", - "id": 649, + "id": "f23cceb3-3d77-4b5c-be29-9666844be70b", "level": 0, "locations": [ { @@ -19783,7 +19783,7 @@ "desc": "A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: Acid, Cold, Fire, Lightning, or Thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.", "duration": "Up to 1 hour", "higher_level": "If you use a level 5\u20136 spell slot, the bonus to attack rolls increases to +2, and the extra damage increases to 2d4. If you use a level 7+ spell slot, the bonus increases to +3, and the extra damage increases to 3d4.", - "id": 650, + "id": "4c5be436-c369-4e5b-a07e-d67e820eb807", "level": 3, "locations": [ { @@ -19816,7 +19816,7 @@ "desc": "You touch a creature and choose Strength, Dexterity, Intelligence, Wisdom, or Charisma. For the duration, the target has Advantage on ability checks using the chosen ability.", "duration": "Up to 1 hour", "higher_level": "You can target one additional creature for each spell slot level above 2. You can choose a different ability for each target.", - "id": 651, + "id": "b65adf26-ff87-4092-854f-820e2f84488a", "level": 2, "locations": [ { @@ -19847,7 +19847,7 @@ "concentration": true, "desc": "For the duration, the spell enlarges or reduces a creature or an object you can see within range (see the chosen effect below). A targeted object must be neither worn nor carried. If the target is an unwilling creature, it can make a Constitution saving throw. On a successful save, the spell has no effect.\n\nEverything that a targeted creature is wearing and carrying changes size with it. Any item it drops returns to normal size at once. A thrown weapon or piece of ammunition returns to normal size immediately after it hits or misses a target.\n\nEnlarge. The target's size increases by one category\u2014from Medium to Large, for example. The target also has Advantage on Strength checks and Strength saving throws. The target's attacks with its enlarged weapons or Unarmed Strikes deal an extra 1d4 damage on a hit.\n\nReduce. The target's size decreases by one category\u2014from Medium to Small, for example. The target also has Disadvantage on Strength checks and Strength saving throws. The target's attacks with its reduced weapons or Unarmed Strikes deal 1d4 less damage on a hit (this can't reduce the damage below 1).", "duration": "Up to 1 minute", - "id": 652, + "id": "c815c8fc-a3f7-4009-b95b-23b1162ddd22", "level": 2, "locations": [ { @@ -19873,7 +19873,7 @@ "desc": "As you hit the target, grasping vines appear on it, and it makes a Strength saving throw. A Large or larger creature has Advantage on this save. On a failed save, the target has the Restrained condition until the spell ends. On a successful save, the vines shrivel away, and the spell ends.\n\nWhile Restrained, the target takes 1d6 Piercing damage at the start of each of its turns. The target or a creature within reach of it can take an action to make a Strength (Athletics) check against your spell save DC. On a success, the spell ends.", "duration": "Up to 1 minute", "higher_level": "The damage increases by 1d6 for each spell slot level above 1.", - "id": 653, + "id": "98427b5a-04f6-4f59-9ae1-dab4ba22634f", "level": 1, "locations": [ { @@ -19899,7 +19899,7 @@ "concentration": true, "desc": "Grasping plants sprout from the ground in a 20-foot square within range. For the duration, these plants turn the ground in the area into Difficult Terrain. They disappear when the spell ends.\n\nEach creature (other than you) in the area when you cast the spell must succeed on a Strength saving throw or have the Restrained condition until the spell ends. A Restrained creature can take an action to make a Strength (Athletics) check against your spell save DC. On a success, it frees itself from the grasping plants and is no longer Restrained by them.", "duration": "Up to 1 minute", - "id": 654, + "id": "6f57b098-b470-41a2-b6c4-3c50d45729e8", "level": 1, "locations": [ { @@ -19925,7 +19925,7 @@ "concentration": true, "desc": "You weave a distracting string of words, causing creatures of your choice that you can see within range to make a Wisdom saving throw. Any creature you or your companions are fighting automatically succeeds on this save. On a failed save, a target has a \u221210 penalty to Wisdom (Perception) checks and Passive Perception until the spell ends.", "duration": "Up to 1 minute", - "id": 655, + "id": "ed91417e-9157-4c5d-a501-df76a31a1713", "level": 2, "locations": [ { @@ -19954,7 +19954,7 @@ "desc": "You step into the border regions of the Ethereal Plane, where it overlaps with your current plane. You remain in the Border Ethereal for the duration. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can perceive the plane you left, which looks gray, and you can't see anything there more than 60 feet away.\n\nWhile on the Ethereal Plane, you can affect and be affected only by creatures, objects, and effects on that plane. Creatures that aren't on the Ethereal Plane can't perceive or interact with you unless a feature gives them the ability to do so.\n\nWhen the spell ends, you return to the plane you left in the spot that corresponds to your space in the Border Ethereal. If you appear in an occupied space, you are shunted to the nearest unoccupied space and take Force damage equal to twice the number of feet you are moved.\n\nThis spell ends instantly if you cast it while you are on the Ethereal Plane or a plane that doesn't border it, such as one of the Outer Planes.", "duration": "Up to 8 hours", "higher_level": "You can target up to three willing creatures (including yourself) for each spell slot level above 7. The creatures must be within 10 feet of you when you cast the spell.", - "id": 656, + "id": "d4f67079-142b-413b-8e1a-f479701fba2a", "level": 7, "locations": [ { @@ -19980,7 +19980,7 @@ "concentration": true, "desc": "Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in that area into Difficult Terrain.\n\nEach creature in that area makes a Strength saving throw. On a failed save, it takes 3d6 Bludgeoning damage, and it has the Restrained condition until the spell ends. A creature also makes that save if it enters the area or ends it turn there. A creature makes that save only once per turn.\n\nA Restrained creature can take an action to make a Strength (Athletics) check against your spell save DC, ending the condition on itself on a success.", "duration": "Up to 1 minute", - "id": 657, + "id": "32abed97-8c84-493b-9981-564fd3ef64a5", "level": 4, "locations": [ { @@ -20009,7 +20009,7 @@ "concentration": true, "desc": "You take the Dash action, and until the spell ends, you can take that action again as a Bonus Action.", "duration": "Up to 10 minutes", - "id": 658, + "id": "ae65f4aa-bb52-4ac0-8916-946d0c64e5d2", "level": 1, "locations": [ { @@ -20037,7 +20037,7 @@ "concentration": true, "desc": "For the duration, your eyes become an inky void. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration.\n\nOn each of your turns until the spell ends, you can take a Magic action to target another creature but can't target a creature again if it has succeeded on a save against this casting of the spell.\n\nAsleep. The target has the Unconscious condition. It wakes up if it takes any damage or if another creature takes an action to shake it awake.\n\nPanicked. The target has the Frightened condition. On each of its turns, the Frightened target must take the Dash action and move away from you by the safest and shortest route available. If the target moves to a space at least 60 feet away from you where it can't see you, this effect ends.\n\nSickened. The target has the Poisoned condition.", "duration": "Up to 1 minute", - "id": 659, + "id": "88ea6fc7-ac04-45fb-8282-e6baceb33d35", "level": 6, "locations": [ { @@ -20062,7 +20062,7 @@ ], "desc": "You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, or clothes from flax or wool.\n\nChoose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot Cube or eight connected 5-foot Cubes) given a sufficient quantity of material. If you're working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a 5-foot Cube). The quality of any fabricated objects is based on the quality of the raw materials.\n\nCreatures and magic items can't be created by this spell. You also can't use it to create items that require a high degree of skill\u2014such as weapons and armor\u2014unless you have proficiency with the type of Artisan's Tools used to craft such objects.", "duration": "Instantaneous", - "id": 660, + "id": "ebf52e52-da01-4039-92a9-d0a14428f44e", "level": 4, "locations": [ { @@ -20088,7 +20088,7 @@ "concentration": true, "desc": "Objects in a 20-foot Cube within range are outlined in blue, green, or violet light (your choice). Each creature in the Cube is also outlined if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed Dim Light in a 10-foot radius and can't benefit from the Invisible condition.\n\nAttack rolls against an affected creature or object have Advantage if the attacker can see it.", "duration": "Up to 1 minute", - "id": 661, + "id": "11655ca6-f4e3-4f6e-8a7d-6f4783d6e37f", "level": 1, "locations": [ { @@ -20116,7 +20116,7 @@ "desc": "You gain 2d4 + 4 Temporary Hit Points.", "duration": "Instantaneous", "higher_level": "You gain 5 additional Temporary Hit Points for each spell slot level above 1.", - "id": 662, + "id": "46f0a081-bb9e-49ab-b794-af29489ed9b8", "level": 1, "locations": [ { @@ -20146,7 +20146,7 @@ "concentration": true, "desc": "Each creature in a 30-foot Cone must succeed on a Wisdom saving throw or drop whatever it is holding and have the Frightened condition for the duration.\n\nA Frightened creature takes the Dash action and moves away from you by the safest route on each of its turns unless there is nowhere to move. If the creature ends its turn in a space where it doesn't have line of sight to you, the creature makes a Wisdom saving throw. On a successful save, the spell ends on that creature.", "duration": "Up to 1 minute", - "id": 663, + "id": "49c44ed2-7be1-4fd3-a766-8147ea2ec9ad", "level": 3, "locations": [ { @@ -20174,7 +20174,7 @@ ], "desc": "Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If a creature lands before the spell ends, the creature takes no damage from the fall, and the spell ends for that creature.", "duration": "1 minute", - "id": 664, + "id": "5ad442ce-e59e-416a-81bc-b92fe61d5de0", "level": 1, "locations": [ { @@ -20203,7 +20203,7 @@ ], "desc": "You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.\n\nFor the duration, the target appears dead to outward inspection and to spells used to determine the target's status. The target has the Blinded and Incapacitated conditions, and its Speed is 0.\n\nThe target also has Resistance to all damage except Psychic damage, and it has Immunity to the Poisoned condition.", "duration": "1 hour", - "id": 665, + "id": "f71d35f3-23b6-4690-933d-a69e714b5b6b", "level": 3, "locations": [ { @@ -20229,7 +20229,7 @@ ], "desc": "You gain the service of a familiar, a spirit that takes an animal form you choose: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel, or another Beast that has a Challenge Rating of 0. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form (see appendix B), though it is a Celestial, Fey, or Fiend (your choice) instead of a Beast. Your familiar acts independently of you, but it obeys your commands.\n\nTelepathic Connection. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as a Bonus Action, you can see through the familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses it has.\n\nFinally, when you cast a spell with a range of touch, your familiar can deliver the touch. Your familiar must be within 100 feet of you, and it must take a Reaction to deliver the touch when you cast the spell.\n\nCombat. The familiar is an ally to you and your allies. It rolls its own Initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.\n\nDisappearance of the Familiar. When the familiar drops to 0 Hit Points, it disappears. It reappears after you cast this spell again. As a Magic action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As a Magic action while it is temporarily dismissed, you can cause it to reappear in an unoccupied space within 30 feet of you. Whenever the familiar drops to 0 Hit Points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.\n\nOne Familiar Only. You can't have more than one familiar at a time. If you cast this spell while you have a familiar, you instead cause it to adopt a new eligible form.", "duration": "Instantaneous", - "id": 666, + "id": "7bb4d822-c079-4e92-a7d8-26a0d20f6508", "level": 1, "locations": [ { @@ -20255,7 +20255,7 @@ "desc": "You summon an otherworldly being that appears as a loyal steed in an unoccupied space of your choice within range. This creature uses the Otherworldly Steed stat block. If you already have a steed from this spell, the steed is replaced by the new one.\n\nThe steed resembles a Large, rideable animal of your choice, such as a horse, a camel, a dire wolf, or an elk. Whenever you cast the spell, choose the steed's creature type\u2014Celestial, Fey, or Fiend\u2014which determines certain traits in the stat block.\n\nCombat. The steed is an ally to you and your allies. In combat, it shares your Initiative count, and it functions as a controlled mount while you ride it (as defined in the rules on mounted combat). If you have the Incapacitated condition, the steed takes its turn immediately after yours and acts independently, focusing on protecting you.\n\nDisappearance of the Steed. The steed disappears if it drops to 0 Hit Points or if you die. When it disappears, it leaves behind anything it was wearing or carrying. If you cast this spell again, you decide whether you summon the steed that disappeared or a different one.\n\nLarge Celestial, Fey, or Fiend (Your Choice), Neutral\n\nAC 10 + 1 per spell level\n\nHP 5 + 10 per spell level (the steed has a number of Hit Dice [d10s] equal to the spell's level)\n\nSpeed 60 ft., Fly 60 ft. (requires level 4+ spell)\n\n Mod Save\n18 +4 +4\n12 +1 +1\n14 +2 +2\n\n Mod Save\n6 \u22122 \u22122\n12 +1 +1\n8 \u22121 \u22121\n\nSenses Passive Perception 11\n\nLanguages Telepathy 1 mile (works only with you)\n\nCR None (XP 0; PB equals your Proficiency Bonus)\n\nTraits\n\nLife Bond. When you regain Hit Points from a level 1+ spell, the steed regains the same number of Hit Points if you're within 5 feet of it.\n\nActions\n\nOtherworldly Slam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 plus the spell's level of Radiant (Celestial), Psychic (Fey), or Necrotic (Fiend) damage.\n\nBonus Actions\n\nFell Glare (Fiend Only; Recharges after a Long Rest). Wisdom Saving Throw: DC equals your spell save DC, one creature within 60 feet the steed can see. Failure: The target has the Frightened condition until the end of your next turn.\n\nFey Step (Fey Only; Recharges after a Long Rest). The steed teleports, along with its rider, to an unoccupied space of your choice up to 60 feet away from itself.\n\nHealing Touch (Celestial Only; Recharges after a Long Rest). One creature within 5 feet of the steed regains a number of Hit Points equal to 2d8 plus the spell's level.", "duration": "Instantaneous", "higher_level": "Use the spell slot's level for the spell's level in the stat block.", - "id": 667, + "id": "8fdfd22b-322e-4bfd-8663-de53574a1454", "level": 2, "locations": [ { @@ -20283,7 +20283,7 @@ "concentration": true, "desc": "You magically sense the most direct physical route to a location you name. You must be familiar with the location, and the spell fails if you name a destination on another plane of existence, a moving destination (such as a mobile fortress), or an unspecific destination (such as \u201ca green dragon's lair\u201d).\n\nFor the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. Whenever you face a choice of paths along the way there, you know which path is the most direct.", "duration": "Up to 1 day", - "id": 668, + "id": "498e7dc7-8017-4813-ba6b-8500c4b4b742", "level": 6, "locations": [ { @@ -20310,7 +20310,7 @@ ], "desc": "You sense any trap within range that is within line of sight. A trap, for the purpose of this spell, includes any object or mechanism that was created to cause damage or other danger. Thus, the spell would sense the Alarm or Glyph of Warding spell or a mechanical pit trap, but it wouldn't reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.\n\nThis spell reveals that a trap is present but not its location. You do learn the general nature of the danger posed by a trap you sense.", "duration": "Instantaneous", - "id": 669, + "id": "9823e7d0-e702-44b3-afc6-1ccd9fd35292", "level": 2, "locations": [ { @@ -20336,7 +20336,7 @@ ], "desc": "You unleash negative energy toward a creature you can see within range. The target makes a Constitution saving throw, taking 7d8 + 30 Necrotic damage on a failed save or half as much damage on a successful one.\n\nA Humanoid killed by this spell rises at the start of your next turn as a Zombie (see appendix B) that follows your verbal orders.", "duration": "Instantaneous", - "id": 670, + "id": "eff82e37-26a4-42ac-9927-3659ceac3070", "level": 7, "locations": [ { @@ -20363,7 +20363,7 @@ "desc": "A bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. Each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw, taking 8d6 Fire damage on a failed save or half as much damage on a successful one.\n\nFlammable objects in the area that aren't being worn or carried start burning.", "duration": "Instantaneous", "higher_level": "The damage increases by 1d6 for each spell slot level above 3.", - "id": 671, + "id": "ae54512e-75e7-4699-aa20-55e0cd58b272", "level": 3, "locations": [ { @@ -20391,7 +20391,7 @@ "desc": "You hurl a mote of fire at a creature or an object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Fire damage. A flammable object hit by this spell starts burning if it isn't being worn or carried.", "duration": "Instantaneous", "higher_level": "The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).", - "id": 672, + "id": "d83b9bad-1fe6-49c8-8da3-e9f28d8a3b59", "level": 0, "locations": [ { @@ -20418,7 +20418,7 @@ ], "desc": "Wispy flames wreathe your body for the duration, shedding Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.\n\nThe flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you Resistance to Cold damage, and the chill shield grants you Resistance to Fire damage.\n\nIn addition, whenever a creature within 5 feet of you hits you with a melee attack roll, the shield erupts with flame. The attacker takes 2d8 Fire damage from a warm shield or 2d8 Cold damage from a chill shield.", "duration": "10 minutes", - "id": 673, + "id": "bb9eaf94-cf5a-43e8-b060-5f1174f9467b", "level": 4, "locations": [ { @@ -20445,7 +20445,7 @@ ], "desc": "A storm of fire appears within range. The area of the storm consists of up to ten 10-foot Cubes, which you arrange as you like. Each Cube must be contiguous with at least one other Cube. Each creature in the area makes a Dexterity saving throw, taking 7d10 Fire damage on a failed save or half as much damage on a successful one.\n\nFlammable objects in the area that aren't being worn or carried start burning.", "duration": "Instantaneous", - "id": 674, + "id": "1a891e9b-7ad3-4e0f-bd38-f4b9bc794617", "level": 7, "locations": [ { @@ -20473,7 +20473,7 @@ "desc": "You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke it again as a Bonus Action.\n\nAs a Magic action, you can make a melee spell attack with the fiery blade. On a hit, the target takes Fire damage equal to 3d6 plus your spellcasting ability modifier.\n\nThe flaming blade sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.", "duration": "Up to 10 minutes", "higher_level": "The damage increases by 1d6 for each spell slot level above 2.", - "id": 675, + "id": "a177aa80-e024-4f1b-9e5f-23c13fdbc5e4", "level": 2, "locations": [ { @@ -20500,7 +20500,7 @@ "desc": "A vertical column of brilliant fire roars down from above. Each creature in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range makes a Dexterity saving throw, taking 5d6 Fire damage and 5d6 Radiant damage on a failed save or half as much damage on a successful one.", "duration": "Instantaneous", "higher_level": "The Fire damage and the Radiant damage increase by 1d6 for each spell slot level above 5.", - "id": 676, + "id": "45e35ed6-3b8c-4e90-bbd9-cbcad499f96f", "level": 5, "locations": [ { @@ -20530,7 +20530,7 @@ "desc": "You create a 5-foot-diameter sphere of fire in an unoccupied space on the ground within range. It lasts for the duration. Any creature that ends its turn within 5 feet of the sphere makes a Dexterity saving throw, taking 2d6 Fire damage on a failed save or half as much damage on a successful one.\n\nAs a Bonus Action, you can move the sphere up to 30 feet, rolling it along the ground. If you move the sphere into a creature's space, that creature makes the save against the sphere, and the sphere stops moving for the turn.\n\nWhen you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. Flammable objects that aren't being worn or carried start burning if touched by the sphere, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.", "duration": "Up to 1 minute", "higher_level": "The damage increases by 1d6 for each spell slot level above 2.", - "id": 677, + "id": "cd7ee867-416a-4649-90d7-eb76b41cbdeb", "level": 2, "locations": [ { @@ -20559,7 +20559,7 @@ "concentration": true, "desc": "You attempt to turn one creature that you can see within range into stone. The target makes a Constitution saving throw. On a failed save, it has the Restrained condition for the duration. On a successful save, its Speed is 0 until the start of your next turn. Constructs automatically succeed on the save.\n\nA Restrained target makes another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to stone and has the Petrified condition for the duration. The successes and failures needn't be consecutive; keep track of both until the target collects three of a kind.\n\nIf you maintain your Concentration on this spell for the entire possible duration, the target is Petrified until the condition is ended by Greater Restoration or similar magic.", "duration": "Up to 1 minute", - "id": 678, + "id": "03925659-0200-4395-90d1-8e98fbb99c6c", "level": 6, "locations": [ { @@ -20590,7 +20590,7 @@ "desc": "You touch a willing creature. For the duration, the target gains a Fly Speed of 60 feet and can hover. When the spell ends, the target falls if it is still aloft unless it can stop the fall.", "duration": "Up to 10 minutes", "higher_level": "You can target one additional creature for each spell slot level above 3.", - "id": 679, + "id": "b509241a-15eb-4f1e-9f6f-8bd157a0b8f3", "level": 3, "locations": [ { @@ -20620,7 +20620,7 @@ "desc": "You create a 20-foot-radius Sphere of fog centered on a point within range. The Sphere is Heavily Obscured. It lasts for the duration or until a strong wind (such as one created by Gust of Wind) disperses it.", "duration": "Up to 1 hour", "higher_level": "The fog's radius increases by 20 feet for each spell slot level above 1.", - "id": 680, + "id": "6d8000b1-a349-4577-8f32-5d1c7e99b887", "level": 1, "locations": [ { @@ -20645,7 +20645,7 @@ ], "desc": "You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatures can't teleport into the area or use portals, such as those created by the Gate spell, to enter the area. The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the Astral Plane, the Ethereal Plane, the Feywild, the Shadowfell, or the Plane Shift spell.\n\nIn addition, the spell damages types of creatures that you choose when you cast it. Choose one or more of the following: Aberrations, Celestials, Elementals, Fey, Fiends, and Undead. When a creature of a chosen type enters the spell's area for the first time on a turn or ends its turn there, the creature takes 5d10 Radiant or Necrotic damage (your choice when you cast this spell).\n\nYou can designate a password when you cast the spell. A creature that speaks the password as it enters the area takes no damage from the spell.\n\nThe spell's area can't overlap with the area of another Forbiddance spell. If you cast Forbiddance every day for 30 days in the same location, the spell lasts until it is dispelled, and the Material components are consumed on the last casting.", "duration": "1 day", - "id": 681, + "id": "98055a26-4439-44ac-aaa0-0dd38cf8d9e2", "level": 6, "locations": [ { @@ -20674,7 +20674,7 @@ "concentration": true, "desc": "An immobile, Invisible, Cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose.\n\nA prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart. A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area.\n\nWhen you cast the spell, any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside it, are pushed away from the center of the area until they are completely outside it.\n\nA creature inside the cage can't leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave, it must first make a Charisma saving throw. On a successful save, the creature can use that magic to exit the cage. On a failed save, the creature doesn't exit the cage and wastes the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.\n\nThis spell can't be dispelled by Dispel Magic.", "duration": "Up to 1 hour", - "id": 682, + "id": "21c209a5-3fa7-440d-8eda-b7ef40599f65", "level": 7, "locations": [ { @@ -20703,7 +20703,7 @@ ], "desc": "You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target has Advantage on D20 Tests, and other creatures have Disadvantage on attack rolls against it. The spell ends early if you cast it again.", "duration": "8 hours", - "id": 683, + "id": "54fd849f-8414-4197-abe3-4d843e4f35d9", "level": 9, "locations": [ { @@ -20730,7 +20730,7 @@ "concentration": true, "desc": "A cool light wreathes your body for the duration, emitting Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.\n\nUntil the spell ends, you have Resistance to Radiant damage, and your melee attacks deal an extra 2d6 Radiant damage on a hit.\n\nIn addition, immediately after you take damage from a creature you can see within 60 feet of yourself, you can take a Reaction to force the creature to make a Constitution saving throw. On a failed save, the creature has the Blinded condition until the end of your next turn.", "duration": "Up to 10 minutes", - "id": 684, + "id": "ef862f68-7e22-4028-b25d-f9d52bb5fe23", "level": 4, "locations": [ { @@ -20760,7 +20760,7 @@ "desc": "You touch a willing creature. For the duration, the target's movement is unaffected by Difficult Terrain, and spells and other magical effects can neither reduce the target's Speed nor cause the target to have the Paralyzed or Restrained conditions. The target also has a Swim Speed equal to its Speed.\n\nIn addition, the target can spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature imposing the Grappled condition on it.", "duration": "1 hour", "higher_level": "You can target one additional creature for each spell slot level above 4.", - "id": 685, + "id": "d52ac3e4-3bc4-4aff-8f54-5b62ccfe4104", "level": 4, "locations": [ { @@ -20789,7 +20789,7 @@ "concentration": true, "desc": "You magically emanate a sense of friendship toward one creature you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target succeeds automatically if it isn't a Humanoid, if you're fighting it, or if you have cast this spell on it within the past 24 hours.\n\nThe spell ends early if the target takes damage or if you make an attack roll, deal damage, or force anyone to make a saving throw. When the spell ends, the target knows it was Charmed by you.", "duration": "Up to 1 minute", - "id": 686, + "id": "5da41865-c639-4fb6-87a0-a8a204a27bf0", "level": 0, "locations": [ { @@ -20819,7 +20819,7 @@ "desc": "A willing creature you touch shape-shifts, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends on the target if it drops to 0 Hit Points or if it takes a Magic action to end the spell on itself.\n\nWhile in this form, the target's only method of movement is a Fly Speed of 10 feet, and it can hover. The target can enter and occupy the space of another creature. The target has Resistance to Bludgeoning, Piercing, and Slashing damage; it has Immunity to the Prone condition; and it has Advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through narrow openings, but it treats liquids as though they were solid surfaces.\n\nThe target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. Finally, the target can't attack or cast spells.", "duration": "Up to 1 hour", "higher_level": "You can target one additional creature for each spell slot level above 3.", - "id": 687, + "id": "90c694f5-ef4a-4db8-b4e8-9934485592f6", "level": 3, "locations": [ { @@ -20849,7 +20849,7 @@ "concentration": true, "desc": "You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration, and the portal's destination is visible through it.\n\nThe portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal.\n\nDeities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains.\n\nWhen you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn't work). If that creature is on a plane other than the one you are on, the portal opens next to the named creature and transports it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the DM deems appropriate. It might leave, attack you, or help you.", "duration": "Up to 1 minute", - "id": 688, + "id": "88c4b1b6-b4de-4df8-871f-77b2ccb64050", "level": 9, "locations": [ { @@ -20878,7 +20878,7 @@ "desc": "You give a verbal command to a creature that you can see within range, ordering it to carry out some service or refrain from an action or a course of activity as you decide. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target automatically succeeds if it can't understand your command.\n\nWhile Charmed, the creature takes 5d10 Psychic damage if it acts in a manner directly counter to your command. It takes this damage no more than once each day.\n\nYou can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends.\n\nA Remove Curse, Greater Restoration, or Wish spell ends this spell.", "duration": "30 days", "higher_level": "If you use a level 7 or 8 spell slot, the duration is 365 days. If you use a level 9 spell slot, the spell lasts until it is ended by one of the spells mentioned above.", - "id": 689, + "id": "6e2d3d7b-dea0-43db-8b0c-e131e8697b64", "level": 5, "locations": [ { @@ -20905,7 +20905,7 @@ ], "desc": "You touch a corpse or other remains. For the duration, the target is protected from decay and can't become Undead.\n\nThe spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as Raise Dead.", "duration": "10 days", - "id": 690, + "id": "f8d2380c-3e60-4472-ac11-1dce563d538b", "level": 2, "locations": [ { @@ -20932,7 +20932,7 @@ "desc": "You summon a giant centipede, spider, or wasp (chosen when you cast the spell). It manifests in an unoccupied space you can see within range and uses the Giant Insect stat block. The form you choose determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.\n\nThe creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.\n\nLarge Beast, Unaligned\n\nAC 11 + the spell's level\n\nHP 30 + 10 for each spell level above 4\n\nSpeed 40 ft., Climb 40 ft., Fly 40 ft. (Wasp only)\n\n Mod Save\n17 +3 +3\n13 +1 +1\n5 +2 +2\n\n Mod Save\n4 \u22123 \u22123\n14 +2 +2\n3 \u22124 \u22124\n\nSenses Darkvision 60 ft., Passive Perception 12\n\nLanguages Understands the languages you know\n\nCR None (XP 0; PB equals your Proficiency Bonus)\n\nTraits\n\nSpider Climb. The insect can climb difficult surfaces, including along ceilings, without needing to make an ability check.\n\nActions\n\nMultiattack. The insect makes a number of attacks equal to half this spell's level (round down).\n\nPoison Jab.Melee Attack Roll: Bonus equals your spell attack modifier, reach 10 ft. Hit: 1d6 + 3 plus the spell's level Piercing damage plus 1d4 Poison damage.\n\nWeb Bolt (Spider Only). Ranged Attack Roll: Bonus equals your spell attack modifier, range 60 ft. Hit: 1d10 + 3 plus the spell's level Bludgeoning damage, and the target's Speed is reduced to 0 until the start of the insect's next turn.\n\nBonus Actions\n\nVenomous Spew (Centipede Only). Constitution Saving Throw: Your spell save DC, one creature the insect can see within 10 feet. Failure: The target has the Poisoned condition until the start of the insect's next turn.", "duration": "Up to 10 minutes", "higher_level": "Use the spell slot's level for the spell's level in the stat block.", - "id": 691, + "id": "ae253456-fa97-4c60-84d3-e849c7a8340e", "level": 4, "locations": [ { @@ -20956,7 +20956,7 @@ ], "desc": "Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.", "duration": "1 hour", - "id": 692, + "id": "68849402-f15d-40fa-9e53-abfa0c23a980", "level": 8, "locations": [ { @@ -20984,7 +20984,7 @@ "desc": "An immobile, shimmering barrier appears in a 10-foot Emanation around you and remains for the duration.\n\nAny spell of level 5 or lower cast from outside the barrier can't affect anything within it. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from areas of effect created by such spells.", "duration": "Up to 1 minute", "higher_level": "The barrier blocks spells of 1 level higher for each spell slot level above 6.", - "id": 693, + "id": "ea67a50d-a612-4706-b02f-8bd506967503", "level": 6, "locations": [ { @@ -21014,7 +21014,7 @@ "desc": "You inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor) or within an object that can be closed (such as a book or chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.\n\nThe glyph is nearly imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice.\n\nWhen you inscribe the glyph, you set its trigger and choose whether it's an explosive rune or a spell glyph, as explained below.\n\nSet the Trigger. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an object, common triggers include opening that object or seeing the glyph. Once a glyph is triggered, this spell ends.\n\nYou can refine the trigger so that only creatures of certain types activate it (for example, the glyph could be set to affect Aberrations). You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password.\n\nExplosive Rune. When triggered, the glyph erupts with magical energy in a 20-foot-radius Sphere centered on the glyph. Each creature in the area makes a Dexterity saving throw. A creature takes 5d8 Acid, Cold, Fire, Lightning, or Thunder damage (your choice when you create the glyph) on a failed save or half as much damage on a successful one.\n\nSpell Glyph. You can store a prepared spell of level 3 or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way.\n\nWhen the glyph is triggered, the stored spell takes effect. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons Hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires Concentration, it lasts until the end of its full duration.", "duration": "Until dispelled or triggered", "higher_level": "The damage of an explosive rune increases by 1d8 for each spell slot level above 3. If you create a spell glyph, you can store any spell of up to the same level as the spell slot you use for the Glyph of Warding.", - "id": 694, + "id": "4175c488-d25a-4322-837b-bceed91d422a", "level": 3, "locations": [ { @@ -21041,7 +21041,7 @@ ], "desc": "Ten berries appear in your hand and are infused with magic for the duration. A creature can take a Bonus Action to eat one berry. Eating a berry restores 1 Hit Point, and the berry provides enough nourishment to sustain a creature for one day.\n\nUneaten berries disappear when the spell ends.", "duration": "24 hours", - "id": 695, + "id": "f91f89b5-0204-4cc8-9e4f-52f4ca461750", "level": 1, "locations": [ { @@ -21069,7 +21069,7 @@ "desc": "You conjure a vine that sprouts from a surface in an unoccupied space that you can see within range. The vine lasts for the duration.\n\nMake a melee spell attack against a creature within 30 feet of the vine. On a hit, the target takes 4d8 Bludgeoning damage and is pulled up to 30 feet toward the vine; if the target is Huge or smaller, it has the Grappled condition (escape DC equal to your spell save DC). The vine can grapple only one creature at a time, and you can cause the vine to release a Grappled creature (no action required).\n\nAs a Bonus Action on your later turns, you can repeat the attack against a creature within 30 feet of the vine.", "duration": "Up to 1 minute", "higher_level": "The number of creatures the vine can grapple increases by one for each spell slot level above 4.", - "id": 696, + "id": "9409bdbc-8022-45e3-921f-282e737d8ff8", "level": 4, "locations": [ { @@ -21096,7 +21096,7 @@ ], "desc": "Nonflammable grease covers the ground in a 10-foot square centered on a point within range and turns it into Difficult Terrain for the duration.\n\nWhen the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or have the Prone condition. A creature that enters the area or ends its turn there must also succeed on that save or fall Prone.", "duration": "1 minute", - "id": 697, + "id": "4be0f3e1-845b-44a5-a4d7-aa70b133f3d4", "level": 1, "locations": [ { @@ -21124,7 +21124,7 @@ "concentration": true, "desc": "A creature you touch has the Invisible condition until the spell ends.", "duration": "Up to 1 minute", - "id": 698, + "id": "958dc513-52a4-4028-9d4a-2ad245efd348", "level": 4, "locations": [ { @@ -21152,9 +21152,9 @@ "S", "M" ], - "desc": "You touch a creature and magically remove one of the following effects from it:\n\n\u20221 Exhaustion level\n\u2022The Charmed or Petrified condition\n\u2022A curse, including the target’s Attunement to a cursed magic item\n\u2022Any reduction to one of the target’s ability scores\n\u2022Any reduction to the target’s Hit Point maximum", + "desc": "You touch a creature and magically remove one of the following effects from it:\n\n\u20221 Exhaustion level\n\u2022The Charmed or Petrified condition\n\u2022A curse, including the target\u2019s Attunement to a cursed magic item\n\u2022Any reduction to one of the target\u2019s ability scores\n\u2022Any reduction to the target\u2019s Hit Point maximum", "duration": "Instantaneous", - "id": 699, + "id": "4ecedb21-3eb4-4d58-9da9-2b94e28c2b18", "level": 5, "locations": [ { @@ -21178,7 +21178,7 @@ ], "desc": "A Large spectral guardian appears and hovers for the duration in an unoccupied space that you can see within range. The guardian occupies that space and is invulnerable, and it appears in a form appropriate for your deity or pantheon.\n\nAny enemy that moves to a space within 10 feet of the guardian for the first time on a turn or starts its turn there makes a Dexterity saving throw, taking 20 Radiant damage on a failed save or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.", "duration": "8 hours", - "id": 700, + "id": "f6ee55ed-ee16-4f9a-b4de-2bf481f0e83e", "level": 4, "locations": [ { @@ -21204,7 +21204,7 @@ ], "desc": "You create a ward that protects up to 2,500 square feet of floor space. The warded area can be up to 20 feet tall, and you shape it as one 50-foot square, one hundred 5-foot squares that are contiguous, or twenty-five 10-foot squares that are contiguous.\n\nWhen you cast this spell, you can specify individuals that are unaffected by the spell's effects. You can also specify a password that, when spoken aloud within 5 feet of the warded area, makes the speaker immune to its effects.\n\nThe spell creates the effects below within the warded area. Dispel Magic has no effect on Guards and Wards itself, but each of the following effects can be dispelled. If all four are dispelled, Guards and Wards ends. If you cast the spell every day for 365 days on the same area, the spell thereafter lasts until all its effects are dispelled.\n\nCorridors. Fog fills all the warded corridors, making them Heavily Obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you believes it is going in the opposite direction from the one it chooses.\n\nDoors. All doors in the warded area are magically locked, as if sealed by the Arcane Lock spell. In addition, you can cover up to ten doors with an illusion to make them appear as plain sections of wall.\n\nStairs. Webs fill all stairs in the warded area from top to bottom, as in the Web spell. These strands regrow in 10 minutes if they are destroyed while Guards and Wards lasts.\n\nOther Spell Effect. Place one of the following magical effects within the warded area:\n\n\u2022Dancing Lights in four corridors, with a simple program that the lights repeat as long as Guards and Wards lasts\n\u2022Magic Mouth in two locations\n\u2022Stinking Cloud in two locations (the vapors return within 10 minutes if dispersed while Guards and Wards lasts)\n\u2022Gust of Wind in one corridor or room (the wind blows continuously while the spell lasts)\n\u2022Suggestion in one 5-foot square; any creature that enters that square receives the suggestion mentally", "duration": "24 hours", - "id": 701, + "id": "031b9b25-7aaa-42c7-a43d-2f09a8a78dc3", "level": 6, "locations": [ { @@ -21232,7 +21232,7 @@ "concentration": true, "desc": "You touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill.", "duration": "Up to 1 minute", - "id": 702, + "id": "c0794d0f-fd99-485f-a8f5-449936a1e5ee", "level": 0, "locations": [ { @@ -21257,7 +21257,7 @@ "desc": "You hurl a bolt of light toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 4d6 Radiant damage, and the next attack roll made against it before the end of your next turn has Advantage.", "duration": "1 round", "higher_level": "The damage increases by 1d6 for each spell slot level above 1.", - "id": 703, + "id": "aed48b27-81dc-4419-8260-f93a958795c1", "level": 1, "locations": [ { @@ -21286,7 +21286,7 @@ "concentration": true, "desc": "A Line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the duration. Each creature in the Line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the Line. A creature that ends its turn in the Line must make the same save.\n\nAny creature in the Line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.\n\nThe gust disperses gas or vapor, and it extinguishes candles and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.\n\nAs a Bonus Action on your later turns, you can change the direction in which the Line blasts from you.", "duration": "Up to 1 minute", - "id": 704, + "id": "55f1c9c5-7b82-4c60-9cd7-d88478ac14c7", "level": 2, "locations": [ { @@ -21311,7 +21311,7 @@ "desc": "As you hit the creature, this spell creates a rain of thorns that sprouts from your Ranged weapon or ammunition. The target of the attack and each creature within 5 feet of it make a Dexterity saving throw, taking 1d10 Piercing damage on a failed save or half as much damage on a successful one.", "duration": "Instantaneous", "higher_level": "The damage increases by 1d10 for each spell slot level above 1.", - "id": 705, + "id": "f513f400-488b-4fc6-90b0-e6e5184bbfea", "level": 1, "locations": [ { @@ -21336,7 +21336,7 @@ ], "desc": "You touch a point and infuse an area around it with holy or unholy power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect of Hallow. The affected area has the following effects.\n\nHallowed Ward. Choose any of these creature types: Aberration, Celestial, Elemental, Fey, Fiend, or Undead. Creatures of the chosen types can't willingly enter the area, and any creature that is possessed by or that has the Charmed or Frightened condition from such creatures isn't possessed, Charmed, or Frightened by them while in the area.\n\nExtra Effect. You bind an extra effect to the area from the list below:\n\nCourage. Creatures of any types you choose can't gain the Frightened condition while in the area.\n\nDarkness. Darkness fills the area. Normal light, as well as magical light created by spells of a level lower than this spell, can't illuminate the area.\n\nDaylight. Bright light fills the area. Magical Darkness created by spells of a level lower than this spell can't extinguish the light.\n\nPeaceful Rest. Dead bodies interred in the area can't be turned into Undead.\n\nExtradimensional Interference. Creatures of any types you choose can't enter or exit the area using teleportation or interplanar travel.\n\nFear. Creatures of any types you choose have the Frightened condition while in the area.\n\nResistance. Creatures of any types you choose have Resistance to one damage type of your choice while in the area.\n\nSilence. No sound can emanate from within the area, and no sound can reach into it.\n\nTongues. Creatures of any types you choose can communicate with any other creature in the area even if they don't share a common language.\n\nVulnerability. Creatures of any types you choose have Vulnerability to one damage type of your choice while in the area.", "duration": "Until dispelled", - "id": 706, + "id": "c6030ef0-c84e-41cd-88a0-8ef2b7c0f297", "level": 5, "locations": [ { @@ -21365,7 +21365,7 @@ ], "desc": "You make natural terrain in a 150-foot Cube in range look, sound, and smell like another sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren't changed.\n\nThe tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to notice the illusion. If the difference isn't obvious by touch, a creature examining the illusion can take the Study action to make an Intelligence (Investigation) check against your spell save DC to disbelieve it. If a creature discerns that the terrain is illusory, the creature sees a vague image superimposed on the real terrain.", "duration": "24 hours", - "id": 707, + "id": "80322e52-6ce5-4ee7-a446-22045f083c97", "level": 4, "locations": [ { @@ -21390,7 +21390,7 @@ ], "desc": "You unleash virulent magic on a creature you can see within range. The target makes a Constitution saving throw. On a failed save, it takes 14d6 Necrotic damage, and its Hit Point maximum is reduced by an amount equal to the Necrotic damage it took. On a successful save, it takes half as much damage only. This spell can't reduce a target's Hit Point maximum below 1.", "duration": "Instantaneous", - "id": 708, + "id": "4cb75c47-6c96-4423-a4ce-a492423f3ee2", "level": 6, "locations": [ { @@ -21418,7 +21418,7 @@ "concentration": true, "desc": "Choose a willing creature that you can see within range. Until the spell ends, the target's Speed is doubled, it gains a +2 bonus to Armor Class, it has Advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used to take only the Attack (one attack only), Dash, Disengage, Hide, or Utilize action.\n\nWhen the spell ends, the target is Incapacitated and has a Speed of 0 until the end of its next turn, as a wave of lethargy washes over it.", "duration": "Up to 1 minute", - "id": 709, + "id": "12f29c10-9572-4f4f-896e-0e89e84afe21", "level": 3, "locations": [ { @@ -21445,7 +21445,7 @@ "desc": "Choose a creature that you can see within range. Positive energy washes through the target, restoring 70 Hit Points. This spell also ends the Blinded, Deafened, and Poisoned conditions on the target.", "duration": "Instantaneous", "higher_level": "The healing increases by 10 for each spell slot level above 6.", - "id": 710, + "id": "6ba98f49-818a-49e1-a509-bf0717358147", "level": 6, "locations": [ { @@ -21471,7 +21471,7 @@ "desc": "A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier.", "duration": "Instantaneous", "higher_level": "The healing increases by 2d4 for each spell slot level above 1.", - "id": 711, + "id": "f51bbe2a-c6df-4f74-bea5-a707848bafd2", "level": 1, "locations": [ { @@ -21500,7 +21500,7 @@ "desc": "Choose a manufactured metal object, such as a metal weapon or a suit of Heavy or Medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 Fire damage when you cast the spell. Until the spell ends, you can take a Bonus Action on each of your later turns to deal this damage again if the object is within range.\n\nIf a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has Disadvantage on attack rolls and ability checks until the start of your next turn.", "duration": "Up to 1 minute", "higher_level": "The damage increases by 1d8 for each spell slot level above 2.", - "id": 712, + "id": "30bb1db9-d193-4886-888f-a0c470b19e17", "level": 2, "locations": [ { @@ -21526,7 +21526,7 @@ "desc": "The creature that damaged you is momentarily surrounded by green flames. It makes a Dexterity saving throw, taking 2d10 Fire damage on a failed save or half as much damage on a successful one.", "duration": "Instantaneous", "higher_level": "The damage increases by 1d10 for each spell slot level above 1.", - "id": 713, + "id": "0526cc24-7109-4757-87cf-c5d5a0df57dd", "level": 1, "locations": [ { @@ -21553,7 +21553,7 @@ ], "desc": "You conjure a feast that appears on a surface in an unoccupied 10-foot Cube next to you. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don't set in until this hour is over. Up to twelve creatures can partake of the feast.\n\nA creature that partakes gains several benefits, which last for 24 hours. The creature has Resistance to Poison damage, and it has Immunity to the Frightened and Poisoned conditions. Its Hit Point maximum also increases by 2d10, and it gains the same number of Hit Points.", "duration": "Instantaneous", - "id": 714, + "id": "3a572b53-a293-4678-a08c-3cba3d38987c", "level": 6, "locations": [ { @@ -21581,7 +21581,7 @@ "desc": "A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to the Frightened condition and gains Temporary Hit Points equal to your spellcasting ability modifier at the start of each of its turns.", "duration": "Up to 1 minute", "higher_level": "You can target one additional creature for each spell slot level above 1.", - "id": 715, + "id": "640c0d10-86ff-4a42-8f31-2639e50b25c3", "level": 1, "locations": [ { @@ -21608,7 +21608,7 @@ "desc": "You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 Necrotic damage to the target whenever you hit it with an attack roll. Also, choose one ability when you cast the spell. The target has Disadvantage on ability checks made with the chosen ability.\n\nIf the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action on a later turn to curse a new creature.", "duration": "Up to 1 hour", "higher_level": "Your Concentration can last longer with a spell slot of level 2 (up to 4 hours), 3\u20134 (up to 8 hours), or 5+ (24 hours).", - "id": 716, + "id": "a19545a5-3850-42b8-99b5-eeaf1ca0eb3c", "level": 1, "locations": [ { @@ -21639,7 +21639,7 @@ "desc": "Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.", "duration": "Up to 1 minute", "higher_level": "You can target one additional creature for each spell slot level above 5.", - "id": 717, + "id": "27f22965-f007-4986-9c93-7c034d575920", "level": 5, "locations": [ { @@ -21672,7 +21672,7 @@ "desc": "Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.", "duration": "Up to 1 minute", "higher_level": "You can target one additional Humanoid for each spell slot level above 2.", - "id": 718, + "id": "47f951dd-bf37-445c-a18a-ea4669217a46", "level": 2, "locations": [ { @@ -21699,7 +21699,7 @@ "concentration": true, "desc": "For the duration, you emit an aura in a 30-foot Emanation. While in the aura, creatures of your choice have Advantage on all saving throws, and other creatures have Disadvantage on attack rolls against them. In addition, when a Fiend or an Undead hits an affected creature with a melee attack roll, the attacker must succeed on a Constitution saving throw or have the Blinded condition until the end of its next turn.", "duration": "Up to 1 minute", - "id": 719, + "id": "ff08e8e7-9caa-4ca8-975d-8f0d4a7b98b5", "level": 8, "locations": [ { @@ -21727,7 +21727,7 @@ "desc": "You open a gateway to the Far Realm, a region infested with unspeakable horrors. A 20-foot-radius Sphere of Darkness appears, centered on a point with range and lasting for the duration. The Sphere is Difficult Terrain, and it is filled with strange whispers and slurping noises, which can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within it have the Blinded condition.\n\nAny creature that starts its turn in the area takes 2d6 Cold damage. Any creature that ends its turn there must succeed on a Dexterity saving throw or take 2d6 Acid damage from otherworldly tentacles.", "duration": "Up to 1 minute", "higher_level": "The Cold or Acid damage (your choice) increases by 1d6 for each spell slot level above 3.", - "id": 720, + "id": "b302cee8-74fc-43d0-ac94-924376820bb8", "level": 3, "locations": [ { @@ -21753,7 +21753,7 @@ "desc": "You magically mark one creature you can see within range as your quarry. Until the spell ends, you deal an extra 1d6 Force damage to the target whenever you hit it with an attack roll. You also have Advantage on any Wisdom (Perception or Survival) check you make to find it.\n\nIf the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action to move the mark to a new creature you can see within range.", "duration": "Up to 1 hour", "higher_level": "Your Concentration can last longer with a spell slot of level 3\u20134 (up to 8 hours) or 5+ (up to 24 hours).", - "id": 721, + "id": "7d61433c-685d-4660-bcb2-f43057c76904", "level": 1, "locations": [ { @@ -21781,7 +21781,7 @@ "concentration": true, "desc": "You create a twisting pattern of colors in a 30-foot Cube within range. The pattern appears for a moment and vanishes. Each creature in the area who can see the pattern must succeed on a Wisdom saving throw or have the Charmed condition for the duration. While Charmed, the creature has the Incapacitated condition and a Speed of 0.\n\nThe spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.", "duration": "Up to 1 minute", - "id": 722, + "id": "7afb992f-63b3-4ca8-b602-1b3c497b5105", "level": 3, "locations": [ { @@ -21809,7 +21809,7 @@ "desc": "You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 Cold damage.", "duration": "Instantaneous", "higher_level": "The Cold damage increases by 1d6 for each spell slot level above 1.", - "id": 723, + "id": "ac1fa57a-b667-4d4f-8fa6-8421145cfc97", "level": 1, "locations": [ { @@ -21838,7 +21838,7 @@ "desc": "Hail falls in a 20-foot-radius, 40-foot-high Cylinder centered on a point within range. Each creature in the Cylinder makes a Dexterity saving throw. A creature takes 2d10 Bludgeoning damage and 4d6 Cold damage on a failed save or half as much damage on a successful one.\n\nHailstones turn ground in the Cylinder into Difficult Terrain until the end of your next turn.", "duration": "Instantaneous", "higher_level": "The Bludgeoning damage increases by 1d10 for each spell slot level above 4.", - "id": 724, + "id": "bc1ce5ef-f74a-4c44-a438-12afdde2ca80", "level": 4, "locations": [ { @@ -21866,7 +21866,7 @@ ], "desc": "You touch an object throughout the spell's casting. If the object is a magic item or some other magical object, you learn its properties and how to use them, whether it requires Attunement, and how many charges it has, if any. You learn whether any ongoing spells are affecting the item and what they are. If the item was created by a spell, you learn that spell's name.\n\nIf you instead touch a creature throughout the casting, you learn which ongoing spells, if any, are currently affecting it.", "duration": "Instantaneous", - "id": 725, + "id": "d75fd4c0-e322-4305-98aa-9a65bb869699", "level": 1, "locations": [ { @@ -21893,7 +21893,7 @@ ], "desc": "You write on parchment, paper, or another suitable material and imbue it with an illusion that lasts for the duration. To you and any creatures you designate when you cast the spell, the writing appears normal, seems to be written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, the illusion can alter the meaning, handwriting, and language of the text, though the language must be one you know.\n\nIf the spell is dispelled, the original script and the illusion both disappear.\n\nA creature that has Truesight can read the hidden message.", "duration": "10 days", - "id": 726, + "id": "ff3e061b-ffed-46e0-9234-a81b87c5c096", "level": 1, "locations": [ { @@ -21920,7 +21920,7 @@ ], "desc": "You create a magical restraint to hold a creature that you can see within range. The target must make a Wisdom saving throw. On a successful save, the target is unaffected, and it is immune to this spell for the next 24 hours. On a failed save, the target is imprisoned. While imprisoned, the target doesn't need to breathe, eat, or drink, and it doesn't age. Divination spells can't locate or perceive the imprisoned target, and the target can't teleport.\n\nUntil the spell ends, the target is also affected by one of the following effects of your choice:\n\nBurial. The target is entombed beneath the earth in a hollow globe of magical force that is just large enough to contain the target. Nothing can pass into or out of the globe.\n\nChaining. Chains firmly rooted in the ground hold the target in place. The target has the Restrained condition and can't be moved by any means.\n\nHedged Prison. The target is trapped in a demiplane that is warded against teleportation and planar travel. The demiplane is your choice of a labyrinth, a cage, a tower, or the like.\n\nMinimus Containment. The target becomes 1 inch tall and is trapped inside an indestructible gemstone or a similar object. Light can pass through the gemstone (allowing the target to see out and other creatures to see in), but nothing else can pass through by any means.\n\nSlumber. The target has the Unconscious condition and can't be awoken.\n\nEnding the Spell. When you cast the spell, specify a trigger that will end it. The trigger can be as simple or as elaborate as you choose, but the DM must agree that it has a high likelihood of happening within the next decade. The trigger must be an observable action, such as someone making a particular offering at the temple of your god, saving your true love, or defeating a specific monster.\n\nA Dispel Magic spell can end the spell only if it is cast with a level 9 spell slot, targeting either the prison or the component used to create it.", "duration": "Until dispelled", - "id": 727, + "id": "91ce49c6-698a-4e21-b9cb-3b86b9be044c", "level": 9, "locations": [ { @@ -21948,7 +21948,7 @@ "concentration": true, "desc": "A swirling cloud of embers and smoke fills a 20-foot-radius Sphere centered on a point within range. The cloud's area is Heavily Obscured. It lasts for the duration or until a strong wind (like that created by Gust of Wind) disperses it.\n\nWhen the cloud appears, each creature in it makes a Dexterity saving throw, taking 10d8 Fire damage on a failed save or half as much damage on a successful one. A creature must also make this save when the Sphere moves into its space and when it enters the Sphere or ends its turn there. A creature makes this save only once per turn.\n\nThe cloud moves 10 feet away from you in a direction you choose at the start of each of your turns.", "duration": "Up to 1 minute", - "id": 728, + "id": "a8f00644-0f6e-402f-8942-eb230d06e05c", "level": 8, "locations": [ { @@ -21973,7 +21973,7 @@ "desc": "A creature you touch makes a Constitution saving throw, taking 2d10 Necrotic damage on a failed save or half as much damage on a successful one.", "duration": "Instantaneous", "higher_level": "The damage increases by 1d10 for each spell slot level above 1.", - "id": 729, + "id": "94687681-6a68-492a-9534-ab42e827b8fa", "level": 1, "locations": [ { @@ -22002,7 +22002,7 @@ "desc": "Swarming locusts fill a 20-foot-radius Sphere centered on a point you choose within range. The Sphere remains for the duration, and its area is Lightly Obscured and Difficult Terrain.\n\nWhen the swarm appears, each creature in it makes a Constitution saving throw, taking 4d10 Piercing damage on a failed save or half as much damage on a successful one. A creature also makes this save when it enters the spell's area for the first time on a turn or ends its turn there. A creature makes this save only once per turn.", "duration": "Up to 10 minutes", "higher_level": "The damage increases by 1d10 for each spell slot level above 5.", - "id": 730, + "id": "c351ce01-da46-42ec-bb92-af7445d4d20b", "level": 5, "locations": [ { @@ -22034,7 +22034,7 @@ "desc": "A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell.", "duration": "Up to 1 hour", "higher_level": "You can target one additional creature for each spell slot level above 2.", - "id": 731, + "id": "436b1fd9-2ef8-4301-ac12-50eec92536ff", "level": 2, "locations": [ { @@ -22063,7 +22063,7 @@ "desc": "You unleash a storm of flashing light and raging thunder in a 10-foot-radius, 40-foot-high Cylinder centered on a point you can see within range. While in this area, creatures have the Blinded and Deafened conditions, and they can't cast spells with a Verbal component.\n\nWhen the storm appears, each creature in it makes a Constitution saving throw, taking 2d10 Radiant damage and 2d10 Thunder damage on a failed save or half as much damage on a successful one. A creature also makes this save when it enters the spell's area for the first time on a turn or ends its turn there. A creature makes this save only once per turn.", "duration": "Up to 1 minute", "higher_level": "The Radiant and Thunder damage increase by 1d10 for each spell slot level above 5.", - "id": 732, + "id": "fc5d1f84-324a-4277-bb7c-726e0b391eb5", "level": 5, "locations": [ { @@ -22094,7 +22094,7 @@ "desc": "You touch a willing creature. Once on each of its turns until the spell ends, that creature can jump up to 30 feet by spending 10 feet of movement.", "duration": "1 minute", "higher_level": "You can target one additional creature for each spell slot level above 1.", - "id": 733, + "id": "4906dd6d-4656-4aae-8539-8af84bfd0d1d", "level": 1, "locations": [ { @@ -22120,7 +22120,7 @@ ], "desc": "Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.\n\nA target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.\n\nIf the target is held shut by Arcane Lock, that spell is suppressed for 10 minutes, during which time the target can be opened and closed.\n\nWhen you cast the spell, a loud knock, audible up to 300 feet away, emanates from the target.", "duration": "Instantaneous", - "id": 734, + "id": "65cb1f72-bc8c-4ee3-8bd5-9e0f04c6a5fa", "level": 2, "locations": [ { @@ -22147,7 +22147,7 @@ ], "desc": "Name or describe a famous person, place, or object. The spell brings to your mind a brief summary of the significant lore about that famous thing, as described by the DM.\n\nThe lore might consist of important details, amusing revelations, or even secret lore that has never been widely known. The more information you already know about the thing, the more precise and detailed the information you receive is. That information is accurate but might be couched in figurative language or poetry, as determined by the DM.\n\nIf the famous thing you chose isn't actually famous, you hear sad musical notes played on a trombone, and the spell fails.", "duration": "Instantaneous", - "id": 735, + "id": "62affa49-70d2-455c-8b9f-4dfdd43217c2", "level": 5, "locations": [ { @@ -22174,7 +22174,7 @@ ], "desc": "You hide a chest and all its contents on the Ethereal Plane. You must touch the chest and the miniature replica that serve as Material components for the spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet).\n\nWhile the chest remains on the Ethereal Plane, you can take a Magic action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by taking a Magic action to touch the chest and the replica.\n\nAfter 60 days, there is a cumulative 5 percent chance at the end of each day that the spell ends. The spell also ends if you cast this spell again or if the Tiny replica chest is destroyed. If the spell ends and the larger chest is on the Ethereal Plane, the chest remains there for you or someone else to find.", "duration": "Until dispelled", - "id": 736, + "id": "79a2b9fd-dc9c-4ef3-bda3-6d3b281baeb7", "level": 4, "locations": [ { @@ -22201,7 +22201,7 @@ ], "desc": "A 10-foot Emanation springs into existence around you and remains stationary for the duration. The spell fails when you cast it if the Emanation isn't big enough to fully encapsulate all creatures in its area.\n\nCreatures and objects within the Emanation when you cast the spell can move through it freely. All other creatures and objects are barred from passing through it. Spells of level 3 or lower can't be cast through it, and the effects of such spells can't extend into it.\n\nThe atmosphere inside the Emanation is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior to have Dim Light or Darkness (no action required). The Emanation is opaque from the outside and of any color you choose, but it's transparent from the inside.\n\nThe spell ends early if you leave the Emanation or if you cast it again.", "duration": "8 hours", - "id": 737, + "id": "ef8a784e-97c8-4e37-b972-394e5d4e2e93", "level": 3, "locations": [ { @@ -22231,7 +22231,7 @@ ], "desc": "You touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned.", "duration": "Instantaneous", - "id": 738, + "id": "4cceb506-e2c3-4591-8d19-fbad1369f51c", "level": 2, "locations": [ { @@ -22259,7 +22259,7 @@ "concentration": true, "desc": "One creature or loose object of your choice that you can see within range rises vertically up to 20 feet and remains suspended there for the duration. The spell can levitate an object that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.\n\nThe target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can take a Magic action to move the target, which must remain within the spell's range.\n\nWhen the spell ends, the target floats gently to the ground if it is still aloft.", "duration": "Up to 10 minutes", - "id": 739, + "id": "a6515140-0fa8-4a46-8257-69a70b85c8ad", "level": 2, "locations": [ { @@ -22288,7 +22288,7 @@ ], "desc": "You touch one Large or smaller object that isn't being worn or carried by someone else. Until the spell ends, the object sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The light can be colored as you like.\n\nCovering the object with something opaque blocks the light. The spell ends if you cast it again.", "duration": "1 hour", - "id": 740, + "id": "ce75fd0f-6684-4635-9cb4-69254aa5f842", "level": 0, "locations": [ { @@ -22314,7 +22314,7 @@ "desc": "As your attack hits or misses the target, the weapon or ammunition you're using transforms into a lightning bolt. Instead of taking any damage or other effects from the attack, the target takes 4d8 Lightning damage on a hit or half as much damage on a miss. Each creature within 10 feet of the target then makes a Dexterity saving throw, taking 2d8 Lightning damage on a failed save or half as much damage on a successful one.\n\nThe weapon or ammunition then returns to its normal form.", "duration": "Instantaneous", "higher_level": "The damage for both effects of the spell increases by 1d8 for each spell slot level above 3.", - "id": 741, + "id": "c4398c4d-c209-455d-aeda-1a37d01bb83e", "level": 3, "locations": [ { @@ -22341,7 +22341,7 @@ "desc": "A stroke of lightning forming a 100-foot-long, 5-foot-wide Line blasts out from you in a direction you choose. Each creature in the Line makes a Dexterity saving throw, taking 8d6 Lightning damage on a failed save or half as much damage on a successful one.", "duration": "Instantaneous", "higher_level": "The damage increases by 1d6 for each spell slot level above 3.", - "id": 742, + "id": "f9946d82-8b59-4664-8ede-2ea236723d38", "level": 3, "locations": [ { @@ -22369,7 +22369,7 @@ ], "desc": "Describe or name a specific kind of Beast, Plant creature, or nonmagical plant. You learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.", "duration": "Instantaneous", - "id": 743, + "id": "3a8dcd52-7b2a-46a0-868f-a9affc48bf64", "level": 2, "locations": [ { @@ -22401,7 +22401,7 @@ "concentration": true, "desc": "Describe or name a creature that is familiar to you. You sense the direction to the creature's location if that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.\n\nThe spell can locate a specific creature known to you or the nearest creature of a specific kind (such as a human or a unicorn) if you have seen such a creature up close\u2014within 30 feet\u2014at least once. If the creature you described or named is in a different form, such as under the effects of a Flesh to Stone or Polymorph spell, this spell doesn't locate the creature.\n\nThis spell can't locate a creature if any thickness of lead blocks a direct path between you and the creature.", "duration": "Up to 1 hour", - "id": 744, + "id": "0f432ec0-bc29-451b-b687-413884eded2a", "level": 4, "locations": [ { @@ -22433,7 +22433,7 @@ "concentration": true, "desc": "Describe or name an object that is familiar to you. You sense the direction to the object's location if that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.\n\nThe spell can locate a specific object known to you if you have seen it up close\u2014within 30 feet\u2014at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.\n\nThis spell can't locate an object if any thickness of lead blocks a direct path between you and the object.", "duration": "Up to 10 minutes", - "id": 745, + "id": "ab48847b-6123-433f-bc89-32a1f54c54df", "level": 2, "locations": [ { @@ -22464,7 +22464,7 @@ "desc": "You touch a creature. The target's Speed increases by 10 feet until the spell ends.", "duration": "1 hour", "higher_level": "You can target one additional creature for each spell slot level above 1.", - "id": 746, + "id": "3cb5d285-9a68-4372-9424-12bc2c9d24b0", "level": 1, "locations": [ { @@ -22491,7 +22491,7 @@ ], "desc": "You touch a willing creature who isn't wearing armor. Until the spell ends, the target's base AC becomes 13 plus its Dexterity modifier. The spell ends early if the target dons armor.", "duration": "8 hours", - "id": 747, + "id": "dbefbcd5-40e9-4a74-b0e9-82ff6a646a2d", "level": 1, "locations": [ { @@ -22520,7 +22520,7 @@ ], "desc": "A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.\n\nWhen you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.\n\nAs a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.\n\nThe hand can't attack, activate magic items, or carry more than 10 pounds.", "duration": "1 minute", - "id": 748, + "id": "242893b5-9185-40e4-a64c-98e6abb52df8", "level": 0, "locations": [ { @@ -22546,10 +22546,10 @@ "S", "M" ], - "desc": "You create a 10-foot-radius, 20-foot-tall Cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the Cylinder intersects with the floor or other surface.\n\nChoose one or more of the following types of creatures: Celestials, Elementals, Fey, Fiends, or Undead. The circle affects a creature of the chosen type in the following ways:\n\n\u2022The creature can’t willingly enter the Cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.\n\u2022The creature has Disadvantage on attack rolls against targets within the Cylinder.\n\u2022Targets within the Cylinder can’t be possessed by or gain the Charmed or Frightened condition from the creature.\n\nEach time you cast this spell, you can cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the Cylinder and protecting targets outside it.", + "desc": "You create a 10-foot-radius, 20-foot-tall Cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the Cylinder intersects with the floor or other surface.\n\nChoose one or more of the following types of creatures: Celestials, Elementals, Fey, Fiends, or Undead. The circle affects a creature of the chosen type in the following ways:\n\n\u2022The creature can\u2019t willingly enter the Cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.\n\u2022The creature has Disadvantage on attack rolls against targets within the Cylinder.\n\u2022Targets within the Cylinder can\u2019t be possessed by or gain the Charmed or Frightened condition from the creature.\n\nEach time you cast this spell, you can cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the Cylinder and protecting targets outside it.", "duration": "1 hour", "higher_level": "The duration increases by 1 hour for each spell slot level above 3.", - "id": 749, + "id": "522a0abc-60e0-4f5c-949d-264fb145b6d3", "level": 3, "locations": [ { @@ -22575,7 +22575,7 @@ ], "desc": "Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell's Material component. While your soul inhabits the container, you are aware of your surroundings as if you were in the container's space. You can't move or take Reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the spell) or attempting to possess a Humanoid's body.\n\nYou can attempt to possess any Humanoid within 100 feet of you that you can see (creatures warded by a Protection from Evil and Good or Magic Circle spell can't be possessed). The target makes a Charisma saving throw. On a failed save, your soul enters the target's body, and the target's soul becomes trapped in the container. On a successful save, the target resists your efforts to possess it, and you can't attempt to possess it again for 24 hours.\n\nOnce you possess a creature's body, you control it. Your Hit Points, Hit Point Dice, Strength, Dexterity, Constitution, Speed, and senses are replaced by the creature's. You otherwise keep your game statistics.\n\nMeanwhile, the possessed creature's soul can perceive from the container using its own senses, but it can't move and it is Incapacitated.\n\nWhile possessing a body, you can take a Magic action to return from the host body to the container if it is within 100 feet of you, returning the host creature's soul to its body. If the host body dies while you're in it, the creature dies, and you make a Charisma saving throw against your own spellcasting DC. On a success, you return to the container if it is within 100 feet of you. Otherwise, you die.\n\nIf the container is destroyed or the spell ends, your soul returns to your body. If your body is more than 100 feet away from you or if your body is dead, you die. If another creature's soul is in the container when it is destroyed, the creature's soul returns to its body if the body is alive and within 100 feet. Otherwise, that creature dies.\n\nWhen the spell ends, the container is destroyed.", "duration": "Until dispelled", - "id": 750, + "id": "fa7fec37-673a-48a7-837f-2629d5a43a86", "level": 6, "locations": [ { @@ -22602,7 +22602,7 @@ "desc": "You create three glowing darts of magical force. Each dart strikes a creature of your choice that you can see within range. A dart deals 1d4 + 1 Force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.", "duration": "Instantaneous", "higher_level": "The spell creates one more dart for each spell slot level above 1.", - "id": 751, + "id": "e7ed0f59-a86d-480a-a159-a1512864ed05", "level": 1, "locations": [ { @@ -22629,7 +22629,7 @@ ], "desc": "You implant a message within an object in range\u2014a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or fewer, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message.\n\nWhen that trigger occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there, so the words appear to come from the object's mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs.\n\nThe trigger can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.", "duration": "Until dispelled", - "id": 752, + "id": "e230f723-eaf2-4dbb-8f53-59ef8e2f1235", "level": 2, "locations": [ { @@ -22659,7 +22659,7 @@ "desc": "You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. The spell ends early if you cast it again.", "duration": "1 hour", "higher_level": "The bonus increases to +2 with a level 3\u20135 spell slot. The bonus increases to +3 with a level 6+ spell slot.", - "id": 753, + "id": "cc42f72f-c620-4b2c-bfa9-8511308da54a", "level": 2, "locations": [ { @@ -22689,7 +22689,7 @@ "desc": "You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot Cube. The image appears at a spot that you can see within range and lasts for the duration. It seems real, including sounds, smells, and temperature appropriate to the thing depicted, but it can't deal damage or cause conditions.\n\nIf you are within range of the illusion, you can take a Magic action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.\n\nPhysical interaction with the image reveals it to be an illusion, for things can pass through it. A creature that takes a Study action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.", "duration": "Up to 10 minutes", "higher_level": "The spell lasts until dispelled, without requiring Concentration, if cast with a level 4+ spell slot.", - "id": 754, + "id": "42f7c781-6890-4771-8e1a-f03bdbe73e27", "level": 3, "locations": [ { @@ -22717,7 +22717,7 @@ "desc": "A wave of healing energy washes out from a point you can see within range. Choose up to six creatures in a 30-foot-radius Sphere centered on that point. Each target regains Hit Points equal to 5d8 plus your spellcasting ability modifier.", "duration": "Instantaneous", "higher_level": "The healing increases by 1d8 for each spell slot level above 5.", - "id": 755, + "id": "4f7137a6-3a82-453c-a0bb-97c654f5fee9", "level": 5, "locations": [ { @@ -22741,7 +22741,7 @@ ], "desc": "A flood of healing energy flows from you into creatures around you. You restore up to 700 Hit Points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell also have the Blinded, Deafened, and Poisoned conditions removed from them.", "duration": "Instantaneous", - "id": 756, + "id": "ee9f16ce-9256-4699-a041-75f4ed8df5d6", "level": 9, "locations": [ { @@ -22766,7 +22766,7 @@ "desc": "Up to six creatures of your choice that you can see within range regain Hit Points equal to 2d4 plus your spellcasting ability modifier.", "duration": "Instantaneous", "higher_level": "The healing increases by 1d4 for each spell slot level above 3.", - "id": 757, + "id": "fba7973c-afa0-4f4d-8339-a34b869e6d89", "level": 3, "locations": [ { @@ -22793,7 +22793,7 @@ "desc": "You suggest a course of activity\u2014described in no more than 25 words\u2014to twelve or fewer creatures you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to any of the targets or their allies. For example, you could say, \u201cWalk to the village down that road, and help the villagers there harvest crops until sunset.\u201d Or you could say, \u201cNow is not the time for violence. Drop your weapons, and dance! Stop in an hour.\u201d\n\nEach target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or until you or your allies deal damage to the target. Each Charmed target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for a target upon completing it.", "duration": "24 hours", "higher_level": "The duration is longer with a spell slot of level 7 (10 days), 8 (30 days), or 9 (366 days).", - "id": 758, + "id": "95074d7a-2a6a-467b-a799-69f0b90b4aa8", "level": 6, "locations": [ { @@ -22819,7 +22819,7 @@ "concentration": true, "desc": "You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze.\n\nThe target can take a Study action to try to escape. When it does so, it makes a DC 20 Intelligence (Investigation) check. If it succeeds, it escapes, and the spell ends.\n\nWhen the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.", "duration": "Up to 10 minutes", - "id": 759, + "id": "35fcfde7-7fba-4d8c-b44a-cbef83ae2cdf", "level": 8, "locations": [ { @@ -22845,7 +22845,7 @@ ], "desc": "You step into a stone object or surface large enough to fully contain your body, merging yourself and your equipment with the stone for the duration. You must touch the stone to do so. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.\n\nWhile merged with the stone, you can't see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with Disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use 5 feet of movement to leave the stone where you entered it, which ends the spell. You otherwise can't move.\n\nMinor physical damage to the stone doesn't harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 Force damage to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 Force damage to you. If expelled, you move into an unoccupied space closest to where you first entered and have the Prone condition.", "duration": "8 hours", - "id": 760, + "id": "b8907595-4f09-4b1e-98ea-905a9ec10945", "level": 3, "locations": [ { @@ -22871,7 +22871,7 @@ "desc": "A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 Acid damage and 2d4 Acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage only.", "duration": "Instantaneous", "higher_level": "The damage (both initial and later) increases by 1d4 for each spell slot level above 2.", - "id": 761, + "id": "bf6379dd-c94d-4709-8d12-5b5273dd743f", "level": 2, "locations": [ { @@ -22901,7 +22901,7 @@ ], "desc": "This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.\n\nThis spell can physically repair a magic item, but it can't restore magic to such an object.", "duration": "Instantaneous", - "id": 762, + "id": "852d0d53-f503-4852-a767-f60f610bbff0", "level": 0, "locations": [ { @@ -22930,7 +22930,7 @@ ], "desc": "You point toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.\n\nYou can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence; 1 foot of stone, metal, or wood; or a thin sheet of lead blocks the spell.", "duration": "1 round", - "id": 763, + "id": "a876429c-f427-4986-801c-27bc19becb98", "level": 0, "locations": [ { @@ -22956,7 +22956,7 @@ ], "desc": "Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius Sphere centered on each of those points makes a Dexterity saving throw. A creature takes 20d6 Fire damage and 20d6 Bludgeoning damage on a failed save or half as much damage on a successful one. A creature in the area of more than one fiery Sphere is affected only once.\n\nA nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area, and the object starts burning if it's flammable.", "duration": "Instantaneous", - "id": 764, + "id": "9fc5d75f-8a15-4a28-8ca6-a6053f2c72ba", "level": 9, "locations": [ { @@ -22981,7 +22981,7 @@ ], "desc": "Until the spell ends, one willing creature you touch has Immunity to Psychic damage and the Charmed condition. The target is also unaffected by anything that would sense its emotions or alignment, read its thoughts, or magically detect its location, and no spell\u2014not even Wish\u2014can gather information about the target, observe it remotely, or control its mind.", "duration": "24 hours", - "id": 765, + "id": "7e4ea57a-a52a-4bb9-8be4-07d99fa90acd", "level": 8, "locations": [ { @@ -23007,7 +23007,7 @@ "desc": "You try to temporarily sliver the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 Psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.", "duration": "1 round", "higher_level": "The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).", - "id": 766, + "id": "d6150531-0a49-4ee9-8f91-680960f718d4", "level": 0, "locations": [ { @@ -23034,7 +23034,7 @@ "desc": "You drive a spike of psionic energy into the mind of one creature you can see within range. The target makes a Wisdom saving throw, taking 3d8 Psychic damage on a failed save or half as much damage on a successful one. On a failed save, you also always know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can't become hidden from you, and if it has the Invisible condition, it gains no benefit from that condition against you.", "duration": "Up to 1 hour", "higher_level": "The damage increases by 1d8 for each spell slot level above 2.", - "id": 767, + "id": "5b544336-bd34-40f3-828a-ca1e236df798", "level": 2, "locations": [ { @@ -23061,7 +23061,7 @@ ], "desc": "You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again.\n\nIf a creature takes a Study action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.\n\nSound. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.\n\nImage. If you create an image of an object\u2014such as a chair, muddy footprints, or a small chest\u2014it must be no larger than a 5-foot Cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.", "duration": "1 minute", - "id": 768, + "id": "d50dc60a-3a4b-41ee-9019-722dff18b1a0", "level": 0, "locations": [ { @@ -23088,7 +23088,7 @@ ], "desc": "You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other rough or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road.\n\nSimilarly, you can alter the appearance of structures or add them where none are present. The spell doesn't disguise, conceal, or add creatures.\n\nThe illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into Difficult Terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell's area disappears immediately.\n\nCreatures with Truesight can see through the illusion to the terrain's true form; however, all other elements of the illusion remain, so while the creature is aware of the illusion's presence, the creature can still physically interact with the illusion.", "duration": "10 days", - "id": 769, + "id": "d3403dfd-1144-4c09-bfb2-83182f2672e2", "level": 7, "locations": [ { @@ -23115,7 +23115,7 @@ ], "desc": "Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real.\n\nEach time a creature hits you with an attack roll during the spell's duration, roll a d6 for each of your remaining duplicates. If any of the d6s rolls a 3 or higher, one of the duplicates is hit instead of you, and the duplicate is destroyed. The duplicates otherwise ignore all other damage and effects. The spell ends when all three duplicates are destroyed.\n\nA creature is unaffected by this spell if it has the Blinded condition, Blindsight, or Truesight.", "duration": "1 minute", - "id": 770, + "id": "750116f7-a886-4fe9-a7b8-39221a520d88", "level": 2, "locations": [ { @@ -23141,7 +23141,7 @@ "concentration": true, "desc": "You gain the Invisible condition at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends immediately after you make an attack roll, deal damage, or cast a spell.\n\nAs a Magic action, you can move the illusory double up to twice your Speed and make it gesture, speak, and behave in whatever way you choose. It is intangible and invulnerable.\n\nYou can see through its eyes and hear through its ears as if you were located where it is.", "duration": "Up to 1 hour", - "id": 771, + "id": "59561689-f968-40e3-afb3-15dec8ca1b4a", "level": 5, "locations": [ { @@ -23166,7 +23166,7 @@ ], "desc": "Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space you can see.", "duration": "Instantaneous", - "id": 772, + "id": "b015a5eb-6642-47f0-a0a8-2b7f96127866", "level": 2, "locations": [ { @@ -23193,7 +23193,7 @@ "desc": "You attempt to reshape another creature's memories. One creature that you can see within range makes a Wisdom saving throw. If you are fighting the creature, it has Advantage on the save. On a failed save, the target has the Charmed condition for the duration. While Charmed in this way, the target also has the Incapacitated condition and is unaware of its surroundings, though it can hear you. If it takes any damage or is targeted by another spell, this spell ends, and no memories are modified.\n\nWhile this charm lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity, change its memory of the event's details, or create a memory of some other event.\n\nYou must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you finish describing the modified memories, the creature's memory isn't altered. Otherwise, the modified memories take hold when the spell ends.\n\nA modified memory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural inclinations, alignment, or beliefs. An illogical modified memory, such as a false memory of how much the creature enjoyed swimming in acid, is dismissed as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature.\n\nA Remove Curse or Greater Restoration spell cast on the target restores the creature's true memory.", "duration": "Up to 1 minute", "higher_level": "You can alter the target's memories of an event that took place up to 7 days ago (level 6 spell slot), 30 days ago (level 7 spell slot), 365 days ago (level 8 spell slot), or any time in the creature's past (level 9 spell slot).", - "id": 773, + "id": "789f0447-0681-4178-b665-d3b09b7fe9a4", "level": 5, "locations": [ { @@ -23220,7 +23220,7 @@ "desc": "A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high Cylinder centered on a point within range. Until the spell ends, Dim Light fills the Cylinder, and you can take a Magic action on later turns to move the Cylinder up to 60 feet.\n\nWhen the Cylinder appears, each creature in it makes a Constitution saving throw. On a failed save, a creature takes 2d10 Radiant damage, and if the creature is shape-shifted (as a result of the Polymorph spell, for example), it reverts to its true form and can't shape-shift until it leaves the Cylinder. On a successful save, a creature takes half as much damage only. A creature also makes this save when the spell's area moves into its space and when it enters the spell's area or ends its turn there. A creature makes this save only once per turn.", "duration": "Up to 1 minute", "higher_level": "The damage increases by 1d10 for each spell slot level above 2.", - "id": 774, + "id": "9b923a8d-7582-4d8f-bc85-64b5e5681efb", "level": 2, "locations": [ { @@ -23247,7 +23247,7 @@ ], "desc": "You conjure a phantom watchdog in an unoccupied space that you can see within range. The hound remains for the duration or until the two of you are more than 300 feet apart from each other.\n\nNo one but you can see the hound, and it is intangible and invulnerable. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound has Truesight with a range of 30 feet.\n\nAt the start of each of your turns, the hound attempts to bite one enemy within 5 feet of it. That enemy must succeed on a Dexterity saving throw or take 4d8 Force damage.\n\nOn your later turns, you can take a Magic action to move the hound up to 30 feet.", "duration": "8 hours", - "id": 775, + "id": "89190966-a81d-4656-8cf2-bef050cc5a61", "level": 4, "locations": [ { @@ -23274,7 +23274,7 @@ ], "desc": "You conjure a shimmering door in range that lasts for the duration. The door leads to an extradimensional dwelling and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the door remains open. You can open or close it (no action required) if you are within 30 feet of it. While closed, the door is imperceptible.\n\nBeyond the door is a magnificent foyer with numerous chambers beyond. The dwelling's atmosphere is clean, fresh, and warm.\n\nYou can create any floor plan you like for the dwelling, but it can't exceed 50 contiguous 10-foot Cubes. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine-course banquet for up to 100 people. Furnishings and other objects created by this spell dissipate into smoke if removed from it.\n\nA staff of 100 near-transparent servants attends all who enter. You determine the appearance of these servants and their attire. They are invulnerable and obey your commands. Each servant can perform tasks that a human could perform, but they can't attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can't leave the dwelling.\n\nWhen the spell ends, any creatures or objects left inside the extradimensional space are expelled into the unoccupied spaces nearest to the entrance.", "duration": "24 hours", - "id": 776, + "id": "eea361f1-d580-4673-a1e4-a7f5616b28df", "level": 7, "locations": [ { @@ -23299,10 +23299,10 @@ "S", "M" ], - "desc": "You make an area within range magically secure. The area is a Cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration.\n\nWhen you cast the spell, you decide what sort of security the spell provides, choosing any of the following properties:\n\n\u2022Sound can’t pass through the barrier at the edge of the warded area.\n\u2022The barrier of the warded area appears dark and foggy, preventing vision (including Darkvision) through it.\n\u2022Sensors created by Divination spells can’t appear inside the protected area or pass through the barrier at its perimeter.\n\u2022Creatures in the area can’t be targeted by Divination spells.\n\u2022Nothing can teleport into or out of the warded area.\n\u2022Planar travel is blocked within the warded area.\n\nCasting this spell on the same spot every day for 365 days makes the spell last until dispelled.", + "desc": "You make an area within range magically secure. The area is a Cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration.\n\nWhen you cast the spell, you decide what sort of security the spell provides, choosing any of the following properties:\n\n\u2022Sound can\u2019t pass through the barrier at the edge of the warded area.\n\u2022The barrier of the warded area appears dark and foggy, preventing vision (including Darkvision) through it.\n\u2022Sensors created by Divination spells can\u2019t appear inside the protected area or pass through the barrier at its perimeter.\n\u2022Creatures in the area can\u2019t be targeted by Divination spells.\n\u2022Nothing can teleport into or out of the warded area.\n\u2022Planar travel is blocked within the warded area.\n\nCasting this spell on the same spot every day for 365 days makes the spell last until dispelled.", "duration": "24 hours", "higher_level": "You can increase the size of the Cube by 100 feet for each spell slot level above 4.", - "id": 777, + "id": "ffc28c8f-6aa1-4e71-af48-9770ef3da79d", "level": 4, "locations": [ { @@ -23330,7 +23330,7 @@ "concentration": true, "desc": "You create a spectral sword that hovers within range. It lasts for the duration.\n\nWhen the sword appears, you make a melee spell attack against a target within 5 feet of the sword. On a hit, the target takes Force damage equal to 4d12 plus your spellcasting ability modifier.\n\nOn your later turns, you can take a Bonus Action to move the sword up to 30 feet to a spot you can see and repeat the attack against the same target or a different one.", "duration": "Up to 1 minute", - "id": 778, + "id": "b20f1582-6011-4342-b4f4-a272c7dfc9d5", "level": 7, "locations": [ { @@ -23359,7 +23359,7 @@ "concentration": true, "desc": "Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. For example, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square's elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete. Because the terrain's transformation occurs slowly, creatures in the area can't usually be trapped or injured by the ground's movement.\n\nAt the end of every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect within range.\n\nThis spell can't manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse.\n\nSimilarly, this spell doesn't directly affect plant growth. The moved earth carries any plants along with it.", "duration": "Up to 2 hours", - "id": 779, + "id": "4a3896f4-a463-4269-98da-73c2317c60ce", "level": 6, "locations": [ { @@ -23387,7 +23387,7 @@ ], "desc": "For the duration, you hide a target that you touch from Divination spells. The target can be a willing creature, or it can be a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any Divination spell or perceived through magical scrying sensors.", "duration": "8 hours", - "id": 780, + "id": "df003e0a-a200-4a57-8969-aabeaf3d5c34", "level": 3, "locations": [ { @@ -23413,7 +23413,7 @@ ], "desc": "With a touch, you place an illusion on a willing creature or an object that isn't being worn or carried. A creature gains the Mask effect below, and an object gains the False Aura effect below. The effect lasts for the duration. If you cast the spell on the same target every day for 30 days, the illusion lasts until dispelled.\n\nMask (Creature). Choose a creature type other than the target's actual type. Spells and other magical effects treat the target as if it were a creature of the chosen type.\n\nFalse Aura (Object). You change the way the target appears to spells and magical effects that detect magical auras, such as Detect Magic. You can make a nonmagical object appear magical, make a magic item appear nonmagical, or change the object's aura so that it appears to belong to a school of magic you choose.", "duration": "24 hours", - "id": 781, + "id": "fd80c6f7-cdc8-4b9f-985b-127f9389a7c9", "level": 2, "locations": [ { @@ -23441,7 +23441,7 @@ "desc": "A frigid globe streaks from you to a point of your choice within range, where it explodes in a 60-foot-radius Sphere. Each creature in that area makes a Constitution saving throw, taking 10d6 Cold damage on failed save or half as much damage on a successful one.\n\nIf the globe strikes a body of water, it freezes the water to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice and have the Restrained condition. A trapped creature can take an action to make a Strength (Athletics) check against your spell save DC to break free.\n\nYou can refrain from firing the globe after completing the spell's casting. If you do so, a globe about the size of a sling bullet, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to the sling's normal range). It shatters on impact, with the same effect as a normal casting of the spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasn't already shattered, it explodes.", "duration": "Instantaneous", "higher_level": "The damage increases by 1d6 for each spell slot level above 6.", - "id": 782, + "id": "cc57563e-193a-4912-b2fc-8621f53041ed", "level": 6, "locations": [ { @@ -23469,7 +23469,7 @@ "concentration": true, "desc": "A shimmering sphere encloses a Large or smaller creature or object within range. An unwilling creature must succeed on a Dexterity saving throw or be enclosed for the duration.\n\nNothing\u2014not physical objects, energy, or other spell effects\u2014can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can't be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it.\n\nThe sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can take an action to push against the sphere's walls and thus roll the sphere at up to half the creature's Speed. Similarly, the globe can be picked up and moved by other creatures.\n\nA Disintegrate spell targeting the globe destroys it without harming anything inside.", "duration": "Up to 1 minute", - "id": 783, + "id": "20705a62-c0c8-4a80-a152-ce4998144f6d", "level": 4, "locations": [ { @@ -23495,7 +23495,7 @@ "concentration": true, "desc": "One creature that you can see within range must make a Wisdom saving throw. On a successful save, the target dances comically until the end of its next turn, during which it must spend all its movement to dance in place.\n\nOn a failed save, the target has the Charmed condition for the duration. While Charmed, the target dances comically, must use all its movement to dance in place, and has Disadvantage on Dexterity saving throws and attack rolls, and other creatures have Advantage on attack rolls against it. On each of its turns, the target can take an action to collect itself and repeat the save, ending the spell on itself on a success.", "duration": "Up to 1 minute", - "id": 784, + "id": "c643e36c-efb1-4f36-a748-8e26e88c3893", "level": 6, "locations": [ { @@ -23520,7 +23520,7 @@ ], "desc": "A passage appears at a point that you can see on a wooden, plaster, or stone surface (such as a wall, ceiling, or floor) within range and lasts for the duration. You choose the opening's dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it.\n\nWhen the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell.", "duration": "1 hour", - "id": 785, + "id": "ceee53b1-cf3c-410d-bc07-e3b1d4fcc013", "level": 5, "locations": [ { @@ -23548,7 +23548,7 @@ "concentration": true, "desc": "You radiate a concealing aura in a 30-foot Emanation for the duration. While in the aura, you and each creature you choose have a +10 bonus to Dexterity (Stealth) checks and leave no tracks.", "duration": "Up to 1 hour", - "id": 786, + "id": "ea9e2f46-e15e-4336-8c65-7cab221685b3", "level": 2, "locations": [ { @@ -23577,7 +23577,7 @@ "concentration": true, "desc": "You attempt to craft an illusion in the mind of a creature you can see within range. The target makes an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other phenomenon that is no larger than a 10-foot Cube and that is perceivable only to the target for the duration. The phantasm includes sound, temperature, and other stimuli.\n\nThe target can take a Study action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.\n\nWhile affected by the spell, the target treats the phantasm as if it were real and rationalizes any illogical outcomes from interacting with it. For example, if the target steps through a phantasmal bridge and survives the fall, it believes the bridge exists and something else caused it to fall.\n\nAn affected target can even take damage from the illusion if the phantasm represents a dangerous creature or hazard. On each of your turns, such a phantasm can deal 2d8 Psychic damage to the target if it is in the phantasm's area or within 5 feet of the phantasm. The target perceives the damage as a type appropriate to the illusion.", "duration": "Up to 1 minute", - "id": 787, + "id": "f5836ff9-d8a5-461a-9834-4e52fa657f27", "level": 2, "locations": [ { @@ -23605,7 +23605,7 @@ "desc": "You tap into the nightmares of a creature you can see within range and create an illusion of its deepest fears, visible only to that creature. The target makes a Wisdom saving throw. On a failed save, the target takes 4d10 Psychic damage and has Disadvantage on ability checks and attack rolls for the duration. On a successful save, the target takes half as much damage, and the spell ends.\n\nFor the duration, the target makes a Wisdom saving throw at the end of each of its turns. On a failed save, it takes the Psychic damage again. On a successful save, the spell ends.", "duration": "Up to 1 minute", "higher_level": "The damage increases by 1d10 for each spell slot level above 4.", - "id": 788, + "id": "aad23079-93e1-4f81-b42a-2475f34b7885", "level": 4, "locations": [ { @@ -23629,7 +23629,7 @@ ], "desc": "A Large, quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature's appearance, and it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed.\n\nFor the duration, you or a creature you choose can ride the steed. The steed uses the Riding Horse stat block (see appendix B), except it has a Speed of 100 feet and can travel 13 miles in an hour. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends early if the steed takes any damage.", "duration": "1 hour", - "id": 789, + "id": "972e5fdd-0875-43f4-8cc0-2d37ddf169dd", "level": 3, "locations": [ { @@ -23653,7 +23653,7 @@ ], "desc": "You beseech an otherworldly entity for aid. The being must be known to you: a god, a demon prince, or some other being of cosmic power. That entity sends a Celestial, an Elemental, or a Fiend loyal to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature's name, you can speak that name when you cast this spell to request that creature, though you might get a different creature anyway (DM's choice).\n\nWhen the creature appears, it is under no compulsion to behave a particular way. You can ask it to perform a service in exchange for payment, but it isn't obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the creature to bargain for its services.\n\nPayment can take a variety of forms. A Celestial might require a sizable donation of gold or magic items to an allied temple, while a Fiend might demand a living sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you.\n\nA task that can be measured in minutes requires a payment worth 100 GP per minute. A task measured in hours requires 1,000 GP per hour. And a task measured in days (up to 10 days) requires 10,000 GP per day. The DM can adjust these payments based on the circumstances under which you cast the spell. If the task is aligned with the creature's ethos, the payment might be halved or even waived. Nonhazardous tasks typically require only half the suggested payment, while especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal.\n\nAfter the creature completes the task, or when the agreed-upon duration of service expires, the creature returns to its home plane after reporting back to you if possible. If you are unable to agree on a price for the creature's service, the creature immediately returns to its home plane.", "duration": "Instantaneous", - "id": 790, + "id": "e594c412-9a5b-42a4-b894-f8992737529a", "level": 6, "locations": [ { @@ -23683,7 +23683,7 @@ "desc": "You attempt to bind a Celestial, an Elemental, a Fey, or a Fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of the inverted version of the Magic Circle spell to trap it while this spell is cast.) At the completion of the casting, the target must succeed on a Charisma saving throw or be bound to serve you for the duration. If the creature was summoned or created by another spell, that spell's duration is extended to match the duration of this spell.\n\nA bound creature must follow your commands to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. If the creature is Hostile, it strives to twist your commands to achieve its own objectives. If the creature carries out your commands completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane, it returns to the place where you bound it and remains there until the spell ends.", "duration": "24 hours", "higher_level": "The duration increases with a spell slot of level 6 (10 days), 7 (30 days), 8 (180 days), and 9 (366 days).", - "id": 791, + "id": "0ce04b46-7283-4b49-bc34-db5ea9e24a31", "level": 5, "locations": [ { @@ -23713,7 +23713,7 @@ ], "desc": "You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination, as determined by the DM.\n\nAlternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.", "duration": "Instantaneous", - "id": 792, + "id": "cc87192a-de22-4afb-aa6a-513cf1665e0c", "level": 7, "locations": [ { @@ -23740,7 +23740,7 @@ ], "desc": "This spell channels vitality into plants. The casting time you use determines whether the spell has the Overgrowth or the Enrichment effect below.\n\nOvergrowth. Choose a point within range. All normal plants in a 100-foot-radius Sphere centered on that point become thick and overgrown. A creature moving through that area must spend 4 feet of movement for every 1 foot it moves. You can exclude one or more areas of any size within the spell's area from being affected.\n\nEnrichment. All plants in a half-mile radius centered on a point within range become enriched for 365 days. The plants yield twice the normal amount of food when harvested. They can benefit from only one Plant Growth per year.", "duration": "Instantaneous", - "id": 793, + "id": "7deb57f5-6a7f-4a1e-bd3d-5ae8a90d4f2c", "level": 3, "locations": [ { @@ -23769,7 +23769,7 @@ "desc": "You spray toxic mist at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d12 Poison damage.", "duration": "Instantaneous", "higher_level": "The damage increases by 1d12 when you reach levels 5 (2d12), 11 (3d12), and 17 (4d12).", - "id": 794, + "id": "5b13445c-50ab-4a25-af50-cf07d7fc38b9", "level": 0, "locations": [ { @@ -23798,7 +23798,7 @@ "concentration": true, "desc": "You attempt to transform a creature that you can see within range into a Beast. The target must succeed on a Wisdom saving throw or shape-shift into Beast form for the duration. That form can be any Beast you choose that has a Challenge Rating equal to or less than the target's (or the target's level if it doesn't have a Challenge Rating). The target's game statistics are replaced by the stat block of the chosen Beast, but the target retains its alignment, personality, creature type, Hit Points, and Hit Point Dice.\n\nThe target gains a number of Temporary Hit Points equal to the Hit Points of the Beast form. These Temporary Hit Points vanish if any remain when the spell ends. The spell ends early on the target if it has no Temporary Hit Points left.\n\nThe target is limited in the actions it can perform by the anatomy of its new form, and it can't speak or cast spells.\n\nThe target's gear melds into the new form. The creature can't use or otherwise benefit from any of that equipment.", "duration": "Up to 1 hour", - "id": 795, + "id": "86f0386d-af93-4964-8353-926be0007495", "level": 4, "locations": [ { @@ -23823,7 +23823,7 @@ ], "desc": "You fortify up to six creatures you can see within range. The spell bestows 120 Temporary Hit Points, which you divide among the spell's recipients.", "duration": "Instantaneous", - "id": 796, + "id": "c0061454-fd39-458b-b807-56e8cc45501e", "level": 7, "locations": [ { @@ -23847,7 +23847,7 @@ ], "desc": "A wave of healing energy washes over one creature you can see within range. The target regains all its Hit Points. If the creature has the Charmed, Frightened, Paralyzed, Poisoned, or Stunned condition, the condition ends. If the creature has the Prone condition, it can use its Reaction to stand up.", "duration": "Instantaneous", - "id": 797, + "id": "5a99f510-57e5-4482-a48f-28d5a1336359", "level": 9, "locations": [ { @@ -23873,7 +23873,7 @@ ], "desc": "You compel one creature you can see within range to die. If the target has 100 Hit Points or fewer, it dies. Otherwise, it takes 12d12 Psychic damage.", "duration": "Instantaneous", - "id": 798, + "id": "e42df713-5c80-4be5-843b-26bfcf3e74fe", "level": 9, "locations": [ { @@ -23899,7 +23899,7 @@ ], "desc": "You overwhelm the mind of one creature you can see within range. If the target has 150 Hit Points or fewer, it has the Stunned condition. Otherwise, its Speed is 0 until the start of your next turn.\n\nThe Stunned target makes a Constitution saving throw at the end of each of its turns, ending the condition on itself on a success.", "duration": "Instantaneous", - "id": 799, + "id": "362cee48-d469-4005-99be-bb4e041afd50", "level": 8, "locations": [ { @@ -23924,7 +23924,7 @@ "desc": "Up to five creatures of your choice who remain within range for the spell's entire casting gain the benefits of a Short Rest and also regain 2d8 Hit Points. A creature can't be affected by this spell again until that creature finishes a Long Rest.", "duration": "Instantaneous", "higher_level": "The healing increases by 1d8 for each spell slot level above 2.", - "id": 800, + "id": "7ec6489e-5e3d-457d-baae-472028f503ec", "level": 2, "locations": [ { @@ -23953,7 +23953,7 @@ "concentration": false, "desc": "You create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time.\n\nSensory Effect. You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.\n\nFire Play. You instantaneously light or snuff out a candle, a torch, or a small campfire.\n\nClean or Soil. You instantaneously clean or soil an object no larger than 1 cubic foot.\n\nMinor Sensation. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.\n\nMagic Mark. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.\n\nMinor Creation. You create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth.", "duration": "Up to 1 hour", - "id": 801, + "id": "55f88a88-ff5f-454a-8d68-aeeda1dd7f9f", "level": 0, "locations": [ { @@ -23979,7 +23979,7 @@ ], "desc": "Eight rays of light flash from you in a 60-foot Cone. Each creature in the Cone makes a Dexterity saving throw. For each target, roll 1d8 to determine which color ray affects it, consulting the Prismatic Rays table.\n\n1d8 Ray\n1 Red. Failed Save: 12d6 Fire damage. Successful Save: Half as much damage.\n2 Orange. Failed Save: 12d6 Acid damage. Successful Save: Half as much damage.\n3 Yellow. Failed Save: 12d6 Lightning damage. Successful Save: Half as much damage.\n4 Green. Failed Save: 12d6 Poison damage. Successful Save: Half as much damage.\n5 Blue. Failed Save: 12d6 Cold damage. Successful Save: Half as much damage.\n6 Indigo. Failed Save: The target has the Restrained condition and makes a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the condition ends. If it fails three times, it has the Petrified condition until it is freed by an effect like the Greater Restoration spell. The successes and failures needn't be consecutive; keep track of both until the target collects three of a kind.\n7 Violet. Failed Save: The target has the Blinded condition and makes a Wisdom saving throw at the start of your next turn. On a successful save, the condition ends. On a failed save, the condition ends, and the creature teleports to another plane of existence (DM's choice).\n8 Special. The target is struck by two rays. Roll twice, rerolling any 8.", "duration": "Instantaneous", - "id": 802, + "id": "3760ceda-d0fd-4c4b-adde-c1ef037e4131", "level": 7, "locations": [ { @@ -24004,7 +24004,7 @@ ], "desc": "A shimmering, multicolored plane of light forms a vertical opaque wall\u2014up to 90 feet long, 30 feet high, and 1 inch thick\u2014centered on a point within range. Alternatively, you shape the wall into a globe up to 30 feet in diameter centered on a point within range. The wall lasts for the duration. If you position the wall in a space occupied by a creature, the spell ends instantly without effect.\n\nThe wall sheds Bright Light within 100 feet and Dim Light for an additional 100 feet. You and creatures you designate when you cast the spell can pass through and be near the wall without harm. If another creature that can see the wall moves within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or have the Blinded condition for 1 minute.\n\nThe wall consists of seven layers, each with a different color. When a creature reaches into or passes through the wall, it does so one layer at a time through all the layers. Each layer forces the creature to make a Dexterity saving throw or be affected by that layer's properties as described in the Prismatic Layers table.\n\nThe wall, which has AC 10, can be destroyed one layer at a time, in order from red to violet, by means specific to each layer. If a layer is destroyed, it is gone for the duration. Antimagic Field has no effect on the wall, and Dispel Magic can affect only the violet layer.\n\nOrder Effects\n1 Red. Failed Save: 12d6 Fire damage. Successful Save: Half as much damage. Additional Effects: Nonmagical ranged attacks can't pass through this layer, which is destroyed if it takes at least 25 Cold damage.\n2 Orange. Failed Save: 12d6 Acid damage. Successful Save: Half as much damage. Additional Effects: Magical ranged attacks can't pass through this layer, which is destroyed by a strong wind (such as the one created by Gust of Wind).\n3 Yellow. Failed Save: 12d6 Lightning damage. Successful Save: Half as much damage. Additional Effects: The layer is destroyed if it takes at least 60 Force damage.\n4 Green. Failed Save: 12d6 Poison damage. Successful Save: Half as much damage. Additional Effects: A Passwall spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer.\n5 Blue. Failed Save: 12d6 Cold damage. Successful Save: Half as much damage. Additional Effects: The layer is destroyed if it takes at least 25 Fire damage.\n6 Indigo. Failed Save: The target has the Restrained condition and makes a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the condition ends. If it fails three times, it has the Petrified condition until it is freed by an effect like the Greater Restoration spell. The successes and failures needn't be consecutive; keep track of both until the target collects three of a kind. Additional Effects: Spells can't be cast through this layer, which is destroyed by Bright Light shed by the Daylight spell.\n7 Violet. Failed Save: The target has the Blinded condition and makes a Wisdom saving throw at the start of your next turn. On a successful save, the condition ends. On a failed save, the condition ends, and the creature teleports to another plane of existence (DM's choice). Additional Effects: This layer is destroyed by Dispel Magic.", "duration": "10 minutes", - "id": 803, + "id": "28b43f5e-36ac-4ca9-817f-7ed2dbd6757c", "level": 9, "locations": [ { @@ -24029,7 +24029,7 @@ "desc": "A flickering flame appears in your hand and remains there for the duration. While there, the flame emits no heat and ignites nothing, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The spell ends if you cast it again.\n\nUntil the spell ends, you can take a Magic action to hurl fire at a creature or an object within 60 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 Fire damage.", "duration": "10 minutes", "higher_level": "The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).", - "id": 804, + "id": "0f22cdf9-6950-419e-8ce7-c52d9b84d48f", "level": 0, "locations": [ { @@ -24055,7 +24055,7 @@ ], "desc": "You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific trigger occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot Cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.\n\nWhen the trigger you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes, after which the illusion can be activated again.\n\nThe trigger can be as general or as detailed as you like, though it must be based on visual or audible phenomena that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door.\n\nPhysical interaction with the image reveals it to be illusory, since things can pass through it. A creature that takes the Study action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.", "duration": "Until dispelled", - "id": 805, + "id": "7d8eedb7-1345-4920-a8e4-ef44a9a210cb", "level": 6, "locations": [ { @@ -24083,7 +24083,7 @@ "concentration": true, "desc": "You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you, but it is intangible. If the illusion takes any damage, it disappears, and the spell ends.\n\nYou can see through the illusion's eyes and hear through its ears as if you were in its space. As a Magic action, you can move it up to 60 feet and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.\n\nPhysical interaction with the image reveals it to be illusory, since things can pass through it. A creature that takes the Study action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.", "duration": "Up to 1 day", - "id": 806, + "id": "b9119564-8eeb-4644-9b00-d722177cebe8", "level": 7, "locations": [ { @@ -24114,7 +24114,7 @@ "concentration": true, "desc": "For the duration, the willing creature you touch has Resistance to one damage type of your choice: Acid, Cold, Fire, Lightning, or Thunder.", "duration": "Up to 1 hour", - "id": 807, + "id": "c603376a-11af-4ce3-a40e-c9f01dbbdceb", "level": 3, "locations": [ { @@ -24144,7 +24144,7 @@ "concentration": true, "desc": "Until the spell ends, one willing creature you touch is protected against creatures that are Aberrations, Celestials, Elementals, Fey, Fiends, or Undead. The protection grants several benefits. Creatures of those types have Disadvantage on attack rolls against the target. The target also can't be possessed by or gain the Charmed or Frightened conditions from them. If the target is already possessed, Charmed, or Frightened by such a creature, the target has Advantage on any new saving throw against the relevant effect.", "duration": "Up to 10 minutes", - "id": 808, + "id": "71e19a77-9a31-4b14-a719-115e9615df67", "level": 1, "locations": [ { @@ -24173,7 +24173,7 @@ ], "desc": "You touch a creature and end the Poisoned condition on it. For the duration, the target has Advantage on saving throws to avoid or end the Poisoned condition, and it has Resistance to Poison damage.", "duration": "1 hour", - "id": 809, + "id": "e148e1b7-a93d-4d20-b78f-f72b5acd04eb", "level": 2, "locations": [ { @@ -24200,7 +24200,7 @@ ], "desc": "You remove poison and rot from nonmagical food and drink in a 5-foot-radius Sphere centered on a point within range.", "duration": "Instantaneous", - "id": 810, + "id": "3959eace-0ae8-4c16-a4c5-748a344feb58", "level": 1, "locations": [ { @@ -24227,7 +24227,7 @@ ], "desc": "With a touch, you revive a dead creature if it has been dead no longer than 10 days and it wasn't Undead when it died.\n\nThe creature returns to life with 1 Hit Point. This spell also neutralizes any poisons that affected the creature at the time of death.\n\nThis spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival\u2014its head, for instance\u2014the spell automatically fails.\n\nComing back from the dead is an ordeal. The target takes a \u22124 penalty to D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0.", "duration": "Instantaneous", - "id": 811, + "id": "2fa59695-3630-4ded-b9fc-825cc996078b", "level": 5, "locations": [ { @@ -24254,7 +24254,7 @@ ], "desc": "You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures that can't communicate in any languages aren't affected by this spell.\n\nUntil the spell ends, the targets can communicate telepathically through the bond whether or not they share a language. The communication is possible over any distance, though it can't extend to other planes of existence.", "duration": "1 hour", - "id": 812, + "id": "43cacf05-a1a2-472d-a32e-ccd021ea8683", "level": 5, "locations": [ { @@ -24281,7 +24281,7 @@ "concentration": true, "desc": "A beam of enervating energy shoots from you toward a creature within range. The target must make a Constitution saving throw. On a successful save, the target has Disadvantage on the next attack roll it makes until the start of your next turn.\n\nOn a failed save, the target has Disadvantage on Strength-based D20 Tests for the duration. During that time, it also subtracts 1d8 from all its damage rolls. The target repeats the save at the end of each of its turns, ending the spell on a success.", "duration": "Up to 1 minute", - "id": 813, + "id": "0e84a5a7-da67-4886-892e-f7b99ea16482", "level": 2, "locations": [ { @@ -24308,7 +24308,7 @@ "desc": "A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 Cold damage, and its Speed is reduced by 10 feet until the start of your next turn.", "duration": "Instantaneous", "higher_level": "The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).", - "id": 814, + "id": "acef595b-7cd1-4776-b079-a19765fe0ff5", "level": 0, "locations": [ { @@ -24334,7 +24334,7 @@ "desc": "You shoot a greenish ray at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 Poison damage and has the Poisoned condition until the end of your next turn.", "duration": "Instantaneous", "higher_level": "The damage increases by 1d8 for each spell slot level above 1.", - "id": 815, + "id": "38a757e8-8e4f-4a81-8fa7-aa64b9bd6c84", "level": 1, "locations": [ { @@ -24361,7 +24361,7 @@ ], "desc": "A creature you touch regains 4d8 + 15 Hit Points. For the duration, the target regains 1 Hit Point at the start of each of its turns, and any severed body parts regrow after 2 minutes.", "duration": "1 hour", - "id": 816, + "id": "6bdc597a-a6eb-482e-b6f4-7c21c414c8b7", "level": 7, "locations": [ { @@ -24387,7 +24387,7 @@ ], "desc": "You touch a dead Humanoid or a piece of one. If the creature has been dead no longer than 10 days, the spell forms a new body for it and calls the soul to enter that body. Roll 1d10 and consult the table below to determine the body's species, or the DM chooses another playable species.\n\n1d10 Species\n1 Aasimar\n2 Dragonborn\n3 Dwarf\n4 Elf\n5 Gnome\n6 Goliath\n7 Halfling\n8 Human\n9 Orc\n10 Tiefling\n\nThe reincarnated creature makes any choices that a species' description offers, and the creature recalls its former life. It retains the capabilities it had in its original form, except it loses the traits of its previous species and gains the traits of its new one.", "duration": "Instantaneous", - "id": 817, + "id": "531bd976-6e69-49df-9c43-4751fc72a619", "level": 5, "locations": [ { @@ -24415,7 +24415,7 @@ ], "desc": "At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's Attunement to the object so it can be removed or discarded.", "duration": "Instantaneous", - "id": 818, + "id": "e98a785b-b824-4346-bc9c-7dd1a38d00f4", "level": 3, "locations": [ { @@ -24442,7 +24442,7 @@ "concentration": true, "desc": "You touch a willing creature and choose a damage type: Acid, Bludgeoning, Cold, Fire, Lightning, Necrotic, Piercing, Poison, Radiant, Slashing, or Thunder. When the creature takes damage of the chosen type before the spell ends, the creature reduces the total damage taken by 1d4. A creature can benefit from this spell only once per turn.", "duration": "Up to 1 minute", - "id": 819, + "id": "76ddfe94-7dd7-43d6-b8f5-afdd412b3fda", "level": 0, "locations": [ { @@ -24468,7 +24468,7 @@ ], "desc": "With a touch, you revive a dead creature that has been dead for no more than a century, didn't die of old age, and wasn't Undead when it died.\n\nThe creature returns to life with all its Hit Points. This spell also neutralizes any poisons that affected the creature at the time of death. This spell closes all mortal wounds and restores any missing body parts.\n\nComing back from the dead is an ordeal. The target takes a \u22124 penalty to D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0.\n\nCasting this spell to revive a creature that has been dead for 365 days or longer taxes you. Until you finish a Long Rest, you can't cast spells again, and you have Disadvantage on D20 Tests.", "duration": "Instantaneous", - "id": 820, + "id": "eaccdcaa-ef11-46e0-961f-c43182012576", "level": 7, "locations": [ { @@ -24497,7 +24497,7 @@ "concentration": true, "desc": "This spell reverses gravity in a 50-foot-radius, 100-foot high Cylinder centered on a point within range. All creatures and objects in that area that aren't anchored to the ground fall upward and reach the top of the Cylinder. A creature can make a Dexterity saving throw to grab a fixed object it can reach, thus avoiding the fall upward.\n\nIf a ceiling or an anchored object is encountered in this upward fall, creatures and objects strike it just as they would during a downward fall. If an affected creature or object reaches the Cylinder's top without striking anything, it hovers there for the duration. When the spell ends, affected objects and creatures fall downward.", "duration": "Up to 1 minute", - "id": 821, + "id": "b2ab39c2-08d3-4f8d-b94c-8564ea5b3851", "level": 7, "locations": [ { @@ -24527,7 +24527,7 @@ ], "desc": "You touch a creature that has died within the last minute. That creature revives with 1 Hit Point. This spell can't revive a creature that has died of old age, nor does it restore any missing body parts.", "duration": "Instantaneous", - "id": 822, + "id": "02220612-b2ba-4dbd-b396-401906e883fa", "level": 3, "locations": [ { @@ -24554,7 +24554,7 @@ ], "desc": "You touch a rope. One end of it hovers upward until the rope hangs perpendicular to the ground or the rope reaches a ceiling. At the rope's upper end, an Invisible 3-foot-by-5-foot portal opens to an extradimensional space that lasts until the spell ends. That space can be reached by climbing the rope, which can be pulled into or dropped out of it.\n\nThe space can hold up to eight Medium or smaller creatures. Attacks, spells, and other effects can't pass into or out of the space, but creatures inside it can see\nthrough the portal. Anything inside the space drops out when the spell ends.", "duration": "1 hour", - "id": 823, + "id": "0597f425-9454-4918-81af-4993a212c865", "level": 2, "locations": [ { @@ -24580,7 +24580,7 @@ "desc": "Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 Radiant damage. The target gains no benefit from Half Cover or Three-Quarters Cover for this save.", "duration": "Instantaneous", "higher_level": "The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).", - "id": 824, + "id": "76389bad-0792-4916-840c-1274f0f7aaa2", "level": 0, "locations": [ { @@ -24606,7 +24606,7 @@ ], "desc": "You ward a creature within range. Until the spell ends, any creature who targets the warded creature with an attack roll or a damaging spell must succeed on a Wisdom saving throw or either choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from areas of effect.\n\nThe spell ends if the warded creature makes an attack roll, casts a spell, or deals damage.", "duration": "1 minute", - "id": 825, + "id": "0c1c5a61-fa44-4d1f-b782-a619fb01c0b0", "level": 1, "locations": [ { @@ -24633,7 +24633,7 @@ "desc": "You hurl three fiery rays. You can hurl them at one target within range or at several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 Fire damage.", "duration": "Instantaneous", "higher_level": "You create one additional ray for each spell slot level above 2.", - "id": 826, + "id": "ef22731f-5a8b-495d-ba27-7cc8a2095333", "level": 2, "locations": [ { @@ -24663,7 +24663,7 @@ "concentration": true, "desc": "You can see and hear a creature you choose that is on the same plane of existence as you. The target makes a Wisdom saving throw, which is modified (see the tables below) by how well you know the target and the sort of physical connection you have to it. The target doesn't know what it is making the save against, only that it feels uneasy.\n\nYour Knowledge of the Target Is... Save Modifier\nSecondhand (heard of the target) +5\nFirsthand (met the target) +0\nExtensive (know the target well) \u22125\n\nYou Have the Target's... Save Modifier\nPicture or other likeness \u22122\nGarment or other possession \u22124\nBody part, lock of hair, or bit of nail \u221210\n\nOn a successful save, the target isn't affected, and you can't use this spell on it again for 24 hours.\n\nOn a failed save, the spell creates an Invisible, intangible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. If something can see the sensor, it appears as a luminous orb about the size of your fist.\n\nInstead of targeting a creature, you can target a location you have seen. When you do so, the sensor appears at that location and doesn't move.", "duration": "Up to 10 minutes", - "id": 827, + "id": "b53c9d77-5c54-46a3-b176-cb5ec640aa93", "level": 5, "locations": [ { @@ -24688,7 +24688,7 @@ "desc": "As you hit the target, it takes an extra 1d6 Fire damage from the attack. At the start of each of its turns until the spell ends, the target takes 1d6 Fire damage and then makes a Constitution saving throw. On a failed save, the spell continues. On a successful save, the spell ends.", "duration": "1 minute", "higher_level": "All the damage increases by 1d6 for each spell slot level above 1.", - "id": 828, + "id": "26a64c46-6cf3-4de4-b05d-f325975f04cc", "level": 1, "locations": [ { @@ -24716,7 +24716,7 @@ ], "desc": "For the duration, you see creatures and objects that have the Invisible condition as if they were visible, and you can see into the Ethereal Plane. Creatures and objects there appear ghostly.", "duration": "1 hour", - "id": 829, + "id": "21e4db7f-7927-42a9-85ef-b81005f748aa", "level": 2, "locations": [ { @@ -24743,7 +24743,7 @@ ], "desc": "You give an illusory appearance to each creature of your choice that you can see within range. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell.\n\nYou can give the same appearance or different ones to the targets. The spell can change the appearance of the targets' bodies and equipment. You can make each creature seem 1 foot shorter or taller and appear heavier or lighter. A target's new appearance must have the same basic arrangement of limbs as the target, but the extent of the illusion is otherwise up to you. The spell lasts for the duration.\n\nThe changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to a creature's outfit, objects pass through the hat.\n\nA creature that takes the Study action to examine a target can make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised.", "duration": "8 hours", - "id": 830, + "id": "63a4a50f-46bf-45f4-a763-f5add8b093c9", "level": 5, "locations": [ { @@ -24770,7 +24770,7 @@ ], "desc": "You send a short message of 25 words or fewer to a creature you have met or a creature described to you by someone who has met it. The target hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables targets to understand the meaning of your message.\n\nYou can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive. You know if the delivery fails.\n\nUpon receiving your message, a creature can block your ability to reach it again with this spell for 8 hours. If you try to send another message during that time, you learn that you are blocked, and the spell fails.", "duration": "Instantaneous", - "id": 831, + "id": "2a657fc3-5ac5-4fac-b946-1eaf975e4dde", "level": 3, "locations": [ { @@ -24796,7 +24796,7 @@ ], "desc": "With a touch, you magically sequester an object or a willing creature. For the duration, the target has the Invisible condition and can't be targeted by Divination spells, detected by magic, or viewed remotely with magic.\n\nIf the target is a creature, it enters a state of suspended animation; it has the Unconscious condition, doesn't age, and doesn't need food, water, or air.\n\nYou can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include \u201cafter 1,000 years\u201d or \u201cwhen the tarrasque awakens.\u201d This spell also ends if the target takes any damage.", "duration": "Until dispelled", - "id": 832, + "id": "6d6435e5-f617-43d8-be60-4d3b1246479d", "level": 7, "locations": [ { @@ -24824,7 +24824,7 @@ "concentration": true, "desc": "You shape-shift into another creature for the duration or until you take a Magic action to shape-shift into a different eligible form. The new form must be of a creature that has a Challenge Rating no higher than your level or Challenge Rating. You must have seen the sort of creature before, and it can't be a Construct or an Undead.\n\nWhen you cast the spell, you gain a number of Temporary Hit Points equal to the Hit Points of the first form into which you shape-shift. These Temporary Hit Points vanish if any remain when the spell ends.\n\nYour game statistics are replaced by the stat block of the chosen form, but you retain your creature type; alignment; personality; Intelligence, Wisdom, and Charisma scores; Hit Points; Hit Point Dice; proficiencies; and ability to communicate. If you have the Spellcasting feature, you retain it too.\n\nUpon shape-shifting, you determine whether your equipment drops to the ground or changes in size and shape to fit the new form while you're in it.", "duration": "Up to 1 hour", - "id": 833, + "id": "05c23ca0-5526-4f37-b04a-abf54bf43868", "level": 9, "locations": [ { @@ -24853,7 +24853,7 @@ "desc": "A loud noise erupts from a point of your choice within range. Each creature in a 10-foot-radius Sphere centered there makes a Constitution saving throw, taking 3d8 Thunder damage on a failed save or half as much damage on a successful one. A Construct has Disadvantage on the save.\n\nA nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.", "duration": "Instantaneous", "higher_level": "The damage increases by 1d8 for each spell slot level above 2.", - "id": 834, + "id": "81d59f72-8c0a-4394-8c25-8e65476e8524", "level": 2, "locations": [ { @@ -24879,7 +24879,7 @@ ], "desc": "An imperceptible barrier of magical force protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile.", "duration": "1 round", - "id": 835, + "id": "24d3a995-8613-49ae-9698-4ee739e01f85", "level": 1, "locations": [ { @@ -24906,7 +24906,7 @@ "concentration": true, "desc": "A shimmering field surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.", "duration": "Up to 10 minutes", - "id": 836, + "id": "5697759a-2ae0-4078-8366-1e94ea45a8d7", "level": 1, "locations": [ { @@ -24933,7 +24933,7 @@ "desc": "A Club or Quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. If the attack deals damage, it can be Force damage or the weapon's normal damage type (your choice).\n\nThe spell ends early if you cast it again or if you let go of the weapon.", "duration": "1 minute", "higher_level": "The damage die changes when you reach levels 5 (d10), 11 (d12), and 17 (2d6).", - "id": 837, + "id": "a33cd210-94fb-480d-a7ef-cb72abaf4dca", "level": 0, "locations": [ { @@ -24959,7 +24959,7 @@ "desc": "The target hit by the strike takes an extra 2d6 Radiant damage from the attack. Until the spell ends, the target sheds Bright Light in a 5-foot radius, attack rolls against it have Advantage, and it can't benefit from the Invisible condition.", "duration": "Up to 1 minute", "higher_level": "The damage increases by 1d6 for each spell slot level above 2.", - "id": 838, + "id": "13d3ee1e-efa3-4072-b01c-130695b44175", "level": 2, "locations": [ { @@ -24986,7 +24986,7 @@ "desc": "Lightning springs from you to a creature that you try to touch. Make a melee spell attack against the target. On a hit, the target takes 1d8 Lightning damage, and it can't make Opportunity Attacks until the start of its next turn.", "duration": "Instantaneous", "higher_level": "The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).", - "id": 839, + "id": "ffb59503-fa01-498d-98fb-0aca148d25f6", "level": 0, "locations": [ { @@ -25013,7 +25013,7 @@ "concentration": true, "desc": "For the duration, no sound can be created within or pass through a 20-foot-radius Sphere centered on a point you choose within range. Any creature or object entirely inside the Sphere has Immunity to Thunder damage, and creatures have the Deafened condition while entirely inside it. Casting a spell that includes a Verbal component is impossible there.", "duration": "Up to 10 minutes", - "id": 840, + "id": "fec039c2-05a3-43d4-a344-2a8361eeb787", "level": 2, "locations": [ { @@ -25041,7 +25041,7 @@ "concentration": true, "desc": "You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot Cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects.\n\nAs a Magic action, you can cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.\n\nPhysical interaction with the image reveals it to be an illusion, since things can pass through it. A creature that takes a Study action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.", "duration": "Up to 10 minutes", - "id": 841, + "id": "76511fe8-48e9-4a57-81fd-1e8f71d9d4e3", "level": 1, "locations": [ { @@ -25067,7 +25067,7 @@ ], "desc": "You create a simulacrum of one Beast or Humanoid that is within 10 feet of you for the entire casting of the spell. You finish the casting by touching both the creature and a pile of ice or snow that is the same size as that creature, and the pile turns into the simulacrum, which is a creature. It uses the game statistics of the original creature at the time of casting, except it is a Construct, its Hit Point maximum is half as much, and it can't cast this spell.\n\nThe simulacrum is Friendly to you and creatures you designate. It obeys your commands and acts on your turn in combat. The simulacrum can't gain levels, and it can't take Short or Long Rests.\n\nIf the simulacrum takes damage, the only way to restore its Hit Points is to repair it as you take a Long Rest, during which you expend components worth 100 GP per Hit Point restored. The simulacrum must stay within 5 feet of you for the repair.\n\nThe simulacrum lasts until it drops to 0 Hit Points, at which point it reverts to snow and melts away. If you cast this spell again, any simulacrum you created with this spell is instantly destroyed.", "duration": "Until dispelled", - "id": 842, + "id": "d2f9f639-d7e4-47a1-961d-d186c9573492", "level": 7, "locations": [ { @@ -25096,7 +25096,7 @@ "concentration": true, "desc": "Each creature of your choice in a 5-foot-radius Sphere centered on a point within range must succeed on a Wisdom saving throw or have the Incapacitated condition until the end of its next turn, at which point it must repeat the save. If the target fails the second save, the target has the Unconscious condition for the duration. The spell ends on a target if it takes damage or someone within 5 feet of it takes an action to shake it out of the spell's effect.\n\nCreatures that don't sleep, such as elves, or that have Immunity to the Exhaustion condition automatically succeed on saves against this spell.", "duration": "Up to 1 minute", - "id": 843, + "id": "7ee1623d-cc0d-4394-9950-7c94444d6bcb", "level": 1, "locations": [ { @@ -25125,7 +25125,7 @@ "concentration": true, "desc": "Until the spell ends, sleet falls in a 40-foot-tall, 20-foot-radius Cylinder centered on a point you choose within range. The area is Heavily Obscured, and exposed flames in the area are doused.\n\nGround in the Cylinder is Difficult Terrain. When a creature enters the Cylinder for the first time on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the Prone condition and lose Concentration.", "duration": "Up to 1 minute", - "id": 844, + "id": "ceb65523-5df6-4840-adee-da9ce78b4ca1", "level": 3, "locations": [ { @@ -25154,7 +25154,7 @@ "concentration": true, "desc": "You alter time around up to six creatures of your choice in a 40-foot Cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.\n\nAn affected target's Speed is halved, it takes a \u22122 penalty to AC and Dexterity saving throws, and it can't take Reactions. On its turns, it can take either an action or a Bonus Action, not both, and it can make only one attack if it takes the Attack action. If it casts a spell with a Somatic component, there is a 25 percent chance the spell fails as a result of the target making the spell's gestures too slowly.\n\nAn affected target repeats the save at the end of each of its turns, ending the spell on itself on a success.", "duration": "Up to 1 minute", - "id": 845, + "id": "dc797c65-6d1d-4c93-a395-c19f7b83f571", "level": 3, "locations": [ { @@ -25180,7 +25180,7 @@ "desc": "You cast sorcerous energy at one creature or object within range. Make a ranged attack roll against the target. On a hit, the target takes 1d8 damage of a type you choose: Acid, Cold, Fire, Lightning, Poison, Psychic, or Thunder.\n\nIf you roll an 8 on a d8 for this spell, you can roll another d8, and add it to the damage. When you cast this spell, the maximum number of these d8s you can add to the spell's damage equals your spellcasting ability modifier.", "duration": "Instantaneous", "higher_level": "The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).", - "id": 846, + "id": "91cc30ac-5487-459d-8381-7c53388cc424", "level": 0, "locations": [ { @@ -25207,7 +25207,7 @@ "desc": "Choose a creature within range that has 0 Hit Points and isn't dead. The creature becomes Stable.", "duration": "Instantaneous", "higher_level": "The range doubles when you reach levels 5 (30 feet), 11 (60 feet), and 17 (120 feet).", - "id": 847, + "id": "ac6dcc88-7fc7-41b1-b14b-9a4df7a49a4c", "level": 0, "locations": [ { @@ -25234,7 +25234,7 @@ ], "desc": "For the duration, you can comprehend and verbally communicate with Beasts, and you can use any of the Influence action's skill options with them.\n\nMost Beasts have little to say about topics that don't pertain to survival or companionship, but at minimum, a Beast can give you information about nearby locations and monsters, including whatever it has perceived within the past day.", "duration": "10 minutes", - "id": 848, + "id": "aca93f8c-1155-4b11-8c51-76bbfc58d310", "level": 1, "locations": [ { @@ -25261,7 +25261,7 @@ ], "desc": "You grant the semblance of life to a corpse of your choice within range, allowing it to answer questions you pose. The corpse must have a mouth, and this spell fails if the deceased creature was Undead when it died. The spell also fails if the corpse was the target of this spell within the past 10 days.\n\nUntil the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are antagonistic toward it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.", "duration": "10 minutes", - "id": 849, + "id": "38c9df5b-efee-4353-945f-db2b3d762035", "level": 3, "locations": [ { @@ -25288,7 +25288,7 @@ ], "desc": "You imbue plants in an immobile 30-foot Emanation with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell's area within the past day, gaining information about creatures that have passed, weather, and other circumstances.\n\nYou can also turn Difficult Terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into Difficult Terrain that lasts for the duration.\n\nThe spell doesn't enable plants to uproot themselves and move about, but they can move their branches, tendrils, and stalks for you.\n\nIf a Plant creature is in the area, you can communicate with it as if you shared a common language.", "duration": "10 minutes", - "id": 850, + "id": "620c3247-858d-4298-9b39-3284be1179f0", "level": 3, "locations": [ { @@ -25318,7 +25318,7 @@ "desc": "Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and along ceilings, while leaving its hands free. The target also gains a Climb Speed equal to its Speed.", "duration": "Up to 1 hour", "higher_level": "You can target one additional creature for each spell slot level about 2.", - "id": 851, + "id": "63bc88d9-059a-4a48-81b5-58df277d48c4", "level": 2, "locations": [ { @@ -25346,7 +25346,7 @@ "concentration": true, "desc": "The ground in a 20-foot-radius Sphere centered on a point within range sprouts hard spikes and thorns. The area becomes Difficult Terrain for the duration. When a creature moves into or within the area, it takes 2d4 Piercing damage for every 5 feet it travels.\n\nThe transformation of the ground is camouflaged to look natural. Any creature that can't see the area when the spell is cast must take a Search action and succeed on a Wisdom (Perception or Survival) check against your spell save DC to recognize the terrain as hazardous before entering it.", "duration": "Up to 10 minutes", - "id": 852, + "id": "02cdf45e-254b-4f39-be69-2d6b8b6031ff", "level": 2, "locations": [ { @@ -25374,7 +25374,7 @@ "desc": "Protective spirits flit around you in a 15-foot Emanation for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.\n\nWhen you cast this spell, you can designate creatures to be unaffected by it. Any other creature's Speed is halved in the Emanation, and whenever the Emanation enters a creature's space and whenever a creature enters the Emanation or ends its turn there, the creature must make a Wisdom saving throw. On a failed save, the creature takes 3d8 Radiant damage (if you are good or neutral) or 3d8 Necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. A creature makes this save only once per turn.", "duration": "Up to 10 minutes", "higher_level": "The damage increases by 1d8 for each spell slot level above 3.", - "id": 853, + "id": "836611d8-4342-4e34-bcc0-b499dea7aded", "level": 3, "locations": [ { @@ -25401,7 +25401,7 @@ "desc": "You create a floating, spectral force that resembles a weapon of your choice and lasts for the duration. The force appears within range in a space of your choice, and you can immediately make one melee spell attack against one creature within 5 feet of the force. On a hit, the target takes Force damage equal to 1d8 plus your spellcasting ability modifier.\n\nAs a Bonus Action on your later turns, you can move the force up to 20 feet and repeat the attack against a creature within 5 feet of it.", "duration": "Up to 1 minute", "higher_level": "The damage increases by 1d8 for every slot level above 2.", - "id": 854, + "id": "08462f44-556a-4975-a36b-3de17b073b5a", "level": 2, "locations": [ { @@ -25425,7 +25425,7 @@ "desc": "The target takes an extra 4d6 Psychic damage from the attack, and the target must succeed on a Wisdom saving throw or have the Stunned condition until the end of your next turn.", "duration": "Instantaneous", "higher_level": "The extra damage increases by 1d6 for each spell slot level above 4.", - "id": 855, + "id": "4f8f7b66-861d-498e-9b12-5bc4f86db4fd", "level": 4, "locations": [ { @@ -25451,7 +25451,7 @@ "desc": "You launch a mote of light at one creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 Radiant damage, and until the end of your next turn, it emits Dim Light in a 10-foot radius and can't benefit from the Invisible condition.", "duration": "Instantaneous", "higher_level": "The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).", - "id": 856, + "id": "8bd2010f-91dd-407d-b7c7-d8320b4729d4", "level": 0, "locations": [ { @@ -25476,7 +25476,7 @@ ], "desc": "You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 Force damage.\n\nYou then teleport to an unoccupied space you can see within 5 feet of one of the targets.", "duration": "Instantaneous", - "id": 857, + "id": "b1d65dbd-76c3-4e64-8025-b17be369b22c", "level": 5, "locations": [ { @@ -25505,7 +25505,7 @@ "concentration": true, "desc": "You create a 20-foot-radius Sphere of yellow, nauseating gas centered on a point within range. The cloud is Heavily Obscured. The cloud lingers in the air for the duration or until a strong wind (such as the one created by Gust of Wind) disperses it.\n\nEach creature that starts its turn in the Sphere must succeed on a Constitution saving throw or have the Poisoned condition until the end of the current turn. While Poisoned in this way, the creature can't take an action or a Bonus Action.", "duration": "Up to 1 minute", - "id": 858, + "id": "5a644646-b818-4cfb-a244-051054a6fea6", "level": 3, "locations": [ { @@ -25534,7 +25534,7 @@ ], "desc": "You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape you like. For example, you could shape a large rock into a weapon, statue, or coffer, or you could make a small passage through a wall that is 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn't possible.", "duration": "Instantaneous", - "id": 859, + "id": "6e901fdf-acb7-4824-9ff1-4259b1d91e46", "level": 4, "locations": [ { @@ -25565,7 +25565,7 @@ "concentration": true, "desc": "Until the spell ends, one willing creature you touch has Resistance to Bludgeoning, Piercing, and Slashing damage.", "duration": "Up to 1 hour", - "id": 860, + "id": "9955852e-dd14-4254-9c6a-5b76a05fc84a", "level": 4, "locations": [ { @@ -25591,7 +25591,7 @@ "concentration": true, "desc": "A churning storm cloud forms for the duration, centered on a point within range and spreading to a radius of 300 feet. Each creature under the cloud when it appears must succeed on a Constitution saving throw or take 2d6 Thunder damage and have the Deafened condition for the duration.\n\nAt the start of each of your later turns, the storm produces different effects, as detailed below.\n\nTurn 2. Acidic rain falls. Each creature and object under the cloud takes 4d6 Acid damage.\n\nTurn 3. You call six bolts of lightning from the cloud to strike six different creatures or objects beneath it. Each target makes a Dexterity saving throw, taking 10d6 Lightning damage on a failed save or half as much damage on a successful one.\n\nTurn 4. Hailstones rain down. Each creature under the cloud takes 2d6 Bludgeoning damage.\n\nTurns 5\u201310. Gusts and freezing rain assail the area under the cloud. Each creature there takes 1d6 Cold damage. Until the spell ends, the area is Difficult Terrain and Heavily Obscured, ranged attacks with weapons are impossible there, and strong wind blows through the area.", "duration": "Up to 1 minute", - "id": 861, + "id": "3c3bbf6d-71c3-43d7-9811-14a997b289d1", "level": 9, "locations": [ { @@ -25619,7 +25619,7 @@ "concentration": true, "desc": "You suggest a course of activity\u2014described in no more than 25 words\u2014to one creature you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to the target or its allies. For example, you could say, \u201cFetch the key to the cult's treasure vault, and give the key to me.\u201d Or you could say, \u201cStop fighting, leave this library peacefully, and don't return.\u201d\n\nThe target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or until you or your allies deal damage to the target. The Charmed target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for the target upon completing it.", "duration": "Up to 8 hours", - "id": 862, + "id": "a8323ae3-2008-4adc-a64f-237a5ab4c120", "level": 2, "locations": [ { @@ -25648,7 +25648,7 @@ "desc": "You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range and uses the Aberrant Spirit stat block. When you cast the spell, choose Beholderkin, Mind Flayer, or Slaad. The creature resembles an Aberration of that kind, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.\n\nThe creature is an ally to you and your allies. In combat, it shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.\n\nMedium Aberration, Neutral\n\nAC 11 + the spell's level\n\nHP 40 + 10 for each spell level above 4\n\nSpeed 30 ft.; Fly 30 ft. (hover; Beholderkin only)\n\n Mod Save\nSTR 16 +3 +3\nDEX 10 +0 +0\nCON 15 +2 +2\n\n Mod Save\nINT 16 +3 +3\nWIS 10 +0 +0\nCHA 6 \u22122 \u22122\n\nImmunities Psychic\n\nSenses Darkvision 60 ft., Passive Perception 10\n\nLanguages Deep Speech, understands the languages you know\n\nCR None (XP 0; PB equals your Proficiency Bonus)\n\nTraits\n\nRegeneration (Slaad Only). The spirit regains 5 Hit Points at the start of its turn if it has at least 1 Hit Point.\n\nWhispering Aura (Mind Flayer Only). At the start of each of the spirit's turns, the spirit emits psionic energy if it doesn't have the Incapacitated condition. Wisdom Saving Throw: DC equals your spell save DC, each creature (other than you) within 5 feet of the spirit. Failure: 2d6 Psychic damage.\n\nActions\n\nMultiattack. The spirit makes a number of attacks equal to half this spell's level (round down).\n\nClaw (Slaad Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d10 + 3 + the spell's level Slashing damage, and the target can't regain Hit Points until the start of the spirit's next turn.\n\nEye Ray (Beholderkin Only). Ranged Attack Roll: Bonus equals your spell attack modifier, range 150 ft. Hit: 1d8 + 3 + the spell's level Psychic damage.\n\nPsychic Slam (Mind Flayer Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit:1d8 + 3 + the spell's level Psychic damage.", "duration": "Up to 1 hour", "higher_level": "Use the spell slot's level for the spell's level in the stat block.", - "id": 863, + "id": "c7e2aee6-62db-4328-b39b-648908bb45bd", "level": 4, "locations": [ { @@ -25677,7 +25677,7 @@ "desc": "You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range and uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land, or Water. The creature resembles an animal of your choice that is native to the chosen environment, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.\n\nThe creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.\n\nSmall Beast, Neutral\n\nAC 11 + the spell's level\n\nHP 20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2\n\nSpeed 30 ft.; Climb 30 ft. (Land only); Fly 60 ft. (Air only); Swim 30 ft. (Water only)\n\n Mod Save\nSTR 18 +4 +4\nDEX 11 +0 +0\nCON 16 +3 +3\n\n Mod Save\nINT 4 \u20133 \u20133\nWIS 14 +2 +2\nCHA 5 \u22123 \u22123\n\nSenses Darkvision 60 ft., Passive Perception 12\n\nLanguages understands the languages you know\n\nCR None (XP 0; PB equals your Proficiency Bonus)\n\nTraits\n\nFlyby (Air Only). The spirit doesn't provoke Opportunity Attacks when it flies out of an enemy's reach.\n\nPack Tactics (Land and Water Only). The spirit has Advantage on an attack roll against a creature if at least one of the spirit's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition.\n\nWater Breathing (Water Only). The spirit can breathe only underwater.\n\nActions\n\nMultiattack. The spirit makes a number of Rend attacks equal to half this spell's level (round down).\n\nRend. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 4 + the spell's level Piercing damage.", "duration": "Up to 1 hour", "higher_level": "Use the spell slot's level for the spell's level in the stat block.", - "id": 864, + "id": "067806f7-32d2-4685-8ee5-fadad1fb3a75", "level": 2, "locations": [ { @@ -25706,7 +25706,7 @@ "desc": "You call forth a Celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range and uses the Celestial Spirit stat block. When you cast the spell, choose Avenger or Defender. Your choice determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.\n\nThe creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.\n\nLarge Celestial, Neutral\n\nAC 11 + the spell's level + 2 (Defender only)\n\nHP 40 + 10 for each spell level above 5\n\nSpeed 30 ft., Fly 40 ft.\n\n Mod Save\nSTR 16 +3 +3\nDEX 14 +2 +2\nCON 16 +3 +3\n\n Mod Save\nINT 10 +0 +0\nWIS 14 +2 +2\nCHA 16 +3 +3\n\nResistances Radiant\n\nImmunities Charmed, Frightened\n\nSenses Darkvision 60 ft., Passive Perception 12\n\nLanguages Celestial, understands the languages you know\n\nCR None (XP 0; PB equals your Proficiency Bonus)\n\nActions\n\nMultiattack. The spirit makes a number of attacks equal to half this spell's level (round down).\n\nRadiant Bow (Avenger Only). Ranged Attack Roll: Bonus equals your spell attack modifier, range 600 ft. Hit: 2d6 + 2 + the spell's level Radiant damage.\n\nRadiant Mace (Defender Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d10 + 3 + the spell's level Radiant damage, and the spirit can choose itself or another creature it can see within 10 feet of the target. The chosen creature gains 1d10 Temporary Hit Points.\n\nHealing Touch (1/Day). The spirit touches another creature. The target regains Hit Points equal to 2d8 + the spell's level.", "duration": "Up to 1 hour", "higher_level": "Use the spell slot's level for the spell's level in the stat block.", - "id": 865, + "id": "8417cbae-c927-4246-b853-fa7b6a5e3f9c", "level": 5, "locations": [ { @@ -25735,7 +25735,7 @@ "desc": "You call forth the spirit of a Construct. It manifests in an unoccupied space that you can see within range and uses the Construct Spirit stat block. When you cast the spell, choose a material: Clay, Metal, or Stone. The creature resembles an animate statue (you determine the appearance) made of the chosen material, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.\n\nThe creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.\n\nMedium Construct, Neutral\n\nAC 13 + the spell's level\n\nHP 40 + 15 for each spell level above 4\n\nSpeed 30 ft.\n\n Mod Save\nSTR 18 +4 +4\nDEX 10 +0 +0\nCON 18 +4 +4\n\n Mod Save\nINT 14 +2 +2\nWIS 11 +0 +0\nCHA 5 \u22123 \u22123\n\nResistances Poison\n\nImmunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned\n\nSenses Darkvision 60 ft., Passive Perception 10\n\nLanguages Understands the languages you know\n\nCR None (XP 0; PB equals your Proficiency Bonus)\n\nTraits\n\nHeated Body (Metal Only). A creature that hits the spirit with a melee attack or that starts its turn in a grapple with the spirit takes 1d10 Fire damage.\n\nStony Lethargy (Stone Only). When a creature starts its turn within 10 feet of the spirit, the spirit can target it with magical energy if the spirit can see it. Wisdom Saving Throw: DC equals your spell save DC, the target. Failure: Until the start of its next turn, the target can't make Opportunity Attacks, and its Speed is halved.\n\nActions\n\nMultiattack. The spirit makes a number of Slam attacks equal to half this spell's level (round down).\n\nSlam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 4 + the spell's level Bludgeoning damage.\n\nReactions\n\nBerserk Lashing (Clay Only). Trigger: The spirit takes damage from a creature. Response: The spirit makes a Slam attack against that creature if possible, or the spirit moves up to half its Speed toward that creature without provoking Opportunity Attacks.", "duration": "Up to 1 hour", "higher_level": "Use the spell slot's level for the spell's level in the stat block.", - "id": 866, + "id": "772a1697-f37d-4d4b-bc67-99754308c03f", "level": 4, "locations": [ { @@ -25763,7 +25763,7 @@ "desc": "You call forth a Dragon spirit. It manifests in an unoccupied space that you can see within range and uses the Draconic Spirit stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.\n\nThe creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.\n\nLarge Dragon, Neutral\n\nAC 14 + the spell's level\n\nHP 50 + 10 for each spell level above 5\n\nSpeed 30 ft., Fly 60 ft., Swim 30 ft.\n\n Mod Save\nSTR 19 +4 +4\nDEX 14 +2 +2\nCON 17 +3 +3\n\n Mod Save\nINT 10 +0 +0\nWIS 14 +2 +2\nCHA 14 +2 +2\n\nResistances Acid, Cold, Fire, Lightning, Poison\n\nImmunities Charmed, Frightened, Poisoned\n\nSenses Blindsight 30 ft., Darkvision 60 ft., Passive Perception 12\n\nLanguages Draconic, understands the languages you know\n\nCR None (XP 0; PB equals your Proficiency Bonus)\n\nTraits\n\nShared Resistances. When you summon the spirit, choose one of its Resistances. You have Resistance to the chosen damage type until the spell ends.\n\nActions\n\nMultiattack. The spirit makes a number of Rend attacks equal to half the spell's level (round down), and it uses Breath Weapon.\n\nRend. Melee Attack: Bonus equals your spell attack modifier, reach 10 feet. Hit:1d6 + 4 + the spell's level Piercing damage.\n\nBreath Weapon.Dexterity Saving Throw: DC equals your spell save DC, each creature in a 30-foot Cone. Failure: 2d6 damage of a type this spirit has Resistance to (your choice when you cast the spell). Success: Half damage.", "duration": "Up to 1 hour", "higher_level": "Use the spell slot's level for the spell's level in the stat block.", - "id": 867, + "id": "cf43f971-44d3-4d00-84ef-4d529c49f13f", "level": 5, "locations": [ { @@ -25793,7 +25793,7 @@ "desc": "You call forth an Elemental spirit. It manifests in an unoccupied space that you can see within range and uses the Elemental Spirit stat block. When you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature resembles a bipedal form wreathed in the chosen element, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.\n\nThe creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.\n\nMedium Elemental, Neutral\n\nAC 11 + the spell's level\n\nHP 50 + 10 for each spell level above 4\n\nSpeed 40 ft.; Burrow 40 ft. (Earth only); Fly 40 ft. (hover; Air only); Swim 40 ft. (Water only)\n\n Mod Save\nSTR 18 +4 +4\nDEX 15 +2 +2\nCON 17 +3 +3\n\n Mod Save\nINT 4 \u20133 \u20133\nWIS 10 +0 +0\nCHA 16 +3 +3\n\nResistances Acid (Water only), Lightning and Thunder (Air only), Piercing and Slashing (Earth only)\n\nImmunities Fire (Fire only), Poison; Exhaustion, Paralyzed, Petrified, Poisoned\n\nSenses Darkvision 60 ft., Passive Perception 10\n\nLanguages Primordial, understands the languages you know\n\nCR None (XP 0; PB equals your Proficiency Bonus)\n\nTraits\n\nAmorphous Form (Air, Fire, and Water Only). The spirit can move through a space as narrow as 1 inch wide without it counting as Difficult Terrain.\n\nActions\n\nMultiattack. The spirit makes a number of Slam attacks equal to half this spell's level (round down).\n\nSlam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d10 + 4 + the spell's level Bludgeoning (Earth only), Cold (Water only), Lightning (Air only), or Fire (Fire only) damage.", "duration": "Up to 1 hour", "higher_level": "Use the spell slot's level for the spell's level in the stat block.", - "id": 868, + "id": "ab5522fa-e766-4bc6-8573-429c40a23cc9", "level": 4, "locations": [ { @@ -25824,7 +25824,7 @@ "desc": "You call forth a Fey spirit. It manifests in an unoccupied space that you can see within range and uses the Fey Spirit stat block. When you cast the spell, choose a mood: Fuming, Mirthful, or Tricksy. The creature resembles a Fey creature of your choice marked by the chosen mood, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.\n\nThe creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.\n\nSmall Fey, Neutral\n\nAC 12 + the spell's level\n\nHP 30 + 10 for each spell level above 3\n\nSpeed 30 ft., Fly 30 ft.\n\n Mod Save\nSTR 13 +1 +1\nDEX 16 +3 +3\nCON 14 +2 +2\n\n Mod Save\nINT 14 +2 +2\nWIS 11 +0 +0\nCHA 16 +3 +3\n\nImmunities Charmed\n\nSenses Darkvision 60 ft., Passive Perception 10\n\nLanguages Sylvan, understands the languages you know\n\nCR None (XP 0; PB equals your Proficiency Bonus)\n\nActions\n\nMultiattack. The spirit makes a number of Fey Blade attacks equal to half this spell's level (round down).\n\nFey Blade. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 2d6 + 3 + the spell's level Force damage.\n\nBonus Actions\n\nFey Step. The spirit magically teleports up to 30 feet to an unoccupied space it can see. Then one of the following effects occurs, based on the spirit's chosen mood:\n\nFuming. The spirit has Advantage on the next attack roll it makes before the end of this turn.\n\nMirthful. Wisdom Saving Throw: DC equals your spell save DC, one creature the spirit can see within 10 feet of itself. Failure: The target is Charmed by you and the spirit for 1 minute or until the target takes any damage.\n\nTricksy. The spirit fills a 10-foot Cube within 5 feet of it with magical Darkness, which lasts until the end of its next turn.", "duration": "Up to 1 hour", "higher_level": "Use the spell slot's level for the spell's level in the stat block.", - "id": 869, + "id": "7f5a35a1-3393-4fa7-abd3-2875edca1a7d", "level": 3, "locations": [ { @@ -25853,7 +25853,7 @@ "desc": "You call forth a fiendish spirit. It manifests in an unoccupied space that you can see within range and uses the Fiendish Spirit stat block. When you cast the spell, choose Demon, Devil, or Yugoloth. The creature resembles a Fiend of the chosen type, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.\n\nThe creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.\n\nLarge Fiend, Neutral\n\nAC 12 + the spell's level\n\nHP 50 (Demon only) or 40 (Devil only) or 60 (Yugoloth only) + 15 for each spell level above 6\n\nSpeed 40 ft.; Climb 40 ft. (Demon only); Fly 60 ft. (Devil only)\n\n Mod Save\nSTR 13 +1 +1\nDEX 16 +3 +3\nCON 15 +2 +2\n\n Mod Save\nINT 10 +0 +0\nWIS 10 +0 +0\nCHA 16 +3 +3\n\nResistances Fire\n\nImmunities Poison; Poisoned\n\nSenses Darkvision 60 ft., Passive Perception 10\n\nLanguages Abyssal, Infernal, Telepathy 60 ft.\n\nCR None (XP 0; PB equals your Proficiency Bonus)\n\nTraits\n\nDeath Throes (Demon Only). When the spirit drops to 0 Hit Points or the spell ends, the spirit explodes. Dexterity Saving Throw: DC equals your spell save DC, each creature in a 10-foot Emanation originating from the spirit. Failure: 2d10 plus this spell's level Fire damage. Success: Half damage.\n\nDevil's Sight (Devil Only). Magical Darkness doesn't impede the spirit's Darkvision.\n\nMagic Resistance. The spirit has Advantage on saving throws against spells and other magical eff ects.\n\nActions\n\nMultiattack. The spirit makes a number of attacks equal to half this spell's level (round down).\n\nBite (Demon Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d12 + 3 + the spell's level Necrotic damage.\n\nClaws (Yugoloth Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 3 + the spell's level Slashing damage. Immediately after the attack hits or misses, the spirit can teleport up to 30 feet to an unoccupied space it can see.\n\nFiery Strike (Devil Only). Melee or Ranged Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. or range 150 ft. Hit: 2d6 + 3 + the spell's level Fire damage.", "duration": "Up to 1 hour", "higher_level": "Use the spell slot's level for the spell's level in the stat block.", - "id": 870, + "id": "79558e15-36c3-46bb-b5df-ccd980ad3316", "level": 6, "locations": [ { @@ -25882,7 +25882,7 @@ "desc": "You call forth an Undead spirit. It manifests in an unoccupied space that you can see within range and uses the Undead Spirit stat block. When you cast the spell, choose the creature's form: Ghostly, Putrid, or Skeletal. The spirit resembles an Undead creature with the chosen form, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.\n\nThe creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.\n\nMedium Undead, Neutral\n\nAC 11 + the spell's level\n\nHP 30 (Ghostly and Putrid only) or 20 (Skeletal only) + 10 for each spell level above 3\n\nSpeed 30 ft.; Fly 40 ft. (hover; Ghostly only)\n\n Mod Save\nSTR 12 +1 +1\nDEX 16 +3 +3\nCON 15 +2 +2\n\n Mod Save\nINT 4 \u22123 \u22123\nWIS 10 +0 +0\nCHA 9 \u22121 \u22121\n\nImmunities Necrotic, Poison; Exhaustion, Frightened, Paralyzed, Poisoned\n\nSenses Darkvision 60 ft., Passive Perception 10\n\nLanguages Understands the languages you know\n\nCR None (XP 0; PB equals your Proficiency Bonus)\n\nTraits\n\nFestering Aura (Putrid Only). Constitution Saving Throw: DC equals your spell save DC, any creature (other than you) that starts its turn within a 5-foot Emanation originating from the spirit. Failure: The creature has the Poisoned condition until the start of its next turn.\n\nIncorporeal Passage (Ghostly Only). The spirit can move through other creatures and objects as if they were Difficult Terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 Force damage for every 5 feet traveled.\n\nActions\n\nMultiattack. The spirit makes a number of attacks equal to half this spell's level (round down).\n\nDeathly Touch (Ghostly Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 3 + the spell's level Necrotic damage, and the target has the Frightened condition until the end of its next turn.\n\nGrave Bolt (Skeletal Only). Ranged Attack Roll: Bonus equals your spell attack modifier, range 150 ft. Hit: 2d4 + 3 + the spell's level Necrotic damage.\n\nRotting Claw (Putrid Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d6 + 3 + the spell's level Slashing damage. If the target has the Poisoned condition, it has the Paralyzed condition until the end of its next turn.", "duration": "Up to 1 hour", "higher_level": "Use the spell slot's level for the spell's level in the stat block.", - "id": 871, + "id": "b740d802-24f8-4b5a-9ce6-2a534222f870", "level": 3, "locations": [ { @@ -25912,7 +25912,7 @@ "concentration": true, "desc": "You launch a sunbeam in a 5-foot-wide, 60-foot-long Line. Each creature in the Line makes a Constitution saving throw. On a failed save, a creature takes 6d8 Radiant damage and has the Blinded condition until the start of your next turn. On a successful save, it takes half as much damage only.\n\nUntil the spell ends, you can take a Magic action to create a new Line of radiance.\n\nFor the duration, a mote of brilliant radiance shines above you. It sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. This light is sunlight.", "duration": "Up to 1 minute", - "id": 872, + "id": "68ac5294-34ea-4f25-a5d0-1b2b762f36ca", "level": 6, "locations": [ { @@ -25941,7 +25941,7 @@ ], "desc": "Brilliant sunlight flashes in a 60-foot-radius Sphere centered on a point you choose within range. Each creature in the Sphere makes a Constitution saving throw. On a failed save, a creature takes 12d6 Radiant damage and has the Blinded condition for 1 minute. On a successful save, it takes half as much damage only.\n\nA creature Blinded by this spell makes another Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.\n\nThis spell dispels Darkness in its area that was created by any spell.", "duration": "Instantaneous", - "id": 873, + "id": "11c1ae36-3aac-499e-926a-d669cf494749", "level": 8, "locations": [ { @@ -25968,7 +25968,7 @@ "concentration": true, "desc": "When you cast the spell and as a Bonus Action until it ends, you can make two attacks with a weapon that fires Arrows or Bolts, such as a Longbow or a Light Crossbow. The spell magically creates the ammunition needed for each attack. Each Arrow or Bolt created by the spell deals damage like a nonmagical piece of ammunition of its kind and disintegrates immediately after it hits or misses.", "duration": "Up to 1 minute", - "id": 874, + "id": "08ec8e2b-3eb4-48ab-a175-79d7394b567b", "level": 5, "locations": [ { @@ -25997,7 +25997,7 @@ ], "desc": "You inscribe a harmful glyph either on a surface (such as a section of floor or wall) or within an object that can be closed (such as a book or chest). The glyph can cover an area no larger than 10 feet in diameter. If you choose an object, it must remain in place; if it is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.\n\nThe glyph is nearly imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice.\n\nWhen you inscribe the glyph, you set its trigger and choose which effect the symbol bears: Death, Discord, Fear, Pain, Sleep, or Stunning. Each one is explained below.\n\nSet the Trigger. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an object, common triggers include opening that object or seeing the glyph.\n\nYou can refine the trigger so that only creatures of certain types activate it (for example, the glyph could be set to affect Aberrations). You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password.\n\nOnce triggered, the glyph glows, filling a 60-foot-radius Sphere with Dim Light for 10 minutes, after which time the spell ends. Each creature in the Sphere when the glyph activates is targeted by its effect, as is a creature that enters the Sphere for the first time on a turn or ends its turn there. A creature is targeted only once per turn.\n\nDeath. Each target makes a Constitution saving throw, taking 10d10 Necrotic damage on a failed save or half as much damage on a successful save.\n\nDiscord. Each target makes a Wisdom saving throw. On a failed save, a target argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has Disadvantage on attack rolls and ability checks.\n\nFear. Each target must succeed on a Wisdom saving throw or have the Frightened condition for 1 minute. While Frightened, the target must move at least 30 feet away from the glyph on each of its turns, if able.\n\nPain. Each target must succeed on a Constitution saving throw or have the Incapacitated condition for 1 minute.\n\nSleep. Each target must succeed on a Wisdom saving throw or have the Unconscious condition for 10 minutes. A creature awakens if it takes damage or if someone takes an action to shake it awake.\n\nStunning. Each target must succeed on a Wisdom saving throw or have the Stunned condition for 1 minute.", "duration": "Until dispelled or triggered", - "id": 875, + "id": "43ad47b2-fc66-4266-9edd-a372072c64fe", "level": 7, "locations": [ { @@ -26025,7 +26025,7 @@ ], "desc": "You cause psychic energy to erupt at a point within range. Each creature in a 20-foot-radius Sphere centered on that point makes an Intelligence saving throw, taking 8d6 Psychic damage on a failed save or half as much damage on a successful one.\n\nOn a failed save, a target also has muddled thoughts for 1 minute. During that time, it subtracts 1d6 from all its attack rolls and ability checks, as well as any Constitution saving throws to maintain Concentration. The target makes an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.", "duration": "Instantaneous", - "id": 876, + "id": "3a420e53-9b1d-491a-835c-af0e50b6ec33", "level": 5, "locations": [ { @@ -26051,7 +26051,7 @@ ], "desc": "You conjure a claw-footed cauldron filled with bubbling liquid. The cauldron appears in an unoccupied space on the ground within 5 feet of you and lasts for the duration. The cauldron can't be moved and disappears when the spell ends, along with the bubbling liquid inside it.\n\nThe liquid in the cauldron duplicates the properties of a Common or an Uncommon potion of your choice (such as a Potion of Healing). As a Bonus Action, you or an ally can reach into the cauldron and withdraw one potion of that kind. The potion is contained in a vial that disappears when the potion is consumed. The cauldron can produce a number of these potions equal to your spellcasting ability modifier (minimum 1). When the last of these potions is withdrawn from the cauldron, the cauldron disappears, and the spell ends.\n\nPotions obtained from the cauldron that aren't consumed disappear when you cast this spell again.", "duration": "10 minutes", - "id": 877, + "id": "41571acc-02f0-48a8-9a0f-545ea0531e11", "level": 6, "locations": [ { @@ -26081,7 +26081,7 @@ "desc": "One creature of your choice that you can see within range makes a Wisdom saving throw. On a failed save, it has the Prone and Incapacitated conditions for the duration. During that time, it laughs uncontrollably if it's capable of laughter, and it can't end the Prone condition on itself.\n\nAt the end of each of its turns and each time it takes damage, it makes another Wisdom saving throw. The target has Advantage on the save if the save is triggered by damage. On a successful save, the spell ends.", "duration": "Up to 1 minute", "higher_level": "You can target one additional creature for each spell slot level about 1.", - "id": 878, + "id": "23eb735a-f3c7-488e-9e61-619f91a41d7f", "level": 1, "locations": [ { @@ -26108,7 +26108,7 @@ "concentration": true, "desc": "You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell and as a Magic action on your later turns before the spell ends, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.\n\nCreature. You can try to move a Huge or smaller creature. The target must succeed on a Strength saving throw, or you move it up to 30 feet in any direction within the spell's range. Until the end of your next turn, the creature has the Restrained condition, and if you lift it into the air, it is suspended there. It falls at the end of your next turn unless you use this option on it again and it fails the save.\n\nObject. You can try to move a Huge or smaller object. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction within the spell's range.\n\nIf the object is worn or carried by a creature, that creature must succeed on a Strength saving throw, or you pull the object away and move it up to 30 feet in any direction within the spell's range.\n\nYou can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.", "duration": "Up to 10 minutes", - "id": 879, + "id": "24b4041b-2239-4e66-b187-e14d4629eaac", "level": 5, "locations": [ { @@ -26133,7 +26133,7 @@ ], "desc": "You create a telepathic link between yourself and a willing creature with which you are familiar. The creature can be anywhere on the same plane of existence as you. The spell ends if you or the target are no longer on the same plane.\n\nUntil the spell ends, you and the target can instantly share words, images, sounds, and other sensory messages with each other through the link, and the target recognizes you as the creature it is communicating with. The spell enables a creature to understand the meaning of your words and any sensory messages you send to it.", "duration": "24 hours", - "id": 880, + "id": "1559bb75-53bb-46f3-9f19-45fef336d6df", "level": 8, "locations": [ { @@ -26157,9 +26157,9 @@ "components": [ "V" ], - "desc": "This spell instantly transports you and up to eight willing creatures that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be Large or smaller, and it can't be held or carried by an unwilling creature.\n\nThe destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls 1d100 and consults the Teleportation Outcome table and the explanations after it.\n\nFamiliarity Mishap Similar Area Off Target On Target\nPermanent circle \u2014 \u2014 \u2014 01\u201300\nLinked object \u2014 \u2014 \u2014 01\u201300\nVery familiar 01\u201305 06\u201313 14\u201324 25\u201300\nSeen casually 01\u201333 34\u201343 44\u201353 54\u201300\nViewed once or described 01\u201343 44\u201353 54\u201373 74\u201300\nFalse destination 01\u201350 51\u201300 \u2014 \u2014\n\nFamiliarity. Here are the meanings of the terms in the table's Familiarity column:\n\n\u2022“Permanent circle” means a permanent teleportation circle whose sigil sequence you know.\n\u2022“Linked object” means you possess an object taken from the desired destination within the last six months, such as a book from a wizard’s library.\n\u2022“Very familiar” is a place you have visited often, a place you have carefully studied, or a place you can see when you cast the spell.\n\u2022“Seen casually” is a place you have seen more than once but with which you aren’t very familiar.\n\u2022“Viewed once or described” is a place you have seen once, possibly using magic, or a place you know through someone else’s description, perhaps from a map.\n\u2022“False destination” is a place that doesn’t exist. Perhaps you tried to scry an enemy’s sanctum but instead viewed an illusion, or you are attempting to teleport to a location that no longer exists.\n\nMishap. The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 Force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).\n\nSimilar Area. You and your group (or the target object) appear in a different area that's visually or thematically similar to the target area. You appear in the closest similar place. If you are heading for your home laboratory, for example, you might appear in another person's laboratory in the same city.\n\nOff Target. You and your group (or the target object) appear 2d12 miles away from the destination in a random direction. Roll 1d8 for the direction: 1, east; 2, southeast; 3, south; 4, southwest; 5, west; 6, northwest; 7, north; or 8, northeast.\n\nOn Target. You and your group (or the target object) appear where you intended.", + "desc": "This spell instantly transports you and up to eight willing creatures that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be Large or smaller, and it can't be held or carried by an unwilling creature.\n\nThe destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls 1d100 and consults the Teleportation Outcome table and the explanations after it.\n\nFamiliarity Mishap Similar Area Off Target On Target\nPermanent circle \u2014 \u2014 \u2014 01\u201300\nLinked object \u2014 \u2014 \u2014 01\u201300\nVery familiar 01\u201305 06\u201313 14\u201324 25\u201300\nSeen casually 01\u201333 34\u201343 44\u201353 54\u201300\nViewed once or described 01\u201343 44\u201353 54\u201373 74\u201300\nFalse destination 01\u201350 51\u201300 \u2014 \u2014\n\nFamiliarity. Here are the meanings of the terms in the table's Familiarity column:\n\n\u2022\u201cPermanent circle\u201d means a permanent teleportation circle whose sigil sequence you know.\n\u2022\u201cLinked object\u201d means you possess an object taken from the desired destination within the last six months, such as a book from a wizard\u2019s library.\n\u2022\u201cVery familiar\u201d is a place you have visited often, a place you have carefully studied, or a place you can see when you cast the spell.\n\u2022\u201cSeen casually\u201d is a place you have seen more than once but with which you aren\u2019t very familiar.\n\u2022\u201cViewed once or described\u201d is a place you have seen once, possibly using magic, or a place you know through someone else\u2019s description, perhaps from a map.\n\u2022\u201cFalse destination\u201d is a place that doesn\u2019t exist. Perhaps you tried to scry an enemy\u2019s sanctum but instead viewed an illusion, or you are attempting to teleport to a location that no longer exists.\n\nMishap. The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 Force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).\n\nSimilar Area. You and your group (or the target object) appear in a different area that's visually or thematically similar to the target area. You appear in the closest similar place. If you are heading for your home laboratory, for example, you might appear in another person's laboratory in the same city.\n\nOff Target. You and your group (or the target object) appear 2d12 miles away from the destination in a random direction. Roll 1d8 for the direction: 1, east; 2, southeast; 3, south; 4, southwest; 5, west; 6, northwest; 7, north; or 8, northeast.\n\nOn Target. You and your group (or the target object) appear where you intended.", "duration": "Instantaneous", - "id": 881, + "id": "39963bd9-ccec-4d76-8be6-5de27046297b", "level": 7, "locations": [ { @@ -26186,7 +26186,7 @@ ], "desc": "As you cast the spell, you draw a 5-foot-radius circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.\n\nMany major temples, guildhalls, and other important places have permanent teleportation circles. Each circle includes a unique sigil sequence\u2014a string of runes arranged in a particular pattern.\n\nWhen you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the DM. You might learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.\n\nYou can create a permanent teleportation circle by casting this spell in the same location every day for 365 days.", "duration": "1 round", - "id": 882, + "id": "336defb5-8340-4151-b0ad-9e3e90442acd", "level": 5, "locations": [ { @@ -26212,7 +26212,7 @@ ], "desc": "This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.\n\nThe disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more. For example, the disk can't move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.\n\nIf you move more than 100 feet from the disk (typically because it can't move around an obstacle to follow you), the spell ends.", "duration": "1 hour", - "id": 883, + "id": "7e4e73bd-8ec6-4e23-9583-0ea86ab0e08c", "level": 1, "locations": [ { @@ -26236,7 +26236,7 @@ ], "desc": "You manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time.\n\nAltered Eyes. You alter the appearance of your eyes for 1 minute.\n\nBooming Voice. Your voice booms up to three times as loud as normal for 1 minute. For the duration, you have Advantage on Charisma (Intimidation) checks.\n\nFire Play. You cause flames to flicker, brighten, dim, or change color for 1 minute.\n\nInvisible Hand. You instantaneously cause an unlocked door or window to fly open or slam shut.\n\nPhantom Sound. You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.\n\nTremors. You cause harmless tremors in the ground for 1 minute.", "duration": "Up to 1 minute", - "id": 884, + "id": "69e8ba92-f496-4e0e-8627-f3a9abbb9421", "level": 0, "locations": [ { @@ -26263,7 +26263,7 @@ "desc": "You create a vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. On a hit, the target takes 1d6 Piercing damage, and if it is Large or smaller, you can pull it up to 10 feet closer to you.", "duration": "Instantaneous", "higher_level": "The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).", - "id": 885, + "id": "265090b4-e4be-4cbb-9164-2e4295c9de81", "level": 0, "locations": [ { @@ -26293,7 +26293,7 @@ "desc": "Each creature in a 5-foot Emanation originating from you must succeed on a Constitution saving throw or take 1d6 Thunder damage. The spell's thunderous sound can be heard up to 100 feet away.", "duration": "Instantaneous", "higher_level": "The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).", - "id": 886, + "id": "a8855fb4-7579-4cd7-9e9b-e80ffbfa68d9", "level": 0, "locations": [ { @@ -26317,7 +26317,7 @@ "desc": "Your strike rings with thunder that is audible within 300 feet of you, and the target takes an extra 2d6 Thunder damage from the attack. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and have the Prone condition.", "duration": "Instantaneous", "higher_level": "The damage increases by 1d6 for each spell slot level above 1.", - "id": 887, + "id": "92f5aeca-d160-4ecb-be9d-e48bae31257f", "level": 1, "locations": [ { @@ -26345,7 +26345,7 @@ "desc": "You unleash a wave of thunderous energy. Each creature in a 15-foot Cube originating from you makes a Constitution saving throw. On a failed save, a creature takes 2d8 Thunder damage and is pushed 10 feet away from you. On a successful save, a creature takes half as much damage only.\n\nIn addition, unsecured objects that are entirely within the Cube are pushed 10 feet away from you, and a thunderous boom is audible within 300 feet.", "duration": "Instantaneous", "higher_level": "The damage increases by 1d8 for each spell slot level above 1.", - "id": 888, + "id": "31ef25c5-854c-455d-951a-09e59ae84aa8", "level": 1, "locations": [ { @@ -26369,7 +26369,7 @@ ], "desc": "You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal.\n\nThis spell ends if one of the actions you use during this period, or any effects that you create during it, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it.", "duration": "Instantaneous", - "id": 889, + "id": "86fbc289-73ca-4883-9e95-6d3f487ded3a", "level": 9, "locations": [ { @@ -26396,7 +26396,7 @@ "desc": "You point at one creature you can see within range, and the single chime of a dolorous bell is audible within 10 feet of the target. The target must succeed on a Wisdom saving throw or take 1d8 Necrotic damage. If the target is missing any of its Hit Points, it instead takes 1d12 Necrotic damage.", "duration": "Instantaneous", "higher_level": "The damage increases by one die when you reach levels 5 (2d8 or 2d12), 11 (3d8 or 3d12), and 17 (4d8 or 4d12).", - "id": 890, + "id": "c992f31a-b81d-40c5-afd5-d6876044bad9", "level": 0, "locations": [ { @@ -26424,7 +26424,7 @@ ], "desc": "This spell grants the creature you touch the ability to understand any spoken or signed language that it hears or sees. Moreover, when the target communicates by speaking or signing, any creature that knows at least one language can understand it if that creature can hear the speech or see the signing.", "duration": "1 hour", - "id": 891, + "id": "493de533-77cf-4a53-b162-990be72d1a27", "level": 3, "locations": [ { @@ -26449,7 +26449,7 @@ ], "desc": "This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before. For the duration, any creature can step into the target plant and exit from the destination plant by using 5 feet of movement.", "duration": "1 minute", - "id": 892, + "id": "dfdcc1ea-5ba0-4d33-a22f-f7712feb5555", "level": 6, "locations": [ { @@ -26475,7 +26475,7 @@ "concentration": true, "desc": "You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered.\n\nYou can use this transportation ability only once on each of your turns. You must end each turn outside a tree.", "duration": "Up to 1 minute", - "id": 893, + "id": "485c1df0-8262-4449-81c8-d5a5ff99812a", "level": 5, "locations": [ { @@ -26503,7 +26503,7 @@ "concentration": true, "desc": "Choose one creature or nonmagical object that you can see within range. The creature shape-shifts into a different creature or a nonmagical object, or the object shape-shifts into a creature (the object must be neither worn nor carried). The transformation lasts for the duration or until the target dies or is destroyed, but if you maintain Concentration on this spell for the full duration, the spell lasts until dispelled.\n\nAn unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn't affected by this spell.\n\nCreature into Creature. If you turn a creature into another kind of creature, the new form can be any kind you choose that has a Challenge Rating equal to or less than the target's Challenge Rating or level. The target's game statistics are replaced by the stat block of the new form, but it retains its Hit Points, Hit Point Dice, alignment, and personality.\n\nThe target gains a number of Temporary Hit Points equal to the Hit Points of the new form. These Temporary Hit Points vanish if any remain when the spell ends. The spell ends early on the target if it has no Temporary Hit Points left.\n\nThe target is limited in the actions it can perform by the anatomy of its new form, and it can't speak or cast spells.\n\nThe target's gear melds into the new form. The creature can't use or otherwise benefit from any of that equipment.\n\nObject into Creature. You can turn an object into any kind of creature, as long as the creature's size is no larger than the object's size and the creature has a Challenge Rating of 9 or lower. The creature is Friendly to you and your allies. In combat, it takes its turns immediately after yours, and it obeys your commands.\n\nIf the spell lasts more than an hour, you no longer control the creature. It might remain Friendly to you, depending on how you have treated it.\n\nCreature into Object. If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form, as long as the object's size is no larger than the creature's size. The creature's statistics become those of the object, and the creature has no memory of time spent in this form after the spell ends and it returns to normal.", "duration": "Up to 1 hour", - "id": 894, + "id": "4557197a-66da-4ece-b284-00a6e0c012c3", "level": 9, "locations": [ { @@ -26530,7 +26530,7 @@ ], "desc": "You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. The creature is revived with all its Hit Points.\n\nThis spell closes all wounds, neutralizes any poison, cures all magical contagions, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. If the creature was Undead, it is restored to its non-Undead form.\n\nThe spell can provide a new body if the original no longer exists, in which case you must speak the creature's name. The creature then appears in an unoccupied space you choose within 10 feet of you.", "duration": "Instantaneous", - "id": 895, + "id": "0d4d97b6-b2b2-4ba5-9dfc-37cfd278217d", "level": 9, "locations": [ { @@ -26560,7 +26560,7 @@ ], "desc": "For the duration, the willing creature you touch has Truesight with a range of 120 feet.", "duration": "1 hour", - "id": 896, + "id": "87a2a546-f621-431e-8235-bcf2d8830bc3", "level": 6, "locations": [ { @@ -26590,7 +26590,7 @@ "desc": "Guided by a flash of magical insight, you make one attack with the weapon used in the spell's casting. The attack uses your spellcasting ability for the attack and damage rolls instead of using Strength or Dexterity. If the attack deals damage, it can be Radiant damage or the weapon's normal damage type (your choice).", "duration": "Instantaneous", "higher_level": "Whether you deal Radiant damage or the weapon's normal damage type, the attack deals extra Radiant damage when you reach levels 5 (1d6), 11 (2d6), and 17 (3d6).", - "id": 897, + "id": "bf2dbde1-7dac-4b0f-9435-17927d84329e", "level": 0, "locations": [ { @@ -26616,7 +26616,7 @@ "concentration": true, "desc": "A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration.\n\nWhen the wall appears, each creature in its area makes a Strength saving throw, taking 6d10 Bludgeoning damage on a failed save or half as much damage on a successful one.\n\nAt the start of each of your turns after the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take 5d10 Bludgeoning damage. A creature can take this damage only once per round. At the end of the turn, the wall's height is reduced by 50 feet, and the damage the wall deals on later rounds is reduced by 1d10. When the wall reaches 0 feet in height, the spell ends.\n\nA creature caught in the wall can move by swimming. Because of the wave's force, though, the creature must succeed on a Strength (Athletics) check against your spell save DC to move at all. If it fails the check, it can't move. A creature that moves out of the wall falls to the ground.", "duration": "Up to 6 rounds", - "id": 898, + "id": "23b15143-cc22-48e6-ae19-9f528fd2ed74", "level": 8, "locations": [ { @@ -26643,7 +26643,7 @@ ], "desc": "This spell creates an Invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 Hit Point, and a Strength of 2, and it can't attack. If it drops to 0 Hit Points, the spell ends.\n\nOnce on each of your turns as a Bonus Action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring drinks. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.\n\nIf you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.", "duration": "1 hour", - "id": 899, + "id": "7948d39f-b862-494b-80bf-fd8d6e12b170", "level": 1, "locations": [ { @@ -26672,7 +26672,7 @@ "desc": "The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against one creature within reach. On a hit, the target takes 3d6 Necrotic damage, and you regain Hit Points equal to half the amount of Necrotic damage dealt.\n\nUntil the spell ends, you can make the attack again on each of your turns as a Magic action, targeting the same creature or a different one.", "duration": "Up to 1 minute", "higher_level": "The damage increases by 1d6 for each spell slot level above 3.", - "id": 900, + "id": "59429a1a-4981-45a9-927e-ef8959e0c8c0", "level": 3, "locations": [ { @@ -26696,7 +26696,7 @@ "desc": "You unleash a string of insults laced with subtle enchantments at one creature you can see or hear within range. The target must succeed on a Wisdom saving throw or take 1d6 Psychic damage and have Disadvantage on the next attack roll it makes before the end of its next turn.", "duration": "Instantaneous", "higher_level": "The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).", - "id": 901, + "id": "d8f9a537-e682-4dc5-ab46-d76e3182ffff", "level": 0, "locations": [ { @@ -26723,7 +26723,7 @@ "desc": "You point at a location within range, and a glowing, 1-foot-diameter ball of acid streaks there and explodes in a 20-foot-radius Sphere. Each creature in that area makes a Dexterity saving throw. On a failed save, a creature takes 10d4 Acid damage and another 5d4 Acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage only.", "duration": "Instantaneous", "higher_level": "The initial damage increases by 2d4 for each spell slot level above 4.", - "id": 902, + "id": "86d92133-2071-4a53-9c0b-5b35d61b2d75", "level": 4, "locations": [ { @@ -26753,7 +26753,7 @@ "desc": "You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.\n\nWhen the wall appears, each creature in its area makes a Dexterity saving throw, taking 5d8 Fire damage on a failed save or half as much damage on a successful one.\n\nOne side of the wall, selected by you when you cast this spell, deals 5d8 Fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.", "duration": "Up to 1 minute", "higher_level": "The damage increases by 1d8 for each spell slot level above 4.", - "id": 903, + "id": "1a97da0f-a678-4037-9ba1-4331497a480b", "level": 4, "locations": [ { @@ -26780,7 +26780,7 @@ "concentration": true, "desc": "An Invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a globe with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick and lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (you choose which side).\n\nNothing can physically pass through the wall. It is immune to all damage and can't be dispelled by Dispel Magic. A Disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane and blocks ethereal travel through the wall.", "duration": "Up to 10 minutes", - "id": 904, + "id": "0d3db9d7-1021-41fb-861c-799917deb5d9", "level": 5, "locations": [ { @@ -26808,7 +26808,7 @@ "desc": "You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a globe with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration.\n\nIf the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (you choose which side) and makes a Dexterity saving throw, taking 10d6 Cold damage on a failed save or half as much damage on a successful one.\n\nThe wall is an object that can be damaged and thus breached. It has AC 12 and 30 Hit Points per 10-foot section, and it has Immunity to Cold, Poison, and Psychic damage and Vulnerability to Fire damage. Reducing a 10-foot section of wall to 0 Hit Points destroys it and leaves behind a sheet of frigid air in the space the wall occupied.\n\nA creature moving through the sheet of frigid air for the first time on a turn makes a Constitution saving throw, taking 5d6 Cold damage on a failed save or half as much damage on a successful one.", "duration": "Up to 10 minutes", "higher_level": "The damage the wall deals when it appears increases by 2d6 and the damage from passing through the sheet of frigid air increases by 1d6 for each spell slot level above 6.", - "id": 905, + "id": "bced780c-dd3c-449a-8510-16400542f319", "level": 6, "locations": [ { @@ -26838,7 +26838,7 @@ "concentration": true, "desc": "A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.\n\nIf the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (you choose which side). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its Reaction to move up to its Speed so that it is no longer enclosed by the wall.\n\nThe wall can have any shape you desire, though it can't occupy the same space as a creature or object. The wall doesn't need to be vertical or rest on a firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp.\n\nIf you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create battlements and the like.\n\nThe wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 Hit Points per inch of thickness, and it has Immunity to Poison and Psychic damage. Reducing a panel to 0 Hit Points destroys it and might cause connected panels to collapse at the DM's discretion.\n\nIf you maintain your Concentration on this spell for its full duration, the wall becomes permanent and can't be dispelled. Otherwise, the wall disappears when the spell ends.", "duration": "Up to 10 minutes", - "id": 906, + "id": "7fa3bade-7f0b-4bc8-8ed5-6f368dc3dac8", "level": 5, "locations": [ { @@ -26866,7 +26866,7 @@ "desc": "You create a wall of tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight.\n\nWhen the wall appears, each creature in its area makes a Dexterity saving throw, taking 7d8 Piercing damage on a failed save or half as much damage on a successful one.\n\nA creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters a space in the wall on a turn or ends its turn there, the creature makes a Dexterity saving throw, taking 7d8 Slashing damage on a failed save or half as much damage on a successful one. A creature makes this save only once per turn.", "duration": "Up to 10 minutes", "higher_level": "Both types of damage increase by 1d8 for each spell slot level above 6.", - "id": 907, + "id": "26013602-e1e8-4d62-b8e5-96e0247e7f50", "level": 6, "locations": [ { @@ -26893,7 +26893,7 @@ ], "desc": "You touch another creature that is willing and create a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has Resistance to all damage. Also, each time it takes damage, you take the same amount of damage.\n\nThe spell ends if you drop to 0 Hit Points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures.", "duration": "1 hour", - "id": 908, + "id": "5270eb78-cb60-422e-9df4-886e4f6e8cb3", "level": 2, "locations": [ { @@ -26908,34 +26908,34 @@ "school": "Abjuration" }, { - "casting_time": "Action or Ritual", - "classes": [ - "Artificer", - "Druid", - "Ranger", - "Sorcerer", - "Wizard" - ], - "components": [ - "V", - "S", - "M" - ], - "desc": "This spell grants up to ten willing creatures of your choice within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.", - "duration": "24 hours", - "id": 921, - "level": 3, - "locations": [ - { - "page": 340, - "sourcebook": "PHB24" - } - ], - "material": "A short reed", - "name": "Water Breathing", - "range": "30 feet", - "ruleset": "2024", - "school": "Transmutation" + "casting_time": "Action or Ritual", + "classes": [ + "Artificer", + "Druid", + "Ranger", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "This spell grants up to ten willing creatures of your choice within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.", + "duration": "24 hours", + "id": "48d60a72-faed-45ba-a7af-abf33cc00506", + "level": 3, + "locations": [ + { + "page": 340, + "sourcebook": "PHB24" + } + ], + "material": "A short reed", + "name": "Water Breathing", + "range": "30 feet", + "ruleset": "2024", + "school": "Transmutation" }, { "casting_time": "Action or Ritual", @@ -26953,7 +26953,7 @@ ], "desc": "This spell grants the ability to move across any liquid surface\u2014such as water, acid, mud, snow, quicksand, or lava\u2014as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures of your choice within range gain this ability for the duration.\n\nAn affected target must take a Bonus Action to pass from the liquid's surface into the liquid itself and vice versa, but if the target falls into the liquid, the target passes through the surface into the liquid below.", "duration": "1 hour", - "id": 909, + "id": "159c5bcc-5519-4e8e-aa9f-c27e3d484a2d", "level": 3, "locations": [ { @@ -26982,7 +26982,7 @@ "concentration": true, "desc": "You conjure a mass of sticky webbing at a point within range. The webs fill a 20-foot Cube there for the duration. The webs are Difficult Terrain, and the area within them is Lightly Obscured.\n\nIf the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.\n\nThe first time a creature enters the webs on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the Restrained condition while in the webs or until it breaks free.\n\nA creature Restrained by the webs can take an action to make a Strength (Athletics) check against your spell save DC. If it succeeds, it is no longer Restrained.\n\nThe webs are flammable. Any 5-foot Cube of webs exposed to fire burns away in 1 round, dealing 2d4 Fire damage to any creature that starts its turn in the fire.", "duration": "Up to 1 hour", - "id": 910, + "id": "b713e3b2-8112-45b8-bd64-09dfc6b2349a", "level": 2, "locations": [ { @@ -27009,7 +27009,7 @@ "concentration": true, "desc": "You try to create illusory terrors in others' minds. Each creature of your choice in a 30-foot-radius Sphere centered on a point within range makes a Wisdom saving throw. On a failed save, a target takes 10d10 Psychic damage and has the Frightened condition for the duration. On a successful save, a target takes half as much damage only.\n\nA Frightened target makes a Wisdom saving throw at the end of each of its turns. On a failed save, it takes 5d10 Psychic damage. On a successful save, the spell ends on that target.", "duration": "Up to 1 minute", - "id": 911, + "id": "01f70b40-eb5f-4e93-9363-99cb1784b4e5", "level": 9, "locations": [ { @@ -27034,7 +27034,7 @@ ], "desc": "You and up to ten willing creatures of your choice within range assume gaseous forms for the duration, appearing as wisps of cloud. While in this cloud form, a target has a Fly Speed of 300 feet and can hover; it has Immunity to the Prone condition; and it has Resistance to Bludgeoning, Piercing, and Slashing damage. The only actions a target can take in this form are the Dash action or a Magic action to begin reverting to its normal form. Reverting takes 1 minute, during which the target has the Stunned condition. Until the spell ends, the target can revert to cloud form, which also requires a Magic action followed by a 1-minute transformation.\n\nIf a target is in cloud form and flying when the effect ends, the target descends 60 feet per round for 1 minute until it lands, which it does safely. If it can't land after 1 minute, it falls the remaining distance.", "duration": "8 hours", - "id": 912, + "id": "10ab0401-528e-4046-87c2-7ae407cb4820", "level": 6, "locations": [ { @@ -27062,7 +27062,7 @@ "concentration": true, "desc": "A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.\n\nWhen the wall appears, each creature in its area makes a Strength saving throw, taking 4d8 Bludgeoning damage on a failed save or half as much damage on a successful one.\n\nThe strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and miss automatically. Boulders hurled by Giants or siege engines, and similar projectiles, are unaffected. Creatures in gaseous form can't pass through it.", "duration": "Up to 1 minute", - "id": 913, + "id": "b10fcbe6-f5df-4a6d-a062-e64552911f41", "level": 3, "locations": [ { @@ -27087,7 +27087,7 @@ ], "desc": "Wish is the mightiest spell a mortal can cast. By simply speaking aloud, you can alter reality itself.\n\nThe basic use of this spell is to duplicate any other spell of level 8 or lower. If you use it this way, you don't need to meet any requirements to cast that spell, including costly components. The spell simply takes effect.\n\nAlternatively, you can create one of the following effects of your choice:\n\nObject Creation. You create one object of up to 25,000 GP in value that isn't a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space that you can see on the ground.\n\nInstant Health. You allow yourself and up to twenty creatures that you can see to regain all Hit Points, and you end all effects on them listed in the Greater Restoration spell.\n\nResistance. You grant up to ten creatures that you can see Resistance to one damage type that you choose. This Resistance is permanent.\n\nSpell Immunity. You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours.\n\nSudden Learning. You replace one of your feats with another feat for which you are eligible. You lose all the benefits of the old feat and gain the benefits of the new one. You can't replace a feat that is a prerequisite for any of your other feats or features.\n\nRoll Redo. You undo a single recent event by forcing a reroll of any die roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a Wish spell could undo an ally's failed saving throw or a foe's Critical Hit. You can force the reroll to be made with Advantage or Disadvantage, and you choose whether to use the reroll or the original roll.\n\nReshape Reality. You may wish for something not included in any of the other effects. To do so, state your wish to the DM as precisely as possible. The DM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might be achieved only in part, or you might suffer an unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a Legendary magic item or an Artifact might instantly transport you to the presence of the item's current owner. If your wish is granted and its effects have consequences for a whole community, region, or world, you are likely to attract powerful foes. If your wish would affect a god, the god's divine servants might instantly intervene to prevent it or to encourage you to craft the wish in a particular way. If your wish would undo the multiverse itself, threaten the City of Sigil, or affect the Lady of Pain in any way, you see an image of her in your mind for a moment; she shakes her head, and your wish fails.\n\nThe stress of casting Wish to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a Long Rest, you take 1d10 Necrotic damage per level of that spell. This damage can't be reduced or prevented in any way. In addition, your Strength score becomes 3 for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast Wish ever again if you suffer this stress.", "duration": "Instantaneous", - "id": 914, + "id": "d0ca6747-786c-4a04-82e9-86c459b9a3a0", "level": 9, "locations": [ { @@ -27116,7 +27116,7 @@ "desc": "A beam of crackling energy lances toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against it. On a hit, the target takes 2d12 Lightning damage.\n\nOn each of your subsequent turns, you can take a Bonus Action to deal 1d12 Lightning damage to the target automatically, even if the first attack missed.\n\nThe spell ends if the target is ever outside the spell's range or if it has Total Cover from you.", "duration": "Up to 1 minute", "higher_level": "The initial damage increases by 1d12 for each spell slot level above 1.", - "id": 915, + "id": "db1792fa-ac09-4e30-87b5-69fb891af2b9", "level": 1, "locations": [ { @@ -27142,7 +27142,7 @@ "desc": "Burning radiance erupts from you in a 5-foot Emanation. Each creature of your choice that you can see in it must succeed on a Constitution saving throw or take 1d6 Radiant damage.", "duration": "Instantaneous", "higher_level": "The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).", - "id": 916, + "id": "fd61a665-e5c3-49d1-acf3-5b0cb03befb1", "level": 0, "locations": [ { @@ -27166,7 +27166,7 @@ ], "desc": "You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary, the spell has no effect.\n\nYou must designate a location, such as a temple, as a sanctuary by casting this spell there.", "duration": "Instantaneous", - "id": 917, + "id": "7169676f-2188-40e6-895b-77ccdc2cdb88", "level": 6, "locations": [ { @@ -27190,7 +27190,7 @@ "desc": "The target takes an extra 1d6 Necrotic damage from the attack, and it must succeed on a Wisdom saving throw or have the Frightened condition until the spell ends. At the end of each of its turns, the Frightened target repeats the save, ending the spell on itself on a success.", "duration": "1 minute", "higher_level": "The damage increases by 1d6 for each spell slot level above 1.", - "id": 918, + "id": "5b049b17-6898-4049-bbac-c5bd7e6c6a61", "level": 1, "locations": [ { @@ -27217,7 +27217,7 @@ "concentration": true, "desc": "You surround yourself with unearthly majesty in a 10-foot Emanation. Whenever the Emanation enters the space of a creature you can see and whenever a creature you can see enters the Emanation or ends its turn there, you can force that creature to make a Wisdom saving throw. On a failed\nsave, the target takes 4d6 Psychic damage and has the Prone condition, and you can push it up to 10 feet away. On a successful save, the target\ntakes half as much damage only. A creature makes this save only once per turn.", "duration": "Up to 1 minute", - "id": 919, + "id": "2f014ec4-9b8a-4740-9eae-5dea2055efc1", "level": 5, "locations": [ { @@ -27244,7 +27244,7 @@ ], "desc": "You create a magical zone that guards against deception in a 15-foot-radius Sphere centered on a point within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there makes a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether a creature succeeds or fails on this save.\n\nAn affected creature is aware of the spell and can avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive yet must be truthful.", "duration": "10 minutes", - "id": 920, + "id": "e1d61c9b-5915-4e33-9d8b-4962da2142cd", "level": 2, "locations": [ { @@ -27808,4 +27808,4 @@ "ruleset": "2024", "school": "Conjuration" } -] +] \ No newline at end of file diff --git a/app/src/main/assets/Spells_en_backup.json b/app/src/main/assets/Spells_en_backup.json new file mode 100644 index 00000000..a287677f --- /dev/null +++ b/app/src/main/assets/Spells_en_backup.json @@ -0,0 +1,27181 @@ +[ + { + "casting_time": "1 action", + "classes": [ + "Artificer", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": false, + "desc": "You hurl a bubble of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.\nThis spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", + "duration": "Instantaneous", + "higher_level": "", + "id": 1, + "level": 0, + "locations": [ + { + "page": 211, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Acid Splash", + "range": "60 feet", + "ritual": false, + "school": "Conjuration", + "subclasses": [ + "Lore" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Artificer", + "Cleric", + "Paladin" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.", + "duration": "8 hours", + "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd.", + "id": 2, + "level": 2, + "locations": [ + { + "page": 211, + "sourcebook": "PHB14" + } + ], + "material": "A tiny strip of white cloth.", + "name": "Aid", + "range": "30 feet", + "ritual": false, + "school": "Abjuration", + "subclasses": [ + "Lore" + ], + "tce_expanded_classes": [ + "Bard", + "Ranger" + ] + }, + { + "casting_time": "1 minute", + "classes": [ + "Artificer", + "Ranger", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.\nA mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.\nAn audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.", + "duration": "8 hours", + "higher_level": "", + "id": 3, + "level": 1, + "locations": [ + { + "page": 211, + "sourcebook": "PHB14" + } + ], + "material": "A tiny bell and a piece of fine silver wire.", + "name": "Alarm", + "range": "30 feet", + "ritual": true, + "school": "Abjuration", + "subclasses": [ + "Lore" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Artificer", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.\nAquatic Adaptation.\n You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.\nChange Appearance.\n You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again.\nNatural Weapons.\n You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.", + "duration": "Up to 1 hour", + "higher_level": "", + "id": 4, + "level": 2, + "locations": [ + { + "page": 211, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Alter Self", + "range": "Self", + "ritual": false, + "school": "Transmutation", + "subclasses": [ + "Lore" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Bard", + "Druid", + "Ranger" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spell ends.", + "duration": "24 hours", + "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each spell slot level above 1st.", + "id": 5, + "level": 1, + "locations": [ + { + "page": 212, + "sourcebook": "PHB14" + } + ], + "material": "A morsel of food.", + "name": "Animal Friendship", + "range": "30 feet", + "ritual": false, + "school": "Enchantment", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Bard", + "Druid", + "Ranger" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as \"a man or woman dressed in the uniform of the town guard\" or \"a red-haired dwarf wearing a pointed hat\". You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals.\nWhen the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn't reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell.", + "duration": "24 hours", + "higher_level": "If you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd.", + "id": 6, + "level": 2, + "locations": [ + { + "page": 212, + "sourcebook": "PHB14" + } + ], + "material": "A morsel of food.", + "name": "Animal Messenger", + "range": "30 feet", + "ritual": true, + "school": "Enchantment", + "subclasses": [ + "Lore" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Druid" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Your magic turns others into beasts. Choose any number of willing creatures that you can see within range. You transform each target into the form of a Large or smaller beast with a challenge rating of 4 or lower. On subsequent turns, you can use your action to transform affected creatures into new forms.\nThe transformation lasts for the duration for each target, or until the target drops to 0 hit points or dies. You can choose a different form for each target. A target's game statistics are replaced by the statistics of the chosen beast, though the target retains its alignment and Intelligence, Wisdom, and Charisma scores. The target assumes the hit points of its new form, and when it reverts to its normal form, it returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can't speak or cast spells.\nThe target's gear melds into the new form. The target can't activate, wield, or otherwise benefit from any of its equipment.", + "duration": "Up to 24 hours", + "higher_level": "", + "id": 7, + "level": 8, + "locations": [ + { + "page": 212, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Animal Shapes", + "range": "30 feet", + "ritual": false, + "school": "Transmutation", + "subclasses": [] + }, + { + "casting_time": "1 minute", + "classes": [ + "Cleric", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature's game statistics).\nOn each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.\nThe creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.\n\n\nSKELETON\nMedium dead, lawful evil\n\nArmor class: 13 (armor scraps)\nHit Points: 13 (2d8 + 4)\nSpeed: 30 ft.\n\nSTR 10 (+0), DEX 14 (+2), CON 15 (+2)\nINT 6 (-2), WIS 8 (-1), CHA 5 (-3)\n\nDamage Vulnerabilities: Bludgeoning\nDamage Immunities: Poison\nCondition Immunities: Exhaustion, Poisoned\nSenses: Darkvision 60 ft., Passive Perception 9\nLanguages: Understands all languages it knew in life but can't speak\nChallenge: 1/4 (50 XP)\nProficiency Bonus: +2\n\nACTIONS\nShortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.\nShortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.\n\n\nZOMBIE\nMedium Undead, Neutral Evil\n\nArmor Class: 8\nHit Points: 22 (3d8 + 9)\nSpeed: 20 ft.\n\nSTR 13 (+1), DEX 6 (-2), CON 16 (+3)\nINT 3 (-4), WIS 6 (-2), CHA 5 (-3)\n\nSaving Throws: WIS +0\nDamage Immunities: Poison\nCondition Immunities: Poisoned\nSenses: Darkvision 60 ft., Passive Perception 8\nLanguages: understands the languages it knew in life but can't speak\nChallenge: 1/4 (50 XP)\nProficiency Bonus: +2\n\nUndead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.\n\nACTIONS\nSlam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.", + "duration": "Instantaneous", + "higher_level": "When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.", + "id": 8, + "level": 3, + "locations": [ + { + "page": 212, + "sourcebook": "PHB14" + } + ], + "material": "A drop of blood, a piece of flesh, and a pinch of bone dust.", + "name": "Animate Dead", + "range": "10 feet", + "ritual": false, + "school": "Necromancy", + "subclasses": [ + "Lore" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Artificer", + "Bard", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points.\nAs a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.\n\nANIMATED OBJECT STATISTICS\nTiny: 20 HP, 18 AC, +8 to hit, 1d4 + 4 damage, 4 Str, 18 Dex\nSmall: 25 HP, 16 AC, +6 to hit, 1d8 + 2 damage, 6 Str, 14 Dex\nMedium: 40 HP, 13 AC, +5 to hit, 2d6 + 1 damage, 10 Str, 12 Dex\nLarge: 50 HP, 10 AC, +6 to hit, 2d10 + 2 damage, 14 Str, 10 Dex\nHuge: 80 HP, 10 AC, +8 to hit, 2d12 + 4 damage, 18 Str, 6 Dex\n\nAn animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.\nIf you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The DM might rule that a specific object inflicts slashing or piercing damage based on its form.", + "duration": "Up to 1 minute", + "higher_level": "If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th.", + "id": 9, + "level": 5, + "locations": [ + { + "page": 213, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Animate Objects", + "range": "120 feet", + "ritual": false, + "school": "Transmutation", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Druid" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration.\nThe barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier.\nIf you move so that an affected creature is forced to pass through the barrier, the spell ends.", + "duration": "Up to 1 hour", + "higher_level": "", + "id": 10, + "level": 5, + "locations": [ + { + "page": 213, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Antilife Shell", + "range": "Self", + "ritual": false, + "school": "Abjuration", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Cleric", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells can't be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the sphere moves with you, centered on you.\nSpells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can't protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration.\nTargeted Effects. Spells and other magical effects, such as magic missile and charm person, that target a creature or an object in the sphere have no effect on that target.\nAreas of Magic. The area of another spell or magical effect, such as fireball, can't extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a wall of fire are suppressed within the sphere, creating a gap in the wall if the overlap is large enough.\nSpells. Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it.\nMagic Items. The properties and powers of magic items are suppressed in the sphere. For example, a +1 longsword in the sphere functions as a nonmagical longsword.\nA magic weapon's properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or a piece of magic ammunition fully leaves the sphere (for example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon as it exits.\nMagical Travel. Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the rope trick spell, temporarily closes while in the sphere.\nCreatures and Objects. A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere.\nDispel Magic. Spells and magical effects such as dispel magic have no effect on the sphere. Likewise, the spheres created by different antimagic field spells don't nullify each other.", + "duration": "Up to 1 hour", + "higher_level": "", + "id": 11, + "level": 8, + "locations": [ + { + "page": 213, + "sourcebook": "PHB14" + } + ], + "material": "A pinch of powdered iron or iron filings.", + "name": "Antimagic Field", + "range": "Self", + "ritual": false, + "school": "Abjuration", + "subclasses": [] + }, + { + "casting_time": "1 hour", + "classes": [ + "Druid", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura's effect.\nAntipathy.\n The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a wisdom saving throw or become frightened. The creature remains frightened while it can see the target or is within 60 feet of it. While frightened by the target, the creature must use its movement to move to the nearest safe spot from which it can't see the target. If the creature moves more than 60 feet from the target and can't see it, the creature is no longer frightened, but the creature becomes frightened again if it regains sight of the target or moves within 60 feet of it.\nSympathy.\n The enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a wisdom saving throw or use its movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can't willingly move away from the target. If the target damages or otherwise harms an affected creature, the affected creature can make a wisdom saving throw to end the effect, as described below.\nEnding the Effect.\n If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the spell is allowed another wisdom saving throw every 24 hours while the spell persists.\nA creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again.", + "duration": "10 days", + "higher_level": "", + "id": 12, + "level": 8, + "locations": [ + { + "page": 214, + "sourcebook": "PHB14" + } + ], + "material": "Either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect.", + "name": "Antipathy/Sympathy", + "range": "60 feet", + "ritual": false, + "school": "Enchantment", + "subclasses": [], + "tce_expanded_classes": [ + "Bard" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Artificer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You create an invisible, magical eye within range that hovers in the air for the duration.\nYou mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction.\nAs an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can't enter another plane of existence. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter.", + "duration": "Up to 1 hour", + "higher_level": "", + "id": 13, + "level": 4, + "locations": [ + { + "page": 214, + "sourcebook": "PHB14" + } + ], + "material": "A bit of bat fur.", + "name": "Arcane Eye", + "range": "30 feet", + "ritual": false, + "school": "Divination", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "You create linked teleportation portals that remain open for the duration. Choose two points on the ground that you can see, one point within 10 feet of you and one point within 500 feet of you. A circular portal, 10 feet in diameter, opens over each point. If the portal would open in the space occupied by a creature, the spell fails, and the casting is lost.\nThe portals are two-dimensional glowing rings filled with mist, hovering inches from the ground and perpendicular to it at the points you chose. A ring is visible only from one side (your choice), which is the side that functions as a portal.\nAny creature or object entering the portal exits from the other portal as if the two were adjacent to each other; passing through a portal from the non-portal side has no effect. The mist that fills each portal is opaque and blocks vision through it. On your turn, you can rotate the rings as a bonus action so that the active side faces in a different direction.", + "duration": "Up to 10 minutes", + "higher_level": "", + "id": 14, + "level": 6, + "locations": [ + { + "page": 214, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Arcane Gate", + "range": "500 feet", + "ritual": false, + "school": "Conjuration", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Artificer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock on the object suppresses arcane lock for 10 minutes.\nWhile affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.", + "duration": "Until dispelled", + "higher_level": "", + "id": 15, + "level": 2, + "locations": [ + { + "page": 215, + "sourcebook": "PHB14" + } + ], + "material": "Gold dust worth at least 25gp, which the spell consumes.", + "name": "Arcane Lock", + "range": "Touch", + "ritual": false, + "school": "Abjuration", + "subclasses": [ + "Lore" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Warlock" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "A protective magical force surrounds you, manifesting as a spectral frost that coverts you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these points, the creature takes 5 cold damage.", + "duration": "1 hour", + "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot level above 1st.", + "id": 16, + "level": 1, + "locations": [ + { + "page": 215, + "sourcebook": "PHB14" + } + ], + "material": "A cup of water.", + "name": "Armor of Agathys", + "range": "Self", + "ritual": false, + "school": "Abjuration", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Warlock" + ], + "components": [ + "V", + "S" + ], + "concentration": false, + "desc": "You invoke the power of Hadar, the Dark Hunger. Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can't take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.", + "duration": "Instantaneous", + "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.", + "id": 17, + "level": 1, + "locations": [ + { + "page": 215, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Arms of Hadar", + "range": "Self (10 foot radius)", + "ritual": false, + "school": "Conjuration", + "subclasses": [] + }, + { + "casting_time": "1 hour", + "classes": [ + "Cleric", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation; it doesn't need food or air and doesn't age.\nYour astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut—something that can happen only when an effect specifically states that it does—your soul and body are separated, killing you instantly.\nYour astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it.\nThe spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens.\nThe spell might also end early for you or one of your companions. A successful dispel magic spell used against an astral or physical body ends the spell for that creature. If a creature's original body or its astral form drops to 0 hit points, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature's astral form back to its body, ending its state of suspended animation.\nIf you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points.", + "duration": "Special", + "higher_level": "", + "id": 18, + "level": 9, + "locations": [ + { + "page": 215, + "sourcebook": "PHB14" + } + ], + "material": "For each creature you affect with this spell, you must provide one jacinth worth at least 1,000gp and one ornately carved bar of silver worth at least 100gp, all of which the spell consumes.", + "name": "Astral Projection", + "range": "10 feet", + "ritual": false, + "school": "Necromancy", + "subclasses": [] + }, + { + "casting_time": "1 minute", + "classes": [ + "Cleric" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:\n- Weal, for good results\n- Woe, for bad results\n- Weal and woe, for both good and bad results\n- Nothing, for results that aren't especially good or bad\nThe spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.\nIf you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.", + "duration": "Instantaneous", + "higher_level": "", + "id": 19, + "level": 2, + "locations": [ + { + "page": 215, + "sourcebook": "PHB14" + } + ], + "material": "Specially marked sticks, bones, or similar tokens worth at least 25gp.", + "name": "Augury", + "range": "Self", + "ritual": true, + "school": "Divination", + "subclasses": [ + "Lore" + ], + "tce_expanded_classes": [ + "Druid", + "Wizard" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Paladin" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "Life-preserving energy radiates from you in an aura with a 30 foot radius. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) has resistance to necrotic damage, and its hit point maximum can't be reduced. In addition, a nonhostile, living creature regains 1 hit point when it starts its turn in the aura with 0 hit points.", + "duration": "Up to 10 minutes", + "higher_level": "", + "id": 20, + "level": 4, + "locations": [ + { + "page": 216, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Aura of Life", + "range": "Self (30 foot radius)", + "ritual": false, + "school": "Abjuration", + "subclasses": [], + "tce_expanded_classes": [ + "Cleric" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Paladin" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "Purifying energy radiates from you in an aura with a 30 foot radius. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) can't become diseased, has resistance to poison damage, and has advantage on saving throws against effects that cause any of the following conditions: blinded, charmed, deafened, frightened, paralyzed, poisoned, and stunned.", + "duration": "Up to 10 minutes", + "higher_level": "", + "id": 21, + "level": 4, + "locations": [ + { + "page": 216, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Aura of Purity", + "range": "Self (30 foot radius)", + "ritual": false, + "school": "Abjuration", + "subclasses": [], + "tce_expanded_classes": [ + "Cleric" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Paladin" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "Healing energy radiates from you in an aura with a 30 foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.", + "duration": "Up to 1 minute", + "higher_level": "", + "id": 22, + "level": 3, + "locations": [ + { + "page": 216, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Aura of Vitality", + "range": "Self (30 foot radius)", + "ritual": false, + "school": "Evocation", + "subclasses": [], + "tce_expanded_classes": [ + "Cleric", + "Druid" + ] + }, + { + "casting_time": "8 hours", + "classes": [ + "Bard", + "Druid" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "After spending the casting time tracing magical pathways within a precious gemstone, you touch a Huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human's. Your DM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened tree.\nThe awakened beast or plant is charmed by you for 30 days or until you or your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed.", + "duration": "Instantaneous", + "higher_level": "", + "id": 23, + "level": 5, + "locations": [ + { + "page": 216, + "sourcebook": "PHB14" + } + ], + "material": "An agate worth at least 1,000 gp, which the spell consumes.", + "name": "Awaken", + "range": "Touch", + "ritual": false, + "school": "Transmutation", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Bard", + "Cleric" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Up to three creatures of your choice that you can see within range must make charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.", + "duration": "Up to 1 minute", + "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.", + "id": 24, + "level": 1, + "locations": [ + { + "page": 216, + "sourcebook": "PHB14" + } + ], + "material": "A drop of blood.", + "name": "Bane", + "range": "30 feet", + "ritual": false, + "school": "Enchantment", + "subclasses": [ + "Lore" + ] + }, + { + "casting_time": "1 bonus action", + "classes": [ + "Paladin" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "The next time you hit a creature with a weapon attack before this spell ends, your weapon crackles with force, and the attack deals an extra 5d10 force damage to the target. Additionally, if this attack reduces the target to 50 hit points or fewer, you banish it. If the target is native to a different plane of existence than the one you are on, the target disappears, returning to its home plane. If the target is native to the plane you're on, the creatures vanishes into a harmless demiplane. While there, the target is incapacitated. It remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if the space is occupied.", + "duration": "Up to 1 minute", + "higher_level": "", + "id": 25, + "level": 5, + "locations": [ + { + "page": 216, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Banishing Smite", + "range": "Self", + "ritual": false, + "school": "Abjuration", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Cleric", + "Paladin", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a charisma saving throw or be banished.\nIf the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.\nIf the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.", + "duration": "Up to 1 minute", + "higher_level": "When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.", + "id": 26, + "level": 4, + "locations": [ + { + "page": 217, + "sourcebook": "PHB14" + } + ], + "material": "An item distasteful to the target.", + "name": "Banishment", + "range": "60 feet", + "ritual": false, + "school": "Abjuration", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Druid", + "Ranger" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You touch a willing creature. Until the spell ends, the target's skin has a rough, bark-like appearance, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing.", + "duration": "Up to 1 hour", + "higher_level": "", + "id": 27, + "level": 2, + "locations": [ + { + "page": 217, + "sourcebook": "PHB14" + } + ], + "material": "A handful of oak bark.", + "name": "Barkskin", + "range": "Touch", + "ritual": false, + "school": "Transmutation", + "subclasses": [ + "Lore", + "Land" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Cleric" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.", + "duration": "Up to 1 minute", + "higher_level": "", + "id": 28, + "level": 3, + "locations": [ + { + "page": 217, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Beacon of Hope", + "range": "30 feet", + "ritual": false, + "school": "Abjuration", + "subclasses": [ + "Lore", + "Life", + "Devotion" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Druid", + "Ranger" + ], + "components": [ + "S" + ], + "concentration": true, + "desc": "You touch a willing beast. For the duration of the spell, you can use your action to see through the beast's eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses. While perceiving through the beast's senses, you gain the benefits of any special senses possessed by that creature, though you are blinded and deafened to your own surroundings.", + "duration": "Up to 1 hour", + "higher_level": "", + "id": 29, + "level": 2, + "locations": [ + { + "page": 217, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Beast Sense", + "range": "Touch", + "ritual": true, + "school": "Divination", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Bard", + "Cleric", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "You touch a creature, and that creature must succeed on a wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:\n- Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.\n- While cursed, the target has disadvantage on attack rolls against you.\n- While cursed, the target must make a wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.\n- While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.\nA remove curse spell ends this effect. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect.", + "duration": "Up to 1 minute", + "higher_level": "If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.", + "id": 30, + "level": 3, + "locations": [ + { + "page": 218, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Bestow Curse", + "range": "Touch", + "ritual": false, + "school": "Necromancy", + "subclasses": [ + "Lore" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Artificer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell's duration, and it moves at your command, mimicking the movements of your own hand.\nThe hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn't fill its space.\nWhen you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects with it.\nClenched Fist.\n The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d8 force damage.\nForceful Hand.\n The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand's Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it.\nGrasping Hand.\n The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand's Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier.\nInterposing Hand.\n The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can't move through the hand's space if its Strength score is less than or equal to the hand's Strength score. If its Strength score is higher than the hand's Strength score, the target can move toward you through the hand's space, but that space is difficult terrain for the target.", + "duration": "Up to 1 minute", + "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th.", + "id": 31, + "level": 5, + "locations": [ + { + "page": 218, + "sourcebook": "PHB14" + } + ], + "material": "An eggshell and a snakeskin glove.", + "name": "Bigby's Hand", + "range": "120 feet", + "ritual": false, + "school": "Evocation", + "subclasses": [], + "tce_expanded_classes": [ + "Sorcerer" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Cleric" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "You create a vertical wall of whirling, razor-sharp blades made of magical energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain.\nWhen a creature enters the wall's area for the first time on a turn or starts its turn there, the creature must make a dexterity saving throw. On a failed save, the creature takes 6d10 slashing damage. On a successful save, the creature takes half as much damage.", + "duration": "Up to 10 minutes", + "higher_level": "", + "id": 32, + "level": 6, + "locations": [ + { + "page": 218, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Blade Barrier", + "range": "90 feet", + "ritual": false, + "school": "Evocation", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Bard", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": false, + "desc": "You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.", + "duration": "1 round", + "higher_level": "", + "id": 33, + "level": 0, + "locations": [ + { + "page": 218, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Blade Ward", + "range": "Self", + "ritual": false, + "school": "Abjuration", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Cleric", + "Paladin" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.", + "duration": "Up to 1 minute", + "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.", + "id": 34, + "level": 1, + "locations": [ + { + "page": 219, + "sourcebook": "PHB14" + } + ], + "material": "A sprinkling of holy water.", + "name": "Bless", + "range": "30 feet", + "ritual": false, + "school": "Enchantment", + "subclasses": [ + "Lore", + "Life" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Druid", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": false, + "desc": "Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. The spell has no effect on undead or constructs.\nIf you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.\nIf you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw; it simply withers and dies.", + "duration": "Instantaneous", + "higher_level": "When you cast this spell using a spell slot of 5th level of higher, the damage increases by 1d8 for each slot level above 4th.", + "id": 35, + "level": 4, + "locations": [ + { + "page": 219, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Blight", + "range": "30 feet", + "ritual": false, + "school": "Necromancy", + "subclasses": [ + "Land" + ] + }, + { + "casting_time": "1 bonus action", + "classes": [ + "Paladin" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "The next time you hit a creature with a melee weapon attack during this spell's duration, your weapon flares with bright light, and the attack deals an extra 3d8 radiant damage to the target. Additionally, the target must succeed on a Constitution saving throw or be blinded until the spell ends.\nA creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.", + "duration": "Up to 1 minute", + "higher_level": "", + "id": 36, + "level": 3, + "locations": [ + { + "page": 219, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Blinding Smite", + "range": "Self", + "ritual": false, + "school": "Evocation", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Bard", + "Cleric", + "Sorcerer", + "Wizard" + ], + "components": [ + "V" + ], + "concentration": false, + "desc": "You can blind or deafen a foe. Choose one creature that you can see within range to make a constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a constitution saving throw. On a success, the spell ends.", + "duration": "1 minute", + "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.", + "id": 37, + "level": 2, + "locations": [ + { + "page": 219, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Blindness/Deafness", + "range": "30 feet", + "ritual": false, + "school": "Necromancy", + "subclasses": [ + "Lore", + "Fiend" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Artificer", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": false, + "desc": "Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of your next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action.\nWhile on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can't see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren't there can't perceive you or interact with you, unless they have the ability to do so.", + "duration": "1 minute", + "higher_level": "", + "id": 38, + "level": 3, + "locations": [ + { + "page": 219, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Blink", + "range": "Self", + "ritual": false, + "school": "Transmutation", + "subclasses": [ + "Lore" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Artificer", + "Sorcerer", + "Wizard" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.", + "duration": "Up to 1 minute", + "higher_level": "", + "id": 39, + "level": 2, + "locations": [ + { + "page": 219, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Blur", + "range": "Self", + "ritual": false, + "school": "Illusion", + "subclasses": [ + "Lore", + "Land" + ] + }, + { + "casting_time": "1 bonus action", + "classes": [ + "Paladin" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it's invisible, and the target sheds dim light in a 5 foot radius and can't become invisible until the spell ends.", + "duration": "Up to 1 minute", + "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.", + "id": 40, + "level": 2, + "locations": [ + { + "page": 219, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Branding Smite", + "range": "Self", + "ritual": false, + "school": "Evocation", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": false, + "desc": "As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.\nThe fire ignites any flammable objects in the area that aren't being worn or carried.", + "duration": "Instantaneous", + "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.", + "id": 41, + "level": 1, + "locations": [ + { + "page": 220, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Burning Hands", + "range": "Self", + "ritual": false, + "school": "Evocation", + "subclasses": [ + "Lore", + "Fiend" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Druid" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see 100 feet directly above you. The spell fails if you can't see a point in the air where the storm cloud could appear (for example, if you are in a room that can't accommodate the cloud).\nWhen you cast the spell, choose a point you can see within range. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.\nIf you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell's damage increases by 1d10.", + "duration": "Up to 10 minutes", + "higher_level": "When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd.", + "id": 42, + "level": 3, + "locations": [ + { + "page": 220, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Call Lightning", + "range": "120 feet", + "ritual": false, + "school": "Conjuration", + "subclasses": [ + "Lore", + "Land" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Bard", + "Cleric" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.\nYou can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.\nAlternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.", + "duration": "Up to 1 minute", + "higher_level": "", + "id": 43, + "level": 2, + "locations": [ + { + "page": 221, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Calm Emotions", + "range": "60 feet", + "ritual": false, + "school": "Enchantment", + "subclasses": [ + "Lore" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.\nA target must make a dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one.", + "duration": "Instantaneous", + "higher_level": "When you cast this spell using a spell slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th.", + "id": 44, + "level": 6, + "locations": [ + { + "page": 221, + "sourcebook": "PHB14" + } + ], + "material": "A bit of fur; a piece of amber, glass, or a crystal rod; and three silver pins.", + "name": "Chain Lightning", + "range": "150 feet", + "ritual": false, + "school": "Evocation", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Bard", + "Druid", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": false, + "desc": "You attempt to charm a humanoid you can see within range. It must make a wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.", + "duration": "1 hour", + "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.", + "id": 45, + "level": 1, + "locations": [ + { + "page": 221, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Charm Person", + "range": "30 feet", + "ritual": false, + "school": "Enchantment", + "subclasses": [ + "Lore" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": false, + "desc": "You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.\nIf you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.\nThis spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).", + "duration": "1 round", + "higher_level": "", + "id": 46, + "level": 0, + "locations": [ + { + "page": 221, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Chill Touch", + "range": "120 feet", + "ritual": false, + "school": "Necromancy", + "subclasses": [ + "Lore" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.", + "duration": "Instantaneous", + "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.", + "id": 47, + "level": 1, + "locations": [ + { + "page": 221, + "sourcebook": "PHB14" + } + ], + "material": "A diamond worth at least 50 gp.", + "name": "Chromatic Orb", + "range": "90 feet", + "ritual": false, + "school": "Evocation", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "A sphere of negative energy ripples out in a 60-foot radius sphere from a point within range. Each creature in that area must make a constitution saving throw. A target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one.", + "duration": "Instantaneous", + "higher_level": "When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.", + "id": 48, + "level": 6, + "locations": [ + { + "page": 221, + "sourcebook": "PHB14" + } + ], + "material": "The powder of a crushed black pearl worth at least 500 gp.", + "name": "Circle of Death", + "range": "150 feet", + "ritual": false, + "school": "Necromancy", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Paladin" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "Divine energy radiates from you, distorting and diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving throws against spells and other magical effects. Additionally, when an affected creature succeeds on a saving throw made against a spell or magical effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw.", + "duration": "Up to 10 minutes", + "higher_level": "", + "id": 49, + "level": 5, + "locations": [ + { + "page": 221, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Circle of Power", + "range": "Self (30 foot radius)", + "ritual": false, + "school": "Abjuration", + "subclasses": [] + }, + { + "casting_time": "10 minutes", + "classes": [ + "Bard", + "Cleric", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can't be attacked or otherwise interacted with.\nWhen you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing.\nA creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.", + "duration": "Up to 10 minutes", + "higher_level": "", + "id": 50, + "level": 3, + "locations": [ + { + "page": 222, + "sourcebook": "PHB14" + } + ], + "material": "A focus worth at least 100gp, either a jeweled horn for hearing or a glass eye for seeing.", + "name": "Clairvoyance", + "range": "1 mile", + "ritual": false, + "school": "Divination", + "subclasses": [ + "Lore" + ] + }, + { + "casting_time": "1 hour", + "classes": [ + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "This spell grows an inert duplicate of a living creature as a safeguard against death. This clone forms inside a sealed vessel and grows to full size and maturity after 120 days; you can also choose to have the clone be a younger version of the same creature. It remains inert and endures indefinitely, as long as its vessel remains undisturbed.\nAt any time after the clone matures, if the original creature dies, its soul transfers to the clone, provided that the soul is free and willing to return. The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original's equipment. The original creature's physical remains, if they still exist, become inert and can't thereafter be restored to life, since the creature's soul is elsewhere.", + "duration": "Instantaneous", + "higher_level": "", + "id": 51, + "level": 8, + "locations": [ + { + "page": 222, + "sourcebook": "PHB14" + } + ], + "material": "A diamond worth at least 1,000 gp and at least 1 cubic inch of flesh of the creature that is to be cloned, which the spell consumes, and a vessel worth at least 2,000 gp that has a sealable lid and is large enough to hold a Medium creature, such as a huge urn, coffin, mud-filled cyst in the ground, or crystal container filled with salt water.", + "name": "Clone", + "range": "Touch", + "ritual": false, + "school": "Necromancy", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Bard", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You fill the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell's area for the first time on a turn or starts its turn there.", + "duration": "Up to 1 minute", + "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot above 2nd.", + "id": 52, + "level": 2, + "locations": [ + { + "page": 222, + "sourcebook": "PHB14" + } + ], + "material": "A sliver of glass.", + "name": "Cloud of Daggers", + "range": "60 feet", + "ritual": false, + "school": "Conjuration", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured.\nWhen a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.\nThe fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.", + "duration": "Up to 10 minutes", + "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.", + "id": 53, + "level": 5, + "locations": [ + { + "page": 222, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Cloudkill", + "range": "120 feet", + "ritual": false, + "school": "Conjuration", + "subclasses": [ + "Land" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see).\nStarting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the spell ends. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.", + "duration": "1 round", + "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.", + "id": 54, + "level": 1, + "locations": [ + { + "page": 222, + "sourcebook": "PHB14" + } + ], + "material": "A pinch of powder or sand that is colored red, yellow, and blue.", + "name": "Color Spray", + "range": "Self", + "ritual": false, + "school": "Illusion", + "subclasses": [ + "Lore" + ], + "tce_expanded_classes": [ + "Bard" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Cleric", + "Paladin" + ], + "components": [ + "V" + ], + "concentration": false, + "desc": "You speak a one-word command to a creature you can see within range. The target must succeed on a wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.\nSome typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.\nApproach.\n The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.\nDrop\n The target drops whatever it is holding and then ends its turn.\nFlee.\n The target spends its turn moving away from you by the fastest available means.\nGrovel.\n The target falls prone and then ends its turn.\nHalt.\n The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.", + "duration": "1 round", + "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.", + "id": 55, + "level": 1, + "locations": [ + { + "page": 223, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Command", + "range": "60 feet", + "ritual": false, + "school": "Enchantment", + "subclasses": [ + "Lore", + "Fiend" + ], + "tce_expanded_classes": [ + "Bard" + ] + }, + { + "casting_time": "1 minute", + "classes": [ + "Cleric" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question.\nDivine beings aren't necessarily omniscient, so you might receive \"unclear\" as an answer if a question pertains to information that lies beyond the deity's knowledge. In a case where a one-word answer could be misleading or contrary to the deity's interests, the DM might offer a short phrase as an answer instead.\nIf you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer. The DM makes this roll in secret.", + "duration": "1 minute", + "higher_level": "", + "id": 56, + "level": 5, + "locations": [ + { + "page": 223, + "sourcebook": "PHB14" + } + ], + "material": "Incense and a vial of holy or unholy water.", + "name": "Commune", + "range": "Self", + "ritual": true, + "school": "Divination", + "subclasses": [ + "Devotion" + ] + }, + { + "casting_time": "1 minute", + "classes": [ + "Druid", + "Ranger" + ], + "components": [ + "V", + "S" + ], + "concentration": false, + "desc": "You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in dungeons and towns.\n You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:\n- terrain and bodies of water\n- prevalent plants, minerals, animals, or peoples\n- powerful celestials, fey, fiends, elementals, or undead\n- influence from other planes of existence\n- buildings\nFor example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.", + "duration": "Instantaneous", + "higher_level": "", + "id": 57, + "level": 5, + "locations": [ + { + "page": 224, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Commune with Nature", + "range": "Self", + "ritual": true, + "school": "Divination", + "subclasses": [ + "Land" + ] + }, + { + "casting_time": "1 bonus action", + "classes": [ + "Paladin" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has a disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, the spell doesn't restrict the target's movement for that turn.\nThe spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.", + "duration": "Up to 1 minute", + "higher_level": "", + "id": 58, + "level": 1, + "locations": [ + { + "page": 224, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Compelled Duel", + "range": "30 feet", + "ritual": false, + "school": "Enchantment", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Bard", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.\nThis spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.", + "duration": "1 hour", + "higher_level": "", + "id": 59, + "level": 1, + "locations": [ + { + "page": 224, + "sourcebook": "PHB14" + } + ], + "material": "A pinch of soot and salt.", + "name": "Comprehend Languages", + "range": "Self", + "ritual": true, + "school": "Divination", + "subclasses": [ + "Lore" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Bard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can't be charmed. On a failed save, a target is affected by this spell. Until the spell ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way, it can make another Wisdom saving throw to try to end the effect.\nA target isn't compelled to move into an obviously deadly hazard, such as a fire or pit, but it will provoke opportunity attacks to move in the designated direction.", + "duration": "Up to 1 minute", + "higher_level": "", + "id": 60, + "level": 4, + "locations": [ + { + "page": 224, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Compulsion", + "range": "30 feet", + "ritual": false, + "school": "Enchantment", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one.\nA creature killed by this spell becomes a frozen statue until it thaws.", + "duration": "Instantaneous", + "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.", + "id": 61, + "level": 5, + "locations": [ + { + "page": 224, + "sourcebook": "PHB14" + } + ], + "material": "A small crystal or glass cone.", + "name": "Cone of Cold", + "range": "Self", + "ritual": false, + "school": "Evocation", + "subclasses": [ + "Land" + ], + "tce_expanded_classes": [ + "Druid" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Bard", + "Druid", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.\nAn affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.\n\n1: The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.\n2-6: The creature doesn't move or take actions this turn\n7-8: The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.\n9-10: The creature can act and move normally.\n\nAt the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.", + "duration": "Up to 1 minute", + "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th.", + "id": 62, + "level": 4, + "locations": [ + { + "page": 224, + "sourcebook": "PHB14" + } + ], + "material": "Three walnut shells.", + "name": "Confusion", + "range": "90 feet", + "ritual": false, + "school": "Enchantment", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Druid", + "Ranger" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:\n- One beast of challenge rating 2 or lower\n- Two beasts of challenge rating 1 or lower\n- Four beasts of challenge rating 1/2 or lower\n- Eight beasts of challenge rating 1/4 or lower\n- Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends.\nThe summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.\nThe DM has the creatures' statistics.", + "duration": "Up to 1 hour", + "higher_level": "When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level.", + "id": 63, + "level": 3, + "locations": [ + { + "page": 225, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Conjure Animals", + "range": "60 feet", + "ritual": false, + "school": "Conjuration", + "subclasses": [ + "Lore" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Ranger" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "You throw a nonmagical weapon or fire a piece of nonmagical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a 60 foot cone must succeed on a Dexterity saving throw. A creature takes 3d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon or ammunition used as a component.", + "duration": "Instantaneous", + "higher_level": "", + "id": 64, + "level": 3, + "locations": [ + { + "page": 225, + "sourcebook": "PHB14" + } + ], + "material": "One piece of ammunition or a thrown weapon.", + "name": "Conjure Barrage", + "range": "Self (60 foot cone)", + "ritual": false, + "school": "Conjuration", + "subclasses": [] + }, + { + "casting_time": "1 minute", + "classes": [ + "Cleric" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "You summon a celestial of challenge rating 4 or lower, which appears in an unoccupied space that you can see within range. The celestial disappears when it drops to 0 hit points or when the spell ends.\nThe celestial is friendly to you and your companions for the duration. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don't issue any commands to the celestial, it defends itself from hostile creatures but otherwise takes no actions.\nThe DM has the celestial's statistics.", + "duration": "Up to 1 hour", + "higher_level": "When you cast this spell using a 9th-level spell slot, you summon a celestial of challenge rating 5 or lower.", + "id": 65, + "level": 7, + "locations": [ + { + "page": 225, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Conjure Celestial", + "range": "90 feet", + "ritual": false, + "school": "Conjuration", + "subclasses": [] + }, + { + "casting_time": "1 minute", + "classes": [ + "Druid", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the spell ends.\nThe elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions.\nIf your concentration is broken, the elemental doesn't disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can't be dismissed by you, and it disappears 1 hour after you summoned it.\nThe DM has the elemental's statistics.", + "duration": "Up to 1 hour", + "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.", + "id": 66, + "level": 5, + "locations": [ + { + "page": 225, + "sourcebook": "PHB14" + } + ], + "material": "Burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water.", + "name": "Conjure Elemental", + "range": "90 feet", + "ritual": false, + "school": "Conjuration", + "subclasses": [ + "Land" + ] + }, + { + "casting_time": "1 minute", + "classes": [ + "Druid", + "Warlock" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "You summon a fey creature of challenge rating 6 or lower, or a fey spirit that takes the form of a beast of challenge rating 6 or lower. It appears in an unoccupied space that you can see within range. The fey creature disappears when it drops to 0 hit points or when the spell ends.\nThe fey creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don't issue any commands to the fey creature, it defends itself from hostile creatures but otherwise takes no actions.\nIf your concentration is broken, the fey creature doesn't disappear. Instead, you lose control of the fey creature, it becomes hostile toward you and your companions, and it might attack. An uncontrolled fey creature can't be dismissed by you, and it disappears 1 hour after you summoned it.\nThe DM has the fey creature's statistics.", + "duration": "Up to 1 hour", + "higher_level": "When you cast this spell using a spell slot of 7th level or higher, the challenge rating increases by 1 for each slot level above 6th.", + "id": 67, + "level": 6, + "locations": [ + { + "page": 226, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Conjure Fey", + "range": "90 feet", + "ritual": false, + "school": "Conjuration", + "subclasses": [] + }, + { + "casting_time": "1 minute", + "classes": [ + "Druid", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears:\n- One elemental of challenge rating 2 or lower\n- Two elementals of challenge rating 1 or lower\n- Four elementals of challenge rating 1/2 or lower\n- Eight elementals of challenge rating 1/4 or lower.\nAn elemental summoned by this spell disappears when it drops to 0 hit points or when the spell ends.\nThe summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.\nThe DM has the creatures' statistics.", + "duration": "Up to 1 hour", + "higher_level": "When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.", + "id": 68, + "level": 4, + "locations": [ + { + "page": 226, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Conjure Minor Elementals", + "range": "90 feet", + "ritual": false, + "school": "Conjuration", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Ranger" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "You fire a piece of nonmagical ammunition from a ranged weapon or throw a nonmagical weapon into the air and choose a point within range. Hundreds of duplicates of the ammunition or weapon fall in a volley from above and then disappear. Each creature in a 40-foot-radius, 20-foot-high cylinder centered on that point must make a Dexterity saving throw. A creature takes 8d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same of that of the ammunition or weapon.", + "duration": "Instantaneous", + "higher_level": "", + "id": 69, + "level": 5, + "locations": [ + { + "page": 226, + "sourcebook": "PHB14" + } + ], + "material": "One piece of ammunition or one thrown weapon.", + "name": "Conjure Volley", + "range": "150 feet", + "ritual": false, + "school": "Conjuration", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Druid", + "Ranger" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You summon fey creatures that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:\n- One fey creature of challenge rating 2 or lower\n- Two fey creatures of challenge rating 1 or lower\n- Four fey creatures of challenge rating 1/2 or lower\n- Eight fey creatures of challenge rating 1/4 or lower\nA summoned creature disappears when it drops to 0 hit points or when the spell ends.\nThe summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.\nThe DM has the creatures' statistics.", + "duration": "Up to 1 hour", + "higher_level": "When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.", + "id": 70, + "level": 4, + "locations": [ + { + "page": 226, + "sourcebook": "PHB14" + } + ], + "material": "One holly berry per creature summoned.", + "name": "Conjure Woodland Beings", + "range": "60 feet", + "ritual": false, + "school": "Conjuration", + "subclasses": [] + }, + { + "casting_time": "1 minute", + "classes": [ + "Warlock", + "Wizard" + ], + "components": [ + "V" + ], + "concentration": false, + "desc": "You mentally contact a demigod, the spirit of a long-dead sage, or some other mysterious entity from another plane. Contacting this extraplanar intelligence can strain or even break your mind. When you cast this spell, make a DC 15 intelligence saving throw. On a failure, you take 6d6 psychic damage and are insane until you finish a long rest. While insane, you can't take actions, can't understand what other creatures say, can't read, and speak only in gibberish. A greater restoration spell cast on you ends this effect.\nOn a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The DM answers each question with one word, such as \"yes,\" \"no,\" \"maybe,\" \"never,\" \"irrelevant,\" or \"unclear\" (if the entity doesn't know the answer to the question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.", + "duration": "1 minute", + "higher_level": "", + "id": 71, + "level": 5, + "locations": [ + { + "page": 226, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Contact Other Plane", + "range": "Self", + "ritual": true, + "school": "Divination", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Cleric", + "Druid" + ], + "components": [ + "V", + "S" + ], + "concentration": false, + "desc": "Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, the target is poisoned.\nAt the end of each of the poisoned target's turns, the target must make a Constitution saving throw. If the target succeeds on three of these saves, it is no longer poisoned, and the spell ends. If the target fails three of these saves, the target is no longer poisoned, but choose one of the diseases below. The target is subjected to the chosen disease for the spell's duration.\nSince this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease's effects apply to it.\nBlinding Sickness.\n Pain grips the creature's mind, and its eyes turn milky white. The creature has disadvantage on wisdom checks and wisdom saving throws and is blinded.\nFilth Fever.\n A raging fever sweeps through the creature's body. The creature has disadvantage on strength checks, strength saving throws, and attack rolls that use Strength.\nFlesh Rot.\n The creature's flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.\nMindfire.\n The creature's mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat.\nSeizure.\n The creature is overcome with shaking. The creature has disadvantage on dexterity checks, dexterity saving throws, and attack rolls that use Dexterity.\nSlimy Doom.\n The creature begins to bleed uncontrollably. The creature has disadvantage on constitution checks and constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.", + "duration": "7 days", + "higher_level": "", + "id": 72, + "level": 5, + "locations": [ + { + "page": 227, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Contagion", + "range": "Touch", + "ritual": false, + "school": "Necromancy", + "subclasses": [] + }, + { + "casting_time": "10 minutes", + "classes": [ + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "Choose a spell of 5th level or lower that you can cast, that has a casting time of 1 action, and that can target you. You cast that spell—called the contingent spell—as part of casting contingency, expending spell slots for both, but the contingent spell doesn't come into effect. Instead, it takes effect when a certain circumstance occurs. You describe that circumstance when you cast the two spells. For example, a contingency cast with water breathing might stipulate that water breathing comes into effect when you are engulfed in water or a similar liquid.\nThe contingent spell takes effect immediately after the circumstance is met for the first time, whether or not you want it to. and then contingency ends.\nThe contingent spell takes effect only on you, even if it can normally target others. You can use only one contingency spell at a time. If you cast this spell again, the effect of another contingency spell on you ends. Also, contingency ends on you if its material component is ever not on your person.", + "duration": "10 days", + "higher_level": "", + "id": 73, + "level": 6, + "locations": [ + { + "page": 227, + "sourcebook": "PHB14" + } + ], + "material": "A statuette of yourself carved from ivory and decorated with gems worth at least 1,500 gp.", + "name": "Contingency", + "range": "Self", + "ritual": false, + "school": "Evocation", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Artificer", + "Cleric", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched.", + "duration": "Until dispelled", + "higher_level": "", + "id": 74, + "level": 2, + "locations": [ + { + "page": 227, + "sourcebook": "PHB14" + } + ], + "material": "Ruby dust worth 50 gp, which the spell consumes.", + "name": "Continual Flame", + "range": "Touch", + "ritual": false, + "school": "Evocation", + "subclasses": [ + "Lore" + ], + "tce_expanded_classes": [ + "Druid" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Cleric", + "Druid", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one.\n\nFlood\n You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land.\nIf you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.\nThe water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.\n\nPart Water\n You cause water in the area to move apart and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.\n\nRedirect Flow\n You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.\n\nWhirlpool\n This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC.\nWhen a creature enters the vortex for the first time on a turn or starts its turn there, it must make a strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so.\nThe first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage; this damage occurs each round it remains in the vortex.", + "duration": "Up to 10 minutes", + "higher_level": "", + "id": 75, + "level": 4, + "locations": [ + { + "page": 227, + "sourcebook": "PHB14" + } + ], + "material": "A drop of water and a pinch of dust.", + "name": "Control Water", + "range": "300 feet", + "ritual": false, + "school": "Transmutation", + "subclasses": [] + }, + { + "casting_time": "10 minutes", + "classes": [ + "Cleric", + "Druid", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don't have a clear path to the sky ends the spell early.\nWhen you cast the spell, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 x 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.\nWhen you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.\n\nPRECIPITATION\n1\tClear\n2\tLight clouds\n3\tOvercast or ground fog\n4\tRain, hail, or snow\n5\tTorrential rain, driving hail, or blizzard\n\nTEMPERATURE\n1\tUnbearable heat\n2\tHot\n3\tWarm\n4\tCool\n5\tCold\n6\tArctic cold\n\nWIND\n1\tCalm\n2\tModerate wind\n3\tStrong wind\n4\tGale\n5\tStorm", + "duration": "Up to 8 hours", + "higher_level": "", + "id": 76, + "level": 8, + "locations": [ + { + "page": 228, + "sourcebook": "PHB14" + } + ], + "material": "Burning incense and bits of earth and wood mixed in water.", + "name": "Control Weather", + "range": "Self", + "ritual": false, + "school": "Transmutation", + "subclasses": [ + "Land" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Ranger" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "You plant four pieces of nonmagical ammunition - arrows or crossbow bolts - in the ground within range and lay magic upon them to protect an area. Until the spell ends, whenever a creature other than you comes within 30 feet of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it. The creature must succeed on a Dexterity saving throw or take 1d6 piercing damage. The piece of ammunition is then destroyed. The spell ends when no ammunition remains.\nWhen you cast this spell, you can designate any creature you choose, and the spell ignores them.", + "duration": "8 hours", + "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the amount of ammunition that can be affected increases by 2 for each slot level above 2nd.", + "id": 77, + "level": 2, + "locations": [ + { + "page": 228, + "sourcebook": "PHB14" + } + ], + "material": "Four or more arrows or bolts.", + "name": "Cordon of Arrows", + "range": "5 feet", + "ritual": false, + "school": "Transmutation", + "subclasses": [] + }, + { + "casting_time": "1 reaction, which you take when you see a creature within 60 feet of you casting a spell.", + "classes": [ + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "S" + ], + "concentration": false, + "desc": "You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 plus the spell's level. On a success, the creature's spell fails and has no effect.", + "duration": "Instantaneous", + "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.", + "id": 78, + "level": 3, + "locations": [ + { + "page": 228, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Counterspell", + "range": "60 feet", + "ritual": false, + "school": "Abjuration", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Artificer", + "Cleric", + "Paladin" + ], + "components": [ + "V", + "S" + ], + "concentration": false, + "desc": "You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn't go bad.", + "duration": "Instantaneous", + "higher_level": "", + "id": 79, + "level": 3, + "locations": [ + { + "page": 229, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Create Food and Water", + "range": "30 feet", + "ritual": false, + "school": "Conjuration", + "subclasses": [ + "Lore", + "Land" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Cleric", + "Druid" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "You either create or destroy water.\nCreate Water.\n You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range.\nDestroy Water.\n You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.", + "duration": "Instantaneous", + "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.", + "id": 80, + "level": 1, + "locations": [ + { + "page": 229, + "sourcebook": "PHB14" + } + ], + "material": "A drop of water if creating water, or a few grains of sand if destroying it.", + "name": "Create or Destroy Water", + "range": "30 feet", + "ritual": false, + "school": "Transmutation", + "subclasses": [ + "Lore" + ] + }, + { + "casting_time": "1 minute", + "classes": [ + "Cleric", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. (The DM has game statistics for these creatures.)\nAs a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.\nThe creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell, rather than animating new ones.", + "duration": "Instantaneous", + "higher_level": "When you cast this spell using a 7th-level spell slot, you can animate or reassert control over four ghouls. When you cast this spell using an 8th-level spell slot, you can animate or reassert control over five ghouls or two ghasts or wights. When you cast this spell using a 9th-level spell slot, you can animate or reassert control over six ghouls, three ghasts or wights, or two mummies.", + "id": 81, + "level": 6, + "locations": [ + { + "page": 229, + "sourcebook": "PHB14" + } + ], + "material": "One clay pot filled with grave dirt, one clay pot filled with brackish water, and one 150 gp black onyx stone for each corpse.", + "name": "Create Undead", + "range": "10 feet", + "ritual": false, + "school": "Necromancy", + "subclasses": [] + }, + { + "casting_time": "1 minute", + "classes": [ + "Artificer", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within 'range': soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 5-foot cube, and the object must be of a form and material that you have seen before.\nThe duration depends on the object's material. If the object is composed of multiple materials, use the shortest duration.\n\nVegetable matter: 1 day\nStone or crystal: 12 hours\nPrecious metals: 1 hour\nGems: 10 minutes\nAdamantine or mithral: 1 minute\n\nUsing any material created by this spell as another spell's material component causes that spell to fail.", + "duration": "Special", + "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the cube increases by 5 feet for each slot level above 5th.", + "id": 82, + "level": 5, + "locations": [ + { + "page": 229, + "sourcebook": "PHB14" + } + ], + "material": "A tiny piece of matter of the same type of the item you plan to create.", + "name": "Creation", + "range": "30 feet", + "ritual": false, + "school": "Illusion", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Bard", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes.\nThe charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach.\nOn your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.", + "duration": "Up to 1 minute", + "higher_level": "", + "id": 83, + "level": 2, + "locations": [ + { + "page": 229, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Crown of Madness", + "range": "120 feet", + "ritual": false, + "school": "Enchantment", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Paladin" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "Holy power radiates from you in an aura with a 30-foot radius, awakening boldness in friendly creatures. Until the spell ends, the aura moves with you, centered on you. While in the aura, each nonhostile creature in the aura (including you) deals an extra 1d4 radiant damage when it hits with a weapon attack.", + "duration": "Up to 1 minute", + "higher_level": "", + "id": 84, + "level": 3, + "locations": [ + { + "page": 230, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Crusader's Mantle", + "range": "Self", + "ritual": false, + "school": "Evocation", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Artificer", + "Bard", + "Cleric", + "Druid", + "Paladin", + "Ranger" + ], + "components": [ + "V", + "S" + ], + "concentration": false, + "desc": "A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.", + "duration": "Instantaneous", + "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.", + "id": 85, + "level": 1, + "locations": [ + { + "page": 230, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Cure Wounds", + "range": "Touch", + "ritual": false, + "school": "Evocation", + "subclasses": [ + "Lore", + "Life" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Artificer", + "Bard", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.\nAs a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.", + "duration": "Up to 1 minute", + "higher_level": "", + "id": 86, + "level": 0, + "locations": [ + { + "page": 230, + "sourcebook": "PHB14" + } + ], + "material": "A bit of phosphorus or wychwood, or a glowworm.", + "name": "Dancing Lights", + "range": "120 feet", + "ritual": false, + "school": "Evocation", + "subclasses": [ + "Lore" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "M" + ], + "concentration": true, + "desc": "Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.\nIf the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.\nIf any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.", + "duration": "Up to 10 minutes", + "higher_level": "", + "id": 87, + "level": 2, + "locations": [ + { + "page": 230, + "sourcebook": "PHB14" + } + ], + "material": "Bat fur and a drop of pitch or piece of coal.", + "name": "Darkness", + "range": "60 feet", + "ritual": false, + "school": "Evocation", + "subclasses": [ + "Lore", + "Land" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Artificer", + "Druid", + "Ranger", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.", + "duration": "8 hours", + "higher_level": "", + "id": 88, + "level": 2, + "locations": [ + { + "page": 230, + "sourcebook": "PHB14" + } + ], + "material": "Either a pinch of dried carrot or an agate.", + "name": "Darkvision", + "range": "Touch", + "ritual": false, + "school": "Transmutation", + "subclasses": [ + "Lore" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Cleric", + "Druid", + "Paladin", + "Ranger", + "Sorcerer" + ], + "components": [ + "V", + "S" + ], + "concentration": false, + "desc": "A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.\nIf you chose a point on an object you are holding or one that isn't being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.\nIf any of this spell's area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.", + "duration": "1 hour", + "higher_level": "", + "id": 89, + "level": 3, + "locations": [ + { + "page": 230, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Daylight", + "range": "60 feet", + "ritual": false, + "school": "Evocation", + "subclasses": [ + "Lore", + "Land" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Cleric", + "Paladin" + ], + "components": [ + "V", + "S" + ], + "concentration": false, + "desc": "You touch a creature and grant it a measure of protection from death.\nThe first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends.\nIf the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends.", + "duration": "8 hours", + "higher_level": "", + "id": 90, + "level": 4, + "locations": [ + { + "page": 230, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Death Ward", + "range": "Touch", + "ritual": false, + "school": "Abjuration", + "subclasses": [ + "Life" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "A beam of yellow light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends, either because your concentration is broken or because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spreads around corners. Each creature in a 20-foot-radius sphere centered on that point must make a dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one.\nThe spell's base damage is 12d6. If at the end of your turn the bead has not yet detonated, the damage increases by 1d6.\nIf the glowing bead is touched before the interval has expired, the creature touching it must make a dexterity saving throw. On a failed save, the spell ends immediately, causing the bead to erupt in flame. On a successful save, the creature can throw the bead up to 40 feet. When it strikes a creature or a solid object, the spell ends, and the bead explodes.\nThe fire damages objects in the area and ignites flammable objects that aren't being worn or carried.", + "duration": "Up to 1 minute", + "higher_level": "When you cast this spell using a spell slot of 8th level or higher, the base damage increases by 1d6 for each slot level above 7th.", + "id": 91, + "level": 7, + "locations": [ + { + "page": 230, + "sourcebook": "PHB14" + } + ], + "material": "A tiny ball of bat guano and sulfur.", + "name": "Delayed Blast Fireball", + "range": "150 feet", + "ritual": false, + "school": "Evocation", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Warlock", + "Wizard" + ], + "components": [ + "S" + ], + "concentration": false, + "desc": "You create a shadowy door on a flat solid surface that you can see within range. The door is large enough to allow Medium creatures to pass through unhindered. When opened, the door leads to a demiplane that appears to be an empty room 30 feet in each dimension, made of wood or stone. When the spell ends, the door disappears, and any creatures or objects inside the demiplane remain trapped there, as the door also disappears from the other side.\nEach time you cast this spell, you can create a new demiplane, or have the shadowy door connect to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can have the shadowy door connect to its demiplane instead.", + "duration": "1 hour", + "higher_level": "", + "id": 92, + "level": 8, + "locations": [ + { + "page": 231, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Demiplane", + "range": "60 feet", + "ritual": false, + "school": "Conjuration", + "subclasses": [], + "tce_expanded_classes": [ + "Sorcerer" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Paladin" + ], + "components": [ + "V" + ], + "concentration": false, + "desc": "You strike the ground, creating a burst of divine energy that ripples outward from you. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or take 5d6 thunder damage, as well as 5d6 radiant or necrotic damage (your choice), and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn't knocked prone.", + "duration": "Instantaneous", + "higher_level": "", + "id": 93, + "level": 5, + "locations": [ + { + "page": 231, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Destructive Wave", + "range": "Self (30 foot radius)", + "ritual": false, + "school": "Evocation", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Cleric", + "Paladin" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.\nThe spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.", + "duration": "Up to 10 minutes", + "higher_level": "", + "id": 94, + "level": 1, + "locations": [ + { + "page": 231, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Detect Evil and Good", + "range": "Self", + "ritual": false, + "school": "Divination", + "subclasses": [ + "Lore" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Artificer", + "Bard", + "Cleric", + "Druid", + "Paladin", + "Ranger", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.\nThe spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.", + "duration": "Up to 10 minutes", + "higher_level": "", + "id": 95, + "level": 1, + "locations": [ + { + "page": 231, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Detect Magic", + "range": "Self", + "ritual": true, + "school": "Divination", + "subclasses": [ + "Lore" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Cleric", + "Druid", + "Paladin", + "Ranger" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.\nThe spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.", + "duration": "Up to 10 minutes", + "higher_level": "", + "id": 96, + "level": 1, + "locations": [ + { + "page": 231, + "sourcebook": "PHB14" + } + ], + "material": "A yew leaf.", + "name": "Detect Poison and Disease", + "range": "Self", + "ritual": true, + "school": "Divination", + "subclasses": [ + "Lore" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Bard", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected.\nYou initially learn the surface thoughts of the creature — what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.\nQuestions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.\nYou can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.\nOnce you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range.", + "duration": "Up to 1 minute", + "higher_level": "", + "id": 97, + "level": 2, + "locations": [ + { + "page": 231, + "sourcebook": "PHB14" + } + ], + "material": "A copper coin.", + "name": "Detect Thoughts", + "range": "Self", + "ritual": false, + "school": "Divination", + "subclasses": [ + "Lore" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Bard", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V" + ], + "concentration": false, + "desc": "You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as \"200 feet straight downward\" or \"upward to the northwest at a 45-degree angle, 300 feet.\"\nYou can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.\nIf you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.", + "duration": "Instantaneous", + "higher_level": "", + "id": 98, + "level": 4, + "locations": [ + { + "page": 233, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Dimension Door", + "range": "500 feet", + "ritual": false, + "school": "Conjuration", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Artificer", + "Bard", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": false, + "desc": "You make yourself — including your clothing, armor, weapons, and other belongings on your person — look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.\nThe changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.\nTo discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.", + "duration": "1 hour", + "higher_level": "", + "id": 99, + "level": 1, + "locations": [ + { + "page": 233, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Disguise Self", + "range": "Self", + "ritual": false, + "school": "Illusion", + "subclasses": [ + "Lore" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by wall of force.\nA creature targeted by this spell must make a dexterity saving throw. On a failed save, the target takes 10d6 + 40 force damage. If this damage reduces the target to 0 hit points, it is disintegrated.\nA disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell.\nThis spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell.", + "duration": "Instantaneous", + "higher_level": "When you cast this spell using a spell slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th.", + "id": 100, + "level": 6, + "locations": [ + { + "page": 233, + "sourcebook": "PHB14" + } + ], + "material": "A lodestone and a pinch of dust.", + "name": "Disintegrate", + "range": "60 feet", + "ritual": false, + "school": "Transmutation", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Cleric", + "Paladin" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Shimmering energy surrounds and protects you from fey, undead, and creatures originating from beyond the Material Plane. For the duration, celestials, elementals, fey, fiends, and undead have disadvantage on attack rolls against you.\nYou can end the spell early by using either of the following special functions.\nBreak Enchantment.\n As your action, you touch a creature you can reach that is charmed, frightened, or possessed by a celestial, an elemental, a fey, a fiend, or an undead. The creature you touch is no longer charmed, frightened, or possessed by such creatures.\nDismissal.\n As your action, make a melee spell attack against a celestial, an elemental, a fey, a fiend, or an undead you can reach. On a hit, you attempt to drive the creature back to its home plane. The creature must succeed on a charisma saving throw or be sent back to its home plane (if it isn't there already). If they aren't on their home plane, undead are sent to the Shadowfell, and fey are sent to the Feywild.", + "duration": "Up to 1 minute", + "higher_level": "", + "id": 101, + "level": 5, + "locations": [ + { + "page": 233, + "sourcebook": "PHB14" + } + ], + "material": "Holy water or powdered silver and iron.", + "name": "Dispel Evil and Good", + "range": "Self", + "ritual": false, + "school": "Abjuration", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Artificer", + "Bard", + "Cleric", + "Druid", + "Paladin", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": false, + "desc": "Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.", + "duration": "Instantaneous", + "higher_level": "When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.", + "id": 102, + "level": 3, + "locations": [ + { + "page": 234, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Dispel Magic", + "range": "120 feet", + "ritual": false, + "school": "Abjuration", + "subclasses": [ + "Lore", + "Devotion" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Bard" + ], + "components": [ + "V" + ], + "concentration": false, + "desc": "You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn't move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn't have to move away. A deafened creature automatically succeeds on the save.", + "duration": "Instantaneous", + "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.", + "id": 103, + "level": 1, + "locations": [ + { + "page": 234, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Dissonant Whispers", + "range": "60 feet", + "ritual": false, + "school": "Enchantment", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Cleric" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "Your magic and an offering put you in contact with a god or a god's servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen.\nThe spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.\nIf you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.", + "duration": "Instantaneous", + "higher_level": "", + "id": 104, + "level": 4, + "locations": [ + { + "page": 234, + "sourcebook": "PHB14" + } + ], + "material": "Incense and a sacrificial offering appropriate to your religion, together worth at least 25gp, which the spell consumes.", + "name": "Divination", + "range": "Self", + "ritual": true, + "school": "Divination", + "subclasses": [ + "Land" + ], + "tce_expanded_classes": [ + "Druid", + "Wizard" + ] + }, + { + "casting_time": "1 bonus action", + "classes": [ + "Paladin" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.", + "duration": "Up to 1 minute", + "higher_level": "", + "id": 105, + "level": 1, + "locations": [ + { + "page": 234, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Divine Favor", + "range": "Self", + "ritual": false, + "school": "Evocation", + "subclasses": [ + "Lore" + ] + }, + { + "casting_time": "1 bonus action", + "classes": [ + "Cleric" + ], + "components": [ + "V" + ], + "concentration": false, + "desc": "You utter a divine word, imbued with the power that shaped the world at the dawn of creation. Choose any number of creatures you can see within range. Each creature that can hear you must make a Charisma saving throw. On a failed save, a creature suffers an effect based on its current hit points.\n\n\u2022 50 hit points or fewer - deafened for 1 minute\n\n\u2022 40 hit points or fewer - deafened and blinded for 10 minutes\n\n\u2022 30 hit points or fewer - blinded, deafened, and stunned for 1 hour\n\n\u2022 20 hit points or fewer - killed instantly\n\nRegardless of its current hit points, a celestial, an elemental, a fey, or a fiend that fails its save is forced back to its plane of origin (if it isn't there already) and can't return to your current plane for 24 hours by any means short of a wish spell.", + "duration": "Instantaneous", + "higher_level": "", + "id": 106, + "level": 7, + "locations": [ + { + "page": 234, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Divine Word", + "range": "30 feet", + "ritual": false, + "school": "Evocation", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Druid", + "Sorcerer" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.\nWhile the beast is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as \"Attack that creature,\" \"Run over there,\" or \"Fetch that object.\" If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.\nYou can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.\nEach time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.", + "duration": "Up to 1 minute", + "higher_level": "When you cast this spell with a 5th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 6th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the duration is concentration, up to 8 hours.", + "id": 107, + "level": 4, + "locations": [ + { + "page": 234, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Dominate Beast", + "range": "60 feet", + "ritual": false, + "school": "Enchantment", + "subclasses": [], + "tce_expanded_classes": [ + "Ranger" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Bard", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "You attempt to beguile a creature that you can see within range. It must succeed on a wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.\nWhile the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as \"Attack that creature,\" \"Run over there,\" or \"Fetch that object.\" If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.\nYou can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.\nEach time the target takes damage, it makes a new wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.", + "duration": "Up to 1 hour", + "higher_level": "When you cast this spell with a 9th-level spell slot, the duration is concentration, up to 8 hours.", + "id": 108, + "level": 8, + "locations": [ + { + "page": 235, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Dominate Monster", + "range": "60 feet", + "ritual": false, + "school": "Enchantment", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Bard", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "You attempt to beguile a humanoid that you can see within range. It must succeed on a wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.\nWhile the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as \"Attack that creature,\" \"Run over there,\" or \"Fetch that object.\" If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.\nYou can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.\nEach time the target takes damage, it makes a new wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.", + "duration": "Up to 1 minute", + "higher_level": "When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 7th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours.", + "id": 109, + "level": 5, + "locations": [ + { + "page": 235, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Dominate Person", + "range": "60 feet", + "ritual": false, + "school": "Enchantment", + "subclasses": [] + }, + { + "casting_time": "1 minute", + "classes": [ + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "You touch an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an invisible mark on its surface and invisibly inscribes the name of the item on the sapphire you use as the material component. Each time you cast this spell, you must use a different sapphire.\nAt any time thereafter, you can use your action to speak the item's name and crush the sapphire. The item instantly appears in your hand regardless of physical or planar distances, and the spell ends.\nIf another creature is holding or carrying the item, crushing the sapphire doesn't transport the item to you, but instead you learn who the creature possessing the object is and roughly where that creature is located at that moment.\nDispel magic or a similar effect successfully applied to the sapphire ends this spell's effect.", + "duration": "Until dispelled", + "higher_level": "", + "id": 110, + "level": 6, + "locations": [ + { + "page": 235, + "sourcebook": "PHB14" + } + ], + "material": "A sapphire worth 1,000 gp.", + "name": "Drawmij's Instant Summons", + "range": "Touch", + "ritual": true, + "school": "Conjuration", + "subclasses": [] + }, + { + "casting_time": "1 minute", + "classes": [ + "Bard", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "This spell shapes a creature's dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don't sleep, such as elves, can't be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger.\nWhile in the trance, the messenger is aware of his or her surroundings, but can't take actions or move.\nIf the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target's dreams.\nYou can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target's sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage.\nIf you have a body part, lock of hair, clipping from a nail, or similar portion of the target's body, the target makes its saving throw with disadvantage.", + "duration": "8 hours", + "higher_level": "", + "id": 111, + "level": 5, + "locations": [ + { + "page": 236, + "sourcebook": "PHB14" + } + ], + "material": "A handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird.", + "name": "Dream", + "range": "Special", + "ritual": false, + "school": "Illusion", + "subclasses": [ + "Land" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Druid" + ], + "components": [ + "V", + "S" + ], + "concentration": false, + "desc": "Whispering to the spirits of nature, you create one of the following effects within range:\n- You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for one round.\n- You instantly make a flower blossom, a seed pob open, or a leaf bud bloom.\n- You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5 foot cube.\n- You instantly light or snuff out a candle, a torch, or a small campfire.", + "duration": "Instantaneous", + "higher_level": "", + "id": 112, + "level": 0, + "locations": [ + { + "page": 236, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Druidcraft", + "range": "30 feet", + "ritual": false, + "school": "Transmutation", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Cleric", + "Druid", + "Sorcerer" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point and shakes creatures and structures in contact with the ground in that area.\nThe ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a constitution saving throw. On a failed save, the creature's concentration is broken.\nWhen you cast this spell and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a dexterity saving throw. On a failed save, the creature is knocked prone.\nThis spell can have additional effects depending on the terrain in the area, as determined by the DM.\nFissures. Fissures open throughout the spell's area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the DM. Each is 1d10 × 10 feet deep, 10 feet wide, and extends from one edge of the spell's area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a dexterity saving throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens.\nA fissure that opens beneath a structure causes it to automatically collapse (see below).\nStructures. The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure's height must make a dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The DM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn't fall prone or become buried.", + "duration": "Up to 1 minute", + "higher_level": "", + "id": 113, + "level": 8, + "locations": [ + { + "page": 236, + "sourcebook": "PHB14" + } + ], + "material": "A pinch of dirt, a piece of rock, and a lump of clay.", + "name": "Earthquake", + "range": "500 feet", + "ritual": false, + "school": "Evocation", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Warlock" + ], + "components": [ + "V", + "S" + ], + "concentration": false, + "desc": "A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.\nThe spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.", + "duration": "Instantaneous", + "higher_level": "", + "id": 114, + "level": 0, + "locations": [ + { + "page": 236, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Eldritch Blast", + "range": "120 feet", + "ritual": false, + "school": "Evocation", + "subclasses": [ + "Lore" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Artificer", + "Paladin" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.", + "duration": "Up to 1 hour", + "higher_level": "When you cast this spell using a spell slot of 5th or 6th level, the bonus to attack rolls increases to +2 and the extra damage increases to 2d4. When you use a spell slot of 7th level or higher, the bonus increases to +3 and the extra damage increases to 3d4.", + "id": 115, + "level": 3, + "locations": [ + { + "page": 237, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Elemental Weapon", + "range": "Touch", + "ritual": false, + "school": "Transmutation", + "subclasses": [], + "tce_expanded_classes": [ + "Druid", + "Ranger" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Artificer", + "Bard", + "Cleric", + "Druid", + "Sorcerer" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends.\nBear's Endurance.\n The target has advantage on constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.\nBull's Strength.\n The target has advantage on strength checks, and his or her carrying capacity doubles.\nCat's Grace.\n The target has advantage on dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.\nEagle's Splendor.\n The target has advantage on Charisma checks.\nFox's Cunning.\n The target has advantage on intelligence checks.\nOwl's Wisdom.\n The target has advantage on wisdom checks.", + "duration": "Up to 1 hour", + "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.", + "id": 116, + "level": 2, + "locations": [ + { + "page": 237, + "sourcebook": "PHB14" + } + ], + "material": "Fur or a feather from a beast.", + "name": "Enhance Ability", + "range": "Touch", + "ritual": false, + "school": "Transmutation", + "subclasses": [ + "Lore" + ], + "tce_expanded_classes": [ + "Ranger", + "Wizard" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Artificer", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect.\nIf the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.\nEnlarge.\nThe target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category - from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attacks with them deal 1d4 extra damage.\nReduce.\nThe target's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category - from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1).", + "duration": "Up to 1 minute", + "higher_level": "", + "id": 117, + "level": 2, + "locations": [ + { + "page": 237, + "sourcebook": "PHB14" + } + ], + "material": "A pinch iron powder.", + "name": "Enlarge/Reduce", + "range": "30 feet", + "ritual": false, + "school": "Transmutation", + "subclasses": [ + "Lore" + ], + "tce_expanded_classes": [ + "Bard", + "Druid" + ] + }, + { + "casting_time": "1 bonus action", + "classes": [ + "Ranger" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away.\nWhile restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.", + "duration": "Up to 1 minute", + "higher_level": "If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.", + "id": 118, + "level": 1, + "locations": [ + { + "page": 237, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Ensnaring Strike", + "range": "Self", + "ritual": false, + "school": "Conjuration", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Druid" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.\nA creature in the area when you cast the spell must succeed on a strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.\nWhen the spell ends, the conjured plants wilt away.", + "duration": "Up to 1 minute", + "higher_level": "", + "id": 119, + "level": 1, + "locations": [ + { + "page": 238, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Entangle", + "range": "90 feet", + "ritual": false, + "school": "Conjuration", + "subclasses": [ + "Lore" + ], + "tce_expanded_classes": [ + "Ranger" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Bard", + "Warlock" + ], + "components": [ + "V", + "S" + ], + "concentration": false, + "desc": "You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a wisdom saving throw. Any creature that can't be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak.", + "duration": "1 minute", + "higher_level": "", + "id": 120, + "level": 2, + "locations": [ + { + "page": 238, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Enthrall", + "range": "60 feet", + "ritual": false, + "school": "Enchantment", + "subclasses": [ + "Lore" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Bard", + "Cleric", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": false, + "desc": "You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can't see anything more than 60 feet away.\nWhile on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can't perceive you and can't interact with you, unless a special ability or magic has given them the ability to do so.\nYou ignore all objects and effects that aren't on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from.\nWhen the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.\nThis spell has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn't border it, such as one of the Outer Planes.", + "duration": "8 hours", + "higher_level": "When you cast this spell using a spell slot of 8th level or higher, you can target up to three willing creatures (including you) for each slot level above 7th. The creatures must be within 10 feet of you when you cast the spell.", + "id": 121, + "level": 7, + "locations": [ + { + "page": 238, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Etherealness", + "range": "Self", + "ritual": false, + "school": "Transmutation", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in the area into difficult terrain.\nWhen a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning damage.\nA creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.", + "duration": "Up to 1 minute", + "higher_level": "", + "id": 122, + "level": 4, + "locations": [ + { + "page": 238, + "sourcebook": "PHB14" + } + ], + "material": "A piece of tentacle from a giant octopus or a giant squid", + "name": "Evard's Black Tentacles", + "range": "90 feet", + "ritual": false, + "school": "Conjuration", + "subclasses": [] + }, + { + "casting_time": "1 bonus action", + "classes": [ + "Artificer", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.", + "duration": "Up to 10 minutes", + "higher_level": "", + "id": 123, + "level": 1, + "locations": [ + { + "page": 238, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Expeditious Retreat", + "range": "Self", + "ritual": false, + "school": "Transmutation", + "subclasses": [ + "Lore" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Bard", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "For the spell's duration, your eyes become an inky void imbued with dread power. One creature of your choice within 60 feet of you that you can see must succeed on a wisdom saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the spell ends, you can use your action to target another creature but can't target a creature again if it has succeeded on a saving throw against this casting of eyebite.\nAsleep.\n The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake.\nPanicked.\n The target is frightened of you. On each of its turns, the frightened creature must take the Dash action and move away from you by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away from you where it can no longer see you, this effect ends.\nSickened.\n The target has disadvantage on attack rolls and ability checks. At the end of each of its turns, it can make another wisdom saving throw. If it succeeds, the effect ends.", + "duration": "Up to 1 minute", + "higher_level": "", + "id": 124, + "level": 6, + "locations": [ + { + "page": 238, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Eyebite", + "range": "Self", + "ritual": false, + "school": "Necromancy", + "subclasses": [] + }, + { + "casting_time": "10 minutes", + "classes": [ + "Artificer", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": false, + "desc": "You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool.\nChoose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of objects made by the spell is commensurate with the quality of the raw materials.\nCreatures or magic items can't be created or transmuted by this spell. You also can't use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan's tools used to craft such objects.", + "duration": "Instantaneous", + "higher_level": "", + "id": 125, + "level": 4, + "locations": [ + { + "page": 239, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Fabricate", + "range": "120 feet", + "ritual": false, + "school": "Transmutation", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Artificer", + "Bard", + "Druid" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.\nAny attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.", + "duration": "Up to 1 minute", + "higher_level": "", + "id": 126, + "level": 1, + "locations": [ + { + "page": 239, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Faerie Fire", + "range": "60 feet", + "ritual": false, + "school": "Evocation", + "subclasses": [ + "Lore" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Artificer", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.", + "duration": "1 hour", + "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.", + "id": 127, + "level": 1, + "locations": [ + { + "page": 239, + "sourcebook": "PHB14" + } + ], + "material": "A small amount of alcohol or distilled spirits.", + "name": "False Life", + "range": "Self", + "ritual": false, + "school": "Necromancy", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Bard", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.\nWhile frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a wisdom saving throw. On a successful save, the spell ends for that creature.", + "duration": "Up to 1 minute", + "higher_level": "", + "id": 128, + "level": 3, + "locations": [ + { + "page": 239, + "sourcebook": "PHB14" + } + ], + "material": "A white feather or the heart of a hen.", + "name": "Fear", + "range": "Self", + "ritual": false, + "school": "Illusion", + "subclasses": [ + "Lore" + ] + }, + { + "casting_time": "1 reaction", + "classes": [ + "Artificer", + "Bard", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "M" + ], + "concentration": false, + "desc": "Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.", + "duration": "1 minute", + "higher_level": "", + "id": 129, + "level": 1, + "locations": [ + { + "page": 239, + "sourcebook": "PHB14" + } + ], + "material": "A small feather or a piece of down.", + "name": "Feather Fall", + "range": "60 feet", + "ritual": false, + "school": "Transmutation", + "subclasses": [ + "Lore" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Bard", + "Druid", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an intelligence saving throw.\nOn a failed save, the creature's Intelligence and Charisma scores become 1. The creature can't cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them.\nAt the end of every 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends.\nThe spell can also be ended by greater restoration, heal, or wish.", + "duration": "Instantaneous", + "higher_level": "", + "id": 130, + "level": 8, + "locations": [ + { + "page": 239, + "sourcebook": "PHB14" + } + ], + "material": "A handful of clay, crystal, glass, or mineral spheres.", + "name": "Feeblemind", + "range": "150 feet", + "ritual": false, + "school": "Enchantment", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Bard", + "Cleric", + "Druid", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.\nFor the spell's duration, or until you use an action to touch the target and dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target's status. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell's effect, the disease and poison have no effect until the spell ends.", + "duration": "1 hour", + "higher_level": "", + "id": 131, + "level": 3, + "locations": [ + { + "page": 240, + "sourcebook": "PHB14" + } + ], + "material": "A pinch of graveyard dirt.", + "name": "Feign Death", + "range": "Touch", + "ritual": true, + "school": "Necromancy", + "subclasses": [] + }, + { + "casting_time": "1 hour", + "classes": [ + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, seahorse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.\nYour familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.\nWhen the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.\nWhile your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.\nAs an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.\nYou can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.\nFinally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.", + "duration": "Instantaneous", + "higher_level": "", + "id": 132, + "level": 1, + "locations": [ + { + "page": 240, + "sourcebook": "PHB14" + } + ], + "material": "10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier.", + "name": "Find Familiar", + "range": "10 feet", + "ritual": true, + "school": "Conjuration", + "subclasses": [] + }, + { + "casting_time": "10 minutes", + "classes": [ + "Paladin" + ], + "components": [ + "V", + "S" + ], + "concentration": false, + "desc": "You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose, such as a warhorse, a pony, a camel, an elk, or a mastiff. (Your DM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.\nYour steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed.\nWhen the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum.\nWhile your steed is within 1 mile of you, you can communicate with it telepathically.\nYou can't have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.", + "duration": "Instantaneous", + "higher_level": "", + "id": 133, + "level": 2, + "locations": [ + { + "page": 240, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Find Steed", + "range": "30 feet", + "ritual": false, + "school": "Conjuration", + "subclasses": [ + "Lore" + ] + }, + { + "casting_time": "1 minute", + "classes": [ + "Bard", + "Cleric", + "Druid" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "This spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence. If you name a destination on another plane of existence, a destination that moves (such as a mobile fortress), or a destination that isn't specific (such as \"a green dragon's lair\"), the spell fails.\nFor the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination.", + "duration": "Up to 24 hours", + "higher_level": "", + "id": 134, + "level": 6, + "locations": [ + { + "page": 240, + "sourcebook": "PHB14" + } + ], + "material": "A set of divinatory tools—such as bones, ivory sticks, cards, teeth, or carved runes—worth 100gp and an object from the location you wish to find.", + "name": "Find the Path", + "range": "Self", + "ritual": false, + "school": "Divination", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Cleric", + "Druid", + "Ranger" + ], + "components": [ + "V", + "S" + ], + "concentration": false, + "desc": "You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.\nThis spell merely reveals that a trap is present. You don't learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.", + "duration": "Instantaneous", + "higher_level": "", + "id": 135, + "level": 2, + "locations": [ + { + "page": 241, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Find Traps", + "range": "120 feet", + "ritual": false, + "school": "Divination", + "subclasses": [ + "Lore" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": false, + "desc": "You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one.\nA humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.", + "duration": "Instantaneous", + "higher_level": "", + "id": 136, + "level": 7, + "locations": [ + { + "page": 241, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Finger of Death", + "range": "60 feet", + "ritual": false, + "school": "Necromancy", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.\nThe fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.", + "duration": "Instantaneous", + "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.", + "id": 137, + "level": 3, + "locations": [ + { + "page": 241, + "sourcebook": "PHB14" + } + ], + "material": "A tiny ball of bat guano and sulfur.", + "name": "Fireball", + "range": "150 feet", + "ritual": false, + "school": "Evocation", + "subclasses": [ + "Lore", + "Fiend" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Artificer", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": false, + "desc": "You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.\nThis spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).", + "duration": "Instantaneous", + "higher_level": "", + "id": 138, + "level": 0, + "locations": [ + { + "page": 242, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Fire Bolt", + "range": "120 feet", + "ritual": false, + "school": "Evocation", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "Thin and vaporous flame surround your body for the duration of the spell, radiating a bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell using an action to make it disappear.\nThe flames are around you a heat shield or cold, your choice. The heat shield gives you cold damage resistance and the cold resistance to fire damage.\nIn addition, whenever a creature within 5 feet of you hits you with a melee attack, flames spring from the shield. The attacker then suffers 2d8 points of fire damage or cold, depending on the model.", + "duration": "10 minutes", + "higher_level": "", + "id": 139, + "level": 4, + "locations": [ + { + "page": 242, + "sourcebook": "PHB14" + } + ], + "material": "A little phosphorus or a firefly.", + "name": "Fire Shield", + "range": "Self", + "ritual": false, + "school": "Evocation", + "subclasses": [ + "Fiend" + ], + "tce_expanded_classes": [ + "Druid", + "Sorcerer" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Cleric", + "Druid", + "Sorcerer" + ], + "components": [ + "V", + "S" + ], + "concentration": false, + "desc": "A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one.\nThe fire damages objects in the area and ignites flammable objects that aren't being worn or carried. If you choose, plant life in the area is unaffected by this spell.", + "duration": "Instantaneous", + "higher_level": "", + "id": 140, + "level": 7, + "locations": [ + { + "page": 242, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Fire Storm", + "range": "150 feet", + "ritual": false, + "school": "Evocation", + "subclasses": [] + }, + { + "casting_time": "1 bonus action", + "classes": [ + "Druid" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action.\nYou can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage.\nThe flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.", + "duration": "Up to 10 minutes", + "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd.", + "id": 141, + "level": 2, + "locations": [ + { + "page": 242, + "sourcebook": "PHB14" + } + ], + "material": "Leaf of sumac.", + "name": "Flame Blade", + "range": "Self", + "ritual": false, + "school": "Evocation", + "subclasses": [ + "Lore" + ], + "tce_expanded_classes": [ + "Sorcerer" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Cleric" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on a point within range must make a dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one.", + "duration": "Instantaneous", + "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th.", + "id": 142, + "level": 5, + "locations": [ + { + "page": 242, + "sourcebook": "PHB14" + } + ], + "material": "Pinch of sulfur.", + "name": "Flame Strike", + "range": "60 feet", + "ritual": false, + "school": "Evocation", + "subclasses": [ + "Devotion", + "Fiend" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Druid", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.\nAs a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn.\nWhen you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.", + "duration": "Up to 1 minute", + "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.", + "id": 143, + "level": 2, + "locations": [ + { + "page": 242, + "sourcebook": "PHB14" + } + ], + "material": "A bit of tallow, a pinch of brimstone, and a dusting of powdered iron.", + "name": "Flaming Sphere", + "range": "60 feet", + "ritual": false, + "school": "Conjuration", + "subclasses": [ + "Lore" + ], + "tce_expanded_classes": [ + "Sorcerer" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You attempt to turn one creature that you can see within range into stone. If the target's body is made of flesh, the creature must make a constitution saving throw. On a failed save, it is restrained as its flesh begins to harden. On a successful save, the creature isn't affected.\nA creature restrained by this spell must make another constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for the duration. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind.\nIf the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state.\nIf you maintain your concentration on this spell for the entire possible duration, the creature is turned to stone until the effect is removed.", + "duration": "Up to 1 minute", + "higher_level": "", + "id": 144, + "level": 6, + "locations": [ + { + "page": 243, + "sourcebook": "PHB14" + } + ], + "material": "A pinch of lime, water, and earth.", + "name": "Flesh to Stone", + "range": "60 feet", + "ritual": false, + "school": "Transmutation", + "subclasses": [], + "tce_expanded_classes": [ + "Druid", + "Sorcerer" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Artificer", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.", + "duration": "Up to 10 minutes", + "higher_level": "When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.", + "id": 145, + "level": 3, + "locations": [ + { + "page": 243, + "sourcebook": "PHB14" + } + ], + "material": "A wing feather from any bird.", + "name": "Fly", + "range": "Touch", + "ritual": false, + "school": "Transmutation", + "subclasses": [ + "Lore" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Druid", + "Ranger", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.", + "duration": "Up to 1 hour", + "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.", + "id": 146, + "level": 1, + "locations": [ + { + "page": 243, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Fog Cloud", + "range": "120 feet", + "ritual": false, + "school": "Conjuration", + "subclasses": [ + "Lore" + ] + }, + { + "casting_time": "10 minutes", + "classes": [ + "Cleric" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatures can't teleport into the area or use portals, such as those created by the gate spell, to enter the area. The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the Astral Plane, Ethereal Plane, Feywild, Shadowfell, or the plane shift spell.\nIn addition, the spell damages types of creatures that you choose when you cast it. Choose one or more of the following: celestials, elementals, fey, fiends, and undead. When a chosen creature enters the spell's area for the first time on a turn or starts its turn there, the creature takes 5d10 radiant or necrotic damage (your choice when you cast this spell).\nWhen you cast this spell, you can designate a password. A creature that speaks the password as it enters the area takes no damage from the spell.\nThe spell's area can't overlap with the area of another forbiddance spell. If you cast forbiddance every day for 30 days in the same location, the spell lasts until it is dispelled, and the material components are consumed on the last casting.", + "duration": "24 hours", + "higher_level": "", + "id": 147, + "level": 6, + "locations": [ + { + "page": 243, + "sourcebook": "PHB14" + } + ], + "material": "A sprinkling of holy water, rare incense, and powdered ruby worth at least 1,000 gp.", + "name": "Forbiddance", + "range": "Touch", + "ritual": true, + "school": "Abjuration", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Bard", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose.\nA prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart.\nA prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area.\nWhen you cast the spell, any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area.\nA creature inside the cage can't leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature can't exit the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.\nThis spell can't be dispelled by dispel magic.", + "duration": "1 hour", + "higher_level": "", + "id": 148, + "level": 7, + "locations": [ + { + "page": 243, + "sourcebook": "PHB14" + } + ], + "material": "Ruby dust worth 1,500 gp.", + "name": "Forcecage", + "range": "100 feet", + "ritual": false, + "school": "Evocation", + "subclasses": [] + }, + { + "casting_time": "1 minute", + "classes": [ + "Bard", + "Druid", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target can't be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration.\nThis spell immediately ends if you cast it again before its duration ends.", + "duration": "8 hours", + "higher_level": "", + "id": 149, + "level": 9, + "locations": [ + { + "page": 244, + "sourcebook": "PHB14" + } + ], + "material": "A hummingbird feather.", + "name": "Foresight", + "range": "Touch", + "ritual": false, + "school": "Divination", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Artificer", + "Bard", + "Cleric", + "Druid", + "Ranger" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "You touch a willing creature. For the duration, the target's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained.\nThe target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks.", + "duration": "1 hour", + "higher_level": "", + "id": 150, + "level": 4, + "locations": [ + { + "page": 244, + "sourcebook": "PHB14" + } + ], + "material": "A leather strap, bound around the arm or a similar appendage.", + "name": "Freedom of Movement", + "range": "Touch", + "ritual": false, + "school": "Abjuration", + "subclasses": [ + "Land", + "Devotion" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Bard", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "S", + "M" + ], + "concentration": true, + "desc": "For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion), depending on the nature of your interaction with it.", + "duration": "Up to 1 minute", + "higher_level": "", + "id": 151, + "level": 0, + "locations": [ + { + "page": 244, + "sourcebook": "PHB14" + } + ], + "material": "A small amount of makeup applied to the face as this spell is cast.", + "name": "Friends", + "range": "Self", + "ritual": false, + "school": "Enchantment", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You transform a willing creature you touch, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn't affected.\nWhile in this form, the target's only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains hovering in the air even when stunned or otherwise incapacitated.\nWhile in the form of a misty cloud, the target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The target can't attack or cast spells.", + "duration": "Up to 1 hour", + "higher_level": "", + "id": 152, + "level": 3, + "locations": [ + { + "page": 244, + "sourcebook": "PHB14" + } + ], + "material": "A bit of gauze and a wisp of smoke.", + "name": "Gaseous Form", + "range": "Touch", + "ritual": false, + "school": "Transmutation", + "subclasses": [ + "Lore", + "Land" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Cleric", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration.\nThe portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal.\nDeities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains.\nWhen you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn't work). If that creature is on a plane other than the one you are on, the portal opens in the named creature's immediate vicinity and draws the creature through it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the DM deems appropriate. It might leave, attack you, or help you.", + "duration": "Up to 1 minute", + "higher_level": "", + "id": 153, + "level": 9, + "locations": [ + { + "page": 244, + "sourcebook": "PHB14" + } + ], + "material": "A diamond worth at least 5,000gp.", + "name": "Gate", + "range": "60 feet", + "ritual": false, + "school": "Conjuration", + "subclasses": [], + "tce_expanded_classes": [ + "Warlock" + ] + }, + { + "casting_time": "1 minute", + "classes": [ + "Bard", + "Cleric", + "Druid", + "Paladin", + "Wizard" + ], + "components": [ + "V" + ], + "concentration": false, + "desc": "You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can't understand you is unaffected by the spell.\nYou can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends.\nYou can end the spell early by using an action to dismiss it. A remove curse, greater restoration, or wish spell also ends it.", + "duration": "30 days", + "higher_level": "When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above.", + "id": 154, + "level": 5, + "locations": [ + { + "page": 244, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Geas", + "range": "60 feet", + "ritual": false, + "school": "Enchantment", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Cleric", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "You touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead.\nThe spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as raise dead.", + "duration": "10 days", + "higher_level": "", + "id": 155, + "level": 2, + "locations": [ + { + "page": 245, + "sourcebook": "PHB14" + } + ], + "material": "A pinch of salt and one copper piece placed on each of the corpse's eyes, which must remain there for the duration.", + "name": "Gentle Repose", + "range": "Touch", + "ritual": true, + "school": "Necromancy", + "subclasses": [ + "Lore" + ], + "tce_expanded_classes": [ + "Paladin" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Druid" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "You transform up to ten centipedes, three spiders, five wasps, or one scorpion within range into giant versions of their natural forms for the duration. A centipede becomes a giant centipede, a spider becomes a giant spider, a wasp becomes a giant wasp, and a scorpion becomes a giant scorpion.\nEach creature obeys your verbal commands, and in combat, they act on your turn each round. The DM has the statistics for these creatures and resolves their actions and movement.\nA creature remains in its giant size for the duration, until it drops to 0 hit points, or until you use an action to dismiss the effect on it.\nThe DM might allow you to choose different targets. For example, if you transform a bee, its giant version might have the same statistics as a giant wasp.", + "duration": "Up to 10 minutes", + "higher_level": "", + "id": 156, + "level": 4, + "locations": [ + { + "page": 245, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Giant Insect", + "range": "30 feet", + "ritual": false, + "school": "Transmutation", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Bard", + "Warlock" + ], + "components": [ + "V" + ], + "concentration": false, + "desc": "Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.", + "duration": "1 hour", + "higher_level": "", + "id": 157, + "level": 8, + "locations": [ + { + "page": 245, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Glibness", + "range": "Self", + "ritual": false, + "school": "Transmutation", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration.\nAny spell of 5th level or lower cast from outside the barrier can't affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells.", + "duration": "Up to 1 minute", + "higher_level": "When you cast this spell using a spell slot of 7th level or higher, the barrier blocks spells of one level higher for each slot level above 6th.", + "id": 158, + "level": 6, + "locations": [ + { + "page": 245, + "sourcebook": "PHB14" + } + ], + "material": "A glass or crystal bead that shatters when the spell ends.", + "name": "Globe of Invulnerability", + "range": "Self", + "ritual": false, + "school": "Abjuration", + "subclasses": [] + }, + { + "casting_time": "1 hour", + "classes": [ + "Artificer", + "Bard", + "Cleric", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "When you cast this spell, you inscribe a glyph that harms other Creatures, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a Treasure chest) to conceal the glyph. If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place, if the object is moved more than 10 feet from where you cast this spell, the glyph is broken and the spell ends without being triggered.\nThe glyph is nearly Invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.\nYou decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most Common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.\nYou can further refine the trigger so the spell activates only under certain circumstances or according to physical Characteristics (such as height or weight), creature kind (for example, the ward could be set to affect Aberrations or drow), or Alignment. You can also set Conditions for Creatures that don't trigger the glyph, such as those who say a certain password.\nWhen you inscribe the glyph, choose explosive runes or a spell glyph.\n\nExplosive Runes: When triggered, the glyph erupts with magical energy in a 20-foot-radius Sphere centered on the glyph. The Sphere spreads around corners. Each creature in the aura must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one.\n\nSpell Glyph: You can store a prepared spell of 3rd Level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate Effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it Targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons Hostile Creatures or creates harmful Objects or traps, they appear as close as possible to the intruder and Attack it. If the spell requires Concentration, it lasts until the end of its full Duration.", + "duration": "Until dispelled or triggered", + "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can store any spell of up to the same level as the slot you use for the glyph of warding.", + "id": 159, + "level": 3, + "locations": [ + { + "page": 245, + "sourcebook": "PHB14" + } + ], + "material": "Incense and powdered diamond worth at least 200 gp, the spell consumes.", + "name": "Glyph of Warding", + "range": "Touch", + "ritual": false, + "school": "Abjuration", + "subclasses": [ + "Lore" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Druid", + "Ranger" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "Up to 10 berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.\nThe berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.", + "duration": "Instantaneous", + "higher_level": "", + "id": 160, + "level": 1, + "locations": [ + { + "page": 246, + "sourcebook": "PHB14" + } + ], + "material": "A sprig of mistletoe.", + "name": "Goodberry", + "range": "Touch", + "ritual": false, + "school": "Transmutation", + "subclasses": [] + }, + { + "casting_time": "1 bonus action", + "classes": [ + "Druid", + "Ranger" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "You conjure a vine that sprouts from the ground in an unoccupied space of your choice that you can see within range. When you cast this spell, you can direct the vine to lash out at a creature within 30 feet of it that you can see. The creature must succeed on a Dexterity saving throw or be pulled 20 feet directly toward the vine.\nUntil the spell ends, you can direct the vine to lash out at the same creature or another one as a bonus action on each of your turns.", + "duration": "Up to 1 minute", + "higher_level": "", + "id": 161, + "level": 4, + "locations": [ + { + "page": 246, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Grasping Vine", + "range": "30 feet", + "ritual": false, + "school": "Conjuration", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Artificer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.\nWhen the grease appears, each creature standing in its area must succeed on a dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a dexterity saving throw or fall prone.", + "duration": "1 minute", + "higher_level": "", + "id": 162, + "level": 1, + "locations": [ + { + "page": 246, + "sourcebook": "PHB14" + } + ], + "material": "A bit of pork rind or butter.", + "name": "Grease", + "range": "60 feet", + "ritual": false, + "school": "Conjuration", + "subclasses": [ + "Lore" + ], + "tce_expanded_classes": [ + "Sorcerer" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Bard", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person.", + "duration": "Up to 1 minute", + "higher_level": "", + "id": 163, + "level": 4, + "locations": [ + { + "page": 246, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Greater Invisibility", + "range": "Touch", + "ritual": false, + "school": "Illusion", + "subclasses": [ + "Land" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Artificer", + "Bard", + "Cleric", + "Druid" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target:\n- One effect that charmed or petrified the target\n- One curse, including the target's attunement to a cursed magic item\n- Any reduction to one of the target's ability scores\n- One effect reducing the target's hit point maximum", + "duration": "Instantaneous", + "higher_level": "", + "id": 164, + "level": 5, + "locations": [ + { + "page": 246, + "sourcebook": "PHB14" + } + ], + "material": "Diamond dust worth at least 100gp, which the spell consumes.", + "name": "Greater Restoration", + "range": "Touch", + "ritual": false, + "school": "Abjuration", + "subclasses": [], + "tce_expanded_classes": [ + "Ranger" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Cleric" + ], + "components": [ + "V" + ], + "concentration": false, + "desc": "A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity.\nAny creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.", + "duration": "8 hours", + "higher_level": "", + "id": 165, + "level": 4, + "locations": [ + { + "page": 246, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Guardian of Faith", + "range": "30 feet", + "ritual": false, + "school": "Conjuration", + "subclasses": [] + }, + { + "casting_time": "10 minutes", + "classes": [ + "Bard", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "You create a ward that protects up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5-foot squares or twenty-five 10-foot squares). The warded area can be up to 20 feet tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the spell.\nWhen you cast this spell, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects.\nGuards and wards creates the following effects within the warded area.\nCorridors.\n Fog fills all the warded corridors, making them heavily obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going in the opposite direction from the one it chooses.\nDoors.\n All doors in the warded area are magically locked, as if sealed by an arcane lock spell. In addition, you can cover up to ten doors with an illusion (equivalent to the illusory object function of the minor illusion spell) to make them appear as plain sections of wall.\nStairs.\n Webs fill all stairs in the warded area from top to bottom, as the web spell. These strands regrow in 10 minutes if they are burned or torn away while guards and wards lasts.\nOther Spell Effect.\n You can place your choice of one of the following magical effects within the warded area of the stronghold.\n- Place dancing lights in four corridors. You can design nate a simple program that the lights repeat as long as guards and wards lasts.\n- Place magic mouth in two locations.\n- Place stinking cloud in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while guards and wards lasts.\n- Place a constant gust of wind in one corridor or room.\n- Place a suggestion in one location. You select an area of up to 5 feet square, and any creature that enters or passes through the area receives the suggestion mentally.\nThe whole warded area radiates magic. A dispel magic cast on a specific effect, if successful, removes only that effect.\nYou can create a permanently guarded and warded structure by casting this spell there every day for one year.", + "duration": "24 hours", + "higher_level": "", + "id": 166, + "level": 6, + "locations": [ + { + "page": 248, + "sourcebook": "PHB14" + } + ], + "material": "Burning incense, a small measure of brimstone and oil, a knotted string, a small amount of umber hulk blood, and a small silver rod worth at least 10 gp.", + "name": "Guards and Wards", + "range": "Touch", + "ritual": false, + "school": "Abjuration", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Artificer", + "Cleric", + "Druid" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.", + "duration": "Up to 1 minute", + "higher_level": "", + "id": 167, + "level": 0, + "locations": [ + { + "page": 248, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Guidance", + "range": "Touch", + "ritual": false, + "school": "Divination", + "subclasses": [ + "Lore" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Cleric" + ], + "components": [ + "V", + "S" + ], + "concentration": false, + "desc": "A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.", + "duration": "1 round", + "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.", + "id": 168, + "level": 1, + "locations": [ + { + "page": 248, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Guiding Bolt", + "range": "120 feet", + "ritual": false, + "school": "Evocation", + "subclasses": [ + "Lore" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Druid", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a strength saving throw or be pushed 15 feet away from you in a direction following the line.\nAny creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.\nThe gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.\nAs a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.", + "duration": "Up to 1 minute", + "higher_level": "", + "id": 169, + "level": 2, + "locations": [ + { + "page": 248, + "sourcebook": "PHB14" + } + ], + "material": "A legume seed.", + "name": "Gust of Wind", + "range": "Self", + "ritual": false, + "school": "Evocation", + "subclasses": [ + "Lore" + ], + "tce_expanded_classes": [ + "Ranger" + ] + }, + { + "casting_time": "1 bonus action", + "classes": [ + "Ranger" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "The next time you hit a creature with a ranged weapon attack before the spell's end, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one.", + "duration": "Up to 1 minute", + "higher_level": "If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st (to a maximum of 6d10).", + "id": 170, + "level": 1, + "locations": [ + { + "page": 249, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Hail of Thorns", + "range": "Self", + "ritual": false, + "school": "Conjuration", + "subclasses": [] + }, + { + "casting_time": "24 hours", + "classes": [ + "Cleric" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "You touch a point and infuse an area around it with holy (or unholy) power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect a hallow spell. The affected area is subject to the following effects.\nFirst, celestials, elementals, fey, fiends, and undead can't enter the area, nor can such creatures charm, frighten, or possess creatures within it. Any creature charmed, frightened, or possessed by such a creature is no longer charmed, frightened, or possessed upon entering the area. You can exclude one or more of those types of creatures from this effect.\nSecond, you can bind an extra effect to the area. Choose the effect from the following list, or choose an effect offered by the DM. Some of these effects apply to creatures in the area; you can designate whether the effect applies to all creatures, creatures that follow a specific deity or leader, or creatures of a specific sort, such as orcs or trolls. When a creature that would be affected enters the spell's area for the first time on a turn or starts its turn there, it can make a charisma saving throw. On a success, the creature ignores the extra effect until it leaves the area.\nCourage.\n Affected creatures can't be frightened while in the area.\nDarkness.\n Darkness fills the area. Normal light, as well as magical light created by spells of a lower level than the slot you used to cast this spell, can't illuminate the area.\nDaylight.\n Bright light fills the area. Magical darkness created by spells of a lower level than the slot you used to cast this spell can't extinguish the light.\nEnergy Protection.\n Affected creatures in the area have resistance to one damage type of your choice, except for bludgeoning, piercing, or slashing.\nEnergy Vulnerability.\n Affected creatures in the area have vulnerability to one damage type of your choice, except for bludgeoning, piercing, or slashing.\nEverlasting Rest.\n Dead bodies interred in the area can't be turned into undead.\nExtradimensional Interference.\n Affected creatures can't move or travel using teleportation or by extradimensional or interplanar means.\nFear.\n Affected creatures are frightened while in the area.\nSilence.\n No sound can emanate from within the area, and no sound can reach into it.\nTongues.\n Affected creatures can communicate with any other creature in the area, even if they don't share a common language.", + "duration": "Until dispelled", + "higher_level": "", + "id": 171, + "level": 5, + "locations": [ + { + "page": 249, + "sourcebook": "PHB14" + } + ], + "material": "Herbs, oils, and incense worth at least 1,000 gp, which the spell consumes.", + "name": "Hallow", + "range": "Touch", + "ritual": false, + "school": "Evocation", + "subclasses": [ + "Fiend" + ] + }, + { + "casting_time": "10 minutes", + "classes": [ + "Bard", + "Druid", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren't changed in appearance.\nThe tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn't obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain.", + "duration": "24 hours", + "higher_level": "", + "id": 172, + "level": 4, + "locations": [ + { + "page": 249, + "sourcebook": "PHB14" + } + ], + "material": "A stone, a twig, and a bit of green plant.", + "name": "Hallucinatory Terrain", + "range": "300 feet", + "ritual": false, + "school": "Illusion", + "subclasses": [ + "Land" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Cleric" + ], + "components": [ + "V", + "S" + ], + "concentration": false, + "desc": "You unleash a virulent disease on a creature that you can see within range. The target must make a constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can't reduce the target's hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature's hit point maximum to return to normal before that time passes.", + "duration": "Instantaneous", + "higher_level": "", + "id": 173, + "level": 6, + "locations": [ + { + "page": 249, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Harm", + "range": "60 feet", + "ritual": false, + "school": "Necromancy", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Artificer", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.\nWhen the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.", + "duration": "Up to 1 minute", + "higher_level": "", + "id": 174, + "level": 3, + "locations": [ + { + "page": 250, + "sourcebook": "PHB14" + } + ], + "material": "A shaving of licorice root.", + "name": "Haste", + "range": "30 feet", + "ritual": false, + "school": "Transmutation", + "subclasses": [ + "Lore", + "Land" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Cleric", + "Druid" + ], + "components": [ + "V", + "S" + ], + "concentration": false, + "desc": "Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. This spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead.", + "duration": "Instantaneous", + "higher_level": "When you cast this spell using a spell slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th.", + "id": 175, + "level": 6, + "locations": [ + { + "page": 250, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Heal", + "range": "60 feet", + "ritual": false, + "school": "Evocation", + "subclasses": [] + }, + { + "casting_time": "1 bonus action", + "classes": [ + "Bard", + "Cleric", + "Druid" + ], + "components": [ + "V" + ], + "concentration": false, + "desc": "A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.", + "duration": "Instantaneous", + "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.", + "id": 176, + "level": 1, + "locations": [ + { + "page": 250, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Healing Word", + "range": "60 feet", + "ritual": false, + "school": "Evocation", + "subclasses": [ + "Lore" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Artificer", + "Bard", + "Druid" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.\nIf a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.", + "duration": "Up to 1 minute", + "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.", + "id": 177, + "level": 2, + "locations": [ + { + "page": 250, + "sourcebook": "PHB14" + } + ], + "material": "A piece of iron and a flame.", + "name": "Heat Metal", + "range": "60 feet", + "ritual": false, + "school": "Transmutation", + "subclasses": [ + "Lore" + ] + }, + { + "casting_time": "1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see", + "classes": [ + "Warlock" + ], + "components": [ + "V", + "S" + ], + "concentration": false, + "desc": "You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.", + "duration": "Instantaneous", + "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.", + "id": 178, + "level": 1, + "locations": [ + { + "page": 250, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Hellish Rebuke", + "range": "60 feet", + "ritual": false, + "school": "Evocation", + "subclasses": [] + }, + { + "casting_time": "10 minutes", + "classes": [ + "Cleric", + "Druid" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "You bring forth a great feast, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don't set in until this hour is over. Up to twelve other creatures can partake of the feast.\nA creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison, becomes immune to poison and being frightened, and makes all wisdom saving throws with advantage. Its hit point maximum also increases by 2d10, and it gains the same number of hit points. These benefits last for 24 hours.", + "duration": "Instantaneous", + "higher_level": "", + "id": 179, + "level": 6, + "locations": [ + { + "page": 250, + "sourcebook": "PHB14" + } + ], + "material": "A gem-encrusted bowl worth at least 1,000gp, which the spell consumes.", + "name": "Heroes' Feast", + "range": "30 feet", + "ritual": false, + "school": "Conjuration", + "subclasses": [], + "tce_expanded_classes": [ + "Bard" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Bard", + "Paladin" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.", + "duration": "Up to 1 minute", + "higher_level": "", + "id": 180, + "level": 1, + "locations": [ + { + "page": 250, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Heroism", + "range": "Touch", + "ritual": false, + "school": "Enchantment", + "subclasses": [ + "Lore" + ] + }, + { + "casting_time": "1 bonus action", + "classes": [ + "Warlock" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.\nIf the target drops to zero hit points before the spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.\nA \"remove curse\" cast on the target ends this spell early.", + "duration": "Up to 1 hour", + "higher_level": "When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.", + "id": 181, + "level": 1, + "locations": [ + { + "page": 251, + "sourcebook": "PHB14" + } + ], + "material": "The petrified eye of a newt.", + "name": "Hex", + "range": "90 feet", + "ritual": false, + "school": "Enchantment", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Bard", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Choose a creature you can see and reach. The target must make a saving throw of Wisdom or be paralyzed for the duration of the spell. This spell has no effect against the undead. At the end of each round, the target can make a new saving throw of Wisdom. If successful, the spell ends for the creature.", + "duration": "Up to 1 minute", + "higher_level": "When you cast this spell using a level 6 or higher location, you can target an additional creature for each level of location beyond the fifth. The creatures must be within 30 feet o f each other when you target them.", + "id": 182, + "level": 5, + "locations": [ + { + "page": 251, + "sourcebook": "PHB14" + } + ], + "material": "A small piece of iron.", + "name": "Hold Monster", + "range": "90 feet", + "ritual": false, + "school": "Enchantment", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Bard", + "Cleric", + "Druid", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Choose a humanoid that you can see within range. The target must succeed on a wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another wisdom saving throw. On a success, the spell ends on the target.", + "duration": "Up to 1 minute", + "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.", + "id": 183, + "level": 2, + "locations": [ + { + "page": 251, + "sourcebook": "PHB14" + } + ], + "material": "A small, straight piece of iron.", + "name": "Hold Person", + "range": "60 feet", + "ritual": false, + "school": "Enchantment", + "subclasses": [ + "Lore", + "Land" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Cleric" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Divine light washes out from you and coalesces in a soft radiance in a 30-foot radius around you. Creatures of your choice in that radius when you cast this spell shed dim light in a 5-foot radius and have advantage on all saving throws, and other creatures have disadvantage on attack rolls against them until the spell ends. In addition, when a fiend or an undead hits an affected creature with a melee attack, the aura flashes with brilliant light. The attacker must succeed on a constitution saving throw or be blinded until the spell ends.", + "duration": "Up to 1 minute", + "higher_level": "", + "id": 184, + "level": 8, + "locations": [ + { + "page": 251, + "sourcebook": "PHB14" + } + ], + "material": "A tiny reliquary worth at least 1,000gp containing a sacred relic, such as a scrap of cloth from a saint's robe or a piece of parchment from a religious text.", + "name": "Holy Aura", + "range": "Self", + "ritual": false, + "school": "Abjuration", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Warlock" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You open a gateway to the dark between the stars, a region infested with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold appears, centered on a point within range and lasting for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are blinded.\nThe void creates a warp in the fabric of space, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 cold damage. Any creature that ends its turn in the area must succeed on a Dexterity saving throw or take 2d6 acid damage as milky, otherworldly tentacles rub against it.", + "duration": "Up to 1 minute", + "higher_level": "", + "id": 185, + "level": 3, + "locations": [ + { + "page": 251, + "sourcebook": "PHB14" + } + ], + "material": "A pickled octopus tentacle.", + "name": "Hunger of Hadar", + "range": "150 feet", + "ritual": false, + "school": "Conjuration", + "subclasses": [] + }, + { + "casting_time": "1 bonus action", + "classes": [ + "Ranger" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before the spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.", + "duration": "Up to 1 hour", + "higher_level": "Whne you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.", + "id": 186, + "level": 1, + "locations": [ + { + "page": 251, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Hunter's Mark", + "range": "90 feet", + "ritual": false, + "school": "Divination", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Bard", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "S", + "M" + ], + "concentration": true, + "desc": "You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.\nThe spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.", + "duration": "Up to 1 minute", + "higher_level": "", + "id": 187, + "level": 3, + "locations": [ + { + "page": 252, + "sourcebook": "PHB14" + } + ], + "material": "A glowing stick of incense or a crystal vial filled with phosphorescent material.", + "name": "Hypnotic Pattern", + "range": "120 feet", + "ritual": false, + "school": "Illusion", + "subclasses": [ + "Lore" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Druid", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.\nHailstones turn the storm's area of effect into difficult terrain until the end of your next turn.", + "duration": "Instantaneous", + "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.", + "id": 188, + "level": 4, + "locations": [ + { + "page": 252, + "sourcebook": "PHB14" + } + ], + "material": "A pinch of dust and a few drops of water.", + "name": "Ice Storm", + "range": "300 feet", + "ritual": false, + "school": "Evocation", + "subclasses": [ + "Land" + ] + }, + { + "casting_time": "1 minute", + "classes": [ + "Artificer", + "Bard", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.\nIf you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.", + "duration": "Instantaneous", + "higher_level": "", + "id": 189, + "level": 1, + "locations": [ + { + "page": 252, + "sourcebook": "PHB14" + } + ], + "material": "A pearl worth at least 100gp and an owl feather.", + "name": "Identify", + "range": "Touch", + "ritual": true, + "school": "Divination", + "subclasses": [ + "Lore" + ] + }, + { + "casting_time": "1 minute", + "classes": [ + "Bard", + "Warlock", + "Wizard" + ], + "components": [ + "S", + "M" + ], + "concentration": false, + "desc": "You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.\nTo you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know.\nShould the spell be dispelled, the original script and the illusion both disappear.\nA creature with truesight can read the hidden message.", + "duration": "10 days", + "higher_level": "", + "id": 190, + "level": 1, + "locations": [ + { + "page": 252, + "sourcebook": "PHB14" + } + ], + "material": "A lead-based ink worth at least 10gp, which this spell consumes.", + "name": "Illusory Script", + "range": "Touch", + "ritual": true, + "school": "Illusion", + "subclasses": [ + "Lore" + ] + }, + { + "casting_time": "1 minute", + "classes": [ + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "You create a magical restraint to hold a creature that you can see within range. The target must succeed on a wisdom saving throw or be bound by the spell; if it succeeds, it is immune to this spell if you cast it again. While affected by this spell, the creature doesn't need to breathe, eat, or drink, and it doesn't age. Divination spells can't locate or perceive the target.\nWhen you cast the spell, you choose one of the following forms of imprisonment.\nBurial. The target is entombed far beneath the earth in a sphere of magical force that is just large enough to contain the target. Nothing can pass through the sphere, nor can any creature teleport or use planar travel to get into or out of it.\nThe special component for this version of the spell is a small mithral orb.\nChaining. Heavy chains, firmly rooted in the ground, hold the target in place. The target is restrained until the spell ends, and it can't move or be moved by any means until then.\nThe special component for this version of the spell is a fine chain of precious metal.\nHedged Prison. The spell transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your choice.\nThe special component for this version of the spell is a miniature representation of the prison made from jade.\nMinimus Containment. The target shrinks to a height of 1 inch and is imprisoned inside a gemstone or similar object. Light can pass through the gemstone normally (allowing the target to see out and other creatures to see in), but nothing else can pass through, even by means of teleportation or planar travel. The gemstone can't be cut or broken while the spell remains in effect.\nThe special component for this version of the spell is a large, transparent gemstone, such as a corundum, diamond, or ruby.\nSlumber. The target falls asleep and can't be awoken.\nThe special component for this version of the spell consists of rare soporific herbs.\nEnding the Spell. During the casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the DM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature's name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or hit points.\nA dispel magic spell can end the spell only if it is cast as a 9th-level spell, targeting either the prison or the special component used to create it.\nYou can use a particular special component to create only one prison at a time. If you cast the spell again using the same component, the target of the first casting is immediately freed from its binding.", + "duration": "Until dispelled", + "higher_level": "", + "id": 191, + "level": 9, + "locations": [ + { + "page": 252, + "sourcebook": "PHB14" + } + ], + "material": "A vellum depiction or a carved statuette in the likeness of the target, and a special component that varies according to the version of the spell you choose, worth at least 500gp per Hit Die of the target.", + "name": "Imprisonment", + "range": "30 feet", + "ritual": false, + "school": "Abjuration", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "A swirling cloud of smoke shot through with white-hot embers appears in a 20-foot-radius sphere centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.\nWhen the cloud appears, each creature in it must make a dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there.\nThe cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns.", + "duration": "Up to 1 minute", + "higher_level": "", + "id": 192, + "level": 8, + "locations": [ + { + "page": 253, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Incendiary Cloud", + "range": "150 feet", + "ritual": false, + "school": "Conjuration", + "subclasses": [], + "tce_expanded_classes": [ + "Druid" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Cleric" + ], + "components": [ + "V", + "S" + ], + "concentration": false, + "desc": "Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.", + "duration": "Instantaneous", + "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.", + "id": 193, + "level": 1, + "locations": [ + { + "page": 253, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Inflict Wounds", + "range": "Touch", + "ritual": false, + "school": "Necromancy", + "subclasses": [ + "Lore" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Cleric", + "Druid", + "Sorcerer" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Swarming, biting locusts fill a 20-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration, and its area is lightly obscured. The sphere's area is difficult terrain.\nWhen the area appears, each creature in it must make a constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there.", + "duration": "Up to 10 minutes", + "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.", + "id": 194, + "level": 5, + "locations": [ + { + "page": 254, + "sourcebook": "PHB14" + } + ], + "material": "A few grains of sugar, some kernels of grain, and a smear of fat.", + "name": "Insect Plague", + "range": "300 feet", + "ritual": false, + "school": "Conjuration", + "subclasses": [ + "Land" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Artificer", + "Bard", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.", + "duration": "Up to 1 hour", + "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.", + "id": 195, + "level": 2, + "locations": [ + { + "page": 254, + "sourcebook": "PHB14" + } + ], + "material": "An eyelash encased in gum arabic.", + "name": "Invisibility", + "range": "Touch", + "ritual": false, + "school": "Illusion", + "subclasses": [ + "Lore", + "Land" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Artificer", + "Druid", + "Ranger", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "You touch a creature. The creature's jump distance is tripled until the spell ends.", + "duration": "1 minute", + "higher_level": "", + "id": 196, + "level": 1, + "locations": [ + { + "page": 254, + "sourcebook": "PHB14" + } + ], + "material": "A grasshopper's hind leg.", + "name": "Jump", + "range": "Touch", + "ritual": false, + "school": "Transmutation", + "subclasses": [ + "Lore" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Bard", + "Sorcerer", + "Wizard" + ], + "components": [ + "V" + ], + "concentration": false, + "desc": "Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.\nA target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.\nIf you choose a target that is held shut with arcane lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally.\nWhen you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.", + "duration": "Instantaneous", + "higher_level": "", + "id": 197, + "level": 2, + "locations": [ + { + "page": 254, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Knock", + "range": "60 feet", + "ritual": false, + "school": "Transmutation", + "subclasses": [ + "Lore" + ] + }, + { + "casting_time": "10 minutes", + "classes": [ + "Bard", + "Cleric", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn't of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is.\n\nThe information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information: \"Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips.\"", + "duration": "Instantaneous", + "higher_level": "", + "id": 198, + "level": 5, + "locations": [ + { + "page": 254, + "sourcebook": "PHB14" + } + ], + "material": "Incense worth at least 250 gp, which the spell consumes, and four ivory strips worth at least 50 gp each.", + "name": "Legend Lore", + "range": "Self", + "ritual": false, + "school": "Divination", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Artificer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "You hide a chest, and all its contents, on the Ethereal Plane. You must touch the chest and the miniature replica that serves as a material component for the spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet).\nWhile the chest remains on the Ethereal Plane, you can use an action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by using an action and touching both the chest and the replica.\nAfter 60 days, there is a cumulative 5 percent chance per day that the spell's effect ends. This effect ends if you cast this spell again, if the smaller replica chest is destroyed, or if you choose to end the spell as an action. If the spell ends and the larger chest is on the Ethereal Plane, it is irretrievably lost.", + "duration": "Instantaneous", + "higher_level": "", + "id": 199, + "level": 4, + "locations": [ + { + "page": 254, + "sourcebook": "PHB14" + } + ], + "material": "An exquisite chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth at least 5,000 gp, and a Tiny replica made from the same materials worth at least 50 gp.", + "name": "Leomund's Secret Chest", + "range": "Touch", + "ritual": false, + "school": "Conjuration", + "subclasses": [] + }, + { + "casting_time": "1 minute", + "classes": [ + "Bard", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.\nNine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.\nUntil the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.", + "duration": "8 hours", + "higher_level": "", + "id": 200, + "level": 3, + "locations": [ + { + "page": 255, + "sourcebook": "PHB14" + } + ], + "material": "A small crystal bead.", + "name": "Leomund's Tiny Hut", + "range": "Self", + "ritual": true, + "school": "Evocation", + "subclasses": [ + "Lore" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Artificer", + "Bard", + "Cleric", + "Druid", + "Paladin", + "Ranger" + ], + "components": [ + "V", + "S" + ], + "concentration": false, + "desc": "You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.", + "duration": "Instantaneous", + "higher_level": "", + "id": 201, + "level": 2, + "locations": [ + { + "page": 255, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Lesser Restoration", + "range": "Touch", + "ritual": false, + "school": "Abjuration", + "subclasses": [ + "Lore", + "Life", + "Devotion" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Artificer", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "One creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a constitution saving throw is unaffected.\nThe target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range.\nWhen the spell ends, the target floats gently to the ground if it is still aloft.", + "duration": "Up to 10 minutes", + "higher_level": "", + "id": 202, + "level": 2, + "locations": [ + { + "page": 255, + "sourcebook": "PHB14" + } + ], + "material": "Either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end.", + "name": "Levitate", + "range": "60 feet", + "ritual": false, + "school": "Transmutation", + "subclasses": [ + "Lore" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Artificer", + "Bard", + "Cleric", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "M" + ], + "concentration": false, + "desc": "You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.\nIf you target an object held or worn by a hostile creature, that creature must succeed on a dexterity saving throw to avoid the spell.", + "duration": "1 hour", + "higher_level": "", + "id": 203, + "level": 0, + "locations": [ + { + "page": 255, + "sourcebook": "PHB14" + } + ], + "material": "A firefly or phosphorescent moss.", + "name": "Light", + "range": "Touch", + "ritual": false, + "school": "Evocation", + "subclasses": [ + "Lore" + ] + }, + { + "casting_time": "1 bonus action", + "classes": [ + "Ranger" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "The next time you make a ranged weapon attack during the spell's duration, the weapon's ammunition, or the weapon itself if it's a thrown weapon, transforms into a bolt of lightning. Make the attack roll as normal. The target takes 4d8 lightning damage on a hit, or half as much damage on a miss, instead of the weapon's normal damage.\nWhether you hit or miss, each creature within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes 2d8 lightning damage on a failed save, or half as much damage on a successful one.\nThe piece of ammunition or weapon then returns to its normal form.", + "duration": "Up to 1 minute", + "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the damage for both effects of the spell increases by 1d8 for each slot level above 3rd.", + "id": 204, + "level": 3, + "locations": [ + { + "page": 255, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Lightning Arrow", + "range": "Self", + "ritual": false, + "school": "Transmutation", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.\nThe lightning ignites flammable objects in the area that aren't being worn or carried.", + "duration": "Instantaneous", + "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.", + "id": 205, + "level": 3, + "locations": [ + { + "page": 255, + "sourcebook": "PHB14" + } + ], + "material": "A bit of fur and a rod of amber, crystal, or glass.", + "name": "Lightning Bolt", + "range": "Self", + "ritual": false, + "school": "Evocation", + "subclasses": [ + "Lore", + "Land" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Bard", + "Druid", + "Ranger" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.", + "duration": "Instantaneous", + "higher_level": "", + "id": 206, + "level": 2, + "locations": [ + { + "page": 256, + "sourcebook": "PHB14" + } + ], + "material": "A bit of fur from a bloodhound.", + "name": "Locate Animals or Plants", + "range": "Self", + "ritual": true, + "school": "Divination", + "subclasses": [ + "Lore" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Bard", + "Cleric", + "Druid", + "Paladin", + "Ranger", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Describe or name a creature that is familiar to you. You sense the direction to the creature's location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.\nThe spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close—within 30 feet—at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn't locate the creature.\nThis spell can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.", + "duration": "Up to 1 hour", + "higher_level": "", + "id": 207, + "level": 4, + "locations": [ + { + "page": 256, + "sourcebook": "PHB14" + } + ], + "material": "A bit of fur from a bloodhound.", + "name": "Locate Creature", + "range": "Self", + "ritual": false, + "school": "Divination", + "subclasses": [ + "Land" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Bard", + "Cleric", + "Druid", + "Paladin", + "Ranger", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.\nThe spell can locate a specific object known to you, as long as you have seen it up close—within 30 feet—at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.\nThis spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.", + "duration": "Up to 10 minutes", + "higher_level": "", + "id": 208, + "level": 2, + "locations": [ + { + "page": 256, + "sourcebook": "PHB14" + } + ], + "material": "A forked twig.", + "name": "Locate Object", + "range": "Self", + "ritual": false, + "school": "Divination", + "subclasses": [ + "Lore" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Artificer", + "Bard", + "Druid", + "Ranger", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "You touch a creature. The target's speed increases by 10 feet until the spell ends.", + "duration": "1 hour", + "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each spell slot above 1st.", + "id": 209, + "level": 1, + "locations": [ + { + "page": 256, + "sourcebook": "PHB14" + } + ], + "material": "A pinch of dirt.", + "name": "Longstrider", + "range": "Touch", + "ritual": false, + "school": "Transmutation", + "subclasses": [ + "Lore" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.", + "duration": "8 hours", + "higher_level": "", + "id": 210, + "level": 1, + "locations": [ + { + "page": 256, + "sourcebook": "PHB14" + } + ], + "material": "A piece of cured leather.", + "name": "Mage Armor", + "range": "Touch", + "ritual": false, + "school": "Abjuration", + "subclasses": [ + "Lore" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Artificer", + "Bard", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": false, + "desc": "A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.\nYou can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.\nThe hand can't attack, activate magic items, or carry more than 10 pounds.", + "duration": "1 minute", + "higher_level": "", + "id": 211, + "level": 0, + "locations": [ + { + "page": 256, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Mage Hand", + "range": "30 feet", + "ritual": false, + "school": "Conjuration", + "subclasses": [ + "Lore" + ] + }, + { + "casting_time": "1 minute", + "classes": [ + "Cleric", + "Paladin", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways:\n- The creature can't willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a charisma saving throw.\n- The creature has disadvantage on attack rolls against targets within the cylinder.\n- Targets within the cylinder can't be charmed, frightened, or possessed by the creature.\nWhen you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.", + "duration": "1 hour", + "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd.", + "id": 212, + "level": 3, + "locations": [ + { + "page": 256, + "sourcebook": "PHB14" + } + ], + "material": "Holy water or powdered silver and iron worth at least 100 gp, which the spell consumes.", + "name": "Magic Circle", + "range": "10 feet", + "ritual": false, + "school": "Abjuration", + "subclasses": [ + "Lore" + ] + }, + { + "casting_time": "1 minute", + "classes": [ + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell's material component. While your soul inhabits the container, you are aware of your surroundings as if you were in the container's space. You can't move or use reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the spell) or attempting to possess a humanoids body.\nYou can attempt to possess any humanoid within 100 feet of you that you can see (creatures warded by a protection from evil and good or magic circle spell can't be possessed). The target must make a charisma saving throw. On a failure, your soul moves into the target's body, and the target's soul becomes trapped in the container. On a success, the target resists your efforts to possess it, and you can't attempt to possess it again for 24 hours.\nOnce you possess a creature's body, you control it. Your game statistics are replaced by the statistics of the creature, though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class features. If the target has any class levels, you can't use any of its class features.\nMeanwhile, the possessed creature's soul can perceive from the container using its own senses, but it can't move or take actions at all.\nWhile possessing a body, you can use your action to return from the host body to the container if it is within 100 feet of you, returning the host creature's soul to its body. If the host body dies while you're in it, the creature dies, and you must make a charisma saving throw against your own spellcasting DC. On a success, you return to the container if it is within 100 feet of you. Otherwise, you die.\nIf the container is destroyed or the spell ends, your soul immediately returns to your body. If your body is more than 100 feet away from you or if your body is dead when you attempt to return to it, you die. If another creature's soul is in the container when it is destroyed, the creature's soul returns to its body if the body is alive and within 100 feet. Otherwise, that creature dies.\nWhen the spell ends, the container is destroyed.", + "duration": "Until dispelled", + "higher_level": "", + "id": 213, + "level": 6, + "locations": [ + { + "page": 257, + "sourcebook": "PHB14" + } + ], + "material": "A gem, crystal, reliquary, or some other ornamental container worth at least 500 gp.", + "name": "Magic Jar", + "range": "Self", + "ritual": false, + "school": "Necromancy", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": false, + "desc": "You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.", + "duration": "Instantaneous", + "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.", + "id": 214, + "level": 1, + "locations": [ + { + "page": 257, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Magic Missile", + "range": "120 feet", + "ritual": false, + "school": "Evocation", + "subclasses": [ + "Lore" + ] + }, + { + "casting_time": "1 minute", + "classes": [ + "Bard", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "You plant a message to an object in the range of the spell. The message is verbalized when the trigger conditions are met. Choose an object that you see, and that is not worn or carried by another creature. Then say the message, which should not exceed 25 words but listening can take up to 10 minutes. Finally, establish the circumstances that trigger the spell to deliver your message.\nWhen these conditions are satisfied, a magical mouth appears on the object and it articulates the message imitating your voice, the same tone used during implantation of the message. If the selected object has a mouth or something that approaches such as the mouth of a statue, the magic mouth come alive at this point, giving the illusion that the words come from the mouth of the object.\nWhen you cast this spell, you may decide that the spell ends when the message is delivered or it can persist and repeat the message whenever circumstances occur.\nThe triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.", + "duration": "Until dispelled", + "higher_level": "", + "id": 215, + "level": 2, + "locations": [ + { + "page": 257, + "sourcebook": "PHB14" + } + ], + "material": "A honeycomb and jade dust worth at least 10 gp, the spell consumes.", + "name": "Magic Mouth", + "range": "30 feet", + "ritual": true, + "school": "Illusion", + "subclasses": [ + "Lore" + ] + }, + { + "casting_time": "1 bonus action", + "classes": [ + "Artificer", + "Paladin", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.", + "duration": "Up to 1 hour", + "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.", + "id": 216, + "level": 2, + "locations": [ + { + "page": 257, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Magic Weapon", + "range": "Touch", + "ritual": false, + "school": "Transmutation", + "subclasses": [ + "Lore" + ], + "tce_expanded_classes": [ + "Ranger", + "Sorcerer" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Bard", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte's stench).\nAs long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movement appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.\nPhysical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.", + "duration": "Up to 10 minutes", + "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the spell lasts until disspelled, without requiring your concentration.", + "id": 217, + "level": 3, + "locations": [ + { + "page": 258, + "sourcebook": "PHB14" + } + ], + "material": "A bit of fleece.", + "name": "Major Image", + "range": "120 feet", + "ritual": false, + "school": "Illusion", + "subclasses": [ + "Lore" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Bard", + "Cleric", + "Druid" + ], + "components": [ + "V", + "S" + ], + "concentration": false, + "desc": "A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.", + "duration": "Instantaneous", + "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th.", + "id": 218, + "level": 5, + "locations": [ + { + "page": 258, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Mass Cure Wounds", + "range": "60 feet", + "ritual": false, + "school": "Evocation", + "subclasses": [ + "Life" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Cleric" + ], + "components": [ + "V", + "S" + ], + "concentration": false, + "desc": "A flood of healing energy flows from you into injured creatures around you. You restore up to 700 hit points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell are also cured of all diseases and any effect making them blinded or deafened. This spell has no effect on undead or constructs.", + "duration": "Instantaneous", + "higher_level": "", + "id": 219, + "level": 9, + "locations": [ + { + "page": 258, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Mass Heal", + "range": "60 feet", + "ritual": false, + "school": "Evocation", + "subclasses": [] + }, + { + "casting_time": "1 bonus action", + "classes": [ + "Cleric" + ], + "components": [ + "V" + ], + "concentration": false, + "desc": "As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.", + "duration": "Instantaneous", + "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.", + "id": 220, + "level": 3, + "locations": [ + { + "page": 258, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Mass Healing Word", + "range": "60 feet", + "ritual": false, + "school": "Evocation", + "subclasses": [ + "Lore" + ], + "tce_expanded_classes": [ + "Bard" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Bard", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "M" + ], + "concentration": false, + "desc": "You suggest a course of activity (limited to a sentence or two) and magically influence up to twelve creatures of your choice that you can see within range and that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the spell.\nEach target must make a wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.\nYou can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn't met before the spell ends, the activity isn't performed.\nIf you or any of your companions damage a creature affected by this spell, the spell ends for that creature.", + "duration": "24 hours", + "higher_level": "When you cast this spell using a 7th-level spell slot, the duration is 10 days. When you use an 8th-level spell slot, the duration is 30 days. When you use a 9th-level spell slot, the duration is a year and a day.", + "id": 221, + "level": 6, + "locations": [ + { + "page": 258, + "sourcebook": "PHB14" + } + ], + "material": "A snake's tongue and either a bit of honeycomb or a drop of sweet oil.", + "name": "Mass Suggestion", + "range": "60 feet", + "ritual": false, + "school": "Enchantment", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze.\nThe target can use its action to attempt to escape. When it does so, it makes a DC 20 Intelligence check. If it succeeds, it escapes, and the spell ends (a minotaur or goristro demon automatically succeeds).\nWhen the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.", + "duration": "Up to 10 minutes", + "higher_level": "", + "id": 222, + "level": 8, + "locations": [ + { + "page": 258, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Maze", + "range": "60 feet", + "ritual": false, + "school": "Conjuration", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Cleric", + "Druid" + ], + "components": [ + "V", + "S" + ], + "concentration": false, + "desc": "You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.\nWhile merged with the stone, you can't see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the spell. You otherwise can't move.\nMinor physical damage to the stone doesn't harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered.", + "duration": "8 hours", + "higher_level": "", + "id": 223, + "level": 3, + "locations": [ + { + "page": 259, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Meld into Stone", + "range": "Touch", + "ritual": true, + "school": "Transmutation", + "subclasses": [ + "Lore", + "Land" + ], + "tce_expanded_classes": [ + "Ranger" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.", + "duration": "Instantaneous", + "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd.", + "id": 224, + "level": 2, + "locations": [ + { + "page": 259, + "sourcebook": "PHB14" + } + ], + "material": "Powdered rhubarb leaf and an adder's stomach.", + "name": "Melf's Acid Arrow", + "range": "90 feet", + "ritual": false, + "school": "Evocation", + "subclasses": [ + "Lore", + "Land" + ] + }, + { + "casting_time": "1 minute", + "classes": [ + "Artificer", + "Cleric", + "Bard", + "Druid", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "This spell repairs a single break or tear in an object you touch, such as a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no longer than 1 foot in any dimension, you mend it, leaving no trace of the former damage.\nThis spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.", + "duration": "Instantaneous", + "higher_level": "", + "id": 225, + "level": 0, + "locations": [ + { + "page": 259, + "sourcebook": "PHB14" + } + ], + "material": "Two lodestones.", + "name": "Mending", + "range": "Touch", + "ritual": false, + "school": "Transmutation", + "subclasses": [ + "Lore" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Artificer", + "Bard", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.\nYou can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.", + "duration": "1 round", + "higher_level": "", + "id": 226, + "level": 0, + "locations": [ + { + "page": 259, + "sourcebook": "PHB14" + } + ], + "material": "A short piece of copper wire.", + "name": "Message", + "range": "120 feet", + "ritual": false, + "school": "Transmutation", + "subclasses": [ + "Lore" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": false, + "desc": "Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius sphere centered on each point you choose must make a dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once.\nThe spell damages objects in the area and ignites flammable objects that aren't being worn or carried.", + "duration": "Instantaneous", + "higher_level": "", + "id": 227, + "level": 9, + "locations": [ + { + "page": 259, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Meteor Swarm", + "range": "1 mile", + "ritual": false, + "school": "Evocation", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Bard", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": false, + "desc": "Until the spell ends, one willing creature you touch is immune to psychic damage, any effect that would sense its emotions or read its thoughts, divination spells, and the charmed condition. The spell even foils wish spells and spells or effects of similar power used to affect the target's mind or to gain information about the target.", + "duration": "24 hours", + "higher_level": "", + "id": 228, + "level": 8, + "locations": [ + { + "page": 259, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Mind Blank", + "range": "Touch", + "ritual": false, + "school": "Abjuration", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Bard", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "S", + "M" + ], + "concentration": false, + "desc": "You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.\nIf you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.\nIf you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.\nIf a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.", + "duration": "1 minute", + "higher_level": "", + "id": 229, + "level": 0, + "locations": [ + { + "page": 260, + "sourcebook": "PHB14" + } + ], + "material": "A bit of fleece.", + "name": "Minor Illusion", + "range": "30 feet", + "ritual": false, + "school": "Illusion", + "subclasses": [ + "Lore" + ] + }, + { + "casting_time": "10 minutes", + "classes": [ + "Bard", + "Druid", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": false, + "desc": "You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. The terrain's general shape remains the same, however. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road.\nSimilarly, you can alter the appearance of structures, or add them where none are present. The spell doesn't disguise, conceal, or add creatures.\nThe illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell's area disappears immediately.\nCreatures with truesight can see through the illusion to the terrain's true form; however, all other elements of the illusion remain, so while the creature is aware of the illusion's presence, the creature can still physically interact with the illusion.", + "duration": "10 days", + "higher_level": "", + "id": 230, + "level": 7, + "locations": [ + { + "page": 260, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Mirage Arcane", + "range": "Sight", + "ritual": false, + "school": "Illusion", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": false, + "desc": "Three illusionary duplicates of yourself appear in your space. Until the end of the spell, duplicates move with you and imitate your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.\nEach time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.\nIf you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.\nA duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.\nA creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.", + "duration": "1 minute", + "higher_level": "", + "id": 231, + "level": 2, + "locations": [ + { + "page": 260, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Mirror Image", + "range": "Self", + "ritual": false, + "school": "Illusion", + "subclasses": [ + "Lore", + "Land" + ], + "tce_expanded_classes": [ + "Bard" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Bard", + "Wizard" + ], + "components": [ + "S" + ], + "concentration": true, + "desc": "You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a spell.\nYou can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose.\nYou can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.", + "duration": "Up to 1 hour", + "higher_level": "", + "id": 232, + "level": 5, + "locations": [ + { + "page": 260, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Mislead", + "range": "Self", + "ritual": false, + "school": "Illusion", + "subclasses": [], + "tce_expanded_classes": [ + "Warlock" + ] + }, + { + "casting_time": "1 bonus action", + "classes": [ + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V" + ], + "concentration": false, + "desc": "Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.", + "duration": "Instantaneous", + "higher_level": "", + "id": 233, + "level": 2, + "locations": [ + { + "page": 260, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Misty Step", + "range": "Self", + "ritual": false, + "school": "Conjuration", + "subclasses": [ + "Lore", + "Land" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Bard", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "You attempt to reshape another creature's memories. One creature that you can see must make a wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell, this spell ends, and none of the target's memories are modified.\nWhile this charm lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event.\nYou must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you have finished describing the modified memories, the creature's memory isn't altered. Otherwise, the modified memories take hold when the spell ends.\nA modified memory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature in a significant manner.\nA remove curse or greater restoration spell cast on the target restores the creature's true memory.", + "duration": "Up to 1 minute", + "higher_level": "If you cast this spell using a spell slot of 6th level or higher, you can alter the target's memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creature's past (9th level).", + "id": 234, + "level": 5, + "locations": [ + { + "page": 261, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Modify Memory", + "range": "30 feet", + "ritual": false, + "school": "Enchantment", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Druid" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.\nWhen a creature enters the spell's area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one.\nA shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can't assume a different form until it leaves the spell's light.\nOn each of your turns after you cast this spell, you can use an action to move the beam 60 feet in any direction.", + "duration": "Up to 1 minute", + "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.", + "id": 235, + "level": 2, + "locations": [ + { + "page": 261, + "sourcebook": "PHB14" + } + ], + "material": "Several seeds of any moonseed plant and a piece of opalescent feldspar.", + "name": "Moonbeam", + "range": "120 feet", + "ritual": false, + "school": "Evocation", + "subclasses": [ + "Lore" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Artificer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "You conjure a phantom watchdog in an unoccupied space that you can see within range, where it remains for the duration, until you dismiss it as an action, or until you move more than 100 feet away from it.\nThe hound is invisible to all creatures except you and can't be harmed. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound sees invisible creatures and can see into the Ethereal Plane. It ignores illusions.\nAt the start of each of your turns, the hound attempts to bite one creature within 5 feet of it that is hostile to you. The hound's attack bonus is equal to your spellcasting ability modifier + your proficiency bonus. On a hit, it deals 4d8 piercing damage.", + "duration": "8 hours", + "higher_level": "", + "id": 236, + "level": 4, + "locations": [ + { + "page": 261, + "sourcebook": "PHB14" + } + ], + "material": "A tiny silver whistle, a piece of bone, and a thread", + "name": "Mordenkainen's Faithful Hound", + "range": "30 feet", + "ritual": false, + "school": "Conjuration", + "subclasses": [] + }, + { + "casting_time": "1 minute", + "classes": [ + "Bard", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "You conjure an extradimensional dwelling in range that lasts for the duration. You choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the portal remains open. You can open or close the portal if you are within 30 feet of it. While closed, the portal is invisible.\nBeyond the portal is a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm.\nYou can create any floor plan you like, but the space can't exceed 50 cubes, each cube being 10 feet on each side. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine course banquet for up to 100 people. A staff of 100 near-transparent servants attends all who enter. You decide the visual appearance of these servants and their attire. They are completely obedient to your orders. Each servant can perform any task a normal human servant could perform, but they can't attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can go anywhere in the mansion but can't leave it. Furnishings and other objects created by this spell dissipate into smoke if removed from the mansion. When the spell ends, any creatures inside the extradimensional space are expelled into the open spaces nearest to the entrance.", + "duration": "24 hours", + "higher_level": "", + "id": 237, + "level": 7, + "locations": [ + { + "page": 261, + "sourcebook": "PHB14" + } + ], + "material": "A miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon, each item worth at least 5 gp.", + "name": "Mordenkainen's Magnificent Mansion", + "range": "300 feet", + "ritual": false, + "school": "Conjuration", + "subclasses": [] + }, + { + "casting_time": "10 minutes", + "classes": [ + "Artificer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration or until you use an action to dismiss it.\nWhen you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties:\n- Sound can't pass through the barrier at the edge of the warded area.\n- The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it.\n- Sensors created by divination spells can't appear inside the protected area or pass through the barrier at its perimeter.\n- Creatures in the area can't be targeted by divination spells.\n- Nothing can teleport into or out of the warded area.\n- Planar travel is blocked within the warded area.\nCasting this spell on the same spot every day for a year makes this effect permanent.", + "duration": "24 hours", + "higher_level": "When you cast this spell using a spell slot of 5th level or higher, you can increase the size of the cube by 100 feet for each slot level beyond 4th. Thus you could protect a cube that can be up to 200 feet on one side by using a spell slot of 5th level.", + "id": 238, + "level": 4, + "locations": [ + { + "page": 262, + "sourcebook": "PHB14" + } + ], + "material": "A thin sheet of lead, a piece of opaque glass, a wad of cotton or cloth, and powdered chrysolite.", + "name": "Mordenkainen's Private Sanctum", + "range": "120 feet", + "ritual": false, + "school": "Abjuration", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Bard", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You create a sword-shaped plane of force that hovers within range. It lasts for the duration.\nWhen the sword appears, you make a melee spell attack against a target of your choice within 5 feet of the sword. On a hit, the target takes 3d10 force damage. Until the spell ends, you can use a bonus action on each of your turns to move the sword up to 20 feet to a spot you can see and repeat this attack against the same target or a different one.", + "duration": "Up to 1 minute", + "higher_level": "", + "id": 239, + "level": 7, + "locations": [ + { + "page": 262, + "sourcebook": "PHB14" + } + ], + "material": "A miniature platinum sword with a grip and pommel of copper and zinc, worth 250 gp.", + "name": "Mordenkainen's Sword", + "range": "60 feet", + "ritual": false, + "school": "Evocation", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Druid", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. So, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square's elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete.\nAt the end of every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect.\nBecause the terrain's transformation occurs slowly, creatures in the area can't usually be trapped or injured by the ground's movement.\nThis spell can't manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse.\nSimilarly, this spell doesn't directly affect plant growth. The moved earth carries any plants along with it.", + "duration": "Up to 2 hours", + "higher_level": "", + "id": 240, + "level": 6, + "locations": [ + { + "page": 263, + "sourcebook": "PHB14" + } + ], + "material": "An iron blade and a small bag containing a mixture of soils—clay, loam, and sand.", + "name": "Move Earth", + "range": "120 feet", + "ritual": false, + "school": "Transmutation", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Bard", + "Ranger", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "For the duration, you hide a target that you touch from divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any divination magic or perceived through magical scrying sensors.", + "duration": "8 hours", + "higher_level": "", + "id": 241, + "level": 3, + "locations": [ + { + "page": 263, + "sourcebook": "PHB14" + } + ], + "material": "A pinch of diamond dust worth 25 gp sprinkled over the target, which the spell consumes.", + "name": "Nondetection", + "range": "Touch", + "ritual": false, + "school": "Abjuration", + "subclasses": [ + "Lore" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "You place an illusion on a creature or an object you touch so that divination spells reveal false information about it. The target can be a willing creature or an object that isn't being carried or worn by another creature.\nWhen you cast the spell, choose one or both of the following effects. The effect lasts for the duration. If you cast this spell on the same creature or object every day for 30 days, placing the same effect on it each time, the illusion lasts until it is dispelled.\nFalse Aura.\n You change the way the target appears to spells and magical effects, such as detect magic, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object's magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item.\nMask.\n You change the way the target appears to spells and magical effects that detect creature types, such as a paladin's Divine Sense or the trigger of a symbol spell. You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type or of that alignment.", + "duration": "24 hours", + "higher_level": "", + "id": 242, + "level": 2, + "locations": [ + { + "page": 263, + "sourcebook": "PHB14" + } + ], + "material": "A small square of silk.", + "name": "Nystul's Magic Aura", + "range": "Touch", + "ritual": false, + "school": "Illusion", + "subclasses": [ + "Lore" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "A frigid globe of cold energy streaks from your fingertips to a point of your choice within range, where it explodes in a 60-foot-radius sphere. Each creature within the area must make a constitution saving throw. On a failed save, a creature takes 10d6 cold damage. On a successful save, it takes half as much damage.\nIf the globe strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Strength check against your spell save DC to break free.\nYou can refrain from firing the globe after completing the spell, if you wish. A small globe about the size of a sling stone, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to the sling's normal range). It shatters on impact, with the same effect as the normal casting of the spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasn't already shattered, it explodes.", + "duration": "Instantaneous", + "higher_level": "When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.", + "id": 243, + "level": 6, + "locations": [ + { + "page": 263, + "sourcebook": "PHB14" + } + ], + "material": "A small crystal sphere.", + "name": "Otiluke's Freezing Sphere", + "range": "300 feet", + "ritual": false, + "school": "Evocation", + "subclasses": [], + "tce_expanded_classes": [ + "Sorcerer" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Artificer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a dexterity saving throw. On a failed save, the creature is enclosed for the duration.\nNothing—not physical objects, energy, or other spell effects—can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can't be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it.\nThe sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere's walls and thus roll the sphere at up to half the creature's speed. Similarly, the globe can be picked up and moved by other creatures.\nA disintegrate spell targeting the globe destroys it without harming anything inside it.", + "duration": "Up to 1 minute", + "higher_level": "", + "id": 244, + "level": 4, + "locations": [ + { + "page": 264, + "sourcebook": "PHB14" + } + ], + "material": "A hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic.", + "name": "Otiluke's Resilient Sphere", + "range": "30 feet", + "ritual": false, + "school": "Evocation", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Bard", + "Wizard" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "Choose one creature that you can see within range. The target begins a comic dance in place: shuffling, tapping its feet, and capering for the duration. Creatures that can't be charmed are immune to this spell.\nA dancing creature must use all its movement to dance without leaving its space and has disadvantage on dexterity saving throws and attack rolls. While the target is affected by this spell, other creatures have advantage on attack rolls against it. As an action, a dancing creature makes a wisdom saving throw to regain control of itself. On a successful save, the spell ends.", + "duration": "Up to 1 minute", + "higher_level": "", + "id": 245, + "level": 6, + "locations": [ + { + "page": 264, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Otto's Irresistible Dance", + "range": "30 feet", + "ritual": false, + "school": "Enchantment", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Druid", + "Ranger" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.", + "duration": "Up to 1 hour", + "higher_level": "", + "id": 246, + "level": 2, + "locations": [ + { + "page": 264, + "sourcebook": "PHB14" + } + ], + "material": "Ashes from a burned leaf of mistletoe and a sprig of spruce.", + "name": "Pass without Trace", + "range": "Self", + "ritual": false, + "school": "Abjuration", + "subclasses": [ + "Lore", + "Land" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor) within range, and lasts for the duration. You choose the opening's dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it.\nWhen the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell.", + "duration": "1 hour", + "higher_level": "", + "id": 247, + "level": 5, + "locations": [ + { + "page": 264, + "sourcebook": "PHB14" + } + ], + "material": "A pinch of sesame seeds.", + "name": "Passwall", + "range": "30 feet", + "ritual": false, + "school": "Transmutation", + "subclasses": [ + "Land" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Bard", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature. or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.\nThe phantasm includes sound, temperature, and other stimuli, also evident only to the creature.\nThe target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.\nWhile a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall - it was pushed, it slipped, or a strong wind might have knocked it off.\nAn affected target is so convinced of the phantasm's reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as tire, a pool of acid, or lava can burn the target. Each round on your turn. the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm's area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.", + "duration": "Up to 1 minute", + "higher_level": "", + "id": 248, + "level": 2, + "locations": [ + { + "page": 264, + "sourcebook": "PHB14" + } + ], + "material": "A bit of fleece.", + "name": "Phantasmal Force", + "range": "60 feet", + "ritual": false, + "school": "Illusion", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the end of each of the target's turns before the spell ends, the target must succeed on a wisdom saving throw or take 4 d10 psychic damage. On a successful save, the spell ends.", + "duration": "Up to 1 minute", + "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d1O for each slot level above 4th.", + "id": 249, + "level": 4, + "locations": [ + { + "page": 265, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Phantasmal Killer", + "range": "120 feet", + "ritual": false, + "school": "Illusion", + "subclasses": [], + "tce_expanded_classes": [ + "Bard" + ] + }, + { + "casting_time": "1 minute", + "classes": [ + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": false, + "desc": "A Large quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature's appearance, but it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed.\nFor the duration, you or a creature you choose can ride the steed. The creature uses the statistics for a riding horse, except it has a speed of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the steed takes any damage.", + "duration": "1 hour", + "higher_level": "", + "id": 250, + "level": 3, + "locations": [ + { + "page": 265, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Phantom Steed", + "range": "30 feet", + "ritual": true, + "school": "Illusion", + "subclasses": [ + "Lore" + ] + }, + { + "casting_time": "10 minutes", + "classes": [ + "Cleric" + ], + "components": [ + "V", + "S" + ], + "concentration": false, + "desc": "You beseech an otherworldly entity for aid. The being must be known to you: a god, a primordial, a demon prince, or some other being of cosmic power. That entity sends a celestial, an elemental, or a fiend loyal to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature's name, you can speak that name when you cast this spell to request that creature, though you might get a different creature anyway (DM's choice).\nWhen the creature appears, it is under no compulsion to behave in any particular way. You can ask the creature to perform a service in exchange for payment, but it isn't obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the creature to bargain for its services.\nPayment can take a variety of forms. A celestial might require a sizable donation of gold or magic items to an allied temple, while a fiend might demand a living sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you.\nAs a rule of thumb, a task that can be measured in minutes requires a payment worth 100 gp per minute. A task measured in hours requires 1,000 gp per hour. And a task measured in days (up to 10 days) requires 10,000 gp per day. The DM can adjust these payments based on the circumstances under which you cast the spell. If the task is aligned with the creature's ethos, the payment might be halved or even waived. Nonhazardous tasks typically require only half the suggested payment, while especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal.\nAfter the creature completes the task, or when the agreed-upon duration of service expires, the creature returns to its home plane after reporting back to you, if appropriate to the task and if possible. If you are unable to agree on a price for the creature's service, the creature immediately returns to its home plane.\nA creature enlisted to join your group counts as a member of it, receiving a full share of experience points awarded.", + "duration": "Instantaneous", + "higher_level": "", + "id": 251, + "level": 6, + "locations": [ + { + "page": 265, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Planar Ally", + "range": "60 feet", + "ritual": false, + "school": "Conjuration", + "subclasses": [] + }, + { + "casting_time": "1 hour", + "classes": [ + "Bard", + "Cleric", + "Druid", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "With this spell, you attempt to bind a celestial, an elemental, a fey, or a fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of an inverted magic circle in order to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a charisma saving throw. On a failed save, it is bound to serve you for the duration. If the creature was summoned or created by another spell, that spell's duration is extended to match the duration of this spell.\nA bound creature must follow your instructions to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. The creature obeys the letter of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane of existence, it returns to the place where you bound it and remains there until the spell ends.", + "duration": "24 hours", + "higher_level": "When you cast this spell using a spell slot of a higher level, the duration increases to 10 days with a 6th-level slot, to 30 days with a 7th-level slot, to 180 days with an 8th-level slot, and to a year and a day with a 9th-level spell slot.", + "id": 252, + "level": 5, + "locations": [ + { + "page": 265, + "sourcebook": "PHB14" + } + ], + "material": "A jewel worth at least 1,000 gp, which the spell consumes.", + "name": "Planar Binding", + "range": "60 feet", + "ritual": false, + "school": "Abjuration", + "subclasses": [], + "tce_expanded_classes": [ + "Warlock" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Cleric", + "Druid", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the DM's discretion.\nAlternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.\nYou can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.", + "duration": "Instantaneous", + "higher_level": "", + "id": 253, + "level": 7, + "locations": [ + { + "page": 266, + "sourcebook": "PHB14" + } + ], + "material": "A forked, metal rod worth at least 250 gp, attuned to a particular plane of existence.", + "name": "Plane Shift", + "range": "Touch", + "ritual": false, + "school": "Conjuration", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Bard", + "Druid", + "Ranger" + ], + "components": [ + "V", + "S" + ], + "concentration": false, + "desc": "This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits.\nIf you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.\nYou can exclude one or more areas of any size within the spell's area from being affected.\nIf you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.", + "duration": "Instantaneous", + "higher_level": "", + "id": 254, + "level": 3, + "locations": [ + { + "page": 266, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Plant Growth", + "range": "150 feet", + "ritual": false, + "school": "Transmutation", + "subclasses": [ + "Lore", + "Land" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Artificer", + "Druid", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": false, + "desc": "You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.\nThis spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).", + "duration": "Instantaneous", + "higher_level": "", + "id": 255, + "level": 0, + "locations": [ + { + "page": 266, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Poison Spray", + "range": "10 feet", + "ritual": false, + "school": "Conjuration", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Bard", + "Druid", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a wisdom saving throw to avoid the effect. A shapechanger automatically succeeds on this saving throw. This spell can't affect a target that has 0 hit points.\nThe transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level, if it doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.\nThe target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious.\nThe creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech.\nThe target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.", + "duration": "Up to 1 hour", + "higher_level": "", + "id": 256, + "level": 4, + "locations": [ + { + "page": 266, + "sourcebook": "PHB14" + } + ], + "material": "A caterpillar cocoon.", + "name": "Polymorph", + "range": "60 feet", + "ritual": false, + "school": "Transmutation", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Bard" + ], + "components": [ + "V", + "S" + ], + "concentration": false, + "desc": "A wave of healing energy washes over the creature you touch. The target regains all its hit points. If the creature is charmed, frightened, paralyzed, or stunned, the condition ends. If the creature is prone, it can use its reaction to stand up. This spell has no effect on undead or constructs.", + "duration": "Instantaneous", + "higher_level": "", + "id": 257, + "level": 9, + "locations": [ + { + "page": 266, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Power Word Heal", + "range": "Touch", + "ritual": false, + "school": "Evocation", + "subclasses": [], + "tce_expanded_classes": [ + "Cleric" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Bard", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V" + ], + "concentration": false, + "desc": "You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you choose has 100 hit points or fewer, it dies. Otherwise, the spell has no effect.", + "duration": "Instantaneous", + "higher_level": "", + "id": 258, + "level": 9, + "locations": [ + { + "page": 266, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Power Word Kill", + "range": "60 feet", + "ritual": false, + "school": "Enchantment", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Bard", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V" + ], + "concentration": false, + "desc": "You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 hit points or fewer, it is stunned. Otherwise, the spell has no effect.\nThe stunned target must make a constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends.", + "duration": "Instantaneous", + "higher_level": "", + "id": 259, + "level": 8, + "locations": [ + { + "page": 267, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Power Word Stun", + "range": "60 feet", + "ritual": false, + "school": "Enchantment", + "subclasses": [] + }, + { + "casting_time": "10 minutes", + "classes": [ + "Cleric" + ], + "components": [ + "V" + ], + "concentration": false, + "desc": "Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.", + "duration": "Instantaneous", + "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.", + "id": 260, + "level": 2, + "locations": [ + { + "page": 267, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Prayer of Healing", + "range": "30 feet", + "ritual": false, + "school": "Evocation", + "subclasses": [ + "Lore" + ], + "tce_expanded_classes": [ + "Paladin" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Artificer", + "Bard", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": false, + "desc": "This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within 'range':\nYou create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.\nYou instantaneously light or snuff out a candle, a torch, or a small campfire.\nYou instantaneously clean or soil an object no larger than 1 cubic foot.\nYou chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.\nYou make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.\nYou create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.\nIf you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.", + "duration": "1 hour", + "higher_level": "", + "id": 261, + "level": 0, + "locations": [ + { + "page": 267, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Prestidigitation", + "range": "10 feet", + "ritual": false, + "school": "Transmutation", + "subclasses": [ + "Lore" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": false, + "desc": "Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a 60-foot cone must make a dexterity saving throw. For each target, roll a d8 to determine which color ray affects it.\n1. Red.\n The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one.\n2. Orange.\n The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one.\n3. Yellow.\n The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.\n4. Green.\n The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one.\n5. Blue.\n The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one.\n6. Indigo.\n On a failed save, the target is restrained. It must then make a constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind.\n7. Violet.\n On a failed save, the target is blinded. It must then make a wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the DM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.)\n8. Special.\n The target is struck by two rays. Roll twice more, rerolling any 8.", + "duration": "Instantaneous", + "higher_level": "", + "id": 262, + "level": 7, + "locations": [ + { + "page": 267, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Prismatic Spray", + "range": "Self", + "ritual": false, + "school": "Evocation", + "subclasses": [], + "tce_expanded_classes": [ + "Bard" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": false, + "desc": "A shimmering, multicolored plane of light forms a vertical opaque wall—up to 90 feet long, 30 feet high, and 1 inch thick—centered on a point you can see within range. Alternatively, you can shape the wall into a sphere up to 30 feet in diameter centered on a point you choose within range. The wall remains in place for the duration. If you position the wall so that it passes through a space occupied by a creature, the spell fails, and your action and the spell slot are wasted.\nThe wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. You and creatures you designate at the time you cast the spell can pass through and remain near the wall without harm. If another creature that can see the wall moves to within 20 feet of it or starts its turn there, the creature must succeed on a constitution saving throw or become blinded for 1 minute.\nThe wall consists of seven layers, each with a different color. When a creature attempts to reach into or pass through the wall, it does so one layer at a time through all the wall's layers. As it passes or reaches through each layer, the creature must make a dexterity saving throw or be affected by that layer's properties as described below.\nThe wall can be destroyed, also one layer at a time, in order from red to violet, by means specific to each layer. Once a layer is destroyed, it remains so for the duration of the spell. A rod of cancellation destroys a prismatic wall, but an antimagic field has no effect on it.\n1. Red.\n The creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. While this layer is in place, nonmagical ranged attacks can't pass through the wall. The layer can be destroyed by dealing at least 25 cold damage to it.\n2. Orange.\n The creature takes 10d6 acid damage on a failed save, or half as much damage on a successful one. While this layer is in place, magical ranged attacks can't pass through the wall. The layer is destroyed by a strong wind.\n3. Yellow.\n The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 60 force damage to it.\n4. Green.\n The creature takes 10d6 poison damage on a failed save, or half as much damage on a successful one. A passwall spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer.\n5. Blue.\n The creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 25 fire damage to it.\n6. Indigo.\n On a failed save, the creature is restrained. It must then make a constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive; keep track of both until the creature collects three of a kind.\nWhile this layer is in place, spells can't be cast through the wall. The layer is destroyed by bright light shed by a daylight spell or a similar spell of equal or higher level.\n7. Violet.\n On a failed save, the creature is blinded. It must then make a wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of the DM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) This layer is destroyed by a dispel magic spell or a similar spell of equal or higher level that can end spells and magical effects.", + "duration": "10 minutes", + "higher_level": "", + "id": 263, + "level": 9, + "locations": [ + { + "page": 267, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Prismatic Wall", + "range": "60 feet", + "ritual": false, + "school": "Abjuration", + "subclasses": [], + "tce_expanded_classes": [ + "Bard" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Druid" + ], + "components": [ + "V", + "S" + ], + "concentration": false, + "desc": "A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.\nYou can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.\nThis spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).", + "duration": "10 minutes", + "higher_level": "", + "id": 264, + "level": 0, + "locations": [ + { + "page": 269, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Produce Flame", + "range": "Self", + "ritual": false, + "school": "Conjuration", + "subclasses": [ + "Lore" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Bard", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.\nWhen the condition you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the illusion can be activated again.\nThe triggering condition can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the illusion to trigger only when a creature says the correct word or phrase.\nPhysical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.", + "duration": "Until dispelled", + "higher_level": "", + "id": 265, + "level": 6, + "locations": [ + { + "page": 269, + "sourcebook": "PHB14" + } + ], + "material": "A bit of fleece and jade dust worth at least 25 gp.", + "name": "Programmed Illusion", + "range": "120 feet", + "ritual": false, + "school": "Illusion", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Bard", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the spell ends.\nYou can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.\nYou can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.\nPhysical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.", + "duration": "Up to 24 hours", + "higher_level": "", + "id": 266, + "level": 7, + "locations": [ + { + "page": 270, + "sourcebook": "PHB14" + } + ], + "material": "A small replica of you made from materials worth at least 5 gp.", + "name": "Project Image", + "range": "500 miles", + "ritual": false, + "school": "Illusion", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Artificer", + "Cleric", + "Druid", + "Ranger", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.", + "duration": "Up to 1 hour", + "higher_level": "", + "id": 267, + "level": 3, + "locations": [ + { + "page": 270, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Protection from Energy", + "range": "Touch", + "ritual": false, + "school": "Abjuration", + "subclasses": [ + "Lore", + "Land" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Cleric", + "Paladin", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.\nThe protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.", + "duration": "Up to 10 minutes", + "higher_level": "", + "id": 268, + "level": 1, + "locations": [ + { + "page": 270, + "sourcebook": "PHB14" + } + ], + "material": "Holy water or powdered silver and iron, which the spell consumes.", + "name": "Protection from Evil and Good", + "range": "Touch", + "ritual": false, + "school": "Abjuration", + "subclasses": [ + "Lore", + "Devotion" + ], + "tce_expanded_classes": [ + "Druid" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Artificer", + "Cleric", + "Druid", + "Paladin", + "Ranger" + ], + "components": [ + "V", + "S" + ], + "concentration": false, + "desc": "You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random.\nFor the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.", + "duration": "1 hour", + "higher_level": "", + "id": 269, + "level": 2, + "locations": [ + { + "page": 270, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Protection from Poison", + "range": "Touch", + "ritual": false, + "school": "Abjuration", + "subclasses": [ + "Lore" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Artificer", + "Cleric", + "Druid", + "Paladin" + ], + "components": [ + "V", + "S" + ], + "concentration": false, + "desc": "All nonmagical food and drink within a 5-foot radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.", + "duration": "Instantaneous", + "higher_level": "", + "id": 270, + "level": 1, + "locations": [ + { + "page": 270, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Purify Food and Drink", + "range": "10 feet", + "ritual": true, + "school": "Transmutation", + "subclasses": [ + "Lore" + ] + }, + { + "casting_time": "1 hour", + "classes": [ + "Bard", + "Cleric", + "Paladin" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.\nThis spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects; if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life.\nThis spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival—its head, for instance—the spell automatically fails.\nComing back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.", + "duration": "Instantaneous", + "higher_level": "", + "id": 271, + "level": 5, + "locations": [ + { + "page": 270, + "sourcebook": "PHB14" + } + ], + "material": "A diamond worth at least 500gp, which the spell consumes.", + "name": "Raise Dead", + "range": "Touch", + "ritual": false, + "school": "Necromancy", + "subclasses": [ + "Life" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren't affected by this spell.\nUntil the spell ends, the targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can't extend to other planes of existence.", + "duration": "1 hour", + "higher_level": "", + "id": 272, + "level": 5, + "locations": [ + { + "page": 270, + "sourcebook": "PHB14" + } + ], + "material": "Pieces of eggshell from two different kinds of creatures", + "name": "Rary's Telepathic Bond", + "range": "30 feet", + "ritual": true, + "school": "Divination", + "subclasses": [], + "tce_expanded_classes": [ + "Bard" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends.\nAt the end of each of the target's turns, it can make a constitution saving throw against the spell. On a success, the spell ends.", + "duration": "Up to 1 minute", + "higher_level": "", + "id": 273, + "level": 2, + "locations": [ + { + "page": 271, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Ray of Enfeeblement", + "range": "60 feet", + "ritual": false, + "school": "Necromancy", + "subclasses": [ + "Lore" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Artificer", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": false, + "desc": "A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.\nThe spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).", + "duration": "Instantaneous", + "higher_level": "", + "id": 274, + "level": 0, + "locations": [ + { + "page": 271, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Ray of Frost", + "range": "60 feet", + "ritual": false, + "school": "Evocation", + "subclasses": [ + "Lore" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": false, + "desc": "A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.", + "duration": "Instantaneous", + "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.", + "id": 275, + "level": 1, + "locations": [ + { + "page": 271, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Ray of Sickness", + "range": "60 feet", + "ritual": false, + "school": "Necromancy", + "subclasses": [] + }, + { + "casting_time": "1 minute", + "classes": [ + "Bard", + "Cleric", + "Druid" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute).\nThe target's severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump.", + "duration": "1 hour", + "higher_level": "", + "id": 276, + "level": 7, + "locations": [ + { + "page": 271, + "sourcebook": "PHB14" + } + ], + "material": "A prayer wheel and holy water.", + "name": "Regenerate", + "range": "Touch", + "ritual": false, + "school": "Transmutation", + "subclasses": [] + }, + { + "casting_time": "1 hour", + "classes": [ + "Druid" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that body. If the target's soul isn't free or willing to do so, the spell fails.\nThe magic fashions a new body for the creature to inhabit, which likely causes the creature's race to change. The DM rolls a d 100 and consults the following table to determine what form the creature takes when restored to life, or the DM chooses a form.\n\n01–04\tDragonborn\n05–13\tDwarf, hill\n14–21\tDwarf, mountain\n22–25\tElf, dark\n26–34\tElf, high\n35–42\tElf, wood\n43–46\tGnome, forest\n47–52\tGnome, rock\n53–56\tHalf-elf\n57–60\tHalf-orc\n61–68\tHalfling, lightfoot\n69–76\tHalfling, stout\n77–96\tHuman\n97–00\tTiefling\n\nThe reincarnated creature recalls its former life and experiences. It retains the capabilities it had in its original form, except it exchanges its original race for the new one and changes its racial traits accordingly.", + "duration": "Instantaneous", + "higher_level": "", + "id": 277, + "level": 5, + "locations": [ + { + "page": 271, + "sourcebook": "PHB14" + } + ], + "material": "Rare oils and unguents worth at least 1,000 gp, which the spell consumes.", + "name": "Reincarnate", + "range": "Touch", + "ritual": false, + "school": "Transmutation", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Cleric", + "Paladin", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": false, + "desc": "At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's attunement to the object so it can be removed or discarded.", + "duration": "Instantaneous", + "higher_level": "", + "id": 278, + "level": 3, + "locations": [ + { + "page": 271, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Remove Curse", + "range": "Touch", + "ritual": false, + "school": "Abjuration", + "subclasses": [ + "Lore" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Artificer", + "Cleric", + "Druid" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.", + "duration": "Up to 1 minute", + "higher_level": "", + "id": 279, + "level": 0, + "locations": [ + { + "page": 272, + "sourcebook": "PHB14" + } + ], + "material": "A miniature cloak.", + "name": "Resistance", + "range": "Touch", + "ritual": false, + "school": "Abjuration", + "subclasses": [ + "Lore" + ] + }, + { + "casting_time": "1 hour", + "classes": [ + "Bard", + "Cleric" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "You touch a dead creature that has been dead for no more than a century, that didn't die of old age, and that isn't undead. If its soul is free and willing, the target returns to life with all its hit points.\nThis spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn't, however, remove magical diseases, curses, and the like; if such effects aren't removed prior to casting the spell, they afflict the target on its return to life.\nThis spell closes all mortal wounds and restores any missing body parts.\nComing back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.\nCasting this spell to restore life to a creature that has been dead for one year or longer taxes you greatly. Until you finish a long rest, you can't cast spells again, and you have disadvantage on all attack rolls, ability checks, and saving throws.", + "duration": "Instantaneous", + "higher_level": "", + "id": 280, + "level": 7, + "locations": [ + { + "page": 272, + "sourcebook": "PHB14" + } + ], + "material": "A diamond worth at least 1,000gp, which the spell consumes.", + "name": "Resurrection", + "range": "Touch", + "ritual": false, + "school": "Necromancy", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Druid", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "This spell reverses gravity in a 50-foot-radius, 100-foot high cylinder centered on a point within range. All creatures and objects that aren't somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall.\nIf some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration.\nAt the end of the duration, affected objects and creatures fall back down.", + "duration": "Up to 1 minute", + "higher_level": "", + "id": 281, + "level": 7, + "locations": [ + { + "page": 272, + "sourcebook": "PHB14" + } + ], + "material": "A lodestone and iron filings.", + "name": "Reverse Gravity", + "range": "100 feet", + "ritual": false, + "school": "Transmutation", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Artificer", + "Cleric", + "Paladin" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.", + "duration": "Instantaneous", + "higher_level": "", + "id": 282, + "level": 3, + "locations": [ + { + "page": 272, + "sourcebook": "PHB14" + } + ], + "material": "Diamonds worth 300gp, which the spell consumes.", + "name": "Revivify", + "range": "Touch", + "ritual": false, + "school": "Necromancy", + "subclasses": [ + "Lore", + "Life" + ], + "tce_expanded_classes": [ + "Druid", + "Ranger" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Artificer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends.\nThe extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space.\nAttacks and spells can't cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window centered on the rope.\nAnything inside the extradimensional space drops out when the spell ends.", + "duration": "1 hour", + "higher_level": "", + "id": 283, + "level": 2, + "locations": [ + { + "page": 272, + "sourcebook": "PHB14" + } + ], + "material": "Powdered corn extract and a twisted loop of parchment.", + "name": "Rope Trick", + "range": "Touch", + "ritual": false, + "school": "Transmutation", + "subclasses": [ + "Lore" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Cleric" + ], + "components": [ + "V", + "S" + ], + "concentration": false, + "desc": "Flame-like radiance descends on a creature that you can see within range. The target must succeed on a dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.\nThe spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).", + "duration": "Instantaneous", + "higher_level": "", + "id": 284, + "level": 0, + "locations": [ + { + "page": 272, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Sacred Flame", + "range": "60 feet", + "ritual": false, + "school": "Evocation", + "subclasses": [ + "Lore" + ] + }, + { + "casting_time": "1 bonus action", + "classes": [ + "Artificer", + "Cleric" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball.\nIf the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.", + "duration": "1 minute", + "higher_level": "", + "id": 285, + "level": 1, + "locations": [ + { + "page": 272, + "sourcebook": "PHB14" + } + ], + "material": "A small silver mirror.", + "name": "Sanctuary", + "range": "30 feet", + "ritual": false, + "school": "Abjuration", + "subclasses": [ + "Lore", + "Devotion" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": false, + "desc": "You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.\nMake a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.", + "duration": "Instantaneous", + "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.", + "id": 286, + "level": 2, + "locations": [ + { + "page": 273, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Scorching Ray", + "range": "120 feet", + "ritual": false, + "school": "Evocation", + "subclasses": [ + "Lore", + "Fiend" + ] + }, + { + "casting_time": "10 minutes", + "classes": [ + "Bard", + "Cleric", + "Druid", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed.\n\nKnowledge & Save Modifier\nSecondhand (you have heard of the target: +5\nFirsthand (you have met the target): +0\nFamiliar (you know the target well): -5\n\nConnection & Save Modifier\nLikeness or picture: -2\nPossession or garment: -4\nBody part, lock of hair, bit of nail, or the like: -10\n\nOn a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours.\nOn a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist.\nInstead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move.", + "duration": "Up to 10 minutes", + "higher_level": "", + "id": 287, + "level": 5, + "locations": [ + { + "page": 273, + "sourcebook": "PHB14" + } + ], + "material": "A focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water.", + "name": "Scrying", + "range": "Self", + "ritual": false, + "school": "Divination", + "subclasses": [ + "Land" + ] + }, + { + "casting_time": "1 bonus action", + "classes": [ + "Paladin" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.", + "duration": "Up to 1 minute", + "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot level above 1st.", + "id": 288, + "level": 1, + "locations": [ + { + "page": 274, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Searing Smite", + "range": "Self", + "ritual": false, + "school": "Evocation", + "subclasses": [], + "tce_expanded_classes": [ + "Ranger" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Artificer", + "Bard", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "For the duration of the spell, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal objects and creatures appear ghostly and translucent.", + "duration": "1 hour", + "higher_level": "", + "id": 289, + "level": 2, + "locations": [ + { + "page": 274, + "sourcebook": "PHB14" + } + ], + "material": "A dash of talc and a small amount of silver powder.", + "name": "See Invisibility", + "range": "Self", + "ritual": false, + "school": "Divination", + "subclasses": [ + "Lore" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Bard", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": false, + "desc": "This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a charisma saving throw, and if it succeeds, it is unaffected by this spell.\nThe spell disguises physical appearance as well as clothing, armor, weapons, and equipment. You can make each creature seem 1 foot shorter or taller and appear thin, fat, or in between. You can't change a target's body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The spell lasts for the duration, unless you use your action to dismiss it sooner.\nThe changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to a creature's outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature's head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.\nA creature can use its action to inspect a target and make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised.", + "duration": "8 hours", + "higher_level": "", + "id": 290, + "level": 5, + "locations": [ + { + "page": 274, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Seeming", + "range": "30 feet", + "ritual": false, + "school": "Illusion", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Bard", + "Cleric", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.\nYou can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive.", + "duration": "1 round", + "higher_level": "", + "id": 291, + "level": 3, + "locations": [ + { + "page": 274, + "sourcebook": "PHB14" + } + ], + "material": "A short piece of fine copper wire.", + "name": "Sending", + "range": "Unlimited", + "ritual": false, + "school": "Evocation", + "subclasses": [ + "Lore" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "By means of this spell, a willing creature or an object can be hidden away, safe from detection for the duration. When you cast the spell and touch the target, it becomes invisible and can't be targeted by divination spells or perceived through scrying sensors created by divination spells.\nIf the target is a creature, it falls into a state of suspended animation. Time ceases to flow for it, and it doesn't grow older.\nYou can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include \"after 1,000 years\" or \"when the tarrasque awakens.\" This spell also ends if the target takes any damage.", + "duration": "Until dispelled", + "higher_level": "", + "id": 292, + "level": 7, + "locations": [ + { + "page": 274, + "sourcebook": "PHB14" + } + ], + "material": "A powder composed of diamond, emerald, ruby, and sapphire dust worth at least 5,000 gp, which the spell consumes.", + "name": "Sequester", + "range": "Touch", + "ritual": false, + "school": "Transmutation", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Druid", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You assume the form of a different creature for the duration. The new form can be of any creature with a challenge rating equal to your level or lower. The creature can't be a construct or an undead, and you must have seen the sort of creature at least once. You transform into an average example of that creature, one without any class levels or the Spellcasting trait.\nYour game statistics are replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus listed in its statistics is higher than yours, use the creature's bonus in place of yours. You can't use any legendary actions or lair actions of the new form.\nYou assume the hit points and Hit Dice of the new form. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\nYou retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can't use any special senses you have (for example, darkvision) unless your new form also has that sense. You can only speak if the creature can normally speak.\nWhen you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions as normal. The DM determines whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change shape or size to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge into your new form. Equipment that merges has no effect in that state.\nDuring this spell's duration, you can use your action to assume a different form following the same restrictions and rules for the original form, with one exception: if your new form has more hit points than your current one, your hit points remain at their current value.", + "duration": "Up to 1 hour", + "higher_level": "", + "id": 293, + "level": 9, + "locations": [ + { + "page": 274, + "sourcebook": "PHB14" + } + ], + "material": "A jade circlet worth at least 1,500 gp, which you must place on your head before you cast the spell.", + "name": "Shapechange", + "range": "Self", + "ritual": false, + "school": "Transmutation", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Bard", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area.", + "duration": "Instantaneous", + "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.", + "id": 294, + "level": 2, + "locations": [ + { + "page": 275, + "sourcebook": "PHB14" + } + ], + "material": "A burst of mica.", + "name": "Shatter", + "range": "60 feet", + "ritual": false, + "school": "Evocation", + "subclasses": [ + "Lore" + ] + }, + { + "casting_time": "1 reaction", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": false, + "desc": "An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.", + "duration": "1 round", + "higher_level": "", + "id": 295, + "level": 1, + "locations": [ + { + "page": 275, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Shield", + "range": "Self", + "ritual": false, + "school": "Abjuration", + "subclasses": [ + "Lore" + ] + }, + { + "casting_time": "1 bonus action", + "classes": [ + "Cleric", + "Paladin" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.", + "duration": "Up to 10 minutes", + "higher_level": "", + "id": 296, + "level": 1, + "locations": [ + { + "page": 275, + "sourcebook": "PHB14" + } + ], + "material": "A small parchment with a bit of holy text written on it.", + "name": "Shield of Faith", + "range": "60 feet", + "ritual": false, + "school": "Abjuration", + "subclasses": [ + "Lore" + ] + }, + { + "casting_time": "1 bonus action", + "classes": [ + "Druid" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "The wood of a club or a quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon.", + "duration": "1 minute", + "higher_level": "", + "id": 297, + "level": 0, + "locations": [ + { + "page": 275, + "sourcebook": "PHB14" + } + ], + "material": "Mistletoe, a shamrock leaf, and a club or quarterstaff.", + "name": "Shillelagh", + "range": "Touch", + "ritual": false, + "school": "Transmutation", + "subclasses": [ + "Lore" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Artificer", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": false, + "desc": "Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.\nThe spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).", + "duration": "Instantaneous", + "higher_level": "", + "id": 298, + "level": 0, + "locations": [ + { + "page": 275, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Shocking Grasp", + "range": "Touch", + "ritual": false, + "school": "Evocation", + "subclasses": [ + "Lore" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Bard", + "Cleric", + "Ranger" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it.\nCasting a spell that includes a verbal component is impossible there.", + "duration": "Up to 10 minutes", + "higher_level": "", + "id": 299, + "level": 2, + "locations": [ + { + "page": 275, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Silence", + "range": "120 feet", + "ritual": true, + "school": "Illusion", + "subclasses": [ + "Lore", + "Land" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Bard", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects.\nYou can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.\nPhysical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.", + "duration": "Up to 10 minutes", + "higher_level": "", + "id": 300, + "level": 1, + "locations": [ + { + "page": 276, + "sourcebook": "PHB14" + } + ], + "material": "A bit of fleece.", + "name": "Silent Image", + "range": "60 feet", + "ritual": false, + "school": "Illusion", + "subclasses": [ + "Lore" + ] + }, + { + "casting_time": "12 hours", + "classes": [ + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the original, but it has half the creature's hit point maximum and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates.\nThe simulacrum is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots.\nIf the simulacrum is damaged, you can repair it in an alchemical laboratory, using rare herbs and minerals worth 100 gp per hit point it regains. The simulacrum lasts until it drops to 0 hit points, at which point it reverts to snow and melts instantly.\nIf you cast this spell again, any currently active duplicates you created with this spell are instantly destroyed.", + "duration": "Until dispelled", + "higher_level": "", + "id": 301, + "level": 7, + "locations": [ + { + "page": 276, + "sourcebook": "PHB14" + } + ], + "material": "Snow or ice in quantities sufficient to made a life-size copy of the duplicated creature; some hair, fingernail clippings, or other piece of that creature's body placed inside the snow or ice; and powdered ruby worth 1,500 gp, sprinkled over the duplicate and consumed by the spell.", + "name": "Simulacrum", + "range": "Touch", + "ritual": false, + "school": "Illusion", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Bard", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).\nStarting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.\nUndead and creatures immune to being charmed aren't affected by this spell.", + "duration": "1 minute", + "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.", + "id": 302, + "level": 1, + "locations": [ + { + "page": 276, + "sourcebook": "PHB14" + } + ], + "material": "A pinch of fine sand, rose petals, or a cricket.", + "name": "Sleep", + "range": "90 feet", + "ritual": false, + "school": "Enchantment", + "subclasses": [ + "Lore" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Druid", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused.\nThe ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a dexterity saving throw. On a failed save, it falls prone.\nIf a creature is concentrating in the spell's area, the creature must make a successful constitution saving throw against your spell save DC or lose concentration.", + "duration": "Up to 1 minute", + "higher_level": "", + "id": 303, + "level": 3, + "locations": [ + { + "page": 276, + "sourcebook": "PHB14" + } + ], + "material": "A pinch of dust and a few drops of water.", + "name": "Sleet Storm", + "range": "150 feet", + "ritual": false, + "school": "Conjuration", + "subclasses": [ + "Lore", + "Land" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a wisdom saving throw or be affected by this spell for the duration.\nAn affected target's speed is halved, it takes a -2 penalty to AC and dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.\nIf the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.\nA creature affected by this spell makes another wisdom saving throw at the end of its turn. On a successful save, the effect ends for it.", + "duration": "Up to 1 minute", + "higher_level": "", + "id": 304, + "level": 3, + "locations": [ + { + "page": 277, + "sourcebook": "PHB14" + } + ], + "material": "A drop of molasses.", + "name": "Slow", + "range": "120 feet", + "ritual": false, + "school": "Transmutation", + "subclasses": [ + "Lore", + "Land" + ], + "tce_expanded_classes": [ + "Bard" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Artificer", + "Cleric" + ], + "components": [ + "V", + "S" + ], + "concentration": false, + "desc": "You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.", + "duration": "Instantaneous", + "higher_level": "", + "id": 305, + "level": 0, + "locations": [ + { + "page": 277, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Spare the Dying", + "range": "Touch", + "ritual": false, + "school": "Necromancy", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Bard", + "Druid", + "Ranger" + ], + "components": [ + "V", + "S" + ], + "concentration": false, + "desc": "You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at a minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.", + "duration": "10 minutes", + "higher_level": "", + "id": 306, + "level": 1, + "locations": [ + { + "page": 277, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Speak with Animals", + "range": "Self", + "ritual": true, + "school": "Divination", + "subclasses": [ + "Lore" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Bard", + "Cleric" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can't be undead. The spell fails if the corpse was the target of this spell within the last 10 days.\nUntil the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.", + "duration": "10 minutes", + "higher_level": "", + "id": 307, + "level": 3, + "locations": [ + { + "page": 277, + "sourcebook": "PHB14" + } + ], + "material": "Burning incense.", + "name": "Speak with Dead", + "range": "10 feet", + "ritual": false, + "school": "Necromancy", + "subclasses": [ + "Lore" + ], + "tce_expanded_classes": [ + "Wizard" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Bard", + "Druid", + "Ranger" + ], + "components": [ + "V", + "S" + ], + "concentration": false, + "desc": "You imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell's area within the past day, gaining information about creatures that have passed, weather, and other circumstances.\nYou can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example.\nPlants might be able to perform other tasks on your behalf, at the DM's discretion. The spell doesn't enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks.\nIf a plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it.\nThis spell can cause the plants created by the entangle spell to release a restrained creature.", + "duration": "10 minutes", + "higher_level": "", + "id": 308, + "level": 3, + "locations": [ + { + "page": 277, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Speak with Plants", + "range": "Self", + "ritual": false, + "school": "Transmutation", + "subclasses": [ + "Lore" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Artificer", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.", + "duration": "Up to 1 hour", + "higher_level": "", + "id": 309, + "level": 2, + "locations": [ + { + "page": 277, + "sourcebook": "PHB14" + } + ], + "material": "A drop of bitumen and a spider.", + "name": "Spider Climb", + "range": "Touch", + "ritual": false, + "school": "Transmutation", + "subclasses": [ + "Lore", + "Land" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Druid", + "Ranger" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.\nThe transformation of the ground is camouflaged to look natural. Any creature that can’t see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.", + "duration": "Up to 10 minutes", + "higher_level": "", + "id": 310, + "level": 2, + "locations": [ + { + "page": 277, + "sourcebook": "PHB14" + } + ], + "material": "Seven sharp spines or seven twigs cut peak.", + "name": "Spike Growth", + "range": "150 feet", + "ritual": false, + "school": "Transmutation", + "subclasses": [ + "Lore", + "Land" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Cleric" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.\nWhen you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.", + "duration": "Up to 10 minutes", + "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.", + "id": 311, + "level": 3, + "locations": [ + { + "page": 278, + "sourcebook": "PHB14" + } + ], + "material": "A holy symbol.", + "name": "Spirit Guardians", + "range": "Self", + "ritual": false, + "school": "Conjuration", + "subclasses": [ + "Lore" + ] + }, + { + "casting_time": "1 bonus action", + "classes": [ + "Cleric" + ], + "components": [ + "V", + "S" + ], + "concentration": false, + "desc": "You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.\nAs a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.\nThe weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon.", + "duration": "1 minute", + "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above the 2nd.", + "id": 312, + "level": 2, + "locations": [ + { + "page": 278, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Spiritual Weapon", + "range": "60 feet", + "ritual": false, + "school": "Evocation", + "subclasses": [ + "Lore", + "Life" + ] + }, + { + "casting_time": "1 bonus action", + "classes": [ + "Paladin" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "The next time you hit a creature with a melee weapon attack during this spell's duration, your weapon pierces both body and mind, and the attack deals an extra 4d6 psychic damage to the target. The target must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls and ability checks, and can't take reactions, until the end of its next turn.", + "duration": "Up to 1 minute", + "higher_level": "", + "id": 313, + "level": 4, + "locations": [ + { + "page": 278, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Staggering Smite", + "range": "Self", + "ritual": false, + "school": "Evocation", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Bard", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You create a 20-foot-radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration.\nEach creature that is completely within the cloud at the start of its turn must make a constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw.\nA moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.", + "duration": "Up to 1 minute", + "higher_level": "", + "id": 314, + "level": 3, + "locations": [ + { + "page": 278, + "sourcebook": "PHB14" + } + ], + "material": "A rotten egg or several skunk cabbage leaves.", + "name": "Stinking Cloud", + "range": "90 feet", + "ritual": false, + "school": "Conjuration", + "subclasses": [ + "Lore", + "Land", + "Fiend" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Artificer", + "Cleric", + "Druid", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn't possible.", + "duration": "Instantaneous", + "higher_level": "", + "id": 315, + "level": 4, + "locations": [ + { + "page": 278, + "sourcebook": "PHB14" + } + ], + "material": "Soft clay, to be crudely worked into the desired shape for the stone object.", + "name": "Stone Shape", + "range": "Touch", + "ritual": false, + "school": "Transmutation", + "subclasses": [ + "Land" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Artificer", + "Druid", + "Ranger", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.", + "duration": "Up to 1 hour", + "higher_level": "", + "id": 316, + "level": 4, + "locations": [ + { + "page": 278, + "sourcebook": "PHB14" + } + ], + "material": "Diamond dust worth 100 gp, which the spell consumes.", + "name": "Stoneskin", + "range": "Touch", + "ritual": false, + "school": "Abjuration", + "subclasses": [ + "Land" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Druid" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 5 minutes.\nEach round you maintain concentration on this spell, the storm produces additional effects on your turn.\nRound 2.\n Acidic rain falls from the cloud. Each creature and object under the cloud takes 1d6 acid damage.\nRound 3.\n You call six bolts of lightning from the cloud to strike six creatures or objects of your choice beneath the cloud. A given creature or object can't be struck by more than one bolt. A struck creature must make a dexterity saving throw. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.\nRound 4.\n Hailstones rain down from the cloud. Each creature under the cloud takes 2d6 bludgeoning damage.\nRound 5-10.\n Gusts and freezing rain assail the area under the cloud. The area becomes difficult terrain and is heavily obscured. Each creature there takes 1d6 cold damage. Ranged weapon attacks in the area are impossible. The wind and rain count as a severe distraction for the purposes of maintaining concentration on spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical.", + "duration": "Up to 1 minute", + "higher_level": "", + "id": 317, + "level": 9, + "locations": [ + { + "page": 279, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Storm of Vengeance", + "range": "Sight", + "ritual": false, + "school": "Conjuration", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Bard", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "M" + ], + "concentration": true, + "desc": "You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.\nThe target must make a wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.\nYou can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed.\nIf you or any of your companions damage the target, the spell ends.", + "duration": "Up to 8 hours", + "higher_level": "", + "id": 318, + "level": 2, + "locations": [ + { + "page": 279, + "sourcebook": "PHB14" + } + ], + "material": "A snake's tongue and either a bit of honeycomb or a drop of sweet oil.", + "name": "Suggestion", + "range": "30 feet", + "ritual": false, + "school": "Enchantment", + "subclasses": [ + "Lore" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Druid", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw.\nYou can create a new line of radiance as your action on any turn until the spell ends.\nFor the duration, a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This light is sunlight.", + "duration": "Up to 1 minute", + "higher_level": "", + "id": 319, + "level": 6, + "locations": [ + { + "page": 279, + "sourcebook": "PHB14" + } + ], + "material": "A magnifying glass.", + "name": "Sunbeam", + "range": "Self", + "ritual": false, + "school": "Evocation", + "subclasses": [], + "tce_expanded_classes": [ + "Cleric" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Druid", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw.\nA creature blinded by this spell makes another constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.\nThis spell dispels any darkness in its area that was created by a spell.", + "duration": "Instantaneous", + "higher_level": "", + "id": 320, + "level": 8, + "locations": [ + { + "page": 279, + "sourcebook": "PHB14" + } + ], + "material": "Fire and a piece of sunstone.", + "name": "Sunburst", + "range": "150 feet", + "ritual": false, + "school": "Evocation", + "subclasses": [], + "tce_expanded_classes": [ + "Cleric" + ] + }, + { + "casting_time": "1 bonus action", + "classes": [ + "Ranger" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You transmute your quiver so it produces an endless supply of nonmagical ammunition, which seems to leap into your hand when you reach for it.\nOn each of your turns until the spell ends, you can use a bonus action to make two attacks with a weapon that uses ammunition from the quiver. Each time you make such a ranged attack, your quiver magically replaces the piece of ammunition you used with a similar piece of nonmagical ammunition. Any pieces of ammunition created by this spell disintegrate when the spell ends. If the quiver leaves your possession, the spell ends.", + "duration": "Up to 1 minute", + "higher_level": "", + "id": 321, + "level": 5, + "locations": [ + { + "page": 279, + "sourcebook": "PHB14" + } + ], + "material": "A quiver containing at least one piece of ammunition.", + "name": "Swift Quiver", + "range": "Touch", + "ritual": false, + "school": "Transmutation", + "subclasses": [] + }, + { + "casting_time": "1 minute", + "classes": [ + "Bard", + "Cleric", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.\nThe glyph is nearly invisible, requiring an Intelligence (Investigation) check against your spell save DC to find it.\nYou decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most common triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph.\nYou can further refine the trigger so the spell is activated only under certain circumstances or according to a creature's physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also specify creatures that don't trigger the glyph, such as those who say a certain password.\nWhen you inscribe the glyph, choose one of the options below for its effect. Once triggered, the glyph glows, filling a 60-foot-radius sphere with dim light for 10 minutes, after which time the spell ends. Each creature in the sphere when the glyph activates is targeted by its effect, as is a creature that enters the sphere for the first time on a turn or ends its turn there.\nDeath.\n Each target must make a Constitution saving throw, taking 10d 10 necrotic damage on a failed save, or half as much damage on a successful save.\nDiscord.\n Each target must make a Constitution saving throw. On a failed save, a target bickers and argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has disadvantage on attack rolls and ability checks.\nFear.\n Each target must make a Wisdom saving throw and becomes frightened for 1 minute on a failed save. While frightened, the target drops whatever it is holding and must move at least 30 feet away from the glyph on each of its turns, if able.\nHopelessness.\n Each target must make a Charisma saving throw. On a failed save, the target is overwhelmed with despair for 1 minute. During this time, it can't attack or target any creature with harmful abilities, spells, or other magical effects.\nInsanity.\n Each target must make an Intelligence saving throw. On a failed save, the target is driven insane for 1 minute. An insane creature can't take actions, can't understand what other creatures say, can't read, and speaks only in gibberish. The DM controls its movement, which is erratic.\nPain.\n Each target must make a Constitution saving throw and becomes incapacitated with excruciating pain for 1 minute on a failed save.\nSleep.\n Each target must make a Wisdom saving throw and falls unconscious for 10 minutes on a failed save. A creature awakens if it takes damage or if someone uses an action to shake or slap it awake.\nStunning.\n Each target must make a Wisdom saving throw and becomes stunned for 1 minute on a failed save.", + "duration": "Until dispelled or triggered", + "higher_level": "", + "id": 322, + "level": 7, + "locations": [ + { + "page": 280, + "sourcebook": "PHB14" + } + ], + "material": "Mercury, phosphorus, and powdered diamond and opal with a total value of at least 1,000 gp, which the spell consumes.", + "name": "Symbol", + "range": "Touch", + "ritual": false, + "school": "Abjuration", + "subclasses": [], + "tce_expanded_classes": [ + "Druid" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Bard", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected.\nAt the end of each of its turns, and each time it takes damage, the target can make another wisdom saving throw. The target had advantage on the saving throw if it's triggered by damage. On a success, the spell ends.", + "duration": "Up to 1 minute", + "higher_level": "", + "id": 323, + "level": 1, + "locations": [ + { + "page": 280, + "sourcebook": "PHB14" + } + ], + "material": "Tiny tarts and a feather that is waved in the air.", + "name": "Tasha's Hideous Laughter", + "range": "30 feet", + "ritual": false, + "school": "Enchantment", + "subclasses": [ + "Lore" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.\nCreature.\n You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature's Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.\nOn subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.\nObject.\n You can try to move an object that weighs up to 1,000 pounds. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell.\nIf the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature's Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell.\nYou can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.", + "duration": "Up to 10 minutes", + "higher_level": "", + "id": 324, + "level": 5, + "locations": [ + { + "page": 280, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Telekinesis", + "range": "60 feet", + "ritual": false, + "school": "Transmutation", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "You create a telepathic link between yourself and a willing creature with which you are familiar. The creature can be anywhere on the same plane of existence as you. The spell ends if you or the target are no longer on the same plane.\nUntil the spell ends, you and the target can instantaneously share words, images, sounds, and other sensory messages with one another through the link, and the target recognizes you as the creature it is communicating with. The spell enables a creature with an Intelligence score of at least 1 to understand the meaning of your words and take in the scope of any sensory messages you send to it.", + "duration": "24 hours", + "higher_level": "", + "id": 325, + "level": 8, + "locations": [ + { + "page": 281, + "sourcebook": "PHB14" + } + ], + "material": "A pair of linked silver rings.", + "name": "Telepathy", + "range": "Unlimited", + "ritual": false, + "school": "Evocation", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Bard", + "Sorcerer", + "Wizard" + ], + "components": [ + "V" + ], + "concentration": false, + "desc": "This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can't be held or carried by an unwilling creature.\nThe destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls d100 and consults the table.\n\nPermanent circle:\n01–100\tOn target\n\nAssociated object:\n01–100\tOn target\n\nVery familiar:\n01–05\tMishap\n06–13\tSimilar Area\n14–24\tOff Target\n25–100\tOn Target\n\nSeen casually:\n01–33\tMishap\n34–43\tSimilar Area\n44–53\tOff Target\n54–100\tOff Target\n\nViewed once:\n01–43\tMishap\n44–53\tSimilar Area\n54–73\tOff Target\n74–100\n\nDescription:\n01–43\tMishap\n44–53\tSimilar Area\n54–73\tOff Target\n74–100\tOn Target\n\nFalse destination:\n01–50\tMishap\n51–100\tSimilar Area\n\nFamiliarity. \"Permanent circle\" means a permanent teleportation circle whose sigil sequence you know. \"Associated object\" means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard's library, bed linen from a royal suite, or a chunk of marble from a lich's secret tomb.\n\"Very familiar\" is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell. \"Seen casually\" is someplace you have seen more than once but with which you aren't very familiar. \"Viewed once\" is a place you have seen once, possibly using magic. \"Description\" is a place whose location and appearance you know through someone else's description, perhaps from a map. \"False destination\" is a place that doesn't exist. Perhaps you tried to scry an enemy's sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists.\nOn Target. You and your group (or the target object) appear where you want to.\nOff Target. You and your group (or the largest object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 x 1d10 percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. The DM determines the direction off target randomly by rolling a d8 and designaling 1 as north, 2 as northeast, 3 as east, and so on around the points of lhe compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble.\nSimilar Area. You and your group (or the target object) wind up in a different area that's visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizard's laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane.\nMishap. The spell's unpredictable magic results in a difficult journey. Each teleporting crealure (or the target object) takes 3d10 force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).", + "duration": "Instantaneous", + "higher_level": "", + "id": 326, + "level": 7, + "locations": [ + { + "page": 281, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Teleport", + "range": "10 feet", + "ritual": false, + "school": "Conjuration", + "subclasses": [] + }, + { + "casting_time": "1 minute", + "classes": [ + "Bard", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "M" + ], + "concentration": false, + "desc": "As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.\nMany major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence—a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the DM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.\nYou can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way.", + "duration": "1 round", + "higher_level": "", + "id": 327, + "level": 5, + "locations": [ + { + "page": 282, + "sourcebook": "PHB14" + } + ], + "material": "Rare chalks and inks infused with precious gems with 50 gp, which the spell consumes.", + "name": "Teleportation Circle", + "range": "10 feet", + "ritual": false, + "school": "Conjuration", + "subclasses": [], + "tce_expanded_classes": [ + "Warlock" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.\nThe disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. If can move across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more. For example, the disk can't move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.\nIf you move more than 100 feet away from the disk (typically because it can't move around an obstacle to follow you), the spell ends.", + "duration": "1 hour", + "higher_level": "", + "id": 328, + "level": 1, + "locations": [ + { + "page": 282, + "sourcebook": "PHB14" + } + ], + "material": "A drop of mercury.", + "name": "Tenser's Floating Disk", + "range": "30 feet", + "ritual": true, + "school": "Conjuration", + "subclasses": [ + "Lore" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Cleric" + ], + "components": [ + "V" + ], + "concentration": false, + "desc": "You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range.\n- Your voice booms up to three times as loud as normal for 1 minute.\n- You cause flames to flicker, brighten, dim, or change color for 1 minute.\n- You cause harmless tremors in the ground for 1 minute.\n- You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.\n- You instantaneously cause an unlocked door or window to fly open or slam shut.\n- You alter the appearance of your eyes for 1 minute.\nIf you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.", + "duration": "1 minute", + "higher_level": "", + "id": 329, + "level": 0, + "locations": [ + { + "page": 282, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Thaumaturgy", + "range": "30 feet", + "ritual": false, + "school": "Transmutation", + "subclasses": [ + "Lore" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Artificer", + "Druid" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.\nThis spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", + "duration": "Instantaneous", + "higher_level": "", + "id": 330, + "level": 0, + "locations": [ + { + "page": 282, + "sourcebook": "PHB14" + } + ], + "material": "The stem of a plant with thorns.", + "name": "Thorn Whip", + "range": "30 feet", + "ritual": false, + "school": "Transmutation", + "subclasses": [] + }, + { + "casting_time": "1 bonus action", + "classes": [ + "Paladin" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "The first time you hit with a melee weapon attack during this spell's duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.", + "duration": "Up to 1 minute", + "higher_level": "", + "id": 331, + "level": 1, + "locations": [ + { + "page": 282, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Thunderous Smite", + "range": "Self", + "ritual": false, + "school": "Evocation", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Bard", + "Druid", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": false, + "desc": "A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.\nIn addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.", + "duration": "Instantaneous", + "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.", + "id": 332, + "level": 1, + "locations": [ + { + "page": 282, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Thunderwave", + "range": "Self", + "ritual": false, + "school": "Evocation", + "subclasses": [ + "Lore" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V" + ], + "concentration": false, + "desc": "You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal.\nThis spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it.", + "duration": "Instantaneous", + "higher_level": "", + "id": 333, + "level": 9, + "locations": [ + { + "page": 283, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Time Stop", + "range": "Self", + "ritual": false, + "school": "Transmutation", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Bard", + "Cleric", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "M" + ], + "concentration": false, + "desc": "This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.", + "duration": "1 hour", + "higher_level": "", + "id": 334, + "level": 3, + "locations": [ + { + "page": 283, + "sourcebook": "PHB14" + } + ], + "material": "A small clay model of a ziggurat.", + "name": "Tongues", + "range": "Touch", + "ritual": false, + "school": "Divination", + "subclasses": [ + "Lore" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Druid" + ], + "components": [ + "V", + "S" + ], + "concentration": false, + "desc": "This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before. For the duration, any creature can step into the target plant and exit from the destination plant by using 5 feet of movement.", + "duration": "1 round", + "higher_level": "", + "id": 335, + "level": 6, + "locations": [ + { + "page": 283, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Transport via Plants", + "range": "10 feet", + "ritual": false, + "school": "Conjuration", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Druid", + "Ranger" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered.\nYou can use this transportation ability once per round for the duration. You must end each turn outside a tree.", + "duration": "Up to 1 minute", + "higher_level": "", + "id": 336, + "level": 5, + "locations": [ + { + "page": 283, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Tree Stride", + "range": "Self", + "ritual": false, + "school": "Conjuration", + "subclasses": [ + "Land" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Bard", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Choose one creature or nonmagical object that you can see within range. You transform the creature into a different creature, the creature into an object, or the object into a creature (the object must be neither worn nor carried by another creature). The transformation lasts for the duration, or until the target drops to 0 hit points or dies. If you concentrate on this spell for the full duration, the transformation becomes permanent. This spell can't affect a target that has 0 hit points.\nShapechangers aren't affected by this spell. An unwilling creature can make a wisdom saving throw, and if it succeeds, it isn't affected by this spell.\nCreature into Creature.\n If you turn a creature into another kind of creature, the new form can be any kind you choose whose challenge rating is equal to or less than the target's (or its level, if the target doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the new form. It retains its alignment and personality.\nThe target assumes the hit points of its new form, and when it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious.\nThe creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech unless its new form is capable of such actions.\nThe target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.\nObject into Creature.\n You can turn an object into any kind of creature, as long as the creature's size is no larger than the object's size and the creature's challenge rating is 9 or lower. The creature is friendly to you and your companions. It acts on each of your turns. You decide what action it takes and how it moves. The DM has the creature's statistics and resolves all of its actions and movement.\nIf the spell becomes permanent, you no longer control the creature. It might remain friendly to you, depending on how you have treated it.\nCreature into Object.\n If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form. The creature's statistics become those of the object, and the creature has no memory of time spent in this form, after the spell ends and it returns to its normal form.", + "duration": "Up to 1 hour", + "higher_level": "", + "id": 337, + "level": 9, + "locations": [ + { + "page": 283, + "sourcebook": "PHB14" + } + ], + "material": "A drop of mercury, a dollop of gum arabic, and a wisp of smoke.", + "name": "True Polymorph", + "range": "30 feet", + "ritual": false, + "school": "Transmutation", + "subclasses": [] + }, + { + "casting_time": "1 hour", + "classes": [ + "Cleric", + "Druid" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature's soul is free and willing, the creature is restored to life with all its hit points.\nThis spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs.\nThe spell can even provide a new body if the original no longer exists, in which case you must speak the creature's name. The creature then appears in an unoccupied space you choose within 10 feet of you.", + "duration": "Instantaneous", + "higher_level": "", + "id": 338, + "level": 9, + "locations": [ + { + "page": 284, + "sourcebook": "PHB14" + } + ], + "material": "A sprinkle of holy water and diamonds worth at least 25,000gp, which the spell consumes.", + "name": "True Resurrection", + "range": "Touch", + "ritual": false, + "school": "Necromancy", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Bard", + "Cleric", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.", + "duration": "1 hour", + "higher_level": "", + "id": 339, + "level": 6, + "locations": [ + { + "page": 284, + "sourcebook": "PHB14" + } + ], + "material": "An ointment for the eyes that costs 25gp; is made from mushroom powder, saffron, and fat; and is consumed by the spell.", + "name": "True Seeing", + "range": "Touch", + "ritual": false, + "school": "Divination", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Bard", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "S" + ], + "concentration": true, + "desc": "You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended.", + "duration": "Up to 1 round", + "higher_level": "", + "id": 340, + "level": 0, + "locations": [ + { + "page": 284, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "True Strike", + "range": "30 feet", + "ritual": false, + "school": "Divination", + "subclasses": [ + "Lore" + ] + }, + { + "casting_time": "1 minute", + "classes": [ + "Druid" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration.\nWhen the wall appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 6d10 bludgeoning damage, or half as much damage on a successful save.\nAt the start of each of your turns, after the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take 5d10 bludgeoning damage. A creature can take this damage only once per round. At the end of the turn, the wall's height is reduced by 50 feet, and the damage creatures take from the spell on subsequent rounds is reduced by 1d10. When the wall reaches 0 feet in height, the spell ends.\nA creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful Strength (Athletics) check against your spell save DC in order to move at all. If it fails the check, it can't move. A creature that moves out of the area falls to the ground.", + "duration": "Up to 6 rounds", + "higher_level": "", + "id": 341, + "level": 8, + "locations": [ + { + "page": 284, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Tsunami", + "range": "Sight", + "ritual": false, + "school": "Conjuration", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Bard", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "This spell creates an invisible, mindless, shapeless force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends.\nOnce on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.\nIf you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.", + "duration": "1 hour", + "higher_level": "", + "id": 342, + "level": 1, + "locations": [ + { + "page": 284, + "sourcebook": "PHB14" + } + ], + "material": "A piece of string and a bit of wood.", + "name": "Unseen Servant", + "range": "60 feet", + "ritual": true, + "school": "Conjuration", + "subclasses": [ + "Lore" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.", + "duration": "Up to 1 minute", + "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.", + "id": 343, + "level": 3, + "locations": [ + { + "page": 285, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Vampiric Touch", + "range": "Self", + "ritual": false, + "school": "Necromancy", + "subclasses": [ + "Lore" + ], + "tce_expanded_classes": [ + "Sorcerer" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Bard" + ], + "components": [ + "V" + ], + "concentration": false, + "desc": "You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.\nThis spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).", + "duration": "Instantaneous", + "higher_level": "", + "id": 344, + "level": 0, + "locations": [ + { + "page": 285, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Vicious Mockery", + "range": "60 feet", + "ritual": false, + "school": "Enchantment", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Druid", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.\nWhen the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.\nOne side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet o f that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side o f the wall deals no damage.\nThe other side of the wall deals no damage.", + "duration": "Up to 1 minute", + "higher_level": "When you cast this spell using a level spell slot 5 or more, the damage of the spell increases by 1d8 for each level of higher spell slot to 4.", + "id": 345, + "level": 4, + "locations": [ + { + "page": 285, + "sourcebook": "PHB14" + } + ], + "material": "A small piece of phosphorus.", + "name": "Wall of Fire", + "range": "120 feet", + "ritual": false, + "school": "Evocation", + "subclasses": [ + "Fiend" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side).\nNothing can physically pass through the wall. It is immune to all damage and can't be dispelled by dispel magic. A disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.", + "duration": "Up to 10 minutes", + "higher_level": "", + "id": 346, + "level": 5, + "locations": [ + { + "page": 285, + "sourcebook": "PHB14" + } + ], + "material": "A pinch of powder made by crushing a clear gemstone.", + "name": "Wall of Force", + "range": "120 feet", + "ritual": false, + "school": "Evocation", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration.\nIf the wall cuts through a creature's space when it appears, the creature within its area is pushed to one side of the wall and must make a dexterity saving throw. On a failed save, the creature takes 10d6 cold damage, or half as much damage on a successful save.\nThe wall is an object that can be damaged and thus breached. It has AC 12 and 30 hit points per 10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit points destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a constitution saving throw. That creature takes 5d6 cold damage on a failed save, or half as much damage on a successful one.", + "duration": "Up to 10 minutes", + "higher_level": "When you cast this spell using a spell slot of 7th level or higher, the damage the wall deals when it appears increases by 2d6, and the damage from passing through the sheet of frigid air increases by 1d6, for each slot level above 6th.", + "id": 347, + "level": 6, + "locations": [ + { + "page": 285, + "sourcebook": "PHB14" + } + ], + "material": "A small piece of quartz.", + "name": "Wall of Ice", + "range": "120 feet", + "ritual": false, + "school": "Evocation", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Artificer", + "Druid", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.\nIf the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.\nThe wall can have any shape you desire, though it can't occupy the same space as a creature or object. The wall doesn't need to be vertical or rest on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp.\nIf you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on.\nThe wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the DM's discretion.\nIf you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can't be dispelled. Otherwise, the wall disappears when the spell ends.", + "duration": "Up to 10 minutes", + "higher_level": "", + "id": 348, + "level": 5, + "locations": [ + { + "page": 287, + "sourcebook": "PHB14" + } + ], + "material": "A small block of granite.", + "name": "Wall of Stone", + "range": "120 feet", + "ritual": false, + "school": "Evocation", + "subclasses": [ + "Land" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Druid" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight.\nWhen the wall appears, each creature within its area must make a dexterity saving throw. On a failed save, a creature takes 7d8 piercing damage, or half as much damage on a successful save.\nA creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters the wall on a turn or ends its turn there, the creature must make a dexterity saving throw. It takes 7d8 slashing damage on a failed save, or half as much damage on a successful one.", + "duration": "Up to 10 minutes", + "higher_level": "When you cast this spell using a spell slot of 7th level or higher, both types of damage increase by 1d8 for each slot level above 6th.", + "id": 349, + "level": 6, + "locations": [ + { + "page": 287, + "sourcebook": "PHB14" + } + ], + "material": "A handful of thorns.", + "name": "Wall of Thorns", + "range": "120 feet", + "ritual": false, + "school": "Conjuration", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Cleric" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage.\nThe spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet.\nIt also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.", + "duration": "1 hour", + "higher_level": "", + "id": 350, + "level": 2, + "locations": [ + { + "page": 287, + "sourcebook": "PHB14" + } + ], + "material": "A pair of platinum rings worth at least 50gp each, which you and the target must wear for the duration.", + "name": "Warding Bond", + "range": "Touch", + "ritual": false, + "school": "Abjuration", + "subclasses": [ + "Lore" + ], + "tce_expanded_classes": [ + "Paladin" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Artificer", + "Druid", + "Ranger", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "This spell gives a maximum of ten willing creatures within range and you can see, the ability to breathe underwater until the end of its term. Affected creatures also retain their normal breathing pattern.", + "duration": "24 hours", + "higher_level": "", + "id": 351, + "level": 3, + "locations": [ + { + "page": 287, + "sourcebook": "PHB14" + } + ], + "material": "A short piece of reed or straw.", + "name": "Water Breathing", + "range": "30 feet", + "ritual": true, + "school": "Transmutation", + "subclasses": [ + "Lore", + "Land" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Artificer", + "Cleric", + "Druid", + "Ranger", + "Sorcerer" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "This spell grants the ability to move across any liquid surface—such as water, acid, mud, snow, quicksand, or lava—as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.\nIf you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.", + "duration": "1 hour", + "higher_level": "", + "id": 352, + "level": 3, + "locations": [ + { + "page": 287, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Water Walk", + "range": "30 feet", + "ritual": true, + "school": "Transmutation", + "subclasses": [ + "Lore", + "Land" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Artificer", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.\nIf the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.\nEach creature that starts its turn in the webs or that enters them during its turn must make a dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.\nA creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.\nThe webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.", + "duration": "Up to 1 hour", + "higher_level": "", + "id": 353, + "level": 2, + "locations": [ + { + "page": 287, + "sourcebook": "PHB14" + } + ], + "material": "A bit of spiderweb.", + "name": "Web", + "range": "60 feet", + "ritual": false, + "school": "Conjuration", + "subclasses": [ + "Lore", + "Land" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, visible only to them. Each creature in a 30-foot-radius sphere centered on a point of your choice within range must make a wisdom saving throw. On a failed save, a creature becomes frightened for the duration. The illusion calls on the creature's deepest fears, manifesting its worst nightmares as an implacable threat. At the end of each of the frightened creature's turns, it must succeed on a wisdom saving throw or take 4 d10 psychic damage. On a successful save, the spell ends for that creature.", + "duration": "Up to 1 minute", + "higher_level": "", + "id": 354, + "level": 9, + "locations": [ + { + "page": 288, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Weird", + "range": "120 feet", + "ritual": false, + "school": "Illusion", + "subclasses": [], + "tce_expanded_classes": [ + "Warlock" + ] + }, + { + "casting_time": "1 minute", + "classes": [ + "Druid" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "You and up to ten willing creatures you can see within range assume a gaseous form for the duration, appearing as wisps of cloud. While in this cloud form, a creature has a flying speed of 300 feet and has resistance to damage from nonmagical weapons. The only actions a creature can take in this form are the Dash action or to revert to its normal form. Reverting takes 1 minute, during which time a creature is incapacitated and can't move. Until the spell ends, a creature can revert to cloud form, which also requires the 1-minute transformation.\nIf a creature is in cloud form and flying when the effect ends, the creature descends 60 feet per round for 1 minute until it lands, which it does safely. If it can't land after 1 minute, the creature falls the remaining distance.", + "duration": "8 hours", + "higher_level": "", + "id": 355, + "level": 6, + "locations": [ + { + "page": 288, + "sourcebook": "PHB14" + } + ], + "material": "Fire and holy water.", + "name": "Wind Walk", + "range": "30 feet", + "ritual": false, + "school": "Transmutation", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Druid", + "Ranger" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.\nWhen the wall appears, each creature within its area must make a strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one.\nThe strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can't pass through it.", + "duration": "Up to 1 minute", + "higher_level": "", + "id": 356, + "level": 3, + "locations": [ + { + "page": 288, + "sourcebook": "PHB14" + } + ], + "material": "A tiny fan and a feather of exotic origin.", + "name": "Wind Wall", + "range": "120 feet", + "ritual": false, + "school": "Evocation", + "subclasses": [ + "Lore" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V" + ], + "concentration": false, + "desc": "Wish is the mightiest spell a mortal creature can cast. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires.\nThe basic use of this spell is to duplicate any other spell of 8th level or lower. You don't need to meet any requirements in that spell, including costly components. The spell simply takes effect.\nAlternatively, you can create one of the following effects of your choice:\n- You create one object of up to 25,000 gp in value that isn't a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space you can see on the ground.\n- You allow up to twenty creatures that you can see to regain all hit points, and you end all effects on them described in the greater restoration spell.\n- You grant up to ten creatures that you can see resistance to a damage type you choose.\n- You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours. For instance, you could make yourself and all your companions immune to a lich's life drain attack.\n- You undo a single recent event by forcing a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a wish spell could undo an opponent's successful save, a foe's critical hit, or a friend's failed save. You can force the reroll to be made with advantage or disadvantage, and you can choose whether to use the reroll or the original roll.\nYou might be able to achieve something beyond the scope of the above examples. State your wish to the GM as precisely as possible. The GM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might only be partly achieved, or you might suffer some unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a legendary magic item or artifact might instantly transport you to the presence of the item's current owner.\nThe stress of casting this spell to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a long rest, you take 1d10 necrotic damage per level of that spell. This damage can't be reduced or prevented in any way. In addition, your Strength drops to 3, if it isn't 3 or lower already, for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast wish ever again if you suffer this stress.", + "duration": "Instantaneous", + "higher_level": "", + "id": 357, + "level": 9, + "locations": [ + { + "page": 288, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Wish", + "range": "Self", + "ritual": false, + "school": "Conjuration", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell's range or if it has total cover from you.", + "duration": "Up to 1 minute", + "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each spell slot above 1st.", + "id": 358, + "level": 1, + "locations": [ + { + "page": 289, + "sourcebook": "PHB14" + } + ], + "material": "A twig from a tree that has been struck by lightning.", + "name": "Witch Bolt", + "range": "30 feet", + "ritual": false, + "school": "Evocation", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Cleric" + ], + "components": [ + "V" + ], + "concentration": false, + "desc": "You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary, the spell has no effect.\nYou must designate a sanctuary by casting this spell within a location, such as a temple, dedicated to or strongly linked to your deity. If you attempt to cast the spell in this manner in an area that isn't dedicated to your deity, the spell has no effect.", + "duration": "Instantaneous", + "higher_level": "", + "id": 359, + "level": 6, + "locations": [ + { + "page": 289, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Word of Recall", + "range": "5 feet", + "ritual": false, + "school": "Conjuration", + "subclasses": [] + }, + { + "casting_time": "1 bonus action", + "classes": [ + "Paladin" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "The next time you hit with a melee weapon attack during this spell's duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.", + "duration": "Up to 1 minute", + "higher_level": "", + "id": 360, + "level": 1, + "locations": [ + { + "page": 289, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Wrathful Smite", + "range": "Self", + "ritual": false, + "school": "Evocation", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Bard", + "Cleric", + "Paladin" + ], + "components": [ + "V", + "S" + ], + "concentration": false, + "desc": "You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.\nAn affected creature is aware of the fate and can avoid answering questions she would normally have responded with a lie. Such a creature can remain evasive in his answers as they remain within the limits of truth.", + "duration": "10 minutes", + "higher_level": "", + "id": 361, + "level": 2, + "locations": [ + { + "page": 289, + "sourcebook": "PHB14" + } + ], + "material": "", + "name": "Zone of Truth", + "range": "60 feet", + "ritual": false, + "school": "Enchantment", + "subclasses": [ + "Lore", + "Devotion" + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren't affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 10d8 necrotic damage on a failed save, or half as much damage on a successful one.", + "duration": "Instantaneous", + "higher_level": "", + "id": 362, + "level": 8, + "locations": [ + { + "page": 150, + "sourcebook": "XGE" + } + ], + "material": "A bit of sponge.", + "name": "Abi-Dalzim's Horrid Wilting", + "range": "150 feet", + "ritual": false, + "school": "Necromancy", + "subclasses": [] + }, + { + "casting_time": "1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage", + "classes": [ + "Artificer", + "Druid", + "Ranger", + "Sorcerer", + "Wizard" + ], + "components": [ + "S" + ], + "concentration": false, + "desc": "The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.", + "duration": "1 round", + "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.", + "id": 363, + "level": 1, + "locations": [ + { + "page": 150, + "sourcebook": "XGE" + } + ], + "material": "", + "name": "Absorb Elements", + "range": "Self", + "ritual": false, + "school": "Abjuration", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one.", + "duration": "Instantaneous", + "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.", + "id": 364, + "level": 2, + "locations": [ + { + "page": 150, + "sourcebook": "XGE" + } + ], + "material": "A red dragon's scale.", + "name": "Aganazzar's Scorcher", + "range": "30 feet", + "ritual": false, + "school": "Evocation", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Druid", + "Ranger" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast's Intelligence is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.", + "duration": "Up to 10 minutes", + "higher_level": "", + "id": 365, + "level": 1, + "locations": [ + { + "page": 150, + "sourcebook": "XGE" + } + ], + "material": "A bit of fur wrapped in a cloth.", + "name": "Beast Bond", + "range": "Touch", + "ritual": false, + "school": "Divination", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Druid" + ], + "components": [ + "V", + "S" + ], + "concentration": false, + "desc": "You cause up to six pillars of stone to burst from places on the ground that you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can target ground under a creature if that creature is Medium or smaller. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a 10-foot radius. The rubble lasts until cleared.\nIf a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save.", + "duration": "Instantaneous", + "higher_level": "When you cast this spell using a spell slot of 7th level or higher, you can create two additional pillars for each slot level above 6th.", + "id": 366, + "level": 6, + "locations": [ + { + "page": 150, + "sourcebook": "XGE" + } + ], + "material": "", + "name": "Bones of the Earth", + "range": "120 feet", + "ritual": false, + "school": "Transmutation", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Artificer", + "Sorcerer", + "Wizard" + ], + "components": [ + "S" + ], + "concentration": false, + "desc": "Choose one object weighing 1 to 5 pounds within range that isn't being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.", + "duration": "Instantaneous", + "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.", + "id": 367, + "level": 1, + "locations": [ + { + "page": 150, + "sourcebook": "XGE" + } + ], + "material": "", + "name": "Catapult", + "range": "60 feet", + "ritual": false, + "school": "Transmutation", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Artificer", + "Bard", + "Sorcerer", + "Wizard" + ], + "components": [ + "S", + "M" + ], + "concentration": false, + "desc": "You make a calming gesture, and up to three willing creatures of your choice that you can see within range fall unconscious for the spell's duration. The spell ends on a target early if it takes damage or someone uses an action to shake or slap it awake. If a target remains unconscious for the full duration, that target gains the benefit of a short rest, and it can't be affected by this spell again until it finishes a long rest.", + "duration": "10 minutes", + "higher_level": "When you cast this spell using a spell slot of 4th level or higher, you can target one additional willing creature for each slot level above 3rd.", + "id": 368, + "level": 3, + "locations": [ + { + "page": 151, + "sourcebook": "XGE" + } + ], + "material": "A pinch of sand.", + "name": "Catnap", + "range": "30 feet", + "ritual": false, + "school": "Enchantment", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Warlock", + "Wizard" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", + "duration": "Up to 1 minute", + "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each level above 1st. The creatures must be within 30 feet of each other when you target them.", + "id": 369, + "level": 1, + "locations": [ + { + "page": 151, + "sourcebook": "XGE" + } + ], + "material": "", + "name": "Cause Fear", + "range": "60 feet", + "ritual": false, + "school": "Necromancy", + "subclasses": [] + }, + { + "casting_time": "1 hour", + "classes": [ + "Cleric", + "Paladin" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting.\nAtonement\nYou touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment.\nBless Water\nYou touch one vial of water and cause it to become holy water.\nComing of Age\nYou touch one humanoid who is a young adult. For the next 24 hours, whenver the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once.\nDedication\nYou touch one humanoid who wishes to be dedicated to your god's service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once.\nFuneral Rite\nYou touch one corpse, and for the next 7 days, the target can't become undead by any means short of a wish spell\nWedding\nYou touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.", + "duration": "Instantaneous", + "higher_level": "", + "id": 370, + "level": 1, + "locations": [ + { + "page": 151, + "sourcebook": "XGE" + } + ], + "material": "25 gp worth of powdered silver, which the spell consumes.", + "name": "Ceremony", + "range": "Touch", + "ritual": true, + "school": "Abjuration", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Sorcerer" + ], + "components": [ + "V", + "S" + ], + "concentration": false, + "desc": "You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack's damage type, as shown below\nd8 Damage Type\n1 Acid\n2 Cold\n3 Fire\n4 Force\n5 Lightning\n6 Poison\n7 Psychic\n8 Thunder\nIf you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again.\nA creature can be targeted only once by each casting of this spell.", + "duration": "Instantaneous", + "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, each target takes 1d6 extra damage of the type rolled for each slot level above 1st.", + "id": 371, + "level": 1, + "locations": [ + { + "page": 151, + "sourcebook": "XGE" + } + ], + "material": "", + "name": "Chaos Bolt", + "range": "120 feet", + "ritual": false, + "school": "Evocation", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Bard", + "Druid", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": false, + "desc": "You attempt to charm a creature you can see within range. It must make a Wisdom saving throw, and it does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature is friendly to you. When the spell ends, the creature knows it was charmed by you.", + "duration": "1 hour", + "higher_level": "When you case this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.", + "id": 372, + "level": 4, + "locations": [ + { + "page": 151, + "sourcebook": "XGE" + } + ], + "material": "", + "name": "Charm Monster", + "range": "30 feet", + "ritual": false, + "school": "Enchantment", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Druid", + "Sorcerer", + "Wizard" + ], + "components": [ + "S" + ], + "concentration": false, + "desc": "You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways.\nYou instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.\nYou instantaneously extinguish the flames within the cube.\nYou double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.\nYou cause simple shapes-such as the vague form of a creature, an inanimate object, or a location-to appear within the flames and animate as you like. The shapes last for 1 hour.\nIf you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.", + "duration": "Instantaneous or 1 hour (see below)", + "higher_level": "", + "id": 373, + "level": 0, + "locations": [ + { + "page": 152, + "sourcebook": "XGE" + } + ], + "material": "", + "name": "Control Flames", + "range": "60 feet", + "ritual": false, + "school": "Transmutation", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Druid", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell's duration, unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one you've halted.\nGusts: A wind picks up within the cube, continually blowing in a horizontal direction that you choose. You choose the intensity of the wind - calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that pass through it or that are made against targets within the cube have disadvantage on their attack rolls. If the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved.\nDowndraft: You cause a sustained blast of strong wind to blow downward from the top of the cube. Ranged weapon attacks that pass through the cube or that are made against targets within it have disadvantage on their attack rolls. A creature must make a Strength saving throw if it flies into the cube for the first time on a turn or starts its turn there flying. On a failed save, the creature is knocked prone.\nUpdraft: You cause a sustained updraft within the cube, rising upward from the cube's bottom edge. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal.", + "duration": "Up to 1 hour", + "higher_level": "", + "id": 374, + "level": 5, + "locations": [ + { + "page": 152, + "sourcebook": "XGE" + } + ], + "material": "", + "name": "Control Winds", + "range": "300 feet", + "ritual": false, + "school": "Transmutation", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Artificer", + "Druid", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "You create a bonfire on ground that you can see within range. Until the spells ends, the bonfire fills a 5-foot cube. Any creature in the bonfire's space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it enters the bonfire's space for the first time on a turn or ends its turn there.\nThe spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).", + "duration": "Up to 1 minute", + "higher_level": "", + "id": 375, + "level": 0, + "locations": [ + { + "page": 152, + "sourcebook": "XGE" + } + ], + "material": "", + "name": "Create Bonfire", + "range": "60 feet", + "ritual": false, + "school": "Conjuration", + "subclasses": [] + }, + { + "casting_time": "1 hour", + "classes": [ + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "While speaking an intricate incantation, you cut yourself with a jewel-encrusted dagger, taking 2d4 piercing damage that can't be reduced in any way. You then drip your blood on the spell's other components and touch them, transforming them into a special construct called a homunculus.\nThe statistics of the homunculus are in the Monster Manual. It is your faithful companion, and it dies if you die. Whenever you finish a long rest, you can spend up to half your Hit Dice if the homunculus is on the same plane of existence as you. When you do so, roll each die and add your Constitution modifier to it. Your hit point maximum is reduced by the total, and the homunculus's hit point maximum and current hit points are both increased by it. This process can reduce you to no lower than 1 hit point, and the change to your and the homunculus's hit points ends when you finish your next long rest. The reduction to your hit point maximum can't be removed by any means before then, except by the homunculus's death.\nYou can have only one homunculus at a time. If you cast this spell while your homunculus lives, the spell fails.", + "duration": "Instantaneous", + "higher_level": "", + "id": 376, + "level": 6, + "locations": [ + { + "page": 152, + "sourcebook": "XGE" + } + ], + "material": "Clay, ash, and mandrake root, all of which the spell consumes, and a jewel-encrusted dagger worth at least 1,000 gp.", + "name": "Create Homunculus", + "range": "Touch", + "ritual": false, + "school": "Transmutation", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": false, + "desc": "Seven star-like motes of light appear and orbit your head until the spell ends. You can use a bonus action to send one of the motes streaking toward one creature or object within 120 feet of you. When you do so, make a ranged spell attack. On a hit, the target takes 4d12 radiant damage. Whether you hit or miss, the mote is expended. The spell ends early if you expend the last mote.\nIf you have four or more motes remaining, they shed bright light in a 30-foot radius and dim light for an additional 30 feet. If you have one to three motes remaining, they shed dim light in a 30-foot radius.", + "duration": "1 hour", + "higher_level": "When you cast this spell using a spell slot of 8th level or higher, the number of motes created increases by two for each slot level above 7th.", + "id": 377, + "level": 7, + "locations": [ + { + "page": 152, + "sourcebook": "XGE" + } + ], + "material": "", + "name": "Crown of Stars", + "range": "Self", + "ritual": false, + "school": "Evocation", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Threads of dark power leap from your fingers to pierce up to five Small or Medium corpses you can see within range. Each corpse immediately stands up and becomes undead. You decide whether it is a zombie or a skeleton (the statistics for zombies and skeletons are in the Monster Manual), and it gains a bonus to its attack and damage rools equal to your spellcasting ability modifier.\nYou can use a bonus action to mentally command the creatures you make with this spell, issuing the same command to all of them. To receive the command, a creature must be within 60 feet of you. You decide what action the creatures will take and where they will move during their next turn, or you can issue a general command, such as to guard a chamber or passageway against your foes. If you issue no commands, the creatures do nothing except defend themselves against hostile creatures. Once given an order, the creatures continue to follow it until their task is complete.\nThe creatures are under your control until the spell ends, after which they become inanimate once more.", + "duration": "Up to 1 hour", + "higher_level": "When you cast this spell using a spell slot of 6th level or higher, you animate up to two additional corpses for each slot level above 5th.", + "id": 378, + "level": 5, + "locations": [ + { + "page": 153, + "sourcebook": "XGE" + } + ], + "material": "", + "name": "Danse Macabre", + "range": "60 feet", + "ritual": false, + "school": "Necromancy", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Cleric", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "The light of dawn shines down on a location you specify within range. Until the spell ends, a 30-foot-radius, 40-foot-high cylinder of bright light glimmers there. This light is sunlight.\nWhen the cylinder appears, each creature in it must make a Constitution saving throw, taking 4d10 radiant damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw whenever it ends its turn in the cylinder.\nIf you're within 60 feet of the cylinder, you can move it up to 60 feet as a bonus action on your turn.", + "duration": "Up to 1 minute", + "higher_level": "", + "id": 379, + "level": 5, + "locations": [ + { + "page": 153, + "sourcebook": "XGE" + } + ], + "material": "A sunburst pendant worth at least 100 gp.", + "name": "Dawn", + "range": "60 feet", + "ritual": false, + "school": "Evocation", + "subclasses": [] + }, + { + "casting_time": "1 bonus action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire lightning, or poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one.", + "duration": "Up to 1 minute", + "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.", + "id": 380, + "level": 2, + "locations": [ + { + "page": 154, + "sourcebook": "XGE" + } + ], + "material": "A hot pepper.", + "name": "Dragon's Breath", + "range": "Touch", + "ritual": false, + "school": "Transmutation", + "subclasses": [] + }, + { + "casting_time": "10 minutes", + "classes": [ + "Druid" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "You invoke the spirits of nature to protect an area outdoors or underground. The area can be as small as a 30-foot cube or as large as a 90-foot cube. Buildings and other structures are excluded from the affected area. If you cast this spell in the same area every day for a year, the spell lasts until dispelled.\nThe spell creates the following effects within the area. When you cast this spell, you can specify creatures as friends who are immune to the effects. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects.\nThe entire warded area radiates magic. A dispel magic cast on the area, if successful, removes only one of the following effects, not the entire area. That spell's caster chooses which effect to end. Only when all its effects are gone is this spell dispelled.\nSolid Fog\nYou can fill any number of 5-foot squares on the ground with thick fog, making them heavily obscured. The fog reaches 10 feet high. In addition, every foot of movement through the fog costs 2 extra feet. To a creature immune to this effect, the fog obscures nothing and looks like soft mist, with motes of green light floating in the air.\nGrasping Undergrowth\nYou can fill any number of 5-foot squares on the ground that aren't filled with fog with grasping weeds and vines, as if they were affected by an entangle spell. To a creature immune to this effect, the weeds and vines feel soft and reshape themselves to serve as temporary seats or beds.\nGrove Guardians\nYou can animate up to four trees in the area, causing them to uproot themselves from the ground. These trees have the same statistics as an awakened tree, which appears in the Monster Manual, except they can't speak, and their bark is covered with druidic symbols. If any creature not immune to this effect enters the warded area, the grove guardians fight until they have driven off or slain the intruders. The grove guardians also obey your spoken commands (no action required by you) that you issue while in the area. If you don't give them commands and no intruders are present, the grove guardians do nothing. The grove guardians can't leave the warded area. When the spell ends, the magic animating them disappears, and the trees take root again if possible.\nAdditional Spell Effect\nYou can place your choice of one of the following magical effects within the warded area:\n• A constant gust of wind in two locations of your choice\n• Spike growth in one location of your choice\n• Wind wall in two locations of your choice\nTo a creature immune to this effect, the winds are a fragrant, gentle breeze, and the area of spike growth is harmless.", + "duration": "24 hours", + "higher_level": "", + "id": 381, + "level": 6, + "locations": [ + { + "page": 154, + "sourcebook": "XGE" + } + ], + "material": "Mistletoe, which the spell consumes, that was harvested with a golden sickle under the light of a full moon.", + "name": "Druid's Grove", + "range": "Touch", + "ritual": false, + "school": "Abjuration", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Druid", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell's duration.\nAny creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away. On a successful save, the creature takes half as much damage and isn't pushed.\nAs a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or small gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area.", + "duration": "Up to 1 minute", + "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.", + "id": 382, + "level": 2, + "locations": [ + { + "page": 154, + "sourcebook": "XGE" + } + ], + "material": "A pinch of dust.", + "name": "Dust Devil", + "range": "60 feet", + "ritual": false, + "school": "Conjuration", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Bard", + "Druid", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": false, + "desc": "You cause a tremor in the ground in a 10-foot radius. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared.", + "duration": "Instantaneous", + "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.", + "id": 383, + "level": 1, + "locations": [ + { + "page": 155, + "sourcebook": "XGE" + } + ], + "material": "", + "name": "Earth Tremor", + "range": "Self (10 foot radius)", + "ritual": false, + "school": "Evocation", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Druid", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw or its flying speed (if any) is reduced to 0 feet for the spell's duration. An airborne creature affected by this spell descends at 60 feet per round until it reaches the ground or the spell ends.", + "duration": "Up to 1 minute", + "higher_level": "", + "id": 384, + "level": 2, + "locations": [ + { + "page": 155, + "sourcebook": "XGE" + } + ], + "material": "", + "name": "Earthbind", + "range": "300 feet", + "ritual": false, + "school": "Transmutation", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Artificer", + "Druid", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Choose one creature you can see within range, and choose one of the following damage types - acid, cold, fire, lightning, or thunder. The target must succeed on a Constitution saving throw or be affected by the spell for its duration. The first time each turn the affected target takes damage of the chosen type, the target takes an extra 2d6 damage of that type. Moreover, the target loses any resistance to that damage type until the spell ends.", + "duration": "Up to 1 minute", + "higher_level": "When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.", + "id": 385, + "level": 4, + "locations": [ + { + "page": 155, + "sourcebook": "XGE" + } + ], + "material": "", + "name": "Elemental Bane", + "range": "90 feet", + "ritual": false, + "school": "Transmutation", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Bard", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.\nWhenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it's using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.", + "duration": "Up to 1 minute", + "higher_level": "", + "id": 386, + "level": 3, + "locations": [ + { + "page": 155, + "sourcebook": "XGE" + } + ], + "material": "", + "name": "Enemies Abound", + "range": "120 feet", + "ritual": false, + "school": "Enchantment" + }, + { + "casting_time": "1 action", + "classes": [ + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "A tendril of inky darkness reaches out from you, touching a creature you can see within range to drain life from it. The target must make a Dexterity saving throw. On a successful save, the target takes 2d8 necrotic damage, and the spell ends. On a failed save, the target takes 4d8 necrotic damage, and until the spell ends, you can use your action on each of your turns to automatically deal 4d8 necrotic damage to the target. The spell ends if you use your action to do anything else, if the target is ever outside the spell's range, or if the target has total cover from you.\nWhenever the spell deals damage to a target, you regain hit points equal to half the amount of necrotic damage the target takes.", + "duration": "Up to 1 minute", + "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.", + "id": 387, + "level": 5, + "locations": [ + { + "page": 155, + "sourcebook": "XGE" + } + ], + "material": "Ruby dust worth 1,500 gp.", + "name": "Enervation", + "range": "60 feet", + "ritual": false, + "school": "Necromancy" + }, + { + "casting_time": "1 action", + "classes": [ + "Druid", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared away. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.", + "duration": "Instantaneous", + "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.", + "id": 388, + "level": 3, + "locations": [ + { + "page": 155, + "sourcebook": "XGE" + } + ], + "material": "A piece of obsidian.", + "name": "Erupting Earth", + "range": "120 feet", + "ritual": false, + "school": "Transmutation", + "subclasses": [] + }, + { + "casting_time": "1 bonus action", + "classes": [ + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the spell ends, you can use a bonus action to teleport in this way again.", + "duration": "Up to 1 minute", + "higher_level": "", + "id": 389, + "level": 5, + "locations": [ + { + "page": 155, + "sourcebook": "XGE" + } + ], + "material": "", + "name": "Far Step", + "range": "Self", + "ritual": false, + "school": "Conjuration", + "subclasses": [] + }, + { + "casting_time": "10 minutes", + "classes": [ + "Paladin" + ], + "components": [ + "V", + "S" + ], + "concentration": false, + "desc": "You summon a spirit that assumes the form of a loyal, majestic mount. Appearing in an unoccupied space within range, the spirit takes on a form you choose: a griffon, a pegasus, a peryton, a dire wolf, a rhinoceros, or a saber-toothed tiger. The creature has the statistics provided in the Monster Manual for the chosen form, though it is a celestial, a fey, or a fiend (your choice) instead of its normal creature type. Additionally, if it has an Intelligence score of 5 or lower, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.\nYou control the mount in combat. While the mount is within 1 mile of you, you can communicate with it telepathically. While mounted on it, you can make any spell you cast that targets only you also target the mount.\nThe mount disappears temporarily when it drops to 0 hit points or when you dismiss it as an action. Casting this spell again re-summons the bonded mount, with all its hit points restored and any conditions removed.\nYou can't have more than one mount bonded by this spell or find steed at the same time. As an action, you can release a mount from its bond, causing it to disappear permanently.\nWhen the mount disappears, it leaves behind any objects it was wearing or carrying.", + "duration": "Instantaneous", + "higher_level": "", + "id": 390, + "level": 4, + "locations": [ + { + "page": 156, + "sourcebook": "XGE" + } + ], + "material": "", + "name": "Find Greater Steed", + "range": "30 feet", + "ritual": false, + "school": "Conjuration", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Artificer", + "Druid", + "Ranger", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. The spell's magic ends on the piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver.", + "duration": "Up to 1 hour", + "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd.", + "id": 391, + "level": 3, + "locations": [ + { + "page": 156, + "sourcebook": "XGE" + } + ], + "material": "", + "name": "Flame Arrows", + "range": "Touch", + "ritual": false, + "school": "Transmutation", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Artificer", + "Druid", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": false, + "desc": "You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.\nThe spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", + "duration": "Instantaneous", + "higher_level": "", + "id": 392, + "level": 0, + "locations": [ + { + "page": 156, + "sourcebook": "XGE" + } + ], + "material": "", + "name": "Frostbite", + "range": "60 feet", + "ritual": false, + "school": "Evocation", + "subclasses": [] + }, + { + "casting_time": "1 bonus action", + "classes": [ + "Druid", + "Ranger" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "A nature spirit answers your call and transforms you into a powerful guardian. The transformation lasts until the spell ends. You choose one of the following forms to assume: Primal Beast or Great Tree.\nPrimal Beast\nBestial fur covers your body, your facial features become feral, and you gain the following benefits:\n• Your walking speed increases by 10 feet.\n• You gain darkvision with a range of 120 feet.\n• You make Strength-based attack rolls with advantage.\n• Your melee weapon attacks deal an extra 1d6 force damage on a hit.\nGreat Tree\nYour skin appears barky, leaves sprout from your hair, and you gain the following benefits:\n• You gain 10 temporary hit points.\n• You make Constitution saving throws with advantage.\n• You make Dexterity- and Wisdom-based attack rolls with advantage.\n• While you are on the ground, the ground within 15 feet of you is difficult terrain for your enemies.", + "duration": "Up to 1 minute", + "higher_level": "", + "id": 393, + "level": 4, + "locations": [ + { + "page": 157, + "sourcebook": "XGE" + } + ], + "material": "", + "name": "Guardian of Nature", + "range": "Self", + "ritual": false, + "school": "Transmutation", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Druid", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": false, + "desc": "You seize the air and compel it to create one of the following effects at a point you can see within range.\n• One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.\n• You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn't pushed with enough force to cause damage.\n• You create a harmless sensory affect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.", + "duration": "Instantaneous", + "higher_level": "", + "id": 394, + "level": 0, + "locations": [ + { + "page": 157, + "sourcebook": "XGE" + } + ], + "material": "", + "name": "Gust", + "range": "30 feet", + "ritual": false, + "school": "Transmutation", + "subclasses": [] + }, + { + "casting_time": "1 bonus action", + "classes": [ + "Druid", + "Ranger" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice).\nUntil the spell ends, whenever you or a creature you can see moves into the spirit's space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can't heal constructs or undead. The spirit can heal a number of times\nequal to 1 + your spellcasting ability modifier (minimum of twice). After healing that number of times, the spirit disappears.\nAs a bonus action on your turn, you can move the spirit up to 30 feet to a space you can see.", + "duration": "Up to 1 minute", + "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d6 for each slot level above 2nd.", + "id": 395, + "level": 2, + "locations": [ + { + "page": 157, + "sourcebook": "XGE" + } + ], + "material": "", + "name": "Healing Spirit", + "range": "60 feet", + "ritual": false, + "school": "Conjuration", + "subclasses": [] + }, + { + "casting_time": "1 bonus action", + "classes": [ + "Cleric", + "Paladin" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "You imbue a weapon you touch with holy power. Until the spell ends, the weapon emits bright light in a 30-foot radius and dim light for an additional 30 feet. In addition, weapon attacks made with it deal an extra 2d8 radiant damage on a hit. If the weapon isn't already a magic weapon, it becomes one for the duration.\nAs a bonus action on your turn, you can dismiss this spell and cause the weapon to emity a burst of radiance. Each creature of your choice that you can see within 30 feet of the weapon must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, a creature takes half as much damage and isn't blinded. At the end of each of its turns, a blinded creature can make a Constitution saving throw, ending the effect on itself with a success.", + "duration": "Up to 1 hour", + "higher_level": "", + "id": 396, + "level": 5, + "locations": [ + { + "page": 157, + "sourcebook": "XGE" + } + ], + "material": "", + "name": "Holy Weapon", + "range": "Touch", + "ritual": false, + "school": "Evocation", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Druid", + "Sorcerer", + "Wizard" + ], + "components": [ + "S", + "M" + ], + "concentration": false, + "desc": "You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of the point where the ice exploded must succeed on a Dexterity saving throw or take 2d6 cold damage.", + "duration": "Instantaneous", + "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.", + "id": 397, + "level": 1, + "locations": [ + { + "page": 157, + "sourcebook": "XGE" + } + ], + "material": "A drop of water or piece of ice.", + "name": "Ice Knife", + "range": "60 feet", + "ritual": false, + "school": "Conjuration", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Wizard" + ], + "components": [ + "S" + ], + "concentration": true, + "desc": "By gathering threads of shadow material from the Shadowfell, you create a huge shadowy dragon in an unoccupied space that you can see within range. The illusion lasts for the spell's duration and occupies its space, as if it were a creature.\nWhen the illusion appears, any of your enemies that can see it must succeed on a Wisdom saving throw or become frightened of it for 1 minute. If a frightened creature ends its turn in a location where it doesn't have line of sight to the illusion, it can repeat the saving throw, ending the effect on itself on a success.\nAs a bonus action on your turn, you can move the illusion up to 60 feet. At any point during its movement, you can cause it to exhale a blast of energy in a 60-foot cone originating from its space. When you create the dragon, choose a damage type: acid, cold, fire, lightning, necrotic, or poison. Each creature in the cone must make an Intelligence saving throw, taking 7d6 damage of the chosen damage type on a failed save, or half as much damage on a successful one.\nThe illusion is tangible because of the shadowy stuff used to create it, but attacks missi it automatically, it succeeds on all saving throws, and it is immune to all damage and conditions. A creature that uses an action to examine the dragon can determine that it is an illusion by succeeding on an Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through it and has advantage on saving throws against its breath.", + "duration": "Up to 1 minute", + "higher_level": "", + "id": 398, + "level": 8, + "locations": [ + { + "page": 157, + "sourcebook": "XGE" + } + ], + "material": "", + "name": "Illusory Dragon", + "range": "120 feet", + "ritual": false, + "school": "Illusion", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 7d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell's duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 3d6 fire damage on a failed save, and the spell ends on a successful one. These magical flames can't be extinguished through nonmagical means.\nIf damage from this spell reduces a target to 0 hit points, the target is turned to ash.", + "duration": "Up to 1 minute", + "higher_level": "", + "id": 399, + "level": 5, + "locations": [ + { + "page": 158, + "sourcebook": "XGE" + } + ], + "material": "", + "name": "Immolation", + "range": "90 feet", + "ritual": false, + "school": "Evocation", + "subclasses": [] + }, + { + "casting_time": "1 minute", + "classes": [ + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Uttering a dark incantation, you summon a devil from the Nine Hells. You choose the devil's type, which must be one of challenge rating 6 or lower, such as a barbed devil or a bearded devil. The devil appears in an unoccupied space that you can see within range. The devil disappears when it drops to 0 hit points or when the spell ends.\nThe devil is unfriendly toward you and your companions. Roll initiative for the devil, which has its own turns. It is under the Dungeon Master's control and acts according to its nature on each of its turns, which might result in its attacking you if it thinks it can prevail, or trying to tempt you to undertake an evil act in exchange for limited service. The DM has the creature's statistics.\nOn each of your turns, you can try to issue a verbal command to the devil (no action required by you). It obeys the command if the likely outcome is in accordance with its desires, especially if the result would draw you toward evil. Otherwise, you must make a Charisma (Deception, Intimidation, or Persuasion) check. You make the check with advantage if you say the devil's true name. If your check fails, the devil becomes immune to your verbal commands for the duration of the spell, though it can still carry out your commands if it chooses. If your check succeeds, the devil carries out your command — such as \"attack my enemies,\", \"explore the room ahead,\" or \"bear this message to the queen\" — until it completes the activity, at which point it returns to you to report having done so.\nIf your concentration ends before the spell reaches its full duration, the devil doesn't disappear if it has become immune to your verbal commands. Instead, it acts in whatever manner it chooses for 3d6 minutes, and then it disappears.\nIf you possess an individual devil's talisman, you can summon that devil if it is of the appropriate challenge rating plus 1, and it obeys all your commands, with no Charisma checks required.", + "duration": "Up to 1 hour", + "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.", + "id": 400, + "level": 5, + "locations": [ + { + "page": 158, + "sourcebook": "XGE" + } + ], + "material": "A ruby worth at least 999 gp.", + "name": "Infernal Calling", + "range": "90 feet", + "ritual": false, + "school": "Conjuration", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Druid", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn't provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move.\nThe spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", + "duration": "Instantaneous", + "higher_level": "", + "id": 401, + "level": 0, + "locations": [ + { + "page": 158, + "sourcebook": "XGE" + } + ], + "material": "A living flea.", + "name": "Infestation", + "range": "30 feet", + "ritual": false, + "school": "Conjuration", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Druid", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell's duration. The flames don't harm you. Until the spell ends, you gain the following benefits.\n• You are immune to fire damage and have resistance to cold damage.\n• Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage.\n• You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one.", + "duration": "Up to 10 minutes", + "higher_level": "", + "id": 402, + "level": 6, + "locations": [ + { + "page": 159, + "sourcebook": "XGE" + } + ], + "material": "", + "name": "Investiture of Flame", + "range": "Self", + "ritual": false, + "school": "Transmutation", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Druid", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Until the spell ends, ice rimes your body, and you gain the following benefits.\n• You are immune to cold damage and have resistance to fire damage.\n• You can move across difficult terrain created by ice or snow without spending extra movement.\n• The ground in a 10-foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you.\n• You can use your action to create a 15-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.", + "duration": "Up to 10 minutes", + "higher_level": "", + "id": 403, + "level": 6, + "locations": [ + { + "page": 159, + "sourcebook": "XGE" + } + ], + "material": "", + "name": "Investiture of Ice", + "range": "Self", + "ritual": false, + "school": "Transmutation", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Druid", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Until the spell ends, bits of rock spread across your body, and you gain the following benefits.\n• You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.\n• You can use your action to create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone.\n• You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it, but you can't end your movement there. If you do so, you are ejected to the nearest unoccupied space, this spell ends, and you are stunned until the end of your next turn.", + "duration": "Up to 10 minutes", + "higher_level": "", + "id": 404, + "level": 6, + "locations": [ + { + "page": 159, + "sourcebook": "XGE" + } + ], + "material": "", + "name": "Investiture of Stone", + "range": "Self", + "ritual": false, + "school": "Transmutation", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Druid", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Until the spell ends, wind whirls around you, and you gain the following benefits.\n• Ranged weapon attacks made against you have disadvantage on the attack roll.\n• You gain a flying speed of 60 feet. If you are still flying when the spell ends, you fall, unless you can somehow prevent it.\n• You can use your action to create a 15-foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube.", + "duration": "Up to 10 minutes", + "higher_level": "", + "id": 405, + "level": 6, + "locations": [ + { + "page": 160, + "sourcebook": "XGE" + } + ], + "material": "", + "name": "Investiture of Wind", + "range": "Self", + "ritual": false, + "school": "Transmutation", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You are immune to all damage until the spell ends.", + "duration": "Up to 10 minutes", + "higher_level": "", + "id": 406, + "level": 9, + "locations": [ + { + "page": 160, + "sourcebook": "XGE" + } + ], + "material": "A small piece of adamantine worth at least 500 gp, which the spell consumes.", + "name": "Invulnerability", + "range": "Self", + "ritual": false, + "school": "Abjuration", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Cleric", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": false, + "desc": "You sacrifice some of your health to mend another creature's injuries. You take 4d8 necrotic damage, which can't be reduced in any way, and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take.", + "duration": "Instantaneous", + "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.", + "id": 407, + "level": 3, + "locations": [ + { + "page": 160, + "sourcebook": "XGE" + } + ], + "material": "", + "name": "Life Transference", + "range": "30 feet", + "ritual": false, + "school": "Necromancy", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Warlock", + "Wizard" + ], + "components": [ + "V", + "M" + ], + "concentration": true, + "desc": "Magical darkness spreads from a point you choose within range to fill a 60-foot-radius sphere until the spell ends. The darkness spreads around corners. A creature with darkvision can't see through this darkness. Nonmagical light, as well as light created by spells of 8th level or lower, can't illuminate the area.\nShrieks, gibbering, and mad laughter can be heard within the sphere. Whenever a creature starts its turn in the sphere, it must make a Wisdom saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one.", + "duration": "Up to 10 minutes", + "higher_level": "", + "id": 408, + "level": 8, + "locations": [ + { + "page": 160, + "sourcebook": "XGE" + } + ], + "material": "A drop of pitch mixed with a drop of mercury.", + "name": "Maddening Darkness", + "range": "150 feet", + "ritual": false, + "school": "Evocation", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Druid" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "A mass of 5-foot-deep water appears and swirls in a 30-foot radius centered on a point you can see within range. The point must be on ground or in a body of water. Until the spell ends, that area is difficult terrain, and any creature that starts its turn there must succeed on a Strength saving throw or take 6d6 bludgeoning damage and be pulled 10 feet toward the center.", + "duration": "Up to 1 minute", + "higher_level": "", + "id": 409, + "level": 5, + "locations": [ + { + "page": 160, + "sourcebook": "XGE" + } + ], + "material": "Paper or leaf in the shape of a funnel.", + "name": "Maelstrom", + "range": "120 feet", + "ritual": false, + "school": "Evocation", + "subclasses": [] + }, + { + "casting_time": "1 bonus action", + "classes": [ + "Artificer", + "Druid", + "Warlock" + ], + "components": [ + "V", + "S" + ], + "concentration": false, + "desc": "You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, it has a range of 60 feet. If someone else attacks with the pebble, that attacker adds your spellcasting ability modifier, not the attacker's, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Hit or miss, the spell then ends on the stone.\nIf you cast this spell again, the spell ends early on any pebbles still affected by it.", + "duration": "1 minute", + "higher_level": "", + "id": 410, + "level": 0, + "locations": [ + { + "page": 160, + "sourcebook": "XGE" + } + ], + "material": "", + "name": "Magic Stone", + "range": "Touch", + "ritual": false, + "school": "Transmutation", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Bard", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You transform up to ten creatures of your choice that you can see within range. An unwilling target must succeed on a Wisdom saving throw to resist the transformation. An unwilling shapechanger automatically succeeds on the save.\nEach target assumes a beast form of your choice, and you can choose the same form or different ones for each target. The new form can be any beast you have seen whose challenge rating is equal or less than the target's (or half the target's level, if the target doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast, but the target retains its hit points, alignment, and personality.\nEach target gains a number of temporary hit points equal to the hit points of its new form. These temporary hit points can't be replaced by temporary hit points from another source. A target reverts to its normal form when it has no more temporary hit points or it dies. If the spell ends before then, the creature loses all its temporary hit points and reverts to its normal form.\nThe creature is limited in the actions it can perform by the nature of its new form. It can't speak, cast spells, or do anything else that requires hands or speech.\nThe target's gear melds into the new form. The target can't activate, use, wield, or otherwise benefit from any of its equipment.", + "duration": "Up to 1 hour", + "higher_level": "", + "id": 411, + "level": 9, + "locations": [ + { + "page": 160, + "sourcebook": "XGE" + } + ], + "material": "A caterpillar cocoon.", + "name": "Mass Polymorph", + "range": "120 feet", + "ritual": false, + "school": "Transmutation", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell's duration.\nAs an action, you can cause the hand to crush the restrained target, who must make a Strength saving throw. It takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one.\nTo break out, the restrained target can make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand.\nAs an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either.", + "duration": "Up to 1 minute", + "higher_level": "", + "id": 412, + "level": 2, + "locations": [ + { + "page": 161, + "sourcebook": "XGE" + } + ], + "material": "A miniature hand sculpted from clay.", + "name": "Maximilian's Earthen Grasp", + "range": "30 feet", + "ritual": false, + "school": "Transmutation", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You create six tiny meteors in your space. They float in the air and orbit you for the spell's duration. When you cast the spell-and as a bonus action on each of your turns thereafter-you can expend one or two of the meteors, sending them streaking toward a point or points you choose within 120 feet of you. Once a meteor reaches its destination or impacts against a solid surface, the meteor explodes. Each creature within 5 feet of the point where the meteor explodes must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.", + "duration": "Up to 10 minutes", + "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the number of meteors created increases by two for each slot level above 3rd.", + "id": 413, + "level": 3, + "locations": [ + { + "page": 161, + "sourcebook": "XGE" + } + ], + "material": "Niter, sulfur, and pine tar formed into a bead.", + "name": "Melf's Minute Meteors", + "range": "Self", + "ritual": false, + "school": "Evocation", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "S" + ], + "concentration": true, + "desc": "You attempt to bind a creature within an illusory cell that only it perceives. One creature you can see within range must make an Intelligence saving throw. The target succeeds automatically if it is immune to being charmed. On a successful save, the target takes 5d10 psychic damage and the spell ends. On a failed save, the target takes 5d10 psychic damage, and you make the area immediately around the target's space appear dangerous to it in some way. You might cause the target to perceive itself as being surrounded by fire, floating razors, or hideous maws filled with dripping teeth. Whatever form the illusion takes, the target can't see or hear anything beyond it and is restrained for the spell's duration. If the target is moved out of the illusion, makes a melee attack through it, or reaches any part of its body through it, the target takes 10d10 psychic damage and the spell ends.", + "duration": "Up to 1 minute", + "higher_level": "", + "id": 414, + "level": 6, + "locations": [ + { + "page": 161, + "sourcebook": "XGE" + } + ], + "material": "", + "name": "Mental Prison", + "range": "60 feet", + "ritual": false, + "school": "Illusion", + "subclasses": [] + }, + { + "casting_time": "1 minute", + "classes": [ + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "A fortress of stone erupts from a square area of ground of your choice that you can see within range. The area is 120 feet on each side, and it must not have any buildings or other structures on it. Any creatures in the area are harmlessly lifted up as the fortress rises.\nThe fortress has four turrets with square bases, each one 20 feet on a side and 30 feet tall, with one turret on each corner. The turrets are connected to each other by stone walls that are each 80 feet long, creating an enclosed area. Each wall is 1 foot thick and is composed of panels that are 10 feet wide and 20 feet tall. Each panel is contiguous with two other panels or one other panel and a turret. You can place up to four stone doors in the fortress's outer wall.\nA small keep stands inside the enclosed area. The keep has a square base that is 50 feet on each side, and it has three floors with 10-foot-high ceilings. Each of the floors can be divided into as many rooms as you like, provided each room is at least 5 feet on each side. The floors of the keep are connected by stone staircases, its walls are 6 inches thick, and interior rooms can have stone doors or open archways as you choose. The keep is furnished and decorated however you like, and it contains sufficient food to serve a nine-course banquet for up to 100 people each day. Furnishings, food, and other objects created by this spell crumble to dust if removed from the fortress.\nA staff of one hundred invisible servants obeys any command given to them by creatures you designate when you cast the spell. Each servant functions as if created by the unseen servant spell.\nThe walls, turrets, and keep are all made of stone that can be damaged. Each 10-foot-by-10-foot section of stone has AC 15 and 30 hit points per inch of thickness. It is immune to poison and psychic damage. Reducing a section of stone to 0 hit points destroys it and might cause connected sections to buckle and collapse at the DM's discretion.\nAfter seven days or when you cast this spell somewhere else, the fortress harmlessly crumbles and sinks back into the ground, leaving any creatures that were inside it safely on the ground.\nCasting the spell on the same spot once every 7 days for a year makes the fortress permanent.", + "duration": "Instantaneous", + "higher_level": "", + "id": 415, + "level": 8, + "locations": [ + { + "page": 161, + "sourcebook": "XGE" + } + ], + "material": "A diamond worth at least 500 gp, which the spell consumes.", + "name": "Mighty Fortress", + "range": "1 mile", + "ritual": false, + "school": "Conjuration", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "S" + ], + "concentration": true, + "desc": "You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw, taking 3d8 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, you also always know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can't become hidden from you, and if it's invisible, it gains no benefit from that condition against you.", + "duration": "Up to 1 hour", + "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.", + "id": 416, + "level": 2, + "locations": [ + { + "page": 162, + "sourcebook": "XGE" + } + ], + "material": "", + "name": "Mind Spike", + "range": "60 feet", + "ritual": false, + "school": "Divination", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Druid", + "Sorcerer", + "Wizard" + ], + "components": [ + "S" + ], + "concentration": false, + "desc": "You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways.\n• If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't have enough force to cause damage.\n• You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.\n• If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.\nIf you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.", + "duration": "Instantaneous or 1 hour (see below)", + "higher_level": "", + "id": 417, + "level": 0, + "locations": [ + { + "page": 162, + "sourcebook": "XGE" + } + ], + "material": "", + "name": "Mold Earth", + "range": "30 feet", + "ritual": false, + "school": "Transmutation", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Warlock", + "Wizard" + ], + "components": [ + "V", + "M" + ], + "concentration": false, + "desc": "You send ribbons of negative energy at one creature you can see within range. Unless the target is undead, it must make a Constitution saving throw, taking 5d12 necrotic damage on a failed save, or half as much damage on a successful one. A target killed by this damage rises up as a zombie at the start of your next turn. The zombie pursues whatever creature it can see that is closest to it. Statistics for the zombie are in the Monster Manual.\nIf you target an undead with this spell, the target doesn't make a saving throw. Instead, roll 5d12. The target gains half the total as temporary hit points.", + "duration": "Instantaneous", + "higher_level": "", + "id": 418, + "level": 5, + "locations": [ + { + "page": 163, + "sourcebook": "XGE" + } + ], + "material": "A broken bone and a square of black silk.", + "name": "Negative Energy Flood", + "range": "60 feet", + "ritual": false, + "school": "Necromancy", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V" + ], + "concentration": false, + "desc": "You speak a word of power that causes waves of intense pain to assail one creature you can see within range. If the target has 100 hit points or fewer, it is subject to crippling pain. Otherwise, the spell has no effect on it. A target is also unaffected if it is immune to being charmed.\nWhile the target is affected by crippling pain, any speed it has can be no higher than 10 feet. The target also has disadvantage on attack rolls, ability checks, and saving throws, other than Constitution saving throws. Finally, if the target tries to cast a spell, it must first succeed on a Constitution saving throw, or the casting fails and the spell is wasted.\nA target suffering this pain can make a Constitution saving throw at the end of each of its turns. On a successful save, the pain ends.", + "duration": "Instantaneous", + "higher_level": "", + "id": 419, + "level": 7, + "locations": [ + { + "page": 163, + "sourcebook": "XGE" + } + ], + "material": "", + "name": "Power Word Pain", + "range": "60 feet", + "ritual": false, + "school": "Enchantment", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Druid" + ], + "components": [ + "S" + ], + "concentration": false, + "desc": "You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you make the attack, your teeth or fingernails return to normal.\nThe spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).", + "duration": "Instantaneous", + "higher_level": "", + "id": 420, + "level": 0, + "locations": [ + { + "page": 163, + "sourcebook": "XGE" + } + ], + "material": "", + "name": "Primal Savagery", + "range": "Self", + "ritual": false, + "school": "Transmutation", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Druid" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "You have resistance to acid, cold, fire, lightning, and thunder damage for the spell's duration.\nWhen you take damage of one of those types, you can use your reaction to gain immunity to that type of damage, including against the triggering damage. If you do so, the resistances end, and you have the immunity until the end of your next turn, at which time the spell ends.", + "duration": "Up to 1 minute", + "higher_level": "", + "id": 421, + "level": 6, + "locations": [ + { + "page": 163, + "sourcebook": "XGE" + } + ], + "material": "", + "name": "Primordial Ward", + "range": "Self", + "ritual": false, + "school": "Abjuration", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Bard", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "S" + ], + "concentration": false, + "desc": "You unleash the power of your mind to blast the intellect of up to ten creatures of your choice that you can see within range. Creatures that have an Intelligence score of 2 or lower are unaffected.\nEach target must make an Intelligence saving throw. On a failed save, a target takes 14d6 psychic damage and is stunned. On a successful save, a target takes half as much damage, and isn't stunned. If a target is killed by this damage, its head explodes, assuming it has one.\nA stunned target can make an Intelligence saving throw at the end of each of its turns. On a successful save, the stunning effect ends.", + "duration": "Instantaneous", + "higher_level": "", + "id": 422, + "level": 9, + "locations": [ + { + "page": 163, + "sourcebook": "XGE" + } + ], + "material": "", + "name": "Psychic Scream", + "range": "90 feet", + "ritual": false, + "school": "Enchantment", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Artificer", + "Bard", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": false, + "desc": "Choose an area of flame that you can see and that can fit within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke.\nFireworks: The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn.\nSmoke: Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.", + "duration": "Instantaneous", + "higher_level": "", + "id": 423, + "level": 2, + "locations": [ + { + "page": 163, + "sourcebook": "XGE" + } + ], + "material": "", + "name": "Pyrotechnics", + "range": "60 feet", + "ritual": false, + "school": "Transmutation", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V" + ], + "concentration": false, + "desc": "The air quivers around up to five creatures of your choice that you can see within range. An unwilling creature must succeed on a Wisdom saving throw to resist this spell. You teleport each affected target to an unoccupied space that you can see within 120 feet of you. That space must be on the ground or on a floor.", + "duration": "Instantaneous", + "higher_level": "", + "id": 424, + "level": 6, + "locations": [ + { + "page": 164, + "sourcebook": "XGE" + } + ], + "material": "", + "name": "Scatter", + "range": "30 feet", + "ritual": false, + "school": "Conjuration", + "subclasses": [] + }, + { + "casting_time": "1 bonus action", + "classes": [ + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage.\nIf you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.", + "duration": "Up to 1 minute", + "higher_level": "When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a slot of 7th level or higher, the damage increases to 5d8.", + "id": 425, + "level": 2, + "locations": [ + { + "page": 164, + "sourcebook": "XGE" + } + ], + "material": "", + "name": "Shadow Blade", + "range": "Self", + "ritual": false, + "school": "Illusion", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Warlock" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Flame-like shadows wreathe your body until the spell ends, causing you to become heavily obscured to others. The shadows turn dim light within 10 feet of you into darkness, and bright light in the same area to dim light.\nUntil the spell ends, you have resistance to radiant damage. In addition, whenever a creature within 10 feet of you hits you with an attack, the shadows lash out at that creature, dealing it 2d8 necrotic damage.", + "duration": "Up to 1 minute", + "higher_level": "", + "id": 426, + "level": 4, + "locations": [ + { + "page": 164, + "sourcebook": "XGE" + } + ], + "material": "An undead eyeball encased in a gem worth at least 150 gp.", + "name": "Shadow of Moil", + "range": "Self", + "ritual": false, + "school": "Necromancy", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Druid", + "Sorcerer", + "Wizard" + ], + "components": [ + "S" + ], + "concentration": false, + "desc": "You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways.\n• You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn't have enough force to cause damage.\n• You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.\n• You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.\n• You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.\nIf you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.", + "duration": "Instantaneous or 1 hour (see below)", + "higher_level": "", + "id": 427, + "level": 0, + "locations": [ + { + "page": 164, + "sourcebook": "XGE" + } + ], + "material": "", + "name": "Shape Water", + "range": "30 feet", + "ritual": false, + "school": "Transmutation", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Dim, greenish light spreads within 30-foot-radius sphere centered on a point you choose within range. The light spreads around corners, and it lasts until the spell ends.\nWhen a creature moves into the spell's area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 4d10 radiant damage, and it suffers one level of exhaustion and emits a dim, greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends.", + "duration": "Up to 10 minutes", + "higher_level": "", + "id": 428, + "level": 4, + "locations": [ + { + "page": 164, + "sourcebook": "XGE" + } + ], + "material": "", + "name": "Sickening Radiance", + "range": "120 feet", + "ritual": false, + "school": "Evocation", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Artificer", + "Bard", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Your magic deepens a creature's understanding of its own talent. You touch one willing creature and give it expertise in one skill of your choice; until the spell ends, the creature doubles its proficiency bonus for ability checks it makes that use the chosen skill.\nYou must choose a skill in which the target is proficient and that isn't already benefiting from an effect, such as Expertise, that doubles its proficiency bonus.", + "duration": "Up to 1 hour", + "higher_level": "", + "id": 429, + "level": 5, + "locations": [ + { + "page": 165, + "sourcebook": "XGE" + } + ], + "material": "", + "name": "Skill Empowerment", + "range": "Touch", + "ritual": false, + "school": "Transmutation", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Artificer", + "Bard", + "Druid", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell's duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early.", + "duration": "Up to 1 hour", + "higher_level": "", + "id": 430, + "level": 2, + "locations": [ + { + "page": 165, + "sourcebook": "XGE" + } + ], + "material": "", + "name": "Skywrite", + "range": "Sight", + "ritual": true, + "school": "Transmutation", + "subclasses": [] + }, + { + "casting_time": "1 minute", + "classes": [ + "Artificer", + "Druid", + "Ranger", + "Wizard" + ], + "components": [ + "S", + "M" + ], + "concentration": false, + "desc": "As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap.\nThis trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.\nThe trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell's radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is restrained there until the spell ends.\nA restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect ends.\nAfter the trap is triggered, the spell ends when no creature is restrained by it.", + "duration": "8 hours", + "higher_level": "", + "id": 431, + "level": 1, + "locations": [ + { + "page": 165, + "sourcebook": "XGE" + } + ], + "material": "25 feet of rope, which the spell consumes.", + "name": "Snare", + "range": "Touch", + "ritual": false, + "school": "Abjuration", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "A flurry of magic snowballs erupts from a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d6 cold damage on a failed save, or half as much damage on a successful one.", + "duration": "Instantaneous", + "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.", + "id": 432, + "level": 2, + "locations": [ + { + "page": 165, + "sourcebook": "XGE" + } + ], + "material": "A piece of ice or a small white rock chip.", + "name": "Snilloc's Snowball Swarm", + "range": "90 feet", + "ritual": false, + "school": "Evocation", + "subclasses": [] + }, + { + "casting_time": "1 reaction, which you take when a humanoid you can see within 60 feet of you dies", + "classes": [ + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "This spell snatches the soul of a humanoid as it dies and traps it inside the tiny cage you use for the material component. A stolen soul remains inside the cage until the spell ends or until you destroy the cage, which ends the spell. While you have a soul inside the cage, you can exploit it in any of the ways described below. You can use a trapped soul up to six times. Once you exploit a soul for the sixth time, it is released, and the spell ends. While a soul is trapped, the dead humanoid it came from can't be revived.\nSteal Life\nYou can use a bonus action to drain vigor from the soul and regain 2d8 hit points\nQuery Soul\nYou ask the soul a question (no action required) and receive a brief telepathic answer, which you can understand regardless of the language used. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic.\nBorrow Experience\nYou can use a bonus action to bolster yourself with the soul's life experience, making your next attack roll, ability check, or saving throw with advantage. If you don't use this benefit before the start of your next turn, it is lost.\nEyes of the Dead\nYou can use an action to name a place the humanoid saw in life, which creates an invisible sensor somewhere in that place if it is on the plane of existence you're currently on. The sensor remains for as long as you concentrate, up to 10 minutes (as if you were concentrating on a spell). You receive visual and auditory information from the sensor as if you were in its space using your senses.\nA creature that can see the sensor (such as one using see invisibility or truesight) sees a translucent image of the tormented humanoid whose soul you caged.", + "duration": "8 hours", + "higher_level": "", + "id": 433, + "level": 6, + "locations": [ + { + "page": 165, + "sourcebook": "XGE" + } + ], + "material": "A tiny silver cage worth 100 gp.", + "name": "Soul Cage", + "range": "60 feet", + "ritual": false, + "school": "Necromancy", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Ranger", + "Wizard" + ], + "components": [ + "S", + "M" + ], + "concentration": false, + "desc": "You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 force damage.\nYou can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.", + "duration": "Instantaneous", + "higher_level": "", + "id": 434, + "level": 5, + "locations": [ + { + "page": 166, + "sourcebook": "XGE" + } + ], + "material": "A melee weapon worth at least 1 sp.", + "name": "Steel Wind Strike", + "range": "30 feet", + "ritual": false, + "school": "Conjuration", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within range. The sphere remains for the spell's duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere's space is difficult terrain.\nUntil the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage.\nCreatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen.", + "duration": "Up to 1 minute", + "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th", + "id": 435, + "level": 4, + "locations": [ + { + "page": 166, + "sourcebook": "XGE" + } + ], + "material": "", + "name": "Storm Sphere", + "range": "150 feet", + "ritual": false, + "school": "Evocation", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You utter foul words, summoning one demon from the chaos of the Abyss. You choose the demon's type, which must be one of challenge rating 5 or lower, such as a shadow demon or a barlgura. The demon appears in an unoccupied space you can see within range, and the demon disappears when it drops to 0 hit points or when the spell ends.\nRoll initiative for the demon, which has its own turns. When you summon it and on each of your turns thereafter, you can issue a verbal command to it (requiring no action on your part), telling it what it must do on its next turn. If you issue no command, it spends its turn attacking any creature within reach that has attacked it.\nAt the end of each of the demon's turns, it makes a Charisma saving throw. The demon has disadvantage on this saving throw if you say its true name. On a failed save, the demon continues to obey you. On a successful save, your control of the demon ends for the rest of the duration, and the demon spends its turns pursuing and attacking the nearest non-demons to the best of its ability. If you stop concentrating on the spell before it reaches its full duration, an uncontrolled demon doesn't disappear for 1d6 rounds if it still has hit points.\nAs part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demon can't cross the circle or harm it, and it can't target anyone within it. Using the material component in this manner consumes it when the spell ends.", + "duration": "Up to 1 hour", + "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the challenge rating increases by 1 for each slot level above 4th.", + "id": 436, + "level": 4, + "locations": [ + { + "page": 166, + "sourcebook": "XGE" + } + ], + "material": "A vial of blood from a humanoid killed with the past 24 hours.", + "name": "Summon Greater Demon", + "range": "60 feet", + "ritual": false, + "school": "Conjuration", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You utter foul words, summoning demons from the chaos of the Abyss. Roll on the following table to determine what appears.\nd6 Demons Summoned\n1-2 Two demons of challenge rating 1 or lower\n3-4 Four demons of challenge rating 1/2 or lower\n5-6 Eight demons of challenge rating 1/4 or lower\nThe DM chooses the demons, such as manes or dretches, and you choose the unoccupied spaces you can see within range where they appear. A summoned demon disappears when it drops to 0 hit points or when the spell ends.\nThe demons are hostile to all creatures, including you. Roll initiative for the summoned demons as a group, which has its own turns. The demons pursue and attack the nearest non-demons to the best of their ability.\nAs part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demons can't cross the circle or harm it, and they can't target anyone within it. Using the material component in this manner consumes it when the spell ends.", + "duration": "Up to 1 hour", + "higher_level": "When you cast this spell using a spell slot of 6th or 7th level, you summon twice as many demons. If you cast it using a spell slot of 8th or 9th level, you summon three times as many demons.", + "id": 437, + "level": 3, + "locations": [ + { + "page": 167, + "sourcebook": "XGE" + } + ], + "material": "A vial of blood from a humanoid killed with the past 24 hours.", + "name": "Summon Lesser Demons", + "range": "60 feet", + "ritual": false, + "school": "Conjuration", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Bard", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": false, + "desc": "You choose a point within range and cause psychic energy to explode there. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can't be affected by this spell. A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one.\nAfter a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself with a success.", + "duration": "Instantaneous", + "higher_level": "", + "id": 438, + "level": 5, + "locations": [ + { + "page": 167, + "sourcebook": "XGE" + } + ], + "material": "", + "name": "Synaptic Static", + "range": "120 feet", + "ritual": false, + "school": "Enchantment", + "subclasses": [] + }, + { + "casting_time": "1 hour", + "classes": [ + "Cleric" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "You cause a temple to shimmer into existence on ground you can see within range. The temple must fit within an unoccupied cube of space, up to 120 feet on each side. The temple remains until the spell ends. It is dedicated to whatever god, pantheon, or philosophy is represented by the holy symbol used in the casting.\nYou make all decisions about the temple's appearance. The interior is enclosed by a floor, walls, and a roof, with one door granting access to the interior and as many windows as you wish. Only you and any creatures you designate when you cast the spell can open or close the door.\nThe temple's interior is an open space with an idol or altar at one end. You decide whether the temple is illuminated and whether that illumination is bright light or dim light. The smell of burning incense fills the air within, and the temperature is mild.\nThe temple opposes types of creatures you choose when you cast this spell. Choose one or more of the following: celestials, elementals, fey, fiends, or undead. If a creature of the chosen type attempts to enter the temple, that creature must make a Charisma saving throw. On a failed save, it can't enter the temple for 24 hours. Even if the creature can enter the temple, the magic there hinders it; whenever it makes an attack roll, an ability check, or a saving throw inside the temple, it must roll a d4 and subtract the number rolled from the d20 roll.\nIn addition, the sensors created by divination spells can't appear ins ide the temple, and creatures within can't be targeted by divination spells.\nFinally, whenever any creature in the temple regains hit points from a spell of 1st level or higher, the creature regains additional hit points equal to your Wisdom modifier (minimum 1 hit point).\nThe temple is made from opaque magical force that extends into the Ethereal Plane, thus blocking ethereal travel into the temple's interior. Nothing can physically pass through the temple's exterior. It can't be dispelled by dispel magic, and antimagic field has no effect on it. A disintegrate spell destroys the temple instantly.\nCasting this spell on the same spot every day for a year makes this effect permanent.", + "duration": "24 hours", + "higher_level": "", + "id": 439, + "level": 7, + "locations": [ + { + "page": 167, + "sourcebook": "XGE" + } + ], + "material": "A holy symbol worth at least 5 gp.", + "name": "Temple of the Gods", + "range": "120 feet", + "ritual": false, + "school": "Conjuration", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You endow yourself with endurance and martial prowess fueled by magic. Until the spell ends , you can't cast spells, and you gain the following benefits:\n• You gain 50 temporary hit points. If any of these remain when the spell ends, they are lost.\n• You have advantage on attack rolls that you make with simple and martial weapons.\n• When you hit a target with a weapon attack, that target takes an extra 2d12 force damage.\n• You have proficiency with all armor, shields, simple weapons, and martial weapons.\n• You have proficiency in Strength and Constitution saving throws.\n• You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks.\nImmediately after the spell ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion.", + "duration": "Up to 10 minutes", + "higher_level": "", + "id": 440, + "level": 6, + "locations": [ + { + "page": 168, + "sourcebook": "XGE" + } + ], + "material": "A few hairs from a bull.", + "name": "Tenser's Transformation", + "range": "Self", + "ritual": false, + "school": "Transmutation", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Artificer", + "Bard", + "Druid", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "S" + ], + "concentration": false, + "desc": "You create a burst of thunderous sound, which can be heard 100 feet away. Each creature other than you within 5 feet of you must make a Constitution saving throw. On a failed save, the creature takes 1d6 thunder damage.\nThe spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", + "duration": "Instantaneous", + "higher_level": "", + "id": 441, + "level": 0, + "locations": [ + { + "page": 168, + "sourcebook": "XGE" + } + ], + "material": "", + "name": "Thunderclap", + "range": "Self (5 foot radius)", + "ritual": false, + "school": "Evocation", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V" + ], + "concentration": false, + "desc": "You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away.\nYou can bring along objects as long as their weight doesn't exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind.", + "duration": "Instantaneous", + "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.", + "id": 442, + "level": 3, + "locations": [ + { + "page": 168, + "sourcebook": "XGE" + } + ], + "material": "", + "name": "Thunder Step", + "range": "90 feet", + "ritual": false, + "school": "Conjuration", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Druid", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failure, a creature takes 4d8 bludgeoning damage and is knocked prone. On a success, a creature takes half as much damage and isn't knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it.", + "duration": "Instantaneous", + "higher_level": "", + "id": 443, + "level": 3, + "locations": [ + { + "page": 168, + "sourcebook": "XGE" + } + ], + "material": "A drop of water.", + "name": "Tidal Wave", + "range": "120 feet", + "ritual": false, + "school": "Conjuration", + "subclasses": [] + }, + { + "casting_time": "1 minute", + "classes": [ + "Artificer", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": false, + "desc": "You touch one Tiny, nonmagical object that isn't attached to another object or a surface and isn't being carried by another creature. The target a nimates and sprouts little arms and legs, becoming a creature under your control until the spell ends or the creature drops to 0 hit points. See Xanathar's Guide to Everything for its statistics.\nAs a bonus action, you can mentally command the creature if it is within 120 feet of you. (If you control multiple creatures with this spell, you can command any or all of them at the same time, issuing the same command to each one.) You decide what action the creature will take and where it will move during its next turn, or you can issue a simple, general command, such as to fetch a key, stand watch, or stack some books. If you issue no commands, the servant does nothing other than defend itself against hostile creatures. Once given an order, the servant continues to follow that order until its task is complete.\nWhen the creature drops to 0 hit points, it reverts to its original form, and any remaining damage carries over to that form.\n\nTINY SERVANT\nTiny construct, unaligned\n\nArmor Class: 15 (natural armor)\nHit Points: 10 (4d4)\nSpeed: 30 ft., climb 30 ft.\n\nSTR 4 (-3), DEX 16 (+3), CON 10 (+0)\nINT 2 (-4), WIS 10 (+0), CHA 1 (-5)\n\nDamage Immunities: poison, psychic\nCondition Immunities: blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned\nSenses: blindsight 60 ft. (blind beyond this radius), passive Perception 10\nLanguages: --\n\nACTIONS\nSlam\nMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.", + "duration": "8 hours", + "higher_level": " When you cast this spell using a spell slot of 4th level or higher, you can animate two additional objects for each slot level above 3rd.", + "id": 444, + "level": 3, + "locations": [ + { + "page": 168, + "sourcebook": "XGE" + } + ], + "material": "", + "name": "Tiny Servant", + "range": "Touch", + "ritual": false, + "school": "Transmutation", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Cleric", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": false, + "desc": "You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.\nThe spell's damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).", + "duration": "Instantaneous", + "higher_level": "", + "id": 445, + "level": 0, + "locations": [ + { + "page": 169, + "sourcebook": "XGE" + } + ], + "material": "", + "name": "Toll the Dead", + "range": "60 feet", + "ritual": false, + "school": "Necromancy", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Artificer", + "Druid", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "You choose an area of stone or mud that you can see that fits within a 40-foot cube and that is within range, and choose one of the following effects.\nTransmute Rock to Mud: Nonmagical rock of any sort in the area becomes an equal volume of thick and flowing mud that remains for the spell's duration.\nIf you cast the spell on an area of ground, it becomes muddy enough that creatures can sink into it. Each foot that a creature moves through the mud costs 4 feet of movement, and any creature on the ground when you cast the spell must make a Strength saving throw. A creature must also make this save the first time it enters the area on a turn or ends its turn there. On a failed save, a creature sinks into the mud and is restrained, though it can use an action to end the restrained condition on itself by pulling itself free of the mud.\nIf you cast the spell on a ceiling, the mud falls. Any creature under the mud when it falls must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one.\nTransmute Mud to Rock: Nonmagical mud or quicksand in the area no more than 10 feet deep transforms into soft stone for the spell's duration. Any creature in the mud when it transforms must make a Dexterity saving throw. On a failed save, a creature becomes restrained by the rock. The restrained creature can use an action to try to break free by succeeding on a Strength check (DC 20) or by dealing 25 damage to the rock around it. On a successful save, a creature is shunted safely to the surface to an unoccupied space.", + "duration": "Until dispelled", + "higher_level": "", + "id": 446, + "level": 5, + "locations": [ + { + "page": 169, + "sourcebook": "XGE" + } + ], + "material": "Clay and water.", + "name": "Transmute Rock", + "range": "120 feet", + "ritual": false, + "school": "Transmutation", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "You point at a place within range, and a glowing 1-foot ball of emerald acid streaks there and explodes in a 20-foot radius. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d4 acid damage and 5d4 acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn.", + "duration": "Instantaneous", + "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 2d4 for each slot level above 4th.", + "id": 447, + "level": 4, + "locations": [ + { + "page": 170, + "sourcebook": "XGE" + } + ], + "material": "A drop of giant slug bile.", + "name": "Vitriolic Sphere", + "range": "150 feet", + "ritual": false, + "school": "Evocation", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "A shimmering wall of bright Light appears at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall blocks line of sight, but creatures and objects can pass through it. It emits bright light out to 120 feet and dim light for an additional 120 feet.\nWhen the wall appears, each creature in its area must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn't blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.\nA creature that ends its turn in the wall's area takes 4d8 radiant damage.\nUntil the spell ends, you can use an action to launch a beam of radiance from the wall at one creature you can see within 60 feet of it. Make a ranged spell attack. On a hit, the target takes 4d8 radiant damage. Whether you hit or miss, reduce the length of the wall by 10 feet. If the wall's length drops to 0 feet, the spell ends.", + "duration": "Up to 10 minutes", + "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.", + "id": 448, + "level": 5, + "locations": [ + { + "page": 170, + "sourcebook": "XGE" + } + ], + "material": "A hand mirror.", + "name": "Wall of Light", + "range": "120 feet", + "ritual": false, + "school": "Evocation", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You conjure up a wall of swirling sand on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 10 feet thick, and it vanishes when the spell ends. It blocks line of sight but not movement. A creature is blinded while in the wall's space and must spend 3 feet of movement for every 1 foot it moves there.", + "duration": "Up to 10 minutes", + "higher_level": "", + "id": 449, + "level": 3, + "locations": [ + { + "page": 170, + "sourcebook": "XGE" + } + ], + "material": "A handful of sand.", + "name": "Wall of Sand", + "range": "90 feet", + "ritual": false, + "school": "Evocation", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Druid", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You conjure up a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall's space is difficult terrain.\nAny ranged weapon attack that enters the wall's space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall's water doesn't fill it.", + "duration": "Up to 10 minutes", + "higher_level": "", + "id": 450, + "level": 3, + "locations": [ + { + "page": 170, + "sourcebook": "XGE" + } + ], + "material": "A drop of water.", + "name": "Wall of Water", + "range": "60 feet", + "ritual": false, + "school": "Evocation", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Bard", + "Druid", + "Sorcerer" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell's duration.\nThe wind has the following effects.\n• It deafens you and other creatures in its area.\n• It extinguishes unprotected flames in its area that are torch-sized or smaller.\n• The area is difficult terrain for creatures other than you.\n• The attack rolls of ranged weapon attacks have disadvantage if they pass in or out of the wind.\n• It hedges out vapor, gas, and fog that can be dispersed by strong wind.", + "duration": "Up to 10 minutes", + "higher_level": "", + "id": 451, + "level": 2, + "locations": [ + { + "page": 170, + "sourcebook": "XGE" + } + ], + "material": "", + "name": "Warding Wind", + "range": "Self", + "ritual": false, + "school": "Evocation", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Druid", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You conjure up a sphere of water with a 10-foot radius on a point you can see within range. The sphere can hover in the air, but no more than 10 feet off the ground. The sphere remains for the spell's duration.\nAny creature in the sphere's space must make a Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space outside it. A Huge or larger creature succeeds on the saving throw automatically. On a failed save, a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns, a restrained target can repeat the saving throw.\nThe sphere can restrain a maximum of four Medium or smaller creatures or one Large creature. If the sphere restrains a creature in excess of these numbers, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it.\nAs an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, cliff, or other drop, it safely descends until it is hovering 10 feet over ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw, but no more than once per turn.\nWhen the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30 feet of it. Any creature restrained by the sphere is knocked prone in the space where it falls.", + "duration": "Up to 1 minute", + "higher_level": "", + "id": 452, + "level": 4, + "locations": [ + { + "page": 170, + "sourcebook": "XGE" + } + ], + "material": "A droplet of water.", + "name": "Watery Sphere", + "range": "90 feet", + "ritual": false, + "school": "Conjuration", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Druid", + "Wizard" + ], + "components": [ + "V", + "M" + ], + "concentration": true, + "desc": "A whirlwind howls down to a point on the ground you specify. The whirlwind is a 10-foot-radius, 30-foot-high cylinder centered on that point. Until the spell ends, you can use your action to move the whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up any Medium or smaller objects that aren't secured to anything and that aren't worn or carried by anyone.\nA creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the spell ends. When a creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it, unless the creature is at the top. A restrained creature moves with the whirlwind and falls when the spell ends, unless the creature has some means to stay aloft.\nA restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6 x 10 feet away from it in a random direction.", + "duration": "Up to 1 minute", + "higher_level": "", + "id": 453, + "level": 7, + "locations": [ + { + "page": 171, + "sourcebook": "XGE" + } + ], + "material": "A piece of straw.", + "name": "Whirlwind", + "range": "300 feet", + "ritual": false, + "school": "Evocation", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Cleric" + ], + "components": [ + "V", + "M" + ], + "concentration": false, + "desc": "You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 radiant damage.\nThe spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", + "duration": "Instantaneous", + "higher_level": "", + "id": 454, + "level": 0, + "locations": [ + { + "page": 171, + "sourcebook": "XGE" + } + ], + "material": "A holy symbol.", + "name": "Word of Radiance", + "range": "5 feet", + "ritual": false, + "school": "Evocation", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Druid" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "You call out to the spirits of nature to rouse them against your enemies. Choose a point you can see within range. The spirits cause trees, rocks, and grasses in a 60-foot cube centered on that point to become animated until the spell ends.\nGrasses and Undergrowth\nAny area of ground in the cube that is covered by grass or undergrowth is difficult terrain for your enemies.\nTrees\nAt the start of each of your turns, each of your enemies within 10 feet of any tree in the cube must succeed on a Dexterity saving throw or take 4d6 slashing damage from whipping branches.\nRoots and Vines\nAt the end of each of your turns, one creature of your choice that is on the ground in the cube must succeed on a Strength saving throw or become restrained until the spell ends. A restrained creature can use an action to make a Strength (Athletics) check against your spell save DC, ending the effect on itself on a success.\nRocks\nAs a bonus action on your turn, you can cause a loose rock in the cube to launch at a creature you can see in the cube. Make a ranged spell attack against the target. On a hit, the target takes 3d8 nonmagical bludgeoning damage, and it must succeed on a Strength saving throw or fall prone.", + "duration": "Up to 1 minute", + "higher_level": "", + "id": 455, + "level": 5, + "locations": [ + { + "page": 171, + "sourcebook": "XGE" + } + ], + "material": "", + "name": "Wrath of Nature", + "range": "120 feet", + "ritual": false, + "school": "Evocation", + "subclasses": [] + }, + { + "casting_time": "1 bonus action", + "classes": [ + "Ranger" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "You move like the wind. Until the spell ends, your movement doesn't provoke opportunity attacks.\nOnce before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.", + "duration": "Up to 1 minute", + "higher_level": "", + "id": 456, + "level": 1, + "locations": [ + { + "page": 171, + "sourcebook": "XGE" + } + ], + "material": "", + "name": "Zephyr Strike", + "range": "Self", + "ritual": false, + "school": "Transmutation", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Artificer", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "M" + ], + "concentration": false, + "desc": "As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 thunder damage, and the spell ends.\nThis spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.", + "duration": "1 round", + "higher_level": "", + "id": 457, + "level": 0, + "locations": [ + { + "page": 142, + "sourcebook": "SCAG" + } + ], + "material": "A weapon.", + "name": "Booming Blade (SCAG)", + "range": "5 feet", + "ritual": false, + "school": "Evocation", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Artificer", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "M" + ], + "concentration": false, + "desc": "As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and green fire leaps from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.\nThis spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level.", + "duration": "1 round", + "higher_level": "", + "id": 458, + "level": 0, + "locations": [ + { + "page": 143, + "sourcebook": "SCAG" + } + ], + "material": "A weapon.", + "name": "Green-Flame Blade (SCAG)", + "range": "5 feet", + "ritual": false, + "school": "Evocation", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Artificer", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V" + ], + "concentration": false, + "desc": "You create a lash of lightning energy that strikes at one creature of your choice that you can see within range. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.\nThis spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).", + "duration": "Instantaneous", + "higher_level": "", + "id": 459, + "level": 0, + "locations": [ + { + "page": 143, + "sourcebook": "SCAG" + } + ], + "material": "", + "name": "Lightning Lure (SCAG)", + "range": "15 feet", + "ritual": false, + "school": "Evocation", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Artificer", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V" + ], + "concentration": false, + "desc": "You create a momentary circle of spectral blades that sweep around you. Each creature within range, other than you, must succeed on a Dexterity saving throw or take 1d6 force damage.\nThis spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", + "duration": "Instantaneous", + "higher_level": "", + "id": 460, + "level": 0, + "locations": [ + { + "page": 143, + "sourcebook": "SCAG" + } + ], + "material": "", + "name": "Sword Burst (SCAG)", + "range": "5 feet", + "ritual": false, + "school": "Conjuration", + "subclasses": [] + }, + { + "casting_time": "1 bonus action", + "classes": [ + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "You create a blade-shaped planar rift about 3 feet long in an unoccupied space you can see within range. The blade lasts for the duration. When you cast this spell, you can make up to two melee spell attacks with the blade, each one against a creature, loose object, or structure within 5 feet of the blade. On a hit, the target takes 4d12 force damage. This attack scores a critical hit if the number on the d20 is 18 or higher. On a critical hit, the blade deals an extra 8d12 force damage (for a total of 12d12 force damage).\nAs a bonus action on your turn, you can move the blade up to 30 feet to an unoccupied space you can see and then make up to two melee spell attacks with it again.\nThe blade can harmlessly pass through any barrier, including a wall of force.", + "duration": "Up to 1 minute", + "higher_level": "", + "id": 461, + "level": 9, + "locations": [ + { + "page": 106, + "sourcebook": "TCE" + } + ], + "material": "", + "name": "Blade of Disaster", + "range": "60 feet", + "ritual": false, + "school": "Conjuration", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Artificer", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "S", + "M" + ], + "concentration": false, + "desc": "You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.\nThis spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).", + "duration": "1 round", + "higher_level": "", + "id": 462, + "level": 0, + "locations": [ + { + "page": 106, + "sourcebook": "TCE" + } + ], + "material": "A melee weapon worth at least 1 sp.", + "name": "Booming Blade (TCE)", + "range": "Self (5 foot radius)", + "ritual": false, + "school": "Evocation", + "subclasses": [] + }, + { + "casting_time": "10 minutes", + "classes": [ + "Bard", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "You and up to eight willing creatures within range fall unconscious for the spell’s duration and experience visions of another world on the Material Plane, such as Oerth, Toril, Krynn, or Eberron. If the spell reaches its full duration, the visions conclude with each of you encountering and pulling back a mysterious blue curtain. The spell then ends with you mentally and physically transported to the world that was in the visions.\nTo cast this spell, you must have a magic item that originated on the world you wish to reach, and you must be aware of the world’s existence, even if you don’t know the world’s name. Your destination in the other world is a safe location within 1 mile of where the magic item was created. Alternatively, you can cast the spell if one of the affected creatures was born on the other world, which causes your destination to be a safe location within 1 mile of where that creature was born.\nThe spell ends early on a creature if that creature takes any damage, and the creature isn’t transported. If you take any damage, the spell ends for you and all other creatures, with none of you being transported.", + "duration": "6 hours", + "higher_level": "", + "id": 463, + "level": 7, + "locations": [ + { + "page": 106, + "sourcebook": "TCE" + } + ], + "material": "A magic item or a willing creature from the destination world.", + "name": "Dream of the Blue Veil", + "range": "20 feet", + "ritual": false, + "school": "Conjuration", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Artificer", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "S", + "M" + ], + "concentration": false, + "desc": "You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.\nThis spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).", + "duration": "Instantaneous", + "higher_level": "", + "id": 464, + "level": 0, + "locations": [ + { + "page": 107, + "sourcebook": "TCE" + } + ], + "material": "", + "name": "Green-Flame Blade (TCE)", + "range": "Self (5 foot radius)", + "ritual": false, + "school": "Evocation", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Artificer", + "Bard", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "For the duration, you or one willing creature you can see within range has resistance to psychic damage, as well as advantage on Intelligence, Wisdom, and Charisma saving throws.", + "duration": "Up to 1 hour", + "higher_level": "When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.", + "id": 465, + "level": 3, + "locations": [ + { + "page": 107, + "sourcebook": "TCE" + } + ], + "material": "", + "name": "Intellect Fortress", + "range": "30 feet", + "ritual": false, + "school": "Abjuration", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Artificer", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V" + ], + "concentration": false, + "desc": "You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.\nThis spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).", + "duration": "Instantaneous", + "higher_level": "", + "id": 466, + "level": 0, + "locations": [ + { + "page": 107, + "sourcebook": "TCE" + } + ], + "material": "", + "name": "Lightning Lure (TCE)", + "range": "Self (15 foot radius)", + "ritual": false, + "school": "Evocation", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V" + ], + "concentration": false, + "desc": "You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.\nThis spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).", + "duration": "1 round", + "higher_level": "", + "id": 467, + "level": 0, + "locations": [ + { + "page": 108, + "sourcebook": "TCE" + } + ], + "material": "", + "name": "Mind Sliver", + "range": "60 feet", + "ritual": false, + "school": "Enchantment", + "subclasses": [] + }, + { + "casting_time": "1 bonus action", + "classes": [ + "Cleric", + "Paladin", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "You call forth spirits of the dead, which flit around you for the spell’s duration. The spirits are intangible and invulnerable.\nUntil the spell ends, any attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is radiant, necrotic, or cold (your choice when you cast the spell). Any creature that takes this damage can’t regain hit points until the start of your next turn.\nIn addition, any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn.", + "duration": "Up to 1 minute", + "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for every two slot levels above 3rd.", + "id": 468, + "level": 3, + "locations": [ + { + "page": 108, + "sourcebook": "TCE" + } + ], + "material": "", + "name": "Spirit Shroud", + "range": "Self", + "ritual": false, + "school": "Necromancy", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Aberrant Spirit stat block. When you cast the spell, choose Beholderkin, Slaad, or Star Spawn. The creature resembles an aberration of that kind, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.\nThe creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.\n\nABERRANT SPIRIT\nMedium aberration\n\nArmor Class: 11 + the level of the spell (natural armor)\nHit Points: 40 + 10 for each spell level above 4th\nSpeed: 30 ft.; fly 30 ft. (hover) (Beholderkin only)\n\nSTR 16 (+3), DEX 10 (+0), CON 15 (+2)\nINT 16 (+3), WIS 10 (+0), CHA 6 (-2)\n\nDamage Immunities: psychic\nSenses: darkvision 60 ft., passive Perception 10\nLanguages: Deep Speech, understands the languages you speak\nChallenge: --\nProficiency Bonus: equals your bonus\n\nRegeneration (Slaad Only)\nThe aberration regains 5 hit points at the start of its turn if it has at least 1 hit point.\n\nWhispering Aura (Star Spawn Only)\nAt the start of each of the aberration’s turns, each creature within 5 feet of the aberration must succeed on a Wisdom saving throw against your spell save DC or take 2d6 psychic damage, provided that the aberration isn’t incapacitated.\n\nACTIONS\nMultiattack\nThe aberration makes a number of attacks equal to half this spell’s level (rounded down). \n\nClaws (Slaad Only).\nMelee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 3 + the spell’s level slashing damage. If the target is a creature, it can’t regain hit points until the start of the aberration’s next turn.\n\nEye Ray (Beholderkin Only)\nRanged Spell Attack: your spell attack modifier to hit, range 150 ft., one creature. Hit: 1d8 + 3 + the spell’s level psychic damage.\n\nPsychic Slam (Star Spawn Only)\nMelee Spell Attack: your spell attack modifier to hit, reach 5 ft., one creature. Hit: 1d8 + 3 + the spell’s level psychic damage.", + "duration": "Up to 1 hour", + "higher_level": "When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell’s level appears on the stat block.", + "id": 469, + "level": 4, + "locations": [ + { + "page": 109, + "sourcebook": "TCE" + } + ], + "material": "A pickled tentacle and an eyeball in a platinum-inlaid vial worth at least 400 gp.", + "name": "Summon Aberration", + "range": "90 feet", + "ritual": false, + "school": "Conjuration", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Druid", + "Ranger" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land, or Water. The creature resembles an animal of your choice that is native to the chosen environment, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.\nThe creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.\n\nBESTIAL SPIRIT\nSmall beast\n\nArmor Class: 11 + the level of the spell (natural armor)\nHit Points: 20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2nd\nSpeed: 30 ft., climb 30 ft. (Land only), fly 60 ft. (Air only), swim 30 ft. (Water only)\n\nSTR 18 (+4), DEX 11 (+0), CON 16 (+3)\nINT 4 (-3), WIS 14 (+2), CHA 5 (-3)\n\nSenses: darkvision 60 ft., passive Perception 12\nLanguages: understands the languages you speak\nChallenge: --\nProficiency Bonus: equals your bonus\n\nFlyby (Air Only)\nThe beast doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.\n\nPack Tactics (Land and Water Only)\nThe beast has advantage on an attack roll against a creature if at least one of the beast’s allies is within 5 feet of the creature and the ally isn’t incapacitated.\n\nWater Breathing (Water Only)\nThe beast can breathe only underwater.\n\nACTIONS\nMultiattack\nThe beast makes a number of attacks equal to half the spell’s level (rounded down).\n\nMaul\nMelee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell’s level piercing damage.", + "duration": "Up to 1 hour", + "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, use the higher level where the spell’s level appears in the stat block.", + "id": 470, + "level": 2, + "locations": [ + { + "page": 109, + "sourcebook": "TCE" + } + ], + "material": "A feather, tuft of fur, and fish tail inside a gilded acorn worth at least 200 gp.", + "name": "Summon Beast", + "range": "90 feet", + "ritual": false, + "school": "Conjuration", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Cleric", + "Paladin" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You call forth a celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range. This corporeal form uses the Celestial Spirit stat block. When you cast the spell, choose Avenger or Defender. Your choice determines the creature’s attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.\nThe creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.\n\nCELESTIAL SPIRIT\nLarge celestial\n\nArmor Class: 11 + the level of the spell (natural armor) + 2 (Defender only)\nHit Points: 40 + 10 for each spell level above 5th\nSpeed: 30 ft., fly 40 ft.\n\n STR 16 (+3), DEX 14 (+2), CON 16 (+3)\nINT 10 (+0), WIS 14 (+2), CHA 16 (+3)\n\nDamage Resistances: radiant\nCondition Immunities: charmed, frightened\nSenses: darkvision 60 ft., passive Perception 12\nLanguages: Celestial, understands the languages you speak\nChallenge: --\nProficiency Bonus: equals your bonus\n\nACTIONS\nMultiattack\nThe celestial makes a number of attacks equal to half this spell’s level (rounded down).\n\nRadiant Bow (Avenger Only)\nRanged Weapon Attack: your spell attack modifier to hit, reach 150/600 ft., one target. Hit: 2d6 + 2 + the spell’s level radiant damage.\n\nRadiant Mace (Defender Only)\nMelee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 3 + the spell’s level radiant damage, and the celestial can choose itself or another creature it can see within 10 feet of the target. The chosen creature gain 1d10 temporary hit points.\n\nHealing Touch (1/Day)\nThe celestial touches another creature. The target magically regains hit points equal to 2d8 + the spell’s level.", + "duration": "Up to 1 hour", + "higher_level": "When you cast this spell using a spell slot of 6th level or higher, use the higher level whenever the spell’s level appears in the stat block.", + "id": 471, + "level": 5, + "locations": [ + { + "page": 110, + "sourcebook": "TCE" + } + ], + "material": "A golden reliquary worth at least 500 gp.", + "name": "Summon Celestial", + "range": "90 feet", + "ritual": false, + "school": "Conjuration", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Artificer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You call forth the spirit of a construct. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Construct Spirit stat block. When you cast the spell, choose a material: Clay, Metal, or Stone. The creature resembles a golem or a modron (your choice) made of the chosen material, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.\nThe creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.\n\nCONSTRUCT SPIRIT\nMedium construct\n\nArmor Class: 13 + the level of the spell (natural armor)\nHit Points: 40 + 15 for each spell level above 3rd\nSpeed 30 ft.\n\nSTR 18 (+4), DEX 10 (+0), CON 18 (+4)\nINT 14 (+2), WIS 11 (+0), CHA 5 (-3)\n\nDamage Resistances: poison\nCondition Immunities: charmed, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned\nSenses: darkvision 60 ft., passive Perception 10\nLanguages: understands the languages you speak\nChallenge: --\nProficiency Bonus: equals your bonus\n\nHeated Body (Metal Only)\nA creature that touches the construct or hits it with a melee attack while within 5 feet of it takes 1d10 fire damage.\nStony Lethargy (Stone Only)\nWhen a creature the construct can see starts its turn within 10 feet of the construct, the construct can force it to make a Wisdom saving throw against your spell save DC. On a failed save, the target can’t use reactions and its speed is halved until the start of its next turn.\n\nACTIONS\nMultiattack\nThe construct makes a number of attacks equal to half this spell’s level (rounded down).\n\nSlam\nMelee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell’s level bludgeoning damage.\n\nREACTIONS\nBerserk Lashing (Clay Only)\nWhen the construct takes damage, it makes a slam attack against a random creature within 5 feet of it. If no creature is within reach, the construct moves up to half its speed toward an enemy it can see, without provoking opportunity attacks.", + "duration": "Up to 1 hour", + "higher_level": "When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell’s level appears in the stat block.", + "id": 472, + "level": 4, + "locations": [ + { + "page": 111, + "sourcebook": "TCE" + } + ], + "material": "An ornate stone and metal lockbox worth at least 400 gp.", + "name": "Summon Construct", + "range": "90 feet", + "ritual": false, + "school": "Conjuration", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Druid", + "Ranger", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You call forth an elemental spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Elemental Spirit stat block. When you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature resembles a bipedal form wreathed in the chosen element, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.\nThe creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.\n\nELEMENTAL SPIRIT\nMedium elemental\n\nArmor Class: 11 + the level of the spell (natural armor)\nHit Points: 50 + 10 for each spell level above 3rd\nSpeed: 40 ft.; burrow 40 ft. (Earth only); fly 40 ft. (hover) (Air only); swim 40 ft. (Water only)\n\nSTR 18 (+4), DEX 15 (+2), CON 17 (+3)\nINT 4 (-3), WIS 10 (+0), CHA 16 (+3)\n\nDamage Resistances: acid (Water only); lightning and thunder (Air only); piercing and slashing (Earth only)\nDamage Immunities: poison; fire (Fire only)\nCondition Immunities: exhaustion, paralyzed, petrified, poisoned, unconscious\nSenses: darkvision 60 ft., passive Perception 10\nLanguages: Primordial, understands the languages you speak\nChallenge: --\nProficiency Bonus: equals your bonus\n\nAmorphous Form (Air, Fire, and Water Only)\nThe elemental can move through a space as narrow as 1 inch wide without squeezing.\n\nACTIONS\nMultiattack\nThe elemental makes a number of attacks equal to half this spell’s level (rounded down).\n\nSlam\nMelee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 4 + the spell’s level bludgeoning damage (Air, Earth, and Water only) or fire damage (Fire only).", + "duration": "Up to 1 hour", + "higher_level": "When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell’s level appears in the stat block.", + "id": 473, + "level": 4, + "locations": [ + { + "page": 111, + "sourcebook": "TCE" + } + ], + "material": "Air, a pebble, ash, and water inside a gold-inlaid vial worth at least 400 gp.", + "name": "Summon Elemental", + "range": "90 feet", + "ritual": false, + "school": "Conjuration", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Druid", + "Ranger", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You call forth a fey spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Fey Spirit stat block. When you cast the spell, choose a mood: Fuming, Mirthful, or Tricksy. The creature resembles a fey creature of your choice marked by the chosen mood, which determines one of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.\nThe creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.\n\nFEY SPIRIT\nSmall fey\n\nArmor Class: 12 + the level of the spell (natural armor)\nHit Points: 30 + 10 for each spell level above 3rd\nSpeed: 40 ft.\n\nSTR 13 (+1), DEX 16 (+3), CON 14 (+2)\nINT 14 (+2), WIS 11 (+0), CHA 16 (+3)\n\nCondition Immunities: charmed\nSenses: darkvision 60 ft., passive Perception 10\nLanguages: Sylvan, understands the languages you speak\nChallenge: --\nProficiency Bonus: equals your bonus\n\nACTIONS\nMultiattack\nThe fey makes a number of attacks equal to half the spell’s level (rounded down).\n\nShortsword\nMelee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 3 + the spell’s level piercing damage + 1d6 force damage.\n\nBONUS ACTIONS\nFey Step\n The fey magically teleports up to 30 feet to an unoccupied space it can see. Then one of the following effects occurs, based on the fey’s chosen mood.\n\nFuming\nThe fey has advantage on the next attack roll it makes before the end of this turn.\n\nMirthful\nThe fey can force one creature it can see within 10 feet of it to make a Wisdom saving throw against your spell save DC. Unless the save succeeds, the target is charmed by you and the fey for 1 minute or until the target takes any damage.\n\nTricksy\nThe fey can fill a 5-foot cube within 5 feet of it with magical darkness, which lasts until the end of its next turn.", + "duration": "Up to 1 hour", + "higher_level": "When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell’s level appears in the stat block.", + "id": 474, + "level": 3, + "locations": [ + { + "page": 112, + "sourcebook": "TCE" + } + ], + "material": "A gilded lower worth at least 300 gp.", + "name": "Summon Fey", + "range": "90 feet", + "ritual": false, + "school": "Conjuration", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You call forth a fiendish spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Fiendish Spirit stat block. When you cast the spell, choose Demon, Devil, or Yugoloth. The creature resembles a fiend of the chosen type, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.\nThe creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.\n\nFIENDISH SPIRIT\nLarge fiend\n\nArmor Class: 12 + the level of the spell (natural armor)\nHit Points: 50 (Demon only) or 40 (Devil only) or 60 (Yugoloth only) + 15 for each spell level above 6th\nSpeed: 40 ft., climb 40 ft. (Demon only), fly 60 ft. (Devil only)\n\nSTR 13 (+1), DEX 16 (+3), CON 15 (+2)\nINT 10 (+0), WIS 10 (+0), CHA 16 (+3)\n\nDamage Resistances: fire\nDamage Immunities: poison\nCondition Immunities: poisoned\nSenses: darkvision 60 ft., passive Perception 10\nLanguages: Abyssal, Infernal, telepathy 60 ft.\nChallenge: --\nProficiency Bonus: equals your bonus\n\nDeath Throes (Demon Only)\nWhen the fiend drops to 0 hit points or the spell ends, the fiend explodes, and each creature within 10 feet of it must make a Dexterity saving throw against your spell save DC. A creature takes 2d10 + this spell’s level fire damage on a failed save, or half as much damage on a successful one.\n\nDevil’s Sight (Devil Only)\nMagical darkness doesn’t impede the fiend’s darkvision.\n\nMagic Resistance\nThe fiend has advantage on saving throws against spells and other magical effects.\n\nACTIONS\nMultiattack\nThe fiend makes a number of attacks equal to half this spell’s level (rounded down).\n\nBite (Demon Only)\nMelee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d12 + 3 + the spell’s level necrotic damage.\n\nClaws (Yugoloth Only)\nMelee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 3 + the spell’s level slashing damage. Immediately after the attack hits or misses, the fiend can magically teleport up to 30 feet to an unoccupied space it can see.\n\nHurl Flame (Devil Only)\nRanged Spell Attack: your spell attack modifier to hit, range 150 ft., one target. Hit: 2d6 + 3 + the spell’s level fire damage. If the target is a flammable object that isn’t being worn or carried, it also catches fire.", + "duration": "Up to 1 hour", + "higher_level": "When you cast this spell using a spell slot of 7th level or higher, use the higher level wherever the spell’s level appears in the stat block.", + "id": 475, + "level": 6, + "locations": [ + { + "page": 112, + "sourcebook": "TCE" + } + ], + "material": "Humanoid blood inside a ruby vial worth at least 600 gp.", + "name": "Summon Fiend", + "range": "90 feet", + "ritual": false, + "school": "Conjuration", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You call forth a shadowy spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Shadow Spirit stat block. When you cast the spell, choose an emotion: Fury, Despair, or Fear. The creature resembles a misshapen biped marked by the chosen emotion, which determines certain traits in its stat block. The creature disappears when it drop to 0 hit points or when the spell ends.\nThe creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after your. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and it uses its move to avoid danger.\n\nSHADOW SPIRIT\nMedium monstrosity\n\nArmor Class: 11 + the level of the spell (natural armor)\nHit Points: 35 + 15 for each spell level above 3rd \nSpeed: 40 ft.\n\nSTR 13 (+1), DEX 16 (+3), CON 15 (+2)\nINT 4 (-3), WIS 10 (+0), CHA 16 (+3)\n\nDamage Resistances: necrotic\nCondition Immunities: frightened\nSenses: darkvision 120 ft., passive Perception 10\nLanguages: understands the languages you speak\nChallenge: --\nProficiency Bonus: equals your bonus\n\nTerror Frenzy (Fury Only)\nThe spirit has advantage on attack rolls against frightened creatures.\n\nWeight of Sorrow (Despair Only)\nAny creature, other than you, that starts its turn within 5 feet of the spirit has its speed reduced by 20 feet until the start of that creature’s next turn.\n\nACTIONS\nMultiattack\nThe spirit makes a number of attacks equal to half this spell’s level (rounded down).\n\nChilling Rend\nMelee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d12 + 3 + the spell’s level cold damage.\n\nDreadful Scream (1/Day)\nThe spirit screams. Each creature within 30 feet of it must succeed on a Wisdom saving throw against your spell save DC or be frightened of the spirit for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\n\nBONUS ACTION\nShadow Stealth (Fear Only)\nWhile in dim light or darkness, the spirit takes the Hide action.", + "duration": "Up to 1 hour", + "higher_level": "When you cast the spell using a spell slot of 4th level or higher, use the higher level wherever the spell’s level appears on the stat block.", + "id": 476, + "level": 3, + "locations": [ + { + "page": 113, + "sourcebook": "TCE" + } + ], + "material": "Tears inside a gem worth at least 300 gp.", + "name": "Summon Shadowspawn", + "range": "90 feet", + "ritual": false, + "school": "Conjuration", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You call forth an undead spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Undead Spirit stat block. When you cast the spell, choose the creature’s form: Ghostly, Putrid, or Skeletal. The spirit resembles an undead creature with the chosen form, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.\nThe creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.\n\nUNDEAD SPIRIT\nMedium undead\n\nArmor Class: 11 + the level of the spell (natural armor)\nHit Points: 30 (Ghostly and Putrid only) or 20 (Skeletal only) + 10 for each spell level above 3rd\nSpeed: 30 ft., fly 40 ft. (hover) (Ghostly only)\n\nSTR 12 (+1), DEX 16 (+3), CON 15 (+2)\nINT 4 (-3), WIS 10 (+0), CHA 9 (-1)\n\nDamage Immunities: necrotic, poison\nCondition Immunities: exhaustion, frightened, paralyzed, poisoned\nSenses: darkvision 60 ft., passive Perception 10\nLanguages: understands the languages you speak\nChallenge: --\nProficiency Bonus: equals your bonus\n\nFestering Aura (Putrid Only)\nAny creature, other than you, that starts its turn within 5 feet of the spirit must succeed on a Constitution saving throw against your spell save DC or be poisoned until the start of its next turn.\n\nIncorporeal Passage (Ghostly Only)\nThe spirit can move through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled.\n\nACTIONS\nMultiattack\nThe spirit makes a number of attacks equal to half the spell’s level (rounded down).\n\nDeathly Touch (Ghostly Only)\nMelee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 3 + the spell’s level necrotic damage, and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of the undead until the end of the target’s next turn.\n\nGrave Bolt (Skeletal Only)\nRanged Weapon Attack: your spell attack modifier to hit, reach 150 ft., one target. Hit: 2d4 + 3 + the spell’s level necrotic damage.\n\nRotting Claw (Putrid Only)\nMelee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 3 + the spell’s level slashing damage. If the target is poisoned, it must succeed on a Constitution saving throw against your spell save DC or be paralyzed until the end of its next turn.", + "duration": "Up to 1 hour", + "higher_level": "When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell’s level appears in the stat block.", + "id": 477, + "level": 3, + "locations": [ + { + "page": 114, + "sourcebook": "TCE" + } + ], + "material": "A gilded skull worth at least 300 gp.", + "name": "Summon Undead", + "range": "90 feet", + "ritual": false, + "school": "Necromancy", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Artificer", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V" + ], + "concentration": false, + "desc": "You create a momentary circle of spectral blades that sweep around you. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 force damage.\nThis spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", + "duration": "Instantaneous", + "higher_level": "", + "id": 478, + "level": 0, + "locations": [ + { + "page": 115, + "sourcebook": "TCE" + } + ], + "material": "", + "name": "Sword Burst (TCE)", + "range": "Self (5 foot radius)", + "ritual": false, + "school": "Conjuration", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Artificer", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell’s duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 2d4 acid damage at start of each of its turns.", + "duration": "Up to 1 minute", + "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d4 for each slot level above 1st.", + "id": 479, + "level": 1, + "locations": [ + { + "page": 115, + "sourcebook": "TCE" + } + ], + "material": "A bit of rotten food.", + "name": "Tasha's Caustic Brew", + "range": "Self (30 foot line)", + "ritual": false, + "school": "Evocation", + "subclasses": [] + }, + { + "casting_time": "1 action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V" + ], + "concentration": false, + "desc": "You psychically lash out at one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage, and it can’t take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell’s other effects.", + "duration": "1 round", + "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.", + "id": 480, + "level": 2, + "locations": [ + { + "page": 115, + "sourcebook": "TCE" + } + ], + "material": "", + "name": "Tasha's Mind Whip", + "range": "90 feet", + "ritual": false, + "school": "Enchantment", + "subclasses": [] + }, + { + "casting_time": "1 bonus action", + "classes": [ + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Uttering an incantation, you draw on the magic of the Lower Planes or Upper Planes (your choice) to transform yourself. You gain the following bene its until the spell ends:\n\n•You are immune to fire and poison damage (Lower Planes) or radiant and necrotic damage (Upper Planes).\n•You are immune to the poisoned condition (Lower Planes) or the charmed condition (Upper Planes).\n•Spectral wings appear on your back, giving you a flying speed of 40 feet.\n•You have a +2 bonus to AC.\n•All your weapon attacks are magical, and when you make a weapon attack, you can use your spellcasting ability modifier, instead of Strength or Dexterity, for the attack and damage rolls.\n•You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that lets you attack more than once when you take the Attack action on your turn.", + "duration": "Up to 1 minute", + "higher_level": "", + "id": 481, + "level": 6, + "locations": [ + { + "page": 116, + "sourcebook": "TCE" + } + ], + "material": "An object engraved with a symbol of the Outer Planes, worth at least 500 gp.", + "name": "Tasha's Otherworldly Guise", + "range": "Self", + "ritual": false, + "school": "Transmutation", + "subclasses": [] + }, + { + "casting_time": "1 minute", + "classes": [ + "Bard", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V" + ], + "concentration": false, + "desc": "Do you need to squeeze a few more gold pieces out of a merchant as you try to sell that weird octopus statue you liberated from the chaos temple? Do you need to downplay the worth of some magical assets when the tax collector stops by? Distort value has you covered.\nYou cast this spell on an object no more than 1 foot on a side, doubling the object's perceived value by adding illusory flourishes or polish to it, or reducing its perceived value by half with the help of illusory scratches, dents, and other unsightly features. Anyone examining the object can ascertain its true value with a successful Intelligence (Investigation) check against your spell save DC.", + "duration": "8 hours", + "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the maximum size of the object increases by 1 foot for each slot level above 1st.", + "id": 482, + "level": 1, + "material": "", + "name": "Distort Value", + "range": "Touch", + "ritual": false, + "school": "Illusion", + "subclasses": [], + "locations": [ + { + "sourcebook": "AI", + "page": 75 + } + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Bard", + "Cleric", + "Wizard" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "When you need to make sure something gets done, you can't rely on vague promises, sworn oaths, or binding contracts of employment. When you cast this spell, choose one humanoid within range that can see and hear you, and that can understand you. The creature must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed in this way, it undertakes to perform any services or activities you ask of it in a friendly manner, to the best of its ability.\nYou can set the creature new tasks when a previous task is completed, or if you decide to end its current task. If the service or activity might cause harm to the creature. or if it conflicts with the creature's normal activities and desires. the creature can make another Wisdom saving throw to try to end the effect. This save is made with advantage if you or your companions are fighting the creature. If the activity would result in certain death for the creature, the spell ends.\nWhen the spell ends, the creature knows it was charmed by you.", + "duration": "Up to 1 hour", + "higher_level": "When you cast this spell using a spell slot of 4th level or higher. you can target one additional creature for each slot level above 3rd.", + "id": 483, + "level": 3, + "material": "", + "name": "Fast Friends", + "range": "30 feet", + "ritual": false, + "school": "Enchantment", + "subclasses": [], + "locations": [ + { + "sourcebook": "AI", + "page": 75 + } + ] + }, + { + "casting_time": "1 reaction, which you take when you speak to another creature", + "classes": [ + "Bard", + "Wizard" + ], + "components": [ + "V", + "S", + "R" + ], + "concentration": false, + "desc": "Jim Darkmagic is said to have invented this spell, originally calling it I said what?! Have you ever been talking to the local monarch and accidentally mentioned how their son looks like your favorite hog from when you were growing up on the family farm? We've all been there! But rather than being beheaded for an honest slip of the tongue, you can pretend it never happened - by ensuring that no one knows it happened.\nWhen you cast this spell, you skillfully reshape the memories of listeners in your immediate area, so that each creature of your choice within 5 feet of you forgets everything you said within the last 6 seconds. Those creatures then remember that you actually said the words you speak as the verbal component of the spell.", + "duration": "Instantaneous", + "higher_level": "", + "id": 484, + "level": 2, + "material": "", + "royalty": "2 gp", + "name": "Gift of Gab", + "range": "Self", + "ritual": false, + "school": "Enchantment", + "subclasses": [], + "locations": [ + { + "sourcebook": "AI", + "page": 76 + } + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Cleric", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "When you cast this spell, you present the gem used as the material component and choose any number of creatures within range that can see you. Each target must succeed on a Wisdom saving throw or be charmed by you until the spell ends, or until you or your companions do anything harmful to it. While charmed in this way, a creature can do nothing but use its movement to approach you in a safe manner. While an affected creature is within 5 feel of you, it cannot move, but simply stares greedily at the gem you present.\nAt the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.", + "duration": "Up to 1 minute", + "higher_level": "", + "id": 485, + "level": 3, + "material": "A gem worth at least 50 gp.", + "name": "Incite Greed", + "range": "30 feet", + "ritual": false, + "school": "Enchantment", + "subclasses": [], + "locations": [ + { + "sourcebook": "AI", + "page": 76 + } + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Wizard" + ], + "components": [ + "S", + "M", + "R" + ], + "concentration": false, + "desc": "Of the many tactics employed by master magician and renowned adventurer Jim Darkmagic, the old glowing coin trick is a time-honored classic. When you cast the spell, you hurl the coin that is the spell's material component to any spot within range. The coin lights up as if under the effect of a light spell. Each creature of your choice that you can see within 30 feet of the coin must succeed on a Wisdom saving throw or be distracted for the duration. While distracted, a creature has disadvantage on Wisdom (Perception) checks and initiative rolls.", + "duration": "1 minute", + "higher_level": "", + "id": 486, + "level": 2, + "material": "A coin.", + "royalty": "2 gp", + "name": "Jim's Glowing Coin", + "range": "60 feet", + "ritual": false, + "school": "Enchantment", + "subclasses": [], + "locations": [ + { + "sourcebook": "AI", + "page": 76 + } + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Wizard" + ], + "components": [ + "V", + "S", + "R" + ], + "concentration": false, + "desc": "Any apprentice wizard can cast a boring old magic missile. Sure, it always strikes its target. Yawn. Do away with the drudgery of your grandfather's magic with this improved version of the spell, as used by Jim Darkmagic!\nYou create three twisting, whistling, hypoallergenic, gluten-free darts of magical force. Each dart targets a creature of your choice that you can see within range. Make a ranged spell attack for each missile. On a hit, a missile deals 2d4 force damage to its target.\nIf the attack roll scores a critical hit, the target of that missile takes 5d4 force damage instead of you rolling damage twice for a critical hit. If the attack roll for any missile is a 1, all missiles miss their targets and blow up in your face, dealing 1 force damage per missile to you.", + "duration": "Instantaneous", + "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart, and the royalty component increases by 1 gp, for each slot level above 1st.", + "id": 487, + "level": 1, + "material": "", + "royalty": "1 gp", + "name": "Jim's Magic Missile", + "range": "120 feet", + "ritual": false, + "school": "Evocation", + "subclasses": [], + "locations": [ + { + "sourcebook": "AI", + "page": 76 + } + ] + }, + { + "casting_time": "1 minute", + "classes": [ + "Bard", + "Cleric" + ], + "components": [ + "V" + ], + "concentration": false, + "desc": "You address allies, staff, or innocent bystanders to exhort and inspire them to greatness, whether they have anything to get excited about or not. Choose up to five creatures within range that can hear you. For the duration, each affected creature gains 5 temporary hit points and has advantage on Wisdom saving throws. If an affected creature is hit by an attack, it has advantage on the next attack roll it makes. Once an affected creature loses the temporary hit points granted by this spell, the spell ends for that creature.", + "duration": "1 hour", + "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the temporary hit points increase by 5 for each slot level above 3rd.", + "id": 488, + "level": 3, + "material": "", + "name": "Motivational Speech", + "range": "60 feet", + "ritual": false, + "school": "Enchantment", + "subclasses": [], + "locations": [ + { + "sourcebook": "AI", + "page": 77 + } + ] + }, + { + "name": "Flock of Familiars", + "desc": "You temporarily summon three familiars spirits that take animal forms of your choice. Each familiar uses the same rules and options for a familiar conjured by the find familiar spell. All the familiars conjured by this spell must be the same type of creature (celestials, fey, or fiends; your choice). If you already have a familiar conjured by the find familiar spell or similar means, then one fewer familiars are conjured by this spell.\nFamiliars summoned by this spell can telepathically communicate with you and share their visual or auditory senses while they are within 1 mile of you.\nWhen you cast a spell with a range of touch, one of the familiars conjured by this spell can deliver the spell, as normal. However, you can cast a touch spell through only one familiar per turn.", + "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you conjure an additional familiar for each slot level above 2nd.", + "range": "Touch", + "material": "", + "ritual": false, + "duration": "Up to 1 hour", + "concentration": true, + "casting_time": "1 minute", + "level": 2, + "school": "Conjuration", + "components": [ + "V", + "S" + ], + "classes": [ + "Warlock", + "Wizard" + ], + "subclasses": [], + "locations": [ + { + "sourcebook": "LLK", + "page": 57 + } + ], + "id": 489 + }, + { + "name": "Galder's Speedy Courier", + "desc": "You summon a Small air elemental to a spot within range. The air elemental is formless, nearly transparent, immune to all damage, and cannot interact with other creatures or objects. It carries an open, empty chest whose interior dimensions are 3 feet on each side. While the spell lasts, you can deposit as many items inside the chest as will fit. You can then name a living creature you have met and seen at least once before, or any creature for which you possess a body part, lock of hair, clipping from a nail, or similar portion of the creature’s body. As soon as the lid of the chest is closed, the elemental and the chest disappear, then reappear adjacent to the target creature. If the target creature is on another plane, or if it is proofed against magical detection or location, the contents of the chest reappear on the ground at your feet. The target creature is made aware of the chest’s contents before it chooses whether or not to open it, and knows how much of the spell’s duration remains in which it can retrieve them. No other creature can open the chest and retrieve its contents. When the spell expires or when all the contents of the chest have been removed, the elemental and the chest disappear. The elemental also disappears if the target creature orders it to return the items to you. When the elemental disappears, any items not taken from the chest reappear on the ground at your feet.", + "higher_level": "When you cast this spell using an 8th-level spell slot, you can send the chest to a creature on a different plane of existence from you.", + "range": "10 feet", + "material": "25 gold pieces, or mineral goods of equivalent value, which the spell consumes.", + "ritual": false, + "duration": "10 minutes", + "concentration": false, + "casting_time": "1 action", + "level": 4, + "school": "Conjuration", + "components": [ + "V", + "S", + "M" + ], + "classes": [ + "Warlock", + "Wizard" + ], + "subclasses": [], + "locations": [ + { + "sourcebook": "LLK", + "page": 57 + } + ], + "id": 490 + }, + { + "name": "Galder's Tower", + "desc": "You conjure a two-story tower made of stone, wood, or similar suitably sturdy materials. The tower can be round or square in shape. Each level of the tower is 10 feet tall and has an area of up to 100 square feet. Access between levels consists of a simple ladder and hatch. Each level takes one of the following forms, chosen by you when you cast the spell:\n• A bedroom with a bed, chairs, chest, and magical fireplace\n• A study with desks, books, bookshelves, parchments, ink, and ink pens\n• A dining space with a table, chairs, magical fireplace, containers, and cooking utensils\n• A lounge with couches, armchairs, side tables and footstools\n• A washroom with toilets, washtubs, a magical brazier, and sauna benches\n• An observatory with a telescope and maps of the night sky\n• An unfurnished, empty room The interior of the tower is warm and dry, regardless of conditions outside. Any equipment or furnishings conjured with the tower dissipate into smoke if removed from it. At the end of the spell’s duration, all creatures and objects within the tower that were not created by the spell appear safely outside on the ground, and all traces of the tower and its furnishings disappear.\nYou can cast this spell again while it is active to maintain the tower’s existence for another 24 hours. You can create a permanent tower by casting this spell in the same location and with the same configuration every day for one year.", + "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the tower can have one additional story for each slot level beyond 3rd.", + "range": "30 feet", + "material": "A fragment of stone, wood, or other building material.", + "ritual": false, + "duration": "24 hours", + "concentration": false, + "casting_time": "10 minutes", + "level": 3, + "school": "Conjuration", + "components": [ + "V", + "S", + "M" + ], + "classes": [ + "Wizard" + ], + "subclasses": [], + "locations": [ + { + "sourcebook": "LLK", + "page": 57 + } + ], + "id": 491 + }, + { + "casting_time": "1 hour", + "classes": [ + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "While casting the spell, you place a vial of quicksilver in the chest of a life-sized human doll stuffed with ash or dust. You then stitch up the doll and drip your blood on it. At the end of the casting, you tap the doll with a crys­tal rod, transforming it into a magen clothed in whatever the doll was wearing. The type of magen is chosen by you during the casting of the spell. See the stat blocks below for different kinds of magen and their statistics.\nWhen the magen appears, your hit point maximum decreases by an amount equal to the magen's challenge rating (minimum reduction of 1). Only a wish spell can undo this reduction to your hit point maximum.\nAny magen you create with this spell obeys your com­mands without question.\n\n\nDEMOS MAGEN\nMedium construct, unaligned\n\nArmor Class: 16 (chain mail)\nHit Points: 51 (6d8 + 24)\nSpeed: 30 ft.\n\nSTR 14 (+2), DEX 14 (+2), CON 18 (+4)\nINT 10 (+0), WIS 10 (+0), CHA 7 (-2)\n\nDamage Immunities: poison\nCondition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned\nSenses: passive Perception 10\nLanguages: understands the languages of its creator but can't speak\nChallenge 2 (450 XP)\n\nFiery End\nIf the magen dies, its body disintegrates in a harm­less burst of fire and smoke, leaving behind anything it was wearing or carrying.\n\nMagic Resistance\nThe magen has advantage on saving throws against spells and other magical effects.\n\nUnusual Nature\nThe magen doesn't require air, food, drink, or sleep.\n\nACTIONS\nMultiattack\nThe magen makes two melee attacks.\n\nGreatsword\nMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.\n\nLight Crossbow\nRanged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage.\n\n\nGALVAN MAGEN\nMedium construct, unaligned\n\nArmor Class: 14\nHit Points: 68 (8d8 + 32)\nSpeed: 30 ft., fly 30 ft. (hover)\n\nSTR 10 (+0), DEX 18 (+4), CON 18 (+4)\nINT 12(+1), WIS 10 (+0), CHA 7 (-2)\n\nDamage Immunities: lightning, poison\nCondition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned\nSenses: passive Perception 10\nLanguages: understands the languages of its creator but can't speak\nChallenge: 3 (700 XP)\n\nFiery End\n If the magen dies, its body disintegrates in a harm­less burst of fire and smoke, leaving behind anything it was wearing or carrying.\n\nMagic Resistance\nThe magen has advantage on saving throws against spells and other magical effects.\n\nUnusual Nature\nThe magen doesn't require air, food, drink, or sleep.\n\nACTIONS\nMultiattack\nThe magen makes two Shocking Touch attacks.\n\nShocking Touch\nMelee Spell Attack: +6 to hit, reach 5 ft., one target (the magen has advantage on the attack roll if the target is wearing armor made of metal). Hit: 7 (1d6 + 4) light­ning damage.\n\nStatic Discharge (Recharge 5-6)\nThe magen discharges a light­ning bolt in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw (with disad­vantage if the creature is wearing armor made of metal), taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.\n\n\nHYPNOS MAGEN\nMedium construct, unaligned\n\nArmor Class: 12\nHit Points: 34 (4d8 + 16)\nSpeed: 30 ft.\n\nSTR 10 (+0), DEX 14 (+2), CON 18 (+4)\nINT 14 (+2), WIS 10 (+0), CHA 7 (-2)\n\nDamage Immunities: poison\nCondition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned\nSenses: passive Perception 10\nLanguages: understands the languages of its creator but can't speak, telepathy 30 ft.\nChallenge: 1 (200 XP)\n\nFiery End\nIf the magen dies, its body disintegrates in a harm­less burst of fire and smoke, leaving behind anything it was wearing or carrying.\n\nMagic Resistance\nThe magen has advantage on saving throws against spells and other magical effects.\n\nUnusual Nature\nThe magen doesn't require air, food, drink, or sleep.\n\nACTIONS\nPsychic Lash\nThe magen's eyes glow silver as it targets one creature that it can see within 60 feet of it. The target must succeed on a DC 12 Wisdom saving throw or take 11 (2d10) psychic damage.\n\nSuggestion\nThe magen casts the suggestion spell (save DC 12) , requiring no material components. The target must be a creature that the magen can communicate with telepathically. If it succeeds on its saving throw, the target is immune to this magen's suggestion spell for the next 24 hours. The magen's spellcasting ability is Intelligence.", + "duration": "Instantaneous", + "higher_level": "", + "id": 492, + "level": 7, + "material": "A vial of quicksilver worth 500 gp and a life-sized human doll, both of which the spell consumes, and an intricate crystal rod worth at least 1,500 gp that is not consumed.", + "name": "Create Magen", + "range": "Touch", + "ritual": false, + "school": "Transmutation", + "subclasses": [], + "locations": [ + { + "page": 318, + "sourcebook": "RF" + } + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": false, + "desc": "Freezing cold blasts from your fingertips in a 15-foot cone. Each creature in that area must make a Constitu­tion saving throw, taking 2d8 cold damage on a failed save, or half as much damage on a successful one.\nThe cold freezes nonmagical liquids in the area that aren't being worn or carried.", + "duration": "Instantaneous", + "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.", + "id": 493, + "level": 1, + "material": "", + "name": "Frost Fingers", + "range": "Self (15 foot cone)", + "ritual": false, + "school": "Evocation", + "subclasses": [], + "locations": [ + { + "page": 318, + "sourcebook": "RF" + } + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "This spell creates a sphere centered on a point you choose within range. The sphere can have a radius of up to 40 feet. The area within this sphere is filled with mag­ical darkness and crushing gravitational force.\nFor the duration, the spell's area is difficult terrain. A creature with darkvision can't see through the magical darkness, and nonmagical light can't illuminate it. No sound can be created within or pass through the area. Any creature or object entirely inside the sphere is im­ mune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.\nAny creature that enters the spell's area for the first time on a turn or starts its turn there must make a Con­stitution saving throw. The creature takes 8d10 force damage on a failed save, or half as much damage on a successful one. A creature reduced to 0 hit points by this damage is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust.", + "duration": "Up to 1 minute", + "higher_level": "", + "id": 494, + "level": 8, + "material": "A shard of onyx and a drop of the caster's blood, both of which the spell consumes.", + "name": "Dark Star", + "range": "150 feet", + "ritual": false, + "school": "Evocation", + "subclasses": [ + "Graviturgy" + ], + "locations": [ + { + "sourcebook": "EGW", + "page": 186 + } + ] + }, + { + "casting_time": "1 minute", + "classes": [ + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "You impart latent luck to yourself or one willing creature you can see within range. When the chosen creature makes an attack roll, an ability check, or a saving throw before the spell ends, it can dismiss this spell on itself to roll an additional d20 and choose which of the d20s to use. Alternatively, when an attack roll is made against the chosen creature, it can dismiss this spell on itself to roll a d20 and choose which of the d20s to use, the one it rolled or the one the attacker rolled.\nIf the original d20 roll has advantage or disadvantage, the creature rolls the additional d20 after advantage or disadvantage has been applied to the original roll.", + "duration": "1 hour", + "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can target one addi­tional creature for each slot level above 2nd.", + "id": 495, + "level": 2, + "material": "A white pearl worth at least 100 gp, which the spell consumes.", + "name": "Fortune's Favor", + "range": "60 feet", + "ritual": false, + "school": "Divination", + "subclasses": [], + "locations": [ + { + "sourcebook": "EGW", + "page": 186 + } + ] + }, + { + "casting_time": "1 minute", + "classes": [ + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": false, + "desc": "You touch a willing creature. For the duration, the target can add 1d8 to its initiative rolls.", + "duration": "8 hours", + "higher_level": "", + "id": 496, + "level": 1, + "material": "", + "name": "Gift of Alacrity", + "range": "Touch", + "ritual": false, + "school": "Divination", + "subclasses": [ + "Chronurgy" + ], + "locations": [ + { + "sourcebook": "EGW", + "page": 186 + } + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "You manifest a ravine of gravitational energy in a line originating from you that is 100 feet long and 5 feet wide. Each creature in that line must make a Constitu­ tion saving throw, taking 8d8 force damage on a failed save, or half as much damage on a successful one.\nEach creature within 10 feet of the line but not in it must succeed on a Constitution saving throw or take 8d8 force damage and be pulled toward the line until the creature is in its area.", + "duration": "Instantaneous", + "higher_level": "When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.", + "id": 497, + "level": 6, + "material": "A fistful of iron filings.", + "name": "Gravity Fissure", + "range": "Self (100 foot line)", + "ritual": false, + "school": "Evocation", + "subclasses": [ + "Graviturgy" + ], + "locations": [ + { + "sourcebook": "EGW", + "page": 187 + } + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "A 20-foot-radius sphere of crushing force forms at a point you can see within range and tugs at the crea­tures there. Each creature in the sphere must make a Constitution saving throw. On a failed save, the creature takes 5d10 force damage and is pulled in a straight line toward the center of the sphere, ending in an unoccu­pied space as close to the center as possible (even if that space is in the air). On a successful save, the creature takes half as much damage and isn't pulled.", + "duration": "Instantaneous", + "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.", + "id": 498, + "level": 4, + "material": "A black marble.", + "name": "Gravity Sinkhole", + "range": "120 feet", + "ritual": false, + "school": "Evocation", + "subclasses": [ + "Graviturgy" + ], + "locations": [ + { + "sourcebook": "EGW", + "page": 187 + } + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "You touch an object that weighs no more than 10 pounds and cause it to become magically fixed in place. You and the creatures you designate when you cast this spell can move the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute.\nIf the object is fixed in the air, it can hold up to 4,000 pounds of weight. More weight causes the object to fall. Otherwise, a creature can use an action to make a Strength check against your spell save DC. On a suc­cess, the creature can move the object up to 10 feet.", + "duration": "1 hour", + "higher_level": "If you cast this spell using a spell slot of 4th or 5th level, the DC to move the object in­creases by 5, it can carry up to 8,000 pounds of weight, and the duration increases to 24 hours. If you cast this spell using a spell slot of 6th level or higher, the DC to move the object increases by 10, it can carry up to 20,000 pounds of weight, and the effect is permanent until dispelled.", + "id": 499, + "level": 2, + "material": "Gold dust worth at least 25 gp, which the spell consumes.", + "name": "Immovable Object", + "range": "Touch", + "ritual": false, + "school": "Transmutation", + "subclasses": [ + "Graviturgy" + ], + "locations": [ + { + "sourcebook": "EGW", + "page": 187 + } + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": false, + "desc": "The gravity in a 10-foot-radius sphere centered on a point you can see within range increases for a moment. Each creature in the sphere on the turn when you cast the spell must make a Constitution saving throw. On a failed save, a creature takes 2d8 force damage, and its speed is halved until the end of its next turn. On a suc­cessful save, a creature takes half as much damage and suffers no reduction to its speed.\nUntil the start of your next turn, any object that isn't being worn or carried in the sphere requires a success­ful Strength check against your spell save DC to pick up or move.", + "duration": "1 round", + "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.", + "id": 500, + "level": 1, + "material": "", + "name": "Magnify Gravity", + "range": "60 feet", + "ritual": false, + "school": "Transmutation", + "subclasses": [ + "Graviturgy" + ], + "locations": [ + { + "sourcebook": "EGW", + "page": 188 + } + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": false, + "desc": "You create intense pressure, unleash it in a 30-foot cone, and decide whether the pressure pulls or pushes creatures and objects. Each creature in that cone must make a Constitution saving throw. A creature takes 6d6 force damage on a failed save, or half as much damage on a successful one. And every creature that fails the save is either pulled 15 feet toward you or pushed 15 feet away from you, depending on the choice you made for the spell.\nIn addition, unsecured objects that are completely within the cone are likewise pulled or pushed 15 feet.", + "duration": "Instantaneous", + "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 and the distance pulled or pushed increases by 5 feet for each slot level above 3rd.", + "id": 501, + "level": 3, + "material": "", + "name": "Pulse Wave", + "range": "Self (30 foot cone)", + "ritual": false, + "school": "Evocation", + "subclasses": [], + "locations": [ + { + "sourcebook": "EGW", + "page": 188 + } + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You create a 20-foot-radius sphere of destructive grav­ itational force centered on a point you can see within range. For the spell's duration, the sphere and any space within 100 feet of it are difficult terrain, and nonmagical objects fully inside the sphere are destroyed if they aren't being worn or carried.\nWhen the sphere appears and at the start of each of your turns until the spell ends, unsecured objects within 100 feet of the sphere are pulled toward the sphere's center, ending in an unoccupied space as close to the center as possible.\nA creature that starts its turn within 100 feet of the sphere must succeed on a Strength saving throw or be pulled straight toward the sphere's center, ending in an unoccupied space as close to the center as possible. A creature that enters the sphere for the first time on a turn or starts its turn there takes 5d10 force damage and is restrained until it is no longer in the sphere. If the sphere is in the air, the restrained creature hovers inside the sphere. A creature can use its action to make a Strength check against your spell save DC, ending this restrained condition on itself or another creature in the sphere that it can reach. A creature reduced to 0 hit points by this spell is annihilated, along with any non­ magical items it is wearing or carrying.", + "duration": "Up to 1 minute", + "higher_level": "", + "id": 502, + "level": 9, + "material": "A small, nine-pointed star made of iron.", + "name": "Ravenous Void", + "range": "1000 feet", + "ritual": false, + "school": "Evocation", + "subclasses": [ + "Graviturgy" + ], + "locations": [ + { + "sourcebook": "EGW", + "page": 188 + } + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You shatter the barriers between realities and timelines, thrusting a creature into turmoil and madness. The tar­get must succeed on a Wisdom saving throw, or it can't take reactions until the spell ends. The affected target must also roll a d10 at the start of each of its turns; the number rolled determines what happens to the target, as shown on the Reality Break Effects table. At the end of each of its turns, the affected target can repeat the Wisdom saving throw, ending the spell on itself on a success.\n\nREALITY BREAK EFFECTS\nd10\tEffect\n1-2\tVision of the Far Realm. The target takes 6d12 psy­chic damage, and it is stunned until the end of the turn.\n3-5\tRending Rift. The target must make a Dexterity saving throw, taking 8d12 force damage on a failed save, or half as much damage on a successful one.\n6-8\tWormhole. The target is teleported,a long with everything it is wearing and carrying, up to 30 feet to an unoccupied space of your choice that you can see. The target also takes 10d12 force damage and is knocked prone.\n9-10\tChill of the Dark Void. The target takes 10d12 cold damage, and it is blinded until the end of the turn.", + "duration": "Up to 1 minute", + "higher_level": "", + "id": 503, + "level": 8, + "material": "A crystal prism.", + "name": "Reality Break", + "range": "60 feet", + "ritual": false, + "school": "Conjuration", + "subclasses": [ + "Chronurgy" + ], + "locations": [ + { + "sourcebook": "EGW", + "page": 189 + } + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": false, + "desc": "You sap the vitality of one creature you can see in range. The target must succeed on a Constitution saving throw or take 1d4 necrotic damage and fall prone. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).", + "duration": "Instantaneous", + "higher_level": "", + "id": 504, + "level": 0, + "material": "", + "name": "Sapping Sting", + "range": "30 feet", + "ritual": false, + "school": "Necromancy", + "subclasses": [], + "locations": [ + { + "sourcebook": "EGW", + "page": 189 + } + ] + }, + { + "casting_time": "1 reaction, taken when a creature you can see makes an attack roll or starts to cast a spell", + "classes": [ + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": false, + "desc": "You target the triggering creature, which must succeed on a Wisdom saving throw or vanish, being thrown to another point in time and causing the attack to miss or the spell to be wasted. At the start of its next turn, the target reappears where it was or in the closest unoccu­pied space. The target doesn't remember you casting the spell or being affected by it.", + "duration":"1 round", + "higher_level": "When you cast this spell using a spell slot of 6th level or higher, you can target one addi­tional creature for each slot level above 5th. All targets must be within 30 feet of each other.", + "id": 505, + "level": 5, + "material": "", + "name": "Temporal Shunt", + "range": "120 feet", + "ritual": false, + "school": "Transmutation", + "subclasses": [ + "Chronurgy" + ], + "locations": [ + { + "sourcebook": "EGW", + "page": 189 + } + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Two creatures you can see within range must make a Constitution saving throw, with disadvantage if they are within 30 feet of each other. Either creature can will­ingly fail the save. If either save succeeds, the spell has no effect. If both saves fail, the creatures are magically linked for the duration, regardless of the distance be­tween them. When damage is dealt to one of them, the same damage is dealt to the other one. If hit points are restored to one of them, the same number of hit points are restored to the other one. If either of the tethered creatures is reduced to 0 hit points, the spell ends on both. If the spell ends on one creature, it ends on both.", + "duration": "Up to 1 hour", + "higher_level": "", + "id": 506, + "level": 7, + "material": "A spool of platinum cord worth at least 250 gp, which the spell consumes.", + "name": "Tether Essence", + "range": "60 feet", + "ritual": false, + "school": "Necromancy", + "subclasses": [], + "locations": [ + { + "sourcebook": "EGW", + "page": 189 + } + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "You target a creature you can see within range, putting its physical form through the devastation of rapid aging. The target must make a Constitution saving throw, tak­ing 10d12 necrotic damage on a failed save, or half as much damage on a successful one. If the save fails, the target also ages to the point where it has only 30 days left before it dies of old age. In this aged state, the target has disadvantage on attack rolls, ability checks, and saving throws, and its walking speed is halved. Only the wish spell or the greater restoration cast with a 9th-level spell slot can end these effects and restore the target to its previous age.", + "duration": "Instantaneous", + "higher_level": "", + "id": 507, + "level": 9, + "material": "An hourglass filled with diamond dust worth at least 5,000 gp, which the spell consumes.", + "name": "Time Ravage", + "range": "90 feet", + "ritual": false, + "school": "Necromancy", + "subclasses": [ + "Chronurgy" + ], + "locations": [ + { + "sourcebook": "EGW", + "page": 189 + } + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Wizard" + ], + "components": [ + "S" + ], + "concentration": true, + "desc": "You flick your wrist, causing one object in your hand to vanish. The object, which only you can be holding and can weigh no more than 5 pounds, is transported to an extradimensional space, where it remains for the duration.\nUntil the spell ends, you can use your action to sum­mon the object to your free hand, and you can use your action to return the object to the extradimensional space. An object still in the pocket plane when the spell ends appears in your space, at your feet.", + "duration": "Up to 1 hour", + "higher_level": "", + "id": 508, + "level": 2, + "material": "", + "name": "Wristpocket", + "range": "Self", + "ritual": true, + "school": "Conjuration", + "subclasses": [], + "locations": [ + { + "sourcebook": "EGW", + "page": 190 + } + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Bard", + "Sorcerer", + "Wizard" + ], + "components": [ + "S", + "M" + ], + "concentration": true, + "desc": "You fill a 20-foot cube you can see within range with fey and draconic magic. Roll on the Mischievous Surge table to determine the magical effect produced, and roll again at the start of each of your turns until the spell ends. You can move the cube up to 10 feet before you roll.\n\nMischevious Surge\nd4\tEffect\n1\tThe smell of apple pie fills the air, and each creature in the cube must succeed on a Wisdom saving throw or become charmed by you until the start of your next turn.\n2\tBouquets of flowers appear all around, and each creature in the cube must succeed on a Dexterity saving throw or be blinded until the start of your next turn as the flowers spray water in their faces.\n3\tEach creature in the cube must succeed on a Wisdom saving throw or begin giggling until the start of your next turn. A giggling creature is incapacitated and uses all its movement to move in a random direction.\n4\tDrops of molasses hover in the cube, making it difficult terrain until the start of your next turn.", + "duration": "Up to 1 minute", + "higher_level": "", + "id": 509, + "level": 2, + "material": "A piece of crust from an apple pie.", + "name": "Nathair's Mischief", + "range": "60 feet", + "ritual": false, + "school": "Illusion", + "subclasses": [ + "Arcane Trickster", + "Eldritch Knight" + ], + "locations": [ + { + "sourcebook": "FTD", + "page": 20 + } + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "S", + "M" + ], + "concentration": false, + "desc": "A burst of cold energy emanates from you in a 30-foot cone. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 3d8 cold damage and is hindered by ice formations for 1 minute, or until it or another creature within reach of it uses an action to break away the ice. A creature hindered by ice has its speed reduced to 0. On a successful save, a creature takes half as much damage and isn't hindered by ice.", + "duration": "Instantaneous", + "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, increase the cold damage by 1d8 for each slot level above 2nd.", + "id": 510, + "level": 2, + "material": "A vial of meltwater.", + "name": "Rime's Binding Ice", + "range": "Self (30 foot cone)", + "ritual": false, + "school": "Evocation", + "subclasses": [ + "Arcane Trickster", + "Eldritch Knight" + ], + "locations": [ + { + "sourcebook": "FTD", + "page": 21 + } + ] + }, + { + "casting_time": "1 bonus action", + "classes": [ + "Artificer", + "Ranger", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "The billowing flames of a dragon blast from your feet, granting you explosive speed. For the duration, your speed increases by 20 feet and moving doesn't provoke opportunity attacks.\nWhen you move within 5 feet of a creature or an object that isn't being worn or carried, it takes 1d6 fire damage from your trail of heat. A creature or object can take this damage only once during a turn.", + "duration":"Up to 1 minute", + "higher_level": "When you cast this spell using a spell slot of 4th level or higher, increase your speed by 5 feet for each spell slot level above 3rd. The spell deals an additional 1d6 fire damage for each slot level above 3rd.", + "id": 511, + "level": 3, + "material": "", + "name": "Ashardalon's Stride", + "range": "Self", + "ritual": false, + "school": "Transmutation", + "subclasses": [ + "Arcane Trickster", + "Clockwork Soul", + "Eldritch Knight" + ], + "locations": [ + { + "sourcebook": "FTD", + "page": 19 + } + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Bard", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V" + ], + "concentration": false, + "desc": "You unleash a shimmering lance of psychic power from your forehead at a creature that you can see within range. Alternatively, you can utter a creature's name. If the named target is within range, it becomes the spell's target even if you can't see it. If the named target isn't within range, the lance dissipates without effect.\nThe target must make an Intelligence saving throw. On a failed save, the target takes 7d6 psychic damage and is incapacitated until the start of your next turn. On a successful save, the creature takes half as much damage and isn't incapacitated.", + "duration": "Instantaneous", + "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.", + "id": 512, + "level": 4, + "material": "", + "name": "Raulothim's Psychic Lance", + "range": "120 feet", + "ritual": false, + "school": "Enchantment", + "subclasses": [ + "Aberrant Mind", + "Arcane Trickster", + "Eldritch Knight" + ], + "locations": [ + { + "sourcebook": "FTD", + "page": 21 + } + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Druid", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You call forth a draconic spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Draconic Spirit stat block. When you cast this spell, choose a family of dragon: chromatic, gem, or metallic. The creature resembles a dragon of the chosen family, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.\nThe creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.", + "duration": "Up to 1 hour", + "higher_level": "When you cast this spell using a spell slot of 6th level or higher, use the higher level wherever the spell's level appears in the stat block.", + "id": 513, + "level": 5, + "material": "An object with the image of a dragon engraved on it, worth at least 500 gp.", + "name": "Summon Draconic Spirit", + "range": "60 feet", + "ritual": false, + "school": "Conjuration", + "subclasses": [ + "Arcane Trickster", + "Eldritch Knight" + ], + "locations": [ + { + "sourcebook": "FTD", + "page": 21 + } + ] + }, + { + "casting_time": "1 bonus action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You create a field of silvery light that surrounds a creature of your choice within range (you can choose yourself). The field sheds dim light out to 5 feet. While surrounded by the field, a creature gains the following benefits:\n\nCover. The creature has half cover.\n\nDamage Resistance. The creature has resistance to acid, cold, fire, lightning, and poison damage.\n\nEvasion. If the creature is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the creature instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.\nAs a bonus action on subsequent turns, you can move the field to another creature within 60 feet of the field.", + "duration": "Up to 1 minute", + "higher_level": "", + "id": 514, + "level": 6, + "material": "A platinum-plated dragon scale, worth at least 500 gp.", + "name": "Fizban's Platinum Shield", + "range":"60 feet", + "ritual": false, + "school": "Abjuration", + "subclasses": [ + "Arcana", + "Arcane Trickster", + "Eldritch Knight" + ], + "locations": [ + { + "sourcebook": "FTD", + "page": 20 + } + ] + }, + { + "casting_time": "1 bonus action", + "classes": [ + "Druid", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "With a roar, you draw on the magic of dragons to transform yourself, taking on draconic features. You gain the following benefits until the spell ends:\n\nBlindsight. You have blindsight with a range of 30 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature, unless the creature successfully hides from you.\n\nBreath Weapon. When you cast this spell, and as a bonus action on subsequent turns for the duration, you can exhale shimmering energy in a 60-foot cone. Each creature in that area must make a Dexterity saving throw, taking 6d8 force damage on a failed save, or half as much damage on a successful one.\n\nWings. Incorporeal wings sprout from your back, giving you a flying speed of 60 feet.", + "duration": "Up to 1 minute", + "higher_level": "", + "id": 515, + "level": 7, + "material": "A statuette of a dragon, worth at least 500 gp.", + "name": "Draconic Transformation", + "range": "Self (60 foot cone)", + "ritual": false, + "school": "Transmutation", + "subclasses": [ + "Arcana", + "Arcane Trickster", + "Eldritch Knight" + ], + "locations": [ + { + "sourcebook": "FTD", + "page": 19 + } + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Bard", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "You draw on knowledge from spirits of the past. Choose one skill in which you lack proficiency. For the spell's duration, you have proficiency in the chosen skill. The spell ends early if you cast it again.", + "duration": "1 hour", + "higher_level": "", + "id": 516, + "level": 2, + "material": "A book worth at least 25 gp.", + "name": "Borrowed Knowledge", + "range": "Self", + "ritual": false, + "school": "Divination", + "subclasses": [ + "Aberrant Mind", + "Arcane Trickster", + "Divine Soul", + "Eldritch Knight" + ], + "locations": [ + { + "sourcebook": "SCC", + "page": 37 + } + ] + }, + { + "casting_time": "1 bonus action", + "classes": [ + "Artificer", + "Bard", + "Sorcerer", + "Wizard" + ], + "components": [ + "S" + ], + "concentration": true, + "desc": "You magically empower your movement with dance-like steps, giving yourself the following benefits for the duration.\n\n\u2022Your walking speed increases by 10 feet.\n\n\u2022You don't provoke opportunity attacks.\n\n\u2022You can move through the space of another creature, and it doesn't count as difficult terrain. If you end your turn in another creature's space, you are shunted to the last unoccupied space you occupied, and you take 1d8 force damage.", + "duration": "Up to 1 minute", + "higher_level": "", + "id": 517, + "level": 2, + "material": "", + "name": "Kinetic Jaunt", + "range": "Self", + "ritual": false, + "school": "Transmutation", + "subclasses": [ + "Arcane Trickster", + "Clockwork Soul", + "Eldritch Knight" + ], + "locations": [ + { + "sourcebook": "SCC", + "page": 37 + } + ] + }, + { + "casting_time": "1 reaction, which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw", + "classes": [ + "Bard", + "Sorcerer", + "Wizard" + ], + "components": [ + "V" + ], + "concentration": false, + "desc": "You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.\n\nYou can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.", + "duration": "Instantaneous", + "higher_level": "", + "id": 518, + "level": 1, + "material": "", + "name": "Silvery Barbs", + "range": "60 feet", + "ritual": false, + "school": "Enchantment", + "subclasses": [ + "Aberrant Mind", + "Arcane Trickster", + "Eldritch Knight" + ], + "locations": [ + { + "sourcebook": "SCC", + "page": 38 + } + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Artificer", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": false, + "desc": "You magically twist space around another creature you can see within range. The target must succeed on a Constitution saving throw (the target can choose to fail), or the target is teleported to an unoccupied space of your choice that you can see within range. The chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze.", + "duration": "Instantaneous", + "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the range of the spell increases by 30 feet for each slot level above 2nd.", + "id": 519, + "level": 2, + "material": "", + "name": "Vortex Warp", + "range": "90 feet", + "ritual": false, + "school": "Conjuration", + "subclasses": [ + "Arcane Trickster", + "Eldritch Knight" + ], + "locations": [ + { + "sourcebook": "SCC", + "page": 38 + } + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Druid", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "You invoke both death and life upon a 10-foot-radius sphere centered on a point within range. Each creature of your choice in that area must make a Constitution saving throw, taking 2d6 necrotic damage on a failed save, or half as much damage on a successful one. Nonmagical vegetation in that area withers.\n\nIn addition, one creature of your choice in that area can spend and roll one of its unspent Hit Dice and regain a number of hit points equal to the roll plus your spellcasting ability modifier.", + "duration": "Instantaneous", + "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot above the 2nd, and the number of Hit Dice that can be spent and added to the healing roll increases by one for each slot above 2nd.", + "id": 520, + "level": 2, + "material": "A withered vine twisted into a loop.", + "name": "Wither and Bloom", + "range": "60 feet", + "ritual": false, + "school": "Necromancy", + "subclasses": [ + "Arcane Trickster", + "Eldritch Knight" + ], + "locations": [ + { + "sourcebook": "SCC", + "page": 38 + } + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Artificer", + "Druid", + "Ranger", + "Sorcerer", + "Wizard" + ], + "components": [ + "S" + ], + "concentration": false, + "desc": "You create a spectral globe around the head of a willing creature you can see within range. The globe is filled with fresh air that lasts until the spell ends. If the creature has more than one head, the globe of air appears around only one of its heads (which is all the creature needs to avoid suffocation, assuming that all its heads share the same respiratory system).", + "duration": "24 hours", + "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can create two additional globes of fresh air for each slot level above 2nd.", + "id": 521, + "level": 2, + "material": "", + "name": "Air Bubble", + "range": "60 feet", + "ritual": false, + "school": "Conjuration", + "subclasses": [ + "Arcane Trickster", + "Eldritch Knight" + ], + "locations": [ + { + "sourcebook": "AAG", + "page": 22 + } + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Artificer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "Holding the rod used in the casting of the spell, you touch a Large or smaller chair that is unoccupied. The rod disappears, and the chair is transformed into a spelljamming helm.\n\n\nSPELLJAMMING HELM\nWondrous item, rare (requires attunement by a spellcaster)\n\nThe function of this ornate chair is to propel and maneuver a ship on which it has been installed through space and air. It can also propel and maneuver a ship on water or underwater, provided the ship is built for such travel. The ship in question must weigh 1 ton or more.\n\nThe sensation of being attuned to a spelljamming helm is akin to the pins-and-needles effect one experiences after one's arm or leg falls asleep, but not as painful.\n\nWhile attuned to a spelljamming helm and sitting in it, you gain the following abilities for as long as you maintain concentration (as if concentrating on a spell):\n\n•You can use the spelljamming helm to move the ship through space, air, or water up to the ship's speed. If the ship is in space and no other objects weighing 1 ton or more are within 1 mile of it, you can use the spelljamming helm to move the vessel fast enough to travel 100 million miles in 24 hours.\n•You can steer the vessel, albeit in a somewhat clumsy fashion, in much the way that a rudder or oars can be used to maneuver a seafaring ship.\n•At any time, you can see and hear what's happening on and around the vessel as though you were standing in a location of your choice aboard it.\n\nTransfer Attunement. You can use an action to touch a willing spellcaster. That creature attunes to the spelljamming helm immediately, and your attunement to it ends.\n\nCOST OF A SPELLJAMMING HELM\nA spelljamming helm propels and steers a ship much as sails, oars, and rudders work on a seafaring vessel, and a spelljamming helm is easy to create if one has the proper spell. Create spelljamming helm has a material component cost of 5,000 gp, so that's the least one can pay to acquire a spelljamming helm.\n\nWildspace merchants, including dohwars and mercanes (both described in Boo's Astral Menagerie), typically sell a spelljamming helm for substantially more than it cost to make. How much more depends on the market, but 7,500 gp would be a reasonable demand. A desperate buyer in a seller's market might pay 10,000 gp or more.", + "duration": "Instantaneous", + "higher_level": "", + "id": 522, + "level": 5, + "material": "A crystal rod worth at least 5,000 gp, which the spell consumes.", + "name": "Create Spelljamming Helm", + "range": "Touch", + "ritual": false, + "school": "Transmutation", + "subclasses": [ + "Arcane Trickster", + "Clockwork Soul", + "Eldritch Knight" + ], + "locations": [ + { + "sourcebook": "AAG", + "page": 22 + } + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Wizard" + ], + "components": [ + "S" + ], + "concentration": false, + "desc": "You pull a memory, an idea, or a message from your mind and transform it into a tangible string of glowing energy called a thought strand, which persists for the duration or until you cast this spell again. The thought strand appears in an unoccupied space within 5 feet of you as a Tiny, weightless, semisolid object that can be held and carried like a ribbon. It is otherwise stationary.\n\nIf you cast this spell while concentrating on a spell or an ability that allows you to read or manipulate the thoughts of others (such as detect thoughts or modify memory), you can transform the thoughts or memories you read, rather than your own, into a thought strand.\n\nCasting this spell while holding a thought strand allows you to instantly receive whatever memory, idea, or message the thought strand contains. (Casting detect thoughts on the strand has the same effect.)\n\nThis spell can be used by any character with the Dimir Operative background.", + "duration": "8 hours", + "higher_level": "", + "id": 523, + "level": 0, + "material": "", + "name": "Encode Thoughts", + "range": "Self", + "ritual": false, + "school": "Enchantment", + "subclasses": [ + "Dimir Operative" + ], + "locations": [ + { + "sourcebook": "GGR", + "page": 47 + } + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Druid", + "Ranger", + "Sorcerer" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "You conjure a deluge of seawater in a 15-foot-radius, 10-foot-tall cylinder centered on a point within range. This water takes the form of a tidal wave, a whirlpool, a waterspout, or another form of your choice. Each creature in the area must succeed on a Strength saving throw against your spell save DC or take 2d8 bludgeoning damage and fall prone. You can choose a number of creatures equal to your spellcasting modifier (minimum of 1) to automatically succeed on this saving throw.\nIf you are within the spell's area, as part of the action you use to cast the spell, you can vanish into the deluge and teleport to an unoccupied space that you can see within the spell's area.", + "duration": "Instantaneous", + "higher_level": "", + "id": 524, + "level": 3, + "material": "A strand of wet hair", + "name": "Freedom of the Waves", + "range": "120 feet", + "ritual": false, + "school": "Conjuration", + "subclasses": [ + "Open Sea Paladin" + ], + "locations": [ + { + "sourcebook": "TDCSR", + "page": 176 + } + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Druid", + "Ranger", + "Sorcerer" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Wind wraps around your body, tugging at your hair and clothing as your feet lift off the ground. You gain a flying speed of 60 feet. Additionally, you have advantage on ability checks to avoid being grappled, and on saving throws against being restrained or paralyzed.\nWhen you are targeted by a spell or attack while this spell is in effect, you can use a reaction to teleport up to 60 feet to an unoccupied space you can see. If this movement takes you out of range of the triggering spell or attack, you are unaffected by it. This spell then ends when you reappear.", + "duration": "Up to 10 minutes", + "higher_level": "", + "id": 525, + "level": 5, + "material": "A scrap of sailcloth", + "name": "Freedom of the Winds", + "range": "Self", + "ritual": false, + "school": "Abjuration", + "subclasses": [ + "Open Sea Paladin" + ], + "locations": [ + { + "sourcebook": "TDCSR", + "page": 176 + } + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "You fortify the fabric of the planes in a 30-foot cube you can see within range. Within that area, portals close and can't be opened for the duration. Spells and other effects that allow planar travel or open portals, such as gate or plane shift, fail if used to enter or leave the area. The cube is stationary.", + "duration": "24 hours", + "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled.", + "id": 526, + "level": 4, + "material": "A broken portal key, which the spell consumes", + "name": "Gate Seal", + "range": "60 feet", + "ritual": false, + "school": "Abjuration", + "subclasses": [ + "Arcane Trickster", + "Eldritch Knight" + ], + "locations": [ + { + "sourcebook": "SO", + "page": 12 + } + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "For the duration, you sense the presence of portals, even inactive ones, within 30 feet of yourself.\nIf you detect a portal in this way, you can use your action to study it. Make a DC 15 ability check using your spellcasting ability. On a successful check, you learn the destination plane of the portal and what portal key it requires, then the spell ends. On a failed check, you learn nothing and can't study that portal again using this spell until you cast it again.\nThe spell can penetrate most barriers but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.", + "duration": "Up to 1 minute", + "higher_level": "", + "id": 527, + "level": 2, + "material": "A razorvine leaf", + "name": "Warp Sense", + "range": "Self", + "ritual": false, + "school": "Divination", + "subclasses": [ + "Arcane Trickster", + "Eldritch Knight" + ], + "locations": [ + { + "sourcebook": "SO", + "page": 12 + } + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Bard", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "You whisper magical words that antagonize one creature of your choice within range. The target must make a Wisdom saving throw. On a failed save, the target takes 4d4 psychic damage and must immediately use its reaction to make a melee attack against another creature of your choice that you can see. If the target can't make this attack (for example, because there is no one within its reach or because its reaction is unavailable), the target instead has disadvantage on the next attack roll it makes before the start of your next turn. On a successful save, the target takes half as much damage only.", + "duration": "Instantaneous", + "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd.", + "id": 528, + "level": 3, + "material": "A playing card depicting a rogue.", + "name": "Antagonize", + "range": "30 feet", + "ritual": false, + "school": "Enchantment", + "subclasses": [ + "Arcane Trickster", + "Eldritch Knight" + ], + "locations": [ + { + "sourcebook": "BMT", + "page": 50 + } + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You call forth a spirit that embodies death. The spirit manifests in an unoccupied space you can see within range and uses the reaper spirit stat block. The spirit disappears when it is reduced to 0 hit points or when the spell ends.\n\nThe spirit is an ally to you and your companions. In combat, the spirit shares your initiative count and takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue the spirit any commands, it takes the Dodge action and uses its movement to avoid danger.", + "duration": "Up to 1 hour", + "higher_level": "When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell's level appears in the reaper spirit stat block.", + "id": 529, + "level": 4, + "material": "A gilded playing card worth at least 400 gp and depicting an avatar of death.", + "name": "Spirit of Death", + "range": "60 feet", + "ritual": false, + "school": "Necromancy", + "subclasses": [ + "Arcane Trickster", + "Eldritch Knight" + ], + "locations": [ + { + "sourcebook": "BMT", + "page": 50 + } + ] + }, + { + "casting_time": "1 action", + "classes": [ + "Bard", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "You spray a 15-foot cone of spectral cards. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 2d10 force damage and has the blinded condition until the end of its next turn. On a successful save, a creature takes half as much damage only.", + "duration": "Instantaneous", + "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.", + "id": 530, + "level": 2, + "material": "A deck of cards.", + "name": "Spray of Cards", + "range": "Self (15-foot cone)", + "ritual": false, + "school": "Conjuration", + "subclasses": [ + "Arcane Trickster", + "Eldritch Knight" + ], + "locations": [ + { + "sourcebook": "BMT", + "page": 50 + } + ] + }, + { + "casting_time": "Action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "desc": "You create an acidic bubble at a point within range, where it explodes in a 5-foot-radius Sphere. Each creature in that Sphere must succeed on a Dexterity saving throw or take 1d6 Acid damage.", + "duration": "Instantaneous", + "higher_level": "The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).", + "id": 531, + "level": 0, + "locations": [ + { + "page": 239, + "sourcebook": "PHB24" + } + ], + "name": "Acid Splash", + "range": "60 feet", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Cleric", + "Druid", + "Paladin", + "Ranger" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Choose up to three creatures within range. Each target's Hit Point maximum and current Hit Points increase by 5 for the duration.", + "duration": "8 hours", + "higher_level": "Each target's Hit Points increase by 5 for each spell slot level above 2.", + "id": 532, + "level": 2, + "locations": [ + { + "page": 239, + "sourcebook": "PHB24" + } + ], + "material": "A strip of white cloth", + "name": "Aid", + "range": "30 feet", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "1 minute or Ritual", + "classes": [ + "Ranger", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You set an alarm against intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot Cube. Until the spell ends, an alarm alerts you whenever a creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is audible or mental:\n\nAudible Alarm. The alarm produces the sound of a handbell for 10 seconds within 60 feet of the warded area.\n\nMental Alarm. You are alerted by a mental ping if you are within 1 mile of the warded area. This ping awakens you if you're asleep.", + "duration": "8 hours", + "id": 533, + "level": 1, + "locations": [ + { + "page": 239, + "sourcebook": "PHB24" + } + ], + "material": "A bell and silver wire", + "name": "Alarm", + "range": "30 feet", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "You alter your physical form. Choose one of the following options. Its effects last for the duration, during which you can take a Magic action to replace the option you chose with a different one.\n\nAquatic Adaptation. You sprout gills and grow webs between your fingers. You can breathe underwater and gain a Swim Speed equal to your Speed.\n\nChange Appearance. You alter your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and other distinguishing characteristics. You can make yourself appear as a member of another species, though none of your statistics change. You can't appear as a creature of a different size, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. For the duration, you can take a Magic action to change your appearance in this way again.\n\nNatural Weapons. You grow claws (Slashing), fangs (Piercing), horns (Piercing), or hooves (Bludgeoning). When you use your Unarmed Strike to deal damage with that new growth, it deals 1d6 damage of the type in parentheses instead of dealing the normal damage for your Unarmed Strike, and you use your spellcasting ability modifier for the attack and damage rolls rather than using Strength.", + "duration": "Up to 1 hour", + "id": 534, + "level": 2, + "locations": [ + { + "page": 239, + "sourcebook": "PHB24" + } + ], + "name": "Alter Self", + "range": "Self", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Druid", + "Ranger" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Target a Beast that you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. If you or one of your allies deals damage to the target, the spells ends.", + "duration": "24 hours", + "higher_level": "You can target one additional Beast for each spell slot level above 1.", + "id": 535, + "level": 1, + "locations": [ + { + "page": 239, + "sourcebook": "PHB24" + } + ], + "material": "A morsel of food", + "name": "Animal Friendship", + "range": "30 feet", + "ruleset": "2024", + "school": "Enchantment" + }, + { + "casting_time": "Action or Ritual", + "classes": [ + "Bard", + "Druid", + "Ranger" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "A Tiny Beast of your choice that you can see within range must succeed on a Charisma saving throw, or it attempts to deliver a message for you (if the target's Challenge Rating isn't 0, it automatically succeeds). You specify a location you have visited and a recipient who matches a general description, such as \u201ca person dressed in the uniform of the town guard\u201d or \u201ca red-haired dwarf wearing a pointed hat.\u201d You also communicate a message of up to twenty-five words. The Beast travels for the duration toward the specified location, covering about 25 miles per 24 hours or 50 miles if the Beast can fly.\n\nWhen the Beast arrives, it delivers your message to the creature that you described, mimicking your communication. If the Beast doesn't reach its destination before the spell ends, the message is lost, and the Beast returns to where you cast the spell.", + "duration": "24 hours", + "higher_level": "The spell's duration increases by 48 hours for each spell slot level above 2.", + "id": 536, + "level": 2, + "locations": [ + { + "page": 240, + "sourcebook": "PHB24" + } + ], + "material": "A morsel of food", + "name": "Animal Messenger", + "range": "30 feet", + "ruleset": "2024", + "school": "Enchantment" + }, + { + "casting_time": "Action", + "classes": [ + "Druid" + ], + "components": [ + "V", + "S" + ], + "desc": "Choose any number of willing creatures that you can see within range. Each target shape-shifts into a Large or smaller Beast of your choice that has a Challenge Rating of 4 or lower. You can choose a different form for each target. On later turns, you can take a Magic action to transform the targets again.\n\nA target's game statistics are replaced by the chosen Beast's statistics, but the target retains its creature type; Hit Points; Hit Point Dice; alignment; ability to communicate; and Intelligence, Wisdom, and Charisma scores. The target's actions are limited by the Beast form's anatomy, and it can't cast spells. The target's equipment melds into the new form, and the target can't use any of that equipment while in that form.\n\nThe target gains a number of Temporary Hit Points equal to the Hit Points of the first form into which it shape-shifts. These Temporary Hit Points vanish if any remain when the spell ends. The transformation lasts for the duration or until the target ends it as a Bonus Action.", + "duration": "24 hours", + "id": 537, + "level": 8, + "locations": [ + { + "page": 240, + "sourcebook": "PHB24" + } + ], + "name": "Animal Shapes", + "range": "30 feet", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "1 minute", + "classes": [ + "Cleric", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Choose a pile of bones or a corpse of a Medium or Small Humanoid within range. The target becomes an Undead creature: a Skeleton if you chose bones or a Zombie if you chose a corpse (see appendix B for the stat blocks).\n\nOn each of your turns, you can take a Bonus Action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move on its next turn, or you can issue a general command, such as to guard a chamber or corridor. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow it until its task is complete.\n\nThe creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell rather than animating a new creature.", + "duration": "Instantaneous", + "higher_level": "You animate or reassert control over two additional Undead creatures for each spell slot level above 3. Each of the creatures must come from a different corpse or pile of bones.", + "id": 538, + "level": 3, + "locations": [ + { + "page": 240, + "sourcebook": "PHB24" + } + ], + "material": "A drop of blood, a piece of flesh, and a pinch of bone dust", + "name": "Animate Dead", + "range": "10 feet", + "ruleset": "2024", + "school": "Necromancy" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Objects animate at your command. Choose a number of nonmagical objects within range that aren't being worn or carried, aren't fixed to a surface, and aren't Gargantuan. The maximum number of objects is equal to your spellcasting ability modifier; for this number, a Medium or smaller target counts as one object, a Large target counts as two, and a Huge target counts as three.\n\nEach target animates, sprouts legs, and becomes a Construct that uses the Animated Object stat block; this creature is under your control until the spell ends or until it is reduced to 0 Hit Points. Each creature you make with this spell is an ally to you and your allies. In combat, it shares your Initiative count and takes its turn immediately after yours.\n\nUntil the spell ends, you can take a Bonus Action to mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing the same command to each one). If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. When the creature drops to 0 Hit Points, it reverts to its object form, and any remaining damage carries over to that form.\n\nHuge or Smaller Construct, Unaligned\n\nAC 15\n\nHP 10 (Medium or smaller), 20 (Large), 40 (Huge)\n\nSpeed 30 ft.\n\n Mod Save\nSTR 16 +3 +3\nDEX 10 +0 +0\nCON 10 +0 +0\n\n Mod Save\nINT 3 \u22124 \u22124\nWIS 3 \u22124 \u22124\nCHA 1 \u22125 \u22125\n\nImmunities Poison, Psychic; Charmed, Exhaustion, Frightened, Paralyzed, Poisoned\n\nSenses Blindsight 30 ft., Passive Perception 6\n\nLanguages Understands the languages you know\n\nCR None (XP 0; PB equals your Proficiency Bonus)\n\nActions\n\nSlam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: Force damage equal to 1d4 + 3 (Medium or smaller), 2d6 + 3 + your spellcasting ability modifier (Large), or 2d12 + 3 + your spellcasting ability modifier (Huge).", + "duration": "Up to 1 minute", + "higher_level": "The creature's Slam damage increases by 1d4 (Medium or smaller), 1d6 (Large), or 1d12 (Huge) for each spell slot level above 5.", + "id": 539, + "level": 5, + "locations": [ + { + "page": 240, + "sourcebook": "PHB24" + } + ], + "name": "Animate Objects", + "range": "120 feet", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Action", + "classes": [ + "Druid" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "An aura extends from you in a 10-foot Emanation for the duration. The aura prevents creatures other than Constructs and Undead from passing or reaching through it. An affected creature can cast spells or make attacks with Ranged or Reach weapons through the barrier.\n\nIf you move so that an affected creature is forced to pass through the barrier, the spell ends.", + "duration": "Up to 1 hour", + "id": 540, + "level": 5, + "locations": [ + { + "page": 241, + "sourcebook": "PHB24" + } + ], + "name": "Antilife Shell", + "range": "Self", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Cleric", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "An aura of antimagic surrounds you in 10-foot Emanation. No one can cast spells, take Magic actions, or create other magical effects inside the aura, and those things can't target or otherwise affect anything inside it. Magical properties of magic items don't work inside the aura or on anything inside it.\n\nAreas of effect created by spells or other magic can't extend into the aura, and no one can teleport into or out of it or use planar travel there. Portals close temporarily while in the aura.\n\nOngoing spells, except those cast by an Artifact or a deity, are suppressed in the area. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration.", + "duration": "Up to 1 hour", + "id": 541, + "level": 8, + "locations": [ + { + "page": 241, + "sourcebook": "PHB24" + } + ], + "material": "Iron filings", + "name": "Antimagic Field", + "range": "Self", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "1 hour", + "classes": [ + "Bard", + "Druid", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "As you cast the spell, choose whether it creates antipathy or sympathy, and target one creature or object that is Huge or smaller. Then specify a kind of creature, such as red dragons, goblins, or vampires. A creature of the chosen kind makes a Wisdom saving throw when it comes within 120 feet of the target. Your choice of antipathy or sympathy determines what happens to a creature when it fails that save:\n\nAntipathy. The creature has the Frightened condition. The Frightened creature must use its movement on its turns to get as far away as possible from the target, moving by the safest route.\n\nSympathy. The creature has the Charmed condition. The Charmed creature must use its movement on its turns to get as close as possible to the target, moving by the safest route. If the creature is within 5 feet of the target, the creature can't willingly move away. If the target damages the Charmed creature, that creature can make a Wisdom saving throw to end the effect, as described below.\n\nEnding the Effect. If the Frightened or Charmed creature ends its turn more than 120 feet away from the target, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target. A creature that successfully saves against this effect is immune to it for 1 minute, after which it can be affected again.", + "duration": "10 days", + "id": 542, + "level": 8, + "locations": [ + { + "page": 242, + "sourcebook": "PHB24" + } + ], + "material": "A mix of vinegar and honey", + "name": "Antipathy/Sympathy", + "range": "60 feet", + "ruleset": "2024", + "school": "Enchantment" + }, + { + "casting_time": "Action", + "classes": [ + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You create an Invisible, invulnerable eye within range that hovers for the duration. You mentally receive visual information from the eye, which can see in every direction. It also has Darkvision with a range of 30 feet.\n\nAs a Bonus Action, you can move the eye up to 30 feet in any direction. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter.", + "duration": "Up to 1 hour", + "id": 543, + "level": 4, + "locations": [ + { + "page": 242, + "sourcebook": "PHB24" + } + ], + "material": "A bit of bat fur", + "name": "Arcane Eye", + "range": "30 feet", + "ruleset": "2024", + "school": "Divination" + }, + { + "casting_time": "Action", + "classes": [ + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "You create linked teleportation portals. Choose two Large, unoccupied spaces on the ground that you can see, one space within range and the other one within 10 feet of you. A circular portal opens in each of those spaces and remains for the duration.\n\nThe portals are two-dimensional glowing rings filled with mist that blocks sight. They hover inches from the ground and are perpendicular to it.\n\nA portal is open on only one side (you choose which). Anything entering the open side of a portal exits from the open side of the other portal as if the two were adjacent to each other. As a Bonus Action, you can change the facing of the open sides.", + "duration": "Up to 10 minutes", + "id": 544, + "level": 6, + "locations": [ + { + "page": 242, + "sourcebook": "PHB24" + } + ], + "name": "Arcane Gate", + "range": "500 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You touch a closed door, window, gate, container, or hatch and magically lock it for the duration. This lock can't be unlocked by any nonmagical means. You and any creatures you designate when you cast the spell can open and close the object despite the lock. You can also set a password that, when spoken within 5 feet of the object, unlocks it for 1 minute.", + "duration": "Until dispelled", + "id": 545, + "level": 2, + "locations": [ + { + "page": 242, + "sourcebook": "PHB24" + } + ], + "material": "Gold dust worth 25+ gp, which the spell consumes", + "name": "Arcane Lock", + "range": "Touch", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "Bonus Action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "desc": "You tap into your life force to heal yourself. Roll one or two of your unexpended Hit Point Dice, and regain a number of Hit Points equal to the roll's total plus your spellcasting ability modifier. Those dice are then expended.", + "duration": "Instantaneous", + "higher_level": "The number of unexpended Hit Dice you can roll increases by one for each spell slot level above 2.", + "id": 546, + "level": 2, + "locations": [ + { + "page": 242, + "sourcebook": "PHB24" + } + ], + "name": "Arcane Vigor", + "range": "Self", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "Bonus Action", + "classes": [ + "Warlock" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Protective magical frost surrounds you. You gain 5 Temporary Hit Points. If a creature hits you with a melee attack roll before the spell ends, the creature takes 5 Cold damage. The spell ends early if you have no Temporary Hit Points.", + "duration": "1 hour", + "higher_level": "The Temporary Hit Points and the Cold damage both increase by 5 for each spell slot level above 1.", + "id": 547, + "level": 1, + "locations": [ + { + "page": 243, + "sourcebook": "PHB24" + } + ], + "material": "A shard of blue glass", + "name": "Armor of Agathys", + "range": "Self", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Warlock" + ], + "components": [ + "V", + "S" + ], + "desc": "Invoking Hadar, you cause tendrils to erupt from yourself. Each creature in a 10-foot Emanation originating from you makes a Strength saving throw. On a failed save, a target takes 2d6 Necrotic damage and can't take Reactions until the start of its next turn. On a successful save, a target takes half as much damage only.", + "duration": "Instantaneous", + "higher_level": "The damage increases by 1d6 for each spell slot level above 1.", + "id": 548, + "level": 1, + "locations": [ + { + "page": 243, + "sourcebook": "PHB24" + } + ], + "name": "Arms of Hadar", + "range": "Self", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "1 hour", + "classes": [ + "Cleric", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell ends instantly if you are already on that plane). Each target's body is left behind in a state of suspended animation; it has the Unconscious condition, doesn't need food or air, and doesn't age.\n\nA target's astral form resembles its body in almost every way, replicating its game statistics and possessions. The principal difference is the addition of a silvery cord that trails from between the shoulder blades of the astral form. The cord fades from view after 1 foot. If the cord is cut\u2014which happens only when an effect states that it does so\u2014the target's body and astral form both die.\n\nA target's astral form can travel through the Astral Plane. The moment an astral form leaves that plane, the target's body and possessions travel along the silver cord, causing the target to re-enter its body on the new plane.\n\nAny damage or other effects that apply to an astral form have no effect on the target's body and vice versa. If a target's body or astral form drops to 0 Hit Points, the spell ends for that target. The spell ends for all the targets if you take a Magic action to dismiss it.\n\nWhen the spell ends for a target who isn't dead, the target reappears in its body and exits the state of suspended animation.", + "duration": "Until dispelled", + "id": 549, + "level": 9, + "locations": [ + { + "page": 243, + "sourcebook": "PHB24" + } + ], + "material": "For each of the spell's targets, one jacinth worth 1,000+ gp and one silver bar worth 100+ gp, all of which the spell consumes", + "name": "Astral Projection", + "range": "10 feet", + "ruleset": "2024", + "school": "Necromancy" + }, + { + "casting_time": "1 minute or Ritual", + "classes": [ + "Cleric", + "Druid", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You receive an omen from an otherworldly entity about the results of a course of action that you plan to take within the next 30 minutes. The DM chooses the omen from the Omens table.\n\nOmen For Results That Will Be...\nWeal Good\nWoe Bad\nWeal and woe Good and bad\nIndifference Neither good nor bad\n\nThe spell doesn't account for circumstances, such as other spells, that might change the results.\n\nIf you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer.", + "duration": "Instantaneous", + "id": 550, + "level": 2, + "locations": [ + { + "page": 244, + "sourcebook": "PHB24" + } + ], + "material": "Specially marked sticks, bones, cards, or other divinatory tokens worth 25+ gp", + "name": "Augury", + "range": "Self", + "ruleset": "2024", + "school": "Divination" + }, + { + "casting_time": "Action", + "classes": [ + "Cleric", + "Paladin" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "An aura radiates from you in a 30-foot Emanation for the duration. While in the aura, you and your allies have Resistance to Necrotic damage, and your Hit Point maximums can't be reduced. If an ally with 0 Hit Points starts its turn in the aura, that ally regains 1 Hit Point.", + "duration": "Up to 10 minutes", + "id": 551, + "level": 4, + "locations": [ + { + "page": 244, + "sourcebook": "PHB24" + } + ], + "name": "Aura of Life", + "range": "Self", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Cleric", + "Paladin" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "An aura radiates from you in a 30-foot Emanation for the duration. While in the aura, you and your allies have Resistance to Poison damage and Advantage on saving throws to avoid or end effects that include the Blinded, Charmed, Deafened, Frightened, Paralyzed, Poisoned, or Stunned condition.", + "duration": "Up to 10 minutes", + "id": 552, + "level": 4, + "locations": [ + { + "page": 244, + "sourcebook": "PHB24" + } + ], + "name": "Aura of Purity", + "range": "Self", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Cleric", + "Druid", + "Paladin" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "An aura radiates from you in a 30-foot Emanation for the duration. When you create the aura and at the start of each of your turns while it persists, you can restore 2d6 Hit Points to one creature in it.", + "duration": "Up to 1 minute", + "id": 553, + "level": 3, + "locations": [ + { + "page": 244, + "sourcebook": "PHB24" + } + ], + "name": "Aura of Vitality", + "range": "Self", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "8 hours", + "classes": [ + "Bard", + "Druid" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You spend the casting time tracing magical pathways within a precious gemstone, and then touch the target. The target must be either a Beast or Plant creature with an Intelligence of 3 or less or a natural plant that isn't a creature. The target gains an Intelligence of 10 and the ability to speak one language you know. If the target is a natural plant, it becomes a Plant creature and gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human's. The DM chooses statistics appropriate for the awakened Plant, such as the statistics for the Awakened Shrub or Awakened Tree in the Monster Manual.\n\nThe awakened target has the Charmed condition for 30 days or until you or your allies deal damage to it. When that condition ends, the awakened creature chooses its attitude toward you.", + "duration": "Instantaneous", + "id": 554, + "level": 5, + "locations": [ + { + "page": 244, + "sourcebook": "PHB24" + } + ], + "material": "An agate worth 1,000+ gp, which the spell consumes", + "name": "Awaken", + "range": "Touch", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Cleric", + "Warlock" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Up to three creatures of your choice that you can see within range must each make a Charisma saving throw. Whenever a target that fails this save makes an attack roll or a saving throw before the spell ends, the target must subtract 1d4 from the attack roll or save.", + "duration": "Up to 1 minute", + "higher_level": "You can target one additional creature for each spell slot level above 1.", + "id": 555, + "level": 1, + "locations": [ + { + "page": 245, + "sourcebook": "PHB24" + } + ], + "material": "A drop of blood", + "name": "Bane", + "range": "30 feet", + "ruleset": "2024", + "school": "Enchantment" + }, + { + "casting_time": "Bonus Action, which you take immediately after hitting a creature with a Melee weapon or an Unarmed Strike", + "classes": [ + "Paladin" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "The target hit by the attack roll takes an extra 5d10 Force damage from the attack. If the attack reduces the target to 50 Hit Points or fewer, the target must succeed on a Charisma saving throw or be transported to a harmless demiplane for the duration. While there, the target has the Incapacitated condition. When the spell ends, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.", + "duration": "Up to 1 minute", + "id": 556, + "level": 5, + "locations": [ + { + "page": 245, + "sourcebook": "PHB24" + } + ], + "name": "Banishing Smite", + "range": "Self", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Cleric", + "Paladin", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "One creature that you can see within range must succeed on a Charisma saving throw or be transported to a harmless demiplane for the duration. While there, the target has the Incapacitated condition. When the spell ends, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.\n\nIf the target is an Aberration, a Celestial, an Elemental, a Fey, or a Fiend, the target doesn't return if the spell lasts for 1 minute. The target is instead transported to a random location on a plane (DM's choice) associated with its creature type.", + "duration": "Up to 1 minute", + "higher_level": "You can target one additional creature for each spell slot level above 4.", + "id": 557, + "level": 4, + "locations": [ + { + "page": 245, + "sourcebook": "PHB24" + } + ], + "material": "A pentacle", + "name": "Banishment", + "range": "30 feet", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "Bonus Action", + "classes": [ + "Druid", + "Ranger" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You touch a willing creature. Until the spell ends, the target's skin assumes a bark-like appearance, and the target has an Armor Class of 17 if its AC is lower than that.", + "duration": "1 hour", + "id": 558, + "level": 2, + "locations": [ + { + "page": 245, + "sourcebook": "PHB24" + } + ], + "material": "A handful of bark", + "name": "Barkskin", + "range": "Touch", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Action", + "classes": [ + "Cleric" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Choose any number of creatures within range. For the duration, each target has Advantage on Wisdom saving throws and Death Saving Throws and regains the maximum number of Hit Points possible from any healing.", + "duration": "Up to 1 minute", + "id": 559, + "level": 3, + "locations": [ + { + "page": 245, + "sourcebook": "PHB24" + } + ], + "name": "Beacon of Hope", + "range": "30 feet", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "Action or Ritual", + "classes": [ + "Druid", + "Ranger" + ], + "components": [ + "S" + ], + "concentration": true, + "desc": "You touch a willing Beast. For the duration, you can perceive through the Beast's senses as well as your own. When perceiving through the Beast's senses, you benefit from any special senses it has.", + "duration": "Up to 1 hour", + "id": 560, + "level": 2, + "locations": [ + { + "page": 245, + "sourcebook": "PHB24" + } + ], + "name": "Beast Sense", + "range": "Touch", + "ruleset": "2024", + "school": "Divination" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Druid", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You blast the mind of a creature that you can see within range. The target makes an Intelligence saving throw.\n\nOn a failed save, the target takes 10d12 Psychic damage and can't cast spells or take the Magic action. At the end of every 30 days, the target repeats the save, ending the effect on a success. The effect can also be ended by the Greater Restoration, Heal, or Wish spell.\n\nOn a successful save, the target takes half as much damage only.", + "duration": "Instantaneous", + "id": 561, + "level": 8, + "locations": [ + { + "page": 245, + "sourcebook": "PHB24" + } + ], + "material": "A key ring with no keys", + "name": "Befuddlement", + "range": "150 feet", + "ruleset": "2024", + "school": "Enchantment" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Cleric", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "You touch a creature, which must succeed on a Wisdom saving throw or become cursed for the duration. Until the curse ends, the target suffers one of the following effects of your choice:\n\n\u2022Choose one ability. The target has Disadvantage on ability checks and saving throws made with that ability.\n\u2022The target has Disadvantage on attack rolls against you.\n\u2022In combat, the target must succeed on a Wisdom saving throw at the start of each of its turns or be forced to take the Dodge action on that turn.\n\u2022If you deal damage to the target with an attack roll or a spell, the target takes an extra 1d8 Necrotic damage.", + "duration": "Up to 1 minute", + "higher_level": "If you cast this spell using a level 4 spell slot, you can maintain Concentration on it for up to 10 minutes. If you use a level 5+ spell slot, the spell doesn't require Concentration, and the duration becomes 8 hours (level 5\u20136 slot) or 24 hours (level 7\u20138 slot). If you use a level 9 spell slot, the spell lasts until dispelled.", + "id": 562, + "level": 3, + "locations": [ + { + "page": 246, + "sourcebook": "PHB24" + } + ], + "name": "Bestow Curse", + "range": "Touch", + "ruleset": "2024", + "school": "Necromancy" + }, + { + "casting_time": "Action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You create a Large hand of shimmering magical energy in an unoccupied space that you can see within range. The hand lasts for the duration, and it moves at your command, mimicking the movements of your own hand.\n\nThe hand is an object that has AC 20 and Hit Points equal to your Hit Point maximum. If it drops to 0 Hit Points, the spell ends. The hand doesn't occupy its space.\n\nWhen you cast the spell and as a Bonus Action on your later turns, you can move the hand up to 60 feet and then cause one of the following effects:\n\nClenched Fist. The hand strikes a target within 5 feet of it. Make a melee spell attack. On a hit, the target takes 5d8 Force damage.\n\nForceful Hand. The hand attempts to push a Huge or smaller creature within 5 feet of it. The target must succeed on a Strength saving throw, or the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target, remaining within 5 feet of it.\n\nGrasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. The target must succeed on a Dexterity saving throw, or the target has the Grappled condition, with an escape DC equal to your spell save DC. While the hand grapples the target, you can take a Bonus Action to cause the hand to crush it, dealing Bludgeoning damage to the target equal to 4d6 plus your spellcasting ability modifier.\n\nInterposing Hand. The hand grants you Half Cover against attacks and other effects that originate from its space or that pass through it. In addition, its space counts as Difficult Terrain for your enemies.", + "duration": "Up to 1 minute", + "higher_level": "The damage of the Clenched Fist increases by 2d8 and the damage of the Grasping Hand increases by 2d6 for each spell slot level above 5.", + "id": 563, + "level": 5, + "locations": [ + { + "page": 246, + "sourcebook": "PHB24" + } + ], + "material": "An eggshell and a glove", + "name": "Bigby's Hand", + "range": "120 feet", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Action", + "classes": [ + "Cleric" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "You create a wall of whirling blades made of magical energy. The wall appears within range and lasts for the duration. You make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides Three-Quarters Cover, and its space is Difficult Terrain.\n\nAny creature in the wall's space makes a Dexterity saving throw, taking 6d10 Force damage on a failed save or half as much damage on a successful one. A creature also makes that save if it enters the wall's space or ends it turn there. A creature makes that save only once per turn.", + "duration": "Up to 10 minutes", + "id": 564, + "level": 6, + "locations": [ + { + "page": 247, + "sourcebook": "PHB24" + } + ], + "name": "Blade Barrier", + "range": "90 feet", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Whenever a creature makes an attack roll against you before the spell ends, the attacker subtracts 1d4 from the attack roll.", + "duration": "Up to 1 minute", + "id": 565, + "level": 0, + "locations": [ + { + "page": 247, + "sourcebook": "PHB24" + } + ], + "name": "Blade Ward", + "range": "Self", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Cleric", + "Paladin" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save.", + "duration": "Up to 1 minute", + "higher_level": "You can target one additional creature for each spell slot level above 1.", + "id": 566, + "level": 1, + "locations": [ + { + "page": 247, + "sourcebook": "PHB24" + } + ], + "material": "A holy symbol worth 5+ gp", + "name": "Bless", + "range": "30 feet", + "ruleset": "2024", + "school": "Enchantment" + }, + { + "casting_time": "Action", + "classes": [ + "Druid", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "desc": "A creature that you can see within range makes a Constitution saving throw, taking 8d8 Necrotic damage on a failed save or half as much damage on a successful one. A Plant creature automatically fails the save.\n\nAlternatively, target a nonmagical plant that isn't a creature, such as a tree or shrub. It doesn't make a save; it simply withers and dies.", + "duration": "Instantaneous", + "higher_level": "The damage increases by 1d8 for each spell slot level above 4.", + "id": 567, + "level": 4, + "locations": [ + { + "page": 247, + "sourcebook": "PHB24" + } + ], + "name": "Blight", + "range": "30 feet", + "ruleset": "2024", + "school": "Necromancy" + }, + { + "casting_time": "Bonus Action, which you take immediately after hitting a creature with a Melee weapon or an Unarmed Strike", + "classes": [ + "Paladin" + ], + "components": [ + "V" + ], + "desc": "The target hit by the strike takes an extra 3d8 Radiant damage from the attack, and the target has the Blinded condition until the spell ends. At the end of each of its turns, the Blinded target makes a Constitution saving throw, ending the spell on itself on a success.", + "duration": "1 minute", + "higher_level": "The extra damage increases by 1d8 for each spell slot level above 3.", + "id": 568, + "level": 3, + "locations": [ + { + "page": 247, + "sourcebook": "PHB24" + } + ], + "name": "Blinding Smite", + "range": "Self", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Cleric", + "Sorcerer", + "Wizard" + ], + "components": [ + "V" + ], + "desc": "One creature that you can see within range must succeed on a Constitution saving throw, or it has the Blinded or Deafened condition (your choice) for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.", + "duration": "1 minute", + "higher_level": "You can target one additional creature for each spell slot level above 2.", + "id": 569, + "level": 2, + "locations": [ + { + "page": 248, + "sourcebook": "PHB24" + } + ], + "name": "Blindness/Deafness", + "range": "120 feet", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "desc": "Roll 1d6 at the end of each of your turns for the duration. On a roll of 4\u20136, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell ends instantly if you are already on that plane). While on the Ethereal Plane, you can perceive the plane you left, which is cast in shades of gray, but you can't see anything there more than 60 feet away. You can affect and be affected only by other creatures on the Ethereal Plane, and creatures on the other plane can't perceive you unless they have a special ability that lets them perceive things on the Ethereal Plane.\n\nYou return to the other plane at the start of your next turn and when the spell ends if you are on the Ethereal Plane. You return to an unoccupied space of your choice that you can see within 10 feet of the space you left. If no unoccupied space is available within that range, you appear in the nearest unoccupied space.", + "duration": "1 minute", + "id": 570, + "level": 3, + "locations": [ + { + "page": 248, + "sourcebook": "PHB24" + } + ], + "name": "Blink", + "range": "Self", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "Your body becomes blurred. For the duration, any creature has Disadvantage on attack rolls against you. An attacker is immune to this effect if it perceives you with Blindsight or Truesight.", + "duration": "Up to 1 minute", + "id": 571, + "level": 2, + "locations": [ + { + "page": 248, + "sourcebook": "PHB24" + } + ], + "name": "Blur", + "range": "Self", + "ruleset": "2024", + "school": "Illusion" + }, + { + "casting_time": "Action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "desc": "A thin sheet of flames shoots forth from you. Each creature in a 15-foot Cone makes a Dexterity saving throw, taking 3d6 Fire damage on a failed save or half as much damage on a successful one.\n\nFlammable objects in the Cone that aren't being worn or carried start burning.", + "duration": "Instantaneous", + "higher_level": "The damage increases by 1d6 for each spell slot level above 1.", + "id": 572, + "level": 1, + "locations": [ + { + "page": 248, + "sourcebook": "PHB24" + } + ], + "name": "Burning Hands", + "range": "Self", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Action", + "classes": [ + "Druid" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "A storm cloud appears at a point within range that you can see above yourself. It takes the shape of a Cylinder that is 10 feet tall with a 60-foot radius.\n\nWhen you cast the spell, choose a point you can see under the cloud. A lightning bolt shoots from the cloud to that point. Each creature within 5 feet of that point makes a Dexterity saving throw, taking 3d10 Lightning damage on a failed save or half as much damage on a successful one.\n\nUntil the spell ends, you can take a Magic action to call down lightning in that way again, targeting the same point or a different one.\n\nIf you're outdoors in a storm when you cast this spell, the spell gives you control over that storm instead of creating a new one. Under such conditions, the spell's damage increases by 1d10.", + "duration": "Up to 10 minutes", + "higher_level": "The damage increases by 1d10 for each spell slot level above 3.", + "id": 573, + "level": 3, + "locations": [ + { + "page": 248, + "sourcebook": "PHB24" + } + ], + "name": "Call Lightning", + "range": "120 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Cleric" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Each Humanoid in a 20-foot-radius Sphere centered on a point you choose within range must succeed on a Charisma saving throw or be affected by one of the following effects (choose for each creature):\n\n\u2022The creature has Immunity to the Charmed and Frightened conditions until the spell ends. If the creature was already Charmed or Frightened, those conditions are suppressed for the duration.\n\u2022The creature becomes Indifferent about creatures of your choice that it’s Hostile toward. This indifference ends if the target takes damage or witnesses its allies taking damage. When the spell ends, the creature’s attitude returns to normal.", + "duration": "Up to 1 minute", + "id": 574, + "level": 2, + "locations": [ + { + "page": 249, + "sourcebook": "PHB24" + } + ], + "name": "Calm Emotions", + "range": "60 feet", + "ruleset": "2024", + "school": "Enchantment" + }, + { + "casting_time": "Action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You launch a lightning bolt toward a target you can see within range. Three bolts then leap from that target to as many as three other targets of your choice, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.\n\nEach target makes a Dexterity saving throw, taking 10d8 Lightning damage on a failed save or half as much damage on a successful one.", + "duration": "Instantaneous", + "higher_level": "One additional bolt leaps from the first target to another target for each spell slot level above 6.", + "id": 575, + "level": 6, + "locations": [ + { + "page": 249, + "sourcebook": "PHB24" + } + ], + "material": "Three silver pins", + "name": "Chain Lightning", + "range": "150 feet", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Druid", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "desc": "One creature you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you.", + "duration": "1 hour", + "higher_level": "You can target one additional creature for each spell slot level above 4.", + "id": 576, + "level": 4, + "locations": [ + { + "page": 249, + "sourcebook": "PHB24" + } + ], + "name": "Charm Monster", + "range": "30 feet", + "ruleset": "2024", + "school": "Enchantment" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Druid", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "desc": "One Humanoid you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you.", + "duration": "1 hour", + "higher_level": "You can target one additional creature for each spell slot level above 1.", + "id": 577, + "level": 1, + "locations": [ + { + "page": 249, + "sourcebook": "PHB24" + } + ], + "name": "Charm Person", + "range": "30 feet", + "ruleset": "2024", + "school": "Enchantment" + }, + { + "casting_time": "Action", + "classes": [ + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "desc": "Channeling the chill of the grave, make a melee spell attack against a target within reach. On a hit, the target takes 1d10 Necrotic damage, and it can't regain Hit Points until the end of your next turn.", + "duration": "Instantaneous", + "higher_level": "The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).", + "id": 578, + "level": 0, + "locations": [ + { + "page": 249, + "sourcebook": "PHB24" + } + ], + "name": "Chill Touch", + "range": "Touch", + "ruleset": "2024", + "school": "Necromancy" + }, + { + "casting_time": "Action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You hurl an orb of energy at a target within range. Choose Acid, Cold, Fire, Lightning, Poison, or Thunder for the type of orb you create, and then make a ranged spell attack against the target. On a hit, the target takes 3d8 damage of the chosen type.\n\nIf you roll the same number on two or more of the d8s, the orb leaps to a different target of your choice within 30 feet of the target. Make an attack roll against the new target, and make a new damage roll. The orb can't leap again unless you cast the spell with a level 2+ spell slot.", + "duration": "Instantaneous", + "higher_level": "The damage increases by 1d8 for each spell slot level above 1. The orb can leap a maximum number of times equal to the level of the slot expended, and a creature can be targeted only once by each casting of this spell.", + "id": 579, + "level": 1, + "locations": [ + { + "page": 249, + "sourcebook": "PHB24" + } + ], + "material": "A diamond worth 50+ gp", + "name": "Chromatic Orb", + "range": "90 feet", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Action", + "classes": [ + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Negative energy ripples out in a 60-foot-radius Sphere from a point you choose within range. Each creature in that area makes a Constitution saving throw, taking 8d8 Necrotic damage on a failed save or half as much damage on a successful one.", + "duration": "Instantaneous", + "higher_level": "The damage increases by 2d8 for each spell slot level above 6.", + "id": 580, + "level": 6, + "locations": [ + { + "page": 250, + "sourcebook": "PHB24" + } + ], + "material": "The powder of a crushed black pearl worth 500+ gp", + "name": "Circle of Death", + "range": "150 feet", + "ruleset": "2024", + "school": "Necromancy" + }, + { + "casting_time": "Action", + "classes": [ + "Cleric", + "Paladin", + "Wizard" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "An aura radiates from you in a 30-foot Emanation for the duration. While in the aura, you and your allies have Advantage on saving throws against spells and other magical effects. When an affected creature makes a saving throw against a spell or magical effect that allows a save to take only half damage, it takes no damage if it succeeds on the save.", + "duration": "Up to 10 minutes", + "id": 581, + "level": 5, + "locations": [ + { + "page": 250, + "sourcebook": "PHB24" + } + ], + "name": "Circle of Power", + "range": "Self", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "10 minutes", + "classes": [ + "Bard", + "Cleric", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You create an Invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The intangible, invulnerable sensor remains in place for the duration.\n\nWhen you cast the spell, choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As a Bonus Action, you can switch between seeing and hearing.\n\nA creature that sees the sensor (such as a creature benefiting from See Invisibility or Truesight) sees a luminous orb about the size of your fist.", + "duration": "Up to 10 minutes", + "id": 582, + "level": 3, + "locations": [ + { + "page": 250, + "sourcebook": "PHB24" + } + ], + "material": "A focus worth 100+ gp, either a jeweled horn for hearing or a glass eye for seeing", + "name": "Clairvoyance", + "range": "1 mile", + "ruleset": "2024", + "school": "Divination" + }, + { + "casting_time": "1 hour", + "classes": [ + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You touch a creature or at least 1 cubic inch of its flesh. An inert duplicate of that creature forms inside the vessel used in the spell's casting and finishes growing after 120 days; you choose whether the finished clone is the same age as the creature or younger. The clone remains inert and endures indefinitely while its vessel remains undisturbed.\n\nIf the original creature dies after the clone finishes forming, the creature's soul transfers to the clone if the soul is free and willing to return. The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original's equipment. The creature's original remains, if any, become inert and can't be revived, since the creature's soul is elsewhere.", + "duration": "Instantaneous", + "id": 583, + "level": 8, + "locations": [ + { + "page": 251, + "sourcebook": "PHB24" + } + ], + "material": "A diamond worth 1,000+ gp, which the spell consumes, and a sealable vessel worth 2,000+ gp that is large enough to hold the creature being cloned", + "name": "Clone", + "range": "Touch", + "ruleset": "2024", + "school": "Necromancy" + }, + { + "casting_time": "Action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "You create a 20-foot-radius Sphere of yellow-green fog centered on a point within range. The fog lasts for the duration or until strong wind (such as the one created by Gust of Wind) disperses it, ending the spell. Its area is Heavily Obscured.\n\nEach creature in the Sphere makes a Constitution saving throw, taking 5d8 Poison damage on a failed save or half as much damage on a successful one. A creature must also make this save when the Sphere moves into its space and when it enters the Sphere or ends its turn there. A creature makes this save only once per turn.\n\nThe Sphere moves 10 feet away from you at the start of each of your turns.", + "duration": "Up to 10 minutes", + "higher_level": "The damage increases by 1d8 for each spell slot level above 5.", + "id": 584, + "level": 5, + "locations": [ + { + "page": 251, + "sourcebook": "PHB24" + } + ], + "name": "Cloudkill", + "range": "120 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You conjure spinning daggers in a 5-foot Cube centered on a point within range. Each creature in that area takes 4d4 Slashing damage. A creature also takes this damage if it enters the Cube or ends its turn there or if the Cube moves into its space. A creature takes this damage only once per turn.\n\nOn your later turns, you can take a Magic action to teleport the Cube up to 30 feet.", + "duration": "Up to 1 minute", + "higher_level": "The damage increases by 2d4 for each spell slot level above 2.", + "id": 585, + "level": 2, + "locations": [ + { + "page": 251, + "sourcebook": "PHB24" + } + ], + "material": "A sliver of glass", + "name": "Cloud of Daggers", + "range": "60 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You launch a dazzling array of flashing, colorful light. Each creature in a 15-foot Cone originating from you must succeed on a Constitution saving throw or have the Blinded condition until the end of your next turn.", + "duration": "Instantaneous", + "id": 586, + "level": 1, + "locations": [ + { + "page": 251, + "sourcebook": "PHB24" + } + ], + "material": "A pinch of colorful sand", + "name": "Color Spray", + "range": "Self", + "ruleset": "2024", + "school": "Illusion" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Cleric", + "Paladin" + ], + "components": [ + "V" + ], + "desc": "You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options:\n\nApproach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.\n\nDrop. The target drops whatever it is holding and then ends its turn.\n\nFlee. The target spends its turn moving away from you by the fastest available means.\n\nGrovel. The target has the Prone condition and then ends its turn.\n\nHalt. On its turn, the target doesn't move and takes no action or Bonus Action.", + "duration": "Instantaneous", + "higher_level": "You can affect one additional creature for each spell slot level above 1.", + "id": 587, + "level": 1, + "locations": [ + { + "page": 251, + "sourcebook": "PHB24" + } + ], + "name": "Command", + "range": "60 feet", + "ruleset": "2024", + "school": "Enchantment" + }, + { + "casting_time": "1 minute or Ritual", + "classes": [ + "Cleric" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You contact a deity or a divine proxy and ask up to three questions that can be answered with yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question.\n\nDivine beings aren't necessarily omniscient, so you might receive \u201cunclear\u201d as an answer if a question pertains to information that lies beyond the deity's knowledge. In a case where a one-word answer could be misleading or contrary to the deity's interests, the DM might offer a short phrase as an answer instead.\n\nIf you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer.", + "duration": "1 minute", + "id": 588, + "level": 5, + "locations": [ + { + "page": 252, + "sourcebook": "PHB24" + } + ], + "material": "Incense", + "name": "Commune", + "range": "Self", + "ruleset": "2024", + "school": "Divination" + }, + { + "casting_time": "1 minute or Ritual", + "classes": [ + "Druid", + "Ranger" + ], + "components": [ + "V", + "S" + ], + "desc": "You commune with nature spirits and gain knowledge of the surrounding area. In the outdoors, the spell gives you knowledge of the area within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in castles and settlements.\n\nChoose three of the following facts; you learn those facts as they pertain to the spell's area:\n\n\u2022Locations of settlements\n\u2022Locations of portals to other planes of existence\n\u2022Location of one Challenge Rating 10+ creature (DM’s choice) that is a Celestial, an Elemental, a Fey, a Fiend, or an Undead\n\u2022The most prevalent kind of plant, mineral, or Beast (you choose which to learn)\n\n\u2022Locations of bodies of water\n\nFor example, you could determine the location of a powerful monster in the area, the locations of bodies of water, and the locations of any towns.", + "duration": "Instantaneous", + "id": 589, + "level": 5, + "locations": [ + { + "page": 252, + "sourcebook": "PHB24" + } + ], + "name": "Commune with Nature", + "range": "Self", + "ruleset": "2024", + "school": "Divination" + }, + { + "casting_time": "Bonus Action", + "classes": [ + "Paladin" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "You try to compel a creature into a duel. One creature that you can see within range makes a Wisdom saving throw. On a failed save, the target has Disadvantage on attack rolls against creatures other than you, and it can't willingly move to a space that is more than 30 feet away from you.\n\nThe spell ends if you make an attack roll against a creature other than the target, if you cast a spell on an enemy other than the target, if an ally of yours damages the target, or if you end your turn more than 30 feet away from the target.", + "duration": "Up to 1 minute", + "id": 590, + "level": 1, + "locations": [ + { + "page": 252, + "sourcebook": "PHB24" + } + ], + "name": "Compelled Duel", + "range": "30 feet", + "ruleset": "2024", + "school": "Enchantment" + }, + { + "casting_time": "Action or Ritual", + "classes": [ + "Bard", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "For the duration, you understand the literal meaning of any language that you hear or see signed. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn't decode symbols or secret messages.", + "duration": "1 hour", + "id": 591, + "level": 1, + "locations": [ + { + "page": 252, + "sourcebook": "PHB24" + } + ], + "material": "A pinch of soot and salt", + "name": "Comprehend Languages", + "range": "Self", + "ruleset": "2024", + "school": "Divination" + }, + { + "casting_time": "Action", + "classes": [ + "Bard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Each creature of your choice that you can see within range must succeed on a Wisdom saving throw or have the Charmed condition until the spell ends.\n\nFor the duration, you can take a Bonus Action to designate a direction that is horizontal to you. Each Charmed target must use as much of its movement as possible to move in that direction on its next turn, taking the safest route. After moving in this way, a target repeats the save, ending the spell on itself on a success.", + "duration": "Up to 1 minute", + "id": 592, + "level": 4, + "locations": [ + { + "page": 252, + "sourcebook": "PHB24" + } + ], + "name": "Compulsion", + "range": "30 feet", + "ruleset": "2024", + "school": "Enchantment" + }, + { + "casting_time": "Action", + "classes": [ + "Druid", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You unleash a blast of cold air. Each creature in a 60-foot Cone originating from you makes a Constitution saving throw, taking 8d8 Cold damage on a failed save or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws.", + "duration": "Instantaneous", + "higher_level": "The damage increases by 1d8 for each spell slot level above 5.", + "id": 593, + "level": 5, + "locations": [ + { + "page": 253, + "sourcebook": "PHB24" + } + ], + "material": "A small crystal or glass cone", + "name": "Cone of Cold", + "range": "Self", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Druid", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Each creature in a 10-foot-radius Sphere centered on a point you choose within range must succeed on a Wisdom saving throw, or that target can't take Bonus Actions or Reactions and must roll 1d10 at the start of each of its turns to determine its behavior for that turn, consulting the table below.\n\n1d10 Behavior for the Turn\n1 The target doesn't take an action, and it uses all its movement to move. Roll 1d4 for the direction: 1, north; 2, east; 3, south; or 4, west.\n2\u20136 The target doesn't move or take actions.\n7\u20138 The target doesn't move, and it takes the Attack action to make one melee attack against a random creature within reach. If none are within reach, the target takes no action.\n9\u201310 The target chooses its behavior.\n\nAt the end of each of its turns, an affected target repeats the save, ending the spell on itself on a success.", + "duration": "Up to 1 minute", + "higher_level": "The Sphere's radius increases by 5 feet for each spell slot level above 4.", + "id": 594, + "level": 4, + "locations": [ + { + "page": 253, + "sourcebook": "PHB24" + } + ], + "material": "Three nut shells", + "name": "Confusion", + "range": "90 feet", + "ruleset": "2024", + "school": "Enchantment" + }, + { + "casting_time": "Action", + "classes": [ + "Druid", + "Ranger" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "You conjure nature spirits that appear as a Large pack of spectral, intangible animals in an unoccupied space you can see within range. The pack lasts for the duration, and you choose the spirits' animal form, such as wolves, serpents, or birds.\n\nYou have Advantage on Strength saving throws while you're within 5 feet of the pack, and when you move on your turn, you can also move the pack up to 30 feet to an unoccupied space you can see.\n\nWhenever the pack moves within 10 feet of a creature you can see and whenever a creature you can see enters a space within 10 feet of the pack or ends its turn there, you can force that creature to make a Dexterity saving throw. On a failed save, the creature takes 3d10 Slashing damage. A creature makes this save only once per turn.", + "duration": "Up to 10 minutes", + "higher_level": "The damage increases by 1d10 for each spell slot level above 3.", + "id": 595, + "level": 3, + "locations": [ + { + "page": 254, + "sourcebook": "PHB24" + } + ], + "name": "Conjure Animals", + "range": "60 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Ranger" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You brandish the weapon used to cast the spell and conjure similar spectral weapons (or ammunition appropriate to the weapon) that launch forward and then disappear. Each creature of your choice that you can see in a 60-foot Cone makes a Dexterity saving throw, taking 5d8 Force damage on a failed save or half as much damage on a successful one.", + "duration": "Instantaneous", + "higher_level": "The damage increases by 1d8 for each spell slot level above 3.", + "id": 596, + "level": 3, + "locations": [ + { + "page": 254, + "sourcebook": "PHB24" + } + ], + "material": "A melee or ranged weapon worth at least 1 cp", + "name": "Conjure Barrage", + "range": "Self", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Cleric" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "You conjure a spirit from the Upper Planes, which manifests as a pillar of light in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range. For each creature you can see in the Cylinder, choose which of these lights shines on it:\n\nHealing Light. The target regains Hit Points equal to 4d12 plus your spellcasting ability modifier.\n\nSearing Light. The target makes a Dexterity saving throw, taking 6d12 Radiant damage on a failed save or half as much damage on a successful one.\n\nUntil the spell ends, Bright Light fills the Cylinder, and when you move on your turn, you can also move the Cylinder up to 30 feet.\n\nWhenever the Cylinder moves into the space of a creature you can see and whenever a creature you can see enters the Cylinder or ends its turn there, you can bathe it in one of the lights. A creature can be affected by this spell only once per turn.", + "duration": "Up to 10 minutes", + "higher_level": "The healing and damage increase by 1d12 for each spell slot level above 7.", + "id": 597, + "level": 7, + "locations": [ + { + "page": 254, + "sourcebook": "PHB24" + } + ], + "name": "Conjure Celestial", + "range": "90 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Druid", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "You conjure a Large, intangible spirit from the Elemental Planes that appears in an unoccupied space within range. Choose the spirit's element, which determines its damage type: air (Lightning), earth (Thunder), fire (Fire), or water (Cold). The spirit lasts for the duration.\n\nWhenever a creature you can see enters the spirit's space or starts its turn within 5 feet of the spirit, you can force that creature to make a Dexterity saving throw if the spirit has no creature Restrained. On failed save, the target takes 8d8 damage of the spirit's type, and the target has the Restrained condition until the spell ends. At the start of each of its turns, the Restrained target repeats the save. On a failed save, the target takes 4d8 damage of the spirit's type. On a successful save, the target isn't Restrained by the spirit.", + "duration": "Up to 10 minutes", + "higher_level": "The damage increases by 1d8 for each spell slot level above 5.", + "id": 598, + "level": 5, + "locations": [ + { + "page": 254, + "sourcebook": "PHB24" + } + ], + "name": "Conjure Elemental", + "range": "60 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Druid" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "You conjure a Medium spirit from the Feywild in an unoccupied space you can see within range. The spirit lasts for the duration, and it looks like a Fey creature of your choice. When the spirit appears, you can make one melee spell attack against a creature within 5 feet of it. On a hit, the target takes Psychic damage equal to 3d12 plus your spellcasting ability modifier, and the target has the Frightened condition until the start of your next turn, with both you and the spirit as the source of the fear.\n\nAs a Bonus Action on your later turns, you can teleport the spirit to an unoccupied space you can see within 30 feet of the space it left and make the attack against a creature within 5 feet of it.", + "duration": "Up to 10 minutes", + "higher_level": "The damage increases by 1d12 for each spell slot level above 6.", + "id": 599, + "level": 6, + "locations": [ + { + "page": 255, + "sourcebook": "PHB24" + } + ], + "name": "Conjure Fey", + "range": "60 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Druid", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "You conjure spirits from the Elemental Planes that flit around you in a 15-foot Emanation for the duration. Until the spell ends, any attack you make deals an extra 2d8 damage when you hit a creature in the Emanation. This damage is Acid, Cold, Fire, or Lightning (your choice when you make the attack).\n\nIn addition, the ground in the Emanation is Difficult Terrain for your enemies.", + "duration": "Up to 10 minutes", + "higher_level": "The damage increases by 1d8 for each spell slot level above 4.", + "id": 600, + "level": 4, + "locations": [ + { + "page": 255, + "sourcebook": "PHB24" + } + ], + "name": "Conjure Minor Elementals", + "range": "Self", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Ranger" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You brandish the weapon used to cast the spell and choose a point within range. Hundreds of similar spectral weapons (or ammunition appropriate to the weapon) fall in a volley and then disappear. Each creature of your choice that you can see in a 40-foot-radius, 20-foot-high Cylinder centered on that point makes a Dexterity saving throw. A creature takes 8d8 Force damage on a failed save or half as much damage on a successful one.", + "duration": "Instantaneous", + "id": 601, + "level": 5, + "locations": [ + { + "page": 255, + "sourcebook": "PHB24" + } + ], + "material": "A melee or ranged weapon worth at least 1 cp", + "name": "Conjure Volley", + "range": "150 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Druid", + "Ranger" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "You conjure nature spirits that flit around you in a 10-foot Emanation for the duration. Whenever the Emanation enters the space of a creature you can see and whenever a creature you can see enters the Emanation or ends its turn there, you can force that creature to make a Wisdom saving throw. The creature takes 5d8 Force damage on a failed save or half as much damage on a successful one. A creature makes this save only once per turn.\n\nIn addition, you can take the Disengage action as a Bonus Action for the spell's duration.", + "duration": "Up to 10 minutes", + "higher_level": "The damage increases by 1d8 for each spell slot level above 4.", + "id": 602, + "level": 4, + "locations": [ + { + "page": 255, + "sourcebook": "PHB24" + } + ], + "name": "Conjure Woodland Beings", + "range": "Self", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "1 minute or Ritual", + "classes": [ + "Warlock", + "Wizard" + ], + "components": [ + "V" + ], + "desc": "You mentally contact a demigod, the spirit of a long-dead sage, or some other knowledgeable entity from another plane. Contacting this otherworldly intelligence can break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The DM answers each question with one word, such as \u201cyes,\u201d \u201cno,\u201d \u201cmaybe,\u201d \u201cnever,\u201d \u201cirrelevant,\u201d or \u201cunclear\u201d (if the entity doesn't know the answer to the question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.\n\nOn a failed save, you take 6d6 Psychic damage and have the Incapacitated condition until you finish a Long Rest. A Greater Restoration spell cast on you ends this effect.", + "duration": "1 minute", + "id": 603, + "level": 5, + "locations": [ + { + "page": 255, + "sourcebook": "PHB24" + } + ], + "name": "Contact Other Plane", + "range": "Self", + "ruleset": "2024", + "school": "Divination" + }, + { + "casting_time": "Action", + "classes": [ + "Cleric", + "Druid" + ], + "components": [ + "V", + "S" + ], + "desc": "Your touch inflicts a magical contagion. The target must succeed on a Constitution saving throw or take 11d8 Necrotic damage and have the Poisoned condition. Also, choose one ability when you cast the spell. While Poisoned, the target has Disadvantage on saving throws made with the chosen ability.\n\nThe target must repeat the saving throw at the end of each of its turns until it gets three successes or failures. If the target succeeds on three of these saves, the spell ends on the target. If the target fails three of the saves, the spell lasts for 7 days on it.\n\nWhenever the Poisoned target receives an effect that would end the Poisoned condition, the target must succeed on a Constitution saving throw, or the Poisoned condition doesn't end on it.", + "duration": "7 days", + "id": 604, + "level": 5, + "locations": [ + { + "page": 256, + "sourcebook": "PHB24" + } + ], + "name": "Contagion", + "range": "Touch", + "ruleset": "2024", + "school": "Necromancy" + }, + { + "casting_time": "10 minutes", + "classes": [ + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Choose a spell of level 5 or lower that you can cast, that has a casting time of an action, and that can target you. You cast that spell\u2014called the contingent spell\u2014as part of casting Contingency, expending spell slots for both, but the contingent spell doesn't come into effect. Instead, it takes effect when a certain trigger occurs. You describe that trigger when you cast the two spells. For example, a Contingency cast with Water Breathing might stipulate that Water Breathing comes into effect when you are engulfed in water or a similar liquid.\n\nThe contingent spell takes effect immediately after the trigger occurs for the first time, whether or not you want it to, and then Contingency ends.\n\nThe contingent spell takes effect only on you, even if it can normally target others. You can use only one Contingency spell at a time. If you cast this spell again, the effect of another Contingency spell on you ends. Also, Contingency ends on you if its material component is ever not on your person.", + "duration": "10 days", + "id": 605, + "level": 6, + "locations": [ + { + "page": 256, + "sourcebook": "PHB24" + } + ], + "material": "A gem-encrusted statuette of yourself worth 1,500+ gp", + "name": "Contingency", + "range": "Self", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Cleric", + "Druid", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "A flame springs from an object that you touch. The effect casts Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. It looks like a regular flame, but it creates no heat and consumes no fuel. The flame can be covered or hidden but not smothered or quenched.", + "duration": "Until dispelled", + "id": 606, + "level": 2, + "locations": [ + { + "page": 256, + "sourcebook": "PHB24" + } + ], + "material": "Ruby dust worth 50+ gp, which the spell consumes", + "name": "Continual Flame", + "range": "Touch", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Action", + "classes": [ + "Cleric", + "Druid", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Until the spell ends, you control any water inside an area you choose that is a Cube up to 100 feet on a side, using one of the following effects. As a Magic action on your later turns, you can repeat the same effect or choose a different one.\n\nFlood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.\n\nThe water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.\n\nPart Water. You part water in the area and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.\n\nRedirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain. The water continues to move in the direction you chose until the spell ends or you choose a different effect.\n\nWhirlpool. You cause a whirlpool to form in the center of the area, which must be at least 50 feet square and 25 feet deep. The whirlpool lasts until you choose a different effect or the spell ends. The whirlpool is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature in the water and within 25 feet of the whirlpool is pulled 10 feet toward it. When a creature enters the whirlpool for the first time on a turn or ends its turn there, it makes a Strength saving throw. On a failed save, the creature takes 2d8 Bludgeoning damage. On a successful save, the creature takes half as much damage. A creature can swim away from the whirlpool only if it first takes an action to pull away and succeeds on a Strength (Athletics) check against your spell save DC.", + "duration": "Up to 10 minutes", + "id": 607, + "level": 4, + "locations": [ + { + "page": 256, + "sourcebook": "PHB24" + } + ], + "material": "A mixture of water and dust", + "name": "Control Water", + "range": "300 feet", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "10 minutes", + "classes": [ + "Cleric", + "Druid", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell, and it ends early if you go indoors.\n\nWhen you cast the spell, you change the current weather conditions, which are determined by the DM. You can change precipitation, temperature, and wind. It takes 1d4 \u00d7 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.\n\nWhen you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.\n\nStage Condition\n1 Clear\n2 Light clouds\n3 Overcast or ground fog\n4 Rain, hail, or snow\n5 Torrential rain, driving hail, or blizzard\n\nStage Condition\n1 Heat wave\n2 Hot\n3 Warm\n4 Cool\n5 Cold\n6 Freezing\n\nStage Condition\n1 Calm\n2 Moderate wind\n3 Strong wind\n4 Gale\n5 Storm", + "duration": "Up to 8 hours", + "id": 608, + "level": 8, + "locations": [ + { + "page": 257, + "sourcebook": "PHB24" + } + ], + "material": "Burning incense", + "name": "Control Weather", + "range": "Self", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Action", + "classes": [ + "Ranger" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You touch up to four nonmagical Arrows or Bolts and plant them in the ground in your space. Until the spell ends, the ammunition can't be physically uprooted, and whenever a creature other than you enters a space within 30 feet of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it. The creature must succeed on a Dexterity saving throw or take 2d4 Piercing damage. The piece of ammunition is then destroyed. The spell ends when none of the ammunition remains planted in the ground.\n\nWhen you cast this spell, you can designate any creatures you choose, and the spell ignores them.", + "duration": "8 hours", + "higher_level": "The amount of ammunition that can be affected increases by two for each spell slot level above 2.", + "id": 609, + "level": 2, + "locations": [ + { + "page": 258, + "sourcebook": "PHB24" + } + ], + "material": "An ornamental braid", + "name": "Cordon of Arrows", + "range": "Touch", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Reaction, which you take when you see a creature within 60 feet of yourself casting a spell with Verbal, Somatic, or Material components", + "classes": [ + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "S" + ], + "desc": "You attempt to interrupt a creature in the process of casting a spell. The creature makes a Constitution saving throw. On a failed save, the spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn't expended.", + "duration": "Instantaneous", + "id": 610, + "level": 3, + "locations": [ + { + "page": 258, + "sourcebook": "PHB24" + } + ], + "name": "Counterspell", + "range": "60 feet", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Cleric", + "Paladin" + ], + "components": [ + "V", + "S" + ], + "desc": "You create 45 pounds of food and 30 gallons of fresh water on the ground or in containers within range\u2014both useful in fending off the hazards of malnutrition and dehydration. The food is bland but nourishing and looks like a food of your choice, and the water is clean. The food spoils after 24 hours if uneaten.", + "duration": "Instantaneous", + "id": 611, + "level": 3, + "locations": [ + { + "page": 258, + "sourcebook": "PHB24" + } + ], + "name": "Create Food and Water", + "range": "30 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Cleric", + "Druid" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You do one of the following:\n\nCreate Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot Cube within range, extinguishing exposed flames there.\n\nDestroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot Cube within range.", + "duration": "Instantaneous", + "higher_level": "You create or destroy 10 additional gallons of water, or the size of the Cube increases by 5 feet, for each spell slot level above 1.", + "id": 612, + "level": 1, + "locations": [ + { + "page": 258, + "sourcebook": "PHB24" + } + ], + "material": "A mix of water and sand", + "name": "Create or Destroy Water", + "range": "30 feet", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "1 minute", + "classes": [ + "Cleric", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You can cast this spell only at night. Choose up to three corpses of Medium or Small Humanoids within range. Each one becomes a Ghoul under your control (see the Monster Manual for its stat block).\n\nAs a Bonus Action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing the same command to them). You decide what action the creature will take and where it will move on its next turn, or you can issue a general command, such as to guard a particular place. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow the order until its task is complete.\n\nThe creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell rather than animating new ones.", + "duration": "Instantaneous", + "higher_level": "If you use a level 7 spell slot, you can animate or reassert control over four Ghouls. If you use a level 8 spell slot, you can animate or reassert control over five Ghouls or two Ghasts or Wights. If you use a level 9 spell slot, you can animate or reassert control over six Ghouls, three Ghasts or Wights, or two Mummies. See the Monster Manual for these stat blocks.", + "id": 613, + "level": 6, + "locations": [ + { + "page": 258, + "sourcebook": "PHB24" + } + ], + "material": "One 150+ gp black onyx stone for each corpse", + "name": "Create Undead", + "range": "10 feet", + "ruleset": "2024", + "school": "Necromancy" + }, + { + "casting_time": "1 minute", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You pull wisps of shadow material from the Shadowfell to create an object within range. It is either an object of vegetable matter (soft goods, rope, wood, and the like) or mineral matter (stone, crystal, metal, and the like). The object must be no larger than a 5-foot Cube, and the object must be of a form and material that you have seen.\n\nThe spell's duration depends on the object's material, as shown in the Materials table. If the object is composed of multiple materials, use the shortest duration. Using any object created by this spell as another spell's Material component causes the other spell to fail.\n\nMaterial Duration\nVegetable matter 24 hours\nStone or crystal 12 hours\nPrecious metals 1 hour\nGems 10 minutes\nAdamantine or mithral 1 minute", + "duration": "Special", + "higher_level": "The Cube increases by 5 feet for each spell slot level above 5.", + "id": 614, + "level": 5, + "locations": [ + { + "page": 259, + "sourcebook": "PHB24" + } + ], + "material": "A paintbrush", + "name": "Creation", + "range": "30 feet", + "ruleset": "2024", + "school": "Illusion" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "One creature that you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The creature succeeds automatically if it isn't Humanoid.\n\nA spectral crown appears on the Charmed target's head, and it must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if no creature is within its reach. The target repeats the save at the end of each of its turns, ending the spell on itself on a success.\n\nOn your later turns, you must take the Magic action to maintain control of the target, or the spell ends.", + "duration": "Up to 1 minute", + "id": 615, + "level": 2, + "locations": [ + { + "page": 259, + "sourcebook": "PHB24" + } + ], + "name": "Crown of Madness", + "range": "120 feet", + "ruleset": "2024", + "school": "Enchantment" + }, + { + "casting_time": "Action", + "classes": [ + "Paladin" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "You radiate a magical aura in a 30-foot Emanation. While in the aura, you and your allies each deal an extra 1d4 Radiant damage when hitting with a weapon or an Unarmed Strike.", + "duration": "Up to 1 minute", + "id": 616, + "level": 3, + "locations": [ + { + "page": 259, + "sourcebook": "PHB24" + } + ], + "name": "Crusader's Mantle", + "range": "Self", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Cleric", + "Druid", + "Paladin", + "Ranger" + ], + "components": [ + "V", + "S" + ], + "desc": "A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.", + "duration": "Instantaneous", + "higher_level": "The healing increases by 2d8 for each spell slot level above 1.", + "id": 617, + "level": 1, + "locations": [ + { + "page": 259, + "sourcebook": "PHB24" + } + ], + "name": "Cure Wounds", + "range": "Touch", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You create up to four torch-size lights within range, making them appear as torches, lanterns, or glowing orbs that hover for the duration. Alternatively, you combine the four lights into one glowing Medium form that is vaguely humanlike. Whichever form you choose, each light sheds Dim Light in a 10-foot radius.\n\nAs a Bonus Action, you can move the lights up to 60 feet to a space within range. A light must be within 20 feet of another light created by this spell, and a light vanishes if it exceeds the spell's range.", + "duration": "Up to 1 minute", + "id": 618, + "level": 0, + "locations": [ + { + "page": 259, + "sourcebook": "PHB24" + } + ], + "material": "A bit of phosphorus", + "name": "Dancing Lights", + "range": "120 feet", + "ruleset": "2024", + "school": "Illusion" + }, + { + "casting_time": "Action", + "classes": [ + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "M" + ], + "concentration": true, + "desc": "For the duration, magical Darkness spreads from a point within range and fills a 15-foot-radius Sphere. Darkvision can't see through it, and nonmagical light can't illuminate it.\n\nAlternatively, you cast the spell on an object that isn't being worn or carried, causing the Darkness to fill a 15-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the Darkness.\n\nIf any of this spell's area overlaps with an area of Bright Light or Dim Light created by a spell of level 2 or lower, that other spell is dispelled.", + "duration": "Up to 10 minutes", + "id": 619, + "level": 2, + "locations": [ + { + "page": 260, + "sourcebook": "PHB24" + } + ], + "material": "Bat fur and a piece of coal", + "name": "Darkness", + "range": "60 feet", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Action", + "classes": [ + "Druid", + "Ranger", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "For the duration, a willing creature you touch has Darkvision with a range of 150 feet.", + "duration": "8 hours", + "id": 620, + "level": 2, + "locations": [ + { + "page": 260, + "sourcebook": "PHB24" + } + ], + "material": "A dried carrot", + "name": "Darkvision", + "range": "Touch", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Action", + "classes": [ + "Cleric", + "Druid", + "Paladin", + "Ranger", + "Sorcerer" + ], + "components": [ + "V", + "S" + ], + "desc": "For the duration, sunlight spreads from a point within range and fills a 60-foot-radius Sphere. The sunlight's area is Bright Light and sheds Dim Light for an additional 60 feet.\n\nAlternatively, you cast the spell on an object that isn't being worn or carried, causing the sunlight to fill a 60-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the sunlight.\n\nIf any of this spell's area overlaps with an area of Darkness created by a spell of level 3 or lower, that other spell is dispelled.", + "duration": "1 hour", + "id": 621, + "level": 3, + "locations": [ + { + "page": 260, + "sourcebook": "PHB24" + } + ], + "name": "Daylight", + "range": "60 feet", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Action", + "classes": [ + "Cleric", + "Paladin" + ], + "components": [ + "V", + "S" + ], + "desc": "You touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 Hit Points before the spell ends, the target instead drops to 1 Hit Point, and the spell ends.\n\nIf the spell is still in effect when the target is subjected to an effect that would kill it instantly without dealing damage, that effect is negated against the target, and the spell ends.", + "duration": "8 hours", + "id": 622, + "level": 4, + "locations": [ + { + "page": 261, + "sourcebook": "PHB24" + } + ], + "name": "Death Ward", + "range": "Touch", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "A beam of yellow light flashes from you, then condenses at a chosen point within range as a glowing bead for the duration. When the spell ends, the bead explodes, and each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw. A creature takes Fire damage equal to the total accumulated damage on a failed save or half as much damage on a successful one.\n\nThe spell's base damage is 12d6, and the damage increases by 1d6 whenever your turn ends and the spell hasn't ended.\n\nIf a creature touches the glowing bead before the spell ends, that creature makes a Dexterity saving throw. On a failed save, the spell ends, causing the bead to explode. On a successful save, the creature can throw the bead up to 40 feet. If the thrown bead enters a creature's space or collides with a solid object, the spell ends, and the bead explodes.\n\nWhen the bead explodes, flammable objects in the explosion that aren't being worn or carried start burning.", + "duration": "Up to 1 minute", + "higher_level": "The base damage increases by 1d6 for each spell slot level above 7.", + "id": 623, + "level": 7, + "locations": [ + { + "page": 261, + "sourcebook": "PHB24" + } + ], + "material": "A ball of bat guano and sulfur", + "name": "Delayed Blast Fireball", + "range": "150 feet", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Action", + "classes": [ + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "S" + ], + "desc": "You create a shadowy Medium door on a flat solid surface that you can see within range. This door can be opened and closed, and it leads to a demiplane that is an empty room 30 feet in each dimension, made of wood or stone (your choice).\n\nWhen the spell ends, the door vanishes, and any objects inside the demiplane remain there. Any creatures inside also remain unless they opt to be shunted through the door as it vanishes, landing with the Prone condition in the unoccupied spaces closest to the door's former space.\n\nEach time you cast this spell, you can create a new demiplane or connect the shadowy door to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can connect the shadowy door to that demiplane instead.", + "duration": "1 hour", + "id": 624, + "level": 8, + "locations": [ + { + "page": 261, + "sourcebook": "PHB24" + } + ], + "name": "Demiplane", + "range": "60 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Paladin" + ], + "components": [ + "V" + ], + "desc": "Destructive energy ripples outward from you in a 30-foot Emanation. Each creature you choose in the Emanation makes a Constitution saving throw. On a failed save, a target takes 5d6 Thunder damage and 5d6 Radiant or Necrotic damage (your choice) and has the Prone condition. On a successful save, a target takes half as much damage only.", + "duration": "Instantaneous", + "id": 625, + "level": 5, + "locations": [ + { + "page": 261, + "sourcebook": "PHB24" + } + ], + "name": "Destructive Wave", + "range": "Self", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Action", + "classes": [ + "Cleric", + "Paladin" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where.\n\nThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.", + "duration": "Up to 10 minutes", + "id": 626, + "level": 1, + "locations": [ + { + "page": 261, + "sourcebook": "PHB24" + } + ], + "name": "Detect Evil and Good", + "range": "Self", + "ruleset": "2024", + "school": "Divination" + }, + { + "casting_time": "Action or Ritual", + "classes": [ + "Bard", + "Cleric", + "Druid", + "Paladin", + "Ranger", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's school of magic.\n\nThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.", + "duration": "Up to 10 minutes", + "id": 627, + "level": 1, + "locations": [ + { + "page": 262, + "sourcebook": "PHB24" + } + ], + "name": "Detect Magic", + "range": "Self", + "ruleset": "2024", + "school": "Divination" + }, + { + "casting_time": "Action or Ritual", + "classes": [ + "Cleric", + "Druid", + "Paladin", + "Ranger" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "For the duration, you sense the location of poisons, poisonous or venomous creatures, and magical contagions within 30 feet of yourself. You sense the kind of poison, creature, or contagion in each case.\n\nThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.", + "duration": "Up to 10 minutes", + "id": 628, + "level": 1, + "locations": [ + { + "page": 262, + "sourcebook": "PHB24" + } + ], + "material": "A yew leaf", + "name": "Detect Poison and Disease", + "range": "Self", + "ruleset": "2024", + "school": "Divination" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns.\n\nSense Thoughts. You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. You don't read the thoughts, but you know that a thinking creature is present.\n\nThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.\n\nRead Thoughts. Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself that you detected with the Sense Thoughts option. You learn what is most on the target's mind right now. If the target doesn't know any languages and isn't telepathic, you learn nothing.\n\nAs a Magic action on your next turn, you can try to probe deeper into the target's mind. If you probe deeper, the target makes a Wisdom saving throw. On a failed save, you discern the target's reasoning, emotions, and something that looms large in its mind (such as a worry, love, or hate). On a successful save, the spell ends. Either way, the target knows that you are probing into its mind, and until you shift your attention away from the target's mind, the target can take an action on its turn to make an Intelligence (Arcana) check against your spell save DC, ending the spell on a success.", + "duration": "Up to 1 minute", + "id": 629, + "level": 2, + "locations": [ + { + "page": 262, + "sourcebook": "PHB24" + } + ], + "material": "1 copper piece", + "name": "Detect Thoughts", + "range": "Self", + "ruleset": "2024", + "school": "Divination" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V" + ], + "desc": "You teleport to a location within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as \u201c200 feet straight downward\u201d or \u201c300 feet upward to the northwest at a 45-degree angle.\u201d\n\nYou can also teleport one willing creature. The creature must be within 5 feet of you when you teleport, and it teleports to a space within 5 feet of your destination space.\n\nIf you, the other creature, or both would arrive in a space occupied by a creature or completely filled by one or more objects, you and any creature traveling with you each take 4d6 Force damage, and the teleportation fails.", + "duration": "Instantaneous", + "id": 630, + "level": 4, + "locations": [ + { + "page": 262, + "sourcebook": "PHB24" + } + ], + "name": "Dimension Door", + "range": "500 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "desc": "You make yourself\u2014including your clothing, armor, weapons, and other belongings on your person\u2014look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. Otherwise, the extent of the illusion is up to you.\n\nThe changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing.\n\nTo discern that you are disguised, a creature must take the Study action to inspect your appearance and succeed on an Intelligence (Investigation) check against your spell save DC.", + "duration": "1 hour", + "id": 631, + "level": 1, + "locations": [ + { + "page": 262, + "sourcebook": "PHB24" + } + ], + "name": "Disguise Self", + "range": "Self", + "ruleset": "2024", + "school": "Illusion" + }, + { + "casting_time": "Action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You launch a green ray at a target you can see within range. The target can be a creature, a nonmagical object, or a creation of magical force, such as the wall created by Wall of Force.\n\nA creature targeted by this spell makes a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 Force damage. If this damage reduces it to 0 Hit Points, it and everything nonmagical it is wearing and carrying are disintegrated into gray dust. The target can be revived only by a True Resurrection or a Wish spell.\n\nThis spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If such a target is Huge or larger, this spell disintegrates a 10-foot-Cube portion of it.", + "duration": "Instantaneous", + "higher_level": "The damage increases by 3d6 for each spell slot level above 6.", + "id": 632, + "level": 6, + "locations": [ + { + "page": 263, + "sourcebook": "PHB24" + } + ], + "material": "A lodestone and dust", + "name": "Disintegrate", + "range": "60 feet", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Action", + "classes": [ + "Cleric", + "Paladin" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "For the duration, Celestials, Elementals, Fey, Fiends, and Undead have Disadvantage on attack rolls against you. You can end the spell early by using either of the following special functions.\n\nBreak Enchantment. As a Magic action, you touch a creature that is possessed by or has the Charmed or Frightened condition from one or more creatures of the types above. The target is no longer possessed, Charmed, or Frightened by such creatures.\n\nDismissal. As a Magic action, you target one creature you can see within 5 feet of you that has one of the creature types above. The target must succeed on a Charisma saving throw or be sent back to its home plane if it isn't there already. If they aren't on their home plane, Undead are sent to the Shadowfell, and Fey are sent to the Feywild.", + "duration": "Up to 1 minute", + "id": 633, + "level": 5, + "locations": [ + { + "page": 263, + "sourcebook": "PHB24" + } + ], + "material": "Powdered silver and iron", + "name": "Dispel Evil and Good", + "range": "Self", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Cleric", + "Druid", + "Paladin", + "Ranger", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "desc": "Choose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (DC 10 plus that spell's level). On a successful check, the spell ends.", + "duration": "Instantaneous", + "higher_level": "You automatically end a spell on the target if the spell's level is equal to or less than the level of the spell slot you use.", + "id": 634, + "level": 3, + "locations": [ + { + "page": 264, + "sourcebook": "PHB24" + } + ], + "name": "Dispel Magic", + "range": "120 feet", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Bard" + ], + "components": [ + "V" + ], + "desc": "One creature of your choice that you can see within range hears a discordant melody in its mind. The target makes a Wisdom saving throw. On a failed save, it takes 3d6 Psychic damage and must immediately use its Reaction, if available, to move as far away from you as it can, using the safest route. On a successful save, the target takes half as much damage only.", + "duration": "Instantaneous", + "higher_level": "The damage increases by 1d6 for each spell slot level above 1.", + "id": 635, + "level": 1, + "locations": [ + { + "page": 264, + "sourcebook": "PHB24" + } + ], + "name": "Dissonant Whispers", + "range": "60 feet", + "ruleset": "2024", + "school": "Enchantment" + }, + { + "casting_time": "Action or Ritual", + "classes": [ + "Cleric", + "Druid", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "This spell puts you in contact with a god or a god's servants. You ask one question about a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply, which might be a short phrase or cryptic rhyme. The spell doesn't account for circumstances that might change the answer, such as the casting of other spells.\n\nIf you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer.", + "duration": "Instantaneous", + "id": 636, + "level": 4, + "locations": [ + { + "page": 264, + "sourcebook": "PHB24" + } + ], + "material": "Incense worth 25+ gp, which the spell consumes", + "name": "Divination", + "range": "Self", + "ruleset": "2024", + "school": "Divination" + }, + { + "casting_time": "Bonus Action", + "classes": [ + "Paladin" + ], + "components": [ + "V", + "S" + ], + "desc": "Until the spell ends, your attacks with weapons deal an extra 1d4 Radiant damage on a hit.", + "duration": "1 minute", + "id": 637, + "level": 1, + "locations": [ + { + "page": 265, + "sourcebook": "PHB24" + } + ], + "name": "Divine Favor", + "range": "Self", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Bonus Action, which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike", + "classes": [ + "Paladin" + ], + "components": [ + "V" + ], + "desc": "The target takes an extra 2d8 Radiant damage from the attack. The damage increases by 1d8 if the target is a Fiend or an Undead.", + "duration": "Instantaneous", + "higher_level": "The damage increases by 1d8 for each spell slot level above 1.", + "id": 638, + "level": 1, + "locations": [ + { + "page": 265, + "sourcebook": "PHB24" + } + ], + "name": "Divine Smite", + "range": "Self", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Bonus Action", + "classes": [ + "Cleric" + ], + "components": [ + "V" + ], + "desc": "You utter a word imbued with power from the Upper Planes. Each creature of your choice in range makes a Charisma saving throw. On a failed save, a target that has 50 Hit Points or fewer suffers an effect based on its current Hit Points, as shown in the Divine Word Effects table. Regardless of its Hit Points, a Celestial, an Elemental, a Fey, or a Fiend target that fails its save is forced back to its plane of origin (if it isn't there already) and can't return to the current plane for 24 hours by any means short of a Wish spell.\n\nHit Points Effect\n0\u201320 The target dies.\n21\u201330 The target has the Blinded, Deafened, and Stunned conditions for 1 hour.\n31\u201340 The target has the Blinded and Deafened conditions for 10 minutes.\n41\u201350 The target has the Deafened condition for 1 minute.", + "duration": "Instantaneous", + "id": 639, + "level": 7, + "locations": [ + { + "page": 265, + "sourcebook": "PHB24" + } + ], + "name": "Divine Word", + "range": "30 feet", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Action", + "classes": [ + "Druid", + "Ranger", + "Sorcerer" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "One Beast you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success.\n\nYou have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as \u201cAttack that creature,\u201d \u201cMove over there,\u201d or \u201cFetch that object.\u201d The target does its best to obey on its turn. If it completes an order and doesn't receive further direction from you, it acts and moves as it likes, focusing on protecting itself.\n\nYou can command the target to take a Reaction but must take your own Reaction to do so.", + "duration": "Up to 1 minute", + "higher_level": "Your Concentration can last longer with a spell slot of level 5 (up to 10 minutes), 6 (up to 1 hour), or 7+ (up to 8 hours).", + "id": 640, + "level": 4, + "locations": [ + { + "page": 265, + "sourcebook": "PHB24" + } + ], + "name": "Dominate Beast", + "range": "60 feet", + "ruleset": "2024", + "school": "Enchantment" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "One creature you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success.\n\nYou have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as \u201cAttack that creature,\u201d \u201cMove over there,\u201d or \u201cFetch that object.\u201d The target does its best to obey on its turn. If it completes an order and doesn't receive further direction from you, it acts and moves as it likes, focusing on protecting itself.\n\nYou can command the target to take a Reaction but must take your own Reaction to do so.", + "duration": "Up to 1 hour", + "higher_level": "Your Concentration can last longer with a level 9 spell slot (up to 8 hours).", + "id": 641, + "level": 8, + "locations": [ + { + "page": 265, + "sourcebook": "PHB24" + } + ], + "name": "Dominate Monster", + "range": "60 feet", + "ruleset": "2024", + "school": "Enchantment" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "One Humanoid you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success.\n\nYou have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as \u201cAttack that creature,\u201d \u201cMove over there,\u201d or \u201cFetch that object.\u201d The target does its best to obey on its turn. If it completes an order and doesn't receive further direction from you, it acts and moves as it likes, focusing on protecting itself.\n\nYou can command the target to take a Reaction but must take your own Reaction to do so.", + "duration": "Up to 1 minute", + "higher_level": "Your Concentration can last longer with a spell slot of level 6 (up to 10 minutes), 7 (up to 1 hour), or 8+ (up to 8 hours).", + "id": 642, + "level": 5, + "locations": [ + { + "page": 266, + "sourcebook": "PHB24" + } + ], + "name": "Dominate Person", + "range": "60 feet", + "ruleset": "2024", + "school": "Enchantment" + }, + { + "casting_time": "Bonus Action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You touch one willing creature, and choose Acid, Cold, Fire, Lightning, or Poison. Until the spell ends, the target can take a Magic action to exhale a 15-foot Cone. Each creature in that area makes a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save or half as much damage on a successful one.", + "duration": "Up to 1 minute", + "higher_level": "The damage increases by 1d6 for each spell slot level above 2.", + "id": 643, + "level": 2, + "locations": [ + { + "page": 266, + "sourcebook": "PHB24" + } + ], + "material": "A hot pepper", + "name": "Dragon's Breath", + "range": "Touch", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "1 minute or Ritual", + "classes": [ + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You touch the sapphire used in the casting and an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an Invisible mark on that object and invisibly inscribes the object's name on the sapphire. Each time you cast this spell, you must use a different sapphire.\n\nThereafter, you can take a Magic action to speak the object's name and crush the sapphire. The object instantly appears in your hand regardless of physical or planar distances, and the spell ends.\n\nIf another creature is holding or carrying the object, crushing the sapphire doesn't transport it, but instead you learn who that creature is and where that creature is currently located.", + "duration": "Until dispelled", + "id": 644, + "level": 6, + "locations": [ + { + "page": 266, + "sourcebook": "PHB24" + } + ], + "material": "A sapphire worth 1,000+ gp", + "name": "Drawmij's Instant Summons", + "range": "Touch", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "1 minute", + "classes": [ + "Bard", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You target a creature you know on the same plane of existence. You or a willing creature you touch enters a trance state to act as a dream messenger. While in the trance, the messenger is Incapacitated and has a Speed of 0.\n\nIf the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the spell's duration. The messenger can also shape the dream's environment, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the spell. The target recalls the dream perfectly upon waking.\n\nIf the target is awake when you cast the spell, the messenger knows it and can either end the trance (and the spell) or wait for the target to sleep, at which point the messenger enters its dreams.\n\nYou can make the messenger terrifying to the target. If you do so, the messenger can deliver a message of no more than ten words, and then the target makes a Wisdom saving throw. On a failed save, the target gains no benefit from its rest, and it takes 3d6 Psychic damage when it wakes up.", + "duration": "8 hours", + "id": 645, + "level": 5, + "locations": [ + { + "page": 266, + "sourcebook": "PHB24" + } + ], + "material": "A handful of sand", + "name": "Dream", + "range": "Special", + "ruleset": "2024", + "school": "Illusion" + }, + { + "casting_time": "Action", + "classes": [ + "Druid" + ], + "components": [ + "V", + "S" + ], + "desc": "Whispering to the spirits of nature, you create one of the following effects within range.\n\nWeather Sensor. You create a Tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.\n\nBloom. You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.\n\nSensory Effect. You create a harmless sensory effect, such as falling leaves, spectral dancing fairies, a gentle breeze, the sound of an animal, or the faint odor of skunk. The effect must fit in a 5-foot Cube.\n\nFire Play. You light or snuff out a candle, a torch, or a campfire.", + "duration": "Instantaneous", + "id": 646, + "level": 0, + "locations": [ + { + "page": 266, + "sourcebook": "PHB24" + } + ], + "name": "Druidcraft", + "range": "30 feet", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Action", + "classes": [ + "Cleric", + "Druid", + "Sorcerer" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Choose a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point. The ground there is Difficult Terrain.\n\nWhen you cast this spell and at the end of each of your turns for the duration, each creature on the ground in the area makes a Dexterity saving throw. On a failed save, a creature has the Prone condition, and its Concentration is broken.\n\nYou can also cause the effects below.\n\nFissures. A total of 1d6 fissures open in the spell's area at the end of the turn you cast it. You choose the fissures' locations, which can't be under structures. Each fissure is 1d10 \u00d7 10 feet deep and 10 feet wide, and it extends from one edge of the spell's area to another edge. A creature in the same space as a fissure must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens.\n\nStructures. The tremor deals 50 Bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the end of each of your turns until the spell ends. If a structure drops to 0 Hit Points, it collapses.\n\nA creature within a distance from a collapsing structure equal to half the structure's height makes a Dexterity saving throw. On a failed save, the creature takes 12d6 Bludgeoning damage, has the Prone condition, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. On a successful save, the creature takes half as much damage only.", + "duration": "Up to 1 minute", + "id": 647, + "level": 8, + "locations": [ + { + "page": 267, + "sourcebook": "PHB24" + } + ], + "material": "A fractured rock", + "name": "Earthquake", + "range": "500 feet", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Action", + "classes": [ + "Warlock" + ], + "components": [ + "V", + "S" + ], + "desc": "You hurl a beam of crackling energy. Make a ranged spell attack against one creature or object in range. On a hit, the target takes 1d10 Force damage.", + "duration": "Instantaneous", + "higher_level": "The spell creates two beams at level 5, three beams at level 11, and four beams at level 17. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.", + "id": 648, + "level": 0, + "locations": [ + { + "page": 267, + "sourcebook": "PHB24" + } + ], + "name": "Eldritch Blast", + "range": "120 feet", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Action", + "classes": [ + "Druid", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "desc": "You exert control over the elements, creating one of the following effects within range.\n\nBeckon Air. You create a breeze strong enough to ripple cloth, stir dust, rustle leaves, and close open doors and shutters, all in a 5-foot Cube. Doors and shutters being held open by someone or something aren't affected.\n\nBeckon Earth. You create a thin shroud of dust or sand that covers surfaces in a 5-foot-square area, or you cause a single word to appear in your handwriting in a patch of dirt or sand.\n\nBeckon Fire. You create a thin cloud of harmless embers and colored, scented smoke in a 5-foot Cube. You choose the color and scent, and the embers can light candles, torches, or lamps in that area. The smoke's scent lingers for 1 minute.\n\nBeckon Water. You create a spray of cool mist that lightly dampens creatures and objects in a 5-foot Cube. Alternatively, you create 1 cup of clean water either in an open container or on a surface, and the water evaporates in 1 minute.\n\nSculpt Element. You cause dirt, sand, fire, smoke, mist, or water that can fit in a 1-foot Cube to assume a crude shape (such as that of a creature) for 1 hour.", + "duration": "Instantaneous", + "id": 649, + "level": 0, + "locations": [ + { + "page": 267, + "sourcebook": "PHB24" + } + ], + "name": "Elementalism", + "range": "30 feet", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Action", + "classes": [ + "Druid", + "Paladin", + "Ranger" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: Acid, Cold, Fire, Lightning, or Thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.", + "duration": "Up to 1 hour", + "higher_level": "If you use a level 5\u20136 spell slot, the bonus to attack rolls increases to +2, and the extra damage increases to 2d4. If you use a level 7+ spell slot, the bonus increases to +3, and the extra damage increases to 3d4.", + "id": 650, + "level": 3, + "locations": [ + { + "page": 268, + "sourcebook": "PHB24" + } + ], + "name": "Elemental Weapon", + "range": "Touch", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Cleric", + "Druid", + "Ranger", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You touch a creature and choose Strength, Dexterity, Intelligence, Wisdom, or Charisma. For the duration, the target has Advantage on ability checks using the chosen ability.", + "duration": "Up to 1 hour", + "higher_level": "You can target one additional creature for each spell slot level above 2. You can choose a different ability for each target.", + "id": 651, + "level": 2, + "locations": [ + { + "page": 268, + "sourcebook": "PHB24" + } + ], + "material": "Fur or a feather", + "name": "Enhance Ability", + "range": "Touch", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Druid", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "For the duration, the spell enlarges or reduces a creature or an object you can see within range (see the chosen effect below). A targeted object must be neither worn nor carried. If the target is an unwilling creature, it can make a Constitution saving throw. On a successful save, the spell has no effect.\n\nEverything that a targeted creature is wearing and carrying changes size with it. Any item it drops returns to normal size at once. A thrown weapon or piece of ammunition returns to normal size immediately after it hits or misses a target.\n\nEnlarge. The target's size increases by one category\u2014from Medium to Large, for example. The target also has Advantage on Strength checks and Strength saving throws. The target's attacks with its enlarged weapons or Unarmed Strikes deal an extra 1d4 damage on a hit.\n\nReduce. The target's size decreases by one category\u2014from Medium to Small, for example. The target also has Disadvantage on Strength checks and Strength saving throws. The target's attacks with its reduced weapons or Unarmed Strikes deal 1d4 less damage on a hit (this can't reduce the damage below 1).", + "duration": "Up to 1 minute", + "id": 652, + "level": 2, + "locations": [ + { + "page": 268, + "sourcebook": "PHB24" + } + ], + "material": "A pinch of powdered iron", + "name": "Enlarge/Reduce", + "range": "30 feet", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Bonus Action, which you take immediately after hitting a creature with a weapon", + "classes": [ + "Ranger" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "As you hit the target, grasping vines appear on it, and it makes a Strength saving throw. A Large or larger creature has Advantage on this save. On a failed save, the target has the Restrained condition until the spell ends. On a successful save, the vines shrivel away, and the spell ends.\n\nWhile Restrained, the target takes 1d6 Piercing damage at the start of each of its turns. The target or a creature within reach of it can take an action to make a Strength (Athletics) check against your spell save DC. On a success, the spell ends.", + "duration": "Up to 1 minute", + "higher_level": "The damage increases by 1d6 for each spell slot level above 1.", + "id": 653, + "level": 1, + "locations": [ + { + "page": 268, + "sourcebook": "PHB24" + } + ], + "name": "Ensnaring Strike", + "range": "Self", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Druid", + "Ranger" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Grasping plants sprout from the ground in a 20-foot square within range. For the duration, these plants turn the ground in the area into Difficult Terrain. They disappear when the spell ends.\n\nEach creature (other than you) in the area when you cast the spell must succeed on a Strength saving throw or have the Restrained condition until the spell ends. A Restrained creature can take an action to make a Strength (Athletics) check against your spell save DC. On a success, it frees itself from the grasping plants and is no longer Restrained by them.", + "duration": "Up to 1 minute", + "id": 654, + "level": 1, + "locations": [ + { + "page": 268, + "sourcebook": "PHB24" + } + ], + "name": "Entangle", + "range": "90 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Warlock" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "You weave a distracting string of words, causing creatures of your choice that you can see within range to make a Wisdom saving throw. Any creature you or your companions are fighting automatically succeeds on this save. On a failed save, a target has a \u221210 penalty to Wisdom (Perception) checks and Passive Perception until the spell ends.", + "duration": "Up to 1 minute", + "id": 655, + "level": 2, + "locations": [ + { + "page": 269, + "sourcebook": "PHB24" + } + ], + "name": "Enthrall", + "range": "60 feet", + "ruleset": "2024", + "school": "Enchantment" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Cleric", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "desc": "You step into the border regions of the Ethereal Plane, where it overlaps with your current plane. You remain in the Border Ethereal for the duration. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can perceive the plane you left, which looks gray, and you can't see anything there more than 60 feet away.\n\nWhile on the Ethereal Plane, you can affect and be affected only by creatures, objects, and effects on that plane. Creatures that aren't on the Ethereal Plane can't perceive or interact with you unless a feature gives them the ability to do so.\n\nWhen the spell ends, you return to the plane you left in the spot that corresponds to your space in the Border Ethereal. If you appear in an occupied space, you are shunted to the nearest unoccupied space and take Force damage equal to twice the number of feet you are moved.\n\nThis spell ends instantly if you cast it while you are on the Ethereal Plane or a plane that doesn't border it, such as one of the Outer Planes.", + "duration": "Up to 8 hours", + "higher_level": "You can target up to three willing creatures (including yourself) for each spell slot level above 7. The creatures must be within 10 feet of you when you cast the spell.", + "id": 656, + "level": 7, + "locations": [ + { + "page": 269, + "sourcebook": "PHB24" + } + ], + "name": "Etherealness", + "range": "Self", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in that area into Difficult Terrain.\n\nEach creature in that area makes a Strength saving throw. On a failed save, it takes 3d6 Bludgeoning damage, and it has the Restrained condition until the spell ends. A creature also makes that save if it enters the area or ends it turn there. A creature makes that save only once per turn.\n\nA Restrained creature can take an action to make a Strength (Athletics) check against your spell save DC, ending the condition on itself on a success.", + "duration": "Up to 1 minute", + "id": 657, + "level": 4, + "locations": [ + { + "page": 270, + "sourcebook": "PHB24" + } + ], + "material": "A tentacle", + "name": "Evard's Black Tentacles", + "range": "90 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Bonus Action", + "classes": [ + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "You take the Dash action, and until the spell ends, you can take that action again as a Bonus Action.", + "duration": "Up to 10 minutes", + "id": 658, + "level": 1, + "locations": [ + { + "page": 270, + "sourcebook": "PHB24" + } + ], + "name": "Expeditious Retreat", + "range": "Self", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "For the duration, your eyes become an inky void. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration.\n\nOn each of your turns until the spell ends, you can take a Magic action to target another creature but can't target a creature again if it has succeeded on a save against this casting of the spell.\n\nAsleep. The target has the Unconscious condition. It wakes up if it takes any damage or if another creature takes an action to shake it awake.\n\nPanicked. The target has the Frightened condition. On each of its turns, the Frightened target must take the Dash action and move away from you by the safest and shortest route available. If the target moves to a space at least 60 feet away from you where it can't see you, this effect ends.\n\nSickened. The target has the Poisoned condition.", + "duration": "Up to 1 minute", + "id": 659, + "level": 6, + "locations": [ + { + "page": 270, + "sourcebook": "PHB24" + } + ], + "name": "Eyebite", + "range": "Self", + "ruleset": "2024", + "school": "Necromancy" + }, + { + "casting_time": "10 minutes", + "classes": [ + "Wizard" + ], + "components": [ + "V", + "S" + ], + "desc": "You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, or clothes from flax or wool.\n\nChoose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot Cube or eight connected 5-foot Cubes) given a sufficient quantity of material. If you're working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a 5-foot Cube). The quality of any fabricated objects is based on the quality of the raw materials.\n\nCreatures and magic items can't be created by this spell. You also can't use it to create items that require a high degree of skill\u2014such as weapons and armor\u2014unless you have proficiency with the type of Artisan's Tools used to craft such objects.", + "duration": "Instantaneous", + "id": 660, + "level": 4, + "locations": [ + { + "page": 271, + "sourcebook": "PHB24" + } + ], + "name": "Fabricate", + "range": "120 feet", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Druid" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "Objects in a 20-foot Cube within range are outlined in blue, green, or violet light (your choice). Each creature in the Cube is also outlined if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed Dim Light in a 10-foot radius and can't benefit from the Invisible condition.\n\nAttack rolls against an affected creature or object have Advantage if the attacker can see it.", + "duration": "Up to 1 minute", + "id": 661, + "level": 1, + "locations": [ + { + "page": 271, + "sourcebook": "PHB24" + } + ], + "name": "Faerie Fire", + "range": "60 feet", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You gain 2d4 + 4 Temporary Hit Points.", + "duration": "Instantaneous", + "higher_level": "You gain 5 additional Temporary Hit Points for each spell slot level above 1.", + "id": 662, + "level": 1, + "locations": [ + { + "page": 271, + "sourcebook": "PHB24" + } + ], + "material": "A drop of alcohol", + "name": "False Life", + "range": "Self", + "ruleset": "2024", + "school": "Necromancy" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Each creature in a 30-foot Cone must succeed on a Wisdom saving throw or drop whatever it is holding and have the Frightened condition for the duration.\n\nA Frightened creature takes the Dash action and moves away from you by the safest route on each of its turns unless there is nowhere to move. If the creature ends its turn in a space where it doesn't have line of sight to you, the creature makes a Wisdom saving throw. On a successful save, the spell ends on that creature.", + "duration": "Up to 1 minute", + "id": 663, + "level": 3, + "locations": [ + { + "page": 271, + "sourcebook": "PHB24" + } + ], + "material": "A white feather", + "name": "Fear", + "range": "Self", + "ruleset": "2024", + "school": "Illusion" + }, + { + "casting_time": "Reaction, which you take when you or a creature you can see within 60 feet of you falls", + "classes": [ + "Bard", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "M" + ], + "desc": "Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If a creature lands before the spell ends, the creature takes no damage from the fall, and the spell ends for that creature.", + "duration": "1 minute", + "id": 664, + "level": 1, + "locations": [ + { + "page": 271, + "sourcebook": "PHB24" + } + ], + "material": "A small feather or piece of down", + "name": "Feather Fall", + "range": "60 feet", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Action or Ritual", + "classes": [ + "Bard", + "Cleric", + "Druid", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.\n\nFor the duration, the target appears dead to outward inspection and to spells used to determine the target's status. The target has the Blinded and Incapacitated conditions, and its Speed is 0.\n\nThe target also has Resistance to all damage except Psychic damage, and it has Immunity to the Poisoned condition.", + "duration": "1 hour", + "id": 665, + "level": 3, + "locations": [ + { + "page": 271, + "sourcebook": "PHB24" + } + ], + "material": "A pinch of graveyard dirt", + "name": "Feign Death", + "range": "Touch", + "ruleset": "2024", + "school": "Necromancy" + }, + { + "casting_time": "1 hour or Ritual", + "classes": [ + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You gain the service of a familiar, a spirit that takes an animal form you choose: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel, or another Beast that has a Challenge Rating of 0. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form (see appendix B), though it is a Celestial, Fey, or Fiend (your choice) instead of a Beast. Your familiar acts independently of you, but it obeys your commands.\n\nTelepathic Connection. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as a Bonus Action, you can see through the familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses it has.\n\nFinally, when you cast a spell with a range of touch, your familiar can deliver the touch. Your familiar must be within 100 feet of you, and it must take a Reaction to deliver the touch when you cast the spell.\n\nCombat. The familiar is an ally to you and your allies. It rolls its own Initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.\n\nDisappearance of the Familiar. When the familiar drops to 0 Hit Points, it disappears. It reappears after you cast this spell again. As a Magic action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As a Magic action while it is temporarily dismissed, you can cause it to reappear in an unoccupied space within 30 feet of you. Whenever the familiar drops to 0 Hit Points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.\n\nOne Familiar Only. You can't have more than one familiar at a time. If you cast this spell while you have a familiar, you instead cause it to adopt a new eligible form.", + "duration": "Instantaneous", + "id": 666, + "level": 1, + "locations": [ + { + "page": 272, + "sourcebook": "PHB24" + } + ], + "material": "Burning incense worth 10+ gp, which the spell consumes", + "name": "Find Familiar", + "range": "10 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Paladin" + ], + "components": [ + "V", + "S" + ], + "desc": "You summon an otherworldly being that appears as a loyal steed in an unoccupied space of your choice within range. This creature uses the Otherworldly Steed stat block. If you already have a steed from this spell, the steed is replaced by the new one.\n\nThe steed resembles a Large, rideable animal of your choice, such as a horse, a camel, a dire wolf, or an elk. Whenever you cast the spell, choose the steed's creature type\u2014Celestial, Fey, or Fiend\u2014which determines certain traits in the stat block.\n\nCombat. The steed is an ally to you and your allies. In combat, it shares your Initiative count, and it functions as a controlled mount while you ride it (as defined in the rules on mounted combat). If you have the Incapacitated condition, the steed takes its turn immediately after yours and acts independently, focusing on protecting you.\n\nDisappearance of the Steed. The steed disappears if it drops to 0 Hit Points or if you die. When it disappears, it leaves behind anything it was wearing or carrying. If you cast this spell again, you decide whether you summon the steed that disappeared or a different one.\n\nLarge Celestial, Fey, or Fiend (Your Choice), Neutral\n\nAC 10 + 1 per spell level\n\nHP 5 + 10 per spell level (the steed has a number of Hit Dice [d10s] equal to the spell's level)\n\nSpeed 60 ft., Fly 60 ft. (requires level 4+ spell)\n\n Mod Save\n18 +4 +4\n12 +1 +1\n14 +2 +2\n\n Mod Save\n6 \u22122 \u22122\n12 +1 +1\n8 \u22121 \u22121\n\nSenses Passive Perception 11\n\nLanguages Telepathy 1 mile (works only with you)\n\nCR None (XP 0; PB equals your Proficiency Bonus)\n\nTraits\n\nLife Bond. When you regain Hit Points from a level 1+ spell, the steed regains the same number of Hit Points if you're within 5 feet of it.\n\nActions\n\nOtherworldly Slam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 plus the spell's level of Radiant (Celestial), Psychic (Fey), or Necrotic (Fiend) damage.\n\nBonus Actions\n\nFell Glare (Fiend Only; Recharges after a Long Rest). Wisdom Saving Throw: DC equals your spell save DC, one creature within 60 feet the steed can see. Failure: The target has the Frightened condition until the end of your next turn.\n\nFey Step (Fey Only; Recharges after a Long Rest). The steed teleports, along with its rider, to an unoccupied space of your choice up to 60 feet away from itself.\n\nHealing Touch (Celestial Only; Recharges after a Long Rest). One creature within 5 feet of the steed regains a number of Hit Points equal to 2d8 plus the spell's level.", + "duration": "Instantaneous", + "higher_level": "Use the spell slot's level for the spell's level in the stat block.", + "id": 667, + "level": 2, + "locations": [ + { + "page": 272, + "sourcebook": "PHB24" + } + ], + "name": "Find Steed", + "range": "30 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "1 minute", + "classes": [ + "Bard", + "Cleric", + "Druid" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You magically sense the most direct physical route to a location you name. You must be familiar with the location, and the spell fails if you name a destination on another plane of existence, a moving destination (such as a mobile fortress), or an unspecific destination (such as \u201ca green dragon's lair\u201d).\n\nFor the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. Whenever you face a choice of paths along the way there, you know which path is the most direct.", + "duration": "Up to 1 day", + "id": 668, + "level": 6, + "locations": [ + { + "page": 273, + "sourcebook": "PHB24" + } + ], + "material": "A set of divination tools\u2014such as cards or runes\u2014worth 100+ gp", + "name": "Find the Path", + "range": "Self", + "ruleset": "2024", + "school": "Divination" + }, + { + "casting_time": "Action", + "classes": [ + "Cleric", + "Druid", + "Ranger" + ], + "components": [ + "V", + "S" + ], + "desc": "You sense any trap within range that is within line of sight. A trap, for the purpose of this spell, includes any object or mechanism that was created to cause damage or other danger. Thus, the spell would sense the Alarm or Glyph of Warding spell or a mechanical pit trap, but it wouldn't reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.\n\nThis spell reveals that a trap is present but not its location. You do learn the general nature of the danger posed by a trap you sense.", + "duration": "Instantaneous", + "id": 669, + "level": 2, + "locations": [ + { + "page": 273, + "sourcebook": "PHB24" + } + ], + "name": "Find Traps", + "range": "120 feet", + "ruleset": "2024", + "school": "Divination" + }, + { + "casting_time": "Action", + "classes": [ + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "desc": "You unleash negative energy toward a creature you can see within range. The target makes a Constitution saving throw, taking 7d8 + 30 Necrotic damage on a failed save or half as much damage on a successful one.\n\nA Humanoid killed by this spell rises at the start of your next turn as a Zombie (see appendix B) that follows your verbal orders.", + "duration": "Instantaneous", + "id": 670, + "level": 7, + "locations": [ + { + "page": 273, + "sourcebook": "PHB24" + } + ], + "name": "Finger of Death", + "range": "60 feet", + "ruleset": "2024", + "school": "Necromancy" + }, + { + "casting_time": "Action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "A bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. Each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw, taking 8d6 Fire damage on a failed save or half as much damage on a successful one.\n\nFlammable objects in the area that aren't being worn or carried start burning.", + "duration": "Instantaneous", + "higher_level": "The damage increases by 1d6 for each spell slot level above 3.", + "id": 671, + "level": 3, + "locations": [ + { + "page": 274, + "sourcebook": "PHB24" + } + ], + "material": "A ball of bat guano and sulfur", + "name": "Fireball", + "range": "150 feet", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "desc": "You hurl a mote of fire at a creature or an object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Fire damage. A flammable object hit by this spell starts burning if it isn't being worn or carried.", + "duration": "Instantaneous", + "higher_level": "The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).", + "id": 672, + "level": 0, + "locations": [ + { + "page": 274, + "sourcebook": "PHB24" + } + ], + "name": "Fire Bolt", + "range": "120 feet", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Action", + "classes": [ + "Druid", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Wispy flames wreathe your body for the duration, shedding Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.\n\nThe flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you Resistance to Cold damage, and the chill shield grants you Resistance to Fire damage.\n\nIn addition, whenever a creature within 5 feet of you hits you with a melee attack roll, the shield erupts with flame. The attacker takes 2d8 Fire damage from a warm shield or 2d8 Cold damage from a chill shield.", + "duration": "10 minutes", + "id": 673, + "level": 4, + "locations": [ + { + "page": 274, + "sourcebook": "PHB24" + } + ], + "material": "A bit of phosphorus or a firefly", + "name": "Fire Shield", + "range": "Self", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Action", + "classes": [ + "Cleric", + "Druid", + "Sorcerer" + ], + "components": [ + "V", + "S" + ], + "desc": "A storm of fire appears within range. The area of the storm consists of up to ten 10-foot Cubes, which you arrange as you like. Each Cube must be contiguous with at least one other Cube. Each creature in the area makes a Dexterity saving throw, taking 7d10 Fire damage on a failed save or half as much damage on a successful one.\n\nFlammable objects in the area that aren't being worn or carried start burning.", + "duration": "Instantaneous", + "id": 674, + "level": 7, + "locations": [ + { + "page": 275, + "sourcebook": "PHB24" + } + ], + "name": "Fire Storm", + "range": "150 feet", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Bonus Action", + "classes": [ + "Druid", + "Sorcerer" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke it again as a Bonus Action.\n\nAs a Magic action, you can make a melee spell attack with the fiery blade. On a hit, the target takes Fire damage equal to 3d6 plus your spellcasting ability modifier.\n\nThe flaming blade sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.", + "duration": "Up to 10 minutes", + "higher_level": "The damage increases by 1d6 for each spell slot level above 2.", + "id": 675, + "level": 2, + "locations": [ + { + "page": 275, + "sourcebook": "PHB24" + } + ], + "material": "A sumac leaf", + "name": "Flame Blade", + "range": "Self", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Action", + "classes": [ + "Cleric" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "A vertical column of brilliant fire roars down from above. Each creature in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range makes a Dexterity saving throw, taking 5d6 Fire damage and 5d6 Radiant damage on a failed save or half as much damage on a successful one.", + "duration": "Instantaneous", + "higher_level": "The Fire damage and the Radiant damage increase by 1d6 for each spell slot level above 5.", + "id": 676, + "level": 5, + "locations": [ + { + "page": 275, + "sourcebook": "PHB24" + } + ], + "material": "A pinch of sulfur", + "name": "Flame Strike", + "range": "60 feet", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Action", + "classes": [ + "Druid", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You create a 5-foot-diameter sphere of fire in an unoccupied space on the ground within range. It lasts for the duration. Any creature that ends its turn within 5 feet of the sphere makes a Dexterity saving throw, taking 2d6 Fire damage on a failed save or half as much damage on a successful one.\n\nAs a Bonus Action, you can move the sphere up to 30 feet, rolling it along the ground. If you move the sphere into a creature's space, that creature makes the save against the sphere, and the sphere stops moving for the turn.\n\nWhen you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. Flammable objects that aren't being worn or carried start burning if touched by the sphere, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.", + "duration": "Up to 1 minute", + "higher_level": "The damage increases by 1d6 for each spell slot level above 2.", + "id": 677, + "level": 2, + "locations": [ + { + "page": 275, + "sourcebook": "PHB24" + } + ], + "material": "A ball of wax", + "name": "Flaming Sphere", + "range": "60 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Druid", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You attempt to turn one creature that you can see within range into stone. The target makes a Constitution saving throw. On a failed save, it has the Restrained condition for the duration. On a successful save, its Speed is 0 until the start of your next turn. Constructs automatically succeed on the save.\n\nA Restrained target makes another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to stone and has the Petrified condition for the duration. The successes and failures needn't be consecutive; keep track of both until the target collects three of a kind.\n\nIf you maintain your Concentration on this spell for the entire possible duration, the target is Petrified until the condition is ended by Greater Restoration or similar magic.", + "duration": "Up to 1 minute", + "id": 678, + "level": 6, + "locations": [ + { + "page": 275, + "sourcebook": "PHB24" + } + ], + "material": "A cockatrice feather", + "name": "Flesh to Stone", + "range": "60 feet", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Action", + "classes": [ + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You touch a willing creature. For the duration, the target gains a Fly Speed of 60 feet and can hover. When the spell ends, the target falls if it is still aloft unless it can stop the fall.", + "duration": "Up to 10 minutes", + "higher_level": "You can target one additional creature for each spell slot level above 3.", + "id": 679, + "level": 3, + "locations": [ + { + "page": 276, + "sourcebook": "PHB24" + } + ], + "material": "A feather", + "name": "Fly", + "range": "Touch", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Action", + "classes": [ + "Druid", + "Ranger", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "You create a 20-foot-radius Sphere of fog centered on a point within range. The Sphere is Heavily Obscured. It lasts for the duration or until a strong wind (such as one created by Gust of Wind) disperses it.", + "duration": "Up to 1 hour", + "higher_level": "The fog's radius increases by 20 feet for each spell slot level above 1.", + "id": 680, + "level": 1, + "locations": [ + { + "page": 276, + "sourcebook": "PHB24" + } + ], + "name": "Fog Cloud", + "range": "120 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "10 minutes or Ritual", + "classes": [ + "Cleric" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatures can't teleport into the area or use portals, such as those created by the Gate spell, to enter the area. The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the Astral Plane, the Ethereal Plane, the Feywild, the Shadowfell, or the Plane Shift spell.\n\nIn addition, the spell damages types of creatures that you choose when you cast it. Choose one or more of the following: Aberrations, Celestials, Elementals, Fey, Fiends, and Undead. When a creature of a chosen type enters the spell's area for the first time on a turn or ends its turn there, the creature takes 5d10 Radiant or Necrotic damage (your choice when you cast this spell).\n\nYou can designate a password when you cast the spell. A creature that speaks the password as it enters the area takes no damage from the spell.\n\nThe spell's area can't overlap with the area of another Forbiddance spell. If you cast Forbiddance every day for 30 days in the same location, the spell lasts until it is dispelled, and the Material components are consumed on the last casting.", + "duration": "1 day", + "id": 681, + "level": 6, + "locations": [ + { + "page": 276, + "sourcebook": "PHB24" + } + ], + "material": "Ruby dust worth 1,000+ gp", + "name": "Forbiddance", + "range": "Touch", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "An immobile, Invisible, Cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose.\n\nA prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart. A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area.\n\nWhen you cast the spell, any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside it, are pushed away from the center of the area until they are completely outside it.\n\nA creature inside the cage can't leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave, it must first make a Charisma saving throw. On a successful save, the creature can use that magic to exit the cage. On a failed save, the creature doesn't exit the cage and wastes the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.\n\nThis spell can't be dispelled by Dispel Magic.", + "duration": "Up to 1 hour", + "id": 682, + "level": 7, + "locations": [ + { + "page": 276, + "sourcebook": "PHB24" + } + ], + "material": "Ruby dust worth 1,500+ gp, which the spell consumes", + "name": "Forcecage", + "range": "100 feet", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "1 minute", + "classes": [ + "Bard", + "Druid", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target has Advantage on D20 Tests, and other creatures have Disadvantage on attack rolls against it. The spell ends early if you cast it again.", + "duration": "8 hours", + "id": 683, + "level": 9, + "locations": [ + { + "page": 276, + "sourcebook": "PHB24" + } + ], + "material": "A hummingbird feather", + "name": "Foresight", + "range": "Touch", + "ruleset": "2024", + "school": "Divination" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Druid" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "A cool light wreathes your body for the duration, emitting Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.\n\nUntil the spell ends, you have Resistance to Radiant damage, and your melee attacks deal an extra 2d6 Radiant damage on a hit.\n\nIn addition, immediately after you take damage from a creature you can see within 60 feet of yourself, you can take a Reaction to force the creature to make a Constitution saving throw. On a failed save, the creature has the Blinded condition until the end of your next turn.", + "duration": "Up to 10 minutes", + "id": 684, + "level": 4, + "locations": [ + { + "page": 277, + "sourcebook": "PHB24" + } + ], + "name": "Fount of Moonlight", + "range": "Self", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Cleric", + "Druid", + "Ranger" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You touch a willing creature. For the duration, the target's movement is unaffected by Difficult Terrain, and spells and other magical effects can neither reduce the target's Speed nor cause the target to have the Paralyzed or Restrained conditions. The target also has a Swim Speed equal to its Speed.\n\nIn addition, the target can spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature imposing the Grappled condition on it.", + "duration": "1 hour", + "higher_level": "You can target one additional creature for each spell slot level above 4.", + "id": 685, + "level": 4, + "locations": [ + { + "page": 277, + "sourcebook": "PHB24" + } + ], + "material": "A leather strap", + "name": "Freedom of Movement", + "range": "Touch", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "S", + "M" + ], + "concentration": true, + "desc": "You magically emanate a sense of friendship toward one creature you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target succeeds automatically if it isn't a Humanoid, if you're fighting it, or if you have cast this spell on it within the past 24 hours.\n\nThe spell ends early if the target takes damage or if you make an attack roll, deal damage, or force anyone to make a saving throw. When the spell ends, the target knows it was Charmed by you.", + "duration": "Up to 1 minute", + "id": 686, + "level": 0, + "locations": [ + { + "page": 277, + "sourcebook": "PHB24" + } + ], + "material": "Some makeup", + "name": "Friends", + "range": "10 feet", + "ruleset": "2024", + "school": "Enchantment" + }, + { + "casting_time": "Action", + "classes": [ + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "A willing creature you touch shape-shifts, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends on the target if it drops to 0 Hit Points or if it takes a Magic action to end the spell on itself.\n\nWhile in this form, the target's only method of movement is a Fly Speed of 10 feet, and it can hover. The target can enter and occupy the space of another creature. The target has Resistance to Bludgeoning, Piercing, and Slashing damage; it has Immunity to the Prone condition; and it has Advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through narrow openings, but it treats liquids as though they were solid surfaces.\n\nThe target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. Finally, the target can't attack or cast spells.", + "duration": "Up to 1 hour", + "higher_level": "You can target one additional creature for each spell slot level above 3.", + "id": 687, + "level": 3, + "locations": [ + { + "page": 277, + "sourcebook": "PHB24" + } + ], + "material": "A bit of gauze", + "name": "Gaseous Form", + "range": "Touch", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Action", + "classes": [ + "Cleric", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration, and the portal's destination is visible through it.\n\nThe portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal.\n\nDeities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains.\n\nWhen you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn't work). If that creature is on a plane other than the one you are on, the portal opens next to the named creature and transports it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the DM deems appropriate. It might leave, attack you, or help you.", + "duration": "Up to 1 minute", + "id": 688, + "level": 9, + "locations": [ + { + "page": 277, + "sourcebook": "PHB24" + } + ], + "material": "A diamond worth 5,000+ gp", + "name": "Gate", + "range": "60 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "1 minute", + "classes": [ + "Bard", + "Cleric", + "Druid", + "Paladin", + "Wizard" + ], + "components": [ + "V" + ], + "desc": "You give a verbal command to a creature that you can see within range, ordering it to carry out some service or refrain from an action or a course of activity as you decide. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target automatically succeeds if it can't understand your command.\n\nWhile Charmed, the creature takes 5d10 Psychic damage if it acts in a manner directly counter to your command. It takes this damage no more than once each day.\n\nYou can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends.\n\nA Remove Curse, Greater Restoration, or Wish spell ends this spell.", + "duration": "30 days", + "higher_level": "If you use a level 7 or 8 spell slot, the duration is 365 days. If you use a level 9 spell slot, the spell lasts until it is ended by one of the spells mentioned above.", + "id": 689, + "level": 5, + "locations": [ + { + "page": 278, + "sourcebook": "PHB24" + } + ], + "name": "Geas", + "range": "60 feet", + "ruleset": "2024", + "school": "Enchantment" + }, + { + "casting_time": "Action or Ritual", + "classes": [ + "Cleric", + "Paladin", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You touch a corpse or other remains. For the duration, the target is protected from decay and can't become Undead.\n\nThe spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as Raise Dead.", + "duration": "10 days", + "id": 690, + "level": 2, + "locations": [ + { + "page": 278, + "sourcebook": "PHB24" + } + ], + "material": "2 copper pieces, which the spell consumes", + "name": "Gentle Repose", + "range": "Touch", + "ruleset": "2024", + "school": "Necromancy" + }, + { + "casting_time": "Action", + "classes": [ + "Druid" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "You summon a giant centipede, spider, or wasp (chosen when you cast the spell). It manifests in an unoccupied space you can see within range and uses the Giant Insect stat block. The form you choose determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.\n\nThe creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.\n\nLarge Beast, Unaligned\n\nAC 11 + the spell's level\n\nHP 30 + 10 for each spell level above 4\n\nSpeed 40 ft., Climb 40 ft., Fly 40 ft. (Wasp only)\n\n Mod Save\n17 +3 +3\n13 +1 +1\n5 +2 +2\n\n Mod Save\n4 \u22123 \u22123\n14 +2 +2\n3 \u22124 \u22124\n\nSenses Darkvision 60 ft., Passive Perception 12\n\nLanguages Understands the languages you know\n\nCR None (XP 0; PB equals your Proficiency Bonus)\n\nTraits\n\nSpider Climb. The insect can climb difficult surfaces, including along ceilings, without needing to make an ability check.\n\nActions\n\nMultiattack. The insect makes a number of attacks equal to half this spell's level (round down).\n\nPoison Jab.Melee Attack Roll: Bonus equals your spell attack modifier, reach 10 ft. Hit: 1d6 + 3 plus the spell's level Piercing damage plus 1d4 Poison damage.\n\nWeb Bolt (Spider Only). Ranged Attack Roll: Bonus equals your spell attack modifier, range 60 ft. Hit: 1d10 + 3 plus the spell's level Bludgeoning damage, and the target's Speed is reduced to 0 until the start of the insect's next turn.\n\nBonus Actions\n\nVenomous Spew (Centipede Only). Constitution Saving Throw: Your spell save DC, one creature the insect can see within 10 feet. Failure: The target has the Poisoned condition until the start of the insect's next turn.", + "duration": "Up to 10 minutes", + "higher_level": "Use the spell slot's level for the spell's level in the stat block.", + "id": 691, + "level": 4, + "locations": [ + { + "page": 279, + "sourcebook": "PHB24" + } + ], + "name": "Giant Insect", + "range": "60 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Warlock" + ], + "components": [ + "V" + ], + "desc": "Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.", + "duration": "1 hour", + "id": 692, + "level": 8, + "locations": [ + { + "page": 279, + "sourcebook": "PHB24" + } + ], + "name": "Glibness", + "range": "Self", + "ruleset": "2024", + "school": "Enchantment" + }, + { + "casting_time": "Action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "An immobile, shimmering barrier appears in a 10-foot Emanation around you and remains for the duration.\n\nAny spell of level 5 or lower cast from outside the barrier can't affect anything within it. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from areas of effect created by such spells.", + "duration": "Up to 1 minute", + "higher_level": "The barrier blocks spells of 1 level higher for each spell slot level above 6.", + "id": 693, + "level": 6, + "locations": [ + { + "page": 279, + "sourcebook": "PHB24" + } + ], + "material": "A glass bead", + "name": "Globe of Invulnerability", + "range": "Self", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "1 hour", + "classes": [ + "Bard", + "Cleric", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor) or within an object that can be closed (such as a book or chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.\n\nThe glyph is nearly imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice.\n\nWhen you inscribe the glyph, you set its trigger and choose whether it's an explosive rune or a spell glyph, as explained below.\n\nSet the Trigger. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an object, common triggers include opening that object or seeing the glyph. Once a glyph is triggered, this spell ends.\n\nYou can refine the trigger so that only creatures of certain types activate it (for example, the glyph could be set to affect Aberrations). You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password.\n\nExplosive Rune. When triggered, the glyph erupts with magical energy in a 20-foot-radius Sphere centered on the glyph. Each creature in the area makes a Dexterity saving throw. A creature takes 5d8 Acid, Cold, Fire, Lightning, or Thunder damage (your choice when you create the glyph) on a failed save or half as much damage on a successful one.\n\nSpell Glyph. You can store a prepared spell of level 3 or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way.\n\nWhen the glyph is triggered, the stored spell takes effect. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons Hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires Concentration, it lasts until the end of its full duration.", + "duration": "Until dispelled or triggered", + "higher_level": "The damage of an explosive rune increases by 1d8 for each spell slot level above 3. If you create a spell glyph, you can store any spell of up to the same level as the spell slot you use for the Glyph of Warding.", + "id": 694, + "level": 3, + "locations": [ + { + "page": 279, + "sourcebook": "PHB24" + } + ], + "material": "Powdered diamond worth 200+ gp, which the spell consumes", + "name": "Glyph of Warding", + "range": "Touch", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Druid", + "Ranger" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Ten berries appear in your hand and are infused with magic for the duration. A creature can take a Bonus Action to eat one berry. Eating a berry restores 1 Hit Point, and the berry provides enough nourishment to sustain a creature for one day.\n\nUneaten berries disappear when the spell ends.", + "duration": "24 hours", + "id": 695, + "level": 1, + "locations": [ + { + "page": 280, + "sourcebook": "PHB24" + } + ], + "material": "A sprig of mistletoe", + "name": "Goodberry", + "range": "Self", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Bonus Action", + "classes": [ + "Druid", + "Ranger" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "You conjure a vine that sprouts from a surface in an unoccupied space that you can see within range. The vine lasts for the duration.\n\nMake a melee spell attack against a creature within 30 feet of the vine. On a hit, the target takes 4d8 Bludgeoning damage and is pulled up to 30 feet toward the vine; if the target is Huge or smaller, it has the Grappled condition (escape DC equal to your spell save DC). The vine can grapple only one creature at a time, and you can cause the vine to release a Grappled creature (no action required).\n\nAs a Bonus Action on your later turns, you can repeat the attack against a creature within 30 feet of the vine.", + "duration": "Up to 1 minute", + "higher_level": "The number of creatures the vine can grapple increases by one for each spell slot level above 4.", + "id": 696, + "level": 4, + "locations": [ + { + "page": 280, + "sourcebook": "PHB24" + } + ], + "name": "Grasping Vine", + "range": "60 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Nonflammable grease covers the ground in a 10-foot square centered on a point within range and turns it into Difficult Terrain for the duration.\n\nWhen the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or have the Prone condition. A creature that enters the area or ends its turn there must also succeed on that save or fall Prone.", + "duration": "1 minute", + "id": 697, + "level": 1, + "locations": [ + { + "page": 280, + "sourcebook": "PHB24" + } + ], + "material": "A bit of pork rind or butter", + "name": "Grease", + "range": "60 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "A creature you touch has the Invisible condition until the spell ends.", + "duration": "Up to 1 minute", + "id": 698, + "level": 4, + "locations": [ + { + "page": 281, + "sourcebook": "PHB24" + } + ], + "name": "Greater Invisibility", + "range": "Touch", + "ruleset": "2024", + "school": "Illusion" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Cleric", + "Druid", + "Paladin", + "Ranger" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You touch a creature and magically remove one of the following effects from it:\n\n\u20221 Exhaustion level\n\u2022The Charmed or Petrified condition\n\u2022A curse, including the target’s Attunement to a cursed magic item\n\u2022Any reduction to one of the target’s ability scores\n\u2022Any reduction to the target’s Hit Point maximum", + "duration": "Instantaneous", + "id": 699, + "level": 5, + "locations": [ + { + "page": 281, + "sourcebook": "PHB24" + } + ], + "material": "Diamond dust worth 100+ gp, which the spell consumes", + "name": "Greater Restoration", + "range": "Touch", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Cleric" + ], + "components": [ + "V" + ], + "desc": "A Large spectral guardian appears and hovers for the duration in an unoccupied space that you can see within range. The guardian occupies that space and is invulnerable, and it appears in a form appropriate for your deity or pantheon.\n\nAny enemy that moves to a space within 10 feet of the guardian for the first time on a turn or starts its turn there makes a Dexterity saving throw, taking 20 Radiant damage on a failed save or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.", + "duration": "8 hours", + "id": 700, + "level": 4, + "locations": [ + { + "page": 281, + "sourcebook": "PHB24" + } + ], + "name": "Guardian of Faith", + "range": "30 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "1 hour", + "classes": [ + "Bard", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You create a ward that protects up to 2,500 square feet of floor space. The warded area can be up to 20 feet tall, and you shape it as one 50-foot square, one hundred 5-foot squares that are contiguous, or twenty-five 10-foot squares that are contiguous.\n\nWhen you cast this spell, you can specify individuals that are unaffected by the spell's effects. You can also specify a password that, when spoken aloud within 5 feet of the warded area, makes the speaker immune to its effects.\n\nThe spell creates the effects below within the warded area. Dispel Magic has no effect on Guards and Wards itself, but each of the following effects can be dispelled. If all four are dispelled, Guards and Wards ends. If you cast the spell every day for 365 days on the same area, the spell thereafter lasts until all its effects are dispelled.\n\nCorridors. Fog fills all the warded corridors, making them Heavily Obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you believes it is going in the opposite direction from the one it chooses.\n\nDoors. All doors in the warded area are magically locked, as if sealed by the Arcane Lock spell. In addition, you can cover up to ten doors with an illusion to make them appear as plain sections of wall.\n\nStairs. Webs fill all stairs in the warded area from top to bottom, as in the Web spell. These strands regrow in 10 minutes if they are destroyed while Guards and Wards lasts.\n\nOther Spell Effect. Place one of the following magical effects within the warded area:\n\n\u2022Dancing Lights in four corridors, with a simple program that the lights repeat as long as Guards and Wards lasts\n\u2022Magic Mouth in two locations\n\u2022Stinking Cloud in two locations (the vapors return within 10 minutes if dispersed while Guards and Wards lasts)\n\u2022Gust of Wind in one corridor or room (the wind blows continuously while the spell lasts)\n\u2022Suggestion in one 5-foot square; any creature that enters that square receives the suggestion mentally", + "duration": "24 hours", + "id": 701, + "level": 6, + "locations": [ + { + "page": 282, + "sourcebook": "PHB24" + } + ], + "material": "A silver rod worth 10+ gp", + "name": "Guards and Wards", + "range": "Touch", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Cleric", + "Druid" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "You touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill.", + "duration": "Up to 1 minute", + "id": 702, + "level": 0, + "locations": [ + { + "page": 282, + "sourcebook": "PHB24" + } + ], + "name": "Guidance", + "range": "Touch", + "ruleset": "2024", + "school": "Divination" + }, + { + "casting_time": "Action", + "classes": [ + "Cleric" + ], + "components": [ + "V", + "S" + ], + "desc": "You hurl a bolt of light toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 4d6 Radiant damage, and the next attack roll made against it before the end of your next turn has Advantage.", + "duration": "1 round", + "higher_level": "The damage increases by 1d6 for each spell slot level above 1.", + "id": 703, + "level": 1, + "locations": [ + { + "page": 282, + "sourcebook": "PHB24" + } + ], + "name": "Guiding Bolt", + "range": "120 feet", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Action", + "classes": [ + "Druid", + "Ranger", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "A Line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the duration. Each creature in the Line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the Line. A creature that ends its turn in the Line must make the same save.\n\nAny creature in the Line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.\n\nThe gust disperses gas or vapor, and it extinguishes candles and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.\n\nAs a Bonus Action on your later turns, you can change the direction in which the Line blasts from you.", + "duration": "Up to 1 minute", + "id": 704, + "level": 2, + "locations": [ + { + "page": 282, + "sourcebook": "PHB24" + } + ], + "material": "A legume seed", + "name": "Gust of Wind", + "range": "Self", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Bonus Action, which you take immediately after hitting a creature with a Ranged weapon", + "classes": [ + "Ranger" + ], + "components": [ + "V" + ], + "desc": "As you hit the creature, this spell creates a rain of thorns that sprouts from your Ranged weapon or ammunition. The target of the attack and each creature within 5 feet of it make a Dexterity saving throw, taking 1d10 Piercing damage on a failed save or half as much damage on a successful one.", + "duration": "Instantaneous", + "higher_level": "The damage increases by 1d10 for each spell slot level above 1.", + "id": 705, + "level": 1, + "locations": [ + { + "page": 283, + "sourcebook": "PHB24" + } + ], + "name": "Hail of Thorns", + "range": "Self", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "24 hours", + "classes": [ + "Cleric" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You touch a point and infuse an area around it with holy or unholy power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect of Hallow. The affected area has the following effects.\n\nHallowed Ward. Choose any of these creature types: Aberration, Celestial, Elemental, Fey, Fiend, or Undead. Creatures of the chosen types can't willingly enter the area, and any creature that is possessed by or that has the Charmed or Frightened condition from such creatures isn't possessed, Charmed, or Frightened by them while in the area.\n\nExtra Effect. You bind an extra effect to the area from the list below:\n\nCourage. Creatures of any types you choose can't gain the Frightened condition while in the area.\n\nDarkness. Darkness fills the area. Normal light, as well as magical light created by spells of a level lower than this spell, can't illuminate the area.\n\nDaylight. Bright light fills the area. Magical Darkness created by spells of a level lower than this spell can't extinguish the light.\n\nPeaceful Rest. Dead bodies interred in the area can't be turned into Undead.\n\nExtradimensional Interference. Creatures of any types you choose can't enter or exit the area using teleportation or interplanar travel.\n\nFear. Creatures of any types you choose have the Frightened condition while in the area.\n\nResistance. Creatures of any types you choose have Resistance to one damage type of your choice while in the area.\n\nSilence. No sound can emanate from within the area, and no sound can reach into it.\n\nTongues. Creatures of any types you choose can communicate with any other creature in the area even if they don't share a common language.\n\nVulnerability. Creatures of any types you choose have Vulnerability to one damage type of your choice while in the area.", + "duration": "Until dispelled", + "id": 706, + "level": 5, + "locations": [ + { + "page": 283, + "sourcebook": "PHB24" + } + ], + "material": "Incense worth 1,000+ gp, which the spell consumes", + "name": "Hallow", + "range": "Touch", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "10 minutes", + "classes": [ + "Bard", + "Druid", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You make natural terrain in a 150-foot Cube in range look, sound, and smell like another sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren't changed.\n\nThe tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to notice the illusion. If the difference isn't obvious by touch, a creature examining the illusion can take the Study action to make an Intelligence (Investigation) check against your spell save DC to disbelieve it. If a creature discerns that the terrain is illusory, the creature sees a vague image superimposed on the real terrain.", + "duration": "24 hours", + "id": 707, + "level": 4, + "locations": [ + { + "page": 283, + "sourcebook": "PHB24" + } + ], + "material": "A mushroom", + "name": "Hallucinatory Terrain", + "range": "300 feet", + "ruleset": "2024", + "school": "Illusion" + }, + { + "casting_time": "Action", + "classes": [ + "Cleric" + ], + "components": [ + "V", + "S" + ], + "desc": "You unleash virulent magic on a creature you can see within range. The target makes a Constitution saving throw. On a failed save, it takes 14d6 Necrotic damage, and its Hit Point maximum is reduced by an amount equal to the Necrotic damage it took. On a successful save, it takes half as much damage only. This spell can't reduce a target's Hit Point maximum below 1.", + "duration": "Instantaneous", + "id": 708, + "level": 6, + "locations": [ + { + "page": 283, + "sourcebook": "PHB24" + } + ], + "name": "Harm", + "range": "60 feet", + "ruleset": "2024", + "school": "Necromancy" + }, + { + "casting_time": "Action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Choose a willing creature that you can see within range. Until the spell ends, the target's Speed is doubled, it gains a +2 bonus to Armor Class, it has Advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used to take only the Attack (one attack only), Dash, Disengage, Hide, or Utilize action.\n\nWhen the spell ends, the target is Incapacitated and has a Speed of 0 until the end of its next turn, as a wave of lethargy washes over it.", + "duration": "Up to 1 minute", + "id": 709, + "level": 3, + "locations": [ + { + "page": 284, + "sourcebook": "PHB24" + } + ], + "material": "A shaving of licorice root", + "name": "Haste", + "range": "30 feet", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Action", + "classes": [ + "Cleric", + "Druid" + ], + "components": [ + "V", + "S" + ], + "desc": "Choose a creature that you can see within range. Positive energy washes through the target, restoring 70 Hit Points. This spell also ends the Blinded, Deafened, and Poisoned conditions on the target.", + "duration": "Instantaneous", + "higher_level": "The healing increases by 10 for each spell slot level above 6.", + "id": 710, + "level": 6, + "locations": [ + { + "page": 284, + "sourcebook": "PHB24" + } + ], + "name": "Heal", + "range": "60 feet", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "Bonus Action", + "classes": [ + "Bard", + "Cleric", + "Druid" + ], + "components": [ + "V" + ], + "desc": "A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier.", + "duration": "Instantaneous", + "higher_level": "The healing increases by 2d4 for each spell slot level above 1.", + "id": 711, + "level": 1, + "locations": [ + { + "page": 284, + "sourcebook": "PHB24" + } + ], + "name": "Healing Word", + "range": "60 feet", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Druid" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Choose a manufactured metal object, such as a metal weapon or a suit of Heavy or Medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 Fire damage when you cast the spell. Until the spell ends, you can take a Bonus Action on each of your later turns to deal this damage again if the object is within range.\n\nIf a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has Disadvantage on attack rolls and ability checks until the start of your next turn.", + "duration": "Up to 1 minute", + "higher_level": "The damage increases by 1d8 for each spell slot level above 2.", + "id": 712, + "level": 2, + "locations": [ + { + "page": 284, + "sourcebook": "PHB24" + } + ], + "material": "A piece of iron and a flame", + "name": "Heat Metal", + "range": "60 feet", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Reaction, which you take in response to taking damage from a creature that you can see within 60 feet of yourself", + "classes": [ + "Warlock" + ], + "components": [ + "V", + "S" + ], + "desc": "The creature that damaged you is momentarily surrounded by green flames. It makes a Dexterity saving throw, taking 2d10 Fire damage on a failed save or half as much damage on a successful one.", + "duration": "Instantaneous", + "higher_level": "The damage increases by 1d10 for each spell slot level above 1.", + "id": 713, + "level": 1, + "locations": [ + { + "page": 284, + "sourcebook": "PHB24" + } + ], + "name": "Hellish Rebuke", + "range": "60 feet", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "10 minutes", + "classes": [ + "Bard", + "Cleric", + "Druid" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You conjure a feast that appears on a surface in an unoccupied 10-foot Cube next to you. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don't set in until this hour is over. Up to twelve creatures can partake of the feast.\n\nA creature that partakes gains several benefits, which last for 24 hours. The creature has Resistance to Poison damage, and it has Immunity to the Frightened and Poisoned conditions. Its Hit Point maximum also increases by 2d10, and it gains the same number of Hit Points.", + "duration": "Instantaneous", + "id": 714, + "level": 6, + "locations": [ + { + "page": 284, + "sourcebook": "PHB24" + } + ], + "material": "A gem-encrusted bowl worth 1,000+ gp, which the spell consumes", + "name": "Heroes' Feast", + "range": "Self", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Paladin" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to the Frightened condition and gains Temporary Hit Points equal to your spellcasting ability modifier at the start of each of its turns.", + "duration": "Up to 1 minute", + "higher_level": "You can target one additional creature for each spell slot level above 1.", + "id": 715, + "level": 1, + "locations": [ + { + "page": 285, + "sourcebook": "PHB24" + } + ], + "name": "Heroism", + "range": "Touch", + "ruleset": "2024", + "school": "Enchantment" + }, + { + "casting_time": "Bonus Action", + "classes": [ + "Warlock" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 Necrotic damage to the target whenever you hit it with an attack roll. Also, choose one ability when you cast the spell. The target has Disadvantage on ability checks made with the chosen ability.\n\nIf the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action on a later turn to curse a new creature.", + "duration": "Up to 1 hour", + "higher_level": "Your Concentration can last longer with a spell slot of level 2 (up to 4 hours), 3\u20134 (up to 8 hours), or 5+ (24 hours).", + "id": 716, + "level": 1, + "locations": [ + { + "page": 285, + "sourcebook": "PHB24" + } + ], + "material": "The petrified eye of a newt", + "name": "Hex", + "range": "90 feet", + "ruleset": "2024", + "school": "Enchantment" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.", + "duration": "Up to 1 minute", + "higher_level": "You can target one additional creature for each spell slot level above 5.", + "id": 717, + "level": 5, + "locations": [ + { + "page": 285, + "sourcebook": "PHB24" + } + ], + "material": "A straight piece of iron", + "name": "Hold Monster", + "range": "90 feet", + "ruleset": "2024", + "school": "Enchantment" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Cleric", + "Druid", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.", + "duration": "Up to 1 minute", + "higher_level": "You can target one additional Humanoid for each spell slot level above 2.", + "id": 718, + "level": 2, + "locations": [ + { + "page": 286, + "sourcebook": "PHB24" + } + ], + "material": "A straight piece of iron", + "name": "Hold Person", + "range": "60 feet", + "ruleset": "2024", + "school": "Enchantment" + }, + { + "casting_time": "Action", + "classes": [ + "Cleric" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "For the duration, you emit an aura in a 30-foot Emanation. While in the aura, creatures of your choice have Advantage on all saving throws, and other creatures have Disadvantage on attack rolls against them. In addition, when a Fiend or an Undead hits an affected creature with a melee attack roll, the attacker must succeed on a Constitution saving throw or have the Blinded condition until the end of its next turn.", + "duration": "Up to 1 minute", + "id": 719, + "level": 8, + "locations": [ + { + "page": 286, + "sourcebook": "PHB24" + } + ], + "material": "A reliquary worth 1,000+ gp", + "name": "Holy Aura", + "range": "Self", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Warlock" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You open a gateway to the Far Realm, a region infested with unspeakable horrors. A 20-foot-radius Sphere of Darkness appears, centered on a point with range and lasting for the duration. The Sphere is Difficult Terrain, and it is filled with strange whispers and slurping noises, which can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within it have the Blinded condition.\n\nAny creature that starts its turn in the area takes 2d6 Cold damage. Any creature that ends its turn there must succeed on a Dexterity saving throw or take 2d6 Acid damage from otherworldly tentacles.", + "duration": "Up to 1 minute", + "higher_level": "The Cold or Acid damage (your choice) increases by 1d6 for each spell slot level above 3.", + "id": 720, + "level": 3, + "locations": [ + { + "page": 286, + "sourcebook": "PHB24" + } + ], + "material": "A pickled tentacle", + "name": "Hunger of Hadar", + "range": "150 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Bonus Action", + "classes": [ + "Ranger" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "You magically mark one creature you can see within range as your quarry. Until the spell ends, you deal an extra 1d6 Force damage to the target whenever you hit it with an attack roll. You also have Advantage on any Wisdom (Perception or Survival) check you make to find it.\n\nIf the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action to move the mark to a new creature you can see within range.", + "duration": "Up to 1 hour", + "higher_level": "Your Concentration can last longer with a spell slot of level 3\u20134 (up to 8 hours) or 5+ (up to 24 hours).", + "id": 721, + "level": 1, + "locations": [ + { + "page": 287, + "sourcebook": "PHB24" + } + ], + "name": "Hunter's Mark", + "range": "90 feet", + "ruleset": "2024", + "school": "Divination" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "S", + "M" + ], + "concentration": true, + "desc": "You create a twisting pattern of colors in a 30-foot Cube within range. The pattern appears for a moment and vanishes. Each creature in the area who can see the pattern must succeed on a Wisdom saving throw or have the Charmed condition for the duration. While Charmed, the creature has the Incapacitated condition and a Speed of 0.\n\nThe spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.", + "duration": "Up to 1 minute", + "id": 722, + "level": 3, + "locations": [ + { + "page": 287, + "sourcebook": "PHB24" + } + ], + "material": "A pinch of confetti", + "name": "Hypnotic Pattern", + "range": "120 feet", + "ruleset": "2024", + "school": "Illusion" + }, + { + "casting_time": "Action", + "classes": [ + "Druid", + "Sorcerer", + "Wizard" + ], + "components": [ + "S", + "M" + ], + "desc": "You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 Cold damage.", + "duration": "Instantaneous", + "higher_level": "The Cold damage increases by 1d6 for each spell slot level above 1.", + "id": 723, + "level": 1, + "locations": [ + { + "page": 287, + "sourcebook": "PHB24" + } + ], + "material": "A drop of water or a piece of ice", + "name": "Ice Knife", + "range": "60 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Druid", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Hail falls in a 20-foot-radius, 40-foot-high Cylinder centered on a point within range. Each creature in the Cylinder makes a Dexterity saving throw. A creature takes 2d10 Bludgeoning damage and 4d6 Cold damage on a failed save or half as much damage on a successful one.\n\nHailstones turn ground in the Cylinder into Difficult Terrain until the end of your next turn.", + "duration": "Instantaneous", + "higher_level": "The Bludgeoning damage increases by 1d10 for each spell slot level above 4.", + "id": 724, + "level": 4, + "locations": [ + { + "page": 287, + "sourcebook": "PHB24" + } + ], + "material": "A mitten", + "name": "Ice Storm", + "range": "300 feet", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "1 minute or Ritual", + "classes": [ + "Bard", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You touch an object throughout the spell's casting. If the object is a magic item or some other magical object, you learn its properties and how to use them, whether it requires Attunement, and how many charges it has, if any. You learn whether any ongoing spells are affecting the item and what they are. If the item was created by a spell, you learn that spell's name.\n\nIf you instead touch a creature throughout the casting, you learn which ongoing spells, if any, are currently affecting it.", + "duration": "Instantaneous", + "id": 725, + "level": 1, + "locations": [ + { + "page": 287, + "sourcebook": "PHB24" + } + ], + "material": "A pearl worth 100+ gp", + "name": "Identify", + "range": "Touch", + "ruleset": "2024", + "school": "Divination" + }, + { + "casting_time": "1 minute or Ritual", + "classes": [ + "Bard", + "Warlock", + "Wizard" + ], + "components": [ + "S", + "M" + ], + "desc": "You write on parchment, paper, or another suitable material and imbue it with an illusion that lasts for the duration. To you and any creatures you designate when you cast the spell, the writing appears normal, seems to be written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, the illusion can alter the meaning, handwriting, and language of the text, though the language must be one you know.\n\nIf the spell is dispelled, the original script and the illusion both disappear.\n\nA creature that has Truesight can read the hidden message.", + "duration": "10 days", + "id": 726, + "level": 1, + "locations": [ + { + "page": 288, + "sourcebook": "PHB24" + } + ], + "material": "Ink worth 10+ gp, which the spell consumes", + "name": "Illusory Script", + "range": "Touch", + "ruleset": "2024", + "school": "Illusion" + }, + { + "casting_time": "1 minute", + "classes": [ + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You create a magical restraint to hold a creature that you can see within range. The target must make a Wisdom saving throw. On a successful save, the target is unaffected, and it is immune to this spell for the next 24 hours. On a failed save, the target is imprisoned. While imprisoned, the target doesn't need to breathe, eat, or drink, and it doesn't age. Divination spells can't locate or perceive the imprisoned target, and the target can't teleport.\n\nUntil the spell ends, the target is also affected by one of the following effects of your choice:\n\nBurial. The target is entombed beneath the earth in a hollow globe of magical force that is just large enough to contain the target. Nothing can pass into or out of the globe.\n\nChaining. Chains firmly rooted in the ground hold the target in place. The target has the Restrained condition and can't be moved by any means.\n\nHedged Prison. The target is trapped in a demiplane that is warded against teleportation and planar travel. The demiplane is your choice of a labyrinth, a cage, a tower, or the like.\n\nMinimus Containment. The target becomes 1 inch tall and is trapped inside an indestructible gemstone or a similar object. Light can pass through the gemstone (allowing the target to see out and other creatures to see in), but nothing else can pass through by any means.\n\nSlumber. The target has the Unconscious condition and can't be awoken.\n\nEnding the Spell. When you cast the spell, specify a trigger that will end it. The trigger can be as simple or as elaborate as you choose, but the DM must agree that it has a high likelihood of happening within the next decade. The trigger must be an observable action, such as someone making a particular offering at the temple of your god, saving your true love, or defeating a specific monster.\n\nA Dispel Magic spell can end the spell only if it is cast with a level 9 spell slot, targeting either the prison or the component used to create it.", + "duration": "Until dispelled", + "id": 727, + "level": 9, + "locations": [ + { + "page": 288, + "sourcebook": "PHB24" + } + ], + "material": "A statuette of the target worth 5,000+ gp", + "name": "Imprisonment", + "range": "30 feet", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Druid", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "A swirling cloud of embers and smoke fills a 20-foot-radius Sphere centered on a point within range. The cloud's area is Heavily Obscured. It lasts for the duration or until a strong wind (like that created by Gust of Wind) disperses it.\n\nWhen the cloud appears, each creature in it makes a Dexterity saving throw, taking 10d8 Fire damage on a failed save or half as much damage on a successful one. A creature must also make this save when the Sphere moves into its space and when it enters the Sphere or ends its turn there. A creature makes this save only once per turn.\n\nThe cloud moves 10 feet away from you in a direction you choose at the start of each of your turns.", + "duration": "Up to 1 minute", + "id": 728, + "level": 8, + "locations": [ + { + "page": 288, + "sourcebook": "PHB24" + } + ], + "name": "Incendiary Cloud", + "range": "150 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Cleric" + ], + "components": [ + "V", + "S" + ], + "desc": "A creature you touch makes a Constitution saving throw, taking 2d10 Necrotic damage on a failed save or half as much damage on a successful one.", + "duration": "Instantaneous", + "higher_level": "The damage increases by 1d10 for each spell slot level above 1.", + "id": 729, + "level": 1, + "locations": [ + { + "page": 288, + "sourcebook": "PHB24" + } + ], + "name": "Inflict Wounds", + "range": "Touch", + "ruleset": "2024", + "school": "Necromancy" + }, + { + "casting_time": "Action", + "classes": [ + "Cleric", + "Druid", + "Sorcerer" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Swarming locusts fill a 20-foot-radius Sphere centered on a point you choose within range. The Sphere remains for the duration, and its area is Lightly Obscured and Difficult Terrain.\n\nWhen the swarm appears, each creature in it makes a Constitution saving throw, taking 4d10 Piercing damage on a failed save or half as much damage on a successful one. A creature also makes this save when it enters the spell's area for the first time on a turn or ends its turn there. A creature makes this save only once per turn.", + "duration": "Up to 10 minutes", + "higher_level": "The damage increases by 1d10 for each spell slot level above 5.", + "id": 730, + "level": 5, + "locations": [ + { + "page": 289, + "sourcebook": "PHB24" + } + ], + "material": "A locust", + "name": "Insect Plague", + "range": "300 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell.", + "duration": "Up to 1 hour", + "higher_level": "You can target one additional creature for each spell slot level above 2.", + "id": 731, + "level": 2, + "locations": [ + { + "page": 289, + "sourcebook": "PHB24" + } + ], + "material": "An eyelash in gum arabic", + "name": "Invisibility", + "range": "Touch", + "ruleset": "2024", + "school": "Illusion" + }, + { + "casting_time": "Action", + "classes": [ + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You unleash a storm of flashing light and raging thunder in a 10-foot-radius, 40-foot-high Cylinder centered on a point you can see within range. While in this area, creatures have the Blinded and Deafened conditions, and they can't cast spells with a Verbal component.\n\nWhen the storm appears, each creature in it makes a Constitution saving throw, taking 2d10 Radiant damage and 2d10 Thunder damage on a failed save or half as much damage on a successful one. A creature also makes this save when it enters the spell's area for the first time on a turn or ends its turn there. A creature makes this save only once per turn.", + "duration": "Up to 1 minute", + "higher_level": "The Radiant and Thunder damage increase by 1d10 for each spell slot level above 5.", + "id": 732, + "level": 5, + "locations": [ + { + "page": 289, + "sourcebook": "PHB24" + } + ], + "material": "A pinch of phosphorus", + "name": "Jallarzi's Storm of Radiance", + "range": "120 feet", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Bonus Action", + "classes": [ + "Druid", + "Ranger", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You touch a willing creature. Once on each of its turns until the spell ends, that creature can jump up to 30 feet by spending 10 feet of movement.", + "duration": "1 minute", + "higher_level": "You can target one additional creature for each spell slot level above 1.", + "id": 733, + "level": 1, + "locations": [ + { + "page": 290, + "sourcebook": "PHB24" + } + ], + "material": "A grasshopper's hind leg", + "name": "Jump", + "range": "Touch", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Sorcerer", + "Wizard" + ], + "components": [ + "V" + ], + "desc": "Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.\n\nA target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.\n\nIf the target is held shut by Arcane Lock, that spell is suppressed for 10 minutes, during which time the target can be opened and closed.\n\nWhen you cast the spell, a loud knock, audible up to 300 feet away, emanates from the target.", + "duration": "Instantaneous", + "id": 734, + "level": 2, + "locations": [ + { + "page": 290, + "sourcebook": "PHB24" + } + ], + "name": "Knock", + "range": "60 feet", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "10 minutes", + "classes": [ + "Bard", + "Cleric", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Name or describe a famous person, place, or object. The spell brings to your mind a brief summary of the significant lore about that famous thing, as described by the DM.\n\nThe lore might consist of important details, amusing revelations, or even secret lore that has never been widely known. The more information you already know about the thing, the more precise and detailed the information you receive is. That information is accurate but might be couched in figurative language or poetry, as determined by the DM.\n\nIf the famous thing you chose isn't actually famous, you hear sad musical notes played on a trombone, and the spell fails.", + "duration": "Instantaneous", + "id": 735, + "level": 5, + "locations": [ + { + "page": 290, + "sourcebook": "PHB24" + } + ], + "material": "Incense worth 250+ gp, which the spell consumes, and four ivory strips worth 50+ gp each", + "name": "Legend Lore", + "range": "Self", + "ruleset": "2024", + "school": "Divination" + }, + { + "casting_time": "Action", + "classes": [ + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You hide a chest and all its contents on the Ethereal Plane. You must touch the chest and the miniature replica that serve as Material components for the spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet).\n\nWhile the chest remains on the Ethereal Plane, you can take a Magic action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by taking a Magic action to touch the chest and the replica.\n\nAfter 60 days, there is a cumulative 5 percent chance at the end of each day that the spell ends. The spell also ends if you cast this spell again or if the Tiny replica chest is destroyed. If the spell ends and the larger chest is on the Ethereal Plane, the chest remains there for you or someone else to find.", + "duration": "Until dispelled", + "id": 736, + "level": 4, + "locations": [ + { + "page": 290, + "sourcebook": "PHB24" + } + ], + "material": "A chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth 5,000+ gp, and a tiny replica of the chest made from the same materials worth 50+ gp", + "name": "Leomund's Secret Chest", + "range": "Touch", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "1 minute or Ritual", + "classes": [ + "Bard", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "A 10-foot Emanation springs into existence around you and remains stationary for the duration. The spell fails when you cast it if the Emanation isn't big enough to fully encapsulate all creatures in its area.\n\nCreatures and objects within the Emanation when you cast the spell can move through it freely. All other creatures and objects are barred from passing through it. Spells of level 3 or lower can't be cast through it, and the effects of such spells can't extend into it.\n\nThe atmosphere inside the Emanation is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior to have Dim Light or Darkness (no action required). The Emanation is opaque from the outside and of any color you choose, but it's transparent from the inside.\n\nThe spell ends early if you leave the Emanation or if you cast it again.", + "duration": "8 hours", + "id": 737, + "level": 3, + "locations": [ + { + "page": 291, + "sourcebook": "PHB24" + } + ], + "material": "A crystal bead", + "name": "Leomund's Tiny Hut", + "range": "Self", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Bonus Action", + "classes": [ + "Bard", + "Cleric", + "Druid", + "Paladin", + "Ranger" + ], + "components": [ + "V", + "S" + ], + "desc": "You touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned.", + "duration": "Instantaneous", + "id": 738, + "level": 2, + "locations": [ + { + "page": 291, + "sourcebook": "PHB24" + } + ], + "name": "Lesser Restoration", + "range": "Touch", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "One creature or loose object of your choice that you can see within range rises vertically up to 20 feet and remains suspended there for the duration. The spell can levitate an object that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.\n\nThe target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can take a Magic action to move the target, which must remain within the spell's range.\n\nWhen the spell ends, the target floats gently to the ground if it is still aloft.", + "duration": "Up to 10 minutes", + "id": 739, + "level": 2, + "locations": [ + { + "page": 291, + "sourcebook": "PHB24" + } + ], + "material": "A metal spring", + "name": "Levitate", + "range": "60 feet", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Cleric", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "M" + ], + "desc": "You touch one Large or smaller object that isn't being worn or carried by someone else. Until the spell ends, the object sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The light can be colored as you like.\n\nCovering the object with something opaque blocks the light. The spell ends if you cast it again.", + "duration": "1 hour", + "id": 740, + "level": 0, + "locations": [ + { + "page": 292, + "sourcebook": "PHB24" + } + ], + "material": "A firefly or phosphorescent moss", + "name": "Light", + "range": "Touch", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Bonus Action, which you take immediately after hitting or missing a target with a ranged attack using a weapon", + "classes": [ + "Ranger" + ], + "components": [ + "V", + "S" + ], + "desc": "As your attack hits or misses the target, the weapon or ammunition you're using transforms into a lightning bolt. Instead of taking any damage or other effects from the attack, the target takes 4d8 Lightning damage on a hit or half as much damage on a miss. Each creature within 10 feet of the target then makes a Dexterity saving throw, taking 2d8 Lightning damage on a failed save or half as much damage on a successful one.\n\nThe weapon or ammunition then returns to its normal form.", + "duration": "Instantaneous", + "higher_level": "The damage for both effects of the spell increases by 1d8 for each spell slot level above 3.", + "id": 741, + "level": 3, + "locations": [ + { + "page": 292, + "sourcebook": "PHB24" + } + ], + "name": "Lightning Arrow", + "range": "Self", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "A stroke of lightning forming a 100-foot-long, 5-foot-wide Line blasts out from you in a direction you choose. Each creature in the Line makes a Dexterity saving throw, taking 8d6 Lightning damage on a failed save or half as much damage on a successful one.", + "duration": "Instantaneous", + "higher_level": "The damage increases by 1d6 for each spell slot level above 3.", + "id": 742, + "level": 3, + "locations": [ + { + "page": 292, + "sourcebook": "PHB24" + } + ], + "material": "A bit of fur and a crystal rod", + "name": "Lightning Bolt", + "range": "Self", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Action or Ritual", + "classes": [ + "Bard", + "Druid", + "Ranger" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Describe or name a specific kind of Beast, Plant creature, or nonmagical plant. You learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.", + "duration": "Instantaneous", + "id": 743, + "level": 2, + "locations": [ + { + "page": 292, + "sourcebook": "PHB24" + } + ], + "material": "Fur from a bloodhound", + "name": "Locate Animals or Plants", + "range": "Self", + "ruleset": "2024", + "school": "Divination" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Cleric", + "Druid", + "Paladin", + "Ranger", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Describe or name a creature that is familiar to you. You sense the direction to the creature's location if that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.\n\nThe spell can locate a specific creature known to you or the nearest creature of a specific kind (such as a human or a unicorn) if you have seen such a creature up close\u2014within 30 feet\u2014at least once. If the creature you described or named is in a different form, such as under the effects of a Flesh to Stone or Polymorph spell, this spell doesn't locate the creature.\n\nThis spell can't locate a creature if any thickness of lead blocks a direct path between you and the creature.", + "duration": "Up to 1 hour", + "id": 744, + "level": 4, + "locations": [ + { + "page": 292, + "sourcebook": "PHB24" + } + ], + "material": "Fur from a bloodhound", + "name": "Locate Creature", + "range": "Self", + "ruleset": "2024", + "school": "Divination" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Cleric", + "Druid", + "Paladin", + "Ranger", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Describe or name an object that is familiar to you. You sense the direction to the object's location if that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.\n\nThe spell can locate a specific object known to you if you have seen it up close\u2014within 30 feet\u2014at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.\n\nThis spell can't locate an object if any thickness of lead blocks a direct path between you and the object.", + "duration": "Up to 10 minutes", + "id": 745, + "level": 2, + "locations": [ + { + "page": 293, + "sourcebook": "PHB24" + } + ], + "material": "A forked twig", + "name": "Locate Object", + "range": "Self", + "ruleset": "2024", + "school": "Divination" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Druid", + "Ranger", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You touch a creature. The target's Speed increases by 10 feet until the spell ends.", + "duration": "1 hour", + "higher_level": "You can target one additional creature for each spell slot level above 1.", + "id": 746, + "level": 1, + "locations": [ + { + "page": 293, + "sourcebook": "PHB24" + } + ], + "material": "A pinch of dirt", + "name": "Longstrider", + "range": "Touch", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You touch a willing creature who isn't wearing armor. Until the spell ends, the target's base AC becomes 13 plus its Dexterity modifier. The spell ends early if the target dons armor.", + "duration": "8 hours", + "id": 747, + "level": 1, + "locations": [ + { + "page": 293, + "sourcebook": "PHB24" + } + ], + "material": "A piece of cured leather", + "name": "Mage Armor", + "range": "Touch", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "desc": "A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.\n\nWhen you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.\n\nAs a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.\n\nThe hand can't attack, activate magic items, or carry more than 10 pounds.", + "duration": "1 minute", + "id": 748, + "level": 0, + "locations": [ + { + "page": 293, + "sourcebook": "PHB24" + } + ], + "name": "Mage Hand", + "range": "30 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "1 minute", + "classes": [ + "Cleric", + "Paladin", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You create a 10-foot-radius, 20-foot-tall Cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the Cylinder intersects with the floor or other surface.\n\nChoose one or more of the following types of creatures: Celestials, Elementals, Fey, Fiends, or Undead. The circle affects a creature of the chosen type in the following ways:\n\n\u2022The creature can’t willingly enter the Cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.\n\u2022The creature has Disadvantage on attack rolls against targets within the Cylinder.\n\u2022Targets within the Cylinder can’t be possessed by or gain the Charmed or Frightened condition from the creature.\n\nEach time you cast this spell, you can cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the Cylinder and protecting targets outside it.", + "duration": "1 hour", + "higher_level": "The duration increases by 1 hour for each spell slot level above 3.", + "id": 749, + "level": 3, + "locations": [ + { + "page": 293, + "sourcebook": "PHB24" + } + ], + "material": "Salt and powdered silver worth 100+ gp, which the spell consumes", + "name": "Magic Circle", + "range": "10 feet", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "1 minute", + "classes": [ + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell's Material component. While your soul inhabits the container, you are aware of your surroundings as if you were in the container's space. You can't move or take Reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the spell) or attempting to possess a Humanoid's body.\n\nYou can attempt to possess any Humanoid within 100 feet of you that you can see (creatures warded by a Protection from Evil and Good or Magic Circle spell can't be possessed). The target makes a Charisma saving throw. On a failed save, your soul enters the target's body, and the target's soul becomes trapped in the container. On a successful save, the target resists your efforts to possess it, and you can't attempt to possess it again for 24 hours.\n\nOnce you possess a creature's body, you control it. Your Hit Points, Hit Point Dice, Strength, Dexterity, Constitution, Speed, and senses are replaced by the creature's. You otherwise keep your game statistics.\n\nMeanwhile, the possessed creature's soul can perceive from the container using its own senses, but it can't move and it is Incapacitated.\n\nWhile possessing a body, you can take a Magic action to return from the host body to the container if it is within 100 feet of you, returning the host creature's soul to its body. If the host body dies while you're in it, the creature dies, and you make a Charisma saving throw against your own spellcasting DC. On a success, you return to the container if it is within 100 feet of you. Otherwise, you die.\n\nIf the container is destroyed or the spell ends, your soul returns to your body. If your body is more than 100 feet away from you or if your body is dead, you die. If another creature's soul is in the container when it is destroyed, the creature's soul returns to its body if the body is alive and within 100 feet. Otherwise, that creature dies.\n\nWhen the spell ends, the container is destroyed.", + "duration": "Until dispelled", + "id": 750, + "level": 6, + "locations": [ + { + "page": 294, + "sourcebook": "PHB24" + } + ], + "material": "A gem, crystal, or reliquary worth 500+ gp", + "name": "Magic Jar", + "range": "Self", + "ruleset": "2024", + "school": "Necromancy" + }, + { + "casting_time": "Action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "desc": "You create three glowing darts of magical force. Each dart strikes a creature of your choice that you can see within range. A dart deals 1d4 + 1 Force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.", + "duration": "Instantaneous", + "higher_level": "The spell creates one more dart for each spell slot level above 1.", + "id": 751, + "level": 1, + "locations": [ + { + "page": 295, + "sourcebook": "PHB24" + } + ], + "name": "Magic Missile", + "range": "120 feet", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "1 minute or Ritual", + "classes": [ + "Bard", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You implant a message within an object in range\u2014a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or fewer, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message.\n\nWhen that trigger occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there, so the words appear to come from the object's mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs.\n\nThe trigger can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.", + "duration": "Until dispelled", + "id": 752, + "level": 2, + "locations": [ + { + "page": 295, + "sourcebook": "PHB24" + } + ], + "material": "Jade dust worth 10+ gp, which the spell consumes", + "name": "Magic Mouth", + "range": "30 feet", + "ruleset": "2024", + "school": "Illusion" + }, + { + "casting_time": "Bonus Action", + "classes": [ + "Paladin", + "Ranger", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "desc": "You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. The spell ends early if you cast it again.", + "duration": "1 hour", + "higher_level": "The bonus increases to +2 with a level 3\u20135 spell slot. The bonus increases to +3 with a level 6+ spell slot.", + "id": 753, + "level": 2, + "locations": [ + { + "page": 295, + "sourcebook": "PHB24" + } + ], + "name": "Magic Weapon", + "range": "Touch", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot Cube. The image appears at a spot that you can see within range and lasts for the duration. It seems real, including sounds, smells, and temperature appropriate to the thing depicted, but it can't deal damage or cause conditions.\n\nIf you are within range of the illusion, you can take a Magic action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.\n\nPhysical interaction with the image reveals it to be an illusion, for things can pass through it. A creature that takes a Study action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.", + "duration": "Up to 10 minutes", + "higher_level": "The spell lasts until dispelled, without requiring Concentration, if cast with a level 4+ spell slot.", + "id": 754, + "level": 3, + "locations": [ + { + "page": 295, + "sourcebook": "PHB24" + } + ], + "material": "A bit of fleece", + "name": "Major Image", + "range": "120 feet", + "ruleset": "2024", + "school": "Illusion" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Cleric", + "Druid" + ], + "components": [ + "V", + "S" + ], + "desc": "A wave of healing energy washes out from a point you can see within range. Choose up to six creatures in a 30-foot-radius Sphere centered on that point. Each target regains Hit Points equal to 5d8 plus your spellcasting ability modifier.", + "duration": "Instantaneous", + "higher_level": "The healing increases by 1d8 for each spell slot level above 5.", + "id": 755, + "level": 5, + "locations": [ + { + "page": 296, + "sourcebook": "PHB24" + } + ], + "name": "Mass Cure Wounds", + "range": "60 feet", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Cleric" + ], + "components": [ + "V", + "S" + ], + "desc": "A flood of healing energy flows from you into creatures around you. You restore up to 700 Hit Points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell also have the Blinded, Deafened, and Poisoned conditions removed from them.", + "duration": "Instantaneous", + "id": 756, + "level": 9, + "locations": [ + { + "page": 296, + "sourcebook": "PHB24" + } + ], + "name": "Mass Heal", + "range": "60 feet", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "Bonus Action", + "classes": [ + "Bard", + "Cleric" + ], + "components": [ + "V" + ], + "desc": "Up to six creatures of your choice that you can see within range regain Hit Points equal to 2d4 plus your spellcasting ability modifier.", + "duration": "Instantaneous", + "higher_level": "The healing increases by 1d4 for each spell slot level above 3.", + "id": 757, + "level": 3, + "locations": [ + { + "page": 296, + "sourcebook": "PHB24" + } + ], + "name": "Mass Healing Word", + "range": "60 feet", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "M" + ], + "desc": "You suggest a course of activity\u2014described in no more than 25 words\u2014to twelve or fewer creatures you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to any of the targets or their allies. For example, you could say, \u201cWalk to the village down that road, and help the villagers there harvest crops until sunset.\u201d Or you could say, \u201cNow is not the time for violence. Drop your weapons, and dance! Stop in an hour.\u201d\n\nEach target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or until you or your allies deal damage to the target. Each Charmed target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for a target upon completing it.", + "duration": "24 hours", + "higher_level": "The duration is longer with a spell slot of level 7 (10 days), 8 (30 days), or 9 (366 days).", + "id": 758, + "level": 6, + "locations": [ + { + "page": 296, + "sourcebook": "PHB24" + } + ], + "material": "A snake's tongue", + "name": "Mass Suggestion", + "range": "60 feet", + "ruleset": "2024", + "school": "Enchantment" + }, + { + "casting_time": "Action", + "classes": [ + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze.\n\nThe target can take a Study action to try to escape. When it does so, it makes a DC 20 Intelligence (Investigation) check. If it succeeds, it escapes, and the spell ends.\n\nWhen the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.", + "duration": "Up to 10 minutes", + "id": 759, + "level": 8, + "locations": [ + { + "page": 296, + "sourcebook": "PHB24" + } + ], + "name": "Maze", + "range": "60 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action or Ritual", + "classes": [ + "Cleric", + "Druid", + "Ranger" + ], + "components": [ + "V", + "S" + ], + "desc": "You step into a stone object or surface large enough to fully contain your body, merging yourself and your equipment with the stone for the duration. You must touch the stone to do so. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.\n\nWhile merged with the stone, you can't see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with Disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use 5 feet of movement to leave the stone where you entered it, which ends the spell. You otherwise can't move.\n\nMinor physical damage to the stone doesn't harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 Force damage to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 Force damage to you. If expelled, you move into an unoccupied space closest to where you first entered and have the Prone condition.", + "duration": "8 hours", + "id": 760, + "level": 3, + "locations": [ + { + "page": 296, + "sourcebook": "PHB24" + } + ], + "name": "Meld into Stone", + "range": "Touch", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Action", + "classes": [ + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 Acid damage and 2d4 Acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage only.", + "duration": "Instantaneous", + "higher_level": "The damage (both initial and later) increases by 1d4 for each spell slot level above 2.", + "id": 761, + "level": 2, + "locations": [ + { + "page": 297, + "sourcebook": "PHB24" + } + ], + "material": "Powdered rhubarb leaf", + "name": "Melf's Acid Arrow", + "range": "90 feet", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "1 minute", + "classes": [ + "Bard", + "Cleric", + "Druid", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.\n\nThis spell can physically repair a magic item, but it can't restore magic to such an object.", + "duration": "Instantaneous", + "id": 762, + "level": 0, + "locations": [ + { + "page": 297, + "sourcebook": "PHB24" + } + ], + "material": "Two lodestones", + "name": "Mending", + "range": "Touch", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Druid", + "Sorcerer", + "Wizard" + ], + "components": [ + "S", + "M" + ], + "desc": "You point toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.\n\nYou can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence; 1 foot of stone, metal, or wood; or a thin sheet of lead blocks the spell.", + "duration": "1 round", + "id": 763, + "level": 0, + "locations": [ + { + "page": 298, + "sourcebook": "PHB24" + } + ], + "material": "A copper wire", + "name": "Message", + "range": "120 feet", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "desc": "Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius Sphere centered on each of those points makes a Dexterity saving throw. A creature takes 20d6 Fire damage and 20d6 Bludgeoning damage on a failed save or half as much damage on a successful one. A creature in the area of more than one fiery Sphere is affected only once.\n\nA nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area, and the object starts burning if it's flammable.", + "duration": "Instantaneous", + "id": 764, + "level": 9, + "locations": [ + { + "page": 298, + "sourcebook": "PHB24" + } + ], + "name": "Meteor Swarm", + "range": "1 mile", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "desc": "Until the spell ends, one willing creature you touch has Immunity to Psychic damage and the Charmed condition. The target is also unaffected by anything that would sense its emotions or alignment, read its thoughts, or magically detect its location, and no spell\u2014not even Wish\u2014can gather information about the target, observe it remotely, or control its mind.", + "duration": "24 hours", + "id": 765, + "level": 8, + "locations": [ + { + "page": 298, + "sourcebook": "PHB24" + } + ], + "name": "Mind Blank", + "range": "Touch", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V" + ], + "desc": "You try to temporarily sliver the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 Psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.", + "duration": "1 round", + "higher_level": "The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).", + "id": 766, + "level": 0, + "locations": [ + { + "page": 298, + "sourcebook": "PHB24" + } + ], + "name": "Mind Sliver", + "range": "60 feet", + "ruleset": "2024", + "school": "Enchantment" + }, + { + "casting_time": "Action", + "classes": [ + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "S" + ], + "concentration": true, + "desc": "You drive a spike of psionic energy into the mind of one creature you can see within range. The target makes a Wisdom saving throw, taking 3d8 Psychic damage on a failed save or half as much damage on a successful one. On a failed save, you also always know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can't become hidden from you, and if it has the Invisible condition, it gains no benefit from that condition against you.", + "duration": "Up to 1 hour", + "higher_level": "The damage increases by 1d8 for each spell slot level above 2.", + "id": 767, + "level": 2, + "locations": [ + { + "page": 298, + "sourcebook": "PHB24" + } + ], + "name": "Mind Spike", + "range": "120 feet", + "ruleset": "2024", + "school": "Divination" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "S", + "M" + ], + "desc": "You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again.\n\nIf a creature takes a Study action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.\n\nSound. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.\n\nImage. If you create an image of an object\u2014such as a chair, muddy footprints, or a small chest\u2014it must be no larger than a 5-foot Cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.", + "duration": "1 minute", + "id": 768, + "level": 0, + "locations": [ + { + "page": 298, + "sourcebook": "PHB24" + } + ], + "material": "A bit of fleece", + "name": "Minor Illusion", + "range": "30 feet", + "ruleset": "2024", + "school": "Illusion" + }, + { + "casting_time": "10 minutes", + "classes": [ + "Bard", + "Druid", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "desc": "You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other rough or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road.\n\nSimilarly, you can alter the appearance of structures or add them where none are present. The spell doesn't disguise, conceal, or add creatures.\n\nThe illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into Difficult Terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell's area disappears immediately.\n\nCreatures with Truesight can see through the illusion to the terrain's true form; however, all other elements of the illusion remain, so while the creature is aware of the illusion's presence, the creature can still physically interact with the illusion.", + "duration": "10 days", + "id": 769, + "level": 7, + "locations": [ + { + "page": 299, + "sourcebook": "PHB24" + } + ], + "name": "Mirage Arcane", + "range": "Sight", + "ruleset": "2024", + "school": "Illusion" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "desc": "Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real.\n\nEach time a creature hits you with an attack roll during the spell's duration, roll a d6 for each of your remaining duplicates. If any of the d6s rolls a 3 or higher, one of the duplicates is hit instead of you, and the duplicate is destroyed. The duplicates otherwise ignore all other damage and effects. The spell ends when all three duplicates are destroyed.\n\nA creature is unaffected by this spell if it has the Blinded condition, Blindsight, or Truesight.", + "duration": "1 minute", + "id": 770, + "level": 2, + "locations": [ + { + "page": 299, + "sourcebook": "PHB24" + } + ], + "name": "Mirror Image", + "range": "Self", + "ruleset": "2024", + "school": "Illusion" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Warlock", + "Wizard" + ], + "components": [ + "S" + ], + "concentration": true, + "desc": "You gain the Invisible condition at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends immediately after you make an attack roll, deal damage, or cast a spell.\n\nAs a Magic action, you can move the illusory double up to twice your Speed and make it gesture, speak, and behave in whatever way you choose. It is intangible and invulnerable.\n\nYou can see through its eyes and hear through its ears as if you were located where it is.", + "duration": "Up to 1 hour", + "id": 771, + "level": 5, + "locations": [ + { + "page": 299, + "sourcebook": "PHB24" + } + ], + "name": "Mislead", + "range": "Self", + "ruleset": "2024", + "school": "Illusion" + }, + { + "casting_time": "Bonus Action", + "classes": [ + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V" + ], + "desc": "Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space you can see.", + "duration": "Instantaneous", + "id": 772, + "level": 2, + "locations": [ + { + "page": 299, + "sourcebook": "PHB24" + } + ], + "name": "Misty Step", + "range": "Self", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "You attempt to reshape another creature's memories. One creature that you can see within range makes a Wisdom saving throw. If you are fighting the creature, it has Advantage on the save. On a failed save, the target has the Charmed condition for the duration. While Charmed in this way, the target also has the Incapacitated condition and is unaware of its surroundings, though it can hear you. If it takes any damage or is targeted by another spell, this spell ends, and no memories are modified.\n\nWhile this charm lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity, change its memory of the event's details, or create a memory of some other event.\n\nYou must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you finish describing the modified memories, the creature's memory isn't altered. Otherwise, the modified memories take hold when the spell ends.\n\nA modified memory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural inclinations, alignment, or beliefs. An illogical modified memory, such as a false memory of how much the creature enjoyed swimming in acid, is dismissed as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature.\n\nA Remove Curse or Greater Restoration spell cast on the target restores the creature's true memory.", + "duration": "Up to 1 minute", + "higher_level": "You can alter the target's memories of an event that took place up to 7 days ago (level 6 spell slot), 30 days ago (level 7 spell slot), 365 days ago (level 8 spell slot), or any time in the creature's past (level 9 spell slot).", + "id": 773, + "level": 5, + "locations": [ + { + "page": 299, + "sourcebook": "PHB24" + } + ], + "name": "Modify Memory", + "range": "30 feet", + "ruleset": "2024", + "school": "Enchantment" + }, + { + "casting_time": "Action", + "classes": [ + "Druid" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high Cylinder centered on a point within range. Until the spell ends, Dim Light fills the Cylinder, and you can take a Magic action on later turns to move the Cylinder up to 60 feet.\n\nWhen the Cylinder appears, each creature in it makes a Constitution saving throw. On a failed save, a creature takes 2d10 Radiant damage, and if the creature is shape-shifted (as a result of the Polymorph spell, for example), it reverts to its true form and can't shape-shift until it leaves the Cylinder. On a successful save, a creature takes half as much damage only. A creature also makes this save when the spell's area moves into its space and when it enters the spell's area or ends its turn there. A creature makes this save only once per turn.", + "duration": "Up to 1 minute", + "higher_level": "The damage increases by 1d10 for each spell slot level above 2.", + "id": 774, + "level": 2, + "locations": [ + { + "page": 300, + "sourcebook": "PHB24" + } + ], + "material": "A moonseed leaf", + "name": "Moonbeam", + "range": "120 feet", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Action", + "classes": [ + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You conjure a phantom watchdog in an unoccupied space that you can see within range. The hound remains for the duration or until the two of you are more than 300 feet apart from each other.\n\nNo one but you can see the hound, and it is intangible and invulnerable. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound has Truesight with a range of 30 feet.\n\nAt the start of each of your turns, the hound attempts to bite one enemy within 5 feet of it. That enemy must succeed on a Dexterity saving throw or take 4d8 Force damage.\n\nOn your later turns, you can take a Magic action to move the hound up to 30 feet.", + "duration": "8 hours", + "id": 775, + "level": 4, + "locations": [ + { + "page": 300, + "sourcebook": "PHB24" + } + ], + "material": "A silver whistle", + "name": "Mordenkainen's Faithful Hound", + "range": "30 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "1 minute", + "classes": [ + "Bard", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You conjure a shimmering door in range that lasts for the duration. The door leads to an extradimensional dwelling and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the door remains open. You can open or close it (no action required) if you are within 30 feet of it. While closed, the door is imperceptible.\n\nBeyond the door is a magnificent foyer with numerous chambers beyond. The dwelling's atmosphere is clean, fresh, and warm.\n\nYou can create any floor plan you like for the dwelling, but it can't exceed 50 contiguous 10-foot Cubes. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine-course banquet for up to 100 people. Furnishings and other objects created by this spell dissipate into smoke if removed from it.\n\nA staff of 100 near-transparent servants attends all who enter. You determine the appearance of these servants and their attire. They are invulnerable and obey your commands. Each servant can perform tasks that a human could perform, but they can't attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can't leave the dwelling.\n\nWhen the spell ends, any creatures or objects left inside the extradimensional space are expelled into the unoccupied spaces nearest to the entrance.", + "duration": "24 hours", + "id": 776, + "level": 7, + "locations": [ + { + "page": 300, + "sourcebook": "PHB24" + } + ], + "material": "A miniature door worth 15+ gp", + "name": "Mordenkainen's Magnificent Mansion", + "range": "300 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "10 minutes", + "classes": [ + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You make an area within range magically secure. The area is a Cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration.\n\nWhen you cast the spell, you decide what sort of security the spell provides, choosing any of the following properties:\n\n\u2022Sound can’t pass through the barrier at the edge of the warded area.\n\u2022The barrier of the warded area appears dark and foggy, preventing vision (including Darkvision) through it.\n\u2022Sensors created by Divination spells can’t appear inside the protected area or pass through the barrier at its perimeter.\n\u2022Creatures in the area can’t be targeted by Divination spells.\n\u2022Nothing can teleport into or out of the warded area.\n\u2022Planar travel is blocked within the warded area.\n\nCasting this spell on the same spot every day for 365 days makes the spell last until dispelled.", + "duration": "24 hours", + "higher_level": "You can increase the size of the Cube by 100 feet for each spell slot level above 4.", + "id": 777, + "level": 4, + "locations": [ + { + "page": 301, + "sourcebook": "PHB24" + } + ], + "material": "A thin sheet of lead", + "name": "Mordenkainen's Private Sanctum", + "range": "120 feet", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You create a spectral sword that hovers within range. It lasts for the duration.\n\nWhen the sword appears, you make a melee spell attack against a target within 5 feet of the sword. On a hit, the target takes Force damage equal to 4d12 plus your spellcasting ability modifier.\n\nOn your later turns, you can take a Bonus Action to move the sword up to 30 feet to a spot you can see and repeat the attack against the same target or a different one.", + "duration": "Up to 1 minute", + "id": 778, + "level": 7, + "locations": [ + { + "page": 302, + "sourcebook": "PHB24" + } + ], + "material": "A miniature sword worth 250+ gp", + "name": "Mordenkainen's Sword", + "range": "90 feet", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Action", + "classes": [ + "Druid", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. For example, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square's elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete. Because the terrain's transformation occurs slowly, creatures in the area can't usually be trapped or injured by the ground's movement.\n\nAt the end of every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect within range.\n\nThis spell can't manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse.\n\nSimilarly, this spell doesn't directly affect plant growth. The moved earth carries any plants along with it.", + "duration": "Up to 2 hours", + "id": 779, + "level": 6, + "locations": [ + { + "page": 302, + "sourcebook": "PHB24" + } + ], + "material": "A miniature shovel", + "name": "Move Earth", + "range": "120 feet", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Ranger", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "For the duration, you hide a target that you touch from Divination spells. The target can be a willing creature, or it can be a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any Divination spell or perceived through magical scrying sensors.", + "duration": "8 hours", + "id": 780, + "level": 3, + "locations": [ + { + "page": 302, + "sourcebook": "PHB24" + } + ], + "material": "A pinch of diamond dust worth 25+ gp, which the spell consumes", + "name": "Nondetection", + "range": "Touch", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "With a touch, you place an illusion on a willing creature or an object that isn't being worn or carried. A creature gains the Mask effect below, and an object gains the False Aura effect below. The effect lasts for the duration. If you cast the spell on the same target every day for 30 days, the illusion lasts until dispelled.\n\nMask (Creature). Choose a creature type other than the target's actual type. Spells and other magical effects treat the target as if it were a creature of the chosen type.\n\nFalse Aura (Object). You change the way the target appears to spells and magical effects that detect magical auras, such as Detect Magic. You can make a nonmagical object appear magical, make a magic item appear nonmagical, or change the object's aura so that it appears to belong to a school of magic you choose.", + "duration": "24 hours", + "id": 781, + "level": 2, + "locations": [ + { + "page": 302, + "sourcebook": "PHB24" + } + ], + "material": "A small square of silk", + "name": "Nystul's Magic Aura", + "range": "Touch", + "ruleset": "2024", + "school": "Illusion" + }, + { + "casting_time": "Action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "A frigid globe streaks from you to a point of your choice within range, where it explodes in a 60-foot-radius Sphere. Each creature in that area makes a Constitution saving throw, taking 10d6 Cold damage on failed save or half as much damage on a successful one.\n\nIf the globe strikes a body of water, it freezes the water to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice and have the Restrained condition. A trapped creature can take an action to make a Strength (Athletics) check against your spell save DC to break free.\n\nYou can refrain from firing the globe after completing the spell's casting. If you do so, a globe about the size of a sling bullet, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to the sling's normal range). It shatters on impact, with the same effect as a normal casting of the spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasn't already shattered, it explodes.", + "duration": "Instantaneous", + "higher_level": "The damage increases by 1d6 for each spell slot level above 6.", + "id": 782, + "level": 6, + "locations": [ + { + "page": 302, + "sourcebook": "PHB24" + } + ], + "material": "A miniature crystal sphere", + "name": "Otiluke's Freezing Sphere", + "range": "300 feet", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Action", + "classes": [ + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "A shimmering sphere encloses a Large or smaller creature or object within range. An unwilling creature must succeed on a Dexterity saving throw or be enclosed for the duration.\n\nNothing\u2014not physical objects, energy, or other spell effects\u2014can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can't be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it.\n\nThe sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can take an action to push against the sphere's walls and thus roll the sphere at up to half the creature's Speed. Similarly, the globe can be picked up and moved by other creatures.\n\nA Disintegrate spell targeting the globe destroys it without harming anything inside.", + "duration": "Up to 1 minute", + "id": 783, + "level": 4, + "locations": [ + { + "page": 303, + "sourcebook": "PHB24" + } + ], + "material": "A glass sphere", + "name": "Otiluke's Resilient Sphere", + "range": "30 feet", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Wizard" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "One creature that you can see within range must make a Wisdom saving throw. On a successful save, the target dances comically until the end of its next turn, during which it must spend all its movement to dance in place.\n\nOn a failed save, the target has the Charmed condition for the duration. While Charmed, the target dances comically, must use all its movement to dance in place, and has Disadvantage on Dexterity saving throws and attack rolls, and other creatures have Advantage on attack rolls against it. On each of its turns, the target can take an action to collect itself and repeat the save, ending the spell on itself on a success.", + "duration": "Up to 1 minute", + "id": 784, + "level": 6, + "locations": [ + { + "page": 303, + "sourcebook": "PHB24" + } + ], + "name": "Otto's Irresistible Dance", + "range": "30 feet", + "ruleset": "2024", + "school": "Enchantment" + }, + { + "casting_time": "Action", + "classes": [ + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "A passage appears at a point that you can see on a wooden, plaster, or stone surface (such as a wall, ceiling, or floor) within range and lasts for the duration. You choose the opening's dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it.\n\nWhen the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell.", + "duration": "1 hour", + "id": 785, + "level": 5, + "locations": [ + { + "page": 303, + "sourcebook": "PHB24" + } + ], + "material": "A pinch of sesame seeds", + "name": "Passwall", + "range": "30 feet", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Action", + "classes": [ + "Druid", + "Ranger" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You radiate a concealing aura in a 30-foot Emanation for the duration. While in the aura, you and each creature you choose have a +10 bonus to Dexterity (Stealth) checks and leave no tracks.", + "duration": "Up to 1 hour", + "id": 786, + "level": 2, + "locations": [ + { + "page": 303, + "sourcebook": "PHB24" + } + ], + "material": "Ashes from burned mistletoe", + "name": "Pass without Trace", + "range": "Self", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You attempt to craft an illusion in the mind of a creature you can see within range. The target makes an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other phenomenon that is no larger than a 10-foot Cube and that is perceivable only to the target for the duration. The phantasm includes sound, temperature, and other stimuli.\n\nThe target can take a Study action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.\n\nWhile affected by the spell, the target treats the phantasm as if it were real and rationalizes any illogical outcomes from interacting with it. For example, if the target steps through a phantasmal bridge and survives the fall, it believes the bridge exists and something else caused it to fall.\n\nAn affected target can even take damage from the illusion if the phantasm represents a dangerous creature or hazard. On each of your turns, such a phantasm can deal 2d8 Psychic damage to the target if it is in the phantasm's area or within 5 feet of the phantasm. The target perceives the damage as a type appropriate to the illusion.", + "duration": "Up to 1 minute", + "id": 787, + "level": 2, + "locations": [ + { + "page": 304, + "sourcebook": "PHB24" + } + ], + "material": "A bit of fleece", + "name": "Phantasmal Force", + "range": "60 feet", + "ruleset": "2024", + "school": "Illusion" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "You tap into the nightmares of a creature you can see within range and create an illusion of its deepest fears, visible only to that creature. The target makes a Wisdom saving throw. On a failed save, the target takes 4d10 Psychic damage and has Disadvantage on ability checks and attack rolls for the duration. On a successful save, the target takes half as much damage, and the spell ends.\n\nFor the duration, the target makes a Wisdom saving throw at the end of each of its turns. On a failed save, it takes the Psychic damage again. On a successful save, the spell ends.", + "duration": "Up to 1 minute", + "higher_level": "The damage increases by 1d10 for each spell slot level above 4.", + "id": 788, + "level": 4, + "locations": [ + { + "page": 304, + "sourcebook": "PHB24" + } + ], + "name": "Phantasmal Killer", + "range": "120 feet", + "ruleset": "2024", + "school": "Illusion" + }, + { + "casting_time": "1 minute or Ritual", + "classes": [ + "Wizard" + ], + "components": [ + "V", + "S" + ], + "desc": "A Large, quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature's appearance, and it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed.\n\nFor the duration, you or a creature you choose can ride the steed. The steed uses the Riding Horse stat block (see appendix B), except it has a Speed of 100 feet and can travel 13 miles in an hour. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends early if the steed takes any damage.", + "duration": "1 hour", + "id": 789, + "level": 3, + "locations": [ + { + "page": 304, + "sourcebook": "PHB24" + } + ], + "name": "Phantom Steed", + "range": "30 feet", + "ruleset": "2024", + "school": "Illusion" + }, + { + "casting_time": "10 minutes", + "classes": [ + "Cleric" + ], + "components": [ + "V", + "S" + ], + "desc": "You beseech an otherworldly entity for aid. The being must be known to you: a god, a demon prince, or some other being of cosmic power. That entity sends a Celestial, an Elemental, or a Fiend loyal to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature's name, you can speak that name when you cast this spell to request that creature, though you might get a different creature anyway (DM's choice).\n\nWhen the creature appears, it is under no compulsion to behave a particular way. You can ask it to perform a service in exchange for payment, but it isn't obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the creature to bargain for its services.\n\nPayment can take a variety of forms. A Celestial might require a sizable donation of gold or magic items to an allied temple, while a Fiend might demand a living sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you.\n\nA task that can be measured in minutes requires a payment worth 100 GP per minute. A task measured in hours requires 1,000 GP per hour. And a task measured in days (up to 10 days) requires 10,000 GP per day. The DM can adjust these payments based on the circumstances under which you cast the spell. If the task is aligned with the creature's ethos, the payment might be halved or even waived. Nonhazardous tasks typically require only half the suggested payment, while especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal.\n\nAfter the creature completes the task, or when the agreed-upon duration of service expires, the creature returns to its home plane after reporting back to you if possible. If you are unable to agree on a price for the creature's service, the creature immediately returns to its home plane.", + "duration": "Instantaneous", + "id": 790, + "level": 6, + "locations": [ + { + "page": 304, + "sourcebook": "PHB24" + } + ], + "name": "Planar Ally", + "range": "60 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "1 hour", + "classes": [ + "Bard", + "Cleric", + "Druid", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You attempt to bind a Celestial, an Elemental, a Fey, or a Fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of the inverted version of the Magic Circle spell to trap it while this spell is cast.) At the completion of the casting, the target must succeed on a Charisma saving throw or be bound to serve you for the duration. If the creature was summoned or created by another spell, that spell's duration is extended to match the duration of this spell.\n\nA bound creature must follow your commands to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. If the creature is Hostile, it strives to twist your commands to achieve its own objectives. If the creature carries out your commands completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane, it returns to the place where you bound it and remains there until the spell ends.", + "duration": "24 hours", + "higher_level": "The duration increases with a spell slot of level 6 (10 days), 7 (30 days), 8 (180 days), and 9 (366 days).", + "id": 791, + "level": 5, + "locations": [ + { + "page": 305, + "sourcebook": "PHB24" + } + ], + "material": "A jewel worth 1,000+ gp, which the spell consumes", + "name": "Planar Binding", + "range": "60 feet", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Cleric", + "Druid", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination, as determined by the DM.\n\nAlternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.", + "duration": "Instantaneous", + "id": 792, + "level": 7, + "locations": [ + { + "page": 305, + "sourcebook": "PHB24" + } + ], + "material": "A forked, metal rod worth 250+ gp and attuned to a plane of existence", + "name": "Plane Shift", + "range": "Touch", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action ", + "classes": [ + "Bard", + "Druid", + "Ranger" + ], + "components": [ + "V", + "S" + ], + "desc": "This spell channels vitality into plants. The casting time you use determines whether the spell has the Overgrowth or the Enrichment effect below.\n\nOvergrowth. Choose a point within range. All normal plants in a 100-foot-radius Sphere centered on that point become thick and overgrown. A creature moving through that area must spend 4 feet of movement for every 1 foot it moves. You can exclude one or more areas of any size within the spell's area from being affected.\n\nEnrichment. All plants in a half-mile radius centered on a point within range become enriched for 365 days. The plants yield twice the normal amount of food when harvested. They can benefit from only one Plant Growth per year.", + "duration": "Instantaneous", + "id": 793, + "level": 3, + "locations": [ + { + "page": 305, + "sourcebook": "PHB24" + } + ], + "name": "Plant Growth", + "range": "150 feet", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Action", + "classes": [ + "Druid", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "desc": "You spray toxic mist at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d12 Poison damage.", + "duration": "Instantaneous", + "higher_level": "The damage increases by 1d12 when you reach levels 5 (2d12), 11 (3d12), and 17 (4d12).", + "id": 794, + "level": 0, + "locations": [ + { + "page": 306, + "sourcebook": "PHB24" + } + ], + "name": "Poison Spray", + "range": "30 feet", + "ruleset": "2024", + "school": "Necromancy" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Druid", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You attempt to transform a creature that you can see within range into a Beast. The target must succeed on a Wisdom saving throw or shape-shift into Beast form for the duration. That form can be any Beast you choose that has a Challenge Rating equal to or less than the target's (or the target's level if it doesn't have a Challenge Rating). The target's game statistics are replaced by the stat block of the chosen Beast, but the target retains its alignment, personality, creature type, Hit Points, and Hit Point Dice.\n\nThe target gains a number of Temporary Hit Points equal to the Hit Points of the Beast form. These Temporary Hit Points vanish if any remain when the spell ends. The spell ends early on the target if it has no Temporary Hit Points left.\n\nThe target is limited in the actions it can perform by the anatomy of its new form, and it can't speak or cast spells.\n\nThe target's gear melds into the new form. The creature can't use or otherwise benefit from any of that equipment.", + "duration": "Up to 1 hour", + "id": 795, + "level": 4, + "locations": [ + { + "page": 306, + "sourcebook": "PHB24" + } + ], + "material": "A caterpillar cocoon", + "name": "Polymorph", + "range": "60 feet", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Cleric" + ], + "components": [ + "V" + ], + "desc": "You fortify up to six creatures you can see within range. The spell bestows 120 Temporary Hit Points, which you divide among the spell's recipients.", + "duration": "Instantaneous", + "id": 796, + "level": 7, + "locations": [ + { + "page": 306, + "sourcebook": "PHB24" + } + ], + "name": "Power Word Fortify", + "range": "60 feet", + "ruleset": "2024", + "school": "Enchantment" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Cleric" + ], + "components": [ + "V" + ], + "desc": "A wave of healing energy washes over one creature you can see within range. The target regains all its Hit Points. If the creature has the Charmed, Frightened, Paralyzed, Poisoned, or Stunned condition, the condition ends. If the creature has the Prone condition, it can use its Reaction to stand up.", + "duration": "Instantaneous", + "id": 797, + "level": 9, + "locations": [ + { + "page": 306, + "sourcebook": "PHB24" + } + ], + "name": "Power Word Heal", + "range": "60 feet", + "ruleset": "2024", + "school": "Enchantment" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V" + ], + "desc": "You compel one creature you can see within range to die. If the target has 100 Hit Points or fewer, it dies. Otherwise, it takes 12d12 Psychic damage.", + "duration": "Instantaneous", + "id": 798, + "level": 9, + "locations": [ + { + "page": 306, + "sourcebook": "PHB24" + } + ], + "name": "Power Word Kill", + "range": "60 feet", + "ruleset": "2024", + "school": "Enchantment" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V" + ], + "desc": "You overwhelm the mind of one creature you can see within range. If the target has 150 Hit Points or fewer, it has the Stunned condition. Otherwise, its Speed is 0 until the start of your next turn.\n\nThe Stunned target makes a Constitution saving throw at the end of each of its turns, ending the condition on itself on a success.", + "duration": "Instantaneous", + "id": 799, + "level": 8, + "locations": [ + { + "page": 306, + "sourcebook": "PHB24" + } + ], + "name": "Power Word Stun", + "range": "60 feet", + "ruleset": "2024", + "school": "Enchantment" + }, + { + "casting_time": "10 minutes", + "classes": [ + "Cleric", + "Paladin" + ], + "components": [ + "V" + ], + "desc": "Up to five creatures of your choice who remain within range for the spell's entire casting gain the benefits of a Short Rest and also regain 2d8 Hit Points. A creature can't be affected by this spell again until that creature finishes a Long Rest.", + "duration": "Instantaneous", + "higher_level": "The healing increases by 1d8 for each spell slot level above 2.", + "id": 800, + "level": 2, + "locations": [ + { + "page": 307, + "sourcebook": "PHB24" + } + ], + "name": "Prayer of Healing", + "range": "30 feet", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": false, + "desc": "You create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time.\n\nSensory Effect. You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.\n\nFire Play. You instantaneously light or snuff out a candle, a torch, or a small campfire.\n\nClean or Soil. You instantaneously clean or soil an object no larger than 1 cubic foot.\n\nMinor Sensation. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.\n\nMagic Mark. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.\n\nMinor Creation. You create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth.", + "duration": "Up to 1 hour", + "id": 801, + "level": 0, + "locations": [ + { + "page": 307, + "sourcebook": "PHB24" + } + ], + "name": "Prestidigitation", + "range": "10 feet", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "desc": "Eight rays of light flash from you in a 60-foot Cone. Each creature in the Cone makes a Dexterity saving throw. For each target, roll 1d8 to determine which color ray affects it, consulting the Prismatic Rays table.\n\n1d8 Ray\n1 Red. Failed Save: 12d6 Fire damage. Successful Save: Half as much damage.\n2 Orange. Failed Save: 12d6 Acid damage. Successful Save: Half as much damage.\n3 Yellow. Failed Save: 12d6 Lightning damage. Successful Save: Half as much damage.\n4 Green. Failed Save: 12d6 Poison damage. Successful Save: Half as much damage.\n5 Blue. Failed Save: 12d6 Cold damage. Successful Save: Half as much damage.\n6 Indigo. Failed Save: The target has the Restrained condition and makes a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the condition ends. If it fails three times, it has the Petrified condition until it is freed by an effect like the Greater Restoration spell. The successes and failures needn't be consecutive; keep track of both until the target collects three of a kind.\n7 Violet. Failed Save: The target has the Blinded condition and makes a Wisdom saving throw at the start of your next turn. On a successful save, the condition ends. On a failed save, the condition ends, and the creature teleports to another plane of existence (DM's choice).\n8 Special. The target is struck by two rays. Roll twice, rerolling any 8.", + "duration": "Instantaneous", + "id": 802, + "level": 7, + "locations": [ + { + "page": 307, + "sourcebook": "PHB24" + } + ], + "name": "Prismatic Spray", + "range": "Self", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "desc": "A shimmering, multicolored plane of light forms a vertical opaque wall\u2014up to 90 feet long, 30 feet high, and 1 inch thick\u2014centered on a point within range. Alternatively, you shape the wall into a globe up to 30 feet in diameter centered on a point within range. The wall lasts for the duration. If you position the wall in a space occupied by a creature, the spell ends instantly without effect.\n\nThe wall sheds Bright Light within 100 feet and Dim Light for an additional 100 feet. You and creatures you designate when you cast the spell can pass through and be near the wall without harm. If another creature that can see the wall moves within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or have the Blinded condition for 1 minute.\n\nThe wall consists of seven layers, each with a different color. When a creature reaches into or passes through the wall, it does so one layer at a time through all the layers. Each layer forces the creature to make a Dexterity saving throw or be affected by that layer's properties as described in the Prismatic Layers table.\n\nThe wall, which has AC 10, can be destroyed one layer at a time, in order from red to violet, by means specific to each layer. If a layer is destroyed, it is gone for the duration. Antimagic Field has no effect on the wall, and Dispel Magic can affect only the violet layer.\n\nOrder Effects\n1 Red. Failed Save: 12d6 Fire damage. Successful Save: Half as much damage. Additional Effects: Nonmagical ranged attacks can't pass through this layer, which is destroyed if it takes at least 25 Cold damage.\n2 Orange. Failed Save: 12d6 Acid damage. Successful Save: Half as much damage. Additional Effects: Magical ranged attacks can't pass through this layer, which is destroyed by a strong wind (such as the one created by Gust of Wind).\n3 Yellow. Failed Save: 12d6 Lightning damage. Successful Save: Half as much damage. Additional Effects: The layer is destroyed if it takes at least 60 Force damage.\n4 Green. Failed Save: 12d6 Poison damage. Successful Save: Half as much damage. Additional Effects: A Passwall spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer.\n5 Blue. Failed Save: 12d6 Cold damage. Successful Save: Half as much damage. Additional Effects: The layer is destroyed if it takes at least 25 Fire damage.\n6 Indigo. Failed Save: The target has the Restrained condition and makes a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the condition ends. If it fails three times, it has the Petrified condition until it is freed by an effect like the Greater Restoration spell. The successes and failures needn't be consecutive; keep track of both until the target collects three of a kind. Additional Effects: Spells can't be cast through this layer, which is destroyed by Bright Light shed by the Daylight spell.\n7 Violet. Failed Save: The target has the Blinded condition and makes a Wisdom saving throw at the start of your next turn. On a successful save, the condition ends. On a failed save, the condition ends, and the creature teleports to another plane of existence (DM's choice). Additional Effects: This layer is destroyed by Dispel Magic.", + "duration": "10 minutes", + "id": 803, + "level": 9, + "locations": [ + { + "page": 308, + "sourcebook": "PHB24" + } + ], + "name": "Prismatic Wall", + "range": "60 feet", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "Bonus Action", + "classes": [ + "Druid" + ], + "components": [ + "V", + "S" + ], + "desc": "A flickering flame appears in your hand and remains there for the duration. While there, the flame emits no heat and ignites nothing, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The spell ends if you cast it again.\n\nUntil the spell ends, you can take a Magic action to hurl fire at a creature or an object within 60 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 Fire damage.", + "duration": "10 minutes", + "higher_level": "The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).", + "id": 804, + "level": 0, + "locations": [ + { + "page": 308, + "sourcebook": "PHB24" + } + ], + "name": "Produce Flame", + "range": "Self", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific trigger occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot Cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.\n\nWhen the trigger you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes, after which the illusion can be activated again.\n\nThe trigger can be as general or as detailed as you like, though it must be based on visual or audible phenomena that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door.\n\nPhysical interaction with the image reveals it to be illusory, since things can pass through it. A creature that takes the Study action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.", + "duration": "Until dispelled", + "id": 805, + "level": 6, + "locations": [ + { + "page": 309, + "sourcebook": "PHB24" + } + ], + "material": "Jade dust worth 25+ gp", + "name": "Programmed Illusion", + "range": "120 feet", + "ruleset": "2024", + "school": "Illusion" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you, but it is intangible. If the illusion takes any damage, it disappears, and the spell ends.\n\nYou can see through the illusion's eyes and hear through its ears as if you were in its space. As a Magic action, you can move it up to 60 feet and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.\n\nPhysical interaction with the image reveals it to be illusory, since things can pass through it. A creature that takes the Study action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.", + "duration": "Up to 1 day", + "id": 806, + "level": 7, + "locations": [ + { + "page": 309, + "sourcebook": "PHB24" + } + ], + "material": "A statuette of yourself worth 5+ gp", + "name": "Project Image", + "range": "500 miles", + "ruleset": "2024", + "school": "Illusion" + }, + { + "casting_time": "Action", + "classes": [ + "Cleric", + "Druid", + "Ranger", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "For the duration, the willing creature you touch has Resistance to one damage type of your choice: Acid, Cold, Fire, Lightning, or Thunder.", + "duration": "Up to 1 hour", + "id": 807, + "level": 3, + "locations": [ + { + "page": 309, + "sourcebook": "PHB24" + } + ], + "name": "Protection from Energy", + "range": "Touch", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Cleric", + "Druid", + "Paladin", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Until the spell ends, one willing creature you touch is protected against creatures that are Aberrations, Celestials, Elementals, Fey, Fiends, or Undead. The protection grants several benefits. Creatures of those types have Disadvantage on attack rolls against the target. The target also can't be possessed by or gain the Charmed or Frightened conditions from them. If the target is already possessed, Charmed, or Frightened by such a creature, the target has Advantage on any new saving throw against the relevant effect.", + "duration": "Up to 10 minutes", + "id": 808, + "level": 1, + "locations": [ + { + "page": 309, + "sourcebook": "PHB24" + } + ], + "material": "A flask of holy water worth 25+ gp, which the spell consumes", + "name": "Protection from Evil and Good", + "range": "Touch", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Cleric", + "Druid", + "Paladin", + "Ranger" + ], + "components": [ + "V", + "S" + ], + "desc": "You touch a creature and end the Poisoned condition on it. For the duration, the target has Advantage on saving throws to avoid or end the Poisoned condition, and it has Resistance to Poison damage.", + "duration": "1 hour", + "id": 809, + "level": 2, + "locations": [ + { + "page": 310, + "sourcebook": "PHB24" + } + ], + "name": "Protection from Poison", + "range": "Touch", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "Action or Ritual", + "classes": [ + "Cleric", + "Druid", + "Paladin" + ], + "components": [ + "V", + "S" + ], + "desc": "You remove poison and rot from nonmagical food and drink in a 5-foot-radius Sphere centered on a point within range.", + "duration": "Instantaneous", + "id": 810, + "level": 1, + "locations": [ + { + "page": 310, + "sourcebook": "PHB24" + } + ], + "name": "Purify Food and Drink", + "range": "10 feet", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "1 hour", + "classes": [ + "Bard", + "Cleric", + "Paladin" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "With a touch, you revive a dead creature if it has been dead no longer than 10 days and it wasn't Undead when it died.\n\nThe creature returns to life with 1 Hit Point. This spell also neutralizes any poisons that affected the creature at the time of death.\n\nThis spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival\u2014its head, for instance\u2014the spell automatically fails.\n\nComing back from the dead is an ordeal. The target takes a \u22124 penalty to D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0.", + "duration": "Instantaneous", + "id": 811, + "level": 5, + "locations": [ + { + "page": 310, + "sourcebook": "PHB24" + } + ], + "material": "A diamond worth 500+ gp, which the spell consumes", + "name": "Raise Dead", + "range": "Touch", + "ruleset": "2024", + "school": "Necromancy" + }, + { + "casting_time": "Action or Ritual", + "classes": [ + "Bard", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures that can't communicate in any languages aren't affected by this spell.\n\nUntil the spell ends, the targets can communicate telepathically through the bond whether or not they share a language. The communication is possible over any distance, though it can't extend to other planes of existence.", + "duration": "1 hour", + "id": 812, + "level": 5, + "locations": [ + { + "page": 311, + "sourcebook": "PHB24" + } + ], + "material": "Two eggs", + "name": "Rary's Telepathic Bond", + "range": "30 feet", + "ruleset": "2024", + "school": "Divination" + }, + { + "casting_time": "Action", + "classes": [ + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "A beam of enervating energy shoots from you toward a creature within range. The target must make a Constitution saving throw. On a successful save, the target has Disadvantage on the next attack roll it makes until the start of your next turn.\n\nOn a failed save, the target has Disadvantage on Strength-based D20 Tests for the duration. During that time, it also subtracts 1d8 from all its damage rolls. The target repeats the save at the end of each of its turns, ending the spell on a success.", + "duration": "Up to 1 minute", + "id": 813, + "level": 2, + "locations": [ + { + "page": 311, + "sourcebook": "PHB24" + } + ], + "name": "Ray of Enfeeblement", + "range": "60 feet", + "ruleset": "2024", + "school": "Necromancy" + }, + { + "casting_time": "Action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "desc": "A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 Cold damage, and its Speed is reduced by 10 feet until the start of your next turn.", + "duration": "Instantaneous", + "higher_level": "The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).", + "id": 814, + "level": 0, + "locations": [ + { + "page": 311, + "sourcebook": "PHB24" + } + ], + "name": "Ray of Frost", + "range": "60 feet", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "desc": "You shoot a greenish ray at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 Poison damage and has the Poisoned condition until the end of your next turn.", + "duration": "Instantaneous", + "higher_level": "The damage increases by 1d8 for each spell slot level above 1.", + "id": 815, + "level": 1, + "locations": [ + { + "page": 311, + "sourcebook": "PHB24" + } + ], + "name": "Ray of Sickness", + "range": "60 feet", + "ruleset": "2024", + "school": "Necromancy" + }, + { + "casting_time": "1 minute", + "classes": [ + "Bard", + "Cleric", + "Druid" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "A creature you touch regains 4d8 + 15 Hit Points. For the duration, the target regains 1 Hit Point at the start of each of its turns, and any severed body parts regrow after 2 minutes.", + "duration": "1 hour", + "id": 816, + "level": 7, + "locations": [ + { + "page": 311, + "sourcebook": "PHB24" + } + ], + "material": "A prayer wheel", + "name": "Regenerate", + "range": "Touch", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "1 hour", + "classes": [ + "Druid" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You touch a dead Humanoid or a piece of one. If the creature has been dead no longer than 10 days, the spell forms a new body for it and calls the soul to enter that body. Roll 1d10 and consult the table below to determine the body's species, or the DM chooses another playable species.\n\n1d10 Species\n1 Aasimar\n2 Dragonborn\n3 Dwarf\n4 Elf\n5 Gnome\n6 Goliath\n7 Halfling\n8 Human\n9 Orc\n10 Tiefling\n\nThe reincarnated creature makes any choices that a species' description offers, and the creature recalls its former life. It retains the capabilities it had in its original form, except it loses the traits of its previous species and gains the traits of its new one.", + "duration": "Instantaneous", + "id": 817, + "level": 5, + "locations": [ + { + "page": 311, + "sourcebook": "PHB24" + } + ], + "material": "Rare oils worth 1,000+ gp, which the spell consumes", + "name": "Reincarnate", + "range": "Touch", + "ruleset": "2024", + "school": "Necromancy" + }, + { + "casting_time": "Action", + "classes": [ + "Cleric", + "Paladin", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "desc": "At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's Attunement to the object so it can be removed or discarded.", + "duration": "Instantaneous", + "id": 818, + "level": 3, + "locations": [ + { + "page": 312, + "sourcebook": "PHB24" + } + ], + "name": "Remove Curse", + "range": "Touch", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Cleric", + "Druid" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "You touch a willing creature and choose a damage type: Acid, Bludgeoning, Cold, Fire, Lightning, Necrotic, Piercing, Poison, Radiant, Slashing, or Thunder. When the creature takes damage of the chosen type before the spell ends, the creature reduces the total damage taken by 1d4. A creature can benefit from this spell only once per turn.", + "duration": "Up to 1 minute", + "id": 819, + "level": 0, + "locations": [ + { + "page": 312, + "sourcebook": "PHB24" + } + ], + "name": "Resistance", + "range": "Touch", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "1 hour", + "classes": [ + "Bard", + "Cleric" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "With a touch, you revive a dead creature that has been dead for no more than a century, didn't die of old age, and wasn't Undead when it died.\n\nThe creature returns to life with all its Hit Points. This spell also neutralizes any poisons that affected the creature at the time of death. This spell closes all mortal wounds and restores any missing body parts.\n\nComing back from the dead is an ordeal. The target takes a \u22124 penalty to D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0.\n\nCasting this spell to revive a creature that has been dead for 365 days or longer taxes you. Until you finish a Long Rest, you can't cast spells again, and you have Disadvantage on D20 Tests.", + "duration": "Instantaneous", + "id": 820, + "level": 7, + "locations": [ + { + "page": 312, + "sourcebook": "PHB24" + } + ], + "material": "A diamond worth 1,000+ gp, which the spell consumes", + "name": "Resurrection", + "range": "Touch", + "ruleset": "2024", + "school": "Necromancy" + }, + { + "casting_time": "Action", + "classes": [ + "Druid", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "This spell reverses gravity in a 50-foot-radius, 100-foot high Cylinder centered on a point within range. All creatures and objects in that area that aren't anchored to the ground fall upward and reach the top of the Cylinder. A creature can make a Dexterity saving throw to grab a fixed object it can reach, thus avoiding the fall upward.\n\nIf a ceiling or an anchored object is encountered in this upward fall, creatures and objects strike it just as they would during a downward fall. If an affected creature or object reaches the Cylinder's top without striking anything, it hovers there for the duration. When the spell ends, affected objects and creatures fall downward.", + "duration": "Up to 1 minute", + "id": 821, + "level": 7, + "locations": [ + { + "page": 312, + "sourcebook": "PHB24" + } + ], + "material": "A lodestone and iron filings", + "name": "Reverse Gravity", + "range": "100 feet", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Action", + "classes": [ + "Cleric", + "Druid", + "Paladin", + "Ranger" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You touch a creature that has died within the last minute. That creature revives with 1 Hit Point. This spell can't revive a creature that has died of old age, nor does it restore any missing body parts.", + "duration": "Instantaneous", + "id": 822, + "level": 3, + "locations": [ + { + "page": 312, + "sourcebook": "PHB24" + } + ], + "material": "A diamond worth 300+ gp, which the spell consumes", + "name": "Revivify", + "range": "Touch", + "ruleset": "2024", + "school": "Necromancy" + }, + { + "casting_time": "Action", + "classes": [ + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You touch a rope. One end of it hovers upward until the rope hangs perpendicular to the ground or the rope reaches a ceiling. At the rope's upper end, an Invisible 3-foot-by-5-foot portal opens to an extradimensional space that lasts until the spell ends. That space can be reached by climbing the rope, which can be pulled into or dropped out of it.\n\nThe space can hold up to eight Medium or smaller creatures. Attacks, spells, and other effects can't pass into or out of the space, but creatures inside it can see\nthrough the portal. Anything inside the space drops out when the spell ends.", + "duration": "1 hour", + "id": 823, + "level": 2, + "locations": [ + { + "page": 312, + "sourcebook": "PHB24" + } + ], + "material": "A segment of rope", + "name": "Rope Trick", + "range": "Touch", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Action", + "classes": [ + "Cleric" + ], + "components": [ + "V", + "S" + ], + "desc": "Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 Radiant damage. The target gains no benefit from Half Cover or Three-Quarters Cover for this save.", + "duration": "Instantaneous", + "higher_level": "The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).", + "id": 824, + "level": 0, + "locations": [ + { + "page": 313, + "sourcebook": "PHB24" + } + ], + "name": "Sacred Flame", + "range": "60 feet", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Bonus Action", + "classes": [ + "Cleric" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You ward a creature within range. Until the spell ends, any creature who targets the warded creature with an attack roll or a damaging spell must succeed on a Wisdom saving throw or either choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from areas of effect.\n\nThe spell ends if the warded creature makes an attack roll, casts a spell, or deals damage.", + "duration": "1 minute", + "id": 825, + "level": 1, + "locations": [ + { + "page": 313, + "sourcebook": "PHB24" + } + ], + "material": "A shard of glass from a mirror", + "name": "Sanctuary", + "range": "30 feet", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "desc": "You hurl three fiery rays. You can hurl them at one target within range or at several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 Fire damage.", + "duration": "Instantaneous", + "higher_level": "You create one additional ray for each spell slot level above 2.", + "id": 826, + "level": 2, + "locations": [ + { + "page": 313, + "sourcebook": "PHB24" + } + ], + "name": "Scorching Ray", + "range": "120 feet", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "10 minutes", + "classes": [ + "Bard", + "Cleric", + "Druid", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You can see and hear a creature you choose that is on the same plane of existence as you. The target makes a Wisdom saving throw, which is modified (see the tables below) by how well you know the target and the sort of physical connection you have to it. The target doesn't know what it is making the save against, only that it feels uneasy.\n\nYour Knowledge of the Target Is... Save Modifier\nSecondhand (heard of the target) +5\nFirsthand (met the target) +0\nExtensive (know the target well) \u22125\n\nYou Have the Target's... Save Modifier\nPicture or other likeness \u22122\nGarment or other possession \u22124\nBody part, lock of hair, or bit of nail \u221210\n\nOn a successful save, the target isn't affected, and you can't use this spell on it again for 24 hours.\n\nOn a failed save, the spell creates an Invisible, intangible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. If something can see the sensor, it appears as a luminous orb about the size of your fist.\n\nInstead of targeting a creature, you can target a location you have seen. When you do so, the sensor appears at that location and doesn't move.", + "duration": "Up to 10 minutes", + "id": 827, + "level": 5, + "locations": [ + { + "page": 313, + "sourcebook": "PHB24" + } + ], + "material": "A focus worth 1,000+ gp, such as a crystal ball, mirror, or water-filled font", + "name": "Scrying", + "range": "Self", + "ruleset": "2024", + "school": "Divination" + }, + { + "casting_time": "Bonus Action, which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike", + "classes": [ + "Paladin" + ], + "components": [ + "V" + ], + "desc": "As you hit the target, it takes an extra 1d6 Fire damage from the attack. At the start of each of its turns until the spell ends, the target takes 1d6 Fire damage and then makes a Constitution saving throw. On a failed save, the spell continues. On a successful save, the spell ends.", + "duration": "1 minute", + "higher_level": "All the damage increases by 1d6 for each spell slot level above 1.", + "id": 828, + "level": 1, + "locations": [ + { + "page": 314, + "sourcebook": "PHB24" + } + ], + "name": "Searing Smite", + "range": "Self", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "For the duration, you see creatures and objects that have the Invisible condition as if they were visible, and you can see into the Ethereal Plane. Creatures and objects there appear ghostly.", + "duration": "1 hour", + "id": 829, + "level": 2, + "locations": [ + { + "page": 314, + "sourcebook": "PHB24" + } + ], + "material": "A pinch of talc", + "name": "See Invisibility", + "range": "Self", + "ruleset": "2024", + "school": "Divination" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "desc": "You give an illusory appearance to each creature of your choice that you can see within range. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell.\n\nYou can give the same appearance or different ones to the targets. The spell can change the appearance of the targets' bodies and equipment. You can make each creature seem 1 foot shorter or taller and appear heavier or lighter. A target's new appearance must have the same basic arrangement of limbs as the target, but the extent of the illusion is otherwise up to you. The spell lasts for the duration.\n\nThe changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to a creature's outfit, objects pass through the hat.\n\nA creature that takes the Study action to examine a target can make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised.", + "duration": "8 hours", + "id": 830, + "level": 5, + "locations": [ + { + "page": 314, + "sourcebook": "PHB24" + } + ], + "name": "Seeming", + "range": "30 feet", + "ruleset": "2024", + "school": "Illusion" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Cleric", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You send a short message of 25 words or fewer to a creature you have met or a creature described to you by someone who has met it. The target hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables targets to understand the meaning of your message.\n\nYou can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive. You know if the delivery fails.\n\nUpon receiving your message, a creature can block your ability to reach it again with this spell for 8 hours. If you try to send another message during that time, you learn that you are blocked, and the spell fails.", + "duration": "Instantaneous", + "id": 831, + "level": 3, + "locations": [ + { + "page": 314, + "sourcebook": "PHB24" + } + ], + "material": "A copper wire", + "name": "Sending", + "range": "Unlimited", + "ruleset": "2024", + "school": "Divination" + }, + { + "casting_time": "Action", + "classes": [ + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "With a touch, you magically sequester an object or a willing creature. For the duration, the target has the Invisible condition and can't be targeted by Divination spells, detected by magic, or viewed remotely with magic.\n\nIf the target is a creature, it enters a state of suspended animation; it has the Unconscious condition, doesn't age, and doesn't need food, water, or air.\n\nYou can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include \u201cafter 1,000 years\u201d or \u201cwhen the tarrasque awakens.\u201d This spell also ends if the target takes any damage.", + "duration": "Until dispelled", + "id": 832, + "level": 7, + "locations": [ + { + "page": 315, + "sourcebook": "PHB24" + } + ], + "material": "Gem dust worth 5,000+ gp, which the spell consumes", + "name": "Sequester", + "range": "Touch", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Action", + "classes": [ + "Druid", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You shape-shift into another creature for the duration or until you take a Magic action to shape-shift into a different eligible form. The new form must be of a creature that has a Challenge Rating no higher than your level or Challenge Rating. You must have seen the sort of creature before, and it can't be a Construct or an Undead.\n\nWhen you cast the spell, you gain a number of Temporary Hit Points equal to the Hit Points of the first form into which you shape-shift. These Temporary Hit Points vanish if any remain when the spell ends.\n\nYour game statistics are replaced by the stat block of the chosen form, but you retain your creature type; alignment; personality; Intelligence, Wisdom, and Charisma scores; Hit Points; Hit Point Dice; proficiencies; and ability to communicate. If you have the Spellcasting feature, you retain it too.\n\nUpon shape-shifting, you determine whether your equipment drops to the ground or changes in size and shape to fit the new form while you're in it.", + "duration": "Up to 1 hour", + "id": 833, + "level": 9, + "locations": [ + { + "page": 315, + "sourcebook": "PHB24" + } + ], + "material": "A jade circlet worth 1,500+ gp", + "name": "Shapechange", + "range": "Self", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "A loud noise erupts from a point of your choice within range. Each creature in a 10-foot-radius Sphere centered there makes a Constitution saving throw, taking 3d8 Thunder damage on a failed save or half as much damage on a successful one. A Construct has Disadvantage on the save.\n\nA nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.", + "duration": "Instantaneous", + "higher_level": "The damage increases by 1d8 for each spell slot level above 2.", + "id": 834, + "level": 2, + "locations": [ + { + "page": 316, + "sourcebook": "PHB24" + } + ], + "material": "A chip of mica", + "name": "Shatter", + "range": "60 feet", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Reaction, which you take when you are hit by an attack roll or targeted by the Magic Missile spell", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "desc": "An imperceptible barrier of magical force protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile.", + "duration": "1 round", + "id": 835, + "level": 1, + "locations": [ + { + "page": 316, + "sourcebook": "PHB24" + } + ], + "name": "Shield", + "range": "Self", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "Bonus Action", + "classes": [ + "Cleric", + "Paladin" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "A shimmering field surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.", + "duration": "Up to 10 minutes", + "id": 836, + "level": 1, + "locations": [ + { + "page": 316, + "sourcebook": "PHB24" + } + ], + "material": "A prayer scroll", + "name": "Shield of Faith", + "range": "60 feet", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "Bonus Action", + "classes": [ + "Druid" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "A Club or Quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. If the attack deals damage, it can be Force damage or the weapon's normal damage type (your choice).\n\nThe spell ends early if you cast it again or if you let go of the weapon.", + "duration": "1 minute", + "higher_level": "The damage die changes when you reach levels 5 (d10), 11 (d12), and 17 (2d6).", + "id": 837, + "level": 0, + "locations": [ + { + "page": 316, + "sourcebook": "PHB24" + } + ], + "material": "Mistletoe", + "name": "Shillelagh", + "range": "Self", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Bonus Action, which you take immediately after hitting a creature with a Melee weapon or an Unarmed Strike", + "classes": [ + "Paladin" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "The target hit by the strike takes an extra 2d6 Radiant damage from the attack. Until the spell ends, the target sheds Bright Light in a 5-foot radius, attack rolls against it have Advantage, and it can't benefit from the Invisible condition.", + "duration": "Up to 1 minute", + "higher_level": "The damage increases by 1d6 for each spell slot level above 2.", + "id": 838, + "level": 2, + "locations": [ + { + "page": 316, + "sourcebook": "PHB24" + } + ], + "name": "Shining Smite", + "range": "Self", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "desc": "Lightning springs from you to a creature that you try to touch. Make a melee spell attack against the target. On a hit, the target takes 1d8 Lightning damage, and it can't make Opportunity Attacks until the start of its next turn.", + "duration": "Instantaneous", + "higher_level": "The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).", + "id": 839, + "level": 0, + "locations": [ + { + "page": 316, + "sourcebook": "PHB24" + } + ], + "name": "Shocking Grasp", + "range": "Touch", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Action or Ritual", + "classes": [ + "Bard", + "Cleric", + "Ranger" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "For the duration, no sound can be created within or pass through a 20-foot-radius Sphere centered on a point you choose within range. Any creature or object entirely inside the Sphere has Immunity to Thunder damage, and creatures have the Deafened condition while entirely inside it. Casting a spell that includes a Verbal component is impossible there.", + "duration": "Up to 10 minutes", + "id": 840, + "level": 2, + "locations": [ + { + "page": 316, + "sourcebook": "PHB24" + } + ], + "name": "Silence", + "range": "120 feet", + "ruleset": "2024", + "school": "Illusion" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot Cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects.\n\nAs a Magic action, you can cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.\n\nPhysical interaction with the image reveals it to be an illusion, since things can pass through it. A creature that takes a Study action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.", + "duration": "Up to 10 minutes", + "id": 841, + "level": 1, + "locations": [ + { + "page": 317, + "sourcebook": "PHB24" + } + ], + "material": "A bit of fleece", + "name": "Silent Image", + "range": "60 feet", + "ruleset": "2024", + "school": "Illusion" + }, + { + "casting_time": "12 hours", + "classes": [ + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You create a simulacrum of one Beast or Humanoid that is within 10 feet of you for the entire casting of the spell. You finish the casting by touching both the creature and a pile of ice or snow that is the same size as that creature, and the pile turns into the simulacrum, which is a creature. It uses the game statistics of the original creature at the time of casting, except it is a Construct, its Hit Point maximum is half as much, and it can't cast this spell.\n\nThe simulacrum is Friendly to you and creatures you designate. It obeys your commands and acts on your turn in combat. The simulacrum can't gain levels, and it can't take Short or Long Rests.\n\nIf the simulacrum takes damage, the only way to restore its Hit Points is to repair it as you take a Long Rest, during which you expend components worth 100 GP per Hit Point restored. The simulacrum must stay within 5 feet of you for the repair.\n\nThe simulacrum lasts until it drops to 0 Hit Points, at which point it reverts to snow and melts away. If you cast this spell again, any simulacrum you created with this spell is instantly destroyed.", + "duration": "Until dispelled", + "id": 842, + "level": 7, + "locations": [ + { + "page": 317, + "sourcebook": "PHB24" + } + ], + "material": "Powdered ruby worth 1,500+ gp, which the spell consumes", + "name": "Simulacrum", + "range": "Touch", + "ruleset": "2024", + "school": "Illusion" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Each creature of your choice in a 5-foot-radius Sphere centered on a point within range must succeed on a Wisdom saving throw or have the Incapacitated condition until the end of its next turn, at which point it must repeat the save. If the target fails the second save, the target has the Unconscious condition for the duration. The spell ends on a target if it takes damage or someone within 5 feet of it takes an action to shake it out of the spell's effect.\n\nCreatures that don't sleep, such as elves, or that have Immunity to the Exhaustion condition automatically succeed on saves against this spell.", + "duration": "Up to 1 minute", + "id": 843, + "level": 1, + "locations": [ + { + "page": 317, + "sourcebook": "PHB24" + } + ], + "material": "A pinch of sand or rose petals", + "name": "Sleep", + "range": "60 feet", + "ruleset": "2024", + "school": "Enchantment" + }, + { + "casting_time": "Action", + "classes": [ + "Druid", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Until the spell ends, sleet falls in a 40-foot-tall, 20-foot-radius Cylinder centered on a point you choose within range. The area is Heavily Obscured, and exposed flames in the area are doused.\n\nGround in the Cylinder is Difficult Terrain. When a creature enters the Cylinder for the first time on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the Prone condition and lose Concentration.", + "duration": "Up to 1 minute", + "id": 844, + "level": 3, + "locations": [ + { + "page": 317, + "sourcebook": "PHB24" + } + ], + "material": "A miniature umbrella", + "name": "Sleet Storm", + "range": "150 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You alter time around up to six creatures of your choice in a 40-foot Cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.\n\nAn affected target's Speed is halved, it takes a \u22122 penalty to AC and Dexterity saving throws, and it can't take Reactions. On its turns, it can take either an action or a Bonus Action, not both, and it can make only one attack if it takes the Attack action. If it casts a spell with a Somatic component, there is a 25 percent chance the spell fails as a result of the target making the spell's gestures too slowly.\n\nAn affected target repeats the save at the end of each of its turns, ending the spell on itself on a success.", + "duration": "Up to 1 minute", + "id": 845, + "level": 3, + "locations": [ + { + "page": 318, + "sourcebook": "PHB24" + } + ], + "material": "A drop of molasses", + "name": "Slow", + "range": "120 feet", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Action", + "classes": [ + "Sorcerer" + ], + "components": [ + "V", + "S" + ], + "desc": "You cast sorcerous energy at one creature or object within range. Make a ranged attack roll against the target. On a hit, the target takes 1d8 damage of a type you choose: Acid, Cold, Fire, Lightning, Poison, Psychic, or Thunder.\n\nIf you roll an 8 on a d8 for this spell, you can roll another d8, and add it to the damage. When you cast this spell, the maximum number of these d8s you can add to the spell's damage equals your spellcasting ability modifier.", + "duration": "Instantaneous", + "higher_level": "The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).", + "id": 846, + "level": 0, + "locations": [ + { + "page": 318, + "sourcebook": "PHB24" + } + ], + "name": "Sorcerous Burst", + "range": "120 feet", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Action", + "classes": [ + "Cleric", + "Druid" + ], + "components": [ + "V", + "S" + ], + "desc": "Choose a creature within range that has 0 Hit Points and isn't dead. The creature becomes Stable.", + "duration": "Instantaneous", + "higher_level": "The range doubles when you reach levels 5 (30 feet), 11 (60 feet), and 17 (120 feet).", + "id": 847, + "level": 0, + "locations": [ + { + "page": 318, + "sourcebook": "PHB24" + } + ], + "name": "Spare the Dying", + "range": "15 feet", + "ruleset": "2024", + "school": "Necromancy" + }, + { + "casting_time": "Action or Ritual", + "classes": [ + "Bard", + "Druid", + "Ranger", + "Warlock" + ], + "components": [ + "V", + "S" + ], + "desc": "For the duration, you can comprehend and verbally communicate with Beasts, and you can use any of the Influence action's skill options with them.\n\nMost Beasts have little to say about topics that don't pertain to survival or companionship, but at minimum, a Beast can give you information about nearby locations and monsters, including whatever it has perceived within the past day.", + "duration": "10 minutes", + "id": 848, + "level": 1, + "locations": [ + { + "page": 318, + "sourcebook": "PHB24" + } + ], + "name": "Speak with Animals", + "range": "Self", + "ruleset": "2024", + "school": "Divination" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Cleric", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You grant the semblance of life to a corpse of your choice within range, allowing it to answer questions you pose. The corpse must have a mouth, and this spell fails if the deceased creature was Undead when it died. The spell also fails if the corpse was the target of this spell within the past 10 days.\n\nUntil the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are antagonistic toward it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.", + "duration": "10 minutes", + "id": 849, + "level": 3, + "locations": [ + { + "page": 318, + "sourcebook": "PHB24" + } + ], + "material": "Burning incense", + "name": "Speak with Dead", + "range": "10 feet", + "ruleset": "2024", + "school": "Necromancy" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Druid", + "Ranger" + ], + "components": [ + "V", + "S" + ], + "desc": "You imbue plants in an immobile 30-foot Emanation with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell's area within the past day, gaining information about creatures that have passed, weather, and other circumstances.\n\nYou can also turn Difficult Terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into Difficult Terrain that lasts for the duration.\n\nThe spell doesn't enable plants to uproot themselves and move about, but they can move their branches, tendrils, and stalks for you.\n\nIf a Plant creature is in the area, you can communicate with it as if you shared a common language.", + "duration": "10 minutes", + "id": 850, + "level": 3, + "locations": [ + { + "page": 319, + "sourcebook": "PHB24" + } + ], + "name": "Speak with Plants", + "range": "Self", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Action", + "classes": [ + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and along ceilings, while leaving its hands free. The target also gains a Climb Speed equal to its Speed.", + "duration": "Up to 1 hour", + "higher_level": "You can target one additional creature for each spell slot level about 2.", + "id": 851, + "level": 2, + "locations": [ + { + "page": 319, + "sourcebook": "PHB24" + } + ], + "material": "A drop of bitumen and a spider", + "name": "Spider Climb", + "range": "Touch", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Action", + "classes": [ + "Druid", + "Ranger" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "The ground in a 20-foot-radius Sphere centered on a point within range sprouts hard spikes and thorns. The area becomes Difficult Terrain for the duration. When a creature moves into or within the area, it takes 2d4 Piercing damage for every 5 feet it travels.\n\nThe transformation of the ground is camouflaged to look natural. Any creature that can't see the area when the spell is cast must take a Search action and succeed on a Wisdom (Perception or Survival) check against your spell save DC to recognize the terrain as hazardous before entering it.", + "duration": "Up to 10 minutes", + "id": 852, + "level": 2, + "locations": [ + { + "page": 319, + "sourcebook": "PHB24" + } + ], + "material": "Seven thorns", + "name": "Spike Growth", + "range": "150 feet", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Action", + "classes": [ + "Cleric" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Protective spirits flit around you in a 15-foot Emanation for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.\n\nWhen you cast this spell, you can designate creatures to be unaffected by it. Any other creature's Speed is halved in the Emanation, and whenever the Emanation enters a creature's space and whenever a creature enters the Emanation or ends its turn there, the creature must make a Wisdom saving throw. On a failed save, the creature takes 3d8 Radiant damage (if you are good or neutral) or 3d8 Necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. A creature makes this save only once per turn.", + "duration": "Up to 10 minutes", + "higher_level": "The damage increases by 1d8 for each spell slot level above 3.", + "id": 853, + "level": 3, + "locations": [ + { + "page": 319, + "sourcebook": "PHB24" + } + ], + "material": "A prayer scroll", + "name": "Spirit Guardians", + "range": "Self", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Bonus Action", + "classes": [ + "Cleric" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "You create a floating, spectral force that resembles a weapon of your choice and lasts for the duration. The force appears within range in a space of your choice, and you can immediately make one melee spell attack against one creature within 5 feet of the force. On a hit, the target takes Force damage equal to 1d8 plus your spellcasting ability modifier.\n\nAs a Bonus Action on your later turns, you can move the force up to 20 feet and repeat the attack against a creature within 5 feet of it.", + "duration": "Up to 1 minute", + "higher_level": "The damage increases by 1d8 for every slot level above 2.", + "id": 854, + "level": 2, + "locations": [ + { + "page": 319, + "sourcebook": "PHB24" + } + ], + "name": "Spiritual Weapon", + "range": "60 feet", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Bonus Action, which you take immediately after hitting a creature with a Melee weapon or an Unarmed Strike", + "classes": [ + "Paladin" + ], + "components": [ + "V" + ], + "desc": "The target takes an extra 4d6 Psychic damage from the attack, and the target must succeed on a Wisdom saving throw or have the Stunned condition until the end of your next turn.", + "duration": "Instantaneous", + "higher_level": "The extra damage increases by 1d6 for each spell slot level above 4.", + "id": 855, + "level": 4, + "locations": [ + { + "page": 320, + "sourcebook": "PHB24" + } + ], + "name": "Staggering Smite", + "range": "Self", + "ruleset": "2024", + "school": "Enchantment" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Druid" + ], + "components": [ + "V", + "S" + ], + "desc": "You launch a mote of light at one creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 Radiant damage, and until the end of your next turn, it emits Dim Light in a 10-foot radius and can't benefit from the Invisible condition.", + "duration": "Instantaneous", + "higher_level": "The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).", + "id": 856, + "level": 0, + "locations": [ + { + "page": 320, + "sourcebook": "PHB24" + } + ], + "name": "Starry Wisp", + "range": "60 feet", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Action", + "classes": [ + "Ranger", + "Wizard" + ], + "components": [ + "S", + "M" + ], + "desc": "You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 Force damage.\n\nYou then teleport to an unoccupied space you can see within 5 feet of one of the targets.", + "duration": "Instantaneous", + "id": 857, + "level": 5, + "locations": [ + { + "page": 320, + "sourcebook": "PHB24" + } + ], + "material": "A melee weapon worth 1+ sp", + "name": "Steel Wind Strike", + "range": "30 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You create a 20-foot-radius Sphere of yellow, nauseating gas centered on a point within range. The cloud is Heavily Obscured. The cloud lingers in the air for the duration or until a strong wind (such as the one created by Gust of Wind) disperses it.\n\nEach creature that starts its turn in the Sphere must succeed on a Constitution saving throw or have the Poisoned condition until the end of the current turn. While Poisoned in this way, the creature can't take an action or a Bonus Action.", + "duration": "Up to 1 minute", + "id": 858, + "level": 3, + "locations": [ + { + "page": 321, + "sourcebook": "PHB24" + } + ], + "material": "A rotten egg", + "name": "Stinking Cloud", + "range": "90 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Cleric", + "Druid", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape you like. For example, you could shape a large rock into a weapon, statue, or coffer, or you could make a small passage through a wall that is 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn't possible.", + "duration": "Instantaneous", + "id": 859, + "level": 4, + "locations": [ + { + "page": 321, + "sourcebook": "PHB24" + } + ], + "material": "Soft clay", + "name": "Stone Shape", + "range": "Touch", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Action", + "classes": [ + "Druid", + "Ranger", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Until the spell ends, one willing creature you touch has Resistance to Bludgeoning, Piercing, and Slashing damage.", + "duration": "Up to 1 hour", + "id": 860, + "level": 4, + "locations": [ + { + "page": 321, + "sourcebook": "PHB24" + } + ], + "material": "Diamond dust worth 100+ gp, which the spell consumes", + "name": "Stoneskin", + "range": "Touch", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Action", + "classes": [ + "Druid" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "A churning storm cloud forms for the duration, centered on a point within range and spreading to a radius of 300 feet. Each creature under the cloud when it appears must succeed on a Constitution saving throw or take 2d6 Thunder damage and have the Deafened condition for the duration.\n\nAt the start of each of your later turns, the storm produces different effects, as detailed below.\n\nTurn 2. Acidic rain falls. Each creature and object under the cloud takes 4d6 Acid damage.\n\nTurn 3. You call six bolts of lightning from the cloud to strike six different creatures or objects beneath it. Each target makes a Dexterity saving throw, taking 10d6 Lightning damage on a failed save or half as much damage on a successful one.\n\nTurn 4. Hailstones rain down. Each creature under the cloud takes 2d6 Bludgeoning damage.\n\nTurns 5\u201310. Gusts and freezing rain assail the area under the cloud. Each creature there takes 1d6 Cold damage. Until the spell ends, the area is Difficult Terrain and Heavily Obscured, ranged attacks with weapons are impossible there, and strong wind blows through the area.", + "duration": "Up to 1 minute", + "id": 861, + "level": 9, + "locations": [ + { + "page": 321, + "sourcebook": "PHB24" + } + ], + "name": "Storm of Vengeance", + "range": "1 mile", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "M" + ], + "concentration": true, + "desc": "You suggest a course of activity\u2014described in no more than 25 words\u2014to one creature you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to the target or its allies. For example, you could say, \u201cFetch the key to the cult's treasure vault, and give the key to me.\u201d Or you could say, \u201cStop fighting, leave this library peacefully, and don't return.\u201d\n\nThe target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or until you or your allies deal damage to the target. The Charmed target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for the target upon completing it.", + "duration": "Up to 8 hours", + "id": 862, + "level": 2, + "locations": [ + { + "page": 321, + "sourcebook": "PHB24" + } + ], + "material": "A drop of honey", + "name": "Suggestion", + "range": "30 feet", + "ruleset": "2024", + "school": "Enchantment" + }, + { + "casting_time": "Action", + "classes": [ + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range and uses the Aberrant Spirit stat block. When you cast the spell, choose Beholderkin, Mind Flayer, or Slaad. The creature resembles an Aberration of that kind, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.\n\nThe creature is an ally to you and your allies. In combat, it shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.\n\nMedium Aberration, Neutral\n\nAC 11 + the spell's level\n\nHP 40 + 10 for each spell level above 4\n\nSpeed 30 ft.; Fly 30 ft. (hover; Beholderkin only)\n\n Mod Save\nSTR 16 +3 +3\nDEX 10 +0 +0\nCON 15 +2 +2\n\n Mod Save\nINT 16 +3 +3\nWIS 10 +0 +0\nCHA 6 \u22122 \u22122\n\nImmunities Psychic\n\nSenses Darkvision 60 ft., Passive Perception 10\n\nLanguages Deep Speech, understands the languages you know\n\nCR None (XP 0; PB equals your Proficiency Bonus)\n\nTraits\n\nRegeneration (Slaad Only). The spirit regains 5 Hit Points at the start of its turn if it has at least 1 Hit Point.\n\nWhispering Aura (Mind Flayer Only). At the start of each of the spirit's turns, the spirit emits psionic energy if it doesn't have the Incapacitated condition. Wisdom Saving Throw: DC equals your spell save DC, each creature (other than you) within 5 feet of the spirit. Failure: 2d6 Psychic damage.\n\nActions\n\nMultiattack. The spirit makes a number of attacks equal to half this spell's level (round down).\n\nClaw (Slaad Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d10 + 3 + the spell's level Slashing damage, and the target can't regain Hit Points until the start of the spirit's next turn.\n\nEye Ray (Beholderkin Only). Ranged Attack Roll: Bonus equals your spell attack modifier, range 150 ft. Hit: 1d8 + 3 + the spell's level Psychic damage.\n\nPsychic Slam (Mind Flayer Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit:1d8 + 3 + the spell's level Psychic damage.", + "duration": "Up to 1 hour", + "higher_level": "Use the spell slot's level for the spell's level in the stat block.", + "id": 863, + "level": 4, + "locations": [ + { + "page": 322, + "sourcebook": "PHB24" + } + ], + "material": "A pickled tentacle and an eyeball in a platinum-inlaid vial worth 400+ gp", + "name": "Summon Aberration", + "range": "90 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Druid", + "Ranger" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range and uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land, or Water. The creature resembles an animal of your choice that is native to the chosen environment, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.\n\nThe creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.\n\nSmall Beast, Neutral\n\nAC 11 + the spell's level\n\nHP 20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2\n\nSpeed 30 ft.; Climb 30 ft. (Land only); Fly 60 ft. (Air only); Swim 30 ft. (Water only)\n\n Mod Save\nSTR 18 +4 +4\nDEX 11 +0 +0\nCON 16 +3 +3\n\n Mod Save\nINT 4 \u20133 \u20133\nWIS 14 +2 +2\nCHA 5 \u22123 \u22123\n\nSenses Darkvision 60 ft., Passive Perception 12\n\nLanguages understands the languages you know\n\nCR None (XP 0; PB equals your Proficiency Bonus)\n\nTraits\n\nFlyby (Air Only). The spirit doesn't provoke Opportunity Attacks when it flies out of an enemy's reach.\n\nPack Tactics (Land and Water Only). The spirit has Advantage on an attack roll against a creature if at least one of the spirit's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition.\n\nWater Breathing (Water Only). The spirit can breathe only underwater.\n\nActions\n\nMultiattack. The spirit makes a number of Rend attacks equal to half this spell's level (round down).\n\nRend. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 4 + the spell's level Piercing damage.", + "duration": "Up to 1 hour", + "higher_level": "Use the spell slot's level for the spell's level in the stat block.", + "id": 864, + "level": 2, + "locations": [ + { + "page": 322, + "sourcebook": "PHB24" + } + ], + "material": "A feather, tuft of fur, and fish tail inside a gilded acorn worth 200+ gp", + "name": "Summon Beast", + "range": "90 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Cleric", + "Paladin" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You call forth a Celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range and uses the Celestial Spirit stat block. When you cast the spell, choose Avenger or Defender. Your choice determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.\n\nThe creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.\n\nLarge Celestial, Neutral\n\nAC 11 + the spell's level + 2 (Defender only)\n\nHP 40 + 10 for each spell level above 5\n\nSpeed 30 ft., Fly 40 ft.\n\n Mod Save\nSTR 16 +3 +3\nDEX 14 +2 +2\nCON 16 +3 +3\n\n Mod Save\nINT 10 +0 +0\nWIS 14 +2 +2\nCHA 16 +3 +3\n\nResistances Radiant\n\nImmunities Charmed, Frightened\n\nSenses Darkvision 60 ft., Passive Perception 12\n\nLanguages Celestial, understands the languages you know\n\nCR None (XP 0; PB equals your Proficiency Bonus)\n\nActions\n\nMultiattack. The spirit makes a number of attacks equal to half this spell's level (round down).\n\nRadiant Bow (Avenger Only). Ranged Attack Roll: Bonus equals your spell attack modifier, range 600 ft. Hit: 2d6 + 2 + the spell's level Radiant damage.\n\nRadiant Mace (Defender Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d10 + 3 + the spell's level Radiant damage, and the spirit can choose itself or another creature it can see within 10 feet of the target. The chosen creature gains 1d10 Temporary Hit Points.\n\nHealing Touch (1/Day). The spirit touches another creature. The target regains Hit Points equal to 2d8 + the spell's level.", + "duration": "Up to 1 hour", + "higher_level": "Use the spell slot's level for the spell's level in the stat block.", + "id": 865, + "level": 5, + "locations": [ + { + "page": 323, + "sourcebook": "PHB24" + } + ], + "material": "A reliquary worth 500+ gp", + "name": "Summon Celestial", + "range": "90 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You call forth the spirit of a Construct. It manifests in an unoccupied space that you can see within range and uses the Construct Spirit stat block. When you cast the spell, choose a material: Clay, Metal, or Stone. The creature resembles an animate statue (you determine the appearance) made of the chosen material, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.\n\nThe creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.\n\nMedium Construct, Neutral\n\nAC 13 + the spell's level\n\nHP 40 + 15 for each spell level above 4\n\nSpeed 30 ft.\n\n Mod Save\nSTR 18 +4 +4\nDEX 10 +0 +0\nCON 18 +4 +4\n\n Mod Save\nINT 14 +2 +2\nWIS 11 +0 +0\nCHA 5 \u22123 \u22123\n\nResistances Poison\n\nImmunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned\n\nSenses Darkvision 60 ft., Passive Perception 10\n\nLanguages Understands the languages you know\n\nCR None (XP 0; PB equals your Proficiency Bonus)\n\nTraits\n\nHeated Body (Metal Only). A creature that hits the spirit with a melee attack or that starts its turn in a grapple with the spirit takes 1d10 Fire damage.\n\nStony Lethargy (Stone Only). When a creature starts its turn within 10 feet of the spirit, the spirit can target it with magical energy if the spirit can see it. Wisdom Saving Throw: DC equals your spell save DC, the target. Failure: Until the start of its next turn, the target can't make Opportunity Attacks, and its Speed is halved.\n\nActions\n\nMultiattack. The spirit makes a number of Slam attacks equal to half this spell's level (round down).\n\nSlam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 4 + the spell's level Bludgeoning damage.\n\nReactions\n\nBerserk Lashing (Clay Only). Trigger: The spirit takes damage from a creature. Response: The spirit makes a Slam attack against that creature if possible, or the spirit moves up to half its Speed toward that creature without provoking Opportunity Attacks.", + "duration": "Up to 1 hour", + "higher_level": "Use the spell slot's level for the spell's level in the stat block.", + "id": 866, + "level": 4, + "locations": [ + { + "page": 324, + "sourcebook": "PHB24" + } + ], + "material": "A lockbox worth 400+ gp", + "name": "Summon Construct", + "range": "90 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You call forth a Dragon spirit. It manifests in an unoccupied space that you can see within range and uses the Draconic Spirit stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.\n\nThe creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.\n\nLarge Dragon, Neutral\n\nAC 14 + the spell's level\n\nHP 50 + 10 for each spell level above 5\n\nSpeed 30 ft., Fly 60 ft., Swim 30 ft.\n\n Mod Save\nSTR 19 +4 +4\nDEX 14 +2 +2\nCON 17 +3 +3\n\n Mod Save\nINT 10 +0 +0\nWIS 14 +2 +2\nCHA 14 +2 +2\n\nResistances Acid, Cold, Fire, Lightning, Poison\n\nImmunities Charmed, Frightened, Poisoned\n\nSenses Blindsight 30 ft., Darkvision 60 ft., Passive Perception 12\n\nLanguages Draconic, understands the languages you know\n\nCR None (XP 0; PB equals your Proficiency Bonus)\n\nTraits\n\nShared Resistances. When you summon the spirit, choose one of its Resistances. You have Resistance to the chosen damage type until the spell ends.\n\nActions\n\nMultiattack. The spirit makes a number of Rend attacks equal to half the spell's level (round down), and it uses Breath Weapon.\n\nRend. Melee Attack: Bonus equals your spell attack modifier, reach 10 feet. Hit:1d6 + 4 + the spell's level Piercing damage.\n\nBreath Weapon.Dexterity Saving Throw: DC equals your spell save DC, each creature in a 30-foot Cone. Failure: 2d6 damage of a type this spirit has Resistance to (your choice when you cast the spell). Success: Half damage.", + "duration": "Up to 1 hour", + "higher_level": "Use the spell slot's level for the spell's level in the stat block.", + "id": 867, + "level": 5, + "locations": [ + { + "page": 324, + "sourcebook": "PHB24" + } + ], + "material": "An object with the image of a dragon engraved on it worth 500+ gp", + "name": "Summon Dragon", + "range": "60 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Druid", + "Ranger", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You call forth an Elemental spirit. It manifests in an unoccupied space that you can see within range and uses the Elemental Spirit stat block. When you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature resembles a bipedal form wreathed in the chosen element, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.\n\nThe creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.\n\nMedium Elemental, Neutral\n\nAC 11 + the spell's level\n\nHP 50 + 10 for each spell level above 4\n\nSpeed 40 ft.; Burrow 40 ft. (Earth only); Fly 40 ft. (hover; Air only); Swim 40 ft. (Water only)\n\n Mod Save\nSTR 18 +4 +4\nDEX 15 +2 +2\nCON 17 +3 +3\n\n Mod Save\nINT 4 \u20133 \u20133\nWIS 10 +0 +0\nCHA 16 +3 +3\n\nResistances Acid (Water only), Lightning and Thunder (Air only), Piercing and Slashing (Earth only)\n\nImmunities Fire (Fire only), Poison; Exhaustion, Paralyzed, Petrified, Poisoned\n\nSenses Darkvision 60 ft., Passive Perception 10\n\nLanguages Primordial, understands the languages you know\n\nCR None (XP 0; PB equals your Proficiency Bonus)\n\nTraits\n\nAmorphous Form (Air, Fire, and Water Only). The spirit can move through a space as narrow as 1 inch wide without it counting as Difficult Terrain.\n\nActions\n\nMultiattack. The spirit makes a number of Slam attacks equal to half this spell's level (round down).\n\nSlam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d10 + 4 + the spell's level Bludgeoning (Earth only), Cold (Water only), Lightning (Air only), or Fire (Fire only) damage.", + "duration": "Up to 1 hour", + "higher_level": "Use the spell slot's level for the spell's level in the stat block.", + "id": 868, + "level": 4, + "locations": [ + { + "page": 325, + "sourcebook": "PHB24" + } + ], + "material": "Air, a pebble, ash, and water inside a gold-inlaid vial worth 400+ gp", + "name": "Summon Elemental", + "range": "90 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Druid", + "Ranger", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You call forth a Fey spirit. It manifests in an unoccupied space that you can see within range and uses the Fey Spirit stat block. When you cast the spell, choose a mood: Fuming, Mirthful, or Tricksy. The creature resembles a Fey creature of your choice marked by the chosen mood, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.\n\nThe creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.\n\nSmall Fey, Neutral\n\nAC 12 + the spell's level\n\nHP 30 + 10 for each spell level above 3\n\nSpeed 30 ft., Fly 30 ft.\n\n Mod Save\nSTR 13 +1 +1\nDEX 16 +3 +3\nCON 14 +2 +2\n\n Mod Save\nINT 14 +2 +2\nWIS 11 +0 +0\nCHA 16 +3 +3\n\nImmunities Charmed\n\nSenses Darkvision 60 ft., Passive Perception 10\n\nLanguages Sylvan, understands the languages you know\n\nCR None (XP 0; PB equals your Proficiency Bonus)\n\nActions\n\nMultiattack. The spirit makes a number of Fey Blade attacks equal to half this spell's level (round down).\n\nFey Blade. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 2d6 + 3 + the spell's level Force damage.\n\nBonus Actions\n\nFey Step. The spirit magically teleports up to 30 feet to an unoccupied space it can see. Then one of the following effects occurs, based on the spirit's chosen mood:\n\nFuming. The spirit has Advantage on the next attack roll it makes before the end of this turn.\n\nMirthful. Wisdom Saving Throw: DC equals your spell save DC, one creature the spirit can see within 10 feet of itself. Failure: The target is Charmed by you and the spirit for 1 minute or until the target takes any damage.\n\nTricksy. The spirit fills a 10-foot Cube within 5 feet of it with magical Darkness, which lasts until the end of its next turn.", + "duration": "Up to 1 hour", + "higher_level": "Use the spell slot's level for the spell's level in the stat block.", + "id": 869, + "level": 3, + "locations": [ + { + "page": 326, + "sourcebook": "PHB24" + } + ], + "material": "A gilded flower worth 300+ gp", + "name": "Summon Fey", + "range": "90 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You call forth a fiendish spirit. It manifests in an unoccupied space that you can see within range and uses the Fiendish Spirit stat block. When you cast the spell, choose Demon, Devil, or Yugoloth. The creature resembles a Fiend of the chosen type, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.\n\nThe creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.\n\nLarge Fiend, Neutral\n\nAC 12 + the spell's level\n\nHP 50 (Demon only) or 40 (Devil only) or 60 (Yugoloth only) + 15 for each spell level above 6\n\nSpeed 40 ft.; Climb 40 ft. (Demon only); Fly 60 ft. (Devil only)\n\n Mod Save\nSTR 13 +1 +1\nDEX 16 +3 +3\nCON 15 +2 +2\n\n Mod Save\nINT 10 +0 +0\nWIS 10 +0 +0\nCHA 16 +3 +3\n\nResistances Fire\n\nImmunities Poison; Poisoned\n\nSenses Darkvision 60 ft., Passive Perception 10\n\nLanguages Abyssal, Infernal, Telepathy 60 ft.\n\nCR None (XP 0; PB equals your Proficiency Bonus)\n\nTraits\n\nDeath Throes (Demon Only). When the spirit drops to 0 Hit Points or the spell ends, the spirit explodes. Dexterity Saving Throw: DC equals your spell save DC, each creature in a 10-foot Emanation originating from the spirit. Failure: 2d10 plus this spell's level Fire damage. Success: Half damage.\n\nDevil's Sight (Devil Only). Magical Darkness doesn't impede the spirit's Darkvision.\n\nMagic Resistance. The spirit has Advantage on saving throws against spells and other magical eff ects.\n\nActions\n\nMultiattack. The spirit makes a number of attacks equal to half this spell's level (round down).\n\nBite (Demon Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d12 + 3 + the spell's level Necrotic damage.\n\nClaws (Yugoloth Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 3 + the spell's level Slashing damage. Immediately after the attack hits or misses, the spirit can teleport up to 30 feet to an unoccupied space it can see.\n\nFiery Strike (Devil Only). Melee or Ranged Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. or range 150 ft. Hit: 2d6 + 3 + the spell's level Fire damage.", + "duration": "Up to 1 hour", + "higher_level": "Use the spell slot's level for the spell's level in the stat block.", + "id": 870, + "level": 6, + "locations": [ + { + "page": 326, + "sourcebook": "PHB24" + } + ], + "material": "A bloody vial worth 600+ gp", + "name": "Summon Fiend", + "range": "90 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You call forth an Undead spirit. It manifests in an unoccupied space that you can see within range and uses the Undead Spirit stat block. When you cast the spell, choose the creature's form: Ghostly, Putrid, or Skeletal. The spirit resembles an Undead creature with the chosen form, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.\n\nThe creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.\n\nMedium Undead, Neutral\n\nAC 11 + the spell's level\n\nHP 30 (Ghostly and Putrid only) or 20 (Skeletal only) + 10 for each spell level above 3\n\nSpeed 30 ft.; Fly 40 ft. (hover; Ghostly only)\n\n Mod Save\nSTR 12 +1 +1\nDEX 16 +3 +3\nCON 15 +2 +2\n\n Mod Save\nINT 4 \u22123 \u22123\nWIS 10 +0 +0\nCHA 9 \u22121 \u22121\n\nImmunities Necrotic, Poison; Exhaustion, Frightened, Paralyzed, Poisoned\n\nSenses Darkvision 60 ft., Passive Perception 10\n\nLanguages Understands the languages you know\n\nCR None (XP 0; PB equals your Proficiency Bonus)\n\nTraits\n\nFestering Aura (Putrid Only). Constitution Saving Throw: DC equals your spell save DC, any creature (other than you) that starts its turn within a 5-foot Emanation originating from the spirit. Failure: The creature has the Poisoned condition until the start of its next turn.\n\nIncorporeal Passage (Ghostly Only). The spirit can move through other creatures and objects as if they were Difficult Terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 Force damage for every 5 feet traveled.\n\nActions\n\nMultiattack. The spirit makes a number of attacks equal to half this spell's level (round down).\n\nDeathly Touch (Ghostly Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 3 + the spell's level Necrotic damage, and the target has the Frightened condition until the end of its next turn.\n\nGrave Bolt (Skeletal Only). Ranged Attack Roll: Bonus equals your spell attack modifier, range 150 ft. Hit: 2d4 + 3 + the spell's level Necrotic damage.\n\nRotting Claw (Putrid Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d6 + 3 + the spell's level Slashing damage. If the target has the Poisoned condition, it has the Paralyzed condition until the end of its next turn.", + "duration": "Up to 1 hour", + "higher_level": "Use the spell slot's level for the spell's level in the stat block.", + "id": 871, + "level": 3, + "locations": [ + { + "page": 328, + "sourcebook": "PHB24" + } + ], + "material": "A gilded skull worth 300+ gp", + "name": "Summon Undead", + "range": "90 feet", + "ruleset": "2024", + "school": "Necromancy" + }, + { + "casting_time": "Action", + "classes": [ + "Cleric", + "Druid", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You launch a sunbeam in a 5-foot-wide, 60-foot-long Line. Each creature in the Line makes a Constitution saving throw. On a failed save, a creature takes 6d8 Radiant damage and has the Blinded condition until the start of your next turn. On a successful save, it takes half as much damage only.\n\nUntil the spell ends, you can take a Magic action to create a new Line of radiance.\n\nFor the duration, a mote of brilliant radiance shines above you. It sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. This light is sunlight.", + "duration": "Up to 1 minute", + "id": 872, + "level": 6, + "locations": [ + { + "page": 329, + "sourcebook": "PHB24" + } + ], + "material": "A magnifying glass", + "name": "Sunbeam", + "range": "Self", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Action", + "classes": [ + "Cleric", + "Druid", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Brilliant sunlight flashes in a 60-foot-radius Sphere centered on a point you choose within range. Each creature in the Sphere makes a Constitution saving throw. On a failed save, a creature takes 12d6 Radiant damage and has the Blinded condition for 1 minute. On a successful save, it takes half as much damage only.\n\nA creature Blinded by this spell makes another Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.\n\nThis spell dispels Darkness in its area that was created by any spell.", + "duration": "Instantaneous", + "id": 873, + "level": 8, + "locations": [ + { + "page": 329, + "sourcebook": "PHB24" + } + ], + "material": "A piece of sunstone", + "name": "Sunburst", + "range": "150 feet", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Bonus Action", + "classes": [ + "Ranger" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "When you cast the spell and as a Bonus Action until it ends, you can make two attacks with a weapon that fires Arrows or Bolts, such as a Longbow or a Light Crossbow. The spell magically creates the ammunition needed for each attack. Each Arrow or Bolt created by the spell deals damage like a nonmagical piece of ammunition of its kind and disintegrates immediately after it hits or misses.", + "duration": "Up to 1 minute", + "id": 874, + "level": 5, + "locations": [ + { + "page": 329, + "sourcebook": "PHB24" + } + ], + "material": "A quiver worth 1+ gp", + "name": "Swift Quiver", + "range": "Self", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "1 minute", + "classes": [ + "Bard", + "Cleric", + "Druid", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You inscribe a harmful glyph either on a surface (such as a section of floor or wall) or within an object that can be closed (such as a book or chest). The glyph can cover an area no larger than 10 feet in diameter. If you choose an object, it must remain in place; if it is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.\n\nThe glyph is nearly imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice.\n\nWhen you inscribe the glyph, you set its trigger and choose which effect the symbol bears: Death, Discord, Fear, Pain, Sleep, or Stunning. Each one is explained below.\n\nSet the Trigger. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an object, common triggers include opening that object or seeing the glyph.\n\nYou can refine the trigger so that only creatures of certain types activate it (for example, the glyph could be set to affect Aberrations). You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password.\n\nOnce triggered, the glyph glows, filling a 60-foot-radius Sphere with Dim Light for 10 minutes, after which time the spell ends. Each creature in the Sphere when the glyph activates is targeted by its effect, as is a creature that enters the Sphere for the first time on a turn or ends its turn there. A creature is targeted only once per turn.\n\nDeath. Each target makes a Constitution saving throw, taking 10d10 Necrotic damage on a failed save or half as much damage on a successful save.\n\nDiscord. Each target makes a Wisdom saving throw. On a failed save, a target argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has Disadvantage on attack rolls and ability checks.\n\nFear. Each target must succeed on a Wisdom saving throw or have the Frightened condition for 1 minute. While Frightened, the target must move at least 30 feet away from the glyph on each of its turns, if able.\n\nPain. Each target must succeed on a Constitution saving throw or have the Incapacitated condition for 1 minute.\n\nSleep. Each target must succeed on a Wisdom saving throw or have the Unconscious condition for 10 minutes. A creature awakens if it takes damage or if someone takes an action to shake it awake.\n\nStunning. Each target must succeed on a Wisdom saving throw or have the Stunned condition for 1 minute.", + "duration": "Until dispelled or triggered", + "id": 875, + "level": 7, + "locations": [ + { + "page": 329, + "sourcebook": "PHB24" + } + ], + "material": "Powdered diamond worth 1,000+ gp, which the spell consumes", + "name": "Symbol", + "range": "Touch", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "desc": "You cause psychic energy to erupt at a point within range. Each creature in a 20-foot-radius Sphere centered on that point makes an Intelligence saving throw, taking 8d6 Psychic damage on a failed save or half as much damage on a successful one.\n\nOn a failed save, a target also has muddled thoughts for 1 minute. During that time, it subtracts 1d6 from all its attack rolls and ability checks, as well as any Constitution saving throws to maintain Concentration. The target makes an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.", + "duration": "Instantaneous", + "id": 876, + "level": 5, + "locations": [ + { + "page": 330, + "sourcebook": "PHB24" + } + ], + "name": "Synaptic Static", + "range": "120 feet", + "ruleset": "2024", + "school": "Enchantment" + }, + { + "casting_time": "Action", + "classes": [ + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You conjure a claw-footed cauldron filled with bubbling liquid. The cauldron appears in an unoccupied space on the ground within 5 feet of you and lasts for the duration. The cauldron can't be moved and disappears when the spell ends, along with the bubbling liquid inside it.\n\nThe liquid in the cauldron duplicates the properties of a Common or an Uncommon potion of your choice (such as a Potion of Healing). As a Bonus Action, you or an ally can reach into the cauldron and withdraw one potion of that kind. The potion is contained in a vial that disappears when the potion is consumed. The cauldron can produce a number of these potions equal to your spellcasting ability modifier (minimum 1). When the last of these potions is withdrawn from the cauldron, the cauldron disappears, and the spell ends.\n\nPotions obtained from the cauldron that aren't consumed disappear when you cast this spell again.", + "duration": "10 minutes", + "id": 877, + "level": 6, + "locations": [ + { + "page": 330, + "sourcebook": "PHB24" + } + ], + "material": "A gilded ladle worth 500+ gp", + "name": "Tasha's Bubbling Cauldron", + "range": "5 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "One creature of your choice that you can see within range makes a Wisdom saving throw. On a failed save, it has the Prone and Incapacitated conditions for the duration. During that time, it laughs uncontrollably if it's capable of laughter, and it can't end the Prone condition on itself.\n\nAt the end of each of its turns and each time it takes damage, it makes another Wisdom saving throw. The target has Advantage on the save if the save is triggered by damage. On a successful save, the spell ends.", + "duration": "Up to 1 minute", + "higher_level": "You can target one additional creature for each spell slot level about 1.", + "id": 878, + "level": 1, + "locations": [ + { + "page": 331, + "sourcebook": "PHB24" + } + ], + "material": "A tart and a feather", + "name": "Tasha's Hideous Laughter", + "range": "30 feet", + "ruleset": "2024", + "school": "Enchantment" + }, + { + "casting_time": "Action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell and as a Magic action on your later turns before the spell ends, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.\n\nCreature. You can try to move a Huge or smaller creature. The target must succeed on a Strength saving throw, or you move it up to 30 feet in any direction within the spell's range. Until the end of your next turn, the creature has the Restrained condition, and if you lift it into the air, it is suspended there. It falls at the end of your next turn unless you use this option on it again and it fails the save.\n\nObject. You can try to move a Huge or smaller object. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction within the spell's range.\n\nIf the object is worn or carried by a creature, that creature must succeed on a Strength saving throw, or you pull the object away and move it up to 30 feet in any direction within the spell's range.\n\nYou can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.", + "duration": "Up to 10 minutes", + "id": 879, + "level": 5, + "locations": [ + { + "page": 331, + "sourcebook": "PHB24" + } + ], + "name": "Telekinesis", + "range": "60 feet", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Action", + "classes": [ + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You create a telepathic link between yourself and a willing creature with which you are familiar. The creature can be anywhere on the same plane of existence as you. The spell ends if you or the target are no longer on the same plane.\n\nUntil the spell ends, you and the target can instantly share words, images, sounds, and other sensory messages with each other through the link, and the target recognizes you as the creature it is communicating with. The spell enables a creature to understand the meaning of your words and any sensory messages you send to it.", + "duration": "24 hours", + "id": 880, + "level": 8, + "locations": [ + { + "page": 331, + "sourcebook": "PHB24" + } + ], + "material": "A pair of linked silver rings", + "name": "Telepathy", + "range": "Unlimited", + "ruleset": "2024", + "school": "Divination" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Sorcerer", + "Wizard" + ], + "components": [ + "V" + ], + "desc": "This spell instantly transports you and up to eight willing creatures that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be Large or smaller, and it can't be held or carried by an unwilling creature.\n\nThe destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls 1d100 and consults the Teleportation Outcome table and the explanations after it.\n\nFamiliarity Mishap Similar Area Off Target On Target\nPermanent circle \u2014 \u2014 \u2014 01\u201300\nLinked object \u2014 \u2014 \u2014 01\u201300\nVery familiar 01\u201305 06\u201313 14\u201324 25\u201300\nSeen casually 01\u201333 34\u201343 44\u201353 54\u201300\nViewed once or described 01\u201343 44\u201353 54\u201373 74\u201300\nFalse destination 01\u201350 51\u201300 \u2014 \u2014\n\nFamiliarity. Here are the meanings of the terms in the table's Familiarity column:\n\n\u2022“Permanent circle” means a permanent teleportation circle whose sigil sequence you know.\n\u2022“Linked object” means you possess an object taken from the desired destination within the last six months, such as a book from a wizard’s library.\n\u2022“Very familiar” is a place you have visited often, a place you have carefully studied, or a place you can see when you cast the spell.\n\u2022“Seen casually” is a place you have seen more than once but with which you aren’t very familiar.\n\u2022“Viewed once or described” is a place you have seen once, possibly using magic, or a place you know through someone else’s description, perhaps from a map.\n\u2022“False destination” is a place that doesn’t exist. Perhaps you tried to scry an enemy’s sanctum but instead viewed an illusion, or you are attempting to teleport to a location that no longer exists.\n\nMishap. The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 Force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).\n\nSimilar Area. You and your group (or the target object) appear in a different area that's visually or thematically similar to the target area. You appear in the closest similar place. If you are heading for your home laboratory, for example, you might appear in another person's laboratory in the same city.\n\nOff Target. You and your group (or the target object) appear 2d12 miles away from the destination in a random direction. Roll 1d8 for the direction: 1, east; 2, southeast; 3, south; 4, southwest; 5, west; 6, northwest; 7, north; or 8, northeast.\n\nOn Target. You and your group (or the target object) appear where you intended.", + "duration": "Instantaneous", + "id": 881, + "level": 7, + "locations": [ + { + "page": 331, + "sourcebook": "PHB24" + } + ], + "name": "Teleport", + "range": "10 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "1 minute", + "classes": [ + "Bard", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "M" + ], + "desc": "As you cast the spell, you draw a 5-foot-radius circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.\n\nMany major temples, guildhalls, and other important places have permanent teleportation circles. Each circle includes a unique sigil sequence\u2014a string of runes arranged in a particular pattern.\n\nWhen you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the DM. You might learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.\n\nYou can create a permanent teleportation circle by casting this spell in the same location every day for 365 days.", + "duration": "1 round", + "id": 882, + "level": 5, + "locations": [ + { + "page": 332, + "sourcebook": "PHB24" + } + ], + "material": "Rare inks worth 50+ gp, which the spell consumes", + "name": "Teleportation Circle", + "range": "10 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action or Ritual", + "classes": [ + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.\n\nThe disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more. For example, the disk can't move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.\n\nIf you move more than 100 feet from the disk (typically because it can't move around an obstacle to follow you), the spell ends.", + "duration": "1 hour", + "id": 883, + "level": 1, + "locations": [ + { + "page": 332, + "sourcebook": "PHB24" + } + ], + "material": "A drop of mercury", + "name": "Tenser's Floating Disk", + "range": "30 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Cleric" + ], + "components": [ + "V" + ], + "desc": "You manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time.\n\nAltered Eyes. You alter the appearance of your eyes for 1 minute.\n\nBooming Voice. Your voice booms up to three times as loud as normal for 1 minute. For the duration, you have Advantage on Charisma (Intimidation) checks.\n\nFire Play. You cause flames to flicker, brighten, dim, or change color for 1 minute.\n\nInvisible Hand. You instantaneously cause an unlocked door or window to fly open or slam shut.\n\nPhantom Sound. You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.\n\nTremors. You cause harmless tremors in the ground for 1 minute.", + "duration": "Up to 1 minute", + "id": 884, + "level": 0, + "locations": [ + { + "page": 333, + "sourcebook": "PHB24" + } + ], + "name": "Thaumaturgy", + "range": "30 feet", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Action", + "classes": [ + "Druid" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You create a vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. On a hit, the target takes 1d6 Piercing damage, and if it is Large or smaller, you can pull it up to 10 feet closer to you.", + "duration": "Instantaneous", + "higher_level": "The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).", + "id": 885, + "level": 0, + "locations": [ + { + "page": 333, + "sourcebook": "PHB24" + } + ], + "material": "The stem of a thorny plant", + "name": "Thorn Whip", + "range": "30 feet", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Druid", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "S" + ], + "desc": "Each creature in a 5-foot Emanation originating from you must succeed on a Constitution saving throw or take 1d6 Thunder damage. The spell's thunderous sound can be heard up to 100 feet away.", + "duration": "Instantaneous", + "higher_level": "The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).", + "id": 886, + "level": 0, + "locations": [ + { + "page": 333, + "sourcebook": "PHB24" + } + ], + "name": "Thunderclap", + "range": "Self", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Bonus Action, which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike", + "classes": [ + "Paladin" + ], + "components": [ + "V" + ], + "desc": "Your strike rings with thunder that is audible within 300 feet of you, and the target takes an extra 2d6 Thunder damage from the attack. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and have the Prone condition.", + "duration": "Instantaneous", + "higher_level": "The damage increases by 1d6 for each spell slot level above 1.", + "id": 887, + "level": 1, + "locations": [ + { + "page": 334, + "sourcebook": "PHB24" + } + ], + "name": "Thunderous Smite", + "range": "Self", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Druid", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "desc": "You unleash a wave of thunderous energy. Each creature in a 15-foot Cube originating from you makes a Constitution saving throw. On a failed save, a creature takes 2d8 Thunder damage and is pushed 10 feet away from you. On a successful save, a creature takes half as much damage only.\n\nIn addition, unsecured objects that are entirely within the Cube are pushed 10 feet away from you, and a thunderous boom is audible within 300 feet.", + "duration": "Instantaneous", + "higher_level": "The damage increases by 1d8 for each spell slot level above 1.", + "id": 888, + "level": 1, + "locations": [ + { + "page": 334, + "sourcebook": "PHB24" + } + ], + "name": "Thunderwave", + "range": "Self", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V" + ], + "desc": "You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal.\n\nThis spell ends if one of the actions you use during this period, or any effects that you create during it, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it.", + "duration": "Instantaneous", + "id": 889, + "level": 9, + "locations": [ + { + "page": 334, + "sourcebook": "PHB24" + } + ], + "name": "Time Stop", + "range": "Self", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Action", + "classes": [ + "Cleric", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "desc": "You point at one creature you can see within range, and the single chime of a dolorous bell is audible within 10 feet of the target. The target must succeed on a Wisdom saving throw or take 1d8 Necrotic damage. If the target is missing any of its Hit Points, it instead takes 1d12 Necrotic damage.", + "duration": "Instantaneous", + "higher_level": "The damage increases by one die when you reach levels 5 (2d8 or 2d12), 11 (3d8 or 3d12), and 17 (4d8 or 4d12).", + "id": 890, + "level": 0, + "locations": [ + { + "page": 334, + "sourcebook": "PHB24" + } + ], + "name": "Toll the Dead", + "range": "60 feet", + "ruleset": "2024", + "school": "Necromancy" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Cleric", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "M" + ], + "desc": "This spell grants the creature you touch the ability to understand any spoken or signed language that it hears or sees. Moreover, when the target communicates by speaking or signing, any creature that knows at least one language can understand it if that creature can hear the speech or see the signing.", + "duration": "1 hour", + "id": 891, + "level": 3, + "locations": [ + { + "page": 334, + "sourcebook": "PHB24" + } + ], + "material": "A miniature ziggurat", + "name": "Tongues", + "range": "Touch", + "ruleset": "2024", + "school": "Divination" + }, + { + "casting_time": "Action", + "classes": [ + "Druid" + ], + "components": [ + "V", + "S" + ], + "desc": "This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before. For the duration, any creature can step into the target plant and exit from the destination plant by using 5 feet of movement.", + "duration": "1 minute", + "id": 892, + "level": 6, + "locations": [ + { + "page": 334, + "sourcebook": "PHB24" + } + ], + "name": "Transport via Plants", + "range": "10 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Druid", + "Ranger" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered.\n\nYou can use this transportation ability only once on each of your turns. You must end each turn outside a tree.", + "duration": "Up to 1 minute", + "id": 893, + "level": 5, + "locations": [ + { + "page": 335, + "sourcebook": "PHB24" + } + ], + "name": "Tree Stride", + "range": "Self", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Choose one creature or nonmagical object that you can see within range. The creature shape-shifts into a different creature or a nonmagical object, or the object shape-shifts into a creature (the object must be neither worn nor carried). The transformation lasts for the duration or until the target dies or is destroyed, but if you maintain Concentration on this spell for the full duration, the spell lasts until dispelled.\n\nAn unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn't affected by this spell.\n\nCreature into Creature. If you turn a creature into another kind of creature, the new form can be any kind you choose that has a Challenge Rating equal to or less than the target's Challenge Rating or level. The target's game statistics are replaced by the stat block of the new form, but it retains its Hit Points, Hit Point Dice, alignment, and personality.\n\nThe target gains a number of Temporary Hit Points equal to the Hit Points of the new form. These Temporary Hit Points vanish if any remain when the spell ends. The spell ends early on the target if it has no Temporary Hit Points left.\n\nThe target is limited in the actions it can perform by the anatomy of its new form, and it can't speak or cast spells.\n\nThe target's gear melds into the new form. The creature can't use or otherwise benefit from any of that equipment.\n\nObject into Creature. You can turn an object into any kind of creature, as long as the creature's size is no larger than the object's size and the creature has a Challenge Rating of 9 or lower. The creature is Friendly to you and your allies. In combat, it takes its turns immediately after yours, and it obeys your commands.\n\nIf the spell lasts more than an hour, you no longer control the creature. It might remain Friendly to you, depending on how you have treated it.\n\nCreature into Object. If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form, as long as the object's size is no larger than the creature's size. The creature's statistics become those of the object, and the creature has no memory of time spent in this form after the spell ends and it returns to normal.", + "duration": "Up to 1 hour", + "id": 894, + "level": 9, + "locations": [ + { + "page": 335, + "sourcebook": "PHB24" + } + ], + "material": "A drop of mercury, a dollop of gum arabic, and a wisp of smoke", + "name": "True Polymorph", + "range": "30 feet", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "1 hour", + "classes": [ + "Cleric", + "Druid" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. The creature is revived with all its Hit Points.\n\nThis spell closes all wounds, neutralizes any poison, cures all magical contagions, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. If the creature was Undead, it is restored to its non-Undead form.\n\nThe spell can provide a new body if the original no longer exists, in which case you must speak the creature's name. The creature then appears in an unoccupied space you choose within 10 feet of you.", + "duration": "Instantaneous", + "id": 895, + "level": 9, + "locations": [ + { + "page": 336, + "sourcebook": "PHB24" + } + ], + "material": "Diamonds worth 25,000+ gp, which the spell consumes", + "name": "True Resurrection", + "range": "Touch", + "ruleset": "2024", + "school": "Necromancy" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Cleric", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "For the duration, the willing creature you touch has Truesight with a range of 120 feet.", + "duration": "1 hour", + "id": 896, + "level": 6, + "locations": [ + { + "page": 336, + "sourcebook": "PHB24" + } + ], + "material": "Mushroom powder worth 25+ gp, which the spell consumes", + "name": "True Seeing", + "range": "Touch", + "ruleset": "2024", + "school": "Divination" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "S", + "M" + ], + "desc": "Guided by a flash of magical insight, you make one attack with the weapon used in the spell's casting. The attack uses your spellcasting ability for the attack and damage rolls instead of using Strength or Dexterity. If the attack deals damage, it can be Radiant damage or the weapon's normal damage type (your choice).", + "duration": "Instantaneous", + "higher_level": "Whether you deal Radiant damage or the weapon's normal damage type, the attack deals extra Radiant damage when you reach levels 5 (1d6), 11 (2d6), and 17 (3d6).", + "id": 897, + "level": 0, + "locations": [ + { + "page": 336, + "sourcebook": "PHB24" + } + ], + "material": "A weapon with which you have proficiency and that is worth 1+ cp", + "name": "True Strike", + "range": "Self", + "ruleset": "2024", + "school": "Divination" + }, + { + "casting_time": "1 minute", + "classes": [ + "Druid" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration.\n\nWhen the wall appears, each creature in its area makes a Strength saving throw, taking 6d10 Bludgeoning damage on a failed save or half as much damage on a successful one.\n\nAt the start of each of your turns after the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take 5d10 Bludgeoning damage. A creature can take this damage only once per round. At the end of the turn, the wall's height is reduced by 50 feet, and the damage the wall deals on later rounds is reduced by 1d10. When the wall reaches 0 feet in height, the spell ends.\n\nA creature caught in the wall can move by swimming. Because of the wave's force, though, the creature must succeed on a Strength (Athletics) check against your spell save DC to move at all. If it fails the check, it can't move. A creature that moves out of the wall falls to the ground.", + "duration": "Up to 6 rounds", + "id": 898, + "level": 8, + "locations": [ + { + "page": 336, + "sourcebook": "PHB24" + } + ], + "name": "Tsunami", + "range": "1 mile", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action or Ritual", + "classes": [ + "Bard", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "This spell creates an Invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 Hit Point, and a Strength of 2, and it can't attack. If it drops to 0 Hit Points, the spell ends.\n\nOnce on each of your turns as a Bonus Action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring drinks. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.\n\nIf you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.", + "duration": "1 hour", + "id": 899, + "level": 1, + "locations": [ + { + "page": 336, + "sourcebook": "PHB24" + } + ], + "material": "A bit of string and of wood", + "name": "Unseen Servant", + "range": "60 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against one creature within reach. On a hit, the target takes 3d6 Necrotic damage, and you regain Hit Points equal to half the amount of Necrotic damage dealt.\n\nUntil the spell ends, you can make the attack again on each of your turns as a Magic action, targeting the same creature or a different one.", + "duration": "Up to 1 minute", + "higher_level": "The damage increases by 1d6 for each spell slot level above 3.", + "id": 900, + "level": 3, + "locations": [ + { + "page": 337, + "sourcebook": "PHB24" + } + ], + "name": "Vampiric Touch", + "range": "Self", + "ruleset": "2024", + "school": "Necromancy" + }, + { + "casting_time": "Action", + "classes": [ + "Bard" + ], + "components": [ + "V" + ], + "desc": "You unleash a string of insults laced with subtle enchantments at one creature you can see or hear within range. The target must succeed on a Wisdom saving throw or take 1d6 Psychic damage and have Disadvantage on the next attack roll it makes before the end of its next turn.", + "duration": "Instantaneous", + "higher_level": "The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).", + "id": 901, + "level": 0, + "locations": [ + { + "page": 337, + "sourcebook": "PHB24" + } + ], + "name": "Vicious Mockery", + "range": "60 feet", + "ruleset": "2024", + "school": "Enchantment" + }, + { + "casting_time": "Action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You point at a location within range, and a glowing, 1-foot-diameter ball of acid streaks there and explodes in a 20-foot-radius Sphere. Each creature in that area makes a Dexterity saving throw. On a failed save, a creature takes 10d4 Acid damage and another 5d4 Acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage only.", + "duration": "Instantaneous", + "higher_level": "The initial damage increases by 2d4 for each spell slot level above 4.", + "id": 902, + "level": 4, + "locations": [ + { + "page": 337, + "sourcebook": "PHB24" + } + ], + "material": "A drop of bile", + "name": "Vitriolic Sphere", + "range": "150 feet", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Action", + "classes": [ + "Druid", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.\n\nWhen the wall appears, each creature in its area makes a Dexterity saving throw, taking 5d8 Fire damage on a failed save or half as much damage on a successful one.\n\nOne side of the wall, selected by you when you cast this spell, deals 5d8 Fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.", + "duration": "Up to 1 minute", + "higher_level": "The damage increases by 1d8 for each spell slot level above 4.", + "id": 903, + "level": 4, + "locations": [ + { + "page": 338, + "sourcebook": "PHB24" + } + ], + "material": "A piece of charcoal", + "name": "Wall of Fire", + "range": "120 feet", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Action", + "classes": [ + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "An Invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a globe with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick and lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (you choose which side).\n\nNothing can physically pass through the wall. It is immune to all damage and can't be dispelled by Dispel Magic. A Disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane and blocks ethereal travel through the wall.", + "duration": "Up to 10 minutes", + "id": 904, + "level": 5, + "locations": [ + { + "page": 338, + "sourcebook": "PHB24" + } + ], + "material": "A shard of glass", + "name": "Wall of Force", + "range": "120 feet", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Action", + "classes": [ + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a globe with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration.\n\nIf the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (you choose which side) and makes a Dexterity saving throw, taking 10d6 Cold damage on a failed save or half as much damage on a successful one.\n\nThe wall is an object that can be damaged and thus breached. It has AC 12 and 30 Hit Points per 10-foot section, and it has Immunity to Cold, Poison, and Psychic damage and Vulnerability to Fire damage. Reducing a 10-foot section of wall to 0 Hit Points destroys it and leaves behind a sheet of frigid air in the space the wall occupied.\n\nA creature moving through the sheet of frigid air for the first time on a turn makes a Constitution saving throw, taking 5d6 Cold damage on a failed save or half as much damage on a successful one.", + "duration": "Up to 10 minutes", + "higher_level": "The damage the wall deals when it appears increases by 2d6 and the damage from passing through the sheet of frigid air increases by 1d6 for each spell slot level above 6.", + "id": 905, + "level": 6, + "locations": [ + { + "page": 339, + "sourcebook": "PHB24" + } + ], + "material": "A piece of quartz", + "name": "Wall of Ice", + "range": "120 feet", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Action", + "classes": [ + "Druid", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.\n\nIf the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (you choose which side). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its Reaction to move up to its Speed so that it is no longer enclosed by the wall.\n\nThe wall can have any shape you desire, though it can't occupy the same space as a creature or object. The wall doesn't need to be vertical or rest on a firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp.\n\nIf you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create battlements and the like.\n\nThe wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 Hit Points per inch of thickness, and it has Immunity to Poison and Psychic damage. Reducing a panel to 0 Hit Points destroys it and might cause connected panels to collapse at the DM's discretion.\n\nIf you maintain your Concentration on this spell for its full duration, the wall becomes permanent and can't be dispelled. Otherwise, the wall disappears when the spell ends.", + "duration": "Up to 10 minutes", + "id": 906, + "level": 5, + "locations": [ + { + "page": 339, + "sourcebook": "PHB24" + } + ], + "material": "A cube of granite", + "name": "Wall of Stone", + "range": "120 feet", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Action", + "classes": [ + "Druid" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You create a wall of tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight.\n\nWhen the wall appears, each creature in its area makes a Dexterity saving throw, taking 7d8 Piercing damage on a failed save or half as much damage on a successful one.\n\nA creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters a space in the wall on a turn or ends its turn there, the creature makes a Dexterity saving throw, taking 7d8 Slashing damage on a failed save or half as much damage on a successful one. A creature makes this save only once per turn.", + "duration": "Up to 10 minutes", + "higher_level": "Both types of damage increase by 1d8 for each spell slot level above 6.", + "id": 907, + "level": 6, + "locations": [ + { + "page": 339, + "sourcebook": "PHB24" + } + ], + "material": "A handful of thorns", + "name": "Wall of Thorns", + "range": "120 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Cleric", + "Paladin" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You touch another creature that is willing and create a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has Resistance to all damage. Also, each time it takes damage, you take the same amount of damage.\n\nThe spell ends if you drop to 0 Hit Points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures.", + "duration": "1 hour", + "id": 908, + "level": 2, + "locations": [ + { + "page": 340, + "sourcebook": "PHB24" + } + ], + "material": "A pair of platinum rings worth 50+ gp each, which you and the target must wear for the duration", + "name": "Warding Bond", + "range": "Touch", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "Action or Ritual", + "classes": [ + "Druid", + "Ranger", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "This spell grants up to ten willing creatures of your choice within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.", + "duration": "24 hours", + "id": 921, + "level": 3, + "locations": [ + { + "page": 340, + "sourcebook": "PHB24" + } + ], + "material": "A short reed", + "name": "Water Breathing", + "range": "30 feet", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Action or Ritual", + "classes": [ + "Cleric", + "Druid", + "Ranger", + "Sorcerer" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "This spell grants the ability to move across any liquid surface\u2014such as water, acid, mud, snow, quicksand, or lava\u2014as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures of your choice within range gain this ability for the duration.\n\nAn affected target must take a Bonus Action to pass from the liquid's surface into the liquid itself and vice versa, but if the target falls into the liquid, the target passes through the surface into the liquid below.", + "duration": "1 hour", + "id": 909, + "level": 3, + "locations": [ + { + "page": 340, + "sourcebook": "PHB24" + } + ], + "material": "A piece of cork", + "name": "Water Walk", + "range": "30 feet", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You conjure a mass of sticky webbing at a point within range. The webs fill a 20-foot Cube there for the duration. The webs are Difficult Terrain, and the area within them is Lightly Obscured.\n\nIf the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.\n\nThe first time a creature enters the webs on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the Restrained condition while in the webs or until it breaks free.\n\nA creature Restrained by the webs can take an action to make a Strength (Athletics) check against your spell save DC. If it succeeds, it is no longer Restrained.\n\nThe webs are flammable. Any 5-foot Cube of webs exposed to fire burns away in 1 round, dealing 2d4 Fire damage to any creature that starts its turn in the fire.", + "duration": "Up to 1 hour", + "id": 910, + "level": 2, + "locations": [ + { + "page": 340, + "sourcebook": "PHB24" + } + ], + "material": "A bit of spiderweb", + "name": "Web", + "range": "60 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "You try to create illusory terrors in others' minds. Each creature of your choice in a 30-foot-radius Sphere centered on a point within range makes a Wisdom saving throw. On a failed save, a target takes 10d10 Psychic damage and has the Frightened condition for the duration. On a successful save, a target takes half as much damage only.\n\nA Frightened target makes a Wisdom saving throw at the end of each of its turns. On a failed save, it takes 5d10 Psychic damage. On a successful save, the spell ends on that target.", + "duration": "Up to 1 minute", + "id": 911, + "level": 9, + "locations": [ + { + "page": 340, + "sourcebook": "PHB24" + } + ], + "name": "Weird", + "range": "120 feet", + "ruleset": "2024", + "school": "Illusion" + }, + { + "casting_time": "1 minute", + "classes": [ + "Druid" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You and up to ten willing creatures of your choice within range assume gaseous forms for the duration, appearing as wisps of cloud. While in this cloud form, a target has a Fly Speed of 300 feet and can hover; it has Immunity to the Prone condition; and it has Resistance to Bludgeoning, Piercing, and Slashing damage. The only actions a target can take in this form are the Dash action or a Magic action to begin reverting to its normal form. Reverting takes 1 minute, during which the target has the Stunned condition. Until the spell ends, the target can revert to cloud form, which also requires a Magic action followed by a 1-minute transformation.\n\nIf a target is in cloud form and flying when the effect ends, the target descends 60 feet per round for 1 minute until it lands, which it does safely. If it can't land after 1 minute, it falls the remaining distance.", + "duration": "8 hours", + "id": 912, + "level": 6, + "locations": [ + { + "page": 341, + "sourcebook": "PHB24" + } + ], + "material": "A candle", + "name": "Wind Walk", + "range": "30 feet", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Action", + "classes": [ + "Druid", + "Ranger" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.\n\nWhen the wall appears, each creature in its area makes a Strength saving throw, taking 4d8 Bludgeoning damage on a failed save or half as much damage on a successful one.\n\nThe strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and miss automatically. Boulders hurled by Giants or siege engines, and similar projectiles, are unaffected. Creatures in gaseous form can't pass through it.", + "duration": "Up to 1 minute", + "id": 913, + "level": 3, + "locations": [ + { + "page": 341, + "sourcebook": "PHB24" + } + ], + "material": "A fan and a feather", + "name": "Wind Wall", + "range": "120 feet", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V" + ], + "desc": "Wish is the mightiest spell a mortal can cast. By simply speaking aloud, you can alter reality itself.\n\nThe basic use of this spell is to duplicate any other spell of level 8 or lower. If you use it this way, you don't need to meet any requirements to cast that spell, including costly components. The spell simply takes effect.\n\nAlternatively, you can create one of the following effects of your choice:\n\nObject Creation. You create one object of up to 25,000 GP in value that isn't a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space that you can see on the ground.\n\nInstant Health. You allow yourself and up to twenty creatures that you can see to regain all Hit Points, and you end all effects on them listed in the Greater Restoration spell.\n\nResistance. You grant up to ten creatures that you can see Resistance to one damage type that you choose. This Resistance is permanent.\n\nSpell Immunity. You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours.\n\nSudden Learning. You replace one of your feats with another feat for which you are eligible. You lose all the benefits of the old feat and gain the benefits of the new one. You can't replace a feat that is a prerequisite for any of your other feats or features.\n\nRoll Redo. You undo a single recent event by forcing a reroll of any die roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a Wish spell could undo an ally's failed saving throw or a foe's Critical Hit. You can force the reroll to be made with Advantage or Disadvantage, and you choose whether to use the reroll or the original roll.\n\nReshape Reality. You may wish for something not included in any of the other effects. To do so, state your wish to the DM as precisely as possible. The DM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might be achieved only in part, or you might suffer an unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a Legendary magic item or an Artifact might instantly transport you to the presence of the item's current owner. If your wish is granted and its effects have consequences for a whole community, region, or world, you are likely to attract powerful foes. If your wish would affect a god, the god's divine servants might instantly intervene to prevent it or to encourage you to craft the wish in a particular way. If your wish would undo the multiverse itself, threaten the City of Sigil, or affect the Lady of Pain in any way, you see an image of her in your mind for a moment; she shakes her head, and your wish fails.\n\nThe stress of casting Wish to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a Long Rest, you take 1d10 Necrotic damage per level of that spell. This damage can't be reduced or prevented in any way. In addition, your Strength score becomes 3 for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast Wish ever again if you suffer this stress.", + "duration": "Instantaneous", + "id": 914, + "level": 9, + "locations": [ + { + "page": 341, + "sourcebook": "PHB24" + } + ], + "name": "Wish", + "range": "Self", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "A beam of crackling energy lances toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against it. On a hit, the target takes 2d12 Lightning damage.\n\nOn each of your subsequent turns, you can take a Bonus Action to deal 1d12 Lightning damage to the target automatically, even if the first attack missed.\n\nThe spell ends if the target is ever outside the spell's range or if it has Total Cover from you.", + "duration": "Up to 1 minute", + "higher_level": "The initial damage increases by 1d12 for each spell slot level above 1.", + "id": 915, + "level": 1, + "locations": [ + { + "page": 341, + "sourcebook": "PHB24" + } + ], + "material": "A twig struck by lightning", + "name": "Witch Bolt", + "range": "60 feet", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Action", + "classes": [ + "Cleric" + ], + "components": [ + "V", + "M" + ], + "desc": "Burning radiance erupts from you in a 5-foot Emanation. Each creature of your choice that you can see in it must succeed on a Constitution saving throw or take 1d6 Radiant damage.", + "duration": "Instantaneous", + "higher_level": "The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).", + "id": 916, + "level": 0, + "locations": [ + { + "page": 343, + "sourcebook": "PHB24" + } + ], + "material": "A sunburst token", + "name": "Word of Radiance", + "range": "Self", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Action", + "classes": [ + "Cleric" + ], + "components": [ + "V" + ], + "desc": "You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary, the spell has no effect.\n\nYou must designate a location, such as a temple, as a sanctuary by casting this spell there.", + "duration": "Instantaneous", + "id": 917, + "level": 6, + "locations": [ + { + "page": 343, + "sourcebook": "PHB24" + } + ], + "name": "Word of Recall", + "range": "5 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Bonus Action, which you take immediately after hitting a creature with a Melee weapon or an Unarmed Strike", + "classes": [ + "Paladin" + ], + "components": [ + "V" + ], + "desc": "The target takes an extra 1d6 Necrotic damage from the attack, and it must succeed on a Wisdom saving throw or have the Frightened condition until the spell ends. At the end of each of its turns, the Frightened target repeats the save, ending the spell on itself on a success.", + "duration": "1 minute", + "higher_level": "The damage increases by 1d6 for each spell slot level above 1.", + "id": 918, + "level": 1, + "locations": [ + { + "page": 343, + "sourcebook": "PHB24" + } + ], + "name": "Wrathful Smite", + "range": "Self", + "ruleset": "2024", + "school": "Necromancy" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You surround yourself with unearthly majesty in a 10-foot Emanation. Whenever the Emanation enters the space of a creature you can see and whenever a creature you can see enters the Emanation or ends its turn there, you can force that creature to make a Wisdom saving throw. On a failed\nsave, the target takes 4d6 Psychic damage and has the Prone condition, and you can push it up to 10 feet away. On a successful save, the target\ntakes half as much damage only. A creature makes this save only once per turn.", + "duration": "Up to 1 minute", + "id": 919, + "level": 5, + "locations": [ + { + "page": 343, + "sourcebook": "PHB24" + } + ], + "material": "A miniature tiara", + "name": "Yolande's Regal Presence", + "range": "Self", + "ruleset": "2024", + "school": "Enchantment" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Cleric", + "Paladin" + ], + "components": [ + "V", + "S" + ], + "desc": "You create a magical zone that guards against deception in a 15-foot-radius Sphere centered on a point within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there makes a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether a creature succeeds or fails on this save.\n\nAn affected creature is aware of the spell and can avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive yet must be truthful.", + "duration": "10 minutes", + "id": 920, + "level": 2, + "locations": [ + { + "page": 343, + "sourcebook": "PHB24" + } + ], + "name": "Zone of Truth", + "range": "60 feet", + "ruleset": "2024", + "school": "Enchantment" + } +] diff --git a/app/src/main/assets/Spells_pt.json b/app/src/main/assets/Spells_pt.json index 0dc52ab7..976e228e 100644 --- a/app/src/main/assets/Spells_pt.json +++ b/app/src/main/assets/Spells_pt.json @@ -13,7 +13,7 @@ "desc": "Você escolhe espaço desocupado de 1, 5 metros quadrados no solo que você possa ver, dentro do alcance. Uma mão Média feita de solo compacto se ergue ali e alcança uma criatura que você posa ver a até 1, 5 metros dela. O alvo deve realizar um teste de resistência de Força. Se falhar na resistência, o alvo sofre 2d6 de dano de concus são e fica impedido pela duração da magia.\nCom uma ação, você pode fazer com que a mão esmague o alvo impedido, que deve realizar um teste de resistência de Força. Ele sofre 2d6 de dano de concussão se falhar na resistência, ou metade desse dano se obtiver sucesso.\nPara se libertar, o alvo impedido pode realizar um teste de Força contra a CD de resistência da sua magia . Se obtiver sucesso, o alvo escapa e não estará mais impedido pela mão.\nCom uma ação bônus, você pode fazer a mão alcançar uma criatura diferente ou se mover para um espaço desocupado diferente, dentro do alc ance. A mão solta um alvo impedido se você fizer isso.", "duration": "Até 1 minuto", "higher_level": "", - "id": 412, + "id": "b0d6cd57-482c-4ce9-bc6c-b2644a81faf7", "level": 2, "locations": [ { @@ -43,7 +43,7 @@ "desc": "A magia reverte parte da energia recebida, minimizando seu efeito em você e armazenando-a no seu próximo ataque corpo-a-corpo . Você tem resistência ao tipo de dano pertinente , incluindo do ataque que desencadeou a magia, até o início do seu próximo turno . Além disso, da primeira vez que você atingir um ataque corpo- a-corpo no seu próximo turno, o alvo sofre l d6 de dano extra do tipo relacionado e a magia termina.", "duration": "1 rodada", "higher_level": "Em Níveis Superiores. Quando você conjura essa magia usando um espaço de magia de 2° nível ou superior, o dano extra aumenta em 1d6 para cada nível do espaço acima do 1°.", - "id": 363, + "id": "389cf773-1a4d-48c2-944b-bb3ce826efe6", "level": 1, "locations": [ { @@ -70,7 +70,7 @@ "desc": "Você tenta suprimir emoções fortes em um grupo de pessoas. Cada humanoide em uma esfera de 6 metros de raio, centrada em um ponto que você escolher dentro do alcance, deve realizar um teste de resistência de Carisma; uma criatura pode escolher falhar nesse teste, se desejar. Se uma criatura falhar na resistência, escolha um dentre os dois efeitos a seguir.\nVocê pode suprimir qualquer efeito que esteja deixando a criatura enfeitiçada ou amedrontada. Quando essa magia terminar, qualquer efeito suprimido volta a funcionar, considerando que sua duração não tenha acabado nesse meio tempo.\nAlternativamente, você pode tornar um alvo indiferente às criaturas que você escolher que forem hostis a ele. Essa indiferença acaba se o alvo for atacado ou ferido por uma magia ou se ele testemunhar qualquer dos seus amigos sendo ferido. Quando a magia terminar, a criatura se tornará hostil novamente, a não ser que o Mestre diga o contrário.", "duration": "Até 1 minuto", "higher_level": "", - "id": 43, + "id": "cb9fb441-942d-46f2-b347-87dcc80bcc35", "level": 2, "locations": [ { @@ -97,7 +97,7 @@ "desc": "Sua magia e uma oferenda colocam você em contato com um deus ou servo divino. Você faz uma única pergunta a respeito de um objetivo, evento ou atividade específico que irá ocorrer dentro de 7 dias. O Mestre oferece uma resposta confiável. A resposta deve ser uma frase curta, uma rima enigmática ou um presságio.\nA magia não leva em consideração qualquer possível circunstância que possa mudar o que está por vir, como a conjuração de magias adicionais ou a perda ou ganho de um companheiro.\nSe você conjurar a magia duas ou mais vezes antes de completar seu próximo descanso longo, existe uma chance cumulativa de 25 por cento de cada conjuração, depois da primeira que você fez, ter um resultado aleatório. O Mestre faz essa jogada secretamente.", "duration": "Instantânea", "higher_level": "", - "id": 104, + "id": "42adf9f9-7528-4a60-8347-b3822f0da7f1", "level": 4, "locations": [ { @@ -130,7 +130,7 @@ "desc": "Escolha uma criatura que você possa ver, dentro do alcance. Laços amarelados de energia mágica rodeiam a criatura. O alvo deve ser bem sucedido num teste de resistência de Força ou seu deslocamento de voo (se possuir) será reduzido ara O metros ela duração d magia. Uma criatura voadora afetada por a magia desce 1 8 metros por tutn o até aterrissar no solo ou a agia cabar.", "duration": "Até 1 minuto", "higher_level": "", - "id": 384, + "id": "03e72f12-8aee-43d2-841e-269ad8c28574", "level": 2, "locations": [ { @@ -159,7 +159,7 @@ "desc": "Sua magia inspira seus aliados com vigor e determinação. Escolha até três criaturas dentro do alcance. O máximo de pontos de vida e os pontos de vida atuais de cada alvo aumentam em 5, pela duração.", "duration": "8 horas", "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 3° nível ou superior, os pontos de vida dos alvos aumentam em 5 pontos adicionais para cada nível do espaço acima do o 2°.", - "id": 2, + "id": "c743233f-9792-4f63-aafa-9814388099c7", "level": 2, "locations": [ { @@ -193,7 +193,7 @@ "desc": "Você coloca um alarme para intrusos desavisados. Escolha uma porta, uma janela ou uma área dentro do alcance que não seja maior que 6 metros cúbicos. Até a magia acabar, um alarme alerta você sempre que uma criatura Miúda ou maior tocarem ou entrarem na área protegida. Quando você conjura a magia, você pode designar as criaturas que não ativarão o alarme. Você também escolhe se o alarme será mental ou audível. Um alarme mental alerta você com um silvo na sua mente, se você estiver a até de 1,5 quilômetro da área protegida. Esse silvo acordará você se você estiver dormindo.\nUm alarme audível produz o som de um sino de mão por 10 minutos num raio de 18 metros.", "duration": "8 horas", "higher_level": "", - "id": 3, + "id": "d81bea34-2005-4cbb-a888-c71fb99240e3", "level": 1, "locations": [ { @@ -220,7 +220,7 @@ "desc": "Você suplica a uma entidade transcendental por ajuda. O ser deve ser conhecido por você: seu deus, um primordial, um príncipe demônio ou algum outro ser de poder cósmico. Essa entidade envia um celestial, um corruptor ou um elemental leal a ela para ajudar você, fazendo a criatura aparecer em um espaço desocupado dentro do alcance. Se você conhecer o nome de uma criatura especifica, você pode falar o nome quando conjurar essa magia para requisitar essa criatura, do contrário, você pode receber uma criatura diferente de qualquer forma (à escolha do Mestre). Quando a criatura aparecer, ela não está sob nenhuma compulsão para se comportar de um modo em particular. Você pode pedir a criatura que realize um serviço em troca de um pagamento, mas ela não é obrigada a fazê-lo. A tarefa solicitada pode variar de simples (carregue-nos voando para o outro lado do abismo ou nos ajude a lutar essa batalha) a complexa (espione nossos inimigos ou nos proteja durante nossa incursão na masmorra). Você deve ser capaz de se comunicar com a criatura para barganhar os serviços dela.\nO pagamento pode ser feito de várias formas. Um celestial pode requerer uma generosa doação de ouro ou itens mágicos para um templo aliado, enquanto que um corruptor pode exigir um sacrifício vivo ou uma parte dos espólios. Algumas criaturas podem trocar seus serviços por uma missão feita por você. Como regra geral, uma tarefa que possa ser medida em minutos, exigirá um pagamento de 100 po por minuto. Uma tarefa medida em horas exigirá 1.000 po por hora. E uma tarefa medida em dias (até 10 dias) exigirá 10.000 po por dia. O Mestre pode ajustar esses pagamentos baseado nas circunstâncias pelas quais a magia foi conjurada. Se a tarefa estiver de acordo com o caráter da criatura, o pagamento pode ser reduzido à metade, ou mesmo dispensado. Tarefas que não proporcionem perigo, tipicamente requerem apenas metade do pagamento sugerido, enquanto que tarefas especialmente perigosas podem exigir um grande presente. As criaturas raramente aceitarão tarefas que pareçam suicidas.\nApós a criatura completar a tarefa ou quando a duração acordada para o serviço expirar, a criatura retornará para seu plano natal depois de relatar sua partida a você, se apropriado para a tarefa e se possível. Se você não for capaz de acertar um preço para os serviços da criatura, ela imediatamente voltará para o seu plano natal.\nUma criatura convidada para se juntar ao seu grupo, conta como um membro dele, recebendo sua parte total na premiação de pontos de experiência.", "duration": "Instantânea", "higher_level": "", - "id": 251, + "id": "cc8f9239-ddf3-4dfe-bc0a-181729fb834e", "level": 6, "locations": [ { @@ -247,7 +247,7 @@ "desc": "Você transmuta sua aljava para que ela produza um suprimento interminável de munições não-mágicas, que parecem saltar na sua mão quando você tenta pega-las.\nEm cada um dos seus turnos, até a magia acabar, você pode usar uma ação bônus para realizar dois ataques com uma arma que use munição de uma aljava. Cada vez que você fizer tais ataques à distância, sua aljava, magicamente, repõe a munição que você usou com uma munição não-mágica similar. Qualquer munição criada por essa magia se desintegra quando a magia acaba. Se a aljava não estiver mais com você, a magia acaba.", "duration": "Até 1 minuto", "higher_level": "", - "id": 321, + "id": "29e683da-44ab-41bf-ab83-232b50a8c0c1", "level": 5, "locations": [ { @@ -276,7 +276,7 @@ "desc": "Você assume a forma de uma criatura diferente, pela duração. A nova forma pode ser qualquer criatura com um nível de desafio igual ao seu nível ou menor. A criatura não pode ser nem um constructo nem um morto- vivo e você deve ter visto esse tipo de criatura pelo menos uma vez. Você se transforma num exemplar médio da criatura, um sem quaisquer níveis de classe nem característica Conjuração.\nSuas estatísticas de jogo são substituídas pelas estatísticas da forma escolhida, no entanto, você mantem sua tendência e valores de Inteligência, Sabedoria e Carisma. Você também mantem suas proficiências em testes de resistência, além de ganhar as da nova criatura. Se a criatura tiver a mesma proficiência que você e o bônus listado nas estatísticas dela for maior que o seu, use os bônus da criatura no lugar do seu. Você não pode usar qualquer ação lendária ou de covil da nova forma.\nVocê assume os pontos de vida e Dados de Vida da sua nova forma. Quando você reverter a sua forma normal, você retorna à quantidade de pontos de vida que tinha antes da transformação. Se você reverter como resultado de ter caído a 0 pontos de vida, qualquer dano excedente é recebido pela sua forma normal. Contato que o dano excedente não reduza os pontos de vida da sua forma normal a 0, você não cairá inconsciente.\nVocê mantem os benefícios de qualquer característica da sua classe, raça ou outra fonte e pode usa-las, considerando que sua nova forma é fisicamente capaz de fazê-lo. Você não pode usar quaisquer sentidos especiais que você possua (por exemplo, visão no escuro) a não ser que a nova forma também possua o sentido. Você só poderá falar se a nova forma, normalmente, puder falar.\nQuando você se transforma, você pode escolher se o seu equipamento cai no chão, é assimilado a sua nova forma ou é usado por ela. Equipamentos vestidos e carregados funcionam normalmente. O Mestre decide qual equipamento é viável para a nova forma vestir ou usar, baseado na forma e tamanho da criatura. O seu equipamento não muda de forma ou tamanho para se adaptar à nova forma e, qualquer equipamento que a nova forma não possa vestir deve, ou cair no chão ou ser assimilado por ela. Equipamentos assimilados não terão efeito nesse estado.\nPela duração da magia, você pode usar sua ação para assumir uma forma diferente, seguindo as mesmas restrições e regras da forma anterior, com uma exceção: se sua nova forma tiver mais pontos de vida que sua forma atual, seus pontos de vida mantem o valor atual.", "duration": "Até 1 hora", "higher_level": "", - "id": 293, + "id": "eb476ea9-e8e7-4139-9732-75f277367f04", "level": 9, "locations": [ { @@ -305,7 +305,7 @@ "desc": "Você assume uma forma diferente. Quando conjurar essa magia, escolha uma das seguintes opções, o efeito durará pela duração da magia. Enquanto a magia durar, você pode terminar uma opção com uma ação para ganhar os benefícios de uma diferente.\nAdaptação Aquática. Você adapta seu corpo para um ambiente aquático, brotando guelras e crescendo membranas entre seus dedos. Você pode respirar embaixo d’água e ganha deslocamento de natação igual a seu deslocamento terrestre.\nMudar Aparência. Você transforam sua aparência. Você decide com o que você parece, incluindo altura, peso, traços faciais, timbre da sua voz, comprimento do cabelo, coloração e características distintas, se tiverem. Você pode ficar parecido com um membro de outra raça, apesar de nenhuma de suas estatísticas mudar. Você também não pode parecer com uma criatura de um tamanho diferente do seu, e seu formado básico permanece o mesmo; se você for bípede, você não pode usar essa magia para se tornar quadrupede, por exemplo. A qualquer momento, pela duração da magia, você pode usar sua ação para mudar sua aparência dessa forma, novamente.\nArmas Naturais. Você faz crescerem garras, presas, espinhos, chifres ou armas naturais diferentes, à sua escolha. Seus ataques desarmados causam 1d6 de dano de concussão, perfurante ou cortante, como apropriado para a arma natural que você escolheu, e você é proficiente com seus ataques desarmados. Finalmente, a arma natural é mágica e você tem +1 de bônus nas jogadas de ataque e dano que você fizer com ela.", "duration": "Até 1 hora", "higher_level": "", - "id": 4, + "id": "344b4996-aa22-4e50-b79f-2e0c1a2cbe6a", "level": 2, "locations": [ { @@ -334,7 +334,7 @@ "desc": "Pela duração, você terá vantagem em todos os testes de Carisma direcionados a uma criatura, à sua escolha, que não seja hostil a você. Quando a magia acabar, a criatura perceberá que você usou maia para influenciar o humor dela, e ficará hostil a você. Uma criatura propensa a violência irá atacar você. Outra criatura pode buscar outras formas de retaliação (a critério do Mestre), dependendo da natureza da sua interação com ela.", "duration": "Até 1 minuto", "higher_level": "", - "id": 151, + "id": "4389a399-c6bf-4117-8d49-a96f2cd3ac6e", "level": 0, "locations": [ { @@ -363,7 +363,7 @@ "desc": "Essa magia deixa você convencer uma besta que você não quer prejudicar. Escolha uma besta que você possa ver dentro do alcance. Ela deve ver e ouvir você. Se a Inteligência da besta for 4 ou maior, a magia falha. Do contrário, a besta deve ser bem sucedida num teste de resistência de Sabedoria ou ficará enfeitiçada por você pela duração da magia. Se você ou um dos seus companheiros ferir o alvo, a magia termina.", "duration": "24 horas", "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 2° nível ou superior, você pode afetar uma besta adicional para cada nível do espaço acima do 1°.", - "id": 5, + "id": "af933fd1-ab29-4871-ba43-55748ede9f6d", "level": 1, "locations": [ { @@ -392,7 +392,7 @@ "desc": "Essa magia canaliza vitalidade nas plantas dentro de uma área especifica. Existem dois usos possíveis para essa magia, concedendo ou benefícios imediatos ou a longo prazo. Se você conjurar essa magia usando 1 ação, escolha um ponto dentro do alcance. Todas as plantas normais num raio de 30 metros centrado no ponto, tornam-se espessas e carregadas. Uma criatura se movendo na área deve gastar 6 metros de movimento para cada 1,5 metro que se mover.\nVocê pode excluir uma ou mais áreas de qualquer tamanho, dentro da área da magia, para não ser afetada. Se você conjurar essa magia ao longo de 8 horas, você fertiliza a terra. Todas as plantas num raio de 800 metros, centrado no ponto dentro do alcance, ficam enriquecidas por 1 ano. As plantas fornecerão o dobro da quantidade normal de comida quando colhidas.", "duration": "Instantânea", "higher_level": "", - "id": 254, + "id": "6573cc96-4812-4928-ab07-dfe76aa37684", "level": 3, "locations": [ { @@ -423,7 +423,7 @@ "desc": "Essa magia concede a habilidade de se mover através de qualquer superfície líquida – como água, ácido, lama, neve, arreia movediça ou lava – como se ela fosse chão sólido inofensivo (as criaturas atravessando lava derretida ainda podem sofrer dano do calor). Até dez criaturas voluntárias que você possa ver, dentro do alcance, ganham essa habilidade pela duração.\nSe você afetar uma criatura submersa em um líquido, a magia ergue o alvo para a superfície do líquido a uma taxa de 18 metros por rodada.", "duration": "1 hora", "higher_level": "", - "id": 352, + "id": "0210013c-0852-4ab6-b481-3a35063dd075", "level": 3, "locations": [ { @@ -451,7 +451,7 @@ "desc": "Essa magia cria um servo morto-vivo. Escolha uma pilha de ossos ou um corpo de um humanoide Médio ou Pequeno dentro do alcance. Sua magia imbui o alvo com uma imitação corrompida de vida, erguendo-o como uma criatura morta-viva. O alvo se torna um esqueleto, se você escolheu ossos, ou um zumbi, se você escolheu um corpo (o Mestre tem as estatísticas de jogo da criatura).\nEm cada um dos seus turnos, você pode usar uma ação bônus para comandar mentalmente qualquer criatura que você criou com essa magia, se a criatura estiver a até 18 metros de você (se você controla diversas criaturas, você pode comandar qualquer uma ou todas elas ao mesmo tempo, emitindo o mesmo comando para cada uma). Você decide qual ação a criatura irá fazer e para onde ela irá se mover durante o próximo turno dela, ou você pode emitir um comando geral, como para guardar uma câmara ou corredor especifico. Se você não der nenhum comando, as criaturas apenas se defenderão contra criaturas hostis. Uma vez que receba uma ordem, a criatura continuará a segui-la até a tarefa estar concluída.\nA criatura fica sob seu controle por 24 horas, depois disso ela para de obedecer aos seus comandos. Para manter o controle da criatura por mais 24 horas, você deve conjurar essa magia na criatura novamente, antes das 24 horas atuais terminarem. Esse uso da magia recupera seu controle sobre até quatro criaturas que você tenha animado com essa magia, ao invés de animar uma nova.\n\n\nESQUELETO\nMédio morto, legal e mau\n\nClasse de armadura: 13 (pedaços de armadura)\nPontos de Vida: 13 (2d8 + 4)\nVelocidade: 9 metros.\n\nFOR 10 (+0), DES 14 (+2), CON 15 (+2)\nINT 6 (-2), SAB 8 (-1), CAR 5 (-3)\n\nVulnerabilidades a Dano: Concussão\nImunidade a Dano: Veneno\nImunidade a Condição: Exaustão, Envenenado\nSentidos: Visão no Escuro 18 m, Percepção Passiva 9\nIdiomas: Compreende todos os idiomas que conhecia em vida, mas não fala\nDesafio: 1/4 (50 XP)\nBônus de Proficiência: +2\n\nAÇÕES\nEspada curta. Ataque corpo a corpo com arma: +4 para acertar, alcance 1,5 m, um alvo. Acerto: 5 (1d6 + 2) de dano perfurante.\nArco curto. Ataque à Distância com Arma: +4 para acertar, alcance 80/320 pés, um alvo. Acerto: 5 (1d6 + 2) de dano perfurante.\n\n\nZUMBI\nMorto-vivo Médio, Mal Neutro\n\nClasse de Armadura: 8\nPontos de Vida: 22 (3d8 + 9)\nVelocidade: 20 pés.\n\nFOR 13 (+1), DES 6 (-2), CON 16 (+3)\nINT 3 (-4), SAB 6 (-2), CAR 5 (-3)\n\nJogadas de Resistência: SAB +0\nImunidade a Dano: Veneno\nImunidade a Condição: Envenenado\nSentidos: Visão no Escuro 18 m, Percepção Passiva 8\nIdiomas: compreende os idiomas que conhecia em vida, mas não fala\nDesafio: 1/4 (50 XP)\nBônus de Proficiência: +2\n\nFortaleza dos mortos-vivos. Se o dano reduzir o zumbi a 0 pontos de vida, ele deve fazer um teste de resistência de Constituição com CD 5 + o dano recebido, a menos que o dano seja radiante ou de um acerto crítico. Em caso de sucesso, o zumbi cai para 1 ponto de vida.\n\nAÇÕES\nBater. Ataque corpo a corpo com arma: +3 para atingir, alcance 1,5 m, um alvo. Acerto: 4 (1d6 + 1) de dano de concussão.", "duration": "Instantânea", "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 4° nível ou superior, você pode animar ou recuperar o controle de duas criaturas mortas-vivas para cada nível do espaço acima do 3°. Cada uma dessas criaturas deve vir de um corpo ou pilha de ossos diferente.", - "id": 8, + "id": "240cbb28-ae4d-4f01-a457-90a7b9a8b86b", "level": 3, "locations": [ { @@ -481,7 +481,7 @@ "desc": "Objetos ganham vida ao seu comando. Escolha até dez objetos não-mágicos dentro do alcance, que não estejam sendo vestidos ou carregados. Alvos Médios contam como dois objetos, alvos Grandes contam como quatro objetos e alvos Enormes contam como oito objetos. Você não pode animar um objeto maior que Enorme. Cada alvo se anima e torna-se uma criatura sob seu controle até o final da magia ou até ser reduzido a 0 pontos de vida.\nCom uma ação bônus, você pode comandar mentalmente qualquer criatura que você criar com essa magia se a criatura estiver a até 150 metros de você (se você controla várias criaturas, você pode comandar qualquer ou todas elas ao mesmo tempo, emitindo o mesmo comando para cada uma). Você decide qual ação a criatura irá fazer e para onde ela irá se mover durante o próximo turno dela, ou você pode emitir um comando geral, como para guardar uma câmara ou corredor especifico. Se você não der nenhum comando, as criaturas apenas se defenderão contra criaturas hostis. Uma vez que receba uma ordem, a criatura continuará a segui-la até a tarefa estar concluída.\n\nESTATÍSTICAS DE OBJETO ANIMADO\nMiúdo: 20 PV, 18 CA, +8 para atingir, 1d4 + 4 dano 4For, 18 Des\nPequeno: 25 PV, 16 CA, +6 para atingir, 1d8 + 2 dano, 6 For, 14 Des\nMédio: 40 PV, 13 CA, +5 para atingir, 2d6 + 1 dano, 10 For, 12 Des\nGrande: 50 PV, 10 CA, +6 para atingir, 2d10 + 2 dano, 14 For, 10 Des\nEnorme: 80 PV, 10 CA, +8 para atingir, 2d12 + 4 dano, 18 For, 6 Des\n\nUm objeto animado é um constructo com CA, pontos de vida, ataques, Força e Destreza determinados pelo seu tamanho. Sua Constituição é 10 e sua Inteligência e Sabedoria são 3 e seu Carisma é 1. Seu deslocamento é 9 metros; se o objeto não tiver pernas ou outros apêndices que ele possa usar para locomoção, ao invés, ele terá deslocamento de voo 9 metros e poderá planar. Se o objeto estiver firmemente preso a uma superfície ou objeto maior, como uma corrente presa a uma parede, seu deslocamento será 0. Ele tem percepção às cegas num raio de 9 metros e é cego além dessa distância. Quando o objeto animado cair a 0 pontos de vida, ele reverte a sua forma normal de objeto e qualquer dano restante é transferido para sua forma de objeto original.\nSe você ordenar a um objeto que ataque, ele pode realizar um único ataque corpo-a-corpo contra uma criatura a até 1,5 metro dele. Ele realiza um ataque de pancada com um bônus de ataque e dano de concussão determinado pelo seu tamanho. O Mestre pode definir que um objeto especifico inflige dano cortante ou perfurante, baseado na forma dele.", "duration": "Até 1 minuto", "higher_level": "Se você conjurar essa magia usando um espaço de magia de 6° nível ou superior, você pode animar dois objetos adicionais para cada nível do espaço acima do 5°.", - "id": 9, + "id": "51324f47-0342-4999-a532-09771ab6fd18", "level": 5, "locations": [ { @@ -509,7 +509,7 @@ "desc": "Essa magia atrai ou repele as criaturas de sua escolha. Você escolhe um alvo dentro do alcance, tanto um objeto ou criatura Enorme ou menor ou uma área que não seja maior que 60 metros cúbicos. Então, especifica um tipo de criatura inteligente, como dragões vermelhos, goblins ou vampiros. Você envolve o alvo com uma aura que pode atrair ou repelir as criaturas especificas pela duração. Escolha antipatia ou simpatia como efeito da aura.\nAntipatia. O encantamento faz com que criaturas do tipo designado por você sintam-se fortemente impelidos em deixar a área e evitar o alvo. Quando uma dessas criaturas puder ver o alvo ou ficar a 18 metros dele, a criatura deve ser bem sucedida num teste de resistência de Sabedoria ou ficará amedrontada. A criatura continuará amedrontada enquanto puder ver o alvo ou permanecer a 18 metros dele. Enquanto estiver amedrontada pelo alvo, a criatura deve usar seu deslocamento para se mover para o local seguro mais próximo o qual ela não possa ver o alvo. Se a criatura se mover para mais de 18 metros do alvo e não puder vê-lo, a criatura não estará mais amedrontada, mas ela ficará amedrontada novamente se voltar a ver o alvo ou ficar a 18 metros dele.\nSimpatia. O encantamento faz com que as criaturas especificadas sintam-se fortemente impelidos a se aproximar do alvo enquanto estiverem a 18 metros dele ou puderem vê-lo. Quando uma dessas criaturas puder ver o alvo ou ficar a 18 metros dele, a criatura deve ser bem sucedida num teste de resistência de Vontade ou usará seu deslocamento em cada um dos seus turnos para entrar na área ou se mover até o alcance do alvo. Quando a criatura tiver feito isso, ela não poderá se afastar do alvo voluntariamente.\nSe o alvo causar dano ou ferir a criatura afetada de alguma forma, a criatura afetada pode realizar um novo teste de resistência de Sabedoria para terminar o efeito, como descrito abaixo.\nTerminando o Efeito. Se uma criatura afetada terminar se turno enquanto não estiver a até 18 metros do alvo ou não for capaz de vê-lo, a criatura faz um teste de resistência de Sabedoria. Em um sucesso, a criatura não estará mais afetada pelo alvo e reconhecerá o sentimento de repugnância ou atração como mágico. Além disso, uma criatura afetada pela magia tem direito a outro teste de resistência de Sabedoria a cada 24 horas enquanto a magia durar.\nUma criatura que obtenha sucesso na resistência contra esse efeito ficará imune a ele por 1 minuto, depois desse tempo, ela pode ser afetada novamente.", "duration": "10 dias", "higher_level": "", - "id": 12, + "id": "d18f7093-ad73-4a5d-b17b-8b54c4d2336d", "level": 8, "locations": [ { @@ -544,7 +544,7 @@ "desc": "Você toca uma criatura e a agracia com aprimoramento mágico. Escolha um dos efeitos a seguir; o alvo ganha esse efeito até o fim da magia.\nAgilidade do Gato. O alvo tem vantagem em testes de Destreza. Ele também não sofre dano ao cair de 6 metros ou menos, se não estiver incapacitado.\nEsperteza da Raposa. O alvo tem vantagem em testes de Inteligência.\nEsplendor da Águia. O alvo tem vantagem em testes de Carisma.\nForça do Touro. O alvo tem vantagem em testes de Força e sua capacidade de carga é dobrada.\nSabedoria da Coruja. O alvo tem vantagem em testes de Sabedoria.\nVigor do Urso. O alvo tem vantagem em testes de Constituição. Ele também recebe 2d6 pontos de vida temporários, que são perdidos quando a magia termina.", "duration": "Até 1 hora", "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 3° nível ou superior, você pode afetar uma criatura adicional para cada nível do espaço acima do 2°.", - "id": 116, + "id": "730f4937-af3d-4923-a228-454156ff0f99", "level": 2, "locations": [ { @@ -577,7 +577,7 @@ "desc": "Você cria um impedimento mágico para imobilizar uma criatura que você possa ver, dentro do alcance. O alvo deve ser bem sucedido num teste de resistência de Sabedoria ou será vinculado à magia; se ele for bem sucedido, ele será imune a essa magia se você conjura-la novamente. Enquanto estiver sob efeito dessa magia, a criatura não precisará respirar, comer ou beber e não envelhece. Magias de adivinhação não podem localizar ou perceber o alvo.\nQuando você conjura essa magia, você escolhe uma das seguintes formas de aprisionamento.\nEnterrar. O alvo é sepultado bem fundo na terra em uma esfera de energia mágica que é grande o suficiente para conter o alvo. Nada pode atravessar a esfera e nenhuma criatura pode se teletransportar ou usar viagem plantar para entrar ou sair dela.\nO componente especial para essa versão da magia é um pequeno globo de mitral.\nAcorrentar. Pesadas correntes, firmemente presas ao solo, matem o alvo no lugar. O alvo está impedido até a magia acabar e ele não pode se mover ou ser movido por nenhum meio, até lá.\nO componente especial para essa versão da magia é uma fina corrente de metal precioso.\nPrisão Cercada. A magia transporta o alvo para dentro de um pequeno semiplano que é protegido contra teletransporte e viagem planar. O semiplano pode ser um labirinto, uma jaula, uma torre ou qualquer estrutura ou área confinada similar, à sua escolha.\nO componente material especial para essa versão da magia é uma representação em miniatura da prisão, feita de jade.\nContenção Reduzida. O alvo é reduzido até o tamanho de 30 centímetros e é aprisionado dentro de uma gema ou objeto similar. A luz pode passar através da gema normalmente (permitindo que o alvo veja o exterior e outras criaturas vejam o interior), mas nada mais pode atravessa-la, mesmo por meios de teletransporte ou viagem planar. A gema não pode ser partida ou quebrada enquanto a magia estiver efetiva.\nO componente especial para essa versão da magia é uma gema transparente grande, como um coríndon, diamante ou rubi.\nTorpor. O alvo cai no sono e não pode ser acordado.\nO componente especial para essa versão da magia consiste em ervas soporíferas raras.\nTerminando a Magia. Durante a conjuração da magia, em quaisquer das versões, você pode especificar uma condição que irá fazer a magia terminar e libertará o alvo. A condição pode ser o quão especifica ou elaborada quanto você quiser, mas o Mestre deve concordar que a condição é razoável e tem uma probabilidade de acontecer. As condições podem ser baseadas no nome, identidade ou divindade da criatura mas, no mais, devem ser baseadas em ações ou qualidades observáveis e não em valores intangíveis tais como nível, classe e pontos de vida.\nA magia dissipar magia pode terminar a magia apenas se for conjurada como uma magia de 9° nível, tendo como alvo ou a prisão ou o componente especial usado para cria-la.\nVocê pode usar um componente especial em particular para criar apenas uma prisão por vez. Se você conjurar essa magia novamente usando o mesmo componente, o alvo da primeira conjuração é, imediatamente, liberado do vínculo.", "duration": "Até ser dissipada", "higher_level": "", - "id": 191, + "id": "c7becfee-de3c-42fa-b46f-b8dafc37a345", "level": 9, "locations": [ { @@ -606,7 +606,7 @@ "desc": "Você esconde um baú, e todo o seu conteúdo, no Plano Etéreo. Você deve tocar o baú e a réplica em miniatura que serve como componente material para a magia. O baú pode acomodar até 3,6 metros cúbicos de matéria inorgânica (90 cm por 60 cm por 60 cm).\nEnquanto o baú permanecer no Plano Etéreo, você pode usar uma ação e tocar a réplica para revocar o baú. Ele aparece em um espaço desocupado no chão a 1,5 metro de você. Você pode enviar o baú de volta ao Plano Etéreo usando uma ação e tocando tanto no baú quanto na réplica.\nApós 60 dias, existe 5 por cento de chance, cumulativa, por dia do efeito da magia terminar. Esse efeito termina se você conjurar essa magia novamente, se a pequena réplica do baú for destruída ou se você decidir terminar a magia usando uma ação. Se a magia terminar enquanto o baú maior estiver no Plano Etéreo, ele estará irremediavelmente perdido.", "duration": "Instantânea", "higher_level": "", - "id": 199, + "id": "a84f40a1-3f78-41b7-b8fe-467f0f65fd76", "level": 4, "locations": [ { @@ -634,7 +634,7 @@ "desc": "Uma arma não-mágica que você tocar se torna uma arma mágica. Escolha um dos tipos de dano a seguir: ácido, elétrico, frio, fogo ou trovejante. Pela duração, a arma tem +1 de bônus nas jogadas de ataque e causa 1d4 de dano extra, do tipo de elemento escolhido, ao atingir.", "duration": "Até 1 hora", "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 5° ou 6° nível, o bônus nas jogadas de ataque aumenta pra +2 e o dano extra aumenta para 2d4. Quando você usar um espaço de magia de 7° nível ou superior, o bônus aumenta para +3 e o dano extra aumenta para 3d4.", - "id": 115, + "id": "972a1211-ff15-4e2e-9756-ca69b0e1fb3e", "level": 3, "locations": [ { @@ -664,7 +664,7 @@ "desc": "Você cria uma arma espectral flutuante, dentro do alcance, que permanece pela duração ou até você conjurar essa magia novamente. Quando você conjura essa magia, você pode realizar um ataque corpo-a-corpo com magia contra uma criatura a 1,5 metro da arma. Se atingir, o alvo sofre dano de energia igual a 1d8 + seu modificador de habilidade de conjuração.\nCom uma ação bônus, no seu turno, você pode mover a arma até 6 metros e repetir o ataque contra uma criatura a 1,5 metro dela.\nA arma pode ter a forma que você desejar. Clérigos de divindades associadas com uma arma em particular (como St. Cuthbert é conhecido por sua maça ou Thor por seu martelo) fazem o efeito dessa magia se assemelhar a essa arma.", "duration": "1 minuto", "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 4° nível ou superior, o dano aumenta em 1d8 para cada dois níveis do espaço acima do 2°.", - "id": 312, + "id": "0199a439-c28e-4c28-afca-398c95999312", "level": 2, "locations": [ { @@ -692,7 +692,7 @@ "desc": "Você toca uma arma não-mágica. Até a magia acabar, a arma se torna uma arma mágica com +1 de bônus nas jogadas de ataque e jogadas de dano.", "duration": "Até 1 hora", "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 4° nível ou superior, o bônus aumenta para +2. Quando você usar um espaço de magia de 6° nível ou superior, o bônus aumenta para +3.", - "id": 216, + "id": "e2e33bbf-68ad-458b-afd2-66729bfd7da5", "level": 2, "locations": [ { @@ -723,7 +723,7 @@ "desc": "Você imbui uma arma que você toca com o poder sagrado. Até a magia terminar, a arma emite luz brilhante em um raio de 9 metros de raio e luz fraca por mais 9 metros. Além disso, os ataques de armas feitos com ela provocam 2d8 de dano radiante extra em um acerto. Se a arma já não é uma arma mágica, toma-se uma pela duração.\nComo uma ação bônus na sua vez, você pode dispensar essa magia e fazer com que a arma emita um brilho de esplendor. Cada criatura a sua escolha que você pode ver dentro de 9 metros da arma deve fazer um teste de resistência de Constituição. Em um teste falho, uma criatura sofre 4d8 de dano radiante e é cegada por 1 minuto. Em um teste bem-sucedido, uma criatura sofre metade d o dano e não é cegada. No fim de cada uma de seus turnos, uma criatura cega pode fazer uma deste de resistência de Constituição, terminando o efeito sobre si mesmo em um sucesso.", "duration": "Até 1 hora", "higher_level": "", - "id": 396, + "id": "fb19b7c4-7e79-40e1-a54d-db81efa1c06e", "level": 5, "locations": [ { @@ -751,7 +751,7 @@ "desc": "Você toca uma criatura voluntária que não esteja vestindo armadura e uma energia mágica protetora a envolve até a magia acabar. A CA base do alvo se torna 13 + o modificador de Destreza dele. A magia acaba se o alvo colocar uma armadura ou se você dissipa-la usando uma ação.", "duration": "8 horas", "higher_level": "", - "id": 210, + "id": "3875e983-bc41-4fce-8291-b8caf567da15", "level": 1, "locations": [ { @@ -779,7 +779,7 @@ "desc": "Uma força magica protetora envolve você, manifestando-se como um frio espectral que cobre você e seu equipamento. Você ganha 5 pontos de vida temporários pela duração. Se uma criatura atingir você com um ataque corpo-a-corpo enquanto estiver com esses pontos de vida, a criatura sofrerá 5 de dano de frio.", "duration": "1 hora", "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 2° nível ou superior, tanto os pontos de vida temporários quanto o dano de frio aumentam em 5 para cada nível do espaço acima do 1°.", - "id": 16, + "id": "cc1ae25d-1d19-4595-97ac-6bbd373fa3bf", "level": 1, "locations": [ { @@ -807,7 +807,7 @@ "desc": "Escolha um objeto que você possa ver, dentro do alcance. O objeto pode ser uma porta, uma caixa, um baú ou um par de algemas, um cadeado ou outro objeto que contenha um meio mundano ou mágico que previne o acesso.\nUm alvo que esteja fechado por uma fechadura mundana ou preso ou barrado torna-se destrancado, destravado ou desbloqueado. Se o objeto tiver múltiplas fechaduras, apenas uma delas é destrancada.\nSe você escolher um alvo que esteja travado pela magia tranca arcana, essa magia será suprimida por 10 minutos, durante esse período o alvo pode ser aberto e fechado normalmente.\nQuando você conjurar essa magia, uma batida forte, audível a até 90 metros de distância, emana do objeto alvo.", "duration": "Instantânea", "higher_level": "", - "id": 197, + "id": "33e4a29c-c3a7-4200-b698-05d7395a1201", "level": 2, "locations": [ { @@ -833,7 +833,7 @@ "desc": "Você mexe com os pesadelos de uma criatura que você possa ver, dentro do alcance, e cria uma manifestação ilusória dos seus medos mais profundos, visível apenas para a criatura. O alvo deve realizar um teste de resistência de Sabedoria. Se falhar na resistência, ele ficará amedrontado pela duração. No final de cada turno do alvo, antes da magia acabar, ele deve ser bem sucedido num teste de resistência de Sabedoria ou sofrerá 4d10 de dano psíquico. Se passar na resistência, a magia acaba.", "duration": "Até 1 minuto", "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 5° nível ou superior, o dano aumenta em 1d10 para cada nível do espaço acima do 4°.", - "id": 249, + "id": "8ccdd0e8-449f-4beb-be38-15da26618462", "level": 4, "locations": [ { @@ -864,7 +864,7 @@ "desc": "Você estende sua mão e aponta o dedo para um alvo no alcance. Sua magia garante a você uma breve intuição sobre as defesas do alvo. No seu próximo turno, você terá vantagem na primeira jogada de ataque contra o alvo, considerando que essa magia não tenha acabado.", "duration": "Até 1 rodada", "higher_level": "", - "id": 340, + "id": "3da244d7-8a8a-4994-bcd2-d8fde403c45c", "level": 0, "locations": [ { @@ -891,7 +891,7 @@ "desc": "Você agita a arma usada na conjuração e depois desaparece para atacar como o vento. Escolha até cinco criaturas que você pode ver dentro do alcance. Faça um ataque mágico corpo-a-corpo contra cada alvo. Em um acerto, um alvo recebe 6d10 de dano na energia.\nVocê pode então se teleportar para um espaço desocupado que você pode ver dentro de 1,5 metros de um dos alvos que você atingiu ou errou.", "duration": "Instantânea", "higher_level": "", - "id": 434, + "id": "352e6a59-3838-42ef-948c-681bae19af8b", "level": 5, "locations": [ { @@ -921,7 +921,7 @@ "desc": "Pela duração da magia, seus olhos tornam-se manchas vazias imbuídas com poder terrível. Uma criatura, à sua escolha, a até de 18 metros de você que você puder ver, deve ser bem sucedida num teste de resistência de Sabedoria ou será afetada por um dos efeitos a seguir, à sua escolha, pela duração. A cada um dos seus turnos, até a magia acabar, você pode usar sua ação para afetar outra criatura, mas não pode afetar uma criatura novamente se ela tiver sido bem sucedida no teste de resistência contra essa conjuração de ataque visual. Adormecer. O alvo cai inconsciente. Ele acorda se sofrer qualquer dano ou se outra criatura usar sua ação para sacudir o adormecido até acordá-lo. Apavorar. O alvo está amedrontado. Em cada um dos turnos dele, a criatura amedrontada deve realizar a ação de Disparada e se mover para longe de você pela rota segura mais curta disponível, a não ser que não haja lugar para se mover. Se o alvo se mover para um local a, pelo menos, 18 metros de distância de você onde ela não possa mais te ver, esse efeito termina.\nAdoecer. O alvo tem desvantagem nas jogadas de ataque e testes de habilidade. No final de cada um dos turnos dele, ele pode realizar outro teste de resistência de Sabedoria. Se for bem sucedido, o efeito termina.", "duration": "Até 1 minuto", "higher_level": "", - "id": 124, + "id": "fa50b50b-b7c7-40c9-976f-7167ab3ca9c5", "level": 6, "locations": [ { @@ -949,7 +949,7 @@ "desc": "Você cria um chicote de energia elétrica em uma criatura à sua escolha que você possa ver dentro do alcance. O alvo deve obter sucesso em um TR de Força ou é empurrado 3 metros em uma linha reta diante de você e então recebe 1d8 de dano elétrico se estivesse a 1,m de você.\nO dano desta magia aumenta em 1d8 quando você alcança o nível 5 (2d8), nível 11 (3d8), nível 17 (4d8).", "duration": "Instantânea", "higher_level": "", - "id": 459, + "id": "b1f5bb91-7515-40f1-b59f-37ee018db307", "level": 0, "locations": [ { @@ -977,7 +977,7 @@ "desc": "Você cria um chicote de energia relâmpago que atinge uma criatura de sua escolha que você pode ver a menos de 5 metros de você. O alvo deve ser bem-sucedido em um teste de resistência de Força ou ser puxado até 3 metros em uma linha reta em sua direção e sofrer 1d8 de dano elétrico se estiver a menos de 1,5 metro de você.\nO dano deste feitiço aumenta em 1d8 quando você atinge o 5° nível (2d8), 11° nível (3d8) e 17° nível (4d8).", "duration": "Instantânea", "higher_level": "", - "id": 466, + "id": "c65737de-aad7-469d-9758-d8dab2cf6897", "level": 0, "locations": [ { @@ -1006,7 +1006,7 @@ "desc": "Ao lançar varetas cravejados com gemas, rolar ossos de dragão, puxar cartas ornamentadas ou usar outro tipo de ferramenta de adivinhação, você recebe um pressagio de uma entidade de outro mundo, sobre os resultados de cursos de ação específicos que você planeja tomar nos próximos 30 minutos. O Mestre escolhe dentre os possíveis presságios a seguir: \u2022 Êxito, para resultados bons\n\u2022 Fracasso, para resultados maus \u2022 Êxito e fracasso, para resultados bons e maus \u2022 Nada, para resultados que não são especialmente bons ou ruins A magia não leva em conta qualquer possível circunstancia que possa mudar o resultado, como a conjuração de magias adicionais ou a perda ou ganho de um companheiro.\nSe você conjurar a magia duas ou mais vezes antes de completar seu próximo descanso longo, existe uma chance cumulativa de 25 por cento de cada conjuração, depois da primeira que você fez, ter um resultado aleatório. O Mestre faz essa jogada secretamente.", "duration": "Instantânea", "higher_level": "", - "id": 19, + "id": "d797a79b-1aae-4a39-bd70-58f82b3aa6a2", "level": 2, "locations": [ { @@ -1040,7 +1040,7 @@ "desc": "Você faz com que uma criatura ou um objeto que você possa ver dentro do alcance, fique maior ou menor, pela duração. Escolha entre uma criatura ou um objeto que não esteja sendo carregado nem vestido. Se o alvo for involuntário, ele deve realizar um teste de resistência de Constituição. Se for bem sucedido, a magia não surte efeito.\nSe o alvo for uma criatura, tudo que ele esteja vestindo ou carregando muda e tamanho com ela. Qualquer item largado por uma criatura afetada, retorna ao seu tamanho natural. Aumentar. O tamanho do alvo dobra em todas as dimensões e seu peso é multiplicado por oito. Esse aumento eleva seu tamanho em uma categoria – de Médio para Grande, por exemplo. Se não houver espaço suficiente para que o alvo dobre de tamanho, a criatura ou objeto alcança o tamanho máximo possível no espaço disponível. Até o fim da magia, o alvo também tem vantagem em testes de Força e testes de resistência de Força. O tamanho das armas do alvo crescem para se adequar ao seu novo tamanho. Quando essas armas são ampliadas, os ataques do alvo com elas causam 1d4 de dano extra. Reduzir. O tamanho do alvo é reduzido à metade em todas as dimensões e seu peso é reduzido a um oitavo do normal. Essa redução diminui o tamanho do alvo em uma categoria – de Médio para Pequeno, por exemplo. Até o fim da magia, o alvo tem desvantagem em testes de Força e testes de resistência de Força. O tamanho das armas do alvo diminuem para se adequar ao seu novo tamanho. Quando essas armas são reduzidas, os ataques do alvo com elas causam 1d4 de dano a menos (isso não pode reduzir o dano a menos de 1).", "duration": "Até 1 minuto", "higher_level": "", - "id": 117, + "id": "79425eca-0e18-46ec-b101-cbbf169d9aed", "level": 2, "locations": [ { @@ -1072,7 +1072,7 @@ "desc": "Você coloca uma ilusão em uma criatura ou objeto que você tocar, então magias de adivinhação revelarão informações falsas sobre ele. O alvo pode ser uma criatura voluntária ou um objeto que não esteja sendo carregado ou vestido por outra criatura.\nQuando você conjura essa magia, escolha um ou ambos os efeitos seguintes. O efeito permanece pela duração. Se você conjurar essa magia na mesma criatura ou objeto a cada dia por 30 dias, colocando o mesmo efeito nele todas as vezes, a ilusão durará até ser dissipada.\nAura Falsa. Você modifica a forma como o alvo aparece para magias e efeitos mágicos, como detectar magia, que detectam auras mágicas. Você pode fazer um objeto não-mágico parecer mágico ou mudar a aura mágica de um objeto para que ela pareça pertencer a outra escola de magia a sua escolha. Quando você usar esse efeito num objeto, você pode fazer a aura falsa aparente a qualquer criatura que manusear o item.\nMáscara. Você modifica a forma como o alvo aparece para magias e efeitos que detectam tipos de criaturas, como o Sentido Divino do paladino ou o gatilho de um magia símbolo. Você escolhe o tipo de criatura e outras magias e efeitos mágicos consideram o alvo como se ele fosse uma criatura desse tipo ou tendência.", "duration": "24 horas", "higher_level": "", - "id": 242, + "id": "344e4893-c7ed-4ee9-93d6-a3262fec978a", "level": 2, "locations": [ { @@ -1100,7 +1100,7 @@ "desc": "Luz divina emana de você e adere em uma aureola suave num raio de 9 metros, em volta de você. As criaturas de sua escolha, no raio, quando você conjurar essa magia, emitem penumbra num raio de 1,5 metro e tem vantagem em todos os testes de resistência e as outras criaturas tem desvantagem nas jogadas de ataque contra elas, até a magia acabar. Além disso, quando um corruptor ou morto-vivo atingir uma criatura afetada com um ataque corpo-a-corpo, a aura lampeja com luz plena. O atacante deve ser bem sucedido num teste de resistência de Constituição ou ficara cego até a magia acabar.", "duration": "Até 1 minuto", "higher_level": "", - "id": 184, + "id": "0d30511e-349c-4dd9-9866-ed16188504b0", "level": 8, "locations": [ { @@ -1126,7 +1126,7 @@ "desc": "Energia purificante irradia de você em uma aura com 9 metros de raio. Até a magia acabar, a aura se move mantendo-se centrada em você. Todas as criaturas não- hostis na aura (incluindo você) não podem ficar doentes, tem resistência a dano de veneno e tem vantagem em testes de resistência contra efeitos que deixem ela com qualquer das condições a seguir: amedrontado, atordoado, cego, enfeitiçado, envenenado, paralisado e surdo.", "duration": "Até 10 minutos", "higher_level": "", - "id": 21, + "id": "48605d05-8116-40fd-b6ed-dee7bc1a7b9d", "level": 4, "locations": [ { @@ -1154,7 +1154,7 @@ "desc": "Energia de prevenção vital irradia de você em uma aura com 9 metros de raio. Até a magia acabar, a aura se move mantendo-se centrada em você. Todas as criaturas não- hostis na aura (incluindo você) tem resistência a dano necrótico e seu máximo de pontos de vida não pode ser reduzido. Além disso, uma criatura viva não-hostil, recupera 1 ponto de vida quando começa seu turno na aura com 0 pontos de vida.", "duration": "Até 10 minutos", "higher_level": "", - "id": 20, + "id": "2ee06757-4086-4994-9b7c-8441cf291b8f", "level": 4, "locations": [ { @@ -1182,7 +1182,7 @@ "desc": "Energia curativa irradia de você em uma aura com 9 metros de raio. Até a magia acabar, a aura se move mantendo-se centrada em você. Você pode usar uma ação bônus para fazer com que uma criatura na aura (incluindo você) recupere 2d6 pontos de vida.", "duration": "Até 1 minuto", "higher_level": "", - "id": 22, + "id": "91a6a18e-ab37-48cb-a1cf-dbef76655d14", "level": 3, "locations": [ { @@ -1214,7 +1214,7 @@ "desc": "A luz do amanhecer brilha em um local que você especifica dentro do alcance. Atê que a magia termine, um cilindro de 9 metros de raio e 12 metros de altura de luz brilhante cintila lá. Esta luz é luz solar.\nQuando o cilindro aparece, cada criatura dentro dele deve fazer um teste de resistência de Constituição, levando 4d10 de dano radiante em uma falha, ou metade do dano em um bem sucedido. Uma criatura também deve fazer esse teste sempre que terminar a sua vez dentro do cilindro.\nSe você estiver dentro de 1 8 metros do cilindro, você pode movê-lo até 1 8 metros como uma ação bônus na sua vez.", "duration": "Até 1 minuto", "higher_level": "", - "id": 379, + "id": "786ae770-2360-4a50-94dc-079dd88d9d8c", "level": 5, "locations": [ { @@ -1241,7 +1241,7 @@ "desc": "Sua oração fortalece você com radiação divina. Até o fim da magia, seus ataques com arma causam 1d4 de dano radiante extra ao atingirem.", "duration": "Até 1 minuto", "higher_level": "", - "id": 105, + "id": "5cc18e76-1046-4102-bdaa-53aae3fd1c5f", "level": 1, "locations": [ { @@ -1268,7 +1268,7 @@ "desc": "Você toca uma criatura disposta e a imbui com o poder de cuspir energia mágica de sua boca, desde que tenha uma. Escolha entre ácido, frio, fogo, elétrico ou veneno. Até a magia terminar, a criatura pode usar uma ação para exalar energia do tipo escolhido em um cone de 4,5 metros. Cada criatura nessa área deve fazer um teste de resistência de Destreza, tomando um dano de 3d6 do tipo escolhido em uma falha, ou metade de dano em um bem sucedido.", "duration": "Até 1 minuto", "higher_level": "Em Níveis Superiores. Quando você conjura essa omagia usando um espaço de magia de 3 nível ou superior, o dano aumenta em 1d6 para cada nível do oespaço de magia acima do 2°.", - "id": 380, + "id": "7cc59c21-c1e1-4734-a2c7-d3665d31ba4f", "level": 2, "locations": [ { @@ -1300,7 +1300,7 @@ "desc": "Você tenta enviar uma criatura que você pode ver dentro do alcance, para outro plano de existência. O alvo deve ser bem sucedido num teste de resistência de Carisma ou será banido. Se o alvo for nativo do plano de existência que você está, você bane o alvo para um semiplano inofensivo. Enquanto estiver lá, a criatura estará incapacitada. Ela permanece lá até a magia acabar, a partir desse ponto, o alvo reaparece no espaço em que ela deixou ou no espaço desocupado mais próximo, se o espaço dela estiver ocupado. Se o alvo for nativo de um plano de existência diferente do que você está, o alvo é banido em um lampejo sutil, retornando para o seu plano natal. Se a magia acabar antes de 1 minuto se passar, o alvo reaparece no lugar em que estava ou no espaço desocupado mais próximo, se o espaço dela estiver ocupado. Do contrário, o alvo não retorna.", "duration": "Até 1 minuto", "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 5° nível ou superior, você pode afetar uma criatura adicional para cada nível do espaço acima do 4°.", - "id": 26, + "id": "3b245452-34b2-40d5-ac86-b7f16171a4c3", "level": 4, "locations": [ { @@ -1328,7 +1328,7 @@ "desc": "Você traz um grande banquete, incluindo comida e bebida magnificas. O banquete leva 1 hora para ser consumido e desaparece ao final desse tempo e os efeitos benéficos não se aplicam até essa hora terminar. Até doze criaturas podem participar do banquete.\nUma criatura que participe do banquete ganha diversos benefícios. A criatura é curada de todas as doenças e venenos, torna-se imune a veneno e a ser amedrontada e faz todos os seus testes de resistência com vantagem. Seu máximo de pontos de vida também aumenta em 2d10 e ela ganha a mesma quantidade de pontos de vida. Esses benefícios duram por 24 horas.", "duration": "Instantânea", "higher_level": "", - "id": 179, + "id": "91e51c3e-eec0-44d2-aeaf-05b4aa26f1b7", "level": 6, "locations": [ { @@ -1358,7 +1358,7 @@ "desc": "Você cria uma muralha vertical de lâminas giratórias, afiadas como navalhas, feitas de energia mágica. A muralha aparece dentro do alcance e permanece pela duração. Você pode fazer uma muralha reta de até 30 metros de comprimento por 6 metros de altura e 1,5 metro de largura ou uma muralha anelar com até 18 metros de diâmetro, 6 metros de altura e 1,5 metro de largura. A muralha confere três-quartos de cobertura a criaturas atrás dela e seu espaço é terreno difícil.\nQuando uma criatura entrar a área da muralha pela primeira vez em um turno, ou começar seu turno nela, a criatura deve realizar um teste de resistência de Destreza. Se falhar, a criatura sofrerá 6d10 de dano cortante. Em um sucesso, a criatura sofre metade desse dano.", "duration": "Até 10 minutos", "higher_level": "", - "id": 32, + "id": "9ab39b16-feed-477e-84d5-251c91192f08", "level": 6, "locations": [ { @@ -1386,7 +1386,7 @@ "desc": "Você implanta uma mensagem em um objeto dentro do alcance, uma mensagem que é pronunciada quando uma condição de ativação é satisfeita. Escolha um objeto que você possa ver e não esteja sendo vestido ou carregado por outra criatura. Então, fale a mensagem, que deve conter 25 palavras ou menos, apesar de ela poder ser entregue durante um período de até 10 minutos. Finalmente, determine a circunstância que irá ativar a magia para que sua mensagem seja entregue.\nQuando essa circunstância ocorrer, a boca encantada aparecerá no objeto e recitará a mensagem com sua voz e com o mesmo volume que você falou. Se o objeto que você escolheu tiver uma boca ou algo semelhante a uma boca (por exemplo, a boca de uma estátua), a boca mágica aparece ai, então, as palavras parecerão vir da boca do objeto. Quando você conjura essa magia, você pode fazer a magia acabar depois de enviar sua mensagem ou ela pode permanecer e repetir a mensagem sempre que a circunstância de ativação ocorrer.\nA circunstância de ativação pode ser tão genérica ou tão detalhada quando você quiser, apesar de ela precisar ser baseada em condições visuais ou audíveis que ocorram a até 9 metros do objeto. Por exemplo, você pode instruir a boca a falar quando uma criatura se aproximar a menos de 9 metros do objeto ou quando um sino de prata tocar a menos de 9 metros dela.", "duration": "Até ser dissipada", "higher_level": "", - "id": 215, + "id": "2d8c96a0-12f4-46e4-a583-4c5a1dd02922", "level": 2, "locations": [ { @@ -1415,7 +1415,7 @@ "desc": "Um veio brilhante lampeja na ponta do seu dedo em direção a um ponto que você escolher, dentro do alcance, e então eclode com um estampido baixo, explodindo em chamas. Cada criatura em uma esfera de 6 metros de raio, centrada no ponto, deve realizar um teste de resistência de Destreza. Um alvo sofre 8d6 de dano de fogo se falhar na resistência, ou metade desse dano se obtiver sucesso.\nO fogo se espalha, dobrando esquinas. Ele incendeia objetos inflamáveis na área que não estejam sendo vestidos ou carregados.", "duration": "Instantânea", "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 4° nível ou superior, o dano aumenta em 1d6 para cada nível do espaço acima do 3°.", - "id": 137, + "id": "b7aeef67-5250-4ae2-9fcb-f456f79bfb08", "level": 3, "locations": [ { @@ -1444,7 +1444,7 @@ "desc": "Um feixe de luz amarelada é disparado da ponta do seu dedo, então se condensa e aguarda no ponto escolhido, dentro do alcance, como uma conta brilhante, pela duração. Quando a magia termina, seja por sua concentração ter sido interrompida ou por você ter decidido termina-la, a conta eclode com um estampido baixo, explodindo em chamas que se espalhando, dobrando esquinas. Cada criatura numa esfera, com 6 metros de raio, centrada na conta, deve realizar um teste de resistência de Destreza. Uma criatura sofre dano igual ao total de dano acumulado se falhar na resistência, ou metade do total se obtiver sucesso.\nO dano base da magia é 12d6. Se até o final do seu turno, a conta ainda não tiver sido detonada, o dano aumenta em 1d6.\nSe a conta brilhante for tocada antes do intervalo expirar, a criatura que a tocou deve realizar um teste de resistência de Destreza. Se falhar na resistência, a magia termina imediatamente, fazendo a conta explodir em chamas. Se obtiver sucesso na resistência, a criatura pode arremessar a conta a até 12 metros. Quando ela atinge uma criatura ou objeto solido, a magia termina e a conta explode.\nO fogo danifica objetos na área e incendeia objetos inflamáveis que não estejam sendo vestidos ou carregados.", "duration": "Até 1 minuto", "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 8° nível ou superior, o dano base aumenta e 1d6 para cada nível do espaço acima do 7°.", - "id": 91, + "id": "7dbffeb3-50fd-4bd1-8402-f3306c4c158d", "level": 7, "locations": [ { @@ -1473,7 +1473,7 @@ "desc": "Até dez frutos aparecem na sua mão e são infundidos com magia pela duração. Uma criatura pode usar sua ação para comer um fruto. Comer um fruto restaura 1 ponto de vida e um fruto produz nutrientes suficientes para sustentar uma criatura por um dia.\nOs frutos perdem seu potencial se não forem consumidos dentro de 24 horas da conjuração dessa magia.", "duration": "Instantânea", "higher_level": "", - "id": 160, + "id": "af538f2f-1d8e-45ee-9105-ce0cca041d1e", "level": 1, "locations": [ { @@ -1503,7 +1503,7 @@ "desc": "Você empunha a arma usada na conjuração do feitiço e faz um ataque corpo a corpo com ela contra uma criatura a menos de 1,5 metro de você. Em um acerto, o alvo sofre os efeitos normais do ataque da arma e então fica envolto em energia explosiva até o início de seu próximo turno. Se o alvo se mover voluntariamente 1,5 metros ou mais antes disso, o alvo sofre 1d8 de dano de trovão e o feitiço termina.\nO dano deste feitiço aumenta quando você atinge certos níveis. No 5° nível, o ataque corpo a corpo causa um dano extra de trovão 1d8 ao alvo em um acerto, e o dano que o alvo leva para se mover aumenta para 2d8. Ambas as jogadas de dano aumentam em 1d8 no 11° nível (2d8 e 3d8) e novamente no 17° nível (3d8 e 4d8).", "duration": "1 rodada", "higher_level": "", - "id": 462, + "id": "2c650f3c-7ade-4065-9ce0-9033c8a28bbe", "level": 0, "locations": [ { @@ -1532,7 +1532,7 @@ "desc": "A madeira de uma clava ou bordão, que você esteja segurando, é imbuída com o poder da natureza. Pela duração, você pode usar sua habilidade de conjuração ao invés da sua Força para as jogadas de ataque e dano corpo-a-corpo usando essa arma, e o dado de dano da arma se torna um d8. A arma também se torna mágica, se ela já não for. A magia acaba se você conjura-la novamente ou se você soltar a arma.", "duration": "1 minuto", "higher_level": "", - "id": 297, + "id": "4e178259-e190-4fc4-888b-873661705cd4", "level": 0, "locations": [ { @@ -1560,7 +1560,7 @@ "desc": "Você invoca os espíritos da natureza para proteger uma área ao ar livre ou subterrânea. A área pode ser tão pequena como um cubo de 9 metros ou tão grande quanto um cubo de 27 metros. Edifícios e outras estruturas são excluídos da área afetada. Se você conjurar essa magia na mesma área todos os dias por um ano , a magia dura até que seja dissipada.\nA magia cria os seguintes efeitos dentro da área. Quando você conjura essa magia, você pode especificar criaturas como aliados que serão imunes aos efeitos. Você também pode especificar uma senha que, quando falada em voz alta, toma o falante imune a esses efeitos.\nToda a área protegida irradia magia. Uma magia dissipar conjurada na área, se bem-sucedida, remove apenas um dos seguintes efeitos, não a área inteira. O conjurador da a magia escolhe o efeito que será dissipado. Só quando todos os seus efeitos forem dissipados, essa magia é dissipada.\nNévoa Sólida. Você pode preencher qualquer número de quadrados de 1,5 metros no chão com névoa espessa, tornando-os fortemente obscurecidos. A névoa atinge 3 metros de altura. Além disso, cada metro de movimento através do nevoeiro custa 2 metros extras. Para uma criatura imune a este efeito, a neblina não obscurece nada e parece uma névoa suave, com ciscos de luz verde flutuando no ar.\nMatagal Esmagador. Você pode preencher qualquer número de quadrados de 1,5 metros no chão, que não estejam preenchidos com nevoeiro, com ervas daninhas e vinhas, como se fossem afetados por uma magia vinha constrição. Para uma criatura imune a este efeito, as ervas datúnhas e as vinhas são suaves ao toque e se remodelam para servir como assentos ou camas temporários.\nGuardiões do Bosque. Você pode animar até quatro árvores na área, fazendo com que elas se desenraizem do solo. Essas árvores possuem as mesmas estatísticas que uma árvore despertada, que aparece no Manual dos Monstros, exceto que. não podem falar, e sua casca é coberta com sim.bolos druidices. Se al ma criatura não imune a este efeito entra na área protegida, os guardiões do bosque lutam até que tenham e pulsado ou matàdo os intrusos. Os guardiões do bosque também oôedecem, a seus comandos falados (nenhuma ação exigida por você) que você emite na área. Se você não lhes dá comandos e nenhum intruso está presente, os guardiões do bosque não fazem nada. Os guardiões do bosque não podem deixar a área protegida. Quando a magia termina, a magia que os anima desaparece, e as árvores se enraizam novamente, se possível.\nEfeito Mágico Adicional. Você pode escolher entre um dos seguintes efeitos mágicos dentro da área protegida:\n\u2022 Uma rajada de vento constante em dois locais de sua escolha.\n\u2022 Crescer espinhos em um local a sua escolha.\n\u2022 Muralha de vento em dois locais a sua escolha.\nPara uma criatura imune a este efeito, os ventos são uma brisa perfumada e suave e a área do crescer espinhos é inofensiva.", "duration": "24 horas", "higher_level": "", - "id": 381, + "id": "50feb63b-5031-4e30-b552-69f740527027", "level": 6, "locations": [ { @@ -1587,7 +1587,7 @@ "desc": "Você invoca o poder de Hadar, o Faminto Sombrio. Tentáculos de energia negra brotam de você e golpeiam todas as criaturas a até 3 metros de você. Cada criatura na área deve realizar um teste de resistência de Força. Se falhar, o alvo sofre 2d6 de dano necrótico e não pode fazer reações até o próximo turno dela. Em um sucesso, uma criatura sofre metade do dano e não sofre qualquer outro efeito.", "duration": "Instantânea", "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 2° nível ou superior, o dano aumenta em 1d6 para cada nível do espaço acima do 1°.", - "id": 17, + "id": "48e70cdc-0061-4dec-bf7f-c44635478ca0", "level": 1, "locations": [ { @@ -1614,7 +1614,7 @@ "desc": "Você coloca uma maldição em uma criatura que você possa ver, dentro do alcance. Até a magia acabar, você causa 1d6 de dano necrótico extra no alvo sempre que atingi-lo com um ataque. Além disso, escolha uma habilidade quando você conjurar a magia. O alvo tem desvantagem em testes de habilidade feitos com a habilidade escolhida.\nSe o alvo cair a 0 pontos de vida antes da magia acabar, você pode usar uma ação bônus, no seu turno subsequente para amaldiçoar outra criatura. Uma magia remover maldição conjurada no alvo acaba com a magia prematuramente.", "duration": "Até 1 hora", "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 3° ou 4° nível, você poderá manter sua concentração na magia por até 8 horas. Quando você usar um espaço de magia de 5° nível ou superior, você poderá manter sua concentração na magia por até 24 horas.", - "id": 181, + "id": "d26932f9-829a-4a9a-b1cb-ada2122d158e", "level": 1, "locations": [ { @@ -1643,7 +1643,7 @@ "desc": "Você abençoa até três criaturas, à sua escolha, dentro do alcance. Sempre que um alvo realizar uma jogada de ataque ou teste de resistência antes da magia acabar, o alvo pode jogar um d4 e adicionar o valor jogado ao ataque ou teste de resistência.", "duration": "Até 1 minuto", "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 2° nível ou superior, você pode afetar uma criatura adicional para cada nível do espaço acima do 1°.", - "id": 34, + "id": "a5cacbff-f499-4531-a909-61931f7636c3", "level": 1, "locations": [ { @@ -1671,7 +1671,7 @@ "desc": "Você adquire a habilidade de entrar em uma árvore e se mover de dentro dela para dentro de outra árvore de mesmo tipo à até 150 metros. Ambas as árvores devem estar vivas e ter, pelo menos, o mesmo tamanho que você. Você deve usar 1,5 metro de deslocamento para entrar numa árvore. Você, instantaneamente, sabe a localização de todas as outras árvores de mesmo tipo à 150 metros e, como parte do movimento usado para entrar na árvore, pode tanto passar por uma dessas árvores quanto sair da árvore em que você está. Você aparece no espaço que você quiser a 1,5 metro da árvore destino, usando outro movimento de 1,5 metro. Se você não tiver movimento restante, você aparece a 1,5 metro da árvore que você terminou seu movimento.\nVocê pode usar esse habilidade de transporte uma vez por rodada pela duração. Você deve terminar cada turno fora da árvore.", "duration": "Até 1 minuto", "higher_level": "", - "id": 336, + "id": "26cadd5a-5b2f-4d14-8432-7ffd1915ed53", "level": 5, "locations": [ { @@ -1698,7 +1698,7 @@ "desc": "Você a até dez criaturas voluntária que você possa ver, dentro do alcance, assumem uma forma gasosa pela duração, parecidas com pedaços de nuvem. Enquanto estiver na forma de nuvem, uma criatura tem deslocamento de voo de 90 metros e tem resistência a danos de armas não-mágicas. As únicas ações que uma criatura pode realizar nessa forma são a ação de Disparada ou para reverter a sua forma normal. Reverter leva 1 minuto, período pelo qual a criatura estará incapacitada e não poderá se mover. Até a magia acabar, uma criatura pode reverter para a forma de nuvem, o que também requer a transformação de 1 minuto.\nSe uma criatura estiver na forma de nuvem e voando quando o efeito acabar, a criatura descerá a 18 metros por rodada por 1 minuto, até aterrissar na solo, o que é feito com segurança. Se ela não puder aterrissar em 1 minuto, a criatura cairá a distância restante.", "duration": "8 horas", "higher_level": "", - "id": 355, + "id": "1a9eada1-13d2-419b-bb0d-c824a91180cf", "level": 6, "locations": [ { @@ -1727,7 +1727,7 @@ "desc": "Uma esfera invisível, de 3 metros de raio, de antimagia envolve você. Essa área é separada da energia mágica que se espalha pelo multiverso. Dentro da esfera, magias não podem ser conjuradas, criaturas invocadas desaparecem e, até mesmo itens mágicos, se tornam mundanos. Até o fim da magia, a esfera se move com você, centrada em você.\nMagias e outros efeitos mágicos, exceto os criados por artefatos ou divindades, são suprimidos na esfera e não podem adentra-la. Um espaço gasto para conjurar uma magia suprimida é consumido. Enquanto o efeito estiver suprimido, ela não funciona, mas o tempo que ela permanecer suprimida é descontado da sua duração.\nEfeitos de Alvo. Magias e outros efeitos mágicos, como mísseis mágicos e enfeitiçar pessoa, que forem usados em uma criatura ou objeto dentro da esfera, não surtem efeito no alvo.\nÁreas de Magia. A área de outra magia ou efeito mágico, como uma bola de fogo, não se estende para dentro da esfera. Se a esfera sobrepor um área mágica, a parte da área que for coberta pela espera é suprimida. Por exemplo, as chás criadas por uma muralha de fogo serão suprimidas dentro da esfera, criando um abertura na muralha se a sobreposição por grande o suficiente.\nMagias. Qualquer magia ativa ou outro efeito mágico em uma criatura ou objeto dentro da esfera é suprimido enquanto a criatura ou objeto permanecer dentro dela.\nItens Mágicos. As propriedades e poderes de itens mágicos são suprimidas dentro da esfera. Por exemplo, uma espada longa +1 dentro da esfera funciona como uma espada não-mágica.\nAs propriedades e poderes de uma arma mágica são suprimidos se ela for usada contra um alvo dentro da esfera ou empunhada por um atacante dentro da esfera. Se uma arma mágica ou munição mágica deixar a esfera completamente (por exemplo, se você disparar uma flecha mágica ou arremessar uma lança mágica e um alvo fora da esfera), a magia do item deixa de ser suprimida tão logo ele deixe a esfera.\nViagem Mágica. Teletransporte e viagem planar não funciona dentro da esfera, tanto se a esfera for o destino quando o ponto de partida para tais viagens mágicas. Um portal para outro lugar, mundo ou plano de existência, assim como um espaço extradimensional aberto, como o criado pela magia truque de corda, é temporariamente fechado enquanto estiver dentro da esfera.\nCriaturas e Objetos. Uma criatura ou objeto invocado ou criado através de magia, temporariamente desaparece da existência dentro da esfera. Tais criaturas reaparecem instantaneamente quando o espaço ocupado pela criatura não estiver mais dentro da esfera.\nDissipar Magia. Magias e efeitos mágicos como dissipar magia, não surtem efeito sob esfera. da mesma forma, esferas criadas por magias de campo antimagia diferentes não se anulam.", "duration": "Até 1 hora", "higher_level": "", - "id": 11, + "id": "458f8b12-d849-4cdd-b661-7d02a592dd5f", "level": 8, "locations": [ { @@ -1756,7 +1756,7 @@ "desc": "Você tenta transformar uma criatura que você possa ver, dentro do alcance, em pedra. Se o corpo do alvo for feito de carne, a criatura deve realizar um teste de resistência de Constituição. Em caso de falha, ela ficará impedida, à medida que sua carne começa a endurecer. Se obtiver sucesso, a criatura não é afetada. Uma criatura impedida por essa magia deve realizar outro teste de resistência de Constituição no final de cada um dos turnos dela. Se obtiver sucesso na resistência contra essa magia três vezes, a magia termina. Se ela falhar no teste de resistência três vezes, ela se torna pedra é afetada pela condição petrificado pela duração. Os sucessos e falhas não precisam ser consecutivos; anote ambos os resultados até o alvo acumular três de mesmo tipo.\nSe a criatura for quebrada fisicamente enquanto petrificada, ela sofre deformidades similares se for revertida ao seu estado original.\nSe você mantiver sua concentração nessa magia durante toda a duração possível, a criatura é transformada em pedra até o efeito ser removido.", "duration": "Até 1 minuto", "higher_level": "", - "id": 144, + "id": "9ea1ab9f-8b03-4418-b37d-9ac1dd9b0807", "level": 6, "locations": [ { @@ -1788,7 +1788,7 @@ "desc": "Escolha um objeto pesando entre 0,5 e 2,5 quilos dentro do alcance que não esteja sendo ve stido ou carregado. O objeto voa em linha reta até 18 metros na direção que você escolher, antes de cair no chão, parando prematuramente se atingir uma superfície sólida. Se o objeto puder atingir uma criatura, a criatura deve realizar um teste de resistência de Destreza. Se falhar na resistência, o objeto atinge o alvo e para de se mover. Quando o objeto atinge algo, o objeto e o que ele atinge recebem 3d8 de dano de concussão.", "duration": "Instantânea", "higher_level": "Em Níveis Superiores. Quando você conjura essa omagia usando um espaço de magia de 2° nível ou superior, o peso máximo do objeto que você pode arremessar com essa magia aumenta em 2,5 quilos, e o dano aumenta em 1d8, para cada nível do espaço oacima do 1°.", - "id": 367, + "id": "03019208-e06c-4805-bbab-c197c7a6c928", "level": 1, "locations": [ { @@ -1815,7 +1815,7 @@ "desc": "Você tece um cordão de palavras distrativas, fazendo as criaturas, à sua escolha, que você puder ver dentro do alcance e que puderem ouvir você, realizarem um teste de resistência de Sabedoria. Qualquer criatura que não puder ser enfeitiçada, passa automaticamente nesse teste de resistência e, se você ou seus companheiros estiverem lutando com a criatura, ela terá vantagem na resistência. Se falhar na resistência, a criatura terá desvantagem em testes de Sabedoria (Percepção) feitos para notar qualquer criatura além de você, até a magia acabar ou até o alvo não poder mais ouvir você. A magia acaba se você estiver incapacitado ou incapaz de falar.", "duration": "1 minuto", "higher_level": "", - "id": 120, + "id": "ae240d3d-e24b-4875-87c8-197ee9d28145", "level": 2, "locations": [ { @@ -1841,7 +1841,7 @@ "desc": "Você desperta o senso de mortalidade em uma criatura que você possa ver dentro do alcance. O alvo p recisa ser bem sucedido em teste de resistência de Sabedoria ou se tornará amedrontada por você até que a magia termine. O alvo amedrontado pode repetir o teste de resistência ao fim de cada um de seus turnos, terminando o efeito em si mesmo com um sucesso.", "duration": "Até 1 minuto", "higher_level": "Em Níveis Superiores. Quando você conjura essa omagia usando um espaço de magia de 2° nível ou superior, você pode adicionar uma criatura extra como alvo para cada nível do espaço acima do 1°. As criaturas precisam estar a no máximo 9 metros uma da outra quando você as incluir como alvos.", - "id": 369, + "id": "79fc0551-df26-4b0b-97df-7bf60c937986", "level": 1, "locations": [ { @@ -1869,7 +1869,7 @@ "desc": "Você pode cegar ou ensurdecer um oponente. Escolha uma criatura que você possa ver dentro do alcance para fazer um teste de resistência de Constituição. Se ela falhar, ficará ou cega ou surda (à sua escolha) pela duração. No final de cada um dos turnos dele, o alvo pode realizar um teste de resistência de Constituição. Se obtiver sucesso, a magia termina.", "duration": "1 minuto", "higher_level": "Se você conjurar essa magia usando um espaço de magia de 3° nível ou superior, você pode afetar uma criatura adicional para cada nível de espaço acima do 2°.", - "id": 37, + "id": "a1f229c7-8ebb-4479-bea0-ff89a4f22ebd", "level": 2, "locations": [ { @@ -1897,7 +1897,7 @@ "desc": "Você realiza uma cerimônia religiosa especial infundida com magia. Quando você conjura a magia, escolha um dos ritos seguintes, cujo alvo deve estar dentro de 3 metros de você durante toda a conjuração.\nExpiação. Você toca uma criatura disposta cujo alinhamento mudou e você faz um teste de Sabedoria (Intuição), CD 20. Em um teste bem-sucedido, você restaura o alvo para o alinhamento original.\nAbençoar Água. Você toca um frasco de água e faz com que se torne água benta.\nRito de Passagem. Você toca um humanoide que sej a um jovem adulto. Pelas próximas 24 horas, sempre que o alvo fizer um teste de habilidade, ele pode rolar um d4 e adicionar o número rolado ao teste de habilidade. A criatura pode se beneficiar deste rito apenas uma vez.\nDedicação. Você toca um humanoide que desej a se dedicar aos serviços do seu deus . Pelas próximas 24 horas, sempre que o alvo faz um teste de resistência, ele pode rolar um d4 e adicionar o numero rolado ao teste. A criatura pode se beneficiar desse rito apenas uma vez.\nCasamento. Você toca humanoides adultos dispostos a serem unidos em matrimônio. Pelos próximos 7 dias, cada alvo ganha um bônus de +2 na CA enquanto estiverem a 9 metros um do outro. Uma criatura pode se beneficiar desse rito novamente apenas se tornar viúvo.", "duration": "Instantânea", "higher_level": "", - "id": 370, + "id": "a7f91d04-fe00-4659-af50-626157c8758b", "level": 1, "locations": [ { @@ -1927,7 +1927,7 @@ "desc": "Um fluxo de ácido emana de você em uma linha de 9 metros de comprimento e 1,5 metro de largura na direção que você escolher. Cada criatura na linha deve ter sucesso em um teste de resistência de Destreza ou ser coberta com ácido pela duração da magia ou até que uma criatura use sua ação para raspar ou lavar o ácido de si mesma ou de outra criatura. Uma criatura coberta de ácido sofre 2d4 de dano por ácido no início de cada um de seus turnos.", "duration": "Até 1 minuto", "higher_level": "Quando você conjura este feitiço usando um slot de magia de 2° nível ou superior, o dano aumenta em 2d4 para cada nível de slot acima do 1°.", - "id": 479, + "id": "90e40c30-6b9a-4a99-8d85-4f53485c1d51", "level": 1, "locations": [ { @@ -1958,7 +1958,7 @@ "desc": "Uma chama, que produz iluminação equivalente a uma tocha, surge de um objeto que você tocar. O efeito é parecido com o de uma chama normal, mas ele não produz calor e não consome oxigênio. Uma chama continua pode ser coberta ou escondida, mas não sufocada ou extinta.", "duration": "Até ser dissipada", "higher_level": "", - "id": 74, + "id": "66ca321c-cc59-4b4c-8d72-b5e25542ccae", "level": 2, "locations": [ { @@ -1988,7 +1988,7 @@ "desc": "Radiação similar a uma chama desce sobre uma criatura que você possa ver, dentro do alcance. O alvo deve ser bem sucedido num teste de resistência de Destreza ou sofrerá 1d8 de dano radiante. O alvo não recebe qualquer benefício de cobertura contra esse teste de resistência. O dano da magia aumenta em 1d8 quando você alcança o 5° nível (2d8), 11° nível (3d8) e 17° nível (4d8).", "duration": "Instantânea", "higher_level": "", - "id": 284, + "id": "eb365be9-a418-4e17-9ada-554af98ee23e", "level": 0, "locations": [ { @@ -2016,7 +2016,7 @@ "desc": "Proferindo um encantamento negro, você convoca um demônio dos Nove Infernos. Você escolhe o tipo do demônio, que deve ser um da classificação de desafio 6 ou inferior, como um demônio farpado ou um demônio barbudo . O demônio aparece em um espaço desocupado que você possa ver dentro do alcance . O demônio desaparece quando ele cai para O pontos de vida ou quando a magia termina.\nO demônio não é amigável a você e seus companheiros. Role iniciativa para o demônio, que tem o seu próprio turno. Ele está s ob o controle do mestre e age de acordo com sua natureza em cada um dos seus turnos, o que poderia resultar em atacar você se ele achar que pode prevalecer, ou tentando tentá-lo a empreender um ato maligno em troca por um serviço limitado. O mestre tem as estatísticas da criatura.\nEm cada um de seus turnos , você pode tentar emitir um comando ao demônio (nenhuma ação requerida por você) . Ele obedece ao comando se o provável resultado estiver em conformidade com seus desejos, especialmente se o resultado atrai-lo para o mal . Caso contrário, você deve fazer u m teste de Carisma (Enganação, Intimidação ou PersuasãeJ con estado pelo teste de Sabedoria (Intuiça0) dele. Você faz o teste com vantagem os disser o ver adeir nem do demônio. Se o seú teste falhar, o dem nio se torna imune aos sçua coniandos ve brus du11ante a duração da magia, embora ainda possa realizar seus comandos se ele escolher. Se seu teste for bem sucedido , o demônio executa seu comando - como \\\"ataque meus inimigos\\\", \\\"explore a sala ã frente\" ou \\\"carregue esta mensagem para a rainh\\\" - até completar a atividade, ao ponto em que ele retorna a você para informar tê-lo feito.\nSe sua concentração terminar antes que a magia chegue ã sua duração total, o demônio não desaparece se ele tiver se tomado imune a seus comandos verbais . Em vez disso, ele atua da maneira que ele escolher durante 3 d6 minutos, e então desaparece.\nSe você possui um talismã de demônio individual, você pode convocar aquele demônio se for da classificação de desafio apropriada mais 1, e ele obedece a todos os seus comandos, sem. necessidade de testes de Carisma.", "duration": "Até 1 hora", "higher_level": "Em Níveis Superiores. Quando você conjura essa magia usando um espaço de magia de 6° nível ou superior, a classificação de desafio aumenta em 1 para cada nível do espaço de magia acima do 2°.", - "id": 400, + "id": "eb4e364b-7470-48e4-9da1-e77332be3997", "level": 5, "locations": [ { @@ -2045,7 +2045,7 @@ "desc": "Você cria um longo chicote de vinhas coberto por espinhos que chicoteia, ao seu comando, em direção de uma criatura dentro do alcance. Realize um ataque corpo-a- corpo com magia contra o alvo. Se o ataque atingir, a criatura sofrerá 1d6 de dano perfurante e, se a criatura for Grande ou menor, você a puxa até 3 metros para perto de você.\nO dano dessa magia aumenta em 1d6 quando você alcança o 5° nível (2d6), 11° nível (3d6) e 17° nível (4d6).", "duration": "Instantânea", "higher_level": "", - "id": 330, + "id": "8ed1d55b-1f18-4445-a61b-c1c13522e3ff", "level": 0, "locations": [ { @@ -2072,7 +2072,7 @@ "desc": "Você ataca psiquicamente uma criatura que pode ver dentro do alcance. O alvo deve fazer um teste de resistência de Inteligência. Em uma falha de salvamento, o alvo sofre 3d6 de dano psíquico e não pode reagir até o final do próximo turno. Além disso, em seu próximo turno, ele deve escolher se obtém um movimento, uma ação ou uma ação bônus; recebe apenas um dos três. Em um teste bem-sucedido, o alvo sofre metade do dano e nenhum dos outros efeitos do feitiço.", "duration": "1 rodada", "higher_level": "Ao lançar esta magia usando um slot de magia de 3° nível ou superior, você pode ter como alvo uma criatura adicional para cada nível de slot acima do 2°. As criaturas devem estar a 9 metros uma da outra quando você as mira.", - "id": 480, + "id": "823bcd2b-6049-4016-adf0-3bd7f6062f39", "level": 2, "locations": [ { @@ -2102,7 +2102,7 @@ "desc": "Uma rajada de bolas de neve mágicas emerge de um ponto que você escolher, dentro do alcance. Cada criatura numa esfera de 1,5 metro de raio cen trada no ponto deve realizar um teste de resistência de Destreza. Uma criatura sofre 3d6 de dano de frio se falhar na resistência, ou metade desse dano se obtiver sucesso.", "duration": "Instantânea", "higher_level": "Em Níveis Superiores. Quando você conjura essa magia usando um espaço de magia de 3o nível ou superior, o dano aumenta em 1d6 para cada nível do espaço acima do 2°.", - "id": 432, + "id": "8f69ddeb-4895-4137-ab6b-38df1c532c5b", "level": 2, "locations": [ { @@ -2130,7 +2130,7 @@ "desc": "Esferas de fogo incandescentes atingem o solo em quatro pontos diferentes que você possa ver, dentro do alcance. Cada criatura numa esfera de 12 metros de raio, centrada em cada ponto escolhido por você, deve realizar um teste de resistência de Destreza. A esfera se espalha, dobrando esquinas. Uma criatura sofre 20d6 de dano de fogo e 20d6 de dano de concussão se falhar na resistência ou metade desse dano se obtiver sucesso. Uma criatura na área de mais de uma explosão de chamas é afetada apenas uma vez.\nA magia causa dano aos objetos na área e incendeia objetos inflamáveis que não estejam sendo vestidos ou carregados.", "duration": "Instantânea", "higher_level": "", - "id": 227, + "id": "59710ad4-a0b5-4d02-9348-06a8cffdb85e", "level": 9, "locations": [ { @@ -2160,7 +2160,7 @@ "desc": "Você cria um sensor invisível, dentro do alcance, em um local familiar a você (um local que você tenha visitado ou visto antes) ou em um local obvio que não seja familiar a você (como atrás de uma porta, ao redor de um canto ou em um bosque de árvores). O sensor se mantem no local pela duração e não pode ser atacado ou manipulado de outra forma.\nQuando você conjurar essa magia, escolhe visão ou audição. Você pode escolher sentir através do sensor como se você estivesse no espaço dele. Com sua ação, você pode trocar entre visão e audição.\nUma criatura que puder ver o sensor (como uma criatura beneficiada por ver o invisível ou visão verdadeira) vê um globo luminoso e intangível do tamanho do seu olho.", "duration": "Até 10 minutos", "higher_level": "", - "id": 50, + "id": "1aac1e52-6455-48ca-95b1-b5db791de60a", "level": 3, "locations": [ { @@ -2188,7 +2188,7 @@ "desc": "Essa magia produz uma duplicata inerte de uma criatura viva como uma garantia contra a morte. Esse clone é formado dentro de um receptáculo selado e cresce ao seu tamanho total, atingindo a maturidade após 120 dias; Você também pode escolher que o clone seja uma versão mais jovem da mesma criatura. Ele permanece inerte e dura indefinidamente, enquanto seu receptáculo permanecer intocado.\nA qualquer momento, após o clone amadurecer, se a criatura original morrer, sua alma é transferida para o clone, considerando que a alma está livre e deseje retornar. O clone é fisicamente idêntico ao original e tem a mesma personalidade, memórias e habilidades, mas não possui qualquer equipamento do original. O físico da criatura original permanece, se ainda existir, se tornando inerte e não podendo, consequentemente, ser trazido de volta à vida, já que a alma da criatura está em outro lugar.", "duration": "Instantânea", "higher_level": "", - "id": 51, + "id": "3cc543eb-b9f8-436d-869d-df8f0fc01f95", "level": 8, "locations": [ { @@ -2216,7 +2216,7 @@ "desc": "Uma coluna vertical de fogo divino emerge de baixo para os céus, no local que você especificar. Cada criatura num cilindro de 3 metros de raio por 12 metros de altura, centrado num ponto dentro do alcance, deve realizar um teste de resistência de Destreza. Uma criatura sofre 4d6 de dano de fogo e 4d6 de dano radiante se falhar na resistência, ou metade desse dano se obtiver sucesso.", "duration": "Instantânea", "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 6° nível ou superior, o dano de fogo ou o dano radiante (à sua escolha) aumenta em 1d6 por nível do espaço acima do 5°.", - "id": 142, + "id": "0c817691-083e-4d33-a704-a9e48c813bc2", "level": 5, "locations": [ { @@ -2243,7 +2243,7 @@ "desc": "Você pronuncia uma palavra de comando para uma criatura que você possa ver dentro do alcance. O alvo deve ser bem sucedido num teste de resistência de Sabedoria ou seguirá seu comando no próximo turno dele. A magia não tem efeito se o alvo for um morto-vivo, se ele não entender seu idioma ou se o comando for diretamente nocivo a ele.\nAlguns comandos típicos e seus efeitos a seguir. Você pode proferir um comando diferente dos descritos aqui. Se o fizer, o Mestre descreve como o alvo reage. Se o alvo não puder cumprir o comando, a magia termina.\nAproxime-se. O alvo se move para próximo de você o máximo que puder na rota mais direta, terminando seu turno, se ele se mover a até 1,5 metro de você.\nLargue. O alvo larga o que quer que ele esteja segurando, e termina seu turno.\nFuja. O alvo gasta seu turno se movendo para longe de você da forma mais rápida que puder.\nDeite-se. O alvo deita-se no chão e então, termina seu turno.", "duration": "1 rodada", "higher_level": "Se você conjurar essa magia usando um espaço de magia de 2° nível ou superior, você pode afetar uma criatura adicional para cada nível do espaço acima do 1°. As criaturas devem estar a 9 metros entre si para serem afetadas.", - "id": 55, + "id": "e5c6a22c-3ed2-438b-81b4-6afe450d5e55", "level": 1, "locations": [ { @@ -2276,7 +2276,7 @@ "desc": "Pela duração, você compreende o significado literal de qualquer idioma falado que você ouvir. Você também compreende qualquer idioma escrito que vir, mas você deve tocar a superfície onde as palavras estão escritas. Leva, aproximadamente, 1 minuto para ler uma página de texto.\nEssa magia não decifra mensagens secretas em textos ou glifos, como um selo arcano, que não seja parte de um idioma escrito.", "duration": "1 hora", "higher_level": "", - "id": 59, + "id": "5d6e46fd-ca23-4c46-bd2b-7aa232f810ad", "level": 1, "locations": [ { @@ -2303,7 +2303,7 @@ "desc": "Criaturas, à sua escolha, que você puder ver dentro do alcance e que puderem ouvir você, devem realizar um teste de resistência de Sabedoria. Um alvo passa automaticamente nesse teste de resistência se ele não puder ser enfeitiçado. Se falhar no teste, um alvo é afetado por essa magia. Até a magia acabar, você pode usar uma ação bônus em cada um dos seus turnos, para designar uma direção horizontal a você. Cada criatura afetada deve se mover, da melhor forma possível, para essa direção no próximo turno dela. Ela pode realizar sua ação antes de se mover. Depois de se mover dessa forma, ela pode realizar outra resistência de Sabedoria para tentar acabar com o efeito.\nUm alvo não é obrigado a se mover em direção de um perigo obviamente mortal, como uma fogueira ou abismo, mas ele vai provocar ataques de oportunidade por se mover na direção designada.", "duration": "Até 1 minuto", "higher_level": "", - "id": 60, + "id": "448111f4-6677-4258-a76f-2f20f4685c9a", "level": 4, "locations": [ { @@ -2330,7 +2330,7 @@ "desc": "Você contata sua divindade ou um representante divino e faz até três perguntas que podem ser respondidas com um sim ou não. Você deve fazer suas perguntas antes da magia terminar. Você recebe uma resposta correta para cada pergunta.\nSeres divinos não são necessariamente oniscientes, portanto, você pode receber “incerto” como uma resposta se uma pergunta que diga respeito a uma informação além do conhecimento da divindade. Em caso de uma resposta de única palavra puder levar ao engano ou contrariar os interesses da divindade, o Mestre pode oferecer uma frase curta como resposta, no lugar.\nSe você conjurar essa magia duas ou mais vezes antes de terminar um descanso longo, existe uma chance cumulativa de 25 por cento de cada conjuração, depois da primeira que você fez, ter um resultado aleatório. O Mestre faz essa jogada secretamente.", "duration": "1 minuto", "higher_level": "", - "id": 56, + "id": "bd7516c3-50c2-4c60-b3e0-ce59233a03ad", "level": 5, "locations": [ { @@ -2358,7 +2358,7 @@ "desc": "Você, momentaneamente, se torna uno com a natureza e ganha conhecimento do território ao seu redor. Ao ar livre, a magia lhe oferece conhecimento do terreno a até 4,5 quilômetros de você. Em cavernas e outros formações subterrâneas naturais, o raio é limitado a 150 metros. A magia não funciona onde a natureza foi substituída por construções, como em masmorras ou cidades.\nVocê, instantaneamente, adquire conhecimento de até três fatos, à sua escolha, sobre qualquer dos assuntos a seguir, relacionados a área:\n\u2022Terrenos e corpos de água\n\u2022Plantas, minérios, animais e povo predominante\n\u2022Celestiais, fadas, corruptores, elementais ou mortos- vivos mais poderosos\n\u2022Influência de outros planos de existência\n\u2022Construções\nPor exemplo, você poderia determinar a localização de um morto-vivo poderoso na área, a localização da maior fonte de água potável e a localização de quaisquer cidades próximas.", "duration": "Instantânea", "higher_level": "", - "id": 57, + "id": "780ca4c4-7abc-4630-9bf1-82b5ad5f27de", "level": 5, "locations": [ { @@ -2386,7 +2386,7 @@ "desc": "Uma explosão de ar gelado irrompe das suas mãos. Cada criatura dentro do cone de 18 metros, deve realizar um teste de resistência de Constituição. Uma criatura sofre 8d8 de dano de frio se falhar na resistência, ou metade desse dano se passar.\nUma criatura morta por essa magia se torna uma estátua congelada até derreter.", "duration": "Instantânea", "higher_level": "Se você conjurar essa magia usando um espaço de magia de 6° nível ou superior, o dano aumenta em 1d8 para cada nível do espaço acima do 5°.", - "id": 61, + "id": "df3e5ee7-f508-4752-bfcd-3a8f55136aa2", "level": 5, "locations": [ { @@ -2420,7 +2420,7 @@ "desc": "Essa magia ataca e embaralha as mentes das criaturas, gerando delírios e provocando ações descontroladas. Cada criatura em uma esfera com 3 metros de raio, centrada num ponto, à sua escolha, dentro do alcance, deve ser bem sucedida num teste de resistência de Sabedoria, quando você conjurar essa magia ou for afetada por ela.\nUm alvo afetado não pode realizar reações e deve rolar um d10 no início de cada um dos seus turnos para determinar seu comportamento nesse turno.\n\n1: A criatura usa todo seu deslocamento para se mover em uma direção aleatória. Para determinar a direção, role um d8 e atribua uma direção a cada face do dado. A criatura não realiza uma ação nesse turno.\n2–6: A criatura não se move ou realiza ações nesse turno.\n7–8: A criatura usa sua ação para realizar um ataque corpo-a- corpo contra uma criatura, determinada aleatoriamente, ao seu alcance. Se não houver criaturas dentro do alcance, a criatura não faz nada nesse turno.\n9–10: A criatura pode agir e se mover normalmente.\n\nAo final de cada um dos seus turnos, um alvo afetado pode realizar um teste de resistência de Sabedoria. Se for bem sucedido, esse efeito acaba nesse alvo.", "duration": "Até 1 minuto", "higher_level": "Se você conjurar essa magia usando um espaço de magia de 5° nível ou superior, o raio da esfera aumenta em 1,5 metro para cada nível do espaço acima do 4°.", - "id": 62, + "id": "bd28dfae-3278-433f-82c4-dd31a70c818c", "level": 4, "locations": [ { @@ -2450,7 +2450,7 @@ "desc": "Nomeie ou descreva uma pessoa, local ou objeto. A magia traz a sua mente um breve resumo do conhecimento significativo sobre a coisa que você nomeou. O conhecimento deve consistir em contos atuais, histórias esquecidas ou, até mesmo, conhecimento secreto que nunca foi amplamente divulgado. Se a coisa que você nomeou não for de importância lendária, você não recebe qualquer informação sofre ela. Quanto mais informação você possuir sobre a coisa, mais precisa e detalhada será a informação que você receberá.\nA informação que você aprende é precisa, mas pode ser redigida em linguagem figurada. Por exemplo, se você possuir um misterioso machado mágico na mão, a magia pode proporcionar essa informação: “Ai do malfeitor cuja mão toca o machado, até mesmo seu cabo corta a mão dos malignos. Só um verdadeiro Filho da Pedra, adorador e adorado de Moradin, pode despertar os verdadeiros poderes do machado e apenas com a palavra sagrada Rudnogg nos lábios.”", "duration": "Instantânea", "higher_level": "", - "id": 198, + "id": "674953af-e17d-49a8-a5f3-93be762f1008", "level": 5, "locations": [ { @@ -2478,7 +2478,7 @@ "desc": "Você invoca espíritos feéricos, que assumem formas de bestas, que aparecem em espaços desocupados, que você possa ver dentro do alcance. Escolha uma das opções a seguir para aparecer:\n\u2022 Uma besta de nível de desafio 2 ou inferior\n\u2022 Duas bestas de nível de desafio 1 ou inferior\n\u2022 Quatro bestas de nível de desafio 1/2 ou inferior\n\u2022 Oito bestas de nível de desafio 1/4 ou inferior\nCada besta é também considerada uma fada e desaparece quando cair a 0 pontos de vida ou quando a magia acabar.\nAs criaturas invocadas são amigáveis a você e a seus companheiros. Role a iniciativa para as criaturas invocadas como um grupo, que age no seu próprio turno. Eles obedecem a quaisquer comandos verbais que você emitir (não requer uma ação sua). Se você não emitir nenhum comando a elas, elas se defenderão de criaturas hostis, mas no mais, não realizarão nenhuma ação.\nO Mestre possui as estatísticas das criaturas.", "duration": "Até 1 hora", "higher_level": "Se você conjurar essa magia usando certos espaços de magia superiores, você escolhe uma das opções de invocação acima e mais criaturas aparecem: o dobro delas com um espaço de 5° nível, o triplo delas com um espaço de 7° nível e o quadruplo delas com um espaço de 9° nível.", - "id": 63, + "id": "3c3b26bb-4e94-4324-85f7-0e1396f21d18", "level": 3, "locations": [ { @@ -2504,7 +2504,7 @@ "desc": "Você invoca um celestial de nível de desafio 4 ou inferior, que aparece num espaço desocupado, que você possa ver dentro do alcance. O celestial desaparece se cair a 0 pontos de vida ou quando a magia acabar.\nO celestial é amigável a você e a seus companheiros pela duração. Role a iniciativa para o celestial, que age no seu próprio turno. Ele obedece a quaisquer comandos verbais que você emitir (não requer uma ação sua), contanto que não violem sua tendência. Se você não emitir nenhum comando a ele, ele se defenderá de criaturas hostis, mas no mais, não realizará nenhuma ação.\nO Mestre possui as estatísticas do celestial.", "duration": "Até 1 hora", "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 9° nível, você invoca um celestial de nível de desafio 5 ou inferior.", - "id": 65, + "id": "d5d151a8-b53c-4dac-89d8-52789655a6f2", "level": 7, "locations": [ { @@ -2531,7 +2531,7 @@ "desc": "Você invoca elementais que aparecem em espaços desocupados, que você possa ver dentro do alcance. Você escolhe uma das opções a seguir para aparecer:\n\u2022 Um elemental de nível de desafio 2 ou inferior\n\u2022 Dois elementais de nível de desafio 1 ou inferior\n\u2022 Quatro elementais de nível de desafio 1/2 ou inferior\n\u2022 Oito elementais de nível de desafio 1/4 ou inferior\nUm elemental invocado através dessa magia desaparece quando cair a 0 pontos de vida ou quando a magia acabar.\nAs criaturas invocadas são amigáveis a você e a seus companheiros. Role a iniciativa para as criaturas invocadas como um grupo, que age no seu próprio turno. Eles obedecem a quaisquer comandos verbais que você emitir (não requer uma ação sua). Se você não emitir nenhum comando a elas, elas se defenderão de criaturas hostis, mas no mais, não realizarão nenhuma ação.\nO Mestre possui as estatísticas das criaturas.", "duration": "Até 1 hora", "higher_level": "Se você conjurar essa magia usando certos espaços de magia superiores, você escolhe uma das opções de invocação acima e mais criaturas aparecem: o dobro delas com um espaço de 6° nível e o triplo delas com um espaço de 8° nível.", - "id": 68, + "id": "35b4e9b2-9631-49dd-9cb2-3fb231742781", "level": 4, "locations": [ { @@ -2559,7 +2559,7 @@ "desc": "Você invoca um servo elemental. Escolha uma área de ar, água, fogo ou terra que preencha 3 metros cúbicos, dentro do alcance. Um elemental de nível de desafio 5 ou inferior, adequado a área que você escolheu, aparece em um espaço desocupado a até 3 metros dela. Por exemplo, um elemental do fogo emergiria de uma fogueira e um elemental da terra erguer-se-ia do solo. O elemental desaparece quando cair a 0 pontos de vida ou quando a magia acabar.\nO elemental é amigável a você e a seus companheiros pela duração. Role a iniciativa para o elemental, que age no seu próprio turno. Ele obedece a quaisquer comandos verbais que você emitir (não requer uma ação sua). Se você não emitir nenhum comando a ele, ele se defenderá de criaturas hostis, mas no mais, não realizará nenhuma ação.\nSe sua concentração for interrompida, o elemental não desaparece. Ao invés disso, você perde o controle sobre o elemental e ele se torna hostil a você e aos seus companheiros, e irá atacar. Um elemental fora de controle não pode ser dispensado e desaparece 1 hora depois de você ter o invocado.", "duration": "Até 1 hora", "higher_level": "", - "id": 66, + "id": "11eec43c-87ab-4a7a-9ce7-9945f4086f19", "level": 5, "locations": [ { @@ -2587,7 +2587,7 @@ "desc": "Você invoca uma criatura feérica de nível de desafio 6 ou inferior ou um espírito feérico que assume a forma de uma besta de nível de desafio 6 ou inferior. Ela aparece num espaço desocupado, que você possa ver dentro do alcance. A criatura feérica desaparece se cair a 0 pontos de vida ou quando a magia acabar. A criatura feérica é amigável a você e a seus companheiros pela duração. Role a iniciativa para a criatura, que age no seu próprio turno. Ela obedece a quaisquer comandos verbais que você emitir (não requer uma ação sua), contanto que não violem sua tendência. Se você não emitir nenhum comando a ela, ela se defenderá de criaturas hostis, mas no mais, não realizará nenhuma ação.\nSe sua concentração for interrompida, a criatura feérica não desaparece. Ao invés disso, você perde o controle sobre o elemental e ele se torna hostil a você e aos seus companheiros, e irá atacar. Uma criatura feérica fora de controle não pode ser dispensada e desaparece 1 hora depois de você ter a invocado.\nO Mestre possui as estatísticas da criatura feérica.", "duration": "Até 1 hora", "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 7° nível ou superior, o nível de desafio aumenta em 1 para cada nível do espaço acima do 6°.", - "id": 67, + "id": "d74891ab-09ee-44c7-bc0e-c5a07c0080ce", "level": 6, "locations": [ { @@ -2614,7 +2614,7 @@ "desc": "Você arremessa uma arma não-mágica ou dispara uma munição não-mágica no ar para criar um cone de armas idênticas que se lançam a frente e então desaparecem. Cada criatura num cone de 18 metros, deve ser bem sucedida num teste de resistência de Destreza. Uma criatura sofre 3d8 de dano se falhar na resistência, ou metade desse dano num sucesso. O tipo do dano é o mesmo da arma ou munição usada como componente.", "duration": "Instantânea", "higher_level": "", - "id": 64, + "id": "76d4b971-df24-40f3-a127-48c58f502602", "level": 3, "locations": [ { @@ -2642,7 +2642,7 @@ "desc": "Você dispara uma munição não-mágica de uma arma à distância ou arremessa uma arma não-mágica no ar e escolhe um ponto dentro do alcance. Centenas de duplicatas da munição ou arma caem em uma saraivada vinda de cima e então desaparecem. Cada criatura num cilindro com 12 metros de raio e 6 metros de altura centrado no ponto, deve realizar um teste de resistência de Destreza. Uma criatura sofre 8d8 de dano se falhar na resistência, ou metade desse dano num sucesso. O tipo do dano é o mesmo da munição ou arma.", "duration": "Instantânea", "higher_level": "", - "id": 69, + "id": "2be9e24b-518c-4fd3-a910-2f1772b810f3", "level": 5, "locations": [ { @@ -2671,7 +2671,7 @@ "desc": "Você invoca criaturas feéricas que aparecem em espaços desocupados, que você possa ver dentro do alcance. Escolha uma das opções a seguir para aparecer:\n\u2022 Uma criatura feérica de nível de desafio 2 ou inferior\n\u2022 Duas criaturas feéricas de nível de desafio 1 ou inferior\n\u2022 Quatro criaturas feéricas de nível de desafio 1/2 ou inferior\n\u2022 Oito criaturas feéricas de nível de desafio 1/4 ou inferior\nUma criatura invocado desaparece quando cair a 0 pontos de vida ou quando a magia acabar.\nAs criaturas invocadas são amigáveis a você e a seus companheiros. Role a iniciativa para as criaturas invocadas como um grupo, que age no seu próprio turno. Eles obedecem a quaisquer comandos verbais que você emitir (não requer uma ação sua). Se você não emitir nenhum comando a elas, elas se defenderão de criaturas hostis, mas no mais, não realizarão nenhuma ação.\nO Mestre possui as estatísticas das criaturas.", "duration": "Até 1 hora", "higher_level": "Se você conjurar essa magia usando certos espaços de magia superiores, você escolhe uma das opções de invocação acima e mais criaturas aparecem: o dobro delas com um espaço de 6° nível e o triplo delas com um espaço de 8° nível.", - "id": 70, + "id": "7a51712a-fa52-43a6-b583-bacae3c5caa0", "level": 4, "locations": [ { @@ -2699,7 +2699,7 @@ "desc": "Você toca um ponto e infunde uma área ao redor com poder sagrado (ou profano). A área pode ter até 18 metros de raio e a magia falha se o raio incluir uma área já sob efeito da magia consagrar. A área afetada está sujeita aos seguintes efeitos.\nPrimeiro, celestiais, corruptores, elementais, fadas e mortos-vivos não conseguem entrar na área, nem, tais criaturas, podem enfeitiçar, amedrontar ou possuir criaturas dentro da área. Qualquer criatura enfeitiçada, amedrontada ou possuída por uma criatura dessas, não estará mais enfeitiçada, amedrontada ou possuída ao adentrar a área. Você pode excluir um ou mais desses tipos de criaturas desse efeito.\nSegundo, você pode vincular um efeito extra a área. Escolha o efeito da lista a seguir, ou escolha um efeito oferecido pelo Mestre. Alguns desses efeitos se aplicam a criaturas na área; você pode definir seu o efeito se aplica a todas as criaturas, criaturas que seguem uma divindade ou líder especifico ou criaturas de uma espécie especifica, como orcs ou trolls. Quando uma criatura que seria afetada entrar na área da magia pela primeira vez em um turno, ou começar seu turno nela, ela pode fazer um teste de resistência de Carisma. Se obtiver sucesso, a criatura ignora o efeito extra até sair da área.\nCoragem. As criaturas afetadas não podem ser amedrontadas enquanto estiverem na área.\nDescanso Eterno. Cadáveres enterrados na área não podem ser transformados em mortos-vivos.\nEscuridão. Escuridão preenche a área. Luz normal, assim como luz mágica criada por magias de nível inferior ao nível do espaço usado para conjurar essa magia, não podem iluminar a área.\nIdiomas. As criaturas afetadas podem se comunicar com qualquer outra criatura na área, mesmo que elas não partilhem um idioma em comum. Interferência Extradimensional. As criaturas\nInterferência Extradimensional. As criaturas afetadas não podem se mover ou viajar usando teletransporte ou por meios extradimensionais ou interplanares.\nLuz do Dia. Luz plena preenche a área. Escuridão mágica criada por magias de nível inferior ao nível do espaço usado para conjurar essa magia, não podem extinguir a luz.\nMedo. As criaturas afetadas ficam amedrontadas enquanto estiverem na área.\nProteção contra Energia. As criaturas afetadas na área tem resistência a um tipo de dano, à sua escolha, exceto de concussão, cortante ou perfurante.\nSilêncio. Nenhum som pode ser emitido de dentro da área e nenhum som pode adentra-la.\nVulnerabilidade à Energia. As criaturas afetadas na área tem vulnerabilidade a um tipo de dano, à sua escolha, exceto de concussão, cortante ou perfurante.", "duration": "Até ser dissipada", "higher_level": "", - "id": 171, + "id": "3f07b1ce-db90-43a0-a2f2-a6149bb26b1e", "level": 5, "locations": [ { @@ -2732,7 +2732,7 @@ "desc": "Essa magia repara um única quebra ou fissura em um objeto que você tocar, como um elo quebrado de uma corrente, duas metades de uma chave partida, um manto rasgado ou o vazamento em um odre. Contanto que a quebra ou fissura não tenha mais de 30 centímetros em qualquer dimensão, você pode remenda-la, não deixando qualquer vestígio do dano anterior.\nEssa magia pode reparar fisicamente um item mágico ou constructo, mas a magia não irá restaurar a magia em tais objetos.", "duration": "Instantânea", "higher_level": "", - "id": 225, + "id": "2d73b4f8-0361-4434-b984-aeb387015a54", "level": 0, "locations": [ { @@ -2759,7 +2759,7 @@ "desc": "Ervas e vinhas poderosas brotam do solo num quadrado de 6 metros a partir de um ponto dentro do alcance. Pela duração, essas plantas transformam o solo na área em terreno difícil.\nUma criatura na área quando você conjurar a magia deve ser bem sucedida num teste de resistência de Força ou ficará impedida pelo emaranhado de plantas, até a magia acabar. Uma criatura impedida pelas plantas pode usar sua ação para realizar um teste de Força, contra a CD da magia. Se for bem sucedido, irá se libertar.\nQuando a magia termina, as plantas conjuradas murcharão.", "duration": "Até 1 minuto", "higher_level": "", - "id": 119, + "id": "a1a9757a-cce1-4016-898f-2d90c20b0e24", "level": 1, "locations": [ { @@ -2788,7 +2788,7 @@ "desc": "Você contata mentalmente um semideus, o espírito de um sábio morto a muito tempo ou alguma outra entidade misteriosa de outro plano. Contatar esse extraplanar inteligente pode distorcer ou até mesmo arruinar com sua mente. Quando você conjurar essa magia, faça um teste de resistência de Inteligência CD 15. Se falhar, você sofre 6d6 de dano psíquico e fica insano até terminar um descanso longo. Enquanto estiver insano, você não pode realizar ações, não entende o que as outras criaturas dizem, não pode ler e fala apenas coisas sem sentido. Conjurar a magia restauração maior em você acaba com esse efeito.\nSe obtiver sucesso no teste de resistência, você pode fazer a entidade até cinco perguntas. Você deve fazer suas perguntas antes da magia acabar. O Mestre responde cada pergunta com uma única palavra, como “sim”, “não”, “talvez”, “nunca”, “irrelevante” ou “incerto” (se a entidade não souber a resposta para a pergunta). Em caso de uma resposta de única palavra puder levar ao engano, o Mestre pode, ao invés disso, oferecer uma frase curta como resposta.", "duration": "1 minuto", "higher_level": "", - "id": 71, + "id": "83a2687a-4247-497b-9d83-76bb4f789ecc", "level": 5, "locations": [ { @@ -2815,7 +2815,7 @@ "desc": "Escolha uma magia de 5° nível ou inferior que você possa conjurar, que tenha um tempo de conjuração de 1 ação e que possa ter você como alvo. Você conjura essa magia – chamada de magia contingente – como parte da conjuração de contingência, gastando espaços de magia para ambas, mas a magia contingente não tem efeito imediato. Ao invés disso, ela se ativa quando uma certa circunstância ocorre. Você descreve a circunstância quando conjura as duas magias. Por exemplo, uma contingência conjurada com respirar na água pode estipular que respirar na água se ative quando você estiver imerso em água ou um líquido similar.\nA magia contingente se ativa imediatamente depois da circunstância ser satisfeita pela primeira vez, quer você queira, quer não, e a contingência termina.\nA magia contingente afeta apenas você, mesmo que ela normalmente possa afetar outros alvos. Você pode ter apenas uma contingência ativa por vez. Se você conjurar essa magia novamente, o efeito da outra magia contingência termina. Além disso, a contingência também termina em você se os componentes materiais dela não estiverem mais com você.", "duration": "10 dias", "higher_level": "", - "id": 73, + "id": "c3043c62-4bae-414c-a8c8-c80e4486f164", "level": 6, "locations": [ { @@ -2843,7 +2843,7 @@ "desc": "Você tenta interromper uma criatura no processo de conjuração de uma magia. Se a criatura estiver conjurando uma magia de 3° nível ou inferior, a magia falha e não gera nenhum efeito. Se ela estiver conjurando uma magia de 4° nível ou superior, faça um teste de habilidade usando sua habilidade de conjuração. A CD é igual a 10 + o nível da magia. Caso seja bem sucedido, a magia da criatura falha e não gera nenhum efeito.", "duration": "Instantânea", "higher_level": "Se você conjurar essa magia usando um espaço de magia de 4° nível ou superior, a magia interrompida não vai gerar efeito se o nível dela for menor ou igual ao nível do espaço de magia que você usar.", - "id": 78, + "id": "0d5ef4d7-8994-4390-b9ea-d275aa60c4cc", "level": 3, "locations": [ { @@ -2870,7 +2870,7 @@ "desc": "Você escolhe uma chama não mágica que você possa ver, dentro do alcance, e que ocupe até um cubo de 1,5 metros. Você afeta ela de uma das seguintes formas:\n\u2022 Você instantaneamente expande a chama em 1,5 metro em uma direção, considerando que exista madeira ou outro combu stível no local novo.\n\u2022 Você instantaneamente extingue as chamas dentro do cubo.\n\u2022 Você dobra ou reduz à m etade a área de luz plena e de penumbra emitida pela chama, muda a cor dela, ou ambos . As mudanças duram por 1 hora.\n\u2022 Você faz com que formas simples - como um forma imprecisa de uma criatura, objeto inanimado ou local - apareçam dentro das chamas e se animem como você quiser. As formas duram por 1 hora.\nSe você conjurar essa magia diversas vezes, você pode ter até três do s seus efeitos não instantâneos ativos ao mesmo tempo, e você pode dissipar um efeito desses com uma ação.", "duration": "Especial", "higher_level": "", - "id": 373, + "id": "2a750805-d281-42b4-b48e-49fac62e4954", "level": 0, "locations": [ { @@ -2899,7 +2899,7 @@ "desc": "Até o fim da magia, você controla qualquer corpo de água dentro da área que você escolher, que é um cubo de 30 metros quadrados. Você pode escolher dentre quaisquer dos efeitos seguintes, quando você conjurar essa magia. Com uma ação no seu turno, você pode repetir o mesmo efeito ou escolher um diferente.\n\nInundação\n Você faz com que o nível da água de toda área afetada suba até 6 metros. Se a área incluir uma margem, a inundação ira transbordar para a terra seca.\nSe você escolher uma área em um extenso corpo de água, ao invés disso, você cria uma onda com 6 metros de altura que irá de um lado ao outro da área e então desaba. Qualquer veículo Enorme ou menor no caminho da onda será carregado por ela até o outro lado. Qualquer veículo Enorme ou menor atingido pela onda tem uma chance de 25 por cento de emborcar.\nO nível da água se mantem elevado até a magia acabar ou você escolher um efeito diferente. Se esse efeito produzir uma onda, a onda se repete no início do seu próximo turno enquanto o efeito de inundação durar.\n\nDividir Água\nVocê faz com que a água na área se divida e crie uma trincheira. A trincheira se estende por toda área da magia e a água separada forma uma parede de cada lado. A trincheira permanece até a magia acabar ou você escolher um efeito diferente. A água, então, lentamente preenche a trincheira ao longo do curso da próxima rodada até o nível normal da água ser restaurado.\n\nRedirecionar Fluxo\nVocê faz com que o fluxo da água na área se mova na direção que você escolher, mesmo que a água tenha que fluir através de obstáculos, subir muros ou em outra direção improvável. A água na área se move na direção ordenada, mas uma vez que tenha se movido além da área da magia, ela conclui seu fluxo baseado nas condições do terreno. A água continua a se mover na direção que você escolheu até a magia acabar ou você escolher um efeito diferente.\n\nRedemoinho\nEsse efeito requer um corpo de água de, pelo menos, 15 metros quadrados e 7,5 metros de profundidade. Você faz com que um redemoinho se forme no centro da área. O redemoinho forma um vórtice com 1,5 metro de largura na base, chegando a 15 metros de largura no topo e 7,5 metros de altura. Qualquer criatura ou objeto na água a até 7,5 metros do vórtice é puxado 3 metros na direção dele. Uma criatura pode tentar nadar para longe do vórtice com um teste de Força (Atletismo) contra a CD da magia.\nQuando uma criatura entrar no vórtice pela primeira vez no turno dela ou começar seu turno dentro dele, ela deve realizar um teste de resistência de Força. Se falhar, a criatura sofre 2d8 de dano de concussão e estará presa no vórtice até a magia acabar. Se passar na resistência, a criatura sofre metade do dano e não estará presa no vórtice. Uma criatura presa no vórtice pode usar sua ação para tentar nadar para fora do vórtice como descrito acima, mas terá desvantagem no teste de Força (Atletismo) para fazer isso.\nA primeira vez a cada turno que um objeto entrar no vórtice, o objeto sofre 2d8 de dano de concussão; esse dano se repete a cada rodada que ele permanecer no vórtice.", "duration": "Até 10 minutos", "higher_level": "", - "id": 75, + "id": "3f8020f2-0e20-453a-b527-13ff95ffde1a", "level": 4, "locations": [ { @@ -2929,7 +2929,7 @@ "desc": "Você toma controle do clima numa área de 7,5 quilômetros de você pela duração. Você deve estar ao ar livre para conjurar essa magia. Se mover para um lugar onde você não tenha uma visão clara do céu termina a magia prematuramente.\nQuando você conjurar essa magia, você muda as condições climáticas atuais, que são determinadas pelo Mestre baseado no ambiente e estação. Você pode mudar a precipitação, temperatura e vento. Leva 1d4 x 10 minutos para as novas condições fazerem efeito. Quando a magia terminar, o clima, gradualmente, volta ao normal.\nQuando você altera as condições climáticas, encontre a condição atual nas tabelas a seguir e mude em um estágio, para cima ou para baixo. Quando mudar o vento, você pode mudar a direção do mesmo.\n\nPRECIPITAÇÃO\n1\tCéu claro\n2\tParcialmente encoberto\n3\tCéu escuro ou nublado\n4\tChuva, granizo ou neve\n5\tChuva torrencial, tempestade de granizo ou nevasca\n\nTEMPERATURE\n1\tCalor insuportável\n2\tQuente\n3\tMorno\n4\tFrio\n5\tGelado\n6\tFrio ártico\n\nVENTO\n1\tCalmo\n2\tVento moderado\n3\tVento forte\n4\tVentania\n5\tTemporal", "duration": "Até 8 horas", "higher_level": "", - "id": 76, + "id": "7d2ef755-3dab-46e7-8a0b-38469b43b81d", "level": 8, "locations": [ { @@ -2958,7 +2958,7 @@ "desc": "Você toma controle do ar num cubo de 30 metros que você possa ver, dentro do alcance. Escolha um dos efeitos a seguir quando você conjurar essa magia. O efeito permanece pela duração da magia, a não ser que você use sua ação num turno subsequente para mudar para um efeito diferente. Você também pode usar sua ação para temporariamente parar o efeito ou par a reiniciar um que você tenha parado.\nLufadas. Um vento sopra dentro do cubo, continuamente soprando em uma direção horizontal que você escolher. Você escolhe a intensidade do vento: calmo, moderado ou forte. Se o vento for moderado ou forte, ataques à distância com arma que passarem através ou que forem feitos contra um alvo dentro do cubo tem desvantagem nas jogadas de ataque. Se o vento for forte, qualquer criatura se movendo contra o vento deve gastar 1,5 metros extras para cada 1,5 metros movidos.\nVentos Ascendentes. Você cria uma ventania ascendente constante dentro do cubo, er�-endo-se da borda inferior do cubo. Criatur_a,s que terminarem uma queda dentro do cubo s frem apenas me ade do da no de queda. Quando uma criatcir-a no cubo realizar um salto vertical, e1a p d g tara é-3 metros ais alto que o normal.\nVentos Descendentes. Você faz com que constantes rajadas de ventos fortes soprem do topo do cubo. Ataques à distância com arma que passarem pelo cubo ou que forem feitos contra alvos dentro dele tem desvantagem em suas jogadas de ataque. Uma criatura deve realizar um teste de resistência de Força se voar no cubo pela primeira vez em um turno ou se começar seu turno voando nele. Se falhar na resistência, a criatura ficará caida no chão.", "duration": "Até 1 hora", "higher_level": "", - "id": 374, + "id": "50c5fa2d-7e5c-455c-b3fd-b65c8f917714", "level": 5, "locations": [ { @@ -2986,7 +2986,7 @@ "desc": "Você invoca um espírito aberrante. Ele se manifesta em um espaço não ocupado que você pode ver dentro do alcance. Esta forma corpórea usa o bloco de estatísticas Espírito Aberrante. Ao lançar o feitiço, escolha Beholderkin, Slaad ou Star Spawn. A criatura se parece com uma aberração desse tipo, que determina certas características em seu bloco de estatísticas. A criatura desaparece quando cai para 0 pontos de vida ou quando o feitiço termina.\nA criatura é uma aliada para você e seus companheiros. Em combate, a criatura compartilha sua contagem de iniciativa, mas realiza seu turno imediatamente após o seu. Ele obedece aos seus comandos verbais (nenhuma ação exigida de sua parte). Se você não emitir nenhum, ele executa a ação de esquiva e usa seu movimento para evitar o perigo.\n\nESPÍRITO ABERRANTE\nAberração média\n\nClasse de armadura: 11 + o nível do feitiço (armadura natural)\nPontos de acerto: 40 + 10 para cada nível de feitiço acima da 4ª\nVelocidade: 9 metros; voar 9 metros (pairar) (apenas Beholderkin)\n\nFOR 16 (+3), DES 10 (+0), CON 15 (+2)\nINT 16 (+3), SAB 10 (+0), CAR 6 (-2)\n\nImunidades a danos: psíquico\n Sentidos: visão no escuro 18 metros, percepção passiva 10\nIdiomas: Fala profunda, entende os idiomas que você fala\nDesafio: -\nBônus de proficiência: igual ao seu bônus\n\nRegeneração (Apenas Slaad)\nA aberração recupera 5 pontos de vida no início de seu turno se tiver pelo menos 1 ponto de vida.\n\nAura Sussurrante (Star Spawn apenas)\nNo início de cada turno da aberração, cada criatura dentro 1,5 metros da aberração devem ter sucesso em um teste de resistência de Sabedoria contra seu feitiço salvar DC ou sofrer 2d6 de dano psíquico, desde que a aberração não seja incapacitada.\n\nAÇÕES\nAtaque múltiplo\nA aberração faz um número de ataques igual a metade disso nível do feitiço (arredondado para baixo).\n\nGarras (somente para Slaad).\nAtaque com arma de fogo: seu modificador de ataque mágico para acertar, alcance 1,5 metros, um alvo. Acerto: 1d10 + 3 + o nível de dano cortante do feitiço. Se o alvo for uma criatura, ele não pode recuperar os pontos de vida até o início do próximo turno da aberração.\n\nRaia dos olhos (apenas observador)\nAtaque de feitiço à distância: seu modificador de ataque de feitiço para acertar, alcance de 45 metros, um criatura. Acerto: 1d8 + 3 + o nível de dano psíquico do feitiço.\n\nGolpe Psíquico (Star Spawn apenas)\nMelee Spell Attack: seu modificador de ataque de feitiço para acertar, alcance 1,5 metros, uma criatura. Acerto: 1d8 + 3 + o nível de dano psíquico do feitiço.", "duration": "Até 1 hora", "higher_level": "Quando você lançar esta magia usando um slot de magia de 5° nível ou superior, use o nível mais alto sempre que o nível da magia aparecer no bloco de estatísticas.", - "id": 469, + "id": "a38da3ca-cc07-48c6-be0c-bab35397fd1e", "level": 4, "locations": [ { @@ -3015,7 +3015,7 @@ "desc": "Você adquire os serviços de uma familiar, um espírito que toma a forma de um animal, à sua escolha: aranha, caranguejo, cavalo marinho, coruja, corvo, doninha, gato, falcão, lagarto, morcego, peixe (arenque), polvo, rato, rã (sapo) ou serpente venenosa. Aparecendo em um espaço desocupado dentro do alcance, o familiar tem as mesmas estatísticas da forma escolhida, no entanto, ele é um celestial, corruptor ou fada (à sua escolha) ao invés de uma besta.\nSeu familiar até independentemente de você, mas ele sempre obedece aos seus comandos. Em combate, ele rola sua a própria iniciativa e age no seu próprio turno. Um familiar não pode atacar, mas ele pode realizar outras ações, como de costume.\nQuando um familiar cai a 0 pontos de vida, ele desaparece, não deixando qualquer corpo físico para trás. Ele reaparece depois de você conjurar essa magia novamente.\nEnquanto seu familiar estiver a até 30 metros de você, você pode se comunicar telepaticamente com ele. Além disso, com uma ação, você pode ver através dos olhos do familiar e ouvir através dos ouvidos dele, até o início do seu próximo turno, adquirindo os benefícios de qualquer sentido especial que o familiar possua. Durante esse período, você estará cego e surdo em relação aos seus próprios sentidos.\nCom uma ação, você pode, temporariamente, dispensar seu familiar. Ele desaparece dentro de uma bolsa dimensional onde ele aguarda sua convocação. Alternativamente, você pode dispensa-lo para sempre. Com uma ação, enquanto ele estiver temporariamente dispensado, você pode fazê-lo reaparecer em qualquer espaço desocupado a até 9 metros de você.\nVocê não pode ter mais de um familiar por vez. Se você conjurar essa magia enquanto já tiver um familiar, ao invés disso, você faz seu familiar existente adotar uma nova forma. Escolha uma das formas da lista acima. Seu familiar se transforma na criatura escolhida.\nFinalmente, quando você conjura uma magia com alcance de toque, seu familiar pode transmitir a magia, como se ele tivesse conjurado ela. Seu familiar precisa estar a até 30 metros de você e deve usar a reação dele para transmitir a magia quando você a conjurar. Se a magia necessitar de uma jogada de ataque, você usa seu modificador de ataque para essa jogada.", "duration": "Instantânea", "higher_level": "", - "id": 132, + "id": "76eead4e-a7ad-463e-a741-ac8e3f4f4248", "level": 1, "locations": [ { @@ -3042,7 +3042,7 @@ "desc": "Você convoca um espírito que assume a forma de uma montaria excepcionalmente inteligente, forte e leal, criando uma ligação duradoura com ela. Aparecendo em um espaço desocupado dentro do alcance, a montaria adquire a forma que você escolher, como um cavalo de guerra, um pônei, um camelo, um alce ou um mastim. (Seu Mestre pode permitir outros animais para serem convocados como montarias.) A montaria tem as estatísticas da forma escolhida, no entanto, ele é um celestial, corruptor ou fada (à sua escolha) ao invés do seu tipo normal. Além disso, se sua montaria tiver Inteligência 5 ou menor, a Inteligência dela se torna 6 e ela ganha a capacidade de compreender um idioma, à sua escolha, que você fala.\nSua montaria serve tanto para cavalgar quando para o combate e você tem uma ligação instintiva com ela que permite a vocês lutarem como uma unidade singular. Enquanto estiver montado na sua montaria, você pode fazer com que qualquer magia que você conjure que tenha alcance pessoal, também afete a sua montaria.\nQuando a montaria cair a 0 pontos de vida, ela desaparece, não deixando qualquer corpo físico para trás. Você também pode dispensar sua montaria a qualquer momento, com uma ação, fazendo-a desaparecer. Em ambos os casos, conjurar essa magia novamente convocará a mesma montaria, restaurando-a ao seu máximo de pontos de vida.\nEnquanto sua montaria estiver a até 1,5 quilômetro de você, você pode se comunicar telepaticamente com ela.\nVocê não pode ter mais de uma montaria ligado por essa magia por vez. Com uma ação, você pode liberar a montaria da ligação a qualquer momento, fazendo-a desaparecer.", "duration": "Instantânea", "higher_level": "", - "id": 133, + "id": "d4b64739-023e-4682-91ea-0e27e9344386", "level": 2, "locations": [ { @@ -3068,7 +3068,7 @@ "desc": "Uma nuvem tempestuosa aparece em formato cilíndrico com 3 metros de altura e 18 metros de raio, centrada num ponto que você possa ver, 30 metros acima de você. A magia falha se você não puder ver um ponto no ar em que a nuvem possa aparecer (por exemplo, se você estiver em uma sala que não possa comportar a nuvem).\nQuando você conjurar a magia, escolha um ponto que você possa ver dentro do alcance. Um raio de eletricidade é disparado da nuvem no ponto. Cada criatura a 1,5 metro desse ponto deve realizar um teste de resistência de Destreza. Uma criatura sofre 3d10 de dano elétrico se falhar no teste, ou metade desse dano se passar. Em cada um dos seus turnos, até a magia acabar, você pode usar sua ação para convocar um relâmpago dessa forma novamente, afetando o mesmo ponto ou um diferente.\nSe você estiver a céu aberto em condições tempestuosas quando conjurar essa magia, a magia lhe dá controle sobre a tempestade existente ao invés de criar uma nova. Sob tais condições, o dano da magia aumenta em 1d10.", "duration": "Até 10 minutos", "higher_level": "Se você conjurar essa magia usando um espaço de magia de 4° nível ou superior, o dano aumenta em 1d10 para cada nível do espaço acima do 3°.", - "id": 42, + "id": "c1616f3d-4ee7-4715-b2dd-996f6b1c0281", "level": 3, "locations": [ { @@ -3095,7 +3095,7 @@ "desc": "Você enfinca quatro munições não-mágicas – flechas ou virotes de besta – no solo dentro do alcance e conjura\nmagia neles para proteger uma área. Até a magia acabar, sempre que uma criatura diferente de você se aproximar a 9 metros das munições pela primeira vez em um turno ou terminar seu turno na área, uma das munições voa para atingi-la. A criatura deve ser bem sucedida num teste de resistência de Destreza ou sofrerá 1d6 de dano perfurante. A munição, então, é destruída. A magia termina quando não restar nenhuma munição.\nQuando você conjurar essa magia, você pode designar quaisquer criaturas, à sua escolha, e a magia ignora-as.", "duration": "8 horas", "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 3° nível ou superior, a quantidade de munições que você pode afetar aumenta em dois para cada nível do espaço acima do 2°.", - "id": 77, + "id": "1a6d81df-3c68-4e07-a31e-d64a15df7841", "level": 2, "locations": [ { @@ -3125,7 +3125,7 @@ "desc": "Um humanoide, à sua escolha, que você possa ver dentro do alcance, deve ser bem sucedido num teste de resistência de Sabedoria ou ficará enfeitiçado por você pela duração. Enquanto o alvo estiver enfeitiçado dessa forma, uma coroa retorcida de ferro denteado aparece na cabeça dele e a loucura brilha em seus olhos.\nA criatura enfeitiçada deve usar sua ação antes de se mover, em cada um dos turnos dela, para realizar um ataque corpo-a-corpo contra uma criatura, diferente de si mesma, que você escolher mentalmente.\nO alvo pode agir normalmente no turno dele se você não escolher uma criatura ou se você não estiver dentro do alcance.\nNos seus turnos subsequentes, você deve usar sua ação para manter o controle sobre o alvo, ou a magia termina. Igualmente, o alvo pode realizar um teste de resistência de Sabedoria no final de cada um dos turnos dele. Se obtiver sucesso, a magia termina.", "duration": "Até 1 minuto", "higher_level": "", - "id": 83, + "id": "9a2d5731-6aa2-4f71-87d4-e213642b461e", "level": 2, "locations": [ { @@ -3153,7 +3153,7 @@ "desc": "Sete partículas aparentadas a estrelas aparecem e orbitam sua cabeça até a magia terminar. Você pode usar uma ação bônus para disparar uma das partículas contra uma criatura ou objeto a menos de 36 metros de você. Quando fizer isso, faça um ataque a distância com magia. Em um sucesso. o alvo leva 4dl2 de dano radiante. Indiferentemente de se você acertar ou errar, a partícula é gasta. A magia termina mais cedo se você gastar a última partícula.\nSe você tiver quatro ou mais partículas restando, elas emanam luz brilhante em um raio de 9 metros e de luz fraca mais 9 metros. Se você tiver de uma a três partículas restantes, elas emanam luz fraca em um raio de 9 metros.", "duration": "1 hora", "higher_level": "Em Níveis Superiores. Quando você conjura essa magi a usando um espaç o de magia de 8 o nível ou superior, o número de partículas criadas aumenta em 2 para cada nível do espaço de magia acima do 4°.", - "id": 377, + "id": "b9bb4e99-c529-4687-bfa8-3d7ac1e307e4", "level": 7, "locations": [ { diff --git a/app/src/main/assets/Spells_pt_backup.json b/app/src/main/assets/Spells_pt_backup.json new file mode 100644 index 00000000..a89f4166 --- /dev/null +++ b/app/src/main/assets/Spells_pt_backup.json @@ -0,0 +1,26073 @@ +[ + { + "casting_time": "1 ação", + "classes": [ + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": true, + "desc": "Você escolhe espaço desocupado de 1, 5 metros quadrados no solo que você possa ver, dentro do alcance. Uma mão Média feita de solo compacto se ergue ali e alcança uma criatura que você posa ver a até 1, 5 metros dela. O alvo deve realizar um teste de resistência de Força. Se falhar na resistência, o alvo sofre 2d6 de dano de concus são e fica impedido pela duração da magia.\nCom uma ação, você pode fazer com que a mão esmague o alvo impedido, que deve realizar um teste de resistência de Força. Ele sofre 2d6 de dano de concussão se falhar na resistência, ou metade desse dano se obtiver sucesso.\nPara se libertar, o alvo impedido pode realizar um teste de Força contra a CD de resistência da sua magia . Se obtiver sucesso, o alvo escapa e não estará mais impedido pela mão.\nCom uma ação bônus, você pode fazer a mão alcançar uma criatura diferente ou se mover para um espaço desocupado diferente, dentro do alc ance. A mão solta um alvo impedido se você fizer isso.", + "duration": "Até 1 minuto", + "higher_level": "", + "id": 412, + "level": 2, + "locations": [ + { + "page": 150, + "sourcebook": "GXTC" + } + ], + "material": "Uma mão em miniatura esculpida em barro", + "name": "Abraço Terrestre de Maximilian", + "range": "90 metros", + "ritual": false, + "school": "Transmutação" + }, + { + "casting_time": "1 reação, que você faz quando sofre dano de ácido, frio, fogo, elétrico ou trovej ante", + "classes": [ + "Artífice", + "Druida", + "Patrulheiro", + "Feiticeiro", + "Mago" + ], + "components": [ + "S" + ], + "concentration": false, + "desc": "A magia reverte parte da energia recebida, minimizando seu efeito em você e armazenando-a no seu próximo ataque corpo-a-corpo . Você tem resistência ao tipo de dano pertinente , incluindo do ataque que desencadeou a magia, até o início do seu próximo turno . Além disso, da primeira vez que você atingir um ataque corpo- a-corpo no seu próximo turno, o alvo sofre l d6 de dano extra do tipo relacionado e a magia termina.", + "duration": "1 rodada", + "higher_level": "Em Níveis Superiores. Quando você conjura essa magia usando um espaço de magia de 2° nível ou superior, o dano extra aumenta em 1d6 para cada nível do espaço acima do 1°.", + "id": 363, + "level": 1, + "locations": [ + { + "page": 150, + "sourcebook": "GXTC" + } + ], + "name": "Absorver Elementos", + "range": "Pessoal", + "ritual": false, + "school": "Abjuração" + }, + { + "casting_time": "1 ação", + "classes": [ + "Bardo", + "Clérigo" + ], + "components": [ + "V,", + "S" + ], + "concentration": true, + "desc": "Você tenta suprimir emoções fortes em um grupo de pessoas. Cada humanoide em uma esfera de 6 metros de raio, centrada em um ponto que você escolher dentro do alcance, deve realizar um teste de resistência de Carisma; uma criatura pode escolher falhar nesse teste, se desejar. Se uma criatura falhar na resistência, escolha um dentre os dois efeitos a seguir.\nVocê pode suprimir qualquer efeito que esteja deixando a criatura enfeitiçada ou amedrontada. Quando essa magia terminar, qualquer efeito suprimido volta a funcionar, considerando que sua duração não tenha acabado nesse meio tempo.\nAlternativamente, você pode tornar um alvo indiferente às criaturas que você escolher que forem hostis a ele. Essa indiferença acaba se o alvo for atacado ou ferido por uma magia ou se ele testemunhar qualquer dos seus amigos sendo ferido. Quando a magia terminar, a criatura se tornará hostil novamente, a não ser que o Mestre diga o contrário.", + "duration": "Até 1 minuto", + "higher_level": "", + "id": 43, + "level": 2, + "locations": [ + { + "page": 213, + "sourcebook": "LDJ14" + } + ], + "name": "Acalmar Emoções", + "range": "18 metros", + "ritual": false, + "school": "Encantamento" + }, + { + "casting_time": "1 ação", + "classes": [ + "Clérigo" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Sua magia e uma oferenda colocam você em contato com um deus ou servo divino. Você faz uma única pergunta a respeito de um objetivo, evento ou atividade específico que irá ocorrer dentro de 7 dias. O Mestre oferece uma resposta confiável. A resposta deve ser uma frase curta, uma rima enigmática ou um presságio.\nA magia não leva em consideração qualquer possível circunstância que possa mudar o que está por vir, como a conjuração de magias adicionais ou a perda ou ganho de um companheiro.\nSe você conjurar a magia duas ou mais vezes antes de completar seu próximo descanso longo, existe uma chance cumulativa de 25 por cento de cada conjuração, depois da primeira que você fez, ter um resultado aleatório. O Mestre faz essa jogada secretamente.", + "duration": "Instantânea", + "higher_level": "", + "id": 104, + "level": 4, + "locations": [ + { + "page": 213, + "sourcebook": "LDJ14" + } + ], + "material": "Incenso e uma oferenda apropriada para sacrifício à sua religião, juntos valendo, no mínimo, 25 po, consumidos pela magia", + "name": "Adivinhação", + "range": "Pessoal", + "ritual": true, + "school": "Adivinhação", + "tce_expanded_classes": [ + "Druida", + "Mago" + ] + }, + { + "casting_time": "1 ação", + "classes": [ + "Druida", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "Escolha uma criatura que você possa ver, dentro do alcance. Laços amarelados de energia mágica rodeiam a criatura. O alvo deve ser bem sucedido num teste de resistência de Força ou seu deslocamento de voo (se possuir) será reduzido ara O metros ela duração d magia. Uma criatura voadora afetada por a magia desce 1 8 metros por tutn o até aterrissar no solo ou a agia cabar.", + "duration": "Até 1 minuto", + "higher_level": "", + "id": 384, + "level": 2, + "locations": [ + { + "page": 150, + "sourcebook": "GXTC" + } + ], + "name": "Agarrão da Terra", + "range": "90 metros", + "ritual": false, + "school": "Transmutação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Artífice", + "Clérigo", + "Paladino" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Sua magia inspira seus aliados com vigor e determinação. Escolha até três criaturas dentro do alcance. O máximo de pontos de vida e os pontos de vida atuais de cada alvo aumentam em 5, pela duração.", + "duration": "8 horas", + "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 3° nível ou superior, os pontos de vida dos alvos aumentam em 5 pontos adicionais para cada nível do espaço acima do o 2°.", + "id": 2, + "level": 2, + "locations": [ + { + "page": 213, + "sourcebook": "LDJ14" + } + ], + "material": "Uma pequena fita de tecido branco", + "name": "Ajuda", + "range": "9 metros", + "ritual": false, + "school": "Abjuração", + "tce_expanded_classes": [ + "Bardo", + "Patrulheiro" + ] + }, + { + "casting_time": "1 minuto", + "classes": [ + "Artífice", + "Patrulheiro", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Você coloca um alarme para intrusos desavisados. Escolha uma porta, uma janela ou uma área dentro do alcance que não seja maior que 6 metros cúbicos. Até a magia acabar, um alarme alerta você sempre que uma criatura Miúda ou maior tocarem ou entrarem na área protegida. Quando você conjura a magia, você pode designar as criaturas que não ativarão o alarme. Você também escolhe se o alarme será mental ou audível. Um alarme mental alerta você com um silvo na sua mente, se você estiver a até de 1,5 quilômetro da área protegida. Esse silvo acordará você se você estiver dormindo.\nUm alarme audível produz o som de um sino de mão por 10 minutos num raio de 18 metros.", + "duration": "8 horas", + "higher_level": "", + "id": 3, + "level": 1, + "locations": [ + { + "page": 213, + "sourcebook": "LDJ14" + } + ], + "material": "Um pequeno sino e um pequeno fio de prata", + "name": "Alarme", + "range": "9 metros", + "ritual": true, + "school": "Abjuração" + }, + { + "casting_time": "10 minutos", + "classes": [ + "Clérigo" + ], + "components": [ + "V,", + "S" + ], + "concentration": false, + "desc": "Você suplica a uma entidade transcendental por ajuda. O ser deve ser conhecido por você: seu deus, um primordial, um príncipe demônio ou algum outro ser de poder cósmico. Essa entidade envia um celestial, um corruptor ou um elemental leal a ela para ajudar você, fazendo a criatura aparecer em um espaço desocupado dentro do alcance. Se você conhecer o nome de uma criatura especifica, você pode falar o nome quando conjurar essa magia para requisitar essa criatura, do contrário, você pode receber uma criatura diferente de qualquer forma (à escolha do Mestre). Quando a criatura aparecer, ela não está sob nenhuma compulsão para se comportar de um modo em particular. Você pode pedir a criatura que realize um serviço em troca de um pagamento, mas ela não é obrigada a fazê-lo. A tarefa solicitada pode variar de simples (carregue-nos voando para o outro lado do abismo ou nos ajude a lutar essa batalha) a complexa (espione nossos inimigos ou nos proteja durante nossa incursão na masmorra). Você deve ser capaz de se comunicar com a criatura para barganhar os serviços dela.\nO pagamento pode ser feito de várias formas. Um celestial pode requerer uma generosa doação de ouro ou itens mágicos para um templo aliado, enquanto que um corruptor pode exigir um sacrifício vivo ou uma parte dos espólios. Algumas criaturas podem trocar seus serviços por uma missão feita por você. Como regra geral, uma tarefa que possa ser medida em minutos, exigirá um pagamento de 100 po por minuto. Uma tarefa medida em horas exigirá 1.000 po por hora. E uma tarefa medida em dias (até 10 dias) exigirá 10.000 po por dia. O Mestre pode ajustar esses pagamentos baseado nas circunstâncias pelas quais a magia foi conjurada. Se a tarefa estiver de acordo com o caráter da criatura, o pagamento pode ser reduzido à metade, ou mesmo dispensado. Tarefas que não proporcionem perigo, tipicamente requerem apenas metade do pagamento sugerido, enquanto que tarefas especialmente perigosas podem exigir um grande presente. As criaturas raramente aceitarão tarefas que pareçam suicidas.\nApós a criatura completar a tarefa ou quando a duração acordada para o serviço expirar, a criatura retornará para seu plano natal depois de relatar sua partida a você, se apropriado para a tarefa e se possível. Se você não for capaz de acertar um preço para os serviços da criatura, ela imediatamente voltará para o seu plano natal.\nUma criatura convidada para se juntar ao seu grupo, conta como um membro dele, recebendo sua parte total na premiação de pontos de experiência.", + "duration": "Instantânea", + "higher_level": "", + "id": 251, + "level": 6, + "locations": [ + { + "page": 213, + "sourcebook": "LDJ14" + } + ], + "name": "Aliado Planar", + "range": "18 metros", + "ritual": false, + "school": "Conjuração" + }, + { + "casting_time": "1 ação bônus", + "classes": [ + "Patrulheiro" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": true, + "desc": "Você transmuta sua aljava para que ela produza um suprimento interminável de munições não-mágicas, que parecem saltar na sua mão quando você tenta pega-las.\nEm cada um dos seus turnos, até a magia acabar, você pode usar uma ação bônus para realizar dois ataques com uma arma que use munição de uma aljava. Cada vez que você fizer tais ataques à distância, sua aljava, magicamente, repõe a munição que você usou com uma munição não-mágica similar. Qualquer munição criada por essa magia se desintegra quando a magia acaba. Se a aljava não estiver mais com você, a magia acaba.", + "duration": "Até 1 minuto", + "higher_level": "", + "id": 321, + "level": 5, + "locations": [ + { + "page": 214, + "sourcebook": "LDJ14" + } + ], + "material": "Uma aljava contendo, pelo menos, uma munição", + "name": "Aljava Veloz", + "range": "Toque", + "ritual": false, + "school": "Transmutação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Druida", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": true, + "desc": "Você assume a forma de uma criatura diferente, pela duração. A nova forma pode ser qualquer criatura com um nível de desafio igual ao seu nível ou menor. A criatura não pode ser nem um constructo nem um morto- vivo e você deve ter visto esse tipo de criatura pelo menos uma vez. Você se transforma num exemplar médio da criatura, um sem quaisquer níveis de classe nem característica Conjuração.\nSuas estatísticas de jogo são substituídas pelas estatísticas da forma escolhida, no entanto, você mantem sua tendência e valores de Inteligência, Sabedoria e Carisma. Você também mantem suas proficiências em testes de resistência, além de ganhar as da nova criatura. Se a criatura tiver a mesma proficiência que você e o bônus listado nas estatísticas dela for maior que o seu, use os bônus da criatura no lugar do seu. Você não pode usar qualquer ação lendária ou de covil da nova forma.\nVocê assume os pontos de vida e Dados de Vida da sua nova forma. Quando você reverter a sua forma normal, você retorna à quantidade de pontos de vida que tinha antes da transformação. Se você reverter como resultado de ter caído a 0 pontos de vida, qualquer dano excedente é recebido pela sua forma normal. Contato que o dano excedente não reduza os pontos de vida da sua forma normal a 0, você não cairá inconsciente.\nVocê mantem os benefícios de qualquer característica da sua classe, raça ou outra fonte e pode usa-las, considerando que sua nova forma é fisicamente capaz de fazê-lo. Você não pode usar quaisquer sentidos especiais que você possua (por exemplo, visão no escuro) a não ser que a nova forma também possua o sentido. Você só poderá falar se a nova forma, normalmente, puder falar.\nQuando você se transforma, você pode escolher se o seu equipamento cai no chão, é assimilado a sua nova forma ou é usado por ela. Equipamentos vestidos e carregados funcionam normalmente. O Mestre decide qual equipamento é viável para a nova forma vestir ou usar, baseado na forma e tamanho da criatura. O seu equipamento não muda de forma ou tamanho para se adaptar à nova forma e, qualquer equipamento que a nova forma não possa vestir deve, ou cair no chão ou ser assimilado por ela. Equipamentos assimilados não terão efeito nesse estado.\nPela duração da magia, você pode usar sua ação para assumir uma forma diferente, seguindo as mesmas restrições e regras da forma anterior, com uma exceção: se sua nova forma tiver mais pontos de vida que sua forma atual, seus pontos de vida mantem o valor atual.", + "duration": "Até 1 hora", + "higher_level": "", + "id": 293, + "level": 9, + "locations": [ + { + "page": 214, + "sourcebook": "LDJ14" + } + ], + "material": "Uma argola de jade valendo, no mínimo, 1.500 po, que você deve colocar na sua cabeça antes de conjurar a magia", + "name": "Alterar Forma", + "range": "Pessoal", + "ritual": false, + "school": "Transmutação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Artífice", + "Feiticeiro", + "Mago" + ], + "components": [ + "V,", + "S" + ], + "concentration": true, + "desc": "Você assume uma forma diferente. Quando conjurar essa magia, escolha uma das seguintes opções, o efeito durará pela duração da magia. Enquanto a magia durar, você pode terminar uma opção com uma ação para ganhar os benefícios de uma diferente.\nAdaptação Aquática. Você adapta seu corpo para um ambiente aquático, brotando guelras e crescendo membranas entre seus dedos. Você pode respirar embaixo d’água e ganha deslocamento de natação igual a seu deslocamento terrestre.\nMudar Aparência. Você transforam sua aparência. Você decide com o que você parece, incluindo altura, peso, traços faciais, timbre da sua voz, comprimento do cabelo, coloração e características distintas, se tiverem. Você pode ficar parecido com um membro de outra raça, apesar de nenhuma de suas estatísticas mudar. Você também não pode parecer com uma criatura de um tamanho diferente do seu, e seu formado básico permanece o mesmo; se você for bípede, você não pode usar essa magia para se tornar quadrupede, por exemplo. A qualquer momento, pela duração da magia, você pode usar sua ação para mudar sua aparência dessa forma, novamente.\nArmas Naturais. Você faz crescerem garras, presas, espinhos, chifres ou armas naturais diferentes, à sua escolha. Seus ataques desarmados causam 1d6 de dano de concussão, perfurante ou cortante, como apropriado para a arma natural que você escolheu, e você é proficiente com seus ataques desarmados. Finalmente, a arma natural é mágica e você tem +1 de bônus nas jogadas de ataque e dano que você fizer com ela.", + "duration": "Até 1 hora", + "higher_level": "", + "id": 4, + "level": 2, + "locations": [ + { + "page": 214, + "sourcebook": "LDJ14" + } + ], + "name": "Alterar-se", + "range": "Pessoal", + "ritual": false, + "school": "Transmutação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "S,", + "M" + ], + "concentration": true, + "desc": "Pela duração, você terá vantagem em todos os testes de Carisma direcionados a uma criatura, à sua escolha, que não seja hostil a você. Quando a magia acabar, a criatura perceberá que você usou maia para influenciar o humor dela, e ficará hostil a você. Uma criatura propensa a violência irá atacar você. Outra criatura pode buscar outras formas de retaliação (a critério do Mestre), dependendo da natureza da sua interação com ela.", + "duration": "Até 1 minuto", + "higher_level": "", + "id": 151, + "level": 0, + "locations": [ + { + "page": 214, + "sourcebook": "LDJ14" + } + ], + "material": "Uma pequena quantidade de maquiagem aplicada ao rosto durante a conjuração da magia", + "name": "Amizade", + "range": "Pessoal", + "ritual": false, + "school": "Encantamento" + }, + { + "casting_time": "1 ação", + "classes": [ + "Druida", + "Patrulheiro" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Essa magia deixa você convencer uma besta que você não quer prejudicar. Escolha uma besta que você possa ver dentro do alcance. Ela deve ver e ouvir você. Se a Inteligência da besta for 4 ou maior, a magia falha. Do contrário, a besta deve ser bem sucedida num teste de resistência de Sabedoria ou ficará enfeitiçada por você pela duração da magia. Se você ou um dos seus companheiros ferir o alvo, a magia termina.", + "duration": "24 horas", + "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 2° nível ou superior, você pode afetar uma besta adicional para cada nível do espaço acima do 1°.", + "id": 5, + "level": 1, + "locations": [ + { + "page": 215, + "sourcebook": "LDJ14" + } + ], + "material": "Um punhado de comida", + "name": "Amizade Animal", + "range": "9 metros", + "ritual": false, + "school": "Encantamento" + }, + { + "casting_time": "1 ação", + "classes": [ + "Bardo", + "Druida", + "Patrulheiro" + ], + "components": [ + "V,", + "S" + ], + "concentration": false, + "desc": "Essa magia canaliza vitalidade nas plantas dentro de uma área especifica. Existem dois usos possíveis para essa magia, concedendo ou benefícios imediatos ou a longo prazo. Se você conjurar essa magia usando 1 ação, escolha um ponto dentro do alcance. Todas as plantas normais num raio de 30 metros centrado no ponto, tornam-se espessas e carregadas. Uma criatura se movendo na área deve gastar 6 metros de movimento para cada 1,5 metro que se mover.\nVocê pode excluir uma ou mais áreas de qualquer tamanho, dentro da área da magia, para não ser afetada. Se você conjurar essa magia ao longo de 8 horas, você fertiliza a terra. Todas as plantas num raio de 800 metros, centrado no ponto dentro do alcance, ficam enriquecidas por 1 ano. As plantas fornecerão o dobro da quantidade normal de comida quando colhidas.", + "duration": "Instantânea", + "higher_level": "", + "id": 254, + "level": 3, + "locations": [ + { + "page": 215, + "sourcebook": "LDJ14" + } + ], + "name": "Ampliar Plantas", + "range": "45 metros", + "ritual": false, + "school": "Transmutação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Artífice", + "Clérigo", + "Druida", + "Patrulheiro", + "Feiticeiro" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Essa magia concede a habilidade de se mover através de qualquer superfície líquida – como água, ácido, lama, neve, arreia movediça ou lava – como se ela fosse chão sólido inofensivo (as criaturas atravessando lava derretida ainda podem sofrer dano do calor). Até dez criaturas voluntárias que você possa ver, dentro do alcance, ganham essa habilidade pela duração.\nSe você afetar uma criatura submersa em um líquido, a magia ergue o alvo para a superfície do líquido a uma taxa de 18 metros por rodada.", + "duration": "1 hora", + "higher_level": "", + "id": 352, + "level": 3, + "locations": [ + { + "page": 215, + "sourcebook": "LDJ14" + } + ], + "material": "Uma rolha", + "name": "Andar na Água", + "range": "9 metros", + "ritual": true, + "school": "Transmutação" + }, + { + "casting_time": "1 minuto", + "classes": [ + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Essa magia cria um servo morto-vivo. Escolha uma pilha de ossos ou um corpo de um humanoide Médio ou Pequeno dentro do alcance. Sua magia imbui o alvo com uma imitação corrompida de vida, erguendo-o como uma criatura morta-viva. O alvo se torna um esqueleto, se você escolheu ossos, ou um zumbi, se você escolheu um corpo (o Mestre tem as estatísticas de jogo da criatura).\nEm cada um dos seus turnos, você pode usar uma ação bônus para comandar mentalmente qualquer criatura que você criou com essa magia, se a criatura estiver a até 18 metros de você (se você controla diversas criaturas, você pode comandar qualquer uma ou todas elas ao mesmo tempo, emitindo o mesmo comando para cada uma). Você decide qual ação a criatura irá fazer e para onde ela irá se mover durante o próximo turno dela, ou você pode emitir um comando geral, como para guardar uma câmara ou corredor especifico. Se você não der nenhum comando, as criaturas apenas se defenderão contra criaturas hostis. Uma vez que receba uma ordem, a criatura continuará a segui-la até a tarefa estar concluída.\nA criatura fica sob seu controle por 24 horas, depois disso ela para de obedecer aos seus comandos. Para manter o controle da criatura por mais 24 horas, você deve conjurar essa magia na criatura novamente, antes das 24 horas atuais terminarem. Esse uso da magia recupera seu controle sobre até quatro criaturas que você tenha animado com essa magia, ao invés de animar uma nova.\n\n\nESQUELETO\nMédio morto, legal e mau\n\nClasse de armadura: 13 (pedaços de armadura)\nPontos de Vida: 13 (2d8 + 4)\nVelocidade: 9 metros.\n\nFOR 10 (+0), DES 14 (+2), CON 15 (+2)\nINT 6 (-2), SAB 8 (-1), CAR 5 (-3)\n\nVulnerabilidades a Dano: Concussão\nImunidade a Dano: Veneno\nImunidade a Condição: Exaustão, Envenenado\nSentidos: Visão no Escuro 18 m, Percepção Passiva 9\nIdiomas: Compreende todos os idiomas que conhecia em vida, mas não fala\nDesafio: 1/4 (50 XP)\nBônus de Proficiência: +2\n\nAÇÕES\nEspada curta. Ataque corpo a corpo com arma: +4 para acertar, alcance 1,5 m, um alvo. Acerto: 5 (1d6 + 2) de dano perfurante.\nArco curto. Ataque à Distância com Arma: +4 para acertar, alcance 80/320 pés, um alvo. Acerto: 5 (1d6 + 2) de dano perfurante.\n\n\nZUMBI\nMorto-vivo Médio, Mal Neutro\n\nClasse de Armadura: 8\nPontos de Vida: 22 (3d8 + 9)\nVelocidade: 20 pés.\n\nFOR 13 (+1), DES 6 (-2), CON 16 (+3)\nINT 3 (-4), SAB 6 (-2), CAR 5 (-3)\n\nJogadas de Resistência: SAB +0\nImunidade a Dano: Veneno\nImunidade a Condição: Envenenado\nSentidos: Visão no Escuro 18 m, Percepção Passiva 8\nIdiomas: compreende os idiomas que conhecia em vida, mas não fala\nDesafio: 1/4 (50 XP)\nBônus de Proficiência: +2\n\nFortaleza dos mortos-vivos. Se o dano reduzir o zumbi a 0 pontos de vida, ele deve fazer um teste de resistência de Constituição com CD 5 + o dano recebido, a menos que o dano seja radiante ou de um acerto crítico. Em caso de sucesso, o zumbi cai para 1 ponto de vida.\n\nAÇÕES\nBater. Ataque corpo a corpo com arma: +3 para atingir, alcance 1,5 m, um alvo. Acerto: 4 (1d6 + 1) de dano de concussão.", + "duration": "Instantânea", + "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 4° nível ou superior, você pode animar ou recuperar o controle de duas criaturas mortas-vivas para cada nível do espaço acima do 3°. Cada uma dessas criaturas deve vir de um corpo ou pilha de ossos diferente.", + "id": 8, + "level": 3, + "locations": [ + { + "page": 215, + "sourcebook": "LDJ14" + } + ], + "material": "Uma gota de sangue, um pedaço de carne e uma punhado de pó de osso", + "name": "Animar Mortos", + "range": "3 metros", + "ritual": false, + "school": "Necromancia" + }, + { + "casting_time": "1 ação", + "classes": [ + "Artífice", + "Bardo", + "Feiticeiro", + "Mago" + ], + "components": [ + "V,", + "S" + ], + "concentration": true, + "desc": "Objetos ganham vida ao seu comando. Escolha até dez objetos não-mágicos dentro do alcance, que não estejam sendo vestidos ou carregados. Alvos Médios contam como dois objetos, alvos Grandes contam como quatro objetos e alvos Enormes contam como oito objetos. Você não pode animar um objeto maior que Enorme. Cada alvo se anima e torna-se uma criatura sob seu controle até o final da magia ou até ser reduzido a 0 pontos de vida.\nCom uma ação bônus, você pode comandar mentalmente qualquer criatura que você criar com essa magia se a criatura estiver a até 150 metros de você (se você controla várias criaturas, você pode comandar qualquer ou todas elas ao mesmo tempo, emitindo o mesmo comando para cada uma). Você decide qual ação a criatura irá fazer e para onde ela irá se mover durante o próximo turno dela, ou você pode emitir um comando geral, como para guardar uma câmara ou corredor especifico. Se você não der nenhum comando, as criaturas apenas se defenderão contra criaturas hostis. Uma vez que receba uma ordem, a criatura continuará a segui-la até a tarefa estar concluída.\n\nESTATÍSTICAS DE OBJETO ANIMADO\nMiúdo: 20 PV, 18 CA, +8 para atingir, 1d4 + 4 dano 4For, 18 Des\nPequeno: 25 PV, 16 CA, +6 para atingir, 1d8 + 2 dano, 6 For, 14 Des\nMédio: 40 PV, 13 CA, +5 para atingir, 2d6 + 1 dano, 10 For, 12 Des\nGrande: 50 PV, 10 CA, +6 para atingir, 2d10 + 2 dano, 14 For, 10 Des\nEnorme: 80 PV, 10 CA, +8 para atingir, 2d12 + 4 dano, 18 For, 6 Des\n\nUm objeto animado é um constructo com CA, pontos de vida, ataques, Força e Destreza determinados pelo seu tamanho. Sua Constituição é 10 e sua Inteligência e Sabedoria são 3 e seu Carisma é 1. Seu deslocamento é 9 metros; se o objeto não tiver pernas ou outros apêndices que ele possa usar para locomoção, ao invés, ele terá deslocamento de voo 9 metros e poderá planar. Se o objeto estiver firmemente preso a uma superfície ou objeto maior, como uma corrente presa a uma parede, seu deslocamento será 0. Ele tem percepção às cegas num raio de 9 metros e é cego além dessa distância. Quando o objeto animado cair a 0 pontos de vida, ele reverte a sua forma normal de objeto e qualquer dano restante é transferido para sua forma de objeto original.\nSe você ordenar a um objeto que ataque, ele pode realizar um único ataque corpo-a-corpo contra uma criatura a até 1,5 metro dele. Ele realiza um ataque de pancada com um bônus de ataque e dano de concussão determinado pelo seu tamanho. O Mestre pode definir que um objeto especifico inflige dano cortante ou perfurante, baseado na forma dele.", + "duration": "Até 1 minuto", + "higher_level": "Se você conjurar essa magia usando um espaço de magia de 6° nível ou superior, você pode animar dois objetos adicionais para cada nível do espaço acima do 5°.", + "id": 9, + "level": 5, + "locations": [ + { + "page": 216, + "sourcebook": "LDJ14" + } + ], + "name": "Animar Objetos", + "range": "36 metros", + "ritual": false, + "school": "Transmutação" + }, + { + "casting_time": "1 hora", + "classes": [ + "Druida", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Essa magia atrai ou repele as criaturas de sua escolha. Você escolhe um alvo dentro do alcance, tanto um objeto ou criatura Enorme ou menor ou uma área que não seja maior que 60 metros cúbicos. Então, especifica um tipo de criatura inteligente, como dragões vermelhos, goblins ou vampiros. Você envolve o alvo com uma aura que pode atrair ou repelir as criaturas especificas pela duração. Escolha antipatia ou simpatia como efeito da aura.\nAntipatia. O encantamento faz com que criaturas do tipo designado por você sintam-se fortemente impelidos em deixar a área e evitar o alvo. Quando uma dessas criaturas puder ver o alvo ou ficar a 18 metros dele, a criatura deve ser bem sucedida num teste de resistência de Sabedoria ou ficará amedrontada. A criatura continuará amedrontada enquanto puder ver o alvo ou permanecer a 18 metros dele. Enquanto estiver amedrontada pelo alvo, a criatura deve usar seu deslocamento para se mover para o local seguro mais próximo o qual ela não possa ver o alvo. Se a criatura se mover para mais de 18 metros do alvo e não puder vê-lo, a criatura não estará mais amedrontada, mas ela ficará amedrontada novamente se voltar a ver o alvo ou ficar a 18 metros dele.\nSimpatia. O encantamento faz com que as criaturas especificadas sintam-se fortemente impelidos a se aproximar do alvo enquanto estiverem a 18 metros dele ou puderem vê-lo. Quando uma dessas criaturas puder ver o alvo ou ficar a 18 metros dele, a criatura deve ser bem sucedida num teste de resistência de Vontade ou usará seu deslocamento em cada um dos seus turnos para entrar na área ou se mover até o alcance do alvo. Quando a criatura tiver feito isso, ela não poderá se afastar do alvo voluntariamente.\nSe o alvo causar dano ou ferir a criatura afetada de alguma forma, a criatura afetada pode realizar um novo teste de resistência de Sabedoria para terminar o efeito, como descrito abaixo.\nTerminando o Efeito. Se uma criatura afetada terminar se turno enquanto não estiver a até 18 metros do alvo ou não for capaz de vê-lo, a criatura faz um teste de resistência de Sabedoria. Em um sucesso, a criatura não estará mais afetada pelo alvo e reconhecerá o sentimento de repugnância ou atração como mágico. Além disso, uma criatura afetada pela magia tem direito a outro teste de resistência de Sabedoria a cada 24 horas enquanto a magia durar.\nUma criatura que obtenha sucesso na resistência contra esse efeito ficará imune a ele por 1 minuto, depois desse tempo, ela pode ser afetada novamente.", + "duration": "10 dias", + "higher_level": "", + "id": 12, + "level": 8, + "locations": [ + { + "page": 216, + "sourcebook": "LDJ14" + } + ], + "material": "Ou um pedaço de alume embebido em vinagre para o efeito de antipatia, ou uma gota de mel para o efeito de simpatia", + "name": "Antipatia/Simpatia", + "range": "18 metros", + "ritual": false, + "school": "Encantamento", + "tce_expanded_classes": [ + "Bardo" + ] + }, + { + "casting_time": "1 ação", + "classes": [ + "Artífice", + "Bardo", + "Clérigo", + "Druida", + "Feiticeiro" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": true, + "desc": "Você toca uma criatura e a agracia com aprimoramento mágico. Escolha um dos efeitos a seguir; o alvo ganha esse efeito até o fim da magia.\nAgilidade do Gato. O alvo tem vantagem em testes de Destreza. Ele também não sofre dano ao cair de 6 metros ou menos, se não estiver incapacitado.\nEsperteza da Raposa. O alvo tem vantagem em testes de Inteligência.\nEsplendor da Águia. O alvo tem vantagem em testes de Carisma.\nForça do Touro. O alvo tem vantagem em testes de Força e sua capacidade de carga é dobrada.\nSabedoria da Coruja. O alvo tem vantagem em testes de Sabedoria.\nVigor do Urso. O alvo tem vantagem em testes de Constituição. Ele também recebe 2d6 pontos de vida temporários, que são perdidos quando a magia termina.", + "duration": "Até 1 hora", + "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 3° nível ou superior, você pode afetar uma criatura adicional para cada nível do espaço acima do 2°.", + "id": 116, + "level": 2, + "locations": [ + { + "page": 217, + "sourcebook": "LDJ14" + } + ], + "material": "Pelo ou penas de uma besta", + "name": "Aprimorar Habilidade", + "range": "Toque", + "ritual": false, + "school": "Transmutação", + "tce_expanded_classes": [ + "Mago", + "Patrulheiro" + ] + }, + { + "casting_time": "1 minuto", + "classes": [ + "Bruxo", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Você cria um impedimento mágico para imobilizar uma criatura que você possa ver, dentro do alcance. O alvo deve ser bem sucedido num teste de resistência de Sabedoria ou será vinculado à magia; se ele for bem sucedido, ele será imune a essa magia se você conjura-la novamente. Enquanto estiver sob efeito dessa magia, a criatura não precisará respirar, comer ou beber e não envelhece. Magias de adivinhação não podem localizar ou perceber o alvo.\nQuando você conjura essa magia, você escolhe uma das seguintes formas de aprisionamento.\nEnterrar. O alvo é sepultado bem fundo na terra em uma esfera de energia mágica que é grande o suficiente para conter o alvo. Nada pode atravessar a esfera e nenhuma criatura pode se teletransportar ou usar viagem plantar para entrar ou sair dela.\nO componente especial para essa versão da magia é um pequeno globo de mitral.\nAcorrentar. Pesadas correntes, firmemente presas ao solo, matem o alvo no lugar. O alvo está impedido até a magia acabar e ele não pode se mover ou ser movido por nenhum meio, até lá.\nO componente especial para essa versão da magia é uma fina corrente de metal precioso.\nPrisão Cercada. A magia transporta o alvo para dentro de um pequeno semiplano que é protegido contra teletransporte e viagem planar. O semiplano pode ser um labirinto, uma jaula, uma torre ou qualquer estrutura ou área confinada similar, à sua escolha.\nO componente material especial para essa versão da magia é uma representação em miniatura da prisão, feita de jade.\nContenção Reduzida. O alvo é reduzido até o tamanho de 30 centímetros e é aprisionado dentro de uma gema ou objeto similar. A luz pode passar através da gema normalmente (permitindo que o alvo veja o exterior e outras criaturas vejam o interior), mas nada mais pode atravessa-la, mesmo por meios de teletransporte ou viagem planar. A gema não pode ser partida ou quebrada enquanto a magia estiver efetiva.\nO componente especial para essa versão da magia é uma gema transparente grande, como um coríndon, diamante ou rubi.\nTorpor. O alvo cai no sono e não pode ser acordado.\nO componente especial para essa versão da magia consiste em ervas soporíferas raras.\nTerminando a Magia. Durante a conjuração da magia, em quaisquer das versões, você pode especificar uma condição que irá fazer a magia terminar e libertará o alvo. A condição pode ser o quão especifica ou elaborada quanto você quiser, mas o Mestre deve concordar que a condição é razoável e tem uma probabilidade de acontecer. As condições podem ser baseadas no nome, identidade ou divindade da criatura mas, no mais, devem ser baseadas em ações ou qualidades observáveis e não em valores intangíveis tais como nível, classe e pontos de vida.\nA magia dissipar magia pode terminar a magia apenas se for conjurada como uma magia de 9° nível, tendo como alvo ou a prisão ou o componente especial usado para cria-la.\nVocê pode usar um componente especial em particular para criar apenas uma prisão por vez. Se você conjurar essa magia novamente usando o mesmo componente, o alvo da primeira conjuração é, imediatamente, liberado do vínculo.", + "duration": "Até ser dissipada", + "higher_level": "", + "id": 191, + "level": 9, + "locations": [ + { + "page": 217, + "sourcebook": "LDJ14" + } + ], + "material": "Um pergaminho de representação ou uma estatueta esculpida para se parecer com o alvo e um componente especial, que varia de acordo com a versão da magia que você escolher, valendo, no mínimo, 500 po por Dado de Vida", + "name": "Aprisionamento", + "range": "9 metros", + "ritual": false, + "school": "Abjuração" + }, + { + "casting_time": "1 ação", + "classes": [ + "Artífice", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Você esconde um baú, e todo o seu conteúdo, no Plano Etéreo. Você deve tocar o baú e a réplica em miniatura que serve como componente material para a magia. O baú pode acomodar até 3,6 metros cúbicos de matéria inorgânica (90 cm por 60 cm por 60 cm).\nEnquanto o baú permanecer no Plano Etéreo, você pode usar uma ação e tocar a réplica para revocar o baú. Ele aparece em um espaço desocupado no chão a 1,5 metro de você. Você pode enviar o baú de volta ao Plano Etéreo usando uma ação e tocando tanto no baú quanto na réplica.\nApós 60 dias, existe 5 por cento de chance, cumulativa, por dia do efeito da magia terminar. Esse efeito termina se você conjurar essa magia novamente, se a pequena réplica do baú for destruída ou se você decidir terminar a magia usando uma ação. Se a magia terminar enquanto o baú maior estiver no Plano Etéreo, ele estará irremediavelmente perdido.", + "duration": "Instantânea", + "higher_level": "", + "id": 199, + "level": 4, + "locations": [ + { + "page": 217, + "sourcebook": "LDJ14" + } + ], + "material": "Um baú requintado, de 90 cm por 60 cm por 60 cm, construído com materiais raros valendo, no mínimo, 5.000 po e uma réplica Miúda feita do mesmo material valendo, no mínimo, 50 po", + "name": "Arca Secreta de Leomund", + "range": "Toque", + "ritual": false, + "school": "Conjuração" + }, + { + "casting_time": "1 ação", + "classes": [ + "Artífice", + "Paladino" + ], + "components": [ + "V,", + "S" + ], + "concentration": true, + "desc": "Uma arma não-mágica que você tocar se torna uma arma mágica. Escolha um dos tipos de dano a seguir: ácido, elétrico, frio, fogo ou trovejante. Pela duração, a arma tem +1 de bônus nas jogadas de ataque e causa 1d4 de dano extra, do tipo de elemento escolhido, ao atingir.", + "duration": "Até 1 hora", + "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 5° ou 6° nível, o bônus nas jogadas de ataque aumenta pra +2 e o dano extra aumenta para 2d4. Quando você usar um espaço de magia de 7° nível ou superior, o bônus aumenta para +3 e o dano extra aumenta para 3d4.", + "id": 115, + "level": 3, + "locations": [ + { + "page": 218, + "sourcebook": "LDJ14" + } + ], + "name": "Arma Elemental", + "range": "Toque", + "ritual": false, + "school": "Transmutação", + "tce_expanded_classes": [ + "Druida", + "Patrulheiro" + ] + }, + { + "casting_time": "1 ação bônus", + "classes": [ + "Clérigo" + ], + "components": [ + "V,", + "S" + ], + "concentration": false, + "desc": "Você cria uma arma espectral flutuante, dentro do alcance, que permanece pela duração ou até você conjurar essa magia novamente. Quando você conjura essa magia, você pode realizar um ataque corpo-a-corpo com magia contra uma criatura a 1,5 metro da arma. Se atingir, o alvo sofre dano de energia igual a 1d8 + seu modificador de habilidade de conjuração.\nCom uma ação bônus, no seu turno, você pode mover a arma até 6 metros e repetir o ataque contra uma criatura a 1,5 metro dela.\nA arma pode ter a forma que você desejar. Clérigos de divindades associadas com uma arma em particular (como St. Cuthbert é conhecido por sua maça ou Thor por seu martelo) fazem o efeito dessa magia se assemelhar a essa arma.", + "duration": "1 minuto", + "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 4° nível ou superior, o dano aumenta em 1d8 para cada dois níveis do espaço acima do 2°.", + "id": 312, + "level": 2, + "locations": [ + { + "page": 218, + "sourcebook": "LDJ14" + } + ], + "name": "Arma Espiritual", + "range": "18 metros", + "ritual": false, + "school": "Evocação" + }, + { + "casting_time": "1 ação bônus", + "classes": [ + "Artífice", + "Paladino", + "Mago" + ], + "components": [ + "V,", + "S" + ], + "concentration": true, + "desc": "Você toca uma arma não-mágica. Até a magia acabar, a arma se torna uma arma mágica com +1 de bônus nas jogadas de ataque e jogadas de dano.", + "duration": "Até 1 hora", + "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 4° nível ou superior, o bônus aumenta para +2. Quando você usar um espaço de magia de 6° nível ou superior, o bônus aumenta para +3.", + "id": 216, + "level": 2, + "locations": [ + { + "page": 218, + "sourcebook": "LDJ14" + } + ], + "name": "Arma Mágica", + "range": "Toque", + "ritual": false, + "school": "Transmutação", + "tce_expanded_classes": [ + "Feiticeiro", + "Patrulheiro" + ] + }, + { + "casting_time": "1 ação bônus", + "classes": [ + "Clérigo", + "Paladino" + ], + "components": [ + "V,", + "S" + ], + "concentration": true, + "desc": "Você imbui uma arma que você toca com o poder sagrado. Até a magia terminar, a arma emite luz brilhante em um raio de 9 metros de raio e luz fraca por mais 9 metros. Além disso, os ataques de armas feitos com ela provocam 2d8 de dano radiante extra em um acerto. Se a arma já não é uma arma mágica, toma-se uma pela duração.\nComo uma ação bônus na sua vez, você pode dispensar essa magia e fazer com que a arma emita um brilho de esplendor. Cada criatura a sua escolha que você pode ver dentro de 9 metros da arma deve fazer um teste de resistência de Constituição. Em um teste falho, uma criatura sofre 4d8 de dano radiante e é cegada por 1 minuto. Em um teste bem-sucedido, uma criatura sofre metade d o dano e não é cegada. No fim de cada uma de seus turnos, uma criatura cega pode fazer uma deste de resistência de Constituição, terminando o efeito sobre si mesmo em um sucesso.", + "duration": "Até 1 hora", + "higher_level": "", + "id": 396, + "level": 5, + "locations": [ + { + "page": 150, + "sourcebook": "GXTC" + } + ], + "name": "Arma Sagrada", + "range": "Toque", + "ritual": false, + "school": "Evocação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Você toca uma criatura voluntária que não esteja vestindo armadura e uma energia mágica protetora a envolve até a magia acabar. A CA base do alvo se torna 13 + o modificador de Destreza dele. A magia acaba se o alvo colocar uma armadura ou se você dissipa-la usando uma ação.", + "duration": "8 horas", + "higher_level": "", + "id": 210, + "level": 1, + "locations": [ + { + "page": 218, + "sourcebook": "LDJ14" + } + ], + "material": "Um pedaço de couro curado", + "name": "Armadura Arcana", + "range": "Toque", + "ritual": false, + "school": "Abjuração" + }, + { + "casting_time": "1 ação", + "classes": [ + "Bruxo" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Uma força magica protetora envolve você, manifestando-se como um frio espectral que cobre você e seu equipamento. Você ganha 5 pontos de vida temporários pela duração. Se uma criatura atingir você com um ataque corpo-a-corpo enquanto estiver com esses pontos de vida, a criatura sofrerá 5 de dano de frio.", + "duration": "1 hora", + "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 2° nível ou superior, tanto os pontos de vida temporários quanto o dano de frio aumentam em 5 para cada nível do espaço acima do 1°.", + "id": 16, + "level": 1, + "locations": [ + { + "page": 218, + "sourcebook": "LDJ14" + } + ], + "material": "Um copo de água", + "name": "Armadura de Agathys", + "range": "Pessoal", + "ritual": false, + "school": "Abjuração" + }, + { + "casting_time": "1 ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Mago" + ], + "components": [ + "V" + ], + "concentration": false, + "desc": "Escolha um objeto que você possa ver, dentro do alcance. O objeto pode ser uma porta, uma caixa, um baú ou um par de algemas, um cadeado ou outro objeto que contenha um meio mundano ou mágico que previne o acesso.\nUm alvo que esteja fechado por uma fechadura mundana ou preso ou barrado torna-se destrancado, destravado ou desbloqueado. Se o objeto tiver múltiplas fechaduras, apenas uma delas é destrancada.\nSe você escolher um alvo que esteja travado pela magia tranca arcana, essa magia será suprimida por 10 minutos, durante esse período o alvo pode ser aberto e fechado normalmente.\nQuando você conjurar essa magia, uma batida forte, audível a até 90 metros de distância, emana do objeto alvo.", + "duration": "Instantânea", + "higher_level": "", + "id": 197, + "level": 2, + "locations": [ + { + "page": 218, + "sourcebook": "LDJ14" + } + ], + "name": "Arrombar", + "range": "18 metros", + "ritual": false, + "school": "Transmutação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Mago" + ], + "components": [ + "V,", + "S" + ], + "concentration": true, + "desc": "Você mexe com os pesadelos de uma criatura que você possa ver, dentro do alcance, e cria uma manifestação ilusória dos seus medos mais profundos, visível apenas para a criatura. O alvo deve realizar um teste de resistência de Sabedoria. Se falhar na resistência, ele ficará amedrontado pela duração. No final de cada turno do alvo, antes da magia acabar, ele deve ser bem sucedido num teste de resistência de Sabedoria ou sofrerá 4d10 de dano psíquico. Se passar na resistência, a magia acaba.", + "duration": "Até 1 minuto", + "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 5° nível ou superior, o dano aumenta em 1d10 para cada nível do espaço acima do 4°.", + "id": 249, + "level": 4, + "locations": [ + { + "page": 218, + "sourcebook": "LDJ14" + } + ], + "name": "Assassino Fantasmagórico", + "range": "36 metros", + "ritual": false, + "school": "Ilusão", + "tce_expanded_classes": [ + "Bardo" + ] + }, + { + "casting_time": "1 ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "S" + ], + "concentration": true, + "desc": "Você estende sua mão e aponta o dedo para um alvo no alcance. Sua magia garante a você uma breve intuição sobre as defesas do alvo. No seu próximo turno, você terá vantagem na primeira jogada de ataque contra o alvo, considerando que essa magia não tenha acabado.", + "duration": "Até 1 rodada", + "higher_level": "", + "id": 340, + "level": 0, + "locations": [ + { + "page": 219, + "sourcebook": "LDJ14" + } + ], + "name": "Ataque Certeiro", + "range": "9 metros", + "ritual": false, + "school": "Adivinhação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Mago", + "Patrulheiro" + ], + "components": [ + "S", + "M" + ], + "concentration": false, + "desc": "Você agita a arma usada na conjuração e depois desaparece para atacar como o vento. Escolha até cinco criaturas que você pode ver dentro do alcance. Faça um ataque mágico corpo-a-corpo contra cada alvo. Em um acerto, um alvo recebe 6d10 de dano na energia.\nVocê pode então se teleportar para um espaço desocupado que você pode ver dentro de 1,5 metros de um dos alvos que você atingiu ou errou.", + "duration": "Instantânea", + "higher_level": "", + "id": 434, + "level": 5, + "locations": [ + { + "page": 150, + "sourcebook": "GXTC" + } + ], + "material": "Uma arma de combate corpo-a-corpo valendo, no mínimo, 1 pp.", + "name": "Ataque do Vento de Aço", + "range": "9 metros", + "ritual": false, + "school": "Conjuração" + }, + { + "casting_time": "1 ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V,", + "S" + ], + "concentration": true, + "desc": "Pela duração da magia, seus olhos tornam-se manchas vazias imbuídas com poder terrível. Uma criatura, à sua escolha, a até de 18 metros de você que você puder ver, deve ser bem sucedida num teste de resistência de Sabedoria ou será afetada por um dos efeitos a seguir, à sua escolha, pela duração. A cada um dos seus turnos, até a magia acabar, você pode usar sua ação para afetar outra criatura, mas não pode afetar uma criatura novamente se ela tiver sido bem sucedida no teste de resistência contra essa conjuração de ataque visual. Adormecer. O alvo cai inconsciente. Ele acorda se sofrer qualquer dano ou se outra criatura usar sua ação para sacudir o adormecido até acordá-lo. Apavorar. O alvo está amedrontado. Em cada um dos turnos dele, a criatura amedrontada deve realizar a ação de Disparada e se mover para longe de você pela rota segura mais curta disponível, a não ser que não haja lugar para se mover. Se o alvo se mover para um local a, pelo menos, 18 metros de distância de você onde ela não possa mais te ver, esse efeito termina.\nAdoecer. O alvo tem desvantagem nas jogadas de ataque e testes de habilidade. No final de cada um dos turnos dele, ele pode realizar outro teste de resistência de Sabedoria. Se for bem sucedido, o efeito termina.", + "duration": "Até 1 minuto", + "higher_level": "", + "id": 124, + "level": 6, + "locations": [ + { + "page": 219, + "sourcebook": "LDJ14" + } + ], + "name": "Ataque Visual", + "range": "Pessoal", + "ritual": false, + "school": "Necromancia" + }, + { + "casting_time": "1 ação", + "classes": [ + "Artífice", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V" + ], + "concentration": false, + "desc": "Você cria um chicote de energia elétrica em uma criatura à sua escolha que você possa ver dentro do alcance. O alvo deve obter sucesso em um TR de Força ou é empurrado 3 metros em uma linha reta diante de você e então recebe 1d8 de dano elétrico se estivesse a 1,m de você.\nO dano desta magia aumenta em 1d8 quando você alcança o nível 5 (2d8), nível 11 (3d8), nível 17 (4d8).", + "duration": "Instantânea", + "higher_level": "", + "id": 459, + "level": 0, + "locations": [ + { + "page": 143, + "sourcebook": "CEGA" + } + ], + "name": "Atração Elétrica (CEGA)", + "range": "4,5 metros", + "ritual": false, + "school": "Evocação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Artífice", + "Bruxo", + "Feiticeiro", + "Mago" + ], + "components": [ + "V" + ], + "concentration": false, + "desc": "Você cria um chicote de energia relâmpago que atinge uma criatura de sua escolha que você pode ver a menos de 5 metros de você. O alvo deve ser bem-sucedido em um teste de resistência de Força ou ser puxado até 3 metros em uma linha reta em sua direção e sofrer 1d8 de dano elétrico se estiver a menos de 1,5 metro de você.\nO dano deste feitiço aumenta em 1d8 quando você atinge o 5° nível (2d8), 11° nível (3d8) e 17° nível (4d8).", + "duration": "Instantânea", + "higher_level": "", + "id": 466, + "level": 0, + "locations": [ + { + "page": 107, + "sourcebook": "CTT" + } + ], + "material": "", + "name": "Atração Elétrica (CTT)", + "range": "Pessoal (Raio de 4,5 metros)", + "ritual": false, + "school": "Evocação", + "subclasses": [] + }, + { + "casting_time": "1 minuto", + "classes": [ + "Clérigo" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Ao lançar varetas cravejados com gemas, rolar ossos de dragão, puxar cartas ornamentadas ou usar outro tipo de ferramenta de adivinhação, você recebe um pressagio de uma entidade de outro mundo, sobre os resultados de cursos de ação específicos que você planeja tomar nos próximos 30 minutos. O Mestre escolhe dentre os possíveis presságios a seguir: \u2022 Êxito, para resultados bons\n\u2022 Fracasso, para resultados maus \u2022 Êxito e fracasso, para resultados bons e maus \u2022 Nada, para resultados que não são especialmente bons ou ruins A magia não leva em conta qualquer possível circunstancia que possa mudar o resultado, como a conjuração de magias adicionais ou a perda ou ganho de um companheiro.\nSe você conjurar a magia duas ou mais vezes antes de completar seu próximo descanso longo, existe uma chance cumulativa de 25 por cento de cada conjuração, depois da primeira que você fez, ter um resultado aleatório. O Mestre faz essa jogada secretamente.", + "duration": "Instantânea", + "higher_level": "", + "id": 19, + "level": 2, + "locations": [ + { + "page": 219, + "sourcebook": "LDJ14" + } + ], + "material": "Varetas, ossos ou objetos similarmente marcados valendo, no mínimo, 25 po", + "name": "Augúrio", + "range": "Pessoal", + "ritual": true, + "school": "Adivinhação", + "tce_expanded_classes": [ + "Druida", + "Mago" + ] + }, + { + "casting_time": "1 ação", + "classes": [ + "Artífice", + "Feiticeiro", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": true, + "desc": "Você faz com que uma criatura ou um objeto que você possa ver dentro do alcance, fique maior ou menor, pela duração. Escolha entre uma criatura ou um objeto que não esteja sendo carregado nem vestido. Se o alvo for involuntário, ele deve realizar um teste de resistência de Constituição. Se for bem sucedido, a magia não surte efeito.\nSe o alvo for uma criatura, tudo que ele esteja vestindo ou carregando muda e tamanho com ela. Qualquer item largado por uma criatura afetada, retorna ao seu tamanho natural. Aumentar. O tamanho do alvo dobra em todas as dimensões e seu peso é multiplicado por oito. Esse aumento eleva seu tamanho em uma categoria – de Médio para Grande, por exemplo. Se não houver espaço suficiente para que o alvo dobre de tamanho, a criatura ou objeto alcança o tamanho máximo possível no espaço disponível. Até o fim da magia, o alvo também tem vantagem em testes de Força e testes de resistência de Força. O tamanho das armas do alvo crescem para se adequar ao seu novo tamanho. Quando essas armas são ampliadas, os ataques do alvo com elas causam 1d4 de dano extra. Reduzir. O tamanho do alvo é reduzido à metade em todas as dimensões e seu peso é reduzido a um oitavo do normal. Essa redução diminui o tamanho do alvo em uma categoria – de Médio para Pequeno, por exemplo. Até o fim da magia, o alvo tem desvantagem em testes de Força e testes de resistência de Força. O tamanho das armas do alvo diminuem para se adequar ao seu novo tamanho. Quando essas armas são reduzidas, os ataques do alvo com elas causam 1d4 de dano a menos (isso não pode reduzir o dano a menos de 1).", + "duration": "Até 1 minuto", + "higher_level": "", + "id": 117, + "level": 2, + "locations": [ + { + "page": 219, + "sourcebook": "LDJ14" + } + ], + "material": "Um pouco de pó de ferro", + "name": "Aumentar/Reduzir", + "range": "9 metros", + "ritual": false, + "school": "Transmutação", + "tce_expanded_classes": [ + "Bardo", + "Druida" + ] + }, + { + "casting_time": "1 ação", + "classes": [ + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Você coloca uma ilusão em uma criatura ou objeto que você tocar, então magias de adivinhação revelarão informações falsas sobre ele. O alvo pode ser uma criatura voluntária ou um objeto que não esteja sendo carregado ou vestido por outra criatura.\nQuando você conjura essa magia, escolha um ou ambos os efeitos seguintes. O efeito permanece pela duração. Se você conjurar essa magia na mesma criatura ou objeto a cada dia por 30 dias, colocando o mesmo efeito nele todas as vezes, a ilusão durará até ser dissipada.\nAura Falsa. Você modifica a forma como o alvo aparece para magias e efeitos mágicos, como detectar magia, que detectam auras mágicas. Você pode fazer um objeto não-mágico parecer mágico ou mudar a aura mágica de um objeto para que ela pareça pertencer a outra escola de magia a sua escolha. Quando você usar esse efeito num objeto, você pode fazer a aura falsa aparente a qualquer criatura que manusear o item.\nMáscara. Você modifica a forma como o alvo aparece para magias e efeitos que detectam tipos de criaturas, como o Sentido Divino do paladino ou o gatilho de um magia símbolo. Você escolhe o tipo de criatura e outras magias e efeitos mágicos consideram o alvo como se ele fosse uma criatura desse tipo ou tendência.", + "duration": "24 horas", + "higher_level": "", + "id": 242, + "level": 2, + "locations": [ + { + "page": 220, + "sourcebook": "LDJ14" + } + ], + "material": "Um pequeno quadrado de seda", + "name": "Aura Mágica de Nystul", + "range": "Toque", + "ritual": false, + "school": "Ilusão" + }, + { + "casting_time": "1 ação", + "classes": [ + "Clérigo" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": true, + "desc": "Luz divina emana de você e adere em uma aureola suave num raio de 9 metros, em volta de você. As criaturas de sua escolha, no raio, quando você conjurar essa magia, emitem penumbra num raio de 1,5 metro e tem vantagem em todos os testes de resistência e as outras criaturas tem desvantagem nas jogadas de ataque contra elas, até a magia acabar. Além disso, quando um corruptor ou morto-vivo atingir uma criatura afetada com um ataque corpo-a-corpo, a aura lampeja com luz plena. O atacante deve ser bem sucedido num teste de resistência de Constituição ou ficara cego até a magia acabar.", + "duration": "Até 1 minuto", + "higher_level": "", + "id": 184, + "level": 8, + "locations": [ + { + "page": 220, + "sourcebook": "LDJ14" + } + ], + "material": "Um minúsculo relicário valendo, no mínimo, 1.000 po, contendo uma relíquia sagrada, como um pedaço de tecido do robe de um santo ou um pedaço de pergaminho de um texto religioso", + "name": "Aura Sagrada", + "range": "Pessoal", + "ritual": false, + "school": "Abjuração" + }, + { + "casting_time": "1 ação", + "classes": [ + "Paladino" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "Energia purificante irradia de você em uma aura com 9 metros de raio. Até a magia acabar, a aura se move mantendo-se centrada em você. Todas as criaturas não- hostis na aura (incluindo você) não podem ficar doentes, tem resistência a dano de veneno e tem vantagem em testes de resistência contra efeitos que deixem ela com qualquer das condições a seguir: amedrontado, atordoado, cego, enfeitiçado, envenenado, paralisado e surdo.", + "duration": "Até 10 minutos", + "higher_level": "", + "id": 21, + "level": 4, + "locations": [ + { + "page": 219, + "sourcebook": "LDJ14" + } + ], + "name": "Aura de Pureza", + "range": "Pessoal (9 metros de raio)", + "ritual": false, + "school": "Abjuração", + "tce_expanded_classes": [ + "Clérigo" + ] + }, + { + "casting_time": "1 ação", + "classes": [ + "Paladino" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "Energia de prevenção vital irradia de você em uma aura com 9 metros de raio. Até a magia acabar, a aura se move mantendo-se centrada em você. Todas as criaturas não- hostis na aura (incluindo você) tem resistência a dano necrótico e seu máximo de pontos de vida não pode ser reduzido. Além disso, uma criatura viva não-hostil, recupera 1 ponto de vida quando começa seu turno na aura com 0 pontos de vida.", + "duration": "Até 10 minutos", + "higher_level": "", + "id": 20, + "level": 4, + "locations": [ + { + "page": 220, + "sourcebook": "LDJ14" + } + ], + "name": "Aura de Vida", + "range": "Pessoal (9 metros de raio)", + "ritual": false, + "school": "Abjuração", + "tce_expanded_classes": [ + "Clérigo" + ] + }, + { + "casting_time": "1 ação", + "classes": [ + "Paladino" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "Energia curativa irradia de você em uma aura com 9 metros de raio. Até a magia acabar, a aura se move mantendo-se centrada em você. Você pode usar uma ação bônus para fazer com que uma criatura na aura (incluindo você) recupere 2d6 pontos de vida.", + "duration": "Até 1 minuto", + "higher_level": "", + "id": 22, + "level": 3, + "locations": [ + { + "page": 220, + "sourcebook": "LDJ14" + } + ], + "name": "Aura de Vitalidade", + "range": "Pessoal (9 metros de raio)", + "ritual": false, + "school": "Evocação", + "tce_expanded_classes": [ + "Clérigo", + "Druida" + ] + }, + { + "casting_time": "1 ação", + "classes": [ + "Clérigo", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": true, + "desc": "A luz do amanhecer brilha em um local que você especifica dentro do alcance. Atê que a magia termine, um cilindro de 9 metros de raio e 12 metros de altura de luz brilhante cintila lá. Esta luz é luz solar.\nQuando o cilindro aparece, cada criatura dentro dele deve fazer um teste de resistência de Constituição, levando 4d10 de dano radiante em uma falha, ou metade do dano em um bem sucedido. Uma criatura também deve fazer esse teste sempre que terminar a sua vez dentro do cilindro.\nSe você estiver dentro de 1 8 metros do cilindro, você pode movê-lo até 1 8 metros como uma ação bônus na sua vez.", + "duration": "Até 1 minuto", + "higher_level": "", + "id": 379, + "level": 5, + "locations": [ + { + "page": 150, + "sourcebook": "GXTC" + } + ], + "material": "Um pingente de raio solar valendo, no mínimo, 100po", + "name": "Aurora", + "range": "18 metros", + "ritual": false, + "school": "Evocação" + }, + { + "casting_time": "1 ação bônus", + "classes": [ + "Paladino" + ], + "components": [ + "V,", + "S" + ], + "concentration": true, + "desc": "Sua oração fortalece você com radiação divina. Até o fim da magia, seus ataques com arma causam 1d4 de dano radiante extra ao atingirem.", + "duration": "Até 1 minuto", + "higher_level": "", + "id": 105, + "level": 1, + "locations": [ + { + "page": 220, + "sourcebook": "LDJ14" + } + ], + "name": "Auxílio Divino", + "range": "Pessoal", + "ritual": false, + "school": "Evocação" + }, + { + "casting_time": "1 ação bônus", + "classes": [ + "Feiticeiro" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": true, + "desc": "Você toca uma criatura disposta e a imbui com o poder de cuspir energia mágica de sua boca, desde que tenha uma. Escolha entre ácido, frio, fogo, elétrico ou veneno. Até a magia terminar, a criatura pode usar uma ação para exalar energia do tipo escolhido em um cone de 4,5 metros. Cada criatura nessa área deve fazer um teste de resistência de Destreza, tomando um dano de 3d6 do tipo escolhido em uma falha, ou metade de dano em um bem sucedido.", + "duration": "Até 1 minuto", + "higher_level": "Em Níveis Superiores. Quando você conjura essa omagia usando um espaço de magia de 3 nível ou superior, o dano aumenta em 1d6 para cada nível do oespaço de magia acima do 2°.", + "id": 380, + "level": 2, + "locations": [ + { + "page": 150, + "sourcebook": "GXTC" + } + ], + "material": "Uma pimenta ardida", + "name": "Bafo de Dragão", + "range": "Toque", + "ritual": false, + "school": "Transmutação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Clérigo", + "Paladino", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": true, + "desc": "Você tenta enviar uma criatura que você pode ver dentro do alcance, para outro plano de existência. O alvo deve ser bem sucedido num teste de resistência de Carisma ou será banido. Se o alvo for nativo do plano de existência que você está, você bane o alvo para um semiplano inofensivo. Enquanto estiver lá, a criatura estará incapacitada. Ela permanece lá até a magia acabar, a partir desse ponto, o alvo reaparece no espaço em que ela deixou ou no espaço desocupado mais próximo, se o espaço dela estiver ocupado. Se o alvo for nativo de um plano de existência diferente do que você está, o alvo é banido em um lampejo sutil, retornando para o seu plano natal. Se a magia acabar antes de 1 minuto se passar, o alvo reaparece no lugar em que estava ou no espaço desocupado mais próximo, se o espaço dela estiver ocupado. Do contrário, o alvo não retorna.", + "duration": "Até 1 minuto", + "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 5° nível ou superior, você pode afetar uma criatura adicional para cada nível do espaço acima do 4°.", + "id": 26, + "level": 4, + "locations": [ + { + "page": 220, + "sourcebook": "LDJ14" + } + ], + "material": "Um item desagradável ao alvo", + "name": "Banimento", + "range": "9 metros", + "ritual": false, + "school": "Abjuração" + }, + { + "casting_time": "10 minutos", + "classes": [ + "Druida" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Você traz um grande banquete, incluindo comida e bebida magnificas. O banquete leva 1 hora para ser consumido e desaparece ao final desse tempo e os efeitos benéficos não se aplicam até essa hora terminar. Até doze criaturas podem participar do banquete.\nUma criatura que participe do banquete ganha diversos benefícios. A criatura é curada de todas as doenças e venenos, torna-se imune a veneno e a ser amedrontada e faz todos os seus testes de resistência com vantagem. Seu máximo de pontos de vida também aumenta em 2d10 e ela ganha a mesma quantidade de pontos de vida. Esses benefícios duram por 24 horas.", + "duration": "Instantânea", + "higher_level": "", + "id": 179, + "level": 6, + "locations": [ + { + "page": 220, + "sourcebook": "LDJ14" + } + ], + "material": "Uma tigela encrustada de gemas valendo, no mínimo, 1.000 po, que é consumida pela magia", + "name": "Banquete de Heróis", + "range": "9 metros", + "ritual": false, + "school": "Conjuração", + "tce_expanded_classes": [ + "Bardo" + ] + }, + { + "casting_time": "1 ação", + "classes": [ + "Clérigo" + ], + "components": [ + "V,", + "S" + ], + "concentration": true, + "desc": "Você cria uma muralha vertical de lâminas giratórias, afiadas como navalhas, feitas de energia mágica. A muralha aparece dentro do alcance e permanece pela duração. Você pode fazer uma muralha reta de até 30 metros de comprimento por 6 metros de altura e 1,5 metro de largura ou uma muralha anelar com até 18 metros de diâmetro, 6 metros de altura e 1,5 metro de largura. A muralha confere três-quartos de cobertura a criaturas atrás dela e seu espaço é terreno difícil.\nQuando uma criatura entrar a área da muralha pela primeira vez em um turno, ou começar seu turno nela, a criatura deve realizar um teste de resistência de Destreza. Se falhar, a criatura sofrerá 6d10 de dano cortante. Em um sucesso, a criatura sofre metade desse dano.", + "duration": "Até 10 minutos", + "higher_level": "", + "id": 32, + "level": 6, + "locations": [ + { + "page": 221, + "sourcebook": "LDJ14" + } + ], + "name": "Barreira de Lâminas", + "range": "24 metros", + "ritual": false, + "school": "Evocação" + }, + { + "casting_time": "1 minuto", + "classes": [ + "Bardo", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Você implanta uma mensagem em um objeto dentro do alcance, uma mensagem que é pronunciada quando uma condição de ativação é satisfeita. Escolha um objeto que você possa ver e não esteja sendo vestido ou carregado por outra criatura. Então, fale a mensagem, que deve conter 25 palavras ou menos, apesar de ela poder ser entregue durante um período de até 10 minutos. Finalmente, determine a circunstância que irá ativar a magia para que sua mensagem seja entregue.\nQuando essa circunstância ocorrer, a boca encantada aparecerá no objeto e recitará a mensagem com sua voz e com o mesmo volume que você falou. Se o objeto que você escolheu tiver uma boca ou algo semelhante a uma boca (por exemplo, a boca de uma estátua), a boca mágica aparece ai, então, as palavras parecerão vir da boca do objeto. Quando você conjura essa magia, você pode fazer a magia acabar depois de enviar sua mensagem ou ela pode permanecer e repetir a mensagem sempre que a circunstância de ativação ocorrer.\nA circunstância de ativação pode ser tão genérica ou tão detalhada quando você quiser, apesar de ela precisar ser baseada em condições visuais ou audíveis que ocorram a até 9 metros do objeto. Por exemplo, você pode instruir a boca a falar quando uma criatura se aproximar a menos de 9 metros do objeto ou quando um sino de prata tocar a menos de 9 metros dela.", + "duration": "Até ser dissipada", + "higher_level": "", + "id": 215, + "level": 2, + "locations": [ + { + "page": 221, + "sourcebook": "LDJ14" + } + ], + "material": "Um pedaço de favo de mel e pó de jade valendo, no mínimo, 10 po, consumidos pela magia", + "name": "Boca Encantada", + "range": "9 metros", + "ritual": true, + "school": "Ilusão" + }, + { + "casting_time": "1 ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Um veio brilhante lampeja na ponta do seu dedo em direção a um ponto que você escolher, dentro do alcance, e então eclode com um estampido baixo, explodindo em chamas. Cada criatura em uma esfera de 6 metros de raio, centrada no ponto, deve realizar um teste de resistência de Destreza. Um alvo sofre 8d6 de dano de fogo se falhar na resistência, ou metade desse dano se obtiver sucesso.\nO fogo se espalha, dobrando esquinas. Ele incendeia objetos inflamáveis na área que não estejam sendo vestidos ou carregados.", + "duration": "Instantânea", + "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 4° nível ou superior, o dano aumenta em 1d6 para cada nível do espaço acima do 3°.", + "id": 137, + "level": 3, + "locations": [ + { + "page": 221, + "sourcebook": "LDJ14" + } + ], + "material": "Uma minúscula bola de guano de morcego e enxofre", + "name": "Bola de Fogo", + "range": "45 metros", + "ritual": false, + "school": "Evocação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": true, + "desc": "Um feixe de luz amarelada é disparado da ponta do seu dedo, então se condensa e aguarda no ponto escolhido, dentro do alcance, como uma conta brilhante, pela duração. Quando a magia termina, seja por sua concentração ter sido interrompida ou por você ter decidido termina-la, a conta eclode com um estampido baixo, explodindo em chamas que se espalhando, dobrando esquinas. Cada criatura numa esfera, com 6 metros de raio, centrada na conta, deve realizar um teste de resistência de Destreza. Uma criatura sofre dano igual ao total de dano acumulado se falhar na resistência, ou metade do total se obtiver sucesso.\nO dano base da magia é 12d6. Se até o final do seu turno, a conta ainda não tiver sido detonada, o dano aumenta em 1d6.\nSe a conta brilhante for tocada antes do intervalo expirar, a criatura que a tocou deve realizar um teste de resistência de Destreza. Se falhar na resistência, a magia termina imediatamente, fazendo a conta explodir em chamas. Se obtiver sucesso na resistência, a criatura pode arremessar a conta a até 12 metros. Quando ela atinge uma criatura ou objeto solido, a magia termina e a conta explode.\nO fogo danifica objetos na área e incendeia objetos inflamáveis que não estejam sendo vestidos ou carregados.", + "duration": "Até 1 minuto", + "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 8° nível ou superior, o dano base aumenta e 1d6 para cada nível do espaço acima do 7°.", + "id": 91, + "level": 7, + "locations": [ + { + "page": 221, + "sourcebook": "LDJ14" + } + ], + "material": "Uma minúscula bola de guano de morcego e enxofre", + "name": "Bola de Fogo Controlável", + "range": "45 metros", + "ritual": false, + "school": "Evocação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Druida", + "Patrulheiro" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Até dez frutos aparecem na sua mão e são infundidos com magia pela duração. Uma criatura pode usar sua ação para comer um fruto. Comer um fruto restaura 1 ponto de vida e um fruto produz nutrientes suficientes para sustentar uma criatura por um dia.\nOs frutos perdem seu potencial se não forem consumidos dentro de 24 horas da conjuração dessa magia.", + "duration": "Instantânea", + "higher_level": "", + "id": 160, + "level": 1, + "locations": [ + { + "page": 222, + "sourcebook": "LDJ14" + } + ], + "material": "Um raminho de visco", + "name": "Bom Fruto", + "range": "Toque", + "ritual": false, + "school": "Transmutação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Artífice", + "Bruxo", + "Feiticeiro", + "Mago" + ], + "components": [ + "S", + "M" + ], + "concentration": false, + "desc": "Você empunha a arma usada na conjuração do feitiço e faz um ataque corpo a corpo com ela contra uma criatura a menos de 1,5 metro de você. Em um acerto, o alvo sofre os efeitos normais do ataque da arma e então fica envolto em energia explosiva até o início de seu próximo turno. Se o alvo se mover voluntariamente 1,5 metros ou mais antes disso, o alvo sofre 1d8 de dano de trovão e o feitiço termina.\nO dano deste feitiço aumenta quando você atinge certos níveis. No 5° nível, o ataque corpo a corpo causa um dano extra de trovão 1d8 ao alvo em um acerto, e o dano que o alvo leva para se mover aumenta para 2d8. Ambas as jogadas de dano aumentam em 1d8 no 11° nível (2d8 e 3d8) e novamente no 17° nível (3d8 e 4d8).", + "duration": "1 rodada", + "higher_level": "", + "id": 462, + "level": 0, + "locations": [ + { + "page": 106, + "sourcebook": "CTT" + } + ], + "material": "Uma arma corpo-a-corpo que vale pelo menos 1 pp.", + "name": "Lâmina Efervescente (CTT)", + "range": "Pessoal (Raio de 1,5 metros)", + "ritual": false, + "school": "Evocação", + "subclasses": [] + }, + { + "casting_time": "1 ação bônus", + "classes": [ + "Druida" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "A madeira de uma clava ou bordão, que você esteja segurando, é imbuída com o poder da natureza. Pela duração, você pode usar sua habilidade de conjuração ao invés da sua Força para as jogadas de ataque e dano corpo-a-corpo usando essa arma, e o dado de dano da arma se torna um d8. A arma também se torna mágica, se ela já não for. A magia acaba se você conjura-la novamente ou se você soltar a arma.", + "duration": "1 minuto", + "higher_level": "", + "id": 297, + "level": 0, + "locations": [ + { + "page": 222, + "sourcebook": "LDJ14" + } + ], + "material": "Visco, uma folha de trevo e uma clava ou bordão", + "name": "Bordão Místico", + "range": "Toque", + "ritual": false, + "school": "Transmutação" + }, + { + "casting_time": "10 minutos", + "classes": [ + "Druida" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Você invoca os espíritos da natureza para proteger uma área ao ar livre ou subterrânea. A área pode ser tão pequena como um cubo de 9 metros ou tão grande quanto um cubo de 27 metros. Edifícios e outras estruturas são excluídos da área afetada. Se você conjurar essa magia na mesma área todos os dias por um ano , a magia dura até que seja dissipada.\nA magia cria os seguintes efeitos dentro da área. Quando você conjura essa magia, você pode especificar criaturas como aliados que serão imunes aos efeitos. Você também pode especificar uma senha que, quando falada em voz alta, toma o falante imune a esses efeitos.\nToda a área protegida irradia magia. Uma magia dissipar conjurada na área, se bem-sucedida, remove apenas um dos seguintes efeitos, não a área inteira. O conjurador da a magia escolhe o efeito que será dissipado. Só quando todos os seus efeitos forem dissipados, essa magia é dissipada.\nNévoa Sólida. Você pode preencher qualquer número de quadrados de 1,5 metros no chão com névoa espessa, tornando-os fortemente obscurecidos. A névoa atinge 3 metros de altura. Além disso, cada metro de movimento através do nevoeiro custa 2 metros extras. Para uma criatura imune a este efeito, a neblina não obscurece nada e parece uma névoa suave, com ciscos de luz verde flutuando no ar.\nMatagal Esmagador. Você pode preencher qualquer número de quadrados de 1,5 metros no chão, que não estejam preenchidos com nevoeiro, com ervas daninhas e vinhas, como se fossem afetados por uma magia vinha constrição. Para uma criatura imune a este efeito, as ervas datúnhas e as vinhas são suaves ao toque e se remodelam para servir como assentos ou camas temporários.\nGuardiões do Bosque. Você pode animar até quatro árvores na área, fazendo com que elas se desenraizem do solo. Essas árvores possuem as mesmas estatísticas que uma árvore despertada, que aparece no Manual dos Monstros, exceto que. não podem falar, e sua casca é coberta com sim.bolos druidices. Se al ma criatura não imune a este efeito entra na área protegida, os guardiões do bosque lutam até que tenham e pulsado ou matàdo os intrusos. Os guardiões do bosque também oôedecem, a seus comandos falados (nenhuma ação exigida por você) que você emite na área. Se você não lhes dá comandos e nenhum intruso está presente, os guardiões do bosque não fazem nada. Os guardiões do bosque não podem deixar a área protegida. Quando a magia termina, a magia que os anima desaparece, e as árvores se enraizam novamente, se possível.\nEfeito Mágico Adicional. Você pode escolher entre um dos seguintes efeitos mágicos dentro da área protegida:\n\u2022 Uma rajada de vento constante em dois locais de sua escolha.\n\u2022 Crescer espinhos em um local a sua escolha.\n\u2022 Muralha de vento em dois locais a sua escolha.\nPara uma criatura imune a este efeito, os ventos são uma brisa perfumada e suave e a área do crescer espinhos é inofensiva.", + "duration": "24 horas", + "higher_level": "", + "id": 381, + "level": 6, + "locations": [ + { + "page": 151, + "sourcebook": "GXTC" + } + ], + "material": "Visco que foi colhido com uma foice dourada sob a luz de uma lua cheia que a magia consome", + "name": "Bosque de Druida", + "range": "Toque", + "ritual": false, + "school": "Abjuração" + }, + { + "casting_time": "1 ação", + "classes": [ + "Bruxo" + ], + "components": [ + "V,", + "S" + ], + "concentration": false, + "desc": "Você invoca o poder de Hadar, o Faminto Sombrio. Tentáculos de energia negra brotam de você e golpeiam todas as criaturas a até 3 metros de você. Cada criatura na área deve realizar um teste de resistência de Força. Se falhar, o alvo sofre 2d6 de dano necrótico e não pode fazer reações até o próximo turno dela. Em um sucesso, uma criatura sofre metade do dano e não sofre qualquer outro efeito.", + "duration": "Instantânea", + "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 2° nível ou superior, o dano aumenta em 1d6 para cada nível do espaço acima do 1°.", + "id": 17, + "level": 1, + "locations": [ + { + "page": 222, + "sourcebook": "LDJ14" + } + ], + "name": "Braços de Hadar", + "range": "Pessoal (3 metros de raio)", + "ritual": false, + "school": "Conjuração" + }, + { + "casting_time": "1 ação bônus", + "classes": [ + "Bruxo" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": true, + "desc": "Você coloca uma maldição em uma criatura que você possa ver, dentro do alcance. Até a magia acabar, você causa 1d6 de dano necrótico extra no alvo sempre que atingi-lo com um ataque. Além disso, escolha uma habilidade quando você conjurar a magia. O alvo tem desvantagem em testes de habilidade feitos com a habilidade escolhida.\nSe o alvo cair a 0 pontos de vida antes da magia acabar, você pode usar uma ação bônus, no seu turno subsequente para amaldiçoar outra criatura. Uma magia remover maldição conjurada no alvo acaba com a magia prematuramente.", + "duration": "Até 1 hora", + "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 3° ou 4° nível, você poderá manter sua concentração na magia por até 8 horas. Quando você usar um espaço de magia de 5° nível ou superior, você poderá manter sua concentração na magia por até 24 horas.", + "id": 181, + "level": 1, + "locations": [ + { + "page": 223, + "sourcebook": "LDJ14" + } + ], + "material": "O olho petrificado de um tritão", + "name": "Bruxaria", + "range": "18 metros", + "ritual": false, + "school": "Encantamento" + }, + { + "casting_time": "1 ação", + "classes": [ + "Clérigo", + "Paladino" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": true, + "desc": "Você abençoa até três criaturas, à sua escolha, dentro do alcance. Sempre que um alvo realizar uma jogada de ataque ou teste de resistência antes da magia acabar, o alvo pode jogar um d4 e adicionar o valor jogado ao ataque ou teste de resistência.", + "duration": "Até 1 minuto", + "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 2° nível ou superior, você pode afetar uma criatura adicional para cada nível do espaço acima do 1°.", + "id": 34, + "level": 1, + "locations": [ + { + "page": 221, + "sourcebook": "LDJ14" + } + ], + "material": "Um borrifo de água benta", + "name": "Bênção", + "range": "9 metros", + "ritual": false, + "school": "Encantamento" + }, + { + "casting_time": "1 ação", + "classes": [ + "Druida", + "Patrulheiro" + ], + "components": [ + "V,", + "S" + ], + "concentration": true, + "desc": "Você adquire a habilidade de entrar em uma árvore e se mover de dentro dela para dentro de outra árvore de mesmo tipo à até 150 metros. Ambas as árvores devem estar vivas e ter, pelo menos, o mesmo tamanho que você. Você deve usar 1,5 metro de deslocamento para entrar numa árvore. Você, instantaneamente, sabe a localização de todas as outras árvores de mesmo tipo à 150 metros e, como parte do movimento usado para entrar na árvore, pode tanto passar por uma dessas árvores quanto sair da árvore em que você está. Você aparece no espaço que você quiser a 1,5 metro da árvore destino, usando outro movimento de 1,5 metro. Se você não tiver movimento restante, você aparece a 1,5 metro da árvore que você terminou seu movimento.\nVocê pode usar esse habilidade de transporte uma vez por rodada pela duração. Você deve terminar cada turno fora da árvore.", + "duration": "Até 1 minuto", + "higher_level": "", + "id": 336, + "level": 5, + "locations": [ + { + "page": 223, + "sourcebook": "LDJ14" + } + ], + "name": "Caminhar em Árvores", + "range": "Pessoal", + "ritual": false, + "school": "Conjuração" + }, + { + "casting_time": "1 minuto", + "classes": [ + "Druida" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Você a até dez criaturas voluntária que você possa ver, dentro do alcance, assumem uma forma gasosa pela duração, parecidas com pedaços de nuvem. Enquanto estiver na forma de nuvem, uma criatura tem deslocamento de voo de 90 metros e tem resistência a danos de armas não-mágicas. As únicas ações que uma criatura pode realizar nessa forma são a ação de Disparada ou para reverter a sua forma normal. Reverter leva 1 minuto, período pelo qual a criatura estará incapacitada e não poderá se mover. Até a magia acabar, uma criatura pode reverter para a forma de nuvem, o que também requer a transformação de 1 minuto.\nSe uma criatura estiver na forma de nuvem e voando quando o efeito acabar, a criatura descerá a 18 metros por rodada por 1 minuto, até aterrissar na solo, o que é feito com segurança. Se ela não puder aterrissar em 1 minuto, a criatura cairá a distância restante.", + "duration": "8 horas", + "higher_level": "", + "id": 355, + "level": 6, + "locations": [ + { + "page": 223, + "sourcebook": "LDJ14" + } + ], + "material": "Fogo e água benta", + "name": "Caminhar no Vento", + "range": "9 metros", + "ritual": false, + "school": "Transmutação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Clérigo", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": true, + "desc": "Uma esfera invisível, de 3 metros de raio, de antimagia envolve você. Essa área é separada da energia mágica que se espalha pelo multiverso. Dentro da esfera, magias não podem ser conjuradas, criaturas invocadas desaparecem e, até mesmo itens mágicos, se tornam mundanos. Até o fim da magia, a esfera se move com você, centrada em você.\nMagias e outros efeitos mágicos, exceto os criados por artefatos ou divindades, são suprimidos na esfera e não podem adentra-la. Um espaço gasto para conjurar uma magia suprimida é consumido. Enquanto o efeito estiver suprimido, ela não funciona, mas o tempo que ela permanecer suprimida é descontado da sua duração.\nEfeitos de Alvo. Magias e outros efeitos mágicos, como mísseis mágicos e enfeitiçar pessoa, que forem usados em uma criatura ou objeto dentro da esfera, não surtem efeito no alvo.\nÁreas de Magia. A área de outra magia ou efeito mágico, como uma bola de fogo, não se estende para dentro da esfera. Se a esfera sobrepor um área mágica, a parte da área que for coberta pela espera é suprimida. Por exemplo, as chás criadas por uma muralha de fogo serão suprimidas dentro da esfera, criando um abertura na muralha se a sobreposição por grande o suficiente.\nMagias. Qualquer magia ativa ou outro efeito mágico em uma criatura ou objeto dentro da esfera é suprimido enquanto a criatura ou objeto permanecer dentro dela.\nItens Mágicos. As propriedades e poderes de itens mágicos são suprimidas dentro da esfera. Por exemplo, uma espada longa +1 dentro da esfera funciona como uma espada não-mágica.\nAs propriedades e poderes de uma arma mágica são suprimidos se ela for usada contra um alvo dentro da esfera ou empunhada por um atacante dentro da esfera. Se uma arma mágica ou munição mágica deixar a esfera completamente (por exemplo, se você disparar uma flecha mágica ou arremessar uma lança mágica e um alvo fora da esfera), a magia do item deixa de ser suprimida tão logo ele deixe a esfera.\nViagem Mágica. Teletransporte e viagem planar não funciona dentro da esfera, tanto se a esfera for o destino quando o ponto de partida para tais viagens mágicas. Um portal para outro lugar, mundo ou plano de existência, assim como um espaço extradimensional aberto, como o criado pela magia truque de corda, é temporariamente fechado enquanto estiver dentro da esfera.\nCriaturas e Objetos. Uma criatura ou objeto invocado ou criado através de magia, temporariamente desaparece da existência dentro da esfera. Tais criaturas reaparecem instantaneamente quando o espaço ocupado pela criatura não estiver mais dentro da esfera.\nDissipar Magia. Magias e efeitos mágicos como dissipar magia, não surtem efeito sob esfera. da mesma forma, esferas criadas por magias de campo antimagia diferentes não se anulam.", + "duration": "Até 1 hora", + "higher_level": "", + "id": 11, + "level": 8, + "locations": [ + { + "page": 223, + "sourcebook": "LDJ14" + } + ], + "material": "Um punhado de pó de ferro ou limalhas de ferro", + "name": "Campo Antimagia", + "range": "Pessoal (3 metros de raio)", + "ritual": false, + "school": "Abjuração" + }, + { + "casting_time": "1 ação", + "classes": [ + "Bruxo", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": true, + "desc": "Você tenta transformar uma criatura que você possa ver, dentro do alcance, em pedra. Se o corpo do alvo for feito de carne, a criatura deve realizar um teste de resistência de Constituição. Em caso de falha, ela ficará impedida, à medida que sua carne começa a endurecer. Se obtiver sucesso, a criatura não é afetada. Uma criatura impedida por essa magia deve realizar outro teste de resistência de Constituição no final de cada um dos turnos dela. Se obtiver sucesso na resistência contra essa magia três vezes, a magia termina. Se ela falhar no teste de resistência três vezes, ela se torna pedra é afetada pela condição petrificado pela duração. Os sucessos e falhas não precisam ser consecutivos; anote ambos os resultados até o alvo acumular três de mesmo tipo.\nSe a criatura for quebrada fisicamente enquanto petrificada, ela sofre deformidades similares se for revertida ao seu estado original.\nSe você mantiver sua concentração nessa magia durante toda a duração possível, a criatura é transformada em pedra até o efeito ser removido.", + "duration": "Até 1 minuto", + "higher_level": "", + "id": 144, + "level": 6, + "locations": [ + { + "page": 224, + "sourcebook": "LDJ14" + } + ], + "material": "Uma pitada de cal, água e terra", + "name": "Carne para Pedra", + "range": "18 metros", + "ritual": false, + "school": "Transmutação", + "tce_expanded_classes": [ + "Druida", + "Feiticeiro" + ] + }, + { + "casting_time": "1 ação", + "classes": [ + "Artífice", + "Feiticeiro", + "Mago" + ], + "components": [ + "S" + ], + "concentration": false, + "desc": "Escolha um objeto pesando entre 0,5 e 2,5 quilos dentro do alcance que não esteja sendo ve stido ou carregado. O objeto voa em linha reta até 18 metros na direção que você escolher, antes de cair no chão, parando prematuramente se atingir uma superfície sólida. Se o objeto puder atingir uma criatura, a criatura deve realizar um teste de resistência de Destreza. Se falhar na resistência, o objeto atinge o alvo e para de se mover. Quando o objeto atinge algo, o objeto e o que ele atinge recebem 3d8 de dano de concussão.", + "duration": "Instantânea", + "higher_level": "Em Níveis Superiores. Quando você conjura essa omagia usando um espaço de magia de 2° nível ou superior, o peso máximo do objeto que você pode arremessar com essa magia aumenta em 2,5 quilos, e o dano aumenta em 1d8, para cada nível do espaço oacima do 1°.", + "id": 367, + "level": 1, + "locations": [ + { + "page": 151, + "sourcebook": "GXTC" + } + ], + "name": "Catapulta", + "range": "18 metros", + "ritual": false, + "school": "Transmutação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Bardo", + "Bruxo" + ], + "components": [ + "V,", + "S" + ], + "concentration": false, + "desc": "Você tece um cordão de palavras distrativas, fazendo as criaturas, à sua escolha, que você puder ver dentro do alcance e que puderem ouvir você, realizarem um teste de resistência de Sabedoria. Qualquer criatura que não puder ser enfeitiçada, passa automaticamente nesse teste de resistência e, se você ou seus companheiros estiverem lutando com a criatura, ela terá vantagem na resistência. Se falhar na resistência, a criatura terá desvantagem em testes de Sabedoria (Percepção) feitos para notar qualquer criatura além de você, até a magia acabar ou até o alvo não poder mais ouvir você. A magia acaba se você estiver incapacitado ou incapaz de falar.", + "duration": "1 minuto", + "higher_level": "", + "id": 120, + "level": 2, + "locations": [ + { + "page": 224, + "sourcebook": "LDJ14" + } + ], + "name": "Cativar", + "range": "18 metros", + "ritual": false, + "school": "Encantamento" + }, + { + "casting_time": "1 ação", + "classes": [ + "Bruxo", + "Mago" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "Você desperta o senso de mortalidade em uma criatura que você possa ver dentro do alcance. O alvo p recisa ser bem sucedido em teste de resistência de Sabedoria ou se tornará amedrontada por você até que a magia termine. O alvo amedrontado pode repetir o teste de resistência ao fim de cada um de seus turnos, terminando o efeito em si mesmo com um sucesso.", + "duration": "Até 1 minuto", + "higher_level": "Em Níveis Superiores. Quando você conjura essa omagia usando um espaço de magia de 2° nível ou superior, você pode adicionar uma criatura extra como alvo para cada nível do espaço acima do 1°. As criaturas precisam estar a no máximo 9 metros uma da outra quando você as incluir como alvos.", + "id": 369, + "level": 1, + "locations": [ + { + "page": 151, + "sourcebook": "GXTC" + } + ], + "name": "Causar Medo", + "range": "18 metros", + "ritual": false, + "school": "Necromancia" + }, + { + "casting_time": "1 ação", + "classes": [ + "Bardo", + "Clérigo", + "Feiticeiro", + "Mago" + ], + "components": [ + "V" + ], + "concentration": false, + "desc": "Você pode cegar ou ensurdecer um oponente. Escolha uma criatura que você possa ver dentro do alcance para fazer um teste de resistência de Constituição. Se ela falhar, ficará ou cega ou surda (à sua escolha) pela duração. No final de cada um dos turnos dele, o alvo pode realizar um teste de resistência de Constituição. Se obtiver sucesso, a magia termina.", + "duration": "1 minuto", + "higher_level": "Se você conjurar essa magia usando um espaço de magia de 3° nível ou superior, você pode afetar uma criatura adicional para cada nível de espaço acima do 2°.", + "id": 37, + "level": 2, + "locations": [ + { + "page": 224, + "sourcebook": "LDJ14" + } + ], + "name": "Cegueira/Surdez", + "range": "9 metros", + "ritual": false, + "school": "Necromancia" + }, + { + "casting_time": "1 hora", + "classes": [ + "Clérigo", + "Paladino" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Você realiza uma cerimônia religiosa especial infundida com magia. Quando você conjura a magia, escolha um dos ritos seguintes, cujo alvo deve estar dentro de 3 metros de você durante toda a conjuração.\nExpiação. Você toca uma criatura disposta cujo alinhamento mudou e você faz um teste de Sabedoria (Intuição), CD 20. Em um teste bem-sucedido, você restaura o alvo para o alinhamento original.\nAbençoar Água. Você toca um frasco de água e faz com que se torne água benta.\nRito de Passagem. Você toca um humanoide que sej a um jovem adulto. Pelas próximas 24 horas, sempre que o alvo fizer um teste de habilidade, ele pode rolar um d4 e adicionar o número rolado ao teste de habilidade. A criatura pode se beneficiar deste rito apenas uma vez.\nDedicação. Você toca um humanoide que desej a se dedicar aos serviços do seu deus . Pelas próximas 24 horas, sempre que o alvo faz um teste de resistência, ele pode rolar um d4 e adicionar o numero rolado ao teste. A criatura pode se beneficiar desse rito apenas uma vez.\nCasamento. Você toca humanoides adultos dispostos a serem unidos em matrimônio. Pelos próximos 7 dias, cada alvo ganha um bônus de +2 na CA enquanto estiverem a 9 metros um do outro. Uma criatura pode se beneficiar desse rito novamente apenas se tornar viúvo.", + "duration": "Instantânea", + "higher_level": "", + "id": 370, + "level": 1, + "locations": [ + { + "page": 151, + "sourcebook": "GXTC" + } + ], + "material": "Pó de prata valendo , no mínimo, 2 5po que a magia consome", + "name": "Cerimônia", + "range": "Toque", + "ritual": true, + "school": "Abjuração" + }, + { + "casting_time": "1 ação", + "classes": [ + "Artífice", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Um fluxo de ácido emana de você em uma linha de 9 metros de comprimento e 1,5 metro de largura na direção que você escolher. Cada criatura na linha deve ter sucesso em um teste de resistência de Destreza ou ser coberta com ácido pela duração da magia ou até que uma criatura use sua ação para raspar ou lavar o ácido de si mesma ou de outra criatura. Uma criatura coberta de ácido sofre 2d4 de dano por ácido no início de cada um de seus turnos.", + "duration": "Até 1 minuto", + "higher_level": "Quando você conjura este feitiço usando um slot de magia de 2° nível ou superior, o dano aumenta em 2d4 para cada nível de slot acima do 1°.", + "id": 479, + "level": 1, + "locations": [ + { + "page": 115, + "sourcebook": "CTT" + } + ], + "material": "Um pouco de comida estragada.", + "name": "Cerveja Cáustica de Tasha", + "range": "Pessoal (Linha de 9 metros)", + "ritual": false, + "school": "Evocação", + "subclasses": [] + }, + { + "casting_time": "1 ação", + "classes": [ + "Artífice", + "Clérigo", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Uma chama, que produz iluminação equivalente a uma tocha, surge de um objeto que você tocar. O efeito é parecido com o de uma chama normal, mas ele não produz calor e não consome oxigênio. Uma chama continua pode ser coberta ou escondida, mas não sufocada ou extinta.", + "duration": "Até ser dissipada", + "higher_level": "", + "id": 74, + "level": 2, + "locations": [ + { + "page": 224, + "sourcebook": "LDJ14" + } + ], + "material": "Pó de rubi no valor de 50 po, consumido pela magia", + "name": "Chama Contínua", + "range": "Toque", + "ritual": false, + "school": "Evocação", + "tce_expanded_classes": [ + "Druida" + ] + }, + { + "casting_time": "1 ação", + "classes": [ + "Clérigo" + ], + "components": [ + "V,", + "S" + ], + "concentration": false, + "desc": "Radiação similar a uma chama desce sobre uma criatura que você possa ver, dentro do alcance. O alvo deve ser bem sucedido num teste de resistência de Destreza ou sofrerá 1d8 de dano radiante. O alvo não recebe qualquer benefício de cobertura contra esse teste de resistência. O dano da magia aumenta em 1d8 quando você alcança o 5° nível (2d8), 11° nível (3d8) e 17° nível (4d8).", + "duration": "Instantânea", + "higher_level": "", + "id": 284, + "level": 0, + "locations": [ + { + "page": 224, + "sourcebook": "LDJ14" + } + ], + "name": "Chama Sagrada", + "range": "18 metros", + "ritual": false, + "school": "Evocação" + }, + { + "casting_time": "1 minuto", + "classes": [ + "Bruxo", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": true, + "desc": "Proferindo um encantamento negro, você convoca um demônio dos Nove Infernos. Você escolhe o tipo do demônio, que deve ser um da classificação de desafio 6 ou inferior, como um demônio farpado ou um demônio barbudo . O demônio aparece em um espaço desocupado que você possa ver dentro do alcance . O demônio desaparece quando ele cai para O pontos de vida ou quando a magia termina.\nO demônio não é amigável a você e seus companheiros. Role iniciativa para o demônio, que tem o seu próprio turno. Ele está s ob o controle do mestre e age de acordo com sua natureza em cada um dos seus turnos, o que poderia resultar em atacar você se ele achar que pode prevalecer, ou tentando tentá-lo a empreender um ato maligno em troca por um serviço limitado. O mestre tem as estatísticas da criatura.\nEm cada um de seus turnos , você pode tentar emitir um comando ao demônio (nenhuma ação requerida por você) . Ele obedece ao comando se o provável resultado estiver em conformidade com seus desejos, especialmente se o resultado atrai-lo para o mal . Caso contrário, você deve fazer u m teste de Carisma (Enganação, Intimidação ou PersuasãeJ con estado pelo teste de Sabedoria (Intuiça0) dele. Você faz o teste com vantagem os disser o ver adeir nem do demônio. Se o seú teste falhar, o dem nio se torna imune aos sçua coniandos ve brus du11ante a duração da magia, embora ainda possa realizar seus comandos se ele escolher. Se seu teste for bem sucedido , o demônio executa seu comando - como \\\"ataque meus inimigos\\\", \\\"explore a sala ã frente\" ou \\\"carregue esta mensagem para a rainh\\\" - até completar a atividade, ao ponto em que ele retorna a você para informar tê-lo feito.\nSe sua concentração terminar antes que a magia chegue ã sua duração total, o demônio não desaparece se ele tiver se tomado imune a seus comandos verbais . Em vez disso, ele atua da maneira que ele escolher durante 3 d6 minutos, e então desaparece.\nSe você possui um talismã de demônio individual, você pode convocar aquele demônio se for da classificação de desafio apropriada mais 1, e ele obedece a todos os seus comandos, sem. necessidade de testes de Carisma.", + "duration": "Até 1 hora", + "higher_level": "Em Níveis Superiores. Quando você conjura essa magia usando um espaço de magia de 6° nível ou superior, a classificação de desafio aumenta em 1 para cada nível do espaço de magia acima do 2°.", + "id": 400, + "level": 5, + "locations": [ + { + "page": 152, + "sourcebook": "GXTC" + } + ], + "material": "Um rubi valendo, no mínimo, 999po", + "name": "Chamado Infernal", + "range": "27 metros", + "ritual": false, + "school": "Conjuração" + }, + { + "casting_time": "1 ação", + "classes": [ + "Artífice", + "Druida" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Você cria um longo chicote de vinhas coberto por espinhos que chicoteia, ao seu comando, em direção de uma criatura dentro do alcance. Realize um ataque corpo-a- corpo com magia contra o alvo. Se o ataque atingir, a criatura sofrerá 1d6 de dano perfurante e, se a criatura for Grande ou menor, você a puxa até 3 metros para perto de você.\nO dano dessa magia aumenta em 1d6 quando você alcança o 5° nível (2d6), 11° nível (3d6) e 17° nível (4d6).", + "duration": "Instantânea", + "higher_level": "", + "id": 330, + "level": 0, + "locations": [ + { + "page": 224, + "sourcebook": "LDJ14" + } + ], + "material": "Um muda de uma planta com espinhos", + "name": "Chicote de Espinhos", + "range": "9 metros", + "ritual": false, + "school": "Transmutação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V" + ], + "concentration": false, + "desc": "Você ataca psiquicamente uma criatura que pode ver dentro do alcance. O alvo deve fazer um teste de resistência de Inteligência. Em uma falha de salvamento, o alvo sofre 3d6 de dano psíquico e não pode reagir até o final do próximo turno. Além disso, em seu próximo turno, ele deve escolher se obtém um movimento, uma ação ou uma ação bônus; recebe apenas um dos três. Em um teste bem-sucedido, o alvo sofre metade do dano e nenhum dos outros efeitos do feitiço.", + "duration": "1 rodada", + "higher_level": "Ao lançar esta magia usando um slot de magia de 3° nível ou superior, você pode ter como alvo uma criatura adicional para cada nível de slot acima do 2°. As criaturas devem estar a 9 metros uma da outra quando você as mira.", + "id": 480, + "level": 2, + "locations": [ + { + "page": 115, + "sourcebook": "CTT" + } + ], + "material": "", + "name": "Chicote de Mente de Tasha", + "range": "27 metros", + "ritual": false, + "school": "Encantamento", + "subclasses": [] + }, + { + "casting_time": "1 ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Uma rajada de bolas de neve mágicas emerge de um ponto que você escolher, dentro do alcance. Cada criatura numa esfera de 1,5 metro de raio cen trada no ponto deve realizar um teste de resistência de Destreza. Uma criatura sofre 3d6 de dano de frio se falhar na resistência, ou metade desse dano se obtiver sucesso.", + "duration": "Instantânea", + "higher_level": "Em Níveis Superiores. Quando você conjura essa magia usando um espaço de magia de 3o nível ou superior, o dano aumenta em 1d6 para cada nível do espaço acima do 2°.", + "id": 432, + "level": 2, + "locations": [ + { + "page": 152, + "sourcebook": "GXTC" + } + ], + "material": "Um pedaço de gelo ou uma pequena lasca de pedra branca", + "name": "Chuva de Bolas de Neve de Snilloc", + "range": "27 metros", + "ritual": false, + "school": "Evocação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V,", + "S" + ], + "concentration": false, + "desc": "Esferas de fogo incandescentes atingem o solo em quatro pontos diferentes que você possa ver, dentro do alcance. Cada criatura numa esfera de 12 metros de raio, centrada em cada ponto escolhido por você, deve realizar um teste de resistência de Destreza. A esfera se espalha, dobrando esquinas. Uma criatura sofre 20d6 de dano de fogo e 20d6 de dano de concussão se falhar na resistência ou metade desse dano se obtiver sucesso. Uma criatura na área de mais de uma explosão de chamas é afetada apenas uma vez.\nA magia causa dano aos objetos na área e incendeia objetos inflamáveis que não estejam sendo vestidos ou carregados.", + "duration": "Instantânea", + "higher_level": "", + "id": 227, + "level": 9, + "locations": [ + { + "page": 225, + "sourcebook": "LDJ14" + } + ], + "name": "Chuva de Meteoros", + "range": "1,5 quilômetro", + "ritual": false, + "school": "Evocação" + }, + { + "casting_time": "10 minutos", + "classes": [ + "Bardo", + "Clérigo", + "Feiticeiro", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": true, + "desc": "Você cria um sensor invisível, dentro do alcance, em um local familiar a você (um local que você tenha visitado ou visto antes) ou em um local obvio que não seja familiar a você (como atrás de uma porta, ao redor de um canto ou em um bosque de árvores). O sensor se mantem no local pela duração e não pode ser atacado ou manipulado de outra forma.\nQuando você conjurar essa magia, escolhe visão ou audição. Você pode escolher sentir através do sensor como se você estivesse no espaço dele. Com sua ação, você pode trocar entre visão e audição.\nUma criatura que puder ver o sensor (como uma criatura beneficiada por ver o invisível ou visão verdadeira) vê um globo luminoso e intangível do tamanho do seu olho.", + "duration": "Até 10 minutos", + "higher_level": "", + "id": 50, + "level": 3, + "locations": [ + { + "page": 225, + "sourcebook": "LDJ14" + } + ], + "material": "Um foco valendo, no mínimo, 100 po, também um chifre cravejado de joias para ouvir ou um olho de vidro para ver", + "name": "Clarividência", + "range": "1,5 quilômetro", + "ritual": false, + "school": "Adivinhação" + }, + { + "casting_time": "1 hora", + "classes": [ + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Essa magia produz uma duplicata inerte de uma criatura viva como uma garantia contra a morte. Esse clone é formado dentro de um receptáculo selado e cresce ao seu tamanho total, atingindo a maturidade após 120 dias; Você também pode escolher que o clone seja uma versão mais jovem da mesma criatura. Ele permanece inerte e dura indefinidamente, enquanto seu receptáculo permanecer intocado.\nA qualquer momento, após o clone amadurecer, se a criatura original morrer, sua alma é transferida para o clone, considerando que a alma está livre e deseje retornar. O clone é fisicamente idêntico ao original e tem a mesma personalidade, memórias e habilidades, mas não possui qualquer equipamento do original. O físico da criatura original permanece, se ainda existir, se tornando inerte e não podendo, consequentemente, ser trazido de volta à vida, já que a alma da criatura está em outro lugar.", + "duration": "Instantânea", + "higher_level": "", + "id": 51, + "level": 8, + "locations": [ + { + "page": 226, + "sourcebook": "LDJ14" + } + ], + "material": "Um diamante valendo, no mínimo, 1.000 po e, no mínimo 3 centímetros cúbicos de carne da criatura que será clonada, consumida pela magia, e um receptáculo valendo, no mínimo, 2.000 po que tenha uma tampa selada e seja grande o suficiente para comportar uma criatura Média, como uma urna enorme, um caixão, um cisto cheio de lama no solo ou um recipiente de cristal cheio de água salgada", + "name": "Clone", + "range": "Toque", + "ritual": false, + "school": "Necromancia" + }, + { + "casting_time": "1 ação", + "classes": [ + "Clérigo" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Uma coluna vertical de fogo divino emerge de baixo para os céus, no local que você especificar. Cada criatura num cilindro de 3 metros de raio por 12 metros de altura, centrado num ponto dentro do alcance, deve realizar um teste de resistência de Destreza. Uma criatura sofre 4d6 de dano de fogo e 4d6 de dano radiante se falhar na resistência, ou metade desse dano se obtiver sucesso.", + "duration": "Instantânea", + "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 6° nível ou superior, o dano de fogo ou o dano radiante (à sua escolha) aumenta em 1d6 por nível do espaço acima do 5°.", + "id": 142, + "level": 5, + "locations": [ + { + "page": 226, + "sourcebook": "LDJ14" + } + ], + "material": "Uma pitada de enxofre", + "name": "Coluna de Chamas", + "range": "18 metros", + "ritual": false, + "school": "Evocação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Clérigo", + "Paladino" + ], + "components": [ + "V" + ], + "concentration": false, + "desc": "Você pronuncia uma palavra de comando para uma criatura que você possa ver dentro do alcance. O alvo deve ser bem sucedido num teste de resistência de Sabedoria ou seguirá seu comando no próximo turno dele. A magia não tem efeito se o alvo for um morto-vivo, se ele não entender seu idioma ou se o comando for diretamente nocivo a ele.\nAlguns comandos típicos e seus efeitos a seguir. Você pode proferir um comando diferente dos descritos aqui. Se o fizer, o Mestre descreve como o alvo reage. Se o alvo não puder cumprir o comando, a magia termina.\nAproxime-se. O alvo se move para próximo de você o máximo que puder na rota mais direta, terminando seu turno, se ele se mover a até 1,5 metro de você.\nLargue. O alvo larga o que quer que ele esteja segurando, e termina seu turno.\nFuja. O alvo gasta seu turno se movendo para longe de você da forma mais rápida que puder.\nDeite-se. O alvo deita-se no chão e então, termina seu turno.", + "duration": "1 rodada", + "higher_level": "Se você conjurar essa magia usando um espaço de magia de 2° nível ou superior, você pode afetar uma criatura adicional para cada nível do espaço acima do 1°. As criaturas devem estar a 9 metros entre si para serem afetadas.", + "id": 55, + "level": 1, + "locations": [ + { + "page": 226, + "sourcebook": "LDJ14" + } + ], + "name": "Comando", + "range": "18 metros", + "ritual": false, + "school": "Encantamento", + "tce_expanded_classes": [ + "Bardo" + ] + }, + { + "casting_time": "1 ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Pela duração, você compreende o significado literal de qualquer idioma falado que você ouvir. Você também compreende qualquer idioma escrito que vir, mas você deve tocar a superfície onde as palavras estão escritas. Leva, aproximadamente, 1 minuto para ler uma página de texto.\nEssa magia não decifra mensagens secretas em textos ou glifos, como um selo arcano, que não seja parte de um idioma escrito.", + "duration": "1 hora", + "higher_level": "", + "id": 59, + "level": 1, + "locations": [ + { + "page": 226, + "sourcebook": "LDJ14" + } + ], + "material": "Um pitada de fuligem e sal", + "name": "Compreender Idiomas", + "range": "Pessoal", + "ritual": true, + "school": "Adivinhação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Bardo" + ], + "components": [ + "V,", + "S" + ], + "concentration": true, + "desc": "Criaturas, à sua escolha, que você puder ver dentro do alcance e que puderem ouvir você, devem realizar um teste de resistência de Sabedoria. Um alvo passa automaticamente nesse teste de resistência se ele não puder ser enfeitiçado. Se falhar no teste, um alvo é afetado por essa magia. Até a magia acabar, você pode usar uma ação bônus em cada um dos seus turnos, para designar uma direção horizontal a você. Cada criatura afetada deve se mover, da melhor forma possível, para essa direção no próximo turno dela. Ela pode realizar sua ação antes de se mover. Depois de se mover dessa forma, ela pode realizar outra resistência de Sabedoria para tentar acabar com o efeito.\nUm alvo não é obrigado a se mover em direção de um perigo obviamente mortal, como uma fogueira ou abismo, mas ele vai provocar ataques de oportunidade por se mover na direção designada.", + "duration": "Até 1 minuto", + "higher_level": "", + "id": 60, + "level": 4, + "locations": [ + { + "page": 226, + "sourcebook": "LDJ14" + } + ], + "name": "Compulsão", + "range": "9 metros", + "ritual": false, + "school": "Encantamento" + }, + { + "casting_time": "1 minuto", + "classes": [ + "Clérigo" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Você contata sua divindade ou um representante divino e faz até três perguntas que podem ser respondidas com um sim ou não. Você deve fazer suas perguntas antes da magia terminar. Você recebe uma resposta correta para cada pergunta.\nSeres divinos não são necessariamente oniscientes, portanto, você pode receber “incerto” como uma resposta se uma pergunta que diga respeito a uma informação além do conhecimento da divindade. Em caso de uma resposta de única palavra puder levar ao engano ou contrariar os interesses da divindade, o Mestre pode oferecer uma frase curta como resposta, no lugar.\nSe você conjurar essa magia duas ou mais vezes antes de terminar um descanso longo, existe uma chance cumulativa de 25 por cento de cada conjuração, depois da primeira que você fez, ter um resultado aleatório. O Mestre faz essa jogada secretamente.", + "duration": "1 minuto", + "higher_level": "", + "id": 56, + "level": 5, + "locations": [ + { + "page": 227, + "sourcebook": "LDJ14" + } + ], + "material": "Incenso e um frasco de água benta ou profana", + "name": "Comunhão", + "range": "Pessoal", + "ritual": true, + "school": "Adivinhação" + }, + { + "casting_time": "1 minuto", + "classes": [ + "Druida", + "Patrulheiro" + ], + "components": [ + "V,", + "S" + ], + "concentration": false, + "desc": "Você, momentaneamente, se torna uno com a natureza e ganha conhecimento do território ao seu redor. Ao ar livre, a magia lhe oferece conhecimento do terreno a até 4,5 quilômetros de você. Em cavernas e outros formações subterrâneas naturais, o raio é limitado a 150 metros. A magia não funciona onde a natureza foi substituída por construções, como em masmorras ou cidades.\nVocê, instantaneamente, adquire conhecimento de até três fatos, à sua escolha, sobre qualquer dos assuntos a seguir, relacionados a área:\n\u2022Terrenos e corpos de água\n\u2022Plantas, minérios, animais e povo predominante\n\u2022Celestiais, fadas, corruptores, elementais ou mortos- vivos mais poderosos\n\u2022Influência de outros planos de existência\n\u2022Construções\nPor exemplo, você poderia determinar a localização de um morto-vivo poderoso na área, a localização da maior fonte de água potável e a localização de quaisquer cidades próximas.", + "duration": "Instantânea", + "higher_level": "", + "id": 57, + "level": 5, + "locations": [ + { + "page": 227, + "sourcebook": "LDJ14" + } + ], + "name": "Comunhão com a Natureza", + "range": "Pessoal", + "ritual": true, + "school": "Adivinhação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Uma explosão de ar gelado irrompe das suas mãos. Cada criatura dentro do cone de 18 metros, deve realizar um teste de resistência de Constituição. Uma criatura sofre 8d8 de dano de frio se falhar na resistência, ou metade desse dano se passar.\nUma criatura morta por essa magia se torna uma estátua congelada até derreter.", + "duration": "Instantânea", + "higher_level": "Se você conjurar essa magia usando um espaço de magia de 6° nível ou superior, o dano aumenta em 1d8 para cada nível do espaço acima do 5°.", + "id": 61, + "level": 5, + "locations": [ + { + "page": 227, + "sourcebook": "LDJ14" + } + ], + "material": "Um pequeno cristal ou cone de vidro", + "name": "Cone de Frio", + "range": "Pessoal (cone de 18 metros)", + "ritual": false, + "school": "Evocação", + "tce_expanded_classes": [ + "Druida" + ] + }, + { + "casting_time": "1 ação", + "classes": [ + "Bardo", + "Druida", + "Feiticeiro", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": true, + "desc": "Essa magia ataca e embaralha as mentes das criaturas, gerando delírios e provocando ações descontroladas. Cada criatura em uma esfera com 3 metros de raio, centrada num ponto, à sua escolha, dentro do alcance, deve ser bem sucedida num teste de resistência de Sabedoria, quando você conjurar essa magia ou for afetada por ela.\nUm alvo afetado não pode realizar reações e deve rolar um d10 no início de cada um dos seus turnos para determinar seu comportamento nesse turno.\n\n1: A criatura usa todo seu deslocamento para se mover em uma direção aleatória. Para determinar a direção, role um d8 e atribua uma direção a cada face do dado. A criatura não realiza uma ação nesse turno.\n2–6: A criatura não se move ou realiza ações nesse turno.\n7–8: A criatura usa sua ação para realizar um ataque corpo-a- corpo contra uma criatura, determinada aleatoriamente, ao seu alcance. Se não houver criaturas dentro do alcance, a criatura não faz nada nesse turno.\n9–10: A criatura pode agir e se mover normalmente.\n\nAo final de cada um dos seus turnos, um alvo afetado pode realizar um teste de resistência de Sabedoria. Se for bem sucedido, esse efeito acaba nesse alvo.", + "duration": "Até 1 minuto", + "higher_level": "Se você conjurar essa magia usando um espaço de magia de 5° nível ou superior, o raio da esfera aumenta em 1,5 metro para cada nível do espaço acima do 4°.", + "id": 62, + "level": 4, + "locations": [ + { + "page": 227, + "sourcebook": "LDJ14" + } + ], + "material": "Três cascas de noz", + "name": "Confusão", + "range": "27 metros", + "ritual": false, + "school": "Encantamento" + }, + { + "casting_time": "10 minutos", + "classes": [ + "Bardo", + "Clérigo", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Nomeie ou descreva uma pessoa, local ou objeto. A magia traz a sua mente um breve resumo do conhecimento significativo sobre a coisa que você nomeou. O conhecimento deve consistir em contos atuais, histórias esquecidas ou, até mesmo, conhecimento secreto que nunca foi amplamente divulgado. Se a coisa que você nomeou não for de importância lendária, você não recebe qualquer informação sofre ela. Quanto mais informação você possuir sobre a coisa, mais precisa e detalhada será a informação que você receberá.\nA informação que você aprende é precisa, mas pode ser redigida em linguagem figurada. Por exemplo, se você possuir um misterioso machado mágico na mão, a magia pode proporcionar essa informação: “Ai do malfeitor cuja mão toca o machado, até mesmo seu cabo corta a mão dos malignos. Só um verdadeiro Filho da Pedra, adorador e adorado de Moradin, pode despertar os verdadeiros poderes do machado e apenas com a palavra sagrada Rudnogg nos lábios.”", + "duration": "Instantânea", + "higher_level": "", + "id": 198, + "level": 5, + "locations": [ + { + "page": 227, + "sourcebook": "LDJ14" + } + ], + "material": "Incenso valendo, no mínimo, 250 po, consumido pela magia e quatro tiras de marfim valendo, no mínimo, 50 po cada", + "name": "Conhecimento Lendário", + "range": "Pessoal", + "ritual": false, + "school": "Adivinhação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Druida", + "Patrulheiro" + ], + "components": [ + "V,", + "S" + ], + "concentration": true, + "desc": "Você invoca espíritos feéricos, que assumem formas de bestas, que aparecem em espaços desocupados, que você possa ver dentro do alcance. Escolha uma das opções a seguir para aparecer:\n\u2022 Uma besta de nível de desafio 2 ou inferior\n\u2022 Duas bestas de nível de desafio 1 ou inferior\n\u2022 Quatro bestas de nível de desafio 1/2 ou inferior\n\u2022 Oito bestas de nível de desafio 1/4 ou inferior\nCada besta é também considerada uma fada e desaparece quando cair a 0 pontos de vida ou quando a magia acabar.\nAs criaturas invocadas são amigáveis a você e a seus companheiros. Role a iniciativa para as criaturas invocadas como um grupo, que age no seu próprio turno. Eles obedecem a quaisquer comandos verbais que você emitir (não requer uma ação sua). Se você não emitir nenhum comando a elas, elas se defenderão de criaturas hostis, mas no mais, não realizarão nenhuma ação.\nO Mestre possui as estatísticas das criaturas.", + "duration": "Até 1 hora", + "higher_level": "Se você conjurar essa magia usando certos espaços de magia superiores, você escolhe uma das opções de invocação acima e mais criaturas aparecem: o dobro delas com um espaço de 5° nível, o triplo delas com um espaço de 7° nível e o quadruplo delas com um espaço de 9° nível.", + "id": 63, + "level": 3, + "locations": [ + { + "page": 228, + "sourcebook": "LDJ14" + } + ], + "name": "Conjurar Animais", + "range": "18 metros", + "ritual": false, + "school": "Conjuração" + }, + { + "casting_time": "1 ação", + "classes": [ + "Clérigo" + ], + "components": [ + "V,", + "S" + ], + "concentration": true, + "desc": "Você invoca um celestial de nível de desafio 4 ou inferior, que aparece num espaço desocupado, que você possa ver dentro do alcance. O celestial desaparece se cair a 0 pontos de vida ou quando a magia acabar.\nO celestial é amigável a você e a seus companheiros pela duração. Role a iniciativa para o celestial, que age no seu próprio turno. Ele obedece a quaisquer comandos verbais que você emitir (não requer uma ação sua), contanto que não violem sua tendência. Se você não emitir nenhum comando a ele, ele se defenderá de criaturas hostis, mas no mais, não realizará nenhuma ação.\nO Mestre possui as estatísticas do celestial.", + "duration": "Até 1 hora", + "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 9° nível, você invoca um celestial de nível de desafio 5 ou inferior.", + "id": 65, + "level": 7, + "locations": [ + { + "page": 228, + "sourcebook": "LDJ14" + } + ], + "name": "Conjurar Celestial", + "range": "27 metros", + "ritual": false, + "school": "Conjuração" + }, + { + "casting_time": "1 minuto", + "classes": [ + "Druida", + "Mago" + ], + "components": [ + "V,", + "S" + ], + "concentration": true, + "desc": "Você invoca elementais que aparecem em espaços desocupados, que você possa ver dentro do alcance. Você escolhe uma das opções a seguir para aparecer:\n\u2022 Um elemental de nível de desafio 2 ou inferior\n\u2022 Dois elementais de nível de desafio 1 ou inferior\n\u2022 Quatro elementais de nível de desafio 1/2 ou inferior\n\u2022 Oito elementais de nível de desafio 1/4 ou inferior\nUm elemental invocado através dessa magia desaparece quando cair a 0 pontos de vida ou quando a magia acabar.\nAs criaturas invocadas são amigáveis a você e a seus companheiros. Role a iniciativa para as criaturas invocadas como um grupo, que age no seu próprio turno. Eles obedecem a quaisquer comandos verbais que você emitir (não requer uma ação sua). Se você não emitir nenhum comando a elas, elas se defenderão de criaturas hostis, mas no mais, não realizarão nenhuma ação.\nO Mestre possui as estatísticas das criaturas.", + "duration": "Até 1 hora", + "higher_level": "Se você conjurar essa magia usando certos espaços de magia superiores, você escolhe uma das opções de invocação acima e mais criaturas aparecem: o dobro delas com um espaço de 6° nível e o triplo delas com um espaço de 8° nível.", + "id": 68, + "level": 4, + "locations": [ + { + "page": 228, + "sourcebook": "LDJ14" + } + ], + "name": "Conjurar Elementais Menores", + "range": "27 metros", + "ritual": false, + "school": "Conjuração" + }, + { + "casting_time": "1 ação", + "classes": [ + "Druida", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": true, + "desc": "Você invoca um servo elemental. Escolha uma área de ar, água, fogo ou terra que preencha 3 metros cúbicos, dentro do alcance. Um elemental de nível de desafio 5 ou inferior, adequado a área que você escolheu, aparece em um espaço desocupado a até 3 metros dela. Por exemplo, um elemental do fogo emergiria de uma fogueira e um elemental da terra erguer-se-ia do solo. O elemental desaparece quando cair a 0 pontos de vida ou quando a magia acabar.\nO elemental é amigável a você e a seus companheiros pela duração. Role a iniciativa para o elemental, que age no seu próprio turno. Ele obedece a quaisquer comandos verbais que você emitir (não requer uma ação sua). Se você não emitir nenhum comando a ele, ele se defenderá de criaturas hostis, mas no mais, não realizará nenhuma ação.\nSe sua concentração for interrompida, o elemental não desaparece. Ao invés disso, você perde o controle sobre o elemental e ele se torna hostil a você e aos seus companheiros, e irá atacar. Um elemental fora de controle não pode ser dispensado e desaparece 1 hora depois de você ter o invocado.", + "duration": "Até 1 hora", + "higher_level": "", + "id": 66, + "level": 5, + "locations": [ + { + "page": 228, + "sourcebook": "LDJ14" + } + ], + "material": "Incenso aceso para ar, argila mole para terra, enxofre e fósforo para fogo ou água e areia para água", + "name": "Conjurar Elemental", + "range": "27 metros", + "ritual": false, + "school": "Conjuração" + }, + { + "casting_time": "1 ação", + "classes": [ + "Druida", + "Bruxo" + ], + "components": [ + "V,", + "S" + ], + "concentration": true, + "desc": "Você invoca uma criatura feérica de nível de desafio 6 ou inferior ou um espírito feérico que assume a forma de uma besta de nível de desafio 6 ou inferior. Ela aparece num espaço desocupado, que você possa ver dentro do alcance. A criatura feérica desaparece se cair a 0 pontos de vida ou quando a magia acabar. A criatura feérica é amigável a você e a seus companheiros pela duração. Role a iniciativa para a criatura, que age no seu próprio turno. Ela obedece a quaisquer comandos verbais que você emitir (não requer uma ação sua), contanto que não violem sua tendência. Se você não emitir nenhum comando a ela, ela se defenderá de criaturas hostis, mas no mais, não realizará nenhuma ação.\nSe sua concentração for interrompida, a criatura feérica não desaparece. Ao invés disso, você perde o controle sobre o elemental e ele se torna hostil a você e aos seus companheiros, e irá atacar. Uma criatura feérica fora de controle não pode ser dispensada e desaparece 1 hora depois de você ter a invocado.\nO Mestre possui as estatísticas da criatura feérica.", + "duration": "Até 1 hora", + "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 7° nível ou superior, o nível de desafio aumenta em 1 para cada nível do espaço acima do 6°.", + "id": 67, + "level": 6, + "locations": [ + { + "page": 228, + "sourcebook": "LDJ14" + } + ], + "name": "Conjurar Fada", + "range": "27 metros", + "ritual": false, + "school": "Conjuração" + }, + { + "casting_time": "1 ação", + "classes": [ + "Patrulheiro" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Você arremessa uma arma não-mágica ou dispara uma munição não-mágica no ar para criar um cone de armas idênticas que se lançam a frente e então desaparecem. Cada criatura num cone de 18 metros, deve ser bem sucedida num teste de resistência de Destreza. Uma criatura sofre 3d8 de dano se falhar na resistência, ou metade desse dano num sucesso. O tipo do dano é o mesmo da arma ou munição usada como componente.", + "duration": "Instantânea", + "higher_level": "", + "id": 64, + "level": 3, + "locations": [ + { + "page": 229, + "sourcebook": "LDJ14" + } + ], + "material": "Uma munição ou arma de arremesso", + "name": "Conjurar Rajada", + "range": "Pessoal (cone de 18 metros)", + "ritual": false, + "school": "Conjuração" + }, + { + "casting_time": "1 ação", + "classes": [ + "Patrulheiro" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Você dispara uma munição não-mágica de uma arma à distância ou arremessa uma arma não-mágica no ar e escolhe um ponto dentro do alcance. Centenas de duplicatas da munição ou arma caem em uma saraivada vinda de cima e então desaparecem. Cada criatura num cilindro com 12 metros de raio e 6 metros de altura centrado no ponto, deve realizar um teste de resistência de Destreza. Uma criatura sofre 8d8 de dano se falhar na resistência, ou metade desse dano num sucesso. O tipo do dano é o mesmo da munição ou arma.", + "duration": "Instantânea", + "higher_level": "", + "id": 69, + "level": 5, + "locations": [ + { + "page": 229, + "sourcebook": "LDJ14" + } + ], + "material": "Uma munição ou arma de arremesso", + "name": "Conjurar Saraivada", + "range": "45 metros", + "ritual": false, + "school": "Conjuração" + }, + { + "casting_time": "1 ação", + "classes": [ + "Druida", + "Patrulheiro" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": true, + "desc": "Você invoca criaturas feéricas que aparecem em espaços desocupados, que você possa ver dentro do alcance. Escolha uma das opções a seguir para aparecer:\n\u2022 Uma criatura feérica de nível de desafio 2 ou inferior\n\u2022 Duas criaturas feéricas de nível de desafio 1 ou inferior\n\u2022 Quatro criaturas feéricas de nível de desafio 1/2 ou inferior\n\u2022 Oito criaturas feéricas de nível de desafio 1/4 ou inferior\nUma criatura invocado desaparece quando cair a 0 pontos de vida ou quando a magia acabar.\nAs criaturas invocadas são amigáveis a você e a seus companheiros. Role a iniciativa para as criaturas invocadas como um grupo, que age no seu próprio turno. Eles obedecem a quaisquer comandos verbais que você emitir (não requer uma ação sua). Se você não emitir nenhum comando a elas, elas se defenderão de criaturas hostis, mas no mais, não realizarão nenhuma ação.\nO Mestre possui as estatísticas das criaturas.", + "duration": "Até 1 hora", + "higher_level": "Se você conjurar essa magia usando certos espaços de magia superiores, você escolhe uma das opções de invocação acima e mais criaturas aparecem: o dobro delas com um espaço de 6° nível e o triplo delas com um espaço de 8° nível.", + "id": 70, + "level": 4, + "locations": [ + { + "page": 229, + "sourcebook": "LDJ14" + } + ], + "material": "Um fruto sagrado por criatura invocada", + "name": "Conjurar Seres da Floresta", + "range": "18 metros", + "ritual": false, + "school": "Conjuração" + }, + { + "casting_time": "24 horas", + "classes": [ + "Clérigo" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Você toca um ponto e infunde uma área ao redor com poder sagrado (ou profano). A área pode ter até 18 metros de raio e a magia falha se o raio incluir uma área já sob efeito da magia consagrar. A área afetada está sujeita aos seguintes efeitos.\nPrimeiro, celestiais, corruptores, elementais, fadas e mortos-vivos não conseguem entrar na área, nem, tais criaturas, podem enfeitiçar, amedrontar ou possuir criaturas dentro da área. Qualquer criatura enfeitiçada, amedrontada ou possuída por uma criatura dessas, não estará mais enfeitiçada, amedrontada ou possuída ao adentrar a área. Você pode excluir um ou mais desses tipos de criaturas desse efeito.\nSegundo, você pode vincular um efeito extra a área. Escolha o efeito da lista a seguir, ou escolha um efeito oferecido pelo Mestre. Alguns desses efeitos se aplicam a criaturas na área; você pode definir seu o efeito se aplica a todas as criaturas, criaturas que seguem uma divindade ou líder especifico ou criaturas de uma espécie especifica, como orcs ou trolls. Quando uma criatura que seria afetada entrar na área da magia pela primeira vez em um turno, ou começar seu turno nela, ela pode fazer um teste de resistência de Carisma. Se obtiver sucesso, a criatura ignora o efeito extra até sair da área.\nCoragem. As criaturas afetadas não podem ser amedrontadas enquanto estiverem na área.\nDescanso Eterno. Cadáveres enterrados na área não podem ser transformados em mortos-vivos.\nEscuridão. Escuridão preenche a área. Luz normal, assim como luz mágica criada por magias de nível inferior ao nível do espaço usado para conjurar essa magia, não podem iluminar a área.\nIdiomas. As criaturas afetadas podem se comunicar com qualquer outra criatura na área, mesmo que elas não partilhem um idioma em comum. Interferência Extradimensional. As criaturas\nInterferência Extradimensional. As criaturas afetadas não podem se mover ou viajar usando teletransporte ou por meios extradimensionais ou interplanares.\nLuz do Dia. Luz plena preenche a área. Escuridão mágica criada por magias de nível inferior ao nível do espaço usado para conjurar essa magia, não podem extinguir a luz.\nMedo. As criaturas afetadas ficam amedrontadas enquanto estiverem na área.\nProteção contra Energia. As criaturas afetadas na área tem resistência a um tipo de dano, à sua escolha, exceto de concussão, cortante ou perfurante.\nSilêncio. Nenhum som pode ser emitido de dentro da área e nenhum som pode adentra-la.\nVulnerabilidade à Energia. As criaturas afetadas na área tem vulnerabilidade a um tipo de dano, à sua escolha, exceto de concussão, cortante ou perfurante.", + "duration": "Até ser dissipada", + "higher_level": "", + "id": 171, + "level": 5, + "locations": [ + { + "page": 229, + "sourcebook": "LDJ14" + } + ], + "material": "Ervas, óleos e incenso valendo, no mínimo, 1.000 po, consumidos pela magia", + "name": "Consagrar", + "range": "Toque", + "ritual": false, + "school": "Evocação" + }, + { + "casting_time": "1 minuto", + "classes": [ + "Artífice", + "Bardo", + "Clérigo", + "Druida", + "Feiticeiro", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Essa magia repara um única quebra ou fissura em um objeto que você tocar, como um elo quebrado de uma corrente, duas metades de uma chave partida, um manto rasgado ou o vazamento em um odre. Contanto que a quebra ou fissura não tenha mais de 30 centímetros em qualquer dimensão, você pode remenda-la, não deixando qualquer vestígio do dano anterior.\nEssa magia pode reparar fisicamente um item mágico ou constructo, mas a magia não irá restaurar a magia em tais objetos.", + "duration": "Instantânea", + "higher_level": "", + "id": 225, + "level": 0, + "locations": [ + { + "page": 230, + "sourcebook": "LDJ14" + } + ], + "material": "Dois ímãs", + "name": "Consertar", + "range": "Toque", + "ritual": false, + "school": "Transmutação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Druida" + ], + "components": [ + "V,", + "S" + ], + "concentration": true, + "desc": "Ervas e vinhas poderosas brotam do solo num quadrado de 6 metros a partir de um ponto dentro do alcance. Pela duração, essas plantas transformam o solo na área em terreno difícil.\nUma criatura na área quando você conjurar a magia deve ser bem sucedida num teste de resistência de Força ou ficará impedida pelo emaranhado de plantas, até a magia acabar. Uma criatura impedida pelas plantas pode usar sua ação para realizar um teste de Força, contra a CD da magia. Se for bem sucedido, irá se libertar.\nQuando a magia termina, as plantas conjuradas murcharão.", + "duration": "Até 1 minuto", + "higher_level": "", + "id": 119, + "level": 1, + "locations": [ + { + "page": 230, + "sourcebook": "LDJ14" + } + ], + "name": "Constrição", + "range": "27 metros", + "ritual": false, + "school": "Conjuração", + "tce_expanded_classes": [ + "Patrulheiro" + ] + }, + { + "casting_time": "1 minuto", + "classes": [ + "Bruxo", + "Mago" + ], + "components": [ + "V" + ], + "concentration": false, + "desc": "Você contata mentalmente um semideus, o espírito de um sábio morto a muito tempo ou alguma outra entidade misteriosa de outro plano. Contatar esse extraplanar inteligente pode distorcer ou até mesmo arruinar com sua mente. Quando você conjurar essa magia, faça um teste de resistência de Inteligência CD 15. Se falhar, você sofre 6d6 de dano psíquico e fica insano até terminar um descanso longo. Enquanto estiver insano, você não pode realizar ações, não entende o que as outras criaturas dizem, não pode ler e fala apenas coisas sem sentido. Conjurar a magia restauração maior em você acaba com esse efeito.\nSe obtiver sucesso no teste de resistência, você pode fazer a entidade até cinco perguntas. Você deve fazer suas perguntas antes da magia acabar. O Mestre responde cada pergunta com uma única palavra, como “sim”, “não”, “talvez”, “nunca”, “irrelevante” ou “incerto” (se a entidade não souber a resposta para a pergunta). Em caso de uma resposta de única palavra puder levar ao engano, o Mestre pode, ao invés disso, oferecer uma frase curta como resposta.", + "duration": "1 minuto", + "higher_level": "", + "id": 71, + "level": 5, + "locations": [ + { + "page": 230, + "sourcebook": "LDJ14" + } + ], + "name": "Contato Extraplanar", + "range": "Pessoal", + "ritual": true, + "school": "Adivinhação" + }, + { + "casting_time": "10 minutos", + "classes": [ + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Escolha uma magia de 5° nível ou inferior que você possa conjurar, que tenha um tempo de conjuração de 1 ação e que possa ter você como alvo. Você conjura essa magia – chamada de magia contingente – como parte da conjuração de contingência, gastando espaços de magia para ambas, mas a magia contingente não tem efeito imediato. Ao invés disso, ela se ativa quando uma certa circunstância ocorre. Você descreve a circunstância quando conjura as duas magias. Por exemplo, uma contingência conjurada com respirar na água pode estipular que respirar na água se ative quando você estiver imerso em água ou um líquido similar.\nA magia contingente se ativa imediatamente depois da circunstância ser satisfeita pela primeira vez, quer você queira, quer não, e a contingência termina.\nA magia contingente afeta apenas você, mesmo que ela normalmente possa afetar outros alvos. Você pode ter apenas uma contingência ativa por vez. Se você conjurar essa magia novamente, o efeito da outra magia contingência termina. Além disso, a contingência também termina em você se os componentes materiais dela não estiverem mais com você.", + "duration": "10 dias", + "higher_level": "", + "id": 73, + "level": 6, + "locations": [ + { + "page": 230, + "sourcebook": "LDJ14" + } + ], + "material": "Uma estátua sua esculpida em marfim e decorada com gemas valendo, no mínimo, 1.500 po", + "name": "Contingência", + "range": "Pessoal", + "ritual": false, + "school": "Evocação" + }, + { + "casting_time": "1 reação, que você realiza quando vê uma criatura a até 18 metros conjurando uma magia", + "classes": [ + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "S" + ], + "concentration": false, + "desc": "Você tenta interromper uma criatura no processo de conjuração de uma magia. Se a criatura estiver conjurando uma magia de 3° nível ou inferior, a magia falha e não gera nenhum efeito. Se ela estiver conjurando uma magia de 4° nível ou superior, faça um teste de habilidade usando sua habilidade de conjuração. A CD é igual a 10 + o nível da magia. Caso seja bem sucedido, a magia da criatura falha e não gera nenhum efeito.", + "duration": "Instantânea", + "higher_level": "Se você conjurar essa magia usando um espaço de magia de 4° nível ou superior, a magia interrompida não vai gerar efeito se o nível dela for menor ou igual ao nível do espaço de magia que você usar.", + "id": 78, + "level": 3, + "locations": [ + { + "page": 230, + "sourcebook": "LDJ14" + } + ], + "name": "Contramágica", + "range": "18 metros", + "ritual": false, + "school": "Abjuração" + }, + { + "casting_time": "1 ação", + "classes": [ + "Druida", + "Feiticeiro", + "Mago" + ], + "components": [ + "S" + ], + "concentration": false, + "desc": "Você escolhe uma chama não mágica que você possa ver, dentro do alcance, e que ocupe até um cubo de 1,5 metros. Você afeta ela de uma das seguintes formas:\n\u2022 Você instantaneamente expande a chama em 1,5 metro em uma direção, considerando que exista madeira ou outro combu stível no local novo.\n\u2022 Você instantaneamente extingue as chamas dentro do cubo.\n\u2022 Você dobra ou reduz à m etade a área de luz plena e de penumbra emitida pela chama, muda a cor dela, ou ambos . As mudanças duram por 1 hora.\n\u2022 Você faz com que formas simples - como um forma imprecisa de uma criatura, objeto inanimado ou local - apareçam dentro das chamas e se animem como você quiser. As formas duram por 1 hora.\nSe você conjurar essa magia diversas vezes, você pode ter até três do s seus efeitos não instantâneos ativos ao mesmo tempo, e você pode dissipar um efeito desses com uma ação.", + "duration": "Especial", + "higher_level": "", + "id": 373, + "level": 0, + "locations": [ + { + "page": 152, + "sourcebook": "GXTC" + } + ], + "name": "Controlar Chamas", + "range": "18 metros", + "ritual": false, + "school": "Transmutação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Clérigo", + "Druida", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": true, + "desc": "Até o fim da magia, você controla qualquer corpo de água dentro da área que você escolher, que é um cubo de 30 metros quadrados. Você pode escolher dentre quaisquer dos efeitos seguintes, quando você conjurar essa magia. Com uma ação no seu turno, você pode repetir o mesmo efeito ou escolher um diferente.\n\nInundação\n Você faz com que o nível da água de toda área afetada suba até 6 metros. Se a área incluir uma margem, a inundação ira transbordar para a terra seca.\nSe você escolher uma área em um extenso corpo de água, ao invés disso, você cria uma onda com 6 metros de altura que irá de um lado ao outro da área e então desaba. Qualquer veículo Enorme ou menor no caminho da onda será carregado por ela até o outro lado. Qualquer veículo Enorme ou menor atingido pela onda tem uma chance de 25 por cento de emborcar.\nO nível da água se mantem elevado até a magia acabar ou você escolher um efeito diferente. Se esse efeito produzir uma onda, a onda se repete no início do seu próximo turno enquanto o efeito de inundação durar.\n\nDividir Água\nVocê faz com que a água na área se divida e crie uma trincheira. A trincheira se estende por toda área da magia e a água separada forma uma parede de cada lado. A trincheira permanece até a magia acabar ou você escolher um efeito diferente. A água, então, lentamente preenche a trincheira ao longo do curso da próxima rodada até o nível normal da água ser restaurado.\n\nRedirecionar Fluxo\nVocê faz com que o fluxo da água na área se mova na direção que você escolher, mesmo que a água tenha que fluir através de obstáculos, subir muros ou em outra direção improvável. A água na área se move na direção ordenada, mas uma vez que tenha se movido além da área da magia, ela conclui seu fluxo baseado nas condições do terreno. A água continua a se mover na direção que você escolheu até a magia acabar ou você escolher um efeito diferente.\n\nRedemoinho\nEsse efeito requer um corpo de água de, pelo menos, 15 metros quadrados e 7,5 metros de profundidade. Você faz com que um redemoinho se forme no centro da área. O redemoinho forma um vórtice com 1,5 metro de largura na base, chegando a 15 metros de largura no topo e 7,5 metros de altura. Qualquer criatura ou objeto na água a até 7,5 metros do vórtice é puxado 3 metros na direção dele. Uma criatura pode tentar nadar para longe do vórtice com um teste de Força (Atletismo) contra a CD da magia.\nQuando uma criatura entrar no vórtice pela primeira vez no turno dela ou começar seu turno dentro dele, ela deve realizar um teste de resistência de Força. Se falhar, a criatura sofre 2d8 de dano de concussão e estará presa no vórtice até a magia acabar. Se passar na resistência, a criatura sofre metade do dano e não estará presa no vórtice. Uma criatura presa no vórtice pode usar sua ação para tentar nadar para fora do vórtice como descrito acima, mas terá desvantagem no teste de Força (Atletismo) para fazer isso.\nA primeira vez a cada turno que um objeto entrar no vórtice, o objeto sofre 2d8 de dano de concussão; esse dano se repete a cada rodada que ele permanecer no vórtice.", + "duration": "Até 10 minutos", + "higher_level": "", + "id": 75, + "level": 4, + "locations": [ + { + "page": 231, + "sourcebook": "LDJ14" + } + ], + "material": "Uma gota de água e uma pitada de poeira", + "name": "Controlar a Água", + "range": "90 metros", + "ritual": false, + "school": "Transmutação" + }, + { + "casting_time": "10 minutos", + "classes": [ + "Clérigo", + "Druida", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": true, + "desc": "Você toma controle do clima numa área de 7,5 quilômetros de você pela duração. Você deve estar ao ar livre para conjurar essa magia. Se mover para um lugar onde você não tenha uma visão clara do céu termina a magia prematuramente.\nQuando você conjurar essa magia, você muda as condições climáticas atuais, que são determinadas pelo Mestre baseado no ambiente e estação. Você pode mudar a precipitação, temperatura e vento. Leva 1d4 x 10 minutos para as novas condições fazerem efeito. Quando a magia terminar, o clima, gradualmente, volta ao normal.\nQuando você altera as condições climáticas, encontre a condição atual nas tabelas a seguir e mude em um estágio, para cima ou para baixo. Quando mudar o vento, você pode mudar a direção do mesmo.\n\nPRECIPITAÇÃO\n1\tCéu claro\n2\tParcialmente encoberto\n3\tCéu escuro ou nublado\n4\tChuva, granizo ou neve\n5\tChuva torrencial, tempestade de granizo ou nevasca\n\nTEMPERATURE\n1\tCalor insuportável\n2\tQuente\n3\tMorno\n4\tFrio\n5\tGelado\n6\tFrio ártico\n\nVENTO\n1\tCalmo\n2\tVento moderado\n3\tVento forte\n4\tVentania\n5\tTemporal", + "duration": "Até 8 horas", + "higher_level": "", + "id": 76, + "level": 8, + "locations": [ + { + "page": 231, + "sourcebook": "LDJ14" + } + ], + "material": "Incenso aceso e pedaços de terra e madeira misturados em água", + "name": "Controlar o Clima", + "range": "Pessoal (7,5 quilômetros de raio)", + "ritual": false, + "school": "Transmutação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Druida", + "Feiticeiro", + "Mago" + ], + "components": [ + "V,", + "S" + ], + "concentration": true, + "desc": "Você toma controle do ar num cubo de 30 metros que você possa ver, dentro do alcance. Escolha um dos efeitos a seguir quando você conjurar essa magia. O efeito permanece pela duração da magia, a não ser que você use sua ação num turno subsequente para mudar para um efeito diferente. Você também pode usar sua ação para temporariamente parar o efeito ou par a reiniciar um que você tenha parado.\nLufadas. Um vento sopra dentro do cubo, continuamente soprando em uma direção horizontal que você escolher. Você escolhe a intensidade do vento: calmo, moderado ou forte. Se o vento for moderado ou forte, ataques à distância com arma que passarem através ou que forem feitos contra um alvo dentro do cubo tem desvantagem nas jogadas de ataque. Se o vento for forte, qualquer criatura se movendo contra o vento deve gastar 1,5 metros extras para cada 1,5 metros movidos.\nVentos Ascendentes. Você cria uma ventania ascendente constante dentro do cubo, er�-endo-se da borda inferior do cubo. Criatur_a,s que terminarem uma queda dentro do cubo s frem apenas me ade do da no de queda. Quando uma criatcir-a no cubo realizar um salto vertical, e1a p d g tara é-3 metros ais alto que o normal.\nVentos Descendentes. Você faz com que constantes rajadas de ventos fortes soprem do topo do cubo. Ataques à distância com arma que passarem pelo cubo ou que forem feitos contra alvos dentro dele tem desvantagem em suas jogadas de ataque. Uma criatura deve realizar um teste de resistência de Força se voar no cubo pela primeira vez em um turno ou se começar seu turno voando nele. Se falhar na resistência, a criatura ficará caida no chão.", + "duration": "Até 1 hora", + "higher_level": "", + "id": 374, + "level": 5, + "locations": [ + { + "page": 153, + "sourcebook": "GXTC" + } + ], + "name": "Controlar os Ventos", + "range": "90 metros", + "ritual": false, + "school": "Transmutação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você invoca um espírito aberrante. Ele se manifesta em um espaço não ocupado que você pode ver dentro do alcance. Esta forma corpórea usa o bloco de estatísticas Espírito Aberrante. Ao lançar o feitiço, escolha Beholderkin, Slaad ou Star Spawn. A criatura se parece com uma aberração desse tipo, que determina certas características em seu bloco de estatísticas. A criatura desaparece quando cai para 0 pontos de vida ou quando o feitiço termina.\nA criatura é uma aliada para você e seus companheiros. Em combate, a criatura compartilha sua contagem de iniciativa, mas realiza seu turno imediatamente após o seu. Ele obedece aos seus comandos verbais (nenhuma ação exigida de sua parte). Se você não emitir nenhum, ele executa a ação de esquiva e usa seu movimento para evitar o perigo.\n\nESPÍRITO ABERRANTE\nAberração média\n\nClasse de armadura: 11 + o nível do feitiço (armadura natural)\nPontos de acerto: 40 + 10 para cada nível de feitiço acima da 4ª\nVelocidade: 9 metros; voar 9 metros (pairar) (apenas Beholderkin)\n\nFOR 16 (+3), DES 10 (+0), CON 15 (+2)\nINT 16 (+3), SAB 10 (+0), CAR 6 (-2)\n\nImunidades a danos: psíquico\n Sentidos: visão no escuro 18 metros, percepção passiva 10\nIdiomas: Fala profunda, entende os idiomas que você fala\nDesafio: -\nBônus de proficiência: igual ao seu bônus\n\nRegeneração (Apenas Slaad)\nA aberração recupera 5 pontos de vida no início de seu turno se tiver pelo menos 1 ponto de vida.\n\nAura Sussurrante (Star Spawn apenas)\nNo início de cada turno da aberração, cada criatura dentro 1,5 metros da aberração devem ter sucesso em um teste de resistência de Sabedoria contra seu feitiço salvar DC ou sofrer 2d6 de dano psíquico, desde que a aberração não seja incapacitada.\n\nAÇÕES\nAtaque múltiplo\nA aberração faz um número de ataques igual a metade disso nível do feitiço (arredondado para baixo).\n\nGarras (somente para Slaad).\nAtaque com arma de fogo: seu modificador de ataque mágico para acertar, alcance 1,5 metros, um alvo. Acerto: 1d10 + 3 + o nível de dano cortante do feitiço. Se o alvo for uma criatura, ele não pode recuperar os pontos de vida até o início do próximo turno da aberração.\n\nRaia dos olhos (apenas observador)\nAtaque de feitiço à distância: seu modificador de ataque de feitiço para acertar, alcance de 45 metros, um criatura. Acerto: 1d8 + 3 + o nível de dano psíquico do feitiço.\n\nGolpe Psíquico (Star Spawn apenas)\nMelee Spell Attack: seu modificador de ataque de feitiço para acertar, alcance 1,5 metros, uma criatura. Acerto: 1d8 + 3 + o nível de dano psíquico do feitiço.", + "duration": "Até 1 hora", + "higher_level": "Quando você lançar esta magia usando um slot de magia de 5° nível ou superior, use o nível mais alto sempre que o nível da magia aparecer no bloco de estatísticas.", + "id": 469, + "level": 4, + "locations": [ + { + "page": 109, + "sourcebook": "CTT" + } + ], + "material": "Um tentáculo em conserva e um globo ocular em um frasco incrustado de platina no valor de pelo menos 400 po.", + "name": "Convocar Aberração", + "range": "27 metros", + "ritual": false, + "school": "Conjuração", + "subclasses": [] + }, + { + "casting_time": "1 hora", + "classes": [ + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Você adquire os serviços de uma familiar, um espírito que toma a forma de um animal, à sua escolha: aranha, caranguejo, cavalo marinho, coruja, corvo, doninha, gato, falcão, lagarto, morcego, peixe (arenque), polvo, rato, rã (sapo) ou serpente venenosa. Aparecendo em um espaço desocupado dentro do alcance, o familiar tem as mesmas estatísticas da forma escolhida, no entanto, ele é um celestial, corruptor ou fada (à sua escolha) ao invés de uma besta.\nSeu familiar até independentemente de você, mas ele sempre obedece aos seus comandos. Em combate, ele rola sua a própria iniciativa e age no seu próprio turno. Um familiar não pode atacar, mas ele pode realizar outras ações, como de costume.\nQuando um familiar cai a 0 pontos de vida, ele desaparece, não deixando qualquer corpo físico para trás. Ele reaparece depois de você conjurar essa magia novamente.\nEnquanto seu familiar estiver a até 30 metros de você, você pode se comunicar telepaticamente com ele. Além disso, com uma ação, você pode ver através dos olhos do familiar e ouvir através dos ouvidos dele, até o início do seu próximo turno, adquirindo os benefícios de qualquer sentido especial que o familiar possua. Durante esse período, você estará cego e surdo em relação aos seus próprios sentidos.\nCom uma ação, você pode, temporariamente, dispensar seu familiar. Ele desaparece dentro de uma bolsa dimensional onde ele aguarda sua convocação. Alternativamente, você pode dispensa-lo para sempre. Com uma ação, enquanto ele estiver temporariamente dispensado, você pode fazê-lo reaparecer em qualquer espaço desocupado a até 9 metros de você.\nVocê não pode ter mais de um familiar por vez. Se você conjurar essa magia enquanto já tiver um familiar, ao invés disso, você faz seu familiar existente adotar uma nova forma. Escolha uma das formas da lista acima. Seu familiar se transforma na criatura escolhida.\nFinalmente, quando você conjura uma magia com alcance de toque, seu familiar pode transmitir a magia, como se ele tivesse conjurado ela. Seu familiar precisa estar a até 30 metros de você e deve usar a reação dele para transmitir a magia quando você a conjurar. Se a magia necessitar de uma jogada de ataque, você usa seu modificador de ataque para essa jogada.", + "duration": "Instantânea", + "higher_level": "", + "id": 132, + "level": 1, + "locations": [ + { + "page": 231, + "sourcebook": "LDJ14" + } + ], + "material": "Carvão, incenso e ervas no valor de 10 po, que devem ser consumidos pelo fogo em um braseiro de bronze", + "name": "Convocar Familiar", + "range": "3 metros", + "ritual": true, + "school": "Conjuração" + }, + { + "casting_time": "10 minutos", + "classes": [ + "Paladino" + ], + "components": [ + "V,", + "S" + ], + "concentration": false, + "desc": "Você convoca um espírito que assume a forma de uma montaria excepcionalmente inteligente, forte e leal, criando uma ligação duradoura com ela. Aparecendo em um espaço desocupado dentro do alcance, a montaria adquire a forma que você escolher, como um cavalo de guerra, um pônei, um camelo, um alce ou um mastim. (Seu Mestre pode permitir outros animais para serem convocados como montarias.) A montaria tem as estatísticas da forma escolhida, no entanto, ele é um celestial, corruptor ou fada (à sua escolha) ao invés do seu tipo normal. Além disso, se sua montaria tiver Inteligência 5 ou menor, a Inteligência dela se torna 6 e ela ganha a capacidade de compreender um idioma, à sua escolha, que você fala.\nSua montaria serve tanto para cavalgar quando para o combate e você tem uma ligação instintiva com ela que permite a vocês lutarem como uma unidade singular. Enquanto estiver montado na sua montaria, você pode fazer com que qualquer magia que você conjure que tenha alcance pessoal, também afete a sua montaria.\nQuando a montaria cair a 0 pontos de vida, ela desaparece, não deixando qualquer corpo físico para trás. Você também pode dispensar sua montaria a qualquer momento, com uma ação, fazendo-a desaparecer. Em ambos os casos, conjurar essa magia novamente convocará a mesma montaria, restaurando-a ao seu máximo de pontos de vida.\nEnquanto sua montaria estiver a até 1,5 quilômetro de você, você pode se comunicar telepaticamente com ela.\nVocê não pode ter mais de uma montaria ligado por essa magia por vez. Com uma ação, você pode liberar a montaria da ligação a qualquer momento, fazendo-a desaparecer.", + "duration": "Instantânea", + "higher_level": "", + "id": 133, + "level": 2, + "locations": [ + { + "page": 232, + "sourcebook": "LDJ14" + } + ], + "name": "Convocar Montaria", + "range": "9 metros", + "ritual": false, + "school": "Conjuração" + }, + { + "casting_time": "1 ação", + "classes": [ + "Druida" + ], + "components": [ + "V,", + "S" + ], + "concentration": true, + "desc": "Uma nuvem tempestuosa aparece em formato cilíndrico com 3 metros de altura e 18 metros de raio, centrada num ponto que você possa ver, 30 metros acima de você. A magia falha se você não puder ver um ponto no ar em que a nuvem possa aparecer (por exemplo, se você estiver em uma sala que não possa comportar a nuvem).\nQuando você conjurar a magia, escolha um ponto que você possa ver dentro do alcance. Um raio de eletricidade é disparado da nuvem no ponto. Cada criatura a 1,5 metro desse ponto deve realizar um teste de resistência de Destreza. Uma criatura sofre 3d10 de dano elétrico se falhar no teste, ou metade desse dano se passar. Em cada um dos seus turnos, até a magia acabar, você pode usar sua ação para convocar um relâmpago dessa forma novamente, afetando o mesmo ponto ou um diferente.\nSe você estiver a céu aberto em condições tempestuosas quando conjurar essa magia, a magia lhe dá controle sobre a tempestade existente ao invés de criar uma nova. Sob tais condições, o dano da magia aumenta em 1d10.", + "duration": "Até 10 minutos", + "higher_level": "Se você conjurar essa magia usando um espaço de magia de 4° nível ou superior, o dano aumenta em 1d10 para cada nível do espaço acima do 3°.", + "id": 42, + "level": 3, + "locations": [ + { + "page": 232, + "sourcebook": "LDJ14" + } + ], + "name": "Convocar Relâmpagos", + "range": "36 metros", + "ritual": false, + "school": "Conjuração" + }, + { + "casting_time": "1 ação", + "classes": [ + "Patrulheiro" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Você enfinca quatro munições não-mágicas – flechas ou virotes de besta – no solo dentro do alcance e conjura\nmagia neles para proteger uma área. Até a magia acabar, sempre que uma criatura diferente de você se aproximar a 9 metros das munições pela primeira vez em um turno ou terminar seu turno na área, uma das munições voa para atingi-la. A criatura deve ser bem sucedida num teste de resistência de Destreza ou sofrerá 1d6 de dano perfurante. A munição, então, é destruída. A magia termina quando não restar nenhuma munição.\nQuando você conjurar essa magia, você pode designar quaisquer criaturas, à sua escolha, e a magia ignora-as.", + "duration": "8 horas", + "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 3° nível ou superior, a quantidade de munições que você pode afetar aumenta em dois para cada nível do espaço acima do 2°.", + "id": 77, + "level": 2, + "locations": [ + { + "page": 232, + "sourcebook": "LDJ14" + } + ], + "material": "Quatro ou mais flechas ou virotes", + "name": "Cordão de Flechas", + "range": "1,5 metro", + "ritual": false, + "school": "Transmutação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V,", + "S" + ], + "concentration": true, + "desc": "Um humanoide, à sua escolha, que você possa ver dentro do alcance, deve ser bem sucedido num teste de resistência de Sabedoria ou ficará enfeitiçado por você pela duração. Enquanto o alvo estiver enfeitiçado dessa forma, uma coroa retorcida de ferro denteado aparece na cabeça dele e a loucura brilha em seus olhos.\nA criatura enfeitiçada deve usar sua ação antes de se mover, em cada um dos turnos dela, para realizar um ataque corpo-a-corpo contra uma criatura, diferente de si mesma, que você escolher mentalmente.\nO alvo pode agir normalmente no turno dele se você não escolher uma criatura ou se você não estiver dentro do alcance.\nNos seus turnos subsequentes, você deve usar sua ação para manter o controle sobre o alvo, ou a magia termina. Igualmente, o alvo pode realizar um teste de resistência de Sabedoria no final de cada um dos turnos dele. Se obtiver sucesso, a magia termina.", + "duration": "Até 1 minuto", + "higher_level": "", + "id": 83, + "level": 2, + "locations": [ + { + "page": 232, + "sourcebook": "LDJ14" + } + ], + "name": "Coroa da Loucura", + "range": "36 metros", + "ritual": false, + "school": "Encantamento" + }, + { + "casting_time": "1 ação", + "classes": [ + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V,", + "S" + ], + "concentration": false, + "desc": "Sete partículas aparentadas a estrelas aparecem e orbitam sua cabeça até a magia terminar. Você pode usar uma ação bônus para disparar uma das partículas contra uma criatura ou objeto a menos de 36 metros de você. Quando fizer isso, faça um ataque a distância com magia. Em um sucesso. o alvo leva 4dl2 de dano radiante. Indiferentemente de se você acertar ou errar, a partícula é gasta. A magia termina mais cedo se você gastar a última partícula.\nSe você tiver quatro ou mais partículas restando, elas emanam luz brilhante em um raio de 9 metros e de luz fraca mais 9 metros. Se você tiver de uma a três partículas restantes, elas emanam luz fraca em um raio de 9 metros.", + "duration": "1 hora", + "higher_level": "Em Níveis Superiores. Quando você conjura essa magi a usando um espaç o de magia de 8 o nível ou superior, o número de partículas criadas aumenta em 2 para cada nível do espaço de magia acima do 4°.", + "id": 377, + "level": 7, + "locations": [ + { + "page": 153, + "sourcebook": "GXTC" + } + ], + "name": "Coroa de Estrelas", + "range": "Pessoal", + "ritual": false, + "school": "Evocação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Você cria um raio elétrico que atinge um alvo, à sua escolha, que você possa ver dentro do alcance. Três raios saltam do alvo para até três outros alvos, cada um a não mais de 9 metros do alvo primário. Um alvo pode ser uma criatura ou um objeto e só pode ser alvo de um único desses raios.\nUm alvo deve realizar um teste de resistência de Destreza. O alvo sofre 10d8 de dano elétrico se falhar no teste ou metade desse dano se for bem sucedido.", + "duration": "Instantânea", + "higher_level": "Se você conjurar essa magia usando um espaço de magia de 7° nível ou superior, um raio adicional salta do alvo primário para outro alvo para cada nível do espaço acima do 6°.", + "id": 44, + "level": 6, + "locations": [ + { + "page": 233, + "sourcebook": "LDJ14" + } + ], + "material": "Um pouco de pelo; um pedaço de âmbar, vidro ou um bastão de cristal; e três pinos de prata", + "name": "Corrente de Relâmpagos", + "range": "45 metros", + "ritual": false, + "school": "Evocação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Druida", + "Patrulheiro" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": true, + "desc": "O solo em 6 metros quadrados, centrado num ponto dentro do alcance, se retorce e brotam cavilhas rígidas e espinhos. A área se torna terreno difícil pela duração. Quando uma criatura entrar ou se mover dentro da área, ela sofrerá 2d4 de dano perfurante para cada 1,5 metro que ela atravessar.\nA transformação do terreno é camuflada para parecer natural. Qualquer criatura que não puder ver a área no momento que a magia for conjurada, deve realizar um teste de Sabedoria (Percepção) contra a CD da magia para reconhecer o terreno como perigoso, antes de adentra-lo.", + "duration": "Até 10 minutos", + "higher_level": "", + "id": 310, + "level": 2, + "locations": [ + { + "page": 233, + "sourcebook": "LDJ14" + } + ], + "material": "Sete espinhos afiados ou sete gravetos, todos com uma ponta afiada", + "name": "Crescer Espinhos", + "range": "45 metros", + "ritual": false, + "school": "Transmutação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Artífice", + "Clérigo", + "Paladino" + ], + "components": [ + "V,", + "S" + ], + "concentration": false, + "desc": "Você cria 25 quilos de comida e 100 litros de água no solo ou em um recipiente dentro do alcance, suficiente para sustentar até quinze humanoide ou cinco montarias por 24 horas. A comida é insossa, porém, nutritiva e estraga se não for consumida após 24 horas. A água é limpa e não fica ruim.", + "duration": "Instantânea", + "higher_level": "", + "id": 79, + "level": 3, + "locations": [ + { + "page": 233, + "sourcebook": "LDJ14" + } + ], + "name": "Criar Alimentos", + "range": "9 metros", + "ritual": false, + "school": "Conjuração" + }, + { + "casting_time": "1 ação", + "classes": [ + "Druida" + ], + "components": [ + "V,", + "S" + ], + "concentration": false, + "desc": "Uma chama tremulante aparece na sua mão. A chama permanece ai pela duração e não machuca nem você nem seu equipamento. A chama emite luz plena num raio de 3 metros e penumbra por 3 metros adicionais. A magia acaba se você dissipa-la usando uma ação ou se conjura-la novamente.\nVocê pode, também, atacar com a chama, no entanto, fazer isso acaba com a magia. Quando você conjura essa magia ou com uma ação em um turno posterior, você pode arremessar a chama numa criatura a até 9 metros de você. Faça um ataque à distância com magia. Se atingir, o alvo sofre 1d8 de dano de fogo.\nO dano dessa magia aumenta em 1d8 quando você alcança o 5° nível (2d8), 11° nível (3d8) e 17° nível (4d8).", + "duration": "10 minutos", + "higher_level": "", + "id": 264, + "level": 0, + "locations": [ + { + "page": 233, + "sourcebook": "LDJ14" + } + ], + "name": "Criar Chamas", + "range": "Pessoal", + "ritual": false, + "school": "Conjuração" + }, + { + "casting_time": "1 ação", + "classes": [ + "Artífice", + "Druida", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + ",", + "S" + ], + "concentration": true, + "desc": "Você cria uma fo gueira no solo em um ponto que você possa ver, dentro do alcance. Até a magia acabar, a fogueira preenche um cubo de 1,5 metros. Qualquer criatura no es p aço da fogueira quando você a conjura deve ser bem sucedida num teste de resistência de Destreza ou sofrerá 1d8 de dano de fogo. Uma criatura também deve realizar o teste de resistência quando entrar no es paço da fo gu eira pela primeira vez em um turno, ou terminar seu turno nela.\nO dano da magia aumenta em 1d8 quando você alcança o 5° nível (2d8) , 11° nível (3d8) e 17° nivel (4d8).", + "duration": "Até 1 minuto", + "higher_level": "", + "id": 375, + "level": 0, + "locations": [ + { + "page": 154, + "sourcebook": "GXTC" + } + ], + "name": "Criar Fogueira", + "range": "18 metros", + "ritual": false, + "school": "Conjuração" + }, + { + "casting_time": "1 hora", + "classes": [ + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Ao recitar um encantamento intrincado, você se corta com uma adaga incrustada de j oias, levando 2d4 de dano de perfuração que não pode ser reduzido de forma alguma. Você então gotej a seu sangue sobre os outros componentes da magi a e os toca , transformando-os em um construto especial chamado homúnculo.\nAs estatísticas do homúnculo estão no Manual dos Monstros. Ele é seu companheiro fiel, e morre se você morrer. Sempre que você terminar um longo descanso , você p ode gastar até metade do seus dados de vida, se o homúnculo estiver no mesmo plano de existência como você. Quando fizer isso, role cada dado e adicione o seu modificador de Constituição a ele. Seu valor máximo de pontos de vida é reduzido pelo total, e o valor máximo de pontos de vida do homúnculo, e seus pontos de vida atuais, são ambos aumentados por ele. Este processo não pode reduzir você para menos de 1 ponto de vida, e a mudança para o seus pontos de vida e os do homúnculos terminam quando você termina o seu próximo descanso longo. A redução ao seu valor máximo de pontos de vida não pode ser removido por qualquer meio antes disso, exceto pela morte do homúnculo.\nVocê pode ter apenas um homúnculo por vez. Se você conj urar esta magia enquanto o seu homúnculo viver, a magia falhará.", + "duration": "Instantânea", + "higher_level": "", + "id": 376, + "level": 6, + "locations": [ + { + "page": 154, + "sourcebook": "GXTC" + } + ], + "material": "Argila, cinzas e raiz de mandrágora e uma adaga incrustada com joias valendo, no mínimo, 1000 po que a magia consome", + "name": "Criar Homúnculo", + "range": "Toque", + "ritual": false, + "school": "Transmutação" + }, + { + "casting_time": "1 minuto", + "classes": [ + "Clérigo", + "Bruxo", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Você só pode conjurar essa magia durante a noite. Escolha até três corpos de humanoides Médios ou Pequenos dentro do alcance. Cada corpo se torna um carniçal sob seu controle. (O Mestre tem as estatísticas de jogo das criaturas.)\nCom uma ação bônus, em cada um dos seus turnos, você pode comandar mentalmente qualquer criatura que você animou com essa magia, se a criatura estiver a até 36 metros de você (se você controla diversas criaturas, você pode comandar qualquer uma ou todas elas ao mesmo tempo, emitindo o mesmo comando para cada uma). Você decide qual ação a criatura irá fazer e para onde ela irá se mover durante o próximo turno dela, ou você pode emitir um comando geral, como para guardar uma câmara ou corredor especifico. Se você não der nenhum comando, as criaturas apenas se defenderão contra criaturas hostis. Uma vez que receba uma ordem, a criatura continuará a segui-la até a tarefa estar concluída.\nA criatura fica sob seu controle por 24 horas, depois disso ela para de obedecer aos seus comandos. Para manter o controle da criatura por mais 24 horas, você deve conjurar essa magia na criatura novamente, antes das 24 horas atuais terminarem. Esse uso da magia recupera seu controle sobre até três criaturas que você tenha animado com essa magia, ao invés de animar novas.", + "duration": "Instantânea", + "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 7° nível, você pode animar ou recuperar o controle de quatro carniçais. Quando você conjura essa magia usando um espaço de magia de 8° nível, você pode animar ou recuperar o controle de cinco carniçais ou dois lívidos ou aparições. Quando você conjurar essa magia usando um espaço de magia de 9° nível, você pode animar ou recuperar o controle de seis carniçais, três lívidos ou aparições ou duas múmias.", + "id": 81, + "level": 6, + "locations": [ + { + "page": 233, + "sourcebook": "LDJ14" + } + ], + "material": "Um pote de barro cheio de terra de sepultura, um pote de barro cheio de água salobra, e uma ônix negra no valor de 150 po, para cada corpo", + "name": "Criar Mortos-Vivos", + "range": "3 metros", + "ritual": false, + "school": "Necromancia" + }, + { + "casting_time": "1 ação", + "classes": [ + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Uma passagem aparece em um ponto, à sua escolha, que você possa ver em uma superfície de madeira, gesso ou rocha (como um muro, um teto ou um piso) dentro do alcance e permanece pela duração. Você escolhe as dimensões da passagem: até 1,5 metro de largura, 2,10 de altura e 6 metros de profundidade. A passagem não provoca instabilidade na estrutura ao seu redor.\nQuando a abertura desaparecer, qualquer criatura ou objeto que ainda estiver dentro da passagem criada pela magia é ejetada em segurança para o espaço desocupado mais próximo da superfície onde a magia foi conjurada.", + "duration": "1 hora", + "higher_level": "", + "id": 247, + "level": 5, + "locations": [ + { + "page": 234, + "sourcebook": "LDJ14" + } + ], + "material": "Algumas sementes de gergelim", + "name": "Criar Passagem", + "range": "9 metros", + "ritual": false, + "school": "Transmutação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Clérigo", + "Druida" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Você pode tanto criar quanto destruir água.\nCriar Água. Você cria 30 litros de água limpa dentro do alcance, em um recipiente aberto. Alternativamente, a água pode cair como chuva em um cubo de 9 metros dentro do alcance, extinguindo chamas expostas na área.\nDestruir Água. Você destrói até 30 litros de água de um recipiente aberto dentro do alcance. Alternativamente, você pode destruir um nevoeiro em um cubo de 9 metros dentro do alcance.", + "duration": "Instantânea", + "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 2° nível ou superior, você pode criar ou destruir 30 litros de água adicionais, ou o tamanho do cubo aumenta em 1,5 metro, para cada nível do espaço acima do 1°.", + "id": 80, + "level": 1, + "locations": [ + { + "page": 234, + "sourcebook": "LDJ14" + } + ], + "material": "Uma gota de água se estiver criando ou alguns grãos de areia se estiver destruindo", + "name": "Criar ou Destruir Água", + "range": "9 metros", + "ritual": false, + "school": "Transmutação" + }, + { + "casting_time": "1 minuto", + "classes": [ + "Artífice", + "Feiticeiro", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Você puxa mechas de matéria sombria da Umbra para criar objetos inanimados de matéria vegetal dentro do alcance: bens finos, cordas, madeira ou algo similar. Você também pode usar a magia para criar objetos minerais como pedra, cristal ou metal. O objeto criado não pode ser maior que um cubo de 1,5 metro e o objeto deve ser de um formado e material que você já tenha visto antes.\nA duração depende do material do objeto. Se o objeto for composto por diversos materiais, use o de menor duração.\n\nMatéria vegetal: 1 dia\nPedra ou cristal: 12 horas\nMetais preciosos: 1 hora\nGemas: 10 minutos\nAdamante ou mitral: 1 minuto\n\nUsar qualquer material criado por essa magia como componente material de outra magia faz com que a magia falhe.", + "duration": "Especial", + "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 6° nível ou superior, o tamanho do cubo aumenta em 1,5 metro para cada nível do espaço de magia acima do 5°.", + "id": 82, + "level": 5, + "locations": [ + { + "page": 233, + "sourcebook": "LDJ14" + } + ], + "material": "Um pequeno pedaço de material do mesmo tipo do item que você planeja criar", + "name": "Criação", + "range": "9 metros", + "ritual": false, + "school": "Ilusão" + }, + { + "casting_time": "1 ação", + "classes": [ + "Clérigo", + "Druida" + ], + "components": [ + "V,", + "S" + ], + "concentration": false, + "desc": "Escolha uma criatura que você possa ver, dentro do alcance. Um surto de energia positiva banha a criatura, fazendo-a recuperar 70 pontos de vida. Essa magia também acaba com efeitos de cegueira, surdez e qualquer doença que estejam afetando o alvo. Essa magia não tem efeito em constructos ou mortos-vivos.", + "duration": "Instantânea", + "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 7° nível ou superior, a quantidade de cura aumenta em 10 para cada nível do espaço acima do 6°.", + "id": 175, + "level": 6, + "locations": [ + { + "page": 234, + "sourcebook": "LDJ14" + } + ], + "name": "Cura Completa", + "range": "18 metros", + "ritual": false, + "school": "Evocação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Clérigo" + ], + "components": [ + "V,", + "S" + ], + "concentration": false, + "desc": "Uma inundação de energia curativa emerge de você para as criaturas feridas ao seu redor. Você restaura até 700 pontos de vida, divididos, à sua escolha, entre qualquer quantidade de criaturas que você possa ver, dentro do alcance. As criaturas curadas por essa magia também são curadas de todas as doenças e qualquer efeito que as deixou cegas ou surdas. Essa magia não afeta mortos- vivos ou constructos.", + "duration": "Instantânea", + "higher_level": "", + "id": 219, + "level": 9, + "locations": [ + { + "page": 234, + "sourcebook": "LDJ14" + } + ], + "name": "Cura Completa em Massa", + "range": "18 metros", + "ritual": false, + "school": "Evocação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Artífice", + "Bardo", + "Clérigo", + "Druida", + "Paladino", + "Patrulheiro" + ], + "components": [ + "V,", + "S" + ], + "concentration": false, + "desc": "Uma criatura que você tocar recupera uma quantidade de pontos de vida igual a 1d8 + seu modificador de habilidade de conjuração. Essa magia não produz efeito em mortos-vivos ou constructos.", + "duration": "Instantânea", + "higher_level": "Se você conjurar essa magia usando um espaço de magia de 2° nível ou superior, a cura aumenta em 1d8 para cada nível do espaço acima do 1°.", + "id": 85, + "level": 1, + "locations": [ + { + "page": 234, + "sourcebook": "LDJ14" + } + ], + "name": "Curar Ferimentos", + "range": "Toque", + "ritual": false, + "school": "Evocação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Clérigo", + "Druida" + ], + "components": [ + "V,", + "S" + ], + "concentration": false, + "desc": "Uma onda de energia curativa emerge de um ponto, à sua escolha, dentro do alcance. Escolha até seis criaturas numa esfera de 9 metros de raio, centrada nesse ponto. Cada alvo recupera uma quantidade de pontos de vida igual a 3d8 + seu modificador de habilidade de conjuração. A magia não afeta mortos-vivos ou constructos.", + "duration": "Instantânea", + "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 6° nível ou superior, a cura aumenta em 1d8 para cada nível do espaço acima do 5°.", + "id": 218, + "level": 5, + "locations": [ + { + "page": 235, + "sourcebook": "LDJ14" + } + ], + "name": "Curar Ferimentos em Massa", + "range": "18 metros", + "ritual": false, + "school": "Evocação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Artífice", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Você conjura um cão de guarda fantasma em um espaço desocupado que você possa ver, dentro do alcance, que permanece pela duração, até você dissipa-lo com uma ação ou até você se mover para mais de 30 metros dele.\nO cão é invisível para todas as criaturas, exceto para você, e não pode ser ferido. Quando uma criatura Pequena ou maior se aproximar a 9 metros sem, primeiramente, falar a senha que você especifica quando conjura a magia, o cão começa a latir muito alto. O cão vê criaturas invisíveis e pode ver no Plano Etéreo. Ele ignora ilusões.\nNo começo de cada um dos seus turnos, o cão tenta morder uma criatura a 1,5 metro dele que seja hostil a você. O bônus de ataque do cão é igual ao seu modificador de habilidade de conjuração + seu bônus de proficiência. Se atingir, ele causa 4d8 de dano perfurante.", + "duration": "8 horas", + "higher_level": "", + "id": 236, + "level": 4, + "locations": [ + { + "page": 224, + "sourcebook": "LDJ14" + } + ], + "material": "Um minúsculo apito de prata, um pedaço de osso e um fio", + "name": "Cão Fiel de Mordenkainen", + "range": "9 metros", + "ritual": false, + "school": "Conjuração" + }, + { + "casting_time": "1 minuto", + "classes": [ + "Clérigo", + "Paladino", + "Bruxo", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Você cria um cilindro de energia mágica de 3 metros de raio por 6 metros de altura, centrado num ponto no solo que você possa ver, dentro do alcance. Runas brilhantes aparecem toda vez que o cilindro toca o chão ou outra superfície.\nEscolha um ou mais dos tipos de criaturas seguintes: celestiais, corruptores, elementais, fadas ou mortos-vivos. O círculo afeta uma criatura do tipo escolhido das seguintes maneiras:\n\u2022 A criatura não consegue entrar no cilindro voluntariamente por meios não-mágicos. Se a criatura tentar usar teletransporte ou viagem interplanar para fazê-lo, ela deve, primeiro, ser bem sucedida num teste de resistência de Carisma.\n\u2022 A criatura tem desvantagem nas jogadas de ataque contra alvos dentro do cilindro.\n\u2022 Alvos dentro do cilindro não podem ser enfeitiçados, amedrontados ou possuídos pela criatura.\nQuando você conjurar essa magia, você pode decidir que a mágica dela opere na direção reversa, prevenindo que uma criatura de um tipo especifico saia do cilindro e protegendo os alvos fora dele.", + "duration": "1 hora", + "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 4° nível ou superior, a duração aumenta em 1 hora para cada nível do espaço acima do 3°.", + "id": 212, + "level": 3, + "locations": [ + { + "page": 225, + "sourcebook": "LDJ14" + } + ], + "material": "Água benta ou pó de prata e ferro valendo, no mínimo, 100 po, consumidos pela magia", + "name": "Círculo Mágico", + "range": "3 metros", + "ritual": false, + "school": "Abjuração" + }, + { + "casting_time": "1 ação", + "classes": [ + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Uma esfera de energia negativa ondula em um raio de 18 metros de um ponto ao alcance. Cada criatura na área deve realizar um teste de resistência de Constituição. Um alvo sofre 8d6 de dano necrótico se falhar no seu teste de resistência, ou metade desse dano se passar.", + "duration": "Instantânea", + "higher_level": "Se você conjurar essa magia usando um espaço de magia de 7° nível ou superior, o dano aumenta em 2d6 para cada nível do espaço acima do 6°.", + "id": 48, + "level": 6, + "locations": [ + { + "page": 225, + "sourcebook": "LDJ14" + } + ], + "material": "O pó de uma pérola negra esmagada valendo, no mínimo, 500 po", + "name": "Círculo da Morte", + "range": "45 metros", + "ritual": false, + "school": "Necromancia" + }, + { + "casting_time": "1 ação", + "classes": [ + "Paladino" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "Energia divina irradia de você, distorcendo e espalhando energia mágica a até 9 metros de você. Até a magia acabar, a esfera se move com você, centrada em você. Pela duração, cada criatura amigável na área (incluindo você) tem vantagem em testes de resistência contra magias e outros efeitos mágicos. Além disso, quando uma criatura afetada for bem sucedida num teste de resistência contra uma magia ou efeito mágico realizado para sofrer apenas metade do dano, ao invés disso, ela não sofrerá dano nenhum se passar na resistência.", + "duration": "Até 10 minutos", + "higher_level": "", + "id": 49, + "level": 5, + "locations": [ + { + "page": 225, + "sourcebook": "LDJ14" + } + ], + "name": "Círculo de Poder", + "range": "Pessoal (9 metros de raio)", + "ritual": false, + "school": "Abjuração" + }, + { + "casting_time": "1 minuto", + "classes": [ + "Bardo", + "Feiticeiro", + "Mago" + ], + "components": [ + "V,", + "M" + ], + "concentration": false, + "desc": "À medida que você conjura essa magia, você desenha um círculo de 3 metros de diâmetro no chão, inscrevendo selos que conectam sua localização a um círculo de teletransporte permanente, à sua escolha, cuja sequência de selos você conheça e esteja no mesmo plano de existência que você. Um portal cintilante se abre dentro do círculo que você desenhou e permanece aberto até o final do seu próximo turno. Qualquer criatura que entrar no portal, instantaneamente, aparecerá a 1,5 metro do círculo de destino ou no espaço desocupado mais próximo, se o espaço estiver ocupado.\nMuitos templos principais, guildas e outros locais importantes possuem círculos de teletransporte permanentes inscritos em algum lugar dos seus confins. Cada círculo desse inclui uma sequência única de selos – uma sequência de runas mágicas dispostas em um padrão específico. Quando você adquire a capacidade de conjurar essa magia pela primeira vez, você aprende a sequência de selos de dois destinos no Plano Material, determinadas pelo Mestre. Você pode aprender sequências de selos adicionais durante suas aventuras. Você pode consignar uma nova sequência de selos a memória após estuda-la por 1 minuto.\nVocê pode criar um círculo de teletransporte permanente ao conjurar essa magia no mesmo local a cada dia por um ano. Você não precisa usar o círculo para se teletransportar quando você conjurar a magia desse modo.", + "duration": "1 rodada", + "higher_level": "", + "id": 327, + "level": 5, + "locations": [ + { + "page": 225, + "sourcebook": "LDJ14" + } + ], + "material": "Giz e tintas raros infundidos com pedras preciosas no valor de 50 po, consumidos pela magia", + "name": "Círculo de Teletransporte", + "range": "3 metros", + "ritual": false, + "school": "Conjuração", + "tce_expanded_classes": [ + "Bruxo" + ] + }, + { + "casting_time": "1 ação", + "classes": [ + "Druida" + ], + "components": [ + "V,", + "S" + ], + "concentration": true, + "desc": "Uma barreira cintilante se estende de você até 3 metros de raio, e se move com você, permanecendo centrada em você e restringindo criaturas diferentes de mortos-vivos e constructos. A barreira mantem-se pela duração.\nA barreira previna uma criatura afetada de atravessa- la ou alcançar através dela. Uma criatura afetada pode conjurar magias ou realizar ataques à distância ou ataques com armas de haste através da barreira.\nSe você se mover forçando uma criatura afetada a atravessar a barreira, a magia termina.", + "duration": "Até 1 hora", + "higher_level": "", + "id": 10, + "level": 5, + "locations": [ + { + "page": 234, + "sourcebook": "LDJ14" + } + ], + "name": "Cúpula Antivida", + "range": "Pessoal (3 metros de raio)", + "ritual": false, + "school": "Abjuração" + }, + { + "casting_time": "1 ação", + "classes": [ + "Bardo", + "Mago" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "Escolha uma criatura que você possa ver, dentro do alcance. O alvo começa a dançar comicamente no lugar: rodopiando, batendo os pés e saltitando pela duração. As criaturas que não podem ser enfeitiçadas são imunes a essa magia.\nUma criatura dançando deve usar todo o seu movimento para dançar sem abandonar seu espaço e tem desvantagem nos testes de resistência de Destreza e nas jogadas de ataque. Enquanto o alvo estiver sob efeito dessa magia, as outras criaturas terão vantagem nas jogadas de ataque contra ele. Com uma ação, uma criatura dançando pode realizar um teste de resistência de Sabedoria para recuperar controle sobre si mesmo. Num sucesso na resistência, a magia acaba.", + "duration": "Até 1 minuto", + "higher_level": "", + "id": 245, + "level": 6, + "locations": [ + { + "page": 235, + "sourcebook": "LDJ14" + } + ], + "name": "Dança Irresistível de Otto", + "range": "9 metros", + "ritual": false, + "school": "Encantamento" + }, + { + "casting_time": "1 ação", + "classes": [ + "Bruxo", + "Mago" + ], + "components": [ + "V", + ",", + "S" + ], + "concentration": true, + "desc": "Fios de poder sombrio pulam de seus dedos para perfurar até cinco cadáveres pe quenos ou médios que você pode ver dentro de alcance. Cada cadáver imediatamente se levanta e se torna morto-vivo. Você decide se é um zumbi ou um esqueleto (as estatísticas para zumbis e esqueletos estão no Manual dos Monstros), e ele ganha um bônus em suas rolagens de ataque e dano igual ao seu modificador de habilidade de conjuração.\nVocê pode usar uma ação de bônus p ara controlar mentalmente as criaturas que você cria com essa magia, emitindo o mesmo comando para todas elas. Para receber o comando, uma criatura deve estar dentro de 18 metros de você. Você decide que ação as criaturas tomarão e para onde elas se moverão durante seu próximo turno, ou você pode emitir um comando geral, tal qual para protegerem uma càmara ou passagem contra seus inimigos. Se você não emitir nenhum comando, as criaturas não fazem nada, exceto se defender contra criaturas hostis. Uma vez dada uma ordem as criaturas continuam a segui-la até completar a tarefa.\nAs criaturas estão sob seu controle até a magia terminar, dep ois do que elas se tornam inanimadas mais uma vez.", + "duration": "Até 1 hora", + "higher_level": "Em Níveis Superiores. Quando você conj ura essa magia usando um espaço de magia de 6o nível ou superior, você anima até 2 cadáveres adicionais para cara nível espaç o do magia acima do 5°.", + "id": 378, + "level": 5, + "locations": [ + { + "page": 154, + "sourcebook": "GXTC" + } + ], + "name": "Dança Macabra", + "range": "18 metros", + "ritual": false, + "school": "Necromancia" + }, + { + "casting_time": "1 ação", + "classes": [ + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V,", + "S" + ], + "concentration": false, + "desc": "Você envia energia negativa na direção de uma criatura que você possa ver, dentro do alcance, causando dores severas nela. O alvo deve realizar um teste de resistência de Constituição. Ele sofre 7d8 + 30 de dano necrótico se falhar na resistência, ou metade desse dano se obtiver sucesso.\nUm humanoide morto por essa magia, se ergue no início do seu próximo turno como um zumbi que está permanentemente sob seu controle, seguindo suas ordens verbais da melhor forma possível.", + "duration": "Instantânea", + "higher_level": "", + "id": 136, + "level": 7, + "locations": [ + { + "page": 235, + "sourcebook": "LDJ14" + } + ], + "name": "Dedo da Morte", + "range": "18 metros", + "ritual": false, + "school": "Necromancia" + }, + { + "casting_time": "1 ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V" + ], + "concentration": false, + "desc": "Desejo é a magia mais poderosa que uma criatura mortal pode conjurar. Apenas ao falar em voz alta, você pode alterar os próprios fundamentos da realidade, de acordo com seus desejos.\nO uso básico dessa magia é de copiar qualquer magia de 8° nível ou inferior. Você não precisa atender a qualquer pré-requisito da magia copiada, incluindo os componentes dispendiosos. A magia simplesmente acontece.\nAlternativamente, você pode criar um dos seguintes efeitos, à sua escolha:\n\u2022 Você cria um objeto no valor de até 25.000 po, que não seja mágico. O objeto não pode ter dimensões maiores que 90 metros e ele aparece em um espaço desocupado que você possa ver, no chão.\n\u2022 Você permite que até doze criaturas que você possa ver, recuperem todos os seus pontos de vida e você acaba com todos os efeitos descritos na magia restauração maior.\n\u2022 Você concede a até dez criaturas que você possa ver, resistência a um tipo de dano, à sua escolha.\n\u2022 Você concede a até dez criaturas que você possa ver, imunidade a uma única magia ou outro efeito mágico por 8 horas. Por exemplo, você poderia deixar você e todos os seus companheiros imunes ao ataque de dreno de vida de um lich.\n\u2022 Você desfaz um único evento recente forçando uma nova jogada de qualquer jogada feita na última rodada (incluindo seu último turno). A realidade remodela-se para acomodar o novo resultado. Por exemplo, uma magia desejo poderia desfazer o teste de resistência bem sucedido de um oponente, um acerto crítico de um inimigo ou o teste de resistência fracassado de um amigo. Você pode forçar que a nova jogada seja feita com vantagem ou desvantagem e você pode escolher se irá usar o resultado da nova jogada ou da jogada original.\nVocê é capaz de fazer coisas além do alcance dos exemplos acima. Apresente seu desejo ao Mestre o mais precisamente possível. O Mestre tem grande amplitude em definir o que ocorre em tais circunstâncias; quanto maior o desejo, maior será a possibilidade de que algo dê errado. Essa magia pode simplesmente falhar, o efeito do seu desejo pode ser apenas parcialmente atendido ou você pode sofrer consequências imprevistas como resultado da forma que você formulou o desejo. Por exemplo, desejar que um vilão esteja morto pode impulsionar você para um período no tempo em que o vilão não esteja mais vivo, efetivamente removendo você do jogo. Similarmente, desejar um item mágico lendário ou um artefato poderia, instantaneamente, transportar você para a presença do dono atual do item.\nO estresse da conjuração dessa magia para produzir qualquer efeito diferente de copiar outra magia enfraquece você. Após enfrentar esse estresse, a cada vez que você conjurar uma magia, antes de terminar um descanso longo, você sofrerá 1d10 de dano necrótico por nível da magia. Esse dano não pode ser reduzido ou prevenido de forma alguma. Além disso, sua Força cai para 3, se ela já não for 3 ou inferior, por 2d4 dias. Para cada dia desses que você permanecer descansando e não fizer nada além de atividades leves, seu tempo de recuperação é reduzido em 2 dias. Finalmente, existe 33 por cento de chance de você se tornar incapaz de conjurar desejo novamente se você sofrer esse estresse.", + "duration": "Instantânea", + "higher_level": "", + "id": 357, + "level": 9, + "locations": [ + { + "page": 235, + "sourcebook": "LDJ14" + } + ], + "name": "Desejo", + "range": "Pessoal", + "ritual": false, + "school": "Conjuração" + }, + { + "casting_time": "1 ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Um fino raio esverdeado é lançado da ponta do seu dedo em um alvo que você possa ver dentro do alcance. O alvo pode ser uma criatura, um objeto ou uma criação de energia mágica, como uma muralha criada por muralha de energia.\nUma criatura afetada por essa magia deve realizar um teste de resistência de Destreza. Se falhar na resistência, o alvo sofrerá 10d6 + 40 de dano de energia. Se esse dano reduzir os pontos de vida do alvo a 0, ele será desintegrado.\nUma criatura desintegrada e tudo que ela está vestindo ou carregando, exceto itens mágicos, são reduzidos a uma pilha de um fino pó acinzentado. A criatura só pode ser trazida de volta a vida por meio das magias ressurreição verdadeira ou desejo.\nEssa magia desintegra, automaticamente, um objeto não-mágico Grande ou menor ou uma criação de energia mágica. Se o alvo for um objeto ou criação de energia Enorme ou maior, a magia desintegra uma porção de 3 metros cúbicos dele. Um item mágico não pode ser afetado por essa magia.", + "duration": "Instantânea", + "higher_level": "Se você conjurar essa magia usando um espaço de magia de 7° nível ou superior, o dano aumenta em 3d6 para cada nível do espaço acima do 6°.", + "id": 100, + "level": 6, + "locations": [ + { + "page": 236, + "sourcebook": "LDJ14" + } + ], + "material": "Um ímã e uma pitada de poeira", + "name": "Desintegrar", + "range": "18 metros", + "ritual": false, + "school": "Transmutação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Um alto som estridente, dolorosamente intenso, emerge de um ponto, à sua escolha, dentro do alcance. Cada criatura, numa esfera de 3 metros de raio, centrada no ponto deve fazer um teste de resistência de Constituição. Uma criatura sofre 3d8 de dano trovejante se falhar na resistência ou metade desse dano se obtiver sucesso. Uma criatura feita de material inorgânico como pedra, cristal ou metal, tem desvantagem nesse teste de resistência.\nUm objeto não-mágico que não esteja sendo vestido ou carregado, também sofre o dano, se estiver na área da magia.", + "duration": "Instantânea", + "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 3° nível ou superior, o dano aumenta em 1d8 para cada nível do espaço acima do 2°.", + "id": 294, + "level": 2, + "locations": [ + { + "page": 236, + "sourcebook": "LDJ14" + } + ], + "material": "Uma lasca de mica", + "name": "Despedaçar", + "range": "18 metros", + "ritual": false, + "school": "Evocação" + }, + { + "casting_time": "8 horas", + "classes": [ + "Bardo", + "Druida" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Depois de gastar o tempo de conjuração traçando runas mágicas com uma gema preciosa, você toca uma besta ou planta Enorme ou menor. O alvo deve ter ou um valor de Inteligência nulo, ou Inteligência 3 ou menor. O alvo ganha Inteligência 10. O alvo também ganha a capacidade de falar um idioma que você conheça. Se o alvo for uma planta, ela ganha a habilidade de mover seus membros, raízes, vinhas, trepadeiras e assim por diante, e ganha sentidos similares ao de um humano. Seu Mestre escolhe as estatísticas apropriadas para o arbusto desperto ou árvore desperta.\nA besta ou planta desperta estará enfeitiçada por você por 30 dias ou até você ou seus companheiros fazerem qualquer coisa nociva contra ela. Quando a condição enfeitiçado terminar, a criatura desperta pode escolher permanecer amigável a você, baseado em como ela foi tratada enquanto estava enfeitiçada.", + "duration": "Instantânea", + "higher_level": "", + "id": 23, + "level": 5, + "locations": [ + { + "page": 236, + "sourcebook": "LDJ14" + } + ], + "material": "Uma ágata valendo, no mínimo, 1.000 po que será consumida pela magia", + "name": "Despertar", + "range": "Toque", + "ritual": false, + "school": "Transmutação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Bardo", + "Mago" + ], + "components": [ + "S" + ], + "concentration": true, + "desc": "Você fica invisível ao mesmo tempo que uma cópia ilusória sua aparece onde você estava. A cópia permanece pela duração, mas a invisibilidade acaba se você atacar ou conjurar uma magia.\nVocê pode usar sua ação para mover a cópia ilusória até o dobro do seu deslocamento e fazê-la gesticular, falar e se comportar da forma que você quiser.\nVocê pode ver através dos olhos e ouvir através dos ouvidos da cópia como se você estivesse localizado onde ela está. Em cada um dos seus turnos, com uma ação bônus, você pode trocar o uso dos sentidos dela pelo seu ou voltar novamente. Enquanto você está usando os sentidos dela, você fica cego e surdo ao que está a sua volta.", + "duration": "Até 1 hora", + "higher_level": "", + "id": 232, + "level": 5, + "locations": [ + { + "page": 236, + "sourcebook": "LDJ14" + } + ], + "name": "Despistar", + "range": "Pessoal", + "ritual": false, + "school": "Ilusão", + "tce_expanded_classes": [ + "Bruxo" + ] + }, + { + "casting_time": "1 ação bônus", + "classes": [ + "Paladino" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "Da próxima vez que você atingir uma criatura com um ataque com arma, antes do fim da magia, seu ataque crepita com energia e o ataque causa 5d6 de dano de energia extra ao alvo. Além disso, se esse ataque reduzir o alvo a 50 pontos de vida ou menos, você a bane. Se o alvo for nativo de um plano de existência diferente do que você está, o alvo desaparece, retornando ao seu plano natal. Se o alvo for nativo do plano que você está, a criatura é enviada para um semiplano inofensivo. Enquanto estiver lá, a criatura estará incapacitada. Ela permanece lá até a magia acabar, a partir desse ponto, o alvo reaparece no espaço em que ela deixou ou no espaço desocupado mais próximo, se o espaço dela estiver ocupado.", + "duration": "Até 1 minuto", + "higher_level": "", + "id": 25, + "level": 5, + "locations": [ + { + "page": 236, + "sourcebook": "LDJ14" + } + ], + "name": "Destruição Banidora", + "range": "Pessoal", + "ritual": false, + "school": "Abjuração" + }, + { + "casting_time": "1 ação bônus", + "classes": [ + "Paladino" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "Da próxima vez que você atingir uma criatura com um ataque com arma, antes do fim da magia, sua arma emite uma luz intensa, e o ataque causa 3d8 de dano radiante extra ao alvo. Além disso, o alvo deve ser bem sucedido num teste de resistência de Constituição ou ficará cego até a magia acabar.\nUma criatura cega por essa magia realiza outro teste de resistência de Constituição no final de cada um dos turnos dela. Se obtiver sucesso, não estará mais cega.", + "duration": "Até 1 minuto", + "higher_level": "", + "id": 36, + "level": 3, + "locations": [ + { + "page": 237, + "sourcebook": "LDJ14" + } + ], + "name": "Destruição Cegante", + "range": "Pessoal", + "ritual": false, + "school": "Evocação" + }, + { + "casting_time": "1 ação bônus", + "classes": [ + "Paladino" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "Da próxima vez que você atingir com um ataque corpo-a- corpo com arma enquanto essa magia durar, seu ataque causará 1d6 de dano psíquico extra. Além disso, se o alvo for uma criatura, ele deve realizar um teste de resistência de Sabedoria ou ficará amedrontado por você até a magia acabar. Com uma ação, a criatura pode realizar um teste de resistência de Sabedoria contra a CD da magia para se manter resoluto e terminar a magia.", + "duration": "Até 1 minuto", + "higher_level": "", + "id": 360, + "level": 1, + "locations": [ + { + "page": 237, + "sourcebook": "LDJ14" + } + ], + "name": "Destruição Colérica", + "range": "Pessoal", + "ritual": false, + "school": "Evocação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Artífice", + "Druida", + "Bruxo", + "Mago" + ], + "components": [ + "V,", + "S" + ], + "concentration": true, + "desc": "Escolha uma criatura que você possa ver, dentro do alcance, e escolha um dos tipos de dano a seguir: ácido, frio, fogo, elétrico ou trovejante. O alvo deve ser bem sucedido em um teste de resistência de Constituição ou será afetado pela magia pela duração dela. Da primeira vez, a cada turno, que o alvo sofrer dano do tip o escolhido, ele sofre 2d6 de dano extra do mesmo tipo. Além disso, o alvo perde qualquer resistência a esse tipo de dano até a magia acabar.", + "duration": "Até 1 minuto", + "higher_level": "Em Níveis Superiores. Quando você conj ura essa magia usando um espaç o de magia de 5° nível ou superior, você pode afetar uma criatura adicional para cada nível do espaço acima do 4°. As criaturas devem estar a até 9 metros entre si quando você as escolher.", + "id": 385, + "level": 4, + "locations": [ + { + "page": 154, + "sourcebook": "GXTC" + } + ], + "name": "Destruição Elemental", + "range": "27 metros", + "ritual": false, + "school": "Transmutação" + }, + { + "casting_time": "1 ação bônus", + "classes": [ + "Paladino" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "Da próxima vez que você atingir uma criatura com um ataque corpo-a-corpo com arma, antes do fim da magia, sua arma penetra tanto no corpo quanto na mente e o ataque causa 4d6 de dano psíquico adicional ao alvo. O alvo deve realizar um teste de resistência de Sabedoria. Se falhar na resistência, ele terá desvantagem nas jogadas de ataque e testes de habilidade e não poderá efetuar reações até o final do próximo turno dele.", + "duration": "Até 1 minuto", + "higher_level": "", + "id": 313, + "level": 4, + "locations": [ + { + "page": 237, + "sourcebook": "LDJ14" + } + ], + "name": "Destruição Estonteante", + "range": "Pessoal", + "ritual": false, + "school": "Evocação" + }, + { + "casting_time": "1 ação bônus", + "classes": [ + "Paladino" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "Da próxima vez que você atingir uma criatura com um ataque corpo-a-corpo com arma enquanto essa magia durar, sua arma flameja com intensas chamas brancas e o ataque causa 1d6 de dano de fogo extra ao alvo, fazendo-o incendiar pelas chamas. No início de cada turno dele, até a arma acabar, o alvo deve realizar um teste de resistência de Constituição. Se falhar na resistência, ele sofre 1d6 de dano de fogo. Se passar na resistência, a magia acaba. Se o alvo ou uma criatura a 1,5 metro dele usar uma ação para apagar as chamas ou se algum outro efeito extinguir as chamas (como submergir o alvo em água), a magia acaba.", + "duration": "Até 1 minuto", + "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 2° nível ou superior, o dano extra inicial causado por esse ataque aumenta em 1d6 para cada nível do espaço acima do 1°.", + "id": 288, + "level": 1, + "locations": [ + { + "page": 237, + "sourcebook": "LDJ14" + } + ], + "name": "Destruição Lancinante", + "range": "Pessoal", + "ritual": false, + "school": "Evocação", + "tce_expanded_classes": [ + "Patrulheiro" + ] + }, + { + "casting_time": "1 ação bônus", + "classes": [ + "Paladino" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "Da primeira vez que você atingir um ataque corpo-a-corpo com arma enquanto essa magia durar, sua arma é rodeada por trovões que são audíveis a até 90 metros de você e o ataque causa 2d6 de dano trovejante extra no alvo. Além disso, se o alvo for uma criatura, ele deve ser bem sucedido num teste de resistência de Força ou será empurrado 3 metros para longe de você e cairá no chão.", + "duration": "Até 1 minuto", + "higher_level": "", + "id": 331, + "level": 1, + "locations": [ + { + "page": 237, + "sourcebook": "LDJ14" + } + ], + "name": "Destruição Trovejante", + "range": "Pessoal", + "ritual": false, + "school": "Evocação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Artífice", + "Bardo", + "Clérigo", + "Druida", + "Paladino", + "Patrulheiro", + "Feiticeiro", + "Mago" + ], + "components": [ + "V,", + "S" + ], + "concentration": true, + "desc": "Pela duração, você sente a presença de magia a até 9 metros de você. Se você sentir magia dessa forma, você pode usar sua ação para ver uma aura suave em volta de qualquer criatura ou objeto visível, na área que carrega magia, e você descobre a escolha de magia, se houver uma.\nA magia pode penetrar a maioria das barreiras, mas é bloqueada por 30 centímetros de rocha, 2,5 centímetros de metal comum, uma fina camada de chumbo, ou 90 centímetros de madeira ou terra.", + "duration": "Até 10 minutos", + "higher_level": "", + "id": 95, + "level": 1, + "locations": [ + { + "page": 237, + "sourcebook": "LDJ14" + } + ], + "name": "Detectar Magia", + "range": "Pessoal", + "ritual": true, + "school": "Adivinhação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": true, + "desc": "Pela duração, você pode ler os pensamentos de certas criaturas. Quando você conjura essa magia e, com sua ação a cada turno até o fim da magia, você pode focar sua mente em qualquer criatura que você puder ver a até 9 metros de você. Se a criatura escolhida possuir Inteligência 3 ou inferior ou não falar nenhum tipo de idioma, a criatura não poderá ser afetada.\nVocê, inicialmente, descobre os pensamentos superficiais da criatura – o que está mais presente na sua mente no momento. Com uma ação, você pode tanto mudar sua atenção para os pensamentos de outra criatura, como tentar sondar mais profundamente na mente da mesma criatura. Se você resolver sondar profundamente, a criatura deve realizar um teste de resistência de Sabedoria. Se falhar, você ganha ciência do seu raciocínio (se possuir), seu estado emocional e algo que tome grande parte da sua mente (como algo que ele se preocupe, amores ou ódios). Se ele for bem sucedido, a magia termina. Em ambas situações, o alvo saberá que você está sondando a mente dele e, a não ser que você mude sua atenção para os pensamentos de outra criatura, a criatura pode usar a ação dela, no turno dela, para realizar um teste de Inteligência resistido por seu teste de Inteligência; se ela for bem sucedida, a magia termina.\nPerguntas feitas diretamente para a criatura alvo, normalmente moldarão o curso dos seus pensamentos, portanto, essa magia é particularmente eficiente como parte de um interrogatório.\nVocê pode, também, usar essa magia para detectar a presença que criaturas pensantes que você não possa ver. Quando você conjura essa magia ou, com sua ação enquanto ela durar, você pode procurar por pensamentos a até 9 metros de você. A magia pode penetrar a maioria das barreiras, mas é bloqueada por 30 centímetros de rocha, 2,5 centímetros de metal comum, uma fina camada de chumbo, ou 90 centímetros de madeira ou terra. Você não pode detectar uma criatura com Inteligência 3 ou inferior ou uma que não fale qualquer idioma.\nUma vez que você tenha detectado a presença de uma criatura dessa forma, você pode ler os pensamentos dela pelo resto da duração, como descrito acima, mesmo que você não possa vê-la, mas ela ainda precisa estar dentro do alcance.", + "duration": "Até 1 minuto", + "higher_level": "", + "id": 97, + "level": 2, + "locations": [ + { + "page": 237, + "sourcebook": "LDJ14" + } + ], + "material": "Um pedaço de cobre", + "name": "Detectar Pensamentos", + "range": "Pessoal", + "ritual": false, + "school": "Adivinhação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Clérigo", + "Druida", + "Paladino", + "Patrulheiro" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": true, + "desc": "Pela duração, você sente a presença e localização de venenos, criaturas venenosas e doenças a até 9 metros de você. Você também identifica o tipo de veneno, criatura venenosa ou doença em cada caso.\nA magia pode penetrar a maioria das barreiras, mas é bloqueada por 30 centímetros de rocha, 2,5 centímetros de metal comum, uma fina camada de chumbo, ou 90 centímetros de madeira ou terra.", + "duration": "Até 10 minutos", + "higher_level": "", + "id": 96, + "level": 1, + "locations": [ + { + "page": 238, + "sourcebook": "LDJ14" + } + ], + "material": "Uma folha de teixo", + "name": "Detectar Veneno e Doença", + "range": "Pessoal", + "ritual": true, + "school": "Adivinhação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Clérigo", + "Paladino" + ], + "components": [ + "V,", + "S" + ], + "concentration": true, + "desc": "Pela duração, você sabe se existe uma aberração, celestial, corruptor, elemental, fada ou morto-vivo, a até 9 metros de você, assim como onde a criatura está localizada. Similarmente, você sabe se existe um local ou objeto, a até 9 metros de você, que tenha sido consagrado ou profanado magicamente.\nA magia pode penetrar a maioria das barreiras, mas é bloqueada por 30 centímetros de rocha, 2,5 centímetros de metal comum, uma fina camada de chumbo, ou 90 centímetros de madeira ou terra.", + "duration": "Até 10 minutos", + "higher_level": "", + "id": 94, + "level": 1, + "locations": [ + { + "page": 237, + "sourcebook": "LDJ14" + } + ], + "name": "Detectar o Bem e Mal", + "range": "Pessoal", + "ritual": false, + "school": "Adivinhação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Druida", + "Feiticeiro", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": true, + "desc": "Escolha um cubo de ar de 1,5 metro desocu pado que você possa ver, dentro do alcance. Uma força elemental que se parece com um diabo da poeira aparece no cubo e permanece pela duração da magia. Qualquer criatura que terminar seu turno a até 1,5 metro do diabo da poeira deve realizar um teste de resistência de Força. Se falhar na resistênci a criatura sofre 1d8 de dano de concussão e empurrada 3 metros de distância. Se obtive sucesso a criaturas sofre metade do dano e não ê empurrada.\nCom uma ação bônus, você pode mover diabo da poeira a é 9 metros ui qualquer direção. Se o diabo da poeira se mover sobre areia, poeira, terra solta ou cascalho, ele suga o material e forma uma nuvem de 3 metros de raio de detritos envolta de si que dura até o início do seu próximo turno. A nuvem na área é de escuridão densa.\nEm Niveis Superiores. Quando você conjura essa magia usando um espaço de magia de 3° nível ou superior, o dano aumenta em 1d8 para cada nível do espaço acima do 2°.", + "duration": "Até 1 minutos", + "higher_level": "", + "id": 382, + "level": 2, + "locations": [ + { + "page": 154, + "sourcebook": "GXTC" + } + ], + "material": "Um punhado de pó", + "name": "Diabo da Poeira", + "range": "18 metros", + "ritual": false, + "school": "Conjuração" + }, + { + "casting_time": "1 ação", + "classes": [ + "Bardo", + "Patrulheiro", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Pela duração, você esconde um alvo que você tocar de magias de adivinhação. O alvo pode ser uma criatura voluntária, um local ou um objeto com não mais de 3 metros em qualquer dimensão. O alvo não pode ser alvo de magias de adivinhação ou percebido através de sensores mágicos de vidência.", + "duration": "8 horas", + "higher_level": "", + "id": 241, + "level": 3, + "locations": [ + { + "page": 238, + "sourcebook": "LDJ14" + } + ], + "material": "Um pouco de pó de diamante valendo 25 po polvilhado sobre o alvo, consumido pela magia", + "name": "Dificultar Detecção", + "range": "Toque", + "ritual": false, + "school": "Abjuração" + }, + { + "casting_time": "1 ação", + "classes": [ + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Essa magia cria um plano horizontal, circular de energia de 90 cm de diâmetro por 2,5 cm de espessura, que flutua 90 centímetros acima do chão em um espaço desocupado, à sua escolha, que você possa ver dentro do alcance. O disco permanece pela duração e pode suportar até 250 quilos. Se mais peso for colocado nele, a magia termina, e tudo em cima do disco cai no chão.\nO disco é imóvel enquanto você estiver a até 6 metros dele. Se você se afastar a mais de 6 metros dele, o disco seguirá você, mantendo-se a 6 metros de você. Ele pode atravessar terreno irregular, subir ou descer escadas, encostas e similares, mas ele não pode atravessar mudanças de elevação de 3 metros ou mais. Por exemplo, o disco não pode atravessar um fosso de 3 metros de profundidade nem poderia sair de tal fosso se tivesse sido criado no fundo dele.\nSe você se afastar mais de 30 metros do disco (tipicamente por ele não poder rodear um obstáculo para seguir você), a magia acaba.", + "duration": "1 hora", + "higher_level": "", + "id": 328, + "level": 1, + "locations": [ + { + "page": 238, + "sourcebook": "LDJ14" + } + ], + "material": "Uma gota de mercúrio", + "name": "Disco Flutuante de Tenser", + "range": "9 metros", + "ritual": true, + "school": "Conjuração" + }, + { + "casting_time": "1 ação", + "classes": [ + "Artífice", + "Bardo", + "Feiticeiro", + "Mago" + ], + "components": [ + "V,", + "S" + ], + "concentration": false, + "desc": "Você faz com que você mesmo – incluindo suas roupas, armadura, armas e outros pertences no seu personagem – pareça diferente até a magia acabar ou até você usar sua ação para dispensa-la. Você pode se parecer 30 centímetros mais baixo ou mais alto, e pode parecer magro, gordo ou entre ambos. Você não pode mudar o tipo do seu corpo, portanto, você deve adotar uma forma que tenha a mesma disposição básica de membros. No mais, a extensão da sua ilusão cabe a você.\nAs mudanças criadas por essa magia não conseguem se sustentar perante uma inspeção física. Por exemplo, se você usar essa magia para adicionar um chapéu ao seu visual, objetos que passarem pelo chapéu e qualquer um que tocá-lo não sentirá nada ou sentirá sua cabeça e cabelo. Se você usar essa magia para aparentar ser mais magro do que é, a mão de alguém que a erguer para tocar em você, irá esbarrar em você enquanto ainda está, aparentemente, está no ar.\nPara perceber que você está disfarçado, uma criatura pode usar a ação dela para inspecionar sua aparência e deve ser bem sucedida em um teste de Inteligência (Investigação) contra a CD da sua magia.", + "duration": "1 hora", + "higher_level": "", + "id": 99, + "level": 1, + "locations": [ + { + "page": 238, + "sourcebook": "LDJ14" + } + ], + "name": "Disfarçar-se", + "range": "Pessoal", + "ritual": false, + "school": "Ilusão" + }, + { + "casting_time": "1 ação", + "classes": [ + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V" + ], + "concentration": false, + "desc": "O ar vibra em torno de até cinco criaturas de sua escolha que você pode ver dentro do alcance. Uma criatura relutante deve ter sucesso em um teste de resistência de Sabedoria para resistir essa magia. Você teleporta cada alvo afetado para um espaço desocupado que você pode ver dentro de 36 metros de você. Es se espaço deve estar no chão.", + "duration": "Instantânea", + "higher_level": "", + "id": 424, + "level": 6, + "locations": [ + { + "page": 155, + "sourcebook": "GXTC" + } + ], + "name": "Dispersão", + "range": "9 metros", + "ritual": false, + "school": "Conjuração" + }, + { + "casting_time": "1 ação", + "classes": [ + "Artífice", + "Bardo", + "Clérigo", + "Druida", + "Paladino", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V,", + "S" + ], + "concentration": false, + "desc": "Escolha uma criatura, objeto ou efeito mágico dentro do alcance. Qualquer magia de 3° nível ou inferior no alvo, termina. Para cada magia de 4° nível ou superior no alvo, realize um teste de habilidade usando sua habilidade de conjuração. A CD é igual a 10 + o nível da magia. Se obtiver sucesso, a magia termina.", + "duration": "Instantânea", + "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 4° nível ou superior, você dissipa automaticamente os efeitos de magias no alvo se o nível da magia for igual ou inferior ao nível do espaço de magia que você usar.", + "id": 102, + "level": 3, + "locations": [ + { + "page": 238, + "sourcebook": "LDJ14" + } + ], + "name": "Dissipar Magia", + "range": "36 metros", + "ritual": false, + "school": "Abjuração" + }, + { + "casting_time": "1 ação", + "classes": [ + "Clérigo", + "Paladino" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": true, + "desc": "Energia cintilante envolve e protege você de fadas, mortos-vivos e criaturas originarias além do Plano Material. Pela duração, celestiais, corruptores, elementais, fadas e mortos-vivos tem desvantagem nas jogadas de ataque contra você. Você pode terminar a magia prematuramente usando uma das funções especiais a seguir.\nCancelar Encantamento. Com sua ação, você toca uma criatura que você possa alcançar que esteja enfeitiçada, amedrontada ou possuída por um celestial, corruptor, elemental, fada ou morto-vivo. A criatura tocada não estará mais enfeitiçada, amedrontada ou possuída por tais criaturas.\nDemissão. Com sua ação, faça um ataque corpo-a- corpo com magia contra um celestial, corruptor, elemental, fada ou morto-vivo que você possa alcançar. Se atingir, você pode tentar guiar a criatura de volta ao seu plano natal. A criatura deve ser bem sucedida num teste de resistência de Carisma ou será enviada de volta ao seu plano natal (se já não for aqui). Se elas não estiverem em seus planos de origem, mortos-vivos serão enviados para Umbra e fadas serão enviadas para Faéria.", + "duration": "Até 1 minuto", + "higher_level": "", + "id": 101, + "level": 5, + "locations": [ + { + "page": 239, + "sourcebook": "LDJ14" + } + ], + "material": "Água benta ou pó de prata e ferro", + "name": "Dissipar o Bem e Mal", + "range": "Pessoal", + "ritual": false, + "school": "Abjuração" + }, + { + "casting_time": "1 ação", + "classes": [ + "Clérigo" + ], + "components": [ + "V,", + "S" + ], + "concentration": false, + "desc": "Você introduz uma doença virulenta em uma criatura que você puder ver, dentro do alcance. O alvo deve realizar um teste de resistência de Constituição. Se falhar na resistência, ele sofre 14d6 de dano necrótico ou metade desse dano se obtiver sucesso na resistência. O dano não pode reduzir os pontos de vida do alvo abaixo de 1. Se o alvo falhar no teste de resistência, seu máximo de pontos de vida é reduzidos por 1 hora em uma quantidade igual ao dano necrótico causado. Qualquer efeito que remova uma doença permitirá que o máximo de pontos de vida do alvo volte ao normal antes do período indicado.", + "duration": "Instantânea", + "higher_level": "", + "id": 173, + "level": 6, + "locations": [ + { + "page": 239, + "sourcebook": "LDJ14" + } + ], + "name": "Doença Plena", + "range": "18 metros", + "ritual": false, + "school": "Necromancia" + }, + { + "casting_time": "1 ação", + "classes": [ + "Druida", + "Feiticeiro" + ], + "components": [ + "V,", + "S" + ], + "concentration": true, + "desc": "Você tenta seduzir uma besta que você possa ver dentro do alcance. Ela deve ser bem sucedida num teste de resistência de Sabedoria ou ficará enfeitiçada por você pela duração. Se você ou criaturas amigáveis a você estiverem lutando com ela, ela terá vantagem no teste de resistência.\nEnquanto a besta estiver enfeitiçada, você terá uma ligação telepática com ela, contanto que ambos estejam no mesmo plano de existência. Você pode usar essa ligação telepática para emitir comandos para a criatura enquanto você estiver consciente (não requer uma ação), aos quais ela obedece da melhor forma possível. Você pode especificar um curso de ação simples e genérico, como “Ataque aquela criatura”, “Corra até ali”, ou “Traga aquele objeto”. Se a criatura completar a ordem e não receber direções posteriores de você, ela se defenderá e se auto preservará da melhor forma que puder.\nVocê pode usar sua ação para tomar controle total e preciso do alvo. Até o final do seu próximo turno, a criatura realiza apenas as ações que você escolher e não faz nada que você não permita que ela faça. Durante esse período, você também pode fazer com que a criatura use uma reação, mas isso requer que você usa sua própria reação também.\nCada vez que o alvo sofrer dano, ele realiza um novo teste de resistência de Sabedoria contra a magia. Se obtiver sucesso no teste de resistência, a magia termina.", + "duration": "Até 1 minuto", + "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 5° nível, a duração será concentração, até 10 minutos. Quando você usar um espaço de magia de 6° nível, a duração será concentração, até 1 hora. Quando você usar um espaço de magia de 7° nível, a duração será concentração, até 8 horas.", + "id": 107, + "level": 4, + "locations": [ + { + "page": 239, + "sourcebook": "LDJ14" + } + ], + "name": "Dominar Besta", + "range": "18 metros", + "ritual": false, + "school": "Encantamento", + "tce_expanded_classes": [ + "Patrulheiro" + ] + }, + { + "casting_time": "1 ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V,", + "S" + ], + "concentration": true, + "desc": "Você tenta seduzir uma criatura que você possa ver dentro do alcance. Ela deve ser bem sucedida num teste de resistência de Sabedoria ou ficará enfeitiçada por você pela duração. Se você ou criaturas amigáveis a você estiverem lutando com ela, ela terá vantagem no teste de resistência.\nEnquanto a criatura estiver enfeitiçada, você terá uma ligação telepática com ela, contanto que ambos estejam no mesmo plano de existência. Você pode usar essa ligação telepática para emitir comandos para a criatura enquanto você estiver consciente (não requer uma ação), aos quais ela obedece da melhor forma possível. Você pode especificar um curso de ação simples e genérico, como “Ataque aquela criatura”, “Corra até ali”, ou “Traga aquele objeto”. Se a criatura completar a ordem e não receber direções posteriores de você, ela se defenderá e se auto preservará da melhor forma que puder.\nVocê pode usar sua ação para tomar controle total e preciso do alvo. Até o final do seu próximo turno, a criatura realiza apenas as ações que você escolher e não faz nada que você não permita que ela faça. Durante esse período, você também pode fazer com que a criatura use uma reação, mas isso requer que você usa sua própria reação também.", + "duration": "Até 1 hora", + "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 9° nível, a duração será concentração, até 8 horas.", + "id": 108, + "level": 8, + "locations": [ + { + "page": 239, + "sourcebook": "LDJ14" + } + ], + "name": "Dominar Monstro", + "range": "18 metros", + "ritual": false, + "school": "Encantamento" + }, + { + "casting_time": "1 ação", + "classes": [ + "Bardo", + "Feiticeiro" + ], + "components": [ + "V,", + "S" + ], + "concentration": true, + "desc": "Você tenta seduzir um humanoide que você possa ver dentro do alcance. Ele deve ser bem sucedido num teste de resistência de Sabedoria ou ficará enfeitiçado por você pela duração. Se você ou criaturas amigáveis a você estiverem lutando com ele, ele terá vantagem no teste de resistência.\nEnquanto o alvo estiver enfeitiçado, você terá uma ligação telepática com ela, contanto que ambos estejam no mesmo plano de existência. Você pode usar essa ligação telepática para emitir comandos para a criatura enquanto você estiver consciente (não requer uma ação), aos quais ela obedece da melhor forma possível. Você pode especificar um curso de ação simples e genérico, como “Ataque aquela criatura”, “Corra até ali”, ou “Traga aquele objeto”. Se a criatura completar a ordem e não receber direções posteriores de você, ela se defenderá e se auto preservará da melhor forma que puder.\nVocê pode usar sua ação para tomar controle total e preciso do alvo. Até o final do seu próximo turno, a criatura realiza apenas as ações que você escolher e não faz nada que você não permita que ela faça. Durante esse período, você também pode fazer com que a criatura use uma reação, mas isso requer que você usa sua própria reação também.\nCada vez que o alvo sofrer dano, ele realiza um novo teste de resistência de Sabedoria contra a magia. Se obtiver sucesso no teste de resistência, a magia termina.", + "duration": "Até 1 minuto", + "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 6° nível, a duração será concentração, até 10 minutos. Quando você usar um espaço de magia de 7° nível, a duração será concentração, até 1 hora. Quando você usar um espaço de magia de 8° nível, a duração será concentração, até 8 horas.", + "id": 109, + "level": 5, + "locations": [ + { + "page": 240, + "sourcebook": "LDJ14" + } + ], + "name": "Dominar Pessoa", + "range": "18 metros", + "ritual": false, + "school": "Encantamento" + }, + { + "casting_time": "1 ação", + "classes": [ + "Mago" + ], + "components": [ + "S" + ], + "concentration": true, + "desc": "Ao reunir filamentos de material das sombras do Pendor das Sombras, você cria um enorme dragão sombrio em um espaço desocupado que você pode ver dentro do alcance. A ilusão dura pela duração da magia e ocupa seu e spaço como se fosse uma criatura.\nQuando a ilusão aparecer, qualquer um de seus inimigos que o possa ver deve ter sucesso em um teste de resistência de Sabedoria ou ficará amedro ntado por 1 minuto. Se uma criatura amedrontada terminar a sua vez em um local onde não tem linha de visão para a ilusão, pode repetir o teste de resistência, terminando o efeito sobre si mesmo em um sucesso. Como uma ação bônus na sua vez, você pode mover a ilusão até 18 metros. Em qualquer momento durante o seu movimento, vocé pode fazer com que ele exale uma explosão de energia em um cone de 1 8 metros proveniente do seu espaço. Quando você cria o dragão , escolha um tipo de dano: ácido, frio, fogo, elétrico , necrótico, ou veneno. Cada criatura no cone deve fazer um teste de resistência de Inteligência, sofrendo dano de 7d6 do tipo de dano escolhido em uma falha ou metade do dano em um sucesso.\nA ilusão ê tangível devido ao material de sombra usado para criá-lo, mas os ataques o erram automaticamente. É bem sucedido em todos os testes de resistência, e é imune a todos os dano e condições . Uma criatura que usa uma ação para examinar o dragão pode determinar que é uma ilusão sendo bem sucedido em um teste de Inteligência (Investigação) contra sua CD de resistência de magia. Se uma criatura discernir a ilusão pelo que é, a criatura pode ver através dele e tem vantagem nos testes de resistência contra seu bafo.", + "duration": "Até 1 minuto", + "higher_level": "", + "id": 398, + "level": 8, + "locations": [ + { + "page": 155, + "sourcebook": "GXTC" + } + ], + "name": "Dragão Ilusório", + "range": "36 metros", + "ritual": false, + "school": "Ilusão" + }, + { + "casting_time": "1 ação", + "classes": [ + "Druida" + ], + "components": [ + "V,", + "S" + ], + "concentration": false, + "desc": "Sussurrando para os espíritos da natureza, você cria um dos seguintes efeitos, dentro do alcance:\n\u2022 Você cria um efeito sensorial minúsculo e inofensivo que prevê como será o clima na sua localização pelas próximas 24 horas. O efeito deve se manifestar como um globo dourado para céu claro, uma nuvem para chuva, flocos de neve para nevasca e assim por diante. Esse efeito persiste por 1 rodada.\n\u2022 Você faz uma flor florescer, uma semente brotar ou um folha amadurecer, instantaneamente.\n\u2022 Você cria um efeito sensorial inofensivo instantâneo, como folhas caindo, um sopro de vento, o som de um pequeno animal ou o suave odor de um repolho. O efeito deve caber num cubo de 1,5 metro.\n\u2022 Você, instantaneamente, acende ou apaga uma vela, tocha ou fogueira pequena.", + "duration": "Instantânea", + "higher_level": "", + "id": 112, + "level": 0, + "locations": [ + { + "page": 240, + "sourcebook": "LDJ14" + } + ], + "name": "Druidismo", + "range": "9 metros", + "ritual": false, + "school": "Transmutação" + }, + { + "casting_time": "1 ação bônus", + "classes": [ + "Paladino" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "Você tenta compelir uma criatura a duelar com você. Uma criatura que você possa ver, dentro do alcance, deve realizar um teste de resistência de Sabedoria. Se falhar, a criatura é atraída por você, compelida pela sua exigência divina. Pela duração, ela tem desvantagem nas jogadas de ataque contra criaturas diferentes de você e deve realizar um teste de resistência de Sabedoria cada vez que tentar se mover para um espaço que esteja a mais de 9 metros de você; se ela passar no teste de resistência, essa magia não restringirá o movimento do alvo nesse turno.\nA magia termina se você atacar qualquer outra criatura, se você conjurar uma magia que afete uma criatura hostil diferente do alvo, se uma criatura amigável a você causar dano ou conjurar uma magia nociva nele ou se você terminar seu turno a mais de 9 metros do alvo.", + "duration": "Até 1 minuto", + "higher_level": "", + "id": 58, + "level": 1, + "locations": [ + { + "page": 240, + "sourcebook": "LDJ14" + } + ], + "name": "Duelo Compelido", + "range": "9 metros", + "ritual": false, + "school": "Encantamento" + }, + { + "casting_time": "1 ação", + "classes": [ + "Mago" + ], + "components": [ + "V,", + "S" + ], + "concentration": true, + "desc": "Baseado nos mais profundos medos de um grupo de criaturas, você cria criaturas ilusórias nas mentes delas, visíveis apenas por elas. Cada criatura numa esfera com 9 metros de raio centrada num ponto, à sua escolha, dentro do alcance, deve realizar um teste de resistência de Sabedoria. Se falhar na resistência, uma criatura ficará amedrontada pela duração. A ilusão invoca os medos mais profundos da criatura, manifestando seus piores pesadelos como uma ameaça implacável. No final de cada turno da criatura amedrontada, ela deve ser bem sucedida num teste de resistência de Sabedoria ou sofrerá 4d10 de dano psíquico. Se obtiver sucesso na resistência, a magia termina para essa criatura.", + "duration": "Até 1 minuto", + "higher_level": "", + "id": 354, + "level": 9, + "locations": [ + { + "page": 240, + "sourcebook": "LDJ14" + } + ], + "name": "Encarnação Fantasmagórica", + "range": "36 metros", + "ritual": false, + "school": "Ilusão", + "tce_expanded_classes": [ + "Bruxo" + ] + }, + { + "casting_time": "1 ação", + "classes": [ + "Clérigo", + "Druida", + "Patrulheiro" + ], + "components": [ + "V,", + "S" + ], + "concentration": false, + "desc": "Você sente a presença de qualquer armadilha dentro do alcance a qual você tenha linha de visão. Uma armadilha, para os propósitos dessa magia, inclui qualquer coisa que possa causar um efeito repentino ou inesperado em você, considerado nocivo ou indesejável, que foi especificamente planejado para ser por seu criador. Portanto, a magia sentirá a área afetada pela magia alarme, um glifo de vigilância ou uma armadilha mecânica de fosso, mas ela não revelará uma fragilidade natural no piso, um teto instável ou um sumidouro escondido.\nEssa magia apenas revela que existe uma magia presente. Você não descobre a localização de cada armadilha, mas você também descobre a natureza genérica do perigo representando pela armadilha que você sentiu.", + "duration": "Instantânea", + "higher_level": "", + "id": 135, + "level": 2, + "locations": [ + { + "page": 240, + "sourcebook": "LDJ14" + } + ], + "name": "Encontrar Armadilhas", + "range": "36 metros", + "ritual": false, + "school": "Adivinhação" + }, + { + "casting_time": "10 minutos", + "classes": [ + "Paladino" + ], + "components": [ + "V,", + "S" + ], + "concentration": false, + "desc": "Você convoca um espírito que assume a forma de uma montaria leal e majestosa. Aparecendo em um espaço d esocupado dentro do alcance, o espírito assume uma forma que você escolhe: um grifo, um pegasus, um peryton, um lobo horrível, um rinoceronte ou um tigre de dentes de sabre. A criatura tem as estatísticas fornecidas no Manual dos Monstros para a forma escolhido, embora seja um celestial, uma fada ou um demônio (sua escolha) em vez de seu tipo de criatura normal. Além disso, se ela tiver uma pontuação de Inteligência de 5 ou inferior, sua Inteligência toma-se 6, e ganha a capacidade de compreender um idioma de sua escolha que você fala.\nVocê controla a montaria em comb ate. Enquanto a montaria estiver dentro de 1,6 quilômetros de distância de você, você pode se comunicar com ela de forma telepática. Enquanto estiver montado nela, você pode fazer qualquer magia que você conjure tem somente você como alvo também afetar a montaria.\nA montaria desaparece temporariamente quando cai para O pontos de vida ou quando você a dispensa como uma ação. Conjurar essa magia novamente, reconvoca a montaria ligada, com todos os seus pontos de vida restaurados e todas as condições removidas.\nVocê não pode ter mais de uma montaria ligada por esta magia ou encontrar montaria ao mesmo tempo. Como uma ação, você pode liberar uma montaria de sua ligação, fazendo com que ela desapareça permanentemente.\nSempre que a montaria desaparecer, ele deixa para trás os objetos que estava vestindo ou carregando.", + "duration": "Instantânea", + "higher_level": "", + "id": 390, + "level": 4, + "locations": [ + { + "page": 155, + "sourcebook": "GXTC" + } + ], + "name": "Encontrar Montaria Maior", + "range": "9 metros", + "ritual": false, + "school": "Conjuração" + }, + { + "casting_time": "1 minuto", + "classes": [ + "Bardo", + "Clérigo", + "Druida" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": true, + "desc": "Essa magia permite que você encontre a rota física mais curta e direta para um local especifico estático, que você seja familiar, no mesmo plano de existência. Se você denominar um destino em outro plano de existência, um local que se mova (como uma fortaleza andante) ou um destino que não seja especifico (como “o covil do dragão verde”), a magia falha.\nPela duração, contanto que você esteja no mesmo plano de existência do destino, você saberá o quão longe ele está e em que direção ele se encontra. Enquanto estiver viajando, sempre que você se deparar com uma escolha de trajetória no caminho, você automaticamente determina qual trajetória tem a rota mais curta e direta (mas não necessariamente a rota mais segura) para o destino.", + "duration": "Até 1 dia", + "higher_level": "", + "id": 134, + "level": 6, + "locations": [ + { + "page": 240, + "sourcebook": "LDJ14" + } + ], + "material": "Um conjunto de ferramentas de adivinhação – como ossos, bastões de marfim, dentes ou runas esculpidas – no valor de 100 po e um objeto do lugar que você deseja encontrar", + "name": "Encontrar o Caminho", + "range": "Pessoal", + "ritual": false, + "school": "Adivinhação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V,", + "S" + ], + "concentration": true, + "desc": "Uma gavinha de escuridão se proj eta de você, tocando uma criatura que você pode ver dentro do alcance para drenar sua vida. O alvo deve fazer um teste de resistência de Destreza. Em um sucess o, o alvo recebe 2d8 de dano necrótico e a magia termina. Em uma falha, o alvo sofre 4d8 de dano necrótico e, até a magia terminar, você pode usar sua ação em cada uma dos seus turnos para causar automaticamente 4d8 de dano necrótico ao alvo. A magia termina se você usa sua ação para fazer qualquer outra coisa, se o alvo estiver fora do alcance da magia ou se o alvo tiver cobertura total contra você.\nSempre que a magia causar dano a um alvo, você recupera pontos de vida iguais à metade da quant idade de dano necrõtico que o alvo sofre.", + "duration": "Até 1 minuto", + "higher_level": "Em Níveis Superiores. Quando você conjura essa magia usando um espaço de magia de 6° nível ou superior, o dano aumenta em 1d8 para cada nível do espaço de magia acima do 5°.", + "id": 387, + "level": 5, + "locations": [ + { + "page": 155, + "sourcebook": "GXTC" + } + ], + "name": "Enervação", + "range": "18 metros", + "ritual": false, + "school": "Necromancia" + }, + { + "casting_time": "1 ação", + "classes": [ + "Bardo", + "Druida", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V,", + "S" + ], + "concentration": false, + "desc": "Você tenta encantar uma criatura que você pode ver dentro alcance. Ela deve fazer um teste de resistência de Sabedoria, e o faz com vantagem se você ou seus companheiros estiverem lutando contra ela. Se ela falhar no teste de resistência, fica encantada por você até a magia terminar ou até que você ou seus companheiros façam qualquer coisa prejudicial a ela. A criatura encantada é amigável a você. Quando a magia termina, a criatura sabe que foi encantada por você.", + "duration": "1 hora", + "higher_level": "Em Níveis Superiores. Quando você conjura essa magia usando um espaço de magia de 5° nivel ou superior, você pode incluir uma criatura adicional como alvo para cada nível do espaço de magia acima do 4°. As criaturas precisam estar dentro de 9 metros uma da outra quando você às incluir como alvos.", + "id": 372, + "level": 4, + "locations": [ + { + "page": 155, + "sourcebook": "GXTC" + } + ], + "name": "Enfeitiçar Monstro", + "range": "9 metros", + "ritual": false, + "school": "Encantamento" + }, + { + "casting_time": "1 ação", + "classes": [ + "Druida", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V,", + "S" + ], + "concentration": false, + "desc": "Você tenta enfeitiçar um humanoide que você possa ver dentro do alcance. Ele deve realizar um teste de resistência de Sabedoria, e recebe vantagem nesse teste se você ou seus companheiros estiverem lutando com ele. Se ele falhar, ficará enfeitiçado por você até a magia acabar ou até você ou seus companheiros fizerem qualquer coisa nociva contra ele. A criatura enfeitiçada reconhece você como um conhecido amigável. Quando a magia acabar, a criatura saberá que foi enfeitiçada por você.", + "duration": "1 hora", + "higher_level": "Se você conjurar essa magia usando um espaço de magia de 2° nível ou superior, você pode afetar uma criatura adicional para cada nível do espaço acima do 1°. As criaturas devem estar a até 9 metros umas das outras quando você for afeta-las.", + "id": 45, + "level": 1, + "locations": [ + { + "page": 241, + "sourcebook": "LDJ14" + } + ], + "name": "Enfeitiçar Pessoa", + "range": "9 metros", + "ritual": false, + "school": "Encantamento" + }, + { + "casting_time": "1 ação", + "classes": [ + "Bardo" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Você ataca a mente de uma criatura que você possa ver, dentro do alcance, tentando despedaçar seu intelecto e personalidade. O alvo sofre 4d6 de dano psíquico e deve realizar um teste de resistência de Inteligência.\nSe falhar na resistência, os valores de Inteligência e Carisma da criatura se tornam 1. A criatura não pode conjurar magias, ativar itens mágicos, compreender idiomas ou se comunicar de qualquer forma inteligível. A criatura pode, no entanto, identificar seus amigos, segui- los e, até mesmo, protege-los.\nAo final de cada 30 dias, a criatura pode repetir seu teste de resistência contra essa magia. Se ela obtiver sucesso no teste de resistência, a magia termina.\nEssa magia também pode ser terminada através de restauração maior, cura completa ou desejo.", + "duration": "Instantânea", + "higher_level": "", + "id": 130, + "level": 8, + "locations": [ + { + "page": 241, + "sourcebook": "LDJ14" + } + ], + "material": "Um punhado de barro, cristal, vidro ou esferas minerais", + "name": "Enfraquecer Intelecto", + "range": "45 metros", + "ritual": false, + "school": "Encantamento" + }, + { + "casting_time": "1 ação", + "classes": [ + "Bardo", + "Clérigo", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Você envia uma mensagem curta, de vinte e cinco palavras ou menos, para uma criatura que seja familiar a você. A criatura ouve a mensagem na sua mente, reconhecendo que foi enviada por você, se ela te conhecer, e pode responder da mesma maneira, imediatamente. A magia permite que criaturas com valores de Inteligência de no mínimo 1, compreendam o sentido da sua mensagem.\nVocê pode enviar a mensagem através de qualquer distância e, até mesmo, para outro plano de existência, mas se o alvo estiver em um plano diferente do seu, existe 5 por cento de chance da mensagem não chegar.", + "duration": "1 rodada", + "higher_level": "", + "id": 291, + "level": 3, + "locations": [ + { + "page": 241, + "sourcebook": "LDJ14" + } + ], + "material": "Um pequeno e fino pedaço de fio de cobre", + "name": "Enviar Mensagem", + "range": "Ilimitado", + "ritual": false, + "school": "Evocação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Druida", + "Feiticeiro", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Escolha um ponto que você possa ver no solo, dentro do alcance. Uma fonte de terra e pedras se agita e emerge num cubo de 6 metros centrado no ponto. Cada cnatura na área deve realizar um teste de resistência de Destreza. Uma criatura sofre 3d12 de dano de concussão se falhar na resistência, ou metade desse dano se obtiver sucesso. Adicionalmente o solo na área se torna terreno dificil até ser limpo. Cada porção de 1,5 metros quadrados da área requer pelo menos 1 minuto para ser limpa manualmente.\nE� Níveis Superiores. Quando você conjura essa magia usando um espaço de magia de 4° nível ou superior, o dano aumenta em 1d12 para cada nível do espaço acima do 3°.", + "duration": "Instantânea", + "higher_level": "", + "id": 388, + "level": 3, + "locations": [ + { + "page": 156, + "sourcebook": "GXTC" + } + ], + "material": "Um pedaço de obsidiana", + "name": "Erupção de Terra", + "range": "36 metros", + "ritual": false, + "school": "Transmutação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Artífice", + "Bardo", + "Druida" + ], + "components": [ + "V,", + "S" + ], + "concentration": true, + "desc": "Você faz com que até dez palavras se forma em uma parte do céu que você possa ver. As palavras parecem ser feitas de nuvens e permanecem no local pela duração da magia. As palavras desaparecem quando a magia termina. Um vento forte pode dispersas as nuvens e terminar a magia prematuramente.", + "duration": "Até 1 hora", + "higher_level": "", + "id": 430, + "level": 2, + "locations": [ + { + "page": 156, + "sourcebook": "GXTC" + } + ], + "name": "Escrita Celeste", + "range": "Visão", + "ritual": true, + "school": "Transmutação" + }, + { + "casting_time": "1 minuto", + "classes": [ + "Bardo", + "Bruxo", + "Mago" + ], + "components": [ + "S,", + "M" + ], + "concentration": false, + "desc": "Você escreve em um pergaminho, papel ou qualquer outro material adequado e tinge ele com uma poderosa ilusão que permanece pela duração.\nPara você e para qualquer criatura que você designar quando você conjura essa magia, a escrita parece normal, escrita com a sua caligrafia e transmite qualquer que seja a mensagem que você desejava quando escreveu o texto. Para todos os outros, a escrita aparece como se tivesse sido escrita com uma caligrafia desconhecida ou mágica que é inteligível. Alternativamente, você pode fazer a escrita parecer uma mensagem totalmente diferente, escrita com uma caligrafia e idioma diferentes, apesar de o idioma precisar ser um que você conheça.\nNo caso da magia ser dissipada, tanto a escrita original quanto a ilusória desaparecem.\nUma criatura com visão verdadeira pode ler a mensagem escondida.", + "duration": "10 dias", + "higher_level": "", + "id": 190, + "level": 1, + "locations": [ + { + "page": 241, + "sourcebook": "LDJ14" + } + ], + "material": "Uma tinta à base de chumbo valendo, no mínimo, 10 po, que é consumida pela magia", + "name": "Escrita Ilusória", + "range": "Toque", + "ritual": true, + "school": "Ilusão" + }, + { + "casting_time": "1 reação, que você faz quando é atingido por um ataque ou alvo da magia mísseis mágicos", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V,", + "S" + ], + "concentration": false, + "desc": "Uma barreira de energia invisível aparece e protege você. Até o início do seu próximo turno, você recebe +5 de bônus na CA, incluindo contra o ataque que desencadeou a magia, e você não sofre dado de mísseis mágicos.", + "duration": "1 rodada", + "higher_level": "", + "id": 295, + "level": 1, + "locations": [ + { + "page": 241, + "sourcebook": "LDJ14" + } + ], + "name": "Escudo Arcano", + "range": "Pessoal", + "ritual": false, + "school": "Abjuração" + }, + { + "casting_time": "1 ação bônus", + "classes": [ + "Clérigo", + "Paladino" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": true, + "desc": "Um campo cintilante aparece ao redor de uma criatura, à sua escolha, dentro do alcance, concedendo +2 de bônus na CA pela duração.", + "duration": "Até 10 minutos", + "higher_level": "", + "id": 296, + "level": 1, + "locations": [ + { + "page": 241, + "sourcebook": "LDJ14" + } + ], + "material": "Um pequeno pergaminho com alguns textos sagrados escritos nele", + "name": "Escudo da Fé", + "range": "18 metros", + "ritual": false, + "school": "Abjuração" + }, + { + "casting_time": "1 ação", + "classes": [ + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Finas e discretas chamas rodeiam seu corpo pela duração, emitindo luz plena em 3 metros de raio e penumbra por mais 3 metros adicionais. Você pode terminar a magia prematuramente usando sua ação para dissipa-la.\nAs chamas lhe conferem um escudo quente ou um escudo frio, à sua escolha. O escudo quente lhe garante resistência a dano de frio e o escudo frio lhe concede resistência a dano de fogo.\nAlém disso, sempre que uma criatura a 1,5 metro de você atingir você com um ataque corpo-a-corpo, o escudo expele chamas. O atacante sofre 2d8 de dano de fogo do escudo quente ou 2d8 de dano de frio do escudo frio.", + "duration": "10 minutos", + "higher_level": "", + "id": 139, + "level": 4, + "locations": [ + { + "page": 242, + "sourcebook": "LDJ14" + } + ], + "material": "Um pouco de fósforo ou um vaga- lume", + "name": "Escudo de Fogo", + "range": "Pessoal", + "ritual": false, + "school": "Evocação", + "tce_expanded_classes": [ + "Druida", + "Feiticeiro" + ] + }, + { + "casting_time": "1 ação", + "classes": [ + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V,", + "M" + ], + "concentration": true, + "desc": "Escuridão mágica se espalha a partir de um ponto, à sua escolha, dentro do alcance e preenche uma esfera de 4,5 metros de raio pela duração. A escuridão se estende, dobrando esquinas. Uma criatura com visão no escuro não pode ver através dessa escuridão e luz não-mágica não pode iluminar dentro dela.\nSe o ponto que você escolheu for um objeto que você esteja segurando, ou um que não esteja sendo vestido ou carregado, a escuridão emanará do objeto e se moverá com ele. Cobrir completamente a fonte da escuridão com um objeto opaco, como uma vasilha ou um elmo, bloqueará a escuridão.\nSe qualquer área dessa magia sobrepor uma área de luz criada por uma magia de 2° ou inferior, a magia que criou a luz será dissipada.", + "duration": "Até 10 minutos", + "higher_level": "", + "id": 87, + "level": 2, + "locations": [ + { + "page": 242, + "sourcebook": "LDJ14" + } + ], + "material": "Pelo de morcego e uma gota de piche ou pedaço de carvão", + "name": "Escuridão", + "range": "18 metros", + "ritual": false, + "school": "Evocação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Bruxo", + "Mago" + ], + "components": [ + "V,", + "M" + ], + "concentration": true, + "desc": "A escuridão mágica se espalha a partir de um ponto que você escolher dentro do alcance para preencher uma esfera de 18 metros de raio até que a magia termina. A escuridão se espalha em torno dos cantos. Uma criatura com a visão no escuro não pode ver através dessa escuridão. Luz não magica, bem como luz criada por magias da 8° nível ou inferior, não pode iluminar a área.\nGrunhidos, balbuciações e risadas loucas podem ser ouvidos dentro da esfera. Sempre que uma criatura começa a sua vez na esfera, deve fazer um teste de resistência de Sabedoria, sofrendo 8d8 de dano psíquico em um teste falho, ou metade do dano em um sucesso.", + "duration": "Até 10 minutos", + "higher_level": "", + "id": 408, + "level": 8, + "locations": [ + { + "page": 156, + "sourcebook": "GXTC" + } + ], + "material": "Uma gota de piche misturada com uma gota de mercúrio", + "name": "Escuridão Enlouquecedora", + "range": "45 metros", + "ritual": false, + "school": "Evocação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Druida", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": true, + "desc": "Você conjura uma esfera de água com 3 metros de raio num ponto que você possa ver, dentro do alcance. A esfera pode flutuar no ar, mas a não mais de 3 metros do chão. A esfera permanece pela duração da magia. Qualquer criatura no espaço da esfera deve realizar um teste de resistência de Força. Se obtiver sucesso, uma criatura ê ejetada do espaço para o espaço desocupado mais próximo fora da esfera. Uma criatura Enorme ou maior obtém sucesso automaticamente na resistência. Se fracas sar na resistência, uma criatura fica impedida pela esfera e é engolfada pela á gu a. No final de cada turno dela, um alvo impedido pode repetir o teste de resistência.\nA esfera pode impedir no máximo quatro criaturas Médias ou menores ou uma criatura Grande. Se a esfera impedir uma criatura além dessa quantidade , uma criatura aleatória que já estava impedida por ela sai da esfera e fica caída num espaço a até 1,5 metros dela.\nCom uma ação, você pode mover a esfera até 9 metros em linha reta. Se ela atravessar um fosso, penhasco ou outra queda, ela desce em segurança por ela até estar flutuando a até 3 metros do chão. Qualquer criatura impedida pela esfera se move com ela. Você pode arremessar a esfera nas criaturas, forçando-as a realizar o teste de resistência, mas não mais de uma vez por turno.\nQuando a magia acaba, a esfera cai no chão e extingue todas as chamas normais a até 9 metros dela. Qualquer criatura impedida pela esfera ficará caída no espaço onde ela caiu.", + "duration": "Até 1 minuto", + "higher_level": "", + "id": 452, + "level": 4, + "locations": [ + { + "page": 157, + "sourcebook": "GXTC" + } + ], + "material": "Uma gotícula de água", + "name": "Esfera Aquosa", + "range": "27 metros", + "ritual": false, + "school": "Conjuração" + }, + { + "casting_time": "1 ação", + "classes": [ + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Um globo frigido de energia gelada é arremessado das pontas dos seus dedos para um ponto, à sua escolha, dentro do alcance, onde ele explode numa esfera de 18 metros de raio. Cada criatura dentro da área deve realizar um teste de resistência de Constituição. Se falhar na resistência, uma criatura sofre 10d6 de dano de frio. Se obtiver sucesso na resistência, ela sofre metade desse dano.\nSe o globo atingir um corpo de água ou liquido composto principalmente de água (não incluindo criaturas feitas de água), ele congela o líquido até uma profundidade de 15 centímetros numa área de 9 metros quadrados. Esse gelo dura por 1 minuto. Criaturas que estiverem nadando na superfície de água congelada estarão presas no gelo. Uma criatura presa pode usar sua ação para realizar um teste de Força contra a CD da magia para se libertar.\nVocê pode evitar de disparar o globo após completar a magia, se desejar. Um pequeno globo, do tamanho de uma pedra de funda, frio ao toque, aparece em sua mão. A qualquer momento, você ou uma criatura a quem você entregar o globo, pode arremessa-lo (a uma distância de 12 metros) ou atira-lo com uma funda (ao alcance normal da funda). Ele se despedaça no impacto, produzindo o mesmo efeito da conjuração normal da magia. Você pode, também, soltar o globo no chão sem despedaça-lo. Após 1 minuto, se o globo ainda não tiver se despedaçado, ele explode.", + "duration": "Instantânea", + "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 7° nível ou superior, o dano aumenta em 1d6 para cada nível do espaço acima do 6°.", + "id": 243, + "level": 6, + "locations": [ + { + "page": 242, + "sourcebook": "LDJ14" + } + ], + "material": "Uma pequena esfera de cristal", + "name": "Esfera Congelante de Otiluke", + "range": "90 metros", + "ritual": false, + "school": "Evocação", + "tce_expanded_classes": [ + "Feiticeiro" + ] + }, + { + "casting_time": "1 ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Você aponta um lugar dentro do alcance, e uma bola brilhante de 30 centímetros de ácido esmeralda atinge o ponto e explode num raio de 6 metros. Cada criatura na área deve realizar um teste de resistência de Destreza. Se falhar na resistência, uma criatura sofre 10d4 de dano de ácido e 5d4 de dano de ácido no final do próximo turno dela. Se obtiver sucesso, a criatura sofre metade do dano inicial e não sofre dano no final do próximo turno dela.", + "duration": "Instantânea", + "higher_level": "Em Níveis Superiores. Quando você conjura essa magia usando um espaço de magia de 5° nivel ou superior, o dano inicial aumenta em 2d4 pata cada nível do espaço acima do 4°.", + "id": 447, + "level": 4, + "locations": [ + { + "page": 157, + "sourcebook": "GXTC" + } + ], + "material": "Uma gota de bile de lesma gigante", + "name": "Esfera Cáustica", + "range": "45 metros", + "ritual": false, + "school": "Evocação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Druida", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": true, + "desc": "Uma esfera de fogo, com 1,5 metro de diâmetro, aparece em um espaço desocupado, à sua escolha, dentro do alcance e permanece pela duração. Qualquer criatura que terminar seu turno a até 1,5 metro da esfera, deve realizar um teste de resistência de Destreza. A criatura sofre 2d6 de dano de fogo se falhar na resistência, ou metade desse dano se obtiver sucesso.\nCom uma ação bônus, você pode mover a esfera até 9 metros. Se você arremessar a esfera contra uma criatura, essa criatura deve realizar o teste de resistência contra o dano da esfera e a esfera para de se mover esse turno.\nQuando você move a esfera, você pode direciona-la para barreira de até 1,5 metro de altura e ela salta sobre fossos de até 3 metros de distância. A esfera incendeia objetos inflamáveis que não estejam sendo vestidos ou carregados e emite luz plena a 6 metros de raio e penumbra por mais 6 metros adicionais.", + "duration": "Até 1 minuto", + "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 3° nível ou superior, o dano aumenta em 1d6 para cada nível do espaço acima do 2°.", + "id": 143, + "level": 2, + "locations": [ + { + "page": 242, + "sourcebook": "LDJ14" + } + ], + "material": "Um pouco de seco, uma pitada de enxofre e uma camada de pó de ferro", + "name": "Esfera Flamejante", + "range": "18 metros", + "ritual": false, + "school": "Conjuração", + "tce_expanded_classes": [ + "Feiticeiro" + ] + }, + { + "casting_time": "1 ação", + "classes": [ + "Artífice", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": true, + "desc": "Uma esfera de energia brilhante engloba uma criatura ou objeto de tamanho Grande ou menor, dentro do alcance. Uma criatura involuntária deve realizar um teste de resistência de Destreza. Se falhar na resistência, a criatura estará enclausurada pela duração.\nNada – nem objetos físicos, energia ou outros efeitos mágicos – pode passar através da barreira, para dentro ou para fora, apesar da criatura na esfera poder respirar lá dentro. A esfera é imune a todos os danos e a criatura ou objeto dentro não pode sofrer dano de ataques ou efeitos originados de fora, nem a criatura dentro da esfera, pode causar dano a nada fora dela.\nA esfera não tem peso e é grande o suficiente apenas para conter a criatura ou objeto dentro. Uma criatura enclausurada pode usar sua ação para empurrar a parede da esfera e, assim, rolar a esfera a metade do deslocamento da criatura. Similarmente, o globo pode ser erguido e movido por outras criaturas.\nA magia desintegrar lançada no globo o destruirá sem causar ferimentos a nada dentro dele.", + "duration": "Até 1 minuto", + "higher_level": "", + "id": 244, + "level": 4, + "locations": [ + { + "page": 242, + "sourcebook": "LDJ14" + } + ], + "material": "Uma peça hemisférica de cristal transparente e uma peça hemisférica que combine de goma arábica", + "name": "Esfera Resiliente de Otiluke", + "range": "9 metros", + "ritual": false, + "school": "Evocação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V,", + "S" + ], + "concentration": true, + "desc": "Uma esfera de 6 metros de raio de ar rodopiante surge do nada, centrada num ponto que você escolher, dentro do alcance. A esfera permanece pela duração da magia. Cada criatura na esfera quando ela aparece ou que termine seu turno nela, deve ser bem sucedido num teste de resistência de Força ou sofrerá 2d6 de dano de concus são. O espaço da esfera é de terreno dificil.\nAté a magia acabar, você pode usar uma ação bônus em cada um dos seus turnos para fazer com que um relâmpago salte do centro da esfera em direção de uma criatura, à sua escolha, a até 18 metros do centro. Faça um ataque à distância com magia. Você tem vantagem na jogada de ataque se o alvo estiver dentro da esfera. Se atingir, o alvo sofre 4d6 de dano elétrico.\nCriaturas a até 9 metros da esfera tem desvantagem em testes de Sabedoria (Percepção) feitos para ouvir.", + "duration": "Até 1 minuto", + "higher_level": "Em Níveis Superiores. Quando você conjura essa magia usando um espaço de magia de 5o nível ou superior, o dano dos seus efeitos aumenta em 1d6 para cada nivel do espaço acima do 4°.", + "id": 435, + "level": 4, + "locations": [ + { + "page": 157, + "sourcebook": "GXTC" + } + ], + "name": "Esfera Tempestuosa", + "range": "45 metros", + "ritual": false, + "school": "Evocação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Bardo", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": true, + "desc": "Você cria um plano de energia em formato de espada que flutua dentro do alcance. Ela permanece pela duração.\nQuando a espada aparece, você realiza um ataque com magia contra um alvo, à sua escolha, a 1,5 metro da espada. Se atingir, o alvo sofre 3d10 de dano de energia. Até a magia acabar, você pode usar uma ação bônus, em cada um dos seus turnos, para mover a espada até 6 metros para um local que você possa ver e repetir esse ataque contra o mesmo alvo ou um diferente.", + "duration": "Até 1 minuto", + "higher_level": "", + "id": 239, + "level": 7, + "locations": [ + { + "page": 243, + "sourcebook": "LDJ14" + } + ], + "material": "Espada de platina em miniatura com cabo e pomo de cobre e zinco valendo, no mínimo, 250 po", + "name": "Espada de Mordenkainen", + "range": "18 metros", + "ritual": false, + "school": "Evocação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "S" + ], + "concentration": true, + "desc": "Você alcança a mente de uma criatura que você pode ver dentro do alcance. O alvo deve fazer um teste de resistência de Sabedoria, sofrendo 3d8 de dano psíquico em um teste falho, ou metade do dano em um sucesso. Em uma falha do teste de resistência, você também sempre conhece a localização do alvo até a magia terminar, mas somente enquanto vocês dois estiverem no mesmo plano de existência. Enquanto você tiver esse conhecimento, o alvo não pode se esconder de você, e se for invisível, não ganha nenhum beneficio dessa condição contra você.", + "duration": "Até 1 hora", + "higher_level": "Em Níveis Superiores. Quando você conjura esta magia usando um espaço de magia de 3° nível ou superior, o dano aumenta por 1d8 para cada nível do espaço de magia acima de 2°.", + "id": 416, + "level": 2, + "locations": [ + { + "page": 157, + "sourcebook": "GXTC" + } + ], + "name": "Espinho Mental", + "range": "18 metros", + "ritual": false, + "school": "Adivinhação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Artífice", + "Feiticeiro", + "Mago" + ], + "components": [ + "V,", + "S" + ], + "concentration": false, + "desc": "Você arremessa uma bolha de ácido. Escolha uma criatura dentro do alcance, ou escolha duas criaturas dentro do alcance que estejam a 1,5 metro uma da outra. Um alvo deve ser bem sucedido num teste de resistência de Destreza ou sofrerá 1d6 de dano ácido.\nO dano dessa magia aumenta em 1d6 quando você alcança o 5° nível (2d6), 11° nível (3d6) e 17° nível (4d6).", + "duration": "Instantânea", + "higher_level": "", + "id": 1, + "level": 0, + "locations": [ + { + "page": 243, + "sourcebook": "LDJ14" + } + ], + "name": "Espirro Ácido", + "range": "18 metros", + "ritual": false, + "school": "Conjuração" + }, + { + "casting_time": "1 ação bônus", + "classes": [ + "Druida", + "Patrulheiro" + ], + "components": [ + "V,", + "S" + ], + "concentration": true, + "desc": "Você invoca um espírito de natureza para confortar os feridos. O espírito intangível aparece em um espaço que é um cubo de 1,5 metros você pode ver dentro do alcance. O espírito parece uma besta ou fada transparente (sua escolha).\nAté que a magia termine, sempre que você ou uma criatura que você pode ver se move para o espaço dos espíritos pela primeira vez em um turno, ou começa seu turno lá, você pode fazer com que o espírito restaure 1d6 pontos de vida dessa criatura (não é necessária nenhuma ação). O espírito não pode curar construtos ou mortos-vivos. O espírito pode curar várias vezes igual a 1 + seu modificador de habilidade de conjuração (mínimo de duas vezes). Depois de curar esse número de vezes, o espírito desaparece.\nComo urna ação bônus na sua vez, você pode mover o espírito até 9 metros para um espaço que você pode ver.", + "duration": "Até 1 minuto", + "higher_level": "Em Níveis Superiores. Quando você conjura essa magia usando um espaço de magia de 3° nível ou superior, a cura aumenta em 1d6 por nível do espaço de magia acima do 2°.", + "id": 395, + "level": 2, + "locations": [ + { + "page": 157, + "sourcebook": "GXTC" + } + ], + "name": "Espírito Curativo", + "range": "18 metros", + "ritual": false, + "school": "Conjuração" + }, + { + "casting_time": "1 ação", + "classes": [ + "Clérigo" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": true, + "desc": "Você evoca espíritos para protege-lo. Eles flutuam a seu redor, a uma distância de 4,5 metros, pela duração. Se você for bom ou neutro, as formas espectrais deles aparenta ser angelical ou feérica (à sua escolha). Se você for mau, eles pareceram demoníacos.\nQuando você conjura essa magia, você pode designar qualquer quantidade de criaturas que você possa ver para não serem afetadas por ela. O deslocamento de uma criatura afetada é reduzido à metade na área e, quando a criatura entrar na área pela primeira vez num turno ou começar seu turno nela, ela deve realizar um teste de resistência de Sabedoria. Se falhar na resistência, a criatura sofrerá 3d8 de dano radiante (se você for bom ou neutro) ou 3d8 de dano necrótico (se você for mau). Com um sucesso na resistência, a criatura sofre metade desse dano.", + "duration": "Até 10 minutos", + "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 4° nível ou superior, o dano aumenta em 1d8 para cada nível do espaço acima do 3°.", + "id": 311, + "level": 3, + "locations": [ + { + "page": 243, + "sourcebook": "LDJ14" + } + ], + "material": "Um símbolo sagrado", + "name": "Espíritos Guardiões", + "range": "Pessoal (4,5 metros de raio)", + "ritual": false, + "school": "Conjuração" + }, + { + "casting_time": "1 ação", + "classes": [ + "Artífice", + "Bardo", + "Druida" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": true, + "desc": "Escolha uma objeto manufaturado de metal, como uma arma de metal ou uma armadura pesada ou média de metal, que você possa ver dentro do alcance. Você faz com que o objeto brilhe vermelho-incandescente. Qualquer criatura em contato físico com o objeto sofrerá 2d8 de dano de fogo quando você conjurar a magia. Até a magia acabar, você pode usar uma ação bônus, em cada um dos seus turnos subsequentes, para causar esse dano novamente.\nSe uma criatura estiver segurando ou vestindo o objeto e sofrer o dano dele, a criatura deve ser bem sucedida num teste de resistência de Constituição ou largará o objeto se ela puder. Se ela não largar o objeto, ela terá desvantagem em jogadas de ataque e testes de habilidade até o início do seu próximo turno.", + "duration": "Até 1 minuto", + "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 3° nível ou superior, o dano aumenta em 1d8 para cada nível do espaço acima do 2°.", + "id": 177, + "level": 2, + "locations": [ + { + "page": 244, + "sourcebook": "LDJ14" + } + ], + "material": "Um pedaço de ferro e uma chama", + "name": "Esquentar Metal", + "range": "18 metros", + "ritual": false, + "school": "Transmutação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Artífice", + "Clérigo" + ], + "components": [ + "V,", + "S" + ], + "concentration": false, + "desc": "Você toca uma criatura viva que esteja com 0 pontos de vida. A criatura é estabilizada. Essa magia não afeta mortos-vivos ou constructos.", + "duration": "Instantânea", + "higher_level": "", + "id": 305, + "level": 0, + "locations": [ + { + "page": 244, + "sourcebook": "LDJ14" + } + ], + "name": "Estabilizar", + "range": "Toque", + "ritual": false, + "school": "Necromancia" + }, + { + "casting_time": "1 ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V,", + "S" + ], + "concentration": false, + "desc": "Você escolhe um ponto dentro do alcance e faz com que a energia psíquica exploda lá. Cada criatura em uma esfera de 6 metros de raio centrada nesse ponto deve fazer um teste de resistência de Inteligência. Uma criatura com uma pontuação de Inteligência de 2 ou inferior não pode ser afetada por esta magia. Um alvo leva 8d6 de dano psíquico em um teste de resistência falho, ou metade de dano em um bem sucedido.\nApós um teste de resistência falho, um alvo tem pensamentos confusos por 1 minuto. Durante esse períod o, ele rola um d6 e subtrai o número rolado de todos os suas rolagens de ataque e verificações de habilidade, bem como seus testes de resistência de Constituição para manter a concentração. O alvo pode fazer um teste de resistência de Inteligência no final de cada uma de seus turnos, terminando o efeito sobre si mesmo em um sucesso.", + "duration": "Instantânea", + "higher_level": "", + "id": 438, + "level": 5, + "locations": [ + { + "page": 158, + "sourcebook": "GXTC" + } + ], + "name": "Estática Sináptica", + "range": "36 metros", + "ritual": false, + "school": "Encantamento" + }, + { + "casting_time": "1 ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Você suga a humidade de todas as criaturas num cubo de 9 metros centrado em um ponto, à sua escolha, dentro do alcance. Cada criatura na área deve realizar um teste de resistência de Constituição. Constructos e mortos-vivos não são afetados, e plantas e elementais da água fazem esse teste de resistência com desvantagem. Uma criatura sofre 12d8 de dano necrótico se falhar na resistência, ou metade desse dano se for bem sucedida.\nPlantas não mágicas na área que não sejam criaturas, assim como árvores e arbustos, murcham e morrem instantaneamente.", + "duration": "Instantânea", + "higher_level": "", + "id": 362, + "level": 8, + "locations": [ + { + "page": 158, + "sourcebook": "GXTC" + } + ], + "material": "Um pedaço de esponja", + "name": "Evaporação de Abi-Dalzim", + "range": "45 metros", + "ritual": false, + "school": "Necromancia" + }, + { + "casting_time": "1 ação", + "classes": [ + "Druida", + "Feiticeiro", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Luz solar brilhante lampeja num raio de 18 metros, centrada num ponto, à sua escolha, dentro do alcance. Cada criatura nessa luz, deve realizar um teste de resistência de Constituição. Com uma falha na resistência, uma criatura sofrerá 12d6 de dano radiante e ficará cega por 1 minuto. Se obtiver sucesso na resistência, ela sofrerá metade desse dano e não ficará cega por essa magia. Mortos-vivos e limos tem desvantagem nos seus testes de resistência.\nUma criatura cega por essa magia faz outro teste de resistência de Constituição no final de cada um dos turnos dela. Se obtiver sucesso, ela não estará mais cega.\nEssa magia dissipa qualquer escuridão na área dela que tenha sido criada por um magia.", + "duration": "Instantânea", + "higher_level": "", + "id": 320, + "level": 8, + "locations": [ + { + "page": 244, + "sourcebook": "LDJ14" + } + ], + "material": "Fogo e um pedaço de pedra do sol", + "name": "Explosão Solar", + "range": "45 metros", + "ritual": false, + "school": "Evocação", + "tce_expanded_classes": [ + "Clérigo" + ] + }, + { + "casting_time": "1 ação", + "classes": [ + "Artífice", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V" + ], + "concentration": false, + "desc": "Você cria um círculo momentâneo de lâminas espectrais que lhe rodeiam. Cada criatura dentro do alcance, exceto você, precisa obter sucesso em um TR de Destreza ou sofrerá 1d6 de dano de força.", + "duration": "Instantânea", + "higher_level": "", + "id": 460, + "level": 0, + "locations": [ + { + "page": 143, + "sourcebook": "CEGA" + } + ], + "name": "Explosão de Espadas (CEGA)", + "range": "1,5 metros", + "ritual": false, + "school": "Conjuração" + }, + { + "casting_time": "1 ação", + "classes": [ + "Artífice", + "Bruxo", + "Feiticeiro", + "Mago" + ], + "components": [ + "V" + ], + "concentration": false, + "desc": "Você cria um círculo momentâneo de lâminas espectrais que varrem ao seu redor. Todas as outras criaturas em um raio de 1,5 metros de você devem ter sucesso em um teste de resistência de Destreza ou receber 1d6 de dano de força.\nO dano desta magia aumenta em 1d6 quando você atinge o 5° nível (2d6), 11° nível (3d6) e 17° nível (4d6).", + "duration": "Instantânea", + "higher_level": "", + "id": 478, + "level": 0, + "locations": [ + { + "page": 115, + "sourcebook": "CTT" + } + ], + "material": "", + "name": "Explosão de Espadas (CTT)", + "range": "Pessoal (Raio de 1,5 metros)", + "ritual": false, + "school": "Conjuração", + "subclasses": [] + }, + { + "casting_time": "10 minutos", + "classes": [ + "Artífice", + "Mago" + ], + "components": [ + "V,", + "S" + ], + "concentration": false, + "desc": "Você converte matéria-prima em produtos do mesmo material. Por exemplo, você pode construir uma ponte de madeira usando um amontoado de árvores, uma corda de um pedaço de cânhamo e roupas usando linho ou lã.\nEscolha matérias-primas que você possa ver, dentro do alcance. Você pode fabricar um objeto Grande ou menor (contido em 3 metros cúbicos ou em oito cubos de 1,5 metro conectados), tendo uma quantidade suficiente de matéria-prima. Se você estiver trabalhando com metal, pedra ou outra substância mineral, no entanto, o objeto fabricado não pode ser maior que Médio (contido em apenas 1,5 metro cúbico). A quantidade de objetos feitos por essa magia é proporcional com a quantidade de matéria-prima.\nCriaturas ou itens mágicos não podem ser criados ou transmutados por essa magia. Você também não pode usá-la para criar itens que, geralmente, requerem um alto grau de perícia, como joalheria, armas, vidros ou armaduras, a não ser que você tenha proficiência com o tipo de ferramenta de artesanato usada para construir tais objetos.", + "duration": "Instantânea", + "higher_level": "", + "id": 125, + "level": 4, + "locations": [ + { + "page": 244, + "sourcebook": "LDJ14" + } + ], + "name": "Fabricar", + "range": "36 metros", + "ritual": false, + "school": "Transmutação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Druida", + "Feiticeiro", + "Mago" + ], + "components": [ + "S,", + "M" + ], + "concentration": false, + "desc": "Você cria um fragmento de gelo e arremessa-o em uma criatura dentro do alcance. Faça um ataque à distância com magia contra o alvo. Se atingir, o alvo sofre 1d10 de dano perfurante. Atingindo ou errando, o fragmento explode. O alvo e cada criatura a até 1,5 metros do ponto onde o gelo explodiu deve ser bem sucedido num teste de resistência de Destreza ou sofrerá 2d6 de dano de frio.", + "duration": "Instantânea", + "higher_level": "Em Níveis Superiores. Quando você conjura essa magia usando um espaço de magia de 2° nível ou superior, o dano de frio aumenta em 1d6 para cada nível do espaço acima do 1°.", + "id": 397, + "level": 1, + "locations": [ + { + "page": 158, + "sourcebook": "GXTC" + } + ], + "material": "Uma gota de água ou pedaço de gelo", + "name": "Faca de Gelo", + "range": "18 metros", + "ritual": false, + "school": "Conjuração" + }, + { + "casting_time": "1 ação", + "classes": [ + "Bardo", + "Druida", + "Patrulheiro" + ], + "components": [ + "V,", + "S" + ], + "concentration": false, + "desc": "Você adquire a habilidade de compreender e se comunicar verbalmente com bestas, pela duração. O conhecimento e consciência de muitas bestas é limitado pela inteligência delas mas, no mínimo, as bestas poderão dar informações a você sobre os locais e monstros próximos, incluindo tudo que eles possam perceber ou tenham percebido no dia anterior. Você pode tentar persuadir uma besta a lhe prestar um favor, à critério do Mestre.", + "duration": "10 minutos", + "higher_level": "", + "id": 306, + "level": 1, + "locations": [ + { + "page": 244, + "sourcebook": "LDJ14" + } + ], + "name": "Falar com Animais", + "range": "Pessoal", + "ritual": true, + "school": "Adivinhação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Bardo", + "Druida" + ], + "components": [ + "V,", + "S" + ], + "concentration": false, + "desc": "Você imbui as plantas a até 9 metros de você com consciência e animação limitadas, dando-lhes a habilidade de se comunicar com você e seguir seus comandos simples. Você pode perguntar as plantas sobre eventos na área da magia, acontecidos desde o dia anterior, recebendo informações sobre criaturas que passaram, clima e outras circunstâncias.\nVocê também pode tornar terreno difícil causado pelo crescimento de plantas (como arbustos e vegetação rasteira) em terreno normal, permanecendo assim pela duração. Ou você pode tornar terreno normal onde as plantas estiverem presentes, em terreno difícil, permanecendo assim pela duração, fazendo as vinhas e ramos atrasarem perseguidores, por exemplo.\nAs plantas podem ser capazes de realizar outras tarefas em seu favor, à critério do Mestre. A magia não permite que as plantas desenraizem-se e se movam, mas elas podem mover, livremente, seus ramos, galhos e caules.\nSe uma criatura planta estiver na área, você pode se comunicar com ela se você partilhar um idioma em comum, mas você não recebe qualquer habilidade mágica para influencia-la.\nEssa magia pode fazer as plantas criadas pela magia constrição soltarem uma criatura impedida.", + "duration": "10 minutos", + "higher_level": "", + "id": 308, + "level": 3, + "locations": [ + { + "page": 244, + "sourcebook": "LDJ14" + } + ], + "name": "Falar com Plantas", + "range": "Pessoal (9 metros de raio)", + "ritual": true, + "school": "Adivinhação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Bardo", + "Clérigo" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Você concede o aspecto de vida e inteligência a um corpo, à sua escolha, dentro do alcance, permitindo que ele responda as perguntas que você fizer. O corpo ainda deve possuir uma boca e não pode ser um morto-vivo. A magia falha se o corpo já tiver sido alvo dessa magia nos últimos 10 dias.\nAté a magia acabar, você pode fazer ao corpo até cinco perguntas. O corpo sabe apenas o que ele sabia em vida, incluindo o idioma que ele conhecia. As respostas normalmente são breves, enigmáticas ou repetitivas e o corpo não está sob nenhuma compulsão que o obrigue a oferecer respostas verdadeiras se você for hostil a ele ou se ele reconhecer você como um inimigo. Essa magia não traz a alma da criatura de volta ao corpo, apenas anima seu espírito. Portanto, o corpo não pode aprender novas informações, não compreende nada que tenha acontecido depois da sua morte e não pode especular sobre eventos futuros.", + "duration": "10 minutos", + "higher_level": "", + "id": 307, + "level": 3, + "locations": [ + { + "page": 244, + "sourcebook": "LDJ14" + } + ], + "material": "Incenso aceso", + "name": "Falar com os Mortos", + "range": "3 metros", + "ritual": false, + "school": "Necromancia", + "tce_expanded_classes": [ + "Mago" + ] + }, + { + "casting_time": "1 ação bônus", + "classes": [ + "Patrulheiro" + ], + "components": [ + "V,", + "S" + ], + "concentration": true, + "desc": "Da próxima vez que você realizar um ataque com uma arma à distância enquanto a magia durar, a munição da arma ou a própria arma, se ela for uma arma de arremesso, se transforma num relâmpago. Realize uma jogada de ataque normal. O alvo sofre 4d8 de dano elétrico se atingir ou metade desse dano se errar, ao invés do dano normal da arma.\nIndependentemente de você acertar ou errar, cada criatura a até 3 metros do alvo deve realizar um teste de resistência de Destreza. Cada uma dessas criaturas sofre 2d8 de dano elétrico se falhar na resistência ou metade desse dano se obtiver sucesso.\nA munição ou arma então, volta a sua forma normal.", + "duration": "Até 1 minuto", + "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 4° nível ou superior, o dano de ambos os efeitos da magia aumenta em 1d8 para cada nível do espaço acima do 3°.", + "id": 204, + "level": 3, + "locations": [ + { + "page": 245, + "sourcebook": "LDJ14" + } + ], + "name": "Flecha Relampejante", + "range": "Pessoal", + "ritual": false, + "school": "Transmutação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Uma flecha esverdeada cintilante voa em direção de um alvo dentro do alcance e explode em um jato de ácido. Faça um ataque à distância com magia contra o alvo. Se atingir, o alvo sofre 4d4 de dano de ácido imediatamente e 2d4 de dano de ácido no final do próximo turno dele. Se errar, a flecha salpica o alvo com ácido, causando metade do dano inicial e nenhum dano no final do próximo turno dele.", + "duration": "Instantânea", + "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 3° nível ou superior, o dano (tanto inicial quanto posterior) aumenta em 1d4 para cada nível do espaço acima do 2°.", + "id": 224, + "level": 2, + "locations": [ + { + "page": 245, + "sourcebook": "LDJ14" + } + ], + "material": "Folha de ruibarbo em pó e o estômago de uma víbora", + "name": "Flecha Ácida de Melf", + "range": "36 metros", + "ritual": false, + "school": "Evocação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Artífice", + "Druida", + "Patrulheiro", + "Feiticeiro", + "Mago" + ], + "components": [ + "V,", + "S" + ], + "concentration": true, + "desc": "Você toca uma aljava contendo flechas ou virotes. Quando um alvo é atingido por um ataque à distância com arma usando uma munição sacada dessa alj ava, ele sofre 1d6 de dano de fogo extra. A mágica da magia termina na munição quando ela atinge ou erra, e a magia termina quando doze munições forem sacadas da aljava.", + "duration": "Até 1 hora", + "higher_level": "Em Níveis Superiores. Quando você conjura essa magia usando um espaço de magia de 4° nível ou superior, a quantidade de munições que você pode afetar com essa magia aumenta em dois cada nível do espaço acima do 3°.", + "id": 391, + "level": 3, + "locations": [ + { + "page": 158, + "sourcebook": "GXTC" + } + ], + "name": "Flechas Flamejantes", + "range": "Toque", + "ritual": false, + "school": "Transmutação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Artífice", + "Bardo", + "Druida" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "Cada objeto num cubo de 6 metros dentro do alcance fica delineado com luz azul, verde ou violeta (à sua escolha). Qualquer criatura na área, quando a magia é conjurada, também fica delineada com luz, se falhar num teste de resistência de Destreza. Pela duração, os objetos e criaturas afetadas emitem penumbra num raio de 3 metros.\nQualquer jogada de ataque contra uma criatura afetada ou objeto tem vantagem, se o atacante puder ver o alvo e, a criatura afetada ou objeto não recebe benefício por estar invisível.", + "duration": "Até 1 minuto", + "higher_level": "", + "id": 126, + "level": 1, + "locations": [ + { + "page": 245, + "sourcebook": "LDJ14" + } + ], + "name": "Fogo das Fadas", + "range": "18 metros", + "ritual": false, + "school": "Evocação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Bruxo" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": true, + "desc": "Você abre um portal para a escuridão entre as estrelas, uma região infestada de horrores desconhecidos. Uma esfera de 6 metros de raio de negritude e frio severo aparece, centrada num ponto dentro do alcance, e permanece pela duração. Esse vazio está preenchido por uma cacofonia de sussurros suaves e barulhos de rangidos que podem ser ouvidos a até 9 metros. Nenhuma luz, mágica ou qualquer que seja, pode iluminar a área e as criaturas totalmente dentro da área estarão cegas.\nO vazio cria uma dobra no tecido do espaço e a área é de terreno difícil. Qualquer criatura que começar seu turno na área sofre 2d6 de dano de frio. Qualquer criatura que terminar seu turno na área, deve ser bem sucedida num teste de resistência de Destreza ou sofrerá 2d6 de dano de ácido, à medida que tentáculos leitosos extraterrestres se esfregam contra ela.", + "duration": "Até 1 minuto", + "higher_level": "", + "id": 185, + "level": 3, + "locations": [ + { + "page": 245, + "sourcebook": "LDJ14" + } + ], + "material": "Um tentáculo de polvo em conserva", + "name": "Fome de Hadar", + "range": "45 metros", + "ritual": false, + "school": "Conjuração" + }, + { + "casting_time": "1 ação", + "classes": [ + "Bardo", + "Clérigo", + "Druida", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Você toca uma criatura voluntária e a coloca em um estado catatônico que é indistinguível da morte.\nPela duração da magia, ou até você usar uma ação para tocar o alvo e dissipar a magia, o alvo aparenta estar morto para todas as inspeções externas e para magias usadas para determinar a condição do alvo. O alvo está cego e incapacitado e seu deslocamento cai para 0. O alvo tem resistência a todos os danos, exceto dano psíquico. Se o alvo estava doente ou envenenado quando você conjurou a magia, ou ficou doente ou envenenado durante o período em que estava sob efeito da magia, a doença e veneno não terá qualquer efeito até a magia terminar.", + "duration": "1 hora", + "higher_level": "", + "id": 131, + "level": 3, + "locations": [ + { + "page": 246, + "sourcebook": "LDJ14" + } + ], + "material": "Uma pitada de terra de cemitério", + "name": "Forjar Morte", + "range": "Toque", + "ritual": true, + "school": "Necromancia" + }, + { + "casting_time": "1 ação", + "classes": [ + "Bardo", + "Clérigo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V,", + "S" + ], + "concentration": false, + "desc": "Você dá um passo para dentro das fronteiras do Plano Etéreo, na área em que ele se sobrepõem com o seu plano atual. Você se mantem na Fronteira Etérea pela duração ou até você usar sua ação para dissipar a magia. Durante esse período, você pode se mover para qualquer direção. Se você se mover para cima ou para baixo, cada passo de deslocamento custa um passo extra. Você pode ver e ouvir o plano que você se originou, mas tudo parece cinzento e você não pode ver nada além de 18 metros de você.\nEnquanto estiver no Plano Etéreo, você pode afetar e ser afetado apenas por criaturas nesse plano. As criaturas que não estiverem no Plano Etéreo não podem notar sua presença e não podem interagir com você, a menos que uma habilidade especial ou magia dê a elas a capacidade de fazê-lo.\nVocê ignora todos os objetos e efeitos que não estiverem no Plano Etéreo, permitindo que você se mova através de objetos que você perceba no plano de onde você veio.\nQuando a magia acabar, você imediatamente retorna para o plano de onde você se originou, no lugar que você está ocupando atualmente. Se você estiver ocupando o mesmo espaço de um objeto sólido ou de uma criatura quando isso ocorrer, você é, imediatamente, desviado para o espaço desocupado mais próximo que você puder ocupar e sofre dano de energia igual a dez vezes a quantidade de quadrados de 1,5 metro que você foi movido.\nEssa magia não tem efeito se você conjura-la enquanto estiver no Plano Etéreo ou um plano que não faça fronteira com ele, como um dos Planos Exteriores.", + "duration": "Até 8 horas", + "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 8° nível ou superior, você pode afetar até três criaturas voluntária (incluindo você) para cada nível do espaço acima do 7°. As criaturas devem estar a até 3 metros de você quando você conjurar a magia.", + "id": 121, + "level": 7, + "locations": [ + { + "page": 246, + "sourcebook": "LDJ14" + } + ], + "name": "Forma Etérea", + "range": "Pessoal", + "ritual": false, + "school": "Transmutação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": true, + "desc": "Você transforma uma criatura voluntária que você tocar, junto com tudo que ela estiver vestindo e carregando, em uma nuvem nebulosa, pela duração. A magia termina se a criatura cair a 0 pontos de vida. Uma criatura incorpórea não pode ser afetada.\nEnquanto estiver nessa forma, o único meio de movimentação do alvo é 3 metros de deslocamento de voo. O alvo pode entrar e ocupar o espaço de outra criatura. O alvo tem resistência a dano não-mágico e tem vantagem em testes de resistência de Força, Destreza e Constituição. O alvo pode passar através de pequenos buracos, aberturas estreitas e, até mesmo, meras rachaduras, embora ele trate líquidos como se fossem superfícies sólidas. O alvo não pode cair e se mantem flutuando no ar, mesmo se estiver atordoado ou incapacitado de alguma outra forma.\nEnquanto estiver na forma de uma nuvem nebulosa, o alvo não pode falar ou manipular objetos e, quaisquer objetos que ele estava carregando ou segurando não pode ser derrubado, usado ou, de outra forma, interagido. O alvo não pode atacar ou conjurar magias.", + "duration": "Até 1 hora", + "higher_level": "", + "id": 152, + "level": 3, + "locations": [ + { + "page": 246, + "sourcebook": "LDJ14" + } + ], + "material": "Um pouco de gaze e um pouco de fumaça", + "name": "Forma Gasosa", + "range": "Toque", + "ritual": false, + "school": "Transmutação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Druida" + ], + "components": [ + "V,", + "S" + ], + "concentration": true, + "desc": "Sua magia transforma você em bestas. Escolha qualquer quantidade de criaturas voluntárias que você possa ver, o alcance. Você muda cada alvo para a forma de uma besta Grande ou menor, com um nível de desafio de 4 ou inferior. Nos turnos subsequentes, você pode usar sua ação para mudar uma criatura afetada para uma nova forma.\nA transformação permanece pela duração para cada alvo, ou até o alvo cair para 0 pontos de vida ou morrer. Você pode escolher uma forma diferente para cada alvo. As estatísticas de jogo do alvo são substituídas pelas estatísticas da besta escolhida, mas o alvo mantem sua tendência e valores de Inteligência, Sabedoria e Carisma. O alvo adquire os pontos de vida da sua nova forma, e quando ele reverte para sua forma normal, ele volta aos pontos de vida que tinha antes de ser transformado. Se ele reverter como resultado de ter caído a 0 pontos de vida, todo dano excedente é recebido pela sua forma normal. Contato que o dano excedente não reduza os pontos de vida da forma normal da criatura a 0, ela não cairá inconsciente. A criatura é limitada em suas ações pela natureza da sua nova forma e ela não pode falar nem conjurar magias.\nO equipamento do alvo mescla-se a sua nova forma. O alvo não pode ativar, empunhar ou, de outra forma, se beneficiar de qualquer de seus equipamentos.", + "duration": "Até 24 horas", + "higher_level": "", + "id": 7, + "level": 8, + "locations": [ + { + "page": 246, + "sourcebook": "LDJ14" + } + ], + "name": "Formas Animais", + "range": "9 metros", + "ritual": false, + "school": "Transmutação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Artífice", + "Bardo", + "Feiticeiro" + ], + "components": [ + "V,", + "S" + ], + "concentration": true, + "desc": "Sua magia aprofunda a compreensão de uma criatura de seu próprio talento. Você toca uma criatura disposta e dá-lhe especialização em uma perícia de sua escolha; até que a magia termine, a criatura dobra seu bônus de proficiência para verificações de habilidade que usem a perícia escolhida.\nVocê deve escolher uma perícia em que o alvo seja proficiente e que ainda não esteja se beneficiando de um efeito, como a Especialização do ladino, que dobre seu bônus de proficiência.", + "duration": "Até 1 hora", + "higher_level": "", + "id": 429, + "level": 5, + "locations": [ + { + "page": 158, + "sourcebook": "GXTC" + } + ], + "name": "Fortalecimento de Perícia", + "range": "Toque", + "ritual": false, + "school": "Transmutação" + }, + { + "casting_time": "1 minuto", + "classes": [ + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Uma fortaleza de pedra irrompe de uma área quadrada do chão de sua escolha que você pode ver dentro do alcance. A área tem 36 metros em cada lado, e não deve ter nenhum edificio ou outras estruturas sobre ele. Qualquer criatura na área é inofensivamente levantada à medida que a fortaleza se ergue.\nA fortaleza possui quatro torres com bases quadradas, cada uma com 6 metros de comprimento e 9 metros de altura, com uma torre em cada canto. As torres estão conectadas entre si por paredes de pedra que tem 24 metros de comprimento cada, criando uma área fechada. Cada parede tem 30 centímetros de espessura e é composta por painéis de 3 metros de largura e 6 metros de altura. Cada painel é contíguo com outros dois painéis ou outro painel e uma to e Você pode colocar até quatro portas de pedra a parede exterior da fortaleza.\nUm pequeno forte fica dentro da área feohada. O forte tem uma base quadra de 15 metro de cada lado, e te três pisos com tetos de metros de àltura. Cada um dos pisos podem ser divididos em tantos quartos quanto quiser, desde que cada quarto seja pelo menos 1,5 metros de cada lado. Os pisos da torre estão conectados por escadas de pedra, suas paredes tem 6 centímetros de espessura, e os quartos mtenores podem ter portas de pedra ou arcos abertos conforme você escolher. O forte é mobiliado e decorado com? você quiser, e contém comida suficiente para servir um banquete de nove cursos para até 100 pe_ssoas por dia. Mobília, comida e outros objetos cnados por esta magia desmorona em pó se removidos da fortaleza.\nUma equipe de cem servos invisíveis obedece a qualquer comando atribuído a eles pelas criaturas que voce designa quando você conjura a magia. Cada servo funciona como se cnado pela magia servo invisível.\nAs paredes, torres e forte são todos feitos de pedra que podem ser danificados. Cada seção de 3 metros por 3 metros de pedra tem CA 15 e 30 pontos de vida para cada 1,54 centímetros de espessura. Ele é imune a veneno e a dano psíquico. Reduzir uma seção de pedra para O pontos de vida destrói-a e pode fazer com que as seções conectadas colapsem, a critério do mestre.\nApós 7 dias, ou quando você conjurar esta magiaem algum outro lugar, a fortaleza se desintegra e afunda mofensivamente no chão, deixando as criaturas que estavam dentro dela seguramente no chão.\nConjurar esta magia no mesmo local uma vez a cada 7 dias por um ano torna a fortaleza permanente.", + "duration": "Instantânea", + "higher_level": "", + "id": 415, + "level": 8, + "locations": [ + { + "page": 158, + "sourcebook": "GXTC" + } + ], + "material": "Um diamante valendo, no mínimo, 500po que a magia consome", + "name": "Fortaleza Poderosa", + "range": "1,5 quilômetros", + "ritual": false, + "school": "Conjuração" + }, + { + "casting_time": "1 ação", + "classes": [ + "Artífice", + "Bardo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "Durante a duração, você ou uma criatura disposta que possa ver dentro do alcance tem resistência a danos psíquicos, bem como vantagem em testes de resistência de Inteligência, Sabedoria e Carisma.", + "duration": "Até 1 hora", + "higher_level": "Quando você lança esta magia usando um slot de magia de 4° nível ou superior, você pode ter como alvo uma criatura adicional para cada nível de slot acima do 3°. As criaturas devem estar a 9 metros uma da outra quando você as mira.", + "id": 465, + "level": 3, + "locations": [ + { + "page": 107, + "sourcebook": "CTT" + } + ], + "material": "", + "name": "Fortaleza do Intelecto", + "range": "9 metros", + "ritual": false, + "school": "Abjuração", + "subclasses": [] + }, + { + "casting_time": "1 ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": true, + "desc": "Você constrói uma ilusão que se enraíza na mente de uma criatura que você possa ver, dentro do alcance. O alvo deve realizar um teste de resistência de Inteligência. Se falhar na resistência, você cria um objeto, criatura ou outro fenômeno visível – porém, fantasmagórico – à sua escolha, com não mais de 3 metros cúbicos e que será percebido apenas pelo alvo, pela duração. Essa magia não afeta mortos-vivos ou constructos.\nO fantasma inclui som, temperatura e outros estímulos, também evidentes apenas para o alvo.\nO alvo pode usar sua ação para examinar o fantasma com um teste de Inteligência (Investigação) contra a CD da as magia. Se for bem sucedido, o alvo percebe que o fantasma é uma ilusão e a magia acaba.\nEnquanto o alvo estiver sob efeito dessa magia, ele considerará o fantasma como sendo real. O alvo racionalizará quaisquer resultados ilógicos ao interagir com o fantasma. Por exemplo, um alvo tentado atravessar uma ponte fantasmagórica que atravesse um abismo, cairá quando pisar na ponte. Se o alvo sobreviver a queda, ele ainda acreditará que a ponte existe e procurará outra explicação para a sua queda – ele foi puxado, ele escorregou ou um vento forte pode ter o jogado pra fora.\nUm alvo afetado está tão convencido da realidade do fantasma que pode até mesmo sofrer dano da ilusão. Um fantasma criado para se parecer com uma criatura pode atacar o alvo. Similarmente, um fantasma criado para se parecer com fogo, um poço de ácido ou lava, podem queimar o alvo. A cada rodada, no seu turno, o fantasma pode causar 1d6 de dano psíquico no alvo, se ele estiver na área do fantasma ou a 1,5 metro dele, considerando que a ilusão é de uma criatura ou perigo que, logicamente, possa causar dano, como por atacar. O alvo entende o dano como sendo de um tipo apropriado para a ilusão.", + "duration": "Até 1 minuto", + "higher_level": "", + "id": 248, + "level": 2, + "locations": [ + { + "page": 245, + "sourcebook": "LDJ14" + } + ], + "material": "Um pouco de lã", + "name": "Força Fantasmagórica", + "range": "18 metros", + "ritual": false, + "school": "Ilusão" + }, + { + "casting_time": "1 reação que você.f.μ quando um humanoid que você pode ver dentro de 18 metros de você morre", + "classes": [ + "Bruxo", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Esta magia arrebata a alma de um humanoide à medida que ele morre e o aprisiona dentro da pequena gaiola que voce usa para o componente material. Um8: alma roubada permanece dentro da gaiola até a magia terminar ou até que você destrua a gaiola, o que termma a magia. Enquanto você tem uma alma dentro da gaiola, você pode explorá-la de qualquer maneira descrita abaixo. Você pode usar uma alma presa até seis vezes. Depois de explorar uma alma pela sexta vez, ela é liberada e a magia ter mina. Enquanto uma alma está presa, o humanoide morto de que ela veio nci9i pode ser revivido.\nRoubar a Vida. Você pode usar uma ação bônus para drenar o vigor da alma e recuperar 2d8 pontos de vida.\nConsultar Alma. Você faz uma pergunta à alma (não é necessária uma ação) e recebe uma breve resposta telepática, que você pode entender, mdependentemente do idioma usado. A alma só conhece o que sabia na vida, mas deve responder com smcendade e ao melhor de suas habilidades. A resposta não é mais do que uma frase ou duas e pode ser enigmática.\nEmprestar Perícia. Você pode usar uma ação bonus para reforçar-se com a experiência de vida da alma, fazendo sua próxima rolagem de ataque, venficaçao de habilidade ou teste de resistência. Se você não usar esse beneficio antes do início do próximo turno, ele se perde.\nOlhos dos Mortos. Você pode usar uma ação para nomear um lugar que o humanoide viu na vida, o que cria um sensor invisível em algum lugar nesse local se estiver no plano da existência em que você está atualmente. O sensor permanece durante todo o tempo que você se concentra, até 10 minutos (como se estivesse se concentrando em uma magia). Você recebe informações visuais e auditivas do sensor como se estivesse no seu espaço usando seus sentidos.\nUma criatura que pode ver o sensor (como um usando ver o invisível ou visão da verdade) vê uma imagem translúcida do humanoide atormentado caja alma você enjaulou.", + "duration": "8 horas", + "higher_level": "", + "id": 433, + "level": 6, + "locations": [ + { + "page": 159, + "sourcebook": "GXTC" + } + ], + "material": "Uma pequena jaula de prata valendo, no mínimo, 100po", + "name": "Gaiola da Alma", + "range": "18 metros", + "ritual": false, + "school": "Necromancia" + }, + { + "casting_time": "1 hora", + "classes": [ + "Artífice", + "Bardo", + "Clérigo", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Quando você conjura essa magia, você inscreve um glifo que fere outras criaturas, tanto sobre uma superfície (como uma mesa ou uma secção de piso ou parede) quanto dentro de um objeto que possa ser fechado (como um livro, um pergaminho ou um baú de tesouro) para ocultar o glifo. Se você escolher uma superfície, o glifo pode cobrir uma área da superfície não superior a 3 metros de diâmetro. Se você escolher um objeto, o objeto deve permanecer no seu local; se ele for movido mais de 3 metros de onde você conjurou essa magia, o glifo será quebrado e a magia termina sem ser ativada.\nO glifo é quase invisível e requer um teste de Inteligência (Investigação) contra a CD da magia para ser encontrado.\nVocê define o que ativa o glifo quando você conjura a magia. Para glifos inscritos em uma superfície, os gatilhos mais típicos incluem tocar ou ficar sobre o glifo, remover outro objeto cobrindo o glifo, aproximar-se a uma certa distância do glifo ou manipular um objeto onde o glifo esteja inscrito. Para glifos inscritos dentro de objetos, os gatilhos mais comuns incluem abrir o objeto, aproximar- se a uma certa distância do objeto ou ver ou ler o glifo. Uma vez que o glifo seja ativado, a magia termina.\nVocê pode, posteriormente, aperfeiçoar o gatilho para que a magia se ative apenas sob certas circunstâncias ou de acordo com as características físicas (como altura ou peso), tipo de criatura (por exemplo, a proteção poderia ser definida para afetar aberrações ou drow) ou tendência. Você pode, também, definir condições para criaturas não ativarem o glifo, como aqueles que falarem determinada senha.\nQuando você inscreve o glifo, escolha runas explosivas ou glifo de magia.\nRunas Explosivas. Quando ativado, o glifo irrompe com energia mágica numa esfera com 6 metros de raio, centrada no glifo. A esfera se espalha, dobrando esquinas. Cada criatura na área deve realizar um teste de resistência de Destreza. Uma criatura sofre 5d8 de dano de ácido, elétrico, fogo, frio ou trovejante se falhar no teste de resistência (você escolhe o tipo quando cria o glifo) ou metade desse dano se obtiver sucesso.\nGlifo de Magia. Você pode armazenar uma magia preparada de 3° nível ou inferior no glifo ao conjura-la como parte da criação do glifo. A magia a ser armazenada não tem efeito imediato quando conjurada dessa forma. Quando o glifo for ativado, a magia armazenada é conjurada. Se a magia tiver um alvo, esse alvo será a criatura que ativou o glifo. Se a magia afetar uma área, a área será centrada na criatura. Se a magia invocar criaturas hostis ou criar objetos ou armadilhas nocivos, eles aparecerão o mais próximo possível do intruso e o atacarão. Se a magia precisar de concentração, ela dura o máximo possível da sua duração.", + "duration": "Até ser dissipada ou ativada", + "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 4° nível ou superior, o dano do glifo de runas explosivas aumenta em 1d8 para cada nível do espaço acima do 3°. Se você criar um glifo de magia, você pode armazenar qualquer magia do mesmo nível, ou inferior, do espaço que você usar para o glifo de vigilância.", + "id": 159, + "level": 3, + "locations": [ + { + "page": 247, + "sourcebook": "LDJ14" + } + ], + "material": "Incenso e pó de diamante valendo, no mínimo, 200 po, consumidos pela magia", + "name": "Glifo de Vigilância", + "range": "Toque", + "ritual": false, + "school": "Abjuração" + }, + { + "casting_time": "1 ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": true, + "desc": "Uma barreira imóvel, levemente cintilante, surge do nada num raio de 3 metros centrado em você e permanece pela duração.\nQualquer magia de 5° nível ou inferior conjurada de fora da barreira não poderá afetar as criaturas ou objetos dentro dela, mesmo que a magia seja conjurada usando um espaço de magia de nível superior. Tais magias podem ter como alvo criaturas e objetos dentro da barreira, mas a magia não produz nenhum efeito neles. Similarmente, a área dentro da barreira é excluída das áreas afetadas por tais magias.", + "duration": "Até 1 minuto", + "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 7° nível ou superior, a barreira bloqueia magias de um nível superior para cada nível do espaço acima do 6°.", + "id": 158, + "level": 6, + "locations": [ + { + "page": 247, + "sourcebook": "LDJ14" + } + ], + "material": "Uma perola de vidro ou cristal que se despedaça quando a magia termina", + "name": "Globo de Invulnerabilidade", + "range": "Pessoal (3 metros de raio)", + "ritual": false, + "school": "Abjuração" + }, + { + "casting_time": "1 ação", + "classes": [ + "Artífice", + "Bardo", + "Feiticeiro", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": true, + "desc": "Você cria até quatro luzes do tamanho de tochas dentro do alcance, fazendo-as parecerem tochas, lanternas ou esferas luminosas que flutuam no ar pela duração. Você também pode combinar as quatro luzes em uma forma luminosa, vagamente humanoide, de tamanho Médio. Qualquer que seja a forma que você escolher, cada luz produz penumbra num raio de 3 metros.\nCom uma ação bônus, no seu turno, você pode mover as luzes, até 18 metros, para um novo local dentro do alcance. Uma luz deve estar a, pelo menos, 6 metros de outra luz criada por essa magia e uma luz some se exceder o alcance da magia.", + "duration": "Até 1 minuto", + "higher_level": "", + "id": 86, + "level": 0, + "locations": [ + { + "page": 247, + "sourcebook": "LDJ14" + } + ], + "material": "Um pouco de fósforo ou wychwood ou um inseto luminoso", + "name": "Globos de Luz", + "range": "36 metros", + "ritual": false, + "school": "Evocação" + }, + { + "casting_time": "1 ação bônus", + "classes": [ + "Patrulheiro" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "Da próxima vez que você atingir uma criatura com um ataque com arma, antes do final da magia, um emaranhado maciço de vinhas espinhentas aparecem no local do impacto e o alvo deve ser bem sucedido num teste de resistência de Força ou ficará impedido pelas vinhas mágicas, até o fim da magia. Uma criatura Grande ou maior tem vantagem no seu teste de resistência. Se o alvo for bem sucedido na resistência, as vinhas murcharão.\nEnquanto estiver impedido pela magia, um alvo sofre 1d6 de dano perfurante no início de cada um dos turnos dele. Uma criatura impedida pelas vinhas ou uma que possa tocar a criatura, pode usar sua ação para realizar um teste de Força contra a CD da magia. Num sucesso, o alvo é libertado.", + "duration": "Até 1 minuto", + "higher_level": "Se você conjurar essa magia usando um espaço de magia de 2° nível ou superior, o dano aumenta em 1d6 para cada nível do espaço acima do 1°.", + "id": 118, + "level": 1, + "locations": [ + { + "page": 247, + "sourcebook": "LDJ14" + } + ], + "name": "Golpe Constritor", + "range": "Pessoal", + "ritual": false, + "school": "Conjuração" + }, + { + "casting_time": "1 ação", + "classes": [ + "Artífice", + "Bardo", + "Druida", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "S" + ], + "concentration": false, + "desc": "Você cria uma violenta explosão sonora, que pode ser ouvida a até 30 metros de distância. Cada criatura diferente de você a até 1,5 metros de você deve realizar um teste de resistência de Constituição. Se falhar na resistência, o alvo sofre 1d6 de dano trovejante.\nO dano da magia aumenta em 1d6 quando você alcança o 5° nível (2d6), 11° nível (3d6) e 17° nível (4d6).", + "duration": "Instantânea", + "higher_level": "", + "id": 441, + "level": 0, + "locations": [ + { + "page": 160, + "sourcebook": "GXTC" + } + ], + "name": "Golpe Trovejante", + "range": "Pessoal", + "ritual": false, + "school": "Evocação" + }, + { + "casting_time": "1 ação bônus", + "classes": [ + "Patrulheiro" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "Você se move como o vento. Até o fim da magia, seu movimento não provoca ataques de oportunidade.\nUma vez até o fim da magia, você pode se dar vantagem em uma rolagem de ataque com arma no seu turno. Esse ataque infringe 1d8 de dano de energia extra caso acerte. Não importa se acertar ou errar, sua velocidade de deslocamento aumenta em 9 metros até o final desse turno.", + "duration": "Até 1 minuto", + "higher_level": "", + "id": 456, + "level": 1, + "locations": [ + { + "page": 160, + "sourcebook": "GXTC" + } + ], + "name": "Golpe de Zephyr", + "range": "Pessoal", + "ritual": false, + "school": "Transmutação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "S" + ], + "concentration": false, + "desc": "Você libera o poder de sua mente para explodir o intelecto de até dez criaturas a sua escolha que vocé possa ver dentro do alcance. Criaturas que tenham uma pontuação de Inteligência de 2 ou inferior não são afetadas.\nCada alvo deve fazer um teste de resistência de Inteligência. Em um teste falho, um alvo recebe 14d6 dano psíquico e fica atordoado. Em um teste bem sucedido, um alvo leva metade do dano e não fica atordoado. Se um alvo for morto por esse dano, sua cabeça explode, assumindo que tenha uma.\nUm alvo atordoado pode fazer um teste de resistência de Inteligência no final de cada uma de seus turnos. Em um sucesso, o efeito atordoante termina.", + "duration": "Instantânea", + "higher_level": "", + "id": 422, + "level": 9, + "locations": [ + { + "page": 160, + "sourcebook": "GXTC" + } + ], + "name": "Grito Psíquico", + "range": "27 metros", + "ritual": false, + "school": "Encantamento" + }, + { + "casting_time": "1 ação", + "classes": [ + "Clérigo" + ], + "components": [ + "V" + ], + "concentration": false, + "desc": "Um guardião espectral Grande aparece e flutua, pela duração, em um espaço desocupado, à sua escolha, que você possa ver dentro do alcance. O guardião ocupa esse espaço e é indistinto, exceto por uma espada reluzente e um escudo brasonado com o símbolo da sua divindade.\nQualquer criatura hostil a você que se mover para um espaço a até 3 metros do guardião pela primeira vez em um turno, deve ser bem sucedida num teste de resistência de Destreza. A criatura sofre 20 de dano radiante se falhar na resistência ou metade desse dano se obtiver sucesso. O guardião desaparece após ter causado um total de 60 de dano.", + "duration": "8 horas", + "higher_level": "", + "id": 165, + "level": 4, + "locations": [ + { + "page": 248, + "sourcebook": "LDJ14" + } + ], + "name": "Guardião da Fé", + "range": "9 metros", + "ritual": false, + "school": "Conjuração" + }, + { + "casting_time": "1 ação bônus", + "classes": [ + "Druida", + "Patrulheiro" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "Um espírito da natureza responde seu chamado e transforma você em um poderoso guardião. A transformação dura até a magia terminar. Você escolhe uma das seguintes formas para assumir: Fera Primitiva ou Grande Árvore.\nFera Primitiva. Pele bestial cobre seu corpo, seus traços faciais tornam-se selvagens e você ganha os seguintes beneficias:\n\u2022 Sua velocidade de deslocamento aumenta em 3 metros.\n\u2022 Você ganha visão no escuro com alcance de 36 metros.\n\u2022 Seus ataques baseados em Força rolam com vantagem.\n\u2022 Seus ataques com arma corpo-a-corpo causam dano extra de 1d6 de dano de energia ao acertar.\nGrande Árvore. Sua pele assume a aparência de um tronco, folhas brotam do seu cabelo e você ganha os seguintes beneficias:\n\u2022 Você ganha 10 pontos de vida temporários.\n\u2022 Você faz testes de Constituição com vantagem.\n\u2022 Seus ataques baseados em Destreza e Sabedoria rolam com vantagem.\n\u2022 Enquanto você estiver no chão, o terreno a menos de 4,5 metros de você se toma um terreno dificil para seus inimigos.", + "duration": "Até 1 minuto", + "higher_level": "", + "id": 393, + "level": 4, + "locations": [ + { + "page": 160, + "sourcebook": "GXTC" + } + ], + "name": "Guardião da Natureza", + "range": "Pessoal", + "ritual": false, + "school": "Transmutação" + }, + { + "casting_time": "1 ação bônus", + "classes": [ + "Bruxo", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Proferindo um encantamento, você usa a magia dos Planos Inferiores ou Planos Superiores (à sua escolha) para se transformar. Você ganha os seguintes benefícios até que o feitiço termine:\n\n\n2022Você é imune a danos de fogo e veneno (Planos Inferiores) ou dano radiante e necrótico (Planos Superiores).\n\n2022Você é imune à condição de envenenamento (Planos Inferiores) ou à condição encantada (Planos Superiores).\n\n2022As asas espectrais aparecem em suas costas, dando-lhe uma chance de voar velocidade de 12 metros.\n\n2022Você tem +2 de bônus na CA.\n\n2022Todos os seus ataques com arma são mágicos, e quando você faz um ataque com arma, você pode usar seu modificador de habilidade de lançamento de feitiços, em vez de Força ou Destreza, para as jogadas de ataque e dano.\n\n2022Você pode atacar duas vezes, em vez de uma, ao realizar a ação de Ataque no seu turno. Você ignora este benefício se já tiver um recurso, como Ataque Extra, que permite atacar mais de uma vez quando você executa a ação de Ataque em sua vez.", + "duration": "Até 1 minuto", + "higher_level": "", + "id": 481, + "level": 6, + "locations": [ + { + "page": 116, + "sourcebook": "CTT" + } + ], + "material": "Um objeto gravado com um símbolo dos Planos Exteriores, valendo pelo menos 500 po.", + "name": "Guise de Outro Mundo de Tasha", + "range": "Pessoal", + "ritual": false, + "school": "Transmutação", + "subclasses": [] + }, + { + "casting_time": "1 ação", + "classes": [ + "Bardo", + "Paladino" + ], + "components": [ + "V,", + "S" + ], + "concentration": true, + "desc": "Uma criatura voluntária que você tocar é imbuída com bravura. Até a magia acabar, a criatura é imune a ser amedrontada e ganha pontos de vida temporários igual ao seu modificador de habilidade de conjuração, no início de cada turno dela. Quando a magia acabar, o alvo perde qualquer ponto de vida temporário restante dessa magia.", + "duration": "Até 1 minuto", + "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 2° nível ou superior, você pode afetar uma criatura adicional para cada nível do espaço acima do 1°.", + "id": 180, + "level": 1, + "locations": [ + { + "page": 248, + "sourcebook": "LDJ14" + } + ], + "name": "Heroísmo", + "range": "Toque", + "ritual": false, + "school": "Encantamento" + }, + { + "casting_time": "1 minuto", + "classes": [ + "Artífice", + "Bardo", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Você escolhe um objeto que você deve tocar durante toda a conjuração da magia. Se ele for um item mágico ou algum outro objeto imbuído por magia, você descobre suas propriedades e como usá-lo, se exige sintonia para ser usado e quantas cargas ele tem, se aplicável. Você descobre se quaisquer magias estão afetando o item e quais eles são. Se o item foi criado por magia, você descobre que magia o criou.\nSe você, ao invés, tocar uma criatura durante toda a conjuração, você descobre quais magias, se houver alguma, estão afetando-a atualmente.", + "duration": "Instantânea", + "higher_level": "", + "id": 189, + "level": 1, + "locations": [ + { + "page": 248, + "sourcebook": "LDJ14" + } + ], + "material": "Uma perola valendo, no mínimo, 100 po e uma pena de coruja", + "name": "Identificação", + "range": "Toque", + "ritual": true, + "school": "Adivinhação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Bardo", + "Clérigo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V,", + "M" + ], + "concentration": false, + "desc": "Essa magia garante a criatura que você tocar a habilidade de compreender e falar o idioma que ela ouvir. Além disso, quando o alvo fala, qualquer criatura que saiba, pelo menos, um idioma pode ouvir o alvo e compreender o que ele diz.", + "duration": "1 hora", + "higher_level": "", + "id": 334, + "level": 3, + "locations": [ + { + "page": 248, + "sourcebook": "LDJ14" + } + ], + "material": "Uma pequena estátua de argila de um zigurate", + "name": "Idiomas", + "range": "Toque", + "ritual": false, + "school": "Adivinhação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V,", + "M" + ], + "concentration": false, + "desc": "Você cria um som ou uma imagem de um objeto, dentro do alcance, que permanece pela duração. A ilusão também termina se você dissipa-la usando uma ação ou conjurar essa magia novamente.\nSe você criar um som, seu volume pode variar entre um sussurro até um grito. Pode ser a sua voz, a voz de outrem, o rugido de um leão, batidas de tambor ou qualquer outro som que você quiser. O som permanece no mesmo volume durante toda duração ou você pode fazer sons distintos em momentos diferentes, antes da magia acabar.\nSe você criar uma imagem de um objeto – como uma cadeira, pegadas de lama ou um pequeno baú – ela não pode ter mais de 1,5 metro cúbico. A imagem não pode produzir som, luz, cheiro ou qualquer outro efeito sensorial. Interação física com a imagem revelará que ela é uma ilusão, já que as coisas podem atravessa-la.\nSe uma criatura usar sua ação para examinar a imagem, ela pode determinar que ela é uma ilusão se obtiver sucesso num teste de Inteligência (Investigação) contra a CD da magia. Se uma criatura discernir a ilusão como sendo isso, a ilusão se tornará suave para a criatura.", + "duration": "1 minuto", + "higher_level": "", + "id": 229, + "level": 0, + "locations": [ + { + "page": 248, + "sourcebook": "LDJ14" + } + ], + "material": "Um pouco de lã", + "name": "Ilusão Menor", + "range": "9 metros", + "ritual": false, + "school": "Ilusão" + }, + { + "casting_time": "1 ação", + "classes": [ + "Bardo", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Você cria uma ilusão de um objeto, uma criatura ou de algum outro fenômeno visível, dentro do alcance, que se ativa quando uma condição especifica ocorre. A ilusão é imperceptível até esse momento. Ela não pode ter mais de 9 metros cúbicos e você decide, quando conjura a magia, como a ilusão se comporta e quais sons ela faz. Essa performance roteirizada por durar até 5 minutos.\nQuando a condição que você especificou ocorrer, a ilusão surge do nada e age da maneira que você descreveu. Uma vez que a ilusão tenha acabado de agir, ela desaparece e permanece dormente por 10 minutos. Após desse período, a ilusão pode se ativar novamente.\nA condição de ativação pode ser tão genérica ou tão detalhada quando você quiser, apesar de ela precisar ser baseada em condições visuais ou audíveis que ocorram a até 9 metros da área. Por exemplo, você poderia criar uma ilusão, de si mesmo, que aparecerá e avisará a outros que tentarem abrir a porta com armadilha ou você pode programar a ilusão para se ativar apenas quando uma criatura disser a palavra ou frase correta.\nInteração física com a imagem revelará ela como sendo uma ilusão, já que as coisas podem atravessa-la. Uma criatura que usar sua ação para examinar a imagem, pode determinar que ela é uma ilusão sendo bem sucedida num teste de Inteligência (Investigação) contra a CD da magia para desacredita-la. Se a criatura discernir a ilusão como ela é, a criatura poderá ver através da imagem e qualquer barulho que ela fizer soará oco para a criatura.", + "duration": "Até ser dissipada", + "higher_level": "", + "id": 265, + "level": 6, + "locations": [ + { + "page": 248, + "sourcebook": "LDJ14" + } + ], + "material": "Um pouco de lã e pó de jade valendo, no mínimo, 25 po", + "name": "Ilusão Programada", + "range": "36 metros", + "ritual": false, + "school": "Ilusão" + }, + { + "casting_time": "1 ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": true, + "desc": "Você cria uma imagem de um objeto, uma criatura ou algum outro fenômeno visível que não tenha mais de 6 metros cúbicos. A imagem aparece em um local que você possa ver, dentro do alcance e permanece pela duração. Ela parece completamente real, incluindo sons, cheiros e temperatura apropriados para a coisa retratada. Você não pode criar calo ou frio suficiente para causar dano, um som alto o suficiente para causar dano trovejante ou ensurdecer uma criatura ou um cheiro que poderia nausear uma criatura (como o fedor de um troglodita).\nEnquanto você estiver dentro do alcance da ilusão, você pode usar sua ação pra fazer a imagem se mover para qualquer outro local dentro do alcance. À medida que a imagem muda de lugar, você pode alterar a aparência dela para que seu movimento pareça ser o natural para a imagem. Por exemplo, se você criar uma imagem de uma criatura e move-la, você pode alterar a imagem para que ela pareça estar andando. Similarmente, você pode fazer a ilusão emitir sons diferentes em momentos diferentes, sendo possível até mesmo manter uma conversa, por exemplo.\nInteração física com a imagem, revelará que ela é uma ilusão, já que as coisas podem passar através dela. Uma criatura que usar sua ação para examinar a imagem, pode determinar que ela é uma ilusão com um teste de Inteligência (Investigação) bem sucedido contra a CD da magia. Se uma criatura discernir a ilusão como sendo isso, a criatura verá através da imagem e suas outras qualidades sensoriais se tornaram suaves para a criatura.", + "duration": "Até 10 minutos", + "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 6° nível ou superior, a magia irá durar até ser dissipada, sem necessitar da sua concentração.", + "id": 217, + "level": 3, + "locations": [ + { + "page": 250, + "sourcebook": "LDJ14" + } + ], + "material": "Um pedaço de lã", + "name": "Imagem Maior", + "range": "36 metros", + "ritual": false, + "school": "Ilusão" + }, + { + "casting_time": "1 ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": true, + "desc": "Você cria a imagem de um objeto, criatura ou outro fenômeno visual que não tenha mais de 4,5 metros cúbicos. A imagem aparece num ponto, dentro do alcança, e permanece pela duração. A imagem é puramente visual; não é acompanhada por som, cheiro ou outros efeitos sensoriais.\nVocê pode usar sua ação para fazer a imagem se mover para qualquer ponto, dentro do alcance. À medida que a imagem muda de lugar, você pode alterar a aparência dela para que seu movimento pareça ser o natural para a imagem. Por exemplo, se você criar uma imagem de uma criatura e move-la, você pode alterar a imagem para que ela pareça estar andando.\nInteração física com a imagem, revelará que ela é uma ilusão, já que as coisas podem passar através dela. Uma criatura que usar sua ação para examinar a imagem, pode determinar que ela é uma ilusão com um teste de Inteligência (Investigação) bem sucedido contra a CD da magia. Se uma criatura discernir a ilusão como sendo isso, a criatura poderá ver através da imagem.", + "duration": "Até 10 minutos", + "higher_level": "", + "id": 300, + "level": 1, + "locations": [ + { + "page": 250, + "sourcebook": "LDJ14" + } + ], + "material": "Um pouco de lã", + "name": "Imagem Silenciosa", + "range": "18 metros", + "ritual": false, + "school": "Ilusão" + }, + { + "casting_time": "1 ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": true, + "desc": "Escolha uma criatura que você possa ver, dentro do alcance. O alvo deve ser bem sucedido num teste de resistência de Sabedoria ou ficará paralisado pela duração. Essa magia não tem efeito em mortos-vivos. No final de cada um dos turnos dele, o alvo pode realizar outro teste de resistência de Sabedoria. Se obtiver sucesso, a magia termina no alvo.", + "duration": "Até 1 minuto", + "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 6° nível ou superior, você pode afetar uma criatura adicional para cada nível de magia acima do 5°. As criaturas devem estar a 9 metros entre si para serem afetadas.", + "id": 182, + "level": 5, + "locations": [ + { + "page": 250, + "sourcebook": "LDJ14" + } + ], + "material": "Uma pequena peça de ferro reta", + "name": "Imobilizar Monstro", + "range": "27 metros", + "ritual": false, + "school": "Encantamento" + }, + { + "casting_time": "1 ação", + "classes": [ + "Bardo", + "Clérigo", + "Druida", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": true, + "desc": "Escolha um humanoide que você possa ver, dentro do alcance. O alvo deve ser bem sucedido num teste de resistência de Sabedoria ou ficará paralisado pela duração. Essa magia não tem efeito em mortos-vivos. No final de cada um dos turnos dele, o alvo pode realizar outro teste de resistência de Sabedoria. Se obtiver sucesso, a magia termina no alvo.", + "duration": "Até 1 minuto", + "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 3° nível ou superior, você pode afetar um humanoide adicional para cada nível de magia acima do 2°. Os humanoides devem estar a 9 metros entre si para serem afetados.", + "id": 183, + "level": 2, + "locations": [ + { + "page": 250, + "sourcebook": "LDJ14" + } + ], + "material": "Uma pequena peça de ferro reta", + "name": "Imobilizar Pessoa", + "range": "18 metros", + "ritual": false, + "school": "Encantamento" + }, + { + "casting_time": "1 ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "Chamas rodeíam uma criatura que você possa ver, dentro do alcance. O alvo deve realizar um teste de resistência de Destreza. Ele sofre 7d6 de dano de fogo se falhar na resistência, ou metade desse dano se obtiver sucesso. Se falhar na resistência, o alvo também se incendeia pela duração da magia. O alvo em chamas emite luz plena num raio de 9 metros e penumbra por 9 metros adicionais. No final de cada um dos turnos dele, o alvo repete o teste de resistência. Ele sofre 3d6 de dano de fogo se falhar na resistência e a magia termina com um sucesso. Essas chamas mágicas não podem ser extintas através de meios não mágicos.\nSe o dano dessa magia reduzir um alvo a 0 pontos de vida, ele é transformado em cinzas.", + "duration": "Até 1 minuto", + "higher_level": "", + "id": 399, + "level": 5, + "locations": [ + { + "page": 160, + "sourcebook": "GXTC" + } + ], + "name": "Imolação", + "range": "27 metros", + "ritual": false, + "school": "Evocação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V,", + "S" + ], + "concentration": true, + "desc": "Você alcança a mente de uma criatura que você pode ver e força-la a fazer um teste de resistência de Inteligência. Uma criatura é bem sucedida automaticamente se for imune a ser amedrontada. Em falha do teste de resistência, o alvo perde a habilidade de distinguir amigos de inimigos, em relação a todas as criaturas que pode ver como inimigos até que a magia termine. Cada vez que o alvo sofre dano, ele pode repetir o teste de resistência, terminando o efeito sobre si mesmo em um sucesso.\nSempre que a criatura afetada escolher outra criatura como alvo, ele deve escolher o alvo aleatoriamente entre as criaturas que pode ver dentro do alcance do ataque, magia ou outra habilidade que esteja usando. Se um inimigo provoca um ataque de oportunidade da criatura afetada, a criatura deve fazer esse ataque se for capaz de fazê-lo.", + "duration": "Até 1 minuto", + "higher_level": "", + "id": 386, + "level": 3, + "locations": [ + { + "page": 161, + "sourcebook": "GXTC" + } + ], + "name": "Infestar de Inimigos", + "range": "36 metros", + "ritual": false, + "school": "Encantamento" + }, + { + "casting_time": "1 ação", + "classes": [ + "Druida", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Você provoca uma nuvem de ácaros, pulgas e outros parasitas a aparecer momentaneamente sobre uma criatura que você pode ver dentro alcance. O alvo deve ser bem-sucedido em teste de resistência de Constituição, ou sofre 1d6 de dano de veneno e se move 1,5 metros em uma direção aleatória, se ele pode se mover e sua velocidade é de pelo menos 1,5 metros. Role um d4 pela direção: 1, norte; 2, sul; 3, leste; ou 4, oeste. Este movimento não provoca ataques de oportunidade, e se a direção rolada esti ver bloqueada, o alvo não se move.\nO dano da magia aumenta em 1d6 quando você alcança 5° nível (2d6), 11° nível (30d6) e 17° nível (4d6).", + "duration": "Instantânea", + "higher_level": "", + "id": 401, + "level": 0, + "locations": [ + { + "page": 160, + "sourcebook": "GXTC" + } + ], + "material": "Uma pulga viva", + "name": "Infestação", + "range": "9 metros", + "ritual": false, + "school": "Conjuração" + }, + { + "casting_time": "1 ação", + "classes": [ + "Clérigo" + ], + "components": [ + "V,", + "S" + ], + "concentration": false, + "desc": "Faça um ataque corpo-a-corpo com magia contra uma criatura dentro do alcance. Se atingir, o alvo sofre 3d10 de dano necrótico.", + "duration": "Instantânea", + "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 2° nível ou superior, o dano aumenta em 1d10 para cada nível acima do 1°.", + "id": 193, + "level": 1, + "locations": [ + { + "page": 250, + "sourcebook": "LDJ14" + } + ], + "name": "Infligir Ferimentos", + "range": "Toque", + "ritual": false, + "school": "Necromancia" + }, + { + "casting_time": "1 ação", + "classes": [ + "Druida" + ], + "components": [ + "V,", + "S" + ], + "concentration": true, + "desc": "Você transforma até dez centopeias, três aranhas, cinco vespas ou um escorpião, dentro do alcance, em versões gigantes das suas formas naturais, pela duração. Uma centopeia se torna uma centopeia gigante, uma aranha se torna uma aranha gigante, uma vespa se torna uma vespa gigante e um escorpião se torna um escorpião gigante.\nCada criatura obedece aos seus comando verbais e, em combate, elas agem no seu turno a cada rodada. O Mestre possui as estatísticas dessas criaturas e determina suas ações e movimentação.\nUma criatura permanece no tamanho gigante pela duração, ou até cair a 0 pontos de vida ou até você usar sua ação para dissipar o efeito nela.\nO Mestre pode permitir que você escolha alvos diferentes. Por exemplo, se você transformar uma abelha, sua versão gigante poderia ter as mesmas estatísticas da vespa gigante.", + "duration": "Até 10 minutos", + "higher_level": "", + "id": 156, + "level": 4, + "locations": [ + { + "page": 250, + "sourcebook": "LDJ14" + } + ], + "name": "Inseto Gigante", + "range": "9 metros", + "ritual": false, + "school": "Transmutação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Bruxo", + "Mago" + ], + "components": [ + "V,", + "M" + ], + "concentration": false, + "desc": "Você envia fitas de energia negativa a uma criatura que você pode ver dentro do alcance. A menos que o alvo seja um morto-vivo, ele deve fazer um lance de salvação da Constituição, levando 5d12 dano necrótico em um teste falho, ou metade de dano em um bem sucedido. Um alvo morto por este dano levanta como um zumbi no início do seu próximo turno. O zumbi persegue qualquer criatura que possa ver que esteja mais próxima dele. As estatísticas do zumbi estão no Manual dos Monstros.\nSe o alvo dessa magia for um morto vivo, o alvo não faz um teste de resistência. Em vez disso, role 5d12. O alvo recebe metade do total como pontos de vida temporários.", + "duration": "Instantânea", + "higher_level": "", + "id": 418, + "level": 5, + "locations": [ + { + "page": 161, + "sourcebook": "GXTC" + } + ], + "material": "Um osso quebrado e um quadrado de seda negra", + "name": "Inundação de Energia Negativa", + "range": "18 metros", + "ritual": false, + "school": "Necromancia" + }, + { + "casting_time": "1 ação", + "classes": [ + "Druida", + "Feiticeiro", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": true, + "desc": "Essa magia inverte a gravidade num cilindro de 15 metros de raio por 30 metros de altura, centrado num ponto dentro do alcance. Todas as criaturas e objetos que não esteja, de alguma forma, presos ao solo na área, caem para cima e alcançam o topo da área, quando você conjura essa magia. Uma criatura pode fazer um teste de resistência de Destreza para se agarrar em algum objeto fixo que ela possa alcançar, assim, evitando a queda.\nSe algum objeto sólido (como um teto) for encontrado durante essa queda, objetos e criaturas caindo atingem ele, exatamente como fariam durante uma queda normal. Se um objeto ou criatura alcançar o topo da área sem atingir nada, ele permanecerá lá, oscilando ligeiramente, pela duração\nNo final da duração, objetos e criaturas afetadas caem de volta para baixo.", + "duration": "Até 1 minuto", + "higher_level": "", + "id": 281, + "level": 7, + "locations": [ + { + "page": 251, + "sourcebook": "LDJ14" + } + ], + "material": "Um ímã e limalhas de ferro", + "name": "Inverter a Gravidade", + "range": "30 metros", + "ritual": false, + "school": "Transmutação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Artífice", + "Bardo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": true, + "desc": "Uma criatura que você tocar, se torna invisível até a magia acabar. Qualquer coisa que o alvo esteja vestindo ou carregando fica invisível enquanto estiver de posse do alvo. A magia termina para o alvo caso ele ataque ou conjure uma magia.", + "duration": "Até 1 hora", + "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 3° nível ou superior, você pode afetar um alvo adicional para cada nível do espaço acima do 2°.", + "id": 195, + "level": 2, + "locations": [ + { + "page": 251, + "sourcebook": "LDJ14" + } + ], + "material": "Uma pestana envolta em goma- arábica", + "name": "Invisibilidade", + "range": "Toque", + "ritual": false, + "school": "Ilusão" + }, + { + "casting_time": "1 ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Mago" + ], + "components": [ + "V,", + "S" + ], + "concentration": true, + "desc": "Você ou uma criatura que você possa tocar, se torna invisível até a magia acabar. Qualquer coisa que o alvo estiver vestindo ou carregando fica invisível enquanto estiver de posse do alvo.", + "duration": "Até 1 minuto", + "higher_level": "", + "id": 163, + "level": 4, + "locations": [ + { + "page": 251, + "sourcebook": "LDJ14" + } + ], + "name": "Invisibilidade Maior", + "range": "Toque", + "ritual": false, + "school": "Ilusão" + }, + { + "casting_time": "1 ação", + "classes": [ + "Druida", + "Patrulheiro" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você invoca um espírito bestial. Ele se manifesta em um espaço não ocupado que você pode ver dentro do alcance. Esta forma corpórea usa o bloco de estatísticas Espírito Bestial. Ao lançar o feitiço, escolha um ambiente: Ar, Terra ou Água. A criatura se parece com um animal de sua escolha, nativo do ambiente escolhido, o que determina certas características em seu bloco de estatísticas. A criatura desaparece quando cai para 0 pontos de vida ou quando o feitiço termina.\nA criatura é uma aliada para você e seus companheiros. Em combate, a criatura compartilha sua contagem de iniciativa, mas realiza seu turno imediatamente após o seu. Ele obedece aos seus comandos verbais (nenhuma ação exigida de sua parte). Se você não emitir nenhum, ele executa a ação de Esquiva e usa seu movimento para evitar o perigo.\n\nESPÍRITO BESTIAL\nFesta pequena\n\nClasse de armadura: 11 + o nível do feitiço (armadura natural)\nPontos de golpe: 20 (apenas ar) ou 30 (apenas terra e água) + 5 para cada nível de magia acima do 2°\nVelocidade: 9 metros, subir 9 metros (apenas terra), voar 18 metros (apenas ar), nadar 9 metros. (Apenas água)\n\nFOR 18 (+4), DES 11 (+0), CON 16 (+3)\nINT 4 (-3), SAB 14 (+2), CAR 5 (-3)\n\n Sentidos: visão no escuro 18 metros, percepção passiva 12\nIdiomas: entende os idiomas que você fala\nDesafio: -\nBônus de aptidão: é igual ao seu bônus\n\nVoar De (somente ar)\nA besta não provoca ataques de oportunidade quando voa para fora do alcance do inimigo.\n\nTáticas de pacote (somente terra e água)\nA besta tem vantagem em uma jogada de ataque contra uma criatura se pelo menos um dos aliados da besta estiver a menos de 1,5 m da criatura e o aliado não estiver t incapacitado.\n\nRespiração de água (somente água)\nA besta só pode respirar debaixo d'água.\n\nAÇÕES\nAtaque múltiplo\nO b o leste faz um número de ataques igual à metade do nível do feitiço (arredondado para baixo).\n\nMalho\nAtaque com arma de Melee: seu modificador de ataque de feitiço para acertar, alcance 1,5 metros, um alvo. Acerto: 1d8 + 4 + o nível de dano perfurante do feitiço.", + "duration": "Até 1 hora", + "higher_level": "Quando você conjura esta magia usando um slot de magia de 3° nível ou superior, use o nível mais alto onde o nível da magia aparece no bloco de estatísticas.", + "id": 470, + "level": 2, + "locations": [ + { + "page": 109, + "sourcebook": "CTT" + } + ], + "material": "Uma pena, um tufo de pelo e um rabo de peixe dentro de uma bolota dourada valendo pelo menos 200 po.", + "name": "Invocar Besta", + "range": "27 metros", + "ritual": false, + "school": "Conjuração", + "subclasses": [] + }, + { + "casting_time": "1 ação", + "classes": [ + "Clérigo", + "Paladino" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você invoca um espírito celestial. Ele se manifesta em uma forma angelical em um espaço desocupado que você pode ver dentro do alcance. Esta forma corpórea usa o bloco de estatísticas do Espírito Celestial. Ao lançar o feitiço, escolha Vingador ou Defensor. Sua escolha determina o ataque da criatura em seu bloco de estatísticas. A criatura desaparece quando cai para 0 pontos de vida ou quando o feitiço termina.\nA criatura é uma aliada para você e seus companheiros. Em combate, a criatura compartilha sua contagem de iniciativa, mas realiza seu turno imediatamente após o seu. Ele obedece aos seus comandos verbais (nenhuma ação exigida de sua parte). Se você não emitir nenhum, ele executa a ação de Esquiva e usa seu movimento para evitar o perigo.\n\nESPÍRITO CELESTIAL\nGrande celestial\n\nClasse de armadura: 11 + o nível do feitiço (armadura natural) + 2 (Defensor somente)\nHit Points: 40 + 10 para cada nível de magia acima do 5°\nVelocidade: 9 metros, voar 12 metros.\n\n FOR 16 (+3), DES 14 (+2), CON 16 (+3)\nINT 10 (+0), SAB 14 (+2), CAR 16 (+3)\n\nResistências a danos: radiante\nImunidades de condição: encantado, assustado\n Sentidos: visão no escuro 18 metros, percepção passiva 12\nIdiomas: Celestial , entende os idiomas que você fala\nDesafio: -\nBônus de proficiência: é igual ao seu bônus\n\nAÇÕES\nMultiataque\nO celestial faz um número de ataques igual à metade do nível deste feitiço (arredondado para baixo).\n\nArco Radiante (Vingador Apenas)\nAtaque de arma à distância: seu modificador de ataque mágico para acertar, alcance 45/180 metros, um alvo. Ataque: 2d6 + 2 + o nível de dano radiante do feitiço.\n\nMace Radiante (Apenas Defensor)\nAtaque de arma de combate: seu modificador de ataque de feitiço para acertar, alcance 1,5 metros, um alvo. Acerto: 1d10 + 3 + o nível de dano radiante do feitiço, e o celestial pode escolher a si mesmo ou outra criatura que possa ver a até 3 metros do alvo. A criatura escolhida ganha 1d10 pontos de vida temporários.\n\n Toque de Cura (1/dia)\nO celestial toca outra criatura. O alvo recupera magicamente os pontos de vida iguais a 2d8 + o nível do feitiço.", + "duration": "Até 1 hora", + "higher_level": "Quando você lançar esta magia usando um slot de magia de 6° nível ou superior, use o nível mais alto sempre que o nível da magia aparecer no bloco de estatísticas.", + "id": 471, + "level": 5, + "locations": [ + { + "page": 110, + "sourcebook": "CTT" + } + ], + "material": "Um relicário dourado que vale pelo menos 500 po.", + "name": "Invocar Celestial", + "range": "27 metros", + "ritual": false, + "school": "Conjuração", + "subclasses": [] + }, + { + "casting_time": "1 ação", + "classes": [ + "Artífice", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você invoca o espírito de uma construção. Ele se manifesta em um espaço não ocupado que você pode ver dentro do alcance. Esta forma corpórea usa o bloco de estatísticas Construir Espírito. Ao lançar o feitiço, escolha um material: Barro, Metal ou Pedra. A criatura se parece com um golem ou modron (sua escolha) feito do material escolhido, que determina certas características em seu bloco de estatísticas. A criatura desaparece quando cai para 0 pontos de vida ou quando o feitiço termina.\nA criatura é uma aliada para você e seus companheiros. Em combate, a criatura compartilha sua contagem de iniciativa, mas realiza seu turno imediatamente após o seu. Ele obedece aos seus comandos verbais (nenhuma ação exigida de sua parte). Se você não emitir nenhum, ele executa a ação de Esquiva e usa seu movimento para evitar o perigo.\n\nCONFORUIR ESPÍRITO\nConstrução média\n\nClasse de armadura: 13 + o nível do feitiço (armadura natural)\nPontos de golpe: 40 + 15 para cada nível de magia acima do 3°\nVelocidade 9 metros.\n\nFOR 18 (+4), DES 10 (+0), CON 18 (+4)\nINT 14 (+2), SAB 11 (+0 ), CAR 5 (-3)\n\nResistências a danos: veneno\nImunidades de condição: encantado, exaustão, amedrontado, incapacitado, paralisado, petrificado, envenenado\n Sentidos: visão no escuro 18 metros, passivo Percepção 10\nIdiomas: entende as línguas que você fale\nDesafio: -\nBônus de aptidão: é igual ao seu bônus\n\nCorpo aquecido (apenas metal)\nUma criatura que toca o construto ou o atinge com um ataque corpo a corpo enquanto a 1,5 m dele sofre 1d10 de dano por fogo.\nLetargia de Stony (Apenas Pedra)\nQuando uma criatura que o construto pode ver começa seu turno dentro de 3 metros do construto, o construto pode forçá-la a fazer um teste de resistência de Sabedoria contra seu teste de resistência de magia. Em uma falha de salvamento, o alvo não pode usar reações e sua velocidade é reduzida pela metade até o início de seu próximo turno.\n\nAÇÕES\nAtaque múltiplo\nO construto faz um número de ataques igual à metade do nível deste feitiço (arredondado para baixo).\n\nSlam\nMelee Weapon Attack: seu modificador de ataque mágico para acertar, alcance 1,5 metros, um alvo. Acerto: 1d8 + 4 + o nível de dano do feitiço por espancamento.\n\nREAÇÕES\nAtaques frenéticos (somente argila)\nQuando o constructo sofre dano, ele faz um ataque de golpe contra uma criatura aleatória a menos de 1,5 m dela. Se nenhuma criatura estiver ao alcance, o constructo se move até a metade de sua velocidade em direção a um inimigo que pode ver, sem provocar ataques de oportunidade.", + "duration": "Até 1 hora", + "higher_level": "Quando você conjura esta magia usando um slot de magia de 4° nível ou superior, use o nível mais alto sempre que o nível da magia aparecer no bloco de estatísticas.", + "id": 472, + "level": 4, + "locations": [ + { + "page": 111, + "sourcebook": "CTT" + } + ], + "material": "Uma pedra ornamentada e um cofre de metal que vale pelo menos 400 po.", + "name": "Invocar Construto", + "range": "27 metros", + "ritual": false, + "school": "Conjuração", + "subclasses": [] + }, + { + "casting_time": "1 ação", + "classes": [ + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você invoca um espírito sombrio. Ele se manifesta em um espaço não ocupado que você pode ver dentro do alcance. Esta forma corpórea usa o bloco de estatísticas Espírito da Sombra. Ao lançar o feitiço, escolha uma emoção: Fúria, Desespero ou Medo. A criatura se assemelha a um bípede deformado marcado pela emoção escolhida, o que determina certas características em seu bloco de estatísticas. A criatura desaparece quando cai para 0 pontos de vida ou quando o feitiço termina.\nA criatura é uma aliada para você e seus companheiros. Em combate, a criatura compartilha sua contagem de iniciativa, mas realiza seu turno imediatamente após a sua. Ele obedece aos seus comandos verbais (nenhuma ação exigida de sua parte). Se você não emitir nenhum, ele executa a ação de Esquiva e usa seu movimento para evitar o perigo.\n\nESPÍRITO DE SOMBRA\nMonstruosidade média\n\nClasse de armadura: 11 + o nível do feitiço (armadura natural)\nPontos de golpe : 35 + 15 para cada nível de magia acima do 3°\nVelocidade: 12 metros.\n\nFOR 13 (+1), DES 16 (+3), CON 15 (+2)\nINT 4 (-3), SAB 10 ( +0), CAR 16 (+3)\n\nResistências a danos: necrótico\nImunidades de condição: medo\n Sentidos: visão no escuro 36 metros, percepção passiva 10\nIdiomas: compreende os idiomas que você fala\nDesafio: -\nBônus de proficiência: é igual ao seu bônus\n\n Frenesi Terror (Apenas Fúria)\nO espírito tem vantagem nas jogadas de ataque contra criaturas assustadas.\n\nPeso da Tristeza (Apenas Desespero)\nQualquer criatura, exceto você, que começa seu turno a menos de 1,5 m de o espírito tem sua velocidade reduzida em 6 metros até o início do próximo turno daquela criatura.\n\nAÇÕES\nAtaque múltiplo\nO espírito faz um número de ataques igual à metade do nível deste feitiço (arredondado para baixo).\n\nRasgo Frio\nMelee Ataque com arma: seu s modificador de ataque de chumbo para acertar, alcance 1,5 metros, um alvo. Acerto: 1d12 + 3 + o nível de dano por frio do feitiço.\n\n Grito terrível (1 / dia)\nO espírito grita. Cada criatura dentro de 9 metros dele deve ter sucesso em um teste de resistência de Sabedoria contra sua CD de resistência de magia ou ficar com medo do espírito por 1 minuto. A criatura assustada pode repetir o teste de resistência no final de cada um de seus turnos, terminando o efeito sobre si mesma com um sucesso.\n\nAÇÃO DE BÔNUS\nSombre Stealth (Somente Medo)\nEnquanto em pouca luz ou escuridão, o espírito leva o Ocultar ação.", + "duration": "Até 1 hora", + "higher_level": "Ao lançar a magia usando um slot de magia de 4° nível ou superior, use o nível mais alto sempre que o nível da magia aparecer no bloco de estatísticas.", + "id": 476, + "level": 3, + "locations": [ + { + "page": 113, + "sourcebook": "CTT" + } + ], + "material": "Lágrimas dentro de uma gema que valem pelo menos 300 po.", + "name": "Invocar Cria Sombras", + "range": "27 metros", + "ritual": false, + "school": "Conjuração", + "subclasses": [] + }, + { + "casting_time": "1 ação", + "classes": [ + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você invoca um espírito demoníaco. Ele se manifesta em um espaço não ocupado que você pode ver dentro do alcance. Esta forma corpórea usa o bloco de estatísticas Espírito Diabólico. Ao lançar o feitiço, escolha Demônio, Diabo ou Yugoloth. A criatura se parece com um demônio do tipo escolhido, o que determina certas características em seu bloco de estatísticas. A criatura desaparece quando cai para 0 pontos de vida ou quando o feitiço termina.\nA criatura é uma aliada para você e seus companheiros. Em combate, a criatura compartilha sua contagem de iniciativa, mas realiza seu turno imediatamente após o seu. Ele obedece aos seus comandos verbais (nenhuma ação exigida de sua parte). Se você não emitir nenhum, ele executa a ação de Esquiva e usa seu movimento para evitar o perigo.\n\nESPÍRITO FIENDISH\nGrande demônio\n\nClasse de armadura: 12 + o nível do feitiço (armadura natural)\nPontos de golpe: 50 (apenas demônio) ou 40 (apenas demônio) ou 60 (apenas Yugoloth) + 15 para cada nível de magia acima do 6°\nVelocidade: 12 metros, escalar 12 metros (apenas demônio), voar 18 metros (apenas demônio)\n\nFOR 13 (+1), DES 16 (+3), CON 15 (+2)\nINT 10 (+0), SAB 10 (+0), CAR 16 (+3)\n\n Resistências a danos: fogo\nImunidades a danos: veneno\nImunidades de condição: envenenado\n Sentidos: visão no escuro 18 metros, percepção passiva 10\nIdiomas: Abissal, Infernal, telepatia 18 metros.\nDesafio: -\nBônus de Proficiência: iguala seu bônus\n\nEstilos de morte ( Apenas Demônio)\nQuando o demônio cai para 0 pontos de vida ou o feitiço termina, o demônio explode, e cada criatura a até 3 metros dele deve fazer um teste de resistência de Destreza contra seu teste de resistência de magia. Uma criatura sofre 2d10 + o nível de dano de fogo deste feitiço em um teste de resistência falhado, ou metade do dano em um teste bem-sucedido.\n\nVisão do Diabo (Somente Diabo)\nA escuridão mágica não impede a visão no escuro do inimigo.\n\n Resistência Mágica\nO demônio tem vantagem em testes de resistência contra magias e outros efeitos mágicos.\n\nAÇÕES\nAtaque múltiplo\nO demônio faz um número de ataques igual à metade do nível deste feitiço (arredondado para baixo).\n\nMordida (somente demônio)\nMelee Ataque com arma: seu modificador de ataque de feitiço para acertar, alcance 1,5 metros, um alvo. Acerto: 1d12 + 3 + o nível de dano necrótico do feitiço.\n\nGarras (somente Yugoloth)\nAtaque de arma de melee: seu modificador de ataque de feitiço para acertar, alcance 1,5 metros, um alvo. Acerto: 1d8 + 3 + o nível de dano cortante do feitiço. Imediatamente após o ataque acertar ou errar, o demônio pode se teletransportar magicamente até 9 metros para um espaço desocupado que ele possa ver.\n\nFama de arremesso (apenas diabo)\nAtaque de feitiço de alcance: seu modificador de ataque de feitiço para acertar, alcance de 45 metros, um alvo. Acerto: 2d6 + 3 + o nível de dano por fogo do feitiço. Se o alvo for um objeto inflamável que não está sendo usado ou carregado, ele também pega fogo.", + "duration": "Até 1 hora", + "higher_level": "Quando você lançar esta magia usando um slot de magia de 7° nível ou superior, use o nível mais alto sempre que o nível da magia aparecer no bloco de estatísticas.", + "id": 475, + "level": 6, + "locations": [ + { + "page": 112, + "sourcebook": "CTT" + } + ], + "material": "Sangue humanóide dentro de um frasco de rubi que vale pelo menos 600 po.", + "name": "Invocar Demônio", + "range": "27 metros", + "ritual": false, + "school": "Conjuração", + "subclasses": [] + }, + { + "casting_time": "1 ação", + "classes": [ + "Bruxo" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": true, + "desc": "Você pronuncia palavras abomináveis, convocando um demônio do caos do Abismo. Você escolhe o tipo do demônio, que deve seruμm dos de classificação de desafio S ou inferior, como um demônio das sombras ou um balgura. O demônio aparece em um espaço desocupado que você pode ver dentro do alcance, e o demônio desaparece quando ele cai para O pontos de vida ou quando a magia termina.\nRole iniciativa para o demônio, que tem seus próprios turnos. Quando você o convoca e em cada um de seus turnos, você pode emitir um comando verbal (não requer nenhuma ação de sua parte), dizendo o que ele deve fazer no seu próximo turno. Se você não emitir nenhum comando, ele passa a seu turno atacando qualquer criatura ao alcance que o tenha atacado.\nAo final de cada um turn o do demônio, ele faz um teste de resistência de Carisma. O demônio tem desvantagem nesse teste de resistência se você disser seu verdadeiro nome. Em um teste falho, o demônio continua a te obedecer. Em um teste bem-sucedido, o controle do demônio termina pelo resto da duração, e o demônio gasta seus turnos perseguindo e atacando os não demônios mais próximos da melhor forma possível. Se você parar de se concentrar na magia antes de atingir sua duração total, um demônio não controlado não desaparecerá por 1d6 rodadas se ainda tiver pontos de vida.\nComo parte da conjuração da magia, você pode formar um círculo no chão com o sangue utilizado como componente material. O círculo é grande o suficiente para abranger o seu espaço. Enquanto a magia dura, o demônio convocado não pode atravessar o círculo ou prejudicá-lo, e não pode atingir ninguém dentro dele. O uso do componente material des sa forma o consome quando a magia termina.", + "duration": "Até 1 hora", + "higher_level": "Em Níveis Superiores. Quando você conjura esta magia usando um espaço de magia de 5° nível ou superior, a classificação de desafio aumenta em 1 para cada nível do espaço de magia acima de 4°.", + "id": 436, + "level": 4, + "locations": [ + { + "page": 161, + "sourcebook": "GXTC" + } + ], + "material": "Um frasco de sangue de um humanoide morto nas últimas 24 horas", + "name": "Invocar Demônio Maior", + "range": "18 metros", + "ritual": false, + "school": "Conjuração" + }, + { + "casting_time": "1 ação", + "classes": [ + "Bruxo", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": true, + "desc": "Vocé pronuncia palavras abomináveis, convocando demônios do caos do abismo. Role na tabela a seguir para determinar o que aparece .\n1–2 Dois demônios de classificação de desafio 1 ou menor\n3–4 Quatro demônios de classificação de desafio 1/2 ou menor\n5–6 Oito demônios de cl assificação de desafio 1/4 ou menor\nO mestre escolhe os demônios, como manes ou dretches, e você escolhe os espaços desocupados que você pode ver dentro do alcance onde eles aparecem. Um demônio convocado desaparece quando ele cai para O pontos de vida ou quando a magia termina.\nOs demônios são hostis a todas as criaturas, incluindo você. Role iniciativa para os demônios invocados como um grupo, que tem seus próprios turnos. Os demônios perseguem e atacam os não­ demônios mais próximos da melhor forma possível. Como parte da conjuração da magia, você pode formar um círculo no chão com o sangue usado como componente material. O círculo é grande o suficiente para abranger o seu espaço. Enquanto a magia dura, os demônios convocados não podem atravessar o círculo ou prejudicá-lo, e eles não podem atingir ninguém dentro dele. O uso do componente material dessa forma o consome quando a magia termina.", + "duration": "Até 1 hora", + "higher_level": "Em Níveis Superiores. Quando você conjura esta magia usando um espaço de magia do 6° ou 7° nível, você convoca duas vezes mais demônios. Se você lançá-lo usando um espaço de magia do 8° ou 9° nível, você invoca três vezes mais demônios.", + "id": 437, + "level": 3, + "locations": [ + { + "page": 161, + "sourcebook": "GXTC" + } + ], + "material": "Um frasco de sangue de um humanoide morto nas últimas 24 horas", + "name": "Invocar Demônios Menores", + "range": "18 metros", + "ritual": false, + "school": "Conjuração" + }, + { + "casting_time": "1 ação", + "classes": [ + "Druida", + "Mago", + "Patrulheiro" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você invoca um espírito elemental. Ele se manifesta em um espaço não ocupado que você pode ver dentro do alcance. Esta forma corpórea usa o bloco de estatísticas Espírito Elemental. Ao lançar o feitiço, escolha um elemento: Ar, Terra, Fogo ou Água. A criatura se assemelha a uma forma bípede envolvida no elemento escolhido, o que determina certas características em seu bloco de estatísticas. A criatura desaparece quando cai para 0 pontos de vida ou quando o feitiço termina.\nA criatura é uma aliada para você e seus companheiros. Em combate, a criatura compartilha sua contagem de iniciativa, mas realiza seu turno imediatamente após o seu. Ele obedece aos seus comandos verbais (nenhuma ação exigida de sua parte). Se você não emitir nenhum, ele executa a ação de Esquiva e usa seu movimento para evitar o perigo.\n\nESPÍRITO ELEMENTAL\nMédio elemental\n\nClasse de Armor: 11 + o nível do feitiço (armadura natural)\nPontos de golpe: 50 + 10 para cada nível de feitiço acima do 3°\nVelocidade: 12 metros; toca 12 metros (somente Terra); voar 12 metros (pairar) (somente ar); nadar 12 metros (somente água)\n\nFOR 18 (+4), DES 15 (+2), CON 17 (+3)\nINT 4 (-3), SAB 10 (+0), CAR 16 (+ 3)\n\n Resistências a danos: ácido (somente água); relâmpagos e trovões (apenas ar); perfuração e corte (somente Terra)\nImunidades a danos: veneno; fogo (apenas fogo)\nImunidades de condição: exaustão, paralisado, petrificado, envenenado, inconsciente\n Sentidos: visão no escuro 18 metros, percepção passiva 10\nIdiomas: Primordial, entende os idiomas que você fala\nDesafio: -\nBônus de proficiência: igual ao seu bônus\n\nForma amórfica (apenas Ar, Fogo e Água)\nO elemental pode se mover através de um espaço estreito de 1 polegada de largura sem comprimir.\n\nAÇÕES\nAtaque múltiplo\nO elemental faz um número de ataques igual à metade disso nível do feitiço (arredondado para baixo).\n\nSlam\nMelee Weapon Attack: seu modificador de ataque de feitiço para acertar, alcance 1,5 metros, um alvo. Acerto: 1d10 + 4 + o nível de dano do feitiço por concussão (apenas Ar, Terra e Água) ou dano de fogo (apenas Fogo).", + "duration": "Até 1 hora", + "higher_level": "Quando você conjura esta magia usando um slot de magia de 5° nível ou superior, use o nível mais alto sempre que o nível da magia aparecer no bloco de estatísticas.", + "id": 473, + "level": 4, + "locations": [ + { + "page": 111, + "sourcebook": "CTT" + } + ], + "material": "Ar, uma pedra, cinzas e água dentro de um frasco incrustado de ouro no valor de pelo menos 400 po.", + "name": "Invocar Elemental", + "range": "27 metros", + "ritual": false, + "school": "Conjuração", + "subclasses": [] + }, + { + "casting_time": "1 ação", + "classes": [ + "Druida", + "Bruxo", + "Mago", + "Patrulheiro" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você invoca um espírito fey. Ele se manifesta em um espaço não ocupado que você pode ver dentro do alcance. Esta forma corpórea usa o bloco de estatísticas Espírito Fey. Quando você lançar o feitiço, escolha um clima: Fumegante, Alegre ou Enganador. A criatura se assemelha a uma criatura fada de sua escolha, marcada pelo humor escolhido, que determina uma das características em seu bloco de estatísticas. A criatura desaparece quando cai para 0 pontos de vida ou quando o feitiço termina.\nA criatura é uma aliada para você e seus companheiros. Em combate, a criatura compartilha sua contagem de iniciativa, mas realiza seu turno imediatamente após o seu. Ele obedece aos seus comandos verbais (nenhuma ação exigida de sua parte). Se você não emitir nenhum, ele executa a ação de Esquiva e usa seu movimento para evitar o perigo.\n\nESPÍRITO FEY\nFey pequeno\n\nClasse de armadura: 12 + o nível do feitiço (armadura natural)\nPontos de golpe: 30 + 10 para cada nível de magia acima do 3°\nVelocidade: 12 metros.\n\nFOR 13 (+1), DES 16 (+3), CON 14 (+2)\nINT 14 (+2), SAB 11 (+ 0), CAR 16 (+3)\n\nImunidades de condição: encantado\n Sentidos: visão no escuro 18 metros, percepção passiva 10\nIdiomas: Silvano, entende os idiomas que você fala\nDesafio: -\nBônus de proficiência: iguala seu bônus\n\nAÇÕES\nAtaque múltiplo\nO feitiço faz um número de ataques igual à metade do nível do feitiço (arredondado para baixo).\n\nEspada curta\nAtaque com arma de fogo: seu modificador de ataque de feitiço para acertar, alcance 1,5 metros, um alvo. Acerto: 1d6 + 3 + o nível de dano perfurante do feitiço + 1d6 de dano de força.\n\nAÇÕES BÔNUS\nFey Step\n O fey magicamente se teletransporta até 9 metros para um espaço desocupado que pode ver. Em seguida, ocorre um dos seguintes efeitos, com base no humor escolhido pelo fey.\n\nFumoso\nO fey tem vantagem na próxima jogada de ataque que fizer antes do final deste turno.\n\nHumoroso\nO fey pode forçar uma criatura a ele pode ver até 3 metros dele para fazer um teste de resistência de Sabedoria contra seu CD de salvamento de magia. A menos que o teste de resistência seja bem-sucedido, o alvo é encantado por você e o fey por 1 minuto ou até que o alvo receba algum dano.\n\nTricksy\nThe fey pode preencher um cubo de 1,5 m a 1,5 m dele com escuridão mágica, que dura até o final de seu próximo turno.", + "duration": "Até 1 hora", + "higher_level": "Um menor dourado vale pelo menos 300 po.", + "id": 474, + "level": 3, + "locations": [ + { + "page": 112, + "sourcebook": "CTT" + } + ], + "material": "", + "name": "Invocar Fey", + "range": "27 metros", + "ritual": false, + "school": "Conjuração", + "subclasses": [] + }, + { + "casting_time": "1 ação", + "classes": [ + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você invoca um espírito morto-vivo. Ele se manifesta em um espaço não ocupado que você pode ver dentro do alcance. Esta forma corpórea usa o bloco de estatísticas Espírito Morto-Vivo. Ao lançar a magia, escolha a forma da criatura: Fantasmagórica, Pútrida ou Esquelética. O espírito se assemelha a uma criatura morta-viva com a forma escolhida, o que determina certas características em seu bloco de estatísticas. A criatura desaparece quando cai para 0 pontos de vida ou quando o feitiço termina.\nA criatura é uma aliada para você e seus companheiros. Em combate, a criatura compartilha sua contagem de iniciativa, mas realiza seu turno imediatamente após o seu. Ele obedece aos seus comandos verbais (nenhuma ação exigida de sua parte). Se você não emitir nenhum, ele executa a ação de Esquiva e usa seu movimento para evitar o perigo.\n\nESPÍRITO MORTO-VIVO\nMortivos mortos-vivos\n\nClasse de armadura: 11 + o nível do feitiço (armadura natural)\nPontos de golpe: 30 (Fantasmagórico e Pútrido apenas) ou 20 (Esqueletal apenas) + 10 para cada nível de magia acima do 3°\nVelocidade: 9 metros, voar 12 metros (pairar) (Fantasmagórico apenas)\n\nFOR 12 (+1), DES 16 (+3), CON 15 (+2)\nINT 4 (-3), SAB 10 (+0), CAR 9 (-1)\n\nImunidades a danos: necrótico, veneno\nImunidades de condição: exaustão, medo, paralisado, envenenado\nSentes: visão no escuro 18 m, passivo Percepção 10\nIdiomas: entende os idiomas que você fala\nDesafio: -\nBônus de aptidão: igual ao seu bônus\n\nAura purulenta (somente pútrido)\nQualquer criatura, além de você , que começa seu turno a menos de 1,5 m do espírito deve ser bem-sucedido em um teste de resistência de Constituição contra sua CD de resistência de feitiço ou ser envenenado até o início de seu próximo turno.\n\nPassagem Incorpórea (Apenas Fantasmagórico)\nO espírito pode se mover através de outros criaturas e objetos como se eles eram terrenos difíceis. Se terminar seu turno dentro de um objeto, ele é desviado para o espaço desocupado mais próximo e sofre 1d10 de dano de força para cada 1,5 metro percorrido.\n\nAÇÕES\nMultiataque\nO espírito faz um número de ataques igual à metade do nível do feitiço (arredondado para baixo).\n\nToque Mortal (Apenas Fantasmagórico)\nAtaque de Arma Melee: seu modificador de ataque mágico para atingir, alcance 1,5 metros, um alvo. Acerto: 1d8 + 3 + o nível de dano necrótico do feitiço, e a criatura deve ter sucesso em um teste de resistência de Sabedoria contra sua DC de salvamento de feitiço ou ficar com medo dos mortos-vivos até o final do próximo turno do alvo. )\nAtaque de arma à distância: seu modificador de ataque de feitiço para acertar, alcance 45 metros, um alvo. Acerto: 2d4 + 3 + o nível de dano necrótico do feitiço.\n\nGarra giratória (somente Pútrido)\nAtaque de arma de melee: seu modificador de ataque de feitiço para acertar, alcance 1,5 metros, um alvo. Acerto: 1d6 + 3 + o nível de dano cortante do feitiço. Se o alvo estiver envenenado, ele deve ter sucesso em um teste de resistência de Constituição contra sua CD de resistência de feitiço ou ficar paralisado até o final de seu próximo turno.", + "duration": "Até 1 hora", + "higher_level": "Quando você conjura esta magia usando um slot de magia de 4° nível ou superior, use o nível mais alto sempre que o nível da magia aparecer no bloco de estatísticas.", + "id": 477, + "level": 3, + "locations": [ + { + "page": 114, + "sourcebook": "CTT" + } + ], + "material": "Uma caveira dourada que vale pelo menos 300 po.", + "name": "Invocar Mortos-Vivos", + "range": "27 metros", + "ritual": false, + "school": "Necromancia", + "subclasses": [] + }, + { + "casting_time": "1 minuto", + "classes": [ + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Você toca um objeto pesando 5 quilos ou menos com maior dimensão de 1,8 metro ou menos. A magia deixa uma marca invisível na sua superfície e grava invisivelmente o nome do item na safira que você usou como componente material. A cada vez que você conjurar essa magia, você deve usar uma safira diferente.\nA qualquer momento, posteriormente, você pode usar sua ação para falar o nome do item e esmagar a safira. O item aparece instantaneamente em suas mãos, independentemente de distâncias físicas ou planares, e a magia termina.\nSe outra criatura estiver segurando ou carregando o item, esmagar a safira não irá transportar o item até você, ao invés disso, você descobre quem é a criatura possuindo o objeto e onde, vagamente, a criatura está localizada no momento.\nDissipar magia ou um efeito similar aplicado com sucesso na safira, termina o efeito da magia.", + "duration": "Até ser dissipada", + "higher_level": "", + "id": 110, + "level": 6, + "locations": [ + { + "page": 251, + "sourcebook": "LDJ14" + } + ], + "material": "Uma safira no valor de 1.000 po", + "name": "Invocação Instantânea de Drawmij", + "range": "Toque", + "ritual": true, + "school": "Conjuração" + }, + { + "casting_time": "1 ação", + "classes": [ + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": true, + "desc": "Você é imune a todo tipo de dano até a magia terminar.", + "duration": "Até 10 minutos", + "higher_level": "", + "id": 406, + "level": 9, + "locations": [ + { + "page": 162, + "sourcebook": "GXTC" + } + ], + "material": "Um pequeno pedaço de adamantina valendo, no mínimo, 500po que a magia consome", + "name": "Invulnerabilidade", + "range": "Pessoal", + "ritual": false, + "school": "Abjuração" + }, + { + "casting_time": "1 ação", + "classes": [ + "Druida", + "Patrulheiro" + ], + "components": [ + "V,", + "S" + ], + "concentration": true, + "desc": "Você convoca os espíritos da natureza os instiga contra seus inimigos. Escolha um ponto gue você pode ver dentro do alca nce. Os espíritos causam árvores, pedras e vegetação rasteira em um cubo de 18 metros a partir desse ponte a se tomar enm animados até o término da magia.\nGrama e Vegetação Rasteira. Qualquer área de terra no cubo que é coberta por grama ou raízes é considerada terreno dificil para seus inimigos.\nArvores. No início de cada um de seus turnos, cada um de seus inimigos a até 3 metros de distância de qualquer árvore deve ter sucesso em um teste de resistência de Destreza ou sofre 4d6 de dano de corte.\nRaízes e Vinhas. No final de cada uma dos seus turnos, uma criatura a sua escolha que está no chão na área de cobertura deve ter sucesso em um teste de resistência de Força ou ficará impedida até o fim da magia. Uma criatura impedida pode usar uma ação para fazer um teste de Força (Atletismo) contra seu CD de resistência de magia, finalizando o efeito sobre si em caso de sucesso.\nRochas. Como uma ação bônus no seu turno, você pode causar uma rocha solta na área de cobertura a se lançar contra uma criatura que você pode ver na área de cobertura. Faça um ataque de magia a distância contra o alvo. Num acerto, o alvo recebe 3d8 de dano não mágico de esmagamento, e deve ser bem sucedido em um teste de resistência de Força ou cair.", + "duration": "Até 1 minuto", + "higher_level": "", + "id": 455, + "level": 5, + "locations": [ + { + "page": 162, + "sourcebook": "GXTC" + } + ], + "name": "Ira da Natureza", + "range": "36 metros", + "ritual": false, + "school": "Evocação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Através dessa magia, uma criatura voluntária ou um objeto, pode ser escondido, seguro contra detecção pela duração. Quando você conjura essa magia e toca o alvo, ele fica invisível e não pode ser alvo de magias de adivinhação ou percebido através de sensores de vidência criados por magias de adivinhação.\nSe o alvo for uma criatura, ela entra num estado de animação suspensa. O tempo para de fluir para ela e ela não envelhece.\nVocê pode determinar uma condição para que a magia termine prematuramente. A condição pode ser qualquer coisa, à sua escolha, mas deve ocorrer ou ser visível a até 1,5 quilômetro do alvo. Exemplos incluem “depois de 1.000 anos” ou “quando o tarrasque despertar”. Essa magia também acaba se o alvo sofrer qualquer dano.", + "duration": "Até ser dissipada", + "higher_level": "", + "id": 292, + "level": 7, + "locations": [ + { + "page": 251, + "sourcebook": "LDJ14" + } + ], + "material": "Um composto de pós de diamante, esmeralda, rubi e safira valendo, no mínimo, 5.000 po, consumidos pela magia", + "name": "Isolamento", + "range": "Toque", + "ritual": false, + "school": "Transmutação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Mago" + ], + "components": [ + "V,", + "S" + ], + "concentration": true, + "desc": "Você bane uma criatura que você possa ver, dentro do alcance, para um semiplano labiríntico. O alvo permanece lá pela duração ou até escapar do labirinto. O alvo pode usar sua ação para tentar escapar. Quando o fizer, ele realiza um teste de Inteligência com CD 20. Se for bem sucedido, ele escapa e a magia termina (um minotauro ou um demônio goristro, obtém sucesso automaticamente).\nQuando a magia termina, o alvo reaparece no espaço que ela estava ou, se o espaço estiver ocupado, no espaço desocupado mais próximo.", + "duration": "Até 10 minutos", + "higher_level": "", + "id": 222, + "level": 8, + "locations": [ + { + "page": 251, + "sourcebook": "LDJ14" + } + ], + "name": "Labirinto", + "range": "18 metros", + "ritual": false, + "school": "Conjuração" + }, + { + "casting_time": "1 minutos", + "classes": [ + "Artífice", + "Druida", + "Patrulheiro", + "Mago" + ], + "components": [ + "S,", + "M" + ], + "concentration": false, + "desc": "Ao conjurar esta magia, você usa a corda para criar um círculo com um raio de 1,5 metros no chão. Quando você termina a conjuração, a corda desaparece e o círculo toma-se uma armadilha mágica.\nEsta armadilha é quase invisível, exigindo uma verificação de Inteligência (Investigação) bem-sucedida contra sua CD de resistência mágica para ser discernida.\nA armadilha dispara quando uma criatura pequena, média ou grande se move para o chão no raio da magia. Essa criatura deve ter sucesso em um teste de resistência de Destreza ou será magicamente presa no ar, deixando-a pendurada de cabeça para baixo a 90 centímetros acima do chão. A criatura é retida lá até a magia terminar.\nUma criatura retida pode fazer um teste de resistência de Destreza no final de cada uma de seus turnos, terminando o efeito sobre si mesmo em um sucesso. Alternativamente, a criatura ou outra pessoa que pode alcançá-la pode usar uma ação para fazer uma verificação de Inteligência (Arcanismo) contra sua CD de resistência mágica.\nEm um sucesso, o efeito de retenção termina. Depois que a armadilha é disparada, a magia termina quando nenhuma criatura está retida por ela.", + "duration": "8 horas", + "higher_level": "", + "id": 431, + "level": 1, + "locations": [ + { + "page": 162, + "sourcebook": "GXTC" + } + ], + "material": "7,5 metros de corda que a magia consome", + "name": "Laço", + "range": "Toque", + "ritual": false, + "school": "Abjuração" + }, + { + "casting_time": "1 ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": true, + "desc": "Você altera o tempo ao redor de até seis criaturas, à sua escolha, num cubo de 12 metros, dentro do alcance. Cada criatura deve ser bem sucedida num teste de resistência de Sabedoria ou será afetada por essa magia pela duração.\nO deslocamento de um alvo afetado é reduzido à metade, ele sofre –2 de penalidade na CA e nos testes de resistência de Destreza e não pode usar reações. No turno dele, ele pode usar ou uma ação ou uma ação bônus, mas não ambas. Independentemente das habilidades ou itens mágicos da criatura, ela não poderá realizar mais de um ataque corpo-a-corpo ou à distância durante o turno dela.\nSe a criatura tentar conjurar uma magia com tempo de conjuração maior que 1 rodada, jogue um d20. Se cair 11 ou maior, a magia não surte efeito até o próximo turno da criatura e a criatura deve usar sua ação nesse turno para completar a magia. Se ela não puder, a magia é perdida.\nUma criatura afetada por essa magia faz outro teste de resistência de Sabedoria no final do turno dela. Se passar na resistência, o efeito acaba nela.", + "duration": "Até 1 minuto", + "higher_level": "", + "id": 304, + "level": 3, + "locations": [ + { + "page": 252, + "sourcebook": "LDJ14" + } + ], + "material": "Uma gota de melaço", + "name": "Lentidão", + "range": "36 metros", + "ritual": false, + "school": "Transmutação", + "tce_expanded_classes": [ + "Bardo" + ] + }, + { + "casting_time": "1 ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Um feixe ofuscante de luzes coloridas ordenadas, surge da sua mão. Role 6d10; o total é a quantidade de pontos de vida de criaturas que essa magia pode afetar. As criaturas num cone de 4,5 metros, originado de você, são afetadas em ordem ascendente dos seus pontos de vida (ignorando criaturas inconsciente e que não podem ver).\nComeçando com as criaturas que tiverem menos pontos de vida, cada criatura afetada por essa magia ficará cega até o fim da magia. Subtraia os pontos de vida de cada criatura do total antes de considerar os pontos de vida da próxima criatura. Os pontos de vida de uma criatura devem ser iguais ou menores que o total restante para que essa criatura seja afetada.", + "duration": "1 rodada", + "higher_level": "Se você conjurar essa magia usando um espaço de magia de 2° nível ou superior, jogue 2d10 adicionais para cada nível do espaço acima do 1°.", + "id": 54, + "level": 1, + "locations": [ + { + "page": 252, + "sourcebook": "LDJ14" + } + ], + "material": "Um punhado de pó ou areia nas cores vermelha, amarela e azul", + "name": "Leque Cromático", + "range": "Pessoal (cone de 4,5 metros)", + "ritual": false, + "school": "Ilusão", + "tce_expanded_classes": [ + "Bardo" + ] + }, + { + "casting_time": "1 ação", + "classes": [ + "Artífice", + "Feiticeiro", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": true, + "desc": "Uma criatura ou objeto, à sua escolha, que você possa ver, dentro do alcance, ergue-se verticalmente, até 6 metros e permanece suspenso lá pela duração. A magia pode levitar um alvo pesando até 250 quilos. Uma criatura involuntária que for bem sucedida num teste de resistência de Constituição não é afetada.\nO alvo pode se mover apenas ao puxar ou empurrar um objeto fixo ou superfície ao seu alcance (como um muro ou teto), permitindo que ele se mova como se estivesse escalando. Você pode mudar a altitude do alvo em até 6 metros em ambas as direções no seu turno. Se você for o alvo, você pode se mover para cima ou para baixo como parte do seu movimento. Do contrário, você precisa usar sua ação para mover o alvo, que deve permanecer dentro do alcance da magia.\nQuando a magia acaba, o alvo flutua suavemente até o chão, se ele ainda estiver no ar.", + "duration": "Até 10 minutos", + "higher_level": "", + "id": 202, + "level": 2, + "locations": [ + { + "page": 252, + "sourcebook": "LDJ14" + } + ], + "material": "Uma pequena presilha de couro ou um pedaço de fio dourado dobrado em forma de copo com uma haste longa em uma extremidade", + "name": "Levitação", + "range": "18 metros", + "ritual": false, + "school": "Transmutação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Você forja uma ligação telepática entre até oito criaturas voluntárias, à sua escolha, dentro do alcance, ligando psiquicamente cada criatura a todas as outras, pela duração. Criaturas com valores de Inteligência 2 ou menos não são afetadas por essa magia.\nAté a magia acabar, os alvos podem se comunicar telepaticamente através do elo, independentemente de terem ou não um idioma em comum. A comunicação é possível a qualquer distância, apesar de não se estender a outros planos de existência.", + "duration": "1 hora", + "higher_level": "", + "id": 272, + "level": 5, + "locations": [ + { + "page": 252, + "sourcebook": "LDJ14" + } + ], + "material": "Pedaços de cascas de ovos de dois tipos diferentes de criatura", + "name": "Ligação Telepática de Rary", + "range": "9 metros", + "ritual": true, + "school": "Adivinhação", + "tce_expanded_classes": [ + "Bardo" + ] + }, + { + "casting_time": "1 ação", + "classes": [ + "Bardo", + "Mago" + ], + "components": [ + "V,", + "S" + ], + "concentration": false, + "desc": "Até a magia acabar, uma criatura voluntária que você tocar fica imune a dano psíquico, a qualquer efeito que poderia sentir suas emoções ou ler seus pensamentos, a magias de adivinhação e a condição enfeitiçado. A magia pode até mesmo evitar a magia desejo e magias ou efeitos de poder similar usados para afetar a mente do alvo ou para adquirir informações sobre ele.", + "duration": "24 horas", + "higher_level": "", + "id": 228, + "level": 8, + "locations": [ + { + "page": 252, + "sourcebook": "LDJ14" + } + ], + "name": "Limpar a Mente", + "range": "Toque", + "ritual": false, + "school": "Abjuração" + }, + { + "casting_time": "1 ação", + "classes": [ + "Bardo", + "Druida", + "Patrulheiro" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Descreva ou nomeie um tipo especifico de besta ou planta. Concentre-se na voz da natureza ao seu redor, você descobre a direção e distância da criatura ou planta mais próxima desse tipo dentro de 7,5 quilômetros, se houver alguma presente.", + "duration": "Instantânea", + "higher_level": "", + "id": 206, + "level": 2, + "locations": [ + { + "page": 252, + "sourcebook": "LDJ14" + } + ], + "material": "Um pouco de pelo de um cão de caça", + "name": "Localizar Animais ou Plantas", + "range": "Pessoal", + "ritual": true, + "school": "Adivinhação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Bardo", + "Clérigo", + "Druida", + "Paladino", + "Patrulheiro", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": true, + "desc": "Descreva ou nomeie uma criatura que seja familiar a você. Você sente a direção da localização da criatura, contanto que a criatura esteja a até 300 metros de você. Se a criatura se mover, você saberá a direção do movimento dela.\nA magia pode localizar uma criatura especifica que você conheça ou a criatura mais próxima de um tipo especifico (como um humano ou um unicórnio), desde que você já tenha visto tal criatura de perto – a até 9 metros – pelo menos uma vez. Se a criatura que você descreveu ou nomeou estiver em uma forma diferente, como se estiver sob efeito da magia metamorfose, essa magia não localizará a criatura.\nEssa magia não pode localizar uma criatura se água corrente de, pelo menos 3 metros de largura, bloquear o caminho direito entre você e a criatura.", + "duration": "Até 1 hora", + "higher_level": "", + "id": 207, + "level": 4, + "locations": [ + { + "page": 253, + "sourcebook": "LDJ14" + } + ], + "material": "Um pouco de pelo de um cão de caça", + "name": "Localizar Criatura", + "range": "Pessoal", + "ritual": false, + "school": "Adivinhação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Bardo", + "Clérigo", + "Druida", + "Paladino", + "Patrulheiro", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": true, + "desc": "Descreva ou nomeie um objeto que seja familiar a você. Você sente a direção da localização do objeto, contanto que o objeto esteja a até 300 metros de você. Se o objeto estiver em movimento, você saberá a direção do movimento dele.\nA magia pode localizar um objeto especifico que você, desde que você já tenha o visto de perto – a até 9 metros – pelo menos uma vez. Alternativamente, a magia pode localizar o objeto de um tipo em particular mais próximo, como certo tipo de vestuário, joia, móvel, ferramenta ou arma.\nEssa magia não pode localizar um objeto se qualquer espessura de chumbo, até mesmo uma folha fina, bloquear o caminho direto entre você e o objeto.", + "duration": "Até 10 minutos", + "higher_level": "", + "id": 208, + "level": 2, + "locations": [ + { + "page": 253, + "sourcebook": "LDJ14" + } + ], + "material": "Um galho bifurcado", + "name": "Localizar Objeto", + "range": "Pessoal", + "ritual": false, + "school": "Adivinhação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Bardo", + "Bruxo" + ], + "components": [ + "V" + ], + "concentration": false, + "desc": "Até o fim da magia, quando você realizar um teste de Carisma, você pode substituir o número rolado por você por um 15. Além disso, não importa o que você diga, magias que determinam se você está dizendo a verdade indicarão que você está sendo sincero.", + "duration": "1 hora", + "higher_level": "", + "id": 157, + "level": 8, + "locations": [ + { + "page": 253, + "sourcebook": "LDJ14" + } + ], + "name": "Loquacidade", + "range": "Pessoal", + "ritual": false, + "school": "Transmutação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Druida", + "Feiticeiro", + "Mago" + ], + "components": [ + "V,", + "S" + ], + "concentration": false, + "desc": "\u2022 Uma criatura Média ou menor que você escolher deve ser bem sucedido num teste de resistência de Força ou será afastada 1,5 metros de você.\n\u2022 Você cria uma pequena raj ada de ar capaz de mover um objeto que não esteja sendo segurado nem carregado e que não pese mais de 2,5 quilos. O objeto é afastado 3 metro de voce. Ele não é empurrado com força suficiente para causar dano.\nVocê cria um efeito sensorial ínofensivo usanda o ar, como fazer folhas farfalharem, ventos fecharem persianas ou suas roupas balançarem com uma brisa.", + "duration": "Instantânea", + "higher_level": "", + "id": 394, + "level": 0, + "locations": [ + { + "page": 163, + "sourcebook": "GXTC" + } + ], + "name": "Lufada", + "range": "90 metros", + "ritual": false, + "school": "Transmutação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Druida", + "Feiticeiro", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": true, + "desc": "Uma linha de vento forte, com 18 metros de comprimento e 3 metros de largura, é soprada de você em uma direção, à sua escolha, pela duração da magia. Cada criatura que começar seu turno na linha, deve ser bem sucedida num teste de resistência de Força ou será empurrada 4,5 metros para trás, na direção seguida pela linha. Qualquer criatura na linha deve gastar 3 metros de movimentação para cada 1,5 metro que ela se mover enquanto se aproxima de você.\nAs lufadas dispersam gases ou vapores e apagam velas, tochas e chamas similares desprotegidas na área. Elas fazem com que chamas protegidas, como as de lanternas, vibrem descontroladamente e tenham 50 por cento de chance de serem extintas.\nCom uma ação bônus, em cada um dos seus turnos, antes da magia acabar, você pode mudar a direção à qual a linha é soprada de você.", + "duration": "Até 1 minuto", + "higher_level": "", + "id": 169, + "level": 2, + "locations": [ + { + "page": 253, + "sourcebook": "LDJ14" + } + ], + "material": "Uma semente de legume", + "name": "Lufada de Vento", + "range": "Pessoal (linha de 18 metros)", + "ritual": false, + "school": "Evocação", + "tce_expanded_classes": [ + "Patrulheiro" + ] + }, + { + "casting_time": "1 ação", + "classes": [ + "Artífice", + "Clérigo", + "Feiticeiro", + "Mago" + ], + "components": [ + "V,", + "M" + ], + "concentration": true, + "desc": "Você toca um objeto que não tenha mais 3 metros em qualquer dimensão. Até a magia acabar, o objeto emite luz plena num raio de 6 metros e penumbra por 6 metros adicionais. Cobrir o objeto completamente com alguma coisa opaca bloqueará a luz. A magia termina se você conjura-la novamente ou dissipa-la com uma ação.\nSe você tentar afetar um objeto segurado ou vestido por uma criatura hostil, a criatura deve ser bem sucedida num teste de Destreza para evitar a magia.", + "duration": "Até 1 hora", + "higher_level": "", + "id": 203, + "level": 0, + "locations": [ + { + "page": 253, + "sourcebook": "LDJ14" + } + ], + "material": "Um vaga-lume ou musgo fosforescente", + "name": "Luz", + "range": "Toque", + "ritual": false, + "school": "Evocação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Clérigo", + "Druida", + "Paladino", + "Patrulheiro", + "Feiticeiro" + ], + "components": [ + "V,", + "S" + ], + "concentration": false, + "desc": "Uma esfera de luz, com 18 metros de raio, se espalha a partir de um ponto, à sua escolha, dentro do alcance. A esfera produz luz plena num raio de 18 metros e penumbra por 18 metros adicionais.\nSe você escolher um ponto em um objeto que você esteja segurando, ou um que não esteja sendo vestido ou carregado, a luz brilha a partir do objeto e se move com ele. Cobrir completamente o objeto afetado com um objeto opaco, como uma vasilha ou um elmo, bloqueará a luz.\nSe qualquer área dessa magia sobrepor uma área de escuridão criada por uma magia de 3° ou inferior, a magia que criou a escuridão será dissipada.", + "duration": "1 hora", + "higher_level": "", + "id": 89, + "level": 3, + "locations": [ + { + "page": 253, + "sourcebook": "LDJ14" + } + ], + "name": "Luz do Dia", + "range": "18 metros", + "ritual": false, + "school": "Evocação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Artífice", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V,", + "M" + ], + "concentration": false, + "desc": "Como parte da ação usada para conjurar esta magia, você deve fazer um ataque corpo a corpo com uma arma contra uma criatura dentro do alcance da magia, do contrário a magia falha. Se acertar, o alvo sofre os efeitos normais do ataque e fica envolto em uma energia efervescente até o começo do próximo turno do conjurador. Se o alvo se mover voluntariamente antes disso, ele imediatamente recebe 1d8 de dano trovejante e a magia encerra.\nEste dano da magia aumenta quando você alcança níveis maiores. No 5° nível o ataque corpo a corpo causa um dano extra trovejante de 1d8 ao alvo, e o dano sofrido pelo alvo ao mover-se sobe para 2d8. Ambas rolagens de dados aumentam em 1d8 no 11° nível e no 17° nível.", + "duration": "1 rodada", + "higher_level": "", + "id": 457, + "level": 0, + "locations": [ + { + "page": 142, + "sourcebook": "CEGA" + } + ], + "material": "Uma arma", + "name": "Lâmina Efervescente (CEGA)", + "range": "1,5 metros", + "ritual": false, + "school": "Evocação" + }, + { + "casting_time": "1 ação bônus", + "classes": [ + "Druida" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": true, + "desc": "Você evoca uma lâmina ardente em sua mão livre. A lâmina é similar em tamanho e formato a uma cimitarra e ela permanece pela duração. Se você soltar a lâmina, ela desaparece, mas você pode evocar a lâmina novamente com uma ação bônus.\nVocê pode usar sua ação para realizar ataques corpo-a- corpo com magia com a lâmina ardente. Se atingir, o alvo sofrerá 3d6 de dano de fogo.\nA lâmina flamejante emite luz plena a 3 metros de raio e penumbra por mais 3 metros adicionais.", + "duration": "Até 10 minutos", + "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 4° nível ou superior, o dano aumenta em 1d6 para cada dois níveis do espaço acima do 2°.", + "id": 141, + "level": 2, + "locations": [ + { + "page": 251, + "sourcebook": "LDJ14" + } + ], + "material": "Folha de sumagre", + "name": "Lâmina Flamejante", + "range": "Pessoal", + "ritual": false, + "school": "Evocação", + "tce_expanded_classes": [ + "Feiticeiro" + ] + }, + { + "casting_time": "1 ação bónus", + "classes": [ + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V,", + "S" + ], + "concentration": true, + "desc": "Você entrelaça fios de sombra para criar uma espada de trevas solidas em sua mão. Esta espada mágica dura até a magia terminar. Ele conta como uma arma simples de combate corpo-a-corpo com a qual você é proficiente. Ela provoca um dano psíquico de 2d8 em um golpe e possui propriedades sutileza, leve e arremessável (alcance 6/18). Além disso, quando você usa a espada para atacar um alvo que está em luz fraca ou na escuridão, você faz a rolagem de ataque com vantagem.\nSe você soltar a arma ou arremessá-la, ela se dissipa no final do turno. Posteriormente, enquanto a magia persistir, você pode usar uma ação bônus para que a espada reapareça na sua mão.", + "duration": "Até 1 minuto", + "higher_level": "Em Níveis Superiores. Quando você lance esta magia usando um espaço de magia de 3° ou 4° nível, o dano aumenta para 3d8. Quando você a conjura usando um espaço de magia de 5° ou 6° nível, o dano aumenta para 4d8. Quando você o jo ga usando um espaço de magia de 7° nível ou superior, o dano aumenta para 5d8.", + "id": 425, + "level": 2, + "locations": [ + { + "page": 163, + "sourcebook": "GXTC" + } + ], + "name": "Lâmina Sombria", + "range": "Pessoal", + "ritual": false, + "school": "Ilusão" + }, + { + "casting_time": "1 ação", + "classes": [ + "Artífice", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V,", + "M" + ], + "concentration": false, + "desc": "Como parte da ação usada para conjurar esta magia, você deve fazer um ataque corpo a corpo com uma arma contra uma criatura dentro do alcance da magia, do contrário a magia falha. Se acertar, o alvo sofre os efeitos normais do ataque e um chama verde salta do alvo até uma criatura que você possa ver que esteja a 1,5 dele. A segunda criatura recebe dano de fogo igual ao seu modificador de habilidade de conjuração.\nEste dano da magia aumenta quando você alcança níveis maiores. No 5° nivel o ataque corpo a corpo causa um dano extra de fogo de 1d8 ao alvo, e o dano da segunda criatura sobe para 1d8 + o seu modificador de habilidade de conjuração. Ambas rolagens de dados aumentam em 1d8 no 11° nível e no 17° nível.", + "duration": "Instantânea", + "higher_level": "", + "id": 458, + "level": 0, + "locations": [ + { + "page": 143, + "sourcebook": "CEGA" + } + ], + "material": "Uma arma", + "name": "Lâmina Verde Flamejante (CEGA)", + "range": "1,5 metros", + "ritual": false, + "school": "Evocação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Artífice", + "Bruxo", + "Feiticeiro", + "Mago" + ], + "components": [ + "S", + "M" + ], + "concentration": false, + "desc": "Você empunha a arma usada na conjuração do feitiço e faz um ataque corpo a corpo com ela contra uma criatura a menos de 1,5 metro de você. Em um acerto, o alvo sofre os efeitos normais do ataque com arma, e você pode fazer com que o fogo verde salte do alvo para uma criatura diferente de sua escolha que você pode ver a menos de 1,5 m dela. A segunda criatura sofre dano de fogo igual ao seu modificador de habilidade de conjuração.\nO dano deste feitiço aumenta quando você atinge certos níveis. No 5° nível, o ataque corpo a corpo causa 1d8 de dano de fogo extra ao alvo em um acerto, e o dano de fogo à segunda criatura aumenta para 1d8 + seu modificador de habilidade de conjuração. Ambas as jogadas de dano aumentam em 1d8 no 11° nível (2d8 e 2d8) e no 17° nível (3d8 e 3d8).", + "duration": "Instantânea", + "higher_level": "", + "id": 464, + "level": 0, + "locations": [ + { + "page": 107, + "sourcebook": "CTT" + } + ], + "material": "", + "name": "Lâmina Verde Flamejante (CTT)", + "range": "Pessoal (Raio de 1,5 metros)", + "ritual": false, + "school": "Evocação", + "subclasses": [] + }, + { + "casting_time": "1 ação bônus", + "classes": [ + "Bruxo", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Você cria uma fenda plana em forma de lâmina com cerca de 3 de comprimento em um espaço desocupado que você pode ver dentro do alcance. A lâmina dura o resto. Ao lançar este feitiço, você pode fazer até dois ataques de feitiço corpo a corpo com a lâmina, cada um contra uma criatura, objeto solto ou estrutura a menos de 1,5 m da lâmina. Em um acerto, o alvo sofre 4d12 de dano de força. Este ataque obtém um acerto crítico se o número no d20 for 18 ou superior. Em um acerto crítico, a lâmina causa um dano de força extra de 8d12 (para um total de 12d12 de dano de força).\nComo uma ação bônus em seu turno, você pode mover a lâmina até 9 metros para um espaço desocupado que você pode ver e então faça até dois ataques de feitiço corpo a corpo com ela novamente.\nA lâmina pode passar sem causar danos por qualquer barreira, incluindo uma parede de força.", + "duration": "Até 1 minuto", + "higher_level": "", + "id": 461, + "level": 9, + "locations": [ + { + "page": 106, + "sourcebook": "CTT" + } + ], + "material": "", + "name": "Lâmina do Desastre", + "range": "18 metros", + "ritual": false, + "school": "Conjuração", + "subclasses": [] + }, + { + "casting_time": "1 ação", + "classes": [ + "Druida", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V,", + "S" + ], + "concentration": false, + "desc": "Energia necromântica inunda uma criatura, à sua escolha, que você possa ver dentro do alcance, drenando sua umidade e vitalidade. O alvo deve realizar um teste de resistência de Concentração. O alvo sofre 8d8 de dano necrótico se falhar no teste, ou metade desse dano se obtiver sucesso. Essa magia não surte efeito em mortos- vivos ou constructos.\nSe você afetar uma criatura planta ou planta mágica, ela faz seu teste de resistência com desvantagem e a magia causa o máximo de dano a ela.\nSe você afetar uma planta não-mágica que não seja uma criatura, como uma árvore ou arbusto, ele não faz um teste de resistência; ela simplesmente seca e morre.", + "duration": "Instantânea", + "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 5° nível ou superior, o dano aumenta em 1d8 para cada nível do espaço acima do 4°.", + "id": 35, + "level": 4, + "locations": [ + { + "page": 253, + "sourcebook": "LDJ14" + } + ], + "name": "Malogro", + "range": "9 metros", + "ritual": false, + "school": "Necromancia" + }, + { + "casting_time": "1 minuto", + "classes": [ + "Bardo", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Você conjura uma residência extradimensional, dentro do alcance, que permanece pela duração. Você escolhe onde sua única entrada é localizada. A entrada brilha discretamente e tem 1,5 metro de largura por 3 metros de altura. Você e qualquer criatura que você designou, quando conjurou a magia, pode entrar na residência extradimensional enquanto o portal permanecer aberto. Você pode abrir ou fechar o portal se estiver a até 9 metros dele. Enquanto estiver fechado, o portal é invisível.\nAlém do portal existe um magnifico salão com inúmeros aposentos. A atmosfera é limpa, fresca e morna.\nVocê pode criar qualquer projeto de piso que quiser, mas o espaço não pode exceder 50 cubos, cada cubo tendo 3 metros de cada lado. O local é mobiliado e decorado como você desejar. Ele contém comida suficiente para servir nove banquetes para até 100 pessoas. Uma equipe de 100 servos quase-transparentes atende todos que entrarem. Você decide a aparência visual dos servos e o vestuário deles. Eles são completamente obedientes as suas ordens. Cada servo pode realizar qualquer tarefa que um servo humano comum poderia fazer, mas eles não podem atacar ou realizar qualquer ação que poderia causar maleficio direto a outra criatura. Portanto, os servos podem buscar coisas, limpar, remendar, dobrar roupas, acender lareiras, servir comida, despejar vinho e assim por diante. Os servos podem ir a qualquer lugar na mansão, mas não podem deixa-la. Mobília e outros objetos criados por essa magia viram fumaça se forem removidos da mansão. Quando a magia acabar, qualquer criatura dentro do espaço extradimensional é expelida para o espaço vago mais próximo da entrada.", + "duration": "24 horas", + "higher_level": "", + "id": 237, + "level": 7, + "locations": [ + { + "page": 254, + "sourcebook": "LDJ14" + } + ], + "material": "Um portal em miniatura esculpido em marfim, um pedaço de mármore polido e uma pequena colher de prata, cada item valendo, no mínimo, 5 po", + "name": "Mansão Magnífica de Mordenkainen", + "range": "90 metros", + "ritual": false, + "school": "Conjuração" + }, + { + "casting_time": "1 ação", + "classes": [ + "Druida", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V,", + "S" + ], + "concentration": true, + "desc": "Chamas correm por seu corpo, emitindo luz plena num raio de 9 metros e penumbra por mais 9 metros adicionais pela duração da magia. As chamas não ferem você. Até a magia acabar, você ganha os seguintes beneficios:\n\u2022 Você é imune a dano de fogo e tem resistência a dano de frio.\n\u2022 Qualquer criatura que se mover a até 1,5 metros de você pela primeira vez em um turno ou terminar o turno dela ai, sofre 1d10 de dano de fogo.\n\u2022 Você pode usar sua ação para criar uma linha de fogo com 4,5 metros de comprimento e 1,5 metros de espessura que se estende de você em uma direção de sua escolha. Cada criatura na linha deve realizar um teste de resistência de Destreza. Uma criatura sofre 4d8 de dano de fogo se falhar na resistência, ou metade desse dano se obtiver sucesso.", + "duration": "Até 1 minuto", + "higher_level": "", + "id": 402, + "level": 6, + "locations": [ + { + "page": 163, + "sourcebook": "GXTC" + } + ], + "name": "Manto de Chamas", + "range": "Pessoal", + "ritual": false, + "school": "Transmutação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Druida", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V,", + "S" + ], + "concentration": true, + "desc": "Até a magia acabar, gelo cobre seu corpo, e você ganha os seguintes beneficios:\n\u2022 Você é imune a dano de frio e tem re sistência a dano de fogo.\n\u2022 Você pode se mover por terreno dificil criado por gelo ou neve sem gastar movimento extra.\n\u2022 O solo em um raio de 3 metros a sua volta é gelado e é terreno dificil para criaturas diferentes de você. O raio se move com você.\n\u2022 Você pode usar sua ação para criar um cone de 4,5 metros de vento gélido se estendendo da ponta da sua mão em uma direção de sua escolha. Cada criatura no cone deve realizar um teste de resistência de Constituição. Uma criatura sofre 4d6 de dano de frio se falhar na resistência, ou metade desse dano se obtiver sucesso. Uma criatura que falhe na resistência contra esse efeito tem seu deslocamento reduzido à metade até o início do seu prõximo turno.", + "duration": "Até 1 minuto", + "higher_level": "", + "id": 403, + "level": 6, + "locations": [ + { + "page": 163, + "sourcebook": "GXTC" + } + ], + "name": "Manto de Gelo", + "range": "Pessoal", + "ritual": false, + "school": "Transmutação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Druida", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V,", + "S" + ], + "concentration": true, + "desc": "Até a magia acabar, pedaços de pedra espalham-se pelo seu corpo, e você ganha os seguintes beneficios:\n\u2022 Você tem resistência a dano de concussão, cortante e perfurante de armas não mágicas.\n\u2022 Você pode usar sua ação para criar um pequeno terremoto no solo num raio de 4,5 metros, centrado em você. Outras criaturas no solo devem ser bem sucedidas num teste de resistência de Destreza ou cairão no chão.\n\u2022 Você pode se mover através de terreno dificil feito de terra ou rocha sem gastar movimento extra. Você pode se mover através de terra sólida ou rocha como se fosse ar e sem se desestabilizar, mas você não pode terminar seu movimento nela. Se você o fizer, você será ejetado para o espaço desocupado mais próximo, a magia acaba e você fica atordoado até o final do seu próximo turno.", + "duration": "Até 1 minuto", + "higher_level": "", + "id": 404, + "level": 6, + "locations": [ + { + "page": 163, + "sourcebook": "GXTC" + } + ], + "name": "Manto de Pedra", + "range": "Pessoal", + "ritual": false, + "school": "Transmutação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Druida", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V,", + "S" + ], + "concentration": true, + "desc": "Até a magia acabar, ventos correm em volta de você, e você ganha os seguintes beneficios:\n\u2022 Ataques à distância com arma feitos contra você tem desvantagem na jogada de ataque.\n\u2022 Você ganha deslocamento de voo de 18 metros. Se você ainda estiver voando quando a magia acabar você cai, a não ser que possa prevenir isso de alguma forma.\n\u2022 Você pode usar sua ação para criar um cubo de 4,5 metros de ventos r,odopian e$ centrados num ponto que você possa ver, a até 18 metros de você.\nCada criatura na áreá deve realizar um teste de resistência de Força. Uma criatura sofre 2d10 de dano de concussão se falhar na resistência, ou metade desse dano se obtiver sucesso. Se uma criatura Grande ou menor falhar na resistência, essa criatura também será empurrada até 3 metros para longe do centro do cubo.", + "duration": "Até 1 minuto", + "higher_level": "", + "id": 405, + "level": 6, + "locations": [ + { + "page": 164, + "sourcebook": "GXTC" + } + ], + "name": "Manto de Vento", + "range": "Pessoal", + "ritual": false, + "school": "Transmutação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Paladino" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "Poder sagrado irradia de você em uma aura de 9 metros de raio, despertando a audácia nas criaturas amigáveis. Até o final da magia, a aura se move, se mantendo centrada em você. Enquanto estiver na aura, cada criatura não-hostil (incluindo você) causa 1d4 de dano radiante extra quando atingir com ataques com arma.", + "duration": "Até 1 minuto", + "higher_level": "", + "id": 84, + "level": 3, + "locations": [ + { + "page": 254, + "sourcebook": "LDJ14" + } + ], + "name": "Manto do Cruzado", + "range": "Pessoal", + "ritual": false, + "school": "Evocação" + }, + { + "casting_time": "1 ação bônus", + "classes": [ + "Paladino" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "Da próxima vez que você atingir uma criatura com um ataque com arma, antes do fim da magia, a arma cintilará com radiação astral quando você golpear. O ataque causa 2d6 de dano radiante extra ao alvo, que se torna visível, se estava invisível, e o alvo emite penumbra em um raio de 1,5 metro e não pode ficar invisível até a magia acabar.", + "duration": "Até 1 minuto", + "higher_level": "Se você conjurar essa magia usando um espaço de magia de 3° nível ou superior, o dano extra aumenta em 1d6 para cada nível do espaço acima do 2°.", + "id": 40, + "level": 2, + "locations": [ + { + "page": 255, + "sourcebook": "LDJ14" + } + ], + "name": "Marca da Punição", + "range": "Pessoal", + "ritual": false, + "school": "Evocação" + }, + { + "casting_time": "1 ação bônus", + "classes": [ + "Patrulheiro" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "Você escolhe uma criatura que possa ver, dentro do alcance e a marca misticamente como sua presa. Até a magia acabar, você causa 1d6 de dano extra ao alvo sempre que você o atingir com um ataque com arma e você tem vantagem em quaisquer testes de Sabedoria (Percepção) ou Sabedoria (Sobrevivência) feitos para encontrá-la. Se o alvo cair a 0 pontos de vida antes da magia acabar, você pode usar uma ação bônus, no seu turno subsequente para marcar uma nova criatura.", + "duration": "Até 1 hora", + "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 3° ou 4° nível, você poderá manter sua concentração na magia por até 8 horas. Quando você usar um espaço de magia de 5° nível ou superior, você poderá manter sua concentração na magia por até 24 horas.", + "id": 186, + "level": 1, + "locations": [ + { + "page": 255, + "sourcebook": "LDJ14" + } + ], + "name": "Marca do Caçador", + "range": "27 metros", + "ritual": false, + "school": "Adivinhação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Druida", + "Feiticeiro", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Você conjura uma onda de água que se choca contra uma área dentro do alcance. A área pode ter até 9 metros de comprimento, 3 metros de largura e 3 metros de altura. Cada criatura na área deve realizar um teste de resistência de Destreza. Se fracassar, uma criatura sofre 4d8 de dano de concussão e estará caída no chão. Se obtiver sucesso, uma criatura sofre metade desse dano e não será derrubada. A água então se espalha pelo solo em todas as direções. Extinguindo chamas desprotegidas em sua área e a até 9 metros dela.", + "duration": "Instantânea", + "higher_level": "", + "id": 443, + "level": 3, + "locations": [ + { + "page": 164, + "sourcebook": "GXTC" + } + ], + "material": "Uma gota de águ a", + "name": "Maremoto", + "range": "36 metros", + "ritual": false, + "school": "Conjuração" + }, + { + "casting_time": "1 ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": true, + "desc": "Você projeta uma imagem fantasmagórica dos piores medos de uma criatura. Cada criatura num cone de 9 metros, deve ser bem sucedida num teste de resistência de Sabedoria ou largara o que quer que esteja segurando e ficará amedrontada pela duração.\nEnquanto estiver amedrontada por essa magia, uma criatura deve usar a ação de Disparada e fugir de você pela rota mais curta disponível em cada um dos turnos dela, a não ser que não haja lugar para onde se mover. Se a criatura terminar o turno dela em um local onde ela não tenha linha de visão sua, a criatura pode realizar um teste de resistência de Sabedoria. Se obtiver sucesso, a magia termina naquela criatura.", + "duration": "Até 1 minuto", + "higher_level": "", + "id": 128, + "level": 3, + "locations": [ + { + "page": 256, + "sourcebook": "LDJ14" + } + ], + "material": "Uma pena branca ou o coração de uma galinha", + "name": "Medo", + "range": "Pessoal (cone de 9 metros)", + "ritual": false, + "school": "Ilusão" + }, + { + "casting_time": "1 ação", + "classes": [ + "Bardo", + "Druida", + "Patrulheiro" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Através dessa magia, você usa um animal para entregar uma mensagem. Escolha uma besta Miúda que você possa ver dentro do alcance, como um esquilo, um gaio-azul ou um morcego. Você especifica um local, que você já deve ter visitado, e um remetente com uma descrição geral, como “um homem ou mulher vestido em um uniforme da guarda da cidade” ou “um anão ruivo vestindo um chapéu pontudo”. Você também fala uma mensagem com até vinte e cindo palavras. A besta alvo viaja pela duração da magia para o local especifico, cobrindo 75 quilômetros em 24 horas para um mensageiro voador ou 37,5 quilômetros para outros animais.\nQuando o mensageiro chegar, ele entrega sua mensagem para a criatura que você descreveu, repetindo o som da sua voz. O mensageiro fala apenas para uma criatura que tenha uma descrição compatível com a que ele recebeu. Se o mensageiro não alcançar o destino antes do fim da magia, a mensagem é perdida e a besta faz seu caminho de volta para onde você conjurou a magia.", + "duration": "24 horas", + "higher_level": "Se você conjurar essa magia usando um espaço de magia de 3° nível ou superior, a duração da magia aumenta em 48 horas para cada nível do espaço acima do 2°.", + "id": 6, + "level": 2, + "locations": [ + { + "page": 256, + "sourcebook": "LDJ14" + } + ], + "material": "Um punhado de comida", + "name": "Mensageiro Animal", + "range": "9 metros", + "ritual": true, + "school": "Encantamento" + }, + { + "casting_time": "1 ação", + "classes": [ + "Artífice", + "Bardo", + "Feiticeiro", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Você aponta seu dedo para uma criatura dentro do alcance e sussurra uma mensagem. O alvo (e apenas ele) ouvi a mensagem e pode responder com um sussurro que apenas você pode ouvir.\nVocê pode conjurar essa magia através de objetos sólidos se você tiver familiaridade com o alvo. Silêncio mágico, 30 centímetros de rocha, 2,5 centímetros de metal comum, uma fina camada de chumbo, ou 90 centímetros de madeira ou terra bloqueiam a magia. A magia não precisa seguir uma linha reta e pode viajar livremente, dobrando esquinas ou através de aberturas.", + "duration": "1 rodada", + "higher_level": "", + "id": 226, + "level": 0, + "locations": [ + { + "page": 256, + "sourcebook": "LDJ14" + } + ], + "material": "Um pedaço curto de fio de cobre", + "name": "Mensagem", + "range": "36 metros", + "ritual": false, + "school": "Transmutação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Clérigo", + "Druida" + ], + "components": [ + "V,", + "S" + ], + "concentration": false, + "desc": "Você entra em um objeto ou superfície rochoso, grande o suficiente para comportar seu corpo inteiro, mesclando-se, junto com todo o equipamento que você esteja carregando, com a rocha pela duração. Usando seu movimento, você entra na rocha num ponto que você possa tocar. Nada da sua presença ficará visível ou, de outra forma, detectável por sentidos não-mágicos.\nEnquanto estiver imerso na rocha, você não pode ver o que está ocorrendo do lado de fora e, qualquer teste de Sabedoria (Percepção) que você fizer para ouvir os sons do lado de fora são feitos com desvantagem. Você continua consciente do tempo transcorrido e pode conjurar magias em você enquanto estiver imerso na rocha. Você pode usar seu movimento para sair da rocha onde você entrou, o que termina a magia. Do contrário, você não pode se mover.\nPequenos danos físicos a rocha não ferem você, mas destruição parcial ou uma mudança no formato (fazendo que você já não caiba mais dentro dela) expelirá você causando-lhe 6d6 de dano de concussão. A destruição completa da rocha (ou transmutação em uma substância diferente) expelirá você causando-lhe 50 de dano de concussão. Se você for expelido, você ficará caído no chão em um espaço desocupado perto de onde você entrou da primeira vez.", + "duration": "8 horas", + "higher_level": "", + "id": 223, + "level": 3, + "locations": [ + { + "page": 256, + "sourcebook": "LDJ14" + } + ], + "name": "Mesclar-se às Rochas", + "range": "Toque", + "ritual": true, + "school": "Transmutação", + "tce_expanded_classes": [ + "Patrulheiro" + ] + }, + { + "casting_time": "1 ação", + "classes": [ + "Bardo", + "Druida", + "Feiticeiro", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": true, + "desc": "Essa magia transforma uma criatura que você possa ver, dentro do alcance, em uma nova forma. Uma criatura involuntária deve realizar um teste de resistência de Sabedoria para evitar o efeito. Um metamorfo obtém sucesso automaticamente nesse teste de resistência.\nA transformação permanece pela duração, ou até o alvo cair a 0 pontos de vida ou morrer. A nova forma pode ser qualquer besta a qual o nível de desafio seja igual ou menor que o do alvo (ou o nível do alvo, se ele não possuir um nível de desafio). As estatísticas de jogo do alvo, incluindo seus valores de habilidades mentais, são substituídas pelas estatísticas da besta escolhida. Ele mantem sua tendência e personalidade.\nO alvo assume os pontos de vida da sua nova forma. Quando ele reverter a sua forma normal, a criatura retorna à quantidade de pontos de vida que ela tinha antes da transformação. Se ela reverter como resultado de ter caído a 0 pontos de vida, qualquer dano excedente é recebido pela sua forma normal. Contato que o dano excedente não reduza os pontos de vida da forma normal da criatura a 0, ela não cairá inconsciente. Essa magia não pode afetar um alvo com 0 pontos de vida.\nA criatura é limitada em suas ações pela natureza da sua nova forma e ela não pode falar, conjurar magias ou realizar qualquer outra ação que precise de mãos ou de vocalização.\nO equipamento do alvo mescla-se a sua nova forma. O alvo não pode ativar, empunhar ou, de outra forma, se beneficiar de qualquer de seus equipamentos.", + "duration": "Até 1 hora", + "higher_level": "", + "id": 256, + "level": 4, + "locations": [ + { + "page": 256, + "sourcebook": "LDJ14" + } + ], + "material": "Um casulo de lagarta", + "name": "Metamorfose", + "range": "18 metros", + "ritual": false, + "school": "Transmutação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Bardo", + "Bruxo", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": true, + "desc": "Escolha uma criatura ou objeto não-mágico que você possa ver, dentro do alcance. Você transforma a criatura em uma criatura diferente, a criatura em um objeto ou o objeto em uma criatura (o objeto não pode nem estar sendo vestido nem carregado por outra criatura). A transformação permanece pela duração ou até o alvo cair a 0 pontos de vida ou morrer. Se você se concentrar nessa magia por toda a duração, a transformação será permanente.\nMetamorfos não são afetados por essa magia. Uma criatura involuntária pode realizar um teste de resistência de Constituição e, se for bem sucedida, não será afetada por essa magia.\nCriatura em Criatura\nSe você transformar uma criatura em outro tipo de criatura, a nova forma pode ser de qualquer tipo que você desejar, contanto que o nível de desafio seja igual ou menor que o do alvo (ou o nível dele, caso o alvo não possua nível de desafio). As estatísticas de jogo do alvo, incluindo seus valores de habilidades mentais, são substituídas pelas estatísticas da nova forma. Ele mantem sua tendência e personalidade.\nO alvo assume os pontos de vida da sua nova forma e, quando ela reverter a sua forma normal, a criatura retorna à quantidade de pontos de vida que ela tinha antes da transformação. Se ela reverter como resultado de ter caído a 0 pontos de vida, qualquer dano excedente é recebido pela sua forma normal. Contato que o dano excedente não reduza os pontos de vida da forma normal da criatura a 0, ela não cairá inconsciente. Essa magia não pode afetar um alvo com 0 pontos de vida.\nA criatura é limitada em suas ações pela natureza da sua nova forma e ela não pode falar, conjurar magias ou realizar qualquer outra ação que precise de mãos ou de vocalização, a não ser que a nova forma seja capaz de tais ações.\nO equipamento do alvo mescla-se a sua nova forma. O alvo não pode ativar, empunhar ou, de outra forma, se beneficiar de qualquer de seus equipamentos.\nObjeto em Criatura\nVocê pode transformar um objeto em um tipo de criatura, contanto que o tamanho da criatura não seja maior que o tamanho do objeto e, o nível de desafio da criatura será 9 ou menor. A criatura é amigável a você e aos seus companheiros. Ela age em cada um dos seus turnos. Você decide qual ação ela realizará e como ela se move. O Mestre tem as estatísticas da criatura e resolve todas as ações e movimentos dela.\nSe a magia se tornar permanente, você não terá mais controle sobre a criatura. Ele pode continuar amigável a você, dependendo da forma como você a tratou.\nCriatura em Objeto\nSe você transformar uma criatura em um objeto, ela se transformará, junto com tudo que estiver vestindo ou carregando, nessa forma. As estatísticas da criatura tornam-se as do objeto e a criatura não se lembrará do tempo que passou nessa forma, depois da magia acabar e ela retornar a sua forma normal.", + "duration": "Até 1 hora", + "higher_level": "", + "id": 337, + "level": 9, + "locations": [ + { + "page": 257, + "sourcebook": "LDJ14" + } + ], + "material": "Uma gota de mercúrio, uma porção de goma arábica e um pouco de fumaça", + "name": "Metamorfose Verdadeira", + "range": "9 metros", + "ritual": false, + "school": "Transmutação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": true, + "desc": "Você transforma até dez criaturas de sua escolha que você pode ver dentro do alcance. Um alvo ínvoluntário deve ter sucesso em um teste de resistência de Sabedoria para resistir à transformação. Um metamorfo não disposto é bem sucedido automaticamente no teste de resistência.\nCada alvo assume a forma de uma besta a sua escolha, e você pode escolher a mesma forma ou formas diferentes para cada alvo. A nova forma pode ser de qualquer animal que você já viu cuja classificação de desafio seja igual ou inferior à do alvo (ou metade do nível do alvo, se o alvo não tiver uma classificação de desafio). As estatísticas de jogo do alvo, incluindo pontuação de habilidade mental, são substituídas pelas estatísticas de o animal escolhido, mas o alvo mantém seus pontos de vida, alinhamento e personalidade.\nCada alvo ganha uma número de pontos de vida temporários igu al aos pontos de vida da sua nova forma. Esses pontos de vida temporários não podem ser substituídos por pontos de vida temporários de outra fonte. Um alvo retoma à sua forma normal quando não tem mais pontos de vida temporários ou morre. Se a magia terminar antes disso, a criatura perde todos os seus pontos de vida temporários e reverte para a sua forma normal.\nA criatura é limitada nas ações que pode realizar pela natureza da sua nova forma. Não pode falar, conjurar magias ou fazer qualquer outra coisa que exija mãos ou fala.\nOs equipamentos do alvo se fundem na nova forma. O alvo não pode ativar, usar, empunhar ou se beneficiar de qualquer do seu equipamento.", + "duration": "Até 1 hora", + "higher_level": "", + "id": 411, + "level": 9, + "locations": [ + { + "page": 164, + "sourcebook": "GXTC" + } + ], + "material": "Um casulo de uma lagarta", + "name": "Metamorfose em Massa", + "range": "36 metros", + "ritual": false, + "school": "Transmutação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": true, + "desc": "Você cria seis pequenos meteoros no seu espaço. Eles voam no ar e orbitam você pela duração da magia. Quando você conjura essa magia - e com uma ação bónus em cada um dos turnos subsequentes - você pode gastar um ou dois meteoros, enviando- os diretamente para um ponto ou pontos que você escolher, a atê 36 metros de você. Quando um meteoro alcança seu destino ou atinge uma superficie sólida, ele explode. Cada criatura a até 1,5 metros do ponto onde o meteoro explodiu deve realizar um teste de resistência de Destreza. Uma criatura sofre 2d6 de dano de fogo se falhar na resistência, ou metade desse dano se obtiver sucesso.", + "duration": "Até 10 minutos", + "higher_level": "Em Níveis Superiores. Quando você conjura essa magia usando um espaço de magia de 4° nível ou superior, a quantidade de meteoros que você cria aumenta em dois para cada nível do espaço acima do 3°.", + "id": 413, + "level": 3, + "locations": [ + { + "page": 164, + "sourcebook": "GXTC" + } + ], + "material": "Salitre, enxofre e alcatrão de pinheiro formando um cordão", + "name": "Meteoros Momentâneos de Melf", + "range": "Pessoal", + "ritual": false, + "school": "Evocação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Bruxo", + "Feiticeiro", + "Mago" + ], + "components": [ + "V" + ], + "concentration": false, + "desc": "Você dirige um pico desorientador de energia psíquica na mente de uma criatura que você pode ver dentro do alcance. O alvo deve ter sucesso em um teste de resistência de Inteligência ou sofrer 1d6 de dano psíquico e subtrair 1d4 do próximo teste de resistência antes do final de seu próximo turno.\nO dano deste feitiço aumenta em 1d6 quando você atinge certos níveis: 5° nível (2d6), 11° nível (3d6) e 17° nível (4d6).", + "duration": "1 rodada", + "higher_level": "", + "id": 467, + "level": 0, + "locations": [ + { + "page": 108, + "sourcebook": "CTT" + } + ], + "material": "", + "name": "Mind Sliver", + "range": "18 metros", + "ritual": false, + "school": "Encantamento", + "subclasses": [] + }, + { + "casting_time": "10 minutos", + "classes": [ + "Bardo", + "Druida", + "Mago" + ], + "components": [ + "V,", + "S" + ], + "concentration": false, + "desc": "Você faz um terreno em uma área de até 1,5 quilômetro quadrados pareça, soe, cheire e, até, sinta com outro tipo de terreno natural. Os formatos gerais do terreno permanecem os mesmos, no entanto. Campos abertos ou uma estrada podem ser modificados para se assemelharem a um pântano, colina, fenda ou algum outro tipo de terreno difícil ou intransponível. Uma lagoa pode ser modificada para se parecer com um prado, um precipício com um declive suave ou um barranco pedregoso com uma estrada larga e lisa.\nSimilarmente, você pode alterar a aparência de estruturas ou adiciona-las onde nenhuma existia. A magia não disfarça, esconde ou adiciona criaturas.\nA ilusão inclui elementos audíveis, visuais, táteis e olfativos, portanto, ela pode transformar solo limpo em terreno difícil (ou vice-versa) ou, de outra forma, impedir o movimento através da área. Qualquer porção de terreno ilusório (como uma rocha ou galho) que seja removida da área da magia desaparece imediatamente.\nCriaturas com visão verdadeira podem ver através da ilusão a verdadeira forma do terreno; porém, todos os outros elementos da ilusão permanecem, então, mesmo que a criatura esteja ciente da presença da ilusão, ela ainda interage fisicamente com a ilusão.", + "duration": "10 dias", + "higher_level": "", + "id": 230, + "level": 7, + "locations": [ + { + "page": 257, + "sourcebook": "LDJ14" + } + ], + "name": "Miragem", + "range": "Visão", + "ritual": false, + "school": "Ilusão" + }, + { + "casting_time": "1 minuto", + "classes": [ + "Bardo", + "Clérigo", + "Druida", + "Paladino", + "Mago" + ], + "components": [ + "V" + ], + "concentration": false, + "desc": "Você impõe um comando mágico a uma criatura que você possa ver, dentro do alcance, forçando-a a fazer algum serviço ou reprimindo-a por alguma ação ou curso de atividade, como você decidir. Se a criatura puder compreender você, ela deve ser bem sucedida num teste de resistência de Sabedoria ou ficará enfeitiçada por você pela duração. Enquanto a criatura estiver enfeitiçada por você, ela sofrerá 5d6 de dano psíquico toda vez que ela agir de maneira diretamente contrária às suas instruções, mas não mais de uma vez por dia. Uma criatura que não puder compreender você não é afetada por essa magia.\nVocê pode emitir qualquer comando que escolher, exceto uma atividade que resulte em morte certa. Se você emitir um comando suicida, a magia termina.\nVocê pode terminar a magia prematuramente usando uma ação para dissipa-la. As magias remover maldição, restauração maior ou desejo também podem termina-la.", + "duration": "30 dias", + "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 7° ou 8° nível, a duração será 1 ano. Quando você conjurar essa magia usando um espaço de magia de 9° nível, a magia dura até ser terminada por uma das magias mencionadas acima.", + "id": 154, + "level": 5, + "locations": [ + { + "page": 257, + "sourcebook": "LDJ14" + } + ], + "name": "Missão", + "range": "18 metros", + "ritual": false, + "school": "Encantamento" + }, + { + "casting_time": "1 ação", + "classes": [ + "Bardo", + "Mago" + ], + "components": [ + "V,", + "S" + ], + "concentration": true, + "desc": "Você tenta modelar as memórias de outra criatura. Uma criatura que você possa ver, deve realizar um teste de resistência de Sabedoria. Se você estiver lutando com a criatura, ela terá vantagem no teste de resistência. Se falhar na resistência, o alvo fica enfeitiçado por você pela duração. O alvo enfeitiçado está incapacitado e não sabe o que está acontecendo seu redor, apesar de ainda poder ouvir você. Se ele sofrer qualquer dano ou for alvo de outra magia, essa magia acaba, e nenhuma das memórias do alvo é modificada.\nEnquanto esse feitiço durar, você pode afetar a memória sobre um evento que o alvo participou nas últimas 24 horas e que não tenha durado mais de 10 minutos. Você pode, permanentemente, eliminar todas as memórias desse evento, permitir que o alvo relembre do evento com perfeita clareza e riqueza de detalhes, mudar sua memória sobre os detalhes do evento ou criar uma memória de outro evento qualquer.\nVocê deve falar ao alvo para descrever como sua memória é afetada e ele deve ser capaz de compreender seu idioma para que as memórias modificadas se enraízem. A mente dele preenche qualquer lacuna nos detalhes da sua descrição. Se a magia terminar antes de você ter finalizado a descrição das memórias modificadas, a memória da criatura não será alterada. Do contrário, as memórias modificadas tomam lugar quando a magia acabar.\nUma memória modificada não afeta, necessariamente, como uma criatura se comporta, particularmente se a memória contradiz as inclinações, tendência ou crenças naturais da criatura. Uma modificação ilógica na memória, como implantar uma memória de como a criatura gosta de se encharcar de ácido, é repudiada, talvez como um sonho ruim. O Mestre pode considerar uma modificação na memória muito absurda para afetar uma criatura de uma forma significativa.\nUma magia remover maldição ou restauração maior, conjurada no alvo, restaura a verdadeira memória da criatura.", + "duration": "Até 1 minuto", + "higher_level": "Se você conjurar essa magia usando um espaço de magia de 6° nível ou superior, você pode alterar a memória do alvo de um evento que aconteceu a até 7 dias atrás (6° nível), 30 dias atrás (7° nível), 1 ano atrás (8° nível) ou em qualquer momento do passado da criatura (9° nível).", + "id": 234, + "level": 5, + "locations": [ + { + "page": 258, + "sourcebook": "LDJ14" + } + ], + "name": "Modificar Memória", + "range": "9 metros", + "ritual": false, + "school": "Encantamento" + }, + { + "casting_time": "1 ação", + "classes": [ + "Artífice", + "Clérigo", + "Druida", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Você toca um objeto de pedra de tamanho Médio ou menor, ou uma seção de rocha com não mais de 1,5 metro em qualquer dimensão e modela-a em qualquer forma que sirva aos seus propósitos. Então, por exemplo, você poderia modelar uma pedra grande em uma arma, ídolo ou caixão, ou fazer uma pequena passagem através de um muro, contanto que o muro não tenha mais de 1,5 metro de espessura. Você poderia, também, modelar uma porta de pedra ou sua moldura para selar a porta. O objeto que você cria pode ter até duas dobradiças e um trinco, mas detalhes mecânicos mais complexos não são possíveis.", + "duration": "Instantânea", + "higher_level": "", + "id": 315, + "level": 4, + "locations": [ + { + "page": 258, + "sourcebook": "LDJ14" + } + ], + "material": "Barro mole, que deve ser trabalhado aproximadamente com a forma desejada para o objeto de pedra", + "name": "Moldar Rochas", + "range": "Toque", + "ritual": false, + "school": "Transmutação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Druida", + "Feiticeiro", + "Mago" + ], + "components": [ + "S" + ], + "concentration": false, + "desc": "Você escolhe uma porção de detritos ou pedra que você possa ver, dentro do alcance, e que caiba num cubo de 1,5 metros. Você manipula-a de uma das seguintes maneiras:\n\u2022Se você afetar uma área de teyra, solta, você pode escava-la instantaneamente, moven,dct-a pelo solo e depositando-a 1,5 metros de distância Esse movimento não tem força suficiente para causar dano.\n\u2022 Você faz com que formas, cores ou ambos apareçam na terra ou pedra, escrevendo palavras, criando imagens ou moldando padrões. As mudanças duram por 1 hora.\n\u2022 Se a terra ou pedra que você afetou estiver no solo, você faz com que ele se tome terreno di:ficil. Alternativamente, você pode fazer com que solo se tome terreno normal, caso ele já seja terreno dificil. Essa mudança dura por 1 hora.\nSe você conjurar essa magia diversas vezes, você pode ter até dois dos seus efeitos não instantâneos ativos ao mesmo tempo, e você pode dissipar um efeito desses com uma ação.", + "duration": "Especial", + "higher_level": "", + "id": 417, + "level": 0, + "locations": [ + { + "page": 165, + "sourcebook": "GXTC" + } + ], + "name": "Moldar Terra", + "range": "9 metros", + "ritual": false, + "school": "Transmutação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Druida", + "Feiticeiro", + "Mago" + ], + "components": [ + "S" + ], + "concentration": false, + "desc": "Você escolhe uma área de á gua que você possa ver, dentro do alcance, e que caiba num cubo de 1,5 metros. Você manipula-a de uma das seguintes maneiras:\n\u2022 Você move instantaneamente ou, de al guma outra forma, muda o curso da água como você ordenar, até 1,5 metros em qualquer direção. Esse movimento não tem força suficiente para causar dano.\n\u2022 Você faz com que a água forme formas simples e se anime como você ordenar. Essa mudança dura por 1 hora.\n\u2022 Você muda a cor ou opacidade da águ a. A água deve ser modificada da mesma forma por inteiro. Essa mudança dura por 1 hora.\n\u2022 Você congela a água, considerando que não haja criaturas nela. A águ a descongela em 1 hora.\nSe você conjurar essa magia diversas vezes, você pode ter atê dois dos seus efeitos não instantâneos ativos ao mesmo tempo, e você pode dissipar um efeito desses com uma ação.", + "duration": "Especial", + "higher_level": "", + "id": 427, + "level": 0, + "locations": [ + { + "page": 165, + "sourcebook": "GXTC" + } + ], + "name": "Moldar Água", + "range": "9 metros", + "ritual": false, + "school": "Transmutação" + }, + { + "casting_time": "1 minuto", + "classes": [ + "Mago" + ], + "components": [ + "V,", + "S" + ], + "concentration": false, + "desc": "Uma criatura Grande, quase-real, similar a um cavalo, aparece no solo em um espaço desocupado, à sua escolha, dentro do alcance. Você decide a aparência da criatura, mas ela é equipada com sela, estribo e arreio. Qualquer equipamento criado por essa magia vira fumaça caso se afaste a mais de 3 metros da montaria.\nPela duração, você ou a criatura que você escolher, pode cavalgar a montaria. A criatura usa as estatísticas de um cavalo de montaria, exceto por seu deslocamento ser de 30 metros e poder viajar 15 quilômetros em uma hora, ou 20 quilômetros em um ritmo rápido. Quando a magia acaba, a montaria desaparece gradualmente, dando ao cavaleiro 1 minuto para desmontar. A magia acaba se você usar uma ação para dissipa-la ou se a montaria sofrer qualquer dano.", + "duration": "1 hora", + "higher_level": "", + "id": 250, + "level": 3, + "locations": [ + { + "page": 258, + "sourcebook": "LDJ14" + } + ], + "name": "Montaria Fantasmagórica", + "range": "9 metros", + "ritual": true, + "school": "Ilusão" + }, + { + "casting_time": "1 ação bônus", + "classes": [ + "Clérigo", + "Paladino", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Você invoca espíritos dos mortos, que voam ao seu redor durante o feitiço. Os espíritos são intangíveis e invulneráveis.\nAté que o feitiço termine, qualquer ataque que você fizer causa 1d8 de dano extra quando você acerta uma criatura a até 3 metros de você. Este dano é radiante, necrótico ou frio (sua escolha ao lançar o feitiço). Qualquer criatura que receber este dano não pode recuperar pontos de vida até o início de seu próximo turno.\nAlém disso, qualquer criatura de sua escolha que você possa ver que começa seu turno a menos de 3 metros de você tem sua velocidade reduzida em 3 metros até o início de seu próximo turno.", + "duration": "Até 1 minuto", + "higher_level": "Quando você lança este feitiço usando um slot de magia de 4° nível ou superior, o dano aumenta em 1d8 para cada dois níveis de slot acima do 3°.", + "id": 468, + "level": 3, + "locations": [ + { + "page": 108, + "sourcebook": "CTT" + } + ], + "material": "", + "name": "Mortalha de Espírito", + "range": "Pessoal", + "ritual": false, + "school": "Necromancia", + "subclasses": [] + }, + { + "casting_time": "1 ação", + "classes": [ + "Druida", + "Feiticeiro", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": true, + "desc": "Escolha uma área de terreno não maior que 12 metros de lado, dentro do alcance. Você pode remodelar terra, areia ou barro na área da maneira que quiser, pera duração. Você pode erguer ou abaixar a elevação da área, criar ou preencher valas, levantar ou deitar um muro ou formar uma coluna. A extensão de tais mudanças não pode exceder metade da maior dimensão da área. Portanto, se você afetar um quadrado de 12 metros, você poderá criar um pilar de até 6 metros de altura, erguer ou abaixar a elevação do quadrado em até 6 metros ou cavar uma vala de até 6 metros de profundidade e assim por diante. Leva 10 minutos para completar essas modificações.\nAo final de cada 10 minutos que você gastar se concentrando nessa magia, você pode escolher uma nova área de terreno para afetar.\nDevido às transformações no terreno ocorrerem lentamente, as criaturas na área normalmente não podem ficar presas ou sofrer dano pela movimentação do solo.\nEssa magia pode manipular rocha natural ou construções de pedra. Pedra e estruturas deslocam-se para acomodar o novo terreno. Se a forma pela qual você modela o terreno poderia tornar uma estrutura instável, ela poderá desmoronar.\nSimilarmente, essa magia não afeta diretamente o crescimento da vegetação. A terra movida carrega quaisquer plantas no caminho junto com ela.", + "duration": "Até 2 horas", + "higher_level": "", + "id": 240, + "level": 6, + "locations": [ + { + "page": 258, + "sourcebook": "LDJ14" + } + ], + "material": "Uma lâmina de ferro e uma pequena sacola contendo uma mistura de solos – argila, barro e areia", + "name": "Mover Terra", + "range": "36 metros", + "ritual": false, + "school": "Transmutação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Artífice", + "Bardo", + "Clérigo", + "Druida", + "Patrulheiro" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Você toca uma criatura voluntária. Pela duração, os movimentos do alvo não são afetados por terreno difícil e magias e outros efeitos mágicos também não podem reduzir o deslocamento do alvo ou fazer com que o alvo fique paralisado ou impedido.\nO alvo também pode gastar 1,5 metro de deslocamento para escapar, automaticamente, de impedimentos não- mágicos, como algemas ou o agarrão de uma criatura. Finalmente, estar submerso não impõe penalidades no deslocamento ou ataques do alvo.", + "duration": "1 hora", + "higher_level": "", + "id": 150, + "level": 4, + "locations": [ + { + "page": 259, + "sourcebook": "LDJ14" + } + ], + "material": "Uma fita de couro, enrolada no braço ou apêndice similar", + "name": "Movimentação Livre", + "range": "Toque", + "ritual": false, + "school": "Abjuração" + }, + { + "casting_time": "1 ação", + "classes": [ + "Mago" + ], + "components": [ + "V,", + "S" + ], + "concentration": false, + "desc": "Uma plano cintilante multicolorido de luzes forma uma parece vertical opaca – de até 27 metros de comprimento, 9 metros de altura e 2,5 centímetros de espessura – centrada num ponto que você possa ver, dentro do alcance. Alternativamente, você pode moldar a muralha numa esfera de 9 metros de diâmetro centrada num ponto, à sua escolha, dentro do alcance. A muralha permanece no lugar pela duração. Se você posicionar a muralha de forma que ela passaria através do espaço ocupado por uma criatura, a magia falha e sua ação e o espaço de magia são desperdiçados.\nA muralha emite luz plena num raio de 30 metros e penumbra por 30 metros adicionais. Você e as criaturas designadas, no momento que você conjurou a magia, podem passar através e permanecer perto da muralha sem se ferirem. Se outra criatura que puder ver a muralha se aproximar mais de 6 metros dela ou começar seu turno lá, a criatura deve realizar um teste de resistência de Constituição ou ficará cega por 1 minuto.\nA muralha consiste em sete camadas, cada uma de uma cor diferente. Quando uma criatura tenta tocar ou passar através da muralha, ela atravessa uma camada de cada vez, até atravessar todas as camadas da muralha. À medida que ela passa ou toca cada camada, a criatura realiza um teste de resistência de Destreza ou será afetada pelas propriedades daquela camada, como descrito abaixo.\nA muralha pode ser destruída, também, uma camada por vez, em ordem de vermelho à violeta, pelos meios especificados em cada camada. Quando uma camada é destruída, ela permanece assim pela duração da magia. Um bastão do cancelamento destrói uma muralha prismática, mas um campo antimagia não produz efeito nela.\n1. Vermelho. O alvo sofre 10d6 de dano de fogo se falhar na resistência ou metade desse dano se obtiver sucesso. Enquanto essa camada estiver no lugar, ataques à distância não-mágicos não podem atravessar a muralha. A camada pode ser destruída causando, pelo menos, 25 de dano de frio a ela.\n2. Laranja. O alvo sofre 10d6 de dano de ácido se falhar na resistência ou metade desse dano se obtiver sucesso. Enquanto essa camada estiver no lugar, ataques à distância mágicos não podem atravessar a muralha. A camada pode ser destruída por um vento forte.\n3. Amarelo. O alvo sofre 10d6 de dano elétrico se falhar na resistência ou metade desse dano se obtiver sucesso. A camada pode ser destruída causando, pelo menos, 60 de dano de energia a ela.\n4. Verde. O alvo sofre 10d6 de dano de veneno se falhar na resistência ou metade desse dano se obtiver sucesso. A magia criar passagem ou outra magia de nível igual ou superior que possam abrir um portal em uma superfície sólida, destroem essa camada.\n5. Azul. O alvo sofre 10d6 de dano de frio se falhar na resistência ou metade desse dano se obtiver sucesso. A camada pode ser destruída causando, pelo menos, 25 de dano de fogo a ela.\n6. Anil. Se falhar na resistência, o alvo ficará impedido. Ele deve então, fazer um teste de resistência de Constituição ao final de cada um dos turnos dele. Se obtiver sucesso três vezes, a magia termina. Se falhar na resistência três vezes, ela se torna pedra é afetada pela condição petrificado. Os sucessos e falhas não precisam ser consecutivos; anote ambos os resultados até o alvo acumular três de mesmo tipo.\nEnquanto essa camada estiver no lugar, magias não podem ser conjuradas através da muralha. A camada pode ser destruída por luz plena emitida pela magia luz do dia ou uma magia similar de nível equivalente ou superior.\n7. Violeta. Se falhar na resistência, o alvo ficará cego. Ele deve realizar um teste de resistência de Sabedoria no início do seu próximo turno. Um sucesso na resistência acaba com a cegueira. Se falhar na resistência, a criatura é transportada para outro plano de existência, escolhido pelo Mestre, e não estará mais cego. (Tipicamente, uma criatura que esteja em um plano que não seja o seu plano natal é banida para lá, enquanto que outras criaturas geralmente são enviadas para os Planos Astral ou Etéreo.) Essa camada é destruída pela magia dissipar magia ou por uma magia similar de nível equivalente ou superior que possa acabar com magias e efeitos mágicos.", + "duration": "10 minutos", + "higher_level": "", + "id": 263, + "level": 9, + "locations": [ + { + "page": 261, + "sourcebook": "LDJ14" + } + ], + "name": "Muralha Prismática", + "range": "18 metros", + "ritual": false, + "school": "Abjuração", + "tce_expanded_classes": [ + "Bardo" + ] + }, + { + "casting_time": "1 ação", + "classes": [ + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": true, + "desc": "Você conjura uma muralha de areia rodopiante no solo, num ponto que você possa ver, dentro do alcance. Você pode fazer a muralha com até 9 metros de largura, 3 metros de altura e 3 metros de espessura, e ela desaparece quando a magia termina. Ela bloqueia a linha de visão, mas não o movimento. Uma criatura fica cega enquanto estiver no espaço da muralha e devem gastar 4,5 metros de movimento para cada 1,5 metros que se mover nela.", + "duration": "Até 10 minutos", + "higher_level": "", + "id": 449, + "level": 3, + "locations": [ + { + "page": 165, + "sourcebook": "GXTC" + } + ], + "material": "Um punhado de areia", + "name": "Muralha de Areia", + "range": "27 metros", + "ritual": false, + "school": "Evocação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": true, + "desc": "Uma muralha invisível de energia aparece do nada num ponto, à sua escolha, dentro do alcance. A muralha aparece em qualquer orientação que você escolher, como uma barreira horizontal ou vertical ou em uma angulação. Ela pode estar flutuando no ar ou apoiada em uma superfície sólida. Você pode molda-la em uma cúpula hemisférica ou uma esfera com um raio de até dez painéis de 3 metros por 3 metros. Cada painel deve ser contíguo com outro painel. Em qualquer formato, a muralha terá 0,6 centímetros de espessura. Ela permanece pela duração. Se a muralha passar pelo espaço ocupado por uma criatura quando ela surgir, a criatura será empurrada para um dos lados da muralha (você escolhe qual lado).\nNada pode passar fisicamente através da muralha. Ela é imune a todos os danos e não pode ser dissipada por dissipar magia. A magia desintegrar destrói a muralha instantaneamente, no entanto. A muralha também se estende ao Plano Etéreo, bloqueando a viagem etérea através dela.", + "duration": "Até 10 minutos", + "higher_level": "", + "id": 346, + "level": 5, + "locations": [ + { + "page": 259, + "sourcebook": "LDJ14" + } + ], + "material": "Um pouco de pó feito de uma gema transparente esmagada", + "name": "Muralha de Energia", + "range": "36 metros", + "ritual": false, + "school": "Evocação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Druida" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": true, + "desc": "Você cria uma muralha de arbustos robustos, flexíveis, emaranhados e eriçados com espinhos pontudos. A muralha aparece, dentro do alcance, em uma superfície sólida e permanece pela duração. Você escolher fazer a muralha com até 18 metros de comprimento, 3 metros de altura e 1,5 metro de espessura ou um círculo com 6 metros de diâmetro e até 6 metros de altura com 1,5 metro de espessura. A muralha bloqueia a visão.\nQuando a muralha aparece, cada criatura dentro da área deve realizar um teste de resistência de Destreza. Se falhar na resistência, uma criatura sofrerá 7d8 de dano perfurante ou metade desse dano se obtiver sucesso.\nUma criatura pode se mover através da muralha, embora lentamente e dolorosamente. Para cada 1,5 metro que a criatura atravesse da muralha, ela deve gastar 6 metros de movimento. Além disso, a primeira vez que a criatura entrar na muralha num turno ou termina o turno nela, ela deve fazer um teste de resistência de Destreza. Ela sofre 7d8 de dano cortante se falhar na resistência ou metade desse dano se obtiver sucesso.", + "duration": "Até 10 minutos", + "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 7° nível ou superior, ambos os tipos de dano aumentam em 1d8 para cada nível do espaço acima do 6°.", + "id": 349, + "level": 6, + "locations": [ + { + "page": 259, + "sourcebook": "LDJ14" + } + ], + "material": "Um punhado de espinhos", + "name": "Muralha de Espinhos", + "range": "36 metros", + "ritual": false, + "school": "Conjuração" + }, + { + "casting_time": "1 ação", + "classes": [ + "Druida", + "Feiticeiro", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": true, + "desc": "Você cria uma muralha de fogo numa superfície sólida dentro do alcance. Você pode fazer uma muralha de até 18 metros de comprimento, 6 metros de altura e 30 centímetros de espessura ou uma muralha anelar de até 6 metros de diâmetro, 6 metros de altura e 30 centímetros de espessura. A muralha é opaca e permanece pela duração.\nQuando a muralha aparece, cada criatura dentro da área dela deve realizar um teste de resistência de Destreza. Se falhar na resistência, uma criatura sofrerá 5d8 de dano, ou metade desse dano se passar na resistência.\nUm lado da muralha, escolhido por você no momento da conjuração da magia, causa 5d8 de dano de fogo a cada criatura que terminar o turno dela a até 3 metros desse lado ou dentro da muralha. Uma criatura sofre o mesmo dano quando entra na muralha pela primeira vez num turno ou termina seu turno nela. O outro lado da muralha não causa dano algum.", + "duration": "Até 1 minuto", + "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 5° nível ou superior, o dano aumenta em 1d8 para cada nível do espaço acima do 4°.", + "id": 345, + "level": 4, + "locations": [ + { + "page": 259, + "sourcebook": "LDJ14" + } + ], + "material": "Um pequeno pedaço de fósforo", + "name": "Muralha de Fogo", + "range": "36 metros", + "ritual": false, + "school": "Evocação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": true, + "desc": "Você cria uma muralha de gelo numa superfície sólida dentro do alcance. Você pode molda-la em uma cúpula hemisférica ou uma esfera com um raio de até dez painéis de 3 metros por 3 metros. Cada painel deve ser contíguo com outro painel. Em qualquer formato, a muralha terá 0,6 centímetros de espessura. Ela permanece pela duração.\nSe a muralha passar pelo espaço ocupado por uma criatura quando ela surgir, a criatura na área será empurrada para um dos lados da muralha (você escolhe qual lado) e deve realizar um teste de resistência de Destreza. Se falhar na resistência, a criatura sofrerá 10d6 de dano de frio ou metade desse dano se passar na resistência.\nA muralha é um objeto que pode ser danificado e então, partido. Ela tem CA 12, 30 pontos de vida por seção de 3 metros e é vulnerável a dano de fogo. Reduzir os pontos de vida de uma seção de 3 metros da muralha a 0 destruirá essa seção, deixando para trás uma camada de ar gelado no espaço ocupado pela muralha. Uma criatura que atravesse a camada de ar gelado pela primeira vez num turno, deve realizar um teste de resistência de Constituição. Essa criatura sofrerá 5d6 de dano de frio se fracassar na resistência, ou metade desse dano se obtiver sucesso.", + "duration": "Até 10 minutos", + "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 7° nível ou superior, o dano causado quando ela aparece aumenta em 2d6 e o dano por atravessar através da camada de ar gelado aumenta em 1d6 para cada nível do espaço acima do 6°.", + "id": 347, + "level": 6, + "locations": [ + { + "page": 259, + "sourcebook": "LDJ14" + } + ], + "material": "Um pequeno pedaço de quartzo", + "name": "Muralha de Gelo", + "range": "36 metros", + "ritual": false, + "school": "Evocação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Artífice", + "Druida", + "Feiticeiro", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": true, + "desc": "Uma muralha não-mágica de rocha sólida surge do nada num ponto, à sua escolha, dentro do alcance. A muralha tem 15 centímetros de espessura e é composta por dez painéis de 3 metros por 3 metros. Cada painel deve ser contíguo com, pelo menos, outro painel. Alternativamente, você pode criar painéis de 3 metros por 6 metros com apenas 7,5 centímetros de espessura.\nSe a muralha passar pelo espaço ocupado por uma criatura quando ela surgir, a criatura será empurrada para um dos lados da muralha (você escolhe qual lado). Se a criatura fosse ser rodeada por todos os lados da muralha (ou pela muralha e outra superfície sólida), a criatura pode realizar um teste de resistência de Destreza. Se obtiver sucesso, ela pode usar sua reação para se mover até seu deslocamento, assim não ficando mais cercada pela muralha.\nA muralha pode ter qualquer formato que você desejar, no entanto, ela não pode ocupar o mesmo espaço de uma criatura ou objeto. A muralha não precisa ser vertical ou se apoiar em qualquer fundação estável. Ela deve, no entanto, se fundir e estar solidamente suportada por rocha existente. Então, você pode usar essa magia para criar uma ponte sobre um abismo ou criar uma rampa.\nSe você criar um vão com mais de 6 metros de comprimento, você deve reduzir o tamanho de cada painel à metade para criar suportes. Você pode moldar grosseiramente a parede para criar merlões, ameias e assim por diante.\nA muralha é um objeto feito de pedra que pode ser danificado e então, partido. Cada painel tem CA 15 e 30 pontos de vida para cada 2,5 centímetros de espessura. Reduzir os pontos de vida de um painel a 0, o destruirá e pode fazer painéis conectados desmoronarem, à critério do Mestre.\nSe você mantiver sua concentração nessa magia por toda a duração, a muralha se tornará permanente e não poderá ser dissipada. Do contrário, a muralha desaparece quando a magia acabar.", + "duration": "Até 10 minutos", + "higher_level": "", + "id": 348, + "level": 5, + "locations": [ + { + "page": 261, + "sourcebook": "LDJ14" + } + ], + "material": "Um pequeno bloco de granito", + "name": "Muralha de Pedra", + "range": "36 metros", + "ritual": false, + "school": "Conjuração" + }, + { + "casting_time": "1 ação", + "classes": [ + "Druida", + "Patrulheiro" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": true, + "desc": "Uma muralha de ventos fortes ergue-se do chão num ponto, à sua escolha, dentro do alcance. Você pode fazer a muralha ter até 15 metros de comprimento, 4,5 metros de altura e 30 centímetros de espessura. Você pode moldar a muralha em qualquer forma que desejar, contanto que ela faça um caminho contínuo pelo solo. A muralha permanece pela duração.\nQuando a muralha aparece, cada criatura dentro da área dela deve realizar um teste de resistência de Força. Uma criatura sofre 3d8 de dano de concussão se falhar na resistência, ou metade desse dano se obtiver sucesso.\nOs ventos fortes mantem névoa, fumaça e outros gases afastados. Criaturas ou objetos voadores Pequenos ou menores, não podem atravessar a muralha. Materiais leves e soltos trazidos para a muralha são arremessados para cima. Flechas, virotes e outros projéteis ordinários disparados contra alvos além da muralha são defletidos para cima e erram automaticamente. (Pedras arremessadas por gigantes ou armas de cerco e projéteis similares, não são afetados.) As criaturas em forma gasosa não podem atravessa-la.", + "duration": "Até 1 minuto", + "higher_level": "", + "id": 356, + "level": 3, + "locations": [ + { + "page": 261, + "sourcebook": "LDJ14" + } + ], + "material": "Um leque minúsculo e uma pena de origem exótica", + "name": "Muralha de Vento", + "range": "36 metros", + "ritual": false, + "school": "Evocação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Druida", + "Feiticeiro", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": true, + "desc": "Você conjura uma muralha de água no solo, num ponto que você possa ver, dentro do alcance. Você pode fazer a muralha com atê 9 metros de largura, 3 metros de altura e 30 centímetros de espessura, ou você pode fazer uma muralha em forma de anel de 6 metros de diámetro, 6 metros de altura e 30 centímetros de espessura. A muralha desaparece quando a magia termina. O espaço da muralha é de terreno dificil.\nQualquer ataque à distância com arma que entrar no espaço da muralha tem desvantagem na jogada de ataque, e dano de fogo é reduzido à metade se o efeito de fogo passar através da muralha para alcançar seu alvo. Magias que causem dano de frio que passem através da muralha fazem com que a área da muralha por onde passaram se congelar (pelo menos, uma seção de 1,5 metros é congelada). Cada 1,5 metro quadrado de seção congelada tem CA 5 e 15 pontos de vida. Reduzir uma seção congelada a O pontos de vida, a destrói. Quando uma seção é destruída, a muralha de águ a não a preenche.", + "duration": "Até 10 minutos", + "higher_level": "", + "id": 450, + "level": 3, + "locations": [ + { + "page": 165, + "sourcebook": "GXTC" + } + ], + "material": "Uma gota de água", + "name": "Muralha de Água", + "range": "18 metros", + "ritual": false, + "school": "Evocação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Artífice", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": true, + "desc": "Você cria uma mão Grande de energia cintilante e translucida em um espaço desocupado que você possa ver dentro do alcance. A mão permanece pela duração da magia e ela se move ao seu comando, imitando os movimentos da sua própria mão.\nA mão é um objeto com CA 20 e pontos de vida igual ao seu máximo de pontos de vida. Se ela cair a 0 pontos de vida, a magia termina. Ela tem Força 26 (+8) e Destreza 10 (+0). A mão não preenche o espaço dela.\nQuando você conjura essa magia você pode, com uma ação bônus, nos seus turnos subsequentes, mover a mão até 18 metros e então causar um dos seguintes efeitos com ela.\nMão Esmagadora. A mão tenta agarrar uma criatura Enorme ou menor a 1,5 metro dela. Você usa o valor de Força da mão para determinar o agarrão. Se o alvo for Médio ou menor, você terá vantagem no teste. Enquanto a mão estiver agarrando o alvo, você pode usar uma ação bônus para fazer a mão esmaga-lo. Quando o fizer, o alvo sofre dano de concussão igual a 2d6 + seu modificador de habilidade de conjuração.\nMão Interposta. A mão se interpõem entre você e uma criatura a sua escolha até você lhe dar um comando diferente. A mão se move para ficar entre você e o alvo, concedendo a você meia-cobertura contra o alvo. O alvo não pode se mover através do espaço da mão se o valor de Força dele for menor ou igual ao valor de Força da mão. Se o valor de Força dele for maior que o valor de Força da mão, o alvo pode se mover até você através do espaço da mão, mas aquele espaço será considerado terreno difícil para o alvo.\nMão Poderosa. A mão tenta empurrar uma criatura a 1,5 metro dela em uma direção a sua escolha. Realize um teste com a Força da mão, resistido por um teste de Força (Atletismo) do alvo. Se o alvo for Médio ou menor, você tem vantagem no teste. Se você for bem sucedido, a mão empurra o alvo até 1,5 metro mais uma quantidade de metros igual ao modificador da sua habilidade de conjuração multiplicado por 1,5. A mão se move com o alvo, permanecendo a 1,5 metro dele.\nPunho Cerrado. A mão golpeia uma criatura ou objeto a 1,5 metro dela. Realize uma jogada de ataque corpo-a-corpo com magia para a mão usando suas estatísticas de jogo. Se atingir, o alvo sofre 4d8 de dano de energia.", + "duration": "Até 1 minuto", + "higher_level": "Se você conjurar essa magia usando um espaço de magia de 6° nível ou superior, o dano da opção punho cerrado aumenta em 2d8 e o dano da mão esmagadora aumenta em 2d6 para cada nível do espaço acima do 5°.", + "id": 31, + "level": 5, + "locations": [ + { + "page": 254, + "sourcebook": "LDJ14" + } + ], + "material": "Uma casca de ovo e uma luva de couro de cobra", + "name": "Mão de Bigby", + "range": "36 metros", + "ritual": false, + "school": "Evocação", + "tce_expanded_classes": [ + "Feiticeiro" + ] + }, + { + "casting_time": "1 ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V,", + "S" + ], + "concentration": false, + "desc": "Enquanto você mantiver suas mãos com os polegares juntos e os dedos abertos, uma fino leque de chamas emerge das pontas dos seus dedos erguidos. Cada criatura num cone de 4,5 metros deve realizar um teste de resistência de Destreza. Uma criatura sofre 3d6 de dano de fogo se falhar no teste, ou metade desse dano se obtiver sucesso.\nO fogo incendeia qualquer objeto inflamável na área que não esteja sendo vestido ou carregado.", + "duration": "Instantânea", + "higher_level": "Se você conjurar essa magia usando um espaço de magia de 2° nível ou superior, o dano aumenta em 1d6 para cada nível do espaço acima do 1°.", + "id": 41, + "level": 1, + "locations": [ + { + "page": 254, + "sourcebook": "LDJ14" + } + ], + "name": "Mãos Flamejantes", + "range": "Pessoal (cone de 4,5 metros)", + "ritual": false, + "school": "Evocação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Artífice", + "Bardo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V,", + "S" + ], + "concentration": false, + "desc": "Uma mão espectral flutuante aparece num ponto, à sua escolha, dentro do alcance. A mão permanece pela duração ou até você dissipa-la com uma ação. A mão some se estiver a mais de 9 metros de você ou se você conjurar essa magia novamente.\nVocê pode usar sua ação para controlar a mão. Você pode usar a mão para manipular um objeto, abrir uma porta ou recipiente destrancado, guardar ou pegar um item de um recipiente aberto ou derramar o conteúdo de um frasco. Você pode mover a mão até 9 metros a cada vez que a usa.\nA mão não pode atacar, ativar itens mágicos ou carregar mais de 5 quilos.", + "duration": "1 minuto", + "higher_level": "", + "id": 211, + "level": 0, + "locations": [ + { + "page": 255, + "sourcebook": "LDJ14" + } + ], + "name": "Mãos Mágicas", + "range": "9 metros", + "ritual": false, + "school": "Conjuração" + }, + { + "casting_time": "1 ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V,", + "S" + ], + "concentration": false, + "desc": "Você cria três dardos brilhantes de energia mística. Cada dardo atinge uma criatura, à sua escolha, que você possa ver, dentro do alcance. Um dardo causa 1d4 + 1 de dano de energia ao alvo. Todos os dardos atingem simultaneamente e você pode direciona-los para atingir uma criatura ou várias.", + "duration": "Instantânea", + "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 2° nível ou superior, a magia cria um dardo adicional para cada nível do espaço acima do 1°.", + "id": 214, + "level": 1, + "locations": [ + { + "page": 257, + "sourcebook": "LDJ14" + } + ], + "name": "Mísseis Mágicos", + "range": "36 metros", + "ritual": false, + "school": "Evocação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Druida", + "Feiticeiro", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": true, + "desc": "Até a magia acabar, uma chuva congelante e neve caem num cilindro de 6 metros de altura por 12 metros de raio, centrado num ponto, à sua escolha, dentro do alcance. A área é de escuridão densa e, chamas expostas na área são extintas.\nO solo na área é coberto por gelo escorregadio, tornando-o terreno difícil. Quando uma criatura entrar na área da magia pela primeira vez num turno ou começar seu turno nela, ela deve realizar um teste de resistência de Destreza. Se falhar, cairá no chão.\nSe um, criatura estiver se concentrando na área da magia, a criatura deve realizar um teste de resistência de Constituição contra a CD da magia, ou perderá a concentração.", + "duration": "Até 1 minuto", + "higher_level": "", + "id": 303, + "level": 3, + "locations": [ + { + "page": 262, + "sourcebook": "LDJ14" + } + ], + "material": "Um punhado de poeira e algumas gotas de água", + "name": "Nevasca", + "range": "45 metros", + "ritual": false, + "school": "Conjuração" + }, + { + "casting_time": "1 ação", + "classes": [ + "Artífice", + "Feiticeiro", + "Mago" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "Seu corpo se torna turvo, mudando e oscilando para todos que puderem ver você. Pela duração, qualquer criatura terá desvantagem nas jogadas de ataque contra você. Um atacante é imune a esse efeito se não depender de visão, como os que tenham percepção às cegas ou os que puderem ver através de ilusões, como os com visão verdadeira.", + "duration": "Até 1 minuto", + "higher_level": "", + "id": 39, + "level": 2, + "locations": [ + { + "page": 262, + "sourcebook": "LDJ14" + } + ], + "name": "Nublar", + "range": "Pessoal", + "ritual": false, + "school": "Ilusão" + }, + { + "casting_time": "1 ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V,", + "S" + ], + "concentration": true, + "desc": "Uma nuvem de fumaça rodopiante que dispara brasas incandescentes aparece numa esfera de 6 metros centrada num ponto, dentro do alcance. A nuvem se espalha, dobrando esquinas, e gera escuridão densa. Ela permanece pela duração ou até que um vento de velocidade moderada ou mais forte (pelo menos 15 quilômetros por hora) a disperse.\nQuando a nuvem aparece, cada criatura deve realizar um teste de resistência de Destreza. Uma criatura sofre 10d8 de dano de fogo se falhar na resistência ou metade desse dano se passar. Uma criatura deve, também, realizar um teste de resistência quando entrar na área da magia pela primeira vez num turno ou terminar seu turno nela.\nA nuvem se afasta 3 metros de você numa direção, que você escolheu, no começo de cada um dos seus turnos.", + "duration": "Até 1 minuto", + "higher_level": "", + "id": 192, + "level": 8, + "locations": [ + { + "page": 263, + "sourcebook": "LDJ14" + } + ], + "name": "Nuvem Incendiária", + "range": "45 metros", + "ritual": false, + "school": "Conjuração", + "tce_expanded_classes": [ + "Druida" + ] + }, + { + "casting_time": "1 ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": true, + "desc": "Você preenche o ar com adagas giratórias num cubo de 1,5 metro quadrado, centrado em m ponto, à sua escolha, dentro do alcance. Uma criatura sofre 4d4 de dano cortante quando entra na área da magia pela primeira vez no turno dela ou começa seu turno na área.", + "duration": "Até 1 minuto", + "higher_level": "Se você conjurar essa magia usando um espaço de magia de 3° nível ou superior, o dano aumenta em 2d4 para cada nível do espaço acima do 2°.", + "id": 52, + "level": 2, + "locations": [ + { + "page": 263, + "sourcebook": "LDJ14" + } + ], + "material": "Uma lasca de vidro", + "name": "Nuvem de Adagas", + "range": "18 metros", + "ritual": false, + "school": "Conjuração" + }, + { + "casting_time": "1 ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": true, + "desc": "Você cria uma esfera, de 6 metros de raio, de gás amarelado nauseante, centrada num ponto dentro do alcance. A névoa se espalha, dobrando esquinas, e sua área é de escuridão densa. A névoa perdura no ar pela duração.\nCada criatura que estiver completamente dentro da névoa no início do seu turno deve realizar um teste de resistência de Constituição contra veneno. Se falhar na resistência, a criatura gastará sua ação nesse turno tentando vomitar e cambaleando.\nUm vento moderado (pelo menos 15 quilômetros por hora) dispersará a névoa depois de 4 rodadas. Um vento forte (pelo menos 30 quilômetros por hora) dispersará a névoa após 1 rodada.", + "duration": "Até 1 minuto", + "higher_level": "", + "id": 314, + "level": 3, + "locations": [ + { + "page": 262, + "sourcebook": "LDJ14" + } + ], + "material": "Um ovo podre ou várias folhas de repolho", + "name": "Névoa Fétida", + "range": "27 metros", + "ritual": false, + "school": "Conjuração" + }, + { + "casting_time": "1 ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V,", + "S" + ], + "concentration": true, + "desc": "Você cria uma esfera de nevoeiro venenoso de cor amarelo-esverdeado, com 6 metros de raio, centrado em um ponto, à sua escolha, dentro do alcance. O nevoeiro se espalha, dobrando esquinas. Ele permanece pela duração ou até um vento forte dispersar o nevoeiro, terminando a magia. Sua área é de escuridão densa.\nQuando uma criatura entra na área da magia pela primeira vez no turno dela ou começa seu turno lá, essa criatura deve realizar um teste de resistência de Constituição. A criatura sofre 5d8 de dano de veneno, ou metade desse dano, se passar no teste. As criaturas serão afetadas mesmo se prenderem a respiração ou não precisarem respirar.\nO nevoeiro se afasta 3 metros de você no começo de cada um dos seus turnos, deslizando pela superfície do solo. Os vapores são mais pesados que o ar, mantendo-se nos níveis mais baixos do terreno, até mesmo caindo em aberturas.", + "duration": "Até 10 minutos", + "higher_level": "Se você conjurar essa magia usando um espaço de magia de 6° nível ou superior, o dano aumenta em 1d8 para cada nível do espaço acima do 5°.", + "id": 53, + "level": 5, + "locations": [ + { + "page": 262, + "sourcebook": "LDJ14" + } + ], + "name": "Névoa Mortal", + "range": "36 metros", + "ritual": false, + "school": "Conjuração" + }, + { + "casting_time": "1 ação", + "classes": [ + "Druida", + "Patrulheiro", + "Feiticeiro", + "Mago" + ], + "components": [ + "V,", + "S" + ], + "concentration": true, + "desc": "Você cria uma esfera de 6 metros de raio de névoa, centrada num ponto, dentro do alcance. A esfera se espalha, dobrando esquinas, e a área dela é de escuridão densa. Ela permanece pela duração ou até um vento moderado ou mais rápido (pelo menos 15 quilômetros por hora) dispersa-la.", + "duration": "Até 1 hora", + "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 2° nível ou superior, o raio da névoa aumenta em 6 metros para cada nível do espaço acima do 1°.", + "id": 146, + "level": 1, + "locations": [ + { + "page": 262, + "sourcebook": "LDJ14" + } + ], + "name": "Névoa Obscurecente", + "range": "36 metros", + "ritual": false, + "school": "Conjuração" + }, + { + "casting_time": "1 ação", + "classes": [ + "Artífice", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": true, + "desc": "Você cria um olho mágico invisível, dentro do alcance, que flutua no ar pela duração.\nVocê mentalmente recebe informações visuais do olho, que possui visão normal e visão no escuro com alcance de 9 metros. O olho pode ver em todas as direções.\nCom uma ação, você pode mover o olho até 9 metros em qualquer direção. Não existe limite de quão longe de você o olho pode se mover, mas ele não pode entrar em outro plano de existência. Uma barreira solida bloqueia o movimento do olho, mas o olho pode passar através de aberturas de até 3 centímetros de diâmetro.", + "duration": "Até 1 hora", + "higher_level": "", + "id": 13, + "level": 4, + "locations": [ + { + "page": 263, + "sourcebook": "LDJ14" + } + ], + "material": "Um punhado de pelo de morcego", + "name": "Olho Arcano", + "range": "9 metros", + "ritual": false, + "school": "Adivinhação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Paladino" + ], + "components": [ + "V" + ], + "concentration": false, + "desc": "Você golpeia o chão, criando uma explosão de energia divina que se propaga de você. Cada criatura, à sua escolha, a até 9 metros de você, deve ser bem sucedida em um teste de resistência de Constituição ou sofrerá 5d5 de dano trovejante, assim como 5d6 de dano radiante ou necrótico (à sua escolha), e será derrubada no chão. Uma criatura que obtenha sucesso no teste de resistência sofre metade desse dano e não é derrubada no chão.", + "duration": "Instantânea", + "higher_level": "", + "id": 93, + "level": 5, + "locations": [ + { + "page": 264, + "sourcebook": "LDJ14" + } + ], + "name": "Onda Destrutiva", + "range": "Pessoal (9 metros de raio)", + "ritual": false, + "school": "Evocação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Bardo", + "Druida", + "Feiticeiro", + "Mago" + ], + "components": [ + "V,", + "S" + ], + "concentration": false, + "desc": "Uma onda de força trovejante varre tudo a partir de você. Cada criatura num cubo de 4,5 metros originado em você, deve realizar um teste de resistência de Constituição. Se falhar na resistência, uma criatura sofrerá 2d8 de dano trovejante e será empurrada 3 metros para longe de você. Se obtive sucesso na resistência, a criatura sofrerá metade desse dano e não será empurrada.\nAlém disso, objetos soltos que estiverem completamente dentro da área de efeito serão automaticamente empurrados 3 metros para longe de você pelo efeito da magia e a magia emitirá um ressonante barulho de trovão audível a até 90 metros.", + "duration": "Instantânea", + "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 2° nível ou superior, o dano aumenta em 1d8 para cada nível acima do 1°.", + "id": 332, + "level": 1, + "locations": [ + { + "page": 264, + "sourcebook": "LDJ14" + } + ], + "name": "Onda Trovejante", + "range": "Pessoal (cubo de 4,5 metros)", + "ritual": false, + "school": "Evocação" + }, + { + "casting_time": "10 minutos", + "classes": [ + "Clérigo" + ], + "components": [ + "V" + ], + "concentration": false, + "desc": "Até seis criaturas, à sua escolha, que você possa ver, dentro do alcance, recuperam uma quantidade de pontos de vida igual a 2d8 + seu modificador de habilidade de conjuração, cada uma. Essa magia não afeta mortos-vivos ou constructos.", + "duration": "Instantânea", + "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 3° nível ou superior, a cura aumenta em 1d8 para cada nível do espaço acima do 2°.", + "id": 260, + "level": 2, + "locations": [ + { + "page": 264, + "sourcebook": "LDJ14" + } + ], + "name": "Oração Curativa", + "range": "9 metros", + "ritual": false, + "school": "Evocação", + "tce_expanded_classes": [ + "Paladino" + ] + }, + { + "casting_time": "1 ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Você arremessa uma esfera de energia de 12 centímetros de diâmetro numa criatura que você possa ver dentro do alcance. Você escolhe ácido, frio, fogo, elétrico, veneno ou trovejante para o tipo de orbe que você cria e, então, realiza um ataque à distância com magia. Se o ataque atingir, a criatura sofre 3d8 de dano do tipo escolhido.", + "duration": "Instantânea", + "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 2° nível ou superior, o dano aumenta em 1d8 para cada nível do espaço acima do 1°.", + "id": 47, + "level": 1, + "locations": [ + { + "page": 264, + "sourcebook": "LDJ14" + } + ], + "material": "Um diamante valendo, no mínimo, 50 po", + "name": "Orbe Cromática", + "range": "27 metros", + "ritual": false, + "school": "Evocação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Artífice", + "Clérigo", + "Druida" + ], + "components": [ + "V,", + "S" + ], + "concentration": true, + "desc": "Você toca uma criatura voluntária. Uma vez, antes da magia acabar, o alvo pode rolar um d4 e adicionar o número rolado a um teste de habilidade a escolha dele. Ele pode rolar o dado antes ou depois de realizar o teste de habilidade. Após isso, a magia termina.", + "duration": "Até 1 minuto", + "higher_level": "", + "id": 167, + "level": 0, + "locations": [ + { + "page": 264, + "sourcebook": "LDJ14" + } + ], + "name": "Orientação", + "range": "Toque", + "ritual": false, + "school": "Adivinhação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Druida" + ], + "components": [ + "V,", + "S" + ], + "concentration": false, + "desc": "Você faz com que até seis pilares de pedra emerjam de locais no solo que você possa ver, dentro do alcance. Cada pilar ê um cilindro de 1,5 metros de diâmetro e até 9 metros de altura. O solo onde o pilar aparece deve ser largo o suficiente para esse diâmetro, e você pode escolher o solo abaixo de uma criatura, caso essa criatura seja Média ou menor. Cada pilar tem CA 5 e 30 pontos de vida. Quando reduzido a O pontos de vida, um pilar desmorona em escombros, que criam uma área de terreno dificil com 3 metros de raio. Os escombros duram até serem removidos.\nSe um pilar for criado sob uma criatura, a criatura deve ser bem sucedida num teste de resistência de Destreza ou será erguida pelo pilar. Uma criatura pode escolher falhar na resistência.\nSe um pilar for impedido de alcançar sua altura máxima por causa de um teto ou outro obstáculo, uma criatura no pilar sofre 6d6 de dano de concussão e fica impedida, espremida entre o pilar e o obstáculo. A criatura impedida pode usar uma ação para fazer um teste de Força ou Destreza (à escolha da criatura) contra a CD de resistência da magia. Com um sucesso, a criatura não estará mais impedida e deve ou se mover para fora do pilar ou cair dele.", + "duration": "Instantânea", + "higher_level": "Em Níveis Superiores. Quando você conjura essa magia usando um espaço de magia de 7° nível ou superior, você pode criar dois pilares adicionais para cada nível do espaço acima do 6°.", + "id": 366, + "level": 6, + "locations": [ + { + "page": 165, + "sourcebook": "GXTC" + } + ], + "name": "Ossos da Terra", + "range": "36 metros", + "ritual": false, + "school": "Transmutação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "S,", + "M" + ], + "concentration": true, + "desc": "Você cria um padrão retorcido de cores que se entrelaça através do ar dentro de um cubo de 9 metros, dentro do alcance. O padrão aparece por um momento depois desaparece. Cada criatura na área que ver o padrão, deve realizar um teste de resistência de Sabedoria. Se falhar na resistência, a criatura fica enfeitiçada pela duração. Enquanto estiver enfeitiçada por essa magia, a criatura está incapacitada e tem deslocamento 0.\nA magia acaba em uma criatura afetada se ela sofrer dano ou se alguém usar uma ação para agitar a criatura para tira-la de seu estupor.", + "duration": "Até 1 minuto", + "higher_level": "", + "id": 187, + "level": 3, + "locations": [ + { + "page": 264, + "sourcebook": "LDJ14" + } + ], + "material": "Uma vareta brilhante de incenso ou um frasco de cristal cheio de material fosforescente", + "name": "Padrão Hipnótico", + "range": "36 metros", + "ritual": false, + "school": "Ilusão" + }, + { + "casting_time": "1 ação bônus", + "classes": [ + "Bardo", + "Clérigo", + "Druida" + ], + "components": [ + "V" + ], + "concentration": false, + "desc": "Uma criatura, à sua escolha, que você possa ver dentro do alcance recupera uma quantidade de pontos de vida igual a 1d4 + seu modificador de habilidade de conjuração. Essa magia não tem efeito em mortos-vivos ou constructos.", + "duration": "Instantânea", + "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 2° nível ou superior, a cura aumenta em 1d4 para cada nível do espaço acima do 1°.", + "id": 176, + "level": 1, + "locations": [ + { + "page": 264, + "sourcebook": "LDJ14" + } + ], + "name": "Palavra Curativa", + "range": "18 metros", + "ritual": false, + "school": "Evocação" + }, + { + "casting_time": "1 ação bônus", + "classes": [ + "Bardo", + "Clérigo" + ], + "components": [ + "V" + ], + "concentration": false, + "desc": "À medida que você brada palavras de restauração, até seis criaturas, à sua escolha, que você possa ver, dentro do alcance, recuperam uma quantidade de pontos de vida igual a 1d4 + seu modificador de habilidade de conjuração. Essa magia não afeta mortos-vivos ou constructos.", + "duration": "Instantânea", + "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 4° nível ou superior, a cura aumenta em 1d4 para cada nível do espaço acima do 3°.", + "id": 220, + "level": 3, + "locations": [ + { + "page": 264, + "sourcebook": "LDJ14" + } + ], + "name": "Palavra Curativa em Massa", + "range": "18 metros", + "ritual": false, + "school": "Evocação", + "tce_expanded_classes": [ + "Bardo" + ] + }, + { + "casting_time": "1 ação bônus", + "classes": [ + "Clérigo" + ], + "components": [ + "V" + ], + "concentration": false, + "desc": "Você profere uma palavra divina, imbuída com o poder que moldou o mundo na aurora da criação. Escolha qualquer quantidade de criaturas que você possa ver dentro do alcance. Cada criatura que puder ouvir você deve realizar um teste de resistência de Carisma. Ao falhar na resistência, uma criatura sofre um efeito baseado nos seus pontos de vida atuais:\n\u2022 50 pontos de vida ou menos: surda por 1 minuto\n\u2022 40 pontos de vida ou menos: surda e cega por 10 minutos\n\u2022 30 pontos de vida ou menos: surda, cega e atordoada por 1 hora\n\u2022 20 pontos de vida ou menos: morta instantaneamente\nIndependentemente dos seus pontos de vida atuais, um celestial, corruptor, elemental ou fada que falhar na sua resistência é obrigado a voltar para o plano de origem dele (se já não for aqui) e não pode retornar para o plano atual por 24 horas através de nenhum meio inferior à magia desejo.", + "duration": "Instantânea", + "higher_level": "", + "id": 106, + "level": 7, + "locations": [ + { + "page": 265, + "sourcebook": "LDJ14" + } + ], + "name": "Palavra Divina", + "range": "9 metros", + "ritual": false, + "school": "Evocação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V" + ], + "concentration": false, + "desc": "Você pronuncia uma palavra de poder que pode oprimir a mente de uma criatura que você possa ver, dentro do alcance, deixando-a estupefata. Se o alvo escolhido estiver com 150 pontos de vida ou menos, ele ficará atordoado. Do contrário, essa magia não produz efeito.\nO alvo atordoado deve realizar um teste de resistência de Constituição no final de cada um dos turnos dele. Se obtiver sucesso na resistência, o efeito de atordoamento termina.", + "duration": "Instantânea", + "higher_level": "", + "id": 259, + "level": 8, + "locations": [ + { + "page": 265, + "sourcebook": "LDJ14" + } + ], + "name": "Palavra de Poder Atordoar", + "range": "18 metros", + "ritual": false, + "school": "Encantamento" + }, + { + "casting_time": "1 ação", + "classes": [ + "Bardo" + ], + "components": [ + "V,", + "S" + ], + "concentration": false, + "desc": "Uma onda de energia curativa inunda a criatura tocada. O alvo recupera todos os seus pontos de vida. Se a criatura estiver enfeitiçada, amedrontada, paralisada ou atordoada, a condição termina. Se a criatura estiver caída, ela pode usar a reação dela para se levantar. Essa magia não afeta mortos-vivos ou constructos.", + "duration": "Instantânea", + "higher_level": "", + "id": 257, + "level": 9, + "locations": [ + { + "page": 265, + "sourcebook": "LDJ14" + } + ], + "name": "Palavra de Poder Curar", + "range": "Toque", + "ritual": false, + "school": "Evocação", + "tce_expanded_classes": [ + "Clérigo" + ] + }, + { + "casting_time": "1 ação", + "classes": [ + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V" + ], + "concentration": false, + "desc": "Você fala uma palavra de poder que causa ondas de dor intensa assaltar uma criatura que você pode ver dentro do a lcance. Se o alvo tiver 100 pontos de vida ou menos, está sujeito a dor incapacitante. Caso contrário, a magia não tem efeito nele. Um alvo também não é afetado se for imune a ser encantado.\nEnquanto o alvo é afetado pela dor paralisante, qualquer deslocamento que tenha pode não ser superior a 3 metros. O alvo também tem desvantagem em testes de ataque, testes de habilidade e teste de resistência, que não sejam um teste de resistência de Constituição.\nFinalmente, se o alvo tentar conjurar uma magia, ele deve primeiro ter sucesso em um teste de resistência de Constituição, ou a conjuração falha e a magia é desperdiçada.\nUm alvo sofrendo essa dor pode fazer um teste de resistência de Constituição no final de cada um de seus turnos. Com um sucesso, a dor acaba.", + "duration": "Instantânea", + "higher_level": "", + "id": 419, + "level": 7, + "locations": [ + { + "page": 166, + "sourcebook": "GXTC" + } + ], + "name": "Palavra de Poder Dor", + "range": "18 metros", + "ritual": false, + "school": "Encantamento" + }, + { + "casting_time": "1 ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V" + ], + "concentration": false, + "desc": "Você profere uma palavra de poder que pode compelir uma criatura que você possa ver, dentro do alcance, a morrer instantaneamente. Se o alvo escolhido estiver com 100 pontos de vida ou menos, ele morre. Do contrário, essa magia não produz efeito.", + "duration": "Instantânea", + "higher_level": "", + "id": 258, + "level": 9, + "locations": [ + { + "page": 265, + "sourcebook": "LDJ14" + } + ], + "name": "Palavra de Poder Matar", + "range": "18 metros", + "ritual": false, + "school": "Encantamento" + }, + { + "casting_time": "1 ação", + "classes": [ + "Clérigo" + ], + "components": [ + "V" + ], + "concentration": false, + "desc": "Você e até cinco criaturas voluntária a 1,5 metro de você, instantaneamente são teletransportadas para um santuário previamente designado. Você e qualquer criatura que se teletransportar com você, aparece no espaço desocupado mais próximo do ponto que você designou quando preparou seu santuário (veja abaixo). Se você conjurar essa magia sem ter preparado um santuário primeiro, a magia não funciona.\nVocê deve designar um santuário na conjuração dessa magia dentro de um local, como um templo dedicado ou fortemente ligado a sua divindade. Se você tentar conjurar essa magia dessa forma em uma área que não seja dedicada à sua divindade, a magia não funciona.", + "duration": "Instantânea", + "higher_level": "", + "id": 359, + "level": 6, + "locations": [ + { + "page": 265, + "sourcebook": "LDJ14" + } + ], + "name": "Palavra de Recordação", + "range": "1,5 metro", + "ritual": false, + "school": "Conjuração" + }, + { + "casting_time": "1 ação", + "classes": [ + "Clérigo" + ], + "components": [ + "V,", + "M" + ], + "concentration": false, + "desc": "Você pronuncia uma palavra divina e um brilho radiante propaga de você. Cada criatura a sua escolha que você pode ver dentro do alcance deve ter sucesso em um teste de resistência de Constituição o sofre 1d6 de dano radiante.\nO dano da magia aumenta em 1d6 guando voeê alcança o 5° nível (4d6), 11° nível (3d6) e 17° nível (4d6).", + "duration": "Instantânea", + "higher_level": "", + "id": 454, + "level": 0, + "locations": [ + { + "page": 166, + "sourcebook": "GXTC" + } + ], + "material": "Um símbolo sagrado", + "name": "Palavra do Esplendor", + "range": "1,5 metros", + "ritual": false, + "school": "Evocação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V" + ], + "concentration": false, + "desc": "Você, por um breve momento, para o fluxo do tempo pra tudo, menos pra você. Nenhum tempo se passa para as outras criaturas, enquanto você realiza 1d4 + 1 turnos de uma vez, durante os quais você pode usar ações e se mover normalmente.\nEssa magia termina se uma das ações que você fizer durante esse período ou qualquer efeito que você criar, afetar uma criatura diferente de você ou um objeto que esteja sendo vestido ou carregado por outro que não você. Além disso, a magia termina se você se mover para um lugar a mais de 300 metros do local onde você conjurou essa magia.", + "duration": "Instantânea", + "higher_level": "", + "id": 333, + "level": 9, + "locations": [ + { + "page": 265, + "sourcebook": "LDJ14" + } + ], + "name": "Parar o Tempo", + "range": "Pessoal", + "ritual": false, + "school": "Transmutação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Uma parede cintilante de luz brilhante aparece em um ponto que você escolher dentro do alcance. A parede aparece em qualquer orientação que você escolher: horizontalmente, verticalmente ou diagonalmente. Pode ficar flutuando livremente, ou pode descansar sobre uma superficie sôlida. A parede pode ter até 18 metros de comprimento, 3 metros de altura e 1,5 metros de espessura. A parede bloqueia a linha de visão, mas criaturas e obj etos podem passar por ela. Ela emite luz brilhante para 36 metros e luz fraca por mais 36 metros.\nQuando a parede aparece, cada criatura em sua área deve fazer um teste de resistência de Constituição. Em um teste falho, uma criatura sofre 4d8 de dano radiante e fica cega por 1 minuto. Em uma teste bem-sucedido, sofre metade do dano e não é cegada. Uma criatura cega pode fazer um teste de resistência de Constituição no final de cada um de seus turnos, terminando o efeito sobre si mesmo em um sucesso. Uma criatura que termina a sua vez na área da parede recebe 4d8 de dano radiante.\nAté que a magia termine, você pode usar uma ação para disparar um raio de radiação da parede em uma criatura que você pode ver dentro de 18 metros dela. Faça um ataque de magia a distáncia. Em um acerto, o alvo recebe 4d8 de dano radiante. Se você acertar ou errar, reduza o comprimento da parede por 3 metros. Se o comprimento das paredes cair para O metros, a magia termina.", + "duration": "10 minutos", + "higher_level": "Em Níveis Superiores. Quando você conjura essa magia usando um espaço de magia do 6° nivel ou superior, o dano aumenta em 1d8 para cada nivel do espaço de magia acima de 5°.", + "id": 448, + "level": 5, + "locations": [ + { + "page": 167, + "sourcebook": "GXTC" + } + ], + "material": "Um espelho de mão", + "name": "Parede de Luz", + "range": "36 metros", + "ritual": false, + "school": "Evocação" + }, + { + "casting_time": "1 ação bônus", + "classes": [ + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "Você se teleporta até 18 metros para um espaço desocupado que vocé pode ver. Em cada um de seus turnos, antes que a magia termine, você pode usar uma ação de bônus para se teleportar dessa maneira novamente.", + "duration": "Até 1 minuto", + "higher_level": "", + "id": 389, + "level": 5, + "locations": [ + { + "page": 167, + "sourcebook": "GXTC" + } + ], + "name": "Passo Distante", + "range": "Pessoal", + "ritual": false, + "school": "Conjuração" + }, + { + "casting_time": "1 ação bônus", + "classes": [ + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V" + ], + "concentration": false, + "desc": "Brevemente envolto por uma neblina prateada, você se teletransporta a até 9 metros para um espaço desocupado que você possa ver.", + "duration": "Instantânea", + "higher_level": "", + "id": 233, + "level": 2, + "locations": [ + { + "page": 265, + "sourcebook": "LDJ14" + } + ], + "name": "Passo Nebuloso", + "range": "Pessoal", + "ritual": false, + "school": "Conjuração" + }, + { + "casting_time": "1 ação", + "classes": [ + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V" + ], + "concentration": false, + "desc": "Você se teleporta para um espaço desocupado que você pode ver dentro do alcance. Imediatamente depois de você desaparecer, um som estrondoso soa, e cada criatura a menos de 3 metros do espaço que você deixou deve fazer um teste de resistência de Constituição, sofrendo 3d10 de dano de trovão em uma falha, ou metade de dano em um bem sucedido. O trovão pode ser ouvido a ate 90 metros de distância.\nVocê pode levar objetos com você, desde que seu peso não exceda o que vocé pode transportar. Você também pode teleporlar uma criatura disposta do seu tamanho ou menor, que estej a transportando equipamentos até sua capacidade de carga. A criatura deve estar dentro de 1,5 metros de você quando você conjurar esta magia, e deve haver um espaço desocupado dentro de 1,5 metros do seu espaço de destino para que a criatura apareça; De outra forma, a criatura é deixada para trás.", + "duration": "Instantânea", + "higher_level": "Em Níveis Superiores. Quando você conjura esta magia usando um espaço de magia de 4° nível ou superior, o dano aumenta em 1d10 para cada nível do espaço de magia acima de 3°.", + "id": 442, + "level": 3, + "locations": [ + { + "page": 167, + "sourcebook": "GXTC" + } + ], + "name": "Passo Trovejante", + "range": "27 metros", + "ritual": false, + "school": "Conjuração" + }, + { + "casting_time": "1 ação", + "classes": [ + "Artífice", + "Bardo", + "Druida", + "Patrulheiro", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Você toca uma criatura. O deslocamento do alvo aumenta em 3 metros, até a magia acabar.", + "duration": "1 hora", + "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 2° nível ou superior, você pode afetar uma criatura adicional para cada nível do espaço acima do 1°.", + "id": 209, + "level": 1, + "locations": [ + { + "page": 265, + "sourcebook": "LDJ14" + } + ], + "material": "Um pouco de barro", + "name": "Passos Longos", + "range": "Toque", + "ritual": false, + "school": "Transmutação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Druida", + "Patrulheiro" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": true, + "desc": "Um véu de sombras e silencia irradia de você, encobrindo você e seus companheiros contra detecção. Pela duração, cada criatura, à sua escolha, a até 9 metros de você (incluindo você) recebe +10 de bônus em testes de Destreza (Furtividade) e não pode ser rastreada, exceto por meio mágicos. Uma criatura que receber esse bônus não deixa quaisquer pegadas ou outros vestígios da sua passagem.", + "duration": "Até 1 hora", + "higher_level": "", + "id": 246, + "level": 2, + "locations": [ + { + "page": 266, + "sourcebook": "LDJ14" + } + ], + "material": "Cinzas de uma folha de visco queimada e um ramo de pinheiro", + "name": "Passos sem Pegadas", + "range": "Pessoal", + "ritual": false, + "school": "Abjuração" + }, + { + "casting_time": "1 ação", + "classes": [ + "Artífice", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": true, + "desc": "Até a magia acabar, uma criatura voluntária que você tocar, recebe a habilidade de se mover para cima, para baixo e através de superfícies verticais e de cabeça para baixo pelos tetos, enquanto deixa suas mãos livres. O alvo também ganha deslocamento de escalada igual a seu deslocamento de caminhada.", + "duration": "Até 1 hora", + "higher_level": "", + "id": 309, + "level": 2, + "locations": [ + { + "page": 266, + "sourcebook": "LDJ14" + } + ], + "material": "Uma gota de betume e uma aranha", + "name": "Patas de Aranha", + "range": "Toque", + "ritual": false, + "school": "Transmutação" + }, + { + "casting_time": "1 ação bônus", + "classes": [ + "Artífice", + "Druida", + "Bruxo" + ], + "components": [ + "V,", + "S" + ], + "concentration": false, + "desc": "Você toca de uma a três pedrinhas e as imbui com mágica. Você ou mais alguém pode realizar um ataque à distância com magia com uma dessas pedrinhas ao arremessa-las ou dispara-las com uma funda. Se for arremessada, ela tem um alcance de 18 metros. Se mais algu ém atacar com a pedrinha, esse atacante adiciona seu modificador de habilidade de conjuração, não o do atacante, à jogada de ataque. Se atingir, o alvo sofre dano de concussão igual a 1d6 + seu modificador de habilidade de conjuração. Atingindo ou errando, a magia então termina na pedra.\nSe você conjurar essa magia novamente, ela acaba prematuramente em quaisquer pedrinhas que ainda estivessem sendo afetadas por ela.", + "duration": "1 minuto", + "higher_level": "", + "id": 410, + "level": 0, + "locations": [ + { + "page": 167, + "sourcebook": "GXTC" + } + ], + "name": "Pedra Encantada", + "range": "Toque", + "ritual": false, + "school": "Transmutação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Artífice", + "Druida", + "Patrulheiro", + "Feiticeiro", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": true, + "desc": "Essa magia transforma a pele de uma criatura voluntária que você tocar em rocha sólida. Até a magia acabar, o alvo tem resistência a dano de concussão, cortante e perfurante não-mágico.", + "duration": "Até 1 hora", + "higher_level": "", + "id": 316, + "level": 4, + "locations": [ + { + "page": 266, + "sourcebook": "LDJ14" + } + ], + "material": "Pó de diamante no valor de 100 po, consumido pela magia", + "name": "Pele de Pedra", + "range": "Toque", + "ritual": false, + "school": "Abjuração" + }, + { + "casting_time": "1 ação", + "classes": [ + "Druida", + "Patrulheiro" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": true, + "desc": "Você toca uma criatura voluntária. Até o fim da magia, a pele da criatura fica rígida, similar a casca de um carvalho, e a CA do alvo não pode ser inferior a 16, independentemente do tipo de armadura que ela esteja vestindo.", + "duration": "Até 1 hora", + "higher_level": "", + "id": 27, + "level": 2, + "locations": [ + { + "page": 266, + "sourcebook": "LDJ14" + } + ], + "material": "Um pedaço de casca de carvalho", + "name": "Pele de Árvore", + "range": "Toque", + "ritual": false, + "school": "Transmutação" + }, + { + "casting_time": "1 minuto", + "classes": [ + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Um domo de energia imóvel, de 3 metros de raio, aparece do nada, ao seu redor e acima de você e permanece parado pela duração. A magia termina se você deixar a área.\nNove criaturas de tamanho Médio ou menor podem caber dentro do domo com você. A magia falha se a área incluir criaturas maiores ou mais de nove criaturas. Criaturas e objetos dentro do domo quando você conjurou essa magia, podem se mover através dele livremente. Todas as outras criaturas e objetos são bloqueados ao tentarem atravessa-lo. Magias e outros efeitos mágicos não podem se estender através do domo ou serem conjurados através dele. A atmosfera dentro do espaço é confortável e seca, independente do clima do lado de fora.\nAté a magia acabar, você pode comandar o interior para que fique mal iluminado ou escuro. O domo é opaco do lado de fora, de qualquer cor que você desejar, mas é transparente do lado de dentro.", + "duration": "8 horas", + "higher_level": "", + "id": 200, + "level": 3, + "locations": [ + { + "page": 266, + "sourcebook": "LDJ14" + } + ], + "material": "Uma pequena conta de cristal", + "name": "Pequena Cabana de Leomund", + "range": "Pessoal (hemisfério de 3 metros de raio)", + "ritual": true, + "school": "Evocação" + }, + { + "casting_time": "1 minutos", + "classes": [ + "Artífice", + "Mago" + ], + "components": [ + "V,", + "S" + ], + "concentration": false, + "desc": "Você toca um objeto minúsculo não mágico que não está ligado a outro objeto ou a uma superfície e não está sendo carregado por outra criatura. O alvo anima e brota pequenos braços e pernas, tornando-se uma criatura sob seu controle até a magia terminar ou a criatura cai para O pontos de vida. Veja o bloco de estatísticas para o pequeno servo abaixo.\nComo uma ação bônus, você pode comandar mentalmente a criatura se estiver a menos de 36 metros de você. (Se você controla múltiplas criaturas com esta magia, você pode comandar qualquer uma ou todas elas ao mesmo tempo, emitindo o mesmo comando a cada uma.) Você decide quais ações a criatura irá tomar e para onde ela se moverá durante seu próximo turno, ou você pode emitir um comando geral simples, de modo a buscar uma chave, ficar de guarda, ou empilhar alguns livros. Se você não emitir nenhum comando, o servo não faz nada além de se defender contra criaturas hostis. Uma vez que uma ordem é dada, o servo continua a seguir essa ordem até que sua tarefa estej a completa.\nQuando a criatura cai para O pontos de vida, ela retoma à sua forma original, e qualquer dano restante vaza para a essa forma.\n\nEstatísticas Pequeno servo\nConstruto minúsculo, sem alinhamento\nClasse de Armadura 15 (armadura natural)\nPontos de Vida 10 (4d4)\nDeslocamento 9m, escalar 9m\nFor 4 (-3)\nDes 16(+3)\nCon 10(+0)\nSab 2 (-4)\nInt 10(+0)\nCar 1 (-5)\nImunidades a Danos: veneno, psíquico\nImunidades a Condições: cego, encantado, surdo, exausto, amedrontado, paralisado, petrificado, envenenado\nSentidos: visão às cegas 18m (cego para além desse raio), Percepção passiva 10\nIdiomas: -\nAÇÕES\nPancada. Ataque Corpo-a-Corpo com Arma: +5 para atingir, alcance 1,5m, um alvo. Acerto: 5 (1d4 + 3) de dano de concussão.", + "duration": "8 horas", + "higher_level": "Em Níveis Superiores. Quando você conjura essa magia usando um espaço de magia de 4° nível ou superior, você pode animar dois objeto s adicionais para cada nível do espaço de magia acima do 3°.", + "id": 444, + "level": 3, + "locations": [ + { + "page": 167, + "sourcebook": "GXTC" + } + ], + "name": "Pequeno Servo", + "range": "Toque", + "ritual": false, + "school": "Transmutação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Bardo", + "Clérigo" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": true, + "desc": "Até três criaturas, à sua escolha, que você possa ver dentro do alcance, devem realizar um teste de resistência de Carisma. Sempre que um alvo que falhou nessa resistência realizar uma jogada de ataque ou um teste de resistência antes da magia acabar, o alvo deve rolar um d4 e subtrair o valor rolado da jogada de ataque ou teste de resistência.", + "duration": "Até 1 minuto", + "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 2° nível ou superior, você pode afetar uma criatura adicional para cada nível do espaço acima do 1°.", + "id": 24, + "level": 1, + "locations": [ + { + "page": 267, + "sourcebook": "LDJ14" + } + ], + "material": "Uma gota de sangue", + "name": "Perdição", + "range": "9 metros", + "ritual": false, + "school": "Encantamento" + }, + { + "casting_time": "1 ação", + "classes": [ + "Artífice", + "Druida", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V,", + "S" + ], + "concentration": false, + "desc": "Você faz com que um frio entorpecente se forme em uma criatura que você possa ver, dentro do alcance. O alvo deve realizar um teste de resistência de Constituição. Se falhar na resistência, o alvo sofre 1d6 de dano de frio, e terá desvantagem na próxima jogada de ataque com arma que fizer antes do final do seu próximo turno.\nO dano da magia aumenta em 1d6 quando você alcança o 5° nível (2d6), 11° nível (3d6) e 17° nível (4d6).", + "duration": "Instantânea", + "higher_level": "", + "id": 392, + "level": 0, + "locations": [ + { + "page": 168, + "sourcebook": "GXTC" + } + ], + "name": "Picada Congelante", + "range": "18 metros", + "ritual": false, + "school": "Evocação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Artífice", + "Bardo", + "Feiticeiro", + "Mago" + ], + "components": [ + "V,", + "S" + ], + "concentration": false, + "desc": "Escolha uma área de chamas que você possa ver e ique ca ba num cubo de 1,5 metros, dentro do alcance. Você pode extinguir o fogo na área e criar tanto fogos de artificio quanto fumaça.\nFogos de Artifício. O alvo explode em uma apresentação incrível de cores. Cada criatura a até 3 metros do alvo deve ser bem sucedida num teste de resistência de Constituição ou ficará cega até o final do seu próximo turno.\nFumaça. Uma fumaça negra e espessa se espalha do alvo num raio de 6 metros, dobrando esquinas. A área da fumaça é de escuridão densa. A fumaça persiste por 1 minuto ou até um vento forte dispersa-la.", + "duration": "Instantânea", + "higher_level": "", + "id": 423, + "level": 2, + "locations": [ + { + "page": 168, + "sourcebook": "GXTC" + } + ], + "name": "Pirotecnia", + "range": "18 metros", + "ritual": false, + "school": "Transmutação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Artífice", + "Feiticeiro", + "Mago" + ], + "components": [ + "V,", + "S" + ], + "concentration": false, + "desc": "Role um d20 no final de cada um dos seus turnos pela duração da magia. Com um resultado de 11 ou maior, você desaparece do seu plano de existência atual e reaparece no Plano Etéreo (a magia falha e a conjuração é perdida se você já estiver nesse plano). No início do seu próximo turno e quando a magia terminar, se você estiver no Plano Etéreo, você retorna a um espaço desocupado de sua escolha que você possa ver a até 3 metros do espaço em que você desapareceu. Se não houver um espaço disponível dentro do alcance, você reaparece no espaço desocupado mais próximo (escolhido aleatoriamente, se existir mais de um espaço a mesma distância). Você pode dissipar a magia com uma ação.\nQuando estiver no Plano Etéreo, você pode ver e ouvir o plano de onde você veio, que aparece em tons de cinza, e você não pode ver nada além de 18 metros. Você só pode afetar ou ser afetado por outras criaturas no Plano Etéreo. As criaturas que não estiverem lá não podem notar você nem interagir com você, a não ser que elas tenham uma habilidade que as permita.", + "duration": "1 minuto", + "higher_level": "", + "id": 38, + "level": 3, + "locations": [ + { + "page": 267, + "sourcebook": "LDJ14" + } + ], + "name": "Piscar", + "range": "Pessoal", + "ritual": false, + "school": "Transmutação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V" + ], + "concentration": false, + "desc": "Você se teletransporte da sua posição atual para qualquer local dentro do alcance. Você aparece exatamente no local desejado. Pode ser um lugar que você possa ver, um que você possa visualizar ou um que você possa descrever indicando a distância e direção, como “60 metros diretamente pra baixo” ou “90 metros, subindo para noroeste num ângulo de 45 graus”.\nVocê pode levar objetos com você, contanto que o peso deles não exceda o que você pode carregar. Você também pode levar uma criatura voluntária do seu tamanho ou menor, que esteja carregando equipamento até o limite da capacidade de carga dela. A criatura deve estar a 1,5 metro de você quando você conjurar a magia.\nSe você aparecer em um lugar que já esteja ocupado por um objeto ou uma criatura, você e qualquer criatura viajando com você, sofrem 4d6 de dano de energia cada um e a magia falha em teletransportar vocês.", + "duration": "Instantânea", + "higher_level": "", + "id": 98, + "level": 4, + "locations": [ + { + "page": 267, + "sourcebook": "LDJ14" + } + ], + "name": "Porta Dimensional", + "range": "150 metros", + "ritual": false, + "school": "Conjuração" + }, + { + "casting_time": "1 ação", + "classes": [ + "Clérigo", + "Feiticeiro", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": true, + "desc": "Você conjura um portal conectando um espaço desocupado que você possa ver, dentro do alcance, a uma localização precisa em um plano de existência diferente. O portal é uma abertura circular, que você pode fazer ter de 1,5 a 6 metros de diâmetro. Você pode orientar o portal em qualquer direção, à sua escolha. O portal permanece pela duração.\nO portal terá uma frente e um fundo em cada plano que ele aparecer. Viajar pelo portal só é possível ao atravessa-lo pela frente. Qualquer coisa que o fizer, é instantaneamente transportado para o outro plano, aparecendo no espaço desocupado mais próximo do portal. Divindades e outros soberanos planares podem impedir que portais criados através dessa magia se abram na presença deles ou em qualquer parte dos seus domínios.\nQuando você conjurar essa magia, você pode falar o nome de uma criatura especifica (um pseudônimo, título ou apelido não funcionará). Se essa criatura estiver em um plano diferente do que você está, o portal se abre na vizinhança imediata da criatura nomeada e suga a criatura para dentro do portal, fazendo-a aparecer no espaço desocupado mais próximo do seu lado do portal. Você não adquire qualquer poder especial sobre a criatura e ela está livre para agir como o Mestre julgar apropriado. Ela pode ir embora, atacar você ou ajudar você.", + "duration": "Até 1 minuto", + "higher_level": "", + "id": 153, + "level": 9, + "locations": [ + { + "page": 267, + "sourcebook": "LDJ14" + } + ], + "material": "Um diamante valendo, no mínimo, 5.000 po", + "name": "Portal", + "range": "18 metros", + "ritual": false, + "school": "Conjuração", + "tce_expanded_classes": [ + "Bruxo" + ] + }, + { + "casting_time": "1 ação", + "classes": [ + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V,", + "S" + ], + "concentration": true, + "desc": "Você cria portais de teletransporte conectados que permanecem abertos pela duração. Escolha dois pontos no solo que você possa ver, um ponto a até 3 metros de você e outro a até 150 metros de você. Um portal circular, com 3 metros de diâmetro, se abre em cada ponto. Se o portal se abriria num local ocupado por uma criatura, a magia falha e a conjuração é perdida.\nOs portais são dois anéis dimensionais brilhantes cheios de névoa, flutuando a centímetros do chão, perpendicular a ele no ponto escolhido. Um anel é visível apenas de um lado (à sua escolha), que é o lado que funciona como portal.\nQualquer criatura ou objeto que adentrar o portal, sairá pelo outro portal, como se ambos estivessem adjacentes um ao outro; atravessar um portal do lado que não é um portal não tem efeito. A névoa que preenche cada portal é opaca e bloqueia a visão através dele. No seu turno, você pode girar os anéis, com uma ação bônus, fazendo o lado ativo ficar em uma direção diferente.", + "duration": "Até 10 minutos", + "higher_level": "", + "id": 14, + "level": 6, + "locations": [ + { + "page": 267, + "sourcebook": "LDJ14" + } + ], + "name": "Portal Arcano", + "range": "150 metros", + "ritual": false, + "school": "Conjuração" + }, + { + "casting_time": "1 ação", + "classes": [ + "Clérigo", + "Druida" + ], + "components": [ + "V,", + "S" + ], + "concentration": false, + "desc": "Seu toque inflige uma doença. Faça um ataque de magia corpo-a-corpo contra uma criatura ao seu alcance. Se atingir, você aflige a criatura com uma doença, de sua escolha, entre qualquer um das descritas abaixo.\nNo final de cada turno do alvo, ele deve realizar um teste de resistência de Constituição. Após obter três falhas nesses testes de resistência, o efeito da doença permanece pela duração e a criatura para de fazer testes de resistência. Após obter três sucessos nesses testes de resistência, a criatura se recupera da doença e a magia termina.\nJá que essa magia induz uma doença natural no alvo, qualquer efeito que remova uma doença, ou de outra forma, melhore os efeitos de uma doença, se aplica a ela.\nArdência Mental. A mente da criatura fica febril. A criatura tem desvantagem em testes de Inteligência, testes de resistência de Inteligência e a criatura age como se estivesse sob efeito da magia confusão durante um combate.\nEnjoo Cegante. A dor se agarra a mente da criatura e seus olhos ficam branco-leitosos. A criatura tem desvantagem em testes de Sabedoria e testes de resistência de Sabedoria e está cega.\nFebre do Esgoto. Uma febre voraz se espalha pelo corpo da criatura. A criatura tem desvantagem em testes de Força, testes de resistência de Força e jogadas de ataque que usem Força.\nNecrose da Carne. A carne da criatura se decompõe. A criatura tem desvantagem em testes de Carisma e vulnerabilidade a todos os danos.\nPerdição Pegajosa. A criatura começa a sangrar incontrolavelmente. A criatura tem desvantagem em testes de Constituição e testes de resistência de Constituição. Além disso, sempre que a criatura sofrer dano, ela ficará atordoada até o fim do seu próximo turno.\nTremedeira. A criatura é acometida por espasmos. A criatura tem desvantagem em testes de Destreza, testes de resistência de Destreza e jogadas de ataque que usem Destreza.", + "duration": "7 dias", + "higher_level": "", + "id": 72, + "level": 5, + "locations": [ + { + "page": 268, + "sourcebook": "LDJ14" + } + ], + "name": "Praga", + "range": "Toque", + "ritual": false, + "school": "Necromancia" + }, + { + "casting_time": "1 ação", + "classes": [ + "Clérigo", + "Druida", + "Feiticeiro" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": true, + "desc": "Um enxame voraz de gafanhotos preenche uma esfera de 6 metros de raio, centrada no ponto que você escolher, dentro do alcance. A esfera se espalha dobrando esquinas. A esfera permanece pela duração e sua área é de escuridão leve. A área da esfera é de terreno difícil.\nQuando a área aparece, cada criatura dentro dela deve realizar um teste de resistência de Constituição. Uma criatura sofre 4d10 de dano perfurante se falhar na resistência ou metade desse dano se passar. Uma criatura deve, também, realizar um teste de resistência quando entrar na área da magia pela primeira vez num turno ou terminar seu turno nela.", + "duration": "Até 10 minutos", + "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 6° nível ou superior, o dano aumenta em 1d10 para cada nível do espaço acima do 5°.", + "id": 194, + "level": 5, + "locations": [ + { + "page": 268, + "sourcebook": "LDJ14" + } + ], + "material": "Alguns grãos de açúcar, alguns miolos de grão e uma mancha de gordura", + "name": "Praga de Insetos", + "range": "90 metros", + "ritual": false, + "school": "Conjuração" + }, + { + "casting_time": "1 ação", + "classes": [ + "Artífice", + "Bardo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V,", + "S" + ], + "concentration": false, + "desc": "Essa magia é um truque mágico simples que conjuradores iniciantes usam para praticar. Você cria um dos seguintes efeitos mágicos dentro do alcance:\n\u2022 Você cria, instantaneamente, um efeito sensorial inofensivo, como uma chuva de faíscas, um sopro de vento, notas musicais suaves ou um odor estranho.\n\u2022 Você, instantaneamente, acende ou apaga uma vela, uma tocha ou uma pequena fogueira.\n\u2022 Você, instantaneamente, limpa ou suja um objeto de até 1 metro cúbico.\n\u2022 Você esfria, esquenta ou melhora o sabor de até 1 metro cubico de matéria inorgânica por 1 hora.\n\u2022 Você faz uma cor, uma pequena marca ou um símbolo aparecer em um objeto ou superfície por 1 hora.\n\u2022 Você cria uma bugiganga não-mágica ou uma imagem ilusória que caiba na sua mão e que dura até o final do seu próximo turno.\nSe você conjurar essa magia diversas vezes, você pode ter até três dos seus efeitos não-instantâneos ativos, ao mesmo tempo, e você pode dissipar um desses efeitos com uma ação.", + "duration": "Até 1 hora", + "higher_level": "", + "id": 261, + "level": 0, + "locations": [ + { + "page": 269, + "sourcebook": "LDJ14" + } + ], + "name": "Prestidigitação", + "range": "3 metros", + "ritual": false, + "school": "Transmutação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "S" + ], + "concentration": true, + "desc": "Você tenta prender uma criatura dentro de uma célula ilusória que só ele percebe. Uma criatura que você pode ver dentro alcance deve fazer um teste de resistência de inteligência. O alvo é bem sucedido automaticamente se ele for imune a ser encantado. Em um teste bem bem-sucedido, o alvo sofre 5d10 de dano psíquico e a magia termina. Em um teste com falha, o alvo leva 5d10 dano psíquico, e você faz com que a área imediatamente ao redor do espaço do alvo pareça perigosa para ele de alguma maneira. Você pode fazer com que o alvo perceber-se como cercado por fogo, lâminas flutuantes ou mandíbulas horríveis preenchidas de dentes gotejantes. Seja qual for a forma que leva a ilusão, o alvo não pode ver ou ouvir qualquer coisa para além dela e fica impedido pela duração da magia. Se o alvo for removido da ilusão, fizer um ataque corpo a corpo através dela, ou estender qualquer parte do seu corpo através dela, o alvo recebe 10d10 de dano psíquic e magia termina.", + "duration": "Até 1 minuto", + "higher_level": "", + "id": 414, + "level": 6, + "locations": [ + { + "page": 168, + "sourcebook": "GXTC" + } + ], + "name": "Prisão Mental", + "range": "18 metros", + "ritual": false, + "school": "Ilusão" + }, + { + "casting_time": "1 ação", + "classes": [ + "Bardo", + "Bruxo", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Uma prisão em formato cúbico, imóvel e invisível, composta de energia mágica brota do nada, em volta de uma área, à sua escolha, dentro do alcance. A prisão pode ser uma cela ou uma caixa sólida, à sua escolha.\nUma prisão em formato de cela pode ter até 6 metros quadrados e é feita de barras com 1,5 centímetro de diâmetro espaçadas a 1,5 centímetro umas das outras.\nUma prisão em formato de caixa pode ter até 3 metros quadrados, criando uma barreira sólida que impede qualquer matéria de atravessa-la e bloqueia qualquer magia conjurada de entrar ou sair da área.\nQuando você conjura a magia, qualquer criatura que estiver completamente dentro da área da prisão ficará presa. As criaturas que estiverem apenas parcialmente na área, ou as grandes demais para caber dentro da área, são empurradas do centro da área, até estarem completamente fora dela.\nUma criatura dentro da prisão não pode sair dela por meios não-mágicos. Se a criatura tentar usar teletransporte ou viagem entre planos para abandonar a prisão, ela deve, primeiro, realizar um teste de resistência de Carisma. Se obtiver sucesso, a criatura pode usar a magia e sair da prisão. Se falhar, a criatura não pode sair da prisão e desperdiça o uso da magia ou efeito. A prisão também se estende ao Plano Etéreo, bloqueando viagem etérea.\nEssa magia não pode ser dissipada por dissipar magia.", + "duration": "1 hora", + "higher_level": "", + "id": 148, + "level": 7, + "locations": [ + { + "page": 269, + "sourcebook": "LDJ14" + } + ], + "material": "Pó de rubi no valor de 1.500 po", + "name": "Prisão de Energia", + "range": "30 metros", + "ritual": false, + "school": "Evocação" + }, + { + "casting_time": "10 minutos", + "classes": [ + "Clérigo" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Você cria uma defesa contra viagem mágica que protege até 12.000 metros quadrados de solo até 9 metros de altura do solo. Pela duração, criaturas não conseguem se teletransportar para dentro da área ou usar portais, como os criados pela magia portal, para entrar na área. A magia protege a área contra viagem planar e, portanto, impede criaturas de acessarem a área por meio do Plano Astra, Plano Etéreo, Faéria, Umbra ou pela magia viagem planar.\nAlém disso, a magia causa dano a certos tipos de criatura, à sua escolha, quando a conjurar. Escolha um ou mais dentre os seguintes: celestiais, corruptores, elementais, fadas ou mortos-vivos. Quando uma criatura escolhida entrar na área da magia pela primeira vez em um turno ou começa seu turno nela, a criatura sofre 5d6 de dano radiante ou necrótico (à sua escolha, quando você conjura a magia).\nQuando você conjura essa magia, você pode definir uma senha. Uma criatura que falar a senha quando entrar na área não sofrerá dano dessa magia\nA área da magia não pode sobrepor a área de outra magia proibição. Se você conjurar proibição a cada dia por 30 dias no mesmo local, a magia durará até ser dissipada, e os componentes materiais serão consumidos apenas na última conjuração.", + "duration": "1 dia", + "higher_level": "", + "id": 147, + "level": 6, + "locations": [ + { + "page": 269, + "sourcebook": "LDJ14" + } + ], + "material": "Uma borrifada de água benta, incensos raros e pó de rubi valendo, no mínimo, 1.000 po", + "name": "Proibição", + "range": "Toque", + "ritual": true, + "school": "Abjuração" + }, + { + "casting_time": "1 ação", + "classes": [ + "Bardo", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": true, + "desc": "Você cria uma cópia ilusória de si mesmo, que permanece pela duração. A cópia pode aparecer em qualquer lugar, dentro do alcance, que você já tenha visto antes, independentemente da intervenção de obstáculos. A ilusão se parece e fala como você, mas é intangível. Se a ilusão sofrer qualquer dano, ela desaparece e a magia acaba.\nVocê pode ver através dos olhos e ouvir através dos ouvidos da cópia como se você estivesse no lugar dela. Em cada um dos seus turnos, com uma ação bônus, você pode trocar o uso dos sentidos dela pelo seu ou voltar novamente. Enquanto você está usando os sentidos dela, você fica cego e surdo ao que está a sua volta.\nInteração física com a imagem revelará ela como sendo uma ilusão, já que as coisas podem atravessa-la. Uma criatura que usar sua ação para examinar a imagem, pode determinar que ela é uma ilusão sendo bem sucedida num teste de Inteligência (Investigação) contra a CD da magia para desacredita-la. Se a criatura discernir a ilusão como ela é, a criatura poderá ver através da imagem e qualquer barulho que ela fizer soará oco para a criatura.", + "duration": "Até 1 dia", + "higher_level": "", + "id": 266, + "level": 7, + "locations": [ + { + "page": 270, + "sourcebook": "LDJ14" + } + ], + "material": "Uma pequena réplica sua feita com materiais valendo, no mínimo, 5 po", + "name": "Projetar Imagem", + "range": "750 quilômetros", + "ritual": false, + "school": "Ilusão" + }, + { + "casting_time": "1 hora", + "classes": [ + "Clérigo", + "Bruxo", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Você e até oito criaturas voluntárias dentro do alcance, projetam seus corpos astrais para o Plano Astral (a magia falha e a conjuração é perdida se você já estiver no plano). O corpo material que você deixa para trás ficará inconsciente e em estado de animação suspensa; ele não precisa de comida ou ar e não envelhece.\nSeu corpo astral assemelhasse à sua forma mortal em praticamente tudo, copiando suas estatísticas de jogo e posses. A principal diferença é a adição de um cordão prateado que se estende de trás da sua omoplata e traça um caminho atrás de você, sumindo após 30 centímetros. Esse cordão é a sua corrente com o seu corpo material. Enquanto sua corrente permanecer intacta, você pode encontrar seu caminho de volta pra casa. Se o cordão for cortado – algo que só pode acontecer se um efeito dizer especificamente que faz isso – sua alma e corpo estão separados, matando você instantaneamente.\nSua forma astral pode viajar livremente dentro do Plano Astral e pode passar através de portais que levam a qualquer outro plano. Se você entrar em um novo portal ou retornar para o plano que você estava quando conjurou a magia, seu corpo e posses são transportados ao longo do cordão de prata, permitindo que você reentre no seu corpo ao entrar no novo plano. Sua forma astral é uma encarnação separada. Qualquer dano ou outros efeitos que se aplicarem a ela, não terão efeito no seu corpo físico, nem persistem quando você voltar.\nA magia termina para você e seus companheiros quando você usar sua ação para dissipa-la. Quando a magia termina, as criaturas afetadas voltam para seus corpos físicos e acordam.\nA magia também pode terminar prematuramente para você ou um dos seus companheiros. Uma magia dissipar magia, bem sucedida, usada contra um corpo astral ou físico termina a magia para a criatura. Se o corpo original de uma criatura ou sua forma astral caírem a 0 pontos de vida, a magia termina para essa criatura. Se a magia terminar e o cordão prateado estiver intacto, o cordão puxa a forma astral da criatura de volta para seu corpo, terminando seu estado de animação suspensa.\nSe você retornar para o seu corpo prematuramente, seus companheiros permanecem nas suas formas astrais e devem encontrar seus próprios meios de voltar para seus corpos, geralmente caindo a 0 pontos de vida.", + "duration": "Especial", + "higher_level": "", + "id": 18, + "level": 9, + "locations": [ + { + "page": 269, + "sourcebook": "LDJ14" + } + ], + "material": "Para cada criatura que você afetar com essa magia, você deve fornecer um jacinto valendo, no mínimo, 1.000 po e uma barra de prata com ornamentos esculpidos valendo, no mínimo, 100 po, todos consumidos pela magia", + "name": "Projeção Astral", + "range": "3 metros", + "ritual": false, + "school": "Necromancia" + }, + { + "casting_time": "10 minutos", + "classes": [ + "Bardo", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Você cria uma defesa que protege até 225 metros quadrados de espaço (uma área de um quadrado de 15 metros ou cem quadrados de 1,5 metro ou vinte e cinco quadrados de 3 metros). A área protegida pode ter até 6 metros de altura, no formado que você desejar. Você pode proteger diversos armazéns de uma fortaleza dividindo a área entre eles, contanto que você possa andar em cada área contígua enquanto estiver conjurando a magia.\nQuando você conjura essa magia, você pode especificar indivíduos que não serão afetados por qualquer dos efeitos que você escolher. Você também pode especificar uma senha que, ao ser falada em voz alta, deixa o orador imune aos efeitos.\nProteger fortaleza cria os seguintes efeitos dentro da área protegida.\nCorredores. Névoa preenche todos os corredores protegidos, tornando-os área de escuridão densa. Além disso, cada interseção ou passagem ramificada oferecendo uma escolha de direção, há 50 por cento de chance de uma criatura diferente de você acredite que está indo na direção oposta à que escolheu.\nPortas. Todas as portas na área protegida estão trancadas magicamente, como se estivessem seladas pela magia tranca arcana. Além disso, você pode cobrir até dez portas com uma ilusão (equivalente a função de objeto ilusório da magia ilusão menor) para fazê-las parecer seções simples da parede.\nEscadas. Teias preenchem todas as escadas na área protegida do topo ao solo, como a magia teia. Esses fios voltam a crescer em 10 minutos se forem queimados ou partidos enquanto proteger fortaleza durar.\nOutros Efeitos de Magia. Você pode colocar, à sua escolha, um dos seguintes efeitos mágicos dentro da área protegida de uma fortaleza.\n\u2022 Colocar globos de luz em quatro corredores. Você pode designar uma programação simples que as luzes repetem enquanto proteger fortaleza durar.\n\u2022 Colocar boca encantada em duas localizações.\n\u2022 Colocar névoa fétida em duas localizações. Os vapores aparecem nos locais que você designar; eles retornam dentro de 10 minutos, se forem dispersados por um vento, enquanto proteger fortaleza durar.\n\u2022 Colocar uma lufada de vento constante em um corredor ou aposento.\n\u2022 Colocar uma sugestão em uma localização. Você seleciona uma área de um quadrado de 1,5 metro e, qualquer criatura que entrar ou passar através dessa área recebe a sugestão mentalmente.\nA área protegida inteira irradia magia. Uma dissipar magia conjurada em uma área especifica, se for bem sucedida, remove apenas aquele efeito.\nVocê pode criar uma estrutura, permanentemente, afetada por proteger fortaleza ao conjurar essa magia nela a cada dia por um ano.", + "duration": "24 horas", + "higher_level": "", + "id": 166, + "level": 6, + "locations": [ + { + "page": 271, + "sourcebook": "LDJ14" + } + ], + "material": "Incenso aceso, uma porção de enxofre e óleo, uma corda amarrada, uma porção de sangue de tribulo brutal e um pequeno bastão de prata valendo, no mínimo, 10 po", + "name": "Proteger Fortaleza", + "range": "Toque", + "ritual": false, + "school": "Abjuração" + }, + { + "casting_time": "1 ação", + "classes": [ + "Druida" + ], + "components": [ + "V,", + "S" + ], + "concentration": true, + "desc": "Você tem resistência a dano de ácido, frio, fogo, elétrico e trovejante pela duração da magia.\nQuando você sofre dano de um desses tipos, você pode usar sua reação para ganhar imunidade a esse tipo de dano, inclusive contra o ataque que o desencadeou. Se você o fizer, a resistência termina e você tem imunidade até o final do seu próximo turno, quando a magia terminará.", + "duration": "Até 1 minuto", + "higher_level": "", + "id": 421, + "level": 6, + "locations": [ + { + "page": 168, + "sourcebook": "GXTC" + } + ], + "name": "Proteção Primordial", + "range": "Pessoal", + "ritual": false, + "school": "Abjuração" + }, + { + "casting_time": "1 ação", + "classes": [ + "Artífice", + "Clérigo", + "Druida", + "Patrulheiro", + "Feiticeiro", + "Mago" + ], + "components": [ + "V,", + "S" + ], + "concentration": true, + "desc": "Pela duração, a criatura voluntária que você tocar terá resistência a um tipo de dano de sua escolha: ácido, elétrico, fogo, frio ou trovejante.", + "duration": "Até 1 hora", + "higher_level": "", + "id": 267, + "level": 3, + "locations": [ + { + "page": 270, + "sourcebook": "LDJ14" + } + ], + "name": "Proteção contra Energia", + "range": "Toque", + "ritual": false, + "school": "Abjuração" + }, + { + "casting_time": "1 ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V,", + "S" + ], + "concentration": false, + "desc": "Você estende suas mãos e desenha um símbolo de proteção no ar. Até o final do seu próximo turno, você terá resistência contra dano de concussão, cortante e perfurante causado por ataques com armas.", + "duration": "1 rodada", + "higher_level": "", + "id": 33, + "level": 0, + "locations": [ + { + "page": 270, + "sourcebook": "LDJ14" + } + ], + "name": "Proteção contra Lâminas", + "range": "Pessoal", + "ritual": false, + "school": "Abjuração" + }, + { + "casting_time": "1 ação", + "classes": [ + "Artífice", + "Clérigo", + "Druida", + "Paladino", + "Patrulheiro" + ], + "components": [ + "V,", + "S" + ], + "concentration": false, + "desc": "Você toca uma criatura. Se ela estiver envenenada, você neutraliza o veneno. Se mais de um veneno estiver afligindo o alvo, você neutraliza um veneno, que você saiba estar presente, ou neutraliza um aleatório.\nPela duração, o alvo terá vantagem em testes de resistência para não envenenado e terá resistência a dano de veneno.", + "duration": "1 hora", + "higher_level": "", + "id": 269, + "level": 2, + "locations": [ + { + "page": 270, + "sourcebook": "LDJ14" + } + ], + "name": "Proteção contra Veneno", + "range": "Toque", + "ritual": false, + "school": "Abjuração" + }, + { + "casting_time": "1 ação", + "classes": [ + "Clérigo", + "Paladino" + ], + "components": [ + "V,", + "S" + ], + "concentration": false, + "desc": "Você toca uma criatura e concede a ela uma certa proteção contra a morte.\nA primeira vez que o alvo cair a 0 pontos de vida, como resultado de ter sofrido dano, o alvo, ao invés disso, cai a 1 ponto de vida e a magia termina.\nSe a magia ainda estiver funcionando quando o alvo for afetado por um efeito que poderia mata-lo instantaneamente sem causar dano, o efeito, ao invés disso, não funciona no alvo e a magia termina.", + "duration": "8 horas", + "higher_level": "", + "id": 90, + "level": 4, + "locations": [ + { + "page": 270, + "sourcebook": "LDJ14" + } + ], + "name": "Proteção contra a Morte", + "range": "Toque", + "ritual": false, + "school": "Abjuração" + }, + { + "casting_time": "1 ação", + "classes": [ + "Clérigo", + "Paladino", + "Bruxo", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": true, + "desc": "Até a magia acabar, uma criatura voluntária que você tocar estará protegida contra certos tipos de criaturas: aberrações, celestiais, corruptores, elementais, fadas e mortos-vivos.\nA proteção garante diversos benefícios. As criaturas desse tipo tem desvantagem nas jogadas de ataque contra o alvo. O alvo não pode ser enfeitiçado, amedrontado ou possuído por elas. Se o alvo já estiver enfeitiçado, amedrontado ou possuído por uma dessas criaturas, o alvo terá vantagem em qualquer novo teste de resistência contra o efeito relevante.", + "duration": "Até 10 minutos", + "higher_level": "", + "id": 268, + "level": 1, + "locations": [ + { + "page": 270, + "sourcebook": "LDJ14" + } + ], + "material": "Água benta ou pó de prata e ferro, consumidos pela magia", + "name": "Proteção contra o Bem e Mal", + "range": "Toque", + "ritual": false, + "school": "Abjuração", + "tce_expanded_classes": [ + "Druida" + ] + }, + { + "casting_time": "1 ação", + "classes": [ + "Artífice", + "Clérigo", + "Druida", + "Paladino" + ], + "components": [ + "V,", + "S" + ], + "concentration": false, + "desc": "Toda comida e bebida não-mágica dentro de uma esfera de 1,5 metro de raio centrada num ponto, à sua escolha, dentro do alcance é purificada e se livrada de venenos ou doenças.", + "duration": "Instantânea", + "higher_level": "", + "id": 270, + "level": 1, + "locations": [ + { + "page": 271, + "sourcebook": "LDJ14" + } + ], + "name": "Purificar Alimentos", + "range": "3 metros", + "ritual": true, + "school": "Transmutação" + }, + { + "casting_time": "1 reação, que você realiza quando você ou uma criatura a até 18 metros cair", + "classes": [ + "Artífice", + "Bardo", + "Feiticeiro", + "Mago" + ], + "components": [ + "V,", + "M" + ], + "concentration": false, + "desc": "Escolha até cinco criaturas caindo, dentro do alcance. A taxa de descendência de uma criatura caindo é reduzida para 18 metros por rodada, até o fim da magia. Se a criatura aterrissar antes da magia acabar, ela não sofre nenhum dano de queda, pode aterrissar em pé e a magia termina para essa criatura.", + "duration": "1 minuto", + "higher_level": "", + "id": 129, + "level": 1, + "locations": [ + { + "page": 271, + "sourcebook": "LDJ14" + } + ], + "material": "Uma pequena pena ou penugem similar", + "name": "Queda Suave", + "range": "18 metros", + "ritual": false, + "school": "Transmutação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Uma linha de chamas vociferantes de 9 metros de comprimento e 1,5 metros de espessura emana de você em uma direção de sua escolha. Cada criatura na linha deve realizar um teste de resistência de Destreza. Uma criatura sofre 3d8 de dano de fogo se fracassar na resistência, ou metade desse dano se obtiver sucesso.", + "duration": "Instantânea", + "higher_level": "Em Níveis Superiores. Quando você conjura essa magia usando um espaço de magia de 3° nível ou superior, o dano aumenta em 1d8 para cada nível do espaço acima do 2°.", + "id": 364, + "level": 2, + "locations": [ + { + "page": 168, + "sourcebook": "GXTC" + } + ], + "material": "Uma escama de dragão vermelho", + "name": "Queimadura de Aganazzar", + "range": "Pessoal", + "ritual": false, + "school": "Evocação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V,", + "S" + ], + "concentration": false, + "desc": "Um raio adoecente de energia esverdeada chicoteia na direção de uma criatura dentro do alcance. Faça um ataque à distância com magia contra o alvo. Se atingir, o alvo sofrerá 2d8 de dano de veneno e deve realizar um teste de resistência de Constituição. Se falhar na resistência, ele também ficará envenenado até o final do seu próximo turno.", + "duration": "Instantânea", + "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 2° nível ou superior, o dano da magia aumenta em 1d8 para cada nível do espaço acima do 1°.", + "id": 275, + "level": 1, + "locations": [ + { + "page": 271, + "sourcebook": "LDJ14" + } + ], + "name": "Raio Adoecente", + "range": "18 metros", + "ritual": false, + "school": "Necromancia" + }, + { + "casting_time": "1 ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V,", + "S" + ], + "concentration": false, + "desc": "Você cria três raios de fogo e os arremessa em alvos dentro do alcance. Você pode arremessa-los em um alvo ou em vários.\nRealize um ataque à distância com magia para cada raio. Se atingir, o alvo sofrerá 2d6 de dano de fogo.", + "duration": "Instantânea", + "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 3° nível ou superior, você cria um raio adicional para cada nível do espaço acima do 2°.", + "id": 286, + "level": 2, + "locations": [ + { + "page": 271, + "sourcebook": "LDJ14" + } + ], + "name": "Raio Ardente", + "range": "36 metros", + "ritual": false, + "school": "Evocação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Clérigo" + ], + "components": [ + "V,", + "S" + ], + "concentration": false, + "desc": "Um lampejo de luz se lança em direção de uma criatura, à sua escolha, dentro do alcance. Realize um ataque à distância com magia contra o alvo. Se atingir, o alvo sofre 4d6 de dano radiante e, a próxima jogada de ataque contra esse alvo, antes do final do seu próximo turno, terá vantagem, graças a penumbra mística cintilando no alvo, até então.", + "duration": "1 rodada", + "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 2° nível ou superior, o dano aumenta em 1d6 para cada nível do espaço acima do 1°.", + "id": 168, + "level": 1, + "locations": [ + { + "page": 272, + "sourcebook": "LDJ14" + } + ], + "name": "Raio Guiador", + "range": "36 metros", + "ritual": false, + "school": "Evocação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Druida" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": true, + "desc": "Um raio prateado de luz pálida brilha para baixo em um cilindro com 1,5 metro de raio e 12 metros de altura, centrado num ponto dentro do alcance. Até a magia acabar, penumbra preenche o cilindro.\nQuando uma criatura entrar na área da magia pela primeira vez em um turno, ou começar seu turno lá, ela é engolfada por chamas fantasmagóricas que causam dores lancinantes e ela deve realizar um teste de resistência de Constituição. Ela sofre 2d10 de dano radiante se falhar na resistência ou metade desse dano se passar.\nUm metamorfo faz seu teste de resistência com desvantagem. Se ele falhar, ele, também, reverte instantaneamente para sua forma original e não pode assumir uma forma diferente até deixar a luz da magia.\nEm cada um dos seus turnos após conjurar essa magia, você pode usar uma ação para mover o raio 18 metros em qualquer direção.", + "duration": "Até 1 minuto", + "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 3° nível ou superior, o dano aumenta em 1d10 para cada nível do espaço acima do 2°.", + "id": 235, + "level": 2, + "locations": [ + { + "page": 273, + "sourcebook": "LDJ14" + } + ], + "material": "Várias sementes de qualquer planta lunar e um pedaço de feldspato opalescente", + "name": "Raio Lunar", + "range": "36 metros", + "ritual": false, + "school": "Evocação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Druida", + "Feiticeiro", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": true, + "desc": "Um raio de luz brilhante surge da sua mão em uma linha de 18 metros de comprimento por 1,5 metro de largura. Cada criatura na linha deve realizar um teste de resistência de Constituição. Se falhar na resistência, uma criatura sofrerá 6d8 de dano radiante e ficará cega até seu próximo turno. Se passar na resistência, ela sofrerá metade desse dano e não ficará cega pela magia. Mortos- vivos e limos tem desvantagem nos seus testes de resistência.\nVocê pode criar uma linha de radiação com sua ação em qualquer turno, até a magia acabar.\nPela duração, uma fagulha de radiação luminosa brilha na sua mão. Ela emite luz plena num raio de 9 metros e penumbra por 9 metros adicionais. Essa luz é luz do sol.", + "duration": "Até 1 minuto", + "higher_level": "", + "id": 319, + "level": 6, + "locations": [ + { + "page": 273, + "sourcebook": "LDJ14" + } + ], + "material": "Uma lente de aumento", + "name": "Raio Solar", + "range": "Pessoal (linha de 18 metros)", + "ritual": false, + "school": "Evocação", + "tce_expanded_classes": [ + "Clérigo" + ] + }, + { + "casting_time": "1 ação", + "classes": [ + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": true, + "desc": "Um raio crepitante de energia azul é arremessado em uma criatura dentro do alcance, formando um arco elétrico contínuo entre você e o alvo. Faça um ataque à distância com magia contra a criatura. Se atingir, o alvo sofrerá 1d12 de dano elétrico e, em cada um dos seus turnos, pela duração, você pode usar sua ação para causar 1d12 de dano elétrico ao alvo, automaticamente. A magia acaba se você usar sua ação para fazer qualquer outra coisa. A magia também acaba se o alvo estiver fora do alcance da magia ou se você tiver cobertura total para ele.", + "duration": "Até 1 minuto", + "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 2° nível ou superior, o dano inicial aumenta em 1d12 para cada nível do espaço acima do 1°.", + "id": 358, + "level": 1, + "locations": [ + { + "page": 271, + "sourcebook": "LDJ14" + } + ], + "material": "Um galho de uma árvore que tenha sido atingida por um relâmpago", + "name": "Raio de Bruxa", + "range": "9 metros", + "ritual": false, + "school": "Evocação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Feiticeiro" + ], + "components": [ + "V,", + "S" + ], + "concentration": false, + "desc": "Você conjura uma massa ondulante de energia caótica em uma criatura no alcance. Faça um ataque a distância com magia contra o alvo. Se atingir, o alvo leva 2d8 + 1d6 de dano. Escolha um dos d8s. O número rolado nesse dado determina o tipo de dano do ataque, como mostrado abaixo.\nd8 Tipo de Dano\n1 Ácido\n2 Frio\n3 Fogo\n4 Energia\n5 Elétrico\n6 Veneno\n7 Psíquico\n8 Trovejante\nSe você rolar o mesmo número em ambos os d8s, a energia caótica salta do alvo para uma criatura diferente a sua escolha dentro de 9 metros de distância. Faça uma nova rolagem de ataque contra o novo alvo, e faça uma nova rolagem de danos, o que pode fazer com que a energia caótica salte novamente.", + "duration": "Instantânea", + "higher_level": "Em Níveis Superiores. Quando você conjura essa magia usando um espaço de magia de 2° nível ou superior, o dano aumenta em 1d6 para cada nível do espaço acima do 1°.", + "id": 371, + "level": 1, + "locations": [ + { + "page": 168, + "sourcebook": "GXTC" + } + ], + "name": "Raio de Caos", + "range": "36 metros", + "ritual": false, + "school": "Evocação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Artífice", + "Feiticeiro", + "Mago" + ], + "components": [ + "V,", + "S" + ], + "concentration": false, + "desc": "Você arremessa um cisco de fogo em uma criatura ou objeto dentro do alcance. Faça um ataque à distância com magia contra o alvo. Se atingir, o alvo sofre 1d10 de dano de fogo. Um objeto inflamável atingido por essa magia, incendeia se não estiver sendo vestido ou carregado.\nO dano dessa magia aumenta em 1d10 quando você alcança o 5° nível (2d10), 11° nível (3d10) e 17° nível (4d10).", + "duration": "Instantânea", + "higher_level": "", + "id": 138, + "level": 0, + "locations": [ + { + "page": 272, + "sourcebook": "LDJ14" + } + ], + "name": "Raio de Fogo", + "range": "36 metros", + "ritual": false, + "school": "Evocação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Artífice", + "Feiticeiro", + "Mago" + ], + "components": [ + "V,", + "S" + ], + "concentration": false, + "desc": "Um raio frigido de luz azul clara parte em direção de uma criatura, dentro do alcance. Realize um ataque à distância com magia contra o alvo. Se atingir, ele sofre 1d8 de dano de frio e seu deslocamento é reduzido em 3 metros até o começo do seu próximo turno.\nO dano da magia aumenta em 1d8 quando você alcança o 5° nível (2d8), 11° nível (3d8) e 17° nível (4d8).", + "duration": "Instantânea", + "higher_level": "", + "id": 274, + "level": 0, + "locations": [ + { + "page": 272, + "sourcebook": "LDJ14" + } + ], + "name": "Raio de Gelo", + "range": "18 metros", + "ritual": false, + "school": "Evocação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Bruxo", + "Mago" + ], + "components": [ + "V,", + "S" + ], + "concentration": true, + "desc": "Um raio negro de energia enervante parte do seu dedo em direção de uma criatura, dentro do alcance. Faça um ataque à distância com magia contra o alvo. Se atingir, o alvo causará metade do dano com ataques com armas que usem Força, até a magia acabar.\nNo final de cada um dos turnos do alvo, ele pode realizar um teste de resistência de Constituição contra a magia. Se obtiver sucesso, a magia acaba.", + "duration": "Até 1 minuto", + "higher_level": "", + "id": 273, + "level": 2, + "locations": [ + { + "page": 272, + "sourcebook": "LDJ14" + } + ], + "name": "Raio do Enfraquecimento", + "range": "18 metros", + "ritual": false, + "school": "Necromancia" + }, + { + "casting_time": "1 ação", + "classes": [ + "Bruxo" + ], + "components": [ + "V,", + "S" + ], + "concentration": false, + "desc": "Um feixe de energia crepitante vai em direção a uma criatura dentro do alcance. Realize uma jogada de ataque à distância com magia contra o alvo. Se atingir, o alvo sofre 1d10 de dano de energia.\nA magia cria mais de um feixe quando você alcança níveis elevados: dois feixes no 5° nível, três feixes no 11° nível e quatro feixes no 17° nível. Você pode direcionar os feixes para o mesmo alvo ou para alvos diferentes. Realize jogadas de ataque separadas para cada feixe.", + "duration": "Instantânea", + "higher_level": "", + "id": 114, + "level": 0, + "locations": [ + { + "page": 273, + "sourcebook": "LDJ14" + } + ], + "name": "Rajada Mística", + "range": "36 metros", + "ritual": false, + "school": "Evocação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V,", + "S" + ], + "concentration": false, + "desc": "Oito raios de luz multicoloridos lampejam da sua mão. Cada raio é uma cor diferente e tem poderes e propósitos diferentes. Cada criatura em um cone de 18 metros deve realizar um teste de resistência de Destreza. Para cada alvo, role um d8 para determinar qual cor de raio afetou ele.\n1. Vermelho. O alvo sofre 10d6 de dano de fogo se falhar na resistência ou metade desse dano se obtiver sucesso.\n2. Laranja. O alvo sofre 10d6 de dano de ácido se falhar na resistência ou metade desse dano se obtiver sucesso.\n3. Amarelo. O alvo sofre 10d6 de dano elétrico se falhar na resistência ou metade desse dano se obtiver sucesso.\n4. Verde. O alvo sofre 10d6 de dano de veneno se falhar na resistência ou metade desse dano se obtiver sucesso.\n5. Azul. O alvo sofre 10d6 de dano de frio se falhar na resistência ou metade desse dano se obtiver sucesso.\n6. Anil. Se falhar na resistência, o alvo ficará impedido. Ele deve então, fazer um teste de resistência de Constituição ao final de cada um dos turnos dele. Se obtiver sucesso três vezes, a magia termina. Se falhar na resistência três vezes, ela se torna pedra é afetada pela condição petrificado. Os sucessos e falhas não precisam ser consecutivos; anote ambos os resultados até o alvo acumular três de mesmo tipo.\n7. Violeta. Se falhar na resistência, o alvo ficará cego. Ele deve realizar um teste de resistência de Sabedoria no início do seu próximo turno. Um sucesso na resistência acaba com a cegueira. Se falhar na resistência, a criatura é transportada para outro plano de existência, escolhido pelo Mestre, e não estará mais cego. (Tipicamente, uma criatura que esteja em um plano que não seja o seu plano natal é banida para lá, enquanto que outras criaturas geralmente são enviadas para os Planos Astral ou Etéreo.)\n8. Especial. O alvo é atingido por dois raios. Role mais duas vezes e jogue novamente qualquer 8.", + "duration": "Instantânea", + "higher_level": "", + "id": 262, + "level": 7, + "locations": [ + { + "page": 273, + "sourcebook": "LDJ14" + } + ], + "name": "Rajada Prismática", + "range": "Pessoal (cone de 18 metros)", + "ritual": false, + "school": "Evocação", + "tce_expanded_classes": [ + "Bardo" + ] + }, + { + "casting_time": "1 ação", + "classes": [ + "Artífice", + "Druida", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V,", + "S" + ], + "concentration": false, + "desc": "Você ergue sua mão em direção de uma criatura que você possa ver, dentro do alcance e projeta um sopro de gás tóxico da sua palma. A criatura deve ser bem sucedida num teste de resistência de Constituição ou sofrerá 1d12 de dano de veneno.\nO dano dessa magia aumenta em 1d12 quando você alcança o 5° nível (2d12), 11° nível (3d12) e 17° nível (4d12).", + "duration": "Instantânea", + "higher_level": "", + "id": 255, + "level": 0, + "locations": [ + { + "page": 273, + "sourcebook": "LDJ14" + } + ], + "name": "Rajada de Veneno", + "range": "3 metros", + "ritual": false, + "school": "Conjuração" + }, + { + "casting_time": "1 minuto", + "classes": [ + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Seu corpo entra em um estado catatônico, enquanto sua alma o abandona e entra num recipiente que você usa como componente material da magia. Enquanto sua alma permanecer no recipiente, você estará ciente do seu entorno como se você estivesse no espaço do recipiente. Você não pode se mover ou usar reações. A única ação que você pode realizar é projetar sua alma a até 30 metros do recipiente, tanto para retornar para o seu corpo (terminando a magia) ou para tentar possuir um corpo humanoide.\nVocê pode tentar possuir qualquer humanoide a até 30 metros de você que você possa ver (criaturas protegidas pelas magias proteção contra o bem e mal ou círculo mágico não podem ser possuídas). O alvo deve realizar um teste de resistência de Carisma. Se falhar, sua alma se move para o corpo do alvo e a alma do alvo fica aprisionada no recipiente. Se obtiver sucesso, o alvo resiste aos seus esforços em possuí-lo e você não poderá tentar possuí-lo novamente por 24 horas.\nUma vez que tenha possuído o corpo de uma criatura, você a controla. Suas estatísticas de jogo são substituídas pelas estatísticas da criatura, no entanto, você mantem sua tendência e seus valores de Inteligência, Sabedoria e Carisma. Você mantem os benefícios das suas características de classe. Se o alvo tiver quaisquer níveis de classe, você não pode usar quaisquer das características de classe dele.\nNesse período, a alma da criatura possuída pode perceber do recipiente usando os sentidos dela, mas, no mais, não pode se mover ou realizar quaisquer ações.\nEnquanto estiver possuindo um corpo, você pode usar sua ação para retornar do corpo do hospedeiro para o recipiente se ele estiver a até 30 metros de você, devolvendo a alma da criatura hospedeira para o corpo dela. Se o corpo do hospedeiro morrer enquanto você estiver dentro dele, a criatura morre e você deve realizar um teste de resistência de Carisma contra a sua CD de conjuração. Se obtiver sucesso, você retorna ao recipiente se ele estiver a até 30 metros de você. Caso contrário, você morre.\nSe o recipiente for destruído ou a magia acabar, sua alma, imediatamente, retorna para o seu corpo. Se seu corpo estiver a mais de 30 metros de você ou se seu corpo estiver morto quando você tentar retornar para ele, você morre. Se a alma de outra criatura estiver no recipiente quando ele for destruído, a alma da criatura volta para o corpo dela se o corpo estiver vivo e a até 30 metros dela. Caso contrário, a criatura morre.\nQuando a magia acabar, o recipiente é destruído.", + "duration": "Até ser dissipada", + "higher_level": "", + "id": 213, + "level": 6, + "locations": [ + { + "page": 275, + "sourcebook": "LDJ14" + } + ], + "material": "Uma gema, cristal, relicário ou algum outro tipo de recipiente ornamental valendo, no mínimo, 500 po", + "name": "Recipiente Arcano", + "range": "Pessoal", + "ritual": false, + "school": "Necromancia" + }, + { + "casting_time": "1 ação bônus", + "classes": [ + "Artífice", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V,", + "S" + ], + "concentration": true, + "desc": "Essa magia permite que você se mova a um ritmo incrível. Quando você conjura essa magia e, a partir de então, com uma ação bônus em cada um dos seus turnos, até a magia acabar, você pode realizar a ação de Disparada.", + "duration": "Até 10 minutos", + "higher_level": "", + "id": 123, + "level": 1, + "locations": [ + { + "page": 275, + "sourcebook": "LDJ14" + } + ], + "name": "Recuo Acelerado", + "range": "Pessoal", + "ritual": false, + "school": "Transmutação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Druida" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": true, + "desc": "Uma massa de águ a de 1,5 metros de profundidade aparece e rodopia em um raio de 9 metros centrado num ponto que você possa ver, dentro do alcance. O ponto deve estar no solo ou em um corpo de água. Até a magia acabar, a área é de terreno dificil e qualquer criatura que começar seu turno nela deve ser bem sucedida num teste de resistência de Força ou sofrerá 6d6 de dano de concussão e será puxada 3 metros na direção do centro.", + "duration": "Até 1 hora", + "higher_level": "", + "id": 409, + "level": 5, + "locations": [ + { + "page": 169, + "sourcebook": "GXTC" + } + ], + "material": "Papel ou folhas no formato de um funil", + "name": "Redemoinho", + "range": "36 metros", + "ritual": false, + "school": "Evocação" + }, + { + "casting_time": "1 hora", + "classes": [ + "Druida" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Você toca um humanoide morto ou um pedaço de um humanoide morto. Considerando que a criatura não esteja morta a mais de 10 dias, a magia forma um novo corpo adulto para ele e então, chama a alma para entrar no corpo. Se a alam do alvo não estiver livre ou deseje fazê- lo, a magia falha.\nA magia forma um novo corpo para que a criatura habite, o que, provavelmente, fará com que a raça da criatura mude. O Mestre rola um d100 e consulta a tabela seguinte para determinar qual forma a criatura terá quando voltar a vida, ou o Mestre pode escolher uma forma.\n\n01–04\tDraconato\n05–13\tAnão, colina\n14–21\tAnão, montanha\n22–25\tElfo, negro\n26–34\tElfo, alto\n35–42\tElfo, floresta\n43–46\tGnomo, floresta\n47–52\tGnomo, rochas\n53–56\tMeio-elfo\n57–60\tMeio-orc\n61–68\tHalfling, pés leves\n69–76\tHalfling, robusto\n77–96\tHumano\n97–00\tTiefling\n\nA criatura reencarnada lembra-se da sua vida e experiências anteriores. Ela mantem as capacidades que a sua forma original tinha, exceto por trocar sua raça original pela nova e mudar suas características raciais adequadamente.", + "duration": "Instantânea", + "higher_level": "", + "id": 277, + "level": 5, + "locations": [ + { + "page": 275, + "sourcebook": "LDJ14" + } + ], + "material": "Óleos e unguentos raros valendo, no mínimo, 1.000 po, consumidos pela magia", + "name": "Reencarnação", + "range": "Toque", + "ritual": false, + "school": "Transmutação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V,", + "S" + ], + "concentration": false, + "desc": "Três duplicatas ilusórias de você aparecem no seu espaço. Até a magia acabar, as duplicatas se movem com você e copiam as suas ações, trocando de posição, tornando impossível rastrear qual imagem é real. Você pode usar sua ação para dissipar as duplicatas ilusórias.\nCada vez que uma criatura mirar você com um ataque enquanto a magia durar, role um d20 para determinar se o ataque, em vez de você, mira uma das suas duplicatas.\nSe você tiver três duplicatas, você deve rolar um 6 ou maior para mudar o alvo do ataque para uma duplicata. Com duas duplicatas, você deve rolar um 8 ou maior. Com uma duplicata, você deve rolar um 11 ou maior.\nA CA de uma duplicata é igual a 10 + seu modificador de Destreza. Se um ataque atingir uma duplicata, ela é destruída. Uma duplicata só pode ser destruída por um ataque que a atinja. Ela ignora todos os outros danos e efeitos. A magia acaba quando todas as três duplicatas forem destruídas.\nUma criatura não pode ser afetada por essa magia se não puder enxergar, se ela contar com outros sentidos além da visão, como percepção às cegas, ou se ela puder perceber ilusões como falsas, como com visão verdadeira.", + "duration": "1 minuto", + "higher_level": "", + "id": 231, + "level": 2, + "locations": [ + { + "page": 275, + "sourcebook": "LDJ14" + } + ], + "name": "Reflexos", + "range": "Pessoal", + "ritual": false, + "school": "Ilusão", + "tce_expanded_classes": [ + "Bardo" + ] + }, + { + "casting_time": "1 minuto", + "classes": [ + "Bardo", + "Clérigo", + "Druida" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Você toca uma criatura e estimula sua habilidade de cura natural. O alvo recupera 4d8 + 15 pontos de vida. Pela duração da magia o alvo recupera 1 ponto de vida no início de cada turno dela (10 pontos de vida por minuto).\nOs membro decepados do corpo do alvo (dedos, pernas, rabos e assim por diante), se tiver algum, são restaurados após 2 minutos. Se você tiver a parte decepada e segura- la contra o topo, a magia, instantaneamente, faz com que o membro se grude ao toco.", + "duration": "1 hora", + "higher_level": "", + "id": 276, + "level": 7, + "locations": [ + { + "page": 276, + "sourcebook": "LDJ14" + } + ], + "material": "Uma conta de oração e água benta", + "name": "Regeneração", + "range": "Toque", + "ritual": false, + "school": "Transmutação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Um relâmpago forma uma linha de 30 metros de comprimento e 1,5 metro de largura que é disparado por você em uma direção, à sua escolha. Cada criatura na linha deve realizar um teste de resistência de Destreza. Uma criatura sofre 8d6 de dano elétrico se falhar na resistência ou metade desse dano se obtiver sucesso.\nO relâmpago incendeia objetos inflamáveis na área que não estejam sendo vestidos ou carregados.", + "duration": "Instantânea", + "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 4° nível ou superior, o dano aumenta em 1d6 para cada nível do espaço acima do 3°.", + "id": 205, + "level": 3, + "locations": [ + { + "page": 276, + "sourcebook": "LDJ14" + } + ], + "material": "Um pouco de pelo e uma haste de âmbar, cristal ou vidro", + "name": "Relâmpago", + "range": "Pessoal (linha de 30 metros)", + "ritual": false, + "school": "Evocação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Clérigo", + "Paladino", + "Bruxo", + "Mago" + ], + "components": [ + "V,", + "S" + ], + "concentration": false, + "desc": "Ao seu toque, todas as maldições afetando uma criatura ou objeto terminam. Se o objeto for um item mágico amaldiçoado, sua maldição persiste, mas a magia rompe a sintonia do portador com o objeto, então permitindo que ele o remova ou descarte.", + "duration": "Instantânea", + "higher_level": "", + "id": 278, + "level": 3, + "locations": [ + { + "page": 276, + "sourcebook": "LDJ14" + } + ], + "name": "Remover Maldição", + "range": "Toque", + "ritual": false, + "school": "Abjuração" + }, + { + "casting_time": "1 ação", + "classes": [ + "Clérigo", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Você toca um corpo ou outros restos mortais. Pela duração, o alvo estará protegido de decomposição e não pode se tornar um morto-vivo.\nA magia também estende, efetivamente, o limite de tempo para que o alvo seja trazido de volta a vida, já que os dias passados sob a influência dessa magia não contam no tempo limite de tais magias, como reviver os mortos.", + "duration": "10 dias", + "higher_level": "", + "id": 155, + "level": 2, + "locations": [ + { + "page": 276, + "sourcebook": "LDJ14" + } + ], + "material": "Uma pitada de sal e uma peça de cobre colocada em cada um dos olhos do corpo, que devem permanecer ai pela duração", + "name": "Repouso Tranquilo", + "range": "Toque", + "ritual": true, + "school": "Necromancia", + "tce_expanded_classes": [ + "Paladino" + ] + }, + { + "casting_time": "1 reação, que você faz em resposta ao sofre dano de uma criatura a até 18 metros de você e que você possa ver", + "classes": [ + "Bruxo" + ], + "components": [ + "V,", + "S" + ], + "concentration": false, + "desc": "Você aponta seu dedo e a criatura que causou dano a você é, momentaneamente, envolta por chamas infernais. A criatura deve realizar um teste de resistência de Destreza. Ela sofre 2d10 de dano de fogo se falhar na resistência ou metade desse dano se obtiver sucesso.", + "duration": "Instantânea", + "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 2° nível ou superior, o dano aumenta em 1d10 para cada nível do espaço acima do 1°.", + "id": 178, + "level": 1, + "locations": [ + { + "page": 276, + "sourcebook": "LDJ14" + } + ], + "name": "Repreensão Infernal", + "range": "18 metros", + "ritual": false, + "school": "Evocação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Artífice", + "Clérigo", + "Druida" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": true, + "desc": "Você toca uma criatura voluntária. Uma vez, antes da magia acabar, o alvo pode rolar um d4 e adicionar o valor jogado a um teste de resistência de sua escolha. Ele pode rolar o dado antes ou depois de realizar o teste de resistência. Então, a magia termina.", + "duration": "Até 1 minuto", + "higher_level": "", + "id": 279, + "level": 0, + "locations": [ + { + "page": 276, + "sourcebook": "LDJ14" + } + ], + "material": "Um manto em miniatura", + "name": "Resistência", + "range": "Toque", + "ritual": false, + "school": "Abjuração" + }, + { + "casting_time": "1 ação", + "classes": [ + "Artífice", + "Druida", + "Patrulheiro", + "Feiticeiro", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Essa magia concede a até dez criaturas voluntária que você possa ver, dentro do alcance, a habilidade de respirar embaixo d’água até a magia acabar. As criaturas afetadas também mantem sua forma normal de respiração.", + "duration": "24 horas", + "higher_level": "", + "id": 351, + "level": 3, + "locations": [ + { + "page": 276, + "sourcebook": "LDJ14" + } + ], + "material": "Um pedaço de cana ou palha", + "name": "Respirar na Água", + "range": "9 metros", + "ritual": true, + "school": "Transmutação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V,", + "S" + ], + "concentration": true, + "desc": "A luz fraca esverdeada se espalha dentro de uma esfera de 9 metros de raio centrada em um ponto que você escolher dentro do alcance. A luz se espalha em torno dos cantos e dura até a magia terminar.\nQuando uma criatura se move para a área da magia pela primeira vez em um turno ou começa a sua vez nela, essa criatura deve ter sucesso em um teste de resistência de Constituição ou sofre 4d10 de dano radiante, e sofre um nível de exaustão e emite uma luz fraca e esverdeada em um raio de 1,5 metros. Esta luz torna impossível que a criatura se beneficie de ser invisível. A luz e os níveis de exaustão causados por esta magia desaparecem quando a magia termina.", + "duration": "Até 10 minutos", + "higher_level": "", + "id": 428, + "level": 4, + "locations": [ + { + "page": 169, + "sourcebook": "GXTC" + } + ], + "name": "Resplendor Enjoativo", + "range": "36 metros", + "ritual": false, + "school": "Evocação" + }, + { + "casting_time": "1 hora", + "classes": [ + "Bardo", + "Clérigo" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Você toca uma criatura morta que não esteja assim a mais de um século, que não tenha morrido por velhice e que não seja um morto-vivo. Se a alma da criatura estiver disposta e livre, o alvo volta a vida com todos os seus pontos de vida.\nEssa magia neutraliza quaisquer venenos e cura doenças normais que afetavam a criatura no momento da morte. Essa magia, no entanto, não remove doenças mágicas, maldições ou efeitos similares; se eles não tiverem sido removidos antes da conjuração da magia, eles voltam a afetar a criatura quando ela volta a viver.\nEssa magia fecha todos os ferimentos mortais e restaura partes do corpo perdidas.\nVoltar dos mortos é um calvário. O alvo sofre –4 de penalidade em todas as suas jogadas de ataque, testes de resistência e testes de habilidade. A cada vez que o alvo terminar um descanso longo, as penalidades são reduzidas em 1, até desaparecerem.\nConjurar essa magia para trazer de volta a vida uma criatura que tenha morrido a um ano ou mais tempo é extremamente desgastante para você. Até você terminar um descanso longo, você não pode conjurar magias novamente e terá desvantagem em todas as jogadas de ataque, testes de habilidade e testes de resistência.", + "duration": "Instantânea", + "higher_level": "", + "id": 280, + "level": 7, + "locations": [ + { + "page": 276, + "sourcebook": "LDJ14" + } + ], + "material": "Um diamante valendo, no mínimo, 1.000 po, consumido pela magia", + "name": "Ressurreição", + "range": "Toque", + "ritual": false, + "school": "Necromancia" + }, + { + "casting_time": "1 hora", + "classes": [ + "Clérigo", + "Druida" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Você toca uma criatura morta que não esteja assim a mais de 200 anos e que tenha morrido por qualquer motivo, exceto velhice. Se a alma da criatura estiver disposta e livre, o alvo volta a vida com todos os seus pontos de vida.\nEssa magia fecha todos os ferimentos, neutraliza quaisquer venenos, cura todas as doenças e suspende quaisquer maldições que afligiam a criatura quando ela morreu. A magia recupera órgão e membros danificados ou perdidos.\nEssa magia pode, até mesmo, prover um novo corpo, se o original não existir mais, nesse caso, você deve falar o nome da criatura. Ela aparece em um espaço desocupado, à sua escolha, a até 3 metros de você.", + "duration": "Instantânea", + "higher_level": "", + "id": 338, + "level": 9, + "locations": [ + { + "page": 277, + "sourcebook": "LDJ14" + } + ], + "material": "Um borrifo de água benta e diamantes valendo, no mínimo, 25.000 po, consumidos pela magia", + "name": "Ressurreição Verdadeira", + "range": "Toque", + "ritual": false, + "school": "Necromancia" + }, + { + "casting_time": "1 ação", + "classes": [ + "Artífice", + "Bardo", + "Clérigo", + "Druida" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Você imbui uma criatura que você toca, com energia positiva para desfazer um efeito debilitante. Você pode reduzir a exaustão do alvo em um nível ou remover um dos seguintes do alvo:\n\u2022 Um efeito que enfeitice ou petrifique o alvo\n\u2022 Uma maldição, incluindo a sintonização do alvo com um item mágico amaldiçoado\n\u2022 Qualquer redução a um dos valores de habilidade do alvo\n\u2022 Um efeito que esteja reduzindo o máximo de pontos de vida do alvo", + "duration": "Instantânea", + "higher_level": "", + "id": 164, + "level": 5, + "locations": [ + { + "page": 277, + "sourcebook": "LDJ14" + } + ], + "material": "Pó de diamante valendo, no mínimo, 100 po, consumido pela magia", + "name": "Restauração Maior", + "range": "Toque", + "ritual": false, + "school": "Abjuração", + "tce_expanded_classes": [ + "Patrulheiro" + ] + }, + { + "casting_time": "1 ação", + "classes": [ + "Artífice", + "Bardo", + "Clérigo", + "Druida", + "Paladino", + "Patrulheiro" + ], + "components": [ + "V,", + "S" + ], + "concentration": false, + "desc": "Você toca uma criatura e pode, ou acabar com uma doença ou uma condição que a esteja afligindo. A condição pode ser cega, surda, paralisada ou envenenada.", + "duration": "Instantânea", + "higher_level": "", + "id": 201, + "level": 2, + "locations": [ + { + "page": 277, + "sourcebook": "LDJ14" + } + ], + "name": "Restauração Menor", + "range": "Toque", + "ritual": false, + "school": "Abjuração" + }, + { + "casting_time": "1 hora", + "classes": [ + "Bardo", + "Clérigo", + "Paladino" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Você traz uma criatura morta que você tocar de volta a vida, considerando que ela não esteja morta a mais de 10 dias. Se a alma da criatura estiver tanto disposta quando livre para juntar-se ao corpo dela, a criatura volta a vida com 1 ponto de vida.\nEssa magia também neutraliza quaisquer venenos e cura doenças não-mágicas que afetavam a criatura no momento da morte. Essa magia, no entanto, não remove doenças mágicas, maldições ou efeitos similares; se eles não tiverem sido removidos antes da conjuração da magia, eles voltam a afetar a criatura quando ela volta a viver. A magia não pode trazer uma criatura morta-viva de volta à vida.\nEssa magia fecha todos os ferimentos mortais, mas ela não restaura partes do corpo perdidas. Se a criatura não tiver uma parte do corpo ou órgão fundamental para sua sobrevivência – sua cabeça, por exemplo – a magia falha automaticamente.\nVoltar dos mortos é um calvário. O alvo sofre –4 de penalidade em todas as suas jogadas de ataque, testes de resistência e testes de habilidade. A cada vez que o alvo terminar um descanso longo, as penalidades são reduzidas em 1, até desaparecerem.", + "duration": "Instantânea", + "higher_level": "", + "id": 271, + "level": 5, + "locations": [ + { + "page": 277, + "sourcebook": "LDJ14" + } + ], + "material": "Um diamante valendo, no mínimo, 500 po, consumido pela magia", + "name": "Reviver os Mortos", + "range": "Toque", + "ritual": false, + "school": "Necromancia" + }, + { + "casting_time": "1 ação", + "classes": [ + "Artífice", + "Clérigo", + "Paladino" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Você toca uma criatura que tenha morrido dentro do último minuto. Essa criatura volta a vida com 1 ponto de vida. Essa magia não pode trazer de volta a vida criaturas que tenham morrido de velhice nem pode restaurar quaisquer partes do corpo perdidas.", + "duration": "Instantânea", + "higher_level": "", + "id": 282, + "level": 3, + "locations": [ + { + "page": 277, + "sourcebook": "LDJ14" + } + ], + "material": "Um diamante no valor de 300 po, consumido pela magia", + "name": "Revivificar", + "range": "Toque", + "ritual": false, + "school": "Necromancia", + "tce_expanded_classes": [ + "Druida", + "Patrulheiro" + ] + }, + { + "casting_time": "1 ação", + "classes": [ + "Bardo", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": true, + "desc": "Uma criatura, à sua escolha, que você possa ver, dentro do alcance, acha tudo hilariantemente engraçado e cai na gargalhada, se essa magia afeta-la. O alvo deve ser bem sucedido em um teste de resistência de Sabedoria ou cairá no chão, ficando incapacitado e incapaz de se levantar pela duração. Uma criatura com valor de Inteligência 4 ou inferior não é afetada.\nAo final de cada um dos turnos dela e, toda vez que sofrer dano, o alvo pode realizar outro teste de resistência de Sabedoria. O alvo terá vantagem no teste de resistência se ele for garantido por ele ter sofrido dano. Se obtiver sucesso, a magia acaba.", + "duration": "Até 1 minuto", + "higher_level": "", + "id": 323, + "level": 1, + "locations": [ + { + "page": 277, + "sourcebook": "LDJ14" + } + ], + "material": "Pequenas tortas e uma pena que é balançada no ar", + "name": "Riso Histérico de Tasha", + "range": "9 metros", + "ritual": false, + "school": "Encantamento" + }, + { + "casting_time": "1 ação", + "classes": [ + "Bardo", + "Clérigo", + "Mago" + ], + "components": [ + "V,", + "S" + ], + "concentration": true, + "desc": "Você toca uma criatura e a criatura deve ser bem sucedida em um teste de resistência de Sabedoria ou será amaldiçoada pela duração da magia. Quando você conjura essa magia, escolha a natureza da maldição dentre as seguintes opções:\n\u2022 Escolha um valor de habilidade. Enquanto amaldiçoado, o alvo tem desvantagem em testes de habilidade e testes de resistência feitos com esse valor de habilidade,\n\u2022 Enquanto amaldiçoado, o alvo tem desvantagem nas jogadas de ataque contra você.\n\u2022 Enquanto amaldiçoado, o alvo deve realizar um teste de resistência de Sabedoria no começo de cada um dos turnos dela. Se ela falhar, ela perderá sua ação aquele turno, não fazendo nada.\n\u2022 Enquanto o alvo estiver amaldiçoado, seus ataques e magias causam 1d8 de dano necrótico extra a ele.\nUma magia remover maldição termina esse efeito. Com a permissão do Mestre, você pode escolher um efeito alternativo de maldição, mas ele não deve ser mais poderoso que os descritos acima. O Mestre tem a palavra final sobre o efeito de uma maldição.", + "duration": "Até 1 minuto", + "higher_level": "Se você conjurar essa magia usando um espaço de magia de 4° nível, a duração da concentração sobe para 10 minutos. Se você usar um espaço de magia de 5° ou 6° nível, a duração será de 8 horas. Se você usar um espaço de magia de 7° ou 8° nível, a duração será de 24 horas. Se você usar um espaço de magia de 9° nível, a magia dura até ser dissipada. Usar um espaço de magia de 5° nível ou superior faz com que a duração não necessite de concentração.", + "id": 30, + "level": 3, + "locations": [ + { + "page": 277, + "sourcebook": "LDJ14" + } + ], + "name": "Rogar Maldição", + "range": "Toque", + "ritual": false, + "school": "Necromancia" + }, + { + "casting_time": "1 ação", + "classes": [ + "Artífice", + "Druida", + "Patrulheiro", + "Feiticeiro", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Você toca uma criatura. A distância de salto da criatura é triplicada até a magia acabar.", + "duration": "1 minuto", + "higher_level": "", + "id": 196, + "level": 1, + "locations": [ + { + "page": 278, + "sourcebook": "LDJ14" + } + ], + "material": "Uma perna de gafanhoto", + "name": "Salto", + "range": "Toque", + "ritual": false, + "school": "Transmutação" + }, + { + "casting_time": "1 ação bônus", + "classes": [ + "Artífice", + "Clérigo" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Você protege uma criatura, dentro do alcance, contra ataques. Até a magia acabar, qualquer criatura que tentar atacar ou usar magias que causem dano contra criatura protegida deve, primeiro, realizar um teste de resistência de Sabedoria. Se falhar na resistência, a criatura deve escolher um novo alvo ou perderá o ataque ou magia. Essa magia não protege a criatura contra efeitos de área, como a explosão de uma bola de fogo.\nSe a criatura protegida realizar um ataque ou conjurar uma magia que afete uma criatura inimiga, essa magia acaba.", + "duration": "1 minuto", + "higher_level": "", + "id": 285, + "level": 1, + "locations": [ + { + "page": 278, + "sourcebook": "LDJ14" + } + ], + "material": "Um pequeno espelho de prata", + "name": "Santuário", + "range": "9 metros", + "ritual": false, + "school": "Abjuração" + }, + { + "casting_time": "10 minutos", + "classes": [ + "Artífice", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Você deixa uma área, dentro do alcance, magicamente segura. A área é um cubo que pode ser tão pequeno quanto 1,5 metro ou tão grande quanto 30 metros de cada lado. A magia permanece pela duração ou até você usar uma ação para dissipa-la.\nQuando você conjura essa magia, você decide que tipo de segurança ela fornecerá, escolhendo qualquer ou todas as propriedades a seguir:\n\u2022 Sons não podem atravessar a barreira na fronteira da área protegida.\n\u2022 A barreira da área protegida escura e nebulosa, impedindo visão (inclusive visão no escuro) através dela.\n\u2022 Sensores criados por magia de adivinhação não podem aparecer dentro da área protegida ou atravessar a barreira no perímetro.\n\u2022 As criaturas na área não podem ser alvo de magias de adivinhação.\n\u2022 Nada pode se teletransportar para dentro ou para fora da área protegida.\n\u2022 Viagem planar está bloqueada para dentro da área protegida.\nConjurar essa magia no mesmo lugar, a cada dia, por um ano, torna o efeito permanente.", + "duration": "24 horas", + "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 5° nível ou superior, você pode aumentar o tamanho do cubo em 30 metros de cada lado para cada nível do espaço acima do 4°. Então, você poderia proteger um cubo de até 60 metros de lado usando um espaço de magia de 5° nível.", + "id": 238, + "level": 4, + "locations": [ + { + "page": 278, + "sourcebook": "LDJ14" + } + ], + "material": "Uma folha de chumbo, um pedaço de vidro opaco, um chumaço de algodão ou pano e pó de crisólita", + "name": "Santuário Particular de Mordenkainen", + "range": "36 metros", + "ritual": false, + "school": "Abjuração" + }, + { + "casting_time": "1 ação bônus", + "classes": [ + "Patrulheiro" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "Da próxima vez que você atingir uma criatura com um ataque à distância com arma, antes da magia acabar, essa magia cria uma chuva de espinhos que brota da sua arma à distância ou munição. Além do efeito normal do ataque, o alvo do ataque e cada criatura a até 1,5 metro dele, devem realizar um teste de resistência de Destreza. Uma criatura sofre 1d10 de dano perfurante se falhar na resistência ou metade desse dano se obtiver sucesso.", + "duration": "Até 1 minuto", + "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 2° nível ou superior, o dano aumenta em 1d10 para cada nível do espaço acima do 1° (até o máximo de 6d10).", + "id": 170, + "level": 1, + "locations": [ + { + "page": 278, + "sourcebook": "LDJ14" + } + ], + "name": "Saraivada de Espinhos", + "range": "Pessoal", + "ritual": false, + "school": "Conjuração" + }, + { + "casting_time": "1 ação", + "classes": [ + "Druida" + ], + "components": [ + "S" + ], + "concentration": false, + "desc": "Você canaliza magia primordial para fazer com que seus dentes ou unhas se afiem, pronto para entregar um ataque corrosivo. Faça um ataque mágico corpo a corpo contra uma criatura dentro de 1,5 metros de você. Em um acerto, o alvo recebe 1d10 de dano ácido. Depois de fazer o ataque, seus dentes ou unhas voltam ao normal.\nO dano da magia aumenta em 1d10 quando você alcança 5° nível (2d10), 11° nível (3d10) e 17° nível (4d10).", + "duration": "Instantânea", + "higher_level": "", + "id": 420, + "level": 0, + "locations": [ + { + "page": 169, + "sourcebook": "GXTC" + } + ], + "name": "Selvageria Primitiva", + "range": "Pessoal", + "ritual": false, + "school": "Transmutação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Bruxo", + "Mago" + ], + "components": [ + "V" + ], + "concentration": false, + "desc": "Você cria uma porta umbral em uma superfície sólida e lisa que você possa ver, dentro do alcance. A porta é grande o suficiente para permitir a passagem de criaturas Médias sem dificuldade. Quando aberta, a porta levará a um semiplano que parece uma sala vazia de 9 metros quadrados de dimensão, feita de madeira ou pedra. Quando a magia termina, a porta desaparece e, qualquer criatura ou objeto dentro do semiplano, permanecerá preso lá, a medida que a porta desaparece do outro lado.\nCada vez que você conjura essa magia, você pode criar um novo semiplano ou fazer a porta umbral se conectar a um semiplano que você tenha criado em uma conjuração anterior dessa magia. Além disso, se você conhecer a natureza e conteúdo do semiplano criado através da conjuração dessa magia por outra criatura, você pode fazer com que a porta umbral se conecte a esse semiplano.", + "duration": "1 hora", + "higher_level": "", + "id": 92, + "level": 8, + "locations": [ + { + "page": 278, + "sourcebook": "LDJ14" + } + ], + "name": "Semiplano", + "range": "18 metros", + "ritual": false, + "school": "Conjuração", + "tce_expanded_classes": [ + "Feiticeiro" + ] + }, + { + "casting_time": "1 ação", + "classes": [ + "Druida", + "Patrulheiro" + ], + "components": [ + "S" + ], + "concentration": true, + "desc": "Você toca uma besta voluntária. Pela duração da magia, você pode usar sua ação para ver através dos olhos e ouvir através dos ouvidos da besta e continua a fazê-lo até você usar sua ação para retornar aos seus sentidos normais.\nEnquanto estiver utilizando os sentidos da besta, você ganha os benefícios de qualquer sentido especial possuído pela criatura, no entanto, você estará cego e surdo em relação aos seus próprios sentidos.", + "duration": "Até 1 hora", + "higher_level": "", + "id": 29, + "level": 2, + "locations": [ + { + "page": 279, + "sourcebook": "LDJ14" + } + ], + "name": "Sentido Bestial", + "range": "Toque", + "ritual": true, + "school": "Adivinhação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Bardo", + "Bruxo", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Essa magia cria uma força invisível, sem mente e sem forma que realiza tarefas simples, ao seu comando, até a magia acabar. O servo aparece do nada em um espaço desocupado no chão, dentro do alcance. Ele tem CA 10, 1 ponto de vida, Força 2 e não pode atacar. Se ele cair a 0 pontos de vida, a magia acaba.\nUma vez em cada um dos seus turnos, com uma ação bônus, você pode comandar, mentalmente, o servo para se mover até 4,5 metros e interagir com um objeto. O servo pode realizar tarefas simples que um serviçal humano faria, como buscar coisas, limpar, consertar, dobrar roupas, acender chamas, servir comida ou derramar vinho. Uma vez que um comando seja dado, o servo realiza a tarefa da melhor forma possível, até completar a tarefa, então esperará o seu próximo comando.\nSe você comandar o servo a realizar uma tarefa que poderia afasta-lo a mais de 18 metros de você, a magia termina.", + "duration": "1 hora", + "higher_level": "", + "id": 342, + "level": 1, + "locations": [ + { + "page": 279, + "sourcebook": "LDJ14" + } + ], + "material": "Um pedaço de barbante e um pouco de madeira", + "name": "Servo Invisível", + "range": "18 metros", + "ritual": true, + "school": "Conjuração" + }, + { + "casting_time": "1 minuto", + "classes": [ + "Bardo", + "Druida", + "Bruxo", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Você toca uma criatura voluntária e a abençoa com uma habilidade limitada de ver o futuro iminente. Pela duração, o alvo não pode ser surpreendido e tem vantagem nas jogadas de ataque, testes de habilidade e testes de resistência. Além disso, outras criaturas tem desvantagem nas jogadas de ataque contra o alvo, pela duração.\nEssa magia termina imediatamente, se você conjura-la novamente antes da duração acabar.", + "duration": "8 horas", + "higher_level": "", + "id": 149, + "level": 9, + "locations": [ + { + "page": 279, + "sourcebook": "LDJ14" + } + ], + "material": "Uma pena de colibri", + "name": "Sexto Sentido", + "range": "Toque", + "ritual": false, + "school": "Adivinhação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Bardo", + "Clérigo", + "Patrulheiro" + ], + "components": [ + "V,", + "S" + ], + "concentration": true, + "desc": "Pela duração, nenhum som pode ser criado dentro ou atravessar uma esfera de 6 metros de raio centrada num ponto, à sua escolha, dentro do alcance. Qualquer criatura ou objeto totalmente dentro da esfera é imune a dano trovejante e as criaturas estarão surdas enquanto estiverem completamente dentro dela. Conjurar magias que inclua a componente verbal é impossível ai.", + "duration": "Até 10 minutos", + "higher_level": "", + "id": 299, + "level": 2, + "locations": [ + { + "page": 279, + "sourcebook": "LDJ14" + } + ], + "name": "Silêncio", + "range": "36 metros", + "ritual": true, + "school": "Ilusão" + }, + { + "casting_time": "1 ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Mago" + ], + "components": [ + "V,", + "S" + ], + "concentration": false, + "desc": "Essa magia permite que você mude a aparência de qualquer quantidade de criaturas que você possa ver, dentro do alcance. Você dá a cada alvo que você escolheu uma nova aparência ilusória. Um alvo involuntário pode realizar um teste de resistência de Carisma, se for bem sucedido, a magia não o afetará.\nA magia disfarça a aparência física, assim como roupa, armadura, armas e equipamentos. Você pode fazer com que cada criatura pareça 30 centímetros mais baixa ou alta e aparente ser magra, gorda ou entre. Você não pode mudar o tipo do seu corpo, portanto, você deve adotar uma forma que tenha a mesma disposição básica de membros. No mais, a extensão da sua ilusão cabe a você. A magia permanece pela duração, a menos que você usa sua ação para dissipa-la precocemente.\nAs mudanças criadas por essa magia não conseguem se sustentar perante uma inspeção física. Por exemplo, se você usar essa magia para adicionar um chapéu ao seu visual, objetos que passarem pelo chapéu e qualquer um que tocá-lo não sentirá nada ou sentirá sua cabeça e cabelo. Se você usar essa magia para aparentar ser mais magro do que é, a mão de alguém que a erguer para tocar em você, irá esbarrar em você enquanto ainda está, aparentemente, está no ar.\nUma criatura pode usar a ação dela para inspecionar um alvo e fazer um teste de Inteligência (Investigação) contra a CD da sua magia. Se for bem sucedido, ele estará ciente de que o alvo está disfarçado.", + "duration": "8 horas", + "higher_level": "", + "id": 290, + "level": 5, + "locations": [ + { + "page": 280, + "sourcebook": "LDJ14" + } + ], + "name": "Similaridade", + "range": "9 metros", + "ritual": false, + "school": "Ilusão" + }, + { + "casting_time": "12 horas", + "classes": [ + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Você modela uma duplicata ilusória de uma besta ou humanoide, dentro do alcance, durante todo tempo de conjuração da magia. A duplicada é uma criatura, parcialmente real, formada de gelo ou neve e pode realizar ações e, no mais, ser tratada como uma criatura normal. Ela aparenta ser igual a original, mas tem metade do máximo de pontos de vida da criatura e é formada sem qualquer equipamento. No mais, a ilusão usa todas as estatísticas da criatura que ela copiou.\nO simulacro é amigável a você e às criaturas que você designar. Ele obedece aos seus comandos verbais, se movendo e agindo de acordo com seus desejos, agindo no seu turno em combate. O simulacro não possui capacidade de aprender ou de se tornar mais poderoso, portanto, ele nunca subirá de nível ou ganhará outras habilidades, nem poderá recuperar espaços de magia gastos.\nSe o simulacro sofrer dano, você pode repara-lo em um laboratório alquímico, usando ervas e minerais raros no valor de 100 po por ponto de vida recuperado. O simulacro dura até cair a 0 pontos de vida, no momento em que ele volta a ser neve e derrete instantaneamente.\nSe você conjurar essa magia novamente, qualquer duplicata atualmente ativa, que você criou com essa magia, é instantaneamente destruída.", + "duration": "Até ser dissipada", + "higher_level": "", + "id": 301, + "level": 7, + "locations": [ + { + "page": 280, + "sourcebook": "LDJ14" + } + ], + "material": "Neve ou gelo em quantidade suficiente para fazer uma cópia em tamanho real da criatura duplicada; algum cabelo, recortes de unha ou outro pedaço do corpo da criatura, colocado dentro da neve ou gelo; e pó de rubi no valor de 1.500 po, polvilhado sobre a duplicata e consumido pela magia", + "name": "Simulacro", + "range": "Toque", + "ritual": false, + "school": "Ilusão" + }, + { + "casting_time": "1 ação", + "classes": [ + "Clérigo" + ], + "components": [ + "V,", + "S" + ], + "concentration": true, + "desc": "Essa magia confere esperança e vitalidade. Escolha qualquer quantidade de criaturas dentro do alcance. Pela duração, cada alvo tem vantagem em testes de resistência de Sabedoria e testes de resistência contra a morte e recuperam o máximo de pontos de vida possível em qualquer cura.", + "duration": "Até 1 minuto", + "higher_level": "", + "id": 28, + "level": 3, + "locations": [ + { + "page": 280, + "sourcebook": "LDJ14" + } + ], + "name": "Sinal de Esperança", + "range": "9 metros", + "ritual": false, + "school": "Abjuração" + }, + { + "casting_time": "1 ação", + "classes": [ + "Bruxo", + "Mago" + ], + "components": [ + "V,", + "S" + ], + "concentration": false, + "desc": "Você aponta para uma criatura que você pode ver dentro do alcance, e o som de um sino doloroso preenche o ar à volta dela por um momento. O alvo deve ter sucesso em um teste de resistência de Sabedoria ou sofrerá 1d8 de dano necrótico. Se o alvo tiver perdido qualquer de seus pontos de vida, ele sofre um dano necrótico de 1d12.\nO dano da magia aumenta em um dado quando atinge o 5° nível (2d8 ou 2d12), 11° nível (3d8 ou 3d12) e 17° nível (4d8 ou 4d12).", + "duration": "Instantânea", + "higher_level": "", + "id": 445, + "level": 0, + "locations": [ + { + "page": 169, + "sourcebook": "GXTC" + } + ], + "name": "Soar os Mortos", + "range": "18 metros", + "ritual": false, + "school": "Necromancia" + }, + { + "casting_time": "1 ação", + "classes": [ + "Bruxo" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": true, + "desc": "As sombras parecidas oom umâ chama rodeiam seu corpo até que magia termine, fazendo com que você fique fortemente obscurecido aos os outros. As sombras tomam luz fraca dentro de 3 metros de você em escuridão e luz brilhante na mesma área em luz fraca.\nAté a magia terminar, você tem resistência a dano radiante. Além disso, sempre que uma criatura dentro de 3 metros de você atinge em você com um ataque, as sombras atacam essa criatura, provocando um dano necrótico de 2d8.", + "duration": "Até 1 minuto", + "higher_level": "", + "id": 426, + "level": 4, + "locations": [ + { + "page": 169, + "sourcebook": "GXTC" + } + ], + "material": "Um globo ocular de morto-vivo encoberto por uma gema valendo, no mínimo 150po", + "name": "Sombra de Transtorno", + "range": "Pessoal", + "ritual": false, + "school": "Necromancia" + }, + { + "casting_time": "1 ação", + "classes": [ + "Artífice", + "Feiticeiro", + "Mago" + ], + "components": [ + "S,", + "M" + ], + "concentration": false, + "desc": "Você faz um gesto acalmante e até três criaturas dispostas a sua escolha que você pode ver dentro do alcance caem inconscientes pela duração da magia. A magia termina em um alvo prematuramente se ele levar dano ou al gu ém usar uma ação para a acordar a sacudindo ou estapeando. Se o alvo continuar inconsciente pela duração completa, o alvo ganha os beneficias de um descanso curto e não pode ser afetado por esta magia novamente até que termine um descanso longo.", + "duration": "10 minutos", + "higher_level": "Em Níveis Superiores. Quando você conjura essa magia usando um espaço de magia de 4° nivel ou superior, você pode adicionar uma criatura disposta extra como alvo a cada nivel do espaço acima do 3°.", + "id": 368, + "level": 3, + "locations": [ + { + "page": 170, + "sourcebook": "GXTC" + } + ], + "material": "Uma pitada de areia", + "name": "Soneca", + "range": "9 metros", + "ritual": false, + "school": "Encantamento" + }, + { + "casting_time": "1 minuto", + "classes": [ + "Bardo", + "Bruxo", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Essa magia molda os sonhos de uma criatura. Escolha uma criatura que você conheça como alvo dessa magia. O alvo deve estar no mesmo plano de existência que você. Criaturas que não dormem, como elfos, não podem ser contatados por essa magia. Você, ou uma criatura voluntária que você tocar, entram em um estado de transe. Enquanto estiver me transe, o mensageiro está ciente dos seus arredores, mas não pode realizar ações ou se mover.\nSe o alvo estiver dormindo, o mensageiro aparece no sonho do alvo e pode conversar com o alvo enquanto ele estiver dormindo, até o limite da duração da magia. O mensageiro também pode modificar o meio ambiente do sonho, criando paisagens, objetos e outras imagens. O mensageiro pode sair do transe a qualquer momento, terminando o efeito da magia prematuramente. O alvo se lembra do sonho perfeitamente quando acorda. Se o alvo estiver acordado quando a magia for conjurada, o mensageiro saberá disso e pode, tanto terminar o transe (e a magia) quando esperar o alvo cair no sono, no momento em que o mensageiro aparecerá nos sonhos do alvo.\nVocê pode fazer o mensageiro parecer monstruoso e aterrorizante para o alvo. Se o fizer, o mensageiro pode enviar uma mensagem de não mais que dez palavras, então o alvo deve realizar um teste de resistência de Sabedoria. Se falhar na resistência, ecos da monstruosidade fantasmagórica criarão um pesadelo que permanecerá pela duração do sono do alvo e impede o alvo de ganhar qualquer benefício do descanso. Além disso, quando o alvo acordar, ele sofrerá 3d6 de dano psíquico.\nSe você tiver uma parte do corpo, mecha de cabelo, recorte de unha ou porção similar do corpo do alvo, o alvo realiza seu teste de resistência com desvantagem.", + "duration": "8 horas", + "higher_level": "", + "id": 111, + "level": 5, + "locations": [ + { + "page": 280, + "sourcebook": "LDJ14" + } + ], + "material": "Um punhado de areia, um pouco de tinta e uma pena de escrita arrancada de um pássaro adormecido", + "name": "Sonho", + "range": "Especial", + "ritual": false, + "school": "Ilusão" + }, + { + "casting_time": "10 minutos", + "classes": [ + "Bardo", + "Bruxo", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "Você e até oito criaturas voluntárias dentro do alcance ficam inconscientes durante a duração da magia e têm visões de outro mundo no Plano Material, como Oerth, Toril, Krynn ou Eberron. Se o feitiço atingir sua duração total, as visões terminam com cada um de vocês encontrando e puxando uma misteriosa cortina azul. O feitiço então termina com você mentalmente e fisicamente transportado para o mundo que estava nas visões.\nPara lançar este feitiço, você deve ter um item mágico que se originou no mundo que deseja alcançar e deve estar ciente da existência do mundo, mesmo se não souber o nome do mundo. Seu destino no outro mundo é um local seguro dentro de 1 milha de onde o item mágico foi criado. Alternativamente, você pode lançar a magia se uma das criaturas afetadas nasceu no outro mundo, o que faz com que seu destino seja um local seguro dentro de 1 milha de onde aquela criatura nasceu.\nO feitiço termina mais cedo em uma criatura se aquela criatura receber qualquer dano e a criatura não for transportada. Se você receber qualquer dano, o feitiço termina para você e todas as outras criaturas, sem nenhum de vocês sendo transportado.", + "duration": "6 horas", + "higher_level": "", + "id": 463, + "level": 7, + "locations": [ + { + "page": 106, + "sourcebook": "CTT" + } + ], + "material": "Um item mágico ou uma criatura voluntária do mundo de destino.", + "name": "Sonho do Véu Azul", + "range": "6 metros", + "ritual": false, + "school": "Conjuração", + "subclasses": [] + }, + { + "casting_time": "1 ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Essa magia põem as criaturas num entorpecimento mágico. Jogue 5d8; o total é a quantidade de pontos de vida de criaturas afetados pela magia. As criaturas numa área de 6 metros de raio, centrada no ponto escolhido, dentro do alcance, são afetadas em ordem ascendente dos pontos de vida atuais delas (ignorando criaturas inconscientes).\nComeçando com as criaturas com menos pontos de vida atuais, cada criatura afetada por essa magia cai inconsciente até a magia acabar, sofrer dano ou alguém usar sua ação para sacudi-la ou esbofeteá-la até acordar. Subtraia os pontos de vida de cada criatura do total antes de seguir para a próxima criatura com menos pontos de vida atuais. Os pontos de vida atuais da criatura devem ser iguais ou menores que o valor restante para que a criatura possa ser afetada.\nMortos-vivos e criaturas imunes a serem enfeitiçadas não são afetadas por essa magia.", + "duration": "1 minuto", + "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 2° nível ou superior, jogue 2d8 adicionais para cada nível do espaço acima do 1°.", + "id": 302, + "level": 1, + "locations": [ + { + "page": 281, + "sourcebook": "LDJ14" + } + ], + "material": "Um punhado de areia fina, pétalas de rosas ou um grilo", + "name": "Sono", + "range": "36 metros", + "ritual": false, + "school": "Encantamento" + }, + { + "casting_time": "1 ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V,", + "M" + ], + "concentration": true, + "desc": "Você sugere um curso de atividade (limitado a uma ou duas sentenças) e, magicamente, influencia um criatura que você possa ver, dentro do alcance, e que possa ouvir e compreender você. Criaturas que não podem ser enfeitiçadas são imunes a esse efeito. A sugestão deve ser formulada de modo que o curso de ação soe razoável. Dizer para a criatura se esfaquear, se arremessar em uma lança, tocar fogo em si mesma ou fazer algum outro ato obviamente nocivo anulará o efeito da magia.\nO alvo deve realizar um teste de resistência de Sabedoria. Se falhar na resistência, ele seguirá o curso de ação que você descreveu, da melhor forma possível. O curso de ação sugerido pode continuar por toda a duração. Se a atividade sugerida puder ser completada em um tempo menor, a magia termina quando o alvo completar o que lhe foi dito para que fizesse.\nVocê pode, também, especificar condições que irão ativar uma atividade especial pela duração. Por exemplo, você poderia sugerir a um cavaleiro que entregasse seu cavalo de guerra ao primeiro mendigo que ele encontrar. Se a condição não for satisfeita antes da magia expirar, a atividade não será concluída.\nSe você ou um dos seus companheiros causar dano a uma criatura afetada por essa magia, a magia termina.", + "duration": "Até 8 horas", + "higher_level": "", + "id": 318, + "level": 2, + "locations": [ + { + "page": 281, + "sourcebook": "LDJ14" + } + ], + "material": "Uma língua de cobra e, ou um pedaço de favo de mel ou uma gota de azeite doce", + "name": "Sugestão", + "range": "9 metros", + "ritual": false, + "school": "Encantamento" + }, + { + "casting_time": "1 ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V,", + "M" + ], + "concentration": false, + "desc": "Você sugere um curso de atividade (limitado a uma ou duas sentenças) e, magicamente, influencia até dozes criaturas, à sua escolha, que você possa ver dentro do alcance e que possam ouvir e compreender você. Criaturas que não podem ser enfeitiçadas são imunes a esse efeito. A sugestão deve ser formulada de modo que o curso de ação soe razoável. Dizer para a criatura se esfaquear, se arremessar em uma lança, tocar fogo em si mesma ou fazer algum outro ato obviamente nocivo anulará o efeito da magia.\nCada alvo deve realizar um teste de resistência de Sabedoria. Se falhar na resistência, ele seguirá o curso de ação que você descreveu, da melhor forma possível. O curso de ação sugerido pode continuar por toda a duração. Por exemplo, você poderia sugeria a um grupo de soldados que deem todo o seu dinheiro para o primeiro mendigo que encontrarem. Se a condição não for atingida antes da magia acabar, a atividade não é realizada.\nSe você ou um dos seus companheiros causar dano a uma criatura afetada por essa magia, a magia termina para aquela criatura.", + "duration": "24 horas", + "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 7° nível, a duração será de 10 dias. Quando você usar um espaço de magia de 8° nível, a duração será de 30 dias. Quando você usar um espaço de magia de 9° nível, a duração será de 1 ano e 1 dia.", + "id": 221, + "level": 6, + "locations": [ + { + "page": 281, + "sourcebook": "LDJ14" + } + ], + "material": "Uma língua de cobra e, ou um pedaço de favo de mel ou uma gota de azeite doce", + "name": "Sugestão em Massa", + "range": "18 metros", + "ritual": false, + "school": "Encantamento" + }, + { + "casting_time": "1 ação", + "classes": [ + "Bardo" + ], + "components": [ + "V" + ], + "concentration": false, + "desc": "Você sussurra uma melodia dissonante que apenas uma criatura, à sua escolha, dentro do alcance pode ouvir, causando-lhe uma terrível dor. O alvo deve realizar um teste de resistência de Sabedoria. Se falhar na resistência, ele sofrerá 3d6 de dano psíquico e deve, imediatamente, usar sua reação, se disponível, para se mover para o mais longe possível de você. A criatura não se moverá para um terreno obviamente perigoso, como uma fogueira ou abismo. Se obtiver sucesso na resistência, o alvo sofre metade do dano e não precisa se afastar de você. Uma criatura surda obtém sucesso automaticamente na sua resistência.", + "duration": "Instantânea", + "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 2° nível ou superior, o dano aumenta em 1d6 para cada nível do espaço acima do 1°.", + "id": 103, + "level": 1, + "locations": [ + { + "page": 281, + "sourcebook": "LDJ14" + } + ], + "name": "Sussurros Dissonantes", + "range": "18 metros", + "ritual": false, + "school": "Encantamento" + }, + { + "casting_time": "1 minuto", + "classes": [ + "Bardo", + "Clérigo", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Quando você conjura essa magia, você inscreve um glifo nocivo, tanto sobre uma superfície (como uma secção de piso, uma parede ou mesa) quanto dentro de um objeto que possa ser fechado (como um livro, um pergaminho ou um baú de tesouro). Se você escolher uma superfície, o glifo pode cobrir uma área da superfície não superior a 3 metros de diâmetro. Se você escolher um objeto, o objeto deve permanecer no seu local; se ele for movido mais de 3 metros de onde você conjurou essa magia, o glifo será quebrado e a magia termina sem ser ativada.\nO glifo é quase invisível e requer um teste de Inteligência (Investigação) contra a CD da magia para ser encontrado.\nVocê define o que ativa o glifo quando você conjura a magia. Para glifos inscritos em uma superfície, os gatilhos mais típicos incluem tocar ou ficar sobre o glifo, remover outro objeto cobrindo o glifo, aproximar-se a uma certa distância do glifo ou manipular um objeto onde o glifo esteja inscrito. Para glifos inscritos dentro de objetos, os gatilhos mais comuns incluem abrir o objeto, aproximar- se a uma certa distância do objeto ou ver ou ler o glifo.\nVocê pode, posteriormente, aperfeiçoar o gatilho para que a magia se ative apenas sob certas circunstâncias ou de acordo com as características físicas (como altura ou peso), tipo de criatura (por exemplo, a proteção poderia ser definida para afetar aberrações ou drow) ou tendência. Você pode, também, definir condições para criaturas não ativarem o glifo, como aqueles que falarem determinada senha.\nQuando você inscreve o glifo, escolha uma das opções abaixo para seu efeito. Uma vez ativado, o glifo brilha, preenchendo uma esfera de 18 metros de raio com penumbra por 10 minutos, após esse tempo, a magia termina. Cada criatura na esfera, quando o glifo é ativado, é afetada por seu efeito, assim como uma criatura que entrar na esfera a primeira vez num turno ou termina seu turno nela.\nAtordoamento. Cada alvo deve realizar um teste de resistência de Sabedoria e ficará atordoada por 1 minuto se falhar na resistência.\nDesespero. Cada alvo deve realizar um teste de resistência de Carisma. Com uma falha na resistência, o alvo será consumido pelo desespero por 1 minuto. Durante esse período, ele não poderá atacar ou afetar qualquer criatura com habilidades, magias ou outros efeitos mágicos nocivos.\nDiscórdia. Cada alvo deve realizar um teste de resistência de Sabedoria. Com uma falha na resistência, um alvo irá brigar e discutir com outras criaturas por 1 minuto. Durante esse período, ele será incapaz de se comunicar compreensivamente e terá desvantagem nas jogadas de ataque e testes de habilidade.\nDor. Cada alvo deve realizar um teste de resistência de Constituição e ficará incapacitada com dores excruciantes por 1 minuto se falhar na resistência.\nInsanidade. Cada alvo deve realizar um teste de resistência de Inteligência. Com uma falha na resistência, o alvo é levado a loucura por 1 minuto. Uma criatura insana, não pode realizar ações, não entende o que as outras criaturas dizem, não pode ler e fala apenas coisas sem sentido. O Mestre controla seus movimentos, que serão erráticos.\nMedo. Cada alvo deve realizar um teste de resistência de Sabedoria e ficará amedrontado por 1 minuto se falhar na resistência. Enquanto estiver amedrontado, o alvo largará o que quer que esteja segurando e deve se afastar, pelo menos 9 metros do glifo em cada um dos seus turnos, se for capaz.\nMorte. Cada alvo deve realizar um teste de resistência de Constituição, sofrendo 10d10 de dano necrótico se falhar na resistência ou metade desse dano se passar na resistência.\nSono. Cada alvo deve realizar um teste de resistência de Sabedoria e cairá inconsciente por 10 minutos se falhar na resistência. Uma criatura acorda se sofrer dano ou se alguém usar sua ação para sacudi-la e estapeá-la até ela acordar.", + "duration": "Até ser dissipada ou ativada", + "higher_level": "", + "id": 322, + "level": 7, + "locations": [ + { + "page": 279, + "sourcebook": "LDJ14" + } + ], + "material": "Mercúrio, fósforo e pó de diamante e opala, com um valor total de, no mínimo, 1.000 po, consumidos pela magia", + "name": "Símbolo", + "range": "Toque", + "ritual": false, + "school": "Abjuração", + "tce_expanded_classes": [ + "Druida" + ] + }, + { + "casting_time": "1 ação", + "classes": [ + "Clérigo" + ], + "components": [ + "V" + ], + "concentration": false, + "desc": "Você manifesta pequenas maravilhas, um sinal de poder sobrenatural, dentro do alcance. Você cria um dos seguintes efeitos mágicos dentro do alcance:\n\u2022 Sua voz ressoa com o triplo do volume normal por 1 minuto.\n\u2022 Você provoca tremores inofensivos no solo por 1 minuto.\n\u2022 Você cria, instantaneamente, um som que se origina de um ponto, à sua escolha, dentro do alcance, como o barulho de um trovão, o gralhar de um corvo ou sussurros sinistros.\n\u2022 Você, instantaneamente, faz uma porta ou janela destrancada se abrir ou se fechar.\n\u2022 Você altera a aparência dos seus olhos por 1 minuto.\nSe você conjurar essa magia diversas vezes, você pode ter até três dos efeitos de 1 minuto ativos por vez, e você pode dissipar um desses efeitos com uma ação.", + "duration": "Até 1 minuto", + "higher_level": "", + "id": 329, + "level": 0, + "locations": [ + { + "page": 282, + "sourcebook": "LDJ14" + } + ], + "name": "Taumaturgia", + "range": "9 metros", + "ritual": false, + "school": "Transmutação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Artífice", + "Feiticeiro", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": true, + "desc": "Você conjura uma massa de teias espessas e pegajosas num ponto, à sua escolha, dentro do alcance. As teias preenchem um cubo de 6 metros naquele ponto, pela duração. As teias são terreno difícil e causam escuridão leve na área delas.\nSe as teias não estiverem sendo suportadas por duas massas sólidas (como duas paredes ou árvores) ou em camadas sobre um chão, parede ou teto, a teia conjurada desaba sobre si mesma e a magia termina no início do seu próximo turno. As teias em camadas sobre uma superfície plana terão 1,5 metro de profundidade.\nCada criatura que começar seu turno nas teias ou entrar nelas durante seu turno, deve realizar um teste de resistência de Destreza. Se falhar na resistência, a criatura estará impedida enquanto permanecer nas teias ou até se libertar.\nUma criatura impedida pelas teias pode usar sua ação para realizar um teste de Força contra a CD da magia. Se obtiver sucesso, ela não estará mais impedida.\nAs teias são inflamáveis. Qualquer cubo de 1,5 metro de teia exposto ao fogo, é consumida por ele em 1 rodada, causando 2d4 de dano de fogo a qualquer criatura que começar seu turno nas chamas.", + "duration": "Até 1 hora", + "higher_level": "", + "id": 353, + "level": 2, + "locations": [ + { + "page": 282, + "sourcebook": "LDJ14" + } + ], + "material": "Um pedaço de teia de aranha", + "name": "Teia", + "range": "18 metros", + "ritual": false, + "school": "Conjuração" + }, + { + "casting_time": "1 ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V,", + "S" + ], + "concentration": true, + "desc": "Você adquire a habilidade de mover ou manipular criaturas ou objetos através do pensamento. Quando você conjura a magia e, com sua ação a cada turno, pela duração, você pode exercer sua vontade sobre uma criatura ou objeto que você possa ver, dentro do alcance, causando os efeitos apropriados abaixo. Você pode afetar o mesmo alvo rodada após rodada, ou escolher um novo a qualquer momento. Se você mudar de alvos, o alvo anterior não será mais afetado pela magia.\nCriatura. Você pode tentar mover uma criatura Enorme ou menor. Faça um teste de habilidade com sua habilidade de conjuração resistido por um teste Força da criatura. Se você vencer a disputa, você move a criatura até 9 metros em qualquer direção, incluindo para cima, mas não além do alcance da magia. Até o final do seu próximo turno, a criatura estará impedida pelo seu agarrão telecinético. Uma criatura erguida para cima estará suspensa no ar.\nEm rodadas subsequente, você pode usar sua ação para tentar manter seu agarrão telecinético na criatura repetindo o teste resistido.\nObjeto. Você pode tentar mover um objeto pesando até 500 quilos. Se o objeto não estiver sendo vestido ou carregado, você o move, automaticamente, até 9 metros em qualquer direção, mas não além do alcance dessa magia.\nSe o objeto estiver sendo vestido ou carregado por uma criatura, você deve realizar um teste de habilidade com sua habilidade de conjuração resistido por um teste de Força da criatura. Se você for bem sucedido, você arranca o objeto da criatura e o move até 9 metros, em qualquer direção, mas não além do alcance dessa magia.\nVocê pode exercer um controle refinado sobre os objetos com seu agarrão telecinético, como manipular ferramentas simples, abrir uma porta ou um recipiente, guardar ou recuperar um item de um recipiente aberto ou derramar o conteúdo de um frasco.", + "duration": "Até 10 minutos", + "higher_level": "", + "id": 324, + "level": 5, + "locations": [ + { + "page": 282, + "sourcebook": "LDJ14" + } + ], + "name": "Telecinésia", + "range": "18 metros", + "ritual": false, + "school": "Transmutação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Você cria uma ligação telepática entre você e uma criatura voluntária com a qual você seja familiarizado. A criatura pode estar em qualquer lugar no mesmo plano de existência que você. A magia termina se você ou o alvo não estiver mais no mesmo plano.\nAté a magia acabar, você e o alvo podem, instantaneamente, compartilhar palavras, imagens, sons e outras mensagens sensoriais uma com a outra através da ligação e o alvo reconhece que é você a criatura que está se comunicando com ele. A magia permite que uma criatura com valor de Inteligência mínimo de 1 compreenda o sentido das suas palavras e capta o sentido geral de qualquer mensagem sensorial que você enviar.", + "duration": "24 horas", + "higher_level": "", + "id": 325, + "level": 8, + "locations": [ + { + "page": 282, + "sourcebook": "LDJ14" + } + ], + "material": "Um par de anéis de prata unidos", + "name": "Telepatia", + "range": "Ilimitado", + "ritual": false, + "school": "Adivinhação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Mago" + ], + "components": [ + "V" + ], + "concentration": false, + "desc": "Essa magia, instantaneamente, transporta você e até oito criaturas voluntárias, à sua escolha, que você possa ver dentro do alcance ou um único objeto que você possa ver no alcance, para um destino que você selecionou. Se você for afetar um objeto, ele deve ser capaz de caber inteiro dentro de um cubo de 3 metros e não pode estar sendo empunhado ou carregado por uma criatura involuntária.\nO destino que você escolher deve ser conhecido por você e deve ser no mesmo plano de existência que você está. Sua familiaridade com o destino determina se você chegará nele com sucesso. O Mestre rola um d100 e consulta a tabela.\n\nCírculo permanente:\n01–100\tNo Alvo\n\nObjeto associado::\n01–100\tNo Alvo\n\nMuito familiar:\n01–05\tFiasco\n06–13\tÁrea Similar\n14–24\tFora do Alvo\n25–100\tNo Alvo\n\nVisto casualmente:\n01–33\tFiasco\n34–43\tÁrea Similar\n44–53\tFora do Alvo\n54–100\tFora do Alvo\n\nVisto uma vez:\n01–43\tFiasco\n44–53\tÁrea Similar\n54–73\tFora do Alvo\n74–100\n\nDescrição:\n01–43\tFiasco\n44–53\tÁrea Similar\n54–73\tFora do Alvo\n74–100\tNo Alvo\n\nDescrição falsa:\n01–50\tFiasco\n51–100\tÁrea Similar\n\nFamiliaridade. “Círculo permanente” significa um círculo de teletransporte permanente o qual você conhece a sequência de selos. “Objeto associado” significa que você possui um objeto retirado do destino desejado nos últimos seis meses, como um livro da biblioteca do mago, roupa de cama de uma suíte real ou um pedaço de mármore da tumba secreta do lich.\n“Muito familiar” é um lugar que você já tenha ido muitas vezes, um lugar que você estudou cuidadosamente ou um local que você possa ver enquanto conjura a magia. “Visto casualmente” é algum lugar que você tenha visto mais de uma vez, mas que não seja muito familiar. “Visto uma vez” é um lugar que você só viu uma vez, possivelmente através de magia. “Descrição” é um lugar cuja localização e aparência você conhece através da descrição de outrem, talvez através de um mapa.\n“Destino falso” é um local que não existe. Talvez você tenha tentado espionar o santuário de um inimigo, mas, ao invés, viu uma ilusão ou você está tentando se teletransportar para um local familiar que não existe mais.\nNo Alvo. Você e seu grupo (ou objeto alvo) aparecem onde você queria.\nFora do Alvo. Você e seu grupo (ou objeto alvo) aparecem a uma distância aleatória fora do destino em uma direção aleatória. A distância do alvo é 1d10 x 1d10 por cento da distância que você viajou. Por exemplo, se você tentou viajar 180 quilômetros, mas apareceu fora do alvo e rolou um 5 e um 3 nos dois d10s, então você saiu do alvo 15 por cento ou 27 quilômetros. O Mestre determina a direção de fora do alvo aleatoriamente rolando um d8 e designando 1 como norte, 2 como nordeste, 3 como leste e assim por diante ao redor dos pontos cardeais. Se você seria teletransportado para uma cidade costeira, podendo cair a 27 quilômetros dela, no mar, você poderia ter problemas.\nÁrea Similar. Você e seu grupo (ou objeto alvo) aparecem em uma área diferente que, visualmente ou tematicamente, é similar a área alvo. Se você estava indo para o laboratório na sua casa, por exemplo, você pode parar em outro laboratório de mago ou em uma loja de suprimentos alquímicos que terá muitas ferramentas iguais às encontradas no seu laboratório. Geralmente, você aparecerá no local similar mais próximo, mas já que a magia não tem limite de alcance, você pode, concebivelmente, viajar para qualquer lugar no plano.\nFiasco. A mágica imprevisível da magia resulta em uma jornada difícil. Cada criatura teletransportada (ou o objeto alvo) sofrem 3d10 de dano de energia e o Mestre rola novamente a tabela para ver onde você foi parar (fiascos múltiplos podem ocorrer, causando dano a cada vez).", + "duration": "Instantânea", + "higher_level": "", + "id": 326, + "level": 7, + "locations": [ + { + "page": 284, + "sourcebook": "LDJ14" + } + ], + "name": "Teletransporte", + "range": "3 metros", + "ritual": false, + "school": "Conjuração" + }, + { + "casting_time": "1 ação", + "classes": [ + "Druida" + ], + "components": [ + "V,", + "S" + ], + "concentration": false, + "desc": "Essa magia cria uma ligação mágica entre uma planta inanimada Grande ou maior, dentro do alcance, e outra planta a qualquer distância, no mesmo plano de existência. Você deve ter visto ou tocado a planta de destino, pelo menos uma vez antes. Pela duração, qualquer criatura pode entrar na planta alvo e sair da planta destino usando 1,5 metro de movimento.", + "duration": "1 rodada", + "higher_level": "", + "id": 335, + "level": 6, + "locations": [ + { + "page": 284, + "sourcebook": "LDJ14" + } + ], + "name": "Teletransporte por Árvores", + "range": "3 metros", + "ritual": false, + "school": "Conjuração" + }, + { + "casting_time": "1 ação", + "classes": [ + "Druida" + ], + "components": [ + "V,", + "S" + ], + "concentration": true, + "desc": "Uma agitada nuvem tempestuosa se forma, centrada num ponto que você possa ver e se espalha num raio de 108 metros. Relâmpagos riscam a área, trovões ressoam e ventos fortes silvam. Cada criatura embaixo da nuvem (a não mais de 1.500 metros abaixo da nuvem) quando ela aparece deve realizar um teste de resistência de Constituição. Com uma falha na resistência, uma criatura sofre 2d6 de dano trovejante e ficará surda por 5 minutos.\nA cada rodada que você mantiver a concentração nessa magia, a tempestade produzirá efeitos adicionais no seu turno.\nRodada 2. Chuva ácida cai da nuvem. Cada criatura e objeto abaixo dela nuvem sofre 1d6 de dano ácido.\nRodada 3. Você convoca seis relâmpagos da nuvem para atingir seis criaturas ou objetos, à sua escolha, abaixo da nuvem. Uma mesma criatura ou objeto não pode ser atingido por mais de um raio. Uma criatura atingida deve realizar um teste de resistência de Destreza. A criatura sofrerá 10d6 de dano elétrico se falhar na resistência ou metade desse dano se passar.\nRodada 4. Granizo chove da nuvem. Cada criatura abaixo da nuvem sofre 2d6 de dano de concussão.\nRodada 5–10. Ventos e chuva gelados atacam a área abaixo da nuvem. A área se torna terreno difícil e de escuridão densa. Cada criatura sofre 1d6 de dano de frio. Ataques com armas à distância na área são impossíveis. O vento e chuva contam como uma distração grave com os propósitos de manter a concentração em magias. Finalmente, ventos fortes (entre 30 e 75 quilômetros por hora) automaticamente dispersam nevoa, neblina e fenômenos similares na área, independentemente de serem mundanos ou mágicos.", + "duration": "Até 1 minuto", + "higher_level": "", + "id": 317, + "level": 9, + "locations": [ + { + "page": 284, + "sourcebook": "LDJ14" + } + ], + "name": "Tempestade da Vingança", + "range": "Visão", + "ritual": false, + "school": "Conjuração" + }, + { + "casting_time": "1 ação", + "classes": [ + "Clérigo", + "Druida", + "Feiticeiro" + ], + "components": [ + "V,", + "S" + ], + "concentration": false, + "desc": "Uma tempestade feita de camadas de chamas crepitantes aparece num local, à sua escolha, dentro do alcance. A área da tempestade consiste de até dez cubos de 3 metros, que você pode organizar como desejar. Cada cubo deve ter, pelo menos, uma face adjacente a face de outro cubo. Cada criatura na área deve realizar um teste de resistência de Destreza. Ela sofre 7d10 de dano de fogo se falhar na resistência, ou metade desse dano se obtiver sucesso.\nO fogo causa dano aos objetos na área e incendeia objetos inflamáveis que não estejam sendo vestidos ou carregados. Se desejar, a vida vegetal na área pode não ser afetada por essa magia.", + "duration": "Instantânea", + "higher_level": "", + "id": 140, + "level": 7, + "locations": [ + { + "page": 285, + "sourcebook": "LDJ14" + } + ], + "name": "Tempestade de Fogo", + "range": "45 metros", + "ritual": false, + "school": "Evocação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Druida", + "Feiticeiro", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Uma rajada de pedras de gelo batem no chão em um cilindro de 6 metros de raio por 12 metros de altura, centrado num ponto dentro do alcance. Cada criatura no cilindro deve realizar um teste de resistência de Destreza. Uma criatura sofre 2d8 de dano de concussão e 4d6 de dano de frio se falhar na resistência ou metade desse dano se obtiver sucesso.\nO granizo torna a área da tempestade em terreno difícil até o final do seu próximo turno.", + "duration": "Instantânea", + "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 5° nível ou superior, o dano de concussão aumenta em 1d8 para cada nível do espaço acima do 4°.", + "id": 188, + "level": 4, + "locations": [ + { + "page": 285, + "sourcebook": "LDJ14" + } + ], + "material": "Um pouco de poeira e algumas gotas de água", + "name": "Tempestade de Gelo", + "range": "90 metros", + "ritual": false, + "school": "Evocação" + }, + { + "casting_time": "1 horas", + "classes": [ + "Clérigo" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Você faz com que um templo brilhe para existência em solo que você pode ver dentro do alcance. O templo deve caber dentro de um cubo de espaço desocupado, de até 36 metros de cada lado. O templo permanece até a magia terminar. É dedicado a qualquer deus , panteão ou filosofia representado pelo símbolo sagrado usado na conjuração.\nVocê toma todas as decisões sobre a aparência do templo. O interior é fechado por um piso, paredes e um telhado, com uma porta que concede acesso ao interior e tantas janelas quanto desejar. Somente você e todas as criaturas que você designar quando conjurar a magia podem abrir ou fochar a porta. O interior do templo é um espaço aberto com ídolo ou altar em uma extremidade. Você decide se o templo está iluminado e se essa iluminação é luz brilhante ou luz fraca. O cheiro de incenso incisivo preenche o ar e a temperatura é suave.\nO templo opõe-se aos tipos de criaturas que você escolhe quando você conjurou esta magia. Escolha um ou mais dos seguintes: celestiais, elementais, fadas, demônios ou mortos-vivos. Se uma criatura do tipo escolhido tenta entrar no templo, essa criatura deve fazer um teste de resistência de Carisma. Em um teste com falha, ela não pode entrar no templo por 24 horas. Mesmo que a criatura pos sa entrar no templo, a magia o entrava; sempre que ela fizer uma rolag m de ataque, uma verificação de habilidade ou um teste de resistência dentro do temRlo ele deve rolar um d4 e subtrair o número rolado da rolagem de um d20.\nAlém disso, os sensores criados por magias de adivinhação não podem aparecer dentro do templo, e as criaturas dentro não podem ser alvo de magias de adivinhação.\nFinalmente, sempre que qualquer criatura no templo recuperar pontos de vida a partir de uma magia de 1° nível ou superior, a criatura recupera pontos de vida adicionais iguais ao seu modificador de Sabedoria (mínimo 1 ponto de vida).\nO templo é feito de força mágica opaca que se estende no plano etéreo, bloqueando assim a viagem etérea para o interior do templo. Nada pode pas sar fisicamente pelo exterior do templo. Ele não pode ser dissipado por dissipar magia e campo antimagia não tem efeito sobre ele. Uma magia desintegrar destrói o templo instantaneamente.\nAo conjurar esta magia no mesmo local todos os dias durante um ano, toma este efeito permanente.", + "duration": "24 horas", + "higher_level": "", + "id": 439, + "level": 7, + "locations": [ + { + "page": 170, + "sourcebook": "GXTC" + } + ], + "material": "Um símbolo sagrado valendo, no mínimo, 5po", + "name": "Templo dos Deuses", + "range": "36 metros", + "ritual": false, + "school": "Conjuração" + }, + { + "casting_time": "1 ação", + "classes": [ + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": true, + "desc": "Tentáculos negros retorcidos preenchem um quadrado de 6 metros no chão, que você possa ver dentro do alcance. Pela duração, esses tentáculos transformam o solo na área em terreno difícil.\nQuando uma criatura adentrar a área afetada pela primeira vez em um turno ou começar o turno dela lá, a criatura deve ser bem sucedida num teste de resistência de Destreza ou sofrerá 3d6 de dano de concussão e estará impedida pelos tentáculos até o fim da magia. Uma criatura que começar seu turno na área e já estiver impedida pelos tentáculos sofre 3d6 de dano de concussão.\nUma criatura impedida pelos tentáculos pode usar sua ação para realizar um teste de Força ou Destreza (à escolha dela) contra a CD da sua magia. Se ela obtiver sucesso, ela se libertará.", + "duration": "Até 1 minuto", + "higher_level": "", + "id": 122, + "level": 4, + "locations": [ + { + "page": 285, + "sourcebook": "LDJ14" + } + ], + "material": "Um pedaço de tentáculo de um polvo gigante ou lula gigante", + "name": "Tentáculos Negros de Evard", + "range": "27 metros", + "ritual": false, + "school": "Conjuração" + }, + { + "casting_time": "1 ação", + "classes": [ + "Clérigo", + "Druida", + "Feiticeiro" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": true, + "desc": "Você cria um distúrbio sísmico num ponto no solo, que você possa ver dentro do alcance. Pela duração, um tremor intenso rompe o solo em um círculo com 30 metros de raio centrado no ponto e sacode criaturas e estruturas em contato com o chão na área.\nO solo na área torna-se terreno difícil. Cada criatura no solo que estiver se concentrando, deve realizar um teste de resistência de Constituição. Se falha na resistência, a concentração da criatura é interrompida.\nQuando você conjura essa magia, e ao final de cada turno que você gastar se concentrando nela, cada criatura no solo na área deve realizar um teste de resistência de Destreza. Se falhar na resistência, a criatura será derrubada no chão.\nEssa magia pode ter efeitos adicionais a depender do terreno na área, como determinado pelo Mestre.\nFissuras. Fissuras se abrem por toda área da magia, no começo do seu próximo turno, após você conjurar a magia. Um total de 1d6 dessas fissuras se abrem em locais escolhidos pelo Mestre. Cada um tem 1d10 x 3 metros de profundidade, 3 metros de largura e se estende de uma extremidade até o lado oposto da área da magia. Uma criatura que estiver em um ponto onde uma fissura se abriu deve ser bem sucedido num teste de resistência de Destreza ou cairá dentro dela. Uma criatura que obtenha sucesso na resistência se move com a margem da fissura, à medida que ela se abre.\nUma fissura que se abra abaixo de uma estrutura faz com que ela, automaticamente, desmorone (veja abaixo).\nEstruturas. O tremor causa 50 de dano de concussão a qualquer estrutura em contato com o solo na área, quando você conjurar a magia e, no início de cada turno até a magia terminar. Se a estrutura cair a 0 pontos de vida, ela desmorona e, potencialmente, fere criaturas próximas. Uma criatura a uma distância inferior a metade da altura da estrutura deve realizar um teste de resistência de Destreza. Se falhar na resistência, a criatura sofrerá 5d6 de dano de concussão, cairá no chão e estará soterrada nos escombros, precisando de um teste de Força (Atletismo) com CD 20, usando uma ação, para escapar. O Mestre pode ajustar a CD para cima ou para baixo, dependendo da natureza dos escombros. Se obtiver sucesso na resistência, a criatura sofre metade do dano e não estará caída ou soterrada.", + "duration": "Até 1 minuto", + "higher_level": "", + "id": 113, + "level": 8, + "locations": [ + { + "page": 285, + "sourcebook": "LDJ14" + } + ], + "material": "Um pouco de poeira, uma pedra e um pedaço de barro", + "name": "Terremoto", + "range": "150 metros", + "ritual": false, + "school": "Evocação" + }, + { + "casting_time": "10 minutos", + "classes": [ + "Bardo", + "Druida", + "Bruxo", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Você faz com que um terreno natural num cubo de 45 metros dentro do alcance, pareça, soe e cheire com outro tipo de terreno natural. Portanto, campos abertos ou uma estrada podem ser modificados para se assemelharem a um pântano, colina, fenda ou algum outro tipo de terreno difícil ou intransponível. Uma lagoa pode ser modificada para se parecer com um prado, um precipício com um declive suave ou um barranco pedregoso com uma estrada larga e lisa. Estruturas manufaturadas, equipamentos e criaturas dentro da área não tem suas aparências modificadas.\nAs características táteis do terreno são inalteradas, portanto, as criaturas que adentrarem na área estão susceptíveis de ver através da ilusão. Se a diferença não for obvia ao toque, uma criatura que examine a ilusão cuidadosamente, pode realizar um teste de Inteligência (Investigação) contra a CD da magia para desacredita-la. Uma criatura que discernir a ilusão do que ela é, a enxerga como uma imagem vaga sobrepondo o terreno.", + "duration": "24 horas", + "higher_level": "", + "id": 172, + "level": 4, + "locations": [ + { + "page": 285, + "sourcebook": "LDJ14" + } + ], + "material": "Uma pedra, um galho e um pouco de planta verde", + "name": "Terreno Alucinógeno", + "range": "90 metros", + "ritual": false, + "school": "Ilusão" + }, + { + "casting_time": "1 ação", + "classes": [ + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V,", + "S" + ], + "concentration": false, + "desc": "Você cria uma mão esquelética fantasmagórica no espaço de uma criatura, dentro do alcance. Realize um ataque à distância com magia contra a criatura para afeta-la com o frio sepulcral. Se atingir, a criatura sofre 1d8 de dano necrótico e não poderá recuperar pontos de vida até o início do seu próximo turno. Até lá, a mão ficará presa ao alvo.\nSe você atingir um alvo morto-vivo, ele terá desvantagem nas jogadas de ataque contra você até o final do seu próximo turno.\nO dano dessa magia aumenta em 1d8 quando você alcança o 5° nível (2d8), 11° nível (3d8) e 17° nível (4d8).", + "duration": "1 rodada", + "higher_level": "", + "id": 46, + "level": 0, + "locations": [ + { + "page": 286, + "sourcebook": "LDJ14" + } + ], + "name": "Toque Arrepiante", + "range": "36 metros", + "ritual": false, + "school": "Necromancia" + }, + { + "casting_time": "1 ação", + "classes": [ + "Artífice", + "Feiticeiro", + "Mago" + ], + "components": [ + "V,", + "S" + ], + "concentration": false, + "desc": "Eletricidade surge da sua mão para transmitir um choque em uma criatura que você tentar tocar. Faça um ataque corpo-a-corpo com magia contra o alvo. Você tem vantagem na jogada de ataque se o alvo estiver vestindo qualquer armadura de metal. Se atingir, o alvo sofre 1d8 de dano elétrico e não pode usar reações até o início do próximo turno dele.\nO dano da magia aumenta em 1d8 quando você alcança o 5° nível (2d8), 11° nível (3d8) e 17° nível (4d8).", + "duration": "Instantânea", + "higher_level": "", + "id": 298, + "level": 0, + "locations": [ + { + "page": 286, + "sourcebook": "LDJ14" + } + ], + "name": "Toque Chocante", + "range": "Toque", + "ritual": false, + "school": "Evocação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Bruxo", + "Mago" + ], + "components": [ + "V,", + "S" + ], + "concentration": true, + "desc": "O toque da sua mão coberta de sombras pode drenar a força vital dos outros para curar seus ferimentos. Realize um ataque corpo-a-corpo com magia contra uma criatura ao seu alcance. Se atingir, o alvo sofre 3d6 de dano necrótico e você recupera pontos de vida igual à metade do dano necrótico causado. Até a magia acabar, você pode realizar o ataque novamente, no seu turno, com uma ação.", + "duration": "Até 1 minuto", + "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 4° nível ou superior, o dano aumenta em 1d6 para cada nível do espaço acima do 3°.", + "id": 343, + "level": 3, + "locations": [ + { + "page": 286, + "sourcebook": "LDJ14" + } + ], + "name": "Toque Vampírico", + "range": "Pessoal", + "ritual": false, + "school": "Necromancia", + "tce_expanded_classes": [ + "Feiticeiro" + ] + }, + { + "casting_time": "1 ação", + "classes": [ + "Artífice", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Você toca uma porta, janela, portão, baú ou outra entrada fechada e ela ficará trancada pela duração. Você e as criaturas que você designar, quando você conjurar essa magia, podem abrir o objeto normalmente. Você também pode definir uma senha que, quando falada a 1,5 metro do objeto, suprime a magia por 1 minuto. de outra forma, ele é intransponível até ser quebrado ou a magia seja dissipada ou suprimida. Conjurar arrombar no objeto suprime a tranca arcana por 10 minutos.\nEnquanto estiver sob efeito dessa magia, o objeto é mais difícil de quebrar ou de forçar para abrir; a CD para quebra-lo ou de arromba-lo aumenta em 10.", + "duration": "Até ser dissipada", + "higher_level": "", + "id": 15, + "level": 2, + "locations": [ + { + "page": 286, + "sourcebook": "LDJ14" + } + ], + "material": "Pó de ouro valendo, no mínimo, 25 po, consumido pela magia", + "name": "Tranca Arcana", + "range": "Toque", + "ritual": false, + "school": "Abjuração" + }, + { + "casting_time": "1 ação", + "classes": [ + "Clérigo", + "Mago" + ], + "components": [ + "V,", + "S" + ], + "concentration": false, + "desc": "Você sacrifica parte de sua saúde para reparar lesões de outra criatura. Você sofre 4d8 de dano necrótico, que não podem ser reduzidos de forma alguma, e uma criatura a sua escolha que voce pode ver dentro do alcance recupera uma quantidade de pontos de vida i gu ais ao dobro do dano necrótico que você sofre.", + "duration": "Instantânea", + "higher_level": "Em Níveis Superiores. Quando você conjura essa magia usando um espaço de magia de 4° nível ou superior, o dano aumenta em 1d8 para cada nivel do espaço de magia acima do 2°.", + "id": 407, + "level": 3, + "locations": [ + { + "page": 170, + "sourcebook": "GXTC" + } + ], + "name": "Transferência de Vida", + "range": "9 metros", + "ritual": false, + "school": "Necromancia" + }, + { + "casting_time": "1 ação", + "classes": [ + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": true, + "desc": "Você se dota de resistência e proeza marcial alimentada por magia. Até que a magia termine, você não pode conjurar magias e você ganha os seguintes beneficios:\n\u2022 Você ganha 50 pontos de vida temporários. Se algum destes permanecer quando a magia terminar, eles são perdidos.\n\u2022 Você tem vantagem em rolagens de ataque que você faz com armas simples e marciais.\n\u2022 Quando você atinge um alvo com um ataque de armas , esse alvo recebe um dano de energia adicional de 2d12.\n\u2022 Você tem proficiência com todas as armaduras, escudos, armas simples e armas marciais. \u2022 Você possui proficiência em testes de resistência de Força e Constituição.\n\u2022 Você pode atacar duas vezes , ao invés de uma vez, quando você toma a ação de Ataque em seu turno. Você ignora esse beneficio se você já possui um recurso, como Ataque Extra, que lhe dá ataques extras.\nImediatamente após o término da magia, voce deve ter sucesso em um teste de resistência de Constituição CD 15 ou sofre um nivel de exaustão.", + "duration": "Até 10 minutos", + "higher_level": "", + "id": 440, + "level": 6, + "locations": [ + { + "page": 170, + "sourcebook": "GXTC" + } + ], + "material": "Alguns pelos de um touro", + "name": "Transformação de Tenser", + "range": "Pessoal", + "ritual": false, + "school": "Transmutação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Artífice", + "Druida", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Você escolhe uma ârea de pedra ou lama que você possa ver, que caiba num cubo de 12 metros e que esteja dentro do alcance, e escolhe um dos efeitos a seguir.\nTransmutar Pedra em Lama. Pedra não mágica de qualquer tipo na área toma-se um volume equivalente de lama fluida e espessa.\nSe você conjurar a magia numa área de solo, ele se toma lamacento o suficiente para que criaturas afundem nele. Cada 1,5 metros que a criatura se mova através da lama custa 6 metros de movimento e qualquer criatura no solo quando você conjura a magia deve realizar um teste de resistência de Força. Uma criatura também deve realizar essa resistência da primeira vez que entrar na ârea em um turno, ou terminar seu turno nela. Se falh ar na resistência, uma criatura afunda na lama e fica impedida, apesar de poder usar uma ação para terminar a condição de impedido em si mesmo ao se livrar da lama.\nSe você conjurar a magia no teto, a lama cai. Qualquer criatura sob a lama quando ela cai deve realizar um teste de resistência de Destreza. Uma criatura sofre 4d8 de dano de concussão se falhar na resistência, ou metade desse dano se for bem sucedida.\nTransmutar Lama em Pedra. Lama não mágica ou areia movediça numa área de não mais de 3 metros de profundidade transforma-se em pedra lisa. Qualquer ctiatura na lama quando ela é transformada deve realizar um teste de resistência de Destreza. Se falhar na resistência, uma criatura fica impedida pela pedra. A criatura impedida pode usar sua ação para tentar se libertar ao ser bem sucedido num teste de Força (CD 20) ou causar 25 de dano a pedra a sua volta. Com um sucesso na resistência, uma criatura é jogada em segurança para a superfície em um espaço desocupado.", + "duration": "Até ser dissipada", + "higher_level": "", + "id": 446, + "level": 5, + "locations": [ + { + "page": 171, + "sourcebook": "GXTC" + } + ], + "material": "Barro e água", + "name": "Transmutar Pedra", + "range": "36 metros", + "ritual": false, + "school": "Transmutação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Mago" + ], + "components": [ + "V,", + "S" + ], + "concentration": false, + "desc": "Você provoca um tremor no solo num raio de 3 metros. Cada criatura diferente de você na área deve realizar um teste de resistência de Destreza. Se falhar na resistência, uma criatura sofre 1d6 de dano de concussão e fica caída no chão. Se o solo na área for de terra ou pedra solta, ele se toma terreno dificil até ser limpo.", + "duration": "Instantânea", + "higher_level": "Em Níveis Superiores. Quando você conjura essa magia usando um espaço de magia de 2° nível ou superior, o dano aumenta em ld6 para cada nível do espaço acima do 1°.", + "id": 383, + "level": 1, + "locations": [ + { + "page": 171, + "sourcebook": "GXTC" + } + ], + "name": "Tremor de Terra", + "range": "Pessoal", + "ritual": false, + "school": "Evocação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Artífice", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Você toca um pedaço de corda que tenha até 18 metros de comprimento. Uma ponta da corda então, se ergue no ar até toda a corda estar erguida e perpendicular ao solo. Na ponta de cima da corda, uma entrada invisível se abre para um espaço extradimensional que permanece até a magia acabar.\nO espaço extradimensional pode ser alcançado escalando a corda até o topo. O espaço pode abrigar até oito criaturas Médias ou menores. A corda pode ser puxada para dentro do buraco, fazendo-a desaparecer para os observadores do lado de fora do espaço.\nAtaques e magias não podem ultrapassar a entrada, entrando ou saindo do espaço extradimensional, mas quem está dentro pode ver o lado de fora, como se estivesse olhando por uma janela de 0,9 metro por 1,5 metro, centrada na corda.\nTudo que estiver dentro do espaço extradimensional cai quando a magia acabar.", + "duration": "1 hora", + "higher_level": "", + "id": 283, + "level": 2, + "locations": [ + { + "page": 286, + "sourcebook": "LDJ14" + } + ], + "material": "Pó de extrato de milho e um laço de pergaminho trançado", + "name": "Truque de Corda", + "range": "Toque", + "ritual": false, + "school": "Transmutação" + }, + { + "casting_time": "1 minuto", + "classes": [ + "Druida" + ], + "components": [ + "V,", + "S" + ], + "concentration": true, + "desc": "Uma muralha de água aparece do nada num ponto, à sua escolha, dentro do alcance. Você pode fazer a muralha ter até 90 metros de comprimento, 90 metro de altura e 15 metros de espessura. A muralha permanece pela duração.\nQuando a muralha aparece, cada criatura dentro da área deve realizar um teste de resistência de Força. Se falhar na resistência, uma criatura sofrerá 6d10 de dano de concussão ou metade desse dano se passar na resistência.\nNo início de cada um dos seus turnos, após a muralha aparecer, ela, junto com qualquer criatura nela, se afasta 15 metros de você. Qualquer criatura Enorme ou menor dentro da muralha ou no espaço que a muralha entrar quando ela se mover, deve ser bem sucedida num teste de resistência de Força ou sofrerá 5d6 de dano de concussão. Uma criatura pode sofrer esse dano apenas uma vez por rodada. No final do turno, a altura da muralha é reduzida em 15 metros e o dano que as criaturas sofrem da magia nas rodadas subsequentes é reduzido em 1d10. Quando a muralha chegar a 0 metro de altura, a magia acaba.\nUma criatura pega pela muralha, pode se mover nadando. Devido à força da onda, no entanto, a criatura deve realizar um teste de Força (Atletismo) contra a CD da magia para conseguir se mover. Se ela falhar no teste, não conseguirá se mover. Uma criatura que se mova para fora da área, cairá no chão.", + "duration": "Até 6 rodadas", + "higher_level": "", + "id": 341, + "level": 8, + "locations": [ + { + "page": 286, + "sourcebook": "LDJ14" + } + ], + "name": "Tsunami", + "range": "Visão", + "ritual": false, + "school": "Conjuração" + }, + { + "casting_time": "1 ação", + "classes": [ + "Artífice", + "Feiticeiro", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": true, + "desc": "Escolha uma criatura voluntária que você possa ver, dentro do alcance. Até a magia acabar, o deslocamento do alvo é dobrado, ele ganha +2 de bônus na CA, ele tem vantagem em testes de resistência de Destreza e ganha uma ação adicional em cada um dos turnos dele. A ação pode ser usada apenas para realizar as ações de Atacar (um ataque com arma, apenas), Disparada, Desengajar, Esconder ou Usar um Objeto.\nQuando a magia acabar, o alvo não poderá se mover ou realizar ações até depois do seu próximo turno, à medida que uma onda de letargia toma conta dele.", + "duration": "Até 1 minuto", + "higher_level": "", + "id": 174, + "level": 3, + "locations": [ + { + "page": 287, + "sourcebook": "LDJ14" + } + ], + "material": "Uma raspa de raiz de alcaçuz", + "name": "Velocidade", + "range": "18 metros", + "ritual": false, + "school": "Transmutação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Druida", + "Feiticeiro", + "Mago" + ], + "components": [ + "V,", + "M" + ], + "concentration": true, + "desc": "Um vehdaval rodopia élté um ponto no solo que você especificar. O vendaval é um cilindto de 3 metros de raio, 9 metros de alhlra, centrado no ponto. Até a magia acabar, você pode usar sua ação para mover o vendaval até 9 metros em qualquer direção pelo solo . O vendaval suga quaisquer objetos Médios ou menores que não estej am presos a nada e que não estejam sendo vestido ou carregado por ninguém.\nUma criatura deve realizar um teste de resistência de Destreza na primeira vez num turno que ela entrar no vendaval ou que o vendaval entrar no espaço dela, incluindo quando o vendaval apareceu primeiro. U ma criatura sofre 10d6 de dano de concussão se falhar na resistência, ou metade desse dano se obtiver sucesso. Além disso, uma criatura Grande ou menor que falhar na resistência deve ser bem sucedida num teste de resistência de Força ou ficará impedida pelo vendaval até a magia acabar. Quando uma criatura começa seu turno impedida pelo vendaval, ela é puxada 1,5 metros para o alvo dentro dele, a não ser que a criatura esteja no topo. Uma criatura impedida se move com o vendaval e cai quando a magia acaba, a não ser que a criatura tenha algum meio de ficar no ar.\nUma criatura impedida pode usar uma ação para realizar um teste de Força ou Destreza contra a CD de resistência da magia. Se for bem sucedida, a criatura não e stará mais impedida pelo vendaval e é arremessada a 3d6 x 3 metros de distância em uma direção aleatória.", + "duration": "Até 1 minuto", + "higher_level": "", + "id": 453, + "level": 7, + "locations": [ + { + "page": 171, + "sourcebook": "GXTC" + } + ], + "material": "Um chumaço de palha", + "name": "Vendaval", + "range": "90 metros", + "ritual": false, + "school": "Evocação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Bardo", + "Druida", + "Feiticeiro" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "Um vento forte (30 quilômetros por hora) sopra a sua volta num raio de 3 metros e se move com você, permanecendo centrado em você. O vento permanece pela duração da magia.\nO vento tem os seguintes efeitos:\n\u2022 Ele ensurdece você e outras criaturas n a área.\n\u2022 Ele extingu e chamas desprotegidas na área que tenham o tamanho de tochas ou menores.\n\u2022 A área é de terreno dificil para outras criaturas diferentes de você.\n\u2022 As jogadas de ataque à distância com armas tem desvantagem se passarem para dentro ou para fora do vento.\n\u2022 Ele afasta vapor, gás e névoa que possa ser dissipado por um vento forte.", + "duration": "Até 10 minutos", + "higher_level": "", + "id": 451, + "level": 2, + "locations": [ + { + "page": 171, + "sourcebook": "GXTC" + } + ], + "name": "Vento Protetor", + "range": "Pessoal", + "ritual": false, + "school": "Evocação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Artífice", + "Bardo", + "Feiticeiro", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Pela duração, você vê criaturas e objetos invisíveis como se eles fossem visíveis e você pode ver no Plano Etéreo. Criaturas e objetos etéreos parecem espectrais e translúcidos.", + "duration": "1 hora", + "higher_level": "", + "id": 289, + "level": 2, + "locations": [ + { + "page": 287, + "sourcebook": "LDJ14" + } + ], + "material": "Um pouco de talco e um pó de prata polvilhado", + "name": "Ver o Invisível", + "range": "Pessoal", + "ritual": false, + "school": "Adivinhação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Clérigo", + "Druida", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Você e até oito criaturas voluntárias, que estejam de mãos dadas em um círculo, são transportadas para um plano de existência diferente. Você pode especificar o destino alvo em termos gerais, como a Cidade de Bronze do Plano Elemental do Fogo ou o palácio de Dispater na segunda camada dos Nove Infernos e você aparece no ou perto do destino. Se você estiver tentando chegar a Cidade de Bronze, por exemplo, você poderia chegar na Estrada de Aço dela, em frente aos Portões de Cinzas ou contemplando a cidade do outro lado do Mar de Fogo, à critério do Mestre.\nAlternativamente, se você conhecer a sequência de selos do círculo de teletransporte em outro plano de existência, essa magia pode leva-lo para esse círculo. Se o círculo de teletransporte for muito pequeno para comportar as criaturas que você está transportando, elas aparecerão no espaço desocupado mais próximo do círculo.\nVocê pode usar essa magia para banir uma criatura involuntária para outro plano. Escolha uma criatura ao seu alcance e realize um ataque corpo-a-corpo com magia contra ela. Se atingir, a criatura deve realizar um teste de resistência de Carisma. Se a criatura falhar na resistência, ela é transportada para um local aleatório no plano de existência que você especificou. Uma criatura, uma vez transportada, deve encontrar seu próprio meio de retornar para seu plano de existência atual.", + "duration": "Instantânea", + "higher_level": "", + "id": 253, + "level": 7, + "locations": [ + { + "page": 287, + "sourcebook": "LDJ14" + } + ], + "material": "Uma haste metálica bifurcada valendo, no mínimo, 250 po, sintonizada com um plano de existência em particular", + "name": "Viagem Planar", + "range": "Toque", + "ritual": false, + "school": "Conjuração" + }, + { + "casting_time": "10 minutos", + "classes": [ + "Bardo", + "Clérigo", + "Druida", + "Bruxo", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": true, + "desc": "Você pode ver e ouvir uma criatura em particular, à sua escolha, que esteja no mesmo plano de existência que você. O alvo deve realizar um teste de resistência de Sabedoria, que é modificador de acordo com o quão bem você conhece o alvo e o tipo de conexão física que você tem com ele. Se um alvo souber que você está conjurando essa magia, ele pode falhar no teste de resistência voluntariamente, se ele quiser ser observado.\nCom um sucesso na resistência, o alvo não é afetado e você não pode usar essa magia contra ele novamente por 24 horas.\nSe falhar na resistência, a magia cria um sensor invisível a até 3 metros do alvo. Você pode ver e ouvir através do sensor, como se você estivesse onde ele está. O sensor se move com o alvo, permanecendo a 3 metros dele pela duração. Uma criatura que puder ver objetos invisíveis verá o sensor como um globo luminoso do tamanho de um punho.\nAo invés de focar em uma criatura, você pode escolher um local que você já tenha visto antes como alvo dessa magia. Quando fizer isso, o sensor aparece no local e não se move.\n\nConhecimento & Modificador de Resistência\nSegunda mão (você ouviu falar do alvo): +5\nPrimeira mão (você foi apresentado ao alvo): +0\nFamiliar (você conhece bem o alvo): –5\n\nConexão & Modificador de Resistência\nDescrição ou foto: –2\nPertences ou roupas: –4\nParte do corpo mexa de cabelo, recorte de unha ou simular: –10", + "duration": "Até 10 minutos", + "higher_level": "", + "id": 287, + "level": 5, + "locations": [ + { + "page": 287, + "sourcebook": "LDJ14" + } + ], + "material": "Um foco valendo, no mínimo, 1.000 po, como uma bola de cristal, espelho de prata ou fonte cheia de água benta", + "name": "Vidência", + "range": "Pessoal", + "ritual": false, + "school": "Adivinhação" + }, + { + "casting_time": "1 ação bônus", + "classes": [ + "Druida", + "Patrulheiro" + ], + "components": [ + "V,", + "S" + ], + "concentration": true, + "desc": "Você conjura uma vinha que brota do chão em um espaço desocupado, à sua escolha, que você possa ver dentro do alcance. Quando você conjura essa magia, você pode direcionar a vinha para que ela enlace uma criatura a até 9 metros dela que você possa ver. Essa criatura deve ser bem sucedida num teste de resistência de Destreza ou será arrastada 6 metros na direção da vinha.\nAté o fim da magia, você pode direcionar a vinha para enlaçar a mesma criatura ou uma diferente, com uma ação bônus, em cada um dos seus turnos.", + "duration": "Até 1 minuto", + "higher_level": "", + "id": 161, + "level": 4, + "locations": [ + { + "page": 288, + "sourcebook": "LDJ14" + } + ], + "name": "Vinha Esmagadora", + "range": "9 metros", + "ritual": false, + "school": "Conjuração" + }, + { + "casting_time": "1 ação", + "classes": [ + "Bardo", + "Clérigo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Essa magia concede a uma criatura voluntária tocada a habilidade de ver as coisas como elas realmente são. Pela duração, a criatura terá visão verdadeira, percebendo portas secretas escondidas por magia e podendo ver no Plano Etéreo, tudo num alcance de até 36 metros.", + "duration": "1 hora", + "higher_level": "", + "id": 339, + "level": 6, + "locations": [ + { + "page": 288, + "sourcebook": "LDJ14" + } + ], + "material": "Unguento para os olhos no valor de 25 po; ele é feito de pó de cogumelo, açafrão e gordura; e é consumido pela magia", + "name": "Visão da Verdade", + "range": "Toque", + "ritual": false, + "school": "Adivinhação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Artífice", + "Druida", + "Patrulheiro", + "Feiticeiro", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Você toca uma criatura voluntária para conceder a ela a habilidade de ver nas trevas. Pela duração, a criatura terá visão no escuro com alcance de 18 metros.", + "duration": "8 horas", + "higher_level": "", + "id": 88, + "level": 2, + "locations": [ + { + "page": 288, + "sourcebook": "LDJ14" + } + ], + "material": "Ou um pedaço de cenoura seca ou uma ágata", + "name": "Visão no Escuro", + "range": "Toque", + "ritual": false, + "school": "Transmutação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Artífice", + "Feiticeiro", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Reforçando-se com uma vitalidade necromântica ilusória, você ganha 1d4 + 4 pontos de vida temporários pela duração.", + "duration": "1 hora", + "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 2° nível ou superior, você ganha 5 pontos de vida temporários adicionais para cada nível do espaço de magia acima do 1°.", + "id": 127, + "level": 1, + "locations": [ + { + "page": 288, + "sourcebook": "LDJ14" + } + ], + "material": "Uma pequena quantidade de álcool ou bebidas destiladas", + "name": "Vitalidade Falsa", + "range": "Pessoal", + "ritual": false, + "school": "Necromancia" + }, + { + "casting_time": "1 ação", + "classes": [ + "Artífice", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": true, + "desc": "Você toca uma criatura voluntária. O alvo ganha deslocamento de voo de 18 metros, pela duração. Quando a magia acabar, o alvo cai se ainda estiver no ar, a não ser que ele possa impedir a queda.", + "duration": "Até 10 minutos", + "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 4° nível ou superior, você pode afetar uma criatura adicional para cada nível do espaço acima do 3°.", + "id": 145, + "level": 3, + "locations": [ + { + "page": 288, + "sourcebook": "LDJ14" + } + ], + "material": "Uma pena da asa de qualquer pássaro", + "name": "Voo", + "range": "Toque", + "ritual": false, + "school": "Transmutação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Clérigo" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Essa magia protege uma criatura voluntária que você tocar e cria uma conexão mística entre você e o alvo até a magia acabar. Enquanto o alvo estiver a até 18 metros de você, ele recebe +1 de bônus na CA, nos testes de resistência e terá resistência a todos os danos. No entanto, a cada vez que ele sofrer dano, você sofrerá a mesma quantidade de dano.\nA magia acaba se você cair a 0 pontos de vida ou se você e o alvo ficarem separados a mais de 18 metros. Ela também termina se a magia for conjurada novamente em quaisquer das criaturas conectadas. Você também pode dissipar a magia com uma ação.", + "duration": "1 hora", + "higher_level": "", + "id": 350, + "level": 2, + "locations": [ + { + "page": 287, + "sourcebook": "LDJ14" + } + ], + "material": "Um par de anéis de platina valendo, no mínimo, 50 po cada, que você e o alvo devem usar pela duração", + "name": "Vínculo Protetor", + "range": "Toque", + "ritual": false, + "school": "Abjuração", + "tce_expanded_classes": [ + "Paladino" + ] + }, + { + "casting_time": "1 ação", + "classes": [ + "Patrulheiro" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": true, + "desc": "Você estabelece um vínculo telepático com uma fera que você tocar e que seja amigável a você ou que esteja encantada por você. A magia falha se a Inteligência da fera for 4 ou superior. Até o fim da magia, o vínculo permanece ativo enquanto você e a fera estiverem dentro da linha de visão um do outro. Através do vínculo, a fera pode entender suas mensagens telepáticas e comunicar telepaticamente emoções e conceitos simples de volta para você. Enquanto o vínculo estiver ativo, a fera ganha vantagem em jogadas de ataque contra qualquer criatura que você possa ver a até 1,5 metro de você.", + "duration": "Até 10 minutos", + "higher_level": "", + "id": 365, + "level": 1, + "locations": [ + { + "page": 171, + "sourcebook": "GXTC" + } + ], + "material": "Um tufo de pelos envolto por um pano", + "name": "Vínculo com a Besta", + "range": "Toque", + "ritual": false, + "school": "Adivinhação" + }, + { + "casting_time": "1 ação", + "classes": [ + "Bardo" + ], + "components": [ + "V" + ], + "concentration": false, + "desc": "Você libera uma série de insultos atados com encantamentos sutis numa criatura que você possa ver, dentro do alcance. Se o alvo puder ouvir você (apesar de não precisar compreende-lo), ele deve ser bem sucedido num teste de resistência de Sabedoria ou sofrerá 1d4 de dano psíquico e terá desvantagem na próxima jogada de ataque que ele fizer antes do final do próximo turno dele.\nO dano dessa magia aumenta em 1d4 quando você alcança o 5° nível (2d4), 11° nível (3d4) e 17° nível (4d4).", + "duration": "Instantânea", + "higher_level": "", + "id": 344, + "level": 0, + "locations": [ + { + "page": 288, + "sourcebook": "LDJ14" + } + ], + "name": "Zombaria Viciosa", + "range": "18 metros", + "ritual": false, + "school": "Encantamento" + }, + { + "casting_time": "1 ação", + "classes": [ + "Bardo", + "Clérigo", + "Paladino" + ], + "components": [ + "V,", + "S" + ], + "concentration": false, + "desc": "Você cria uma zona mágica protegida contra enganação, numa esfera com 4,5 metros de raio, centrada num ponto, à sua escolha, dentro do alcance. Até a magia acabar, uma criatura que entrar na área da magia pela primeira vez num turno ou começar seu turno nela, deve realizar um teste de resistência de Carisma. Se falhar na resistência, a criatura não poderá mentir deliberadamente enquanto estiver no raio. Você saberá cada criatura que passou ou falhou nesse teste de resistência.", + "duration": "10 minutos", + "higher_level": "", + "id": 361, + "level": 2, + "locations": [ + { + "page": 288, + "sourcebook": "LDJ14" + } + ], + "name": "Zona da Verdade", + "range": "18 metros", + "ritual": false, + "school": "Encantamento" + }, + { + "casting_time": "1 ação", + "classes": [ + "Artífice", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Graxa escorregadia cobre o solo em um quadrado de 3 metros centrado em um ponto, dentro do alcance, tornando essa área em terreno difícil pela duração.\nQuando a graxa aparece, cada criatura de pé na área deve ser bem sucedida num teste de resistência de Destreza ou cairá no chão. Uma criatura que entre na área ou termine seu turno nela, deve ser bem sucedido num teste de resistência de Destreza ou cairá no chão.", + "duration": "1 minuto", + "higher_level": "", + "id": 162, + "level": 1, + "locations": [ + { + "page": 218, + "sourcebook": "LDJ14" + } + ], + "material": "Um pouco de pele de porco ou manteiga", + "name": "Área Escorregadia", + "range": "18 metros", + "ritual": false, + "school": "Conjuração", + "tce_expanded_classes": [ + "Feiticeiro" + ] + }, + { + "casting_time": "1 hora", + "classes": [ + "Bardo", + "Clérigo", + "Druida", + "Mago" + ], + "components": [ + "V,", + "S,", + "M" + ], + "concentration": false, + "desc": "Com essa magia, você tenta obrigar um celestial, corruptor, elemental ou fada a servi-lo. A criatura deve estar dentro do alcance durante toda a conjuração da magia. (Tipicamente, a criatura, primeiramente, é invocada dentro de um círculo mágico invertido para mantê-la presa enquanto a magia é conjurada.) Ao completar a conjuração, o alvo deve realizar um teste de resistência de Carisma. Se falhar na resistência, ela é obrigada a servir você pela duração. Se a criatura foi invocada ou criada por outra magia, a duração da magia é estendida para se equiparar a dessa magia.\nUma criatura obrigada deve seguir suas instruções da melhor forma que puder. Você poderia comandar a criatura a acompanhar você em uma aventura, a guardar um local ou a enviar uma mensagem. A criatura obedece ao pé da letra suas instruções, mas se a criatura for hostil a você, ela se esforçará para distorcer suas palavras para atingir seus próprios objetivos. Se a criatura atender suas instruções completamente antes da magia acabar, ela viajará até você para relatar esse fato se você estiver no mesmo plano de existência. Se você estiver em um plano de existência diferente, ela retornará para o lugar onde você a contatou e permanecerá lá até a magia acabar.", + "duration": "24 horas", + "higher_level": "Quando você conjurar essa magia usando um espaço de magia de nível superior, a duração aumenta para 10 dias com um espaço de 6° nível, para 30 dias com um espaço de 7° nível, para 180 dias com um espaço de 8° nível e para um ano com um espaço de magia de 9° nível.", + "id": 252, + "level": 5, + "locations": [ + { + "page": 215, + "sourcebook": "LDJ14" + } + ], + "material": "Uma joia valendo, no mínimo, 1.000 po, consumida pela magia", + "name": "Âncora Planar", + "range": "18 metros", + "ritual": false, + "school": "Abjuração", + "tce_expanded_classes": [ + "Bruxo" + ] + }, + { + "casting_time": "1 minuto", + "classes": [ + "Bardo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V" + ], + "concentration": false, + "desc": "Você precisa espremer mais algumas peças de ouro de um comerciante enquanto tenta vender aquela estátua de polvo esquisita que você libertou do templo do caos? Você precisa minimizar o valor de alguns ativos mágicos quando o coletor de impostos aparece? O valor de distorção cobre você.\nVocê lançou este feitiço em um objeto com não mais do que 1 pé de lado, dobrando o valor percebido do objeto adicionando floreios ilusórios ou polimento a ele, ou reduzindo seu valor percebido pela metade com a ajuda de arranhões ilusórios, amassados ​​e outros recursos. Qualquer pessoa examinando o objeto pode determinar seu valor verdadeiro com um teste bem-sucedido de Inteligência (Investigação) em sua CD de salvamento de feitiço.", + "duration": "8 horas", + "higher_level": "Quando você conjura esta magia usando um slot de magia de 2° nível ou superior, o tamanho máximo do objeto aumenta em 30 cm para cada nível de slot acima de 1°.", + "id": 482, + "level": 1, + "locations": [ + { + "page": 75, + "sourcebook": "AI" + } + ], + "material": "", + "name": "Distorcer Valor", + "range": "Toque", + "ritual": false, + "school": "Ilusão", + "subclasses": [] + }, + { + "casting_time": "1 ação", + "classes": [ + "Bardo", + "Clérigo", + "Mago" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "Quando você precisa ter certeza de que algo seja feito, você não pode confiar em promessas vagas, juramentos ou contratos de trabalho vinculativos. Ao lançar este feitiço, escolha um humanóide ao alcance que possa ver e ouvir você, e que possa entendê-lo. A criatura deve ser bem-sucedida em um teste de resistência de Sabedoria ou ficar encantada por você enquanto durar. Enquanto a criatura está encantada desta forma, ela se compromete a realizar quaisquer serviços ou atividades que você solicitar de uma maneira amigável, com o melhor de sua habilidade.\nVocê pode definir novas tarefas para a criatura quando uma tarefa anterior for concluída, ou se você decide encerrar sua tarefa atual. Se o serviço ou atividade pode causar danos à criatura. ou se entrar em conflito com as atividades e desejos normais da criatura. a criatura pode fazer outro teste de resistência de Sabedoria para tentar encerrar o efeito. Este teste é feito com vantagem se você ou seus companheiros estão lutando contra a criatura. Se a atividade resultasse em morte certa para a criatura, o feitiço termina.\nQuando o feitiço termina, a criatura sabe que foi enfeitiçada por você.", + "duration": "Até 1 hora", + "higher_level": "Quando você lança este feitiço usando um slot de feitiço de 4° nível ou superior. você pode ter como alvo uma criatura adicional para cada nível de slot acima do 3°.", + "id": 483, + "level": 3, + "locations": [ + { + "page": 75, + "sourcebook": "AI" + } + ], + "material": "", + "name": "Amigos Rápidos", + "range": "9 metros", + "ritual": false, + "school": "Encantamento", + "subclasses": [] + }, + { + "casting_time": "1 reação, que você toma quando fala com outra criatura", + "classes": [ + "Bardo", + "Mago" + ], + "components": [ + "V", + "S", + "R" + ], + "concentration": false, + "desc": "Dizem que Jim Darkmagic inventou esse feitiço, originalmente chamando-o de Eu disse o quê ?! Você já conversou com o monarca local e acidentalmente mencionou como o filho dele se parece com seu porco favorito de quando você era criança na fazenda da família? Todos nós já estivemos lá! Mas, em vez de ser decapitado por um lapso honesto de língua, você pode fingir que nunca aconteceu - garantindo que ninguém saiba o que aconteceu.\nQuando você lança este feitiço, habilmente reformula as memórias dos ouvintes em sua área imediata, então isso cada criatura de sua escolha a menos de 1,5 metros de você esquece tudo o que você disse nos últimos 6 segundos. Essas criaturas então lembram que você realmente disse as palavras que fala como o componente verbal do feitiço.", + "duration": "Instantânea", + "higher_level": "", + "id": 484, + "level": 2, + "locations": [ + { + "page": 76, + "sourcebook": "AI" + } + ], + "material": "", + "name": "Dom da Palavra", + "range": "Pessoal", + "ritual": false, + "royalty": "2 po", + "school": "Encantamento", + "subclasses": [] + }, + { + "casting_time": "1 ação", + "classes": [ + "Bruxo", + "Clérigo", + "Mago", + "Feiticeiro" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Ao lançar este feitiço, você apresenta a gema usada como o componente material e escolhe qualquer número de criaturas dentro do alcance que possam vê-lo. Cada alvo deve ter sucesso em um teste de resistência de Sabedoria ou ser encantado por você até que o feitiço termine, ou até que você ou seus companheiros façam algo prejudicial a ele. Enquanto estiver encantada dessa forma, uma criatura não pode fazer nada além de usar seu movimento para se aproximar de você de maneira segura. Enquanto uma criatura afetada estiver a 5 metros de você, ela não pode se mover, mas simplesmente encara avidamente a gema que você apresenta.\nNo final de cada um de seus turnos, um alvo afetado pode fazer um teste de resistência de Sabedoria. Se tiver sucesso, o efeito termina para aquele alvo.", + "duration": "Até 1 minuto", + "higher_level": "", + "id": 485, + "level": 3, + "locations": [ + { + "page": 76, + "sourcebook": "AI" + } + ], + "material": "Uma joia que vale pelo menos 50 po.", + "name": "Incite a Ganância", + "range": "9 metros", + "ritual": false, + "school": "Encantamento", + "subclasses": [] + }, + { + "casting_time": "1 ação", + "classes": [ + "Mago" + ], + "components": [ + "S", + "M", + "R" + ], + "concentration": false, + "desc": "Das muitas táticas empregadas pelo mestre mágico e renomado aventureiro Jim Darkmagic, o velho truque da moeda brilhante é um clássico consagrado pelo tempo. Ao lançar a magia, você arremessa a moeda que é o componente material da magia para qualquer local dentro do alcance. A moeda acende-se como se estivesse sob o efeito de um feitiço de luz. Cada criatura de sua escolha que você pode ver dentro de 9 metros da moeda deve ser bem-sucedida em um teste de resistência de Sabedoria ou ficar distraída por enquanto. Enquanto distraída, uma criatura tem desvantagem em testes de Sabedoria (Percepção) e testes de iniciativa.", + "duration": "1 minuto", + "higher_level": "", + "id": 486, + "level": 2, + "locations": [ + { + "page": 76, + "sourcebook": "AI" + } + ], + "material": "Uma Moeda", + "name": "Moeda Brilhante de Jim", + "range": "18 metros", + "ritual": false, + "royalty": "2 po", + "school": "Encantamento", + "subclasses": [] + }, + { + "casting_time": "1 ação", + "classes": [ + "Mago" + ], + "components": [ + "V", + "S", + "R" + ], + "concentration": false, + "desc": "Qualquer aprendiz de feiticeiro pode lançar um velho e chato míssil mágico. Claro, ele sempre atinge seu alvo. Bocejar. Acabar com o trabalho enfadonho da magia de seu avô com esta versão aprimorada do feitiço, conforme usado por Jim Darkmagic!\nVocê cria três dardos de força mágica sem glúten, retorcidos, assobiadores e hipoalergênicos. Cada dardo tem como alvo uma criatura de sua escolha que você pode ver dentro do alcance. Faça um ataque de feitiço à distância para cada míssil. Em uma batida, um míssil causa 2d4 de dano de força a seu alvo.\nSe a jogada de ataque atingir um acerto crítico, o alvo daquele míssil sofre 5d4 de dano de força em vez de você rolar o dano duas vezes para um acerto crítico. Se a jogada de ataque para qualquer míssil for 1, todos os mísseis erram seus alvos e explodem na sua cara, causando 1 dano de força por míssil a você.", + "duration": "Instantânea", + "higher_level": "Quando você lança este feitiço usando um slot de feitiço de 2° nível ou superior, o feitiço cria mais um dardo, e o componente de realeza aumenta em 1 PO, para cada nível de slot acima do primeiro.", + "id": 487, + "level": 1, + "locations": [ + { + "page": 76, + "sourcebook": "AI" + } + ], + "material": "", + "name": "Mísseis Mágicos de Jim", + "range": "36 metros", + "ritual": false, + "royalty": "1 po", + "school": "Evocação", + "subclasses": [] + }, + { + "casting_time": "1 minuto", + "classes": [ + "Bardo", + "Clérigo" + ], + "components": [ + "V" + ], + "concentration": false, + "desc": "Você se dirige a aliados, funcionários ou espectadores inocentes para exortá-los e inspirá-los à grandeza, tenham eles algo para se entusiasmar ou não. Escolha até cinco criaturas dentro do alcance que possam ouvi-lo. Durante a duração, cada criatura afetada ganha 5 pontos de vida temporários e tem vantagem nos testes de resistência de Sabedoria. Se uma criatura afetada for atingida por um ataque, ela terá vantagem na próxima jogada de ataque que fizer. Uma vez que uma criatura afetada perca os pontos de vida temporários concedidos por esta magia, a magia termina para aquela criatura.", + "duration": "1 hora", + "higher_level": "Quando você lança este feitiço usando um slot de magia de 4° nível ou superior, os pontos de vida temporários aumentam em 5 para cada nível de slot acima do 3°.", + "id": 488, + "level": 3, + "locations": [ + { + "page": 77, + "sourcebook": "AI" + } + ], + "material": "", + "name": "Discurso Motivacional", + "range": "18 metros", + "ritual": false, + "school": "Encantamento", + "subclasses": [] + }, + { + "casting_time": "1 minuto", + "classes": [ + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Você convoca temporariamente três espíritos familiares que assumem formas animais de sua escolha. Cada familiar usa as mesmas regras e opções para um familiar conjurado pela magia encontrar familiar . Todos os familiares conjurados por esta magia devem ser do mesmo tipo de criatura (celestiais, fadas ou demônios; sua escolha). Se você já tem um familiar conjurado pelo feitiço encontrar familiar ou meio semelhante, então um familiar a menos é conjurado por este feitiço.\nFamiliares convocados por este feitiço podem comunicar-se telepaticamente com você e compartilhar seu visual ou auditivo sentidos enquanto estão a menos de 1 milha de você.\nQuando você lança um feitiço com alcance de toque, um dos familiares conjurados por este feitiço pode lançar o feitiço, normalmente. Entretanto, você pode lançar um feitiço de toque através de apenas um familiar por turno.", + "duration": "Até 1 hora", + "higher_level": "Ao lançar esta magia usando um slot de magia de 3° nível ou superior, você conjura um familiar adicional para cada nível de slot acima do 2°.", + "id": 489, + "level": 2, + "locations": [ + { + "page": 57, + "sourcebook": "LPK" + } + ], + "material": "", + "name": "Bando de Familiares", + "range": "Toque", + "ritual": false, + "school": "Conjuração", + "subclasses": [] + }, + { + "casting_time": "1 ação", + "classes": [ + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "Você convoca um Pequeno elemental do ar para um local dentro do alcance. O elemental do ar é informe, quase transparente, imune a todos os danos e não pode interagir com outras criaturas ou objetos. Ele carrega um baú aberto e vazio cujas dimensões internas são de 3 pés de cada lado. Enquanto o feitiço durar, você pode depositar tantos itens dentro do baú quanto couber. Você pode então nomear uma criatura viva que você conheceu e viu pelo menos uma vez antes, ou qualquer criatura para a qual você possua uma parte do corpo, mecha de cabelo, corte de uma unha ou parte semelhante do corpo da criatura. Assim que a tampa do baú é fechada, o elemental e o baú desaparecem e reaparecem adjacentes à criatura alvo. Se a criatura alvo estiver em outro plano, ou se for à prova de detecção ou localização mágica, o conteúdo do baú reaparece no chão aos seus pés. A criatura alvo fica ciente do conteúdo do baú antes de escolher se deve ou não abri-lo, e sabe quanto da duração do feitiço permanece no qual ela pode recuperá-los. Nenhuma outra criatura pode abrir o baú e recuperar seu conteúdo. Quando o feitiço expira ou quando todo o conteúdo do baú é removido, o elemental e o baú desaparecem. O elemental também desaparece se a criatura alvo ordenar que ele devolva os itens para você. Quando o elemental desaparece, todos os itens não retirados do peito reaparecem no chão aos seus pés.", + "duration": "10 minutos", + "higher_level": "Ao lançar esta magia usando um slot de magia de 8° nível, você pode enviar o baú para uma criatura em um plano de existência diferente do seu.", + "id": 490, + "level": 4, + "locations": [ + { + "page": 57, + "sourcebook": "LPK" + } + ], + "material": "25 moedas de ouro, ou bens minerais de valor equivalente, que o feitiço consome.", + "name": "Correio Rápido de Galder", + "range": "3 metros", + "ritual": false, + "school": "Conjuração", + "subclasses": [] + }, + { + "casting_time": "10 minutos", + "classes": [ + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "Você conjura uma torre de dois andares feita de pedra, madeira ou outros materiais resistentes semelhantes. A torre pode ser redonda ou quadrada. Cada nível da torre tem 3 metros de altura e uma área de até 30 metros quadrados. O acesso entre os níveis consiste em uma escada simples e uma escotilha. Cada nível assume uma das seguintes formas, escolhidas por você ao lançar o feitiço:\n \u2022 Um quarto com uma cama, cadeiras, baú e lareira mágica\n \u2022 Um escritório com escrivaninhas, livros, estantes, pergaminhos, tinta, e canetas de tinta \n \u2022 Um espaço de jantar com mesa, cadeiras, lareira mágica, recipientes e utensílios de cozinha\n \u2022 Uma sala com sofás, poltronas, mesas laterais e banquinhos\n \u2022 Um banheiro com banheiros, banheiras, um braseiro mágico e bancos de sauna\n \u2022 Um observatório com telescópio e mapas do céu noturno\n \u2022 Uma sala vazia e sem mobília O interior da torre é quente e seco, independentemente das condições externas. Qualquer equipamento ou mobília conjurada com a torre se dissipa em fumaça se removida dela. No final da duração do feitiço, todas as criaturas e objetos dentro da torre que não foram criados pelo feitiço aparecem com segurança no solo, e todos os vestígios da torre e seus móveis desaparecem.\nVocê pode lançar este feitiço novamente enquanto ele ativo para manter a existência da torre por mais 24 horas. Você pode criar uma torre permanente lançando este feitiço no mesmo local e com a mesma configuração todos os dias durante um ano.", + "duration": "24 horas", + "higher_level": "Quando você lança este feitiço usando um slot de magia de 4° nível ou superior, a torre pode ter uma história adicional para cada nível de slot além do 3°.", + "id": 491, + "level": 3, + "locations": [ + { + "page": 57, + "sourcebook": "LPK" + } + ], + "material": "Um fragmento de pedra, madeira ou outro material de construção.", + "name": "Torre de Galder", + "range": "9 metros", + "ritual": false, + "school": "Conjuração", + "subclasses": [] + }, + { + "casting_time": "1 hora", + "classes": [ + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "Ao lançar o feitiço, você coloca um frasco de mercúrio no peito de uma boneca humana em tamanho natural recheada com cinzas ou poeira. Você então costura a boneca e goteja seu sangue sobre ela. No final da fundição, você bate na boneca com uma haste de cristal, transformando-a em um magen vestido com o que quer que a boneca esteja vestindo. O tipo de magen é escolhido por você durante o lançamento do feitiço. Veja os blocos de estatísticas abaixo para diferentes tipos de magen e suas estatísticas.\nQuando o magen aparece, seu máximo de pontos de vida diminui em uma quantidade igual à classificação de desafio do magen (redução mínima de 1). Apenas um feitiço desejo pode desfazer esta redução ao seu máximo de pontos de vida.\nQualquer magen que você criar com este feitiço obedece aos seus comandos sem questionar.\n\n\nDEMOS MAGEN\nConstrução média, desalinhado\n\nClasse de Armadura: 16 (cadeia de correio)\nPontes de Vida: 51 (6d8 + 24)\nVelocidade: 9 metros.\n\nFor 14 (+2), Des 14 (+2), Con 18 (+4)\nInt 10 (+0), Sab 10 (+0), Car 7 (-2)\n\nImunidades a Danos: veneno\nImunidades de Condições: encantado, exaustão, assustado, paralisado, envenenado\n Sentidos: Percepção passiva 10\nIdiomas: entende as línguas de seu criador, mas não pode falar\nDesafio 2 (450 XP)\n\nFinal do Fogo\nSe o magen morrer, seu corpo se desintegra em uma explosão inofensiva de fogo e fumaça, deixando para trás tudo o que estava usando ou carregando.\n\nResistência mágica\nO magen tem vantagem em testes de resistência contra feitiços e outros efeitos mágicos.\n\nNatureza incomum\nO magen não requer ar, comida, bebida ou sono.\n\nAÇÕES\nAtaque múltiplo\nO magen faz dois ataques corpo a corpo.\n\nGreatsword\nAtaque de arma n Melee: +4 a h , alcance 1,5 metros, um alvo. Acerto: 9 (2d6 + 2) de dano cortante.\n\nBestota leve\nAtaque com arma à distância: +4 de acerto, alcance de 80/320 pés, um alvo. Acerto: 6 (1d8 + 2) danos de perfuração.\n\n\nGALVAN MAGEN\nConstructo médio, desalinhado\n\nClasse de Armadura: 14\nPontos de acerto: 68 (8d8 + 32)\nVelocidade: 9 metros, voar 9 metros (pairar)\n\nFor 10 (+0), Des 18 (+4), Con 18 (+4)\nInt 12 (+1), Sab 10 (+0), Car 7 (-2)\n\nImunidades a Danos: raio, veneno\nImunidades de Condições: encantado, exaustão, assustado , paralisado, envenenado\n Sentidos: Percepção passiva 10\nIdiomas: entende as línguas de seu criador, mas não fala\nDesafio: 3 (700 XP)\n\nFinal de fogo\n Se o magen morrer, seu corpo se desintegra em um ambiente explosão de fogo e fumaça, deixando para trás tudo o que estava vestindo ou carregando.\n\nResistência mágica\nO magen tem vantagem em testes de resistência contra feitiços e outros efeitos mágicos.\n\nNatureza incomum\nO magen não requer ar, comida , beba ou durma.\n\nAÇÕES\nMultiattack\nO magen faz dois ataques de toque chocante.\n\nToque de choque\nAtaque de feitiço de Melee: +6 para acertar, alcance 1,5 metros, um alvo (o magen tem vantagem no jogada de ataque se o alvo estiver usando uma armadura de metal). Acerto: 7 (1d6 + 4) de dano de raio.\n\nDescarga estática (Recarga 5-6)\nO magen dispara um raio em uma linha de 18 metros com 1,5 metros de largura. Cada criatura nessa linha deve fazer um teste de resistência de Destreza com CD 14 (com desvantagem se a criatura estiver usando uma armadura feita de metal), recebendo 22 (4d10) de dano elétrico em um teste falhado, ou metade do dano em um teste bem-sucedido.\n\n\nHYPNOS MAGEN\nConstrução média, desalinhado\n\nClasse de Armadura: 12\nPontos de impacto: 34 (4d8 + 16)\nVelocidade: 9 metros.\n\nFor 10 (+0), Des 14 (+2), Con 18 ( +4)\nInt 14 (+2), Sab 10 (+0), Car 7 (-2)\n\nImunidades a Danos: veneno\nImunidades de Condições: encantado, exaustão, assustado, paralisado, envenenado\n Sentidos: Percepção passiva 10\nIdiomas: entende as línguas de seu criador, mas não pode falar, telepatia 9 metros.\nDesafio: 1 (200 XP)\n\nFinal do Fogo\nSe o magen morrer, seu corpo se desintegra em uma explosão inofensiva de fogo e fumaça, deixando para trás tudo o que estava vestindo ou carregando.\n\nResistência mágica\nO magen tem vantagem em testes de resistência contra feitiços e outros efeitos mágicos.\n\nNormalidade incomum\nO magen não requer ar, comida, bebida ou sono.\n\nAÇÕES\nPesca psíquica\nOs olhos do magen brilham em prata quando ele tem como alvo uma criatura que pode ver a menos de 18 metros dela. O alvo deve ter sucesso em um teste de resistência de Sabedoria CD 12 ou sofrer 11 (2d10) de dano psíquico.\n\nSugestão\nO magen lança o feitiço de sugestão (exceto CD 12), não exigindo componentes materiais. O alvo deve ser uma criatura com a qual o magen possa se comunicar telepaticamente. Se tiver sucesso em seu teste de resistência, o alvo fica imune ao feitiço de sugestão deste magen pelas próximas 24 horas. A habilidade de lançar feitiços do magen é Inteligência.", + "duration": "Instantânea", + "higher_level": "", + "id": 492, + "level": 7, + "locations": [ + { + "page": 318, + "sourcebook": "VRDG" + } + ], + "material": "Um frasco de mercúrio no valor de 500 po e uma boneca humana em tamanho real, ambos consumidos pelo feitiço, e uma intrincada haste de cristal no valor de pelo menos 1.500 PO que não é consumida.", + "name": "Criar Magen", + "range": "Toque", + "ritual": false, + "school": "Transmutação", + "subclasses": [] + }, + { + "casting_time": "1 ação", + "classes": [ + "Mago" + ], + "components": [ + "V", + "S" + ], + "concentration": false, + "desc": "Jatos de frio congelante da ponta dos dedos em um cone de 4,5 metros. Cada criatura naquela área deve fazer um teste de resistência de Constituição, recebendo 2d8 de dano de frio em uma resistência falhada, ou metade do dano em uma resistência bem-sucedida.\nO frio congela líquidos não mágicos na área que não estão sendo usados ​​ou carregados.", + "duration": "Instantânea", + "higher_level": "Quando você lança este feitiço usando um slot de feitiço de 2° nível ou superior, o dano aumenta em 1d8 para cada nível de slot acima do primeiro.", + "id": 493, + "level": 1, + "locations": [ + { + "page": 318, + "sourcebook": "VRDG" + } + ], + "material": "", + "name": "Dedos de Gelo", + "range": "Pessoal (cone de 4,5 metros)", + "ritual": false, + "school": "Evocação", + "subclasses": [] + }, + { + "casting_time": "1 ação", + "classes": [ + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Este feitiço cria uma esfera centrada em um ponto que você escolhe dentro do alcance. A esfera pode ter um raio de até 12 metros. A área dentro desta esfera é preenchida com escuridão mágica e força gravitacional esmagadora.\nPara a duração, a área do feitiço é um terreno difícil. Uma criatura com visão no escuro não pode ver através da escuridão mágica, e a luz não mágica não pode iluminá-la. Nenhum som pode ser criado dentro ou passar pela área. Qualquer criatura ou objeto inteiramente dentro da esfera é imune ao dano do trovão, e as criaturas ficam ensurdecidas enquanto estão inteiramente dentro dela. Lançar uma magia que inclua um componente verbal é impossível aqui.\nQualquer criatura que entrar na área da magia pela primeira vez em um turno ou iniciar seu turno deve fazer um teste de resistência de Constituição. A criatura sofre 8d10 de dano de força em uma resistência falhada, ou metade do dano em uma resistência bem-sucedida. Uma criatura reduzida a 0 pontos de vida por este dano é desintegrada. Uma criatura desintegrada e tudo o que ela está vestindo e carregando, exceto itens mágicos, são reduzidos a uma pilha de poeira cinza fina.", + "duration": "Até 1 minuto", + "higher_level": "", + "id": 494, + "level": 8, + "locations": [ + { + "page": 186, + "sourcebook": "GEW" + } + ], + "material": "Um caco de ônix e uma gota de sangue do lançador, ambos consumidos pelo feitiço.", + "name": "Estrela Escura", + "range": "45 metros", + "ritual": false, + "school": "Evocação", + "subclasses": [ + "Graviturgy" + ] + }, + { + "casting_time": "1 minuto", + "classes": [ + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "Você concede sorte latente a si mesmo ou a uma criatura disposta que você pode ver ao alcance. Quando a criatura escolhida faz uma jogada de ataque, teste de habilidade ou teste de resistência antes que a magia termine, ela pode dispensar esta magia sobre si mesma para rolar um d20 adicional e escolher qual dos d20s usar. Alternativamente, quando uma jogada de ataque é feita contra a criatura escolhida, ela pode dispensar esta magia sobre si mesma para rolar um d20 e escolher qual dos d20s usar, aquele que rolou ou aquele que o atacante rolou.\nSe a rolagem de d20 original tem vantagem ou desvantagem, a criatura rola o d20 adicional após a vantagem ou desvantagem ter sido aplicada ao teste original.", + "duration": "1 hora", + "higher_level": "Ao lançar esta magia usando um slot de magia de 3° nível ou superior, você pode ter como alvo uma criatura adicional para cada nível de slot acima do 2°.", + "id": 495, + "level": 2, + "locations": [ + { + "page": 186, + "sourcebook": "GEW" + } + ], + "material": "Uma pérola branca que vale pelo menos 100 po, que o feitiço consome.", + "name": "Favor da Fortuna", + "range": "18 metros", + "ritual": false, + "school": "Adivinhação", + "subclasses": [] + }, + { + "casting_time": "1 minuto", + "classes": [ + "Mago" + ], + "components": [ + "V", + "S" + ], + "concentration": false, + "desc": "Você toca uma criatura disposta. Durante a duração, o alvo pode adicionar 1d8 a seus testes de iniciativa.", + "duration": "8 horas", + "higher_level": "", + "id": 496, + "level": 1, + "locations": [ + { + "page": 186, + "sourcebook": "GEW" + } + ], + "material": "", + "name": "Presente de Vivacidade", + "range": "Toque", + "ritual": false, + "school": "Adivinhação", + "subclasses": [ + "Chronurgy" + ] + }, + { + "casting_time": "1 ação", + "classes": [ + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "Você manifesta uma ravina de energia gravitacional em uma linha originada de você com 30 metros de comprimento e 1,5 metro de largura. Cada criatura nessa linha deve fazer um teste de resistência de Constituição, recebendo 8d8 de dano de força em uma falha de resistência, ou metade do dano em uma resistência bem-sucedida.\nCada criatura dentro de 3 metros da linha, mas não nela, deve ter sucesso em uma Constituição teste de resistência ou receba 8d8 de dano de força e seja puxado em direção à linha até que a criatura esteja em sua área.", + "duration": "Instantânea", + "higher_level": "Quando você lança este feitiço usando um slot de magia de 7° nível ou superior, o dano aumenta em 1d8 para cada nível de slot acima do 6°.", + "id": 497, + "level": 6, + "locations": [ + { + "page": 187, + "sourcebook": "GEW" + } + ], + "material": "Um punhado de limalhas de ferro.", + "name": "Fissura de Gravidade", + "range": "Pessoal (linha de 30 metros)", + "ritual": false, + "school": "Evocação", + "subclasses": [ + "Graviturgy" + ] + }, + { + "casting_time": "1 ação", + "classes": [ + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "Uma esfera de 6 metros de raio de força esmagadora se forma em um ponto que você pode ver dentro do alcance e puxa as criaturas ali. Cada criatura na esfera deve fazer um teste de resistência de Constituição. Em uma falha de resistência, a criatura sofre 5d10 de dano de força e é puxada em linha reta em direção ao centro da esfera, terminando em um espaço desocupado o mais próximo possível do centro (mesmo se esse espaço estiver no ar). Em um teste de resistência bem-sucedido, a criatura sofre metade do dano e não é puxada.", + "duration": "Instantânea", + "higher_level": "Quando você lança este feitiço usando um slot de magia de 5° nível ou superior, o dano aumenta em 1d10 para cada nível de slot acima do 4°.", + "id": 498, + "level": 4, + "locations": [ + { + "page": 187, + "sourcebook": "GEW" + } + ], + "material": "Uma bola de gude preta.", + "name": "Sumidouro de Gravidade", + "range": "36 metros", + "ritual": false, + "school": "Evocação", + "subclasses": [ + "Graviturgy" + ] + }, + { + "casting_time": "1 ação", + "classes": [ + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "Você toca um objeto que não pesa mais do que 5 quilos e faz com que ele fique magicamente fixo no lugar. Você e as criaturas designadas ao lançar esta magia podem mover o objeto normalmente. Você também pode definir uma senha que, quando falada a 1,5 m do objeto, suprime esse feitiço por 1 minuto.\nSe o objeto estiver fixo no ar, ele pode conter até 4.000 libras de peso. Mais peso faz com que o objeto caia. Caso contrário, uma criatura pode usar uma ação para fazer um teste de Força contra sua CD de resistência de magia. Com um sucesso, a criatura pode mover o objeto até 3 metros.", + "duration": "1 hora", + "higher_level": "Se você lançar este feitiço usando um slot de feitiço de 4° ou 5° nível, a CD para mover o objeto aumenta em 5, ele pode carregar até 8.000 libras de peso e a duração aumenta para 24 horas. Se você lançar esta magia usando um slot de magia de 6° nível ou superior, a CD para mover o objeto aumenta em 10, ele pode carregar até 20.000 libras de peso e o efeito é permanente até ser dissipado.", + "id": 499, + "level": 2, + "locations": [ + { + "page": 187, + "sourcebook": "GEW" + } + ], + "material": "Pó de ouro vale pelo menos 25 po, que o feitiço consome.", + "name": "Objeto Imóvel", + "range": "Toque", + "ritual": false, + "school": "Transmutação", + "subclasses": [ + "Graviturgy" + ] + }, + { + "casting_time": "1 ação", + "classes": [ + "Mago" + ], + "components": [ + "V", + "S" + ], + "concentration": false, + "desc": "A gravidade em uma esfera de 3 metros de raio centrada em um ponto que você pode ver dentro do alcance aumenta por um momento. Cada criatura na esfera no turno quando você conjura a magia deve fazer um teste de resistência de Constituição. Em uma falha de salvamento, a criatura sofre 2d8 de dano de força e seu deslocamento é reduzido pela metade até o final de seu próximo turno. Em um teste bem-sucedido, uma criatura sofre metade do dano e não sofre redução em sua velocidade.\nAté o início de seu próximo turno, qualquer objeto que não esteja sendo usado ou carregado na esfera requer um teste bem-sucedido de Força contra seu feitiço. salve DC para pegar ou mover.", + "duration": "1 rodada", + "higher_level": "Quando você lança este feitiço usando um slot de feitiço de 2° nível ou superior, o dano aumenta em 1d8 para cada nível de slot acima do primeiro.", + "id": 500, + "level": 1, + "locations": [ + { + "page": 188, + "sourcebook": "GEW" + } + ], + "material": "", + "name": "Aumentar a Gravidade", + "range": "18 metros", + "ritual": false, + "school": "Transmutação", + "subclasses": [ + "Graviturgy" + ] + }, + { + "casting_time": "1 ação", + "classes": [ + "Mago" + ], + "components": [ + "V", + "S" + ], + "concentration": false, + "desc": "Você cria uma pressão intensa, a libera em um cone de 9 metros e decide se a pressão puxa ou empurra criaturas e objetos. Cada criatura naquele cone deve fazer um teste de resistência de Constituição. Uma criatura sofre 6d6 de dano de força em um teste de resistência falhado ou metade do dano em um teste bem-sucedido. E cada criatura que falha no teste de resistência é puxada 11,5 metros em sua direção ou empurrada 11,5 metros longe de você, dependendo da escolha que você fez para o feitiço.\nAlém disso, os objetos não protegidos que estão completamente dentro do cone são puxados ou empurrados da mesma forma por 11,5 metros.", + "duration": "Instantânea", + "higher_level": "Quando você lança este feitiço usando um slot de magia de 4° nível ou superior, o dano aumenta em 1d6 e a distância puxada ou empurrada aumenta em 1,5 metros para cada nível de slot acima do 3°.", + "id": 501, + "level": 3, + "locations": [ + { + "page": 188, + "sourcebook": "GEW" + } + ], + "material": "", + "name": "Onda de Pulso", + "range": "Pessoal (cone de 9 metros)", + "ritual": false, + "school": "Evocação", + "subclasses": [] + }, + { + "casting_time": "1 ação", + "classes": [ + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você cria uma esfera de 6 metros de raio de força grav itacional destrutiva centrada em um ponto que você pode ver dentro do alcance. Pela duração do feitiço, a esfera e qualquer espaço dentro de 30 metros são terreno difícil, e objetos não mágicos totalmente dentro da esfera são destruídos se não estiverem sendo usados ​​ou carregados.\nQuando a esfera aparece e no início de cada seus turnos até que o feitiço termine, objetos inseguros dentro de 30 metros da esfera são puxados em direção ao centro da esfera, terminando em um espaço desocupado o mais próximo possível do centro.\nUma criatura que começa seu turno dentro de 30 metros da esfera deve ter sucesso em um teste de resistência de Força ou ser puxado diretamente em direção ao centro da esfera, terminando em um espaço desocupado o mais próximo possível do centro. Uma criatura que entra na esfera pela primeira vez em um turno ou inicia seu turno sofre 5d10 de dano de força e é contida até que não esteja mais na esfera. Se a esfera está no ar, a criatura contida paira dentro da esfera. Uma criatura pode usar sua ação para fazer um teste de Força contra sua CD de resistência de magia, encerrando essa condição restrita em si mesma ou em outra criatura na esfera que ela possa alcançar. Uma criatura reduzida a 0 pontos de vida por este feitiço é aniquilada, junto com quaisquer itens não mágicos que esteja usando ou carregando.", + "duration": "Até 1 minuto", + "higher_level": "", + "id": 502, + "level": 9, + "locations": [ + { + "page": 188, + "sourcebook": "GEW" + } + ], + "material": "Uma pequena estrela de nove pontas feita de ferro.", + "name": "Vazio Voraz", + "range": "300 metros", + "ritual": false, + "school": "Evocação", + "subclasses": [ + "Graviturgy" + ] + }, + { + "casting_time": "1 ação", + "classes": [ + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você quebra as barreiras entre realidades e linhas do tempo, jogando uma criatura em turbulência e loucura. O alvo deve ser bem sucedido em um teste de resistência de Sabedoria, ou ele não pode sofrer reações até que o feitiço termine. O alvo afetado também deve rolar um d10 no início de cada um de seus turnos; o número rolado determina o que acontece com o alvo, conforme mostrado na tabela de Efeitos de Quebra de Realidade. No final de cada um de seus turnos, o alvo afetado pode repetir o teste de resistência de Sabedoria, terminando o feitiço sobre si mesmo com um sucesso.\n\nEFEITOS DE QUEBRA DE REALIDADE\nd10\tEfeito\n1-2\tVisão do Reino Distante. O alvo sofre 6d12 de dano psíquico e fica atordoado até o final do turno.\n3-5\tRasgando Fenda. O alvo deve fazer um teste de resistência de Destreza, sofrendo 8d12 de dano de força em uma falha de resistência, ou metade do dano em uma bem-sucedida.\n6-8\t Buraco de minhoca. O alvo é teletransportado, um longo com tudo o que está vestindo e carregando, até 9 metros para um espaço desocupado de sua escolha que você possa ver. O alvo também sofre 10d12 de dano de força e é derrubado.\n9-10\tFrio do Vazio Escuro. O alvo sofre 10d12 de dano de frio e fica cego até o final do turno.", + "duration": "Até 1 minuto", + "higher_level": "", + "id": 503, + "level": 8, + "locations": [ + { + "page": 189, + "sourcebook": "GEW" + } + ], + "material": "Um prisma de cristal.", + "name": "Quebra da Realidade", + "range": "18 metros", + "ritual": false, + "school": "Conjuração", + "subclasses": [ + "Chronurgy" + ] + }, + { + "casting_time": "1 ação", + "classes": [ + "Mago" + ], + "components": [ + "V", + "S" + ], + "concentration": false, + "desc": "Você esgota a vitalidade de uma criatura que você pode ver ao alcance. O alvo deve ser bem-sucedido em um teste de resistência de Constituição ou sofrer 1d4 de dano necrótico e ficar propenso a cair. O dano deste feitiço aumenta em 1d4 quando você atinge o 5° nível (2d4), 11° nível (3d4) e 17° nível (4d4).", + "duration": "Instantânea", + "higher_level": "", + "id": 504, + "level": 0, + "locations": [ + { + "page": 189, + "sourcebook": "GEW" + } + ], + "material": "", + "name": "Picada de Sappação", + "range": "9 metros", + "ritual": false, + "school": "Necromancia", + "subclasses": [] + }, + { + "casting_time": "1 reação, tomada quando uma criatura que você pode ver faz uma jogada de ataque ou começa a lançar um feitiço", + "classes": [ + "Mago" + ], + "components": [ + "V", + "S" + ], + "concentration": false, + "desc": "Você tem como alvo a criatura desencadeadora, que deve ter sucesso em um teste de resistência de Sabedoria ou desaparecer, sendo lançada para outro ponto no tempo e fazendo com que o ataque falhe ou o feitiço seja desperdiçado. No início de seu próximo turno, o alvo reaparece onde estava ou no espaço desocupado mais próximo. O alvo não se lembra de você lançar o feitiço ou de ser afetado por ele.", + "duration": "1 rodada", + "higher_level": "Ao lançar esta magia usando um slot de magia de 6° nível ou superior, você pode ter como alvo uma criatura adicional para cada nível de slot acima do 5°. Todos os alvos devem estar a 9 metros um do outro.", + "id": 505, + "level": 5, + "locations": [ + { + "page": 189, + "sourcebook": "GEW" + } + ], + "material": "", + "name": "Shunt Temporal", + "range": "36 metros", + "ritual": false, + "school": "Transmutação", + "subclasses": [ + "Chronurgy" + ] + }, + { + "casting_time": "1 ação", + "classes": [ + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Duas criaturas que você pode ver dentro do alcance devem fazer um teste de resistência de Constituição, com desvantagem se estiverem a menos de 9 metros uma da outra. Qualquer uma das criaturas pode falhar voluntariamente no teste. Se qualquer um dos testes for bem-sucedido, o feitiço não terá efeito. Se ambos os testes falharem, as criaturas são magicamente ligadas durante a duração, independentemente da distância entre elas. Quando o dano é causado a um deles, o mesmo dano é causado ao outro. Se os pontos de vida forem restaurados para um deles, o mesmo número de pontos de vida será restaurado para o outro. Se qualquer uma das criaturas amarradas for reduzida a 0 pontos de vida, o feitiço termina em ambas. Se a magia termina em uma criatura, ela termina em ambas.", + "duration": "Até 1 hora", + "higher_level": "", + "id": 506, + "level": 7, + "locations": [ + { + "page": 189, + "sourcebook": "GEW" + } + ], + "material": "Um carretel de cordão de platina valendo pelo menos 250 po, que o feitiço consome.", + "name": "Essência de Amarração", + "range": "18 metros", + "ritual": false, + "school": "Necromancia", + "subclasses": [] + }, + { + "casting_time": "1 ação", + "classes": [ + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "Você tem como alvo uma criatura que pode ver dentro do alcance, colocando sua forma física na devastação do envelhecimento rápido. O alvo deve fazer um teste de resistência de Constituição, recebendo 10d12 de dano necrótico em uma falha de resistência, ou metade do dano em uma resistência bem-sucedida. Se o teste falhar, o alvo também envelhece ao ponto em que faltam apenas 30 dias para morrer de velhice. Nesse estado envelhecido, o alvo tem desvantagem nas jogadas de ataque, testes de habilidade e testes de resistência, e sua velocidade de caminhada é reduzida pela metade. Apenas a magia desejo ou a maior restauração lançada com um espaço de magia de 9° nível pode encerrar esses efeitos e restaurar o alvo à sua era anterior.", + "duration": "Instantânea", + "higher_level": "", + "id": 507, + "level": 9, + "locations": [ + { + "page": 189, + "sourcebook": "GEW" + } + ], + "material": "Uma ampulheta cheia de pó de diamante vale pelo menos 5.000 po, que o feitiço consome.", + "name": "Devastação do Tempo", + "range": "27 metros", + "ritual": false, + "school": "Necromancia", + "subclasses": [ + "Chronurgy" + ] + }, + { + "casting_time": "1 ação", + "classes": [ + "Mago" + ], + "components": [ + "S" + ], + "concentration": true, + "desc": "Você balança o pulso, fazendo com que um objeto em sua mão desapareça. O objeto, que só você pode segurar e não pode pesar mais do que 5 libras, é transportado para um espaço extradimensional, onde permanece por toda a duração.\nAté o fim do feitiço, você pode usar sua ação para invocar o objeto de graça mão, e você pode usar sua ação para retornar o objeto ao espaço extradimensional. Um objeto ainda no pocket plane quando o feitiço termina aparece em seu espaço, a seus pés.", + "duration": "Até 1 hora", + "higher_level": "", + "id": 508, + "level": 2, + "locations": [ + { + "page": 190, + "sourcebook": "GEW" + } + ], + "material": "", + "name": "Bolsa de Pulso", + "range": "Pessoal", + "ritual": true, + "school": "Conjuração", + "subclasses": [] + }, + { + "casting_time": "1 ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Mago" + ], + "components": [ + "S", + "M" + ], + "concentration": true, + "desc": "Você preenche um cubo de 20 pés que você pode ver dentro do alcance com magia fey e dracônica. Role na tabela Onda Maléfica para determinar o efeito mágico produzido e role novamente no início de cada um de seus turnos até que o feitiço termine. Você pode mover o cubo até 3 metros antes de rolar.\n\nSurto Mischevious \nd4\tEfeito\n1\tO cheiro de torta de maçã preenche o ar, e cada criatura no cubo deve ter sucesso em um teste de resistência de Sabedoria ou ficar encantada por você até o início de seu próximo turno.\n2\tBuquês de flores aparecem ao redor, e cada criatura no cubo deve ser bem-sucedida em um teste de resistência de Destreza ou ficar cega até o início de seu próximo turno, pois as flores borrifam água em seus faces. \n3\tCada criatura no cubo deve ser bem-sucedida em um teste de resistência de Sabedoria ou começar a rir até o início de seu próximo turno. Uma criatura risonha fica incapacitada e usa todos os seus movimentos para se mover em uma direção aleatória.\n4\tGotas de melaço flutuam no cubo, tornando o terreno difícil até o início de seu próximo turno.", + "duration": "Até 1 minuto", + "higher_level": "", + "id": 509, + "level": 2, + "locations": [ + { + "page": 20, + "sourcebook": "TDF" + } + ], + "material": "Um pedaço de crosta de uma torta de maçã.", + "name": "Travessura de Nathair", + "range": "18 metros", + "ritual": false, + "school": "Ilusão", + "subclasses": [ + "Arcane Trickster", + "Eldritch Knight" + ] + }, + { + "casting_time": "1 ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "S", + "M" + ], + "concentration": false, + "desc": "Uma explosão de energia fria emana de você em um cone de 9 metros. Cada criatura naquela área deve fazer um teste de resistência de Constituição. Em uma falha de resistência, uma criatura sofre 3d8 de dano de frio e é impedida por formações de gelo por 1 minuto, ou até que ela ou outra criatura ao seu alcance use uma ação para quebrar o gelo. Uma criatura prejudicada pelo gelo tem sua velocidade reduzida para 0. Em um teste de resistência bem-sucedido, uma criatura sofre metade do dano e não é prejudicada pelo gelo.", + "duration": "Instantânea", + "higher_level": "Ao lançar este feitiço usando um slot de magia de 3º nível ou superior, aumente o dano por frio em 1d8 para cada nível de slot acima do 2º.", + "id": 510, + "level": 2, + "locations": [ + { + "page": 21, + "sourcebook": "TDF" + } + ], + "material": "Um frasco de água derretida.", + "name": "Rime's Binding Ice", + "range": "Pessoal (cone de 9 metros)", + "ritual": false, + "school": "Evocação", + "subclasses": [ + "Arcane Trickster", + "Eldritch Knight" + ] + }, + { + "casting_time": "1 ação bônus", + "classes": [ + "Artífice", + "Patrulheiro", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "As chamas ondulantes de um dragão explodem de seus pés, concedendo-lhe velocidade explosiva. Enquanto isso, sua velocidade aumenta em 6 metros e o movimento não provoca ataques de oportunidade.\nQuando você se move a 1,5 metros de uma criatura ou objeto que não está sendo usado ou carregado, sofre 1d6 de dano de fogo do seu rastro de aquecer. Uma criatura ou objeto pode receber este dano apenas uma vez durante um turno.", + "duration": "Até 1 minuto", + "higher_level": "Ao lançar este feitiço usando um slot de feitiço de 4º nível ou superior, aumente sua velocidade em 1,5 m para cada nível de feitiço acima do terceiro. O feitiço causa 1d6 de dano de fogo adicional para cada nível de slot acima do 3º.", + "id": 511, + "level": 3, + "locations": [ + { + "page": 19, + "sourcebook": "TDF" + } + ], + "material": "", + "name": "Stride de Ashardalon", + "range": "Pessoal", + "ritual": false, + "school": "Transmutação", + "subclasses": [ + "Arcane Trickster", + "Clockwork Soul", + "Eldritch Knight" + ] + }, + { + "casting_time": "1 ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V" + ], + "concentration": false, + "desc": "Você libera uma lança cintilante de poder psíquico de sua testa em uma criatura que você pode ver dentro do alcance. Alternativamente, você pode pronunciar o nome de uma criatura. Se o alvo nomeado estiver dentro do alcance, ele se tornará o alvo da magia mesmo se você não puder vê-lo. Se o alvo nomeado não estiver ao alcance, a lança se dissipa sem efeito.\nO alvo deve fazer um teste de resistência de Inteligência. Em uma falha de resistência, o alvo sofre 7d6 de dano psíquico e fica incapacitado até o início de seu próximo turno. Em um teste bem-sucedido, a criatura sofre metade do dano e não fica incapacitada.", + "duration": "Instantânea", + "higher_level": "Quando você lança este feitiço usando um slot de feitiço de 5º nível ou superior, o dano aumenta em 1d6 para cada nível de slot acima do 4º.", + "id": 512, + "level": 4, + "locations": [ + { + "page": 21, + "sourcebook": "TDF" + } + ], + "material": "", + "name": "Lança Psíquica de Raulothim", + "range": "36 metros", + "ritual": false, + "school": "Encantamento", + "subclasses": [ + "Aberrant Mind", + "Arcane Trickster", + "Eldritch Knight" + ] + }, + { + "casting_time": "1 ação", + "classes": [ + "Druida", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você invoca um espírito dracônico. Ele se manifesta em um espaço desocupado que você pode ver dentro do alcance. Esta forma corpórea usa o bloco de estatísticas Draconic Spirit. Ao lançar este feitiço, escolha uma família de dragão: cromático, gema ou metálico. A criatura se assemelha a um dragão da família escolhida, o que determina certas características em seu bloco de estatísticas. A criatura desaparece quando cai para 0 pontos de vida ou quando o feitiço termina. \nA criatura é uma aliada para você e seus companheiros. Em combate, a criatura compartilha sua contagem de iniciativa, mas realiza seu turno imediatamente após o seu. Ele obedece aos seus comandos verbais (nenhuma ação exigida de sua parte). Se você não emitir nenhum, ele executa a ação de esquiva e usa seu movimento para evitar o perigo.", + "duration": "Até 1 hora", + "higher_level": "Quando você lançar esta magia usando um slot de magia de 6º nível ou superior, use o nível mais alto onde quer que o nível da magia apareça no bloco de estatísticas.", + "id": 513, + "level": 5, + "locations": [ + { + "page": 21, + "sourcebook": "TDF" + } + ], + "material": "Um objeto com a imagem de um dragão gravada, valendo pelo menos 500 po.", + "name": "Invocar Espírito Dracônico", + "range": "18 metros", + "ritual": false, + "school": "Conjuração", + "subclasses": [ + "Arcane Trickster", + "Eldritch Knight" + ] + }, + { + "casting_time": "1 ação bônus", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você cria um campo de luz prateada que circunda uma criatura de sua escolha dentro do alcance (você pode escolher a si mesmo). O campo emite uma luz fraca até 1,5 metros. Enquanto estiver cercada pelo campo, uma criatura ganha os seguintes benefícios:\n\nCobertura. A criatura tem meia cobertura.\n\nResistência a danos. A criatura tem resistência a danos por ácido, frio, fogo, raio e veneno.\n\nEvasão. Se a criatura for submetida a um efeito que permite fazer um teste de resistência de Destreza para receber apenas metade do dano, a criatura em vez disso não sofre dano se tiver sucesso no teste de resistência, e apenas metade do dano se falhar.\nComo uma ação bônus nos turnos subsequentes, você pode mover o campo para outra criatura dentro de 18 metros do campo.", + "duration": "Até 1 minuto", + "higher_level": "", + "id": 514, + "level": 6, + "locations": [ + { + "page": 20, + "sourcebook": "TDF" + } + ], + "material": "Uma escama de dragão banhada a platina, valendo pelo menos 500 po.", + "name": "Escudo de Platina de Fizban", + "range": "18 metros", + "ritual": false, + "school": "Abjuração", + "subclasses": [ + "Arcana", + "Arcane Trickster", + "Eldritch Knight" + ] + }, + { + "casting_time": "1 ação bônus", + "classes": [ + "Druida", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Com um rugido, você usa a magia dos dragões para se transformar, assumindo características dracônicas. Você ganha os seguintes benefícios até o fim do feitiço: \n\nBlindsight. Você tem visão às cegas com um alcance de 9 metros. Dentro dessa faixa, você pode ver efetivamente qualquer coisa que não esteja atrás de uma cobertura total, mesmo se estiver cego ou na escuridão. Além disso, você pode ver uma criatura invisível, a menos que a criatura se esconda de você com sucesso.\n\nArma de sopro. Ao lançar este feitiço, e como uma ação bônus nos turnos subsequentes durante a duração, você pode exalar energia cintilante em um cone de 18 metros. Cada criatura naquela área deve fazer um teste de resistência de Destreza, recebendo 6d8 de dano de força em um teste falhado, ou metade do dano em um teste bem-sucedido.\n\nAsas. Asas incorpóreas brotam de suas costas, proporcionando uma velocidade de vôo de 18 metros.", + "duration": "Até 1 minuto", + "higher_level": "", + "id": 515, + "level": 7, + "locations": [ + { + "page": 19, + "sourcebook": "TDF" + } + ], + "material": "Uma estatueta de dragão, valendo pelo menos 500 po.", + "name": "Transformação Dracônica", + "range": "Pessoal (cone de 18 metros)", + "ritual": false, + "school": "Transmutação", + "subclasses": [ + "Arcana", + "Arcane Trickster", + "Eldritch Knight" + ] + }, + { + "casting_time": "1 ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "Você se baseia no conhecimento de espíritos do passado. Escolha uma perícia na qual você não tenha proficiência. Pela duração do feitiço, você tem proficiência na perícia escolhida. A magia termina mais cedo se você a lançar novamente.", + "duration": "1 hora", + "higher_level": "", + "id": 516, + "level": 2, + "locations": [ + { + "page": 37, + "sourcebook": "SCC" + } + ], + "material": "Um livro que vale pelo menos 25 po.", + "name": "Conhecimento Emprestado", + "range": "Pessoal", + "ritual": false, + "school": "Adivinhação", + "subclasses": [ + "Aberrant Mind", + "Arcane Trickster", + "Divine Soul", + "Eldritch Knight" + ] + }, + { + "casting_time": "1 ação bônus", + "classes": [ + "Artífice", + "Bardo", + "Feiticeiro", + "Mago" + ], + "components": [ + "S" + ], + "concentration": true, + "desc": "Você magicamente fortalece seu movimento com passos de dança, dando a si mesmo os seguintes benefícios pela duração.\n\n\u2022Seu deslocamento de caminhada aumenta em 3 metros.\n\n\u2022Você não provoca ataques de oportunidade.\n\n\u2022Você pode se mover pelo espaço de outra criatura, e isso não conta como terreno difícil. Se você terminar seu turno no espaço de outra criatura, você é desviado para o último espaço desocupado que ocupou e sofre 1d8 de dano de força.", + "duration": "Até 1 minuto", + "higher_level": "", + "id": 517, + "level": 2, + "locations": [ + { + "page": 37, + "sourcebook": "SCC" + } + ], + "material": "", + "name": "Passeio Cinético", + "range": "Pessoal", + "ritual": false, + "school": "Transmutação", + "subclasses": [ + "Arcane Trickster", + "Clockwork Soul", + "Eldritch Knight" + ] + }, + { + "casting_time": "1 reação, que você toma quando uma criatura que você pode ver a até 18 metros de você é bem sucedida em uma jogada de ataque, um teste de habilidade ou um teste de resistência", + "classes": [ + "Bardo", + "Feiticeiro", + "Mago" + ], + "components": [ + "V" + ], + "concentration": false, + "desc": "Você distrai magicamente a criatura desencadeante e transforma sua incerteza momentânea em encorajamento para outra criatura. A criatura que desencadeou deve rolar novamente o d20 e usar a rolagem mais baixa.\n\nVocê pode então escolher uma criatura diferente que possa ver dentro do alcance (você pode escolher você mesmo). A criatura escolhida tem vantagem na próxima jogada de ataque, teste de habilidade ou teste de resistência que fizer dentro de 1 minuto. Uma criatura pode ser fortalecida por apenas um uso desta magia por vez.", + "duration": "Instantânea", + "higher_level": "", + "id": 518, + "level": 1, + "locations": [ + { + "page": 38, + "sourcebook": "SCC" + } + ], + "material": "", + "name": "Farpas Prateadas", + "range": "18 metros", + "ritual": false, + "school": "Encantamento", + "subclasses": [ + "Aberrant Mind", + "Arcane Trickster", + "Eldritch Knight" + ] + }, + { + "casting_time": "1 ação", + "classes": [ + "Artífice", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S" + ], + "concentration": false, + "desc": "Você magicamente torce o espaço ao redor de outra criatura que você possa ver dentro do alcance. O alvo deve ser bem sucedido em um teste de resistência de Constituição (o alvo pode escolher falhar), ou o alvo é teleportado para um espaço desocupado de sua escolha que você possa ver dentro do alcance. O espaço escolhido deve estar em uma superfície ou em um líquido que possa suportar o alvo sem que o alvo precise se espremer.", + "duration": "Instantânea", + "higher_level": "Quando você conjura esta magia usando um espaço de magia de 3° nível ou superior, o alcance do feitiço aumenta em 9 metros para cada nível do espaço acima do 2°.", + "id": 519, + "level": 2, + "locations": [ + { + "page": 38, + "sourcebook": "SCC" + } + ], + "material": "", + "name": "Vortex Warp", + "range": "27 metros", + "ritual": false, + "school": "Conjuração", + "subclasses": [ + "Arcane Trickster", + "Eldritch Knight" + ] + }, + { + "casting_time": "1 ação", + "classes": [ + "Druida", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "Você invoca tanto a morte quanto a vida em uma esfera de 3 metros de raio centrada em um ponto dentro do alcance. Cada criatura de sua escolha naquela área deve fazer um teste de resistência de Constituição, sofrendo 2d6 de dano necrótico se falhar na resistência, ou metade desse dano se obtiver sucesso. A vegetação não mágica naquela área murcha.\n\nAlém disso, uma criatura de sua escolha naquela área pode gastar e rolar um de seus Dados de Vida não gastos e recuperar um número de pontos de vida igual ao resultado mais seu modificador de habilidade de conjuração.", + "duration": "Instantânea", + "higher_level": "Quando você lança esta magia usando um espaço de magia de 3° nível ou superior, o dano aumenta em 1d6 para cada espaço acima do 2°, e o número de Dados de Vida que podem ser gastos e adicionados ao teste de cura aumenta em um para cada espaço acima 2°.", + "id": 520, + "level": 2, + "locations": [ + { + "page": 38, + "sourcebook": "SCC" + } + ], + "material": "Uma videira murcha torcida em um laço.", + "name": "Murchar e Florescer", + "range": "18 metros", + "ritual": false, + "school": "Necromancia", + "subclasses": [ + "Arcane Trickster", + "Eldritch Knight" + ] + }, + { + "casting_time": "1 ação", + "classes": [ + "Artífice", + "Druida", + "Feiticeiro", + "Mago", + "Patrulheiro" + ], + "components": [ + "S" + ], + "concentration": false, + "desc": "Você cria um globo espectral ao redor da cabeça de uma criatura voluntária que você pode ver dentro do alcance. O globo está cheio de ar fresco que dura até o fim do feitiço. Se a criatura tiver mais de uma cabeça, o globo de ar aparece em torno de apenas uma de suas cabeças (que é tudo que a criatura precisa para evitar sufocamento, supondo que todas as suas cabeças compartilhem o mesmo sistema respiratório).", + "duration": "24 horas", + "higher_level": "Quando você conjura esta magia usando um espaço de magia de 3° nível ou superior, você pode criar dois globos adicionais de ar fresco para cada nível de espaço acima do 2°.", + "id": 521, + "level": 2, + "locations": [ + { + "page": 22, + "sourcebook": "GAA" + } + ], + "material": "", + "name": "Bolha de Ar", + "range": "18 metros", + "ritual": false, + "school": "Conjuração", + "subclasses": [ + "Arcane Trickster", + "Eldritch Knight" + ] + }, + { + "casting_time": "1 ação", + "classes": [ + "Artífice", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "Segurando a vara usada na conjuração do feitiço, você toca uma cadeira Grande ou menor que está desocupada. A haste desaparece, e a cadeira é transformada em um elmo que bloqueia feitiços.\n\n\nELME DE MANIFESTAÇÃO\nItem maravilhoso, raro (requer sintonização com um conjurador)\n\nA função desta cadeira ornamentada é impulsionar e manobrar um navio qual foi instalado através do espaço e do ar. Ele também pode impulsionar e manobrar um navio na água ou debaixo d'água, desde que o navio seja construído para tal viagem. O navio em questão deve pesar 1 tonelada ou mais.\n\nA sensação de estar sintonizado com um leme de interferência é semelhante ao efeito de alfinetes e agulhas que se experimenta depois que o braço ou a perna adormece, mas não é tão doloroso.\n \nEnquanto estiver sintonizado com um elmo bloqueador de feitiços e sentado nele, você ganha as seguintes habilidades enquanto mantiver a concentração (como se estivesse se concentrando em um feitiço):\n\n\u2022Você pode usar o elmo bloqueador de feitiços para mover a nave pelo espaço , ar ou água até a velocidade do navio. Se a nave estiver no espaço e nenhum outro objeto pesando 1 tonelada ou mais estiver a menos de 1,6 km dela, você poderá usar o leme de interferência para mover a embarcação com rapidez suficiente para viajar 160 milhões de milhas em 24 horas.\n\u2022Você pode dirigir a nave navio, embora de uma maneira um tanto desajeitada, da mesma forma que um leme ou remos podem ser usados ​​para manobrar um navio marítimo.\n\u2022A qualquer momento, você pode ver e ouvir o que está acontecendo dentro e ao redor do navio como se estivesse em um local de sua escolha a bordo.\n\nTransferir sintonização. Você pode usar uma ação para tocar um conjurador disposto. Essa criatura se sintoniza com o elmo de interferência imediatamente, e sua sintonização com ele termina.\n\nCUSTO DE UM ELME DE MANTAGEM\nUm elmo de interferência impulsiona e dirige um navio da mesma forma que velas, remos e lemes funcionam em uma embarcação marítima e um leme de interferência elmo é fácil de criar se tiver o feitiço adequado. Criar um elmo de interferência de feitiços tem um custo de componente material de 5.000 po, então esse é o mínimo que se pode pagar para adquirir um elmo de interferência de feitiços.\n\nOs mercadores do espaço selvagem, incluindo dohwars e mercanes (ambos descritos em Boo's Astral Menagerie), normalmente vendem um elmo de interferência de feitiços por substancialmente mais do que o custo para fazer. Quanto mais depende do mercado, mas 7.500 po seria uma demanda razoável. Um comprador desesperado no mercado de um vendedor pode pagar 10.000 po ou mais.", + "duration": "Instantânea", + "higher_level": "", + "id": 522, + "level": 5, + "locations": [ + { + "page": 22, + "sourcebook": "GAA" + } + ], + "material": "Um bastão de cristal que vale pelo menos 5.000 po, que a magia consome.", + "name": "Criar Elmo de Spelljamming", + "range": "Toque", + "ritual": false, + "school": "Transmutação", + "subclasses": [ + "Arcane Trickster", + "Clockwork Soul", + "Eldritch Knight" + ] + }, + { + "casting_time": "1 ação", + "classes": [ + "Mago" + ], + "components": [ + "S" + ], + "concentration": false, + "desc": "Você puxa uma memória, uma ideia ou uma mensagem de sua mente e a transforma em um fio tangível de energia brilhante chamado fio de pensamento, que persiste pela duração ou até que você lance esse feitiço novamente. O fio de pensamento aparece em um espaço desocupado a até 1,5 metro de você como um objeto minúsculo, sem peso e semissólido que pode ser segurado e carregado como uma fita. Caso contrário, ele é estacionário.\n\nSe você conjurar esta magia enquanto se concentra em uma magia ou habilidade que lhe permite ler ou manipular os pensamentos dos outros (como detectar pensamentos ou modificar a memória), você pode transformar os pensamentos ou memórias que você leia, em vez do seu próprio, em um fio de pensamento.\n\nLançar este feitiço enquanto segura um fio de pensamento permite que você receba instantaneamente qualquer memória, ideia ou mensagem que o fio de pensamento contenha. (Lançar detectar pensamentos no fio tem o mesmo efeito.)\n\nEste feitiço pode ser usado por qualquer personagem com antecedente Operativo Dimir.", + "duration": "8 horas", + "higher_level": "", + "id": 523, + "level": 0, + "locations": [ + { + "page": 47, + "sourcebook": "GMGR" + } + ], + "material": "", + "name": "Codificar Pensamentos", + "range": "Pessoal", + "ritual": false, + "school": "Encantamento", + "subclasses": [ + "Dimir Operative" + ] + }, + { + "casting_time": "1 ação", + "classes": [ + "Druida", + "Patrulheiro", + "Feiticeiro" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "Você conjura um dilúvio de água do mar em um cilindro de 4,5 metros de raio e 3 metros de altura centrado em um ponto dentro do alcance. Essa água assume a forma de um maremoto, um redemoinho, uma tromba d'água ou outra forma de sua escolha. Cada criatura na área deve ser bem sucedida em um teste de resistência de Força contra sua CD de resistência de magia ou sofrerá 2d8 de dano de concussão e cairá no chão. Você pode escolher um número de criaturas igual ao seu modificador de conjuração (mínimo de 1) para obter sucesso automático neste teste de resistência.\n\nSe você estiver dentro da área da magia, como parte da ação usada para conjurar a magia, você pode desaparecer no dilúvio e se teletransportar para um espaço desocupado que você possa ver dentro da área da magia.", + "duration": "Instantânea", + "higher_level": "", + "id": 524, + "level": 3, + "locations": [ + { + "page": 176, + "sourcebook": "CCTDR" + } + ], + "material": "Uma mecha de cabelo molhado", + "name": "Liberdade das Ondas", + "range": "36 metros", + "ritual": false, + "school": "Conjuração", + "subclasses": [ + "Open Sea Paladin" + ] + }, + { + "casting_time": "1 ação", + "classes": [ + "Druida", + "Patrulheiro", + "Feiticeiro" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "O vento envolve seu corpo, puxando seus cabelos e roupas enquanto seus pés se levantam do chão. Você ganha deslocamento de vôo de 18 metros. Além disso, você tem vantagem em testes de habilidade para evitar ser agarrado e em testes de resistência contra ser contido ou paralisado.\n\nQuando você é alvo de uma magia ou ataque enquanto esta magia estiver em vigor, você pode usar uma reação para se teletransportar até 18 metros para um espaço desocupado que você possa ver. Se esse movimento tirar você do alcance do feitiço ou ataque desencadeador, você não será afetado por ele. Este feitiço termina quando você reaparece.", + "duration": "Até 10 minutos", + "higher_level": "", + "id": 525, + "level": 5, + "locations": [ + { + "page": 176, + "sourcebook": "CCTDR" + } + ], + "material": "Um pedaço de lona", + "name": "Liberdade dos Ventos", + "range": "Pessoal", + "ritual": false, + "school": "Abjuração", + "subclasses": [ + "Open Sea Paladin" + ] + }, + { + "casting_time": "1 ação", + "classes": [ + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "Você fortalece a estrutura dos aviões em um cubo de 9 metros que você pode ver dentro do alcance. Dentro dessa área, os portais fecham e não podem ser abertos durante esse período. Feitiços e outros efeitos que permitem viagens planas ou portais abertos, como portão ou mudança de plano, falham se usados para entrar ou sair da área. O cubo está parado.", + "duration": "24 horas", + "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled.", + "id": 526, + "level": 4, + "locations": [ + { + "page": 12, + "sourcebook": "STD" + } + ], + "material": "Uma chave de portal quebrada, que o feitiço consome", + "name": "Selo do Portão", + "range": "18 metros", + "ritual": false, + "school": "Abjuração", + "subclasses": [ + "Arcane Trickster", + "Eldritch Knight" + ] + }, + { + "casting_time": "1 ação", + "classes": [ + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Durante esse período, você sente a presença de portais, mesmo os inativos, a até 9 metros de você.\n\nSe você detectar um portal dessa forma, poderá usar sua ação para estudá-lo. Faça um teste de habilidade CD 15 usando sua habilidade de conjuração. Com um teste bem sucedido, você descobre o plano de destino do portal e qual chave do portal ele requer, então a magia termina. Se falhar no teste, você não aprende nada e não pode estudar aquele portal novamente usando esta magia até lançá-la novamente.\n\nA magia pode penetrar a maioria das barreiras, mas é bloqueada por 30 centímetros de pedra, 2,5 centímetros de metal comum, uma folha fina de chumbo ou 90 centímetros de madeira ou terra.", + "duration": "Até 1 minuto", + "higher_level": "", + "id": 527, + "level": 2, + "locations": [ + { + "page": 12, + "sourcebook": "STD" + } + ], + "material": "Uma folha de navalha", + "name": "Sentido de Distorção", + "range": "Pessoal", + "ritual": false, + "school": "Adivinhação", + "subclasses": [ + "Arcane Trickster", + "Eldritch Knight" + ] + }, + { + "casting_time": "1 ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "Você sussurra palavras mágicas que antagonizam uma criatura de sua escolha dentro do alcance. O alvo deve fazer um teste de resistência de Sabedoria. Se falhar na resistência, o alvo sofre 4d4 de dano psíquico e deve usar imediatamente sua reação para realizar um ataque corpo a corpo contra outra criatura de sua escolha que você possa ver. Se o alvo não puder realizar este ataque (por exemplo, porque não há ninguém ao seu alcance ou porque sua reação não está disponível), o alvo terá desvantagem na próxima jogada de ataque que realizar antes do início do seu próximo turno. Em um teste bem-sucedido, o alvo sofre apenas metade do dano.", + "duration": "Instantânea", + "higher_level": "Quando você conjura esta magia usando um espaço de magia de 4º nível ou superior, o dano aumenta em 1d4 para cada nível do espaço acima do 3º.", + "id": 528, + "level": 3, + "locations": [ + { + "page": 50, + "sourcebook": "LMC" + } + ], + "material": "Uma carta de baralho representando um ladino", + "name": "Antagonizar", + "range": "9 metros", + "ritual": false, + "school": "Encantamento", + "subclasses": [ + "Arcane Trickster", + "Eldritch Knight" + ] + }, + { + "casting_time": "1 ação", + "classes": [ + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você invoca um espírito que incorpora a morte. O espírito se manifesta em um espaço desocupado que você pode ver dentro do alcance e usa o bloco de estatísticas do espírito ceifador. O espírito desaparece quando é reduzido a 0 pontos de vida ou quando o feitiço termina.\n\nO espírito é um aliado de você e de seus companheiros. Em combate, o espírito compartilha sua contagem de iniciativa e executa seu turno imediatamente após o seu. Ele obedece aos seus comandos verbais (nenhuma ação exigida por você). Se você não emitir nenhum comando ao espírito, ele realizará a ação Esquivar e usará seu movimento para evitar o perigo.", + "duration": "Até 1 minuto", + "higher_level": "Quando você conjurar esta magia usando um espaço de magia de 5º nível ou superior, use o nível mais alto onde quer que o nível da magia apareça no bloco de estatísticas do espírito ceifador.", + "id": 529, + "level": 4, + "locations": [ + { + "page": 50, + "sourcebook": "LMC" + } + ], + "material": "Uma carta de baralho dourada valendo pelo menos 400 PO e representando um avatar da morte.", + "name": "Espírito da Morte", + "range": "18 metros", + "ritual": false, + "school": "Necromancia", + "subclasses": [ + "Arcane Trickster", + "Eldritch Knight" + ] + }, + { + "casting_time": "1 ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": false, + "desc": "Você pulveriza um cone de cartas espectrais de 4,5 metros. Cada criatura naquela área deve fazer um teste de resistência de Destreza. Se falhar na resistência, a criatura sofre 2d10 de dano de força e fica cega até o final do próximo turno. Em um teste bem-sucedido, a criatura sofre apenas metade do dano.", + "duration": "Instantânea", + "higher_level": "Quando você conjura esta magia usando um espaço de magia de 3º nível ou superior, o dano aumenta em 1d10 para cada nível do espaço acima do 2º.", + "id": 530, + "level": 2, + "locations": [ + { + "page": 50, + "sourcebook": "LMC" + } + ], + "material": "Um baralho de cartas.", + "name": "Spray de Cartas", + "range": "Pessoal (cone de 4,5 metros)", + "ritual": false, + "school": "Conjuração", + "subclasses": [ + "Arcane Trickster", + "Eldritch Knight" + ] + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Você cria uma bolha ácida em um ponto dentro do alcance, onde ela explode em uma Esfera de 5 pés de raio. Cada criatura naquela Esfera deve ter sucesso em um teste de resistência de Destreza ou sofrer 1d6 de dano Ácido.", + "duration": "Instantâneo", + "higher_level": "O dano aumenta em 1d6 quando você atinge os níveis 5 (2d6), 11 (3d6) e 17 (4d6).", + "id": 531, + "level": 0, + "locations": [ + { + "page": 239, + "sourcebook": "LDJ24" + } + ], + "name": "Espirro Ácido", + "range": "18 metros", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Clérigo", + "Druida", + "Paladino", + "Patrulheiro" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Escolha até três criaturas dentro do alcance. O máximo de Pontos de Vida de cada alvo e os Pontos de Vida atuais aumentam em 5 pela duração.", + "duration": "8 horas", + "higher_level": "Os Pontos de Vida de cada alvo aumentam em 5 para cada nível de magia acima de 2.", + "id": 532, + "level": 2, + "locations": [ + { + "page": 239, + "sourcebook": "LDJ24" + } + ], + "material": "Uma tira de pano branco", + "name": "Ajuda", + "range": "9 metros", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "1 minuto ou Ritual", + "classes": [ + "Patrulheiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você define um alarme contra intrusão. Escolha uma porta, uma janela ou uma área dentro do alcance que não seja maior que um Cubo de 20 pés. Até que a magia termine, um alarme o alerta sempre que uma criatura toca ou entra na área protegida. Quando você conjura a magia, você pode designar criaturas que não dispararão o alarme. Você também escolhe se o alarme é audível ou mental: Alarme Audível. O alarme produz o som de um sino de mão por 10 segundos a 60 pés da área protegida. Alarme Mental. Você é alertado por um ping mental se estiver a 1 milha da área protegida. Este ping o desperta se você estiver dormindo.", + "duration": "8 horas", + "id": 533, + "level": 1, + "locations": [ + { + "page": 239, + "sourcebook": "LDJ24" + } + ], + "material": "Um sino e um fio de prata", + "name": "Alarme", + "range": "9 metros", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Você altera sua forma física. Escolha uma das seguintes opções. Seus efeitos duram enquanto durar, durante o qual você pode realizar uma ação de Magia para substituir a opção escolhida por uma diferente. Adaptação Aquática. Você cria guelras e teias entre os dedos. Você pode respirar debaixo d'água e ganhar uma Velocidade de Natação igual à sua Velocidade. Alterar Aparência. Você altera sua aparência. Você decide como você se parece, incluindo sua altura, peso, características faciais, som da sua voz, comprimento do cabelo, coloração e outras características distintivas. Você pode se fazer parecer um membro de outra espécie, embora nenhuma de suas estatísticas mude. Você não pode aparecer como uma criatura de tamanho diferente, e sua forma básica permanece a mesma; se você for bípede, não poderá usar esta magia para se tornar quadrúpede, por exemplo. Durante a duração, você pode realizar uma ação de Magia para mudar sua aparência dessa forma novamente. Armas Naturais. Você cria garras (Cortante), presas (Perfurante), chifres (Perfurante) ou cascos (Contundente). Quando você usa seu Ataque Desarmado para causar dano com esse novo crescimento, ele causa 1d6 de dano do tipo entre parênteses em vez de causar o dano normal do seu Ataque Desarmado, e você usa seu modificador de habilidade de conjuração para as jogadas de ataque e dano em vez de usar Força.", + "duration": "Até 1 hora", + "id": 534, + "level": 2, + "locations": [ + { + "page": 239, + "sourcebook": "LDJ24" + } + ], + "name": "Alterar-se", + "range": "Pessoal", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Druida", + "Patrulheiro" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Selecione uma Besta que você possa ver dentro do alcance. O alvo deve ter sucesso em um teste de resistência de Sabedoria ou ter a condição Encantado pela duração. Se você ou um de seus aliados causar dano ao alvo, a magia termina.", + "duration": "24 horas", + "higher_level": "Você pode escolher uma Besta adicional para cada nível de espaço de magia acima de 1.", + "id": 535, + "level": 1, + "locations": [ + { + "page": 239, + "sourcebook": "LDJ24" + } + ], + "material": "Um pedaço de comida", + "name": "Amizade Animal", + "range": "9 metros", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação ou Ritual", + "classes": [ + "Bardo", + "Druida", + "Patrulheiro" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Uma Pequena Besta de sua escolha que você possa ver dentro do alcance deve ser bem-sucedida em um teste de resistência de Carisma, ou ela tenta entregar uma mensagem para você (se o Nível de Desafio do alvo não for 0, ela é bem-sucedida automaticamente). Você especifica um local que você visitou e um destinatário que corresponde a uma descrição geral, como "uma pessoa vestida com o uniforme da guarda da cidade" ou "um anão ruivo usando um chapéu pontudo". Você também comunica uma mensagem de até vinte e cinco palavras. A Besta viaja pela duração em direção ao local especificado, cobrindo cerca de 25 milhas a cada 24 horas ou 50 milhas se a Besta puder voar. Quando a Besta chega, ela entrega sua mensagem para a criatura que você descreveu, imitando sua comunicação. Se a Besta não chegar ao seu destino antes que a magia termine, a mensagem é perdida, e a Besta retorna para onde você conjurou a magia.", + "duration": "24 horas", + "higher_level": "A duração da magia aumenta em 48 horas para cada nível de magia acima de 2.", + "id": 536, + "level": 2, + "locations": [ + { + "page": 240, + "sourcebook": "LDJ24" + } + ], + "material": "Um pedaço de comida", + "name": "Mensageiro Animal", + "range": "9 metros", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação", + "classes": [ + "Druida" + ], + "components": [ + "V", + "S" + ], + "desc": "Escolha qualquer número de criaturas dispostas que você possa ver dentro do alcance. Cada alvo muda de forma para uma Besta Grande ou menor de sua escolha que tenha uma Classificação de Desafio de 4 ou menos. Você pode escolher uma forma diferente para cada alvo. Em turnos posteriores, você pode realizar uma ação de Magia para transformar os alvos novamente.\n\nAs estatísticas de jogo de um alvo são substituídas pelas estatísticas da Besta escolhida, mas o alvo retém seu tipo de criatura; Pontos de Vida; Dados de Pontos de Vida; alinhamento; habilidade de comunicação; e valores de Inteligência, Sabedoria e Carisma. As ações do alvo são limitadas pela anatomia da forma Besta, e ele não pode conjurar magias. O equipamento do alvo se funde à nova forma, e o alvo não pode usar nenhum desses equipamentos enquanto estiver nessa forma.\n\nO alvo ganha uma quantidade de Pontos de Vida Temporários igual aos Pontos de Vida da primeira forma em que se transforma. Esses Pontos de Vida Temporários desaparecem, se ainda houver algum, quando a magia termina. A transformação dura enquanto durar ou até que o alvo a termine com uma Ação Bônus.", + "duration": "24 horas", + "id": 537, + "level": 8, + "locations": [ + { + "page": 240, + "sourcebook": "LDJ24" + } + ], + "name": "Formas Animais", + "range": "9 metros", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "1 minuto", + "classes": [ + "Clérigo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Escolha uma pilha de ossos ou um cadáver de um Humanoide Médio ou Pequeno dentro do alcance. O alvo se torna uma criatura Morta-viva: um Esqueleto se você escolher ossos ou um Zumbi se você escolher um cadáver (veja o apêndice B para os blocos de estatísticas). Em cada um dos seus turnos, você pode realizar uma Ação Bônus para comandar mentalmente qualquer criatura que você fez com esta magia se a criatura estiver a até 60 pés de você (se você controlar várias criaturas, você pode comandar qualquer uma delas ao mesmo tempo, emitindo o mesmo comando para cada uma). Você decide qual ação a criatura realizará e para onde ela se moverá em seu próximo turno, ou você pode emitir um comando geral, como proteger uma câmara ou corredor. Se você não emitir nenhum comando, a criatura realiza a ação Esquivar e se move apenas para evitar danos. Uma vez dada uma ordem, a criatura continua a segui-la até que sua tarefa seja concluída. A criatura fica sob seu controle por 24 horas, após as quais ela para de obedecer a qualquer comando que você tenha dado a ela. Para manter o controle da criatura por mais 24 horas, você deve conjurar esta magia na criatura novamente antes que o período atual de 24 horas termine. Este uso da magia reafirma seu controle sobre até quatro criaturas que você animou com esta magia em vez de animar uma nova criatura.", + "duration": "Instantâneo", + "higher_level": "Você anima ou reassume o controle sobre duas criaturas mortas-vivas adicionais para cada nível de espaço de magia acima de 3. Cada uma das criaturas deve vir de um cadáver ou pilha de ossos diferente.", + "id": 538, + "level": 3, + "locations": [ + { + "page": 240, + "sourcebook": "LDJ24" + } + ], + "material": "Uma gota de sangue, um pedaço de carne e uma pitada de pó de osso", + "name": "Animar Mortos", + "range": "3 metros", + "ruleset": "2024", + "school": "Necromancia" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Os objetos são animados sob seu comando. Escolha um número de objetos não mágicos dentro do alcance que não estejam sendo usados \u200B\u200Bou carregados, que não estejam fixados em uma superfície e que não sejam gigantescos. O número máximo de objetos é igual ao seu modificador de habilidade de conjuração; para este número, um alvo Médio ou menor conta como um objeto, um alvo Grande conta como dois e um alvo Enorme conta como três.\n\nCada alvo é animado, cria pernas e se torna um Construto que usa o bloco de estatísticas Objeto Animado; esta criatura estará sob seu controle até o feitiço terminar ou até ser reduzida a 0 Pontos de Vida. Cada criatura que você cria com esta magia é uma aliada para você e seus aliados. Em combate, ele compartilha sua contagem de Iniciativa e realiza seu turno imediatamente após o seu.\n\nAté que a magia termine, você pode realizar uma Ação Bônus para comandar mentalmente qualquer criatura que você criou com esta magia se a criatura estiver a até 150 metros de você (se você controlar múltiplas criaturas, você pode comandar qualquer uma delas ao mesmo tempo, emitindo o mesmo comando para cada um). Se você não emitir nenhum comando, a criatura realiza a ação Esquivar e se move apenas para evitar danos. Quando a criatura chega a 0 Pontos de Vida, ela volta à sua forma de objeto e qualquer dano restante é transferido para essa forma.\n\nConstrução enorme ou menor, desalinhada\n\nCA 15\n\nHP 10 (Médio ou menor), 20 (Grande), 40 (Enorme)\n\nVelocidade 30 pés.\n\n Salvar Mod\nFOR 16 +3 +3\nDES 10 +0 +0\nCON 10 +0 +0\n\n Salvar Mod\nINT 3 −4 −4\nSAB 3 −4 −4\nCAR 1 −5 −5\n\nImunidades Veneno Psíquico; Encantado, Exaustão, Assustado, Paralisado, Envenenado\n\nSentidos Visão Cega 30 pés, Percepção Passiva 6\n\nIdiomas Compreende os idiomas que você conhece\n\nCR Nenhum (XP 0; PB é igual ao seu Bônus de Proficiência)\n\nAções\n\nBater. Rolagem de Ataque Corpo a Corpo: Bônus igual ao seu modificador de ataque de feitiço, alcance 1,5 m. Acerto: Dano de força igual a 1d4 + 3 (Médio ou menor), 2d6 + 3 + seu modificador de habilidade de lançamento de feitiços (Grande) ou 2d12 + 3 + sua habilidade de lançamento de feitiços modificador (enorme).", + "duration": "Até 1 minuto", + "higher_level": "O dano de pancada da criatura aumenta em 1d4 (Médio ou menor), 1d6 (Grande) ou 1d12 (Enorme) para cada nível de espaço de magia acima de 5.", + "id": 539, + "level": 5, + "locations": [ + { + "page": 240, + "sourcebook": "LDJ24" + } + ], + "name": "Animar Objetos", + "range": "36 metros", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Druida" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Uma aura se estende de você em uma Emanação de 10 pés pela duração. A aura impede que criaturas que não sejam Constructos e Mortos-vivos passem ou alcancem através dela. Uma criatura afetada pode conjurar magias ou fazer ataques com armas de Alcance ou de Alcance através da barreira. Se você se mover de forma que uma criatura afetada seja forçada a passar pela barreira, a magia termina.", + "duration": "Até 1 hora", + "id": 540, + "level": 5, + "locations": [ + { + "page": 241, + "sourcebook": "LDJ24" + } + ], + "name": "Cúpula Antivida", + "range": "Pessoal", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Uma aura de antimagia envolve você em Emanação de 10 pés. Ninguém pode conjurar magias, realizar ações mágicas ou criar outros efeitos mágicos dentro da aura, e essas coisas não podem mirar ou afetar nada dentro dela. Propriedades mágicas de itens mágicos não funcionam dentro da aura ou em nada dentro dela. Áreas de efeito criadas por magias ou outras magias não podem se estender para dentro ou para fora dela ou usar viagem planar lá. Portais fecham temporariamente enquanto estiver na aura. Magias em andamento, exceto aquelas conjuradas por um Artefato ou uma divindade, são suprimidas na área. Enquanto um efeito é suprimido, ele não funciona, mas o tempo que ele passa suprimido conta contra sua duração.", + "duration": "Até 1 hora", + "id": 541, + "level": 8, + "locations": [ + { + "page": 241, + "sourcebook": "LDJ24" + } + ], + "material": "Limalha de ferro", + "name": "Campo Antimagia", + "range": "Pessoal", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "1 hora", + "classes": [ + "Bardo", + "Druida", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Ao conjurar a magia, escolha se ela cria antipatia ou simpatia, e escolha como alvo uma criatura ou objeto que seja Enorme ou menor. Então especifique um tipo de criatura, como dragões vermelhos, goblins ou vampiros. Uma criatura do tipo escolhido faz um teste de resistência de Sabedoria quando chega a 120 pés do alvo. Sua escolha de antipatia ou simpatia determina o que acontece com uma criatura quando ela falha nesse teste: Antipatia. A criatura tem a condição Assustado. A criatura Assustada deve usar seu movimento em seus turnos para chegar o mais longe possível do alvo, movendo-se pela rota mais segura. Simpatia. A criatura tem a condição Encantado. A criatura Encantada deve usar seu movimento em seus turnos para chegar o mais perto possível do alvo, movendo-se pela rota mais segura. Se a criatura estiver a 5 pés do alvo, ela não pode se afastar voluntariamente. Se o alvo causar dano à criatura Encantada, essa criatura pode fazer um teste de resistência de Sabedoria para encerrar o efeito, conforme descrito abaixo. Encerrando o Efeito. Se a criatura Assustada ou Encantada terminar seu turno a mais de 120 pés de distância do alvo, a criatura faz um teste de resistência de Sabedoria. Em um teste bem-sucedido, a criatura não é mais afetada pelo alvo. Uma criatura que fizer um teste bem-sucedido contra esse efeito fica imune a ele por 1 minuto, após o qual pode ser afetada novamente.", + "duration": "10 dias", + "id": 542, + "level": 8, + "locations": [ + { + "page": 242, + "sourcebook": "LDJ24" + } + ], + "material": "Uma mistura de vinagre e mel", + "name": "Antipatia/Simpatia", + "range": "18 metros", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação", + "classes": [ + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você cria um olho invisível e invulnerável dentro do alcance que paira durante a duração. Você recebe mentalmente informações visuais do olho, que pode ver em todas as direções. Ele também tem Visão no Escuro com um alcance de 30 pés. Como uma Ação Bônus, você pode mover o olho até 30 pés em qualquer direção. Uma barreira sólida bloqueia o movimento do olho, mas o olho pode passar por uma abertura tão pequena quanto 1 polegada de diâmetro.", + "duration": "Até 1 hora", + "id": 543, + "level": 4, + "locations": [ + { + "page": 242, + "sourcebook": "LDJ24" + } + ], + "material": "Um pouco de pele de morcego", + "name": "Olho Arcano", + "range": "9 metros", + "ruleset": "2024", + "school": "Adivinhação" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Você cria portais de teletransporte vinculados. Escolha dois espaços Grandes e desocupados no chão que você possa ver, um espaço dentro do alcance e o outro a 10 pés de você. Um portal circular se abre em cada um desses espaços e permanece durante a duração. Os portais são anéis brilhantes bidimensionais cheios de névoa que bloqueiam a visão. Eles pairam a centímetros do chão e são perpendiculares a ele. Um portal é aberto em apenas um lado (você escolhe qual). Qualquer coisa que entre no lado aberto de um portal sai do lado aberto do outro portal como se os dois fossem adjacentes um ao outro. Como uma Ação Bônus, você pode mudar a face dos lados abertos.", + "duration": "Até 10 minutos", + "id": 544, + "level": 6, + "locations": [ + { + "page": 242, + "sourcebook": "LDJ24" + } + ], + "name": "Portal Arcano", + "range": "150 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você toca em uma porta, janela, portão, contêiner ou escotilha fechada e a tranca magicamente pela duração. Esta fechadura não pode ser destrancada por nenhum meio não mágico. Você e quaisquer criaturas que você designar quando conjurar a magia podem abrir e fechar o objeto apesar da fechadura. Você também pode definir uma senha que, quando falada a até 1,5 m do objeto, a destranca por 1 minuto.", + "duration": "Até ser dissipada", + "id": 545, + "level": 2, + "locations": [ + { + "page": 242, + "sourcebook": "LDJ24" + } + ], + "material": "Pó de ouro no valor de 25+ PO, que a magia consome", + "name": "Tranca Arcana", + "range": "Toque", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação bônus", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Você recorre à sua força vital para se curar. Role um ou dois dos seus Dados de Pontos de Vida não gastos e recupere um número de Pontos de Vida igual ao total da rolagem mais seu modificador de habilidade de conjuração. Esses dados são então gastos.", + "duration": "Instantâneo", + "higher_level": "O número de Dados de Vida não gastos que você pode rolar aumenta em um para cada nível de espaço de magia acima de 2.", + "id": 546, + "level": 2, + "locations": [ + { + "page": 242, + "sourcebook": "LDJ24" + } + ], + "name": "Vigor Arcano", + "range": "Pessoal", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação bônus", + "classes": [ + "Bruxo" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Gelo mágico protetor o cerca. Você ganha 5 Pontos de Vida Temporários. Se uma criatura lhe atingir com uma jogada de ataque corpo a corpo antes que a magia termine, a criatura recebe 5 de dano de Frio. A magia termina mais cedo se você não tiver Pontos de Vida Temporários.", + "duration": "1 hora", + "higher_level": "Os Pontos de Vida Temporários e o Dano de Frio aumentam em 5 para cada nível de magia acima de 1.", + "id": 547, + "level": 1, + "locations": [ + { + "page": 243, + "sourcebook": "LDJ24" + } + ], + "material": "Um caco de vidro azul", + "name": "Armadura de Agathys", + "range": "Pessoal", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Bruxo" + ], + "components": [ + "V", + "S" + ], + "desc": "Invocando Hadar, você faz com que tentáculos irrompam de si mesmo. Cada criatura em uma Emanação de 10 pés originária de você faz um teste de resistência de Força. Em uma falha, o alvo sofre 2d6 de dano Necrótico e não pode sofrer Reações até o início de seu próximo turno. Em uma falha, o alvo sofre apenas metade do dano.", + "duration": "Instantâneo", + "higher_level": "O dano aumenta em 1d6 para cada nível de magia acima de 1.", + "id": 548, + "level": 1, + "locations": [ + { + "page": 243, + "sourcebook": "LDJ24" + } + ], + "name": "Braços de Hadar", + "range": "Pessoal", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "1 hora", + "classes": [ + "Clérigo", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você e até oito criaturas dispostas dentro do alcance projetam seus corpos astrais no Plano Astral (a magia termina instantaneamente se você já estiver naquele plano). O corpo de cada alvo é deixado para trás em um estado de animação suspensa; ele tem a condição Inconsciente, não precisa de comida ou ar e não envelhece. A forma astral de um alvo se assemelha ao seu corpo em quase todos os aspectos, replicando suas estatísticas de jogo e posses. A principal diferença é a adição de um cordão prateado que sai de entre as omoplatas da forma astral. O cordão desaparece de vista após 1 pé. Se o cordão for cortado — o que acontece apenas quando um efeito afirma que isso acontece — o corpo e a forma astral do alvo morrem. A forma astral de um alvo pode viajar pelo Plano Astral. No momento em que uma forma astral deixa aquele plano, o corpo e as posses do alvo viajam ao longo do cordão prateado, fazendo com que o alvo reentre em seu corpo no novo plano. Qualquer dano ou outros efeitos que se apliquem a uma forma astral não têm efeito no corpo do alvo e vice-versa. Se o corpo ou forma astral de um alvo cair para 0 Pontos de Vida, a magia termina para aquele alvo. A magia termina para todos os alvos se você fizer uma ação de Magia para dispensá-la. Quando a magia termina para um alvo que não está morto, o alvo reaparece em seu corpo e sai do estado de animação suspensa.", + "duration": "Até ser dissipada", + "id": 549, + "level": 9, + "locations": [ + { + "page": 243, + "sourcebook": "LDJ24" + } + ], + "material": "Para cada alvo da magia, um jacinto que vale mais de 1.000 PO e uma barra de prata que vale mais de 100 PO, todos os quais a magia consome", + "name": "Projeção Astral", + "range": "3 metros", + "ruleset": "2024", + "school": "Necromancia" + }, + { + "casting_time": "1 minuto ou Ritual", + "classes": [ + "Clérigo", + "Druida", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você recebe um presságio de uma entidade sobrenatural sobre os resultados de um curso de ação que você planeja tomar nos próximos 30 minutos. O Mestre escolhe o presságio da tabela Presságios. Presságio para resultados que serão... Bem Bom Aflição Ruim Bem e aflição Bom e ruim Indiferença Nem bom nem ruim A magia não leva em conta circunstâncias, como outras magias, que podem mudar os resultados. Se você conjurar a magia mais de uma vez antes de terminar um Descanso Longo, há uma chance cumulativa de 25 por cento para cada conjuração após a primeira de você não obter resposta.", + "duration": "Instantâneo", + "id": 550, + "level": 2, + "locations": [ + { + "page": 244, + "sourcebook": "LDJ24" + } + ], + "material": "Paus, ossos, cartas ou outros tokens divinatórios especialmente marcados que valem 25+ PO", + "name": "Augúrio", + "range": "Pessoal", + "ruleset": "2024", + "school": "Adivinhação" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "Paladino" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "Uma aura irradia de você em uma Emanação de 30 pés pela duração. Enquanto estiver na aura, você e seus aliados têm Resistência a dano Necrótico, e seus máximos de Pontos de Vida não podem ser reduzidos. Se um aliado com 0 Pontos de Vida começar seu turno na aura, esse aliado recupera 1 Ponto de Vida.", + "duration": "Até 10 minutos", + "id": 551, + "level": 4, + "locations": [ + { + "page": 244, + "sourcebook": "LDJ24" + } + ], + "name": "Aura de Vida", + "range": "Pessoal", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "Paladino" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "Uma aura irradia de você em uma Emanação de 30 pés pela duração. Enquanto estiver na aura, você e seus aliados têm Resistência a dano de Veneno e Vantagem em testes de resistência para evitar ou encerrar efeitos que incluem a condição Cego, Encantado, Surdo, Assustado, Paralisado, Envenenado ou Atordoado.", + "duration": "Até 10 minutos", + "id": 552, + "level": 4, + "locations": [ + { + "page": 244, + "sourcebook": "LDJ24" + } + ], + "name": "Aura de Pureza", + "range": "Pessoal", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "Druida", + "Paladino" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "Uma aura irradia de você em uma Emanação de 30 pés pela duração. Quando você cria a aura e no início de cada um dos seus turnos enquanto ela persiste, você pode restaurar 2d6 Pontos de Vida para uma criatura nela.", + "duration": "Até 1 minuto", + "id": 553, + "level": 3, + "locations": [ + { + "page": 244, + "sourcebook": "LDJ24" + } + ], + "name": "Aura de Vitalidade", + "range": "Pessoal", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "8 horas", + "classes": [ + "Bardo", + "Druida" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você gasta o tempo de conjuração traçando caminhos mágicos dentro de uma pedra preciosa e então toca o alvo. O alvo deve ser uma criatura Besta ou Planta com Inteligência de 3 ou menos ou uma planta natural que não seja uma criatura. O alvo ganha Inteligência de 10 e a habilidade de falar uma língua que você conhece. Se o alvo for uma planta natural, ele se torna uma criatura Planta e ganha a habilidade de mover seus membros, raízes, vinhas, trepadeiras e assim por diante, e ganha sentidos similares aos de um humano. O Mestre escolhe estatísticas apropriadas para a Planta desperta, como as estatísticas para o Arbusto Desperto ou Árvore Desperta no Manual dos Monstros. O alvo desperto tem a condição Encantado por 30 dias ou até que você ou seus aliados causem dano a ele. Quando essa condição termina, a criatura desperta escolhe sua atitude em relação a você.", + "duration": "Instantâneo", + "id": 554, + "level": 5, + "locations": [ + { + "page": 244, + "sourcebook": "LDJ24" + } + ], + "material": "Uma ágata que vale mais de 1.000 PO, que a magia consome", + "name": "Despertar", + "range": "Toque", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Clérigo", + "Bruxo" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Até três criaturas de sua escolha que você possa ver dentro do alcance devem fazer um teste de resistência de Carisma. Sempre que um alvo que falhe neste teste fizer uma jogada de ataque ou um teste de resistência antes que a magia termine, o alvo deve subtrair 1d4 do teste de ataque ou teste de resistência.", + "duration": "Até 1 minuto", + "higher_level": "Você pode escolher uma criatura adicional para cada nível de espaço de magia acima de 1.", + "id": 555, + "level": 1, + "locations": [ + { + "page": 245, + "sourcebook": "LDJ24" + } + ], + "material": "Uma gota de sangue", + "name": "Perdição", + "range": "9 metros", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação bônus, que você realiza imediatamente após atingir uma criatura com uma arma corpo a corpo ou um ataque desarmado", + "classes": [ + "Paladino" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "O alvo atingido pela jogada de ataque sofre 5d10 de dano de Força extra do ataque. Se o ataque reduzir o alvo a 50 Pontos de Vida ou menos, o alvo deve ter sucesso em um teste de resistência de Carisma ou será transportado para um semiplano inofensivo pela duração. Enquanto estiver lá, o alvo tem a condição Incapacitado. Quando a magia termina, o alvo reaparece no espaço que deixou ou no espaço desocupado mais próximo se esse espaço estiver ocupado.", + "duration": "Até 1 minuto", + "id": 556, + "level": 5, + "locations": [ + { + "page": 245, + "sourcebook": "LDJ24" + } + ], + "name": "Destruição Banidora", + "range": "Pessoal", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "Paladino", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Uma criatura que você possa ver dentro do alcance deve ser bem-sucedida em um teste de resistência de Carisma ou será transportada para um semiplano inofensivo pela duração. Enquanto estiver lá, o alvo tem a condição Incapacitado. Quando a magia termina, o alvo reaparece no espaço que deixou ou no espaço desocupado mais próximo se esse espaço estiver ocupado. Se o alvo for uma Aberração, um Celestial, um Elemental, um Fey ou um Fiend, o alvo não retorna se a magia durar 1 minuto. O alvo é transportado para um local aleatório em um plano (escolha do Mestre) associado ao seu tipo de criatura.", + "duration": "Até 1 minuto", + "higher_level": "Você pode escolher uma criatura adicional para cada nível de espaço de magia acima de 4.", + "id": 557, + "level": 4, + "locations": [ + { + "page": 245, + "sourcebook": "LDJ24" + } + ], + "material": "Um pentagrama", + "name": "Banimento", + "range": "9 metros", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação bônus", + "classes": [ + "Druida", + "Patrulheiro" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você toca uma criatura disposta. Até que a magia termine, a pele do alvo assume uma aparência de casca de árvore, e o alvo tem uma Classe de Armadura de 17 se sua CA for menor que isso.", + "duration": "1 hora", + "id": 558, + "level": 2, + "locations": [ + { + "page": 245, + "sourcebook": "LDJ24" + } + ], + "material": "Um punhado de casca", + "name": "Pele de Árvore", + "range": "Toque", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Escolha qualquer número de criaturas dentro do alcance. Durante a duração, cada alvo tem Vantagem em testes de resistência de Sabedoria e Testes de Resistência de Morte e recupera o número máximo de Pontos de Vida possível de qualquer cura.", + "duration": "Até 1 minuto", + "id": 559, + "level": 3, + "locations": [ + { + "page": 245, + "sourcebook": "LDJ24" + } + ], + "name": "Sinal de Esperança", + "range": "9 metros", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação ou Ritual", + "classes": [ + "Druida", + "Patrulheiro" + ], + "components": [ + "S" + ], + "concentration": true, + "desc": "Você toca uma Besta disposta. Durante a duração, você pode perceber através dos sentidos da Besta, assim como os seus. Ao perceber através dos sentidos da Besta, você se beneficia de quaisquer sentidos especiais que ela tenha.", + "duration": "Até 1 hora", + "id": 560, + "level": 2, + "locations": [ + { + "page": 245, + "sourcebook": "LDJ24" + } + ], + "name": "Sentido Bestial", + "range": "Toque", + "ruleset": "2024", + "school": "Adivinhação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Druida", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você explode a mente de uma criatura que você pode ver dentro do alcance. O alvo faz um teste de resistência de Inteligência. Em um teste falho, o alvo sofre 10d12 de dano Psíquico e não pode conjurar magias ou realizar a ação de Magia. No final de cada 30 dias, o alvo repete o teste, encerrando o efeito em um sucesso. O efeito também pode ser encerrado pela magia Restauração Maior, Cura ou Desejo. Em um teste bem-sucedido, o alvo sofre apenas metade do dano.", + "duration": "Instantâneo", + "id": 561, + "level": 8, + "locations": [ + { + "page": 245, + "sourcebook": "LDJ24" + } + ], + "material": "Um chaveiro sem chaves", + "name": "Rogar Maldição", + "range": "45 metros", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Clérigo", + "Mago" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Você toca uma criatura, que deve ser bem sucedida em um teste de resistência de Sabedoria ou será amaldiçoada enquanto durar. Até que a maldição termine, o alvo sofre um dos seguintes efeitos à sua escolha:\n\n\u2022Escolha uma habilidade. O alvo tem Desvantagem em testes de habilidade e testes de resistência feitos com essa habilidade.\n\u2022O alvo tem Desvantagem nas jogadas de ataque contra você.\n\u2022Em combate, o alvo deve ser bem sucedido em um teste de resistência de Sabedoria no início de cada um de seus turnos ou será forçado a realizar a ação de Esquiva naquele turno.\n\u2022Se você causar dano ao alvo com uma jogada de ataque ou um feitiço, o alvo sofre 1d8 de dano necrótico extra.", + "duration": "Até 1 minuto", + "higher_level": "Se você conjurar esta magia usando um espaço de magia de nível 4, você pode manter Concentração nela por até 10 minutos. Se você usar um espaço de magia de nível 5+, a magia não requer Concentração, e a duração se torna 8 horas (espaço de nível 5–6) ou 24 horas (espaço de nível 7–8). Se você usar um espaço de magia de nível 9, a magia dura até ser dissipada.", + "id": 562, + "level": 3, + "locations": [ + { + "page": 246, + "sourcebook": "LDJ24" + } + ], + "name": "Rogar Maldição", + "range": "Toque", + "ruleset": "2024", + "school": "Necromancia" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você cria uma Mão Grande de energia mágica cintilante em um espaço desocupado que você pode ver dentro do alcance. A mão dura pela duração e se move ao seu comando, imitando os movimentos da sua própria mão. A mão é um objeto que tem CA 20 e Pontos de Vida iguais ao seu Ponto de Vida máximo. Se cair para 0 Pontos de Vida, a magia termina. A mão não ocupa seu espaço. Quando você conjura a magia e como uma Ação Bônus em seus turnos posteriores, você pode mover a mão até 60 pés e então causar um dos seguintes efeitos: Punho Cerrado. A mão atinge um alvo a até 5 pés dela. Faça um ataque de magia corpo a corpo. Em um acerto, o alvo recebe 5d8 de dano de Força. Mão Poderosa. A mão tenta empurrar uma criatura Enorme ou menor a até 5 pés dela. O alvo deve ser bem-sucedido em um teste de resistência de Força, ou a mão empurra o alvo até 5 pés mais um número de pés igual a cinco vezes o seu modificador de habilidade de conjuração. A mão se move com o alvo, permanecendo a 1,5 m dele. Mão Agarradora. A mão tenta agarrar uma criatura Enorme ou menor a 1,5 m dela. O alvo deve ser bem-sucedido em um teste de resistência de Destreza, ou o alvo tem a condição Agarrado, com uma CD de fuga igual à sua CD de resistência de magia. Enquanto a mão agarra o alvo, você pode realizar uma Ação Bônus para fazer com que a mão o esmague, causando dano de Concussão ao alvo igual a 4d6 mais seu modificador de habilidade de conjuração. Mão Interposta. A mão concede a você Meia Cobertura contra ataques e outros efeitos que se originam de seu espaço ou que passam por ela. Além disso, seu espaço conta como Terreno Difícil para seus inimigos.", + "duration": "Até 1 minuto", + "higher_level": "O dano do Punho Cerrado aumenta em 2d8 e o dano da Mão Agarradora aumenta em 2d6 para cada nível de magia acima de 5.", + "id": 563, + "level": 5, + "locations": [ + { + "page": 246, + "sourcebook": "LDJ24" + } + ], + "material": "Uma casca de ovo e uma luva", + "name": "Mão de Bigby", + "range": "36 metros", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Você cria uma parede de lâminas giratórias feitas de energia mágica. A parede aparece dentro do alcance e dura pela duração. Você faz uma parede reta de até 100 pés de comprimento, 20 pés de altura e 5 pés de espessura, ou uma parede anelada de até 60 pés de diâmetro, 20 pés de altura e 5 pés de espessura. A parede fornece Cobertura de Três Quartos, e seu espaço é Terreno Difícil. Qualquer criatura no espaço da parede faz um teste de resistência de Destreza, sofrendo 6d10 de dano de Força em uma falha ou metade do dano em uma bem-sucedida. Uma criatura também faz esse teste se entrar no espaço da parede ou terminar seu turno lá. Uma criatura faz esse teste apenas uma vez por turno.", + "duration": "Até 10 minutos", + "id": 564, + "level": 6, + "locations": [ + { + "page": 247, + "sourcebook": "LDJ24" + } + ], + "name": "Barreira de Lâminas", + "range": "27 metros", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Sempre que uma criatura faz uma jogada de ataque contra você antes que a magia termine, o atacante subtrai 1d4 da jogada de ataque.", + "duration": "Até 1 minuto", + "id": 565, + "level": 0, + "locations": [ + { + "page": 247, + "sourcebook": "LDJ24" + } + ], + "name": "Proteção contra Lâminas", + "range": "Pessoal", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "Paladino" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você abençoa até três criaturas dentro do alcance. Sempre que um alvo faz uma jogada de ataque ou um teste de resistência antes que a magia termine, o alvo adiciona 1d4 à jogada de ataque ou teste de resistência.", + "duration": "Até 1 minuto", + "higher_level": "Você pode escolher uma criatura adicional para cada nível de espaço de magia acima de 1.", + "id": 566, + "level": 1, + "locations": [ + { + "page": 247, + "sourcebook": "LDJ24" + } + ], + "material": "Um símbolo sagrado que vale 5+ PO", + "name": "Bênção", + "range": "9 metros", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação", + "classes": [ + "Druida", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Uma criatura que você pode ver dentro do alcance faz um teste de resistência de Constituição, sofrendo 8d8 de dano Necrótico em um teste falho ou metade do dano em um teste bem-sucedido. Uma criatura Planta falha automaticamente no teste. Alternativamente, escolha uma planta não mágica que não seja uma criatura, como uma árvore ou arbusto. Ela não faz um teste; ela simplesmente murcha e morre.", + "duration": "Instantâneo", + "higher_level": "O dano aumenta em 1d8 para cada nível de magia acima de 4.", + "id": 567, + "level": 4, + "locations": [ + { + "page": 247, + "sourcebook": "LDJ24" + } + ], + "name": "Malogro", + "range": "9 metros", + "ruleset": "2024", + "school": "Necromancia" + }, + { + "casting_time": "Ação bônus, que você realiza imediatamente após atingir uma criatura com uma arma corpo a corpo ou um ataque desarmado", + "classes": [ + "Paladino" + ], + "components": [ + "V" + ], + "desc": "O alvo atingido pelo golpe recebe 3d8 de dano Radiante extra do ataque, e o alvo tem a condição Blinded até que a magia termine. No final de cada um de seus turnos, o alvo Blinded faz um teste de resistência de Constituição, terminando a magia sobre si mesmo em um sucesso.", + "duration": "1 minuto", + "higher_level": "O dano extra aumenta em 1d8 para cada nível de magia acima de 3.", + "id": 568, + "level": 3, + "locations": [ + { + "page": 247, + "sourcebook": "LDJ24" + } + ], + "name": "Destruição Cegante", + "range": "Pessoal", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Clérigo", + "Feiticeiro", + "Mago" + ], + "components": [ + "V" + ], + "desc": "Uma criatura que você pode ver dentro do alcance deve ter sucesso em um teste de resistência de Constituição, ou ela tem a condição Blinded ou Deafened (sua escolha) pela duração. No final de cada um de seus turnos, o alvo repete o teste, encerrando a magia sobre si mesmo em um sucesso.", + "duration": "1 minuto", + "higher_level": "Você pode escolher uma criatura adicional para cada nível de espaço de magia acima de 2.", + "id": 569, + "level": 2, + "locations": [ + { + "page": 248, + "sourcebook": "LDJ24" + } + ], + "name": "Cegueira/Surdez", + "range": "36 metros", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Role 1d6 no final de cada um dos seus turnos pela duração. Em um teste de 4–6, você desaparece do seu plano de existência atual e aparece no Plano Etéreo (a magia termina instantaneamente se você já estiver naquele plano). Enquanto estiver no Plano Etéreo, você pode perceber o plano que deixou, que é lançado em tons de cinza, mas você não pode ver nada lá a mais de 60 pés de distância. Você pode afetar e ser afetado apenas por outras criaturas no Plano Etéreo, e criaturas no outro plano não podem percebê-lo a menos que tenham uma habilidade especial que as deixe perceber coisas no Plano Etéreo. Você retorna ao outro plano no início do seu próximo turno e quando a magia termina se você estiver no Plano Etéreo. Você retorna a um espaço desocupado de sua escolha que você pode ver a 10 pés do espaço que você deixou. Se nenhum espaço desocupado estiver disponível dentro desse alcance, você aparece no espaço desocupado mais próximo.", + "duration": "1 minuto", + "id": 570, + "level": 3, + "locations": [ + { + "page": 248, + "sourcebook": "LDJ24" + } + ], + "name": "Piscar", + "range": "Pessoal", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "Seu corpo fica borrado. Durante a duração, qualquer criatura tem Desvantagem em jogadas de ataque contra você. Um atacante é imune a esse efeito se perceber você com Blindsight ou Truesight.", + "duration": "Até 1 minuto", + "id": 571, + "level": 2, + "locations": [ + { + "page": 248, + "sourcebook": "LDJ24" + } + ], + "name": "Nublar", + "range": "Pessoal", + "ruleset": "2024", + "school": "Ilusão" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Uma fina camada de chamas dispara de você. Cada criatura em um Cone de 15 pés faz um teste de resistência de Destreza, sofrendo 3d6 de dano de Fogo em uma falha ou metade do dano em um sucesso. Objetos inflamáveis no Cone que não estão sendo usados ou carregados começam a queimar.", + "duration": "Instantâneo", + "higher_level": "O dano aumenta em 1d6 para cada nível de magia acima de 1.", + "id": 572, + "level": 1, + "locations": [ + { + "page": 248, + "sourcebook": "LDJ24" + } + ], + "name": "Mãos Flamejantes", + "range": "Pessoal", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Druida" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Uma nuvem de tempestade aparece em um ponto dentro do alcance que você pode ver acima de si. Ela assume a forma de um Cilindro com 10 pés de altura e 60 pés de raio. Quando você conjura a magia, escolha um ponto que você pode ver sob a nuvem. Um raio dispara da nuvem para aquele ponto. Cada criatura a 5 pés daquele ponto faz um teste de resistência de Destreza, sofrendo 3d10 de dano de Relâmpago em uma falha ou metade do dano em um sucesso. Até que a magia termine, você pode fazer uma ação de Magia para invocar um raio dessa forma novamente, mirando no mesmo ponto ou em um diferente. Se você estiver ao ar livre em uma tempestade quando conjurar esta magia, a magia lhe dará controle sobre aquela tempestade em vez de criar uma nova. Sob tais condições, o dano da magia aumenta em 1d10.", + "duration": "Até 10 minutos", + "higher_level": "O dano aumenta em 1d10 para cada nível de magia acima de 3.", + "id": 573, + "level": 3, + "locations": [ + { + "page": 248, + "sourcebook": "LDJ24" + } + ], + "name": "Convocar Relâmpagos", + "range": "36 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Clérigo" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Cada Humanóide em uma Esfera de 6 metros de raio centrada em um ponto que você escolher dentro do alcance deve ser bem sucedido em um teste de resistência de Carisma ou será afetado por um dos seguintes efeitos (escolha para cada criatura):\n\n\u2022A criatura tem Imunidade às condições Encantado e Amedrontado até o feitiço terminar. Se a criatura já estava Encantada ou Amedrontada, essas condições serão suprimidas enquanto durar.\n\u2022A criatura se torna Indiferente em relação às criaturas de sua escolha às quais ela é Hostil. Essa indiferença termina se o alvo sofrer dano ou testemunhar seus aliados sofrendo dano. Quando a magia termina, a atitude da criatura volta ao normal.", + "duration": "Até 1 minuto", + "id": 574, + "level": 2, + "locations": [ + { + "page": 249, + "sourcebook": "LDJ24" + } + ], + "name": "Acalmar Emoções", + "range": "18 metros", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você lança um raio em direção a um alvo que você pode ver dentro do alcance. Três raios então saltam daquele alvo para até três outros alvos de sua escolha, cada um dos quais deve estar a até 30 pés do primeiro alvo. Um alvo pode ser uma criatura ou um objeto e pode ser alvo de apenas um dos raios. Cada alvo faz um teste de resistência de Destreza, sofrendo 10d8 de dano de Raio em uma falha ou metade do dano em um sucesso.", + "duration": "Instantâneo", + "higher_level": "Um raio adicional salta do primeiro alvo para outro alvo para cada nível de magia acima de 6.", + "id": 575, + "level": 6, + "locations": [ + { + "page": 249, + "sourcebook": "LDJ24" + } + ], + "material": "Três pinos de prata", + "name": "Corrente de Relâmpagos", + "range": "45 metros", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Druida", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Uma criatura que você pode ver dentro do alcance faz um teste de resistência de Sabedoria. Ele faz isso com Vantagem se você ou seus aliados estiverem lutando contra ela. Em um teste falho, o alvo tem a condição Encantado até que a magia termine ou até que você ou seus aliados causem dano a ela. A criatura Encantada é Amistosa com você. Quando a magia termina, o alvo sabe que foi Encantado por você.", + "duration": "1 hora", + "higher_level": "Você pode escolher uma criatura adicional para cada nível de espaço de magia acima de 4.", + "id": 576, + "level": 4, + "locations": [ + { + "page": 249, + "sourcebook": "LDJ24" + } + ], + "name": "Enfeitiçar Monstro", + "range": "9 metros", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Druida", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Um Humanoide que você pode ver dentro do alcance faz um teste de resistência de Sabedoria. Ele faz isso com Vantagem se você ou seus aliados estiverem lutando contra ele. Em um teste de resistência falho, o alvo tem a condição Encantado até que a magia termine ou até que você ou seus aliados causem dano a ele. A criatura Encantada é Amistosa com você. Quando a magia termina, o alvo sabe que foi Encantado por você.", + "duration": "1 hora", + "higher_level": "Você pode escolher uma criatura adicional para cada nível de espaço de magia acima de 1.", + "id": 577, + "level": 1, + "locations": [ + { + "page": 249, + "sourcebook": "LDJ24" + } + ], + "name": "Enfeitiçar Pessoa", + "range": "9 metros", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Canalizando o frio do túmulo, faça um ataque mágico corpo a corpo contra um alvo dentro do alcance. Em um acerto, o alvo recebe 1d10 de dano Necrótico e não pode recuperar Pontos de Vida até o final do seu próximo turno.", + "duration": "Instantâneo", + "higher_level": "O dano aumenta em 1d10 quando você atinge os níveis 5 (2d10), 11 (3d10) e 17 (4d10).", + "id": 578, + "level": 0, + "locations": [ + { + "page": 249, + "sourcebook": "LDJ24" + } + ], + "name": "Toque Arrepiante", + "range": "Toque", + "ruleset": "2024", + "school": "Necromancia" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você arremessa um orbe de energia em um alvo dentro do alcance. Escolha Ácido, Frio, Fogo, Relâmpago, Veneno ou Trovão para o tipo de orbe que você cria e então faça um ataque de magia à distância contra o alvo. Em um acerto, o alvo recebe 3d8 de dano do tipo escolhido. Se você rolar o mesmo número em dois ou mais dos d8s, o orbe salta para um alvo diferente de sua escolha dentro de 30 pés do alvo. Faça uma jogada de ataque contra o novo alvo e faça uma nova jogada de dano. O orbe não pode saltar novamente a menos que você conjure a magia com um espaço de magia de nível 2+.", + "duration": "Instantâneo", + "higher_level": "O dano aumenta em 1d8 para cada nível de espaço de magia acima de 1. O orbe pode saltar um número máximo de vezes igual ao nível do espaço gasto, e uma criatura pode ser alvo apenas uma vez a cada conjuração desta magia.", + "id": 579, + "level": 1, + "locations": [ + { + "page": 249, + "sourcebook": "LDJ24" + } + ], + "material": "Um diamante que vale mais de 50 PO", + "name": "Orbe Cromática", + "range": "27 metros", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Energia negativa ondula em uma Esfera de 60 pés de raio de um ponto que você escolher dentro do alcance. Cada criatura naquela área faz um teste de resistência de Constituição, sofrendo 8d8 de dano Necrótico em um teste falho ou metade do dano em um teste bem-sucedido.", + "duration": "Instantâneo", + "higher_level": "O dano aumenta em 2d8 para cada nível de magia acima de 6.", + "id": 580, + "level": 6, + "locations": [ + { + "page": 250, + "sourcebook": "LDJ24" + } + ], + "material": "O pó de uma pérola negra esmagada vale mais de 500 po", + "name": "Círculo da Morte", + "range": "45 metros", + "ruleset": "2024", + "school": "Necromancia" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "Paladino", + "Mago" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "Uma aura irradia de você em uma Emanação de 30 pés pela duração. Enquanto estiver na aura, você e seus aliados têm Vantagem em testes de resistência contra magias e outros efeitos mágicos. Quando uma criatura afetada faz um teste de resistência contra uma magia ou efeito mágico que permite que um teste sofra apenas metade do dano, ela não sofre dano se for bem-sucedida no teste.", + "duration": "Até 10 minutos", + "id": 581, + "level": 5, + "locations": [ + { + "page": 250, + "sourcebook": "LDJ24" + } + ], + "name": "Círculo de Poder", + "range": "Pessoal", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "10 minutos", + "classes": [ + "Bardo", + "Clérigo", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você cria um sensor Invisível dentro do alcance em um local familiar para você (um lugar que você já visitou ou viu antes) ou em um local óbvio que não é familiar para você (como atrás de uma porta, em uma esquina ou em um bosque de árvores). O sensor intangível e invulnerável permanece no lugar durante a duração. Quando você conjura a magia, escolha ver ou ouvir. Você pode usar o sentido escolhido através do sensor como se estivesse em seu espaço. Como uma Ação Bônus, você pode alternar entre ver e ouvir. Uma criatura que vê o sensor (como uma criatura se beneficiando de Ver Invisibilidade ou Visão Verdadeira) vê um orbe luminoso do tamanho do seu punho.", + "duration": "Até 10 minutos", + "id": 582, + "level": 3, + "locations": [ + { + "page": 250, + "sourcebook": "LDJ24" + } + ], + "material": "Um foco que vale mais de 100 PO, um chifre com joias para audição ou um olho de vidro para visão", + "name": "Clarividência", + "range": "1 milha", + "ruleset": "2024", + "school": "Adivinhação" + }, + { + "casting_time": "1 hora", + "classes": [ + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você toca uma criatura ou pelo menos 1 polegada cúbica de sua carne. Uma duplicata inerte daquela criatura se forma dentro do recipiente usado na conjuração da magia e termina de crescer após 120 dias; você escolhe se o clone finalizado tem a mesma idade da criatura ou é mais jovem. O clone permanece inerte e dura indefinidamente enquanto seu recipiente permanece intocado. Se a criatura original morrer após o clone terminar de se formar, a alma da criatura é transferida para o clone se a alma estiver livre e disposta a retornar. O clone é fisicamente idêntico ao original e tem a mesma personalidade, memórias e habilidades, mas nenhum dos equipamentos do original. Os restos originais da criatura, se houver, tornam-se inertes e não podem ser revividos, já que a alma da criatura está em outro lugar.", + "duration": "Instantâneo", + "id": 583, + "level": 8, + "locations": [ + { + "page": 251, + "sourcebook": "LDJ24" + } + ], + "material": "Um diamante que vale mais de 1.000 PO, que a magia consome, e um recipiente selável que vale mais de 2.000 PO, que seja grande o suficiente para conter a criatura que está sendo clonada.", + "name": "Clone", + "range": "Toque", + "ruleset": "2024", + "school": "Necromancia" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Você cria uma Esfera de 20 pés de raio de névoa amarelo-esverdeada centrada em um ponto dentro do alcance. A névoa dura pela duração ou até que um vento forte (como o criado por Rajada de Vento) a disperse, encerrando a magia. Sua área é Pesadamente Obscura. Cada criatura na Esfera faz um teste de resistência de Constituição, sofrendo 5d8 de dano de Veneno em uma falha ou metade do dano em uma bem-sucedida. Uma criatura também deve fazer esse teste quando a Esfera se move para seu espaço e quando entra na Esfera ou termina seu turno lá. Uma criatura faz esse teste apenas uma vez por turno. A Esfera se move 10 pés para longe de você no início de cada um dos seus turnos.", + "duration": "Até 10 minutos", + "higher_level": "O dano aumenta em 1d8 para cada nível de magia acima de 5.", + "id": 584, + "level": 5, + "locations": [ + { + "page": 251, + "sourcebook": "LDJ24" + } + ], + "name": "Névoa Mortal", + "range": "36 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você conjura adagas giratórias em um Cubo de 5 pés centralizado em um ponto dentro do alcance. Cada criatura naquela área sofre 4d4 de dano Cortante. Uma criatura também sofre esse dano se entrar no Cubo ou terminar seu turno lá ou se o Cubo se mover para seu espaço. Uma criatura sofre esse dano apenas uma vez por turno. Em seus turnos posteriores, você pode realizar uma ação de Magia para teleportar o Cubo até 30 pés.", + "duration": "Até 1 minuto", + "higher_level": "O dano aumenta em 2d4 para cada nível de magia acima de 2.", + "id": 585, + "level": 2, + "locations": [ + { + "page": 251, + "sourcebook": "LDJ24" + } + ], + "material": "Um pedaço de vidro", + "name": "Nuvem de Adagas", + "range": "18 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você lança uma deslumbrante série de luzes coloridas e brilhantes. Cada criatura em um Cone de 15 pés originário de você deve ter sucesso em um teste de resistência de Constituição ou terá a condição Blinded até o final do seu próximo turno.", + "duration": "Instantâneo", + "id": 586, + "level": 1, + "locations": [ + { + "page": 251, + "sourcebook": "LDJ24" + } + ], + "material": "Uma pitada de areia colorida", + "name": "Leque Cromático", + "range": "Pessoal", + "ruleset": "2024", + "school": "Ilusão" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Clérigo", + "Paladino" + ], + "components": [ + "V" + ], + "desc": "Você fala um comando de uma palavra para uma criatura que você pode ver dentro do alcance. O alvo deve ter sucesso em um teste de resistência de Sabedoria ou seguir o comando em seu próximo turno. Escolha o comando entre estas opções: Aproximar. O alvo se move em sua direção pela rota mais curta e direta, terminando seu turno se ele se mover a 1,5 m de você. Largar. O alvo larga o que estiver segurando e então termina seu turno. Fugir. O alvo gasta seu turno se afastando de você pelo meio mais rápido disponível. Rastejar. O alvo tem a condição Prone e então termina seu turno. Parar. Em seu turno, o alvo não se move e não realiza nenhuma ação ou Ação Bônus.", + "duration": "Instantâneo", + "higher_level": "Você pode afetar uma criatura adicional para cada nível de espaço de magia acima de 1.", + "id": 587, + "level": 1, + "locations": [ + { + "page": 251, + "sourcebook": "LDJ24" + } + ], + "name": "Comando", + "range": "18 metros", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "1 minuto ou Ritual", + "classes": [ + "Clérigo" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você contata uma divindade ou um representante divino e faz até três perguntas que podem ser respondidas com sim ou não. Você deve fazer suas perguntas antes que a magia termine. Você recebe uma resposta correta para cada pergunta. Seres divinos não são necessariamente oniscientes, então você pode receber "incerto" como resposta se uma pergunta pertencer a informações que estão além do conhecimento da divindade. Em um caso em que uma resposta de uma palavra pode ser enganosa ou contrária aos interesses da divindade, o Mestre pode oferecer uma frase curta como resposta. Se você conjurar a magia mais de uma vez antes de terminar um Descanso Longo, há uma chance cumulativa de 25 por cento para cada conjuração após a primeira de você não obter resposta.", + "duration": "1 minuto", + "id": 588, + "level": 5, + "locations": [ + { + "page": 252, + "sourcebook": "LDJ24" + } + ], + "material": "Incenso", + "name": "Comunhão", + "range": "Pessoal", + "ruleset": "2024", + "school": "Adivinhação" + }, + { + "casting_time": "1 minuto ou Ritual", + "classes": [ + "Druida", + "Patrulheiro" + ], + "components": [ + "V", + "S" + ], + "desc": "Você se comunica com os espíritos da natureza e adquire conhecimento da área circundante. Ao ar livre, a magia lhe dá conhecimento da área a até 3 milhas de você. Em cavernas e outros ambientes subterrâneos naturais, o raio é limitado a 90 metros. O feitiço não funciona onde a natureza foi substituída pela construção, como em castelos e assentamentos.\n\nEscolha três dos seguintes fatos; você aprende esses fatos no que se refere à área da magia:\n\n\u2022Locais de assentamentos\n\u2022Localizações de portais para outros planos de existência\n\u2022Localização de uma criatura com Classificação de Desafio 10+ (escolha do Mestre) que seja Celestial, Elemental, Fey, Demônio ou Morto-Vivo\n\u2022O tipo de planta, mineral ou animal mais comum (você escolhe qual aprender)\n\n\u2022Localizações de corpos d'água\n\nPor exemplo, você pode determinar a localização de um monstro poderoso na área, a localização de corpos d'água e a localização de qualquer cidade.", + "duration": "Instantâneo", + "id": 589, + "level": 5, + "locations": [ + { + "page": 252, + "sourcebook": "LDJ24" + } + ], + "name": "Comunhão com a Natureza", + "range": "Pessoal", + "ruleset": "2024", + "school": "Adivinhação" + }, + { + "casting_time": "Ação bônus", + "classes": [ + "Paladino" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "Você tenta obrigar uma criatura a um duelo. Uma criatura que você pode ver dentro do alcance faz um teste de resistência de Sabedoria. Em um teste falho, o alvo tem Desvantagem em jogadas de ataque contra criaturas que não sejam você, e ele não pode se mover voluntariamente para um espaço que esteja a mais de 30 pés de distância de você. A magia termina se você fizer uma jogada de ataque contra uma criatura que não seja o alvo, se você conjurar uma magia em um inimigo que não seja o alvo, se um aliado seu causar dano ao alvo, ou se você terminar seu turno a mais de 30 pés de distância do alvo.", + "duration": "Até 1 minuto", + "id": 590, + "level": 1, + "locations": [ + { + "page": 252, + "sourcebook": "LDJ24" + } + ], + "name": "Duelo Compelido", + "range": "9 metros", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação ou Ritual", + "classes": [ + "Bardo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Durante a duração, você entende o significado literal de qualquer idioma que você ouve ou vê assinado. Você também entende qualquer idioma escrito que você vê, mas você deve estar tocando a superfície na qual as palavras estão escritas. Leva cerca de 1 minuto para ler uma página de texto. Esta magia não decodifica símbolos ou mensagens secretas.", + "duration": "1 hora", + "id": 591, + "level": 1, + "locations": [ + { + "page": 252, + "sourcebook": "LDJ24" + } + ], + "material": "Uma pitada de fuligem e sal", + "name": "Compreender Idiomas", + "range": "Pessoal", + "ruleset": "2024", + "school": "Adivinhação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Cada criatura de sua escolha que você pode ver dentro do alcance deve ser bem-sucedida em um teste de resistência de Sabedoria ou ter a condição Encantado até que a magia termine. Durante a duração, você pode realizar uma Ação Bônus para designar uma direção que seja horizontal para você. Cada alvo Encantado deve usar o máximo de seu movimento possível para se mover naquela direção em seu próximo turno, tomando a rota mais segura. Após se mover dessa forma, um alvo repete o teste, encerrando a magia sobre si mesmo em um sucesso.", + "duration": "Até 1 minuto", + "id": 592, + "level": 4, + "locations": [ + { + "page": 252, + "sourcebook": "LDJ24" + } + ], + "name": "Compulsão", + "range": "9 metros", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação", + "classes": [ + "Druida", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você libera uma rajada de ar frio. Cada criatura em um Cone de 60 pés originário de você faz um teste de resistência de Constituição, sofrendo 8d8 de dano de Frio em uma falha ou metade do dano em um sucesso. Uma criatura morta por esta magia se torna uma estátua congelada até que descongele.", + "duration": "Instantâneo", + "higher_level": "O dano aumenta em 1d8 para cada nível de magia acima de 5.", + "id": 593, + "level": 5, + "locations": [ + { + "page": 253, + "sourcebook": "LDJ24" + } + ], + "material": "Um pequeno cone de cristal ou vidro", + "name": "Cone de Frio", + "range": "Pessoal", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Druida", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Cada criatura em uma Esfera de 10 pés de raio centrada em um ponto que você escolher dentro do alcance deve ter sucesso em um teste de resistência de Sabedoria, ou esse alvo não pode realizar Ações ou Reações Bônus e deve rolar 1d10 no início de cada um de seus turnos para determinar seu comportamento naquele turno, consultando a tabela abaixo. 1d10 Comportamento para o Turno 1 O alvo não realiza uma ação e usa todo o seu movimento para se mover. Role 1d4 para a direção: 1, norte; 2, leste; 3, sul; ou 4, oeste. 2–6 O alvo não se move nem realiza ações. 7–8 O alvo não se move e realiza a ação Ataque para fazer um ataque corpo a corpo contra uma criatura aleatória dentro do alcance. Se nenhuma estiver dentro do alcance, o alvo não realiza nenhuma ação. 9–10 O alvo escolhe seu comportamento. No final de cada um de seus turnos, um alvo afetado repete o teste, encerrando a magia sobre si mesmo em um sucesso.", + "duration": "Até 1 minuto", + "higher_level": "O raio da Esfera aumenta em 1,5 m para cada nível de magia acima de 4.", + "id": 594, + "level": 4, + "locations": [ + { + "page": 253, + "sourcebook": "LDJ24" + } + ], + "material": "Três cascas de nozes", + "name": "Confusão", + "range": "27 metros", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação", + "classes": [ + "Druida", + "Patrulheiro" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Você conjura espíritos da natureza que aparecem como um bando Grande de animais espectrais e intangíveis em um espaço desocupado que você pode ver dentro do alcance. O bando dura pela duração, e você escolhe a forma animal dos espíritos, como lobos, serpentes ou pássaros. Você tem Vantagem em testes de resistência de Força enquanto estiver a 1,5 m do bando, e quando você se move no seu turno, você também pode mover o bando até 9 m para um espaço desocupado que você pode ver. Sempre que o bando se move a 3 m de uma criatura que você pode ver e sempre que uma criatura que você pode ver entra em um espaço a 3 m do bando ou termina seu turno lá, você pode forçar essa criatura a fazer um teste de resistência de Destreza. Em uma falha na resistência, a criatura sofre 3d10 de dano Cortante. Uma criatura faz essa resistência apenas uma vez por turno.", + "duration": "Até 10 minutos", + "higher_level": "O dano aumenta em 1d10 para cada nível de magia acima de 3.", + "id": 595, + "level": 3, + "locations": [ + { + "page": 254, + "sourcebook": "LDJ24" + } + ], + "name": "Conjurar Animais", + "range": "18 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Patrulheiro" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você brande a arma usada para conjurar a magia e conjura armas espectrais similares (ou munição apropriada para a arma) que se lançam para frente e então desaparecem. Cada criatura de sua escolha que você pode ver em um Cone de 60 pés faz um teste de resistência de Destreza, sofrendo 5d8 de dano de Força em um teste de resistência falho ou metade do dano em um teste bem-sucedido.", + "duration": "Instantâneo", + "higher_level": "O dano aumenta em 1d8 para cada nível de magia acima de 3.", + "id": 596, + "level": 3, + "locations": [ + { + "page": 254, + "sourcebook": "LDJ24" + } + ], + "material": "Uma arma corpo a corpo ou de longo alcance que vale pelo menos 1 pc", + "name": "Conjurar Rajada", + "range": "Pessoal", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Você conjura um espírito dos Planos Superiores, que se manifesta como um pilar de luz em um Cilindro de 10 pés de raio e 40 pés de altura centralizado em um ponto dentro do alcance. Para cada criatura que você pode ver no Cilindro, escolha qual destas luzes brilha sobre ela: Luz Curativa. O alvo recupera Pontos de Vida iguais a 4d12 mais seu modificador de habilidade de conjuração. Luz Cauterizante. O alvo faz um teste de resistência de Destreza, sofrendo 6d12 de dano Radiante em uma falha ou metade do dano em um sucesso. Até que a magia termine, Luz Brilhante preenche o Cilindro, e quando você se move em seu turno, você também pode mover o Cilindro até 30 pés. Sempre que o Cilindro se move para o espaço de uma criatura que você pode ver e sempre que uma criatura que você pode ver entra no Cilindro ou termina seu turno lá, você pode banhá-la em uma das luzes. Uma criatura pode ser afetada por esta magia apenas uma vez por turno.", + "duration": "Até 10 minutos", + "higher_level": "A cura e o dano aumentam em 1d12 para cada nível de magia acima de 7.", + "id": 597, + "level": 7, + "locations": [ + { + "page": 254, + "sourcebook": "LDJ24" + } + ], + "name": "Conjurar Celestial", + "range": "27 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Druida", + "Mago" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Você conjura um espírito Grande e intangível dos Planos Elementais que aparece em um espaço desocupado dentro do alcance. Escolha o elemento do espírito, que determina seu tipo de dano: ar (Relâmpago), terra (Trovão), fogo (Fogo) ou água (Frio). O espírito dura pela duração. Sempre que uma criatura que você pode ver entra no espaço do espírito ou começa seu turno a 1,5 m do espírito, você pode forçar essa criatura a fazer um teste de resistência de Destreza se o espírito não tiver nenhuma criatura Restringida. Em caso de falha na resistência, o alvo sofre 8d8 de dano do tipo do espírito, e o alvo tem a condição Restringido até que a magia termine. No início de cada um de seus turnos, o alvo Restringido repete a resistência. Em caso de falha na resistência, o alvo sofre 4d8 de dano do tipo do espírito. Em caso de sucesso, o alvo não é Restringido pelo espírito.", + "duration": "Até 10 minutos", + "higher_level": "O dano aumenta em 1d8 para cada nível de magia acima de 5.", + "id": 598, + "level": 5, + "locations": [ + { + "page": 254, + "sourcebook": "LDJ24" + } + ], + "name": "Conjurar Elemental", + "range": "18 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Druida" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Você conjura um espírito Médio da Agrestia das Fadas em um espaço desocupado que você pode ver dentro do alcance. O espírito dura pela duração, e parece uma criatura Fey de sua escolha. Quando o espírito aparece, você pode fazer um ataque mágico corpo a corpo contra uma criatura a até 1,5 m dele. Em um acerto, o alvo recebe dano Psíquico igual a 3d12 mais seu modificador de habilidade de conjuração, e o alvo tem a condição Assustado até o início do seu próximo turno, com você e o espírito como a fonte do medo. Como uma Ação Bônus em seus turnos posteriores, você pode teleportar o espírito para um espaço desocupado que você pode ver a até 9 m do espaço que ele deixou e fazer o ataque contra uma criatura a até 1,5 m dele.", + "duration": "Até 10 minutos", + "higher_level": "O dano aumenta em 1d12 para cada nível de magia acima de 6.", + "id": 599, + "level": 6, + "locations": [ + { + "page": 255, + "sourcebook": "LDJ24" + } + ], + "name": "Conjurar Fada", + "range": "18 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Druida", + "Mago" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Você conjura espíritos dos Planos Elementais que voam ao seu redor em uma Emanação de 15 pés pela duração. Até que a magia termine, qualquer ataque que você fizer causa 2d8 de dano extra quando você atinge uma criatura na Emanação. Esse dano é Ácido, Frio, Fogo ou Relâmpago (sua escolha quando você faz o ataque). Além disso, o solo na Emanação é Terreno Difícil para seus inimigos.", + "duration": "Até 10 minutos", + "higher_level": "O dano aumenta em 1d8 para cada nível de magia acima de 4.", + "id": 600, + "level": 4, + "locations": [ + { + "page": 255, + "sourcebook": "LDJ24" + } + ], + "name": "Conjurar Elementais Menores", + "range": "Pessoal", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Patrulheiro" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você brande a arma usada para conjurar a magia e escolhe um ponto dentro do alcance. Centenas de armas espectrais similares (ou munição apropriada para a arma) caem em uma saraivada e então desaparecem. Cada criatura de sua escolha que você pode ver em um Cilindro de 40 pés de raio e 20 pés de altura centrado naquele ponto faz um teste de resistência de Destreza. Uma criatura sofre 8d8 de dano de Força em uma falha ou metade do dano em uma bem-sucedida.", + "duration": "Instantâneo", + "id": 601, + "level": 5, + "locations": [ + { + "page": 255, + "sourcebook": "LDJ24" + } + ], + "material": "Uma arma corpo a corpo ou de longo alcance que vale pelo menos 1 pc", + "name": "Conjurar Saraivada", + "range": "45 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Druida", + "Patrulheiro" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Você conjura espíritos da natureza que voam ao seu redor em uma Emanação de 10 pés pela duração. Sempre que a Emanação entra no espaço de uma criatura que você pode ver e sempre que uma criatura que você pode ver entra na Emanação ou termina seu turno lá, você pode forçar essa criatura a fazer um teste de resistência de Sabedoria. A criatura sofre 5d8 de dano de Força em uma falha ou metade do dano em uma bem-sucedida. Uma criatura faz esse teste apenas uma vez por turno. Além disso, você pode realizar a ação Desengajar como uma Ação Bônus pela duração da magia.", + "duration": "Até 10 minutos", + "higher_level": "O dano aumenta em 1d8 para cada nível de magia acima de 4.", + "id": 602, + "level": 4, + "locations": [ + { + "page": 255, + "sourcebook": "LDJ24" + } + ], + "name": "Conjurar Seres da Floresta", + "range": "Pessoal", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "1 minuto ou Ritual", + "classes": [ + "Bruxo", + "Mago" + ], + "components": [ + "V" + ], + "desc": "Você contata mentalmente um semideus, o espírito de um sábio morto há muito tempo, ou alguma outra entidade conhecedora de outro plano. Contatar essa inteligência sobrenatural pode quebrar sua mente. Quando você conjura esta magia, faça um teste de resistência de Inteligência CD 15. Em um teste bem-sucedido, você pode fazer até cinco perguntas à entidade. Você deve fazer suas perguntas antes que a magia termine. O Mestre responde a cada pergunta com uma palavra, como "sim", "não", "talvez", "nunca", "irrelevante" ou "pouco claro" (se a entidade não souber a resposta para a pergunta). Se uma resposta de uma palavra for enganosa, o Mestre pode, em vez disso, oferecer uma frase curta como resposta. Em um teste falho, você sofre 6d6 de dano Psíquico e fica com a condição Incapacitado até terminar um Descanso Longo. Uma magia Restauração Maior conjurada em você encerra este efeito.", + "duration": "1 minuto", + "id": 603, + "level": 5, + "locations": [ + { + "page": 255, + "sourcebook": "LDJ24" + } + ], + "name": "Contato Extraplanar", + "range": "Pessoal", + "ruleset": "2024", + "school": "Adivinhação" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "Druida" + ], + "components": [ + "V", + "S" + ], + "desc": "Seu toque inflige um contágio mágico. O alvo deve ter sucesso em um teste de resistência de Constituição ou receber 11d8 de dano Necrótico e ter a condição Envenenado. Além disso, escolha uma habilidade quando conjurar a magia. Enquanto Envenenado, o alvo tem Desvantagem em testes de resistência feitos com a habilidade escolhida. O alvo deve repetir o teste de resistência no final de cada um de seus turnos até obter três sucessos ou falhas. Se o alvo tiver sucesso em três desses testes, a magia termina no alvo. Se o alvo falhar em três dos testes, a magia dura 7 dias nele. Sempre que o alvo Envenenado receber um efeito que encerraria a condição Envenenado, o alvo deve ter sucesso em um teste de resistência de Constituição, ou a condição Envenenado não termina nele.", + "duration": "7 dias", + "id": 604, + "level": 5, + "locations": [ + { + "page": 256, + "sourcebook": "LDJ24" + } + ], + "name": "Praga", + "range": "Toque", + "ruleset": "2024", + "school": "Necromancia" + }, + { + "casting_time": "10 minutos", + "classes": [ + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Escolha uma magia de nível 5 ou menor que você possa conjurar, que tenha um tempo de conjuração de uma ação e que possa ter você como alvo. Você conjura essa magia — chamada de magia contingente — como parte da conjuração de Contingência, gastando espaços de magia para ambas, mas a magia contingente não entra em vigor. Em vez disso, ela entra em vigor quando um certo gatilho ocorre. Você descreve esse gatilho quando conjura as duas magias. Por exemplo, uma conjuração de Contingência com Respiração Aquática pode estipular que a Respiração Aquática entre em vigor quando você for engolido em água ou um líquido similar. A magia contingente entra em vigor imediatamente após o gatilho ocorrer pela primeira vez, quer você queira ou não, e então a Contingência termina. A magia contingente entra em vigor somente em você, mesmo que normalmente possa ter outros como alvo. Você pode usar somente uma magia de Contingência por vez. Se conjurar essa magia novamente, o efeito de outra magia de Contingência em você termina. Além disso, a Contingência termina em você se seu componente material não estiver em sua pessoa.", + "duration": "10 dias", + "id": 605, + "level": 6, + "locations": [ + { + "page": 256, + "sourcebook": "LDJ24" + } + ], + "material": "Uma estatueta sua incrustada de pedras preciosas que vale mais de 1.500 PO", + "name": "Contingência", + "range": "Pessoal", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "Druida", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Uma chama brota de um objeto que você toca. O efeito lança Luz Brilhante em um raio de 20 pés e Luz Fraca por mais 20 pés. Parece uma chama normal, mas não cria calor e não consome combustível. A chama pode ser coberta ou escondida, mas não sufocada ou apagada.", + "duration": "Até ser dissipada", + "id": 606, + "level": 2, + "locations": [ + { + "page": 256, + "sourcebook": "LDJ24" + } + ], + "material": "Pó de rubi no valor de 50+ PO, que a magia consome", + "name": "Chama Contínua", + "range": "Toque", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "Druida", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Até que a magia termine, você controla qualquer água dentro de uma área que você escolher que seja um Cubo de até 100 pés de lado, usando um dos seguintes efeitos. Como uma ação de Magia em seus turnos posteriores, você pode repetir o mesmo efeito ou escolher um diferente. Inundação. Você faz com que o nível de água de toda a água parada na área suba em até 20 pés. Se você escolher uma área em um grande corpo de água, você cria uma onda de 20 pés de altura que viaja de um lado da área para o outro e então quebra. Qualquer veículo Enorme ou menor no caminho da onda é levado com ela para o outro lado. Qualquer veículo Enorme ou menor atingido pela onda tem 25 por cento de chance de virar. O nível da água permanece elevado até que a magia termine ou você escolha um efeito diferente. Se este efeito produziu uma onda, a onda se repete no início do seu próximo turno enquanto o efeito de inundação durar. Parte Água. Você divide a água na área e cria uma trincheira. A trincheira se estende pela área da magia, e a água separada forma uma parede para cada lado. A trincheira permanece até que a magia termine ou você escolha um efeito diferente. A água então preenche lentamente a trincheira ao longo da próxima rodada até que o nível normal da água seja restaurado. Redirecionar Fluxo. Você faz com que a água corrente na área se mova em uma direção que você escolher, mesmo que a água tenha que fluir sobre obstáculos, paredes ou outras direções improváveis. A água na área se move conforme você a direciona, mas uma vez que ela se move além da área da magia, ela retoma seu fluxo com base no terreno. A água continua a se mover na direção que você escolheu até que a magia termine ou você escolha um efeito diferente. Redemoinho. Você faz com que um redemoinho se forme no centro da área, que deve ter pelo menos 50 pés quadrados e 25 pés de profundidade. O redemoinho dura até que você escolha um efeito diferente ou a magia termine. O redemoinho tem 5 pés de largura na base, até 50 pés de largura no topo e 25 pés de altura. Qualquer criatura na água e a 25 pés do redemoinho é puxada 10 pés em sua direção. Quando uma criatura entra no redemoinho pela primeira vez em um turno ou termina seu turno lá, ela faz um teste de resistência de Força. Em um teste falho, a criatura sofre 2d8 de dano de Concussão. Em um teste bem-sucedido, a criatura sofre metade do dano. Uma criatura pode nadar para longe do redemoinho somente se primeiro realizar uma ação para se afastar e for bem-sucedida em um teste de Força (Atletismo) contra sua CD de resistência à magia.", + "duration": "Até 10 minutos", + "id": 607, + "level": 4, + "locations": [ + { + "page": 256, + "sourcebook": "LDJ24" + } + ], + "material": "Uma mistura de água e poeira", + "name": "Controlar a Água", + "range": "90 metros", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "10 minutos", + "classes": [ + "Clérigo", + "Druida", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você assume o controle do clima em um raio de 5 milhas de você durante a duração. Você deve estar ao ar livre para conjurar esta magia, e ela termina mais cedo se você entrar em ambientes fechados. Quando conjura a magia, você altera as condições climáticas atuais, que são determinadas pelo Mestre. Você pode alterar a precipitação, a temperatura e o vento. Leva 1d4 × 10 minutos para que as novas condições entrem em vigor. Depois que isso acontecer, você pode alterar as condições novamente. Quando a magia termina, o clima retorna gradualmente ao normal. Quando você altera as condições climáticas, encontre uma condição atual nas tabelas a seguir e altere seu estágio em um, para cima ou para baixo. Ao alterar o vento, você pode alterar sua direção. Condição de Estágio 1 Claro 2 Nuvens leves 3 Nublado ou neblina 4 Chuva, granizo ou neve 5 Chuva torrencial, granizo ou nevasca Condição de Estágio 1 Onda de calor 2 Quente 3 Morno 4 Frio 5 Frio 6 Congelante Condição de Estágio 1 Calmo 2 Vento moderado 3 Vento forte 4 Vendaval 5 Tempestade", + "duration": "Até 8 horas", + "id": 608, + "level": 8, + "locations": [ + { + "page": 257, + "sourcebook": "LDJ24" + } + ], + "material": "Queimando incenso", + "name": "Controlar o Clima", + "range": "Pessoal", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Patrulheiro" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você toca até quatro Flechas ou Raios não mágicos e os planta no chão em seu espaço. Até que a magia termine, a munição não pode ser fisicamente arrancada, e sempre que uma criatura que não seja você entrar em um espaço a até 30 pés da munição pela primeira vez em um turno ou terminar seu turno lá, um pedaço de munição voa para atingi-la. A criatura deve ter sucesso em um teste de resistência de Destreza ou sofrer 2d4 de dano Perfurante. O pedaço de munição é então destruído. A magia termina quando nenhuma munição permanece plantada no chão. Quando você conjura esta magia, você pode designar quaisquer criaturas que escolher, e a magia as ignora.", + "duration": "8 horas", + "higher_level": "A quantidade de munição que pode ser afetada aumenta em dois para cada nível de slot de magia acima de 2.", + "id": 609, + "level": 2, + "locations": [ + { + "page": 258, + "sourcebook": "LDJ24" + } + ], + "material": "Uma trança ornamental", + "name": "Cordão de Flechas", + "range": "Toque", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Reação, que você toma quando vê uma criatura a até 18 metros de você lançando uma magia com componentes Verbal, Somático ou Material", + "classes": [ + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "S" + ], + "desc": "Você tenta interromper uma criatura no processo de conjuração de uma magia. A criatura faz um teste de resistência de Constituição. Em uma falha, a magia se dissipa sem efeito, e a ação, Ação Bônus ou Reação usada para conjurá-la é desperdiçada. Se aquela magia foi conjurada com um espaço de magia, o espaço não é gasto.", + "duration": "Instantâneo", + "id": 610, + "level": 3, + "locations": [ + { + "page": 258, + "sourcebook": "LDJ24" + } + ], + "name": "Contramágica", + "range": "18 metros", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "Paladino" + ], + "components": [ + "V", + "S" + ], + "desc": "Você cria 45 libras de comida e 30 galões de água fresca no chão ou em recipientes dentro do alcance — ambos úteis para afastar os perigos da desnutrição e da desidratação. A comida é insossa, mas nutritiva, e parece uma comida de sua escolha, e a água é limpa. A comida estraga após 24 horas se não for comida.", + "duration": "Instantâneo", + "id": 611, + "level": 3, + "locations": [ + { + "page": 258, + "sourcebook": "LDJ24" + } + ], + "name": "Criar Alimentos", + "range": "9 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "Druida" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você faz um dos seguintes: Criar Água. Você cria até 10 galões de água limpa dentro do alcance em um recipiente aberto. Alternativamente, a água cai como chuva em um Cubo de 30 pés dentro do alcance, extinguindo chamas expostas ali. Destrói Água. Você destrói até 10 galões de água em um recipiente aberto dentro do alcance. Alternativamente, você destrói névoa em um Cubo de 30 pés dentro do alcance.", + "duration": "Instantâneo", + "higher_level": "Você cria ou destrói 10 galões adicionais de água, ou o tamanho do Cubo aumenta em 1,5 m, para cada nível de espaço de magia acima de 1.", + "id": 612, + "level": 1, + "locations": [ + { + "page": 258, + "sourcebook": "LDJ24" + } + ], + "material": "Uma mistura de água e areia", + "name": "Criar ou Destruir Água", + "range": "9 metros", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "1 minuto", + "classes": [ + "Clérigo", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você pode conjurar esta magia somente à noite. Escolha até três cadáveres de Humanoides Médios ou Pequenos dentro do alcance. Cada um se torna um Ghoul sob seu controle (veja o Monster Manual para seu bloco de estatísticas). Como uma Ação Bônus em cada um dos seus turnos, você pode comandar mentalmente qualquer criatura que você animou com esta magia se a criatura estiver a até 120 pés de você (se você controlar múltiplas criaturas, você pode comandar qualquer uma delas ao mesmo tempo, emitindo o mesmo comando para elas). Você decide qual ação a criatura tomará e para onde ela se moverá em seu próximo turno, ou você pode emitir um comando geral, como proteger um lugar específico. Se você não emitir nenhum comando, a criatura realiza a ação Esquivar e se move apenas para evitar danos. Uma vez dada uma ordem, a criatura continua a segui-la até que sua tarefa seja concluída. A criatura fica sob seu controle por 24 horas, após o que ela para de obedecer a qualquer comando que você tenha dado a ela. Para manter o controle da criatura por mais 24 horas, você deve conjurar esta magia na criatura antes que o período atual de 24 horas termine. Este uso da magia reafirma seu controle sobre até três criaturas que você animou com esta magia, em vez de animar novas.", + "duration": "Instantâneo", + "higher_level": "Se você usar um slot de magia de nível 7, você pode animar ou reassumir o controle sobre quatro Ghouls. Se você usar um slot de magia de nível 8, você pode animar ou reassumir o controle sobre cinco Ghouls ou dois Ghasts ou Wights. Se você usar um slot de magia de nível 9, você pode animar ou reassumir o controle sobre seis Ghouls, três Ghasts ou Wights, ou duas Múmias. Veja o Monster Manual para esses blocos de estatísticas.", + "id": 613, + "level": 6, + "locations": [ + { + "page": 258, + "sourcebook": "LDJ24" + } + ], + "material": "Uma pedra de ônix preta de 150+ gp para cada cadáver", + "name": "Criar Mortos-Vivos", + "range": "3 metros", + "ruleset": "2024", + "school": "Necromancia" + }, + { + "casting_time": "1 minuto", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você puxa tufos de material de sombra do Pendor das Sombras para criar um objeto dentro do alcance. É um objeto de matéria vegetal (bens macios, corda, madeira e similares) ou matéria mineral (pedra, cristal, metal e similares). O objeto não deve ser maior que um Cubo de 5 pés, e o objeto deve ser de uma forma e material que você tenha visto. A duração da magia depende do material do objeto, conforme mostrado na tabela de Materiais. Se o objeto for composto de vários materiais, use a duração mais curta. Usar qualquer objeto criado por esta magia como componente Material de outra magia faz com que a outra magia falhe. Material Duração Matéria vegetal 24 horas Pedra ou cristal 12 horas Metais preciosos 1 hora Gemas 10 minutos Adamantino ou mitral 1 minuto", + "duration": "Especial", + "higher_level": "O Cubo aumenta em 1,5 metros para cada nível de magia acima de 5.", + "id": 614, + "level": 5, + "locations": [ + { + "page": 259, + "sourcebook": "LDJ24" + } + ], + "material": "Um pincel", + "name": "Criação", + "range": "9 metros", + "ruleset": "2024", + "school": "Ilusão" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Uma criatura que você pode ver dentro do alcance deve ter sucesso em um teste de resistência de Sabedoria ou ter a condição Encantado pela duração. A criatura tem sucesso automaticamente se não for Humanoide. Uma coroa espectral aparece na cabeça do alvo Encantado, e ele deve usar sua ação antes de se mover em cada um de seus turnos para fazer um ataque corpo a corpo contra uma criatura diferente de si mesmo que você escolher mentalmente. O alvo pode agir normalmente em seu turno se você não escolher nenhuma criatura ou se nenhuma criatura estiver dentro de seu alcance. O alvo repete o teste no final de cada um de seus turnos, terminando a magia em si mesmo em um sucesso. Em seus turnos posteriores, você deve realizar a ação de Magia para manter o controle do alvo, ou a magia termina.", + "duration": "Até 1 minuto", + "id": 615, + "level": 2, + "locations": [ + { + "page": 259, + "sourcebook": "LDJ24" + } + ], + "name": "Coroa da Loucura", + "range": "36 metros", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação", + "classes": [ + "Paladino" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "Você irradia uma aura mágica em uma Emanação de 30 pés. Enquanto estiver na aura, você e seus aliados causam 1d4 de dano Radiante extra ao acertar com uma arma ou um Ataque Desarmado.", + "duration": "Até 1 minuto", + "id": 616, + "level": 3, + "locations": [ + { + "page": 259, + "sourcebook": "LDJ24" + } + ], + "name": "Manto do Cruzado", + "range": "Pessoal", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Clérigo", + "Druida", + "Paladino", + "Patrulheiro" + ], + "components": [ + "V", + "S" + ], + "desc": "Uma criatura que você tocar recupera uma quantidade de Pontos de Vida igual a 2d8 mais seu modificador de habilidade de conjuração.", + "duration": "Instantâneo", + "higher_level": "A cura aumenta em 2d8 para cada nível de magia acima de 1.", + "id": 617, + "level": 1, + "locations": [ + { + "page": 259, + "sourcebook": "LDJ24" + } + ], + "name": "Curar Ferimentos", + "range": "Toque", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você cria até quatro luzes do tamanho de tochas dentro do alcance, fazendo-as parecer tochas, lanternas ou orbes brilhantes que pairam durante a duração. Alternativamente, você combina as quatro luzes em uma forma Medium brilhante que é vagamente humana. Qualquer que seja a forma que você escolher, cada luz emite Luz Fraca em um raio de 10 pés. Como uma Ação Bônus, você pode mover as luzes até 60 pés para um espaço dentro do alcance. Uma luz deve estar a 20 pés de outra luz criada por esta magia, e uma luz desaparece se exceder o alcance da magia.", + "duration": "Até 1 minuto", + "id": 618, + "level": 0, + "locations": [ + { + "page": 259, + "sourcebook": "LDJ24" + } + ], + "material": "Um pouco de fósforo", + "name": "Globos de Luz", + "range": "36 metros", + "ruleset": "2024", + "school": "Ilusão" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "M" + ], + "concentration": true, + "desc": "Durante a duração, a Escuridão mágica se espalha de um ponto dentro do alcance e preenche uma Esfera de 15 pés de raio. A Visão no Escuro não pode ver através dela, e a luz não mágica não pode iluminá-la. Alternativamente, você conjura a magia em um objeto que não está sendo usado ou carregado, fazendo com que a Escuridão preencha uma Emanação de 15 pés originada daquele objeto. Cobrir aquele objeto com algo opaco, como uma tigela ou elmo, bloqueia a Escuridão. Se qualquer área desta magia se sobrepuser a uma área de Luz Brilhante ou Luz Fraca criada por uma magia de nível 2 ou inferior, aquela outra magia é dissipada.", + "duration": "Até 10 minutos", + "id": 619, + "level": 2, + "locations": [ + { + "page": 260, + "sourcebook": "LDJ24" + } + ], + "material": "Pêlo de morcego e um pedaço de carvão", + "name": "Escuridão", + "range": "18 metros", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Druida", + "Patrulheiro", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Durante a duração, uma criatura disposta que você tocar terá Visão no Escuro com um alcance de 45 metros.", + "duration": "8 horas", + "id": 620, + "level": 2, + "locations": [ + { + "page": 260, + "sourcebook": "LDJ24" + } + ], + "material": "Uma cenoura seca", + "name": "Visão no Escuro", + "range": "Toque", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "Druida", + "Paladino", + "Patrulheiro", + "Feiticeiro" + ], + "components": [ + "V", + "S" + ], + "desc": "Durante a duração, a luz do sol se espalha de um ponto dentro do alcance e preenche uma Esfera de 60 pés de raio. A área da luz do sol é Luz Brilhante e emite Luz Fraca por mais 60 pés. Alternativamente, você conjura a magia em um objeto que não está sendo usado ou carregado, fazendo com que a luz do sol preencha uma Emanação de 60 pés originada daquele objeto. Cobrir aquele objeto com algo opaco, como uma tigela ou capacete, bloqueia a luz do sol. Se qualquer área desta magia se sobrepuser a uma área de Escuridão criada por uma magia de nível 3 ou inferior, aquela outra magia é dissipada.", + "duration": "1 hora", + "id": 621, + "level": 3, + "locations": [ + { + "page": 260, + "sourcebook": "LDJ24" + } + ], + "name": "Luz do Dia", + "range": "18 metros", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "Paladino" + ], + "components": [ + "V", + "S" + ], + "desc": "Você toca uma criatura e concede a ela uma medida de proteção contra a morte. A primeira vez que o alvo cairia para 0 Pontos de Vida antes do fim da magia, o alvo cai para 1 Ponto de Vida, e a magia termina. Se a magia ainda estiver em efeito quando o alvo for submetido a um efeito que o mataria instantaneamente sem causar dano, esse efeito é negado contra o alvo, e a magia termina.", + "duration": "8 horas", + "id": 622, + "level": 4, + "locations": [ + { + "page": 261, + "sourcebook": "LDJ24" + } + ], + "name": "Proteção contra a Morte", + "range": "Toque", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Um raio de luz amarela pisca de você, então se condensa em um ponto escolhido dentro do alcance como uma conta brilhante pela duração. Quando a magia termina, a conta explode, e cada criatura em uma Esfera de 20 pés de raio centrada naquele ponto faz um teste de resistência de Destreza. Uma criatura sofre dano de Fogo igual ao dano acumulado total em uma falha ou metade do dano em uma bem-sucedida. O dano base da magia é 12d6, e o dano aumenta em 1d6 sempre que seu turno termina e a magia não terminou. Se uma criatura tocar a conta brilhante antes que a magia termine, essa criatura faz um teste de resistência de Destreza. Em uma falha, a magia termina, fazendo com que a conta exploda. Em uma bem-sucedida, a criatura pode lançar a conta até 40 pés. Se a conta lançada entrar no espaço de uma criatura ou colidir com um objeto sólido, a magia termina, e a conta explode. Quando a conta explode, objetos inflamáveis na explosão que não estão sendo usados ou carregados começam a queimar.", + "duration": "Até 1 minuto", + "higher_level": "O dano base aumenta em 1d6 para cada nível de magia acima de 7.", + "id": 623, + "level": 7, + "locations": [ + { + "page": 261, + "sourcebook": "LDJ24" + } + ], + "material": "Uma bola de guano de morcego e enxofre", + "name": "Bola de Fogo Controlável", + "range": "45 metros", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "S" + ], + "desc": "Você cria uma porta Média sombria em uma superfície plana e sólida que você pode ver dentro do alcance. Esta porta pode ser aberta e fechada, e leva a um semiplano que é uma sala vazia de 30 pés em cada dimensão, feita de madeira ou pedra (sua escolha). Quando a magia termina, a porta desaparece, e quaisquer objetos dentro do semiplano permanecem lá. Quaisquer criaturas dentro também permanecem, a menos que optem por ser empurradas através da porta enquanto ela desaparece, aterrissando com a condição Prone nos espaços desocupados mais próximos do antigo espaço da porta. Cada vez que você conjura esta magia, você pode criar um novo semiplano ou conectar a porta sombria a um semiplano que você criou com uma conjuração anterior desta magia. Além disso, se você conhece a natureza e o conteúdo de um semiplano criado por uma conjuração desta magia por outra criatura, você pode conectar a porta sombria a esse semiplano.", + "duration": "1 hora", + "id": 624, + "level": 8, + "locations": [ + { + "page": 261, + "sourcebook": "LDJ24" + } + ], + "name": "Semiplano", + "range": "18 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Paladino" + ], + "components": [ + "V" + ], + "desc": "Energia destrutiva ondula para fora de você em uma Emanação de 30 pés. Cada criatura que você escolher na Emanação faz um teste de resistência de Constituição. Em uma falha, o alvo sofre 5d6 de dano de Trovão e 5d6 de dano Radiante ou Necrótico (sua escolha) e tem a condição Prone. Em uma falha, o alvo sofre apenas metade do dano.", + "duration": "Instantâneo", + "id": 625, + "level": 5, + "locations": [ + { + "page": 261, + "sourcebook": "LDJ24" + } + ], + "name": "Onda Destrutiva", + "range": "Pessoal", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "Paladino" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Durante a duração, você sente a localização de qualquer Aberração, Celestial, Elemental, Fey, Fiend ou Undead a até 30 pés de você. Você também sente se a magia Hallow está ativa ali e, se estiver, onde. A magia é bloqueada por 1 pé de pedra, terra ou madeira; 1 polegada de metal; ou uma fina folha de chumbo.", + "duration": "Até 10 minutos", + "id": 626, + "level": 1, + "locations": [ + { + "page": 261, + "sourcebook": "LDJ24" + } + ], + "name": "Detectar o Bem e Mal", + "range": "Pessoal", + "ruleset": "2024", + "school": "Adivinhação" + }, + { + "casting_time": "Ação ou Ritual", + "classes": [ + "Bardo", + "Clérigo", + "Druida", + "Paladino", + "Patrulheiro", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Durante a duração, você sente a presença de efeitos mágicos a até 30 pés de você. Se você sentir tais efeitos, você pode usar a ação Magia para ver uma aura tênue ao redor de qualquer criatura ou objeto visível na área que carrega a magia, e se um efeito foi criado por uma magia, você aprende a escola de magia da magia. A magia é bloqueada por 1 pé de pedra, terra ou madeira; 1 polegada de metal; ou uma fina folha de chumbo.", + "duration": "Até 10 minutos", + "id": 627, + "level": 1, + "locations": [ + { + "page": 262, + "sourcebook": "LDJ24" + } + ], + "name": "Detectar Magia", + "range": "Pessoal", + "ruleset": "2024", + "school": "Adivinhação" + }, + { + "casting_time": "Ação ou Ritual", + "classes": [ + "Clérigo", + "Druida", + "Paladino", + "Patrulheiro" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Durante a duração, você sente a localização de venenos, criaturas venenosas ou peçonhentas e contágios mágicos a até 30 pés de você. Você sente o tipo de veneno, criatura ou contágio em cada caso. A magia é bloqueada por 1 pé de pedra, terra ou madeira; 1 polegada de metal; ou uma fina folha de chumbo.", + "duration": "Até 10 minutos", + "id": 628, + "level": 1, + "locations": [ + { + "page": 262, + "sourcebook": "LDJ24" + } + ], + "material": "Uma folha de teixo", + "name": "Detectar Veneno e Doença", + "range": "Pessoal", + "ruleset": "2024", + "school": "Adivinhação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você ativa um dos efeitos abaixo. Até que a magia termine, você pode ativar qualquer efeito como uma ação de Magia em seus turnos posteriores. Sentir Pensamentos. Você sente a presença de pensamentos a até 30 pés de você que pertencem a criaturas que sabem línguas ou são telepáticas. Você não lê os pensamentos, mas sabe que uma criatura pensante está presente. A magia é bloqueada por 1 pé de pedra, terra ou madeira; 1 polegada de metal; ou uma fina folha de chumbo. Ler Pensamentos. Escolha uma criatura que você possa ver a até 30 pés de você ou uma criatura a até 30 pés de você que você detectou com a opção Sentir Pensamentos. Você descobre o que está mais na mente do alvo agora. Se o alvo não souber nenhuma língua e não for telepático, você não aprende nada. Como uma ação de Magia em seu próximo turno, você pode tentar sondar mais profundamente a mente do alvo. Se você sondar mais profundamente, o alvo faz um teste de resistência de Sabedoria. Em uma falha na defesa, você discerne o raciocínio, as emoções e algo que paira na mente do alvo (como uma preocupação, amor ou ódio). Em uma defesa bem-sucedida, a magia termina. De qualquer forma, o alvo sabe que você está sondando sua mente e, até que você desvie sua atenção da mente do alvo, o alvo pode realizar uma ação em seu turno para fazer um teste de Inteligência (Arcana) contra sua CD de resistência à magia, terminando a magia em um sucesso.", + "duration": "Até 1 minuto", + "id": 629, + "level": 2, + "locations": [ + { + "page": 262, + "sourcebook": "LDJ24" + } + ], + "material": "1 peça de cobre", + "name": "Detectar Pensamentos", + "range": "Pessoal", + "ruleset": "2024", + "school": "Adivinhação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V" + ], + "desc": "Você se teletransporta para um local dentro do alcance. Você chega exatamente no local desejado. Pode ser um lugar que você pode ver, um que você pode visualizar ou um que você pode descrever declarando distância e direção, como "200 pés direto para baixo" ou "300 pés para cima para o noroeste em um ângulo de 45 graus". Você também pode teletransportar uma criatura disposta. A criatura deve estar a 5 pés de você quando você se teletransporta, e ela se teletransporta para um espaço a 5 pés do seu espaço de destino. Se você, a outra criatura ou ambos chegarem em um espaço ocupado por uma criatura ou completamente preenchido por um ou mais objetos, você e qualquer criatura viajando com você sofrem 4d6 de dano de Força cada, e o teletransporte falha.", + "duration": "Instantâneo", + "id": 630, + "level": 4, + "locations": [ + { + "page": 262, + "sourcebook": "LDJ24" + } + ], + "name": "Porta Dimensional", + "range": "150 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Você faz com que você mesmo — incluindo suas roupas, armaduras, armas e outros pertences em sua pessoa — pareça diferente até que a magia termine. Você pode parecer 1 pé mais baixo ou mais alto e pode parecer mais pesado ou mais leve. Você deve adotar uma forma que tenha o mesmo arranjo básico de membros que você tem. Caso contrário, a extensão da ilusão depende de você. As mudanças causadas por esta magia não resistem à inspeção física. Por exemplo, se você usar esta magia para adicionar um chapéu à sua roupa, objetos passam pelo chapéu e qualquer um que o toque não sentirá nada. Para discernir que você está disfarçado, uma criatura deve realizar a ação Estudar para inspecionar sua aparência e ter sucesso em um teste de Inteligência (Investigação) contra sua CD de resistência à magia.", + "duration": "1 hora", + "id": 631, + "level": 1, + "locations": [ + { + "page": 262, + "sourcebook": "LDJ24" + } + ], + "name": "Disfarçar-se", + "range": "Pessoal", + "ruleset": "2024", + "school": "Ilusão" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você lança um raio verde em um alvo que você pode ver dentro do alcance. O alvo pode ser uma criatura, um objeto não mágico ou uma criação de força mágica, como a parede criada por Parede de Força. Uma criatura alvo desta magia faz um teste de resistência de Destreza. Em uma falha, o alvo sofre 10d6 + 40 de dano de Força. Se este dano o reduzir a 0 Pontos de Vida, ele e tudo o que não mágico estiver vestindo e carregando são desintegrados em pó cinza. O alvo pode ser revivido apenas por uma Ressurreição Verdadeira ou uma magia Desejo. Esta magia desintegra automaticamente um objeto não mágico Grande ou menor ou uma criação de força mágica. Se tal alvo for Enorme ou maior, esta magia desintegra uma porção de 10 pés-Cubo dele.", + "duration": "Instantâneo", + "higher_level": "O dano aumenta em 3d6 para cada nível de magia acima de 6.", + "id": 632, + "level": 6, + "locations": [ + { + "page": 263, + "sourcebook": "LDJ24" + } + ], + "material": "Uma pedra-ímã e poeira", + "name": "Desintegrar", + "range": "18 metros", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "Paladino" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Durante a duração, Celestiais, Elementais, Fadas, Demônios e Mortos-vivos têm Desvantagem em jogadas de ataque contra você. Você pode terminar a magia mais cedo usando qualquer uma das seguintes funções especiais. Quebrar Encantamento. Como uma ação de Magia, você toca uma criatura que está possuída por ou tem a condição Encantado ou Amedrontado de uma ou mais criaturas dos tipos acima. O alvo não está mais possuído, Encantado ou Amedrontado por tais criaturas. Dispensa. Como uma ação de Magia, você tem como alvo uma criatura que você pode ver a até 1,5 m de você que tenha um dos tipos de criatura acima. O alvo deve ter sucesso em um teste de resistência de Carisma ou ser enviado de volta para seu plano de origem, se ele ainda não estiver lá. Se eles não estiverem em seu plano de origem, Mortos-vivos são enviados para o Pendor das Sombras, e Fadas são enviados para o Agrestia das Fadas.", + "duration": "Até 1 minuto", + "id": 633, + "level": 5, + "locations": [ + { + "page": 263, + "sourcebook": "LDJ24" + } + ], + "material": "Prata em pó e ferro", + "name": "Dissipar o Bem e Mal", + "range": "Pessoal", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Clérigo", + "Druida", + "Paladino", + "Patrulheiro", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Escolha uma criatura, objeto ou efeito mágico dentro do alcance. Qualquer magia em andamento de nível 3 ou menor no alvo termina. Para cada magia em andamento de nível 4 ou maior no alvo, faça um teste de habilidade usando sua habilidade de conjuração (CD 10 mais o nível daquela magia). Em um teste bem-sucedido, a magia termina.", + "duration": "Instantâneo", + "higher_level": "Você encerra automaticamente uma magia no alvo se o nível da magia for igual ou menor que o nível do espaço de magia que você usa.", + "id": 634, + "level": 3, + "locations": [ + { + "page": 264, + "sourcebook": "LDJ24" + } + ], + "name": "Dissipar Magia", + "range": "36 metros", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo" + ], + "components": [ + "V" + ], + "desc": "Uma criatura de sua escolha que você pode ver dentro do alcance ouve uma melodia dissonante em sua mente. O alvo faz um teste de resistência de Sabedoria. Em uma falha, ele sofre 3d6 de dano Psíquico e deve usar imediatamente sua Reação, se disponível, para se mover o mais longe possível de você, usando a rota mais segura. Em uma falha, o alvo sofre apenas metade do dano.", + "duration": "Instantâneo", + "higher_level": "O dano aumenta em 1d6 para cada nível de magia acima de 1.", + "id": 635, + "level": 1, + "locations": [ + { + "page": 264, + "sourcebook": "LDJ24" + } + ], + "name": "Sussurros Dissonantes", + "range": "18 metros", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação ou Ritual", + "classes": [ + "Clérigo", + "Druida", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Esta magia coloca você em contato com um deus ou servos de um deus. Você faz uma pergunta sobre um objetivo, evento ou atividade específica que ocorrerá dentro de 7 dias. O Mestre oferece uma resposta verdadeira, que pode ser uma frase curta ou uma rima enigmática. A magia não leva em conta circunstâncias que podem mudar a resposta, como a conjuração de outras magias. Se você conjurar a magia mais de uma vez antes de terminar um Descanso Longo, há uma chance cumulativa de 25 por cento para cada conjuração após a primeira de você não obter resposta.", + "duration": "Instantâneo", + "id": 636, + "level": 4, + "locations": [ + { + "page": 264, + "sourcebook": "LDJ24" + } + ], + "material": "Incenso que vale mais de 25 PO, que a magia consome", + "name": "Adivinhação", + "range": "Pessoal", + "ruleset": "2024", + "school": "Adivinhação" + }, + { + "casting_time": "Ação bônus", + "classes": [ + "Paladino" + ], + "components": [ + "V", + "S" + ], + "desc": "Até que a magia termine, seus ataques com armas causam 1d4 de dano Radiante extra em um acerto.", + "duration": "1 minuto", + "id": 637, + "level": 1, + "locations": [ + { + "page": 265, + "sourcebook": "LDJ24" + } + ], + "name": "Auxílio Divino", + "range": "Pessoal", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação bônus, que você realiza imediatamente após atingir um alvo com uma arma corpo a corpo ou um ataque desarmado", + "classes": [ + "Paladino" + ], + "components": [ + "V" + ], + "desc": "O alvo recebe 2d8 de dano Radiante extra do ataque. O dano aumenta em 1d8 se o alvo for um Fiend ou um Undead.", + "duration": "Instantâneo", + "higher_level": "O dano aumenta em 1d8 para cada nível de magia acima de 1.", + "id": 638, + "level": 1, + "locations": [ + { + "page": 265, + "sourcebook": "LDJ24" + } + ], + "name": "Dominar Monstro", + "range": "Pessoal", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação bônus", + "classes": [ + "Clérigo" + ], + "components": [ + "V" + ], + "desc": "Você profere uma palavra imbuída de poder dos Planos Superiores. Cada criatura de sua escolha no alcance faz um teste de resistência de Carisma. Em um teste falho, um alvo que tenha 50 Pontos de Vida ou menos sofre um efeito com base em seus Pontos de Vida atuais, como mostrado na tabela Efeitos da Palavra Divina. Independentemente de seus Pontos de Vida, um alvo Celestial, Elemental, Feérico ou Demônio que falhe em seu teste é forçado a voltar para seu plano de origem (se ainda não estiver lá) e não pode retornar ao plano atual por 24 horas por nenhum meio, exceto uma magia Desejo. Pontos de Vida Efeito 0–20 O alvo morre. 21–30 O alvo tem as condições Cego, Surdo e Atordoado por 1 hora. 31–40 O alvo tem as condições Cego e Surdo por 10 minutos. 41–50 O alvo tem a condição Surdo por 1 minuto.", + "duration": "Instantâneo", + "id": 639, + "level": 7, + "locations": [ + { + "page": 265, + "sourcebook": "LDJ24" + } + ], + "name": "Palavra Divina", + "range": "9 metros", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Druida", + "Patrulheiro", + "Feiticeiro" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Uma Besta que você possa ver dentro do alcance deve ter sucesso em um teste de resistência de Sabedoria ou ter a condição Encantado pela duração. O alvo tem Vantagem no teste se você ou seus aliados estiverem lutando contra ele. Sempre que o alvo sofre dano, ele repete o teste, encerrando a magia em si mesmo em um sucesso. Você tem um vínculo telepático com o alvo Encantado enquanto vocês dois estão no mesmo plano de existência. No seu turno, você pode usar esse vínculo para emitir comandos ao alvo (nenhuma ação necessária), como "Ataque aquela criatura", "Vá para lá" ou "Pegue aquele objeto". O alvo faz o melhor que pode para obedecer em seu turno. Se ele completa uma ordem e não recebe mais instruções suas, ele age e se move como quiser, focando em se proteger. Você pode comandar o alvo para tomar uma Reação, mas deve tomar sua própria Reação para fazê-lo.", + "duration": "Até 1 minuto", + "higher_level": "Sua Concentração pode durar mais com um espaço de magia de nível 5 (até 10 minutos), 6 (até 1 hora) ou 7+ (até 8 horas).", + "id": 640, + "level": 4, + "locations": [ + { + "page": 265, + "sourcebook": "LDJ24" + } + ], + "name": "Dominar Besta", + "range": "18 metros", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Uma criatura que você possa ver dentro do alcance deve ter sucesso em um teste de resistência de Sabedoria ou ter a condição Encantado pela duração. O alvo tem Vantagem no teste se você ou seus aliados estiverem lutando contra ele. Sempre que o alvo sofre dano, ele repete o teste, encerrando a magia em si mesmo em um sucesso. Você tem um vínculo telepático com o alvo Encantado enquanto vocês dois estão no mesmo plano de existência. No seu turno, você pode usar esse vínculo para emitir comandos ao alvo (nenhuma ação necessária), como "Ataque aquela criatura", "Vá para lá" ou "Pegue aquele objeto". O alvo faz o melhor que pode para obedecer em seu turno. Se ele completa uma ordem e não recebe mais instruções suas, ele age e se move como quiser, focando em se proteger. Você pode comandar o alvo para tomar uma Reação, mas deve tomar sua própria Reação para fazê-lo.", + "duration": "Até 1 hora", + "higher_level": "Sua Concentração pode durar mais com um espaço de magia de nível 9 (até 8 horas).", + "id": 641, + "level": 8, + "locations": [ + { + "page": 265, + "sourcebook": "LDJ24" + } + ], + "name": "Dominar Monstro", + "range": "18 metros", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Um Humanoide que você possa ver dentro do alcance deve ter sucesso em um teste de resistência de Sabedoria ou ter a condição Encantado pela duração. O alvo tem Vantagem no teste se você ou seus aliados estiverem lutando contra ele. Sempre que o alvo sofre dano, ele repete o teste, encerrando a magia em si mesmo em um sucesso. Você tem um vínculo telepático com o alvo Encantado enquanto vocês dois estão no mesmo plano de existência. No seu turno, você pode usar esse vínculo para emitir comandos ao alvo (nenhuma ação necessária), como "Ataque aquela criatura", "Vá para lá" ou "Pegue aquele objeto". O alvo faz o melhor que pode para obedecer em seu turno. Se ele completa uma ordem e não recebe mais instruções suas, ele age e se move como quiser, focando em se proteger. Você pode comandar o alvo para tomar uma Reação, mas deve tomar sua própria Reação para fazê-lo.", + "duration": "Até 1 minuto", + "higher_level": "Sua Concentração pode durar mais com um espaço de magia de nível 6 (até 10 minutos), 7 (até 1 hora) ou 8+ (até 8 horas).", + "id": 642, + "level": 5, + "locations": [ + { + "page": 266, + "sourcebook": "LDJ24" + } + ], + "name": "Dominar Pessoa", + "range": "18 metros", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação bônus", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você toca uma criatura disposta e escolhe Ácido, Frio, Fogo, Relâmpago ou Veneno. Até que a magia termine, o alvo pode fazer uma ação de Magia para exalar um Cone de 15 pés. Cada criatura naquela área faz um teste de resistência de Destreza, sofrendo 3d6 de dano do tipo escolhido em uma falha ou metade do dano em um sucesso.", + "duration": "Até 1 minuto", + "higher_level": "O dano aumenta em 1d6 para cada nível de magia acima de 2.", + "id": 643, + "level": 2, + "locations": [ + { + "page": 266, + "sourcebook": "LDJ24" + } + ], + "material": "Uma pimenta picante", + "name": "Bafo de Dragão", + "range": "Toque", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "1 minuto ou Ritual", + "classes": [ + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você toca a safira usada na conjuração e um objeto pesando 10 libras ou menos cuja maior dimensão seja 6 pés ou menos. A magia deixa uma marca invisível naquele objeto e inscreve invisivelmente o nome do objeto na safira. Cada vez que você conjura esta magia, você deve usar uma safira diferente. Depois disso, você pode fazer uma ação de Magia para falar o nome do objeto e esmagar a safira. O objeto aparece instantaneamente em sua mão, independentemente de distâncias físicas ou planares, e a magia termina. Se outra criatura estiver segurando ou carregando o objeto, esmagar a safira não a transporta, mas, em vez disso, você descobre quem é essa criatura e onde ela está localizada no momento.", + "duration": "Até ser dissipada", + "id": 644, + "level": 6, + "locations": [ + { + "page": 266, + "sourcebook": "LDJ24" + } + ], + "material": "Uma safira que vale mais de 1.000 PO", + "name": "Invocação Instantânea de Drawmij", + "range": "Toque", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "1 minuto", + "classes": [ + "Bardo", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você tem como alvo uma criatura que você conhece no mesmo plano de existência. Você ou uma criatura disposta que você tocar entra em um estado de transe para agir como um mensageiro dos sonhos. Enquanto estiver em transe, o mensageiro fica Incapacitado e tem uma Velocidade de 0. Se o alvo estiver dormindo, o mensageiro aparece nos sonhos do alvo e pode conversar com ele enquanto ele permanecer dormindo, durante a duração da magia. O mensageiro também pode moldar o ambiente do sonho, criando paisagens, objetos e outras imagens. O mensageiro pode emergir do transe a qualquer momento, encerrando a magia. O alvo se lembra do sonho perfeitamente ao acordar. Se o alvo estiver acordado quando você conjurar a magia, o mensageiro sabe disso e pode encerrar o transe (e a magia) ou esperar o alvo dormir, momento em que o mensageiro entra em seus sonhos. Você pode tornar o mensageiro aterrorizante para o alvo. Se fizer isso, o mensageiro pode entregar uma mensagem de no máximo dez palavras, e então o alvo faz um teste de resistência de Sabedoria. Em caso de falha na defesa, o alvo não ganha nenhum benefício do descanso e sofre 3d6 de dano Psíquico ao acordar.", + "duration": "8 horas", + "id": 645, + "level": 5, + "locations": [ + { + "page": 266, + "sourcebook": "LDJ24" + } + ], + "material": "Um punhado de areia", + "name": "Sonho", + "range": "Especial", + "ruleset": "2024", + "school": "Ilusão" + }, + { + "casting_time": "Ação", + "classes": [ + "Druida" + ], + "components": [ + "V", + "S" + ], + "desc": "Sussurrando aos espíritos da natureza, você cria um dos seguintes efeitos dentro do alcance. Sensor de Clima. Você cria um efeito sensorial minúsculo e inofensivo que prevê como estará o clima em sua localização nas próximas 24 horas. O efeito pode se manifestar como um orbe dourado para céus limpos, uma nuvem para chuva, flocos de neve caindo para neve e assim por diante. Este efeito persiste por 1 rodada. Florescer. Você instantaneamente faz uma flor desabrochar, uma vagem de semente abrir ou um broto de folha florescer. Efeito Sensorial. Você cria um efeito sensorial inofensivo, como folhas caindo, fadas dançantes espectrais, uma brisa suave, o som de um animal ou o leve odor de gambá. O efeito deve caber em um Cubo de 1,5 m. Brincadeira com Fogo. Você acende ou apaga uma vela, uma tocha ou uma fogueira.", + "duration": "Instantâneo", + "id": 646, + "level": 0, + "locations": [ + { + "page": 266, + "sourcebook": "LDJ24" + } + ], + "name": "Druidismo", + "range": "9 metros", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "Druida", + "Feiticeiro" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Escolha um ponto no chão que você possa ver dentro do alcance. Durante a duração, um tremor intenso rasga o chão em um círculo de 100 pés de raio centrado naquele ponto. O chão ali é Terreno Difícil. Quando você conjura esta magia e no final de cada um dos seus turnos durante a duração, cada criatura no chão na área faz um teste de resistência de Destreza. Em uma falha na resistência, uma criatura tem a condição Prone, e sua Concentração é quebrada. Você também pode causar os efeitos abaixo. Fissuras. Um total de 1d6 fissuras se abrem na área da magia no final do turno em que você a conjura. Você escolhe os locais das fissuras, que não podem ser sob estruturas. Cada fissura tem 1d10 × 10 pés de profundidade e 10 pés de largura, e se estende de uma borda da área da magia até outra borda. Uma criatura no mesmo espaço que uma fissura deve ter sucesso em um teste de resistência de Destreza ou cair. Uma criatura que tenha sucesso se move com a borda da fissura conforme ela se abre. Estruturas. O tremor causa 50 de dano de Concussão a qualquer estrutura em contato com o solo na área quando você conjura a magia e no final de cada um dos seus turnos até que a magia termine. Se uma estrutura cair para 0 Pontos de Vida, ela entra em colapso. Uma criatura a uma distância de uma estrutura em colapso igual à metade da altura da estrutura faz um teste de resistência de Destreza. Em um teste de resistência falho, a criatura sofre 12d6 de dano de Concussão, tem a condição Prone e é enterrada nos escombros, exigindo um teste de Força (Atletismo) CD 20 como uma ação para escapar. Em um teste de resistência bem-sucedido, a criatura sofre apenas metade do dano.", + "duration": "Até 1 minuto", + "id": 647, + "level": 8, + "locations": [ + { + "page": 267, + "sourcebook": "LDJ24" + } + ], + "material": "Uma rocha fraturada", + "name": "Terremoto", + "range": "150 metros", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bruxo" + ], + "components": [ + "V", + "S" + ], + "desc": "Você lança um raio de energia crepitante. Faça um ataque mágico à distância contra uma criatura ou objeto no alcance. Em um acerto, o alvo recebe 1d10 de dano de Força.", + "duration": "Instantâneo", + "higher_level": "A magia cria dois feixes no nível 5, três feixes no nível 11 e quatro feixes no nível 17. Você pode direcionar os feixes para o mesmo alvo ou para alvos diferentes. Faça uma jogada de ataque separada para cada feixe.", + "id": 648, + "level": 0, + "locations": [ + { + "page": 267, + "sourcebook": "LDJ24" + } + ], + "name": "Rajada Mística", + "range": "36 metros", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Druida", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Você exerce controle sobre os elementos, criando um dos seguintes efeitos dentro do alcance. Chamar Ar. Você cria uma brisa forte o suficiente para ondular tecidos, levantar poeira, farfalhar folhas e fechar portas e venezianas abertas, tudo em um Cubo de 1,5 m. Portas e venezianas mantidas abertas por alguém ou algo não são afetadas. Chamar Terra. Você cria uma fina camada de poeira ou areia que cobre superfícies em uma área quadrada de 1,5 m, ou faz com que uma única palavra apareça em sua caligrafia em um pedaço de terra ou areia. Chamar Fogo. Você cria uma fina nuvem de brasas inofensivas e fumaça colorida e perfumada em um Cubo de 1,5 m. Você escolhe a cor e o perfume, e as brasas podem acender velas, tochas ou lâmpadas naquela área. O perfume da fumaça permanece por 1 minuto. Chamar Água. Você cria um spray de névoa fria que umedece levemente criaturas e objetos em um Cubo de 1,5 m. Alternativamente, você cria 1 xícara de água limpa em um recipiente aberto ou em uma superfície, e a água evapora em 1 minuto. Esculpir Elemento. Você faz com que sujeira, areia, fogo, fumaça, névoa ou água que caibam em um Cubo de 1 pé assumam uma forma bruta (como a de uma criatura) por 1 hora.", + "duration": "Instantâneo", + "id": 649, + "level": 0, + "locations": [ + { + "page": 267, + "sourcebook": "LDJ24" + } + ], + "name": "Golpe Constritor", + "range": "9 metros", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Druida", + "Paladino", + "Patrulheiro" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Uma arma não mágica que você tocar se torna uma arma mágica. Escolha um dos seguintes tipos de dano: Ácido, Frio, Fogo, Relâmpago ou Trovão. Durante a duração, a arma tem um bônus de +1 para jogadas de ataque e causa 1d4 de dano extra do tipo escolhido quando acerta.", + "duration": "Até 1 hora", + "higher_level": "Se você usar um slot de magia de nível 5–6, o bônus para jogadas de ataque aumenta para +2, e o dano extra aumenta para 2d4. Se você usar um slot de magia de nível 7+, o bônus aumenta para +3, e o dano extra aumenta para 3d4.", + "id": 650, + "level": 3, + "locations": [ + { + "page": 268, + "sourcebook": "LDJ24" + } + ], + "name": "Arma Elemental", + "range": "Toque", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Clérigo", + "Druida", + "Patrulheiro", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você toca uma criatura e escolhe Força, Destreza, Inteligência, Sabedoria ou Carisma. Durante a duração, o alvo tem Vantagem em testes de habilidade usando a habilidade escolhida.", + "duration": "Até 1 hora", + "higher_level": "Você pode escolher uma criatura adicional para cada nível de magia acima de 2. Você pode escolher uma habilidade diferente para cada alvo.", + "id": 651, + "level": 2, + "locations": [ + { + "page": 268, + "sourcebook": "LDJ24" + } + ], + "material": "Pele ou pena", + "name": "Aprimorar Habilidade", + "range": "Toque", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Druida", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Durante a duração, a magia aumenta ou reduz uma criatura ou um objeto que você possa ver dentro do alcance (veja o efeito escolhido abaixo). Um objeto alvo não deve ser usado nem carregado. Se o alvo for uma criatura relutante, ele pode fazer um teste de resistência de Constituição. Em um teste bem-sucedido, a magia não tem efeito. Tudo o que uma criatura alvo estiver usando e carregando muda de tamanho com ela. Qualquer item que ele derrubar retorna ao tamanho normal imediatamente. Uma arma ou munição arremessada retorna ao tamanho normal imediatamente após atingir ou errar um alvo. Aumentar. O tamanho do alvo aumenta em uma categoria — de Médio para Grande, por exemplo. O alvo também tem Vantagem em testes de Força e testes de resistência de Força. Os ataques do alvo com suas armas aumentadas ou Ataques Desarmados causam 1d4 de dano extra em um acerto. Reduzir. O tamanho do alvo diminui em uma categoria — de Médio para Pequeno, por exemplo. O alvo também tem Desvantagem em testes de Força e testes de resistência de Força. Os ataques do alvo com suas armas reduzidas ou Ataques Desarmados causam 1d4 a menos de dano em um acerto (isso não pode reduzir o dano abaixo de 1).", + "duration": "Até 1 minuto", + "id": 652, + "level": 2, + "locations": [ + { + "page": 268, + "sourcebook": "LDJ24" + } + ], + "material": "Uma pitada de ferro em pó", + "name": "Aumentar/Reduzir", + "range": "9 metros", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação bônus, que você realiza imediatamente após atingir uma criatura com uma arma", + "classes": [ + "Patrulheiro" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "Ao atingir o alvo, videiras agarradoras aparecem nele, e ele faz um teste de resistência de Força. Uma criatura Grande ou maior tem Vantagem neste teste. Em um teste falho, o alvo tem a condição Restrito até que a magia termine. Em um teste bem-sucedido, as videiras murcham e a magia termina. Enquanto Restrito, o alvo sofre 1d6 de dano Perfurante no início de cada um de seus turnos. O alvo ou uma criatura dentro do alcance dele pode fazer uma ação para fazer um teste de Força (Atletismo) contra sua CD de resistência à magia. Em um sucesso, a magia termina.", + "duration": "Até 1 minuto", + "higher_level": "O dano aumenta em 1d6 para cada nível de magia acima de 1.", + "id": 653, + "level": 1, + "locations": [ + { + "page": 268, + "sourcebook": "LDJ24" + } + ], + "name": "Golpe Constritor", + "range": "Pessoal", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Druida", + "Patrulheiro" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Plantas agarradoras brotam do chão em um quadrado de 20 pés dentro do alcance. Durante a duração, essas plantas transformam o chão na área em Terreno Difícil. Elas desaparecem quando a magia termina. Cada criatura (exceto você) na área quando você conjura a magia deve ter sucesso em um teste de resistência de Força ou ter a condição Restrito até que a magia termine. Uma criatura Restrito pode realizar uma ação para fazer um teste de Força (Atletismo) contra sua CD de resistência à magia. Em um sucesso, ela se liberta das plantas agarradoras e não é mais Restrito por elas.", + "duration": "Até 1 minuto", + "id": 654, + "level": 1, + "locations": [ + { + "page": 268, + "sourcebook": "LDJ24" + } + ], + "name": "Constrição", + "range": "27 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Bruxo" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Você tece uma sequência de palavras que distraem, fazendo com que criaturas de sua escolha que você possa ver dentro do alcance façam um teste de resistência de Sabedoria. Qualquer criatura que você ou seus companheiros estejam lutando automaticamente obtém sucesso neste teste. Em um teste falho, o alvo tem uma penalidade de −10 em testes de Sabedoria (Percepção) e Percepção Passiva até que a magia termine.", + "duration": "Até 1 minuto", + "id": 655, + "level": 2, + "locations": [ + { + "page": 269, + "sourcebook": "LDJ24" + } + ], + "name": "Cativar", + "range": "18 metros", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Clérigo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Você entra nas regiões de fronteira do Plano Etéreo, onde ele se sobrepõe ao seu plano atual. Você permanece na Fronteira Etérea pela duração. Durante esse tempo, você pode se mover em qualquer direção. Se você se mover para cima ou para baixo, cada pé de movimento custa um pé extra. Você pode perceber o plano que você deixou, que parece cinza, e você não pode ver nada lá a mais de 60 pés de distância. Enquanto estiver no Plano Etéreo, você pode afetar e ser afetado apenas por criaturas, objetos e efeitos naquele plano. Criaturas que não estão no Plano Etéreo não podem perceber ou interagir com você, a menos que uma característica lhes dê a habilidade de fazer isso. Quando a magia termina, você retorna ao plano que você deixou no local que corresponde ao seu espaço na Fronteira Etérea. Se você aparecer em um espaço ocupado, você é desviado para o espaço desocupado mais próximo e recebe dano de Força igual ao dobro do número de pés que você é movido. Esta magia termina instantaneamente se você conjurá-la enquanto estiver no Plano Etéreo ou em um plano que não faça fronteira com ele, como um dos Planos Exteriores.", + "duration": "Até 8 horas", + "higher_level": "Você pode escolher até três criaturas dispostas (incluindo você mesmo) para cada nível de espaço de magia acima de 7. As criaturas devem estar a até 3 metros de você quando você conjurar a magia.", + "id": 656, + "level": 7, + "locations": [ + { + "page": 269, + "sourcebook": "LDJ24" + } + ], + "name": "Forma Etérea", + "range": "Pessoal", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Tentáculos de ébano se contorcendo preenchem um quadrado de 20 pés no chão que você pode ver dentro do alcance. Durante a duração, esses tentáculos transformam o chão naquela área em Terreno Difícil. Cada criatura naquela área faz um teste de resistência de Força. Em um teste falho, ela sofre 3d6 de dano de Concussão e tem a condição Restrito até que a magia termine. Uma criatura também faz esse teste se entrar na área ou terminar seu turno lá. Uma criatura faz esse teste apenas uma vez por turno. Uma criatura Restrito pode fazer uma ação para fazer um teste de Força (Atletismo) contra sua CD de resistência à magia, terminando a condição em si mesma em um sucesso.", + "duration": "Até 1 minuto", + "id": 657, + "level": 4, + "locations": [ + { + "page": 270, + "sourcebook": "LDJ24" + } + ], + "material": "Um tentáculo", + "name": "Tentáculos Negros de Evard", + "range": "27 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação bônus", + "classes": [ + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Você realiza a ação de Disparar e, até que a magia termine, você pode realizar essa ação novamente como uma Ação Bônus.", + "duration": "Até 10 minutos", + "id": 658, + "level": 1, + "locations": [ + { + "page": 270, + "sourcebook": "LDJ24" + } + ], + "name": "Recuo Acelerado", + "range": "Pessoal", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Durante a duração, seus olhos se tornam um vazio escuro. Uma criatura de sua escolha a até 60 pés de você que você possa ver deve ser bem-sucedida em um teste de resistência de Sabedoria ou será afetada por um dos seguintes efeitos de sua escolha durante a duração. Em cada um de seus turnos até que a magia termine, você pode realizar uma ação de Magia para escolher outra criatura como alvo, mas não pode escolher outra criatura novamente se ela tiver sido bem-sucedida em um teste de resistência contra esta conjuração da magia. Adormecido. O alvo tem a condição Inconsciente. Ele acorda se sofrer algum dano ou se outra criatura realizar uma ação para sacudi-lo para acordá-lo. Em pânico. O alvo tem a condição Assustado. Em cada um de seus turnos, o alvo Assustado deve realizar a ação Disparada e se afastar de você pela rota mais segura e curta disponível. Se o alvo se mover para um espaço a pelo menos 60 pés de distância de você, onde não possa vê-lo, este efeito termina. Enjoado. O alvo tem a condição Envenenado.", + "duration": "Até 1 minuto", + "id": 659, + "level": 6, + "locations": [ + { + "page": 270, + "sourcebook": "LDJ24" + } + ], + "name": "Ataque Visual", + "range": "Pessoal", + "ruleset": "2024", + "school": "Necromancia" + }, + { + "casting_time": "10 minutos", + "classes": [ + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Você converte matérias-primas em produtos do mesmo material. Por exemplo, você pode fabricar uma ponte de madeira de um aglomerado de árvores, uma corda de um pedaço de cânhamo ou roupas de linho ou lã. Escolha matérias-primas que você possa ver dentro do alcance. Você pode fabricar um objeto Grande ou menor (contido em um Cubo de 10 pés ou oito Cubos conectados de 5 pés) dada uma quantidade suficiente de material. Se você estiver trabalhando com metal, pedra ou outra substância mineral, no entanto, o objeto fabricado não pode ser maior que Médio (contido em um Cubo de 5 pés). A qualidade de quaisquer objetos fabricados é baseada na qualidade das matérias-primas. Criaturas e itens mágicos não podem ser criados por esta magia. Você também não pode usá-la para criar itens que exijam um alto grau de habilidade — como armas e armaduras — a menos que você tenha proficiência com o tipo de Ferramentas de Artesão usadas para criar tais objetos.", + "duration": "Instantâneo", + "id": 660, + "level": 4, + "locations": [ + { + "page": 271, + "sourcebook": "LDJ24" + } + ], + "name": "Fabricar", + "range": "36 metros", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Druida" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "Objetos em um Cubo de 20 pés dentro do alcance são contornados em luz azul, verde ou violeta (sua escolha). Cada criatura no Cubo também é contornada se falhar em um teste de resistência de Destreza. Durante a duração, objetos e criaturas afetadas lançam Luz Penumbra em um raio de 10 pés e não podem se beneficiar da condição Invisível. Rolagens de ataque contra uma criatura ou objeto afetado têm Vantagem se o atacante puder vê-lo.", + "duration": "Até 1 minuto", + "id": 661, + "level": 1, + "locations": [ + { + "page": 271, + "sourcebook": "LDJ24" + } + ], + "name": "Fogo das Fadas", + "range": "18 metros", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você ganha 2d4 + 4 Pontos de Vida Temporários.", + "duration": "Instantâneo", + "higher_level": "Você ganha 5 Pontos de Vida Temporários adicionais para cada nível de magia acima de 1.", + "id": 662, + "level": 1, + "locations": [ + { + "page": 271, + "sourcebook": "LDJ24" + } + ], + "material": "Uma gota de álcool", + "name": "Vitalidade Falsa", + "range": "Pessoal", + "ruleset": "2024", + "school": "Necromancia" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Cada criatura em um Cone de 30 pés deve ter sucesso em um teste de resistência de Sabedoria ou largar o que estiver segurando e ter a condição Amedrontado pela duração. Uma criatura Amedrontada realiza a ação Disparada e se afasta de você pela rota mais segura em cada um de seus turnos, a menos que não haja para onde se mover. Se a criatura terminar seu turno em um espaço onde não tenha linha de visão para você, a criatura faz um teste de resistência de Sabedoria. Em um teste bem-sucedido, a magia termina naquela criatura.", + "duration": "Até 1 minuto", + "id": 663, + "level": 3, + "locations": [ + { + "page": 271, + "sourcebook": "LDJ24" + } + ], + "material": "Uma pena branca", + "name": "Medo", + "range": "Pessoal", + "ruleset": "2024", + "school": "Ilusão" + }, + { + "casting_time": "Reação, que você toma quando você ou uma criatura que você pode ver a até 60 pés de você cai", + "classes": [ + "Bardo", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "M" + ], + "desc": "Escolha até cinco criaturas em queda dentro do alcance. A taxa de descida de uma criatura em queda diminui para 60 pés por rodada até que a magia termine. Se uma criatura pousar antes que a magia termine, a criatura não sofre dano da queda, e a magia termina para aquela criatura.", + "duration": "1 minuto", + "id": 664, + "level": 1, + "locations": [ + { + "page": 271, + "sourcebook": "LDJ24" + } + ], + "material": "Uma pequena pena ou pedaço de penugem", + "name": "Queda Suave", + "range": "18 metros", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação ou Ritual", + "classes": [ + "Bardo", + "Clérigo", + "Druida", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você toca uma criatura disposta e a coloca em um estado cataléptico que é indistinguível da morte. Durante a duração, o alvo parece morto para inspeção externa e para magias usadas para determinar o status do alvo. O alvo tem as condições Blinded e Incapacitated, e sua Velocidade é 0. O alvo também tem Resistance a todos os danos, exceto dano Psíquico, e tem Immunity à condição Poisoned.", + "duration": "1 hora", + "id": 665, + "level": 3, + "locations": [ + { + "page": 271, + "sourcebook": "LDJ24" + } + ], + "material": "Uma pitada de terra de cemitério", + "name": "Forjar Morte", + "range": "Toque", + "ruleset": "2024", + "school": "Necromancia" + }, + { + "casting_time": "1 hora ou Ritual", + "classes": [ + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você ganha o serviço de um familiar, um espírito que assume uma forma animal que você escolher: Morcego, Gato, Sapo, Falcão, Lagarto, Polvo, Coruja, Rato, Corvo, Aranha, Doninha ou outra Besta que tenha uma Classificação de Desafio de 0. Aparecendo em um espaço desocupado dentro do alcance, o familiar tem as estatísticas da forma escolhida (veja o apêndice B), embora seja um Celestial, Fey ou Demônio (sua escolha) em vez de uma Besta. Seu familiar age independentemente de você, mas obedece aos seus comandos. Conexão Telepática. Enquanto seu familiar estiver a 100 pés de você, você pode se comunicar com ele telepaticamente. Além disso, como uma Ação Bônus, você pode ver através dos olhos do familiar e ouvir o que ele ouve até o início do seu próximo turno, ganhando os benefícios de quaisquer sentidos especiais que ele tenha. Finalmente, quando você conjura uma magia com um alcance de toque, seu familiar pode entregar o toque. Seu familiar deve estar a 100 pés de você, e deve levar uma Reação para entregar o toque quando você conjura a magia. Combate. O familiar é um aliado para você e seus aliados. Ele rola sua própria Iniciativa e age em seu próprio turno. Um familiar não pode atacar, mas pode realizar outras ações normalmente. Desaparecimento do Familiar. Quando o familiar cai para 0 Pontos de Vida, ele desaparece. Ele reaparece depois que você conjurar esta magia novamente. Como uma ação de Magia, você pode dispensar temporariamente o familiar para uma dimensão de bolso. Alternativamente, você pode dispensá-lo para sempre. Como uma ação de Magia enquanto ele estiver temporariamente dispensado, você pode fazê-lo reaparecer em um espaço desocupado a até 30 pés de você. Sempre que o familiar cai para 0 Pontos de Vida ou desaparece na dimensão de bolso, ele deixa para trás em seu espaço qualquer coisa que estava vestindo ou carregando. Apenas um Familiar. Você não pode ter mais de um familiar por vez. Se você conjurar esta magia enquanto tiver um familiar, você fará com que ele adote uma nova forma elegível.", + "duration": "Instantâneo", + "id": 666, + "level": 1, + "locations": [ + { + "page": 272, + "sourcebook": "LDJ24" + } + ], + "material": "Queimar incenso no valor de 10+ PO, que a magia consome", + "name": "Convocar Familiar", + "range": "3 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Paladino" + ], + "components": [ + "V", + "S" + ], + "desc": "Você invoca um ser sobrenatural que aparece como um corcel leal em um espaço desocupado de sua escolha dentro do alcance. Esta criatura usa o bloco de estatísticas Corcel Sobrenatural. Se você já tem um corcel desta magia, o corcel é substituído pelo novo. O corcel se assemelha a um animal Grande e montável de sua escolha, como um cavalo, um camelo, um lobo terrível ou um alce. Sempre que você conjura a magia, escolha o tipo de criatura do corcel — Celestial, Feérico ou Demônio — que determina certas características no bloco de estatísticas. Combate. O corcel é um aliado para você e seus aliados. Em combate, ele compartilha sua contagem de Iniciativa e funciona como uma montaria controlada enquanto você o monta (conforme definido nas regras de combate montado). Se você tem a condição Incapacitado, o corcel faz seu turno imediatamente após o seu e age de forma independente, focando em proteger você. Desaparecimento do Corcel. O corcel desaparece se cair para 0 Pontos de Vida ou se você morrer. Quando ele desaparece, ele deixa para trás tudo o que estava vestindo ou carregando. Se você conjurar esta magia novamente, você decide se invoca o corcel que desapareceu ou um diferente. Grande Celestial, Fey ou Fiend (Sua Escolha), Neutro CA 10 + 1 por nível da magia PV 5 + 10 por nível da magia (o corcel tem um número de Dados de Vida [d10s] igual ao nível da magia) Velocidade 60 pés, Voar 60 pés (requer magia de nível 4+) Mod Save 18 +4 +4 12 +1 +1 14 +2 +2 Mod Save 6 −2 −2 12 +1 +1 8 −1 −1 Sentidos Percepção Passiva 11 Idiomas Telepatia 1 milha (funciona somente com você) ND Nenhum (XP 0; PB é igual ao seu Bônus de Proficiência) Traços Vínculo de Vida. Quando você recupera Pontos de Vida de uma magia de nível 1+, o corcel recupera o mesmo número de Pontos de Vida se você estiver a 5 pés dele. Ações Batida Sobrenatural. Rolagem de Ataque Corpo a Corpo: Bônus igual ao seu modificador de ataque mágico, alcance 5 pés. Acerto: 1d8 mais o nível da magia de dano Radiante (Celestial), Psíquico (Feérico) ou Necrótico (Demônio). Ações Bônus Olhar Caidor (Somente Demônio; Recarrega após um Longo Descanso). Teste de Resistência de Sabedoria: CD igual ao seu CD de resistência mágica, uma criatura a até 60 pés que o corcel possa ver. Falha: O alvo tem a condição Amedrontado até o final do seu próximo turno. Passo Feérico (Somente Feérico; Recarrega após um Longo Descanso). O corcel se teletransporta, junto com seu cavaleiro, para um espaço desocupado de sua escolha a até 60 pés de distância dele. Toque de Cura (Somente Celestial; Recarrega após um Longo Descanso). Uma criatura a até 5 pés do corcel recupera um número de Pontos de Vida igual a 2d8 mais o nível da magia.", + "duration": "Instantâneo", + "higher_level": "Use o nível do slot de magia para o nível da magia no bloco de estatísticas.", + "id": 667, + "level": 2, + "locations": [ + { + "page": 272, + "sourcebook": "LDJ24" + } + ], + "name": "Convocar Montaria", + "range": "9 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "1 minuto", + "classes": [ + "Bardo", + "Clérigo", + "Druida" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você sente magicamente a rota física mais direta para um local que você nomeia. Você deve estar familiarizado com o local, e a magia falha se você nomear um destino em outro plano de existência, um destino móvel (como uma fortaleza móvel) ou um destino não específico (como "o covil de um dragão verde"). Durante a duração, enquanto você estiver no mesmo plano de existência que o destino, você sabe o quão longe ele está e em que direção ele está. Sempre que você enfrentar uma escolha de caminhos ao longo do caminho até lá, você sabe qual caminho é o mais direto.", + "duration": "Até 1 dia", + "id": 668, + "level": 6, + "locations": [ + { + "page": 273, + "sourcebook": "LDJ24" + } + ], + "material": "Um conjunto de ferramentas de adivinhação — como cartas ou runas — que valem mais de 100 PO", + "name": "Encontrar o Caminho", + "range": "Pessoal", + "ruleset": "2024", + "school": "Adivinhação" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "Druida", + "Patrulheiro" + ], + "components": [ + "V", + "S" + ], + "desc": "Você sente qualquer armadilha dentro do alcance que esteja dentro da linha de visão. Uma armadilha, para o propósito desta magia, inclui qualquer objeto ou mecanismo que foi criado para causar dano ou outro perigo. Assim, a magia sentiria a magia Alarme ou Glifo de Proteção ou uma armadilha de fosso mecânica, mas não revelaria uma fraqueza natural no chão, um teto instável ou um buraco escondido. Esta magia revela que uma armadilha está presente, mas não sua localização. Você aprende a natureza geral do perigo representado por uma armadilha que você sente.", + "duration": "Instantâneo", + "id": 669, + "level": 2, + "locations": [ + { + "page": 273, + "sourcebook": "LDJ24" + } + ], + "name": "Encontrar Armadilhas", + "range": "36 metros", + "ruleset": "2024", + "school": "Adivinhação" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Você libera energia negativa em direção a uma criatura que você pode ver dentro do alcance. O alvo faz um teste de resistência de Constituição, sofrendo 7d8 + 30 de dano Necrótico em um teste falho ou metade do dano em um teste bem-sucedido. Um Humanoide morto por esta magia se levanta no início do seu próximo turno como um Zumbi (veja o apêndice B) que segue suas ordens verbais.", + "duration": "Instantâneo", + "id": 670, + "level": 7, + "locations": [ + { + "page": 273, + "sourcebook": "LDJ24" + } + ], + "name": "Dedo da Morte", + "range": "18 metros", + "ruleset": "2024", + "school": "Necromancia" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Um raio brilhante brilha de você para um ponto que você escolher dentro do alcance e então floresce com um rugido baixo em uma explosão de fogo. Cada criatura em uma Esfera de 20 pés de raio centrada naquele ponto faz um teste de resistência de Destreza, sofrendo 8d6 de dano de Fogo em uma falha ou metade do dano em uma bem-sucedida. Objetos inflamáveis na área que não estão sendo vestidos ou carregados começam a queimar.", + "duration": "Instantâneo", + "higher_level": "O dano aumenta em 1d6 para cada nível de magia acima de 3.", + "id": 671, + "level": 3, + "locations": [ + { + "page": 274, + "sourcebook": "LDJ24" + } + ], + "material": "Uma bola de guano de morcego e enxofre", + "name": "Bola de Fogo", + "range": "45 metros", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Você arremessa um grão de fogo em uma criatura ou objeto dentro do alcance. Faça um ataque mágico à distância contra o alvo. Em um acerto, o alvo recebe 1d10 de dano de Fogo. Um objeto inflamável atingido por esta magia começa a queimar se não estiver sendo usado ou carregado.", + "duration": "Instantâneo", + "higher_level": "O dano aumenta em 1d10 quando você atinge os níveis 5 (2d10), 11 (3d10) e 17 (4d10).", + "id": 672, + "level": 0, + "locations": [ + { + "page": 274, + "sourcebook": "LDJ24" + } + ], + "name": "Raio de Fogo", + "range": "36 metros", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Druida", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Chamas tênues envolvem seu corpo durante a duração, espalhando Luz Brilhante em um raio de 10 pés e Luz Fraca por mais 10 pés. As chamas fornecem um escudo quente ou um escudo frio, como você escolher. O escudo quente concede a você Resistência a dano de Frio, e o escudo frio concede a você Resistência a dano de Fogo. Além disso, sempre que uma criatura a até 5 pés de você o atingir com uma jogada de ataque corpo a corpo, o escudo irrompe com chamas. O atacante recebe 2d8 de dano de Fogo de um escudo quente ou 2d8 de dano de Frio de um escudo frio.", + "duration": "10 minutos", + "id": 673, + "level": 4, + "locations": [ + { + "page": 274, + "sourcebook": "LDJ24" + } + ], + "material": "Um pouco de fósforo ou um vaga-lume", + "name": "Escudo de Fogo", + "range": "Pessoal", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "Druida", + "Feiticeiro" + ], + "components": [ + "V", + "S" + ], + "desc": "Uma tempestade de fogo aparece dentro do alcance. A área da tempestade consiste em até dez Cubos de 10 pés, que você organiza como quiser. Cada Cubo deve ser contíguo a pelo menos um outro Cubo. Cada criatura na área faz um teste de resistência de Destreza, sofrendo 7d10 de dano de Fogo em uma falha ou metade do dano em uma bem-sucedida. Objetos inflamáveis na área que não estão sendo vestidos ou carregados começam a queimar.", + "duration": "Instantâneo", + "id": 674, + "level": 7, + "locations": [ + { + "page": 275, + "sourcebook": "LDJ24" + } + ], + "name": "Tempestade de Fogo", + "range": "45 metros", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação bônus", + "classes": [ + "Druida", + "Feiticeiro" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você evoca uma lâmina flamejante em sua mão livre. A lâmina é similar em tamanho e formato a uma cimitarra, e dura pela duração. Se você soltar a lâmina, ela desaparece, mas você pode evocá-la novamente como uma Ação Bônus. Como uma ação Mágica, você pode fazer um ataque mágico corpo a corpo com a lâmina flamejante. Em um acerto, o alvo recebe dano de Fogo igual a 3d6 mais seu modificador de habilidade de conjuração. A lâmina flamejante emite Luz Brilhante em um raio de 10 pés e Luz Penumbra por mais 10 pés.", + "duration": "Até 10 minutos", + "higher_level": "O dano aumenta em 1d6 para cada nível de magia acima de 2.", + "id": 675, + "level": 2, + "locations": [ + { + "page": 275, + "sourcebook": "LDJ24" + } + ], + "material": "Uma folha de sumagre", + "name": "Lâmina Flamejante", + "range": "Pessoal", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Uma coluna vertical de fogo brilhante ruge de cima. Cada criatura em um Cilindro de 10 pés de raio e 40 pés de altura centrado em um ponto dentro do alcance faz um teste de resistência de Destreza, sofrendo 5d6 de dano de Fogo e 5d6 de dano de Radiante em uma falha ou metade do dano em um sucesso.", + "duration": "Instantâneo", + "higher_level": "O dano de Fogo e o dano Radiante aumentam em 1d6 para cada nível de magia acima de 5.", + "id": 676, + "level": 5, + "locations": [ + { + "page": 275, + "sourcebook": "LDJ24" + } + ], + "material": "Uma pitada de enxofre", + "name": "Coluna de Chamas", + "range": "18 metros", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Druida", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você cria uma esfera de fogo de 1,5 m de diâmetro em um espaço desocupado no chão dentro do alcance. Ela dura pela duração. Qualquer criatura que termine seu turno a 1,5 m da esfera faz um teste de resistência de Destreza, sofrendo 2d6 de dano de Fogo em uma falha ou metade do dano em uma bem-sucedida. Como uma Ação Bônus, você pode mover a esfera até 9 m, rolando-a pelo chão. Se você mover a esfera para o espaço de uma criatura, essa criatura faz o teste de resistência contra a esfera, e a esfera para de se mover pelo turno. Quando você move a esfera, você pode direcioná-la sobre barreiras de até 1,5 m de altura e saltá-la sobre fossos de até 3 m de largura. Objetos inflamáveis que não estão sendo usados ou carregados começam a queimar se tocados pela esfera, e ela emite Luz Brilhante em um raio de 6 m e Luz Fraca por mais 6 m.", + "duration": "Até 1 minuto", + "higher_level": "O dano aumenta em 1d6 para cada nível de magia acima de 2.", + "id": 677, + "level": 2, + "locations": [ + { + "page": 275, + "sourcebook": "LDJ24" + } + ], + "material": "Uma bola de cera", + "name": "Esfera Flamejante", + "range": "18 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Druida", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você tenta transformar uma criatura que você pode ver dentro do alcance em pedra. O alvo faz um teste de resistência de Constituição. Em um teste de resistência falho, ele tem a condição Restrito pela duração. Em um teste de resistência bem-sucedido, sua Velocidade é 0 até o início do seu próximo turno. Construtos são automaticamente bem-sucedidos no teste de resistência. Um alvo Restrito faz outro teste de resistência de Constituição no final de cada um dos seus turnos. Se ele tiver sucesso em seu teste de resistência contra esta magia três vezes, a magia termina. Se ele falhar em seus testes de resistência três vezes, ele é transformado em pedra e tem a condição Petrificado pela duração. Os sucessos e falhas não precisam ser consecutivos; mantenha o controle de ambos até que o alvo colete três de um tipo. Se você mantiver sua Concentração nesta magia por toda a duração possível, o alvo é Petrificado até que a condição seja encerrada por Restauração Maior ou magia similar.", + "duration": "Até 1 minuto", + "id": 678, + "level": 6, + "locations": [ + { + "page": 275, + "sourcebook": "LDJ24" + } + ], + "material": "Uma pena de basilisco", + "name": "Carne para Pedra", + "range": "18 metros", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você toca uma criatura disposta. Durante a duração, o alvo ganha uma Velocidade de Voo de 60 pés e pode pairar. Quando a magia termina, o alvo cai se ainda estiver no ar, a menos que possa parar a queda.", + "duration": "Até 10 minutos", + "higher_level": "Você pode escolher uma criatura adicional para cada nível de espaço de magia acima de 3.", + "id": 679, + "level": 3, + "locations": [ + { + "page": 276, + "sourcebook": "LDJ24" + } + ], + "material": "Uma pena", + "name": "Voo", + "range": "Toque", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Druida", + "Patrulheiro", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Você cria uma Esfera de neblina de 20 pés de raio centrada em um ponto dentro do alcance. A Esfera é Pesadamente Obscura. Ela dura pela duração ou até que um vento forte (como um criado por Rajada de Vento) a disperse.", + "duration": "Até 1 hora", + "higher_level": "O raio da neblina aumenta em 6 metros para cada nível de magia acima de 1.", + "id": 680, + "level": 1, + "locations": [ + { + "page": 276, + "sourcebook": "LDJ24" + } + ], + "name": "Névoa Obscurecente", + "range": "36 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "10 minutos ou Ritual", + "classes": [ + "Clérigo" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você cria uma proteção contra viagens mágicas que protege até 40.000 pés quadrados de espaço no chão a uma altura de 30 pés acima do chão. Durante a duração, as criaturas não podem se teletransportar para a área ou usar portais, como aqueles criados pela magia Portal, para entrar na área. A magia torna a área à prova de viagens planares e, portanto, impede que criaturas acessem a área por meio do Plano Astral, do Plano Etéreo, do Feywild, do Shadowfell ou da magia Mudança de Plano. Além disso, a magia causa dano a tipos de criaturas que você escolher ao conjurá-la. Escolha um ou mais dos seguintes: Aberrações, Celestiais, Elementais, Feéricos, Demônios e Mortos-vivos. Quando uma criatura de um tipo escolhido entra na área da magia pela primeira vez em um turno ou termina seu turno lá, a criatura recebe 5d10 de dano Radiante ou Necrótico (sua escolha ao conjurar esta magia). Você pode designar uma senha ao conjurar a magia. Uma criatura que fala a senha ao entrar na área não sofre dano da magia. A área da magia não pode se sobrepor à área de outra magia Forbiddance. Se você conjurar Forbiddance todos os dias por 30 dias no mesmo local, a magia dura até ser dissipada, e os componentes materiais são consumidos na última conjuração.", + "duration": "1 dia", + "id": 681, + "level": 6, + "locations": [ + { + "page": 276, + "sourcebook": "LDJ24" + } + ], + "material": "Pó de rubi valendo mais de 1.000 po", + "name": "Proibição", + "range": "Toque", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Uma prisão imóvel, invisível, em forma de cubo, composta de força mágica, surge em torno de uma área que você escolher dentro do alcance. A prisão pode ser uma gaiola ou uma caixa sólida, como você escolher. Uma prisão em forma de gaiola pode ter até 20 pés de lado e é feita de barras de 1/2 polegada de diâmetro espaçadas de 1/2 polegada. Uma prisão em forma de caixa pode ter até 10 pés de lado, criando uma barreira sólida que impede qualquer matéria de passar por ela e bloqueando quaisquer magias lançadas para dentro ou para fora da área. Quando você lança a magia, qualquer criatura que esteja completamente dentro da área da gaiola fica presa. Criaturas apenas parcialmente dentro da área, ou aquelas muito grandes para caber dentro dela, são empurradas para longe do centro da área até que estejam completamente fora dela. Uma criatura dentro da gaiola não pode deixá-la por meios não mágicos. Se a criatura tentar usar teletransporte ou viagem interplanar para sair, ela deve primeiro fazer um teste de resistência de Carisma. Em um teste bem-sucedido, a criatura pode usar essa magia para sair da gaiola. Em uma falha na defesa, a criatura não sai da gaiola e desperdiça a magia ou efeito. A gaiola também se estende para o Plano Etéreo, bloqueando a viagem etérea. Esta magia não pode ser dissipada por Dispel Magic.", + "duration": "Até 1 hora", + "id": 682, + "level": 7, + "locations": [ + { + "page": 276, + "sourcebook": "LDJ24" + } + ], + "material": "Pó de rubi no valor de mais de 1.500 po, que a magia consome", + "name": "Prisão de Energia", + "range": "30 metros", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "1 minuto", + "classes": [ + "Bardo", + "Druida", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você toca uma criatura disposta e concede uma habilidade limitada de ver o futuro imediato. Durante a duração, o alvo tem Vantagem em Testes D20, e outras criaturas têm Desvantagem em jogadas de ataque contra ele. A magia termina mais cedo se você conjurá-la novamente.", + "duration": "8 horas", + "id": 683, + "level": 9, + "locations": [ + { + "page": 276, + "sourcebook": "LDJ24" + } + ], + "material": "Uma pena de beija-flor", + "name": "Sexto Sentido", + "range": "Toque", + "ruleset": "2024", + "school": "Adivinhação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Druida" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Uma luz fria envolve seu corpo pela duração, emitindo Luz Brilhante em um raio de 20 pés e Luz Fraca por mais 20 pés. Até que a magia termine, você tem Resistência a dano Radiante, e seus ataques corpo a corpo causam 2d6 de dano Radiante extra em um acerto. Além disso, imediatamente após você receber dano de uma criatura que você pode ver a até 60 pés de você, você pode fazer uma Reação para forçar a criatura a fazer um teste de resistência de Constituição. Em uma falha, a criatura tem a condição Cego até o final do seu próximo turno.", + "duration": "Até 10 minutos", + "id": 684, + "level": 4, + "locations": [ + { + "page": 277, + "sourcebook": "LDJ24" + } + ], + "name": "Repouso Tranquilo", + "range": "Pessoal", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Clérigo", + "Druida", + "Patrulheiro" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você toca uma criatura disposta. Durante a duração, o movimento do alvo não é afetado por Terreno Difícil, e magias e outros efeitos mágicos não podem reduzir a Velocidade do alvo nem fazer com que o alvo tenha as condições Paralisado ou Restrito. O alvo também tem uma Velocidade de Natação igual à sua Velocidade. Além disso, o alvo pode gastar 1,5 m de movimento para escapar automaticamente de restrições não mágicas, como algemas ou uma criatura impondo a condição Agarrado a ele.", + "duration": "1 hora", + "higher_level": "Você pode escolher uma criatura adicional para cada nível de espaço de magia acima de 4.", + "id": 685, + "level": 4, + "locations": [ + { + "page": 277, + "sourcebook": "LDJ24" + } + ], + "material": "Uma tira de couro", + "name": "Movimentação Livre", + "range": "Toque", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "S", + "M" + ], + "concentration": true, + "desc": "Você magicamente emana um senso de amizade em direção a uma criatura que você pode ver dentro do alcance. O alvo deve ter sucesso em um teste de resistência de Sabedoria ou ter a condição Encantado pela duração. O alvo tem sucesso automaticamente se não for um Humanoide, se você estiver lutando contra ele, ou se você tiver conjurado esta magia nele nas últimas 24 horas. A magia termina mais cedo se o alvo sofrer dano ou se você fizer uma jogada de ataque, causar dano, ou forçar alguém a fazer um teste de resistência. Quando a magia termina, o alvo sabe que foi Encantado por você.", + "duration": "Até 1 minuto", + "id": 686, + "level": 0, + "locations": [ + { + "page": 277, + "sourcebook": "LDJ24" + } + ], + "material": "Um pouco de maquiagem", + "name": "Amizade", + "range": "3 metros", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Uma criatura disposta que você toca muda de forma, junto com tudo o que ela está vestindo e carregando, para uma nuvem enevoada pela duração. A magia termina no alvo se ele cair para 0 Pontos de Vida ou se ele fizer uma ação de Magia para terminar a magia em si mesmo. Enquanto estiver nessa forma, o único método de movimento do alvo é uma Velocidade de Voo de 10 pés, e ele pode pairar. O alvo pode entrar e ocupar o espaço de outra criatura. O alvo tem Resistência a danos de Concussão, Perfuração e Corte; ele tem Imunidade à condição Prone; e tem Vantagem em testes de resistência de Força, Destreza e Constituição. O alvo pode passar por aberturas estreitas, mas trata líquidos como se fossem superfícies sólidas. O alvo não pode falar ou manipular objetos, e quaisquer objetos que ele estivesse carregando ou segurando não podem ser derrubados, usados ou interagidos de outra forma. Finalmente, o alvo não pode atacar ou conjurar magias.", + "duration": "Até 1 hora", + "higher_level": "Você pode escolher uma criatura adicional para cada nível de espaço de magia acima de 3.", + "id": 687, + "level": 3, + "locations": [ + { + "page": 277, + "sourcebook": "LDJ24" + } + ], + "material": "Um pouco de gaze", + "name": "Forma Gasosa", + "range": "Toque", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você conjura um portal que liga um espaço desocupado que você pode ver dentro do alcance a um local preciso em um plano de existência diferente. O portal é uma abertura circular, que você pode fazer de 5 a 20 pés de diâmetro. Você pode orientar o portal em qualquer direção que escolher. O portal dura pela duração, e o destino do portal é visível através dele. O portal tem uma frente e uma parte de trás em cada plano onde aparece. Viajar através do portal só é possível movendo-se através de sua frente. Qualquer coisa que faça isso é instantaneamente transportada para o outro plano, aparecendo no espaço desocupado mais próximo do portal. Divindades e outros governantes planares podem impedir que portais criados por esta magia se abram em sua presença ou em qualquer lugar dentro de seus domínios. Quando você conjura esta magia, você pode falar o nome de uma criatura específica (um pseudônimo, título ou apelido não funcionam). Se essa criatura estiver em um plano diferente daquele em que você está, o portal abre ao lado da criatura nomeada e a transporta para o espaço desocupado mais próximo do seu lado do portal. Você não ganha nenhum poder especial sobre a criatura, e ela é livre para agir como o Mestre julgar apropriado. Ela pode ir embora, atacar você ou ajudar você.", + "duration": "Até 1 minuto", + "id": 688, + "level": 9, + "locations": [ + { + "page": 277, + "sourcebook": "LDJ24" + } + ], + "material": "Um diamante que vale mais de 5.000 PO", + "name": "Portal", + "range": "18 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "1 minuto", + "classes": [ + "Bardo", + "Clérigo", + "Druida", + "Paladino", + "Mago" + ], + "components": [ + "V" + ], + "desc": "Você dá um comando verbal a uma criatura que você pode ver dentro do alcance, ordenando que ela realize algum serviço ou se abstenha de uma ação ou curso de atividade conforme você decidir. O alvo deve ter sucesso em um teste de resistência de Sabedoria ou ter a condição Encantado pela duração. O alvo obtém sucesso automaticamente se não conseguir entender seu comando. Enquanto Encantado, a criatura sofre 5d10 de dano Psíquico se agir de uma maneira diretamente contrária ao seu comando. Ela sofre esse dano não mais do que uma vez por dia. Você pode emitir qualquer comando que escolher, exceto uma atividade que resultaria em morte certa. Se você emitir um comando suicida, a magia termina. Uma magia Remover Maldição, Restauração Maior ou Desejo termina esta magia.", + "duration": "30 dias", + "higher_level": "Se você usar um slot de magia de nível 7 ou 8, a duração é de 365 dias. Se você usar um slot de magia de nível 9, a magia dura até ser finalizada por uma das magias mencionadas acima.", + "id": 689, + "level": 5, + "locations": [ + { + "page": 278, + "sourcebook": "LDJ24" + } + ], + "name": "Missão", + "range": "18 metros", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação ou Ritual", + "classes": [ + "Clérigo", + "Paladino", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você toca em um cadáver ou outros restos mortais. Durante a duração, o alvo é protegido da decomposição e não pode se tornar morto-vivo. A magia também estende efetivamente o limite de tempo para ressuscitar o alvo dos mortos, já que dias passados sob a influência desta magia não contam contra o limite de tempo de magias como Ressuscitar Morto.", + "duration": "10 dias", + "id": 690, + "level": 2, + "locations": [ + { + "page": 278, + "sourcebook": "LDJ24" + } + ], + "material": "2 peças de cobre, que o feitiço consome", + "name": "Repouso Tranquilo", + "range": "Toque", + "ruleset": "2024", + "school": "Necromancia" + }, + { + "casting_time": "Ação", + "classes": [ + "Druida" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Você invoca uma centopeia gigante, aranha ou vespa (escolhida quando você conjura a magia). Ela se manifesta em um espaço desocupado que você pode ver dentro do alcance e usa o bloco de estatísticas Inseto Gigante. A forma que você escolher determina certos detalhes em seu bloco de estatísticas. A criatura desaparece quando cai para 0 Pontos de Vida ou quando a magia termina.\n\nA criatura é uma aliada sua e de seus aliados. Em combate, a criatura compartilha sua contagem de Iniciativa, mas ela faz seu turno imediatamente após o seu. Ela obedece seus comandos verbais (nenhuma ação necessária de sua parte). Se você não emitir nenhum, ela faz a ação Esquivar e usa seu movimento para evitar o perigo.\n\nBesta Grande, Desalinhada\n\nCA 11 + o nível da magia\n\nPV 30 + 10 para cada nível da magia acima de 4\n\nVelocidade 40 pés, Escalar 40 pés, Voar 40 pés (somente Vespa)\n\n Mod Save 17 +3 +3\n13 +1 +1\n5 +2 +2\n\n Mod Save\n4 −3 −3\n14 +2 +2\n3 −4 −4\n\nSentidos Visão no Escuro 60 pés, Percepção Passiva 12\n\nIdiomas Entende os idiomas que você conhece\n\nND Nenhum (XP 0; PB é igual ao seu Bônus de Proficiência)\n\nTraços\n\nAranha Escalar. O inseto pode escalar superfícies difíceis, incluindo tetos, sem precisar fazer um teste de habilidade.\n\nAções\n\nAtaques Múltiplos. O inseto faz um número de ataques igual à metade do nível desta magia (arredondado para baixo).\n\nJab Venenoso. Rolagem de Ataque Corpo a Corpo: Bônus igual ao seu modificador de ataque de magia, alcance 10 pés. Acerto: 1d6 + 3 mais o dano de Perfuração do nível da magia mais 1d4 de dano de Veneno.\n\nRaio de Teia (Somente Aranha). Rolagem de Ataque à Distância: Bônus igual ao seu modificador de ataque de magia, alcance 60 pés. Acerto: 1d10 + 3 mais o dano de Concussão do nível da magia, e a Velocidade do alvo é reduzida a 0 até o início do próximo turno do inseto.\n\nAções Bônus\n\nVomitar Venenoso (Somente Centopeia). Teste de Resistência de Constituição: Sua CD de resistência de magia, uma criatura que o inseto pode ver a até 10 pés. Falha: O alvo tem a condição Envenenado até o início do próximo turno do inseto.", + "duration": "Até 10 minutos", + "higher_level": "Use o nível do slot de magia para o nível da magia no bloco de estatísticas.", + "id": 691, + "level": 4, + "locations": [ + { + "page": 279, + "sourcebook": "LDJ24" + } + ], + "name": "Inseto Gigante", + "range": "18 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Bruxo" + ], + "components": [ + "V" + ], + "desc": "Até que a magia termine, quando você fizer um teste de Carisma, você pode substituir o número rolado por 15. Além disso, não importa o que você diga, a magia que determinaria se você está dizendo a verdade indica que você está sendo sincero.", + "duration": "1 hora", + "id": 692, + "level": 8, + "locations": [ + { + "page": 279, + "sourcebook": "LDJ24" + } + ], + "name": "Loquacidade", + "range": "Pessoal", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Uma barreira imóvel e brilhante aparece em uma Emanação de 10 pés ao seu redor e permanece durante a duração. Qualquer magia de nível 5 ou menor conjurada de fora da barreira não pode afetar nada dentro dela. Tal magia pode ter como alvo criaturas e objetos dentro da barreira, mas a magia não tem efeito sobre eles. Similarmente, a área dentro da barreira é excluída das áreas de efeito criadas por tais magias.", + "duration": "Até 1 minuto", + "higher_level": "A barreira bloqueia magias de 1 nível mais alto para cada nível de magia acima de 6.", + "id": 693, + "level": 6, + "locations": [ + { + "page": 279, + "sourcebook": "LDJ24" + } + ], + "material": "Uma conta de vidro", + "name": "Globo de Invulnerabilidade", + "range": "Pessoal", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "1 hora", + "classes": [ + "Bardo", + "Clérigo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você inscreve um glifo que mais tarde libera um efeito mágico. Você o inscreve em uma superfície (como uma mesa ou uma parte do chão) ou dentro de um objeto que pode ser fechado (como um livro ou baú) para esconder o glifo. O glifo pode cobrir uma área não maior que 10 pés de diâmetro. Se a superfície ou objeto for movido mais de 10 pés de onde você conjurou esta magia, o glifo é quebrado e a magia termina sem ser acionada. O glifo é quase imperceptível e requer um teste bem-sucedido de Sabedoria (Percepção) contra sua CD de resistência à magia para ser notado. Quando você inscreve o glifo, você define seu gatilho e escolhe se é uma runa explosiva ou um glifo de magia, conforme explicado abaixo. Defina o Gatilho. Você decide o que aciona o glifo quando você conjura a magia. Para glifos inscritos em uma superfície, gatilhos comuns incluem tocar ou pisar no glifo, remover outro objeto que o cobre ou se aproximar a uma certa distância dele. Para glifos inscritos em um objeto, gatilhos comuns incluem abrir o objeto ou ver o glifo. Uma vez que um glifo é acionado, esta magia termina. Você pode refinar o gatilho para que apenas criaturas de certos tipos o ativem (por exemplo, o glifo pode ser definido para afetar Aberrações). Você também pode definir condições para criaturas que não acionam o glifo, como aquelas que dizem uma determinada senha. Runa Explosiva. Quando acionado, o glifo irrompe com energia mágica em uma Esfera de 20 pés de raio centrada no glifo. Cada criatura na área faz um teste de resistência de Destreza. Uma criatura sofre 5d8 de dano de Ácido, Frio, Fogo, Relâmpago ou Trovão (sua escolha ao criar o glifo) em uma falha na resistência ou metade do dano em uma bem-sucedida. Glifo de Magia. Você pode armazenar uma magia preparada de nível 3 ou inferior no glifo conjurando-a como parte da criação do glifo. A magia deve ter como alvo uma única criatura ou uma área. A magia sendo armazenada não tem efeito imediato quando conjurada dessa forma. Quando o glifo é acionado, a magia armazenada entra em vigor. Se a magia tiver um alvo, ela tem como alvo a criatura que acionou o glifo. Se a magia afetar uma área, a área será centralizada naquela criatura. Se a magia invocar criaturas hostis ou criar objetos ou armadilhas nocivas, elas aparecerão o mais perto possível do intruso e o atacarão. Se a magia exigir Concentração, ela durará até o fim de sua duração total.", + "duration": "Até que seja dissipado ou acionado", + "higher_level": "O dano de uma runa explosiva aumenta em 1d8 para cada nível de espaço de magia acima de 3. Se você criar um glifo de magia, poderá armazenar qualquer magia de até o mesmo nível do espaço de magia que você usar para o Glifo de Proteção.", + "id": 694, + "level": 3, + "locations": [ + { + "page": 279, + "sourcebook": "LDJ24" + } + ], + "material": "Diamante em pó que vale mais de 200 PO, que a magia consome", + "name": "Glifo de Vigilância", + "range": "Toque", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Druida", + "Patrulheiro" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Dez berries aparecem na sua mão e são infundidas com magia pela duração. Uma criatura pode realizar uma Ação Bônus para comer uma berries. Comer uma berries restaura 1 Ponto de Vida, e a berries fornece nutrição suficiente para sustentar uma criatura por um dia. berries não comidas desaparecem quando a magia termina.", + "duration": "24 horas", + "id": 695, + "level": 1, + "locations": [ + { + "page": 280, + "sourcebook": "LDJ24" + } + ], + "material": "Um raminho de visco", + "name": "Bom Fruto", + "range": "Pessoal", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação bônus", + "classes": [ + "Druida", + "Patrulheiro" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Você conjura uma videira que brota de uma superfície em um espaço desocupado que você pode ver dentro do alcance. A videira dura pela duração. Faça um ataque de magia corpo a corpo contra uma criatura a até 30 pés da videira. Em um acerto, o alvo sofre 4d8 de dano de Concussão e é puxado até 30 pés em direção à videira; se o alvo for Enorme ou menor, ele tem a condição Agarrado (CD de escape igual ao seu CD de resistência à magia). A videira pode agarrar apenas uma criatura por vez, e você pode fazer com que a videira libere uma criatura Agarrada (nenhuma ação necessária). Como uma Ação Bônus em seus turnos posteriores, você pode repetir o ataque contra uma criatura a até 30 pés da videira.", + "duration": "Até 1 minuto", + "higher_level": "O número de criaturas que a videira pode agarrar aumenta em um para cada nível de magia acima de 4.", + "id": 696, + "level": 4, + "locations": [ + { + "page": 280, + "sourcebook": "LDJ24" + } + ], + "name": "Vinha Esmagadora", + "range": "18 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Graxa não inflamável cobre o chão em um quadrado de 10 pés centralizado em um ponto dentro do alcance e o transforma em Terreno Difícil pela duração. Quando a graxa aparece, cada criatura parada em sua área deve ter sucesso em um teste de resistência de Destreza ou ter a condição Prone. Uma criatura que entra na área ou termina seu turno lá também deve ter sucesso naquele teste ou cai Prone.", + "duration": "1 minuto", + "id": 697, + "level": 1, + "locations": [ + { + "page": 280, + "sourcebook": "LDJ24" + } + ], + "material": "Um pouco de torresmo ou manteiga", + "name": "Área Escorregadia", + "range": "18 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Uma criatura que você tocar terá a condição Invisível até que a magia termine.", + "duration": "Até 1 minuto", + "id": 698, + "level": 4, + "locations": [ + { + "page": 281, + "sourcebook": "LDJ24" + } + ], + "name": "Invisibilidade Maior", + "range": "Toque", + "ruleset": "2024", + "school": "Ilusão" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Clérigo", + "Druida", + "Paladino", + "Patrulheiro" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você toca uma criatura e remove magicamente um dos seguintes efeitos dela:\n\n\u20221 nível de exaustão\n\u2022A condição Encantado ou Petrificado\n\u2022Uma maldição, incluindo a sintonização do alvo com um item mágico amaldiçoado\n\u2022Qualquer redução em um dos valores de habilidade do alvo\n\u2022Qualquer redução no máximo de Pontos de Vida do alvo", + "duration": "Instantâneo", + "id": 699, + "level": 5, + "locations": [ + { + "page": 281, + "sourcebook": "LDJ24" + } + ], + "material": "Pó de diamante no valor de 100+ PO, que a magia consome", + "name": "Restauração Maior", + "range": "Toque", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo" + ], + "components": [ + "V" + ], + "desc": "Um guardião espectral Grande aparece e paira pela duração em um espaço desocupado que você pode ver dentro do alcance. O guardião ocupa esse espaço e é invulnerável, e aparece em uma forma apropriada para sua divindade ou panteão. Qualquer inimigo que se mova para um espaço a até 10 pés do guardião pela primeira vez em um turno ou comece seu turno lá faz um teste de resistência de Destreza, sofrendo 20 de dano Radiante em um teste de resistência falho ou metade do dano em um teste bem-sucedido. O guardião desaparece quando causa um total de 60 de dano.", + "duration": "8 horas", + "id": 700, + "level": 4, + "locations": [ + { + "page": 281, + "sourcebook": "LDJ24" + } + ], + "name": "Guardião da Fé", + "range": "9 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "1 hora", + "classes": [ + "Bardo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você cria uma proteção que protege até 2.500 pés quadrados de espaço no chão. A área protegida pode ter até 20 pés de altura, e você a molda como um quadrado de 50 pés, cem quadrados de 5 pés que são contíguos, ou vinte e cinco quadrados de 10 pés que são contíguos. Quando você conjura esta magia, você pode especificar indivíduos que não são afetados pelos efeitos da magia. Você também pode especificar uma senha que, quando falada em voz alta a 5 pés da área protegida, torna o falante imune aos seus efeitos. A magia cria os efeitos abaixo dentro da área protegida. Dissipar Magia não tem efeito em Guardas e Proteções em si, mas cada um dos seguintes efeitos pode ser dissipado. Se todos os quatro forem dissipados, Guardas e Proteções termina. Se você conjurar a magia todos os dias por 365 dias na mesma área, a magia depois disso dura até que todos os seus efeitos sejam dissipados. Corredores. A névoa preenche todos os corredores protegidos, tornando-os Pesadamente Obscurecidos. Além disso, em cada intersecção ou passagem ramificada que oferece uma escolha de direção, há 50 por cento de chance de que uma criatura diferente de você acredite que está indo na direção oposta à que escolheu. Portas. Todas as portas na área protegida são magicamente trancadas, como se seladas pela magia Arcane Lock. Além disso, você pode cobrir até dez portas com uma ilusão para fazê-las parecerem seções simples de parede. Escadas. Teias preenchem todas as escadas na área protegida de cima para baixo, como na magia Web. Esses fios crescem novamente em 10 minutos se forem destruídos enquanto Guards and Wards durar. Outro efeito de magia. Coloque um dos seguintes efeitos mágicos dentro da área protegida:\n\n\u2022 Luzes dançantes em quatro corredores, com um programa simples que as luzes repetem enquanto durarem os guardas e enfermarias\n\u2022Magic Mouth em dois locais\n\u2022 Nuvem fedorenta em dois locais (os vapores retornam em 10 minutos se forem dispersos enquanto durarem os Guardas e Sentinelas)\n\u2022 Rajada de Vento em um corredor ou sala (o vento sopra continuamente enquanto o feitiço durar)\n\u2022Sugestão de um quadrado de 1,50m; qualquer criatura que entre nesse quadrado recebe a sugestão mentalmente", + "duration": "24 horas", + "id": 701, + "level": 6, + "locations": [ + { + "page": 282, + "sourcebook": "LDJ24" + } + ], + "material": "Uma vara de prata que vale mais de 10 PO", + "name": "Proteger Fortaleza", + "range": "Toque", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "Druida" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Você toca uma criatura disposta e escolhe uma perícia. Até que a magia termine, a criatura adiciona 1d4 a qualquer teste de habilidade usando a perícia escolhida.", + "duration": "Até 1 minuto", + "id": 702, + "level": 0, + "locations": [ + { + "page": 282, + "sourcebook": "LDJ24" + } + ], + "name": "Orientação", + "range": "Toque", + "ruleset": "2024", + "school": "Adivinhação" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo" + ], + "components": [ + "V", + "S" + ], + "desc": "Você arremessa um raio de luz em direção a uma criatura dentro do alcance. Faça um ataque mágico de longo alcance contra o alvo. Em um acerto, ele recebe 4d6 de dano Radiante, e a próxima jogada de ataque feita contra ele antes do fim do seu próximo turno tem Vantagem.", + "duration": "1 rodada", + "higher_level": "O dano aumenta em 1d6 para cada nível de magia acima de 1.", + "id": 703, + "level": 1, + "locations": [ + { + "page": 282, + "sourcebook": "LDJ24" + } + ], + "name": "Raio Guiador", + "range": "36 metros", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Druida", + "Patrulheiro", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Uma Linha de vento forte de 60 pés de comprimento e 10 pés de largura explode de você em uma direção que você escolher durante a duração. Cada criatura na Linha deve ser bem-sucedida em um teste de resistência de Força ou será empurrada 15 pés para longe de você em uma direção seguindo a Linha. Uma criatura que termina seu turno na Linha deve fazer o mesmo teste. Qualquer criatura na Linha deve gastar 2 pés de movimento para cada 1 pé que se move ao se aproximar de você. A rajada dispersa gás ou vapor e apaga velas e chamas desprotegidas semelhantes na área. Ela faz com que chamas protegidas, como as de lanternas, dancem descontroladamente e tem 50 por cento de chance de apagá-las. Como uma Ação Bônus em seus turnos posteriores, você pode mudar a direção em que a Linha explode de você.", + "duration": "Até 1 minuto", + "id": 704, + "level": 2, + "locations": [ + { + "page": 282, + "sourcebook": "LDJ24" + } + ], + "material": "Uma semente de leguminosa", + "name": "Lufada de Vento", + "range": "Pessoal", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação bônus, que você realiza imediatamente após atingir uma criatura com uma arma de longo alcance", + "classes": [ + "Patrulheiro" + ], + "components": [ + "V" + ], + "desc": "Ao atingir a criatura, esta magia cria uma chuva de espinhos que brotam de sua arma de longo alcance ou munição. O alvo do ataque e cada criatura a até 1,5 m dele fazem um teste de resistência de Destreza, sofrendo 1d10 de dano Perfurante em uma falha ou metade do dano em uma bem-sucedida.", + "duration": "Instantâneo", + "higher_level": "O dano aumenta em 1d10 para cada nível de magia acima de 1.", + "id": 705, + "level": 1, + "locations": [ + { + "page": 283, + "sourcebook": "LDJ24" + } + ], + "name": "Saraivada de Espinhos", + "range": "Pessoal", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "24 horas", + "classes": [ + "Clérigo" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você toca em um ponto e infunde uma área ao redor dele com poder sagrado ou profano. A área pode ter um raio de até 60 pés, e a magia falha se o raio incluir uma área já sob o efeito de Hallow. A área afetada tem os seguintes efeitos. Hallowed Ward. Escolha qualquer um destes tipos de criatura: Aberração, Celestial, Elemental, Fey, Fiend ou Undead. Criaturas dos tipos escolhidos não podem entrar na área voluntariamente, e qualquer criatura que seja possuída por ou que tenha a condição Charmed ou Frightened de tais criaturas não é possuída, Charmed ou Frightened por elas enquanto estiver na área. Efeito Extra. Você vincula um efeito extra à área da lista abaixo: Courage. Criaturas de qualquer tipo que você escolher não podem ganhar a condição Frightened enquanto estiverem na área. Darkness. Darkness preenche a área. Luz normal, assim como luz mágica criada por magias de um nível menor que esta magia, não podem iluminar a área. Daylight. Luz brilhante preenche a área. Escuridão Mágica criada por magias de nível inferior a esta magia não pode extinguir a luz. Descanso Pacífico. Corpos mortos enterrados na área não podem ser transformados em Mortos-Vivos. Interferência Extradimensional. Criaturas de qualquer tipo que você escolher não podem entrar ou sair da área usando teletransporte ou viagem interplanar. Medo. Criaturas de qualquer tipo que você escolher têm a condição Assustado enquanto estiverem na área. Resistência. Criaturas de qualquer tipo que você escolher têm Resistência a um tipo de dano de sua escolha enquanto estiverem na área. Silêncio. Nenhum som pode emanar de dentro da área, e nenhum som pode alcançá-la. Línguas. Criaturas de qualquer tipo que você escolher podem se comunicar com qualquer outra criatura na área, mesmo que não compartilhem uma língua comum. Vulnerabilidade. Criaturas de qualquer tipo que você escolher têm Vulnerabilidade a um tipo de dano de sua escolha enquanto estiverem na área.", + "duration": "Até ser dissipada", + "id": 706, + "level": 5, + "locations": [ + { + "page": 283, + "sourcebook": "LDJ24" + } + ], + "material": "Incenso que vale mais de 1.000 PO, que a magia consome", + "name": "Consagrar", + "range": "Toque", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "10 minutos", + "classes": [ + "Bardo", + "Druida", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você faz com que o terreno natural em um Cubo de 150 pés de alcance pareça, soe e cheire como outro tipo de terreno natural. Assim, campos abertos ou uma estrada podem ser feitos para se assemelhar a um pântano, colina, fenda ou algum outro terreno difícil ou intransitável. Um lago pode ser feito para parecer um prado gramado, um precipício como uma encosta suave ou uma ravina cheia de pedras como uma estrada larga e lisa. Estruturas, equipamentos e criaturas fabricadas dentro da área não são alteradas. As características táteis do terreno não são alteradas, então criaturas entrando na área provavelmente notarão a ilusão. Se a diferença não for óbvia ao toque, uma criatura examinando a ilusão pode realizar a ação Estudar para fazer um teste de Inteligência (Investigação) contra sua CD de resistência à magia para desacreditá-la. Se uma criatura discernir que o terreno é ilusório, a criatura vê uma imagem vaga sobreposta ao terreno real.", + "duration": "24 horas", + "id": 707, + "level": 4, + "locations": [ + { + "page": 283, + "sourcebook": "LDJ24" + } + ], + "material": "Um cogumelo", + "name": "Terreno Alucinógeno", + "range": "90 metros", + "ruleset": "2024", + "school": "Ilusão" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo" + ], + "components": [ + "V", + "S" + ], + "desc": "Você libera magia virulenta em uma criatura que você pode ver dentro do alcance. O alvo faz um teste de resistência de Constituição. Em uma falha, ele sofre 14d6 de dano Necrótico, e seu Ponto de Vida máximo é reduzido em uma quantidade igual ao dano Necrótico que ele sofreu. Em uma resistência bem-sucedida, ele sofre apenas metade do dano. Esta magia não pode reduzir o Ponto de Vida máximo de um alvo abaixo de 1.", + "duration": "Instantâneo", + "id": 708, + "level": 6, + "locations": [ + { + "page": 283, + "sourcebook": "LDJ24" + } + ], + "name": "Doença Plena", + "range": "18 metros", + "ruleset": "2024", + "school": "Necromancia" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Escolha uma criatura disposta que você possa ver dentro do alcance. Até que a magia termine, a Velocidade do alvo é dobrada, ele ganha um bônus de +2 na Classe de Armadura, tem Vantagem em testes de resistência de Destreza e ganha uma ação adicional em cada um dos seus turnos. Essa ação pode ser usada para realizar apenas a ação Ataque (apenas um ataque), Disparar, Desvencilhar, Ocultar ou Utilizar. Quando a magia termina, o alvo fica Incapacitado e tem uma Velocidade de 0 até o final do seu próximo turno, enquanto uma onda de letargia o atinge.", + "duration": "Até 1 minuto", + "id": 709, + "level": 3, + "locations": [ + { + "page": 284, + "sourcebook": "LDJ24" + } + ], + "material": "Uma lasca de raiz de alcaçuz", + "name": "Velocidade", + "range": "9 metros", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "Druida" + ], + "components": [ + "V", + "S" + ], + "desc": "Escolha uma criatura que você possa ver dentro do alcance. Energia positiva flui através do alvo, restaurando 70 Pontos de Vida. Esta magia também encerra as condições Blinded, Deafened e Poisoned no alvo.", + "duration": "Instantâneo", + "higher_level": "A cura aumenta em 10 para cada nível de magia acima de 6.", + "id": 710, + "level": 6, + "locations": [ + { + "page": 284, + "sourcebook": "LDJ24" + } + ], + "name": "Cura Completa", + "range": "18 metros", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação bônus", + "classes": [ + "Bardo", + "Clérigo", + "Druida" + ], + "components": [ + "V" + ], + "desc": "Uma criatura de sua escolha que você possa ver dentro do alcance recupera Pontos de Vida iguais a 2d4 mais seu modificador de habilidade de conjuração.", + "duration": "Instantâneo", + "higher_level": "A cura aumenta em 2d4 para cada nível de magia acima de 1.", + "id": 711, + "level": 1, + "locations": [ + { + "page": 284, + "sourcebook": "LDJ24" + } + ], + "name": "Palavra Curativa", + "range": "18 metros", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Druida" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Escolha um objeto de metal fabricado, como uma arma de metal ou uma armadura de metal Pesada ou Média, que você possa ver dentro do alcance. Você faz o objeto brilhar em brasa. Qualquer criatura em contato físico com o objeto sofre 2d8 de dano de Fogo quando você conjura a magia. Até que a magia termine, você pode realizar uma Ação Bônus em cada um dos seus turnos posteriores para causar esse dano novamente se o objeto estiver dentro do alcance. Se uma criatura estiver segurando ou vestindo o objeto e sofrer o dano dele, a criatura deve ser bem-sucedida em um teste de resistência de Constituição ou largar o objeto, se puder. Se não largar o objeto, ela tem Desvantagem em jogadas de ataque e testes de habilidade até o início do seu próximo turno.", + "duration": "Até 1 minuto", + "higher_level": "O dano aumenta em 1d8 para cada nível de magia acima de 2.", + "id": 712, + "level": 2, + "locations": [ + { + "page": 284, + "sourcebook": "LDJ24" + } + ], + "material": "Um pedaço de ferro e uma chama", + "name": "Esquentar Metal", + "range": "18 metros", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Reação, que você toma em resposta ao receber dano de uma criatura que você pode ver a até 18 metros de você", + "classes": [ + "Bruxo" + ], + "components": [ + "V", + "S" + ], + "desc": "A criatura que lhe causou dano é momentaneamente cercada por chamas verdes. Ela faz um teste de resistência de Destreza, sofrendo 2d10 de dano de Fogo em um teste falho ou metade do dano em um teste bem-sucedido.", + "duration": "Instantâneo", + "higher_level": "O dano aumenta em 1d10 para cada nível de magia acima de 1.", + "id": 713, + "level": 1, + "locations": [ + { + "page": 284, + "sourcebook": "LDJ24" + } + ], + "name": "Repreensão Infernal", + "range": "18 metros", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "10 minutos", + "classes": [ + "Bardo", + "Clérigo", + "Druida" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você conjura um banquete que aparece em uma superfície em um Cubo de 10 pés desocupado próximo a você. O banquete leva 1 hora para ser consumido e desaparece no final desse tempo, e os efeitos benéficos não se estabelecem até que essa hora acabe. Até doze criaturas podem participar do banquete. Uma criatura que participa ganha vários benefícios, que duram 24 horas. A criatura tem Resistência a dano de Veneno e tem Imunidade às condições Assustado e Envenenado. Seu máximo de Pontos de Vida também aumenta em 2d10, e ela ganha o mesmo número de Pontos de Vida.", + "duration": "Instantâneo", + "id": 714, + "level": 6, + "locations": [ + { + "page": 284, + "sourcebook": "LDJ24" + } + ], + "material": "Uma tigela incrustada de pedras preciosas que vale mais de 1.000 PO, que a magia consome", + "name": "Banquete de Heróis", + "range": "Pessoal", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Paladino" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Uma criatura disposta que você tocar é imbuída de bravura. Até que a magia termine, a criatura é imune à condição Amedrontada e ganha Pontos de Vida Temporários iguais ao seu modificador de habilidade de conjuração no início de cada um de seus turnos.", + "duration": "Até 1 minuto", + "higher_level": "Você pode escolher uma criatura adicional para cada nível de espaço de magia acima de 1.", + "id": 715, + "level": 1, + "locations": [ + { + "page": 285, + "sourcebook": "LDJ24" + } + ], + "name": "Heroísmo", + "range": "Toque", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação bônus", + "classes": [ + "Bruxo" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você coloca uma maldição em uma criatura que você pode ver dentro do alcance. Até que a magia termine, você causa 1d6 de dano Necrótico extra ao alvo sempre que atingi-lo com uma jogada de ataque. Além disso, escolha uma habilidade quando conjurar a magia. O alvo tem Desvantagem em testes de habilidade feitos com a habilidade escolhida. Se o alvo cair para 0 Pontos de Vida antes que esta magia termine, você pode fazer uma Ação Bônus em um turno posterior para amaldiçoar uma nova criatura.", + "duration": "Até 1 hora", + "higher_level": "Sua Concentração pode durar mais com um espaço de magia de nível 2 (até 4 horas), 3–4 (até 8 horas) ou 5+ (24 horas).", + "id": 716, + "level": 1, + "locations": [ + { + "page": 285, + "sourcebook": "LDJ24" + } + ], + "material": "O olho petrificado de uma salamandra", + "name": "Bruxaria", + "range": "27 metros", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Escolha uma criatura que você possa ver dentro do alcance. O alvo deve ter sucesso em um teste de resistência de Sabedoria ou ter a condição Paralisado pela duração. No final de cada um de seus turnos, o alvo repete o teste, encerrando a magia sobre si mesmo em um sucesso.", + "duration": "Até 1 minuto", + "higher_level": "Você pode escolher uma criatura adicional para cada nível de espaço de magia acima de 5.", + "id": 717, + "level": 5, + "locations": [ + { + "page": 285, + "sourcebook": "LDJ24" + } + ], + "material": "Um pedaço reto de ferro", + "name": "Imobilizar Monstro", + "range": "27 metros", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Clérigo", + "Druida", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Escolha um Humanoide que você possa ver dentro do alcance. O alvo deve ter sucesso em um teste de resistência de Sabedoria ou ter a condição Paralisado pela duração. No final de cada um de seus turnos, o alvo repete o teste, encerrando a magia em si mesmo em um sucesso.", + "duration": "Até 1 minuto", + "higher_level": "Você pode escolher um Humanoide adicional para cada nível de magia acima de 2.", + "id": 718, + "level": 2, + "locations": [ + { + "page": 286, + "sourcebook": "LDJ24" + } + ], + "material": "Um pedaço reto de ferro", + "name": "Imobilizar Pessoa", + "range": "18 metros", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Durante a duração, você emite uma aura em uma Emanação de 30 pés. Enquanto estiver na aura, criaturas de sua escolha têm Vantagem em todos os testes de resistência, e outras criaturas têm Desvantagem em testes de ataque contra elas. Além disso, quando um Demônio ou um Morto-vivo atinge uma criatura afetada com um teste de ataque corpo a corpo, o atacante deve ter sucesso em um teste de resistência de Constituição ou terá a condição Cego até o final de seu próximo turno.", + "duration": "Até 1 minuto", + "id": 719, + "level": 8, + "locations": [ + { + "page": 286, + "sourcebook": "LDJ24" + } + ], + "material": "Um relicário que vale mais de 1.000 PO", + "name": "Aura Sagrada", + "range": "Pessoal", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Bruxo" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você abre um portal para o Reino Distante, uma região infestada de horrores indizíveis. Uma Esfera de Escuridão de 20 pés de raio aparece, centralizada em um ponto com alcance e durando pela duração. A Esfera é Terreno Difícil, e está cheia de sussurros estranhos e ruídos de sorver, que podem ser ouvidos a até 30 pés de distância. Nenhuma luz, mágica ou não, pode iluminar a área, e criaturas totalmente dentro dela têm a condição Cego. Qualquer criatura que comece seu turno na área sofre 2d6 de dano de Frio. Qualquer criatura que termine seu turno lá deve ser bem-sucedida em um teste de resistência de Destreza ou sofrer 2d6 de dano de Ácido de tentáculos sobrenaturais.", + "duration": "Até 1 minuto", + "higher_level": "O dano de Frio ou Ácido (à sua escolha) aumenta em 1d6 para cada nível de magia acima de 3.", + "id": 720, + "level": 3, + "locations": [ + { + "page": 286, + "sourcebook": "LDJ24" + } + ], + "material": "Um tentáculo em conserva", + "name": "Fome de Hadar", + "range": "45 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação bônus", + "classes": [ + "Patrulheiro" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "Você marca magicamente uma criatura que você pode ver dentro do alcance como sua presa. Até que a magia termine, você causa 1d6 de dano de Força extra ao alvo sempre que atingi-lo com uma jogada de ataque. Você também tem Vantagem em qualquer teste de Sabedoria (Percepção ou Sobrevivência) que fizer para encontrá-lo. Se o alvo cair para 0 Pontos de Vida antes que esta magia termine, você pode realizar uma Ação Bônus para mover a marca para uma nova criatura que você pode ver dentro do alcance.", + "duration": "Até 1 hora", + "higher_level": "Sua Concentração pode durar mais com um espaço de magia de nível 3–4 (até 8 horas) ou 5+ (até 24 horas).", + "id": 721, + "level": 1, + "locations": [ + { + "page": 287, + "sourcebook": "LDJ24" + } + ], + "name": "Marca do Caçador", + "range": "27 metros", + "ruleset": "2024", + "school": "Adivinhação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "S", + "M" + ], + "concentration": true, + "desc": "Você cria um padrão de cores retorcido em um Cubo de 30 pés dentro do alcance. O padrão aparece por um momento e desaparece. Cada criatura na área que puder ver o padrão deve ser bem-sucedida em um teste de resistência de Sabedoria ou terá a condição Encantado pela duração. Enquanto Encantado, a criatura tem a condição Incapacitado e uma Velocidade de 0. A magia termina para uma criatura afetada se ela sofrer qualquer dano ou se outra pessoa usar uma ação para sacudir a criatura para fora de seu estupor.", + "duration": "Até 1 minuto", + "id": 722, + "level": 3, + "locations": [ + { + "page": 287, + "sourcebook": "LDJ24" + } + ], + "material": "Uma pitada de confete", + "name": "Padrão Hipnótico", + "range": "36 metros", + "ruleset": "2024", + "school": "Ilusão" + }, + { + "casting_time": "Ação", + "classes": [ + "Druida", + "Feiticeiro", + "Mago" + ], + "components": [ + "S", + "M" + ], + "desc": "Você cria um fragmento de gelo e o arremessa em uma criatura dentro do alcance. Faça um ataque mágico à distância contra o alvo. Em um acerto, o alvo recebe 1d10 de dano perfurante. Acertando ou errando, o fragmento então explode. O alvo e cada criatura a até 1,5 m dele devem ser bem-sucedidos em um teste de resistência de Destreza ou receber 2d6 de dano de Frio.", + "duration": "Instantâneo", + "higher_level": "O dano de Frio aumenta em 1d6 para cada nível de magia acima de 1.", + "id": 723, + "level": 1, + "locations": [ + { + "page": 287, + "sourcebook": "LDJ24" + } + ], + "material": "Uma gota de água ou um pedaço de gelo", + "name": "Faca de Gelo", + "range": "18 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Druida", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Granizo cai em um Cilindro de 20 pés de raio e 40 pés de altura centrado em um ponto dentro do alcance. Cada criatura no Cilindro faz um teste de resistência de Destreza. Uma criatura sofre 2d10 de dano de Concussão e 4d6 de dano de Frio em uma falha na resistência ou metade do dano em uma bem-sucedida. Granizo transforma o solo no Cilindro em Terreno Difícil até o final do seu próximo turno.", + "duration": "Instantâneo", + "higher_level": "O dano de Concussão aumenta em 1d10 para cada nível de magia acima de 4.", + "id": 724, + "level": 4, + "locations": [ + { + "page": 287, + "sourcebook": "LDJ24" + } + ], + "material": "Uma luva", + "name": "Tempestade de Gelo", + "range": "90 metros", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "1 minuto ou Ritual", + "classes": [ + "Bardo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você toca em um objeto durante a conjuração da magia. Se o objeto for um item mágico ou algum outro objeto mágico, você aprende suas propriedades e como usá-las, se ele requer Attunement e quantas cargas ele tem, se houver. Você aprende se alguma magia em andamento está afetando o item e quais são elas. Se o item foi criado por uma magia, você aprende o nome daquela magia. Se, em vez disso, você tocar em uma criatura durante a conjuração, você aprende quais magias em andamento, se houver, estão afetando-a no momento.", + "duration": "Instantâneo", + "id": 725, + "level": 1, + "locations": [ + { + "page": 287, + "sourcebook": "LDJ24" + } + ], + "material": "Uma pérola que vale mais de 100 PO", + "name": "Identificação", + "range": "Toque", + "ruleset": "2024", + "school": "Adivinhação" + }, + { + "casting_time": "1 minuto ou Ritual", + "classes": [ + "Bardo", + "Bruxo", + "Mago" + ], + "components": [ + "S", + "M" + ], + "desc": "Você escreve em pergaminho, papel ou outro material adequado e o imbui com uma ilusão que dura pela duração. Para você e quaisquer criaturas que você designar quando conjurar a magia, a escrita parece normal, parece ter sido escrita em sua mão e transmite qualquer significado que você pretendia quando escreveu o texto. Para todos os outros, a escrita parece ter sido escrita em uma escrita desconhecida ou mágica que é ininteligível. Alternativamente, a ilusão pode alterar o significado, a caligrafia e a linguagem do texto, embora a linguagem deva ser uma que você conheça. Se a magia for dissipada, a escrita original e a ilusão desaparecem. Uma criatura que tenha Truesight pode ler a mensagem oculta.", + "duration": "10 dias", + "id": 726, + "level": 1, + "locations": [ + { + "page": 288, + "sourcebook": "LDJ24" + } + ], + "material": "Tinta que vale mais de 10 PO, que a magia consome", + "name": "Escrita Ilusória", + "range": "Toque", + "ruleset": "2024", + "school": "Ilusão" + }, + { + "casting_time": "1 minuto", + "classes": [ + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você cria uma restrição mágica para segurar uma criatura que você pode ver dentro do alcance. O alvo deve fazer um teste de resistência de Sabedoria. Em um teste bem-sucedido, o alvo não é afetado e fica imune a esta magia pelas próximas 24 horas. Em um teste falho, o alvo é aprisionado. Enquanto aprisionado, o alvo não precisa respirar, comer ou beber, e não envelhece. Magias de Adivinhação não podem localizar ou perceber o alvo aprisionado, e o alvo não pode se teletransportar. Até que a magia termine, o alvo também é afetado por um dos seguintes efeitos de sua escolha: Enterro. O alvo é sepultado sob a terra em um globo oco de força mágica que é grande o suficiente para conter o alvo. Nada pode entrar ou sair do globo. Acorrentamento. Correntes firmemente enraizadas no chão mantêm o alvo no lugar. O alvo tem a condição Restrito e não pode ser movido de forma alguma. Prisão Cercada. O alvo fica preso em um semiplano que é protegido contra teletransporte e viagem planar. O semiplano é sua escolha de um labirinto, uma gaiola, uma torre ou algo parecido. Contenção Mínima. O alvo fica com 1 polegada de altura e fica preso dentro de uma gema indestrutível ou objeto similar. A luz pode passar pela gema (permitindo que o alvo veja para fora e outras criaturas vejam para dentro), mas nada mais pode passar por qualquer meio. Sono. O alvo tem a condição Inconsciente e não pode ser acordado. Fim da Magia. Quando você conjura a magia, especifique um gatilho que a encerrará. O gatilho pode ser tão simples ou tão elaborado quanto você escolher, mas o Mestre deve concordar que tem uma alta probabilidade de acontecer na próxima década. O gatilho deve ser uma ação observável, como alguém fazendo uma oferenda específica no templo do seu deus, salvando seu amor verdadeiro ou derrotando um monstro específico. Uma magia Dissipar Magia só pode encerrar a magia se for conjurada com um espaço de magia de nível 9, tendo como alvo a prisão ou o componente usado para criá-la.", + "duration": "Até ser dissipada", + "id": 727, + "level": 9, + "locations": [ + { + "page": 288, + "sourcebook": "LDJ24" + } + ], + "material": "Uma estatueta do alvo que vale mais de 5.000 PO", + "name": "Aprisionamento", + "range": "9 metros", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Druida", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Uma nuvem rodopiante de brasas e fumaça preenche uma Esfera de 20 pés de raio centrada em um ponto dentro do alcance. A área da nuvem é Pesadamente Obscura. Ela dura pela duração ou até que um vento forte (como aquele criado por Rajada de Vento) a disperse. Quando a nuvem aparece, cada criatura nela faz um teste de resistência de Destreza, sofrendo 10d8 de dano de Fogo em uma falha ou metade do dano em uma bem-sucedida. Uma criatura também deve fazer esse teste quando a Esfera se move para seu espaço e quando ela entra na Esfera ou termina seu turno lá. Uma criatura faz esse teste apenas uma vez por turno. A nuvem se move 10 pés para longe de você em uma direção que você escolher no início de cada um dos seus turnos.", + "duration": "Até 1 minuto", + "id": 728, + "level": 8, + "locations": [ + { + "page": 288, + "sourcebook": "LDJ24" + } + ], + "name": "Nuvem Incendiária", + "range": "45 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo" + ], + "components": [ + "V", + "S" + ], + "desc": "Uma criatura que você tocar faz um teste de resistência de Constituição, sofrendo 2d10 de dano necrótico em uma falha ou metade do dano em um sucesso.", + "duration": "Instantâneo", + "higher_level": "O dano aumenta em 1d10 para cada nível de magia acima de 1.", + "id": 729, + "level": 1, + "locations": [ + { + "page": 288, + "sourcebook": "LDJ24" + } + ], + "name": "Infligir Ferimentos", + "range": "Toque", + "ruleset": "2024", + "school": "Necromancia" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "Druida", + "Feiticeiro" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Gafanhotos em enxame preenchem uma Esfera de 20 pés de raio centrada em um ponto que você escolher dentro do alcance. A Esfera permanece pela duração, e sua área é Terreno Levemente Obscurecido e Difícil. Quando o enxame aparece, cada criatura nele faz um teste de resistência de Constituição, sofrendo 4d10 de dano Perfurante em uma falha ou metade do dano em uma bem-sucedida. Uma criatura também faz esse teste quando entra na área da magia pela primeira vez em um turno ou termina seu turno lá. Uma criatura faz esse teste apenas uma vez por turno.", + "duration": "Até 10 minutos", + "higher_level": "O dano aumenta em 1d10 para cada nível de magia acima de 5.", + "id": 730, + "level": 5, + "locations": [ + { + "page": 289, + "sourcebook": "LDJ24" + } + ], + "material": "Um gafanhoto", + "name": "Praga de Insetos", + "range": "90 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Uma criatura que você tocar tem a condição Invisível até que a magia termine. A magia termina mais cedo imediatamente após o alvo fazer uma jogada de ataque, causar dano ou conjurar uma magia.", + "duration": "Até 1 hora", + "higher_level": "Você pode escolher uma criatura adicional para cada nível de espaço de magia acima de 2.", + "id": 731, + "level": 2, + "locations": [ + { + "page": 289, + "sourcebook": "LDJ24" + } + ], + "material": "Um cílio em goma arábica", + "name": "Invisibilidade", + "range": "Toque", + "ruleset": "2024", + "school": "Ilusão" + }, + { + "casting_time": "Ação", + "classes": [ + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você libera uma tempestade de luz brilhante e trovão furioso em um Cilindro de 10 pés de raio e 40 pés de altura centrado em um ponto que você pode ver dentro do alcance. Enquanto estiverem nesta área, as criaturas têm as condições Cego e Surdo, e não podem conjurar magias com um componente Verbal. Quando a tempestade aparece, cada criatura nela faz um teste de resistência de Constituição, sofrendo 2d10 de dano Radiante e 2d10 de dano Trovejante em uma falha ou metade do dano em uma bem-sucedida. Uma criatura também faz este teste quando entra na área da magia pela primeira vez em um turno ou termina seu turno lá. Uma criatura faz este teste apenas uma vez por turno.", + "duration": "Até 1 minuto", + "higher_level": "O dano de Radiante e Trovão aumenta em 1d10 para cada nível de magia acima de 5.", + "id": 732, + "level": 5, + "locations": [ + { + "page": 289, + "sourcebook": "LDJ24" + } + ], + "material": "Uma pitada de fósforo", + "name": "Relâmpago", + "range": "36 metros", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação bônus", + "classes": [ + "Druida", + "Patrulheiro", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você toca uma criatura disposta. Uma vez em cada um dos seus turnos até que a magia termine, aquela criatura pode saltar até 30 pés gastando 10 pés de movimento.", + "duration": "1 minuto", + "higher_level": "Você pode escolher uma criatura adicional para cada nível de espaço de magia acima de 1.", + "id": 733, + "level": 1, + "locations": [ + { + "page": 290, + "sourcebook": "LDJ24" + } + ], + "material": "A pata traseira de um gafanhoto", + "name": "Salto", + "range": "Toque", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Mago" + ], + "components": [ + "V" + ], + "desc": "Escolha um objeto que você possa ver dentro do alcance. O objeto pode ser uma porta, uma caixa, um baú, um conjunto de algemas, um cadeado ou outro objeto que contenha um meio mundano ou mágico que impeça o acesso. Um alvo que é mantido fechado por uma fechadura mundana ou que está preso ou barrado fica destrancado, destrancado ou destrancado. Se o objeto tiver várias fechaduras, apenas uma delas é destrancada. Se o alvo for mantido fechado por Trava Arcana, essa magia é suprimida por 10 minutos, durante os quais o alvo pode ser aberto e fechado. Quando você conjura a magia, uma batida alta, audível a até 300 pés de distância, emana do alvo.", + "duration": "Instantâneo", + "id": 734, + "level": 2, + "locations": [ + { + "page": 290, + "sourcebook": "LDJ24" + } + ], + "name": "Arrombar", + "range": "18 metros", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "10 minutos", + "classes": [ + "Bardo", + "Clérigo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Nomeie ou descreva uma pessoa, lugar ou objeto famoso. A magia traz à sua mente um breve resumo da tradição significativa sobre aquela coisa famosa, conforme descrito pelo Mestre. A tradição pode consistir em detalhes importantes, revelações divertidas ou até mesmo uma tradição secreta que nunca foi amplamente conhecida. Quanto mais informações você já sabe sobre a coisa, mais precisa e detalhada é a informação que você recebe. Essa informação é precisa, mas pode ser expressa em linguagem figurativa ou poesia, conforme determinado pelo Mestre. Se a coisa famosa que você escolheu não for realmente famosa, você ouve notas musicais tristes tocadas em um trombone, e a magia falha.", + "duration": "Instantâneo", + "id": 735, + "level": 5, + "locations": [ + { + "page": 290, + "sourcebook": "LDJ24" + } + ], + "material": "Incenso que vale mais de 250 PO, que a magia consome, e quatro tiras de marfim que valem mais de 50 PO cada", + "name": "Conhecimento Lendário", + "range": "Pessoal", + "ruleset": "2024", + "school": "Adivinhação" + }, + { + "casting_time": "Ação", + "classes": [ + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você esconde um baú e todo o seu conteúdo no Plano Etéreo. Você deve tocar no baú e na réplica em miniatura que servem como componentes materiais para a magia. O baú pode conter até 12 pés cúbicos de material não vivo (3 pés por 2 pés por 2 pés). Enquanto o baú permanecer no Plano Etéreo, você pode realizar uma ação de Magia e tocar na réplica para chamá-lo de volta. Ele aparece em um espaço desocupado no chão a até 5 pés de você. Você pode enviar o baú de volta ao Plano Etéreo realizando uma ação de Magia para tocar no baú e na réplica. Após 60 dias, há uma chance cumulativa de 5 por cento no final de cada dia de que a magia termine. A magia também termina se você conjurar esta magia novamente ou se o baú de réplica minúscula for destruído. Se a magia terminar e o baú maior estiver no Plano Etéreo, o baú permanecerá lá para você ou outra pessoa encontrar.", + "duration": "Até ser dissipada", + "id": 736, + "level": 4, + "locations": [ + { + "page": 290, + "sourcebook": "LDJ24" + } + ], + "material": "Um baú, de 3 pés por 2 pés por 2 pés, construído com materiais raros que valem mais de 5.000 PO, e uma pequena réplica do baú feita com os mesmos materiais que valem mais de 50 PO", + "name": "Arca Secreta de Leomund", + "range": "Toque", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "1 minuto ou Ritual", + "classes": [ + "Bardo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Uma Emanação de 10 pés surge ao seu redor e permanece parada durante a duração. A magia falha quando você a conjura se a Emanação não for grande o suficiente para encapsular completamente todas as criaturas em sua área. Criaturas e objetos dentro da Emanação quando você conjura a magia podem se mover livremente através dela. Todas as outras criaturas e objetos são impedidos de passar por ela. Magias de nível 3 ou inferior não podem ser conjuradas através dela, e os efeitos de tais magias não podem se estender para dentro dela. A atmosfera dentro da Emanação é confortável e seca, independentemente do clima externo. Até que a magia termine, você pode comandar o interior para ter Luz Fraca ou Escuridão (nenhuma ação necessária). A Emanação é opaca por fora e de qualquer cor que você escolher, mas é transparente por dentro. A magia termina mais cedo se você deixar a Emanação ou se conjurá-la novamente.", + "duration": "8 horas", + "id": 737, + "level": 3, + "locations": [ + { + "page": 291, + "sourcebook": "LDJ24" + } + ], + "material": "Uma conta de cristal", + "name": "Pequena Cabana de Leomund", + "range": "Pessoal", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação bônus", + "classes": [ + "Bardo", + "Clérigo", + "Druida", + "Paladino", + "Patrulheiro" + ], + "components": [ + "V", + "S" + ], + "desc": "Você toca em uma criatura e encerra uma condição dela: Cego, Surdo, Paralisado ou Envenenado.", + "duration": "Instantâneo", + "id": 738, + "level": 2, + "locations": [ + { + "page": 291, + "sourcebook": "LDJ24" + } + ], + "name": "Restauração Menor", + "range": "Toque", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Uma criatura ou objeto solto de sua escolha que você possa ver dentro do alcance sobe verticalmente até 20 pés e permanece suspenso lá durante a duração. A magia pode levitar um objeto que pesa até 500 libras. Uma criatura relutante que tenha sucesso em um teste de resistência de Constituição não é afetada. O alvo pode se mover apenas empurrando ou puxando contra um objeto fixo ou superfície dentro do alcance (como uma parede ou um teto), o que permite que ele se mova como se estivesse escalando. Você pode alterar a altitude do alvo em até 20 pés em qualquer direção no seu turno. Se você for o alvo, você pode se mover para cima ou para baixo como parte do seu movimento. Caso contrário, você pode realizar uma ação de Magia para mover o alvo, que deve permanecer dentro do alcance da magia. Quando a magia termina, o alvo flutua suavemente até o chão se ainda estiver no ar.", + "duration": "Até 10 minutos", + "id": 739, + "level": 2, + "locations": [ + { + "page": 291, + "sourcebook": "LDJ24" + } + ], + "material": "Uma mola de metal", + "name": "Levitação", + "range": "18 metros", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Clérigo", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "M" + ], + "desc": "Você toca em um objeto Grande ou menor que não esteja sendo usado ou carregado por outra pessoa. Até que a magia termine, o objeto emite Luz Brilhante em um raio de 20 pés e Luz Fraca por mais 20 pés. A luz pode ser colorida como você quiser. Cobrir o objeto com algo opaco bloqueia a luz. A magia termina se você conjurá-la novamente.", + "duration": "1 hora", + "id": 740, + "level": 0, + "locations": [ + { + "page": 292, + "sourcebook": "LDJ24" + } + ], + "material": "Um vaga-lume ou musgo fosforescente", + "name": "Luz", + "range": "Toque", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação bônus, que você realiza imediatamente após atingir ou errar um alvo com um ataque à distância usando uma arma", + "classes": [ + "Patrulheiro" + ], + "components": [ + "V", + "S" + ], + "desc": "Conforme seu ataque acerta ou erra o alvo, a arma ou munição que você está usando se transforma em um raio. Em vez de receber qualquer dano ou outros efeitos do ataque, o alvo recebe 4d8 de dano de Raio em um acerto ou metade do dano em um erro. Cada criatura a até 10 pés do alvo então faz um teste de resistência de Destreza, recebendo 2d8 de dano de Raio em um teste falho ou metade do dano em um teste bem-sucedido. A arma ou munição então retorna à sua forma normal.", + "duration": "Instantâneo", + "higher_level": "O dano de ambos os efeitos da magia aumenta em 1d8 para cada nível de magia acima de 3.", + "id": 741, + "level": 3, + "locations": [ + { + "page": 292, + "sourcebook": "LDJ24" + } + ], + "name": "Flecha Relampejante", + "range": "Pessoal", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Um raio formando uma Linha de 100 pés de comprimento e 5 pés de largura explode de você na direção que você escolher. Cada criatura na Linha faz um teste de resistência de Destreza, sofrendo 8d6 de dano de Relâmpago em uma falha ou metade do dano em uma bem-sucedida.", + "duration": "Instantâneo", + "higher_level": "O dano aumenta em 1d6 para cada nível de magia acima de 3.", + "id": 742, + "level": 3, + "locations": [ + { + "page": 292, + "sourcebook": "LDJ24" + } + ], + "material": "Um pedaço de pele e uma vara de cristal", + "name": "Relâmpago", + "range": "Pessoal", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação ou Ritual", + "classes": [ + "Bardo", + "Druida", + "Patrulheiro" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Descreva ou nomeie um tipo específico de Besta, criatura vegetal ou planta não mágica. Você aprende a direção e a distância até a criatura ou planta mais próxima daquele tipo dentro de 5 milhas, se houver alguma presente.", + "duration": "Instantâneo", + "id": 743, + "level": 2, + "locations": [ + { + "page": 292, + "sourcebook": "LDJ24" + } + ], + "material": "Pele de um cão de caça", + "name": "Localizar Animais ou Plantas", + "range": "Pessoal", + "ruleset": "2024", + "school": "Adivinhação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Clérigo", + "Druida", + "Paladino", + "Patrulheiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Descreva ou nomeie uma criatura que lhe seja familiar. Você sente a direção da localização da criatura se ela estiver a até 1.000 pés de você. Se a criatura estiver se movendo, você sabe a direção do seu movimento. A magia pode localizar uma criatura específica conhecida por você ou a criatura mais próxima de um tipo específico (como um humano ou um unicórnio) se você tiver visto tal criatura de perto — a até 30 pés — pelo menos uma vez. Se a criatura que você descreveu ou nomeou estiver em uma forma diferente, como sob os efeitos de uma magia Carne para Pedra ou Polimorfia, esta magia não localiza a criatura. Esta magia não pode localizar uma criatura se qualquer espessura de chumbo bloquear um caminho direto entre você e a criatura.", + "duration": "Até 1 hora", + "id": 744, + "level": 4, + "locations": [ + { + "page": 292, + "sourcebook": "LDJ24" + } + ], + "material": "Pele de um cão de caça", + "name": "Localizar Criatura", + "range": "Pessoal", + "ruleset": "2024", + "school": "Adivinhação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Clérigo", + "Druida", + "Paladino", + "Patrulheiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Descreva ou nomeie um objeto que lhe seja familiar. Você sente a direção da localização do objeto se ele estiver a 1.000 pés de você. Se o objeto estiver em movimento, você sabe a direção do seu movimento. A magia pode localizar um objeto específico conhecido por você se você o tiver visto de perto — a 30 pés — pelo menos uma vez. Alternativamente, a magia pode localizar o objeto mais próximo de um tipo específico, como um certo tipo de vestimenta, joia, mobília, ferramenta ou arma. Esta magia não pode localizar um objeto se qualquer espessura de chumbo bloquear um caminho direto entre você e o objeto.", + "duration": "Até 10 minutos", + "id": 745, + "level": 2, + "locations": [ + { + "page": 293, + "sourcebook": "LDJ24" + } + ], + "material": "Um galho bifurcado", + "name": "Localizar Objeto", + "range": "Pessoal", + "ruleset": "2024", + "school": "Adivinhação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Druida", + "Patrulheiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você toca uma criatura. A Velocidade do alvo aumenta em 10 pés até que a magia termine.", + "duration": "1 hora", + "higher_level": "Você pode escolher uma criatura adicional para cada nível de espaço de magia acima de 1.", + "id": 746, + "level": 1, + "locations": [ + { + "page": 293, + "sourcebook": "LDJ24" + } + ], + "material": "Uma pitada de terra", + "name": "Passos Longos", + "range": "Toque", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você toca uma criatura disposta que não esteja usando armadura. Até que a magia termine, a CA base do alvo se torna 13 mais seu modificador de Destreza. A magia termina mais cedo se o alvo vestir armadura.", + "duration": "8 horas", + "id": 747, + "level": 1, + "locations": [ + { + "page": 293, + "sourcebook": "LDJ24" + } + ], + "material": "Um pedaço de couro curado", + "name": "Armadura Arcana", + "range": "Toque", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Uma mão espectral flutuante aparece em um ponto que você escolher dentro do alcance. A mão dura pela duração. A mão desaparece se estiver a mais de 30 pés de distância de você ou se você conjurar esta magia novamente. Quando você conjura a magia, você pode usar a mão para manipular um objeto, abrir uma porta ou recipiente destrancado, guardar ou recuperar um item de um recipiente aberto ou despejar o conteúdo de um frasco. Como uma ação de Magia em seus turnos posteriores, você pode controlar a mão novamente. Como parte dessa ação, você pode mover a mão até 30 pés. A mão não pode atacar, ativar itens mágicos ou carregar mais de 10 libras.", + "duration": "1 minuto", + "id": 748, + "level": 0, + "locations": [ + { + "page": 293, + "sourcebook": "LDJ24" + } + ], + "name": "Mãos Mágicas", + "range": "9 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "1 minuto", + "classes": [ + "Clérigo", + "Paladino", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você cria um Cilindro de energia mágica de 10 pés de raio e 20 pés de altura centrado em um ponto no chão que você pode ver dentro do alcance. Runas brilhantes aparecem onde quer que o Cilindro cruze com o chão ou outra superfície. Escolha um ou mais dos seguintes tipos de criaturas: Celestiais, Elementais, Feéricos, Demônios ou Mortos-vivos. O círculo afeta uma criatura do tipo escolhido das seguintes maneiras:\n\n\u2022A criatura não pode entrar voluntariamente no Cilindro por meios não mágicos. Se a criatura tentar usar teletransporte ou viagem interplanar para fazer isso, ela deve primeiro ter sucesso em um teste de resistência de Carisma.\n\u2022A criatura tem Desvantagem nas jogadas de ataque contra alvos dentro do Cilindro.\n\u2022Alvos dentro do Cilindro não podem ser possuídos ou ganhar a condição Encantado ou Amedrontado da criatura.\n\nCada vez que você conjura esta magia, você pode fazer com que sua magia opere na direção reversa, impedindo que uma criatura do tipo especificado saia do Cilindro e protegendo alvos fora dele.", + "duration": "1 hora", + "higher_level": "A duração aumenta em 1 hora para cada nível de magia acima de 3.", + "id": 749, + "level": 3, + "locations": [ + { + "page": 293, + "sourcebook": "LDJ24" + } + ], + "material": "Sal e prata em pó valendo mais de 100 po, que a magia consome", + "name": "Círculo Mágico", + "range": "3 metros", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "1 minuto", + "classes": [ + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Seu corpo entra em um estado catatônico quando sua alma o deixa e entra no recipiente que você usou para o componente Material da magia. Enquanto sua alma habita o recipiente, você está ciente de seus arredores como se estivesse no espaço do recipiente. Você não pode se mover ou tomar Reações. A única ação que você pode tomar é projetar sua alma até 100 pés para fora do recipiente, retornando ao seu corpo vivo (e encerrando a magia) ou tentando possuir o corpo de um Humanoide. Você pode tentar possuir qualquer Humanoide a 100 pés de você que você possa ver (criaturas protegidas por uma magia Proteção contra o Mal e o Bem ou Círculo Mágico não podem ser possuídas). O alvo faz um teste de resistência de Carisma. Em uma falha, sua alma entra no corpo do alvo, e a alma do alvo fica presa no recipiente. Em uma defesa bem-sucedida, o alvo resiste aos seus esforços para possuí-lo, e você não pode tentar possuí-lo novamente por 24 horas. Depois de possuir o corpo de uma criatura, você a controla. Seus Pontos de Vida, Dados de Pontos de Vida, Força, Destreza, Constituição, Velocidade e sentidos são substituídos pelos da criatura. Caso contrário, você mantém suas estatísticas de jogo. Enquanto isso, a alma da criatura possuída pode perceber do recipiente usando seus próprios sentidos, mas ela não pode se mover e fica Incapacitada. Enquanto possui um corpo, você pode fazer uma ação de Magia para retornar do corpo hospedeiro para o recipiente se ele estiver a até 100 pés de você, retornando a alma da criatura hospedeira para seu corpo. Se o corpo hospedeiro morrer enquanto você estiver nele, a criatura morre, e você faz um teste de resistência de Carisma contra sua própria CD de conjuração. Em um sucesso, você retorna ao recipiente se ele estiver a até 100 pés de você. Caso contrário, você morre. Se o recipiente for destruído ou a magia terminar, sua alma retorna para seu corpo. Se seu corpo estiver a mais de 100 pés de distância de você ou se seu corpo estiver morto, você morre. Se a alma de outra criatura estiver no recipiente quando ele for destruído, a alma da criatura retornará ao seu corpo se o corpo estiver vivo e a até 100 pés. Caso contrário, a criatura morre. Quando a magia termina, o recipiente é destruído.", + "duration": "Até ser dissipada", + "id": 750, + "level": 6, + "locations": [ + { + "page": 294, + "sourcebook": "LDJ24" + } + ], + "material": "Uma gema, cristal ou relicário que vale mais de 500 PO", + "name": "Recipiente Arcano", + "range": "Pessoal", + "ruleset": "2024", + "school": "Necromancia" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Você cria três dardos brilhantes de força mágica. Cada dardo atinge uma criatura de sua escolha que você possa ver dentro do alcance. Um dardo causa 1d4 + 1 de dano de Força ao seu alvo. Todos os dardos atingem simultaneamente, e você pode direcioná-los para atingir uma criatura ou várias.", + "duration": "Instantâneo", + "higher_level": "A magia cria mais um dardo para cada nível de magia acima de 1.", + "id": 751, + "level": 1, + "locations": [ + { + "page": 295, + "sourcebook": "LDJ24" + } + ], + "name": "Mísseis Mágicos", + "range": "36 metros", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "1 minuto ou Ritual", + "classes": [ + "Bardo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você implanta uma mensagem dentro de um objeto no alcance — uma mensagem que é proferida quando uma condição de gatilho é atendida. Escolha um objeto que você possa ver e que não esteja sendo usado ou carregado por outra criatura. Então fale a mensagem, que deve ter 25 palavras ou menos, embora possa ser entregue em até 10 minutos. Finalmente, determine a circunstância que acionará a magia para entregar sua mensagem. Quando esse gatilho ocorre, uma boca mágica aparece no objeto e recita a mensagem em sua voz e no mesmo volume que você falou. Se o objeto que você escolheu tiver uma boca ou algo que se pareça com uma boca (por exemplo, a boca de uma estátua), a boca mágica aparece lá, então as palavras parecem vir da boca do objeto. Quando você conjura esta magia, você pode fazer com que a magia termine após entregar sua mensagem, ou ela pode permanecer e repetir sua mensagem sempre que o gatilho ocorrer. O gatilho pode ser tão geral ou tão detalhado quanto você quiser, embora deva ser baseado em condições visuais ou audíveis que ocorram a 30 pés do objeto. Por exemplo, você pode instruir a boca a falar quando qualquer criatura se mover a até 9 metros do objeto ou quando um sino de prata tocar a até 9 metros dele.", + "duration": "Até ser dissipada", + "id": 752, + "level": 2, + "locations": [ + { + "page": 295, + "sourcebook": "LDJ24" + } + ], + "material": "Pó de jade no valor de 10+ PO, que a magia consome", + "name": "Boca Encantada", + "range": "9 metros", + "ruleset": "2024", + "school": "Ilusão" + }, + { + "casting_time": "Ação bônus", + "classes": [ + "Paladino", + "Patrulheiro", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Você toca em uma arma não mágica. Até que a magia termine, essa arma se torna uma arma mágica com um bônus de +1 para jogadas de ataque e jogadas de dano. A magia termina mais cedo se você conjurá-la novamente.", + "duration": "1 hora", + "higher_level": "O bônus aumenta para +2 com um slot de magia de nível 3–5. O bônus aumenta para +3 com um slot de magia de nível 6+.", + "id": 753, + "level": 2, + "locations": [ + { + "page": 295, + "sourcebook": "LDJ24" + } + ], + "name": "Arma Mágica", + "range": "Toque", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você cria a imagem de um objeto, uma criatura ou algum outro fenômeno visível que não seja maior que um Cubo de 20 pés. A imagem aparece em um ponto que você pode ver dentro do alcance e dura pela duração. Parece real, incluindo sons, cheiros e temperatura apropriados para a coisa retratada, mas não pode causar dano ou condições. Se você estiver dentro do alcance da ilusão, você pode realizar uma ação de Magia para fazer a imagem se mover para qualquer outro ponto dentro do alcance. Conforme a imagem muda de local, você pode alterar sua aparência para que seus movimentos pareçam naturais para a imagem. Por exemplo, se você criar uma imagem de uma criatura e movê-la, você pode alterar a imagem para que ela pareça estar andando. Da mesma forma, você pode fazer a ilusão fazer sons diferentes em momentos diferentes, até mesmo fazê-la manter uma conversa, por exemplo. A interação física com a imagem revela que ela é uma ilusão, pois as coisas podem passar por ela. Uma criatura que realiza uma ação de Estudo para examinar a imagem pode determinar que ela é uma ilusão com um teste bem-sucedido de Inteligência (Investigação) contra sua CD de resistência à magia. Se uma criatura discernir a ilusão pelo que ela é, ela poderá ver através da imagem, e suas outras qualidades sensoriais se tornarão tênues para a criatura.", + "duration": "Até 10 minutos", + "higher_level": "A magia dura até ser dissipada, sem exigir Concentração, se conjurada com um espaço de magia de nível 4+.", + "id": 754, + "level": 3, + "locations": [ + { + "page": 295, + "sourcebook": "LDJ24" + } + ], + "material": "Um pouco de lã", + "name": "Imagem Maior", + "range": "36 metros", + "ruleset": "2024", + "school": "Ilusão" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Clérigo", + "Druida" + ], + "components": [ + "V", + "S" + ], + "desc": "Uma onda de energia de cura sai de um ponto que você pode ver dentro do alcance. Escolha até seis criaturas em uma Esfera de 30 pés de raio centrada naquele ponto. Cada alvo recupera Pontos de Vida iguais a 5d8 mais seu modificador de habilidade de conjuração.", + "duration": "Instantâneo", + "higher_level": "A cura aumenta em 1d8 para cada nível de magia acima de 5.", + "id": 755, + "level": 5, + "locations": [ + { + "page": 296, + "sourcebook": "LDJ24" + } + ], + "name": "Curar Ferimentos em Massa", + "range": "18 metros", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo" + ], + "components": [ + "V", + "S" + ], + "desc": "Uma inundação de energia de cura flui de você para as criaturas ao seu redor. Você restaura até 700 Pontos de Vida, divididos como você escolher entre qualquer número de criaturas que você possa ver dentro do alcance. Criaturas curadas por esta magia também têm as condições Cego, Surdo e Envenenado removidas delas.", + "duration": "Instantâneo", + "id": 756, + "level": 9, + "locations": [ + { + "page": 296, + "sourcebook": "LDJ24" + } + ], + "name": "Cura Completa em Massa", + "range": "18 metros", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação bônus", + "classes": [ + "Bardo", + "Clérigo" + ], + "components": [ + "V" + ], + "desc": "Até seis criaturas de sua escolha que você possa ver dentro do alcance recuperam Pontos de Vida iguais a 2d4 mais seu modificador de habilidade de conjuração.", + "duration": "Instantâneo", + "higher_level": "A cura aumenta em 1d4 para cada nível de magia acima de 3.", + "id": 757, + "level": 3, + "locations": [ + { + "page": 296, + "sourcebook": "LDJ24" + } + ], + "name": "Palavra Curativa em Massa", + "range": "18 metros", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "M" + ], + "desc": "Você sugere um curso de atividade — descrito em não mais que 25 palavras — para doze ou menos criaturas que você pode ver dentro do alcance que podem ouvir e entender você. A sugestão deve soar realizável e não envolver nada que obviamente causaria dano a qualquer um dos alvos ou seus aliados. Por exemplo, você pode dizer: "Ande até a vila por aquela estrada e ajude os moradores de lá a colher as plantações até o pôr do sol". Ou você pode dizer: "Agora não é hora para violência. Largue suas armas e dance! Pare em uma hora". Cada alvo deve ter sucesso em um teste de resistência de Sabedoria ou ter a condição Encantado pela duração ou até que você ou seus aliados causem dano ao alvo. Cada alvo Encantado segue a sugestão da melhor maneira possível. A atividade sugerida pode continuar por toda a duração, mas se a atividade sugerida puder ser concluída em um tempo menor, a magia termina para um alvo ao completá-la.", + "duration": "24 horas", + "higher_level": "A duração é maior com um espaço de magia de nível 7 (10 dias), 8 (30 dias) ou 9 (366 dias).", + "id": 758, + "level": 6, + "locations": [ + { + "page": 296, + "sourcebook": "LDJ24" + } + ], + "material": "A língua de uma cobra", + "name": "Sugestão em Massa", + "range": "18 metros", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação", + "classes": [ + "Mago" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Você bane uma criatura que você pode ver dentro do alcance para um semiplano labiríntico. O alvo permanece lá pela duração ou até escapar do labirinto. O alvo pode realizar uma ação de Estudar para tentar escapar. Quando o faz, ele faz um teste de Inteligência CD 20 (Investigação). Se for bem-sucedido, ele escapa, e a magia termina. Quando a magia termina, o alvo reaparece no espaço que ele deixou ou, se esse espaço estiver ocupado, no espaço desocupado mais próximo.", + "duration": "Até 10 minutos", + "id": 759, + "level": 8, + "locations": [ + { + "page": 296, + "sourcebook": "LDJ24" + } + ], + "name": "Labirinto", + "range": "18 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação ou Ritual", + "classes": [ + "Clérigo", + "Druida", + "Patrulheiro" + ], + "components": [ + "V", + "S" + ], + "desc": "Você pisa em um objeto de pedra ou superfície grande o suficiente para conter completamente seu corpo, fundindo você e seu equipamento com a pedra pela duração. Você deve tocar a pedra para fazer isso. Nada da sua presença permanece visível ou detectável por sentidos não mágicos. Enquanto fundido com a pedra, você não pode ver o que ocorre fora dela, e quaisquer testes de Sabedoria (Percepção) que você fizer para ouvir sons fora dela são feitos com Desvantagem. Você permanece ciente da passagem do tempo e pode conjurar magias em si mesmo enquanto fundido na pedra. Você pode usar 1,5 m de movimento para deixar a pedra onde entrou, o que encerra a magia. Caso contrário, você não pode se mover. Danos físicos menores à pedra não causam dano a você, mas sua destruição parcial ou uma mudança em sua forma (na medida em que você não caiba mais dentro dela) expulsa você e causa 6d6 de dano de Força a você. A destruição completa da pedra (ou transmutação em uma substância diferente) expulsa você e causa 50 de dano de Força a você. Se for expulso, você se move para um espaço desocupado mais próximo de onde entrou pela primeira vez e fica com a condição Prone.", + "duration": "8 horas", + "id": 760, + "level": 3, + "locations": [ + { + "page": 296, + "sourcebook": "LDJ24" + } + ], + "name": "Mesclar-se às Rochas", + "range": "Toque", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Uma flecha verde brilhante dispara em direção a um alvo dentro do alcance e explode em um jato de ácido. Faça um ataque mágico à distância contra o alvo. Em um acerto, o alvo recebe 4d4 de dano de Ácido e 2d4 de dano de Ácido no final do seu próximo turno. Em um erro, a flecha espirra ácido no alvo, causando apenas metade do dano inicial.", + "duration": "Instantâneo", + "higher_level": "O dano (inicial e posterior) aumenta em 1d4 para cada nível de magia acima de 2.", + "id": 761, + "level": 2, + "locations": [ + { + "page": 297, + "sourcebook": "LDJ24" + } + ], + "material": "Folha de ruibarbo em pó", + "name": "Flecha Ácida de Melf", + "range": "27 metros", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "1 minuto", + "classes": [ + "Bardo", + "Clérigo", + "Druida", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Esta magia repara uma única quebra ou rasgo em um objeto que você toca, como um elo de corrente quebrado, duas metades de uma chave quebrada, uma capa rasgada ou um odre de vinho vazando. Contanto que a quebra ou rasgo não seja maior que 1 pé em qualquer dimensão, você o conserta, não deixando nenhum vestígio do dano anterior. Esta magia pode reparar fisicamente um item mágico, mas não pode restaurar a magia de tal objeto.", + "duration": "Instantâneo", + "id": 762, + "level": 0, + "locations": [ + { + "page": 297, + "sourcebook": "LDJ24" + } + ], + "material": "Duas pedras-ímã", + "name": "Consertar", + "range": "Toque", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Druida", + "Feiticeiro", + "Mago" + ], + "components": [ + "S", + "M" + ], + "desc": "Você aponta para uma criatura dentro do alcance e sussurra uma mensagem. O alvo (e somente o alvo) ouve a mensagem e pode responder em um sussurro que somente você pode ouvir. Você pode conjurar esta magia através de objetos sólidos se estiver familiarizado com o alvo e souber que ele está além da barreira. Silêncio mágico; 1 pé de pedra, metal ou madeira; ou uma fina folha de chumbo bloqueia a magia.", + "duration": "1 rodada", + "id": 763, + "level": 0, + "locations": [ + { + "page": 298, + "sourcebook": "LDJ24" + } + ], + "material": "Um fio de cobre", + "name": "Mensagem", + "range": "36 metros", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Orbes flamejantes de fogo despencam no chão em quatro pontos diferentes que você pode ver dentro do alcance. Cada criatura em uma Esfera de 40 pés de raio centrada em cada um desses pontos faz um teste de resistência de Destreza. Uma criatura sofre 20d6 de dano de Fogo e 20d6 de dano de Concussão em uma falha ou metade do dano em uma bem-sucedida. Uma criatura na área de mais de uma Esfera de fogo é afetada apenas uma vez. Um objeto não mágico que não esteja sendo usado ou carregado também sofre o dano se estiver na área da magia, e o objeto começa a queimar se for inflamável.", + "duration": "Instantâneo", + "id": 764, + "level": 9, + "locations": [ + { + "page": 298, + "sourcebook": "LDJ24" + } + ], + "name": "Chuva de Meteoros", + "range": "1 milha", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Até que a magia termine, uma criatura disposta que você tocar tem Imunidade a dano Psíquico e a condição Encantado. O alvo também não é afetado por nada que sinta suas emoções ou alinhamento, leia seus pensamentos ou detecte magicamente sua localização, e nenhuma magia — nem mesmo Desejo — pode reunir informações sobre o alvo, observá-lo remotamente ou controlar sua mente.", + "duration": "24 horas", + "id": 765, + "level": 8, + "locations": [ + { + "page": 298, + "sourcebook": "LDJ24" + } + ], + "name": "Limpar a Mente", + "range": "Toque", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V" + ], + "desc": "Você tenta temporariamente estilhaçar a mente de uma criatura que você pode ver dentro do alcance. O alvo deve ter sucesso em um teste de resistência de Inteligência ou sofrer 1d6 de dano Psíquico e subtrair 1d4 do próximo teste de resistência que ele fizer antes do fim do seu próximo turno.", + "duration": "1 rodada", + "higher_level": "O dano aumenta em 1d6 quando você atinge os níveis 5 (2d6), 11 (3d6) e 17 (4d6).", + "id": 766, + "level": 0, + "locations": [ + { + "page": 298, + "sourcebook": "LDJ24" + } + ], + "name": "Mind Sliver", + "range": "18 metros", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "S" + ], + "concentration": true, + "desc": "Você enfia um pico de energia psiônica na mente de uma criatura que você pode ver dentro do alcance. O alvo faz um teste de resistência de Sabedoria, sofrendo 3d8 de dano Psíquico em uma falha ou metade do dano em uma falha. Em uma falha, você também sempre sabe a localização do alvo até que a magia termine, mas apenas enquanto vocês dois estiverem no mesmo plano de existência. Enquanto você tiver esse conhecimento, o alvo não pode ficar escondido de você, e se ele tiver a condição Invisível, ele não ganha nenhum benefício dessa condição contra você.", + "duration": "Até 1 hora", + "higher_level": "O dano aumenta em 1d8 para cada nível de magia acima de 2.", + "id": 767, + "level": 2, + "locations": [ + { + "page": 298, + "sourcebook": "LDJ24" + } + ], + "name": "Espinho Mental", + "range": "36 metros", + "ruleset": "2024", + "school": "Adivinhação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "S", + "M" + ], + "desc": "Você cria um som ou uma imagem de um objeto dentro do alcance que dura pela duração. Veja as descrições abaixo para os efeitos de cada um. A ilusão termina se você conjurar esta magia novamente. Se uma criatura fizer uma ação de Estudo para examinar o som ou imagem, a criatura pode determinar que é uma ilusão com um teste bem-sucedido de Inteligência (Investigação) contra sua CD de resistência à magia. Se uma criatura discernir a ilusão pelo que ela é, a ilusão se torna tênue para a criatura. Som. Se você criar um som, seu volume pode variar de um sussurro a um grito. Pode ser sua voz, a voz de outra pessoa, o rugido de um leão, uma batida de tambores ou qualquer outro som que você escolher. O som continua inabalável durante toda a duração, ou você pode fazer sons discretos em momentos diferentes antes que a magia termine. Imagem. Se você criar uma imagem de um objeto — como uma cadeira, pegadas enlameadas ou um pequeno baú — ela não deve ser maior do que um Cubo de 1,5 m. A imagem não pode criar som, luz, cheiro ou qualquer outro efeito sensorial. A interação física com a imagem revela que ela é uma ilusão, já que coisas podem passar através dela.", + "duration": "1 minuto", + "id": 768, + "level": 0, + "locations": [ + { + "page": 298, + "sourcebook": "LDJ24" + } + ], + "material": "Um pouco de lã", + "name": "Ilusão Menor", + "range": "9 metros", + "ruleset": "2024", + "school": "Ilusão" + }, + { + "casting_time": "10 minutos", + "classes": [ + "Bardo", + "Druida", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Você faz com que o terreno em uma área de até 1 milha quadrada pareça, soe, cheire e até mesmo pareça outro tipo de terreno. Campos abertos ou uma estrada podem ser feitos para se assemelhar a um pântano, colina, fenda ou algum outro terreno acidentado ou intransitável. Um lago pode ser feito para parecer um prado gramado, um precipício como uma encosta suave ou uma ravina rochosa como uma estrada larga e lisa. Da mesma forma, você pode alterar a aparência de estruturas ou adicioná-las onde nenhuma estiver presente. A magia não disfarça, oculta ou adiciona criaturas. A ilusão inclui elementos audíveis, visuais, táteis e olfativos, então ela pode transformar solo limpo em Terreno Difícil (ou vice-versa) ou impedir o movimento pela área. Qualquer pedaço do terreno ilusório (como uma pedra ou um pedaço de pau) que for removido da área da magia desaparece imediatamente. Criaturas com Visão Verdadeira podem ver através da ilusão a verdadeira forma do terreno; no entanto, todos os outros elementos da ilusão permanecem, então, enquanto a criatura estiver ciente da presença da ilusão, ela ainda pode interagir fisicamente com a ilusão.", + "duration": "10 dias", + "id": 769, + "level": 7, + "locations": [ + { + "page": 299, + "sourcebook": "LDJ24" + } + ], + "name": "Miragem", + "range": "Visão", + "ruleset": "2024", + "school": "Ilusão" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Três duplicatas ilusórias de você aparecem no seu espaço. Até que a magia termine, as duplicatas se movem com você e imitam suas ações, mudando de posição para que seja impossível rastrear qual imagem é real. Cada vez que uma criatura o atingir com uma jogada de ataque durante a duração da magia, role um d6 para cada uma das suas duplicatas restantes. Se qualquer um dos d6s rolar um 3 ou mais, uma das duplicatas é atingida em vez de você, e a duplicata é destruída. As duplicatas ignoram todos os outros danos e efeitos. A magia termina quando todas as três duplicatas são destruídas. Uma criatura não é afetada por esta magia se tiver a condição Blinded, Blindsight ou Truesight.", + "duration": "1 minuto", + "id": 770, + "level": 2, + "locations": [ + { + "page": 299, + "sourcebook": "LDJ24" + } + ], + "name": "Reflexos", + "range": "Pessoal", + "ruleset": "2024", + "school": "Ilusão" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Bruxo", + "Mago" + ], + "components": [ + "S" + ], + "concentration": true, + "desc": "Você ganha a condição Invisível ao mesmo tempo em que uma cópia ilusória sua aparece onde você está. A cópia dura pela duração, mas a invisibilidade termina imediatamente após você fazer uma jogada de ataque, causar dano ou conjurar uma magia. Como uma ação de Magia, você pode mover a cópia ilusória até o dobro de sua Velocidade e fazê-la gesticular, falar e se comportar da maneira que você escolher. Ela é intangível e invulnerável. Você pode ver através de seus olhos e ouvir através de seus ouvidos como se estivesse localizado onde ela está.", + "duration": "Até 1 hora", + "id": 771, + "level": 5, + "locations": [ + { + "page": 299, + "sourcebook": "LDJ24" + } + ], + "name": "Despistar", + "range": "Pessoal", + "ruleset": "2024", + "school": "Ilusão" + }, + { + "casting_time": "Ação bônus", + "classes": [ + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V" + ], + "desc": "Brevemente cercado por uma névoa prateada, você se teletransporta até 9 metros para um espaço desocupado que você pode ver.", + "duration": "Instantâneo", + "id": 772, + "level": 2, + "locations": [ + { + "page": 299, + "sourcebook": "LDJ24" + } + ], + "name": "Passo Nebuloso", + "range": "Pessoal", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Mago" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Você tenta remodelar as memórias de outra criatura. Uma criatura que você pode ver dentro do alcance faz um teste de resistência de Sabedoria. Se você estiver lutando contra a criatura, ela tem Vantagem no teste. Em um teste falho, o alvo tem a condição Encantado pela duração. Enquanto Encantado dessa forma, o alvo também tem a condição Incapacitado e não tem consciência de seus arredores, embora possa ouvi-lo. Se ele sofrer qualquer dano ou for alvo de outra magia, esta magia termina, e nenhuma memória é modificada. Enquanto este feitiço durar, você pode afetar a memória do alvo de um evento que ele vivenciou nas últimas 24 horas e que não durou mais do que 10 minutos. Você pode eliminar permanentemente toda a memória do evento, permitir que o alvo se lembre do evento com perfeita clareza, mudar sua memória dos detalhes do evento, ou criar uma memória de algum outro evento. Você deve falar com o alvo para descrever como suas memórias são afetadas, e ele deve ser capaz de entender sua linguagem para que as memórias modificadas criem raízes. Sua mente preenche quaisquer lacunas nos detalhes de sua descrição. Se a magia terminar antes de você terminar de descrever as memórias modificadas, a memória da criatura não será alterada. Caso contrário, as memórias modificadas se consolidam quando a magia termina. Uma memória modificada não afeta necessariamente como uma criatura se comporta, particularmente se a memória contradiz as inclinações naturais, alinhamento ou crenças da criatura. Uma memória modificada ilógica, como uma falsa memória de quanto a criatura gostava de nadar em ácido, é descartada como um pesadelo. O Mestre pode considerar uma memória modificada sem sentido demais para afetar uma criatura. Uma magia Remover Maldição ou Restauração Maior lançada no alvo restaura a verdadeira memória da criatura.", + "duration": "Até 1 minuto", + "higher_level": "Você pode alterar as memórias do alvo de um evento que ocorreu até 7 dias atrás (espaço de magia de nível 6), 30 dias atrás (espaço de magia de nível 7), 365 dias atrás (espaço de magia de nível 8) ou a qualquer momento no passado da criatura (espaço de magia de nível 9).", + "id": 773, + "level": 5, + "locations": [ + { + "page": 299, + "sourcebook": "LDJ24" + } + ], + "name": "Modificar Memória", + "range": "9 metros", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação", + "classes": [ + "Druida" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Um raio prateado de luz pálida brilha em um Cilindro de 5 pés de raio e 40 pés de altura centrado em um ponto dentro do alcance. Até que a magia termine, Luz Fraca preenche o Cilindro, e você pode fazer uma ação de Magia em turnos posteriores para mover o Cilindro até 60 pés. Quando o Cilindro aparece, cada criatura nele faz um teste de resistência de Constituição. Em uma falha, uma criatura sofre 2d10 de dano Radiante, e se a criatura for transformada (como resultado da magia Polimorfia, por exemplo), ela reverte para sua forma verdadeira e não pode mudar de forma até que deixe o Cilindro. Em uma resistência bem-sucedida, uma criatura sofre apenas metade do dano. Uma criatura também faz esse teste quando a área da magia se move para seu espaço e quando ela entra na área da magia ou termina seu turno lá. Uma criatura faz esse teste apenas uma vez por turno.", + "duration": "Até 1 minuto", + "higher_level": "O dano aumenta em 1d10 para cada nível de magia acima de 2.", + "id": 774, + "level": 2, + "locations": [ + { + "page": 300, + "sourcebook": "LDJ24" + } + ], + "material": "Uma folha de semente lunar", + "name": "Raio Lunar", + "range": "36 metros", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você conjura um cão de guarda fantasma em um espaço desocupado que você pode ver dentro do alcance. O cão permanece durante a duração ou até que vocês dois estejam a mais de 300 pés de distância um do outro. Ninguém além de você pode ver o cão, e ele é intangível e invulnerável. Quando uma criatura Pequena ou maior chega a 30 pés dele sem primeiro falar a senha que você especificou quando conjurou esta magia, o cão começa a latir alto. O cão tem Visão Verdadeira com um alcance de 30 pés. No início de cada um dos seus turnos, o cão tenta morder um inimigo a 5 pés dele. Esse inimigo deve ser bem-sucedido em um teste de resistência de Destreza ou sofrer 4d8 de dano de Força. Em seus turnos posteriores, você pode realizar uma ação de Magia para mover o cão até 30 pés.", + "duration": "8 horas", + "id": 775, + "level": 4, + "locations": [ + { + "page": 300, + "sourcebook": "LDJ24" + } + ], + "material": "Um apito prateado", + "name": "Cão Fiel de Mordenkainen", + "range": "9 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "1 minuto", + "classes": [ + "Bardo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você conjura uma porta cintilante em alcance que dura pela duração. A porta leva a uma habitação extradimensional e tem 5 pés de largura e 10 pés de altura. Você e qualquer criatura que você designar quando conjurar a magia podem entrar na habitação extradimensional enquanto a porta permanecer aberta. Você pode abri-la ou fechá-la (nenhuma ação necessária) se estiver a 30 pés dela. Enquanto fechada, a porta é imperceptível. Além da porta há um magnífico saguão com inúmeras câmaras além. A atmosfera da habitação é limpa, fresca e quente. Você pode criar qualquer planta baixa que desejar para a habitação, mas ela não pode exceder 50 Cubos contíguos de 10 pés. O lugar é mobiliado e decorado como você escolher. Ele contém comida suficiente para servir um banquete de nove pratos para até 100 pessoas. Móveis e outros objetos criados por esta magia se dissipam em fumaça se removidos dela. Uma equipe de 100 servos quase transparentes atende a todos que entram. Você determina a aparência desses servos e suas vestimentas. Eles são invulneráveis e obedecem aos seus comandos. Cada servo pode executar tarefas que um humano poderia executar, mas não pode atacar ou tomar qualquer ação que possa prejudicar diretamente outra criatura. Assim, os servos podem buscar coisas, limpar, consertar, dobrar roupas, acender fogueiras, servir comida, servir vinho e assim por diante. Os servos não podem sair da habitação. Quando a magia termina, quaisquer criaturas ou objetos deixados dentro do espaço extradimensional são expulsos para os espaços desocupados mais próximos da entrada.", + "duration": "24 horas", + "id": 776, + "level": 7, + "locations": [ + { + "page": 300, + "sourcebook": "LDJ24" + } + ], + "material": "Uma porta em miniatura que vale mais de 15 PO", + "name": "Mansão Magnífica de Mordenkainen", + "range": "90 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "10 minutos", + "classes": [ + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você torna uma área dentro do alcance magicamente segura. A área é um Cubo que pode ser tão pequeno quanto 5 pés até tão grande quanto 100 pés de cada lado. A magia dura pela duração. Quando você conjura a magia, você decide que tipo de segurança a magia fornece, escolhendo qualquer uma das seguintes propriedades:\n\n\u2022O som não pode passar pela barreira na borda da área protegida.\n\u2022A barreira da área protegida parece escura e nebulosa, impedindo a visão (incluindo Visão no Escuro) através dela.\n\u2022Sensores criados por feitiços de Adivinhação não podem aparecer dentro da área protegida ou passar pela barreira em seu perímetro.\n\u2022As criaturas na área não podem ser alvo de feitiços de Adivinhação.\n\u2022Nada pode se teletransportar para dentro ou fora da área protegida.\n\u2022A viagem plana está bloqueada dentro da área protegida.\n\nConjurar esta magia no mesmo local todos os dias por 365 dias faz com que a magia dure até ser dissipada.", + "duration": "24 horas", + "higher_level": "Você pode aumentar o tamanho do Cubo em 100 pés para cada nível de slot de magia acima de 4.", + "id": 777, + "level": 4, + "locations": [ + { + "page": 301, + "sourcebook": "LDJ24" + } + ], + "material": "Uma fina folha de chumbo", + "name": "Santuário Particular de Mordenkainen", + "range": "36 metros", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você cria uma espada espectral que paira dentro do alcance. Ela dura pela duração. Quando a espada aparece, você faz um ataque de magia corpo a corpo contra um alvo a até 5 pés da espada. Em um acerto, o alvo recebe dano de Força igual a 4d12 mais seu modificador de habilidade de conjuração. Em seus turnos posteriores, você pode fazer uma Ação Bônus para mover a espada até 30 pés para um local que você possa ver e repetir o ataque contra o mesmo alvo ou um diferente.", + "duration": "Até 1 minuto", + "id": 778, + "level": 7, + "locations": [ + { + "page": 302, + "sourcebook": "LDJ24" + } + ], + "material": "Uma espada em miniatura que vale mais de 250 PO", + "name": "Espada de Mordenkainen", + "range": "27 metros", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Druida", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Escolha uma área de terreno não maior que 40 pés de lado dentro do alcance. Você pode remodelar terra, areia ou argila na área da maneira que escolher durante a duração. Você pode aumentar ou diminuir a elevação da área, criar ou preencher uma trincheira, erguer ou achatar uma parede ou formar um pilar. A extensão de tais mudanças não pode exceder a metade da maior dimensão da área. Por exemplo, se você afetar um quadrado de 40 pés, você pode criar um pilar de até 20 pés de altura, aumentar ou diminuir a elevação do quadrado em até 20 pés, cavar uma trincheira de até 20 pés de profundidade e assim por diante. Leva 10 minutos para essas mudanças serem concluídas. Como a transformação do terreno ocorre lentamente, as criaturas na área geralmente não podem ser presas ou feridas pelo movimento do solo. No final de cada 10 minutos que você gasta se concentrando na magia, você pode escolher uma nova área de terreno para afetar dentro do alcance. Esta magia não pode manipular pedra natural ou construção de pedra. Rochas e estruturas mudam para acomodar o novo terreno. Se a forma como você molda o terreno tornasse uma estrutura instável, ela poderia entrar em colapso. Similarmente, esta magia não afeta diretamente o crescimento das plantas. A terra movida carrega quaisquer plantas junto com ela.", + "duration": "Até 2 horas", + "id": 779, + "level": 6, + "locations": [ + { + "page": 302, + "sourcebook": "LDJ24" + } + ], + "material": "Uma pá em miniatura", + "name": "Mover Terra", + "range": "36 metros", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Patrulheiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Durante a duração, você esconde um alvo que você toca de magias de Adivinhação. O alvo pode ser uma criatura disposta, ou pode ser um lugar ou objeto não maior que 10 pés em qualquer dimensão. O alvo não pode ser alvo de nenhuma magia de Adivinhação ou percebido por sensores de vidência mágica.", + "duration": "8 horas", + "id": 780, + "level": 3, + "locations": [ + { + "page": 302, + "sourcebook": "LDJ24" + } + ], + "material": "Uma pitada de pó de diamante que vale mais de 25 PO, que a magia consome", + "name": "Dificultar Detecção", + "range": "Toque", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Com um toque, você coloca uma ilusão em uma criatura disposta ou em um objeto que não está sendo usado ou carregado. Uma criatura ganha o efeito Máscara abaixo, e um objeto ganha o efeito Aura Falsa abaixo. O efeito dura pela duração. Se você conjurar a magia no mesmo alvo todos os dias por 30 dias, a ilusão dura até ser dissipada. Máscara (Criatura). Escolha um tipo de criatura diferente do tipo real do alvo. Magias e outros efeitos mágicos tratam o alvo como se fosse uma criatura do tipo escolhido. Aura Falsa (Objeto). Você muda a forma como o alvo aparece para magias e efeitos mágicos que detectam auras mágicas, como Detectar Magia. Você pode fazer um objeto não mágico parecer mágico, fazer um item mágico parecer não mágico ou mudar a aura do objeto para que pareça pertencer a uma escola de magia que você escolher.", + "duration": "24 horas", + "id": 781, + "level": 2, + "locations": [ + { + "page": 302, + "sourcebook": "LDJ24" + } + ], + "material": "Um pequeno quadrado de seda", + "name": "Aura Mágica de Nystul", + "range": "Toque", + "ruleset": "2024", + "school": "Ilusão" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Um globo gelado voa de você para um ponto de sua escolha dentro do alcance, onde explode em uma Esfera de 60 pés de raio. Cada criatura naquela área faz um teste de resistência de Constituição, sofrendo 10d6 de dano de Frio em uma falha ou metade do dano em um sucesso. Se o globo atingir um corpo de água, ele congela a água a uma profundidade de 6 polegadas em uma área de 30 pés quadrados. Esse gelo dura 1 minuto. Criaturas que estavam nadando na superfície da água congelada ficam presas no gelo e têm a condição Restrição. Uma criatura presa pode realizar uma ação para fazer um teste de Força (Atletismo) contra sua CD de resistência à magia para se libertar. Você pode se abster de disparar o globo após completar a conjuração da magia. Se fizer isso, um globo do tamanho de uma bala de estilingue, frio ao toque, aparece em sua mão. A qualquer momento, você ou uma criatura a quem você der o globo pode arremessar o globo (a um alcance de 40 pés) ou arremessá-lo com uma funda (ao alcance normal da funda). Ele se estilhaça no impacto, com o mesmo efeito de uma conjuração normal da magia. Você também pode colocar o globo no chão sem quebrá-lo. Após 1 minuto, se o globo ainda não tiver se estilhaçado, ele explode.", + "duration": "Instantâneo", + "higher_level": "O dano aumenta em 1d6 para cada nível de magia acima de 6.", + "id": 782, + "level": 6, + "locations": [ + { + "page": 302, + "sourcebook": "LDJ24" + } + ], + "material": "Uma esfera de cristal em miniatura", + "name": "Esfera Congelante de Otiluke", + "range": "90 metros", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Uma esfera cintilante envolve uma criatura ou objeto Grande ou menor dentro do alcance. Uma criatura relutante deve ter sucesso em um teste de resistência de Destreza ou ficará cercada pela duração. Nada — nem objetos físicos, energia ou outros efeitos de magia — pode passar pela barreira, para dentro ou para fora, embora uma criatura na esfera possa respirar lá. A esfera é imune a todo dano, e uma criatura ou objeto dentro dela não pode ser danificado por ataques ou efeitos originados de fora, nem uma criatura dentro da esfera pode danificar nada fora dela. A esfera não tem peso e é grande o suficiente para conter a criatura ou objeto dentro. Uma criatura cercada pode realizar uma ação para empurrar contra as paredes da esfera e, assim, rolar a esfera em até metade da Velocidade da criatura. Da mesma forma, o globo pode ser pego e movido por outras criaturas. Uma magia Desintegrar mirando no globo o destrói sem danificar nada dentro.", + "duration": "Até 1 minuto", + "id": 783, + "level": 4, + "locations": [ + { + "page": 303, + "sourcebook": "LDJ24" + } + ], + "material": "Uma esfera de vidro", + "name": "Esfera Resiliente de Otiluke", + "range": "9 metros", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Mago" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "Uma criatura que você possa ver dentro do alcance deve fazer um teste de resistência de Sabedoria. Em um teste bem-sucedido, o alvo dança comicamente até o final do seu próximo turno, durante o qual ele deve gastar todo o seu movimento para dançar no lugar. Em um teste fracassado, o alvo tem a condição Encantado pela duração. Enquanto Encantado, o alvo dança comicamente, deve usar todo o seu movimento para dançar no lugar, e tem Desvantagem em testes de resistência de Destreza e jogadas de ataque, e outras criaturas têm Vantagem em jogadas de ataque contra ele. Em cada um dos seus turnos, o alvo pode realizar uma ação para se recompor e repetir o teste, encerrando a magia sobre si mesmo em um sucesso.", + "duration": "Até 1 minuto", + "id": 784, + "level": 6, + "locations": [ + { + "page": 303, + "sourcebook": "LDJ24" + } + ], + "name": "Dança Irresistível de Otto", + "range": "9 metros", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação", + "classes": [ + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Uma passagem aparece em um ponto que você pode ver em uma superfície de madeira, gesso ou pedra (como uma parede, teto ou piso) dentro do alcance e dura pela duração. Você escolhe as dimensões da abertura: até 5 pés de largura, 8 pés de altura e 20 pés de profundidade. A passagem não cria instabilidade em uma estrutura ao redor dela. Quando a abertura desaparece, quaisquer criaturas ou objetos ainda na passagem criada pela magia são ejetados com segurança para um espaço desocupado mais próximo da superfície na qual você conjura a magia.", + "duration": "1 hora", + "id": 785, + "level": 5, + "locations": [ + { + "page": 303, + "sourcebook": "LDJ24" + } + ], + "material": "Uma pitada de sementes de gergelim", + "name": "Criar Passagem", + "range": "9 metros", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Druida", + "Patrulheiro" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você irradia uma aura oculta em uma Emanação de 30 pés pela duração. Enquanto estiver na aura, você e cada criatura que escolher têm um bônus de +10 em testes de Destreza (Furtividade) e não deixam rastros.", + "duration": "Até 1 hora", + "id": 786, + "level": 2, + "locations": [ + { + "page": 303, + "sourcebook": "LDJ24" + } + ], + "material": "Cinzas de visco queimado", + "name": "Passos sem Pegadas", + "range": "Pessoal", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você tenta criar uma ilusão na mente de uma criatura que você pode ver dentro do alcance. O alvo faz um teste de resistência de Inteligência. Em uma falha, você cria um objeto fantasmagórico, criatura ou outro fenômeno que não é maior que um Cubo de 10 pés e que é perceptível apenas para o alvo durante a duração. O fantasma inclui som, temperatura e outros estímulos. O alvo pode realizar uma ação de Estudo para examinar o fantasma com um teste de Inteligência (Investigação) contra sua CD de resistência à magia. Se o teste for bem-sucedido, o alvo percebe que o fantasma é uma ilusão e a magia termina. Enquanto afetado pela magia, o alvo trata o fantasma como se fosse real e racionaliza quaisquer resultados ilógicos da interação com ele. Por exemplo, se o alvo pisar em uma ponte fantasmagórica e sobreviver à queda, ele acredita que a ponte existe e que outra coisa a fez cair. Um alvo afetado pode até mesmo sofrer dano da ilusão se o fantasma representar uma criatura ou perigo perigoso. Em cada um dos seus turnos, tal fantasma pode causar 2d8 de dano Psíquico ao alvo se ele estiver na área do fantasma ou a até 5 pés do fantasma. O alvo percebe o dano como um tipo apropriado para a ilusão.", + "duration": "Até 1 minuto", + "id": 787, + "level": 2, + "locations": [ + { + "page": 304, + "sourcebook": "LDJ24" + } + ], + "material": "Um pouco de lã", + "name": "Força Fantasmagórica", + "range": "18 metros", + "ruleset": "2024", + "school": "Ilusão" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Mago" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Você acessa os pesadelos de uma criatura que você pode ver dentro do alcance e cria uma ilusão de seus medos mais profundos, visível apenas para aquela criatura. O alvo faz um teste de resistência de Sabedoria. Em uma falha, o alvo sofre 4d10 de dano Psíquico e tem Desvantagem em testes de habilidade e jogadas de ataque pela duração. Em uma falha, o alvo sofre metade do dano, e a magia termina. Pela duração, o alvo faz um teste de resistência de Sabedoria no final de cada um de seus turnos. Em uma falha, ele sofre o dano Psíquico novamente. Em uma falha, a magia termina.", + "duration": "Até 1 minuto", + "higher_level": "O dano aumenta em 1d10 para cada nível de magia acima de 4.", + "id": 788, + "level": 4, + "locations": [ + { + "page": 304, + "sourcebook": "LDJ24" + } + ], + "name": "Assassino Fantasmagórico", + "range": "36 metros", + "ruleset": "2024", + "school": "Ilusão" + }, + { + "casting_time": "1 minuto ou Ritual", + "classes": [ + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Uma criatura grande, quase real, parecida com um cavalo, aparece no chão em um espaço desocupado de sua escolha dentro do alcance. Você decide a aparência da criatura, e ela é equipada com uma sela, freio e rédea. Qualquer equipamento criado pela magia desaparece em uma nuvem de fumaça se for carregado a mais de 10 pés de distância do corcel. Durante a duração, você ou uma criatura que você escolher pode montar o corcel. O corcel usa o bloco de estatísticas Riding Horse (veja o apêndice B), exceto que ele tem uma Velocidade de 100 pés e pode viajar 13 milhas em uma hora. Quando a magia termina, o corcel gradualmente desaparece, dando ao cavaleiro 1 minuto para desmontar. A magia termina mais cedo se o corcel sofrer algum dano.", + "duration": "1 hora", + "id": 789, + "level": 3, + "locations": [ + { + "page": 304, + "sourcebook": "LDJ24" + } + ], + "name": "Montaria Fantasmagórica", + "range": "9 metros", + "ruleset": "2024", + "school": "Ilusão" + }, + { + "casting_time": "10 minutos", + "classes": [ + "Clérigo" + ], + "components": [ + "V", + "S" + ], + "desc": "Você implora por ajuda a uma entidade sobrenatural. O ser deve ser conhecido por você: um deus, um príncipe demônio ou algum outro ser de poder cósmico. Essa entidade envia um Celestial, um Elemental ou um Demônio leal a ela para ajudá-lo, fazendo a criatura aparecer em um espaço desocupado dentro do alcance. Se você souber o nome de uma criatura específica, você pode falar esse nome quando conjurar esta magia para solicitar essa criatura, embora você possa obter uma criatura diferente de qualquer maneira (escolha do Mestre). Quando a criatura aparece, ela não é compelida a se comportar de uma maneira específica. Você pode pedir que ela realize um serviço em troca de pagamento, mas ela não é obrigada a fazê-lo. A tarefa solicitada pode variar de simples (nos levar voando através do abismo ou nos ajudar a lutar uma batalha) a complexa (espionar nossos inimigos ou nos proteger durante nossa incursão na masmorra). Você deve ser capaz de se comunicar com a criatura para negociar seus serviços. O pagamento pode assumir uma variedade de formas. Um Celestial pode exigir uma doação considerável de ouro ou itens mágicos para um templo aliado, enquanto um Fiend pode exigir um sacrifício vivo ou um presente de tesouro. Algumas criaturas podem trocar seus serviços por uma missão realizada por você. Uma tarefa que pode ser medida em minutos requer um pagamento no valor de 100 GP por minuto. Uma tarefa medida em horas requer 1.000 GP por hora. E uma tarefa medida em dias (até 10 dias) requer 10.000 GP por dia. O Mestre pode ajustar esses pagamentos com base nas circunstâncias em que você conjura a magia. Se a tarefa estiver alinhada com o ethos da criatura, o pagamento pode ser reduzido pela metade ou até mesmo dispensado. Tarefas não perigosas normalmente requerem apenas metade do pagamento sugerido, enquanto tarefas especialmente perigosas podem exigir um presente maior. Criaturas raramente aceitam tarefas que parecem suicidas. Após a criatura concluir a tarefa, ou quando a duração acordada do serviço expira, a criatura retorna ao seu plano natal após reportar a você, se possível. Se vocês não conseguirem chegar a um acordo sobre um preço pelo serviço da criatura, ela retorna imediatamente ao seu plano de origem.", + "duration": "Instantâneo", + "id": 790, + "level": 6, + "locations": [ + { + "page": 304, + "sourcebook": "LDJ24" + } + ], + "name": "Aliado Planar", + "range": "18 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "1 hora", + "classes": [ + "Bardo", + "Clérigo", + "Druida", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você tenta vincular um Celestial, um Elemental, um Fey ou um Fiend ao seu serviço. A criatura deve estar dentro do alcance durante toda a conjuração da magia. (Normalmente, a criatura é primeiro invocada para o centro da versão invertida da magia Magic Circle para prendê-la enquanto esta magia é conjurada.) Ao completar a conjuração, o alvo deve ser bem-sucedido em um teste de resistência de Carisma ou ser vinculado a servi-lo pela duração. Se a criatura foi invocada ou criada por outra magia, a duração dessa magia é estendida para corresponder à duração desta magia. Uma criatura vinculada deve seguir seus comandos da melhor maneira possível. Você pode comandar a criatura para acompanhá-lo em uma aventura, para proteger um local ou para entregar uma mensagem. Se a criatura for Hostil, ela se esforça para distorcer seus comandos para atingir seus próprios objetivos. Se a criatura executar seus comandos completamente antes que a magia termine, ela viaja até você para relatar esse fato se você estiver no mesmo plano de existência. Se você estiver em um plano diferente, ela retorna ao local onde você a amarrou e permanece lá até que a magia termine.", + "duration": "24 horas", + "higher_level": "A duração aumenta com um espaço de magia de nível 6 (10 dias), 7 (30 dias), 8 (180 dias) e 9 (366 dias).", + "id": 791, + "level": 5, + "locations": [ + { + "page": 305, + "sourcebook": "LDJ24" + } + ], + "material": "Uma joia que vale mais de 1.000 PO, que a magia consome", + "name": "Âncora Planar", + "range": "18 metros", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "Druida", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você e até oito criaturas dispostas que derem as mãos em um círculo são transportados para um plano de existência diferente. Você pode especificar um destino alvo em termos gerais, como a Cidade de Bronze no Plano Elemental do Fogo ou o palácio de Dispater no segundo nível dos Nove Infernos, e você aparece dentro ou perto desse destino, conforme determinado pelo Mestre. Alternativamente, se você souber a sequência de sigilos de um círculo de teletransporte em outro plano de existência, esta magia pode levá-lo para esse círculo. Se o círculo de teletransporte for muito pequeno para conter todas as criaturas que você transportou, elas aparecem nos espaços desocupados mais próximos ao lado do círculo.", + "duration": "Instantâneo", + "id": 792, + "level": 7, + "locations": [ + { + "page": 305, + "sourcebook": "LDJ24" + } + ], + "material": "Uma haste de metal bifurcada que vale mais de 250 po e está sintonizada com um plano de existência", + "name": "Viagem Planar", + "range": "Toque", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação ", + "classes": [ + "Bardo", + "Druida", + "Patrulheiro" + ], + "components": [ + "V", + "S" + ], + "desc": "Esta magia canaliza vitalidade para as plantas. O tempo de conjuração que você usa determina se a magia tem o efeito Overgrowth ou Enrichment abaixo. Overgrowth. Escolha um ponto dentro do alcance. Todas as plantas normais em uma Esfera de 100 pés de raio centrada naquele ponto se tornam espessas e crescidas demais. Uma criatura se movendo por aquela área deve gastar 4 pés de movimento para cada 1 pé que se move. Você pode excluir uma ou mais áreas de qualquer tamanho dentro da área da magia de serem afetadas. Enriquecimento. Todas as plantas em um raio de meia milha centradas em um ponto dentro do alcance se tornam enriquecidas por 365 dias. As plantas produzem o dobro da quantidade normal de comida quando colhidas. Elas podem se beneficiar de apenas um Crescimento de Planta por ano.", + "duration": "Instantâneo", + "id": 793, + "level": 3, + "locations": [ + { + "page": 305, + "sourcebook": "LDJ24" + } + ], + "name": "Ampliar Plantas", + "range": "45 metros", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Druida", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Você borrifa névoa tóxica em uma criatura dentro do alcance. Faça um ataque mágico à distância contra o alvo. Em um acerto, o alvo recebe 1d12 de dano de Veneno.", + "duration": "Instantâneo", + "higher_level": "O dano aumenta em 1d12 quando você atinge os níveis 5 (2d12), 11 (3d12) e 17 (4d12).", + "id": 794, + "level": 0, + "locations": [ + { + "page": 306, + "sourcebook": "LDJ24" + } + ], + "name": "Rajada de Veneno", + "range": "9 metros", + "ruleset": "2024", + "school": "Necromancia" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Druida", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você tenta transformar uma criatura que você pode ver dentro do alcance em uma Besta. O alvo deve ter sucesso em um teste de resistência de Sabedoria ou mudar de forma para a forma Besta durante a duração. Essa forma pode ser qualquer Besta que você escolher que tenha uma Classificação de Desafio igual ou menor que a do alvo (ou o nível do alvo se ele não tiver uma Classificação de Desafio). As estatísticas de jogo do alvo são substituídas pelo bloco de estatísticas da Besta escolhida, mas o alvo retém seu alinhamento, personalidade, tipo de criatura, Pontos de Vida e Dados de Pontos de Vida.\n\nO alvo ganha um número de Pontos de Vida Temporários igual aos Pontos de Vida da forma Besta. Esses Pontos de Vida Temporários desaparecem se ainda houver algum quando o feitiço termina. A magia termina cedo no alvo se ele não tiver Pontos de Vida Temporários restantes. O alvo é limitado nas ações que pode executar pela anatomia de sua nova forma, e não pode falar ou conjurar magias.\n\nO equipamento do alvo se funde à nova forma. A criatura não pode usar ou se beneficiar de nenhum desses equipamentos.", + "duration": "Até 1 hora", + "id": 795, + "level": 4, + "locations": [ + { + "page": 306, + "sourcebook": "LDJ24" + } + ], + "material": "Um casulo de lagarta", + "name": "Metamorfose", + "range": "18 metros", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Clérigo" + ], + "components": [ + "V" + ], + "desc": "Você fortifica até seis criaturas que você pode ver dentro do alcance. A magia concede 120 Pontos de Vida Temporários, que você divide entre os recipientes da magia.", + "duration": "Instantâneo", + "id": 796, + "level": 7, + "locations": [ + { + "page": 306, + "sourcebook": "LDJ24" + } + ], + "name": "Reviver os Mortos", + "range": "18 metros", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Clérigo" + ], + "components": [ + "V" + ], + "desc": "Uma onda de energia de cura incide sobre uma criatura que você possa ver dentro do alcance. O alvo recupera todos os seus Pontos de Vida. Se a criatura tiver a condição Encantado, Assustado, Paralisado, Envenenado ou Atordoado, a condição termina. Se a criatura tiver a condição Caído, ela pode usar sua Reação para se levantar.", + "duration": "Instantâneo", + "id": 797, + "level": 9, + "locations": [ + { + "page": 306, + "sourcebook": "LDJ24" + } + ], + "name": "Palavra de Poder Curar", + "range": "18 metros", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V" + ], + "desc": "Você obriga uma criatura que você pode ver dentro do alcance a morrer. Se o alvo tiver 100 Pontos de Vida ou menos, ele morre. Caso contrário, ele recebe 12d12 de dano Psíquico.", + "duration": "Instantâneo", + "id": 798, + "level": 9, + "locations": [ + { + "page": 306, + "sourcebook": "LDJ24" + } + ], + "name": "Palavra de Poder Matar", + "range": "18 metros", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V" + ], + "desc": "Você sobrepuja a mente de uma criatura que você pode ver dentro do alcance. Se o alvo tiver 150 Pontos de Vida ou menos, ele tem a condição Atordoado. Caso contrário, sua Velocidade é 0 até o início do seu próximo turno. O alvo Atordoado faz um teste de resistência de Constituição no final de cada um dos seus turnos, encerrando a condição em si mesmo em um sucesso.", + "duration": "Instantâneo", + "id": 799, + "level": 8, + "locations": [ + { + "page": 306, + "sourcebook": "LDJ24" + } + ], + "name": "Palavra de Poder Atordoar", + "range": "18 metros", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "10 minutos", + "classes": [ + "Clérigo", + "Paladino" + ], + "components": [ + "V" + ], + "desc": "Até cinco criaturas de sua escolha que permanecerem dentro do alcance durante toda a conjuração da magia ganham os benefícios de um Descanso Curto e também recuperam 2d8 Pontos de Vida. Uma criatura não pode ser afetada por esta magia novamente até que aquela criatura termine um Descanso Longo.", + "duration": "Instantâneo", + "higher_level": "A cura aumenta em 1d8 para cada nível de magia acima de 2.", + "id": 800, + "level": 2, + "locations": [ + { + "page": 307, + "sourcebook": "LDJ24" + } + ], + "name": "Oração Curativa", + "range": "9 metros", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S" + ], + "concentration": false, + "desc": "Você cria um efeito mágico dentro do alcance. Escolha o efeito nas opções abaixo. Se você conjurar esta magia várias vezes, você pode ter até três de seus efeitos não instantâneos ativos ao mesmo tempo. Efeito Sensorial. Você cria um efeito sensorial instantâneo e inofensivo, como uma chuva de faíscas, uma lufada de vento, notas musicais fracas ou um odor estranho. Jogo de Fogo. Você instantaneamente acende ou apaga uma vela, uma tocha ou uma pequena fogueira. Limpar ou Sujar. Você instantaneamente limpa ou suja um objeto não maior que 1 pé cúbico. Sensação Menor. Você resfria, aquece ou dá sabor a até 1 pé cúbico de material não vivo por 1 hora. Marca Mágica. Você faz uma cor, uma pequena marca ou um símbolo aparecer em um objeto ou superfície por 1 hora. Criação Menor. Você cria uma bugiganga não mágica ou uma imagem ilusória que pode caber em sua mão. Ela dura até o final do seu próximo turno. Uma bugiganga não pode causar dano e não tem valor monetário.", + "duration": "Até 1 hora", + "id": 801, + "level": 0, + "locations": [ + { + "page": 307, + "sourcebook": "LDJ24" + } + ], + "name": "Prestidigitação", + "range": "3 metros", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Oito raios de luz saem de você em um cone de 60 pés. Cada criatura no cone faz um teste de resistência de Destreza. Para cada alvo, role 1d8 para determinar qual raio de cor o afeta, consultando a tabela de raios prismáticos. 1d8 Raio 1 Vermelho. Falha no teste: 12d6 de dano de fogo. Teste bem-sucedido: metade do dano. 2 Laranja. Falha no teste: 12d6 de dano de ácido. Teste bem-sucedido: metade do dano. 3 Amarelo. Falha no teste: 12d6 de dano de raio. Teste bem-sucedido: metade do dano. 4 Verde. Falha no teste: 12d6 de dano de veneno. Teste bem-sucedido: metade do dano. 5 Azul. Falha no teste: 12d6 de dano de frio. Teste bem-sucedido: metade do dano. 6 Índigo. Falha no teste: O alvo tem a condição Restrito e faz um teste de resistência de Constituição no final de cada um de seus turnos. Se ele fizer três testes bem-sucedidos, a condição termina. Se falhar três vezes, ele tem a condição Petrificado até ser libertado por um efeito como a magia Restauração Maior. Os sucessos e falhas não precisam ser consecutivos; mantenha o controle de ambos até que o alvo colete três de um tipo. 7 Violeta. Falha na Proteção: O alvo tem a condição Cego e faz um teste de resistência de Sabedoria no início do seu próximo turno. Em um teste bem-sucedido, a condição termina. Em um teste malsucedido, a condição termina, e a criatura se teletransporta para outro plano de existência (escolha do Mestre). 8 Especial. O alvo é atingido por dois raios. Role duas vezes, rolando novamente qualquer 8.", + "duration": "Instantâneo", + "id": 802, + "level": 7, + "locations": [ + { + "page": 307, + "sourcebook": "LDJ24" + } + ], + "name": "Rajada Prismática", + "range": "Pessoal", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Um plano de luz brilhante e multicolorido forma uma parede vertical opaca — de até 90 pés de comprimento, 30 pés de altura e 1 polegada de espessura — centralizada em um ponto dentro do alcance. Alternativamente, você molda a parede em um globo de até 30 pés de diâmetro centralizado em um ponto dentro do alcance. A parede dura pela duração. Se você posicionar a parede em um espaço ocupado por uma criatura, a magia termina instantaneamente sem efeito. A parede emite Luz Brilhante dentro de 100 pés e Luz Penumbra por mais 100 pés. Você e as criaturas que você designar quando conjurar a magia podem passar e ficar perto da parede sem danos. Se outra criatura que pode ver a parede se mover a 20 pés dela ou começar seu turno lá, a criatura deve ser bem-sucedida em um teste de resistência de Constituição ou terá a condição Cego por 1 minuto. A parede consiste em sete camadas, cada uma com uma cor diferente. Quando uma criatura alcança ou passa pela parede, ela o faz uma camada de cada vez através de todas as camadas. Cada camada força a criatura a fazer um teste de resistência de Destreza ou ser afetada pelas propriedades daquela camada, conforme descrito na tabela Camadas Prismáticas. A parede, que tem CA 10, pode ser destruída uma camada de cada vez, em ordem de vermelho para violeta, por meios específicos para cada camada. Se uma camada for destruída, ela desaparece pela duração. Campo Antimagia não tem efeito na parede, e Dissipar Magia pode afetar apenas a camada violeta. Efeitos de Ordem 1 Vermelho. Falha na Resistência: 12d6 de dano de Fogo. Sucesso na Resistência: Metade do dano. Efeitos Adicionais: Ataques à Distância não mágicos não podem passar por esta camada, que é destruída se receber pelo menos 25 de dano de Frio. 2 Laranja. Falha na Resistência: 12d6 de dano de Ácido. Sucesso na Resistência: Metade do dano. Efeitos Adicionais: Ataques à Distância mágicos não podem passar por esta camada, que é destruída por um vento forte (como o criado por Rajada de Vento). 3 Amarelo. Falha na Resistência: 12d6 de dano de Relâmpago. Salvamento bem-sucedido: metade do dano. Efeitos adicionais: a camada é destruída se receber pelo menos 60 de dano de Força. 4 Verde. Salvamento malsucedido: 12d6 de dano de Veneno. Salvamento bem-sucedido: metade do dano. Efeitos adicionais: uma magia Passwall, ou outra magia de nível igual ou maior que possa abrir um portal em uma superfície sólida, destrói esta camada. 5 Azul. Salvamento malsucedido: 12d6 de dano de Frio. Salvamento bem-sucedido: metade do dano. Efeitos adicionais: a camada é destruída se receber pelo menos 25 de dano de Fogo. 6 Índigo. Salvamento malsucedido: o alvo tem a condição Restrito e faz um teste de resistência de Constituição no final de cada um de seus turnos. Se ele tiver sucesso três vezes, a condição termina. Se ele falhar três vezes, ele tem a condição Petrificado até ser libertado por um efeito como a magia Restauração Maior. Os sucessos e falhas não precisam ser consecutivos; mantenha o controle de ambos até que o alvo colete três de um tipo. Efeitos Adicionais: Magias não podem ser lançadas através desta camada, que é destruída por Bright Light derramada pela magia Daylight. 7 Violet. Falha na Proteção: O alvo tem a condição Blinded e faz um teste de resistência de Wisdom no início do seu próximo turno. Em um teste bem-sucedido, a condição termina. Em um teste malsucedido, a condição termina, e a criatura se teletransporta para outro plano de existência (escolha do Mestre). Efeitos Adicionais: Esta camada é destruída por Dispel Magic.", + "duration": "10 minutos", + "id": 803, + "level": 9, + "locations": [ + { + "page": 308, + "sourcebook": "LDJ24" + } + ], + "name": "Muralha Prismática", + "range": "18 metros", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação bônus", + "classes": [ + "Druida" + ], + "components": [ + "V", + "S" + ], + "desc": "Uma chama bruxuleante aparece em sua mão e permanece lá durante o tempo. Enquanto estiver lá, a chama não emite calor e não acende nada, e emite Luz Brilhante em um raio de 20 pés e Luz Fraca por mais 20 pés. A magia termina se você conjurá-la novamente. Até que a magia termine, você pode fazer uma ação de Magia para lançar fogo em uma criatura ou objeto a até 60 pés de você. Faça um ataque de magia à distância. Em um acerto, o alvo recebe 1d8 de dano de Fogo.", + "duration": "10 minutos", + "higher_level": "O dano aumenta em 1d8 quando você atinge os níveis 5 (2d8), 11 (3d8) e 17 (4d8).", + "id": 804, + "level": 0, + "locations": [ + { + "page": 308, + "sourcebook": "LDJ24" + } + ], + "name": "Criar Chamas", + "range": "Pessoal", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você cria uma ilusão de um objeto, uma criatura ou algum outro fenômeno visível dentro do alcance que é ativado quando um gatilho específico ocorre. A ilusão é imperceptível até então. Ela não deve ser maior do que um Cubo de 30 pés, e você decide quando conjura a magia como a ilusão se comporta e quais sons ela faz. Esta performance com script pode durar até 5 minutos. Quando o gatilho que você especifica ocorre, a ilusão surge e se apresenta da maneira que você descreveu. Uma vez que a ilusão termina de se apresentar, ela desaparece e permanece dormente por 10 minutos, após os quais a ilusão pode ser ativada novamente. O gatilho pode ser tão geral ou tão detalhado quanto você quiser, embora deva ser baseado em fenômenos visuais ou audíveis que ocorrem a 30 pés da área. Por exemplo, você pode criar uma ilusão de si mesmo para aparecer e alertar outros que tentam abrir uma porta com armadilha. A interação física com a imagem revela que ela é ilusória, já que as coisas podem passar por ela. Uma criatura que realiza a ação Estudar para examinar a imagem pode determinar que é uma ilusão com um teste bem-sucedido de Inteligência (Investigação) contra sua CD de resistência à magia. Se uma criatura discernir a ilusão pelo que ela é, a criatura pode ver através da imagem, e qualquer ruído que ela faça soa oco para a criatura.", + "duration": "Até ser dissipada", + "id": 805, + "level": 6, + "locations": [ + { + "page": 309, + "sourcebook": "LDJ24" + } + ], + "material": "Pó de jade vale mais de 25 po", + "name": "Ilusão Programada", + "range": "36 metros", + "ruleset": "2024", + "school": "Ilusão" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você cria uma cópia ilusória de si mesmo que dura pela duração. A cópia pode aparecer em qualquer local dentro do alcance que você já tenha visto antes, independentemente de obstáculos intervenientes. A ilusão parece e soa como você, mas é intangível. Se a ilusão sofrer algum dano, ela desaparece e a magia termina. Você pode ver através dos olhos da ilusão e ouvir através de seus ouvidos como se estivesse em seu espaço. Como uma ação de Magia, você pode movê-la até 60 pés e fazê-la gesticular, falar e se comportar da maneira que você escolher. Ela imita seus maneirismos perfeitamente. A interação física com a imagem revela que ela é ilusória, já que as coisas podem passar por ela. Uma criatura que realiza a ação Estudar para examinar a imagem pode determinar que ela é uma ilusão com um teste bem-sucedido de Inteligência (Investigação) contra sua CD de resistência à magia. Se uma criatura discernir a ilusão pelo que ela é, a criatura pode ver através da imagem, e qualquer ruído que ela faça soa oco para a criatura.", + "duration": "Até 1 dia", + "id": 806, + "level": 7, + "locations": [ + { + "page": 309, + "sourcebook": "LDJ24" + } + ], + "material": "Uma estatueta sua que vale mais de 5 PO", + "name": "Projetar Imagem", + "range": "500 milhas", + "ruleset": "2024", + "school": "Ilusão" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "Druida", + "Patrulheiro", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Durante a duração, a criatura voluntária que você tocar terá Resistência a um tipo de dano de sua escolha: Ácido, Frio, Fogo, Relâmpago ou Trovão.", + "duration": "Até 1 hora", + "id": 807, + "level": 3, + "locations": [ + { + "page": 309, + "sourcebook": "LDJ24" + } + ], + "name": "Proteção contra Energia", + "range": "Toque", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "Druida", + "Paladino", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Até que a magia termine, uma criatura disposta que você tocar estará protegida contra criaturas que sejam Aberrações, Celestiais, Elementais, Feéricos, Demônios ou Mortos-vivos. A proteção concede vários benefícios. Criaturas desses tipos têm Desvantagem em jogadas de ataque contra o alvo. O alvo também não pode ser possuído por ou ganhar as condições Encantado ou Amedrontado deles. Se o alvo já estiver possuído, Encantado ou Amedrontado por tal criatura, o alvo tem Vantagem em qualquer novo teste de resistência contra o efeito relevante.", + "duration": "Até 10 minutos", + "id": 808, + "level": 1, + "locations": [ + { + "page": 309, + "sourcebook": "LDJ24" + } + ], + "material": "Um frasco de água benta que vale mais de 25 PO, que a magia consome", + "name": "Proteção contra o Bem e Mal", + "range": "Toque", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "Druida", + "Paladino", + "Patrulheiro" + ], + "components": [ + "V", + "S" + ], + "desc": "Você toca em uma criatura e encerra a condição Poisoned nela. Durante a duração, o alvo tem Vantagem em testes de resistência para evitar ou encerrar a condição Poisoned, e tem Resistência a dano de Poisoned.", + "duration": "1 hora", + "id": 809, + "level": 2, + "locations": [ + { + "page": 310, + "sourcebook": "LDJ24" + } + ], + "name": "Proteção contra Veneno", + "range": "Toque", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação ou Ritual", + "classes": [ + "Clérigo", + "Druida", + "Paladino" + ], + "components": [ + "V", + "S" + ], + "desc": "Você remove veneno e podridão de alimentos e bebidas não mágicos em uma esfera de 1,5 m de raio centrada em um ponto dentro do alcance.", + "duration": "Instantâneo", + "id": 810, + "level": 1, + "locations": [ + { + "page": 310, + "sourcebook": "LDJ24" + } + ], + "name": "Purificar Alimentos", + "range": "3 metros", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "1 hora", + "classes": [ + "Bardo", + "Clérigo", + "Paladino" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Com um toque, você revive uma criatura morta se ela estiver morta há não mais de 10 dias e não for um morto-vivo quando morreu. A criatura retorna à vida com 1 Ponto de Vida. Esta magia também neutraliza quaisquer venenos que afetaram a criatura no momento da morte. Esta magia fecha todos os ferimentos mortais, mas não restaura partes do corpo perdidas. Se a criatura estiver sem partes do corpo ou órgãos essenciais para sua sobrevivência — sua cabeça, por exemplo — a magia falha automaticamente. Voltar dos mortos é uma provação. O alvo sofre uma penalidade de -4 em Testes de D20. Toda vez que o alvo termina um Descanso Longo, a penalidade é reduzida em 1 até se tornar 0.", + "duration": "Instantâneo", + "id": 811, + "level": 5, + "locations": [ + { + "page": 310, + "sourcebook": "LDJ24" + } + ], + "material": "Um diamante que vale mais de 500 PO, que a magia consome", + "name": "Reviver os Mortos", + "range": "Toque", + "ruleset": "2024", + "school": "Necromancia" + }, + { + "casting_time": "Ação ou Ritual", + "classes": [ + "Bardo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você forja um elo telepático entre até oito criaturas dispostas de sua escolha dentro do alcance, ligando psiquicamente cada criatura a todas as outras durante a duração. Criaturas que não podem se comunicar em nenhuma língua não são afetadas por esta magia. Até que a magia termine, os alvos podem se comunicar telepaticamente através do elo, quer compartilhem ou não uma língua. A comunicação é possível a qualquer distância, embora não possa se estender a outros planos de existência.", + "duration": "1 hora", + "id": 812, + "level": 5, + "locations": [ + { + "page": 311, + "sourcebook": "LDJ24" + } + ], + "material": "Dois ovos", + "name": "Ligação Telepática de Rary", + "range": "9 metros", + "ruleset": "2024", + "school": "Adivinhação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Um raio de energia enervante dispara de você em direção a uma criatura dentro do alcance. O alvo deve fazer um teste de resistência de Constituição. Em um teste bem-sucedido, o alvo tem Desvantagem na próxima jogada de ataque que fizer até o início do seu próximo turno. Em um teste fracassado, o alvo tem Desvantagem em Testes D20 baseados em Força pela duração. Durante esse tempo, ele também subtrai 1d8 de todas as suas jogadas de dano. O alvo repete o teste no final de cada um dos seus turnos, encerrando a magia em um sucesso.", + "duration": "Até 1 minuto", + "id": 813, + "level": 2, + "locations": [ + { + "page": 311, + "sourcebook": "LDJ24" + } + ], + "name": "Raio do Enfraquecimento", + "range": "18 metros", + "ruleset": "2024", + "school": "Necromancia" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Um raio gélido de luz azul-esbranquiçada dispara em direção a uma criatura dentro do alcance. Faça um ataque mágico à distância contra o alvo. Em um acerto, ele recebe 1d8 de dano de Frio, e sua Velocidade é reduzida em 10 pés até o início do seu próximo turno.", + "duration": "Instantâneo", + "higher_level": "O dano aumenta em 1d8 quando você atinge os níveis 5 (2d8), 11 (3d8) e 17 (4d8).", + "id": 814, + "level": 0, + "locations": [ + { + "page": 311, + "sourcebook": "LDJ24" + } + ], + "name": "Raio de Gelo", + "range": "18 metros", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Você atira um raio esverdeado em uma criatura dentro do alcance. Faça um ataque mágico à distância contra o alvo. Em um acerto, o alvo recebe 2d8 de dano de Veneno e tem a condição Envenenado até o final do seu próximo turno.", + "duration": "Instantâneo", + "higher_level": "O dano aumenta em 1d8 para cada nível de magia acima de 1.", + "id": 815, + "level": 1, + "locations": [ + { + "page": 311, + "sourcebook": "LDJ24" + } + ], + "name": "Raio Adoecente", + "range": "18 metros", + "ruleset": "2024", + "school": "Necromancia" + }, + { + "casting_time": "1 minuto", + "classes": [ + "Bardo", + "Clérigo", + "Druida" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Uma criatura que você tocar recupera 4d8 + 15 Pontos de Vida. Durante a duração, o alvo recupera 1 Ponto de Vida no início de cada um dos seus turnos, e quaisquer partes do corpo decepadas regeneram após 2 minutos.", + "duration": "1 hora", + "id": 816, + "level": 7, + "locations": [ + { + "page": 311, + "sourcebook": "LDJ24" + } + ], + "material": "Uma roda de oração", + "name": "Regeneração", + "range": "Toque", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "1 hora", + "classes": [ + "Druida" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você toca em um Humanoide morto ou em um pedaço de um. Se a criatura estiver morta há menos de 10 dias, a magia forma um novo corpo para ela e chama a alma para entrar naquele corpo. Role 1d10 e consulte a tabela abaixo para determinar a espécie do corpo, ou o Mestre escolhe outra espécie jogável. 1d10 Espécies 1 Aasimar 2 Dragonborn 3 Dwarf 4 Elf 5 Gnome 6 Goliath 7 Halfling 8 Human 9 Orc 10 Tiefling A criatura reencarnada faz quaisquer escolhas que a descrição de uma espécie oferece, e a criatura relembra sua vida anterior. Ela retém as capacidades que tinha em sua forma original, exceto que perde os traços de sua espécie anterior e ganha os traços de sua nova.", + "duration": "Instantâneo", + "id": 817, + "level": 5, + "locations": [ + { + "page": 311, + "sourcebook": "LDJ24" + } + ], + "material": "Óleos raros que valem mais de 1.000 PO, que a magia consome", + "name": "Reencarnação", + "range": "Toque", + "ruleset": "2024", + "school": "Necromancia" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "Paladino", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Ao seu toque, todas as maldições que afetam uma criatura ou objeto terminam. Se o objeto for um item mágico amaldiçoado, sua maldição permanece, mas a magia quebra a Sintonização de seu dono com o objeto, então ele pode ser removido ou descartado.", + "duration": "Instantâneo", + "id": 818, + "level": 3, + "locations": [ + { + "page": 312, + "sourcebook": "LDJ24" + } + ], + "name": "Remover Maldição", + "range": "Toque", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "Druida" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Você toca uma criatura disposta e escolhe um tipo de dano: Ácido, Contundente, Frio, Fogo, Relâmpago, Necrótico, Perfurante, Venenoso, Radiante, Cortante ou Trovão. Quando a criatura sofre dano do tipo escolhido antes que a magia termine, a criatura reduz o dano total sofrido em 1d4. Uma criatura pode se beneficiar desta magia apenas uma vez por turno.", + "duration": "Até 1 minuto", + "id": 819, + "level": 0, + "locations": [ + { + "page": 312, + "sourcebook": "LDJ24" + } + ], + "name": "Resistência", + "range": "Toque", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "1 hora", + "classes": [ + "Bardo", + "Clérigo" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Com um toque, você revive uma criatura morta que está morta há não mais de um século, não morreu de velhice e não era morta-viva quando morreu. A criatura retorna à vida com todos os seus Pontos de Vida. Esta magia também neutraliza quaisquer venenos que afetaram a criatura no momento da morte. Esta magia fecha todos os ferimentos mortais e restaura quaisquer partes do corpo perdidas. Voltar dos mortos é uma provação. O alvo sofre uma penalidade de -4 em Testes D20. Toda vez que o alvo termina um Descanso Longo, a penalidade é reduzida em 1 até se tornar 0. Conjurar esta magia para reviver uma criatura que está morta há 365 dias ou mais exige de você. Até terminar um Descanso Longo, você não pode conjurar magias novamente e tem Desvantagem em Testes D20.", + "duration": "Instantâneo", + "id": 820, + "level": 7, + "locations": [ + { + "page": 312, + "sourcebook": "LDJ24" + } + ], + "material": "Um diamante que vale mais de 1.000 PO, que a magia consome", + "name": "Ressurreição", + "range": "Toque", + "ruleset": "2024", + "school": "Necromancia" + }, + { + "casting_time": "Ação", + "classes": [ + "Druida", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Esta magia inverte a gravidade em um Cilindro de 50 pés de raio e 100 pés de altura centrado em um ponto dentro do alcance. Todas as criaturas e objetos naquela área que não estejam ancorados ao chão caem para cima e alcançam o topo do Cilindro. Uma criatura pode fazer um teste de resistência de Destreza para agarrar um objeto fixo que possa alcançar, evitando assim a queda para cima. Se um teto ou um objeto ancorado for encontrado nesta queda para cima, criaturas e objetos o atingirão da mesma forma que fariam durante uma queda para baixo. Se uma criatura ou objeto afetado atingir o topo do Cilindro sem atingir nada, ele paira lá pela duração. Quando a magia termina, objetos e criaturas afetados caem para baixo.", + "duration": "Até 1 minuto", + "id": 821, + "level": 7, + "locations": [ + { + "page": 312, + "sourcebook": "LDJ24" + } + ], + "material": "Uma pedra-ímã e limalhas de ferro", + "name": "Inverter a Gravidade", + "range": "30 metros", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "Druida", + "Paladino", + "Patrulheiro" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você toca uma criatura que morreu no último minuto. Essa criatura revive com 1 Ponto de Vida. Esta magia não pode reviver uma criatura que morreu de velhice, nem restaura nenhuma parte do corpo perdida.", + "duration": "Instantâneo", + "id": 822, + "level": 3, + "locations": [ + { + "page": 312, + "sourcebook": "LDJ24" + } + ], + "material": "Um diamante que vale mais de 300 PO, que a magia consome", + "name": "Revivificar", + "range": "Toque", + "ruleset": "2024", + "school": "Necromancia" + }, + { + "casting_time": "Ação", + "classes": [ + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você toca uma corda. Uma ponta dela paira para cima até que a corda fique perpendicular ao chão ou a corda atinja o teto. Na ponta superior da corda, um portal invisível de 3 pés por 5 pés se abre para um espaço extradimensional que dura até o fim da magia. Esse espaço pode ser alcançado escalando a corda, que pode ser puxada para dentro ou para fora dela. O espaço pode conter até oito criaturas médias ou menores. Ataques, magias e outros efeitos não podem entrar ou sair do espaço, mas criaturas dentro dele podem ver através do portal. Qualquer coisa dentro do espaço sai quando a magia termina.", + "duration": "1 hora", + "id": 823, + "level": 2, + "locations": [ + { + "page": 312, + "sourcebook": "LDJ24" + } + ], + "material": "Um segmento de corda", + "name": "Truque de Corda", + "range": "Toque", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo" + ], + "components": [ + "V", + "S" + ], + "desc": "Radiação semelhante a chama desce sobre uma criatura que você pode ver dentro do alcance. O alvo deve ter sucesso em um teste de resistência de Destreza ou sofrer 1d8 de dano Radiante. O alvo não ganha benefício de Meia Cobertura ou Cobertura de Três Quartos para este teste.", + "duration": "Instantâneo", + "higher_level": "O dano aumenta em 1d8 quando você atinge os níveis 5 (2d8), 11 (3d8) e 17 (4d8).", + "id": 824, + "level": 0, + "locations": [ + { + "page": 313, + "sourcebook": "LDJ24" + } + ], + "name": "Chama Sagrada", + "range": "18 metros", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação bônus", + "classes": [ + "Clérigo" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você protege uma criatura dentro do alcance. Até que a magia termine, qualquer criatura que alvejar a criatura protegida com uma jogada de ataque ou uma magia danosa deve ter sucesso em um teste de resistência de Sabedoria ou escolher um novo alvo ou perder o ataque ou a magia. Esta magia não protege a criatura protegida de áreas de efeito. A magia termina se a criatura protegida fizer uma jogada de ataque, conjurar uma magia ou causar dano.", + "duration": "1 minuto", + "id": 825, + "level": 1, + "locations": [ + { + "page": 313, + "sourcebook": "LDJ24" + } + ], + "material": "Um caco de vidro de um espelho", + "name": "Santuário", + "range": "9 metros", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Você arremessa três raios de fogo. Você pode arremessá-los em um alvo dentro do alcance ou em vários. Faça um ataque de magia à distância para cada raio. Em um acerto, o alvo recebe 2d6 de dano de Fogo.", + "duration": "Instantâneo", + "higher_level": "Você cria um raio adicional para cada nível de magia acima de 2.", + "id": 826, + "level": 2, + "locations": [ + { + "page": 313, + "sourcebook": "LDJ24" + } + ], + "name": "Raio Ardente", + "range": "36 metros", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "10 minutos", + "classes": [ + "Bardo", + "Clérigo", + "Druida", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você pode ver e ouvir uma criatura que você escolher que esteja no mesmo plano de existência que você. O alvo faz um teste de resistência de Sabedoria, que é modificado (veja as tabelas abaixo) pelo quão bem você conhece o alvo e o tipo de conexão física que você tem com ele. O alvo não sabe contra o que está fazendo o teste, apenas que se sente desconfortável. Seu conhecimento do alvo é... Modificador de resistência Segunda mão (ouviu falar do alvo) +5 Primeira mão (conheceu o alvo) +0 Extenso (conhece bem o alvo) −5 Você tem o alvo... Modificador de resistência Imagem ou outra semelhança −2 Vestimenta ou outra posse −4 Parte do corpo, mecha de cabelo ou pedaço de unha −10 Em um teste bem-sucedido, o alvo não é afetado, e você não pode usar esta magia nele novamente por 24 horas. Em um teste fracassado, a magia cria um sensor invisível e intangível a até 10 pés do alvo. Você pode ver e ouvir através do sensor como se estivesse lá. O sensor se move com o alvo, permanecendo a 10 pés dele durante a duração. Se algo puder ver o sensor, ele aparecerá como um orbe luminoso do tamanho do seu punho. Em vez de mirar em uma criatura, você pode mirar em um local que viu. Quando você faz isso, o sensor aparece naquele local e não se move.", + "duration": "Até 10 minutos", + "id": 827, + "level": 5, + "locations": [ + { + "page": 313, + "sourcebook": "LDJ24" + } + ], + "material": "Um foco que vale mais de 1.000 PO, como uma bola de cristal, espelho ou fonte cheia de água", + "name": "Vidência", + "range": "Pessoal", + "ruleset": "2024", + "school": "Adivinhação" + }, + { + "casting_time": "Ação bônus, que você realiza imediatamente após atingir um alvo com uma arma corpo a corpo ou um ataque desarmado", + "classes": [ + "Paladino" + ], + "components": [ + "V" + ], + "desc": "Ao atingir o alvo, ele recebe 1d6 de dano de Fogo extra do ataque. No início de cada um dos seus turnos até que a magia termine, o alvo recebe 1d6 de dano de Fogo e então faz um teste de resistência de Constituição. Em uma falha, a magia continua. Em uma resistência bem-sucedida, a magia termina.", + "duration": "1 minuto", + "higher_level": "Todo o dano aumenta em 1d6 para cada nível de magia acima de 1.", + "id": 828, + "level": 1, + "locations": [ + { + "page": 314, + "sourcebook": "LDJ24" + } + ], + "name": "Destruição Lancinante", + "range": "Pessoal", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Durante a duração, você vê criaturas e objetos que têm a condição Invisível como se fossem visíveis, e você pode ver dentro do Plano Etéreo. Criaturas e objetos lá parecem fantasmagóricos.", + "duration": "1 hora", + "id": 829, + "level": 2, + "locations": [ + { + "page": 314, + "sourcebook": "LDJ24" + } + ], + "material": "Uma pitada de talco", + "name": "Ver o Invisível", + "range": "Pessoal", + "ruleset": "2024", + "school": "Adivinhação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Você dá uma aparência ilusória a cada criatura de sua escolha que você pode ver dentro do alcance. Um alvo relutante pode fazer um teste de resistência de Carisma e, se for bem-sucedido, ele não é afetado por esta magia. Você pode dar a mesma aparência ou diferentes aos alvos. A magia pode mudar a aparência dos corpos e equipamentos dos alvos. Você pode fazer cada criatura parecer 1 pé mais baixa ou mais alta e parecer mais pesada ou mais leve. A nova aparência de um alvo deve ter o mesmo arranjo básico de membros que o alvo, mas a extensão da ilusão fica a seu critério. A magia dura pela duração. As mudanças feitas por esta magia não resistem à inspeção física. Por exemplo, se você usar esta magia para adicionar um chapéu à roupa de uma criatura, objetos passam pelo chapéu. Uma criatura que realiza a ação Estudar para examinar um alvo pode fazer um teste de Inteligência (Investigação) contra sua CD de resistência à magia. Se for bem-sucedida, ela fica ciente de que o alvo está disfarçado.", + "duration": "8 horas", + "id": 830, + "level": 5, + "locations": [ + { + "page": 314, + "sourcebook": "LDJ24" + } + ], + "name": "Similaridade", + "range": "9 metros", + "ruleset": "2024", + "school": "Ilusão" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Clérigo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você envia uma mensagem curta de 25 palavras ou menos para uma criatura que você conheceu ou uma criatura descrita a você por alguém que a conheceu. O alvo ouve a mensagem em sua mente, reconhece você como o remetente se o conhece e pode responder de maneira semelhante imediatamente. A magia permite que os alvos entendam o significado da sua mensagem. Você pode enviar a mensagem através de qualquer distância e até mesmo para outros planos de existência, mas se o alvo estiver em um plano diferente do seu, há 5% de chance de que a mensagem não chegue. Você sabe se a entrega falha. Ao receber sua mensagem, uma criatura pode bloquear sua habilidade de alcançá-la novamente com esta magia por 8 horas. Se você tentar enviar outra mensagem durante esse tempo, você descobre que está bloqueado e a magia falha.", + "duration": "Instantâneo", + "id": 831, + "level": 3, + "locations": [ + { + "page": 314, + "sourcebook": "LDJ24" + } + ], + "material": "Um fio de cobre", + "name": "Enviar Mensagem", + "range": "Ilimitado", + "ruleset": "2024", + "school": "Adivinhação" + }, + { + "casting_time": "Ação", + "classes": [ + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Com um toque, você magicamente sequestra um objeto ou uma criatura disposta. Durante a duração, o alvo tem a condição Invisível e não pode ser alvo de magias de Adivinhação, detectado por magia ou visto remotamente com magia. Se o alvo for uma criatura, ele entra em um estado de animação suspensa; ele tem a condição Inconsciente, não envelhece e não precisa de comida, água ou ar. Você pode definir uma condição para a magia terminar mais cedo. A condição pode ser qualquer coisa que você escolher, mas deve ocorrer ou ser visível a 1 milha do alvo. Exemplos incluem "após 1.000 anos" ou "quando o tarrasque despertar". Esta magia também termina se o alvo sofrer qualquer dano.", + "duration": "Até ser dissipada", + "id": 832, + "level": 7, + "locations": [ + { + "page": 315, + "sourcebook": "LDJ24" + } + ], + "material": "Pó de gema no valor de 5.000+ PO, que a magia consome", + "name": "Isolamento", + "range": "Toque", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Druida", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você muda de forma para outra criatura durante a duração ou até que você faça uma ação de Magia para mudar de forma para uma forma elegível diferente. A nova forma deve ser de uma criatura que tenha uma Classificação de Desafio não maior que seu nível ou Classificação de Desafio. Você deve ter visto o tipo de criatura antes, e não pode ser um Construto ou um Morto-vivo.\n\nAo conjurar a magia, você ganha uma quantidade de Pontos de Vida Temporários igual aos Pontos de Vida da primeira forma na qual você se transforma. Esses Pontos de Vida Temporários desaparecem, se ainda houver algum, quando a magia termina.\n\nSuas estatísticas de jogo são substituídas pelo bloco de estatísticas da forma escolhida, mas você retém seu tipo de criatura; alinhamento; personalidade; valores de Inteligência, Sabedoria e Carisma; Pontos de Vida; Dados de Ponto de Vida; proficiências; e habilidade de se comunicar. Se você tiver o recurso Conjuração de Magia, você também o retém.\n\nAo mudar de forma, você determina se seu equipamento cai no chão ou muda de tamanho e forma para se ajustar à nova forma enquanto você estiver nela.", + "duration": "Até 1 hora", + "id": 833, + "level": 9, + "locations": [ + { + "page": 315, + "sourcebook": "LDJ24" + } + ], + "material": "Um círculo de jade que vale mais de 1.500 PO", + "name": "Alterar Forma", + "range": "Pessoal", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Um barulho alto irrompe de um ponto de sua escolha dentro do alcance. Cada criatura em uma Esfera de 10 pés de raio centralizada ali faz um teste de resistência de Constituição, sofrendo 3d8 de dano de Trovão em uma falha ou metade do dano em uma bem-sucedida. Um Construto tem Desvantagem no teste. Um objeto não mágico que não esteja sendo usado ou carregado também sofre o dano se estiver na área da magia.", + "duration": "Instantâneo", + "higher_level": "O dano aumenta em 1d8 para cada nível de magia acima de 2.", + "id": 834, + "level": 2, + "locations": [ + { + "page": 316, + "sourcebook": "LDJ24" + } + ], + "material": "Um pedaço de mica", + "name": "Despedaçar", + "range": "18 metros", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Reação, que você toma quando é atingido por uma jogada de ataque ou alvo da magia Míssil Mágico", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Uma barreira imperceptível de força mágica protege você. Até o início do seu próximo turno, você tem um bônus de +5 na CA, incluindo contra o ataque desencadeador, e não recebe dano de Míssil Mágico.", + "duration": "1 rodada", + "id": 835, + "level": 1, + "locations": [ + { + "page": 316, + "sourcebook": "LDJ24" + } + ], + "name": "Escudo Arcano", + "range": "Pessoal", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação bônus", + "classes": [ + "Clérigo", + "Paladino" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Um campo brilhante envolve uma criatura de sua escolha dentro do alcance, concedendo a ela um bônus de +2 na CA durante a duração.", + "duration": "Até 10 minutos", + "id": 836, + "level": 1, + "locations": [ + { + "page": 316, + "sourcebook": "LDJ24" + } + ], + "material": "Um pergaminho de oração", + "name": "Escudo da Fé", + "range": "18 metros", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação bônus", + "classes": [ + "Druida" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Um Taco ou Cajado que você esteja segurando é imbuído com o poder da natureza. Durante a duração, você pode usar sua habilidade de conjuração em vez de Força para as jogadas de ataque e dano de ataques corpo a corpo usando essa arma, e o dado de dano da arma se torna um d8. Se o ataque causar dano, ele pode ser dano de Força ou o tipo de dano normal da arma (sua escolha). A magia termina mais cedo se você conjurá-la novamente ou se você soltar a arma.", + "duration": "1 minuto", + "higher_level": "O dado de dano muda quando você atinge os níveis 5 (d10), 11 (d12) e 17 (2d6).", + "id": 837, + "level": 0, + "locations": [ + { + "page": 316, + "sourcebook": "LDJ24" + } + ], + "material": "Visco", + "name": "Bordão Místico", + "range": "Pessoal", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação bônus, que você realiza imediatamente após atingir uma criatura com uma arma corpo a corpo ou um ataque desarmado", + "classes": [ + "Paladino" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "O alvo atingido pelo golpe recebe 2d6 de dano Radiante extra do ataque. Até que a magia termine, o alvo emite Luz Brilhante em um raio de 5 pés, jogadas de ataque contra ele têm Vantagem, e ele não pode se beneficiar da condição Invisível.", + "duration": "Até 1 minuto", + "higher_level": "O dano aumenta em 1d6 para cada nível de magia acima de 2.", + "id": 838, + "level": 2, + "locations": [ + { + "page": 316, + "sourcebook": "LDJ24" + } + ], + "name": "Arma Espiritual", + "range": "Pessoal", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Raios saltam de você para uma criatura que você tenta tocar. Faça um ataque de magia corpo a corpo contra o alvo. Em um acerto, o alvo recebe 1d8 de dano de Raio e não pode fazer Ataques de Oportunidade até o início de seu próximo turno.", + "duration": "Instantâneo", + "higher_level": "O dano aumenta em 1d8 quando você atinge os níveis 5 (2d8), 11 (3d8) e 17 (4d8).", + "id": 839, + "level": 0, + "locations": [ + { + "page": 316, + "sourcebook": "LDJ24" + } + ], + "name": "Toque Chocante", + "range": "Toque", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação ou Ritual", + "classes": [ + "Bardo", + "Clérigo", + "Patrulheiro" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Durante a duração, nenhum som pode ser criado dentro ou passar por uma Esfera de 20 pés de raio centrada em um ponto que você escolher dentro do alcance. Qualquer criatura ou objeto inteiramente dentro da Esfera tem Imunidade a dano de Trovão, e criaturas têm a condição Ensurdecido enquanto estiverem inteiramente dentro dela. Conjurar uma magia que inclua um componente Verbal é impossível lá.", + "duration": "Até 10 minutos", + "id": 840, + "level": 2, + "locations": [ + { + "page": 316, + "sourcebook": "LDJ24" + } + ], + "name": "Silêncio", + "range": "36 metros", + "ruleset": "2024", + "school": "Ilusão" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você cria a imagem de um objeto, uma criatura ou algum outro fenômeno visível que não seja maior que um Cubo de 15 pés. A imagem aparece em um ponto dentro do alcance e dura pela duração. A imagem é puramente visual; não é acompanhada por som, cheiro ou outros efeitos sensoriais. Como uma ação de Magia, você pode fazer a imagem se mover para qualquer ponto dentro do alcance. Conforme a imagem muda de local, você pode alterar sua aparência para que seus movimentos pareçam naturais para a imagem. Por exemplo, se você criar uma imagem de uma criatura e movê-la, você pode alterar a imagem para que ela pareça estar andando. A interação física com a imagem revela que ela é uma ilusão, já que as coisas podem passar por ela. Uma criatura que realiza uma ação de Estudo para examinar a imagem pode determinar que ela é uma ilusão com um teste bem-sucedido de Inteligência (Investigação) contra sua CD de resistência à magia. Se uma criatura discernir a ilusão pelo que ela é, a criatura pode ver através da imagem.", + "duration": "Até 10 minutos", + "id": 841, + "level": 1, + "locations": [ + { + "page": 317, + "sourcebook": "LDJ24" + } + ], + "material": "Um pouco de lã", + "name": "Imagem Silenciosa", + "range": "18 metros", + "ruleset": "2024", + "school": "Ilusão" + }, + { + "casting_time": "12 horas", + "classes": [ + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você cria um simulacro de uma Besta ou Humanoide que esteja a até 10 pés de você durante toda a conjuração da magia. Você termina a conjuração tocando na criatura e em uma pilha de gelo ou neve do mesmo tamanho daquela criatura, e a pilha se transforma no simulacro, que é uma criatura. Ele usa as estatísticas de jogo da criatura original no momento da conjuração, exceto que é um Construto, seu Ponto de Vida máximo é metade disso, e ele não pode conjurar esta magia. O simulacro é Amigável a você e às criaturas que você designar. Ele obedece aos seus comandos e age no seu turno em combate. O simulacro não pode ganhar níveis, e não pode fazer Descansos Curtos ou Longos. Se o simulacro sofrer dano, a única maneira de restaurar seus Pontos de Vida é repará-lo enquanto você faz um Descanso Longo, durante o qual você gasta componentes que valem 100 GP por Ponto de Vida restaurado. O simulacro deve ficar a até 5 pés de você para o reparo. O simulacro dura até cair para 0 Pontos de Vida, momento em que ele reverte para neve e derrete. Se você conjurar esta magia novamente, qualquer simulacro que você criou com esta magia é destruído instantaneamente.", + "duration": "Até ser dissipada", + "id": 842, + "level": 7, + "locations": [ + { + "page": 317, + "sourcebook": "LDJ24" + } + ], + "material": "Rubi em pó que vale mais de 1.500 po, que a magia consome", + "name": "Simulacro", + "range": "Toque", + "ruleset": "2024", + "school": "Ilusão" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Cada criatura de sua escolha em uma Esfera de 5 pés de raio centrada em um ponto dentro do alcance deve ser bem-sucedida em um teste de resistência de Sabedoria ou terá a condição Incapacitado até o final de seu próximo turno, momento em que deve repetir o teste. Se o alvo falhar no segundo teste, ele terá a condição Inconsciente pela duração. A magia termina em um alvo se ele sofrer dano ou alguém a 5 pés dele realizar uma ação para sacudi-lo para fora do efeito da magia. Criaturas que não dormem, como elfos, ou que têm Imunidade à condição Exaustão são automaticamente bem-sucedidas em testes de resistência contra esta magia.", + "duration": "Até 1 minuto", + "id": 843, + "level": 1, + "locations": [ + { + "page": 317, + "sourcebook": "LDJ24" + } + ], + "material": "Uma pitada de areia ou pétalas de rosa", + "name": "Sono", + "range": "18 metros", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação", + "classes": [ + "Druida", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Até que a magia termine, granizo cai em um Cilindro de 40 pés de altura e 20 pés de raio centrado em um ponto que você escolher dentro do alcance. A área é Pesadamente Obscura, e chamas expostas na área são apagadas. O solo no Cilindro é Terreno Difícil. Quando uma criatura entra no Cilindro pela primeira vez em um turno ou começa seu turno lá, ela deve ser bem-sucedida em um teste de resistência de Destreza ou terá a condição Prone e perderá Concentração.", + "duration": "Até 1 minuto", + "id": 844, + "level": 3, + "locations": [ + { + "page": 317, + "sourcebook": "LDJ24" + } + ], + "material": "Um guarda-chuva em miniatura", + "name": "Nevasca", + "range": "45 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você altera o tempo em até seis criaturas de sua escolha em um Cubo de 40 pés dentro do alcance. Cada alvo deve ter sucesso em um teste de resistência de Sabedoria ou será afetado por esta magia pela duração. A Velocidade de um alvo afetado é reduzida pela metade, ele sofre uma penalidade de -2 em testes de resistência de CA e Destreza, e não pode realizar Reações. Em seus turnos, ele pode realizar uma ação ou uma Ação Bônus, não ambas, e pode fazer apenas um ataque se realizar a ação de Ataque. Se ele conjurar uma magia com um componente Somático, há 25 por cento de chance de a magia falhar como resultado do alvo fazer os gestos da magia muito lentamente. Um alvo afetado repete o teste no final de cada um de seus turnos, encerrando a magia em si mesmo em um sucesso.", + "duration": "Até 1 minuto", + "id": 845, + "level": 3, + "locations": [ + { + "page": 318, + "sourcebook": "LDJ24" + } + ], + "material": "Uma gota de melaço", + "name": "Lentidão", + "range": "36 metros", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro" + ], + "components": [ + "V", + "S" + ], + "desc": "Você conjura energia mágica em uma criatura ou objeto dentro do alcance. Faça uma jogada de ataque à distância contra o alvo. Em um acerto, o alvo recebe 1d8 de dano de um tipo que você escolher: Ácido, Frio, Fogo, Relâmpago, Veneno, Psíquico ou Trovão. Se você rolar um 8 em um d8 para esta magia, você pode rolar outro d8 e adicioná-lo ao dano. Quando você conjura esta magia, o número máximo desses d8s que você pode adicionar ao dano da magia é igual ao seu modificador de habilidade de conjuração.", + "duration": "Instantâneo", + "higher_level": "O dano aumenta em 1d8 quando você atinge os níveis 5 (2d8), 11 (3d8) e 17 (4d8).", + "id": 846, + "level": 0, + "locations": [ + { + "page": 318, + "sourcebook": "LDJ24" + } + ], + "name": "Sugestão", + "range": "36 metros", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "Druida" + ], + "components": [ + "V", + "S" + ], + "desc": "Escolha uma criatura dentro do alcance que tenha 0 Pontos de Vida e não esteja morta. A criatura se torna Estável.", + "duration": "Instantâneo", + "higher_level": "O alcance dobra quando você atinge os níveis 5 (30 pés), 11 (60 pés) e 17 (120 pés).", + "id": 847, + "level": 0, + "locations": [ + { + "page": 318, + "sourcebook": "LDJ24" + } + ], + "name": "Estabilizar", + "range": "4,5 metros", + "ruleset": "2024", + "school": "Necromancia" + }, + { + "casting_time": "Ação ou Ritual", + "classes": [ + "Bardo", + "Druida", + "Patrulheiro", + "Bruxo" + ], + "components": [ + "V", + "S" + ], + "desc": "Durante a duração, você pode compreender e se comunicar verbalmente com as Bestas, e pode usar qualquer uma das opções de habilidade da ação Influência com elas. A maioria das Bestas tem pouco a dizer sobre tópicos que não dizem respeito à sobrevivência ou companheirismo, mas, no mínimo, uma Besta pode lhe dar informações sobre locais e monstros próximos, incluindo o que quer que tenha percebido no dia anterior.", + "duration": "10 minutos", + "id": 848, + "level": 1, + "locations": [ + { + "page": 318, + "sourcebook": "LDJ24" + } + ], + "name": "Falar com Animais", + "range": "Pessoal", + "ruleset": "2024", + "school": "Adivinhação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Clérigo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você concede a aparência de vida a um cadáver de sua escolha dentro do alcance, permitindo que ele responda às perguntas que você fizer. O cadáver deve ter uma boca, e esta magia falha se a criatura falecida era morta-viva quando morreu. A magia também falha se o cadáver foi o alvo desta magia nos últimos 10 dias. Até que a magia termine, você pode fazer até cinco perguntas ao cadáver. O cadáver sabe apenas o que sabia em vida, incluindo as línguas que conhecia. As respostas geralmente são breves, enigmáticas ou repetitivas, e o cadáver não tem nenhuma compulsão para oferecer uma resposta verdadeira se você for antagônico a ele ou se ele o reconhecer como um inimigo. Esta magia não retorna a alma da criatura ao seu corpo, apenas seu espírito animador. Portanto, o cadáver não pode aprender novas informações, não compreende nada que tenha acontecido desde que morreu e não pode especular sobre eventos futuros.", + "duration": "10 minutos", + "id": 849, + "level": 3, + "locations": [ + { + "page": 318, + "sourcebook": "LDJ24" + } + ], + "material": "Queimando incenso", + "name": "Falar com os Mortos", + "range": "3 metros", + "ruleset": "2024", + "school": "Necromancia" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Druida", + "Patrulheiro" + ], + "components": [ + "V", + "S" + ], + "desc": "Você imbui plantas em uma Emanação imóvel de 30 pés com senciência e animação limitadas, dando a elas a habilidade de se comunicar com você e seguir seus comandos simples. Você pode questionar plantas sobre eventos na área da magia no último dia, obtendo informações sobre criaturas que passaram, clima e outras circunstâncias. Você também pode transformar Terreno Difícil causado pelo crescimento de plantas (como matagais e vegetação rasteira) em terreno comum que dura pela duração. Ou você pode transformar terreno comum onde plantas estão presentes em Terreno Difícil que dura pela duração. A magia não permite que as plantas se desenraízem e se movam, mas elas podem mover seus galhos, gavinhas e caules para você. Se uma criatura Planta estiver na área, você pode se comunicar com ela como se vocês compartilhassem uma língua comum.", + "duration": "10 minutos", + "id": 850, + "level": 3, + "locations": [ + { + "page": 319, + "sourcebook": "LDJ24" + } + ], + "name": "Falar com Plantas", + "range": "Pessoal", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Até que a magia termine, uma criatura disposta que você tocar ganha a habilidade de se mover para cima, para baixo e através de superfícies verticais e ao longo de tetos, enquanto deixa suas mãos livres. O alvo também ganha uma Velocidade de Escalada igual à sua Velocidade.", + "duration": "Até 1 hora", + "higher_level": "Você pode escolher uma criatura adicional para cada nível de magia, aproximadamente 2.", + "id": 851, + "level": 2, + "locations": [ + { + "page": 319, + "sourcebook": "LDJ24" + } + ], + "material": "Uma gota de betume e uma aranha", + "name": "Patas de Aranha", + "range": "Toque", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Druida", + "Patrulheiro" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "O solo em uma Esfera de 20 pés de raio centrada em um ponto dentro do alcance brota espinhos e pontas duras. A área se torna Terreno Difícil pela duração. Quando uma criatura se move para dentro ou dentro da área, ela sofre 2d4 de dano Perfurante para cada 5 pés que viaja. A transformação do solo é camuflada para parecer natural. Qualquer criatura que não consiga ver a área quando a magia é conjurada deve fazer uma ação de Procurar e ter sucesso em um teste de Sabedoria (Percepção ou Sobrevivência) contra sua CD de resistência à magia para reconhecer o terreno como perigoso antes de entrar nele.", + "duration": "Até 10 minutos", + "id": 852, + "level": 2, + "locations": [ + { + "page": 319, + "sourcebook": "LDJ24" + } + ], + "material": "Sete espinhos", + "name": "Crescer Espinhos", + "range": "45 metros", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Espíritos protetores voam ao seu redor em uma Emanação de 15 pés pela duração. Se você for bom ou neutro, sua forma espectral parece angelical ou feérica (sua escolha). Se você for mau, eles parecem diabólicos. Quando você conjura esta magia, você pode designar criaturas para não serem afetadas por ela. A Velocidade de qualquer outra criatura é reduzida pela metade na Emanação, e sempre que a Emanação entra no espaço de uma criatura e sempre que uma criatura entra na Emanação ou termina seu turno lá, a criatura deve fazer um teste de resistência de Sabedoria. Em uma falha, a criatura sofre 3d8 de dano Radiante (se você for bom ou neutro) ou 3d8 de dano Necrótico (se você for mau). Em uma resistência bem-sucedida, a criatura sofre metade do dano. Uma criatura faz esta resistência apenas uma vez por turno.", + "duration": "Até 10 minutos", + "higher_level": "O dano aumenta em 1d8 para cada nível de magia acima de 3.", + "id": 853, + "level": 3, + "locations": [ + { + "page": 319, + "sourcebook": "LDJ24" + } + ], + "material": "Um pergaminho de oração", + "name": "Espíritos Guardiões", + "range": "Pessoal", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação bônus", + "classes": [ + "Clérigo" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Você cria uma força flutuante e espectral que se assemelha a uma arma de sua escolha e dura pela duração. A força aparece dentro do alcance em um espaço de sua escolha, e você pode imediatamente fazer um ataque mágico corpo a corpo contra uma criatura a até 1,5 m da força. Em um acerto, o alvo recebe dano de Força igual a 1d8 mais seu modificador de habilidade de conjuração. Como uma Ação Bônus em seus turnos posteriores, você pode mover a força até 6 m e repetir o ataque contra uma criatura a até 1,5 m dela.", + "duration": "Até 1 minuto", + "higher_level": "O dano aumenta em 1d8 para cada nível de slot acima de 2.", + "id": 854, + "level": 2, + "locations": [ + { + "page": 319, + "sourcebook": "LDJ24" + } + ], + "name": "Arma Espiritual", + "range": "18 metros", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação bônus, que você realiza imediatamente após atingir uma criatura com uma arma corpo a corpo ou um ataque desarmado", + "classes": [ + "Paladino" + ], + "components": [ + "V" + ], + "desc": "O alvo sofre 4d6 de dano Psíquico extra do ataque e deve ser bem-sucedido em um teste de resistência de Sabedoria ou ficará na condição Atordoado até o final do seu próximo turno.", + "duration": "Instantâneo", + "higher_level": "O dano extra aumenta em 1d6 para cada nível de magia acima de 4.", + "id": 855, + "level": 4, + "locations": [ + { + "page": 320, + "sourcebook": "LDJ24" + } + ], + "name": "Destruição Estonteante", + "range": "Pessoal", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Druida" + ], + "components": [ + "V", + "S" + ], + "desc": "Você lança um cisco de luz em uma criatura ou objeto dentro do alcance. Faça um ataque mágico de longo alcance contra o alvo. Em um acerto, o alvo recebe 1d8 de dano Radiante e, até o final do seu próximo turno, ele emite Luz Fraca em um raio de 10 pés e não pode se beneficiar da condição Invisível.", + "duration": "Instantâneo", + "higher_level": "O dano aumenta em 1d8 quando você atinge os níveis 5 (2d8), 11 (3d8) e 17 (4d8).", + "id": 856, + "level": 0, + "locations": [ + { + "page": 320, + "sourcebook": "LDJ24" + } + ], + "name": "Raio Solar", + "range": "18 metros", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Patrulheiro", + "Mago" + ], + "components": [ + "S", + "M" + ], + "desc": "Você floresce a arma usada na conjuração e então desaparece para atacar como o vento. Escolha até cinco criaturas que você possa ver dentro do alcance. Faça um ataque de magia corpo a corpo contra cada alvo. Em um acerto, um alvo recebe 6d10 de dano de Força. Você então se teleporta para um espaço desocupado que você possa ver a até 1,5 m de um dos alvos.", + "duration": "Instantâneo", + "id": 857, + "level": 5, + "locations": [ + { + "page": 320, + "sourcebook": "LDJ24" + } + ], + "material": "Uma arma corpo a corpo que vale 1+ sp", + "name": "Ataque do Vento de Aço", + "range": "9 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você cria uma Esfera de 20 pés de raio de gás amarelo e nauseante centrada em um ponto dentro do alcance. A nuvem é Pesadamente Obscura. A nuvem permanece no ar pela duração ou até que um vento forte (como o criado por Rajada de Vento) a disperse. Cada criatura que começa seu turno na Esfera deve ter sucesso em um teste de resistência de Constituição ou terá a condição Envenenado até o final do turno atual. Enquanto Envenenado dessa forma, a criatura não pode realizar uma ação ou uma Ação Bônus.", + "duration": "Até 1 minuto", + "id": 858, + "level": 3, + "locations": [ + { + "page": 321, + "sourcebook": "LDJ24" + } + ], + "material": "Um ovo podre", + "name": "Névoa Fétida", + "range": "27 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "Druida", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você toca em um objeto de pedra de tamanho Médio ou menor ou uma seção de pedra de no máximo 5 pés em qualquer dimensão e a molda em qualquer formato que desejar. Por exemplo, você pode moldar uma grande pedra em uma arma, estátua ou cofre, ou pode fazer uma pequena passagem através de uma parede de 5 pés de espessura. Você também pode moldar uma porta de pedra ou sua moldura para selar a porta. O objeto que você cria pode ter até duas dobradiças e uma trava, mas detalhes mecânicos mais finos não são possíveis.", + "duration": "Instantâneo", + "id": 859, + "level": 4, + "locations": [ + { + "page": 321, + "sourcebook": "LDJ24" + } + ], + "material": "Argila mole", + "name": "Moldar Rochas", + "range": "Toque", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Druida", + "Patrulheiro", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Até que a magia termine, uma criatura disposta que você tocar terá Resistência a dano Contundente, Perfurante e Cortante.", + "duration": "Até 1 hora", + "id": 860, + "level": 4, + "locations": [ + { + "page": 321, + "sourcebook": "LDJ24" + } + ], + "material": "Pó de diamante no valor de 100+ PO, que a magia consome", + "name": "Pele de Pedra", + "range": "Toque", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Druida" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Uma nuvem de tempestade agitada se forma durante a duração, centralizada em um ponto dentro do alcance e se espalhando por um raio de 300 pés. Cada criatura sob a nuvem quando ela aparece deve ter sucesso em um teste de resistência de Constituição ou sofrer 2d6 de dano de Trovão e ter a condição de Surdez durante a duração. No início de cada um dos seus turnos posteriores, a tempestade produz efeitos diferentes, conforme detalhado abaixo. Turno 2. Chuva ácida cai. Cada criatura e objeto sob a nuvem sofre 4d6 de dano de Ácido. Turno 3. Você invoca seis raios da nuvem para atingir seis criaturas ou objetos diferentes abaixo dela. Cada alvo faz um teste de resistência de Destreza, sofrendo 10d6 de dano de Relâmpago em uma falha ou metade do dano em uma bem-sucedida. Turno 4. Chove granizo. Cada criatura sob a nuvem sofre 2d6 de dano de Concussão. Turnos 5–10. Rajadas e chuva congelante atacam a área sob a nuvem. Cada criatura ali sofre 1d6 de dano de Frio. Até que o feitiço termine, a área é Terreno Difícil e Altamente Obscurecido, ataques à distância com armas são impossíveis ali, e ventos fortes sopram pela área.", + "duration": "Até 1 minuto", + "id": 861, + "level": 9, + "locations": [ + { + "page": 321, + "sourcebook": "LDJ24" + } + ], + "name": "Tempestade da Vingança", + "range": "1 milha", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "M" + ], + "concentration": true, + "desc": "Você sugere um curso de atividade — descrito em não mais que 25 palavras — para uma criatura que você possa ver dentro do alcance que possa ouvir e entender você. A sugestão deve soar realizável e não envolver nada que obviamente causaria dano ao alvo ou seus aliados. Por exemplo, você pode dizer: "Pegue a chave do cofre do tesouro do culto e me dê a chave". Ou você pode dizer: "Pare de lutar, deixe esta biblioteca pacificamente e não retorne". O alvo deve ter sucesso em um teste de resistência de Sabedoria ou ter a condição Encantado pela duração ou até que você ou seus aliados causem dano ao alvo. O alvo Encantado segue a sugestão da melhor maneira possível. A atividade sugerida pode continuar por toda a duração, mas se a atividade sugerida puder ser concluída em um tempo menor, a magia termina para o alvo ao completá-la.", + "duration": "Até 8 horas", + "id": 862, + "level": 2, + "locations": [ + { + "page": 321, + "sourcebook": "LDJ24" + } + ], + "material": "Uma gota de mel", + "name": "Sugestão", + "range": "9 metros", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação", + "classes": [ + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você evoca um espírito aberrante. Ele se manifesta em um espaço desocupado que você pode ver dentro do alcance e usa o bloco de estatísticas Aberrant Spirit. Ao lançar o feitiço, escolha Beholderkin, Mind Flayer ou Slaad. A criatura se assemelha a uma Aberração desse tipo, que determina certos detalhes em seu bloco de estatísticas. A criatura desaparece quando chega a 0 Pontos de Vida ou quando o feitiço termina.\n\nA criatura é uma aliada para você e seus aliados. Em combate, ele compartilha sua contagem de Iniciativa, mas realiza seu turno imediatamente após o seu. Ele obedece aos seus comandos verbais (nenhuma ação exigida por você). Se você não emitir nenhum, ele realiza a ação Esquivar e usa seu movimento para evitar o perigo.\n\nAberração média, neutra\n\nCA 11 + o nível da magia\n\nHP 40 + 10 para cada nível de feitiço acima de 4\n\nVelocidade 30 pés; Voar 30 pés (pairar; somente Beholderkin)\n\n Salvar Mod\nFOR 16 +3 +3\nDES 10 +0 +0\nCON 15 +2 +2\n\n Salvar Mod\nINT 16 +3 +3\nSAB 10 +0 +0\nCAR 6 −2 −2\n\nImunidades Psíquicas\n\nSentidos Visão no Escuro 18 metros, Percepção Passiva 10\n\nIdiomas Deep Speech, entende os idiomas que você conhece\n\nCR Nenhum (XP 0; PB é igual ao seu Bônus de Proficiência)\n\nCaracterísticas\n\nRegeneração (somente Slaad). O espírito recupera 5 Pontos de Vida no início do seu turno se tiver pelo menos 1 Ponto de Vida.\n\nAura Sussurrante (somente para Esfoladores de Mentes). No início de cada turno do espírito, o espírito emite energia psiônica se não estiver na condição Incapacitado. Teste de Resistência de Sabedoria: a CD é igual à CD do seu feitiço, cada criatura (exceto você) a até 1,5 metro do espírito. Falha: 2d6 de dano Psíquico.\n\nAções\n\nMultiataque. O espírito realiza um número de ataques igual à metade do nível desta magia (arredondado para baixo).\n\nGarra (somente Slaad). Jogada de Ataque Corpo a Corpo: O bônus é igual ao seu modificador de ataque de feitiço, alcance 1,5 m. Acerto: 1d10 + 3 + o nível do feitiço Dano cortante, e o alvo não pode recuperar Pontos de Vida até o início do próximo turno do espírito.\n\nRaio ocular (somente Beholderkin). Jogada de Ataque à Distância: O bônus é igual ao seu modificador de ataque do feitiço, alcance de 150 pés. Acerto: 1d8 + 3 + o nível do feitiço de dano psíquico.\n\nPsychic Slam (apenas Mind Flayer). Rolagem de Ataque Corpo a Corpo: O bônus é igual ao seu modificador de ataque do feitiço, alcance 1,5 m. Sucesso: 1d8 + 3 + o nível do feitiço de dano psíquico.", + "duration": "Até 1 hora", + "higher_level": "Use o nível do slot de magia para o nível da magia no bloco de estatísticas.", + "id": 863, + "level": 4, + "locations": [ + { + "page": 322, + "sourcebook": "LDJ24" + } + ], + "material": "Um tentáculo em conserva e um globo ocular em um frasco incrustado de platina que vale mais de 400 PO", + "name": "Convocar Aberração", + "range": "27 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Druida", + "Patrulheiro" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você invoca um espírito bestial. Ele se manifesta em um espaço desocupado que você pode ver dentro do alcance e usa o bloco de estatísticas Bestial Spirit. Ao lançar o feitiço, escolha um ambiente: Ar, Terra ou Água. A criatura se assemelha a um animal de sua escolha, nativo do ambiente escolhido, o que determina certos detalhes em seu bloco de estatísticas. A criatura desaparece quando chega a 0 Pontos de Vida ou quando o feitiço termina.\n\nA criatura é uma aliada para você e seus aliados. Em combate, a criatura compartilha sua contagem de Iniciativa, mas realiza seu turno imediatamente após o seu. Ele obedece aos seus comandos verbais (nenhuma ação exigida por você). Se você não emitir nenhum, ele realiza a ação Esquivar e usa seu movimento para evitar o perigo.\n\nBesta Pequena, Neutra\n\nCA 11 + o nível da magia\n\nHP 20 (somente Ar) ou 30 (somente Terra e Água) + 5 para cada nível de magia acima de 2\n\nVelocidade 30 pés; Suba 30 pés (somente terra); Voar 60 pés (somente ar); Nade 30 pés (somente água)\n\n Salvar Mod\nFOR 18 +4 +4\nDES 11 +0 +0\nCON 16 +3 +3\n\n Salvar Mod\nINT 4 –3 –3\nSAB 14 +2 +2\nCAR 5 −3 −3\n\nSentidos Visão no Escuro 18 metros, Percepção Passiva 12\n\nIdiomas entende os idiomas que você conhece\n\nCR Nenhum (XP 0; PB é igual ao seu Bônus de Proficiência)\n\nCaracterísticas\n\nFlyby (somente aéreo). O espírito não provoca Ataques de Oportunidade quando voa para fora do alcance do inimigo.\n\nTáticas de matilha (somente terra e água). O espírito tem Vantagem em uma jogada de ataque contra uma criatura se pelo menos um dos aliados do espírito estiver a até 1,5 metro da criatura e o aliado não tiver a condição Incapacitado.\n\nRespiração na água (somente água). O espírito só pode respirar debaixo d'água.\n\nAções\n\nMultiataque. O espírito realiza um número de ataques Rend igual à metade do nível desta magia (arredondado para baixo).\n\nRenda. Jogada de Ataque Corpo a Corpo: O bônus é igual ao seu modificador de ataque do feitiço, alcance 1,5 m. Acerto: 1d8 + 4 + o nível do feitiço de dano perfurante.", + "duration": "Até 1 hora", + "higher_level": "Use o nível do slot de magia para o nível da magia no bloco de estatísticas.", + "id": 864, + "level": 2, + "locations": [ + { + "page": 322, + "sourcebook": "LDJ24" + } + ], + "material": "Uma pena, um tufo de pelo e uma cauda de peixe dentro de uma bolota dourada que vale mais de 200 po", + "name": "Invocar Besta", + "range": "27 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "Paladino" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você invoca um espírito Celestial. Ele se manifesta em uma forma angelical em um espaço desocupado que você pode ver dentro do alcance e usa o bloco de estatísticas do Espírito Celestial. Ao lançar o feitiço, escolha Vingador ou Defensor. Sua escolha determina certos detalhes em seu bloco de estatísticas. A criatura desaparece quando chega a 0 Pontos de Vida ou quando o feitiço termina.\n\nA criatura é uma aliada para você e seus aliados. Em combate, a criatura compartilha sua contagem de Iniciativa, mas realiza seu turno imediatamente após o seu. Ele obedece aos seus comandos verbais (nenhuma ação exigida por você). Se você não emitir nenhum, ele realiza a ação Esquivar e usa seu movimento para evitar o perigo.\n\nCelestial Grande, Neutro\n\nCA 11 + nível da magia + 2 (somente Defensor)\n\nHP 40 + 10 para cada nível de feitiço acima de 5\n\nVelocidade 30 pés, voo 40 pés.\n\n Salvar Mod\nFOR 16 +3 +3\nDES 14 +2 +2\nCON 16 +3 +3\n\n Salvar Mod\nINT 10 +0 +0\nSAB 14 +2 +2\nCAR 16 +3 +3\n\nResistências Radiantes\n\nImunidades Encantadas, Assustadas\n\nSentidos Visão no Escuro 18 metros, Percepção Passiva 12\n\nIdiomas Celestial, entende os idiomas que você conhece\n\nCR Nenhum (XP 0; PB é igual ao seu Bônus de Proficiência)\n\nAções\n\nMultiataque. O espírito realiza um número de ataques igual à metade do nível desta magia (arredondado para baixo).\n\nArco Radiante (somente Vingador). Jogada de Ataque à Distância: O bônus é igual ao seu modificador de ataque do feitiço, alcance de 600 pés. Acerto: 2d6 + 2 + o nível do feitiço de dano Radiante.\n\nMace Radiante (Somente Defensor). Jogada de Ataque Corpo a Corpo: O bônus é igual ao seu modificador de ataque de feitiço, alcance 1,5 m. Acerto: 1d10 + 3 + o nível do feitiço de dano Radiante, e o espírito pode escolher a si mesmo ou outra criatura que possa ver a até 3 metros do alvo. A criatura escolhida ganha 1d10 Pontos de Vida Temporários.\n\nToque de Cura (1/dia). O espírito toca outra criatura. O alvo recupera Pontos de Vida iguais a 2d8 + o nível da magia.", + "duration": "Até 1 hora", + "higher_level": "Use o nível do slot de magia para o nível da magia no bloco de estatísticas.", + "id": 865, + "level": 5, + "locations": [ + { + "page": 323, + "sourcebook": "LDJ24" + } + ], + "material": "Um relicário que vale mais de 500 PO", + "name": "Invocar Celestial", + "range": "27 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você evoca o espírito de um Construto. Ele se manifesta em um espaço desocupado que você pode ver dentro do alcance e usa o bloco de estatísticas Construct Spirit. Ao lançar o feitiço, escolha um material: Argila, Metal ou Pedra. A criatura se assemelha a uma estátua animada (você determina a aparência) feita do material escolhido, o que determina certos detalhes em seu bloco de estatísticas. A criatura desaparece quando chega a 0 Pontos de Vida ou quando o feitiço termina.\n\nA criatura é uma aliada para você e seus aliados. Em combate, a criatura compartilha sua contagem de Iniciativa, mas realiza seu turno imediatamente após o seu. Ele obedece aos seus comandos verbais (nenhuma ação exigida por você). Se você não emitir nenhum, ele realiza a ação Esquivar e usa seu movimento para evitar o perigo.\n\nConstrução Média, Neutra\n\nCA 13 + o nível da magia\n\nHP 40 + 15 para cada nível de feitiço acima de 4\n\nVelocidade 30 pés.\n\n Salvar Mod\nFOR 18 +4 +4\nDES 10 +0 +0\nCON 18 +4 +4\n\n Salvar Mod\nINT 14 +2 +2\nSAB 11 +0 +0\nCAR 5 −3 −3\n\nVeneno de Resistências\n\nImunidades Encantado, Exaustão, Assustado, Paralisado, Envenenado\n\nSentidos Visão no Escuro 18 metros, Percepção Passiva 10\n\nIdiomas Compreende os idiomas que você conhece\n\nCR Nenhum (XP 0; PB é igual ao seu Bônus de Proficiência)\n\nCaracterísticas\n\nCorpo aquecido (somente metal). Uma criatura que atinja o espírito com um ataque corpo a corpo ou que comece seu turno agarrando o espírito sofre 1d10 de dano de Fogo.\n\nLetargia pedregosa (somente pedra). Quando uma criatura inicia seu turno a até 3 metros do espírito, o espírito pode atacá-la com energia mágica se o espírito puder vê-la. Teste de Resistência de Sabedoria: DC é igual à CD do seu feitiço, o alvo. Falha: Até o início do próximo turno, o alvo não pode realizar Ataques de Oportunidade e sua Velocidade é reduzida pela metade.\n\nAções\n\nMultiataque. O espírito realiza um número de ataques Slam igual à metade do nível desta magia (arredondado para baixo).\n\nBater. Jogada de Ataque Corpo a Corpo: O bônus é igual ao seu modificador de ataque de feitiço, alcance 1,5 m. Acerto: 1d8 + 4 + o nível do feitiço de dano de concussão.\n\nReações\n\nAmarração Berserk (somente argila). Gatilho: O espírito sofre dano de uma criatura. Resposta: O espírito faz um ataque Slam contra aquela criatura, se possível, ou o espírito se move até metade de sua Velocidade em direção àquela criatura sem provocar Ataques de Oportunidade.", + "duration": "Até 1 hora", + "higher_level": "Use o nível do slot de magia para o nível da magia no bloco de estatísticas.", + "id": 866, + "level": 4, + "locations": [ + { + "page": 324, + "sourcebook": "LDJ24" + } + ], + "material": "Um cofre que vale mais de 400 PO", + "name": "Invocar Construto", + "range": "27 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você invoca um espírito de dragão. Ele se manifesta em um espaço desocupado que você pode ver dentro do alcance e usa o bloco de estatísticas Espírito Dracônico. A criatura desaparece quando chega a 0 Pontos de Vida ou quando o feitiço termina.\n\nA criatura é uma aliada para você e seus aliados. Em combate, a criatura compartilha sua contagem de Iniciativa, mas realiza seu turno imediatamente após o seu. Ele obedece aos seus comandos verbais (nenhuma ação exigida por você). Se você não emitir nenhum, ele realiza a ação Esquivar e usa seu movimento para evitar o perigo.\n\nDragão Grande, Neutro\n\nCA 14 + o nível da magia\n\nHP 50 + 10 para cada nível de magia acima de 5\n\nVelocidade 30 pés, voo 60 pés, natação 30 pés.\n\n Salvar Mod\nFOR 19 +4 +4\nDES 14 +2 +2\nCON 17 +3 +3\n\n Salvar Mod\nINT 10 +0 +0\nSAB 14 +2 +2\nCAR 14 +2 +2\n\nResistências Ácido, Frio, Fogo, Raio, Veneno\n\nImunidades Encantado, Assustado, Envenenado\n\nSentidos Visão Cega 30 pés, Visão no Escuro 60 pés, Percepção Passiva 12\n\nIdiomas Dracônico, entende os idiomas que você conhece\n\nCR Nenhum (XP 0; PB é igual ao seu Bônus de Proficiência)\n\nCaracterísticas\n\nResistências Compartilhadas. Ao invocar o espírito, escolha uma de suas Resistências. Você tem Resistência ao tipo de dano escolhido até o feitiço terminar.\n\nAções\n\nMultiataque. O espírito realiza um número de ataques Rend igual à metade do nível do feitiço (arredondado para baixo) e usa Sopro.\n\nRenda. Ataque Corpo a Corpo: O bônus é igual ao seu modificador de ataque mágico, alcance 3 metros. Sucesso: 1d6 + 4 + o nível do feitiço Dano perfurante.\n\nArma de Sopro.Teste de Resistência de Destreza: CD é igual ao CD de salvamento de feitiço, cada criatura em um Cone de 9 metros. Falha: 2d6 de dano de um tipo ao qual este espírito tem Resistência (sua escolha ao lançar a magia). Sucesso: Metade do dano.", + "duration": "Até 1 hora", + "higher_level": "Use o nível do slot de magia para o nível da magia no bloco de estatísticas.", + "id": 867, + "level": 5, + "locations": [ + { + "page": 324, + "sourcebook": "LDJ24" + } + ], + "material": "Um objeto com a imagem de um dragão gravada que vale mais de 500 PO", + "name": "Taumaturgia", + "range": "18 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Druida", + "Patrulheiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você invoca um espírito Elemental. Ele se manifesta em um espaço desocupado que você pode ver dentro do alcance e usa o bloco de estatísticas Elemental Spirit. Ao lançar o feitiço, escolha um elemento: Ar, Terra, Fogo ou Água. A criatura se assemelha a uma forma bípede envolta no elemento escolhido, o que determina certos detalhes em seu bloco de estatísticas. A criatura desaparece quando chega a 0 Pontos de Vida ou quando o feitiço termina.\n\nA criatura é uma aliada para você e seus aliados. Em combate, a criatura compartilha sua contagem de Iniciativa, mas realiza seu turno imediatamente após o seu. Ele obedece aos seus comandos verbais (nenhuma ação exigida por você). Se você não emitir nenhum, ele realiza a ação Esquivar e usa seu movimento para evitar o perigo.\n\nElemental Médio, Neutro\n\nCA 11 + o nível da magia\n\nHP 50 + 10 para cada nível de feitiço acima de 4\n\nVelocidade 40 pés; Toca 40 pés (apenas Terra); Voar 40 pés (pairar; somente ar); Nade 40 pés (somente água)\n\n Salvar Mod\nFOR 18 +4 +4\nDES 15 +2 +2\nCON 17 +3 +3\n\n Salvar Mod\nINT 4 –3 –3\nSAB 10 +0 +0\nCAR 16 +3 +3\n\nResistências Ácida (somente Água), Relâmpago e Trovão (somente Ar), Perfurante e Cortante (somente Terra)\n\nImunidades Fogo (somente Fogo), Veneno; Exaustão, Paralisado, Petrificado, Envenenado\n\nSentidos Visão no Escuro 18 metros, Percepção Passiva 10\n\nIdiomas Primordiais, entende os idiomas que você conhece\n\nCR Nenhum (XP 0; PB é igual ao seu Bônus de Proficiência)\n\nCaracterísticas\n\nForma amorfa (somente ar, fogo e água). O espírito pode se mover através de um espaço tão estreito quanto 1 polegada de largura sem contar como Terreno Difícil.\n\nAções\n\nMultiataque. O espírito realiza um número de ataques Slam igual à metade do nível desta magia (arredondado para baixo).\n\nBater. Rolagem de Ataque Corpo a Corpo: O bônus é igual ao seu modificador de ataque de feitiço, alcance 1,5 m. Acerto: 1d10 + 4 + o nível do feitiço de dano de Concussão (somente Terra), Gelo (somente Água), Raio (somente Ar) ou Fogo (somente Fogo).", + "duration": "Até 1 hora", + "higher_level": "Use o nível do slot de magia para o nível da magia no bloco de estatísticas.", + "id": 868, + "level": 4, + "locations": [ + { + "page": 325, + "sourcebook": "LDJ24" + } + ], + "material": "Ar, uma pedra, cinzas e água dentro de um frasco incrustado de ouro que vale mais de 400 po", + "name": "Invocar Elemental", + "range": "27 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Druida", + "Patrulheiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você invoca um espírito Fey. Ele se manifesta em um espaço desocupado que você pode ver dentro do alcance e usa o bloco de estatísticas Fey Spirit. Ao lançar o feitiço, escolha um clima: Fumegante, Alegre ou Traiçoeiro. A criatura se assemelha a uma criatura Fey de sua escolha, marcada pelo humor escolhido, que determina certos detalhes em seu bloco de estatísticas. A criatura desaparece quando chega a 0 Pontos de Vida ou quando o feitiço termina.\n\nA criatura é uma aliada para você e seus aliados. Em combate, a criatura compartilha sua contagem de Iniciativa, mas realiza seu turno imediatamente após o seu. Ele obedece aos seus comandos verbais (nenhuma ação exigida por você). Se você não emitir nenhum, ele realiza a ação Esquivar e usa seu movimento para evitar o perigo.\n\nFey Pequeno, Neutro\n\nCA 12 + nível da magia\n\nHP 30 + 10 para cada nível de magia acima de 3\n\nVelocidade 30 pés, voo 30 pés.\n\n Salvar Mod\nFOR 13 +1 +1\nDES 16 +3 +3\nCON 14 +2 +2\n\n Salvar Mod\nINT 14 +2 +2\nSAB 11 +0 +0\nCAR 16 +3 +3\n\nImunidades Encantadas\n\nSentidos Visão no Escuro 18 metros, Percepção Passiva 10\n\nIdiomas Sylvan, entende os idiomas que você conhece\n\nCR Nenhum (XP 0; PB é igual ao seu Bônus de Proficiência)\n\nAções\n\nMultiataque. O espírito realiza um número de ataques com Lâmina Feérica igual à metade do nível desta magia (arredondado para baixo).\n\nLâmina Feérica. Jogada de Ataque Corpo a Corpo: O bônus é igual ao seu modificador de ataque do feitiço, alcance 1,5 m. Sucesso: 2d6 + 3 + o nível do feitiço de dano de Força.\n\nAções bônus\n\nPasso Fey. O espírito se teletransporta magicamente até 9 metros para um espaço desocupado que possa ver. Então ocorre um dos seguintes efeitos, com base no humor escolhido pelo espírito:\n\nFumegante. O espírito tem Vantagem na próxima jogada de ataque que realizar antes do final deste turno.\n\nAlegre. Teste de Resistência de Sabedoria: CD é igual ao seu CD de salvamento de feitiço, uma criatura que o espírito pode ver a até 3 metros de si mesmo. Falha: O alvo fica encantado por você e pelo espírito por 1 minuto ou até que o alvo sofra algum dano.\n\nComplicado. O espírito preenche um cubo de 3 metros a até 1,5 metro dele com Escuridão mágica, que dura até o final do próximo turno.", + "duration": "Até 1 hora", + "higher_level": "Use o nível do slot de magia para o nível da magia no bloco de estatísticas.", + "id": 869, + "level": 3, + "locations": [ + { + "page": 326, + "sourcebook": "LDJ24" + } + ], + "material": "Uma flor dourada que vale mais de 300 PO", + "name": "Invocar Fey", + "range": "27 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você evoca um espírito diabólico. Ele se manifesta em um espaço desocupado que você pode ver dentro do alcance e usa o bloco de estatísticas Fiendish Spirit. Ao lançar o feitiço, escolha Demônio, Diabo ou Yugoloth. A criatura se assemelha a um Demônio do tipo escolhido, o que determina certos detalhes em seu bloco de estatísticas. A criatura desaparece quando chega a 0 Pontos de Vida ou quando o feitiço termina.\n\nA criatura é uma aliada para você e seus aliados. Em combate, a criatura compartilha sua contagem de Iniciativa, mas realiza seu turno imediatamente após o seu. Ele obedece aos seus comandos verbais (nenhuma ação exigida por você). Se você não emitir nenhum, ele realiza a ação Esquivar e usa seu movimento para evitar o perigo.\n\nDemônio Grande, Neutro\n\nCA 12 + nível da magia\n\nHP 50 (somente Demônio) ou 40 (somente Diabo) ou 60 (somente Yugoloth) + 15 para cada nível de magia acima de 6\n\nVelocidade 40 pés; Suba 40 pés (apenas Demônio); Voe 60 pés (apenas Diabo)\n\n Salvar Mod\nFOR 13 +1 +1\nDES 16 +3 +3\nCON 15 +2 +2\n\n Salvar Mod\nINT 10 +0 +0\nSAB 10 +0 +0\nCAR 16 +3 +3\n\nResistências Fogo\n\nVeneno de Imunidades; Envenenado\n\nSentidos Visão no Escuro 18 metros, Percepção Passiva 10\n\nIdiomas Abissal, Infernal, Telepatia 18 m.\n\nCR Nenhum (XP 0; PB é igual ao seu Bônus de Proficiência)\n\nCaracterísticas\n\nAgonizantes da Morte (Somente Demônios). Quando o espírito cai para 0 Pontos de Vida ou o feitiço termina, o espírito explode. Teste de Resistência de Destreza: A CD é igual à CD do seu feitiço, cada criatura em uma Emanação de 3 metros originada do espírito. Falha: 2d10 mais o nível de dano de Fogo desta magia. Sucesso: Metade do dano.\n\nVisão do Diabo (Somente Diabo). A Escuridão Mágica não impede a Visão no Escuro do espírito.\n\nResistência Mágica. O espírito tem Vantagem em testes de resistência contra magias e outros efeitos mágicos.\n\nAções\n\nMultiataque. O espírito realiza um número de ataques igual à metade do nível desta magia (arredondado para baixo).\n\nMordida (somente demônio). Rolagem de Ataque Corpo a Corpo: O bônus é igual ao seu modificador de ataque do feitiço, alcance 1,5 m. Acerto: 1d12 + 3 + o nível do feitiço de dano necrótico.\n\nGarras (somente Yugoloth). Rolagem de Ataque Corpo a Corpo: O bônus é igual ao seu modificador de ataque de feitiço, alcance 1,5 m. Sucesso: 1d8 + 3 + o nível do feitiço de dano cortante. Imediatamente após o ataque acertar ou errar, o espírito pode se teletransportar até 9 metros para um espaço desocupado que possa ver.\n\nGolpe de Fogo (Somente Diabo). Jogada de Ataque Corpo a Corpo ou à Distância: O bônus é igual ao seu modificador de ataque de feitiço, alcance 1,5 m ou alcance de 45 m. Sucesso: 2d6 + 3 + o nível de dano de Fogo do feitiço.", + "duration": "Até 1 hora", + "higher_level": "Use o nível do slot de magia para o nível da magia no bloco de estatísticas.", + "id": 870, + "level": 6, + "locations": [ + { + "page": 326, + "sourcebook": "LDJ24" + } + ], + "material": "Um frasco sangrento que vale mais de 600 PO", + "name": "Invocar Demônio", + "range": "27 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você invoca um espírito morto-vivo. Ele se manifesta em um espaço desocupado que você pode ver dentro do alcance e usa o bloco de estatísticas Undead Spirit. Ao lançar o feitiço, escolha a forma da criatura: Fantasmagórica, Pútrida ou Esquelética. O espírito se assemelha a uma criatura morta-viva com a forma escolhida, o que determina certos detalhes em seu bloco de estatísticas. A criatura desaparece quando chega a 0 Pontos de Vida ou quando o feitiço termina.\n\nA criatura é uma aliada para você e seus aliados. Em combate, a criatura compartilha sua contagem de Iniciativa, mas realiza seu turno imediatamente após o seu. Ele obedece aos seus comandos verbais (nenhuma ação exigida por você). Se você não emitir nenhum, ele realiza a ação Esquivar e usa seu movimento para evitar o perigo.\n\nMorto-vivo Médio, Neutro\n\nCA 11 + o nível da magia\n\nHP 30 (apenas Fantasmagórico e Pútrido) ou 20 (apenas Esquelético) + 10 para cada nível de magia acima de 3\n\nVelocidade 30 pés; Voar 40 pés (pairar; apenas fantasmagórico)\n\n Salvar Mod\nFOR 12 +1 +1\nDES 16 +3 +3\nCON 15 +2 +2\n\n Salvar Mod\nINT 4 −3 −3\nSAB 10 +0 +0\nACR 9 −1 −1\n\nImunidades Necróticas, Venenosas; Exaustão, assustado, paralisado, envenenado\n\nSentidos Visão no Escuro 18 metros, Percepção Passiva 10\n\nIdiomas Compreende os idiomas que você conhece\n\nCR Nenhum (XP 0; PB é igual ao seu Bônus de Proficiência)\n\nCaracterísticas\n\nAura Purulenta (somente Pútrida). Teste de Resistência de Constituição: A CD é igual à CD do seu feitiço, qualquer criatura (exceto você) que comece seu turno dentro de uma Emanação de 1,5 metro originada do espírito. Falha: A criatura fica com a condição Envenenada até o início do próximo turno.\n\nPassagem Incorpórea (Somente Fantasmagórica). O espírito pode se mover através de outras criaturas e objetos como se fossem terrenos difíceis. Se ele terminar seu turno dentro de um objeto, ele será desviado para o espaço desocupado mais próximo e sofrerá 1d10 de dano de Força para cada 1,5 metro percorrido.\n\nAções\n\nMultiataque. O espírito realiza um número de ataques igual à metade do nível desta magia (arredondado para baixo).\n\nToque mortal (somente fantasmagórico). Jogada de Ataque Corpo a Corpo: O bônus é igual ao seu modificador de ataque do feitiço, alcance 1,5 m. Sucesso: 1d8 + 3 + o nível do feitiço de dano necrótico, e o alvo fica com a condição Assustado até o final do próximo turno.\n\nGrave Bolt (somente esquelético). Jogada de Ataque à Distância: O bônus é igual ao seu modificador de ataque do feitiço, alcance de 150 pés. Sucesso: 2d4 + 3 + o nível do feitiço de dano necrótico.\n\nGarra Apodrecida (apenas Pútrido). Rolagem de Ataque Corpo a Corpo: O bônus é igual ao seu modificador de ataque de feitiço, alcance 1,5 m. Sucesso: 1d6 + 3 + o nível do feitiço de dano cortante. Se o alvo tiver a condição Envenenado, ele ficará paralisado até o final do próximo turno.", + "duration": "Até 1 hora", + "higher_level": "Use o nível do slot de magia para o nível da magia no bloco de estatísticas.", + "id": 871, + "level": 3, + "locations": [ + { + "page": 328, + "sourcebook": "LDJ24" + } + ], + "material": "Uma caveira dourada que vale mais de 300 PO", + "name": "Invocar Mortos-Vivos", + "range": "27 metros", + "ruleset": "2024", + "school": "Necromancia" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "Druida", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você lança um raio de sol em uma Linha de 5 pés de largura e 60 pés de comprimento. Cada criatura na Linha faz um teste de resistência de Constituição. Em uma falha, uma criatura sofre 6d8 de dano Radiante e tem a condição Cego até o início do seu próximo turno. Em uma defesa bem-sucedida, ela sofre apenas metade do dano. Até que a magia termine, você pode realizar uma ação de Magia para criar uma nova Linha de radiância. Durante a duração, um cisco de radiância brilhante brilha acima de você. Ele emite Luz Brilhante em um raio de 30 pés e Luz Fraca por mais 30 pés. Essa luz é a luz do sol.", + "duration": "Até 1 minuto", + "id": 872, + "level": 6, + "locations": [ + { + "page": 329, + "sourcebook": "LDJ24" + } + ], + "material": "Uma lupa", + "name": "Raio Solar", + "range": "Pessoal", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "Druida", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "A luz do sol brilhante brilha em uma Esfera de 60 pés de raio centrada em um ponto que você escolher dentro do alcance. Cada criatura na Esfera faz um teste de resistência de Constituição. Em um teste falho, uma criatura sofre 12d6 de dano Radiante e tem a condição Cego por 1 minuto. Em um teste bem-sucedido, ela sofre apenas metade do dano. Uma criatura Cega por esta magia faz outro teste de resistência de Constituição no final de cada um de seus turnos, encerrando o efeito sobre si mesma em um sucesso. Esta magia dissipa a Escuridão em sua área que foi criada por qualquer magia.", + "duration": "Instantâneo", + "id": 873, + "level": 8, + "locations": [ + { + "page": 329, + "sourcebook": "LDJ24" + } + ], + "material": "Um pedaço de pedra do sol", + "name": "Explosão Solar", + "range": "45 metros", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação bônus", + "classes": [ + "Patrulheiro" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Quando você conjura a magia e como uma Ação Bônus até que ela termine, você pode fazer dois ataques com uma arma que dispara Flechas ou Virotes, como um Arco Longo ou uma Besta Leve. A magia cria magicamente a munição necessária para cada ataque. Cada Flecha ou Virote criado pela magia causa dano como uma munição não mágica de seu tipo e se desintegra imediatamente após acertar ou errar.", + "duration": "Até 1 minuto", + "id": 874, + "level": 5, + "locations": [ + { + "page": 329, + "sourcebook": "LDJ24" + } + ], + "material": "Uma aljava que vale 1+ PO", + "name": "Aljava Veloz", + "range": "Pessoal", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "1 minuto", + "classes": [ + "Bardo", + "Clérigo", + "Druida", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você inscreve um glifo nocivo em uma superfície (como uma parte do chão ou parede) ou dentro de um objeto que pode ser fechado (como um livro ou baú). O glifo pode cobrir uma área não maior que 10 pés de diâmetro. Se você escolher um objeto, ele deve permanecer no lugar; se for movido mais de 10 pés de onde você conjurou esta magia, o glifo é quebrado e a magia termina sem ser acionada. O glifo é quase imperceptível e requer um teste bem-sucedido de Sabedoria (Percepção) contra sua CD de resistência à magia para ser notado. Quando você inscreve o glifo, você define seu gatilho e escolhe qual efeito o símbolo carrega: Morte, Discórdia, Medo, Dor, Sono ou Atordoamento. Cada um é explicado abaixo. Defina o Gatilho. Você decide o que aciona o glifo quando você conjura a magia. Para glifos inscritos em uma superfície, gatilhos comuns incluem tocar ou pisar no glifo, remover outro objeto que o cobre ou se aproximar a uma certa distância dele. Para glifos inscritos em um objeto, gatilhos comuns incluem abrir o objeto ou ver o glifo. Você pode refinar o gatilho para que apenas criaturas de certos tipos o ativem (por exemplo, o glifo pode ser definido para afetar Aberrações). Você também pode definir condições para criaturas que não acionam o glifo, como aquelas que dizem uma determinada senha. Uma vez acionado, o glifo brilha, preenchendo uma Esfera de 60 pés de raio com Luz Fraca por 10 minutos, após o qual a magia termina. Cada criatura na Esfera quando o glifo é ativado é alvo de seu efeito, assim como uma criatura que entra na Esfera pela primeira vez em um turno ou termina seu turno lá. Uma criatura é alvo apenas uma vez por turno. Morte. Cada alvo faz um teste de resistência de Constituição, sofrendo 10d10 de dano Necrótico em uma falha ou metade do dano em uma falha bem-sucedida. Discórdia. Cada alvo faz um teste de resistência de Sabedoria. Em uma falha, um alvo discute com outras criaturas por 1 minuto. Durante esse tempo, ele é incapaz de comunicação significativa e tem Desvantagem em jogadas de ataque e testes de habilidade. Medo. Cada alvo deve ter sucesso em um teste de resistência de Sabedoria ou ter a condição Assustado por 1 minuto. Enquanto Assustado, o alvo deve se mover pelo menos 30 pés para longe do glifo em cada um de seus turnos, se possível. Dor. Cada alvo deve ter sucesso em um teste de resistência de Constituição ou ter a condição Incapacitado por 1 minuto. Sono. Cada alvo deve ter sucesso em um teste de resistência de Sabedoria ou ter a condição Inconsciente por 10 minutos. Uma criatura desperta se receber dano ou se alguém fizer uma ação para sacudi-la para acordá-la. Atordoamento. Cada alvo deve ter sucesso em um teste de resistência de Sabedoria ou ter a condição Atordoado por 1 minuto.", + "duration": "Até que seja dissipado ou acionado", + "id": 875, + "level": 7, + "locations": [ + { + "page": 329, + "sourcebook": "LDJ24" + } + ], + "material": "Diamante em pó que vale mais de 1.000 PO, que a magia consome", + "name": "Símbolo", + "range": "Toque", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Você faz com que energia psíquica irrompa em um ponto dentro do alcance. Cada criatura em uma Esfera de 20 pés de raio centrada naquele ponto faz um teste de resistência de Inteligência, sofrendo 8d6 de dano Psíquico em um teste falho ou metade do dano em um teste bem-sucedido. Em um teste falho, um alvo também tem pensamentos confusos por 1 minuto. Durante esse tempo, ele subtrai 1d6 de todas as suas jogadas de ataque e testes de habilidade, bem como quaisquer testes de resistência de Constituição para manter a Concentração. O alvo faz um teste de resistência de Inteligência no final de cada um de seus turnos, encerrando o efeito sobre si mesmo em um sucesso.", + "duration": "Instantâneo", + "id": 876, + "level": 5, + "locations": [ + { + "page": 330, + "sourcebook": "LDJ24" + } + ], + "name": "Estática Sináptica", + "range": "36 metros", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação", + "classes": [ + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você conjura um caldeirão com pés de garra cheio de líquido borbulhante. O caldeirão aparece em um espaço desocupado no chão a 5 pés de você e dura pela duração. O caldeirão não pode ser movido e desaparece quando a magia termina, junto com o líquido borbulhante dentro dele. O líquido no caldeirão duplica as propriedades de uma poção Comum ou Incomum de sua escolha (como uma Poção de Cura). Como uma Ação Bônus, você ou um aliado pode alcançar o caldeirão e retirar uma poção daquele tipo. A poção está contida em um frasco que desaparece quando a poção é consumida. O caldeirão pode produzir um número dessas poções igual ao seu modificador de habilidade de conjuração (mínimo 1). Quando a última dessas poções é retirada do caldeirão, o caldeirão desaparece e a magia termina. Poções obtidas do caldeirão que não são consumidas desaparecem quando você conjura esta magia novamente.", + "duration": "10 minutos", + "id": 877, + "level": 6, + "locations": [ + { + "page": 330, + "sourcebook": "LDJ24" + } + ], + "material": "Uma concha dourada que vale mais de 500 PO", + "name": "Metamorfose Verdadeira", + "range": "1,5 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Uma criatura de sua escolha que você possa ver dentro do alcance faz um teste de resistência de Sabedoria. Em um teste falho, ela tem as condições Prone e Incapacitated pela duração. Durante esse tempo, ela ri incontrolavelmente se for capaz de rir, e não pode terminar a condição Prone em si mesma. No final de cada um de seus turnos e cada vez que receber dano, ela faz outro teste de resistência de Sabedoria. O alvo tem Advantage no teste se o teste for acionado por dano. Em um teste bem-sucedido, a magia termina.", + "duration": "Até 1 minuto", + "higher_level": "Você pode escolher uma criatura adicional para cada nível de magia aproximadamente 1.", + "id": 878, + "level": 1, + "locations": [ + { + "page": 331, + "sourcebook": "LDJ24" + } + ], + "material": "Uma torta e uma pena", + "name": "Riso Histérico de Tasha", + "range": "9 metros", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Você ganha a habilidade de mover ou manipular criaturas ou objetos pelo pensamento. Quando você conjura a magia e como uma ação de Magia em seus turnos posteriores antes que a magia termine, você pode exercer sua vontade em uma criatura ou objeto que você pode ver dentro do alcance, causando o efeito apropriado abaixo. Você pode afetar o mesmo alvo rodada após rodada ou escolher um novo a qualquer momento. Se você trocar de alvo, o alvo anterior não será mais afetado pela magia. Criatura. Você pode tentar mover uma criatura Enorme ou menor. O alvo deve ser bem-sucedido em um teste de resistência de Força, ou você o move até 30 pés em qualquer direção dentro do alcance da magia. Até o final do seu próximo turno, a criatura tem a condição Restrito, e se você levantá-la no ar, ela fica suspensa lá. Ela cai no final do seu próximo turno, a menos que você use esta opção nela novamente e ela falhe no teste de resistência. Objeto. Você pode tentar mover um objeto Enorme ou menor. Se o objeto não estiver sendo usado ou carregado, você o move automaticamente até 30 pés em qualquer direção dentro do alcance da magia. Se o objeto for usado ou carregado por uma criatura, essa criatura deve ter sucesso em um teste de resistência de Força, ou você puxa o objeto para longe e o move até 30 pés em qualquer direção dentro do alcance da magia. Você pode exercer controle fino sobre objetos com sua empunhadura telecinética, como manipular uma ferramenta simples, abrir uma porta ou um recipiente, guardar ou recuperar um item de um recipiente aberto ou despejar o conteúdo de um frasco.", + "duration": "Até 10 minutos", + "id": 879, + "level": 5, + "locations": [ + { + "page": 331, + "sourcebook": "LDJ24" + } + ], + "name": "Telecinésia", + "range": "18 metros", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você cria um elo telepático entre você e uma criatura disposta com a qual você está familiarizado. A criatura pode estar em qualquer lugar no mesmo plano de existência que você. A magia termina se você ou o alvo não estiverem mais no mesmo plano. Até que a magia termine, você e o alvo podem compartilhar instantaneamente palavras, imagens, sons e outras mensagens sensoriais entre si através do elo, e o alvo reconhece você como a criatura com a qual está se comunicando. A magia permite que uma criatura entenda o significado de suas palavras e quaisquer mensagens sensoriais que você enviar a ela.", + "duration": "24 horas", + "id": 880, + "level": 8, + "locations": [ + { + "page": 331, + "sourcebook": "LDJ24" + } + ], + "material": "Um par de anéis de prata interligados", + "name": "Telepatia", + "range": "Ilimitado", + "ruleset": "2024", + "school": "Adivinhação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Mago" + ], + "components": [ + "V" + ], + "desc": "Esta magia transporta instantaneamente você e até oito criaturas dispostas que você pode ver dentro do alcance, ou um único objeto que você pode ver dentro do alcance, para um destino que você selecionar. Se você mirar em um objeto, ele deve ser Grande ou menor, e não pode ser segurado ou carregado por uma criatura relutante. O destino que você escolher deve ser conhecido por você, e deve estar no mesmo plano de existência que você. Sua familiaridade com o destino determina se você chegará lá com sucesso. O Mestre rola 1d100 e consulta a tabela Resultado do Teletransporte e as explicações depois dela. Familiaridade Acidente Área semelhante Fora do alvo No alvo Círculo permanente — — — 01–00 Objeto vinculado — — — 01–00 Muito familiar 01–05 06–13 14–24 25–00 Visto casualmente 01–33 34–43 44–53 54–00 Visto uma vez ou descrito 01–43 44–53 54–73 74–00 Destino falso 01–50 51–00 — — Familiaridade. Aqui estão os significados dos termos na coluna Familiaridade da tabela:\n\n\u2022“Círculo Permanente” significa um círculo de teletransporte permanente cuja sequência de sigilos você conhece.\n\u2022“Objeto vinculado” significa que você possui um objeto retirado do destino desejado nos últimos seis meses, como um livro da biblioteca de um mago.\n\u2022“Muito familiar” é um lugar que você visitou com frequência, um lugar que você estudou cuidadosamente ou um lugar que você pode ver ao lançar o feitiço.\n\u2022“Visto casualmente” é um lugar que você já viu mais de uma vez, mas com o qual não está muito familiarizado.\n\u2022“Visualizado uma vez ou descrito” é um lugar que você viu uma vez, possivelmente usando magia, ou um lugar que você conhece através da descrição de outra pessoa, talvez de um mapa.\n\u2022“Falso destino” é um lugar que não existe. Talvez você tenha tentado visualizar o santuário de um inimigo, mas em vez disso viu uma ilusão, ou está tentando se teletransportar para um local que não existe mais.Acidente. A magia imprevisível da magia resulta em uma jornada difícil. Cada criatura teletransportada (ou o objeto alvo) recebe 3d10 de dano de Força, e o Mestre rola novamente na tabela para ver onde você vai parar (vários acidentes podem ocorrer, causando dano a cada vez). Área semelhante. Você e seu grupo (ou o objeto alvo) aparecem em uma área diferente que é visualmente ou tematicamente similar à área alvo. Você aparece no lugar similar mais próximo. Se você estiver indo para seu laboratório, por exemplo, você pode aparecer no laboratório de outra pessoa na mesma cidade. Fora do Alvo. Você e seu grupo (ou o objeto alvo) aparecem a 2d12 milhas de distância do destino em uma direção aleatória. Role 1d8 para a direção: 1, leste; 2, sudeste; 3, sul; 4, sudoeste; 5, oeste; 6, noroeste; 7, norte; ou 8, nordeste. No Alvo. Você e seu grupo (ou o objeto alvo) aparecem onde você pretendia.", + "duration": "Instantâneo", + "id": 881, + "level": 7, + "locations": [ + { + "page": 331, + "sourcebook": "LDJ24" + } + ], + "name": "Teletransporte", + "range": "3 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "1 minuto", + "classes": [ + "Bardo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "M" + ], + "desc": "Ao conjurar a magia, você desenha um círculo de 5 pés de raio no chão inscrito com sigilos que ligam sua localização a um círculo de teletransporte permanente de sua escolha cuja sequência de sigilos você conhece e que está no mesmo plano de existência que você. Um portal brilhante se abre dentro do círculo que você desenhou e permanece aberto até o final do seu próximo turno. Qualquer criatura que entre no portal aparece instantaneamente a 5 pés do círculo de destino ou no espaço desocupado mais próximo se esse espaço estiver ocupado. Muitos templos principais, guildhalls e outros lugares importantes têm círculos de teletransporte permanentes. Cada círculo inclui uma sequência de sigilos única — uma sequência de runas organizadas em um padrão particular. Quando você ganha a habilidade de conjurar esta magia pela primeira vez, você aprende as sequências de sigilos para dois destinos no Plano Material, determinados pelo Mestre. Você pode aprender sequências de sigilos adicionais durante suas aventuras. Você pode memorizar uma nova sequência de sigilos após estudá-la por 1 minuto. Você pode criar um círculo de teletransporte permanente conjurando esta magia no mesmo local todos os dias por 365 dias.", + "duration": "1 rodada", + "id": 882, + "level": 5, + "locations": [ + { + "page": 332, + "sourcebook": "LDJ24" + } + ], + "material": "Tintas raras que valem mais de 50 PO, que a magia consome", + "name": "Círculo de Teletransporte", + "range": "3 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação ou Ritual", + "classes": [ + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Esta magia cria um plano de força circular e horizontal, com 3 pés de diâmetro e 1 polegada de espessura, que flutua 3 pés acima do solo em um espaço desocupado de sua escolha que você pode ver dentro do alcance. O disco permanece durante a duração e pode suportar até 500 libras. Se mais peso for colocado nele, a magia termina, e tudo no disco cai no chão. O disco fica imóvel enquanto você estiver a 20 pés dele. Se você se mover mais de 20 pés de distância dele, o disco o segue para que ele permaneça a 20 pés de você. Ele pode se mover por terrenos irregulares, subir ou descer escadas, declives e coisas do tipo, mas não pode cruzar uma mudança de elevação de 10 pés ou mais. Por exemplo, o disco não pode se mover por um poço de 10 pés de profundidade, nem poderia deixar tal poço se fosse criado no fundo. Se você se mover mais de 100 pés do disco (normalmente porque ele não pode se mover em torno de um obstáculo para segui-lo), a magia termina.", + "duration": "1 hora", + "id": 883, + "level": 1, + "locations": [ + { + "page": 332, + "sourcebook": "LDJ24" + } + ], + "material": "Uma gota de mercúrio", + "name": "Disco Flutuante de Tenser", + "range": "9 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo" + ], + "components": [ + "V" + ], + "desc": "Você manifesta uma pequena maravilha dentro do alcance. Você cria um dos efeitos abaixo dentro do alcance. Se você conjurar esta magia várias vezes, você pode ter até três de seus efeitos de 1 minuto ativos por vez. Olhos Alterados. Você altera a aparência dos seus olhos por 1 minuto. Voz Estrondosa. Sua voz estrondosa até três vezes mais alta que o normal por 1 minuto. Durante a duração, você tem Vantagem em testes de Carisma (Intimidação). Jogo de Fogo. Você faz com que as chamas pisquem, clareiem, diminuam ou mudem de cor por 1 minuto. Mão Invisível. Você instantaneamente faz com que uma porta ou janela destrancada se abra ou feche com força. Som Fantasma. Você cria um som instantâneo que se origina de um ponto de sua escolha dentro do alcance, como um estrondo de trovão, o grito de um corvo ou sussurros ameaçadores. Tremores. Você causa tremores inofensivos no chão por 1 minuto.", + "duration": "Até 1 minuto", + "id": 884, + "level": 0, + "locations": [ + { + "page": 333, + "sourcebook": "LDJ24" + } + ], + "name": "Taumaturgia", + "range": "9 metros", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Druida" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você cria um chicote parecido com uma videira coberto de espinhos que chicoteia ao seu comando em direção a uma criatura no alcance. Faça um ataque de magia corpo a corpo contra o alvo. Em um acerto, o alvo recebe 1d6 de dano perfurante e, se for grande ou menor, você pode puxá-lo até 10 pés mais perto de você.", + "duration": "Instantâneo", + "higher_level": "O dano aumenta em 1d6 quando você atinge os níveis 5 (2d6), 11 (3d6) e 17 (4d6).", + "id": 885, + "level": 0, + "locations": [ + { + "page": 333, + "sourcebook": "LDJ24" + } + ], + "material": "O caule de uma planta espinhosa", + "name": "Chicote de Espinhos", + "range": "9 metros", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Druida", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "S" + ], + "desc": "Cada criatura em uma Emanação de 5 pés originária de você deve ter sucesso em um teste de resistência de Constituição ou sofrer 1d6 de dano de Trovão. O som estrondoso da magia pode ser ouvido a até 100 pés de distância.", + "duration": "Instantâneo", + "higher_level": "O dano aumenta em 1d6 quando você atinge os níveis 5 (2d6), 11 (3d6) e 17 (4d6).", + "id": 886, + "level": 0, + "locations": [ + { + "page": 333, + "sourcebook": "LDJ24" + } + ], + "name": "Golpe Trovejante", + "range": "Pessoal", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação bônus, que você realiza imediatamente após atingir um alvo com uma arma corpo a corpo ou um ataque desarmado", + "classes": [ + "Paladino" + ], + "components": [ + "V" + ], + "desc": "Seu golpe ressoa com um trovão que é audível a até 300 pés de você, e o alvo recebe 2d6 de dano de Trovão extra do ataque. Além disso, se o alvo for uma criatura, ele deve ter sucesso em um teste de resistência de Força ou será empurrado 10 pés para longe de você e terá a condição Prone.", + "duration": "Instantâneo", + "higher_level": "O dano aumenta em 1d6 para cada nível de magia acima de 1.", + "id": 887, + "level": 1, + "locations": [ + { + "page": 334, + "sourcebook": "LDJ24" + } + ], + "name": "Destruição Trovejante", + "range": "Pessoal", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Druida", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Você libera uma onda de energia estrondosa. Cada criatura em um Cubo de 15 pés originário de você faz um teste de resistência de Constituição. Em uma falha, uma criatura sofre 2d8 de dano de Trovão e é empurrada 10 pés para longe de você. Em uma defesa bem-sucedida, uma criatura sofre apenas metade do dano. Além disso, objetos soltos que estão inteiramente dentro do Cubo são empurrados 10 pés para longe de você, e um estrondo estrondoso é audível a até 300 pés.", + "duration": "Instantâneo", + "higher_level": "O dano aumenta em 1d8 para cada nível de magia acima de 1.", + "id": 888, + "level": 1, + "locations": [ + { + "page": 334, + "sourcebook": "LDJ24" + } + ], + "name": "Onda Trovejante", + "range": "Pessoal", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V" + ], + "desc": "Você interrompe brevemente o fluxo do tempo para todos, exceto para você. Nenhum tempo passa para outras criaturas, enquanto você tem 1d4 + 1 turnos seguidos, durante os quais você pode usar ações e se mover normalmente. Esta magia termina se uma das ações que você usar durante este período, ou quaisquer efeitos que você criar durante ele, afetar uma criatura que não seja você ou um objeto que esteja sendo usado ou carregado por alguém que não seja você. Além disso, a magia termina se você se mover para um lugar a mais de 1.000 pés do local onde você a conjurou.", + "duration": "Instantâneo", + "id": 889, + "level": 9, + "locations": [ + { + "page": 334, + "sourcebook": "LDJ24" + } + ], + "name": "Parar o Tempo", + "range": "Pessoal", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Você aponta para uma criatura que você pode ver dentro do alcance, e o único toque de um sino doloroso é audível a até 10 pés do alvo. O alvo deve ter sucesso em um teste de resistência de Sabedoria ou sofrer 1d8 de dano Necrótico. Se o alvo estiver sem nenhum de seus Pontos de Vida, ele sofre 1d12 de dano Necrótico.", + "duration": "Instantâneo", + "higher_level": "O dano aumenta em um dado quando você atinge os níveis 5 (2d8 ou 2d12), 11 (3d8 ou 3d12) e 17 (4d8 ou 4d12).", + "id": 890, + "level": 0, + "locations": [ + { + "page": 334, + "sourcebook": "LDJ24" + } + ], + "name": "Soar os Mortos", + "range": "18 metros", + "ruleset": "2024", + "school": "Necromancia" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Clérigo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "M" + ], + "desc": "Esta magia concede à criatura que você tocar a habilidade de entender qualquer língua falada ou sinalizada que ela ouça ou veja. Além disso, quando o alvo se comunica falando ou sinalizando, qualquer criatura que saiba pelo menos uma língua pode entendê-la se essa criatura puder ouvir a fala ou ver a sinalização.", + "duration": "1 hora", + "id": 891, + "level": 3, + "locations": [ + { + "page": 334, + "sourcebook": "LDJ24" + } + ], + "material": "Um zigurate em miniatura", + "name": "Idiomas", + "range": "Toque", + "ruleset": "2024", + "school": "Adivinhação" + }, + { + "casting_time": "Ação", + "classes": [ + "Druida" + ], + "components": [ + "V", + "S" + ], + "desc": "Esta magia cria um elo mágico entre uma planta inanimada Grande ou maior dentro do alcance e outra planta, a qualquer distância, no mesmo plano de existência. Você deve ter visto ou tocado a planta de destino pelo menos uma vez antes. Durante a duração, qualquer criatura pode pisar na planta alvo e sair da planta de destino usando 1,5 m de movimento.", + "duration": "1 minuto", + "id": 892, + "level": 6, + "locations": [ + { + "page": 334, + "sourcebook": "LDJ24" + } + ], + "name": "Teletransporte por Árvores", + "range": "3 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Druida", + "Patrulheiro" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Você ganha a habilidade de entrar em uma árvore e se mover de dentro dela para dentro de outra árvore do mesmo tipo dentro de 500 pés. Ambas as árvores devem estar vivas e ter pelo menos o mesmo tamanho que você. Você deve usar 5 pés de movimento para entrar em uma árvore. Você sabe instantaneamente a localização de todas as outras árvores do mesmo tipo dentro de 500 pés e, como parte do movimento usado para entrar na árvore, pode passar para uma dessas árvores ou sair da árvore em que está. Você aparece em um local de sua escolha dentro de 5 pés da árvore de destino, usando outros 5 pés de movimento. Se você não tiver mais movimento, você aparece dentro de 5 pés da árvore em que entrou. Você pode usar essa habilidade de transporte apenas uma vez em cada um dos seus turnos. Você deve terminar cada turno fora de uma árvore.", + "duration": "Até 1 minuto", + "id": 893, + "level": 5, + "locations": [ + { + "page": 335, + "sourcebook": "LDJ24" + } + ], + "name": "Caminhar em Árvores", + "range": "Pessoal", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Escolha uma criatura ou objeto não mágico que você possa ver dentro do alcance. A criatura muda de forma para uma criatura diferente ou um objeto não mágico, ou o objeto muda de forma para uma criatura (o objeto não deve ser usado nem carregado). A transformação dura pela duração ou até que o alvo morra ou seja destruído, mas se você mantiver Concentração nesta magia por toda a duração, a magia dura até ser dissipada.\n\nUma criatura relutante pode fazer um teste de resistência de Sabedoria e, se for bem-sucedida, não será afetada por esta magia.\n\nCriatura em Criatura. Se você transformar uma criatura em outro tipo de criatura, a nova forma pode ser qualquer tipo que você escolher que tenha uma Classificação de Desafio igual ou menor que a Classificação de Desafio ou nível do alvo. As estatísticas de jogo do alvo são substituídas pelo bloco de estatísticas da nova forma, mas ele retém seus Pontos de Vida, Dados de Ponto de Vida, alinhamento e personalidade.\n\nO alvo ganha uma quantidade de Pontos de Vida Temporários igual aos Pontos de Vida da nova forma. Esses Pontos de Vida Temporários desaparecem se ainda houver algum quando a magia termina. A magia termina precocemente para o alvo se ele não tiver mais Pontos de Vida Temporários.\n\nO alvo é limitado nas ações que pode executar pela anatomia de sua nova forma, e não pode falar ou conjurar magias.\n\nO equipamento do alvo se funde à nova forma. A criatura não pode usar ou se beneficiar de nenhum desses equipamentos.\n\nObjeto em Criatura. Você pode transformar um objeto em qualquer tipo de criatura, desde que o tamanho da criatura não seja maior que o tamanho do objeto e a criatura tenha uma Classificação de Desafio de 9 ou menor. A criatura é Amigável com você e seus aliados. Em combate, ela faz seus turnos imediatamente após o seu, e obedece aos seus comandos.\n\nSe a magia durar mais de uma hora, você não controla mais a criatura. Ela pode permanecer Amigável com você, dependendo de como você a tratou.\n\nCriatura em Objeto. Se você transformar uma criatura em um objeto, ela se transforma junto com o que quer que esteja vestindo e carregando naquela forma, desde que o tamanho do objeto não seja maior que o tamanho da criatura. As estatísticas da criatura se tornam as do objeto, e a criatura não tem memória do tempo gasto nesta forma após o fim da magia e ela retorna ao normal.", + "duration": "Até 1 hora", + "id": 894, + "level": 9, + "locations": [ + { + "page": 335, + "sourcebook": "LDJ24" + } + ], + "material": "Uma gota de mercúrio, uma pitada de goma arábica e um fio de fumaça", + "name": "Metamorfose Verdadeira", + "range": "9 metros", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "1 hora", + "classes": [ + "Clérigo", + "Druida" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você toca uma criatura que está morta há não mais de 200 anos e que morreu por qualquer motivo, exceto velhice. A criatura é revivida com todos os seus Pontos de Vida. Esta magia fecha todos os ferimentos, neutraliza qualquer veneno, cura todos os contágios mágicos e remove quaisquer maldições que afetassem a criatura quando ela morreu. A magia substitui órgãos e membros danificados ou perdidos. Se a criatura era Morta-viva, ela é restaurada à sua forma não-Morta-viva. A magia pode fornecer um novo corpo se o original não existir mais, nesse caso você deve falar o nome da criatura. A criatura então aparece em um espaço desocupado que você escolher a até 10 pés de você.", + "duration": "Instantâneo", + "id": 895, + "level": 9, + "locations": [ + { + "page": 336, + "sourcebook": "LDJ24" + } + ], + "material": "Diamantes que valem mais de 25.000 PO, que a magia consome", + "name": "Ressurreição Verdadeira", + "range": "Toque", + "ruleset": "2024", + "school": "Necromancia" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Clérigo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Durante a duração, a criatura voluntária que você tocar terá Visão Verdadeira com um alcance de 36 metros.", + "duration": "1 hora", + "id": 896, + "level": 6, + "locations": [ + { + "page": 336, + "sourcebook": "LDJ24" + } + ], + "material": "Pó de cogumelo que vale mais de 25 PO, que a magia consome", + "name": "Visão da Verdade", + "range": "Toque", + "ruleset": "2024", + "school": "Adivinhação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "S", + "M" + ], + "desc": "Guiado por um lampejo de percepção mágica, você faz um ataque com a arma usada na conjuração da magia. O ataque usa sua habilidade de conjuração para as jogadas de ataque e dano em vez de usar Força ou Destreza. Se o ataque causar dano, ele pode ser dano Radiante ou o tipo de dano normal da arma (sua escolha).", + "duration": "Instantâneo", + "higher_level": "Não importa se você causa dano Radiante ou o tipo de dano normal da arma, o ataque causa dano Radiante extra quando você atinge os níveis 5 (1d6), 11 (2d6) e 17 (3d6).", + "id": 897, + "level": 0, + "locations": [ + { + "page": 336, + "sourcebook": "LDJ24" + } + ], + "material": "Uma arma com a qual você tem proficiência e que vale 1+ pc", + "name": "Ataque Certeiro", + "range": "Pessoal", + "ruleset": "2024", + "school": "Adivinhação" + }, + { + "casting_time": "1 minuto", + "classes": [ + "Druida" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Uma parede de água surge em um ponto que você escolher dentro do alcance. Você pode fazer a parede ter até 300 pés de comprimento, 300 pés de altura e 50 pés de espessura. A parede dura pela duração. Quando a parede aparece, cada criatura em sua área faz um teste de resistência de Força, sofrendo 6d10 de dano de Concussão em uma falha ou metade do dano em um sucesso. No início de cada um dos seus turnos após a parede aparecer, a parede, junto com quaisquer criaturas nela, se move 50 pés para longe de você. Qualquer criatura Enorme ou menor dentro da parede ou cujo espaço a parede entra quando se move deve ser bem-sucedida em um teste de resistência de Força ou sofrer 5d10 de dano de Concussão. Uma criatura pode sofrer esse dano apenas uma vez por rodada. No final do turno, a altura da parede é reduzida em 50 pés, e o dano que a parede causa em rodadas posteriores é reduzido em 1d10. Quando a parede atinge 0 pés de altura, a magia termina. Uma criatura presa na parede pode se mover nadando. Por causa da força da onda, no entanto, a criatura deve ter sucesso em um teste de Força (Atletismo) contra sua CD de resistência à magia para se mover. Se falhar no teste, ela não pode se mover. Uma criatura que se move para fora da parede cai no chão.", + "duration": "Até 6 rodadas", + "id": 898, + "level": 8, + "locations": [ + { + "page": 336, + "sourcebook": "LDJ24" + } + ], + "name": "Tsunami", + "range": "1 milha", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação ou Ritual", + "classes": [ + "Bardo", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Esta magia cria uma força Invisível, sem mente, sem forma e Média que realiza tarefas simples sob seu comando até que a magia termine. O servo surge em um espaço desocupado no chão dentro do alcance. Ele tem CA 10, 1 Ponto de Vida e Força 2, e não pode atacar. Se cair para 0 Pontos de Vida, a magia termina. Uma vez em cada um dos seus turnos como uma Ação Bônus, você pode comandar mentalmente o servo para se mover até 15 pés e interagir com um objeto. O servo pode realizar tarefas simples que um humano poderia fazer, como buscar coisas, limpar, consertar, dobrar roupas, acender fogueiras, servir comida e servir bebidas. Depois que você dá o comando, o servo executa a tarefa da melhor maneira possível até concluí-la, então espera pelo seu próximo comando. Se você comandar o servo para executar uma tarefa que o moveria mais de 60 pés de distância de você, a magia termina.", + "duration": "1 hora", + "id": 899, + "level": 1, + "locations": [ + { + "page": 336, + "sourcebook": "LDJ24" + } + ], + "material": "Um pedaço de barbante e de madeira", + "name": "Servo Invisível", + "range": "18 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "O toque da sua mão envolta em sombras pode sugar força vital de outros para curar seus ferimentos. Faça um ataque mágico corpo a corpo contra uma criatura dentro do alcance. Em um acerto, o alvo recebe 3d6 de dano Necrótico, e você recupera Pontos de Vida igual à metade da quantidade de dano Necrótico causado. Até que a magia termine, você pode fazer o ataque novamente em cada um dos seus turnos como uma ação Mágica, tendo como alvo a mesma criatura ou uma diferente.", + "duration": "Até 1 minuto", + "higher_level": "O dano aumenta em 1d6 para cada nível de magia acima de 3.", + "id": 900, + "level": 3, + "locations": [ + { + "page": 337, + "sourcebook": "LDJ24" + } + ], + "name": "Toque Vampírico", + "range": "Pessoal", + "ruleset": "2024", + "school": "Necromancia" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo" + ], + "components": [ + "V" + ], + "desc": "Você libera uma sequência de insultos misturados com encantamentos sutis em uma criatura que você pode ver ou ouvir dentro do alcance. O alvo deve ter sucesso em um teste de resistência de Sabedoria ou sofrer 1d6 de dano Psíquico e ter Desvantagem na próxima jogada de ataque que fizer antes do fim do seu próximo turno.", + "duration": "Instantâneo", + "higher_level": "O dano aumenta em 1d6 quando você atinge os níveis 5 (2d6), 11 (3d6) e 17 (4d6).", + "id": 901, + "level": 0, + "locations": [ + { + "page": 337, + "sourcebook": "LDJ24" + } + ], + "name": "Zombaria Viciosa", + "range": "18 metros", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você aponta para um local dentro do alcance, e uma bola brilhante de ácido de 1 pé de diâmetro dispara ali e explode em uma Esfera de 20 pés de raio. Cada criatura naquela área faz um teste de resistência de Destreza. Em uma falha, uma criatura sofre 10d4 de dano de Ácido e outros 5d4 de dano de Ácido no final de seu próximo turno. Em uma resistência bem-sucedida, uma criatura sofre apenas metade do dano inicial.", + "duration": "Instantâneo", + "higher_level": "O dano inicial aumenta em 2d4 para cada nível de magia acima de 4.", + "id": 902, + "level": 4, + "locations": [ + { + "page": 337, + "sourcebook": "LDJ24" + } + ], + "material": "Uma gota de bílis", + "name": "Esfera Cáustica", + "range": "45 metros", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Druida", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você cria uma parede de fogo em uma superfície sólida dentro do alcance. Você pode fazer a parede de até 60 pés de comprimento, 20 pés de altura e 1 pé de espessura, ou uma parede anelada de até 20 pés de diâmetro, 20 pés de altura e 1 pé de espessura. A parede é opaca e dura pela duração. Quando a parede aparece, cada criatura em sua área faz um teste de resistência de Destreza, sofrendo 5d8 de dano de Fogo em uma falha ou metade do dano em um sucesso. Um lado da parede, selecionado por você quando conjura esta magia, causa 5d8 de dano de Fogo a cada criatura que termina seu turno a até 10 pés daquele lado ou dentro da parede. Uma criatura sofre o mesmo dano quando entra na parede pela primeira vez em um turno ou termina seu turno lá. O outro lado da parede não causa dano.", + "duration": "Até 1 minuto", + "higher_level": "O dano aumenta em 1d8 para cada nível de magia acima de 4.", + "id": 903, + "level": 4, + "locations": [ + { + "page": 338, + "sourcebook": "LDJ24" + } + ], + "material": "Um pedaço de carvão", + "name": "Muralha de Fogo", + "range": "36 metros", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Uma parede invisível de força surge em um ponto que você escolher dentro do alcance. A parede aparece em qualquer orientação que você escolher, como uma barreira horizontal ou vertical ou em um ângulo. Ela pode estar flutuando livremente ou apoiada em uma superfície sólida. Você pode moldá-la em uma cúpula hemisférica ou um globo com um raio de até 10 pés, ou pode moldar uma superfície plana composta de dez painéis de 10 pés por 10 pés. Cada painel deve ser contíguo a outro painel. Em qualquer forma, a parede tem 1/4 de polegada de espessura e dura pela duração. Se a parede cortar o espaço de uma criatura quando aparecer, a criatura será empurrada para um lado da parede (você escolhe qual lado). Nada pode passar fisicamente pela parede. Ela é imune a todos os danos e não pode ser dissipada por Dissipar Magia. Uma magia Desintegrar destrói a parede instantaneamente, no entanto. A parede também se estende para o Plano Etéreo e bloqueia a viagem etérea através da parede.", + "duration": "Até 10 minutos", + "id": 904, + "level": 5, + "locations": [ + { + "page": 338, + "sourcebook": "LDJ24" + } + ], + "material": "Um caco de vidro", + "name": "Muralha de Energia", + "range": "36 metros", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você cria uma parede de gelo em uma superfície sólida dentro do alcance. Você pode moldá-la em um domo hemisférico ou um globo com um raio de até 10 pés, ou você pode moldar uma superfície plana feita de dez painéis de 10 pés quadrados. Cada painel deve ser contíguo a outro painel. Em qualquer forma, a parede tem 1 pé de espessura e dura pela duração. Se a parede cortar o espaço de uma criatura quando aparecer, a criatura é empurrada para um lado da parede (você escolhe qual lado) e faz um teste de resistência de Destreza, sofrendo 10d6 de dano de Frio em uma falha ou metade do dano em uma bem-sucedida. A parede é um objeto que pode ser danificado e, portanto, violado. Ela tem CA 12 e 30 Pontos de Vida por seção de 10 pés, e tem Imunidade a dano de Frio, Veneno e Psíquico e Vulnerabilidade a dano de Fogo. Reduzir uma seção de 10 pés de parede a 0 Pontos de Vida a destrói e deixa para trás uma camada de ar gelado no espaço ocupado pela parede. Uma criatura que se move através da camada de ar gelado pela primeira vez em um turno faz um teste de resistência de Constituição, sofrendo 5d6 de dano de Frio em uma falha ou metade do dano em uma bem-sucedida.", + "duration": "Até 10 minutos", + "higher_level": "O dano causado pela parede quando ela aparece aumenta em 2d6 e o dano causado ao atravessar a camada de ar gelado aumenta em 1d6 para cada nível de magia acima de 6.", + "id": 905, + "level": 6, + "locations": [ + { + "page": 339, + "sourcebook": "LDJ24" + } + ], + "material": "Um pedaço de quartzo", + "name": "Muralha de Gelo", + "range": "36 metros", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Druida", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Uma parede não mágica de pedra sólida surge em um ponto que você escolher dentro do alcance. A parede tem 6 polegadas de espessura e é composta de dez painéis de 10 pés por 10 pés. Cada painel deve ser contíguo a outro painel. Alternativamente, você pode criar painéis de 10 pés por 20 pés que tenham apenas 3 polegadas de espessura. Se a parede cortar o espaço de uma criatura quando aparecer, a criatura é empurrada para um lado da parede (você escolhe qual lado). Se uma criatura for cercada por todos os lados pela parede (ou pela parede e outra superfície sólida), essa criatura pode fazer um teste de resistência de Destreza. Em um sucesso, ela pode usar sua Reação para se mover até sua Velocidade para que não fique mais cercada pela parede. A parede pode ter qualquer formato que você desejar, embora não possa ocupar o mesmo espaço que uma criatura ou objeto. A parede não precisa ser vertical ou repousar sobre uma fundação firme. Ela deve, no entanto, se fundir e ser solidamente suportada pela pedra existente. Assim, você pode usar esta magia para transpor um abismo ou criar uma rampa. Se você criar um vão maior que 20 pés de comprimento, você deve reduzir pela metade o tamanho de cada painel para criar suportes. Você pode moldar grosseiramente a parede para criar ameias e coisas do tipo. A parede é um objeto feito de pedra que pode ser danificado e, portanto, violado. Cada painel tem CA 15 e 30 Pontos de Vida por polegada de espessura, e tem Imunidade a Veneno e dano Psíquico. Reduzir um painel a 0 Pontos de Vida o destrói e pode fazer com que os painéis conectados entrem em colapso a critério do Mestre. Se você mantiver sua Concentração nesta magia por toda a sua duração, a parede se tornará permanente e não poderá ser dissipada. Caso contrário, a parede desaparecerá quando a magia terminar.", + "duration": "Até 10 minutos", + "id": 906, + "level": 5, + "locations": [ + { + "page": 339, + "sourcebook": "LDJ24" + } + ], + "material": "Um cubo de granito", + "name": "Muralha de Pedra", + "range": "36 metros", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Druida" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você cria uma parede de arbustos emaranhados eriçados com espinhos afiados como agulhas. A parede aparece dentro do alcance em uma superfície sólida e dura pela duração. Você escolhe fazer a parede com até 60 pés de comprimento, 10 pés de altura e 5 pés de espessura ou um círculo que tenha 20 pés de diâmetro e até 20 pés de altura e 5 pés de espessura. A parede bloqueia a linha de visão. Quando a parede aparece, cada criatura em sua área faz um teste de resistência de Destreza, sofrendo 7d8 de dano Perfurante em uma falha ou metade do dano em uma bem-sucedida. Uma criatura pode se mover através da parede, embora lentamente e dolorosamente. Para cada 1 pé que uma criatura se move através da parede, ela deve gastar 4 pés de movimento. Além disso, a primeira vez que uma criatura entra em um espaço na parede em um turno ou termina seu turno lá, a criatura faz um teste de resistência de Destreza, sofrendo 7d8 de dano Cortante em uma falha ou metade do dano em uma bem-sucedida. Uma criatura faz esse teste apenas uma vez por turno.", + "duration": "Até 10 minutos", + "higher_level": "Ambos os tipos de dano aumentam em 1d8 para cada nível de magia acima de 6.", + "id": 907, + "level": 6, + "locations": [ + { + "page": 339, + "sourcebook": "LDJ24" + } + ], + "material": "Um punhado de espinhos", + "name": "Muralha de Espinhos", + "range": "36 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "Paladino" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você toca outra criatura que esteja disposta e cria uma conexão mística entre você e o alvo até que a magia termine. Enquanto o alvo estiver a até 60 pés de você, ele ganha um bônus de +1 na CA e em testes de resistência, e tem Resistência a todo dano. Além disso, cada vez que ele sofre dano, você sofre a mesma quantidade de dano. A magia termina se você cair para 0 Pontos de Vida ou se você e o alvo ficarem separados por mais de 60 pés. Ela também termina se a magia for lançada novamente em qualquer uma das criaturas conectadas.", + "duration": "1 hora", + "id": 908, + "level": 2, + "locations": [ + { + "page": 340, + "sourcebook": "LDJ24" + } + ], + "material": "Um par de anéis de platina que valem mais de 50 PO cada, que você e o alvo devem usar durante o período", + "name": "Vínculo Protetor", + "range": "Toque", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação ou Ritual", + "classes": [ + "Druida", + "Patrulheiro", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Esta magia concede a até dez criaturas voluntárias à sua escolha, dentro do alcance, a capacidade de respirar debaixo d'água até o fim da magia. As criaturas afetadas também mantêm seu modo normal de respiração.", + "duration": "24 horas", + "id": 921, + "level": 3, + "locations": [ + { + "page": 340, + "sourcebook": "LDJ24" + } + ], + "material": "Uma palheta curta", + "name": "Respiração Aquática", + "range": "9 metros", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação ou Ritual", + "classes": [ + "Clérigo", + "Druida", + "Patrulheiro", + "Feiticeiro" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Esta magia concede a habilidade de se mover através de qualquer superfície líquida — como água, ácido, lama, neve, areia movediça ou lava — como se fosse solo sólido inofensivo (criaturas cruzando lava derretida ainda podem receber dano do calor). Até dez criaturas dispostas de sua escolha dentro do alcance ganham esta habilidade pela duração.\n\nUm alvo afetado deve realizar uma Ação Bônus para passar da superfície do líquido para o próprio líquido e vice-versa, mas se o alvo cair no líquido, o alvo passa pela superfície para o líquido abaixo.", + "duration": "1 hora", + "id": 909, + "level": 3, + "locations": [ + { + "page": 340, + "sourcebook": "LDJ24" + } + ], + "material": "Um pedaço de cortiça", + "name": "Andar na Água", + "range": "9 metros", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você conjura uma massa de teias pegajosas em um ponto dentro do alcance. As teias preenchem um Cubo de 20 pés lá pela duração. As teias são Terreno Difícil, e a área dentro delas é Levemente Obscura. Se as teias não estiverem ancoradas entre duas massas sólidas (como paredes ou árvores) ou em camadas sobre um piso, parede ou teto, a teia colapsa sobre si mesma, e a magia termina no início do seu próximo turno. Teias em camadas sobre uma superfície plana têm uma profundidade de 5 pés. A primeira vez que uma criatura entra nas teias em um turno ou começa seu turno lá, ela deve ser bem-sucedida em um teste de resistência de Destreza ou ter a condição Restrito enquanto estiver nas teias ou até que se liberte. Uma criatura Restrito pelas teias pode realizar uma ação para fazer um teste de Força (Atletismo) contra sua CD de resistência à magia. Se for bem-sucedida, ela não estará mais Restrito. As teias são inflamáveis. Qualquer cubo de teias de 1,5 m exposto ao fogo queima em 1 rodada, causando 2d4 de dano de Fogo a qualquer criatura que comece seu turno no fogo.", + "duration": "Até 1 hora", + "id": 910, + "level": 2, + "locations": [ + { + "page": 340, + "sourcebook": "LDJ24" + } + ], + "material": "Um pouco de teia de aranha", + "name": "Teia", + "range": "18 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Você tenta criar terrores ilusórios nas mentes dos outros. Cada criatura de sua escolha em uma Esfera de 30 pés de raio centrada em um ponto dentro do alcance faz um teste de resistência de Sabedoria. Em uma falha, o alvo sofre 10d10 de dano Psíquico e tem a condição Assustado pela duração. Em uma falha, o alvo sofre apenas metade do dano. Um alvo Assustado faz um teste de resistência de Sabedoria no final de cada um de seus turnos. Em uma falha, ele sofre 5d10 de dano Psíquico. Em uma falha, a magia termina naquele alvo.", + "duration": "Até 1 minuto", + "id": 911, + "level": 9, + "locations": [ + { + "page": 340, + "sourcebook": "LDJ24" + } + ], + "name": "Encarnação Fantasmagórica", + "range": "36 metros", + "ruleset": "2024", + "school": "Ilusão" + }, + { + "casting_time": "1 minuto", + "classes": [ + "Druida" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você e até dez criaturas dispostas de sua escolha dentro do alcance assumem formas gasosas pela duração, aparecendo como tufos de nuvem. Enquanto estiver nessa forma de nuvem, um alvo tem uma Velocidade de Voo de 300 pés e pode pairar; ele tem Imunidade à condição Prone; e tem Resistência a danos de Concussão, Perfuração e Corte. As únicas ações que um alvo pode tomar nessa forma são a ação de Disparada ou uma ação de Magia para começar a reverter para sua forma normal. A reversão leva 1 minuto, durante o qual o alvo tem a condição de Atordoado. Até que a magia termine, o alvo pode reverter para a forma de nuvem, o que também requer uma ação de Magia seguida por uma transformação de 1 minuto. Se um alvo estiver na forma de nuvem e voando quando o efeito terminar, o alvo desce 60 pés por rodada por 1 minuto até pousar, o que ele faz com segurança. Se ele não puder pousar após 1 minuto, ele cai a distância restante.", + "duration": "8 horas", + "id": 912, + "level": 6, + "locations": [ + { + "page": 341, + "sourcebook": "LDJ24" + } + ], + "material": "Uma vela", + "name": "Caminhar no Vento", + "range": "9 metros", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Druida", + "Patrulheiro" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Uma parede de vento forte se ergue do chão em um ponto que você escolher dentro do alcance. Você pode fazer a parede com até 50 pés de comprimento, 15 pés de altura e 1 pé de espessura. Você pode moldar a parede da maneira que quiser, desde que ela faça um caminho contínuo ao longo do chão. A parede dura pela duração. Quando a parede aparece, cada criatura em sua área faz um teste de resistência de Força, sofrendo 4d8 de dano de Concussão em uma falha ou metade do dano em uma bem-sucedida. O vento forte mantém a névoa, a fumaça e outros gases afastados. Criaturas voadoras ou objetos pequenos ou menores não conseguem passar pela parede. Materiais soltos e leves trazidos para a parede voam para cima. Flechas, parafusos e outros projéteis comuns lançados em alvos atrás da parede são desviados para cima e erram automaticamente. Pedregulhos arremessados por Gigantes ou máquinas de cerco e projéteis semelhantes não são afetados. Criaturas em forma gasosa não conseguem passar por ela.", + "duration": "Até 1 minuto", + "id": 913, + "level": 3, + "locations": [ + { + "page": 341, + "sourcebook": "LDJ24" + } + ], + "material": "Um leque e uma pena", + "name": "Muralha de Vento", + "range": "36 metros", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V" + ], + "desc": "Desejo é a magia mais poderosa que um mortal pode conjurar. Simplesmente falando em voz alta, você pode alterar a própria realidade. O uso básico desta magia é duplicar qualquer outra magia de nível 8 ou inferior. Se você usá-la desta forma, não precisa atender a nenhum requisito para conjurar aquela magia, incluindo componentes caros. A magia simplesmente entra em vigor. Alternativamente, você pode criar um dos seguintes efeitos de sua escolha: Criação de Objeto. Você cria um objeto de até 25.000 GP em valor que não seja um item mágico. O objeto não pode ter mais de 300 pés em qualquer dimensão e aparece em um espaço desocupado que você pode ver no chão. Saúde Instantânea. Você permite que você e até vinte criaturas que você pode ver recuperem todos os Pontos de Vida, e você encerra todos os efeitos nelas listados na magia Restauração Maior. Resistência. Você concede até dez criaturas que você pode ver Resistência a um tipo de dano que você escolher. Esta Resistência é permanente. Imunidade à Magia. Você concede imunidade a até dez criaturas que você pode ver a uma única magia ou outro efeito mágico por 8 horas. Aprendizado Súbito. Você substitui um de seus talentos por outro talento para o qual você é elegível. Você perde todos os benefícios do talento antigo e ganha os benefícios do novo. Você não pode substituir um talento que seja um pré-requisito para nenhum dos seus outros talentos ou características. Rolar Refazer. Você desfaz um único evento recente forçando uma nova jogada de qualquer jogada de dado feita na última rodada (incluindo seu último turno). A realidade se remodela para acomodar o novo resultado. Por exemplo, uma magia Desejo pode desfazer um teste de resistência falhado de um aliado ou um Acerto Crítico de um inimigo. Você pode forçar a nova jogada a ser feita com Vantagem ou Desvantagem, e você escolhe se quer usar a nova jogada ou a jogada original. Remodelar a Realidade. Você pode desejar algo não incluído em nenhum dos outros efeitos. Para fazer isso, declare seu desejo ao Mestre da forma mais precisa possível. O Mestre tem grande latitude para decidir o que ocorre em tal instância; quanto maior o desejo, maior a probabilidade de algo dar errado. Esta magia pode simplesmente falhar, o efeito que você deseja pode ser alcançado apenas em parte, ou você pode sofrer uma consequência imprevista como resultado de como você formulou o desejo. Por exemplo, desejar que um vilão estivesse morto pode impulsioná-lo para a frente no tempo para um período em que esse vilão não está mais vivo, efetivamente removendo você do jogo. Da mesma forma, desejar um item mágico lendário ou um artefato pode transportá-lo instantaneamente para a presença do dono atual do item. Se seu desejo for concedido e seus efeitos tiverem consequências para uma comunidade, região ou mundo inteiro, você provavelmente atrairá inimigos poderosos. Se seu desejo afetar um deus, os servos divinos do deus podem intervir instantaneamente para impedi-lo ou para encorajá-lo a elaborar o desejo de uma maneira particular. Se seu desejo desfizesse o próprio multiverso, ameaçasse a Cidade de Sigil ou afetasse a Senhora da Dor de qualquer forma, você vê uma imagem dela em sua mente por um momento; ela balança a cabeça e seu desejo falha. O estresse de conjurar Desejo para produzir qualquer efeito que não seja duplicar outra magia enfraquece você. Após suportar esse estresse, cada vez que você conjurar uma magia até terminar um Descanso Longo, você recebe 1d10 de dano Necrótico por nível daquela magia. Esse dano não pode ser reduzido ou prevenido de forma alguma. Além disso, seu valor de Força se torna 3 por 2d4 dias. Para cada um desses dias que você passa descansando e fazendo nada mais do que atividades leves, seu tempo de recuperação restante diminui em 2 dias. Finalmente, há 33 por cento de chance de você não conseguir conjurar Desejo nunca mais se sofrer esse estresse.", + "duration": "Instantâneo", + "id": 914, + "level": 9, + "locations": [ + { + "page": 341, + "sourcebook": "LDJ24" + } + ], + "name": "Desejo", + "range": "Pessoal", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Um raio de energia crepitante é lançado em direção a uma criatura dentro do alcance, formando um arco de relâmpago sustentado entre você e o alvo. Faça um ataque de magia à distância contra ele. Em um acerto, o alvo sofre 2d12 de dano de Relâmpago. Em cada um dos seus turnos subsequentes, você pode realizar uma Ação Bônus para causar 1d12 de dano de Relâmpago ao alvo automaticamente, mesmo se o primeiro ataque errar. A magia termina se o alvo estiver fora do alcance da magia ou se tiver Cobertura Total de você.", + "duration": "Até 1 minuto", + "higher_level": "O dano inicial aumenta em 1d12 para cada nível de magia acima de 1.", + "id": 915, + "level": 1, + "locations": [ + { + "page": 341, + "sourcebook": "LDJ24" + } + ], + "material": "Um galho atingido por um raio", + "name": "Raio de Bruxa", + "range": "18 metros", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo" + ], + "components": [ + "V", + "M" + ], + "desc": "Radiância ardente irrompe de você em uma Emanação de 1,5 m. Cada criatura de sua escolha que você puder ver nela deve ser bem-sucedida em um teste de resistência de Constituição ou sofrer 1d6 de dano Radiante.", + "duration": "Instantâneo", + "higher_level": "O dano aumenta em 1d6 quando você atinge os níveis 5 (2d6), 11 (3d6) e 17 (4d6).", + "id": 916, + "level": 0, + "locations": [ + { + "page": 343, + "sourcebook": "LDJ24" + } + ], + "material": "Um símbolo de explosão solar", + "name": "Palavra do Esplendor", + "range": "Pessoal", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo" + ], + "components": [ + "V" + ], + "desc": "Você e até cinco criaturas dispostas a até 1,5 m de você se teletransportam instantaneamente para um santuário previamente designado. Você e quaisquer criaturas que se teletransportarem com você aparecem no espaço desocupado mais próximo do local que você designou quando preparou seu santuário (veja abaixo). Se você conjurar esta magia sem primeiro preparar um santuário, a magia não tem efeito. Você deve designar um local, como um templo, como um santuário conjurando esta magia lá.", + "duration": "Instantâneo", + "id": 917, + "level": 6, + "locations": [ + { + "page": 343, + "sourcebook": "LDJ24" + } + ], + "name": "Palavra de Recordação", + "range": "1,5 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação bônus, que você realiza imediatamente após atingir uma criatura com uma arma corpo a corpo ou um ataque desarmado", + "classes": [ + "Paladino" + ], + "components": [ + "V" + ], + "desc": "O alvo sofre 1d6 de dano Necrótico extra do ataque, e deve ser bem-sucedido em um teste de resistência de Sabedoria ou ter a condição Amedrontado até que a magia termine. No final de cada um de seus turnos, o alvo Amedrontado repete o teste, terminando a magia sobre si mesmo em um sucesso.", + "duration": "1 minuto", + "higher_level": "O dano aumenta em 1d6 para cada nível de magia acima de 1.", + "id": 918, + "level": 1, + "locations": [ + { + "page": 343, + "sourcebook": "LDJ24" + } + ], + "name": "Destruição Colérica", + "range": "Pessoal", + "ruleset": "2024", + "school": "Necromancia" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você se cerca de majestade sobrenatural em uma Emanação de 10 pés. Sempre que a Emanação entra no espaço de uma criatura que você pode ver e sempre que uma criatura que você pode ver entra na Emanação ou termina seu turno lá, você pode forçar essa criatura a fazer um teste de resistência de Sabedoria. Em uma falha, o alvo sofre 4d6 de dano Psíquico e tem a condição Prone, e você pode empurrá-lo até 10 pés de distância. Em uma defesa bem-sucedida, o alvo sofre apenas metade do dano. Uma criatura faz essa defesa apenas uma vez por turno.", + "duration": "Até 1 minuto", + "id": 919, + "level": 5, + "locations": [ + { + "page": 343, + "sourcebook": "LDJ24" + } + ], + "material": "Uma tiara em miniatura", + "name": "Presença Real de Yolande", + "range": "Pessoal", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Clérigo", + "Paladino" + ], + "components": [ + "V", + "S" + ], + "desc": "Você cria uma zona mágica que protege contra enganos em uma Esfera de 15 pés de raio centrada em um ponto dentro do alcance. Até que a magia termine, uma criatura que entra na área da magia pela primeira vez em um turno ou começa seu turno lá faz um teste de resistência de Carisma. Em uma falha na resistência, uma criatura não pode falar uma mentira deliberada enquanto estiver no raio. Você sabe se uma criatura é bem-sucedida ou falha nesta resistência. Uma criatura afetada está ciente da magia e pode evitar responder perguntas às quais normalmente responderia com uma mentira. Tal criatura pode ser evasiva, mas deve ser verdadeira.", + "duration": "10 minutos", + "id": 920, + "level": 2, + "locations": [ + { + "page": 343, + "sourcebook": "LDJ24" + } + ], + "name": "Zona da Verdade", + "range": "18 metros", + "ruleset": "2024", + "school": "Encantamento" + } +] diff --git a/app/src/main/assets/Spells_uuid_map.java b/app/src/main/assets/Spells_uuid_map.java new file mode 100644 index 00000000..36bccb7f --- /dev/null +++ b/app/src/main/assets/Spells_uuid_map.java @@ -0,0 +1,923 @@ +static private final Map spellUUIDMap = new HashMap<>() {{ + put(1, UUID.fromString("d545b8bb-6150-41ef-bf43-29d8a05ede4b")); + put(2, UUID.fromString("c743233f-9792-4f63-aafa-9814388099c7")); + put(3, UUID.fromString("d81bea34-2005-4cbb-a888-c71fb99240e3")); + put(4, UUID.fromString("344b4996-aa22-4e50-b79f-2e0c1a2cbe6a")); + put(5, UUID.fromString("af933fd1-ab29-4871-ba43-55748ede9f6d")); + put(6, UUID.fromString("4a897bc4-3309-49bb-9d41-147746d55549")); + put(7, UUID.fromString("28d724ec-77db-4f86-9493-ba7d49644127")); + put(8, UUID.fromString("240cbb28-ae4d-4f01-a457-90a7b9a8b86b")); + put(9, UUID.fromString("51324f47-0342-4999-a532-09771ab6fd18")); + put(10, UUID.fromString("306c69ab-0496-4cc9-a940-9926d38c903a")); + put(11, UUID.fromString("458f8b12-d849-4cdd-b661-7d02a592dd5f")); + put(12, UUID.fromString("d18f7093-ad73-4a5d-b17b-8b54c4d2336d")); + put(13, UUID.fromString("31843eba-62ca-4fb8-92fe-9c93b850458d")); + put(14, UUID.fromString("05a0ae0b-d3e3-4b5c-9387-b1710a17d053")); + put(15, UUID.fromString("48657d6d-65fd-4f61-bd68-6bff6e207398")); + put(16, UUID.fromString("cc1ae25d-1d19-4595-97ac-6bbd373fa3bf")); + put(17, UUID.fromString("48e70cdc-0061-4dec-bf7f-c44635478ca0")); + put(18, UUID.fromString("5efff7ce-c156-403c-aed3-4b2692f0fa9c")); + put(19, UUID.fromString("d797a79b-1aae-4a39-bd70-58f82b3aa6a2")); + put(20, UUID.fromString("2ee06757-4086-4994-9b7c-8441cf291b8f")); + put(21, UUID.fromString("48605d05-8116-40fd-b6ed-dee7bc1a7b9d")); + put(22, UUID.fromString("91a6a18e-ab37-48cb-a1cf-dbef76655d14")); + put(23, UUID.fromString("30a49c54-26d8-4485-a50c-4c2eb9eb0934")); + put(24, UUID.fromString("3aace315-9f84-4db0-9223-7417d93af713")); + put(25, UUID.fromString("49d22a2f-3eea-4914-aa95-accf891e2065")); + put(26, UUID.fromString("3b245452-34b2-40d5-ac86-b7f16171a4c3")); + put(27, UUID.fromString("cc8bcc10-4f24-48e5-b77e-89c6a6c56ea7")); + put(28, UUID.fromString("49d013ad-d6a3-4da4-82b6-3bd2563be416")); + put(29, UUID.fromString("519cd5cd-9534-466c-a4b3-d56fff9c963e")); + put(30, UUID.fromString("76967049-0abd-46eb-b304-f5c416627c74")); + put(31, UUID.fromString("471bf3b4-d339-4db7-b033-8c5607e84c32")); + put(32, UUID.fromString("9ab39b16-feed-477e-84d5-251c91192f08")); + put(33, UUID.fromString("7ff3ca3f-4ed2-4f5f-bc0d-621d120b6b17")); + put(34, UUID.fromString("a5cacbff-f499-4531-a909-61931f7636c3")); + put(35, UUID.fromString("03272bf0-414f-4517-903f-3ccfb41253f8")); + put(36, UUID.fromString("cea7d0ad-ac40-4e2d-91ab-77055956288c")); + put(37, UUID.fromString("a1f229c7-8ebb-4479-bea0-ff89a4f22ebd")); + put(38, UUID.fromString("12dd58f8-fd36-454a-9a70-00dabfe42345")); + put(39, UUID.fromString("40aaaca9-3141-462c-bcde-31c54b75311f")); + put(40, UUID.fromString("c34165aa-733b-467c-a8f4-eab9bbd92473")); + put(41, UUID.fromString("415db026-c826-45aa-9e66-9b0ef29398ba")); + put(42, UUID.fromString("c1616f3d-4ee7-4715-b2dd-996f6b1c0281")); + put(43, UUID.fromString("cb9fb441-942d-46f2-b347-87dcc80bcc35")); + put(44, UUID.fromString("8d0fa4a0-23b2-480a-949a-d117733e5cd8")); + put(45, UUID.fromString("d080263a-2686-4a92-8a36-a0b45d01a0be")); + put(46, UUID.fromString("6b242f22-1c73-49a2-9ff2-a489e526c178")); + put(47, UUID.fromString("c33808d8-22ad-435c-9a22-4873d14e6ff9")); + put(48, UUID.fromString("fa79213b-cb1d-439b-b91b-98a1eb238589")); + put(49, UUID.fromString("83f9f747-e588-4728-8298-24782381e7bb")); + put(50, UUID.fromString("1aac1e52-6455-48ca-95b1-b5db791de60a")); + put(51, UUID.fromString("3cc543eb-b9f8-436d-869d-df8f0fc01f95")); + put(52, UUID.fromString("846b92fb-9f4c-4935-aa48-f496929a0783")); + put(53, UUID.fromString("15b94c10-74cc-4891-911b-4dbcbf302a92")); + put(54, UUID.fromString("cc5d5bc5-ae9d-479d-ab42-35ed138637b2")); + put(55, UUID.fromString("e5c6a22c-3ed2-438b-81b4-6afe450d5e55")); + put(56, UUID.fromString("bd7516c3-50c2-4c60-b3e0-ce59233a03ad")); + put(57, UUID.fromString("780ca4c4-7abc-4630-9bf1-82b5ad5f27de")); + put(58, UUID.fromString("b8aa325e-f422-43b8-a9cb-3a685834f3a8")); + put(59, UUID.fromString("5d6e46fd-ca23-4c46-bd2b-7aa232f810ad")); + put(60, UUID.fromString("448111f4-6677-4258-a76f-2f20f4685c9a")); + put(61, UUID.fromString("df3e5ee7-f508-4752-bfcd-3a8f55136aa2")); + put(62, UUID.fromString("bd28dfae-3278-433f-82c4-dd31a70c818c")); + put(63, UUID.fromString("3c3b26bb-4e94-4324-85f7-0e1396f21d18")); + put(64, UUID.fromString("76d4b971-df24-40f3-a127-48c58f502602")); + put(65, UUID.fromString("d5d151a8-b53c-4dac-89d8-52789655a6f2")); + put(66, UUID.fromString("11eec43c-87ab-4a7a-9ce7-9945f4086f19")); + put(67, UUID.fromString("d74891ab-09ee-44c7-bc0e-c5a07c0080ce")); + put(68, UUID.fromString("35b4e9b2-9631-49dd-9cb2-3fb231742781")); + put(69, UUID.fromString("2be9e24b-518c-4fd3-a910-2f1772b810f3")); + put(70, UUID.fromString("7a51712a-fa52-43a6-b583-bacae3c5caa0")); + put(71, UUID.fromString("83a2687a-4247-497b-9d83-76bb4f789ecc")); + put(72, UUID.fromString("47132fdd-0847-41ca-b542-eff37a0b35a8")); + put(73, UUID.fromString("c3043c62-4bae-414c-a8c8-c80e4486f164")); + put(74, UUID.fromString("66ca321c-cc59-4b4c-8d72-b5e25542ccae")); + put(75, UUID.fromString("3f8020f2-0e20-453a-b527-13ff95ffde1a")); + put(76, UUID.fromString("7d2ef755-3dab-46e7-8a0b-38469b43b81d")); + put(77, UUID.fromString("1a6d81df-3c68-4e07-a31e-d64a15df7841")); + put(78, UUID.fromString("0d5ef4d7-8994-4390-b9ea-d275aa60c4cc")); + put(79, UUID.fromString("8b5a96c6-344a-4e96-be0a-56c72a938afb")); + put(80, UUID.fromString("ef685999-05b7-486d-969d-bde881881591")); + put(81, UUID.fromString("f550b65e-01da-4fb5-9169-17165e41189c")); + put(82, UUID.fromString("b7703df7-9355-43b4-b8af-d353325d9659")); + put(83, UUID.fromString("9a2d5731-6aa2-4f71-87d4-e213642b461e")); + put(84, UUID.fromString("8ccaf077-649e-4451-b139-6ec6dd124e80")); + put(85, UUID.fromString("0cd33325-6c12-43a8-857c-2a432503b098")); + put(86, UUID.fromString("95e4136b-63a7-4f29-bb11-ed34ade5271d")); + put(87, UUID.fromString("ca2f9608-0831-4920-a4b9-084ef5e9b5d6")); + put(88, UUID.fromString("75bc78f0-5be5-456f-a294-acfca53f8f10")); + put(89, UUID.fromString("cec49f06-b02f-4437-98be-ffaed1af5dc9")); + put(90, UUID.fromString("6c6045d0-398c-41d1-90a2-200824925ff9")); + put(91, UUID.fromString("7dbffeb3-50fd-4bd1-8402-f3306c4c158d")); + put(92, UUID.fromString("e2da5cee-961c-4517-8f57-072654fea42a")); + put(93, UUID.fromString("1104c2ff-ac48-4aba-906e-dbc33db2ea46")); + put(94, UUID.fromString("96a38b8b-5026-43fc-bdeb-8dd3f1e1be44")); + put(95, UUID.fromString("4bc1b559-72ab-4043-a24a-f749b0b49d92")); + put(96, UUID.fromString("2c52b320-2d13-4a5a-bf81-8a77f09fd1a6")); + put(97, UUID.fromString("cc5d77d7-6773-4143-858f-94dbf1f35b00")); + put(98, UUID.fromString("73c79929-0a7d-4df9-afeb-214388a8b313")); + put(99, UUID.fromString("b1697a92-a75d-4832-a5ad-19466e7f2f75")); + put(100, UUID.fromString("ec3aef62-f970-4cd3-9c25-5cd7facd8c56")); + put(101, UUID.fromString("14481b74-376a-45a6-9dbf-92cbae906627")); + put(102, UUID.fromString("c5b130ba-1cfb-4d39-b38a-ba174e411d9d")); + put(103, UUID.fromString("3a791cf5-aefd-4447-ba51-a75ca1bfa966")); + put(104, UUID.fromString("42adf9f9-7528-4a60-8347-b3822f0da7f1")); + put(105, UUID.fromString("5cc18e76-1046-4102-bdaa-53aae3fd1c5f")); + put(106, UUID.fromString("1941acbf-85a7-42ec-b4b5-9ae3b136b673")); + put(107, UUID.fromString("ebe0eec9-bf5e-4b32-a2f1-0c37fadcfd1a")); + put(108, UUID.fromString("d72de8ba-1bdd-42f0-b686-b636127b1c24")); + put(109, UUID.fromString("7dd3e562-acd2-439d-be27-22ab069a5491")); + put(110, UUID.fromString("998ebdc5-a4bf-4250-800c-99965b2b55d5")); + put(111, UUID.fromString("ca49abaf-ec2f-4644-b889-4ee8232573f8")); + put(112, UUID.fromString("93e286ff-6af3-4648-bdb5-d5ba2f70098c")); + put(113, UUID.fromString("def99cef-4598-4f46-acca-3a406e0808dd")); + put(114, UUID.fromString("85f4396a-f77c-4c5d-9726-b0f94c041bd5")); + put(115, UUID.fromString("972a1211-ff15-4e2e-9756-ca69b0e1fb3e")); + put(116, UUID.fromString("730f4937-af3d-4923-a228-454156ff0f99")); + put(117, UUID.fromString("79425eca-0e18-46ec-b101-cbbf169d9aed")); + put(118, UUID.fromString("860c86ee-9a18-4de8-89ce-29a8fa39cbd4")); + put(119, UUID.fromString("a1a9757a-cce1-4016-898f-2d90c20b0e24")); + put(120, UUID.fromString("ae240d3d-e24b-4875-87c8-197ee9d28145")); + put(121, UUID.fromString("be961fc2-a399-4ecd-9625-f2bb74fe2f65")); + put(122, UUID.fromString("ff141c9f-25e7-4507-a041-aae635e851cf")); + put(123, UUID.fromString("6bfa9837-3985-4973-a958-9d8f7aa1c3e2")); + put(124, UUID.fromString("fa50b50b-b7c7-40c9-976f-7167ab3ca9c5")); + put(125, UUID.fromString("d1189676-61cf-4e5c-8c6e-c5255c6191e9")); + put(126, UUID.fromString("c7d5f619-4075-460d-b86b-ed4890c26cb4")); + put(127, UUID.fromString("67e4033c-7943-4697-b68c-0129fc1f81f6")); + put(128, UUID.fromString("07c060f6-0b16-400f-b105-94804daadbeb")); + put(129, UUID.fromString("00ef8719-520c-4ec9-89f4-12ac5e280407")); + put(130, UUID.fromString("4bef864e-5f45-479b-8b51-73a039683c40")); + put(131, UUID.fromString("f70228c6-0551-48bc-a0a9-d0b052ccb142")); + put(132, UUID.fromString("76eead4e-a7ad-463e-a741-ac8e3f4f4248")); + put(133, UUID.fromString("d4b64739-023e-4682-91ea-0e27e9344386")); + put(134, UUID.fromString("baf0865b-5c79-4e15-945b-5283df4bce0e")); + put(135, UUID.fromString("a02ec26d-66db-4ea4-918f-3908d9602666")); + put(136, UUID.fromString("5be4fe39-8b50-49fe-9c12-61edd0fc5431")); + put(137, UUID.fromString("b7aeef67-5250-4ae2-9fcb-f456f79bfb08")); + put(138, UUID.fromString("24562044-ac21-4ba0-923d-0709c15b02a5")); + put(139, UUID.fromString("dc189b21-bd82-498f-a74f-bed5972e8d86")); + put(140, UUID.fromString("a25b0123-9d5b-435d-a51e-e003c9cec444")); + put(141, UUID.fromString("0de725b4-cb8b-48c2-b54b-1e2d59870f3d")); + put(142, UUID.fromString("0c817691-083e-4d33-a704-a9e48c813bc2")); + put(143, UUID.fromString("dccc35db-7a9f-40ea-a56b-935916f34e62")); + put(144, UUID.fromString("9ea1ab9f-8b03-4418-b37d-9ac1dd9b0807")); + put(145, UUID.fromString("082b0fbe-af3b-4dca-9c95-480516073654")); + put(146, UUID.fromString("7ff906f6-ce4c-40e9-9f8c-1f6d9fbd7fe9")); + put(147, UUID.fromString("25b39229-7a35-43a8-b6a2-88c6879da9b4")); + put(148, UUID.fromString("5284f3c3-19d0-4b2a-9919-85d17e8a5ea2")); + put(149, UUID.fromString("cccdf8c5-2fd0-4935-baa7-fcdaa184e031")); + put(150, UUID.fromString("7d6695fe-13e4-440a-a96f-c05096b99d9e")); + put(151, UUID.fromString("4389a399-c6bf-4117-8d49-a96f2cd3ac6e")); + put(152, UUID.fromString("4acdc8a3-3339-4c51-9837-0a1aadcbea8c")); + put(153, UUID.fromString("df059da7-f7fc-4165-b867-f84e7a76b502")); + put(154, UUID.fromString("0c40253b-f3b0-4ba1-9e05-8618fc2de1d2")); + put(155, UUID.fromString("3f2468f4-b8bf-499c-8afb-1cebe7c19e09")); + put(156, UUID.fromString("77c6cd3a-76a4-4081-9743-ccc90c920194")); + put(157, UUID.fromString("9966b6e6-1840-4c51-b439-82ac53b95e02")); + put(158, UUID.fromString("6a542219-bc15-4767-ae65-fce784b5451c")); + put(159, UUID.fromString("32397d33-18df-4a18-b970-520f0803cc9f")); + put(160, UUID.fromString("af538f2f-1d8e-45ee-9105-ce0cca041d1e")); + put(161, UUID.fromString("cf6f3743-5742-48a4-9a70-50e80b4bafbf")); + put(162, UUID.fromString("29b1f120-0751-4ac8-b2b1-8d0e421aaba5")); + put(163, UUID.fromString("c2fea262-0e14-4b72-8670-b0c38a9a68c0")); + put(164, UUID.fromString("9b3a8a24-79ef-4f67-ae96-9d3fdb3d6c5f")); + put(165, UUID.fromString("59398c04-3ade-4119-a60c-4f96d85a5ada")); + put(166, UUID.fromString("3e5a6feb-7491-417d-9be3-d031ccba186f")); + put(167, UUID.fromString("d0e88f55-a63f-47ba-ac34-aea85f3a42c1")); + put(168, UUID.fromString("ff35e78e-5486-4932-893c-67bf474b76ff")); + put(169, UUID.fromString("41f22bd7-769b-4837-941a-c5d22059fc6f")); + put(170, UUID.fromString("dbd9fb5f-b299-42cb-95d5-da9682d196f8")); + put(171, UUID.fromString("3f07b1ce-db90-43a0-a2f2-a6149bb26b1e")); + put(172, UUID.fromString("9f836fdb-4313-4296-bd4f-636c4b35e19c")); + put(173, UUID.fromString("2091b976-007a-4915-b00a-908fba1b6692")); + put(174, UUID.fromString("9e98261c-9cfb-4040-af51-21d2e0250c54")); + put(175, UUID.fromString("ba60f307-f261-484b-861a-b675c9a36cd6")); + put(176, UUID.fromString("03a5e2dc-0895-4a37-ba31-d02b0c6c52ff")); + put(177, UUID.fromString("261ff35c-187c-4157-bb60-3260c74ad6f2")); + put(178, UUID.fromString("8dda6dfd-8447-439e-8c40-de17740faa8b")); + put(179, UUID.fromString("91e51c3e-eec0-44d2-aeaf-05b4aa26f1b7")); + put(180, UUID.fromString("62d14ab1-a1ec-436c-9dae-3a08df467f72")); + put(181, UUID.fromString("d26932f9-829a-4a9a-b1cb-ada2122d158e")); + put(182, UUID.fromString("42681696-f1d9-41b6-b805-e8385bb5b620")); + put(183, UUID.fromString("eef242c7-4061-4ddc-927d-770f8cbd8650")); + put(184, UUID.fromString("0d30511e-349c-4dd9-9866-ed16188504b0")); + put(185, UUID.fromString("4c8ed9ef-d3ab-4e6f-aff4-13975150c765")); + put(186, UUID.fromString("5e9e8793-7333-4c4a-a678-61596e7887b1")); + put(187, UUID.fromString("b2443062-6c8c-4b82-9f82-1457a7e13746")); + put(188, UUID.fromString("b73890cf-8827-46f2-83f6-04cb4bc7cd59")); + put(189, UUID.fromString("735d0174-bf9e-492c-a93a-5289c41db35a")); + put(190, UUID.fromString("b049d164-7676-44ea-8cd1-79cea765cb1e")); + put(191, UUID.fromString("c7becfee-de3c-42fa-b46f-b8dafc37a345")); + put(192, UUID.fromString("539e26b7-ad35-43d9-b1a1-c2d598065cc1")); + put(193, UUID.fromString("19d4203c-fc44-4ef2-8fc4-767e6248ee49")); + put(194, UUID.fromString("47deaba6-8cf8-40d8-8ea7-482a034aed44")); + put(195, UUID.fromString("944fc7e1-a35e-42f7-bed9-c3e268d55cf6")); + put(196, UUID.fromString("2c384936-815e-4015-af02-902a7798b1ab")); + put(197, UUID.fromString("33e4a29c-c3a7-4200-b698-05d7395a1201")); + put(198, UUID.fromString("674953af-e17d-49a8-a5f3-93be762f1008")); + put(199, UUID.fromString("a84f40a1-3f78-41b7-b8fe-467f0f65fd76")); + put(200, UUID.fromString("6f176611-9fe7-4b43-aa15-1e2062bb2f49")); + put(201, UUID.fromString("b9949860-4453-4684-803f-f893eb7f1bb5")); + put(202, UUID.fromString("42a3ee01-4631-424a-9609-d7237712bffe")); + put(203, UUID.fromString("12d16a34-20df-4ef5-b752-60a937a5206d")); + put(204, UUID.fromString("b7eb6ced-767d-470d-988e-8924c638b633")); + put(205, UUID.fromString("cd955fb4-7ebb-49b7-aac4-c24b32585424")); + put(206, UUID.fromString("93a51866-c773-409a-aa15-80bc394a173e")); + put(207, UUID.fromString("203b23cb-05d4-4209-8135-f16216a51a38")); + put(208, UUID.fromString("302e0abf-7aeb-4843-bcb8-7a46420b3a7c")); + put(209, UUID.fromString("7fe75ed3-7544-49b9-bd84-07ba02d9e049")); + put(210, UUID.fromString("3875e983-bc41-4fce-8291-b8caf567da15")); + put(211, UUID.fromString("493f8414-23ee-4c38-81fa-db6cbe5b38d5")); + put(212, UUID.fromString("93d9ba50-c1db-4de4-8d74-4e00016ae142")); + put(213, UUID.fromString("9a821655-d492-4bf5-909b-7024ee9733f9")); + put(214, UUID.fromString("f19fdaf1-808a-446d-bd98-dbf0841217dd")); + put(215, UUID.fromString("2d8c96a0-12f4-46e4-a583-4c5a1dd02922")); + put(216, UUID.fromString("e2e33bbf-68ad-458b-afd2-66729bfd7da5")); + put(217, UUID.fromString("41a763e0-5ae9-4087-9181-95f41c4b2bb7")); + put(218, UUID.fromString("6473dfca-ff71-4a93-b993-974b305b93f5")); + put(219, UUID.fromString("caca2675-e3f4-4219-b514-2ba0eb1486f2")); + put(220, UUID.fromString("b7ad48c9-1416-4532-af37-c80a88d8339f")); + put(221, UUID.fromString("8adfee32-3780-4056-80f9-96cb1d0ba4b7")); + put(222, UUID.fromString("63c968f8-af6d-44cb-8b70-75548ab15581")); + put(223, UUID.fromString("362763b9-6133-4be9-bc6a-64ac784b1959")); + put(224, UUID.fromString("bf49a891-30ec-4372-9990-d19a8a09df01")); + put(225, UUID.fromString("2d73b4f8-0361-4434-b984-aeb387015a54")); + put(226, UUID.fromString("72f7c0d0-0b02-4b97-80cb-8b508f2266f9")); + put(227, UUID.fromString("59710ad4-a0b5-4d02-9348-06a8cffdb85e")); + put(228, UUID.fromString("acffc696-5e4a-4250-b241-a8e5e0faa756")); + put(229, UUID.fromString("ac2ed70c-1ceb-466d-ad4e-90b2e39de19c")); + put(230, UUID.fromString("8e96700b-ece1-4ca8-bbf1-f7dd46d71702")); + put(231, UUID.fromString("dd00a282-67ae-4634-9159-364eb102653c")); + put(232, UUID.fromString("2f15840a-5e31-44a9-ad3d-2b729153223e")); + put(233, UUID.fromString("7a772d65-5c61-4edb-85f0-f7f4b1d78249")); + put(234, UUID.fromString("c3dc1cd7-c140-456f-83a8-7cc314fb6094")); + put(235, UUID.fromString("356feb4d-7931-4c19-be6d-ea090285a7a6")); + put(236, UUID.fromString("3eba52c0-0653-4b9b-8825-7138ae1f5888")); + put(237, UUID.fromString("6cca00f7-948e-443b-81e7-c0ab71590172")); + put(238, UUID.fromString("102dd268-8895-4f16-b5ae-05bcbe3ef8cc")); + put(239, UUID.fromString("240cd178-fc0a-4551-86d4-af0cc04ba0fa")); + put(240, UUID.fromString("bb10e225-e308-45ab-80ec-6d0bff9a7ef6")); + put(241, UUID.fromString("9630c206-b362-4948-9fee-a67c2e35545f")); + put(242, UUID.fromString("344e4893-c7ed-4ee9-93d6-a3262fec978a")); + put(243, UUID.fromString("1b13a3cc-a8f2-47f0-a8c8-ea8c2abcba45")); + put(244, UUID.fromString("39fae86f-5ab2-4120-8d10-2120f5d05f75")); + put(245, UUID.fromString("50f1b389-cd55-4e76-9875-14b95eefd38a")); + put(246, UUID.fromString("6f38df10-9f0b-46c1-a7ea-7ac5e4805dcd")); + put(247, UUID.fromString("0c201bca-b2f5-47b9-a353-f2fd222cc3cf")); + put(248, UUID.fromString("481fa50d-f885-4836-9b22-f73b9963b46a")); + put(249, UUID.fromString("8ccdd0e8-449f-4beb-be38-15da26618462")); + put(250, UUID.fromString("f36f5d6b-8293-4bfb-8362-d0f3d781e06c")); + put(251, UUID.fromString("cc8f9239-ddf3-4dfe-bc0a-181729fb834e")); + put(252, UUID.fromString("8f748331-db75-4686-b08b-d3c71431e41f")); + put(253, UUID.fromString("2d0b3489-d174-4b42-99c6-6ace47135d39")); + put(254, UUID.fromString("6573cc96-4812-4928-ab07-dfe76aa37684")); + put(255, UUID.fromString("cf49c145-6f66-4905-af2f-52693d349da8")); + put(256, UUID.fromString("b9526586-0b93-4e39-b5b2-acda1fd2701e")); + put(257, UUID.fromString("b61908f6-b7af-40b9-b2c3-9684c2104beb")); + put(258, UUID.fromString("fd2e6349-cf93-4d55-b3fb-ead477323b07")); + put(259, UUID.fromString("b61e5735-9e67-4c7b-a379-c6db343e4f15")); + put(260, UUID.fromString("04998f27-4f39-4ce6-baa2-3bed22370fbb")); + put(261, UUID.fromString("fda546f2-bc3e-48ad-9997-68230fc73735")); + put(262, UUID.fromString("b757244d-b7d3-4474-be5e-da1724745d0c")); + put(263, UUID.fromString("92571220-1090-4085-a546-b63eeacc25dc")); + put(264, UUID.fromString("3c564a6e-6a33-4ea2-9991-8a0619a08e95")); + put(265, UUID.fromString("b28c5443-b63d-43e2-9e67-bbb30cfa7353")); + put(266, UUID.fromString("d7274529-ca21-4760-a676-b33cba18d863")); + put(267, UUID.fromString("332462c8-da46-4ef6-8856-bd68dbd4fc9e")); + put(268, UUID.fromString("cd12fec9-4c01-4272-ad02-8c54b39f9b71")); + put(269, UUID.fromString("cece1977-2fb5-4cc0-aee4-338a187668ee")); + put(270, UUID.fromString("2ab9231b-b6c6-4397-9238-367b12b0ef22")); + put(271, UUID.fromString("dfba0d19-493b-40b8-ad66-1eab12db0b4b")); + put(272, UUID.fromString("ed21f2b4-4cf3-4b8c-a04b-2471f8be10d0")); + put(273, UUID.fromString("20823355-d11b-4438-b39f-0ca5a0212d54")); + put(274, UUID.fromString("bec6d6da-ab89-41a1-a537-3bb8c70e5e89")); + put(275, UUID.fromString("4d7e140f-6c2b-491a-93e1-4b8ddda68bee")); + put(276, UUID.fromString("d39b0faf-2c79-4071-bec4-704836400e0f")); + put(277, UUID.fromString("8ee2994b-9502-4f91-af6d-aec5349a13ee")); + put(278, UUID.fromString("ef78b716-3cd0-40d4-90a7-73d2dedcef8c")); + put(279, UUID.fromString("6f17e5e4-b345-4be7-b30c-a7a3b5e48d53")); + put(280, UUID.fromString("733855de-d037-4985-ac30-1035e123ea00")); + put(281, UUID.fromString("db08e6e1-7aa0-48e0-8bf6-6751b792ad82")); + put(282, UUID.fromString("d912127d-f1eb-4b7e-ad71-14495e0eca1c")); + put(283, UUID.fromString("42749ad7-46c9-4ce8-9cc4-82dd2be66923")); + put(284, UUID.fromString("eb365be9-a418-4e17-9ada-554af98ee23e")); + put(285, UUID.fromString("3741f3ce-f061-41d6-a7bf-a99e1a0df97c")); + put(286, UUID.fromString("a16fd1f3-4c6a-4aab-9070-30ed858c6f5a")); + put(287, UUID.fromString("6e91752d-0e49-42a0-a662-6ea1d3be1843")); + put(288, UUID.fromString("7639714e-9756-4067-8c65-43ba4b0ddb23")); + put(289, UUID.fromString("3455aa8c-1310-47d2-94aa-ccc23a0a9f0d")); + put(290, UUID.fromString("e123e17c-3dfb-456e-80e2-8a2407e4f06e")); + put(291, UUID.fromString("80e842a4-05f1-45a4-ab0d-025791472fe4")); + put(292, UUID.fromString("fa2aa084-0991-4e3d-ad9a-06a9cd4a8a37")); + put(293, UUID.fromString("eb476ea9-e8e7-4139-9732-75f277367f04")); + put(294, UUID.fromString("b6cd7e40-9c4b-404b-ba2d-e0514154135c")); + put(295, UUID.fromString("d2d90021-d453-4496-871b-d38297bce4af")); + put(296, UUID.fromString("7e7b0e89-43b2-46f8-889e-9cafdc8dc149")); + put(297, UUID.fromString("4e178259-e190-4fc4-888b-873661705cd4")); + put(298, UUID.fromString("5c100572-ba9f-42fb-8e40-a2d101ced511")); + put(299, UUID.fromString("47b14d45-5f73-463f-8082-54492affcf03")); + put(300, UUID.fromString("7894a4b1-4272-48b6-8842-a260db44cd71")); + put(301, UUID.fromString("db752c39-3198-4222-b081-d4ce604d5e68")); + put(302, UUID.fromString("ae2da9fc-c70d-49a8-b5f5-a0558fe3516a")); + put(303, UUID.fromString("15f7ae92-6917-4b8e-93b1-ee72480ddee9")); + put(304, UUID.fromString("d8584996-ccc9-40d5-9faa-415ea7f0da57")); + put(305, UUID.fromString("9fd2efd9-b494-4284-909b-886288d4b59d")); + put(306, UUID.fromString("a97d7a3d-153b-49da-b39d-c1c00c556be6")); + put(307, UUID.fromString("2033b5f1-7fe0-4523-875d-279b43c77b3f")); + put(308, UUID.fromString("92f89516-cc28-4c5b-ac32-379b7e857d62")); + put(309, UUID.fromString("69b417d8-efa5-467b-a069-741bd652ddfd")); + put(310, UUID.fromString("830dc256-f07e-47e9-b16f-64f433a48a41")); + put(311, UUID.fromString("7928f7b1-f321-40de-a3f1-d0004c3f18ba")); + put(312, UUID.fromString("0199a439-c28e-4c28-afca-398c95999312")); + put(313, UUID.fromString("0a2f943c-634e-498e-be41-48d65a85b7a8")); + put(314, UUID.fromString("e87379f1-d918-4c95-80b5-fdc54829822d")); + put(315, UUID.fromString("78022c1e-d156-4ce9-a5b4-9da2d11ecebb")); + put(316, UUID.fromString("cb525054-4de6-41a7-8850-78829801f95d")); + put(317, UUID.fromString("b2702d5d-0fbb-4ab7-a024-f4a26a05151e")); + put(318, UUID.fromString("69f1fe93-9b30-4fa0-9630-772501a04bfd")); + put(319, UUID.fromString("3b50ec67-7a9b-40ea-98da-f2e55c97c12b")); + put(320, UUID.fromString("8fcf7a46-4831-48fb-81dc-8fd0a084e69b")); + put(321, UUID.fromString("29e683da-44ab-41bf-ab83-232b50a8c0c1")); + put(322, UUID.fromString("4c6dcd49-9d12-4080-b3e3-222ef8f5b0a7")); + put(323, UUID.fromString("ef6889f8-78a0-4d0d-b830-18bec784331e")); + put(324, UUID.fromString("4ef18843-25c7-4430-a1cc-de388a84209e")); + put(325, UUID.fromString("e3aa62a9-e118-4118-a0cd-ffcee417e88d")); + put(326, UUID.fromString("f18f15dd-79dc-4c6d-aa8f-f2ba0b9095f5")); + put(327, UUID.fromString("8e51ac64-ca46-42ca-bcbe-a1af333342ef")); + put(328, UUID.fromString("88c58368-14bf-451e-b7ac-266ca5a21477")); + put(329, UUID.fromString("81e1f62f-fc23-4d11-abcf-ef06e8173ad4")); + put(330, UUID.fromString("8ed1d55b-1f18-4445-a61b-c1c13522e3ff")); + put(331, UUID.fromString("d067a0df-0191-42c6-b942-d75363bd1bb8")); + put(332, UUID.fromString("61b262d6-8869-4d6b-a2a5-1b871f4d696f")); + put(333, UUID.fromString("bd9f5c42-0c3b-4ab8-b7dc-efa75093020b")); + put(334, UUID.fromString("0d99527f-e885-4a08-8d9c-d47f48adbcfd")); + put(335, UUID.fromString("57be03a1-c37a-4c77-b7ab-6609097f7706")); + put(336, UUID.fromString("26cadd5a-5b2f-4d14-8432-7ffd1915ed53")); + put(337, UUID.fromString("6b0d82ec-fa80-412f-9ac8-24c9f0df320f")); + put(338, UUID.fromString("91907022-dc06-473e-af59-5c9f2f5d5053")); + put(339, UUID.fromString("965dacf7-d2d5-4abf-9443-659ff62fc7c5")); + put(340, UUID.fromString("3da244d7-8a8a-4994-bcd2-d8fde403c45c")); + put(341, UUID.fromString("b3995046-347a-4a5b-b34a-20736596e6f8")); + put(342, UUID.fromString("48d10f7c-1359-45e9-b10c-365e02912736")); + put(343, UUID.fromString("efc95d2c-ef7e-4d30-b602-2241d60579f7")); + put(344, UUID.fromString("8c17d220-f852-4119-ae01-8990d13dfaf9")); + put(345, UUID.fromString("a65b8d22-e883-406a-8c03-70e4dfdd36bc")); + put(346, UUID.fromString("81ab80d3-81d0-4599-b67d-a36ece49104c")); + put(347, UUID.fromString("8c41b0d0-562a-419c-a783-0271c6aad9db")); + put(348, UUID.fromString("5ce6421e-7692-4461-9d39-2a0f2eaef2ea")); + put(349, UUID.fromString("604407fd-4903-4702-bbdf-0f2079e0a709")); + put(350, UUID.fromString("ab2746da-796c-405e-afc6-97f66fc0ae1d")); + put(351, UUID.fromString("a1c16634-f7d1-440d-870c-68f4d99712b9")); + put(352, UUID.fromString("0210013c-0852-4ab6-b481-3a35063dd075")); + put(353, UUID.fromString("4d60978a-6737-4172-9617-ef6e5da2d9fd")); + put(354, UUID.fromString("25e94a20-cbc9-404f-ac8b-86d033152568")); + put(355, UUID.fromString("1a9eada1-13d2-419b-bb0d-c824a91180cf")); + put(356, UUID.fromString("209b10c4-d47d-411d-8bf5-393b9606eb2a")); + put(357, UUID.fromString("c44b19b4-9de3-4baf-a748-cb4758de7cec")); + put(358, UUID.fromString("007fd133-96be-4576-9e41-7751e9794922")); + put(359, UUID.fromString("641f5484-71b2-4b3a-95c3-344667d7aba8")); + put(360, UUID.fromString("ade9e453-8338-42af-b175-f5842fbe5ebc")); + put(361, UUID.fromString("5b70cad8-dc2b-4a53-8d59-23b3fd54fc8f")); + put(362, UUID.fromString("8ee91eb3-63c6-4407-8546-5e01c83480d5")); + put(363, UUID.fromString("389cf773-1a4d-48c2-944b-bb3ce826efe6")); + put(364, UUID.fromString("6e85e2e8-58d7-4554-b8bb-c5807c564282")); + put(365, UUID.fromString("5f4930b1-2402-4f60-9136-58644bdeee72")); + put(366, UUID.fromString("476eb58e-0f00-4e89-becc-608d887c6b99")); + put(367, UUID.fromString("03019208-e06c-4805-bbab-c197c7a6c928")); + put(368, UUID.fromString("293cdfb7-31c2-40b2-b960-25f594d35b49")); + put(369, UUID.fromString("79fc0551-df26-4b0b-97df-7bf60c937986")); + put(370, UUID.fromString("a7f91d04-fe00-4659-af50-626157c8758b")); + put(371, UUID.fromString("d71fd098-d139-4854-957d-23af1c7db003")); + put(372, UUID.fromString("0805ba13-efe9-4d3a-b590-42238bcf6552")); + put(373, UUID.fromString("2a750805-d281-42b4-b48e-49fac62e4954")); + put(374, UUID.fromString("50c5fa2d-7e5c-455c-b3fd-b65c8f917714")); + put(375, UUID.fromString("bfad48c0-d1e0-4a64-a769-55bb583cf790")); + put(376, UUID.fromString("2605b11d-8e37-4992-a85e-43cf73c77de6")); + put(377, UUID.fromString("b9bb4e99-c529-4687-bfa8-3d7ac1e307e4")); + put(378, UUID.fromString("49adb82a-fd92-4c5f-9feb-a22bb5745489")); + put(379, UUID.fromString("786ae770-2360-4a50-94dc-079dd88d9d8c")); + put(380, UUID.fromString("7cc59c21-c1e1-4734-a2c7-d3665d31ba4f")); + put(381, UUID.fromString("50feb63b-5031-4e30-b552-69f740527027")); + put(382, UUID.fromString("7cc7b51b-a747-4c92-96cf-4acd6d0c3d22")); + put(383, UUID.fromString("e8483390-1996-41cb-8b7a-b1d6a0e8cc63")); + put(384, UUID.fromString("03e72f12-8aee-43d2-841e-269ad8c28574")); + put(385, UUID.fromString("585939d7-6143-412f-9efd-647ea2a15999")); + put(386, UUID.fromString("346d79d8-4118-4ddd-ad09-3441b405750e")); + put(387, UUID.fromString("0af185f7-e1e3-451d-9250-b7619def9b5c")); + put(388, UUID.fromString("1dd26002-170d-4cf5-b01e-377634560ce5")); + put(389, UUID.fromString("32b77bd3-6a2d-4717-baa8-e2391d1f4cd4")); + put(390, UUID.fromString("09b8f712-3e0c-43d9-86df-1479b6c8d10d")); + put(391, UUID.fromString("5c78034b-8087-4609-8a0f-42c3741d9f04")); + put(392, UUID.fromString("ca5e6bc0-a088-445a-8340-ac0fcdff94b0")); + put(393, UUID.fromString("72000415-0cdf-498d-80f0-5c4fcd34fe62")); + put(394, UUID.fromString("ed13e6b6-2689-46f7-9769-dc7e5b92399f")); + put(395, UUID.fromString("2ff2fd97-b6a1-4c5d-b266-21e1f0996cd6")); + put(396, UUID.fromString("fb19b7c4-7e79-40e1-a54d-db81efa1c06e")); + put(397, UUID.fromString("36a2418c-8624-44cc-b962-5bfd2a99bb97")); + put(398, UUID.fromString("e3d86855-3116-4d23-a2f6-17fd78f0226e")); + put(399, UUID.fromString("4cc4eb55-b300-4c74-ab39-54714122a557")); + put(400, UUID.fromString("eb4e364b-7470-48e4-9da1-e77332be3997")); + put(401, UUID.fromString("1484e367-0687-4fd4-b91d-bfe81cee3e54")); + put(402, UUID.fromString("ee326e46-ec55-4bdf-b167-6cfe5b656a29")); + put(403, UUID.fromString("9b82725d-271a-4bfa-97a9-19a90b62da40")); + put(404, UUID.fromString("4d46c602-d837-4bcc-8f58-3c3ed7ead8d6")); + put(405, UUID.fromString("092a9422-0467-49b2-b61e-a1f6e72b8a5a")); + put(406, UUID.fromString("22bf3fd2-5139-4193-b588-86fc4e749f22")); + put(407, UUID.fromString("38d581ba-27ea-4ea4-bd28-d7b3397140eb")); + put(408, UUID.fromString("3c4a5670-f2c7-42a1-a00c-10c903ecda8a")); + put(409, UUID.fromString("474cfda9-5c09-4188-8471-ee307a20e0db")); + put(410, UUID.fromString("29ef977b-cc15-4485-af31-e53d0676ae59")); + put(411, UUID.fromString("c30a5bba-39b3-421f-8043-6bd9e253c889")); + put(412, UUID.fromString("b0d6cd57-482c-4ce9-bc6c-b2644a81faf7")); + put(413, UUID.fromString("c40f0442-3610-45a5-babd-07650b64ec8c")); + put(414, UUID.fromString("9b63ff5a-e973-4802-a215-50b5bfd623bc")); + put(415, UUID.fromString("a361b620-7ef3-4375-8cac-151d454e7ba9")); + put(416, UUID.fromString("5a6fbb9d-e41d-4822-86ee-2e6fdabd3e29")); + put(417, UUID.fromString("23fef338-10c5-4855-8bc1-e70f1c23134f")); + put(418, UUID.fromString("2b5dae13-24af-4e51-b2d0-be3999970093")); + put(419, UUID.fromString("6508b9fa-c78f-448b-8930-db3f62618809")); + put(420, UUID.fromString("5e976a1c-7d72-440e-9f0d-730938c79064")); + put(421, UUID.fromString("66468cee-dbf2-46b2-a46c-433941e7fd9d")); + put(422, UUID.fromString("04ad2e55-9615-48b1-810e-02260734a33c")); + put(423, UUID.fromString("9bc9b77b-8e75-4c80-9f09-0060d570d6c2")); + put(424, UUID.fromString("d4122f1f-c335-4da4-958d-5f60097048b0")); + put(425, UUID.fromString("cc50f7fe-b568-4f1d-8598-ca58ee1f24a1")); + put(426, UUID.fromString("7d64c556-1f0f-475b-8d03-36ea28841b71")); + put(427, UUID.fromString("d33ba7e8-f28b-4198-8c27-ab42c98d96f8")); + put(428, UUID.fromString("58ddf1d2-dbba-4abd-900f-e0299bb385c1")); + put(429, UUID.fromString("4b076100-00df-4ab9-a05a-a946d8d5784b")); + put(430, UUID.fromString("e5c3b736-5416-4c6e-b02d-89e314c30778")); + put(431, UUID.fromString("ecd17734-8737-4008-98c8-8cfa8a3fb4fc")); + put(432, UUID.fromString("8f69ddeb-4895-4137-ab6b-38df1c532c5b")); + put(433, UUID.fromString("cc531e5d-f4e7-4b05-ae03-2fd607ab9540")); + put(434, UUID.fromString("352e6a59-3838-42ef-948c-681bae19af8b")); + put(435, UUID.fromString("86637a2b-70e2-46f7-9ff4-8e249c14a721")); + put(436, UUID.fromString("47a33d35-1812-4786-94c4-33c4c49fd759")); + put(437, UUID.fromString("0bda69f7-4d50-48a4-9c9b-1e0170dd5d8f")); + put(438, UUID.fromString("cc760c19-7598-431c-9016-4f13b5e2a733")); + put(439, UUID.fromString("afc8de94-886f-4cde-bd11-e4bc2614f319")); + put(440, UUID.fromString("d4947134-60b6-45c2-9886-3aed7643b3e1")); + put(441, UUID.fromString("3b931961-77b8-41ef-b7b9-235c8460c536")); + put(442, UUID.fromString("10f90869-7e0f-4b7b-b10f-8b5370490575")); + put(443, UUID.fromString("7f3d20c2-0351-4bb2-9dc3-117b050b75da")); + put(444, UUID.fromString("5aaf2404-1dbe-4a96-8f7e-0338a9b94ac4")); + put(445, UUID.fromString("78391f75-2908-4c6f-852e-f282669e381a")); + put(446, UUID.fromString("da719f28-de59-420b-8679-3baa5e3b4c88")); + put(447, UUID.fromString("9b18d357-d4ad-42e3-bf0d-222ceadd0849")); + put(448, UUID.fromString("e703bf44-f42d-4f6f-8b2f-9455e713035d")); + put(449, UUID.fromString("08ca9365-4249-46a3-9684-618cac6180be")); + put(450, UUID.fromString("b21e4aec-6095-46f8-93de-e3729da8be05")); + put(451, UUID.fromString("ebc65148-f269-4f95-8ffc-787c109de13f")); + put(452, UUID.fromString("efb93219-c8d5-43f9-877b-1c2e7d554331")); + put(453, UUID.fromString("92b77494-2a6c-4dd0-8e27-6570f491c6e2")); + put(454, UUID.fromString("f5eb3ff6-6077-4ad2-8184-2596326401e5")); + put(455, UUID.fromString("4ba77040-bfff-4af3-b5d7-2b388a359ce4")); + put(456, UUID.fromString("135df3b4-3d01-4644-88a8-12a0f903337c")); + put(457, UUID.fromString("0b30a406-08e9-4bbc-9b80-361c10de7cc1")); + put(458, UUID.fromString("a04c3b0f-b74b-40c3-879d-1c3f98dcb116")); + put(459, UUID.fromString("b1f5bb91-7515-40f1-b59f-37ee018db307")); + put(460, UUID.fromString("acc65b4e-99df-4acb-8ccc-42a4e4639b0d")); + put(461, UUID.fromString("c166f6ab-5c4d-4467-93ec-7fe11e05349e")); + put(462, UUID.fromString("2c650f3c-7ade-4065-9ce0-9033c8a28bbe")); + put(463, UUID.fromString("583c445b-55fd-4bff-9b8c-efaae75e7549")); + put(464, UUID.fromString("6ff50afa-8bf9-46df-bfd7-ac1e09618174")); + put(465, UUID.fromString("27ca731e-3bb6-48e8-a1d2-58b8d7e2e415")); + put(466, UUID.fromString("c65737de-aad7-469d-9758-d8dab2cf6897")); + put(467, UUID.fromString("04f11361-a464-4b8d-8561-bc9e8c1894d7")); + put(468, UUID.fromString("fd723339-0eda-49e1-883c-cc3a9c8375ef")); + put(469, UUID.fromString("a38da3ca-cc07-48c6-be0c-bab35397fd1e")); + put(470, UUID.fromString("09457872-b35d-4c71-a9d1-aa1cb615f3e7")); + put(471, UUID.fromString("6c58551f-e7bf-47cb-b63c-6262c20108d8")); + put(472, UUID.fromString("f523978a-cad2-4bd3-b203-8060fed00bf3")); + put(473, UUID.fromString("9d568f2f-f624-4ed7-a94f-e9199309393c")); + put(474, UUID.fromString("e00a67ab-a715-4272-b730-df049eda666e")); + put(475, UUID.fromString("0dfd2fc9-60d7-44bd-ae84-99dbf13c10cf")); + put(476, UUID.fromString("df0581eb-c751-4ea5-b298-ce2bdf7c4e3f")); + put(477, UUID.fromString("138f5a3e-22f2-43d7-961e-f74f72a90bb9")); + put(478, UUID.fromString("ee1eb736-eb5f-422b-b268-2323ead181c1")); + put(479, UUID.fromString("90e40c30-6b9a-4a99-8d85-4f53485c1d51")); + put(480, UUID.fromString("823bcd2b-6049-4016-adf0-3bd7f6062f39")); + put(481, UUID.fromString("afb46bf7-90c0-45e1-bd8d-a92976f56515")); + put(482, UUID.fromString("38d95ff5-a47c-4f8b-be2d-8c613c9805e7")); + put(483, UUID.fromString("34f5520f-043f-4420-81ea-469de5f13dee")); + put(484, UUID.fromString("45cf3655-4836-4e12-afe6-251e0fe90c60")); + put(485, UUID.fromString("6e186e16-3e66-48f3-8b3b-fe261c3fb9d7")); + put(486, UUID.fromString("cd592b75-7462-4c5c-a06c-a8c5119c374c")); + put(487, UUID.fromString("8f490307-646c-4422-9612-1a5279665d78")); + put(488, UUID.fromString("22403bc3-cf17-44bd-986f-127b7806a7c0")); + put(489, UUID.fromString("1da05d31-34e3-46e4-b4f1-55149e58379d")); + put(490, UUID.fromString("b806dcc9-e33b-4c90-b174-56e46acb9169")); + put(491, UUID.fromString("9edad62c-eb45-49ae-8d94-b350a0e74fd5")); + put(492, UUID.fromString("58ff27e5-fe3e-47da-9b2a-b68156057b39")); + put(493, UUID.fromString("51b67a00-8783-46ae-9ee6-b0ae33ca720d")); + put(494, UUID.fromString("0d23c894-a8cf-4b7b-a6a7-abaf5b45a3c1")); + put(495, UUID.fromString("d955506f-e1fd-4bc0-ac4b-c6b52b830158")); + put(496, UUID.fromString("a0a6c3b4-4933-4a8f-b582-82fb3afd06ff")); + put(497, UUID.fromString("276d7255-01e5-4a8c-beea-74c59c63f518")); + put(498, UUID.fromString("2879df9d-7754-4667-a317-a54dee0078e9")); + put(499, UUID.fromString("c4a1379b-d934-4a6b-9a63-82a592ddec84")); + put(500, UUID.fromString("09177cd5-f607-49d5-9f14-0efae610a2e1")); + put(501, UUID.fromString("ba6c3696-5bb9-47d7-ad98-9ee9a7a76db3")); + put(502, UUID.fromString("daa0436c-6112-49a6-8781-37ed7ced36a1")); + put(503, UUID.fromString("d5b854c6-ae1a-41b4-bc77-856ebc04be00")); + put(504, UUID.fromString("1c0a4a90-84a3-40ac-b505-b0c0eb25e7c0")); + put(505, UUID.fromString("8d1ff018-4e58-4d70-b0e0-13fb6bbccad3")); + put(506, UUID.fromString("15748ea4-d094-4d9c-99fe-295938caed6d")); + put(507, UUID.fromString("a1e3e661-07fe-480e-a1d7-37c1e8b137f3")); + put(508, UUID.fromString("348d992e-13c3-45f3-9458-b4e4b5701789")); + put(509, UUID.fromString("c5108675-d43a-4dcc-aa26-9bcd45b4f38c")); + put(510, UUID.fromString("4e358acd-b23b-462c-a019-b8b1d50a6619")); + put(511, UUID.fromString("7bfff8ae-581c-4f2a-a9f1-3ae1943c4abb")); + put(512, UUID.fromString("5e7cd74c-590b-4129-80ac-dd69db1bfd85")); + put(513, UUID.fromString("152f1197-d600-471a-802f-c9398481808a")); + put(514, UUID.fromString("ac675aa8-e84b-4501-b446-e05f2e6ffd6d")); + put(515, UUID.fromString("900d74a3-cd0c-4c61-a532-744c2de40e83")); + put(516, UUID.fromString("b6001483-e447-4a08-ae44-184f34271f5b")); + put(517, UUID.fromString("6cc5e742-9c1c-4db2-9608-d7b8d54a7c62")); + put(518, UUID.fromString("963465dd-a02b-45ad-8817-b0442c4d20ac")); + put(519, UUID.fromString("84123b37-22df-4d7c-9457-2ea435b3d251")); + put(520, UUID.fromString("6b91b931-78d5-40eb-8d98-b475d37e6646")); + put(521, UUID.fromString("aad93cce-3136-4583-ab83-49ded6f758f2")); + put(522, UUID.fromString("b47e1b09-fde2-4ad4-8464-f758f861e83b")); + put(523, UUID.fromString("1bc5624e-bf90-4fed-9551-c8ce060b3fed")); + put(524, UUID.fromString("a8122db2-d389-4897-98a8-bcce1832ca5e")); + put(525, UUID.fromString("531be18e-0471-4632-bd15-debae64d88aa")); + put(526, UUID.fromString("ac2ee378-fe57-41d0-b929-400e9055e32e")); + put(527, UUID.fromString("cb60c8ef-ca10-4b0c-b156-36b9244b028e")); + put(528, UUID.fromString("fc3bf2c4-f711-4211-82fd-65f5aa09a507")); + put(529, UUID.fromString("d68cd0f4-00c8-47f0-9c39-0ed5074d2388")); + put(530, UUID.fromString("5fb3b397-7686-4cdb-86b1-b43780057bc3")); + put(531, UUID.fromString("b8b73ffe-ffa9-423c-bc00-4c019be00e66")); + put(532, UUID.fromString("6d66b613-59b3-4d32-b1e7-b3931fd1372c")); + put(533, UUID.fromString("37777233-2c96-48ee-a2fc-e5db1bc44b21")); + put(534, UUID.fromString("8c7aa0e5-15e2-46eb-a736-483c2bd51a40")); + put(535, UUID.fromString("3c3547af-149f-425e-b1e7-138fc6b0a9f5")); + put(536, UUID.fromString("1b09d8e9-4200-4828-a3af-60001e58b827")); + put(537, UUID.fromString("3654a096-0494-4ae0-b984-5510058f05c8")); + put(538, UUID.fromString("023ba811-1f7f-44a8-9da3-c344f14fb05b")); + put(539, UUID.fromString("0f70d374-5dcd-443d-a577-0495fc1c7d64")); + put(540, UUID.fromString("3768609a-5827-471b-9b04-8e6d585cf55d")); + put(541, UUID.fromString("08889633-9faf-4456-bb7d-e0e88705b62e")); + put(542, UUID.fromString("d3913742-a96b-4b7c-8d7f-0d2e312a97c3")); + put(543, UUID.fromString("6fcbc78b-60c2-44fb-884b-bc02744b8a8c")); + put(544, UUID.fromString("fdcf4867-784f-49c3-aec2-8475db2477e4")); + put(545, UUID.fromString("7d52d451-1a78-4dbf-9081-fa4c339876ab")); + put(546, UUID.fromString("3dd21578-e1a6-46b1-84d0-0d3fcbec1062")); + put(547, UUID.fromString("5087ee2d-c521-4c6a-9054-5fb68ac033d6")); + put(548, UUID.fromString("fd190b1c-bcf7-4703-977e-19761e12e1d1")); + put(549, UUID.fromString("b4133667-52c4-400b-a293-c964ec5c4728")); + put(550, UUID.fromString("b1e2588f-a7ff-4726-905c-50cd35555331")); + put(551, UUID.fromString("7dc5ccd7-4fbb-4211-b0b5-807f698eff35")); + put(552, UUID.fromString("afeb2cb5-bfb5-4e8a-aaeb-7816b46c41b0")); + put(553, UUID.fromString("05222715-bd58-4a6f-839d-4f080f3bd6b1")); + put(554, UUID.fromString("35ef0956-7fb3-4cbf-8765-89cfc3f1602c")); + put(555, UUID.fromString("8c27b28b-a556-4f58-a162-1c37cd6005c6")); + put(556, UUID.fromString("38e5969e-fa96-4f7c-9a3f-a60f330260f9")); + put(557, UUID.fromString("beb56a03-e11c-4c17-bec1-8c49c1f229bf")); + put(558, UUID.fromString("1f7489b8-3b4a-4d78-ad41-f121fdc159a1")); + put(559, UUID.fromString("5e7ee091-7c9c-4a0f-b64d-8d39b451fe5b")); + put(560, UUID.fromString("0b492a2d-497a-488c-b408-9c6bfed06a3c")); + put(561, UUID.fromString("3cee05d1-b71c-4a3e-a92c-5723acaecdd4")); + put(562, UUID.fromString("2982746d-86d5-4b8b-a26c-ae11a69f1579")); + put(563, UUID.fromString("75973be5-56e0-46c8-8acf-f02aebc0f33f")); + put(564, UUID.fromString("44044ff0-a255-4f3d-814c-2c938c5fcf61")); + put(565, UUID.fromString("df997799-1d13-473e-b954-35fb92712fc7")); + put(566, UUID.fromString("ab1d3253-623f-4eb5-bb28-6abd96147cf2")); + put(567, UUID.fromString("bd8190f9-465d-4003-afef-5426174ac8d7")); + put(568, UUID.fromString("c03ec702-9346-47cf-ba83-502107c1378d")); + put(569, UUID.fromString("3ef5ee2e-598c-4912-84d0-4e368ad8acd4")); + put(570, UUID.fromString("6ce77c35-5a5c-4b91-a20a-5e6bba32238f")); + put(571, UUID.fromString("1ba32c4e-785d-4629-9fe2-3af14193a39c")); + put(572, UUID.fromString("1568c8bf-6560-4ac3-a4b4-e83832f38090")); + put(573, UUID.fromString("348d6765-356e-4037-a934-b22b1b34a245")); + put(574, UUID.fromString("d6b4784d-4125-42f3-8e45-4c70aab1342d")); + put(575, UUID.fromString("e8d83a2d-04f8-47e8-abe7-e22688c15c63")); + put(576, UUID.fromString("5ead1028-abbc-46ff-9cec-62573be7fcb7")); + put(577, UUID.fromString("22539fe8-5fb3-4623-a60c-e64e2b451325")); + put(578, UUID.fromString("30328400-95b3-4ecb-8180-ed2f7831c1a5")); + put(579, UUID.fromString("7c99656b-fa0e-4714-8400-8b7041aa4423")); + put(580, UUID.fromString("bf71da01-c9a1-41c5-9595-1578d307d2bd")); + put(581, UUID.fromString("c0abe720-1842-49fe-82f3-a45620add5b6")); + put(582, UUID.fromString("f34d4c17-f722-4fd4-a21a-f28404385f45")); + put(583, UUID.fromString("5f11cf08-8597-45e2-84aa-9920e5643f0b")); + put(584, UUID.fromString("cff28fe7-3b3a-408d-b51c-07163da53c94")); + put(585, UUID.fromString("b73d1237-80cf-4a3d-8a71-2703738ca58c")); + put(586, UUID.fromString("03b9761f-299c-449f-8e42-5ec85c77b2eb")); + put(587, UUID.fromString("8d6773cb-b44c-4840-8614-efc8fa87855e")); + put(588, UUID.fromString("34a2db17-2db5-4e17-9c0c-86514c732e78")); + put(589, UUID.fromString("8461a983-2084-4718-9ed8-679c3d0322a4")); + put(590, UUID.fromString("e5541419-9eed-4870-af20-4cf81c86c1a1")); + put(591, UUID.fromString("27b331ec-c243-4668-a867-126b7cc4d713")); + put(592, UUID.fromString("4b54e449-ebd2-401a-afe8-a4cd9b749f7f")); + put(593, UUID.fromString("c8ac8203-6dec-4736-99e4-2b7caf91f6c8")); + put(594, UUID.fromString("d996290f-45c5-43aa-af47-0e440ca75157")); + put(595, UUID.fromString("24a8741c-7b56-4bfe-aa19-4c0c788632ca")); + put(596, UUID.fromString("6e006858-3510-4c6d-87c2-d22f048a23a0")); + put(597, UUID.fromString("fed13f55-bfb4-4a53-ac3f-0e0b7bb43332")); + put(598, UUID.fromString("b3d12591-38e0-42a2-82a2-2e839d268dbb")); + put(599, UUID.fromString("9cfec615-9f20-4534-9dd5-b4f3133776e6")); + put(600, UUID.fromString("0e5a39f4-4397-48fc-ac98-b5560a77fcda")); + put(601, UUID.fromString("0e1eb933-9a4a-4b1c-88d7-866be3b28ebd")); + put(602, UUID.fromString("c5531079-d28d-4e41-8ef0-4d4a4e4992b4")); + put(603, UUID.fromString("6b9feb7f-0729-4978-b3f2-a22079b19ce9")); + put(604, UUID.fromString("3e96d4f8-454d-4f75-bac1-1e15f91565ab")); + put(605, UUID.fromString("c1ba0486-b054-4310-8d0f-98941991a698")); + put(606, UUID.fromString("c6493f20-2ec6-4367-a015-83c19ee74f62")); + put(607, UUID.fromString("40d230c8-44ed-4d3c-bb9c-1258528bc071")); + put(608, UUID.fromString("9c49e83a-852b-46c9-8966-f5a9906938ca")); + put(609, UUID.fromString("9076653a-b64e-44c1-9ff0-e1d44d7097d4")); + put(610, UUID.fromString("63569d5e-9ec3-4c80-839d-aed9e956620c")); + put(611, UUID.fromString("ad045100-8759-4451-b7ce-d9670f59a50c")); + put(612, UUID.fromString("dda8d816-fdcb-4090-bf0f-9627f17af32b")); + put(613, UUID.fromString("24f563c3-e3ce-4744-acf9-1a3243099672")); + put(614, UUID.fromString("7a56dbec-cb97-411a-9cb8-019d99fbf93e")); + put(615, UUID.fromString("6b2fcb9c-5224-4931-932b-e552be4e5c12")); + put(616, UUID.fromString("3c34d858-76cc-498b-8c78-37ecea870273")); + put(617, UUID.fromString("3f2e712e-8490-46e7-a84b-5467cfe073b5")); + put(618, UUID.fromString("04f98d7c-92ce-40a6-8a77-22408f180cdf")); + put(619, UUID.fromString("1235d91c-dcd2-4503-8671-d1a41727e71a")); + put(620, UUID.fromString("5e7e715e-eb05-4944-91de-de3b54d7e28a")); + put(621, UUID.fromString("51fa4a1c-24f6-4c64-aa51-75d3b73d293d")); + put(622, UUID.fromString("34edb029-2fd7-4857-863a-23ee3ea890ca")); + put(623, UUID.fromString("6094b1b9-b3ce-4086-b2ab-a586823b4f6e")); + put(624, UUID.fromString("4128b822-cb8d-4b3f-a314-098683826056")); + put(625, UUID.fromString("5bd85cb9-ef5e-444c-9157-764b4a7ac27d")); + put(626, UUID.fromString("d6d3b771-899d-44d8-9d93-6efc8a335f12")); + put(627, UUID.fromString("5e4d246f-775a-4e8d-acef-af9eae98cc4c")); + put(628, UUID.fromString("884059fd-dde1-4c61-bf58-d2004af7e521")); + put(629, UUID.fromString("045938b7-015f-47f6-983b-4eabd7d3a010")); + put(630, UUID.fromString("87d5c445-1db2-42c1-a740-9610a52bc920")); + put(631, UUID.fromString("1c85ed0a-de9d-4bc4-8a9a-b2bf2633d7ad")); + put(632, UUID.fromString("daca4b84-4c61-4077-aec0-3dfb728b3560")); + put(633, UUID.fromString("60d5aabf-ffac-4b15-a5e6-96d51db9c800")); + put(634, UUID.fromString("eb09f16f-b8fa-4b55-9f67-645a2f7aa1bb")); + put(635, UUID.fromString("e415d406-31b9-4bfd-b7d3-4f4eb6beabd9")); + put(636, UUID.fromString("6529250f-6080-4ed1-91db-bf58c7219f1f")); + put(637, UUID.fromString("f28c4f60-efae-42aa-ad13-805935bcbed1")); + put(638, UUID.fromString("f6535e2e-c235-4cb3-9507-48b63e069c9e")); + put(639, UUID.fromString("62921433-ba16-4a87-a40e-61f5e502f985")); + put(640, UUID.fromString("de82bf31-84fa-41ba-9149-e3cd15bf5a95")); + put(641, UUID.fromString("daaedc4f-434f-4e62-8ea3-da90f0492c39")); + put(642, UUID.fromString("90ef66f4-907b-4539-b250-2832ab99b410")); + put(643, UUID.fromString("deda94bc-044f-422e-a8c8-e77db81e6ac4")); + put(644, UUID.fromString("7fb0fb2a-f08d-4d21-b16e-1045c003c726")); + put(645, UUID.fromString("ee112d38-8690-4d2d-b16e-0422b454765b")); + put(646, UUID.fromString("36d1250e-fc3b-4073-9569-639eb427770e")); + put(647, UUID.fromString("c961d332-45ce-4aa7-8348-e7e5a9bd6701")); + put(648, UUID.fromString("1fad8963-eb52-48e1-99a9-787575399669")); + put(649, UUID.fromString("f23cceb3-3d77-4b5c-be29-9666844be70b")); + put(650, UUID.fromString("4c5be436-c369-4e5b-a07e-d67e820eb807")); + put(651, UUID.fromString("b65adf26-ff87-4092-854f-820e2f84488a")); + put(652, UUID.fromString("c815c8fc-a3f7-4009-b95b-23b1162ddd22")); + put(653, UUID.fromString("98427b5a-04f6-4f59-9ae1-dab4ba22634f")); + put(654, UUID.fromString("6f57b098-b470-41a2-b6c4-3c50d45729e8")); + put(655, UUID.fromString("ed91417e-9157-4c5d-a501-df76a31a1713")); + put(656, UUID.fromString("d4f67079-142b-413b-8e1a-f479701fba2a")); + put(657, UUID.fromString("32abed97-8c84-493b-9981-564fd3ef64a5")); + put(658, UUID.fromString("ae65f4aa-bb52-4ac0-8916-946d0c64e5d2")); + put(659, UUID.fromString("88ea6fc7-ac04-45fb-8282-e6baceb33d35")); + put(660, UUID.fromString("ebf52e52-da01-4039-92a9-d0a14428f44e")); + put(661, UUID.fromString("11655ca6-f4e3-4f6e-8a7d-6f4783d6e37f")); + put(662, UUID.fromString("46f0a081-bb9e-49ab-b794-af29489ed9b8")); + put(663, UUID.fromString("49c44ed2-7be1-4fd3-a766-8147ea2ec9ad")); + put(664, UUID.fromString("5ad442ce-e59e-416a-81bc-b92fe61d5de0")); + put(665, UUID.fromString("f71d35f3-23b6-4690-933d-a69e714b5b6b")); + put(666, UUID.fromString("7bb4d822-c079-4e92-a7d8-26a0d20f6508")); + put(667, UUID.fromString("8fdfd22b-322e-4bfd-8663-de53574a1454")); + put(668, UUID.fromString("498e7dc7-8017-4813-ba6b-8500c4b4b742")); + put(669, UUID.fromString("9823e7d0-e702-44b3-afc6-1ccd9fd35292")); + put(670, UUID.fromString("eff82e37-26a4-42ac-9927-3659ceac3070")); + put(671, UUID.fromString("ae54512e-75e7-4699-aa20-55e0cd58b272")); + put(672, UUID.fromString("d83b9bad-1fe6-49c8-8da3-e9f28d8a3b59")); + put(673, UUID.fromString("bb9eaf94-cf5a-43e8-b060-5f1174f9467b")); + put(674, UUID.fromString("1a891e9b-7ad3-4e0f-bd38-f4b9bc794617")); + put(675, UUID.fromString("a177aa80-e024-4f1b-9e5f-23c13fdbc5e4")); + put(676, UUID.fromString("45e35ed6-3b8c-4e90-bbd9-cbcad499f96f")); + put(677, UUID.fromString("cd7ee867-416a-4649-90d7-eb76b41cbdeb")); + put(678, UUID.fromString("03925659-0200-4395-90d1-8e98fbb99c6c")); + put(679, UUID.fromString("b509241a-15eb-4f1e-9f6f-8bd157a0b8f3")); + put(680, UUID.fromString("6d8000b1-a349-4577-8f32-5d1c7e99b887")); + put(681, UUID.fromString("98055a26-4439-44ac-aaa0-0dd38cf8d9e2")); + put(682, UUID.fromString("21c209a5-3fa7-440d-8eda-b7ef40599f65")); + put(683, UUID.fromString("54fd849f-8414-4197-abe3-4d843e4f35d9")); + put(684, UUID.fromString("ef862f68-7e22-4028-b25d-f9d52bb5fe23")); + put(685, UUID.fromString("d52ac3e4-3bc4-4aff-8f54-5b62ccfe4104")); + put(686, UUID.fromString("5da41865-c639-4fb6-87a0-a8a204a27bf0")); + put(687, UUID.fromString("90c694f5-ef4a-4db8-b4e8-9934485592f6")); + put(688, UUID.fromString("88c4b1b6-b4de-4df8-871f-77b2ccb64050")); + put(689, UUID.fromString("6e2d3d7b-dea0-43db-8b0c-e131e8697b64")); + put(690, UUID.fromString("f8d2380c-3e60-4472-ac11-1dce563d538b")); + put(691, UUID.fromString("ae253456-fa97-4c60-84d3-e849c7a8340e")); + put(692, UUID.fromString("68849402-f15d-40fa-9e53-abfa0c23a980")); + put(693, UUID.fromString("ea67a50d-a612-4706-b02f-8bd506967503")); + put(694, UUID.fromString("4175c488-d25a-4322-837b-bceed91d422a")); + put(695, UUID.fromString("f91f89b5-0204-4cc8-9e4f-52f4ca461750")); + put(696, UUID.fromString("9409bdbc-8022-45e3-921f-282e737d8ff8")); + put(697, UUID.fromString("4be0f3e1-845b-44a5-a4d7-aa70b133f3d4")); + put(698, UUID.fromString("958dc513-52a4-4028-9d4a-2ad245efd348")); + put(699, UUID.fromString("4ecedb21-3eb4-4d58-9da9-2b94e28c2b18")); + put(700, UUID.fromString("f6ee55ed-ee16-4f9a-b4de-2bf481f0e83e")); + put(701, UUID.fromString("031b9b25-7aaa-42c7-a43d-2f09a8a78dc3")); + put(702, UUID.fromString("c0794d0f-fd99-485f-a8f5-449936a1e5ee")); + put(703, UUID.fromString("aed48b27-81dc-4419-8260-f93a958795c1")); + put(704, UUID.fromString("55f1c9c5-7b82-4c60-9cd7-d88478ac14c7")); + put(705, UUID.fromString("f513f400-488b-4fc6-90b0-e6e5184bbfea")); + put(706, UUID.fromString("c6030ef0-c84e-41cd-88a0-8ef2b7c0f297")); + put(707, UUID.fromString("80322e52-6ce5-4ee7-a446-22045f083c97")); + put(708, UUID.fromString("4cb75c47-6c96-4423-a4ce-a492423f3ee2")); + put(709, UUID.fromString("12f29c10-9572-4f4f-896e-0e89e84afe21")); + put(710, UUID.fromString("6ba98f49-818a-49e1-a509-bf0717358147")); + put(711, UUID.fromString("f51bbe2a-c6df-4f74-bea5-a707848bafd2")); + put(712, UUID.fromString("30bb1db9-d193-4886-888f-a0c470b19e17")); + put(713, UUID.fromString("0526cc24-7109-4757-87cf-c5d5a0df57dd")); + put(714, UUID.fromString("3a572b53-a293-4678-a08c-3cba3d38987c")); + put(715, UUID.fromString("640c0d10-86ff-4a42-8f31-2639e50b25c3")); + put(716, UUID.fromString("a19545a5-3850-42b8-99b5-eeaf1ca0eb3c")); + put(717, UUID.fromString("27f22965-f007-4986-9c93-7c034d575920")); + put(718, UUID.fromString("47f951dd-bf37-445c-a18a-ea4669217a46")); + put(719, UUID.fromString("ff08e8e7-9caa-4ca8-975d-8f0d4a7b98b5")); + put(720, UUID.fromString("b302cee8-74fc-43d0-ac94-924376820bb8")); + put(721, UUID.fromString("7d61433c-685d-4660-bcb2-f43057c76904")); + put(722, UUID.fromString("7afb992f-63b3-4ca8-b602-1b3c497b5105")); + put(723, UUID.fromString("ac1fa57a-b667-4d4f-8fa6-8421145cfc97")); + put(724, UUID.fromString("bc1ce5ef-f74a-4c44-a438-12afdde2ca80")); + put(725, UUID.fromString("d75fd4c0-e322-4305-98aa-9a65bb869699")); + put(726, UUID.fromString("ff3e061b-ffed-46e0-9234-a81b87c5c096")); + put(727, UUID.fromString("91ce49c6-698a-4e21-b9cb-3b86b9be044c")); + put(728, UUID.fromString("a8f00644-0f6e-402f-8942-eb230d06e05c")); + put(729, UUID.fromString("94687681-6a68-492a-9534-ab42e827b8fa")); + put(730, UUID.fromString("c351ce01-da46-42ec-bb92-af7445d4d20b")); + put(731, UUID.fromString("436b1fd9-2ef8-4301-ac12-50eec92536ff")); + put(732, UUID.fromString("fc5d1f84-324a-4277-bb7c-726e0b391eb5")); + put(733, UUID.fromString("4906dd6d-4656-4aae-8539-8af84bfd0d1d")); + put(734, UUID.fromString("65cb1f72-bc8c-4ee3-8bd5-9e0f04c6a5fa")); + put(735, UUID.fromString("62affa49-70d2-455c-8b9f-4dfdd43217c2")); + put(736, UUID.fromString("79a2b9fd-dc9c-4ef3-bda3-6d3b281baeb7")); + put(737, UUID.fromString("ef8a784e-97c8-4e37-b972-394e5d4e2e93")); + put(738, UUID.fromString("4cceb506-e2c3-4591-8d19-fbad1369f51c")); + put(739, UUID.fromString("a6515140-0fa8-4a46-8257-69a70b85c8ad")); + put(740, UUID.fromString("ce75fd0f-6684-4635-9cb4-69254aa5f842")); + put(741, UUID.fromString("c4398c4d-c209-455d-aeda-1a37d01bb83e")); + put(742, UUID.fromString("f9946d82-8b59-4664-8ede-2ea236723d38")); + put(743, UUID.fromString("3a8dcd52-7b2a-46a0-868f-a9affc48bf64")); + put(744, UUID.fromString("0f432ec0-bc29-451b-b687-413884eded2a")); + put(745, UUID.fromString("ab48847b-6123-433f-bc89-32a1f54c54df")); + put(746, UUID.fromString("3cb5d285-9a68-4372-9424-12bc2c9d24b0")); + put(747, UUID.fromString("dbefbcd5-40e9-4a74-b0e9-82ff6a646a2d")); + put(748, UUID.fromString("242893b5-9185-40e4-a64c-98e6abb52df8")); + put(749, UUID.fromString("522a0abc-60e0-4f5c-949d-264fb145b6d3")); + put(750, UUID.fromString("fa7fec37-673a-48a7-837f-2629d5a43a86")); + put(751, UUID.fromString("e7ed0f59-a86d-480a-a159-a1512864ed05")); + put(752, UUID.fromString("e230f723-eaf2-4dbb-8f53-59ef8e2f1235")); + put(753, UUID.fromString("cc42f72f-c620-4b2c-bfa9-8511308da54a")); + put(754, UUID.fromString("42f7c781-6890-4771-8e1a-f03bdbe73e27")); + put(755, UUID.fromString("4f7137a6-3a82-453c-a0bb-97c654f5fee9")); + put(756, UUID.fromString("ee9f16ce-9256-4699-a041-75f4ed8df5d6")); + put(757, UUID.fromString("fba7973c-afa0-4f4d-8339-a34b869e6d89")); + put(758, UUID.fromString("95074d7a-2a6a-467b-a799-69f0b90b4aa8")); + put(759, UUID.fromString("35fcfde7-7fba-4d8c-b44a-cbef83ae2cdf")); + put(760, UUID.fromString("b8907595-4f09-4b1e-98ea-905a9ec10945")); + put(761, UUID.fromString("bf6379dd-c94d-4709-8d12-5b5273dd743f")); + put(762, UUID.fromString("852d0d53-f503-4852-a767-f60f610bbff0")); + put(763, UUID.fromString("a876429c-f427-4986-801c-27bc19becb98")); + put(764, UUID.fromString("9fc5d75f-8a15-4a28-8ca6-a6053f2c72ba")); + put(765, UUID.fromString("7e4ea57a-a52a-4bb9-8be4-07d99fa90acd")); + put(766, UUID.fromString("d6150531-0a49-4ee9-8f91-680960f718d4")); + put(767, UUID.fromString("5b544336-bd34-40f3-828a-ca1e236df798")); + put(768, UUID.fromString("d50dc60a-3a4b-41ee-9019-722dff18b1a0")); + put(769, UUID.fromString("d3403dfd-1144-4c09-bfb2-83182f2672e2")); + put(770, UUID.fromString("750116f7-a886-4fe9-a7b8-39221a520d88")); + put(771, UUID.fromString("59561689-f968-40e3-afb3-15dec8ca1b4a")); + put(772, UUID.fromString("b015a5eb-6642-47f0-a0a8-2b7f96127866")); + put(773, UUID.fromString("789f0447-0681-4178-b665-d3b09b7fe9a4")); + put(774, UUID.fromString("9b923a8d-7582-4d8f-bc85-64b5e5681efb")); + put(775, UUID.fromString("89190966-a81d-4656-8cf2-bef050cc5a61")); + put(776, UUID.fromString("eea361f1-d580-4673-a1e4-a7f5616b28df")); + put(777, UUID.fromString("ffc28c8f-6aa1-4e71-af48-9770ef3da79d")); + put(778, UUID.fromString("b20f1582-6011-4342-b4f4-a272c7dfc9d5")); + put(779, UUID.fromString("4a3896f4-a463-4269-98da-73c2317c60ce")); + put(780, UUID.fromString("df003e0a-a200-4a57-8969-aabeaf3d5c34")); + put(781, UUID.fromString("fd80c6f7-cdc8-4b9f-985b-127f9389a7c9")); + put(782, UUID.fromString("cc57563e-193a-4912-b2fc-8621f53041ed")); + put(783, UUID.fromString("20705a62-c0c8-4a80-a152-ce4998144f6d")); + put(784, UUID.fromString("c643e36c-efb1-4f36-a748-8e26e88c3893")); + put(785, UUID.fromString("ceee53b1-cf3c-410d-bc07-e3b1d4fcc013")); + put(786, UUID.fromString("ea9e2f46-e15e-4336-8c65-7cab221685b3")); + put(787, UUID.fromString("f5836ff9-d8a5-461a-9834-4e52fa657f27")); + put(788, UUID.fromString("aad23079-93e1-4f81-b42a-2475f34b7885")); + put(789, UUID.fromString("972e5fdd-0875-43f4-8cc0-2d37ddf169dd")); + put(790, UUID.fromString("e594c412-9a5b-42a4-b894-f8992737529a")); + put(791, UUID.fromString("0ce04b46-7283-4b49-bc34-db5ea9e24a31")); + put(792, UUID.fromString("cc87192a-de22-4afb-aa6a-513cf1665e0c")); + put(793, UUID.fromString("7deb57f5-6a7f-4a1e-bd3d-5ae8a90d4f2c")); + put(794, UUID.fromString("5b13445c-50ab-4a25-af50-cf07d7fc38b9")); + put(795, UUID.fromString("86f0386d-af93-4964-8353-926be0007495")); + put(796, UUID.fromString("c0061454-fd39-458b-b807-56e8cc45501e")); + put(797, UUID.fromString("5a99f510-57e5-4482-a48f-28d5a1336359")); + put(798, UUID.fromString("e42df713-5c80-4be5-843b-26bfcf3e74fe")); + put(799, UUID.fromString("362cee48-d469-4005-99be-bb4e041afd50")); + put(800, UUID.fromString("7ec6489e-5e3d-457d-baae-472028f503ec")); + put(801, UUID.fromString("55f88a88-ff5f-454a-8d68-aeeda1dd7f9f")); + put(802, UUID.fromString("3760ceda-d0fd-4c4b-adde-c1ef037e4131")); + put(803, UUID.fromString("28b43f5e-36ac-4ca9-817f-7ed2dbd6757c")); + put(804, UUID.fromString("0f22cdf9-6950-419e-8ce7-c52d9b84d48f")); + put(805, UUID.fromString("7d8eedb7-1345-4920-a8e4-ef44a9a210cb")); + put(806, UUID.fromString("b9119564-8eeb-4644-9b00-d722177cebe8")); + put(807, UUID.fromString("c603376a-11af-4ce3-a40e-c9f01dbbdceb")); + put(808, UUID.fromString("71e19a77-9a31-4b14-a719-115e9615df67")); + put(809, UUID.fromString("e148e1b7-a93d-4d20-b78f-f72b5acd04eb")); + put(810, UUID.fromString("3959eace-0ae8-4c16-a4c5-748a344feb58")); + put(811, UUID.fromString("2fa59695-3630-4ded-b9fc-825cc996078b")); + put(812, UUID.fromString("43cacf05-a1a2-472d-a32e-ccd021ea8683")); + put(813, UUID.fromString("0e84a5a7-da67-4886-892e-f7b99ea16482")); + put(814, UUID.fromString("acef595b-7cd1-4776-b079-a19765fe0ff5")); + put(815, UUID.fromString("38a757e8-8e4f-4a81-8fa7-aa64b9bd6c84")); + put(816, UUID.fromString("6bdc597a-a6eb-482e-b6f4-7c21c414c8b7")); + put(817, UUID.fromString("531bd976-6e69-49df-9c43-4751fc72a619")); + put(818, UUID.fromString("e98a785b-b824-4346-bc9c-7dd1a38d00f4")); + put(819, UUID.fromString("76ddfe94-7dd7-43d6-b8f5-afdd412b3fda")); + put(820, UUID.fromString("eaccdcaa-ef11-46e0-961f-c43182012576")); + put(821, UUID.fromString("b2ab39c2-08d3-4f8d-b94c-8564ea5b3851")); + put(822, UUID.fromString("02220612-b2ba-4dbd-b396-401906e883fa")); + put(823, UUID.fromString("0597f425-9454-4918-81af-4993a212c865")); + put(824, UUID.fromString("76389bad-0792-4916-840c-1274f0f7aaa2")); + put(825, UUID.fromString("0c1c5a61-fa44-4d1f-b782-a619fb01c0b0")); + put(826, UUID.fromString("ef22731f-5a8b-495d-ba27-7cc8a2095333")); + put(827, UUID.fromString("b53c9d77-5c54-46a3-b176-cb5ec640aa93")); + put(828, UUID.fromString("26a64c46-6cf3-4de4-b05d-f325975f04cc")); + put(829, UUID.fromString("21e4db7f-7927-42a9-85ef-b81005f748aa")); + put(830, UUID.fromString("63a4a50f-46bf-45f4-a763-f5add8b093c9")); + put(831, UUID.fromString("2a657fc3-5ac5-4fac-b946-1eaf975e4dde")); + put(832, UUID.fromString("6d6435e5-f617-43d8-be60-4d3b1246479d")); + put(833, UUID.fromString("05c23ca0-5526-4f37-b04a-abf54bf43868")); + put(834, UUID.fromString("81d59f72-8c0a-4394-8c25-8e65476e8524")); + put(835, UUID.fromString("24d3a995-8613-49ae-9698-4ee739e01f85")); + put(836, UUID.fromString("5697759a-2ae0-4078-8366-1e94ea45a8d7")); + put(837, UUID.fromString("a33cd210-94fb-480d-a7ef-cb72abaf4dca")); + put(838, UUID.fromString("13d3ee1e-efa3-4072-b01c-130695b44175")); + put(839, UUID.fromString("ffb59503-fa01-498d-98fb-0aca148d25f6")); + put(840, UUID.fromString("fec039c2-05a3-43d4-a344-2a8361eeb787")); + put(841, UUID.fromString("76511fe8-48e9-4a57-81fd-1e8f71d9d4e3")); + put(842, UUID.fromString("d2f9f639-d7e4-47a1-961d-d186c9573492")); + put(843, UUID.fromString("7ee1623d-cc0d-4394-9950-7c94444d6bcb")); + put(844, UUID.fromString("ceb65523-5df6-4840-adee-da9ce78b4ca1")); + put(845, UUID.fromString("dc797c65-6d1d-4c93-a395-c19f7b83f571")); + put(846, UUID.fromString("91cc30ac-5487-459d-8381-7c53388cc424")); + put(847, UUID.fromString("ac6dcc88-7fc7-41b1-b14b-9a4df7a49a4c")); + put(848, UUID.fromString("aca93f8c-1155-4b11-8c51-76bbfc58d310")); + put(849, UUID.fromString("38c9df5b-efee-4353-945f-db2b3d762035")); + put(850, UUID.fromString("620c3247-858d-4298-9b39-3284be1179f0")); + put(851, UUID.fromString("63bc88d9-059a-4a48-81b5-58df277d48c4")); + put(852, UUID.fromString("02cdf45e-254b-4f39-be69-2d6b8b6031ff")); + put(853, UUID.fromString("836611d8-4342-4e34-bcc0-b499dea7aded")); + put(854, UUID.fromString("08462f44-556a-4975-a36b-3de17b073b5a")); + put(855, UUID.fromString("4f8f7b66-861d-498e-9b12-5bc4f86db4fd")); + put(856, UUID.fromString("8bd2010f-91dd-407d-b7c7-d8320b4729d4")); + put(857, UUID.fromString("b1d65dbd-76c3-4e64-8025-b17be369b22c")); + put(858, UUID.fromString("5a644646-b818-4cfb-a244-051054a6fea6")); + put(859, UUID.fromString("6e901fdf-acb7-4824-9ff1-4259b1d91e46")); + put(860, UUID.fromString("9955852e-dd14-4254-9c6a-5b76a05fc84a")); + put(861, UUID.fromString("3c3bbf6d-71c3-43d7-9811-14a997b289d1")); + put(862, UUID.fromString("a8323ae3-2008-4adc-a64f-237a5ab4c120")); + put(863, UUID.fromString("c7e2aee6-62db-4328-b39b-648908bb45bd")); + put(864, UUID.fromString("067806f7-32d2-4685-8ee5-fadad1fb3a75")); + put(865, UUID.fromString("8417cbae-c927-4246-b853-fa7b6a5e3f9c")); + put(866, UUID.fromString("772a1697-f37d-4d4b-bc67-99754308c03f")); + put(867, UUID.fromString("cf43f971-44d3-4d00-84ef-4d529c49f13f")); + put(868, UUID.fromString("ab5522fa-e766-4bc6-8573-429c40a23cc9")); + put(869, UUID.fromString("7f5a35a1-3393-4fa7-abd3-2875edca1a7d")); + put(870, UUID.fromString("79558e15-36c3-46bb-b5df-ccd980ad3316")); + put(871, UUID.fromString("b740d802-24f8-4b5a-9ce6-2a534222f870")); + put(872, UUID.fromString("68ac5294-34ea-4f25-a5d0-1b2b762f36ca")); + put(873, UUID.fromString("11c1ae36-3aac-499e-926a-d669cf494749")); + put(874, UUID.fromString("08ec8e2b-3eb4-48ab-a175-79d7394b567b")); + put(875, UUID.fromString("43ad47b2-fc66-4266-9edd-a372072c64fe")); + put(876, UUID.fromString("3a420e53-9b1d-491a-835c-af0e50b6ec33")); + put(877, UUID.fromString("41571acc-02f0-48a8-9a0f-545ea0531e11")); + put(878, UUID.fromString("23eb735a-f3c7-488e-9e61-619f91a41d7f")); + put(879, UUID.fromString("24b4041b-2239-4e66-b187-e14d4629eaac")); + put(880, UUID.fromString("1559bb75-53bb-46f3-9f19-45fef336d6df")); + put(881, UUID.fromString("39963bd9-ccec-4d76-8be6-5de27046297b")); + put(882, UUID.fromString("336defb5-8340-4151-b0ad-9e3e90442acd")); + put(883, UUID.fromString("7e4e73bd-8ec6-4e23-9583-0ea86ab0e08c")); + put(884, UUID.fromString("69e8ba92-f496-4e0e-8627-f3a9abbb9421")); + put(885, UUID.fromString("265090b4-e4be-4cbb-9164-2e4295c9de81")); + put(886, UUID.fromString("a8855fb4-7579-4cd7-9e9b-e80ffbfa68d9")); + put(887, UUID.fromString("92f5aeca-d160-4ecb-be9d-e48bae31257f")); + put(888, UUID.fromString("31ef25c5-854c-455d-951a-09e59ae84aa8")); + put(889, UUID.fromString("86fbc289-73ca-4883-9e95-6d3f487ded3a")); + put(890, UUID.fromString("c992f31a-b81d-40c5-afd5-d6876044bad9")); + put(891, UUID.fromString("493de533-77cf-4a53-b162-990be72d1a27")); + put(892, UUID.fromString("dfdcc1ea-5ba0-4d33-a22f-f7712feb5555")); + put(893, UUID.fromString("485c1df0-8262-4449-81c8-d5a5ff99812a")); + put(894, UUID.fromString("4557197a-66da-4ece-b284-00a6e0c012c3")); + put(895, UUID.fromString("0d4d97b6-b2b2-4ba5-9dfc-37cfd278217d")); + put(896, UUID.fromString("87a2a546-f621-431e-8235-bcf2d8830bc3")); + put(897, UUID.fromString("bf2dbde1-7dac-4b0f-9435-17927d84329e")); + put(898, UUID.fromString("23b15143-cc22-48e6-ae19-9f528fd2ed74")); + put(899, UUID.fromString("7948d39f-b862-494b-80bf-fd8d6e12b170")); + put(900, UUID.fromString("59429a1a-4981-45a9-927e-ef8959e0c8c0")); + put(901, UUID.fromString("d8f9a537-e682-4dc5-ab46-d76e3182ffff")); + put(902, UUID.fromString("86d92133-2071-4a53-9c0b-5b35d61b2d75")); + put(903, UUID.fromString("1a97da0f-a678-4037-9ba1-4331497a480b")); + put(904, UUID.fromString("0d3db9d7-1021-41fb-861c-799917deb5d9")); + put(905, UUID.fromString("bced780c-dd3c-449a-8510-16400542f319")); + put(906, UUID.fromString("7fa3bade-7f0b-4bc8-8ed5-6f368dc3dac8")); + put(907, UUID.fromString("26013602-e1e8-4d62-b8e5-96e0247e7f50")); + put(908, UUID.fromString("5270eb78-cb60-422e-9df4-886e4f6e8cb3")); + put(921, UUID.fromString("48d60a72-faed-45ba-a7af-abf33cc00506")); + put(909, UUID.fromString("159c5bcc-5519-4e8e-aa9f-c27e3d484a2d")); + put(910, UUID.fromString("b713e3b2-8112-45b8-bd64-09dfc6b2349a")); + put(911, UUID.fromString("01f70b40-eb5f-4e93-9363-99cb1784b4e5")); + put(912, UUID.fromString("10ab0401-528e-4046-87c2-7ae407cb4820")); + put(913, UUID.fromString("b10fcbe6-f5df-4a6d-a062-e64552911f41")); + put(914, UUID.fromString("d0ca6747-786c-4a04-82e9-86c459b9a3a0")); + put(915, UUID.fromString("db1792fa-ac09-4e30-87b5-69fb891af2b9")); + put(916, UUID.fromString("fd61a665-e5c3-49d1-acf3-5b0cb03befb1")); + put(917, UUID.fromString("7169676f-2188-40e6-895b-77ccdc2cdb88")); + put(918, UUID.fromString("5b049b17-6898-4049-bbac-c5bd7e6c6a61")); + put(919, UUID.fromString("2f014ec4-9b8a-4740-9eae-5dea2055efc1")); + put(920, UUID.fromString("e1d61c9b-5915-4e33-9d8b-4962da2142cd")); +}}; \ No newline at end of file diff --git a/app/src/main/assets/Spells_uuid_map.json b/app/src/main/assets/Spells_uuid_map.json new file mode 100644 index 00000000..5b0795b3 --- /dev/null +++ b/app/src/main/assets/Spells_uuid_map.json @@ -0,0 +1,923 @@ +{ + "1": "d545b8bb-6150-41ef-bf43-29d8a05ede4b", + "2": "c743233f-9792-4f63-aafa-9814388099c7", + "3": "d81bea34-2005-4cbb-a888-c71fb99240e3", + "4": "344b4996-aa22-4e50-b79f-2e0c1a2cbe6a", + "5": "af933fd1-ab29-4871-ba43-55748ede9f6d", + "6": "4a897bc4-3309-49bb-9d41-147746d55549", + "7": "28d724ec-77db-4f86-9493-ba7d49644127", + "8": "240cbb28-ae4d-4f01-a457-90a7b9a8b86b", + "9": "51324f47-0342-4999-a532-09771ab6fd18", + "10": "306c69ab-0496-4cc9-a940-9926d38c903a", + "11": "458f8b12-d849-4cdd-b661-7d02a592dd5f", + "12": "d18f7093-ad73-4a5d-b17b-8b54c4d2336d", + "13": "31843eba-62ca-4fb8-92fe-9c93b850458d", + "14": "05a0ae0b-d3e3-4b5c-9387-b1710a17d053", + "15": "48657d6d-65fd-4f61-bd68-6bff6e207398", + "16": "cc1ae25d-1d19-4595-97ac-6bbd373fa3bf", + "17": "48e70cdc-0061-4dec-bf7f-c44635478ca0", + "18": "5efff7ce-c156-403c-aed3-4b2692f0fa9c", + "19": "d797a79b-1aae-4a39-bd70-58f82b3aa6a2", + "20": "2ee06757-4086-4994-9b7c-8441cf291b8f", + "21": "48605d05-8116-40fd-b6ed-dee7bc1a7b9d", + "22": "91a6a18e-ab37-48cb-a1cf-dbef76655d14", + "23": "30a49c54-26d8-4485-a50c-4c2eb9eb0934", + "24": "3aace315-9f84-4db0-9223-7417d93af713", + "25": "49d22a2f-3eea-4914-aa95-accf891e2065", + "26": "3b245452-34b2-40d5-ac86-b7f16171a4c3", + "27": "cc8bcc10-4f24-48e5-b77e-89c6a6c56ea7", + "28": "49d013ad-d6a3-4da4-82b6-3bd2563be416", + "29": "519cd5cd-9534-466c-a4b3-d56fff9c963e", + "30": "76967049-0abd-46eb-b304-f5c416627c74", + "31": "471bf3b4-d339-4db7-b033-8c5607e84c32", + "32": "9ab39b16-feed-477e-84d5-251c91192f08", + "33": "7ff3ca3f-4ed2-4f5f-bc0d-621d120b6b17", + "34": "a5cacbff-f499-4531-a909-61931f7636c3", + "35": "03272bf0-414f-4517-903f-3ccfb41253f8", + "36": "cea7d0ad-ac40-4e2d-91ab-77055956288c", + "37": "a1f229c7-8ebb-4479-bea0-ff89a4f22ebd", + "38": "12dd58f8-fd36-454a-9a70-00dabfe42345", + "39": "40aaaca9-3141-462c-bcde-31c54b75311f", + "40": "c34165aa-733b-467c-a8f4-eab9bbd92473", + "41": "415db026-c826-45aa-9e66-9b0ef29398ba", + "42": "c1616f3d-4ee7-4715-b2dd-996f6b1c0281", + "43": "cb9fb441-942d-46f2-b347-87dcc80bcc35", + "44": "8d0fa4a0-23b2-480a-949a-d117733e5cd8", + "45": "d080263a-2686-4a92-8a36-a0b45d01a0be", + "46": "6b242f22-1c73-49a2-9ff2-a489e526c178", + "47": "c33808d8-22ad-435c-9a22-4873d14e6ff9", + "48": "fa79213b-cb1d-439b-b91b-98a1eb238589", + "49": "83f9f747-e588-4728-8298-24782381e7bb", + "50": "1aac1e52-6455-48ca-95b1-b5db791de60a", + "51": "3cc543eb-b9f8-436d-869d-df8f0fc01f95", + "52": "846b92fb-9f4c-4935-aa48-f496929a0783", + "53": "15b94c10-74cc-4891-911b-4dbcbf302a92", + "54": "cc5d5bc5-ae9d-479d-ab42-35ed138637b2", + "55": "e5c6a22c-3ed2-438b-81b4-6afe450d5e55", + "56": "bd7516c3-50c2-4c60-b3e0-ce59233a03ad", + "57": "780ca4c4-7abc-4630-9bf1-82b5ad5f27de", + "58": "b8aa325e-f422-43b8-a9cb-3a685834f3a8", + "59": "5d6e46fd-ca23-4c46-bd2b-7aa232f810ad", + "60": "448111f4-6677-4258-a76f-2f20f4685c9a", + "61": "df3e5ee7-f508-4752-bfcd-3a8f55136aa2", + "62": "bd28dfae-3278-433f-82c4-dd31a70c818c", + "63": "3c3b26bb-4e94-4324-85f7-0e1396f21d18", + "64": "76d4b971-df24-40f3-a127-48c58f502602", + "65": "d5d151a8-b53c-4dac-89d8-52789655a6f2", + "66": "11eec43c-87ab-4a7a-9ce7-9945f4086f19", + "67": "d74891ab-09ee-44c7-bc0e-c5a07c0080ce", + "68": "35b4e9b2-9631-49dd-9cb2-3fb231742781", + "69": "2be9e24b-518c-4fd3-a910-2f1772b810f3", + "70": "7a51712a-fa52-43a6-b583-bacae3c5caa0", + "71": "83a2687a-4247-497b-9d83-76bb4f789ecc", + "72": "47132fdd-0847-41ca-b542-eff37a0b35a8", + "73": "c3043c62-4bae-414c-a8c8-c80e4486f164", + "74": "66ca321c-cc59-4b4c-8d72-b5e25542ccae", + "75": "3f8020f2-0e20-453a-b527-13ff95ffde1a", + "76": "7d2ef755-3dab-46e7-8a0b-38469b43b81d", + "77": "1a6d81df-3c68-4e07-a31e-d64a15df7841", + "78": "0d5ef4d7-8994-4390-b9ea-d275aa60c4cc", + "79": "8b5a96c6-344a-4e96-be0a-56c72a938afb", + "80": "ef685999-05b7-486d-969d-bde881881591", + "81": "f550b65e-01da-4fb5-9169-17165e41189c", + "82": "b7703df7-9355-43b4-b8af-d353325d9659", + "83": "9a2d5731-6aa2-4f71-87d4-e213642b461e", + "84": "8ccaf077-649e-4451-b139-6ec6dd124e80", + "85": "0cd33325-6c12-43a8-857c-2a432503b098", + "86": "95e4136b-63a7-4f29-bb11-ed34ade5271d", + "87": "ca2f9608-0831-4920-a4b9-084ef5e9b5d6", + "88": "75bc78f0-5be5-456f-a294-acfca53f8f10", + "89": "cec49f06-b02f-4437-98be-ffaed1af5dc9", + "90": "6c6045d0-398c-41d1-90a2-200824925ff9", + "91": "7dbffeb3-50fd-4bd1-8402-f3306c4c158d", + "92": "e2da5cee-961c-4517-8f57-072654fea42a", + "93": "1104c2ff-ac48-4aba-906e-dbc33db2ea46", + "94": "96a38b8b-5026-43fc-bdeb-8dd3f1e1be44", + "95": "4bc1b559-72ab-4043-a24a-f749b0b49d92", + "96": "2c52b320-2d13-4a5a-bf81-8a77f09fd1a6", + "97": "cc5d77d7-6773-4143-858f-94dbf1f35b00", + "98": "73c79929-0a7d-4df9-afeb-214388a8b313", + "99": "b1697a92-a75d-4832-a5ad-19466e7f2f75", + "100": "ec3aef62-f970-4cd3-9c25-5cd7facd8c56", + "101": "14481b74-376a-45a6-9dbf-92cbae906627", + "102": "c5b130ba-1cfb-4d39-b38a-ba174e411d9d", + "103": "3a791cf5-aefd-4447-ba51-a75ca1bfa966", + "104": "42adf9f9-7528-4a60-8347-b3822f0da7f1", + "105": "5cc18e76-1046-4102-bdaa-53aae3fd1c5f", + "106": "1941acbf-85a7-42ec-b4b5-9ae3b136b673", + "107": "ebe0eec9-bf5e-4b32-a2f1-0c37fadcfd1a", + "108": "d72de8ba-1bdd-42f0-b686-b636127b1c24", + "109": "7dd3e562-acd2-439d-be27-22ab069a5491", + "110": "998ebdc5-a4bf-4250-800c-99965b2b55d5", + "111": "ca49abaf-ec2f-4644-b889-4ee8232573f8", + "112": "93e286ff-6af3-4648-bdb5-d5ba2f70098c", + "113": "def99cef-4598-4f46-acca-3a406e0808dd", + "114": "85f4396a-f77c-4c5d-9726-b0f94c041bd5", + "115": "972a1211-ff15-4e2e-9756-ca69b0e1fb3e", + "116": "730f4937-af3d-4923-a228-454156ff0f99", + "117": "79425eca-0e18-46ec-b101-cbbf169d9aed", + "118": "860c86ee-9a18-4de8-89ce-29a8fa39cbd4", + "119": "a1a9757a-cce1-4016-898f-2d90c20b0e24", + "120": "ae240d3d-e24b-4875-87c8-197ee9d28145", + "121": "be961fc2-a399-4ecd-9625-f2bb74fe2f65", + "122": "ff141c9f-25e7-4507-a041-aae635e851cf", + "123": "6bfa9837-3985-4973-a958-9d8f7aa1c3e2", + "124": "fa50b50b-b7c7-40c9-976f-7167ab3ca9c5", + "125": "d1189676-61cf-4e5c-8c6e-c5255c6191e9", + "126": "c7d5f619-4075-460d-b86b-ed4890c26cb4", + "127": "67e4033c-7943-4697-b68c-0129fc1f81f6", + "128": "07c060f6-0b16-400f-b105-94804daadbeb", + "129": "00ef8719-520c-4ec9-89f4-12ac5e280407", + "130": "4bef864e-5f45-479b-8b51-73a039683c40", + "131": 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"2a657fc3-5ac5-4fac-b946-1eaf975e4dde", + "832": "6d6435e5-f617-43d8-be60-4d3b1246479d", + "833": "05c23ca0-5526-4f37-b04a-abf54bf43868", + "834": "81d59f72-8c0a-4394-8c25-8e65476e8524", + "835": "24d3a995-8613-49ae-9698-4ee739e01f85", + "836": "5697759a-2ae0-4078-8366-1e94ea45a8d7", + "837": "a33cd210-94fb-480d-a7ef-cb72abaf4dca", + "838": "13d3ee1e-efa3-4072-b01c-130695b44175", + "839": "ffb59503-fa01-498d-98fb-0aca148d25f6", + "840": "fec039c2-05a3-43d4-a344-2a8361eeb787", + "841": "76511fe8-48e9-4a57-81fd-1e8f71d9d4e3", + "842": "d2f9f639-d7e4-47a1-961d-d186c9573492", + "843": "7ee1623d-cc0d-4394-9950-7c94444d6bcb", + "844": "ceb65523-5df6-4840-adee-da9ce78b4ca1", + "845": "dc797c65-6d1d-4c93-a395-c19f7b83f571", + "846": "91cc30ac-5487-459d-8381-7c53388cc424", + "847": "ac6dcc88-7fc7-41b1-b14b-9a4df7a49a4c", + "848": "aca93f8c-1155-4b11-8c51-76bbfc58d310", + "849": "38c9df5b-efee-4353-945f-db2b3d762035", + "850": "620c3247-858d-4298-9b39-3284be1179f0", + "851": "63bc88d9-059a-4a48-81b5-58df277d48c4", + "852": "02cdf45e-254b-4f39-be69-2d6b8b6031ff", + "853": "836611d8-4342-4e34-bcc0-b499dea7aded", + "854": "08462f44-556a-4975-a36b-3de17b073b5a", + "855": "4f8f7b66-861d-498e-9b12-5bc4f86db4fd", + "856": "8bd2010f-91dd-407d-b7c7-d8320b4729d4", + "857": "b1d65dbd-76c3-4e64-8025-b17be369b22c", + "858": "5a644646-b818-4cfb-a244-051054a6fea6", + "859": "6e901fdf-acb7-4824-9ff1-4259b1d91e46", + "860": "9955852e-dd14-4254-9c6a-5b76a05fc84a", + "861": "3c3bbf6d-71c3-43d7-9811-14a997b289d1", + "862": "a8323ae3-2008-4adc-a64f-237a5ab4c120", + "863": "c7e2aee6-62db-4328-b39b-648908bb45bd", + "864": "067806f7-32d2-4685-8ee5-fadad1fb3a75", + "865": "8417cbae-c927-4246-b853-fa7b6a5e3f9c", + "866": "772a1697-f37d-4d4b-bc67-99754308c03f", + "867": "cf43f971-44d3-4d00-84ef-4d529c49f13f", + "868": "ab5522fa-e766-4bc6-8573-429c40a23cc9", + "869": "7f5a35a1-3393-4fa7-abd3-2875edca1a7d", + "870": "79558e15-36c3-46bb-b5df-ccd980ad3316", + "871": "b740d802-24f8-4b5a-9ce6-2a534222f870", + "872": "68ac5294-34ea-4f25-a5d0-1b2b762f36ca", + "873": "11c1ae36-3aac-499e-926a-d669cf494749", + "874": "08ec8e2b-3eb4-48ab-a175-79d7394b567b", + "875": "43ad47b2-fc66-4266-9edd-a372072c64fe", + "876": "3a420e53-9b1d-491a-835c-af0e50b6ec33", + "877": "41571acc-02f0-48a8-9a0f-545ea0531e11", + "878": "23eb735a-f3c7-488e-9e61-619f91a41d7f", + "879": "24b4041b-2239-4e66-b187-e14d4629eaac", + "880": "1559bb75-53bb-46f3-9f19-45fef336d6df", + "881": "39963bd9-ccec-4d76-8be6-5de27046297b", + "882": "336defb5-8340-4151-b0ad-9e3e90442acd", + "883": "7e4e73bd-8ec6-4e23-9583-0ea86ab0e08c", + "884": "69e8ba92-f496-4e0e-8627-f3a9abbb9421", + "885": "265090b4-e4be-4cbb-9164-2e4295c9de81", + "886": "a8855fb4-7579-4cd7-9e9b-e80ffbfa68d9", + "887": "92f5aeca-d160-4ecb-be9d-e48bae31257f", + "888": "31ef25c5-854c-455d-951a-09e59ae84aa8", + "889": "86fbc289-73ca-4883-9e95-6d3f487ded3a", + "890": "c992f31a-b81d-40c5-afd5-d6876044bad9", + "891": "493de533-77cf-4a53-b162-990be72d1a27", + "892": "dfdcc1ea-5ba0-4d33-a22f-f7712feb5555", + "893": "485c1df0-8262-4449-81c8-d5a5ff99812a", + "894": "4557197a-66da-4ece-b284-00a6e0c012c3", + "895": "0d4d97b6-b2b2-4ba5-9dfc-37cfd278217d", + "896": "87a2a546-f621-431e-8235-bcf2d8830bc3", + "897": "bf2dbde1-7dac-4b0f-9435-17927d84329e", + "898": "23b15143-cc22-48e6-ae19-9f528fd2ed74", + "899": "7948d39f-b862-494b-80bf-fd8d6e12b170", + "900": "59429a1a-4981-45a9-927e-ef8959e0c8c0", + "901": "d8f9a537-e682-4dc5-ab46-d76e3182ffff", + "902": "86d92133-2071-4a53-9c0b-5b35d61b2d75", + "903": "1a97da0f-a678-4037-9ba1-4331497a480b", + "904": "0d3db9d7-1021-41fb-861c-799917deb5d9", + "905": "bced780c-dd3c-449a-8510-16400542f319", + "906": "7fa3bade-7f0b-4bc8-8ed5-6f368dc3dac8", + "907": "26013602-e1e8-4d62-b8e5-96e0247e7f50", + "908": "5270eb78-cb60-422e-9df4-886e4f6e8cb3", + "909": "159c5bcc-5519-4e8e-aa9f-c27e3d484a2d", + "910": "b713e3b2-8112-45b8-bd64-09dfc6b2349a", + "911": "01f70b40-eb5f-4e93-9363-99cb1784b4e5", + "912": "10ab0401-528e-4046-87c2-7ae407cb4820", + "913": "b10fcbe6-f5df-4a6d-a062-e64552911f41", + "914": "d0ca6747-786c-4a04-82e9-86c459b9a3a0", + "915": "db1792fa-ac09-4e30-87b5-69fb891af2b9", + "916": "fd61a665-e5c3-49d1-acf3-5b0cb03befb1", + "917": "7169676f-2188-40e6-895b-77ccdc2cdb88", + "918": "5b049b17-6898-4049-bbac-c5bd7e6c6a61", + "919": "2f014ec4-9b8a-4740-9eae-5dea2055efc1", + "920": "e1d61c9b-5915-4e33-9d8b-4962da2142cd", + "921": "48d60a72-faed-45ba-a7af-abf33cc00506" +} \ No newline at end of file From 8e8d2b3c1016a563e0ab1c14da6eb3492ea7147c Mon Sep 17 00:00:00 2001 From: Carifio24 Date: Sat, 20 Sep 2025 15:08:02 -0400 Subject: [PATCH 03/18] More work on UUID transition. --- app/src/main/assets/2014_to_2024_uuids.java | 754 +- app/src/main/assets/Spells_en.json | 1842 +-- app/src/main/assets/Spells_pt.json | 16 +- app/src/main/assets/Spells_uuid_map.java | 1844 +-- app/src/main/assets/Spells_uuid_map.json | 1842 +-- .../java/dnd/jon/spellbook/SpellFilter.java | 5 +- .../dnd/jon/spellbook/SpellFilterStatus.java | 21 +- .../java/dnd/jon/spellbook/Spellbook.java | 1691 ++- .../dnd/jon/spellbook/SpellbookViewModel.java | 22 +- scripts/2014_to_2024_id_map.java | 377 + scripts/2014_to_2024_ids.txt | 377 + scripts/2024Spells.html | 6334 +++++++++ scripts/2024_spells.json | 10627 ++++++++++++++++ scripts/2024_spells_pt.json | 10627 ++++++++++++++++ scripts/2024_spells_pt_orig.json | 10627 ++++++++++++++++ scripts/PortugueseStats.txt | 7 + scripts/get_linked_ids.py | 17 + scripts/spell_uuids.py | 61 + 18 files changed, 43535 insertions(+), 3556 deletions(-) create mode 100644 scripts/2014_to_2024_id_map.java create mode 100644 scripts/2014_to_2024_ids.txt create mode 100644 scripts/2024Spells.html create mode 100644 scripts/2024_spells.json create mode 100644 scripts/2024_spells_pt.json create mode 100644 scripts/2024_spells_pt_orig.json create mode 100644 scripts/PortugueseStats.txt create mode 100644 scripts/get_linked_ids.py create mode 100644 scripts/spell_uuids.py diff --git a/app/src/main/assets/2014_to_2024_uuids.java b/app/src/main/assets/2014_to_2024_uuids.java index dfb6253a..3f9cc581 100644 --- a/app/src/main/assets/2014_to_2024_uuids.java +++ b/app/src/main/assets/2014_to_2024_uuids.java @@ -1,379 +1,379 @@ static private final BidirectionalMap uuidLinks = new BidirectionalHashMap<>() {{ - put(UUID.fromString("1b13a3cc-a8f2-47f0-a8c8-ea8c2abcba45"), UUID.fromString("cc57563e-193a-4912-b2fc-8621f53041ed")); - put(UUID.fromString("9ea1ab9f-8b03-4418-b37d-9ac1dd9b0807"), UUID.fromString("03925659-0200-4395-90d1-8e98fbb99c6c")); - put(UUID.fromString("4d60978a-6737-4172-9617-ef6e5da2d9fd"), UUID.fromString("b713e3b2-8112-45b8-bd64-09dfc6b2349a")); - put(UUID.fromString("f19fdaf1-808a-446d-bd98-dbf0841217dd"), UUID.fromString("e7ed0f59-a86d-480a-a159-a1512864ed05")); - put(UUID.fromString("25e94a20-cbc9-404f-ac8b-86d033152568"), UUID.fromString("01f70b40-eb5f-4e93-9363-99cb1784b4e5")); - put(UUID.fromString("e5c6a22c-3ed2-438b-81b4-6afe450d5e55"), UUID.fromString("8d6773cb-b44c-4840-8614-efc8fa87855e")); - put(UUID.fromString("0c201bca-b2f5-47b9-a353-f2fd222cc3cf"), UUID.fromString("ceee53b1-cf3c-410d-bc07-e3b1d4fcc013")); - put(UUID.fromString("5be4fe39-8b50-49fe-9c12-61edd0fc5431"), UUID.fromString("eff82e37-26a4-42ac-9927-3659ceac3070")); - put(UUID.fromString("5c100572-ba9f-42fb-8e40-a2d101ced511"), UUID.fromString("ffb59503-fa01-498d-98fb-0aca148d25f6")); - put(UUID.fromString("47b14d45-5f73-463f-8082-54492affcf03"), UUID.fromString("fec039c2-05a3-43d4-a344-2a8361eeb787")); - put(UUID.fromString("0d30511e-349c-4dd9-9866-ed16188504b0"), UUID.fromString("ff08e8e7-9caa-4ca8-975d-8f0d4a7b98b5")); - put(UUID.fromString("415db026-c826-45aa-9e66-9b0ef29398ba"), UUID.fromString("1568c8bf-6560-4ac3-a4b4-e83832f38090")); - put(UUID.fromString("998ebdc5-a4bf-4250-800c-99965b2b55d5"), UUID.fromString("7fb0fb2a-f08d-4d21-b16e-1045c003c726")); - put(UUID.fromString("9fd2efd9-b494-4284-909b-886288d4b59d"), UUID.fromString("ac6dcc88-7fc7-41b1-b14b-9a4df7a49a4c")); - put(UUID.fromString("eb365be9-a418-4e17-9ada-554af98ee23e"), UUID.fromString("76389bad-0792-4916-840c-1274f0f7aaa2")); - put(UUID.fromString("d1189676-61cf-4e5c-8c6e-c5255c6191e9"), UUID.fromString("ebf52e52-da01-4039-92a9-d0a14428f44e")); - put(UUID.fromString("dccc35db-7a9f-40ea-a56b-935916f34e62"), UUID.fromString("cd7ee867-416a-4649-90d7-eb76b41cbdeb")); - put(UUID.fromString("6a542219-bc15-4767-ae65-fce784b5451c"), UUID.fromString("ea67a50d-a612-4706-b02f-8bd506967503")); - put(UUID.fromString("d39b0faf-2c79-4071-bec4-704836400e0f"), UUID.fromString("6bdc597a-a6eb-482e-b6f4-7c21c414c8b7")); - put(UUID.fromString("fd2e6349-cf93-4d55-b3fb-ead477323b07"), UUID.fromString("e42df713-5c80-4be5-843b-26bfcf3e74fe")); - put(UUID.fromString("57be03a1-c37a-4c77-b7ab-6609097f7706"), UUID.fromString("dfdcc1ea-5ba0-4d33-a22f-f7712feb5555")); - put(UUID.fromString("0199a439-c28e-4c28-afca-398c95999312"), UUID.fromString("08462f44-556a-4975-a36b-3de17b073b5a")); - put(UUID.fromString("80e842a4-05f1-45a4-ab0d-025791472fe4"), UUID.fromString("2a657fc3-5ac5-4fac-b946-1eaf975e4dde")); - put(UUID.fromString("9a821655-d492-4bf5-909b-7024ee9733f9"), UUID.fromString("fa7fec37-673a-48a7-837f-2629d5a43a86")); - put(UUID.fromString("cc5d5bc5-ae9d-479d-ab42-35ed138637b2"), UUID.fromString("03b9761f-299c-449f-8e42-5ec85c77b2eb")); - put(UUID.fromString("0a2f943c-634e-498e-be41-48d65a85b7a8"), UUID.fromString("4f8f7b66-861d-498e-9b12-5bc4f86db4fd")); - put(UUID.fromString("59398c04-3ade-4119-a60c-4f96d85a5ada"), UUID.fromString("f6ee55ed-ee16-4f9a-b4de-2bf481f0e83e")); - put(UUID.fromString("91a6a18e-ab37-48cb-a1cf-dbef76655d14"), UUID.fromString("05222715-bd58-4a6f-839d-4f080f3bd6b1")); - put(UUID.fromString("42749ad7-46c9-4ce8-9cc4-82dd2be66923"), UUID.fromString("0597f425-9454-4918-81af-4993a212c865")); - put(UUID.fromString("ca2f9608-0831-4920-a4b9-084ef5e9b5d6"), UUID.fromString("1235d91c-dcd2-4503-8671-d1a41727e71a")); - put(UUID.fromString("b28c5443-b63d-43e2-9e67-bbb30cfa7353"), UUID.fromString("7d8eedb7-1345-4920-a8e4-ef44a9a210cb")); - put(UUID.fromString("f523978a-cad2-4bd3-b203-8060fed00bf3"), UUID.fromString("772a1697-f37d-4d4b-bc67-99754308c03f")); - put(UUID.fromString("28d724ec-77db-4f86-9493-ba7d49644127"), UUID.fromString("3654a096-0494-4ae0-b984-5510058f05c8")); - put(UUID.fromString("75bc78f0-5be5-456f-a294-acfca53f8f10"), UUID.fromString("5e7e715e-eb05-4944-91de-de3b54d7e28a")); - put(UUID.fromString("f36f5d6b-8293-4bfb-8362-d0f3d781e06c"), UUID.fromString("972e5fdd-0875-43f4-8cc0-2d37ddf169dd")); - put(UUID.fromString("b61908f6-b7af-40b9-b2c3-9684c2104beb"), UUID.fromString("5a99f510-57e5-4482-a48f-28d5a1336359")); - put(UUID.fromString("352e6a59-3838-42ef-948c-681bae19af8b"), UUID.fromString("b1d65dbd-76c3-4e64-8025-b17be369b22c")); - put(UUID.fromString("b7ad48c9-1416-4532-af37-c80a88d8339f"), UUID.fromString("fba7973c-afa0-4f4d-8339-a34b869e6d89")); - put(UUID.fromString("df3e5ee7-f508-4752-bfcd-3a8f55136aa2"), UUID.fromString("c8ac8203-6dec-4736-99e4-2b7caf91f6c8")); - put(UUID.fromString("604407fd-4903-4702-bbdf-0f2079e0a709"), UUID.fromString("26013602-e1e8-4d62-b8e5-96e0247e7f50")); - put(UUID.fromString("9f836fdb-4313-4296-bd4f-636c4b35e19c"), UUID.fromString("80322e52-6ce5-4ee7-a446-22045f083c97")); - put(UUID.fromString("344e4893-c7ed-4ee9-93d6-a3262fec978a"), UUID.fromString("fd80c6f7-cdc8-4b9f-985b-127f9389a7c9")); - put(UUID.fromString("8adfee32-3780-4056-80f9-96cb1d0ba4b7"), UUID.fromString("95074d7a-2a6a-467b-a799-69f0b90b4aa8")); - put(UUID.fromString("e123e17c-3dfb-456e-80e2-8a2407e4f06e"), UUID.fromString("63a4a50f-46bf-45f4-a763-f5add8b093c9")); - put(UUID.fromString("bd28dfae-3278-433f-82c4-dd31a70c818c"), UUID.fromString("d996290f-45c5-43aa-af47-0e440ca75157")); - put(UUID.fromString("96a38b8b-5026-43fc-bdeb-8dd3f1e1be44"), UUID.fromString("d6d3b771-899d-44d8-9d93-6efc8a335f12")); - put(UUID.fromString("0d99527f-e885-4a08-8d9c-d47f48adbcfd"), UUID.fromString("493de533-77cf-4a53-b162-990be72d1a27")); - put(UUID.fromString("03272bf0-414f-4517-903f-3ccfb41253f8"), UUID.fromString("bd8190f9-465d-4003-afef-5426174ac8d7")); - put(UUID.fromString("05a0ae0b-d3e3-4b5c-9387-b1710a17d053"), UUID.fromString("fdcf4867-784f-49c3-aec2-8475db2477e4")); - put(UUID.fromString("4bc1b559-72ab-4043-a24a-f749b0b49d92"), UUID.fromString("5e4d246f-775a-4e8d-acef-af9eae98cc4c")); - put(UUID.fromString("3c564a6e-6a33-4ea2-9991-8a0619a08e95"), UUID.fromString("0f22cdf9-6950-419e-8ce7-c52d9b84d48f")); - put(UUID.fromString("cea7d0ad-ac40-4e2d-91ab-77055956288c"), UUID.fromString("c03ec702-9346-47cf-ba83-502107c1378d")); - put(UUID.fromString("59710ad4-a0b5-4d02-9348-06a8cffdb85e"), UUID.fromString("9fc5d75f-8a15-4a28-8ca6-a6053f2c72ba")); - put(UUID.fromString("35b4e9b2-9631-49dd-9cb2-3fb231742781"), UUID.fromString("0e5a39f4-4397-48fc-ac98-b5560a77fcda")); - put(UUID.fromString("cb525054-4de6-41a7-8850-78829801f95d"), UUID.fromString("9955852e-dd14-4254-9c6a-5b76a05fc84a")); - put(UUID.fromString("4a897bc4-3309-49bb-9d41-147746d55549"), UUID.fromString("1b09d8e9-4200-4828-a3af-60001e58b827")); - put(UUID.fromString("7cc59c21-c1e1-4734-a2c7-d3665d31ba4f"), UUID.fromString("deda94bc-044f-422e-a8c8-e77db81e6ac4")); - put(UUID.fromString("8ccdd0e8-449f-4beb-be38-15da26618462"), UUID.fromString("aad23079-93e1-4f81-b42a-2475f34b7885")); - put(UUID.fromString("48605d05-8116-40fd-b6ed-dee7bc1a7b9d"), UUID.fromString("afeb2cb5-bfb5-4e8a-aaeb-7816b46c41b0")); - put(UUID.fromString("acffc696-5e4a-4250-b241-a8e5e0faa756"), UUID.fromString("7e4ea57a-a52a-4bb9-8be4-07d99fa90acd")); - put(UUID.fromString("2be9e24b-518c-4fd3-a910-2f1772b810f3"), UUID.fromString("0e1eb933-9a4a-4b1c-88d7-866be3b28ebd")); - put(UUID.fromString("b3995046-347a-4a5b-b34a-20736596e6f8"), UUID.fromString("23b15143-cc22-48e6-ae19-9f528fd2ed74")); - put(UUID.fromString("c5b130ba-1cfb-4d39-b38a-ba174e411d9d"), UUID.fromString("eb09f16f-b8fa-4b55-9f67-645a2f7aa1bb")); - put(UUID.fromString("42a3ee01-4631-424a-9609-d7237712bffe"), UUID.fromString("a6515140-0fa8-4a46-8257-69a70b85c8ad")); - put(UUID.fromString("48d10f7c-1359-45e9-b10c-365e02912736"), UUID.fromString("7948d39f-b862-494b-80bf-fd8d6e12b170")); - put(UUID.fromString("49d013ad-d6a3-4da4-82b6-3bd2563be416"), UUID.fromString("5e7ee091-7c9c-4a0f-b64d-8d39b451fe5b")); - put(UUID.fromString("0dfd2fc9-60d7-44bd-ae84-99dbf13c10cf"), UUID.fromString("79558e15-36c3-46bb-b5df-ccd980ad3316")); - put(UUID.fromString("7d2ef755-3dab-46e7-8a0b-38469b43b81d"), UUID.fromString("9c49e83a-852b-46c9-8966-f5a9906938ca")); - put(UUID.fromString("7dd3e562-acd2-439d-be27-22ab069a5491"), UUID.fromString("90ef66f4-907b-4539-b250-2832ab99b410")); - put(UUID.fromString("3b931961-77b8-41ef-b7b9-235c8460c536"), UUID.fromString("a8855fb4-7579-4cd7-9e9b-e80ffbfa68d9")); - put(UUID.fromString("dc189b21-bd82-498f-a74f-bed5972e8d86"), UUID.fromString("bb9eaf94-cf5a-43e8-b060-5f1174f9467b")); - put(UUID.fromString("8e51ac64-ca46-42ca-bcbe-a1af333342ef"), UUID.fromString("336defb5-8340-4151-b0ad-9e3e90442acd")); - put(UUID.fromString("ed21f2b4-4cf3-4b8c-a04b-2471f8be10d0"), UUID.fromString("43cacf05-a1a2-472d-a32e-ccd021ea8683")); - put(UUID.fromString("9b18d357-d4ad-42e3-bf0d-222ceadd0849"), UUID.fromString("86d92133-2071-4a53-9c0b-5b35d61b2d75")); - put(UUID.fromString("bd9f5c42-0c3b-4ab8-b7dc-efa75093020b"), UUID.fromString("86fbc289-73ca-4883-9e95-6d3f487ded3a")); - put(UUID.fromString("f70228c6-0551-48bc-a0a9-d0b052ccb142"), UUID.fromString("f71d35f3-23b6-4690-933d-a69e714b5b6b")); - put(UUID.fromString("dd00a282-67ae-4634-9159-364eb102653c"), UUID.fromString("750116f7-a886-4fe9-a7b8-39221a520d88")); - put(UUID.fromString("47deaba6-8cf8-40d8-8ea7-482a034aed44"), UUID.fromString("c351ce01-da46-42ec-bb92-af7445d4d20b")); - put(UUID.fromString("6f38df10-9f0b-46c1-a7ea-7ac5e4805dcd"), UUID.fromString("ea9e2f46-e15e-4336-8c65-7cab221685b3")); - put(UUID.fromString("91e51c3e-eec0-44d2-aeaf-05b4aa26f1b7"), UUID.fromString("3a572b53-a293-4678-a08c-3cba3d38987c")); - put(UUID.fromString("4e178259-e190-4fc4-888b-873661705cd4"), UUID.fromString("a33cd210-94fb-480d-a7ef-cb72abaf4dca")); - put(UUID.fromString("6f17e5e4-b345-4be7-b30c-a7a3b5e48d53"), UUID.fromString("76ddfe94-7dd7-43d6-b8f5-afdd412b3fda")); - put(UUID.fromString("ae240d3d-e24b-4875-87c8-197ee9d28145"), UUID.fromString("ed91417e-9157-4c5d-a501-df76a31a1713")); - put(UUID.fromString("b9949860-4453-4684-803f-f893eb7f1bb5"), UUID.fromString("4cceb506-e2c3-4591-8d19-fbad1369f51c")); - put(UUID.fromString("209b10c4-d47d-411d-8bf5-393b9606eb2a"), UUID.fromString("b10fcbe6-f5df-4a6d-a062-e64552911f41")); - put(UUID.fromString("4c6dcd49-9d12-4080-b3e3-222ef8f5b0a7"), UUID.fromString("43ad47b2-fc66-4266-9edd-a372072c64fe")); - put(UUID.fromString("df059da7-f7fc-4165-b867-f84e7a76b502"), UUID.fromString("88c4b1b6-b4de-4df8-871f-77b2ccb64050")); - put(UUID.fromString("dfba0d19-493b-40b8-ad66-1eab12db0b4b"), UUID.fromString("2fa59695-3630-4ded-b9fc-825cc996078b")); - put(UUID.fromString("3f8020f2-0e20-453a-b527-13ff95ffde1a"), UUID.fromString("40d230c8-44ed-4d3c-bb9c-1258528bc071")); - put(UUID.fromString("31843eba-62ca-4fb8-92fe-9c93b850458d"), UUID.fromString("6fcbc78b-60c2-44fb-884b-bc02744b8a8c")); - put(UUID.fromString("cb9fb441-942d-46f2-b347-87dcc80bcc35"), UUID.fromString("d6b4784d-4125-42f3-8e45-4c70aab1342d")); - put(UUID.fromString("f18f15dd-79dc-4c6d-aa8f-f2ba0b9095f5"), UUID.fromString("39963bd9-ccec-4d76-8be6-5de27046297b")); - put(UUID.fromString("2033b5f1-7fe0-4523-875d-279b43c77b3f"), UUID.fromString("38c9df5b-efee-4353-945f-db2b3d762035")); - put(UUID.fromString("a16fd1f3-4c6a-4aab-9070-30ed858c6f5a"), UUID.fromString("ef22731f-5a8b-495d-ba27-7cc8a2095333")); - put(UUID.fromString("67e4033c-7943-4697-b68c-0129fc1f81f6"), UUID.fromString("46f0a081-bb9e-49ab-b794-af29489ed9b8")); - put(UUID.fromString("302e0abf-7aeb-4843-bcb8-7a46420b3a7c"), UUID.fromString("ab48847b-6123-433f-bc89-32a1f54c54df")); - put(UUID.fromString("83f9f747-e588-4728-8298-24782381e7bb"), UUID.fromString("c0abe720-1842-49fe-82f3-a45620add5b6")); - put(UUID.fromString("92f89516-cc28-4c5b-ac32-379b7e857d62"), UUID.fromString("620c3247-858d-4298-9b39-3284be1179f0")); - put(UUID.fromString("af538f2f-1d8e-45ee-9105-ce0cca041d1e"), UUID.fromString("f91f89b5-0204-4cc8-9e4f-52f4ca461750")); - put(UUID.fromString("8e96700b-ece1-4ca8-bbf1-f7dd46d71702"), UUID.fromString("d3403dfd-1144-4c09-bfb2-83182f2672e2")); - put(UUID.fromString("ef78b716-3cd0-40d4-90a7-73d2dedcef8c"), UUID.fromString("e98a785b-b824-4346-bc9c-7dd1a38d00f4")); - put(UUID.fromString("7fe75ed3-7544-49b9-bd84-07ba02d9e049"), UUID.fromString("3cb5d285-9a68-4372-9424-12bc2c9d24b0")); - put(UUID.fromString("1aac1e52-6455-48ca-95b1-b5db791de60a"), UUID.fromString("f34d4c17-f722-4fd4-a21a-f28404385f45")); - put(UUID.fromString("b7703df7-9355-43b4-b8af-d353325d9659"), UUID.fromString("7a56dbec-cb97-411a-9cb8-019d99fbf93e")); - put(UUID.fromString("04998f27-4f39-4ce6-baa2-3bed22370fbb"), UUID.fromString("7ec6489e-5e3d-457d-baae-472028f503ec")); - put(UUID.fromString("c743233f-9792-4f63-aafa-9814388099c7"), UUID.fromString("6d66b613-59b3-4d32-b1e7-b3931fd1372c")); - put(UUID.fromString("9a2d5731-6aa2-4f71-87d4-e213642b461e"), UUID.fromString("6b2fcb9c-5224-4931-932b-e552be4e5c12")); - put(UUID.fromString("eb476ea9-e8e7-4139-9732-75f277367f04"), UUID.fromString("05c23ca0-5526-4f37-b04a-abf54bf43868")); - put(UUID.fromString("2d8c96a0-12f4-46e4-a583-4c5a1dd02922"), UUID.fromString("e230f723-eaf2-4dbb-8f53-59ef8e2f1235")); - put(UUID.fromString("1a9eada1-13d2-419b-bb0d-c824a91180cf"), UUID.fromString("10ab0401-528e-4046-87c2-7ae407cb4820")); - put(UUID.fromString("bd7516c3-50c2-4c60-b3e0-ce59233a03ad"), UUID.fromString("34a2db17-2db5-4e17-9c0c-86514c732e78")); - put(UUID.fromString("6cca00f7-948e-443b-81e7-c0ab71590172"), UUID.fromString("eea361f1-d580-4673-a1e4-a7f5616b28df")); - put(UUID.fromString("e2e33bbf-68ad-458b-afd2-66729bfd7da5"), UUID.fromString("cc42f72f-c620-4b2c-bfa9-8511308da54a")); - put(UUID.fromString("3741f3ce-f061-41d6-a7bf-a99e1a0df97c"), UUID.fromString("0c1c5a61-fa44-4d1f-b782-a619fb01c0b0")); - put(UUID.fromString("780ca4c4-7abc-4630-9bf1-82b5ad5f27de"), UUID.fromString("8461a983-2084-4718-9ed8-679c3d0322a4")); - put(UUID.fromString("cec49f06-b02f-4437-98be-ffaed1af5dc9"), UUID.fromString("51fa4a1c-24f6-4c64-aa51-75d3b73d293d")); - put(UUID.fromString("24562044-ac21-4ba0-923d-0709c15b02a5"), UUID.fromString("d83b9bad-1fe6-49c8-8da3-e9f28d8a3b59")); - put(UUID.fromString("5e9e8793-7333-4c4a-a678-61596e7887b1"), UUID.fromString("7d61433c-685d-4660-bcb2-f43057c76904")); - put(UUID.fromString("7894a4b1-4272-48b6-8842-a260db44cd71"), UUID.fromString("76511fe8-48e9-4a57-81fd-1e8f71d9d4e3")); - put(UUID.fromString("76967049-0abd-46eb-b304-f5c416627c74"), UUID.fromString("2982746d-86d5-4b8b-a26c-ae11a69f1579")); - put(UUID.fromString("102dd268-8895-4f16-b5ae-05bcbe3ef8cc"), UUID.fromString("ffc28c8f-6aa1-4e71-af48-9770ef3da79d")); - put(UUID.fromString("c1616f3d-4ee7-4715-b2dd-996f6b1c0281"), UUID.fromString("348d6765-356e-4037-a934-b22b1b34a245")); - put(UUID.fromString("6c6045d0-398c-41d1-90a2-200824925ff9"), UUID.fromString("34edb029-2fd7-4857-863a-23ee3ea890ca")); - put(UUID.fromString("471bf3b4-d339-4db7-b033-8c5607e84c32"), UUID.fromString("75973be5-56e0-46c8-8acf-f02aebc0f33f")); - put(UUID.fromString("63c968f8-af6d-44cb-8b70-75548ab15581"), UUID.fromString("35fcfde7-7fba-4d8c-b44a-cbef83ae2cdf")); - put(UUID.fromString("93e286ff-6af3-4648-bdb5-d5ba2f70098c"), UUID.fromString("36d1250e-fc3b-4073-9569-639eb427770e")); - put(UUID.fromString("d545b8bb-6150-41ef-bf43-29d8a05ede4b"), UUID.fromString("b8b73ffe-ffa9-423c-bc00-4c019be00e66")); - put(UUID.fromString("39fae86f-5ab2-4120-8d10-2120f5d05f75"), UUID.fromString("20705a62-c0c8-4a80-a152-ce4998144f6d")); - put(UUID.fromString("cc1ae25d-1d19-4595-97ac-6bbd373fa3bf"), UUID.fromString("5087ee2d-c521-4c6a-9054-5fb68ac033d6")); - put(UUID.fromString("362763b9-6133-4be9-bc6a-64ac784b1959"), UUID.fromString("b8907595-4f09-4b1e-98ea-905a9ec10945")); - put(UUID.fromString("76d4b971-df24-40f3-a127-48c58f502602"), UUID.fromString("6e006858-3510-4c6d-87c2-d22f048a23a0")); - put(UUID.fromString("082b0fbe-af3b-4dca-9c95-480516073654"), UUID.fromString("b509241a-15eb-4f1e-9f6f-8bd157a0b8f3")); - put(UUID.fromString("26cadd5a-5b2f-4d14-8432-7ffd1915ed53"), UUID.fromString("485c1df0-8262-4449-81c8-d5a5ff99812a")); - put(UUID.fromString("50f1b389-cd55-4e76-9875-14b95eefd38a"), UUID.fromString("c643e36c-efb1-4f36-a748-8e26e88c3893")); - put(UUID.fromString("cc5d77d7-6773-4143-858f-94dbf1f35b00"), UUID.fromString("045938b7-015f-47f6-983b-4eabd7d3a010")); - put(UUID.fromString("33e4a29c-c3a7-4200-b698-05d7395a1201"), UUID.fromString("65cb1f72-bc8c-4ee3-8bd5-9e0f04c6a5fa")); - put(UUID.fromString("6b0d82ec-fa80-412f-9ac8-24c9f0df320f"), UUID.fromString("4557197a-66da-4ece-b284-00a6e0c012c3")); - put(UUID.fromString("30a49c54-26d8-4485-a50c-4c2eb9eb0934"), UUID.fromString("35ef0956-7fb3-4cbf-8765-89cfc3f1602c")); - put(UUID.fromString("8f748331-db75-4686-b08b-d3c71431e41f"), UUID.fromString("0ce04b46-7283-4b49-bc34-db5ea9e24a31")); - put(UUID.fromString("8c17d220-f852-4119-ae01-8990d13dfaf9"), UUID.fromString("d8f9a537-e682-4dc5-ab46-d76e3182ffff")); - put(UUID.fromString("32397d33-18df-4a18-b970-520f0803cc9f"), UUID.fromString("4175c488-d25a-4322-837b-bceed91d422a")); - put(UUID.fromString("ab2746da-796c-405e-afc6-97f66fc0ae1d"), UUID.fromString("5270eb78-cb60-422e-9df4-886e4f6e8cb3")); - put(UUID.fromString("735d0174-bf9e-492c-a93a-5289c41db35a"), UUID.fromString("d75fd4c0-e322-4305-98aa-9a65bb869699")); - put(UUID.fromString("b61e5735-9e67-4c7b-a379-c6db343e4f15"), UUID.fromString("362cee48-d469-4005-99be-bb4e041afd50")); - put(UUID.fromString("3c3b26bb-4e94-4324-85f7-0e1396f21d18"), UUID.fromString("24a8741c-7b56-4bfe-aa19-4c0c788632ca")); - put(UUID.fromString("846b92fb-9f4c-4935-aa48-f496929a0783"), UUID.fromString("b73d1237-80cf-4a3d-8a71-2703738ca58c")); - put(UUID.fromString("fa2aa084-0991-4e3d-ad9a-06a9cd4a8a37"), UUID.fromString("6d6435e5-f617-43d8-be60-4d3b1246479d")); - put(UUID.fromString("972a1211-ff15-4e2e-9756-ca69b0e1fb3e"), UUID.fromString("4c5be436-c369-4e5b-a07e-d67e820eb807")); - put(UUID.fromString("2c384936-815e-4015-af02-902a7798b1ab"), UUID.fromString("4906dd6d-4656-4aae-8539-8af84bfd0d1d")); - put(UUID.fromString("a1f229c7-8ebb-4479-bea0-ff89a4f22ebd"), UUID.fromString("3ef5ee2e-598c-4912-84d0-4e368ad8acd4")); - put(UUID.fromString("36a2418c-8624-44cc-b962-5bfd2a99bb97"), UUID.fromString("ac1fa57a-b667-4d4f-8fa6-8421145cfc97")); - put(UUID.fromString("3e5a6feb-7491-417d-9be3-d031ccba186f"), UUID.fromString("031b9b25-7aaa-42c7-a43d-2f09a8a78dc3")); - put(UUID.fromString("b2702d5d-0fbb-4ab7-a024-f4a26a05151e"), UUID.fromString("3c3bbf6d-71c3-43d7-9811-14a997b289d1")); - put(UUID.fromString("d7274529-ca21-4760-a676-b33cba18d863"), UUID.fromString("b9119564-8eeb-4644-9b00-d722177cebe8")); - put(UUID.fromString("12dd58f8-fd36-454a-9a70-00dabfe42345"), UUID.fromString("6ce77c35-5a5c-4b91-a20a-5e6bba32238f")); - put(UUID.fromString("7a51712a-fa52-43a6-b583-bacae3c5caa0"), UUID.fromString("c5531079-d28d-4e41-8ef0-4d4a4e4992b4")); - put(UUID.fromString("d0e88f55-a63f-47ba-ac34-aea85f3a42c1"), UUID.fromString("c0794d0f-fd99-485f-a8f5-449936a1e5ee")); - put(UUID.fromString("69f1fe93-9b30-4fa0-9630-772501a04bfd"), UUID.fromString("a8323ae3-2008-4adc-a64f-237a5ab4c120")); - put(UUID.fromString("240cbb28-ae4d-4f01-a457-90a7b9a8b86b"), UUID.fromString("023ba811-1f7f-44a8-9da3-c344f14fb05b")); - put(UUID.fromString("cc8f9239-ddf3-4dfe-bc0a-181729fb834e"), UUID.fromString("e594c412-9a5b-42a4-b894-f8992737529a")); - put(UUID.fromString("83a2687a-4247-497b-9d83-76bb4f789ecc"), UUID.fromString("6b9feb7f-0729-4978-b3f2-a22079b19ce9")); - put(UUID.fromString("db08e6e1-7aa0-48e0-8bf6-6751b792ad82"), UUID.fromString("b2ab39c2-08d3-4f8d-b94c-8564ea5b3851")); - put(UUID.fromString("12d16a34-20df-4ef5-b752-60a937a5206d"), UUID.fromString("ce75fd0f-6684-4635-9cb4-69254aa5f842")); - put(UUID.fromString("efc95d2c-ef7e-4d30-b602-2241d60579f7"), UUID.fromString("59429a1a-4981-45a9-927e-ef8959e0c8c0")); - put(UUID.fromString("42adf9f9-7528-4a60-8347-b3822f0da7f1"), UUID.fromString("6529250f-6080-4ed1-91db-bf58c7219f1f")); - put(UUID.fromString("2091b976-007a-4915-b00a-908fba1b6692"), UUID.fromString("4cb75c47-6c96-4423-a4ce-a492423f3ee2")); - put(UUID.fromString("20823355-d11b-4438-b39f-0ca5a0212d54"), UUID.fromString("0e84a5a7-da67-4886-892e-f7b99ea16482")); - put(UUID.fromString("d080263a-2686-4a92-8a36-a0b45d01a0be"), UUID.fromString("22539fe8-5fb3-4623-a60c-e64e2b451325")); - put(UUID.fromString("9e98261c-9cfb-4040-af51-21d2e0250c54"), UUID.fromString("12f29c10-9572-4f4f-896e-0e89e84afe21")); - put(UUID.fromString("48657d6d-65fd-4f61-bd68-6bff6e207398"), UUID.fromString("7d52d451-1a78-4dbf-9081-fa4c339876ab")); - put(UUID.fromString("2c52b320-2d13-4a5a-bf81-8a77f09fd1a6"), UUID.fromString("884059fd-dde1-4c61-bf58-d2004af7e521")); - put(UUID.fromString("0d5ef4d7-8994-4390-b9ea-d275aa60c4cc"), UUID.fromString("63569d5e-9ec3-4c80-839d-aed9e956620c")); - put(UUID.fromString("3875e983-bc41-4fce-8291-b8caf567da15"), UUID.fromString("dbefbcd5-40e9-4a74-b0e9-82ff6a646a2d")); - put(UUID.fromString("76eead4e-a7ad-463e-a741-ac8e3f4f4248"), UUID.fromString("7bb4d822-c079-4e92-a7d8-26a0d20f6508")); - put(UUID.fromString("830dc256-f07e-47e9-b16f-64f433a48a41"), UUID.fromString("02cdf45e-254b-4f39-be69-2d6b8b6031ff")); - put(UUID.fromString("2f15840a-5e31-44a9-ad3d-2b729153223e"), UUID.fromString("59561689-f968-40e3-afb3-15dec8ca1b4a")); - put(UUID.fromString("cc760c19-7598-431c-9016-4f13b5e2a733"), UUID.fromString("3a420e53-9b1d-491a-835c-af0e50b6ec33")); - put(UUID.fromString("d4b64739-023e-4682-91ea-0e27e9344386"), UUID.fromString("8fdfd22b-322e-4bfd-8663-de53574a1454")); - put(UUID.fromString("d26932f9-829a-4a9a-b1cb-ada2122d158e"), UUID.fromString("a19545a5-3850-42b8-99b5-eeaf1ca0eb3c")); - put(UUID.fromString("a38da3ca-cc07-48c6-be0c-bab35397fd1e"), UUID.fromString("c7e2aee6-62db-4328-b39b-648908bb45bd")); - put(UUID.fromString("3a791cf5-aefd-4447-ba51-a75ca1bfa966"), UUID.fromString("e415d406-31b9-4bfd-b7d3-4f4eb6beabd9")); - put(UUID.fromString("7a772d65-5c61-4edb-85f0-f7f4b1d78249"), UUID.fromString("b015a5eb-6642-47f0-a0a8-2b7f96127866")); - put(UUID.fromString("ff141c9f-25e7-4507-a041-aae635e851cf"), UUID.fromString("32abed97-8c84-493b-9981-564fd3ef64a5")); - put(UUID.fromString("0cd33325-6c12-43a8-857c-2a432503b098"), UUID.fromString("3f2e712e-8490-46e7-a84b-5467cfe073b5")); - put(UUID.fromString("c44b19b4-9de3-4baf-a748-cb4758de7cec"), UUID.fromString("d0ca6747-786c-4a04-82e9-86c459b9a3a0")); - put(UUID.fromString("b73890cf-8827-46f2-83f6-04cb4bc7cd59"), UUID.fromString("bc1ce5ef-f74a-4c44-a438-12afdde2ca80")); - put(UUID.fromString("519cd5cd-9534-466c-a4b3-d56fff9c963e"), UUID.fromString("0b492a2d-497a-488c-b408-9c6bfed06a3c")); - put(UUID.fromString("1a6d81df-3c68-4e07-a31e-d64a15df7841"), UUID.fromString("9076653a-b64e-44c1-9ff0-e1d44d7097d4")); - put(UUID.fromString("240cd178-fc0a-4551-86d4-af0cc04ba0fa"), UUID.fromString("b20f1582-6011-4342-b4f4-a272c7dfc9d5")); - put(UUID.fromString("6473dfca-ff71-4a93-b993-974b305b93f5"), UUID.fromString("4f7137a6-3a82-453c-a0bb-97c654f5fee9")); - put(UUID.fromString("a25b0123-9d5b-435d-a51e-e003c9cec444"), UUID.fromString("1a891e9b-7ad3-4e0f-bd38-f4b9bc794617")); - put(UUID.fromString("88c58368-14bf-451e-b7ac-266ca5a21477"), UUID.fromString("7e4e73bd-8ec6-4e23-9583-0ea86ab0e08c")); - put(UUID.fromString("bb10e225-e308-45ab-80ec-6d0bff9a7ef6"), UUID.fromString("4a3896f4-a463-4269-98da-73c2317c60ce")); - put(UUID.fromString("8d0fa4a0-23b2-480a-949a-d117733e5cd8"), UUID.fromString("e8d83a2d-04f8-47e8-abe7-e22688c15c63")); - put(UUID.fromString("3cc543eb-b9f8-436d-869d-df8f0fc01f95"), UUID.fromString("5f11cf08-8597-45e2-84aa-9920e5643f0b")); - put(UUID.fromString("85f4396a-f77c-4c5d-9726-b0f94c041bd5"), UUID.fromString("1fad8963-eb52-48e1-99a9-787575399669")); - put(UUID.fromString("944fc7e1-a35e-42f7-bed9-c3e268d55cf6"), UUID.fromString("436b1fd9-2ef8-4301-ac12-50eec92536ff")); - put(UUID.fromString("5efff7ce-c156-403c-aed3-4b2692f0fa9c"), UUID.fromString("b4133667-52c4-400b-a293-c964ec5c4728")); - put(UUID.fromString("25b39229-7a35-43a8-b6a2-88c6879da9b4"), UUID.fromString("98055a26-4439-44ac-aaa0-0dd38cf8d9e2")); - put(UUID.fromString("62d14ab1-a1ec-436c-9dae-3a08df467f72"), UUID.fromString("640c0d10-86ff-4a42-8f31-2639e50b25c3")); - put(UUID.fromString("733855de-d037-4985-ac30-1035e123ea00"), UUID.fromString("eaccdcaa-ef11-46e0-961f-c43182012576")); - put(UUID.fromString("be961fc2-a399-4ecd-9625-f2bb74fe2f65"), UUID.fromString("d4f67079-142b-413b-8e1a-f479701fba2a")); - put(UUID.fromString("5284f3c3-19d0-4b2a-9919-85d17e8a5ea2"), UUID.fromString("21c209a5-3fa7-440d-8eda-b7ef40599f65")); - put(UUID.fromString("965dacf7-d2d5-4abf-9443-659ff62fc7c5"), UUID.fromString("87a2a546-f621-431e-8235-bcf2d8830bc3")); - put(UUID.fromString("0c40253b-f3b0-4ba1-9e05-8618fc2de1d2"), UUID.fromString("6e2d3d7b-dea0-43db-8b0c-e131e8697b64")); - put(UUID.fromString("5b70cad8-dc2b-4a53-8d59-23b3fd54fc8f"), UUID.fromString("e1d61c9b-5915-4e33-9d8b-4962da2142cd")); - put(UUID.fromString("a65b8d22-e883-406a-8c03-70e4dfdd36bc"), UUID.fromString("1a97da0f-a678-4037-9ba1-4331497a480b")); - put(UUID.fromString("ae2da9fc-c70d-49a8-b5f5-a0558fe3516a"), UUID.fromString("7ee1623d-cc0d-4394-9950-7c94444d6bcb")); - put(UUID.fromString("41a763e0-5ae9-4087-9181-95f41c4b2bb7"), UUID.fromString("42f7c781-6890-4771-8e1a-f03bdbe73e27")); - put(UUID.fromString("1941acbf-85a7-42ec-b4b5-9ae3b136b673"), UUID.fromString("62921433-ba16-4a87-a40e-61f5e502f985")); - put(UUID.fromString("3f2468f4-b8bf-499c-8afb-1cebe7c19e09"), UUID.fromString("f8d2380c-3e60-4472-ac11-1dce563d538b")); - put(UUID.fromString("b2443062-6c8c-4b82-9f82-1457a7e13746"), UUID.fromString("7afb992f-63b3-4ca8-b602-1b3c497b5105")); - put(UUID.fromString("81ab80d3-81d0-4599-b67d-a36ece49104c"), UUID.fromString("0d3db9d7-1021-41fb-861c-799917deb5d9")); - put(UUID.fromString("6e91752d-0e49-42a0-a662-6ea1d3be1843"), UUID.fromString("b53c9d77-5c54-46a3-b176-cb5ec640aa93")); - put(UUID.fromString("07c060f6-0b16-400f-b105-94804daadbeb"), UUID.fromString("49c44ed2-7be1-4fd3-a766-8147ea2ec9ad")); - put(UUID.fromString("ebe0eec9-bf5e-4b32-a2f1-0c37fadcfd1a"), UUID.fromString("de82bf31-84fa-41ba-9149-e3cd15bf5a95")); - put(UUID.fromString("69b417d8-efa5-467b-a069-741bd652ddfd"), UUID.fromString("63bc88d9-059a-4a48-81b5-58df277d48c4")); - put(UUID.fromString("00ef8719-520c-4ec9-89f4-12ac5e280407"), UUID.fromString("5ad442ce-e59e-416a-81bc-b92fe61d5de0")); - put(UUID.fromString("def99cef-4598-4f46-acca-3a406e0808dd"), UUID.fromString("c961d332-45ce-4aa7-8348-e7e5a9bd6701")); - put(UUID.fromString("e2da5cee-961c-4517-8f57-072654fea42a"), UUID.fromString("4128b822-cb8d-4b3f-a314-098683826056")); - put(UUID.fromString("cf6f3743-5742-48a4-9a70-50e80b4bafbf"), UUID.fromString("9409bdbc-8022-45e3-921f-282e737d8ff8")); - put(UUID.fromString("fda546f2-bc3e-48ad-9997-68230fc73735"), UUID.fromString("55f88a88-ff5f-454a-8d68-aeeda1dd7f9f")); - put(UUID.fromString("d067a0df-0191-42c6-b942-d75363bd1bb8"), UUID.fromString("92f5aeca-d160-4ecb-be9d-e48bae31257f")); - put(UUID.fromString("bf49a891-30ec-4372-9990-d19a8a09df01"), UUID.fromString("bf6379dd-c94d-4709-8d12-5b5273dd743f")); - put(UUID.fromString("29b1f120-0751-4ac8-b2b1-8d0e421aaba5"), UUID.fromString("4be0f3e1-845b-44a5-a4d7-aa70b133f3d4")); - put(UUID.fromString("7ff906f6-ce4c-40e9-9f8c-1f6d9fbd7fe9"), UUID.fromString("6d8000b1-a349-4577-8f32-5d1c7e99b887")); - put(UUID.fromString("d81bea34-2005-4cbb-a888-c71fb99240e3"), UUID.fromString("37777233-2c96-48ee-a2fc-e5db1bc44b21")); - put(UUID.fromString("8ccaf077-649e-4451-b139-6ec6dd124e80"), UUID.fromString("3c34d858-76cc-498b-8c78-37ecea870273")); - put(UUID.fromString("b6cd7e40-9c4b-404b-ba2d-e0514154135c"), UUID.fromString("81d59f72-8c0a-4394-8c25-8e65476e8524")); - put(UUID.fromString("11eec43c-87ab-4a7a-9ce7-9945f4086f19"), UUID.fromString("b3d12591-38e0-42a2-82a2-2e839d268dbb")); - put(UUID.fromString("674953af-e17d-49a8-a5f3-93be762f1008"), UUID.fromString("62affa49-70d2-455c-8b9f-4dfdd43217c2")); - put(UUID.fromString("91907022-dc06-473e-af59-5c9f2f5d5053"), UUID.fromString("0d4d97b6-b2b2-4ba5-9dfc-37cfd278217d")); - put(UUID.fromString("b1697a92-a75d-4832-a5ad-19466e7f2f75"), UUID.fromString("1c85ed0a-de9d-4bc4-8a9a-b2bf2633d7ad")); - put(UUID.fromString("ff35e78e-5486-4932-893c-67bf474b76ff"), UUID.fromString("aed48b27-81dc-4419-8260-f93a958795c1")); - put(UUID.fromString("b8aa325e-f422-43b8-a9cb-3a685834f3a8"), UUID.fromString("e5541419-9eed-4870-af20-4cf81c86c1a1")); - put(UUID.fromString("3b50ec67-7a9b-40ea-98da-f2e55c97c12b"), UUID.fromString("68ac5294-34ea-4f25-a5d0-1b2b762f36ca")); - put(UUID.fromString("cd12fec9-4c01-4272-ad02-8c54b39f9b71"), UUID.fromString("71e19a77-9a31-4b14-a719-115e9615df67")); - put(UUID.fromString("db752c39-3198-4222-b081-d4ce604d5e68"), UUID.fromString("d2f9f639-d7e4-47a1-961d-d186c9573492")); - put(UUID.fromString("41f22bd7-769b-4837-941a-c5d22059fc6f"), UUID.fromString("55f1c9c5-7b82-4c60-9cd7-d88478ac14c7")); - put(UUID.fromString("306c69ab-0496-4cc9-a940-9926d38c903a"), UUID.fromString("3768609a-5827-471b-9b04-8e6d585cf55d")); - put(UUID.fromString("8fcf7a46-4831-48fb-81dc-8fd0a084e69b"), UUID.fromString("11c1ae36-3aac-499e-926a-d669cf494749")); - put(UUID.fromString("7dbffeb3-50fd-4bd1-8402-f3306c4c158d"), UUID.fromString("6094b1b9-b3ce-4086-b2ab-a586823b4f6e")); - put(UUID.fromString("ade9e453-8338-42af-b175-f5842fbe5ebc"), UUID.fromString("5b049b17-6898-4049-bbac-c5bd7e6c6a61")); - put(UUID.fromString("2d0b3489-d174-4b42-99c6-6ace47135d39"), UUID.fromString("cc87192a-de22-4afb-aa6a-513cf1665e0c")); - put(UUID.fromString("49d22a2f-3eea-4914-aa95-accf891e2065"), UUID.fromString("38e5969e-fa96-4f7c-9a3f-a60f330260f9")); - put(UUID.fromString("c3043c62-4bae-414c-a8c8-c80e4486f164"), UUID.fromString("c1ba0486-b054-4310-8d0f-98941991a698")); - put(UUID.fromString("9ab39b16-feed-477e-84d5-251c91192f08"), UUID.fromString("44044ff0-a255-4f3d-814c-2c938c5fcf61")); - put(UUID.fromString("6573cc96-4812-4928-ab07-dfe76aa37684"), UUID.fromString("7deb57f5-6a7f-4a1e-bd3d-5ae8a90d4f2c")); - put(UUID.fromString("48e70cdc-0061-4dec-bf7f-c44635478ca0"), UUID.fromString("fd190b1c-bcf7-4703-977e-19761e12e1d1")); - put(UUID.fromString("d5d151a8-b53c-4dac-89d8-52789655a6f2"), UUID.fromString("fed13f55-bfb4-4a53-ac3f-0e0b7bb43332")); - put(UUID.fromString("04f11361-a464-4b8d-8561-bc9e8c1894d7"), UUID.fromString("d6150531-0a49-4ee9-8f91-680960f718d4")); - put(UUID.fromString("c33808d8-22ad-435c-9a22-4873d14e6ff9"), UUID.fromString("7c99656b-fa0e-4714-8400-8b7041aa4423")); - put(UUID.fromString("73c79929-0a7d-4df9-afeb-214388a8b313"), UUID.fromString("87d5c445-1db2-42c1-a740-9610a52bc920")); - put(UUID.fromString("ef685999-05b7-486d-969d-bde881881591"), UUID.fromString("dda8d816-fdcb-4090-bf0f-9627f17af32b")); - put(UUID.fromString("40aaaca9-3141-462c-bcde-31c54b75311f"), UUID.fromString("1ba32c4e-785d-4629-9fe2-3af14193a39c")); - put(UUID.fromString("0210013c-0852-4ab6-b481-3a35063dd075"), UUID.fromString("159c5bcc-5519-4e8e-aa9f-c27e3d484a2d")); - put(UUID.fromString("3aace315-9f84-4db0-9223-7417d93af713"), UUID.fromString("8c27b28b-a556-4f58-a162-1c37cd6005c6")); - put(UUID.fromString("47132fdd-0847-41ca-b542-eff37a0b35a8"), UUID.fromString("3e96d4f8-454d-4f75-bac1-1e15f91565ab")); - put(UUID.fromString("332462c8-da46-4ef6-8856-bd68dbd4fc9e"), UUID.fromString("c603376a-11af-4ce3-a40e-c9f01dbbdceb")); - put(UUID.fromString("a02ec26d-66db-4ea4-918f-3908d9602666"), UUID.fromString("9823e7d0-e702-44b3-afc6-1ccd9fd35292")); - put(UUID.fromString("ef6889f8-78a0-4d0d-b830-18bec784331e"), UUID.fromString("23eb735a-f3c7-488e-9e61-619f91a41d7f")); - put(UUID.fromString("51324f47-0342-4999-a532-09771ab6fd18"), UUID.fromString("0f70d374-5dcd-443d-a577-0495fc1c7d64")); - put(UUID.fromString("356feb4d-7931-4c19-be6d-ea090285a7a6"), UUID.fromString("9b923a8d-7582-4d8f-bc85-64b5e5681efb")); - put(UUID.fromString("641f5484-71b2-4b3a-95c3-344667d7aba8"), UUID.fromString("7169676f-2188-40e6-895b-77ccdc2cdb88")); - put(UUID.fromString("f5eb3ff6-6077-4ad2-8184-2596326401e5"), UUID.fromString("fd61a665-e5c3-49d1-acf3-5b0cb03befb1")); - put(UUID.fromString("b049d164-7676-44ea-8cd1-79cea765cb1e"), UUID.fromString("ff3e061b-ffed-46e0-9234-a81b87c5c096")); - put(UUID.fromString("cd955fb4-7ebb-49b7-aac4-c24b32585424"), UUID.fromString("f9946d82-8b59-4664-8ede-2ea236723d38")); - put(UUID.fromString("bec6d6da-ab89-41a1-a537-3bb8c70e5e89"), UUID.fromString("acef595b-7cd1-4776-b079-a19765fe0ff5")); - put(UUID.fromString("ba60f307-f261-484b-861a-b675c9a36cd6"), UUID.fromString("6ba98f49-818a-49e1-a509-bf0717358147")); - put(UUID.fromString("4d7e140f-6c2b-491a-93e1-4b8ddda68bee"), UUID.fromString("38a757e8-8e4f-4a81-8fa7-aa64b9bd6c84")); - put(UUID.fromString("730f4937-af3d-4923-a228-454156ff0f99"), UUID.fromString("b65adf26-ff87-4092-854f-820e2f84488a")); - put(UUID.fromString("03a5e2dc-0895-4a37-ba31-d02b0c6c52ff"), UUID.fromString("f51bbe2a-c6df-4f74-bea5-a707848bafd2")); - put(UUID.fromString("79425eca-0e18-46ec-b101-cbbf169d9aed"), UUID.fromString("c815c8fc-a3f7-4009-b95b-23b1162ddd22")); - put(UUID.fromString("7d6695fe-13e4-440a-a96f-c05096b99d9e"), UUID.fromString("d52ac3e4-3bc4-4aff-8f54-5b62ccfe4104")); - put(UUID.fromString("baf0865b-5c79-4e15-945b-5283df4bce0e"), UUID.fromString("498e7dc7-8017-4813-ba6b-8500c4b4b742")); - put(UUID.fromString("42681696-f1d9-41b6-b805-e8385bb5b620"), UUID.fromString("27f22965-f007-4986-9c93-7c034d575920")); - put(UUID.fromString("c3dc1cd7-c140-456f-83a8-7cc314fb6094"), UUID.fromString("789f0447-0681-4178-b665-d3b09b7fe9a4")); - put(UUID.fromString("d912127d-f1eb-4b7e-ad71-14495e0eca1c"), UUID.fromString("02220612-b2ba-4dbd-b396-401906e883fa")); - put(UUID.fromString("6bfa9837-3985-4973-a958-9d8f7aa1c3e2"), UUID.fromString("ae65f4aa-bb52-4ac0-8916-946d0c64e5d2")); - put(UUID.fromString("b7eb6ced-767d-470d-988e-8924c638b633"), UUID.fromString("c4398c4d-c209-455d-aeda-1a37d01bb83e")); - put(UUID.fromString("eef242c7-4061-4ddc-927d-770f8cbd8650"), UUID.fromString("47f951dd-bf37-445c-a18a-ea4669217a46")); - put(UUID.fromString("6c58551f-e7bf-47cb-b63c-6262c20108d8"), UUID.fromString("8417cbae-c927-4246-b853-fa7b6a5e3f9c")); - put(UUID.fromString("5cc18e76-1046-4102-bdaa-53aae3fd1c5f"), UUID.fromString("f28c4f60-efae-42aa-ad13-805935bcbed1")); - put(UUID.fromString("fa50b50b-b7c7-40c9-976f-7167ab3ca9c5"), UUID.fromString("88ea6fc7-ac04-45fb-8282-e6baceb33d35")); - put(UUID.fromString("77c6cd3a-76a4-4081-9743-ccc90c920194"), UUID.fromString("ae253456-fa97-4c60-84d3-e849c7a8340e")); - put(UUID.fromString("5a6fbb9d-e41d-4822-86ee-2e6fdabd3e29"), UUID.fromString("5b544336-bd34-40f3-828a-ca1e236df798")); - put(UUID.fromString("6b242f22-1c73-49a2-9ff2-a489e526c178"), UUID.fromString("30328400-95b3-4ecb-8180-ed2f7831c1a5")); - put(UUID.fromString("9966b6e6-1840-4c51-b439-82ac53b95e02"), UUID.fromString("68849402-f15d-40fa-9e53-abfa0c23a980")); - put(UUID.fromString("81e1f62f-fc23-4d11-abcf-ef06e8173ad4"), UUID.fromString("69e8ba92-f496-4e0e-8627-f3a9abbb9421")); - put(UUID.fromString("8b5a96c6-344a-4e96-be0a-56c72a938afb"), UUID.fromString("ad045100-8759-4451-b7ce-d9670f59a50c")); - put(UUID.fromString("5ce6421e-7692-4461-9d39-2a0f2eaef2ea"), UUID.fromString("7fa3bade-7f0b-4bc8-8ed5-6f368dc3dac8")); - put(UUID.fromString("9630c206-b362-4948-9fee-a67c2e35545f"), UUID.fromString("df003e0a-a200-4a57-8969-aabeaf3d5c34")); - put(UUID.fromString("3455aa8c-1310-47d2-94aa-ccc23a0a9f0d"), UUID.fromString("21e4db7f-7927-42a9-85ef-b81005f748aa")); - put(UUID.fromString("0c817691-083e-4d33-a704-a9e48c813bc2"), UUID.fromString("45e35ed6-3b8c-4e90-bbd9-cbcad499f96f")); - put(UUID.fromString("493f8414-23ee-4c38-81fa-db6cbe5b38d5"), UUID.fromString("242893b5-9185-40e4-a64c-98e6abb52df8")); - put(UUID.fromString("8ed1d55b-1f18-4445-a61b-c1c13522e3ff"), UUID.fromString("265090b4-e4be-4cbb-9164-2e4295c9de81")); - put(UUID.fromString("7928f7b1-f321-40de-a3f1-d0004c3f18ba"), UUID.fromString("836611d8-4342-4e34-bcc0-b499dea7aded")); - put(UUID.fromString("e87379f1-d918-4c95-80b5-fdc54829822d"), UUID.fromString("5a644646-b818-4cfb-a244-051054a6fea6")); - put(UUID.fromString("93d9ba50-c1db-4de4-8d74-4e00016ae142"), UUID.fromString("522a0abc-60e0-4f5c-949d-264fb145b6d3")); - put(UUID.fromString("09457872-b35d-4c71-a9d1-aa1cb615f3e7"), UUID.fromString("067806f7-32d2-4685-8ee5-fadad1fb3a75")); - put(UUID.fromString("0805ba13-efe9-4d3a-b590-42238bcf6552"), UUID.fromString("5ead1028-abbc-46ff-9cec-62573be7fcb7")); - put(UUID.fromString("9b3a8a24-79ef-4f67-ae96-9d3fdb3d6c5f"), UUID.fromString("4ecedb21-3eb4-4d58-9da9-2b94e28c2b18")); - put(UUID.fromString("78022c1e-d156-4ce9-a5b4-9da2d11ecebb"), UUID.fromString("6e901fdf-acb7-4824-9ff1-4259b1d91e46")); - put(UUID.fromString("af933fd1-ab29-4871-ba43-55748ede9f6d"), UUID.fromString("3c3547af-149f-425e-b1e7-138fc6b0a9f5")); - put(UUID.fromString("95e4136b-63a7-4f29-bb11-ed34ade5271d"), UUID.fromString("04f98d7c-92ce-40a6-8a77-22408f180cdf")); - put(UUID.fromString("481fa50d-f885-4836-9b22-f73b9963b46a"), UUID.fromString("f5836ff9-d8a5-461a-9834-4e52fa657f27")); - put(UUID.fromString("cccdf8c5-2fd0-4935-baa7-fcdaa184e031"), UUID.fromString("54fd849f-8414-4197-abe3-4d843e4f35d9")); - put(UUID.fromString("007fd133-96be-4576-9e41-7751e9794922"), UUID.fromString("db1792fa-ac09-4e30-87b5-69fb891af2b9")); - put(UUID.fromString("3da244d7-8a8a-4994-bcd2-d8fde403c45c"), UUID.fromString("bf2dbde1-7dac-4b0f-9435-17927d84329e")); - put(UUID.fromString("14481b74-376a-45a6-9dbf-92cbae906627"), UUID.fromString("60d5aabf-ffac-4b15-a5e6-96d51db9c800")); - put(UUID.fromString("caca2675-e3f4-4219-b514-2ba0eb1486f2"), UUID.fromString("ee9f16ce-9256-4699-a041-75f4ed8df5d6")); - put(UUID.fromString("448111f4-6677-4258-a76f-2f20f4685c9a"), UUID.fromString("4b54e449-ebd2-401a-afe8-a4cd9b749f7f")); - put(UUID.fromString("0de725b4-cb8b-48c2-b54b-1e2d59870f3d"), UUID.fromString("a177aa80-e024-4f1b-9e5f-23c13fdbc5e4")); - put(UUID.fromString("138f5a3e-22f2-43d7-961e-f74f72a90bb9"), UUID.fromString("b740d802-24f8-4b5a-9ce6-2a534222f870")); - put(UUID.fromString("15f7ae92-6917-4b8e-93b1-ee72480ddee9"), UUID.fromString("ceb65523-5df6-4840-adee-da9ce78b4ca1")); - put(UUID.fromString("1104c2ff-ac48-4aba-906e-dbc33db2ea46"), UUID.fromString("5bd85cb9-ef5e-444c-9157-764b4a7ac27d")); - put(UUID.fromString("d8584996-ccc9-40d5-9faa-415ea7f0da57"), UUID.fromString("dc797c65-6d1d-4c93-a395-c19f7b83f571")); - put(UUID.fromString("7639714e-9756-4067-8c65-43ba4b0ddb23"), UUID.fromString("26a64c46-6cf3-4de4-b05d-f325975f04cc")); - put(UUID.fromString("d72de8ba-1bdd-42f0-b686-b636127b1c24"), UUID.fromString("daaedc4f-434f-4e62-8ea3-da90f0492c39")); - put(UUID.fromString("b9526586-0b93-4e39-b5b2-acda1fd2701e"), UUID.fromString("86f0386d-af93-4964-8353-926be0007495")); - put(UUID.fromString("d797a79b-1aae-4a39-bd70-58f82b3aa6a2"), UUID.fromString("b1e2588f-a7ff-4726-905c-50cd35555331")); - put(UUID.fromString("b757244d-b7d3-4474-be5e-da1724745d0c"), UUID.fromString("3760ceda-d0fd-4c4b-adde-c1ef037e4131")); - put(UUID.fromString("c2fea262-0e14-4b72-8670-b0c38a9a68c0"), UUID.fromString("958dc513-52a4-4028-9d4a-2ad245efd348")); - put(UUID.fromString("2ee06757-4086-4994-9b7c-8441cf291b8f"), UUID.fromString("7dc5ccd7-4fbb-4211-b0b5-807f698eff35")); - put(UUID.fromString("344b4996-aa22-4e50-b79f-2e0c1a2cbe6a"), UUID.fromString("8c7aa0e5-15e2-46eb-a736-483c2bd51a40")); - put(UUID.fromString("92571220-1090-4085-a546-b63eeacc25dc"), UUID.fromString("28b43f5e-36ac-4ca9-817f-7ed2dbd6757c")); - put(UUID.fromString("d2d90021-d453-4496-871b-d38297bce4af"), UUID.fromString("24d3a995-8613-49ae-9698-4ee739e01f85")); - put(UUID.fromString("15b94c10-74cc-4891-911b-4dbcbf302a92"), UUID.fromString("cff28fe7-3b3a-408d-b51c-07163da53c94")); - put(UUID.fromString("7e7b0e89-43b2-46f8-889e-9cafdc8dc149"), UUID.fromString("5697759a-2ae0-4078-8366-1e94ea45a8d7")); - put(UUID.fromString("3b245452-34b2-40d5-ac86-b7f16171a4c3"), UUID.fromString("beb56a03-e11c-4c17-bec1-8c49c1f229bf")); - put(UUID.fromString("9d568f2f-f624-4ed7-a94f-e9199309393c"), UUID.fromString("ab5522fa-e766-4bc6-8573-429c40a23cc9")); - put(UUID.fromString("5d6e46fd-ca23-4c46-bd2b-7aa232f810ad"), UUID.fromString("27b331ec-c243-4668-a867-126b7cc4d713")); - put(UUID.fromString("cece1977-2fb5-4cc0-aee4-338a187668ee"), UUID.fromString("e148e1b7-a93d-4d20-b78f-f72b5acd04eb")); - put(UUID.fromString("8c41b0d0-562a-419c-a783-0271c6aad9db"), UUID.fromString("bced780c-dd3c-449a-8510-16400542f319")); - put(UUID.fromString("dbd9fb5f-b299-42cb-95d5-da9682d196f8"), UUID.fromString("f513f400-488b-4fc6-90b0-e6e5184bbfea")); - put(UUID.fromString("cc8bcc10-4f24-48e5-b77e-89c6a6c56ea7"), UUID.fromString("1f7489b8-3b4a-4d78-ad41-f121fdc159a1")); - put(UUID.fromString("458f8b12-d849-4cdd-b661-7d02a592dd5f"), UUID.fromString("08889633-9faf-4456-bb7d-e0e88705b62e")); - put(UUID.fromString("e00a67ab-a715-4272-b730-df049eda666e"), UUID.fromString("7f5a35a1-3393-4fa7-abd3-2875edca1a7d")); - put(UUID.fromString("2ab9231b-b6c6-4397-9238-367b12b0ef22"), UUID.fromString("3959eace-0ae8-4c16-a4c5-748a344feb58")); - put(UUID.fromString("7ff3ca3f-4ed2-4f5f-bc0d-621d120b6b17"), UUID.fromString("df997799-1d13-473e-b954-35fb92712fc7")); - put(UUID.fromString("3f07b1ce-db90-43a0-a2f2-a6149bb26b1e"), UUID.fromString("c6030ef0-c84e-41cd-88a0-8ef2b7c0f297")); - put(UUID.fromString("d18f7093-ad73-4a5d-b17b-8b54c4d2336d"), UUID.fromString("d3913742-a96b-4b7c-8d7f-0d2e312a97c3")); - put(UUID.fromString("cf49c145-6f66-4905-af2f-52693d349da8"), UUID.fromString("5b13445c-50ab-4a25-af50-cf07d7fc38b9")); - put(UUID.fromString("61b262d6-8869-4d6b-a2a5-1b871f4d696f"), UUID.fromString("31ef25c5-854c-455d-951a-09e59ae84aa8")); - put(UUID.fromString("a5cacbff-f499-4531-a909-61931f7636c3"), UUID.fromString("ab1d3253-623f-4eb5-bb28-6abd96147cf2")); - put(UUID.fromString("2d73b4f8-0361-4434-b984-aeb387015a54"), UUID.fromString("852d0d53-f503-4852-a767-f60f610bbff0")); - put(UUID.fromString("19d4203c-fc44-4ef2-8fc4-767e6248ee49"), UUID.fromString("94687681-6a68-492a-9534-ab42e827b8fa")); - put(UUID.fromString("261ff35c-187c-4157-bb60-3260c74ad6f2"), UUID.fromString("30bb1db9-d193-4886-888f-a0c470b19e17")); - put(UUID.fromString("72f7c0d0-0b02-4b97-80cb-8b508f2266f9"), UUID.fromString("a876429c-f427-4986-801c-27bc19becb98")); - put(UUID.fromString("d74891ab-09ee-44c7-bc0e-c5a07c0080ce"), UUID.fromString("9cfec615-9f20-4534-9dd5-b4f3133776e6")); - put(UUID.fromString("ac2ed70c-1ceb-466d-ad4e-90b2e39de19c"), UUID.fromString("d50dc60a-3a4b-41ee-9019-722dff18b1a0")); - put(UUID.fromString("8ee2994b-9502-4f91-af6d-aec5349a13ee"), UUID.fromString("531bd976-6e69-49df-9c43-4751fc72a619")); - put(UUID.fromString("860c86ee-9a18-4de8-89ce-29a8fa39cbd4"), UUID.fromString("98427b5a-04f6-4f59-9ae1-dab4ba22634f")); - put(UUID.fromString("a84f40a1-3f78-41b7-b8fe-467f0f65fd76"), UUID.fromString("79a2b9fd-dc9c-4ef3-bda3-6d3b281baeb7")); - put(UUID.fromString("8dda6dfd-8447-439e-8c40-de17740faa8b"), UUID.fromString("0526cc24-7109-4757-87cf-c5d5a0df57dd")); - put(UUID.fromString("ec3aef62-f970-4cd3-9c25-5cd7facd8c56"), UUID.fromString("daca4b84-4c61-4077-aec0-3dfb728b3560")); - put(UUID.fromString("a1a9757a-cce1-4016-898f-2d90c20b0e24"), UUID.fromString("6f57b098-b470-41a2-b6c4-3c50d45729e8")); - put(UUID.fromString("4389a399-c6bf-4117-8d49-a96f2cd3ac6e"), UUID.fromString("5da41865-c639-4fb6-87a0-a8a204a27bf0")); - put(UUID.fromString("6f176611-9fe7-4b43-aa15-1e2062bb2f49"), UUID.fromString("ef8a784e-97c8-4e37-b972-394e5d4e2e93")); - put(UUID.fromString("29e683da-44ab-41bf-ab83-232b50a8c0c1"), UUID.fromString("08ec8e2b-3eb4-48ab-a175-79d7394b567b")); - put(UUID.fromString("4acdc8a3-3339-4c51-9837-0a1aadcbea8c"), UUID.fromString("90c694f5-ef4a-4db8-b4e8-9934485592f6")); - put(UUID.fromString("4ef18843-25c7-4430-a1cc-de388a84209e"), UUID.fromString("24b4041b-2239-4e66-b187-e14d4629eaac")); - put(UUID.fromString("66ca321c-cc59-4b4c-8d72-b5e25542ccae"), UUID.fromString("c6493f20-2ec6-4367-a015-83c19ee74f62")); - put(UUID.fromString("3eba52c0-0653-4b9b-8825-7138ae1f5888"), UUID.fromString("89190966-a81d-4656-8cf2-bef050cc5a61")); - put(UUID.fromString("b7aeef67-5250-4ae2-9fcb-f456f79bfb08"), UUID.fromString("ae54512e-75e7-4699-aa20-55e0cd58b272")); - put(UUID.fromString("93a51866-c773-409a-aa15-80bc394a173e"), UUID.fromString("3a8dcd52-7b2a-46a0-868f-a9affc48bf64")); - put(UUID.fromString("4c8ed9ef-d3ab-4e6f-aff4-13975150c765"), UUID.fromString("b302cee8-74fc-43d0-ac94-924376820bb8")); - put(UUID.fromString("e3aa62a9-e118-4118-a0cd-ffcee417e88d"), UUID.fromString("1559bb75-53bb-46f3-9f19-45fef336d6df")); - put(UUID.fromString("a97d7a3d-153b-49da-b39d-c1c00c556be6"), UUID.fromString("aca93f8c-1155-4b11-8c51-76bbfc58d310")); - put(UUID.fromString("c7d5f619-4075-460d-b86b-ed4890c26cb4"), UUID.fromString("11655ca6-f4e3-4f6e-8a7d-6f4783d6e37f")); - put(UUID.fromString("203b23cb-05d4-4209-8135-f16216a51a38"), UUID.fromString("0f432ec0-bc29-451b-b687-413884eded2a")); - put(UUID.fromString("c7becfee-de3c-42fa-b46f-b8dafc37a345"), UUID.fromString("91ce49c6-698a-4e21-b9cb-3b86b9be044c")); - put(UUID.fromString("fa79213b-cb1d-439b-b91b-98a1eb238589"), UUID.fromString("bf71da01-c9a1-41c5-9595-1578d307d2bd")); - put(UUID.fromString("78391f75-2908-4c6f-852e-f282669e381a"), UUID.fromString("c992f31a-b81d-40c5-afd5-d6876044bad9")); - put(UUID.fromString("ca49abaf-ec2f-4644-b889-4ee8232573f8"), UUID.fromString("ee112d38-8690-4d2d-b16e-0422b454765b")); - put(UUID.fromString("539e26b7-ad35-43d9-b1a1-c2d598065cc1"), UUID.fromString("a8f00644-0f6e-402f-8942-eb230d06e05c")); - put(UUID.fromString("f550b65e-01da-4fb5-9169-17165e41189c"), UUID.fromString("24f563c3-e3ce-4744-acf9-1a3243099672")); + put(UUID.fromString("ee3901e8-34c4-4139-b32d-686d29fa315a"), UUID.fromString("e1d805e9-3dc8-418e-9ed8-7e33a59c23c1")); + put(UUID.fromString("6af95db0-b35d-4b99-ac65-f98f7bfc9119"), UUID.fromString("f13393c4-e069-4856-9655-a73d4288b2c5")); + put(UUID.fromString("42ef9baf-1217-4b0a-b700-584e6bb0d395"), UUID.fromString("b498c538-1e60-47f0-bb05-3412599e206e")); + put(UUID.fromString("70da252a-211c-4656-b65f-a08a6148b1df"), UUID.fromString("caca51bb-db23-43c7-9506-4ae87c09154d")); + put(UUID.fromString("b395775c-ff60-4c71-82bb-c9d9bc3e8807"), UUID.fromString("5899c5eb-37e1-48b1-ba0d-e49205203e5d")); + put(UUID.fromString("5995fd97-a4b6-405f-98f7-d1c11e697a86"), UUID.fromString("888b805b-baeb-4a98-9ca1-3f6ca0563720")); + put(UUID.fromString("b5858113-745e-4b24-8f35-9cf52c0c3324"), UUID.fromString("0588e084-ff46-422b-be47-e24844c12a9f")); + put(UUID.fromString("299fe26e-5119-487c-97a7-573acec7948c"), UUID.fromString("618e5995-cbe4-433c-8a46-3ce98976d7cd")); + put(UUID.fromString("4580c6d9-b3a2-433f-8442-8b5efbf7f651"), UUID.fromString("1703c7c2-d48e-44dd-9770-062ff7ee2727")); + put(UUID.fromString("c2551c4b-bc96-4bf3-82ac-431e87e9d664"), UUID.fromString("03720a57-0017-40b7-bc0b-cf86cf04382a")); + put(UUID.fromString("ab3fdf6a-5975-4d3a-b541-3fc74d231cf0"), UUID.fromString("719f12b1-31e9-4a5f-879e-29ce453feb36")); + put(UUID.fromString("90795ebd-66e3-466c-a0d7-b340574850e1"), UUID.fromString("8a840d0c-3b5c-430d-acde-2cfde3d46396")); + put(UUID.fromString("2a370345-13a6-484c-83e1-9029d625c45c"), UUID.fromString("d10af3b2-8de8-41c2-9e86-2f316fe694f5")); + put(UUID.fromString("6eff5072-1950-4374-a7f7-6a435b4478db"), UUID.fromString("81f90845-b610-4c33-bbc0-37ba7720fa7f")); + put(UUID.fromString("847a5a7f-5428-4397-a243-14e6c9d1bbe2"), UUID.fromString("fa025fc2-d965-4968-96d5-7b2e3ae6c709")); + put(UUID.fromString("a9a21d1e-465a-4c8e-926b-3df39a247039"), UUID.fromString("708eba96-080a-44e4-ab8f-54da5278cc9c")); + put(UUID.fromString("223148b1-702c-480b-b0b4-780920bfd546"), UUID.fromString("0a395828-38e6-44a1-9e06-ea741cd2089a")); + put(UUID.fromString("3bd77015-b896-4c29-b257-13ddd3eb7590"), UUID.fromString("f7183cab-67a4-4f2b-84e2-e35c1484f772")); + put(UUID.fromString("ed920d78-1f91-4b54-b1ba-a116531d8845"), UUID.fromString("8da3fc51-28e6-4412-bd62-fa68e3cdaf25")); + put(UUID.fromString("802c36e2-99f9-4008-8712-d9fbc4e88fdb"), UUID.fromString("654d7454-139a-46db-9c80-c61a0577d344")); + put(UUID.fromString("7e47f091-e53d-40fc-9be7-83fc3ae89fd8"), UUID.fromString("dd54a4d3-99c7-47ef-8e3f-cb24069cef66")); + put(UUID.fromString("bbe42caa-ba98-4f6f-99d8-a4d62adea128"), UUID.fromString("da200931-60a6-478f-9b38-acd92cb1c1b7")); + put(UUID.fromString("d4943b3c-cdae-41d8-9970-131d7488542d"), UUID.fromString("20b2ddc4-c7be-4639-8a6a-cb52ce6a93b3")); + put(UUID.fromString("08b649b7-8b7c-49bd-9eca-17201b7f5efe"), UUID.fromString("50f3c6e7-fee3-446b-91c5-a805715140d2")); + put(UUID.fromString("10e3acc9-1c9d-4d36-a51a-b48a01f12726"), UUID.fromString("e66e699a-0963-47f7-8bd0-a47b6416321b")); + put(UUID.fromString("362465af-f1d5-4507-b07a-3b738d5a45eb"), UUID.fromString("e87e3bcd-fe9e-4cba-be95-107bd243086c")); + put(UUID.fromString("ea2fb7a3-b62f-46db-846b-ee6d164ce71c"), UUID.fromString("39cec23f-a80b-45e4-814e-c9ce61d37836")); + put(UUID.fromString("f0c229f5-92fa-41d8-a8de-b557c34bdc92"), UUID.fromString("d89ff006-95a5-4a42-ac2d-959ff63966dd")); + put(UUID.fromString("e7e8b4f8-e28a-4b97-95fc-a5370487e56a"), UUID.fromString("47816812-c142-4b6a-bc50-3e1fba71bdd0")); + put(UUID.fromString("cf13f57b-ed00-406d-8923-9b9509a48332"), UUID.fromString("7d4f8d29-98ad-4035-a53b-0f3910108458")); + put(UUID.fromString("718d0beb-eec3-4013-bf93-b66d2280da95"), UUID.fromString("665e3af8-2901-4ca2-b5da-774207ff9c7a")); + put(UUID.fromString("a9b2f81f-55af-4619-aa96-bbb94f3b2678"), UUID.fromString("fd6682e7-9606-45d0-b98a-a47563aade71")); + put(UUID.fromString("9fdc0216-34f1-444a-9262-772211155d71"), UUID.fromString("8ba3366c-cff1-4c58-bb98-92b079f6c45e")); + put(UUID.fromString("fffa022f-fe4b-4c59-ac9c-abf09bb984d3"), UUID.fromString("00050528-db3c-4571-ae11-42a66c4a3d90")); + put(UUID.fromString("d2bfd5db-65aa-4afd-9162-ea1d26958426"), UUID.fromString("9ccbc19b-46f7-450d-b49d-2f0c4f569c92")); + put(UUID.fromString("4810ebe3-031f-4c1c-a72e-fb36b5b0e67d"), UUID.fromString("d2d49f8b-9b0a-41b3-bd9f-d4b6d2837cb1")); + put(UUID.fromString("f425ac68-fa21-40b2-ae0c-f6077ed1763b"), UUID.fromString("a12c2acc-244a-41ab-b81e-eaef04810c38")); + put(UUID.fromString("3170ed49-2aba-404c-ae71-2b428415d03b"), UUID.fromString("c6908ea0-b748-47de-aaeb-778b0e580973")); + put(UUID.fromString("28494939-8c52-4a5d-a8a1-6b2dc54585db"), UUID.fromString("71d2f63c-88c3-4f23-ae0f-09e1c35c727b")); + put(UUID.fromString("8200e253-dcf9-4854-a0cb-393e0a18a996"), UUID.fromString("60ad5d6a-67ff-4114-88f1-c5a8777bf288")); + put(UUID.fromString("1bf61b60-7719-4328-9207-2f5e8d661ac3"), UUID.fromString("8e86e4eb-19af-46a2-a521-ad396b3da57e")); + put(UUID.fromString("0de654fd-4147-4961-8a65-afa07320e2fd"), UUID.fromString("ca72489f-8533-4074-9436-c2ba79f615d8")); + put(UUID.fromString("ff424832-c47a-48d5-9c37-71737da6fc08"), UUID.fromString("36bf3c7a-db52-4e97-b883-44bcb219f1bb")); + put(UUID.fromString("d39f8b02-6120-4e46-b6d2-092d23651b44"), UUID.fromString("7ed21283-1d15-450f-b17e-34f25435d16c")); + put(UUID.fromString("bad4d5c7-e4d4-409b-8daf-332a2999f992"), UUID.fromString("4f90bb7c-ea52-4ebb-b281-17df7a122837")); + put(UUID.fromString("08315c56-8980-46b7-8b9f-676ac6a97301"), UUID.fromString("6b7a5ca8-54b2-455a-a7c7-e992d1c23c99")); + put(UUID.fromString("957435a4-39b8-4934-8a59-8ea068eae863"), UUID.fromString("2978adf7-c838-4c05-92a0-8e2ff03a259b")); + put(UUID.fromString("3bec5ca1-8e69-4252-b4ed-1d323ea71e3f"), UUID.fromString("9575e0b3-a6eb-49b3-b252-ecbe847ab1c5")); + put(UUID.fromString("f8b063c3-56fe-4bb2-85f0-7aab27be7d0b"), UUID.fromString("3dfd9eef-dc3b-4711-a0ac-c06113966918")); + put(UUID.fromString("6a1f247b-bf4c-449d-8041-7ef51c45282a"), UUID.fromString("6fb5e47b-4899-447b-81cd-94e8b776a456")); + put(UUID.fromString("0a37f7f7-8c1e-43ba-b886-206dc61021ca"), UUID.fromString("504838fa-1f9f-41d2-84ba-29ac7954fc27")); + put(UUID.fromString("bfa1ac32-8333-4e7d-8536-62ec47e4a89b"), UUID.fromString("3b631d7a-d90f-42b3-aa6e-be2ac5672d28")); + put(UUID.fromString("215d755d-234e-4fb8-83fd-9f5e2e354ce3"), UUID.fromString("1464af42-9c6e-4bf9-a1da-f3344dde524f")); + put(UUID.fromString("21050e47-b550-4458-bb01-694968f19b41"), UUID.fromString("1241aff2-a474-4519-ad3e-fb742479849c")); + put(UUID.fromString("5d89696a-fd4a-4e83-b618-5fa12d7312ea"), UUID.fromString("0257ec8b-fccf-4bc2-9b6a-d7599e8b08f1")); + put(UUID.fromString("8e7bb7e8-d3c8-4cdc-8f53-a22b7eb49bb0"), UUID.fromString("bfebedac-0b08-4eec-a147-8ace3d95aea0")); + put(UUID.fromString("1f75ece0-0f79-483c-93c8-78314468a60b"), UUID.fromString("084eb357-2f65-4955-9625-3bb0b1ef04a2")); + put(UUID.fromString("b3ff12fb-f4af-4fd0-8a9a-a53325911078"), UUID.fromString("f4af5b8d-feec-4d9d-82bf-dbe01bc8c25c")); + put(UUID.fromString("741ee379-7eab-4d05-805a-e7ebebc74e75"), UUID.fromString("3914110f-dd02-4b8c-ae61-a66cf188d186")); + put(UUID.fromString("99ce898d-83e3-4fc1-a302-2c7260b2ad80"), UUID.fromString("c4e65bb5-b5df-470d-9b67-d5bfbf4b1f7f")); + put(UUID.fromString("d223778a-898e-42f2-8538-2306362a98e2"), UUID.fromString("25e37b55-5cc8-4a37-b6ee-e15c08506661")); + put(UUID.fromString("56139c12-00aa-4cca-bd16-55ac245705bd"), UUID.fromString("e5d83f94-7398-4948-b065-95da943bc909")); + put(UUID.fromString("654ffaf2-ed8e-48d5-8dc9-5ccd82e25e86"), UUID.fromString("e7876c75-a50e-4fe1-a7d7-2c0797434cc8")); + put(UUID.fromString("092518a9-77bd-4d97-a19e-d5866f5f2ba6"), UUID.fromString("54d0ff54-656f-4b8e-94b5-4d56a63278f5")); + put(UUID.fromString("d2dd6d07-bc51-44f4-b301-01f55fceeeb1"), UUID.fromString("9b328706-06c7-42a6-b67a-4641a2c2e183")); + put(UUID.fromString("d73a3e33-1e6d-4356-a341-aad44231f4e1"), UUID.fromString("24643b19-9d1a-4892-974b-55e9dd4ec0f1")); + put(UUID.fromString("00888456-4df3-4f3e-8aac-cf36a5c5dd70"), UUID.fromString("d890414d-98a0-476d-ac7f-0f1cdd378cb7")); + put(UUID.fromString("6a08c346-d6ee-4d99-b4c9-fa429c88cbb5"), UUID.fromString("a6c3d932-5194-4ab4-9ef5-d1db82b91b58")); + put(UUID.fromString("95cba648-6f4f-4a48-b095-20f378627f49"), UUID.fromString("1ad0314a-3256-4dc0-a830-19c385ad9634")); + put(UUID.fromString("21f2703c-3475-448e-9546-ac3377250ef5"), UUID.fromString("35595476-8fdb-4e0c-aed8-ecf80a22409a")); + put(UUID.fromString("e88d0c47-ea12-4d9b-847a-ecafc3ad26b9"), UUID.fromString("004c87ed-5969-4371-a302-9c2f60ec550a")); + put(UUID.fromString("d4f763b4-02a8-4251-8afc-84bf7d721fff"), UUID.fromString("34521cac-7e3b-44d4-8d97-d14e3a2a4e64")); + put(UUID.fromString("1eeb5cbd-62d7-4501-a821-0db6f9f2152a"), UUID.fromString("6688b676-8e56-4e85-a7b6-1710dd4a7a5b")); + put(UUID.fromString("d0e09382-09dc-40bb-ad27-66664804eaca"), UUID.fromString("f527e35a-d73f-448b-96e5-0750880bac9c")); + put(UUID.fromString("22107baa-4ad5-45a9-9e72-48f19a9a03e3"), UUID.fromString("93bf1ebc-0fcb-4026-9ddb-07e1179a25ac")); + put(UUID.fromString("7005bc68-dbd1-4b52-b257-d31af777ba3c"), UUID.fromString("ad902b26-b5a5-44af-a480-2c00b6353fcd")); + put(UUID.fromString("da4b7eb2-fb29-49d6-8167-0998b9bf4f33"), UUID.fromString("59660bed-7da2-4a00-bd46-cb77851abb9a")); + put(UUID.fromString("def27156-fa82-427e-9ff1-54a3c69e67f0"), UUID.fromString("b5d861e4-5a16-4a42-8fe4-c53856210920")); + put(UUID.fromString("276764b1-af49-4e5a-8cf1-f4619d9eb2d0"), UUID.fromString("3818b815-97fd-4d16-9771-577e39392e39")); + put(UUID.fromString("ad694a7f-c778-4760-9251-9b19c5142e27"), UUID.fromString("2001f0b7-338e-46ea-b012-e3ae91b0589b")); + put(UUID.fromString("bf9f5b9e-6ffe-45cc-ac6f-83a13b25b5d5"), UUID.fromString("4f5c4a55-3270-45a3-b49a-3c21dd0b751f")); + put(UUID.fromString("add8d0ff-7c28-43f5-9c79-ae7819337b85"), UUID.fromString("b975aee2-cfdf-40af-bf09-55100b951f2f")); + put(UUID.fromString("04a42415-83d4-4229-9878-ed8a95e108fd"), UUID.fromString("9c6854f2-9dc8-40f1-89ce-bd261a66d449")); + put(UUID.fromString("686c842b-f502-4a36-8e8b-0cdaeae6f33c"), UUID.fromString("01e30723-5064-4d58-b77d-d895c81b0cdc")); + put(UUID.fromString("69069a8f-5f1b-4d6f-843e-4cd902a5cdf1"), UUID.fromString("e3402018-6b3b-4971-a483-c93f74249abd")); + put(UUID.fromString("1bb1e7ea-c470-4112-8dfd-b9750d6c60f0"), UUID.fromString("95e4b4cf-b21c-4e87-85f3-37d3838d618c")); + put(UUID.fromString("d6ee3d3f-b2c3-449d-81e0-fe3207f8e448"), UUID.fromString("dd9c9e41-6bff-40cd-b9a7-eafb7d685c0d")); + put(UUID.fromString("7fd96368-ecc2-4dfd-ac16-4f0ab50fc29a"), UUID.fromString("0cc0c159-589b-4e35-9151-cbc0a6332d10")); + put(UUID.fromString("2599f602-264a-4e76-91f6-27a9f3489b2e"), UUID.fromString("4b6c6ab2-921c-48a7-952c-ba7359b89e52")); + put(UUID.fromString("b9744de4-9961-4c3b-a232-2230734c4eb4"), UUID.fromString("ba1f2db1-d872-4c11-95e3-502eaba91c5c")); + put(UUID.fromString("0601e925-249b-4cd8-a495-1cb94acc8f3d"), UUID.fromString("5af28614-c02f-4ca1-829e-0c0ebb68c1b0")); + put(UUID.fromString("9f34bf1b-61d7-482c-baed-f958f2f0f39e"), UUID.fromString("89217e63-3a52-4631-b120-fff6db59c23c")); + put(UUID.fromString("10c77538-ac77-4cbe-a59b-c799af444c02"), UUID.fromString("164f85e9-5d55-4de4-989c-dd59eb56df76")); + put(UUID.fromString("0452dfe4-0db9-4f49-916c-9e58b31e3c2a"), UUID.fromString("bf0450e7-d67a-4755-9300-115f71ac0c5d")); + put(UUID.fromString("af4ecf87-edd5-4b0c-8807-f9c3b622f9fe"), UUID.fromString("7fd07402-298e-4f53-9553-38dce50108b4")); + put(UUID.fromString("dc4ecf71-03ba-4ca1-a833-4a7ec95ee493"), UUID.fromString("40002b26-8088-470d-afcf-1939f84af089")); + put(UUID.fromString("2544304a-ea10-438c-8046-846d886a6760"), UUID.fromString("f072565c-e68a-4bad-872d-c23b1977c3f1")); + put(UUID.fromString("6046515f-9ecd-4269-a727-b7d422501875"), UUID.fromString("060a7063-a7a7-4d29-8f72-aeaf13f0ed1d")); + put(UUID.fromString("53caf0ae-afb6-4640-aec3-226564df888f"), UUID.fromString("73401955-92fa-40c2-9725-29addad9e857")); + put(UUID.fromString("ada71e70-60ea-41ef-977b-7883ccaeb965"), UUID.fromString("487d1016-ec94-4824-bc09-b2ee7a990156")); + put(UUID.fromString("96f31367-ab0c-46bf-9a75-0e6f1cbe17ad"), UUID.fromString("8a61e88f-8fd4-46b1-8bb1-3047f2ad647f")); + put(UUID.fromString("edb2e645-c372-4ac9-8957-18c417e95488"), UUID.fromString("71873d4d-d43c-4033-8cc6-98b12c740da2")); + put(UUID.fromString("378dba88-3df7-4189-a177-c6cc81421ecf"), UUID.fromString("673717db-5788-4203-af40-5de0e5742287")); + put(UUID.fromString("49f32908-2f5b-477d-b203-08cc2136dd14"), UUID.fromString("a0d4fa66-6524-407e-be22-5e0c2dddcfa8")); + put(UUID.fromString("fa6639e1-8da6-4825-9157-be6d5d7a90be"), UUID.fromString("eca4054b-c2f6-47e5-8afc-5aa1ad855cc3")); + put(UUID.fromString("b38d70d1-484f-46a5-b2c4-1d379c8fc096"), UUID.fromString("4a851119-88e5-421b-a47a-dbdcb42a3b9d")); + put(UUID.fromString("9add723b-f8f0-4b93-9177-a65049ee88eb"), UUID.fromString("7dd3378b-8415-43f0-99bf-9fda67752638")); + put(UUID.fromString("af07edb4-e963-4037-b71e-1d261757d7d8"), UUID.fromString("5b435980-812c-42ea-8c92-715379a4acee")); + put(UUID.fromString("be0170c1-8c6e-451c-a58f-a1d4f23cf624"), UUID.fromString("a459c438-2f3c-40d7-b8c0-5f6ee0d393be")); + put(UUID.fromString("5913322b-f95b-4b60-9555-3ee6ab3f1e36"), UUID.fromString("3a5c6c13-a048-40c4-a9ca-2ef9deddbeaf")); + put(UUID.fromString("027b5ed8-27dd-490b-a8d4-0e12117ad7c1"), UUID.fromString("b221927d-5315-4c67-bb7d-b92dd5ed4960")); + put(UUID.fromString("39ee0fcb-bf33-4c06-951d-d635263e746f"), UUID.fromString("ac26a455-44a6-4693-8339-b8fe9b7845d4")); + put(UUID.fromString("8d397549-34cc-4e51-9d04-60f8d8484c74"), UUID.fromString("1e1c5ca4-0524-45a0-8e7a-08ea47d7b7d3")); + put(UUID.fromString("5032c4bb-3978-414f-b728-4da855c1f3c6"), UUID.fromString("27687e60-d858-4998-b64e-8a03948e08d1")); + put(UUID.fromString("c9589225-f25e-4f39-9a59-f90d29fd52ca"), UUID.fromString("6cf85622-f0aa-44c9-a0ca-31adc2dc93c5")); + put(UUID.fromString("152c46c3-c310-4f9f-ab00-06c437647b30"), UUID.fromString("ce522a0d-0b52-4980-a972-6c6cd5d84dc2")); + put(UUID.fromString("2213f5a3-b32c-4ce6-bbd8-a22fbac8e18b"), UUID.fromString("c1933c63-a416-41bd-a262-bf9b59935184")); + put(UUID.fromString("776815bd-0774-4426-a5dd-d9457a777871"), UUID.fromString("364ffcac-06a4-4df5-a499-7fbecd1e6aa9")); + put(UUID.fromString("49712375-4068-4894-9f0e-f7789b920ce2"), UUID.fromString("b7d0ff58-1805-4c7f-a88b-5b54f0faf8b8")); + put(UUID.fromString("8f8cccd0-a8d2-47c8-9a17-f95bd5751502"), UUID.fromString("4df8b9cb-cdfa-450a-a671-dae268979ecd")); + put(UUID.fromString("ab6d87da-aab3-4c76-8c96-839ee786c97f"), UUID.fromString("1041661a-2c49-49fc-8ea1-2427ea2ddb57")); + put(UUID.fromString("00b94e2a-a27c-4d3f-887b-4b6f4b4d2722"), UUID.fromString("c69abfee-a55c-4c40-9386-44bfedf1a6fb")); + put(UUID.fromString("a5d6ac8c-72f3-49cf-961a-5bb88e3c7dbc"), UUID.fromString("7fde453d-9e36-485f-8a78-7069cd73b354")); + put(UUID.fromString("029708bb-3825-495c-bd37-cd926c014b92"), UUID.fromString("180b4913-4580-4650-b889-01026adc178e")); + put(UUID.fromString("336bdcaf-ea45-4ddf-a977-4e73142a871c"), UUID.fromString("0ad4a0c1-11fe-4440-9b13-fd430347fe1f")); + put(UUID.fromString("f21f9f36-8202-4d5a-9425-d46781da78ff"), UUID.fromString("13677508-21da-484f-91aa-ea667f190948")); + put(UUID.fromString("b00aed01-c695-4d17-981d-a37684a8628e"), UUID.fromString("03a6583e-88a1-4cb4-a563-ee0f2f749964")); + put(UUID.fromString("39af3985-2d8c-43d1-afee-9a4824d376fd"), UUID.fromString("cf9b6d19-647c-43da-b859-73c4c02ce66d")); + put(UUID.fromString("f40dec7c-6885-4da8-8882-64d013af38ab"), UUID.fromString("dda2345e-3bf5-46e0-a835-065e95715bd5")); + put(UUID.fromString("6e1b8cd3-98f9-4723-a4e8-a4a8d3aa68ff"), UUID.fromString("b24c8ded-3808-41d4-83f7-50b208781a84")); + put(UUID.fromString("44e3ce4c-f466-405e-a850-71347165f8f8"), UUID.fromString("f8e023b7-bc95-4c40-a13a-c8b2d02b900a")); + put(UUID.fromString("f9f8a8c5-3803-4f58-b0ef-9c3c0de4d318"), UUID.fromString("2c971cce-06df-4acb-b982-a7cf73adea45")); + put(UUID.fromString("7f373f94-a452-4365-8bb2-c4b4253791cb"), UUID.fromString("0c03787b-3450-471a-801c-b6ae3cd32425")); + put(UUID.fromString("28374ba1-87e8-478e-9675-08ae22b579c9"), UUID.fromString("8a2f29d9-1d1a-4ea1-bae3-01e20ce7c3b3")); + put(UUID.fromString("901080e2-17d9-4888-ae9d-8c5ee594eb3b"), UUID.fromString("0a9af14c-84da-4ebd-8d38-a8661f9ebcd6")); + put(UUID.fromString("b8532b9f-168b-40da-be01-96e4db546393"), UUID.fromString("daa94a76-9107-47bf-8f58-176799e71d46")); + put(UUID.fromString("ca715663-01ec-493f-a245-4d8b0e2c2ea1"), UUID.fromString("2fe24342-ae8d-40da-b0ce-40d53deebd85")); + put(UUID.fromString("10b19b22-ffd4-4e14-bd6a-c958d3547e0a"), UUID.fromString("6b1bebf3-dd82-441e-9e49-ae8527e83ef2")); + put(UUID.fromString("ed7e61ab-a25f-4151-be13-1c6b4a62adc2"), UUID.fromString("53b1c569-f68e-4b3e-9413-b7e5f1ae900b")); + put(UUID.fromString("46f50b9f-d1fc-4ac5-b47f-b45890eea22f"), UUID.fromString("9ad07bb2-6182-4de6-97ff-0eb368b30713")); + put(UUID.fromString("041ed1cf-87a8-426a-b8ec-6a2d7a192608"), UUID.fromString("838903b3-2786-4bc2-b64d-e45153dc58ab")); + put(UUID.fromString("77a38088-a111-49ac-900f-c623a10e6e5b"), UUID.fromString("8e1a972f-9cfa-49cd-89ce-48f2702c4be2")); + put(UUID.fromString("673d5ae0-6188-406b-a0be-0d7bb7d7c519"), UUID.fromString("0c3c0a13-ec8c-4752-a9ad-591e6c431b9e")); + put(UUID.fromString("845bec18-49dc-4d4c-8b79-c4548a8349ff"), UUID.fromString("6d730952-9ac4-49e5-b75a-02a446cafec5")); + put(UUID.fromString("dba5f5e1-983b-487a-8b51-5244b55d523c"), UUID.fromString("0e1ae22f-d2b6-427b-a37f-14a39151d409")); + put(UUID.fromString("619f2ccf-c704-4059-994e-cbfaa6bc7a55"), UUID.fromString("bc092e54-3e7b-4f46-9a12-5ab3fb94562e")); + put(UUID.fromString("6d484356-cf3b-4bb3-8ef6-d05e14b1472d"), UUID.fromString("abdd2ba9-3afd-4002-941d-a813b1856ecf")); + put(UUID.fromString("b1e50b08-95d7-4b5c-be91-d005d2df07ed"), UUID.fromString("79089b09-21d9-4380-8dbf-5784ba3c9da6")); + put(UUID.fromString("7258a7b4-26c0-4583-84ca-ad1083c470d3"), UUID.fromString("b442b9d1-04b8-4ac4-a8e3-52bea3bdc954")); + put(UUID.fromString("da0e3e19-3b09-4879-9c13-92184bfee6f4"), UUID.fromString("166541af-5f9d-4413-803b-1616fc6f7f4e")); + put(UUID.fromString("e6cf9e36-89cd-4cab-8dfd-0cb57bcc396b"), UUID.fromString("110f7fd2-2c83-4251-a7b1-8cf99d448575")); + put(UUID.fromString("b8aea2b8-ba71-4cd9-ba4b-c5ebec7cffb7"), UUID.fromString("bf3c0e87-0252-44ca-9c1c-db8896df51d4")); + put(UUID.fromString("f2eadc53-2e8c-4fff-99c8-9bf8957cb3b1"), UUID.fromString("e786c767-01d6-4cfa-a7e3-8e0fd9673f04")); + put(UUID.fromString("02083fc3-9ae8-41bc-adff-569f95be201b"), UUID.fromString("5fb4ab7b-fdc8-48ce-a9eb-6aebefe17106")); + put(UUID.fromString("4e962094-caa6-4066-b659-5370a12f04af"), UUID.fromString("54718837-de3e-4de5-b39d-63c0a1cc1e59")); + put(UUID.fromString("b18ff4e7-1fc7-4d95-9a0d-d6704ba3ffed"), UUID.fromString("891df97d-e03e-4254-9923-19a631236fdf")); + put(UUID.fromString("7961ad2b-7713-4edc-8a6a-681671c38a12"), UUID.fromString("45d8dfe3-2324-4b07-a6c0-313fc92d0d20")); + put(UUID.fromString("cb745797-bf30-44d0-af4d-bba5f789c473"), UUID.fromString("aad70eb9-9ef2-4fbd-9764-f3f1bc1ed7e0")); + put(UUID.fromString("2e651416-3016-4da5-832c-dc63e635d8a1"), UUID.fromString("af46cee0-5961-48fe-8aec-eff7d950ea30")); + put(UUID.fromString("46827458-b424-4ddb-b46d-de41bde682a8"), UUID.fromString("c9d6e4f4-ca91-42ae-bc4e-dbf5cbca7282")); + put(UUID.fromString("f45fd2bf-d079-4869-9f29-bd642eda2b06"), UUID.fromString("4426f013-e031-4805-93cf-0c2bf633e7ef")); + put(UUID.fromString("30a6e849-b2a9-4152-b5c5-5bd93159f24d"), UUID.fromString("6baad978-87e2-4056-9a3a-a3c4cc410248")); + put(UUID.fromString("73297be3-51bb-4c1c-9a4b-19a54be351e9"), UUID.fromString("15532c7f-ddee-4adc-a1bf-462f0e8d3c53")); + put(UUID.fromString("4b045031-9efb-4005-ab68-965b88a0bb42"), UUID.fromString("63affa09-7aa2-448d-8fd6-dffe0aa8d5c4")); + put(UUID.fromString("58d3b60f-e095-4144-86b0-ce8f56ec1f61"), UUID.fromString("08b5adc3-e35b-4606-ab3c-41fd49f4b181")); + put(UUID.fromString("f24225d0-a647-49ec-a796-14e50e1de93e"), UUID.fromString("87b2ce10-28c8-4dc7-b2ef-f557af83ff39")); + put(UUID.fromString("47ad0358-0326-4d35-b29e-608c0a4cb219"), UUID.fromString("832594d5-7e27-48c0-a415-055bd8730338")); + put(UUID.fromString("9d0e5995-cd66-49f1-b847-0513c2d18555"), UUID.fromString("4611e4eb-e92c-4978-b802-066372149665")); + put(UUID.fromString("4ff60696-0f2e-43c9-a1cd-59753fe05a5d"), UUID.fromString("ffc57a9f-0a72-4a84-a79e-deb313a89d7c")); + put(UUID.fromString("37152780-bf45-4804-af75-d46022342b55"), UUID.fromString("5b12e19f-ce1f-4573-a90d-1fff580a7d5a")); + put(UUID.fromString("073c8391-8d0e-4378-87f7-55cc9e6e1db2"), UUID.fromString("ba5a7550-aba9-4ed2-9d1f-c6e59d87a8f6")); + put(UUID.fromString("a0c0d7ed-db13-4d17-981f-b1b82b8d79d3"), UUID.fromString("8a0e9b13-e60c-48af-897c-73ea416fd8b0")); + put(UUID.fromString("04f2a09a-721d-46e0-ad0c-486ded9c442a"), UUID.fromString("9376cc8c-e8bd-4fee-ac6c-3775b27d5f6c")); + put(UUID.fromString("344ade5c-d42d-4e4f-849f-03086f9ebeef"), UUID.fromString("b3553545-690d-4f8c-b1c7-fd8dfea24f13")); + put(UUID.fromString("874a2435-bfd6-4875-8af8-803487ac070f"), UUID.fromString("5f69b30b-e7ca-462a-b855-f30d075528d2")); + put(UUID.fromString("76c4c30f-fe6d-442c-9811-7c2db7e7b355"), UUID.fromString("cc20679d-e523-40a8-9f9e-70da8dd09c39")); + put(UUID.fromString("9923fe75-67a2-45a1-b636-1e0c2db096c9"), UUID.fromString("76a061d7-c5e9-4d34-84e5-13445f57dd2c")); + put(UUID.fromString("0d5c8584-0733-43dc-a8b6-fbcce7ea2b82"), UUID.fromString("6344b052-d1b6-43ce-9ad2-7ff06944bc6f")); + put(UUID.fromString("42dcc537-75f7-4baf-a8ad-9b798cdd0882"), UUID.fromString("098b40af-d56c-402e-9460-8a91a193ad96")); + put(UUID.fromString("e76b211e-7d3f-4ed8-aa41-c857f39444dd"), UUID.fromString("610391a9-8826-459f-a03e-6368019c475b")); + put(UUID.fromString("1339fcd0-6179-42e7-9f87-c17fb233c19f"), UUID.fromString("1577f924-41a8-482b-a08e-df15e7274e23")); + put(UUID.fromString("92d621c7-21bc-48d3-9f8e-35de60efb5ef"), UUID.fromString("fd487009-b733-4dec-a707-90a31aee5f5e")); + put(UUID.fromString("f29ea1e4-7ff2-4475-a55b-651dea4c2387"), UUID.fromString("6066390f-89fd-4822-822b-06a7ba3af491")); + put(UUID.fromString("6515c99d-0cdf-4d5c-9b24-57b81e06637f"), UUID.fromString("fe35db5b-4751-47b2-90ea-eac6dca8884f")); + put(UUID.fromString("bdb8d11b-f457-4bef-b527-fd76fee0d80d"), UUID.fromString("8dd461a3-8e76-427c-bd3e-57eb9e5ec998")); + put(UUID.fromString("628d15d6-b211-4c4d-9df2-f86a1e433c80"), UUID.fromString("7848bb80-8c0d-4376-bfef-7a2d744e74a0")); + put(UUID.fromString("c7f9309d-df4f-43cb-8874-8c734e1720c8"), UUID.fromString("1a9a0065-77e3-4911-a585-9d64c7779ee4")); + put(UUID.fromString("1ecc3a14-6fe7-41f4-9bd7-121edf2f6d1d"), UUID.fromString("ef83eb36-dddc-4359-be46-404e5acb0388")); + put(UUID.fromString("f27ebe5c-5b86-4d9d-8baa-6e3933fd0fc6"), UUID.fromString("e75ca858-6370-4085-81bb-f14ccc52f522")); + put(UUID.fromString("215fbc0e-a926-489e-b872-2c8c71e11682"), UUID.fromString("c67c0f09-91cd-4d64-b54c-3f4e763a978b")); + put(UUID.fromString("d58eb81a-f80a-4254-b232-608fca8405a1"), UUID.fromString("ec9af10a-1968-45fd-a861-e41b400495c5")); + put(UUID.fromString("da5a628f-68cd-408e-9989-580230e9f9d2"), UUID.fromString("e626d0ba-fe50-47ff-ac34-1dd94832542a")); + put(UUID.fromString("acd14716-db10-4e86-a892-cbc115ee64a1"), UUID.fromString("54160259-5a50-4482-ba4a-b0009e627b82")); + put(UUID.fromString("ac8bf7d0-6326-4a0a-a761-91a1e80e8858"), UUID.fromString("6684f9a1-15e3-4881-9ff7-30cdf1ad1bb2")); + put(UUID.fromString("2de2ae9e-22a9-4017-a8c2-db04ca32d4dd"), UUID.fromString("0b64f663-461f-4a88-b443-d458ee11f911")); + put(UUID.fromString("5553bf47-3565-4e88-83c5-2ed001fc9463"), UUID.fromString("dd357926-b38e-4bed-9d59-5a2dc11550ef")); + put(UUID.fromString("36c3bab3-10c8-4240-9ca6-128d621805d9"), UUID.fromString("4ce89eac-a780-4659-abc3-98e89f28e7d9")); + put(UUID.fromString("d79a9f18-880d-4a8c-a3db-ce40796140d9"), UUID.fromString("1885fd44-7744-4db3-8fd8-10f6101b3eba")); + put(UUID.fromString("6bd18b7f-36e9-412d-9bbf-e21075130bb4"), UUID.fromString("308b52d8-e16b-483a-bf78-7d3a6237ee75")); + put(UUID.fromString("de1eb2f9-18ef-42cc-85c6-b5b3b9757e27"), UUID.fromString("b1f04382-784e-4327-8276-c9c36ea98c89")); + put(UUID.fromString("53cf3048-9be1-4ca8-b8f6-17a904738b9f"), UUID.fromString("d14eb1a2-a588-44a6-8753-ba21350bbc83")); + put(UUID.fromString("93cf3b71-abfb-4eb6-841e-1334bb784c4c"), UUID.fromString("a280a21a-c523-487a-8382-2b657d212c50")); + put(UUID.fromString("a2173caf-ee9b-41f5-aa41-4ffafd52a579"), UUID.fromString("bbccfe6b-8634-44ae-8e03-9df235d0cb60")); + put(UUID.fromString("04b68971-b6ac-478f-96f8-7c4385d44d60"), UUID.fromString("8a288302-ded0-42ad-abeb-8ef49aaf9ff9")); + put(UUID.fromString("fcea2450-2af6-4303-b2eb-c90f64eb17fd"), UUID.fromString("acac238e-c746-4ece-9ed5-9e6f6ad8bea0")); + put(UUID.fromString("3e71f1d8-d61c-4d6b-9994-e163109c39af"), UUID.fromString("4990e809-73b5-447e-a3a5-2c1fda6857c8")); + put(UUID.fromString("e5a13d10-be4a-42f2-b30e-51435a48e7a3"), UUID.fromString("568eb1f3-a32b-4a13-9c7d-f7dbf569afa7")); + put(UUID.fromString("111548a8-960f-4483-b164-fd4c177a31e7"), UUID.fromString("b7a4e599-c34a-479a-934c-c4632fc62686")); + put(UUID.fromString("e91f9fc1-2687-459a-a491-ec2ea54875c0"), UUID.fromString("4570de6f-83af-49e6-b5d8-061e6c3779da")); + put(UUID.fromString("2519dcff-3cb1-442d-8a2a-89d9d0e03a89"), UUID.fromString("eb8ecc99-b1b4-443f-80ba-d16781aa4d7e")); + put(UUID.fromString("eae9b337-7613-4d7f-b092-3d45d85b4e53"), UUID.fromString("98d085a3-e6db-44b1-91c1-9625f1fddc5f")); + put(UUID.fromString("d1f841cb-01b1-4b61-b51b-884ef341db3d"), UUID.fromString("b8ee2017-16af-45d2-a4e6-8531deb2f7f6")); + put(UUID.fromString("f223c5a0-dc86-4de1-967d-e0357ba75288"), UUID.fromString("668c1b9f-aef5-4d7f-9f46-1f0635adc4e4")); + put(UUID.fromString("d6fd4e6c-368a-491c-83c0-83a926139a9d"), UUID.fromString("32421038-6016-47fa-8eef-1a7f107cf84b")); + put(UUID.fromString("631d99f9-0574-4a73-8daf-79bd7623648b"), UUID.fromString("8f9e781e-7028-48ac-a283-cf3039ba08af")); + put(UUID.fromString("ffa20c8e-98b1-49de-8e88-bec48467e9a4"), UUID.fromString("4149e3cc-5721-4645-b498-56a889c3061d")); + put(UUID.fromString("fb7a2be5-0eca-43f9-ab2b-3dceb59aa3b0"), UUID.fromString("14b22fc7-a7c4-48ed-827b-d965ffe83f89")); + put(UUID.fromString("01fbf811-bccb-4fb4-90cc-a39c9f5e3d4f"), UUID.fromString("6e9a66b5-3783-4f62-b933-5e3852ad419d")); + put(UUID.fromString("b301fa26-4c60-45b1-81fc-6820061fc87c"), UUID.fromString("c2f05ccf-92eb-480a-ab52-b7fb24177c4f")); + put(UUID.fromString("ed697a27-6968-4437-b564-ca7fad120a40"), UUID.fromString("7751f674-bccf-44d5-9bfd-f8b07a01f347")); + put(UUID.fromString("772a26d6-91e8-48e4-95f6-3b657ab3d262"), UUID.fromString("2e59c40d-1c17-48e0-8933-6d33ba82ea5b")); + put(UUID.fromString("385d58c2-0f77-4824-9a5d-f7c6b33a5e2f"), UUID.fromString("4658e3e2-1ee8-41ee-8c35-6765d590226e")); + put(UUID.fromString("d445c089-bfb9-44f2-8222-a5e2e2cf1bec"), UUID.fromString("0750aec7-0d85-4453-9308-7e5558378fa5")); + put(UUID.fromString("cc1ad4b6-7a8f-4f4c-8c3b-9d70707fae11"), UUID.fromString("939981d1-0754-451d-810a-247c23d173ac")); + put(UUID.fromString("08ba7c6f-213b-4b3e-b380-52a0bf49e65f"), UUID.fromString("4f61f4ac-7d8d-4ddb-9a2a-220ead3d5768")); + put(UUID.fromString("ed5d8de4-9279-4734-8952-3d50c38e446d"), UUID.fromString("22693d1b-3f25-43c7-a9e6-c2e0e6f16894")); + put(UUID.fromString("85ae9373-8da6-4c69-8eea-b2d24dc20790"), UUID.fromString("953ffece-df0f-4f43-ae02-508139bd6eb5")); + put(UUID.fromString("f1ba8c52-240b-4180-9a34-20fc44944566"), UUID.fromString("83435784-f848-49cb-9a54-312501717894")); + put(UUID.fromString("492808f9-893d-4004-8bc2-59eae33bdba3"), UUID.fromString("effba610-0257-485a-aae5-ddce4cb49199")); + put(UUID.fromString("67d5e03c-8473-4574-860c-92c2644aea5d"), UUID.fromString("e1ed9691-6fa4-4c93-8ee6-9697811fe892")); + put(UUID.fromString("5c568601-6c04-4a18-ade2-76d7c24ac2d8"), UUID.fromString("3b616900-2772-4536-9213-39280505a1f3")); + put(UUID.fromString("887b4da6-145f-456b-8f14-95c6da91ecd3"), UUID.fromString("5591993d-981b-4489-8fc8-4ded7afd891f")); + put(UUID.fromString("36b5b452-9641-4479-8d82-450445b5b3f4"), UUID.fromString("b671cbf2-93d6-4856-82d0-ea98812c0c84")); + put(UUID.fromString("da3b12ca-6e40-4b18-90b4-44e0ed756bc3"), UUID.fromString("83fff0bd-96fe-4cbe-954d-0bc9667d17ac")); + put(UUID.fromString("98218948-0e8c-472b-8769-5c39a7a5bbfd"), UUID.fromString("cbc45523-cdc7-4b23-8dc5-a7f198155f73")); + put(UUID.fromString("64f6aa66-0abc-4831-a57c-48d784c345ea"), UUID.fromString("9b1e974c-6457-40c1-a379-08b18d3dc011")); + put(UUID.fromString("46d8fb66-956f-47f6-8e89-80cf7aa31646"), UUID.fromString("d2c246a0-7a3e-4a1c-b5e5-a7bd99f2182b")); + put(UUID.fromString("1b4ce24a-842c-4363-a29e-982099d900a6"), UUID.fromString("fac8f446-6e9e-4094-ae83-52d509157fca")); + put(UUID.fromString("2fcd4839-45fd-466b-b113-553fa7ce4d49"), UUID.fromString("8d0ba424-21c5-4bb7-96bc-66ce406f97f8")); + put(UUID.fromString("49a73729-d783-4fe0-89c7-2aeeb0489663"), UUID.fromString("ce20a1f7-f27a-4b27-8d26-6e022a73e9d7")); + put(UUID.fromString("58f8c28d-4371-45b2-91e9-f9e81dd590f3"), UUID.fromString("4a340a88-44b7-449d-9f79-4d38a143f6f8")); + put(UUID.fromString("2626be32-15c0-4b10-a210-fec65d8f0d0a"), UUID.fromString("d64c4597-6f51-411c-892e-b0fb05319dfd")); + put(UUID.fromString("e63dd57b-cc23-4308-b5ee-b59946f02760"), UUID.fromString("645d0a54-f92b-4fcd-87e5-c37183a7acfe")); + put(UUID.fromString("521cb627-197e-4861-a3e6-f10582a99706"), UUID.fromString("9fa576bd-b7b5-4a5b-bfa0-04bd1c011d9f")); + put(UUID.fromString("7235b0b2-fa82-4379-b250-f1b041b1803a"), UUID.fromString("d5aa7cec-56b7-43f1-bc99-0c5e56bef192")); + put(UUID.fromString("96aaa321-71dd-4229-be11-f2df73749679"), UUID.fromString("915a7ca1-830b-4dbb-bdd8-bba7d159a67d")); + put(UUID.fromString("edc5c94e-c680-4de7-bd2b-d494649a5ff4"), UUID.fromString("ca7f1a31-5fbb-4674-8965-37a76b6266ca")); + put(UUID.fromString("6ee69c65-5204-452c-9403-7fc0d089b2e3"), UUID.fromString("17425825-9fe2-44f3-9002-e99a572189c1")); + put(UUID.fromString("04e170f9-d041-443e-9060-6cfd41b0517d"), UUID.fromString("051dcec0-f30c-4f23-9cb3-7d71da3d5755")); + put(UUID.fromString("31cda828-60e7-45d8-9e81-8556267a4c1f"), UUID.fromString("0160a44d-fec5-41ad-9ad4-b29267e1ddca")); + put(UUID.fromString("344db70b-6b47-4600-9112-6ab9db6945d3"), UUID.fromString("e537d46a-b223-4729-9e00-d855fb2f117c")); + put(UUID.fromString("e67670b2-6de4-4c32-ac95-5a51f527fe56"), UUID.fromString("e8a44b8f-167c-49b7-9da2-9f060c298136")); + put(UUID.fromString("0f69432e-df07-40a2-a488-7041aba44d0c"), UUID.fromString("9b129040-700e-4967-8723-fe6ea1e28f71")); + put(UUID.fromString("d8b6d30b-7068-4f73-909d-1f7be7dc8eda"), UUID.fromString("02f10fae-bfb4-4374-bf38-7fce6d3df784")); + put(UUID.fromString("ca723b48-dfbe-45c0-8184-2ee5fd056aac"), UUID.fromString("aac25a3a-f866-4865-a20c-7c08f30ff2b7")); + put(UUID.fromString("eb21f97d-4eb6-4750-b455-a0d4434ddc0f"), UUID.fromString("fddac690-5826-46a5-b62c-dc1dfa8b8da0")); + put(UUID.fromString("22ed4ce9-9dc2-46fd-939a-d6640be65a2c"), UUID.fromString("fb548034-5752-4c7b-ba33-5e58b35f543e")); + put(UUID.fromString("210150a4-55c1-4006-9aaf-da803cdd7222"), UUID.fromString("84f45a7f-99ab-4c36-b89a-e3e4f4fec2d7")); + put(UUID.fromString("0a2cbc85-39c9-48ed-90b9-4d89afaabd62"), UUID.fromString("5091ef0a-e430-4266-8b11-47e81267f860")); + put(UUID.fromString("f60c4ab9-2916-4fd0-9163-a23d75108a75"), UUID.fromString("e84f0b1d-63d6-4de4-a0e1-ff45f76bcb46")); + put(UUID.fromString("64c9e2c6-dd40-4287-b7de-3d34fc937327"), UUID.fromString("de002f53-e4b0-4d87-9bf3-fb19e2f1421f")); + put(UUID.fromString("78598e98-6beb-4d4b-b200-48a3469bc5e6"), UUID.fromString("799b7211-edbf-4663-9234-1567749f21b1")); + put(UUID.fromString("8378ae52-f9f1-43c7-9718-93201cd13a5e"), UUID.fromString("989db713-82e5-4498-8c66-b3b9669a5302")); + put(UUID.fromString("9be57552-85f8-4e7c-b897-73205764b23f"), UUID.fromString("c855366f-961d-4cba-8adb-ed6bd1ab6c91")); + put(UUID.fromString("a8a013e2-4013-451b-a76c-618e1f52437b"), UUID.fromString("f1dd6d66-5b65-4077-a4bc-03f08bf571c7")); + put(UUID.fromString("13f7c673-e9b3-4472-ae99-477837620627"), UUID.fromString("089e2a74-6b28-426c-ac08-47c21935b633")); + put(UUID.fromString("24b7ed5f-d27c-4f14-b062-f712055d2afe"), UUID.fromString("2d535da7-5537-473f-94e0-0c2830b91e03")); + put(UUID.fromString("777f1b3e-bc6a-48c4-909b-c372a118a680"), UUID.fromString("06164a42-ecdf-4cba-8b54-554ebdeec263")); + put(UUID.fromString("d88f394b-959f-49a5-9fcd-45a5618339d3"), UUID.fromString("9f035956-bd07-41a4-bce2-d456a119c694")); + put(UUID.fromString("40cca2fa-9c9d-4bd4-a480-bf41121f078a"), UUID.fromString("99f9d85a-792b-418e-85e0-dc8a22e87596")); + put(UUID.fromString("aff9c8c9-bb8b-4717-a5be-e905dd498678"), UUID.fromString("d72c5654-9c28-4d1d-82ad-f3270c17f211")); + put(UUID.fromString("da7162c8-4755-4de8-9607-666eb6621b45"), UUID.fromString("ec5dc4fe-99ca-4a75-8300-6a89de7e7491")); + put(UUID.fromString("de28e922-ccb2-4549-a135-e2cef670a0ef"), UUID.fromString("bab64f6a-594b-46cc-a41c-18540fbefb94")); + put(UUID.fromString("493ecfb1-5853-4782-87fa-d0196ccef79c"), UUID.fromString("2d9be4fa-dc11-42d2-864e-dbc430b2ee80")); + put(UUID.fromString("3cdd1646-3a54-4056-8132-1d247ebbbef6"), UUID.fromString("9ead079b-0dd4-4eac-9e62-b33c16079a5c")); + put(UUID.fromString("770f88b6-4314-4823-af2a-7fbb68813244"), UUID.fromString("c7f20ecf-22c4-46c1-8f56-252c4749552e")); + put(UUID.fromString("6c2aad5c-566e-4180-8acc-87a7e1885faa"), UUID.fromString("0768121f-c894-43d8-874f-310a8dafe577")); + put(UUID.fromString("d9e1e8dc-201e-4091-9b1e-8a5809a757c6"), UUID.fromString("10ae57aa-23e4-47be-87f1-a3408a895bec")); + put(UUID.fromString("ea3a0832-ce87-45eb-9219-e49784776aee"), UUID.fromString("011bd6b9-b00e-4761-8240-fafc8cb59a3d")); + put(UUID.fromString("b039a84a-1008-4599-88e4-039782dfae41"), UUID.fromString("76366bd4-4523-47bd-8162-85808099fd81")); + put(UUID.fromString("7bbdbfbe-ba12-4c2d-b7e3-c623da487cb3"), UUID.fromString("3b3250db-56ea-49c2-bcb4-40d122cf6c34")); + put(UUID.fromString("896b54c7-874e-4081-9263-ad6a40e64caf"), UUID.fromString("98694f06-58d3-4a90-bba7-6711ac3a8c3e")); + put(UUID.fromString("c2363ead-5828-4f16-9f57-40cce46708cb"), UUID.fromString("0d954c77-fc08-4ba9-a56c-f4f21327bd87")); + put(UUID.fromString("03e5109e-db1a-4bb0-895d-caf2a9531249"), UUID.fromString("7e8a9621-8322-472c-bd20-0ee2fb369b15")); + put(UUID.fromString("623878c1-b8ca-4884-b0a2-92c75341352d"), UUID.fromString("79486dc3-b066-4f61-ba33-3cfb5a174473")); + put(UUID.fromString("53bebb4e-38fd-4d76-986c-cd65d27cf187"), UUID.fromString("e6de5281-7cb0-4e1b-9d1b-d299d362af3d")); + put(UUID.fromString("9109341c-7adb-421c-a68f-46cda5f5f02a"), UUID.fromString("55ddc327-fe98-407f-98a9-668a00a209e5")); + put(UUID.fromString("1949b498-141d-4ac0-9cee-edc4963749c7"), UUID.fromString("7d335d59-5245-4ae4-9dfb-964b14c085ba")); + put(UUID.fromString("e0e5b154-92e3-4db5-ba4a-b1056be178b4"), UUID.fromString("a9a45ced-7e9b-4750-82dc-869a353cc93a")); + put(UUID.fromString("7558c174-ae85-406e-9b76-074bcf6f7887"), UUID.fromString("56d262b0-fd20-409a-809b-b00aaaabb4c4")); + put(UUID.fromString("0e625287-4ceb-4ff2-b687-f33fe5fd053b"), UUID.fromString("e9c39cbc-5bf7-43b4-8d88-ff867336e1a3")); + put(UUID.fromString("ef9770d4-088b-4041-924e-2ec540bde060"), UUID.fromString("70d1e263-ad6c-412e-96e0-ec82b7873038")); + put(UUID.fromString("cc99caee-906b-4e3a-8e12-b7d339e36f7b"), UUID.fromString("d9e61247-fe04-4e14-a683-c8ba1253af3f")); + put(UUID.fromString("9e619d86-b555-46f5-ba5c-895aae1b36cc"), UUID.fromString("729370b9-dfc4-4805-9d52-c0dc598a13f8")); + put(UUID.fromString("f450a02a-c729-447a-a250-ef247caf67ee"), UUID.fromString("6338308a-e16b-410c-b060-5818941bf225")); + put(UUID.fromString("a8c1d5e7-120e-4bf9-a293-8813d1faec97"), UUID.fromString("98d38fde-572e-436c-8336-4a274dae087e")); + put(UUID.fromString("b347b5aa-fe41-45eb-8500-3e1397eb3fbe"), UUID.fromString("267ded7f-678b-4fc0-91be-3f7f5126ead5")); + put(UUID.fromString("cf2fbc00-e35a-4c94-8c75-b6e3793eaaaf"), UUID.fromString("55b2f812-9827-4d55-9723-75b98ba11e75")); + put(UUID.fromString("74efeb0c-8de3-4de6-a899-077fb44af309"), UUID.fromString("1a40c9fa-1739-4f34-932c-25cf78d7b433")); + put(UUID.fromString("f5277f2a-f1d6-4d8c-9ec4-6c88ecee083b"), UUID.fromString("a533b1a2-3015-4b58-a654-fd54572b17f9")); + put(UUID.fromString("62e8ef7a-8d75-4a30-a0d4-19a5db31d807"), UUID.fromString("de866c1c-8916-4f9d-9f94-62f397e48912")); + put(UUID.fromString("015fa1c9-eef5-472e-98b6-19b2191a8e80"), UUID.fromString("6fd65977-c59f-4308-a75b-669bfe7432b3")); + put(UUID.fromString("57b91f8f-152f-4063-ba38-b1ab8f7338b3"), UUID.fromString("50db3bd2-b5cb-41fc-9cbd-5c6ca823175e")); + put(UUID.fromString("b4a05889-eddb-411e-98fa-bb63ffca99e4"), UUID.fromString("2dd212f9-9ade-498a-b0a3-8bb80f7c5f65")); + put(UUID.fromString("58f8bed8-2e85-498c-9d91-05544a2045dd"), UUID.fromString("ab28cea3-07f3-46d0-a9ff-641ff7847065")); + put(UUID.fromString("4840f028-4ac5-42e6-8ec6-bb73be795a7a"), UUID.fromString("3b5013c8-70c2-4fbc-97d0-d7d5724ce938")); + put(UUID.fromString("09104514-c705-4027-8189-8162552e7784"), UUID.fromString("b7ec0b76-c351-429c-8732-e583b739dd0a")); + put(UUID.fromString("7e43dd58-6108-4bd8-ab8a-5d9142333a4c"), UUID.fromString("cdc3b651-b3e4-44c6-9611-998bdc39fd0d")); + put(UUID.fromString("e7f22b43-8781-47f6-87d2-6167059cd483"), UUID.fromString("2e87364a-5ed3-4398-9bd0-c7cf66813db5")); + put(UUID.fromString("f693c5ae-c095-4552-a361-af70d8530c7f"), UUID.fromString("4bdce40a-8069-49e7-84cb-231fd5ddb9e5")); + put(UUID.fromString("6c8153cd-a985-4b6a-a591-d2c50a02dde1"), UUID.fromString("4d7c4536-27f6-4728-a123-d7f80781d4e6")); + put(UUID.fromString("4a36d2bd-d752-4699-bbce-35c7f6d2ef3f"), UUID.fromString("fbee7910-f696-425e-b272-bcc8b981fbd9")); + put(UUID.fromString("68e4b75f-a6ef-4109-a37b-f87dc851e797"), UUID.fromString("759cdfe1-2a2e-424c-a8ae-51aa21e6c1ae")); + put(UUID.fromString("fa55bba4-e35f-4081-85eb-5fbc96bf198e"), UUID.fromString("d21feeeb-4762-4e41-b40a-89aea8710e3e")); + put(UUID.fromString("b73f667d-1a26-48f7-9d83-cb02b47f0ed6"), UUID.fromString("6cf662f8-d2a6-43a0-906a-75165b3709b6")); + put(UUID.fromString("eca2e428-817a-4006-bafc-4207eb29d5dd"), UUID.fromString("42a90709-323b-4385-9f53-f8e47cb93f23")); + put(UUID.fromString("9e081365-2185-4c12-9bbc-33a216bef27c"), UUID.fromString("99bb5c8a-6f82-44cb-8c44-9c12bb9f12e0")); + put(UUID.fromString("85497118-4671-437b-81da-b9a1c11bb403"), UUID.fromString("70d9fb84-6793-4562-9cf8-d0f312f5bc4e")); + put(UUID.fromString("b0b8f036-70af-4092-9768-24c63f21fc09"), UUID.fromString("4c0a075e-0abc-459b-b456-26f57e32a090")); + put(UUID.fromString("5d182966-5716-466c-9ce0-f6f35924c31e"), UUID.fromString("03ca55ba-0208-4a9e-8527-fcda06d7f38d")); + put(UUID.fromString("cbe4c11e-f040-4c21-ac74-9c518238d46d"), UUID.fromString("ff4421bd-846b-48e2-8d73-30ca2796f2a3")); + put(UUID.fromString("7ed406c9-bb41-4835-b9b3-4faba3a6c816"), UUID.fromString("c72d1fc7-bbc8-4e61-a198-7ae61466a5c8")); + put(UUID.fromString("ac73307b-975a-433b-931b-bca196d7bdfe"), UUID.fromString("5b610544-a3b6-4fb8-a759-a9c92b0822d6")); + put(UUID.fromString("55c4600b-b801-4782-9b39-262a6cdbfc41"), UUID.fromString("317d31e2-fad7-4466-a629-ab7803789313")); + put(UUID.fromString("9263025c-edfa-4a56-b1c0-b7e66fa959c6"), UUID.fromString("89ef4bfc-e065-4665-b461-f47e1832d63a")); + put(UUID.fromString("dbf0b959-a66f-43d3-a56e-94281f664ac6"), UUID.fromString("17129b92-3a1f-4d3f-ba4c-50bee62aee40")); + put(UUID.fromString("1e2bdc64-f677-4e56-a1cb-8b66ea53aafe"), UUID.fromString("3ddf1070-c9e6-462e-8316-19e470657471")); + put(UUID.fromString("0abb2805-361b-4bd3-bfa3-43d986b67272"), UUID.fromString("9bd90516-de71-450d-a960-af6c4d9b1274")); + put(UUID.fromString("8ca444ba-da31-43b8-92c7-6a40742e049d"), UUID.fromString("3a67f2f7-3fd2-4dd5-a243-8cb0c949c4a5")); + put(UUID.fromString("86d8f9f0-727f-4a21-b256-fbb5bd20e21e"), UUID.fromString("f569a366-7418-4e8a-965c-b09bb8d5a7d7")); + put(UUID.fromString("9c2bcfb8-d67e-4dd0-85d0-88db12481079"), UUID.fromString("143cce6b-c8f3-4829-a3f2-860981c2ced3")); + put(UUID.fromString("506d0d16-e1c2-49f8-a51b-5028a3db0448"), UUID.fromString("76b6447d-4574-4609-873b-08461be0fce4")); + put(UUID.fromString("af32b624-57ca-4974-8cfc-ef26622d813e"), UUID.fromString("9ca5d547-17a4-4366-8a05-8f8aeb8406c2")); + put(UUID.fromString("70dd2c4f-6d7b-4425-9436-c257bc4ee1d4"), UUID.fromString("dc0c1a20-a796-4d62-a409-d89425549b89")); + put(UUID.fromString("cde41a63-98f0-4b5e-ace0-0ab5d4b6266e"), UUID.fromString("05e63285-509c-4935-8d9c-27e3a6cd10e5")); + put(UUID.fromString("2d42af75-1274-4218-be2c-e626ada9073a"), UUID.fromString("6e3bda33-fc70-4b8f-ae9f-389646cf0da8")); + put(UUID.fromString("df42472c-3503-4d53-8881-e97b1638e68c"), UUID.fromString("c3a18d7e-d2ed-49f4-898e-dee543b4cabf")); + put(UUID.fromString("5fc10e73-e58c-49a7-85ca-882f5a718cd4"), UUID.fromString("19f1fc44-3a2b-4f10-b09a-494b19a1b84f")); + put(UUID.fromString("25aed4fc-8abc-4123-b1ea-306feeee090d"), UUID.fromString("48ae1dd6-ce99-40ce-a043-c2287e097c62")); + put(UUID.fromString("4e442d84-77e2-41cd-b5c8-1edfe14b0f09"), UUID.fromString("88045f6a-321f-45c2-b3ac-fd2dbf214198")); + put(UUID.fromString("72c4effc-e134-4d1a-b9a7-6d045c506fcb"), UUID.fromString("ac2e2007-23d1-469c-82e0-61882c0fd4bd")); + put(UUID.fromString("e6f30f44-5e55-4779-aa14-c6ac459a20bf"), UUID.fromString("90b4b6b2-3902-4185-98a4-46329b5eb462")); + put(UUID.fromString("bfb068bf-ab63-44b8-b26e-c64a5a1dda25"), UUID.fromString("e08f7ef4-b3f6-40d1-9dfa-28ce7dafa105")); + put(UUID.fromString("604ff10d-697a-4e5e-85e1-9534f41cc30a"), UUID.fromString("090e2801-38d2-4fe8-a008-bdc51e70decf")); + put(UUID.fromString("04b0d0b9-aa10-42a2-a582-b3f7f41311fe"), UUID.fromString("7f54bbce-a7c3-4a90-98ae-a4f83d8c6446")); + put(UUID.fromString("171e9c4c-98f7-4bec-a092-f1c0ef860831"), UUID.fromString("a39df874-0a4f-4126-acfa-eb37a7aeaa5c")); + put(UUID.fromString("40d74dad-cdbf-4f03-8e23-e479fb149777"), UUID.fromString("c22f45ac-2e48-4153-8ae6-958adadc6de9")); + put(UUID.fromString("5b1577ce-f22d-498a-9522-7c895e8fac9e"), UUID.fromString("24ff383d-5495-400e-b7a6-f4df975083f8")); + put(UUID.fromString("95437c93-e074-4e83-9162-d76b5b9e448e"), UUID.fromString("cf3bf8a2-17b8-4779-8ffe-408522958385")); + put(UUID.fromString("b22f623a-7567-4018-8789-0134be8ab190"), UUID.fromString("a386c718-54ae-4d8b-aa21-6fdb2720a7a7")); + put(UUID.fromString("5fb4cb87-3c9a-43fa-ae46-621e6ebc848d"), UUID.fromString("7a7e3c98-8bb3-40df-8f5d-464917566cc2")); + put(UUID.fromString("f8766f1c-b419-4905-afc1-512efe29cfaf"), UUID.fromString("0605e47a-e54d-4626-9146-54bb0b2e401a")); + put(UUID.fromString("16a707a5-39e5-4c9d-a598-1e3cdf666d1f"), UUID.fromString("298cc36a-cdb0-46f0-bc7a-c6f560533bc5")); + put(UUID.fromString("c2f36f98-4056-4fa0-b7ac-77766d668bf2"), UUID.fromString("a6bf14a2-5a32-4002-b096-3f672fc56a89")); + put(UUID.fromString("bd86a97e-f13a-4102-b78d-f0de294a9915"), UUID.fromString("3008bd39-4ad6-4c00-b72a-ab8408e68cd0")); + put(UUID.fromString("fd3d0e5b-4210-4e09-924c-0b3d7b9165d9"), UUID.fromString("39ddd78e-11a7-4126-abd8-4bdfa12a3187")); + put(UUID.fromString("c22445b8-593b-460f-8732-45849c699e49"), UUID.fromString("62cd7511-5459-4f52-a411-4a4b1f2c0799")); + put(UUID.fromString("481d9c9b-4019-421d-9da9-7f3b05d6d84f"), UUID.fromString("09ce4898-5f19-4646-ba98-16d1d088569e")); + put(UUID.fromString("9416b006-7d2b-4fae-a020-302477146ea7"), UUID.fromString("f34494b7-943a-422c-855d-4256ab789905")); + put(UUID.fromString("771c8f7e-3b29-44d8-acfb-1f97fd54f49e"), UUID.fromString("ea538066-db3d-4fa3-8d2b-87fd24fad5e1")); + put(UUID.fromString("c98406d6-6b5f-4828-aae8-d44738392f83"), UUID.fromString("e2d0e058-570f-403c-86a6-0962f351f931")); + put(UUID.fromString("411a8eb1-9c90-4ef2-9bb2-14499f5084ca"), UUID.fromString("d8392d81-431f-4be3-899b-47b06e1d4f0e")); + put(UUID.fromString("69bd3d2a-2dbf-4a46-b7fb-a48ab01f4786"), UUID.fromString("bf081255-323c-4755-b07d-a0733612cf0e")); + put(UUID.fromString("ff268bd1-44bd-4720-84f1-d186dd3167c2"), UUID.fromString("ff2295bb-c162-44c1-8735-c9474fa61c3f")); + put(UUID.fromString("a2ca4b79-04c6-4b2e-b7a9-f81333cdee05"), UUID.fromString("713ec4f8-e11a-4c23-a20b-e4c01438816b")); + put(UUID.fromString("6ce93ee6-3839-44bd-b137-56fc546540a5"), UUID.fromString("8119287b-2649-4313-af70-0c9795e6e129")); + put(UUID.fromString("dc793f99-ed86-49c5-a18b-cd9849504e42"), UUID.fromString("8494b4a4-0a99-4148-9237-8d2fdd3be519")); + put(UUID.fromString("b1a64730-ff0d-45f6-81f3-fbdb2bd42325"), UUID.fromString("75f71068-51a2-4af2-aecd-6daa73c6da7d")); + put(UUID.fromString("7a58f551-20cd-47fb-8ef6-2bdd06f679ec"), UUID.fromString("ec5067f3-c7c0-4f87-a7a2-58f9f1e5ee08")); + put(UUID.fromString("7333182d-3c3f-4707-bd19-b66f97caee4b"), UUID.fromString("5dc9f10f-4cbf-47b5-8e75-ffbf70fbc318")); + put(UUID.fromString("9c718132-c6a1-42b6-a028-1b18fd2cf6eb"), UUID.fromString("2cc4f0ea-101f-4b94-9a07-8d5952bab6a8")); + put(UUID.fromString("d5ed0d38-2eef-492c-81a5-7e35b5076b77"), UUID.fromString("06a6740b-8fdd-4bfa-9375-52399744faad")); + put(UUID.fromString("a472626f-4c06-4709-8af3-0ffea58fb5bd"), UUID.fromString("d3f9580e-b386-4bb9-bb92-b15ce414075c")); + put(UUID.fromString("8cbab812-de7e-436b-aab8-8b2f1570dc42"), UUID.fromString("90906b68-30cb-4006-bfa7-0bbaeacfe3fe")); + put(UUID.fromString("950fe368-c102-4968-b3d8-cc21f444e44c"), UUID.fromString("2819f854-263c-4932-a66d-91e7a7ccb474")); + put(UUID.fromString("d9c3de63-3418-4d83-8114-97eada4a0e24"), UUID.fromString("ad9c9c8d-0464-4d57-9f60-1c97bd8a9ac9")); + put(UUID.fromString("cbcabbd4-a003-49d4-80e4-087bbeebf0cc"), UUID.fromString("ae8796d4-6507-4f80-b796-379e4df4e961")); }}; \ No newline at end of file diff --git a/app/src/main/assets/Spells_en.json b/app/src/main/assets/Spells_en.json index 8a12c52d..c9f4a3ab 100644 --- a/app/src/main/assets/Spells_en.json +++ b/app/src/main/assets/Spells_en.json @@ -14,7 +14,7 @@ "desc": "You hurl a bubble of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.\nThis spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", "duration": "Instantaneous", "higher_level": "", - "id": "d545b8bb-6150-41ef-bf43-29d8a05ede4b", + "id": "b00aed01-c695-4d17-981d-a37684a8628e", "level": 0, "locations": [ { @@ -47,7 +47,7 @@ "desc": "Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.", "duration": "8 hours", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd.", - "id": "c743233f-9792-4f63-aafa-9814388099c7", + "id": "b38d70d1-484f-46a5-b2c4-1d379c8fc096", "level": 2, "locations": [ { @@ -84,7 +84,7 @@ "desc": "You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.\nA mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.\nAn audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.", "duration": "8 hours", "higher_level": "", - "id": "d81bea34-2005-4cbb-a888-c71fb99240e3", + "id": "85ae9373-8da6-4c69-8eea-b2d24dc20790", "level": 1, "locations": [ { @@ -116,7 +116,7 @@ "desc": "You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.\nAquatic Adaptation.\n You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.\nChange Appearance.\n You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again.\nNatural Weapons.\n You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.", "duration": "Up to 1 hour", "higher_level": "", - "id": "344b4996-aa22-4e50-b79f-2e0c1a2cbe6a", + "id": "9263025c-edfa-4a56-b1c0-b7e66fa959c6", "level": 2, "locations": [ { @@ -149,7 +149,7 @@ "desc": "This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spell ends.", "duration": "24 hours", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each spell slot level above 1st.", - "id": "af933fd1-ab29-4871-ba43-55748ede9f6d", + "id": "b4a05889-eddb-411e-98fa-bb63ffca99e4", "level": 1, "locations": [ { @@ -180,7 +180,7 @@ "desc": "By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as \"a man or woman dressed in the uniform of the town guard\" or \"a red-haired dwarf wearing a pointed hat\". You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals.\nWhen the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn't reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell.", "duration": "24 hours", "higher_level": "If you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd.", - "id": "4a897bc4-3309-49bb-9d41-147746d55549", + "id": "8e7bb7e8-d3c8-4cdc-8f53-a22b7eb49bb0", "level": 2, "locations": [ { @@ -210,7 +210,7 @@ "desc": "Your magic turns others into beasts. Choose any number of willing creatures that you can see within range. You transform each target into the form of a Large or smaller beast with a challenge rating of 4 or lower. On subsequent turns, you can use your action to transform affected creatures into new forms.\nThe transformation lasts for the duration for each target, or until the target drops to 0 hit points or dies. You can choose a different form for each target. A target's game statistics are replaced by the statistics of the chosen beast, though the target retains its alignment and Intelligence, Wisdom, and Charisma scores. The target assumes the hit points of its new form, and when it reverts to its normal form, it returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can't speak or cast spells.\nThe target's gear melds into the new form. The target can't activate, wield, or otherwise benefit from any of its equipment.", "duration": "Up to 24 hours", "higher_level": "", - "id": "28d724ec-77db-4f86-9493-ba7d49644127", + "id": "9fdc0216-34f1-444a-9262-772211155d71", "level": 8, "locations": [ { @@ -240,7 +240,7 @@ "desc": "This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature's game statistics).\nOn each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.\nThe creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.\n\n\nSKELETON\nMedium dead, lawful evil\n\nArmor class: 13 (armor scraps)\nHit Points: 13 (2d8 + 4)\nSpeed: 30 ft.\n\nSTR 10 (+0), DEX 14 (+2), CON 15 (+2)\nINT 6 (-2), WIS 8 (-1), CHA 5 (-3)\n\nDamage Vulnerabilities: Bludgeoning\nDamage Immunities: Poison\nCondition Immunities: Exhaustion, Poisoned\nSenses: Darkvision 60 ft., Passive Perception 9\nLanguages: Understands all languages it knew in life but can't speak\nChallenge: 1/4 (50 XP)\nProficiency Bonus: +2\n\nACTIONS\nShortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.\nShortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.\n\n\nZOMBIE\nMedium Undead, Neutral Evil\n\nArmor Class: 8\nHit Points: 22 (3d8 + 9)\nSpeed: 20 ft.\n\nSTR 13 (+1), DEX 6 (-2), CON 16 (+3)\nINT 3 (-4), WIS 6 (-2), CHA 5 (-3)\n\nSaving Throws: WIS +0\nDamage Immunities: Poison\nCondition Immunities: Poisoned\nSenses: Darkvision 60 ft., Passive Perception 8\nLanguages: understands the languages it knew in life but can't speak\nChallenge: 1/4 (50 XP)\nProficiency Bonus: +2\n\nUndead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.\n\nACTIONS\nSlam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.", - "id": "240cbb28-ae4d-4f01-a457-90a7b9a8b86b", + "id": "2e651416-3016-4da5-832c-dc63e635d8a1", "level": 3, "locations": [ { @@ -273,7 +273,7 @@ "desc": "Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points.\nAs a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.\n\nANIMATED OBJECT STATISTICS\nTiny: 20 HP, 18 AC, +8 to hit, 1d4 + 4 damage, 4 Str, 18 Dex\nSmall: 25 HP, 16 AC, +6 to hit, 1d8 + 2 damage, 6 Str, 14 Dex\nMedium: 40 HP, 13 AC, +5 to hit, 2d6 + 1 damage, 10 Str, 12 Dex\nLarge: 50 HP, 10 AC, +6 to hit, 2d10 + 2 damage, 14 Str, 10 Dex\nHuge: 80 HP, 10 AC, +8 to hit, 2d12 + 4 damage, 18 Str, 6 Dex\n\nAn animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.\nIf you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The DM might rule that a specific object inflicts slashing or piercing damage based on its form.", "duration": "Up to 1 minute", "higher_level": "If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th.", - "id": "51324f47-0342-4999-a532-09771ab6fd18", + "id": "78598e98-6beb-4d4b-b200-48a3469bc5e6", "level": 5, "locations": [ { @@ -301,7 +301,7 @@ "desc": "A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration.\nThe barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier.\nIf you move so that an affected creature is forced to pass through the barrier, the spell ends.", "duration": "Up to 1 hour", "higher_level": "", - "id": "306c69ab-0496-4cc9-a940-9926d38c903a", + "id": "49a73729-d783-4fe0-89c7-2aeeb0489663", "level": 5, "locations": [ { @@ -331,7 +331,7 @@ "desc": "A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells can't be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the sphere moves with you, centered on you.\nSpells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can't protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration.\nTargeted Effects. Spells and other magical effects, such as magic missile and charm person, that target a creature or an object in the sphere have no effect on that target.\nAreas of Magic. The area of another spell or magical effect, such as fireball, can't extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a wall of fire are suppressed within the sphere, creating a gap in the wall if the overlap is large enough.\nSpells. Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it.\nMagic Items. The properties and powers of magic items are suppressed in the sphere. For example, a +1 longsword in the sphere functions as a nonmagical longsword.\nA magic weapon's properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or a piece of magic ammunition fully leaves the sphere (for example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon as it exits.\nMagical Travel. Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the rope trick spell, temporarily closes while in the sphere.\nCreatures and Objects. A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere.\nDispel Magic. Spells and magical effects such as dispel magic have no effect on the sphere. Likewise, the spheres created by different antimagic field spells don't nullify each other.", "duration": "Up to 1 hour", "higher_level": "", - "id": "458f8b12-d849-4cdd-b661-7d02a592dd5f", + "id": "df42472c-3503-4d53-8881-e97b1638e68c", "level": 8, "locations": [ { @@ -361,7 +361,7 @@ "desc": "This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura's effect.\nAntipathy.\n The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a wisdom saving throw or become frightened. The creature remains frightened while it can see the target or is within 60 feet of it. While frightened by the target, the creature must use its movement to move to the nearest safe spot from which it can't see the target. If the creature moves more than 60 feet from the target and can't see it, the creature is no longer frightened, but the creature becomes frightened again if it regains sight of the target or moves within 60 feet of it.\nSympathy.\n The enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a wisdom saving throw or use its movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can't willingly move away from the target. If the target damages or otherwise harms an affected creature, the affected creature can make a wisdom saving throw to end the effect, as described below.\nEnding the Effect.\n If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the spell is allowed another wisdom saving throw every 24 hours while the spell persists.\nA creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again.", "duration": "10 days", "higher_level": "", - "id": "d18f7093-ad73-4a5d-b17b-8b54c4d2336d", + "id": "e6f30f44-5e55-4779-aa14-c6ac459a20bf", "level": 8, "locations": [ { @@ -394,7 +394,7 @@ "desc": "You create an invisible, magical eye within range that hovers in the air for the duration.\nYou mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction.\nAs an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can't enter another plane of existence. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter.", "duration": "Up to 1 hour", "higher_level": "", - "id": "31843eba-62ca-4fb8-92fe-9c93b850458d", + "id": "b9744de4-9961-4c3b-a232-2230734c4eb4", "level": 4, "locations": [ { @@ -424,7 +424,7 @@ "desc": "You create linked teleportation portals that remain open for the duration. Choose two points on the ground that you can see, one point within 10 feet of you and one point within 500 feet of you. A circular portal, 10 feet in diameter, opens over each point. If the portal would open in the space occupied by a creature, the spell fails, and the casting is lost.\nThe portals are two-dimensional glowing rings filled with mist, hovering inches from the ground and perpendicular to it at the points you chose. A ring is visible only from one side (your choice), which is the side that functions as a portal.\nAny creature or object entering the portal exits from the other portal as if the two were adjacent to each other; passing through a portal from the non-portal side has no effect. The mist that fills each portal is opaque and blocks vision through it. On your turn, you can rotate the rings as a bonus action so that the active side faces in a different direction.", "duration": "Up to 10 minutes", "higher_level": "", - "id": "05a0ae0b-d3e3-4b5c-9387-b1710a17d053", + "id": "f8b063c3-56fe-4bb2-85f0-7aab27be7d0b", "level": 6, "locations": [ { @@ -454,7 +454,7 @@ "desc": "You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock on the object suppresses arcane lock for 10 minutes.\nWhile affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.", "duration": "Until dispelled", "higher_level": "", - "id": "48657d6d-65fd-4f61-bd68-6bff6e207398", + "id": "37152780-bf45-4804-af75-d46022342b55", "level": 2, "locations": [ { @@ -485,7 +485,7 @@ "desc": "A protective magical force surrounds you, manifesting as a spectral frost that coverts you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these points, the creature takes 5 cold damage.", "duration": "1 hour", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot level above 1st.", - "id": "cc1ae25d-1d19-4595-97ac-6bbd373fa3bf", + "id": "f40dec7c-6885-4da8-8882-64d013af38ab", "level": 1, "locations": [ { @@ -513,7 +513,7 @@ "desc": "You invoke the power of Hadar, the Dark Hunger. Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can't take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.", - "id": "48e70cdc-0061-4dec-bf7f-c44635478ca0", + "id": "04e170f9-d041-443e-9060-6cfd41b0517d", "level": 1, "locations": [ { @@ -544,7 +544,7 @@ "desc": "You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation; it doesn't need food or air and doesn't age.\nYour astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut\u2014something that can happen only when an effect specifically states that it does\u2014your soul and body are separated, killing you instantly.\nYour astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it.\nThe spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens.\nThe spell might also end early for you or one of your companions. A successful dispel magic spell used against an astral or physical body ends the spell for that creature. If a creature's original body or its astral form drops to 0 hit points, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature's astral form back to its body, ending its state of suspended animation.\nIf you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points.", "duration": "Special", "higher_level": "", - "id": "5efff7ce-c156-403c-aed3-4b2692f0fa9c", + "id": "d79a9f18-880d-4a8c-a3db-ce40796140d9", "level": 9, "locations": [ { @@ -573,7 +573,7 @@ "desc": "By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:\n- Weal, for good results\n- Woe, for bad results\n- Weal and woe, for both good and bad results\n- Nothing, for results that aren't especially good or bad\nThe spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.\nIf you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.", "duration": "Instantaneous", "higher_level": "", - "id": "d797a79b-1aae-4a39-bd70-58f82b3aa6a2", + "id": "cbe4c11e-f040-4c21-ac74-9c518238d46d", "level": 2, "locations": [ { @@ -606,7 +606,7 @@ "desc": "Life-preserving energy radiates from you in an aura with a 30 foot radius. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) has resistance to necrotic damage, and its hit point maximum can't be reduced. In addition, a nonhostile, living creature regains 1 hit point when it starts its turn in the aura with 0 hit points.", "duration": "Up to 10 minutes", "higher_level": "", - "id": "2ee06757-4086-4994-9b7c-8441cf291b8f", + "id": "55c4600b-b801-4782-9b39-262a6cdbfc41", "level": 4, "locations": [ { @@ -636,7 +636,7 @@ "desc": "Purifying energy radiates from you in an aura with a 30 foot radius. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) can't become diseased, has resistance to poison damage, and has advantage on saving throws against effects that cause any of the following conditions: blinded, charmed, deafened, frightened, paralyzed, poisoned, and stunned.", "duration": "Up to 10 minutes", "higher_level": "", - "id": "48605d05-8116-40fd-b6ed-dee7bc1a7b9d", + "id": "741ee379-7eab-4d05-805a-e7ebebc74e75", "level": 4, "locations": [ { @@ -666,7 +666,7 @@ "desc": "Healing energy radiates from you in an aura with a 30 foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.", "duration": "Up to 1 minute", "higher_level": "", - "id": "91a6a18e-ab37-48cb-a1cf-dbef76655d14", + "id": "f0c229f5-92fa-41d8-a8de-b557c34bdc92", "level": 3, "locations": [ { @@ -700,7 +700,7 @@ "desc": "After spending the casting time tracing magical pathways within a precious gemstone, you touch a Huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human's. Your DM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened tree.\nThe awakened beast or plant is charmed by you for 30 days or until you or your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed.", "duration": "Instantaneous", "higher_level": "", - "id": "30a49c54-26d8-4485-a50c-4c2eb9eb0934", + "id": "10b19b22-ffd4-4e14-bd6a-c958d3547e0a", "level": 5, "locations": [ { @@ -730,7 +730,7 @@ "desc": "Up to three creatures of your choice that you can see within range must make charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.", "duration": "Up to 1 minute", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.", - "id": "3aace315-9f84-4db0-9223-7417d93af713", + "id": "22ed4ce9-9dc2-46fd-939a-d6640be65a2c", "level": 1, "locations": [ { @@ -759,7 +759,7 @@ "desc": "The next time you hit a creature with a weapon attack before this spell ends, your weapon crackles with force, and the attack deals an extra 5d10 force damage to the target. Additionally, if this attack reduces the target to 50 hit points or fewer, you banish it. If the target is native to a different plane of existence than the one you are on, the target disappears, returning to its home plane. If the target is native to the plane you're on, the creatures vanishes into a harmless demiplane. While there, the target is incapacitated. It remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if the space is occupied.", "duration": "Up to 1 minute", "higher_level": "", - "id": "49d22a2f-3eea-4914-aa95-accf891e2065", + "id": "7235b0b2-fa82-4379-b250-f1b041b1803a", "level": 5, "locations": [ { @@ -792,7 +792,7 @@ "desc": "You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a charisma saving throw or be banished.\nIf the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.\nIf the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.", "duration": "Up to 1 minute", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.", - "id": "3b245452-34b2-40d5-ac86-b7f16171a4c3", + "id": "86d8f9f0-727f-4a21-b256-fbb5bd20e21e", "level": 4, "locations": [ { @@ -822,7 +822,7 @@ "desc": "You touch a willing creature. Until the spell ends, the target's skin has a rough, bark-like appearance, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing.", "duration": "Up to 1 hour", "higher_level": "", - "id": "cc8bcc10-4f24-48e5-b77e-89c6a6c56ea7", + "id": "2d42af75-1274-4218-be2c-e626ada9073a", "level": 2, "locations": [ { @@ -853,7 +853,7 @@ "desc": "This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.", "duration": "Up to 1 minute", "higher_level": "", - "id": "49d013ad-d6a3-4da4-82b6-3bd2563be416", + "id": "d73a3e33-1e6d-4356-a341-aad44231f4e1", "level": 3, "locations": [ { @@ -885,7 +885,7 @@ "desc": "You touch a willing beast. For the duration of the spell, you can use your action to see through the beast's eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses. While perceiving through the beast's senses, you gain the benefits of any special senses possessed by that creature, though you are blinded and deafened to your own surroundings.", "duration": "Up to 1 hour", "higher_level": "", - "id": "519cd5cd-9534-466c-a4b3-d56fff9c963e", + "id": "c7f9309d-df4f-43cb-8874-8c734e1720c8", "level": 2, "locations": [ { @@ -915,7 +915,7 @@ "desc": "You touch a creature, and that creature must succeed on a wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:\n- Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.\n- While cursed, the target has disadvantage on attack rolls against you.\n- While cursed, the target must make a wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.\n- While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.\nA remove curse spell ends this effect. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect.", "duration": "Up to 1 minute", "higher_level": "If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.", - "id": "76967049-0abd-46eb-b304-f5c416627c74", + "id": "8f8cccd0-a8d2-47c8-9a17-f95bd5751502", "level": 3, "locations": [ { @@ -947,7 +947,7 @@ "desc": "You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell's duration, and it moves at your command, mimicking the movements of your own hand.\nThe hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn't fill its space.\nWhen you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects with it.\nClenched Fist.\n The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d8 force damage.\nForceful Hand.\n The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand's Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it.\nGrasping Hand.\n The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand's Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier.\nInterposing Hand.\n The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can't move through the hand's space if its Strength score is less than or equal to the hand's Strength score. If its Strength score is higher than the hand's Strength score, the target can move toward you through the hand's space, but that space is difficult terrain for the target.", "duration": "Up to 1 minute", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th.", - "id": "471bf3b4-d339-4db7-b033-8c5607e84c32", + "id": "029708bb-3825-495c-bd37-cd926c014b92", "level": 5, "locations": [ { @@ -978,7 +978,7 @@ "desc": "You create a vertical wall of whirling, razor-sharp blades made of magical energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain.\nWhen a creature enters the wall's area for the first time on a turn or starts its turn there, the creature must make a dexterity saving throw. On a failed save, the creature takes 6d10 slashing damage. On a successful save, the creature takes half as much damage.", "duration": "Up to 10 minutes", "higher_level": "", - "id": "9ab39b16-feed-477e-84d5-251c91192f08", + "id": "edc5c94e-c680-4de7-bd2b-d494649a5ff4", "level": 6, "locations": [ { @@ -1009,7 +1009,7 @@ "desc": "You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.", "duration": "1 round", "higher_level": "", - "id": "7ff3ca3f-4ed2-4f5f-bc0d-621d120b6b17", + "id": "4e442d84-77e2-41cd-b5c8-1edfe14b0f09", "level": 0, "locations": [ { @@ -1039,7 +1039,7 @@ "desc": "You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.", "duration": "Up to 1 minute", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.", - "id": "a5cacbff-f499-4531-a909-61931f7636c3", + "id": "04b0d0b9-aa10-42a2-a582-b3f7f41311fe", "level": 1, "locations": [ { @@ -1073,7 +1073,7 @@ "desc": "Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. The spell has no effect on undead or constructs.\nIf you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.\nIf you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw; it simply withers and dies.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 5th level of higher, the damage increases by 1d8 for each slot level above 4th.", - "id": "03272bf0-414f-4517-903f-3ccfb41253f8", + "id": "3bec5ca1-8e69-4252-b4ed-1d323ea71e3f", "level": 4, "locations": [ { @@ -1102,7 +1102,7 @@ "desc": "The next time you hit a creature with a melee weapon attack during this spell's duration, your weapon flares with bright light, and the attack deals an extra 3d8 radiant damage to the target. Additionally, the target must succeed on a Constitution saving throw or be blinded until the spell ends.\nA creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.", "duration": "Up to 1 minute", "higher_level": "", - "id": "cea7d0ad-ac40-4e2d-91ab-77055956288c", + "id": "bfa1ac32-8333-4e7d-8536-62ec47e4a89b", "level": 3, "locations": [ { @@ -1132,7 +1132,7 @@ "desc": "You can blind or deafen a foe. Choose one creature that you can see within range to make a constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a constitution saving throw. On a success, the spell ends.", "duration": "1 minute", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.", - "id": "a1f229c7-8ebb-4479-bea0-ff89a4f22ebd", + "id": "da0e3e19-3b09-4879-9c13-92184bfee6f4", "level": 2, "locations": [ { @@ -1165,7 +1165,7 @@ "desc": "Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of your next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action.\nWhile on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can't see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren't there can't perceive you or interact with you, unless they have the ability to do so.", "duration": "1 minute", "higher_level": "", - "id": "12dd58f8-fd36-454a-9a70-00dabfe42345", + "id": "4e962094-caa6-4066-b659-5370a12f04af", "level": 3, "locations": [ { @@ -1196,7 +1196,7 @@ "desc": "Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.", "duration": "Up to 1 minute", "higher_level": "", - "id": "40aaaca9-3141-462c-bcde-31c54b75311f", + "id": "ca723b48-dfbe-45c0-8184-2ee5fd056aac", "level": 2, "locations": [ { @@ -1226,7 +1226,7 @@ "desc": "The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it's invisible, and the target sheds dim light in a 5 foot radius and can't become invisible until the spell ends.", "duration": "Up to 1 minute", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.", - "id": "c34165aa-733b-467c-a8f4-eab9bbd92473", + "id": "780ee905-a3d5-45d6-8a4d-15e0ad53bf02", "level": 2, "locations": [ { @@ -1255,7 +1255,7 @@ "desc": "As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.\nThe fire ignites any flammable objects in the area that aren't being worn or carried.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.", - "id": "415db026-c826-45aa-9e66-9b0ef29398ba", + "id": "90795ebd-66e3-466c-a0d7-b340574850e1", "level": 1, "locations": [ { @@ -1286,7 +1286,7 @@ "desc": "A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see 100 feet directly above you. The spell fails if you can't see a point in the air where the storm cloud could appear (for example, if you are in a room that can't accommodate the cloud).\nWhen you cast the spell, choose a point you can see within range. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.\nIf you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell's damage increases by 1d10.", "duration": "Up to 10 minutes", "higher_level": "When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd.", - "id": "c1616f3d-4ee7-4715-b2dd-996f6b1c0281", + "id": "00b94e2a-a27c-4d3f-887b-4b6f4b4d2722", "level": 3, "locations": [ { @@ -1318,7 +1318,7 @@ "desc": "You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.\nYou can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.\nAlternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.", "duration": "Up to 1 minute", "higher_level": "", - "id": "cb9fb441-942d-46f2-b347-87dcc80bcc35", + "id": "0601e925-249b-4cd8-a495-1cb94acc8f3d", "level": 2, "locations": [ { @@ -1350,7 +1350,7 @@ "desc": "You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.\nA target must make a dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th.", - "id": "8d0fa4a0-23b2-480a-949a-d117733e5cd8", + "id": "ac8bf7d0-6326-4a0a-a761-91a1e80e8858", "level": 6, "locations": [ { @@ -1382,7 +1382,7 @@ "desc": "You attempt to charm a humanoid you can see within range. It must make a wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.", "duration": "1 hour", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.", - "id": "d080263a-2686-4a92-8a36-a0b45d01a0be", + "id": "9d0e5995-cd66-49f1-b847-0513c2d18555", "level": 1, "locations": [ { @@ -1414,7 +1414,7 @@ "desc": "You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.\nIf you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.\nThis spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).", "duration": "1 round", "higher_level": "", - "id": "6b242f22-1c73-49a2-9ff2-a489e526c178", + "id": "9109341c-7adb-421c-a68f-46cda5f5f02a", "level": 0, "locations": [ { @@ -1446,7 +1446,7 @@ "desc": "You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.", - "id": "c33808d8-22ad-435c-9a22-4873d14e6ff9", + "id": "e67670b2-6de4-4c32-ac95-5a51f527fe56", "level": 1, "locations": [ { @@ -1477,7 +1477,7 @@ "desc": "A sphere of negative energy ripples out in a 60-foot radius sphere from a point within range. Each creature in that area must make a constitution saving throw. A target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.", - "id": "fa79213b-cb1d-439b-b91b-98a1eb238589", + "id": "a472626f-4c06-4709-8af3-0ffea58fb5bd", "level": 6, "locations": [ { @@ -1504,7 +1504,7 @@ "desc": "Divine energy radiates from you, distorting and diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving throws against spells and other magical effects. Additionally, when an affected creature succeeds on a saving throw made against a spell or magical effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw.", "duration": "Up to 10 minutes", "higher_level": "", - "id": "83f9f747-e588-4728-8298-24782381e7bb", + "id": "2544304a-ea10-438c-8046-846d886a6760", "level": 5, "locations": [ { @@ -1536,7 +1536,7 @@ "desc": "You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can't be attacked or otherwise interacted with.\nWhen you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing.\nA creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.", "duration": "Up to 10 minutes", "higher_level": "", - "id": "1aac1e52-6455-48ca-95b1-b5db791de60a", + "id": "378dba88-3df7-4189-a177-c6cc81421ecf", "level": 3, "locations": [ { @@ -1567,7 +1567,7 @@ "desc": "This spell grows an inert duplicate of a living creature as a safeguard against death. This clone forms inside a sealed vessel and grows to full size and maturity after 120 days; you can also choose to have the clone be a younger version of the same creature. It remains inert and endures indefinitely, as long as its vessel remains undisturbed.\nAt any time after the clone matures, if the original creature dies, its soul transfers to the clone, provided that the soul is free and willing to return. The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original's equipment. The original creature's physical remains, if they still exist, become inert and can't thereafter be restored to life, since the creature's soul is elsewhere.", "duration": "Instantaneous", "higher_level": "", - "id": "3cc543eb-b9f8-436d-869d-df8f0fc01f95", + "id": "2de2ae9e-22a9-4017-a8c2-db04ca32d4dd", "level": 8, "locations": [ { @@ -1599,7 +1599,7 @@ "desc": "You fill the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell's area for the first time on a turn or starts its turn there.", "duration": "Up to 1 minute", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot above 2nd.", - "id": "846b92fb-9f4c-4935-aa48-f496929a0783", + "id": "619f2ccf-c704-4059-994e-cbfaa6bc7a55", "level": 2, "locations": [ { @@ -1628,7 +1628,7 @@ "desc": "You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured.\nWhen a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.\nThe fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.", "duration": "Up to 10 minutes", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.", - "id": "15b94c10-74cc-4891-911b-4dbcbf302a92", + "id": "0abb2805-361b-4bd3-bfa3-43d986b67272", "level": 5, "locations": [ { @@ -1660,7 +1660,7 @@ "desc": "A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see).\nStarting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the spell ends. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.", "duration": "1 round", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.", - "id": "cc5d5bc5-ae9d-479d-ab42-35ed138637b2", + "id": "10e3acc9-1c9d-4d36-a51a-b48a01f12726", "level": 1, "locations": [ { @@ -1693,7 +1693,7 @@ "desc": "You speak a one-word command to a creature you can see within range. The target must succeed on a wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.\nSome typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.\nApproach.\n The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.\nDrop\n The target drops whatever it is holding and then ends its turn.\nFlee.\n The target spends its turn moving away from you by the fastest available means.\nGrovel.\n The target falls prone and then ends its turn.\nHalt.\n The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.", "duration": "1 round", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.", - "id": "e5c6a22c-3ed2-438b-81b4-6afe450d5e55", + "id": "5995fd97-a4b6-405f-98f7-d1c11e697a86", "level": 1, "locations": [ { @@ -1728,7 +1728,7 @@ "desc": "You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question.\nDivine beings aren't necessarily omniscient, so you might receive \"unclear\" as an answer if a question pertains to information that lies beyond the deity's knowledge. In a case where a one-word answer could be misleading or contrary to the deity's interests, the DM might offer a short phrase as an answer instead.\nIf you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer. The DM makes this roll in secret.", "duration": "1 minute", "higher_level": "", - "id": "bd7516c3-50c2-4c60-b3e0-ce59233a03ad", + "id": "027b5ed8-27dd-490b-a8d4-0e12117ad7c1", "level": 5, "locations": [ { @@ -1759,7 +1759,7 @@ "desc": "You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in dungeons and towns.\n You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:\n- terrain and bodies of water\n- prevalent plants, minerals, animals, or peoples\n- powerful celestials, fey, fiends, elementals, or undead\n- influence from other planes of existence\n- buildings\nFor example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.", "duration": "Instantaneous", "higher_level": "", - "id": "780ca4c4-7abc-4630-9bf1-82b5ad5f27de", + "id": "c9589225-f25e-4f39-9a59-f90d29fd52ca", "level": 5, "locations": [ { @@ -1788,7 +1788,7 @@ "desc": "You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has a disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, the spell doesn't restrict the target's movement for that turn.\nThe spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.", "duration": "Up to 1 minute", "higher_level": "", - "id": "b8aa325e-f422-43b8-a9cb-3a685834f3a8", + "id": "98218948-0e8c-472b-8769-5c39a7a5bbfd", "level": 1, "locations": [ { @@ -1820,7 +1820,7 @@ "desc": "For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.\nThis spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.", "duration": "1 hour", "higher_level": "", - "id": "5d6e46fd-ca23-4c46-bd2b-7aa232f810ad", + "id": "506d0d16-e1c2-49f8-a51b-5028a3db0448", "level": 1, "locations": [ { @@ -1850,7 +1850,7 @@ "desc": "Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can't be charmed. On a failed save, a target is affected by this spell. Until the spell ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way, it can make another Wisdom saving throw to try to end the effect.\nA target isn't compelled to move into an obviously deadly hazard, such as a fire or pit, but it will provoke opportunity attacks to move in the designated direction.", "duration": "Up to 1 minute", "higher_level": "", - "id": "448111f4-6677-4258-a76f-2f20f4685c9a", + "id": "4a36d2bd-d752-4699-bbce-35c7f6d2ef3f", "level": 4, "locations": [ { @@ -1880,7 +1880,7 @@ "desc": "A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one.\nA creature killed by this spell becomes a frozen statue until it thaws.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.", - "id": "df3e5ee7-f508-4752-bfcd-3a8f55136aa2", + "id": "28494939-8c52-4a5d-a8a1-6b2dc54585db", "level": 5, "locations": [ { @@ -1917,7 +1917,7 @@ "desc": "This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.\nAn affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.\n\n1: The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.\n2-6: The creature doesn't move or take actions this turn\n7-8: The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.\n9-10: The creature can act and move normally.\n\nAt the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.", "duration": "Up to 1 minute", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th.", - "id": "bd28dfae-3278-433f-82c4-dd31a70c818c", + "id": "bad4d5c7-e4d4-409b-8daf-332a2999f992", "level": 4, "locations": [ { @@ -1946,7 +1946,7 @@ "desc": "You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:\n- One beast of challenge rating 2 or lower\n- Two beasts of challenge rating 1 or lower\n- Four beasts of challenge rating 1/2 or lower\n- Eight beasts of challenge rating 1/4 or lower\n- Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends.\nThe summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.\nThe DM has the creatures' statistics.", "duration": "Up to 1 hour", "higher_level": "When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level.", - "id": "3c3b26bb-4e94-4324-85f7-0e1396f21d18", + "id": "dba5f5e1-983b-487a-8b51-5244b55d523c", "level": 3, "locations": [ { @@ -1977,7 +1977,7 @@ "desc": "You throw a nonmagical weapon or fire a piece of nonmagical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a 60 foot cone must succeed on a Dexterity saving throw. A creature takes 3d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon or ammunition used as a component.", "duration": "Instantaneous", "higher_level": "", - "id": "76d4b971-df24-40f3-a127-48c58f502602", + "id": "44e3ce4c-f466-405e-a850-71347165f8f8", "level": 3, "locations": [ { @@ -2005,7 +2005,7 @@ "desc": "You summon a celestial of challenge rating 4 or lower, which appears in an unoccupied space that you can see within range. The celestial disappears when it drops to 0 hit points or when the spell ends.\nThe celestial is friendly to you and your companions for the duration. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don't issue any commands to the celestial, it defends itself from hostile creatures but otherwise takes no actions.\nThe DM has the celestial's statistics.", "duration": "Up to 1 hour", "higher_level": "When you cast this spell using a 9th-level spell slot, you summon a celestial of challenge rating 5 or lower.", - "id": "d5d151a8-b53c-4dac-89d8-52789655a6f2", + "id": "31cda828-60e7-45d8-9e81-8556267a4c1f", "level": 7, "locations": [ { @@ -2035,7 +2035,7 @@ "desc": "You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the spell ends.\nThe elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions.\nIf your concentration is broken, the elemental doesn't disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can't be dismissed by you, and it disappears 1 hour after you summoned it.\nThe DM has the elemental's statistics.", "duration": "Up to 1 hour", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.", - "id": "11eec43c-87ab-4a7a-9ce7-9945f4086f19", + "id": "67d5e03c-8473-4574-860c-92c2644aea5d", "level": 5, "locations": [ { @@ -2066,7 +2066,7 @@ "desc": "You summon a fey creature of challenge rating 6 or lower, or a fey spirit that takes the form of a beast of challenge rating 6 or lower. It appears in an unoccupied space that you can see within range. The fey creature disappears when it drops to 0 hit points or when the spell ends.\nThe fey creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don't issue any commands to the fey creature, it defends itself from hostile creatures but otherwise takes no actions.\nIf your concentration is broken, the fey creature doesn't disappear. Instead, you lose control of the fey creature, it becomes hostile toward you and your companions, and it might attack. An uncontrolled fey creature can't be dismissed by you, and it disappears 1 hour after you summoned it.\nThe DM has the fey creature's statistics.", "duration": "Up to 1 hour", "higher_level": "When you cast this spell using a spell slot of 7th level or higher, the challenge rating increases by 1 for each slot level above 6th.", - "id": "d74891ab-09ee-44c7-bc0e-c5a07c0080ce", + "id": "b22f623a-7567-4018-8789-0134be8ab190", "level": 6, "locations": [ { @@ -2095,7 +2095,7 @@ "desc": "You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears:\n- One elemental of challenge rating 2 or lower\n- Two elementals of challenge rating 1 or lower\n- Four elementals of challenge rating 1/2 or lower\n- Eight elementals of challenge rating 1/4 or lower.\nAn elemental summoned by this spell disappears when it drops to 0 hit points or when the spell ends.\nThe summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.\nThe DM has the creatures' statistics.", "duration": "Up to 1 hour", "higher_level": "When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.", - "id": "35b4e9b2-9631-49dd-9cb2-3fb231742781", + "id": "21050e47-b550-4458-bb01-694968f19b41", "level": 4, "locations": [ { @@ -2124,7 +2124,7 @@ "desc": "You fire a piece of nonmagical ammunition from a ranged weapon or throw a nonmagical weapon into the air and choose a point within range. Hundreds of duplicates of the ammunition or weapon fall in a volley from above and then disappear. Each creature in a 40-foot-radius, 20-foot-high cylinder centered on that point must make a Dexterity saving throw. A creature takes 8d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same of that of the ammunition or weapon.", "duration": "Instantaneous", "higher_level": "", - "id": "2be9e24b-518c-4fd3-a910-2f1772b810f3", + "id": "d223778a-898e-42f2-8538-2306362a98e2", "level": 5, "locations": [ { @@ -2154,7 +2154,7 @@ "desc": "You summon fey creatures that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:\n- One fey creature of challenge rating 2 or lower\n- Two fey creatures of challenge rating 1 or lower\n- Four fey creatures of challenge rating 1/2 or lower\n- Eight fey creatures of challenge rating 1/4 or lower\nA summoned creature disappears when it drops to 0 hit points or when the spell ends.\nThe summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.\nThe DM has the creatures' statistics.", "duration": "Up to 1 hour", "higher_level": "When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.", - "id": "7a51712a-fa52-43a6-b583-bacae3c5caa0", + "id": "b18ff4e7-1fc7-4d95-9a0d-d6704ba3ffed", "level": 4, "locations": [ { @@ -2182,7 +2182,7 @@ "desc": "You mentally contact a demigod, the spirit of a long-dead sage, or some other mysterious entity from another plane. Contacting this extraplanar intelligence can strain or even break your mind. When you cast this spell, make a DC 15 intelligence saving throw. On a failure, you take 6d6 psychic damage and are insane until you finish a long rest. While insane, you can't take actions, can't understand what other creatures say, can't read, and speak only in gibberish. A greater restoration spell cast on you ends this effect.\nOn a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The DM answers each question with one word, such as \"yes,\" \"no,\" \"maybe,\" \"never,\" \"irrelevant,\" or \"unclear\" (if the entity doesn't know the answer to the question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.", "duration": "1 minute", "higher_level": "", - "id": "83a2687a-4247-497b-9d83-76bb4f789ecc", + "id": "f45fd2bf-d079-4869-9f29-bd642eda2b06", "level": 5, "locations": [ { @@ -2211,7 +2211,7 @@ "desc": "Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, the target is poisoned.\nAt the end of each of the poisoned target's turns, the target must make a Constitution saving throw. If the target succeeds on three of these saves, it is no longer poisoned, and the spell ends. If the target fails three of these saves, the target is no longer poisoned, but choose one of the diseases below. The target is subjected to the chosen disease for the spell's duration.\nSince this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease's effects apply to it.\nBlinding Sickness.\n Pain grips the creature's mind, and its eyes turn milky white. The creature has disadvantage on wisdom checks and wisdom saving throws and is blinded.\nFilth Fever.\n A raging fever sweeps through the creature's body. The creature has disadvantage on strength checks, strength saving throws, and attack rolls that use Strength.\nFlesh Rot.\n The creature's flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.\nMindfire.\n The creature's mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat.\nSeizure.\n The creature is overcome with shaking. The creature has disadvantage on dexterity checks, dexterity saving throws, and attack rolls that use Dexterity.\nSlimy Doom.\n The creature begins to bleed uncontrollably. The creature has disadvantage on constitution checks and constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.", "duration": "7 days", "higher_level": "", - "id": "47132fdd-0847-41ca-b542-eff37a0b35a8", + "id": "210150a4-55c1-4006-9aaf-da803cdd7222", "level": 5, "locations": [ { @@ -2240,7 +2240,7 @@ "desc": "Choose a spell of 5th level or lower that you can cast, that has a casting time of 1 action, and that can target you. You cast that spell\u2014called the contingent spell\u2014as part of casting contingency, expending spell slots for both, but the contingent spell doesn't come into effect. Instead, it takes effect when a certain circumstance occurs. You describe that circumstance when you cast the two spells. For example, a contingency cast with water breathing might stipulate that water breathing comes into effect when you are engulfed in water or a similar liquid.\nThe contingent spell takes effect immediately after the circumstance is met for the first time, whether or not you want it to. and then contingency ends.\nThe contingent spell takes effect only on you, even if it can normally target others. You can use only one contingency spell at a time. If you cast this spell again, the effect of another contingency spell on you ends. Also, contingency ends on you if its material component is ever not on your person.", "duration": "10 days", "higher_level": "", - "id": "c3043c62-4bae-414c-a8c8-c80e4486f164", + "id": "96aaa321-71dd-4229-be11-f2df73749679", "level": 6, "locations": [ { @@ -2271,7 +2271,7 @@ "desc": "A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched.", "duration": "Until dispelled", "higher_level": "", - "id": "66ca321c-cc59-4b4c-8d72-b5e25542ccae", + "id": "69bd3d2a-2dbf-4a46-b7fb-a48ab01f4786", "level": 2, "locations": [ { @@ -2307,7 +2307,7 @@ "desc": "Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one.\n\nFlood\n You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land.\nIf you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.\nThe water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.\n\nPart Water\n You cause water in the area to move apart and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.\n\nRedirect Flow\n You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.\n\nWhirlpool\n This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC.\nWhen a creature enters the vortex for the first time on a turn or starts its turn there, it must make a strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so.\nThe first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage; this damage occurs each round it remains in the vortex.", "duration": "Up to 10 minutes", "higher_level": "", - "id": "3f8020f2-0e20-453a-b527-13ff95ffde1a", + "id": "2599f602-264a-4e76-91f6-27a9f3489b2e", "level": 4, "locations": [ { @@ -2338,7 +2338,7 @@ "desc": "You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don't have a clear path to the sky ends the spell early.\nWhen you cast the spell, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 x 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.\nWhen you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.\n\nPRECIPITATION\n1\tClear\n2\tLight clouds\n3\tOvercast or ground fog\n4\tRain, hail, or snow\n5\tTorrential rain, driving hail, or blizzard\n\nTEMPERATURE\n1\tUnbearable heat\n2\tHot\n3\tWarm\n4\tCool\n5\tCold\n6\tArctic cold\n\nWIND\n1\tCalm\n2\tModerate wind\n3\tStrong wind\n4\tGale\n5\tStorm", "duration": "Up to 8 hours", "higher_level": "", - "id": "7d2ef755-3dab-46e7-8a0b-38469b43b81d", + "id": "6a08c346-d6ee-4d99-b4c9-fa429c88cbb5", "level": 8, "locations": [ { @@ -2369,7 +2369,7 @@ "desc": "You plant four pieces of nonmagical ammunition - arrows or crossbow bolts - in the ground within range and lay magic upon them to protect an area. Until the spell ends, whenever a creature other than you comes within 30 feet of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it. The creature must succeed on a Dexterity saving throw or take 1d6 piercing damage. The piece of ammunition is then destroyed. The spell ends when no ammunition remains.\nWhen you cast this spell, you can designate any creature you choose, and the spell ignores them.", "duration": "8 hours", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the amount of ammunition that can be affected increases by 2 for each slot level above 2nd.", - "id": "1a6d81df-3c68-4e07-a31e-d64a15df7841", + "id": "1ecc3a14-6fe7-41f4-9bd7-121edf2f6d1d", "level": 2, "locations": [ { @@ -2398,7 +2398,7 @@ "desc": "You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 plus the spell's level. On a success, the creature's spell fails and has no effect.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.", - "id": "0d5ef4d7-8994-4390-b9ea-d275aa60c4cc", + "id": "a0c0d7ed-db13-4d17-981f-b1b82b8d79d3", "level": 3, "locations": [ { @@ -2428,7 +2428,7 @@ "desc": "You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn't go bad.", "duration": "Instantaneous", "higher_level": "", - "id": "8b5a96c6-344a-4e96-be0a-56c72a938afb", + "id": "7558c174-ae85-406e-9b76-074bcf6f7887", "level": 3, "locations": [ { @@ -2461,7 +2461,7 @@ "desc": "You either create or destroy water.\nCreate Water.\n You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range.\nDestroy Water.\n You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.", - "id": "ef685999-05b7-486d-969d-bde881881591", + "id": "d8b6d30b-7068-4f73-909d-1f7be7dc8eda", "level": 1, "locations": [ { @@ -2494,7 +2494,7 @@ "desc": "You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. (The DM has game statistics for these creatures.)\nAs a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.\nThe creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell, rather than animating new ones.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a 7th-level spell slot, you can animate or reassert control over four ghouls. When you cast this spell using an 8th-level spell slot, you can animate or reassert control over five ghouls or two ghasts or wights. When you cast this spell using a 9th-level spell slot, you can animate or reassert control over six ghouls, three ghasts or wights, or two mummies.", - "id": "f550b65e-01da-4fb5-9169-17165e41189c", + "id": "cbcabbd4-a003-49d4-80e4-087bbeebf0cc", "level": 6, "locations": [ { @@ -2525,7 +2525,7 @@ "desc": "You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within 'range': soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 5-foot cube, and the object must be of a form and material that you have seen before.\nThe duration depends on the object's material. If the object is composed of multiple materials, use the shortest duration.\n\nVegetable matter: 1 day\nStone or crystal: 12 hours\nPrecious metals: 1 hour\nGems: 10 minutes\nAdamantine or mithral: 1 minute\n\nUsing any material created by this spell as another spell's material component causes that spell to fail.", "duration": "Special", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the cube increases by 5 feet for each slot level above 5th.", - "id": "b7703df7-9355-43b4-b8af-d353325d9659", + "id": "49f32908-2f5b-477d-b203-08cc2136dd14", "level": 5, "locations": [ { @@ -2556,7 +2556,7 @@ "desc": "One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes.\nThe charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach.\nOn your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.", "duration": "Up to 1 minute", "higher_level": "", - "id": "9a2d5731-6aa2-4f71-87d4-e213642b461e", + "id": "9add723b-f8f0-4b93-9177-a65049ee88eb", "level": 2, "locations": [ { @@ -2583,7 +2583,7 @@ "desc": "Holy power radiates from you in an aura with a 30-foot radius, awakening boldness in friendly creatures. Until the spell ends, the aura moves with you, centered on you. While in the aura, each nonhostile creature in the aura (including you) deals an extra 1d4 radiant damage when it hits with a weapon attack.", "duration": "Up to 1 minute", "higher_level": "", - "id": "8ccaf077-649e-4451-b139-6ec6dd124e80", + "id": "f1ba8c52-240b-4180-9a34-20fc44944566", "level": 3, "locations": [ { @@ -2616,7 +2616,7 @@ "desc": "A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.", - "id": "0cd33325-6c12-43a8-857c-2a432503b098", + "id": "6515c99d-0cdf-4d5c-9b24-57b81e06637f", "level": 1, "locations": [ { @@ -2651,7 +2651,7 @@ "desc": "You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.\nAs a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.", "duration": "Up to 1 minute", "higher_level": "", - "id": "95e4136b-63a7-4f29-bb11-ed34ade5271d", + "id": "58f8bed8-2e85-498c-9d91-05544a2045dd", "level": 0, "locations": [ { @@ -2683,7 +2683,7 @@ "desc": "Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.\nIf the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.\nIf any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.", "duration": "Up to 10 minutes", "higher_level": "", - "id": "ca2f9608-0831-4920-a4b9-084ef5e9b5d6", + "id": "cf13f57b-ed00-406d-8923-9b9509a48332", "level": 2, "locations": [ { @@ -2719,7 +2719,7 @@ "desc": "You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.", "duration": "8 hours", "higher_level": "", - "id": "75bc78f0-5be5-456f-a294-acfca53f8f10", + "id": "fffa022f-fe4b-4c59-ac9c-abf09bb984d3", "level": 2, "locations": [ { @@ -2753,7 +2753,7 @@ "desc": "A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.\nIf you chose a point on an object you are holding or one that isn't being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.\nIf any of this spell's area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.", "duration": "1 hour", "higher_level": "", - "id": "cec49f06-b02f-4437-98be-ffaed1af5dc9", + "id": "152c46c3-c310-4f9f-ab00-06c437647b30", "level": 3, "locations": [ { @@ -2785,7 +2785,7 @@ "desc": "You touch a creature and grant it a measure of protection from death.\nThe first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends.\nIf the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends.", "duration": "8 hours", "higher_level": "", - "id": "6c6045d0-398c-41d1-90a2-200824925ff9", + "id": "a5d6ac8c-72f3-49cf-961a-5bb88e3c7dbc", "level": 4, "locations": [ { @@ -2817,7 +2817,7 @@ "desc": "A beam of yellow light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends, either because your concentration is broken or because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spreads around corners. Each creature in a 20-foot-radius sphere centered on that point must make a dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one.\nThe spell's base damage is 12d6. If at the end of your turn the bead has not yet detonated, the damage increases by 1d6.\nIf the glowing bead is touched before the interval has expired, the creature touching it must make a dexterity saving throw. On a failed save, the spell ends immediately, causing the bead to erupt in flame. On a successful save, the creature can throw the bead up to 40 feet. When it strikes a creature or a solid object, the spell ends, and the bead explodes.\nThe fire damages objects in the area and ignites flammable objects that aren't being worn or carried.", "duration": "Up to 1 minute", "higher_level": "When you cast this spell using a spell slot of 8th level or higher, the base damage increases by 1d6 for each slot level above 7th.", - "id": "7dbffeb3-50fd-4bd1-8402-f3306c4c158d", + "id": "2626be32-15c0-4b10-a210-fec65d8f0d0a", "level": 7, "locations": [ { @@ -2845,7 +2845,7 @@ "desc": "You create a shadowy door on a flat solid surface that you can see within range. The door is large enough to allow Medium creatures to pass through unhindered. When opened, the door leads to a demiplane that appears to be an empty room 30 feet in each dimension, made of wood or stone. When the spell ends, the door disappears, and any creatures or objects inside the demiplane remain trapped there, as the door also disappears from the other side.\nEach time you cast this spell, you can create a new demiplane, or have the shadowy door connect to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can have the shadowy door connect to its demiplane instead.", "duration": "1 hour", "higher_level": "", - "id": "e2da5cee-961c-4517-8f57-072654fea42a", + "id": "ed697a27-6968-4437-b564-ca7fad120a40", "level": 8, "locations": [ { @@ -2875,7 +2875,7 @@ "desc": "You strike the ground, creating a burst of divine energy that ripples outward from you. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or take 5d6 thunder damage, as well as 5d6 radiant or necrotic damage (your choice), and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn't knocked prone.", "duration": "Instantaneous", "higher_level": "", - "id": "1104c2ff-ac48-4aba-906e-dbc33db2ea46", + "id": "eca2e428-817a-4006-bafc-4207eb29d5dd", "level": 5, "locations": [ { @@ -2904,7 +2904,7 @@ "desc": "For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.\nThe spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.", "duration": "Up to 10 minutes", "higher_level": "", - "id": "96a38b8b-5026-43fc-bdeb-8dd3f1e1be44", + "id": "08315c56-8980-46b7-8b9f-676ac6a97301", "level": 1, "locations": [ { @@ -2941,7 +2941,7 @@ "desc": "For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.\nThe spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.", "duration": "Up to 10 minutes", "higher_level": "", - "id": "4bc1b559-72ab-4043-a24a-f749b0b49d92", + "id": "6a1f247b-bf4c-449d-8041-7ef51c45282a", "level": 1, "locations": [ { @@ -2975,7 +2975,7 @@ "desc": "For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.\nThe spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.", "duration": "Up to 10 minutes", "higher_level": "", - "id": "2c52b320-2d13-4a5a-bf81-8a77f09fd1a6", + "id": "073c8391-8d0e-4378-87f7-55cc9e6e1db2", "level": 1, "locations": [ { @@ -3008,7 +3008,7 @@ "desc": "For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected.\nYou initially learn the surface thoughts of the creature \u2014 what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.\nQuestions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.\nYou can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.\nOnce you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range.", "duration": "Up to 1 minute", "higher_level": "", - "id": "cc5d77d7-6773-4143-858f-94dbf1f35b00", + "id": "901080e2-17d9-4888-ae9d-8c5ee594eb3b", "level": 2, "locations": [ { @@ -3040,7 +3040,7 @@ "desc": "You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as \"200 feet straight downward\" or \"upward to the northwest at a 45-degree angle, 300 feet.\"\nYou can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.\nIf you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.", "duration": "Instantaneous", "higher_level": "", - "id": "73c79929-0a7d-4df9-afeb-214388a8b313", + "id": "0f69432e-df07-40a2-a488-7041aba44d0c", "level": 4, "locations": [ { @@ -3071,7 +3071,7 @@ "desc": "You make yourself \u2014 including your clothing, armor, weapons, and other belongings on your person \u2014 look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.\nThe changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.\nTo discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.", "duration": "1 hour", "higher_level": "", - "id": "b1697a92-a75d-4832-a5ad-19466e7f2f75", + "id": "36b5b452-9641-4479-8d82-450445b5b3f4", "level": 1, "locations": [ { @@ -3103,7 +3103,7 @@ "desc": "A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by wall of force.\nA creature targeted by this spell must make a dexterity saving throw. On a failed save, the target takes 10d6 + 40 force damage. If this damage reduces the target to 0 hit points, it is disintegrated.\nA disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell.\nThis spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th.", - "id": "ec3aef62-f970-4cd3-9c25-5cd7facd8c56", + "id": "fd3d0e5b-4210-4e09-924c-0b3d7b9165d9", "level": 6, "locations": [ { @@ -3133,7 +3133,7 @@ "desc": "Shimmering energy surrounds and protects you from fey, undead, and creatures originating from beyond the Material Plane. For the duration, celestials, elementals, fey, fiends, and undead have disadvantage on attack rolls against you.\nYou can end the spell early by using either of the following special functions.\nBreak Enchantment.\n As your action, you touch a creature you can reach that is charmed, frightened, or possessed by a celestial, an elemental, a fey, a fiend, or an undead. The creature you touch is no longer charmed, frightened, or possessed by such creatures.\nDismissal.\n As your action, make a melee spell attack against a celestial, an elemental, a fey, a fiend, or an undead you can reach. On a hit, you attempt to drive the creature back to its home plane. The creature must succeed on a charisma saving throw or be sent back to its home plane (if it isn't there already). If they aren't on their home plane, undead are sent to the Shadowfell, and fey are sent to the Feywild.", "duration": "Up to 1 minute", "higher_level": "", - "id": "14481b74-376a-45a6-9dbf-92cbae906627", + "id": "f693c5ae-c095-4552-a361-af70d8530c7f", "level": 5, "locations": [ { @@ -3168,7 +3168,7 @@ "desc": "Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.", - "id": "c5b130ba-1cfb-4d39-b38a-ba174e411d9d", + "id": "654ffaf2-ed8e-48d5-8dc9-5ccd82e25e86", "level": 3, "locations": [ { @@ -3198,7 +3198,7 @@ "desc": "You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn't move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn't have to move away. A deafened creature automatically succeeds on the save.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.", - "id": "3a791cf5-aefd-4447-ba51-a75ca1bfa966", + "id": "1339fcd0-6179-42e7-9f87-c17fb233c19f", "level": 1, "locations": [ { @@ -3227,7 +3227,7 @@ "desc": "Your magic and an offering put you in contact with a god or a god's servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen.\nThe spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.\nIf you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.", "duration": "Instantaneous", "higher_level": "", - "id": "42adf9f9-7528-4a60-8347-b3822f0da7f1", + "id": "58d3b60f-e095-4144-86b0-ce8f56ec1f61", "level": 4, "locations": [ { @@ -3261,7 +3261,7 @@ "desc": "Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.", "duration": "Up to 1 minute", "higher_level": "", - "id": "5cc18e76-1046-4102-bdaa-53aae3fd1c5f", + "id": "c2363ead-5828-4f16-9f57-40cce46708cb", "level": 1, "locations": [ { @@ -3290,7 +3290,7 @@ "desc": "You utter a divine word, imbued with the power that shaped the world at the dawn of creation. Choose any number of creatures you can see within range. Each creature that can hear you must make a Charisma saving throw. On a failed save, a creature suffers an effect based on its current hit points.\n\n\u2022 50 hit points or fewer - deafened for 1 minute\n\n\u2022 40 hit points or fewer - deafened and blinded for 10 minutes\n\n\u2022 30 hit points or fewer - blinded, deafened, and stunned for 1 hour\n\n\u2022 20 hit points or fewer - killed instantly\n\nRegardless of its current hit points, a celestial, an elemental, a fey, or a fiend that fails its save is forced back to its plane of origin (if it isn't there already) and can't return to your current plane for 24 hours by any means short of a wish spell.", "duration": "Instantaneous", "higher_level": "", - "id": "1941acbf-85a7-42ec-b4b5-9ae3b136b673", + "id": "2519dcff-3cb1-442d-8a2a-89d9d0e03a89", "level": 7, "locations": [ { @@ -3319,7 +3319,7 @@ "desc": "You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.\nWhile the beast is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as \"Attack that creature,\" \"Run over there,\" or \"Fetch that object.\" If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.\nYou can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.\nEach time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.", "duration": "Up to 1 minute", "higher_level": "When you cast this spell with a 5th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 6th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the duration is concentration, up to 8 hours.", - "id": "ebe0eec9-bf5e-4b32-a2f1-0c37fadcfd1a", + "id": "ffa20c8e-98b1-49de-8e88-bec48467e9a4", "level": 4, "locations": [ { @@ -3353,7 +3353,7 @@ "desc": "You attempt to beguile a creature that you can see within range. It must succeed on a wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.\nWhile the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as \"Attack that creature,\" \"Run over there,\" or \"Fetch that object.\" If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.\nYou can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.\nEach time the target takes damage, it makes a new wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.", "duration": "Up to 1 hour", "higher_level": "When you cast this spell with a 9th-level spell slot, the duration is concentration, up to 8 hours.", - "id": "d72de8ba-1bdd-42f0-b686-b636127b1c24", + "id": "b0b8f036-70af-4092-9768-24c63f21fc09", "level": 8, "locations": [ { @@ -3383,7 +3383,7 @@ "desc": "You attempt to beguile a humanoid that you can see within range. It must succeed on a wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.\nWhile the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as \"Attack that creature,\" \"Run over there,\" or \"Fetch that object.\" If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.\nYou can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.\nEach time the target takes damage, it makes a new wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.", "duration": "Up to 1 minute", "higher_level": "When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 7th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours.", - "id": "7dd3e562-acd2-439d-be27-22ab069a5491", + "id": "95cba648-6f4f-4a48-b095-20f378627f49", "level": 5, "locations": [ { @@ -3412,7 +3412,7 @@ "desc": "You touch an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an invisible mark on its surface and invisibly inscribes the name of the item on the sapphire you use as the material component. Each time you cast this spell, you must use a different sapphire.\nAt any time thereafter, you can use your action to speak the item's name and crush the sapphire. The item instantly appears in your hand regardless of physical or planar distances, and the spell ends.\nIf another creature is holding or carrying the item, crushing the sapphire doesn't transport the item to you, but instead you learn who the creature possessing the object is and roughly where that creature is located at that moment.\nDispel magic or a similar effect successfully applied to the sapphire ends this spell's effect.", "duration": "Until dispelled", "higher_level": "", - "id": "998ebdc5-a4bf-4250-800c-99965b2b55d5", + "id": "2a370345-13a6-484c-83e1-9029d625c45c", "level": 6, "locations": [ { @@ -3443,7 +3443,7 @@ "desc": "This spell shapes a creature's dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don't sleep, such as elves, can't be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger.\nWhile in the trance, the messenger is aware of his or her surroundings, but can't take actions or move.\nIf the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target's dreams.\nYou can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target's sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage.\nIf you have a body part, lock of hair, clipping from a nail, or similar portion of the target's body, the target makes its saving throw with disadvantage.", "duration": "8 hours", "higher_level": "", - "id": "ca49abaf-ec2f-4644-b889-4ee8232573f8", + "id": "950fe368-c102-4968-b3d8-cc21f444e44c", "level": 5, "locations": [ { @@ -3473,7 +3473,7 @@ "desc": "Whispering to the spirits of nature, you create one of the following effects within range:\n- You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for one round.\n- You instantly make a flower blossom, a seed pob open, or a leaf bud bloom.\n- You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5 foot cube.\n- You instantly light or snuff out a candle, a torch, or a small campfire.", "duration": "Instantaneous", "higher_level": "", - "id": "93e286ff-6af3-4648-bdb5-d5ba2f70098c", + "id": "f21f9f36-8202-4d5a-9425-d46781da78ff", "level": 0, "locations": [ { @@ -3504,7 +3504,7 @@ "desc": "You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point and shakes creatures and structures in contact with the ground in that area.\nThe ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a constitution saving throw. On a failed save, the creature's concentration is broken.\nWhen you cast this spell and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a dexterity saving throw. On a failed save, the creature is knocked prone.\nThis spell can have additional effects depending on the terrain in the area, as determined by the DM.\nFissures. Fissures open throughout the spell's area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the DM. Each is 1d10 \u00c3\u2014 10 feet deep, 10 feet wide, and extends from one edge of the spell's area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a dexterity saving throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens.\nA fissure that opens beneath a structure causes it to automatically collapse (see below).\nStructures. The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure's height must make a dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The DM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn't fall prone or become buried.", "duration": "Up to 1 minute", "higher_level": "", - "id": "def99cef-4598-4f46-acca-3a406e0808dd", + "id": "b301fa26-4c60-45b1-81fc-6820061fc87c", "level": 8, "locations": [ { @@ -3532,7 +3532,7 @@ "desc": "A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.\nThe spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.", "duration": "Instantaneous", "higher_level": "", - "id": "85f4396a-f77c-4c5d-9726-b0f94c041bd5", + "id": "5553bf47-3565-4e88-83c5-2ed001fc9463", "level": 0, "locations": [ { @@ -3563,7 +3563,7 @@ "desc": "A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.", "duration": "Up to 1 hour", "higher_level": "When you cast this spell using a spell slot of 5th or 6th level, the bonus to attack rolls increases to +2 and the extra damage increases to 2d4. When you use a spell slot of 7th level or higher, the bonus increases to +3 and the extra damage increases to 3d4.", - "id": "972a1211-ff15-4e2e-9756-ca69b0e1fb3e", + "id": "b1e50b08-95d7-4b5c-be91-d005d2df07ed", "level": 3, "locations": [ { @@ -3600,7 +3600,7 @@ "desc": "You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends.\nBear's Endurance.\n The target has advantage on constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.\nBull's Strength.\n The target has advantage on strength checks, and his or her carrying capacity doubles.\nCat's Grace.\n The target has advantage on dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.\nEagle's Splendor.\n The target has advantage on Charisma checks.\nFox's Cunning.\n The target has advantage on intelligence checks.\nOwl's Wisdom.\n The target has advantage on wisdom checks.", "duration": "Up to 1 hour", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.", - "id": "730f4937-af3d-4923-a228-454156ff0f99", + "id": "aff9c8c9-bb8b-4717-a5be-e905dd498678", "level": 2, "locations": [ { @@ -3637,7 +3637,7 @@ "desc": "You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect.\nIf the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.\nEnlarge.\nThe target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category - from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attacks with them deal 1d4 extra damage.\nReduce.\nThe target's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category - from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1).", "duration": "Up to 1 minute", "higher_level": "", - "id": "79425eca-0e18-46ec-b101-cbbf169d9aed", + "id": "de28e922-ccb2-4549-a135-e2cef670a0ef", "level": 2, "locations": [ { @@ -3670,7 +3670,7 @@ "desc": "The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away.\nWhile restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.", "duration": "Up to 1 minute", "higher_level": "If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.", - "id": "860c86ee-9a18-4de8-89ce-29a8fa39cbd4", + "id": "16a707a5-39e5-4c9d-a598-1e3cdf666d1f", "level": 1, "locations": [ { @@ -3698,7 +3698,7 @@ "desc": "Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.\nA creature in the area when you cast the spell must succeed on a strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.\nWhen the spell ends, the conjured plants wilt away.", "duration": "Up to 1 minute", "higher_level": "", - "id": "a1a9757a-cce1-4016-898f-2d90c20b0e24", + "id": "c22445b8-593b-460f-8732-45849c699e49", "level": 1, "locations": [ { @@ -3732,7 +3732,7 @@ "desc": "You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a wisdom saving throw. Any creature that can't be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak.", "duration": "1 minute", "higher_level": "", - "id": "ae240d3d-e24b-4875-87c8-197ee9d28145", + "id": "04a42415-83d4-4229-9878-ed8a95e108fd", "level": 2, "locations": [ { @@ -3766,7 +3766,7 @@ "desc": "You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can't see anything more than 60 feet away.\nWhile on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can't perceive you and can't interact with you, unless a special ability or magic has given them the ability to do so.\nYou ignore all objects and effects that aren't on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from.\nWhen the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.\nThis spell has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn't border it, such as one of the Outer Planes.", "duration": "8 hours", "higher_level": "When you cast this spell using a spell slot of 8th level or higher, you can target up to three willing creatures (including you) for each slot level above 7th. The creatures must be within 10 feet of you when you cast the spell.", - "id": "be961fc2-a399-4ecd-9625-f2bb74fe2f65", + "id": "93cf3b71-abfb-4eb6-841e-1334bb784c4c", "level": 7, "locations": [ { @@ -3795,7 +3795,7 @@ "desc": "Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in the area into difficult terrain.\nWhen a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning damage.\nA creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.", "duration": "Up to 1 minute", "higher_level": "", - "id": "ff141c9f-25e7-4507-a041-aae635e851cf", + "id": "f29ea1e4-7ff2-4475-a55b-651dea4c2387", "level": 4, "locations": [ { @@ -3826,7 +3826,7 @@ "desc": "This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.", "duration": "Up to 10 minutes", "higher_level": "", - "id": "6bfa9837-3985-4973-a958-9d8f7aa1c3e2", + "id": "ea3a0832-ce87-45eb-9219-e49784776aee", "level": 1, "locations": [ { @@ -3859,7 +3859,7 @@ "desc": "For the spell's duration, your eyes become an inky void imbued with dread power. One creature of your choice within 60 feet of you that you can see must succeed on a wisdom saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the spell ends, you can use your action to target another creature but can't target a creature again if it has succeeded on a saving throw against this casting of eyebite.\nAsleep.\n The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake.\nPanicked.\n The target is frightened of you. On each of its turns, the frightened creature must take the Dash action and move away from you by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away from you where it can no longer see you, this effect ends.\nSickened.\n The target has disadvantage on attack rolls and ability checks. At the end of each of its turns, it can make another wisdom saving throw. If it succeeds, the effect ends.", "duration": "Up to 1 minute", "higher_level": "", - "id": "fa50b50b-b7c7-40c9-976f-7167ab3ca9c5", + "id": "03e5109e-db1a-4bb0-895d-caf2a9531249", "level": 6, "locations": [ { @@ -3888,7 +3888,7 @@ "desc": "You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool.\nChoose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of objects made by the spell is commensurate with the quality of the raw materials.\nCreatures or magic items can't be created or transmuted by this spell. You also can't use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan's tools used to craft such objects.", "duration": "Instantaneous", "higher_level": "", - "id": "d1189676-61cf-4e5c-8c6e-c5255c6191e9", + "id": "a9a21d1e-465a-4c8e-926b-3df39a247039", "level": 4, "locations": [ { @@ -3917,7 +3917,7 @@ "desc": "Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.\nAny attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.", "duration": "Up to 1 minute", "higher_level": "", - "id": "c7d5f619-4075-460d-b86b-ed4890c26cb4", + "id": "7333182d-3c3f-4707-bd19-b66f97caee4b", "level": 1, "locations": [ { @@ -3950,7 +3950,7 @@ "desc": "Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.", "duration": "1 hour", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.", - "id": "67e4033c-7943-4697-b68c-0129fc1f81f6", + "id": "af4ecf87-edd5-4b0c-8807-f9c3b622f9fe", "level": 1, "locations": [ { @@ -3982,7 +3982,7 @@ "desc": "You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.\nWhile frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a wisdom saving throw. On a successful save, the spell ends for that creature.", "duration": "Up to 1 minute", "higher_level": "", - "id": "07c060f6-0b16-400f-b105-94804daadbeb", + "id": "631d99f9-0574-4a73-8daf-79bd7623648b", "level": 3, "locations": [ { @@ -4015,7 +4015,7 @@ "desc": "Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.", "duration": "1 minute", "higher_level": "", - "id": "00ef8719-520c-4ec9-89f4-12ac5e280407", + "id": "01fbf811-bccb-4fb4-90cc-a39c9f5e3d4f", "level": 1, "locations": [ { @@ -4049,7 +4049,7 @@ "desc": "You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an intelligence saving throw.\nOn a failed save, the creature's Intelligence and Charisma scores become 1. The creature can't cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them.\nAt the end of every 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends.\nThe spell can also be ended by greater restoration, heal, or wish.", "duration": "Instantaneous", "higher_level": "", - "id": "4bef864e-5f45-479b-8b51-73a039683c40", + "id": "748be56f-b0d3-49de-a849-e19cc18f88f3", "level": 8, "locations": [ { @@ -4081,7 +4081,7 @@ "desc": "You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.\nFor the spell's duration, or until you use an action to touch the target and dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target's status. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell's effect, the disease and poison have no effect until the spell ends.", "duration": "1 hour", "higher_level": "", - "id": "f70228c6-0551-48bc-a0a9-d0b052ccb142", + "id": "7005bc68-dbd1-4b52-b257-d31af777ba3c", "level": 3, "locations": [ { @@ -4110,7 +4110,7 @@ "desc": "You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, seahorse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.\nYour familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.\nWhen the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.\nWhile your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.\nAs an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.\nYou can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.\nFinally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.", "duration": "Instantaneous", "higher_level": "", - "id": "76eead4e-a7ad-463e-a741-ac8e3f4f4248", + "id": "344ade5c-d42d-4e4f-849f-03086f9ebeef", "level": 1, "locations": [ { @@ -4138,7 +4138,7 @@ "desc": "You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose, such as a warhorse, a pony, a camel, an elk, or a mastiff. (Your DM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.\nYour steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed.\nWhen the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum.\nWhile your steed is within 1 mile of you, you can communicate with it telepathically.\nYou can't have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.", "duration": "Instantaneous", "higher_level": "", - "id": "d4b64739-023e-4682-91ea-0e27e9344386", + "id": "0d5c8584-0733-43dc-a8b6-fbcce7ea2b82", "level": 2, "locations": [ { @@ -4171,7 +4171,7 @@ "desc": "This spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence. If you name a destination on another plane of existence, a destination that moves (such as a mobile fortress), or a destination that isn't specific (such as \"a green dragon's lair\"), the spell fails.\nFor the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination.", "duration": "Up to 24 hours", "higher_level": "", - "id": "baf0865b-5c79-4e15-945b-5283df4bce0e", + "id": "3cdd1646-3a54-4056-8132-1d247ebbbef6", "level": 6, "locations": [ { @@ -4201,7 +4201,7 @@ "desc": "You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.\nThis spell merely reveals that a trap is present. You don't learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.", "duration": "Instantaneous", "higher_level": "", - "id": "a02ec26d-66db-4ea4-918f-3908d9602666", + "id": "f60c4ab9-2916-4fd0-9163-a23d75108a75", "level": 2, "locations": [ { @@ -4233,7 +4233,7 @@ "desc": "You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one.\nA humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.", "duration": "Instantaneous", "higher_level": "", - "id": "5be4fe39-8b50-49fe-9c12-61edd0fc5431", + "id": "299fe26e-5119-487c-97a7-573acec7948c", "level": 7, "locations": [ { @@ -4263,7 +4263,7 @@ "desc": "A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.\nThe fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.", - "id": "b7aeef67-5250-4ae2-9fcb-f456f79bfb08", + "id": "a2ca4b79-04c6-4b2e-b7a9-f81333cdee05", "level": 3, "locations": [ { @@ -4296,7 +4296,7 @@ "desc": "You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.\nThis spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).", "duration": "Instantaneous", "higher_level": "", - "id": "24562044-ac21-4ba0-923d-0709c15b02a5", + "id": "2213f5a3-b32c-4ce6-bbd8-a22fbac8e18b", "level": 0, "locations": [ { @@ -4325,7 +4325,7 @@ "desc": "Thin and vaporous flame surround your body for the duration of the spell, radiating a bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell using an action to make it disappear.\nThe flames are around you a heat shield or cold, your choice. The heat shield gives you cold damage resistance and the cold resistance to fire damage.\nIn addition, whenever a creature within 5 feet of you hits you with a melee attack, flames spring from the shield. The attacker then suffers 2d8 points of fire damage or cold, depending on the model.", "duration": "10 minutes", "higher_level": "", - "id": "dc189b21-bd82-498f-a74f-bed5972e8d86", + "id": "e88d0c47-ea12-4d9b-847a-ecafc3ad26b9", "level": 4, "locations": [ { @@ -4361,7 +4361,7 @@ "desc": "A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one.\nThe fire damages objects in the area and ignites flammable objects that aren't being worn or carried. If you choose, plant life in the area is unaffected by this spell.", "duration": "Instantaneous", "higher_level": "", - "id": "a25b0123-9d5b-435d-a51e-e003c9cec444", + "id": "d58eb81a-f80a-4254-b232-608fca8405a1", "level": 7, "locations": [ { @@ -4390,7 +4390,7 @@ "desc": "You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action.\nYou can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage.\nThe flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.", "duration": "Up to 10 minutes", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd.", - "id": "0de725b4-cb8b-48c2-b54b-1e2d59870f3d", + "id": "68e4b75f-a6ef-4109-a37b-f87dc851e797", "level": 2, "locations": [ { @@ -4424,7 +4424,7 @@ "desc": "A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on a point within range must make a dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th.", - "id": "0c817691-083e-4d33-a704-a9e48c813bc2", + "id": "9e619d86-b555-46f5-ba5c-895aae1b36cc", "level": 5, "locations": [ { @@ -4457,7 +4457,7 @@ "desc": "A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.\nAs a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn.\nWhen you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.", "duration": "Up to 1 minute", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.", - "id": "dccc35db-7a9f-40ea-a56b-935916f34e62", + "id": "223148b1-702c-480b-b0b4-780920bfd546", "level": 2, "locations": [ { @@ -4492,7 +4492,7 @@ "desc": "You attempt to turn one creature that you can see within range into stone. If the target's body is made of flesh, the creature must make a constitution saving throw. On a failed save, it is restrained as its flesh begins to harden. On a successful save, the creature isn't affected.\nA creature restrained by this spell must make another constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for the duration. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind.\nIf the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state.\nIf you maintain your concentration on this spell for the entire possible duration, the creature is turned to stone until the effect is removed.", "duration": "Up to 1 minute", "higher_level": "", - "id": "9ea1ab9f-8b03-4418-b37d-9ac1dd9b0807", + "id": "6af95db0-b35d-4b99-ac65-f98f7bfc9119", "level": 6, "locations": [ { @@ -4528,7 +4528,7 @@ "desc": "You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.", "duration": "Up to 10 minutes", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.", - "id": "082b0fbe-af3b-4dca-9c95-480516073654", + "id": "f9f8a8c5-3803-4f58-b0ef-9c3c0de4d318", "level": 3, "locations": [ { @@ -4561,7 +4561,7 @@ "desc": "You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.", "duration": "Up to 1 hour", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.", - "id": "7ff906f6-ce4c-40e9-9f8c-1f6d9fbd7fe9", + "id": "ed5d8de4-9279-4734-8952-3d50c38e446d", "level": 1, "locations": [ { @@ -4592,7 +4592,7 @@ "desc": "You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatures can't teleport into the area or use portals, such as those created by the gate spell, to enter the area. The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the Astral Plane, Ethereal Plane, Feywild, Shadowfell, or the plane shift spell.\nIn addition, the spell damages types of creatures that you choose when you cast it. Choose one or more of the following: celestials, elementals, fey, fiends, and undead. When a chosen creature enters the spell's area for the first time on a turn or starts its turn there, the creature takes 5d10 radiant or necrotic damage (your choice when you cast this spell).\nWhen you cast this spell, you can designate a password. A creature that speaks the password as it enters the area takes no damage from the spell.\nThe spell's area can't overlap with the area of another forbiddance spell. If you cast forbiddance every day for 30 days in the same location, the spell lasts until it is dispelled, and the material components are consumed on the last casting.", "duration": "24 hours", "higher_level": "", - "id": "25b39229-7a35-43a8-b6a2-88c6879da9b4", + "id": "6bd18b7f-36e9-412d-9bbf-e21075130bb4", "level": 6, "locations": [ { @@ -4623,7 +4623,7 @@ "desc": "An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose.\nA prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart.\nA prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area.\nWhen you cast the spell, any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area.\nA creature inside the cage can't leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature can't exit the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.\nThis spell can't be dispelled by dispel magic.", "duration": "1 hour", "higher_level": "", - "id": "5284f3c3-19d0-4b2a-9919-85d17e8a5ea2", + "id": "a2173caf-ee9b-41f5-aa41-4ffafd52a579", "level": 7, "locations": [ { @@ -4655,7 +4655,7 @@ "desc": "You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target can't be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration.\nThis spell immediately ends if you cast it again before its duration ends.", "duration": "8 hours", "higher_level": "", - "id": "cccdf8c5-2fd0-4935-baa7-fcdaa184e031", + "id": "09104514-c705-4027-8189-8162552e7784", "level": 9, "locations": [ { @@ -4688,7 +4688,7 @@ "desc": "You touch a willing creature. For the duration, the target's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained.\nThe target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks.", "duration": "1 hour", "higher_level": "", - "id": "7d6695fe-13e4-440a-a96f-c05096b99d9e", + "id": "493ecfb1-5853-4782-87fa-d0196ccef79c", "level": 4, "locations": [ { @@ -4722,7 +4722,7 @@ "desc": "For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion), depending on the nature of your interaction with it.", "duration": "Up to 1 minute", "higher_level": "", - "id": "4389a399-c6bf-4117-8d49-a96f2cd3ac6e", + "id": "481d9c9b-4019-421d-9da9-7f3b05d6d84f", "level": 0, "locations": [ { @@ -4753,7 +4753,7 @@ "desc": "You transform a willing creature you touch, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn't affected.\nWhile in this form, the target's only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains hovering in the air even when stunned or otherwise incapacitated.\nWhile in the form of a misty cloud, the target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The target can't attack or cast spells.", "duration": "Up to 1 hour", "higher_level": "", - "id": "4acdc8a3-3339-4c51-9837-0a1aadcbea8c", + "id": "c98406d6-6b5f-4828-aae8-d44738392f83", "level": 3, "locations": [ { @@ -4787,7 +4787,7 @@ "desc": "You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration.\nThe portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal.\nDeities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains.\nWhen you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn't work). If that creature is on a plane other than the one you are on, the portal opens in the named creature's immediate vicinity and draws the creature through it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the DM deems appropriate. It might leave, attack you, or help you.", "duration": "Up to 1 minute", "higher_level": "", - "id": "df059da7-f7fc-4165-b867-f84e7a76b502", + "id": "d6ee3d3f-b2c3-449d-81e0-fe3207f8e448", "level": 9, "locations": [ { @@ -4821,7 +4821,7 @@ "desc": "You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can't understand you is unaffected by the spell.\nYou can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends.\nYou can end the spell early by using an action to dismiss it. A remove curse, greater restoration, or wish spell also ends it.", "duration": "30 days", "higher_level": "When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above.", - "id": "0c40253b-f3b0-4ba1-9e05-8618fc2de1d2", + "id": "fcea2450-2af6-4303-b2eb-c90f64eb17fd", "level": 5, "locations": [ { @@ -4851,7 +4851,7 @@ "desc": "You touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead.\nThe spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as raise dead.", "duration": "10 days", "higher_level": "", - "id": "3f2468f4-b8bf-499c-8afb-1cebe7c19e09", + "id": "eae9b337-7613-4d7f-b092-3d45d85b4e53", "level": 2, "locations": [ { @@ -4884,7 +4884,7 @@ "desc": "You transform up to ten centipedes, three spiders, five wasps, or one scorpion within range into giant versions of their natural forms for the duration. A centipede becomes a giant centipede, a spider becomes a giant spider, a wasp becomes a giant wasp, and a scorpion becomes a giant scorpion.\nEach creature obeys your verbal commands, and in combat, they act on your turn each round. The DM has the statistics for these creatures and resolves their actions and movement.\nA creature remains in its giant size for the duration, until it drops to 0 hit points, or until you use an action to dismiss the effect on it.\nThe DM might allow you to choose different targets. For example, if you transform a bee, its giant version might have the same statistics as a giant wasp.", "duration": "Up to 10 minutes", "higher_level": "", - "id": "77c6cd3a-76a4-4081-9743-ccc90c920194", + "id": "623878c1-b8ca-4884-b0a2-92c75341352d", "level": 4, "locations": [ { @@ -4912,7 +4912,7 @@ "desc": "Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.", "duration": "1 hour", "higher_level": "", - "id": "9966b6e6-1840-4c51-b439-82ac53b95e02", + "id": "1949b498-141d-4ac0-9cee-edc4963749c7", "level": 8, "locations": [ { @@ -4942,7 +4942,7 @@ "desc": "An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration.\nAny spell of 5th level or lower cast from outside the barrier can't affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells.", "duration": "Up to 1 minute", "higher_level": "When you cast this spell using a spell slot of 7th level or higher, the barrier blocks spells of one level higher for each slot level above 6th.", - "id": "6a542219-bc15-4767-ae65-fce784b5451c", + "id": "3bd77015-b896-4c29-b257-13ddd3eb7590", "level": 6, "locations": [ { @@ -4974,7 +4974,7 @@ "desc": "When you cast this spell, you inscribe a glyph that harms other Creatures, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a Treasure chest) to conceal the glyph. If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place, if the object is moved more than 10 feet from where you cast this spell, the glyph is broken and the spell ends without being triggered.\nThe glyph is nearly Invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.\nYou decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most Common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.\nYou can further refine the trigger so the spell activates only under certain circumstances or according to physical Characteristics (such as height or weight), creature kind (for example, the ward could be set to affect Aberrations or drow), or Alignment. You can also set Conditions for Creatures that don't trigger the glyph, such as those who say a certain password.\nWhen you inscribe the glyph, choose explosive runes or a spell glyph.\n\nExplosive Runes: When triggered, the glyph erupts with magical energy in a 20-foot-radius Sphere centered on the glyph. The Sphere spreads around corners. Each creature in the aura must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one.\n\nSpell Glyph: You can store a prepared spell of 3rd Level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate Effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it Targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons Hostile Creatures or creates harmful Objects or traps, they appear as close as possible to the intruder and Attack it. If the spell requires Concentration, it lasts until the end of its full Duration.", "duration": "Until dispelled or triggered", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can store any spell of up to the same level as the slot you use for the glyph of warding.", - "id": "32397d33-18df-4a18-b970-520f0803cc9f", + "id": "041ed1cf-87a8-426a-b8ec-6a2d7a192608", "level": 3, "locations": [ { @@ -5006,7 +5006,7 @@ "desc": "Up to 10 berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.\nThe berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.", "duration": "Instantaneous", "higher_level": "", - "id": "af538f2f-1d8e-45ee-9105-ce0cca041d1e", + "id": "53caf0ae-afb6-4640-aec3-226564df888f", "level": 1, "locations": [ { @@ -5035,7 +5035,7 @@ "desc": "You conjure a vine that sprouts from the ground in an unoccupied space of your choice that you can see within range. When you cast this spell, you can direct the vine to lash out at a creature within 30 feet of it that you can see. The creature must succeed on a Dexterity saving throw or be pulled 20 feet directly toward the vine.\nUntil the spell ends, you can direct the vine to lash out at the same creature or another one as a bonus action on each of your turns.", "duration": "Up to 1 minute", "higher_level": "", - "id": "cf6f3743-5742-48a4-9a70-50e80b4bafbf", + "id": "772a26d6-91e8-48e4-95f6-3b657ab3d262", "level": 4, "locations": [ { @@ -5065,7 +5065,7 @@ "desc": "Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.\nWhen the grease appears, each creature standing in its area must succeed on a dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a dexterity saving throw or fall prone.", "duration": "1 minute", "higher_level": "", - "id": "29b1f120-0751-4ac8-b2b1-8d0e421aaba5", + "id": "08ba7c6f-213b-4b3e-b380-52a0bf49e65f", "level": 1, "locations": [ { @@ -5100,7 +5100,7 @@ "desc": "You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person.", "duration": "Up to 1 minute", "higher_level": "", - "id": "c2fea262-0e14-4b72-8670-b0c38a9a68c0", + "id": "ac73307b-975a-433b-931b-bca196d7bdfe", "level": 4, "locations": [ { @@ -5134,7 +5134,7 @@ "desc": "You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target:\n- One effect that charmed or petrified the target\n- One curse, including the target's attunement to a cursed magic item\n- Any reduction to one of the target's ability scores\n- One effect reducing the target's hit point maximum", "duration": "Instantaneous", "higher_level": "", - "id": "9b3a8a24-79ef-4f67-ae96-9d3fdb3d6c5f", + "id": "015fa1c9-eef5-472e-98b6-19b2191a8e80", "level": 5, "locations": [ { @@ -5164,7 +5164,7 @@ "desc": "A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity.\nAny creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.", "duration": "8 hours", "higher_level": "", - "id": "59398c04-3ade-4119-a60c-4f96d85a5ada", + "id": "ea2fb7a3-b62f-46db-846b-ee6d164ce71c", "level": 4, "locations": [ { @@ -5194,7 +5194,7 @@ "desc": "You create a ward that protects up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5-foot squares or twenty-five 10-foot squares). The warded area can be up to 20 feet tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the spell.\nWhen you cast this spell, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects.\nGuards and wards creates the following effects within the warded area.\nCorridors.\n Fog fills all the warded corridors, making them heavily obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going in the opposite direction from the one it chooses.\nDoors.\n All doors in the warded area are magically locked, as if sealed by an arcane lock spell. In addition, you can cover up to ten doors with an illusion (equivalent to the illusory object function of the minor illusion spell) to make them appear as plain sections of wall.\nStairs.\n Webs fill all stairs in the warded area from top to bottom, as the web spell. These strands regrow in 10 minutes if they are burned or torn away while guards and wards lasts.\nOther Spell Effect.\n You can place your choice of one of the following magical effects within the warded area of the stronghold.\n- Place dancing lights in four corridors. You can design nate a simple program that the lights repeat as long as guards and wards lasts.\n- Place magic mouth in two locations.\n- Place stinking cloud in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while guards and wards lasts.\n- Place a constant gust of wind in one corridor or room.\n- Place a suggestion in one location. You select an area of up to 5 feet square, and any creature that enters or passes through the area receives the suggestion mentally.\nThe whole warded area radiates magic. A dispel magic cast on a specific effect, if successful, removes only that effect.\nYou can create a permanently guarded and warded structure by casting this spell there every day for one year.", "duration": "24 hours", "higher_level": "", - "id": "3e5a6feb-7491-417d-9be3-d031ccba186f", + "id": "b8aea2b8-ba71-4cd9-ba4b-c5ebec7cffb7", "level": 6, "locations": [ { @@ -5224,7 +5224,7 @@ "desc": "You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.", "duration": "Up to 1 minute", "higher_level": "", - "id": "d0e88f55-a63f-47ba-ac34-aea85f3a42c1", + "id": "7961ad2b-7713-4edc-8a6a-681671c38a12", "level": 0, "locations": [ { @@ -5254,7 +5254,7 @@ "desc": "A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.", "duration": "1 round", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.", - "id": "ff35e78e-5486-4932-893c-67bf474b76ff", + "id": "da3b12ca-6e40-4b18-90b4-44e0ed756bc3", "level": 1, "locations": [ { @@ -5287,7 +5287,7 @@ "desc": "A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a strength saving throw or be pushed 15 feet away from you in a direction following the line.\nAny creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.\nThe gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.\nAs a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.", "duration": "Up to 1 minute", "higher_level": "", - "id": "41f22bd7-769b-4837-941a-c5d22059fc6f", + "id": "2fcd4839-45fd-466b-b113-553fa7ce4d49", "level": 2, "locations": [ { @@ -5319,7 +5319,7 @@ "desc": "The next time you hit a creature with a ranged weapon attack before the spell's end, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one.", "duration": "Up to 1 minute", "higher_level": "If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st (to a maximum of 6d10).", - "id": "dbd9fb5f-b299-42cb-95d5-da9682d196f8", + "id": "cde41a63-98f0-4b5e-ace0-0ab5d4b6266e", "level": 1, "locations": [ { @@ -5348,7 +5348,7 @@ "desc": "You touch a point and infuse an area around it with holy (or unholy) power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect a hallow spell. The affected area is subject to the following effects.\nFirst, celestials, elementals, fey, fiends, and undead can't enter the area, nor can such creatures charm, frighten, or possess creatures within it. Any creature charmed, frightened, or possessed by such a creature is no longer charmed, frightened, or possessed upon entering the area. You can exclude one or more of those types of creatures from this effect.\nSecond, you can bind an extra effect to the area. Choose the effect from the following list, or choose an effect offered by the DM. Some of these effects apply to creatures in the area; you can designate whether the effect applies to all creatures, creatures that follow a specific deity or leader, or creatures of a specific sort, such as orcs or trolls. When a creature that would be affected enters the spell's area for the first time on a turn or starts its turn there, it can make a charisma saving throw. On a success, the creature ignores the extra effect until it leaves the area.\nCourage.\n Affected creatures can't be frightened while in the area.\nDarkness.\n Darkness fills the area. Normal light, as well as magical light created by spells of a lower level than the slot you used to cast this spell, can't illuminate the area.\nDaylight.\n Bright light fills the area. Magical darkness created by spells of a lower level than the slot you used to cast this spell can't extinguish the light.\nEnergy Protection.\n Affected creatures in the area have resistance to one damage type of your choice, except for bludgeoning, piercing, or slashing.\nEnergy Vulnerability.\n Affected creatures in the area have vulnerability to one damage type of your choice, except for bludgeoning, piercing, or slashing.\nEverlasting Rest.\n Dead bodies interred in the area can't be turned into undead.\nExtradimensional Interference.\n Affected creatures can't move or travel using teleportation or by extradimensional or interplanar means.\nFear.\n Affected creatures are frightened while in the area.\nSilence.\n No sound can emanate from within the area, and no sound can reach into it.\nTongues.\n Affected creatures can communicate with any other creature in the area, even if they don't share a common language.", "duration": "Until dispelled", "higher_level": "", - "id": "3f07b1ce-db90-43a0-a2f2-a6149bb26b1e", + "id": "72c4effc-e134-4d1a-b9a7-6d045c506fcb", "level": 5, "locations": [ { @@ -5382,7 +5382,7 @@ "desc": "You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren't changed in appearance.\nThe tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn't obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain.", "duration": "24 hours", "higher_level": "", - "id": "9f836fdb-4313-4296-bd4f-636c4b35e19c", + "id": "1bf61b60-7719-4328-9207-2f5e8d661ac3", "level": 4, "locations": [ { @@ -5412,7 +5412,7 @@ "desc": "You unleash a virulent disease on a creature that you can see within range. The target must make a constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can't reduce the target's hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature's hit point maximum to return to normal before that time passes.", "duration": "Instantaneous", "higher_level": "", - "id": "2091b976-007a-4915-b00a-908fba1b6692", + "id": "f24225d0-a647-49ec-a796-14e50e1de93e", "level": 6, "locations": [ { @@ -5443,7 +5443,7 @@ "desc": "Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.\nWhen the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.", "duration": "Up to 1 minute", "higher_level": "", - "id": "9e98261c-9cfb-4040-af51-21d2e0250c54", + "id": "4ff60696-0f2e-43c9-a1cd-59753fe05a5d", "level": 3, "locations": [ { @@ -5475,7 +5475,7 @@ "desc": "Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. This spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th.", - "id": "ba60f307-f261-484b-861a-b675c9a36cd6", + "id": "d88f394b-959f-49a5-9fcd-45a5618339d3", "level": 6, "locations": [ { @@ -5504,7 +5504,7 @@ "desc": "A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.", - "id": "03a5e2dc-0895-4a37-ba31-d02b0c6c52ff", + "id": "da7162c8-4755-4de8-9607-666eb6621b45", "level": 1, "locations": [ { @@ -5537,7 +5537,7 @@ "desc": "Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.\nIf a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.", "duration": "Up to 1 minute", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.", - "id": "261ff35c-187c-4157-bb60-3260c74ad6f2", + "id": "5b1577ce-f22d-498a-9522-7c895e8fac9e", "level": 2, "locations": [ { @@ -5567,7 +5567,7 @@ "desc": "You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.", - "id": "8dda6dfd-8447-439e-8c40-de17740faa8b", + "id": "bd86a97e-f13a-4102-b78d-f0de294a9915", "level": 1, "locations": [ { @@ -5597,7 +5597,7 @@ "desc": "You bring forth a great feast, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don't set in until this hour is over. Up to twelve other creatures can partake of the feast.\nA creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison, becomes immune to poison and being frightened, and makes all wisdom saving throws with advantage. Its hit point maximum also increases by 2d10, and it gains the same number of hit points. These benefits last for 24 hours.", "duration": "Instantaneous", "higher_level": "", - "id": "91e51c3e-eec0-44d2-aeaf-05b4aa26f1b7", + "id": "ad694a7f-c778-4760-9251-9b19c5142e27", "level": 6, "locations": [ { @@ -5629,7 +5629,7 @@ "desc": "A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.", "duration": "Up to 1 minute", "higher_level": "", - "id": "62d14ab1-a1ec-436c-9dae-3a08df467f72", + "id": "de1eb2f9-18ef-42cc-85c6-b5b3b9757e27", "level": 1, "locations": [ { @@ -5660,7 +5660,7 @@ "desc": "You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.\nIf the target drops to zero hit points before the spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.\nA \"remove curse\" cast on the target ends this spell early.", "duration": "Up to 1 hour", "higher_level": "When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.", - "id": "d26932f9-829a-4a9a-b1cb-ada2122d158e", + "id": "42dcc537-75f7-4baf-a8ad-9b798cdd0882", "level": 1, "locations": [ { @@ -5692,7 +5692,7 @@ "desc": "Choose a creature you can see and reach. The target must make a saving throw of Wisdom or be paralyzed for the duration of the spell. This spell has no effect against the undead. At the end of each round, the target can make a new saving throw of Wisdom. If successful, the spell ends for the creature.", "duration": "Up to 1 minute", "higher_level": "When you cast this spell using a level 6 or higher location, you can target an additional creature for each level of location beyond the fifth. The creatures must be within 30 feet o f each other when you target them.", - "id": "42681696-f1d9-41b6-b805-e8385bb5b620", + "id": "770f88b6-4314-4823-af2a-7fbb68813244", "level": 5, "locations": [ { @@ -5726,7 +5726,7 @@ "desc": "Choose a humanoid that you can see within range. The target must succeed on a wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another wisdom saving throw. On a success, the spell ends on the target.", "duration": "Up to 1 minute", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.", - "id": "eef242c7-4061-4ddc-927d-770f8cbd8650", + "id": "7bbdbfbe-ba12-4c2d-b7e3-c623da487cb3", "level": 2, "locations": [ { @@ -5758,7 +5758,7 @@ "desc": "Divine light washes out from you and coalesces in a soft radiance in a 30-foot radius around you. Creatures of your choice in that radius when you cast this spell shed dim light in a 5-foot radius and have advantage on all saving throws, and other creatures have disadvantage on attack rolls against them until the spell ends. In addition, when a fiend or an undead hits an affected creature with a melee attack, the aura flashes with brilliant light. The attacker must succeed on a constitution saving throw or be blinded until the spell ends.", "duration": "Up to 1 minute", "higher_level": "", - "id": "0d30511e-349c-4dd9-9866-ed16188504b0", + "id": "ab3fdf6a-5975-4d3a-b541-3fc74d231cf0", "level": 8, "locations": [ { @@ -5787,7 +5787,7 @@ "desc": "You open a gateway to the dark between the stars, a region infested with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold appears, centered on a point within range and lasting for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are blinded.\nThe void creates a warp in the fabric of space, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 cold damage. Any creature that ends its turn in the area must succeed on a Dexterity saving throw or take 2d6 acid damage as milky, otherworldly tentacles rub against it.", "duration": "Up to 1 minute", "higher_level": "", - "id": "4c8ed9ef-d3ab-4e6f-aff4-13975150c765", + "id": "dc793f99-ed86-49c5-a18b-cd9849504e42", "level": 3, "locations": [ { @@ -5814,7 +5814,7 @@ "desc": "You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before the spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.", "duration": "Up to 1 hour", "higher_level": "Whne you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.", - "id": "5e9e8793-7333-4c4a-a678-61596e7887b1", + "id": "776815bd-0774-4426-a5dd-d9457a777871", "level": 1, "locations": [ { @@ -5845,7 +5845,7 @@ "desc": "You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.\nThe spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.", "duration": "Up to 1 minute", "higher_level": "", - "id": "b2443062-6c8c-4b82-9f82-1457a7e13746", + "id": "d1f841cb-01b1-4b61-b51b-884ef341db3d", "level": 3, "locations": [ { @@ -5878,7 +5878,7 @@ "desc": "A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.\nHailstones turn the storm's area of effect into difficult terrain until the end of your next turn.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.", - "id": "b73890cf-8827-46f2-83f6-04cb4bc7cd59", + "id": "628d15d6-b211-4c4d-9df2-f86a1e433c80", "level": 4, "locations": [ { @@ -5911,7 +5911,7 @@ "desc": "You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.\nIf you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.", "duration": "Instantaneous", "higher_level": "", - "id": "735d0174-bf9e-492c-a93a-5289c41db35a", + "id": "673d5ae0-6188-406b-a0be-0d7bb7d7c519", "level": 1, "locations": [ { @@ -5943,7 +5943,7 @@ "desc": "You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.\nTo you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know.\nShould the spell be dispelled, the original script and the illusion both disappear.\nA creature with truesight can read the hidden message.", "duration": "10 days", "higher_level": "", - "id": "b049d164-7676-44ea-8cd1-79cea765cb1e", + "id": "13f7c673-e9b3-4472-ae99-477837620627", "level": 1, "locations": [ { @@ -5975,7 +5975,7 @@ "desc": "You create a magical restraint to hold a creature that you can see within range. The target must succeed on a wisdom saving throw or be bound by the spell; if it succeeds, it is immune to this spell if you cast it again. While affected by this spell, the creature doesn't need to breathe, eat, or drink, and it doesn't age. Divination spells can't locate or perceive the target.\nWhen you cast the spell, you choose one of the following forms of imprisonment.\nBurial. The target is entombed far beneath the earth in a sphere of magical force that is just large enough to contain the target. Nothing can pass through the sphere, nor can any creature teleport or use planar travel to get into or out of it.\nThe special component for this version of the spell is a small mithral orb.\nChaining. Heavy chains, firmly rooted in the ground, hold the target in place. The target is restrained until the spell ends, and it can't move or be moved by any means until then.\nThe special component for this version of the spell is a fine chain of precious metal.\nHedged Prison. The spell transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your choice.\nThe special component for this version of the spell is a miniature representation of the prison made from jade.\nMinimus Containment. The target shrinks to a height of 1 inch and is imprisoned inside a gemstone or similar object. Light can pass through the gemstone normally (allowing the target to see out and other creatures to see in), but nothing else can pass through, even by means of teleportation or planar travel. The gemstone can't be cut or broken while the spell remains in effect.\nThe special component for this version of the spell is a large, transparent gemstone, such as a corundum, diamond, or ruby.\nSlumber. The target falls asleep and can't be awoken.\nThe special component for this version of the spell consists of rare soporific herbs.\nEnding the Spell. During the casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the DM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature's name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or hit points.\nA dispel magic spell can end the spell only if it is cast as a 9th-level spell, targeting either the prison or the special component used to create it.\nYou can use a particular special component to create only one prison at a time. If you cast the spell again using the same component, the target of the first casting is immediately freed from its binding.", "duration": "Until dispelled", "higher_level": "", - "id": "c7becfee-de3c-42fa-b46f-b8dafc37a345", + "id": "d5ed0d38-2eef-492c-81a5-7e35b5076b77", "level": 9, "locations": [ { @@ -6004,7 +6004,7 @@ "desc": "A swirling cloud of smoke shot through with white-hot embers appears in a 20-foot-radius sphere centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.\nWhen the cloud appears, each creature in it must make a dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there.\nThe cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns.", "duration": "Up to 1 minute", "higher_level": "", - "id": "539e26b7-ad35-43d9-b1a1-c2d598065cc1", + "id": "d9c3de63-3418-4d83-8114-97eada4a0e24", "level": 8, "locations": [ { @@ -6035,7 +6035,7 @@ "desc": "Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.", - "id": "19d4203c-fc44-4ef2-8fc4-767e6248ee49", + "id": "40d74dad-cdbf-4f03-8e23-e479fb149777", "level": 1, "locations": [ { @@ -6068,7 +6068,7 @@ "desc": "Swarming, biting locusts fill a 20-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration, and its area is lightly obscured. The sphere's area is difficult terrain.\nWhen the area appears, each creature in it must make a constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there.", "duration": "Up to 10 minutes", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.", - "id": "47deaba6-8cf8-40d8-8ea7-482a034aed44", + "id": "def27156-fa82-427e-9ff1-54a3c69e67f0", "level": 5, "locations": [ { @@ -6103,7 +6103,7 @@ "desc": "A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.", "duration": "Up to 1 hour", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.", - "id": "944fc7e1-a35e-42f7-bed9-c3e268d55cf6", + "id": "36c3bab3-10c8-4240-9ca6-128d621805d9", "level": 2, "locations": [ { @@ -6139,7 +6139,7 @@ "desc": "You touch a creature. The creature's jump distance is tripled until the spell ends.", "duration": "1 minute", "higher_level": "", - "id": "2c384936-815e-4015-af02-902a7798b1ab", + "id": "7258a7b4-26c0-4583-84ca-ad1083c470d3", "level": 1, "locations": [ { @@ -6170,7 +6170,7 @@ "desc": "Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.\nA target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.\nIf you choose a target that is held shut with arcane lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally.\nWhen you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.", "duration": "Instantaneous", "higher_level": "", - "id": "33e4a29c-c3a7-4200-b698-05d7395a1201", + "id": "b8532b9f-168b-40da-be01-96e4db546393", "level": 2, "locations": [ { @@ -6203,7 +6203,7 @@ "desc": "Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn't of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is.\n\nThe information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information: \"Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips.\"", "duration": "Instantaneous", "higher_level": "", - "id": "674953af-e17d-49a8-a5f3-93be762f1008", + "id": "5c568601-6c04-4a18-ade2-76d7c24ac2d8", "level": 5, "locations": [ { @@ -6233,7 +6233,7 @@ "desc": "You hide a chest, and all its contents, on the Ethereal Plane. You must touch the chest and the miniature replica that serves as a material component for the spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet).\nWhile the chest remains on the Ethereal Plane, you can use an action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by using an action and touching both the chest and the replica.\nAfter 60 days, there is a cumulative 5 percent chance per day that the spell's effect ends. This effect ends if you cast this spell again, if the smaller replica chest is destroyed, or if you choose to end the spell as an action. If the spell ends and the larger chest is on the Ethereal Plane, it is irretrievably lost.", "duration": "Instantaneous", "higher_level": "", - "id": "a84f40a1-3f78-41b7-b8fe-467f0f65fd76", + "id": "c2f36f98-4056-4fa0-b7ac-77766d668bf2", "level": 4, "locations": [ { @@ -6263,7 +6263,7 @@ "desc": "A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.\nNine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.\nUntil the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.", "duration": "8 hours", "higher_level": "", - "id": "6f176611-9fe7-4b43-aa15-1e2062bb2f49", + "id": "9416b006-7d2b-4fae-a020-302477146ea7", "level": 3, "locations": [ { @@ -6298,7 +6298,7 @@ "desc": "You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.", "duration": "Instantaneous", "higher_level": "", - "id": "b9949860-4453-4684-803f-f893eb7f1bb5", + "id": "686c842b-f502-4a36-8e8b-0cdaeae6f33c", "level": 2, "locations": [ { @@ -6333,7 +6333,7 @@ "desc": "One creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a constitution saving throw is unaffected.\nThe target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range.\nWhen the spell ends, the target floats gently to the ground if it is still aloft.", "duration": "Up to 10 minutes", "higher_level": "", - "id": "42a3ee01-4631-424a-9609-d7237712bffe", + "id": "092518a9-77bd-4d97-a19e-d5866f5f2ba6", "level": 2, "locations": [ { @@ -6367,7 +6367,7 @@ "desc": "You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.\nIf you target an object held or worn by a hostile creature, that creature must succeed on a dexterity saving throw to avoid the spell.", "duration": "1 hour", "higher_level": "", - "id": "12d16a34-20df-4ef5-b752-60a937a5206d", + "id": "73297be3-51bb-4c1c-9a4b-19a54be351e9", "level": 0, "locations": [ { @@ -6397,7 +6397,7 @@ "desc": "The next time you make a ranged weapon attack during the spell's duration, the weapon's ammunition, or the weapon itself if it's a thrown weapon, transforms into a bolt of lightning. Make the attack roll as normal. The target takes 4d8 lightning damage on a hit, or half as much damage on a miss, instead of the weapon's normal damage.\nWhether you hit or miss, each creature within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes 2d8 lightning damage on a failed save, or half as much damage on a successful one.\nThe piece of ammunition or weapon then returns to its normal form.", "duration": "Up to 1 minute", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the damage for both effects of the spell increases by 1d8 for each slot level above 3rd.", - "id": "b7eb6ced-767d-470d-988e-8924c638b633", + "id": "b039a84a-1008-4599-88e4-039782dfae41", "level": 3, "locations": [ { @@ -6427,7 +6427,7 @@ "desc": "A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.\nThe lightning ignites flammable objects in the area that aren't being worn or carried.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.", - "id": "cd955fb4-7ebb-49b7-aac4-c24b32585424", + "id": "24b7ed5f-d27c-4f14-b062-f712055d2afe", "level": 3, "locations": [ { @@ -6461,7 +6461,7 @@ "desc": "Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.", "duration": "Instantaneous", "higher_level": "", - "id": "93a51866-c773-409a-aa15-80bc394a173e", + "id": "6ce93ee6-3839-44bd-b137-56fc546540a5", "level": 2, "locations": [ { @@ -6497,7 +6497,7 @@ "desc": "Describe or name a creature that is familiar to you. You sense the direction to the creature's location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.\nThe spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close\u2014within 30 feet\u2014at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn't locate the creature.\nThis spell can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.", "duration": "Up to 1 hour", "higher_level": "", - "id": "203b23cb-05d4-4209-8135-f16216a51a38", + "id": "9c718132-c6a1-42b6-a028-1b18fd2cf6eb", "level": 4, "locations": [ { @@ -6533,7 +6533,7 @@ "desc": "Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.\nThe spell can locate a specific object known to you, as long as you have seen it up close\u2014within 30 feet\u2014at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.\nThis spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.", "duration": "Up to 10 minutes", "higher_level": "", - "id": "302e0abf-7aeb-4843-bcb8-7a46420b3a7c", + "id": "dc4ecf71-03ba-4ca1-a833-4a7ec95ee493", "level": 2, "locations": [ { @@ -6568,7 +6568,7 @@ "desc": "You touch a creature. The target's speed increases by 10 feet until the spell ends.", "duration": "1 hour", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each spell slot above 1st.", - "id": "7fe75ed3-7544-49b9-bd84-07ba02d9e049", + "id": "edb2e645-c372-4ac9-8957-18c417e95488", "level": 1, "locations": [ { @@ -6600,7 +6600,7 @@ "desc": "You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.", "duration": "8 hours", "higher_level": "", - "id": "3875e983-bc41-4fce-8291-b8caf567da15", + "id": "04f2a09a-721d-46e0-ad0c-486ded9c442a", "level": 1, "locations": [ { @@ -6634,7 +6634,7 @@ "desc": "A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.\nYou can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.\nThe hand can't attack, activate magic items, or carry more than 10 pounds.", "duration": "1 minute", "higher_level": "", - "id": "493f8414-23ee-4c38-81fa-db6cbe5b38d5", + "id": "f450a02a-c729-447a-a250-ef247caf67ee", "level": 0, "locations": [ { @@ -6668,7 +6668,7 @@ "desc": "Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways:\n- The creature can't willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a charisma saving throw.\n- The creature has disadvantage on attack rolls against targets within the cylinder.\n- Targets within the cylinder can't be charmed, frightened, or possessed by the creature.\nWhen you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.", "duration": "1 hour", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd.", - "id": "93d9ba50-c1db-4de4-8d74-4e00016ae142", + "id": "74efeb0c-8de3-4de6-a899-077fb44af309", "level": 3, "locations": [ { @@ -6699,7 +6699,7 @@ "desc": "Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell's material component. While your soul inhabits the container, you are aware of your surroundings as if you were in the container's space. You can't move or use reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the spell) or attempting to possess a humanoids body.\nYou can attempt to possess any humanoid within 100 feet of you that you can see (creatures warded by a protection from evil and good or magic circle spell can't be possessed). The target must make a charisma saving throw. On a failure, your soul moves into the target's body, and the target's soul becomes trapped in the container. On a success, the target resists your efforts to possess it, and you can't attempt to possess it again for 24 hours.\nOnce you possess a creature's body, you control it. Your game statistics are replaced by the statistics of the creature, though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class features. If the target has any class levels, you can't use any of its class features.\nMeanwhile, the possessed creature's soul can perceive from the container using its own senses, but it can't move or take actions at all.\nWhile possessing a body, you can use your action to return from the host body to the container if it is within 100 feet of you, returning the host creature's soul to its body. If the host body dies while you're in it, the creature dies, and you must make a charisma saving throw against your own spellcasting DC. On a success, you return to the container if it is within 100 feet of you. Otherwise, you die.\nIf the container is destroyed or the spell ends, your soul immediately returns to your body. If your body is more than 100 feet away from you or if your body is dead when you attempt to return to it, you die. If another creature's soul is in the container when it is destroyed, the creature's soul returns to its body if the body is alive and within 100 feet. Otherwise, that creature dies.\nWhen the spell ends, the container is destroyed.", "duration": "Until dispelled", "higher_level": "", - "id": "9a821655-d492-4bf5-909b-7024ee9733f9", + "id": "08b649b7-8b7c-49bd-9eca-17201b7f5efe", "level": 6, "locations": [ { @@ -6728,7 +6728,7 @@ "desc": "You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.", - "id": "f19fdaf1-808a-446d-bd98-dbf0841217dd", + "id": "70da252a-211c-4656-b65f-a08a6148b1df", "level": 1, "locations": [ { @@ -6760,7 +6760,7 @@ "desc": "You plant a message to an object in the range of the spell. The message is verbalized when the trigger conditions are met. Choose an object that you see, and that is not worn or carried by another creature. Then say the message, which should not exceed 25 words but listening can take up to 10 minutes. Finally, establish the circumstances that trigger the spell to deliver your message.\nWhen these conditions are satisfied, a magical mouth appears on the object and it articulates the message imitating your voice, the same tone used during implantation of the message. If the selected object has a mouth or something that approaches such as the mouth of a statue, the magic mouth come alive at this point, giving the illusion that the words come from the mouth of the object.\nWhen you cast this spell, you may decide that the spell ends when the message is delivered or it can persist and repeat the message whenever circumstances occur.\nThe triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.", "duration": "Until dispelled", "higher_level": "", - "id": "2d8c96a0-12f4-46e4-a583-4c5a1dd02922", + "id": "be0170c1-8c6e-451c-a58f-a1d4f23cf624", "level": 2, "locations": [ { @@ -6792,7 +6792,7 @@ "desc": "You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.", "duration": "Up to 1 hour", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.", - "id": "e2e33bbf-68ad-458b-afd2-66729bfd7da5", + "id": "8d397549-34cc-4e51-9d04-60f8d8484c74", "level": 2, "locations": [ { @@ -6830,7 +6830,7 @@ "desc": "You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte's stench).\nAs long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movement appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.\nPhysical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.", "duration": "Up to 10 minutes", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the spell lasts until disspelled, without requiring your concentration.", - "id": "41a763e0-5ae9-4087-9181-95f41c4b2bb7", + "id": "e91f9fc1-2687-459a-a491-ec2ea54875c0", "level": 3, "locations": [ { @@ -6862,7 +6862,7 @@ "desc": "A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th.", - "id": "6473dfca-ff71-4a93-b993-974b305b93f5", + "id": "215fbc0e-a926-489e-b872-2c8c71e11682", "level": 5, "locations": [ { @@ -6892,7 +6892,7 @@ "desc": "A flood of healing energy flows from you into injured creatures around you. You restore up to 700 hit points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell are also cured of all diseases and any effect making them blinded or deafened. This spell has no effect on undead or constructs.", "duration": "Instantaneous", "higher_level": "", - "id": "caca2675-e3f4-4219-b514-2ba0eb1486f2", + "id": "6c8153cd-a985-4b6a-a591-d2c50a02dde1", "level": 9, "locations": [ { @@ -6919,7 +6919,7 @@ "desc": "As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.", - "id": "b7ad48c9-1416-4532-af37-c80a88d8339f", + "id": "3170ed49-2aba-404c-ae71-2b428415d03b", "level": 3, "locations": [ { @@ -6955,7 +6955,7 @@ "desc": "You suggest a course of activity (limited to a sentence or two) and magically influence up to twelve creatures of your choice that you can see within range and that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the spell.\nEach target must make a wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.\nYou can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn't met before the spell ends, the activity isn't performed.\nIf you or any of your companions damage a creature affected by this spell, the spell ends for that creature.", "duration": "24 hours", "higher_level": "When you cast this spell using a 7th-level spell slot, the duration is 10 days. When you use an 8th-level spell slot, the duration is 30 days. When you use a 9th-level spell slot, the duration is a year and a day.", - "id": "8adfee32-3780-4056-80f9-96cb1d0ba4b7", + "id": "ff424832-c47a-48d5-9c37-71737da6fc08", "level": 6, "locations": [ { @@ -6983,7 +6983,7 @@ "desc": "You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze.\nThe target can use its action to attempt to escape. When it does so, it makes a DC 20 Intelligence check. If it succeeds, it escapes, and the spell ends (a minotaur or goristro demon automatically succeeds).\nWhen the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.", "duration": "Up to 10 minutes", "higher_level": "", - "id": "63c968f8-af6d-44cb-8b70-75548ab15581", + "id": "336bdcaf-ea45-4ddf-a977-4e73142a871c", "level": 8, "locations": [ { @@ -7012,7 +7012,7 @@ "desc": "You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.\nWhile merged with the stone, you can't see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the spell. You otherwise can't move.\nMinor physical damage to the stone doesn't harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered.", "duration": "8 hours", "higher_level": "", - "id": "362763b9-6133-4be9-bc6a-64ac784b1959", + "id": "6e1b8cd3-98f9-4723-a4e8-a4a8d3aa68ff", "level": 3, "locations": [ { @@ -7047,7 +7047,7 @@ "desc": "A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd.", - "id": "bf49a891-30ec-4372-9990-d19a8a09df01", + "id": "cc1ad4b6-7a8f-4f4c-8c3b-9d70707fae11", "level": 2, "locations": [ { @@ -7084,7 +7084,7 @@ "desc": "This spell repairs a single break or tear in an object you touch, such as a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no longer than 1 foot in any dimension, you mend it, leaving no trace of the former damage.\nThis spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.", "duration": "Instantaneous", "higher_level": "", - "id": "2d73b4f8-0361-4434-b984-aeb387015a54", + "id": "171e9c4c-98f7-4bec-a092-f1c0ef860831", "level": 0, "locations": [ { @@ -7118,7 +7118,7 @@ "desc": "You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.\nYou can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.", "duration": "1 round", "higher_level": "", - "id": "72f7c0d0-0b02-4b97-80cb-8b508f2266f9", + "id": "95437c93-e074-4e83-9162-d76b5b9e448e", "level": 0, "locations": [ { @@ -7149,7 +7149,7 @@ "desc": "Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius sphere centered on each point you choose must make a dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once.\nThe spell damages objects in the area and ignites flammable objects that aren't being worn or carried.", "duration": "Instantaneous", "higher_level": "", - "id": "59710ad4-a0b5-4d02-9348-06a8cffdb85e", + "id": "215d755d-234e-4fb8-83fd-9f5e2e354ce3", "level": 9, "locations": [ { @@ -7178,7 +7178,7 @@ "desc": "Until the spell ends, one willing creature you touch is immune to psychic damage, any effect that would sense its emotions or read its thoughts, divination spells, and the charmed condition. The spell even foils wish spells and spells or effects of similar power used to affect the target's mind or to gain information about the target.", "duration": "24 hours", "higher_level": "", - "id": "acffc696-5e4a-4250-b241-a8e5e0faa756", + "id": "99ce898d-83e3-4fc1-a302-2c7260b2ad80", "level": 8, "locations": [ { @@ -7209,7 +7209,7 @@ "desc": "You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.\nIf you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.\nIf you create an image of an object\u2014such as a chair, muddy footprints, or a small chest\u2014it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.\nIf a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.", "duration": "1 minute", "higher_level": "", - "id": "ac2ed70c-1ceb-466d-ad4e-90b2e39de19c", + "id": "5fb4cb87-3c9a-43fa-ae46-621e6ebc848d", "level": 0, "locations": [ { @@ -7241,7 +7241,7 @@ "desc": "You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. The terrain's general shape remains the same, however. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road.\nSimilarly, you can alter the appearance of structures, or add them where none are present. The spell doesn't disguise, conceal, or add creatures.\nThe illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell's area disappears immediately.\nCreatures with truesight can see through the illusion to the terrain's true form; however, all other elements of the illusion remain, so while the creature is aware of the illusion's presence, the creature can still physically interact with the illusion.", "duration": "10 days", "higher_level": "", - "id": "8e96700b-ece1-4ca8-bbf1-f7dd46d71702", + "id": "ada71e70-60ea-41ef-977b-7883ccaeb965", "level": 7, "locations": [ { @@ -7271,7 +7271,7 @@ "desc": "Three illusionary duplicates of yourself appear in your space. Until the end of the spell, duplicates move with you and imitate your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.\nEach time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.\nIf you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.\nA duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.\nA creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.", "duration": "1 minute", "higher_level": "", - "id": "dd00a282-67ae-4634-9159-364eb102653c", + "id": "da4b7eb2-fb29-49d6-8167-0998b9bf4f33", "level": 2, "locations": [ { @@ -7305,7 +7305,7 @@ "desc": "You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a spell.\nYou can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose.\nYou can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.", "duration": "Up to 1 hour", "higher_level": "", - "id": "2f15840a-5e31-44a9-ad3d-2b729153223e", + "id": "76c4c30f-fe6d-442c-9811-7c2db7e7b355", "level": 5, "locations": [ { @@ -7337,7 +7337,7 @@ "desc": "Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.", "duration": "Instantaneous", "higher_level": "", - "id": "7a772d65-5c61-4edb-85f0-f7f4b1d78249", + "id": "92d621c7-21bc-48d3-9f8e-35de60efb5ef", "level": 2, "locations": [ { @@ -7369,7 +7369,7 @@ "desc": "You attempt to reshape another creature's memories. One creature that you can see must make a wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell, this spell ends, and none of the target's memories are modified.\nWhile this charm lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event.\nYou must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you have finished describing the modified memories, the creature's memory isn't altered. Otherwise, the modified memories take hold when the spell ends.\nA modified memory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature in a significant manner.\nA remove curse or greater restoration spell cast on the target restores the creature's true memory.", "duration": "Up to 1 minute", "higher_level": "If you cast this spell using a spell slot of 6th level or higher, you can alter the target's memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creature's past (9th level).", - "id": "c3dc1cd7-c140-456f-83a8-7cc314fb6094", + "id": "6c2aad5c-566e-4180-8acc-87a7e1885faa", "level": 5, "locations": [ { @@ -7398,7 +7398,7 @@ "desc": "A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.\nWhen a creature enters the spell's area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one.\nA shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can't assume a different form until it leaves the spell's light.\nOn each of your turns after you cast this spell, you can use an action to move the beam 60 feet in any direction.", "duration": "Up to 1 minute", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.", - "id": "356feb4d-7931-4c19-be6d-ea090285a7a6", + "id": "8378ae52-f9f1-43c7-9718-93201cd13a5e", "level": 2, "locations": [ { @@ -7430,7 +7430,7 @@ "desc": "You conjure a phantom watchdog in an unoccupied space that you can see within range, where it remains for the duration, until you dismiss it as an action, or until you move more than 100 feet away from it.\nThe hound is invisible to all creatures except you and can't be harmed. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound sees invisible creatures and can see into the Ethereal Plane. It ignores illusions.\nAt the start of each of your turns, the hound attempts to bite one creature within 5 feet of it that is hostile to you. The hound's attack bonus is equal to your spellcasting ability modifier + your proficiency bonus. On a hit, it deals 4d8 piercing damage.", "duration": "8 hours", "higher_level": "", - "id": "3eba52c0-0653-4b9b-8825-7138ae1f5888", + "id": "ff268bd1-44bd-4720-84f1-d186dd3167c2", "level": 4, "locations": [ { @@ -7460,7 +7460,7 @@ "desc": "You conjure an extradimensional dwelling in range that lasts for the duration. You choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the portal remains open. You can open or close the portal if you are within 30 feet of it. While closed, the portal is invisible.\nBeyond the portal is a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm.\nYou can create any floor plan you like, but the space can't exceed 50 cubes, each cube being 10 feet on each side. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine course banquet for up to 100 people. A staff of 100 near-transparent servants attends all who enter. You decide the visual appearance of these servants and their attire. They are completely obedient to your orders. Each servant can perform any task a normal human servant could perform, but they can't attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can go anywhere in the mansion but can't leave it. Furnishings and other objects created by this spell dissipate into smoke if removed from the mansion. When the spell ends, any creatures inside the extradimensional space are expelled into the open spaces nearest to the entrance.", "duration": "24 hours", "higher_level": "", - "id": "6cca00f7-948e-443b-81e7-c0ab71590172", + "id": "39ee0fcb-bf33-4c06-951d-d635263e746f", "level": 7, "locations": [ { @@ -7490,7 +7490,7 @@ "desc": "You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration or until you use an action to dismiss it.\nWhen you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties:\n- Sound can't pass through the barrier at the edge of the warded area.\n- The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it.\n- Sensors created by divination spells can't appear inside the protected area or pass through the barrier at its perimeter.\n- Creatures in the area can't be targeted by divination spells.\n- Nothing can teleport into or out of the warded area.\n- Planar travel is blocked within the warded area.\nCasting this spell on the same spot every day for a year makes this effect permanent.", "duration": "24 hours", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, you can increase the size of the cube by 100 feet for each slot level beyond 4th. Thus you could protect a cube that can be up to 200 feet on one side by using a spell slot of 5th level.", - "id": "102dd268-8895-4f16-b5ae-05bcbe3ef8cc", + "id": "ab6d87da-aab3-4c76-8c96-839ee786c97f", "level": 4, "locations": [ { @@ -7520,7 +7520,7 @@ "desc": "You create a sword-shaped plane of force that hovers within range. It lasts for the duration.\nWhen the sword appears, you make a melee spell attack against a target of your choice within 5 feet of the sword. On a hit, the target takes 3d10 force damage. Until the spell ends, you can use a bonus action on each of your turns to move the sword up to 20 feet to a spot you can see and repeat this attack against the same target or a different one.", "duration": "Up to 1 minute", "higher_level": "", - "id": "240cd178-fc0a-4551-86d4-af0cc04ba0fa", + "id": "f27ebe5c-5b86-4d9d-8baa-6e3933fd0fc6", "level": 7, "locations": [ { @@ -7551,7 +7551,7 @@ "desc": "Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. So, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square's elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete.\nAt the end of every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect.\nBecause the terrain's transformation occurs slowly, creatures in the area can't usually be trapped or injured by the ground's movement.\nThis spell can't manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse.\nSimilarly, this spell doesn't directly affect plant growth. The moved earth carries any plants along with it.", "duration": "Up to 2 hours", "higher_level": "", - "id": "bb10e225-e308-45ab-80ec-6d0bff9a7ef6", + "id": "acd14716-db10-4e86-a892-cbc115ee64a1", "level": 6, "locations": [ { @@ -7582,7 +7582,7 @@ "desc": "For the duration, you hide a target that you touch from divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any divination magic or perceived through magical scrying sensors.", "duration": "8 hours", "higher_level": "", - "id": "9630c206-b362-4948-9fee-a67c2e35545f", + "id": "ef9770d4-088b-4041-924e-2ec540bde060", "level": 3, "locations": [ { @@ -7613,7 +7613,7 @@ "desc": "You place an illusion on a creature or an object you touch so that divination spells reveal false information about it. The target can be a willing creature or an object that isn't being carried or worn by another creature.\nWhen you cast the spell, choose one or both of the following effects. The effect lasts for the duration. If you cast this spell on the same creature or object every day for 30 days, placing the same effect on it each time, the illusion lasts until it is dispelled.\nFalse Aura.\n You change the way the target appears to spells and magical effects, such as detect magic, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object's magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item.\nMask.\n You change the way the target appears to spells and magical effects that detect creature types, such as a paladin's Divine Sense or the trigger of a symbol spell. You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type or of that alignment.", "duration": "24 hours", "higher_level": "", - "id": "344e4893-c7ed-4ee9-93d6-a3262fec978a", + "id": "0de654fd-4147-4961-8a65-afa07320e2fd", "level": 2, "locations": [ { @@ -7644,7 +7644,7 @@ "desc": "A frigid globe of cold energy streaks from your fingertips to a point of your choice within range, where it explodes in a 60-foot-radius sphere. Each creature within the area must make a constitution saving throw. On a failed save, a creature takes 10d6 cold damage. On a successful save, it takes half as much damage.\nIf the globe strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Strength check against your spell save DC to break free.\nYou can refrain from firing the globe after completing the spell, if you wish. A small globe about the size of a sling stone, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to the sling's normal range). It shatters on impact, with the same effect as the normal casting of the spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasn't already shattered, it explodes.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.", - "id": "1b13a3cc-a8f2-47f0-a8c8-ea8c2abcba45", + "id": "ee3901e8-34c4-4139-b32d-686d29fa315a", "level": 6, "locations": [ { @@ -7677,7 +7677,7 @@ "desc": "A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a dexterity saving throw. On a failed save, the creature is enclosed for the duration.\nNothing\u2014not physical objects, energy, or other spell effects\u2014can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can't be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it.\nThe sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere's walls and thus roll the sphere at up to half the creature's speed. Similarly, the globe can be picked up and moved by other creatures.\nA disintegrate spell targeting the globe destroys it without harming anything inside it.", "duration": "Up to 1 minute", "higher_level": "", - "id": "39fae86f-5ab2-4120-8d10-2120f5d05f75", + "id": "39af3985-2d8c-43d1-afee-9a4824d376fd", "level": 4, "locations": [ { @@ -7705,7 +7705,7 @@ "desc": "Choose one creature that you can see within range. The target begins a comic dance in place: shuffling, tapping its feet, and capering for the duration. Creatures that can't be charmed are immune to this spell.\nA dancing creature must use all its movement to dance without leaving its space and has disadvantage on dexterity saving throws and attack rolls. While the target is affected by this spell, other creatures have advantage on attack rolls against it. As an action, a dancing creature makes a wisdom saving throw to regain control of itself. On a successful save, the spell ends.", "duration": "Up to 1 minute", "higher_level": "", - "id": "50f1b389-cd55-4e76-9875-14b95eefd38a", + "id": "28374ba1-87e8-478e-9675-08ae22b579c9", "level": 6, "locations": [ { @@ -7735,7 +7735,7 @@ "desc": "A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.", "duration": "Up to 1 hour", "higher_level": "", - "id": "6f38df10-9f0b-46c1-a7ea-7ac5e4805dcd", + "id": "276764b1-af49-4e5a-8cf1-f4619d9eb2d0", "level": 2, "locations": [ { @@ -7767,7 +7767,7 @@ "desc": "A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor) within range, and lasts for the duration. You choose the opening's dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it.\nWhen the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell.", "duration": "1 hour", "higher_level": "", - "id": "0c201bca-b2f5-47b9-a353-f2fd222cc3cf", + "id": "b5858113-745e-4b24-8f35-9cf52c0c3324", "level": 5, "locations": [ { @@ -7800,7 +7800,7 @@ "desc": "You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature. or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.\nThe phantasm includes sound, temperature, and other stimuli, also evident only to the creature.\nThe target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.\nWhile a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall - it was pushed, it slipped, or a strong wind might have knocked it off.\nAn affected target is so convinced of the phantasm's reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as tire, a pool of acid, or lava can burn the target. Each round on your turn. the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm's area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.", "duration": "Up to 1 minute", "higher_level": "", - "id": "481fa50d-f885-4836-9b22-f73b9963b46a", + "id": "4840f028-4ac5-42e6-8ec6-bb73be795a7a", "level": 2, "locations": [ { @@ -7828,7 +7828,7 @@ "desc": "You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the end of each of the target's turns before the spell ends, the target must succeed on a wisdom saving throw or take 4 d10 psychic damage. On a successful save, the spell ends.", "duration": "Up to 1 minute", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d1O for each slot level above 4th.", - "id": "8ccdd0e8-449f-4beb-be38-15da26618462", + "id": "b3ff12fb-f4af-4fd0-8a9a-a53325911078", "level": 4, "locations": [ { @@ -7859,7 +7859,7 @@ "desc": "A Large quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature's appearance, but it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed.\nFor the duration, you or a creature you choose can ride the steed. The creature uses the statistics for a riding horse, except it has a speed of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the steed takes any damage.", "duration": "1 hour", "higher_level": "", - "id": "f36f5d6b-8293-4bfb-8362-d0f3d781e06c", + "id": "d2bfd5db-65aa-4afd-9162-ea1d26958426", "level": 3, "locations": [ { @@ -7889,7 +7889,7 @@ "desc": "You beseech an otherworldly entity for aid. The being must be known to you: a god, a primordial, a demon prince, or some other being of cosmic power. That entity sends a celestial, an elemental, or a fiend loyal to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature's name, you can speak that name when you cast this spell to request that creature, though you might get a different creature anyway (DM's choice).\nWhen the creature appears, it is under no compulsion to behave in any particular way. You can ask the creature to perform a service in exchange for payment, but it isn't obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the creature to bargain for its services.\nPayment can take a variety of forms. A celestial might require a sizable donation of gold or magic items to an allied temple, while a fiend might demand a living sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you.\nAs a rule of thumb, a task that can be measured in minutes requires a payment worth 100 gp per minute. A task measured in hours requires 1,000 gp per hour. And a task measured in days (up to 10 days) requires 10,000 gp per day. The DM can adjust these payments based on the circumstances under which you cast the spell. If the task is aligned with the creature's ethos, the payment might be halved or even waived. Nonhazardous tasks typically require only half the suggested payment, while especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal.\nAfter the creature completes the task, or when the agreed-upon duration of service expires, the creature returns to its home plane after reporting back to you, if appropriate to the task and if possible. If you are unable to agree on a price for the creature's service, the creature immediately returns to its home plane.\nA creature enlisted to join your group counts as a member of it, receiving a full share of experience points awarded.", "duration": "Instantaneous", "higher_level": "", - "id": "cc8f9239-ddf3-4dfe-bc0a-181729fb834e", + "id": "46827458-b424-4ddb-b46d-de41bde682a8", "level": 6, "locations": [ { @@ -7921,7 +7921,7 @@ "desc": "With this spell, you attempt to bind a celestial, an elemental, a fey, or a fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of an inverted magic circle in order to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a charisma saving throw. On a failed save, it is bound to serve you for the duration. If the creature was summoned or created by another spell, that spell's duration is extended to match the duration of this spell.\nA bound creature must follow your instructions to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. The creature obeys the letter of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane of existence, it returns to the place where you bound it and remains there until the spell ends.", "duration": "24 hours", "higher_level": "When you cast this spell using a spell slot of a higher level, the duration increases to 10 days with a 6th-level slot, to 30 days with a 7th-level slot, to 180 days with an 8th-level slot, and to a year and a day with a 9th-level spell slot.", - "id": "8f748331-db75-4686-b08b-d3c71431e41f", + "id": "ed7e61ab-a25f-4151-be13-1c6b4a62adc2", "level": 5, "locations": [ { @@ -7957,7 +7957,7 @@ "desc": "You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the DM's discretion.\nAlternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.\nYou can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.", "duration": "Instantaneous", "higher_level": "", - "id": "2d0b3489-d174-4b42-99c6-6ace47135d39", + "id": "521cb627-197e-4861-a3e6-f10582a99706", "level": 7, "locations": [ { @@ -7987,7 +7987,7 @@ "desc": "This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits.\nIf you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.\nYou can exclude one or more areas of any size within the spell's area from being affected.\nIf you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.", "duration": "Instantaneous", "higher_level": "", - "id": "6573cc96-4812-4928-ab07-dfe76aa37684", + "id": "6ee69c65-5204-452c-9403-7fc0d089b2e3", "level": 3, "locations": [ { @@ -8022,7 +8022,7 @@ "desc": "You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.\nThis spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).", "duration": "Instantaneous", "higher_level": "", - "id": "cf49c145-6f66-4905-af2f-52693d349da8", + "id": "bfb068bf-ab63-44b8-b26e-c64a5a1dda25", "level": 0, "locations": [ { @@ -8054,7 +8054,7 @@ "desc": "This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a wisdom saving throw to avoid the effect. A shapechanger automatically succeeds on this saving throw. This spell can't affect a target that has 0 hit points.\nThe transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level, if it doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.\nThe target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious.\nThe creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech.\nThe target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.", "duration": "Up to 1 hour", "higher_level": "", - "id": "b9526586-0b93-4e39-b5b2-acda1fd2701e", + "id": "5d182966-5716-466c-9ce0-f6f35924c31e", "level": 4, "locations": [ { @@ -8082,7 +8082,7 @@ "desc": "A wave of healing energy washes over the creature you touch. The target regains all its hit points. If the creature is charmed, frightened, paralyzed, or stunned, the condition ends. If the creature is prone, it can use its reaction to stand up. This spell has no effect on undead or constructs.", "duration": "Instantaneous", "higher_level": "", - "id": "b61908f6-b7af-40b9-b2c3-9684c2104beb", + "id": "4810ebe3-031f-4c1c-a72e-fb36b5b0e67d", "level": 9, "locations": [ { @@ -8115,7 +8115,7 @@ "desc": "You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you choose has 100 hit points or fewer, it dies. Otherwise, the spell has no effect.", "duration": "Instantaneous", "higher_level": "", - "id": "fd2e6349-cf93-4d55-b3fb-ead477323b07", + "id": "802c36e2-99f9-4008-8712-d9fbc4e88fdb", "level": 9, "locations": [ { @@ -8145,7 +8145,7 @@ "desc": "You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 hit points or fewer, it is stunned. Otherwise, the spell has no effect.\nThe stunned target must make a constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends.", "duration": "Instantaneous", "higher_level": "", - "id": "b61e5735-9e67-4c7b-a379-c6db343e4f15", + "id": "845bec18-49dc-4d4c-8b79-c4548a8349ff", "level": 8, "locations": [ { @@ -8172,7 +8172,7 @@ "desc": "Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.", - "id": "04998f27-4f39-4ce6-baa2-3bed22370fbb", + "id": "fa6639e1-8da6-4825-9157-be6d5d7a90be", "level": 2, "locations": [ { @@ -8209,7 +8209,7 @@ "desc": "This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within 'range':\nYou create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.\nYou instantaneously light or snuff out a candle, a torch, or a small campfire.\nYou instantaneously clean or soil an object no larger than 1 cubic foot.\nYou chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.\nYou make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.\nYou create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.\nIf you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.", "duration": "1 hour", "higher_level": "", - "id": "fda546f2-bc3e-48ad-9997-68230fc73735", + "id": "385d58c2-0f77-4824-9a5d-f7c6b33a5e2f", "level": 0, "locations": [ { @@ -8240,7 +8240,7 @@ "desc": "Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a 60-foot cone must make a dexterity saving throw. For each target, roll a d8 to determine which color ray affects it.\n1. Red.\n The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one.\n2. Orange.\n The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one.\n3. Yellow.\n The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.\n4. Green.\n The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one.\n5. Blue.\n The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one.\n6. Indigo.\n On a failed save, the target is restrained. It must then make a constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind.\n7. Violet.\n On a failed save, the target is blinded. It must then make a wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the DM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.)\n8. Special.\n The target is struck by two rays. Roll twice more, rerolling any 8.", "duration": "Instantaneous", "higher_level": "", - "id": "b757244d-b7d3-4474-be5e-da1724745d0c", + "id": "7ed406c9-bb41-4835-b9b3-4faba3a6c816", "level": 7, "locations": [ { @@ -8271,7 +8271,7 @@ "desc": "A shimmering, multicolored plane of light forms a vertical opaque wall\u2014up to 90 feet long, 30 feet high, and 1 inch thick\u2014centered on a point you can see within range. Alternatively, you can shape the wall into a sphere up to 30 feet in diameter centered on a point you choose within range. The wall remains in place for the duration. If you position the wall so that it passes through a space occupied by a creature, the spell fails, and your action and the spell slot are wasted.\nThe wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. You and creatures you designate at the time you cast the spell can pass through and remain near the wall without harm. If another creature that can see the wall moves to within 20 feet of it or starts its turn there, the creature must succeed on a constitution saving throw or become blinded for 1 minute.\nThe wall consists of seven layers, each with a different color. When a creature attempts to reach into or pass through the wall, it does so one layer at a time through all the wall's layers. As it passes or reaches through each layer, the creature must make a dexterity saving throw or be affected by that layer's properties as described below.\nThe wall can be destroyed, also one layer at a time, in order from red to violet, by means specific to each layer. Once a layer is destroyed, it remains so for the duration of the spell. A rod of cancellation destroys a prismatic wall, but an antimagic field has no effect on it.\n1. Red.\n The creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. While this layer is in place, nonmagical ranged attacks can't pass through the wall. The layer can be destroyed by dealing at least 25 cold damage to it.\n2. Orange.\n The creature takes 10d6 acid damage on a failed save, or half as much damage on a successful one. While this layer is in place, magical ranged attacks can't pass through the wall. The layer is destroyed by a strong wind.\n3. Yellow.\n The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 60 force damage to it.\n4. Green.\n The creature takes 10d6 poison damage on a failed save, or half as much damage on a successful one. A passwall spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer.\n5. Blue.\n The creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 25 fire damage to it.\n6. Indigo.\n On a failed save, the creature is restrained. It must then make a constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive; keep track of both until the creature collects three of a kind.\nWhile this layer is in place, spells can't be cast through the wall. The layer is destroyed by bright light shed by a daylight spell or a similar spell of equal or higher level.\n7. Violet.\n On a failed save, the creature is blinded. It must then make a wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of the DM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) This layer is destroyed by a dispel magic spell or a similar spell of equal or higher level that can end spells and magical effects.", "duration": "10 minutes", "higher_level": "", - "id": "92571220-1090-4085-a546-b63eeacc25dc", + "id": "dbf0b959-a66f-43d3-a56e-94281f664ac6", "level": 9, "locations": [ { @@ -8302,7 +8302,7 @@ "desc": "A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.\nYou can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.\nThis spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).", "duration": "10 minutes", "higher_level": "", - "id": "3c564a6e-6a33-4ea2-9991-8a0619a08e95", + "id": "0a37f7f7-8c1e-43ba-b886-206dc61021ca", "level": 0, "locations": [ { @@ -8334,7 +8334,7 @@ "desc": "You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.\nWhen the condition you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the illusion can be activated again.\nThe triggering condition can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the illusion to trigger only when a creature says the correct word or phrase.\nPhysical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.", "duration": "Until dispelled", "higher_level": "", - "id": "b28c5443-b63d-43e2-9e67-bbb30cfa7353", + "id": "718d0beb-eec3-4013-bf93-b66d2280da95", "level": 6, "locations": [ { @@ -8364,7 +8364,7 @@ "desc": "You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the spell ends.\nYou can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.\nYou can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.\nPhysical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.", "duration": "Up to 24 hours", "higher_level": "", - "id": "d7274529-ca21-4760-a676-b33cba18d863", + "id": "02083fc3-9ae8-41bc-adff-569f95be201b", "level": 7, "locations": [ { @@ -8397,7 +8397,7 @@ "desc": "For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.", "duration": "Up to 1 hour", "higher_level": "", - "id": "332462c8-da46-4ef6-8856-bd68dbd4fc9e", + "id": "0a2cbc85-39c9-48ed-90b9-4d89afaabd62", "level": 3, "locations": [ { @@ -8432,7 +8432,7 @@ "desc": "Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.\nThe protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.", "duration": "Up to 10 minutes", "higher_level": "", - "id": "cd12fec9-4c01-4272-ad02-8c54b39f9b71", + "id": "46d8fb66-956f-47f6-8e89-80cf7aa31646", "level": 1, "locations": [ { @@ -8470,7 +8470,7 @@ "desc": "You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random.\nFor the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.", "duration": "1 hour", "higher_level": "", - "id": "cece1977-2fb5-4cc0-aee4-338a187668ee", + "id": "af32b624-57ca-4974-8cfc-ef26622d813e", "level": 2, "locations": [ { @@ -8503,7 +8503,7 @@ "desc": "All nonmagical food and drink within a 5-foot radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.", "duration": "Instantaneous", "higher_level": "", - "id": "2ab9231b-b6c6-4397-9238-367b12b0ef22", + "id": "25aed4fc-8abc-4123-b1ea-306feeee090d", "level": 1, "locations": [ { @@ -8536,7 +8536,7 @@ "desc": "You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.\nThis spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects; if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life.\nThis spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival\u2014its head, for instance\u2014the spell automatically fails.\nComing back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.", "duration": "Instantaneous", "higher_level": "", - "id": "dfba0d19-493b-40b8-ad66-1eab12db0b4b", + "id": "7fd96368-ecc2-4dfd-ac16-4f0ab50fc29a", "level": 5, "locations": [ { @@ -8567,7 +8567,7 @@ "desc": "You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren't affected by this spell.\nUntil the spell ends, the targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can't extend to other planes of existence.", "duration": "1 hour", "higher_level": "", - "id": "ed21f2b4-4cf3-4b8c-a04b-2471f8be10d0", + "id": "1eeb5cbd-62d7-4501-a821-0db6f9f2152a", "level": 5, "locations": [ { @@ -8599,7 +8599,7 @@ "desc": "A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends.\nAt the end of each of the target's turns, it can make a constitution saving throw against the spell. On a success, the spell ends.", "duration": "Up to 1 minute", "higher_level": "", - "id": "20823355-d11b-4438-b39f-0ca5a0212d54", + "id": "47ad0358-0326-4d35-b29e-608c0a4cb219", "level": 2, "locations": [ { @@ -8631,7 +8631,7 @@ "desc": "A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.\nThe spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).", "duration": "Instantaneous", "higher_level": "", - "id": "bec6d6da-ab89-41a1-a537-3bb8c70e5e89", + "id": "777f1b3e-bc6a-48c4-909b-c372a118a680", "level": 0, "locations": [ { @@ -8662,7 +8662,7 @@ "desc": "A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.", - "id": "4d7e140f-6c2b-491a-93e1-4b8ddda68bee", + "id": "40cca2fa-9c9d-4bd4-a480-bf41121f078a", "level": 1, "locations": [ { @@ -8693,7 +8693,7 @@ "desc": "You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute).\nThe target's severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump.", "duration": "1 hour", "higher_level": "", - "id": "d39b0faf-2c79-4071-bec4-704836400e0f", + "id": "ed920d78-1f91-4b54-b1ba-a116531d8845", "level": 7, "locations": [ { @@ -8722,7 +8722,7 @@ "desc": "You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that body. If the target's soul isn't free or willing to do so, the spell fails.\nThe magic fashions a new body for the creature to inhabit, which likely causes the creature's race to change. The DM rolls a d 100 and consults the following table to determine what form the creature takes when restored to life, or the DM chooses a form.\n\n01\u201304\tDragonborn\n05\u201313\tDwarf, hill\n14\u201321\tDwarf, mountain\n22\u201325\tElf, dark\n26\u201334\tElf, high\n35\u201342\tElf, wood\n43\u201346\tGnome, forest\n47\u201352\tGnome, rock\n53\u201356\tHalf-elf\n57\u201360\tHalf-orc\n61\u201368\tHalfling, lightfoot\n69\u201376\tHalfling, stout\n77\u201396\tHuman\n97\u201300\tTiefling\n\nThe reincarnated creature recalls its former life and experiences. It retains the capabilities it had in its original form, except it exchanges its original race for the new one and changes its racial traits accordingly.", "duration": "Instantaneous", "higher_level": "", - "id": "8ee2994b-9502-4f91-af6d-aec5349a13ee", + "id": "f8766f1c-b419-4905-afc1-512efe29cfaf", "level": 5, "locations": [ { @@ -8753,7 +8753,7 @@ "desc": "At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's attunement to the object so it can be removed or discarded.", "duration": "Instantaneous", "higher_level": "", - "id": "ef78b716-3cd0-40d4-90a7-73d2dedcef8c", + "id": "96f31367-ab0c-46bf-9a75-0e6f1cbe17ad", "level": 3, "locations": [ { @@ -8786,7 +8786,7 @@ "desc": "You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.", "duration": "Up to 1 minute", "higher_level": "", - "id": "6f17e5e4-b345-4be7-b30c-a7a3b5e48d53", + "id": "add8d0ff-7c28-43f5-9c79-ae7819337b85", "level": 0, "locations": [ { @@ -8818,7 +8818,7 @@ "desc": "You touch a dead creature that has been dead for no more than a century, that didn't die of old age, and that isn't undead. If its soul is free and willing, the target returns to life with all its hit points.\nThis spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn't, however, remove magical diseases, curses, and the like; if such effects aren't removed prior to casting the spell, they afflict the target on its return to life.\nThis spell closes all mortal wounds and restores any missing body parts.\nComing back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.\nCasting this spell to restore life to a creature that has been dead for one year or longer taxes you greatly. Until you finish a long rest, you can't cast spells again, and you have disadvantage on all attack rolls, ability checks, and saving throws.", "duration": "Instantaneous", "higher_level": "", - "id": "733855de-d037-4985-ac30-1035e123ea00", + "id": "53cf3048-9be1-4ca8-b8f6-17a904738b9f", "level": 7, "locations": [ { @@ -8849,7 +8849,7 @@ "desc": "This spell reverses gravity in a 50-foot-radius, 100-foot high cylinder centered on a point within range. All creatures and objects that aren't somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall.\nIf some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration.\nAt the end of the duration, affected objects and creatures fall back down.", "duration": "Up to 1 minute", "higher_level": "", - "id": "db08e6e1-7aa0-48e0-8bf6-6751b792ad82", + "id": "30a6e849-b2a9-4152-b5c5-5bd93159f24d", "level": 7, "locations": [ { @@ -8880,7 +8880,7 @@ "desc": "You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.", "duration": "Instantaneous", "higher_level": "", - "id": "d912127d-f1eb-4b7e-ad71-14495e0eca1c", + "id": "d9e1e8dc-201e-4091-9b1e-8a5809a757c6", "level": 3, "locations": [ { @@ -8917,7 +8917,7 @@ "desc": "You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends.\nThe extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space.\nAttacks and spells can't cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window centered on the rope.\nAnything inside the extradimensional space drops out when the spell ends.", "duration": "1 hour", "higher_level": "", - "id": "42749ad7-46c9-4ce8-9cc4-82dd2be66923", + "id": "e7e8b4f8-e28a-4b97-95fc-a5370487e56a", "level": 2, "locations": [ { @@ -8947,7 +8947,7 @@ "desc": "Flame-like radiance descends on a creature that you can see within range. The target must succeed on a dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.\nThe spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).", "duration": "Instantaneous", "higher_level": "", - "id": "eb365be9-a418-4e17-9ada-554af98ee23e", + "id": "847a5a7f-5428-4397-a243-14e6c9d1bbe2", "level": 0, "locations": [ { @@ -8979,7 +8979,7 @@ "desc": "You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball.\nIf the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.", "duration": "1 minute", "higher_level": "", - "id": "3741f3ce-f061-41d6-a7bf-a99e1a0df97c", + "id": "5032c4bb-3978-414f-b728-4da855c1f3c6", "level": 1, "locations": [ { @@ -9011,7 +9011,7 @@ "desc": "You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.\nMake a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.", - "id": "a16fd1f3-4c6a-4aab-9070-30ed858c6f5a", + "id": "0452dfe4-0db9-4f49-916c-9e58b31e3c2a", "level": 2, "locations": [ { @@ -9047,7 +9047,7 @@ "desc": "You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed.\n\nKnowledge & Save Modifier\nSecondhand (you have heard of the target: +5\nFirsthand (you have met the target): +0\nFamiliar (you know the target well): -5\n\nConnection & Save Modifier\nLikeness or picture: -2\nPossession or garment: -4\nBody part, lock of hair, bit of nail, or the like: -10\n\nOn a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours.\nOn a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist.\nInstead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move.", "duration": "Up to 10 minutes", "higher_level": "", - "id": "6e91752d-0e49-42a0-a662-6ea1d3be1843", + "id": "d6fd4e6c-368a-491c-83c0-83a926139a9d", "level": 5, "locations": [ { @@ -9076,7 +9076,7 @@ "desc": "The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.", "duration": "Up to 1 minute", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot level above 1st.", - "id": "7639714e-9756-4067-8c65-43ba4b0ddb23", + "id": "85497118-4671-437b-81da-b9a1c11bb403", "level": 1, "locations": [ { @@ -9111,7 +9111,7 @@ "desc": "For the duration of the spell, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal objects and creatures appear ghostly and translucent.", "duration": "1 hour", "higher_level": "", - "id": "3455aa8c-1310-47d2-94aa-ccc23a0a9f0d", + "id": "cc99caee-906b-4e3a-8e12-b7d339e36f7b", "level": 2, "locations": [ { @@ -9143,7 +9143,7 @@ "desc": "This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a charisma saving throw, and if it succeeds, it is unaffected by this spell.\nThe spell disguises physical appearance as well as clothing, armor, weapons, and equipment. You can make each creature seem 1 foot shorter or taller and appear thin, fat, or in between. You can't change a target's body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The spell lasts for the duration, unless you use your action to dismiss it sooner.\nThe changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to a creature's outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature's head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.\nA creature can use its action to inspect a target and make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised.", "duration": "8 hours", "higher_level": "", - "id": "e123e17c-3dfb-456e-80e2-8a2407e4f06e", + "id": "d39f8b02-6120-4e46-b6d2-092d23651b44", "level": 5, "locations": [ { @@ -9174,7 +9174,7 @@ "desc": "You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.\nYou can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive.", "duration": "1 round", "higher_level": "", - "id": "80e842a4-05f1-45a4-ab0d-025791472fe4", + "id": "d4943b3c-cdae-41d8-9970-131d7488542d", "level": 3, "locations": [ { @@ -9205,7 +9205,7 @@ "desc": "By means of this spell, a willing creature or an object can be hidden away, safe from detection for the duration. When you cast the spell and touch the target, it becomes invisible and can't be targeted by divination spells or perceived through scrying sensors created by divination spells.\nIf the target is a creature, it falls into a state of suspended animation. Time ceases to flow for it, and it doesn't grow older.\nYou can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include \"after 1,000 years\" or \"when the tarrasque awakens.\" This spell also ends if the target takes any damage.", "duration": "Until dispelled", "higher_level": "", - "id": "fa2aa084-0991-4e3d-ad9a-06a9cd4a8a37", + "id": "6d484356-cf3b-4bb3-8ef6-d05e14b1472d", "level": 7, "locations": [ { @@ -9235,7 +9235,7 @@ "desc": "You assume the form of a different creature for the duration. The new form can be of any creature with a challenge rating equal to your level or lower. The creature can't be a construct or an undead, and you must have seen the sort of creature at least once. You transform into an average example of that creature, one without any class levels or the Spellcasting trait.\nYour game statistics are replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus listed in its statistics is higher than yours, use the creature's bonus in place of yours. You can't use any legendary actions or lair actions of the new form.\nYou assume the hit points and Hit Dice of the new form. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\nYou retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can't use any special senses you have (for example, darkvision) unless your new form also has that sense. You can only speak if the creature can normally speak.\nWhen you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions as normal. The DM determines whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change shape or size to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge into your new form. Equipment that merges has no effect in that state.\nDuring this spell's duration, you can use your action to assume a different form following the same restrictions and rules for the original form, with one exception: if your new form has more hit points than your current one, your hit points remain at their current value.", "duration": "Up to 1 hour", "higher_level": "", - "id": "eb476ea9-e8e7-4139-9732-75f277367f04", + "id": "af07edb4-e963-4037-b71e-1d261757d7d8", "level": 9, "locations": [ { @@ -9267,7 +9267,7 @@ "desc": "A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A nonmagical object that isn\u2019t being worn or carried also takes the damage if it\u2019s in the spell\u2019s area.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.", - "id": "b6cd7e40-9c4b-404b-ba2d-e0514154135c", + "id": "492808f9-893d-4004-8bc2-59eae33bdba3", "level": 2, "locations": [ { @@ -9298,7 +9298,7 @@ "desc": "An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.", "duration": "1 round", "higher_level": "", - "id": "d2d90021-d453-4496-871b-d38297bce4af", + "id": "1e2bdc64-f677-4e56-a1cb-8b66ea53aafe", "level": 1, "locations": [ { @@ -9330,7 +9330,7 @@ "desc": "A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.", "duration": "Up to 10 minutes", "higher_level": "", - "id": "7e7b0e89-43b2-46f8-889e-9cafdc8dc149", + "id": "8ca444ba-da31-43b8-92c7-6a40742e049d", "level": 1, "locations": [ { @@ -9361,7 +9361,7 @@ "desc": "The wood of a club or a quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon.", "duration": "1 minute", "higher_level": "", - "id": "4e178259-e190-4fc4-888b-873661705cd4", + "id": "bf9f5b9e-6ffe-45cc-ac6f-83a13b25b5d5", "level": 0, "locations": [ { @@ -9393,7 +9393,7 @@ "desc": "Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.\nThe spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).", "duration": "Instantaneous", "higher_level": "", - "id": "5c100572-ba9f-42fb-8e40-a2d101ced511", + "id": "4580c6d9-b3a2-433f-8442-8b5efbf7f651", "level": 0, "locations": [ { @@ -9425,7 +9425,7 @@ "desc": "For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it.\nCasting a spell that includes a verbal component is impossible there.", "duration": "Up to 10 minutes", "higher_level": "", - "id": "47b14d45-5f73-463f-8082-54492affcf03", + "id": "c2551c4b-bc96-4bf3-82ac-431e87e9d664", "level": 2, "locations": [ { @@ -9459,7 +9459,7 @@ "desc": "You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects.\nYou can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.\nPhysical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.", "duration": "Up to 10 minutes", "higher_level": "", - "id": "7894a4b1-4272-48b6-8842-a260db44cd71", + "id": "49712375-4068-4894-9f0e-f7789b920ce2", "level": 1, "locations": [ { @@ -9490,7 +9490,7 @@ "desc": "You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the original, but it has half the creature's hit point maximum and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates.\nThe simulacrum is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots.\nIf the simulacrum is damaged, you can repair it in an alchemical laboratory, using rare herbs and minerals worth 100 gp per hit point it regains. The simulacrum lasts until it drops to 0 hit points, at which point it reverts to snow and melts instantly.\nIf you cast this spell again, any currently active duplicates you created with this spell are instantly destroyed.", "duration": "Until dispelled", "higher_level": "", - "id": "db752c39-3198-4222-b081-d4ce604d5e68", + "id": "1b4ce24a-842c-4363-a29e-982099d900a6", "level": 7, "locations": [ { @@ -9521,7 +9521,7 @@ "desc": "This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).\nStarting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.\nUndead and creatures immune to being charmed aren't affected by this spell.", "duration": "1 minute", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.", - "id": "ae2da9fc-c70d-49a8-b5f5-a0558fe3516a", + "id": "111548a8-960f-4483-b164-fd4c177a31e7", "level": 1, "locations": [ { @@ -9554,7 +9554,7 @@ "desc": "Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused.\nThe ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a dexterity saving throw. On a failed save, it falls prone.\nIf a creature is concentrating in the spell's area, the creature must make a successful constitution saving throw against your spell save DC or lose concentration.", "duration": "Up to 1 minute", "higher_level": "", - "id": "15f7ae92-6917-4b8e-93b1-ee72480ddee9", + "id": "b73f667d-1a26-48f7-9d83-cb02b47f0ed6", "level": 3, "locations": [ { @@ -9587,7 +9587,7 @@ "desc": "You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a wisdom saving throw or be affected by this spell for the duration.\nAn affected target's speed is halved, it takes a -2 penalty to AC and dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.\nIf the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.\nA creature affected by this spell makes another wisdom saving throw at the end of its turn. On a successful save, the effect ends for it.", "duration": "Up to 1 minute", "higher_level": "", - "id": "d8584996-ccc9-40d5-9faa-415ea7f0da57", + "id": "9e081365-2185-4c12-9bbc-33a216bef27c", "level": 3, "locations": [ { @@ -9622,7 +9622,7 @@ "desc": "You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.", "duration": "Instantaneous", "higher_level": "", - "id": "9fd2efd9-b494-4284-909b-886288d4b59d", + "id": "6eff5072-1950-4374-a7f7-6a435b4478db", "level": 0, "locations": [ { @@ -9652,7 +9652,7 @@ "desc": "You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at a minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.", "duration": "10 minutes", "higher_level": "", - "id": "a97d7a3d-153b-49da-b39d-c1c00c556be6", + "id": "7a58f551-20cd-47fb-8ef6-2bdd06f679ec", "level": 1, "locations": [ { @@ -9684,7 +9684,7 @@ "desc": "You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can't be undead. The spell fails if the corpse was the target of this spell within the last 10 days.\nUntil the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.", "duration": "10 minutes", "higher_level": "", - "id": "2033b5f1-7fe0-4523-875d-279b43c77b3f", + "id": "10c77538-ac77-4cbe-a59b-c799af444c02", "level": 3, "locations": [ { @@ -9719,7 +9719,7 @@ "desc": "You imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell's area within the past day, gaining information about creatures that have passed, weather, and other circumstances.\nYou can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example.\nPlants might be able to perform other tasks on your behalf, at the DM's discretion. The spell doesn't enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks.\nIf a plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it.\nThis spell can cause the plants created by the entangle spell to release a restrained creature.", "duration": "10 minutes", "higher_level": "", - "id": "92f89516-cc28-4c5b-ac32-379b7e857d62", + "id": "6046515f-9ecd-4269-a727-b7d422501875", "level": 3, "locations": [ { @@ -9753,7 +9753,7 @@ "desc": "Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.", "duration": "Up to 1 hour", "higher_level": "", - "id": "69b417d8-efa5-467b-a069-741bd652ddfd", + "id": "fb7a2be5-0eca-43f9-ab2b-3dceb59aa3b0", "level": 2, "locations": [ { @@ -9786,7 +9786,7 @@ "desc": "The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.\nThe transformation of the ground is camouflaged to look natural. Any creature that can\u2019t see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.", "duration": "Up to 10 minutes", "higher_level": "", - "id": "830dc256-f07e-47e9-b16f-64f433a48a41", + "id": "874a2435-bfd6-4875-8af8-803487ac070f", "level": 2, "locations": [ { @@ -9818,7 +9818,7 @@ "desc": "You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.\nWhen you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.", "duration": "Up to 10 minutes", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.", - "id": "7928f7b1-f321-40de-a3f1-d0004c3f18ba", + "id": "b347b5aa-fe41-45eb-8500-3e1397eb3fbe", "level": 3, "locations": [ { @@ -9848,7 +9848,7 @@ "desc": "You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.\nAs a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.\nThe weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon.", "duration": "1 minute", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above the 2nd.", - "id": "0199a439-c28e-4c28-afca-398c95999312", + "id": "bbe42caa-ba98-4f6f-99d8-a4d62adea128", "level": 2, "locations": [ { @@ -9878,7 +9878,7 @@ "desc": "The next time you hit a creature with a melee weapon attack during this spell's duration, your weapon pierces both body and mind, and the attack deals an extra 4d6 psychic damage to the target. The target must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls and ability checks, and can't take reactions, until the end of its next turn.", "duration": "Up to 1 minute", "higher_level": "", - "id": "0a2f943c-634e-498e-be41-48d65a85b7a8", + "id": "362465af-f1d5-4507-b07a-3b738d5a45eb", "level": 4, "locations": [ { @@ -9909,7 +9909,7 @@ "desc": "You create a 20-foot-radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration.\nEach creature that is completely within the cloud at the start of its turn must make a constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw.\nA moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.", "duration": "Up to 1 minute", "higher_level": "", - "id": "e87379f1-d918-4c95-80b5-fdc54829822d", + "id": "cf2fbc00-e35a-4c94-8c75-b6e3793eaaaf", "level": 3, "locations": [ { @@ -9945,7 +9945,7 @@ "desc": "You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn't possible.", "duration": "Instantaneous", "higher_level": "", - "id": "78022c1e-d156-4ce9-a5b4-9da2d11ecebb", + "id": "57b91f8f-152f-4063-ba38-b1ab8f7338b3", "level": 4, "locations": [ { @@ -9980,7 +9980,7 @@ "desc": "This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.", "duration": "Up to 1 hour", "higher_level": "", - "id": "cb525054-4de6-41a7-8850-78829801f95d", + "id": "5d89696a-fd4a-4e83-b618-5fa12d7312ea", "level": 4, "locations": [ { @@ -10010,7 +10010,7 @@ "desc": "A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 5 minutes.\nEach round you maintain concentration on this spell, the storm produces additional effects on your turn.\nRound 2.\n Acidic rain falls from the cloud. Each creature and object under the cloud takes 1d6 acid damage.\nRound 3.\n You call six bolts of lightning from the cloud to strike six creatures or objects of your choice beneath the cloud. A given creature or object can't be struck by more than one bolt. A struck creature must make a dexterity saving throw. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.\nRound 4.\n Hailstones rain down from the cloud. Each creature under the cloud takes 2d6 bludgeoning damage.\nRound 5-10.\n Gusts and freezing rain assail the area under the cloud. The area becomes difficult terrain and is heavily obscured. Each creature there takes 1d6 cold damage. Ranged weapon attacks in the area are impossible. The wind and rain count as a severe distraction for the purposes of maintaining concentration on spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical.", "duration": "Up to 1 minute", "higher_level": "", - "id": "b2702d5d-0fbb-4ab7-a024-f4a26a05151e", + "id": "f2eadc53-2e8c-4fff-99c8-9bf8957cb3b1", "level": 9, "locations": [ { @@ -10041,7 +10041,7 @@ "desc": "You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.\nThe target must make a wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.\nYou can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed.\nIf you or any of your companions damage the target, the spell ends.", "duration": "Up to 8 hours", "higher_level": "", - "id": "69f1fe93-9b30-4fa0-9630-772501a04bfd", + "id": "cb745797-bf30-44d0-af4d-bba5f789c473", "level": 2, "locations": [ { @@ -10074,7 +10074,7 @@ "desc": "A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw.\nYou can create a new line of radiance as your action on any turn until the spell ends.\nFor the duration, a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This light is sunlight.", "duration": "Up to 1 minute", "higher_level": "", - "id": "3b50ec67-7a9b-40ea-98da-f2e55c97c12b", + "id": "64f6aa66-0abc-4831-a57c-48d784c345ea", "level": 6, "locations": [ { @@ -10108,7 +10108,7 @@ "desc": "Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw.\nA creature blinded by this spell makes another constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.\nThis spell dispels any darkness in its area that was created by a spell.", "duration": "Instantaneous", "higher_level": "", - "id": "8fcf7a46-4831-48fb-81dc-8fd0a084e69b", + "id": "58f8c28d-4371-45b2-91e9-f9e81dd590f3", "level": 8, "locations": [ { @@ -10140,7 +10140,7 @@ "desc": "You transmute your quiver so it produces an endless supply of nonmagical ammunition, which seems to leap into your hand when you reach for it.\nOn each of your turns until the spell ends, you can use a bonus action to make two attacks with a weapon that uses ammunition from the quiver. Each time you make such a ranged attack, your quiver magically replaces the piece of ammunition you used with a similar piece of nonmagical ammunition. Any pieces of ammunition created by this spell disintegrate when the spell ends. If the quiver leaves your possession, the spell ends.", "duration": "Up to 1 minute", "higher_level": "", - "id": "29e683da-44ab-41bf-ab83-232b50a8c0c1", + "id": "771c8f7e-3b29-44d8-acfb-1f97fd54f49e", "level": 5, "locations": [ { @@ -10171,7 +10171,7 @@ "desc": "When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.\nThe glyph is nearly invisible, requiring an Intelligence (Investigation) check against your spell save DC to find it.\nYou decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most common triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph.\nYou can further refine the trigger so the spell is activated only under certain circumstances or according to a creature's physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also specify creatures that don't trigger the glyph, such as those who say a certain password.\nWhen you inscribe the glyph, choose one of the options below for its effect. Once triggered, the glyph glows, filling a 60-foot-radius sphere with dim light for 10 minutes, after which time the spell ends. Each creature in the sphere when the glyph activates is targeted by its effect, as is a creature that enters the sphere for the first time on a turn or ends its turn there.\nDeath.\n Each target must make a Constitution saving throw, taking 10d 10 necrotic damage on a failed save, or half as much damage on a successful save.\nDiscord.\n Each target must make a Constitution saving throw. On a failed save, a target bickers and argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has disadvantage on attack rolls and ability checks.\nFear.\n Each target must make a Wisdom saving throw and becomes frightened for 1 minute on a failed save. While frightened, the target drops whatever it is holding and must move at least 30 feet away from the glyph on each of its turns, if able.\nHopelessness.\n Each target must make a Charisma saving throw. On a failed save, the target is overwhelmed with despair for 1 minute. During this time, it can't attack or target any creature with harmful abilities, spells, or other magical effects.\nInsanity.\n Each target must make an Intelligence saving throw. On a failed save, the target is driven insane for 1 minute. An insane creature can't take actions, can't understand what other creatures say, can't read, and speaks only in gibberish. The DM controls its movement, which is erratic.\nPain.\n Each target must make a Constitution saving throw and becomes incapacitated with excruciating pain for 1 minute on a failed save.\nSleep.\n Each target must make a Wisdom saving throw and falls unconscious for 10 minutes on a failed save. A creature awakens if it takes damage or if someone uses an action to shake or slap it awake.\nStunning.\n Each target must make a Wisdom saving throw and becomes stunned for 1 minute on a failed save.", "duration": "Until dispelled or triggered", "higher_level": "", - "id": "4c6dcd49-9d12-4080-b3e3-222ef8f5b0a7", + "id": "1bb1e7ea-c470-4112-8dfd-b9750d6c60f0", "level": 7, "locations": [ { @@ -10204,7 +10204,7 @@ "desc": "A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected.\nAt the end of each of its turns, and each time it takes damage, the target can make another wisdom saving throw. The target had advantage on the saving throw if it's triggered by damage. On a success, the spell ends.", "duration": "Up to 1 minute", "higher_level": "", - "id": "ef6889f8-78a0-4d0d-b830-18bec784331e", + "id": "64c9e2c6-dd40-4287-b7de-3d34fc937327", "level": 1, "locations": [ { @@ -10235,7 +10235,7 @@ "desc": "You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.\nCreature.\n You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature's Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.\nOn subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.\nObject.\n You can try to move an object that weighs up to 1,000 pounds. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell.\nIf the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature's Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell.\nYou can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.", "duration": "Up to 10 minutes", "higher_level": "", - "id": "4ef18843-25c7-4430-a1cc-de388a84209e", + "id": "411a8eb1-9c90-4ef2-9bb2-14499f5084ca", "level": 5, "locations": [ { @@ -10264,7 +10264,7 @@ "desc": "You create a telepathic link between yourself and a willing creature with which you are familiar. The creature can be anywhere on the same plane of existence as you. The spell ends if you or the target are no longer on the same plane.\nUntil the spell ends, you and the target can instantaneously share words, images, sounds, and other sensory messages with one another through the link, and the target recognizes you as the creature it is communicating with. The spell enables a creature with an Intelligence score of at least 1 to understand the meaning of your words and take in the scope of any sensory messages you send to it.", "duration": "24 hours", "higher_level": "", - "id": "e3aa62a9-e118-4118-a0cd-ffcee417e88d", + "id": "b1a64730-ff0d-45f6-81f3-fbdb2bd42325", "level": 8, "locations": [ { @@ -10293,7 +10293,7 @@ "desc": "This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can't be held or carried by an unwilling creature.\nThe destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls d100 and consults the table.\n\nPermanent circle:\n01\u2013100\tOn target\n\nAssociated object:\n01\u2013100\tOn target\n\nVery familiar:\n01\u201305\tMishap\n06\u201313\tSimilar Area\n14\u201324\tOff Target\n25\u2013100\tOn Target\n\nSeen casually:\n01\u201333\tMishap\n34\u201343\tSimilar Area\n44\u201353\tOff Target\n54\u2013100\tOff Target\n\nViewed once:\n01\u201343\tMishap\n44\u201353\tSimilar Area\n54\u201373\tOff Target\n74\u2013100\n\nDescription:\n01\u201343\tMishap\n44\u201353\tSimilar Area\n54\u201373\tOff Target\n74\u2013100\tOn Target\n\nFalse destination:\n01\u201350\tMishap\n51\u2013100\tSimilar Area\n\nFamiliarity. \"Permanent circle\" means a permanent teleportation circle whose sigil sequence you know. \"Associated object\" means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard's library, bed linen from a royal suite, or a chunk of marble from a lich's secret tomb.\n\"Very familiar\" is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell. \"Seen casually\" is someplace you have seen more than once but with which you aren't very familiar. \"Viewed once\" is a place you have seen once, possibly using magic. \"Description\" is a place whose location and appearance you know through someone else's description, perhaps from a map. \"False destination\" is a place that doesn't exist. Perhaps you tried to scry an enemy's sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists.\nOn Target. You and your group (or the target object) appear where you want to.\nOff Target. You and your group (or the largest object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 x 1d10 percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. The DM determines the direction off target randomly by rolling a d8 and designaling 1 as north, 2 as northeast, 3 as east, and so on around the points of lhe compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble.\nSimilar Area. You and your group (or the target object) wind up in a different area that's visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizard's laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane.\nMishap. The spell's unpredictable magic results in a difficult journey. Each teleporting crealure (or the target object) takes 3d10 force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).", "duration": "Instantaneous", "higher_level": "", - "id": "f18f15dd-79dc-4c6d-aa8f-f2ba0b9095f5", + "id": "9f34bf1b-61d7-482c-baed-f958f2f0f39e", "level": 7, "locations": [ { @@ -10323,7 +10323,7 @@ "desc": "As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.\nMany major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence\u2014a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the DM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.\nYou can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way.", "duration": "1 round", "higher_level": "", - "id": "8e51ac64-ca46-42ca-bcbe-a1af333342ef", + "id": "d4f763b4-02a8-4251-8afc-84bf7d721fff", "level": 5, "locations": [ { @@ -10355,7 +10355,7 @@ "desc": "This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.\nThe disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. If can move across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more. For example, the disk can't move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.\nIf you move more than 100 feet away from the disk (typically because it can't move around an obstacle to follow you), the spell ends.", "duration": "1 hour", "higher_level": "", - "id": "88c58368-14bf-451e-b7ac-266ca5a21477", + "id": "da5a628f-68cd-408e-9989-580230e9f9d2", "level": 1, "locations": [ { @@ -10384,7 +10384,7 @@ "desc": "You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range.\n- Your voice booms up to three times as loud as normal for 1 minute.\n- You cause flames to flicker, brighten, dim, or change color for 1 minute.\n- You cause harmless tremors in the ground for 1 minute.\n- You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.\n- You instantaneously cause an unlocked door or window to fly open or slam shut.\n- You alter the appearance of your eyes for 1 minute.\nIf you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.", "duration": "1 minute", "higher_level": "", - "id": "81e1f62f-fc23-4d11-abcf-ef06e8173ad4", + "id": "e0e5b154-92e3-4db5-ba4a-b1056be178b4", "level": 0, "locations": [ { @@ -10416,7 +10416,7 @@ "desc": "You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.\nThis spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", "duration": "Instantaneous", "higher_level": "", - "id": "8ed1d55b-1f18-4445-a61b-c1c13522e3ff", + "id": "a8c1d5e7-120e-4bf9-a293-8813d1faec97", "level": 0, "locations": [ { @@ -10443,7 +10443,7 @@ "desc": "The first time you hit with a melee weapon attack during this spell's duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.", "duration": "Up to 1 minute", "higher_level": "", - "id": "d067a0df-0191-42c6-b942-d75363bd1bb8", + "id": "d445c089-bfb9-44f2-8222-a5e2e2cf1bec", "level": 1, "locations": [ { @@ -10474,7 +10474,7 @@ "desc": "A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.\nIn addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.", - "id": "61b262d6-8869-4d6b-a2a5-1b871f4d696f", + "id": "604ff10d-697a-4e5e-85e1-9534f41cc30a", "level": 1, "locations": [ { @@ -10504,7 +10504,7 @@ "desc": "You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal.\nThis spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it.", "duration": "Instantaneous", "higher_level": "", - "id": "bd9f5c42-0c3b-4ab8-b7dc-efa75093020b", + "id": "22107baa-4ad5-45a9-9e72-48f19a9a03e3", "level": 9, "locations": [ { @@ -10536,7 +10536,7 @@ "desc": "This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.", "duration": "1 hour", "higher_level": "", - "id": "0d99527f-e885-4a08-8d9c-d47f48adbcfd", + "id": "957435a4-39b8-4934-8a59-8ea068eae863", "level": 3, "locations": [ { @@ -10566,7 +10566,7 @@ "desc": "This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before. For the duration, any creature can step into the target plant and exit from the destination plant by using 5 feet of movement.", "duration": "1 round", "higher_level": "", - "id": "57be03a1-c37a-4c77-b7ab-6609097f7706", + "id": "7e47f091-e53d-40fc-9be7-83fc3ae89fd8", "level": 6, "locations": [ { @@ -10595,7 +10595,7 @@ "desc": "You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered.\nYou can use this transportation ability once per round for the duration. You must end each turn outside a tree.", "duration": "Up to 1 minute", "higher_level": "", - "id": "26cadd5a-5b2f-4d14-8432-7ffd1915ed53", + "id": "7f373f94-a452-4365-8bb2-c4b4253791cb", "level": 5, "locations": [ { @@ -10628,7 +10628,7 @@ "desc": "Choose one creature or nonmagical object that you can see within range. You transform the creature into a different creature, the creature into an object, or the object into a creature (the object must be neither worn nor carried by another creature). The transformation lasts for the duration, or until the target drops to 0 hit points or dies. If you concentrate on this spell for the full duration, the transformation becomes permanent. This spell can't affect a target that has 0 hit points.\nShapechangers aren't affected by this spell. An unwilling creature can make a wisdom saving throw, and if it succeeds, it isn't affected by this spell.\nCreature into Creature.\n If you turn a creature into another kind of creature, the new form can be any kind you choose whose challenge rating is equal to or less than the target's (or its level, if the target doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the new form. It retains its alignment and personality.\nThe target assumes the hit points of its new form, and when it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious.\nThe creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech unless its new form is capable of such actions.\nThe target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.\nObject into Creature.\n You can turn an object into any kind of creature, as long as the creature's size is no larger than the object's size and the creature's challenge rating is 9 or lower. The creature is friendly to you and your companions. It acts on each of your turns. You decide what action it takes and how it moves. The DM has the creature's statistics and resolves all of its actions and movement.\nIf the spell becomes permanent, you no longer control the creature. It might remain friendly to you, depending on how you have treated it.\nCreature into Object.\n If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form. The creature's statistics become those of the object, and the creature has no memory of time spent in this form, after the spell ends and it returns to its normal form.", "duration": "Up to 1 hour", "higher_level": "", - "id": "6b0d82ec-fa80-412f-9ac8-24c9f0df320f", + "id": "ca715663-01ec-493f-a245-4d8b0e2c2ea1", "level": 9, "locations": [ { @@ -10658,7 +10658,7 @@ "desc": "You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature's soul is free and willing, the creature is restored to life with all its hit points.\nThis spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs.\nThe spell can even provide a new body if the original no longer exists, in which case you must speak the creature's name. The creature then appears in an unoccupied space you choose within 10 feet of you.", "duration": "Instantaneous", "higher_level": "", - "id": "91907022-dc06-473e-af59-5c9f2f5d5053", + "id": "887b4da6-145f-456b-8f14-95c6da91ecd3", "level": 9, "locations": [ { @@ -10691,7 +10691,7 @@ "desc": "This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.", "duration": "1 hour", "higher_level": "", - "id": "965dacf7-d2d5-4abf-9443-659ff62fc7c5", + "id": "04b68971-b6ac-478f-96f8-7c4385d44d60", "level": 6, "locations": [ { @@ -10721,7 +10721,7 @@ "desc": "You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended.", "duration": "Up to 1 round", "higher_level": "", - "id": "3da244d7-8a8a-4994-bcd2-d8fde403c45c", + "id": "e7f22b43-8781-47f6-87d2-6167059cd483", "level": 0, "locations": [ { @@ -10751,7 +10751,7 @@ "desc": "A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration.\nWhen the wall appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 6d10 bludgeoning damage, or half as much damage on a successful save.\nAt the start of each of your turns, after the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take 5d10 bludgeoning damage. A creature can take this damage only once per round. At the end of the turn, the wall's height is reduced by 50 feet, and the damage creatures take from the spell on subsequent rounds is reduced by 1d10. When the wall reaches 0 feet in height, the spell ends.\nA creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful Strength (Athletics) check against your spell save DC in order to move at all. If it fails the check, it can't move. A creature that moves out of the area falls to the ground.", "duration": "Up to 6 rounds", "higher_level": "", - "id": "b3995046-347a-4a5b-b34a-20736596e6f8", + "id": "56139c12-00aa-4cca-bd16-55ac245705bd", "level": 8, "locations": [ { @@ -10782,7 +10782,7 @@ "desc": "This spell creates an invisible, mindless, shapeless force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends.\nOnce on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.\nIf you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.", "duration": "1 hour", "higher_level": "", - "id": "48d10f7c-1359-45e9-b10c-365e02912736", + "id": "d2dd6d07-bc51-44f4-b301-01f55fceeeb1", "level": 1, "locations": [ { @@ -10813,7 +10813,7 @@ "desc": "The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.", "duration": "Up to 1 minute", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.", - "id": "efc95d2c-ef7e-4d30-b602-2241d60579f7", + "id": "4b045031-9efb-4005-ab68-965b88a0bb42", "level": 3, "locations": [ { @@ -10845,7 +10845,7 @@ "desc": "You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.\nThis spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).", "duration": "Instantaneous", "higher_level": "", - "id": "8c17d220-f852-4119-ae01-8990d13dfaf9", + "id": "46f50b9f-d1fc-4ac5-b47f-b45890eea22f", "level": 0, "locations": [ { @@ -10876,7 +10876,7 @@ "desc": "You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.\nWhen the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.\nOne side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet o f that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side o f the wall deals no damage.\nThe other side of the wall deals no damage.", "duration": "Up to 1 minute", "higher_level": "When you cast this spell using a level spell slot 5 or more, the damage of the spell increases by 1d8 for each level of higher spell slot to 4.", - "id": "a65b8d22-e883-406a-8c03-70e4dfdd36bc", + "id": "e5a13d10-be4a-42f2-b30e-51435a48e7a3", "level": 4, "locations": [ { @@ -10907,7 +10907,7 @@ "desc": "An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side).\nNothing can physically pass through the wall. It is immune to all damage and can't be dispelled by dispel magic. A disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.", "duration": "Up to 10 minutes", "higher_level": "", - "id": "81ab80d3-81d0-4599-b67d-a36ece49104c", + "id": "f223c5a0-dc86-4de1-967d-e0357ba75288", "level": 5, "locations": [ { @@ -10936,7 +10936,7 @@ "desc": "You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration.\nIf the wall cuts through a creature's space when it appears, the creature within its area is pushed to one side of the wall and must make a dexterity saving throw. On a failed save, the creature takes 10d6 cold damage, or half as much damage on a successful save.\nThe wall is an object that can be damaged and thus breached. It has AC 12 and 30 hit points per 10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit points destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a constitution saving throw. That creature takes 5d6 cold damage on a failed save, or half as much damage on a successful one.", "duration": "Up to 10 minutes", "higher_level": "When you cast this spell using a spell slot of 7th level or higher, the damage the wall deals when it appears increases by 2d6, and the damage from passing through the sheet of frigid air increases by 1d6, for each slot level above 6th.", - "id": "8c41b0d0-562a-419c-a783-0271c6aad9db", + "id": "70dd2c4f-6d7b-4425-9436-c257bc4ee1d4", "level": 6, "locations": [ { @@ -10968,7 +10968,7 @@ "desc": "A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.\nIf the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.\nThe wall can have any shape you desire, though it can't occupy the same space as a creature or object. The wall doesn't need to be vertical or rest on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp.\nIf you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on.\nThe wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the DM's discretion.\nIf you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can't be dispelled. Otherwise, the wall disappears when the spell ends.", "duration": "Up to 10 minutes", "higher_level": "", - "id": "5ce6421e-7692-4461-9d39-2a0f2eaef2ea", + "id": "0e625287-4ceb-4ff2-b687-f33fe5fd053b", "level": 5, "locations": [ { @@ -10999,7 +10999,7 @@ "desc": "You create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight.\nWhen the wall appears, each creature within its area must make a dexterity saving throw. On a failed save, a creature takes 7d8 piercing damage, or half as much damage on a successful save.\nA creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters the wall on a turn or ends its turn there, the creature must make a dexterity saving throw. It takes 7d8 slashing damage on a failed save, or half as much damage on a successful one.", "duration": "Up to 10 minutes", "higher_level": "When you cast this spell using a spell slot of 7th level or higher, both types of damage increase by 1d8 for each slot level above 6th.", - "id": "604407fd-4903-4702-bbdf-0f2079e0a709", + "id": "8200e253-dcf9-4854-a0cb-393e0a18a996", "level": 6, "locations": [ { @@ -11028,7 +11028,7 @@ "desc": "This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage.\nThe spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet.\nIt also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.", "duration": "1 hour", "higher_level": "", - "id": "ab2746da-796c-405e-afc6-97f66fc0ae1d", + "id": "77a38088-a111-49ac-900f-c623a10e6e5b", "level": 2, "locations": [ { @@ -11066,7 +11066,7 @@ "desc": "This spell gives a maximum of ten willing creatures within range and you can see, the ability to breathe underwater until the end of its term. Affected creatures also retain their normal breathing pattern.", "duration": "24 hours", "higher_level": "", - "id": "a1c16634-f7d1-440d-870c-68f4d99712b9", + "id": "6ccb0e29-3df1-46aa-bb32-f2e95d12ff18", "level": 3, "locations": [ { @@ -11102,7 +11102,7 @@ "desc": "This spell grants the ability to move across any liquid surface\u2014such as water, acid, mud, snow, quicksand, or lava\u2014as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.\nIf you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.", "duration": "1 hour", "higher_level": "", - "id": "0210013c-0852-4ab6-b481-3a35063dd075", + "id": "eb21f97d-4eb6-4750-b455-a0d4434ddc0f", "level": 3, "locations": [ { @@ -11136,7 +11136,7 @@ "desc": "You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.\nIf the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.\nEach creature that starts its turn in the webs or that enters them during its turn must make a dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.\nA creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.\nThe webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.", "duration": "Up to 1 hour", "higher_level": "", - "id": "4d60978a-6737-4172-9617-ef6e5da2d9fd", + "id": "42ef9baf-1217-4b0a-b700-584e6bb0d395", "level": 2, "locations": [ { @@ -11167,7 +11167,7 @@ "desc": "Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, visible only to them. Each creature in a 30-foot-radius sphere centered on a point of your choice within range must make a wisdom saving throw. On a failed save, a creature becomes frightened for the duration. The illusion calls on the creature's deepest fears, manifesting its worst nightmares as an implacable threat. At the end of each of the frightened creature's turns, it must succeed on a wisdom saving throw or take 4 d10 psychic damage. On a successful save, the spell ends for that creature.", "duration": "Up to 1 minute", "higher_level": "", - "id": "25e94a20-cbc9-404f-ac8b-86d033152568", + "id": "b395775c-ff60-4c71-82bb-c9d9bc3e8807", "level": 9, "locations": [ { @@ -11199,7 +11199,7 @@ "desc": "You and up to ten willing creatures you can see within range assume a gaseous form for the duration, appearing as wisps of cloud. While in this cloud form, a creature has a flying speed of 300 feet and has resistance to damage from nonmagical weapons. The only actions a creature can take in this form are the Dash action or to revert to its normal form. Reverting takes 1 minute, during which time a creature is incapacitated and can't move. Until the spell ends, a creature can revert to cloud form, which also requires the 1-minute transformation.\nIf a creature is in cloud form and flying when the effect ends, the creature descends 60 feet per round for 1 minute until it lands, which it does safely. If it can't land after 1 minute, the creature falls the remaining distance.", "duration": "8 hours", "higher_level": "", - "id": "1a9eada1-13d2-419b-bb0d-c824a91180cf", + "id": "5913322b-f95b-4b60-9555-3ee6ab3f1e36", "level": 6, "locations": [ { @@ -11229,7 +11229,7 @@ "desc": "A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.\nWhen the wall appears, each creature within its area must make a strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one.\nThe strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can't pass through it.", "duration": "Up to 1 minute", "higher_level": "", - "id": "209b10c4-d47d-411d-8bf5-393b9606eb2a", + "id": "69069a8f-5f1b-4d6f-843e-4cd902a5cdf1", "level": 3, "locations": [ { @@ -11259,7 +11259,7 @@ "desc": "Wish is the mightiest spell a mortal creature can cast. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires.\nThe basic use of this spell is to duplicate any other spell of 8th level or lower. You don't need to meet any requirements in that spell, including costly components. The spell simply takes effect.\nAlternatively, you can create one of the following effects of your choice:\n- You create one object of up to 25,000 gp in value that isn't a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space you can see on the ground.\n- You allow up to twenty creatures that you can see to regain all hit points, and you end all effects on them described in the greater restoration spell.\n- You grant up to ten creatures that you can see resistance to a damage type you choose.\n- You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours. For instance, you could make yourself and all your companions immune to a lich's life drain attack.\n- You undo a single recent event by forcing a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a wish spell could undo an opponent's successful save, a foe's critical hit, or a friend's failed save. You can force the reroll to be made with advantage or disadvantage, and you can choose whether to use the reroll or the original roll.\nYou might be able to achieve something beyond the scope of the above examples. State your wish to the GM as precisely as possible. The GM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might only be partly achieved, or you might suffer some unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a legendary magic item or artifact might instantly transport you to the presence of the item's current owner.\nThe stress of casting this spell to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a long rest, you take 1d10 necrotic damage per level of that spell. This damage can't be reduced or prevented in any way. In addition, your Strength drops to 3, if it isn't 3 or lower already, for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast wish ever again if you suffer this stress.", "duration": "Instantaneous", "higher_level": "", - "id": "c44b19b4-9de3-4baf-a748-cb4758de7cec", + "id": "bdb8d11b-f457-4bef-b527-fd76fee0d80d", "level": 9, "locations": [ { @@ -11290,7 +11290,7 @@ "desc": "A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell's range or if it has total cover from you.", "duration": "Up to 1 minute", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each spell slot above 1st.", - "id": "007fd133-96be-4576-9e41-7751e9794922", + "id": "7e43dd58-6108-4bd8-ab8a-5d9142333a4c", "level": 1, "locations": [ { @@ -11317,7 +11317,7 @@ "desc": "You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary, the spell has no effect.\nYou must designate a sanctuary by casting this spell within a location, such as a temple, dedicated to or strongly linked to your deity. If you attempt to cast the spell in this manner in an area that isn't dedicated to your deity, the spell has no effect.", "duration": "Instantaneous", "higher_level": "", - "id": "641f5484-71b2-4b3a-95c3-344667d7aba8", + "id": "9be57552-85f8-4e7c-b897-73205764b23f", "level": 6, "locations": [ { @@ -11344,7 +11344,7 @@ "desc": "The next time you hit with a melee weapon attack during this spell's duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.", "duration": "Up to 1 minute", "higher_level": "", - "id": "ade9e453-8338-42af-b175-f5842fbe5ebc", + "id": "e63dd57b-cc23-4308-b5ee-b59946f02760", "level": 1, "locations": [ { @@ -11374,7 +11374,7 @@ "desc": "You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.\nAn affected creature is aware of the fate and can avoid answering questions she would normally have responded with a lie. Such a creature can remain evasive in his answers as they remain within the limits of truth.", "duration": "10 minutes", "higher_level": "", - "id": "5b70cad8-dc2b-4a53-8d59-23b3fd54fc8f", + "id": "3e71f1d8-d61c-4d6b-9994-e163109c39af", "level": 2, "locations": [ { @@ -11407,7 +11407,7 @@ "desc": "You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren't affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 10d8 necrotic damage on a failed save, or half as much damage on a successful one.", "duration": "Instantaneous", "higher_level": "", - "id": "8ee91eb3-63c6-4407-8546-5e01c83480d5", + "id": "82562a70-ba7c-48ed-acfb-dfcacd105cd8", "level": 8, "locations": [ { @@ -11438,7 +11438,7 @@ "desc": "The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.", "duration": "1 round", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.", - "id": "389cf773-1a4d-48c2-944b-bb3ce826efe6", + "id": "298ee924-658c-4b77-9404-d3ac064de9d2", "level": 1, "locations": [ { @@ -11468,7 +11468,7 @@ "desc": "A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.", - "id": "6e85e2e8-58d7-4554-b8bb-c5807c564282", + "id": "21e630a1-67b7-4719-89c5-599b1b5a1888", "level": 2, "locations": [ { @@ -11498,7 +11498,7 @@ "desc": "You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast's Intelligence is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.", "duration": "Up to 10 minutes", "higher_level": "", - "id": "5f4930b1-2402-4f60-9136-58644bdeee72", + "id": "22fa37f1-765c-4ef0-a83d-34de9b343dca", "level": 1, "locations": [ { @@ -11526,7 +11526,7 @@ "desc": "You cause up to six pillars of stone to burst from places on the ground that you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can target ground under a creature if that creature is Medium or smaller. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a 10-foot radius. The rubble lasts until cleared.\nIf a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 7th level or higher, you can create two additional pillars for each slot level above 6th.", - "id": "476eb58e-0f00-4e89-becc-608d887c6b99", + "id": "27e94b15-6d39-46eb-9eae-d6650f4498ab", "level": 6, "locations": [ { @@ -11555,7 +11555,7 @@ "desc": "Choose one object weighing 1 to 5 pounds within range that isn't being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.", - "id": "03019208-e06c-4805-bbab-c197c7a6c928", + "id": "0d06e955-8817-4719-96a2-45d9914b8fbf", "level": 1, "locations": [ { @@ -11586,7 +11586,7 @@ "desc": "You make a calming gesture, and up to three willing creatures of your choice that you can see within range fall unconscious for the spell's duration. The spell ends on a target early if it takes damage or someone uses an action to shake or slap it awake. If a target remains unconscious for the full duration, that target gains the benefit of a short rest, and it can't be affected by this spell again until it finishes a long rest.", "duration": "10 minutes", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, you can target one additional willing creature for each slot level above 3rd.", - "id": "293cdfb7-31c2-40b2-b960-25f594d35b49", + "id": "bb6e3746-6381-4d8c-9274-a811842b364b", "level": 3, "locations": [ { @@ -11614,7 +11614,7 @@ "desc": "You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", "duration": "Up to 1 minute", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each level above 1st. The creatures must be within 30 feet of each other when you target them.", - "id": "79fc0551-df26-4b0b-97df-7bf60c937986", + "id": "c7f0a453-3476-47cb-9617-e01acebf4eaa", "level": 1, "locations": [ { @@ -11644,7 +11644,7 @@ "desc": "You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting.\nAtonement\nYou touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment.\nBless Water\nYou touch one vial of water and cause it to become holy water.\nComing of Age\nYou touch one humanoid who is a young adult. For the next 24 hours, whenver the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once.\nDedication\nYou touch one humanoid who wishes to be dedicated to your god's service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once.\nFuneral Rite\nYou touch one corpse, and for the next 7 days, the target can't become undead by any means short of a wish spell\nWedding\nYou touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.", "duration": "Instantaneous", "higher_level": "", - "id": "a7f91d04-fe00-4659-af50-626157c8758b", + "id": "3a49294c-849a-46e8-8701-965afeddb9cb", "level": 1, "locations": [ { @@ -11672,7 +11672,7 @@ "desc": "You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack's damage type, as shown below\nd8 Damage Type\n1 Acid\n2 Cold\n3 Fire\n4 Force\n5 Lightning\n6 Poison\n7 Psychic\n8 Thunder\nIf you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again.\nA creature can be targeted only once by each casting of this spell.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, each target takes 1d6 extra damage of the type rolled for each slot level above 1st.", - "id": "d71fd098-d139-4854-957d-23af1c7db003", + "id": "8e3d07bd-7580-40c3-82d7-a6b0efe46ac7", "level": 1, "locations": [ { @@ -11704,7 +11704,7 @@ "desc": "You attempt to charm a creature you can see within range. It must make a Wisdom saving throw, and it does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature is friendly to you. When the spell ends, the creature knows it was charmed by you.", "duration": "1 hour", "higher_level": "When you case this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.", - "id": "0805ba13-efe9-4d3a-b590-42238bcf6552", + "id": "62e8ef7a-8d75-4a30-a0d4-19a5db31d807", "level": 4, "locations": [ { @@ -11733,7 +11733,7 @@ "desc": "You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways.\nYou instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.\nYou instantaneously extinguish the flames within the cube.\nYou double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.\nYou cause simple shapes-such as the vague form of a creature, an inanimate object, or a location-to appear within the flames and animate as you like. The shapes last for 1 hour.\nIf you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.", "duration": "Instantaneous or 1 hour (see below)", "higher_level": "", - "id": "2a750805-d281-42b4-b48e-49fac62e4954", + "id": "26111ffe-fb12-4e1c-a464-7239cbeaaea0", "level": 0, "locations": [ { @@ -11763,7 +11763,7 @@ "desc": "You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell's duration, unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one you've halted.\nGusts: A wind picks up within the cube, continually blowing in a horizontal direction that you choose. You choose the intensity of the wind - calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that pass through it or that are made against targets within the cube have disadvantage on their attack rolls. If the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved.\nDowndraft: You cause a sustained blast of strong wind to blow downward from the top of the cube. Ranged weapon attacks that pass through the cube or that are made against targets within it have disadvantage on their attack rolls. A creature must make a Strength saving throw if it flies into the cube for the first time on a turn or starts its turn there flying. On a failed save, the creature is knocked prone.\nUpdraft: You cause a sustained updraft within the cube, rising upward from the cube's bottom edge. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal.", "duration": "Up to 1 hour", "higher_level": "", - "id": "50c5fa2d-7e5c-455c-b3fd-b65c8f917714", + "id": "181f7ae9-5aa0-44f7-b084-4555b2d2d574", "level": 5, "locations": [ { @@ -11795,7 +11795,7 @@ "desc": "You create a bonfire on ground that you can see within range. Until the spells ends, the bonfire fills a 5-foot cube. Any creature in the bonfire's space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it enters the bonfire's space for the first time on a turn or ends its turn there.\nThe spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).", "duration": "Up to 1 minute", "higher_level": "", - "id": "bfad48c0-d1e0-4a64-a769-55bb583cf790", + "id": "0adfb480-dd47-4974-9cf4-c51962b42cc2", "level": 0, "locations": [ { @@ -11824,7 +11824,7 @@ "desc": "While speaking an intricate incantation, you cut yourself with a jewel-encrusted dagger, taking 2d4 piercing damage that can't be reduced in any way. You then drip your blood on the spell's other components and touch them, transforming them into a special construct called a homunculus.\nThe statistics of the homunculus are in the Monster Manual. It is your faithful companion, and it dies if you die. Whenever you finish a long rest, you can spend up to half your Hit Dice if the homunculus is on the same plane of existence as you. When you do so, roll each die and add your Constitution modifier to it. Your hit point maximum is reduced by the total, and the homunculus's hit point maximum and current hit points are both increased by it. This process can reduce you to no lower than 1 hit point, and the change to your and the homunculus's hit points ends when you finish your next long rest. The reduction to your hit point maximum can't be removed by any means before then, except by the homunculus's death.\nYou can have only one homunculus at a time. If you cast this spell while your homunculus lives, the spell fails.", "duration": "Instantaneous", "higher_level": "", - "id": "2605b11d-8e37-4992-a85e-43cf73c77de6", + "id": "02ab795b-fad0-41b3-8aca-2b6531e808eb", "level": 6, "locations": [ { @@ -11854,7 +11854,7 @@ "desc": "Seven star-like motes of light appear and orbit your head until the spell ends. You can use a bonus action to send one of the motes streaking toward one creature or object within 120 feet of you. When you do so, make a ranged spell attack. On a hit, the target takes 4d12 radiant damage. Whether you hit or miss, the mote is expended. The spell ends early if you expend the last mote.\nIf you have four or more motes remaining, they shed bright light in a 30-foot radius and dim light for an additional 30 feet. If you have one to three motes remaining, they shed dim light in a 30-foot radius.", "duration": "1 hour", "higher_level": "When you cast this spell using a spell slot of 8th level or higher, the number of motes created increases by two for each slot level above 7th.", - "id": "b9bb4e99-c529-4687-bfa8-3d7ac1e307e4", + "id": "e3f577f0-7e8e-4d8f-8c8b-c5c17bf60380", "level": 7, "locations": [ { @@ -11883,7 +11883,7 @@ "desc": "Threads of dark power leap from your fingers to pierce up to five Small or Medium corpses you can see within range. Each corpse immediately stands up and becomes undead. You decide whether it is a zombie or a skeleton (the statistics for zombies and skeletons are in the Monster Manual), and it gains a bonus to its attack and damage rools equal to your spellcasting ability modifier.\nYou can use a bonus action to mentally command the creatures you make with this spell, issuing the same command to all of them. To receive the command, a creature must be within 60 feet of you. You decide what action the creatures will take and where they will move during their next turn, or you can issue a general command, such as to guard a chamber or passageway against your foes. If you issue no commands, the creatures do nothing except defend themselves against hostile creatures. Once given an order, the creatures continue to follow it until their task is complete.\nThe creatures are under your control until the spell ends, after which they become inanimate once more.", "duration": "Up to 1 hour", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, you animate up to two additional corpses for each slot level above 5th.", - "id": "49adb82a-fd92-4c5f-9feb-a22bb5745489", + "id": "7a489000-0445-4a7c-8fe0-7aa1e3be0886", "level": 5, "locations": [ { @@ -11913,7 +11913,7 @@ "desc": "The light of dawn shines down on a location you specify within range. Until the spell ends, a 30-foot-radius, 40-foot-high cylinder of bright light glimmers there. This light is sunlight.\nWhen the cylinder appears, each creature in it must make a Constitution saving throw, taking 4d10 radiant damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw whenever it ends its turn in the cylinder.\nIf you're within 60 feet of the cylinder, you can move it up to 60 feet as a bonus action on your turn.", "duration": "Up to 1 minute", "higher_level": "", - "id": "786ae770-2360-4a50-94dc-079dd88d9d8c", + "id": "b13fe775-96de-4f88-9a3e-fbc3962098c2", "level": 5, "locations": [ { @@ -11943,7 +11943,7 @@ "desc": "You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire lightning, or poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one.", "duration": "Up to 1 minute", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.", - "id": "7cc59c21-c1e1-4734-a2c7-d3665d31ba4f", + "id": "1f75ece0-0f79-483c-93c8-78314468a60b", "level": 2, "locations": [ { @@ -11972,7 +11972,7 @@ "desc": "You invoke the spirits of nature to protect an area outdoors or underground. The area can be as small as a 30-foot cube or as large as a 90-foot cube. Buildings and other structures are excluded from the affected area. If you cast this spell in the same area every day for a year, the spell lasts until dispelled.\nThe spell creates the following effects within the area. When you cast this spell, you can specify creatures as friends who are immune to the effects. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects.\nThe entire warded area radiates magic. A dispel magic cast on the area, if successful, removes only one of the following effects, not the entire area. That spell's caster chooses which effect to end. Only when all its effects are gone is this spell dispelled.\nSolid Fog\nYou can fill any number of 5-foot squares on the ground with thick fog, making them heavily obscured. The fog reaches 10 feet high. In addition, every foot of movement through the fog costs 2 extra feet. To a creature immune to this effect, the fog obscures nothing and looks like soft mist, with motes of green light floating in the air.\nGrasping Undergrowth\nYou can fill any number of 5-foot squares on the ground that aren't filled with fog with grasping weeds and vines, as if they were affected by an entangle spell. To a creature immune to this effect, the weeds and vines feel soft and reshape themselves to serve as temporary seats or beds.\nGrove Guardians\nYou can animate up to four trees in the area, causing them to uproot themselves from the ground. These trees have the same statistics as an awakened tree, which appears in the Monster Manual, except they can't speak, and their bark is covered with druidic symbols. If any creature not immune to this effect enters the warded area, the grove guardians fight until they have driven off or slain the intruders. The grove guardians also obey your spoken commands (no action required by you) that you issue while in the area. If you don't give them commands and no intruders are present, the grove guardians do nothing. The grove guardians can't leave the warded area. When the spell ends, the magic animating them disappears, and the trees take root again if possible.\nAdditional Spell Effect\nYou can place your choice of one of the following magical effects within the warded area:\n\u2022 A constant gust of wind in two locations of your choice\n\u2022 Spike growth in one location of your choice\n\u2022 Wind wall in two locations of your choice\nTo a creature immune to this effect, the winds are a fragrant, gentle breeze, and the area of spike growth is harmless.", "duration": "24 hours", "higher_level": "", - "id": "50feb63b-5031-4e30-b552-69f740527027", + "id": "d9530c87-a173-41c9-b7a2-5f68b0e43b62", "level": 6, "locations": [ { @@ -12003,7 +12003,7 @@ "desc": "Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell's duration.\nAny creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away. On a successful save, the creature takes half as much damage and isn't pushed.\nAs a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or small gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area.", "duration": "Up to 1 minute", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.", - "id": "7cc7b51b-a747-4c92-96cf-4acd6d0c3d22", + "id": "c17ec0d3-4b2e-485b-b3a2-7aa986a4d837", "level": 2, "locations": [ { @@ -12034,7 +12034,7 @@ "desc": "You cause a tremor in the ground in a 10-foot radius. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.", - "id": "e8483390-1996-41cb-8b7a-b1d6a0e8cc63", + "id": "86cdbf0a-044f-4b86-a1c2-7ff35366afec", "level": 1, "locations": [ { @@ -12064,7 +12064,7 @@ "desc": "Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw or its flying speed (if any) is reduced to 0 feet for the spell's duration. An airborne creature affected by this spell descends at 60 feet per round until it reaches the ground or the spell ends.", "duration": "Up to 1 minute", "higher_level": "", - "id": "03e72f12-8aee-43d2-841e-269ad8c28574", + "id": "84765866-65d3-43f3-a6ee-db62fd98ceb1", "level": 2, "locations": [ { @@ -12095,7 +12095,7 @@ "desc": "Choose one creature you can see within range, and choose one of the following damage types - acid, cold, fire, lightning, or thunder. The target must succeed on a Constitution saving throw or be affected by the spell for its duration. The first time each turn the affected target takes damage of the chosen type, the target takes an extra 2d6 damage of that type. Moreover, the target loses any resistance to that damage type until the spell ends.", "duration": "Up to 1 minute", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.", - "id": "585939d7-6143-412f-9efd-647ea2a15999", + "id": "36e145f2-c3ac-4651-a9f5-03616d82aa37", "level": 4, "locations": [ { @@ -12126,7 +12126,7 @@ "desc": "You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.\nWhenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it's using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.", "duration": "Up to 1 minute", "higher_level": "", - "id": "346d79d8-4118-4ddd-ad09-3441b405750e", + "id": "e3cac100-1b8e-418e-bee4-ea22071f16d1", "level": 3, "locations": [ { @@ -12155,7 +12155,7 @@ "desc": "A tendril of inky darkness reaches out from you, touching a creature you can see within range to drain life from it. The target must make a Dexterity saving throw. On a successful save, the target takes 2d8 necrotic damage, and the spell ends. On a failed save, the target takes 4d8 necrotic damage, and until the spell ends, you can use your action on each of your turns to automatically deal 4d8 necrotic damage to the target. The spell ends if you use your action to do anything else, if the target is ever outside the spell's range, or if the target has total cover from you.\nWhenever the spell deals damage to a target, you regain hit points equal to half the amount of necrotic damage the target takes.", "duration": "Up to 1 minute", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.", - "id": "0af185f7-e1e3-451d-9250-b7619def9b5c", + "id": "7a793a52-074a-4369-a092-779b09637e12", "level": 5, "locations": [ { @@ -12185,7 +12185,7 @@ "desc": "Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared away. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.", - "id": "1dd26002-170d-4cf5-b01e-377634560ce5", + "id": "395674b2-321a-4919-a6a0-2ee5a09e28c0", "level": 3, "locations": [ { @@ -12214,7 +12214,7 @@ "desc": "You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the spell ends, you can use a bonus action to teleport in this way again.", "duration": "Up to 1 minute", "higher_level": "", - "id": "32b77bd3-6a2d-4717-baa8-e2391d1f4cd4", + "id": "f37d80b7-563f-4104-8476-b5110a1eef30", "level": 5, "locations": [ { @@ -12242,7 +12242,7 @@ "desc": "You summon a spirit that assumes the form of a loyal, majestic mount. Appearing in an unoccupied space within range, the spirit takes on a form you choose: a griffon, a pegasus, a peryton, a dire wolf, a rhinoceros, or a saber-toothed tiger. The creature has the statistics provided in the Monster Manual for the chosen form, though it is a celestial, a fey, or a fiend (your choice) instead of its normal creature type. Additionally, if it has an Intelligence score of 5 or lower, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.\nYou control the mount in combat. While the mount is within 1 mile of you, you can communicate with it telepathically. While mounted on it, you can make any spell you cast that targets only you also target the mount.\nThe mount disappears temporarily when it drops to 0 hit points or when you dismiss it as an action. Casting this spell again re-summons the bonded mount, with all its hit points restored and any conditions removed.\nYou can't have more than one mount bonded by this spell or find steed at the same time. As an action, you can release a mount from its bond, causing it to disappear permanently.\nWhen the mount disappears, it leaves behind any objects it was wearing or carrying.", "duration": "Instantaneous", "higher_level": "", - "id": "09b8f712-3e0c-43d9-86df-1479b6c8d10d", + "id": "24babd99-a879-4974-8872-eb4e153e5597", "level": 4, "locations": [ { @@ -12274,7 +12274,7 @@ "desc": "You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. The spell's magic ends on the piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver.", "duration": "Up to 1 hour", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd.", - "id": "5c78034b-8087-4609-8a0f-42c3741d9f04", + "id": "fa81f556-3107-4421-8f65-bffe0caeff22", "level": 3, "locations": [ { @@ -12306,7 +12306,7 @@ "desc": "You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.\nThe spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", "duration": "Instantaneous", "higher_level": "", - "id": "ca5e6bc0-a088-445a-8340-ac0fcdff94b0", + "id": "901e1ef7-f668-45b8-9c30-aec21e301000", "level": 0, "locations": [ { @@ -12334,7 +12334,7 @@ "desc": "A nature spirit answers your call and transforms you into a powerful guardian. The transformation lasts until the spell ends. You choose one of the following forms to assume: Primal Beast or Great Tree.\nPrimal Beast\nBestial fur covers your body, your facial features become feral, and you gain the following benefits:\n\u2022 Your walking speed increases by 10 feet.\n\u2022 You gain darkvision with a range of 120 feet.\n\u2022 You make Strength-based attack rolls with advantage.\n\u2022 Your melee weapon attacks deal an extra 1d6 force damage on a hit.\nGreat Tree\nYour skin appears barky, leaves sprout from your hair, and you gain the following benefits:\n\u2022 You gain 10 temporary hit points.\n\u2022 You make Constitution saving throws with advantage.\n\u2022 You make Dexterity- and Wisdom-based attack rolls with advantage.\n\u2022 While you are on the ground, the ground within 15 feet of you is difficult terrain for your enemies.", "duration": "Up to 1 minute", "higher_level": "", - "id": "72000415-0cdf-498d-80f0-5c4fcd34fe62", + "id": "b74f682d-063c-44b0-bd27-d5c5f83ba5e7", "level": 4, "locations": [ { @@ -12364,7 +12364,7 @@ "desc": "You seize the air and compel it to create one of the following effects at a point you can see within range.\n\u2022 One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.\n\u2022 You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn't pushed with enough force to cause damage.\n\u2022 You create a harmless sensory affect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.", "duration": "Instantaneous", "higher_level": "", - "id": "ed13e6b6-2689-46f7-9769-dc7e5b92399f", + "id": "e4034971-f853-48cf-8876-e1c736368939", "level": 0, "locations": [ { @@ -12393,7 +12393,7 @@ "desc": "You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice).\nUntil the spell ends, whenever you or a creature you can see moves into the spirit's space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can't heal constructs or undead. The spirit can heal a number of times\nequal to 1 + your spellcasting ability modifier (minimum of twice). After healing that number of times, the spirit disappears.\nAs a bonus action on your turn, you can move the spirit up to 30 feet to a space you can see.", "duration": "Up to 1 minute", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d6 for each slot level above 2nd.", - "id": "2ff2fd97-b6a1-4c5d-b266-21e1f0996cd6", + "id": "09aeeb3f-4d10-4aa6-af9d-f9c08cc42aaa", "level": 2, "locations": [ { @@ -12422,7 +12422,7 @@ "desc": "You imbue a weapon you touch with holy power. Until the spell ends, the weapon emits bright light in a 30-foot radius and dim light for an additional 30 feet. In addition, weapon attacks made with it deal an extra 2d8 radiant damage on a hit. If the weapon isn't already a magic weapon, it becomes one for the duration.\nAs a bonus action on your turn, you can dismiss this spell and cause the weapon to emity a burst of radiance. Each creature of your choice that you can see within 30 feet of the weapon must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, a creature takes half as much damage and isn't blinded. At the end of each of its turns, a blinded creature can make a Constitution saving throw, ending the effect on itself with a success.", "duration": "Up to 1 hour", "higher_level": "", - "id": "fb19b7c4-7e79-40e1-a54d-db81efa1c06e", + "id": "2af48dfe-1ad4-4865-b7ec-8205484bd7fe", "level": 5, "locations": [ { @@ -12452,7 +12452,7 @@ "desc": "You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of the point where the ice exploded must succeed on a Dexterity saving throw or take 2d6 cold damage.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.", - "id": "36a2418c-8624-44cc-b962-5bfd2a99bb97", + "id": "e6cf9e36-89cd-4cab-8dfd-0cb57bcc396b", "level": 1, "locations": [ { @@ -12479,7 +12479,7 @@ "desc": "By gathering threads of shadow material from the Shadowfell, you create a huge shadowy dragon in an unoccupied space that you can see within range. The illusion lasts for the spell's duration and occupies its space, as if it were a creature.\nWhen the illusion appears, any of your enemies that can see it must succeed on a Wisdom saving throw or become frightened of it for 1 minute. If a frightened creature ends its turn in a location where it doesn't have line of sight to the illusion, it can repeat the saving throw, ending the effect on itself on a success.\nAs a bonus action on your turn, you can move the illusion up to 60 feet. At any point during its movement, you can cause it to exhale a blast of energy in a 60-foot cone originating from its space. When you create the dragon, choose a damage type: acid, cold, fire, lightning, necrotic, or poison. Each creature in the cone must make an Intelligence saving throw, taking 7d6 damage of the chosen damage type on a failed save, or half as much damage on a successful one.\nThe illusion is tangible because of the shadowy stuff used to create it, but attacks missi it automatically, it succeeds on all saving throws, and it is immune to all damage and conditions. A creature that uses an action to examine the dragon can determine that it is an illusion by succeeding on an Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through it and has advantage on saving throws against its breath.", "duration": "Up to 1 minute", "higher_level": "", - "id": "e3d86855-3116-4d23-a2f6-17fd78f0226e", + "id": "dbbfb93d-fc8a-408f-bdab-683c195c200d", "level": 8, "locations": [ { @@ -12507,7 +12507,7 @@ "desc": "Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 7d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell's duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 3d6 fire damage on a failed save, and the spell ends on a successful one. These magical flames can't be extinguished through nonmagical means.\nIf damage from this spell reduces a target to 0 hit points, the target is turned to ash.", "duration": "Up to 1 minute", "higher_level": "", - "id": "4cc4eb55-b300-4c74-ab39-54714122a557", + "id": "465c50a4-0723-4a7c-ab95-70a64ba838d1", "level": 5, "locations": [ { @@ -12537,7 +12537,7 @@ "desc": "Uttering a dark incantation, you summon a devil from the Nine Hells. You choose the devil's type, which must be one of challenge rating 6 or lower, such as a barbed devil or a bearded devil. The devil appears in an unoccupied space that you can see within range. The devil disappears when it drops to 0 hit points or when the spell ends.\nThe devil is unfriendly toward you and your companions. Roll initiative for the devil, which has its own turns. It is under the Dungeon Master's control and acts according to its nature on each of its turns, which might result in its attacking you if it thinks it can prevail, or trying to tempt you to undertake an evil act in exchange for limited service. The DM has the creature's statistics.\nOn each of your turns, you can try to issue a verbal command to the devil (no action required by you). It obeys the command if the likely outcome is in accordance with its desires, especially if the result would draw you toward evil. Otherwise, you must make a Charisma (Deception, Intimidation, or Persuasion) check. You make the check with advantage if you say the devil's true name. If your check fails, the devil becomes immune to your verbal commands for the duration of the spell, though it can still carry out your commands if it chooses. If your check succeeds, the devil carries out your command \u2014 such as \"attack my enemies,\", \"explore the room ahead,\" or \"bear this message to the queen\" \u2014 until it completes the activity, at which point it returns to you to report having done so.\nIf your concentration ends before the spell reaches its full duration, the devil doesn't disappear if it has become immune to your verbal commands. Instead, it acts in whatever manner it chooses for 3d6 minutes, and then it disappears.\nIf you possess an individual devil's talisman, you can summon that devil if it is of the appropriate challenge rating plus 1, and it obeys all your commands, with no Charisma checks required.", "duration": "Up to 1 hour", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.", - "id": "eb4e364b-7470-48e4-9da1-e77332be3997", + "id": "37bc1edf-a2f5-4d81-8ea7-677b60574627", "level": 5, "locations": [ { @@ -12569,7 +12569,7 @@ "desc": "You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn't provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move.\nThe spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", "duration": "Instantaneous", "higher_level": "", - "id": "1484e367-0687-4fd4-b91d-bfe81cee3e54", + "id": "7c4df443-73a1-417d-b7b7-2ab94ef31595", "level": 0, "locations": [ { @@ -12600,7 +12600,7 @@ "desc": "Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell's duration. The flames don't harm you. Until the spell ends, you gain the following benefits.\n\u2022 You are immune to fire damage and have resistance to cold damage.\n\u2022 Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage.\n\u2022 You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one.", "duration": "Up to 10 minutes", "higher_level": "", - "id": "ee326e46-ec55-4bdf-b167-6cfe5b656a29", + "id": "4b83f25b-55f3-46ec-835f-a087047f4a83", "level": 6, "locations": [ { @@ -12631,7 +12631,7 @@ "desc": "Until the spell ends, ice rimes your body, and you gain the following benefits.\n\u2022 You are immune to cold damage and have resistance to fire damage.\n\u2022 You can move across difficult terrain created by ice or snow without spending extra movement.\n\u2022 The ground in a 10-foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you.\n\u2022 You can use your action to create a 15-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.", "duration": "Up to 10 minutes", "higher_level": "", - "id": "9b82725d-271a-4bfa-97a9-19a90b62da40", + "id": "7917f5f2-00c1-4f2e-8777-bd3e2852c8fe", "level": 6, "locations": [ { @@ -12662,7 +12662,7 @@ "desc": "Until the spell ends, bits of rock spread across your body, and you gain the following benefits.\n\u2022 You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.\n\u2022 You can use your action to create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone.\n\u2022 You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it, but you can't end your movement there. If you do so, you are ejected to the nearest unoccupied space, this spell ends, and you are stunned until the end of your next turn.", "duration": "Up to 10 minutes", "higher_level": "", - "id": "4d46c602-d837-4bcc-8f58-3c3ed7ead8d6", + "id": "3a7636da-9e41-4668-a6b8-60e6e271f698", "level": 6, "locations": [ { @@ -12693,7 +12693,7 @@ "desc": "Until the spell ends, wind whirls around you, and you gain the following benefits.\n\u2022 Ranged weapon attacks made against you have disadvantage on the attack roll.\n\u2022 You gain a flying speed of 60 feet. If you are still flying when the spell ends, you fall, unless you can somehow prevent it.\n\u2022 You can use your action to create a 15-foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube.", "duration": "Up to 10 minutes", "higher_level": "", - "id": "092a9422-0467-49b2-b61e-a1f6e72b8a5a", + "id": "19aafd3e-375a-4bfc-bbe7-3532bb4752d7", "level": 6, "locations": [ { @@ -12722,7 +12722,7 @@ "desc": "You are immune to all damage until the spell ends.", "duration": "Up to 10 minutes", "higher_level": "", - "id": "22bf3fd2-5139-4193-b588-86fc4e749f22", + "id": "0218555a-2766-4b36-ab58-ce2ecfeb1957", "level": 9, "locations": [ { @@ -12751,7 +12751,7 @@ "desc": "You sacrifice some of your health to mend another creature's injuries. You take 4d8 necrotic damage, which can't be reduced in any way, and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.", - "id": "38d581ba-27ea-4ea4-bd28-d7b3397140eb", + "id": "33d1d7ac-05d9-424f-9956-c11110c7e951", "level": 3, "locations": [ { @@ -12780,7 +12780,7 @@ "desc": "Magical darkness spreads from a point you choose within range to fill a 60-foot-radius sphere until the spell ends. The darkness spreads around corners. A creature with darkvision can't see through this darkness. Nonmagical light, as well as light created by spells of 8th level or lower, can't illuminate the area.\nShrieks, gibbering, and mad laughter can be heard within the sphere. Whenever a creature starts its turn in the sphere, it must make a Wisdom saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one.", "duration": "Up to 10 minutes", "higher_level": "", - "id": "3c4a5670-f2c7-42a1-a00c-10c903ecda8a", + "id": "3ea12c7a-c33e-4297-93ee-cae4ecabf666", "level": 8, "locations": [ { @@ -12809,7 +12809,7 @@ "desc": "A mass of 5-foot-deep water appears and swirls in a 30-foot radius centered on a point you can see within range. The point must be on ground or in a body of water. Until the spell ends, that area is difficult terrain, and any creature that starts its turn there must succeed on a Strength saving throw or take 6d6 bludgeoning damage and be pulled 10 feet toward the center.", "duration": "Up to 1 minute", "higher_level": "", - "id": "474cfda9-5c09-4188-8471-ee307a20e0db", + "id": "1b98694c-0a5f-4610-95ee-210e5fc9c57c", "level": 5, "locations": [ { @@ -12839,7 +12839,7 @@ "desc": "You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, it has a range of 60 feet. If someone else attacks with the pebble, that attacker adds your spellcasting ability modifier, not the attacker's, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Hit or miss, the spell then ends on the stone.\nIf you cast this spell again, the spell ends early on any pebbles still affected by it.", "duration": "1 minute", "higher_level": "", - "id": "29ef977b-cc15-4485-af31-e53d0676ae59", + "id": "90f5ab71-a8ad-4807-bd14-36aa5e063195", "level": 0, "locations": [ { @@ -12870,7 +12870,7 @@ "desc": "You transform up to ten creatures of your choice that you can see within range. An unwilling target must succeed on a Wisdom saving throw to resist the transformation. An unwilling shapechanger automatically succeeds on the save.\nEach target assumes a beast form of your choice, and you can choose the same form or different ones for each target. The new form can be any beast you have seen whose challenge rating is equal or less than the target's (or half the target's level, if the target doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast, but the target retains its hit points, alignment, and personality.\nEach target gains a number of temporary hit points equal to the hit points of its new form. These temporary hit points can't be replaced by temporary hit points from another source. A target reverts to its normal form when it has no more temporary hit points or it dies. If the spell ends before then, the creature loses all its temporary hit points and reverts to its normal form.\nThe creature is limited in the actions it can perform by the nature of its new form. It can't speak, cast spells, or do anything else that requires hands or speech.\nThe target's gear melds into the new form. The target can't activate, use, wield, or otherwise benefit from any of its equipment.", "duration": "Up to 1 hour", "higher_level": "", - "id": "c30a5bba-39b3-421f-8043-6bd9e253c889", + "id": "b7b7c904-c18a-4c8d-95b6-2ec43b1d6368", "level": 9, "locations": [ { @@ -12900,7 +12900,7 @@ "desc": "You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell's duration.\nAs an action, you can cause the hand to crush the restrained target, who must make a Strength saving throw. It takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one.\nTo break out, the restrained target can make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand.\nAs an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either.", "duration": "Up to 1 minute", "higher_level": "", - "id": "b0d6cd57-482c-4ce9-bc6c-b2644a81faf7", + "id": "a4e5f13f-328e-4c6f-9291-86d05eb5a034", "level": 2, "locations": [ { @@ -12930,7 +12930,7 @@ "desc": "You create six tiny meteors in your space. They float in the air and orbit you for the spell's duration. When you cast the spell-and as a bonus action on each of your turns thereafter-you can expend one or two of the meteors, sending them streaking toward a point or points you choose within 120 feet of you. Once a meteor reaches its destination or impacts against a solid surface, the meteor explodes. Each creature within 5 feet of the point where the meteor explodes must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.", "duration": "Up to 10 minutes", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the number of meteors created increases by two for each slot level above 3rd.", - "id": "c40f0442-3610-45a5-babd-07650b64ec8c", + "id": "a130a378-6de1-4c49-9d12-089344f42a02", "level": 3, "locations": [ { @@ -12959,7 +12959,7 @@ "desc": "You attempt to bind a creature within an illusory cell that only it perceives. One creature you can see within range must make an Intelligence saving throw. The target succeeds automatically if it is immune to being charmed. On a successful save, the target takes 5d10 psychic damage and the spell ends. On a failed save, the target takes 5d10 psychic damage, and you make the area immediately around the target's space appear dangerous to it in some way. You might cause the target to perceive itself as being surrounded by fire, floating razors, or hideous maws filled with dripping teeth. Whatever form the illusion takes, the target can't see or hear anything beyond it and is restrained for the spell's duration. If the target is moved out of the illusion, makes a melee attack through it, or reaches any part of its body through it, the target takes 10d10 psychic damage and the spell ends.", "duration": "Up to 1 minute", "higher_level": "", - "id": "9b63ff5a-e973-4802-a215-50b5bfd623bc", + "id": "ac5c62be-9444-40de-bc8d-44ca7760f652", "level": 6, "locations": [ { @@ -12988,7 +12988,7 @@ "desc": "A fortress of stone erupts from a square area of ground of your choice that you can see within range. The area is 120 feet on each side, and it must not have any buildings or other structures on it. Any creatures in the area are harmlessly lifted up as the fortress rises.\nThe fortress has four turrets with square bases, each one 20 feet on a side and 30 feet tall, with one turret on each corner. The turrets are connected to each other by stone walls that are each 80 feet long, creating an enclosed area. Each wall is 1 foot thick and is composed of panels that are 10 feet wide and 20 feet tall. Each panel is contiguous with two other panels or one other panel and a turret. You can place up to four stone doors in the fortress's outer wall.\nA small keep stands inside the enclosed area. The keep has a square base that is 50 feet on each side, and it has three floors with 10-foot-high ceilings. Each of the floors can be divided into as many rooms as you like, provided each room is at least 5 feet on each side. The floors of the keep are connected by stone staircases, its walls are 6 inches thick, and interior rooms can have stone doors or open archways as you choose. The keep is furnished and decorated however you like, and it contains sufficient food to serve a nine-course banquet for up to 100 people each day. Furnishings, food, and other objects created by this spell crumble to dust if removed from the fortress.\nA staff of one hundred invisible servants obeys any command given to them by creatures you designate when you cast the spell. Each servant functions as if created by the unseen servant spell.\nThe walls, turrets, and keep are all made of stone that can be damaged. Each 10-foot-by-10-foot section of stone has AC 15 and 30 hit points per inch of thickness. It is immune to poison and psychic damage. Reducing a section of stone to 0 hit points destroys it and might cause connected sections to buckle and collapse at the DM's discretion.\nAfter seven days or when you cast this spell somewhere else, the fortress harmlessly crumbles and sinks back into the ground, leaving any creatures that were inside it safely on the ground.\nCasting the spell on the same spot once every 7 days for a year makes the fortress permanent.", "duration": "Instantaneous", "higher_level": "", - "id": "a361b620-7ef3-4375-8cac-151d454e7ba9", + "id": "132c0300-a3fc-4e51-a24c-9791516cb57a", "level": 8, "locations": [ { @@ -13017,7 +13017,7 @@ "desc": "You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw, taking 3d8 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, you also always know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can't become hidden from you, and if it's invisible, it gains no benefit from that condition against you.", "duration": "Up to 1 hour", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.", - "id": "5a6fbb9d-e41d-4822-86ee-2e6fdabd3e29", + "id": "53bebb4e-38fd-4d76-986c-cd65d27cf187", "level": 2, "locations": [ { @@ -13046,7 +13046,7 @@ "desc": "You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways.\n\u2022 If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't have enough force to cause damage.\n\u2022 You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.\n\u2022 If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.\nIf you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.", "duration": "Instantaneous or 1 hour (see below)", "higher_level": "", - "id": "23fef338-10c5-4855-8bc1-e70f1c23134f", + "id": "584d1ddb-a539-41ee-9910-0b5d915a3336", "level": 0, "locations": [ { @@ -13075,7 +13075,7 @@ "desc": "You send ribbons of negative energy at one creature you can see within range. Unless the target is undead, it must make a Constitution saving throw, taking 5d12 necrotic damage on a failed save, or half as much damage on a successful one. A target killed by this damage rises up as a zombie at the start of your next turn. The zombie pursues whatever creature it can see that is closest to it. Statistics for the zombie are in the Monster Manual.\nIf you target an undead with this spell, the target doesn't make a saving throw. Instead, roll 5d12. The target gains half the total as temporary hit points.", "duration": "Instantaneous", "higher_level": "", - "id": "2b5dae13-24af-4e51-b2d0-be3999970093", + "id": "a9b53029-9573-4aef-9114-583cfdb9a02e", "level": 5, "locations": [ { @@ -13104,7 +13104,7 @@ "desc": "You speak a word of power that causes waves of intense pain to assail one creature you can see within range. If the target has 100 hit points or fewer, it is subject to crippling pain. Otherwise, the spell has no effect on it. A target is also unaffected if it is immune to being charmed.\nWhile the target is affected by crippling pain, any speed it has can be no higher than 10 feet. The target also has disadvantage on attack rolls, ability checks, and saving throws, other than Constitution saving throws. Finally, if the target tries to cast a spell, it must first succeed on a Constitution saving throw, or the casting fails and the spell is wasted.\nA target suffering this pain can make a Constitution saving throw at the end of each of its turns. On a successful save, the pain ends.", "duration": "Instantaneous", "higher_level": "", - "id": "6508b9fa-c78f-448b-8930-db3f62618809", + "id": "a3664bab-72f0-412f-8b4b-a3ae6322065f", "level": 7, "locations": [ { @@ -13131,7 +13131,7 @@ "desc": "You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you make the attack, your teeth or fingernails return to normal.\nThe spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).", "duration": "Instantaneous", "higher_level": "", - "id": "5e976a1c-7d72-440e-9f0d-730938c79064", + "id": "132aba78-397d-4123-b5bf-ffe39161576b", "level": 0, "locations": [ { @@ -13159,7 +13159,7 @@ "desc": "You have resistance to acid, cold, fire, lightning, and thunder damage for the spell's duration.\nWhen you take damage of one of those types, you can use your reaction to gain immunity to that type of damage, including against the triggering damage. If you do so, the resistances end, and you have the immunity until the end of your next turn, at which time the spell ends.", "duration": "Up to 1 minute", "higher_level": "", - "id": "66468cee-dbf2-46b2-a46c-433941e7fd9d", + "id": "465a05e7-e1cf-4883-9607-c0bd67d85bf9", "level": 6, "locations": [ { @@ -13189,7 +13189,7 @@ "desc": "You unleash the power of your mind to blast the intellect of up to ten creatures of your choice that you can see within range. Creatures that have an Intelligence score of 2 or lower are unaffected.\nEach target must make an Intelligence saving throw. On a failed save, a target takes 14d6 psychic damage and is stunned. On a successful save, a target takes half as much damage, and isn't stunned. If a target is killed by this damage, its head explodes, assuming it has one.\nA stunned target can make an Intelligence saving throw at the end of each of its turns. On a successful save, the stunning effect ends.", "duration": "Instantaneous", "higher_level": "", - "id": "04ad2e55-9615-48b1-810e-02260734a33c", + "id": "f6b057cf-6483-4e72-85bd-3a956851be48", "level": 9, "locations": [ { @@ -13220,7 +13220,7 @@ "desc": "Choose an area of flame that you can see and that can fit within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke.\nFireworks: The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn.\nSmoke: Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.", "duration": "Instantaneous", "higher_level": "", - "id": "9bc9b77b-8e75-4c80-9f09-0060d570d6c2", + "id": "d7daa0ce-fe88-4487-803d-6f5f19311a71", "level": 2, "locations": [ { @@ -13249,7 +13249,7 @@ "desc": "The air quivers around up to five creatures of your choice that you can see within range. An unwilling creature must succeed on a Wisdom saving throw to resist this spell. You teleport each affected target to an unoccupied space that you can see within 120 feet of you. That space must be on the ground or on a floor.", "duration": "Instantaneous", "higher_level": "", - "id": "d4122f1f-c335-4da4-958d-5f60097048b0", + "id": "e29da111-1a11-4c0d-ac51-d234b97a1e05", "level": 6, "locations": [ { @@ -13279,7 +13279,7 @@ "desc": "You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage.\nIf you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.", "duration": "Up to 1 minute", "higher_level": "When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a slot of 7th level or higher, the damage increases to 5d8.", - "id": "cc50f7fe-b568-4f1d-8598-ca58ee1f24a1", + "id": "54534960-6db8-44b6-8bc9-7ff8a67d042d", "level": 2, "locations": [ { @@ -13308,7 +13308,7 @@ "desc": "Flame-like shadows wreathe your body until the spell ends, causing you to become heavily obscured to others. The shadows turn dim light within 10 feet of you into darkness, and bright light in the same area to dim light.\nUntil the spell ends, you have resistance to radiant damage. In addition, whenever a creature within 10 feet of you hits you with an attack, the shadows lash out at that creature, dealing it 2d8 necrotic damage.", "duration": "Up to 1 minute", "higher_level": "", - "id": "7d64c556-1f0f-475b-8d03-36ea28841b71", + "id": "1361ae37-3d9c-4754-a3f1-668b8bc13ff0", "level": 4, "locations": [ { @@ -13337,7 +13337,7 @@ "desc": "You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways.\n\u2022 You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn't have enough force to cause damage.\n\u2022 You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.\n\u2022 You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.\n\u2022 You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.\nIf you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.", "duration": "Instantaneous or 1 hour (see below)", "higher_level": "", - "id": "d33ba7e8-f28b-4198-8c27-ab42c98d96f8", + "id": "32aaf457-0be0-48e4-a13f-0fe25a66a91e", "level": 0, "locations": [ { @@ -13367,7 +13367,7 @@ "desc": "Dim, greenish light spreads within 30-foot-radius sphere centered on a point you choose within range. The light spreads around corners, and it lasts until the spell ends.\nWhen a creature moves into the spell's area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 4d10 radiant damage, and it suffers one level of exhaustion and emits a dim, greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends.", "duration": "Up to 10 minutes", "higher_level": "", - "id": "58ddf1d2-dbba-4abd-900f-e0299bb385c1", + "id": "93388ac2-4577-485f-9df8-c82c7952adee", "level": 4, "locations": [ { @@ -13398,7 +13398,7 @@ "desc": "Your magic deepens a creature's understanding of its own talent. You touch one willing creature and give it expertise in one skill of your choice; until the spell ends, the creature doubles its proficiency bonus for ability checks it makes that use the chosen skill.\nYou must choose a skill in which the target is proficient and that isn't already benefiting from an effect, such as Expertise, that doubles its proficiency bonus.", "duration": "Up to 1 hour", "higher_level": "", - "id": "4b076100-00df-4ab9-a05a-a946d8d5784b", + "id": "e76b77ef-e79c-4ff1-b323-73a920c81aa9", "level": 5, "locations": [ { @@ -13429,7 +13429,7 @@ "desc": "You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell's duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early.", "duration": "Up to 1 hour", "higher_level": "", - "id": "e5c3b736-5416-4c6e-b02d-89e314c30778", + "id": "94209708-eca2-46fe-9054-e51e4e17b4e1", "level": 2, "locations": [ { @@ -13460,7 +13460,7 @@ "desc": "As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap.\nThis trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.\nThe trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell's radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is restrained there until the spell ends.\nA restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect ends.\nAfter the trap is triggered, the spell ends when no creature is restrained by it.", "duration": "8 hours", "higher_level": "", - "id": "ecd17734-8737-4008-98c8-8cfa8a3fb4fc", + "id": "8b354f65-2420-489b-ada4-68378bd86890", "level": 1, "locations": [ { @@ -13490,7 +13490,7 @@ "desc": "A flurry of magic snowballs erupts from a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d6 cold damage on a failed save, or half as much damage on a successful one.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.", - "id": "8f69ddeb-4895-4137-ab6b-38df1c532c5b", + "id": "bc675def-9a34-4205-866b-5a9f12c3d2b8", "level": 2, "locations": [ { @@ -13520,7 +13520,7 @@ "desc": "This spell snatches the soul of a humanoid as it dies and traps it inside the tiny cage you use for the material component. A stolen soul remains inside the cage until the spell ends or until you destroy the cage, which ends the spell. While you have a soul inside the cage, you can exploit it in any of the ways described below. You can use a trapped soul up to six times. Once you exploit a soul for the sixth time, it is released, and the spell ends. While a soul is trapped, the dead humanoid it came from can't be revived.\nSteal Life\nYou can use a bonus action to drain vigor from the soul and regain 2d8 hit points\nQuery Soul\nYou ask the soul a question (no action required) and receive a brief telepathic answer, which you can understand regardless of the language used. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic.\nBorrow Experience\nYou can use a bonus action to bolster yourself with the soul's life experience, making your next attack roll, ability check, or saving throw with advantage. If you don't use this benefit before the start of your next turn, it is lost.\nEyes of the Dead\nYou can use an action to name a place the humanoid saw in life, which creates an invisible sensor somewhere in that place if it is on the plane of existence you're currently on. The sensor remains for as long as you concentrate, up to 10 minutes (as if you were concentrating on a spell). You receive visual and auditory information from the sensor as if you were in its space using your senses.\nA creature that can see the sensor (such as one using see invisibility or truesight) sees a translucent image of the tormented humanoid whose soul you caged.", "duration": "8 hours", "higher_level": "", - "id": "cc531e5d-f4e7-4b05-ae03-2fd607ab9540", + "id": "66453cd5-c75e-4c40-9ce5-c87462c89120", "level": 6, "locations": [ { @@ -13549,7 +13549,7 @@ "desc": "You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 force damage.\nYou can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.", "duration": "Instantaneous", "higher_level": "", - "id": "352e6a59-3838-42ef-948c-681bae19af8b", + "id": "f425ac68-fa21-40b2-ae0c-f6077ed1763b", "level": 5, "locations": [ { @@ -13578,7 +13578,7 @@ "desc": "A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within range. The sphere remains for the spell's duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere's space is difficult terrain.\nUntil the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage.\nCreatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen.", "duration": "Up to 1 minute", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th", - "id": "86637a2b-70e2-46f7-9ff4-8e249c14a721", + "id": "2395dadb-7d47-4061-bedf-035ce85d096b", "level": 4, "locations": [ { @@ -13608,7 +13608,7 @@ "desc": "You utter foul words, summoning one demon from the chaos of the Abyss. You choose the demon's type, which must be one of challenge rating 5 or lower, such as a shadow demon or a barlgura. The demon appears in an unoccupied space you can see within range, and the demon disappears when it drops to 0 hit points or when the spell ends.\nRoll initiative for the demon, which has its own turns. When you summon it and on each of your turns thereafter, you can issue a verbal command to it (requiring no action on your part), telling it what it must do on its next turn. If you issue no command, it spends its turn attacking any creature within reach that has attacked it.\nAt the end of each of the demon's turns, it makes a Charisma saving throw. The demon has disadvantage on this saving throw if you say its true name. On a failed save, the demon continues to obey you. On a successful save, your control of the demon ends for the rest of the duration, and the demon spends its turns pursuing and attacking the nearest non-demons to the best of its ability. If you stop concentrating on the spell before it reaches its full duration, an uncontrolled demon doesn't disappear for 1d6 rounds if it still has hit points.\nAs part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demon can't cross the circle or harm it, and it can't target anyone within it. Using the material component in this manner consumes it when the spell ends.", "duration": "Up to 1 hour", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the challenge rating increases by 1 for each slot level above 4th.", - "id": "47a33d35-1812-4786-94c4-33c4c49fd759", + "id": "73a48e44-2d01-49c4-a872-bd2c2138c67e", "level": 4, "locations": [ { @@ -13638,7 +13638,7 @@ "desc": "You utter foul words, summoning demons from the chaos of the Abyss. Roll on the following table to determine what appears.\nd6 Demons Summoned\n1-2 Two demons of challenge rating 1 or lower\n3-4 Four demons of challenge rating 1/2 or lower\n5-6 Eight demons of challenge rating 1/4 or lower\nThe DM chooses the demons, such as manes or dretches, and you choose the unoccupied spaces you can see within range where they appear. A summoned demon disappears when it drops to 0 hit points or when the spell ends.\nThe demons are hostile to all creatures, including you. Roll initiative for the summoned demons as a group, which has its own turns. The demons pursue and attack the nearest non-demons to the best of their ability.\nAs part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demons can't cross the circle or harm it, and they can't target anyone within it. Using the material component in this manner consumes it when the spell ends.", "duration": "Up to 1 hour", "higher_level": "When you cast this spell using a spell slot of 6th or 7th level, you summon twice as many demons. If you cast it using a spell slot of 8th or 9th level, you summon three times as many demons.", - "id": "0bda69f7-4d50-48a4-9c9b-1e0170dd5d8f", + "id": "4614e94e-13ee-40ab-af66-34f3899efc25", "level": 3, "locations": [ { @@ -13669,7 +13669,7 @@ "desc": "You choose a point within range and cause psychic energy to explode there. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can't be affected by this spell. A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one.\nAfter a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself with a success.", "duration": "Instantaneous", "higher_level": "", - "id": "cc760c19-7598-431c-9016-4f13b5e2a733", + "id": "9923fe75-67a2-45a1-b636-1e0c2db096c9", "level": 5, "locations": [ { @@ -13698,7 +13698,7 @@ "desc": "You cause a temple to shimmer into existence on ground you can see within range. The temple must fit within an unoccupied cube of space, up to 120 feet on each side. The temple remains until the spell ends. It is dedicated to whatever god, pantheon, or philosophy is represented by the holy symbol used in the casting.\nYou make all decisions about the temple's appearance. The interior is enclosed by a floor, walls, and a roof, with one door granting access to the interior and as many windows as you wish. Only you and any creatures you designate when you cast the spell can open or close the door.\nThe temple's interior is an open space with an idol or altar at one end. You decide whether the temple is illuminated and whether that illumination is bright light or dim light. The smell of burning incense fills the air within, and the temperature is mild.\nThe temple opposes types of creatures you choose when you cast this spell. Choose one or more of the following: celestials, elementals, fey, fiends, or undead. If a creature of the chosen type attempts to enter the temple, that creature must make a Charisma saving throw. On a failed save, it can't enter the temple for 24 hours. Even if the creature can enter the temple, the magic there hinders it; whenever it makes an attack roll, an ability check, or a saving throw inside the temple, it must roll a d4 and subtract the number rolled from the d20 roll.\nIn addition, the sensors created by divination spells can't appear ins ide the temple, and creatures within can't be targeted by divination spells.\nFinally, whenever any creature in the temple regains hit points from a spell of 1st level or higher, the creature regains additional hit points equal to your Wisdom modifier (minimum 1 hit point).\nThe temple is made from opaque magical force that extends into the Ethereal Plane, thus blocking ethereal travel into the temple's interior. Nothing can physically pass through the temple's exterior. It can't be dispelled by dispel magic, and antimagic field has no effect on it. A disintegrate spell destroys the temple instantly.\nCasting this spell on the same spot every day for a year makes this effect permanent.", "duration": "24 hours", "higher_level": "", - "id": "afc8de94-886f-4cde-bd11-e4bc2614f319", + "id": "d1d4d348-88ce-43fc-9136-1d3db42c9344", "level": 7, "locations": [ { @@ -13727,7 +13727,7 @@ "desc": "You endow yourself with endurance and martial prowess fueled by magic. Until the spell ends , you can't cast spells, and you gain the following benefits:\n\u2022 You gain 50 temporary hit points. If any of these remain when the spell ends, they are lost.\n\u2022 You have advantage on attack rolls that you make with simple and martial weapons.\n\u2022 When you hit a target with a weapon attack, that target takes an extra 2d12 force damage.\n\u2022 You have proficiency with all armor, shields, simple weapons, and martial weapons.\n\u2022 You have proficiency in Strength and Constitution saving throws.\n\u2022 You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks.\nImmediately after the spell ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion.", "duration": "Up to 10 minutes", "higher_level": "", - "id": "d4947134-60b6-45c2-9886-3aed7643b3e1", + "id": "866dd270-78fc-4cf2-b8a6-c14a229d6f78", "level": 6, "locations": [ { @@ -13759,7 +13759,7 @@ "desc": "You create a burst of thunderous sound, which can be heard 100 feet away. Each creature other than you within 5 feet of you must make a Constitution saving throw. On a failed save, the creature takes 1d6 thunder damage.\nThe spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", "duration": "Instantaneous", "higher_level": "", - "id": "3b931961-77b8-41ef-b7b9-235c8460c536", + "id": "21f2703c-3475-448e-9546-ac3377250ef5", "level": 0, "locations": [ { @@ -13788,7 +13788,7 @@ "desc": "You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away.\nYou can bring along objects as long as their weight doesn't exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.", - "id": "10f90869-7e0f-4b7b-b10f-8b5370490575", + "id": "77cb54f5-a8b9-4283-96e5-c1bb345d9c00", "level": 3, "locations": [ { @@ -13818,7 +13818,7 @@ "desc": "You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failure, a creature takes 4d8 bludgeoning damage and is knocked prone. On a success, a creature takes half as much damage and isn't knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it.", "duration": "Instantaneous", "higher_level": "", - "id": "7f3d20c2-0351-4bb2-9dc3-117b050b75da", + "id": "e835001d-35bf-4644-93ae-6d458c785595", "level": 3, "locations": [ { @@ -13847,7 +13847,7 @@ "desc": "You touch one Tiny, nonmagical object that isn't attached to another object or a surface and isn't being carried by another creature. The target a nimates and sprouts little arms and legs, becoming a creature under your control until the spell ends or the creature drops to 0 hit points. See Xanathar's Guide to Everything for its statistics.\nAs a bonus action, you can mentally command the creature if it is within 120 feet of you. (If you control multiple creatures with this spell, you can command any or all of them at the same time, issuing the same command to each one.) You decide what action the creature will take and where it will move during its next turn, or you can issue a simple, general command, such as to fetch a key, stand watch, or stack some books. If you issue no commands, the servant does nothing other than defend itself against hostile creatures. Once given an order, the servant continues to follow that order until its task is complete.\nWhen the creature drops to 0 hit points, it reverts to its original form, and any remaining damage carries over to that form.\n\nTINY SERVANT\nTiny construct, unaligned\n\nArmor Class: 15 (natural armor)\nHit Points: 10 (4d4)\nSpeed: 30 ft., climb 30 ft.\n\nSTR 4 (-3), DEX 16 (+3), CON 10 (+0)\nINT 2 (-4), WIS 10 (+0), CHA 1 (-5)\n\nDamage Immunities: poison, psychic\nCondition Immunities: blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned\nSenses: blindsight 60 ft. (blind beyond this radius), passive Perception 10\nLanguages: --\n\nACTIONS\nSlam\nMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.", "duration": "8 hours", "higher_level": " When you cast this spell using a spell slot of 4th level or higher, you can animate two additional objects for each slot level above 3rd.", - "id": "5aaf2404-1dbe-4a96-8f7e-0338a9b94ac4", + "id": "3dab91e1-f8dc-4ca1-983b-d4434328bab7", "level": 3, "locations": [ { @@ -13877,7 +13877,7 @@ "desc": "You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.\nThe spell's damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).", "duration": "Instantaneous", "higher_level": "", - "id": "78391f75-2908-4c6f-852e-f282669e381a", + "id": "8cbab812-de7e-436b-aab8-8b2f1570dc42", "level": 0, "locations": [ { @@ -13908,7 +13908,7 @@ "desc": "You choose an area of stone or mud that you can see that fits within a 40-foot cube and that is within range, and choose one of the following effects.\nTransmute Rock to Mud: Nonmagical rock of any sort in the area becomes an equal volume of thick and flowing mud that remains for the spell's duration.\nIf you cast the spell on an area of ground, it becomes muddy enough that creatures can sink into it. Each foot that a creature moves through the mud costs 4 feet of movement, and any creature on the ground when you cast the spell must make a Strength saving throw. A creature must also make this save the first time it enters the area on a turn or ends its turn there. On a failed save, a creature sinks into the mud and is restrained, though it can use an action to end the restrained condition on itself by pulling itself free of the mud.\nIf you cast the spell on a ceiling, the mud falls. Any creature under the mud when it falls must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one.\nTransmute Mud to Rock: Nonmagical mud or quicksand in the area no more than 10 feet deep transforms into soft stone for the spell's duration. Any creature in the mud when it transforms must make a Dexterity saving throw. On a failed save, a creature becomes restrained by the rock. The restrained creature can use an action to try to break free by succeeding on a Strength check (DC 20) or by dealing 25 damage to the rock around it. On a successful save, a creature is shunted safely to the surface to an unoccupied space.", "duration": "Until dispelled", "higher_level": "", - "id": "da719f28-de59-420b-8679-3baa5e3b4c88", + "id": "c479b562-a6ff-4dc2-916a-fe603a57ba42", "level": 5, "locations": [ { @@ -13938,7 +13938,7 @@ "desc": "You point at a place within range, and a glowing 1-foot ball of emerald acid streaks there and explodes in a 20-foot radius. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d4 acid damage and 5d4 acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 2d4 for each slot level above 4th.", - "id": "9b18d357-d4ad-42e3-bf0d-222ceadd0849", + "id": "d0e09382-09dc-40bb-ad27-66664804eaca", "level": 4, "locations": [ { @@ -13969,7 +13969,7 @@ "desc": "A shimmering wall of bright Light appears at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall blocks line of sight, but creatures and objects can pass through it. It emits bright light out to 120 feet and dim light for an additional 120 feet.\nWhen the wall appears, each creature in its area must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn't blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.\nA creature that ends its turn in the wall's area takes 4d8 radiant damage.\nUntil the spell ends, you can use an action to launch a beam of radiance from the wall at one creature you can see within 60 feet of it. Make a ranged spell attack. On a hit, the target takes 4d8 radiant damage. Whether you hit or miss, reduce the length of the wall by 10 feet. If the wall's length drops to 0 feet, the spell ends.", "duration": "Up to 10 minutes", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.", - "id": "e703bf44-f42d-4f6f-8b2f-9455e713035d", + "id": "8914e175-f311-4db5-8d71-91402f043a5d", "level": 5, "locations": [ { @@ -13998,7 +13998,7 @@ "desc": "You conjure up a wall of swirling sand on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 10 feet thick, and it vanishes when the spell ends. It blocks line of sight but not movement. A creature is blinded while in the wall's space and must spend 3 feet of movement for every 1 foot it moves there.", "duration": "Up to 10 minutes", "higher_level": "", - "id": "08ca9365-4249-46a3-9684-618cac6180be", + "id": "a95e4f86-35fe-4977-a627-b5e4e4abee2b", "level": 3, "locations": [ { @@ -14029,7 +14029,7 @@ "desc": "You conjure up a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall's space is difficult terrain.\nAny ranged weapon attack that enters the wall's space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall's water doesn't fill it.", "duration": "Up to 10 minutes", "higher_level": "", - "id": "b21e4aec-6095-46f8-93de-e3729da8be05", + "id": "0c2b0931-f8be-462a-85e0-27df6a420d86", "level": 3, "locations": [ { @@ -14058,7 +14058,7 @@ "desc": "A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell's duration.\nThe wind has the following effects.\n\u2022 It deafens you and other creatures in its area.\n\u2022 It extinguishes unprotected flames in its area that are torch-sized or smaller.\n\u2022 The area is difficult terrain for creatures other than you.\n\u2022 The attack rolls of ranged weapon attacks have disadvantage if they pass in or out of the wind.\n\u2022 It hedges out vapor, gas, and fog that can be dispersed by strong wind.", "duration": "Up to 10 minutes", "higher_level": "", - "id": "ebc65148-f269-4f95-8ffc-787c109de13f", + "id": "72d4fa18-0031-4920-aea7-89cf4bf846a6", "level": 2, "locations": [ { @@ -14089,7 +14089,7 @@ "desc": "You conjure up a sphere of water with a 10-foot radius on a point you can see within range. The sphere can hover in the air, but no more than 10 feet off the ground. The sphere remains for the spell's duration.\nAny creature in the sphere's space must make a Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space outside it. A Huge or larger creature succeeds on the saving throw automatically. On a failed save, a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns, a restrained target can repeat the saving throw.\nThe sphere can restrain a maximum of four Medium or smaller creatures or one Large creature. If the sphere restrains a creature in excess of these numbers, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it.\nAs an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, cliff, or other drop, it safely descends until it is hovering 10 feet over ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw, but no more than once per turn.\nWhen the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30 feet of it. Any creature restrained by the sphere is knocked prone in the space where it falls.", "duration": "Up to 1 minute", "higher_level": "", - "id": "efb93219-c8d5-43f9-877b-1c2e7d554331", + "id": "0d6bf866-ec56-4155-9fef-8599c03765bc", "level": 4, "locations": [ { @@ -14118,7 +14118,7 @@ "desc": "A whirlwind howls down to a point on the ground you specify. The whirlwind is a 10-foot-radius, 30-foot-high cylinder centered on that point. Until the spell ends, you can use your action to move the whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up any Medium or smaller objects that aren't secured to anything and that aren't worn or carried by anyone.\nA creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the spell ends. When a creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it, unless the creature is at the top. A restrained creature moves with the whirlwind and falls when the spell ends, unless the creature has some means to stay aloft.\nA restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6 x 10 feet away from it in a random direction.", "duration": "Up to 1 minute", "higher_level": "", - "id": "92b77494-2a6c-4dd0-8e27-6570f491c6e2", + "id": "b8b0fee0-1bca-4171-b84f-a74b9c743d1e", "level": 7, "locations": [ { @@ -14146,7 +14146,7 @@ "desc": "You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 radiant damage.\nThe spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", "duration": "Instantaneous", "higher_level": "", - "id": "f5eb3ff6-6077-4ad2-8184-2596326401e5", + "id": "a8a013e2-4013-451b-a76c-618e1f52437b", "level": 0, "locations": [ { @@ -14174,7 +14174,7 @@ "desc": "You call out to the spirits of nature to rouse them against your enemies. Choose a point you can see within range. The spirits cause trees, rocks, and grasses in a 60-foot cube centered on that point to become animated until the spell ends.\nGrasses and Undergrowth\nAny area of ground in the cube that is covered by grass or undergrowth is difficult terrain for your enemies.\nTrees\nAt the start of each of your turns, each of your enemies within 10 feet of any tree in the cube must succeed on a Dexterity saving throw or take 4d6 slashing damage from whipping branches.\nRoots and Vines\nAt the end of each of your turns, one creature of your choice that is on the ground in the cube must succeed on a Strength saving throw or become restrained until the spell ends. A restrained creature can use an action to make a Strength (Athletics) check against your spell save DC, ending the effect on itself on a success.\nRocks\nAs a bonus action on your turn, you can cause a loose rock in the cube to launch at a creature you can see in the cube. Make a ranged spell attack against the target. On a hit, the target takes 3d8 nonmagical bludgeoning damage, and it must succeed on a Strength saving throw or fall prone.", "duration": "Up to 1 minute", "higher_level": "", - "id": "4ba77040-bfff-4af3-b5d7-2b388a359ce4", + "id": "2f615c04-0cb1-411a-bb17-b9984ca6309b", "level": 5, "locations": [ { @@ -14201,7 +14201,7 @@ "desc": "You move like the wind. Until the spell ends, your movement doesn't provoke opportunity attacks.\nOnce before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.", "duration": "Up to 1 minute", "higher_level": "", - "id": "135df3b4-3d01-4644-88a8-12a0f903337c", + "id": "7dd59539-8e68-4c24-b3e2-16098035486a", "level": 1, "locations": [ { @@ -14232,7 +14232,7 @@ "desc": "As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 thunder damage, and the spell ends.\nThis spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.", "duration": "1 round", "higher_level": "", - "id": "0b30a406-08e9-4bbc-9b80-361c10de7cc1", + "id": "12975dc0-36cf-449e-87b8-90f6e48103d8", "level": 0, "locations": [ { @@ -14263,7 +14263,7 @@ "desc": "As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and green fire leaps from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.\nThis spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level.", "duration": "1 round", "higher_level": "", - "id": "a04c3b0f-b74b-40c3-879d-1c3f98dcb116", + "id": "7d82ec0b-de83-43c6-9105-247abd746049", "level": 0, "locations": [ { @@ -14293,7 +14293,7 @@ "desc": "You create a lash of lightning energy that strikes at one creature of your choice that you can see within range. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.\nThis spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).", "duration": "Instantaneous", "higher_level": "", - "id": "b1f5bb91-7515-40f1-b59f-37ee018db307", + "id": "82569c73-8f09-4e05-a212-6af9226a2daf", "level": 0, "locations": [ { @@ -14323,7 +14323,7 @@ "desc": "You create a momentary circle of spectral blades that sweep around you. Each creature within range, other than you, must succeed on a Dexterity saving throw or take 1d6 force damage.\nThis spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", "duration": "Instantaneous", "higher_level": "", - "id": "acc65b4e-99df-4acb-8ccc-42a4e4639b0d", + "id": "34e5e8f5-3a12-4c01-ba95-0a440c666d21", "level": 0, "locations": [ { @@ -14353,7 +14353,7 @@ "desc": "You create a blade-shaped planar rift about 3 feet long in an unoccupied space you can see within range. The blade lasts for the duration. When you cast this spell, you can make up to two melee spell attacks with the blade, each one against a creature, loose object, or structure within 5 feet of the blade. On a hit, the target takes 4d12 force damage. This attack scores a critical hit if the number on the d20 is 18 or higher. On a critical hit, the blade deals an extra 8d12 force damage (for a total of 12d12 force damage).\nAs a bonus action on your turn, you can move the blade up to 30 feet to an unoccupied space you can see and then make up to two melee spell attacks with it again.\nThe blade can harmlessly pass through any barrier, including a wall of force.", "duration": "Up to 1 minute", "higher_level": "", - "id": "c166f6ab-5c4d-4467-93ec-7fe11e05349e", + "id": "b5db24c8-d8e1-4e95-bfc2-a2a6977b1d30", "level": 9, "locations": [ { @@ -14384,7 +14384,7 @@ "desc": "You brandish the weapon used in the spell\u2019s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack\u2019s normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.\nThis spell\u2019s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).", "duration": "1 round", "higher_level": "", - "id": "2c650f3c-7ade-4065-9ce0-9033c8a28bbe", + "id": "9d596a06-856d-4487-ab54-61e98aa45f6b", "level": 0, "locations": [ { @@ -14416,7 +14416,7 @@ "desc": "You and up to eight willing creatures within range fall unconscious for the spell\u2019s duration and experience visions of another world on the Material Plane, such as Oerth, Toril, Krynn, or Eberron. If the spell reaches its full duration, the visions conclude with each of you encountering and pulling back a mysterious blue curtain. The spell then ends with you mentally and physically transported to the world that was in the visions.\nTo cast this spell, you must have a magic item that originated on the world you wish to reach, and you must be aware of the world\u2019s existence, even if you don\u2019t know the world\u2019s name. Your destination in the other world is a safe location within 1 mile of where the magic item was created. Alternatively, you can cast the spell if one of the affected creatures was born on the other world, which causes your destination to be a safe location within 1 mile of where that creature was born.\nThe spell ends early on a creature if that creature takes any damage, and the creature isn\u2019t transported. If you take any damage, the spell ends for you and all other creatures, with none of you being transported.", "duration": "6 hours", "higher_level": "", - "id": "583c445b-55fd-4bff-9b8c-efaae75e7549", + "id": "54ec7912-6a58-4a25-85cb-337d262c3773", "level": 7, "locations": [ { @@ -14447,7 +14447,7 @@ "desc": "You brandish the weapon used in the spell\u2019s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack\u2019s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.\nThis spell\u2019s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).", "duration": "Instantaneous", "higher_level": "", - "id": "6ff50afa-8bf9-46df-bfd7-ac1e09618174", + "id": "a05078e9-58ed-44e4-860a-ecdb1dae2ec9", "level": 0, "locations": [ { @@ -14478,7 +14478,7 @@ "desc": "For the duration, you or one willing creature you can see within range has resistance to psychic damage, as well as advantage on Intelligence, Wisdom, and Charisma saving throws.", "duration": "Up to 1 hour", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.", - "id": "27ca731e-3bb6-48e8-a1d2-58b8d7e2e415", + "id": "769db246-0a3c-4662-93a1-d535f09e8300", "level": 3, "locations": [ { @@ -14508,7 +14508,7 @@ "desc": "You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.\nThis spell\u2019s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).", "duration": "Instantaneous", "higher_level": "", - "id": "c65737de-aad7-469d-9758-d8dab2cf6897", + "id": "8a00e722-d8dd-4fd3-ad59-950aa5701f9f", "level": 0, "locations": [ { @@ -14537,7 +14537,7 @@ "desc": "You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.\nThis spell\u2019s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).", "duration": "1 round", "higher_level": "", - "id": "04f11361-a464-4b8d-8561-bc9e8c1894d7", + "id": "344db70b-6b47-4600-9112-6ab9db6945d3", "level": 0, "locations": [ { @@ -14568,7 +14568,7 @@ "desc": "You call forth spirits of the dead, which flit around you for the spell\u2019s duration. The spirits are intangible and invulnerable.\nUntil the spell ends, any attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is radiant, necrotic, or cold (your choice when you cast the spell). Any creature that takes this damage can\u2019t regain hit points until the start of your next turn.\nIn addition, any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn.", "duration": "Up to 1 minute", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for every two slot levels above 3rd.", - "id": "fd723339-0eda-49e1-883c-cc3a9c8375ef", + "id": "161ab8e2-91c2-4793-ad77-b321e1ee8f7e", "level": 3, "locations": [ { @@ -14598,7 +14598,7 @@ "desc": "You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Aberrant Spirit stat block. When you cast the spell, choose Beholderkin, Slaad, or Star Spawn. The creature resembles an aberration of that kind, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.\nThe creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don\u2019t issue any, it takes the Dodge action and uses its move to avoid danger.\n\nABERRANT SPIRIT\nMedium aberration\n\nArmor Class: 11 + the level of the spell (natural armor)\nHit Points: 40 + 10 for each spell level above 4th\nSpeed: 30 ft.; fly 30 ft. (hover) (Beholderkin only)\n\nSTR 16 (+3), DEX 10 (+0), CON 15 (+2)\nINT 16 (+3), WIS 10 (+0), CHA 6 (-2)\n\nDamage Immunities: psychic\nSenses: darkvision 60 ft., passive Perception 10\nLanguages: Deep Speech, understands the languages you speak\nChallenge: --\nProficiency Bonus: equals your bonus\n\nRegeneration (Slaad Only)\nThe aberration regains 5 hit points at the start of its turn if it has at least 1 hit point.\n\nWhispering Aura (Star Spawn Only)\nAt the start of each of the aberration\u2019s turns, each creature within 5 feet of the aberration must succeed on a Wisdom saving throw against your spell save DC or take 2d6 psychic damage, provided that the aberration isn\u2019t incapacitated.\n\nACTIONS\nMultiattack\nThe aberration makes a number of attacks equal to half this spell\u2019s level (rounded down). \n\nClaws (Slaad Only).\nMelee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 3 + the spell\u2019s level slashing damage. If the target is a creature, it can\u2019t regain hit points until the start of the aberration\u2019s next turn.\n\nEye Ray (Beholderkin Only)\nRanged Spell Attack: your spell attack modifier to hit, range 150 ft., one creature. Hit: 1d8 + 3 + the spell\u2019s level psychic damage.\n\nPsychic Slam (Star Spawn Only)\nMelee Spell Attack: your spell attack modifier to hit, reach 5 ft., one creature. Hit: 1d8 + 3 + the spell\u2019s level psychic damage.", "duration": "Up to 1 hour", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell\u2019s level appears on the stat block.", - "id": "a38da3ca-cc07-48c6-be0c-bab35397fd1e", + "id": "e76b211e-7d3f-4ed8-aa41-c857f39444dd", "level": 4, "locations": [ { @@ -14628,7 +14628,7 @@ "desc": "You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land, or Water. The creature resembles an animal of your choice that is native to the chosen environment, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.\nThe creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don\u2019t issue any, it takes the Dodge action and uses its move to avoid danger.\n\nBESTIAL SPIRIT\nSmall beast\n\nArmor Class: 11 + the level of the spell (natural armor)\nHit Points: 20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2nd\nSpeed: 30 ft., climb 30 ft. (Land only), fly 60 ft. (Air only), swim 30 ft. (Water only)\n\nSTR 18 (+4), DEX 11 (+0), CON 16 (+3)\nINT 4 (-3), WIS 14 (+2), CHA 5 (-3)\n\nSenses: darkvision 60 ft., passive Perception 12\nLanguages: understands the languages you speak\nChallenge: --\nProficiency Bonus: equals your bonus\n\nFlyby (Air Only)\nThe beast doesn\u2019t provoke opportunity attacks when it flies out of an enemy\u2019s reach.\n\nPack Tactics (Land and Water Only)\nThe beast has advantage on an attack roll against a creature if at least one of the beast\u2019s allies is within 5 feet of the creature and the ally isn\u2019t incapacitated.\n\nWater Breathing (Water Only)\nThe beast can breathe only underwater.\n\nACTIONS\nMultiattack\nThe beast makes a number of attacks equal to half the spell\u2019s level (rounded down).\n\nMaul\nMelee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell\u2019s level piercing damage.", "duration": "Up to 1 hour", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, use the higher level where the spell\u2019s level appears in the stat block.", - "id": "09457872-b35d-4c71-a9d1-aa1cb615f3e7", + "id": "f5277f2a-f1d6-4d8c-9ec4-6c88ecee083b", "level": 2, "locations": [ { @@ -14658,7 +14658,7 @@ "desc": "You call forth a celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range. This corporeal form uses the Celestial Spirit stat block. When you cast the spell, choose Avenger or Defender. Your choice determines the creature\u2019s attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.\nThe creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don\u2019t issue any, it takes the Dodge action and uses its move to avoid danger.\n\nCELESTIAL SPIRIT\nLarge celestial\n\nArmor Class: 11 + the level of the spell (natural armor) + 2 (Defender only)\nHit Points: 40 + 10 for each spell level above 5th\nSpeed: 30 ft., fly 40 ft.\n\n STR 16 (+3), DEX 14 (+2), CON 16 (+3)\nINT 10 (+0), WIS 14 (+2), CHA 16 (+3)\n\nDamage Resistances: radiant\nCondition Immunities: charmed, frightened\nSenses: darkvision 60 ft., passive Perception 12\nLanguages: Celestial, understands the languages you speak\nChallenge: --\nProficiency Bonus: equals your bonus\n\nACTIONS\nMultiattack\nThe celestial makes a number of attacks equal to half this spell\u2019s level (rounded down).\n\nRadiant Bow (Avenger Only)\nRanged Weapon Attack: your spell attack modifier to hit, reach 150/600 ft., one target. Hit: 2d6 + 2 + the spell\u2019s level radiant damage.\n\nRadiant Mace (Defender Only)\nMelee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 3 + the spell\u2019s level radiant damage, and the celestial can choose itself or another creature it can see within 10 feet of the target. The chosen creature gain 1d10 temporary hit points.\n\nHealing Touch (1/Day)\nThe celestial touches another creature. The target magically regains hit points equal to 2d8 + the spell\u2019s level.", "duration": "Up to 1 hour", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, use the higher level whenever the spell\u2019s level appears in the stat block.", - "id": "6c58551f-e7bf-47cb-b63c-6262c20108d8", + "id": "896b54c7-874e-4081-9263-ad6a40e64caf", "level": 5, "locations": [ { @@ -14688,7 +14688,7 @@ "desc": "You call forth the spirit of a construct. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Construct Spirit stat block. When you cast the spell, choose a material: Clay, Metal, or Stone. The creature resembles a golem or a modron (your choice) made of the chosen material, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.\nThe creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don\u2019t issue any, it takes the Dodge action and uses its move to avoid danger.\n\nCONSTRUCT SPIRIT\nMedium construct\n\nArmor Class: 13 + the level of the spell (natural armor)\nHit Points: 40 + 15 for each spell level above 3rd\nSpeed 30 ft.\n\nSTR 18 (+4), DEX 10 (+0), CON 18 (+4)\nINT 14 (+2), WIS 11 (+0), CHA 5 (-3)\n\nDamage Resistances: poison\nCondition Immunities: charmed, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned\nSenses: darkvision 60 ft., passive Perception 10\nLanguages: understands the languages you speak\nChallenge: --\nProficiency Bonus: equals your bonus\n\nHeated Body (Metal Only)\nA creature that touches the construct or hits it with a melee attack while within 5 feet of it takes 1d10 fire damage.\nStony Lethargy (Stone Only)\nWhen a creature the construct can see starts its turn within 10 feet of the construct, the construct can force it to make a Wisdom saving throw against your spell save DC. On a failed save, the target can\u2019t use reactions and its speed is halved until the start of its next turn.\n\nACTIONS\nMultiattack\nThe construct makes a number of attacks equal to half this spell\u2019s level (rounded down).\n\nSlam\nMelee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell\u2019s level bludgeoning damage.\n\nREACTIONS\nBerserk Lashing (Clay Only)\nWhen the construct takes damage, it makes a slam attack against a random creature within 5 feet of it. If no creature is within reach, the construct moves up to half its speed toward an enemy it can see, without provoking opportunity attacks.", "duration": "Up to 1 hour", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell\u2019s level appears in the stat block.", - "id": "f523978a-cad2-4bd3-b203-8060fed00bf3", + "id": "a9b2f81f-55af-4619-aa96-bbb94f3b2678", "level": 4, "locations": [ { @@ -14719,7 +14719,7 @@ "desc": "You call forth an elemental spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Elemental Spirit stat block. When you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature resembles a bipedal form wreathed in the chosen element, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.\nThe creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don\u2019t issue any, it takes the Dodge action and uses its move to avoid danger.\n\nELEMENTAL SPIRIT\nMedium elemental\n\nArmor Class: 11 + the level of the spell (natural armor)\nHit Points: 50 + 10 for each spell level above 3rd\nSpeed: 40 ft.; burrow 40 ft. (Earth only); fly 40 ft. (hover) (Air only); swim 40 ft. (Water only)\n\nSTR 18 (+4), DEX 15 (+2), CON 17 (+3)\nINT 4 (-3), WIS 10 (+0), CHA 16 (+3)\n\nDamage Resistances: acid (Water only); lightning and thunder (Air only); piercing and slashing (Earth only)\nDamage Immunities: poison; fire (Fire only)\nCondition Immunities: exhaustion, paralyzed, petrified, poisoned, unconscious\nSenses: darkvision 60 ft., passive Perception 10\nLanguages: Primordial, understands the languages you speak\nChallenge: --\nProficiency Bonus: equals your bonus\n\nAmorphous Form (Air, Fire, and Water Only)\nThe elemental can move through a space as narrow as 1 inch wide without squeezing.\n\nACTIONS\nMultiattack\nThe elemental makes a number of attacks equal to half this spell\u2019s level (rounded down).\n\nSlam\nMelee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 4 + the spell\u2019s level bludgeoning damage (Air, Earth, and Water only) or fire damage (Fire only).", "duration": "Up to 1 hour", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell\u2019s level appears in the stat block.", - "id": "9d568f2f-f624-4ed7-a94f-e9199309393c", + "id": "9c2bcfb8-d67e-4dd0-85d0-88db12481079", "level": 4, "locations": [ { @@ -14751,7 +14751,7 @@ "desc": "You call forth a fey spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Fey Spirit stat block. When you cast the spell, choose a mood: Fuming, Mirthful, or Tricksy. The creature resembles a fey creature of your choice marked by the chosen mood, which determines one of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.\nThe creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don\u2019t issue any, it takes the Dodge action and uses its move to avoid danger.\n\nFEY SPIRIT\nSmall fey\n\nArmor Class: 12 + the level of the spell (natural armor)\nHit Points: 30 + 10 for each spell level above 3rd\nSpeed: 40 ft.\n\nSTR 13 (+1), DEX 16 (+3), CON 14 (+2)\nINT 14 (+2), WIS 11 (+0), CHA 16 (+3)\n\nCondition Immunities: charmed\nSenses: darkvision 60 ft., passive Perception 10\nLanguages: Sylvan, understands the languages you speak\nChallenge: --\nProficiency Bonus: equals your bonus\n\nACTIONS\nMultiattack\nThe fey makes a number of attacks equal to half the spell\u2019s level (rounded down).\n\nShortsword\nMelee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 3 + the spell\u2019s level piercing damage + 1d6 force damage.\n\nBONUS ACTIONS\nFey Step\n The fey magically teleports up to 30 feet to an unoccupied space it can see. Then one of the following effects occurs, based on the fey\u2019s chosen mood.\n\nFuming\nThe fey has advantage on the next attack roll it makes before the end of this turn.\n\nMirthful\nThe fey can force one creature it can see within 10 feet of it to make a Wisdom saving throw against your spell save DC. Unless the save succeeds, the target is charmed by you and the fey for 1 minute or until the target takes any damage.\n\nTricksy\nThe fey can fill a 5-foot cube within 5 feet of it with magical darkness, which lasts until the end of its next turn.", "duration": "Up to 1 hour", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell\u2019s level appears in the stat block.", - "id": "e00a67ab-a715-4272-b730-df049eda666e", + "id": "5fc10e73-e58c-49a7-85ca-882f5a718cd4", "level": 3, "locations": [ { @@ -14781,7 +14781,7 @@ "desc": "You call forth a fiendish spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Fiendish Spirit stat block. When you cast the spell, choose Demon, Devil, or Yugoloth. The creature resembles a fiend of the chosen type, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.\nThe creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don\u2019t issue any, it takes the Dodge action and uses its move to avoid danger.\n\nFIENDISH SPIRIT\nLarge fiend\n\nArmor Class: 12 + the level of the spell (natural armor)\nHit Points: 50 (Demon only) or 40 (Devil only) or 60 (Yugoloth only) + 15 for each spell level above 6th\nSpeed: 40 ft., climb 40 ft. (Demon only), fly 60 ft. (Devil only)\n\nSTR 13 (+1), DEX 16 (+3), CON 15 (+2)\nINT 10 (+0), WIS 10 (+0), CHA 16 (+3)\n\nDamage Resistances: fire\nDamage Immunities: poison\nCondition Immunities: poisoned\nSenses: darkvision 60 ft., passive Perception 10\nLanguages: Abyssal, Infernal, telepathy 60 ft.\nChallenge: --\nProficiency Bonus: equals your bonus\n\nDeath Throes (Demon Only)\nWhen the fiend drops to 0 hit points or the spell ends, the fiend explodes, and each creature within 10 feet of it must make a Dexterity saving throw against your spell save DC. A creature takes 2d10 + this spell\u2019s level fire damage on a failed save, or half as much damage on a successful one.\n\nDevil\u2019s Sight (Devil Only)\nMagical darkness doesn\u2019t impede the fiend\u2019s darkvision.\n\nMagic Resistance\nThe fiend has advantage on saving throws against spells and other magical effects.\n\nACTIONS\nMultiattack\nThe fiend makes a number of attacks equal to half this spell\u2019s level (rounded down).\n\nBite (Demon Only)\nMelee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d12 + 3 + the spell\u2019s level necrotic damage.\n\nClaws (Yugoloth Only)\nMelee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 3 + the spell\u2019s level slashing damage. Immediately after the attack hits or misses, the fiend can magically teleport up to 30 feet to an unoccupied space it can see.\n\nHurl Flame (Devil Only)\nRanged Spell Attack: your spell attack modifier to hit, range 150 ft., one target. Hit: 2d6 + 3 + the spell\u2019s level fire damage. If the target is a flammable object that isn\u2019t being worn or carried, it also catches fire.", "duration": "Up to 1 hour", "higher_level": "When you cast this spell using a spell slot of 7th level or higher, use the higher level wherever the spell\u2019s level appears in the stat block.", - "id": "0dfd2fc9-60d7-44bd-ae84-99dbf13c10cf", + "id": "00888456-4df3-4f3e-8aac-cf36a5c5dd70", "level": 6, "locations": [ { @@ -14811,7 +14811,7 @@ "desc": "You call forth a shadowy spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Shadow Spirit stat block. When you cast the spell, choose an emotion: Fury, Despair, or Fear. The creature resembles a misshapen biped marked by the chosen emotion, which determines certain traits in its stat block. The creature disappears when it drop to 0 hit points or when the spell ends.\nThe creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after your. It obeys your verbal commands (no action required by you). If you don\u2019t issue any, it takes the Dodge action and it uses its move to avoid danger.\n\nSHADOW SPIRIT\nMedium monstrosity\n\nArmor Class: 11 + the level of the spell (natural armor)\nHit Points: 35 + 15 for each spell level above 3rd \nSpeed: 40 ft.\n\nSTR 13 (+1), DEX 16 (+3), CON 15 (+2)\nINT 4 (-3), WIS 10 (+0), CHA 16 (+3)\n\nDamage Resistances: necrotic\nCondition Immunities: frightened\nSenses: darkvision 120 ft., passive Perception 10\nLanguages: understands the languages you speak\nChallenge: --\nProficiency Bonus: equals your bonus\n\nTerror Frenzy (Fury Only)\nThe spirit has advantage on attack rolls against frightened creatures.\n\nWeight of Sorrow (Despair Only)\nAny creature, other than you, that starts its turn within 5 feet of the spirit has its speed reduced by 20 feet until the start of that creature\u2019s next turn.\n\nACTIONS\nMultiattack\nThe spirit makes a number of attacks equal to half this spell\u2019s level (rounded down).\n\nChilling Rend\nMelee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d12 + 3 + the spell\u2019s level cold damage.\n\nDreadful Scream (1/Day)\nThe spirit screams. Each creature within 30 feet of it must succeed on a Wisdom saving throw against your spell save DC or be frightened of the spirit for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\n\nBONUS ACTION\nShadow Stealth (Fear Only)\nWhile in dim light or darkness, the spirit takes the Hide action.", "duration": "Up to 1 hour", "higher_level": "When you cast the spell using a spell slot of 4th level or higher, use the higher level wherever the spell\u2019s level appears on the stat block.", - "id": "df0581eb-c751-4ea5-b298-ce2bdf7c4e3f", + "id": "3addab59-6e3b-454e-b6be-cb986801898f", "level": 3, "locations": [ { @@ -14841,7 +14841,7 @@ "desc": "You call forth an undead spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Undead Spirit stat block. When you cast the spell, choose the creature\u2019s form: Ghostly, Putrid, or Skeletal. The spirit resembles an undead creature with the chosen form, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.\nThe creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don\u2019t issue any, it takes the Dodge action and uses its move to avoid danger.\n\nUNDEAD SPIRIT\nMedium undead\n\nArmor Class: 11 + the level of the spell (natural armor)\nHit Points: 30 (Ghostly and Putrid only) or 20 (Skeletal only) + 10 for each spell level above 3rd\nSpeed: 30 ft., fly 40 ft. (hover) (Ghostly only)\n\nSTR 12 (+1), DEX 16 (+3), CON 15 (+2)\nINT 4 (-3), WIS 10 (+0), CHA 9 (-1)\n\nDamage Immunities: necrotic, poison\nCondition Immunities: exhaustion, frightened, paralyzed, poisoned\nSenses: darkvision 60 ft., passive Perception 10\nLanguages: understands the languages you speak\nChallenge: --\nProficiency Bonus: equals your bonus\n\nFestering Aura (Putrid Only)\nAny creature, other than you, that starts its turn within 5 feet of the spirit must succeed on a Constitution saving throw against your spell save DC or be poisoned until the start of its next turn.\n\nIncorporeal Passage (Ghostly Only)\nThe spirit can move through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled.\n\nACTIONS\nMultiattack\nThe spirit makes a number of attacks equal to half the spell\u2019s level (rounded down).\n\nDeathly Touch (Ghostly Only)\nMelee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 3 + the spell\u2019s level necrotic damage, and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of the undead until the end of the target\u2019s next turn.\n\nGrave Bolt (Skeletal Only)\nRanged Weapon Attack: your spell attack modifier to hit, reach 150 ft., one target. Hit: 2d4 + 3 + the spell\u2019s level necrotic damage.\n\nRotting Claw (Putrid Only)\nMelee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 3 + the spell\u2019s level slashing damage. If the target is poisoned, it must succeed on a Constitution saving throw against your spell save DC or be paralyzed until the end of its next turn.", "duration": "Up to 1 hour", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell\u2019s level appears in the stat block.", - "id": "138f5a3e-22f2-43d7-961e-f74f72a90bb9", + "id": "fa55bba4-e35f-4081-85eb-5fbc96bf198e", "level": 3, "locations": [ { @@ -14871,7 +14871,7 @@ "desc": "You create a momentary circle of spectral blades that sweep around you. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 force damage.\nThis spell\u2019s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", "duration": "Instantaneous", "higher_level": "", - "id": "ee1eb736-eb5f-422b-b268-2323ead181c1", + "id": "2945b240-f582-4530-8596-73c1a5823474", "level": 0, "locations": [ { @@ -14902,7 +14902,7 @@ "desc": "A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell\u2019s duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 2d4 acid damage at start of each of its turns.", "duration": "Up to 1 minute", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d4 for each slot level above 1st.", - "id": "90e40c30-6b9a-4a99-8d85-4f53485c1d51", + "id": "dcbaa6bb-ae67-463c-82b4-4f25d39daaa1", "level": 1, "locations": [ { @@ -14930,7 +14930,7 @@ "desc": "You psychically lash out at one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage, and it can\u2019t take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell\u2019s other effects.", "duration": "1 round", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.", - "id": "823bcd2b-6049-4016-adf0-3bd7f6062f39", + "id": "9bbfe530-cac6-4349-9869-208d8719560d", "level": 2, "locations": [ { @@ -14961,7 +14961,7 @@ "desc": "Uttering an incantation, you draw on the magic of the Lower Planes or Upper Planes (your choice) to transform yourself. You gain the following bene its until the spell ends:\n\n\u2022You are immune to fire and poison damage (Lower Planes) or radiant and necrotic damage (Upper Planes).\n\u2022You are immune to the poisoned condition (Lower Planes) or the charmed condition (Upper Planes).\n\u2022Spectral wings appear on your back, giving you a flying speed of 40 feet.\n\u2022You have a +2 bonus to AC.\n\u2022All your weapon attacks are magical, and when you make a weapon attack, you can use your spellcasting ability modifier, instead of Strength or Dexterity, for the attack and damage rolls.\n\u2022You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that lets you attack more than once when you take the Attack action on your turn.", "duration": "Up to 1 minute", "higher_level": "", - "id": "afb46bf7-90c0-45e1-bd8d-a92976f56515", + "id": "b65c2dff-d507-48b5-b93d-65506c2dd368", "level": 6, "locations": [ { @@ -14991,7 +14991,7 @@ "desc": "Do you need to squeeze a few more gold pieces out of a merchant as you try to sell that weird octopus statue you liberated from the chaos temple? Do you need to downplay the worth of some magical assets when the tax collector stops by? Distort value has you covered.\nYou cast this spell on an object no more than 1 foot on a side, doubling the object's perceived value by adding illusory flourishes or polish to it, or reducing its perceived value by half with the help of illusory scratches, dents, and other unsightly features. Anyone examining the object can ascertain its true value with a successful Intelligence (Investigation) check against your spell save DC.", "duration": "8 hours", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the maximum size of the object increases by 1 foot for each slot level above 1st.", - "id": "38d95ff5-a47c-4f8b-be2d-8c613c9805e7", + "id": "97e5e1b5-afc8-4c2f-b20a-c19375afbd8d", "level": 1, "locations": [ { @@ -15020,7 +15020,7 @@ "desc": "When you need to make sure something gets done, you can't rely on vague promises, sworn oaths, or binding contracts of employment. When you cast this spell, choose one humanoid within range that can see and hear you, and that can understand you. The creature must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed in this way, it undertakes to perform any services or activities you ask of it in a friendly manner, to the best of its ability.\nYou can set the creature new tasks when a previous task is completed, or if you decide to end its current task. If the service or activity might cause harm to the creature. or if it conflicts with the creature's normal activities and desires. the creature can make another Wisdom saving throw to try to end the effect. This save is made with advantage if you or your companions are fighting the creature. If the activity would result in certain death for the creature, the spell ends.\nWhen the spell ends, the creature knows it was charmed by you.", "duration": "Up to 1 hour", "higher_level": "When you cast this spell using a spell slot of 4th level or higher. you can target one additional creature for each slot level above 3rd.", - "id": "34f5520f-043f-4420-81ea-469de5f13dee", + "id": "89e988bf-2a29-4884-a0bc-c1bad484c35e", "level": 3, "locations": [ { @@ -15050,7 +15050,7 @@ "desc": "Jim Darkmagic is said to have invented this spell, originally calling it I said what?! Have you ever been talking to the local monarch and accidentally mentioned how their son looks like your favorite hog from when you were growing up on the family farm? We've all been there! But rather than being beheaded for an honest slip of the tongue, you can pretend it never happened - by ensuring that no one knows it happened.\nWhen you cast this spell, you skillfully reshape the memories of listeners in your immediate area, so that each creature of your choice within 5 feet of you forgets everything you said within the last 6 seconds. Those creatures then remember that you actually said the words you speak as the verbal component of the spell.", "duration": "Instantaneous", "higher_level": "", - "id": "45cf3655-4836-4e12-afe6-251e0fe90c60", + "id": "c323762a-c5a6-4ecb-be61-bb3ee0a08973", "level": 2, "locations": [ { @@ -15083,7 +15083,7 @@ "desc": "When you cast this spell, you present the gem used as the material component and choose any number of creatures within range that can see you. Each target must succeed on a Wisdom saving throw or be charmed by you until the spell ends, or until you or your companions do anything harmful to it. While charmed in this way, a creature can do nothing but use its movement to approach you in a safe manner. While an affected creature is within 5 feel of you, it cannot move, but simply stares greedily at the gem you present.\nAt the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.", "duration": "Up to 1 minute", "higher_level": "", - "id": "6e186e16-3e66-48f3-8b3b-fe261c3fb9d7", + "id": "e08845e7-7cc3-4ea3-b854-24eb87f45fd6", "level": 3, "locations": [ { @@ -15112,7 +15112,7 @@ "desc": "Of the many tactics employed by master magician and renowned adventurer Jim Darkmagic, the old glowing coin trick is a time-honored classic. When you cast the spell, you hurl the coin that is the spell's material component to any spot within range. The coin lights up as if under the effect of a light spell. Each creature of your choice that you can see within 30 feet of the coin must succeed on a Wisdom saving throw or be distracted for the duration. While distracted, a creature has disadvantage on Wisdom (Perception) checks and initiative rolls.", "duration": "1 minute", "higher_level": "", - "id": "cd592b75-7462-4c5c-a06c-a8c5119c374c", + "id": "4d8cea8f-8cf0-4058-8a02-5c1a59060d51", "level": 2, "locations": [ { @@ -15142,7 +15142,7 @@ "desc": "Any apprentice wizard can cast a boring old magic missile. Sure, it always strikes its target. Yawn. Do away with the drudgery of your grandfather's magic with this improved version of the spell, as used by Jim Darkmagic!\nYou create three twisting, whistling, hypoallergenic, gluten-free darts of magical force. Each dart targets a creature of your choice that you can see within range. Make a ranged spell attack for each missile. On a hit, a missile deals 2d4 force damage to its target.\nIf the attack roll scores a critical hit, the target of that missile takes 5d4 force damage instead of you rolling damage twice for a critical hit. If the attack roll for any missile is a 1, all missiles miss their targets and blow up in your face, dealing 1 force damage per missile to you.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart, and the royalty component increases by 1 gp, for each slot level above 1st.", - "id": "8f490307-646c-4422-9612-1a5279665d78", + "id": "2125559d-5921-4e67-b878-ce35a60e86c2", "level": 1, "locations": [ { @@ -15171,7 +15171,7 @@ "desc": "You address allies, staff, or innocent bystanders to exhort and inspire them to greatness, whether they have anything to get excited about or not. Choose up to five creatures within range that can hear you. For the duration, each affected creature gains 5 temporary hit points and has advantage on Wisdom saving throws. If an affected creature is hit by an attack, it has advantage on the next attack roll it makes. Once an affected creature loses the temporary hit points granted by this spell, the spell ends for that creature.", "duration": "1 hour", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the temporary hit points increase by 5 for each slot level above 3rd.", - "id": "22403bc3-cf17-44bd-986f-127b7806a7c0", + "id": "0b140cc1-9a16-484d-8f28-cd1fe3f1b118", "level": 3, "locations": [ { @@ -15200,7 +15200,7 @@ "desc": "You temporarily summon three familiars spirits that take animal forms of your choice. Each familiar uses the same rules and options for a familiar conjured by the find familiar spell. All the familiars conjured by this spell must be the same type of creature (celestials, fey, or fiends; your choice). If you already have a familiar conjured by the find familiar spell or similar means, then one fewer familiars are conjured by this spell.\nFamiliars summoned by this spell can telepathically communicate with you and share their visual or auditory senses while they are within 1 mile of you.\nWhen you cast a spell with a range of touch, one of the familiars conjured by this spell can deliver the spell, as normal. However, you can cast a touch spell through only one familiar per turn.", "duration": "Up to 1 hour", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you conjure an additional familiar for each slot level above 2nd.", - "id": "1da05d31-34e3-46e4-b4f1-55149e58379d", + "id": "80c447c6-5867-4f6c-a198-fc38b4f124c2", "level": 2, "locations": [ { @@ -15230,7 +15230,7 @@ "desc": "You summon a Small air elemental to a spot within range. The air elemental is formless, nearly transparent, immune to all damage, and cannot interact with other creatures or objects. It carries an open, empty chest whose interior dimensions are 3 feet on each side. While the spell lasts, you can deposit as many items inside the chest as will fit. You can then name a living creature you have met and seen at least once before, or any creature for which you possess a body part, lock of hair, clipping from a nail, or similar portion of the creature\u2019s body. As soon as the lid of the chest is closed, the elemental and the chest disappear, then reappear adjacent to the target creature. If the target creature is on another plane, or if it is proofed against magical detection or location, the contents of the chest reappear on the ground at your feet. The target creature is made aware of the chest\u2019s contents before it chooses whether or not to open it, and knows how much of the spell\u2019s duration remains in which it can retrieve them. No other creature can open the chest and retrieve its contents. When the spell expires or when all the contents of the chest have been removed, the elemental and the chest disappear. The elemental also disappears if the target creature orders it to return the items to you. When the elemental disappears, any items not taken from the chest reappear on the ground at your feet.", "duration": "10 minutes", "higher_level": "When you cast this spell using an 8th-level spell slot, you can send the chest to a creature on a different plane of existence from you.", - "id": "b806dcc9-e33b-4c90-b174-56e46acb9169", + "id": "00c37dd3-e366-4f30-86cd-1c1e3fbe9e2e", "level": 4, "locations": [ { @@ -15259,7 +15259,7 @@ "desc": "You conjure a two-story tower made of stone, wood, or similar suitably sturdy materials. The tower can be round or square in shape. Each level of the tower is 10 feet tall and has an area of up to 100 square feet. Access between levels consists of a simple ladder and hatch. Each level takes one of the following forms, chosen by you when you cast the spell:\n\u2022 A bedroom with a bed, chairs, chest, and magical fireplace\n\u2022 A study with desks, books, bookshelves, parchments, ink, and ink pens\n\u2022 A dining space with a table, chairs, magical fireplace, containers, and cooking utensils\n\u2022 A lounge with couches, armchairs, side tables and footstools\n\u2022 A washroom with toilets, washtubs, a magical brazier, and sauna benches\n\u2022 An observatory with a telescope and maps of the night sky\n\u2022 An unfurnished, empty room The interior of the tower is warm and dry, regardless of conditions outside. Any equipment or furnishings conjured with the tower dissipate into smoke if removed from it. At the end of the spell\u2019s duration, all creatures and objects within the tower that were not created by the spell appear safely outside on the ground, and all traces of the tower and its furnishings disappear.\nYou can cast this spell again while it is active to maintain the tower\u2019s existence for another 24 hours. You can create a permanent tower by casting this spell in the same location and with the same configuration every day for one year.", "duration": "24 hours", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the tower can have one additional story for each slot level beyond 3rd.", - "id": "9edad62c-eb45-49ae-8d94-b350a0e74fd5", + "id": "5751e637-6e50-4277-957d-36513a0c4f53", "level": 3, "locations": [ { @@ -15288,7 +15288,7 @@ "desc": "While casting the spell, you place a vial of quicksilver in the chest of a life-sized human doll stuffed with ash or dust. You then stitch up the doll and drip your blood on it. At the end of the casting, you tap the doll with a crys\u00adtal rod, transforming it into a magen clothed in whatever the doll was wearing. The type of magen is chosen by you during the casting of the spell. See the stat blocks below for different kinds of magen and their statistics.\nWhen the magen appears, your hit point maximum decreases by an amount equal to the magen's challenge rating (minimum reduction of 1). Only a wish spell can undo this reduction to your hit point maximum.\nAny magen you create with this spell obeys your com\u00admands without question.\n\n\nDEMOS MAGEN\nMedium construct, unaligned\n\nArmor Class: 16 (chain mail)\nHit Points: 51 (6d8 + 24)\nSpeed: 30 ft.\n\nSTR 14 (+2), DEX 14 (+2), CON 18 (+4)\nINT 10 (+0), WIS 10 (+0), CHA 7 (-2)\n\nDamage Immunities: poison\nCondition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned\nSenses: passive Perception 10\nLanguages: understands the languages of its creator but can't speak\nChallenge 2 (450 XP)\n\nFiery End\nIf the magen dies, its body disintegrates in a harm\u00adless burst of fire and smoke, leaving behind anything it was wearing or carrying.\n\nMagic Resistance\nThe magen has advantage on saving throws against spells and other magical effects.\n\nUnusual Nature\nThe magen doesn't require air, food, drink, or sleep.\n\nACTIONS\nMultiattack\nThe magen makes two melee attacks.\n\nGreatsword\nMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.\n\nLight Crossbow\nRanged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage.\n\n\nGALVAN MAGEN\nMedium construct, unaligned\n\nArmor Class: 14\nHit Points: 68 (8d8 + 32)\nSpeed: 30 ft., fly 30 ft. (hover)\n\nSTR 10 (+0), DEX 18 (+4), CON 18 (+4)\nINT 12(+1), WIS 10 (+0), CHA 7 (-2)\n\nDamage Immunities: lightning, poison\nCondition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned\nSenses: passive Perception 10\nLanguages: understands the languages of its creator but can't speak\nChallenge: 3 (700 XP)\n\nFiery End\n If the magen dies, its body disintegrates in a harm\u00adless burst of fire and smoke, leaving behind anything it was wearing or carrying.\n\nMagic Resistance\nThe magen has advantage on saving throws against spells and other magical effects.\n\nUnusual Nature\nThe magen doesn't require air, food, drink, or sleep.\n\nACTIONS\nMultiattack\nThe magen makes two Shocking Touch attacks.\n\nShocking Touch\nMelee Spell Attack: +6 to hit, reach 5 ft., one target (the magen has advantage on the attack roll if the target is wearing armor made of metal). Hit: 7 (1d6 + 4) light\u00adning damage.\n\nStatic Discharge (Recharge 5-6)\nThe magen discharges a light\u00adning bolt in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw (with disad\u00advantage if the creature is wearing armor made of metal), taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.\n\n\nHYPNOS MAGEN\nMedium construct, unaligned\n\nArmor Class: 12\nHit Points: 34 (4d8 + 16)\nSpeed: 30 ft.\n\nSTR 10 (+0), DEX 14 (+2), CON 18 (+4)\nINT 14 (+2), WIS 10 (+0), CHA 7 (-2)\n\nDamage Immunities: poison\nCondition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned\nSenses: passive Perception 10\nLanguages: understands the languages of its creator but can't speak, telepathy 30 ft.\nChallenge: 1 (200 XP)\n\nFiery End\nIf the magen dies, its body disintegrates in a harm\u00adless burst of fire and smoke, leaving behind anything it was wearing or carrying.\n\nMagic Resistance\nThe magen has advantage on saving throws against spells and other magical effects.\n\nUnusual Nature\nThe magen doesn't require air, food, drink, or sleep.\n\nACTIONS\nPsychic Lash\nThe magen's eyes glow silver as it targets one creature that it can see within 60 feet of it. The target must succeed on a DC 12 Wisdom saving throw or take 11 (2d10) psychic damage.\n\nSuggestion\nThe magen casts the suggestion spell (save DC 12) , requiring no material components. The target must be a creature that the magen can communicate with telepathically. If it succeeds on its saving throw, the target is immune to this magen's suggestion spell for the next 24 hours. The magen's spellcasting ability is Intelligence.", "duration": "Instantaneous", "higher_level": "", - "id": "58ff27e5-fe3e-47da-9b2a-b68156057b39", + "id": "b3a35618-503c-4ef9-ac0c-ecb181665aee", "level": 7, "locations": [ { @@ -15316,7 +15316,7 @@ "desc": "Freezing cold blasts from your fingertips in a 15-foot cone. Each creature in that area must make a Constitu\u00adtion saving throw, taking 2d8 cold damage on a failed save, or half as much damage on a successful one.\nThe cold freezes nonmagical liquids in the area that aren't being worn or carried.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.", - "id": "51b67a00-8783-46ae-9ee6-b0ae33ca720d", + "id": "aeed3d1f-4ccb-418c-98ae-3cbdfe668c56", "level": 1, "locations": [ { @@ -15345,7 +15345,7 @@ "desc": "This spell creates a sphere centered on a point you choose within range. The sphere can have a radius of up to 40 feet. The area within this sphere is filled with mag\u00adical darkness and crushing gravitational force.\nFor the duration, the spell's area is difficult terrain. A creature with darkvision can't see through the magical darkness, and nonmagical light can't illuminate it. No sound can be created within or pass through the area. Any creature or object entirely inside the sphere is im\u00ad mune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.\nAny creature that enters the spell's area for the first time on a turn or starts its turn there must make a Con\u00adstitution saving throw. The creature takes 8d10 force damage on a failed save, or half as much damage on a successful one. A creature reduced to 0 hit points by this damage is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust.", "duration": "Up to 1 minute", "higher_level": "", - "id": "0d23c894-a8cf-4b7b-a6a7-abaf5b45a3c1", + "id": "20298f90-5a54-464c-9523-e2c482dd6f68", "level": 8, "locations": [ { @@ -15376,7 +15376,7 @@ "desc": "You impart latent luck to yourself or one willing creature you can see within range. When the chosen creature makes an attack roll, an ability check, or a saving throw before the spell ends, it can dismiss this spell on itself to roll an additional d20 and choose which of the d20s to use. Alternatively, when an attack roll is made against the chosen creature, it can dismiss this spell on itself to roll a d20 and choose which of the d20s to use, the one it rolled or the one the attacker rolled.\nIf the original d20 roll has advantage or disadvantage, the creature rolls the additional d20 after advantage or disadvantage has been applied to the original roll.", "duration": "1 hour", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can target one addi\u00adtional creature for each slot level above 2nd.", - "id": "d955506f-e1fd-4bc0-ac4b-c6b52b830158", + "id": "58c2647e-0c28-4dde-9cea-a95c8fb53a70", "level": 2, "locations": [ { @@ -15404,7 +15404,7 @@ "desc": "You touch a willing creature. For the duration, the target can add 1d8 to its initiative rolls.", "duration": "8 hours", "higher_level": "", - "id": "a0a6c3b4-4933-4a8f-b582-82fb3afd06ff", + "id": "19a4fe30-0807-4dc9-b798-9e648a30d9e0", "level": 1, "locations": [ { @@ -15435,7 +15435,7 @@ "desc": "You manifest a ravine of gravitational energy in a line originating from you that is 100 feet long and 5 feet wide. Each creature in that line must make a Constitu\u00ad tion saving throw, taking 8d8 force damage on a failed save, or half as much damage on a successful one.\nEach creature within 10 feet of the line but not in it must succeed on a Constitution saving throw or take 8d8 force damage and be pulled toward the line until the creature is in its area.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.", - "id": "276d7255-01e5-4a8c-beea-74c59c63f518", + "id": "6f6d6a23-d053-42b8-83f0-29c9ed5df22d", "level": 6, "locations": [ { @@ -15466,7 +15466,7 @@ "desc": "A 20-foot-radius sphere of crushing force forms at a point you can see within range and tugs at the crea\u00adtures there. Each creature in the sphere must make a Constitution saving throw. On a failed save, the creature takes 5d10 force damage and is pulled in a straight line toward the center of the sphere, ending in an unoccu\u00adpied space as close to the center as possible (even if that space is in the air). On a successful save, the creature takes half as much damage and isn't pulled.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.", - "id": "2879df9d-7754-4667-a317-a54dee0078e9", + "id": "0290f673-56fb-41ce-9af3-baf1fc7c2875", "level": 4, "locations": [ { @@ -15497,7 +15497,7 @@ "desc": "You touch an object that weighs no more than 10 pounds and cause it to become magically fixed in place. You and the creatures you designate when you cast this spell can move the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute.\nIf the object is fixed in the air, it can hold up to 4,000 pounds of weight. More weight causes the object to fall. Otherwise, a creature can use an action to make a Strength check against your spell save DC. On a suc\u00adcess, the creature can move the object up to 10 feet.", "duration": "1 hour", "higher_level": "If you cast this spell using a spell slot of 4th or 5th level, the DC to move the object in\u00adcreases by 5, it can carry up to 8,000 pounds of weight, and the duration increases to 24 hours. If you cast this spell using a spell slot of 6th level or higher, the DC to move the object increases by 10, it can carry up to 20,000 pounds of weight, and the effect is permanent until dispelled.", - "id": "c4a1379b-d934-4a6b-9a63-82a592ddec84", + "id": "6fb04835-c83a-4c37-915f-226e867465e8", "level": 2, "locations": [ { @@ -15527,7 +15527,7 @@ "desc": "The gravity in a 10-foot-radius sphere centered on a point you can see within range increases for a moment. Each creature in the sphere on the turn when you cast the spell must make a Constitution saving throw. On a failed save, a creature takes 2d8 force damage, and its speed is halved until the end of its next turn. On a suc\u00adcessful save, a creature takes half as much damage and suffers no reduction to its speed.\nUntil the start of your next turn, any object that isn't being worn or carried in the sphere requires a success\u00adful Strength check against your spell save DC to pick up or move.", "duration": "1 round", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.", - "id": "09177cd5-f607-49d5-9f14-0efae610a2e1", + "id": "abfa07a6-7e79-446c-8f11-30f576a2e8f9", "level": 1, "locations": [ { @@ -15557,7 +15557,7 @@ "desc": "You create intense pressure, unleash it in a 30-foot cone, and decide whether the pressure pulls or pushes creatures and objects. Each creature in that cone must make a Constitution saving throw. A creature takes 6d6 force damage on a failed save, or half as much damage on a successful one. And every creature that fails the save is either pulled 15 feet toward you or pushed 15 feet away from you, depending on the choice you made for the spell.\nIn addition, unsecured objects that are completely within the cone are likewise pulled or pushed 15 feet.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 and the distance pulled or pushed increases by 5 feet for each slot level above 3rd.", - "id": "ba6c3696-5bb9-47d7-ad98-9ee9a7a76db3", + "id": "10aa84b8-b66c-4020-b7fc-d8dd4e972137", "level": 3, "locations": [ { @@ -15586,7 +15586,7 @@ "desc": "You create a 20-foot-radius sphere of destructive grav\u00ad itational force centered on a point you can see within range. For the spell's duration, the sphere and any space within 100 feet of it are difficult terrain, and nonmagical objects fully inside the sphere are destroyed if they aren't being worn or carried.\nWhen the sphere appears and at the start of each of your turns until the spell ends, unsecured objects within 100 feet of the sphere are pulled toward the sphere's center, ending in an unoccupied space as close to the center as possible.\nA creature that starts its turn within 100 feet of the sphere must succeed on a Strength saving throw or be pulled straight toward the sphere's center, ending in an unoccupied space as close to the center as possible. A creature that enters the sphere for the first time on a turn or starts its turn there takes 5d10 force damage and is restrained until it is no longer in the sphere. If the sphere is in the air, the restrained creature hovers inside the sphere. A creature can use its action to make a Strength check against your spell save DC, ending this restrained condition on itself or another creature in the sphere that it can reach. A creature reduced to 0 hit points by this spell is annihilated, along with any non\u00ad magical items it is wearing or carrying.", "duration": "Up to 1 minute", "higher_level": "", - "id": "daa0436c-6112-49a6-8781-37ed7ced36a1", + "id": "fff4319e-261c-4bfc-a79f-3d9206811055", "level": 9, "locations": [ { @@ -15617,7 +15617,7 @@ "desc": "You shatter the barriers between realities and timelines, thrusting a creature into turmoil and madness. The tar\u00adget must succeed on a Wisdom saving throw, or it can't take reactions until the spell ends. The affected target must also roll a d10 at the start of each of its turns; the number rolled determines what happens to the target, as shown on the Reality Break Effects table. At the end of each of its turns, the affected target can repeat the Wisdom saving throw, ending the spell on itself on a success.\n\nREALITY BREAK EFFECTS\nd10\tEffect\n1-2\tVision of the Far Realm. The target takes 6d12 psy\u00adchic damage, and it is stunned until the end of the turn.\n3-5\tRending Rift. The target must make a Dexterity saving throw, taking 8d12 force damage on a failed save, or half as much damage on a successful one.\n6-8\tWormhole. The target is teleported,a long with everything it is wearing and carrying, up to 30 feet to an unoccupied space of your choice that you can see. The target also takes 10d12 force damage and is knocked prone.\n9-10\tChill of the Dark Void. The target takes 10d12 cold damage, and it is blinded until the end of the turn.", "duration": "Up to 1 minute", "higher_level": "", - "id": "d5b854c6-ae1a-41b4-bc77-856ebc04be00", + "id": "e6186855-c8b4-43ca-b529-b47dd2739082", "level": 8, "locations": [ { @@ -15647,7 +15647,7 @@ "desc": "You sap the vitality of one creature you can see in range. The target must succeed on a Constitution saving throw or take 1d4 necrotic damage and fall prone. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).", "duration": "Instantaneous", "higher_level": "", - "id": "1c0a4a90-84a3-40ac-b505-b0c0eb25e7c0", + "id": "6ac11f96-3b23-4519-b9cf-c6402afce1b6", "level": 0, "locations": [ { @@ -15675,7 +15675,7 @@ "desc": "You target the triggering creature, which must succeed on a Wisdom saving throw or vanish, being thrown to another point in time and causing the attack to miss or the spell to be wasted. At the start of its next turn, the target reappears where it was or in the closest unoccu\u00adpied space. The target doesn't remember you casting the spell or being affected by it.", "duration": "1 round", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, you can target one addi\u00adtional creature for each slot level above 5th. All targets must be within 30 feet of each other.", - "id": "8d1ff018-4e58-4d70-b0e0-13fb6bbccad3", + "id": "1d537526-f2f1-45bb-bf61-5f016bb88b63", "level": 5, "locations": [ { @@ -15706,7 +15706,7 @@ "desc": "Two creatures you can see within range must make a Constitution saving throw, with disadvantage if they are within 30 feet of each other. Either creature can will\u00adingly fail the save. If either save succeeds, the spell has no effect. If both saves fail, the creatures are magically linked for the duration, regardless of the distance be\u00adtween them. When damage is dealt to one of them, the same damage is dealt to the other one. If hit points are restored to one of them, the same number of hit points are restored to the other one. If either of the tethered creatures is reduced to 0 hit points, the spell ends on both. If the spell ends on one creature, it ends on both.", "duration": "Up to 1 hour", "higher_level": "", - "id": "15748ea4-d094-4d9c-99fe-295938caed6d", + "id": "f9a03306-95ae-4e86-9fc8-8c39fa5b9205", "level": 7, "locations": [ { @@ -15735,7 +15735,7 @@ "desc": "You target a creature you can see within range, putting its physical form through the devastation of rapid aging. The target must make a Constitution saving throw, tak\u00ading 10d12 necrotic damage on a failed save, or half as much damage on a successful one. If the save fails, the target also ages to the point where it has only 30 days left before it dies of old age. In this aged state, the target has disadvantage on attack rolls, ability checks, and saving throws, and its walking speed is halved. Only the wish spell or the greater restoration cast with a 9th-level spell slot can end these effects and restore the target to its previous age.", "duration": "Instantaneous", "higher_level": "", - "id": "a1e3e661-07fe-480e-a1d7-37c1e8b137f3", + "id": "dc46d8ae-d755-4826-b9f1-fd159402ccbd", "level": 9, "locations": [ { @@ -15764,7 +15764,7 @@ "desc": "You flick your wrist, causing one object in your hand to vanish. The object, which only you can be holding and can weigh no more than 5 pounds, is transported to an extradimensional space, where it remains for the duration.\nUntil the spell ends, you can use your action to sum\u00admon the object to your free hand, and you can use your action to return the object to the extradimensional space. An object still in the pocket plane when the spell ends appears in your space, at your feet.", "duration": "Up to 1 hour", "higher_level": "", - "id": "348d992e-13c3-45f3-9458-b4e4b5701789", + "id": "c9c97590-0828-42dc-a226-f48bbdad0bbe", "level": 2, "locations": [ { @@ -15794,7 +15794,7 @@ "desc": "You fill a 20-foot cube you can see within range with fey and draconic magic. Roll on the Mischievous Surge table to determine the magical effect produced, and roll again at the start of each of your turns until the spell ends. You can move the cube up to 10 feet before you roll.\n\nMischevious Surge\nd4\tEffect\n1\tThe smell of apple pie fills the air, and each creature in the cube must succeed on a Wisdom saving throw or become charmed by you until the start of your next turn.\n2\tBouquets of flowers appear all around, and each creature in the cube must succeed on a Dexterity saving throw or be blinded until the start of your next turn as the flowers spray water in their faces.\n3\tEach creature in the cube must succeed on a Wisdom saving throw or begin giggling until the start of your next turn. A giggling creature is incapacitated and uses all its movement to move in a random direction.\n4\tDrops of molasses hover in the cube, making it difficult terrain until the start of your next turn.", "duration": "Up to 1 minute", "higher_level": "", - "id": "c5108675-d43a-4dcc-aa26-9bcd45b4f38c", + "id": "a63c3a0c-ab1a-47c9-96d8-d8619de1f3f7", "level": 2, "locations": [ { @@ -15826,7 +15826,7 @@ "desc": "A burst of cold energy emanates from you in a 30-foot cone. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 3d8 cold damage and is hindered by ice formations for 1 minute, or until it or another creature within reach of it uses an action to break away the ice. A creature hindered by ice has its speed reduced to 0. On a successful save, a creature takes half as much damage and isn't hindered by ice.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, increase the cold damage by 1d8 for each slot level above 2nd.", - "id": "4e358acd-b23b-462c-a019-b8b1d50a6619", + "id": "336dfe54-a753-4b9b-8486-76ef0697e9c7", "level": 2, "locations": [ { @@ -15860,7 +15860,7 @@ "desc": "The billowing flames of a dragon blast from your feet, granting you explosive speed. For the duration, your speed increases by 20 feet and moving doesn't provoke opportunity attacks.\nWhen you move within 5 feet of a creature or an object that isn't being worn or carried, it takes 1d6 fire damage from your trail of heat. A creature or object can take this damage only once during a turn.", "duration": "Up to 1 minute", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, increase your speed by 5 feet for each spell slot level above 3rd. The spell deals an additional 1d6 fire damage for each slot level above 3rd.", - "id": "7bfff8ae-581c-4f2a-a9f1-3ae1943c4abb", + "id": "d8bf27c3-ef72-44ac-a8ef-f38c7d14b56d", "level": 3, "locations": [ { @@ -15894,7 +15894,7 @@ "desc": "You unleash a shimmering lance of psychic power from your forehead at a creature that you can see within range. Alternatively, you can utter a creature's name. If the named target is within range, it becomes the spell's target even if you can't see it. If the named target isn't within range, the lance dissipates without effect.\nThe target must make an Intelligence saving throw. On a failed save, the target takes 7d6 psychic damage and is incapacitated until the start of your next turn. On a successful save, the creature takes half as much damage and isn't incapacitated.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.", - "id": "5e7cd74c-590b-4129-80ac-dd69db1bfd85", + "id": "9c66cf21-6354-464c-a485-86a06304eadf", "level": 4, "locations": [ { @@ -15929,7 +15929,7 @@ "desc": "You call forth a draconic spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Draconic Spirit stat block. When you cast this spell, choose a family of dragon: chromatic, gem, or metallic. The creature resembles a dragon of the chosen family, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.\nThe creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.", "duration": "Up to 1 hour", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, use the higher level wherever the spell's level appears in the stat block.", - "id": "152f1197-d600-471a-802f-c9398481808a", + "id": "f1072cb9-a0b8-4086-8528-50b85804669d", "level": 5, "locations": [ { @@ -15962,7 +15962,7 @@ "desc": "You create a field of silvery light that surrounds a creature of your choice within range (you can choose yourself). The field sheds dim light out to 5 feet. While surrounded by the field, a creature gains the following benefits:\n\nCover. The creature has half cover.\n\nDamage Resistance. The creature has resistance to acid, cold, fire, lightning, and poison damage.\n\nEvasion. If the creature is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the creature instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.\nAs a bonus action on subsequent turns, you can move the field to another creature within 60 feet of the field.", "duration": "Up to 1 minute", "higher_level": "", - "id": "ac675aa8-e84b-4501-b446-e05f2e6ffd6d", + "id": "0858a512-1730-41e8-b1e6-c23f9f977d05", "level": 6, "locations": [ { @@ -15997,7 +15997,7 @@ "desc": "With a roar, you draw on the magic of dragons to transform yourself, taking on draconic features. You gain the following benefits until the spell ends:\n\nBlindsight. You have blindsight with a range of 30 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature, unless the creature successfully hides from you.\n\nBreath Weapon. When you cast this spell, and as a bonus action on subsequent turns for the duration, you can exhale shimmering energy in a 60-foot cone. Each creature in that area must make a Dexterity saving throw, taking 6d8 force damage on a failed save, or half as much damage on a successful one.\n\nWings. Incorporeal wings sprout from your back, giving you a flying speed of 60 feet.", "duration": "Up to 1 minute", "higher_level": "", - "id": "900d74a3-cd0c-4c61-a532-744c2de40e83", + "id": "3c83161e-017b-42ea-bfda-197792794c38", "level": 7, "locations": [ { @@ -16033,7 +16033,7 @@ "desc": "You draw on knowledge from spirits of the past. Choose one skill in which you lack proficiency. For the spell's duration, you have proficiency in the chosen skill. The spell ends early if you cast it again.", "duration": "1 hour", "higher_level": "", - "id": "b6001483-e447-4a08-ae44-184f34271f5b", + "id": "55bc9a0e-059d-4ff4-987b-a221bf3aa50c", "level": 2, "locations": [ { @@ -16068,7 +16068,7 @@ "desc": "You magically empower your movement with dance-like steps, giving yourself the following benefits for the duration.\n\n\u2022Your walking speed increases by 10 feet.\n\n\u2022You don't provoke opportunity attacks.\n\n\u2022You can move through the space of another creature, and it doesn't count as difficult terrain. If you end your turn in another creature's space, you are shunted to the last unoccupied space you occupied, and you take 1d8 force damage.", "duration": "Up to 1 minute", "higher_level": "", - "id": "6cc5e742-9c1c-4db2-9608-d7b8d54a7c62", + "id": "e055360a-ba32-4f69-ae5f-8f232fce55e5", "level": 2, "locations": [ { @@ -16101,7 +16101,7 @@ "desc": "You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.\n\nYou can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.", "duration": "Instantaneous", "higher_level": "", - "id": "963465dd-a02b-45ad-8817-b0442c4d20ac", + "id": "fa5d69aa-08df-4e33-ab51-0df33fbde23d", "level": 1, "locations": [ { @@ -16135,7 +16135,7 @@ "desc": "You magically twist space around another creature you can see within range. The target must succeed on a Constitution saving throw (the target can choose to fail), or the target is teleported to an unoccupied space of your choice that you can see within range. The chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the range of the spell increases by 30 feet for each slot level above 2nd.", - "id": "84123b37-22df-4d7c-9457-2ea435b3d251", + "id": "3ea8f086-2c15-4bb2-84ad-841a89135d06", "level": 2, "locations": [ { @@ -16169,7 +16169,7 @@ "desc": "You invoke both death and life upon a 10-foot-radius sphere centered on a point within range. Each creature of your choice in that area must make a Constitution saving throw, taking 2d6 necrotic damage on a failed save, or half as much damage on a successful one. Nonmagical vegetation in that area withers.\n\nIn addition, one creature of your choice in that area can spend and roll one of its unspent Hit Dice and regain a number of hit points equal to the roll plus your spellcasting ability modifier.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot above the 2nd, and the number of Hit Dice that can be spent and added to the healing roll increases by one for each slot above 2nd.", - "id": "6b91b931-78d5-40eb-8d98-b475d37e6646", + "id": "a1bc6024-85a3-4562-9734-a9f53e9d662a", "level": 2, "locations": [ { @@ -16203,7 +16203,7 @@ "desc": "You create a spectral globe around the head of a willing creature you can see within range. The globe is filled with fresh air that lasts until the spell ends. If the creature has more than one head, the globe of air appears around only one of its heads (which is all the creature needs to avoid suffocation, assuming that all its heads share the same respiratory system).", "duration": "24 hours", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can create two additional globes of fresh air for each slot level above 2nd.", - "id": "aad93cce-3136-4583-ab83-49ded6f758f2", + "id": "f83501dd-5bd0-4761-868d-dc78bed86533", "level": 2, "locations": [ { @@ -16236,7 +16236,7 @@ "desc": "Holding the rod used in the casting of the spell, you touch a Large or smaller chair that is unoccupied. The rod disappears, and the chair is transformed into a spelljamming helm.\n\n\nSPELLJAMMING HELM\nWondrous item, rare (requires attunement by a spellcaster)\n\nThe function of this ornate chair is to propel and maneuver a ship on which it has been installed through space and air. It can also propel and maneuver a ship on water or underwater, provided the ship is built for such travel. The ship in question must weigh 1 ton or more.\n\nThe sensation of being attuned to a spelljamming helm is akin to the pins-and-needles effect one experiences after one's arm or leg falls asleep, but not as painful.\n\nWhile attuned to a spelljamming helm and sitting in it, you gain the following abilities for as long as you maintain concentration (as if concentrating on a spell):\n\n\u2022You can use the spelljamming helm to move the ship through space, air, or water up to the ship's speed. If the ship is in space and no other objects weighing 1 ton or more are within 1 mile of it, you can use the spelljamming helm to move the vessel fast enough to travel 100 million miles in 24 hours.\n\u2022You can steer the vessel, albeit in a somewhat clumsy fashion, in much the way that a rudder or oars can be used to maneuver a seafaring ship.\n\u2022At any time, you can see and hear what's happening on and around the vessel as though you were standing in a location of your choice aboard it.\n\nTransfer Attunement. You can use an action to touch a willing spellcaster. That creature attunes to the spelljamming helm immediately, and your attunement to it ends.\n\nCOST OF A SPELLJAMMING HELM\nA spelljamming helm propels and steers a ship much as sails, oars, and rudders work on a seafaring vessel, and a spelljamming helm is easy to create if one has the proper spell. Create spelljamming helm has a material component cost of 5,000 gp, so that's the least one can pay to acquire a spelljamming helm.\n\nWildspace merchants, including dohwars and mercanes (both described in Boo's Astral Menagerie), typically sell a spelljamming helm for substantially more than it cost to make. How much more depends on the market, but 7,500 gp would be a reasonable demand. A desperate buyer in a seller's market might pay 10,000 gp or more.", "duration": "Instantaneous", "higher_level": "", - "id": "b47e1b09-fde2-4ad4-8464-f758f861e83b", + "id": "523940bd-99a2-49e2-ad85-c2b010d9346e", "level": 5, "locations": [ { @@ -16267,7 +16267,7 @@ "desc": "You pull a memory, an idea, or a message from your mind and transform it into a tangible string of glowing energy called a thought strand, which persists for the duration or until you cast this spell again. The thought strand appears in an unoccupied space within 5 feet of you as a Tiny, weightless, semisolid object that can be held and carried like a ribbon. It is otherwise stationary.\n\nIf you cast this spell while concentrating on a spell or an ability that allows you to read or manipulate the thoughts of others (such as detect thoughts or modify memory), you can transform the thoughts or memories you read, rather than your own, into a thought strand.\n\nCasting this spell while holding a thought strand allows you to instantly receive whatever memory, idea, or message the thought strand contains. (Casting detect thoughts on the strand has the same effect.)\n\nThis spell can be used by any character with the Dimir Operative background.", "duration": "8 hours", "higher_level": "", - "id": "1bc5624e-bf90-4fed-9551-c8ce060b3fed", + "id": "87f82823-8a07-443e-a93a-fdcc73fe0f81", "level": 0, "locations": [ { @@ -16300,7 +16300,7 @@ "desc": "You conjure a deluge of seawater in a 15-foot-radius, 10-foot-tall cylinder centered on a point within range. This water takes the form of a tidal wave, a whirlpool, a waterspout, or another form of your choice. Each creature in the area must succeed on a Strength saving throw against your spell save DC or take 2d8 bludgeoning damage and fall prone. You can choose a number of creatures equal to your spellcasting modifier (minimum of 1) to automatically succeed on this saving throw.\nIf you are within the spell's area, as part of the action you use to cast the spell, you can vanish into the deluge and teleport to an unoccupied space that you can see within the spell's area.", "duration": "Instantaneous", "higher_level": "", - "id": "a8122db2-d389-4897-98a8-bcce1832ca5e", + "id": "c9752f4a-8c1d-4e09-9895-5c424a013dd8", "level": 3, "locations": [ { @@ -16333,7 +16333,7 @@ "desc": "Wind wraps around your body, tugging at your hair and clothing as your feet lift off the ground. You gain a flying speed of 60 feet. Additionally, you have advantage on ability checks to avoid being grappled, and on saving throws against being restrained or paralyzed.\nWhen you are targeted by a spell or attack while this spell is in effect, you can use a reaction to teleport up to 60 feet to an unoccupied space you can see. If this movement takes you out of range of the triggering spell or attack, you are unaffected by it. This spell then ends when you reappear.", "duration": "Up to 10 minutes", "higher_level": "", - "id": "531be18e-0471-4632-bd15-debae64d88aa", + "id": "26b0f2dc-5da4-4f27-b032-88bf50cb8f2a", "level": 5, "locations": [ { @@ -16366,7 +16366,7 @@ "desc": "You fortify the fabric of the planes in a 30-foot cube you can see within range. Within that area, portals close and can't be opened for the duration. Spells and other effects that allow planar travel or open portals, such as gate or plane shift, fail if used to enter or leave the area. The cube is stationary.", "duration": "24 hours", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled.", - "id": "ac2ee378-fe57-41d0-b929-400e9055e32e", + "id": "2637bbf5-940c-4596-89aa-506172571db6", "level": 4, "locations": [ { @@ -16400,7 +16400,7 @@ "desc": "For the duration, you sense the presence of portals, even inactive ones, within 30 feet of yourself.\nIf you detect a portal in this way, you can use your action to study it. Make a DC 15 ability check using your spellcasting ability. On a successful check, you learn the destination plane of the portal and what portal key it requires, then the spell ends. On a failed check, you learn nothing and can't study that portal again using this spell until you cast it again.\nThe spell can penetrate most barriers but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.", "duration": "Up to 1 minute", "higher_level": "", - "id": "cb60c8ef-ca10-4b0c-b156-36b9244b028e", + "id": "18a9edd1-32aa-4ce9-b1c1-74c713269261", "level": 2, "locations": [ { @@ -16435,7 +16435,7 @@ "desc": "You whisper magical words that antagonize one creature of your choice within range. The target must make a Wisdom saving throw. On a failed save, the target takes 4d4 psychic damage and must immediately use its reaction to make a melee attack against another creature of your choice that you can see. If the target can't make this attack (for example, because there is no one within its reach or because its reaction is unavailable), the target instead has disadvantage on the next attack roll it makes before the start of your next turn. On a successful save, the target takes half as much damage only.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd.", - "id": "fc3bf2c4-f711-4211-82fd-65f5aa09a507", + "id": "f7f95a3b-82ce-4459-9911-feb017a10369", "level": 3, "locations": [ { @@ -16469,7 +16469,7 @@ "desc": "You call forth a spirit that embodies death. The spirit manifests in an unoccupied space you can see within range and uses the reaper spirit stat block. The spirit disappears when it is reduced to 0 hit points or when the spell ends.\n\nThe spirit is an ally to you and your companions. In combat, the spirit shares your initiative count and takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue the spirit any commands, it takes the Dodge action and uses its movement to avoid danger.", "duration": "Up to 1 hour", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell's level appears in the reaper spirit stat block.", - "id": "d68cd0f4-00c8-47f0-9c39-0ed5074d2388", + "id": "80fadfe4-709f-429b-84f8-eab4df37170a", "level": 4, "locations": [ { @@ -16504,7 +16504,7 @@ "desc": "You spray a 15-foot cone of spectral cards. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 2d10 force damage and has the blinded condition until the end of its next turn. On a successful save, a creature takes half as much damage only.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.", - "id": "5fb3b397-7686-4cdb-86b1-b43780057bc3", + "id": "1778b884-5dee-448f-b96b-8b58f6be4051", "level": 2, "locations": [ { @@ -16536,7 +16536,7 @@ "desc": "You create an acidic bubble at a point within range, where it explodes in a 5-foot-radius Sphere. Each creature in that Sphere must succeed on a Dexterity saving throw or take 1d6 Acid damage.", "duration": "Instantaneous", "higher_level": "The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).", - "id": "b8b73ffe-ffa9-423c-bc00-4c019be00e66", + "id": "03a6583e-88a1-4cb4-a563-ee0f2f749964", "level": 0, "locations": [ { @@ -16567,7 +16567,7 @@ "desc": "Choose up to three creatures within range. Each target's Hit Point maximum and current Hit Points increase by 5 for the duration.", "duration": "8 hours", "higher_level": "Each target's Hit Points increase by 5 for each spell slot level above 2.", - "id": "6d66b613-59b3-4d32-b1e7-b3931fd1372c", + "id": "4a851119-88e5-421b-a47a-dbdcb42a3b9d", "level": 2, "locations": [ { @@ -16595,7 +16595,7 @@ ], "desc": "You set an alarm against intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot Cube. Until the spell ends, an alarm alerts you whenever a creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is audible or mental:\n\nAudible Alarm. The alarm produces the sound of a handbell for 10 seconds within 60 feet of the warded area.\n\nMental Alarm. You are alerted by a mental ping if you are within 1 mile of the warded area. This ping awakens you if you're asleep.", "duration": "8 hours", - "id": "37777233-2c96-48ee-a2fc-e5db1bc44b21", + "id": "953ffece-df0f-4f43-ae02-508139bd6eb5", "level": 1, "locations": [ { @@ -16623,7 +16623,7 @@ "concentration": true, "desc": "You alter your physical form. Choose one of the following options. Its effects last for the duration, during which you can take a Magic action to replace the option you chose with a different one.\n\nAquatic Adaptation. You sprout gills and grow webs between your fingers. You can breathe underwater and gain a Swim Speed equal to your Speed.\n\nChange Appearance. You alter your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and other distinguishing characteristics. You can make yourself appear as a member of another species, though none of your statistics change. You can't appear as a creature of a different size, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. For the duration, you can take a Magic action to change your appearance in this way again.\n\nNatural Weapons. You grow claws (Slashing), fangs (Piercing), horns (Piercing), or hooves (Bludgeoning). When you use your Unarmed Strike to deal damage with that new growth, it deals 1d6 damage of the type in parentheses instead of dealing the normal damage for your Unarmed Strike, and you use your spellcasting ability modifier for the attack and damage rolls rather than using Strength.", "duration": "Up to 1 hour", - "id": "8c7aa0e5-15e2-46eb-a736-483c2bd51a40", + "id": "89ef4bfc-e065-4665-b461-f47e1832d63a", "level": 2, "locations": [ { @@ -16651,7 +16651,7 @@ "desc": "Target a Beast that you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. If you or one of your allies deals damage to the target, the spells ends.", "duration": "24 hours", "higher_level": "You can target one additional Beast for each spell slot level above 1.", - "id": "3c3547af-149f-425e-b1e7-138fc6b0a9f5", + "id": "2dd212f9-9ade-498a-b0a3-8bb80f7c5f65", "level": 1, "locations": [ { @@ -16680,7 +16680,7 @@ "desc": "A Tiny Beast of your choice that you can see within range must succeed on a Charisma saving throw, or it attempts to deliver a message for you (if the target's Challenge Rating isn't 0, it automatically succeeds). You specify a location you have visited and a recipient who matches a general description, such as \u201ca person dressed in the uniform of the town guard\u201d or \u201ca red-haired dwarf wearing a pointed hat.\u201d You also communicate a message of up to twenty-five words. The Beast travels for the duration toward the specified location, covering about 25 miles per 24 hours or 50 miles if the Beast can fly.\n\nWhen the Beast arrives, it delivers your message to the creature that you described, mimicking your communication. If the Beast doesn't reach its destination before the spell ends, the message is lost, and the Beast returns to where you cast the spell.", "duration": "24 hours", "higher_level": "The spell's duration increases by 48 hours for each spell slot level above 2.", - "id": "1b09d8e9-4200-4828-a3af-60001e58b827", + "id": "bfebedac-0b08-4eec-a147-8ace3d95aea0", "level": 2, "locations": [ { @@ -16705,7 +16705,7 @@ ], "desc": "Choose any number of willing creatures that you can see within range. Each target shape-shifts into a Large or smaller Beast of your choice that has a Challenge Rating of 4 or lower. You can choose a different form for each target. On later turns, you can take a Magic action to transform the targets again.\n\nA target's game statistics are replaced by the chosen Beast's statistics, but the target retains its creature type; Hit Points; Hit Point Dice; alignment; ability to communicate; and Intelligence, Wisdom, and Charisma scores. The target's actions are limited by the Beast form's anatomy, and it can't cast spells. The target's equipment melds into the new form, and the target can't use any of that equipment while in that form.\n\nThe target gains a number of Temporary Hit Points equal to the Hit Points of the first form into which it shape-shifts. These Temporary Hit Points vanish if any remain when the spell ends. The transformation lasts for the duration or until the target ends it as a Bonus Action.", "duration": "24 hours", - "id": "3654a096-0494-4ae0-b984-5510058f05c8", + "id": "8ba3366c-cff1-4c58-bb98-92b079f6c45e", "level": 8, "locations": [ { @@ -16732,7 +16732,7 @@ "desc": "Choose a pile of bones or a corpse of a Medium or Small Humanoid within range. The target becomes an Undead creature: a Skeleton if you chose bones or a Zombie if you chose a corpse (see appendix B for the stat blocks).\n\nOn each of your turns, you can take a Bonus Action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move on its next turn, or you can issue a general command, such as to guard a chamber or corridor. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow it until its task is complete.\n\nThe creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell rather than animating a new creature.", "duration": "Instantaneous", "higher_level": "You animate or reassert control over two additional Undead creatures for each spell slot level above 3. Each of the creatures must come from a different corpse or pile of bones.", - "id": "023ba811-1f7f-44a8-9da3-c344f14fb05b", + "id": "af46cee0-5961-48fe-8aec-eff7d950ea30", "level": 3, "locations": [ { @@ -16762,7 +16762,7 @@ "desc": "Objects animate at your command. Choose a number of nonmagical objects within range that aren't being worn or carried, aren't fixed to a surface, and aren't Gargantuan. The maximum number of objects is equal to your spellcasting ability modifier; for this number, a Medium or smaller target counts as one object, a Large target counts as two, and a Huge target counts as three.\n\nEach target animates, sprouts legs, and becomes a Construct that uses the Animated Object stat block; this creature is under your control until the spell ends or until it is reduced to 0 Hit Points. Each creature you make with this spell is an ally to you and your allies. In combat, it shares your Initiative count and takes its turn immediately after yours.\n\nUntil the spell ends, you can take a Bonus Action to mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing the same command to each one). If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. When the creature drops to 0 Hit Points, it reverts to its object form, and any remaining damage carries over to that form.\n\nHuge or Smaller Construct, Unaligned\n\nAC 15\n\nHP 10 (Medium or smaller), 20 (Large), 40 (Huge)\n\nSpeed 30 ft.\n\n Mod Save\nSTR 16 +3 +3\nDEX 10 +0 +0\nCON 10 +0 +0\n\n Mod Save\nINT 3 \u22124 \u22124\nWIS 3 \u22124 \u22124\nCHA 1 \u22125 \u22125\n\nImmunities Poison, Psychic; Charmed, Exhaustion, Frightened, Paralyzed, Poisoned\n\nSenses Blindsight 30 ft., Passive Perception 6\n\nLanguages Understands the languages you know\n\nCR None (XP 0; PB equals your Proficiency Bonus)\n\nActions\n\nSlam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: Force damage equal to 1d4 + 3 (Medium or smaller), 2d6 + 3 + your spellcasting ability modifier (Large), or 2d12 + 3 + your spellcasting ability modifier (Huge).", "duration": "Up to 1 minute", "higher_level": "The creature's Slam damage increases by 1d4 (Medium or smaller), 1d6 (Large), or 1d12 (Huge) for each spell slot level above 5.", - "id": "0f70d374-5dcd-443d-a577-0495fc1c7d64", + "id": "799b7211-edbf-4663-9234-1567749f21b1", "level": 5, "locations": [ { @@ -16787,7 +16787,7 @@ "concentration": true, "desc": "An aura extends from you in a 10-foot Emanation for the duration. The aura prevents creatures other than Constructs and Undead from passing or reaching through it. An affected creature can cast spells or make attacks with Ranged or Reach weapons through the barrier.\n\nIf you move so that an affected creature is forced to pass through the barrier, the spell ends.", "duration": "Up to 1 hour", - "id": "3768609a-5827-471b-9b04-8e6d585cf55d", + "id": "ce20a1f7-f27a-4b27-8d26-6e022a73e9d7", "level": 5, "locations": [ { @@ -16814,7 +16814,7 @@ "concentration": true, "desc": "An aura of antimagic surrounds you in 10-foot Emanation. No one can cast spells, take Magic actions, or create other magical effects inside the aura, and those things can't target or otherwise affect anything inside it. Magical properties of magic items don't work inside the aura or on anything inside it.\n\nAreas of effect created by spells or other magic can't extend into the aura, and no one can teleport into or out of it or use planar travel there. Portals close temporarily while in the aura.\n\nOngoing spells, except those cast by an Artifact or a deity, are suppressed in the area. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration.", "duration": "Up to 1 hour", - "id": "08889633-9faf-4456-bb7d-e0e88705b62e", + "id": "c3a18d7e-d2ed-49f4-898e-dee543b4cabf", "level": 8, "locations": [ { @@ -16842,7 +16842,7 @@ ], "desc": "As you cast the spell, choose whether it creates antipathy or sympathy, and target one creature or object that is Huge or smaller. Then specify a kind of creature, such as red dragons, goblins, or vampires. A creature of the chosen kind makes a Wisdom saving throw when it comes within 120 feet of the target. Your choice of antipathy or sympathy determines what happens to a creature when it fails that save:\n\nAntipathy. The creature has the Frightened condition. The Frightened creature must use its movement on its turns to get as far away as possible from the target, moving by the safest route.\n\nSympathy. The creature has the Charmed condition. The Charmed creature must use its movement on its turns to get as close as possible to the target, moving by the safest route. If the creature is within 5 feet of the target, the creature can't willingly move away. If the target damages the Charmed creature, that creature can make a Wisdom saving throw to end the effect, as described below.\n\nEnding the Effect. If the Frightened or Charmed creature ends its turn more than 120 feet away from the target, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target. A creature that successfully saves against this effect is immune to it for 1 minute, after which it can be affected again.", "duration": "10 days", - "id": "d3913742-a96b-4b7c-8d7f-0d2e312a97c3", + "id": "90b4b6b2-3902-4185-98a4-46329b5eb462", "level": 8, "locations": [ { @@ -16870,7 +16870,7 @@ "concentration": true, "desc": "You create an Invisible, invulnerable eye within range that hovers for the duration. You mentally receive visual information from the eye, which can see in every direction. It also has Darkvision with a range of 30 feet.\n\nAs a Bonus Action, you can move the eye up to 30 feet in any direction. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter.", "duration": "Up to 1 hour", - "id": "6fcbc78b-60c2-44fb-884b-bc02744b8a8c", + "id": "ba1f2db1-d872-4c11-95e3-502eaba91c5c", "level": 4, "locations": [ { @@ -16898,7 +16898,7 @@ "concentration": true, "desc": "You create linked teleportation portals. Choose two Large, unoccupied spaces on the ground that you can see, one space within range and the other one within 10 feet of you. A circular portal opens in each of those spaces and remains for the duration.\n\nThe portals are two-dimensional glowing rings filled with mist that blocks sight. They hover inches from the ground and are perpendicular to it.\n\nA portal is open on only one side (you choose which). Anything entering the open side of a portal exits from the open side of the other portal as if the two were adjacent to each other. As a Bonus Action, you can change the facing of the open sides.", "duration": "Up to 10 minutes", - "id": "fdcf4867-784f-49c3-aec2-8475db2477e4", + "id": "3dfd9eef-dc3b-4711-a0ac-c06113966918", "level": 6, "locations": [ { @@ -16924,7 +16924,7 @@ ], "desc": "You touch a closed door, window, gate, container, or hatch and magically lock it for the duration. This lock can't be unlocked by any nonmagical means. You and any creatures you designate when you cast the spell can open and close the object despite the lock. You can also set a password that, when spoken within 5 feet of the object, unlocks it for 1 minute.", "duration": "Until dispelled", - "id": "7d52d451-1a78-4dbf-9081-fa4c339876ab", + "id": "5b12e19f-ce1f-4573-a90d-1fff580a7d5a", "level": 2, "locations": [ { @@ -16952,7 +16952,7 @@ "desc": "You tap into your life force to heal yourself. Roll one or two of your unexpended Hit Point Dice, and regain a number of Hit Points equal to the roll's total plus your spellcasting ability modifier. Those dice are then expended.", "duration": "Instantaneous", "higher_level": "The number of unexpended Hit Dice you can roll increases by one for each spell slot level above 2.", - "id": "3dd21578-e1a6-46b1-84d0-0d3fcbec1062", + "id": "a1e77247-99a4-4806-805c-62e286f76c95", "level": 2, "locations": [ { @@ -16978,7 +16978,7 @@ "desc": "Protective magical frost surrounds you. You gain 5 Temporary Hit Points. If a creature hits you with a melee attack roll before the spell ends, the creature takes 5 Cold damage. The spell ends early if you have no Temporary Hit Points.", "duration": "1 hour", "higher_level": "The Temporary Hit Points and the Cold damage both increase by 5 for each spell slot level above 1.", - "id": "5087ee2d-c521-4c6a-9054-5fb68ac033d6", + "id": "dda2345e-3bf5-46e0-a835-065e95715bd5", "level": 1, "locations": [ { @@ -17004,7 +17004,7 @@ "desc": "Invoking Hadar, you cause tendrils to erupt from yourself. Each creature in a 10-foot Emanation originating from you makes a Strength saving throw. On a failed save, a target takes 2d6 Necrotic damage and can't take Reactions until the start of its next turn. On a successful save, a target takes half as much damage only.", "duration": "Instantaneous", "higher_level": "The damage increases by 1d6 for each spell slot level above 1.", - "id": "fd190b1c-bcf7-4703-977e-19761e12e1d1", + "id": "051dcec0-f30c-4f23-9cb3-7d71da3d5755", "level": 1, "locations": [ { @@ -17031,7 +17031,7 @@ ], "desc": "You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell ends instantly if you are already on that plane). Each target's body is left behind in a state of suspended animation; it has the Unconscious condition, doesn't need food or air, and doesn't age.\n\nA target's astral form resembles its body in almost every way, replicating its game statistics and possessions. The principal difference is the addition of a silvery cord that trails from between the shoulder blades of the astral form. The cord fades from view after 1 foot. If the cord is cut\u2014which happens only when an effect states that it does so\u2014the target's body and astral form both die.\n\nA target's astral form can travel through the Astral Plane. The moment an astral form leaves that plane, the target's body and possessions travel along the silver cord, causing the target to re-enter its body on the new plane.\n\nAny damage or other effects that apply to an astral form have no effect on the target's body and vice versa. If a target's body or astral form drops to 0 Hit Points, the spell ends for that target. The spell ends for all the targets if you take a Magic action to dismiss it.\n\nWhen the spell ends for a target who isn't dead, the target reappears in its body and exits the state of suspended animation.", "duration": "Until dispelled", - "id": "b4133667-52c4-400b-a293-c964ec5c4728", + "id": "1885fd44-7744-4db3-8fd8-10f6101b3eba", "level": 9, "locations": [ { @@ -17059,7 +17059,7 @@ ], "desc": "You receive an omen from an otherworldly entity about the results of a course of action that you plan to take within the next 30 minutes. The DM chooses the omen from the Omens table.\n\nOmen For Results That Will Be...\nWeal Good\nWoe Bad\nWeal and woe Good and bad\nIndifference Neither good nor bad\n\nThe spell doesn't account for circumstances, such as other spells, that might change the results.\n\nIf you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer.", "duration": "Instantaneous", - "id": "b1e2588f-a7ff-4726-905c-50cd35555331", + "id": "ff4421bd-846b-48e2-8d73-30ca2796f2a3", "level": 2, "locations": [ { @@ -17085,7 +17085,7 @@ "concentration": true, "desc": "An aura radiates from you in a 30-foot Emanation for the duration. While in the aura, you and your allies have Resistance to Necrotic damage, and your Hit Point maximums can't be reduced. If an ally with 0 Hit Points starts its turn in the aura, that ally regains 1 Hit Point.", "duration": "Up to 10 minutes", - "id": "7dc5ccd7-4fbb-4211-b0b5-807f698eff35", + "id": "317d31e2-fad7-4466-a629-ab7803789313", "level": 4, "locations": [ { @@ -17110,7 +17110,7 @@ "concentration": true, "desc": "An aura radiates from you in a 30-foot Emanation for the duration. While in the aura, you and your allies have Resistance to Poison damage and Advantage on saving throws to avoid or end effects that include the Blinded, Charmed, Deafened, Frightened, Paralyzed, Poisoned, or Stunned condition.", "duration": "Up to 10 minutes", - "id": "afeb2cb5-bfb5-4e8a-aaeb-7816b46c41b0", + "id": "3914110f-dd02-4b8c-ae61-a66cf188d186", "level": 4, "locations": [ { @@ -17136,7 +17136,7 @@ "concentration": true, "desc": "An aura radiates from you in a 30-foot Emanation for the duration. When you create the aura and at the start of each of your turns while it persists, you can restore 2d6 Hit Points to one creature in it.", "duration": "Up to 1 minute", - "id": "05222715-bd58-4a6f-839d-4f080f3bd6b1", + "id": "d89ff006-95a5-4a42-ac2d-959ff63966dd", "level": 3, "locations": [ { @@ -17162,7 +17162,7 @@ ], "desc": "You spend the casting time tracing magical pathways within a precious gemstone, and then touch the target. The target must be either a Beast or Plant creature with an Intelligence of 3 or less or a natural plant that isn't a creature. The target gains an Intelligence of 10 and the ability to speak one language you know. If the target is a natural plant, it becomes a Plant creature and gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human's. The DM chooses statistics appropriate for the awakened Plant, such as the statistics for the Awakened Shrub or Awakened Tree in the Monster Manual.\n\nThe awakened target has the Charmed condition for 30 days or until you or your allies deal damage to it. When that condition ends, the awakened creature chooses its attitude toward you.", "duration": "Instantaneous", - "id": "35ef0956-7fb3-4cbf-8765-89cfc3f1602c", + "id": "6b1bebf3-dd82-441e-9e49-ae8527e83ef2", "level": 5, "locations": [ { @@ -17192,7 +17192,7 @@ "desc": "Up to three creatures of your choice that you can see within range must each make a Charisma saving throw. Whenever a target that fails this save makes an attack roll or a saving throw before the spell ends, the target must subtract 1d4 from the attack roll or save.", "duration": "Up to 1 minute", "higher_level": "You can target one additional creature for each spell slot level above 1.", - "id": "8c27b28b-a556-4f58-a162-1c37cd6005c6", + "id": "fb548034-5752-4c7b-ba33-5e58b35f543e", "level": 1, "locations": [ { @@ -17217,7 +17217,7 @@ "concentration": true, "desc": "The target hit by the attack roll takes an extra 5d10 Force damage from the attack. If the attack reduces the target to 50 Hit Points or fewer, the target must succeed on a Charisma saving throw or be transported to a harmless demiplane for the duration. While there, the target has the Incapacitated condition. When the spell ends, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.", "duration": "Up to 1 minute", - "id": "38e5969e-fa96-4f7c-9a3f-a60f330260f9", + "id": "d5aa7cec-56b7-43f1-bc99-0c5e56bef192", "level": 5, "locations": [ { @@ -17248,7 +17248,7 @@ "desc": "One creature that you can see within range must succeed on a Charisma saving throw or be transported to a harmless demiplane for the duration. While there, the target has the Incapacitated condition. When the spell ends, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.\n\nIf the target is an Aberration, a Celestial, an Elemental, a Fey, or a Fiend, the target doesn't return if the spell lasts for 1 minute. The target is instead transported to a random location on a plane (DM's choice) associated with its creature type.", "duration": "Up to 1 minute", "higher_level": "You can target one additional creature for each spell slot level above 4.", - "id": "beb56a03-e11c-4c17-bec1-8c49c1f229bf", + "id": "f569a366-7418-4e8a-965c-b09bb8d5a7d7", "level": 4, "locations": [ { @@ -17275,7 +17275,7 @@ ], "desc": "You touch a willing creature. Until the spell ends, the target's skin assumes a bark-like appearance, and the target has an Armor Class of 17 if its AC is lower than that.", "duration": "1 hour", - "id": "1f7489b8-3b4a-4d78-ad41-f121fdc159a1", + "id": "6e3bda33-fc70-4b8f-ae9f-389646cf0da8", "level": 2, "locations": [ { @@ -17301,7 +17301,7 @@ "concentration": true, "desc": "Choose any number of creatures within range. For the duration, each target has Advantage on Wisdom saving throws and Death Saving Throws and regains the maximum number of Hit Points possible from any healing.", "duration": "Up to 1 minute", - "id": "5e7ee091-7c9c-4a0f-b64d-8d39b451fe5b", + "id": "24643b19-9d1a-4892-974b-55e9dd4ec0f1", "level": 3, "locations": [ { @@ -17326,7 +17326,7 @@ "concentration": true, "desc": "You touch a willing Beast. For the duration, you can perceive through the Beast's senses as well as your own. When perceiving through the Beast's senses, you benefit from any special senses it has.", "duration": "Up to 1 hour", - "id": "0b492a2d-497a-488c-b408-9c6bfed06a3c", + "id": "1a9a0065-77e3-4911-a585-9d64c7779ee4", "level": 2, "locations": [ { @@ -17354,7 +17354,7 @@ ], "desc": "You blast the mind of a creature that you can see within range. The target makes an Intelligence saving throw.\n\nOn a failed save, the target takes 10d12 Psychic damage and can't cast spells or take the Magic action. At the end of every 30 days, the target repeats the save, ending the effect on a success. The effect can also be ended by the Greater Restoration, Heal, or Wish spell.\n\nOn a successful save, the target takes half as much damage only.", "duration": "Instantaneous", - "id": "3cee05d1-b71c-4a3e-a92c-5723acaecdd4", + "id": "618a96c4-7567-4504-b3a2-437aaf40ea60", "level": 8, "locations": [ { @@ -17383,7 +17383,7 @@ "desc": "You touch a creature, which must succeed on a Wisdom saving throw or become cursed for the duration. Until the curse ends, the target suffers one of the following effects of your choice:\n\n\u2022Choose one ability. The target has Disadvantage on ability checks and saving throws made with that ability.\n\u2022The target has Disadvantage on attack rolls against you.\n\u2022In combat, the target must succeed on a Wisdom saving throw at the start of each of its turns or be forced to take the Dodge action on that turn.\n\u2022If you deal damage to the target with an attack roll or a spell, the target takes an extra 1d8 Necrotic damage.", "duration": "Up to 1 minute", "higher_level": "If you cast this spell using a level 4 spell slot, you can maintain Concentration on it for up to 10 minutes. If you use a level 5+ spell slot, the spell doesn't require Concentration, and the duration becomes 8 hours (level 5\u20136 slot) or 24 hours (level 7\u20138 slot). If you use a level 9 spell slot, the spell lasts until dispelled.", - "id": "2982746d-86d5-4b8b-a26c-ae11a69f1579", + "id": "4df8b9cb-cdfa-450a-a671-dae268979ecd", "level": 3, "locations": [ { @@ -17412,7 +17412,7 @@ "desc": "You create a Large hand of shimmering magical energy in an unoccupied space that you can see within range. The hand lasts for the duration, and it moves at your command, mimicking the movements of your own hand.\n\nThe hand is an object that has AC 20 and Hit Points equal to your Hit Point maximum. If it drops to 0 Hit Points, the spell ends. The hand doesn't occupy its space.\n\nWhen you cast the spell and as a Bonus Action on your later turns, you can move the hand up to 60 feet and then cause one of the following effects:\n\nClenched Fist. The hand strikes a target within 5 feet of it. Make a melee spell attack. On a hit, the target takes 5d8 Force damage.\n\nForceful Hand. The hand attempts to push a Huge or smaller creature within 5 feet of it. The target must succeed on a Strength saving throw, or the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target, remaining within 5 feet of it.\n\nGrasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. The target must succeed on a Dexterity saving throw, or the target has the Grappled condition, with an escape DC equal to your spell save DC. While the hand grapples the target, you can take a Bonus Action to cause the hand to crush it, dealing Bludgeoning damage to the target equal to 4d6 plus your spellcasting ability modifier.\n\nInterposing Hand. The hand grants you Half Cover against attacks and other effects that originate from its space or that pass through it. In addition, its space counts as Difficult Terrain for your enemies.", "duration": "Up to 1 minute", "higher_level": "The damage of the Clenched Fist increases by 2d8 and the damage of the Grasping Hand increases by 2d6 for each spell slot level above 5.", - "id": "75973be5-56e0-46c8-8acf-f02aebc0f33f", + "id": "180b4913-4580-4650-b889-01026adc178e", "level": 5, "locations": [ { @@ -17438,7 +17438,7 @@ "concentration": true, "desc": "You create a wall of whirling blades made of magical energy. The wall appears within range and lasts for the duration. You make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides Three-Quarters Cover, and its space is Difficult Terrain.\n\nAny creature in the wall's space makes a Dexterity saving throw, taking 6d10 Force damage on a failed save or half as much damage on a successful one. A creature also makes that save if it enters the wall's space or ends it turn there. A creature makes that save only once per turn.", "duration": "Up to 10 minutes", - "id": "44044ff0-a255-4f3d-814c-2c938c5fcf61", + "id": "ca7f1a31-5fbb-4674-8965-37a76b6266ca", "level": 6, "locations": [ { @@ -17466,7 +17466,7 @@ "concentration": true, "desc": "Whenever a creature makes an attack roll against you before the spell ends, the attacker subtracts 1d4 from the attack roll.", "duration": "Up to 1 minute", - "id": "df997799-1d13-473e-b954-35fb92712fc7", + "id": "88045f6a-321f-45c2-b3ac-fd2dbf214198", "level": 0, "locations": [ { @@ -17494,7 +17494,7 @@ "desc": "You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save.", "duration": "Up to 1 minute", "higher_level": "You can target one additional creature for each spell slot level above 1.", - "id": "ab1d3253-623f-4eb5-bb28-6abd96147cf2", + "id": "7f54bbce-a7c3-4a90-98ae-a4f83d8c6446", "level": 1, "locations": [ { @@ -17523,7 +17523,7 @@ "desc": "A creature that you can see within range makes a Constitution saving throw, taking 8d8 Necrotic damage on a failed save or half as much damage on a successful one. A Plant creature automatically fails the save.\n\nAlternatively, target a nonmagical plant that isn't a creature, such as a tree or shrub. It doesn't make a save; it simply withers and dies.", "duration": "Instantaneous", "higher_level": "The damage increases by 1d8 for each spell slot level above 4.", - "id": "bd8190f9-465d-4003-afef-5426174ac8d7", + "id": "9575e0b3-a6eb-49b3-b252-ecbe847ab1c5", "level": 4, "locations": [ { @@ -17547,7 +17547,7 @@ "desc": "The target hit by the strike takes an extra 3d8 Radiant damage from the attack, and the target has the Blinded condition until the spell ends. At the end of each of its turns, the Blinded target makes a Constitution saving throw, ending the spell on itself on a success.", "duration": "1 minute", "higher_level": "The extra damage increases by 1d8 for each spell slot level above 3.", - "id": "c03ec702-9346-47cf-ba83-502107c1378d", + "id": "3b631d7a-d90f-42b3-aa6e-be2ac5672d28", "level": 3, "locations": [ { @@ -17574,7 +17574,7 @@ "desc": "One creature that you can see within range must succeed on a Constitution saving throw, or it has the Blinded or Deafened condition (your choice) for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.", "duration": "1 minute", "higher_level": "You can target one additional creature for each spell slot level above 2.", - "id": "3ef5ee2e-598c-4912-84d0-4e368ad8acd4", + "id": "166541af-5f9d-4413-803b-1616fc6f7f4e", "level": 2, "locations": [ { @@ -17600,7 +17600,7 @@ ], "desc": "Roll 1d6 at the end of each of your turns for the duration. On a roll of 4\u20136, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell ends instantly if you are already on that plane). While on the Ethereal Plane, you can perceive the plane you left, which is cast in shades of gray, but you can't see anything there more than 60 feet away. You can affect and be affected only by other creatures on the Ethereal Plane, and creatures on the other plane can't perceive you unless they have a special ability that lets them perceive things on the Ethereal Plane.\n\nYou return to the other plane at the start of your next turn and when the spell ends if you are on the Ethereal Plane. You return to an unoccupied space of your choice that you can see within 10 feet of the space you left. If no unoccupied space is available within that range, you appear in the nearest unoccupied space.", "duration": "1 minute", - "id": "6ce77c35-5a5c-4b91-a20a-5e6bba32238f", + "id": "54718837-de3e-4de5-b39d-63c0a1cc1e59", "level": 3, "locations": [ { @@ -17626,7 +17626,7 @@ "concentration": true, "desc": "Your body becomes blurred. For the duration, any creature has Disadvantage on attack rolls against you. An attacker is immune to this effect if it perceives you with Blindsight or Truesight.", "duration": "Up to 1 minute", - "id": "1ba32c4e-785d-4629-9fe2-3af14193a39c", + "id": "aac25a3a-f866-4865-a20c-7c08f30ff2b7", "level": 2, "locations": [ { @@ -17652,7 +17652,7 @@ "desc": "A thin sheet of flames shoots forth from you. Each creature in a 15-foot Cone makes a Dexterity saving throw, taking 3d6 Fire damage on a failed save or half as much damage on a successful one.\n\nFlammable objects in the Cone that aren't being worn or carried start burning.", "duration": "Instantaneous", "higher_level": "The damage increases by 1d6 for each spell slot level above 1.", - "id": "1568c8bf-6560-4ac3-a4b4-e83832f38090", + "id": "8a840d0c-3b5c-430d-acde-2cfde3d46396", "level": 1, "locations": [ { @@ -17678,7 +17678,7 @@ "desc": "A storm cloud appears at a point within range that you can see above yourself. It takes the shape of a Cylinder that is 10 feet tall with a 60-foot radius.\n\nWhen you cast the spell, choose a point you can see under the cloud. A lightning bolt shoots from the cloud to that point. Each creature within 5 feet of that point makes a Dexterity saving throw, taking 3d10 Lightning damage on a failed save or half as much damage on a successful one.\n\nUntil the spell ends, you can take a Magic action to call down lightning in that way again, targeting the same point or a different one.\n\nIf you're outdoors in a storm when you cast this spell, the spell gives you control over that storm instead of creating a new one. Under such conditions, the spell's damage increases by 1d10.", "duration": "Up to 10 minutes", "higher_level": "The damage increases by 1d10 for each spell slot level above 3.", - "id": "348d6765-356e-4037-a934-b22b1b34a245", + "id": "c69abfee-a55c-4c40-9386-44bfedf1a6fb", "level": 3, "locations": [ { @@ -17704,7 +17704,7 @@ "concentration": true, "desc": "Each Humanoid in a 20-foot-radius Sphere centered on a point you choose within range must succeed on a Charisma saving throw or be affected by one of the following effects (choose for each creature):\n\n\u2022The creature has Immunity to the Charmed and Frightened conditions until the spell ends. If the creature was already Charmed or Frightened, those conditions are suppressed for the duration.\n\u2022The creature becomes Indifferent about creatures of your choice that it\u2019s Hostile toward. This indifference ends if the target takes damage or witnesses its allies taking damage. When the spell ends, the creature\u2019s attitude returns to normal.", "duration": "Up to 1 minute", - "id": "d6b4784d-4125-42f3-8e45-4c70aab1342d", + "id": "5af28614-c02f-4ca1-829e-0c0ebb68c1b0", "level": 2, "locations": [ { @@ -17731,7 +17731,7 @@ "desc": "You launch a lightning bolt toward a target you can see within range. Three bolts then leap from that target to as many as three other targets of your choice, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.\n\nEach target makes a Dexterity saving throw, taking 10d8 Lightning damage on a failed save or half as much damage on a successful one.", "duration": "Instantaneous", "higher_level": "One additional bolt leaps from the first target to another target for each spell slot level above 6.", - "id": "e8d83a2d-04f8-47e8-abe7-e22688c15c63", + "id": "6684f9a1-15e3-4881-9ff7-30cdf1ad1bb2", "level": 6, "locations": [ { @@ -17761,7 +17761,7 @@ "desc": "One creature you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you.", "duration": "1 hour", "higher_level": "You can target one additional creature for each spell slot level above 4.", - "id": "5ead1028-abbc-46ff-9cec-62573be7fcb7", + "id": "de866c1c-8916-4f9d-9f94-62f397e48912", "level": 4, "locations": [ { @@ -17790,7 +17790,7 @@ "desc": "One Humanoid you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you.", "duration": "1 hour", "higher_level": "You can target one additional creature for each spell slot level above 1.", - "id": "22539fe8-5fb3-4623-a60c-e64e2b451325", + "id": "4611e4eb-e92c-4978-b802-066372149665", "level": 1, "locations": [ { @@ -17817,7 +17817,7 @@ "desc": "Channeling the chill of the grave, make a melee spell attack against a target within reach. On a hit, the target takes 1d10 Necrotic damage, and it can't regain Hit Points until the end of your next turn.", "duration": "Instantaneous", "higher_level": "The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).", - "id": "30328400-95b3-4ecb-8180-ed2f7831c1a5", + "id": "55ddc327-fe98-407f-98a9-668a00a209e5", "level": 0, "locations": [ { @@ -17844,7 +17844,7 @@ "desc": "You hurl an orb of energy at a target within range. Choose Acid, Cold, Fire, Lightning, Poison, or Thunder for the type of orb you create, and then make a ranged spell attack against the target. On a hit, the target takes 3d8 damage of the chosen type.\n\nIf you roll the same number on two or more of the d8s, the orb leaps to a different target of your choice within 30 feet of the target. Make an attack roll against the new target, and make a new damage roll. The orb can't leap again unless you cast the spell with a level 2+ spell slot.", "duration": "Instantaneous", "higher_level": "The damage increases by 1d8 for each spell slot level above 1. The orb can leap a maximum number of times equal to the level of the slot expended, and a creature can be targeted only once by each casting of this spell.", - "id": "7c99656b-fa0e-4714-8400-8b7041aa4423", + "id": "e8a44b8f-167c-49b7-9da2-9f060c298136", "level": 1, "locations": [ { @@ -17873,7 +17873,7 @@ "desc": "Negative energy ripples out in a 60-foot-radius Sphere from a point you choose within range. Each creature in that area makes a Constitution saving throw, taking 8d8 Necrotic damage on a failed save or half as much damage on a successful one.", "duration": "Instantaneous", "higher_level": "The damage increases by 2d8 for each spell slot level above 6.", - "id": "bf71da01-c9a1-41c5-9595-1578d307d2bd", + "id": "d3f9580e-b386-4bb9-bb92-b15ce414075c", "level": 6, "locations": [ { @@ -17901,7 +17901,7 @@ "concentration": true, "desc": "An aura radiates from you in a 30-foot Emanation for the duration. While in the aura, you and your allies have Advantage on saving throws against spells and other magical effects. When an affected creature makes a saving throw against a spell or magical effect that allows a save to take only half damage, it takes no damage if it succeeds on the save.", "duration": "Up to 10 minutes", - "id": "c0abe720-1842-49fe-82f3-a45620add5b6", + "id": "f072565c-e68a-4bad-872d-c23b1977c3f1", "level": 5, "locations": [ { @@ -17930,7 +17930,7 @@ "concentration": true, "desc": "You create an Invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The intangible, invulnerable sensor remains in place for the duration.\n\nWhen you cast the spell, choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As a Bonus Action, you can switch between seeing and hearing.\n\nA creature that sees the sensor (such as a creature benefiting from See Invisibility or Truesight) sees a luminous orb about the size of your fist.", "duration": "Up to 10 minutes", - "id": "f34d4c17-f722-4fd4-a21a-f28404385f45", + "id": "673717db-5788-4203-af40-5de0e5742287", "level": 3, "locations": [ { @@ -17956,7 +17956,7 @@ ], "desc": "You touch a creature or at least 1 cubic inch of its flesh. An inert duplicate of that creature forms inside the vessel used in the spell's casting and finishes growing after 120 days; you choose whether the finished clone is the same age as the creature or younger. The clone remains inert and endures indefinitely while its vessel remains undisturbed.\n\nIf the original creature dies after the clone finishes forming, the creature's soul transfers to the clone if the soul is free and willing to return. The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original's equipment. The creature's original remains, if any, become inert and can't be revived, since the creature's soul is elsewhere.", "duration": "Instantaneous", - "id": "5f11cf08-8597-45e2-84aa-9920e5643f0b", + "id": "0b64f663-461f-4a88-b443-d458ee11f911", "level": 8, "locations": [ { @@ -17984,7 +17984,7 @@ "desc": "You create a 20-foot-radius Sphere of yellow-green fog centered on a point within range. The fog lasts for the duration or until strong wind (such as the one created by Gust of Wind) disperses it, ending the spell. Its area is Heavily Obscured.\n\nEach creature in the Sphere makes a Constitution saving throw, taking 5d8 Poison damage on a failed save or half as much damage on a successful one. A creature must also make this save when the Sphere moves into its space and when it enters the Sphere or ends its turn there. A creature makes this save only once per turn.\n\nThe Sphere moves 10 feet away from you at the start of each of your turns.", "duration": "Up to 10 minutes", "higher_level": "The damage increases by 1d8 for each spell slot level above 5.", - "id": "cff28fe7-3b3a-408d-b51c-07163da53c94", + "id": "9bd90516-de71-450d-a960-af6c4d9b1274", "level": 5, "locations": [ { @@ -18014,7 +18014,7 @@ "desc": "You conjure spinning daggers in a 5-foot Cube centered on a point within range. Each creature in that area takes 4d4 Slashing damage. A creature also takes this damage if it enters the Cube or ends its turn there or if the Cube moves into its space. A creature takes this damage only once per turn.\n\nOn your later turns, you can take a Magic action to teleport the Cube up to 30 feet.", "duration": "Up to 1 minute", "higher_level": "The damage increases by 2d4 for each spell slot level above 2.", - "id": "b73d1237-80cf-4a3d-8a71-2703738ca58c", + "id": "bc092e54-3e7b-4f46-9a12-5ab3fb94562e", "level": 2, "locations": [ { @@ -18042,7 +18042,7 @@ ], "desc": "You launch a dazzling array of flashing, colorful light. Each creature in a 15-foot Cone originating from you must succeed on a Constitution saving throw or have the Blinded condition until the end of your next turn.", "duration": "Instantaneous", - "id": "03b9761f-299c-449f-8e42-5ec85c77b2eb", + "id": "e66e699a-0963-47f7-8bd0-a47b6416321b", "level": 1, "locations": [ { @@ -18069,7 +18069,7 @@ "desc": "You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options:\n\nApproach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.\n\nDrop. The target drops whatever it is holding and then ends its turn.\n\nFlee. The target spends its turn moving away from you by the fastest available means.\n\nGrovel. The target has the Prone condition and then ends its turn.\n\nHalt. On its turn, the target doesn't move and takes no action or Bonus Action.", "duration": "Instantaneous", "higher_level": "You can affect one additional creature for each spell slot level above 1.", - "id": "8d6773cb-b44c-4840-8614-efc8fa87855e", + "id": "888b805b-baeb-4a98-9ca1-3f6ca0563720", "level": 1, "locations": [ { @@ -18094,7 +18094,7 @@ ], "desc": "You contact a deity or a divine proxy and ask up to three questions that can be answered with yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question.\n\nDivine beings aren't necessarily omniscient, so you might receive \u201cunclear\u201d as an answer if a question pertains to information that lies beyond the deity's knowledge. In a case where a one-word answer could be misleading or contrary to the deity's interests, the DM might offer a short phrase as an answer instead.\n\nIf you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer.", "duration": "1 minute", - "id": "34a2db17-2db5-4e17-9c0c-86514c732e78", + "id": "b221927d-5315-4c67-bb7d-b92dd5ed4960", "level": 5, "locations": [ { @@ -18120,7 +18120,7 @@ ], "desc": "You commune with nature spirits and gain knowledge of the surrounding area. In the outdoors, the spell gives you knowledge of the area within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in castles and settlements.\n\nChoose three of the following facts; you learn those facts as they pertain to the spell's area:\n\n\u2022Locations of settlements\n\u2022Locations of portals to other planes of existence\n\u2022Location of one Challenge Rating 10+ creature (DM\u2019s choice) that is a Celestial, an Elemental, a Fey, a Fiend, or an Undead\n\u2022The most prevalent kind of plant, mineral, or Beast (you choose which to learn)\n\n\u2022Locations of bodies of water\n\nFor example, you could determine the location of a powerful monster in the area, the locations of bodies of water, and the locations of any towns.", "duration": "Instantaneous", - "id": "8461a983-2084-4718-9ed8-679c3d0322a4", + "id": "6cf85622-f0aa-44c9-a0ca-31adc2dc93c5", "level": 5, "locations": [ { @@ -18144,7 +18144,7 @@ "concentration": true, "desc": "You try to compel a creature into a duel. One creature that you can see within range makes a Wisdom saving throw. On a failed save, the target has Disadvantage on attack rolls against creatures other than you, and it can't willingly move to a space that is more than 30 feet away from you.\n\nThe spell ends if you make an attack roll against a creature other than the target, if you cast a spell on an enemy other than the target, if an ally of yours damages the target, or if you end your turn more than 30 feet away from the target.", "duration": "Up to 1 minute", - "id": "e5541419-9eed-4870-af20-4cf81c86c1a1", + "id": "cbc45523-cdc7-4b23-8dc5-a7f198155f73", "level": 1, "locations": [ { @@ -18172,7 +18172,7 @@ ], "desc": "For the duration, you understand the literal meaning of any language that you hear or see signed. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn't decode symbols or secret messages.", "duration": "1 hour", - "id": "27b331ec-c243-4668-a867-126b7cc4d713", + "id": "76b6447d-4574-4609-873b-08461be0fce4", "level": 1, "locations": [ { @@ -18198,7 +18198,7 @@ "concentration": true, "desc": "Each creature of your choice that you can see within range must succeed on a Wisdom saving throw or have the Charmed condition until the spell ends.\n\nFor the duration, you can take a Bonus Action to designate a direction that is horizontal to you. Each Charmed target must use as much of its movement as possible to move in that direction on its next turn, taking the safest route. After moving in this way, a target repeats the save, ending the spell on itself on a success.", "duration": "Up to 1 minute", - "id": "4b54e449-ebd2-401a-afe8-a4cd9b749f7f", + "id": "fbee7910-f696-425e-b272-bcc8b981fbd9", "level": 4, "locations": [ { @@ -18226,7 +18226,7 @@ "desc": "You unleash a blast of cold air. Each creature in a 60-foot Cone originating from you makes a Constitution saving throw, taking 8d8 Cold damage on a failed save or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws.", "duration": "Instantaneous", "higher_level": "The damage increases by 1d8 for each spell slot level above 5.", - "id": "c8ac8203-6dec-4736-99e4-2b7caf91f6c8", + "id": "71d2f63c-88c3-4f23-ae0f-09e1c35c727b", "level": 5, "locations": [ { @@ -18257,7 +18257,7 @@ "desc": "Each creature in a 10-foot-radius Sphere centered on a point you choose within range must succeed on a Wisdom saving throw, or that target can't take Bonus Actions or Reactions and must roll 1d10 at the start of each of its turns to determine its behavior for that turn, consulting the table below.\n\n1d10 Behavior for the Turn\n1 The target doesn't take an action, and it uses all its movement to move. Roll 1d4 for the direction: 1, north; 2, east; 3, south; or 4, west.\n2\u20136 The target doesn't move or take actions.\n7\u20138 The target doesn't move, and it takes the Attack action to make one melee attack against a random creature within reach. If none are within reach, the target takes no action.\n9\u201310 The target chooses its behavior.\n\nAt the end of each of its turns, an affected target repeats the save, ending the spell on itself on a success.", "duration": "Up to 1 minute", "higher_level": "The Sphere's radius increases by 5 feet for each spell slot level above 4.", - "id": "d996290f-45c5-43aa-af47-0e440ca75157", + "id": "4f90bb7c-ea52-4ebb-b281-17df7a122837", "level": 4, "locations": [ { @@ -18285,7 +18285,7 @@ "desc": "You conjure nature spirits that appear as a Large pack of spectral, intangible animals in an unoccupied space you can see within range. The pack lasts for the duration, and you choose the spirits' animal form, such as wolves, serpents, or birds.\n\nYou have Advantage on Strength saving throws while you're within 5 feet of the pack, and when you move on your turn, you can also move the pack up to 30 feet to an unoccupied space you can see.\n\nWhenever the pack moves within 10 feet of a creature you can see and whenever a creature you can see enters a space within 10 feet of the pack or ends its turn there, you can force that creature to make a Dexterity saving throw. On a failed save, the creature takes 3d10 Slashing damage. A creature makes this save only once per turn.", "duration": "Up to 10 minutes", "higher_level": "The damage increases by 1d10 for each spell slot level above 3.", - "id": "24a8741c-7b56-4bfe-aa19-4c0c788632ca", + "id": "0e1ae22f-d2b6-427b-a37f-14a39151d409", "level": 3, "locations": [ { @@ -18311,7 +18311,7 @@ "desc": "You brandish the weapon used to cast the spell and conjure similar spectral weapons (or ammunition appropriate to the weapon) that launch forward and then disappear. Each creature of your choice that you can see in a 60-foot Cone makes a Dexterity saving throw, taking 5d8 Force damage on a failed save or half as much damage on a successful one.", "duration": "Instantaneous", "higher_level": "The damage increases by 1d8 for each spell slot level above 3.", - "id": "6e006858-3510-4c6d-87c2-d22f048a23a0", + "id": "f8e023b7-bc95-4c40-a13a-c8b2d02b900a", "level": 3, "locations": [ { @@ -18338,7 +18338,7 @@ "desc": "You conjure a spirit from the Upper Planes, which manifests as a pillar of light in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range. For each creature you can see in the Cylinder, choose which of these lights shines on it:\n\nHealing Light. The target regains Hit Points equal to 4d12 plus your spellcasting ability modifier.\n\nSearing Light. The target makes a Dexterity saving throw, taking 6d12 Radiant damage on a failed save or half as much damage on a successful one.\n\nUntil the spell ends, Bright Light fills the Cylinder, and when you move on your turn, you can also move the Cylinder up to 30 feet.\n\nWhenever the Cylinder moves into the space of a creature you can see and whenever a creature you can see enters the Cylinder or ends its turn there, you can bathe it in one of the lights. A creature can be affected by this spell only once per turn.", "duration": "Up to 10 minutes", "higher_level": "The healing and damage increase by 1d12 for each spell slot level above 7.", - "id": "fed13f55-bfb4-4a53-ac3f-0e0b7bb43332", + "id": "0160a44d-fec5-41ad-9ad4-b29267e1ddca", "level": 7, "locations": [ { @@ -18365,7 +18365,7 @@ "desc": "You conjure a Large, intangible spirit from the Elemental Planes that appears in an unoccupied space within range. Choose the spirit's element, which determines its damage type: air (Lightning), earth (Thunder), fire (Fire), or water (Cold). The spirit lasts for the duration.\n\nWhenever a creature you can see enters the spirit's space or starts its turn within 5 feet of the spirit, you can force that creature to make a Dexterity saving throw if the spirit has no creature Restrained. On failed save, the target takes 8d8 damage of the spirit's type, and the target has the Restrained condition until the spell ends. At the start of each of its turns, the Restrained target repeats the save. On a failed save, the target takes 4d8 damage of the spirit's type. On a successful save, the target isn't Restrained by the spirit.", "duration": "Up to 10 minutes", "higher_level": "The damage increases by 1d8 for each spell slot level above 5.", - "id": "b3d12591-38e0-42a2-82a2-2e839d268dbb", + "id": "e1ed9691-6fa4-4c93-8ee6-9697811fe892", "level": 5, "locations": [ { @@ -18391,7 +18391,7 @@ "desc": "You conjure a Medium spirit from the Feywild in an unoccupied space you can see within range. The spirit lasts for the duration, and it looks like a Fey creature of your choice. When the spirit appears, you can make one melee spell attack against a creature within 5 feet of it. On a hit, the target takes Psychic damage equal to 3d12 plus your spellcasting ability modifier, and the target has the Frightened condition until the start of your next turn, with both you and the spirit as the source of the fear.\n\nAs a Bonus Action on your later turns, you can teleport the spirit to an unoccupied space you can see within 30 feet of the space it left and make the attack against a creature within 5 feet of it.", "duration": "Up to 10 minutes", "higher_level": "The damage increases by 1d12 for each spell slot level above 6.", - "id": "9cfec615-9f20-4534-9dd5-b4f3133776e6", + "id": "a386c718-54ae-4d8b-aa21-6fdb2720a7a7", "level": 6, "locations": [ { @@ -18418,7 +18418,7 @@ "desc": "You conjure spirits from the Elemental Planes that flit around you in a 15-foot Emanation for the duration. Until the spell ends, any attack you make deals an extra 2d8 damage when you hit a creature in the Emanation. This damage is Acid, Cold, Fire, or Lightning (your choice when you make the attack).\n\nIn addition, the ground in the Emanation is Difficult Terrain for your enemies.", "duration": "Up to 10 minutes", "higher_level": "The damage increases by 1d8 for each spell slot level above 4.", - "id": "0e5a39f4-4397-48fc-ac98-b5560a77fcda", + "id": "1241aff2-a474-4519-ad3e-fb742479849c", "level": 4, "locations": [ { @@ -18443,7 +18443,7 @@ ], "desc": "You brandish the weapon used to cast the spell and choose a point within range. Hundreds of similar spectral weapons (or ammunition appropriate to the weapon) fall in a volley and then disappear. Each creature of your choice that you can see in a 40-foot-radius, 20-foot-high Cylinder centered on that point makes a Dexterity saving throw. A creature takes 8d8 Force damage on a failed save or half as much damage on a successful one.", "duration": "Instantaneous", - "id": "0e1eb933-9a4a-4b1c-88d7-866be3b28ebd", + "id": "25e37b55-5cc8-4a37-b6ee-e15c08506661", "level": 5, "locations": [ { @@ -18471,7 +18471,7 @@ "desc": "You conjure nature spirits that flit around you in a 10-foot Emanation for the duration. Whenever the Emanation enters the space of a creature you can see and whenever a creature you can see enters the Emanation or ends its turn there, you can force that creature to make a Wisdom saving throw. The creature takes 5d8 Force damage on a failed save or half as much damage on a successful one. A creature makes this save only once per turn.\n\nIn addition, you can take the Disengage action as a Bonus Action for the spell's duration.", "duration": "Up to 10 minutes", "higher_level": "The damage increases by 1d8 for each spell slot level above 4.", - "id": "c5531079-d28d-4e41-8ef0-4d4a4e4992b4", + "id": "891df97d-e03e-4254-9923-19a631236fdf", "level": 4, "locations": [ { @@ -18495,7 +18495,7 @@ ], "desc": "You mentally contact a demigod, the spirit of a long-dead sage, or some other knowledgeable entity from another plane. Contacting this otherworldly intelligence can break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The DM answers each question with one word, such as \u201cyes,\u201d \u201cno,\u201d \u201cmaybe,\u201d \u201cnever,\u201d \u201cirrelevant,\u201d or \u201cunclear\u201d (if the entity doesn't know the answer to the question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.\n\nOn a failed save, you take 6d6 Psychic damage and have the Incapacitated condition until you finish a Long Rest. A Greater Restoration spell cast on you ends this effect.", "duration": "1 minute", - "id": "6b9feb7f-0729-4978-b3f2-a22079b19ce9", + "id": "4426f013-e031-4805-93cf-0c2bf633e7ef", "level": 5, "locations": [ { @@ -18520,7 +18520,7 @@ ], "desc": "Your touch inflicts a magical contagion. The target must succeed on a Constitution saving throw or take 11d8 Necrotic damage and have the Poisoned condition. Also, choose one ability when you cast the spell. While Poisoned, the target has Disadvantage on saving throws made with the chosen ability.\n\nThe target must repeat the saving throw at the end of each of its turns until it gets three successes or failures. If the target succeeds on three of these saves, the spell ends on the target. If the target fails three of the saves, the spell lasts for 7 days on it.\n\nWhenever the Poisoned target receives an effect that would end the Poisoned condition, the target must succeed on a Constitution saving throw, or the Poisoned condition doesn't end on it.", "duration": "7 days", - "id": "3e96d4f8-454d-4f75-bac1-1e15f91565ab", + "id": "84f45a7f-99ab-4c36-b89a-e3e4f4fec2d7", "level": 5, "locations": [ { @@ -18545,7 +18545,7 @@ ], "desc": "Choose a spell of level 5 or lower that you can cast, that has a casting time of an action, and that can target you. You cast that spell\u2014called the contingent spell\u2014as part of casting Contingency, expending spell slots for both, but the contingent spell doesn't come into effect. Instead, it takes effect when a certain trigger occurs. You describe that trigger when you cast the two spells. For example, a Contingency cast with Water Breathing might stipulate that Water Breathing comes into effect when you are engulfed in water or a similar liquid.\n\nThe contingent spell takes effect immediately after the trigger occurs for the first time, whether or not you want it to, and then Contingency ends.\n\nThe contingent spell takes effect only on you, even if it can normally target others. You can use only one Contingency spell at a time. If you cast this spell again, the effect of another Contingency spell on you ends. Also, Contingency ends on you if its material component is ever not on your person.", "duration": "10 days", - "id": "c1ba0486-b054-4310-8d0f-98941991a698", + "id": "915a7ca1-830b-4dbb-bdd8-bba7d159a67d", "level": 6, "locations": [ { @@ -18574,7 +18574,7 @@ ], "desc": "A flame springs from an object that you touch. The effect casts Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. It looks like a regular flame, but it creates no heat and consumes no fuel. The flame can be covered or hidden but not smothered or quenched.", "duration": "Until dispelled", - "id": "c6493f20-2ec6-4367-a015-83c19ee74f62", + "id": "bf081255-323c-4755-b07d-a0733612cf0e", "level": 2, "locations": [ { @@ -18603,7 +18603,7 @@ "concentration": true, "desc": "Until the spell ends, you control any water inside an area you choose that is a Cube up to 100 feet on a side, using one of the following effects. As a Magic action on your later turns, you can repeat the same effect or choose a different one.\n\nFlood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.\n\nThe water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.\n\nPart Water. You part water in the area and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.\n\nRedirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain. The water continues to move in the direction you chose until the spell ends or you choose a different effect.\n\nWhirlpool. You cause a whirlpool to form in the center of the area, which must be at least 50 feet square and 25 feet deep. The whirlpool lasts until you choose a different effect or the spell ends. The whirlpool is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature in the water and within 25 feet of the whirlpool is pulled 10 feet toward it. When a creature enters the whirlpool for the first time on a turn or ends its turn there, it makes a Strength saving throw. On a failed save, the creature takes 2d8 Bludgeoning damage. On a successful save, the creature takes half as much damage. A creature can swim away from the whirlpool only if it first takes an action to pull away and succeeds on a Strength (Athletics) check against your spell save DC.", "duration": "Up to 10 minutes", - "id": "40d230c8-44ed-4d3c-bb9c-1258528bc071", + "id": "4b6c6ab2-921c-48a7-952c-ba7359b89e52", "level": 4, "locations": [ { @@ -18632,7 +18632,7 @@ "concentration": true, "desc": "You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell, and it ends early if you go indoors.\n\nWhen you cast the spell, you change the current weather conditions, which are determined by the DM. You can change precipitation, temperature, and wind. It takes 1d4 \u00d7 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.\n\nWhen you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.\n\nStage Condition\n1 Clear\n2 Light clouds\n3 Overcast or ground fog\n4 Rain, hail, or snow\n5 Torrential rain, driving hail, or blizzard\n\nStage Condition\n1 Heat wave\n2 Hot\n3 Warm\n4 Cool\n5 Cold\n6 Freezing\n\nStage Condition\n1 Calm\n2 Moderate wind\n3 Strong wind\n4 Gale\n5 Storm", "duration": "Up to 8 hours", - "id": "9c49e83a-852b-46c9-8966-f5a9906938ca", + "id": "a6c3d932-5194-4ab4-9ef5-d1db82b91b58", "level": 8, "locations": [ { @@ -18659,7 +18659,7 @@ "desc": "You touch up to four nonmagical Arrows or Bolts and plant them in the ground in your space. Until the spell ends, the ammunition can't be physically uprooted, and whenever a creature other than you enters a space within 30 feet of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it. The creature must succeed on a Dexterity saving throw or take 2d4 Piercing damage. The piece of ammunition is then destroyed. The spell ends when none of the ammunition remains planted in the ground.\n\nWhen you cast this spell, you can designate any creatures you choose, and the spell ignores them.", "duration": "8 hours", "higher_level": "The amount of ammunition that can be affected increases by two for each spell slot level above 2.", - "id": "9076653a-b64e-44c1-9ff0-e1d44d7097d4", + "id": "ef83eb36-dddc-4359-be46-404e5acb0388", "level": 2, "locations": [ { @@ -18685,7 +18685,7 @@ ], "desc": "You attempt to interrupt a creature in the process of casting a spell. The creature makes a Constitution saving throw. On a failed save, the spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn't expended.", "duration": "Instantaneous", - "id": "63569d5e-9ec3-4c80-839d-aed9e956620c", + "id": "8a0e9b13-e60c-48af-897c-73ea416fd8b0", "level": 3, "locations": [ { @@ -18711,7 +18711,7 @@ ], "desc": "You create 45 pounds of food and 30 gallons of fresh water on the ground or in containers within range\u2014both useful in fending off the hazards of malnutrition and dehydration. The food is bland but nourishing and looks like a food of your choice, and the water is clean. The food spoils after 24 hours if uneaten.", "duration": "Instantaneous", - "id": "ad045100-8759-4451-b7ce-d9670f59a50c", + "id": "56d262b0-fd20-409a-809b-b00aaaabb4c4", "level": 3, "locations": [ { @@ -18738,7 +18738,7 @@ "desc": "You do one of the following:\n\nCreate Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot Cube within range, extinguishing exposed flames there.\n\nDestroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot Cube within range.", "duration": "Instantaneous", "higher_level": "You create or destroy 10 additional gallons of water, or the size of the Cube increases by 5 feet, for each spell slot level above 1.", - "id": "dda8d816-fdcb-4090-bf0f-9627f17af32b", + "id": "02f10fae-bfb4-4374-bf38-7fce6d3df784", "level": 1, "locations": [ { @@ -18767,7 +18767,7 @@ "desc": "You can cast this spell only at night. Choose up to three corpses of Medium or Small Humanoids within range. Each one becomes a Ghoul under your control (see the Monster Manual for its stat block).\n\nAs a Bonus Action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing the same command to them). You decide what action the creature will take and where it will move on its next turn, or you can issue a general command, such as to guard a particular place. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow the order until its task is complete.\n\nThe creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell rather than animating new ones.", "duration": "Instantaneous", "higher_level": "If you use a level 7 spell slot, you can animate or reassert control over four Ghouls. If you use a level 8 spell slot, you can animate or reassert control over five Ghouls or two Ghasts or Wights. If you use a level 9 spell slot, you can animate or reassert control over six Ghouls, three Ghasts or Wights, or two Mummies. See the Monster Manual for these stat blocks.", - "id": "24f563c3-e3ce-4744-acf9-1a3243099672", + "id": "ae8796d4-6507-4f80-b796-379e4df4e961", "level": 6, "locations": [ { @@ -18796,7 +18796,7 @@ "desc": "You pull wisps of shadow material from the Shadowfell to create an object within range. It is either an object of vegetable matter (soft goods, rope, wood, and the like) or mineral matter (stone, crystal, metal, and the like). The object must be no larger than a 5-foot Cube, and the object must be of a form and material that you have seen.\n\nThe spell's duration depends on the object's material, as shown in the Materials table. If the object is composed of multiple materials, use the shortest duration. Using any object created by this spell as another spell's Material component causes the other spell to fail.\n\nMaterial Duration\nVegetable matter 24 hours\nStone or crystal 12 hours\nPrecious metals 1 hour\nGems 10 minutes\nAdamantine or mithral 1 minute", "duration": "Special", "higher_level": "The Cube increases by 5 feet for each spell slot level above 5.", - "id": "7a56dbec-cb97-411a-9cb8-019d99fbf93e", + "id": "a0d4fa66-6524-407e-be22-5e0c2dddcfa8", "level": 5, "locations": [ { @@ -18825,7 +18825,7 @@ "concentration": true, "desc": "One creature that you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The creature succeeds automatically if it isn't Humanoid.\n\nA spectral crown appears on the Charmed target's head, and it must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if no creature is within its reach. The target repeats the save at the end of each of its turns, ending the spell on itself on a success.\n\nOn your later turns, you must take the Magic action to maintain control of the target, or the spell ends.", "duration": "Up to 1 minute", - "id": "6b2fcb9c-5224-4931-932b-e552be4e5c12", + "id": "7dd3378b-8415-43f0-99bf-9fda67752638", "level": 2, "locations": [ { @@ -18849,7 +18849,7 @@ "concentration": true, "desc": "You radiate a magical aura in a 30-foot Emanation. While in the aura, you and your allies each deal an extra 1d4 Radiant damage when hitting with a weapon or an Unarmed Strike.", "duration": "Up to 1 minute", - "id": "3c34d858-76cc-498b-8c78-37ecea870273", + "id": "83435784-f848-49cb-9a54-312501717894", "level": 3, "locations": [ { @@ -18879,7 +18879,7 @@ "desc": "A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.", "duration": "Instantaneous", "higher_level": "The healing increases by 2d8 for each spell slot level above 1.", - "id": "3f2e712e-8490-46e7-a84b-5467cfe073b5", + "id": "fe35db5b-4751-47b2-90ea-eac6dca8884f", "level": 1, "locations": [ { @@ -18908,7 +18908,7 @@ "concentration": true, "desc": "You create up to four torch-size lights within range, making them appear as torches, lanterns, or glowing orbs that hover for the duration. Alternatively, you combine the four lights into one glowing Medium form that is vaguely humanlike. Whichever form you choose, each light sheds Dim Light in a 10-foot radius.\n\nAs a Bonus Action, you can move the lights up to 60 feet to a space within range. A light must be within 20 feet of another light created by this spell, and a light vanishes if it exceeds the spell's range.", "duration": "Up to 1 minute", - "id": "04f98d7c-92ce-40a6-8a77-22408f180cdf", + "id": "ab28cea3-07f3-46d0-a9ff-641ff7847065", "level": 0, "locations": [ { @@ -18936,7 +18936,7 @@ "concentration": true, "desc": "For the duration, magical Darkness spreads from a point within range and fills a 15-foot-radius Sphere. Darkvision can't see through it, and nonmagical light can't illuminate it.\n\nAlternatively, you cast the spell on an object that isn't being worn or carried, causing the Darkness to fill a 15-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the Darkness.\n\nIf any of this spell's area overlaps with an area of Bright Light or Dim Light created by a spell of level 2 or lower, that other spell is dispelled.", "duration": "Up to 10 minutes", - "id": "1235d91c-dcd2-4503-8671-d1a41727e71a", + "id": "7d4f8d29-98ad-4035-a53b-0f3910108458", "level": 2, "locations": [ { @@ -18966,7 +18966,7 @@ ], "desc": "For the duration, a willing creature you touch has Darkvision with a range of 150 feet.", "duration": "8 hours", - "id": "5e7e715e-eb05-4944-91de-de3b54d7e28a", + "id": "00050528-db3c-4571-ae11-42a66c4a3d90", "level": 2, "locations": [ { @@ -18995,7 +18995,7 @@ ], "desc": "For the duration, sunlight spreads from a point within range and fills a 60-foot-radius Sphere. The sunlight's area is Bright Light and sheds Dim Light for an additional 60 feet.\n\nAlternatively, you cast the spell on an object that isn't being worn or carried, causing the sunlight to fill a 60-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the sunlight.\n\nIf any of this spell's area overlaps with an area of Darkness created by a spell of level 3 or lower, that other spell is dispelled.", "duration": "1 hour", - "id": "51fa4a1c-24f6-4c64-aa51-75d3b73d293d", + "id": "ce522a0d-0b52-4980-a972-6c6cd5d84dc2", "level": 3, "locations": [ { @@ -19020,7 +19020,7 @@ ], "desc": "You touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 Hit Points before the spell ends, the target instead drops to 1 Hit Point, and the spell ends.\n\nIf the spell is still in effect when the target is subjected to an effect that would kill it instantly without dealing damage, that effect is negated against the target, and the spell ends.", "duration": "8 hours", - "id": "34edb029-2fd7-4857-863a-23ee3ea890ca", + "id": "7fde453d-9e36-485f-8a78-7069cd73b354", "level": 4, "locations": [ { @@ -19048,7 +19048,7 @@ "desc": "A beam of yellow light flashes from you, then condenses at a chosen point within range as a glowing bead for the duration. When the spell ends, the bead explodes, and each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw. A creature takes Fire damage equal to the total accumulated damage on a failed save or half as much damage on a successful one.\n\nThe spell's base damage is 12d6, and the damage increases by 1d6 whenever your turn ends and the spell hasn't ended.\n\nIf a creature touches the glowing bead before the spell ends, that creature makes a Dexterity saving throw. On a failed save, the spell ends, causing the bead to explode. On a successful save, the creature can throw the bead up to 40 feet. If the thrown bead enters a creature's space or collides with a solid object, the spell ends, and the bead explodes.\n\nWhen the bead explodes, flammable objects in the explosion that aren't being worn or carried start burning.", "duration": "Up to 1 minute", "higher_level": "The base damage increases by 1d6 for each spell slot level above 7.", - "id": "6094b1b9-b3ce-4086-b2ab-a586823b4f6e", + "id": "d64c4597-6f51-411c-892e-b0fb05319dfd", "level": 7, "locations": [ { @@ -19074,7 +19074,7 @@ ], "desc": "You create a shadowy Medium door on a flat solid surface that you can see within range. This door can be opened and closed, and it leads to a demiplane that is an empty room 30 feet in each dimension, made of wood or stone (your choice).\n\nWhen the spell ends, the door vanishes, and any objects inside the demiplane remain there. Any creatures inside also remain unless they opt to be shunted through the door as it vanishes, landing with the Prone condition in the unoccupied spaces closest to the door's former space.\n\nEach time you cast this spell, you can create a new demiplane or connect the shadowy door to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can connect the shadowy door to that demiplane instead.", "duration": "1 hour", - "id": "4128b822-cb8d-4b3f-a314-098683826056", + "id": "7751f674-bccf-44d5-9bfd-f8b07a01f347", "level": 8, "locations": [ { @@ -19097,7 +19097,7 @@ ], "desc": "Destructive energy ripples outward from you in a 30-foot Emanation. Each creature you choose in the Emanation makes a Constitution saving throw. On a failed save, a target takes 5d6 Thunder damage and 5d6 Radiant or Necrotic damage (your choice) and has the Prone condition. On a successful save, a target takes half as much damage only.", "duration": "Instantaneous", - "id": "5bd85cb9-ef5e-444c-9157-764b4a7ac27d", + "id": "42a90709-323b-4385-9f53-f8e47cb93f23", "level": 5, "locations": [ { @@ -19123,7 +19123,7 @@ "concentration": true, "desc": "For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where.\n\nThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.", "duration": "Up to 10 minutes", - "id": "d6d3b771-899d-44d8-9d93-6efc8a335f12", + "id": "6b7a5ca8-54b2-455a-a7c7-e992d1c23c99", "level": 1, "locations": [ { @@ -19156,7 +19156,7 @@ "concentration": true, "desc": "For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's school of magic.\n\nThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.", "duration": "Up to 10 minutes", - "id": "5e4d246f-775a-4e8d-acef-af9eae98cc4c", + "id": "6fb5e47b-4899-447b-81cd-94e8b776a456", "level": 1, "locations": [ { @@ -19185,7 +19185,7 @@ "concentration": true, "desc": "For the duration, you sense the location of poisons, poisonous or venomous creatures, and magical contagions within 30 feet of yourself. You sense the kind of poison, creature, or contagion in each case.\n\nThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.", "duration": "Up to 10 minutes", - "id": "884059fd-dde1-4c61-bf58-d2004af7e521", + "id": "ba5a7550-aba9-4ed2-9d1f-c6e59d87a8f6", "level": 1, "locations": [ { @@ -19214,7 +19214,7 @@ "concentration": true, "desc": "You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns.\n\nSense Thoughts. You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. You don't read the thoughts, but you know that a thinking creature is present.\n\nThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.\n\nRead Thoughts. Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself that you detected with the Sense Thoughts option. You learn what is most on the target's mind right now. If the target doesn't know any languages and isn't telepathic, you learn nothing.\n\nAs a Magic action on your next turn, you can try to probe deeper into the target's mind. If you probe deeper, the target makes a Wisdom saving throw. On a failed save, you discern the target's reasoning, emotions, and something that looms large in its mind (such as a worry, love, or hate). On a successful save, the spell ends. Either way, the target knows that you are probing into its mind, and until you shift your attention away from the target's mind, the target can take an action on its turn to make an Intelligence (Arcana) check against your spell save DC, ending the spell on a success.", "duration": "Up to 1 minute", - "id": "045938b7-015f-47f6-983b-4eabd7d3a010", + "id": "0a9af14c-84da-4ebd-8d38-a8661f9ebcd6", "level": 2, "locations": [ { @@ -19241,7 +19241,7 @@ ], "desc": "You teleport to a location within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as \u201c200 feet straight downward\u201d or \u201c300 feet upward to the northwest at a 45-degree angle.\u201d\n\nYou can also teleport one willing creature. The creature must be within 5 feet of you when you teleport, and it teleports to a space within 5 feet of your destination space.\n\nIf you, the other creature, or both would arrive in a space occupied by a creature or completely filled by one or more objects, you and any creature traveling with you each take 4d6 Force damage, and the teleportation fails.", "duration": "Instantaneous", - "id": "87d5c445-1db2-42c1-a740-9610a52bc920", + "id": "9b129040-700e-4967-8723-fe6ea1e28f71", "level": 4, "locations": [ { @@ -19268,7 +19268,7 @@ ], "desc": "You make yourself\u2014including your clothing, armor, weapons, and other belongings on your person\u2014look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. Otherwise, the extent of the illusion is up to you.\n\nThe changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing.\n\nTo discern that you are disguised, a creature must take the Study action to inspect your appearance and succeed on an Intelligence (Investigation) check against your spell save DC.", "duration": "1 hour", - "id": "1c85ed0a-de9d-4bc4-8a9a-b2bf2633d7ad", + "id": "b671cbf2-93d6-4856-82d0-ea98812c0c84", "level": 1, "locations": [ { @@ -19295,7 +19295,7 @@ "desc": "You launch a green ray at a target you can see within range. The target can be a creature, a nonmagical object, or a creation of magical force, such as the wall created by Wall of Force.\n\nA creature targeted by this spell makes a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 Force damage. If this damage reduces it to 0 Hit Points, it and everything nonmagical it is wearing and carrying are disintegrated into gray dust. The target can be revived only by a True Resurrection or a Wish spell.\n\nThis spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If such a target is Huge or larger, this spell disintegrates a 10-foot-Cube portion of it.", "duration": "Instantaneous", "higher_level": "The damage increases by 3d6 for each spell slot level above 6.", - "id": "daca4b84-4c61-4077-aec0-3dfb728b3560", + "id": "39ddd78e-11a7-4126-abd8-4bdfa12a3187", "level": 6, "locations": [ { @@ -19323,7 +19323,7 @@ "concentration": true, "desc": "For the duration, Celestials, Elementals, Fey, Fiends, and Undead have Disadvantage on attack rolls against you. You can end the spell early by using either of the following special functions.\n\nBreak Enchantment. As a Magic action, you touch a creature that is possessed by or has the Charmed or Frightened condition from one or more creatures of the types above. The target is no longer possessed, Charmed, or Frightened by such creatures.\n\nDismissal. As a Magic action, you target one creature you can see within 5 feet of you that has one of the creature types above. The target must succeed on a Charisma saving throw or be sent back to its home plane if it isn't there already. If they aren't on their home plane, Undead are sent to the Shadowfell, and Fey are sent to the Feywild.", "duration": "Up to 1 minute", - "id": "60d5aabf-ffac-4b15-a5e6-96d51db9c800", + "id": "4bdce40a-8069-49e7-84cb-231fd5ddb9e5", "level": 5, "locations": [ { @@ -19357,7 +19357,7 @@ "desc": "Choose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (DC 10 plus that spell's level). On a successful check, the spell ends.", "duration": "Instantaneous", "higher_level": "You automatically end a spell on the target if the spell's level is equal to or less than the level of the spell slot you use.", - "id": "eb09f16f-b8fa-4b55-9f67-645a2f7aa1bb", + "id": "e7876c75-a50e-4fe1-a7d7-2c0797434cc8", "level": 3, "locations": [ { @@ -19381,7 +19381,7 @@ "desc": "One creature of your choice that you can see within range hears a discordant melody in its mind. The target makes a Wisdom saving throw. On a failed save, it takes 3d6 Psychic damage and must immediately use its Reaction, if available, to move as far away from you as it can, using the safest route. On a successful save, the target takes half as much damage only.", "duration": "Instantaneous", "higher_level": "The damage increases by 1d6 for each spell slot level above 1.", - "id": "e415d406-31b9-4bfd-b7d3-4f4eb6beabd9", + "id": "1577f924-41a8-482b-a08e-df15e7274e23", "level": 1, "locations": [ { @@ -19408,7 +19408,7 @@ ], "desc": "This spell puts you in contact with a god or a god's servants. You ask one question about a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply, which might be a short phrase or cryptic rhyme. The spell doesn't account for circumstances that might change the answer, such as the casting of other spells.\n\nIf you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer.", "duration": "Instantaneous", - "id": "6529250f-6080-4ed1-91db-bf58c7219f1f", + "id": "08b5adc3-e35b-4606-ab3c-41fd49f4b181", "level": 4, "locations": [ { @@ -19433,7 +19433,7 @@ ], "desc": "Until the spell ends, your attacks with weapons deal an extra 1d4 Radiant damage on a hit.", "duration": "1 minute", - "id": "f28c4f60-efae-42aa-ad13-805935bcbed1", + "id": "0d954c77-fc08-4ba9-a56c-f4f21327bd87", "level": 1, "locations": [ { @@ -19457,7 +19457,7 @@ "desc": "The target takes an extra 2d8 Radiant damage from the attack. The damage increases by 1d8 if the target is a Fiend or an Undead.", "duration": "Instantaneous", "higher_level": "The damage increases by 1d8 for each spell slot level above 1.", - "id": "f6535e2e-c235-4cb3-9507-48b63e069c9e", + "id": "469cfa93-18e3-43da-a994-fa62e318bf4b", "level": 1, "locations": [ { @@ -19480,7 +19480,7 @@ ], "desc": "You utter a word imbued with power from the Upper Planes. Each creature of your choice in range makes a Charisma saving throw. On a failed save, a target that has 50 Hit Points or fewer suffers an effect based on its current Hit Points, as shown in the Divine Word Effects table. Regardless of its Hit Points, a Celestial, an Elemental, a Fey, or a Fiend target that fails its save is forced back to its plane of origin (if it isn't there already) and can't return to the current plane for 24 hours by any means short of a Wish spell.\n\nHit Points Effect\n0\u201320 The target dies.\n21\u201330 The target has the Blinded, Deafened, and Stunned conditions for 1 hour.\n31\u201340 The target has the Blinded and Deafened conditions for 10 minutes.\n41\u201350 The target has the Deafened condition for 1 minute.", "duration": "Instantaneous", - "id": "62921433-ba16-4a87-a40e-61f5e502f985", + "id": "eb8ecc99-b1b4-443f-80ba-d16781aa4d7e", "level": 7, "locations": [ { @@ -19508,7 +19508,7 @@ "desc": "One Beast you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success.\n\nYou have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as \u201cAttack that creature,\u201d \u201cMove over there,\u201d or \u201cFetch that object.\u201d The target does its best to obey on its turn. If it completes an order and doesn't receive further direction from you, it acts and moves as it likes, focusing on protecting itself.\n\nYou can command the target to take a Reaction but must take your own Reaction to do so.", "duration": "Up to 1 minute", "higher_level": "Your Concentration can last longer with a spell slot of level 5 (up to 10 minutes), 6 (up to 1 hour), or 7+ (up to 8 hours).", - "id": "de82bf31-84fa-41ba-9149-e3cd15bf5a95", + "id": "4149e3cc-5721-4645-b498-56a889c3061d", "level": 4, "locations": [ { @@ -19537,7 +19537,7 @@ "desc": "One creature you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success.\n\nYou have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as \u201cAttack that creature,\u201d \u201cMove over there,\u201d or \u201cFetch that object.\u201d The target does its best to obey on its turn. If it completes an order and doesn't receive further direction from you, it acts and moves as it likes, focusing on protecting itself.\n\nYou can command the target to take a Reaction but must take your own Reaction to do so.", "duration": "Up to 1 hour", "higher_level": "Your Concentration can last longer with a level 9 spell slot (up to 8 hours).", - "id": "daaedc4f-434f-4e62-8ea3-da90f0492c39", + "id": "4c0a075e-0abc-459b-b456-26f57e32a090", "level": 8, "locations": [ { @@ -19565,7 +19565,7 @@ "desc": "One Humanoid you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success.\n\nYou have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as \u201cAttack that creature,\u201d \u201cMove over there,\u201d or \u201cFetch that object.\u201d The target does its best to obey on its turn. If it completes an order and doesn't receive further direction from you, it acts and moves as it likes, focusing on protecting itself.\n\nYou can command the target to take a Reaction but must take your own Reaction to do so.", "duration": "Up to 1 minute", "higher_level": "Your Concentration can last longer with a spell slot of level 6 (up to 10 minutes), 7 (up to 1 hour), or 8+ (up to 8 hours).", - "id": "90ef66f4-907b-4539-b250-2832ab99b410", + "id": "1ad0314a-3256-4dc0-a830-19c385ad9634", "level": 5, "locations": [ { @@ -19594,7 +19594,7 @@ "desc": "You touch one willing creature, and choose Acid, Cold, Fire, Lightning, or Poison. Until the spell ends, the target can take a Magic action to exhale a 15-foot Cone. Each creature in that area makes a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save or half as much damage on a successful one.", "duration": "Up to 1 minute", "higher_level": "The damage increases by 1d6 for each spell slot level above 2.", - "id": "deda94bc-044f-422e-a8c8-e77db81e6ac4", + "id": "084eb357-2f65-4955-9625-3bb0b1ef04a2", "level": 2, "locations": [ { @@ -19620,7 +19620,7 @@ ], "desc": "You touch the sapphire used in the casting and an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an Invisible mark on that object and invisibly inscribes the object's name on the sapphire. Each time you cast this spell, you must use a different sapphire.\n\nThereafter, you can take a Magic action to speak the object's name and crush the sapphire. The object instantly appears in your hand regardless of physical or planar distances, and the spell ends.\n\nIf another creature is holding or carrying the object, crushing the sapphire doesn't transport it, but instead you learn who that creature is and where that creature is currently located.", "duration": "Until dispelled", - "id": "7fb0fb2a-f08d-4d21-b16e-1045c003c726", + "id": "d10af3b2-8de8-41c2-9e86-2f316fe694f5", "level": 6, "locations": [ { @@ -19648,7 +19648,7 @@ ], "desc": "You target a creature you know on the same plane of existence. You or a willing creature you touch enters a trance state to act as a dream messenger. While in the trance, the messenger is Incapacitated and has a Speed of 0.\n\nIf the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the spell's duration. The messenger can also shape the dream's environment, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the spell. The target recalls the dream perfectly upon waking.\n\nIf the target is awake when you cast the spell, the messenger knows it and can either end the trance (and the spell) or wait for the target to sleep, at which point the messenger enters its dreams.\n\nYou can make the messenger terrifying to the target. If you do so, the messenger can deliver a message of no more than ten words, and then the target makes a Wisdom saving throw. On a failed save, the target gains no benefit from its rest, and it takes 3d6 Psychic damage when it wakes up.", "duration": "8 hours", - "id": "ee112d38-8690-4d2d-b16e-0422b454765b", + "id": "2819f854-263c-4932-a66d-91e7a7ccb474", "level": 5, "locations": [ { @@ -19673,7 +19673,7 @@ ], "desc": "Whispering to the spirits of nature, you create one of the following effects within range.\n\nWeather Sensor. You create a Tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.\n\nBloom. You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.\n\nSensory Effect. You create a harmless sensory effect, such as falling leaves, spectral dancing fairies, a gentle breeze, the sound of an animal, or the faint odor of skunk. The effect must fit in a 5-foot Cube.\n\nFire Play. You light or snuff out a candle, a torch, or a campfire.", "duration": "Instantaneous", - "id": "36d1250e-fc3b-4073-9569-639eb427770e", + "id": "13677508-21da-484f-91aa-ea667f190948", "level": 0, "locations": [ { @@ -19701,7 +19701,7 @@ "concentration": true, "desc": "Choose a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point. The ground there is Difficult Terrain.\n\nWhen you cast this spell and at the end of each of your turns for the duration, each creature on the ground in the area makes a Dexterity saving throw. On a failed save, a creature has the Prone condition, and its Concentration is broken.\n\nYou can also cause the effects below.\n\nFissures. A total of 1d6 fissures open in the spell's area at the end of the turn you cast it. You choose the fissures' locations, which can't be under structures. Each fissure is 1d10 \u00d7 10 feet deep and 10 feet wide, and it extends from one edge of the spell's area to another edge. A creature in the same space as a fissure must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens.\n\nStructures. The tremor deals 50 Bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the end of each of your turns until the spell ends. If a structure drops to 0 Hit Points, it collapses.\n\nA creature within a distance from a collapsing structure equal to half the structure's height makes a Dexterity saving throw. On a failed save, the creature takes 12d6 Bludgeoning damage, has the Prone condition, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. On a successful save, the creature takes half as much damage only.", "duration": "Up to 1 minute", - "id": "c961d332-45ce-4aa7-8348-e7e5a9bd6701", + "id": "c2f05ccf-92eb-480a-ab52-b7fb24177c4f", "level": 8, "locations": [ { @@ -19727,7 +19727,7 @@ "desc": "You hurl a beam of crackling energy. Make a ranged spell attack against one creature or object in range. On a hit, the target takes 1d10 Force damage.", "duration": "Instantaneous", "higher_level": "The spell creates two beams at level 5, three beams at level 11, and four beams at level 17. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.", - "id": "1fad8963-eb52-48e1-99a9-787575399669", + "id": "dd357926-b38e-4bed-9d59-5a2dc11550ef", "level": 0, "locations": [ { @@ -19754,7 +19754,7 @@ ], "desc": "You exert control over the elements, creating one of the following effects within range.\n\nBeckon Air. You create a breeze strong enough to ripple cloth, stir dust, rustle leaves, and close open doors and shutters, all in a 5-foot Cube. Doors and shutters being held open by someone or something aren't affected.\n\nBeckon Earth. You create a thin shroud of dust or sand that covers surfaces in a 5-foot-square area, or you cause a single word to appear in your handwriting in a patch of dirt or sand.\n\nBeckon Fire. You create a thin cloud of harmless embers and colored, scented smoke in a 5-foot Cube. You choose the color and scent, and the embers can light candles, torches, or lamps in that area. The smoke's scent lingers for 1 minute.\n\nBeckon Water. You create a spray of cool mist that lightly dampens creatures and objects in a 5-foot Cube. Alternatively, you create 1 cup of clean water either in an open container or on a surface, and the water evaporates in 1 minute.\n\nSculpt Element. You cause dirt, sand, fire, smoke, mist, or water that can fit in a 1-foot Cube to assume a crude shape (such as that of a creature) for 1 hour.", "duration": "Instantaneous", - "id": "f23cceb3-3d77-4b5c-be29-9666844be70b", + "id": "62e7bd37-64b3-421c-b190-8a073c1a9beb", "level": 0, "locations": [ { @@ -19783,7 +19783,7 @@ "desc": "A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: Acid, Cold, Fire, Lightning, or Thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.", "duration": "Up to 1 hour", "higher_level": "If you use a level 5\u20136 spell slot, the bonus to attack rolls increases to +2, and the extra damage increases to 2d4. If you use a level 7+ spell slot, the bonus increases to +3, and the extra damage increases to 3d4.", - "id": "4c5be436-c369-4e5b-a07e-d67e820eb807", + "id": "79089b09-21d9-4380-8dbf-5784ba3c9da6", "level": 3, "locations": [ { @@ -19816,7 +19816,7 @@ "desc": "You touch a creature and choose Strength, Dexterity, Intelligence, Wisdom, or Charisma. For the duration, the target has Advantage on ability checks using the chosen ability.", "duration": "Up to 1 hour", "higher_level": "You can target one additional creature for each spell slot level above 2. You can choose a different ability for each target.", - "id": "b65adf26-ff87-4092-854f-820e2f84488a", + "id": "d72c5654-9c28-4d1d-82ad-f3270c17f211", "level": 2, "locations": [ { @@ -19847,7 +19847,7 @@ "concentration": true, "desc": "For the duration, the spell enlarges or reduces a creature or an object you can see within range (see the chosen effect below). A targeted object must be neither worn nor carried. If the target is an unwilling creature, it can make a Constitution saving throw. On a successful save, the spell has no effect.\n\nEverything that a targeted creature is wearing and carrying changes size with it. Any item it drops returns to normal size at once. A thrown weapon or piece of ammunition returns to normal size immediately after it hits or misses a target.\n\nEnlarge. The target's size increases by one category\u2014from Medium to Large, for example. The target also has Advantage on Strength checks and Strength saving throws. The target's attacks with its enlarged weapons or Unarmed Strikes deal an extra 1d4 damage on a hit.\n\nReduce. The target's size decreases by one category\u2014from Medium to Small, for example. The target also has Disadvantage on Strength checks and Strength saving throws. The target's attacks with its reduced weapons or Unarmed Strikes deal 1d4 less damage on a hit (this can't reduce the damage below 1).", "duration": "Up to 1 minute", - "id": "c815c8fc-a3f7-4009-b95b-23b1162ddd22", + "id": "bab64f6a-594b-46cc-a41c-18540fbefb94", "level": 2, "locations": [ { @@ -19873,7 +19873,7 @@ "desc": "As you hit the target, grasping vines appear on it, and it makes a Strength saving throw. A Large or larger creature has Advantage on this save. On a failed save, the target has the Restrained condition until the spell ends. On a successful save, the vines shrivel away, and the spell ends.\n\nWhile Restrained, the target takes 1d6 Piercing damage at the start of each of its turns. The target or a creature within reach of it can take an action to make a Strength (Athletics) check against your spell save DC. On a success, the spell ends.", "duration": "Up to 1 minute", "higher_level": "The damage increases by 1d6 for each spell slot level above 1.", - "id": "98427b5a-04f6-4f59-9ae1-dab4ba22634f", + "id": "298cc36a-cdb0-46f0-bc7a-c6f560533bc5", "level": 1, "locations": [ { @@ -19899,7 +19899,7 @@ "concentration": true, "desc": "Grasping plants sprout from the ground in a 20-foot square within range. For the duration, these plants turn the ground in the area into Difficult Terrain. They disappear when the spell ends.\n\nEach creature (other than you) in the area when you cast the spell must succeed on a Strength saving throw or have the Restrained condition until the spell ends. A Restrained creature can take an action to make a Strength (Athletics) check against your spell save DC. On a success, it frees itself from the grasping plants and is no longer Restrained by them.", "duration": "Up to 1 minute", - "id": "6f57b098-b470-41a2-b6c4-3c50d45729e8", + "id": "62cd7511-5459-4f52-a411-4a4b1f2c0799", "level": 1, "locations": [ { @@ -19925,7 +19925,7 @@ "concentration": true, "desc": "You weave a distracting string of words, causing creatures of your choice that you can see within range to make a Wisdom saving throw. Any creature you or your companions are fighting automatically succeeds on this save. On a failed save, a target has a \u221210 penalty to Wisdom (Perception) checks and Passive Perception until the spell ends.", "duration": "Up to 1 minute", - "id": "ed91417e-9157-4c5d-a501-df76a31a1713", + "id": "9c6854f2-9dc8-40f1-89ce-bd261a66d449", "level": 2, "locations": [ { @@ -19954,7 +19954,7 @@ "desc": "You step into the border regions of the Ethereal Plane, where it overlaps with your current plane. You remain in the Border Ethereal for the duration. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can perceive the plane you left, which looks gray, and you can't see anything there more than 60 feet away.\n\nWhile on the Ethereal Plane, you can affect and be affected only by creatures, objects, and effects on that plane. Creatures that aren't on the Ethereal Plane can't perceive or interact with you unless a feature gives them the ability to do so.\n\nWhen the spell ends, you return to the plane you left in the spot that corresponds to your space in the Border Ethereal. If you appear in an occupied space, you are shunted to the nearest unoccupied space and take Force damage equal to twice the number of feet you are moved.\n\nThis spell ends instantly if you cast it while you are on the Ethereal Plane or a plane that doesn't border it, such as one of the Outer Planes.", "duration": "Up to 8 hours", "higher_level": "You can target up to three willing creatures (including yourself) for each spell slot level above 7. The creatures must be within 10 feet of you when you cast the spell.", - "id": "d4f67079-142b-413b-8e1a-f479701fba2a", + "id": "a280a21a-c523-487a-8382-2b657d212c50", "level": 7, "locations": [ { @@ -19980,7 +19980,7 @@ "concentration": true, "desc": "Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in that area into Difficult Terrain.\n\nEach creature in that area makes a Strength saving throw. On a failed save, it takes 3d6 Bludgeoning damage, and it has the Restrained condition until the spell ends. A creature also makes that save if it enters the area or ends it turn there. A creature makes that save only once per turn.\n\nA Restrained creature can take an action to make a Strength (Athletics) check against your spell save DC, ending the condition on itself on a success.", "duration": "Up to 1 minute", - "id": "32abed97-8c84-493b-9981-564fd3ef64a5", + "id": "6066390f-89fd-4822-822b-06a7ba3af491", "level": 4, "locations": [ { @@ -20009,7 +20009,7 @@ "concentration": true, "desc": "You take the Dash action, and until the spell ends, you can take that action again as a Bonus Action.", "duration": "Up to 10 minutes", - "id": "ae65f4aa-bb52-4ac0-8916-946d0c64e5d2", + "id": "011bd6b9-b00e-4761-8240-fafc8cb59a3d", "level": 1, "locations": [ { @@ -20037,7 +20037,7 @@ "concentration": true, "desc": "For the duration, your eyes become an inky void. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration.\n\nOn each of your turns until the spell ends, you can take a Magic action to target another creature but can't target a creature again if it has succeeded on a save against this casting of the spell.\n\nAsleep. The target has the Unconscious condition. It wakes up if it takes any damage or if another creature takes an action to shake it awake.\n\nPanicked. The target has the Frightened condition. On each of its turns, the Frightened target must take the Dash action and move away from you by the safest and shortest route available. If the target moves to a space at least 60 feet away from you where it can't see you, this effect ends.\n\nSickened. The target has the Poisoned condition.", "duration": "Up to 1 minute", - "id": "88ea6fc7-ac04-45fb-8282-e6baceb33d35", + "id": "7e8a9621-8322-472c-bd20-0ee2fb369b15", "level": 6, "locations": [ { @@ -20062,7 +20062,7 @@ ], "desc": "You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, or clothes from flax or wool.\n\nChoose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot Cube or eight connected 5-foot Cubes) given a sufficient quantity of material. If you're working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a 5-foot Cube). The quality of any fabricated objects is based on the quality of the raw materials.\n\nCreatures and magic items can't be created by this spell. You also can't use it to create items that require a high degree of skill\u2014such as weapons and armor\u2014unless you have proficiency with the type of Artisan's Tools used to craft such objects.", "duration": "Instantaneous", - "id": "ebf52e52-da01-4039-92a9-d0a14428f44e", + "id": "708eba96-080a-44e4-ab8f-54da5278cc9c", "level": 4, "locations": [ { @@ -20088,7 +20088,7 @@ "concentration": true, "desc": "Objects in a 20-foot Cube within range are outlined in blue, green, or violet light (your choice). Each creature in the Cube is also outlined if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed Dim Light in a 10-foot radius and can't benefit from the Invisible condition.\n\nAttack rolls against an affected creature or object have Advantage if the attacker can see it.", "duration": "Up to 1 minute", - "id": "11655ca6-f4e3-4f6e-8a7d-6f4783d6e37f", + "id": "5dc9f10f-4cbf-47b5-8e75-ffbf70fbc318", "level": 1, "locations": [ { @@ -20116,7 +20116,7 @@ "desc": "You gain 2d4 + 4 Temporary Hit Points.", "duration": "Instantaneous", "higher_level": "You gain 5 additional Temporary Hit Points for each spell slot level above 1.", - "id": "46f0a081-bb9e-49ab-b794-af29489ed9b8", + "id": "7fd07402-298e-4f53-9553-38dce50108b4", "level": 1, "locations": [ { @@ -20146,7 +20146,7 @@ "concentration": true, "desc": "Each creature in a 30-foot Cone must succeed on a Wisdom saving throw or drop whatever it is holding and have the Frightened condition for the duration.\n\nA Frightened creature takes the Dash action and moves away from you by the safest route on each of its turns unless there is nowhere to move. If the creature ends its turn in a space where it doesn't have line of sight to you, the creature makes a Wisdom saving throw. On a successful save, the spell ends on that creature.", "duration": "Up to 1 minute", - "id": "49c44ed2-7be1-4fd3-a766-8147ea2ec9ad", + "id": "8f9e781e-7028-48ac-a283-cf3039ba08af", "level": 3, "locations": [ { @@ -20174,7 +20174,7 @@ ], "desc": "Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If a creature lands before the spell ends, the creature takes no damage from the fall, and the spell ends for that creature.", "duration": "1 minute", - "id": "5ad442ce-e59e-416a-81bc-b92fe61d5de0", + "id": "6e9a66b5-3783-4f62-b933-5e3852ad419d", "level": 1, "locations": [ { @@ -20203,7 +20203,7 @@ ], "desc": "You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.\n\nFor the duration, the target appears dead to outward inspection and to spells used to determine the target's status. The target has the Blinded and Incapacitated conditions, and its Speed is 0.\n\nThe target also has Resistance to all damage except Psychic damage, and it has Immunity to the Poisoned condition.", "duration": "1 hour", - "id": "f71d35f3-23b6-4690-933d-a69e714b5b6b", + "id": "ad902b26-b5a5-44af-a480-2c00b6353fcd", "level": 3, "locations": [ { @@ -20229,7 +20229,7 @@ ], "desc": "You gain the service of a familiar, a spirit that takes an animal form you choose: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel, or another Beast that has a Challenge Rating of 0. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form (see appendix B), though it is a Celestial, Fey, or Fiend (your choice) instead of a Beast. Your familiar acts independently of you, but it obeys your commands.\n\nTelepathic Connection. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as a Bonus Action, you can see through the familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses it has.\n\nFinally, when you cast a spell with a range of touch, your familiar can deliver the touch. Your familiar must be within 100 feet of you, and it must take a Reaction to deliver the touch when you cast the spell.\n\nCombat. The familiar is an ally to you and your allies. It rolls its own Initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.\n\nDisappearance of the Familiar. When the familiar drops to 0 Hit Points, it disappears. It reappears after you cast this spell again. As a Magic action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As a Magic action while it is temporarily dismissed, you can cause it to reappear in an unoccupied space within 30 feet of you. Whenever the familiar drops to 0 Hit Points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.\n\nOne Familiar Only. You can't have more than one familiar at a time. If you cast this spell while you have a familiar, you instead cause it to adopt a new eligible form.", "duration": "Instantaneous", - "id": "7bb4d822-c079-4e92-a7d8-26a0d20f6508", + "id": "b3553545-690d-4f8c-b1c7-fd8dfea24f13", "level": 1, "locations": [ { @@ -20255,7 +20255,7 @@ "desc": "You summon an otherworldly being that appears as a loyal steed in an unoccupied space of your choice within range. This creature uses the Otherworldly Steed stat block. If you already have a steed from this spell, the steed is replaced by the new one.\n\nThe steed resembles a Large, rideable animal of your choice, such as a horse, a camel, a dire wolf, or an elk. Whenever you cast the spell, choose the steed's creature type\u2014Celestial, Fey, or Fiend\u2014which determines certain traits in the stat block.\n\nCombat. The steed is an ally to you and your allies. In combat, it shares your Initiative count, and it functions as a controlled mount while you ride it (as defined in the rules on mounted combat). If you have the Incapacitated condition, the steed takes its turn immediately after yours and acts independently, focusing on protecting you.\n\nDisappearance of the Steed. The steed disappears if it drops to 0 Hit Points or if you die. When it disappears, it leaves behind anything it was wearing or carrying. If you cast this spell again, you decide whether you summon the steed that disappeared or a different one.\n\nLarge Celestial, Fey, or Fiend (Your Choice), Neutral\n\nAC 10 + 1 per spell level\n\nHP 5 + 10 per spell level (the steed has a number of Hit Dice [d10s] equal to the spell's level)\n\nSpeed 60 ft., Fly 60 ft. (requires level 4+ spell)\n\n Mod Save\n18 +4 +4\n12 +1 +1\n14 +2 +2\n\n Mod Save\n6 \u22122 \u22122\n12 +1 +1\n8 \u22121 \u22121\n\nSenses Passive Perception 11\n\nLanguages Telepathy 1 mile (works only with you)\n\nCR None (XP 0; PB equals your Proficiency Bonus)\n\nTraits\n\nLife Bond. When you regain Hit Points from a level 1+ spell, the steed regains the same number of Hit Points if you're within 5 feet of it.\n\nActions\n\nOtherworldly Slam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 plus the spell's level of Radiant (Celestial), Psychic (Fey), or Necrotic (Fiend) damage.\n\nBonus Actions\n\nFell Glare (Fiend Only; Recharges after a Long Rest). Wisdom Saving Throw: DC equals your spell save DC, one creature within 60 feet the steed can see. Failure: The target has the Frightened condition until the end of your next turn.\n\nFey Step (Fey Only; Recharges after a Long Rest). The steed teleports, along with its rider, to an unoccupied space of your choice up to 60 feet away from itself.\n\nHealing Touch (Celestial Only; Recharges after a Long Rest). One creature within 5 feet of the steed regains a number of Hit Points equal to 2d8 plus the spell's level.", "duration": "Instantaneous", "higher_level": "Use the spell slot's level for the spell's level in the stat block.", - "id": "8fdfd22b-322e-4bfd-8663-de53574a1454", + "id": "6344b052-d1b6-43ce-9ad2-7ff06944bc6f", "level": 2, "locations": [ { @@ -20283,7 +20283,7 @@ "concentration": true, "desc": "You magically sense the most direct physical route to a location you name. You must be familiar with the location, and the spell fails if you name a destination on another plane of existence, a moving destination (such as a mobile fortress), or an unspecific destination (such as \u201ca green dragon's lair\u201d).\n\nFor the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. Whenever you face a choice of paths along the way there, you know which path is the most direct.", "duration": "Up to 1 day", - "id": "498e7dc7-8017-4813-ba6b-8500c4b4b742", + "id": "9ead079b-0dd4-4eac-9e62-b33c16079a5c", "level": 6, "locations": [ { @@ -20310,7 +20310,7 @@ ], "desc": "You sense any trap within range that is within line of sight. A trap, for the purpose of this spell, includes any object or mechanism that was created to cause damage or other danger. Thus, the spell would sense the Alarm or Glyph of Warding spell or a mechanical pit trap, but it wouldn't reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.\n\nThis spell reveals that a trap is present but not its location. You do learn the general nature of the danger posed by a trap you sense.", "duration": "Instantaneous", - "id": "9823e7d0-e702-44b3-afc6-1ccd9fd35292", + "id": "e84f0b1d-63d6-4de4-a0e1-ff45f76bcb46", "level": 2, "locations": [ { @@ -20336,7 +20336,7 @@ ], "desc": "You unleash negative energy toward a creature you can see within range. The target makes a Constitution saving throw, taking 7d8 + 30 Necrotic damage on a failed save or half as much damage on a successful one.\n\nA Humanoid killed by this spell rises at the start of your next turn as a Zombie (see appendix B) that follows your verbal orders.", "duration": "Instantaneous", - "id": "eff82e37-26a4-42ac-9927-3659ceac3070", + "id": "618e5995-cbe4-433c-8a46-3ce98976d7cd", "level": 7, "locations": [ { @@ -20363,7 +20363,7 @@ "desc": "A bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. Each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw, taking 8d6 Fire damage on a failed save or half as much damage on a successful one.\n\nFlammable objects in the area that aren't being worn or carried start burning.", "duration": "Instantaneous", "higher_level": "The damage increases by 1d6 for each spell slot level above 3.", - "id": "ae54512e-75e7-4699-aa20-55e0cd58b272", + "id": "713ec4f8-e11a-4c23-a20b-e4c01438816b", "level": 3, "locations": [ { @@ -20391,7 +20391,7 @@ "desc": "You hurl a mote of fire at a creature or an object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Fire damage. A flammable object hit by this spell starts burning if it isn't being worn or carried.", "duration": "Instantaneous", "higher_level": "The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).", - "id": "d83b9bad-1fe6-49c8-8da3-e9f28d8a3b59", + "id": "c1933c63-a416-41bd-a262-bf9b59935184", "level": 0, "locations": [ { @@ -20418,7 +20418,7 @@ ], "desc": "Wispy flames wreathe your body for the duration, shedding Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.\n\nThe flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you Resistance to Cold damage, and the chill shield grants you Resistance to Fire damage.\n\nIn addition, whenever a creature within 5 feet of you hits you with a melee attack roll, the shield erupts with flame. The attacker takes 2d8 Fire damage from a warm shield or 2d8 Cold damage from a chill shield.", "duration": "10 minutes", - "id": "bb9eaf94-cf5a-43e8-b060-5f1174f9467b", + "id": "004c87ed-5969-4371-a302-9c2f60ec550a", "level": 4, "locations": [ { @@ -20445,7 +20445,7 @@ ], "desc": "A storm of fire appears within range. The area of the storm consists of up to ten 10-foot Cubes, which you arrange as you like. Each Cube must be contiguous with at least one other Cube. Each creature in the area makes a Dexterity saving throw, taking 7d10 Fire damage on a failed save or half as much damage on a successful one.\n\nFlammable objects in the area that aren't being worn or carried start burning.", "duration": "Instantaneous", - "id": "1a891e9b-7ad3-4e0f-bd38-f4b9bc794617", + "id": "ec9af10a-1968-45fd-a861-e41b400495c5", "level": 7, "locations": [ { @@ -20473,7 +20473,7 @@ "desc": "You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke it again as a Bonus Action.\n\nAs a Magic action, you can make a melee spell attack with the fiery blade. On a hit, the target takes Fire damage equal to 3d6 plus your spellcasting ability modifier.\n\nThe flaming blade sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.", "duration": "Up to 10 minutes", "higher_level": "The damage increases by 1d6 for each spell slot level above 2.", - "id": "a177aa80-e024-4f1b-9e5f-23c13fdbc5e4", + "id": "759cdfe1-2a2e-424c-a8ae-51aa21e6c1ae", "level": 2, "locations": [ { @@ -20500,7 +20500,7 @@ "desc": "A vertical column of brilliant fire roars down from above. Each creature in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range makes a Dexterity saving throw, taking 5d6 Fire damage and 5d6 Radiant damage on a failed save or half as much damage on a successful one.", "duration": "Instantaneous", "higher_level": "The Fire damage and the Radiant damage increase by 1d6 for each spell slot level above 5.", - "id": "45e35ed6-3b8c-4e90-bbd9-cbcad499f96f", + "id": "729370b9-dfc4-4805-9d52-c0dc598a13f8", "level": 5, "locations": [ { @@ -20530,7 +20530,7 @@ "desc": "You create a 5-foot-diameter sphere of fire in an unoccupied space on the ground within range. It lasts for the duration. Any creature that ends its turn within 5 feet of the sphere makes a Dexterity saving throw, taking 2d6 Fire damage on a failed save or half as much damage on a successful one.\n\nAs a Bonus Action, you can move the sphere up to 30 feet, rolling it along the ground. If you move the sphere into a creature's space, that creature makes the save against the sphere, and the sphere stops moving for the turn.\n\nWhen you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. Flammable objects that aren't being worn or carried start burning if touched by the sphere, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.", "duration": "Up to 1 minute", "higher_level": "The damage increases by 1d6 for each spell slot level above 2.", - "id": "cd7ee867-416a-4649-90d7-eb76b41cbdeb", + "id": "0a395828-38e6-44a1-9e06-ea741cd2089a", "level": 2, "locations": [ { @@ -20559,7 +20559,7 @@ "concentration": true, "desc": "You attempt to turn one creature that you can see within range into stone. The target makes a Constitution saving throw. On a failed save, it has the Restrained condition for the duration. On a successful save, its Speed is 0 until the start of your next turn. Constructs automatically succeed on the save.\n\nA Restrained target makes another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to stone and has the Petrified condition for the duration. The successes and failures needn't be consecutive; keep track of both until the target collects three of a kind.\n\nIf you maintain your Concentration on this spell for the entire possible duration, the target is Petrified until the condition is ended by Greater Restoration or similar magic.", "duration": "Up to 1 minute", - "id": "03925659-0200-4395-90d1-8e98fbb99c6c", + "id": "f13393c4-e069-4856-9655-a73d4288b2c5", "level": 6, "locations": [ { @@ -20590,7 +20590,7 @@ "desc": "You touch a willing creature. For the duration, the target gains a Fly Speed of 60 feet and can hover. When the spell ends, the target falls if it is still aloft unless it can stop the fall.", "duration": "Up to 10 minutes", "higher_level": "You can target one additional creature for each spell slot level above 3.", - "id": "b509241a-15eb-4f1e-9f6f-8bd157a0b8f3", + "id": "2c971cce-06df-4acb-b982-a7cf73adea45", "level": 3, "locations": [ { @@ -20620,7 +20620,7 @@ "desc": "You create a 20-foot-radius Sphere of fog centered on a point within range. The Sphere is Heavily Obscured. It lasts for the duration or until a strong wind (such as one created by Gust of Wind) disperses it.", "duration": "Up to 1 hour", "higher_level": "The fog's radius increases by 20 feet for each spell slot level above 1.", - "id": "6d8000b1-a349-4577-8f32-5d1c7e99b887", + "id": "22693d1b-3f25-43c7-a9e6-c2e0e6f16894", "level": 1, "locations": [ { @@ -20645,7 +20645,7 @@ ], "desc": "You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatures can't teleport into the area or use portals, such as those created by the Gate spell, to enter the area. The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the Astral Plane, the Ethereal Plane, the Feywild, the Shadowfell, or the Plane Shift spell.\n\nIn addition, the spell damages types of creatures that you choose when you cast it. Choose one or more of the following: Aberrations, Celestials, Elementals, Fey, Fiends, and Undead. When a creature of a chosen type enters the spell's area for the first time on a turn or ends its turn there, the creature takes 5d10 Radiant or Necrotic damage (your choice when you cast this spell).\n\nYou can designate a password when you cast the spell. A creature that speaks the password as it enters the area takes no damage from the spell.\n\nThe spell's area can't overlap with the area of another Forbiddance spell. If you cast Forbiddance every day for 30 days in the same location, the spell lasts until it is dispelled, and the Material components are consumed on the last casting.", "duration": "1 day", - "id": "98055a26-4439-44ac-aaa0-0dd38cf8d9e2", + "id": "308b52d8-e16b-483a-bf78-7d3a6237ee75", "level": 6, "locations": [ { @@ -20674,7 +20674,7 @@ "concentration": true, "desc": "An immobile, Invisible, Cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose.\n\nA prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart. A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area.\n\nWhen you cast the spell, any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside it, are pushed away from the center of the area until they are completely outside it.\n\nA creature inside the cage can't leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave, it must first make a Charisma saving throw. On a successful save, the creature can use that magic to exit the cage. On a failed save, the creature doesn't exit the cage and wastes the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.\n\nThis spell can't be dispelled by Dispel Magic.", "duration": "Up to 1 hour", - "id": "21c209a5-3fa7-440d-8eda-b7ef40599f65", + "id": "bbccfe6b-8634-44ae-8e03-9df235d0cb60", "level": 7, "locations": [ { @@ -20703,7 +20703,7 @@ ], "desc": "You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target has Advantage on D20 Tests, and other creatures have Disadvantage on attack rolls against it. The spell ends early if you cast it again.", "duration": "8 hours", - "id": "54fd849f-8414-4197-abe3-4d843e4f35d9", + "id": "b7ec0b76-c351-429c-8732-e583b739dd0a", "level": 9, "locations": [ { @@ -20730,7 +20730,7 @@ "concentration": true, "desc": "A cool light wreathes your body for the duration, emitting Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.\n\nUntil the spell ends, you have Resistance to Radiant damage, and your melee attacks deal an extra 2d6 Radiant damage on a hit.\n\nIn addition, immediately after you take damage from a creature you can see within 60 feet of yourself, you can take a Reaction to force the creature to make a Constitution saving throw. On a failed save, the creature has the Blinded condition until the end of your next turn.", "duration": "Up to 10 minutes", - "id": "ef862f68-7e22-4028-b25d-f9d52bb5fe23", + "id": "a2a0e502-0997-4ef2-8fb5-418819f995b9", "level": 4, "locations": [ { @@ -20760,7 +20760,7 @@ "desc": "You touch a willing creature. For the duration, the target's movement is unaffected by Difficult Terrain, and spells and other magical effects can neither reduce the target's Speed nor cause the target to have the Paralyzed or Restrained conditions. The target also has a Swim Speed equal to its Speed.\n\nIn addition, the target can spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature imposing the Grappled condition on it.", "duration": "1 hour", "higher_level": "You can target one additional creature for each spell slot level above 4.", - "id": "d52ac3e4-3bc4-4aff-8f54-5b62ccfe4104", + "id": "2d9be4fa-dc11-42d2-864e-dbc430b2ee80", "level": 4, "locations": [ { @@ -20789,7 +20789,7 @@ "concentration": true, "desc": "You magically emanate a sense of friendship toward one creature you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target succeeds automatically if it isn't a Humanoid, if you're fighting it, or if you have cast this spell on it within the past 24 hours.\n\nThe spell ends early if the target takes damage or if you make an attack roll, deal damage, or force anyone to make a saving throw. When the spell ends, the target knows it was Charmed by you.", "duration": "Up to 1 minute", - "id": "5da41865-c639-4fb6-87a0-a8a204a27bf0", + "id": "09ce4898-5f19-4646-ba98-16d1d088569e", "level": 0, "locations": [ { @@ -20819,7 +20819,7 @@ "desc": "A willing creature you touch shape-shifts, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends on the target if it drops to 0 Hit Points or if it takes a Magic action to end the spell on itself.\n\nWhile in this form, the target's only method of movement is a Fly Speed of 10 feet, and it can hover. The target can enter and occupy the space of another creature. The target has Resistance to Bludgeoning, Piercing, and Slashing damage; it has Immunity to the Prone condition; and it has Advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through narrow openings, but it treats liquids as though they were solid surfaces.\n\nThe target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. Finally, the target can't attack or cast spells.", "duration": "Up to 1 hour", "higher_level": "You can target one additional creature for each spell slot level above 3.", - "id": "90c694f5-ef4a-4db8-b4e8-9934485592f6", + "id": "e2d0e058-570f-403c-86a6-0962f351f931", "level": 3, "locations": [ { @@ -20849,7 +20849,7 @@ "concentration": true, "desc": "You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration, and the portal's destination is visible through it.\n\nThe portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal.\n\nDeities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains.\n\nWhen you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn't work). If that creature is on a plane other than the one you are on, the portal opens next to the named creature and transports it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the DM deems appropriate. It might leave, attack you, or help you.", "duration": "Up to 1 minute", - "id": "88c4b1b6-b4de-4df8-871f-77b2ccb64050", + "id": "dd9c9e41-6bff-40cd-b9a7-eafb7d685c0d", "level": 9, "locations": [ { @@ -20878,7 +20878,7 @@ "desc": "You give a verbal command to a creature that you can see within range, ordering it to carry out some service or refrain from an action or a course of activity as you decide. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target automatically succeeds if it can't understand your command.\n\nWhile Charmed, the creature takes 5d10 Psychic damage if it acts in a manner directly counter to your command. It takes this damage no more than once each day.\n\nYou can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends.\n\nA Remove Curse, Greater Restoration, or Wish spell ends this spell.", "duration": "30 days", "higher_level": "If you use a level 7 or 8 spell slot, the duration is 365 days. If you use a level 9 spell slot, the spell lasts until it is ended by one of the spells mentioned above.", - "id": "6e2d3d7b-dea0-43db-8b0c-e131e8697b64", + "id": "acac238e-c746-4ece-9ed5-9e6f6ad8bea0", "level": 5, "locations": [ { @@ -20905,7 +20905,7 @@ ], "desc": "You touch a corpse or other remains. For the duration, the target is protected from decay and can't become Undead.\n\nThe spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as Raise Dead.", "duration": "10 days", - "id": "f8d2380c-3e60-4472-ac11-1dce563d538b", + "id": "98d085a3-e6db-44b1-91c1-9625f1fddc5f", "level": 2, "locations": [ { @@ -20932,7 +20932,7 @@ "desc": "You summon a giant centipede, spider, or wasp (chosen when you cast the spell). It manifests in an unoccupied space you can see within range and uses the Giant Insect stat block. The form you choose determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.\n\nThe creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.\n\nLarge Beast, Unaligned\n\nAC 11 + the spell's level\n\nHP 30 + 10 for each spell level above 4\n\nSpeed 40 ft., Climb 40 ft., Fly 40 ft. (Wasp only)\n\n Mod Save\n17 +3 +3\n13 +1 +1\n5 +2 +2\n\n Mod Save\n4 \u22123 \u22123\n14 +2 +2\n3 \u22124 \u22124\n\nSenses Darkvision 60 ft., Passive Perception 12\n\nLanguages Understands the languages you know\n\nCR None (XP 0; PB equals your Proficiency Bonus)\n\nTraits\n\nSpider Climb. The insect can climb difficult surfaces, including along ceilings, without needing to make an ability check.\n\nActions\n\nMultiattack. The insect makes a number of attacks equal to half this spell's level (round down).\n\nPoison Jab.Melee Attack Roll: Bonus equals your spell attack modifier, reach 10 ft. Hit: 1d6 + 3 plus the spell's level Piercing damage plus 1d4 Poison damage.\n\nWeb Bolt (Spider Only). Ranged Attack Roll: Bonus equals your spell attack modifier, range 60 ft. Hit: 1d10 + 3 plus the spell's level Bludgeoning damage, and the target's Speed is reduced to 0 until the start of the insect's next turn.\n\nBonus Actions\n\nVenomous Spew (Centipede Only). Constitution Saving Throw: Your spell save DC, one creature the insect can see within 10 feet. Failure: The target has the Poisoned condition until the start of the insect's next turn.", "duration": "Up to 10 minutes", "higher_level": "Use the spell slot's level for the spell's level in the stat block.", - "id": "ae253456-fa97-4c60-84d3-e849c7a8340e", + "id": "79486dc3-b066-4f61-ba33-3cfb5a174473", "level": 4, "locations": [ { @@ -20956,7 +20956,7 @@ ], "desc": "Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.", "duration": "1 hour", - "id": "68849402-f15d-40fa-9e53-abfa0c23a980", + "id": "7d335d59-5245-4ae4-9dfb-964b14c085ba", "level": 8, "locations": [ { @@ -20984,7 +20984,7 @@ "desc": "An immobile, shimmering barrier appears in a 10-foot Emanation around you and remains for the duration.\n\nAny spell of level 5 or lower cast from outside the barrier can't affect anything within it. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from areas of effect created by such spells.", "duration": "Up to 1 minute", "higher_level": "The barrier blocks spells of 1 level higher for each spell slot level above 6.", - "id": "ea67a50d-a612-4706-b02f-8bd506967503", + "id": "f7183cab-67a4-4f2b-84e2-e35c1484f772", "level": 6, "locations": [ { @@ -21014,7 +21014,7 @@ "desc": "You inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor) or within an object that can be closed (such as a book or chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.\n\nThe glyph is nearly imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice.\n\nWhen you inscribe the glyph, you set its trigger and choose whether it's an explosive rune or a spell glyph, as explained below.\n\nSet the Trigger. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an object, common triggers include opening that object or seeing the glyph. Once a glyph is triggered, this spell ends.\n\nYou can refine the trigger so that only creatures of certain types activate it (for example, the glyph could be set to affect Aberrations). You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password.\n\nExplosive Rune. When triggered, the glyph erupts with magical energy in a 20-foot-radius Sphere centered on the glyph. Each creature in the area makes a Dexterity saving throw. A creature takes 5d8 Acid, Cold, Fire, Lightning, or Thunder damage (your choice when you create the glyph) on a failed save or half as much damage on a successful one.\n\nSpell Glyph. You can store a prepared spell of level 3 or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way.\n\nWhen the glyph is triggered, the stored spell takes effect. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons Hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires Concentration, it lasts until the end of its full duration.", "duration": "Until dispelled or triggered", "higher_level": "The damage of an explosive rune increases by 1d8 for each spell slot level above 3. If you create a spell glyph, you can store any spell of up to the same level as the spell slot you use for the Glyph of Warding.", - "id": "4175c488-d25a-4322-837b-bceed91d422a", + "id": "838903b3-2786-4bc2-b64d-e45153dc58ab", "level": 3, "locations": [ { @@ -21041,7 +21041,7 @@ ], "desc": "Ten berries appear in your hand and are infused with magic for the duration. A creature can take a Bonus Action to eat one berry. Eating a berry restores 1 Hit Point, and the berry provides enough nourishment to sustain a creature for one day.\n\nUneaten berries disappear when the spell ends.", "duration": "24 hours", - "id": "f91f89b5-0204-4cc8-9e4f-52f4ca461750", + "id": "73401955-92fa-40c2-9725-29addad9e857", "level": 1, "locations": [ { @@ -21069,7 +21069,7 @@ "desc": "You conjure a vine that sprouts from a surface in an unoccupied space that you can see within range. The vine lasts for the duration.\n\nMake a melee spell attack against a creature within 30 feet of the vine. On a hit, the target takes 4d8 Bludgeoning damage and is pulled up to 30 feet toward the vine; if the target is Huge or smaller, it has the Grappled condition (escape DC equal to your spell save DC). The vine can grapple only one creature at a time, and you can cause the vine to release a Grappled creature (no action required).\n\nAs a Bonus Action on your later turns, you can repeat the attack against a creature within 30 feet of the vine.", "duration": "Up to 1 minute", "higher_level": "The number of creatures the vine can grapple increases by one for each spell slot level above 4.", - "id": "9409bdbc-8022-45e3-921f-282e737d8ff8", + "id": "2e59c40d-1c17-48e0-8933-6d33ba82ea5b", "level": 4, "locations": [ { @@ -21096,7 +21096,7 @@ ], "desc": "Nonflammable grease covers the ground in a 10-foot square centered on a point within range and turns it into Difficult Terrain for the duration.\n\nWhen the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or have the Prone condition. A creature that enters the area or ends its turn there must also succeed on that save or fall Prone.", "duration": "1 minute", - "id": "4be0f3e1-845b-44a5-a4d7-aa70b133f3d4", + "id": "4f61f4ac-7d8d-4ddb-9a2a-220ead3d5768", "level": 1, "locations": [ { @@ -21124,7 +21124,7 @@ "concentration": true, "desc": "A creature you touch has the Invisible condition until the spell ends.", "duration": "Up to 1 minute", - "id": "958dc513-52a4-4028-9d4a-2ad245efd348", + "id": "5b610544-a3b6-4fb8-a759-a9c92b0822d6", "level": 4, "locations": [ { @@ -21154,7 +21154,7 @@ ], "desc": "You touch a creature and magically remove one of the following effects from it:\n\n\u20221 Exhaustion level\n\u2022The Charmed or Petrified condition\n\u2022A curse, including the target\u2019s Attunement to a cursed magic item\n\u2022Any reduction to one of the target\u2019s ability scores\n\u2022Any reduction to the target\u2019s Hit Point maximum", "duration": "Instantaneous", - "id": "4ecedb21-3eb4-4d58-9da9-2b94e28c2b18", + "id": "6fd65977-c59f-4308-a75b-669bfe7432b3", "level": 5, "locations": [ { @@ -21178,7 +21178,7 @@ ], "desc": "A Large spectral guardian appears and hovers for the duration in an unoccupied space that you can see within range. The guardian occupies that space and is invulnerable, and it appears in a form appropriate for your deity or pantheon.\n\nAny enemy that moves to a space within 10 feet of the guardian for the first time on a turn or starts its turn there makes a Dexterity saving throw, taking 20 Radiant damage on a failed save or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.", "duration": "8 hours", - "id": "f6ee55ed-ee16-4f9a-b4de-2bf481f0e83e", + "id": "39cec23f-a80b-45e4-814e-c9ce61d37836", "level": 4, "locations": [ { @@ -21204,7 +21204,7 @@ ], "desc": "You create a ward that protects up to 2,500 square feet of floor space. The warded area can be up to 20 feet tall, and you shape it as one 50-foot square, one hundred 5-foot squares that are contiguous, or twenty-five 10-foot squares that are contiguous.\n\nWhen you cast this spell, you can specify individuals that are unaffected by the spell's effects. You can also specify a password that, when spoken aloud within 5 feet of the warded area, makes the speaker immune to its effects.\n\nThe spell creates the effects below within the warded area. Dispel Magic has no effect on Guards and Wards itself, but each of the following effects can be dispelled. If all four are dispelled, Guards and Wards ends. If you cast the spell every day for 365 days on the same area, the spell thereafter lasts until all its effects are dispelled.\n\nCorridors. Fog fills all the warded corridors, making them Heavily Obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you believes it is going in the opposite direction from the one it chooses.\n\nDoors. All doors in the warded area are magically locked, as if sealed by the Arcane Lock spell. In addition, you can cover up to ten doors with an illusion to make them appear as plain sections of wall.\n\nStairs. Webs fill all stairs in the warded area from top to bottom, as in the Web spell. These strands regrow in 10 minutes if they are destroyed while Guards and Wards lasts.\n\nOther Spell Effect. Place one of the following magical effects within the warded area:\n\n\u2022Dancing Lights in four corridors, with a simple program that the lights repeat as long as Guards and Wards lasts\n\u2022Magic Mouth in two locations\n\u2022Stinking Cloud in two locations (the vapors return within 10 minutes if dispersed while Guards and Wards lasts)\n\u2022Gust of Wind in one corridor or room (the wind blows continuously while the spell lasts)\n\u2022Suggestion in one 5-foot square; any creature that enters that square receives the suggestion mentally", "duration": "24 hours", - "id": "031b9b25-7aaa-42c7-a43d-2f09a8a78dc3", + "id": "bf3c0e87-0252-44ca-9c1c-db8896df51d4", "level": 6, "locations": [ { @@ -21232,7 +21232,7 @@ "concentration": true, "desc": "You touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill.", "duration": "Up to 1 minute", - "id": "c0794d0f-fd99-485f-a8f5-449936a1e5ee", + "id": "45d8dfe3-2324-4b07-a6c0-313fc92d0d20", "level": 0, "locations": [ { @@ -21257,7 +21257,7 @@ "desc": "You hurl a bolt of light toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 4d6 Radiant damage, and the next attack roll made against it before the end of your next turn has Advantage.", "duration": "1 round", "higher_level": "The damage increases by 1d6 for each spell slot level above 1.", - "id": "aed48b27-81dc-4419-8260-f93a958795c1", + "id": "83fff0bd-96fe-4cbe-954d-0bc9667d17ac", "level": 1, "locations": [ { @@ -21286,7 +21286,7 @@ "concentration": true, "desc": "A Line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the duration. Each creature in the Line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the Line. A creature that ends its turn in the Line must make the same save.\n\nAny creature in the Line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.\n\nThe gust disperses gas or vapor, and it extinguishes candles and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.\n\nAs a Bonus Action on your later turns, you can change the direction in which the Line blasts from you.", "duration": "Up to 1 minute", - "id": "55f1c9c5-7b82-4c60-9cd7-d88478ac14c7", + "id": "8d0ba424-21c5-4bb7-96bc-66ce406f97f8", "level": 2, "locations": [ { @@ -21311,7 +21311,7 @@ "desc": "As you hit the creature, this spell creates a rain of thorns that sprouts from your Ranged weapon or ammunition. The target of the attack and each creature within 5 feet of it make a Dexterity saving throw, taking 1d10 Piercing damage on a failed save or half as much damage on a successful one.", "duration": "Instantaneous", "higher_level": "The damage increases by 1d10 for each spell slot level above 1.", - "id": "f513f400-488b-4fc6-90b0-e6e5184bbfea", + "id": "05e63285-509c-4935-8d9c-27e3a6cd10e5", "level": 1, "locations": [ { @@ -21336,7 +21336,7 @@ ], "desc": "You touch a point and infuse an area around it with holy or unholy power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect of Hallow. The affected area has the following effects.\n\nHallowed Ward. Choose any of these creature types: Aberration, Celestial, Elemental, Fey, Fiend, or Undead. Creatures of the chosen types can't willingly enter the area, and any creature that is possessed by or that has the Charmed or Frightened condition from such creatures isn't possessed, Charmed, or Frightened by them while in the area.\n\nExtra Effect. You bind an extra effect to the area from the list below:\n\nCourage. Creatures of any types you choose can't gain the Frightened condition while in the area.\n\nDarkness. Darkness fills the area. Normal light, as well as magical light created by spells of a level lower than this spell, can't illuminate the area.\n\nDaylight. Bright light fills the area. Magical Darkness created by spells of a level lower than this spell can't extinguish the light.\n\nPeaceful Rest. Dead bodies interred in the area can't be turned into Undead.\n\nExtradimensional Interference. Creatures of any types you choose can't enter or exit the area using teleportation or interplanar travel.\n\nFear. Creatures of any types you choose have the Frightened condition while in the area.\n\nResistance. Creatures of any types you choose have Resistance to one damage type of your choice while in the area.\n\nSilence. No sound can emanate from within the area, and no sound can reach into it.\n\nTongues. Creatures of any types you choose can communicate with any other creature in the area even if they don't share a common language.\n\nVulnerability. Creatures of any types you choose have Vulnerability to one damage type of your choice while in the area.", "duration": "Until dispelled", - "id": "c6030ef0-c84e-41cd-88a0-8ef2b7c0f297", + "id": "ac2e2007-23d1-469c-82e0-61882c0fd4bd", "level": 5, "locations": [ { @@ -21365,7 +21365,7 @@ ], "desc": "You make natural terrain in a 150-foot Cube in range look, sound, and smell like another sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren't changed.\n\nThe tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to notice the illusion. If the difference isn't obvious by touch, a creature examining the illusion can take the Study action to make an Intelligence (Investigation) check against your spell save DC to disbelieve it. If a creature discerns that the terrain is illusory, the creature sees a vague image superimposed on the real terrain.", "duration": "24 hours", - "id": "80322e52-6ce5-4ee7-a446-22045f083c97", + "id": "8e86e4eb-19af-46a2-a521-ad396b3da57e", "level": 4, "locations": [ { @@ -21390,7 +21390,7 @@ ], "desc": "You unleash virulent magic on a creature you can see within range. The target makes a Constitution saving throw. On a failed save, it takes 14d6 Necrotic damage, and its Hit Point maximum is reduced by an amount equal to the Necrotic damage it took. On a successful save, it takes half as much damage only. This spell can't reduce a target's Hit Point maximum below 1.", "duration": "Instantaneous", - "id": "4cb75c47-6c96-4423-a4ce-a492423f3ee2", + "id": "87b2ce10-28c8-4dc7-b2ef-f557af83ff39", "level": 6, "locations": [ { @@ -21418,7 +21418,7 @@ "concentration": true, "desc": "Choose a willing creature that you can see within range. Until the spell ends, the target's Speed is doubled, it gains a +2 bonus to Armor Class, it has Advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used to take only the Attack (one attack only), Dash, Disengage, Hide, or Utilize action.\n\nWhen the spell ends, the target is Incapacitated and has a Speed of 0 until the end of its next turn, as a wave of lethargy washes over it.", "duration": "Up to 1 minute", - "id": "12f29c10-9572-4f4f-896e-0e89e84afe21", + "id": "ffc57a9f-0a72-4a84-a79e-deb313a89d7c", "level": 3, "locations": [ { @@ -21445,7 +21445,7 @@ "desc": "Choose a creature that you can see within range. Positive energy washes through the target, restoring 70 Hit Points. This spell also ends the Blinded, Deafened, and Poisoned conditions on the target.", "duration": "Instantaneous", "higher_level": "The healing increases by 10 for each spell slot level above 6.", - "id": "6ba98f49-818a-49e1-a509-bf0717358147", + "id": "9f035956-bd07-41a4-bce2-d456a119c694", "level": 6, "locations": [ { @@ -21471,7 +21471,7 @@ "desc": "A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier.", "duration": "Instantaneous", "higher_level": "The healing increases by 2d4 for each spell slot level above 1.", - "id": "f51bbe2a-c6df-4f74-bea5-a707848bafd2", + "id": "ec5dc4fe-99ca-4a75-8300-6a89de7e7491", "level": 1, "locations": [ { @@ -21500,7 +21500,7 @@ "desc": "Choose a manufactured metal object, such as a metal weapon or a suit of Heavy or Medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 Fire damage when you cast the spell. Until the spell ends, you can take a Bonus Action on each of your later turns to deal this damage again if the object is within range.\n\nIf a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has Disadvantage on attack rolls and ability checks until the start of your next turn.", "duration": "Up to 1 minute", "higher_level": "The damage increases by 1d8 for each spell slot level above 2.", - "id": "30bb1db9-d193-4886-888f-a0c470b19e17", + "id": "24ff383d-5495-400e-b7a6-f4df975083f8", "level": 2, "locations": [ { @@ -21526,7 +21526,7 @@ "desc": "The creature that damaged you is momentarily surrounded by green flames. It makes a Dexterity saving throw, taking 2d10 Fire damage on a failed save or half as much damage on a successful one.", "duration": "Instantaneous", "higher_level": "The damage increases by 1d10 for each spell slot level above 1.", - "id": "0526cc24-7109-4757-87cf-c5d5a0df57dd", + "id": "3008bd39-4ad6-4c00-b72a-ab8408e68cd0", "level": 1, "locations": [ { @@ -21553,7 +21553,7 @@ ], "desc": "You conjure a feast that appears on a surface in an unoccupied 10-foot Cube next to you. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don't set in until this hour is over. Up to twelve creatures can partake of the feast.\n\nA creature that partakes gains several benefits, which last for 24 hours. The creature has Resistance to Poison damage, and it has Immunity to the Frightened and Poisoned conditions. Its Hit Point maximum also increases by 2d10, and it gains the same number of Hit Points.", "duration": "Instantaneous", - "id": "3a572b53-a293-4678-a08c-3cba3d38987c", + "id": "2001f0b7-338e-46ea-b012-e3ae91b0589b", "level": 6, "locations": [ { @@ -21581,7 +21581,7 @@ "desc": "A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to the Frightened condition and gains Temporary Hit Points equal to your spellcasting ability modifier at the start of each of its turns.", "duration": "Up to 1 minute", "higher_level": "You can target one additional creature for each spell slot level above 1.", - "id": "640c0d10-86ff-4a42-8f31-2639e50b25c3", + "id": "b1f04382-784e-4327-8276-c9c36ea98c89", "level": 1, "locations": [ { @@ -21608,7 +21608,7 @@ "desc": "You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 Necrotic damage to the target whenever you hit it with an attack roll. Also, choose one ability when you cast the spell. The target has Disadvantage on ability checks made with the chosen ability.\n\nIf the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action on a later turn to curse a new creature.", "duration": "Up to 1 hour", "higher_level": "Your Concentration can last longer with a spell slot of level 2 (up to 4 hours), 3\u20134 (up to 8 hours), or 5+ (24 hours).", - "id": "a19545a5-3850-42b8-99b5-eeaf1ca0eb3c", + "id": "098b40af-d56c-402e-9460-8a91a193ad96", "level": 1, "locations": [ { @@ -21639,7 +21639,7 @@ "desc": "Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.", "duration": "Up to 1 minute", "higher_level": "You can target one additional creature for each spell slot level above 5.", - "id": "27f22965-f007-4986-9c93-7c034d575920", + "id": "c7f20ecf-22c4-46c1-8f56-252c4749552e", "level": 5, "locations": [ { @@ -21672,7 +21672,7 @@ "desc": "Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.", "duration": "Up to 1 minute", "higher_level": "You can target one additional Humanoid for each spell slot level above 2.", - "id": "47f951dd-bf37-445c-a18a-ea4669217a46", + "id": "3b3250db-56ea-49c2-bcb4-40d122cf6c34", "level": 2, "locations": [ { @@ -21699,7 +21699,7 @@ "concentration": true, "desc": "For the duration, you emit an aura in a 30-foot Emanation. While in the aura, creatures of your choice have Advantage on all saving throws, and other creatures have Disadvantage on attack rolls against them. In addition, when a Fiend or an Undead hits an affected creature with a melee attack roll, the attacker must succeed on a Constitution saving throw or have the Blinded condition until the end of its next turn.", "duration": "Up to 1 minute", - "id": "ff08e8e7-9caa-4ca8-975d-8f0d4a7b98b5", + "id": "719f12b1-31e9-4a5f-879e-29ce453feb36", "level": 8, "locations": [ { @@ -21727,7 +21727,7 @@ "desc": "You open a gateway to the Far Realm, a region infested with unspeakable horrors. A 20-foot-radius Sphere of Darkness appears, centered on a point with range and lasting for the duration. The Sphere is Difficult Terrain, and it is filled with strange whispers and slurping noises, which can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within it have the Blinded condition.\n\nAny creature that starts its turn in the area takes 2d6 Cold damage. Any creature that ends its turn there must succeed on a Dexterity saving throw or take 2d6 Acid damage from otherworldly tentacles.", "duration": "Up to 1 minute", "higher_level": "The Cold or Acid damage (your choice) increases by 1d6 for each spell slot level above 3.", - "id": "b302cee8-74fc-43d0-ac94-924376820bb8", + "id": "8494b4a4-0a99-4148-9237-8d2fdd3be519", "level": 3, "locations": [ { @@ -21753,7 +21753,7 @@ "desc": "You magically mark one creature you can see within range as your quarry. Until the spell ends, you deal an extra 1d6 Force damage to the target whenever you hit it with an attack roll. You also have Advantage on any Wisdom (Perception or Survival) check you make to find it.\n\nIf the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action to move the mark to a new creature you can see within range.", "duration": "Up to 1 hour", "higher_level": "Your Concentration can last longer with a spell slot of level 3\u20134 (up to 8 hours) or 5+ (up to 24 hours).", - "id": "7d61433c-685d-4660-bcb2-f43057c76904", + "id": "364ffcac-06a4-4df5-a499-7fbecd1e6aa9", "level": 1, "locations": [ { @@ -21781,7 +21781,7 @@ "concentration": true, "desc": "You create a twisting pattern of colors in a 30-foot Cube within range. The pattern appears for a moment and vanishes. Each creature in the area who can see the pattern must succeed on a Wisdom saving throw or have the Charmed condition for the duration. While Charmed, the creature has the Incapacitated condition and a Speed of 0.\n\nThe spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.", "duration": "Up to 1 minute", - "id": "7afb992f-63b3-4ca8-b602-1b3c497b5105", + "id": "b8ee2017-16af-45d2-a4e6-8531deb2f7f6", "level": 3, "locations": [ { @@ -21809,7 +21809,7 @@ "desc": "You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 Cold damage.", "duration": "Instantaneous", "higher_level": "The Cold damage increases by 1d6 for each spell slot level above 1.", - "id": "ac1fa57a-b667-4d4f-8fa6-8421145cfc97", + "id": "110f7fd2-2c83-4251-a7b1-8cf99d448575", "level": 1, "locations": [ { @@ -21838,7 +21838,7 @@ "desc": "Hail falls in a 20-foot-radius, 40-foot-high Cylinder centered on a point within range. Each creature in the Cylinder makes a Dexterity saving throw. A creature takes 2d10 Bludgeoning damage and 4d6 Cold damage on a failed save or half as much damage on a successful one.\n\nHailstones turn ground in the Cylinder into Difficult Terrain until the end of your next turn.", "duration": "Instantaneous", "higher_level": "The Bludgeoning damage increases by 1d10 for each spell slot level above 4.", - "id": "bc1ce5ef-f74a-4c44-a438-12afdde2ca80", + "id": "7848bb80-8c0d-4376-bfef-7a2d744e74a0", "level": 4, "locations": [ { @@ -21866,7 +21866,7 @@ ], "desc": "You touch an object throughout the spell's casting. If the object is a magic item or some other magical object, you learn its properties and how to use them, whether it requires Attunement, and how many charges it has, if any. You learn whether any ongoing spells are affecting the item and what they are. If the item was created by a spell, you learn that spell's name.\n\nIf you instead touch a creature throughout the casting, you learn which ongoing spells, if any, are currently affecting it.", "duration": "Instantaneous", - "id": "d75fd4c0-e322-4305-98aa-9a65bb869699", + "id": "0c3c0a13-ec8c-4752-a9ad-591e6c431b9e", "level": 1, "locations": [ { @@ -21893,7 +21893,7 @@ ], "desc": "You write on parchment, paper, or another suitable material and imbue it with an illusion that lasts for the duration. To you and any creatures you designate when you cast the spell, the writing appears normal, seems to be written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, the illusion can alter the meaning, handwriting, and language of the text, though the language must be one you know.\n\nIf the spell is dispelled, the original script and the illusion both disappear.\n\nA creature that has Truesight can read the hidden message.", "duration": "10 days", - "id": "ff3e061b-ffed-46e0-9234-a81b87c5c096", + "id": "089e2a74-6b28-426c-ac08-47c21935b633", "level": 1, "locations": [ { @@ -21920,7 +21920,7 @@ ], "desc": "You create a magical restraint to hold a creature that you can see within range. The target must make a Wisdom saving throw. On a successful save, the target is unaffected, and it is immune to this spell for the next 24 hours. On a failed save, the target is imprisoned. While imprisoned, the target doesn't need to breathe, eat, or drink, and it doesn't age. Divination spells can't locate or perceive the imprisoned target, and the target can't teleport.\n\nUntil the spell ends, the target is also affected by one of the following effects of your choice:\n\nBurial. The target is entombed beneath the earth in a hollow globe of magical force that is just large enough to contain the target. Nothing can pass into or out of the globe.\n\nChaining. Chains firmly rooted in the ground hold the target in place. The target has the Restrained condition and can't be moved by any means.\n\nHedged Prison. The target is trapped in a demiplane that is warded against teleportation and planar travel. The demiplane is your choice of a labyrinth, a cage, a tower, or the like.\n\nMinimus Containment. The target becomes 1 inch tall and is trapped inside an indestructible gemstone or a similar object. Light can pass through the gemstone (allowing the target to see out and other creatures to see in), but nothing else can pass through by any means.\n\nSlumber. The target has the Unconscious condition and can't be awoken.\n\nEnding the Spell. When you cast the spell, specify a trigger that will end it. The trigger can be as simple or as elaborate as you choose, but the DM must agree that it has a high likelihood of happening within the next decade. The trigger must be an observable action, such as someone making a particular offering at the temple of your god, saving your true love, or defeating a specific monster.\n\nA Dispel Magic spell can end the spell only if it is cast with a level 9 spell slot, targeting either the prison or the component used to create it.", "duration": "Until dispelled", - "id": "91ce49c6-698a-4e21-b9cb-3b86b9be044c", + "id": "06a6740b-8fdd-4bfa-9375-52399744faad", "level": 9, "locations": [ { @@ -21948,7 +21948,7 @@ "concentration": true, "desc": "A swirling cloud of embers and smoke fills a 20-foot-radius Sphere centered on a point within range. The cloud's area is Heavily Obscured. It lasts for the duration or until a strong wind (like that created by Gust of Wind) disperses it.\n\nWhen the cloud appears, each creature in it makes a Dexterity saving throw, taking 10d8 Fire damage on a failed save or half as much damage on a successful one. A creature must also make this save when the Sphere moves into its space and when it enters the Sphere or ends its turn there. A creature makes this save only once per turn.\n\nThe cloud moves 10 feet away from you in a direction you choose at the start of each of your turns.", "duration": "Up to 1 minute", - "id": "a8f00644-0f6e-402f-8942-eb230d06e05c", + "id": "ad9c9c8d-0464-4d57-9f60-1c97bd8a9ac9", "level": 8, "locations": [ { @@ -21973,7 +21973,7 @@ "desc": "A creature you touch makes a Constitution saving throw, taking 2d10 Necrotic damage on a failed save or half as much damage on a successful one.", "duration": "Instantaneous", "higher_level": "The damage increases by 1d10 for each spell slot level above 1.", - "id": "94687681-6a68-492a-9534-ab42e827b8fa", + "id": "c22f45ac-2e48-4153-8ae6-958adadc6de9", "level": 1, "locations": [ { @@ -22002,7 +22002,7 @@ "desc": "Swarming locusts fill a 20-foot-radius Sphere centered on a point you choose within range. The Sphere remains for the duration, and its area is Lightly Obscured and Difficult Terrain.\n\nWhen the swarm appears, each creature in it makes a Constitution saving throw, taking 4d10 Piercing damage on a failed save or half as much damage on a successful one. A creature also makes this save when it enters the spell's area for the first time on a turn or ends its turn there. A creature makes this save only once per turn.", "duration": "Up to 10 minutes", "higher_level": "The damage increases by 1d10 for each spell slot level above 5.", - "id": "c351ce01-da46-42ec-bb92-af7445d4d20b", + "id": "b5d861e4-5a16-4a42-8fe4-c53856210920", "level": 5, "locations": [ { @@ -22034,7 +22034,7 @@ "desc": "A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell.", "duration": "Up to 1 hour", "higher_level": "You can target one additional creature for each spell slot level above 2.", - "id": "436b1fd9-2ef8-4301-ac12-50eec92536ff", + "id": "4ce89eac-a780-4659-abc3-98e89f28e7d9", "level": 2, "locations": [ { @@ -22063,7 +22063,7 @@ "desc": "You unleash a storm of flashing light and raging thunder in a 10-foot-radius, 40-foot-high Cylinder centered on a point you can see within range. While in this area, creatures have the Blinded and Deafened conditions, and they can't cast spells with a Verbal component.\n\nWhen the storm appears, each creature in it makes a Constitution saving throw, taking 2d10 Radiant damage and 2d10 Thunder damage on a failed save or half as much damage on a successful one. A creature also makes this save when it enters the spell's area for the first time on a turn or ends its turn there. A creature makes this save only once per turn.", "duration": "Up to 1 minute", "higher_level": "The Radiant and Thunder damage increase by 1d10 for each spell slot level above 5.", - "id": "fc5d1f84-324a-4277-bb7c-726e0b391eb5", + "id": "c53bd487-3635-4db9-bcdd-d9ec3475e095", "level": 5, "locations": [ { @@ -22094,7 +22094,7 @@ "desc": "You touch a willing creature. Once on each of its turns until the spell ends, that creature can jump up to 30 feet by spending 10 feet of movement.", "duration": "1 minute", "higher_level": "You can target one additional creature for each spell slot level above 1.", - "id": "4906dd6d-4656-4aae-8539-8af84bfd0d1d", + "id": "b442b9d1-04b8-4ac4-a8e3-52bea3bdc954", "level": 1, "locations": [ { @@ -22120,7 +22120,7 @@ ], "desc": "Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.\n\nA target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.\n\nIf the target is held shut by Arcane Lock, that spell is suppressed for 10 minutes, during which time the target can be opened and closed.\n\nWhen you cast the spell, a loud knock, audible up to 300 feet away, emanates from the target.", "duration": "Instantaneous", - "id": "65cb1f72-bc8c-4ee3-8bd5-9e0f04c6a5fa", + "id": "daa94a76-9107-47bf-8f58-176799e71d46", "level": 2, "locations": [ { @@ -22147,7 +22147,7 @@ ], "desc": "Name or describe a famous person, place, or object. The spell brings to your mind a brief summary of the significant lore about that famous thing, as described by the DM.\n\nThe lore might consist of important details, amusing revelations, or even secret lore that has never been widely known. The more information you already know about the thing, the more precise and detailed the information you receive is. That information is accurate but might be couched in figurative language or poetry, as determined by the DM.\n\nIf the famous thing you chose isn't actually famous, you hear sad musical notes played on a trombone, and the spell fails.", "duration": "Instantaneous", - "id": "62affa49-70d2-455c-8b9f-4dfdd43217c2", + "id": "3b616900-2772-4536-9213-39280505a1f3", "level": 5, "locations": [ { @@ -22174,7 +22174,7 @@ ], "desc": "You hide a chest and all its contents on the Ethereal Plane. You must touch the chest and the miniature replica that serve as Material components for the spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet).\n\nWhile the chest remains on the Ethereal Plane, you can take a Magic action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by taking a Magic action to touch the chest and the replica.\n\nAfter 60 days, there is a cumulative 5 percent chance at the end of each day that the spell ends. The spell also ends if you cast this spell again or if the Tiny replica chest is destroyed. If the spell ends and the larger chest is on the Ethereal Plane, the chest remains there for you or someone else to find.", "duration": "Until dispelled", - "id": "79a2b9fd-dc9c-4ef3-bda3-6d3b281baeb7", + "id": "a6bf14a2-5a32-4002-b096-3f672fc56a89", "level": 4, "locations": [ { @@ -22201,7 +22201,7 @@ ], "desc": "A 10-foot Emanation springs into existence around you and remains stationary for the duration. The spell fails when you cast it if the Emanation isn't big enough to fully encapsulate all creatures in its area.\n\nCreatures and objects within the Emanation when you cast the spell can move through it freely. All other creatures and objects are barred from passing through it. Spells of level 3 or lower can't be cast through it, and the effects of such spells can't extend into it.\n\nThe atmosphere inside the Emanation is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior to have Dim Light or Darkness (no action required). The Emanation is opaque from the outside and of any color you choose, but it's transparent from the inside.\n\nThe spell ends early if you leave the Emanation or if you cast it again.", "duration": "8 hours", - "id": "ef8a784e-97c8-4e37-b972-394e5d4e2e93", + "id": "f34494b7-943a-422c-855d-4256ab789905", "level": 3, "locations": [ { @@ -22231,7 +22231,7 @@ ], "desc": "You touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned.", "duration": "Instantaneous", - "id": "4cceb506-e2c3-4591-8d19-fbad1369f51c", + "id": "01e30723-5064-4d58-b77d-d895c81b0cdc", "level": 2, "locations": [ { @@ -22259,7 +22259,7 @@ "concentration": true, "desc": "One creature or loose object of your choice that you can see within range rises vertically up to 20 feet and remains suspended there for the duration. The spell can levitate an object that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.\n\nThe target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can take a Magic action to move the target, which must remain within the spell's range.\n\nWhen the spell ends, the target floats gently to the ground if it is still aloft.", "duration": "Up to 10 minutes", - "id": "a6515140-0fa8-4a46-8257-69a70b85c8ad", + "id": "54d0ff54-656f-4b8e-94b5-4d56a63278f5", "level": 2, "locations": [ { @@ -22288,7 +22288,7 @@ ], "desc": "You touch one Large or smaller object that isn't being worn or carried by someone else. Until the spell ends, the object sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The light can be colored as you like.\n\nCovering the object with something opaque blocks the light. The spell ends if you cast it again.", "duration": "1 hour", - "id": "ce75fd0f-6684-4635-9cb4-69254aa5f842", + "id": "15532c7f-ddee-4adc-a1bf-462f0e8d3c53", "level": 0, "locations": [ { @@ -22314,7 +22314,7 @@ "desc": "As your attack hits or misses the target, the weapon or ammunition you're using transforms into a lightning bolt. Instead of taking any damage or other effects from the attack, the target takes 4d8 Lightning damage on a hit or half as much damage on a miss. Each creature within 10 feet of the target then makes a Dexterity saving throw, taking 2d8 Lightning damage on a failed save or half as much damage on a successful one.\n\nThe weapon or ammunition then returns to its normal form.", "duration": "Instantaneous", "higher_level": "The damage for both effects of the spell increases by 1d8 for each spell slot level above 3.", - "id": "c4398c4d-c209-455d-aeda-1a37d01bb83e", + "id": "76366bd4-4523-47bd-8162-85808099fd81", "level": 3, "locations": [ { @@ -22341,7 +22341,7 @@ "desc": "A stroke of lightning forming a 100-foot-long, 5-foot-wide Line blasts out from you in a direction you choose. Each creature in the Line makes a Dexterity saving throw, taking 8d6 Lightning damage on a failed save or half as much damage on a successful one.", "duration": "Instantaneous", "higher_level": "The damage increases by 1d6 for each spell slot level above 3.", - "id": "f9946d82-8b59-4664-8ede-2ea236723d38", + "id": "2d535da7-5537-473f-94e0-0c2830b91e03", "level": 3, "locations": [ { @@ -22369,7 +22369,7 @@ ], "desc": "Describe or name a specific kind of Beast, Plant creature, or nonmagical plant. You learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.", "duration": "Instantaneous", - "id": "3a8dcd52-7b2a-46a0-868f-a9affc48bf64", + "id": "8119287b-2649-4313-af70-0c9795e6e129", "level": 2, "locations": [ { @@ -22401,7 +22401,7 @@ "concentration": true, "desc": "Describe or name a creature that is familiar to you. You sense the direction to the creature's location if that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.\n\nThe spell can locate a specific creature known to you or the nearest creature of a specific kind (such as a human or a unicorn) if you have seen such a creature up close\u2014within 30 feet\u2014at least once. If the creature you described or named is in a different form, such as under the effects of a Flesh to Stone or Polymorph spell, this spell doesn't locate the creature.\n\nThis spell can't locate a creature if any thickness of lead blocks a direct path between you and the creature.", "duration": "Up to 1 hour", - "id": "0f432ec0-bc29-451b-b687-413884eded2a", + "id": "2cc4f0ea-101f-4b94-9a07-8d5952bab6a8", "level": 4, "locations": [ { @@ -22433,7 +22433,7 @@ "concentration": true, "desc": "Describe or name an object that is familiar to you. You sense the direction to the object's location if that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.\n\nThe spell can locate a specific object known to you if you have seen it up close\u2014within 30 feet\u2014at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.\n\nThis spell can't locate an object if any thickness of lead blocks a direct path between you and the object.", "duration": "Up to 10 minutes", - "id": "ab48847b-6123-433f-bc89-32a1f54c54df", + "id": "40002b26-8088-470d-afcf-1939f84af089", "level": 2, "locations": [ { @@ -22464,7 +22464,7 @@ "desc": "You touch a creature. The target's Speed increases by 10 feet until the spell ends.", "duration": "1 hour", "higher_level": "You can target one additional creature for each spell slot level above 1.", - "id": "3cb5d285-9a68-4372-9424-12bc2c9d24b0", + "id": "71873d4d-d43c-4033-8cc6-98b12c740da2", "level": 1, "locations": [ { @@ -22491,7 +22491,7 @@ ], "desc": "You touch a willing creature who isn't wearing armor. Until the spell ends, the target's base AC becomes 13 plus its Dexterity modifier. The spell ends early if the target dons armor.", "duration": "8 hours", - "id": "dbefbcd5-40e9-4a74-b0e9-82ff6a646a2d", + "id": "9376cc8c-e8bd-4fee-ac6c-3775b27d5f6c", "level": 1, "locations": [ { @@ -22520,7 +22520,7 @@ ], "desc": "A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.\n\nWhen you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.\n\nAs a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.\n\nThe hand can't attack, activate magic items, or carry more than 10 pounds.", "duration": "1 minute", - "id": "242893b5-9185-40e4-a64c-98e6abb52df8", + "id": "6338308a-e16b-410c-b060-5818941bf225", "level": 0, "locations": [ { @@ -22549,7 +22549,7 @@ "desc": "You create a 10-foot-radius, 20-foot-tall Cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the Cylinder intersects with the floor or other surface.\n\nChoose one or more of the following types of creatures: Celestials, Elementals, Fey, Fiends, or Undead. The circle affects a creature of the chosen type in the following ways:\n\n\u2022The creature can\u2019t willingly enter the Cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.\n\u2022The creature has Disadvantage on attack rolls against targets within the Cylinder.\n\u2022Targets within the Cylinder can\u2019t be possessed by or gain the Charmed or Frightened condition from the creature.\n\nEach time you cast this spell, you can cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the Cylinder and protecting targets outside it.", "duration": "1 hour", "higher_level": "The duration increases by 1 hour for each spell slot level above 3.", - "id": "522a0abc-60e0-4f5c-949d-264fb145b6d3", + "id": "1a40c9fa-1739-4f34-932c-25cf78d7b433", "level": 3, "locations": [ { @@ -22575,7 +22575,7 @@ ], "desc": "Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell's Material component. While your soul inhabits the container, you are aware of your surroundings as if you were in the container's space. You can't move or take Reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the spell) or attempting to possess a Humanoid's body.\n\nYou can attempt to possess any Humanoid within 100 feet of you that you can see (creatures warded by a Protection from Evil and Good or Magic Circle spell can't be possessed). The target makes a Charisma saving throw. On a failed save, your soul enters the target's body, and the target's soul becomes trapped in the container. On a successful save, the target resists your efforts to possess it, and you can't attempt to possess it again for 24 hours.\n\nOnce you possess a creature's body, you control it. Your Hit Points, Hit Point Dice, Strength, Dexterity, Constitution, Speed, and senses are replaced by the creature's. You otherwise keep your game statistics.\n\nMeanwhile, the possessed creature's soul can perceive from the container using its own senses, but it can't move and it is Incapacitated.\n\nWhile possessing a body, you can take a Magic action to return from the host body to the container if it is within 100 feet of you, returning the host creature's soul to its body. If the host body dies while you're in it, the creature dies, and you make a Charisma saving throw against your own spellcasting DC. On a success, you return to the container if it is within 100 feet of you. Otherwise, you die.\n\nIf the container is destroyed or the spell ends, your soul returns to your body. If your body is more than 100 feet away from you or if your body is dead, you die. If another creature's soul is in the container when it is destroyed, the creature's soul returns to its body if the body is alive and within 100 feet. Otherwise, that creature dies.\n\nWhen the spell ends, the container is destroyed.", "duration": "Until dispelled", - "id": "fa7fec37-673a-48a7-837f-2629d5a43a86", + "id": "50f3c6e7-fee3-446b-91c5-a805715140d2", "level": 6, "locations": [ { @@ -22602,7 +22602,7 @@ "desc": "You create three glowing darts of magical force. Each dart strikes a creature of your choice that you can see within range. A dart deals 1d4 + 1 Force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.", "duration": "Instantaneous", "higher_level": "The spell creates one more dart for each spell slot level above 1.", - "id": "e7ed0f59-a86d-480a-a159-a1512864ed05", + "id": "caca51bb-db23-43c7-9506-4ae87c09154d", "level": 1, "locations": [ { @@ -22629,7 +22629,7 @@ ], "desc": "You implant a message within an object in range\u2014a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or fewer, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message.\n\nWhen that trigger occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there, so the words appear to come from the object's mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs.\n\nThe trigger can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.", "duration": "Until dispelled", - "id": "e230f723-eaf2-4dbb-8f53-59ef8e2f1235", + "id": "a459c438-2f3c-40d7-b8c0-5f6ee0d393be", "level": 2, "locations": [ { @@ -22659,7 +22659,7 @@ "desc": "You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. The spell ends early if you cast it again.", "duration": "1 hour", "higher_level": "The bonus increases to +2 with a level 3\u20135 spell slot. The bonus increases to +3 with a level 6+ spell slot.", - "id": "cc42f72f-c620-4b2c-bfa9-8511308da54a", + "id": "1e1c5ca4-0524-45a0-8e7a-08ea47d7b7d3", "level": 2, "locations": [ { @@ -22689,7 +22689,7 @@ "desc": "You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot Cube. The image appears at a spot that you can see within range and lasts for the duration. It seems real, including sounds, smells, and temperature appropriate to the thing depicted, but it can't deal damage or cause conditions.\n\nIf you are within range of the illusion, you can take a Magic action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.\n\nPhysical interaction with the image reveals it to be an illusion, for things can pass through it. A creature that takes a Study action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.", "duration": "Up to 10 minutes", "higher_level": "The spell lasts until dispelled, without requiring Concentration, if cast with a level 4+ spell slot.", - "id": "42f7c781-6890-4771-8e1a-f03bdbe73e27", + "id": "4570de6f-83af-49e6-b5d8-061e6c3779da", "level": 3, "locations": [ { @@ -22717,7 +22717,7 @@ "desc": "A wave of healing energy washes out from a point you can see within range. Choose up to six creatures in a 30-foot-radius Sphere centered on that point. Each target regains Hit Points equal to 5d8 plus your spellcasting ability modifier.", "duration": "Instantaneous", "higher_level": "The healing increases by 1d8 for each spell slot level above 5.", - "id": "4f7137a6-3a82-453c-a0bb-97c654f5fee9", + "id": "c67c0f09-91cd-4d64-b54c-3f4e763a978b", "level": 5, "locations": [ { @@ -22741,7 +22741,7 @@ ], "desc": "A flood of healing energy flows from you into creatures around you. You restore up to 700 Hit Points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell also have the Blinded, Deafened, and Poisoned conditions removed from them.", "duration": "Instantaneous", - "id": "ee9f16ce-9256-4699-a041-75f4ed8df5d6", + "id": "4d7c4536-27f6-4728-a123-d7f80781d4e6", "level": 9, "locations": [ { @@ -22766,7 +22766,7 @@ "desc": "Up to six creatures of your choice that you can see within range regain Hit Points equal to 2d4 plus your spellcasting ability modifier.", "duration": "Instantaneous", "higher_level": "The healing increases by 1d4 for each spell slot level above 3.", - "id": "fba7973c-afa0-4f4d-8339-a34b869e6d89", + "id": "c6908ea0-b748-47de-aaeb-778b0e580973", "level": 3, "locations": [ { @@ -22793,7 +22793,7 @@ "desc": "You suggest a course of activity\u2014described in no more than 25 words\u2014to twelve or fewer creatures you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to any of the targets or their allies. For example, you could say, \u201cWalk to the village down that road, and help the villagers there harvest crops until sunset.\u201d Or you could say, \u201cNow is not the time for violence. Drop your weapons, and dance! Stop in an hour.\u201d\n\nEach target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or until you or your allies deal damage to the target. Each Charmed target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for a target upon completing it.", "duration": "24 hours", "higher_level": "The duration is longer with a spell slot of level 7 (10 days), 8 (30 days), or 9 (366 days).", - "id": "95074d7a-2a6a-467b-a799-69f0b90b4aa8", + "id": "36bf3c7a-db52-4e97-b883-44bcb219f1bb", "level": 6, "locations": [ { @@ -22819,7 +22819,7 @@ "concentration": true, "desc": "You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze.\n\nThe target can take a Study action to try to escape. When it does so, it makes a DC 20 Intelligence (Investigation) check. If it succeeds, it escapes, and the spell ends.\n\nWhen the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.", "duration": "Up to 10 minutes", - "id": "35fcfde7-7fba-4d8c-b44a-cbef83ae2cdf", + "id": "0ad4a0c1-11fe-4440-9b13-fd430347fe1f", "level": 8, "locations": [ { @@ -22845,7 +22845,7 @@ ], "desc": "You step into a stone object or surface large enough to fully contain your body, merging yourself and your equipment with the stone for the duration. You must touch the stone to do so. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.\n\nWhile merged with the stone, you can't see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with Disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use 5 feet of movement to leave the stone where you entered it, which ends the spell. You otherwise can't move.\n\nMinor physical damage to the stone doesn't harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 Force damage to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 Force damage to you. If expelled, you move into an unoccupied space closest to where you first entered and have the Prone condition.", "duration": "8 hours", - "id": "b8907595-4f09-4b1e-98ea-905a9ec10945", + "id": "b24c8ded-3808-41d4-83f7-50b208781a84", "level": 3, "locations": [ { @@ -22871,7 +22871,7 @@ "desc": "A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 Acid damage and 2d4 Acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage only.", "duration": "Instantaneous", "higher_level": "The damage (both initial and later) increases by 1d4 for each spell slot level above 2.", - "id": "bf6379dd-c94d-4709-8d12-5b5273dd743f", + "id": "939981d1-0754-451d-810a-247c23d173ac", "level": 2, "locations": [ { @@ -22901,7 +22901,7 @@ ], "desc": "This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.\n\nThis spell can physically repair a magic item, but it can't restore magic to such an object.", "duration": "Instantaneous", - "id": "852d0d53-f503-4852-a767-f60f610bbff0", + "id": "a39df874-0a4f-4126-acfa-eb37a7aeaa5c", "level": 0, "locations": [ { @@ -22930,7 +22930,7 @@ ], "desc": "You point toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.\n\nYou can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence; 1 foot of stone, metal, or wood; or a thin sheet of lead blocks the spell.", "duration": "1 round", - "id": "a876429c-f427-4986-801c-27bc19becb98", + "id": "cf3bf8a2-17b8-4779-8ffe-408522958385", "level": 0, "locations": [ { @@ -22956,7 +22956,7 @@ ], "desc": "Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius Sphere centered on each of those points makes a Dexterity saving throw. A creature takes 20d6 Fire damage and 20d6 Bludgeoning damage on a failed save or half as much damage on a successful one. A creature in the area of more than one fiery Sphere is affected only once.\n\nA nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area, and the object starts burning if it's flammable.", "duration": "Instantaneous", - "id": "9fc5d75f-8a15-4a28-8ca6-a6053f2c72ba", + "id": "1464af42-9c6e-4bf9-a1da-f3344dde524f", "level": 9, "locations": [ { @@ -22981,7 +22981,7 @@ ], "desc": "Until the spell ends, one willing creature you touch has Immunity to Psychic damage and the Charmed condition. The target is also unaffected by anything that would sense its emotions or alignment, read its thoughts, or magically detect its location, and no spell\u2014not even Wish\u2014can gather information about the target, observe it remotely, or control its mind.", "duration": "24 hours", - "id": "7e4ea57a-a52a-4bb9-8be4-07d99fa90acd", + "id": "c4e65bb5-b5df-470d-9b67-d5bfbf4b1f7f", "level": 8, "locations": [ { @@ -23007,7 +23007,7 @@ "desc": "You try to temporarily sliver the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 Psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.", "duration": "1 round", "higher_level": "The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).", - "id": "d6150531-0a49-4ee9-8f91-680960f718d4", + "id": "e537d46a-b223-4729-9e00-d855fb2f117c", "level": 0, "locations": [ { @@ -23034,7 +23034,7 @@ "desc": "You drive a spike of psionic energy into the mind of one creature you can see within range. The target makes a Wisdom saving throw, taking 3d8 Psychic damage on a failed save or half as much damage on a successful one. On a failed save, you also always know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can't become hidden from you, and if it has the Invisible condition, it gains no benefit from that condition against you.", "duration": "Up to 1 hour", "higher_level": "The damage increases by 1d8 for each spell slot level above 2.", - "id": "5b544336-bd34-40f3-828a-ca1e236df798", + "id": "e6de5281-7cb0-4e1b-9d1b-d299d362af3d", "level": 2, "locations": [ { @@ -23061,7 +23061,7 @@ ], "desc": "You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again.\n\nIf a creature takes a Study action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.\n\nSound. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.\n\nImage. If you create an image of an object\u2014such as a chair, muddy footprints, or a small chest\u2014it must be no larger than a 5-foot Cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.", "duration": "1 minute", - "id": "d50dc60a-3a4b-41ee-9019-722dff18b1a0", + "id": "7a7e3c98-8bb3-40df-8f5d-464917566cc2", "level": 0, "locations": [ { @@ -23088,7 +23088,7 @@ ], "desc": "You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other rough or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road.\n\nSimilarly, you can alter the appearance of structures or add them where none are present. The spell doesn't disguise, conceal, or add creatures.\n\nThe illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into Difficult Terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell's area disappears immediately.\n\nCreatures with Truesight can see through the illusion to the terrain's true form; however, all other elements of the illusion remain, so while the creature is aware of the illusion's presence, the creature can still physically interact with the illusion.", "duration": "10 days", - "id": "d3403dfd-1144-4c09-bfb2-83182f2672e2", + "id": "487d1016-ec94-4824-bc09-b2ee7a990156", "level": 7, "locations": [ { @@ -23115,7 +23115,7 @@ ], "desc": "Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real.\n\nEach time a creature hits you with an attack roll during the spell's duration, roll a d6 for each of your remaining duplicates. If any of the d6s rolls a 3 or higher, one of the duplicates is hit instead of you, and the duplicate is destroyed. The duplicates otherwise ignore all other damage and effects. The spell ends when all three duplicates are destroyed.\n\nA creature is unaffected by this spell if it has the Blinded condition, Blindsight, or Truesight.", "duration": "1 minute", - "id": "750116f7-a886-4fe9-a7b8-39221a520d88", + "id": "59660bed-7da2-4a00-bd46-cb77851abb9a", "level": 2, "locations": [ { @@ -23141,7 +23141,7 @@ "concentration": true, "desc": "You gain the Invisible condition at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends immediately after you make an attack roll, deal damage, or cast a spell.\n\nAs a Magic action, you can move the illusory double up to twice your Speed and make it gesture, speak, and behave in whatever way you choose. It is intangible and invulnerable.\n\nYou can see through its eyes and hear through its ears as if you were located where it is.", "duration": "Up to 1 hour", - "id": "59561689-f968-40e3-afb3-15dec8ca1b4a", + "id": "cc20679d-e523-40a8-9f9e-70da8dd09c39", "level": 5, "locations": [ { @@ -23166,7 +23166,7 @@ ], "desc": "Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space you can see.", "duration": "Instantaneous", - "id": "b015a5eb-6642-47f0-a0a8-2b7f96127866", + "id": "fd487009-b733-4dec-a707-90a31aee5f5e", "level": 2, "locations": [ { @@ -23193,7 +23193,7 @@ "desc": "You attempt to reshape another creature's memories. One creature that you can see within range makes a Wisdom saving throw. If you are fighting the creature, it has Advantage on the save. On a failed save, the target has the Charmed condition for the duration. While Charmed in this way, the target also has the Incapacitated condition and is unaware of its surroundings, though it can hear you. If it takes any damage or is targeted by another spell, this spell ends, and no memories are modified.\n\nWhile this charm lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity, change its memory of the event's details, or create a memory of some other event.\n\nYou must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you finish describing the modified memories, the creature's memory isn't altered. Otherwise, the modified memories take hold when the spell ends.\n\nA modified memory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural inclinations, alignment, or beliefs. An illogical modified memory, such as a false memory of how much the creature enjoyed swimming in acid, is dismissed as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature.\n\nA Remove Curse or Greater Restoration spell cast on the target restores the creature's true memory.", "duration": "Up to 1 minute", "higher_level": "You can alter the target's memories of an event that took place up to 7 days ago (level 6 spell slot), 30 days ago (level 7 spell slot), 365 days ago (level 8 spell slot), or any time in the creature's past (level 9 spell slot).", - "id": "789f0447-0681-4178-b665-d3b09b7fe9a4", + "id": "0768121f-c894-43d8-874f-310a8dafe577", "level": 5, "locations": [ { @@ -23220,7 +23220,7 @@ "desc": "A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high Cylinder centered on a point within range. Until the spell ends, Dim Light fills the Cylinder, and you can take a Magic action on later turns to move the Cylinder up to 60 feet.\n\nWhen the Cylinder appears, each creature in it makes a Constitution saving throw. On a failed save, a creature takes 2d10 Radiant damage, and if the creature is shape-shifted (as a result of the Polymorph spell, for example), it reverts to its true form and can't shape-shift until it leaves the Cylinder. On a successful save, a creature takes half as much damage only. A creature also makes this save when the spell's area moves into its space and when it enters the spell's area or ends its turn there. A creature makes this save only once per turn.", "duration": "Up to 1 minute", "higher_level": "The damage increases by 1d10 for each spell slot level above 2.", - "id": "9b923a8d-7582-4d8f-bc85-64b5e5681efb", + "id": "989db713-82e5-4498-8c66-b3b9669a5302", "level": 2, "locations": [ { @@ -23247,7 +23247,7 @@ ], "desc": "You conjure a phantom watchdog in an unoccupied space that you can see within range. The hound remains for the duration or until the two of you are more than 300 feet apart from each other.\n\nNo one but you can see the hound, and it is intangible and invulnerable. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound has Truesight with a range of 30 feet.\n\nAt the start of each of your turns, the hound attempts to bite one enemy within 5 feet of it. That enemy must succeed on a Dexterity saving throw or take 4d8 Force damage.\n\nOn your later turns, you can take a Magic action to move the hound up to 30 feet.", "duration": "8 hours", - "id": "89190966-a81d-4656-8cf2-bef050cc5a61", + "id": "ff2295bb-c162-44c1-8735-c9474fa61c3f", "level": 4, "locations": [ { @@ -23274,7 +23274,7 @@ ], "desc": "You conjure a shimmering door in range that lasts for the duration. The door leads to an extradimensional dwelling and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the door remains open. You can open or close it (no action required) if you are within 30 feet of it. While closed, the door is imperceptible.\n\nBeyond the door is a magnificent foyer with numerous chambers beyond. The dwelling's atmosphere is clean, fresh, and warm.\n\nYou can create any floor plan you like for the dwelling, but it can't exceed 50 contiguous 10-foot Cubes. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine-course banquet for up to 100 people. Furnishings and other objects created by this spell dissipate into smoke if removed from it.\n\nA staff of 100 near-transparent servants attends all who enter. You determine the appearance of these servants and their attire. They are invulnerable and obey your commands. Each servant can perform tasks that a human could perform, but they can't attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can't leave the dwelling.\n\nWhen the spell ends, any creatures or objects left inside the extradimensional space are expelled into the unoccupied spaces nearest to the entrance.", "duration": "24 hours", - "id": "eea361f1-d580-4673-a1e4-a7f5616b28df", + "id": "ac26a455-44a6-4693-8339-b8fe9b7845d4", "level": 7, "locations": [ { @@ -23302,7 +23302,7 @@ "desc": "You make an area within range magically secure. The area is a Cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration.\n\nWhen you cast the spell, you decide what sort of security the spell provides, choosing any of the following properties:\n\n\u2022Sound can\u2019t pass through the barrier at the edge of the warded area.\n\u2022The barrier of the warded area appears dark and foggy, preventing vision (including Darkvision) through it.\n\u2022Sensors created by Divination spells can\u2019t appear inside the protected area or pass through the barrier at its perimeter.\n\u2022Creatures in the area can\u2019t be targeted by Divination spells.\n\u2022Nothing can teleport into or out of the warded area.\n\u2022Planar travel is blocked within the warded area.\n\nCasting this spell on the same spot every day for 365 days makes the spell last until dispelled.", "duration": "24 hours", "higher_level": "You can increase the size of the Cube by 100 feet for each spell slot level above 4.", - "id": "ffc28c8f-6aa1-4e71-af48-9770ef3da79d", + "id": "1041661a-2c49-49fc-8ea1-2427ea2ddb57", "level": 4, "locations": [ { @@ -23330,7 +23330,7 @@ "concentration": true, "desc": "You create a spectral sword that hovers within range. It lasts for the duration.\n\nWhen the sword appears, you make a melee spell attack against a target within 5 feet of the sword. On a hit, the target takes Force damage equal to 4d12 plus your spellcasting ability modifier.\n\nOn your later turns, you can take a Bonus Action to move the sword up to 30 feet to a spot you can see and repeat the attack against the same target or a different one.", "duration": "Up to 1 minute", - "id": "b20f1582-6011-4342-b4f4-a272c7dfc9d5", + "id": "e75ca858-6370-4085-81bb-f14ccc52f522", "level": 7, "locations": [ { @@ -23359,7 +23359,7 @@ "concentration": true, "desc": "Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. For example, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square's elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete. Because the terrain's transformation occurs slowly, creatures in the area can't usually be trapped or injured by the ground's movement.\n\nAt the end of every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect within range.\n\nThis spell can't manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse.\n\nSimilarly, this spell doesn't directly affect plant growth. The moved earth carries any plants along with it.", "duration": "Up to 2 hours", - "id": "4a3896f4-a463-4269-98da-73c2317c60ce", + "id": "54160259-5a50-4482-ba4a-b0009e627b82", "level": 6, "locations": [ { @@ -23387,7 +23387,7 @@ ], "desc": "For the duration, you hide a target that you touch from Divination spells. The target can be a willing creature, or it can be a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any Divination spell or perceived through magical scrying sensors.", "duration": "8 hours", - "id": "df003e0a-a200-4a57-8969-aabeaf3d5c34", + "id": "70d1e263-ad6c-412e-96e0-ec82b7873038", "level": 3, "locations": [ { @@ -23413,7 +23413,7 @@ ], "desc": "With a touch, you place an illusion on a willing creature or an object that isn't being worn or carried. A creature gains the Mask effect below, and an object gains the False Aura effect below. The effect lasts for the duration. If you cast the spell on the same target every day for 30 days, the illusion lasts until dispelled.\n\nMask (Creature). Choose a creature type other than the target's actual type. Spells and other magical effects treat the target as if it were a creature of the chosen type.\n\nFalse Aura (Object). You change the way the target appears to spells and magical effects that detect magical auras, such as Detect Magic. You can make a nonmagical object appear magical, make a magic item appear nonmagical, or change the object's aura so that it appears to belong to a school of magic you choose.", "duration": "24 hours", - "id": "fd80c6f7-cdc8-4b9f-985b-127f9389a7c9", + "id": "ca72489f-8533-4074-9436-c2ba79f615d8", "level": 2, "locations": [ { @@ -23441,7 +23441,7 @@ "desc": "A frigid globe streaks from you to a point of your choice within range, where it explodes in a 60-foot-radius Sphere. Each creature in that area makes a Constitution saving throw, taking 10d6 Cold damage on failed save or half as much damage on a successful one.\n\nIf the globe strikes a body of water, it freezes the water to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice and have the Restrained condition. A trapped creature can take an action to make a Strength (Athletics) check against your spell save DC to break free.\n\nYou can refrain from firing the globe after completing the spell's casting. If you do so, a globe about the size of a sling bullet, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to the sling's normal range). It shatters on impact, with the same effect as a normal casting of the spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasn't already shattered, it explodes.", "duration": "Instantaneous", "higher_level": "The damage increases by 1d6 for each spell slot level above 6.", - "id": "cc57563e-193a-4912-b2fc-8621f53041ed", + "id": "e1d805e9-3dc8-418e-9ed8-7e33a59c23c1", "level": 6, "locations": [ { @@ -23469,7 +23469,7 @@ "concentration": true, "desc": "A shimmering sphere encloses a Large or smaller creature or object within range. An unwilling creature must succeed on a Dexterity saving throw or be enclosed for the duration.\n\nNothing\u2014not physical objects, energy, or other spell effects\u2014can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can't be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it.\n\nThe sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can take an action to push against the sphere's walls and thus roll the sphere at up to half the creature's Speed. Similarly, the globe can be picked up and moved by other creatures.\n\nA Disintegrate spell targeting the globe destroys it without harming anything inside.", "duration": "Up to 1 minute", - "id": "20705a62-c0c8-4a80-a152-ce4998144f6d", + "id": "cf9b6d19-647c-43da-b859-73c4c02ce66d", "level": 4, "locations": [ { @@ -23495,7 +23495,7 @@ "concentration": true, "desc": "One creature that you can see within range must make a Wisdom saving throw. On a successful save, the target dances comically until the end of its next turn, during which it must spend all its movement to dance in place.\n\nOn a failed save, the target has the Charmed condition for the duration. While Charmed, the target dances comically, must use all its movement to dance in place, and has Disadvantage on Dexterity saving throws and attack rolls, and other creatures have Advantage on attack rolls against it. On each of its turns, the target can take an action to collect itself and repeat the save, ending the spell on itself on a success.", "duration": "Up to 1 minute", - "id": "c643e36c-efb1-4f36-a748-8e26e88c3893", + "id": "8a2f29d9-1d1a-4ea1-bae3-01e20ce7c3b3", "level": 6, "locations": [ { @@ -23520,7 +23520,7 @@ ], "desc": "A passage appears at a point that you can see on a wooden, plaster, or stone surface (such as a wall, ceiling, or floor) within range and lasts for the duration. You choose the opening's dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it.\n\nWhen the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell.", "duration": "1 hour", - "id": "ceee53b1-cf3c-410d-bc07-e3b1d4fcc013", + "id": "0588e084-ff46-422b-be47-e24844c12a9f", "level": 5, "locations": [ { @@ -23548,7 +23548,7 @@ "concentration": true, "desc": "You radiate a concealing aura in a 30-foot Emanation for the duration. While in the aura, you and each creature you choose have a +10 bonus to Dexterity (Stealth) checks and leave no tracks.", "duration": "Up to 1 hour", - "id": "ea9e2f46-e15e-4336-8c65-7cab221685b3", + "id": "3818b815-97fd-4d16-9771-577e39392e39", "level": 2, "locations": [ { @@ -23577,7 +23577,7 @@ "concentration": true, "desc": "You attempt to craft an illusion in the mind of a creature you can see within range. The target makes an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other phenomenon that is no larger than a 10-foot Cube and that is perceivable only to the target for the duration. The phantasm includes sound, temperature, and other stimuli.\n\nThe target can take a Study action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.\n\nWhile affected by the spell, the target treats the phantasm as if it were real and rationalizes any illogical outcomes from interacting with it. For example, if the target steps through a phantasmal bridge and survives the fall, it believes the bridge exists and something else caused it to fall.\n\nAn affected target can even take damage from the illusion if the phantasm represents a dangerous creature or hazard. On each of your turns, such a phantasm can deal 2d8 Psychic damage to the target if it is in the phantasm's area or within 5 feet of the phantasm. The target perceives the damage as a type appropriate to the illusion.", "duration": "Up to 1 minute", - "id": "f5836ff9-d8a5-461a-9834-4e52fa657f27", + "id": "3b5013c8-70c2-4fbc-97d0-d7d5724ce938", "level": 2, "locations": [ { @@ -23605,7 +23605,7 @@ "desc": "You tap into the nightmares of a creature you can see within range and create an illusion of its deepest fears, visible only to that creature. The target makes a Wisdom saving throw. On a failed save, the target takes 4d10 Psychic damage and has Disadvantage on ability checks and attack rolls for the duration. On a successful save, the target takes half as much damage, and the spell ends.\n\nFor the duration, the target makes a Wisdom saving throw at the end of each of its turns. On a failed save, it takes the Psychic damage again. On a successful save, the spell ends.", "duration": "Up to 1 minute", "higher_level": "The damage increases by 1d10 for each spell slot level above 4.", - "id": "aad23079-93e1-4f81-b42a-2475f34b7885", + "id": "f4af5b8d-feec-4d9d-82bf-dbe01bc8c25c", "level": 4, "locations": [ { @@ -23629,7 +23629,7 @@ ], "desc": "A Large, quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature's appearance, and it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed.\n\nFor the duration, you or a creature you choose can ride the steed. The steed uses the Riding Horse stat block (see appendix B), except it has a Speed of 100 feet and can travel 13 miles in an hour. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends early if the steed takes any damage.", "duration": "1 hour", - "id": "972e5fdd-0875-43f4-8cc0-2d37ddf169dd", + "id": "9ccbc19b-46f7-450d-b49d-2f0c4f569c92", "level": 3, "locations": [ { @@ -23653,7 +23653,7 @@ ], "desc": "You beseech an otherworldly entity for aid. The being must be known to you: a god, a demon prince, or some other being of cosmic power. That entity sends a Celestial, an Elemental, or a Fiend loyal to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature's name, you can speak that name when you cast this spell to request that creature, though you might get a different creature anyway (DM's choice).\n\nWhen the creature appears, it is under no compulsion to behave a particular way. You can ask it to perform a service in exchange for payment, but it isn't obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the creature to bargain for its services.\n\nPayment can take a variety of forms. A Celestial might require a sizable donation of gold or magic items to an allied temple, while a Fiend might demand a living sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you.\n\nA task that can be measured in minutes requires a payment worth 100 GP per minute. A task measured in hours requires 1,000 GP per hour. And a task measured in days (up to 10 days) requires 10,000 GP per day. The DM can adjust these payments based on the circumstances under which you cast the spell. If the task is aligned with the creature's ethos, the payment might be halved or even waived. Nonhazardous tasks typically require only half the suggested payment, while especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal.\n\nAfter the creature completes the task, or when the agreed-upon duration of service expires, the creature returns to its home plane after reporting back to you if possible. If you are unable to agree on a price for the creature's service, the creature immediately returns to its home plane.", "duration": "Instantaneous", - "id": "e594c412-9a5b-42a4-b894-f8992737529a", + "id": "c9d6e4f4-ca91-42ae-bc4e-dbf5cbca7282", "level": 6, "locations": [ { @@ -23683,7 +23683,7 @@ "desc": "You attempt to bind a Celestial, an Elemental, a Fey, or a Fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of the inverted version of the Magic Circle spell to trap it while this spell is cast.) At the completion of the casting, the target must succeed on a Charisma saving throw or be bound to serve you for the duration. If the creature was summoned or created by another spell, that spell's duration is extended to match the duration of this spell.\n\nA bound creature must follow your commands to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. If the creature is Hostile, it strives to twist your commands to achieve its own objectives. If the creature carries out your commands completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane, it returns to the place where you bound it and remains there until the spell ends.", "duration": "24 hours", "higher_level": "The duration increases with a spell slot of level 6 (10 days), 7 (30 days), 8 (180 days), and 9 (366 days).", - "id": "0ce04b46-7283-4b49-bc34-db5ea9e24a31", + "id": "53b1c569-f68e-4b3e-9413-b7e5f1ae900b", "level": 5, "locations": [ { @@ -23713,7 +23713,7 @@ ], "desc": "You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination, as determined by the DM.\n\nAlternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.", "duration": "Instantaneous", - "id": "cc87192a-de22-4afb-aa6a-513cf1665e0c", + "id": "9fa576bd-b7b5-4a5b-bfa0-04bd1c011d9f", "level": 7, "locations": [ { @@ -23740,7 +23740,7 @@ ], "desc": "This spell channels vitality into plants. The casting time you use determines whether the spell has the Overgrowth or the Enrichment effect below.\n\nOvergrowth. Choose a point within range. All normal plants in a 100-foot-radius Sphere centered on that point become thick and overgrown. A creature moving through that area must spend 4 feet of movement for every 1 foot it moves. You can exclude one or more areas of any size within the spell's area from being affected.\n\nEnrichment. All plants in a half-mile radius centered on a point within range become enriched for 365 days. The plants yield twice the normal amount of food when harvested. They can benefit from only one Plant Growth per year.", "duration": "Instantaneous", - "id": "7deb57f5-6a7f-4a1e-bd3d-5ae8a90d4f2c", + "id": "17425825-9fe2-44f3-9002-e99a572189c1", "level": 3, "locations": [ { @@ -23769,7 +23769,7 @@ "desc": "You spray toxic mist at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d12 Poison damage.", "duration": "Instantaneous", "higher_level": "The damage increases by 1d12 when you reach levels 5 (2d12), 11 (3d12), and 17 (4d12).", - "id": "5b13445c-50ab-4a25-af50-cf07d7fc38b9", + "id": "e08f7ef4-b3f6-40d1-9dfa-28ce7dafa105", "level": 0, "locations": [ { @@ -23798,7 +23798,7 @@ "concentration": true, "desc": "You attempt to transform a creature that you can see within range into a Beast. The target must succeed on a Wisdom saving throw or shape-shift into Beast form for the duration. That form can be any Beast you choose that has a Challenge Rating equal to or less than the target's (or the target's level if it doesn't have a Challenge Rating). The target's game statistics are replaced by the stat block of the chosen Beast, but the target retains its alignment, personality, creature type, Hit Points, and Hit Point Dice.\n\nThe target gains a number of Temporary Hit Points equal to the Hit Points of the Beast form. These Temporary Hit Points vanish if any remain when the spell ends. The spell ends early on the target if it has no Temporary Hit Points left.\n\nThe target is limited in the actions it can perform by the anatomy of its new form, and it can't speak or cast spells.\n\nThe target's gear melds into the new form. The creature can't use or otherwise benefit from any of that equipment.", "duration": "Up to 1 hour", - "id": "86f0386d-af93-4964-8353-926be0007495", + "id": "03ca55ba-0208-4a9e-8527-fcda06d7f38d", "level": 4, "locations": [ { @@ -23823,7 +23823,7 @@ ], "desc": "You fortify up to six creatures you can see within range. The spell bestows 120 Temporary Hit Points, which you divide among the spell's recipients.", "duration": "Instantaneous", - "id": "c0061454-fd39-458b-b807-56e8cc45501e", + "id": "6bfc3dbf-0d83-4bc6-904f-ee7103696327", "level": 7, "locations": [ { @@ -23847,7 +23847,7 @@ ], "desc": "A wave of healing energy washes over one creature you can see within range. The target regains all its Hit Points. If the creature has the Charmed, Frightened, Paralyzed, Poisoned, or Stunned condition, the condition ends. If the creature has the Prone condition, it can use its Reaction to stand up.", "duration": "Instantaneous", - "id": "5a99f510-57e5-4482-a48f-28d5a1336359", + "id": "d2d49f8b-9b0a-41b3-bd9f-d4b6d2837cb1", "level": 9, "locations": [ { @@ -23873,7 +23873,7 @@ ], "desc": "You compel one creature you can see within range to die. If the target has 100 Hit Points or fewer, it dies. Otherwise, it takes 12d12 Psychic damage.", "duration": "Instantaneous", - "id": "e42df713-5c80-4be5-843b-26bfcf3e74fe", + "id": "654d7454-139a-46db-9c80-c61a0577d344", "level": 9, "locations": [ { @@ -23899,7 +23899,7 @@ ], "desc": "You overwhelm the mind of one creature you can see within range. If the target has 150 Hit Points or fewer, it has the Stunned condition. Otherwise, its Speed is 0 until the start of your next turn.\n\nThe Stunned target makes a Constitution saving throw at the end of each of its turns, ending the condition on itself on a success.", "duration": "Instantaneous", - "id": "362cee48-d469-4005-99be-bb4e041afd50", + "id": "6d730952-9ac4-49e5-b75a-02a446cafec5", "level": 8, "locations": [ { @@ -23924,7 +23924,7 @@ "desc": "Up to five creatures of your choice who remain within range for the spell's entire casting gain the benefits of a Short Rest and also regain 2d8 Hit Points. A creature can't be affected by this spell again until that creature finishes a Long Rest.", "duration": "Instantaneous", "higher_level": "The healing increases by 1d8 for each spell slot level above 2.", - "id": "7ec6489e-5e3d-457d-baae-472028f503ec", + "id": "eca4054b-c2f6-47e5-8afc-5aa1ad855cc3", "level": 2, "locations": [ { @@ -23953,7 +23953,7 @@ "concentration": false, "desc": "You create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time.\n\nSensory Effect. You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.\n\nFire Play. You instantaneously light or snuff out a candle, a torch, or a small campfire.\n\nClean or Soil. You instantaneously clean or soil an object no larger than 1 cubic foot.\n\nMinor Sensation. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.\n\nMagic Mark. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.\n\nMinor Creation. You create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth.", "duration": "Up to 1 hour", - "id": "55f88a88-ff5f-454a-8d68-aeeda1dd7f9f", + "id": "4658e3e2-1ee8-41ee-8c35-6765d590226e", "level": 0, "locations": [ { @@ -23979,7 +23979,7 @@ ], "desc": "Eight rays of light flash from you in a 60-foot Cone. Each creature in the Cone makes a Dexterity saving throw. For each target, roll 1d8 to determine which color ray affects it, consulting the Prismatic Rays table.\n\n1d8 Ray\n1 Red. Failed Save: 12d6 Fire damage. Successful Save: Half as much damage.\n2 Orange. Failed Save: 12d6 Acid damage. Successful Save: Half as much damage.\n3 Yellow. Failed Save: 12d6 Lightning damage. Successful Save: Half as much damage.\n4 Green. Failed Save: 12d6 Poison damage. Successful Save: Half as much damage.\n5 Blue. Failed Save: 12d6 Cold damage. Successful Save: Half as much damage.\n6 Indigo. Failed Save: The target has the Restrained condition and makes a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the condition ends. If it fails three times, it has the Petrified condition until it is freed by an effect like the Greater Restoration spell. The successes and failures needn't be consecutive; keep track of both until the target collects three of a kind.\n7 Violet. Failed Save: The target has the Blinded condition and makes a Wisdom saving throw at the start of your next turn. On a successful save, the condition ends. On a failed save, the condition ends, and the creature teleports to another plane of existence (DM's choice).\n8 Special. The target is struck by two rays. Roll twice, rerolling any 8.", "duration": "Instantaneous", - "id": "3760ceda-d0fd-4c4b-adde-c1ef037e4131", + "id": "c72d1fc7-bbc8-4e61-a198-7ae61466a5c8", "level": 7, "locations": [ { @@ -24004,7 +24004,7 @@ ], "desc": "A shimmering, multicolored plane of light forms a vertical opaque wall\u2014up to 90 feet long, 30 feet high, and 1 inch thick\u2014centered on a point within range. Alternatively, you shape the wall into a globe up to 30 feet in diameter centered on a point within range. The wall lasts for the duration. If you position the wall in a space occupied by a creature, the spell ends instantly without effect.\n\nThe wall sheds Bright Light within 100 feet and Dim Light for an additional 100 feet. You and creatures you designate when you cast the spell can pass through and be near the wall without harm. If another creature that can see the wall moves within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or have the Blinded condition for 1 minute.\n\nThe wall consists of seven layers, each with a different color. When a creature reaches into or passes through the wall, it does so one layer at a time through all the layers. Each layer forces the creature to make a Dexterity saving throw or be affected by that layer's properties as described in the Prismatic Layers table.\n\nThe wall, which has AC 10, can be destroyed one layer at a time, in order from red to violet, by means specific to each layer. If a layer is destroyed, it is gone for the duration. Antimagic Field has no effect on the wall, and Dispel Magic can affect only the violet layer.\n\nOrder Effects\n1 Red. Failed Save: 12d6 Fire damage. Successful Save: Half as much damage. Additional Effects: Nonmagical ranged attacks can't pass through this layer, which is destroyed if it takes at least 25 Cold damage.\n2 Orange. Failed Save: 12d6 Acid damage. Successful Save: Half as much damage. Additional Effects: Magical ranged attacks can't pass through this layer, which is destroyed by a strong wind (such as the one created by Gust of Wind).\n3 Yellow. Failed Save: 12d6 Lightning damage. Successful Save: Half as much damage. Additional Effects: The layer is destroyed if it takes at least 60 Force damage.\n4 Green. Failed Save: 12d6 Poison damage. Successful Save: Half as much damage. Additional Effects: A Passwall spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer.\n5 Blue. Failed Save: 12d6 Cold damage. Successful Save: Half as much damage. Additional Effects: The layer is destroyed if it takes at least 25 Fire damage.\n6 Indigo. Failed Save: The target has the Restrained condition and makes a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the condition ends. If it fails three times, it has the Petrified condition until it is freed by an effect like the Greater Restoration spell. The successes and failures needn't be consecutive; keep track of both until the target collects three of a kind. Additional Effects: Spells can't be cast through this layer, which is destroyed by Bright Light shed by the Daylight spell.\n7 Violet. Failed Save: The target has the Blinded condition and makes a Wisdom saving throw at the start of your next turn. On a successful save, the condition ends. On a failed save, the condition ends, and the creature teleports to another plane of existence (DM's choice). Additional Effects: This layer is destroyed by Dispel Magic.", "duration": "10 minutes", - "id": "28b43f5e-36ac-4ca9-817f-7ed2dbd6757c", + "id": "17129b92-3a1f-4d3f-ba4c-50bee62aee40", "level": 9, "locations": [ { @@ -24029,7 +24029,7 @@ "desc": "A flickering flame appears in your hand and remains there for the duration. While there, the flame emits no heat and ignites nothing, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The spell ends if you cast it again.\n\nUntil the spell ends, you can take a Magic action to hurl fire at a creature or an object within 60 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 Fire damage.", "duration": "10 minutes", "higher_level": "The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).", - "id": "0f22cdf9-6950-419e-8ce7-c52d9b84d48f", + "id": "504838fa-1f9f-41d2-84ba-29ac7954fc27", "level": 0, "locations": [ { @@ -24055,7 +24055,7 @@ ], "desc": "You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific trigger occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot Cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.\n\nWhen the trigger you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes, after which the illusion can be activated again.\n\nThe trigger can be as general or as detailed as you like, though it must be based on visual or audible phenomena that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door.\n\nPhysical interaction with the image reveals it to be illusory, since things can pass through it. A creature that takes the Study action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.", "duration": "Until dispelled", - "id": "7d8eedb7-1345-4920-a8e4-ef44a9a210cb", + "id": "665e3af8-2901-4ca2-b5da-774207ff9c7a", "level": 6, "locations": [ { @@ -24083,7 +24083,7 @@ "concentration": true, "desc": "You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you, but it is intangible. If the illusion takes any damage, it disappears, and the spell ends.\n\nYou can see through the illusion's eyes and hear through its ears as if you were in its space. As a Magic action, you can move it up to 60 feet and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.\n\nPhysical interaction with the image reveals it to be illusory, since things can pass through it. A creature that takes the Study action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.", "duration": "Up to 1 day", - "id": "b9119564-8eeb-4644-9b00-d722177cebe8", + "id": "5fb4ab7b-fdc8-48ce-a9eb-6aebefe17106", "level": 7, "locations": [ { @@ -24114,7 +24114,7 @@ "concentration": true, "desc": "For the duration, the willing creature you touch has Resistance to one damage type of your choice: Acid, Cold, Fire, Lightning, or Thunder.", "duration": "Up to 1 hour", - "id": "c603376a-11af-4ce3-a40e-c9f01dbbdceb", + "id": "5091ef0a-e430-4266-8b11-47e81267f860", "level": 3, "locations": [ { @@ -24144,7 +24144,7 @@ "concentration": true, "desc": "Until the spell ends, one willing creature you touch is protected against creatures that are Aberrations, Celestials, Elementals, Fey, Fiends, or Undead. The protection grants several benefits. Creatures of those types have Disadvantage on attack rolls against the target. The target also can't be possessed by or gain the Charmed or Frightened conditions from them. If the target is already possessed, Charmed, or Frightened by such a creature, the target has Advantage on any new saving throw against the relevant effect.", "duration": "Up to 10 minutes", - "id": "71e19a77-9a31-4b14-a719-115e9615df67", + "id": "d2c246a0-7a3e-4a1c-b5e5-a7bd99f2182b", "level": 1, "locations": [ { @@ -24173,7 +24173,7 @@ ], "desc": "You touch a creature and end the Poisoned condition on it. For the duration, the target has Advantage on saving throws to avoid or end the Poisoned condition, and it has Resistance to Poison damage.", "duration": "1 hour", - "id": "e148e1b7-a93d-4d20-b78f-f72b5acd04eb", + "id": "9ca5d547-17a4-4366-8a05-8f8aeb8406c2", "level": 2, "locations": [ { @@ -24200,7 +24200,7 @@ ], "desc": "You remove poison and rot from nonmagical food and drink in a 5-foot-radius Sphere centered on a point within range.", "duration": "Instantaneous", - "id": "3959eace-0ae8-4c16-a4c5-748a344feb58", + "id": "48ae1dd6-ce99-40ce-a043-c2287e097c62", "level": 1, "locations": [ { @@ -24227,7 +24227,7 @@ ], "desc": "With a touch, you revive a dead creature if it has been dead no longer than 10 days and it wasn't Undead when it died.\n\nThe creature returns to life with 1 Hit Point. This spell also neutralizes any poisons that affected the creature at the time of death.\n\nThis spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival\u2014its head, for instance\u2014the spell automatically fails.\n\nComing back from the dead is an ordeal. The target takes a \u22124 penalty to D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0.", "duration": "Instantaneous", - "id": "2fa59695-3630-4ded-b9fc-825cc996078b", + "id": "0cc0c159-589b-4e35-9151-cbc0a6332d10", "level": 5, "locations": [ { @@ -24254,7 +24254,7 @@ ], "desc": "You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures that can't communicate in any languages aren't affected by this spell.\n\nUntil the spell ends, the targets can communicate telepathically through the bond whether or not they share a language. The communication is possible over any distance, though it can't extend to other planes of existence.", "duration": "1 hour", - "id": "43cacf05-a1a2-472d-a32e-ccd021ea8683", + "id": "6688b676-8e56-4e85-a7b6-1710dd4a7a5b", "level": 5, "locations": [ { @@ -24281,7 +24281,7 @@ "concentration": true, "desc": "A beam of enervating energy shoots from you toward a creature within range. The target must make a Constitution saving throw. On a successful save, the target has Disadvantage on the next attack roll it makes until the start of your next turn.\n\nOn a failed save, the target has Disadvantage on Strength-based D20 Tests for the duration. During that time, it also subtracts 1d8 from all its damage rolls. The target repeats the save at the end of each of its turns, ending the spell on a success.", "duration": "Up to 1 minute", - "id": "0e84a5a7-da67-4886-892e-f7b99ea16482", + "id": "832594d5-7e27-48c0-a415-055bd8730338", "level": 2, "locations": [ { @@ -24308,7 +24308,7 @@ "desc": "A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 Cold damage, and its Speed is reduced by 10 feet until the start of your next turn.", "duration": "Instantaneous", "higher_level": "The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).", - "id": "acef595b-7cd1-4776-b079-a19765fe0ff5", + "id": "06164a42-ecdf-4cba-8b54-554ebdeec263", "level": 0, "locations": [ { @@ -24334,7 +24334,7 @@ "desc": "You shoot a greenish ray at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 Poison damage and has the Poisoned condition until the end of your next turn.", "duration": "Instantaneous", "higher_level": "The damage increases by 1d8 for each spell slot level above 1.", - "id": "38a757e8-8e4f-4a81-8fa7-aa64b9bd6c84", + "id": "99f9d85a-792b-418e-85e0-dc8a22e87596", "level": 1, "locations": [ { @@ -24361,7 +24361,7 @@ ], "desc": "A creature you touch regains 4d8 + 15 Hit Points. For the duration, the target regains 1 Hit Point at the start of each of its turns, and any severed body parts regrow after 2 minutes.", "duration": "1 hour", - "id": "6bdc597a-a6eb-482e-b6f4-7c21c414c8b7", + "id": "8da3fc51-28e6-4412-bd62-fa68e3cdaf25", "level": 7, "locations": [ { @@ -24387,7 +24387,7 @@ ], "desc": "You touch a dead Humanoid or a piece of one. If the creature has been dead no longer than 10 days, the spell forms a new body for it and calls the soul to enter that body. Roll 1d10 and consult the table below to determine the body's species, or the DM chooses another playable species.\n\n1d10 Species\n1 Aasimar\n2 Dragonborn\n3 Dwarf\n4 Elf\n5 Gnome\n6 Goliath\n7 Halfling\n8 Human\n9 Orc\n10 Tiefling\n\nThe reincarnated creature makes any choices that a species' description offers, and the creature recalls its former life. It retains the capabilities it had in its original form, except it loses the traits of its previous species and gains the traits of its new one.", "duration": "Instantaneous", - "id": "531bd976-6e69-49df-9c43-4751fc72a619", + "id": "0605e47a-e54d-4626-9146-54bb0b2e401a", "level": 5, "locations": [ { @@ -24415,7 +24415,7 @@ ], "desc": "At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's Attunement to the object so it can be removed or discarded.", "duration": "Instantaneous", - "id": "e98a785b-b824-4346-bc9c-7dd1a38d00f4", + "id": "8a61e88f-8fd4-46b1-8bb1-3047f2ad647f", "level": 3, "locations": [ { @@ -24442,7 +24442,7 @@ "concentration": true, "desc": "You touch a willing creature and choose a damage type: Acid, Bludgeoning, Cold, Fire, Lightning, Necrotic, Piercing, Poison, Radiant, Slashing, or Thunder. When the creature takes damage of the chosen type before the spell ends, the creature reduces the total damage taken by 1d4. A creature can benefit from this spell only once per turn.", "duration": "Up to 1 minute", - "id": "76ddfe94-7dd7-43d6-b8f5-afdd412b3fda", + "id": "b975aee2-cfdf-40af-bf09-55100b951f2f", "level": 0, "locations": [ { @@ -24468,7 +24468,7 @@ ], "desc": "With a touch, you revive a dead creature that has been dead for no more than a century, didn't die of old age, and wasn't Undead when it died.\n\nThe creature returns to life with all its Hit Points. This spell also neutralizes any poisons that affected the creature at the time of death. This spell closes all mortal wounds and restores any missing body parts.\n\nComing back from the dead is an ordeal. The target takes a \u22124 penalty to D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0.\n\nCasting this spell to revive a creature that has been dead for 365 days or longer taxes you. Until you finish a Long Rest, you can't cast spells again, and you have Disadvantage on D20 Tests.", "duration": "Instantaneous", - "id": "eaccdcaa-ef11-46e0-961f-c43182012576", + "id": "d14eb1a2-a588-44a6-8753-ba21350bbc83", "level": 7, "locations": [ { @@ -24497,7 +24497,7 @@ "concentration": true, "desc": "This spell reverses gravity in a 50-foot-radius, 100-foot high Cylinder centered on a point within range. All creatures and objects in that area that aren't anchored to the ground fall upward and reach the top of the Cylinder. A creature can make a Dexterity saving throw to grab a fixed object it can reach, thus avoiding the fall upward.\n\nIf a ceiling or an anchored object is encountered in this upward fall, creatures and objects strike it just as they would during a downward fall. If an affected creature or object reaches the Cylinder's top without striking anything, it hovers there for the duration. When the spell ends, affected objects and creatures fall downward.", "duration": "Up to 1 minute", - "id": "b2ab39c2-08d3-4f8d-b94c-8564ea5b3851", + "id": "6baad978-87e2-4056-9a3a-a3c4cc410248", "level": 7, "locations": [ { @@ -24527,7 +24527,7 @@ ], "desc": "You touch a creature that has died within the last minute. That creature revives with 1 Hit Point. This spell can't revive a creature that has died of old age, nor does it restore any missing body parts.", "duration": "Instantaneous", - "id": "02220612-b2ba-4dbd-b396-401906e883fa", + "id": "10ae57aa-23e4-47be-87f1-a3408a895bec", "level": 3, "locations": [ { @@ -24554,7 +24554,7 @@ ], "desc": "You touch a rope. One end of it hovers upward until the rope hangs perpendicular to the ground or the rope reaches a ceiling. At the rope's upper end, an Invisible 3-foot-by-5-foot portal opens to an extradimensional space that lasts until the spell ends. That space can be reached by climbing the rope, which can be pulled into or dropped out of it.\n\nThe space can hold up to eight Medium or smaller creatures. Attacks, spells, and other effects can't pass into or out of the space, but creatures inside it can see\nthrough the portal. Anything inside the space drops out when the spell ends.", "duration": "1 hour", - "id": "0597f425-9454-4918-81af-4993a212c865", + "id": "47816812-c142-4b6a-bc50-3e1fba71bdd0", "level": 2, "locations": [ { @@ -24580,7 +24580,7 @@ "desc": "Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 Radiant damage. The target gains no benefit from Half Cover or Three-Quarters Cover for this save.", "duration": "Instantaneous", "higher_level": "The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).", - "id": "76389bad-0792-4916-840c-1274f0f7aaa2", + "id": "fa025fc2-d965-4968-96d5-7b2e3ae6c709", "level": 0, "locations": [ { @@ -24606,7 +24606,7 @@ ], "desc": "You ward a creature within range. Until the spell ends, any creature who targets the warded creature with an attack roll or a damaging spell must succeed on a Wisdom saving throw or either choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from areas of effect.\n\nThe spell ends if the warded creature makes an attack roll, casts a spell, or deals damage.", "duration": "1 minute", - "id": "0c1c5a61-fa44-4d1f-b782-a619fb01c0b0", + "id": "27687e60-d858-4998-b64e-8a03948e08d1", "level": 1, "locations": [ { @@ -24633,7 +24633,7 @@ "desc": "You hurl three fiery rays. You can hurl them at one target within range or at several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 Fire damage.", "duration": "Instantaneous", "higher_level": "You create one additional ray for each spell slot level above 2.", - "id": "ef22731f-5a8b-495d-ba27-7cc8a2095333", + "id": "bf0450e7-d67a-4755-9300-115f71ac0c5d", "level": 2, "locations": [ { @@ -24663,7 +24663,7 @@ "concentration": true, "desc": "You can see and hear a creature you choose that is on the same plane of existence as you. The target makes a Wisdom saving throw, which is modified (see the tables below) by how well you know the target and the sort of physical connection you have to it. The target doesn't know what it is making the save against, only that it feels uneasy.\n\nYour Knowledge of the Target Is... Save Modifier\nSecondhand (heard of the target) +5\nFirsthand (met the target) +0\nExtensive (know the target well) \u22125\n\nYou Have the Target's... Save Modifier\nPicture or other likeness \u22122\nGarment or other possession \u22124\nBody part, lock of hair, or bit of nail \u221210\n\nOn a successful save, the target isn't affected, and you can't use this spell on it again for 24 hours.\n\nOn a failed save, the spell creates an Invisible, intangible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. If something can see the sensor, it appears as a luminous orb about the size of your fist.\n\nInstead of targeting a creature, you can target a location you have seen. When you do so, the sensor appears at that location and doesn't move.", "duration": "Up to 10 minutes", - "id": "b53c9d77-5c54-46a3-b176-cb5ec640aa93", + "id": "32421038-6016-47fa-8eef-1a7f107cf84b", "level": 5, "locations": [ { @@ -24688,7 +24688,7 @@ "desc": "As you hit the target, it takes an extra 1d6 Fire damage from the attack. At the start of each of its turns until the spell ends, the target takes 1d6 Fire damage and then makes a Constitution saving throw. On a failed save, the spell continues. On a successful save, the spell ends.", "duration": "1 minute", "higher_level": "All the damage increases by 1d6 for each spell slot level above 1.", - "id": "26a64c46-6cf3-4de4-b05d-f325975f04cc", + "id": "70d9fb84-6793-4562-9cf8-d0f312f5bc4e", "level": 1, "locations": [ { @@ -24716,7 +24716,7 @@ ], "desc": "For the duration, you see creatures and objects that have the Invisible condition as if they were visible, and you can see into the Ethereal Plane. Creatures and objects there appear ghostly.", "duration": "1 hour", - "id": "21e4db7f-7927-42a9-85ef-b81005f748aa", + "id": "d9e61247-fe04-4e14-a683-c8ba1253af3f", "level": 2, "locations": [ { @@ -24743,7 +24743,7 @@ ], "desc": "You give an illusory appearance to each creature of your choice that you can see within range. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell.\n\nYou can give the same appearance or different ones to the targets. The spell can change the appearance of the targets' bodies and equipment. You can make each creature seem 1 foot shorter or taller and appear heavier or lighter. A target's new appearance must have the same basic arrangement of limbs as the target, but the extent of the illusion is otherwise up to you. The spell lasts for the duration.\n\nThe changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to a creature's outfit, objects pass through the hat.\n\nA creature that takes the Study action to examine a target can make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised.", "duration": "8 hours", - "id": "63a4a50f-46bf-45f4-a763-f5add8b093c9", + "id": "7ed21283-1d15-450f-b17e-34f25435d16c", "level": 5, "locations": [ { @@ -24770,7 +24770,7 @@ ], "desc": "You send a short message of 25 words or fewer to a creature you have met or a creature described to you by someone who has met it. The target hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables targets to understand the meaning of your message.\n\nYou can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive. You know if the delivery fails.\n\nUpon receiving your message, a creature can block your ability to reach it again with this spell for 8 hours. If you try to send another message during that time, you learn that you are blocked, and the spell fails.", "duration": "Instantaneous", - "id": "2a657fc3-5ac5-4fac-b946-1eaf975e4dde", + "id": "20b2ddc4-c7be-4639-8a6a-cb52ce6a93b3", "level": 3, "locations": [ { @@ -24796,7 +24796,7 @@ ], "desc": "With a touch, you magically sequester an object or a willing creature. For the duration, the target has the Invisible condition and can't be targeted by Divination spells, detected by magic, or viewed remotely with magic.\n\nIf the target is a creature, it enters a state of suspended animation; it has the Unconscious condition, doesn't age, and doesn't need food, water, or air.\n\nYou can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include \u201cafter 1,000 years\u201d or \u201cwhen the tarrasque awakens.\u201d This spell also ends if the target takes any damage.", "duration": "Until dispelled", - "id": "6d6435e5-f617-43d8-be60-4d3b1246479d", + "id": "abdd2ba9-3afd-4002-941d-a813b1856ecf", "level": 7, "locations": [ { @@ -24824,7 +24824,7 @@ "concentration": true, "desc": "You shape-shift into another creature for the duration or until you take a Magic action to shape-shift into a different eligible form. The new form must be of a creature that has a Challenge Rating no higher than your level or Challenge Rating. You must have seen the sort of creature before, and it can't be a Construct or an Undead.\n\nWhen you cast the spell, you gain a number of Temporary Hit Points equal to the Hit Points of the first form into which you shape-shift. These Temporary Hit Points vanish if any remain when the spell ends.\n\nYour game statistics are replaced by the stat block of the chosen form, but you retain your creature type; alignment; personality; Intelligence, Wisdom, and Charisma scores; Hit Points; Hit Point Dice; proficiencies; and ability to communicate. If you have the Spellcasting feature, you retain it too.\n\nUpon shape-shifting, you determine whether your equipment drops to the ground or changes in size and shape to fit the new form while you're in it.", "duration": "Up to 1 hour", - "id": "05c23ca0-5526-4f37-b04a-abf54bf43868", + "id": "5b435980-812c-42ea-8c92-715379a4acee", "level": 9, "locations": [ { @@ -24853,7 +24853,7 @@ "desc": "A loud noise erupts from a point of your choice within range. Each creature in a 10-foot-radius Sphere centered there makes a Constitution saving throw, taking 3d8 Thunder damage on a failed save or half as much damage on a successful one. A Construct has Disadvantage on the save.\n\nA nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.", "duration": "Instantaneous", "higher_level": "The damage increases by 1d8 for each spell slot level above 2.", - "id": "81d59f72-8c0a-4394-8c25-8e65476e8524", + "id": "effba610-0257-485a-aae5-ddce4cb49199", "level": 2, "locations": [ { @@ -24879,7 +24879,7 @@ ], "desc": "An imperceptible barrier of magical force protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile.", "duration": "1 round", - "id": "24d3a995-8613-49ae-9698-4ee739e01f85", + "id": "3ddf1070-c9e6-462e-8316-19e470657471", "level": 1, "locations": [ { @@ -24906,7 +24906,7 @@ "concentration": true, "desc": "A shimmering field surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.", "duration": "Up to 10 minutes", - "id": "5697759a-2ae0-4078-8366-1e94ea45a8d7", + "id": "3a67f2f7-3fd2-4dd5-a243-8cb0c949c4a5", "level": 1, "locations": [ { @@ -24933,7 +24933,7 @@ "desc": "A Club or Quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. If the attack deals damage, it can be Force damage or the weapon's normal damage type (your choice).\n\nThe spell ends early if you cast it again or if you let go of the weapon.", "duration": "1 minute", "higher_level": "The damage die changes when you reach levels 5 (d10), 11 (d12), and 17 (2d6).", - "id": "a33cd210-94fb-480d-a7ef-cb72abaf4dca", + "id": "4f5c4a55-3270-45a3-b49a-3c21dd0b751f", "level": 0, "locations": [ { @@ -24959,7 +24959,7 @@ "desc": "The target hit by the strike takes an extra 2d6 Radiant damage from the attack. Until the spell ends, the target sheds Bright Light in a 5-foot radius, attack rolls against it have Advantage, and it can't benefit from the Invisible condition.", "duration": "Up to 1 minute", "higher_level": "The damage increases by 1d6 for each spell slot level above 2.", - "id": "13d3ee1e-efa3-4072-b01c-130695b44175", + "id": "d02178ec-1801-4d77-97d5-1624ff43f3a7", "level": 2, "locations": [ { @@ -24986,7 +24986,7 @@ "desc": "Lightning springs from you to a creature that you try to touch. Make a melee spell attack against the target. On a hit, the target takes 1d8 Lightning damage, and it can't make Opportunity Attacks until the start of its next turn.", "duration": "Instantaneous", "higher_level": "The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).", - "id": "ffb59503-fa01-498d-98fb-0aca148d25f6", + "id": "1703c7c2-d48e-44dd-9770-062ff7ee2727", "level": 0, "locations": [ { @@ -25013,7 +25013,7 @@ "concentration": true, "desc": "For the duration, no sound can be created within or pass through a 20-foot-radius Sphere centered on a point you choose within range. Any creature or object entirely inside the Sphere has Immunity to Thunder damage, and creatures have the Deafened condition while entirely inside it. Casting a spell that includes a Verbal component is impossible there.", "duration": "Up to 10 minutes", - "id": "fec039c2-05a3-43d4-a344-2a8361eeb787", + "id": "03720a57-0017-40b7-bc0b-cf86cf04382a", "level": 2, "locations": [ { @@ -25041,7 +25041,7 @@ "concentration": true, "desc": "You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot Cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects.\n\nAs a Magic action, you can cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.\n\nPhysical interaction with the image reveals it to be an illusion, since things can pass through it. A creature that takes a Study action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.", "duration": "Up to 10 minutes", - "id": "76511fe8-48e9-4a57-81fd-1e8f71d9d4e3", + "id": "b7d0ff58-1805-4c7f-a88b-5b54f0faf8b8", "level": 1, "locations": [ { @@ -25067,7 +25067,7 @@ ], "desc": "You create a simulacrum of one Beast or Humanoid that is within 10 feet of you for the entire casting of the spell. You finish the casting by touching both the creature and a pile of ice or snow that is the same size as that creature, and the pile turns into the simulacrum, which is a creature. It uses the game statistics of the original creature at the time of casting, except it is a Construct, its Hit Point maximum is half as much, and it can't cast this spell.\n\nThe simulacrum is Friendly to you and creatures you designate. It obeys your commands and acts on your turn in combat. The simulacrum can't gain levels, and it can't take Short or Long Rests.\n\nIf the simulacrum takes damage, the only way to restore its Hit Points is to repair it as you take a Long Rest, during which you expend components worth 100 GP per Hit Point restored. The simulacrum must stay within 5 feet of you for the repair.\n\nThe simulacrum lasts until it drops to 0 Hit Points, at which point it reverts to snow and melts away. If you cast this spell again, any simulacrum you created with this spell is instantly destroyed.", "duration": "Until dispelled", - "id": "d2f9f639-d7e4-47a1-961d-d186c9573492", + "id": "fac8f446-6e9e-4094-ae83-52d509157fca", "level": 7, "locations": [ { @@ -25096,7 +25096,7 @@ "concentration": true, "desc": "Each creature of your choice in a 5-foot-radius Sphere centered on a point within range must succeed on a Wisdom saving throw or have the Incapacitated condition until the end of its next turn, at which point it must repeat the save. If the target fails the second save, the target has the Unconscious condition for the duration. The spell ends on a target if it takes damage or someone within 5 feet of it takes an action to shake it out of the spell's effect.\n\nCreatures that don't sleep, such as elves, or that have Immunity to the Exhaustion condition automatically succeed on saves against this spell.", "duration": "Up to 1 minute", - "id": "7ee1623d-cc0d-4394-9950-7c94444d6bcb", + "id": "b7a4e599-c34a-479a-934c-c4632fc62686", "level": 1, "locations": [ { @@ -25125,7 +25125,7 @@ "concentration": true, "desc": "Until the spell ends, sleet falls in a 40-foot-tall, 20-foot-radius Cylinder centered on a point you choose within range. The area is Heavily Obscured, and exposed flames in the area are doused.\n\nGround in the Cylinder is Difficult Terrain. When a creature enters the Cylinder for the first time on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the Prone condition and lose Concentration.", "duration": "Up to 1 minute", - "id": "ceb65523-5df6-4840-adee-da9ce78b4ca1", + "id": "6cf662f8-d2a6-43a0-906a-75165b3709b6", "level": 3, "locations": [ { @@ -25154,7 +25154,7 @@ "concentration": true, "desc": "You alter time around up to six creatures of your choice in a 40-foot Cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.\n\nAn affected target's Speed is halved, it takes a \u22122 penalty to AC and Dexterity saving throws, and it can't take Reactions. On its turns, it can take either an action or a Bonus Action, not both, and it can make only one attack if it takes the Attack action. If it casts a spell with a Somatic component, there is a 25 percent chance the spell fails as a result of the target making the spell's gestures too slowly.\n\nAn affected target repeats the save at the end of each of its turns, ending the spell on itself on a success.", "duration": "Up to 1 minute", - "id": "dc797c65-6d1d-4c93-a395-c19f7b83f571", + "id": "99bb5c8a-6f82-44cb-8c44-9c12bb9f12e0", "level": 3, "locations": [ { @@ -25180,7 +25180,7 @@ "desc": "You cast sorcerous energy at one creature or object within range. Make a ranged attack roll against the target. On a hit, the target takes 1d8 damage of a type you choose: Acid, Cold, Fire, Lightning, Poison, Psychic, or Thunder.\n\nIf you roll an 8 on a d8 for this spell, you can roll another d8, and add it to the damage. When you cast this spell, the maximum number of these d8s you can add to the spell's damage equals your spellcasting ability modifier.", "duration": "Instantaneous", "higher_level": "The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).", - "id": "91cc30ac-5487-459d-8381-7c53388cc424", + "id": "e4af688a-c43a-4c2d-a2e8-a73da20d3996", "level": 0, "locations": [ { @@ -25207,7 +25207,7 @@ "desc": "Choose a creature within range that has 0 Hit Points and isn't dead. The creature becomes Stable.", "duration": "Instantaneous", "higher_level": "The range doubles when you reach levels 5 (30 feet), 11 (60 feet), and 17 (120 feet).", - "id": "ac6dcc88-7fc7-41b1-b14b-9a4df7a49a4c", + "id": "81f90845-b610-4c33-bbc0-37ba7720fa7f", "level": 0, "locations": [ { @@ -25234,7 +25234,7 @@ ], "desc": "For the duration, you can comprehend and verbally communicate with Beasts, and you can use any of the Influence action's skill options with them.\n\nMost Beasts have little to say about topics that don't pertain to survival or companionship, but at minimum, a Beast can give you information about nearby locations and monsters, including whatever it has perceived within the past day.", "duration": "10 minutes", - "id": "aca93f8c-1155-4b11-8c51-76bbfc58d310", + "id": "ec5067f3-c7c0-4f87-a7a2-58f9f1e5ee08", "level": 1, "locations": [ { @@ -25261,7 +25261,7 @@ ], "desc": "You grant the semblance of life to a corpse of your choice within range, allowing it to answer questions you pose. The corpse must have a mouth, and this spell fails if the deceased creature was Undead when it died. The spell also fails if the corpse was the target of this spell within the past 10 days.\n\nUntil the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are antagonistic toward it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.", "duration": "10 minutes", - "id": "38c9df5b-efee-4353-945f-db2b3d762035", + "id": "164f85e9-5d55-4de4-989c-dd59eb56df76", "level": 3, "locations": [ { @@ -25288,7 +25288,7 @@ ], "desc": "You imbue plants in an immobile 30-foot Emanation with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell's area within the past day, gaining information about creatures that have passed, weather, and other circumstances.\n\nYou can also turn Difficult Terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into Difficult Terrain that lasts for the duration.\n\nThe spell doesn't enable plants to uproot themselves and move about, but they can move their branches, tendrils, and stalks for you.\n\nIf a Plant creature is in the area, you can communicate with it as if you shared a common language.", "duration": "10 minutes", - "id": "620c3247-858d-4298-9b39-3284be1179f0", + "id": "060a7063-a7a7-4d29-8f72-aeaf13f0ed1d", "level": 3, "locations": [ { @@ -25318,7 +25318,7 @@ "desc": "Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and along ceilings, while leaving its hands free. The target also gains a Climb Speed equal to its Speed.", "duration": "Up to 1 hour", "higher_level": "You can target one additional creature for each spell slot level about 2.", - "id": "63bc88d9-059a-4a48-81b5-58df277d48c4", + "id": "14b22fc7-a7c4-48ed-827b-d965ffe83f89", "level": 2, "locations": [ { @@ -25346,7 +25346,7 @@ "concentration": true, "desc": "The ground in a 20-foot-radius Sphere centered on a point within range sprouts hard spikes and thorns. The area becomes Difficult Terrain for the duration. When a creature moves into or within the area, it takes 2d4 Piercing damage for every 5 feet it travels.\n\nThe transformation of the ground is camouflaged to look natural. Any creature that can't see the area when the spell is cast must take a Search action and succeed on a Wisdom (Perception or Survival) check against your spell save DC to recognize the terrain as hazardous before entering it.", "duration": "Up to 10 minutes", - "id": "02cdf45e-254b-4f39-be69-2d6b8b6031ff", + "id": "5f69b30b-e7ca-462a-b855-f30d075528d2", "level": 2, "locations": [ { @@ -25374,7 +25374,7 @@ "desc": "Protective spirits flit around you in a 15-foot Emanation for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.\n\nWhen you cast this spell, you can designate creatures to be unaffected by it. Any other creature's Speed is halved in the Emanation, and whenever the Emanation enters a creature's space and whenever a creature enters the Emanation or ends its turn there, the creature must make a Wisdom saving throw. On a failed save, the creature takes 3d8 Radiant damage (if you are good or neutral) or 3d8 Necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. A creature makes this save only once per turn.", "duration": "Up to 10 minutes", "higher_level": "The damage increases by 1d8 for each spell slot level above 3.", - "id": "836611d8-4342-4e34-bcc0-b499dea7aded", + "id": "267ded7f-678b-4fc0-91be-3f7f5126ead5", "level": 3, "locations": [ { @@ -25401,7 +25401,7 @@ "desc": "You create a floating, spectral force that resembles a weapon of your choice and lasts for the duration. The force appears within range in a space of your choice, and you can immediately make one melee spell attack against one creature within 5 feet of the force. On a hit, the target takes Force damage equal to 1d8 plus your spellcasting ability modifier.\n\nAs a Bonus Action on your later turns, you can move the force up to 20 feet and repeat the attack against a creature within 5 feet of it.", "duration": "Up to 1 minute", "higher_level": "The damage increases by 1d8 for every slot level above 2.", - "id": "08462f44-556a-4975-a36b-3de17b073b5a", + "id": "da200931-60a6-478f-9b38-acd92cb1c1b7", "level": 2, "locations": [ { @@ -25425,7 +25425,7 @@ "desc": "The target takes an extra 4d6 Psychic damage from the attack, and the target must succeed on a Wisdom saving throw or have the Stunned condition until the end of your next turn.", "duration": "Instantaneous", "higher_level": "The extra damage increases by 1d6 for each spell slot level above 4.", - "id": "4f8f7b66-861d-498e-9b12-5bc4f86db4fd", + "id": "e87e3bcd-fe9e-4cba-be95-107bd243086c", "level": 4, "locations": [ { @@ -25451,7 +25451,7 @@ "desc": "You launch a mote of light at one creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 Radiant damage, and until the end of your next turn, it emits Dim Light in a 10-foot radius and can't benefit from the Invisible condition.", "duration": "Instantaneous", "higher_level": "The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).", - "id": "8bd2010f-91dd-407d-b7c7-d8320b4729d4", + "id": "f823f9bf-0231-42f0-a2e4-de207fd51516", "level": 0, "locations": [ { @@ -25476,7 +25476,7 @@ ], "desc": "You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 Force damage.\n\nYou then teleport to an unoccupied space you can see within 5 feet of one of the targets.", "duration": "Instantaneous", - "id": "b1d65dbd-76c3-4e64-8025-b17be369b22c", + "id": "a12c2acc-244a-41ab-b81e-eaef04810c38", "level": 5, "locations": [ { @@ -25505,7 +25505,7 @@ "concentration": true, "desc": "You create a 20-foot-radius Sphere of yellow, nauseating gas centered on a point within range. The cloud is Heavily Obscured. The cloud lingers in the air for the duration or until a strong wind (such as the one created by Gust of Wind) disperses it.\n\nEach creature that starts its turn in the Sphere must succeed on a Constitution saving throw or have the Poisoned condition until the end of the current turn. While Poisoned in this way, the creature can't take an action or a Bonus Action.", "duration": "Up to 1 minute", - "id": "5a644646-b818-4cfb-a244-051054a6fea6", + "id": "55b2f812-9827-4d55-9723-75b98ba11e75", "level": 3, "locations": [ { @@ -25534,7 +25534,7 @@ ], "desc": "You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape you like. For example, you could shape a large rock into a weapon, statue, or coffer, or you could make a small passage through a wall that is 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn't possible.", "duration": "Instantaneous", - "id": "6e901fdf-acb7-4824-9ff1-4259b1d91e46", + "id": "50db3bd2-b5cb-41fc-9cbd-5c6ca823175e", "level": 4, "locations": [ { @@ -25565,7 +25565,7 @@ "concentration": true, "desc": "Until the spell ends, one willing creature you touch has Resistance to Bludgeoning, Piercing, and Slashing damage.", "duration": "Up to 1 hour", - "id": "9955852e-dd14-4254-9c6a-5b76a05fc84a", + "id": "0257ec8b-fccf-4bc2-9b6a-d7599e8b08f1", "level": 4, "locations": [ { @@ -25591,7 +25591,7 @@ "concentration": true, "desc": "A churning storm cloud forms for the duration, centered on a point within range and spreading to a radius of 300 feet. Each creature under the cloud when it appears must succeed on a Constitution saving throw or take 2d6 Thunder damage and have the Deafened condition for the duration.\n\nAt the start of each of your later turns, the storm produces different effects, as detailed below.\n\nTurn 2. Acidic rain falls. Each creature and object under the cloud takes 4d6 Acid damage.\n\nTurn 3. You call six bolts of lightning from the cloud to strike six different creatures or objects beneath it. Each target makes a Dexterity saving throw, taking 10d6 Lightning damage on a failed save or half as much damage on a successful one.\n\nTurn 4. Hailstones rain down. Each creature under the cloud takes 2d6 Bludgeoning damage.\n\nTurns 5\u201310. Gusts and freezing rain assail the area under the cloud. Each creature there takes 1d6 Cold damage. Until the spell ends, the area is Difficult Terrain and Heavily Obscured, ranged attacks with weapons are impossible there, and strong wind blows through the area.", "duration": "Up to 1 minute", - "id": "3c3bbf6d-71c3-43d7-9811-14a997b289d1", + "id": "e786c767-01d6-4cfa-a7e3-8e0fd9673f04", "level": 9, "locations": [ { @@ -25619,7 +25619,7 @@ "concentration": true, "desc": "You suggest a course of activity\u2014described in no more than 25 words\u2014to one creature you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to the target or its allies. For example, you could say, \u201cFetch the key to the cult's treasure vault, and give the key to me.\u201d Or you could say, \u201cStop fighting, leave this library peacefully, and don't return.\u201d\n\nThe target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or until you or your allies deal damage to the target. The Charmed target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for the target upon completing it.", "duration": "Up to 8 hours", - "id": "a8323ae3-2008-4adc-a64f-237a5ab4c120", + "id": "aad70eb9-9ef2-4fbd-9764-f3f1bc1ed7e0", "level": 2, "locations": [ { @@ -25648,7 +25648,7 @@ "desc": "You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range and uses the Aberrant Spirit stat block. When you cast the spell, choose Beholderkin, Mind Flayer, or Slaad. The creature resembles an Aberration of that kind, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.\n\nThe creature is an ally to you and your allies. In combat, it shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.\n\nMedium Aberration, Neutral\n\nAC 11 + the spell's level\n\nHP 40 + 10 for each spell level above 4\n\nSpeed 30 ft.; Fly 30 ft. (hover; Beholderkin only)\n\n Mod Save\nSTR 16 +3 +3\nDEX 10 +0 +0\nCON 15 +2 +2\n\n Mod Save\nINT 16 +3 +3\nWIS 10 +0 +0\nCHA 6 \u22122 \u22122\n\nImmunities Psychic\n\nSenses Darkvision 60 ft., Passive Perception 10\n\nLanguages Deep Speech, understands the languages you know\n\nCR None (XP 0; PB equals your Proficiency Bonus)\n\nTraits\n\nRegeneration (Slaad Only). The spirit regains 5 Hit Points at the start of its turn if it has at least 1 Hit Point.\n\nWhispering Aura (Mind Flayer Only). At the start of each of the spirit's turns, the spirit emits psionic energy if it doesn't have the Incapacitated condition. Wisdom Saving Throw: DC equals your spell save DC, each creature (other than you) within 5 feet of the spirit. Failure: 2d6 Psychic damage.\n\nActions\n\nMultiattack. The spirit makes a number of attacks equal to half this spell's level (round down).\n\nClaw (Slaad Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d10 + 3 + the spell's level Slashing damage, and the target can't regain Hit Points until the start of the spirit's next turn.\n\nEye Ray (Beholderkin Only). Ranged Attack Roll: Bonus equals your spell attack modifier, range 150 ft. Hit: 1d8 + 3 + the spell's level Psychic damage.\n\nPsychic Slam (Mind Flayer Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit:1d8 + 3 + the spell's level Psychic damage.", "duration": "Up to 1 hour", "higher_level": "Use the spell slot's level for the spell's level in the stat block.", - "id": "c7e2aee6-62db-4328-b39b-648908bb45bd", + "id": "610391a9-8826-459f-a03e-6368019c475b", "level": 4, "locations": [ { @@ -25677,7 +25677,7 @@ "desc": "You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range and uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land, or Water. The creature resembles an animal of your choice that is native to the chosen environment, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.\n\nThe creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.\n\nSmall Beast, Neutral\n\nAC 11 + the spell's level\n\nHP 20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2\n\nSpeed 30 ft.; Climb 30 ft. (Land only); Fly 60 ft. (Air only); Swim 30 ft. (Water only)\n\n Mod Save\nSTR 18 +4 +4\nDEX 11 +0 +0\nCON 16 +3 +3\n\n Mod Save\nINT 4 \u20133 \u20133\nWIS 14 +2 +2\nCHA 5 \u22123 \u22123\n\nSenses Darkvision 60 ft., Passive Perception 12\n\nLanguages understands the languages you know\n\nCR None (XP 0; PB equals your Proficiency Bonus)\n\nTraits\n\nFlyby (Air Only). The spirit doesn't provoke Opportunity Attacks when it flies out of an enemy's reach.\n\nPack Tactics (Land and Water Only). The spirit has Advantage on an attack roll against a creature if at least one of the spirit's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition.\n\nWater Breathing (Water Only). The spirit can breathe only underwater.\n\nActions\n\nMultiattack. The spirit makes a number of Rend attacks equal to half this spell's level (round down).\n\nRend. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 4 + the spell's level Piercing damage.", "duration": "Up to 1 hour", "higher_level": "Use the spell slot's level for the spell's level in the stat block.", - "id": "067806f7-32d2-4685-8ee5-fadad1fb3a75", + "id": "a533b1a2-3015-4b58-a654-fd54572b17f9", "level": 2, "locations": [ { @@ -25706,7 +25706,7 @@ "desc": "You call forth a Celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range and uses the Celestial Spirit stat block. When you cast the spell, choose Avenger or Defender. Your choice determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.\n\nThe creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.\n\nLarge Celestial, Neutral\n\nAC 11 + the spell's level + 2 (Defender only)\n\nHP 40 + 10 for each spell level above 5\n\nSpeed 30 ft., Fly 40 ft.\n\n Mod Save\nSTR 16 +3 +3\nDEX 14 +2 +2\nCON 16 +3 +3\n\n Mod Save\nINT 10 +0 +0\nWIS 14 +2 +2\nCHA 16 +3 +3\n\nResistances Radiant\n\nImmunities Charmed, Frightened\n\nSenses Darkvision 60 ft., Passive Perception 12\n\nLanguages Celestial, understands the languages you know\n\nCR None (XP 0; PB equals your Proficiency Bonus)\n\nActions\n\nMultiattack. The spirit makes a number of attacks equal to half this spell's level (round down).\n\nRadiant Bow (Avenger Only). Ranged Attack Roll: Bonus equals your spell attack modifier, range 600 ft. Hit: 2d6 + 2 + the spell's level Radiant damage.\n\nRadiant Mace (Defender Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d10 + 3 + the spell's level Radiant damage, and the spirit can choose itself or another creature it can see within 10 feet of the target. The chosen creature gains 1d10 Temporary Hit Points.\n\nHealing Touch (1/Day). The spirit touches another creature. The target regains Hit Points equal to 2d8 + the spell's level.", "duration": "Up to 1 hour", "higher_level": "Use the spell slot's level for the spell's level in the stat block.", - "id": "8417cbae-c927-4246-b853-fa7b6a5e3f9c", + "id": "98694f06-58d3-4a90-bba7-6711ac3a8c3e", "level": 5, "locations": [ { @@ -25735,7 +25735,7 @@ "desc": "You call forth the spirit of a Construct. It manifests in an unoccupied space that you can see within range and uses the Construct Spirit stat block. When you cast the spell, choose a material: Clay, Metal, or Stone. The creature resembles an animate statue (you determine the appearance) made of the chosen material, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.\n\nThe creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.\n\nMedium Construct, Neutral\n\nAC 13 + the spell's level\n\nHP 40 + 15 for each spell level above 4\n\nSpeed 30 ft.\n\n Mod Save\nSTR 18 +4 +4\nDEX 10 +0 +0\nCON 18 +4 +4\n\n Mod Save\nINT 14 +2 +2\nWIS 11 +0 +0\nCHA 5 \u22123 \u22123\n\nResistances Poison\n\nImmunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned\n\nSenses Darkvision 60 ft., Passive Perception 10\n\nLanguages Understands the languages you know\n\nCR None (XP 0; PB equals your Proficiency Bonus)\n\nTraits\n\nHeated Body (Metal Only). A creature that hits the spirit with a melee attack or that starts its turn in a grapple with the spirit takes 1d10 Fire damage.\n\nStony Lethargy (Stone Only). When a creature starts its turn within 10 feet of the spirit, the spirit can target it with magical energy if the spirit can see it. Wisdom Saving Throw: DC equals your spell save DC, the target. Failure: Until the start of its next turn, the target can't make Opportunity Attacks, and its Speed is halved.\n\nActions\n\nMultiattack. The spirit makes a number of Slam attacks equal to half this spell's level (round down).\n\nSlam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 4 + the spell's level Bludgeoning damage.\n\nReactions\n\nBerserk Lashing (Clay Only). Trigger: The spirit takes damage from a creature. Response: The spirit makes a Slam attack against that creature if possible, or the spirit moves up to half its Speed toward that creature without provoking Opportunity Attacks.", "duration": "Up to 1 hour", "higher_level": "Use the spell slot's level for the spell's level in the stat block.", - "id": "772a1697-f37d-4d4b-bc67-99754308c03f", + "id": "fd6682e7-9606-45d0-b98a-a47563aade71", "level": 4, "locations": [ { @@ -25763,7 +25763,7 @@ "desc": "You call forth a Dragon spirit. It manifests in an unoccupied space that you can see within range and uses the Draconic Spirit stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.\n\nThe creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.\n\nLarge Dragon, Neutral\n\nAC 14 + the spell's level\n\nHP 50 + 10 for each spell level above 5\n\nSpeed 30 ft., Fly 60 ft., Swim 30 ft.\n\n Mod Save\nSTR 19 +4 +4\nDEX 14 +2 +2\nCON 17 +3 +3\n\n Mod Save\nINT 10 +0 +0\nWIS 14 +2 +2\nCHA 14 +2 +2\n\nResistances Acid, Cold, Fire, Lightning, Poison\n\nImmunities Charmed, Frightened, Poisoned\n\nSenses Blindsight 30 ft., Darkvision 60 ft., Passive Perception 12\n\nLanguages Draconic, understands the languages you know\n\nCR None (XP 0; PB equals your Proficiency Bonus)\n\nTraits\n\nShared Resistances. When you summon the spirit, choose one of its Resistances. You have Resistance to the chosen damage type until the spell ends.\n\nActions\n\nMultiattack. The spirit makes a number of Rend attacks equal to half the spell's level (round down), and it uses Breath Weapon.\n\nRend. Melee Attack: Bonus equals your spell attack modifier, reach 10 feet. Hit:1d6 + 4 + the spell's level Piercing damage.\n\nBreath Weapon.Dexterity Saving Throw: DC equals your spell save DC, each creature in a 30-foot Cone. Failure: 2d6 damage of a type this spirit has Resistance to (your choice when you cast the spell). Success: Half damage.", "duration": "Up to 1 hour", "higher_level": "Use the spell slot's level for the spell's level in the stat block.", - "id": "cf43f971-44d3-4d00-84ef-4d529c49f13f", + "id": "904c3334-c095-4e00-9d32-4740672f8f86", "level": 5, "locations": [ { @@ -25793,7 +25793,7 @@ "desc": "You call forth an Elemental spirit. It manifests in an unoccupied space that you can see within range and uses the Elemental Spirit stat block. When you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature resembles a bipedal form wreathed in the chosen element, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.\n\nThe creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.\n\nMedium Elemental, Neutral\n\nAC 11 + the spell's level\n\nHP 50 + 10 for each spell level above 4\n\nSpeed 40 ft.; Burrow 40 ft. (Earth only); Fly 40 ft. (hover; Air only); Swim 40 ft. (Water only)\n\n Mod Save\nSTR 18 +4 +4\nDEX 15 +2 +2\nCON 17 +3 +3\n\n Mod Save\nINT 4 \u20133 \u20133\nWIS 10 +0 +0\nCHA 16 +3 +3\n\nResistances Acid (Water only), Lightning and Thunder (Air only), Piercing and Slashing (Earth only)\n\nImmunities Fire (Fire only), Poison; Exhaustion, Paralyzed, Petrified, Poisoned\n\nSenses Darkvision 60 ft., Passive Perception 10\n\nLanguages Primordial, understands the languages you know\n\nCR None (XP 0; PB equals your Proficiency Bonus)\n\nTraits\n\nAmorphous Form (Air, Fire, and Water Only). The spirit can move through a space as narrow as 1 inch wide without it counting as Difficult Terrain.\n\nActions\n\nMultiattack. The spirit makes a number of Slam attacks equal to half this spell's level (round down).\n\nSlam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d10 + 4 + the spell's level Bludgeoning (Earth only), Cold (Water only), Lightning (Air only), or Fire (Fire only) damage.", "duration": "Up to 1 hour", "higher_level": "Use the spell slot's level for the spell's level in the stat block.", - "id": "ab5522fa-e766-4bc6-8573-429c40a23cc9", + "id": "143cce6b-c8f3-4829-a3f2-860981c2ced3", "level": 4, "locations": [ { @@ -25824,7 +25824,7 @@ "desc": "You call forth a Fey spirit. It manifests in an unoccupied space that you can see within range and uses the Fey Spirit stat block. When you cast the spell, choose a mood: Fuming, Mirthful, or Tricksy. The creature resembles a Fey creature of your choice marked by the chosen mood, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.\n\nThe creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.\n\nSmall Fey, Neutral\n\nAC 12 + the spell's level\n\nHP 30 + 10 for each spell level above 3\n\nSpeed 30 ft., Fly 30 ft.\n\n Mod Save\nSTR 13 +1 +1\nDEX 16 +3 +3\nCON 14 +2 +2\n\n Mod Save\nINT 14 +2 +2\nWIS 11 +0 +0\nCHA 16 +3 +3\n\nImmunities Charmed\n\nSenses Darkvision 60 ft., Passive Perception 10\n\nLanguages Sylvan, understands the languages you know\n\nCR None (XP 0; PB equals your Proficiency Bonus)\n\nActions\n\nMultiattack. The spirit makes a number of Fey Blade attacks equal to half this spell's level (round down).\n\nFey Blade. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 2d6 + 3 + the spell's level Force damage.\n\nBonus Actions\n\nFey Step. The spirit magically teleports up to 30 feet to an unoccupied space it can see. Then one of the following effects occurs, based on the spirit's chosen mood:\n\nFuming. The spirit has Advantage on the next attack roll it makes before the end of this turn.\n\nMirthful. Wisdom Saving Throw: DC equals your spell save DC, one creature the spirit can see within 10 feet of itself. Failure: The target is Charmed by you and the spirit for 1 minute or until the target takes any damage.\n\nTricksy. The spirit fills a 10-foot Cube within 5 feet of it with magical Darkness, which lasts until the end of its next turn.", "duration": "Up to 1 hour", "higher_level": "Use the spell slot's level for the spell's level in the stat block.", - "id": "7f5a35a1-3393-4fa7-abd3-2875edca1a7d", + "id": "19f1fc44-3a2b-4f10-b09a-494b19a1b84f", "level": 3, "locations": [ { @@ -25853,7 +25853,7 @@ "desc": "You call forth a fiendish spirit. It manifests in an unoccupied space that you can see within range and uses the Fiendish Spirit stat block. When you cast the spell, choose Demon, Devil, or Yugoloth. The creature resembles a Fiend of the chosen type, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.\n\nThe creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.\n\nLarge Fiend, Neutral\n\nAC 12 + the spell's level\n\nHP 50 (Demon only) or 40 (Devil only) or 60 (Yugoloth only) + 15 for each spell level above 6\n\nSpeed 40 ft.; Climb 40 ft. (Demon only); Fly 60 ft. (Devil only)\n\n Mod Save\nSTR 13 +1 +1\nDEX 16 +3 +3\nCON 15 +2 +2\n\n Mod Save\nINT 10 +0 +0\nWIS 10 +0 +0\nCHA 16 +3 +3\n\nResistances Fire\n\nImmunities Poison; Poisoned\n\nSenses Darkvision 60 ft., Passive Perception 10\n\nLanguages Abyssal, Infernal, Telepathy 60 ft.\n\nCR None (XP 0; PB equals your Proficiency Bonus)\n\nTraits\n\nDeath Throes (Demon Only). When the spirit drops to 0 Hit Points or the spell ends, the spirit explodes. Dexterity Saving Throw: DC equals your spell save DC, each creature in a 10-foot Emanation originating from the spirit. Failure: 2d10 plus this spell's level Fire damage. Success: Half damage.\n\nDevil's Sight (Devil Only). Magical Darkness doesn't impede the spirit's Darkvision.\n\nMagic Resistance. The spirit has Advantage on saving throws against spells and other magical eff ects.\n\nActions\n\nMultiattack. The spirit makes a number of attacks equal to half this spell's level (round down).\n\nBite (Demon Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d12 + 3 + the spell's level Necrotic damage.\n\nClaws (Yugoloth Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 3 + the spell's level Slashing damage. Immediately after the attack hits or misses, the spirit can teleport up to 30 feet to an unoccupied space it can see.\n\nFiery Strike (Devil Only). Melee or Ranged Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. or range 150 ft. Hit: 2d6 + 3 + the spell's level Fire damage.", "duration": "Up to 1 hour", "higher_level": "Use the spell slot's level for the spell's level in the stat block.", - "id": "79558e15-36c3-46bb-b5df-ccd980ad3316", + "id": "d890414d-98a0-476d-ac7f-0f1cdd378cb7", "level": 6, "locations": [ { @@ -25882,7 +25882,7 @@ "desc": "You call forth an Undead spirit. It manifests in an unoccupied space that you can see within range and uses the Undead Spirit stat block. When you cast the spell, choose the creature's form: Ghostly, Putrid, or Skeletal. The spirit resembles an Undead creature with the chosen form, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.\n\nThe creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.\n\nMedium Undead, Neutral\n\nAC 11 + the spell's level\n\nHP 30 (Ghostly and Putrid only) or 20 (Skeletal only) + 10 for each spell level above 3\n\nSpeed 30 ft.; Fly 40 ft. (hover; Ghostly only)\n\n Mod Save\nSTR 12 +1 +1\nDEX 16 +3 +3\nCON 15 +2 +2\n\n Mod Save\nINT 4 \u22123 \u22123\nWIS 10 +0 +0\nCHA 9 \u22121 \u22121\n\nImmunities Necrotic, Poison; Exhaustion, Frightened, Paralyzed, Poisoned\n\nSenses Darkvision 60 ft., Passive Perception 10\n\nLanguages Understands the languages you know\n\nCR None (XP 0; PB equals your Proficiency Bonus)\n\nTraits\n\nFestering Aura (Putrid Only). Constitution Saving Throw: DC equals your spell save DC, any creature (other than you) that starts its turn within a 5-foot Emanation originating from the spirit. Failure: The creature has the Poisoned condition until the start of its next turn.\n\nIncorporeal Passage (Ghostly Only). The spirit can move through other creatures and objects as if they were Difficult Terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 Force damage for every 5 feet traveled.\n\nActions\n\nMultiattack. The spirit makes a number of attacks equal to half this spell's level (round down).\n\nDeathly Touch (Ghostly Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 3 + the spell's level Necrotic damage, and the target has the Frightened condition until the end of its next turn.\n\nGrave Bolt (Skeletal Only). Ranged Attack Roll: Bonus equals your spell attack modifier, range 150 ft. Hit: 2d4 + 3 + the spell's level Necrotic damage.\n\nRotting Claw (Putrid Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d6 + 3 + the spell's level Slashing damage. If the target has the Poisoned condition, it has the Paralyzed condition until the end of its next turn.", "duration": "Up to 1 hour", "higher_level": "Use the spell slot's level for the spell's level in the stat block.", - "id": "b740d802-24f8-4b5a-9ce6-2a534222f870", + "id": "d21feeeb-4762-4e41-b40a-89aea8710e3e", "level": 3, "locations": [ { @@ -25912,7 +25912,7 @@ "concentration": true, "desc": "You launch a sunbeam in a 5-foot-wide, 60-foot-long Line. Each creature in the Line makes a Constitution saving throw. On a failed save, a creature takes 6d8 Radiant damage and has the Blinded condition until the start of your next turn. On a successful save, it takes half as much damage only.\n\nUntil the spell ends, you can take a Magic action to create a new Line of radiance.\n\nFor the duration, a mote of brilliant radiance shines above you. It sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. This light is sunlight.", "duration": "Up to 1 minute", - "id": "68ac5294-34ea-4f25-a5d0-1b2b762f36ca", + "id": "9b1e974c-6457-40c1-a379-08b18d3dc011", "level": 6, "locations": [ { @@ -25941,7 +25941,7 @@ ], "desc": "Brilliant sunlight flashes in a 60-foot-radius Sphere centered on a point you choose within range. Each creature in the Sphere makes a Constitution saving throw. On a failed save, a creature takes 12d6 Radiant damage and has the Blinded condition for 1 minute. On a successful save, it takes half as much damage only.\n\nA creature Blinded by this spell makes another Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.\n\nThis spell dispels Darkness in its area that was created by any spell.", "duration": "Instantaneous", - "id": "11c1ae36-3aac-499e-926a-d669cf494749", + "id": "4a340a88-44b7-449d-9f79-4d38a143f6f8", "level": 8, "locations": [ { @@ -25968,7 +25968,7 @@ "concentration": true, "desc": "When you cast the spell and as a Bonus Action until it ends, you can make two attacks with a weapon that fires Arrows or Bolts, such as a Longbow or a Light Crossbow. The spell magically creates the ammunition needed for each attack. Each Arrow or Bolt created by the spell deals damage like a nonmagical piece of ammunition of its kind and disintegrates immediately after it hits or misses.", "duration": "Up to 1 minute", - "id": "08ec8e2b-3eb4-48ab-a175-79d7394b567b", + "id": "ea538066-db3d-4fa3-8d2b-87fd24fad5e1", "level": 5, "locations": [ { @@ -25997,7 +25997,7 @@ ], "desc": "You inscribe a harmful glyph either on a surface (such as a section of floor or wall) or within an object that can be closed (such as a book or chest). The glyph can cover an area no larger than 10 feet in diameter. If you choose an object, it must remain in place; if it is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.\n\nThe glyph is nearly imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice.\n\nWhen you inscribe the glyph, you set its trigger and choose which effect the symbol bears: Death, Discord, Fear, Pain, Sleep, or Stunning. Each one is explained below.\n\nSet the Trigger. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an object, common triggers include opening that object or seeing the glyph.\n\nYou can refine the trigger so that only creatures of certain types activate it (for example, the glyph could be set to affect Aberrations). You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password.\n\nOnce triggered, the glyph glows, filling a 60-foot-radius Sphere with Dim Light for 10 minutes, after which time the spell ends. Each creature in the Sphere when the glyph activates is targeted by its effect, as is a creature that enters the Sphere for the first time on a turn or ends its turn there. A creature is targeted only once per turn.\n\nDeath. Each target makes a Constitution saving throw, taking 10d10 Necrotic damage on a failed save or half as much damage on a successful save.\n\nDiscord. Each target makes a Wisdom saving throw. On a failed save, a target argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has Disadvantage on attack rolls and ability checks.\n\nFear. Each target must succeed on a Wisdom saving throw or have the Frightened condition for 1 minute. While Frightened, the target must move at least 30 feet away from the glyph on each of its turns, if able.\n\nPain. Each target must succeed on a Constitution saving throw or have the Incapacitated condition for 1 minute.\n\nSleep. Each target must succeed on a Wisdom saving throw or have the Unconscious condition for 10 minutes. A creature awakens if it takes damage or if someone takes an action to shake it awake.\n\nStunning. Each target must succeed on a Wisdom saving throw or have the Stunned condition for 1 minute.", "duration": "Until dispelled or triggered", - "id": "43ad47b2-fc66-4266-9edd-a372072c64fe", + "id": "95e4b4cf-b21c-4e87-85f3-37d3838d618c", "level": 7, "locations": [ { @@ -26025,7 +26025,7 @@ ], "desc": "You cause psychic energy to erupt at a point within range. Each creature in a 20-foot-radius Sphere centered on that point makes an Intelligence saving throw, taking 8d6 Psychic damage on a failed save or half as much damage on a successful one.\n\nOn a failed save, a target also has muddled thoughts for 1 minute. During that time, it subtracts 1d6 from all its attack rolls and ability checks, as well as any Constitution saving throws to maintain Concentration. The target makes an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.", "duration": "Instantaneous", - "id": "3a420e53-9b1d-491a-835c-af0e50b6ec33", + "id": "76a061d7-c5e9-4d34-84e5-13445f57dd2c", "level": 5, "locations": [ { @@ -26051,7 +26051,7 @@ ], "desc": "You conjure a claw-footed cauldron filled with bubbling liquid. The cauldron appears in an unoccupied space on the ground within 5 feet of you and lasts for the duration. The cauldron can't be moved and disappears when the spell ends, along with the bubbling liquid inside it.\n\nThe liquid in the cauldron duplicates the properties of a Common or an Uncommon potion of your choice (such as a Potion of Healing). As a Bonus Action, you or an ally can reach into the cauldron and withdraw one potion of that kind. The potion is contained in a vial that disappears when the potion is consumed. The cauldron can produce a number of these potions equal to your spellcasting ability modifier (minimum 1). When the last of these potions is withdrawn from the cauldron, the cauldron disappears, and the spell ends.\n\nPotions obtained from the cauldron that aren't consumed disappear when you cast this spell again.", "duration": "10 minutes", - "id": "41571acc-02f0-48a8-9a0f-545ea0531e11", + "id": "44c223bd-0485-40d8-8efc-6be2f32313db", "level": 6, "locations": [ { @@ -26081,7 +26081,7 @@ "desc": "One creature of your choice that you can see within range makes a Wisdom saving throw. On a failed save, it has the Prone and Incapacitated conditions for the duration. During that time, it laughs uncontrollably if it's capable of laughter, and it can't end the Prone condition on itself.\n\nAt the end of each of its turns and each time it takes damage, it makes another Wisdom saving throw. The target has Advantage on the save if the save is triggered by damage. On a successful save, the spell ends.", "duration": "Up to 1 minute", "higher_level": "You can target one additional creature for each spell slot level about 1.", - "id": "23eb735a-f3c7-488e-9e61-619f91a41d7f", + "id": "de002f53-e4b0-4d87-9bf3-fb19e2f1421f", "level": 1, "locations": [ { @@ -26108,7 +26108,7 @@ "concentration": true, "desc": "You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell and as a Magic action on your later turns before the spell ends, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.\n\nCreature. You can try to move a Huge or smaller creature. The target must succeed on a Strength saving throw, or you move it up to 30 feet in any direction within the spell's range. Until the end of your next turn, the creature has the Restrained condition, and if you lift it into the air, it is suspended there. It falls at the end of your next turn unless you use this option on it again and it fails the save.\n\nObject. You can try to move a Huge or smaller object. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction within the spell's range.\n\nIf the object is worn or carried by a creature, that creature must succeed on a Strength saving throw, or you pull the object away and move it up to 30 feet in any direction within the spell's range.\n\nYou can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.", "duration": "Up to 10 minutes", - "id": "24b4041b-2239-4e66-b187-e14d4629eaac", + "id": "d8392d81-431f-4be3-899b-47b06e1d4f0e", "level": 5, "locations": [ { @@ -26133,7 +26133,7 @@ ], "desc": "You create a telepathic link between yourself and a willing creature with which you are familiar. The creature can be anywhere on the same plane of existence as you. The spell ends if you or the target are no longer on the same plane.\n\nUntil the spell ends, you and the target can instantly share words, images, sounds, and other sensory messages with each other through the link, and the target recognizes you as the creature it is communicating with. The spell enables a creature to understand the meaning of your words and any sensory messages you send to it.", "duration": "24 hours", - "id": "1559bb75-53bb-46f3-9f19-45fef336d6df", + "id": "75f71068-51a2-4af2-aecd-6daa73c6da7d", "level": 8, "locations": [ { @@ -26159,7 +26159,7 @@ ], "desc": "This spell instantly transports you and up to eight willing creatures that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be Large or smaller, and it can't be held or carried by an unwilling creature.\n\nThe destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls 1d100 and consults the Teleportation Outcome table and the explanations after it.\n\nFamiliarity Mishap Similar Area Off Target On Target\nPermanent circle \u2014 \u2014 \u2014 01\u201300\nLinked object \u2014 \u2014 \u2014 01\u201300\nVery familiar 01\u201305 06\u201313 14\u201324 25\u201300\nSeen casually 01\u201333 34\u201343 44\u201353 54\u201300\nViewed once or described 01\u201343 44\u201353 54\u201373 74\u201300\nFalse destination 01\u201350 51\u201300 \u2014 \u2014\n\nFamiliarity. Here are the meanings of the terms in the table's Familiarity column:\n\n\u2022\u201cPermanent circle\u201d means a permanent teleportation circle whose sigil sequence you know.\n\u2022\u201cLinked object\u201d means you possess an object taken from the desired destination within the last six months, such as a book from a wizard\u2019s library.\n\u2022\u201cVery familiar\u201d is a place you have visited often, a place you have carefully studied, or a place you can see when you cast the spell.\n\u2022\u201cSeen casually\u201d is a place you have seen more than once but with which you aren\u2019t very familiar.\n\u2022\u201cViewed once or described\u201d is a place you have seen once, possibly using magic, or a place you know through someone else\u2019s description, perhaps from a map.\n\u2022\u201cFalse destination\u201d is a place that doesn\u2019t exist. Perhaps you tried to scry an enemy\u2019s sanctum but instead viewed an illusion, or you are attempting to teleport to a location that no longer exists.\n\nMishap. The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 Force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).\n\nSimilar Area. You and your group (or the target object) appear in a different area that's visually or thematically similar to the target area. You appear in the closest similar place. If you are heading for your home laboratory, for example, you might appear in another person's laboratory in the same city.\n\nOff Target. You and your group (or the target object) appear 2d12 miles away from the destination in a random direction. Roll 1d8 for the direction: 1, east; 2, southeast; 3, south; 4, southwest; 5, west; 6, northwest; 7, north; or 8, northeast.\n\nOn Target. You and your group (or the target object) appear where you intended.", "duration": "Instantaneous", - "id": "39963bd9-ccec-4d76-8be6-5de27046297b", + "id": "89217e63-3a52-4631-b120-fff6db59c23c", "level": 7, "locations": [ { @@ -26186,7 +26186,7 @@ ], "desc": "As you cast the spell, you draw a 5-foot-radius circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.\n\nMany major temples, guildhalls, and other important places have permanent teleportation circles. Each circle includes a unique sigil sequence\u2014a string of runes arranged in a particular pattern.\n\nWhen you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the DM. You might learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.\n\nYou can create a permanent teleportation circle by casting this spell in the same location every day for 365 days.", "duration": "1 round", - "id": "336defb5-8340-4151-b0ad-9e3e90442acd", + "id": "34521cac-7e3b-44d4-8d97-d14e3a2a4e64", "level": 5, "locations": [ { @@ -26212,7 +26212,7 @@ ], "desc": "This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.\n\nThe disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more. For example, the disk can't move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.\n\nIf you move more than 100 feet from the disk (typically because it can't move around an obstacle to follow you), the spell ends.", "duration": "1 hour", - "id": "7e4e73bd-8ec6-4e23-9583-0ea86ab0e08c", + "id": "e626d0ba-fe50-47ff-ac34-1dd94832542a", "level": 1, "locations": [ { @@ -26236,7 +26236,7 @@ ], "desc": "You manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time.\n\nAltered Eyes. You alter the appearance of your eyes for 1 minute.\n\nBooming Voice. Your voice booms up to three times as loud as normal for 1 minute. For the duration, you have Advantage on Charisma (Intimidation) checks.\n\nFire Play. You cause flames to flicker, brighten, dim, or change color for 1 minute.\n\nInvisible Hand. You instantaneously cause an unlocked door or window to fly open or slam shut.\n\nPhantom Sound. You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.\n\nTremors. You cause harmless tremors in the ground for 1 minute.", "duration": "Up to 1 minute", - "id": "69e8ba92-f496-4e0e-8627-f3a9abbb9421", + "id": "a9a45ced-7e9b-4750-82dc-869a353cc93a", "level": 0, "locations": [ { @@ -26263,7 +26263,7 @@ "desc": "You create a vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. On a hit, the target takes 1d6 Piercing damage, and if it is Large or smaller, you can pull it up to 10 feet closer to you.", "duration": "Instantaneous", "higher_level": "The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).", - "id": "265090b4-e4be-4cbb-9164-2e4295c9de81", + "id": "98d38fde-572e-436c-8336-4a274dae087e", "level": 0, "locations": [ { @@ -26293,7 +26293,7 @@ "desc": "Each creature in a 5-foot Emanation originating from you must succeed on a Constitution saving throw or take 1d6 Thunder damage. The spell's thunderous sound can be heard up to 100 feet away.", "duration": "Instantaneous", "higher_level": "The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).", - "id": "a8855fb4-7579-4cd7-9e9b-e80ffbfa68d9", + "id": "35595476-8fdb-4e0c-aed8-ecf80a22409a", "level": 0, "locations": [ { @@ -26317,7 +26317,7 @@ "desc": "Your strike rings with thunder that is audible within 300 feet of you, and the target takes an extra 2d6 Thunder damage from the attack. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and have the Prone condition.", "duration": "Instantaneous", "higher_level": "The damage increases by 1d6 for each spell slot level above 1.", - "id": "92f5aeca-d160-4ecb-be9d-e48bae31257f", + "id": "0750aec7-0d85-4453-9308-7e5558378fa5", "level": 1, "locations": [ { @@ -26345,7 +26345,7 @@ "desc": "You unleash a wave of thunderous energy. Each creature in a 15-foot Cube originating from you makes a Constitution saving throw. On a failed save, a creature takes 2d8 Thunder damage and is pushed 10 feet away from you. On a successful save, a creature takes half as much damage only.\n\nIn addition, unsecured objects that are entirely within the Cube are pushed 10 feet away from you, and a thunderous boom is audible within 300 feet.", "duration": "Instantaneous", "higher_level": "The damage increases by 1d8 for each spell slot level above 1.", - "id": "31ef25c5-854c-455d-951a-09e59ae84aa8", + "id": "090e2801-38d2-4fe8-a008-bdc51e70decf", "level": 1, "locations": [ { @@ -26369,7 +26369,7 @@ ], "desc": "You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal.\n\nThis spell ends if one of the actions you use during this period, or any effects that you create during it, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it.", "duration": "Instantaneous", - "id": "86fbc289-73ca-4883-9e95-6d3f487ded3a", + "id": "93bf1ebc-0fcb-4026-9ddb-07e1179a25ac", "level": 9, "locations": [ { @@ -26396,7 +26396,7 @@ "desc": "You point at one creature you can see within range, and the single chime of a dolorous bell is audible within 10 feet of the target. The target must succeed on a Wisdom saving throw or take 1d8 Necrotic damage. If the target is missing any of its Hit Points, it instead takes 1d12 Necrotic damage.", "duration": "Instantaneous", "higher_level": "The damage increases by one die when you reach levels 5 (2d8 or 2d12), 11 (3d8 or 3d12), and 17 (4d8 or 4d12).", - "id": "c992f31a-b81d-40c5-afd5-d6876044bad9", + "id": "90906b68-30cb-4006-bfa7-0bbaeacfe3fe", "level": 0, "locations": [ { @@ -26424,7 +26424,7 @@ ], "desc": "This spell grants the creature you touch the ability to understand any spoken or signed language that it hears or sees. Moreover, when the target communicates by speaking or signing, any creature that knows at least one language can understand it if that creature can hear the speech or see the signing.", "duration": "1 hour", - "id": "493de533-77cf-4a53-b162-990be72d1a27", + "id": "2978adf7-c838-4c05-92a0-8e2ff03a259b", "level": 3, "locations": [ { @@ -26449,7 +26449,7 @@ ], "desc": "This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before. For the duration, any creature can step into the target plant and exit from the destination plant by using 5 feet of movement.", "duration": "1 minute", - "id": "dfdcc1ea-5ba0-4d33-a22f-f7712feb5555", + "id": "dd54a4d3-99c7-47ef-8e3f-cb24069cef66", "level": 6, "locations": [ { @@ -26475,7 +26475,7 @@ "concentration": true, "desc": "You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered.\n\nYou can use this transportation ability only once on each of your turns. You must end each turn outside a tree.", "duration": "Up to 1 minute", - "id": "485c1df0-8262-4449-81c8-d5a5ff99812a", + "id": "0c03787b-3450-471a-801c-b6ae3cd32425", "level": 5, "locations": [ { @@ -26503,7 +26503,7 @@ "concentration": true, "desc": "Choose one creature or nonmagical object that you can see within range. The creature shape-shifts into a different creature or a nonmagical object, or the object shape-shifts into a creature (the object must be neither worn nor carried). The transformation lasts for the duration or until the target dies or is destroyed, but if you maintain Concentration on this spell for the full duration, the spell lasts until dispelled.\n\nAn unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn't affected by this spell.\n\nCreature into Creature. If you turn a creature into another kind of creature, the new form can be any kind you choose that has a Challenge Rating equal to or less than the target's Challenge Rating or level. The target's game statistics are replaced by the stat block of the new form, but it retains its Hit Points, Hit Point Dice, alignment, and personality.\n\nThe target gains a number of Temporary Hit Points equal to the Hit Points of the new form. These Temporary Hit Points vanish if any remain when the spell ends. The spell ends early on the target if it has no Temporary Hit Points left.\n\nThe target is limited in the actions it can perform by the anatomy of its new form, and it can't speak or cast spells.\n\nThe target's gear melds into the new form. The creature can't use or otherwise benefit from any of that equipment.\n\nObject into Creature. You can turn an object into any kind of creature, as long as the creature's size is no larger than the object's size and the creature has a Challenge Rating of 9 or lower. The creature is Friendly to you and your allies. In combat, it takes its turns immediately after yours, and it obeys your commands.\n\nIf the spell lasts more than an hour, you no longer control the creature. It might remain Friendly to you, depending on how you have treated it.\n\nCreature into Object. If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form, as long as the object's size is no larger than the creature's size. The creature's statistics become those of the object, and the creature has no memory of time spent in this form after the spell ends and it returns to normal.", "duration": "Up to 1 hour", - "id": "4557197a-66da-4ece-b284-00a6e0c012c3", + "id": "2fe24342-ae8d-40da-b0ce-40d53deebd85", "level": 9, "locations": [ { @@ -26530,7 +26530,7 @@ ], "desc": "You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. The creature is revived with all its Hit Points.\n\nThis spell closes all wounds, neutralizes any poison, cures all magical contagions, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. If the creature was Undead, it is restored to its non-Undead form.\n\nThe spell can provide a new body if the original no longer exists, in which case you must speak the creature's name. The creature then appears in an unoccupied space you choose within 10 feet of you.", "duration": "Instantaneous", - "id": "0d4d97b6-b2b2-4ba5-9dfc-37cfd278217d", + "id": "5591993d-981b-4489-8fc8-4ded7afd891f", "level": 9, "locations": [ { @@ -26560,7 +26560,7 @@ ], "desc": "For the duration, the willing creature you touch has Truesight with a range of 120 feet.", "duration": "1 hour", - "id": "87a2a546-f621-431e-8235-bcf2d8830bc3", + "id": "8a288302-ded0-42ad-abeb-8ef49aaf9ff9", "level": 6, "locations": [ { @@ -26590,7 +26590,7 @@ "desc": "Guided by a flash of magical insight, you make one attack with the weapon used in the spell's casting. The attack uses your spellcasting ability for the attack and damage rolls instead of using Strength or Dexterity. If the attack deals damage, it can be Radiant damage or the weapon's normal damage type (your choice).", "duration": "Instantaneous", "higher_level": "Whether you deal Radiant damage or the weapon's normal damage type, the attack deals extra Radiant damage when you reach levels 5 (1d6), 11 (2d6), and 17 (3d6).", - "id": "bf2dbde1-7dac-4b0f-9435-17927d84329e", + "id": "2e87364a-5ed3-4398-9bd0-c7cf66813db5", "level": 0, "locations": [ { @@ -26616,7 +26616,7 @@ "concentration": true, "desc": "A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration.\n\nWhen the wall appears, each creature in its area makes a Strength saving throw, taking 6d10 Bludgeoning damage on a failed save or half as much damage on a successful one.\n\nAt the start of each of your turns after the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take 5d10 Bludgeoning damage. A creature can take this damage only once per round. At the end of the turn, the wall's height is reduced by 50 feet, and the damage the wall deals on later rounds is reduced by 1d10. When the wall reaches 0 feet in height, the spell ends.\n\nA creature caught in the wall can move by swimming. Because of the wave's force, though, the creature must succeed on a Strength (Athletics) check against your spell save DC to move at all. If it fails the check, it can't move. A creature that moves out of the wall falls to the ground.", "duration": "Up to 6 rounds", - "id": "23b15143-cc22-48e6-ae19-9f528fd2ed74", + "id": "e5d83f94-7398-4948-b065-95da943bc909", "level": 8, "locations": [ { @@ -26643,7 +26643,7 @@ ], "desc": "This spell creates an Invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 Hit Point, and a Strength of 2, and it can't attack. If it drops to 0 Hit Points, the spell ends.\n\nOnce on each of your turns as a Bonus Action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring drinks. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.\n\nIf you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.", "duration": "1 hour", - "id": "7948d39f-b862-494b-80bf-fd8d6e12b170", + "id": "9b328706-06c7-42a6-b67a-4641a2c2e183", "level": 1, "locations": [ { @@ -26672,7 +26672,7 @@ "desc": "The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against one creature within reach. On a hit, the target takes 3d6 Necrotic damage, and you regain Hit Points equal to half the amount of Necrotic damage dealt.\n\nUntil the spell ends, you can make the attack again on each of your turns as a Magic action, targeting the same creature or a different one.", "duration": "Up to 1 minute", "higher_level": "The damage increases by 1d6 for each spell slot level above 3.", - "id": "59429a1a-4981-45a9-927e-ef8959e0c8c0", + "id": "63affa09-7aa2-448d-8fd6-dffe0aa8d5c4", "level": 3, "locations": [ { @@ -26696,7 +26696,7 @@ "desc": "You unleash a string of insults laced with subtle enchantments at one creature you can see or hear within range. The target must succeed on a Wisdom saving throw or take 1d6 Psychic damage and have Disadvantage on the next attack roll it makes before the end of its next turn.", "duration": "Instantaneous", "higher_level": "The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).", - "id": "d8f9a537-e682-4dc5-ab46-d76e3182ffff", + "id": "9ad07bb2-6182-4de6-97ff-0eb368b30713", "level": 0, "locations": [ { @@ -26723,7 +26723,7 @@ "desc": "You point at a location within range, and a glowing, 1-foot-diameter ball of acid streaks there and explodes in a 20-foot-radius Sphere. Each creature in that area makes a Dexterity saving throw. On a failed save, a creature takes 10d4 Acid damage and another 5d4 Acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage only.", "duration": "Instantaneous", "higher_level": "The initial damage increases by 2d4 for each spell slot level above 4.", - "id": "86d92133-2071-4a53-9c0b-5b35d61b2d75", + "id": "f527e35a-d73f-448b-96e5-0750880bac9c", "level": 4, "locations": [ { @@ -26753,7 +26753,7 @@ "desc": "You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.\n\nWhen the wall appears, each creature in its area makes a Dexterity saving throw, taking 5d8 Fire damage on a failed save or half as much damage on a successful one.\n\nOne side of the wall, selected by you when you cast this spell, deals 5d8 Fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.", "duration": "Up to 1 minute", "higher_level": "The damage increases by 1d8 for each spell slot level above 4.", - "id": "1a97da0f-a678-4037-9ba1-4331497a480b", + "id": "568eb1f3-a32b-4a13-9c7d-f7dbf569afa7", "level": 4, "locations": [ { @@ -26780,7 +26780,7 @@ "concentration": true, "desc": "An Invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a globe with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick and lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (you choose which side).\n\nNothing can physically pass through the wall. It is immune to all damage and can't be dispelled by Dispel Magic. A Disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane and blocks ethereal travel through the wall.", "duration": "Up to 10 minutes", - "id": "0d3db9d7-1021-41fb-861c-799917deb5d9", + "id": "668c1b9f-aef5-4d7f-9f46-1f0635adc4e4", "level": 5, "locations": [ { @@ -26808,7 +26808,7 @@ "desc": "You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a globe with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration.\n\nIf the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (you choose which side) and makes a Dexterity saving throw, taking 10d6 Cold damage on a failed save or half as much damage on a successful one.\n\nThe wall is an object that can be damaged and thus breached. It has AC 12 and 30 Hit Points per 10-foot section, and it has Immunity to Cold, Poison, and Psychic damage and Vulnerability to Fire damage. Reducing a 10-foot section of wall to 0 Hit Points destroys it and leaves behind a sheet of frigid air in the space the wall occupied.\n\nA creature moving through the sheet of frigid air for the first time on a turn makes a Constitution saving throw, taking 5d6 Cold damage on a failed save or half as much damage on a successful one.", "duration": "Up to 10 minutes", "higher_level": "The damage the wall deals when it appears increases by 2d6 and the damage from passing through the sheet of frigid air increases by 1d6 for each spell slot level above 6.", - "id": "bced780c-dd3c-449a-8510-16400542f319", + "id": "dc0c1a20-a796-4d62-a409-d89425549b89", "level": 6, "locations": [ { @@ -26838,7 +26838,7 @@ "concentration": true, "desc": "A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.\n\nIf the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (you choose which side). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its Reaction to move up to its Speed so that it is no longer enclosed by the wall.\n\nThe wall can have any shape you desire, though it can't occupy the same space as a creature or object. The wall doesn't need to be vertical or rest on a firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp.\n\nIf you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create battlements and the like.\n\nThe wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 Hit Points per inch of thickness, and it has Immunity to Poison and Psychic damage. Reducing a panel to 0 Hit Points destroys it and might cause connected panels to collapse at the DM's discretion.\n\nIf you maintain your Concentration on this spell for its full duration, the wall becomes permanent and can't be dispelled. Otherwise, the wall disappears when the spell ends.", "duration": "Up to 10 minutes", - "id": "7fa3bade-7f0b-4bc8-8ed5-6f368dc3dac8", + "id": "e9c39cbc-5bf7-43b4-8d88-ff867336e1a3", "level": 5, "locations": [ { @@ -26866,7 +26866,7 @@ "desc": "You create a wall of tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight.\n\nWhen the wall appears, each creature in its area makes a Dexterity saving throw, taking 7d8 Piercing damage on a failed save or half as much damage on a successful one.\n\nA creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters a space in the wall on a turn or ends its turn there, the creature makes a Dexterity saving throw, taking 7d8 Slashing damage on a failed save or half as much damage on a successful one. A creature makes this save only once per turn.", "duration": "Up to 10 minutes", "higher_level": "Both types of damage increase by 1d8 for each spell slot level above 6.", - "id": "26013602-e1e8-4d62-b8e5-96e0247e7f50", + "id": "60ad5d6a-67ff-4114-88f1-c5a8777bf288", "level": 6, "locations": [ { @@ -26893,7 +26893,7 @@ ], "desc": "You touch another creature that is willing and create a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has Resistance to all damage. Also, each time it takes damage, you take the same amount of damage.\n\nThe spell ends if you drop to 0 Hit Points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures.", "duration": "1 hour", - "id": "5270eb78-cb60-422e-9df4-886e4f6e8cb3", + "id": "8e1a972f-9cfa-49cd-89ce-48f2702c4be2", "level": 2, "locations": [ { @@ -26923,7 +26923,7 @@ ], "desc": "This spell grants up to ten willing creatures of your choice within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.", "duration": "24 hours", - "id": "48d60a72-faed-45ba-a7af-abf33cc00506", + "id": "739aa055-bfc3-4874-8d92-c046baeee161", "level": 3, "locations": [ { @@ -26953,7 +26953,7 @@ ], "desc": "This spell grants the ability to move across any liquid surface\u2014such as water, acid, mud, snow, quicksand, or lava\u2014as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures of your choice within range gain this ability for the duration.\n\nAn affected target must take a Bonus Action to pass from the liquid's surface into the liquid itself and vice versa, but if the target falls into the liquid, the target passes through the surface into the liquid below.", "duration": "1 hour", - "id": "159c5bcc-5519-4e8e-aa9f-c27e3d484a2d", + "id": "fddac690-5826-46a5-b62c-dc1dfa8b8da0", "level": 3, "locations": [ { @@ -26982,7 +26982,7 @@ "concentration": true, "desc": "You conjure a mass of sticky webbing at a point within range. The webs fill a 20-foot Cube there for the duration. The webs are Difficult Terrain, and the area within them is Lightly Obscured.\n\nIf the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.\n\nThe first time a creature enters the webs on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the Restrained condition while in the webs or until it breaks free.\n\nA creature Restrained by the webs can take an action to make a Strength (Athletics) check against your spell save DC. If it succeeds, it is no longer Restrained.\n\nThe webs are flammable. Any 5-foot Cube of webs exposed to fire burns away in 1 round, dealing 2d4 Fire damage to any creature that starts its turn in the fire.", "duration": "Up to 1 hour", - "id": "b713e3b2-8112-45b8-bd64-09dfc6b2349a", + "id": "b498c538-1e60-47f0-bb05-3412599e206e", "level": 2, "locations": [ { @@ -27009,7 +27009,7 @@ "concentration": true, "desc": "You try to create illusory terrors in others' minds. Each creature of your choice in a 30-foot-radius Sphere centered on a point within range makes a Wisdom saving throw. On a failed save, a target takes 10d10 Psychic damage and has the Frightened condition for the duration. On a successful save, a target takes half as much damage only.\n\nA Frightened target makes a Wisdom saving throw at the end of each of its turns. On a failed save, it takes 5d10 Psychic damage. On a successful save, the spell ends on that target.", "duration": "Up to 1 minute", - "id": "01f70b40-eb5f-4e93-9363-99cb1784b4e5", + "id": "5899c5eb-37e1-48b1-ba0d-e49205203e5d", "level": 9, "locations": [ { @@ -27034,7 +27034,7 @@ ], "desc": "You and up to ten willing creatures of your choice within range assume gaseous forms for the duration, appearing as wisps of cloud. While in this cloud form, a target has a Fly Speed of 300 feet and can hover; it has Immunity to the Prone condition; and it has Resistance to Bludgeoning, Piercing, and Slashing damage. The only actions a target can take in this form are the Dash action or a Magic action to begin reverting to its normal form. Reverting takes 1 minute, during which the target has the Stunned condition. Until the spell ends, the target can revert to cloud form, which also requires a Magic action followed by a 1-minute transformation.\n\nIf a target is in cloud form and flying when the effect ends, the target descends 60 feet per round for 1 minute until it lands, which it does safely. If it can't land after 1 minute, it falls the remaining distance.", "duration": "8 hours", - "id": "10ab0401-528e-4046-87c2-7ae407cb4820", + "id": "3a5c6c13-a048-40c4-a9ca-2ef9deddbeaf", "level": 6, "locations": [ { @@ -27062,7 +27062,7 @@ "concentration": true, "desc": "A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.\n\nWhen the wall appears, each creature in its area makes a Strength saving throw, taking 4d8 Bludgeoning damage on a failed save or half as much damage on a successful one.\n\nThe strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and miss automatically. Boulders hurled by Giants or siege engines, and similar projectiles, are unaffected. Creatures in gaseous form can't pass through it.", "duration": "Up to 1 minute", - "id": "b10fcbe6-f5df-4a6d-a062-e64552911f41", + "id": "e3402018-6b3b-4971-a483-c93f74249abd", "level": 3, "locations": [ { @@ -27087,7 +27087,7 @@ ], "desc": "Wish is the mightiest spell a mortal can cast. By simply speaking aloud, you can alter reality itself.\n\nThe basic use of this spell is to duplicate any other spell of level 8 or lower. If you use it this way, you don't need to meet any requirements to cast that spell, including costly components. The spell simply takes effect.\n\nAlternatively, you can create one of the following effects of your choice:\n\nObject Creation. You create one object of up to 25,000 GP in value that isn't a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space that you can see on the ground.\n\nInstant Health. You allow yourself and up to twenty creatures that you can see to regain all Hit Points, and you end all effects on them listed in the Greater Restoration spell.\n\nResistance. You grant up to ten creatures that you can see Resistance to one damage type that you choose. This Resistance is permanent.\n\nSpell Immunity. You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours.\n\nSudden Learning. You replace one of your feats with another feat for which you are eligible. You lose all the benefits of the old feat and gain the benefits of the new one. You can't replace a feat that is a prerequisite for any of your other feats or features.\n\nRoll Redo. You undo a single recent event by forcing a reroll of any die roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a Wish spell could undo an ally's failed saving throw or a foe's Critical Hit. You can force the reroll to be made with Advantage or Disadvantage, and you choose whether to use the reroll or the original roll.\n\nReshape Reality. You may wish for something not included in any of the other effects. To do so, state your wish to the DM as precisely as possible. The DM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might be achieved only in part, or you might suffer an unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a Legendary magic item or an Artifact might instantly transport you to the presence of the item's current owner. If your wish is granted and its effects have consequences for a whole community, region, or world, you are likely to attract powerful foes. If your wish would affect a god, the god's divine servants might instantly intervene to prevent it or to encourage you to craft the wish in a particular way. If your wish would undo the multiverse itself, threaten the City of Sigil, or affect the Lady of Pain in any way, you see an image of her in your mind for a moment; she shakes her head, and your wish fails.\n\nThe stress of casting Wish to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a Long Rest, you take 1d10 Necrotic damage per level of that spell. This damage can't be reduced or prevented in any way. In addition, your Strength score becomes 3 for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast Wish ever again if you suffer this stress.", "duration": "Instantaneous", - "id": "d0ca6747-786c-4a04-82e9-86c459b9a3a0", + "id": "8dd461a3-8e76-427c-bd3e-57eb9e5ec998", "level": 9, "locations": [ { @@ -27116,7 +27116,7 @@ "desc": "A beam of crackling energy lances toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against it. On a hit, the target takes 2d12 Lightning damage.\n\nOn each of your subsequent turns, you can take a Bonus Action to deal 1d12 Lightning damage to the target automatically, even if the first attack missed.\n\nThe spell ends if the target is ever outside the spell's range or if it has Total Cover from you.", "duration": "Up to 1 minute", "higher_level": "The initial damage increases by 1d12 for each spell slot level above 1.", - "id": "db1792fa-ac09-4e30-87b5-69fb891af2b9", + "id": "cdc3b651-b3e4-44c6-9611-998bdc39fd0d", "level": 1, "locations": [ { @@ -27142,7 +27142,7 @@ "desc": "Burning radiance erupts from you in a 5-foot Emanation. Each creature of your choice that you can see in it must succeed on a Constitution saving throw or take 1d6 Radiant damage.", "duration": "Instantaneous", "higher_level": "The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).", - "id": "fd61a665-e5c3-49d1-acf3-5b0cb03befb1", + "id": "f1dd6d66-5b65-4077-a4bc-03f08bf571c7", "level": 0, "locations": [ { @@ -27166,7 +27166,7 @@ ], "desc": "You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary, the spell has no effect.\n\nYou must designate a location, such as a temple, as a sanctuary by casting this spell there.", "duration": "Instantaneous", - "id": "7169676f-2188-40e6-895b-77ccdc2cdb88", + "id": "c855366f-961d-4cba-8adb-ed6bd1ab6c91", "level": 6, "locations": [ { @@ -27190,7 +27190,7 @@ "desc": "The target takes an extra 1d6 Necrotic damage from the attack, and it must succeed on a Wisdom saving throw or have the Frightened condition until the spell ends. At the end of each of its turns, the Frightened target repeats the save, ending the spell on itself on a success.", "duration": "1 minute", "higher_level": "The damage increases by 1d6 for each spell slot level above 1.", - "id": "5b049b17-6898-4049-bbac-c5bd7e6c6a61", + "id": "645d0a54-f92b-4fcd-87e5-c37183a7acfe", "level": 1, "locations": [ { @@ -27217,7 +27217,7 @@ "concentration": true, "desc": "You surround yourself with unearthly majesty in a 10-foot Emanation. Whenever the Emanation enters the space of a creature you can see and whenever a creature you can see enters the Emanation or ends its turn there, you can force that creature to make a Wisdom saving throw. On a failed\nsave, the target takes 4d6 Psychic damage and has the Prone condition, and you can push it up to 10 feet away. On a successful save, the target\ntakes half as much damage only. A creature makes this save only once per turn.", "duration": "Up to 1 minute", - "id": "2f014ec4-9b8a-4740-9eae-5dea2055efc1", + "id": "9e1b6ea6-84f2-490c-95d8-391bcc980e7b", "level": 5, "locations": [ { @@ -27244,7 +27244,7 @@ ], "desc": "You create a magical zone that guards against deception in a 15-foot-radius Sphere centered on a point within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there makes a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether a creature succeeds or fails on this save.\n\nAn affected creature is aware of the spell and can avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive yet must be truthful.", "duration": "10 minutes", - "id": "e1d61c9b-5915-4e33-9d8b-4962da2142cd", + "id": "4990e809-73b5-447e-a3a5-2c1fda6857c8", "level": 2, "locations": [ { diff --git a/app/src/main/assets/Spells_pt.json b/app/src/main/assets/Spells_pt.json index 976e228e..37b2a24d 100644 --- a/app/src/main/assets/Spells_pt.json +++ b/app/src/main/assets/Spells_pt.json @@ -25809,19 +25809,19 @@ "Mago" ], "components": [ - "V", - "S", - "M" + "V", + "S", + "M" ], "desc": "Esta magia concede a até dez criaturas voluntárias à sua escolha, dentro do alcance, a capacidade de respirar debaixo d'água até o fim da magia. As criaturas afetadas também mantêm seu modo normal de respiração.", "duration": "24 horas", "id": 921, "level": 3, "locations": [ - { - "page": 340, - "sourcebook": "LDJ24" - } + { + "page": 340, + "sourcebook": "LDJ24" + } ], "material": "Uma palheta curta", "name": "Respiração Aquática", @@ -26279,7 +26279,7 @@ "level": 3, "locations": [ { - "page": 143, + "page": 143, "sourcebook": "REHF" } ], diff --git a/app/src/main/assets/Spells_uuid_map.java b/app/src/main/assets/Spells_uuid_map.java index 36bccb7f..9e173dfd 100644 --- a/app/src/main/assets/Spells_uuid_map.java +++ b/app/src/main/assets/Spells_uuid_map.java @@ -1,923 +1,923 @@ -static private final Map spellUUIDMap = new HashMap<>() {{ - put(1, UUID.fromString("d545b8bb-6150-41ef-bf43-29d8a05ede4b")); - put(2, UUID.fromString("c743233f-9792-4f63-aafa-9814388099c7")); - put(3, UUID.fromString("d81bea34-2005-4cbb-a888-c71fb99240e3")); - put(4, UUID.fromString("344b4996-aa22-4e50-b79f-2e0c1a2cbe6a")); - put(5, UUID.fromString("af933fd1-ab29-4871-ba43-55748ede9f6d")); - put(6, UUID.fromString("4a897bc4-3309-49bb-9d41-147746d55549")); - put(7, UUID.fromString("28d724ec-77db-4f86-9493-ba7d49644127")); - put(8, UUID.fromString("240cbb28-ae4d-4f01-a457-90a7b9a8b86b")); - put(9, UUID.fromString("51324f47-0342-4999-a532-09771ab6fd18")); - put(10, UUID.fromString("306c69ab-0496-4cc9-a940-9926d38c903a")); - put(11, UUID.fromString("458f8b12-d849-4cdd-b661-7d02a592dd5f")); - put(12, UUID.fromString("d18f7093-ad73-4a5d-b17b-8b54c4d2336d")); - put(13, UUID.fromString("31843eba-62ca-4fb8-92fe-9c93b850458d")); - put(14, UUID.fromString("05a0ae0b-d3e3-4b5c-9387-b1710a17d053")); - put(15, UUID.fromString("48657d6d-65fd-4f61-bd68-6bff6e207398")); - put(16, UUID.fromString("cc1ae25d-1d19-4595-97ac-6bbd373fa3bf")); - put(17, UUID.fromString("48e70cdc-0061-4dec-bf7f-c44635478ca0")); - put(18, UUID.fromString("5efff7ce-c156-403c-aed3-4b2692f0fa9c")); - put(19, UUID.fromString("d797a79b-1aae-4a39-bd70-58f82b3aa6a2")); - put(20, UUID.fromString("2ee06757-4086-4994-9b7c-8441cf291b8f")); - put(21, UUID.fromString("48605d05-8116-40fd-b6ed-dee7bc1a7b9d")); - put(22, UUID.fromString("91a6a18e-ab37-48cb-a1cf-dbef76655d14")); - put(23, UUID.fromString("30a49c54-26d8-4485-a50c-4c2eb9eb0934")); - put(24, UUID.fromString("3aace315-9f84-4db0-9223-7417d93af713")); - put(25, UUID.fromString("49d22a2f-3eea-4914-aa95-accf891e2065")); - put(26, UUID.fromString("3b245452-34b2-40d5-ac86-b7f16171a4c3")); - put(27, UUID.fromString("cc8bcc10-4f24-48e5-b77e-89c6a6c56ea7")); - put(28, UUID.fromString("49d013ad-d6a3-4da4-82b6-3bd2563be416")); - put(29, UUID.fromString("519cd5cd-9534-466c-a4b3-d56fff9c963e")); - put(30, UUID.fromString("76967049-0abd-46eb-b304-f5c416627c74")); - put(31, UUID.fromString("471bf3b4-d339-4db7-b033-8c5607e84c32")); - put(32, UUID.fromString("9ab39b16-feed-477e-84d5-251c91192f08")); - put(33, UUID.fromString("7ff3ca3f-4ed2-4f5f-bc0d-621d120b6b17")); - put(34, UUID.fromString("a5cacbff-f499-4531-a909-61931f7636c3")); - put(35, UUID.fromString("03272bf0-414f-4517-903f-3ccfb41253f8")); - put(36, UUID.fromString("cea7d0ad-ac40-4e2d-91ab-77055956288c")); - put(37, UUID.fromString("a1f229c7-8ebb-4479-bea0-ff89a4f22ebd")); - put(38, UUID.fromString("12dd58f8-fd36-454a-9a70-00dabfe42345")); - put(39, UUID.fromString("40aaaca9-3141-462c-bcde-31c54b75311f")); - put(40, UUID.fromString("c34165aa-733b-467c-a8f4-eab9bbd92473")); - put(41, UUID.fromString("415db026-c826-45aa-9e66-9b0ef29398ba")); - put(42, UUID.fromString("c1616f3d-4ee7-4715-b2dd-996f6b1c0281")); - put(43, UUID.fromString("cb9fb441-942d-46f2-b347-87dcc80bcc35")); - put(44, UUID.fromString("8d0fa4a0-23b2-480a-949a-d117733e5cd8")); - put(45, UUID.fromString("d080263a-2686-4a92-8a36-a0b45d01a0be")); - put(46, UUID.fromString("6b242f22-1c73-49a2-9ff2-a489e526c178")); - put(47, UUID.fromString("c33808d8-22ad-435c-9a22-4873d14e6ff9")); - put(48, UUID.fromString("fa79213b-cb1d-439b-b91b-98a1eb238589")); - put(49, UUID.fromString("83f9f747-e588-4728-8298-24782381e7bb")); - put(50, UUID.fromString("1aac1e52-6455-48ca-95b1-b5db791de60a")); - put(51, UUID.fromString("3cc543eb-b9f8-436d-869d-df8f0fc01f95")); - put(52, UUID.fromString("846b92fb-9f4c-4935-aa48-f496929a0783")); - put(53, UUID.fromString("15b94c10-74cc-4891-911b-4dbcbf302a92")); - put(54, UUID.fromString("cc5d5bc5-ae9d-479d-ab42-35ed138637b2")); - put(55, UUID.fromString("e5c6a22c-3ed2-438b-81b4-6afe450d5e55")); - put(56, UUID.fromString("bd7516c3-50c2-4c60-b3e0-ce59233a03ad")); - put(57, UUID.fromString("780ca4c4-7abc-4630-9bf1-82b5ad5f27de")); - put(58, UUID.fromString("b8aa325e-f422-43b8-a9cb-3a685834f3a8")); - put(59, UUID.fromString("5d6e46fd-ca23-4c46-bd2b-7aa232f810ad")); - put(60, UUID.fromString("448111f4-6677-4258-a76f-2f20f4685c9a")); - put(61, UUID.fromString("df3e5ee7-f508-4752-bfcd-3a8f55136aa2")); - put(62, UUID.fromString("bd28dfae-3278-433f-82c4-dd31a70c818c")); - put(63, UUID.fromString("3c3b26bb-4e94-4324-85f7-0e1396f21d18")); - put(64, UUID.fromString("76d4b971-df24-40f3-a127-48c58f502602")); - put(65, UUID.fromString("d5d151a8-b53c-4dac-89d8-52789655a6f2")); - put(66, UUID.fromString("11eec43c-87ab-4a7a-9ce7-9945f4086f19")); - put(67, UUID.fromString("d74891ab-09ee-44c7-bc0e-c5a07c0080ce")); - put(68, UUID.fromString("35b4e9b2-9631-49dd-9cb2-3fb231742781")); - put(69, UUID.fromString("2be9e24b-518c-4fd3-a910-2f1772b810f3")); - put(70, UUID.fromString("7a51712a-fa52-43a6-b583-bacae3c5caa0")); - put(71, UUID.fromString("83a2687a-4247-497b-9d83-76bb4f789ecc")); - put(72, UUID.fromString("47132fdd-0847-41ca-b542-eff37a0b35a8")); - put(73, UUID.fromString("c3043c62-4bae-414c-a8c8-c80e4486f164")); - put(74, UUID.fromString("66ca321c-cc59-4b4c-8d72-b5e25542ccae")); - put(75, UUID.fromString("3f8020f2-0e20-453a-b527-13ff95ffde1a")); - put(76, UUID.fromString("7d2ef755-3dab-46e7-8a0b-38469b43b81d")); - put(77, UUID.fromString("1a6d81df-3c68-4e07-a31e-d64a15df7841")); - put(78, UUID.fromString("0d5ef4d7-8994-4390-b9ea-d275aa60c4cc")); - put(79, UUID.fromString("8b5a96c6-344a-4e96-be0a-56c72a938afb")); - put(80, UUID.fromString("ef685999-05b7-486d-969d-bde881881591")); - put(81, UUID.fromString("f550b65e-01da-4fb5-9169-17165e41189c")); - put(82, UUID.fromString("b7703df7-9355-43b4-b8af-d353325d9659")); - put(83, UUID.fromString("9a2d5731-6aa2-4f71-87d4-e213642b461e")); - put(84, UUID.fromString("8ccaf077-649e-4451-b139-6ec6dd124e80")); - put(85, UUID.fromString("0cd33325-6c12-43a8-857c-2a432503b098")); - put(86, UUID.fromString("95e4136b-63a7-4f29-bb11-ed34ade5271d")); - put(87, UUID.fromString("ca2f9608-0831-4920-a4b9-084ef5e9b5d6")); - put(88, UUID.fromString("75bc78f0-5be5-456f-a294-acfca53f8f10")); - put(89, UUID.fromString("cec49f06-b02f-4437-98be-ffaed1af5dc9")); - put(90, UUID.fromString("6c6045d0-398c-41d1-90a2-200824925ff9")); - put(91, UUID.fromString("7dbffeb3-50fd-4bd1-8402-f3306c4c158d")); - put(92, UUID.fromString("e2da5cee-961c-4517-8f57-072654fea42a")); - put(93, UUID.fromString("1104c2ff-ac48-4aba-906e-dbc33db2ea46")); - put(94, UUID.fromString("96a38b8b-5026-43fc-bdeb-8dd3f1e1be44")); - put(95, UUID.fromString("4bc1b559-72ab-4043-a24a-f749b0b49d92")); - put(96, UUID.fromString("2c52b320-2d13-4a5a-bf81-8a77f09fd1a6")); - put(97, UUID.fromString("cc5d77d7-6773-4143-858f-94dbf1f35b00")); - put(98, UUID.fromString("73c79929-0a7d-4df9-afeb-214388a8b313")); - put(99, UUID.fromString("b1697a92-a75d-4832-a5ad-19466e7f2f75")); - put(100, UUID.fromString("ec3aef62-f970-4cd3-9c25-5cd7facd8c56")); - put(101, UUID.fromString("14481b74-376a-45a6-9dbf-92cbae906627")); - put(102, UUID.fromString("c5b130ba-1cfb-4d39-b38a-ba174e411d9d")); - put(103, UUID.fromString("3a791cf5-aefd-4447-ba51-a75ca1bfa966")); - put(104, UUID.fromString("42adf9f9-7528-4a60-8347-b3822f0da7f1")); - put(105, UUID.fromString("5cc18e76-1046-4102-bdaa-53aae3fd1c5f")); - put(106, UUID.fromString("1941acbf-85a7-42ec-b4b5-9ae3b136b673")); - put(107, UUID.fromString("ebe0eec9-bf5e-4b32-a2f1-0c37fadcfd1a")); - put(108, UUID.fromString("d72de8ba-1bdd-42f0-b686-b636127b1c24")); - put(109, UUID.fromString("7dd3e562-acd2-439d-be27-22ab069a5491")); - put(110, UUID.fromString("998ebdc5-a4bf-4250-800c-99965b2b55d5")); - put(111, UUID.fromString("ca49abaf-ec2f-4644-b889-4ee8232573f8")); - put(112, UUID.fromString("93e286ff-6af3-4648-bdb5-d5ba2f70098c")); - put(113, UUID.fromString("def99cef-4598-4f46-acca-3a406e0808dd")); - put(114, UUID.fromString("85f4396a-f77c-4c5d-9726-b0f94c041bd5")); - put(115, UUID.fromString("972a1211-ff15-4e2e-9756-ca69b0e1fb3e")); - put(116, UUID.fromString("730f4937-af3d-4923-a228-454156ff0f99")); - put(117, UUID.fromString("79425eca-0e18-46ec-b101-cbbf169d9aed")); - put(118, UUID.fromString("860c86ee-9a18-4de8-89ce-29a8fa39cbd4")); - put(119, UUID.fromString("a1a9757a-cce1-4016-898f-2d90c20b0e24")); - put(120, UUID.fromString("ae240d3d-e24b-4875-87c8-197ee9d28145")); - put(121, UUID.fromString("be961fc2-a399-4ecd-9625-f2bb74fe2f65")); - put(122, UUID.fromString("ff141c9f-25e7-4507-a041-aae635e851cf")); - put(123, UUID.fromString("6bfa9837-3985-4973-a958-9d8f7aa1c3e2")); - put(124, UUID.fromString("fa50b50b-b7c7-40c9-976f-7167ab3ca9c5")); - put(125, UUID.fromString("d1189676-61cf-4e5c-8c6e-c5255c6191e9")); - put(126, UUID.fromString("c7d5f619-4075-460d-b86b-ed4890c26cb4")); - put(127, UUID.fromString("67e4033c-7943-4697-b68c-0129fc1f81f6")); - put(128, UUID.fromString("07c060f6-0b16-400f-b105-94804daadbeb")); - put(129, UUID.fromString("00ef8719-520c-4ec9-89f4-12ac5e280407")); - put(130, UUID.fromString("4bef864e-5f45-479b-8b51-73a039683c40")); - put(131, UUID.fromString("f70228c6-0551-48bc-a0a9-d0b052ccb142")); - put(132, UUID.fromString("76eead4e-a7ad-463e-a741-ac8e3f4f4248")); - put(133, UUID.fromString("d4b64739-023e-4682-91ea-0e27e9344386")); - put(134, UUID.fromString("baf0865b-5c79-4e15-945b-5283df4bce0e")); - put(135, UUID.fromString("a02ec26d-66db-4ea4-918f-3908d9602666")); - put(136, UUID.fromString("5be4fe39-8b50-49fe-9c12-61edd0fc5431")); - put(137, UUID.fromString("b7aeef67-5250-4ae2-9fcb-f456f79bfb08")); - put(138, UUID.fromString("24562044-ac21-4ba0-923d-0709c15b02a5")); - put(139, UUID.fromString("dc189b21-bd82-498f-a74f-bed5972e8d86")); - put(140, UUID.fromString("a25b0123-9d5b-435d-a51e-e003c9cec444")); - put(141, UUID.fromString("0de725b4-cb8b-48c2-b54b-1e2d59870f3d")); - put(142, UUID.fromString("0c817691-083e-4d33-a704-a9e48c813bc2")); - put(143, UUID.fromString("dccc35db-7a9f-40ea-a56b-935916f34e62")); - put(144, UUID.fromString("9ea1ab9f-8b03-4418-b37d-9ac1dd9b0807")); - put(145, UUID.fromString("082b0fbe-af3b-4dca-9c95-480516073654")); - put(146, UUID.fromString("7ff906f6-ce4c-40e9-9f8c-1f6d9fbd7fe9")); - put(147, UUID.fromString("25b39229-7a35-43a8-b6a2-88c6879da9b4")); - put(148, UUID.fromString("5284f3c3-19d0-4b2a-9919-85d17e8a5ea2")); - put(149, UUID.fromString("cccdf8c5-2fd0-4935-baa7-fcdaa184e031")); - put(150, UUID.fromString("7d6695fe-13e4-440a-a96f-c05096b99d9e")); - put(151, UUID.fromString("4389a399-c6bf-4117-8d49-a96f2cd3ac6e")); - put(152, UUID.fromString("4acdc8a3-3339-4c51-9837-0a1aadcbea8c")); - put(153, UUID.fromString("df059da7-f7fc-4165-b867-f84e7a76b502")); - put(154, UUID.fromString("0c40253b-f3b0-4ba1-9e05-8618fc2de1d2")); - put(155, UUID.fromString("3f2468f4-b8bf-499c-8afb-1cebe7c19e09")); - put(156, UUID.fromString("77c6cd3a-76a4-4081-9743-ccc90c920194")); - put(157, UUID.fromString("9966b6e6-1840-4c51-b439-82ac53b95e02")); - put(158, UUID.fromString("6a542219-bc15-4767-ae65-fce784b5451c")); - put(159, UUID.fromString("32397d33-18df-4a18-b970-520f0803cc9f")); - put(160, UUID.fromString("af538f2f-1d8e-45ee-9105-ce0cca041d1e")); - put(161, UUID.fromString("cf6f3743-5742-48a4-9a70-50e80b4bafbf")); - put(162, UUID.fromString("29b1f120-0751-4ac8-b2b1-8d0e421aaba5")); - put(163, UUID.fromString("c2fea262-0e14-4b72-8670-b0c38a9a68c0")); - put(164, UUID.fromString("9b3a8a24-79ef-4f67-ae96-9d3fdb3d6c5f")); - put(165, UUID.fromString("59398c04-3ade-4119-a60c-4f96d85a5ada")); - put(166, UUID.fromString("3e5a6feb-7491-417d-9be3-d031ccba186f")); - put(167, UUID.fromString("d0e88f55-a63f-47ba-ac34-aea85f3a42c1")); - put(168, UUID.fromString("ff35e78e-5486-4932-893c-67bf474b76ff")); - put(169, UUID.fromString("41f22bd7-769b-4837-941a-c5d22059fc6f")); - put(170, UUID.fromString("dbd9fb5f-b299-42cb-95d5-da9682d196f8")); - put(171, UUID.fromString("3f07b1ce-db90-43a0-a2f2-a6149bb26b1e")); - put(172, UUID.fromString("9f836fdb-4313-4296-bd4f-636c4b35e19c")); - put(173, UUID.fromString("2091b976-007a-4915-b00a-908fba1b6692")); - put(174, UUID.fromString("9e98261c-9cfb-4040-af51-21d2e0250c54")); - put(175, UUID.fromString("ba60f307-f261-484b-861a-b675c9a36cd6")); - put(176, UUID.fromString("03a5e2dc-0895-4a37-ba31-d02b0c6c52ff")); - put(177, UUID.fromString("261ff35c-187c-4157-bb60-3260c74ad6f2")); - put(178, UUID.fromString("8dda6dfd-8447-439e-8c40-de17740faa8b")); - put(179, UUID.fromString("91e51c3e-eec0-44d2-aeaf-05b4aa26f1b7")); - put(180, UUID.fromString("62d14ab1-a1ec-436c-9dae-3a08df467f72")); - put(181, UUID.fromString("d26932f9-829a-4a9a-b1cb-ada2122d158e")); - put(182, UUID.fromString("42681696-f1d9-41b6-b805-e8385bb5b620")); - put(183, UUID.fromString("eef242c7-4061-4ddc-927d-770f8cbd8650")); - put(184, UUID.fromString("0d30511e-349c-4dd9-9866-ed16188504b0")); - put(185, UUID.fromString("4c8ed9ef-d3ab-4e6f-aff4-13975150c765")); - put(186, UUID.fromString("5e9e8793-7333-4c4a-a678-61596e7887b1")); - put(187, UUID.fromString("b2443062-6c8c-4b82-9f82-1457a7e13746")); - put(188, UUID.fromString("b73890cf-8827-46f2-83f6-04cb4bc7cd59")); - put(189, UUID.fromString("735d0174-bf9e-492c-a93a-5289c41db35a")); - put(190, UUID.fromString("b049d164-7676-44ea-8cd1-79cea765cb1e")); - put(191, UUID.fromString("c7becfee-de3c-42fa-b46f-b8dafc37a345")); - put(192, UUID.fromString("539e26b7-ad35-43d9-b1a1-c2d598065cc1")); - put(193, UUID.fromString("19d4203c-fc44-4ef2-8fc4-767e6248ee49")); - put(194, UUID.fromString("47deaba6-8cf8-40d8-8ea7-482a034aed44")); - put(195, UUID.fromString("944fc7e1-a35e-42f7-bed9-c3e268d55cf6")); - put(196, UUID.fromString("2c384936-815e-4015-af02-902a7798b1ab")); - put(197, UUID.fromString("33e4a29c-c3a7-4200-b698-05d7395a1201")); - put(198, UUID.fromString("674953af-e17d-49a8-a5f3-93be762f1008")); - put(199, UUID.fromString("a84f40a1-3f78-41b7-b8fe-467f0f65fd76")); - put(200, UUID.fromString("6f176611-9fe7-4b43-aa15-1e2062bb2f49")); - put(201, UUID.fromString("b9949860-4453-4684-803f-f893eb7f1bb5")); - put(202, UUID.fromString("42a3ee01-4631-424a-9609-d7237712bffe")); - put(203, UUID.fromString("12d16a34-20df-4ef5-b752-60a937a5206d")); - put(204, UUID.fromString("b7eb6ced-767d-470d-988e-8924c638b633")); - put(205, UUID.fromString("cd955fb4-7ebb-49b7-aac4-c24b32585424")); - put(206, UUID.fromString("93a51866-c773-409a-aa15-80bc394a173e")); - put(207, UUID.fromString("203b23cb-05d4-4209-8135-f16216a51a38")); - put(208, UUID.fromString("302e0abf-7aeb-4843-bcb8-7a46420b3a7c")); - put(209, UUID.fromString("7fe75ed3-7544-49b9-bd84-07ba02d9e049")); - put(210, UUID.fromString("3875e983-bc41-4fce-8291-b8caf567da15")); - put(211, UUID.fromString("493f8414-23ee-4c38-81fa-db6cbe5b38d5")); - put(212, UUID.fromString("93d9ba50-c1db-4de4-8d74-4e00016ae142")); - put(213, UUID.fromString("9a821655-d492-4bf5-909b-7024ee9733f9")); - put(214, UUID.fromString("f19fdaf1-808a-446d-bd98-dbf0841217dd")); - put(215, UUID.fromString("2d8c96a0-12f4-46e4-a583-4c5a1dd02922")); - put(216, UUID.fromString("e2e33bbf-68ad-458b-afd2-66729bfd7da5")); - put(217, UUID.fromString("41a763e0-5ae9-4087-9181-95f41c4b2bb7")); - put(218, UUID.fromString("6473dfca-ff71-4a93-b993-974b305b93f5")); - put(219, UUID.fromString("caca2675-e3f4-4219-b514-2ba0eb1486f2")); - put(220, UUID.fromString("b7ad48c9-1416-4532-af37-c80a88d8339f")); - put(221, UUID.fromString("8adfee32-3780-4056-80f9-96cb1d0ba4b7")); - put(222, UUID.fromString("63c968f8-af6d-44cb-8b70-75548ab15581")); - put(223, UUID.fromString("362763b9-6133-4be9-bc6a-64ac784b1959")); - put(224, UUID.fromString("bf49a891-30ec-4372-9990-d19a8a09df01")); - put(225, UUID.fromString("2d73b4f8-0361-4434-b984-aeb387015a54")); - put(226, UUID.fromString("72f7c0d0-0b02-4b97-80cb-8b508f2266f9")); - put(227, UUID.fromString("59710ad4-a0b5-4d02-9348-06a8cffdb85e")); - put(228, UUID.fromString("acffc696-5e4a-4250-b241-a8e5e0faa756")); - put(229, UUID.fromString("ac2ed70c-1ceb-466d-ad4e-90b2e39de19c")); - put(230, UUID.fromString("8e96700b-ece1-4ca8-bbf1-f7dd46d71702")); - put(231, UUID.fromString("dd00a282-67ae-4634-9159-364eb102653c")); - put(232, UUID.fromString("2f15840a-5e31-44a9-ad3d-2b729153223e")); - put(233, UUID.fromString("7a772d65-5c61-4edb-85f0-f7f4b1d78249")); - put(234, UUID.fromString("c3dc1cd7-c140-456f-83a8-7cc314fb6094")); - put(235, UUID.fromString("356feb4d-7931-4c19-be6d-ea090285a7a6")); - put(236, UUID.fromString("3eba52c0-0653-4b9b-8825-7138ae1f5888")); - put(237, UUID.fromString("6cca00f7-948e-443b-81e7-c0ab71590172")); - put(238, UUID.fromString("102dd268-8895-4f16-b5ae-05bcbe3ef8cc")); - put(239, UUID.fromString("240cd178-fc0a-4551-86d4-af0cc04ba0fa")); - put(240, UUID.fromString("bb10e225-e308-45ab-80ec-6d0bff9a7ef6")); - put(241, UUID.fromString("9630c206-b362-4948-9fee-a67c2e35545f")); - put(242, UUID.fromString("344e4893-c7ed-4ee9-93d6-a3262fec978a")); - put(243, UUID.fromString("1b13a3cc-a8f2-47f0-a8c8-ea8c2abcba45")); - put(244, UUID.fromString("39fae86f-5ab2-4120-8d10-2120f5d05f75")); - put(245, UUID.fromString("50f1b389-cd55-4e76-9875-14b95eefd38a")); - put(246, UUID.fromString("6f38df10-9f0b-46c1-a7ea-7ac5e4805dcd")); - put(247, UUID.fromString("0c201bca-b2f5-47b9-a353-f2fd222cc3cf")); - put(248, UUID.fromString("481fa50d-f885-4836-9b22-f73b9963b46a")); - put(249, UUID.fromString("8ccdd0e8-449f-4beb-be38-15da26618462")); - put(250, UUID.fromString("f36f5d6b-8293-4bfb-8362-d0f3d781e06c")); - put(251, UUID.fromString("cc8f9239-ddf3-4dfe-bc0a-181729fb834e")); - put(252, UUID.fromString("8f748331-db75-4686-b08b-d3c71431e41f")); - put(253, UUID.fromString("2d0b3489-d174-4b42-99c6-6ace47135d39")); - put(254, UUID.fromString("6573cc96-4812-4928-ab07-dfe76aa37684")); - put(255, UUID.fromString("cf49c145-6f66-4905-af2f-52693d349da8")); - put(256, UUID.fromString("b9526586-0b93-4e39-b5b2-acda1fd2701e")); - put(257, UUID.fromString("b61908f6-b7af-40b9-b2c3-9684c2104beb")); - put(258, UUID.fromString("fd2e6349-cf93-4d55-b3fb-ead477323b07")); - put(259, UUID.fromString("b61e5735-9e67-4c7b-a379-c6db343e4f15")); - put(260, UUID.fromString("04998f27-4f39-4ce6-baa2-3bed22370fbb")); - put(261, UUID.fromString("fda546f2-bc3e-48ad-9997-68230fc73735")); - put(262, UUID.fromString("b757244d-b7d3-4474-be5e-da1724745d0c")); - put(263, UUID.fromString("92571220-1090-4085-a546-b63eeacc25dc")); - put(264, UUID.fromString("3c564a6e-6a33-4ea2-9991-8a0619a08e95")); - put(265, UUID.fromString("b28c5443-b63d-43e2-9e67-bbb30cfa7353")); - put(266, UUID.fromString("d7274529-ca21-4760-a676-b33cba18d863")); - put(267, UUID.fromString("332462c8-da46-4ef6-8856-bd68dbd4fc9e")); - put(268, UUID.fromString("cd12fec9-4c01-4272-ad02-8c54b39f9b71")); - put(269, UUID.fromString("cece1977-2fb5-4cc0-aee4-338a187668ee")); - put(270, UUID.fromString("2ab9231b-b6c6-4397-9238-367b12b0ef22")); - put(271, UUID.fromString("dfba0d19-493b-40b8-ad66-1eab12db0b4b")); - put(272, UUID.fromString("ed21f2b4-4cf3-4b8c-a04b-2471f8be10d0")); - put(273, UUID.fromString("20823355-d11b-4438-b39f-0ca5a0212d54")); - put(274, UUID.fromString("bec6d6da-ab89-41a1-a537-3bb8c70e5e89")); - put(275, UUID.fromString("4d7e140f-6c2b-491a-93e1-4b8ddda68bee")); - put(276, UUID.fromString("d39b0faf-2c79-4071-bec4-704836400e0f")); - put(277, UUID.fromString("8ee2994b-9502-4f91-af6d-aec5349a13ee")); - put(278, UUID.fromString("ef78b716-3cd0-40d4-90a7-73d2dedcef8c")); - put(279, UUID.fromString("6f17e5e4-b345-4be7-b30c-a7a3b5e48d53")); - put(280, UUID.fromString("733855de-d037-4985-ac30-1035e123ea00")); - put(281, UUID.fromString("db08e6e1-7aa0-48e0-8bf6-6751b792ad82")); - put(282, UUID.fromString("d912127d-f1eb-4b7e-ad71-14495e0eca1c")); - put(283, UUID.fromString("42749ad7-46c9-4ce8-9cc4-82dd2be66923")); - put(284, UUID.fromString("eb365be9-a418-4e17-9ada-554af98ee23e")); - put(285, UUID.fromString("3741f3ce-f061-41d6-a7bf-a99e1a0df97c")); - put(286, UUID.fromString("a16fd1f3-4c6a-4aab-9070-30ed858c6f5a")); - put(287, UUID.fromString("6e91752d-0e49-42a0-a662-6ea1d3be1843")); - put(288, UUID.fromString("7639714e-9756-4067-8c65-43ba4b0ddb23")); - put(289, UUID.fromString("3455aa8c-1310-47d2-94aa-ccc23a0a9f0d")); - put(290, UUID.fromString("e123e17c-3dfb-456e-80e2-8a2407e4f06e")); - put(291, UUID.fromString("80e842a4-05f1-45a4-ab0d-025791472fe4")); - put(292, UUID.fromString("fa2aa084-0991-4e3d-ad9a-06a9cd4a8a37")); - put(293, UUID.fromString("eb476ea9-e8e7-4139-9732-75f277367f04")); - put(294, UUID.fromString("b6cd7e40-9c4b-404b-ba2d-e0514154135c")); - put(295, UUID.fromString("d2d90021-d453-4496-871b-d38297bce4af")); - put(296, UUID.fromString("7e7b0e89-43b2-46f8-889e-9cafdc8dc149")); - put(297, UUID.fromString("4e178259-e190-4fc4-888b-873661705cd4")); - put(298, UUID.fromString("5c100572-ba9f-42fb-8e40-a2d101ced511")); - put(299, UUID.fromString("47b14d45-5f73-463f-8082-54492affcf03")); - put(300, UUID.fromString("7894a4b1-4272-48b6-8842-a260db44cd71")); - put(301, UUID.fromString("db752c39-3198-4222-b081-d4ce604d5e68")); - put(302, UUID.fromString("ae2da9fc-c70d-49a8-b5f5-a0558fe3516a")); - put(303, UUID.fromString("15f7ae92-6917-4b8e-93b1-ee72480ddee9")); - put(304, UUID.fromString("d8584996-ccc9-40d5-9faa-415ea7f0da57")); - put(305, UUID.fromString("9fd2efd9-b494-4284-909b-886288d4b59d")); - put(306, UUID.fromString("a97d7a3d-153b-49da-b39d-c1c00c556be6")); - put(307, UUID.fromString("2033b5f1-7fe0-4523-875d-279b43c77b3f")); - put(308, UUID.fromString("92f89516-cc28-4c5b-ac32-379b7e857d62")); - put(309, UUID.fromString("69b417d8-efa5-467b-a069-741bd652ddfd")); - put(310, UUID.fromString("830dc256-f07e-47e9-b16f-64f433a48a41")); - put(311, UUID.fromString("7928f7b1-f321-40de-a3f1-d0004c3f18ba")); - put(312, UUID.fromString("0199a439-c28e-4c28-afca-398c95999312")); - put(313, UUID.fromString("0a2f943c-634e-498e-be41-48d65a85b7a8")); - put(314, UUID.fromString("e87379f1-d918-4c95-80b5-fdc54829822d")); - put(315, UUID.fromString("78022c1e-d156-4ce9-a5b4-9da2d11ecebb")); - put(316, UUID.fromString("cb525054-4de6-41a7-8850-78829801f95d")); - put(317, UUID.fromString("b2702d5d-0fbb-4ab7-a024-f4a26a05151e")); - put(318, UUID.fromString("69f1fe93-9b30-4fa0-9630-772501a04bfd")); - put(319, UUID.fromString("3b50ec67-7a9b-40ea-98da-f2e55c97c12b")); - put(320, UUID.fromString("8fcf7a46-4831-48fb-81dc-8fd0a084e69b")); - put(321, UUID.fromString("29e683da-44ab-41bf-ab83-232b50a8c0c1")); - put(322, UUID.fromString("4c6dcd49-9d12-4080-b3e3-222ef8f5b0a7")); - put(323, UUID.fromString("ef6889f8-78a0-4d0d-b830-18bec784331e")); - put(324, UUID.fromString("4ef18843-25c7-4430-a1cc-de388a84209e")); - put(325, UUID.fromString("e3aa62a9-e118-4118-a0cd-ffcee417e88d")); - put(326, UUID.fromString("f18f15dd-79dc-4c6d-aa8f-f2ba0b9095f5")); - put(327, UUID.fromString("8e51ac64-ca46-42ca-bcbe-a1af333342ef")); - put(328, UUID.fromString("88c58368-14bf-451e-b7ac-266ca5a21477")); - put(329, UUID.fromString("81e1f62f-fc23-4d11-abcf-ef06e8173ad4")); - put(330, UUID.fromString("8ed1d55b-1f18-4445-a61b-c1c13522e3ff")); - put(331, UUID.fromString("d067a0df-0191-42c6-b942-d75363bd1bb8")); - put(332, UUID.fromString("61b262d6-8869-4d6b-a2a5-1b871f4d696f")); - put(333, UUID.fromString("bd9f5c42-0c3b-4ab8-b7dc-efa75093020b")); - put(334, UUID.fromString("0d99527f-e885-4a08-8d9c-d47f48adbcfd")); - put(335, UUID.fromString("57be03a1-c37a-4c77-b7ab-6609097f7706")); - put(336, UUID.fromString("26cadd5a-5b2f-4d14-8432-7ffd1915ed53")); - put(337, UUID.fromString("6b0d82ec-fa80-412f-9ac8-24c9f0df320f")); - put(338, UUID.fromString("91907022-dc06-473e-af59-5c9f2f5d5053")); - put(339, UUID.fromString("965dacf7-d2d5-4abf-9443-659ff62fc7c5")); - put(340, UUID.fromString("3da244d7-8a8a-4994-bcd2-d8fde403c45c")); - put(341, UUID.fromString("b3995046-347a-4a5b-b34a-20736596e6f8")); - put(342, UUID.fromString("48d10f7c-1359-45e9-b10c-365e02912736")); - put(343, UUID.fromString("efc95d2c-ef7e-4d30-b602-2241d60579f7")); - put(344, UUID.fromString("8c17d220-f852-4119-ae01-8990d13dfaf9")); - put(345, UUID.fromString("a65b8d22-e883-406a-8c03-70e4dfdd36bc")); - put(346, UUID.fromString("81ab80d3-81d0-4599-b67d-a36ece49104c")); - put(347, UUID.fromString("8c41b0d0-562a-419c-a783-0271c6aad9db")); - put(348, UUID.fromString("5ce6421e-7692-4461-9d39-2a0f2eaef2ea")); - put(349, UUID.fromString("604407fd-4903-4702-bbdf-0f2079e0a709")); - put(350, UUID.fromString("ab2746da-796c-405e-afc6-97f66fc0ae1d")); - put(351, UUID.fromString("a1c16634-f7d1-440d-870c-68f4d99712b9")); - put(352, UUID.fromString("0210013c-0852-4ab6-b481-3a35063dd075")); - put(353, UUID.fromString("4d60978a-6737-4172-9617-ef6e5da2d9fd")); - put(354, UUID.fromString("25e94a20-cbc9-404f-ac8b-86d033152568")); - put(355, UUID.fromString("1a9eada1-13d2-419b-bb0d-c824a91180cf")); - put(356, UUID.fromString("209b10c4-d47d-411d-8bf5-393b9606eb2a")); - put(357, UUID.fromString("c44b19b4-9de3-4baf-a748-cb4758de7cec")); - put(358, UUID.fromString("007fd133-96be-4576-9e41-7751e9794922")); - put(359, UUID.fromString("641f5484-71b2-4b3a-95c3-344667d7aba8")); - put(360, UUID.fromString("ade9e453-8338-42af-b175-f5842fbe5ebc")); - put(361, UUID.fromString("5b70cad8-dc2b-4a53-8d59-23b3fd54fc8f")); - put(362, UUID.fromString("8ee91eb3-63c6-4407-8546-5e01c83480d5")); - put(363, UUID.fromString("389cf773-1a4d-48c2-944b-bb3ce826efe6")); - put(364, UUID.fromString("6e85e2e8-58d7-4554-b8bb-c5807c564282")); - put(365, UUID.fromString("5f4930b1-2402-4f60-9136-58644bdeee72")); - put(366, UUID.fromString("476eb58e-0f00-4e89-becc-608d887c6b99")); - put(367, UUID.fromString("03019208-e06c-4805-bbab-c197c7a6c928")); - put(368, UUID.fromString("293cdfb7-31c2-40b2-b960-25f594d35b49")); - put(369, UUID.fromString("79fc0551-df26-4b0b-97df-7bf60c937986")); - put(370, UUID.fromString("a7f91d04-fe00-4659-af50-626157c8758b")); - put(371, UUID.fromString("d71fd098-d139-4854-957d-23af1c7db003")); - put(372, UUID.fromString("0805ba13-efe9-4d3a-b590-42238bcf6552")); - put(373, UUID.fromString("2a750805-d281-42b4-b48e-49fac62e4954")); - put(374, UUID.fromString("50c5fa2d-7e5c-455c-b3fd-b65c8f917714")); - put(375, UUID.fromString("bfad48c0-d1e0-4a64-a769-55bb583cf790")); - put(376, UUID.fromString("2605b11d-8e37-4992-a85e-43cf73c77de6")); - put(377, UUID.fromString("b9bb4e99-c529-4687-bfa8-3d7ac1e307e4")); - put(378, UUID.fromString("49adb82a-fd92-4c5f-9feb-a22bb5745489")); - put(379, UUID.fromString("786ae770-2360-4a50-94dc-079dd88d9d8c")); - put(380, UUID.fromString("7cc59c21-c1e1-4734-a2c7-d3665d31ba4f")); - put(381, UUID.fromString("50feb63b-5031-4e30-b552-69f740527027")); - put(382, UUID.fromString("7cc7b51b-a747-4c92-96cf-4acd6d0c3d22")); - put(383, UUID.fromString("e8483390-1996-41cb-8b7a-b1d6a0e8cc63")); - put(384, UUID.fromString("03e72f12-8aee-43d2-841e-269ad8c28574")); - put(385, UUID.fromString("585939d7-6143-412f-9efd-647ea2a15999")); - put(386, UUID.fromString("346d79d8-4118-4ddd-ad09-3441b405750e")); - put(387, UUID.fromString("0af185f7-e1e3-451d-9250-b7619def9b5c")); - put(388, UUID.fromString("1dd26002-170d-4cf5-b01e-377634560ce5")); - put(389, UUID.fromString("32b77bd3-6a2d-4717-baa8-e2391d1f4cd4")); - put(390, UUID.fromString("09b8f712-3e0c-43d9-86df-1479b6c8d10d")); - put(391, UUID.fromString("5c78034b-8087-4609-8a0f-42c3741d9f04")); - put(392, UUID.fromString("ca5e6bc0-a088-445a-8340-ac0fcdff94b0")); - put(393, UUID.fromString("72000415-0cdf-498d-80f0-5c4fcd34fe62")); - put(394, UUID.fromString("ed13e6b6-2689-46f7-9769-dc7e5b92399f")); - put(395, UUID.fromString("2ff2fd97-b6a1-4c5d-b266-21e1f0996cd6")); - put(396, UUID.fromString("fb19b7c4-7e79-40e1-a54d-db81efa1c06e")); - put(397, UUID.fromString("36a2418c-8624-44cc-b962-5bfd2a99bb97")); - put(398, UUID.fromString("e3d86855-3116-4d23-a2f6-17fd78f0226e")); - put(399, UUID.fromString("4cc4eb55-b300-4c74-ab39-54714122a557")); - put(400, UUID.fromString("eb4e364b-7470-48e4-9da1-e77332be3997")); - put(401, UUID.fromString("1484e367-0687-4fd4-b91d-bfe81cee3e54")); - put(402, UUID.fromString("ee326e46-ec55-4bdf-b167-6cfe5b656a29")); - put(403, UUID.fromString("9b82725d-271a-4bfa-97a9-19a90b62da40")); - put(404, UUID.fromString("4d46c602-d837-4bcc-8f58-3c3ed7ead8d6")); - put(405, UUID.fromString("092a9422-0467-49b2-b61e-a1f6e72b8a5a")); - put(406, UUID.fromString("22bf3fd2-5139-4193-b588-86fc4e749f22")); - put(407, UUID.fromString("38d581ba-27ea-4ea4-bd28-d7b3397140eb")); - put(408, UUID.fromString("3c4a5670-f2c7-42a1-a00c-10c903ecda8a")); - put(409, UUID.fromString("474cfda9-5c09-4188-8471-ee307a20e0db")); - put(410, UUID.fromString("29ef977b-cc15-4485-af31-e53d0676ae59")); - put(411, UUID.fromString("c30a5bba-39b3-421f-8043-6bd9e253c889")); - put(412, UUID.fromString("b0d6cd57-482c-4ce9-bc6c-b2644a81faf7")); - put(413, UUID.fromString("c40f0442-3610-45a5-babd-07650b64ec8c")); - put(414, UUID.fromString("9b63ff5a-e973-4802-a215-50b5bfd623bc")); - put(415, UUID.fromString("a361b620-7ef3-4375-8cac-151d454e7ba9")); - put(416, UUID.fromString("5a6fbb9d-e41d-4822-86ee-2e6fdabd3e29")); - put(417, UUID.fromString("23fef338-10c5-4855-8bc1-e70f1c23134f")); - put(418, UUID.fromString("2b5dae13-24af-4e51-b2d0-be3999970093")); - put(419, UUID.fromString("6508b9fa-c78f-448b-8930-db3f62618809")); - put(420, UUID.fromString("5e976a1c-7d72-440e-9f0d-730938c79064")); - put(421, UUID.fromString("66468cee-dbf2-46b2-a46c-433941e7fd9d")); - put(422, UUID.fromString("04ad2e55-9615-48b1-810e-02260734a33c")); - put(423, UUID.fromString("9bc9b77b-8e75-4c80-9f09-0060d570d6c2")); - put(424, UUID.fromString("d4122f1f-c335-4da4-958d-5f60097048b0")); - put(425, UUID.fromString("cc50f7fe-b568-4f1d-8598-ca58ee1f24a1")); - put(426, UUID.fromString("7d64c556-1f0f-475b-8d03-36ea28841b71")); - put(427, UUID.fromString("d33ba7e8-f28b-4198-8c27-ab42c98d96f8")); - put(428, UUID.fromString("58ddf1d2-dbba-4abd-900f-e0299bb385c1")); - put(429, UUID.fromString("4b076100-00df-4ab9-a05a-a946d8d5784b")); - put(430, UUID.fromString("e5c3b736-5416-4c6e-b02d-89e314c30778")); - put(431, UUID.fromString("ecd17734-8737-4008-98c8-8cfa8a3fb4fc")); - put(432, UUID.fromString("8f69ddeb-4895-4137-ab6b-38df1c532c5b")); - put(433, UUID.fromString("cc531e5d-f4e7-4b05-ae03-2fd607ab9540")); - put(434, UUID.fromString("352e6a59-3838-42ef-948c-681bae19af8b")); - put(435, UUID.fromString("86637a2b-70e2-46f7-9ff4-8e249c14a721")); - put(436, UUID.fromString("47a33d35-1812-4786-94c4-33c4c49fd759")); - put(437, UUID.fromString("0bda69f7-4d50-48a4-9c9b-1e0170dd5d8f")); - put(438, UUID.fromString("cc760c19-7598-431c-9016-4f13b5e2a733")); - put(439, UUID.fromString("afc8de94-886f-4cde-bd11-e4bc2614f319")); - put(440, UUID.fromString("d4947134-60b6-45c2-9886-3aed7643b3e1")); - put(441, UUID.fromString("3b931961-77b8-41ef-b7b9-235c8460c536")); - put(442, UUID.fromString("10f90869-7e0f-4b7b-b10f-8b5370490575")); - put(443, UUID.fromString("7f3d20c2-0351-4bb2-9dc3-117b050b75da")); - put(444, UUID.fromString("5aaf2404-1dbe-4a96-8f7e-0338a9b94ac4")); - put(445, UUID.fromString("78391f75-2908-4c6f-852e-f282669e381a")); - put(446, UUID.fromString("da719f28-de59-420b-8679-3baa5e3b4c88")); - put(447, UUID.fromString("9b18d357-d4ad-42e3-bf0d-222ceadd0849")); - put(448, UUID.fromString("e703bf44-f42d-4f6f-8b2f-9455e713035d")); - put(449, UUID.fromString("08ca9365-4249-46a3-9684-618cac6180be")); - put(450, UUID.fromString("b21e4aec-6095-46f8-93de-e3729da8be05")); - put(451, UUID.fromString("ebc65148-f269-4f95-8ffc-787c109de13f")); - put(452, UUID.fromString("efb93219-c8d5-43f9-877b-1c2e7d554331")); - put(453, UUID.fromString("92b77494-2a6c-4dd0-8e27-6570f491c6e2")); - put(454, UUID.fromString("f5eb3ff6-6077-4ad2-8184-2596326401e5")); - put(455, UUID.fromString("4ba77040-bfff-4af3-b5d7-2b388a359ce4")); - put(456, UUID.fromString("135df3b4-3d01-4644-88a8-12a0f903337c")); - put(457, UUID.fromString("0b30a406-08e9-4bbc-9b80-361c10de7cc1")); - put(458, UUID.fromString("a04c3b0f-b74b-40c3-879d-1c3f98dcb116")); - put(459, UUID.fromString("b1f5bb91-7515-40f1-b59f-37ee018db307")); - put(460, UUID.fromString("acc65b4e-99df-4acb-8ccc-42a4e4639b0d")); - put(461, UUID.fromString("c166f6ab-5c4d-4467-93ec-7fe11e05349e")); - put(462, UUID.fromString("2c650f3c-7ade-4065-9ce0-9033c8a28bbe")); - put(463, UUID.fromString("583c445b-55fd-4bff-9b8c-efaae75e7549")); - put(464, UUID.fromString("6ff50afa-8bf9-46df-bfd7-ac1e09618174")); - put(465, UUID.fromString("27ca731e-3bb6-48e8-a1d2-58b8d7e2e415")); - put(466, UUID.fromString("c65737de-aad7-469d-9758-d8dab2cf6897")); - put(467, UUID.fromString("04f11361-a464-4b8d-8561-bc9e8c1894d7")); - put(468, UUID.fromString("fd723339-0eda-49e1-883c-cc3a9c8375ef")); - put(469, UUID.fromString("a38da3ca-cc07-48c6-be0c-bab35397fd1e")); - put(470, UUID.fromString("09457872-b35d-4c71-a9d1-aa1cb615f3e7")); - put(471, UUID.fromString("6c58551f-e7bf-47cb-b63c-6262c20108d8")); - put(472, UUID.fromString("f523978a-cad2-4bd3-b203-8060fed00bf3")); - put(473, UUID.fromString("9d568f2f-f624-4ed7-a94f-e9199309393c")); - put(474, UUID.fromString("e00a67ab-a715-4272-b730-df049eda666e")); - put(475, UUID.fromString("0dfd2fc9-60d7-44bd-ae84-99dbf13c10cf")); - put(476, UUID.fromString("df0581eb-c751-4ea5-b298-ce2bdf7c4e3f")); - put(477, UUID.fromString("138f5a3e-22f2-43d7-961e-f74f72a90bb9")); - put(478, UUID.fromString("ee1eb736-eb5f-422b-b268-2323ead181c1")); - put(479, UUID.fromString("90e40c30-6b9a-4a99-8d85-4f53485c1d51")); - put(480, UUID.fromString("823bcd2b-6049-4016-adf0-3bd7f6062f39")); - put(481, UUID.fromString("afb46bf7-90c0-45e1-bd8d-a92976f56515")); - put(482, UUID.fromString("38d95ff5-a47c-4f8b-be2d-8c613c9805e7")); - put(483, UUID.fromString("34f5520f-043f-4420-81ea-469de5f13dee")); - put(484, UUID.fromString("45cf3655-4836-4e12-afe6-251e0fe90c60")); - put(485, UUID.fromString("6e186e16-3e66-48f3-8b3b-fe261c3fb9d7")); - put(486, UUID.fromString("cd592b75-7462-4c5c-a06c-a8c5119c374c")); - put(487, UUID.fromString("8f490307-646c-4422-9612-1a5279665d78")); - put(488, UUID.fromString("22403bc3-cf17-44bd-986f-127b7806a7c0")); - put(489, UUID.fromString("1da05d31-34e3-46e4-b4f1-55149e58379d")); - put(490, UUID.fromString("b806dcc9-e33b-4c90-b174-56e46acb9169")); - put(491, UUID.fromString("9edad62c-eb45-49ae-8d94-b350a0e74fd5")); - put(492, UUID.fromString("58ff27e5-fe3e-47da-9b2a-b68156057b39")); - put(493, UUID.fromString("51b67a00-8783-46ae-9ee6-b0ae33ca720d")); - put(494, UUID.fromString("0d23c894-a8cf-4b7b-a6a7-abaf5b45a3c1")); - put(495, UUID.fromString("d955506f-e1fd-4bc0-ac4b-c6b52b830158")); - put(496, UUID.fromString("a0a6c3b4-4933-4a8f-b582-82fb3afd06ff")); - put(497, UUID.fromString("276d7255-01e5-4a8c-beea-74c59c63f518")); - put(498, UUID.fromString("2879df9d-7754-4667-a317-a54dee0078e9")); - put(499, UUID.fromString("c4a1379b-d934-4a6b-9a63-82a592ddec84")); - put(500, UUID.fromString("09177cd5-f607-49d5-9f14-0efae610a2e1")); - put(501, UUID.fromString("ba6c3696-5bb9-47d7-ad98-9ee9a7a76db3")); - put(502, UUID.fromString("daa0436c-6112-49a6-8781-37ed7ced36a1")); - put(503, UUID.fromString("d5b854c6-ae1a-41b4-bc77-856ebc04be00")); - put(504, UUID.fromString("1c0a4a90-84a3-40ac-b505-b0c0eb25e7c0")); - put(505, UUID.fromString("8d1ff018-4e58-4d70-b0e0-13fb6bbccad3")); - put(506, UUID.fromString("15748ea4-d094-4d9c-99fe-295938caed6d")); - put(507, UUID.fromString("a1e3e661-07fe-480e-a1d7-37c1e8b137f3")); - put(508, UUID.fromString("348d992e-13c3-45f3-9458-b4e4b5701789")); - put(509, UUID.fromString("c5108675-d43a-4dcc-aa26-9bcd45b4f38c")); - put(510, UUID.fromString("4e358acd-b23b-462c-a019-b8b1d50a6619")); - put(511, UUID.fromString("7bfff8ae-581c-4f2a-a9f1-3ae1943c4abb")); - put(512, UUID.fromString("5e7cd74c-590b-4129-80ac-dd69db1bfd85")); - put(513, UUID.fromString("152f1197-d600-471a-802f-c9398481808a")); - put(514, UUID.fromString("ac675aa8-e84b-4501-b446-e05f2e6ffd6d")); - put(515, UUID.fromString("900d74a3-cd0c-4c61-a532-744c2de40e83")); - put(516, UUID.fromString("b6001483-e447-4a08-ae44-184f34271f5b")); - put(517, UUID.fromString("6cc5e742-9c1c-4db2-9608-d7b8d54a7c62")); - put(518, UUID.fromString("963465dd-a02b-45ad-8817-b0442c4d20ac")); - put(519, UUID.fromString("84123b37-22df-4d7c-9457-2ea435b3d251")); - put(520, UUID.fromString("6b91b931-78d5-40eb-8d98-b475d37e6646")); - put(521, UUID.fromString("aad93cce-3136-4583-ab83-49ded6f758f2")); - put(522, UUID.fromString("b47e1b09-fde2-4ad4-8464-f758f861e83b")); - put(523, UUID.fromString("1bc5624e-bf90-4fed-9551-c8ce060b3fed")); - put(524, UUID.fromString("a8122db2-d389-4897-98a8-bcce1832ca5e")); - put(525, UUID.fromString("531be18e-0471-4632-bd15-debae64d88aa")); - put(526, UUID.fromString("ac2ee378-fe57-41d0-b929-400e9055e32e")); - put(527, UUID.fromString("cb60c8ef-ca10-4b0c-b156-36b9244b028e")); - put(528, UUID.fromString("fc3bf2c4-f711-4211-82fd-65f5aa09a507")); - put(529, UUID.fromString("d68cd0f4-00c8-47f0-9c39-0ed5074d2388")); - put(530, UUID.fromString("5fb3b397-7686-4cdb-86b1-b43780057bc3")); - put(531, UUID.fromString("b8b73ffe-ffa9-423c-bc00-4c019be00e66")); - put(532, UUID.fromString("6d66b613-59b3-4d32-b1e7-b3931fd1372c")); - put(533, UUID.fromString("37777233-2c96-48ee-a2fc-e5db1bc44b21")); - put(534, UUID.fromString("8c7aa0e5-15e2-46eb-a736-483c2bd51a40")); - put(535, UUID.fromString("3c3547af-149f-425e-b1e7-138fc6b0a9f5")); - put(536, UUID.fromString("1b09d8e9-4200-4828-a3af-60001e58b827")); - put(537, UUID.fromString("3654a096-0494-4ae0-b984-5510058f05c8")); - put(538, UUID.fromString("023ba811-1f7f-44a8-9da3-c344f14fb05b")); - put(539, UUID.fromString("0f70d374-5dcd-443d-a577-0495fc1c7d64")); - put(540, UUID.fromString("3768609a-5827-471b-9b04-8e6d585cf55d")); - put(541, UUID.fromString("08889633-9faf-4456-bb7d-e0e88705b62e")); - put(542, UUID.fromString("d3913742-a96b-4b7c-8d7f-0d2e312a97c3")); - put(543, UUID.fromString("6fcbc78b-60c2-44fb-884b-bc02744b8a8c")); - put(544, UUID.fromString("fdcf4867-784f-49c3-aec2-8475db2477e4")); - put(545, UUID.fromString("7d52d451-1a78-4dbf-9081-fa4c339876ab")); - put(546, UUID.fromString("3dd21578-e1a6-46b1-84d0-0d3fcbec1062")); - put(547, UUID.fromString("5087ee2d-c521-4c6a-9054-5fb68ac033d6")); - put(548, UUID.fromString("fd190b1c-bcf7-4703-977e-19761e12e1d1")); - put(549, UUID.fromString("b4133667-52c4-400b-a293-c964ec5c4728")); - put(550, UUID.fromString("b1e2588f-a7ff-4726-905c-50cd35555331")); - put(551, UUID.fromString("7dc5ccd7-4fbb-4211-b0b5-807f698eff35")); - put(552, UUID.fromString("afeb2cb5-bfb5-4e8a-aaeb-7816b46c41b0")); - put(553, UUID.fromString("05222715-bd58-4a6f-839d-4f080f3bd6b1")); - put(554, UUID.fromString("35ef0956-7fb3-4cbf-8765-89cfc3f1602c")); - put(555, UUID.fromString("8c27b28b-a556-4f58-a162-1c37cd6005c6")); - put(556, UUID.fromString("38e5969e-fa96-4f7c-9a3f-a60f330260f9")); - put(557, UUID.fromString("beb56a03-e11c-4c17-bec1-8c49c1f229bf")); - put(558, UUID.fromString("1f7489b8-3b4a-4d78-ad41-f121fdc159a1")); - put(559, UUID.fromString("5e7ee091-7c9c-4a0f-b64d-8d39b451fe5b")); - put(560, UUID.fromString("0b492a2d-497a-488c-b408-9c6bfed06a3c")); - put(561, UUID.fromString("3cee05d1-b71c-4a3e-a92c-5723acaecdd4")); - put(562, UUID.fromString("2982746d-86d5-4b8b-a26c-ae11a69f1579")); - put(563, UUID.fromString("75973be5-56e0-46c8-8acf-f02aebc0f33f")); - put(564, UUID.fromString("44044ff0-a255-4f3d-814c-2c938c5fcf61")); - put(565, UUID.fromString("df997799-1d13-473e-b954-35fb92712fc7")); - put(566, UUID.fromString("ab1d3253-623f-4eb5-bb28-6abd96147cf2")); - put(567, UUID.fromString("bd8190f9-465d-4003-afef-5426174ac8d7")); - put(568, UUID.fromString("c03ec702-9346-47cf-ba83-502107c1378d")); - put(569, UUID.fromString("3ef5ee2e-598c-4912-84d0-4e368ad8acd4")); - put(570, UUID.fromString("6ce77c35-5a5c-4b91-a20a-5e6bba32238f")); - put(571, UUID.fromString("1ba32c4e-785d-4629-9fe2-3af14193a39c")); - put(572, UUID.fromString("1568c8bf-6560-4ac3-a4b4-e83832f38090")); - put(573, UUID.fromString("348d6765-356e-4037-a934-b22b1b34a245")); - put(574, UUID.fromString("d6b4784d-4125-42f3-8e45-4c70aab1342d")); - put(575, UUID.fromString("e8d83a2d-04f8-47e8-abe7-e22688c15c63")); - put(576, UUID.fromString("5ead1028-abbc-46ff-9cec-62573be7fcb7")); - put(577, UUID.fromString("22539fe8-5fb3-4623-a60c-e64e2b451325")); - put(578, UUID.fromString("30328400-95b3-4ecb-8180-ed2f7831c1a5")); - put(579, UUID.fromString("7c99656b-fa0e-4714-8400-8b7041aa4423")); - put(580, UUID.fromString("bf71da01-c9a1-41c5-9595-1578d307d2bd")); - put(581, UUID.fromString("c0abe720-1842-49fe-82f3-a45620add5b6")); - put(582, UUID.fromString("f34d4c17-f722-4fd4-a21a-f28404385f45")); - put(583, UUID.fromString("5f11cf08-8597-45e2-84aa-9920e5643f0b")); - put(584, UUID.fromString("cff28fe7-3b3a-408d-b51c-07163da53c94")); - put(585, UUID.fromString("b73d1237-80cf-4a3d-8a71-2703738ca58c")); - put(586, UUID.fromString("03b9761f-299c-449f-8e42-5ec85c77b2eb")); - put(587, UUID.fromString("8d6773cb-b44c-4840-8614-efc8fa87855e")); - put(588, UUID.fromString("34a2db17-2db5-4e17-9c0c-86514c732e78")); - put(589, UUID.fromString("8461a983-2084-4718-9ed8-679c3d0322a4")); - put(590, UUID.fromString("e5541419-9eed-4870-af20-4cf81c86c1a1")); - put(591, UUID.fromString("27b331ec-c243-4668-a867-126b7cc4d713")); - put(592, UUID.fromString("4b54e449-ebd2-401a-afe8-a4cd9b749f7f")); - put(593, UUID.fromString("c8ac8203-6dec-4736-99e4-2b7caf91f6c8")); - put(594, UUID.fromString("d996290f-45c5-43aa-af47-0e440ca75157")); - put(595, UUID.fromString("24a8741c-7b56-4bfe-aa19-4c0c788632ca")); - put(596, UUID.fromString("6e006858-3510-4c6d-87c2-d22f048a23a0")); - put(597, UUID.fromString("fed13f55-bfb4-4a53-ac3f-0e0b7bb43332")); - put(598, UUID.fromString("b3d12591-38e0-42a2-82a2-2e839d268dbb")); - put(599, UUID.fromString("9cfec615-9f20-4534-9dd5-b4f3133776e6")); - put(600, UUID.fromString("0e5a39f4-4397-48fc-ac98-b5560a77fcda")); - put(601, UUID.fromString("0e1eb933-9a4a-4b1c-88d7-866be3b28ebd")); - put(602, UUID.fromString("c5531079-d28d-4e41-8ef0-4d4a4e4992b4")); - put(603, UUID.fromString("6b9feb7f-0729-4978-b3f2-a22079b19ce9")); - put(604, UUID.fromString("3e96d4f8-454d-4f75-bac1-1e15f91565ab")); - put(605, UUID.fromString("c1ba0486-b054-4310-8d0f-98941991a698")); - put(606, UUID.fromString("c6493f20-2ec6-4367-a015-83c19ee74f62")); - put(607, UUID.fromString("40d230c8-44ed-4d3c-bb9c-1258528bc071")); - put(608, UUID.fromString("9c49e83a-852b-46c9-8966-f5a9906938ca")); - put(609, UUID.fromString("9076653a-b64e-44c1-9ff0-e1d44d7097d4")); - put(610, UUID.fromString("63569d5e-9ec3-4c80-839d-aed9e956620c")); - put(611, UUID.fromString("ad045100-8759-4451-b7ce-d9670f59a50c")); - put(612, UUID.fromString("dda8d816-fdcb-4090-bf0f-9627f17af32b")); - put(613, UUID.fromString("24f563c3-e3ce-4744-acf9-1a3243099672")); - put(614, UUID.fromString("7a56dbec-cb97-411a-9cb8-019d99fbf93e")); - put(615, UUID.fromString("6b2fcb9c-5224-4931-932b-e552be4e5c12")); - put(616, UUID.fromString("3c34d858-76cc-498b-8c78-37ecea870273")); - put(617, UUID.fromString("3f2e712e-8490-46e7-a84b-5467cfe073b5")); - put(618, UUID.fromString("04f98d7c-92ce-40a6-8a77-22408f180cdf")); - put(619, UUID.fromString("1235d91c-dcd2-4503-8671-d1a41727e71a")); - put(620, UUID.fromString("5e7e715e-eb05-4944-91de-de3b54d7e28a")); - put(621, UUID.fromString("51fa4a1c-24f6-4c64-aa51-75d3b73d293d")); - put(622, UUID.fromString("34edb029-2fd7-4857-863a-23ee3ea890ca")); - put(623, UUID.fromString("6094b1b9-b3ce-4086-b2ab-a586823b4f6e")); - put(624, UUID.fromString("4128b822-cb8d-4b3f-a314-098683826056")); - put(625, UUID.fromString("5bd85cb9-ef5e-444c-9157-764b4a7ac27d")); - put(626, UUID.fromString("d6d3b771-899d-44d8-9d93-6efc8a335f12")); - put(627, UUID.fromString("5e4d246f-775a-4e8d-acef-af9eae98cc4c")); - put(628, UUID.fromString("884059fd-dde1-4c61-bf58-d2004af7e521")); - put(629, UUID.fromString("045938b7-015f-47f6-983b-4eabd7d3a010")); - put(630, UUID.fromString("87d5c445-1db2-42c1-a740-9610a52bc920")); - put(631, UUID.fromString("1c85ed0a-de9d-4bc4-8a9a-b2bf2633d7ad")); - put(632, UUID.fromString("daca4b84-4c61-4077-aec0-3dfb728b3560")); - put(633, UUID.fromString("60d5aabf-ffac-4b15-a5e6-96d51db9c800")); - put(634, UUID.fromString("eb09f16f-b8fa-4b55-9f67-645a2f7aa1bb")); - put(635, UUID.fromString("e415d406-31b9-4bfd-b7d3-4f4eb6beabd9")); - put(636, UUID.fromString("6529250f-6080-4ed1-91db-bf58c7219f1f")); - put(637, UUID.fromString("f28c4f60-efae-42aa-ad13-805935bcbed1")); - put(638, UUID.fromString("f6535e2e-c235-4cb3-9507-48b63e069c9e")); - put(639, UUID.fromString("62921433-ba16-4a87-a40e-61f5e502f985")); - put(640, UUID.fromString("de82bf31-84fa-41ba-9149-e3cd15bf5a95")); - put(641, UUID.fromString("daaedc4f-434f-4e62-8ea3-da90f0492c39")); - put(642, UUID.fromString("90ef66f4-907b-4539-b250-2832ab99b410")); - put(643, UUID.fromString("deda94bc-044f-422e-a8c8-e77db81e6ac4")); - put(644, UUID.fromString("7fb0fb2a-f08d-4d21-b16e-1045c003c726")); - put(645, UUID.fromString("ee112d38-8690-4d2d-b16e-0422b454765b")); - put(646, UUID.fromString("36d1250e-fc3b-4073-9569-639eb427770e")); - put(647, UUID.fromString("c961d332-45ce-4aa7-8348-e7e5a9bd6701")); - put(648, UUID.fromString("1fad8963-eb52-48e1-99a9-787575399669")); - put(649, UUID.fromString("f23cceb3-3d77-4b5c-be29-9666844be70b")); - put(650, UUID.fromString("4c5be436-c369-4e5b-a07e-d67e820eb807")); - put(651, UUID.fromString("b65adf26-ff87-4092-854f-820e2f84488a")); - put(652, UUID.fromString("c815c8fc-a3f7-4009-b95b-23b1162ddd22")); - put(653, UUID.fromString("98427b5a-04f6-4f59-9ae1-dab4ba22634f")); - put(654, UUID.fromString("6f57b098-b470-41a2-b6c4-3c50d45729e8")); - put(655, UUID.fromString("ed91417e-9157-4c5d-a501-df76a31a1713")); - put(656, UUID.fromString("d4f67079-142b-413b-8e1a-f479701fba2a")); - put(657, UUID.fromString("32abed97-8c84-493b-9981-564fd3ef64a5")); - put(658, UUID.fromString("ae65f4aa-bb52-4ac0-8916-946d0c64e5d2")); - put(659, UUID.fromString("88ea6fc7-ac04-45fb-8282-e6baceb33d35")); - put(660, UUID.fromString("ebf52e52-da01-4039-92a9-d0a14428f44e")); - put(661, UUID.fromString("11655ca6-f4e3-4f6e-8a7d-6f4783d6e37f")); - put(662, UUID.fromString("46f0a081-bb9e-49ab-b794-af29489ed9b8")); - put(663, UUID.fromString("49c44ed2-7be1-4fd3-a766-8147ea2ec9ad")); - put(664, UUID.fromString("5ad442ce-e59e-416a-81bc-b92fe61d5de0")); - put(665, UUID.fromString("f71d35f3-23b6-4690-933d-a69e714b5b6b")); - put(666, UUID.fromString("7bb4d822-c079-4e92-a7d8-26a0d20f6508")); - put(667, UUID.fromString("8fdfd22b-322e-4bfd-8663-de53574a1454")); - put(668, UUID.fromString("498e7dc7-8017-4813-ba6b-8500c4b4b742")); - put(669, UUID.fromString("9823e7d0-e702-44b3-afc6-1ccd9fd35292")); - put(670, UUID.fromString("eff82e37-26a4-42ac-9927-3659ceac3070")); - put(671, UUID.fromString("ae54512e-75e7-4699-aa20-55e0cd58b272")); - put(672, UUID.fromString("d83b9bad-1fe6-49c8-8da3-e9f28d8a3b59")); - put(673, UUID.fromString("bb9eaf94-cf5a-43e8-b060-5f1174f9467b")); - put(674, UUID.fromString("1a891e9b-7ad3-4e0f-bd38-f4b9bc794617")); - put(675, UUID.fromString("a177aa80-e024-4f1b-9e5f-23c13fdbc5e4")); - put(676, UUID.fromString("45e35ed6-3b8c-4e90-bbd9-cbcad499f96f")); - put(677, UUID.fromString("cd7ee867-416a-4649-90d7-eb76b41cbdeb")); - put(678, UUID.fromString("03925659-0200-4395-90d1-8e98fbb99c6c")); - put(679, UUID.fromString("b509241a-15eb-4f1e-9f6f-8bd157a0b8f3")); - put(680, UUID.fromString("6d8000b1-a349-4577-8f32-5d1c7e99b887")); - put(681, UUID.fromString("98055a26-4439-44ac-aaa0-0dd38cf8d9e2")); - put(682, UUID.fromString("21c209a5-3fa7-440d-8eda-b7ef40599f65")); - put(683, UUID.fromString("54fd849f-8414-4197-abe3-4d843e4f35d9")); - put(684, UUID.fromString("ef862f68-7e22-4028-b25d-f9d52bb5fe23")); - put(685, UUID.fromString("d52ac3e4-3bc4-4aff-8f54-5b62ccfe4104")); - put(686, UUID.fromString("5da41865-c639-4fb6-87a0-a8a204a27bf0")); - put(687, UUID.fromString("90c694f5-ef4a-4db8-b4e8-9934485592f6")); - put(688, UUID.fromString("88c4b1b6-b4de-4df8-871f-77b2ccb64050")); - put(689, UUID.fromString("6e2d3d7b-dea0-43db-8b0c-e131e8697b64")); - put(690, UUID.fromString("f8d2380c-3e60-4472-ac11-1dce563d538b")); - put(691, UUID.fromString("ae253456-fa97-4c60-84d3-e849c7a8340e")); - put(692, UUID.fromString("68849402-f15d-40fa-9e53-abfa0c23a980")); - put(693, UUID.fromString("ea67a50d-a612-4706-b02f-8bd506967503")); - put(694, UUID.fromString("4175c488-d25a-4322-837b-bceed91d422a")); - put(695, UUID.fromString("f91f89b5-0204-4cc8-9e4f-52f4ca461750")); - put(696, UUID.fromString("9409bdbc-8022-45e3-921f-282e737d8ff8")); - put(697, UUID.fromString("4be0f3e1-845b-44a5-a4d7-aa70b133f3d4")); - put(698, UUID.fromString("958dc513-52a4-4028-9d4a-2ad245efd348")); - put(699, UUID.fromString("4ecedb21-3eb4-4d58-9da9-2b94e28c2b18")); - put(700, UUID.fromString("f6ee55ed-ee16-4f9a-b4de-2bf481f0e83e")); - put(701, UUID.fromString("031b9b25-7aaa-42c7-a43d-2f09a8a78dc3")); - put(702, UUID.fromString("c0794d0f-fd99-485f-a8f5-449936a1e5ee")); - put(703, UUID.fromString("aed48b27-81dc-4419-8260-f93a958795c1")); - put(704, UUID.fromString("55f1c9c5-7b82-4c60-9cd7-d88478ac14c7")); - put(705, UUID.fromString("f513f400-488b-4fc6-90b0-e6e5184bbfea")); - put(706, UUID.fromString("c6030ef0-c84e-41cd-88a0-8ef2b7c0f297")); - put(707, UUID.fromString("80322e52-6ce5-4ee7-a446-22045f083c97")); - put(708, UUID.fromString("4cb75c47-6c96-4423-a4ce-a492423f3ee2")); - put(709, UUID.fromString("12f29c10-9572-4f4f-896e-0e89e84afe21")); - put(710, UUID.fromString("6ba98f49-818a-49e1-a509-bf0717358147")); - put(711, UUID.fromString("f51bbe2a-c6df-4f74-bea5-a707848bafd2")); - put(712, UUID.fromString("30bb1db9-d193-4886-888f-a0c470b19e17")); - put(713, UUID.fromString("0526cc24-7109-4757-87cf-c5d5a0df57dd")); - put(714, UUID.fromString("3a572b53-a293-4678-a08c-3cba3d38987c")); - put(715, UUID.fromString("640c0d10-86ff-4a42-8f31-2639e50b25c3")); - put(716, UUID.fromString("a19545a5-3850-42b8-99b5-eeaf1ca0eb3c")); - put(717, UUID.fromString("27f22965-f007-4986-9c93-7c034d575920")); - put(718, UUID.fromString("47f951dd-bf37-445c-a18a-ea4669217a46")); - put(719, UUID.fromString("ff08e8e7-9caa-4ca8-975d-8f0d4a7b98b5")); - put(720, UUID.fromString("b302cee8-74fc-43d0-ac94-924376820bb8")); - put(721, UUID.fromString("7d61433c-685d-4660-bcb2-f43057c76904")); - put(722, UUID.fromString("7afb992f-63b3-4ca8-b602-1b3c497b5105")); - put(723, UUID.fromString("ac1fa57a-b667-4d4f-8fa6-8421145cfc97")); - put(724, UUID.fromString("bc1ce5ef-f74a-4c44-a438-12afdde2ca80")); - put(725, UUID.fromString("d75fd4c0-e322-4305-98aa-9a65bb869699")); - put(726, UUID.fromString("ff3e061b-ffed-46e0-9234-a81b87c5c096")); - put(727, UUID.fromString("91ce49c6-698a-4e21-b9cb-3b86b9be044c")); - put(728, UUID.fromString("a8f00644-0f6e-402f-8942-eb230d06e05c")); - put(729, UUID.fromString("94687681-6a68-492a-9534-ab42e827b8fa")); - put(730, UUID.fromString("c351ce01-da46-42ec-bb92-af7445d4d20b")); - put(731, UUID.fromString("436b1fd9-2ef8-4301-ac12-50eec92536ff")); - put(732, UUID.fromString("fc5d1f84-324a-4277-bb7c-726e0b391eb5")); - put(733, UUID.fromString("4906dd6d-4656-4aae-8539-8af84bfd0d1d")); - put(734, UUID.fromString("65cb1f72-bc8c-4ee3-8bd5-9e0f04c6a5fa")); - put(735, UUID.fromString("62affa49-70d2-455c-8b9f-4dfdd43217c2")); - put(736, UUID.fromString("79a2b9fd-dc9c-4ef3-bda3-6d3b281baeb7")); - put(737, UUID.fromString("ef8a784e-97c8-4e37-b972-394e5d4e2e93")); - put(738, UUID.fromString("4cceb506-e2c3-4591-8d19-fbad1369f51c")); - put(739, UUID.fromString("a6515140-0fa8-4a46-8257-69a70b85c8ad")); - put(740, UUID.fromString("ce75fd0f-6684-4635-9cb4-69254aa5f842")); - put(741, UUID.fromString("c4398c4d-c209-455d-aeda-1a37d01bb83e")); - put(742, UUID.fromString("f9946d82-8b59-4664-8ede-2ea236723d38")); - put(743, UUID.fromString("3a8dcd52-7b2a-46a0-868f-a9affc48bf64")); - put(744, UUID.fromString("0f432ec0-bc29-451b-b687-413884eded2a")); - put(745, UUID.fromString("ab48847b-6123-433f-bc89-32a1f54c54df")); - put(746, UUID.fromString("3cb5d285-9a68-4372-9424-12bc2c9d24b0")); - put(747, UUID.fromString("dbefbcd5-40e9-4a74-b0e9-82ff6a646a2d")); - put(748, UUID.fromString("242893b5-9185-40e4-a64c-98e6abb52df8")); - put(749, UUID.fromString("522a0abc-60e0-4f5c-949d-264fb145b6d3")); - put(750, UUID.fromString("fa7fec37-673a-48a7-837f-2629d5a43a86")); - put(751, UUID.fromString("e7ed0f59-a86d-480a-a159-a1512864ed05")); - put(752, UUID.fromString("e230f723-eaf2-4dbb-8f53-59ef8e2f1235")); - put(753, UUID.fromString("cc42f72f-c620-4b2c-bfa9-8511308da54a")); - put(754, UUID.fromString("42f7c781-6890-4771-8e1a-f03bdbe73e27")); - put(755, UUID.fromString("4f7137a6-3a82-453c-a0bb-97c654f5fee9")); - put(756, UUID.fromString("ee9f16ce-9256-4699-a041-75f4ed8df5d6")); - put(757, UUID.fromString("fba7973c-afa0-4f4d-8339-a34b869e6d89")); - put(758, UUID.fromString("95074d7a-2a6a-467b-a799-69f0b90b4aa8")); - put(759, UUID.fromString("35fcfde7-7fba-4d8c-b44a-cbef83ae2cdf")); - put(760, UUID.fromString("b8907595-4f09-4b1e-98ea-905a9ec10945")); - put(761, UUID.fromString("bf6379dd-c94d-4709-8d12-5b5273dd743f")); - put(762, UUID.fromString("852d0d53-f503-4852-a767-f60f610bbff0")); - put(763, UUID.fromString("a876429c-f427-4986-801c-27bc19becb98")); - put(764, UUID.fromString("9fc5d75f-8a15-4a28-8ca6-a6053f2c72ba")); - put(765, UUID.fromString("7e4ea57a-a52a-4bb9-8be4-07d99fa90acd")); - put(766, UUID.fromString("d6150531-0a49-4ee9-8f91-680960f718d4")); - put(767, UUID.fromString("5b544336-bd34-40f3-828a-ca1e236df798")); - put(768, UUID.fromString("d50dc60a-3a4b-41ee-9019-722dff18b1a0")); - put(769, UUID.fromString("d3403dfd-1144-4c09-bfb2-83182f2672e2")); - put(770, UUID.fromString("750116f7-a886-4fe9-a7b8-39221a520d88")); - put(771, UUID.fromString("59561689-f968-40e3-afb3-15dec8ca1b4a")); - put(772, UUID.fromString("b015a5eb-6642-47f0-a0a8-2b7f96127866")); - put(773, UUID.fromString("789f0447-0681-4178-b665-d3b09b7fe9a4")); - put(774, UUID.fromString("9b923a8d-7582-4d8f-bc85-64b5e5681efb")); - put(775, UUID.fromString("89190966-a81d-4656-8cf2-bef050cc5a61")); - put(776, UUID.fromString("eea361f1-d580-4673-a1e4-a7f5616b28df")); - put(777, UUID.fromString("ffc28c8f-6aa1-4e71-af48-9770ef3da79d")); - put(778, UUID.fromString("b20f1582-6011-4342-b4f4-a272c7dfc9d5")); - put(779, UUID.fromString("4a3896f4-a463-4269-98da-73c2317c60ce")); - put(780, UUID.fromString("df003e0a-a200-4a57-8969-aabeaf3d5c34")); - put(781, UUID.fromString("fd80c6f7-cdc8-4b9f-985b-127f9389a7c9")); - put(782, UUID.fromString("cc57563e-193a-4912-b2fc-8621f53041ed")); - put(783, UUID.fromString("20705a62-c0c8-4a80-a152-ce4998144f6d")); - put(784, UUID.fromString("c643e36c-efb1-4f36-a748-8e26e88c3893")); - put(785, UUID.fromString("ceee53b1-cf3c-410d-bc07-e3b1d4fcc013")); - put(786, UUID.fromString("ea9e2f46-e15e-4336-8c65-7cab221685b3")); - put(787, UUID.fromString("f5836ff9-d8a5-461a-9834-4e52fa657f27")); - put(788, UUID.fromString("aad23079-93e1-4f81-b42a-2475f34b7885")); - put(789, UUID.fromString("972e5fdd-0875-43f4-8cc0-2d37ddf169dd")); - put(790, UUID.fromString("e594c412-9a5b-42a4-b894-f8992737529a")); - put(791, UUID.fromString("0ce04b46-7283-4b49-bc34-db5ea9e24a31")); - put(792, UUID.fromString("cc87192a-de22-4afb-aa6a-513cf1665e0c")); - put(793, UUID.fromString("7deb57f5-6a7f-4a1e-bd3d-5ae8a90d4f2c")); - put(794, UUID.fromString("5b13445c-50ab-4a25-af50-cf07d7fc38b9")); - put(795, UUID.fromString("86f0386d-af93-4964-8353-926be0007495")); - put(796, UUID.fromString("c0061454-fd39-458b-b807-56e8cc45501e")); - put(797, UUID.fromString("5a99f510-57e5-4482-a48f-28d5a1336359")); - put(798, UUID.fromString("e42df713-5c80-4be5-843b-26bfcf3e74fe")); - put(799, UUID.fromString("362cee48-d469-4005-99be-bb4e041afd50")); - put(800, UUID.fromString("7ec6489e-5e3d-457d-baae-472028f503ec")); - put(801, UUID.fromString("55f88a88-ff5f-454a-8d68-aeeda1dd7f9f")); - put(802, UUID.fromString("3760ceda-d0fd-4c4b-adde-c1ef037e4131")); - put(803, UUID.fromString("28b43f5e-36ac-4ca9-817f-7ed2dbd6757c")); - put(804, UUID.fromString("0f22cdf9-6950-419e-8ce7-c52d9b84d48f")); - put(805, UUID.fromString("7d8eedb7-1345-4920-a8e4-ef44a9a210cb")); - put(806, UUID.fromString("b9119564-8eeb-4644-9b00-d722177cebe8")); - put(807, UUID.fromString("c603376a-11af-4ce3-a40e-c9f01dbbdceb")); - put(808, UUID.fromString("71e19a77-9a31-4b14-a719-115e9615df67")); - put(809, UUID.fromString("e148e1b7-a93d-4d20-b78f-f72b5acd04eb")); - put(810, UUID.fromString("3959eace-0ae8-4c16-a4c5-748a344feb58")); - put(811, UUID.fromString("2fa59695-3630-4ded-b9fc-825cc996078b")); - put(812, UUID.fromString("43cacf05-a1a2-472d-a32e-ccd021ea8683")); - put(813, UUID.fromString("0e84a5a7-da67-4886-892e-f7b99ea16482")); - put(814, UUID.fromString("acef595b-7cd1-4776-b079-a19765fe0ff5")); - put(815, UUID.fromString("38a757e8-8e4f-4a81-8fa7-aa64b9bd6c84")); - put(816, UUID.fromString("6bdc597a-a6eb-482e-b6f4-7c21c414c8b7")); - put(817, UUID.fromString("531bd976-6e69-49df-9c43-4751fc72a619")); - put(818, UUID.fromString("e98a785b-b824-4346-bc9c-7dd1a38d00f4")); - put(819, UUID.fromString("76ddfe94-7dd7-43d6-b8f5-afdd412b3fda")); - put(820, UUID.fromString("eaccdcaa-ef11-46e0-961f-c43182012576")); - put(821, UUID.fromString("b2ab39c2-08d3-4f8d-b94c-8564ea5b3851")); - put(822, UUID.fromString("02220612-b2ba-4dbd-b396-401906e883fa")); - put(823, UUID.fromString("0597f425-9454-4918-81af-4993a212c865")); - put(824, UUID.fromString("76389bad-0792-4916-840c-1274f0f7aaa2")); - put(825, UUID.fromString("0c1c5a61-fa44-4d1f-b782-a619fb01c0b0")); - put(826, UUID.fromString("ef22731f-5a8b-495d-ba27-7cc8a2095333")); - put(827, UUID.fromString("b53c9d77-5c54-46a3-b176-cb5ec640aa93")); - put(828, UUID.fromString("26a64c46-6cf3-4de4-b05d-f325975f04cc")); - put(829, UUID.fromString("21e4db7f-7927-42a9-85ef-b81005f748aa")); - put(830, UUID.fromString("63a4a50f-46bf-45f4-a763-f5add8b093c9")); - put(831, UUID.fromString("2a657fc3-5ac5-4fac-b946-1eaf975e4dde")); - put(832, UUID.fromString("6d6435e5-f617-43d8-be60-4d3b1246479d")); - put(833, UUID.fromString("05c23ca0-5526-4f37-b04a-abf54bf43868")); - put(834, UUID.fromString("81d59f72-8c0a-4394-8c25-8e65476e8524")); - put(835, UUID.fromString("24d3a995-8613-49ae-9698-4ee739e01f85")); - put(836, UUID.fromString("5697759a-2ae0-4078-8366-1e94ea45a8d7")); - put(837, UUID.fromString("a33cd210-94fb-480d-a7ef-cb72abaf4dca")); - put(838, UUID.fromString("13d3ee1e-efa3-4072-b01c-130695b44175")); - put(839, UUID.fromString("ffb59503-fa01-498d-98fb-0aca148d25f6")); - put(840, UUID.fromString("fec039c2-05a3-43d4-a344-2a8361eeb787")); - put(841, UUID.fromString("76511fe8-48e9-4a57-81fd-1e8f71d9d4e3")); - put(842, UUID.fromString("d2f9f639-d7e4-47a1-961d-d186c9573492")); - put(843, UUID.fromString("7ee1623d-cc0d-4394-9950-7c94444d6bcb")); - put(844, UUID.fromString("ceb65523-5df6-4840-adee-da9ce78b4ca1")); - put(845, UUID.fromString("dc797c65-6d1d-4c93-a395-c19f7b83f571")); - put(846, UUID.fromString("91cc30ac-5487-459d-8381-7c53388cc424")); - put(847, UUID.fromString("ac6dcc88-7fc7-41b1-b14b-9a4df7a49a4c")); - put(848, UUID.fromString("aca93f8c-1155-4b11-8c51-76bbfc58d310")); - put(849, UUID.fromString("38c9df5b-efee-4353-945f-db2b3d762035")); - put(850, UUID.fromString("620c3247-858d-4298-9b39-3284be1179f0")); - put(851, UUID.fromString("63bc88d9-059a-4a48-81b5-58df277d48c4")); - put(852, UUID.fromString("02cdf45e-254b-4f39-be69-2d6b8b6031ff")); - put(853, UUID.fromString("836611d8-4342-4e34-bcc0-b499dea7aded")); - put(854, UUID.fromString("08462f44-556a-4975-a36b-3de17b073b5a")); - put(855, UUID.fromString("4f8f7b66-861d-498e-9b12-5bc4f86db4fd")); - put(856, UUID.fromString("8bd2010f-91dd-407d-b7c7-d8320b4729d4")); - put(857, UUID.fromString("b1d65dbd-76c3-4e64-8025-b17be369b22c")); - put(858, UUID.fromString("5a644646-b818-4cfb-a244-051054a6fea6")); - put(859, UUID.fromString("6e901fdf-acb7-4824-9ff1-4259b1d91e46")); - put(860, UUID.fromString("9955852e-dd14-4254-9c6a-5b76a05fc84a")); - put(861, UUID.fromString("3c3bbf6d-71c3-43d7-9811-14a997b289d1")); - put(862, UUID.fromString("a8323ae3-2008-4adc-a64f-237a5ab4c120")); - put(863, UUID.fromString("c7e2aee6-62db-4328-b39b-648908bb45bd")); - put(864, UUID.fromString("067806f7-32d2-4685-8ee5-fadad1fb3a75")); - put(865, UUID.fromString("8417cbae-c927-4246-b853-fa7b6a5e3f9c")); - put(866, UUID.fromString("772a1697-f37d-4d4b-bc67-99754308c03f")); - put(867, UUID.fromString("cf43f971-44d3-4d00-84ef-4d529c49f13f")); - put(868, UUID.fromString("ab5522fa-e766-4bc6-8573-429c40a23cc9")); - put(869, UUID.fromString("7f5a35a1-3393-4fa7-abd3-2875edca1a7d")); - put(870, UUID.fromString("79558e15-36c3-46bb-b5df-ccd980ad3316")); - put(871, UUID.fromString("b740d802-24f8-4b5a-9ce6-2a534222f870")); - put(872, UUID.fromString("68ac5294-34ea-4f25-a5d0-1b2b762f36ca")); - put(873, UUID.fromString("11c1ae36-3aac-499e-926a-d669cf494749")); - put(874, UUID.fromString("08ec8e2b-3eb4-48ab-a175-79d7394b567b")); - put(875, UUID.fromString("43ad47b2-fc66-4266-9edd-a372072c64fe")); - put(876, UUID.fromString("3a420e53-9b1d-491a-835c-af0e50b6ec33")); - put(877, UUID.fromString("41571acc-02f0-48a8-9a0f-545ea0531e11")); - put(878, UUID.fromString("23eb735a-f3c7-488e-9e61-619f91a41d7f")); - put(879, UUID.fromString("24b4041b-2239-4e66-b187-e14d4629eaac")); - put(880, UUID.fromString("1559bb75-53bb-46f3-9f19-45fef336d6df")); - put(881, UUID.fromString("39963bd9-ccec-4d76-8be6-5de27046297b")); - put(882, UUID.fromString("336defb5-8340-4151-b0ad-9e3e90442acd")); - put(883, UUID.fromString("7e4e73bd-8ec6-4e23-9583-0ea86ab0e08c")); - put(884, UUID.fromString("69e8ba92-f496-4e0e-8627-f3a9abbb9421")); - put(885, UUID.fromString("265090b4-e4be-4cbb-9164-2e4295c9de81")); - put(886, UUID.fromString("a8855fb4-7579-4cd7-9e9b-e80ffbfa68d9")); - put(887, UUID.fromString("92f5aeca-d160-4ecb-be9d-e48bae31257f")); - put(888, UUID.fromString("31ef25c5-854c-455d-951a-09e59ae84aa8")); - put(889, UUID.fromString("86fbc289-73ca-4883-9e95-6d3f487ded3a")); - put(890, UUID.fromString("c992f31a-b81d-40c5-afd5-d6876044bad9")); - put(891, UUID.fromString("493de533-77cf-4a53-b162-990be72d1a27")); - put(892, UUID.fromString("dfdcc1ea-5ba0-4d33-a22f-f7712feb5555")); - put(893, UUID.fromString("485c1df0-8262-4449-81c8-d5a5ff99812a")); - put(894, UUID.fromString("4557197a-66da-4ece-b284-00a6e0c012c3")); - put(895, UUID.fromString("0d4d97b6-b2b2-4ba5-9dfc-37cfd278217d")); - put(896, UUID.fromString("87a2a546-f621-431e-8235-bcf2d8830bc3")); - put(897, UUID.fromString("bf2dbde1-7dac-4b0f-9435-17927d84329e")); - put(898, UUID.fromString("23b15143-cc22-48e6-ae19-9f528fd2ed74")); - put(899, UUID.fromString("7948d39f-b862-494b-80bf-fd8d6e12b170")); - put(900, UUID.fromString("59429a1a-4981-45a9-927e-ef8959e0c8c0")); - put(901, UUID.fromString("d8f9a537-e682-4dc5-ab46-d76e3182ffff")); - put(902, UUID.fromString("86d92133-2071-4a53-9c0b-5b35d61b2d75")); - put(903, UUID.fromString("1a97da0f-a678-4037-9ba1-4331497a480b")); - put(904, UUID.fromString("0d3db9d7-1021-41fb-861c-799917deb5d9")); - put(905, UUID.fromString("bced780c-dd3c-449a-8510-16400542f319")); - put(906, UUID.fromString("7fa3bade-7f0b-4bc8-8ed5-6f368dc3dac8")); - put(907, UUID.fromString("26013602-e1e8-4d62-b8e5-96e0247e7f50")); - put(908, UUID.fromString("5270eb78-cb60-422e-9df4-886e4f6e8cb3")); - put(921, UUID.fromString("48d60a72-faed-45ba-a7af-abf33cc00506")); - put(909, UUID.fromString("159c5bcc-5519-4e8e-aa9f-c27e3d484a2d")); - put(910, UUID.fromString("b713e3b2-8112-45b8-bd64-09dfc6b2349a")); - put(911, UUID.fromString("01f70b40-eb5f-4e93-9363-99cb1784b4e5")); - put(912, UUID.fromString("10ab0401-528e-4046-87c2-7ae407cb4820")); - put(913, UUID.fromString("b10fcbe6-f5df-4a6d-a062-e64552911f41")); - put(914, UUID.fromString("d0ca6747-786c-4a04-82e9-86c459b9a3a0")); - put(915, UUID.fromString("db1792fa-ac09-4e30-87b5-69fb891af2b9")); - put(916, UUID.fromString("fd61a665-e5c3-49d1-acf3-5b0cb03befb1")); - put(917, UUID.fromString("7169676f-2188-40e6-895b-77ccdc2cdb88")); - put(918, UUID.fromString("5b049b17-6898-4049-bbac-c5bd7e6c6a61")); - put(919, UUID.fromString("2f014ec4-9b8a-4740-9eae-5dea2055efc1")); - put(920, UUID.fromString("e1d61c9b-5915-4e33-9d8b-4962da2142cd")); +static private final Map spellUUIDMap = new HashMap<>() {{ + put(1, UUID.fromString("b00aed01-c695-4d17-981d-a37684a8628e")); + put(2, UUID.fromString("b38d70d1-484f-46a5-b2c4-1d379c8fc096")); + put(3, UUID.fromString("85ae9373-8da6-4c69-8eea-b2d24dc20790")); + put(4, UUID.fromString("9263025c-edfa-4a56-b1c0-b7e66fa959c6")); + put(5, UUID.fromString("b4a05889-eddb-411e-98fa-bb63ffca99e4")); + put(6, UUID.fromString("8e7bb7e8-d3c8-4cdc-8f53-a22b7eb49bb0")); + put(7, UUID.fromString("9fdc0216-34f1-444a-9262-772211155d71")); + put(8, UUID.fromString("2e651416-3016-4da5-832c-dc63e635d8a1")); + put(9, UUID.fromString("78598e98-6beb-4d4b-b200-48a3469bc5e6")); + put(10, UUID.fromString("49a73729-d783-4fe0-89c7-2aeeb0489663")); + put(11, UUID.fromString("df42472c-3503-4d53-8881-e97b1638e68c")); + put(12, UUID.fromString("e6f30f44-5e55-4779-aa14-c6ac459a20bf")); + put(13, UUID.fromString("b9744de4-9961-4c3b-a232-2230734c4eb4")); + put(14, UUID.fromString("f8b063c3-56fe-4bb2-85f0-7aab27be7d0b")); + put(15, UUID.fromString("37152780-bf45-4804-af75-d46022342b55")); + put(16, UUID.fromString("f40dec7c-6885-4da8-8882-64d013af38ab")); + put(17, UUID.fromString("04e170f9-d041-443e-9060-6cfd41b0517d")); + put(18, UUID.fromString("d79a9f18-880d-4a8c-a3db-ce40796140d9")); + put(19, UUID.fromString("cbe4c11e-f040-4c21-ac74-9c518238d46d")); + put(20, UUID.fromString("55c4600b-b801-4782-9b39-262a6cdbfc41")); + put(21, UUID.fromString("741ee379-7eab-4d05-805a-e7ebebc74e75")); + put(22, UUID.fromString("f0c229f5-92fa-41d8-a8de-b557c34bdc92")); + put(23, UUID.fromString("10b19b22-ffd4-4e14-bd6a-c958d3547e0a")); + put(24, UUID.fromString("22ed4ce9-9dc2-46fd-939a-d6640be65a2c")); + put(25, UUID.fromString("7235b0b2-fa82-4379-b250-f1b041b1803a")); + put(26, UUID.fromString("86d8f9f0-727f-4a21-b256-fbb5bd20e21e")); + put(27, UUID.fromString("2d42af75-1274-4218-be2c-e626ada9073a")); + put(28, UUID.fromString("d73a3e33-1e6d-4356-a341-aad44231f4e1")); + put(29, UUID.fromString("c7f9309d-df4f-43cb-8874-8c734e1720c8")); + put(30, UUID.fromString("8f8cccd0-a8d2-47c8-9a17-f95bd5751502")); + put(31, UUID.fromString("029708bb-3825-495c-bd37-cd926c014b92")); + put(32, UUID.fromString("edc5c94e-c680-4de7-bd2b-d494649a5ff4")); + put(33, UUID.fromString("4e442d84-77e2-41cd-b5c8-1edfe14b0f09")); + put(34, UUID.fromString("04b0d0b9-aa10-42a2-a582-b3f7f41311fe")); + put(35, UUID.fromString("3bec5ca1-8e69-4252-b4ed-1d323ea71e3f")); + put(36, UUID.fromString("bfa1ac32-8333-4e7d-8536-62ec47e4a89b")); + put(37, UUID.fromString("da0e3e19-3b09-4879-9c13-92184bfee6f4")); + put(38, UUID.fromString("4e962094-caa6-4066-b659-5370a12f04af")); + put(39, UUID.fromString("ca723b48-dfbe-45c0-8184-2ee5fd056aac")); + put(40, UUID.fromString("780ee905-a3d5-45d6-8a4d-15e0ad53bf02")); + put(41, UUID.fromString("90795ebd-66e3-466c-a0d7-b340574850e1")); + put(42, UUID.fromString("00b94e2a-a27c-4d3f-887b-4b6f4b4d2722")); + put(43, UUID.fromString("0601e925-249b-4cd8-a495-1cb94acc8f3d")); + put(44, UUID.fromString("ac8bf7d0-6326-4a0a-a761-91a1e80e8858")); + put(45, UUID.fromString("9d0e5995-cd66-49f1-b847-0513c2d18555")); + put(46, UUID.fromString("9109341c-7adb-421c-a68f-46cda5f5f02a")); + put(47, UUID.fromString("e67670b2-6de4-4c32-ac95-5a51f527fe56")); + put(48, UUID.fromString("a472626f-4c06-4709-8af3-0ffea58fb5bd")); + put(49, UUID.fromString("2544304a-ea10-438c-8046-846d886a6760")); + put(50, UUID.fromString("378dba88-3df7-4189-a177-c6cc81421ecf")); + put(51, UUID.fromString("2de2ae9e-22a9-4017-a8c2-db04ca32d4dd")); + put(52, UUID.fromString("619f2ccf-c704-4059-994e-cbfaa6bc7a55")); + put(53, UUID.fromString("0abb2805-361b-4bd3-bfa3-43d986b67272")); + put(54, UUID.fromString("10e3acc9-1c9d-4d36-a51a-b48a01f12726")); + put(55, UUID.fromString("5995fd97-a4b6-405f-98f7-d1c11e697a86")); + put(56, UUID.fromString("027b5ed8-27dd-490b-a8d4-0e12117ad7c1")); + put(57, UUID.fromString("c9589225-f25e-4f39-9a59-f90d29fd52ca")); + put(58, UUID.fromString("98218948-0e8c-472b-8769-5c39a7a5bbfd")); + put(59, UUID.fromString("506d0d16-e1c2-49f8-a51b-5028a3db0448")); + put(60, UUID.fromString("4a36d2bd-d752-4699-bbce-35c7f6d2ef3f")); + put(61, UUID.fromString("28494939-8c52-4a5d-a8a1-6b2dc54585db")); + put(62, UUID.fromString("bad4d5c7-e4d4-409b-8daf-332a2999f992")); + put(63, UUID.fromString("dba5f5e1-983b-487a-8b51-5244b55d523c")); + put(64, UUID.fromString("44e3ce4c-f466-405e-a850-71347165f8f8")); + put(65, UUID.fromString("31cda828-60e7-45d8-9e81-8556267a4c1f")); + put(66, UUID.fromString("67d5e03c-8473-4574-860c-92c2644aea5d")); + put(67, UUID.fromString("b22f623a-7567-4018-8789-0134be8ab190")); + put(68, UUID.fromString("21050e47-b550-4458-bb01-694968f19b41")); + put(69, UUID.fromString("d223778a-898e-42f2-8538-2306362a98e2")); + put(70, UUID.fromString("b18ff4e7-1fc7-4d95-9a0d-d6704ba3ffed")); + put(71, UUID.fromString("f45fd2bf-d079-4869-9f29-bd642eda2b06")); + put(72, UUID.fromString("210150a4-55c1-4006-9aaf-da803cdd7222")); + put(73, UUID.fromString("96aaa321-71dd-4229-be11-f2df73749679")); + put(74, UUID.fromString("69bd3d2a-2dbf-4a46-b7fb-a48ab01f4786")); + put(75, UUID.fromString("2599f602-264a-4e76-91f6-27a9f3489b2e")); + put(76, UUID.fromString("6a08c346-d6ee-4d99-b4c9-fa429c88cbb5")); + put(77, UUID.fromString("1ecc3a14-6fe7-41f4-9bd7-121edf2f6d1d")); + put(78, UUID.fromString("a0c0d7ed-db13-4d17-981f-b1b82b8d79d3")); + put(79, UUID.fromString("7558c174-ae85-406e-9b76-074bcf6f7887")); + put(80, UUID.fromString("d8b6d30b-7068-4f73-909d-1f7be7dc8eda")); + put(81, UUID.fromString("cbcabbd4-a003-49d4-80e4-087bbeebf0cc")); + put(82, UUID.fromString("49f32908-2f5b-477d-b203-08cc2136dd14")); + put(83, UUID.fromString("9add723b-f8f0-4b93-9177-a65049ee88eb")); + put(84, UUID.fromString("f1ba8c52-240b-4180-9a34-20fc44944566")); + put(85, UUID.fromString("6515c99d-0cdf-4d5c-9b24-57b81e06637f")); + put(86, UUID.fromString("58f8bed8-2e85-498c-9d91-05544a2045dd")); + put(87, UUID.fromString("cf13f57b-ed00-406d-8923-9b9509a48332")); + put(88, UUID.fromString("fffa022f-fe4b-4c59-ac9c-abf09bb984d3")); + put(89, UUID.fromString("152c46c3-c310-4f9f-ab00-06c437647b30")); + put(90, UUID.fromString("a5d6ac8c-72f3-49cf-961a-5bb88e3c7dbc")); + put(91, UUID.fromString("2626be32-15c0-4b10-a210-fec65d8f0d0a")); + put(92, UUID.fromString("ed697a27-6968-4437-b564-ca7fad120a40")); + put(93, UUID.fromString("eca2e428-817a-4006-bafc-4207eb29d5dd")); + put(94, UUID.fromString("08315c56-8980-46b7-8b9f-676ac6a97301")); + put(95, UUID.fromString("6a1f247b-bf4c-449d-8041-7ef51c45282a")); + put(96, UUID.fromString("073c8391-8d0e-4378-87f7-55cc9e6e1db2")); + put(97, UUID.fromString("901080e2-17d9-4888-ae9d-8c5ee594eb3b")); + put(98, UUID.fromString("0f69432e-df07-40a2-a488-7041aba44d0c")); + put(99, UUID.fromString("36b5b452-9641-4479-8d82-450445b5b3f4")); + put(100, UUID.fromString("fd3d0e5b-4210-4e09-924c-0b3d7b9165d9")); + put(101, UUID.fromString("f693c5ae-c095-4552-a361-af70d8530c7f")); + put(102, UUID.fromString("654ffaf2-ed8e-48d5-8dc9-5ccd82e25e86")); + put(103, UUID.fromString("1339fcd0-6179-42e7-9f87-c17fb233c19f")); + put(104, UUID.fromString("58d3b60f-e095-4144-86b0-ce8f56ec1f61")); + put(105, UUID.fromString("c2363ead-5828-4f16-9f57-40cce46708cb")); + put(106, UUID.fromString("2519dcff-3cb1-442d-8a2a-89d9d0e03a89")); + put(107, UUID.fromString("ffa20c8e-98b1-49de-8e88-bec48467e9a4")); + put(108, UUID.fromString("b0b8f036-70af-4092-9768-24c63f21fc09")); + put(109, UUID.fromString("95cba648-6f4f-4a48-b095-20f378627f49")); + put(110, UUID.fromString("2a370345-13a6-484c-83e1-9029d625c45c")); + put(111, UUID.fromString("950fe368-c102-4968-b3d8-cc21f444e44c")); + put(112, UUID.fromString("f21f9f36-8202-4d5a-9425-d46781da78ff")); + put(113, UUID.fromString("b301fa26-4c60-45b1-81fc-6820061fc87c")); + put(114, UUID.fromString("5553bf47-3565-4e88-83c5-2ed001fc9463")); + put(115, UUID.fromString("b1e50b08-95d7-4b5c-be91-d005d2df07ed")); + put(116, UUID.fromString("aff9c8c9-bb8b-4717-a5be-e905dd498678")); + put(117, UUID.fromString("de28e922-ccb2-4549-a135-e2cef670a0ef")); + put(118, UUID.fromString("16a707a5-39e5-4c9d-a598-1e3cdf666d1f")); + put(119, UUID.fromString("c22445b8-593b-460f-8732-45849c699e49")); + put(120, UUID.fromString("04a42415-83d4-4229-9878-ed8a95e108fd")); + put(121, UUID.fromString("93cf3b71-abfb-4eb6-841e-1334bb784c4c")); + put(122, UUID.fromString("f29ea1e4-7ff2-4475-a55b-651dea4c2387")); + put(123, UUID.fromString("ea3a0832-ce87-45eb-9219-e49784776aee")); + put(124, UUID.fromString("03e5109e-db1a-4bb0-895d-caf2a9531249")); + put(125, UUID.fromString("a9a21d1e-465a-4c8e-926b-3df39a247039")); + put(126, UUID.fromString("7333182d-3c3f-4707-bd19-b66f97caee4b")); + put(127, UUID.fromString("af4ecf87-edd5-4b0c-8807-f9c3b622f9fe")); + put(128, UUID.fromString("631d99f9-0574-4a73-8daf-79bd7623648b")); + put(129, UUID.fromString("01fbf811-bccb-4fb4-90cc-a39c9f5e3d4f")); + put(130, UUID.fromString("748be56f-b0d3-49de-a849-e19cc18f88f3")); + put(131, UUID.fromString("7005bc68-dbd1-4b52-b257-d31af777ba3c")); + put(132, UUID.fromString("344ade5c-d42d-4e4f-849f-03086f9ebeef")); + put(133, UUID.fromString("0d5c8584-0733-43dc-a8b6-fbcce7ea2b82")); + put(134, UUID.fromString("3cdd1646-3a54-4056-8132-1d247ebbbef6")); + put(135, UUID.fromString("f60c4ab9-2916-4fd0-9163-a23d75108a75")); + put(136, UUID.fromString("299fe26e-5119-487c-97a7-573acec7948c")); + put(137, UUID.fromString("a2ca4b79-04c6-4b2e-b7a9-f81333cdee05")); + put(138, UUID.fromString("2213f5a3-b32c-4ce6-bbd8-a22fbac8e18b")); + put(139, UUID.fromString("e88d0c47-ea12-4d9b-847a-ecafc3ad26b9")); + put(140, UUID.fromString("d58eb81a-f80a-4254-b232-608fca8405a1")); + put(141, UUID.fromString("68e4b75f-a6ef-4109-a37b-f87dc851e797")); + put(142, UUID.fromString("9e619d86-b555-46f5-ba5c-895aae1b36cc")); + put(143, UUID.fromString("223148b1-702c-480b-b0b4-780920bfd546")); + put(144, UUID.fromString("6af95db0-b35d-4b99-ac65-f98f7bfc9119")); + put(145, UUID.fromString("f9f8a8c5-3803-4f58-b0ef-9c3c0de4d318")); + put(146, UUID.fromString("ed5d8de4-9279-4734-8952-3d50c38e446d")); + put(147, UUID.fromString("6bd18b7f-36e9-412d-9bbf-e21075130bb4")); + put(148, UUID.fromString("a2173caf-ee9b-41f5-aa41-4ffafd52a579")); + put(149, UUID.fromString("09104514-c705-4027-8189-8162552e7784")); + put(150, UUID.fromString("493ecfb1-5853-4782-87fa-d0196ccef79c")); + put(151, UUID.fromString("481d9c9b-4019-421d-9da9-7f3b05d6d84f")); + put(152, UUID.fromString("c98406d6-6b5f-4828-aae8-d44738392f83")); + put(153, UUID.fromString("d6ee3d3f-b2c3-449d-81e0-fe3207f8e448")); + put(154, UUID.fromString("fcea2450-2af6-4303-b2eb-c90f64eb17fd")); + put(155, UUID.fromString("eae9b337-7613-4d7f-b092-3d45d85b4e53")); + put(156, UUID.fromString("623878c1-b8ca-4884-b0a2-92c75341352d")); + put(157, UUID.fromString("1949b498-141d-4ac0-9cee-edc4963749c7")); + put(158, UUID.fromString("3bd77015-b896-4c29-b257-13ddd3eb7590")); + put(159, UUID.fromString("041ed1cf-87a8-426a-b8ec-6a2d7a192608")); + put(160, UUID.fromString("53caf0ae-afb6-4640-aec3-226564df888f")); + put(161, UUID.fromString("772a26d6-91e8-48e4-95f6-3b657ab3d262")); + put(162, UUID.fromString("08ba7c6f-213b-4b3e-b380-52a0bf49e65f")); + put(163, UUID.fromString("ac73307b-975a-433b-931b-bca196d7bdfe")); + put(164, UUID.fromString("015fa1c9-eef5-472e-98b6-19b2191a8e80")); + put(165, UUID.fromString("ea2fb7a3-b62f-46db-846b-ee6d164ce71c")); + put(166, UUID.fromString("b8aea2b8-ba71-4cd9-ba4b-c5ebec7cffb7")); + put(167, UUID.fromString("7961ad2b-7713-4edc-8a6a-681671c38a12")); + put(168, UUID.fromString("da3b12ca-6e40-4b18-90b4-44e0ed756bc3")); + put(169, UUID.fromString("2fcd4839-45fd-466b-b113-553fa7ce4d49")); + put(170, UUID.fromString("cde41a63-98f0-4b5e-ace0-0ab5d4b6266e")); + put(171, UUID.fromString("72c4effc-e134-4d1a-b9a7-6d045c506fcb")); + put(172, UUID.fromString("1bf61b60-7719-4328-9207-2f5e8d661ac3")); + put(173, UUID.fromString("f24225d0-a647-49ec-a796-14e50e1de93e")); + put(174, UUID.fromString("4ff60696-0f2e-43c9-a1cd-59753fe05a5d")); + put(175, UUID.fromString("d88f394b-959f-49a5-9fcd-45a5618339d3")); + put(176, UUID.fromString("da7162c8-4755-4de8-9607-666eb6621b45")); + put(177, UUID.fromString("5b1577ce-f22d-498a-9522-7c895e8fac9e")); + put(178, UUID.fromString("bd86a97e-f13a-4102-b78d-f0de294a9915")); + put(179, UUID.fromString("ad694a7f-c778-4760-9251-9b19c5142e27")); + put(180, UUID.fromString("de1eb2f9-18ef-42cc-85c6-b5b3b9757e27")); + put(181, UUID.fromString("42dcc537-75f7-4baf-a8ad-9b798cdd0882")); + put(182, UUID.fromString("770f88b6-4314-4823-af2a-7fbb68813244")); + put(183, UUID.fromString("7bbdbfbe-ba12-4c2d-b7e3-c623da487cb3")); + put(184, UUID.fromString("ab3fdf6a-5975-4d3a-b541-3fc74d231cf0")); + put(185, UUID.fromString("dc793f99-ed86-49c5-a18b-cd9849504e42")); + put(186, UUID.fromString("776815bd-0774-4426-a5dd-d9457a777871")); + put(187, UUID.fromString("d1f841cb-01b1-4b61-b51b-884ef341db3d")); + put(188, UUID.fromString("628d15d6-b211-4c4d-9df2-f86a1e433c80")); + put(189, UUID.fromString("673d5ae0-6188-406b-a0be-0d7bb7d7c519")); + put(190, UUID.fromString("13f7c673-e9b3-4472-ae99-477837620627")); + put(191, UUID.fromString("d5ed0d38-2eef-492c-81a5-7e35b5076b77")); + put(192, UUID.fromString("d9c3de63-3418-4d83-8114-97eada4a0e24")); + put(193, UUID.fromString("40d74dad-cdbf-4f03-8e23-e479fb149777")); + put(194, UUID.fromString("def27156-fa82-427e-9ff1-54a3c69e67f0")); + put(195, UUID.fromString("36c3bab3-10c8-4240-9ca6-128d621805d9")); + put(196, UUID.fromString("7258a7b4-26c0-4583-84ca-ad1083c470d3")); + put(197, UUID.fromString("b8532b9f-168b-40da-be01-96e4db546393")); + put(198, UUID.fromString("5c568601-6c04-4a18-ade2-76d7c24ac2d8")); + put(199, UUID.fromString("c2f36f98-4056-4fa0-b7ac-77766d668bf2")); + put(200, UUID.fromString("9416b006-7d2b-4fae-a020-302477146ea7")); + put(201, UUID.fromString("686c842b-f502-4a36-8e8b-0cdaeae6f33c")); + put(202, UUID.fromString("092518a9-77bd-4d97-a19e-d5866f5f2ba6")); + put(203, UUID.fromString("73297be3-51bb-4c1c-9a4b-19a54be351e9")); + put(204, UUID.fromString("b039a84a-1008-4599-88e4-039782dfae41")); + put(205, UUID.fromString("24b7ed5f-d27c-4f14-b062-f712055d2afe")); + put(206, UUID.fromString("6ce93ee6-3839-44bd-b137-56fc546540a5")); + put(207, UUID.fromString("9c718132-c6a1-42b6-a028-1b18fd2cf6eb")); + put(208, UUID.fromString("dc4ecf71-03ba-4ca1-a833-4a7ec95ee493")); + put(209, UUID.fromString("edb2e645-c372-4ac9-8957-18c417e95488")); + put(210, UUID.fromString("04f2a09a-721d-46e0-ad0c-486ded9c442a")); + put(211, UUID.fromString("f450a02a-c729-447a-a250-ef247caf67ee")); + put(212, UUID.fromString("74efeb0c-8de3-4de6-a899-077fb44af309")); + put(213, UUID.fromString("08b649b7-8b7c-49bd-9eca-17201b7f5efe")); + put(214, UUID.fromString("70da252a-211c-4656-b65f-a08a6148b1df")); + put(215, UUID.fromString("be0170c1-8c6e-451c-a58f-a1d4f23cf624")); + put(216, UUID.fromString("8d397549-34cc-4e51-9d04-60f8d8484c74")); + put(217, UUID.fromString("e91f9fc1-2687-459a-a491-ec2ea54875c0")); + put(218, UUID.fromString("215fbc0e-a926-489e-b872-2c8c71e11682")); + put(219, UUID.fromString("6c8153cd-a985-4b6a-a591-d2c50a02dde1")); + put(220, UUID.fromString("3170ed49-2aba-404c-ae71-2b428415d03b")); + put(221, UUID.fromString("ff424832-c47a-48d5-9c37-71737da6fc08")); + put(222, UUID.fromString("336bdcaf-ea45-4ddf-a977-4e73142a871c")); + put(223, UUID.fromString("6e1b8cd3-98f9-4723-a4e8-a4a8d3aa68ff")); + put(224, UUID.fromString("cc1ad4b6-7a8f-4f4c-8c3b-9d70707fae11")); + put(225, UUID.fromString("171e9c4c-98f7-4bec-a092-f1c0ef860831")); + put(226, UUID.fromString("95437c93-e074-4e83-9162-d76b5b9e448e")); + put(227, UUID.fromString("215d755d-234e-4fb8-83fd-9f5e2e354ce3")); + put(228, UUID.fromString("99ce898d-83e3-4fc1-a302-2c7260b2ad80")); + put(229, UUID.fromString("5fb4cb87-3c9a-43fa-ae46-621e6ebc848d")); + put(230, UUID.fromString("ada71e70-60ea-41ef-977b-7883ccaeb965")); + put(231, UUID.fromString("da4b7eb2-fb29-49d6-8167-0998b9bf4f33")); + put(232, UUID.fromString("76c4c30f-fe6d-442c-9811-7c2db7e7b355")); + put(233, UUID.fromString("92d621c7-21bc-48d3-9f8e-35de60efb5ef")); + put(234, UUID.fromString("6c2aad5c-566e-4180-8acc-87a7e1885faa")); + put(235, UUID.fromString("8378ae52-f9f1-43c7-9718-93201cd13a5e")); + put(236, UUID.fromString("ff268bd1-44bd-4720-84f1-d186dd3167c2")); + put(237, UUID.fromString("39ee0fcb-bf33-4c06-951d-d635263e746f")); + put(238, UUID.fromString("ab6d87da-aab3-4c76-8c96-839ee786c97f")); + put(239, UUID.fromString("f27ebe5c-5b86-4d9d-8baa-6e3933fd0fc6")); + put(240, UUID.fromString("acd14716-db10-4e86-a892-cbc115ee64a1")); + put(241, UUID.fromString("ef9770d4-088b-4041-924e-2ec540bde060")); + put(242, UUID.fromString("0de654fd-4147-4961-8a65-afa07320e2fd")); + put(243, UUID.fromString("ee3901e8-34c4-4139-b32d-686d29fa315a")); + put(244, UUID.fromString("39af3985-2d8c-43d1-afee-9a4824d376fd")); + put(245, UUID.fromString("28374ba1-87e8-478e-9675-08ae22b579c9")); + put(246, UUID.fromString("276764b1-af49-4e5a-8cf1-f4619d9eb2d0")); + put(247, UUID.fromString("b5858113-745e-4b24-8f35-9cf52c0c3324")); + put(248, UUID.fromString("4840f028-4ac5-42e6-8ec6-bb73be795a7a")); + put(249, UUID.fromString("b3ff12fb-f4af-4fd0-8a9a-a53325911078")); + put(250, UUID.fromString("d2bfd5db-65aa-4afd-9162-ea1d26958426")); + put(251, UUID.fromString("46827458-b424-4ddb-b46d-de41bde682a8")); + put(252, UUID.fromString("ed7e61ab-a25f-4151-be13-1c6b4a62adc2")); + put(253, UUID.fromString("521cb627-197e-4861-a3e6-f10582a99706")); + put(254, UUID.fromString("6ee69c65-5204-452c-9403-7fc0d089b2e3")); + put(255, UUID.fromString("bfb068bf-ab63-44b8-b26e-c64a5a1dda25")); + put(256, UUID.fromString("5d182966-5716-466c-9ce0-f6f35924c31e")); + put(257, UUID.fromString("4810ebe3-031f-4c1c-a72e-fb36b5b0e67d")); + put(258, UUID.fromString("802c36e2-99f9-4008-8712-d9fbc4e88fdb")); + put(259, UUID.fromString("845bec18-49dc-4d4c-8b79-c4548a8349ff")); + put(260, UUID.fromString("fa6639e1-8da6-4825-9157-be6d5d7a90be")); + put(261, UUID.fromString("385d58c2-0f77-4824-9a5d-f7c6b33a5e2f")); + put(262, UUID.fromString("7ed406c9-bb41-4835-b9b3-4faba3a6c816")); + put(263, UUID.fromString("dbf0b959-a66f-43d3-a56e-94281f664ac6")); + put(264, UUID.fromString("0a37f7f7-8c1e-43ba-b886-206dc61021ca")); + put(265, UUID.fromString("718d0beb-eec3-4013-bf93-b66d2280da95")); + put(266, UUID.fromString("02083fc3-9ae8-41bc-adff-569f95be201b")); + put(267, UUID.fromString("0a2cbc85-39c9-48ed-90b9-4d89afaabd62")); + put(268, UUID.fromString("46d8fb66-956f-47f6-8e89-80cf7aa31646")); + put(269, UUID.fromString("af32b624-57ca-4974-8cfc-ef26622d813e")); + put(270, UUID.fromString("25aed4fc-8abc-4123-b1ea-306feeee090d")); + put(271, UUID.fromString("7fd96368-ecc2-4dfd-ac16-4f0ab50fc29a")); + put(272, UUID.fromString("1eeb5cbd-62d7-4501-a821-0db6f9f2152a")); + put(273, UUID.fromString("47ad0358-0326-4d35-b29e-608c0a4cb219")); + put(274, UUID.fromString("777f1b3e-bc6a-48c4-909b-c372a118a680")); + put(275, UUID.fromString("40cca2fa-9c9d-4bd4-a480-bf41121f078a")); + put(276, UUID.fromString("ed920d78-1f91-4b54-b1ba-a116531d8845")); + put(277, UUID.fromString("f8766f1c-b419-4905-afc1-512efe29cfaf")); + put(278, UUID.fromString("96f31367-ab0c-46bf-9a75-0e6f1cbe17ad")); + put(279, UUID.fromString("add8d0ff-7c28-43f5-9c79-ae7819337b85")); + put(280, UUID.fromString("53cf3048-9be1-4ca8-b8f6-17a904738b9f")); + put(281, UUID.fromString("30a6e849-b2a9-4152-b5c5-5bd93159f24d")); + put(282, UUID.fromString("d9e1e8dc-201e-4091-9b1e-8a5809a757c6")); + put(283, UUID.fromString("e7e8b4f8-e28a-4b97-95fc-a5370487e56a")); + put(284, UUID.fromString("847a5a7f-5428-4397-a243-14e6c9d1bbe2")); + put(285, UUID.fromString("5032c4bb-3978-414f-b728-4da855c1f3c6")); + put(286, UUID.fromString("0452dfe4-0db9-4f49-916c-9e58b31e3c2a")); + put(287, UUID.fromString("d6fd4e6c-368a-491c-83c0-83a926139a9d")); + put(288, UUID.fromString("85497118-4671-437b-81da-b9a1c11bb403")); + put(289, UUID.fromString("cc99caee-906b-4e3a-8e12-b7d339e36f7b")); + put(290, UUID.fromString("d39f8b02-6120-4e46-b6d2-092d23651b44")); + put(291, UUID.fromString("d4943b3c-cdae-41d8-9970-131d7488542d")); + put(292, UUID.fromString("6d484356-cf3b-4bb3-8ef6-d05e14b1472d")); + put(293, UUID.fromString("af07edb4-e963-4037-b71e-1d261757d7d8")); + put(294, UUID.fromString("492808f9-893d-4004-8bc2-59eae33bdba3")); + put(295, UUID.fromString("1e2bdc64-f677-4e56-a1cb-8b66ea53aafe")); + put(296, UUID.fromString("8ca444ba-da31-43b8-92c7-6a40742e049d")); + put(297, UUID.fromString("bf9f5b9e-6ffe-45cc-ac6f-83a13b25b5d5")); + put(298, UUID.fromString("4580c6d9-b3a2-433f-8442-8b5efbf7f651")); + put(299, UUID.fromString("c2551c4b-bc96-4bf3-82ac-431e87e9d664")); + put(300, UUID.fromString("49712375-4068-4894-9f0e-f7789b920ce2")); + put(301, UUID.fromString("1b4ce24a-842c-4363-a29e-982099d900a6")); + put(302, UUID.fromString("111548a8-960f-4483-b164-fd4c177a31e7")); + put(303, UUID.fromString("b73f667d-1a26-48f7-9d83-cb02b47f0ed6")); + put(304, UUID.fromString("9e081365-2185-4c12-9bbc-33a216bef27c")); + put(305, UUID.fromString("6eff5072-1950-4374-a7f7-6a435b4478db")); + put(306, UUID.fromString("7a58f551-20cd-47fb-8ef6-2bdd06f679ec")); + put(307, UUID.fromString("10c77538-ac77-4cbe-a59b-c799af444c02")); + put(308, UUID.fromString("6046515f-9ecd-4269-a727-b7d422501875")); + put(309, UUID.fromString("fb7a2be5-0eca-43f9-ab2b-3dceb59aa3b0")); + put(310, UUID.fromString("874a2435-bfd6-4875-8af8-803487ac070f")); + put(311, UUID.fromString("b347b5aa-fe41-45eb-8500-3e1397eb3fbe")); + put(312, UUID.fromString("bbe42caa-ba98-4f6f-99d8-a4d62adea128")); + put(313, UUID.fromString("362465af-f1d5-4507-b07a-3b738d5a45eb")); + put(314, UUID.fromString("cf2fbc00-e35a-4c94-8c75-b6e3793eaaaf")); + put(315, UUID.fromString("57b91f8f-152f-4063-ba38-b1ab8f7338b3")); + put(316, UUID.fromString("5d89696a-fd4a-4e83-b618-5fa12d7312ea")); + put(317, UUID.fromString("f2eadc53-2e8c-4fff-99c8-9bf8957cb3b1")); + put(318, UUID.fromString("cb745797-bf30-44d0-af4d-bba5f789c473")); + put(319, UUID.fromString("64f6aa66-0abc-4831-a57c-48d784c345ea")); + put(320, UUID.fromString("58f8c28d-4371-45b2-91e9-f9e81dd590f3")); + put(321, UUID.fromString("771c8f7e-3b29-44d8-acfb-1f97fd54f49e")); + put(322, UUID.fromString("1bb1e7ea-c470-4112-8dfd-b9750d6c60f0")); + put(323, UUID.fromString("64c9e2c6-dd40-4287-b7de-3d34fc937327")); + put(324, UUID.fromString("411a8eb1-9c90-4ef2-9bb2-14499f5084ca")); + put(325, UUID.fromString("b1a64730-ff0d-45f6-81f3-fbdb2bd42325")); + put(326, UUID.fromString("9f34bf1b-61d7-482c-baed-f958f2f0f39e")); + put(327, UUID.fromString("d4f763b4-02a8-4251-8afc-84bf7d721fff")); + put(328, UUID.fromString("da5a628f-68cd-408e-9989-580230e9f9d2")); + put(329, UUID.fromString("e0e5b154-92e3-4db5-ba4a-b1056be178b4")); + put(330, UUID.fromString("a8c1d5e7-120e-4bf9-a293-8813d1faec97")); + put(331, UUID.fromString("d445c089-bfb9-44f2-8222-a5e2e2cf1bec")); + put(332, UUID.fromString("604ff10d-697a-4e5e-85e1-9534f41cc30a")); + put(333, UUID.fromString("22107baa-4ad5-45a9-9e72-48f19a9a03e3")); + put(334, UUID.fromString("957435a4-39b8-4934-8a59-8ea068eae863")); + put(335, UUID.fromString("7e47f091-e53d-40fc-9be7-83fc3ae89fd8")); + put(336, UUID.fromString("7f373f94-a452-4365-8bb2-c4b4253791cb")); + put(337, UUID.fromString("ca715663-01ec-493f-a245-4d8b0e2c2ea1")); + put(338, UUID.fromString("887b4da6-145f-456b-8f14-95c6da91ecd3")); + put(339, UUID.fromString("04b68971-b6ac-478f-96f8-7c4385d44d60")); + put(340, UUID.fromString("e7f22b43-8781-47f6-87d2-6167059cd483")); + put(341, UUID.fromString("56139c12-00aa-4cca-bd16-55ac245705bd")); + put(342, UUID.fromString("d2dd6d07-bc51-44f4-b301-01f55fceeeb1")); + put(343, UUID.fromString("4b045031-9efb-4005-ab68-965b88a0bb42")); + put(344, UUID.fromString("46f50b9f-d1fc-4ac5-b47f-b45890eea22f")); + put(345, UUID.fromString("e5a13d10-be4a-42f2-b30e-51435a48e7a3")); + put(346, UUID.fromString("f223c5a0-dc86-4de1-967d-e0357ba75288")); + put(347, UUID.fromString("70dd2c4f-6d7b-4425-9436-c257bc4ee1d4")); + put(348, UUID.fromString("0e625287-4ceb-4ff2-b687-f33fe5fd053b")); + put(349, UUID.fromString("8200e253-dcf9-4854-a0cb-393e0a18a996")); + put(350, UUID.fromString("77a38088-a111-49ac-900f-c623a10e6e5b")); + put(351, UUID.fromString("6ccb0e29-3df1-46aa-bb32-f2e95d12ff18")); + put(352, UUID.fromString("eb21f97d-4eb6-4750-b455-a0d4434ddc0f")); + put(353, UUID.fromString("42ef9baf-1217-4b0a-b700-584e6bb0d395")); + put(354, UUID.fromString("b395775c-ff60-4c71-82bb-c9d9bc3e8807")); + put(355, UUID.fromString("5913322b-f95b-4b60-9555-3ee6ab3f1e36")); + put(356, UUID.fromString("69069a8f-5f1b-4d6f-843e-4cd902a5cdf1")); + put(357, UUID.fromString("bdb8d11b-f457-4bef-b527-fd76fee0d80d")); + put(358, UUID.fromString("7e43dd58-6108-4bd8-ab8a-5d9142333a4c")); + put(359, UUID.fromString("9be57552-85f8-4e7c-b897-73205764b23f")); + put(360, UUID.fromString("e63dd57b-cc23-4308-b5ee-b59946f02760")); + put(361, UUID.fromString("3e71f1d8-d61c-4d6b-9994-e163109c39af")); + put(362, UUID.fromString("82562a70-ba7c-48ed-acfb-dfcacd105cd8")); + put(363, UUID.fromString("298ee924-658c-4b77-9404-d3ac064de9d2")); + put(364, UUID.fromString("21e630a1-67b7-4719-89c5-599b1b5a1888")); + put(365, UUID.fromString("22fa37f1-765c-4ef0-a83d-34de9b343dca")); + put(366, UUID.fromString("27e94b15-6d39-46eb-9eae-d6650f4498ab")); + put(367, UUID.fromString("0d06e955-8817-4719-96a2-45d9914b8fbf")); + put(368, UUID.fromString("bb6e3746-6381-4d8c-9274-a811842b364b")); + put(369, UUID.fromString("c7f0a453-3476-47cb-9617-e01acebf4eaa")); + put(370, UUID.fromString("3a49294c-849a-46e8-8701-965afeddb9cb")); + put(371, UUID.fromString("8e3d07bd-7580-40c3-82d7-a6b0efe46ac7")); + put(372, UUID.fromString("62e8ef7a-8d75-4a30-a0d4-19a5db31d807")); + put(373, UUID.fromString("26111ffe-fb12-4e1c-a464-7239cbeaaea0")); + put(374, UUID.fromString("181f7ae9-5aa0-44f7-b084-4555b2d2d574")); + put(375, UUID.fromString("0adfb480-dd47-4974-9cf4-c51962b42cc2")); + put(376, UUID.fromString("02ab795b-fad0-41b3-8aca-2b6531e808eb")); + put(377, UUID.fromString("e3f577f0-7e8e-4d8f-8c8b-c5c17bf60380")); + put(378, UUID.fromString("7a489000-0445-4a7c-8fe0-7aa1e3be0886")); + put(379, UUID.fromString("b13fe775-96de-4f88-9a3e-fbc3962098c2")); + put(380, UUID.fromString("1f75ece0-0f79-483c-93c8-78314468a60b")); + put(381, UUID.fromString("d9530c87-a173-41c9-b7a2-5f68b0e43b62")); + put(382, UUID.fromString("c17ec0d3-4b2e-485b-b3a2-7aa986a4d837")); + put(383, UUID.fromString("86cdbf0a-044f-4b86-a1c2-7ff35366afec")); + put(384, UUID.fromString("84765866-65d3-43f3-a6ee-db62fd98ceb1")); + put(385, UUID.fromString("36e145f2-c3ac-4651-a9f5-03616d82aa37")); + put(386, UUID.fromString("e3cac100-1b8e-418e-bee4-ea22071f16d1")); + put(387, UUID.fromString("7a793a52-074a-4369-a092-779b09637e12")); + put(388, UUID.fromString("395674b2-321a-4919-a6a0-2ee5a09e28c0")); + put(389, UUID.fromString("f37d80b7-563f-4104-8476-b5110a1eef30")); + put(390, UUID.fromString("24babd99-a879-4974-8872-eb4e153e5597")); + put(391, UUID.fromString("fa81f556-3107-4421-8f65-bffe0caeff22")); + put(392, UUID.fromString("901e1ef7-f668-45b8-9c30-aec21e301000")); + put(393, UUID.fromString("b74f682d-063c-44b0-bd27-d5c5f83ba5e7")); + put(394, UUID.fromString("e4034971-f853-48cf-8876-e1c736368939")); + put(395, UUID.fromString("09aeeb3f-4d10-4aa6-af9d-f9c08cc42aaa")); + put(396, UUID.fromString("2af48dfe-1ad4-4865-b7ec-8205484bd7fe")); + put(397, UUID.fromString("e6cf9e36-89cd-4cab-8dfd-0cb57bcc396b")); + put(398, UUID.fromString("dbbfb93d-fc8a-408f-bdab-683c195c200d")); + put(399, UUID.fromString("465c50a4-0723-4a7c-ab95-70a64ba838d1")); + put(400, UUID.fromString("37bc1edf-a2f5-4d81-8ea7-677b60574627")); + put(401, UUID.fromString("7c4df443-73a1-417d-b7b7-2ab94ef31595")); + put(402, UUID.fromString("4b83f25b-55f3-46ec-835f-a087047f4a83")); + put(403, UUID.fromString("7917f5f2-00c1-4f2e-8777-bd3e2852c8fe")); + put(404, UUID.fromString("3a7636da-9e41-4668-a6b8-60e6e271f698")); + put(405, UUID.fromString("19aafd3e-375a-4bfc-bbe7-3532bb4752d7")); + put(406, UUID.fromString("0218555a-2766-4b36-ab58-ce2ecfeb1957")); + put(407, UUID.fromString("33d1d7ac-05d9-424f-9956-c11110c7e951")); + put(408, UUID.fromString("3ea12c7a-c33e-4297-93ee-cae4ecabf666")); + put(409, UUID.fromString("1b98694c-0a5f-4610-95ee-210e5fc9c57c")); + put(410, UUID.fromString("90f5ab71-a8ad-4807-bd14-36aa5e063195")); + put(411, UUID.fromString("b7b7c904-c18a-4c8d-95b6-2ec43b1d6368")); + put(412, UUID.fromString("a4e5f13f-328e-4c6f-9291-86d05eb5a034")); + put(413, UUID.fromString("a130a378-6de1-4c49-9d12-089344f42a02")); + put(414, UUID.fromString("ac5c62be-9444-40de-bc8d-44ca7760f652")); + put(415, UUID.fromString("132c0300-a3fc-4e51-a24c-9791516cb57a")); + put(416, UUID.fromString("53bebb4e-38fd-4d76-986c-cd65d27cf187")); + put(417, UUID.fromString("584d1ddb-a539-41ee-9910-0b5d915a3336")); + put(418, UUID.fromString("a9b53029-9573-4aef-9114-583cfdb9a02e")); + put(419, UUID.fromString("a3664bab-72f0-412f-8b4b-a3ae6322065f")); + put(420, UUID.fromString("132aba78-397d-4123-b5bf-ffe39161576b")); + put(421, UUID.fromString("465a05e7-e1cf-4883-9607-c0bd67d85bf9")); + put(422, UUID.fromString("f6b057cf-6483-4e72-85bd-3a956851be48")); + put(423, UUID.fromString("d7daa0ce-fe88-4487-803d-6f5f19311a71")); + put(424, UUID.fromString("e29da111-1a11-4c0d-ac51-d234b97a1e05")); + put(425, UUID.fromString("54534960-6db8-44b6-8bc9-7ff8a67d042d")); + put(426, UUID.fromString("1361ae37-3d9c-4754-a3f1-668b8bc13ff0")); + put(427, UUID.fromString("32aaf457-0be0-48e4-a13f-0fe25a66a91e")); + put(428, UUID.fromString("93388ac2-4577-485f-9df8-c82c7952adee")); + put(429, UUID.fromString("e76b77ef-e79c-4ff1-b323-73a920c81aa9")); + put(430, UUID.fromString("94209708-eca2-46fe-9054-e51e4e17b4e1")); + put(431, UUID.fromString("8b354f65-2420-489b-ada4-68378bd86890")); + put(432, UUID.fromString("bc675def-9a34-4205-866b-5a9f12c3d2b8")); + put(433, UUID.fromString("66453cd5-c75e-4c40-9ce5-c87462c89120")); + put(434, UUID.fromString("f425ac68-fa21-40b2-ae0c-f6077ed1763b")); + put(435, UUID.fromString("2395dadb-7d47-4061-bedf-035ce85d096b")); + put(436, UUID.fromString("73a48e44-2d01-49c4-a872-bd2c2138c67e")); + put(437, UUID.fromString("4614e94e-13ee-40ab-af66-34f3899efc25")); + put(438, UUID.fromString("9923fe75-67a2-45a1-b636-1e0c2db096c9")); + put(439, UUID.fromString("d1d4d348-88ce-43fc-9136-1d3db42c9344")); + put(440, UUID.fromString("866dd270-78fc-4cf2-b8a6-c14a229d6f78")); + put(441, UUID.fromString("21f2703c-3475-448e-9546-ac3377250ef5")); + put(442, UUID.fromString("77cb54f5-a8b9-4283-96e5-c1bb345d9c00")); + put(443, UUID.fromString("e835001d-35bf-4644-93ae-6d458c785595")); + put(444, UUID.fromString("3dab91e1-f8dc-4ca1-983b-d4434328bab7")); + put(445, UUID.fromString("8cbab812-de7e-436b-aab8-8b2f1570dc42")); + put(446, UUID.fromString("c479b562-a6ff-4dc2-916a-fe603a57ba42")); + put(447, UUID.fromString("d0e09382-09dc-40bb-ad27-66664804eaca")); + put(448, UUID.fromString("8914e175-f311-4db5-8d71-91402f043a5d")); + put(449, UUID.fromString("a95e4f86-35fe-4977-a627-b5e4e4abee2b")); + put(450, UUID.fromString("0c2b0931-f8be-462a-85e0-27df6a420d86")); + put(451, UUID.fromString("72d4fa18-0031-4920-aea7-89cf4bf846a6")); + put(452, UUID.fromString("0d6bf866-ec56-4155-9fef-8599c03765bc")); + put(453, UUID.fromString("b8b0fee0-1bca-4171-b84f-a74b9c743d1e")); + put(454, UUID.fromString("a8a013e2-4013-451b-a76c-618e1f52437b")); + put(455, UUID.fromString("2f615c04-0cb1-411a-bb17-b9984ca6309b")); + put(456, UUID.fromString("7dd59539-8e68-4c24-b3e2-16098035486a")); + put(457, UUID.fromString("12975dc0-36cf-449e-87b8-90f6e48103d8")); + put(458, UUID.fromString("7d82ec0b-de83-43c6-9105-247abd746049")); + put(459, UUID.fromString("82569c73-8f09-4e05-a212-6af9226a2daf")); + put(460, UUID.fromString("34e5e8f5-3a12-4c01-ba95-0a440c666d21")); + put(461, UUID.fromString("b5db24c8-d8e1-4e95-bfc2-a2a6977b1d30")); + put(462, UUID.fromString("9d596a06-856d-4487-ab54-61e98aa45f6b")); + put(463, UUID.fromString("54ec7912-6a58-4a25-85cb-337d262c3773")); + put(464, UUID.fromString("a05078e9-58ed-44e4-860a-ecdb1dae2ec9")); + put(465, UUID.fromString("769db246-0a3c-4662-93a1-d535f09e8300")); + put(466, UUID.fromString("8a00e722-d8dd-4fd3-ad59-950aa5701f9f")); + put(467, UUID.fromString("344db70b-6b47-4600-9112-6ab9db6945d3")); + put(468, UUID.fromString("161ab8e2-91c2-4793-ad77-b321e1ee8f7e")); + put(469, UUID.fromString("e76b211e-7d3f-4ed8-aa41-c857f39444dd")); + put(470, UUID.fromString("f5277f2a-f1d6-4d8c-9ec4-6c88ecee083b")); + put(471, UUID.fromString("896b54c7-874e-4081-9263-ad6a40e64caf")); + put(472, UUID.fromString("a9b2f81f-55af-4619-aa96-bbb94f3b2678")); + put(473, UUID.fromString("9c2bcfb8-d67e-4dd0-85d0-88db12481079")); + put(474, UUID.fromString("5fc10e73-e58c-49a7-85ca-882f5a718cd4")); + put(475, UUID.fromString("00888456-4df3-4f3e-8aac-cf36a5c5dd70")); + put(476, UUID.fromString("3addab59-6e3b-454e-b6be-cb986801898f")); + put(477, UUID.fromString("fa55bba4-e35f-4081-85eb-5fbc96bf198e")); + put(478, UUID.fromString("2945b240-f582-4530-8596-73c1a5823474")); + put(479, UUID.fromString("dcbaa6bb-ae67-463c-82b4-4f25d39daaa1")); + put(480, UUID.fromString("9bbfe530-cac6-4349-9869-208d8719560d")); + put(481, UUID.fromString("b65c2dff-d507-48b5-b93d-65506c2dd368")); + put(482, UUID.fromString("97e5e1b5-afc8-4c2f-b20a-c19375afbd8d")); + put(483, UUID.fromString("89e988bf-2a29-4884-a0bc-c1bad484c35e")); + put(484, UUID.fromString("c323762a-c5a6-4ecb-be61-bb3ee0a08973")); + put(485, UUID.fromString("e08845e7-7cc3-4ea3-b854-24eb87f45fd6")); + put(486, UUID.fromString("4d8cea8f-8cf0-4058-8a02-5c1a59060d51")); + put(487, UUID.fromString("2125559d-5921-4e67-b878-ce35a60e86c2")); + put(488, UUID.fromString("0b140cc1-9a16-484d-8f28-cd1fe3f1b118")); + put(489, UUID.fromString("80c447c6-5867-4f6c-a198-fc38b4f124c2")); + put(490, UUID.fromString("00c37dd3-e366-4f30-86cd-1c1e3fbe9e2e")); + put(491, UUID.fromString("5751e637-6e50-4277-957d-36513a0c4f53")); + put(492, UUID.fromString("b3a35618-503c-4ef9-ac0c-ecb181665aee")); + put(493, UUID.fromString("aeed3d1f-4ccb-418c-98ae-3cbdfe668c56")); + put(494, UUID.fromString("20298f90-5a54-464c-9523-e2c482dd6f68")); + put(495, UUID.fromString("58c2647e-0c28-4dde-9cea-a95c8fb53a70")); + put(496, UUID.fromString("19a4fe30-0807-4dc9-b798-9e648a30d9e0")); + put(497, UUID.fromString("6f6d6a23-d053-42b8-83f0-29c9ed5df22d")); + put(498, UUID.fromString("0290f673-56fb-41ce-9af3-baf1fc7c2875")); + put(499, UUID.fromString("6fb04835-c83a-4c37-915f-226e867465e8")); + put(500, UUID.fromString("abfa07a6-7e79-446c-8f11-30f576a2e8f9")); + put(501, UUID.fromString("10aa84b8-b66c-4020-b7fc-d8dd4e972137")); + put(502, UUID.fromString("fff4319e-261c-4bfc-a79f-3d9206811055")); + put(503, UUID.fromString("e6186855-c8b4-43ca-b529-b47dd2739082")); + put(504, UUID.fromString("6ac11f96-3b23-4519-b9cf-c6402afce1b6")); + put(505, UUID.fromString("1d537526-f2f1-45bb-bf61-5f016bb88b63")); + put(506, UUID.fromString("f9a03306-95ae-4e86-9fc8-8c39fa5b9205")); + put(507, UUID.fromString("dc46d8ae-d755-4826-b9f1-fd159402ccbd")); + put(508, UUID.fromString("c9c97590-0828-42dc-a226-f48bbdad0bbe")); + put(509, UUID.fromString("a63c3a0c-ab1a-47c9-96d8-d8619de1f3f7")); + put(510, UUID.fromString("336dfe54-a753-4b9b-8486-76ef0697e9c7")); + put(511, UUID.fromString("d8bf27c3-ef72-44ac-a8ef-f38c7d14b56d")); + put(512, UUID.fromString("9c66cf21-6354-464c-a485-86a06304eadf")); + put(513, UUID.fromString("f1072cb9-a0b8-4086-8528-50b85804669d")); + put(514, UUID.fromString("0858a512-1730-41e8-b1e6-c23f9f977d05")); + put(515, UUID.fromString("3c83161e-017b-42ea-bfda-197792794c38")); + put(516, UUID.fromString("55bc9a0e-059d-4ff4-987b-a221bf3aa50c")); + put(517, UUID.fromString("e055360a-ba32-4f69-ae5f-8f232fce55e5")); + put(518, UUID.fromString("fa5d69aa-08df-4e33-ab51-0df33fbde23d")); + put(519, UUID.fromString("3ea8f086-2c15-4bb2-84ad-841a89135d06")); + put(520, UUID.fromString("a1bc6024-85a3-4562-9734-a9f53e9d662a")); + put(521, UUID.fromString("f83501dd-5bd0-4761-868d-dc78bed86533")); + put(522, UUID.fromString("523940bd-99a2-49e2-ad85-c2b010d9346e")); + put(523, UUID.fromString("87f82823-8a07-443e-a93a-fdcc73fe0f81")); + put(524, UUID.fromString("c9752f4a-8c1d-4e09-9895-5c424a013dd8")); + put(525, UUID.fromString("26b0f2dc-5da4-4f27-b032-88bf50cb8f2a")); + put(526, UUID.fromString("2637bbf5-940c-4596-89aa-506172571db6")); + put(527, UUID.fromString("18a9edd1-32aa-4ce9-b1c1-74c713269261")); + put(528, UUID.fromString("f7f95a3b-82ce-4459-9911-feb017a10369")); + put(529, UUID.fromString("80fadfe4-709f-429b-84f8-eab4df37170a")); + put(530, UUID.fromString("1778b884-5dee-448f-b96b-8b58f6be4051")); + put(531, UUID.fromString("03a6583e-88a1-4cb4-a563-ee0f2f749964")); + put(532, UUID.fromString("4a851119-88e5-421b-a47a-dbdcb42a3b9d")); + put(533, UUID.fromString("953ffece-df0f-4f43-ae02-508139bd6eb5")); + put(534, UUID.fromString("89ef4bfc-e065-4665-b461-f47e1832d63a")); + put(535, UUID.fromString("2dd212f9-9ade-498a-b0a3-8bb80f7c5f65")); + put(536, UUID.fromString("bfebedac-0b08-4eec-a147-8ace3d95aea0")); + put(537, UUID.fromString("8ba3366c-cff1-4c58-bb98-92b079f6c45e")); + put(538, UUID.fromString("af46cee0-5961-48fe-8aec-eff7d950ea30")); + put(539, UUID.fromString("799b7211-edbf-4663-9234-1567749f21b1")); + put(540, UUID.fromString("ce20a1f7-f27a-4b27-8d26-6e022a73e9d7")); + put(541, UUID.fromString("c3a18d7e-d2ed-49f4-898e-dee543b4cabf")); + put(542, UUID.fromString("90b4b6b2-3902-4185-98a4-46329b5eb462")); + put(543, UUID.fromString("ba1f2db1-d872-4c11-95e3-502eaba91c5c")); + put(544, UUID.fromString("3dfd9eef-dc3b-4711-a0ac-c06113966918")); + put(545, UUID.fromString("5b12e19f-ce1f-4573-a90d-1fff580a7d5a")); + put(546, UUID.fromString("a1e77247-99a4-4806-805c-62e286f76c95")); + put(547, UUID.fromString("dda2345e-3bf5-46e0-a835-065e95715bd5")); + put(548, UUID.fromString("051dcec0-f30c-4f23-9cb3-7d71da3d5755")); + put(549, UUID.fromString("1885fd44-7744-4db3-8fd8-10f6101b3eba")); + put(550, UUID.fromString("ff4421bd-846b-48e2-8d73-30ca2796f2a3")); + put(551, UUID.fromString("317d31e2-fad7-4466-a629-ab7803789313")); + put(552, UUID.fromString("3914110f-dd02-4b8c-ae61-a66cf188d186")); + put(553, UUID.fromString("d89ff006-95a5-4a42-ac2d-959ff63966dd")); + put(554, UUID.fromString("6b1bebf3-dd82-441e-9e49-ae8527e83ef2")); + put(555, UUID.fromString("fb548034-5752-4c7b-ba33-5e58b35f543e")); + put(556, UUID.fromString("d5aa7cec-56b7-43f1-bc99-0c5e56bef192")); + put(557, UUID.fromString("f569a366-7418-4e8a-965c-b09bb8d5a7d7")); + put(558, UUID.fromString("6e3bda33-fc70-4b8f-ae9f-389646cf0da8")); + put(559, UUID.fromString("24643b19-9d1a-4892-974b-55e9dd4ec0f1")); + put(560, UUID.fromString("1a9a0065-77e3-4911-a585-9d64c7779ee4")); + put(561, UUID.fromString("618a96c4-7567-4504-b3a2-437aaf40ea60")); + put(562, UUID.fromString("4df8b9cb-cdfa-450a-a671-dae268979ecd")); + put(563, UUID.fromString("180b4913-4580-4650-b889-01026adc178e")); + put(564, UUID.fromString("ca7f1a31-5fbb-4674-8965-37a76b6266ca")); + put(565, UUID.fromString("88045f6a-321f-45c2-b3ac-fd2dbf214198")); + put(566, UUID.fromString("7f54bbce-a7c3-4a90-98ae-a4f83d8c6446")); + put(567, UUID.fromString("9575e0b3-a6eb-49b3-b252-ecbe847ab1c5")); + put(568, UUID.fromString("3b631d7a-d90f-42b3-aa6e-be2ac5672d28")); + put(569, UUID.fromString("166541af-5f9d-4413-803b-1616fc6f7f4e")); + put(570, UUID.fromString("54718837-de3e-4de5-b39d-63c0a1cc1e59")); + put(571, UUID.fromString("aac25a3a-f866-4865-a20c-7c08f30ff2b7")); + put(572, UUID.fromString("8a840d0c-3b5c-430d-acde-2cfde3d46396")); + put(573, UUID.fromString("c69abfee-a55c-4c40-9386-44bfedf1a6fb")); + put(574, UUID.fromString("5af28614-c02f-4ca1-829e-0c0ebb68c1b0")); + put(575, UUID.fromString("6684f9a1-15e3-4881-9ff7-30cdf1ad1bb2")); + put(576, UUID.fromString("de866c1c-8916-4f9d-9f94-62f397e48912")); + put(577, UUID.fromString("4611e4eb-e92c-4978-b802-066372149665")); + put(578, UUID.fromString("55ddc327-fe98-407f-98a9-668a00a209e5")); + put(579, UUID.fromString("e8a44b8f-167c-49b7-9da2-9f060c298136")); + put(580, UUID.fromString("d3f9580e-b386-4bb9-bb92-b15ce414075c")); + put(581, UUID.fromString("f072565c-e68a-4bad-872d-c23b1977c3f1")); + put(582, UUID.fromString("673717db-5788-4203-af40-5de0e5742287")); + put(583, UUID.fromString("0b64f663-461f-4a88-b443-d458ee11f911")); + put(584, UUID.fromString("9bd90516-de71-450d-a960-af6c4d9b1274")); + put(585, UUID.fromString("bc092e54-3e7b-4f46-9a12-5ab3fb94562e")); + put(586, UUID.fromString("e66e699a-0963-47f7-8bd0-a47b6416321b")); + put(587, UUID.fromString("888b805b-baeb-4a98-9ca1-3f6ca0563720")); + put(588, UUID.fromString("b221927d-5315-4c67-bb7d-b92dd5ed4960")); + put(589, UUID.fromString("6cf85622-f0aa-44c9-a0ca-31adc2dc93c5")); + put(590, UUID.fromString("cbc45523-cdc7-4b23-8dc5-a7f198155f73")); + put(591, UUID.fromString("76b6447d-4574-4609-873b-08461be0fce4")); + put(592, UUID.fromString("fbee7910-f696-425e-b272-bcc8b981fbd9")); + put(593, UUID.fromString("71d2f63c-88c3-4f23-ae0f-09e1c35c727b")); + put(594, UUID.fromString("4f90bb7c-ea52-4ebb-b281-17df7a122837")); + put(595, UUID.fromString("0e1ae22f-d2b6-427b-a37f-14a39151d409")); + put(596, UUID.fromString("f8e023b7-bc95-4c40-a13a-c8b2d02b900a")); + put(597, UUID.fromString("0160a44d-fec5-41ad-9ad4-b29267e1ddca")); + put(598, UUID.fromString("e1ed9691-6fa4-4c93-8ee6-9697811fe892")); + put(599, UUID.fromString("a386c718-54ae-4d8b-aa21-6fdb2720a7a7")); + put(600, UUID.fromString("1241aff2-a474-4519-ad3e-fb742479849c")); + put(601, UUID.fromString("25e37b55-5cc8-4a37-b6ee-e15c08506661")); + put(602, UUID.fromString("891df97d-e03e-4254-9923-19a631236fdf")); + put(603, UUID.fromString("4426f013-e031-4805-93cf-0c2bf633e7ef")); + put(604, UUID.fromString("84f45a7f-99ab-4c36-b89a-e3e4f4fec2d7")); + put(605, UUID.fromString("915a7ca1-830b-4dbb-bdd8-bba7d159a67d")); + put(606, UUID.fromString("bf081255-323c-4755-b07d-a0733612cf0e")); + put(607, UUID.fromString("4b6c6ab2-921c-48a7-952c-ba7359b89e52")); + put(608, UUID.fromString("a6c3d932-5194-4ab4-9ef5-d1db82b91b58")); + put(609, UUID.fromString("ef83eb36-dddc-4359-be46-404e5acb0388")); + put(610, UUID.fromString("8a0e9b13-e60c-48af-897c-73ea416fd8b0")); + put(611, UUID.fromString("56d262b0-fd20-409a-809b-b00aaaabb4c4")); + put(612, UUID.fromString("02f10fae-bfb4-4374-bf38-7fce6d3df784")); + put(613, UUID.fromString("ae8796d4-6507-4f80-b796-379e4df4e961")); + put(614, UUID.fromString("a0d4fa66-6524-407e-be22-5e0c2dddcfa8")); + put(615, UUID.fromString("7dd3378b-8415-43f0-99bf-9fda67752638")); + put(616, UUID.fromString("83435784-f848-49cb-9a54-312501717894")); + put(617, UUID.fromString("fe35db5b-4751-47b2-90ea-eac6dca8884f")); + put(618, UUID.fromString("ab28cea3-07f3-46d0-a9ff-641ff7847065")); + put(619, UUID.fromString("7d4f8d29-98ad-4035-a53b-0f3910108458")); + put(620, UUID.fromString("00050528-db3c-4571-ae11-42a66c4a3d90")); + put(621, UUID.fromString("ce522a0d-0b52-4980-a972-6c6cd5d84dc2")); + put(622, UUID.fromString("7fde453d-9e36-485f-8a78-7069cd73b354")); + put(623, UUID.fromString("d64c4597-6f51-411c-892e-b0fb05319dfd")); + put(624, UUID.fromString("7751f674-bccf-44d5-9bfd-f8b07a01f347")); + put(625, UUID.fromString("42a90709-323b-4385-9f53-f8e47cb93f23")); + put(626, UUID.fromString("6b7a5ca8-54b2-455a-a7c7-e992d1c23c99")); + put(627, UUID.fromString("6fb5e47b-4899-447b-81cd-94e8b776a456")); + put(628, UUID.fromString("ba5a7550-aba9-4ed2-9d1f-c6e59d87a8f6")); + put(629, UUID.fromString("0a9af14c-84da-4ebd-8d38-a8661f9ebcd6")); + put(630, UUID.fromString("9b129040-700e-4967-8723-fe6ea1e28f71")); + put(631, UUID.fromString("b671cbf2-93d6-4856-82d0-ea98812c0c84")); + put(632, UUID.fromString("39ddd78e-11a7-4126-abd8-4bdfa12a3187")); + put(633, UUID.fromString("4bdce40a-8069-49e7-84cb-231fd5ddb9e5")); + put(634, UUID.fromString("e7876c75-a50e-4fe1-a7d7-2c0797434cc8")); + put(635, UUID.fromString("1577f924-41a8-482b-a08e-df15e7274e23")); + put(636, UUID.fromString("08b5adc3-e35b-4606-ab3c-41fd49f4b181")); + put(637, UUID.fromString("0d954c77-fc08-4ba9-a56c-f4f21327bd87")); + put(638, UUID.fromString("469cfa93-18e3-43da-a994-fa62e318bf4b")); + put(639, UUID.fromString("eb8ecc99-b1b4-443f-80ba-d16781aa4d7e")); + put(640, UUID.fromString("4149e3cc-5721-4645-b498-56a889c3061d")); + put(641, UUID.fromString("4c0a075e-0abc-459b-b456-26f57e32a090")); + put(642, UUID.fromString("1ad0314a-3256-4dc0-a830-19c385ad9634")); + put(643, UUID.fromString("084eb357-2f65-4955-9625-3bb0b1ef04a2")); + put(644, UUID.fromString("d10af3b2-8de8-41c2-9e86-2f316fe694f5")); + put(645, UUID.fromString("2819f854-263c-4932-a66d-91e7a7ccb474")); + put(646, UUID.fromString("13677508-21da-484f-91aa-ea667f190948")); + put(647, UUID.fromString("c2f05ccf-92eb-480a-ab52-b7fb24177c4f")); + put(648, UUID.fromString("dd357926-b38e-4bed-9d59-5a2dc11550ef")); + put(649, UUID.fromString("62e7bd37-64b3-421c-b190-8a073c1a9beb")); + put(650, UUID.fromString("79089b09-21d9-4380-8dbf-5784ba3c9da6")); + put(651, UUID.fromString("d72c5654-9c28-4d1d-82ad-f3270c17f211")); + put(652, UUID.fromString("bab64f6a-594b-46cc-a41c-18540fbefb94")); + put(653, UUID.fromString("298cc36a-cdb0-46f0-bc7a-c6f560533bc5")); + put(654, UUID.fromString("62cd7511-5459-4f52-a411-4a4b1f2c0799")); + put(655, UUID.fromString("9c6854f2-9dc8-40f1-89ce-bd261a66d449")); + put(656, UUID.fromString("a280a21a-c523-487a-8382-2b657d212c50")); + put(657, UUID.fromString("6066390f-89fd-4822-822b-06a7ba3af491")); + put(658, UUID.fromString("011bd6b9-b00e-4761-8240-fafc8cb59a3d")); + put(659, UUID.fromString("7e8a9621-8322-472c-bd20-0ee2fb369b15")); + put(660, UUID.fromString("708eba96-080a-44e4-ab8f-54da5278cc9c")); + put(661, UUID.fromString("5dc9f10f-4cbf-47b5-8e75-ffbf70fbc318")); + put(662, UUID.fromString("7fd07402-298e-4f53-9553-38dce50108b4")); + put(663, UUID.fromString("8f9e781e-7028-48ac-a283-cf3039ba08af")); + put(664, UUID.fromString("6e9a66b5-3783-4f62-b933-5e3852ad419d")); + put(665, UUID.fromString("ad902b26-b5a5-44af-a480-2c00b6353fcd")); + put(666, UUID.fromString("b3553545-690d-4f8c-b1c7-fd8dfea24f13")); + put(667, UUID.fromString("6344b052-d1b6-43ce-9ad2-7ff06944bc6f")); + put(668, UUID.fromString("9ead079b-0dd4-4eac-9e62-b33c16079a5c")); + put(669, UUID.fromString("e84f0b1d-63d6-4de4-a0e1-ff45f76bcb46")); + put(670, UUID.fromString("618e5995-cbe4-433c-8a46-3ce98976d7cd")); + put(671, UUID.fromString("713ec4f8-e11a-4c23-a20b-e4c01438816b")); + put(672, UUID.fromString("c1933c63-a416-41bd-a262-bf9b59935184")); + put(673, UUID.fromString("004c87ed-5969-4371-a302-9c2f60ec550a")); + put(674, UUID.fromString("ec9af10a-1968-45fd-a861-e41b400495c5")); + put(675, UUID.fromString("759cdfe1-2a2e-424c-a8ae-51aa21e6c1ae")); + put(676, UUID.fromString("729370b9-dfc4-4805-9d52-c0dc598a13f8")); + put(677, UUID.fromString("0a395828-38e6-44a1-9e06-ea741cd2089a")); + put(678, UUID.fromString("f13393c4-e069-4856-9655-a73d4288b2c5")); + put(679, UUID.fromString("2c971cce-06df-4acb-b982-a7cf73adea45")); + put(680, UUID.fromString("22693d1b-3f25-43c7-a9e6-c2e0e6f16894")); + put(681, UUID.fromString("308b52d8-e16b-483a-bf78-7d3a6237ee75")); + put(682, UUID.fromString("bbccfe6b-8634-44ae-8e03-9df235d0cb60")); + put(683, UUID.fromString("b7ec0b76-c351-429c-8732-e583b739dd0a")); + put(684, UUID.fromString("a2a0e502-0997-4ef2-8fb5-418819f995b9")); + put(685, UUID.fromString("2d9be4fa-dc11-42d2-864e-dbc430b2ee80")); + put(686, UUID.fromString("09ce4898-5f19-4646-ba98-16d1d088569e")); + put(687, UUID.fromString("e2d0e058-570f-403c-86a6-0962f351f931")); + put(688, UUID.fromString("dd9c9e41-6bff-40cd-b9a7-eafb7d685c0d")); + put(689, UUID.fromString("acac238e-c746-4ece-9ed5-9e6f6ad8bea0")); + put(690, UUID.fromString("98d085a3-e6db-44b1-91c1-9625f1fddc5f")); + put(691, UUID.fromString("79486dc3-b066-4f61-ba33-3cfb5a174473")); + put(692, UUID.fromString("7d335d59-5245-4ae4-9dfb-964b14c085ba")); + put(693, UUID.fromString("f7183cab-67a4-4f2b-84e2-e35c1484f772")); + put(694, UUID.fromString("838903b3-2786-4bc2-b64d-e45153dc58ab")); + put(695, UUID.fromString("73401955-92fa-40c2-9725-29addad9e857")); + put(696, UUID.fromString("2e59c40d-1c17-48e0-8933-6d33ba82ea5b")); + put(697, UUID.fromString("4f61f4ac-7d8d-4ddb-9a2a-220ead3d5768")); + put(698, UUID.fromString("5b610544-a3b6-4fb8-a759-a9c92b0822d6")); + put(699, UUID.fromString("6fd65977-c59f-4308-a75b-669bfe7432b3")); + put(700, UUID.fromString("39cec23f-a80b-45e4-814e-c9ce61d37836")); + put(701, UUID.fromString("bf3c0e87-0252-44ca-9c1c-db8896df51d4")); + put(702, UUID.fromString("45d8dfe3-2324-4b07-a6c0-313fc92d0d20")); + put(703, UUID.fromString("83fff0bd-96fe-4cbe-954d-0bc9667d17ac")); + put(704, UUID.fromString("8d0ba424-21c5-4bb7-96bc-66ce406f97f8")); + put(705, UUID.fromString("05e63285-509c-4935-8d9c-27e3a6cd10e5")); + put(706, UUID.fromString("ac2e2007-23d1-469c-82e0-61882c0fd4bd")); + put(707, UUID.fromString("8e86e4eb-19af-46a2-a521-ad396b3da57e")); + put(708, UUID.fromString("87b2ce10-28c8-4dc7-b2ef-f557af83ff39")); + put(709, UUID.fromString("ffc57a9f-0a72-4a84-a79e-deb313a89d7c")); + put(710, UUID.fromString("9f035956-bd07-41a4-bce2-d456a119c694")); + put(711, UUID.fromString("ec5dc4fe-99ca-4a75-8300-6a89de7e7491")); + put(712, UUID.fromString("24ff383d-5495-400e-b7a6-f4df975083f8")); + put(713, UUID.fromString("3008bd39-4ad6-4c00-b72a-ab8408e68cd0")); + put(714, UUID.fromString("2001f0b7-338e-46ea-b012-e3ae91b0589b")); + put(715, UUID.fromString("b1f04382-784e-4327-8276-c9c36ea98c89")); + put(716, UUID.fromString("098b40af-d56c-402e-9460-8a91a193ad96")); + put(717, UUID.fromString("c7f20ecf-22c4-46c1-8f56-252c4749552e")); + put(718, UUID.fromString("3b3250db-56ea-49c2-bcb4-40d122cf6c34")); + put(719, UUID.fromString("719f12b1-31e9-4a5f-879e-29ce453feb36")); + put(720, UUID.fromString("8494b4a4-0a99-4148-9237-8d2fdd3be519")); + put(721, UUID.fromString("364ffcac-06a4-4df5-a499-7fbecd1e6aa9")); + put(722, UUID.fromString("b8ee2017-16af-45d2-a4e6-8531deb2f7f6")); + put(723, UUID.fromString("110f7fd2-2c83-4251-a7b1-8cf99d448575")); + put(724, UUID.fromString("7848bb80-8c0d-4376-bfef-7a2d744e74a0")); + put(725, UUID.fromString("0c3c0a13-ec8c-4752-a9ad-591e6c431b9e")); + put(726, UUID.fromString("089e2a74-6b28-426c-ac08-47c21935b633")); + put(727, UUID.fromString("06a6740b-8fdd-4bfa-9375-52399744faad")); + put(728, UUID.fromString("ad9c9c8d-0464-4d57-9f60-1c97bd8a9ac9")); + put(729, UUID.fromString("c22f45ac-2e48-4153-8ae6-958adadc6de9")); + put(730, UUID.fromString("b5d861e4-5a16-4a42-8fe4-c53856210920")); + put(731, UUID.fromString("4ce89eac-a780-4659-abc3-98e89f28e7d9")); + put(732, UUID.fromString("c53bd487-3635-4db9-bcdd-d9ec3475e095")); + put(733, UUID.fromString("b442b9d1-04b8-4ac4-a8e3-52bea3bdc954")); + put(734, UUID.fromString("daa94a76-9107-47bf-8f58-176799e71d46")); + put(735, UUID.fromString("3b616900-2772-4536-9213-39280505a1f3")); + put(736, UUID.fromString("a6bf14a2-5a32-4002-b096-3f672fc56a89")); + put(737, UUID.fromString("f34494b7-943a-422c-855d-4256ab789905")); + put(738, UUID.fromString("01e30723-5064-4d58-b77d-d895c81b0cdc")); + put(739, UUID.fromString("54d0ff54-656f-4b8e-94b5-4d56a63278f5")); + put(740, UUID.fromString("15532c7f-ddee-4adc-a1bf-462f0e8d3c53")); + put(741, UUID.fromString("76366bd4-4523-47bd-8162-85808099fd81")); + put(742, UUID.fromString("2d535da7-5537-473f-94e0-0c2830b91e03")); + put(743, UUID.fromString("8119287b-2649-4313-af70-0c9795e6e129")); + put(744, UUID.fromString("2cc4f0ea-101f-4b94-9a07-8d5952bab6a8")); + put(745, UUID.fromString("40002b26-8088-470d-afcf-1939f84af089")); + put(746, UUID.fromString("71873d4d-d43c-4033-8cc6-98b12c740da2")); + put(747, UUID.fromString("9376cc8c-e8bd-4fee-ac6c-3775b27d5f6c")); + put(748, UUID.fromString("6338308a-e16b-410c-b060-5818941bf225")); + put(749, UUID.fromString("1a40c9fa-1739-4f34-932c-25cf78d7b433")); + put(750, UUID.fromString("50f3c6e7-fee3-446b-91c5-a805715140d2")); + put(751, UUID.fromString("caca51bb-db23-43c7-9506-4ae87c09154d")); + put(752, UUID.fromString("a459c438-2f3c-40d7-b8c0-5f6ee0d393be")); + put(753, UUID.fromString("1e1c5ca4-0524-45a0-8e7a-08ea47d7b7d3")); + put(754, UUID.fromString("4570de6f-83af-49e6-b5d8-061e6c3779da")); + put(755, UUID.fromString("c67c0f09-91cd-4d64-b54c-3f4e763a978b")); + put(756, UUID.fromString("4d7c4536-27f6-4728-a123-d7f80781d4e6")); + put(757, UUID.fromString("c6908ea0-b748-47de-aaeb-778b0e580973")); + put(758, UUID.fromString("36bf3c7a-db52-4e97-b883-44bcb219f1bb")); + put(759, UUID.fromString("0ad4a0c1-11fe-4440-9b13-fd430347fe1f")); + put(760, UUID.fromString("b24c8ded-3808-41d4-83f7-50b208781a84")); + put(761, UUID.fromString("939981d1-0754-451d-810a-247c23d173ac")); + put(762, UUID.fromString("a39df874-0a4f-4126-acfa-eb37a7aeaa5c")); + put(763, UUID.fromString("cf3bf8a2-17b8-4779-8ffe-408522958385")); + put(764, UUID.fromString("1464af42-9c6e-4bf9-a1da-f3344dde524f")); + put(765, UUID.fromString("c4e65bb5-b5df-470d-9b67-d5bfbf4b1f7f")); + put(766, UUID.fromString("e537d46a-b223-4729-9e00-d855fb2f117c")); + put(767, UUID.fromString("e6de5281-7cb0-4e1b-9d1b-d299d362af3d")); + put(768, UUID.fromString("7a7e3c98-8bb3-40df-8f5d-464917566cc2")); + put(769, UUID.fromString("487d1016-ec94-4824-bc09-b2ee7a990156")); + put(770, UUID.fromString("59660bed-7da2-4a00-bd46-cb77851abb9a")); + put(771, UUID.fromString("cc20679d-e523-40a8-9f9e-70da8dd09c39")); + put(772, UUID.fromString("fd487009-b733-4dec-a707-90a31aee5f5e")); + put(773, UUID.fromString("0768121f-c894-43d8-874f-310a8dafe577")); + put(774, UUID.fromString("989db713-82e5-4498-8c66-b3b9669a5302")); + put(775, UUID.fromString("ff2295bb-c162-44c1-8735-c9474fa61c3f")); + put(776, UUID.fromString("ac26a455-44a6-4693-8339-b8fe9b7845d4")); + put(777, UUID.fromString("1041661a-2c49-49fc-8ea1-2427ea2ddb57")); + put(778, UUID.fromString("e75ca858-6370-4085-81bb-f14ccc52f522")); + put(779, UUID.fromString("54160259-5a50-4482-ba4a-b0009e627b82")); + put(780, UUID.fromString("70d1e263-ad6c-412e-96e0-ec82b7873038")); + put(781, UUID.fromString("ca72489f-8533-4074-9436-c2ba79f615d8")); + put(782, UUID.fromString("e1d805e9-3dc8-418e-9ed8-7e33a59c23c1")); + put(783, UUID.fromString("cf9b6d19-647c-43da-b859-73c4c02ce66d")); + put(784, UUID.fromString("8a2f29d9-1d1a-4ea1-bae3-01e20ce7c3b3")); + put(785, UUID.fromString("0588e084-ff46-422b-be47-e24844c12a9f")); + put(786, UUID.fromString("3818b815-97fd-4d16-9771-577e39392e39")); + put(787, UUID.fromString("3b5013c8-70c2-4fbc-97d0-d7d5724ce938")); + put(788, UUID.fromString("f4af5b8d-feec-4d9d-82bf-dbe01bc8c25c")); + put(789, UUID.fromString("9ccbc19b-46f7-450d-b49d-2f0c4f569c92")); + put(790, UUID.fromString("c9d6e4f4-ca91-42ae-bc4e-dbf5cbca7282")); + put(791, UUID.fromString("53b1c569-f68e-4b3e-9413-b7e5f1ae900b")); + put(792, UUID.fromString("9fa576bd-b7b5-4a5b-bfa0-04bd1c011d9f")); + put(793, UUID.fromString("17425825-9fe2-44f3-9002-e99a572189c1")); + put(794, UUID.fromString("e08f7ef4-b3f6-40d1-9dfa-28ce7dafa105")); + put(795, UUID.fromString("03ca55ba-0208-4a9e-8527-fcda06d7f38d")); + put(796, UUID.fromString("6bfc3dbf-0d83-4bc6-904f-ee7103696327")); + put(797, UUID.fromString("d2d49f8b-9b0a-41b3-bd9f-d4b6d2837cb1")); + put(798, UUID.fromString("654d7454-139a-46db-9c80-c61a0577d344")); + put(799, UUID.fromString("6d730952-9ac4-49e5-b75a-02a446cafec5")); + put(800, UUID.fromString("eca4054b-c2f6-47e5-8afc-5aa1ad855cc3")); + put(801, UUID.fromString("4658e3e2-1ee8-41ee-8c35-6765d590226e")); + put(802, UUID.fromString("c72d1fc7-bbc8-4e61-a198-7ae61466a5c8")); + put(803, UUID.fromString("17129b92-3a1f-4d3f-ba4c-50bee62aee40")); + put(804, UUID.fromString("504838fa-1f9f-41d2-84ba-29ac7954fc27")); + put(805, UUID.fromString("665e3af8-2901-4ca2-b5da-774207ff9c7a")); + put(806, UUID.fromString("5fb4ab7b-fdc8-48ce-a9eb-6aebefe17106")); + put(807, UUID.fromString("5091ef0a-e430-4266-8b11-47e81267f860")); + put(808, UUID.fromString("d2c246a0-7a3e-4a1c-b5e5-a7bd99f2182b")); + put(809, UUID.fromString("9ca5d547-17a4-4366-8a05-8f8aeb8406c2")); + put(810, UUID.fromString("48ae1dd6-ce99-40ce-a043-c2287e097c62")); + put(811, UUID.fromString("0cc0c159-589b-4e35-9151-cbc0a6332d10")); + put(812, UUID.fromString("6688b676-8e56-4e85-a7b6-1710dd4a7a5b")); + put(813, UUID.fromString("832594d5-7e27-48c0-a415-055bd8730338")); + put(814, UUID.fromString("06164a42-ecdf-4cba-8b54-554ebdeec263")); + put(815, UUID.fromString("99f9d85a-792b-418e-85e0-dc8a22e87596")); + put(816, UUID.fromString("8da3fc51-28e6-4412-bd62-fa68e3cdaf25")); + put(817, UUID.fromString("0605e47a-e54d-4626-9146-54bb0b2e401a")); + put(818, UUID.fromString("8a61e88f-8fd4-46b1-8bb1-3047f2ad647f")); + put(819, UUID.fromString("b975aee2-cfdf-40af-bf09-55100b951f2f")); + put(820, UUID.fromString("d14eb1a2-a588-44a6-8753-ba21350bbc83")); + put(821, UUID.fromString("6baad978-87e2-4056-9a3a-a3c4cc410248")); + put(822, UUID.fromString("10ae57aa-23e4-47be-87f1-a3408a895bec")); + put(823, UUID.fromString("47816812-c142-4b6a-bc50-3e1fba71bdd0")); + put(824, UUID.fromString("fa025fc2-d965-4968-96d5-7b2e3ae6c709")); + put(825, UUID.fromString("27687e60-d858-4998-b64e-8a03948e08d1")); + put(826, UUID.fromString("bf0450e7-d67a-4755-9300-115f71ac0c5d")); + put(827, UUID.fromString("32421038-6016-47fa-8eef-1a7f107cf84b")); + put(828, UUID.fromString("70d9fb84-6793-4562-9cf8-d0f312f5bc4e")); + put(829, UUID.fromString("d9e61247-fe04-4e14-a683-c8ba1253af3f")); + put(830, UUID.fromString("7ed21283-1d15-450f-b17e-34f25435d16c")); + put(831, UUID.fromString("20b2ddc4-c7be-4639-8a6a-cb52ce6a93b3")); + put(832, UUID.fromString("abdd2ba9-3afd-4002-941d-a813b1856ecf")); + put(833, UUID.fromString("5b435980-812c-42ea-8c92-715379a4acee")); + put(834, UUID.fromString("effba610-0257-485a-aae5-ddce4cb49199")); + put(835, UUID.fromString("3ddf1070-c9e6-462e-8316-19e470657471")); + put(836, UUID.fromString("3a67f2f7-3fd2-4dd5-a243-8cb0c949c4a5")); + put(837, UUID.fromString("4f5c4a55-3270-45a3-b49a-3c21dd0b751f")); + put(838, UUID.fromString("d02178ec-1801-4d77-97d5-1624ff43f3a7")); + put(839, UUID.fromString("1703c7c2-d48e-44dd-9770-062ff7ee2727")); + put(840, UUID.fromString("03720a57-0017-40b7-bc0b-cf86cf04382a")); + put(841, UUID.fromString("b7d0ff58-1805-4c7f-a88b-5b54f0faf8b8")); + put(842, UUID.fromString("fac8f446-6e9e-4094-ae83-52d509157fca")); + put(843, UUID.fromString("b7a4e599-c34a-479a-934c-c4632fc62686")); + put(844, UUID.fromString("6cf662f8-d2a6-43a0-906a-75165b3709b6")); + put(845, UUID.fromString("99bb5c8a-6f82-44cb-8c44-9c12bb9f12e0")); + put(846, UUID.fromString("e4af688a-c43a-4c2d-a2e8-a73da20d3996")); + put(847, UUID.fromString("81f90845-b610-4c33-bbc0-37ba7720fa7f")); + put(848, UUID.fromString("ec5067f3-c7c0-4f87-a7a2-58f9f1e5ee08")); + put(849, UUID.fromString("164f85e9-5d55-4de4-989c-dd59eb56df76")); + put(850, UUID.fromString("060a7063-a7a7-4d29-8f72-aeaf13f0ed1d")); + put(851, UUID.fromString("14b22fc7-a7c4-48ed-827b-d965ffe83f89")); + put(852, UUID.fromString("5f69b30b-e7ca-462a-b855-f30d075528d2")); + put(853, UUID.fromString("267ded7f-678b-4fc0-91be-3f7f5126ead5")); + put(854, UUID.fromString("da200931-60a6-478f-9b38-acd92cb1c1b7")); + put(855, UUID.fromString("e87e3bcd-fe9e-4cba-be95-107bd243086c")); + put(856, UUID.fromString("f823f9bf-0231-42f0-a2e4-de207fd51516")); + put(857, UUID.fromString("a12c2acc-244a-41ab-b81e-eaef04810c38")); + put(858, UUID.fromString("55b2f812-9827-4d55-9723-75b98ba11e75")); + put(859, UUID.fromString("50db3bd2-b5cb-41fc-9cbd-5c6ca823175e")); + put(860, UUID.fromString("0257ec8b-fccf-4bc2-9b6a-d7599e8b08f1")); + put(861, UUID.fromString("e786c767-01d6-4cfa-a7e3-8e0fd9673f04")); + put(862, UUID.fromString("aad70eb9-9ef2-4fbd-9764-f3f1bc1ed7e0")); + put(863, UUID.fromString("610391a9-8826-459f-a03e-6368019c475b")); + put(864, UUID.fromString("a533b1a2-3015-4b58-a654-fd54572b17f9")); + put(865, UUID.fromString("98694f06-58d3-4a90-bba7-6711ac3a8c3e")); + put(866, UUID.fromString("fd6682e7-9606-45d0-b98a-a47563aade71")); + put(867, UUID.fromString("904c3334-c095-4e00-9d32-4740672f8f86")); + put(868, UUID.fromString("143cce6b-c8f3-4829-a3f2-860981c2ced3")); + put(869, UUID.fromString("19f1fc44-3a2b-4f10-b09a-494b19a1b84f")); + put(870, UUID.fromString("d890414d-98a0-476d-ac7f-0f1cdd378cb7")); + put(871, UUID.fromString("d21feeeb-4762-4e41-b40a-89aea8710e3e")); + put(872, UUID.fromString("9b1e974c-6457-40c1-a379-08b18d3dc011")); + put(873, UUID.fromString("4a340a88-44b7-449d-9f79-4d38a143f6f8")); + put(874, UUID.fromString("ea538066-db3d-4fa3-8d2b-87fd24fad5e1")); + put(875, UUID.fromString("95e4b4cf-b21c-4e87-85f3-37d3838d618c")); + put(876, UUID.fromString("76a061d7-c5e9-4d34-84e5-13445f57dd2c")); + put(877, UUID.fromString("44c223bd-0485-40d8-8efc-6be2f32313db")); + put(878, UUID.fromString("de002f53-e4b0-4d87-9bf3-fb19e2f1421f")); + put(879, UUID.fromString("d8392d81-431f-4be3-899b-47b06e1d4f0e")); + put(880, UUID.fromString("75f71068-51a2-4af2-aecd-6daa73c6da7d")); + put(881, UUID.fromString("89217e63-3a52-4631-b120-fff6db59c23c")); + put(882, UUID.fromString("34521cac-7e3b-44d4-8d97-d14e3a2a4e64")); + put(883, UUID.fromString("e626d0ba-fe50-47ff-ac34-1dd94832542a")); + put(884, UUID.fromString("a9a45ced-7e9b-4750-82dc-869a353cc93a")); + put(885, UUID.fromString("98d38fde-572e-436c-8336-4a274dae087e")); + put(886, UUID.fromString("35595476-8fdb-4e0c-aed8-ecf80a22409a")); + put(887, UUID.fromString("0750aec7-0d85-4453-9308-7e5558378fa5")); + put(888, UUID.fromString("090e2801-38d2-4fe8-a008-bdc51e70decf")); + put(889, UUID.fromString("93bf1ebc-0fcb-4026-9ddb-07e1179a25ac")); + put(890, UUID.fromString("90906b68-30cb-4006-bfa7-0bbaeacfe3fe")); + put(891, UUID.fromString("2978adf7-c838-4c05-92a0-8e2ff03a259b")); + put(892, UUID.fromString("dd54a4d3-99c7-47ef-8e3f-cb24069cef66")); + put(893, UUID.fromString("0c03787b-3450-471a-801c-b6ae3cd32425")); + put(894, UUID.fromString("2fe24342-ae8d-40da-b0ce-40d53deebd85")); + put(895, UUID.fromString("5591993d-981b-4489-8fc8-4ded7afd891f")); + put(896, UUID.fromString("8a288302-ded0-42ad-abeb-8ef49aaf9ff9")); + put(897, UUID.fromString("2e87364a-5ed3-4398-9bd0-c7cf66813db5")); + put(898, UUID.fromString("e5d83f94-7398-4948-b065-95da943bc909")); + put(899, UUID.fromString("9b328706-06c7-42a6-b67a-4641a2c2e183")); + put(900, UUID.fromString("63affa09-7aa2-448d-8fd6-dffe0aa8d5c4")); + put(901, UUID.fromString("9ad07bb2-6182-4de6-97ff-0eb368b30713")); + put(902, UUID.fromString("f527e35a-d73f-448b-96e5-0750880bac9c")); + put(903, UUID.fromString("568eb1f3-a32b-4a13-9c7d-f7dbf569afa7")); + put(904, UUID.fromString("668c1b9f-aef5-4d7f-9f46-1f0635adc4e4")); + put(905, UUID.fromString("dc0c1a20-a796-4d62-a409-d89425549b89")); + put(906, UUID.fromString("e9c39cbc-5bf7-43b4-8d88-ff867336e1a3")); + put(907, UUID.fromString("60ad5d6a-67ff-4114-88f1-c5a8777bf288")); + put(908, UUID.fromString("8e1a972f-9cfa-49cd-89ce-48f2702c4be2")); + put(921, UUID.fromString("739aa055-bfc3-4874-8d92-c046baeee161")); + put(909, UUID.fromString("fddac690-5826-46a5-b62c-dc1dfa8b8da0")); + put(910, UUID.fromString("b498c538-1e60-47f0-bb05-3412599e206e")); + put(911, UUID.fromString("5899c5eb-37e1-48b1-ba0d-e49205203e5d")); + put(912, UUID.fromString("3a5c6c13-a048-40c4-a9ca-2ef9deddbeaf")); + put(913, UUID.fromString("e3402018-6b3b-4971-a483-c93f74249abd")); + put(914, UUID.fromString("8dd461a3-8e76-427c-bd3e-57eb9e5ec998")); + put(915, UUID.fromString("cdc3b651-b3e4-44c6-9611-998bdc39fd0d")); + put(916, UUID.fromString("f1dd6d66-5b65-4077-a4bc-03f08bf571c7")); + put(917, UUID.fromString("c855366f-961d-4cba-8adb-ed6bd1ab6c91")); + put(918, UUID.fromString("645d0a54-f92b-4fcd-87e5-c37183a7acfe")); + put(919, UUID.fromString("9e1b6ea6-84f2-490c-95d8-391bcc980e7b")); + put(920, UUID.fromString("4990e809-73b5-447e-a3a5-2c1fda6857c8")); }}; \ No newline at end of file diff --git a/app/src/main/assets/Spells_uuid_map.json b/app/src/main/assets/Spells_uuid_map.json index 5b0795b3..ee18ae55 100644 --- a/app/src/main/assets/Spells_uuid_map.json +++ b/app/src/main/assets/Spells_uuid_map.json @@ -1,923 +1,923 @@ { - "1": "d545b8bb-6150-41ef-bf43-29d8a05ede4b", - "2": "c743233f-9792-4f63-aafa-9814388099c7", - "3": "d81bea34-2005-4cbb-a888-c71fb99240e3", - "4": "344b4996-aa22-4e50-b79f-2e0c1a2cbe6a", - "5": "af933fd1-ab29-4871-ba43-55748ede9f6d", - "6": "4a897bc4-3309-49bb-9d41-147746d55549", - "7": "28d724ec-77db-4f86-9493-ba7d49644127", - "8": "240cbb28-ae4d-4f01-a457-90a7b9a8b86b", - "9": "51324f47-0342-4999-a532-09771ab6fd18", - "10": "306c69ab-0496-4cc9-a940-9926d38c903a", - "11": "458f8b12-d849-4cdd-b661-7d02a592dd5f", - "12": "d18f7093-ad73-4a5d-b17b-8b54c4d2336d", - "13": "31843eba-62ca-4fb8-92fe-9c93b850458d", - "14": "05a0ae0b-d3e3-4b5c-9387-b1710a17d053", - "15": "48657d6d-65fd-4f61-bd68-6bff6e207398", - "16": "cc1ae25d-1d19-4595-97ac-6bbd373fa3bf", - "17": "48e70cdc-0061-4dec-bf7f-c44635478ca0", - "18": "5efff7ce-c156-403c-aed3-4b2692f0fa9c", - "19": "d797a79b-1aae-4a39-bd70-58f82b3aa6a2", - "20": "2ee06757-4086-4994-9b7c-8441cf291b8f", - "21": "48605d05-8116-40fd-b6ed-dee7bc1a7b9d", - "22": "91a6a18e-ab37-48cb-a1cf-dbef76655d14", - "23": "30a49c54-26d8-4485-a50c-4c2eb9eb0934", - "24": "3aace315-9f84-4db0-9223-7417d93af713", - "25": "49d22a2f-3eea-4914-aa95-accf891e2065", - "26": "3b245452-34b2-40d5-ac86-b7f16171a4c3", - "27": "cc8bcc10-4f24-48e5-b77e-89c6a6c56ea7", - "28": "49d013ad-d6a3-4da4-82b6-3bd2563be416", - "29": "519cd5cd-9534-466c-a4b3-d56fff9c963e", - "30": "76967049-0abd-46eb-b304-f5c416627c74", - "31": "471bf3b4-d339-4db7-b033-8c5607e84c32", - "32": "9ab39b16-feed-477e-84d5-251c91192f08", - "33": "7ff3ca3f-4ed2-4f5f-bc0d-621d120b6b17", - "34": "a5cacbff-f499-4531-a909-61931f7636c3", - "35": "03272bf0-414f-4517-903f-3ccfb41253f8", - "36": "cea7d0ad-ac40-4e2d-91ab-77055956288c", - "37": "a1f229c7-8ebb-4479-bea0-ff89a4f22ebd", - "38": "12dd58f8-fd36-454a-9a70-00dabfe42345", - "39": "40aaaca9-3141-462c-bcde-31c54b75311f", - "40": "c34165aa-733b-467c-a8f4-eab9bbd92473", - "41": "415db026-c826-45aa-9e66-9b0ef29398ba", - "42": "c1616f3d-4ee7-4715-b2dd-996f6b1c0281", - "43": "cb9fb441-942d-46f2-b347-87dcc80bcc35", - "44": "8d0fa4a0-23b2-480a-949a-d117733e5cd8", - "45": "d080263a-2686-4a92-8a36-a0b45d01a0be", - "46": "6b242f22-1c73-49a2-9ff2-a489e526c178", - "47": "c33808d8-22ad-435c-9a22-4873d14e6ff9", - "48": "fa79213b-cb1d-439b-b91b-98a1eb238589", - "49": "83f9f747-e588-4728-8298-24782381e7bb", - "50": "1aac1e52-6455-48ca-95b1-b5db791de60a", - "51": "3cc543eb-b9f8-436d-869d-df8f0fc01f95", - "52": "846b92fb-9f4c-4935-aa48-f496929a0783", - "53": "15b94c10-74cc-4891-911b-4dbcbf302a92", - "54": "cc5d5bc5-ae9d-479d-ab42-35ed138637b2", - "55": "e5c6a22c-3ed2-438b-81b4-6afe450d5e55", - "56": "bd7516c3-50c2-4c60-b3e0-ce59233a03ad", - "57": "780ca4c4-7abc-4630-9bf1-82b5ad5f27de", - "58": "b8aa325e-f422-43b8-a9cb-3a685834f3a8", - "59": "5d6e46fd-ca23-4c46-bd2b-7aa232f810ad", - "60": "448111f4-6677-4258-a76f-2f20f4685c9a", - "61": "df3e5ee7-f508-4752-bfcd-3a8f55136aa2", - "62": "bd28dfae-3278-433f-82c4-dd31a70c818c", - "63": "3c3b26bb-4e94-4324-85f7-0e1396f21d18", - "64": "76d4b971-df24-40f3-a127-48c58f502602", - "65": "d5d151a8-b53c-4dac-89d8-52789655a6f2", - "66": "11eec43c-87ab-4a7a-9ce7-9945f4086f19", - "67": "d74891ab-09ee-44c7-bc0e-c5a07c0080ce", - "68": "35b4e9b2-9631-49dd-9cb2-3fb231742781", - "69": "2be9e24b-518c-4fd3-a910-2f1772b810f3", - "70": "7a51712a-fa52-43a6-b583-bacae3c5caa0", - "71": "83a2687a-4247-497b-9d83-76bb4f789ecc", - "72": "47132fdd-0847-41ca-b542-eff37a0b35a8", - "73": "c3043c62-4bae-414c-a8c8-c80e4486f164", - "74": "66ca321c-cc59-4b4c-8d72-b5e25542ccae", - "75": "3f8020f2-0e20-453a-b527-13ff95ffde1a", - "76": "7d2ef755-3dab-46e7-8a0b-38469b43b81d", - "77": "1a6d81df-3c68-4e07-a31e-d64a15df7841", - "78": "0d5ef4d7-8994-4390-b9ea-d275aa60c4cc", - "79": "8b5a96c6-344a-4e96-be0a-56c72a938afb", - "80": "ef685999-05b7-486d-969d-bde881881591", - "81": "f550b65e-01da-4fb5-9169-17165e41189c", - "82": "b7703df7-9355-43b4-b8af-d353325d9659", - "83": "9a2d5731-6aa2-4f71-87d4-e213642b461e", - "84": "8ccaf077-649e-4451-b139-6ec6dd124e80", - "85": "0cd33325-6c12-43a8-857c-2a432503b098", - "86": "95e4136b-63a7-4f29-bb11-ed34ade5271d", - "87": "ca2f9608-0831-4920-a4b9-084ef5e9b5d6", - "88": "75bc78f0-5be5-456f-a294-acfca53f8f10", - "89": "cec49f06-b02f-4437-98be-ffaed1af5dc9", - "90": "6c6045d0-398c-41d1-90a2-200824925ff9", - "91": "7dbffeb3-50fd-4bd1-8402-f3306c4c158d", - "92": "e2da5cee-961c-4517-8f57-072654fea42a", - "93": "1104c2ff-ac48-4aba-906e-dbc33db2ea46", - "94": "96a38b8b-5026-43fc-bdeb-8dd3f1e1be44", - "95": "4bc1b559-72ab-4043-a24a-f749b0b49d92", - "96": "2c52b320-2d13-4a5a-bf81-8a77f09fd1a6", - "97": "cc5d77d7-6773-4143-858f-94dbf1f35b00", - "98": "73c79929-0a7d-4df9-afeb-214388a8b313", - "99": "b1697a92-a75d-4832-a5ad-19466e7f2f75", - "100": "ec3aef62-f970-4cd3-9c25-5cd7facd8c56", - "101": "14481b74-376a-45a6-9dbf-92cbae906627", - "102": "c5b130ba-1cfb-4d39-b38a-ba174e411d9d", - "103": "3a791cf5-aefd-4447-ba51-a75ca1bfa966", - "104": "42adf9f9-7528-4a60-8347-b3822f0da7f1", - "105": "5cc18e76-1046-4102-bdaa-53aae3fd1c5f", - "106": "1941acbf-85a7-42ec-b4b5-9ae3b136b673", - "107": "ebe0eec9-bf5e-4b32-a2f1-0c37fadcfd1a", - "108": "d72de8ba-1bdd-42f0-b686-b636127b1c24", - "109": "7dd3e562-acd2-439d-be27-22ab069a5491", - "110": "998ebdc5-a4bf-4250-800c-99965b2b55d5", - "111": "ca49abaf-ec2f-4644-b889-4ee8232573f8", - "112": 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"e08f7ef4-b3f6-40d1-9dfa-28ce7dafa105", + "795": "03ca55ba-0208-4a9e-8527-fcda06d7f38d", + "796": "6bfc3dbf-0d83-4bc6-904f-ee7103696327", + "797": "d2d49f8b-9b0a-41b3-bd9f-d4b6d2837cb1", + "798": "654d7454-139a-46db-9c80-c61a0577d344", + "799": "6d730952-9ac4-49e5-b75a-02a446cafec5", + "800": "eca4054b-c2f6-47e5-8afc-5aa1ad855cc3", + "801": "4658e3e2-1ee8-41ee-8c35-6765d590226e", + "802": "c72d1fc7-bbc8-4e61-a198-7ae61466a5c8", + "803": "17129b92-3a1f-4d3f-ba4c-50bee62aee40", + "804": "504838fa-1f9f-41d2-84ba-29ac7954fc27", + "805": "665e3af8-2901-4ca2-b5da-774207ff9c7a", + "806": "5fb4ab7b-fdc8-48ce-a9eb-6aebefe17106", + "807": "5091ef0a-e430-4266-8b11-47e81267f860", + "808": "d2c246a0-7a3e-4a1c-b5e5-a7bd99f2182b", + "809": "9ca5d547-17a4-4366-8a05-8f8aeb8406c2", + "810": "48ae1dd6-ce99-40ce-a043-c2287e097c62", + "811": "0cc0c159-589b-4e35-9151-cbc0a6332d10", + "812": "6688b676-8e56-4e85-a7b6-1710dd4a7a5b", + "813": "832594d5-7e27-48c0-a415-055bd8730338", + "814": "06164a42-ecdf-4cba-8b54-554ebdeec263", + "815": "99f9d85a-792b-418e-85e0-dc8a22e87596", + "816": "8da3fc51-28e6-4412-bd62-fa68e3cdaf25", + "817": "0605e47a-e54d-4626-9146-54bb0b2e401a", + "818": "8a61e88f-8fd4-46b1-8bb1-3047f2ad647f", + "819": "b975aee2-cfdf-40af-bf09-55100b951f2f", + "820": "d14eb1a2-a588-44a6-8753-ba21350bbc83", + "821": "6baad978-87e2-4056-9a3a-a3c4cc410248", + "822": "10ae57aa-23e4-47be-87f1-a3408a895bec", + "823": "47816812-c142-4b6a-bc50-3e1fba71bdd0", + "824": "fa025fc2-d965-4968-96d5-7b2e3ae6c709", + "825": "27687e60-d858-4998-b64e-8a03948e08d1", + "826": "bf0450e7-d67a-4755-9300-115f71ac0c5d", + "827": "32421038-6016-47fa-8eef-1a7f107cf84b", + "828": "70d9fb84-6793-4562-9cf8-d0f312f5bc4e", + "829": "d9e61247-fe04-4e14-a683-c8ba1253af3f", + "830": "7ed21283-1d15-450f-b17e-34f25435d16c", + "831": "20b2ddc4-c7be-4639-8a6a-cb52ce6a93b3", + "832": "abdd2ba9-3afd-4002-941d-a813b1856ecf", + "833": "5b435980-812c-42ea-8c92-715379a4acee", + "834": "effba610-0257-485a-aae5-ddce4cb49199", + "835": "3ddf1070-c9e6-462e-8316-19e470657471", + "836": "3a67f2f7-3fd2-4dd5-a243-8cb0c949c4a5", + "837": "4f5c4a55-3270-45a3-b49a-3c21dd0b751f", + "838": "d02178ec-1801-4d77-97d5-1624ff43f3a7", + "839": "1703c7c2-d48e-44dd-9770-062ff7ee2727", + "840": "03720a57-0017-40b7-bc0b-cf86cf04382a", + "841": "b7d0ff58-1805-4c7f-a88b-5b54f0faf8b8", + "842": "fac8f446-6e9e-4094-ae83-52d509157fca", + "843": "b7a4e599-c34a-479a-934c-c4632fc62686", + "844": "6cf662f8-d2a6-43a0-906a-75165b3709b6", + "845": "99bb5c8a-6f82-44cb-8c44-9c12bb9f12e0", + "846": "e4af688a-c43a-4c2d-a2e8-a73da20d3996", + "847": "81f90845-b610-4c33-bbc0-37ba7720fa7f", + "848": "ec5067f3-c7c0-4f87-a7a2-58f9f1e5ee08", + "849": "164f85e9-5d55-4de4-989c-dd59eb56df76", + "850": "060a7063-a7a7-4d29-8f72-aeaf13f0ed1d", + "851": "14b22fc7-a7c4-48ed-827b-d965ffe83f89", + "852": "5f69b30b-e7ca-462a-b855-f30d075528d2", + "853": "267ded7f-678b-4fc0-91be-3f7f5126ead5", + "854": "da200931-60a6-478f-9b38-acd92cb1c1b7", + "855": "e87e3bcd-fe9e-4cba-be95-107bd243086c", + "856": "f823f9bf-0231-42f0-a2e4-de207fd51516", + "857": "a12c2acc-244a-41ab-b81e-eaef04810c38", + "858": "55b2f812-9827-4d55-9723-75b98ba11e75", + "859": "50db3bd2-b5cb-41fc-9cbd-5c6ca823175e", + "860": "0257ec8b-fccf-4bc2-9b6a-d7599e8b08f1", + "861": "e786c767-01d6-4cfa-a7e3-8e0fd9673f04", + "862": "aad70eb9-9ef2-4fbd-9764-f3f1bc1ed7e0", + "863": "610391a9-8826-459f-a03e-6368019c475b", + "864": "a533b1a2-3015-4b58-a654-fd54572b17f9", + "865": "98694f06-58d3-4a90-bba7-6711ac3a8c3e", + "866": "fd6682e7-9606-45d0-b98a-a47563aade71", + "867": "904c3334-c095-4e00-9d32-4740672f8f86", + "868": "143cce6b-c8f3-4829-a3f2-860981c2ced3", + "869": "19f1fc44-3a2b-4f10-b09a-494b19a1b84f", + "870": "d890414d-98a0-476d-ac7f-0f1cdd378cb7", + "871": "d21feeeb-4762-4e41-b40a-89aea8710e3e", + "872": "9b1e974c-6457-40c1-a379-08b18d3dc011", + "873": "4a340a88-44b7-449d-9f79-4d38a143f6f8", + "874": "ea538066-db3d-4fa3-8d2b-87fd24fad5e1", + "875": "95e4b4cf-b21c-4e87-85f3-37d3838d618c", + "876": "76a061d7-c5e9-4d34-84e5-13445f57dd2c", + "877": "44c223bd-0485-40d8-8efc-6be2f32313db", + "878": "de002f53-e4b0-4d87-9bf3-fb19e2f1421f", + "879": "d8392d81-431f-4be3-899b-47b06e1d4f0e", + "880": "75f71068-51a2-4af2-aecd-6daa73c6da7d", + "881": "89217e63-3a52-4631-b120-fff6db59c23c", + "882": "34521cac-7e3b-44d4-8d97-d14e3a2a4e64", + "883": "e626d0ba-fe50-47ff-ac34-1dd94832542a", + "884": "a9a45ced-7e9b-4750-82dc-869a353cc93a", + "885": "98d38fde-572e-436c-8336-4a274dae087e", + "886": "35595476-8fdb-4e0c-aed8-ecf80a22409a", + "887": "0750aec7-0d85-4453-9308-7e5558378fa5", + "888": "090e2801-38d2-4fe8-a008-bdc51e70decf", + "889": "93bf1ebc-0fcb-4026-9ddb-07e1179a25ac", + "890": "90906b68-30cb-4006-bfa7-0bbaeacfe3fe", + "891": "2978adf7-c838-4c05-92a0-8e2ff03a259b", + "892": "dd54a4d3-99c7-47ef-8e3f-cb24069cef66", + "893": "0c03787b-3450-471a-801c-b6ae3cd32425", + "894": "2fe24342-ae8d-40da-b0ce-40d53deebd85", + "895": "5591993d-981b-4489-8fc8-4ded7afd891f", + "896": "8a288302-ded0-42ad-abeb-8ef49aaf9ff9", + "897": "2e87364a-5ed3-4398-9bd0-c7cf66813db5", + "898": "e5d83f94-7398-4948-b065-95da943bc909", + "899": "9b328706-06c7-42a6-b67a-4641a2c2e183", + "900": "63affa09-7aa2-448d-8fd6-dffe0aa8d5c4", + "901": "9ad07bb2-6182-4de6-97ff-0eb368b30713", + "902": "f527e35a-d73f-448b-96e5-0750880bac9c", + "903": "568eb1f3-a32b-4a13-9c7d-f7dbf569afa7", + "904": "668c1b9f-aef5-4d7f-9f46-1f0635adc4e4", + "905": "dc0c1a20-a796-4d62-a409-d89425549b89", + "906": "e9c39cbc-5bf7-43b4-8d88-ff867336e1a3", + "907": "60ad5d6a-67ff-4114-88f1-c5a8777bf288", + "908": "8e1a972f-9cfa-49cd-89ce-48f2702c4be2", + "909": "fddac690-5826-46a5-b62c-dc1dfa8b8da0", + "910": "b498c538-1e60-47f0-bb05-3412599e206e", + "911": "5899c5eb-37e1-48b1-ba0d-e49205203e5d", + "912": "3a5c6c13-a048-40c4-a9ca-2ef9deddbeaf", + "913": "e3402018-6b3b-4971-a483-c93f74249abd", + "914": "8dd461a3-8e76-427c-bd3e-57eb9e5ec998", + "915": "cdc3b651-b3e4-44c6-9611-998bdc39fd0d", + "916": "f1dd6d66-5b65-4077-a4bc-03f08bf571c7", + "917": "c855366f-961d-4cba-8adb-ed6bd1ab6c91", + "918": "645d0a54-f92b-4fcd-87e5-c37183a7acfe", + "919": "9e1b6ea6-84f2-490c-95d8-391bcc980e7b", + "920": "4990e809-73b5-447e-a3a5-2c1fda6857c8", + "921": "739aa055-bfc3-4874-8d92-c046baeee161" } \ No newline at end of file diff --git a/app/src/main/java/dnd/jon/spellbook/SpellFilter.java b/app/src/main/java/dnd/jon/spellbook/SpellFilter.java index 69a0387a..f4faf878 100644 --- a/app/src/main/java/dnd/jon/spellbook/SpellFilter.java +++ b/app/src/main/java/dnd/jon/spellbook/SpellFilter.java @@ -7,6 +7,7 @@ import java.util.List; import java.util.ArrayList; import java.util.Set; +import java.util.UUID; import java.util.function.BiFunction; import java.util.function.Function; @@ -178,7 +179,7 @@ protected FilterResults performFiltering(CharSequence constraint) { synchronized (sharedLock) { - final Set keptIDs = new HashSet<>(); + final Set keptIDs = new HashSet<>(); // Filter the list of spells final String searchText = (constraint != null) ? constraint.toString() : ""; @@ -220,7 +221,7 @@ protected FilterResults performFiltering(CharSequence constraint) { if (spell.getRuleset() != rulesetToIgnore) { return false; } - final Integer linkedID = Spellbook.linkedSpellID(spell); + final UUID linkedID = Spellbook.linkedSpellID(spell); return linkedID != null && keptIDs.contains(linkedID); }); } diff --git a/app/src/main/java/dnd/jon/spellbook/SpellFilterStatus.java b/app/src/main/java/dnd/jon/spellbook/SpellFilterStatus.java index 8250673e..834c4a8e 100644 --- a/app/src/main/java/dnd/jon/spellbook/SpellFilterStatus.java +++ b/app/src/main/java/dnd/jon/spellbook/SpellFilterStatus.java @@ -13,6 +13,7 @@ import java.util.Collection; import java.util.HashMap; import java.util.Map; +import java.util.UUID; import java.util.function.BiConsumer; import java.util.function.Function; import java.util.stream.Collectors; @@ -25,9 +26,9 @@ public class SpellFilterStatus extends BaseObservable implements Parcelable { private static final String preparedKey = "Prepared"; private static final String knownKey = "Known"; - private final Map spellStatusMap; + private final Map spellStatusMap; - SpellFilterStatus(Map spellStatusMap) { + SpellFilterStatus(Map spellStatusMap) { this.spellStatusMap = spellStatusMap; } @@ -39,7 +40,7 @@ protected SpellFilterStatus(Parcel in) { this.spellStatusMap = new HashMap<>(); int size = in.readInt(); for (int i = 0; i < size; i++){ - final int id = in.readInt(); + final UUID id = (UUID) in.readSerializable(); final SpellStatus status = in.readParcelable(SpellStatus.class.getClassLoader()); spellStatusMap.put(id, status); } @@ -88,19 +89,19 @@ boolean hiddenByFilter(Spell spell, StatusFilterField sff) { } } - SpellStatus getStatus(int spellID) { return spellStatusMap.get(spellID); } + SpellStatus getStatus(UUID spellID) { return spellStatusMap.get(spellID); } SpellStatus getStatus(Spell spell) { return getStatus(spell.getID()); } boolean isFavorite(Spell spell) { return isProperty(spell, (SpellStatus status) -> status.favorite); } boolean isPrepared(Spell spell) { return isProperty(spell, (SpellStatus status) -> status.prepared); } boolean isKnown(Spell spell) { return isProperty(spell, (SpellStatus status) -> status.known); } - private Collection spellIDsByProperty(Function property) { + private Collection spellIDsByProperty(Function property) { return spellStatusMap.entrySet().stream().filter(entry -> property.apply(entry.getValue())).map(Map.Entry::getKey).collect(Collectors.toList()); } - Collection favoriteSpellIDs() { return spellIDsByProperty(ss -> ss.favorite); } - Collection preparedSpellIDs() { return spellIDsByProperty(ss -> ss.prepared); } - Collection knownSpellIDs() { return spellIDsByProperty(ss -> ss.known); } - Collection spellIDsWithOneProperty() { + Collection favoriteSpellIDs() { return spellIDsByProperty(ss -> ss.favorite); } + Collection preparedSpellIDs() { return spellIDsByProperty(ss -> ss.prepared); } + Collection knownSpellIDs() { return spellIDsByProperty(ss -> ss.known); } + Collection spellIDsWithOneProperty() { return spellStatusMap.entrySet().stream().filter(entry -> { final SpellStatus status = entry.getValue(); return status.favorite || status.prepared || status.known; @@ -113,7 +114,7 @@ Collection spellIDsWithOneProperty() { // Setting whether a spell is on a given spell list private void setProperty(Spell spell, Boolean val, BiConsumer propSetter) { - final int spellID = spell.getID(); + final UUID spellID = spell.getID(); if (spellStatusMap.containsKey(spellID)) { SpellStatus status = spellStatusMap.get(spellID); propSetter.accept(status, val); diff --git a/app/src/main/java/dnd/jon/spellbook/Spellbook.java b/app/src/main/java/dnd/jon/spellbook/Spellbook.java index c1588708..5634ac1c 100755 --- a/app/src/main/java/dnd/jon/spellbook/Spellbook.java +++ b/app/src/main/java/dnd/jon/spellbook/Spellbook.java @@ -6,6 +6,7 @@ import java.util.HashMap; import java.util.List; import java.util.Map; +import java.util.UUID; import java.util.function.Function; import java.util.stream.Collectors; @@ -75,391 +76,1317 @@ static boolean spellsLinked(Spell first, Spell second) { return spellIDLinks.linkExists(first.getID(), second.getID()); } - static Integer linkedSpellID(Spell spell) { - final Integer id = spell.getID(); + static UUID linkedSpellID(Spell spell) { + final UUID id = spell.getID(); return SpellbookUtils.coalesce(spellIDLinks.getKey(id), spellIDLinks.getValue(id)); } + static UUID uuidForID(int id) { + return spellUUIDMap.get(id); + } + + static private final BidirectionalMap spellIDLinks = new BidirectionalHashMap<>() {{ + put(UUID.fromString("ee3901e8-34c4-4139-b32d-686d29fa315a"), UUID.fromString("e1d805e9-3dc8-418e-9ed8-7e33a59c23c1")); + put(UUID.fromString("6af95db0-b35d-4b99-ac65-f98f7bfc9119"), UUID.fromString("f13393c4-e069-4856-9655-a73d4288b2c5")); + put(UUID.fromString("42ef9baf-1217-4b0a-b700-584e6bb0d395"), UUID.fromString("b498c538-1e60-47f0-bb05-3412599e206e")); + put(UUID.fromString("70da252a-211c-4656-b65f-a08a6148b1df"), UUID.fromString("caca51bb-db23-43c7-9506-4ae87c09154d")); + put(UUID.fromString("b395775c-ff60-4c71-82bb-c9d9bc3e8807"), UUID.fromString("5899c5eb-37e1-48b1-ba0d-e49205203e5d")); + put(UUID.fromString("5995fd97-a4b6-405f-98f7-d1c11e697a86"), UUID.fromString("888b805b-baeb-4a98-9ca1-3f6ca0563720")); + put(UUID.fromString("b5858113-745e-4b24-8f35-9cf52c0c3324"), UUID.fromString("0588e084-ff46-422b-be47-e24844c12a9f")); + put(UUID.fromString("299fe26e-5119-487c-97a7-573acec7948c"), UUID.fromString("618e5995-cbe4-433c-8a46-3ce98976d7cd")); + put(UUID.fromString("4580c6d9-b3a2-433f-8442-8b5efbf7f651"), UUID.fromString("1703c7c2-d48e-44dd-9770-062ff7ee2727")); + put(UUID.fromString("c2551c4b-bc96-4bf3-82ac-431e87e9d664"), UUID.fromString("03720a57-0017-40b7-bc0b-cf86cf04382a")); + put(UUID.fromString("ab3fdf6a-5975-4d3a-b541-3fc74d231cf0"), UUID.fromString("719f12b1-31e9-4a5f-879e-29ce453feb36")); + put(UUID.fromString("90795ebd-66e3-466c-a0d7-b340574850e1"), UUID.fromString("8a840d0c-3b5c-430d-acde-2cfde3d46396")); + put(UUID.fromString("2a370345-13a6-484c-83e1-9029d625c45c"), UUID.fromString("d10af3b2-8de8-41c2-9e86-2f316fe694f5")); + put(UUID.fromString("6eff5072-1950-4374-a7f7-6a435b4478db"), UUID.fromString("81f90845-b610-4c33-bbc0-37ba7720fa7f")); + put(UUID.fromString("847a5a7f-5428-4397-a243-14e6c9d1bbe2"), UUID.fromString("fa025fc2-d965-4968-96d5-7b2e3ae6c709")); + put(UUID.fromString("a9a21d1e-465a-4c8e-926b-3df39a247039"), UUID.fromString("708eba96-080a-44e4-ab8f-54da5278cc9c")); + put(UUID.fromString("223148b1-702c-480b-b0b4-780920bfd546"), UUID.fromString("0a395828-38e6-44a1-9e06-ea741cd2089a")); + put(UUID.fromString("3bd77015-b896-4c29-b257-13ddd3eb7590"), UUID.fromString("f7183cab-67a4-4f2b-84e2-e35c1484f772")); + put(UUID.fromString("ed920d78-1f91-4b54-b1ba-a116531d8845"), UUID.fromString("8da3fc51-28e6-4412-bd62-fa68e3cdaf25")); + put(UUID.fromString("802c36e2-99f9-4008-8712-d9fbc4e88fdb"), UUID.fromString("654d7454-139a-46db-9c80-c61a0577d344")); + put(UUID.fromString("7e47f091-e53d-40fc-9be7-83fc3ae89fd8"), UUID.fromString("dd54a4d3-99c7-47ef-8e3f-cb24069cef66")); + put(UUID.fromString("bbe42caa-ba98-4f6f-99d8-a4d62adea128"), UUID.fromString("da200931-60a6-478f-9b38-acd92cb1c1b7")); + put(UUID.fromString("d4943b3c-cdae-41d8-9970-131d7488542d"), UUID.fromString("20b2ddc4-c7be-4639-8a6a-cb52ce6a93b3")); + put(UUID.fromString("08b649b7-8b7c-49bd-9eca-17201b7f5efe"), UUID.fromString("50f3c6e7-fee3-446b-91c5-a805715140d2")); + put(UUID.fromString("10e3acc9-1c9d-4d36-a51a-b48a01f12726"), UUID.fromString("e66e699a-0963-47f7-8bd0-a47b6416321b")); + put(UUID.fromString("362465af-f1d5-4507-b07a-3b738d5a45eb"), UUID.fromString("e87e3bcd-fe9e-4cba-be95-107bd243086c")); + put(UUID.fromString("ea2fb7a3-b62f-46db-846b-ee6d164ce71c"), UUID.fromString("39cec23f-a80b-45e4-814e-c9ce61d37836")); + put(UUID.fromString("f0c229f5-92fa-41d8-a8de-b557c34bdc92"), UUID.fromString("d89ff006-95a5-4a42-ac2d-959ff63966dd")); + put(UUID.fromString("e7e8b4f8-e28a-4b97-95fc-a5370487e56a"), UUID.fromString("47816812-c142-4b6a-bc50-3e1fba71bdd0")); + put(UUID.fromString("cf13f57b-ed00-406d-8923-9b9509a48332"), UUID.fromString("7d4f8d29-98ad-4035-a53b-0f3910108458")); + put(UUID.fromString("718d0beb-eec3-4013-bf93-b66d2280da95"), UUID.fromString("665e3af8-2901-4ca2-b5da-774207ff9c7a")); + put(UUID.fromString("a9b2f81f-55af-4619-aa96-bbb94f3b2678"), UUID.fromString("fd6682e7-9606-45d0-b98a-a47563aade71")); + put(UUID.fromString("9fdc0216-34f1-444a-9262-772211155d71"), UUID.fromString("8ba3366c-cff1-4c58-bb98-92b079f6c45e")); + put(UUID.fromString("fffa022f-fe4b-4c59-ac9c-abf09bb984d3"), UUID.fromString("00050528-db3c-4571-ae11-42a66c4a3d90")); + put(UUID.fromString("d2bfd5db-65aa-4afd-9162-ea1d26958426"), UUID.fromString("9ccbc19b-46f7-450d-b49d-2f0c4f569c92")); + put(UUID.fromString("4810ebe3-031f-4c1c-a72e-fb36b5b0e67d"), UUID.fromString("d2d49f8b-9b0a-41b3-bd9f-d4b6d2837cb1")); + put(UUID.fromString("f425ac68-fa21-40b2-ae0c-f6077ed1763b"), UUID.fromString("a12c2acc-244a-41ab-b81e-eaef04810c38")); + put(UUID.fromString("3170ed49-2aba-404c-ae71-2b428415d03b"), UUID.fromString("c6908ea0-b748-47de-aaeb-778b0e580973")); + put(UUID.fromString("28494939-8c52-4a5d-a8a1-6b2dc54585db"), UUID.fromString("71d2f63c-88c3-4f23-ae0f-09e1c35c727b")); + put(UUID.fromString("8200e253-dcf9-4854-a0cb-393e0a18a996"), UUID.fromString("60ad5d6a-67ff-4114-88f1-c5a8777bf288")); + put(UUID.fromString("1bf61b60-7719-4328-9207-2f5e8d661ac3"), UUID.fromString("8e86e4eb-19af-46a2-a521-ad396b3da57e")); + put(UUID.fromString("0de654fd-4147-4961-8a65-afa07320e2fd"), UUID.fromString("ca72489f-8533-4074-9436-c2ba79f615d8")); + put(UUID.fromString("ff424832-c47a-48d5-9c37-71737da6fc08"), UUID.fromString("36bf3c7a-db52-4e97-b883-44bcb219f1bb")); + put(UUID.fromString("d39f8b02-6120-4e46-b6d2-092d23651b44"), UUID.fromString("7ed21283-1d15-450f-b17e-34f25435d16c")); + put(UUID.fromString("bad4d5c7-e4d4-409b-8daf-332a2999f992"), UUID.fromString("4f90bb7c-ea52-4ebb-b281-17df7a122837")); + put(UUID.fromString("08315c56-8980-46b7-8b9f-676ac6a97301"), UUID.fromString("6b7a5ca8-54b2-455a-a7c7-e992d1c23c99")); + put(UUID.fromString("957435a4-39b8-4934-8a59-8ea068eae863"), UUID.fromString("2978adf7-c838-4c05-92a0-8e2ff03a259b")); + put(UUID.fromString("3bec5ca1-8e69-4252-b4ed-1d323ea71e3f"), UUID.fromString("9575e0b3-a6eb-49b3-b252-ecbe847ab1c5")); + put(UUID.fromString("f8b063c3-56fe-4bb2-85f0-7aab27be7d0b"), UUID.fromString("3dfd9eef-dc3b-4711-a0ac-c06113966918")); + put(UUID.fromString("6a1f247b-bf4c-449d-8041-7ef51c45282a"), UUID.fromString("6fb5e47b-4899-447b-81cd-94e8b776a456")); + put(UUID.fromString("0a37f7f7-8c1e-43ba-b886-206dc61021ca"), UUID.fromString("504838fa-1f9f-41d2-84ba-29ac7954fc27")); + put(UUID.fromString("bfa1ac32-8333-4e7d-8536-62ec47e4a89b"), UUID.fromString("3b631d7a-d90f-42b3-aa6e-be2ac5672d28")); + put(UUID.fromString("215d755d-234e-4fb8-83fd-9f5e2e354ce3"), UUID.fromString("1464af42-9c6e-4bf9-a1da-f3344dde524f")); + put(UUID.fromString("21050e47-b550-4458-bb01-694968f19b41"), UUID.fromString("1241aff2-a474-4519-ad3e-fb742479849c")); + put(UUID.fromString("5d89696a-fd4a-4e83-b618-5fa12d7312ea"), UUID.fromString("0257ec8b-fccf-4bc2-9b6a-d7599e8b08f1")); + put(UUID.fromString("8e7bb7e8-d3c8-4cdc-8f53-a22b7eb49bb0"), UUID.fromString("bfebedac-0b08-4eec-a147-8ace3d95aea0")); + put(UUID.fromString("1f75ece0-0f79-483c-93c8-78314468a60b"), UUID.fromString("084eb357-2f65-4955-9625-3bb0b1ef04a2")); + put(UUID.fromString("b3ff12fb-f4af-4fd0-8a9a-a53325911078"), UUID.fromString("f4af5b8d-feec-4d9d-82bf-dbe01bc8c25c")); + put(UUID.fromString("741ee379-7eab-4d05-805a-e7ebebc74e75"), UUID.fromString("3914110f-dd02-4b8c-ae61-a66cf188d186")); + put(UUID.fromString("99ce898d-83e3-4fc1-a302-2c7260b2ad80"), UUID.fromString("c4e65bb5-b5df-470d-9b67-d5bfbf4b1f7f")); + put(UUID.fromString("d223778a-898e-42f2-8538-2306362a98e2"), UUID.fromString("25e37b55-5cc8-4a37-b6ee-e15c08506661")); + put(UUID.fromString("56139c12-00aa-4cca-bd16-55ac245705bd"), UUID.fromString("e5d83f94-7398-4948-b065-95da943bc909")); + put(UUID.fromString("654ffaf2-ed8e-48d5-8dc9-5ccd82e25e86"), UUID.fromString("e7876c75-a50e-4fe1-a7d7-2c0797434cc8")); + put(UUID.fromString("092518a9-77bd-4d97-a19e-d5866f5f2ba6"), UUID.fromString("54d0ff54-656f-4b8e-94b5-4d56a63278f5")); + put(UUID.fromString("d2dd6d07-bc51-44f4-b301-01f55fceeeb1"), UUID.fromString("9b328706-06c7-42a6-b67a-4641a2c2e183")); + put(UUID.fromString("d73a3e33-1e6d-4356-a341-aad44231f4e1"), UUID.fromString("24643b19-9d1a-4892-974b-55e9dd4ec0f1")); + put(UUID.fromString("00888456-4df3-4f3e-8aac-cf36a5c5dd70"), UUID.fromString("d890414d-98a0-476d-ac7f-0f1cdd378cb7")); + put(UUID.fromString("6a08c346-d6ee-4d99-b4c9-fa429c88cbb5"), UUID.fromString("a6c3d932-5194-4ab4-9ef5-d1db82b91b58")); + put(UUID.fromString("95cba648-6f4f-4a48-b095-20f378627f49"), UUID.fromString("1ad0314a-3256-4dc0-a830-19c385ad9634")); + put(UUID.fromString("21f2703c-3475-448e-9546-ac3377250ef5"), UUID.fromString("35595476-8fdb-4e0c-aed8-ecf80a22409a")); + put(UUID.fromString("e88d0c47-ea12-4d9b-847a-ecafc3ad26b9"), UUID.fromString("004c87ed-5969-4371-a302-9c2f60ec550a")); + put(UUID.fromString("d4f763b4-02a8-4251-8afc-84bf7d721fff"), UUID.fromString("34521cac-7e3b-44d4-8d97-d14e3a2a4e64")); + put(UUID.fromString("1eeb5cbd-62d7-4501-a821-0db6f9f2152a"), UUID.fromString("6688b676-8e56-4e85-a7b6-1710dd4a7a5b")); + put(UUID.fromString("d0e09382-09dc-40bb-ad27-66664804eaca"), UUID.fromString("f527e35a-d73f-448b-96e5-0750880bac9c")); + put(UUID.fromString("22107baa-4ad5-45a9-9e72-48f19a9a03e3"), UUID.fromString("93bf1ebc-0fcb-4026-9ddb-07e1179a25ac")); + put(UUID.fromString("7005bc68-dbd1-4b52-b257-d31af777ba3c"), UUID.fromString("ad902b26-b5a5-44af-a480-2c00b6353fcd")); + put(UUID.fromString("da4b7eb2-fb29-49d6-8167-0998b9bf4f33"), UUID.fromString("59660bed-7da2-4a00-bd46-cb77851abb9a")); + put(UUID.fromString("def27156-fa82-427e-9ff1-54a3c69e67f0"), UUID.fromString("b5d861e4-5a16-4a42-8fe4-c53856210920")); + put(UUID.fromString("276764b1-af49-4e5a-8cf1-f4619d9eb2d0"), UUID.fromString("3818b815-97fd-4d16-9771-577e39392e39")); + put(UUID.fromString("ad694a7f-c778-4760-9251-9b19c5142e27"), UUID.fromString("2001f0b7-338e-46ea-b012-e3ae91b0589b")); + put(UUID.fromString("bf9f5b9e-6ffe-45cc-ac6f-83a13b25b5d5"), UUID.fromString("4f5c4a55-3270-45a3-b49a-3c21dd0b751f")); + put(UUID.fromString("add8d0ff-7c28-43f5-9c79-ae7819337b85"), UUID.fromString("b975aee2-cfdf-40af-bf09-55100b951f2f")); + put(UUID.fromString("04a42415-83d4-4229-9878-ed8a95e108fd"), UUID.fromString("9c6854f2-9dc8-40f1-89ce-bd261a66d449")); + put(UUID.fromString("686c842b-f502-4a36-8e8b-0cdaeae6f33c"), UUID.fromString("01e30723-5064-4d58-b77d-d895c81b0cdc")); + put(UUID.fromString("69069a8f-5f1b-4d6f-843e-4cd902a5cdf1"), UUID.fromString("e3402018-6b3b-4971-a483-c93f74249abd")); + put(UUID.fromString("1bb1e7ea-c470-4112-8dfd-b9750d6c60f0"), UUID.fromString("95e4b4cf-b21c-4e87-85f3-37d3838d618c")); + put(UUID.fromString("d6ee3d3f-b2c3-449d-81e0-fe3207f8e448"), UUID.fromString("dd9c9e41-6bff-40cd-b9a7-eafb7d685c0d")); + put(UUID.fromString("7fd96368-ecc2-4dfd-ac16-4f0ab50fc29a"), UUID.fromString("0cc0c159-589b-4e35-9151-cbc0a6332d10")); + put(UUID.fromString("2599f602-264a-4e76-91f6-27a9f3489b2e"), UUID.fromString("4b6c6ab2-921c-48a7-952c-ba7359b89e52")); + put(UUID.fromString("b9744de4-9961-4c3b-a232-2230734c4eb4"), UUID.fromString("ba1f2db1-d872-4c11-95e3-502eaba91c5c")); + put(UUID.fromString("0601e925-249b-4cd8-a495-1cb94acc8f3d"), UUID.fromString("5af28614-c02f-4ca1-829e-0c0ebb68c1b0")); + put(UUID.fromString("9f34bf1b-61d7-482c-baed-f958f2f0f39e"), UUID.fromString("89217e63-3a52-4631-b120-fff6db59c23c")); + put(UUID.fromString("10c77538-ac77-4cbe-a59b-c799af444c02"), UUID.fromString("164f85e9-5d55-4de4-989c-dd59eb56df76")); + put(UUID.fromString("0452dfe4-0db9-4f49-916c-9e58b31e3c2a"), UUID.fromString("bf0450e7-d67a-4755-9300-115f71ac0c5d")); + put(UUID.fromString("af4ecf87-edd5-4b0c-8807-f9c3b622f9fe"), UUID.fromString("7fd07402-298e-4f53-9553-38dce50108b4")); + put(UUID.fromString("dc4ecf71-03ba-4ca1-a833-4a7ec95ee493"), UUID.fromString("40002b26-8088-470d-afcf-1939f84af089")); + put(UUID.fromString("2544304a-ea10-438c-8046-846d886a6760"), UUID.fromString("f072565c-e68a-4bad-872d-c23b1977c3f1")); + put(UUID.fromString("6046515f-9ecd-4269-a727-b7d422501875"), UUID.fromString("060a7063-a7a7-4d29-8f72-aeaf13f0ed1d")); + put(UUID.fromString("53caf0ae-afb6-4640-aec3-226564df888f"), UUID.fromString("73401955-92fa-40c2-9725-29addad9e857")); + put(UUID.fromString("ada71e70-60ea-41ef-977b-7883ccaeb965"), UUID.fromString("487d1016-ec94-4824-bc09-b2ee7a990156")); + put(UUID.fromString("96f31367-ab0c-46bf-9a75-0e6f1cbe17ad"), UUID.fromString("8a61e88f-8fd4-46b1-8bb1-3047f2ad647f")); + put(UUID.fromString("edb2e645-c372-4ac9-8957-18c417e95488"), UUID.fromString("71873d4d-d43c-4033-8cc6-98b12c740da2")); + put(UUID.fromString("378dba88-3df7-4189-a177-c6cc81421ecf"), UUID.fromString("673717db-5788-4203-af40-5de0e5742287")); + put(UUID.fromString("49f32908-2f5b-477d-b203-08cc2136dd14"), UUID.fromString("a0d4fa66-6524-407e-be22-5e0c2dddcfa8")); + put(UUID.fromString("fa6639e1-8da6-4825-9157-be6d5d7a90be"), UUID.fromString("eca4054b-c2f6-47e5-8afc-5aa1ad855cc3")); + put(UUID.fromString("b38d70d1-484f-46a5-b2c4-1d379c8fc096"), UUID.fromString("4a851119-88e5-421b-a47a-dbdcb42a3b9d")); + put(UUID.fromString("9add723b-f8f0-4b93-9177-a65049ee88eb"), UUID.fromString("7dd3378b-8415-43f0-99bf-9fda67752638")); + put(UUID.fromString("af07edb4-e963-4037-b71e-1d261757d7d8"), UUID.fromString("5b435980-812c-42ea-8c92-715379a4acee")); + put(UUID.fromString("be0170c1-8c6e-451c-a58f-a1d4f23cf624"), UUID.fromString("a459c438-2f3c-40d7-b8c0-5f6ee0d393be")); + put(UUID.fromString("5913322b-f95b-4b60-9555-3ee6ab3f1e36"), UUID.fromString("3a5c6c13-a048-40c4-a9ca-2ef9deddbeaf")); + put(UUID.fromString("027b5ed8-27dd-490b-a8d4-0e12117ad7c1"), UUID.fromString("b221927d-5315-4c67-bb7d-b92dd5ed4960")); + put(UUID.fromString("39ee0fcb-bf33-4c06-951d-d635263e746f"), UUID.fromString("ac26a455-44a6-4693-8339-b8fe9b7845d4")); + put(UUID.fromString("8d397549-34cc-4e51-9d04-60f8d8484c74"), UUID.fromString("1e1c5ca4-0524-45a0-8e7a-08ea47d7b7d3")); + put(UUID.fromString("5032c4bb-3978-414f-b728-4da855c1f3c6"), UUID.fromString("27687e60-d858-4998-b64e-8a03948e08d1")); + put(UUID.fromString("c9589225-f25e-4f39-9a59-f90d29fd52ca"), UUID.fromString("6cf85622-f0aa-44c9-a0ca-31adc2dc93c5")); + put(UUID.fromString("152c46c3-c310-4f9f-ab00-06c437647b30"), UUID.fromString("ce522a0d-0b52-4980-a972-6c6cd5d84dc2")); + put(UUID.fromString("2213f5a3-b32c-4ce6-bbd8-a22fbac8e18b"), UUID.fromString("c1933c63-a416-41bd-a262-bf9b59935184")); + put(UUID.fromString("776815bd-0774-4426-a5dd-d9457a777871"), UUID.fromString("364ffcac-06a4-4df5-a499-7fbecd1e6aa9")); + put(UUID.fromString("49712375-4068-4894-9f0e-f7789b920ce2"), UUID.fromString("b7d0ff58-1805-4c7f-a88b-5b54f0faf8b8")); + put(UUID.fromString("8f8cccd0-a8d2-47c8-9a17-f95bd5751502"), UUID.fromString("4df8b9cb-cdfa-450a-a671-dae268979ecd")); + put(UUID.fromString("ab6d87da-aab3-4c76-8c96-839ee786c97f"), UUID.fromString("1041661a-2c49-49fc-8ea1-2427ea2ddb57")); + put(UUID.fromString("00b94e2a-a27c-4d3f-887b-4b6f4b4d2722"), UUID.fromString("c69abfee-a55c-4c40-9386-44bfedf1a6fb")); + put(UUID.fromString("a5d6ac8c-72f3-49cf-961a-5bb88e3c7dbc"), UUID.fromString("7fde453d-9e36-485f-8a78-7069cd73b354")); + put(UUID.fromString("029708bb-3825-495c-bd37-cd926c014b92"), UUID.fromString("180b4913-4580-4650-b889-01026adc178e")); + put(UUID.fromString("336bdcaf-ea45-4ddf-a977-4e73142a871c"), UUID.fromString("0ad4a0c1-11fe-4440-9b13-fd430347fe1f")); + put(UUID.fromString("f21f9f36-8202-4d5a-9425-d46781da78ff"), UUID.fromString("13677508-21da-484f-91aa-ea667f190948")); + put(UUID.fromString("b00aed01-c695-4d17-981d-a37684a8628e"), UUID.fromString("03a6583e-88a1-4cb4-a563-ee0f2f749964")); + put(UUID.fromString("39af3985-2d8c-43d1-afee-9a4824d376fd"), UUID.fromString("cf9b6d19-647c-43da-b859-73c4c02ce66d")); + put(UUID.fromString("f40dec7c-6885-4da8-8882-64d013af38ab"), UUID.fromString("dda2345e-3bf5-46e0-a835-065e95715bd5")); + put(UUID.fromString("6e1b8cd3-98f9-4723-a4e8-a4a8d3aa68ff"), UUID.fromString("b24c8ded-3808-41d4-83f7-50b208781a84")); + put(UUID.fromString("44e3ce4c-f466-405e-a850-71347165f8f8"), UUID.fromString("f8e023b7-bc95-4c40-a13a-c8b2d02b900a")); + put(UUID.fromString("f9f8a8c5-3803-4f58-b0ef-9c3c0de4d318"), UUID.fromString("2c971cce-06df-4acb-b982-a7cf73adea45")); + put(UUID.fromString("7f373f94-a452-4365-8bb2-c4b4253791cb"), UUID.fromString("0c03787b-3450-471a-801c-b6ae3cd32425")); + put(UUID.fromString("28374ba1-87e8-478e-9675-08ae22b579c9"), UUID.fromString("8a2f29d9-1d1a-4ea1-bae3-01e20ce7c3b3")); + put(UUID.fromString("901080e2-17d9-4888-ae9d-8c5ee594eb3b"), UUID.fromString("0a9af14c-84da-4ebd-8d38-a8661f9ebcd6")); + put(UUID.fromString("b8532b9f-168b-40da-be01-96e4db546393"), UUID.fromString("daa94a76-9107-47bf-8f58-176799e71d46")); + put(UUID.fromString("ca715663-01ec-493f-a245-4d8b0e2c2ea1"), UUID.fromString("2fe24342-ae8d-40da-b0ce-40d53deebd85")); + put(UUID.fromString("10b19b22-ffd4-4e14-bd6a-c958d3547e0a"), UUID.fromString("6b1bebf3-dd82-441e-9e49-ae8527e83ef2")); + put(UUID.fromString("ed7e61ab-a25f-4151-be13-1c6b4a62adc2"), UUID.fromString("53b1c569-f68e-4b3e-9413-b7e5f1ae900b")); + put(UUID.fromString("46f50b9f-d1fc-4ac5-b47f-b45890eea22f"), UUID.fromString("9ad07bb2-6182-4de6-97ff-0eb368b30713")); + put(UUID.fromString("041ed1cf-87a8-426a-b8ec-6a2d7a192608"), UUID.fromString("838903b3-2786-4bc2-b64d-e45153dc58ab")); + put(UUID.fromString("77a38088-a111-49ac-900f-c623a10e6e5b"), UUID.fromString("8e1a972f-9cfa-49cd-89ce-48f2702c4be2")); + put(UUID.fromString("673d5ae0-6188-406b-a0be-0d7bb7d7c519"), UUID.fromString("0c3c0a13-ec8c-4752-a9ad-591e6c431b9e")); + put(UUID.fromString("845bec18-49dc-4d4c-8b79-c4548a8349ff"), UUID.fromString("6d730952-9ac4-49e5-b75a-02a446cafec5")); + put(UUID.fromString("dba5f5e1-983b-487a-8b51-5244b55d523c"), UUID.fromString("0e1ae22f-d2b6-427b-a37f-14a39151d409")); + put(UUID.fromString("619f2ccf-c704-4059-994e-cbfaa6bc7a55"), UUID.fromString("bc092e54-3e7b-4f46-9a12-5ab3fb94562e")); + put(UUID.fromString("6d484356-cf3b-4bb3-8ef6-d05e14b1472d"), UUID.fromString("abdd2ba9-3afd-4002-941d-a813b1856ecf")); + put(UUID.fromString("b1e50b08-95d7-4b5c-be91-d005d2df07ed"), UUID.fromString("79089b09-21d9-4380-8dbf-5784ba3c9da6")); + put(UUID.fromString("7258a7b4-26c0-4583-84ca-ad1083c470d3"), UUID.fromString("b442b9d1-04b8-4ac4-a8e3-52bea3bdc954")); + put(UUID.fromString("da0e3e19-3b09-4879-9c13-92184bfee6f4"), UUID.fromString("166541af-5f9d-4413-803b-1616fc6f7f4e")); + put(UUID.fromString("e6cf9e36-89cd-4cab-8dfd-0cb57bcc396b"), UUID.fromString("110f7fd2-2c83-4251-a7b1-8cf99d448575")); + put(UUID.fromString("b8aea2b8-ba71-4cd9-ba4b-c5ebec7cffb7"), UUID.fromString("bf3c0e87-0252-44ca-9c1c-db8896df51d4")); + put(UUID.fromString("f2eadc53-2e8c-4fff-99c8-9bf8957cb3b1"), UUID.fromString("e786c767-01d6-4cfa-a7e3-8e0fd9673f04")); + put(UUID.fromString("02083fc3-9ae8-41bc-adff-569f95be201b"), UUID.fromString("5fb4ab7b-fdc8-48ce-a9eb-6aebefe17106")); + put(UUID.fromString("4e962094-caa6-4066-b659-5370a12f04af"), UUID.fromString("54718837-de3e-4de5-b39d-63c0a1cc1e59")); + put(UUID.fromString("b18ff4e7-1fc7-4d95-9a0d-d6704ba3ffed"), UUID.fromString("891df97d-e03e-4254-9923-19a631236fdf")); + put(UUID.fromString("7961ad2b-7713-4edc-8a6a-681671c38a12"), UUID.fromString("45d8dfe3-2324-4b07-a6c0-313fc92d0d20")); + put(UUID.fromString("cb745797-bf30-44d0-af4d-bba5f789c473"), UUID.fromString("aad70eb9-9ef2-4fbd-9764-f3f1bc1ed7e0")); + put(UUID.fromString("2e651416-3016-4da5-832c-dc63e635d8a1"), UUID.fromString("af46cee0-5961-48fe-8aec-eff7d950ea30")); + put(UUID.fromString("46827458-b424-4ddb-b46d-de41bde682a8"), UUID.fromString("c9d6e4f4-ca91-42ae-bc4e-dbf5cbca7282")); + put(UUID.fromString("f45fd2bf-d079-4869-9f29-bd642eda2b06"), UUID.fromString("4426f013-e031-4805-93cf-0c2bf633e7ef")); + put(UUID.fromString("30a6e849-b2a9-4152-b5c5-5bd93159f24d"), UUID.fromString("6baad978-87e2-4056-9a3a-a3c4cc410248")); + put(UUID.fromString("73297be3-51bb-4c1c-9a4b-19a54be351e9"), UUID.fromString("15532c7f-ddee-4adc-a1bf-462f0e8d3c53")); + put(UUID.fromString("4b045031-9efb-4005-ab68-965b88a0bb42"), UUID.fromString("63affa09-7aa2-448d-8fd6-dffe0aa8d5c4")); + put(UUID.fromString("58d3b60f-e095-4144-86b0-ce8f56ec1f61"), UUID.fromString("08b5adc3-e35b-4606-ab3c-41fd49f4b181")); + put(UUID.fromString("f24225d0-a647-49ec-a796-14e50e1de93e"), UUID.fromString("87b2ce10-28c8-4dc7-b2ef-f557af83ff39")); + put(UUID.fromString("47ad0358-0326-4d35-b29e-608c0a4cb219"), UUID.fromString("832594d5-7e27-48c0-a415-055bd8730338")); + put(UUID.fromString("9d0e5995-cd66-49f1-b847-0513c2d18555"), UUID.fromString("4611e4eb-e92c-4978-b802-066372149665")); + put(UUID.fromString("4ff60696-0f2e-43c9-a1cd-59753fe05a5d"), UUID.fromString("ffc57a9f-0a72-4a84-a79e-deb313a89d7c")); + put(UUID.fromString("37152780-bf45-4804-af75-d46022342b55"), UUID.fromString("5b12e19f-ce1f-4573-a90d-1fff580a7d5a")); + put(UUID.fromString("073c8391-8d0e-4378-87f7-55cc9e6e1db2"), UUID.fromString("ba5a7550-aba9-4ed2-9d1f-c6e59d87a8f6")); + put(UUID.fromString("a0c0d7ed-db13-4d17-981f-b1b82b8d79d3"), UUID.fromString("8a0e9b13-e60c-48af-897c-73ea416fd8b0")); + put(UUID.fromString("04f2a09a-721d-46e0-ad0c-486ded9c442a"), UUID.fromString("9376cc8c-e8bd-4fee-ac6c-3775b27d5f6c")); + put(UUID.fromString("344ade5c-d42d-4e4f-849f-03086f9ebeef"), UUID.fromString("b3553545-690d-4f8c-b1c7-fd8dfea24f13")); + put(UUID.fromString("874a2435-bfd6-4875-8af8-803487ac070f"), UUID.fromString("5f69b30b-e7ca-462a-b855-f30d075528d2")); + put(UUID.fromString("76c4c30f-fe6d-442c-9811-7c2db7e7b355"), UUID.fromString("cc20679d-e523-40a8-9f9e-70da8dd09c39")); + put(UUID.fromString("9923fe75-67a2-45a1-b636-1e0c2db096c9"), UUID.fromString("76a061d7-c5e9-4d34-84e5-13445f57dd2c")); + put(UUID.fromString("0d5c8584-0733-43dc-a8b6-fbcce7ea2b82"), UUID.fromString("6344b052-d1b6-43ce-9ad2-7ff06944bc6f")); + put(UUID.fromString("42dcc537-75f7-4baf-a8ad-9b798cdd0882"), UUID.fromString("098b40af-d56c-402e-9460-8a91a193ad96")); + put(UUID.fromString("e76b211e-7d3f-4ed8-aa41-c857f39444dd"), UUID.fromString("610391a9-8826-459f-a03e-6368019c475b")); + put(UUID.fromString("1339fcd0-6179-42e7-9f87-c17fb233c19f"), UUID.fromString("1577f924-41a8-482b-a08e-df15e7274e23")); + put(UUID.fromString("92d621c7-21bc-48d3-9f8e-35de60efb5ef"), UUID.fromString("fd487009-b733-4dec-a707-90a31aee5f5e")); + put(UUID.fromString("f29ea1e4-7ff2-4475-a55b-651dea4c2387"), UUID.fromString("6066390f-89fd-4822-822b-06a7ba3af491")); + put(UUID.fromString("6515c99d-0cdf-4d5c-9b24-57b81e06637f"), UUID.fromString("fe35db5b-4751-47b2-90ea-eac6dca8884f")); + put(UUID.fromString("bdb8d11b-f457-4bef-b527-fd76fee0d80d"), UUID.fromString("8dd461a3-8e76-427c-bd3e-57eb9e5ec998")); + put(UUID.fromString("628d15d6-b211-4c4d-9df2-f86a1e433c80"), UUID.fromString("7848bb80-8c0d-4376-bfef-7a2d744e74a0")); + put(UUID.fromString("c7f9309d-df4f-43cb-8874-8c734e1720c8"), UUID.fromString("1a9a0065-77e3-4911-a585-9d64c7779ee4")); + put(UUID.fromString("1ecc3a14-6fe7-41f4-9bd7-121edf2f6d1d"), UUID.fromString("ef83eb36-dddc-4359-be46-404e5acb0388")); + put(UUID.fromString("f27ebe5c-5b86-4d9d-8baa-6e3933fd0fc6"), UUID.fromString("e75ca858-6370-4085-81bb-f14ccc52f522")); + put(UUID.fromString("215fbc0e-a926-489e-b872-2c8c71e11682"), UUID.fromString("c67c0f09-91cd-4d64-b54c-3f4e763a978b")); + put(UUID.fromString("d58eb81a-f80a-4254-b232-608fca8405a1"), UUID.fromString("ec9af10a-1968-45fd-a861-e41b400495c5")); + put(UUID.fromString("da5a628f-68cd-408e-9989-580230e9f9d2"), UUID.fromString("e626d0ba-fe50-47ff-ac34-1dd94832542a")); + put(UUID.fromString("acd14716-db10-4e86-a892-cbc115ee64a1"), UUID.fromString("54160259-5a50-4482-ba4a-b0009e627b82")); + put(UUID.fromString("ac8bf7d0-6326-4a0a-a761-91a1e80e8858"), UUID.fromString("6684f9a1-15e3-4881-9ff7-30cdf1ad1bb2")); + put(UUID.fromString("2de2ae9e-22a9-4017-a8c2-db04ca32d4dd"), UUID.fromString("0b64f663-461f-4a88-b443-d458ee11f911")); + put(UUID.fromString("5553bf47-3565-4e88-83c5-2ed001fc9463"), UUID.fromString("dd357926-b38e-4bed-9d59-5a2dc11550ef")); + put(UUID.fromString("36c3bab3-10c8-4240-9ca6-128d621805d9"), UUID.fromString("4ce89eac-a780-4659-abc3-98e89f28e7d9")); + put(UUID.fromString("d79a9f18-880d-4a8c-a3db-ce40796140d9"), UUID.fromString("1885fd44-7744-4db3-8fd8-10f6101b3eba")); + put(UUID.fromString("6bd18b7f-36e9-412d-9bbf-e21075130bb4"), UUID.fromString("308b52d8-e16b-483a-bf78-7d3a6237ee75")); + put(UUID.fromString("de1eb2f9-18ef-42cc-85c6-b5b3b9757e27"), UUID.fromString("b1f04382-784e-4327-8276-c9c36ea98c89")); + put(UUID.fromString("53cf3048-9be1-4ca8-b8f6-17a904738b9f"), UUID.fromString("d14eb1a2-a588-44a6-8753-ba21350bbc83")); + put(UUID.fromString("93cf3b71-abfb-4eb6-841e-1334bb784c4c"), UUID.fromString("a280a21a-c523-487a-8382-2b657d212c50")); + put(UUID.fromString("a2173caf-ee9b-41f5-aa41-4ffafd52a579"), UUID.fromString("bbccfe6b-8634-44ae-8e03-9df235d0cb60")); + put(UUID.fromString("04b68971-b6ac-478f-96f8-7c4385d44d60"), UUID.fromString("8a288302-ded0-42ad-abeb-8ef49aaf9ff9")); + put(UUID.fromString("fcea2450-2af6-4303-b2eb-c90f64eb17fd"), UUID.fromString("acac238e-c746-4ece-9ed5-9e6f6ad8bea0")); + put(UUID.fromString("3e71f1d8-d61c-4d6b-9994-e163109c39af"), UUID.fromString("4990e809-73b5-447e-a3a5-2c1fda6857c8")); + put(UUID.fromString("e5a13d10-be4a-42f2-b30e-51435a48e7a3"), UUID.fromString("568eb1f3-a32b-4a13-9c7d-f7dbf569afa7")); + put(UUID.fromString("111548a8-960f-4483-b164-fd4c177a31e7"), UUID.fromString("b7a4e599-c34a-479a-934c-c4632fc62686")); + put(UUID.fromString("e91f9fc1-2687-459a-a491-ec2ea54875c0"), UUID.fromString("4570de6f-83af-49e6-b5d8-061e6c3779da")); + put(UUID.fromString("2519dcff-3cb1-442d-8a2a-89d9d0e03a89"), UUID.fromString("eb8ecc99-b1b4-443f-80ba-d16781aa4d7e")); + put(UUID.fromString("eae9b337-7613-4d7f-b092-3d45d85b4e53"), UUID.fromString("98d085a3-e6db-44b1-91c1-9625f1fddc5f")); + put(UUID.fromString("d1f841cb-01b1-4b61-b51b-884ef341db3d"), UUID.fromString("b8ee2017-16af-45d2-a4e6-8531deb2f7f6")); + put(UUID.fromString("f223c5a0-dc86-4de1-967d-e0357ba75288"), UUID.fromString("668c1b9f-aef5-4d7f-9f46-1f0635adc4e4")); + put(UUID.fromString("d6fd4e6c-368a-491c-83c0-83a926139a9d"), UUID.fromString("32421038-6016-47fa-8eef-1a7f107cf84b")); + put(UUID.fromString("631d99f9-0574-4a73-8daf-79bd7623648b"), UUID.fromString("8f9e781e-7028-48ac-a283-cf3039ba08af")); + put(UUID.fromString("ffa20c8e-98b1-49de-8e88-bec48467e9a4"), UUID.fromString("4149e3cc-5721-4645-b498-56a889c3061d")); + put(UUID.fromString("fb7a2be5-0eca-43f9-ab2b-3dceb59aa3b0"), UUID.fromString("14b22fc7-a7c4-48ed-827b-d965ffe83f89")); + put(UUID.fromString("01fbf811-bccb-4fb4-90cc-a39c9f5e3d4f"), UUID.fromString("6e9a66b5-3783-4f62-b933-5e3852ad419d")); + put(UUID.fromString("b301fa26-4c60-45b1-81fc-6820061fc87c"), UUID.fromString("c2f05ccf-92eb-480a-ab52-b7fb24177c4f")); + put(UUID.fromString("ed697a27-6968-4437-b564-ca7fad120a40"), UUID.fromString("7751f674-bccf-44d5-9bfd-f8b07a01f347")); + put(UUID.fromString("772a26d6-91e8-48e4-95f6-3b657ab3d262"), UUID.fromString("2e59c40d-1c17-48e0-8933-6d33ba82ea5b")); + put(UUID.fromString("385d58c2-0f77-4824-9a5d-f7c6b33a5e2f"), UUID.fromString("4658e3e2-1ee8-41ee-8c35-6765d590226e")); + put(UUID.fromString("d445c089-bfb9-44f2-8222-a5e2e2cf1bec"), UUID.fromString("0750aec7-0d85-4453-9308-7e5558378fa5")); + put(UUID.fromString("cc1ad4b6-7a8f-4f4c-8c3b-9d70707fae11"), UUID.fromString("939981d1-0754-451d-810a-247c23d173ac")); + put(UUID.fromString("08ba7c6f-213b-4b3e-b380-52a0bf49e65f"), UUID.fromString("4f61f4ac-7d8d-4ddb-9a2a-220ead3d5768")); + put(UUID.fromString("ed5d8de4-9279-4734-8952-3d50c38e446d"), UUID.fromString("22693d1b-3f25-43c7-a9e6-c2e0e6f16894")); + put(UUID.fromString("85ae9373-8da6-4c69-8eea-b2d24dc20790"), UUID.fromString("953ffece-df0f-4f43-ae02-508139bd6eb5")); + put(UUID.fromString("f1ba8c52-240b-4180-9a34-20fc44944566"), UUID.fromString("83435784-f848-49cb-9a54-312501717894")); + put(UUID.fromString("492808f9-893d-4004-8bc2-59eae33bdba3"), UUID.fromString("effba610-0257-485a-aae5-ddce4cb49199")); + put(UUID.fromString("67d5e03c-8473-4574-860c-92c2644aea5d"), UUID.fromString("e1ed9691-6fa4-4c93-8ee6-9697811fe892")); + put(UUID.fromString("5c568601-6c04-4a18-ade2-76d7c24ac2d8"), UUID.fromString("3b616900-2772-4536-9213-39280505a1f3")); + put(UUID.fromString("887b4da6-145f-456b-8f14-95c6da91ecd3"), UUID.fromString("5591993d-981b-4489-8fc8-4ded7afd891f")); + put(UUID.fromString("36b5b452-9641-4479-8d82-450445b5b3f4"), UUID.fromString("b671cbf2-93d6-4856-82d0-ea98812c0c84")); + put(UUID.fromString("da3b12ca-6e40-4b18-90b4-44e0ed756bc3"), UUID.fromString("83fff0bd-96fe-4cbe-954d-0bc9667d17ac")); + put(UUID.fromString("98218948-0e8c-472b-8769-5c39a7a5bbfd"), UUID.fromString("cbc45523-cdc7-4b23-8dc5-a7f198155f73")); + put(UUID.fromString("64f6aa66-0abc-4831-a57c-48d784c345ea"), UUID.fromString("9b1e974c-6457-40c1-a379-08b18d3dc011")); + put(UUID.fromString("46d8fb66-956f-47f6-8e89-80cf7aa31646"), UUID.fromString("d2c246a0-7a3e-4a1c-b5e5-a7bd99f2182b")); + put(UUID.fromString("1b4ce24a-842c-4363-a29e-982099d900a6"), UUID.fromString("fac8f446-6e9e-4094-ae83-52d509157fca")); + put(UUID.fromString("2fcd4839-45fd-466b-b113-553fa7ce4d49"), UUID.fromString("8d0ba424-21c5-4bb7-96bc-66ce406f97f8")); + put(UUID.fromString("49a73729-d783-4fe0-89c7-2aeeb0489663"), UUID.fromString("ce20a1f7-f27a-4b27-8d26-6e022a73e9d7")); + put(UUID.fromString("58f8c28d-4371-45b2-91e9-f9e81dd590f3"), UUID.fromString("4a340a88-44b7-449d-9f79-4d38a143f6f8")); + put(UUID.fromString("2626be32-15c0-4b10-a210-fec65d8f0d0a"), UUID.fromString("d64c4597-6f51-411c-892e-b0fb05319dfd")); + put(UUID.fromString("e63dd57b-cc23-4308-b5ee-b59946f02760"), UUID.fromString("645d0a54-f92b-4fcd-87e5-c37183a7acfe")); + put(UUID.fromString("521cb627-197e-4861-a3e6-f10582a99706"), UUID.fromString("9fa576bd-b7b5-4a5b-bfa0-04bd1c011d9f")); + put(UUID.fromString("7235b0b2-fa82-4379-b250-f1b041b1803a"), UUID.fromString("d5aa7cec-56b7-43f1-bc99-0c5e56bef192")); + put(UUID.fromString("96aaa321-71dd-4229-be11-f2df73749679"), UUID.fromString("915a7ca1-830b-4dbb-bdd8-bba7d159a67d")); + put(UUID.fromString("edc5c94e-c680-4de7-bd2b-d494649a5ff4"), UUID.fromString("ca7f1a31-5fbb-4674-8965-37a76b6266ca")); + put(UUID.fromString("6ee69c65-5204-452c-9403-7fc0d089b2e3"), UUID.fromString("17425825-9fe2-44f3-9002-e99a572189c1")); + put(UUID.fromString("04e170f9-d041-443e-9060-6cfd41b0517d"), UUID.fromString("051dcec0-f30c-4f23-9cb3-7d71da3d5755")); + put(UUID.fromString("31cda828-60e7-45d8-9e81-8556267a4c1f"), UUID.fromString("0160a44d-fec5-41ad-9ad4-b29267e1ddca")); + put(UUID.fromString("344db70b-6b47-4600-9112-6ab9db6945d3"), UUID.fromString("e537d46a-b223-4729-9e00-d855fb2f117c")); + put(UUID.fromString("e67670b2-6de4-4c32-ac95-5a51f527fe56"), UUID.fromString("e8a44b8f-167c-49b7-9da2-9f060c298136")); + put(UUID.fromString("0f69432e-df07-40a2-a488-7041aba44d0c"), UUID.fromString("9b129040-700e-4967-8723-fe6ea1e28f71")); + put(UUID.fromString("d8b6d30b-7068-4f73-909d-1f7be7dc8eda"), UUID.fromString("02f10fae-bfb4-4374-bf38-7fce6d3df784")); + put(UUID.fromString("ca723b48-dfbe-45c0-8184-2ee5fd056aac"), UUID.fromString("aac25a3a-f866-4865-a20c-7c08f30ff2b7")); + put(UUID.fromString("eb21f97d-4eb6-4750-b455-a0d4434ddc0f"), UUID.fromString("fddac690-5826-46a5-b62c-dc1dfa8b8da0")); + put(UUID.fromString("22ed4ce9-9dc2-46fd-939a-d6640be65a2c"), UUID.fromString("fb548034-5752-4c7b-ba33-5e58b35f543e")); + put(UUID.fromString("210150a4-55c1-4006-9aaf-da803cdd7222"), UUID.fromString("84f45a7f-99ab-4c36-b89a-e3e4f4fec2d7")); + put(UUID.fromString("0a2cbc85-39c9-48ed-90b9-4d89afaabd62"), UUID.fromString("5091ef0a-e430-4266-8b11-47e81267f860")); + put(UUID.fromString("f60c4ab9-2916-4fd0-9163-a23d75108a75"), UUID.fromString("e84f0b1d-63d6-4de4-a0e1-ff45f76bcb46")); + put(UUID.fromString("64c9e2c6-dd40-4287-b7de-3d34fc937327"), UUID.fromString("de002f53-e4b0-4d87-9bf3-fb19e2f1421f")); + put(UUID.fromString("78598e98-6beb-4d4b-b200-48a3469bc5e6"), UUID.fromString("799b7211-edbf-4663-9234-1567749f21b1")); + put(UUID.fromString("8378ae52-f9f1-43c7-9718-93201cd13a5e"), UUID.fromString("989db713-82e5-4498-8c66-b3b9669a5302")); + put(UUID.fromString("9be57552-85f8-4e7c-b897-73205764b23f"), UUID.fromString("c855366f-961d-4cba-8adb-ed6bd1ab6c91")); + put(UUID.fromString("a8a013e2-4013-451b-a76c-618e1f52437b"), UUID.fromString("f1dd6d66-5b65-4077-a4bc-03f08bf571c7")); + put(UUID.fromString("13f7c673-e9b3-4472-ae99-477837620627"), UUID.fromString("089e2a74-6b28-426c-ac08-47c21935b633")); + put(UUID.fromString("24b7ed5f-d27c-4f14-b062-f712055d2afe"), UUID.fromString("2d535da7-5537-473f-94e0-0c2830b91e03")); + put(UUID.fromString("777f1b3e-bc6a-48c4-909b-c372a118a680"), UUID.fromString("06164a42-ecdf-4cba-8b54-554ebdeec263")); + put(UUID.fromString("d88f394b-959f-49a5-9fcd-45a5618339d3"), UUID.fromString("9f035956-bd07-41a4-bce2-d456a119c694")); + put(UUID.fromString("40cca2fa-9c9d-4bd4-a480-bf41121f078a"), UUID.fromString("99f9d85a-792b-418e-85e0-dc8a22e87596")); + put(UUID.fromString("aff9c8c9-bb8b-4717-a5be-e905dd498678"), UUID.fromString("d72c5654-9c28-4d1d-82ad-f3270c17f211")); + put(UUID.fromString("da7162c8-4755-4de8-9607-666eb6621b45"), UUID.fromString("ec5dc4fe-99ca-4a75-8300-6a89de7e7491")); + put(UUID.fromString("de28e922-ccb2-4549-a135-e2cef670a0ef"), UUID.fromString("bab64f6a-594b-46cc-a41c-18540fbefb94")); + put(UUID.fromString("493ecfb1-5853-4782-87fa-d0196ccef79c"), UUID.fromString("2d9be4fa-dc11-42d2-864e-dbc430b2ee80")); + put(UUID.fromString("3cdd1646-3a54-4056-8132-1d247ebbbef6"), UUID.fromString("9ead079b-0dd4-4eac-9e62-b33c16079a5c")); + put(UUID.fromString("770f88b6-4314-4823-af2a-7fbb68813244"), UUID.fromString("c7f20ecf-22c4-46c1-8f56-252c4749552e")); + put(UUID.fromString("6c2aad5c-566e-4180-8acc-87a7e1885faa"), UUID.fromString("0768121f-c894-43d8-874f-310a8dafe577")); + put(UUID.fromString("d9e1e8dc-201e-4091-9b1e-8a5809a757c6"), UUID.fromString("10ae57aa-23e4-47be-87f1-a3408a895bec")); + put(UUID.fromString("ea3a0832-ce87-45eb-9219-e49784776aee"), UUID.fromString("011bd6b9-b00e-4761-8240-fafc8cb59a3d")); + put(UUID.fromString("b039a84a-1008-4599-88e4-039782dfae41"), UUID.fromString("76366bd4-4523-47bd-8162-85808099fd81")); + put(UUID.fromString("7bbdbfbe-ba12-4c2d-b7e3-c623da487cb3"), UUID.fromString("3b3250db-56ea-49c2-bcb4-40d122cf6c34")); + put(UUID.fromString("896b54c7-874e-4081-9263-ad6a40e64caf"), UUID.fromString("98694f06-58d3-4a90-bba7-6711ac3a8c3e")); + put(UUID.fromString("c2363ead-5828-4f16-9f57-40cce46708cb"), UUID.fromString("0d954c77-fc08-4ba9-a56c-f4f21327bd87")); + put(UUID.fromString("03e5109e-db1a-4bb0-895d-caf2a9531249"), UUID.fromString("7e8a9621-8322-472c-bd20-0ee2fb369b15")); + put(UUID.fromString("623878c1-b8ca-4884-b0a2-92c75341352d"), UUID.fromString("79486dc3-b066-4f61-ba33-3cfb5a174473")); + put(UUID.fromString("53bebb4e-38fd-4d76-986c-cd65d27cf187"), UUID.fromString("e6de5281-7cb0-4e1b-9d1b-d299d362af3d")); + put(UUID.fromString("9109341c-7adb-421c-a68f-46cda5f5f02a"), UUID.fromString("55ddc327-fe98-407f-98a9-668a00a209e5")); + put(UUID.fromString("1949b498-141d-4ac0-9cee-edc4963749c7"), UUID.fromString("7d335d59-5245-4ae4-9dfb-964b14c085ba")); + put(UUID.fromString("e0e5b154-92e3-4db5-ba4a-b1056be178b4"), UUID.fromString("a9a45ced-7e9b-4750-82dc-869a353cc93a")); + put(UUID.fromString("7558c174-ae85-406e-9b76-074bcf6f7887"), UUID.fromString("56d262b0-fd20-409a-809b-b00aaaabb4c4")); + put(UUID.fromString("0e625287-4ceb-4ff2-b687-f33fe5fd053b"), UUID.fromString("e9c39cbc-5bf7-43b4-8d88-ff867336e1a3")); + put(UUID.fromString("ef9770d4-088b-4041-924e-2ec540bde060"), UUID.fromString("70d1e263-ad6c-412e-96e0-ec82b7873038")); + put(UUID.fromString("cc99caee-906b-4e3a-8e12-b7d339e36f7b"), UUID.fromString("d9e61247-fe04-4e14-a683-c8ba1253af3f")); + put(UUID.fromString("9e619d86-b555-46f5-ba5c-895aae1b36cc"), UUID.fromString("729370b9-dfc4-4805-9d52-c0dc598a13f8")); + put(UUID.fromString("f450a02a-c729-447a-a250-ef247caf67ee"), UUID.fromString("6338308a-e16b-410c-b060-5818941bf225")); + put(UUID.fromString("a8c1d5e7-120e-4bf9-a293-8813d1faec97"), UUID.fromString("98d38fde-572e-436c-8336-4a274dae087e")); + put(UUID.fromString("b347b5aa-fe41-45eb-8500-3e1397eb3fbe"), UUID.fromString("267ded7f-678b-4fc0-91be-3f7f5126ead5")); + put(UUID.fromString("cf2fbc00-e35a-4c94-8c75-b6e3793eaaaf"), UUID.fromString("55b2f812-9827-4d55-9723-75b98ba11e75")); + put(UUID.fromString("74efeb0c-8de3-4de6-a899-077fb44af309"), UUID.fromString("1a40c9fa-1739-4f34-932c-25cf78d7b433")); + put(UUID.fromString("f5277f2a-f1d6-4d8c-9ec4-6c88ecee083b"), UUID.fromString("a533b1a2-3015-4b58-a654-fd54572b17f9")); + put(UUID.fromString("62e8ef7a-8d75-4a30-a0d4-19a5db31d807"), UUID.fromString("de866c1c-8916-4f9d-9f94-62f397e48912")); + put(UUID.fromString("015fa1c9-eef5-472e-98b6-19b2191a8e80"), UUID.fromString("6fd65977-c59f-4308-a75b-669bfe7432b3")); + put(UUID.fromString("57b91f8f-152f-4063-ba38-b1ab8f7338b3"), UUID.fromString("50db3bd2-b5cb-41fc-9cbd-5c6ca823175e")); + put(UUID.fromString("b4a05889-eddb-411e-98fa-bb63ffca99e4"), UUID.fromString("2dd212f9-9ade-498a-b0a3-8bb80f7c5f65")); + put(UUID.fromString("58f8bed8-2e85-498c-9d91-05544a2045dd"), UUID.fromString("ab28cea3-07f3-46d0-a9ff-641ff7847065")); + put(UUID.fromString("4840f028-4ac5-42e6-8ec6-bb73be795a7a"), UUID.fromString("3b5013c8-70c2-4fbc-97d0-d7d5724ce938")); + put(UUID.fromString("09104514-c705-4027-8189-8162552e7784"), UUID.fromString("b7ec0b76-c351-429c-8732-e583b739dd0a")); + put(UUID.fromString("7e43dd58-6108-4bd8-ab8a-5d9142333a4c"), UUID.fromString("cdc3b651-b3e4-44c6-9611-998bdc39fd0d")); + put(UUID.fromString("e7f22b43-8781-47f6-87d2-6167059cd483"), UUID.fromString("2e87364a-5ed3-4398-9bd0-c7cf66813db5")); + put(UUID.fromString("f693c5ae-c095-4552-a361-af70d8530c7f"), UUID.fromString("4bdce40a-8069-49e7-84cb-231fd5ddb9e5")); + put(UUID.fromString("6c8153cd-a985-4b6a-a591-d2c50a02dde1"), UUID.fromString("4d7c4536-27f6-4728-a123-d7f80781d4e6")); + put(UUID.fromString("4a36d2bd-d752-4699-bbce-35c7f6d2ef3f"), UUID.fromString("fbee7910-f696-425e-b272-bcc8b981fbd9")); + put(UUID.fromString("68e4b75f-a6ef-4109-a37b-f87dc851e797"), UUID.fromString("759cdfe1-2a2e-424c-a8ae-51aa21e6c1ae")); + put(UUID.fromString("fa55bba4-e35f-4081-85eb-5fbc96bf198e"), UUID.fromString("d21feeeb-4762-4e41-b40a-89aea8710e3e")); + put(UUID.fromString("b73f667d-1a26-48f7-9d83-cb02b47f0ed6"), UUID.fromString("6cf662f8-d2a6-43a0-906a-75165b3709b6")); + put(UUID.fromString("eca2e428-817a-4006-bafc-4207eb29d5dd"), UUID.fromString("42a90709-323b-4385-9f53-f8e47cb93f23")); + put(UUID.fromString("9e081365-2185-4c12-9bbc-33a216bef27c"), UUID.fromString("99bb5c8a-6f82-44cb-8c44-9c12bb9f12e0")); + put(UUID.fromString("85497118-4671-437b-81da-b9a1c11bb403"), UUID.fromString("70d9fb84-6793-4562-9cf8-d0f312f5bc4e")); + put(UUID.fromString("b0b8f036-70af-4092-9768-24c63f21fc09"), UUID.fromString("4c0a075e-0abc-459b-b456-26f57e32a090")); + put(UUID.fromString("5d182966-5716-466c-9ce0-f6f35924c31e"), UUID.fromString("03ca55ba-0208-4a9e-8527-fcda06d7f38d")); + put(UUID.fromString("cbe4c11e-f040-4c21-ac74-9c518238d46d"), UUID.fromString("ff4421bd-846b-48e2-8d73-30ca2796f2a3")); + put(UUID.fromString("7ed406c9-bb41-4835-b9b3-4faba3a6c816"), UUID.fromString("c72d1fc7-bbc8-4e61-a198-7ae61466a5c8")); + put(UUID.fromString("ac73307b-975a-433b-931b-bca196d7bdfe"), UUID.fromString("5b610544-a3b6-4fb8-a759-a9c92b0822d6")); + put(UUID.fromString("55c4600b-b801-4782-9b39-262a6cdbfc41"), UUID.fromString("317d31e2-fad7-4466-a629-ab7803789313")); + put(UUID.fromString("9263025c-edfa-4a56-b1c0-b7e66fa959c6"), UUID.fromString("89ef4bfc-e065-4665-b461-f47e1832d63a")); + put(UUID.fromString("dbf0b959-a66f-43d3-a56e-94281f664ac6"), UUID.fromString("17129b92-3a1f-4d3f-ba4c-50bee62aee40")); + put(UUID.fromString("1e2bdc64-f677-4e56-a1cb-8b66ea53aafe"), UUID.fromString("3ddf1070-c9e6-462e-8316-19e470657471")); + put(UUID.fromString("0abb2805-361b-4bd3-bfa3-43d986b67272"), UUID.fromString("9bd90516-de71-450d-a960-af6c4d9b1274")); + put(UUID.fromString("8ca444ba-da31-43b8-92c7-6a40742e049d"), UUID.fromString("3a67f2f7-3fd2-4dd5-a243-8cb0c949c4a5")); + put(UUID.fromString("86d8f9f0-727f-4a21-b256-fbb5bd20e21e"), UUID.fromString("f569a366-7418-4e8a-965c-b09bb8d5a7d7")); + put(UUID.fromString("9c2bcfb8-d67e-4dd0-85d0-88db12481079"), UUID.fromString("143cce6b-c8f3-4829-a3f2-860981c2ced3")); + put(UUID.fromString("506d0d16-e1c2-49f8-a51b-5028a3db0448"), UUID.fromString("76b6447d-4574-4609-873b-08461be0fce4")); + put(UUID.fromString("af32b624-57ca-4974-8cfc-ef26622d813e"), UUID.fromString("9ca5d547-17a4-4366-8a05-8f8aeb8406c2")); + put(UUID.fromString("70dd2c4f-6d7b-4425-9436-c257bc4ee1d4"), UUID.fromString("dc0c1a20-a796-4d62-a409-d89425549b89")); + put(UUID.fromString("cde41a63-98f0-4b5e-ace0-0ab5d4b6266e"), UUID.fromString("05e63285-509c-4935-8d9c-27e3a6cd10e5")); + put(UUID.fromString("2d42af75-1274-4218-be2c-e626ada9073a"), UUID.fromString("6e3bda33-fc70-4b8f-ae9f-389646cf0da8")); + put(UUID.fromString("df42472c-3503-4d53-8881-e97b1638e68c"), UUID.fromString("c3a18d7e-d2ed-49f4-898e-dee543b4cabf")); + put(UUID.fromString("5fc10e73-e58c-49a7-85ca-882f5a718cd4"), UUID.fromString("19f1fc44-3a2b-4f10-b09a-494b19a1b84f")); + put(UUID.fromString("25aed4fc-8abc-4123-b1ea-306feeee090d"), UUID.fromString("48ae1dd6-ce99-40ce-a043-c2287e097c62")); + put(UUID.fromString("4e442d84-77e2-41cd-b5c8-1edfe14b0f09"), UUID.fromString("88045f6a-321f-45c2-b3ac-fd2dbf214198")); + put(UUID.fromString("72c4effc-e134-4d1a-b9a7-6d045c506fcb"), UUID.fromString("ac2e2007-23d1-469c-82e0-61882c0fd4bd")); + put(UUID.fromString("e6f30f44-5e55-4779-aa14-c6ac459a20bf"), UUID.fromString("90b4b6b2-3902-4185-98a4-46329b5eb462")); + put(UUID.fromString("bfb068bf-ab63-44b8-b26e-c64a5a1dda25"), UUID.fromString("e08f7ef4-b3f6-40d1-9dfa-28ce7dafa105")); + put(UUID.fromString("604ff10d-697a-4e5e-85e1-9534f41cc30a"), UUID.fromString("090e2801-38d2-4fe8-a008-bdc51e70decf")); + put(UUID.fromString("04b0d0b9-aa10-42a2-a582-b3f7f41311fe"), UUID.fromString("7f54bbce-a7c3-4a90-98ae-a4f83d8c6446")); + put(UUID.fromString("171e9c4c-98f7-4bec-a092-f1c0ef860831"), UUID.fromString("a39df874-0a4f-4126-acfa-eb37a7aeaa5c")); + put(UUID.fromString("40d74dad-cdbf-4f03-8e23-e479fb149777"), UUID.fromString("c22f45ac-2e48-4153-8ae6-958adadc6de9")); + put(UUID.fromString("5b1577ce-f22d-498a-9522-7c895e8fac9e"), UUID.fromString("24ff383d-5495-400e-b7a6-f4df975083f8")); + put(UUID.fromString("95437c93-e074-4e83-9162-d76b5b9e448e"), UUID.fromString("cf3bf8a2-17b8-4779-8ffe-408522958385")); + put(UUID.fromString("b22f623a-7567-4018-8789-0134be8ab190"), UUID.fromString("a386c718-54ae-4d8b-aa21-6fdb2720a7a7")); + put(UUID.fromString("5fb4cb87-3c9a-43fa-ae46-621e6ebc848d"), UUID.fromString("7a7e3c98-8bb3-40df-8f5d-464917566cc2")); + put(UUID.fromString("f8766f1c-b419-4905-afc1-512efe29cfaf"), UUID.fromString("0605e47a-e54d-4626-9146-54bb0b2e401a")); + put(UUID.fromString("16a707a5-39e5-4c9d-a598-1e3cdf666d1f"), UUID.fromString("298cc36a-cdb0-46f0-bc7a-c6f560533bc5")); + put(UUID.fromString("c2f36f98-4056-4fa0-b7ac-77766d668bf2"), UUID.fromString("a6bf14a2-5a32-4002-b096-3f672fc56a89")); + put(UUID.fromString("bd86a97e-f13a-4102-b78d-f0de294a9915"), UUID.fromString("3008bd39-4ad6-4c00-b72a-ab8408e68cd0")); + put(UUID.fromString("fd3d0e5b-4210-4e09-924c-0b3d7b9165d9"), UUID.fromString("39ddd78e-11a7-4126-abd8-4bdfa12a3187")); + put(UUID.fromString("c22445b8-593b-460f-8732-45849c699e49"), UUID.fromString("62cd7511-5459-4f52-a411-4a4b1f2c0799")); + put(UUID.fromString("481d9c9b-4019-421d-9da9-7f3b05d6d84f"), UUID.fromString("09ce4898-5f19-4646-ba98-16d1d088569e")); + put(UUID.fromString("9416b006-7d2b-4fae-a020-302477146ea7"), UUID.fromString("f34494b7-943a-422c-855d-4256ab789905")); + put(UUID.fromString("771c8f7e-3b29-44d8-acfb-1f97fd54f49e"), UUID.fromString("ea538066-db3d-4fa3-8d2b-87fd24fad5e1")); + put(UUID.fromString("c98406d6-6b5f-4828-aae8-d44738392f83"), UUID.fromString("e2d0e058-570f-403c-86a6-0962f351f931")); + put(UUID.fromString("411a8eb1-9c90-4ef2-9bb2-14499f5084ca"), UUID.fromString("d8392d81-431f-4be3-899b-47b06e1d4f0e")); + put(UUID.fromString("69bd3d2a-2dbf-4a46-b7fb-a48ab01f4786"), UUID.fromString("bf081255-323c-4755-b07d-a0733612cf0e")); + put(UUID.fromString("ff268bd1-44bd-4720-84f1-d186dd3167c2"), UUID.fromString("ff2295bb-c162-44c1-8735-c9474fa61c3f")); + put(UUID.fromString("a2ca4b79-04c6-4b2e-b7a9-f81333cdee05"), UUID.fromString("713ec4f8-e11a-4c23-a20b-e4c01438816b")); + put(UUID.fromString("6ce93ee6-3839-44bd-b137-56fc546540a5"), UUID.fromString("8119287b-2649-4313-af70-0c9795e6e129")); + put(UUID.fromString("dc793f99-ed86-49c5-a18b-cd9849504e42"), UUID.fromString("8494b4a4-0a99-4148-9237-8d2fdd3be519")); + put(UUID.fromString("b1a64730-ff0d-45f6-81f3-fbdb2bd42325"), UUID.fromString("75f71068-51a2-4af2-aecd-6daa73c6da7d")); + put(UUID.fromString("7a58f551-20cd-47fb-8ef6-2bdd06f679ec"), UUID.fromString("ec5067f3-c7c0-4f87-a7a2-58f9f1e5ee08")); + put(UUID.fromString("7333182d-3c3f-4707-bd19-b66f97caee4b"), UUID.fromString("5dc9f10f-4cbf-47b5-8e75-ffbf70fbc318")); + put(UUID.fromString("9c718132-c6a1-42b6-a028-1b18fd2cf6eb"), UUID.fromString("2cc4f0ea-101f-4b94-9a07-8d5952bab6a8")); + put(UUID.fromString("d5ed0d38-2eef-492c-81a5-7e35b5076b77"), UUID.fromString("06a6740b-8fdd-4bfa-9375-52399744faad")); + put(UUID.fromString("a472626f-4c06-4709-8af3-0ffea58fb5bd"), UUID.fromString("d3f9580e-b386-4bb9-bb92-b15ce414075c")); + put(UUID.fromString("8cbab812-de7e-436b-aab8-8b2f1570dc42"), UUID.fromString("90906b68-30cb-4006-bfa7-0bbaeacfe3fe")); + put(UUID.fromString("950fe368-c102-4968-b3d8-cc21f444e44c"), UUID.fromString("2819f854-263c-4932-a66d-91e7a7ccb474")); + put(UUID.fromString("d9c3de63-3418-4d83-8114-97eada4a0e24"), UUID.fromString("ad9c9c8d-0464-4d57-9f60-1c97bd8a9ac9")); + put(UUID.fromString("cbcabbd4-a003-49d4-80e4-087bbeebf0cc"), UUID.fromString("ae8796d4-6507-4f80-b796-379e4df4e961")); + }}; - // Not the cleanest thing, but otherwise we're going to have to read this in from some sort of text file - // Might as well not have to do the I/O - static private final BidirectionalMap spellIDLinks = new BidirectionalHashMap<>() {{ - put(243, 782); - put(144, 678); - put(353, 910); - put(214, 751); - put(354, 911); - put(55, 587); - put(247, 785); - put(136, 670); - put(298, 839); - put(299, 840); - put(184, 719); - put(41, 572); - put(110, 644); - put(305, 847); - put(284, 824); - put(125, 660); - put(143, 677); - put(158, 693); - put(276, 816); - put(258, 798); - put(335, 892); - put(312, 854); - put(291, 831); - put(213, 750); - put(54, 586); - put(313, 855); - put(165, 700); - put(22, 553); - put(283, 823); - put(87, 619); - put(265, 805); - put(472, 866); - put(7, 537); - put(88, 620); - put(250, 789); - put(257, 797); - put(434, 857); - put(220, 757); - put(61, 593); - put(349, 907); - put(172, 707); - put(242, 781); - put(221, 758); - put(290, 830); - put(62, 594); - put(94, 626); - put(334, 891); - put(35, 567); - put(14, 544); - put(95, 627); - put(264, 804); - put(36, 568); - put(227, 764); - put(68, 600); - put(316, 860); - put(6, 536); - put(380, 643); - put(249, 788); - put(21, 552); - put(228, 765); - put(69, 601); - put(341, 898); - put(102, 634); - put(202, 739); - put(342, 899); - put(28, 559); - put(475, 870); - put(76, 608); - put(109, 642); - put(441, 886); - put(139, 673); - put(327, 882); - put(272, 812); - put(447, 902); - put(333, 889); - put(131, 665); - put(231, 770); - put(194, 730); - put(246, 786); - put(179, 714); - put(297, 837); - put(279, 819); - put(120, 655); - put(201, 738); - put(356, 913); - put(322, 875); - put(153, 688); - put(271, 811); - put(75, 607); - put(13, 543); - put(43, 574); - put(326, 881); - put(307, 849); - put(286, 826); - put(127, 662); - put(208, 745); - put(49, 581); - put(308, 850); - put(160, 695); - put(230, 769); - put(278, 818); - put(209, 746); - put(50, 582); - put(82, 614); - put(260, 800); - put(2, 532); - put(83, 615); - put(293, 833); - put(215, 752); - put(355, 912); - put(56, 588); - put(237, 776); - put(216, 753); - put(285, 825); - put(57, 589); - put(89, 621); - put(138, 672); - put(186, 721); - put(300, 841); - put(30, 562); - put(238, 777); - put(42, 573); - put(90, 622); - put(31, 563); - put(222, 759); - put(112, 646); - put(1, 531); - put(244, 783); - put(16, 547); - put(223, 760); - put(64, 596); - put(145, 679); - put(336, 893); - put(245, 784); - put(97, 629); - put(197, 734); - put(337, 894); - put(23, 554); - put(252, 791); - put(344, 901); - put(159, 694); - put(350, 908); - put(189, 725); - put(259, 799); - put(63, 595); - put(52, 585); - put(292, 832); - put(115, 650); - put(196, 733); - put(37, 569); - put(397, 723); - put(166, 701); - put(317, 861); - put(266, 806); - put(38, 570); - put(70, 602); - put(167, 702); - put(318, 862); - put(8, 538); - put(251, 790); - put(71, 603); - put(281, 821); - put(203, 740); - put(343, 900); - put(104, 636); - put(173, 708); - put(273, 813); - put(45, 577); - put(174, 709); - put(15, 545); - put(96, 628); - put(78, 610); - put(210, 747); - put(132, 666); - put(310, 852); - put(232, 771); - put(438, 876); - put(133, 667); - put(181, 716); - put(469, 863); - put(103, 635); - put(233, 772); - put(122, 657); - put(85, 617); - put(357, 914); - put(188, 724); - put(29, 560); - put(77, 609); - put(239, 778); - put(218, 755); - put(140, 674); - put(328, 883); - put(240, 779); - put(44, 575); - put(51, 583); - put(114, 648); - put(195, 731); - put(18, 549); - put(147, 681); - put(180, 715); - put(280, 820); - put(121, 656); - put(148, 682); - put(339, 896); - put(154, 689); - put(361, 920); - put(345, 903); - put(302, 843); - put(217, 754); - put(106, 639); - put(155, 690); - put(187, 722); - put(346, 904); - put(287, 827); - put(128, 663); - put(107, 640); - put(309, 851); - put(129, 664); - put(113, 647); - put(92, 624); - put(161, 696); - put(261, 801); - put(331, 887); - put(224, 761); - put(162, 697); - put(146, 680); - put(3, 533); - put(84, 616); - put(294, 834); - put(66, 598); - put(198, 735); - put(338, 895); - put(99, 631); - put(168, 703); - put(58, 590); - put(319, 872); - put(268, 808); - put(301, 842); - put(169, 704); - put(10, 540); - put(320, 873); - put(91, 623); - put(360, 918); - put(253, 792); - put(25, 556); - put(73, 605); - put(32, 564); - put(254, 793); - put(17, 548); - put(65, 597); - put(467, 766); - put(47, 579); - put(98, 630); - put(80, 612); - put(39, 571); - put(352, 909); - put(24, 555); - put(72, 604); - put(267, 807); - put(135, 669); - put(323, 878); - put(9, 539); - put(235, 774); - put(359, 917); - put(454, 916); - put(190, 726); - put(205, 742); - put(274, 814); - put(175, 710); - put(275, 815); - put(116, 651); - put(176, 711); - put(117, 652); - put(150, 685); - put(134, 668); - put(182, 717); - put(234, 773); - put(282, 822); - put(123, 658); - put(204, 741); - put(183, 718); - put(471, 865); - put(105, 637); - put(124, 659); - put(156, 691); - put(416, 767); - put(46, 578); - put(157, 692); - put(329, 884); - put(79, 611); - put(348, 906); - put(241, 780); - put(289, 829); - put(142, 676); - put(211, 748); - put(330, 885); - put(311, 853); - put(314, 858); - put(212, 749); - put(470, 864); - put(372, 576); - put(164, 699); - put(315, 859); - put(5, 535); - put(86, 618); - put(248, 787); - put(149, 683); - put(358, 915); - put(340, 897); - put(101, 633); - put(219, 756); - put(60, 592); - put(141, 675); - put(477, 871); - put(303, 844); - put(93, 625); - put(304, 845); - put(288, 828); - put(108, 641); - put(256, 795); - put(19, 550); - put(262, 802); - put(163, 698); - put(20, 551); - put(4, 534); - put(263, 803); - put(295, 835); - put(53, 584); - put(296, 836); - put(26, 557); - put(473, 868); - put(59, 591); - put(269, 809); - put(347, 905); - put(170, 705); - put(27, 558); - put(11, 541); - put(474, 869); - put(270, 810); - put(33, 565); - put(171, 706); - put(12, 542); - put(255, 794); - put(332, 888); - put(34, 566); - put(225, 762); - put(193, 729); - put(177, 712); - put(226, 763); - put(67, 599); - put(229, 768); - put(277, 817); - put(118, 653); - put(199, 736); - put(178, 713); - put(100, 632); - put(119, 654); - put(151, 686); - put(200, 737); - put(321, 874); - put(152, 687); - put(324, 879); - put(74, 606); - put(236, 775); - put(137, 671); - put(206, 743); - put(185, 720); - put(325, 880); - put(306, 848); - put(126, 661); - put(207, 744); - put(191, 727); - put(48, 580); - put(445, 890); - put(111, 645); - put(192, 728); - put(81, 613); + static private final Map spellUUIDMap = new HashMap<>() {{ + put(1, UUID.fromString("b00aed01-c695-4d17-981d-a37684a8628e")); + put(2, UUID.fromString("b38d70d1-484f-46a5-b2c4-1d379c8fc096")); + put(3, UUID.fromString("85ae9373-8da6-4c69-8eea-b2d24dc20790")); + put(4, UUID.fromString("9263025c-edfa-4a56-b1c0-b7e66fa959c6")); + put(5, UUID.fromString("b4a05889-eddb-411e-98fa-bb63ffca99e4")); + put(6, UUID.fromString("8e7bb7e8-d3c8-4cdc-8f53-a22b7eb49bb0")); + put(7, UUID.fromString("9fdc0216-34f1-444a-9262-772211155d71")); + put(8, UUID.fromString("2e651416-3016-4da5-832c-dc63e635d8a1")); + put(9, UUID.fromString("78598e98-6beb-4d4b-b200-48a3469bc5e6")); + put(10, UUID.fromString("49a73729-d783-4fe0-89c7-2aeeb0489663")); + put(11, UUID.fromString("df42472c-3503-4d53-8881-e97b1638e68c")); + put(12, UUID.fromString("e6f30f44-5e55-4779-aa14-c6ac459a20bf")); + put(13, UUID.fromString("b9744de4-9961-4c3b-a232-2230734c4eb4")); + put(14, UUID.fromString("f8b063c3-56fe-4bb2-85f0-7aab27be7d0b")); + put(15, UUID.fromString("37152780-bf45-4804-af75-d46022342b55")); + put(16, UUID.fromString("f40dec7c-6885-4da8-8882-64d013af38ab")); + put(17, UUID.fromString("04e170f9-d041-443e-9060-6cfd41b0517d")); + put(18, UUID.fromString("d79a9f18-880d-4a8c-a3db-ce40796140d9")); + put(19, UUID.fromString("cbe4c11e-f040-4c21-ac74-9c518238d46d")); + put(20, UUID.fromString("55c4600b-b801-4782-9b39-262a6cdbfc41")); + put(21, UUID.fromString("741ee379-7eab-4d05-805a-e7ebebc74e75")); + put(22, UUID.fromString("f0c229f5-92fa-41d8-a8de-b557c34bdc92")); + put(23, UUID.fromString("10b19b22-ffd4-4e14-bd6a-c958d3547e0a")); + put(24, UUID.fromString("22ed4ce9-9dc2-46fd-939a-d6640be65a2c")); + put(25, UUID.fromString("7235b0b2-fa82-4379-b250-f1b041b1803a")); + put(26, UUID.fromString("86d8f9f0-727f-4a21-b256-fbb5bd20e21e")); + put(27, UUID.fromString("2d42af75-1274-4218-be2c-e626ada9073a")); + put(28, UUID.fromString("d73a3e33-1e6d-4356-a341-aad44231f4e1")); + put(29, UUID.fromString("c7f9309d-df4f-43cb-8874-8c734e1720c8")); + put(30, UUID.fromString("8f8cccd0-a8d2-47c8-9a17-f95bd5751502")); + put(31, UUID.fromString("029708bb-3825-495c-bd37-cd926c014b92")); + put(32, UUID.fromString("edc5c94e-c680-4de7-bd2b-d494649a5ff4")); + put(33, UUID.fromString("4e442d84-77e2-41cd-b5c8-1edfe14b0f09")); + put(34, UUID.fromString("04b0d0b9-aa10-42a2-a582-b3f7f41311fe")); + put(35, UUID.fromString("3bec5ca1-8e69-4252-b4ed-1d323ea71e3f")); + put(36, UUID.fromString("bfa1ac32-8333-4e7d-8536-62ec47e4a89b")); + put(37, UUID.fromString("da0e3e19-3b09-4879-9c13-92184bfee6f4")); + put(38, UUID.fromString("4e962094-caa6-4066-b659-5370a12f04af")); + put(39, UUID.fromString("ca723b48-dfbe-45c0-8184-2ee5fd056aac")); + put(40, UUID.fromString("780ee905-a3d5-45d6-8a4d-15e0ad53bf02")); + put(41, UUID.fromString("90795ebd-66e3-466c-a0d7-b340574850e1")); + put(42, UUID.fromString("00b94e2a-a27c-4d3f-887b-4b6f4b4d2722")); + put(43, UUID.fromString("0601e925-249b-4cd8-a495-1cb94acc8f3d")); + put(44, UUID.fromString("ac8bf7d0-6326-4a0a-a761-91a1e80e8858")); + put(45, UUID.fromString("9d0e5995-cd66-49f1-b847-0513c2d18555")); + put(46, UUID.fromString("9109341c-7adb-421c-a68f-46cda5f5f02a")); + put(47, UUID.fromString("e67670b2-6de4-4c32-ac95-5a51f527fe56")); + put(48, UUID.fromString("a472626f-4c06-4709-8af3-0ffea58fb5bd")); + put(49, UUID.fromString("2544304a-ea10-438c-8046-846d886a6760")); + put(50, UUID.fromString("378dba88-3df7-4189-a177-c6cc81421ecf")); + put(51, UUID.fromString("2de2ae9e-22a9-4017-a8c2-db04ca32d4dd")); + put(52, UUID.fromString("619f2ccf-c704-4059-994e-cbfaa6bc7a55")); + put(53, UUID.fromString("0abb2805-361b-4bd3-bfa3-43d986b67272")); + put(54, UUID.fromString("10e3acc9-1c9d-4d36-a51a-b48a01f12726")); + put(55, UUID.fromString("5995fd97-a4b6-405f-98f7-d1c11e697a86")); + put(56, UUID.fromString("027b5ed8-27dd-490b-a8d4-0e12117ad7c1")); + put(57, UUID.fromString("c9589225-f25e-4f39-9a59-f90d29fd52ca")); + put(58, UUID.fromString("98218948-0e8c-472b-8769-5c39a7a5bbfd")); + put(59, UUID.fromString("506d0d16-e1c2-49f8-a51b-5028a3db0448")); + put(60, UUID.fromString("4a36d2bd-d752-4699-bbce-35c7f6d2ef3f")); + put(61, UUID.fromString("28494939-8c52-4a5d-a8a1-6b2dc54585db")); + put(62, UUID.fromString("bad4d5c7-e4d4-409b-8daf-332a2999f992")); + put(63, UUID.fromString("dba5f5e1-983b-487a-8b51-5244b55d523c")); + put(64, UUID.fromString("44e3ce4c-f466-405e-a850-71347165f8f8")); + put(65, UUID.fromString("31cda828-60e7-45d8-9e81-8556267a4c1f")); + put(66, UUID.fromString("67d5e03c-8473-4574-860c-92c2644aea5d")); + put(67, UUID.fromString("b22f623a-7567-4018-8789-0134be8ab190")); + put(68, UUID.fromString("21050e47-b550-4458-bb01-694968f19b41")); + put(69, UUID.fromString("d223778a-898e-42f2-8538-2306362a98e2")); + put(70, UUID.fromString("b18ff4e7-1fc7-4d95-9a0d-d6704ba3ffed")); + put(71, UUID.fromString("f45fd2bf-d079-4869-9f29-bd642eda2b06")); + put(72, UUID.fromString("210150a4-55c1-4006-9aaf-da803cdd7222")); + put(73, UUID.fromString("96aaa321-71dd-4229-be11-f2df73749679")); + put(74, UUID.fromString("69bd3d2a-2dbf-4a46-b7fb-a48ab01f4786")); + put(75, UUID.fromString("2599f602-264a-4e76-91f6-27a9f3489b2e")); + put(76, UUID.fromString("6a08c346-d6ee-4d99-b4c9-fa429c88cbb5")); + put(77, UUID.fromString("1ecc3a14-6fe7-41f4-9bd7-121edf2f6d1d")); + put(78, UUID.fromString("a0c0d7ed-db13-4d17-981f-b1b82b8d79d3")); + put(79, UUID.fromString("7558c174-ae85-406e-9b76-074bcf6f7887")); + put(80, UUID.fromString("d8b6d30b-7068-4f73-909d-1f7be7dc8eda")); + put(81, UUID.fromString("cbcabbd4-a003-49d4-80e4-087bbeebf0cc")); + put(82, UUID.fromString("49f32908-2f5b-477d-b203-08cc2136dd14")); + put(83, UUID.fromString("9add723b-f8f0-4b93-9177-a65049ee88eb")); + put(84, UUID.fromString("f1ba8c52-240b-4180-9a34-20fc44944566")); + put(85, UUID.fromString("6515c99d-0cdf-4d5c-9b24-57b81e06637f")); + put(86, UUID.fromString("58f8bed8-2e85-498c-9d91-05544a2045dd")); + put(87, UUID.fromString("cf13f57b-ed00-406d-8923-9b9509a48332")); + put(88, UUID.fromString("fffa022f-fe4b-4c59-ac9c-abf09bb984d3")); + put(89, UUID.fromString("152c46c3-c310-4f9f-ab00-06c437647b30")); + put(90, UUID.fromString("a5d6ac8c-72f3-49cf-961a-5bb88e3c7dbc")); + put(91, UUID.fromString("2626be32-15c0-4b10-a210-fec65d8f0d0a")); + put(92, UUID.fromString("ed697a27-6968-4437-b564-ca7fad120a40")); + put(93, UUID.fromString("eca2e428-817a-4006-bafc-4207eb29d5dd")); + put(94, UUID.fromString("08315c56-8980-46b7-8b9f-676ac6a97301")); + put(95, UUID.fromString("6a1f247b-bf4c-449d-8041-7ef51c45282a")); + put(96, UUID.fromString("073c8391-8d0e-4378-87f7-55cc9e6e1db2")); + put(97, UUID.fromString("901080e2-17d9-4888-ae9d-8c5ee594eb3b")); + put(98, UUID.fromString("0f69432e-df07-40a2-a488-7041aba44d0c")); + put(99, UUID.fromString("36b5b452-9641-4479-8d82-450445b5b3f4")); + put(100, UUID.fromString("fd3d0e5b-4210-4e09-924c-0b3d7b9165d9")); + put(101, UUID.fromString("f693c5ae-c095-4552-a361-af70d8530c7f")); + put(102, UUID.fromString("654ffaf2-ed8e-48d5-8dc9-5ccd82e25e86")); + put(103, UUID.fromString("1339fcd0-6179-42e7-9f87-c17fb233c19f")); + put(104, UUID.fromString("58d3b60f-e095-4144-86b0-ce8f56ec1f61")); + put(105, UUID.fromString("c2363ead-5828-4f16-9f57-40cce46708cb")); + put(106, UUID.fromString("2519dcff-3cb1-442d-8a2a-89d9d0e03a89")); + put(107, UUID.fromString("ffa20c8e-98b1-49de-8e88-bec48467e9a4")); + put(108, UUID.fromString("b0b8f036-70af-4092-9768-24c63f21fc09")); + put(109, UUID.fromString("95cba648-6f4f-4a48-b095-20f378627f49")); + put(110, UUID.fromString("2a370345-13a6-484c-83e1-9029d625c45c")); + put(111, UUID.fromString("950fe368-c102-4968-b3d8-cc21f444e44c")); + put(112, UUID.fromString("f21f9f36-8202-4d5a-9425-d46781da78ff")); + put(113, UUID.fromString("b301fa26-4c60-45b1-81fc-6820061fc87c")); + put(114, UUID.fromString("5553bf47-3565-4e88-83c5-2ed001fc9463")); + put(115, UUID.fromString("b1e50b08-95d7-4b5c-be91-d005d2df07ed")); + put(116, UUID.fromString("aff9c8c9-bb8b-4717-a5be-e905dd498678")); + put(117, UUID.fromString("de28e922-ccb2-4549-a135-e2cef670a0ef")); + put(118, UUID.fromString("16a707a5-39e5-4c9d-a598-1e3cdf666d1f")); + put(119, UUID.fromString("c22445b8-593b-460f-8732-45849c699e49")); + put(120, UUID.fromString("04a42415-83d4-4229-9878-ed8a95e108fd")); + put(121, UUID.fromString("93cf3b71-abfb-4eb6-841e-1334bb784c4c")); + put(122, UUID.fromString("f29ea1e4-7ff2-4475-a55b-651dea4c2387")); + put(123, UUID.fromString("ea3a0832-ce87-45eb-9219-e49784776aee")); + put(124, UUID.fromString("03e5109e-db1a-4bb0-895d-caf2a9531249")); + put(125, UUID.fromString("a9a21d1e-465a-4c8e-926b-3df39a247039")); + put(126, UUID.fromString("7333182d-3c3f-4707-bd19-b66f97caee4b")); + put(127, UUID.fromString("af4ecf87-edd5-4b0c-8807-f9c3b622f9fe")); + put(128, UUID.fromString("631d99f9-0574-4a73-8daf-79bd7623648b")); + put(129, UUID.fromString("01fbf811-bccb-4fb4-90cc-a39c9f5e3d4f")); + put(130, UUID.fromString("748be56f-b0d3-49de-a849-e19cc18f88f3")); + put(131, UUID.fromString("7005bc68-dbd1-4b52-b257-d31af777ba3c")); + put(132, UUID.fromString("344ade5c-d42d-4e4f-849f-03086f9ebeef")); + put(133, UUID.fromString("0d5c8584-0733-43dc-a8b6-fbcce7ea2b82")); + put(134, UUID.fromString("3cdd1646-3a54-4056-8132-1d247ebbbef6")); + put(135, UUID.fromString("f60c4ab9-2916-4fd0-9163-a23d75108a75")); + put(136, UUID.fromString("299fe26e-5119-487c-97a7-573acec7948c")); + put(137, UUID.fromString("a2ca4b79-04c6-4b2e-b7a9-f81333cdee05")); + put(138, UUID.fromString("2213f5a3-b32c-4ce6-bbd8-a22fbac8e18b")); + put(139, UUID.fromString("e88d0c47-ea12-4d9b-847a-ecafc3ad26b9")); + put(140, UUID.fromString("d58eb81a-f80a-4254-b232-608fca8405a1")); + put(141, UUID.fromString("68e4b75f-a6ef-4109-a37b-f87dc851e797")); + put(142, UUID.fromString("9e619d86-b555-46f5-ba5c-895aae1b36cc")); + put(143, UUID.fromString("223148b1-702c-480b-b0b4-780920bfd546")); + put(144, UUID.fromString("6af95db0-b35d-4b99-ac65-f98f7bfc9119")); + put(145, UUID.fromString("f9f8a8c5-3803-4f58-b0ef-9c3c0de4d318")); + put(146, UUID.fromString("ed5d8de4-9279-4734-8952-3d50c38e446d")); + put(147, UUID.fromString("6bd18b7f-36e9-412d-9bbf-e21075130bb4")); + put(148, UUID.fromString("a2173caf-ee9b-41f5-aa41-4ffafd52a579")); + put(149, UUID.fromString("09104514-c705-4027-8189-8162552e7784")); + put(150, UUID.fromString("493ecfb1-5853-4782-87fa-d0196ccef79c")); + put(151, UUID.fromString("481d9c9b-4019-421d-9da9-7f3b05d6d84f")); + put(152, UUID.fromString("c98406d6-6b5f-4828-aae8-d44738392f83")); + put(153, UUID.fromString("d6ee3d3f-b2c3-449d-81e0-fe3207f8e448")); + put(154, UUID.fromString("fcea2450-2af6-4303-b2eb-c90f64eb17fd")); + put(155, UUID.fromString("eae9b337-7613-4d7f-b092-3d45d85b4e53")); + put(156, UUID.fromString("623878c1-b8ca-4884-b0a2-92c75341352d")); + put(157, UUID.fromString("1949b498-141d-4ac0-9cee-edc4963749c7")); + put(158, UUID.fromString("3bd77015-b896-4c29-b257-13ddd3eb7590")); + put(159, UUID.fromString("041ed1cf-87a8-426a-b8ec-6a2d7a192608")); + put(160, UUID.fromString("53caf0ae-afb6-4640-aec3-226564df888f")); + put(161, UUID.fromString("772a26d6-91e8-48e4-95f6-3b657ab3d262")); + put(162, UUID.fromString("08ba7c6f-213b-4b3e-b380-52a0bf49e65f")); + put(163, UUID.fromString("ac73307b-975a-433b-931b-bca196d7bdfe")); + put(164, UUID.fromString("015fa1c9-eef5-472e-98b6-19b2191a8e80")); + put(165, UUID.fromString("ea2fb7a3-b62f-46db-846b-ee6d164ce71c")); + put(166, UUID.fromString("b8aea2b8-ba71-4cd9-ba4b-c5ebec7cffb7")); + put(167, UUID.fromString("7961ad2b-7713-4edc-8a6a-681671c38a12")); + put(168, UUID.fromString("da3b12ca-6e40-4b18-90b4-44e0ed756bc3")); + put(169, UUID.fromString("2fcd4839-45fd-466b-b113-553fa7ce4d49")); + put(170, UUID.fromString("cde41a63-98f0-4b5e-ace0-0ab5d4b6266e")); + put(171, UUID.fromString("72c4effc-e134-4d1a-b9a7-6d045c506fcb")); + put(172, UUID.fromString("1bf61b60-7719-4328-9207-2f5e8d661ac3")); + put(173, UUID.fromString("f24225d0-a647-49ec-a796-14e50e1de93e")); + put(174, UUID.fromString("4ff60696-0f2e-43c9-a1cd-59753fe05a5d")); + put(175, UUID.fromString("d88f394b-959f-49a5-9fcd-45a5618339d3")); + put(176, UUID.fromString("da7162c8-4755-4de8-9607-666eb6621b45")); + put(177, UUID.fromString("5b1577ce-f22d-498a-9522-7c895e8fac9e")); + put(178, UUID.fromString("bd86a97e-f13a-4102-b78d-f0de294a9915")); + put(179, UUID.fromString("ad694a7f-c778-4760-9251-9b19c5142e27")); + put(180, UUID.fromString("de1eb2f9-18ef-42cc-85c6-b5b3b9757e27")); + put(181, UUID.fromString("42dcc537-75f7-4baf-a8ad-9b798cdd0882")); + put(182, UUID.fromString("770f88b6-4314-4823-af2a-7fbb68813244")); + put(183, UUID.fromString("7bbdbfbe-ba12-4c2d-b7e3-c623da487cb3")); + put(184, UUID.fromString("ab3fdf6a-5975-4d3a-b541-3fc74d231cf0")); + put(185, UUID.fromString("dc793f99-ed86-49c5-a18b-cd9849504e42")); + put(186, UUID.fromString("776815bd-0774-4426-a5dd-d9457a777871")); + put(187, UUID.fromString("d1f841cb-01b1-4b61-b51b-884ef341db3d")); + put(188, UUID.fromString("628d15d6-b211-4c4d-9df2-f86a1e433c80")); + put(189, UUID.fromString("673d5ae0-6188-406b-a0be-0d7bb7d7c519")); + put(190, UUID.fromString("13f7c673-e9b3-4472-ae99-477837620627")); + put(191, UUID.fromString("d5ed0d38-2eef-492c-81a5-7e35b5076b77")); + put(192, UUID.fromString("d9c3de63-3418-4d83-8114-97eada4a0e24")); + put(193, UUID.fromString("40d74dad-cdbf-4f03-8e23-e479fb149777")); + put(194, UUID.fromString("def27156-fa82-427e-9ff1-54a3c69e67f0")); + put(195, UUID.fromString("36c3bab3-10c8-4240-9ca6-128d621805d9")); + put(196, UUID.fromString("7258a7b4-26c0-4583-84ca-ad1083c470d3")); + put(197, UUID.fromString("b8532b9f-168b-40da-be01-96e4db546393")); + put(198, UUID.fromString("5c568601-6c04-4a18-ade2-76d7c24ac2d8")); + put(199, UUID.fromString("c2f36f98-4056-4fa0-b7ac-77766d668bf2")); + put(200, UUID.fromString("9416b006-7d2b-4fae-a020-302477146ea7")); + put(201, UUID.fromString("686c842b-f502-4a36-8e8b-0cdaeae6f33c")); + put(202, UUID.fromString("092518a9-77bd-4d97-a19e-d5866f5f2ba6")); + put(203, UUID.fromString("73297be3-51bb-4c1c-9a4b-19a54be351e9")); + put(204, UUID.fromString("b039a84a-1008-4599-88e4-039782dfae41")); + put(205, UUID.fromString("24b7ed5f-d27c-4f14-b062-f712055d2afe")); + put(206, UUID.fromString("6ce93ee6-3839-44bd-b137-56fc546540a5")); + put(207, UUID.fromString("9c718132-c6a1-42b6-a028-1b18fd2cf6eb")); + put(208, UUID.fromString("dc4ecf71-03ba-4ca1-a833-4a7ec95ee493")); + put(209, UUID.fromString("edb2e645-c372-4ac9-8957-18c417e95488")); + put(210, UUID.fromString("04f2a09a-721d-46e0-ad0c-486ded9c442a")); + put(211, UUID.fromString("f450a02a-c729-447a-a250-ef247caf67ee")); + put(212, UUID.fromString("74efeb0c-8de3-4de6-a899-077fb44af309")); + put(213, UUID.fromString("08b649b7-8b7c-49bd-9eca-17201b7f5efe")); + put(214, UUID.fromString("70da252a-211c-4656-b65f-a08a6148b1df")); + put(215, UUID.fromString("be0170c1-8c6e-451c-a58f-a1d4f23cf624")); + put(216, UUID.fromString("8d397549-34cc-4e51-9d04-60f8d8484c74")); + put(217, UUID.fromString("e91f9fc1-2687-459a-a491-ec2ea54875c0")); + put(218, UUID.fromString("215fbc0e-a926-489e-b872-2c8c71e11682")); + put(219, UUID.fromString("6c8153cd-a985-4b6a-a591-d2c50a02dde1")); + put(220, UUID.fromString("3170ed49-2aba-404c-ae71-2b428415d03b")); + put(221, UUID.fromString("ff424832-c47a-48d5-9c37-71737da6fc08")); + put(222, UUID.fromString("336bdcaf-ea45-4ddf-a977-4e73142a871c")); + put(223, UUID.fromString("6e1b8cd3-98f9-4723-a4e8-a4a8d3aa68ff")); + put(224, UUID.fromString("cc1ad4b6-7a8f-4f4c-8c3b-9d70707fae11")); + put(225, UUID.fromString("171e9c4c-98f7-4bec-a092-f1c0ef860831")); + put(226, UUID.fromString("95437c93-e074-4e83-9162-d76b5b9e448e")); + put(227, UUID.fromString("215d755d-234e-4fb8-83fd-9f5e2e354ce3")); + put(228, UUID.fromString("99ce898d-83e3-4fc1-a302-2c7260b2ad80")); + put(229, UUID.fromString("5fb4cb87-3c9a-43fa-ae46-621e6ebc848d")); + put(230, UUID.fromString("ada71e70-60ea-41ef-977b-7883ccaeb965")); + put(231, UUID.fromString("da4b7eb2-fb29-49d6-8167-0998b9bf4f33")); + put(232, UUID.fromString("76c4c30f-fe6d-442c-9811-7c2db7e7b355")); + put(233, UUID.fromString("92d621c7-21bc-48d3-9f8e-35de60efb5ef")); + put(234, UUID.fromString("6c2aad5c-566e-4180-8acc-87a7e1885faa")); + put(235, UUID.fromString("8378ae52-f9f1-43c7-9718-93201cd13a5e")); + put(236, UUID.fromString("ff268bd1-44bd-4720-84f1-d186dd3167c2")); + put(237, UUID.fromString("39ee0fcb-bf33-4c06-951d-d635263e746f")); + put(238, UUID.fromString("ab6d87da-aab3-4c76-8c96-839ee786c97f")); + put(239, UUID.fromString("f27ebe5c-5b86-4d9d-8baa-6e3933fd0fc6")); + put(240, UUID.fromString("acd14716-db10-4e86-a892-cbc115ee64a1")); + put(241, UUID.fromString("ef9770d4-088b-4041-924e-2ec540bde060")); + put(242, UUID.fromString("0de654fd-4147-4961-8a65-afa07320e2fd")); + put(243, UUID.fromString("ee3901e8-34c4-4139-b32d-686d29fa315a")); + put(244, UUID.fromString("39af3985-2d8c-43d1-afee-9a4824d376fd")); + put(245, UUID.fromString("28374ba1-87e8-478e-9675-08ae22b579c9")); + put(246, UUID.fromString("276764b1-af49-4e5a-8cf1-f4619d9eb2d0")); + put(247, UUID.fromString("b5858113-745e-4b24-8f35-9cf52c0c3324")); + put(248, UUID.fromString("4840f028-4ac5-42e6-8ec6-bb73be795a7a")); + put(249, UUID.fromString("b3ff12fb-f4af-4fd0-8a9a-a53325911078")); + put(250, UUID.fromString("d2bfd5db-65aa-4afd-9162-ea1d26958426")); + put(251, UUID.fromString("46827458-b424-4ddb-b46d-de41bde682a8")); + put(252, UUID.fromString("ed7e61ab-a25f-4151-be13-1c6b4a62adc2")); + put(253, UUID.fromString("521cb627-197e-4861-a3e6-f10582a99706")); + put(254, UUID.fromString("6ee69c65-5204-452c-9403-7fc0d089b2e3")); + put(255, UUID.fromString("bfb068bf-ab63-44b8-b26e-c64a5a1dda25")); + put(256, UUID.fromString("5d182966-5716-466c-9ce0-f6f35924c31e")); + put(257, UUID.fromString("4810ebe3-031f-4c1c-a72e-fb36b5b0e67d")); + put(258, UUID.fromString("802c36e2-99f9-4008-8712-d9fbc4e88fdb")); + put(259, UUID.fromString("845bec18-49dc-4d4c-8b79-c4548a8349ff")); + put(260, UUID.fromString("fa6639e1-8da6-4825-9157-be6d5d7a90be")); + put(261, UUID.fromString("385d58c2-0f77-4824-9a5d-f7c6b33a5e2f")); + put(262, UUID.fromString("7ed406c9-bb41-4835-b9b3-4faba3a6c816")); + put(263, UUID.fromString("dbf0b959-a66f-43d3-a56e-94281f664ac6")); + put(264, UUID.fromString("0a37f7f7-8c1e-43ba-b886-206dc61021ca")); + put(265, UUID.fromString("718d0beb-eec3-4013-bf93-b66d2280da95")); + put(266, UUID.fromString("02083fc3-9ae8-41bc-adff-569f95be201b")); + put(267, UUID.fromString("0a2cbc85-39c9-48ed-90b9-4d89afaabd62")); + put(268, UUID.fromString("46d8fb66-956f-47f6-8e89-80cf7aa31646")); + put(269, UUID.fromString("af32b624-57ca-4974-8cfc-ef26622d813e")); + put(270, UUID.fromString("25aed4fc-8abc-4123-b1ea-306feeee090d")); + put(271, UUID.fromString("7fd96368-ecc2-4dfd-ac16-4f0ab50fc29a")); + put(272, UUID.fromString("1eeb5cbd-62d7-4501-a821-0db6f9f2152a")); + put(273, UUID.fromString("47ad0358-0326-4d35-b29e-608c0a4cb219")); + put(274, UUID.fromString("777f1b3e-bc6a-48c4-909b-c372a118a680")); + put(275, UUID.fromString("40cca2fa-9c9d-4bd4-a480-bf41121f078a")); + put(276, UUID.fromString("ed920d78-1f91-4b54-b1ba-a116531d8845")); + put(277, UUID.fromString("f8766f1c-b419-4905-afc1-512efe29cfaf")); + put(278, UUID.fromString("96f31367-ab0c-46bf-9a75-0e6f1cbe17ad")); + put(279, UUID.fromString("add8d0ff-7c28-43f5-9c79-ae7819337b85")); + put(280, UUID.fromString("53cf3048-9be1-4ca8-b8f6-17a904738b9f")); + put(281, UUID.fromString("30a6e849-b2a9-4152-b5c5-5bd93159f24d")); + put(282, UUID.fromString("d9e1e8dc-201e-4091-9b1e-8a5809a757c6")); + put(283, UUID.fromString("e7e8b4f8-e28a-4b97-95fc-a5370487e56a")); + put(284, UUID.fromString("847a5a7f-5428-4397-a243-14e6c9d1bbe2")); + put(285, UUID.fromString("5032c4bb-3978-414f-b728-4da855c1f3c6")); + put(286, UUID.fromString("0452dfe4-0db9-4f49-916c-9e58b31e3c2a")); + put(287, UUID.fromString("d6fd4e6c-368a-491c-83c0-83a926139a9d")); + put(288, UUID.fromString("85497118-4671-437b-81da-b9a1c11bb403")); + put(289, UUID.fromString("cc99caee-906b-4e3a-8e12-b7d339e36f7b")); + put(290, UUID.fromString("d39f8b02-6120-4e46-b6d2-092d23651b44")); + put(291, UUID.fromString("d4943b3c-cdae-41d8-9970-131d7488542d")); + put(292, UUID.fromString("6d484356-cf3b-4bb3-8ef6-d05e14b1472d")); + put(293, UUID.fromString("af07edb4-e963-4037-b71e-1d261757d7d8")); + put(294, UUID.fromString("492808f9-893d-4004-8bc2-59eae33bdba3")); + put(295, UUID.fromString("1e2bdc64-f677-4e56-a1cb-8b66ea53aafe")); + put(296, UUID.fromString("8ca444ba-da31-43b8-92c7-6a40742e049d")); + put(297, UUID.fromString("bf9f5b9e-6ffe-45cc-ac6f-83a13b25b5d5")); + put(298, UUID.fromString("4580c6d9-b3a2-433f-8442-8b5efbf7f651")); + put(299, UUID.fromString("c2551c4b-bc96-4bf3-82ac-431e87e9d664")); + put(300, UUID.fromString("49712375-4068-4894-9f0e-f7789b920ce2")); + put(301, UUID.fromString("1b4ce24a-842c-4363-a29e-982099d900a6")); + put(302, UUID.fromString("111548a8-960f-4483-b164-fd4c177a31e7")); + put(303, UUID.fromString("b73f667d-1a26-48f7-9d83-cb02b47f0ed6")); + put(304, UUID.fromString("9e081365-2185-4c12-9bbc-33a216bef27c")); + put(305, UUID.fromString("6eff5072-1950-4374-a7f7-6a435b4478db")); + put(306, UUID.fromString("7a58f551-20cd-47fb-8ef6-2bdd06f679ec")); + put(307, UUID.fromString("10c77538-ac77-4cbe-a59b-c799af444c02")); + put(308, UUID.fromString("6046515f-9ecd-4269-a727-b7d422501875")); + put(309, UUID.fromString("fb7a2be5-0eca-43f9-ab2b-3dceb59aa3b0")); + put(310, UUID.fromString("874a2435-bfd6-4875-8af8-803487ac070f")); + put(311, UUID.fromString("b347b5aa-fe41-45eb-8500-3e1397eb3fbe")); + put(312, UUID.fromString("bbe42caa-ba98-4f6f-99d8-a4d62adea128")); + put(313, UUID.fromString("362465af-f1d5-4507-b07a-3b738d5a45eb")); + put(314, UUID.fromString("cf2fbc00-e35a-4c94-8c75-b6e3793eaaaf")); + put(315, UUID.fromString("57b91f8f-152f-4063-ba38-b1ab8f7338b3")); + put(316, UUID.fromString("5d89696a-fd4a-4e83-b618-5fa12d7312ea")); + put(317, UUID.fromString("f2eadc53-2e8c-4fff-99c8-9bf8957cb3b1")); + put(318, UUID.fromString("cb745797-bf30-44d0-af4d-bba5f789c473")); + put(319, UUID.fromString("64f6aa66-0abc-4831-a57c-48d784c345ea")); + put(320, UUID.fromString("58f8c28d-4371-45b2-91e9-f9e81dd590f3")); + put(321, UUID.fromString("771c8f7e-3b29-44d8-acfb-1f97fd54f49e")); + put(322, UUID.fromString("1bb1e7ea-c470-4112-8dfd-b9750d6c60f0")); + put(323, UUID.fromString("64c9e2c6-dd40-4287-b7de-3d34fc937327")); + put(324, UUID.fromString("411a8eb1-9c90-4ef2-9bb2-14499f5084ca")); + put(325, UUID.fromString("b1a64730-ff0d-45f6-81f3-fbdb2bd42325")); + put(326, UUID.fromString("9f34bf1b-61d7-482c-baed-f958f2f0f39e")); + put(327, UUID.fromString("d4f763b4-02a8-4251-8afc-84bf7d721fff")); + put(328, UUID.fromString("da5a628f-68cd-408e-9989-580230e9f9d2")); + put(329, UUID.fromString("e0e5b154-92e3-4db5-ba4a-b1056be178b4")); + put(330, UUID.fromString("a8c1d5e7-120e-4bf9-a293-8813d1faec97")); + put(331, UUID.fromString("d445c089-bfb9-44f2-8222-a5e2e2cf1bec")); + put(332, UUID.fromString("604ff10d-697a-4e5e-85e1-9534f41cc30a")); + put(333, UUID.fromString("22107baa-4ad5-45a9-9e72-48f19a9a03e3")); + put(334, UUID.fromString("957435a4-39b8-4934-8a59-8ea068eae863")); + put(335, UUID.fromString("7e47f091-e53d-40fc-9be7-83fc3ae89fd8")); + put(336, UUID.fromString("7f373f94-a452-4365-8bb2-c4b4253791cb")); + put(337, UUID.fromString("ca715663-01ec-493f-a245-4d8b0e2c2ea1")); + put(338, UUID.fromString("887b4da6-145f-456b-8f14-95c6da91ecd3")); + put(339, UUID.fromString("04b68971-b6ac-478f-96f8-7c4385d44d60")); + put(340, UUID.fromString("e7f22b43-8781-47f6-87d2-6167059cd483")); + put(341, UUID.fromString("56139c12-00aa-4cca-bd16-55ac245705bd")); + put(342, UUID.fromString("d2dd6d07-bc51-44f4-b301-01f55fceeeb1")); + put(343, UUID.fromString("4b045031-9efb-4005-ab68-965b88a0bb42")); + put(344, UUID.fromString("46f50b9f-d1fc-4ac5-b47f-b45890eea22f")); + put(345, UUID.fromString("e5a13d10-be4a-42f2-b30e-51435a48e7a3")); + put(346, UUID.fromString("f223c5a0-dc86-4de1-967d-e0357ba75288")); + put(347, UUID.fromString("70dd2c4f-6d7b-4425-9436-c257bc4ee1d4")); + put(348, UUID.fromString("0e625287-4ceb-4ff2-b687-f33fe5fd053b")); + put(349, UUID.fromString("8200e253-dcf9-4854-a0cb-393e0a18a996")); + put(350, UUID.fromString("77a38088-a111-49ac-900f-c623a10e6e5b")); + put(351, UUID.fromString("6ccb0e29-3df1-46aa-bb32-f2e95d12ff18")); + put(352, UUID.fromString("eb21f97d-4eb6-4750-b455-a0d4434ddc0f")); + put(353, UUID.fromString("42ef9baf-1217-4b0a-b700-584e6bb0d395")); + put(354, UUID.fromString("b395775c-ff60-4c71-82bb-c9d9bc3e8807")); + put(355, UUID.fromString("5913322b-f95b-4b60-9555-3ee6ab3f1e36")); + put(356, UUID.fromString("69069a8f-5f1b-4d6f-843e-4cd902a5cdf1")); + put(357, UUID.fromString("bdb8d11b-f457-4bef-b527-fd76fee0d80d")); + put(358, UUID.fromString("7e43dd58-6108-4bd8-ab8a-5d9142333a4c")); + put(359, UUID.fromString("9be57552-85f8-4e7c-b897-73205764b23f")); + put(360, UUID.fromString("e63dd57b-cc23-4308-b5ee-b59946f02760")); + put(361, UUID.fromString("3e71f1d8-d61c-4d6b-9994-e163109c39af")); + put(362, UUID.fromString("82562a70-ba7c-48ed-acfb-dfcacd105cd8")); + put(363, UUID.fromString("298ee924-658c-4b77-9404-d3ac064de9d2")); + put(364, UUID.fromString("21e630a1-67b7-4719-89c5-599b1b5a1888")); + put(365, UUID.fromString("22fa37f1-765c-4ef0-a83d-34de9b343dca")); + put(366, UUID.fromString("27e94b15-6d39-46eb-9eae-d6650f4498ab")); + put(367, UUID.fromString("0d06e955-8817-4719-96a2-45d9914b8fbf")); + put(368, UUID.fromString("bb6e3746-6381-4d8c-9274-a811842b364b")); + put(369, UUID.fromString("c7f0a453-3476-47cb-9617-e01acebf4eaa")); + put(370, UUID.fromString("3a49294c-849a-46e8-8701-965afeddb9cb")); + put(371, UUID.fromString("8e3d07bd-7580-40c3-82d7-a6b0efe46ac7")); + put(372, UUID.fromString("62e8ef7a-8d75-4a30-a0d4-19a5db31d807")); + put(373, UUID.fromString("26111ffe-fb12-4e1c-a464-7239cbeaaea0")); + put(374, UUID.fromString("181f7ae9-5aa0-44f7-b084-4555b2d2d574")); + put(375, UUID.fromString("0adfb480-dd47-4974-9cf4-c51962b42cc2")); + put(376, UUID.fromString("02ab795b-fad0-41b3-8aca-2b6531e808eb")); + put(377, UUID.fromString("e3f577f0-7e8e-4d8f-8c8b-c5c17bf60380")); + put(378, UUID.fromString("7a489000-0445-4a7c-8fe0-7aa1e3be0886")); + put(379, UUID.fromString("b13fe775-96de-4f88-9a3e-fbc3962098c2")); + put(380, UUID.fromString("1f75ece0-0f79-483c-93c8-78314468a60b")); + put(381, UUID.fromString("d9530c87-a173-41c9-b7a2-5f68b0e43b62")); + put(382, UUID.fromString("c17ec0d3-4b2e-485b-b3a2-7aa986a4d837")); + put(383, UUID.fromString("86cdbf0a-044f-4b86-a1c2-7ff35366afec")); + put(384, UUID.fromString("84765866-65d3-43f3-a6ee-db62fd98ceb1")); + put(385, UUID.fromString("36e145f2-c3ac-4651-a9f5-03616d82aa37")); + put(386, UUID.fromString("e3cac100-1b8e-418e-bee4-ea22071f16d1")); + put(387, UUID.fromString("7a793a52-074a-4369-a092-779b09637e12")); + put(388, UUID.fromString("395674b2-321a-4919-a6a0-2ee5a09e28c0")); + put(389, UUID.fromString("f37d80b7-563f-4104-8476-b5110a1eef30")); + put(390, UUID.fromString("24babd99-a879-4974-8872-eb4e153e5597")); + put(391, UUID.fromString("fa81f556-3107-4421-8f65-bffe0caeff22")); + put(392, UUID.fromString("901e1ef7-f668-45b8-9c30-aec21e301000")); + put(393, UUID.fromString("b74f682d-063c-44b0-bd27-d5c5f83ba5e7")); + put(394, UUID.fromString("e4034971-f853-48cf-8876-e1c736368939")); + put(395, UUID.fromString("09aeeb3f-4d10-4aa6-af9d-f9c08cc42aaa")); + put(396, UUID.fromString("2af48dfe-1ad4-4865-b7ec-8205484bd7fe")); + put(397, UUID.fromString("e6cf9e36-89cd-4cab-8dfd-0cb57bcc396b")); + put(398, UUID.fromString("dbbfb93d-fc8a-408f-bdab-683c195c200d")); + put(399, UUID.fromString("465c50a4-0723-4a7c-ab95-70a64ba838d1")); + put(400, UUID.fromString("37bc1edf-a2f5-4d81-8ea7-677b60574627")); + put(401, UUID.fromString("7c4df443-73a1-417d-b7b7-2ab94ef31595")); + put(402, UUID.fromString("4b83f25b-55f3-46ec-835f-a087047f4a83")); + put(403, UUID.fromString("7917f5f2-00c1-4f2e-8777-bd3e2852c8fe")); + put(404, UUID.fromString("3a7636da-9e41-4668-a6b8-60e6e271f698")); + put(405, UUID.fromString("19aafd3e-375a-4bfc-bbe7-3532bb4752d7")); + put(406, UUID.fromString("0218555a-2766-4b36-ab58-ce2ecfeb1957")); + put(407, UUID.fromString("33d1d7ac-05d9-424f-9956-c11110c7e951")); + put(408, UUID.fromString("3ea12c7a-c33e-4297-93ee-cae4ecabf666")); + put(409, UUID.fromString("1b98694c-0a5f-4610-95ee-210e5fc9c57c")); + put(410, UUID.fromString("90f5ab71-a8ad-4807-bd14-36aa5e063195")); + put(411, UUID.fromString("b7b7c904-c18a-4c8d-95b6-2ec43b1d6368")); + put(412, UUID.fromString("a4e5f13f-328e-4c6f-9291-86d05eb5a034")); + put(413, UUID.fromString("a130a378-6de1-4c49-9d12-089344f42a02")); + put(414, UUID.fromString("ac5c62be-9444-40de-bc8d-44ca7760f652")); + put(415, UUID.fromString("132c0300-a3fc-4e51-a24c-9791516cb57a")); + put(416, UUID.fromString("53bebb4e-38fd-4d76-986c-cd65d27cf187")); + put(417, UUID.fromString("584d1ddb-a539-41ee-9910-0b5d915a3336")); + put(418, UUID.fromString("a9b53029-9573-4aef-9114-583cfdb9a02e")); + put(419, UUID.fromString("a3664bab-72f0-412f-8b4b-a3ae6322065f")); + put(420, UUID.fromString("132aba78-397d-4123-b5bf-ffe39161576b")); + put(421, UUID.fromString("465a05e7-e1cf-4883-9607-c0bd67d85bf9")); + put(422, UUID.fromString("f6b057cf-6483-4e72-85bd-3a956851be48")); + put(423, UUID.fromString("d7daa0ce-fe88-4487-803d-6f5f19311a71")); + put(424, UUID.fromString("e29da111-1a11-4c0d-ac51-d234b97a1e05")); + put(425, UUID.fromString("54534960-6db8-44b6-8bc9-7ff8a67d042d")); + put(426, UUID.fromString("1361ae37-3d9c-4754-a3f1-668b8bc13ff0")); + put(427, UUID.fromString("32aaf457-0be0-48e4-a13f-0fe25a66a91e")); + put(428, UUID.fromString("93388ac2-4577-485f-9df8-c82c7952adee")); + put(429, UUID.fromString("e76b77ef-e79c-4ff1-b323-73a920c81aa9")); + put(430, UUID.fromString("94209708-eca2-46fe-9054-e51e4e17b4e1")); + put(431, UUID.fromString("8b354f65-2420-489b-ada4-68378bd86890")); + put(432, UUID.fromString("bc675def-9a34-4205-866b-5a9f12c3d2b8")); + put(433, UUID.fromString("66453cd5-c75e-4c40-9ce5-c87462c89120")); + put(434, UUID.fromString("f425ac68-fa21-40b2-ae0c-f6077ed1763b")); + put(435, UUID.fromString("2395dadb-7d47-4061-bedf-035ce85d096b")); + put(436, UUID.fromString("73a48e44-2d01-49c4-a872-bd2c2138c67e")); + put(437, UUID.fromString("4614e94e-13ee-40ab-af66-34f3899efc25")); + put(438, UUID.fromString("9923fe75-67a2-45a1-b636-1e0c2db096c9")); + put(439, UUID.fromString("d1d4d348-88ce-43fc-9136-1d3db42c9344")); + put(440, UUID.fromString("866dd270-78fc-4cf2-b8a6-c14a229d6f78")); + put(441, UUID.fromString("21f2703c-3475-448e-9546-ac3377250ef5")); + put(442, UUID.fromString("77cb54f5-a8b9-4283-96e5-c1bb345d9c00")); + put(443, UUID.fromString("e835001d-35bf-4644-93ae-6d458c785595")); + put(444, UUID.fromString("3dab91e1-f8dc-4ca1-983b-d4434328bab7")); + put(445, UUID.fromString("8cbab812-de7e-436b-aab8-8b2f1570dc42")); + put(446, UUID.fromString("c479b562-a6ff-4dc2-916a-fe603a57ba42")); + put(447, UUID.fromString("d0e09382-09dc-40bb-ad27-66664804eaca")); + put(448, UUID.fromString("8914e175-f311-4db5-8d71-91402f043a5d")); + put(449, UUID.fromString("a95e4f86-35fe-4977-a627-b5e4e4abee2b")); + put(450, UUID.fromString("0c2b0931-f8be-462a-85e0-27df6a420d86")); + put(451, UUID.fromString("72d4fa18-0031-4920-aea7-89cf4bf846a6")); + put(452, UUID.fromString("0d6bf866-ec56-4155-9fef-8599c03765bc")); + put(453, UUID.fromString("b8b0fee0-1bca-4171-b84f-a74b9c743d1e")); + put(454, UUID.fromString("a8a013e2-4013-451b-a76c-618e1f52437b")); + put(455, UUID.fromString("2f615c04-0cb1-411a-bb17-b9984ca6309b")); + put(456, UUID.fromString("7dd59539-8e68-4c24-b3e2-16098035486a")); + put(457, UUID.fromString("12975dc0-36cf-449e-87b8-90f6e48103d8")); + put(458, UUID.fromString("7d82ec0b-de83-43c6-9105-247abd746049")); + put(459, UUID.fromString("82569c73-8f09-4e05-a212-6af9226a2daf")); + put(460, UUID.fromString("34e5e8f5-3a12-4c01-ba95-0a440c666d21")); + put(461, UUID.fromString("b5db24c8-d8e1-4e95-bfc2-a2a6977b1d30")); + put(462, UUID.fromString("9d596a06-856d-4487-ab54-61e98aa45f6b")); + put(463, UUID.fromString("54ec7912-6a58-4a25-85cb-337d262c3773")); + put(464, UUID.fromString("a05078e9-58ed-44e4-860a-ecdb1dae2ec9")); + put(465, UUID.fromString("769db246-0a3c-4662-93a1-d535f09e8300")); + put(466, UUID.fromString("8a00e722-d8dd-4fd3-ad59-950aa5701f9f")); + put(467, UUID.fromString("344db70b-6b47-4600-9112-6ab9db6945d3")); + put(468, UUID.fromString("161ab8e2-91c2-4793-ad77-b321e1ee8f7e")); + put(469, UUID.fromString("e76b211e-7d3f-4ed8-aa41-c857f39444dd")); + put(470, UUID.fromString("f5277f2a-f1d6-4d8c-9ec4-6c88ecee083b")); + put(471, UUID.fromString("896b54c7-874e-4081-9263-ad6a40e64caf")); + put(472, UUID.fromString("a9b2f81f-55af-4619-aa96-bbb94f3b2678")); + put(473, UUID.fromString("9c2bcfb8-d67e-4dd0-85d0-88db12481079")); + put(474, UUID.fromString("5fc10e73-e58c-49a7-85ca-882f5a718cd4")); + put(475, UUID.fromString("00888456-4df3-4f3e-8aac-cf36a5c5dd70")); + put(476, UUID.fromString("3addab59-6e3b-454e-b6be-cb986801898f")); + put(477, UUID.fromString("fa55bba4-e35f-4081-85eb-5fbc96bf198e")); + put(478, UUID.fromString("2945b240-f582-4530-8596-73c1a5823474")); + put(479, UUID.fromString("dcbaa6bb-ae67-463c-82b4-4f25d39daaa1")); + put(480, UUID.fromString("9bbfe530-cac6-4349-9869-208d8719560d")); + put(481, UUID.fromString("b65c2dff-d507-48b5-b93d-65506c2dd368")); + put(482, UUID.fromString("97e5e1b5-afc8-4c2f-b20a-c19375afbd8d")); + put(483, UUID.fromString("89e988bf-2a29-4884-a0bc-c1bad484c35e")); + put(484, UUID.fromString("c323762a-c5a6-4ecb-be61-bb3ee0a08973")); + put(485, UUID.fromString("e08845e7-7cc3-4ea3-b854-24eb87f45fd6")); + put(486, UUID.fromString("4d8cea8f-8cf0-4058-8a02-5c1a59060d51")); + put(487, UUID.fromString("2125559d-5921-4e67-b878-ce35a60e86c2")); + put(488, UUID.fromString("0b140cc1-9a16-484d-8f28-cd1fe3f1b118")); + put(489, UUID.fromString("80c447c6-5867-4f6c-a198-fc38b4f124c2")); + put(490, UUID.fromString("00c37dd3-e366-4f30-86cd-1c1e3fbe9e2e")); + put(491, UUID.fromString("5751e637-6e50-4277-957d-36513a0c4f53")); + put(492, UUID.fromString("b3a35618-503c-4ef9-ac0c-ecb181665aee")); + put(493, UUID.fromString("aeed3d1f-4ccb-418c-98ae-3cbdfe668c56")); + put(494, UUID.fromString("20298f90-5a54-464c-9523-e2c482dd6f68")); + put(495, UUID.fromString("58c2647e-0c28-4dde-9cea-a95c8fb53a70")); + put(496, UUID.fromString("19a4fe30-0807-4dc9-b798-9e648a30d9e0")); + put(497, UUID.fromString("6f6d6a23-d053-42b8-83f0-29c9ed5df22d")); + put(498, UUID.fromString("0290f673-56fb-41ce-9af3-baf1fc7c2875")); + put(499, UUID.fromString("6fb04835-c83a-4c37-915f-226e867465e8")); + put(500, UUID.fromString("abfa07a6-7e79-446c-8f11-30f576a2e8f9")); + put(501, UUID.fromString("10aa84b8-b66c-4020-b7fc-d8dd4e972137")); + put(502, UUID.fromString("fff4319e-261c-4bfc-a79f-3d9206811055")); + put(503, UUID.fromString("e6186855-c8b4-43ca-b529-b47dd2739082")); + put(504, UUID.fromString("6ac11f96-3b23-4519-b9cf-c6402afce1b6")); + put(505, UUID.fromString("1d537526-f2f1-45bb-bf61-5f016bb88b63")); + put(506, UUID.fromString("f9a03306-95ae-4e86-9fc8-8c39fa5b9205")); + put(507, UUID.fromString("dc46d8ae-d755-4826-b9f1-fd159402ccbd")); + put(508, UUID.fromString("c9c97590-0828-42dc-a226-f48bbdad0bbe")); + put(509, UUID.fromString("a63c3a0c-ab1a-47c9-96d8-d8619de1f3f7")); + put(510, UUID.fromString("336dfe54-a753-4b9b-8486-76ef0697e9c7")); + put(511, UUID.fromString("d8bf27c3-ef72-44ac-a8ef-f38c7d14b56d")); + put(512, UUID.fromString("9c66cf21-6354-464c-a485-86a06304eadf")); + put(513, UUID.fromString("f1072cb9-a0b8-4086-8528-50b85804669d")); + put(514, UUID.fromString("0858a512-1730-41e8-b1e6-c23f9f977d05")); + put(515, UUID.fromString("3c83161e-017b-42ea-bfda-197792794c38")); + put(516, UUID.fromString("55bc9a0e-059d-4ff4-987b-a221bf3aa50c")); + put(517, UUID.fromString("e055360a-ba32-4f69-ae5f-8f232fce55e5")); + put(518, UUID.fromString("fa5d69aa-08df-4e33-ab51-0df33fbde23d")); + put(519, UUID.fromString("3ea8f086-2c15-4bb2-84ad-841a89135d06")); + put(520, UUID.fromString("a1bc6024-85a3-4562-9734-a9f53e9d662a")); + put(521, UUID.fromString("f83501dd-5bd0-4761-868d-dc78bed86533")); + put(522, UUID.fromString("523940bd-99a2-49e2-ad85-c2b010d9346e")); + put(523, UUID.fromString("87f82823-8a07-443e-a93a-fdcc73fe0f81")); + put(524, UUID.fromString("c9752f4a-8c1d-4e09-9895-5c424a013dd8")); + put(525, UUID.fromString("26b0f2dc-5da4-4f27-b032-88bf50cb8f2a")); + put(526, UUID.fromString("2637bbf5-940c-4596-89aa-506172571db6")); + put(527, UUID.fromString("18a9edd1-32aa-4ce9-b1c1-74c713269261")); + put(528, UUID.fromString("f7f95a3b-82ce-4459-9911-feb017a10369")); + put(529, UUID.fromString("80fadfe4-709f-429b-84f8-eab4df37170a")); + put(530, UUID.fromString("1778b884-5dee-448f-b96b-8b58f6be4051")); + put(531, UUID.fromString("03a6583e-88a1-4cb4-a563-ee0f2f749964")); + put(532, UUID.fromString("4a851119-88e5-421b-a47a-dbdcb42a3b9d")); + put(533, UUID.fromString("953ffece-df0f-4f43-ae02-508139bd6eb5")); + put(534, UUID.fromString("89ef4bfc-e065-4665-b461-f47e1832d63a")); + put(535, UUID.fromString("2dd212f9-9ade-498a-b0a3-8bb80f7c5f65")); + put(536, UUID.fromString("bfebedac-0b08-4eec-a147-8ace3d95aea0")); + put(537, UUID.fromString("8ba3366c-cff1-4c58-bb98-92b079f6c45e")); + put(538, UUID.fromString("af46cee0-5961-48fe-8aec-eff7d950ea30")); + put(539, UUID.fromString("799b7211-edbf-4663-9234-1567749f21b1")); + put(540, UUID.fromString("ce20a1f7-f27a-4b27-8d26-6e022a73e9d7")); + put(541, UUID.fromString("c3a18d7e-d2ed-49f4-898e-dee543b4cabf")); + put(542, UUID.fromString("90b4b6b2-3902-4185-98a4-46329b5eb462")); + put(543, UUID.fromString("ba1f2db1-d872-4c11-95e3-502eaba91c5c")); + put(544, UUID.fromString("3dfd9eef-dc3b-4711-a0ac-c06113966918")); + put(545, UUID.fromString("5b12e19f-ce1f-4573-a90d-1fff580a7d5a")); + put(546, UUID.fromString("a1e77247-99a4-4806-805c-62e286f76c95")); + put(547, UUID.fromString("dda2345e-3bf5-46e0-a835-065e95715bd5")); + put(548, UUID.fromString("051dcec0-f30c-4f23-9cb3-7d71da3d5755")); + put(549, UUID.fromString("1885fd44-7744-4db3-8fd8-10f6101b3eba")); + put(550, UUID.fromString("ff4421bd-846b-48e2-8d73-30ca2796f2a3")); + put(551, UUID.fromString("317d31e2-fad7-4466-a629-ab7803789313")); + put(552, UUID.fromString("3914110f-dd02-4b8c-ae61-a66cf188d186")); + put(553, UUID.fromString("d89ff006-95a5-4a42-ac2d-959ff63966dd")); + put(554, UUID.fromString("6b1bebf3-dd82-441e-9e49-ae8527e83ef2")); + put(555, UUID.fromString("fb548034-5752-4c7b-ba33-5e58b35f543e")); + put(556, UUID.fromString("d5aa7cec-56b7-43f1-bc99-0c5e56bef192")); + put(557, UUID.fromString("f569a366-7418-4e8a-965c-b09bb8d5a7d7")); + put(558, UUID.fromString("6e3bda33-fc70-4b8f-ae9f-389646cf0da8")); + put(559, UUID.fromString("24643b19-9d1a-4892-974b-55e9dd4ec0f1")); + put(560, UUID.fromString("1a9a0065-77e3-4911-a585-9d64c7779ee4")); + put(561, UUID.fromString("618a96c4-7567-4504-b3a2-437aaf40ea60")); + put(562, UUID.fromString("4df8b9cb-cdfa-450a-a671-dae268979ecd")); + put(563, UUID.fromString("180b4913-4580-4650-b889-01026adc178e")); + put(564, UUID.fromString("ca7f1a31-5fbb-4674-8965-37a76b6266ca")); + put(565, UUID.fromString("88045f6a-321f-45c2-b3ac-fd2dbf214198")); + put(566, UUID.fromString("7f54bbce-a7c3-4a90-98ae-a4f83d8c6446")); + put(567, UUID.fromString("9575e0b3-a6eb-49b3-b252-ecbe847ab1c5")); + put(568, UUID.fromString("3b631d7a-d90f-42b3-aa6e-be2ac5672d28")); + put(569, UUID.fromString("166541af-5f9d-4413-803b-1616fc6f7f4e")); + put(570, UUID.fromString("54718837-de3e-4de5-b39d-63c0a1cc1e59")); + put(571, UUID.fromString("aac25a3a-f866-4865-a20c-7c08f30ff2b7")); + put(572, UUID.fromString("8a840d0c-3b5c-430d-acde-2cfde3d46396")); + put(573, UUID.fromString("c69abfee-a55c-4c40-9386-44bfedf1a6fb")); + put(574, UUID.fromString("5af28614-c02f-4ca1-829e-0c0ebb68c1b0")); + put(575, UUID.fromString("6684f9a1-15e3-4881-9ff7-30cdf1ad1bb2")); + put(576, UUID.fromString("de866c1c-8916-4f9d-9f94-62f397e48912")); + put(577, UUID.fromString("4611e4eb-e92c-4978-b802-066372149665")); + put(578, UUID.fromString("55ddc327-fe98-407f-98a9-668a00a209e5")); + put(579, UUID.fromString("e8a44b8f-167c-49b7-9da2-9f060c298136")); + put(580, UUID.fromString("d3f9580e-b386-4bb9-bb92-b15ce414075c")); + put(581, UUID.fromString("f072565c-e68a-4bad-872d-c23b1977c3f1")); + put(582, UUID.fromString("673717db-5788-4203-af40-5de0e5742287")); + put(583, UUID.fromString("0b64f663-461f-4a88-b443-d458ee11f911")); + put(584, UUID.fromString("9bd90516-de71-450d-a960-af6c4d9b1274")); + put(585, UUID.fromString("bc092e54-3e7b-4f46-9a12-5ab3fb94562e")); + put(586, UUID.fromString("e66e699a-0963-47f7-8bd0-a47b6416321b")); + put(587, UUID.fromString("888b805b-baeb-4a98-9ca1-3f6ca0563720")); + put(588, UUID.fromString("b221927d-5315-4c67-bb7d-b92dd5ed4960")); + put(589, UUID.fromString("6cf85622-f0aa-44c9-a0ca-31adc2dc93c5")); + put(590, UUID.fromString("cbc45523-cdc7-4b23-8dc5-a7f198155f73")); + put(591, UUID.fromString("76b6447d-4574-4609-873b-08461be0fce4")); + put(592, UUID.fromString("fbee7910-f696-425e-b272-bcc8b981fbd9")); + put(593, UUID.fromString("71d2f63c-88c3-4f23-ae0f-09e1c35c727b")); + put(594, UUID.fromString("4f90bb7c-ea52-4ebb-b281-17df7a122837")); + put(595, UUID.fromString("0e1ae22f-d2b6-427b-a37f-14a39151d409")); + put(596, UUID.fromString("f8e023b7-bc95-4c40-a13a-c8b2d02b900a")); + put(597, UUID.fromString("0160a44d-fec5-41ad-9ad4-b29267e1ddca")); + put(598, UUID.fromString("e1ed9691-6fa4-4c93-8ee6-9697811fe892")); + put(599, UUID.fromString("a386c718-54ae-4d8b-aa21-6fdb2720a7a7")); + put(600, UUID.fromString("1241aff2-a474-4519-ad3e-fb742479849c")); + put(601, UUID.fromString("25e37b55-5cc8-4a37-b6ee-e15c08506661")); + put(602, UUID.fromString("891df97d-e03e-4254-9923-19a631236fdf")); + put(603, UUID.fromString("4426f013-e031-4805-93cf-0c2bf633e7ef")); + put(604, UUID.fromString("84f45a7f-99ab-4c36-b89a-e3e4f4fec2d7")); + put(605, UUID.fromString("915a7ca1-830b-4dbb-bdd8-bba7d159a67d")); + put(606, UUID.fromString("bf081255-323c-4755-b07d-a0733612cf0e")); + put(607, UUID.fromString("4b6c6ab2-921c-48a7-952c-ba7359b89e52")); + put(608, UUID.fromString("a6c3d932-5194-4ab4-9ef5-d1db82b91b58")); + put(609, UUID.fromString("ef83eb36-dddc-4359-be46-404e5acb0388")); + put(610, UUID.fromString("8a0e9b13-e60c-48af-897c-73ea416fd8b0")); + put(611, UUID.fromString("56d262b0-fd20-409a-809b-b00aaaabb4c4")); + put(612, UUID.fromString("02f10fae-bfb4-4374-bf38-7fce6d3df784")); + put(613, UUID.fromString("ae8796d4-6507-4f80-b796-379e4df4e961")); + put(614, UUID.fromString("a0d4fa66-6524-407e-be22-5e0c2dddcfa8")); + put(615, UUID.fromString("7dd3378b-8415-43f0-99bf-9fda67752638")); + put(616, UUID.fromString("83435784-f848-49cb-9a54-312501717894")); + put(617, UUID.fromString("fe35db5b-4751-47b2-90ea-eac6dca8884f")); + put(618, UUID.fromString("ab28cea3-07f3-46d0-a9ff-641ff7847065")); + put(619, UUID.fromString("7d4f8d29-98ad-4035-a53b-0f3910108458")); + put(620, UUID.fromString("00050528-db3c-4571-ae11-42a66c4a3d90")); + put(621, UUID.fromString("ce522a0d-0b52-4980-a972-6c6cd5d84dc2")); + put(622, UUID.fromString("7fde453d-9e36-485f-8a78-7069cd73b354")); + put(623, UUID.fromString("d64c4597-6f51-411c-892e-b0fb05319dfd")); + put(624, UUID.fromString("7751f674-bccf-44d5-9bfd-f8b07a01f347")); + put(625, UUID.fromString("42a90709-323b-4385-9f53-f8e47cb93f23")); + put(626, UUID.fromString("6b7a5ca8-54b2-455a-a7c7-e992d1c23c99")); + put(627, UUID.fromString("6fb5e47b-4899-447b-81cd-94e8b776a456")); + put(628, UUID.fromString("ba5a7550-aba9-4ed2-9d1f-c6e59d87a8f6")); + put(629, UUID.fromString("0a9af14c-84da-4ebd-8d38-a8661f9ebcd6")); + put(630, UUID.fromString("9b129040-700e-4967-8723-fe6ea1e28f71")); + put(631, UUID.fromString("b671cbf2-93d6-4856-82d0-ea98812c0c84")); + put(632, UUID.fromString("39ddd78e-11a7-4126-abd8-4bdfa12a3187")); + put(633, UUID.fromString("4bdce40a-8069-49e7-84cb-231fd5ddb9e5")); + put(634, UUID.fromString("e7876c75-a50e-4fe1-a7d7-2c0797434cc8")); + put(635, UUID.fromString("1577f924-41a8-482b-a08e-df15e7274e23")); + put(636, UUID.fromString("08b5adc3-e35b-4606-ab3c-41fd49f4b181")); + put(637, UUID.fromString("0d954c77-fc08-4ba9-a56c-f4f21327bd87")); + put(638, UUID.fromString("469cfa93-18e3-43da-a994-fa62e318bf4b")); + put(639, UUID.fromString("eb8ecc99-b1b4-443f-80ba-d16781aa4d7e")); + put(640, UUID.fromString("4149e3cc-5721-4645-b498-56a889c3061d")); + put(641, UUID.fromString("4c0a075e-0abc-459b-b456-26f57e32a090")); + put(642, UUID.fromString("1ad0314a-3256-4dc0-a830-19c385ad9634")); + put(643, UUID.fromString("084eb357-2f65-4955-9625-3bb0b1ef04a2")); + put(644, UUID.fromString("d10af3b2-8de8-41c2-9e86-2f316fe694f5")); + put(645, UUID.fromString("2819f854-263c-4932-a66d-91e7a7ccb474")); + put(646, UUID.fromString("13677508-21da-484f-91aa-ea667f190948")); + put(647, UUID.fromString("c2f05ccf-92eb-480a-ab52-b7fb24177c4f")); + put(648, UUID.fromString("dd357926-b38e-4bed-9d59-5a2dc11550ef")); + put(649, UUID.fromString("62e7bd37-64b3-421c-b190-8a073c1a9beb")); + put(650, UUID.fromString("79089b09-21d9-4380-8dbf-5784ba3c9da6")); + put(651, UUID.fromString("d72c5654-9c28-4d1d-82ad-f3270c17f211")); + put(652, UUID.fromString("bab64f6a-594b-46cc-a41c-18540fbefb94")); + put(653, UUID.fromString("298cc36a-cdb0-46f0-bc7a-c6f560533bc5")); + put(654, UUID.fromString("62cd7511-5459-4f52-a411-4a4b1f2c0799")); + put(655, UUID.fromString("9c6854f2-9dc8-40f1-89ce-bd261a66d449")); + put(656, UUID.fromString("a280a21a-c523-487a-8382-2b657d212c50")); + put(657, UUID.fromString("6066390f-89fd-4822-822b-06a7ba3af491")); + put(658, UUID.fromString("011bd6b9-b00e-4761-8240-fafc8cb59a3d")); + put(659, UUID.fromString("7e8a9621-8322-472c-bd20-0ee2fb369b15")); + put(660, UUID.fromString("708eba96-080a-44e4-ab8f-54da5278cc9c")); + put(661, UUID.fromString("5dc9f10f-4cbf-47b5-8e75-ffbf70fbc318")); + put(662, UUID.fromString("7fd07402-298e-4f53-9553-38dce50108b4")); + put(663, UUID.fromString("8f9e781e-7028-48ac-a283-cf3039ba08af")); + put(664, UUID.fromString("6e9a66b5-3783-4f62-b933-5e3852ad419d")); + put(665, UUID.fromString("ad902b26-b5a5-44af-a480-2c00b6353fcd")); + put(666, UUID.fromString("b3553545-690d-4f8c-b1c7-fd8dfea24f13")); + put(667, UUID.fromString("6344b052-d1b6-43ce-9ad2-7ff06944bc6f")); + put(668, UUID.fromString("9ead079b-0dd4-4eac-9e62-b33c16079a5c")); + put(669, UUID.fromString("e84f0b1d-63d6-4de4-a0e1-ff45f76bcb46")); + put(670, UUID.fromString("618e5995-cbe4-433c-8a46-3ce98976d7cd")); + put(671, UUID.fromString("713ec4f8-e11a-4c23-a20b-e4c01438816b")); + put(672, UUID.fromString("c1933c63-a416-41bd-a262-bf9b59935184")); + put(673, UUID.fromString("004c87ed-5969-4371-a302-9c2f60ec550a")); + put(674, UUID.fromString("ec9af10a-1968-45fd-a861-e41b400495c5")); + put(675, UUID.fromString("759cdfe1-2a2e-424c-a8ae-51aa21e6c1ae")); + put(676, UUID.fromString("729370b9-dfc4-4805-9d52-c0dc598a13f8")); + put(677, UUID.fromString("0a395828-38e6-44a1-9e06-ea741cd2089a")); + put(678, UUID.fromString("f13393c4-e069-4856-9655-a73d4288b2c5")); + put(679, UUID.fromString("2c971cce-06df-4acb-b982-a7cf73adea45")); + put(680, UUID.fromString("22693d1b-3f25-43c7-a9e6-c2e0e6f16894")); + put(681, UUID.fromString("308b52d8-e16b-483a-bf78-7d3a6237ee75")); + put(682, UUID.fromString("bbccfe6b-8634-44ae-8e03-9df235d0cb60")); + put(683, UUID.fromString("b7ec0b76-c351-429c-8732-e583b739dd0a")); + put(684, UUID.fromString("a2a0e502-0997-4ef2-8fb5-418819f995b9")); + put(685, UUID.fromString("2d9be4fa-dc11-42d2-864e-dbc430b2ee80")); + put(686, UUID.fromString("09ce4898-5f19-4646-ba98-16d1d088569e")); + put(687, UUID.fromString("e2d0e058-570f-403c-86a6-0962f351f931")); + put(688, UUID.fromString("dd9c9e41-6bff-40cd-b9a7-eafb7d685c0d")); + put(689, UUID.fromString("acac238e-c746-4ece-9ed5-9e6f6ad8bea0")); + put(690, UUID.fromString("98d085a3-e6db-44b1-91c1-9625f1fddc5f")); + put(691, UUID.fromString("79486dc3-b066-4f61-ba33-3cfb5a174473")); + put(692, UUID.fromString("7d335d59-5245-4ae4-9dfb-964b14c085ba")); + put(693, UUID.fromString("f7183cab-67a4-4f2b-84e2-e35c1484f772")); + put(694, UUID.fromString("838903b3-2786-4bc2-b64d-e45153dc58ab")); + put(695, UUID.fromString("73401955-92fa-40c2-9725-29addad9e857")); + put(696, UUID.fromString("2e59c40d-1c17-48e0-8933-6d33ba82ea5b")); + put(697, UUID.fromString("4f61f4ac-7d8d-4ddb-9a2a-220ead3d5768")); + put(698, UUID.fromString("5b610544-a3b6-4fb8-a759-a9c92b0822d6")); + put(699, UUID.fromString("6fd65977-c59f-4308-a75b-669bfe7432b3")); + put(700, UUID.fromString("39cec23f-a80b-45e4-814e-c9ce61d37836")); + put(701, UUID.fromString("bf3c0e87-0252-44ca-9c1c-db8896df51d4")); + put(702, UUID.fromString("45d8dfe3-2324-4b07-a6c0-313fc92d0d20")); + put(703, UUID.fromString("83fff0bd-96fe-4cbe-954d-0bc9667d17ac")); + put(704, UUID.fromString("8d0ba424-21c5-4bb7-96bc-66ce406f97f8")); + put(705, UUID.fromString("05e63285-509c-4935-8d9c-27e3a6cd10e5")); + put(706, UUID.fromString("ac2e2007-23d1-469c-82e0-61882c0fd4bd")); + put(707, UUID.fromString("8e86e4eb-19af-46a2-a521-ad396b3da57e")); + put(708, UUID.fromString("87b2ce10-28c8-4dc7-b2ef-f557af83ff39")); + put(709, UUID.fromString("ffc57a9f-0a72-4a84-a79e-deb313a89d7c")); + put(710, UUID.fromString("9f035956-bd07-41a4-bce2-d456a119c694")); + put(711, UUID.fromString("ec5dc4fe-99ca-4a75-8300-6a89de7e7491")); + put(712, UUID.fromString("24ff383d-5495-400e-b7a6-f4df975083f8")); + put(713, UUID.fromString("3008bd39-4ad6-4c00-b72a-ab8408e68cd0")); + put(714, UUID.fromString("2001f0b7-338e-46ea-b012-e3ae91b0589b")); + put(715, UUID.fromString("b1f04382-784e-4327-8276-c9c36ea98c89")); + put(716, UUID.fromString("098b40af-d56c-402e-9460-8a91a193ad96")); + put(717, UUID.fromString("c7f20ecf-22c4-46c1-8f56-252c4749552e")); + put(718, UUID.fromString("3b3250db-56ea-49c2-bcb4-40d122cf6c34")); + put(719, UUID.fromString("719f12b1-31e9-4a5f-879e-29ce453feb36")); + put(720, UUID.fromString("8494b4a4-0a99-4148-9237-8d2fdd3be519")); + put(721, UUID.fromString("364ffcac-06a4-4df5-a499-7fbecd1e6aa9")); + put(722, UUID.fromString("b8ee2017-16af-45d2-a4e6-8531deb2f7f6")); + put(723, UUID.fromString("110f7fd2-2c83-4251-a7b1-8cf99d448575")); + put(724, UUID.fromString("7848bb80-8c0d-4376-bfef-7a2d744e74a0")); + put(725, UUID.fromString("0c3c0a13-ec8c-4752-a9ad-591e6c431b9e")); + put(726, UUID.fromString("089e2a74-6b28-426c-ac08-47c21935b633")); + put(727, UUID.fromString("06a6740b-8fdd-4bfa-9375-52399744faad")); + put(728, UUID.fromString("ad9c9c8d-0464-4d57-9f60-1c97bd8a9ac9")); + put(729, UUID.fromString("c22f45ac-2e48-4153-8ae6-958adadc6de9")); + put(730, UUID.fromString("b5d861e4-5a16-4a42-8fe4-c53856210920")); + put(731, UUID.fromString("4ce89eac-a780-4659-abc3-98e89f28e7d9")); + put(732, UUID.fromString("c53bd487-3635-4db9-bcdd-d9ec3475e095")); + put(733, UUID.fromString("b442b9d1-04b8-4ac4-a8e3-52bea3bdc954")); + put(734, UUID.fromString("daa94a76-9107-47bf-8f58-176799e71d46")); + put(735, UUID.fromString("3b616900-2772-4536-9213-39280505a1f3")); + put(736, UUID.fromString("a6bf14a2-5a32-4002-b096-3f672fc56a89")); + put(737, UUID.fromString("f34494b7-943a-422c-855d-4256ab789905")); + put(738, UUID.fromString("01e30723-5064-4d58-b77d-d895c81b0cdc")); + put(739, UUID.fromString("54d0ff54-656f-4b8e-94b5-4d56a63278f5")); + put(740, UUID.fromString("15532c7f-ddee-4adc-a1bf-462f0e8d3c53")); + put(741, UUID.fromString("76366bd4-4523-47bd-8162-85808099fd81")); + put(742, UUID.fromString("2d535da7-5537-473f-94e0-0c2830b91e03")); + put(743, UUID.fromString("8119287b-2649-4313-af70-0c9795e6e129")); + put(744, UUID.fromString("2cc4f0ea-101f-4b94-9a07-8d5952bab6a8")); + put(745, UUID.fromString("40002b26-8088-470d-afcf-1939f84af089")); + put(746, UUID.fromString("71873d4d-d43c-4033-8cc6-98b12c740da2")); + put(747, UUID.fromString("9376cc8c-e8bd-4fee-ac6c-3775b27d5f6c")); + put(748, UUID.fromString("6338308a-e16b-410c-b060-5818941bf225")); + put(749, UUID.fromString("1a40c9fa-1739-4f34-932c-25cf78d7b433")); + put(750, UUID.fromString("50f3c6e7-fee3-446b-91c5-a805715140d2")); + put(751, UUID.fromString("caca51bb-db23-43c7-9506-4ae87c09154d")); + put(752, UUID.fromString("a459c438-2f3c-40d7-b8c0-5f6ee0d393be")); + put(753, UUID.fromString("1e1c5ca4-0524-45a0-8e7a-08ea47d7b7d3")); + put(754, UUID.fromString("4570de6f-83af-49e6-b5d8-061e6c3779da")); + put(755, UUID.fromString("c67c0f09-91cd-4d64-b54c-3f4e763a978b")); + put(756, UUID.fromString("4d7c4536-27f6-4728-a123-d7f80781d4e6")); + put(757, UUID.fromString("c6908ea0-b748-47de-aaeb-778b0e580973")); + put(758, UUID.fromString("36bf3c7a-db52-4e97-b883-44bcb219f1bb")); + put(759, UUID.fromString("0ad4a0c1-11fe-4440-9b13-fd430347fe1f")); + put(760, UUID.fromString("b24c8ded-3808-41d4-83f7-50b208781a84")); + put(761, UUID.fromString("939981d1-0754-451d-810a-247c23d173ac")); + put(762, UUID.fromString("a39df874-0a4f-4126-acfa-eb37a7aeaa5c")); + put(763, UUID.fromString("cf3bf8a2-17b8-4779-8ffe-408522958385")); + put(764, UUID.fromString("1464af42-9c6e-4bf9-a1da-f3344dde524f")); + put(765, UUID.fromString("c4e65bb5-b5df-470d-9b67-d5bfbf4b1f7f")); + put(766, UUID.fromString("e537d46a-b223-4729-9e00-d855fb2f117c")); + put(767, UUID.fromString("e6de5281-7cb0-4e1b-9d1b-d299d362af3d")); + put(768, UUID.fromString("7a7e3c98-8bb3-40df-8f5d-464917566cc2")); + put(769, UUID.fromString("487d1016-ec94-4824-bc09-b2ee7a990156")); + put(770, UUID.fromString("59660bed-7da2-4a00-bd46-cb77851abb9a")); + put(771, UUID.fromString("cc20679d-e523-40a8-9f9e-70da8dd09c39")); + put(772, UUID.fromString("fd487009-b733-4dec-a707-90a31aee5f5e")); + put(773, UUID.fromString("0768121f-c894-43d8-874f-310a8dafe577")); + put(774, UUID.fromString("989db713-82e5-4498-8c66-b3b9669a5302")); + put(775, UUID.fromString("ff2295bb-c162-44c1-8735-c9474fa61c3f")); + put(776, UUID.fromString("ac26a455-44a6-4693-8339-b8fe9b7845d4")); + put(777, UUID.fromString("1041661a-2c49-49fc-8ea1-2427ea2ddb57")); + put(778, UUID.fromString("e75ca858-6370-4085-81bb-f14ccc52f522")); + put(779, UUID.fromString("54160259-5a50-4482-ba4a-b0009e627b82")); + put(780, UUID.fromString("70d1e263-ad6c-412e-96e0-ec82b7873038")); + put(781, UUID.fromString("ca72489f-8533-4074-9436-c2ba79f615d8")); + put(782, UUID.fromString("e1d805e9-3dc8-418e-9ed8-7e33a59c23c1")); + put(783, UUID.fromString("cf9b6d19-647c-43da-b859-73c4c02ce66d")); + put(784, UUID.fromString("8a2f29d9-1d1a-4ea1-bae3-01e20ce7c3b3")); + put(785, UUID.fromString("0588e084-ff46-422b-be47-e24844c12a9f")); + put(786, UUID.fromString("3818b815-97fd-4d16-9771-577e39392e39")); + put(787, UUID.fromString("3b5013c8-70c2-4fbc-97d0-d7d5724ce938")); + put(788, UUID.fromString("f4af5b8d-feec-4d9d-82bf-dbe01bc8c25c")); + put(789, UUID.fromString("9ccbc19b-46f7-450d-b49d-2f0c4f569c92")); + put(790, UUID.fromString("c9d6e4f4-ca91-42ae-bc4e-dbf5cbca7282")); + put(791, UUID.fromString("53b1c569-f68e-4b3e-9413-b7e5f1ae900b")); + put(792, UUID.fromString("9fa576bd-b7b5-4a5b-bfa0-04bd1c011d9f")); + put(793, UUID.fromString("17425825-9fe2-44f3-9002-e99a572189c1")); + put(794, UUID.fromString("e08f7ef4-b3f6-40d1-9dfa-28ce7dafa105")); + put(795, UUID.fromString("03ca55ba-0208-4a9e-8527-fcda06d7f38d")); + put(796, UUID.fromString("6bfc3dbf-0d83-4bc6-904f-ee7103696327")); + put(797, UUID.fromString("d2d49f8b-9b0a-41b3-bd9f-d4b6d2837cb1")); + put(798, UUID.fromString("654d7454-139a-46db-9c80-c61a0577d344")); + put(799, UUID.fromString("6d730952-9ac4-49e5-b75a-02a446cafec5")); + put(800, UUID.fromString("eca4054b-c2f6-47e5-8afc-5aa1ad855cc3")); + put(801, UUID.fromString("4658e3e2-1ee8-41ee-8c35-6765d590226e")); + put(802, UUID.fromString("c72d1fc7-bbc8-4e61-a198-7ae61466a5c8")); + put(803, UUID.fromString("17129b92-3a1f-4d3f-ba4c-50bee62aee40")); + put(804, UUID.fromString("504838fa-1f9f-41d2-84ba-29ac7954fc27")); + put(805, UUID.fromString("665e3af8-2901-4ca2-b5da-774207ff9c7a")); + put(806, UUID.fromString("5fb4ab7b-fdc8-48ce-a9eb-6aebefe17106")); + put(807, UUID.fromString("5091ef0a-e430-4266-8b11-47e81267f860")); + put(808, UUID.fromString("d2c246a0-7a3e-4a1c-b5e5-a7bd99f2182b")); + put(809, UUID.fromString("9ca5d547-17a4-4366-8a05-8f8aeb8406c2")); + put(810, UUID.fromString("48ae1dd6-ce99-40ce-a043-c2287e097c62")); + put(811, UUID.fromString("0cc0c159-589b-4e35-9151-cbc0a6332d10")); + put(812, UUID.fromString("6688b676-8e56-4e85-a7b6-1710dd4a7a5b")); + put(813, UUID.fromString("832594d5-7e27-48c0-a415-055bd8730338")); + put(814, UUID.fromString("06164a42-ecdf-4cba-8b54-554ebdeec263")); + put(815, UUID.fromString("99f9d85a-792b-418e-85e0-dc8a22e87596")); + put(816, UUID.fromString("8da3fc51-28e6-4412-bd62-fa68e3cdaf25")); + put(817, UUID.fromString("0605e47a-e54d-4626-9146-54bb0b2e401a")); + put(818, UUID.fromString("8a61e88f-8fd4-46b1-8bb1-3047f2ad647f")); + put(819, UUID.fromString("b975aee2-cfdf-40af-bf09-55100b951f2f")); + put(820, UUID.fromString("d14eb1a2-a588-44a6-8753-ba21350bbc83")); + put(821, UUID.fromString("6baad978-87e2-4056-9a3a-a3c4cc410248")); + put(822, UUID.fromString("10ae57aa-23e4-47be-87f1-a3408a895bec")); + put(823, UUID.fromString("47816812-c142-4b6a-bc50-3e1fba71bdd0")); + put(824, UUID.fromString("fa025fc2-d965-4968-96d5-7b2e3ae6c709")); + put(825, UUID.fromString("27687e60-d858-4998-b64e-8a03948e08d1")); + put(826, UUID.fromString("bf0450e7-d67a-4755-9300-115f71ac0c5d")); + put(827, UUID.fromString("32421038-6016-47fa-8eef-1a7f107cf84b")); + put(828, UUID.fromString("70d9fb84-6793-4562-9cf8-d0f312f5bc4e")); + put(829, UUID.fromString("d9e61247-fe04-4e14-a683-c8ba1253af3f")); + put(830, UUID.fromString("7ed21283-1d15-450f-b17e-34f25435d16c")); + put(831, UUID.fromString("20b2ddc4-c7be-4639-8a6a-cb52ce6a93b3")); + put(832, UUID.fromString("abdd2ba9-3afd-4002-941d-a813b1856ecf")); + put(833, UUID.fromString("5b435980-812c-42ea-8c92-715379a4acee")); + put(834, UUID.fromString("effba610-0257-485a-aae5-ddce4cb49199")); + put(835, UUID.fromString("3ddf1070-c9e6-462e-8316-19e470657471")); + put(836, UUID.fromString("3a67f2f7-3fd2-4dd5-a243-8cb0c949c4a5")); + put(837, UUID.fromString("4f5c4a55-3270-45a3-b49a-3c21dd0b751f")); + put(838, UUID.fromString("d02178ec-1801-4d77-97d5-1624ff43f3a7")); + put(839, UUID.fromString("1703c7c2-d48e-44dd-9770-062ff7ee2727")); + put(840, UUID.fromString("03720a57-0017-40b7-bc0b-cf86cf04382a")); + put(841, UUID.fromString("b7d0ff58-1805-4c7f-a88b-5b54f0faf8b8")); + put(842, UUID.fromString("fac8f446-6e9e-4094-ae83-52d509157fca")); + put(843, UUID.fromString("b7a4e599-c34a-479a-934c-c4632fc62686")); + put(844, UUID.fromString("6cf662f8-d2a6-43a0-906a-75165b3709b6")); + put(845, UUID.fromString("99bb5c8a-6f82-44cb-8c44-9c12bb9f12e0")); + put(846, UUID.fromString("e4af688a-c43a-4c2d-a2e8-a73da20d3996")); + put(847, UUID.fromString("81f90845-b610-4c33-bbc0-37ba7720fa7f")); + put(848, UUID.fromString("ec5067f3-c7c0-4f87-a7a2-58f9f1e5ee08")); + put(849, UUID.fromString("164f85e9-5d55-4de4-989c-dd59eb56df76")); + put(850, UUID.fromString("060a7063-a7a7-4d29-8f72-aeaf13f0ed1d")); + put(851, UUID.fromString("14b22fc7-a7c4-48ed-827b-d965ffe83f89")); + put(852, UUID.fromString("5f69b30b-e7ca-462a-b855-f30d075528d2")); + put(853, UUID.fromString("267ded7f-678b-4fc0-91be-3f7f5126ead5")); + put(854, UUID.fromString("da200931-60a6-478f-9b38-acd92cb1c1b7")); + put(855, UUID.fromString("e87e3bcd-fe9e-4cba-be95-107bd243086c")); + put(856, UUID.fromString("f823f9bf-0231-42f0-a2e4-de207fd51516")); + put(857, UUID.fromString("a12c2acc-244a-41ab-b81e-eaef04810c38")); + put(858, UUID.fromString("55b2f812-9827-4d55-9723-75b98ba11e75")); + put(859, UUID.fromString("50db3bd2-b5cb-41fc-9cbd-5c6ca823175e")); + put(860, UUID.fromString("0257ec8b-fccf-4bc2-9b6a-d7599e8b08f1")); + put(861, UUID.fromString("e786c767-01d6-4cfa-a7e3-8e0fd9673f04")); + put(862, UUID.fromString("aad70eb9-9ef2-4fbd-9764-f3f1bc1ed7e0")); + put(863, UUID.fromString("610391a9-8826-459f-a03e-6368019c475b")); + put(864, UUID.fromString("a533b1a2-3015-4b58-a654-fd54572b17f9")); + put(865, UUID.fromString("98694f06-58d3-4a90-bba7-6711ac3a8c3e")); + put(866, UUID.fromString("fd6682e7-9606-45d0-b98a-a47563aade71")); + put(867, UUID.fromString("904c3334-c095-4e00-9d32-4740672f8f86")); + put(868, UUID.fromString("143cce6b-c8f3-4829-a3f2-860981c2ced3")); + put(869, UUID.fromString("19f1fc44-3a2b-4f10-b09a-494b19a1b84f")); + put(870, UUID.fromString("d890414d-98a0-476d-ac7f-0f1cdd378cb7")); + put(871, UUID.fromString("d21feeeb-4762-4e41-b40a-89aea8710e3e")); + put(872, UUID.fromString("9b1e974c-6457-40c1-a379-08b18d3dc011")); + put(873, UUID.fromString("4a340a88-44b7-449d-9f79-4d38a143f6f8")); + put(874, UUID.fromString("ea538066-db3d-4fa3-8d2b-87fd24fad5e1")); + put(875, UUID.fromString("95e4b4cf-b21c-4e87-85f3-37d3838d618c")); + put(876, UUID.fromString("76a061d7-c5e9-4d34-84e5-13445f57dd2c")); + put(877, UUID.fromString("44c223bd-0485-40d8-8efc-6be2f32313db")); + put(878, UUID.fromString("de002f53-e4b0-4d87-9bf3-fb19e2f1421f")); + put(879, UUID.fromString("d8392d81-431f-4be3-899b-47b06e1d4f0e")); + put(880, UUID.fromString("75f71068-51a2-4af2-aecd-6daa73c6da7d")); + put(881, UUID.fromString("89217e63-3a52-4631-b120-fff6db59c23c")); + put(882, UUID.fromString("34521cac-7e3b-44d4-8d97-d14e3a2a4e64")); + put(883, UUID.fromString("e626d0ba-fe50-47ff-ac34-1dd94832542a")); + put(884, UUID.fromString("a9a45ced-7e9b-4750-82dc-869a353cc93a")); + put(885, UUID.fromString("98d38fde-572e-436c-8336-4a274dae087e")); + put(886, UUID.fromString("35595476-8fdb-4e0c-aed8-ecf80a22409a")); + put(887, UUID.fromString("0750aec7-0d85-4453-9308-7e5558378fa5")); + put(888, UUID.fromString("090e2801-38d2-4fe8-a008-bdc51e70decf")); + put(889, UUID.fromString("93bf1ebc-0fcb-4026-9ddb-07e1179a25ac")); + put(890, UUID.fromString("90906b68-30cb-4006-bfa7-0bbaeacfe3fe")); + put(891, UUID.fromString("2978adf7-c838-4c05-92a0-8e2ff03a259b")); + put(892, UUID.fromString("dd54a4d3-99c7-47ef-8e3f-cb24069cef66")); + put(893, UUID.fromString("0c03787b-3450-471a-801c-b6ae3cd32425")); + put(894, UUID.fromString("2fe24342-ae8d-40da-b0ce-40d53deebd85")); + put(895, UUID.fromString("5591993d-981b-4489-8fc8-4ded7afd891f")); + put(896, UUID.fromString("8a288302-ded0-42ad-abeb-8ef49aaf9ff9")); + put(897, UUID.fromString("2e87364a-5ed3-4398-9bd0-c7cf66813db5")); + put(898, UUID.fromString("e5d83f94-7398-4948-b065-95da943bc909")); + put(899, UUID.fromString("9b328706-06c7-42a6-b67a-4641a2c2e183")); + put(900, UUID.fromString("63affa09-7aa2-448d-8fd6-dffe0aa8d5c4")); + put(901, UUID.fromString("9ad07bb2-6182-4de6-97ff-0eb368b30713")); + put(902, UUID.fromString("f527e35a-d73f-448b-96e5-0750880bac9c")); + put(903, UUID.fromString("568eb1f3-a32b-4a13-9c7d-f7dbf569afa7")); + put(904, UUID.fromString("668c1b9f-aef5-4d7f-9f46-1f0635adc4e4")); + put(905, UUID.fromString("dc0c1a20-a796-4d62-a409-d89425549b89")); + put(906, UUID.fromString("e9c39cbc-5bf7-43b4-8d88-ff867336e1a3")); + put(907, UUID.fromString("60ad5d6a-67ff-4114-88f1-c5a8777bf288")); + put(908, UUID.fromString("8e1a972f-9cfa-49cd-89ce-48f2702c4be2")); + put(921, UUID.fromString("739aa055-bfc3-4874-8d92-c046baeee161")); + put(909, UUID.fromString("fddac690-5826-46a5-b62c-dc1dfa8b8da0")); + put(910, UUID.fromString("b498c538-1e60-47f0-bb05-3412599e206e")); + put(911, UUID.fromString("5899c5eb-37e1-48b1-ba0d-e49205203e5d")); + put(912, UUID.fromString("3a5c6c13-a048-40c4-a9ca-2ef9deddbeaf")); + put(913, UUID.fromString("e3402018-6b3b-4971-a483-c93f74249abd")); + put(914, UUID.fromString("8dd461a3-8e76-427c-bd3e-57eb9e5ec998")); + put(915, UUID.fromString("cdc3b651-b3e4-44c6-9611-998bdc39fd0d")); + put(916, UUID.fromString("f1dd6d66-5b65-4077-a4bc-03f08bf571c7")); + put(917, UUID.fromString("c855366f-961d-4cba-8adb-ed6bd1ab6c91")); + put(918, UUID.fromString("645d0a54-f92b-4fcd-87e5-c37183a7acfe")); + put(919, UUID.fromString("9e1b6ea6-84f2-490c-95d8-391bcc980e7b")); + put(920, UUID.fromString("4990e809-73b5-447e-a3a5-2c1fda6857c8")); }}; + } diff --git a/app/src/main/java/dnd/jon/spellbook/SpellbookViewModel.java b/app/src/main/java/dnd/jon/spellbook/SpellbookViewModel.java index 3c8ac780..07fa58b4 100644 --- a/app/src/main/java/dnd/jon/spellbook/SpellbookViewModel.java +++ b/app/src/main/java/dnd/jon/spellbook/SpellbookViewModel.java @@ -34,6 +34,7 @@ import java.util.Map; import java.util.Set; import java.util.TreeSet; +import java.util.UUID; import java.util.function.BiConsumer; import java.util.function.BiFunction; import java.util.function.Consumer; @@ -220,8 +221,8 @@ void updateSpellsForLocale(Locale locale) { // to the version from the new locale final Spell spell = currentSpell().getValue(); if (spell != null) { - final int spellID = spell.getID(); - final Spell newSpell = this.spells.stream().filter(s -> s.getID() == spellID).findAny().orElse(null); + final UUID spellID = spell.getID(); + final Spell newSpell = this.spells.stream().filter(s -> s.getID().equals(spellID)).findAny().orElse(null); currentSpellLD.setValue(newSpell); } filter(); @@ -447,11 +448,11 @@ Set getCreatedSpellsForSource(Source source) { return getCreatedSpells().stream().filter(spell -> spell.inSourcebook(source)).collect(Collectors.toSet()); } - Spell getCreatedSpellByID(int id) { - return getCreatedSpells().stream().filter(spell -> spell.getID() == id).findFirst().orElse(null); + Spell getCreatedSpellByID(UUID id) { + return getCreatedSpells().stream().filter(spell -> spell.getID().equals(id)).findFirst().orElse(null); } - boolean isCreatedSpellID(int id) { + boolean isCreatedSpellID(UUID id) { return createdSpellIDs().contains(id); } @@ -1080,7 +1081,7 @@ private void castSpell(Spell spell, int level, boolean levelInMessage) { toastEventLD.postValue(new Event<>(message)); } - private Set createdSpellIDs() { + private Set createdSpellIDs() { final List createdSpells = createdSpellsLD.getValue(); if (createdSpells == null) { return new TreeSet<>(); @@ -1096,13 +1097,8 @@ private Set createdSpellIDs() { // This feels a bit hacky (it would be nicer to have these sorts of constraints built into // the data structure), but I'm not sure what a better way to do this would be, since a lot of // the app infrastructure is looking to grab spells by their (integer) IDs - int newSpellID() { - final Set ids = createdSpellIDs(); - int id = CREATED_SPELL_ID_OFFSET; - while (ids.contains(id)) { - id += 1; - } - return id; + UUID newSpellID() { + return UUID.randomUUID(); } // "Created content" is all user-created data, including diff --git a/scripts/2014_to_2024_id_map.java b/scripts/2014_to_2024_id_map.java new file mode 100644 index 00000000..74a7dc9b --- /dev/null +++ b/scripts/2014_to_2024_id_map.java @@ -0,0 +1,377 @@ +put(243, 782); +put(144, 678); +put(353, 910); +put(214, 751); +put(354, 911); +put(55, 587); +put(247, 785); +put(136, 670); +put(298, 839); +put(299, 840); +put(184, 719); +put(41, 572); +put(110, 644); +put(305, 847); +put(284, 824); +put(125, 660); +put(143, 677); +put(158, 693); +put(276, 816); +put(258, 798); +put(335, 892); +put(312, 854); +put(291, 831); +put(213, 750); +put(54, 586); +put(313, 855); +put(165, 700); +put(22, 553); +put(283, 823); +put(87, 619); +put(265, 805); +put(472, 866); +put(7, 537); +put(88, 620); +put(250, 789); +put(257, 797); +put(434, 857); +put(220, 757); +put(61, 593); +put(349, 907); +put(172, 707); +put(242, 781); +put(221, 758); +put(290, 830); +put(62, 594); +put(94, 626); +put(334, 891); +put(35, 567); +put(14, 544); +put(95, 627); +put(264, 804); +put(36, 568); +put(227, 764); +put(68, 600); +put(316, 860); +put(6, 536); +put(380, 643); +put(249, 788); +put(21, 552); +put(228, 765); +put(69, 601); +put(341, 898); +put(102, 634); +put(202, 739); +put(342, 899); +put(28, 559); +put(475, 870); +put(76, 608); +put(109, 642); +put(441, 886); +put(139, 673); +put(327, 882); +put(272, 812); +put(447, 902); +put(333, 889); +put(131, 665); +put(231, 770); +put(194, 730); +put(246, 786); +put(179, 714); +put(297, 837); +put(279, 819); +put(120, 655); +put(201, 738); +put(356, 913); +put(322, 875); +put(153, 688); +put(271, 811); +put(75, 607); +put(13, 543); +put(43, 574); +put(326, 881); +put(307, 849); +put(286, 826); +put(127, 662); +put(208, 745); +put(49, 581); +put(308, 850); +put(160, 695); +put(230, 769); +put(278, 818); +put(209, 746); +put(50, 582); +put(82, 614); +put(260, 800); +put(2, 532); +put(83, 615); +put(293, 833); +put(215, 752); +put(355, 912); +put(56, 588); +put(237, 776); +put(216, 753); +put(285, 825); +put(57, 589); +put(89, 621); +put(138, 672); +put(186, 721); +put(300, 841); +put(30, 562); +put(238, 777); +put(42, 573); +put(90, 622); +put(31, 563); +put(222, 759); +put(112, 646); +put(1, 531); +put(244, 783); +put(16, 547); +put(223, 760); +put(64, 596); +put(145, 679); +put(336, 893); +put(245, 784); +put(97, 629); +put(197, 734); +put(337, 894); +put(23, 554); +put(252, 791); +put(344, 901); +put(159, 694); +put(350, 908); +put(189, 725); +put(259, 799); +put(63, 595); +put(52, 585); +put(292, 832); +put(115, 650); +put(196, 733); +put(37, 569); +put(397, 723); +put(166, 701); +put(317, 861); +put(266, 806); +put(38, 570); +put(70, 602); +put(167, 702); +put(318, 862); +put(8, 538); +put(251, 790); +put(71, 603); +put(281, 821); +put(203, 740); +put(343, 900); +put(104, 636); +put(173, 708); +put(273, 813); +put(45, 577); +put(174, 709); +put(15, 545); +put(96, 628); +put(78, 610); +put(210, 747); +put(132, 666); +put(310, 852); +put(232, 771); +put(438, 876); +put(133, 667); +put(181, 716); +put(469, 863); +put(103, 635); +put(233, 772); +put(122, 657); +put(85, 617); +put(357, 914); +put(188, 724); +put(29, 560); +put(77, 609); +put(239, 778); +put(218, 755); +put(140, 674); +put(328, 883); +put(240, 779); +put(44, 575); +put(51, 583); +put(114, 648); +put(195, 731); +put(18, 549); +put(147, 681); +put(180, 715); +put(280, 820); +put(121, 656); +put(148, 682); +put(339, 896); +put(154, 689); +put(361, 920); +put(345, 903); +put(302, 843); +put(217, 754); +put(106, 639); +put(155, 690); +put(187, 722); +put(346, 904); +put(287, 827); +put(128, 663); +put(107, 640); +put(309, 851); +put(129, 664); +put(113, 647); +put(92, 624); +put(161, 696); +put(261, 801); +put(331, 887); +put(224, 761); +put(162, 697); +put(146, 680); +put(3, 533); +put(84, 616); +put(294, 834); +put(66, 598); +put(198, 735); +put(338, 895); +put(99, 631); +put(168, 703); +put(58, 590); +put(319, 872); +put(268, 808); +put(301, 842); +put(169, 704); +put(10, 540); +put(320, 873); +put(91, 623); +put(360, 918); +put(253, 792); +put(25, 556); +put(73, 605); +put(32, 564); +put(254, 793); +put(17, 548); +put(65, 597); +put(467, 766); +put(47, 579); +put(98, 630); +put(80, 612); +put(39, 571); +put(352, 909); +put(24, 555); +put(72, 604); +put(267, 807); +put(135, 669); +put(323, 878); +put(9, 539); +put(235, 774); +put(359, 917); +put(454, 916); +put(190, 726); +put(205, 742); +put(274, 814); +put(175, 710); +put(275, 815); +put(116, 651); +put(176, 711); +put(117, 652); +put(150, 685); +put(134, 668); +put(182, 717); +put(234, 773); +put(282, 822); +put(123, 658); +put(204, 741); +put(183, 718); +put(471, 865); +put(105, 637); +put(124, 659); +put(156, 691); +put(416, 767); +put(46, 578); +put(157, 692); +put(329, 884); +put(79, 611); +put(348, 906); +put(241, 780); +put(289, 829); +put(142, 676); +put(211, 748); +put(330, 885); +put(311, 853); +put(314, 858); +put(212, 749); +put(470, 864); +put(372, 576); +put(164, 699); +put(315, 859); +put(5, 535); +put(86, 618); +put(248, 787); +put(149, 683); +put(358, 915); +put(340, 897); +put(101, 633); +put(219, 756); +put(60, 592); +put(141, 675); +put(477, 871); +put(303, 844); +put(93, 625); +put(304, 845); +put(288, 828); +put(108, 641); +put(256, 795); +put(19, 550); +put(262, 802); +put(163, 698); +put(20, 551); +put(4, 534); +put(263, 803); +put(295, 835); +put(53, 584); +put(296, 836); +put(26, 557); +put(473, 868); +put(59, 591); +put(269, 809); +put(347, 905); +put(170, 705); +put(27, 558); +put(11, 541); +put(474, 869); +put(270, 810); +put(33, 565); +put(171, 706); +put(12, 542); +put(255, 794); +put(332, 888); +put(34, 566); +put(225, 762); +put(193, 729); +put(177, 712); +put(226, 763); +put(67, 599); +put(229, 768); +put(277, 817); +put(118, 653); +put(199, 736); +put(178, 713); +put(100, 632); +put(119, 654); +put(151, 686); +put(200, 737); +put(321, 874); +put(152, 687); +put(324, 879); +put(74, 606); +put(236, 775); +put(137, 671); +put(206, 743); +put(185, 720); +put(325, 880); +put(306, 848); +put(126, 661); +put(207, 744); +put(191, 727); +put(48, 580); +put(445, 890); +put(111, 645); +put(192, 728); +put(81, 613); diff --git a/scripts/2014_to_2024_ids.txt b/scripts/2014_to_2024_ids.txt new file mode 100644 index 00000000..53339726 --- /dev/null +++ b/scripts/2014_to_2024_ids.txt @@ -0,0 +1,377 @@ +243,782 +144,678 +353,910 +214,751 +354,911 +55,587 +247,785 +136,670 +298,839 +299,840 +184,719 +41,572 +110,644 +305,847 +284,824 +125,660 +143,677 +158,693 +276,816 +258,798 +335,892 +312,854 +291,831 +213,750 +54,586 +313,855 +165,700 +22,553 +283,823 +87,619 +265,805 +472,866 +7,537 +88,620 +250,789 +257,797 +434,857 +220,757 +61,593 +349,907 +172,707 +242,781 +221,758 +290,830 +62,594 +94,626 +334,891 +35,567 +14,544 +95,627 +264,804 +36,568 +227,764 +68,600 +316,860 +6,536 +380,643 +249,788 +21,552 +228,765 +69,601 +341,898 +102,634 +202,739 +342,899 +28,559 +475,870 +76,608 +109,642 +441,886 +139,673 +327,882 +272,812 +447,902 +333,889 +131,665 +231,770 +194,730 +246,786 +179,714 +297,837 +279,819 +120,655 +201,738 +356,913 +322,875 +153,688 +271,811 +75,607 +13,543 +43,574 +326,881 +307,849 +286,826 +127,662 +208,745 +49,581 +308,850 +160,695 +230,769 +278,818 +209,746 +50,582 +82,614 +260,800 +2,532 +83,615 +293,833 +215,752 +355,912 +56,588 +237,776 +216,753 +285,825 +57,589 +89,621 +138,672 +186,721 +300,841 +30,562 +238,777 +42,573 +90,622 +31,563 +222,759 +112,646 +1,531 +244,783 +16,547 +223,760 +64,596 +145,679 +336,893 +245,784 +97,629 +197,734 +337,894 +23,554 +252,791 +344,901 +159,694 +350,908 +189,725 +259,799 +63,595 +52,585 +292,832 +115,650 +196,733 +37,569 +397,723 +166,701 +317,861 +266,806 +38,570 +70,602 +167,702 +318,862 +8,538 +251,790 +71,603 +281,821 +203,740 +343,900 +104,636 +173,708 +273,813 +45,577 +174,709 +15,545 +96,628 +78,610 +210,747 +132,666 +310,852 +232,771 +438,876 +133,667 +181,716 +469,863 +103,635 +233,772 +122,657 +85,617 +357,914 +188,724 +29,560 +77,609 +239,778 +218,755 +140,674 +328,883 +240,779 +44,575 +51,583 +114,648 +195,731 +18,549 +147,681 +180,715 +280,820 +121,656 +148,682 +339,896 +154,689 +361,920 +345,903 +302,843 +217,754 +106,639 +155,690 +187,722 +346,904 +287,827 +128,663 +107,640 +309,851 +129,664 +113,647 +92,624 +161,696 +261,801 +331,887 +224,761 +162,697 +146,680 +3,533 +84,616 +294,834 +66,598 +198,735 +338,895 +99,631 +168,703 +58,590 +319,872 +268,808 +301,842 +169,704 +10,540 +320,873 +91,623 +360,918 +253,792 +25,556 +73,605 +32,564 +254,793 +17,548 +65,597 +467,766 +47,579 +98,630 +80,612 +39,571 +352,909 +24,555 +72,604 +267,807 +135,669 +323,878 +9,539 +235,774 +359,917 +454,916 +190,726 +205,742 +274,814 +175,710 +275,815 +116,651 +176,711 +117,652 +150,685 +134,668 +182,717 +234,773 +282,822 +123,658 +204,741 +183,718 +471,865 +105,637 +124,659 +156,691 +416,767 +46,578 +157,692 +329,884 +79,611 +348,906 +241,780 +289,829 +142,676 +211,748 +330,885 +311,853 +314,858 +212,749 +470,864 +372,576 +164,699 +315,859 +5,535 +86,618 +248,787 +149,683 +358,915 +340,897 +101,633 +219,756 +60,592 +141,675 +477,871 +303,844 +93,625 +304,845 +288,828 +108,641 +256,795 +19,550 +262,802 +163,698 +20,551 +4,534 +263,803 +295,835 +53,584 +296,836 +26,557 +473,868 +59,591 +269,809 +347,905 +170,705 +27,558 +11,541 +474,869 +270,810 +33,565 +171,706 +12,542 +255,794 +332,888 +34,566 +225,762 +193,729 +177,712 +226,763 +67,599 +229,768 +277,817 +118,653 +199,736 +178,713 +100,632 +119,654 +151,686 +200,737 +321,874 +152,687 +324,879 +74,606 +236,775 +137,671 +206,743 +185,720 +325,880 +306,848 +126,661 +207,744 +191,727 +48,580 +445,890 +111,645 +192,728 +81,613 diff --git a/scripts/2024Spells.html b/scripts/2024Spells.html new file mode 100644 index 00000000..09e9dbdb --- /dev/null +++ b/scripts/2024Spells.html @@ -0,0 +1,6334 @@ + +

Evocation Cantrip (Sorcerer, Wizard)

+
+

Casting Time: Action

+

Range: 60 feet

+

Components: V, S

+

Duration: Instantaneous

+
+

You create an acidic bubble at a point within range, where it explodes in a 5-foot-radius Sphere. Each creature in that Sphere must succeed on a Dexterity saving throw or take 1d6 Acid damage.

+

Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).

+
+ +

Level 2 Abjuration (Bard, Cleric, Druid, Paladin, Ranger)

+
+

Casting Time: Action

+

Range: 30 feet

+

Components: V, S, M (a strip of white cloth)

+

Duration: 8 hours

+
+

Choose up to three creatures within range. Each target’s Hit Point maximum and current Hit Points increase by 5 for the duration.

+

Using a Higher-Level Spell Slot. Each target’s Hit Points increase by 5 for each spell slot level above 2.

+
+ +

Level 1 Abjuration (Ranger, Wizard)

+
+

Casting Time: 1 minute or Ritual

+

Range: 30 feet

+

Components: V, S, M (a bell and silver wire)

+

Duration: 8 hours

+
+

You set an alarm against intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot Cube. Until the spell ends, an alarm alerts you whenever a creature touches or enters the warded area. When you cast the spell, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is audible or mental:

+

Audible Alarm. The alarm produces the sound of a handbell for 10 seconds within 60 feet of the warded area.

+

Mental Alarm. You are alerted by a mental ping if you are within 1 mile of the warded area. This ping awakens you if you’re asleep.

+
+ +

Level 2 Transmutation (Sorcerer, Wizard)

+
+

Casting Time: Action

+

Range: Self

+

Components: V, S

+

Duration: Concentration, up to 1 hour

+
+

You alter your physical form. Choose one of the following options. Its effects last for the duration, during which you can take a Magic action to replace the option you chose with a different one.

+

Aquatic Adaptation. You sprout gills and grow webs between your fingers. You can breathe underwater and gain a Swim Speed equal to your Speed.

+

Change Appearance. You alter your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and other distinguishing characteristics. You can make yourself appear as a member of another species, though none of your statistics change. You can’t appear as a creature of a different size, and your basic shape stays the same; if you’re bipedal, you can’t use this spell to become quadrupedal, for instance. For the duration, you can take a Magic action to change your appearance in this way again.

+

Natural Weapons. You grow claws (Slashing), fangs (Piercing), horns (Piercing), or hooves (Bludgeoning). When you use your Unarmed Strike to deal damage with that new growth, it deals 1d6 damage of the type in parentheses instead of dealing the normal damage for your Unarmed Strike, and you use your spellcasting ability modifier for the attack and damage rolls rather than using Strength.

+
+ +

Level 1 Enchantment (Bard, Druid, Ranger)

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+

Casting Time: Action

+

Range: 30 feet

+

Components: V, S, M (a morsel of food)

+

Duration: 24 hours

+
+

Target a Beast that you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. If you or one of your allies deals damage to the target, the spells ends.

+

Using a Higher-Level Spell Slot. You can target one additional Beast for each spell slot level above 1.

+
+ +

Level 2 Enchantment (Bard, Druid, Ranger)

+
+

Casting Time: Action or Ritual

+

Range: 30 feet

+

Components: V, S, M (a morsel of food)

+

Duration: 24 hours

+
+

A Tiny Beast of your choice that you can see within range must succeed on a Charisma saving throw, or it attempts to deliver a message for you (if the target’s Challenge Rating isn’t 0, it automatically succeeds). You specify a location you have visited and a recipient who matches a general description, such as “a person dressed in the uniform of the town guard” or “a red-haired dwarf wearing a pointed hat.” You also communicate a message of up to twenty-five words. The Beast travels for the duration toward the specified location, covering about 25 miles per 24 hours or 50 miles if the Beast can fly.

+

When the Beast arrives, it delivers your message to the creature that you described, mimicking your communication. If the Beast doesn’t reach its destination before the spell ends, the message is lost, and the Beast returns to where you cast the spell.

+

Using a Higher-Level Spell Slot. The spell’s duration increases by 48 hours for each spell slot level above 2.

+
+ +

Level 8 Transmutation (Druid)

+
+

Casting Time: Action

+

Range: 30 feet

+

Components: V, S

+

Duration: 24 hours

+
+

Choose any number of willing creatures that you can see within range. Each target shape-shifts into a Large or smaller Beast of your choice that has a Challenge Rating of 4 or lower. You can choose a different form for each target. On later turns, you can take a Magic action to transform the targets again.

+

A target’s game statistics are replaced by the chosen Beast’s statistics, but the target retains its creature type; Hit Points; Hit Point Dice; alignment; ability to communicate; and Intelligence, Wisdom, and Charisma scores. The target’s actions are limited by the Beast form’s anatomy, and it can’t cast spells. The target’s equipment melds into the new form, and the target can’t use any of that equipment while in that form.

+

The target gains a number of Temporary Hit Points equal to the Beast form’s Hit Points. The transformation lasts for the duration for each target, until the target has no Temporary Hit Points, or until the target leaves the form as a Bonus Action.

+
+ +

Level 3 Necromancy (Cleric, Wizard)

+
+

Casting Time: 1 minute

+

Range: 10 feet

+

Components: V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust)

+

Duration: Instantaneous

+
+

Choose a pile of bones or a corpse of a Medium or Small Humanoid within range. The target becomes an Undead creature: a Skeleton if you chose bones or a Zombie if you chose a corpse (see appendix B for the stat blocks).

+

On each of your turns, you can take a Bonus Action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move on its next turn, or you can issue a general command, such as to guard a chamber or corridor. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow it until its task is complete.

+

The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell rather than animating a new creature.

+

Using a Higher-Level Spell Slot. You animate or reassert control over two additional Undead creatures for each spell slot level above 3. Each of the creatures must come from a different corpse or pile of bones.

+
+ +

Level 5 Transmutation (Bard, Sorcerer, Wizard)

+
+

Casting Time: Action

+

Range: 120 feet

+

Components: V, S

+

Duration: Concentration, up to 1 minute

+
+
DAVID AUDEN NASH + +
A Brazier Affected by the Spell Animate Objects
+
+

Objects animate at your command. Choose a number of nonmagical objects within range that aren’t being worn or carried, aren’t fixed to a surface, and aren’t Gargantuan. The maximum number of objects is equal to your spellcasting ability modifier; for this number, a Medium or smaller target counts as one object, a Large target counts as two, and a Huge target counts as three.

+

Each target animates, sprouts legs, and becomes a Construct that uses the Animated Object stat block; this creature is under your control until the spell ends or until it is reduced to 0 Hit Points. Each creature you make with this spell is an ally to you and your allies. In combat, it shares your Initiative count and takes its turn immediately after yours.

+

Until the spell ends, you can take a Bonus Action to mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing the same command to each one). If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. When the creature drops to 0 Hit Points, it reverts to its object form, and any remaining damage carries over to that form.

+

Using a Higher-Level Spell Slot. The creature’s Slam damage increases by 1d4 (Medium or smaller), 1d6 (Large), or 1d12 (Huge) for each spell slot level above 5.

+
+

Animated Object

+

Huge or Smaller Construct, Unaligned

+

AC 15

+

HP 10 (Medium or smaller), 20 (Large), 40 (Huge)

+

Speed 30 ft.

+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
ModSave
STR16+3+3
DEX10+0+0
CON10+0+0
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
ModSave
INT3−4−4
WIS3−4−4
CHA1−5−5
+
+

Immunities Poison, Psychic; Charmed, Exhaustion, Frightened, Paralyzed, Poisoned

+

Senses Blindsight 30 ft., Passive Perception 6

+

Languages Understands the languages you know

+

CR None (XP 0; PB equals your Proficiency Bonus)

+

Actions

+

Slam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: Force damage equal to 1d4 + 3 (Medium or smaller), 2d6 + 3 + your spellcasting ability modifier (Large), or 2d12 + 3 + your spellcasting ability modifier (Huge).

+
+
+ +

Level 5 Abjuration (Druid)

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+

Casting Time: Action

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Range: Self

+

Components: V, S

+

Duration: Concentration, up to 1 hour

+
+

An aura extends from you in a 10-foot Emanation for the duration. The aura prevents creatures other than Constructs and Undead from passing or reaching through it. An affected creature can cast spells or make attacks with Ranged or Reach weapons through the barrier.

+

If you move so that an affected creature is forced to pass through the barrier, the spell ends.

+
+ +

Level 8 Abjuration (Cleric, Wizard)

+
+

Casting Time: Action

+

Range: Self

+

Components: V, S, M (iron filings)

+

Duration: Concentration, up to 1 hour

+
+

An aura of antimagic surrounds you in 10-foot Emanation. No one can cast spells, take Magic actions, or create other magical effects inside the aura, and those things can’t target or otherwise affect anything inside it. Magical properties of magic items don’t work inside the aura or on anything inside it.

+

Areas of effect created by spells or other magic can’t extend into the aura, and no one can teleport into or out of it or use planar travel there. Portals close temporarily while in the aura.

+

Ongoing spells, except those cast by an Artifact or a deity, are suppressed in the area. While an effect is suppressed, it doesn’t function, but the time it spends suppressed counts against its duration.

+Dispel Magic has no effect on the aura, and the auras created by different Antimagic Field spells don’t nullify each other. + +
+ +

Level 8 Enchantment (Bard, Druid, Wizard)

+
+

Casting Time: 1 hour

+

Range: 60 feet

+

Components: V, S, M (a mix of vinegar and honey)

+

Duration: 10 days

+
+

As you cast the spell, choose whether it creates antipathy or sympathy, and target one creature or object that is Huge or smaller. Then specify a kind of creature, such as red dragons, goblins, or vampires. A creature of the chosen kind makes a Wisdom saving throw when it comes within 120 feet of the target. Your choice of antipathy or sympathy determines what happens to a creature when it fails that save:

+

Antipathy. The creature has the Frightened condition. The Frightened creature must use its movement on its turns to get as far away as possible from the target, moving by the safest route.

+

Sympathy. The creature has the Charmed condition. The Charmed creature must use its movement on its turns to get as close as possible to the target, moving by the safest route. If the creature is within 5 feet of the target, the creature can’t willingly move away. If the target damages the Charmed creature, that creature can make a Wisdom saving throw to end the effect, as described below.

+

Ending the Effect. If the Frightened or Charmed creature ends its turn more than 120 feet away from the target, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target. A creature that successfully saves against this effect is immune to it for 1 minute, after which it can be affected again.

+
+ +

Level 4 Divination (Wizard)

+
+

Casting Time: Action

+

Range: 30 feet

+

Components: V, S, M (a bit of bat fur)

+

Duration: Concentration, up to 1 hour

+
+

You create an Invisible, invulnerable eye within range that hovers for the duration. You mentally receive visual information from the eye, which can see in every direction. It also has Darkvision with a range of 30 feet.

+

As a Bonus Action, you can move the eye up to 30 feet in any direction. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter.

+
+ +

Level 6 Conjuration (Sorcerer, Warlock, Wizard)

+
+

Casting Time: Action

+

Range: 500 feet

+

Components: V, S

+

Duration: Concentration, up to 10 minutes

+
+

You create linked teleportation portals. Choose two Large, unoccupied spaces on the ground that you can see, one space within range and the other one within 10 feet of you. A circular portal opens in each of those spaces and remains for the duration.

+

The portals are two-dimensional glowing rings filled with mist that blocks sight. They hover inches from the ground and are perpendicular to it.

+

A portal is open on only one side (you choose which). Anything entering the open side of a portal exits from the open side of the other portal as if the two were adjacent to each other. As a Bonus Action, you can change the facing of the open sides.

+
+ +

Level 2 Abjuration (Wizard)

+
+

Casting Time: Action

+

Range: Touch

+

Components: V, S, M (gold dust worth 25+ GP, which the spell consumes)

+

Duration: Until dispelled

+
+

You touch a closed door, window, gate, container, or hatch and magically lock it for the duration. This lock can’t be unlocked by any nonmagical means. You and any creatures you designate when you cast the spell can open and close the object despite the lock. You can also set a password that, when spoken within 5 feet of the object, unlocks it for 1 minute.

+
+ +

Level 2 Abjuration (Sorcerer, Wizard)

+
+

Casting Time: Bonus Action

+

Range: Self

+

Component: V, S

+

Duration: Instantaneous

+
+

You tap into your life force to heal yourself. Roll one or two of your unexpended Hit Point Dice, and regain a number of Hit Points equal to the roll’s total plus your spellcasting ability modifier. Those dice are then expended.

+

Using a Higher-Level Spell Slot. The number of unexpended Hit Dice you can roll increases by one for each spell slot level above 2.

+
+
TUAN DUONG CHU + +
A goliath Warlock calls on Armor of Agathys and Arms of Hadar to battle foes from the deep
+
+ +

Level 1 Abjuration (Warlock)

+
+

Casting Time: Bonus Action

+

Range: Self

+

Components: V, S, M (a shard of blue glass)

+

Duration: 1 hour

+
+

Protective magical frost surrounds you. You gain 5 Temporary Hit Points. If a creature hits you with a melee attack roll before the spell ends, the creature takes 5 Cold damage. The spell ends early if you have no Temporary Hit Points.

+

Using a Higher-Level Spell Slot. The Temporary Hit Points and the Cold damage both increase by 5 for each spell slot level above 1.

+
+ +

Level 1 Conjuration (Warlock)

+
+

Casting Time: Action

+

Range: Self

+

Components: V, S

+

Duration: Instantaneous

+
+

Invoking Hadar, you cause tendrils to erupt from yourself. Each creature in a 10-foot Emanation originating from you makes a Strength saving throw. On a failed save, a target takes 2d6 Necrotic damage and can’t take Reactions until the start of its next turn. On a successful save, a target takes half as much damage only.

+

Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.

+
+ +

Level 9 Necromancy (Cleric, Warlock, Wizard)

+
+

Casting Time: 1 hour

+

Range: 10 feet

+

Components: V, S, M (for each of the spell’s targets, one jacinth worth 1,000+ GP and one silver bar worth 100+ GP, all of which the spell consumes)

+

Duration: Until dispelled

+
+

You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell ends instantly if you are already on that plane). Each target’s body is left behind in a state of suspended animation; it has the Unconscious condition, doesn’t need food or air, and doesn’t age.

+

A target’s astral form resembles its body in almost every way, replicating its game statistics and possessions. The principal difference is the addition of a silvery cord that trails from between the shoulder blades of the astral form. The cord fades from view after 1 foot. If the cord is cut—which happens only when an effect states that it does so—the target’s body and astral form both die.

+

A target’s astral form can travel through the Astral Plane. The moment an astral form leaves that plane, the target’s body and possessions travel along the silver cord, causing the target to re-enter its body on the new plane.

+

Any damage or other effects that apply to an astral form have no effect on the target’s body and vice versa. If a target’s body or astral form drops to 0 Hit Points, the spell ends for that target. The spell ends for all the targets if you take a Magic action to dismiss it.

+

When the spell ends for a target who isn’t dead, the target reappears in its body and exits the state of suspended animation.

+
+ +

Level 2 Divination (Cleric, Druid, Wizard)

+
+

Casting Time: 1 minute or Ritual

+

Range: Self

+

Components: V, S, M (specially marked sticks, bones, cards, or other divinatory tokens worth 25+ GP)

+

Duration: Instantaneous

+
+

You receive an omen from an otherworldly entity about the results of a course of action that you plan to take within the next 30 minutes. The DM chooses the omen from the Omens table.

+
+ + + + + + + + + + + + + + + + + + + + + + + + + +
+

Omens

+
OmenFor Results That Will Be...
WealGood
WoeBad
Weal and woeGood and bad
IndifferenceNeither good nor bad
+

The spell doesn’t account for circumstances, such as other spells, that might change the results.

+

If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer.

+
+ +

Level 4 Abjuration (Cleric, Paladin)

+
+

Casting Time: Action

+

Range: Self

+

Components: V

+

Duration: Concentration, up to 10 minutes

+
+

An aura radiates from you in a 30-foot Emanation for the duration. While in the aura, you and your allies have Resistance to Necrotic damage, and your Hit Point maximums can’t be reduced. If an ally with 0 Hit Points starts its turn in the aura, that ally regains 1 Hit Point.

+
+ +

Level 4 Abjuration (Cleric, Paladin)

+
+

Casting Time: Action

+

Range: Self

+

Components: V

+

Duration: Concentration, up to 10 minutes

+
+

An aura radiates from you in a 30-foot Emanation for the duration. While in the aura, you and your allies have Resistance to Poison damage and Advantage on saving throws to avoid or end effects that include the Blinded, Charmed, Deafened, Frightened, Paralyzed, Poisoned, or Stunned condition.

+
+ +

Level 3 Abjuration (Cleric, Druid, Paladin)

+
+

Casting Time: Action

+

Range: Self

+

Components: V

+

Duration: Concentration, up to 1 minute

+
+

An aura radiates from you in a 30-foot Emanation for the duration. When you create the aura and at the start of each of your turns while it persists, you can restore 2d6 Hit Points to one creature in it.

+
+ +

Level 5 Transmutation (Bard, Druid)

+
+

Casting Time: 8 hours

+

Range: Touch

+

Components: V, S, M (an agate worth 1,000+ GP, which the spell consumes)

+

Duration: Instantaneous

+
+

You spend the casting time tracing magical pathways within a precious gemstone, and then touch the target. The target must be either a Beast or Plant creature with an Intelligence of 3 or less or a natural plant that isn’t a creature. The target gains an Intelligence of 10 and the ability to speak one language you know. If the target is a natural plant, it becomes a Plant creature and gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human’s. The DM chooses statistics appropriate for the awakened Plant, such as the statistics for the Awakened Shrub or Awakened Tree in the Monster Manual.

+

The awakened target has the Charmed condition for 30 days or until you or your allies deal damage to it. When that condition ends, the awakened creature chooses its attitude toward you.

+ + +

Spells (B)

+ +

Level 1 Enchantment (Bard, Cleric, Warlock)

+
+

Casting Time: Action

+

Range: 30 feet

+

Components: V, S, M (a drop of blood)

+

Duration: Concentration, up to 1 minute

+
+

Up to three creatures of your choice that you can see within range must each make a Charisma saving throw. Whenever a target that fails this save makes an attack roll or a saving throw before the spell ends, the target must subtract 1d4 from the attack roll or save.

+

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.

+
+ +

Level 5 Conjuration (Paladin)

+
+

Casting Time: Bonus Action, which you take immediately after hitting a creature with a Melee weapon or an Unarmed Strike

+

Range: Self

+

Component: V

+

Duration: Concentration, up to 1 minute

+
+

The target hit by the attack roll takes an extra 5d10 Force damage from the attack. If the attack reduces the target to 50 Hit Points or fewer, the target must succeed on a Charisma saving throw or be transported to a harmless demiplane for the duration. While there, the target has the Incapacitated condition. When the spell ends, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

+
+ +

Level 4 Abjuration (Cleric, Paladin, Sorcerer, Warlock, Wizard)

+
+

Casting Time: Action

+

Range: 30 feet

+

Components: V, S, M (a pentacle)

+

Duration: Concentration, up to 1 minute

+
+

One creature that you can see within range must succeed on a Charisma saving throw or be transported to a harmless demiplane for the duration. While there, the target has the Incapacitated condition. When the spell ends, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

+

If the target is an Aberration, a Celestial, an Elemental, a Fey, or a Fiend, the target doesn’t return if the spell lasts for 1 minute. The target is instead transported to a random location on a plane (DM’s choice) associated with its creature type.

+

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 4.

+
+ +

Level 2 Transmutation (Druid, Ranger)

+
+

Casting Time: Bonus Action

+

Range: Touch

+

Component: V, S, M (a handful of bark)

+

Duration: 1 hour

+
+

You touch a willing creature. Until the spell ends, the target’s skin assumes a bark-like appearance, and the target has an Armor Class of 17 if its AC is lower than that.

+
+ +

Level 3 Abjuration (Cleric)

+
+

Casting Time: Action

+

Range: 30 feet

+

Components: V, S

+

Duration: Concentration, up to 1 minute

+
+

Choose any number of creatures within range. For the duration, each target has Advantage on Wisdom saving throws and Death Saving Throws and regains the maximum number of Hit Points possible from any healing.

+
+ +

Level 2 Divination (Druid, Ranger)

+
+

Casting Time: Action or Ritual

+

Range: Touch

+

Components: S

+

Duration: Concentration, up to 1 hour

+
+

You touch a willing Beast. For the duration, you can perceive through the Beast’s senses as well as your own. When perceiving through the Beast’s senses, you benefit from any special senses it has.

+
+ +

Level 8 Enchantment (Bard, Druid, Warlock, Wizard)

+
+

Casting Time: Action

+

Range: 150 feet

+

Components: V, S, M (a key ring with no keys)

+

Duration: Instantaneous

+
+

You blast the mind of a creature that you can see within range. The target makes an Intelligence saving throw.

+

On a failed save, the target takes 10d12 Psychic damage and can’t cast spells or take the Magic action. At the end of every 30 days, the target repeats the save, ending the effect on a success. The effect can also be ended by the Greater Restoration, Heal, or Wish spell.

+

On a successful save, the target takes half as much damage only.

+
+ +

Level 3 Necromancy (Bard, Cleric, Wizard)

+
+

Casting Time: Action

+

Range: Touch

+

Components: V, S

+

Duration: Concentration, up to 1 minute

+
+

You touch a creature, which must succeed on a Wisdom saving throw or become cursed for the duration. Until the curse ends, the target suffers one of the following effects of your choice:

+
    +
  • Choose one ability. The target has Disadvantage on ability checks and saving throws made with that ability.
  • +
  • The target has Disadvantage on attack rolls against you.
  • +
  • In combat, the target must succeed on a Wisdom saving throw at the start of each of its turns or be forced to take the Dodge action on that turn.
  • +
  • If you deal damage to the target with an attack roll or a spell, the target takes an extra 1d8 Necrotic damage.
  • +
+

Using a Higher-Level Spell Slot. If you cast this spell using a level 4 spell slot, you can maintain Concentration on it for up to 10 minutes. If you use a level 5+ spell slot, the spell doesn’t require Concentration, and the duration becomes 8 hours (level 5–6 slot) or 24 hours (level 7–8 slot). If you use a level 9 spell slot, the spell lasts until dispelled.

+
+
BRIAN VALEZA + +
The Wizard Bigby uses his signature spell, Bigby’s Hand, to prevent interruptions to his research
+
+ +

Level 5 Evocation (Sorcerer, Wizard)

+
+

Casting Time: Action

+

Range: 120 feet

+

Components: V, S, M (an eggshell and a glove)

+

Duration: Concentration, up to 1 minute

+
+

You create a Large hand of shimmering magical energy in an unoccupied space that you can see within range. The hand lasts for the duration, and it moves at your command, mimicking the movements of your own hand.

+

The hand is an object that has AC 20 and Hit Points equal to your Hit Point maximum. If it drops to 0 Hit Points, the spell ends. The hand doesn’t occupy its space.

+

When you cast the spell and as a Bonus Action on your later turns, you can move the hand up to 60 feet and then cause one of the following effects:

+

Clenched Fist. The hand strikes a target within 5 feet of it. Make a melee spell attack. On a hit, the target takes 5d8 Force damage.

+

Forceful Hand. The hand attempts to push a Huge or smaller creature within 5 feet of it. The target must succeed on a Strength saving throw, or the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target, remaining within 5 feet of it.

+

Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. The target must succeed on a Dexterity saving throw, or the target has the Grappled condition, with an escape DC equal to your spell save DC. While the hand grapples the target, you can take a Bonus Action to cause the hand to crush it, dealing Bludgeoning damage to the target equal to 4d6 plus your spellcasting ability modifier.

+

Interposing Hand. The hand grants you Half Cover against attacks and other effects that originate from its space or that pass through it. In addition, its space counts as Difficult Terrain for your enemies.

+

Using a Higher-Level Spell Slot. The damage of the Clenched Fist increases by 2d8 and the damage of the Grasping Hand increases by 2d6 for each spell slot level above 5.

+
+ +

Level 6 Evocation (Cleric)

+
+

Casting Time: Action

+

Range: 90 feet

+

Components: V, S

+

Duration: Concentration, up to 10 minutes

+
+

You create a wall of whirling blades made of magical energy. The wall appears within range and lasts for the duration. You make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides Three-Quarters Cover, and its space is Difficult Terrain.

+

Any creature in the wall’s space makes a Dexterity saving throw, taking 6d10 Force damage on a failed save or half as much damage on a successful one. A creature also makes that save if it enters the wall’s space or ends it turn there. A creature makes that save only once per turn.

+
+ +

Abjuration Cantrip (Bard, Sorcerer, Warlock, Wizard)

+
+

Casting Time: Action

+

Range: Self

+

Components: V, S

+

Duration: Concentration, up to 1 minute

+
+

Whenever a creature makes an attack roll against you before the spell ends, the attacker subtracts 1d4 from the attack roll.

+
+ +

Level 1 Enchantment (Cleric, Paladin)

+
+

Casting Time: Action

+

Range: 30 feet

+

Components: V, S, M (a Holy Symbol worth 5+ GP)

+

Duration: Concentration, up to 1 minute

+
+

You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save.

+

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.

+
+ +

Level 4 Necromancy (Druid, Sorcerer, Warlock, Wizard)

+
+

Casting Time: Action

+

Range: 30 feet

+

Components: V, S

+

Duration: Instantaneous

+
+

A creature that you can see within range makes a Constitution saving throw, taking 8d8 Necrotic damage on a failed save or half as much damage on a successful one. A Plant creature automatically fails the save.

+

Alternatively, target a nonmagical plant that isn’t a creature, such as a tree or shrub. It doesn’t make a save; it simply withers and dies.

+

Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4.

+
+ +

Level 3 Evocation (Paladin)

+
+

Casting Time: Bonus Action, which you take immediately after hitting a creature with a Melee weapon or an Unarmed Strike

+

Range: Self

+

Component: V

+

Duration: 1 minute

+
+

The target hit by the strike takes an extra 3d8 Radiant damage from the attack, and the target has the Blinded condition until the spell ends. At the end of each of its turns, the Blinded target makes a Constitution saving throw, ending the spell on itself on a success.

+

Using a Higher-Level Spell Slot. The extra damage increases by 1d8 for each spell slot level above 3.

+
+ +

Level 2 Transmutation (Bard, Cleric, Sorcerer, Wizard)

+
+

Casting Time: Action

+

Range: 120 feet

+

Components: V

+

Duration: 1 minute

+
+

One creature that you can see within range must succeed on a Constitution saving throw, or it has the Blinded or Deafened condition (your choice) for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.

+

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2.

+
+ +

Level 3 Transmutation (Sorcerer, Wizard)

+
+

Casting Time: Action

+

Range: Self

+

Components: V, S

+

Duration: 1 minute

+
+

Roll 1d6 at the end of each of your turns for the duration. On a roll of 4–6, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell ends instantly if you are already on that plane). While on the Ethereal Plane, you can perceive the plane you left, which is cast in shades of gray, but you can’t see anything there more than 60 feet away. You can affect and be affected only by other creatures on the Ethereal Plane, and creatures on the other plane can’t perceive you unless they have a special ability that lets them perceive things on the Ethereal Plane.

+

You return to the other plane at the start of your next turn and when the spell ends if you are on the Ethereal Plane. You return to an unoccupied space of your choice that you can see within 10 feet of the space you left. If no unoccupied space is available within that range, you appear in the nearest unoccupied space.

+
+ +

Level 2 Illusion (Sorcerer, Wizard)

+
+

Casting Time: Action

+

Range: Self

+

Components: V

+

Duration: Concentration, up to 1 minute

+
+

Your body becomes blurred. For the duration, any creature has Disadvantage on attack rolls against you. An attacker is immune to this effect if it perceives you with Blindsight or Truesight.

+
+ +

Level 1 Evocation (Sorcerer, Wizard)

+
+

Casting Time: Action

+

Range: Self

+

Components: V, S

+

Duration: Instantaneous

+
+

A thin sheet of flames shoots forth from you. Each creature in a 15-foot Cone makes a Dexterity saving throw, taking 3d6 Fire damage on a failed save or half as much damage on a successful one.

+

Flammable objects in the Cone that aren’t being worn or carried start burning.

+

Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.

+ + +

Spells (C)

+ +

Level 3 Conjuration (Druid)

+
+

Casting Time: Action

+

Range: 120 feet

+

Components: V, S

+

Duration: Concentration, up to 10 minutes

+
+

A storm cloud appears at a point within range that you can see above yourself. It takes the shape of a Cylinder that is 10 feet tall with a 60-foot radius.

+

When you cast the spell, choose a point you can see under the cloud. A lightning bolt shoots from the cloud to that point. Each creature within 5 feet of that point makes a Dexterity saving throw, taking 3d10 Lightning damage on a failed save or half as much damage on a successful one.

+

Until the spell ends, you can take a Magic action to call down lightning in that way again, targeting the same point or a different one.

+

If you’re outdoors in a storm when you cast this spell, the spell gives you control over that storm instead of creating a new one. Under such conditions, the spell’s damage increases by 1d10.

+

Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 3.

+
+ +

Level 2 Enchantment (Bard, Cleric)

+
+

Casting Time: Action

+

Range: 60 feet

+

Components: V, S

+

Duration: Concentration, up to 1 minute

+
+

Each Humanoid in a 20-foot-radius Sphere centered on a point you choose within range must succeed on a Charisma saving throw or be affected by one of the following effects (choose for each creature):

+
    +
  • The creature has Immunity to the Charmed and Frightened conditions until the spell ends. If the creature was already Charmed or Frightened, those conditions are suppressed for the duration.
  • +
  • The creature becomes Indifferent about creatures of your choice that it’s Hostile toward. This indifference ends if the target takes damage or witnesses its allies taking damage. When the spell ends, the creature’s attitude returns to normal.
  • +
+
+ +

Level 6 Evocation (Sorcerer, Wizard)

+
+

Casting Time: Action

+

Range: 150 feet

+

Components: V, S, M (three silver pins)

+

Duration: Instantaneous

+
+

You launch a lightning bolt toward a target you can see within range. Three bolts then leap from that target to as many as three other targets of your choice, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.

+

Each target makes a Dexterity saving throw, taking 10d8 Lightning damage on a failed save or half as much damage on a successful one.

+

Using a Higher-Level Spell Slot. One additional bolt leaps from the first target to another target for each spell slot level above 6.

+
+ +

Level 4 Enchantment (Bard, Druid, Sorcerer, Warlock, Wizard)

+
+

Casting Time: Action

+

Range: 30 feet

+

Components: V, S

+

Duration: 1 hour

+
+

One creature you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you.

+

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 4.

+
+ +

Level 1 Enchantment (Bard, Druid, Sorcerer, Warlock, Wizard)

+
+

Casting Time: Action

+

Range: 30 feet

+

Components: V, S

+

Duration: 1 hour

+
+

One Humanoid you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you.

+

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.

+
+ +

Necromancy Cantrip (Sorcerer, Warlock, Wizard)

+
+

Casting Time: Action

+

Range: Touch

+

Components: V, S

+

Duration: Instantaneous

+
+

Channeling the chill of the grave, make a melee spell attack against a target within reach. On a hit, the target takes 1d10 Necrotic damage, and it can’t regain Hit Points until the end of your next turn.

+

Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).

+
+
ZUZANNA WU�YK + +
A human Sorcerer chastises ghouls with the unpredictable energy of a Chromatic Orb
+
+ +

Level 1 Evocation (Sorcerer, Wizard)

+
+

Casting Time: Action

+

Range: 90 feet

+

Components: V, S, M (a diamond worth 50+ GP)

+

Duration: Instantaneous

+
+

You hurl an orb of energy at a target within range. Choose Acid, Cold, Fire, Lightning, Poison, or Thunder for the type of orb you create, and then make a ranged spell attack against the target. On a hit, the target takes 3d8 damage of the chosen type.

+

If you roll the same number on two or more of the d8s, the orb leaps to a different target of your choice within 30 feet of the target. Make an attack roll against the new target, and make a new damage roll. The orb can’t leap again unless you cast the spell with a level 2+ spell slot.

+

Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1. The orb can leap a maximum number of times equal to the level of the slot expended, and a creature can be targeted only once by each casting of this spell.

+
+ +

Level 6 Necromancy (Sorcerer, Warlock, Wizard)

+
+

Casting Time: Action

+

Range: 150 feet

+

Components: V, S, M (the powder of a crushed black pearl worth 500+ GP)

+

Duration: Instantaneous

+
+

Negative energy ripples out in a 60-foot-radius Sphere from a point you choose within range. Each creature in that area makes a Constitution saving throw, taking 8d8 Necrotic damage on a failed save or half as much damage on a successful one.

+

Using a Higher-Level Spell Slot. The damage increases by 2d8 for each spell slot level above 6.

+
+ +

Level 5 Abjuration (Cleric, Paladin, Wizard)

+
+

Casting Time: Action

+

Range: Self

+

Components: V

+

Duration: Concentration, up to 10 minutes

+
+

An aura radiates from you in a 30-foot Emanation for the duration. While in the aura, you and your allies have Advantage on saving throws against spells and other magical effects. When an affected creature makes a saving throw against a spell or magical effect that allows a save to take only half damage, it takes no damage if it succeeds on the save.

+
+ +

Level 3 Divination (Bard, Cleric, Sorcerer, Wizard)

+
+

Casting Time: 10 minutes

+

Range: 1 mile

+

Components: V, S, M (a focus worth 100+ GP, either a jeweled horn for hearing or a glass eye for seeing)

+

Duration: Concentration, up to 10 minutes

+
+

You create an Invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The intangible, invulnerable sensor remains in place for the duration.

+

When you cast the spell, choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As a Bonus Action, you can switch between seeing and hearing.

+

A creature that sees the sensor (such as a creature benefiting from See Invisibility or Truesight) sees a luminous orb about the size of your fist.

+
+ +

Level 8 Necromancy (Wizard)

+
+

Casting Time: 1 hour

+

Range: Touch

+

Components: V, S, M (a diamond worth 1,000+ GP, which the spell consumes, and a sealable vessel worth 2,000+ GP that is large enough to hold the creature being cloned)

+

Duration: Instantaneous

+
+

You touch a creature or at least 1 cubic inch of its flesh. An inert duplicate of that creature forms inside the vessel used in the spell’s casting and finishes growing after 120 days; you choose whether the finished clone is the same age as the creature or younger. The clone remains inert and endures indefinitely while its vessel remains undisturbed.

+

If the original creature dies after the clone finishes forming, the creature’s soul transfers to the clone if the soul is free and willing to return. The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original’s equipment. The creature’s original remains, if any, become inert and can’t be revived, since the creature’s soul is elsewhere.

+
+ +

Level 5 Conjuration (Sorcerer, Wizard)

+
+

Casting Time: Action

+

Range: 120 feet

+

Components: V, S

+

Duration: Concentration, up to 10 minutes

+
+

You create a 20-foot-radius Sphere of yellow-green fog centered on a point within range. The fog lasts for the duration or until strong wind (such as the one created by Gust of Wind) disperses it, ending the spell. Its area is Heavily Obscured.

+

Each creature in the Sphere makes a Constitution saving throw, taking 5d8 Poison damage on a failed save or half as much damage on a successful one. A creature must also make this save when the Sphere moves into its space and when it enters the Sphere or ends its turn there. A creature makes this save only once per turn.

+

The Sphere moves 10 feet away from you at the start of each of your turns.

+

Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 5.

+
+ +

Level 2 Conjuration (Bard, Sorcerer, Warlock, Wizard)

+
+

Casting Time: Action

+

Range: 60 feet

+

Components: V, S, M (a sliver of glass)

+

Duration: Concentration, up to 1 minute

+
+

You conjure spinning daggers in a 5-foot Cube centered on a point within range. Each creature in that area takes 4d4 Slashing damage. A creature also takes this damage if it enters the Cube or ends its turn there or if the Cube moves into its space. A creature takes this damage only once per turn.

+

On your later turns, you can take a Magic action to teleport the Cube up to 30 feet.

+

Using a Higher-Level Spell Slot. The damage increases by 2d4 for each spell slot level above 2.

+
+ +

Level 1 Illusion (Bard, Sorcerer, Wizard)

+
+

Casting Time: Action

+

Range: Self

+

Components: V, S, M (a pinch of colorful sand)

+

Duration: Instantaneous

+
+

You launch a dazzling array of flashing, colorful light. Each creature in a 15-foot Cone originating from you must succeed on a Constitution saving throw or have the Blinded condition until the end of your next turn.

+
+ +

Level 1 Enchantment (Bard, Cleric, Paladin)

+
+

Casting Time: Action

+

Range: 60 feet

+

Components: V

+

Duration: Instantaneous

+
+

You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options:

+
+

Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.

+

Drop. The target drops whatever it is holding and then ends its turn.

+

Flee. The target spends its turn moving away from you by the fastest available means.

+

Grovel. The target has the Prone condition and then ends its turn.

+

Halt. On its turn, the target doesn’t move and takes no action or Bonus Action.

+
+

Using a Higher-Level Spell Slot. You can affect one additional creature for each spell slot level above 1.

+
+ +

Level 5 Divination (Cleric)

+
+

Casting Time: 1 minute or Ritual

+

Range: Self

+

Components: V, S, M (incense)

+

Duration: 1 minute

+
+

You contact a deity or a divine proxy and ask up to three questions that can be answered with yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question.

+

Divine beings aren’t necessarily omniscient, so you might receive “unclear” as an answer if a question pertains to information that lies beyond the deity’s knowledge. In a case where a one-word answer could be misleading or contrary to the deity’s interests, the DM might offer a short phrase as an answer instead.

+

If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer.

+
+ +

Level 5 Divination (Druid, Ranger)

+
+

Casting Time: 1 minute or Ritual

+

Range: Self

+

Components: V, S

+

Duration: Instantaneous

+
+

You commune with nature spirits and gain knowledge of the surrounding area. In the outdoors, the spell gives you knowledge of the area within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn’t function where nature has been replaced by construction, such as in castles and settlements.

+

Choose three of the following facts; you learn those facts as they pertain to the spell’s area:

+
    +
  • Locations of settlements
  • +
  • Locations of portals to other planes of existence
  • +
  • Location of one Challenge Rating 10+ creature (DM’s choice) that is a Celestial, an Elemental, a Fey, a Fiend, or an Undead
  • +
  • The most prevalent kind of plant, mineral, or Beast (you choose which to learn)
  • +
  • Locations of bodies of water
  • +
+

For example, you could determine the location of a powerful monster in the area, the locations of bodies of water, and the locations of any towns.

+
+ +

Level 1 Enchantment (Paladin)

+
+

Casting Time: Bonus Action

+

Range: 30 feet

+

Components: V

+

Duration: Concentration, up to 1 minute

+
+

You try to compel a creature into a duel. One creature that you can see within range makes a Wisdom saving throw. On a failed save, the target has Disadvantage on attack rolls against creatures other than you, and it can’t willingly move to a space that is more than 30 feet away from you.

+

The spell ends if you make an attack roll against a creature other than the target, if you cast a spell on an enemy other than the target, if an ally of yours damages the target, or if you end your turn more than 30 feet away from the target.

+
+ +

Level 1 Divination (Bard, Sorcerer, Warlock, Wizard)

+
+

Casting Time: Action or Ritual

+

Range: Self

+

Components: V, S, M (a pinch of soot and salt)

+

Duration: 1 hour

+
+

For the duration, you understand the literal meaning of any language that you hear or see signed. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn’t decode symbols or secret messages.

+
+ +

Level 4 Enchantment (Bard)

+
+

Casting Time: Action

+

Range: 30 feet

+

Components: V, S

+

Duration: Concentration, up to 1 minute

+
+

Each creature of your choice that you can see within range must succeed on a Wisdom saving throw or have the Charmed condition until the spell ends.

+

For the duration, you can take a Bonus Action to designate a direction that is horizontal to you. Each Charmed target must use as much of its movement as possible to move in that direction on its next turn, taking the safest route. After moving in this way, a target repeats the save, ending the spell on itself on a success.

+
+
RANDY VARGAS + +
The icy Wizard Otiluke blasts monsters with Cone of Cold
+
+ +

Level 5 Evocation (Druid, Sorcerer, Wizard)

+
+

Casting Time: Action

+

Range: Self

+

Components: V, S, M (a small crystal or glass cone)

+

Duration: Instantaneous

+
+

You unleash a blast of cold air. Each creature in a 60-foot Cone originating from you makes a Constitution saving throw, taking 8d8 Cold damage on a failed save or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws.

+

Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 5.

+
+ +

Level 4 Enchantment (Bard, Druid, Sorcerer, Wizard)

+
+

Casting Time: Action

+

Range: 90 feet

+

Components: V, S, M (three nut shells)

+

Duration: Concentration, up to 1 minute

+
+

Each creature in a 10-foot-radius Sphere centered on a point you choose within range must succeed on a Wisdom saving throw, or that target can’t take Bonus Actions or Reactions and must roll 1d10 at the start of each of its turns to determine its behavior for that turn, consulting the table below.

+
+ + + + + + + + + + + + + + + + + + + + + + + + +
1d10Behavior for the Turn
1The target doesn’t take an action, and it uses all its movement to move. Roll 1d4 for the direction: 1, north; 2, east; 3, south; or 4, west.
2–6The target doesn’t move or take actions.
7–8The target doesn’t move, and it takes the Attack action to make one melee attack against a random creature within reach. If none are within reach, the target takes no action.
9–10The target chooses its behavior.
+

At the end of each of its turns, an affected target repeats the save, ending the spell on itself on a success.

+

Using a Higher-Level Spell Slot. The Sphere’s radius increases by 5 feet for each spell slot level above 4.

+
+ +

Level 3 Conjuration (Druid, Ranger)

+
+

Casting Time: Action

+

Range: 60 feet

+

Components: V, S

+

Duration: Concentration, up to 10 minutes

+
+

You conjure nature spirits that appear as a Large pack of spectral, intangible animals in an unoccupied space you can see within range. The pack lasts for the duration, and you choose the spirits’ animal form, such as wolves, serpents, or birds.

+

You have Advantage on Strength saving throws while you’re within 5 feet of the pack, and when you move on your turn, you can also move the pack up to 30 feet to an unoccupied space you can see.

+

Whenever the pack moves within 10 feet of a creature you can see and whenever a creature you can see enters a space within 10 feet of the pack or ends its turn there, you can force that creature to make a Dexterity saving throw. On a failed save, the creature takes 3d10 Slashing damage. A creature makes this save only once per turn.

+

Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 3.

+
+ +

Level 3 Conjuration (Ranger)

+
+

Casting Time: Action

+

Range: Self

+

Components: V, S, M (a Melee or Ranged weapon worth at least 1 CP)

+

Duration: Instantaneous

+
+

You brandish the weapon used to cast the spell and conjure similar spectral weapons (or ammunition appropriate to the weapon) that launch forward and then disappear. Each creature of your choice that you can see in a 60-foot Cone makes a Dexterity saving throw, taking 5d8 Force damage on a failed save or half as much damage on a successful one.

+

Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 3.

+
+ +

Level 7 Conjuration (Cleric)

+
+

Casting Time: Action

+

Range: 90 feet

+

Components: V, S

+

Duration: Concentration, up to 10 minutes

+
+

You conjure a spirit from the Upper Planes, which manifests as a pillar of light in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range. For each creature you can see in the Cylinder, choose which of these lights shines on it:

+

Healing Light. The target regains Hit Points equal to 4d12 plus your spellcasting ability modifier.

+

Searing Light. The target makes a Dexterity saving throw, taking 6d12 Radiant damage on a failed save or half as much damage on a successful one.

+

Until the spell ends, Bright Light fills the Cylinder, and when you move on your turn, you can also move the Cylinder up to 30 feet.

+

Whenever the Cylinder moves into the space of a creature you can see and whenever a creature you can see enters the Cylinder or ends its turn there, you can bathe it in one of the lights. A creature can be affected by this spell only once per turn.

+

Using a Higher-Level Spell Slot. The healing and damage increase by 1d12 for each spell slot level above 7.

+
+ +

Level 5 Conjuration (Druid, Wizard)

+
+

Casting Time: Action

+

Range: 60 feet

+

Components: V, S

+

Duration: Concentration, up to 10 minutes

+
+

You conjure a Large, intangible spirit from the Elemental Planes that appears in an unoccupied space within range. Choose the spirit’s element, which determines its damage type: air (Lightning), earth (Thunder), fire (Fire), or water (Cold). The spirit lasts for the duration.

+

Whenever a creature you can see enters the spirit’s space or starts its turn within 5 feet of the spirit, you can force that creature to make a Dexterity saving throw if the spirit has no creature Restrained. On failed save, the target takes 8d8 damage of the spirit’s type, and the target has the Restrained condition until the spell ends. At the start of each of its turns, the Restrained target repeats the save. On a failed save, the target takes 4d8 damage of the spirit’s type. On a successful save, the target isn’t Restrained by the spirit.

+

Using a Higher-Level Spell Slot. The damage increases by 2d8 for each spell slot level above 5.

+
+ +

Level 6 Conjuration (Druid)

+
+

Casting Time: Action

+

Range: 60 feet

+

Components: V, S

+

Duration: Concentration, up to 10 minutes

+
+

You conjure a Medium spirit from the Feywild in an unoccupied space you can see within range. The spirit lasts for the duration, and it looks like a Fey creature of your choice. When the spirit appears, you can make one melee spell attack against a creature within 5 feet of it. On a hit, the target takes Psychic damage equal to 3d12 plus your spellcasting ability modifier, and the target has the Frightened condition until the start of your next turn, with both you and the spirit as the source of the fear.

+

As a Bonus Action on your later turns, you can teleport the spirit to an unoccupied space you can see within 30 feet of the space it left and make the attack against a creature within 5 feet of it.

+

Using a Higher-Level Spell Slot. The damage increases by 2d12 for each spell slot level above 6.

+
+ +

Level 4 Conjuration (Druid, Wizard)

+
+

Casting Time: Action

+

Range: Self

+

Components: V, S

+

Duration: Concentration, up to 10 minutes

+
+

You conjure spirits from the Elemental Planes that flit around you in a 15-foot Emanation for the duration. Until the spell ends, any attack you make deals an extra 2d8 damage when you hit a creature in the Emanation. This damage is Acid, Cold, Fire, or Lightning (your choice when you make the attack).

+

In addition, the ground in the Emanation is Difficult Terrain for your enemies.

+

Using a Higher-Level Spell Slot. The damage increases by 2d8 for each spell slot level above 4.

+
+ +

Level 5 Conjuration (Ranger)

+
+

Casting Time: Action

+

Range: 150 feet

+

Components: V, S, M (a Melee or Ranged weapon worth at least 1 CP)

+

Duration: Instantaneous

+
+

You brandish the weapon used to cast the spell and choose a point within range. Hundreds of similar spectral weapons (or ammunition appropriate to the weapon) fall in a volley and then disappear. Each creature of your choice that you can see in a 40-foot-radius, 20-foot-high Cylinder centered on that point makes a Dexterity saving throw. A creature takes 8d8 Force damage on a failed save or half as much damage on a successful one.

+
+ +

Level 4 Conjuration (Druid, Ranger)

+
+

Casting Time: Action

+

Range: Self

+

Components: V, S

+

Duration: Concentration, up to 10 minutes

+
+

You conjure nature spirits that flit around you in a 10-foot Emanation for the duration. Whenever the Emanation enters the space of a creature you can see and whenever a creature you can see enters the Emanation or ends its turn there, you can force that creature to make a Wisdom saving throw. The creature takes 5d8 Force damage on a failed save or half as much damage on a successful one. A creature makes this save only once per turn.

+

In addition, you can take the Disengage action as a Bonus Action for the spell’s duration.

+

Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4.

+
+ +

Level 5 Divination (Warlock, Wizard)

+
+

Casting Time: 1 minute or Ritual

+

Range: Self

+

Components: V

+

Duration: 1 minute

+
+

You mentally contact a demigod, the spirit of a long-dead sage, or some other knowledgeable entity from another plane. Contacting this otherworldly intelligence can break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The DM answers each question with one word, such as “yes,” “no,” “maybe,” “never,” “irrelevant,” or “unclear” (if the entity doesn’t know the answer to the question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.

+

On a failed save, you take 6d6 Psychic damage and have the Incapacitated condition until you finish a Long Rest. A Greater Restoration spell cast on you ends this effect.

+
+ +

Level 5 Necromancy (Cleric, Druid)

+
+

Casting Time: Action

+

Range: Touch

+

Component: V, S

+

Duration: 7 days

+
+

Your touch inflicts a magical contagion. The target must succeed on a Constitution saving throw or take 11d8 Necrotic damage and have the Poisoned condition. Also, choose one ability when you cast the spell. While Poisoned, the target has Disadvantage on saving throws made with the chosen ability.

+

The target must repeat the saving throw at the end of each of its turns until it gets three successes or failures. If the target succeeds on three of these saves, the spell ends on the target. If the target fails three of the saves, the spell lasts for 7 days on it.

+

Whenever the Poisoned target receives an effect that would end the Poisoned condition, the target must succeed on a Constitution saving throw, or the Poisoned condition doesn’t end on it.

+
+ +

Level 6 Abjuration (Wizard)

+
+

Casting Time: 10 minutes

+

Range: Self

+

Components: V, S, M (a gem-encrusted statuette of yourself worth 1,500+ GP)

+

Duration: 10 days

+
+

Choose a spell of level 5 or lower that you can cast, that has a casting time of an action, and that can target you. You cast that spell—called the contingent spell—as part of casting Contingency, expending spell slots for both, but the contingent spell doesn’t come into effect. Instead, it takes effect when a certain trigger occurs. You describe that trigger when you cast the two spells. For example, a Contingency cast with Water Breathing might stipulate that Water Breathing comes into effect when you are engulfed in water or a similar liquid.

+

The contingent spell takes effect immediately after the trigger occurs for the first time, whether or not you want it to, and then Contingency ends.

+

The contingent spell takes effect only on you, even if it can normally target others. You can use only one Contingency spell at a time. If you cast this spell again, the effect of another Contingency spell on you ends. Also, Contingency ends on you if its material component is ever not on your person.

+
+ +

Level 2 Evocation (Cleric, Druid, Wizard)

+
+

Casting Time: Action

+

Range: Touch

+

Components: V, S, M (ruby dust worth 50+ GP, which the spell consumes)

+

Duration: Until dispelled

+
+

A flame springs from an object that you touch. The effect casts Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. It looks like a regular flame, but it creates no heat and consumes no fuel. The flame can be covered or hidden but not smothered or quenched.

+
+ +

Level 4 Transmutation (Cleric, Druid, Wizard)

+
+

Casting Time: Action

+

Range: 300 feet

+

Components: V, S, M (a mixture of water and dust)

+

Duration: Concentration, up to 10 minutes

+
+

Until the spell ends, you control any water inside an area you choose that is a Cube up to 100 feet on a side, using one of the following effects. As a Magic action on your later turns, you can repeat the same effect or choose a different one.

+

Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes. Any Huge or smaller vehicles in the wave’s path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.

+

The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.

+

Part Water. You part water in the area and create a trench. The trench extends across the spell’s area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.

+

Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell’s area, it resumes its flow based on the terrain. The water continues to move in the direction you chose until the spell ends or you choose a different effect.

+

Whirlpool. You cause a whirlpool to form in the center of the area, which must be at least 50 feet square and 25 feet deep. The whirlpool lasts until you choose a different effect or the spell ends. The whirlpool is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature in the water and within 25 feet of the whirlpool is pulled 10 feet toward it. When a creature enters the whirlpool for the first time on a turn or ends its turn there, it makes a Strength saving throw. On a failed save, the creature takes 2d8 Bludgeoning damage. On a successful save, the creature takes half as much damage. A creature can swim away from the whirlpool only if it first takes an action to pull away and succeeds on a Strength (Athletics) check against your spell save DC.

+
+
ALEXANDRE HONORÉ + +
A brass dragon casts Control Weather to save a community from a destructive storm
+
+ +

Level 8 Transmutation (Cleric, Druid, Wizard)

+
+

Casting Time: 10 minutes

+

Range: Self

+

Components: V, S, M (burning incense)

+

Duration: Concentration, up to 8 hours

+
+

You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell, and it ends early if you go indoors.

+

When you cast the spell, you change the current weather conditions, which are determined by the DM. You can change precipitation, temperature, and wind. It takes 1d4 × 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.

+

When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.

+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+

Precipitation

+
StageCondition
1Clear
2Light clouds
3Overcast or ground fog
4Rain, hail, or snow
5Torrential rain, driving hail, or blizzard
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+

Temperature

+
StageCondition
1Heat wave
2Hot
3Warm
4Cool
5Cold
6Freezing
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+

Wind

+
StageCondition
1Calm
2Moderate wind
3Strong wind
4Gale
5Storm
+
+ +

Level 2 Transmutation (Ranger)

+
+

Casting Time: Action

+

Range: Touch

+

Components: V, S, M (an ornamental braid)

+

Duration: 8 hours

+
+

You touch up to four nonmagical Arrows or Bolts and plant them in the ground in your space. Until the spell ends, the ammunition can’t be physically uprooted, and whenever a creature other than you enters a space within 30 feet of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it. The creature must succeed on a Dexterity saving throw or take 2d4 Piercing damage. The piece of ammunition is then destroyed. The spell ends when none of the ammunition remains planted in the ground.

+

When you cast this spell, you can designate any creatures you choose, and the spell ignores them.

+

Using a Higher-Level Spell Slot. The amount of ammunition that can be affected increases by two for each spell slot level above 2.

+
+ +

Level 3 Abjuration (Sorcerer, Warlock, Wizard)

+
+

Casting Time: Reaction, which you take when you see a creature within 60 feet of yourself casting a spell with Verbal, Somatic, or Material components

+

Range: 60 feet

+

Components: S

+

Duration: Instantaneous

+
+

You attempt to interrupt a creature in the process of casting a spell. The creature makes a Constitution saving throw. On a failed save, the spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn’t expended.

+
+ +

Level 3 Conjuration (Cleric, Paladin)

+
+

Casting Time: Action

+

Range: 30 feet

+

Components: V, S

+

Duration: Instantaneous

+
+

You create 45 pounds of food and 30 gallons of fresh water on the ground or in containers within range—both useful in fending off the hazards of malnutrition and dehydration. The food is bland but nourishing and looks like a food of your choice, and the water is clean. The food spoils after 24 hours if uneaten.

+
+ +

Level 1 Transmutation (Cleric, Druid)

+
+

Casting Time: Action

+

Range: 30 feet

+

Components: V, S, M (a mix of water and sand)

+

Duration: Instantaneous

+
+

You do one of the following:

+

Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot Cube within range, extinguishing exposed flames there.

+

Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot Cube within range.

+

Using a Higher-Level Spell Slot. You create or destroy 10 additional gallons of water, or the size of the Cube increases by 5 feet, for each spell slot level above 1.

+
+ +

Level 6 Necromancy (Cleric, Warlock, Wizard)

+
+

Casting Time: 1 minute

+

Range: 10 feet

+

Components: V, S, M (one 150+ GP black onyx stone for each corpse)

+

Duration: Instantaneous

+
+

You can cast this spell only at night. Choose up to three corpses of Medium or Small Humanoids within range. Each one becomes a Ghoul under your control (see the Monster Manual for its stat block).

+

As a Bonus Action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing the same command to them). You decide what action the creature will take and where it will move on its next turn, or you can issue a general command, such as to guard a particular place. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow the order until its task is complete.

+

The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell rather than animating new ones.

+

Using a Higher-Level Spell Slot. If you use a level 7 spell slot, you can animate or reassert control over four Ghouls. If you use a level 8 spell slot, you can animate or reassert control over five Ghouls or two Ghasts or Wights. If you use a level 9 spell slot, you can animate or reassert control over six Ghouls, three Ghasts or Wights, or two Mummies. See the Monster Manual for these stat blocks.

+
+ +

Level 5 Illusion (Sorcerer, Wizard)

+
+

Casting Time: 1 minute

+

Range: 30 feet

+

Components: V, S, M (a paintbrush)

+

Duration: Special

+
+

You pull wisps of shadow material from the Shadowfell to create an object within range. It is either an object of vegetable matter (soft goods, rope, wood, and the like) or mineral matter (stone, crystal, metal, and the like). The object must be no larger than a 5-foot Cube, and the object must be of a form and material that you have seen.

+

The spell’s duration depends on the object’s material, as shown in the Materials table. If the object is composed of multiple materials, use the shortest duration. Using any object created by this spell as another spell’s Material component causes the other spell to fail.

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Materials

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MaterialDuration
Vegetable matter24 hours
Stone or crystal12 hours
Precious metals1 hour
Gems10 minutes
Adamantine or mithral1 minute
+

Using a Higher-Level Spell Slot. The Cube increases by 5 feet for each spell slot level above 5.

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+ +

Level 2 Enchantment (Bard, Sorcerer, Warlock, Wizard)

+
+

Casting Time: Action

+

Range: 120 feet

+

Components: V, S

+

Duration: Concentration, up to 1 minute

+
+

One creature that you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The creature succeeds automatically if it isn’t Humanoid.

+

A spectral crown appears on the Charmed target's head, and it must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if no creature is within its reach. The target repeats the save at the end of each of its turns, ending the spell on itself on a success.

+

On your later turns, you must take the Magic action to maintain control of the target, or the spell ends.

+
+ +

Level 3 Evocation (Paladin)

+
+

Casting Time: Action

+

Range: Self

+

Components: V

+

Duration: Concentration, up to 1 minute

+
+

You radiate a magical aura in a 30-foot Emanation. While in the aura, you and your allies each deal an extra 1d4 Radiant damage when hitting with a weapon or an Unarmed Strike.

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+ +

Level 1 Abjuration (Bard, Cleric, Druid, Paladin, Ranger)

+
+

Casting Time: Action

+

Range: Touch

+

Components: V, S

+

Duration: Instantaneous

+
+

A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.

+

Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 1.

+ + +

Spells (D)

+ +

Illusion Cantrip (Bard, Sorcerer, Wizard)

+
+

Casting Time: Action

+

Range: 120 feet

+

Components: V, S, M (a bit of phosphorus)

+

Duration: Concentration, up to 1 minute

+
+

You create up to four torch-size lights within range, making them appear as torches, lanterns, or glowing orbs that hover for the duration. Alternatively, you combine the four lights into one glowing Medium form that is vaguely humanlike. Whichever form you choose, each light sheds Dim Light in a 10-foot radius.

+

As a Bonus Action, you can move the lights up to 60 feet to a space within range. A light must be within 20 feet of another light created by this spell, and a light vanishes if it exceeds the spell’s range.

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+ +

Level 2 Evocation (Sorcerer, Warlock, Wizard)

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+

Casting Time: Action

+

Range: 60 feet

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Components: V, M (bat fur and a piece of coal)

+

Duration: Concentration, up to 10 minutes

+
+

For the duration, magical Darkness spreads from a point within range and fills a 15-foot-radius Sphere. Darkvision can’t see through it, and nonmagical light can’t illuminate it.

+

Alternatively, you cast the spell on an object that isn’t being worn or carried, causing the Darkness to fill a 15-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the Darkness.

+

If any of this spell’s area overlaps with an area of Bright Light or Dim Light created by a spell of level 2 or lower, that other spell is dispelled.

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+ +

Level 2 Transmutation (Druid, Ranger, Sorcerer, Wizard)

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+

Casting Time: Action

+

Range: Touch

+

Components: V, S, M (a dried carrot)

+

Duration: 8 hours

+
+

For the duration, a willing creature you touch has Darkvision with a range of 150 feet.

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+
DAVID ASTRUGA + +
An elf Cleric uses the spell Daylight to bring the light of dawn to a vampire court
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+ +

Level 3 Evocation (Cleric, Druid, Paladin, Ranger, Sorcerer)

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+

Casting Time: Action

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Range: 60 feet

+

Components: V, S

+

Duration: 1 hour

+
+

For the duration, sunlight spreads from a point within range and fills a 60-foot-radius Sphere. The sunlight’s area is Bright Light and sheds Dim Light for an additional 60 feet.

+

Alternatively, you cast the spell on an object that isn’t being worn or carried, causing the sunlight to fill a 60-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the sunlight.

+

If any of this spell’s area overlaps with an area of Darkness created by a spell of level 3 or lower, that other spell is dispelled.

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+ +

Level 4 Abjuration (Cleric, Paladin)

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+

Casting Time: Action

+

Range: Touch

+

Components: V, S

+

Duration: 8 hours

+
+

You touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 Hit Points before the spell ends, the target instead drops to 1 Hit Point, and the spell ends.

+

If the spell is still in effect when the target is subjected to an effect that would kill it instantly without dealing damage, that effect is negated against the target, and the spell ends.

+
+ +

Level 7 Evocation (Sorcerer, Wizard)

+
+

Casting Time: Action

+

Range: 150 feet

+

Components: V, S, M (a ball of bat guano and sulfur)

+

Duration: Concentration, up to 1 minute

+
+

A beam of yellow light flashes from you, then condenses at a chosen point within range as a glowing bead for the duration. When the spell ends, the bead explodes, and each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw. A creature takes Fire damage equal to the total accumulated damage on a failed save or half as much damage on a successful one.

+

The spell’s base damage is 12d6, and the damage increases by 1d6 whenever your turn ends and the spell hasn’t ended.

+

If a creature touches the glowing bead before the spell ends, that creature makes a Dexterity saving throw. On a failed save, the spell ends, causing the bead to explode. On a successful save, the creature can throw the bead up to 40 feet. If the thrown bead enters a creature’s space or collides with a solid object, the spell ends, and the bead explodes.

+

When the bead explodes, flammable objects in the explosion that aren’t being worn or carried start burning.

+

Using a Higher-Level Spell Slot. The base damage increases by 1d6 for each spell slot level above 7.

+
+ +

Level 8 Conjuration (Sorcerer, Warlock, Wizard)

+
+

Casting Time: Action

+

Range: 60 feet

+

Components: S

+

Duration: 1 hour

+
+

You create a shadowy Medium door on a flat solid surface that you can see within range. This door can be opened and closed, and it leads to a demiplane that is an empty room 30 feet in each dimension, made of wood or stone (your choice).

+

When the spell ends, the door vanishes, and any objects inside the demiplane remain there. Any creatures inside also remain unless they opt to be shunted through the door as it vanishes, landing with the Prone condition in the unoccupied spaces closest to the door’s former space.

+

Each time you cast this spell, you can create a new demiplane or connect the shadowy door to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can connect the shadowy door to that demiplane instead.

+
+ +

Level 5 Evocation (Paladin)

+
+

Casting Time: Action

+

Range: Self

+

Components: V

+

Duration: Instantaneous

+
+

Destructive energy ripples outward from you in a 30-foot Emanation. Each creature you choose in the Emanation makes a Constitution saving throw. On a failed save, a target takes 5d6 Thunder damage and 5d6 Radiant or Necrotic damage (your choice) and has the Prone condition. On a successful save, a target takes half as much damage only.

+
+ +

Level 1 Divination (Cleric, Paladin)

+
+

Casting Time: Action

+

Range: Self

+

Components: V, S

+

Duration: Concentration, up to 10 minutes

+
+

For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where.

+

The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.

+
+ +

Level 1 Divination (Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard)

+
+

Casting Time: Action or Ritual

+

Range: Self

+

Components: V, S

+

Duration: Concentration, up to 10 minutes

+
+

For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell’s school of magic.

+

The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.

+
+ +

Level 1 Divination (Cleric, Druid, Paladin, Ranger)

+
+

Casting Time: Action or Ritual

+

Range: Self

+

Components: V, S, M (a yew leaf)

+

Duration: Concentration, up to 10 minutes

+
+

For the duration, you sense the location of poisons, poisonous or venomous creatures, and magical contagions within 30 feet of yourself. You sense the kind of poison, creature, or contagion in each case.

+

The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.

+
+ +

Level 2 Divination (Bard, Sorcerer, Wizard)

+
+

Casting Time: Action

+

Range: Self

+

Components: V, S, M (1 Copper Piece)

+

Duration: Concentration, up to 1 minute

+
+

You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns.

+

Sense Thoughts. You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. You don’t read the thoughts, but you know that a thinking creature is present.

+

The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.

+

Read Thoughts. Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself that you detected with the Sense Thoughts option. You learn what is most on the target’s mind right now. If the target doesn’t know any languages and isn’t telepathic, you learn nothing.

+

As a Magic action on your next turn, you can try to probe deeper into the target’s mind. If you probe deeper, the target makes a Wisdom saving throw. On a failed save, you discern the target’s reasoning, emotions, and something that looms large in its mind (such as a worry, love, or hate). On a successful save, the spell ends. Either way, the target knows that you are probing into its mind, and until you shift your attention away from the target’s mind, the target can take an action on its turn to make an Intelligence (Arcana) check against your spell save DC, ending the spell on a success.

+
+ +

Level 4 Conjuration (Bard, Sorcerer, Warlock, Wizard)

+
+

Casting Time: Action

+

Range: 500 feet

+

Components: V

+

Duration: Instantaneous

+
+

You teleport to a location within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as “200 feet straight downward” or “300 feet upward to the northwest at a 45-degree angle.”

+

You can also teleport one willing creature. The creature must be within 5 feet of you when you teleport, and it teleports to a space within 5 feet of your destination space.

+

If you, the other creature, or both would arrive in a space occupied by a creature or completely filled by one or more objects, you and any creature traveling with you each take 4d6 Force damage, and the teleportation fails.

+
+ +

Level 1 Illusion (Bard, Sorcerer, Wizard)

+
+

Casting Time: Action

+

Range: Self

+

Components: V, S

+

Duration: 1 hour

+
+

You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. Otherwise, the extent of the illusion is up to you.

+

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing.

+

To discern that you are disguised, a creature must take the Study action to inspect your appearance and succeed on an Intelligence (Investigation) check against your spell save DC.

+
+ +

Level 6 Transmutation (Sorcerer, Wizard)

+
+

Casting Time: Action

+

Range: 60 feet

+

Components: V, S, M (a lodestone and dust)

+

Duration: Instantaneous

+
+

You launch a green ray at a target you can see within range. The target can be a creature, a nonmagical object, or a creation of magical force, such as the wall created by Wall of Force.

+

A creature targeted by this spell makes a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 Force damage. If this damage reduces it to 0 Hit Points, it and everything nonmagical it is wearing and carrying are disintegrated into gray dust. The target can be revived only by a True Resurrection or a Wish spell.

+

This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If such a target is Huge or larger, this spell disintegrates a 10-foot-Cube portion of it.

+

Using a Higher-Level Spell Slot. The damage increases by 3d6 for each spell slot level above 6.

+
+
JAVIER CHARRO + +
A tiefling Cleric casts Dispel Evil and Good to expel an evil spirit from a possessed innocent
+
+ +

Level 5 Abjuration (Cleric, Paladin)

+
+

Casting Time: Action

+

Range: Self

+

Components: V, S, M (powdered silver and iron)

+

Duration: Concentration, up to 1 minute

+
+

For the duration, Celestials, Elementals, Fey, Fiends, and Undead have Disadvantage on attack rolls against you. You can end the spell early by using either of the following special functions.

+

Break Enchantment. As a Magic action, you touch a creature that is possessed by or has the Charmed or Frightened condition from one or more creatures of the types above. The target is no longer possessed, Charmed, or Frightened by such creatures.

+

Dismissal. As a Magic action, you target one creature you can see within 5 feet of you that has one of the creature types above. The target must succeed on a Charisma saving throw or be sent back to its home plane if it isn’t there already. If they aren’t on their home plane, Undead are sent to the Shadowfell, and Fey are sent to the Feywild.

+
+ +

Level 3 Abjuration (Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard)

+
+

Casting Time: Action

+

Range: 120 feet

+

Components: V, S

+

Duration: Instantaneous

+
+

Choose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (DC 10 plus that spell’s level). On a successful check, the spell ends.

+

Using a Higher-Level Spell Slot. You automatically end a spell on the target if the spell’s level is equal to or less than the level of the spell slot you use.

+
+ +

Level 1 Enchantment (Bard)

+
+

Casting Time: Action

+

Range: 60 feet

+

Components: V

+

Duration: Instantaneous

+
+

One creature of your choice that you can see within range hears a discordant melody in its mind. The target makes a Wisdom saving throw. On a failed save, it takes 3d6 Psychic damage and must immediately use its Reaction, if available, to move as far away from you as it can, using the safest route. On a successful save, the target takes half as much damage only.

+

Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.

+
+ +

Level 4 Divination (Cleric, Druid, Wizard)

+
+

Casting Time: Action or Ritual

+

Range: Self

+

Components: V, S, M (incense worth 25+ GP, which the spell consumes)

+

Duration: Instantaneous

+
+

This spell puts you in contact with a god or a god’s servants. You ask one question about a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply, which might be a short phrase or cryptic rhyme. The spell doesn’t account for circumstances that might change the answer, such as the casting of other spells.

+

If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer.

+
+ +

Level 1 Transmutation (Paladin)

+
+

Casting Time: Bonus Action

+

Range: Self

+

Components: V, S

+

Duration: 1 minute

+
+

Until the spell ends, your attacks with weapons deal an extra 1d4 Radiant damage on a hit.

+
+
BRYAN SOLA + +
A dwarf Paladin empowers her weapon with Divine Smite, unleashing holy wrath on fiendish mezzoloths
+
+ +

Level 1 Evocation (Paladin)

+
+

Casting Time: Bonus Action, which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike

+

Range: Self

+

Component: V

+

Duration: Instantaneous

+
+

The target takes an extra 2d8 Radiant damage from the attack. The damage increases by 1d8 if the target is a Fiend or an Undead.

+

Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.

+
+ +

Level 7 Evocation (Cleric)

+
+

Casting Time: Bonus Action

+

Range: 30 feet

+

Components: V

+

Duration: Instantaneous

+
+

You utter a word imbued with power from the Upper Planes. Each creature of your choice in range makes a Charisma saving throw. On a failed save, a target that has 50 Hit Points or fewer suffers an effect based on its current Hit Points, as shown in the Divine Word Effects table. Regardless of its Hit Points, a Celestial, an Elemental, a Fey, or a Fiend target that fails its save is forced back to its plane of origin (if it isn’t there already) and can’t return to the current plane for 24 hours by any means short of a Wish spell.

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+ + + + + + + + + + + + + + + + + + + + + + + + + +
Divine Word Effects
Hit PointsEffect
0–20The target dies.
21–30The target has the Blinded, Deafened, and Stunned conditions for 1 hour.
31–40The target has the Blinded and Deafened conditions for 10 minutes.
41–50The target has the Deafened condition for 1 minute.
+
+ +

Level 4 Enchantment (Druid, Ranger, Sorcerer)

+
+

Casting Time: Action

+

Range: 60 feet

+

Components: V, S

+

Duration: Concentration, up to 1 minute

+
+

One Beast you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success.

+

You have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as “Attack that creature,” “Move over there,” or “Fetch that object.” The target does its best to obey on its turn. If it completes an order and doesn’t receive further direction from you, it acts and moves as it likes, focusing on protecting itself.

+

You can command the target to take a Reaction but must take your own Reaction to do so.

+

Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 5 (up to 10 minutes), 6 (up to 1 hour), or 7+ (up to 8 hours).

+
+ +

Level 8 Enchantment (Bard, Sorcerer, Warlock, Wizard)

+
+

Casting Time: Action

+

Range: 60 feet

+

Components: V, S

+

Duration: Concentration, up to 1 hour

+
+

One creature you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success.

+

You have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as “Attack that creature,” “Move over there,” or “Fetch that object.” The target does its best to obey on its turn. If it completes an order and doesn’t receive further direction from you, it acts and moves as it likes, focusing on protecting itself.

+

You can command the target to take a Reaction but must take your own Reaction to do so.

+

Using a Higher-Level Spell Slot. Your Concentration can last longer with a level 9 spell slot (up to 8 hours).

+
+ +

Level 5 Enchantment (Bard, Sorcerer, Wizard)

+
+

Casting Time: Action

+

Range: 60 feet

+

Components: V, S

+

Duration: Concentration, up to 1 minute

+
+

One Humanoid you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success.

+

You have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as “Attack that creature,” “Move over there,” or “Fetch that object.” The target does its best to obey on its turn. If it completes an order and doesn’t receive further direction from you, it acts and moves as it likes, focusing on protecting itself.

+

You can command the target to take a Reaction but must take your own Reaction to do so.

+

Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 6 (up to 10 minutes), 7 (up to 1 hour), or 8+ (up to 8 hours).

+
+ +

Level 2 Transmutation (Sorcerer, Wizard)

+
+

Casting Time: Bonus Action

+

Range: Touch

+

Components: V, S, M (a hot pepper)

+

Duration: Concentration, up to 1 minute

+
+

You touch one willing creature, and choose Acid, Cold, Fire, Lightning, or Poison. Until the spell ends, the target can take a Magic action to exhale a 15-foot Cone. Each creature in that area makes a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save or half as much damage on a successful one.

+

Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.

+
+ +

Level 6 Conjuration (Wizard)

+
+

Casting Time: 1 minute or Ritual

+

Range: Touch

+

Components: V, S, M (a sapphire worth 1,000+ GP)

+

Duration: Until dispelled

+
+

You touch the sapphire used in the casting and an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an Invisible mark on that object and invisibly inscribes the object’s name on the sapphire. Each time you cast this spell, you must use a different sapphire.

+

Thereafter, you can take a Magic action to speak the object’s name and crush the sapphire. The object instantly appears in your hand regardless of physical or planar distances, and the spell ends.

+

If another creature is holding or carrying the object, crushing the sapphire doesn’t transport it, but instead you learn who that creature is and where that creature is currently located.

+
+ +

Level 5 Illusion (Bard, Warlock, Wizard)

+
+

Casting Time: 1 minute

+

Range: Special

+

Components: V, S, M (a handful of sand)

+

Duration: 8 hours

+
+

You target a creature you know on the same plane of existence. You or a willing creature you touch enters a trance state to act as a dream messenger. While in the trance, the messenger is Incapacitated and has a Speed of 0.

+

If the target is asleep, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the spell’s duration. The messenger can also shape the dream’s environment, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the spell. The target recalls the dream perfectly upon waking.

+

If the target is awake when you cast the spell, the messenger knows it and can either end the trance (and the spell) or wait for the target to sleep, at which point the messenger enters its dreams.

+

You can make the messenger terrifying to the target. If you do so, the messenger can deliver a message of no more than ten words, and then the target makes a Wisdom saving throw. On a failed save, the target gains no benefit from its rest, and it takes 3d6 Psychic damage when it wakes up.

+
+ +

Transmutation Cantrip (Druid)

+
+

Casting Time: Action

+

Range: 30 feet

+

Components: V, S

+

Duration: Instantaneous

+
+

Whispering to the spirits of nature, you create one of the following effects within range.

+
OLGA DREBAS + +
A sprite casts Druidcraft
to make flowers blossom
+
+

Weather Sensor. You create a Tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.

+

Bloom. You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.

+

Sensory Effect. You create a harmless sensory effect, such as falling leaves, spectral dancing fairies, a gentle breeze, the sound of an animal, or the faint odor of skunk. The effect must fit in a 5-foot Cube.

+

Fire Play. You light or snuff out a candle, a torch, or a campfire.

+ + +

Spells (E)

+ +

Level 8 Transmutation (Cleric, Druid, Sorcerer)

+
+

Casting Time: Action

+

Range: 500 feet

+

Components: V, S, M (a fractured rock)

+

Duration: Concentration, up to 1 minute

+
+

Choose a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point. The ground there is Difficult Terrain.

+

When you cast this spell and at the end of each of your turns for the duration, each creature on the ground in the area makes a Dexterity saving throw. On a failed save, a creature has the Prone condition, and its Concentration is broken.

+

You can also cause the effects below.

+

Fissures. A total of 1d6 fissures open in the spell’s area at the end of the turn you cast it. You choose the fissures’ locations, which can’t be under structures. Each fissure is 1d10 × 10 feet deep and 10 feet wide, and it extends from one edge of the spell’s area to another edge. A creature in the same space as a fissure must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure’s edge as it opens.

+

Structures. The tremor deals 50 Bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the end of each of your turns until the spell ends. If a structure drops to 0 Hit Points, it collapses.

+

A creature within a distance from a collapsing structure equal to half the structure’s height makes a Dexterity saving throw. On a failed save, the creature takes 12d6 Bludgeoning damage, has the Prone condition, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. On a successful save, the creature takes half as much damage only.

+
+ +

Evocation Cantrip (Warlock)

+
+

Casting Time: Action

+

Range: 120 feet

+

Components: V, S

+

Duration: Instantaneous

+
+

You hurl a beam of crackling energy. Make a ranged spell attack against one creature or object in range. On a hit, the target takes 1d10 Force damage.

+

Cantrip Upgrade. The spell creates two beams at level 5, three beams at level 11, and four beams at level 17. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

+
+ +

Transmutation Cantrip (Druid, Sorcerer, Wizard)

+
+

Casting Time: Action

+

Range: 30 feet

+

Components: V, S

+

Duration: Instantaneous

+
+

You exert control over the elements, creating one of the following effects within range.

+

Beckon Air. You create a breeze strong enough to ripple cloth, stir dust, rustle leaves, and close open doors and shutters, all in a 5-foot Cube. Doors and shutters being held open by someone or something aren’t affected.

+

Beckon Earth. You create a thin shroud of dust or sand that covers surfaces in a 5-foot-square area, or you cause a single word to appear in your handwriting in a patch of dirt or sand.

+

Beckon Fire. You create a thin cloud of harmless embers and colored, scented smoke in a 5-foot Cube. You choose the color and scent, and the embers can light candles, torches, or lamps in that area. The smoke’s scent lingers for 1 minute.

+

Beckon Water. You create a spray of cool mist that lightly dampens creatures and objects in a 5-foot Cube. Alternatively, you create 1 cup of clean water either in an open container or on a surface, and the water evaporates in 1 minute.

+

Sculpt Element. You cause dirt, sand, fire, smoke, mist, or water that can fit in a 1-foot Cube to assume a crude shape (such as that of a creature) for 1 hour.

+
+ +

Level 3 Transmutation (Druid, Paladin, Ranger)

+
+

Casting Time: Action

+

Range: Touch

+

Components: V, S

+

Duration: Concentration, up to 1 hour

+
+

A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: Acid, Cold, Fire, Lightning, or Thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.

+

Using a Higher-Level Spell Slot. If you use a level 5–6 spell slot, the bonus to attack rolls increases to +2, and the extra damage increases to 2d4. If you use a level 7+ spell slot, the bonus increases to +3, and the extra damage increases to 3d4.

+
+ +

Level 2 Transmutation (Bard, Cleric, Druid, Ranger, Sorcerer, Wizard)

+
+

Casting Time: Action

+

Range: Touch

+

Components: V, S, M (fur or a feather)

+

Duration: Concentration, up to 1 hour

+
+

You touch a creature and choose Strength, Dexterity, Intelligence, Wisdom, or Charisma. For the duration, the target has Advantage on ability checks using the chosen ability.

+

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2. You can choose a different ability for each target.

+
+ +

Level 2 Transmutation (Bard, Druid, Sorcerer, Wizard)

+
+

Casting Time: Action

+

Range: 30 feet

+

Components: V, S, M (a pinch of powdered iron)

+

Duration: Concentration, up to 1 minute

+
+

For the duration, the spell enlarges or reduces a creature or an object you can see within range (see the chosen effect below). A targeted object must be neither worn nor carried. If the target is an unwilling creature, it can make a Constitution saving throw. On a successful save, the spell has no effect.

+

Everything that a targeted creature is wearing and carrying changes size with it. Any item it drops returns to normal size at once. A thrown weapon or piece of ammunition returns to normal size immediately after it hits or misses a target.

+

Enlarge. The target’s size increases by one category—from Medium to Large, for example. The target also has Advantage on Strength checks and Strength saving throws. The target’s attacks with its enlarged weapons or Unarmed Strikes deal an extra 1d4 damage on a hit.

+

Reduce. The target’s size decreases by one category—from Medium to Small, for example. The target also has Disadvantage on Strength checks and Strength saving throws. The target’s attacks with its reduced weapons or Unarmed Strikes deal 1d4 less damage on a hit (this can’t reduce the damage below 1).

+
+ +

Level 1 Conjuration (Ranger)

+
+

Casting Time: Bonus Action, which you take immediately after hitting a creature with a weapon

+

Range: Self

+

Components: V

+

Duration: Concentration, up to 1 minute

+
+

As you hit the target, grasping vines appear on it, and it makes a Strength saving throw. A Large or larger creature has Advantage on this save. On a failed save, the target has the Restrained condition until the spell ends. On a successful save, the vines shrivel away, and the spell ends.

+

While Restrained, the target takes 1d6 Piercing damage at the start of each of its turns. The target or a creature within reach of it can take an action to make a Strength (Athletics) check against your spell save DC. On a success, the spell ends.

+

Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.

+
+
BRIAN VALEZA + +
A dragonborn Druid uses Entangle to stop rampaging gnolls
+
+ +

Level 1 Conjuration (Druid, Ranger)

+
+

Casting Time: Action

+

Range: 90 feet

+

Components: V, S

+

Duration: Concentration, up to 1 minute

+
+

Grasping plants sprout from the ground in a 20-foot square within range. For the duration, these plants turn the ground in the area into Difficult Terrain. They disappear when the spell ends.

+

Each creature (other than you) in the area when you cast the spell must succeed on a Strength saving throw or have the Restrained condition until the spell ends. A Restrained creature can take an action to make a Strength (Athletics) check against your spell save DC. On a success, it frees itself from the grasping plants and is no longer Restrained by them.

+
+ +

Level 2 Enchantment (Bard, Warlock)

+
+

Casting Time: Action

+

Range: 60 feet

+

Components: V, S

+

Duration: Concentration, up to 1 minute

+
+

You weave a distracting string of words, causing creatures of your choice that you can see within range to make a Wisdom saving throw. Any creature you or your companions are fighting automatically succeeds on this save. On a failed save, a target has a −10 penalty to Wisdom (Perception) checks and Passive Perception until the spell ends.

+
+ +

Level 7 Conjuration (Bard, Cleric, Sorcerer, Warlock, Wizard)

+
+

Casting Time: Action

+

Range: Self

+

Components: V, S

+

Duration: Up to 8 hours

+
+

You step into the border regions of the Ethereal Plane, where it overlaps with your current plane. You remain in the Border Ethereal for the duration. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can perceive the plane you left, which looks gray, and you can’t see anything there more than 60 feet away.

+

While on the Ethereal Plane, you can affect and be affected only by creatures, objects, and effects on that plane. Creatures that aren’t on the Ethereal Plane can’t perceive or interact with you unless a feature gives them the ability to do so.

+

When the spell ends, you return to the plane you left in the spot that corresponds to your space in the Border Ethereal. If you appear in an occupied space, you are shunted to the nearest unoccupied space and take Force damage equal to twice the number of feet you are moved.

+

This spell ends instantly if you cast it while you are on the Ethereal Plane or a plane that doesn’t border it, such as one of the Outer Planes.

+

Using a Higher-Level Spell Slot. You can target up to three willing creatures (including yourself) for each spell slot level above 7. The creatures must be within 10 feet of you when you cast the spell.

+
+
CRAIG J SPEARING + +
The Wizard Evard calls on his infamous spell, Evard’s Black Tentacles, to teach reckless bandits a lesson
+
+ +

Level 4 Conjuration (Wizard)

+
+

Casting Time: Action

+

Range: 90 feet

+

Components: V, S, M (a tentacle)

+

Duration: Concentration, up to 1 minute

+
+

Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in that area into Difficult Terrain.

+

Each creature in that area makes a Strength saving throw. On a failed save, it takes 3d6 Bludgeoning damage, and it has the Restrained condition until the spell ends. A creature also makes that save if it enters the area or ends it turn there. A creature makes that save only once per turn.

+

A Restrained creature can take an action to make a Strength (Athletics) check against your spell save DC, ending the condition on itself on a success.

+
+ +

Level 1 Transmutation (Sorcerer, Warlock, Wizard)

+
+

Casting Time: Bonus Action

+

Range: Self

+

Components: V, S

+

Duration: Concentration, up to 10 minutes

+
+

You take the Dash action, and until the spell ends, you can take that action again as a Bonus Action.

+
+ +

Level 6 Necromancy (Bard, Sorcerer, Warlock, Wizard)

+
+

Casting Time: Action

+

Range: Self

+

Components: V, S

+

Duration: Concentration, up to 1 minute

+
+

For the duration, your eyes become an inky void. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration.

+

On each of your turns until the spell ends, you can take a Magic action to target another creature but can’t target a creature again if it has succeeded on a save against this casting of the spell.

+

Asleep. The target has the Unconscious condition. It wakes up if it takes any damage or if another creature takes an action to shake it awake.

+

Panicked. The target has the Frightened condition. On each of its turns, the Frightened target must take the Dash action and move away from you by the safest and shortest route available. If the target moves to a space at least 60 feet away from you where it can’t see you, this effect ends.

+

Sickened. The target has the Poisoned condition.

+ + +

Spells (F)

+ +

Level 4 Transmutation (Wizard)

+
+

Casting Time: 10 minutes

+

Range: 120 feet

+

Components: V, S

+

Duration: Instantaneous

+
+

You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, or clothes from flax or wool.

+

Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot Cube or eight connected 5-foot Cubes) given a sufficient quantity of material. If you’re working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a 5-foot Cube). The quality of any fabricated objects is based on the quality of the raw materials.

+

Creatures and magic items can’t be created by this spell. You also can’t use it to create items that require a high degree of skill—such as weapons and armor—unless you have proficiency with the type of Artisan’s Tools used to craft such objects.

+
+ +

Level 1 Evocation (Bard, Druid)

+
+

Casting Time: Action

+

Range: 60 feet

+

Components: V

+

Duration: Concentration, up to 1 minute

+
+

Objects in a 20-foot Cube within range are outlined in blue, green, or violet light (your choice). Each creature in the Cube is also outlined if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed Dim Light in a 10-foot radius and can’t benefit from the Invisible condition.

+

Attack rolls against an affected creature or object have Advantage if the attacker can see it.

+
+ +

Level 1 Necromancy (Sorcerer, Wizard)

+
+

Casting Time: Action

+

Range: Self

+

Components: V, S, M (a drop of alcohol)

+

Duration: Instantaneous

+
+

You gain 2d4 + 4 Temporary Hit Points.

+

Using a Higher-Level Spell Slot. You gain 5 additional Temporary Hit Points for each spell slot level above 1.

+
+ +

Level 3 Illusion (Bard, Sorcerer, Warlock, Wizard)

+
+

Casting Time: Action

+

Range: Self

+

Components: V, S, M (a white feather)

+

Duration: Concentration, up to 1 minute

+
+

Each creature in a 30-foot Cone must succeed on a Wisdom saving throw or drop whatever it is holding and have the Frightened condition for the duration.

+

A Frightened creature takes the Dash action and moves away from you by the safest route on each of its turns unless there is nowhere to move. If the creature ends its turn in a space where it doesn’t have line of sight to you, the creature makes a Wisdom saving throw. On a successful save, the spell ends on that creature.

+
+ +

Level 1 Transmutation (Bard, Sorcerer, Wizard)

+
+

Casting Time: Reaction, which you take when you or a creature you can see within 60 feet of you falls

+

Range: 60 feet

+

Components: V, M (a small feather or piece of down)

+

Duration: 1 minute

+
+

Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If a creature lands before the spell ends, the creature takes no damage from the fall, and the spell ends for that creature.

+
+ +

Level 3 Necromancy (Bard, Cleric, Druid, Wizard)

+
+

Casting Time: Action or Ritual

+

Range: Touch

+

Components: V, S, M (a pinch of graveyard dirt)

+

Duration: 1 hour

+
+

You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.

+

For the duration, the target appears dead to outward inspection and to spells used to determine the target’s status. The target has the Blinded and Incapacitated conditions, and its Speed is 0.

+

The target also has Resistance to all damage except Psychic damage, and it has Immunity to the Poisoned condition.

+
+ +

Level 1 Conjuration (Wizard)

+
+

Casting Time: 1 hour or Ritual

+

Range: 10 feet

+

Components: V, S, M (burning incense worth 10+ GP, which the spell consumes)

+

Duration: Instantaneous

+
+

You gain the service of a familiar, a spirit that takes an animal form you choose: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel, or another Beast that has a Challenge Rating of 0. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form (see appendix B), though it is a Celestial, Fey, or Fiend (your choice) instead of a Beast. Your familiar acts independently of you, but it obeys your commands.

+

Telepathic Connection. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as a Bonus Action, you can see through the familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses it has.

+

Finally, when you cast a spell with a range of touch, your familiar can deliver the touch. Your familiar must be within 100 feet of you, and it must take a Reaction to deliver the touch when you cast the spell.

+

Combat. The familiar is an ally to you and your allies. It rolls its own Initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal.

+

Disappearance of the Familiar. When the familiar drops to 0 Hit Points, it disappears. It reappears after you cast this spell again. As a Magic action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As a Magic action while it is temporarily dismissed, you can cause it to reappear in an unoccupied space within 30 feet of you. Whenever the familiar drops to 0 Hit Points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.

+

One Familiar Only. You can’t have more than one familiar at a time. If you cast this spell while you have a familiar, you instead cause it to adopt a new eligible form.

+
BRIAN VALEZA + +
Spirits summoned by Find Familiar take forms inspired by the mages who conjure them
+
+
+ +

Level 2 Conjuration (Paladin)

+
+

Casting Time: Action

+

Range: 30 feet

+

Component: V, S

+

Duration: Instantaneous

+
+

You summon an otherworldly being that appears as a loyal steed in an unoccupied space of your choice within range. This creature uses the Otherworldly Steed stat block. If you already have a steed from this spell, the steed is replaced by the new one.

+

The steed resembles a Large, rideable animal of your choice, such as a horse, a camel, a dire wolf, or an elk. Whenever you cast the spell, choose the steed’s creature type—Celestial, Fey, or Fiend—which determines certain traits in the stat block.

+

Combat. The steed is an ally to you and your allies. In combat, it shares your Initiative count, and it functions as a controlled mount while you ride it (as defined in the rules on mounted combat). If you have the Incapacitated condition, the steed takes its turn immediately after yours and acts independently, focusing on protecting you.

+

Disappearance of the Steed. The steed disappears if it drops to 0 Hit Points or if you die. When it disappears, it leaves behind anything it was wearing or carrying. If you cast this spell again, you decide whether you summon the steed that disappeared or a different one.

+

Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.

+
+

Otherworldly Steed

+

Large Celestial, Fey, or Fiend (Your Choice), Neutral

+

AC 10 + 1 per spell level

+

HP 5 + 10 per spell level (the steed has a number of Hit Dice [d10s] equal to the spell’s level)

+

Speed 60 ft., Fly 60 ft. (requires level 4+ spell)

+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
ModSave
STR18+4+4
DEX12+1+1
CON14+2+2
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
ModSave
INT6−2−2
WIS12+1+1
CHA8−1−1
+
+

Senses Passive Perception 11

+

Languages Telepathy 1 mile (works only with you)

+

CR None (XP 0; PB equals your Proficiency Bonus)

+

Traits

+

Life Bond. When you regain Hit Points from a level 1+ spell, the steed regains the same number of Hit Points if you’re within 5 feet of it.

+

Actions

+

Otherworldly Slam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 plus the spell’s level of Radiant (Celestial), Psychic (Fey), or Necrotic (Fiend) damage.

+

Bonus Actions

+

Fell Glare (Fiend Only; Recharges after a Long Rest). Wisdom Saving Throw: DC equals your spell save DC, one creature within 60 feet the steed can see. Failure: The target has the Frightened condition until the end of your next turn.

+

Fey Step (Fey Only; Recharges after a Long Rest). The steed teleports, along with its rider, to an unoccupied space of your choice up to 60 feet away from itself.

+

Healing Touch (Celestial Only; Recharges after a Long Rest). One creature within 5 feet of the steed regains a number of Hit Points equal to 2d8 plus the spell’s level.

+
+
+ +

Level 6 Divination (Bard, Cleric, Druid)

+
+

Casting Time: 1 minute

+

Range: Self

+

Components: V, S, M (a set of divination tools—such as cards or runes—worth 100+ GP)

+

Duration: Concentration, up to 1 day

+
+

You magically sense the most direct physical route to a location you name. You must be familiar with the location, and the spell fails if you name a destination on another plane of existence, a moving destination (such as a mobile fortress), or an unspecific destination (such as “a green dragon’s lair”).

+

For the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. Whenever you face a choice of paths along the way there, you know which path is the most direct.

+
+ +

Level 2 Divination (Cleric, Druid, Ranger)

+
+

Casting Time: Action

+

Range: 120 feet

+

Components: V, S

+

Duration: Instantaneous

+
+

You sense any trap within range that is within line of sight. A trap, for the purpose of this spell, includes any object or mechanism that was created to cause damage or other danger. Thus, the spell would sense the Alarm or Glyph of Warding spell or a mechanical pit trap, but it wouldn’t reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.

+

This spell reveals that a trap is present but not its location. You do learn the general nature of the danger posed by a trap you sense.

+
+ +

Level 7 Necromancy (Sorcerer, Warlock, Wizard)

+
+

Casting Time: Action

+

Range: 60 feet

+

Components: V, S

+

Duration: Instantaneous

+
+

You unleash negative energy toward a creature you can see within range. The target makes a Constitution saving throw, taking 7d8 + 30 Necrotic damage on a failed save or half as much damage on a successful one.

+

A Humanoid killed by this spell rises at the start of your next turn as a Zombie (see appendix B) that follows your verbal orders.

+
+
YUHONG DING + +
An elf Wizard demonstrates the problem-solving potential of the spell Fireball
+
+ +

Level 3 Evocation (Sorcerer, Wizard)

+
+

Casting Time: Action

+

Range: 150 feet

+

Components: V, S, M (a ball of bat guano and sulfur)

+

Duration: Instantaneous

+
+

A bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. Each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw, taking 8d6 Fire damage on a failed save or half as much damage on a successful one.

+

Flammable objects in the area that aren’t being worn or carried start burning.

+

Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.

+
+ +

Evocation Cantrip (Sorcerer, Wizard)

+
+

Casting Time: Action

+

Range: 120 feet

+

Components: V, S

+

Duration: Instantaneous

+
+

You hurl a mote of fire at a creature or an object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Fire damage. A flammable object hit by this spell starts burning if it isn’t being worn or carried.

+

Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).

+
+ +

Level 4 Evocation (Druid, Sorcerer, Wizard)

+
+

Casting Time: Action

+

Range: Self

+

Components: V, S, M (a bit of phosphorus or a firefly)

+

Duration: 10 minutes

+
+

Wispy flames wreathe your body for the duration, shedding Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.

+

The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you Resistance to Cold damage, and the chill shield grants you Resistance to Fire damage.

+

In addition, whenever a creature within 5 feet of you hits you with a melee attack roll, the shield erupts with flame. The attacker takes 2d8 Fire damage from a warm shield or 2d8 Cold damage from a chill shield.

+
+ +

Level 7 Evocation (Cleric, Druid, Sorcerer)

+
+

Casting Time: Action

+

Range: 150 feet

+

Components: V, S

+

Duration: Instantaneous

+
+

A storm of fire appears within range. The area of the storm consists of up to ten 10-foot Cubes, which you arrange as you like. Each Cube must be contiguous with at least one other Cube. Each creature in the area makes a Dexterity saving throw, taking 7d10 Fire damage on a failed save or half as much damage on a successful one.

+

Flammable objects in the area that aren’t being worn or carried start burning.

+
+ +

Level 2 Evocation (Druid, Sorcerer)

+
+

Casting Time: Bonus Action

+

Range: Self

+

Components: V, S, M (a sumac leaf)

+

Duration: Concentration, up to 10 minutes

+
+

You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke it again as a Bonus Action.

+

As a Magic action, you can make a melee spell attack with the fiery blade. On a hit, the target takes Fire damage equal to 3d6 plus your spellcasting ability modifier.

+

The flaming blade sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.

+

Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.

+
+ +

Level 5 Evocation (Cleric)

+
+

Casting Time: Action

+

Range: 60 feet

+

Components: V, S, M (a pinch of sulfur)

+

Duration: Instantaneous

+
+

A vertical column of brilliant fire roars down from above. Each creature in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range makes a Dexterity saving throw, taking 5d6 Fire damage and 5d6 Radiant damage on a failed save or half as much damage on a successful one.

+

Using a Higher-Level Spell Slot. The Fire damage and the Radiant damage increase by 1d6 for each spell slot level above 5.

+
+ +

Level 2 Conjuration (Druid, Sorcerer, Wizard)

+
+

Casting Time: Action

+

Range: 60 feet

+

Components: V, S, M (a ball of wax)

+

Duration: Concentration, up to 1 minute

+
+

You create a 5-foot-diameter sphere of fire in an unoccupied space on the ground within range. It lasts for the duration. Any creature that ends its turn within 5 feet of the sphere makes a Dexterity saving throw, taking 2d6 Fire damage on a failed save or half as much damage on a successful one.

+

As a Bonus Action, you can move the sphere up to 30 feet, rolling it along the ground. If you move the sphere into a creature’s space, that creature makes the save against the sphere, and the sphere stops moving for the turn.

+

When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. Flammable objects that aren’t being worn or carried start burning if touched by the sphere, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.

+

Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.

+
+ +

Level 6 Transmutation (Druid, Sorcerer, Wizard)

+
+

Casting Time: Action

+

Range: 60 feet

+

Components: V, S, M (a cockatrice feather)

+

Duration: Concentration, up to 1 minute

+
+

You attempt to turn one creature that you can see within range into stone. The target makes a Constitution saving throw. On a failed save, it has the Restrained condition for the duration. On a successful save, its Speed is 0 until the start of your next turn. Constructs automatically succeed on the save.

+

A Restrained target makes another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to stone and has the Petrified condition for the duration. The successes and failures needn’t be consecutive; keep track of both until the target collects three of a kind.

+

If you maintain your Concentration on this spell for the entire possible duration, the target is Petrified until the condition is ended by Greater Restoration or similar magic.

+
+ +

Level 3 Transmutation (Sorcerer, Warlock, Wizard)

+
+

Casting Time: Action

+

Range: Touch

+

Components: V, S, M (a feather)

+

Duration: Concentration, up to 10 minutes

+
+

You touch a willing creature. For the duration, the target gains a Fly Speed of 60 feet and can hover. When the spell ends, the target falls if it is still aloft unless it can stop the fall.

+

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 3.

+
+ +

Level 1 Conjuration (Druid, Ranger, Sorcerer, Wizard)

+
+

Casting Time: Action

+

Range: 120 feet

+

Components: V, S

+

Duration: Concentration, up to 1 hour

+
+

You create a 20-foot-radius Sphere of fog centered on a point within range. The Sphere is Heavily Obscured. It lasts for the duration or until a strong wind (such as one created by Gust of Wind) disperses it.

+

Using a Higher-Level Spell Slot. The fog’s radius increases by 20 feet for each spell slot level above 1.

+
+ +

Level 6 Abjuration (Cleric)

+
+

Casting Time: 10 minutes or Ritual

+

Range: Touch

+

Components: V, S, M (ruby dust worth 1,000+ GP)

+

Duration: 1 day

+
+

You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatures can’t teleport into the area or use portals, such as those created by the Gate spell, to enter the area. The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the Astral Plane, the Ethereal Plane, the Feywild, the Shadowfell, or the Plane Shift spell.

+

In addition, the spell damages types of creatures that you choose when you cast it. Choose one or more of the following: Aberrations, Celestials, Elementals, Fey, Fiends, and Undead. When a creature of a chosen type enters the spell’s area for the first time on a turn or ends its turn there, the creature takes 5d10 Radiant or Necrotic damage (your choice when you cast this spell).

+

You can designate a password when you cast the spell. A creature that speaks the password as it enters the area takes no damage from the spell.

+

The spell’s area can’t overlap with the area of another Forbiddance spell. If you cast Forbiddance every day for 30 days in the same location, the spell lasts until it is dispelled, and the Material components are consumed on the last casting.

+
+ +

Level 7 Evocation (Bard, Warlock, Wizard)

+
+

Casting Time: Action

+

Range: 100 feet

+

Components: V, S, M (ruby dust worth 1,500+ GP, which the spell consumes)

+

Duration: Concentration, up to 1 hour

+
+

An immobile, Invisible, Cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose.

+

A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart. A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area.

+

When you cast the spell, any creature that is completely inside the cage’s area is trapped. Creatures only partially within the area, or those too large to fit inside it, are pushed away from the center of the area until they are completely outside it.

+

A creature inside the cage can’t leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave, it must first make a Charisma saving throw. On a successful save, the creature can use that magic to exit the cage. On a failed save, the creature doesn’t exit the cage and wastes the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.

+

This spell can’t be dispelled by Dispel Magic.

+
+ +

Level 9 Divination (Bard, Druid, Warlock, Wizard)

+
+

Casting Time: 1 minute

+

Range: Touch

+

Components: V, S, M (a hummingbird feather)

+

Duration: 8 hours

+
+

You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target has Advantage on D20 Tests, and other creatures have Disadvantage on attack rolls against it. The spell ends early if you cast it again.

+
+ +

Level 4 Evocation (Bard, Druid)

+
+

Casting Time: Action

+

Range: Self

+

Components: V, S

+

Duration: Concentration, up to 10 minutes

+
+

A cool light wreathes your body for the duration, emitting Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.

+

Until the spell ends, you have Resistance to Radiant damage, and your melee attacks deal an extra 2d6 Radiant damage on a hit.

+

In addition, immediately after you take damage from a creature you can see within 60 feet of yourself, you can take a Reaction to force the creature to make a Constitution saving throw. On a failed save, the creature has the Blinded condition until the end of your next turn.

+
+ +

Level 4 Abjuration (Bard, Cleric, Druid, Ranger)

+
+

Casting Time: Action

+

Range: Touch

+

Components: V, S, M (a leather strap)

+

Duration: 1 hour

+
+

You touch a willing creature. For the duration, the target’s movement is unaffected by Difficult Terrain, and spells and other magical effects can neither reduce the target’s Speed nor cause the target to have the Paralyzed or Restrained conditions. The target also has a Swim Speed equal to its Speed.

+

In addition, the target can spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature imposing the Grappled condition on it.

+

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 4.

+
+ +

Enchantment Cantrip (Bard, Sorcerer, Warlock, Wizard)

+
+

Casting Time: Action

+

Range: 10 feet

+

Components: S, M (some makeup)

+

Duration: Concentration, up to 1 minute

+
+

You magically emanate a sense of friendship toward one creature you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target succeeds automatically if it isn’t a Humanoid, if you’re fighting it, or if you have cast this spell on it within the past 24 hours.

+

The spell ends early if the target takes damage or if you make an attack roll, deal damage, or force anyone to make a saving throw. When the spell ends, the target knows it was Charmed by you.

+ + +

Spells (G)

+ +

Level 3 Transmutation (Sorcerer, Warlock, Wizard)

+
+

Casting Time: Action

+

Range: Touch

+

Components: V, S, M (a bit of gauze)

+

Duration: Concentration, up to 1 hour

+
+

A willing creature you touch shape-shifts, along with everything it’s wearing and carrying, into a misty cloud for the duration. The spell ends on the target if it drops to 0 Hit Points or if it takes a Magic action to end the spell on itself.

+

While in this form, the target’s only method of movement is a Fly Speed of 10 feet, and it can hover. The target can enter and occupy the space of another creature. The target has Resistance to Bludgeoning, Piercing, and Slashing damage; it has Immunity to the Prone condition; and it has Advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through narrow openings, but it treats liquids as though they were solid surfaces.

+

The target can’t talk or manipulate objects, and any objects it was carrying or holding can’t be dropped, used, or otherwise interacted with. Finally, the target can’t attack or cast spells.

+

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 3.

+
+
MICHELE GIORGI + +
Otto the Bard casts Gate to open a portal to the Outlands
+
+ +

Level 9 Conjuration (Cleric, Sorcerer, Warlock, Wizard)

+
+

Casting Time: Action

+

Range: 60 feet

+

Components: V, S, M (a diamond worth 5,000+ GP)

+

Duration: Concentration, up to 1 minute

+
+

You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration, and the portal’s destination is visible through it.

+

The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal.

+

Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains.

+

When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn’t work). If that creature is on a plane other than the one you are on, the portal opens next to the named creature and transports it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the DM deems appropriate. It might leave, attack you, or help you.

+
+ +

Level 5 Enchantment (Bard, Cleric, Druid, Paladin, Wizard)

+
+

Casting Time: 1 minute

+

Range: 60 feet

+

Components: V

+

Duration: 30 days

+
+

You give a verbal command to a creature that you can see within range, ordering it to carry out some service or refrain from an action or a course of activity as you decide. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target automatically succeeds if it can’t understand your command.

+

While Charmed, the creature takes 5d10 Psychic damage if it acts in a manner directly counter to your command. It takes this damage no more than once each day.

+

You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends.

+

A Remove Curse, Greater Restoration, or Wish spell ends this spell.

+

Using a Higher-Level Spell Slot. If you use a level 7 or 8 spell slot, the duration is 365 days. If you use a level 9 spell slot, the spell lasts until it is ended by one of the spells mentioned above.

+
+ +

Level 2 Necromancy (Cleric, Paladin, Wizard)

+
+

Casting Time: Action or Ritual

+

Range: Touch

+

Components: V, S, M (2 Copper Pieces, which the spell consumes)

+

Duration: 10 days

+
+

You touch a corpse or other remains. For the duration, the target is protected from decay and can’t become Undead.

+

The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don’t count against the time limit of spells such as Raise Dead.

+
+ +

Level 4 Conjuration (Druid)

+
+

Casting Time: Action

+

Range: 60 feet

+

Components: V, S

+

Duration: Concentration, up to 10 minutes

+
+

You summon a giant centipede, spider, or wasp (chosen when you cast the spell). It manifests in an unoccupied space you can see within range and uses the Giant Insect stat block. The form you choose determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.

+

The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.

+

Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.

+
+

Giant Insect

+

Large Beast, Unaligned

+

AC 11 + the spell’s level

+

HP 30 + 10 for each spell level above 4

+

Speed 40 ft., Climb 40 ft., Fly 40 ft. (Wasp only)

+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
ModSave
STR17+3+3
DEX13+1+1
CON5+2+2
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
ModSave
INT4−3−3
WIS14+2+2
CHA3−4−4
+
+

Senses Darkvision 60 ft., Passive Perception 12

+

Languages Understands the languages you know

+

CR None (XP 0; PB equals your Proficiency Bonus)

+

Traits

+

Spider Climb. The insect can climb difficult surfaces, including along ceilings, without needing to make an ability check.

+

Actions

+

Multiattack. The insect makes a number of attacks equal to half this spell’s level (round down).

+

Poison Jab.Melee Attack Roll: Bonus equals your spell attack modifier, reach 10 ft. Hit: 1d6 + 3 plus the spell’s level Piercing damage plus 1d4 Poison damage.

+

Web Bolt (Spider Only). Ranged Attack Roll: Bonus equals your spell attack modifier, range 60 ft. Hit: 1d10 + 3 plus the spell’s level Bludgeoning damage, and the target’s Speed is reduced to 0 until the start of the insect’s next turn.

+

Bonus Actions

+

Venomous Spew (Centipede Only). Constitution Saving Throw: Your spell save DC, one creature the insect can see within 10 feet. Failure: The target has the Poisoned condition until the start of the insect’s next turn.

+
+
+ +

Level 8 Enchantment (Bard, Warlock)

+
+

Casting Time: Action

+

Range: Self

+

Components: V

+

Duration: 1 hour

+
+

Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.

+
+ +

Level 6 Abjuration (Sorcerer, Wizard)

+
+

Casting Time: Action

+

Range: Self

+

Components: V, S, M (a glass bead)

+

Duration: Concentration, up to 1 minute

+
+

An immobile, shimmering barrier appears in a 10-foot Emanation around you and remains for the duration.

+

Any spell of level 5 or lower cast from outside the barrier can’t affect anything within it. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from areas of effect created by such spells.

+

Using a Higher-Level Spell Slot. The barrier blocks spells of 1 level higher for each spell slot level above 6.

+
+ +

Level 3 Abjuration (Bard, Cleric, Wizard)

+
+

Casting Time: 1 hour

+

Range: Touch

+

Components: V, S, M (powdered diamond worth 200+ GP, which the spell consumes)

+

Duration: Until dispelled or triggered

+
+

You inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor) or within an object that can be closed (such as a book or chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.

+

The glyph is nearly imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice.

+

When you inscribe the glyph, you set its trigger and choose whether it’s an explosive rune or a spell glyph, as explained below.

+

Set the Trigger. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an object, common triggers include opening that object or seeing the glyph. Once a glyph is triggered, this spell ends.

+

You can refine the trigger so that only creatures of certain types activate it (for example, the glyph could be set to affect Aberrations). You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password.

+

Explosive Rune. When triggered, the glyph erupts with magical energy in a 20-foot-radius Sphere centered on the glyph. Each creature in the area makes a Dexterity saving throw. A creature takes 5d8 Acid, Cold, Fire, Lightning, or Thunder damage (your choice when you create the glyph) on a failed save or half as much damage on a successful one.

+

Spell Glyph. You can store a prepared spell of level 3 or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way.

+

When the glyph is triggered, the stored spell takes effect. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons Hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires Concentration, it lasts until the end of its full duration.

+

Using a Higher-Level Spell Slot. The damage of an explosive rune increases by 1d8 for each spell slot level above 3. If you create a spell glyph, you can store any spell of up to the same level as the spell slot you use for the Glyph of Warding.

+
+ +

Level 1 Conjuration (Druid, Ranger)

+
+

Casting Time: Action

+

Range: Self

+

Components: V, S, M (a sprig of mistletoe)

+

Duration: 24 hours

+
+

Ten berries appear in your hand and are infused with magic for the duration. A creature can take a Bonus Action to eat one berry. Eating a berry restores 1 Hit Point, and the berry provides enough nourishment to sustain a creature for one day.

+

Uneaten berries disappear when the spell ends.

+
+ +

Level 4 Conjuration (Druid, Ranger)

+
+

Casting Time: Bonus Action

+

Range: 60 feet

+

Components: V, S

+

Duration: Concentration, up to 1 minute

+
+

You conjure a vine that sprouts from a surface in an unoccupied space that you can see within range. The vine lasts for the duration.

+

Make a melee spell attack against a creature within 30 feet of the vine. On a hit, the target takes 4d8 Bludgeoning damage and is pulled up to 30 feet toward the vine; if the target is Huge or smaller, it has the Grappled condition (escape DC equal to your spell save DC). The vine can grapple only one creature at a time, and you can cause the vine to release a Grappled creature (no action required).

+

As a Bonus Action on your later turns, you can repeat the attack against a creature within 30 feet of the vine.

+

Using a Higher-Level Spell Slot. The number of creatures the vine can grapple increases by one for each spell slot level above 4.

+
+ +

Level 1 Conjuration (Sorcerer, Wizard)

+
+

Casting Time: Action

+

Range: 60 feet

+

Components: V, S, M (a bit of pork rind or butter)

+

Duration: 1 minute

+
+

Nonflammable grease covers the ground in a 10-foot square centered on a point within range and turns it into Difficult Terrain for the duration.

+

When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or have the Prone condition. A creature that enters the area or ends its turn there must also succeed on that save or fall Prone.

+
+ +

Level 4 Illusion (Bard, Sorcerer, Wizard)

+
+

Casting Time: Action

+

Range: Touch

+

Components: V, S

+

Duration: Concentration, up to 1 minute

+
+

A creature you touch has the Invisible condition until the spell ends.

+
+ +

Level 5 Abjuration (Bard, Cleric, Druid, Paladin, Ranger)

+
+

Casting Time: Action

+

Range: Touch

+

Components: V, S, M (diamond dust worth 100+ GP, which the spell consumes)

+

Duration: Instantaneous

+
+

You touch a creature and magically remove one of the following effects from it:

+
    +
  • 1 Exhaustion level
  • +
  • The Charmed or Petrified condition
  • +
  • A curse, including the target’s Attunement to a cursed magic item
  • +
  • Any reduction to one of the target’s ability scores
  • +
  • Any reduction to the target’s Hit Point maximum
  • +
+
+
RINA NORDSOL + +
A halfling Cleric casts Guardian of Faith to fend off a ravenous worg
+
+ +

Level 4 Conjuration (Cleric)

+
+

Casting Time: Action

+

Range: 30 feet

+

Components: V

+

Duration: 8 hours

+
+

A Large spectral guardian appears and hovers for the duration in an unoccupied space that you can see within range. The guardian occupies that space and is invulnerable, and it appears in a form appropriate for your deity or pantheon.

+

Any enemy that moves to a space within 10 feet of the guardian for the first time on a turn or starts its turn there makes a Dexterity saving throw, taking 20 Radiant damage on a failed save or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.

+
+ +

Level 6 Abjuration (Bard, Wizard)

+
+

Casting Time: 1 hour

+

Range: Touch

+

Components: V, S, M (a silver rod worth 10+ GP)

+

Duration: 24 hours

+
+

You create a ward that protects up to 2,500 square feet of floor space. The warded area can be up to 20 feet tall, and you shape it as one 50-foot square, one hundred 5-foot squares that are contiguous, or twenty-five 10-foot squares that are contiguous.

+

When you cast this spell, you can specify individuals that are unaffected by the spell’s effects. You can also specify a password that, when spoken aloud within 5 feet of the warded area, makes the speaker immune to its effects.

+

The spell creates the effects below within the warded area. Dispel Magic has no effect on Guards and Wards itself, but each of the following effects can be dispelled. If all four are dispelled, Guards and Wards ends. If you cast the spell every day for 365 days on the same area, the spell thereafter lasts until all its effects are dispelled.

+

Corridors. Fog fills all the warded corridors, making them Heavily Obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you believes it is going in the opposite direction from the one it chooses.

+

Doors. All doors in the warded area are magically locked, as if sealed by the Arcane Lock spell. In addition, you can cover up to ten doors with an illusion to make them appear as plain sections of wall.

+

Stairs. Webs fill all stairs in the warded area from top to bottom, as in the Web spell. These strands regrow in 10 minutes if they are destroyed while Guards and Wards lasts.

+

Other Spell Effect. Place one of the following magical effects within the warded area:

+
    +
  • Dancing Lights in four corridors, with a simple program that the lights repeat as long as Guards and Wards lasts
  • +
  • Magic Mouth in two locations
  • +
  • Stinking Cloud in two locations (the vapors return within 10 minutes if dispersed while Guards and Wards lasts)
  • +
  • Gust of Wind in one corridor or room (the wind blows continuously while the spell lasts)
  • +
  • Suggestion in one 5-foot square; any creature that enters that square receives the suggestion mentally
  • +
+
+ +

Divination Cantrip (Cleric, Druid)

+
+

Casting Time: Action

+

Range: Touch

+

Component: V, S

+

Duration: Concentration, up to 1 minute

+
+

You touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill.

+
+ +

Level 1 Evocation (Cleric)

+
+

Casting Time: Action

+

Range: 120 feet

+

Components: V, S

+

Duration: 1 round

+
+

You hurl a bolt of light toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 4d6 Radiant damage, and the next attack roll made against it before the end of your next turn has Advantage.

+

Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.

+
+ +

Level 2 Evocation (Druid, Ranger, Sorcerer, Wizard)

+
+

Casting Time: Action

+

Range: Self

+

Components: V, S, M (a legume seed)

+

Duration: Concentration, up to 1 minute

+
+

A Line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the duration. Each creature in the Line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the Line. A creature that ends its turn in the Line must make the same save.

+

Any creature in the Line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.

+

The gust disperses gas or vapor, and it extinguishes candles and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.

+

As a Bonus Action on your later turns, you can change the direction in which the Line blasts from you.

+ + +

Spells (H)

+ +

Level 1 Conjuration (Ranger)

+
+

Casting Time: Bonus Action, which you take immediately after hitting a creature with a Ranged weapon

+

Range: Self

+

Components: V

+

Duration: Instantaneous

+
+

As you hit the creature, this spell creates a rain of thorns that sprouts from your Ranged weapon or ammunition. The target of the attack and each creature within 5 feet of it make a Dexterity saving throw, taking 1d10 Piercing damage on a failed save or half as much damage on a successful one.

+

Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 1.

+
+ +

Level 5 Abjuration (Cleric)

+
+

Casting Time: 24 hours

+

Range: Touch

+

Components: V, S, M (incense worth 1,000+ GP, which the spell consumes)

+

Duration: Until dispelled

+
+

You touch a point and infuse an area around it with holy or unholy power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect of Hallow. The affected area has the following effects.

+

Hallowed Ward. Choose any of these creature types: Aberration, Celestial, Elemental, Fey, Fiend, or Undead. Creatures of the chosen types can’t willingly enter the area, and any creature that is possessed by or that has the Charmed or Frightened condition from such creatures isn’t possessed, Charmed, or Frightened by them while in the area.

+

Extra Effect. You bind an extra effect to the area from the list below:

+

Courage. Creatures of any types you choose can’t gain the Frightened condition while in the area.

+

Darkness. Darkness fills the area. Normal light, as well as magical light created by spells of a level lower than this spell, can’t illuminate the area.

+

Daylight. Bright light fills the area. Magical Darkness created by spells of a level lower than this spell can’t extinguish the light.

+

Peaceful Rest. Dead bodies interred in the area can’t be turned into Undead.

+

Extradimensional Interference. Creatures of any types you choose can’t enter or exit the area using teleportation or interplanar travel.

+

Fear. Creatures of any types you choose have the Frightened condition while in the area.

+

Resistance. Creatures of any types you choose have Resistance to one damage type of your choice while in the area.

+

Silence. No sound can emanate from within the area, and no sound can reach into it.

+

Tongues. Creatures of any types you choose can communicate with any other creature in the area even if they don’t share a common language.

+

Vulnerability. Creatures of any types you choose have Vulnerability to one damage type of your choice while in the area.

+
+ +

Level 4 Illusion (Bard, Druid, Warlock, Wizard)

+
+

Casting Time: 10 minutes

+

Range: 300 feet

+

Components: V, S, M (a mushroom)

+

Duration: 24 hours

+
+

You make natural terrain in a 150-foot Cube in range look, sound, and smell like another sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren’t changed.

+

The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to notice the illusion. If the difference isn’t obvious by touch, a creature examining the illusion can take the Study action to make an Intelligence (Investigation) check against your spell save DC to disbelieve it. If a creature discerns that the terrain is illusory, the creature sees a vague image superimposed on the real terrain.

+
+ +

Level 6 Necromancy (Cleric)

+
+

Casting Time: Action

+

Range: 60 feet

+

Components: V, S

+

Duration: Instantaneous

+
+

You unleash virulent magic on a creature you can see within range. The target makes a Constitution saving throw. On a failed save, it takes 14d6 Necrotic damage, and its Hit Point maximum is reduced by an amount equal to the Necrotic damage it took. On a successful save, it takes half as much damage only. This spell can’t reduce a target’s Hit Point maximum below 1.

+
+ +

Level 3 Transmutation (Sorcerer, Wizard)

+
+

Casting Time: Action

+

Range: 30 feet

+

Components: V, S, M (a shaving of licorice root)

+

Duration: Concentration, up to 1 minute

+
+

Choose a willing creature that you can see within range. Until the spell ends, the target’s Speed is doubled, it gains a +2 bonus to Armor Class, it has Advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used to take only the Attack (one attack only), Dash, Disengage, Hide, or Utilize action.

+

When the spell ends, the target is Incapacitated and has a Speed of 0 until the end of its next turn, as a wave of lethargy washes over it.

+
+ +

Level 6 Abjuration (Cleric, Druid)

+
+

Casting Time: Action

+

Range: 60 feet

+

Components: V, S

+

Duration: Instantaneous

+
+

Choose a creature that you can see within range. Positive energy washes through the target, restoring 70 Hit Points. This spell also ends the Blinded, Deafened, and Poisoned conditions on the target.

+

Using a Higher-Level Spell Slot. The healing increases by 10 for each spell slot level above 6.

+
+ +

Level 1 Abjuration (Bard, Cleric, Druid)

+
+

Casting Time: Bonus Action

+

Range: 60 feet

+

Components: V

+

Duration: Instantaneous

+
+

A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier.

+

Using a Higher-Level Spell Slot. The healing increases by 2d4 for each spell slot level above 1.

+
+ +

Level 2 Transmutation (Bard, Druid)

+
+

Casting Time: Action

+

Range: 60 feet

+

Components: V, S, M (a piece of iron and a flame)

+

Duration: Concentration, up to 1 minute

+
+

Choose a manufactured metal object, such as a metal weapon or a suit of Heavy or Medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 Fire damage when you cast the spell. Until the spell ends, you can take a Bonus Action on each of your later turns to deal this damage again if the object is within range.

+

If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn’t drop the object, it has Disadvantage on attack rolls and ability checks until the start of your next turn.

+

Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.

+
+ +

Level 1 Evocation (Warlock)

+
+

Casting Time: Reaction, which you take in response to taking damage from a creature that you can see within 60 feet of yourself

+

Range: 60 feet

+

Components: V, S

+

Duration: Instantaneous

+
+

The creature that damaged you is momentarily surrounded by green flames. It makes a Dexterity saving throw, taking 2d10 Fire damage on a failed save or half as much damage on a successful one.

+

Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 1.

+
+
RALUCA MARINESCU + +
The spell Heroes’ Feast prepares adventurers for greatness
+
+ +

Level 6 Conjuration (Bard, Cleric, Druid)

+
+

Casting Time: 10 minutes

+

Range: Self

+

Components: V, S, M (a gem-encrusted bowl worth 1,000+ GP, which the spell consumes)

+

Duration: Instantaneous

+
+

You conjure a feast that appears on a surface in an unoccupied 10-foot Cube next to you. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don’t set in until this hour is over. Up to twelve creatures can partake of the feast.

+

A creature that partakes gains several benefits, which last for 24 hours. The creature has Resistance to Poison damage, and it has Immunity to the Frightened and Poisoned conditions. Its Hit Point maximum also increases by 2d10, and it gains the same number of Hit Points.

+
+ +

Level 1 Enchantment (Bard, Paladin)

+
+

Casting Time: Action

+

Range: Touch

+

Components: V, S

+

Duration: Concentration, up to 1 minute

+
+

A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to the Frightened condition and gains Temporary Hit Points equal to your spellcasting ability modifier at the start of each of its turns.

+

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.

+
+ +

Level 1 Enchantment (Warlock)

+
+

Casting Time: Bonus Action

+

Range: 90 feet

+

Components: V, S, M (the petrified eye of a newt)

+

Duration: Concentration, up to 1 hour

+
+

You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 Necrotic damage to the target whenever you hit it with an attack roll. Also, choose one ability when you cast the spell. The target has Disadvantage on ability checks made with the chosen ability.

+

If the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action on a later turn to curse a new creature.

+

Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 2 (up to 4 hours), 3–4 (up to 8 hours), or 5+ (24 hours).

+
+ +

Level 5 Enchantment (Bard, Sorcerer, Warlock, Wizard)

+
+

Casting Time: Action

+

Range: 90 feet

+

Components: V, S, M (a straight piece of iron)

+

Duration: Concentration, up to 1 minute

+
+

Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.

+

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 5.

+
+ +

Level 2 Enchantment (Bard, Cleric, Druid, Sorcerer, Warlock, Wizard)

+
+

Casting Time: Action

+

Range: 60 feet

+

Components: V, S, M (a straight piece of iron)

+

Duration: Concentration, up to 1 minute

+
+

Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.

+

Using a Higher-Level Spell Slot. You can target one additional Humanoid for each spell slot level above 2.

+
+ +

Level 8 Abjuration (Cleric)

+
+

Casting Time: Action

+

Range: Self

+

Components: V, S, M (a reliquary worth 1,000+ GP)

+

Duration: Concentration, up to 1 minute

+
+

For the duration, you emit an aura in a 30-foot Emanation. While in the aura, creatures of your choice have Advantage on all saving throws, and other creatures have Disadvantage on attack rolls against them. In addition, when a Fiend or an Undead hits an affected creature with a melee attack roll, the attacker must succeed on a Constitution saving throw or have the Blinded condition until the end of its next turn.

+
+
JOSEPH WESTON + +
An aasimar Warlock exposes foes to the all-consuming Hunger of Hadar
+
+ +

Level 3 Conjuration (Warlock)

+
+

Casting Time: Action

+

Range: 150 feet

+

Components: V, S, M (a pickled tentacle)

+

Duration: Concentration, up to 1 minute

+
+

You open a gateway to the Far Realm, a region infested with unspeakable horrors. A 20-foot-radius Sphere of Darkness appears, centered on a point with range and lasting for the duration. The Sphere is Difficult Terrain, and it is filled with strange whispers and slurping noises, which can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within it have the Blinded condition.

+

Any creature that starts its turn in the area takes 2d6 Cold damage. Any creature that ends its turn there must succeed on a Dexterity saving throw or take 2d6 Acid damage from otherworldly tentacles.

+

Using a Higher-Level Spell Slot. The Cold or Acid damage (your choice) increases by 1d6 for each spell slot level above 3.

+
+ +

Level 1 Divination (Ranger)

+
+

Casting Time: Bonus Action

+

Range: 90 feet

+

Components: V

+

Duration: Concentration, up to 1 hour

+
+

You magically mark one creature you can see within range as your quarry. Until the spell ends, you deal an extra 1d6 Force damage to the target whenever you hit it with an attack roll. You also have Advantage on any Wisdom (Perception or Survival) check you make to find it.

+

If the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action to move the mark to a new creature you can see within range.

+

Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 3–4 (up to 8 hours) or 5+ (up to 24 hours).

+
+ +

Level 3 Illusion (Bard, Sorcerer, Warlock, Wizard)

+
+

Casting Time: Action

+

Range: 120 feet

+

Components: S, M (a pinch of confetti)

+

Duration: Concentration, up to 1 minute

+
+

You create a twisting pattern of colors in a 30-foot Cube within range. The pattern appears for a moment and vanishes. Each creature in the area who can see the pattern must succeed on a Wisdom saving throw or have the Charmed condition for the duration. While Charmed, the creature has the Incapacitated condition and a Speed of 0.

+

The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.

+ + +

Spells (I)

+
+
+ +

Level 1 Conjuration (Druid, Sorcerer, Wizard)

+
+

Casting Time: Action

+

Range: 60 feet

+

Components: S, M (a drop of water or a piece of ice)

+

Duration: Instantaneous

+
+

You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 Cold damage.

+
+
+
CALDER MOORE + +
Ice Knife
+
+
+
+

Using a Higher-Level Spell Slot. The Cold damage increases by 1d6 for each spell slot level above 1.

+
+ +

Level 4 Evocation (Druid, Sorcerer, Wizard)

+
+

Casting Time: Action

+

Range: 300 feet

+

Components: V, S, M (a mitten)

+

Duration: Instantaneous

+
+

Hail falls in a 20-foot-radius, 40-foot-high Cylinder centered on a point within range. Each creature in the Cylinder makes a Dexterity saving throw. A creature takes 2d10 Bludgeoning damage and 4d6 Cold damage on a failed save or half as much damage on a successful one.

+

Hailstones turn ground in the Cylinder into Difficult Terrain until the end of your next turn.

+

Using a Higher-Level Spell Slot. The Bludgeoning damage increases by 1d10 for each spell slot level above 4.

+
+ +

Level 1 Divination (Bard, Wizard)

+
+

Casting Time: 1 minute or Ritual

+

Range: Touch

+

Components: V, S, M (a pearl worth 100+ GP)

+

Duration: Instantaneous

+
+

You touch an object throughout the spell’s casting. If the object is a magic item or some other magical object, you learn its properties and how to use them, whether it requires Attunement, and how many charges it has, if any. You learn whether any ongoing spells are affecting the item and what they are. If the item was created by a spell, you learn that spell’s name.

+

If you instead touch a creature throughout the casting, you learn which ongoing spells, if any, are currently affecting it.

+
+ +

Level 1 Illusion (Bard, Warlock, Wizard)

+
+

Casting Time: 1 minute or Ritual

+

Range: Touch

+

Components: S, M (ink worth 10+ GP, which the spell consumes)

+

Duration: 10 days

+
+

You write on parchment, paper, or another suitable material and imbue it with an illusion that lasts for the duration. To you and any creatures you designate when you cast the spell, the writing appears normal, seems to be written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, the illusion can alter the meaning, handwriting, and language of the text, though the language must be one you know.

+

If the spell is dispelled, the original script and the illusion both disappear.

+

A creature that has Truesight can read the hidden message.

+
+ +

Level 9 Abjuration (Warlock, Wizard)

+
+

Casting Time: 1 minute

+

Range: 30 feet

+

Components: V, S, M (a statuette of the target worth 5,000+ GP)

+

Duration: Until dispelled

+
+

You create a magical restraint to hold a creature that you can see within range. The target must make a Wisdom saving throw. On a successful save, the target is unaffected, and it is immune to this spell for the next 24 hours. On a failed save, the target is imprisoned. While imprisoned, the target doesn’t need to breathe, eat, or drink, and it doesn’t age. Divination spells can’t locate or perceive the imprisoned target, and the target can’t teleport.

+

Until the spell ends, the target is also affected by one of the following effects of your choice:

+

Burial. The target is entombed beneath the earth in a hollow globe of magical force that is just large enough to contain the target. Nothing can pass into or out of the globe.

+

Chaining. Chains firmly rooted in the ground hold the target in place. The target has the Restrained condition and can’t be moved by any means.

+

Hedged Prison. The target is trapped in a demiplane that is warded against teleportation and planar travel. The demiplane is your choice of a labyrinth, a cage, a tower, or the like.

+

Minimus Containment. The target becomes 1 inch tall and is trapped inside an indestructible gemstone or a similar object. Light can pass through the gemstone (allowing the target to see out and other creatures to see in), but nothing else can pass through by any means.

+

Slumber. The target has the Unconscious condition and can’t be awoken.

+

Ending the Spell. When you cast the spell, specify a trigger that will end it. The trigger can be as simple or as elaborate as you choose, but the DM must agree that it has a high likelihood of happening within the next decade. The trigger must be an observable action, such as someone making a particular offering at the temple of your god, saving your true love, or defeating a specific monster.

+

A Dispel Magic spell can end the spell only if it is cast with a level 9 spell slot, targeting either the prison or the component used to create it.

+
+ +

Level 8 Conjuration (Druid, Sorcerer, Wizard)

+
+

Casting Time: Action

+

Range: 150 feet

+

Components: V, S

+

Duration: Concentration, up to 1 minute

+
+

A swirling cloud of embers and smoke fills a 20-foot-radius Sphere centered on a point within range. The cloud’s area is Heavily Obscured. It lasts for the duration or until a strong wind (like that created by Gust of Wind) disperses it.

+

When the cloud appears, each creature in it makes a Dexterity saving throw, taking 10d8 Fire damage on a failed save or half as much damage on a successful one. A creature must also make this save when the Sphere moves into its space and when it enters the Sphere or ends its turn there. A creature makes this save only once per turn.

+

The cloud moves 10 feet away from you in a direction you choose at the start of each of your turns.

+
+ +

Level 1 Necromancy (Cleric)

+
+

Casting Time: Action

+

Range: Touch

+

Components: V, S

+

Duration: Instantaneous

+
+

A creature you touch makes a Constitution saving throw, taking 2d10 Necrotic damage on a failed save or half as much damage on a successful one.

+

Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 1.

+
+ +

Level 5 Conjuration (Cleric, Druid, Sorcerer)

+
+

Casting Time: Action

+

Range: 300 feet

+

Components: V, S, M (a locust)

+

Duration: Concentration, up to 10 minutes

+
+

Swarming locusts fill a 20-foot-radius Sphere centered on a point you choose within range. The Sphere remains for the duration, and its area is Lightly Obscured and Difficult Terrain.

+

When the swarm appears, each creature in it makes a Constitution saving throw, taking 4d10 Piercing damage on a failed save or half as much damage on a successful one. A creature also makes this save when it enters the spell’s area for the first time on a turn or ends its turn there. A creature makes this save only once per turn.

+

Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 5.

+
+ +

Level 2 Illusion (Bard, Sorcerer, Warlock, Wizard)

+
+

Casting Time: Action

+

Range: Touch

+

Components: V, S, M (an eyelash in gum arabic)

+

Duration: Concentration, up to 1 hour

+
+

A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell.

+

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2.

+ + +

Spells (J)

+
JOSEPH WESTON + +
With her spell, Jallarzi’s Storm of Radiance, the Warlock Jallarzi makes vrocks regret leaving the Abyss
+
+ +

Level 5 Evocation (Warlock, Wizard)

+
+

Casting Time: Action

+

Range: 120 feet

+

Component: V, S, M (a pinch of phosphorus)

+

Duration: Concentration, up to 1 minute

+
+

You unleash a storm of flashing light and raging thunder in a 10-foot-radius, 40-foot-high Cylinder centered on a point you can see within range. While in this area, creatures have the Blinded and Deafened conditions, and they can’t cast spells with a Verbal component.

+

When the storm appears, each creature in it makes a Constitution saving throw, taking 2d10 Radiant damage and 2d10 Thunder damage on a failed save or half as much damage on a successful one. A creature also makes this save when it enters the spell’s area for the first time on a turn or ends its turn there. A creature makes this save only once per turn.

+

Using a Higher-Level Spell Slot. The Radiant and Thunder damage increase by 1d10 for each spell slot level above 5.

+
+ +

Level 1 Transmutation (Druid, Ranger, Sorcerer, Wizard)

+
+

Casting Time: Bonus Action

+

Range: Touch

+

Component: V, S, M (a grasshopper’s hind leg)

+

Duration: 1 minute

+
+

You touch a willing creature. Once on each of its turns until the spell ends, that creature can jump up to 30 feet by spending 10 feet of movement.

+

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.

+
+ + +

Spells (K)

+ +

Level 2 Transmutation (Bard, Sorcerer, Wizard)

+
+

Casting Time: Action

+

Range: 60 feet

+

Components: V

+

Duration: Instantaneous

+
+

Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.

+

A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.

+

If the target is held shut by Arcane Lock, that spell is suppressed for 10 minutes, during which time the target can be opened and closed.

+

When you cast the spell, a loud knock, audible up to 300 feet away, emanates from the target.

+ + +

Spells (L)

+ +

Level 5 Divination (Bard, Cleric, Wizard)

+
+

Casting Time: 10 minutes

+

Range: Self

+

Components: V, S, M (incense worth 250+ GP, which the spell consumes, and four ivory strips worth 50+ GP each)

+

Duration: Instantaneous

+
+

Name or describe a famous person, place, or object. The spell brings to your mind a brief summary of the significant lore about that famous thing, as described by the DM.

+

The lore might consist of important details, amusing revelations, or even secret lore that has never been widely known. The more information you already know about the thing, the more precise and detailed the information you receive is. That information is accurate but might be couched in figurative language or poetry, as determined by the DM.

+

If the famous thing you chose isn’t actually famous, you hear sad musical notes played on a trombone, and the spell fails.

+
+ +

Level 4 Conjuration (Wizard)

+
+

Casting Time: Action

+

Range: Touch

+

Components: V, S, M (a chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth 5,000+ GP, and a Tiny replica of the chest made from the same materials worth 50+ GP)

+

Duration: Until dispelled

+
+

You hide a chest and all its contents on the Ethereal Plane. You must touch the chest and the miniature replica that serve as Material components for the spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet).

+

While the chest remains on the Ethereal Plane, you can take a Magic action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by taking a Magic action to touch the chest and the replica.

+

After 60 days, there is a cumulative 5 percent chance at the end of each day that the spell ends. The spell also ends if you cast this spell again or if the Tiny replica chest is destroyed. If the spell ends and the larger chest is on the Ethereal Plane, the chest remains there for you or someone else to find.

+
+ +

Level 3 Evocation (Bard, Wizard)

+
+

Casting Time: 1 minute or Ritual

+

Range: Self

+

Components: V, S, M (a crystal bead)

+

Duration: 8 hours

+
+

A 10-foot Emanation springs into existence around you and remains stationary for the duration. The spell fails when you cast it if the Emanation isn’t big enough to fully encapsulate all creatures in its area.

+

Creatures and objects within the Emanation when you cast the spell can move through it freely. All other creatures and objects are barred from passing through it. Spells of level 3 or lower can’t be cast through it, and the effects of such spells can’t extend into it.

+

The atmosphere inside the Emanation is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior to have Dim Light or Darkness (no action required). The Emanation is opaque from the outside and of any color you choose, but it’s transparent from the inside.

+

The spell ends early if you leave the Emanation or if you cast it again.

+
+ +

Level 2 Abjuration (Bard, Cleric, Druid, Paladin, Ranger)

+
+

Casting Time: Bonus Action

+

Range: Touch

+

Components: V, S

+

Duration: Instantaneous

+
+

You touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned.

+
MARTIN MOTTET + +
A human Druid casts Lesser Restoration to ease the suffering of a friend who was poisoned in battle
+
+
+ +

Level 2 Transmutation (Sorcerer, Wizard)

+
+

Casting Time: Action

+

Range: 60 feet

+

Components: V, S, M (a metal spring)

+

Duration: Concentration, up to 10 minutes

+
+

One creature or loose object of your choice that you can see within range rises vertically up to 20 feet and remains suspended there for the duration. The spell can levitate an object that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.

+

The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can take a Magic action to move the target, which must remain within the spell’s range.

+

When the spell ends, the target floats gently to the ground if it is still aloft.

+
+ +

Evocation Cantrip (Bard, Cleric, Sorcerer, Wizard)

+
+

Casting Time: Action

+

Range: Touch

+

Components: V, M (a firefly or phosphorescent moss)

+

Duration: 1 hour

+
+

You touch one Large or smaller object that isn’t being worn or carried by someone else. Until the spell ends, the object sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The light can be colored as you like.

+

Covering the object with something opaque blocks the light. The spell ends if you cast it again.

+
+ +

Level 3 Transmutation (Ranger)

+
+

Casting Time: Bonus Action, which you take immediately after hitting or missing a target with a ranged attack using a weapon

+

Range: Self

+

Components: V, S

+

Duration: Instantaneous

+
+

As your attack hits or misses the target, the weapon or ammunition you’re using transforms into a lightning bolt. Instead of taking any damage or other effects from the attack, the target takes 4d8 Lightning damage on a hit or half as much damage on a miss. Each creature within 10 feet of the target then makes a Dexterity saving throw, taking 2d8 Lightning damage on a failed save or half as much damage on a successful one.

+

The weapon or ammunition then returns to its normal form.

+

Using a Higher-Level Spell Slot. The damage for both effects of the spell increases by 1d8 for each spell slot level above 3.

+
+ +

Level 3 Evocation (Sorcerer, Wizard)

+
+

Casting Time: Action

+

Range: Self

+

Components: V, S, M (a bit of fur and a crystal rod)

+

Duration: Instantaneous

+
+

A stroke of lightning forming a 100-foot-long, 5-foot-wide Line blasts out from you in a direction you choose. Each creature in the Line makes a Dexterity saving throw, taking 8d6 Lightning damage on a failed save or half as much damage on a successful one.

+

Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.

+
+ +

Level 2 Divination (Bard, Druid, Ranger)

+
+

Casting Time: Action or Ritual

+

Range: Self

+

Components: V, S, M (fur from a bloodhound)

+

Duration: Instantaneous

+
+

Describe or name a specific kind of Beast, Plant creature, or nonmagical plant. You learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.

+
+ +

Level 4 Divination (Bard, Cleric, Druid, Paladin, Ranger, Wizard)

+
+

Casting Time: Action

+

Range: Self

+

Components: V, S, M (fur from a bloodhound)

+

Duration: Concentration, up to 1 hour

+
+

Describe or name a creature that is familiar to you. You sense the direction to the creature’s location if that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.

+

The spell can locate a specific creature known to you or the nearest creature of a specific kind (such as a human or a unicorn) if you have seen such a creature up close—within 30 feet—at least once. If the creature you described or named is in a different form, such as under the effects of a Flesh to Stone or Polymorph spell, this spell doesn’t locate the creature.

+

This spell can’t locate a creature if any thickness of lead blocks a direct path between you and the creature.

+
+ +

Level 2 Divination (Bard, Cleric, Druid, Paladin, Ranger, Wizard)

+
+

Casting Time: Action

+

Range: Self

+

Components: V, S, M (a forked twig)

+

Duration: Concentration, up to 10 minutes

+
+

Describe or name an object that is familiar to you. You sense the direction to the object’s location if that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.

+

The spell can locate a specific object known to you if you have seen it up close—within 30 feet—at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.

+

This spell can’t locate an object if any thickness of lead blocks a direct path between you and the object.

+
+ +

Level 1 Transmutation (Bard, Druid, Ranger, Wizard)

+
+

Casting Time: Action

+

Range: Touch

+

Components: V, S, M (a pinch of dirt)

+

Duration: 1 hour

+
+

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

+

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.

+ + +

Spells (M)

+
AARON J. RILEY + +
A human Wizard fends off peril with Mage Armor and the unerring bolts of Magic Missile
+
+ +

Level 1 Abjuration (Sorcerer, Wizard)

+
+

Casting Time: Action

+

Range: Touch

+

Components: V, S, M (a piece of cured leather)

+

Duration: 8 hours

+
+

You touch a willing creature who isn’t wearing armor. Until the spell ends, the target’s base AC becomes 13 plus its Dexterity modifier. The spell ends early if the target dons armor.

+
+ +

Conjuration Cantrip (Bard, Sorcerer, Warlock, Wizard)

+
+

Casting Time: Action

+

Range: 30 feet

+

Components: V, S

+

Duration: 1 minute

+
+

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

+

When you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.

+

As a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.

+

The hand can’t attack, activate magic items, or carry more than 10 pounds.

+
+ +

Level 3 Abjuration (Cleric, Paladin, Warlock, Wizard)

+
+

Casting Time: 1 minute

+

Range: 10 feet

+

Components: V, S, M (salt and powdered silver worth 100+ GP, which the spell consumes)

+

Duration: 1 hour

+
+

You create a 10-foot-radius, 20-foot-tall Cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the Cylinder intersects with the floor or other surface.

+

Choose one or more of the following types of creatures: Celestials, Elementals, Fey, Fiends, or Undead. The circle affects a creature of the chosen type in the following ways:

+
    +
  • The creature can’t willingly enter the Cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.
  • +
  • The creature has Disadvantage on attack rolls against targets within the Cylinder.
  • +
  • Targets within the Cylinder can’t be possessed by or gain the Charmed or Frightened condition from the creature.
  • +
+

Each time you cast this spell, you can cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the Cylinder and protecting targets outside it.

+

Using a Higher-Level Spell Slot. The duration increases by 1 hour for each spell slot level above 3.

+
+ +

Level 6 Necromancy (Wizard)

+
+

Casting Time: 1 minute

+

Range: Self

+

Components: V, S, M (a gem, crystal, or reliquary worth 500+ GP)

+

Duration: Until dispelled

+
+

Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell’s Material component. While your soul inhabits the container, you are aware of your surroundings as if you were in the container’s space. You can’t move or take Reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the spell) or attempting to possess a Humanoid’s body.

+

You can attempt to possess any Humanoid within 100 feet of you that you can see (creatures warded by a Protection from Evil and Good or Magic Circle spell can’t be possessed). The target makes a Charisma saving throw. On a failed save, your soul enters the target’s body, and the target’s soul becomes trapped in the container. On a successful save, the target resists your efforts to possess it, and you can’t attempt to possess it again for 24 hours.

+

Once you possess a creature’s body, you control it. Your Hit Points, Hit Point Dice, Strength, Dexterity, Constitution, Speed, and senses are replaced by the creature’s. You otherwise keep your game statistics.

+

Meanwhile, the possessed creature’s soul can perceive from the container using its own senses, but it can’t move and it is Incapacitated.

+

While possessing a body, you can take a Magic action to return from the host body to the container if it is within 100 feet of you, returning the host creature’s soul to its body. If the host body dies while you’re in it, the creature dies, and you make a Charisma saving throw against your own spellcasting DC. On a success, you return to the container if it is within 100 feet of you. Otherwise, you die.

+

If the container is destroyed or the spell ends, your soul returns to your body. If your body is more than 100 feet away from you or if your body is dead, you die. If another creature’s soul is in the container when it is destroyed, the creature’s soul returns to its body if the body is alive and within 100 feet. Otherwise, that creature dies.

+

When the spell ends, the container is destroyed.

+
+ +

Level 1 Evocation (Sorcerer, Wizard)

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+

Casting Time: Action

+

Range: 120 feet

+

Components: V, S

+

Duration: Instantaneous

+
+

You create three glowing darts of magical force. Each dart strikes a creature of your choice that you can see within range. A dart deals 1d4 + 1 Force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

+

Using a Higher-Level Spell Slot. The spell creates one more dart for each spell slot level above 1.

+
+ +

Level 2 Illusion (Bard, Wizard)

+
+

Casting Time: 1 minute or Ritual

+

Range: 30 feet

+

Components: V, S, M (jade dust worth 10+ GP, which the spell consumes)

+

Duration: Until dispelled

+
+

You implant a message within an object in range—a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn’t being worn or carried by another creature. Then speak the message, which must be 25 words or fewer, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message.

+

When that trigger occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there, so the words appear to come from the object’s mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs.

+

The trigger can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.

+
+ +

Level 2 Transmutation (Paladin, Ranger, Sorcerer, Wizard)

+
+

Casting Time: Bonus Action

+

Range: Touch

+

Components: V, S

+

Duration: 1 hour

+
+

You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. The spell ends early if you cast it again.

+

Using a Higher-Level Spell Slot. The bonus increases to +2 with a level 3–5 spell slot. The bonus increases to +3 with a level 6+ spell slot.

+
+ +

Level 3 Illusion (Bard, Sorcerer, Warlock, Wizard)

+
+

Casting Time: Action

+

Range: 120 feet

+

Components: V, S, M (a bit of fleece)

+

Duration: Concentration, up to 10 minutes

+
+

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot Cube. The image appears at a spot that you can see within range and lasts for the duration. It seems real, including sounds, smells, and temperature appropriate to the thing depicted, but it can’t deal damage or cause conditions.

+

If you are within range of the illusion, you can take a Magic action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.

+

Physical interaction with the image reveals it to be an illusion, for things can pass through it. A creature that takes a Study action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.

+

Using a Higher-Level Spell Slot. The spell lasts until dispelled, without requiring Concentration, if cast with a level 4+ spell slot.

+
+ +

Level 5 Abjuration (Bard, Cleric, Druid)

+
+

Casting Time: Action

+

Range: 60 feet

+

Components: V, S

+

Duration: Instantaneous

+
+

A wave of healing energy washes out from a point you can see within range. Choose up to six creatures in a 30-foot-radius Sphere centered on that point. Each target regains Hit Points equal to 5d8 plus your spellcasting ability modifier.

+

Using a Higher-Level Spell Slot. The healing increases by 1d8 for each spell slot level above 5.

+
+ +

Level 9 Abjuration (Cleric)

+
+

Casting Time: Action

+

Range: 60 feet

+

Components: V, S

+

Duration: Instantaneous

+
+

A flood of healing energy flows from you into creatures around you. You restore up to 700 Hit Points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell also have the Blinded, Deafened, and Poisoned conditions removed from them.

+
+ +

Level 3 Abjuration (Bard, Cleric)

+
+

Casting Time: Bonus Action

+

Range: 60 feet

+

Components: V

+

Duration: Instantaneous

+
+

Up to six creatures of your choice that you can see within range regain Hit Points equal to 2d4 plus your spellcasting ability modifier.

+

Using a Higher-Level Spell Slot. The healing increases by 1d4 for each spell slot level above 3.

+
+ +

Level 6 Enchantment (Bard, Sorcerer, Wizard)

+
+

Casting Time: Action

+

Range: 60 feet

+

Components: V, M (a snake’s tongue)

+

Duration: 24 hours

+
+

You suggest a course of activity—described in no more than 25 words—to twelve or fewer creatures you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to any of the targets or their allies. For example, you could say, “Walk to the village down that road, and help the villagers there harvest crops until sunset.” Or you could say, “Now is not the time for violence. Drop your weapons, and dance! Stop in an hour.”

+

Each target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or until you or your allies deal damage to the target. Each Charmed target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for a target upon completing it.

+

Using a Higher-Level Spell Slot. The duration is longer with a spell slot of level 7 (10 days), 8 (30 days), or 9 (366 days).

+
+ +

Level 8 Conjuration (Wizard)

+
+

Casting Time: Action

+

Range: 60 feet

+

Components: V, S

+

Duration: Concentration, up to 10 minutes

+
+

You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze.

+

The target can take a Study action to try to escape. When it does so, it makes a DC 20 Intelligence (Investigation) check. If it succeeds, it escapes, and the spell ends.

+

When the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.

+
+ +

Level 3 Transmutation (Cleric, Druid, Ranger)

+
+

Casting Time: Action or Ritual

+

Range: Touch

+

Components: V, S

+

Duration: 8 hours

+
+

You step into a stone object or surface large enough to fully contain your body, merging yourself and your equipment with the stone for the duration. You must touch the stone to do so. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.

+

While merged with the stone, you can’t see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with Disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use 5 feet of movement to leave the stone where you entered it, which ends the spell. You otherwise can’t move.

+

Minor physical damage to the stone doesn’t harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 Force damage to you. The stone’s complete destruction (or transmutation into a different substance) expels you and deals 50 Force damage to you. If expelled, you move into an unoccupied space closest to where you first entered and have the Prone condition.

+
+
MARTIN MOTTET + +
The daring Wizard Melf takes aim at a rampaging troll with Melf’s Acid Arrow
+
+ +

Level 2 Evocation (Wizard)

+
+

Casting Time: Action

+

Range: 90 feet

+

Components: V, S, M (powdered rhubarb leaf)

+

Duration: Instantaneous

+
+

A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 Acid damage and 2d4 Acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage only.

+

Using a Higher-Level Spell Slot. The damage (both initial and later) increases by 1d4 for each spell slot level above 2.

+
+ +

Transmutation Cantrip (Bard, Cleric, Druid, Sorcerer, Wizard)

+
+

Casting Time: 1 minute

+

Range: Touch

+

Components: V, S, M (two lodestones)

+

Duration: Instantaneous

+
+

This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

+

This spell can physically repair a magic item, but it can’t restore magic to such an object.

+
+ +

Transmutation Cantrip (Bard, Druid, Sorcerer, Wizard)

+
+

Casting Time: Action

+

Range: 120 feet

+

Components: S, M (a copper wire)

+

Duration: 1 round

+
+

You point toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.

+

You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence; 1 foot of stone, metal, or wood; or a thin sheet of lead blocks the spell.

+
+ +

Level 9 Evocation (Sorcerer, Wizard)

+
+

Casting Time: Action

+

Range: 1 mile

+

Components: V, S

+

Duration: Instantaneous

+
+

Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius Sphere centered on each of those points makes a Dexterity saving throw. A creature takes 20d6 Fire damage and 20d6 Bludgeoning damage on a failed save or half as much damage on a successful one. A creature in the area of more than one fiery Sphere is affected only once.

+

A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area, and the object starts burning if it’s flammable.

+
+ +

Level 8 Abjuration (Bard, Wizard)

+
+

Casting Time: Action

+

Range: Touch

+

Components: V, S

+

Duration: 24 hours

+
+

Until the spell ends, one willing creature you touch has Immunity to Psychic damage and the Charmed condition. The target is also unaffected by anything that would sense its emotions or alignment, read its thoughts, or magically detect its location, and no spell—not even Wish—can gather information about the target, observe it remotely, or control its mind.

+
+ +

Enchantment Cantrip (Sorcerer, Warlock, Wizard)

+
+

Casting Time: Action

+

Range: 60 feet

+

Components: V

+

Duration: 1 round

+
+

You try to temporarily sliver the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 Psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.

+

Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).

+
+ +

Level 2 Divination (Sorcerer, Warlock, Wizard)

+
+

Casting Time: Action

+

Range: 120 feet

+

Components: S

+

Duration: Concentration, up to 1 hour

+
+

You drive a spike of psionic energy into the mind of one creature you can see within range. The target makes a Wisdom saving throw, taking 3d8 Psychic damage on a failed save or half as much damage on a successful one. On a failed save, you also always know the target’s location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can’t become hidden from you, and if it has the Invisible condition, it gains no benefit from that condition against you.

+

Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.

+
+ +

Illusion Cantrip (Bard, Sorcerer, Warlock, Wizard)

+
+

Casting Time: Action

+

Range: 30 feet

+

Components: S, M (a bit of fleece)

+

Duration: 1 minute

+
+

You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again.

+

If a creature takes a Study action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

+

Sound. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

+

Image. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot Cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.

+
+ +

Level 7 Illusion (Bard, Druid, Wizard)

+
+

Casting Time: 10 minutes

+

Range: Sight

+

Components: V, S

+

Duration: 10 days

+
+

You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other rough or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road.

+

Similarly, you can alter the appearance of structures or add them where none are present. The spell doesn’t disguise, conceal, or add creatures.

+

The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into Difficult Terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell’s area disappears immediately.

+

Creatures with Truesight can see through the illusion to the terrain’s true form; however, all other elements of the illusion remain, so while the creature is aware of the illusion’s presence, the creature can still physically interact with the illusion.

+
+ +

Level 2 Illusion (Bard, Sorcerer, Warlock, Wizard)

+
+

Casting Time: Action

+

Range: Self

+

Components: V, S

+

Duration: 1 minute

+
+

Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real.

+

Each time a creature hits you with an attack roll during the spell’s duration, roll a d6 for each of your remaining duplicates. If any of the d6s rolls a 3 or higher, one of the duplicates is hit instead of you, and the duplicate is destroyed. The duplicates otherwise ignore all other damage and effects. The spell ends when all three duplicates are destroyed.

+

A creature is unaffected by this spell if it has the Blinded condition, Blindsight, or Truesight.

+
+ +

Level 5 Illusion (Bard, Warlock, Wizard)

+
+

Casting Time: Action

+

Range: Self

+

Components: S

+

Duration: Concentration, up to 1 hour

+
+

You gain the Invisible condition at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends immediately after you make an attack roll, deal damage, or cast a spell.

+

As a Magic action, you can move the illusory double up to twice your Speed and make it gesture, speak, and behave in whatever way you choose. It is intangible and invulnerable.

+

You can see through its eyes and hear through its ears as if you were located where it is.

+
+ +

Level 2 Conjuration (Sorcerer, Warlock, Wizard)

+
+

Casting Time: Bonus Action

+

Range: Self

+

Components: V

+

Duration: Instantaneous

+
+

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space you can see.

+
+ +

Level 5 Enchantment (Bard, Wizard)

+
+

Casting Time: Action

+

Range: 30 feet

+

Components: V, S

+

Duration: Concentration, up to 1 minute

+
+

You attempt to reshape another creature’s memories. One creature that you can see within range makes a Wisdom saving throw. If you are fighting the creature, it has Advantage on the save. On a failed save, the target has the Charmed condition for the duration. While Charmed in this way, the target also has the Incapacitated condition and is unaware of its surroundings, though it can hear you. If it takes any damage or is targeted by another spell, this spell ends, and no memories are modified.

+

While this charm lasts, you can affect the target’s memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity, change its memory of the event’s details, or create a memory of some other event.

+

You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you finish describing the modified memories, the creature’s memory isn’t altered. Otherwise, the modified memories take hold when the spell ends.

+

A modified memory doesn’t necessarily affect how a creature behaves, particularly if the memory contradicts the creature’s natural inclinations, alignment, or beliefs. An illogical modified memory, such as a false memory of how much the creature enjoyed swimming in acid, is dismissed as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature.

+

A Remove Curse or Greater Restoration spell cast on the target restores the creature’s true memory.

+

Using a Higher-Level Spell Slot. You can alter the target’s memories of an event that took place up to 7 days ago (level 6 spell slot), 30 days ago (level 7 spell slot), 365 days ago (level 8 spell slot), or any time in the creature’s past (level 9 spell slot).

+
+ +

Level 2 Evocation (Druid)

+
+

Casting Time: Action

+

Range: 120 feet

+

Components: V, S, M (a moonseed leaf)

+

Duration: Concentration, up to 1 minute

+
+

A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high Cylinder centered on a point within range. Until the spell ends, Dim Light fills the Cylinder, and you can take a Magic action on later turns to move the Cylinder up to 60 feet.

+

When the Cylinder appears, each creature in it makes a Constitution saving throw. On a failed save, a creature takes 2d10 Radiant damage, and if the creature is shape-shifted (as a result of the Polymorph spell, for example), it reverts to its true form and can’t shape-shift until it leaves the Cylinder. On a successful save, a creature takes half as much damage only. A creature also makes this save when the spell’s area moves into its space and when it enters the spell’s area or ends its turn there. A creature makes this save only once per turn.

+

Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 2.

+
+ +

Level 4 Conjuration (Wizard)

+
+

Casting Time: Action

+

Range: 30 feet

+

Components: V, S, M (a silver whistle)

+

Duration: 8 hours

+
+

You conjure a phantom watchdog in an unoccupied space that you can see within range. The hound remains for the duration or until the two of you are more than 300 feet apart from each other.

+

No one but you can see the hound, and it is intangible and invulnerable. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound has Truesight with a range of 30 feet.

+

At the start of each of your turns, the hound attempts to bite one enemy within 5 feet of it. That enemy must succeed on a Dexterity saving throw or take 4d8 Force damage.

+

On your later turns, you can take a Magic action to move the hound up to 30 feet.

+
+
HELGE C. BALZER + +
The Wizard Mordenkainen welcomes guests to his magical dwelling, Mordenkainen’s Magnificent Mansion
+
+ +

Level 7 Conjuration (Bard, Wizard)

+
+

Casting Time: 1 minute

+

Range: 300 feet

+

Components: V, S, M (a miniature door worth 15+ GP)

+

Duration: 24 hours

+
+

You conjure a shimmering door in range that lasts for the duration. The door leads to an extradimensional dwelling and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the door remains open. You can open or close it (no action required) if you are within 30 feet of it. While closed, the door is imperceptible.

+

Beyond the door is a magnificent foyer with numerous chambers beyond. The dwelling’s atmosphere is clean, fresh, and warm.

+

You can create any floor plan you like for the dwelling, but it can’t exceed 50 contiguous 10-foot Cubes. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine-course banquet for up to 100 people. Furnishings and other objects created by this spell dissipate into smoke if removed from it.

+

A staff of 100 near-transparent servants attends all who enter. You determine the appearance of these servants and their attire. They are invulnerable and obey your commands. Each servant can perform tasks that a human could perform, but they can’t attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can’t leave the dwelling.

+

When the spell ends, any creatures or objects left inside the extradimensional space are expelled into the unoccupied spaces nearest to the entrance.

+
+ +

Level 4 Abjuration (Wizard)

+
+

Casting Time: 10 minutes

+

Range: 120 feet

+

Components: V, S, M (a thin sheet of lead)

+

Duration: 24 hours

+
+

You make an area within range magically secure. The area is a Cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration.

+

When you cast the spell, you decide what sort of security the spell provides, choosing any of the following properties:

+
    +
  • Sound can’t pass through the barrier at the edge of the warded area.
  • +
  • The barrier of the warded area appears dark and foggy, preventing vision (including Darkvision) through it.
  • +
  • Sensors created by Divination spells can’t appear inside the protected area or pass through the barrier at its perimeter.
  • +
  • Creatures in the area can’t be targeted by Divination spells.
  • +
  • Nothing can teleport into or out of the warded area.
  • +
  • Planar travel is blocked within the warded area.
  • +
+

Casting this spell on the same spot every day for 365 days makes the spell last until dispelled.

+

Using a Higher-Level Spell Slot. You can increase the size of the Cube by 100 feet for each spell slot level above 4.

+
+ +

Level 7 Evocation (Bard, Wizard)

+
+

Casting Time: Action

+

Range: 90 feet

+

Components: V, S, M (a miniature sword worth 250+ GP)

+

Duration: Concentration, up to 1 minute

+
+

You create a spectral sword that hovers within range. It lasts for the duration.

+

When the sword appears, you make a melee spell attack against a target within 5 feet of the sword. On a hit, the target takes Force damage equal to 4d12 plus your spellcasting ability modifier.

+

On your later turns, you can take a Bonus Action to move the sword up to 30 feet to a spot you can see and repeat the attack against the same target or a different one.

+
+ +

Level 6 Transmutation (Druid, Sorcerer, Wizard)

+
+

Casting Time: Action

+

Range: 120 feet

+

Components: V, S, M (a miniature shovel)

+

Duration: Concentration, up to 2 hours

+
+

Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area’s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can’t exceed half the area’s largest dimension. For example, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square’s elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete. Because the terrain’s transformation occurs slowly, creatures in the area can’t usually be trapped or injured by the ground’s movement.

+

At the end of every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect within range.

+

This spell can’t manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse.

+

Similarly, this spell doesn’t directly affect plant growth. The moved earth carries any plants along with it.

+ + +

Spells (N)

+ +

Level 3 Abjuration (Bard, Ranger, Wizard)

+
+

Casting Time: Action

+

Range: Touch

+

Components: V, S, M (a pinch of diamond dust worth 25+ GP, which the spell consumes)

+

Duration: 8 hours

+
+

For the duration, you hide a target that you touch from Divination spells. The target can be a willing creature, or it can be a place or an object no larger than 10 feet in any dimension. The target can’t be targeted by any Divination spell or perceived through magical scrying sensors.

+
+ +

Level 2 Illusion (Wizard)

+
+

Casting Time: Action

+

Range: Touch

+

Components: V, S, M (a small square of silk)

+

Duration: 24 hours

+
+

With a touch, you place an illusion on a willing creature or an object that isn’t being worn or carried. A creature gains the Mask effect below, and an object gains the False Aura effect below. The effect lasts for the duration. If you cast the spell on the same target every day for 30 days, the illusion lasts until dispelled.

+

Mask (Creature). Choose a creature type other than the target’s actual type. Spells and other magical effects treat the target as if it were a creature of the chosen type.

+

False Aura (Object). You change the way the target appears to spells and magical effects that detect magical auras, such as Detect Magic. You can make a nonmagical object appear magical, make a magic item appear nonmagical, or change the object’s aura so that it appears to belong to a school of magic you choose.

+ + +

Spells (O)

+ +

Level 6 Evocation (Sorcerer, Wizard)

+
+

Casting Time: Action

+

Range: 300 feet

+

Components: V, S, M (a miniature crystal sphere)

+

Duration: Instantaneous

+
+

A frigid globe streaks from you to a point of your choice within range, where it explodes in a 60-foot-radius Sphere. Each creature in that area makes a Constitution saving throw, taking 10d6 Cold damage on failed save or half as much damage on a successful one.

+

If the globe strikes a body of water, it freezes the water to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice and have the Restrained condition. A trapped creature can take an action to make a Strength (Athletics) check against your spell save DC to break free.

+

You can refrain from firing the globe after completing the spell’s casting. If you do so, a globe about the size of a sling bullet, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to the sling’s normal range). It shatters on impact, with the same effect as a normal casting of the spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasn’t already shattered, it explodes.

+

Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 6.

+
+ +

Level 4 Abjuration (Wizard)

+
+

Casting Time: Action

+

Range: 30 feet

+

Components: V, S, M (a glass sphere)

+

Duration: Concentration, up to 1 minute

+
+

A shimmering sphere encloses a Large or smaller creature or object within range. An unwilling creature must succeed on a Dexterity saving throw or be enclosed for the duration.

+

Nothing—not physical objects, energy, or other spell effects—can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can’t be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it.

+

The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can take an action to push against the sphere’s walls and thus roll the sphere at up to half the creature’s Speed. Similarly, the globe can be picked up and moved by other creatures.

+

A Disintegrate spell targeting the globe destroys it without harming anything inside.

+
+ +

Level 6 Enchantment (Bard, Wizard)

+
+

Casting Time: Action

+

Range: 30 feet

+

Components: V

+

Duration: Concentration, up to 1 minute

+
+

One creature that you can see within range must make a Wisdom saving throw. On a successful save, the target dances comically until the end of its next turn, during which it must spend all its movement to dance in place.

+

On a failed save, the target has the Charmed condition for the duration. While Charmed, the target dances comically, must use all its movement to dance in place, and has Disadvantage on Dexterity saving throws and attack rolls, and other creatures have Advantage on attack rolls against it. On each of its turns, the target can take an action to collect itself and repeat the save, ending the spell on itself on a success.

+ + +

Spells (P)

+ +

Level 5 Transmutation (Wizard)

+
+

Casting Time: Action

+

Range: 30 feet

+

Components: V, S, M (a pinch of sesame seeds)

+

Duration: 1 hour

+
+

A passage appears at a point that you can see on a wooden, plaster, or stone surface (such as a wall, ceiling, or floor) within range and lasts for the duration. You choose the opening’s dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it.

+

When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell.

+
+ +

Level 2 Abjuration (Druid, Ranger)

+
+

Casting Time: Action

+

Range: Self

+

Components: V, S, M (ashes from burned mistletoe)

+

Duration: Concentration, up to 1 hour

+
+

You radiate a concealing aura in a 30-foot Emanation for the duration. While in the aura, you and each creature you choose have a +10 bonus to Dexterity (Stealth) checks and leave no tracks.

+
+ +

Level 2 Illusion (Bard, Sorcerer, Wizard)

+
+

Casting Time: Action

+

Range: 60 feet

+

Components: V, S, M (a bit of fleece)

+

Duration: Concentration, up to 1 minute

+
+

You attempt to craft an illusion in the mind of a creature you can see within range. The target makes an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other phenomenon that is no larger than a 10-foot Cube and that is perceivable only to the target for the duration. The phantasm includes sound, temperature, and other stimuli.

+

The target can take a Study action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.

+

While affected by the spell, the target treats the phantasm as if it were real and rationalizes any illogical outcomes from interacting with it. For example, if the target steps through a phantasmal bridge and survives the fall, it believes the bridge exists and something else caused it to fall.

+

An affected target can even take damage from the illusion if the phantasm represents a dangerous creature or hazard. On each of your turns, such a phantasm can deal 2d8 Psychic damage to the target if it is in the phantasm’s area or within 5 feet of the phantasm. The target perceives the damage as a type appropriate to the illusion.

+
+ +

Level 4 Illusion (Bard, Wizard)

+
+

Casting Time: Action

+

Range: 120 feet

+

Components: V, S

+

Duration: Concentration, up to 1 minute

+
+

You tap into the nightmares of a creature you can see within range and create an illusion of its deepest fears, visible only to that creature. The target makes a Wisdom saving throw. On a failed save, the target takes 4d10 Psychic damage and has Disadvantage on ability checks and attack rolls for the duration. On a successful save, the target takes half as much damage, and the spell ends.

+

For the duration, the target makes a Wisdom saving throw at the end of each of its turns. On a failed save, it takes the Psychic damage again. On a successful save, the spell ends.

+

Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 4.

+
+ +

Level 3 Illusion (Wizard)

+
NIKKI DAWES + +
Phantom Steed
+
+
+

Casting Time: 1 minute or Ritual

+

Range: 30 feet

+

Components: V, S

+

Duration: 1 hour

+
+

A Large, quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature’s appearance, and it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed.

+

For the duration, you or a creature you choose can ride the steed. The steed uses the Riding Horse stat block (see appendix B), except it has a Speed of 100 feet and can travel 13 miles in an hour. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends early if the steed takes any damage.

+
+ +

Level 6 Conjuration (Cleric)

+
+

Casting Time: 10 minutes

+

Range: 60 feet

+

Components: V, S

+

Duration: Instantaneous

+
+

You beseech an otherworldly entity for aid. The being must be known to you: a god, a demon prince, or some other being of cosmic power. That entity sends a Celestial, an Elemental, or a Fiend loyal to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature’s name, you can speak that name when you cast this spell to request that creature, though you might get a different creature anyway (DM’s choice).

+

When the creature appears, it is under no compulsion to behave a particular way. You can ask it to perform a service in exchange for payment, but it isn’t obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the creature to bargain for its services.

+

Payment can take a variety of forms. A Celestial might require a sizable donation of gold or magic items to an allied temple, while a Fiend might demand a living sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you.

+

A task that can be measured in minutes requires a payment worth 100 GP per minute. A task measured in hours requires 1,000 GP per hour. And a task measured in days (up to 10 days) requires 10,000 GP per day. The DM can adjust these payments based on the circumstances under which you cast the spell. If the task is aligned with the creature’s ethos, the payment might be halved or even waived. Nonhazardous tasks typically require only half the suggested payment, while especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal.

+

After the creature completes the task, or when the agreed-upon duration of service expires, the creature returns to its home plane after reporting back to you if possible. If you are unable to agree on a price for the creature’s service, the creature immediately returns to its home plane.

+
+ +

Level 5 Abjuration (Bard, Cleric, Druid, Warlock, Wizard)

+
+

Casting Time: 1 hour

+

Range: 60 feet

+

Components: V, S, M (a jewel worth 1,000+ GP, which the spell consumes)

+

Duration: 24 hours

+
+

You attempt to bind a Celestial, an Elemental, a Fey, or a Fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of the inverted version of the Magic Circle spell to trap it while this spell is cast.) At the completion of the casting, the target must succeed on a Charisma saving throw or be bound to serve you for the duration. If the creature was summoned or created by another spell, that spell’s duration is extended to match the duration of this spell.

+

A bound creature must follow your commands to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. If the creature is Hostile, it strives to twist your commands to achieve its own objectives. If the creature carries out your commands completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane, it returns to the place where you bound it and remains there until the spell ends.

+

Using a Higher-Level Spell Slot. The duration increases with a spell slot of level 6 (10 days), 7 (30 days), 8 (180 days), and 9 (366 days).

+
+ +

Level 7 Conjuration (Cleric, Druid, Sorcerer, Warlock, Wizard)

+
+

Casting Time: Action

+

Range: Touch

+

Components: V, S, M (a forked, metal rod worth 250+ GP and attuned to a plane of existence)

+

Duration: Instantaneous

+
+

You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination, as determined by the DM.

+

Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.

+
+ +

Level 3 Transmutation (Bard, Druid, Ranger)

+
+

Casting Time: Action (Overgrowth) or 8 hours (Enrichment)

+

Range: 150 feet

+

Components: V, S

+

Duration: Instantaneous

+
+

This spell channels vitality into plants. The casting time you use determines whether the spell has the Overgrowth or the Enrichment effect below.

+

Overgrowth. Choose a point within range. All normal plants in a 100-foot-radius Sphere centered on that point become thick and overgrown. A creature moving through that area must spend 4 feet of movement for every 1 foot it moves. You can exclude one or more areas of any size within the spell’s area from being affected.

+

Enrichment. All plants in a half-mile radius centered on a point within range become enriched for 365 days. The plants yield twice the normal amount of food when harvested. They can benefit from only one Plant Growth per year.

+
+ +

Necromancy Cantrip (Druid, Sorcerer, Warlock, Wizard)

+
+

Casting Time: Action

+

Range: 30 feet

+

Components: V, S

+

Duration: Instantaneous

+
+

You spray toxic mist at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d12 Poison damage.

+

Cantrip Upgrade. The damage increases by 1d12 when you reach levels 5 (2d12), 11 (3d12), and 17 (4d12).

+
+ +

Level 4 Transmutation (Bard, Druid, Sorcerer, Wizard)

+
+

Casting Time: Action

+

Range: 60 feet

+

Components: V, S, M (a caterpillar cocoon)

+

Duration: Concentration, up to 1 hour

+
+

You attempt to transform a creature that you can see within range into a Beast. The target must succeed on a Wisdom saving throw or shape-shift into Beast form for the duration. That form can be any Beast you choose that has a Challenge Rating equal to or less than the target’s (or the target’s level if it doesn’t have a Challenge Rating). The target’s game statistics are replaced by the stat block of the chosen Beast, but the target retains its alignment, personality, creature type, Hit Points, and Hit Point Dice.

+

The target gains a number of Temporary Hit Points equal to the Hit Points of the Beast form. The spell ends early on the target if it has no Temporary Hit Points left.

+

The target is limited in the actions it can perform by the anatomy of its new form, and it can’t speak or cast spells.

+

The target’s gear melds into the new form. The creature can’t use or otherwise benefit from any of that equipment.

+
+ +

Level 7 Enchantment (Bard, Cleric)

+
+

Casting Time: Action

+

Range: 60 feet

+

Component: V

+

Duration: Instantaneous

+
+

You fortify up to six creatures you can see within range. The spell bestows 120 Temporary Hit Points, which you divide among the spell’s recipients.

+
+ +

Level 9 Enchantment (Bard, Cleric)

+
+

Casting Time: Action

+

Range: 60 feet

+

Component: V

+

Duration: Instantaneous

+
+

A wave of healing energy washes over one creature you can see within range. The target regains all its Hit Points. If the creature has the Charmed, Frightened, Paralyzed, Poisoned, or Stunned condition, the condition ends. If the creature has the Prone condition, it can use its Reaction to stand up.

+
+ +

Level 9 Enchantment (Bard, Sorcerer, Warlock, Wizard)

+
+

Casting Time: Action

+

Range: 60 feet

+

Component: V

+

Duration: Instantaneous

+
+

You compel one creature you can see within range to die. If the target has 100 Hit Points or fewer, it dies. Otherwise, it takes 12d12 Psychic damage.

+
+ +

Level 8 Enchantment (Bard, Sorcerer, Warlock, Wizard)

+
+

Casting Time: Action

+

Range: 60 feet

+

Components: V

+

Duration: Instantaneous

+
+

You overwhelm the mind of one creature you can see within range. If the target has 150 Hit Points or fewer, it has the Stunned condition. Otherwise, its Speed is 0 until the start of your next turn.

+

The Stunned target makes a Constitution saving throw at the end of each of its turns, ending the condition on itself on a success.

+
+ +

Level 2 Abjuration (Cleric, Paladin)

+
+

Casting Time: 10 minutes

+

Range: 30 feet

+

Components: V

+

Duration: Instantaneous

+
+

Up to five creatures of your choice who remain within range for the spell’s entire casting gain the benefits of a Short Rest and also regain 2d8 Hit Points. A creature can’t be affected by this spell again until that creature finishes a Long Rest.

+

Using a Higher-Level Spell Slot. The healing increases by 1d8 for each spell slot level above 2.

+
+ +

Transmutation Cantrip (Bard, Sorcerer, Warlock, Wizard)

+
+

Casting Time: Action

+

Range: 10 feet

+

Components: V, S

+

Duration: Up to 1 hour

+
+

You create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time.

+

Sensory Effect. You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.

+

Fire Play. You instantaneously light or snuff out a candle, a torch, or a small campfire.

+

Clean or Soil. You instantaneously clean or soil an object no larger than 1 cubic foot.

+

Minor Sensation. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.

+

Magic Mark. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.

+

Minor Creation. You create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth.

+
+ +

Level 7 Evocation (Bard, Sorcerer, Wizard)

+
+

Casting Time: Action

+

Range: Self

+

Components: V, S

+

Duration: Instantaneous

+
+

Eight rays of light flash from you in a 60-foot Cone. Each creature in the Cone makes a Dexterity saving throw. For each target, roll 1d8 to determine which color ray affects it, consulting the Prismatic Rays table.

+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+

Prismatic Rays

+
1d8Ray
1Red. Failed Save: 12d6 Fire damage. Successful Save: Half as much damage.
2Orange. Failed Save: 12d6 Acid damage. Successful Save: Half as much damage.
3Yellow. Failed Save: 12d6 Lightning damage. Successful Save: Half as much damage.
4Green. Failed Save: 12d6 Poison damage. Successful Save: Half as much damage.
5Blue. Failed Save: 12d6 Cold damage. Successful Save: Half as much damage.
6Indigo. Failed Save: The target has the Restrained condition and makes a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the condition ends. If it fails three times, it has the Petrified condition until it is freed by an effect like the Greater Restoration spell. The successes and failures needn’t be consecutive; keep track of both until the target collects three of a kind.
7Violet. Failed Save: The target has the Blinded condition and makes a Wisdom saving throw at the start of your next turn. On a successful save, the condition ends. On a failed save, the condition ends, and the creature teleports to another plane of existence (DM’s choice).
8Special. The target is struck by two rays. Roll twice, rerolling any 8.
+
RANDALL MACKEY + +
A dwarf had an unfortunate encounter with
the indigo ray of Prismatic Spray
+
+
+ +

Level 9 Abjuration (Bard, Wizard)

+
+

Casting Time: Action

+

Range: 60 feet

+

Components: V, S

+

Duration: 10 minutes

+
+

A shimmering, multicolored plane of light forms a vertical opaque wall—up to 90 feet long, 30 feet high, and 1 inch thick—centered on a point within range. Alternatively, you shape the wall into a globe up to 30 feet in diameter centered on a point within range. The wall lasts for the duration. If you position the wall in a space occupied by a creature, the spell ends instantly without effect.

+

The wall sheds Bright Light within 100 feet and Dim Light for an additional 100 feet. You and creatures you designate when you cast the spell can pass through and be near the wall without harm. If another creature that can see the wall moves within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or have the Blinded condition for 1 minute.

+

The wall consists of seven layers, each with a different color. When a creature reaches into or passes through the wall, it does so one layer at a time through all the layers. Each layer forces the creature to make a Dexterity saving throw or be affected by that layer’s properties as described in the Prismatic Layers table.

+

The wall, which has AC 10, can be destroyed one layer at a time, in order from red to violet, by means specific to each layer. If a layer is destroyed, it is gone for the duration. Antimagic Field has no effect on the wall, and Dispel Magic can affect only the violet layer.

+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
Prismatic Layers
+
OrderEffects
1Red. Failed Save: 12d6 Fire damage. Successful Save: Half as much damage. Additional Effects: Nonmagical ranged attacks can’t pass through this layer, which is destroyed if it takes at least 25 Cold damage.
2Orange. Failed Save: 12d6 Acid damage. Successful Save: Half as much damage. Additional Effects: Magical ranged attacks can’t pass through this layer, which is destroyed by a strong wind (such as the one created by Gust of Wind).
3Yellow. Failed Save: 12d6 Lightning damage. Successful Save: Half as much damage. Additional Effects: The layer is destroyed if it takes at least 60 Force damage.
4Green. Failed Save: 12d6 Poison damage. Successful Save: Half as much damage. Additional Effects: A Passwall spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer.
5Blue. Failed Save: 12d6 Cold damage. Successful Save: Half as much damage. Additional Effects: The layer is destroyed if it takes at least 25 Fire damage.
6Indigo. Failed Save: The target has the Restrained condition and makes a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the condition ends. If it fails three times, it has the Petrified condition until it is freed by an effect like the Greater Restoration spell. The successes and failures needn’t be consecutive; keep track of both until the target collects three of a kind. Additional Effects: Spells can’t be cast through this layer, which is destroyed by Bright Light shed by the Daylight spell.
7Violet. Failed Save: The target has the Blinded condition and makes a Wisdom saving throw at the start of your next turn. On a successful save, the condition ends. On a failed save, the condition ends, and the creature teleports to another plane of existence (DM’s choice). Additional Effects: This layer is destroyed by Dispel Magic.
+
+ +

Conjuration Cantrip (Druid)

+
+

Casting Time: Bonus Action

+

Range: Self

+

Components: V, S

+

Duration: 10 minutes

+
+

A flickering flame appears in your hand and remains there for the duration. While there, the flame emits no heat and ignites nothing, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The spell ends if you cast it again.

+

Until the spell ends, you can take a Magic action to hurl fire at a creature or an object within 60 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 Fire damage.

+

Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).

+
+ +

Level 6 Illusion (Bard, Wizard)

+
+

Casting Time: Action

+

Range: 120 feet

+

Components: V, S, M (jade dust worth 25+ GP)

+

Duration: Until dispelled

+
+

You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific trigger occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot Cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.

+
JUSTINE CRUZ + +
A spellcaster could use Programmed Illusion
to cause a watchdog to appear and kindly
ask intruders to leave
+
+

When the trigger you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes, after which the illusion can be activated again.

+

The trigger can be as general or as detailed as you like, though it must be based on visual or audible phenomena that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door.

+

Physical interaction with the image reveals it to be illusory, since things can pass through it. A creature that takes the Study action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.

+
+ +

Level 7 Illusion (Bard, Wizard)

+
+

Casting Time: Action

+

Range: 500 miles

+

Components: V, S, M (a statuette of yourself worth 5+ GP)

+

Duration: Concentration, up to 1 day

+
+

You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you, but it is intangible. If the illusion takes any damage, it disappears, and the spell ends.

+

You can see through the illusion’s eyes and hear through its ears as if you were in its space. As a Magic action, you can move it up to 60 feet and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.

+

Physical interaction with the image reveals it to be illusory, since things can pass through it. A creature that takes the Study action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.

+
+ +

Level 3 Abjuration (Cleric, Druid, Ranger, Sorcerer, Wizard)

+
+

Casting Time: Action

+

Range: Touch

+

Components: V, S

+

Duration: Concentration, up to 1 hour

+
+

For the duration, the willing creature you touch has Resistance to one damage type of your choice: Acid, Cold, Fire, Lightning, or Thunder.

+
+ +

Level 1 Abjuration (Cleric, Druid, Paladin, Warlock, Wizard)

+
+

Casting Time: Action

+

Range: Touch

+

Components: V, S, M (a flask of Holy Water worth 25+ GP, which the spell consumes)

+

Duration: Concentration up to 10 minutes

+
+

Until the spell ends, one willing creature you touch is protected against creatures that are Aberrations, Celestials, Elementals, Fey, Fiends, or Undead. The protection grants several benefits. Creatures of those types have Disadvantage on attack rolls against the target. The target also can’t be possessed by or gain the Charmed or Frightened conditions from them. If the target is already possessed, Charmed, or Frightened by such a creature, the target has Advantage on any new saving throw against the relevant effect.

+
+ +

Level 2 Abjuration (Cleric, Druid, Paladin, Ranger)

+
+

Casting Time: Action

+

Range: Touch

+

Components: V, S

+

Duration: 1 hour

+
+

You touch a creature and end the Poisoned condition on it. For the duration, the target has Advantage on saving throws to avoid or end the Poisoned condition, and it has Resistance to Poison damage.

+
+ +

Level 1 Transmutation (Cleric, Druid, Paladin)

+
+

Casting Time: Action or Ritual

+

Range: 10 feet

+

Components: V, S

+

Duration: Instantaneous

+
+

You remove poison and rot from nonmagical food and drink in a 5-foot-radius Sphere centered on a point within range.

+ + +

Spells (R)

+
POLAR ENGINE + +
A human Cleric casts Raise Dead to return a fallen comrade to life
+
+ +

Level 5 Necromancy (Bard, Cleric, Paladin)

+
+

Casting Time: 1 hour

+

Range: Touch

+

Components: V, S, M (a diamond worth 500+ GP, which the spell consumes)

+

Duration: Instantaneous

+
+

With a touch, you revive a dead creature if it has been dead no longer than 10 days and it wasn’t Undead when it died.

+

The creature returns to life with 1 Hit Point. This spell also neutralizes any poisons that affected the creature at the time of death.

+

This spell closes all mortal wounds, but it doesn’t restore missing body parts. If the creature is lacking body parts or organs integral for its survival—its head, for instance—the spell automatically fails.

+

Coming back from the dead is an ordeal. The target takes a −4 penalty to D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0.

+
+ +

Level 5 Divination (Bard, Wizard)

+
+

Casting Time: Action or Ritual

+

Range: 30 feet

+

Components: V, S, M (two eggs)

+

Duration: 1 hour

+
+

You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures that can’t communicate in any languages aren’t affected by this spell.

+

Until the spell ends, the targets can communicate telepathically through the bond whether or not they share a language. The communication is possible over any distance, though it can’t extend to other planes of existence.

+
+ +

Level 2 Necromancy (Warlock, Wizard)

+
+

Casting Time: Action

+

Range: 60 feet

+

Components: V, S

+

Duration: Concentration, up to 1 minute

+
+

A beam of enervating energy shoots from you toward a creature within range. The target must make a Constitution saving throw. On a successful save, the target has Disadvantage on the next attack roll it makes until the start of your next turn.

+

On a failed save, the target has Disadvantage on Strength-based D20 Tests for the duration. During that time, it also subtracts 1d8 from all its damage rolls. The target repeats the save at the end of each of its turns, ending the spell on a success.

+
+ +

Evocation Cantrip (Sorcerer, Wizard)

+
+

Casting Time: Action

+

Range: 60 feet

+

Components: V, S

+

Duration: Instantaneous

+
+

A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 Cold damage, and its Speed is reduced by 10 feet until the start of your next turn.

+

Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).

+
+ +

Level 1 Necromancy (Sorcerer, Wizard)

+
+

Casting Time: Action

+

Range: 60 feet

+

Components: V, S

+

Duration: Instantaneous

+
+

You shoot a greenish ray at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 Poison damage and has the Poisoned condition until the end of your next turn.

+

Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.

+
+ +

Level 7 Transmutation (Bard, Cleric, Druid)

+
+

Casting Time: 1 minute

+

Range: Touch

+

Components: V, S, M (a prayer wheel)

+

Duration: 1 hour

+
+

A creature you touch regains 4d8 + 15 Hit Points. For the duration, the target regains 1 Hit Point at the start of each of its turns, and any severed body parts regrow after 2 minutes.

+
+ +

Level 5 Necromancy (Druid)

+
+

Casting Time: 1 hour

+

Range: Touch

+

Components: V, S, M (rare oils worth 1,000+ GP, which the spell consumes)

+

Duration: Instantaneous

+
+

You touch a dead Humanoid or a piece of one. If the creature has been dead no longer than 10 days, the spell forms a new body for it and calls the soul to enter that body. Roll 1d10 and consult the table below to determine the body’s species, or the DM chooses another playable species.

+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
1d10Species
1Aasimar
2Dragonborn
3Dwarf
4Elf
5Gnome
6Goliath
7Halfling
8Human
9Orc
10Tiefling
+

The reincarnated creature makes any choices that a species’ description offers, and the creature recalls its former life. It retains the capabilities it had in its original form, except it loses the traits of its previous species and gains the traits of its new one.

+
+ +

Level 3 Abjuration (Cleric, Paladin, Warlock, Wizard)

+
+

Casting Time: Action

+

Range: Touch

+

Components: V, S

+

Duration: Instantaneous

+
+

At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner’s Attunement to the object so it can be removed or discarded.

+
+ +

Abjuration Cantrip (Cleric, Druid)

+
+

Casting Time: Action

+

Range: Touch

+

Component: V, S

+

Duration: Concentration, up to 1 minute

+
+

You touch a willing creature and choose a damage type: Acid, Bludgeoning, Cold, Fire, Lightning, Necrotic, Piercing, Poison, Radiant, Slashing, or Thunder. When the creature takes damage of the chosen type before the spell ends, the creature reduces the total damage taken by 1d4. A creature can benefit from this spell only once per turn.

+
+ +

Level 7 Necromancy (Bard, Cleric)

+
+

Casting Time: 1 hour

+

Range: Touch

+

Components: V, S, M (a diamond worth 1,000+ GP, which the spell consumes)

+

Duration: Instantaneous

+
+

With a touch, you revive a dead creature that has been dead for no more than a century, didn’t die of old age, and wasn’t Undead when it died.

+

The creature returns to life with all its Hit Points. This spell also neutralizes any poisons that affected the creature at the time of death. This spell closes all mortal wounds and restores any missing body parts.

+

Coming back from the dead is an ordeal. The target takes a −4 penalty to D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0.

+

Casting this spell to revive a creature that has been dead for 365 days or longer taxes you. Until you finish a Long Rest, you can’t cast spells again, and you have Disadvantage on D20 Tests.

+
+ +

Level 7 Transmutation (Druid, Sorcerer, Wizard)

+
+

Casting Time: Action

+

Range: 100 feet

+

Components: V, S, M (a lodestone and iron filings)

+

Duration: Concentration, up to 1 minute

+
+

This spell reverses gravity in a 50-foot-radius, 100-foot high Cylinder centered on a point within range. All creatures and objects in that area that aren’t anchored to the ground fall upward and reach the top of the Cylinder. A creature can make a Dexterity saving throw to grab a fixed object it can reach, thus avoiding the fall upward.

+

If a ceiling or an anchored object is encountered in this upward fall, creatures and objects strike it just as they would during a downward fall. If an affected creature or object reaches the Cylinder’s top without striking anything, it hovers there for the duration. When the spell ends, affected objects and creatures fall downward.

+
+ +

Level 3 Necromancy (Cleric, Druid, Paladin, Ranger)

+
+

Casting Time: Action

+

Range: Touch

+

Components: V, S, M (a diamond worth 300+ GP, which the spell consumes)

+

Duration: Instantaneous

+
+

You touch a creature that has died within the last minute. That creature revives with 1 Hit Point. This spell can’t revive a creature that has died of old age, nor does it restore any missing body parts.

+
+ +

Level 2 Transmutation (Wizard)

+
+

Casting Time: Action

+

Range: Touch

+

Components: V, S, M (a segment of rope)

+

Duration: 1 hour

+
+

You touch a rope. One end of it hovers upward until the rope hangs perpendicular to the ground or the rope reaches a ceiling. At the rope’s upper end, an Invisible 3-foot-by-5-foot portal opens to an extradimensional space that lasts until the spell ends. That space can be reached by climbing the rope, which can be pulled into or dropped out of it.

+

The space can hold up to eight Medium or smaller creatures. Attacks, spells, and other effects can’t pass into or out of the space, but creatures inside it can see +through the portal. Anything inside the space drops out when the spell ends.

+ + +

Spells (S)

+ +

Evocation Cantrip (Cleric)

+
+

Casting Time: Action

+

Range: 60 feet

+

Components: V, S

+

Duration: Instantaneous

+
+

Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 Radiant damage. The target gains no benefit from Half Cover or Three-Quarters Cover for this save.

+

Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).

+
+ +

Level 1 Abjuration (Cleric)

+
+

Casting Time: Bonus Action

+

Range: 30 feet

+

Components: V, S, M (a shard of glass from a mirror)

+

Duration: 1 minute

+
+

You ward a creature within range. Until the spell ends, any creature who targets the warded creature with an attack roll or a damaging spell must succeed on a Wisdom saving throw or either choose a new target or lose the attack or spell. This spell doesn’t protect the warded creature from areas of effect.

+

The spell ends if the warded creature makes an attack roll, casts a spell, or deals damage.

+
+ +

Level 2 Evocation (Sorcerer, Wizard)

+
+

Casting Time: Action

+

Range: 120 feet

+

Components: V, S

+

Duration: Instantaneous

+
+

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

+

Using a Higher-Level Spell Slot. You create one additional ray for each spell slot level above 2.

+
+
GABOLEPS + +
The Scrying spell helps a gnome Bard keep in touch with friends and family around the world
+
+ +

Level 5 Divination (Bard, Cleric, Druid, Warlock, Wizard)

+
+

Casting Time: 10 minutes

+

Range: Self

+

Components: V, S, M (a focus worth 1,000+ GP, such as a crystal ball, mirror, or water-filled font)

+

Duration: Concentration, up to 10 minutes

+
+

You can see and hear a creature you choose that is on the same plane of existence as you. The target makes a Wisdom saving throw, which is modified (see the tables below) by how well you know the target and the sort of physical connection you have to it. The target doesn’t know what it is making the save against, only that it feels uneasy.

+
+ + + + + + + + + + + + + + + + + + + + +
Your Knowledge of the Target Is...Save Modifier
Secondhand (heard of the target)+5
Firsthand (met the target)+0
Extensive (know the target well)−5
+
+ + + + + + + + + + + + + + + + + + + + +
You Have the Target’s...Save Modifier
Picture or other likeness−2
Garment or other possession−4
Body part, lock of hair, or bit of nail−10
+

On a successful save, the target isn’t affected, and you can’t use this spell on it again for 24 hours.

+

On a failed save, the spell creates an Invisible, intangible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. If something can see the sensor, it appears as a luminous orb about the size of your fist.

+

Instead of targeting a creature, you can target a location you have seen. When you do so, the sensor appears at that location and doesn’t move.

+
+ +

Level 1 Evocation (Paladin)

+
+

Casting Time: Bonus Action, which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike

+

Range: Self

+

Component: V

+

Duration: 1 minute

+
+

As you hit the target, it takes an extra 1d6 Fire damage from the attack. At the start of each of its turns until the spell ends, the target takes 1d6 Fire damage and then makes a Constitution saving throw. On a failed save, the spell continues. On a successful save, the spell ends.

+

Using a Higher-Level Spell Slot. All the damage increases by 1d6 for each spell slot level above 1.

+
+ +

Level 2 Divination (Bard, Sorcerer, Wizard)

+
+

Casting Time: Action

+

Range: Self

+

Components: V, S, M (a pinch of talc)

+

Duration: 1 hour

+
+

For the duration, you see creatures and objects that have the Invisible condition as if they were visible, and you can see into the Ethereal Plane. Creatures and objects there appear ghostly.

+
+ +

Level 5 Illusion (Bard, Sorcerer, Wizard)

+
+

Casting Time: Action

+

Range: 30 feet

+

Components: V, S

+

Duration: 8 hours

+
+

You give an illusory appearance to each creature of your choice that you can see within range. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell.

+

You can give the same appearance or different ones to the targets. The spell can change the appearance of the targets’ bodies and equipment. You can make each creature seem 1 foot shorter or taller and appear heavier or lighter. A target’s new appearance must have the same basic arrangement of limbs as the target, but the extent of the illusion is otherwise up to you. The spell lasts for the duration.

+

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to a creature’s outfit, objects pass through the hat.

+

A creature that takes the Study action to examine a target can make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised.

+
+ +

Level 3 Divination (Bard, Cleric, Wizard)

+
+

Casting Time: Action

+

Range: Unlimited

+

Components: V, S, M (a copper wire)

+

Duration: Instantaneous

+
+

You send a short message of 25 words or fewer to a creature you have met or a creature described to you by someone who has met it. The target hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables targets to understand the meaning of your message.

+

You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn’t arrive. You know if the delivery fails.

+

Upon receiving your message, a creature can block your ability to reach it again with this spell for 8 hours. If you try to send another message during that time, you learn that you are blocked, and the spell fails.

+
+ +

Level 7 Transmutation (Wizard)

+
+

Casting Time: Action

+

Range: Touch

+

Components: V, S, M (gem dust worth 5,000+ GP, which the spell consumes)

+

Duration: Until dispelled

+
+

With a touch, you magically sequester an object or a willing creature. For the duration, the target has the Invisible condition and can’t be targeted by Divination spells, detected by magic, or viewed remotely with magic.

+

If the target is a creature, it enters a state of suspended animation; it has the Unconscious condition, doesn’t age, and doesn’t need food, water, or air.

+

You can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include “after 1,000 years” or “when the tarrasque awakens.” This spell also ends if the target takes any damage.

+
+
MICHAEL BROUSSARD + +
Rival mages use Shapechange to transform into a beholder and a behir during a magical duel
+
+ +

Level 9 Transmutation (Druid, Wizard)

+
+

Casting Time: Action

+

Range: Self

+

Components: V, S, M (a jade circlet worth 1,500+ GP)

+

Duration: Concentration, up to 1 hour

+
+

You shape-shift into another creature for the duration or until you take a Magic action to shape-shift into a different eligible form. The new form must be of a creature that has a Challenge Rating no higher than your level or Challenge Rating. You must have seen the sort of creature before, and it can’t be a Construct or an Undead.

+

When you shape-shift, you gain a number of Temporary Hit Points equal to the Hit Points of the form. The spell ends early if you have no Temporary Hit Points left.

+

Your game statistics are replaced by the stat block of the chosen form, but you retain your creature type; alignment; personality; Intelligence, Wisdom, and Charisma scores; Hit Points; Hit Point Dice; proficiencies; and ability to communicate. If you have the Spellcasting feature, you retain it too.

+

Upon shape-shifting, you determine whether your equipment drops to the ground or changes in size and shape to fit the new form while you’re in it.

+
+ +

Level 2 Evocation (Bard, Sorcerer, Wizard)

+
+

Casting Time: Action

+

Range: 60 feet

+

Components: V, S, M (a chip of mica)

+

Duration: Instantaneous

+
+

A loud noise erupts from a point of your choice within range. Each creature in a 10-foot-radius Sphere centered there makes a Constitution saving throw, taking 3d8 Thunder damage on a failed save or half as much damage on a successful one. A Construct has Disadvantage on the save.

+

A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area.

+

Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.

+
+ +

Level 1 Abjuration (Sorcerer, Wizard)

+
+

Casting Time: Reaction, which you take when you are hit by an attack roll or targeted by the Magic Missile spell

+

Range: Self

+

Components: V, S

+

Duration: 1 round

+
+

An imperceptible barrier of magical force protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile.

+
+ +

Level 1 Abjuration (Cleric, Paladin)

+
+

Casting Time: Bonus Action

+

Range: 60 feet

+

Components: V, S, M (a prayer scroll)

+

Duration: Concentration, up to 10 minutes

+
+

A shimmering field surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

+
+ +

Transmutation Cantrip (Druid)

+
+

Casting Time: Bonus Action

+

Range: Self

+

Components: V, S, M (mistletoe)

+

Duration: 1 minute

+
+

A Club or Quarterstaff you are holding is imbued with nature’s power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon’s damage die becomes a d8. If the attack deals damage, it can be Force damage or the weapon’s normal damage type (your choice).

+

The spell ends early if you cast it again or if you let go of the weapon.

+

Cantrip Upgrade. The damage die changes when you reach levels 5 (d10), 11 (d12), and 17 (2d6).

+
+ +

Level 2 Transmutation (Paladin)

+
+

Casting Time: Bonus Action, which you take immediately after hitting a creature with a Melee weapon or an Unarmed Strike

+

Range: Self

+

Component: V

+

Duration: Concentration, up to1 minute

+
+

The target hit by the strike takes an extra 2d6 Radiant damage from the attack. Until the spell ends, the target sheds Bright Light in a 5-foot radius, attack rolls against it have Advantage, and it can’t benefit from the Invisible condition.

+

Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.

+
+ +

Evocation Cantrip (Sorcerer, Wizard)

+
+

Casting Time: Action

+

Range: Touch

+

Components: V, S

+

Duration: Instantaneous

+
+

Lightning springs from you to a creature that you try to touch. Make a melee spell attack against the target. On a hit, the target takes 1d8 Lightning damage, and it can’t make Opportunity Attacks until the start of its next turn.

+

Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).

+
+ +

Level 2 Illusion (Bard, Cleric, Ranger)

+
+

Casting Time: Action or Ritual

+

Range: 120 feet

+

Components: V, S

+

Duration: Concentration, up to 10 minutes

+
+

For the duration, no sound can be created within or pass through a 20-foot-radius Sphere centered on a point you choose within range. Any creature or object entirely inside the Sphere has Immunity to Thunder damage, and creatures have the Deafened condition while entirely inside it. Casting a spell that includes a Verbal component is impossible there.

+
+
+
+ +

Level 1 Illusion (Bard, Sorcerer, Wizard)

+
+

Casting Time: Action

+

Range: 60 feet

+

Components: V, S, M (a bit of fleece)

+

Duration: Concentration, up to 10 minutes

+
+

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot Cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn’t accompanied by sound, smell, or other sensory effects.

+

As a Magic action, you can cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.

+
+
+
CALDER MOORE + +
Silent Image can concoct illusions of
the mundane and the whimsical
+
+
+
+

Physical interaction with the image reveals it to be an illusion, since things can pass through it. A creature that takes a Study action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.

+
+ +

Level 7 Illusion (Wizard)

+
+

Casting Time: 12 hours

+

Range: Touch

+

Components: V, S, M (powdered ruby worth 1,500+ GP, which the spell consumes)

+

Duration: Until dispelled

+
+

You create a simulacrum of one Beast or Humanoid that is within 10 feet of you for the entire casting of the spell. You finish the casting by touching both the creature and a pile of ice or snow that is the same size as that creature, and the pile turns into the simulacrum, which is a creature. It uses the game statistics of the original creature at the time of casting, except it is a Construct, its Hit Point maximum is half as much, and it can’t cast this spell.

+

The simulacrum is Friendly to you and creatures you designate. It obeys your commands and acts on your turn in combat. The simulacrum can’t gain levels, and it can’t take Short or Long Rests.

+

If the simulacrum takes damage, the only way to restore its Hit Points is to repair it as you take a Long Rest, during which you expend components worth 100 GP per Hit Point restored. The simulacrum must stay within 5 feet of you for the repair.

+

The simulacrum lasts until it drops to 0 Hit Points, at which point it reverts to snow and melts away. If you cast this spell again, any simulacrum you created with this spell is instantly destroyed.

+
+ +

Level 1 Enchantment (Bard, Sorcerer, Wizard)

+
+

Casting Time: Action

+

Range: 60 feet

+

Components: V, S, M (a pinch of sand or rose petals)

+

Duration: Concentration, up to 1 minute

+
+

Each creature of your choice in a 5-foot-radius Sphere centered on a point within range must succeed on a Wisdom saving throw or have the Incapacitated condition until the end of its next turn, at which point it must repeat the save. If the target fails the second save, the target has the Unconscious condition for the duration. The spell ends on a target if it takes damage or someone within 5 feet of it takes an action to shake it out of the spell’s effect.

+

Creatures that don’t sleep, such as elves, or that have Immunity to the Exhaustion condition automatically succeed on saves against this spell.

+
+ +

Level 3 Conjuration (Druid, Sorcerer, Wizard)

+
+

Casting Time: Action

+

Range: 150 feet

+

Components: V, S, M (a miniature umbrella)

+

Duration: Concentration, up to 1 minute

+
+

Until the spell ends, sleet falls in a 40-foot-tall, 20-foot-radius Cylinder centered on a point you choose within range. The area is Heavily Obscured, and exposed flames in the area are doused.

+

Ground in the Cylinder is Difficult Terrain. When a creature enters the Cylinder for the first time on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the Prone condition and lose Concentration.

+
+ +

Level 3 Transmutation (Bard, Sorcerer, Wizard)

+
+

Casting Time: Action

+

Range: 120 feet

+

Components: V, S, M (a drop of molasses)

+

Duration: Concentration, up to 1 minute

+
+

You alter time around up to six creatures of your choice in a 40-foot Cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.

+

An affected target’s Speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can’t take Reactions. On its turns, it can take either an action or a Bonus Action, not both, and it can make only one attack if it takes the Attack action. If it casts a spell with a Somatic component, there is a 25 percent chance the spell fails as a result of the target making the spell’s gestures too slowly.

+

An affected target repeats the save at the end of each of its turns, ending the spell on itself on a success.

+
+ +

Evocation Cantrip (Sorcerer)

+
+

Casting Time: Action

+

Range: 120 feet

+

Component: V, S

+

Duration: Instantaneous

+
+

You cast sorcerous energy at one creature or object within range. Make a ranged attack roll against the target. On a hit, the target takes 1d8 damage of a type you choose: Acid, Cold, Fire, Lightning, Poison, Psychic, or Thunder.

+

If you roll an 8 on a d8 for this spell, you can roll another d8, and add it to the damage. When you cast this spell, the maximum number of these d8s you can add to the spell’s damage equals your spellcasting ability modifier.

+

Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).

+
+ +

Necromancy Cantrip (Cleric, Druid)

+
+

Casting Time: Action

+

Range: 15 feet

+

Components: V, S

+

Duration: Instantaneous

+
+

Choose a creature within range that has 0 Hit Points and isn’t dead. The creature becomes Stable.

+

Cantrip Upgrade. The range doubles when you reach levels 5 (30 feet), 11 (60 feet), and 17 (120 feet).

+
+ +

Level 1 Divination (Bard, Druid, Ranger, Warlock)

+
+

Casting Time: Action or Ritual

+

Range: Self

+

Components: V, S

+

Duration: 10 minutes

+
+

For the duration, you can comprehend and verbally communicate with Beasts, and you can use any of the Influence action’s skill options with them.

+

Most Beasts have little to say about topics that don’t pertain to survival or companionship, but at minimum, a Beast can give you information about nearby locations and monsters, including whatever it has perceived within the past day.

+
JESPER EJSING + +
A human Druid uses Speak with Animals to chat with his best bear friend
+
+
+ +

Level 3 Necromancy (Bard, Cleric, Wizard)

+
+

Casting Time: Action

+

Range: 10 feet

+

Components: V, S, M (burning incense)

+

Duration: 10 minutes

+
+

You grant the semblance of life to a corpse of your choice within range, allowing it to answer questions you pose. The corpse must have a mouth, and this spell fails if the deceased creature was Undead when it died. The spell also fails if the corpse was the target of this spell within the past 10 days.

+

Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are antagonistic toward it or it recognizes you as an enemy. This spell doesn’t return the creature’s soul to its body, only its animating spirit. Thus, the corpse can’t learn new information, doesn’t comprehend anything that has happened since it died, and can’t speculate about future events.

+
+ +

Level 3 Transmutation (Bard, Druid, Ranger)

+
+

Casting Time: Action

+

Range: Self

+

Components: V, S

+

Duration: 10 minutes

+
+

You imbue plants in an immobile 30-foot Emanation with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell’s area within the past day, gaining information about creatures that have passed, weather, and other circumstances.

+

You can also turn Difficult Terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into Difficult Terrain that lasts for the duration.

+

The spell doesn’t enable plants to uproot themselves and move about, but they can move their branches, tendrils, and stalks for you.

+

If a Plant creature is in the area, you can communicate with it as if you shared a common language.

+
+ +

Level 2 Transmutation (Sorcerer, Warlock, Wizard)

+
+

Casting Time: Action

+

Range: Touch

+

Components: V, S, M (a drop of bitumen and a spider)

+

Duration: Concentration, up to 1 hour

+
+

Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and along ceilings, while leaving its hands free. The target also gains a Climb Speed equal to its Speed.

+

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level about 2.

+
+ +

Level 2 Transmutation (Druid, Ranger)

+
+

Casting Time: Action

+

Range: 150 feet

+

Components: V, S, M (seven thorns)

+

Duration: Concentration, up to 10 minutes

+
+

The ground in a 20-foot-radius Sphere centered on a point within range sprouts hard spikes and thorns. The area becomes Difficult Terrain for the duration. When a creature moves into or within the area, it takes 2d4 Piercing damage for every 5 feet it travels.

+

The transformation of the ground is camouflaged to look natural. Any creature that can’t see the area when the spell is cast must take a Search action and succeed on a Wisdom (Perception or Survival) check against your spell save DC to recognize the terrain as hazardous before entering it.

+
+ +

Level 3 Conjuration (Cleric)

+
+

Casting Time: Action

+

Range: Self

+

Components: V, S, M (a prayer scroll)

+

Duration: Concentration, up to 10 minutes

+
+

Protective spirits flit around you in a 15-foot Emanation for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.

+

When you cast this spell, you can designate creatures to be unaffected by it. Any other creature’s Speed is halved in the Emanation, and whenever the Emanation enters a creature’s space and whenever a creature enters the Emanation or ends its turn there, the creature must make a Wisdom saving throw. On a failed save, the creature takes 3d8 Radiant damage (if you are good or neutral) or 3d8 Necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. A creature makes this save only once per turn.

+

Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 3.

+
+
JUSTINE CRUZ + +
A goliath Cleric casts Spiritual Weapon in battle with an umber hulk
+
+ +

Level 2 Evocation (Cleric)

+
+

Casting Time: Bonus Action

+

Range: 60 feet

+

Components: V, S

+

Duration: Concentration, up to 1 minute

+
+

You create a floating, spectral force that resembles a weapon of your choice and lasts for the duration. The force appears within range in a space of your choice, and you can immediately make one melee spell attack against one creature within 5 feet of the force. On a hit, the target takes Force damage equal to 1d8 plus your spellcasting ability modifier.

+

As a Bonus Action on your later turns, you can move the force up to 20 feet and repeat the attack against a creature within 5 feet of it.

+

Using a Higher-Level Spell Slot. The damage increases by 1d8 for every slot level above 2.

+
+ +

Level 4 Enchantment (Paladin)

+
+

Casting Time: Bonus Action, which you take immediately after hitting a creature with a Melee weapon or an Unarmed Strike

+

Range: Self

+

Component: V

+

Duration: Instantaneous

+
+

The target takes an extra 4d6 Psychic damage from the attack, and the target must succeed on a Wisdom saving throw or have the Stunned condition until the end of your next turn.

+

Using a Higher-Level Spell Slot. The extra damage increases by 1d6 for each spell slot level above 4.

+
+ +

Evocation Cantrip (Bard, Druid)

+
+

Casting Time: Action

+

Range: 60 feet

+

Components: V, S

+

Duration: Instantaneous

+
+

You launch a mote of light at one creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 Radiant damage, and until the end of your next turn, it emits Dim Light in a 10-foot radius and can’t benefit from the Invisible condition.

+

Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).

+
+ +

Level 5 Conjuration (Ranger, Wizard)

+
+

Casting Time: Action

+

Range: 30 feet

+

Components: S, M (a Melee weapon worth 1+ SP)

+

Duration: Instantaneous

+
+

You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 Force damage.

+

You then teleport to an unoccupied space you can see within 5 feet of one of the targets.

+
+ +

Level 3 Conjuration (Bard, Sorcerer, Wizard)

+
+

Casting Time: Action

+

Range: 90 feet

+

Components: V, S, M (a rotten egg)

+

Duration: Concentration, up to 1 minute

+
+

You create a 20-foot-radius Sphere of yellow, nauseating gas centered on a point within range. The cloud is Heavily Obscured. The cloud lingers in the air for the duration or until a strong wind (such as the one created by Gust of Wind) disperses it.

+

Each creature that starts its turn in the Sphere must succeed on a Constitution saving throw or have the Poisoned condition until the end of the current turn. While Poisoned in this way, the creature can’t take an action or a Bonus Action.

+
+ +

Level 4 Transmutation (Cleric, Druid, Wizard)

+
+

Casting Time: Action

+

Range: Touch

+

Components: V, S, M (soft clay)

+

Duration: Instantaneous

+
+

You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape you like. For example, you could shape a large rock into a weapon, statue, or coffer, or you could make a small passage through a wall that is 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn’t possible.

+
+ +

Level 4 Transmutation (Druid, Ranger, Sorcerer, Wizard)

+
+

Casting Time: Action

+

Range: Touch

+

Components: V, S, M (diamond dust worth 100+ GP, which the spell consumes)

+

Duration: Concentration, up to 1 hour

+
+

Until the spell ends, one willing creature you touch has Resistance to Bludgeoning, Piercing, and Slashing damage.

+
+ +

Level 9 Conjuration (Druid)

+
+

Casting Time: Action

+

Range: 1 mile

+

Components: V, S

+

Duration: Concentration, up to 1 minute

+
+

A churning storm cloud forms for the duration, centered on a point within range and spreading to a radius of 300 feet. Each creature under the cloud when it appears must succeed on a Constitution saving throw or take 2d6 Thunder damage and have the Deafened condition for the duration.

+

At the start of each of your later turns, the storm produces different effects, as detailed below.

+

Turn 2. Acidic rain falls. Each creature and object under the cloud takes 4d6 Acid damage.

+

Turn 3. You call six bolts of lightning from the cloud to strike six different creatures or objects beneath it. Each target makes a Dexterity saving throw, taking 10d6 Lightning damage on a failed save or half as much damage on a successful one.

+

Turn 4. Hailstones rain down. Each creature under the cloud takes 2d6 Bludgeoning damage.

+

Turns 5–10. Gusts and freezing rain assail the area under the cloud. Each creature there takes 1d6 Cold damage. Until the spell ends, the area is Difficult Terrain and Heavily Obscured, ranged attacks with weapons are impossible there, and strong wind blows through the area.

+
+ +

Level 2 Enchantment (Bard, Sorcerer, Warlock, Wizard)

+
+

Casting Time: Action

+

Range: 30 feet

+

Components: V, M (a drop of honey)

+

Duration: Concentration, up to 8 hours

+
+

You suggest a course of activity—described in no more than 25 words—to one creature you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to the target or its allies. For example, you could say, “Fetch the key to the cult’s treasure vault, and give the key to me.” Or you could say, “Stop fighting, leave this library peacefully, and don’t return.”

+

The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or until you or your allies deal damage to the target. The Charmed target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for the target upon completing it.

+
+ +

Level 4 Conjuration (Warlock, Wizard)

+
+

Casting Time: Action

+

Range: 90 feet

+

Components: V, S, M (a pickled tentacle and an eyeball in a platinum-inlaid vial worth 400+ GP)

+

Duration: Concentration, up to 1 hour

+
+
JUSTINE CRUZ + +
Aberrant Spirit (Beholderkin)
+
+

You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range and uses the Aberrant Spirit stat block. When you cast the spell, choose Beholderkin, Mind Flayer, or Slaad. The creature resembles an Aberration of that kind, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.

+

The creature is an ally to you and your allies. In combat, it shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.

+

Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.

+
+

Aberrant Spirit

+

Medium Aberration, Neutral

+

AC 11 + the spell’s level

+

HP 40 + 10 for each spell level above 4

+

Speed 30 ft.; Fly 30 ft. (hover; Beholderkin only)

+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
ModSave
STR16+3+3
DEX10+0+0
CON15+2+2
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
ModSave
INT16+3+3
WIS10+0+0
CHA6−2−2
+
+

Immunities Psychic

+

Senses Darkvision 60 ft., Passive Perception 10

+

Languages Deep Speech, understands the languages you know

+

CR None (XP 0; PB equals your Proficiency Bonus)

+

Traits

+

Regeneration (Slaad Only). The spirit regains 5 Hit Points at the start of its turn if it has at least 1 Hit Point.

+

Whispering Aura (Mind Flayer Only). At the start of each of the spirit’s turns, the spirit emits psionic energy if it doesn’t have the Incapacitated condition. Wisdom Saving Throw: DC equals your spell save DC, each creature (other than you) within 5 feet of the spirit. Failure: 2d6 Psychic damage.

+

Actions

+

Multiattack. The spirit makes a number of attacks equal to half this spell’s level (round down).

+

Claw (Slaad Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d10 + 3 + the spell’s level Slashing damage, and the target can’t regain Hit Points until the start of the spirit’s next turn.

+

Eye Ray (Beholderkin Only). Ranged Attack Roll: Bonus equals your spell attack modifier, range 150 ft. Hit: 1d8 + 3 + the spell’s level Psychic damage.

+

Psychic Slam (Mind Flayer Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit:1d8 + 3 + the spell’s level Psychic damage.

+
+
+ +

Level 2 Conjuration (Druid, Ranger)

+
+

Casting Time: Action

+

Range: 90 feet

+

Components: V, S, M (a feather, tuft of fur, and fish tail inside a gilded acorn worth 200+ GP)

+

Duration: Concentration, up to 1 hour

+
+

You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range and uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land, or Water. The creature resembles an animal of your choice that is native to the chosen environment, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.

+

The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.

+

Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.

+
+

Bestial Spirit

+

Small Beast, Neutral

+

AC 11 + the spell’s level

+

HP 20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2

+

Speed 30 ft.; Climb 30 ft. (Land only); Fly 60 ft. (Air only); Swim 30 ft. (Water only)

+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
ModSave
STR18+4+4
DEX11+0+0
CON16+3+3
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
ModSave
INT4–3–3
WIS14+2+2
CHA5−3−3
+
+

Senses Darkvision 60 ft., Passive Perception 12

+

Languages understands the languages you know

+

CR None (XP 0; PB equals your Proficiency Bonus)

+

Traits

+

Flyby (Air Only). The spirit doesn’t provoke Opportunity Attacks when it flies out of an enemy’s reach.

+

Pack Tactics (Land and Water Only). The spirit has Advantage on an attack roll against a creature if at least one of the spirit’s allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated condition.

+

Water Breathing (Water Only). The spirit can breathe only underwater.

+

Actions

+

Multiattack. The spirit makes a number of Rend attacks equal to half this spell’s level (round down).

+

Rend. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 4 + the spell’s level Piercing damage.

+
+
+ +

Level 5 Conjuration (Cleric, Paladin)

+
ERIC BELISLE + +
Celestial Spirit (Avenger)
+
+
+

Casting Time: Action

+

Range: 90 feet

+

Components: V, S, M (a reliquary worth 500+ GP)

+

Duration: Concentration, up to 1 hour

+
+

You call forth a Celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range and uses the Celestial Spirit stat block. When you cast the spell, choose Avenger or Defender. Your choice determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.

+

The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.

+

Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.

+
+

Celestial Spirit

+

Large Celestial, Neutral

+

AC 11 + the spell’s level + 2 (Defender only)

+

HP 40 + 10 for each spell level above 5

+

Speed 30 ft., Fly 40 ft.

+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
ModSave
STR16+3+3
DEX14+2+2
CON16+3+3
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
ModSave
INT10+0+0
WIS14+2+2
CHA16+3+3
+
+

Resistances Radiant

+

Immunities Charmed, Frightened

+

Senses Darkvision 60 ft., Passive Perception 12

+

Languages Celestial, understands the languages you know

+

CR None (XP 0; PB equals your Proficiency Bonus)

+

Actions

+

Multiattack. The spirit makes a number of attacks equal to half this spell’s level (round down).

+

Radiant Bow (Avenger Only). Ranged Attack Roll: Bonus equals your spell attack modifier, range 600 ft. Hit: 2d6 + 2 + the spell’s level Radiant damage.

+

Radiant Mace (Defender Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d10 + 3 + the spell’s level Radiant damage, and the spirit can choose itself or another creature it can see within 10 feet of the target. The chosen creature gains 1d10 Temporary Hit Points.

+

Healing Touch (1/Day). The spirit touches another creature. The target regains Hit Points equal to 2d8 + the spell’s level.

+
+
+ +

Level 4 Conjuration (Wizard)

+
HECTOR ORTIZ + +
Construct Spirit (Stone)
+
+
+

Casting Time: Action

+

Range: 90 feet

+

Components: V, S, M (a lockbox worth 400+ GP)

+

Duration: Concentration, up to 1 hour

+
+

You call forth the spirit of a Construct. It manifests in an unoccupied space that you can see within range and uses the Construct Spirit stat block. When you cast the spell, choose a material: Clay, Metal, or Stone. The creature resembles an animate statue (you determine the appearance) made of the chosen material, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.

+

The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.

+

Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.

+
+

Construct Spirit

+

Medium Construct, Neutral

+

AC 13 + the spell’s level

+

HP 40 + 15 for each spell level above 4

+

Speed 30 ft.

+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
ModSave
STR18+4+4
DEX10+0+0
CON18+4+4
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
ModSave
INT14+2+2
WIS11+0+0
CHA5−3−3
+
+

Resistances Poison

+

Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned

+

Senses Darkvision 60 ft., Passive Perception 10

+

Languages Understands the languages you know

+

CR None (XP 0; PB equals your Proficiency Bonus)

+

Traits

+

Heated Body (Metal Only). A creature that hits the spirit with a melee attack or that starts its turn in a grapple with the spirit takes 1d10 Fire damage.

+

Stony Lethargy (Stone Only). When a creature starts its turn within 10 feet of the spirit, the spirit can target it with magical energy if the spirit can see it. Wisdom Saving Throw: DC equals your spell save DC, the target. Failure: Until the start of its next turn, the target can’t make Opportunity Attacks, and its Speed is halved.

+

Actions

+

Multiattack. The spirit makes a number of Slam attacks equal to half this spell’s level (round down).

+

Slam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 4 + the spell’s level Bludgeoning damage.

+

Reactions

+

Berserk Lashing (Clay Only). Trigger: The spirit takes damage from a creature. Response: The spirit makes a Slam attack against that creature if possible, or the spirit moves up to half its Speed toward that creature without provoking Opportunity Attacks.

+
+
+ +

Level 5 Conjuration (Wizard)

+
+

Casting Time: Action

+

Range: 60 feet

+

Components: V, S, M (an object with the image of a dragon engraved on it worth 500+ GP)

+

Duration: Concentration, up to 1 hour

+
+

You call forth a Dragon spirit. It manifests in an unoccupied space that you can see within range and uses the Draconic Spirit stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.

+

The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.

+

Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.

+
+

Draconic Spirit

+

Large Dragon, Neutral

+

AC 14 + the spell’s level

+

HP 50 + 10 for each spell level above 5

+

Speed 30 ft., Fly 60 ft., Swim 30 ft.

+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
ModSave
STR19+4+4
DEX14+2+2
CON17+3+3
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
ModSave
INT10+0+0
WIS14+2+2
CHA14+2+2
+
+

Resistances Acid, Cold, Fire, Lightning, Poison

+

Immunities Charmed, Frightened, Poisoned

+

Senses Blindsight 30 ft., Darkvision 60 ft., Passive Perception 12

+

Languages Draconic, understands the languages you know

+

CR None (XP 0; PB equals your Proficiency Bonus)

+

Traits

+

Shared Resistances. When you summon the spirit, choose one of its Resistances. You have Resistance to the chosen damage type until the spell ends.

+

Actions

+

Multiattack. The spirit makes a number of Rend attacks equal to half the spell’s level (round down), and it uses Breath Weapon.

+

Rend. Melee Attack: Bonus equals your spell attack modifier, reach 10 feet. Hit:1d6 + 4 + the spell’s level Piercing damage.

+

Breath Weapon.Dexterity Saving Throw: DC equals your spell save DC, each creature in a 30-foot Cone. Failure: 2d6 damage of a type this spirit has Resistance to (your choice when you cast the spell). Success: Half damage.

+
+
POLAR ENGINE + +
Draconic Spirit (Cold)
+
+
+ +

Level 4 Conjuration (Druid, Ranger, Wizard)

+
+

Casting Time: Action

+

Range: 90 feet

+

Components: V, S, M (air, a pebble, ash, and water inside a gold-inlaid vial worth 400+ GP)

+

Duration: Concentration, up to 1 hour

+
+

You call forth an Elemental spirit. It manifests in an unoccupied space that you can see within range and uses the Elemental Spirit stat block. When you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature resembles a bipedal form wreathed in the chosen element, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.

+

The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.

+

Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.

+
+

Elemental Spirit

+

Medium Elemental, Neutral

+

AC 11 + the spell’s level

+

HP 50 + 10 for each spell level above 4

+

Speed 40 ft.; Burrow 40 ft. (Earth only); Fly 40 ft. (hover; Air only); Swim 40 ft. (Water only)

+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
ModSave
STR18+4+4
DEX15+2+2
CON17+3+3
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
ModSave
INT4–3–3
WIS10+0+0
CHA16+3+3
+
+

Resistances Acid (Water only), Lightning and Thunder (Air only), Piercing and Slashing (Earth only)

+

Immunities Fire (Fire only), Poison; Exhaustion, Paralyzed, Petrified, Poisoned

+

Senses Darkvision 60 ft., Passive Perception 10

+

Languages Primordial, understands the languages you know

+

CR None (XP 0; PB equals your Proficiency Bonus)

+

Traits

+

Amorphous Form (Air, Fire, and Water Only). The spirit can move through a space as narrow as 1 inch wide without it counting as Difficult Terrain.

+

Actions

+

Multiattack. The spirit makes a number of Slam attacks equal to half this spell’s level (round down).

+

Slam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d10 + 4 + the spell’s level Bludgeoning (Earth only), Cold (Water only), Lightning (Air only), or Fire (Fire only) damage.

+
+
+
JOSEPH WESTON + +
A Ranger casts Summon Fey, conjuring a fuming fey spirit to confront a marauding merrow
+
+ +

Level 3 Conjuration (Druid, Ranger, Warlock, Wizard)

+
+

Casting Time: Action

+

Range: 90 feet

+

Components: V, S, M (a gilded flower worth 300+ GP)

+

Duration: Concentration, up to 1 hour

+
+

You call forth a Fey spirit. It manifests in an unoccupied space that you can see within range and uses the Fey Spirit stat block. When you cast the spell, choose a mood: Fuming, Mirthful, or Tricksy. The creature resembles a Fey creature of your choice marked by the chosen mood, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.

+

The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.

+

Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.

+
+

Fey Spirit

+

Small Fey, Neutral

+

AC 12 + the spell’s level

+

HP 30 + 10 for each spell level above 3

+

Speed 30 ft., Fly 30 ft.

+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
ModSave
STR13+1+1
DEX16+3+3
CON14+2+2
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
ModSave
INT14+2+2
WIS11+0+0
CHA16+3+3
+
+

Immunities Charmed

+

Senses Darkvision 60 ft., Passive Perception 10

+

Languages Sylvan, understands the languages you know

+

CR None (XP 0; PB equals your Proficiency Bonus)

+

Actions

+

Multiattack. The spirit makes a number of Fey Blade attacks equal to half this spell’s level (round down).

+

Fey Blade. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 2d6 + 3 + the spell’s level Force damage.

+

Bonus Actions

+

Fey Step. The spirit magically teleports up to 30 feet to an unoccupied space it can see. Then one of the following effects occurs, based on the spirit’s chosen mood:

+

Fuming. The spirit has Advantage on the next attack roll it makes before the end of this turn.

+

Mirthful. Wisdom Saving Throw: DC equals your spell save DC, one creature the spirit can see within 10 feet of itself. Failure: The target is Charmed by you and the spirit for 1 minute or until the target takes any damage.

+

Tricksy. The spirit fills a 10-foot Cube within 5 feet of it with magical Darkness, which lasts until the end of its next turn.

+
+
+ +

Level 6 Conjuration (Warlock, Wizard)

+
ALEXANDRE HONORE + +
Fiendish Spirit (Devil)
+
+
+

Casting Time: Action

+

Range: 90 feet

+

Components: V, S, M (a bloody vial worth 600+ GP)

+

Duration: Concentration, up to 1 hour

+
+

You call forth a fiendish spirit. It manifests in an unoccupied space that you can see within range and uses the Fiendish Spirit stat block. When you cast the spell, choose Demon, Devil, or Yugoloth. The creature resembles a Fiend of the chosen type, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.

+

The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.

+

Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.

+
+

Fiendish Spirit

+

Large Fiend, Neutral

+

AC 12 + the spell’s level

+

HP 50 (Demon only) or 40 (Devil only) or 60 (Yugoloth only) + 15 for each spell level above 6

+

Speed 40 ft.; Climb 40 ft. (Demon only); Fly 60 ft. (Devil only)

+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
ModSave
STR13+1+1
DEX16+3+3
CON15+2+2
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
ModSave
INT10+0+0
WIS10+0+0
CHA16+3+3
+
+

Resistances Fire

+

Immunities Poison; Poisoned

+

Senses Darkvision 60 ft., Passive Perception 10

+

Languages Abyssal, Infernal, Telepathy 60 ft.

+

CR None (XP 0; PB equals your Proficiency Bonus)

+

Traits

+

Death Throes (Demon Only). When the spirit drops to 0 Hit Points or the spell ends, the spirit explodes. Dexterity Saving Throw: DC equals your spell save DC, each creature in a 10-foot Emanation originating from the spirit. Failure: 2d10 plus this spell’s level Fire damage. Success: Half damage.

+

Devil’s Sight (Devil Only). Magical Darkness doesn’t impede the spirit’s Darkvision.

+

Magic Resistance. The spirit has Advantage on saving throws against spells and other magical eff ects.

+

Actions

+

Multiattack. The spirit makes a number of attacks equal to half this spell’s level (round down).

+

Bite (Demon Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d12 + 3 + the spell’s level Necrotic damage.

+

Claws (Yugoloth Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 3 + the spell’s level Slashing damage. Immediately after the attack hits or misses, the spirit can teleport up to 30 feet to an unoccupied space it can see.

+

Fiery Strike (Devil Only). Melee or Ranged Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. or range 150 ft. Hit: 2d6 + 3 + the spell’s level Fire damage.

+
+
+
+
+ +

Level 3 Necromancy (Warlock, Wizard)

+
+

Casting Time: Action

+

Range: 90 feet

+

Components: V, S, M (a gilded skull worth 300+ GP)

+

Duration: Concentration, up to 1 hour

+
+

You call forth an Undead spirit. It manifests in an unoccupied space that you can see within range and uses the Undead Spirit stat block. When you cast the spell, choose the creature’s form: Ghostly, Putrid, or Skeletal. The spirit resembles an Undead creature with the chosen form, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.

+

The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.

+

Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.

+
+
+
USTIN SWEET + +
Undead Spirit (Ghostly)
+
+
+
+
+

Undead Spirit

+

Medium Undead, Neutral

+

AC 11 + the spell’s level

+

HP 30 (Ghostly and Putrid only) or 20 (Skeletal only) + 10 for each spell level above 3

+

Speed 30 ft.; Fly 40 ft. (hover; Ghostly only)

+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
ModSave
STR12+1+1
DEX16+3+3
CON15+2+2
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
ModSave
INT4−3−3
WIS10+0+0
CHA9−1−1
+
+

Immunities Necrotic, Poison; Exhaustion, Frightened, Paralyzed, Poisoned

+

Senses Darkvision 60 ft., Passive Perception 10

+

Languages Understands the languages you know

+

CR None (XP 0; PB equals your Proficiency Bonus)

+

Traits

+

Festering Aura (Putrid Only). Constitution Saving Throw: DC equals your spell save DC, any creature (other than you) that starts its turn within a 5-foot Emanation originating from the spirit. Failure: The creature has the Poisoned condition until the start of its next turn.

+

Incorporeal Passage (Ghostly Only). The spirit can move through other creatures and objects as if they were Difficult Terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 Force damage for every 5 feet traveled.

+

Actions

+

Multiattack. The spirit makes a number of attacks equal to half this spell’s level (round down).

+

Deathly Touch (Ghostly Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 3 + the spell’s level Necrotic damage, and the target has the Frightened condition until the end of its next turn.

+

Grave Bolt (Skeletal Only). Ranged Attack Roll: Bonus equals your spell attack modifier, range 150 ft. Hit: 2d4 + 3 + the spell’s level Necrotic damage.

+

Rotting Claw (Putrid Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d6 + 3 + the spell’s level Slashing damage. If the target has the Poisoned condition, it has the Paralyzed condition until the end of its next turn.

+
+
+ +

Level 6 Evocation (Cleric, Druid, Sorcerer, Wizard)

+
+

Casting Time: Action

+

Range: Self

+

Components: V, S, M (a magnifying glass)

+

Duration: Concentration, up to 1 minute

+
+

You launch a sunbeam in a 5-foot-wide, 60-foot-long Line. Each creature in the Line makes a Constitution saving throw. On a failed save, a creature takes 6d8 Radiant damage and has the Blinded condition until the start of your next turn. On a successful save, it takes half as much damage only.

+

Until the spell ends, you can take a Magic action to create a new Line of radiance.

+

For the duration, a mote of brilliant radiance shines above you. It sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. This light is sunlight.

+
+ +

Level 8 Evocation (Cleric, Druid, Sorcerer, Wizard)

+
+

Casting Time: Action

+

Range: 150 feet

+

Components: V, S, M (a piece of sunstone)

+

Duration: Instantaneous

+
+

Brilliant sunlight flashes in a 60-foot-radius Sphere centered on a point you choose within range. Each creature in the Sphere makes a Constitution saving throw. On a failed save, a creature takes 12d6 Radiant damage and has the Blinded condition for 1 minute. On a successful save, it takes half as much damage only.

+

A creature Blinded by this spell makes another Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.

+

This spell dispels Darkness in its area that was created by any spell.

+
+ +

Level 5 Transmutation (Ranger)

+
+

Casting Time: Bonus Action

+

Range: Self

+

Components: V, S, M (a Quiver worth 1+ GP)

+

Duration: Concentration, up to 1 minute

+
+

When you cast the spell and as a Bonus Action until it ends, you can make two attacks with a weapon that fires Arrows or Bolts, such as a Longbow or a Light Crossbow. The spell magically creates the ammunition needed for each attack. Each Arrow or Bolt created by the spell deals damage like a nonmagical piece of ammunition of its kind and disintegrates immediately after it hits or misses.

+
+ +

Level 7 Abjuration (Bard, Cleric, Druid, Wizard)

+
+

Casting Time: 1 minute

+

Range: Touch

+

Components: V, S, M (powdered diamond worth 1,000+ GP, which the spell consumes)

+

Duration: Until dispelled or triggered

+
+

You inscribe a harmful glyph either on a surface (such as a section of floor or wall) or within an object that can be closed (such as a book or chest). The glyph can cover an area no larger than 10 feet in diameter. If you choose an object, it must remain in place; if it is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.

+

The glyph is nearly imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice.

+

When you inscribe the glyph, you set its trigger and choose which effect the symbol bears: Death, Discord, Fear, Pain, Sleep, or Stunning. Each one is explained below.

+

Set the Trigger. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an object, common triggers include opening that object or seeing the glyph.

+

You can refine the trigger so that only creatures of certain types activate it (for example, the glyph could be set to affect Aberrations). You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password.

+

Once triggered, the glyph glows, filling a 60-foot-radius Sphere with Dim Light for 10 minutes, after which time the spell ends. Each creature in the Sphere when the glyph activates is targeted by its effect, as is a creature that enters the Sphere for the first time on a turn or ends its turn there. A creature is targeted only once per turn.

+

Death. Each target makes a Constitution saving throw, taking 10d10 Necrotic damage on a failed save or half as much damage on a successful save.

+

Discord. Each target makes a Wisdom saving throw. On a failed save, a target argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has Disadvantage on attack rolls and ability checks.

+

Fear. Each target must succeed on a Wisdom saving throw or have the Frightened condition for 1 minute. While Frightened, the target must move at least 30 feet away from the glyph on each of its turns, if able.

+

Pain. Each target must succeed on a Constitution saving throw or have the Incapacitated condition for 1 minute.

+

Sleep. Each target must succeed on a Wisdom saving throw or have the Unconscious condition for 10 minutes. A creature awakens if it takes damage or if someone takes an action to shake it awake.

+

Stunning. Each target must succeed on a Wisdom saving throw or have the Stunned condition for 1 minute.

+
+ +

Level 5 Enchantment (Bard, Sorcerer, Warlock, Wizard)

+
+

Casting Time: Action

+

Range: 120 feet

+

Components: V, S

+

Duration: Instantaneous

+
+

You cause psychic energy to erupt at a point within range. Each creature in a 20-foot-radius Sphere centered on that point makes an Intelligence saving throw, taking 8d6 Psychic damage on a failed save or half as much damage on a successful one.

+

On a failed save, a target also has muddled thoughts for 1 minute. During that time, it subtracts 1d6 from all its attack rolls and ability checks, as well as any Constitution saving throws to maintain Concentration. The target makes an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.

+ + +

Spells (T)

+ +

Level 6 Conjuration (Warlock, Wizard)

+
+

Casting Time: Action

+

Range: 5 feet

+

Component: V, S, M (a gilded ladle worth 500+ GP)

+

Duration: 10 minutes

+
+

You conjure a claw-footed cauldron filled with bubbling liquid. The cauldron appears in an unoccupied space on the ground within 5 feet of you and lasts for the duration. The cauldron can’t be moved and disappears when the spell ends, along with the bubbling liquid inside it.

+

The liquid in the cauldron duplicates the properties of a Common or an Uncommon potion of your choice (such as a Potion of Healing). As a Bonus Action, you or an ally can reach into the cauldron and withdraw one potion of that kind. The potion is contained in a vial that disappears when the potion is consumed. The cauldron can produce a number of these potions equal to your spellcasting ability modifier (minimum 1). When the last of these potions is withdrawn from the cauldron, the cauldron disappears, and the spell ends.

+

Potions obtained from the cauldron that aren’t consumed disappear when you cast this spell again.

+
LINDA LITHEN + +
The legendary witch Tasha uses her spell, Tasha’s Bubbling Cauldron, to produce a magic potion
+
+
+ +

Level 1 Enchantment (Bard, Warlock, Wizard)

+
+

Casting Time: Action

+

Range: 30 feet

+

Components: V, S, M (a tart and a feather)

+

Duration: Concentration, up to 1 minute

+
+

One creature of your choice that you can see within range makes a Wisdom saving throw. On a failed save, it has the Prone and Incapacitated conditions for the duration. During that time, it laughs uncontrollably if it’s capable of laughter, and it can’t end the Prone condition on itself.

+

At the end of each of its turns and each time it takes damage, it makes another Wisdom saving throw. The target has Advantage on the save if the save is triggered by damage. On a successful save, the spell ends.

+

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level about 1.

+
+ +

Level 5 Transmutation (Sorcerer, Wizard)

+
+

Casting Time: Action

+

Range: 60 feet

+

Components: V, S

+

Duration: Concentration, up to 10 minutes

+
+

You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell and as a Magic action on your later turns before the spell ends, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.

+

Creature. You can try to move a Huge or smaller creature. The target must succeed on a Strength saving throw, or you move it up to 30 feet in any direction within the spell’s range. Until the end of your next turn, the creature has the Restrained condition, and if you lift it into the air, it is suspended there. It falls at the end of your next turn unless you use this option on it again and it fails the save.

+

Object. You can try to move a Huge or smaller object. If the object isn’t being worn or carried, you automatically move it up to 30 feet in any direction within the spell’s range.

+

If the object is worn or carried by a creature, that creature must succeed on a Strength saving throw, or you pull the object away and move it up to 30 feet in any direction within the spell’s range.

+

You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

+
+ +

Level 8 Divination (Wizard)

+
+

Casting Time: Action

+

Range: Unlimited

+

Components: V, S, M (a pair of linked silver rings)

+

Duration: 24 hours

+
+

You create a telepathic link between yourself and a willing creature with which you are familiar. The creature can be anywhere on the same plane of existence as you. The spell ends if you or the target are no longer on the same plane.

+

Until the spell ends, you and the target can instantly share words, images, sounds, and other sensory messages with each other through the link, and the target recognizes you as the creature it is communicating with. The spell enables a creature to understand the meaning of your words and any sensory messages you send to it.

+
+ +

Level 7 Conjuration (Bard, Sorcerer, Wizard)

+
+

Casting Time: Action

+

Range: 10 feet

+

Components: V

+

Duration: Instantaneous

+
+

This spell instantly transports you and up to eight willing creatures that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be Large or smaller, and it can’t be held or carried by an unwilling creature.

+

The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls 1d100 and consults the Teleportation Outcome table and the explanations after it.

+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+

Teleportation Outcome

+
FamiliarityMishapSimilar AreaOff TargetOn Target
Permanent circle01–00
Linked object01–00
Very familiar01–0506–1314–2425–00
Seen casually01–3334–4344–5354–00
Viewed once or described01–4344–5354–7374–00
False destination01–5051–00
+

Familiarity. Here are the meanings of the terms in the table’s Familiarity column:

+
    +
  • “Permanent circle” means a permanent teleportation circle whose sigil sequence you know.
  • +
  • “Linked object” means you possess an object taken from the desired destination within the last six months, such as a book from a wizard’s library.
  • +
  • “Very familiar” is a place you have visited often, a place you have carefully studied, or a place you can see when you cast the spell.
  • +
  • “Seen casually” is a place you have seen more than once but with which you aren’t very familiar.
  • +
  • “Viewed once or described” is a place you have seen once, possibly using magic, or a place you know through someone else’s description, perhaps from a map.
  • +
  • “False destination” is a place that doesn’t exist. Perhaps you tried to scry an enemy’s sanctum but instead viewed an illusion, or you are attempting to teleport to a location that no longer exists.
  • +
+

Mishap. The spell’s unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 Force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).

+

Similar Area. You and your group (or the target object) appear in a different area that’s visually or thematically similar to the target area. You appear in the closest similar place. If you are heading for your home laboratory, for example, you might appear in another person’s laboratory in the same city.

+

Off Target. You and your group (or the target object) appear 2d12 miles away from the destination in a random direction. Roll 1d8 for the direction: 1, east; 2, southeast; 3, south; 4, southwest; 5, west; 6, northwest; 7, north; or 8, northeast.

+

On Target. You and your group (or the target object) appear where you intended.

+
+ +

Level 5 Conjuration (Bard, Sorcerer, Warlock, Wizard)

+
+

Casting Time: 1 minute

+

Range: 10 feet

+

Components: V, M (rare inks worth 50+ GP, which the spell consumes)

+

Duration: 1 round

+
+

As you cast the spell, you draw a 5-foot-radius circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.

+

Many major temples, guildhalls, and other important places have permanent teleportation circles. Each circle includes a unique sigil sequence—a string of runes arranged in a particular pattern.

+

When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the DM. You might learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.

+

You can create a permanent teleportation circle by casting this spell in the same location every day for 365 days.

+
+
RALPH HORSLEY + +
A Red Wizard of Thay orders skeletal servants to heap riches on the disk of Tenser’s Floating Disk
+
+ +

Level 1 Conjuration (Wizard)

+
+

Casting Time: Action or Ritual

+

Range: 30 feet

+

Components: V, S, M (a drop of mercury)

+

Duration: 1 hour

+
+

This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.

+

The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can’t cross an elevation change of 10 feet or more. For example, the disk can’t move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.

+

If you move more than 100 feet from the disk (typically because it can’t move around an obstacle to follow you), the spell ends.

+
+ +

Transmutation Cantrip (Cleric)

+
+

Casting Time: Action

+

Range: 30 feet

+

Components: V

+

Duration: Up to 1 minute

+
+

You manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time.

+

Altered Eyes. You alter the appearance of your eyes for 1 minute.

+

Booming Voice. Your voice booms up to three times as loud as normal for 1 minute. For the duration, you have Advantage on Charisma (Intimidation) checks.

+

Fire Play. You cause flames to flicker, brighten, dim, or change color for 1 minute.

+

Invisible Hand. You instantaneously cause an unlocked door or window to fly open or slam shut.

+

Phantom Sound. You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.

+

Tremors. You cause harmless tremors in the ground for 1 minute.

+
+ +

Transmutation Cantrip (Druid)

+
+

Casting Time: Action

+

Range: 30 feet

+

Components: V, S, M (the stem of a thorny plant)

+

Duration: Instantaneous

+
+

You create a vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. On a hit, the target takes 1d6 Piercing damage, and if it is Large or smaller, you can pull it up to 10 feet closer to you.

+

Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).

+
+ +

Evocation Cantrip (Bard, Druid, Sorcerer, Warlock, Wizard)

+
+

Casting Time: Action

+

Range: Self

+

Components: S

+

Duration: Instantaneous

+
+

Each creature in a 5-foot Emanation originating from you must succeed on a Constitution saving throw or take 1d6 Thunder damage. The spell’s thunderous sound can be heard up to 100 feet away.

+

Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).

+
+ +

Level 1 Evocation (Paladin)

+
+

Casting Time: Bonus Action, which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike

+

Range: Self

+

Component: V

+

Duration: Instantaneous

+
+

Your strike rings with thunder that is audible within 300 feet of you, and the target takes an extra 2d6 Thunder damage from the attack. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and have the Prone condition.

+

Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.

+
+ +

Level 1 Evocation (Bard, Druid, Sorcerer, Wizard)

+
+

Casting Time: Action

+

Range: Self

+

Components: V, S

+

Duration: Instantaneous

+
+

You unleash a wave of thunderous energy. Each creature in a 15-foot Cube originating from you makes a Constitution saving throw. On a failed save, a creature takes 2d8 Thunder damage and is pushed 10 feet away from you. On a successful save, a creature takes half as much damage only.

+

In addition, unsecured objects that are entirely within the Cube are pushed 10 feet away from you, and a thunderous boom is audible within 300 feet.

+

Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.

+
+ +

Level 9 Transmutation (Sorcerer, Wizard)

+
+

Casting Time: Action

+

Range: Self

+

Components: V

+

Duration: Instantaneous

+
+

You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal.

+

This spell ends if one of the actions you use during this period, or any effects that you create during it, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it.

+
+ +

Necromancy Cantrip (Cleric, Warlock, Wizard)

+
+

Casting Time: Action

+

Range: 60 feet

+

Components: V, S

+

Duration: Instantaneous

+
+

You point at one creature you can see within range, and the single chime of a dolorous bell is audible within 10 feet of the target. The target must succeed on a Wisdom saving throw or take 1d8 Necrotic damage. If the target is missing any of its Hit Points, it instead takes 1d12 Necrotic damage.

+

Cantrip Upgrade. The damage increases by one die when you reach levels 5 (2d8 or 2d12), 11 (3d8 or 3d12), and 17 (4d8 or 4d12).

+
+ +

Level 3 Divination (Bard, Cleric, Sorcerer, Warlock, Wizard)

+
+

Casting Time: Action

+

Range: Touch

+

Components: V, M (a miniature ziggurat)

+

Duration: 1 hour

+
+

This spell grants the creature you touch the ability to understand any spoken or signed language that it hears or sees. Moreover, when the target communicates by speaking or signing, any creature that knows at least one language can understand it if that creature can hear the speech or see the signing.

+
+
ROB ALEXANDER + +
Transport via Plants and Tree Stride turn trees into a transportation network
+
+ +

Level 6 Conjuration (Druid)

+
+

Casting Time: Action

+

Range: 10 feet

+

Components: V, S

+

Duration: 1 minute

+
+

This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before. For the duration, any creature can step into the target plant and exit from the destination plant by using 5 feet of movement.

+
+ +

Level 5 Conjuration (Druid, Ranger)

+
+

Casting Time: Action

+

Range: Self

+

Components: V, S

+

Duration: Concentration, up to 1 minute

+
+

You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you’re in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered.

+

You can use this transportation ability only once on each of your turns. You must end each turn outside a tree.

+
+ +

Level 9 Transmutation (Bard, Warlock, Wizard)

+
+

Casting Time: Action

+

Range: 30 feet

+

Components: V, S, M (a drop of mercury, a dollop of gum arabic, and a wisp of smoke)

+

Duration: Concentration, up to 1 hour

+
+

Choose one creature or nonmagical object that you can see within range. The creature shape-shifts into a different creature or a nonmagical object, or the object shape-shifts into a creature (the object must be neither worn nor carried). The transformation lasts for the duration or until the target dies or is destroyed, but if you maintain Concentration on this spell for the full duration, the spell lasts until dispelled.

+

An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn’t affected by this spell.

+

Creature into Creature. If you turn a creature into another kind of creature, the new form can be any kind you choose that has a Challenge Rating equal to or less than the target’s Challenge Rating or level. The target’s game statistics are replaced by the stat block of the new form, but it retains its Hit Points, Hit Point Dice, alignment, and personality.

+

The target gains a number of Temporary Hit Points equal to the Hit Points of the new form.

+

The target is limited in the actions it can perform by the anatomy of its new form, and it can’t speak or cast spells.

+

The target’s gear melds into the new form. The creature can’t use or otherwise benefit from any of that equipment.

+

Object into Creature. You can turn an object into any kind of creature, as long as the creature’s size is no larger than the object’s size and the creature has a Challenge Rating of 9 or lower. The creature is Friendly to you and your allies. In combat, it takes its turns immediately after yours, and it obeys your commands.

+

If the spell lasts more than an hour, you no longer control the creature. It might remain Friendly to you, depending on how you have treated it.

+

Creature into Object. If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form, as long as the object’s size is no larger than the creature’s size. The creature’s statistics become those of the object, and the creature has no memory of time spent in this form after the spell ends and it returns to normal.

+
+ +

Level 9 Necromancy (Cleric, Druid)

+
+

Casting Time: 1 hour

+

Range: Touch

+

Components: V, S, M (diamonds worth 25,000+ GP, which the spell consumes)

+

Duration: Instantaneous

+
+

You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. The creature is revived with all its Hit Points.

+

This spell closes all wounds, neutralizes any poison, cures all magical contagions, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. If the creature was Undead, it is restored to its non-Undead form.

+

The spell can provide a new body if the original no longer exists, in which case you must speak the creature’s name. The creature then appears in an unoccupied space you choose within 10 feet of you.

+
+ +

Level 6 Divination (Bard, Cleric, Sorcerer, Warlock, Wizard)

+
+

Casting Time: Action

+

Range: Touch

+

Components: V, S, M (mushroom powder worth 25+ GP, which the spell consumes)

+

Duration: 1 hour

+
+

For the duration, the willing creature you touch has Truesight with a range of 120 feet.

+
+ +

Divination Cantrip (Bard, Sorcerer, Warlock, Wizard)

+
+

Casting Time: Action

+

Range: Self

+

Components: S, M (a weapon with which you have proficiency and that is worth 1+ CP)

+

Duration: Instantaneous

+
+

Guided by a flash of magical insight, you make one attack with the weapon used in the spell’s casting. The attack uses your spellcasting ability for the attack and damage rolls instead of using Strength or Dexterity. If the attack deals damage, it can be Radiant damage or the weapon’s normal damage type (your choice).

+

Cantrip Upgrade. Whether you deal Radiant damage or the weapon’s normal damage type, the attack deals extra Radiant damage when you reach levels 5 (1d6), 11 (2d6), and 17 (3d6).

+
+ +

Level 8 Conjuration (Druid)

+
+

Casting Time: 1 minute

+

Range: 1 mile

+

Components: V, S

+

Duration: Concentration, up to 6 rounds

+
+

A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration.

+

When the wall appears, each creature in its area makes a Strength saving throw, taking 6d10 Bludgeoning damage on a failed save or half as much damage on a successful one.

+

At the start of each of your turns after the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take 5d10 Bludgeoning damage. A creature can take this damage only once per round. At the end of the turn, the wall’s height is reduced by 50 feet, and the damage the wall deals on later rounds is reduced by 1d10. When the wall reaches 0 feet in height, the spell ends.

+

A creature caught in the wall can move by swimming. Because of the wave’s force, though, the creature must succeed on a Strength (Athletics) check against your spell save DC to move at all. If it fails the check, it can’t move. A creature that moves out of the wall falls to the ground.

+ + +

Spells (U)

+ +

Level 1 Conjuration (Bard, Warlock, Wizard)

+
+

Casting Time: Action or Ritual

+

Range: 60 feet

+

Components: V, S, M (a bit of string and of wood)

+

Duration: 1 hour

+
+

This spell creates an Invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 Hit Point, and a Strength of 2, and it can’t attack. If it drops to 0 Hit Points, the spell ends.

+

Once on each of your turns as a Bonus Action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring drinks. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.

+

If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.

+ + +

Spells (V)

+ +

Level 3 Necromancy (Sorcerer, Warlock, Wizard)

+
+

Casting Time: Action

+

Range: Self

+

Components: V, S

+

Duration: Concentration, up to 1 minute

+
+

The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against one creature within reach. On a hit, the target takes 3d6 Necrotic damage, and you regain Hit Points equal to half the amount of Necrotic damage dealt.

+

Until the spell ends, you can make the attack again on each of your turns as a Magic action, targeting the same creature or a different one.

+

Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.

+
+
IGOR GRECHANYI + +
A gnome Bard casts Vicious Mockery to skewer a kobold with magical insults
+
+ +

Enchantment Cantrip (Bard)

+
+

Casting Time: Action

+

Range: 60 feet

+

Components: V

+

Duration: Instantaneous

+
+

You unleash a string of insults laced with subtle enchantments at one creature you can see or hear within range. The target must succeed on a Wisdom saving throw or take 1d6 Psychic damage and have Disadvantage on the next attack roll it makes before the end of its next turn.

+

Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).

+
+
IGNATIUS BUDI + +
A tiefling Sorcerer unleashes Vitriolic Sphere on nothics
+
+ +

Level 4 Evocation (Sorcerer, Wizard)

+
+

Casting Time: Action

+

Range: 150 feet

+

Components: V, S, M (a drop of bile)

+

Duration: Instantaneous

+
+

You point at a location within range, and a glowing, 1-foot-diameter ball of acid streaks there and explodes in a 20-foot-radius Sphere. Each creature in that area makes a Dexterity saving throw. On a failed save, a creature takes 10d4 Acid damage and another 5d4 Acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage only.

+

Using a Higher-Level Spell Slot. The initial damage increases by 2d4 for each spell slot level above 4.

+ + +

Spells (W)

+ +

Level 4 Evocation (Druid, Sorcerer, Wizard)

+
+

Casting Time: Action

+

Range: 120 feet

+

Components: V, S, M (a piece of charcoal)

+

Duration: Concentration, up to 1 minute

+
+

You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.

+

When the wall appears, each creature in its area makes a Dexterity saving throw, taking 5d8 Fire damage on a failed save or half as much damage on a successful one.

+

One side of the wall, selected by you when you cast this spell, deals 5d8 Fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.

+

Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4.

+
+ +

Level 5 Evocation (Wizard)

+
+

Casting Time: Action

+

Range: 120 feet

+

Components: V, S, M (a shard of glass)

+

Duration: Concentration, up to 10 minutes

+
+

An Invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a globe with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick and lasts for the duration. If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (you choose which side).

+

Nothing can physically pass through the wall. It is immune to all damage and can’t be dispelled by Dispel Magic. A Disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane and blocks ethereal travel through the wall.

+
+ +

Level 6 Evocation (Wizard)

+
+

Casting Time: Action

+

Range: 120 feet

+

Components: V, S, M (a piece of quartz)

+

Duration: Concentration, up to 10 minutes

+
+

You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a globe with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration.

+

If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (you choose which side) and makes a Dexterity saving throw, taking 10d6 Cold damage on a failed save or half as much damage on a successful one.

+

The wall is an object that can be damaged and thus breached. It has AC 12 and 30 Hit Points per 10-foot section, and it has Immunity to Cold, Poison, and Psychic damage and Vulnerability to Fire damage. Reducing a 10-foot section of wall to 0 Hit Points destroys it and leaves behind a sheet of frigid air in the space the wall occupied.

+

A creature moving through the sheet of frigid air for the first time on a turn makes a Constitution saving throw, taking 5d6 Cold damage on a failed save or half as much damage on a successful one.

+

Using a Higher-Level Spell Slot. The damage the wall deals when it appears increases by 2d6 and the damage from passing through the sheet of frigid air increases by 1d6 for each spell slot level above 6.

+
+ +

Level 5 Evocation (Druid, Sorcerer, Wizard)

+
+

Casting Time: Action

+

Range: 120 feet

+

Components: V, S, M (a cube of granite)

+

Duration: Concentration, up to 10 minutes

+
+

A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.

+

If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (you choose which side). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its Reaction to move up to its Speed so that it is no longer enclosed by the wall.

+

The wall can have any shape you desire, though it can’t occupy the same space as a creature or object. The wall doesn’t need to be vertical or rest on a firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp.

+

If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create battlements and the like.

+

The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 Hit Points per inch of thickness, and it has Immunity to Poison and Psychic damage. Reducing a panel to 0 Hit Points destroys it and might cause connected panels to collapse at the DM’s discretion.

+

If you maintain your Concentration on this spell for its full duration, the wall becomes permanent and can’t be dispelled. Otherwise, the wall disappears when the spell ends.

+
+ +

Level 6 Conjuration (Druid)

+
+

Casting Time: Action

+

Range: 120 feet

+

Components: V, S, M (a handful of thorns)

+

Duration: Concentration, up to 10 minutes

+
+

You create a wall of tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight.

+

When the wall appears, each creature in its area makes a Dexterity saving throw, taking 7d8 Piercing damage on a failed save or half as much damage on a successful one.

+

A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters a space in the wall on a turn or ends its turn there, the creature makes a Dexterity saving throw, taking 7d8 Slashing damage on a failed save or half as much damage on a successful one. A creature makes this save only once per turn.

+

Using a Higher-Level Spell Slot. Both types of damage increase by 1d8 for each spell slot level above 6.

+
+ +

Level 2 Abjuration (Cleric, Paladin)

+
+

Casting Time: Action

+

Range: Touch

+

Components: V, S, M (a pair of platinum rings worth 50+ GP each, which you and the target must wear for the duration)

+

Duration: 1 hour

+
+

You touch another creature that is willing and create a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has Resistance to all damage. Also, each time it takes damage, you take the same amount of damage.

+

The spell ends if you drop to 0 Hit Points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures.

+
+
+
+ +

Level 3 Transmutation (Druid, Ranger, Sorcerer, Wizard)

+
+

Casting Time: Action or Ritual

+

Range: 30 feet

+

Components: V, S, M (a short reed)

+

Duration: 24 hours

+
+

This spell grants up to ten willing creatures of your choice within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.


+ +

Level 3 Transmutation (Cleric, Druid, Ranger, Sorcerer)

+
+

Casting Time: Action or Ritual

+

Range: 30 feet

+

Components: V, S, M (a piece of cork)

+

Duration: 1 hour

+
+
+
+
ANDREW MAR + +
Spells like Water Breathing and Water Walk
assist visits to aquatic realms.
+
+
+
+

This spell grants the ability to move across any liquid surface—such as water, acid, mud, snow, quicksand, or lava—as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures of your choice within range gain this ability for the duration.

+

An affected target must take a Bonus Action to pass from the liquid’s surface into the liquid itself and vice versa, but if the target falls into the liquid, the target passes through the surface into the liquid below.

+
+ +

Level 2 Conjuration (Sorcerer, Wizard)

+
+

Casting Time: Action

+

Range: 60 feet

+

Components: V, S, M (a bit of spiderweb)

+

Duration: Concentration, up to 1 hour

+
+

You conjure a mass of sticky webbing at a point within range. The webs fill a 20-foot Cube there for the duration. The webs are Difficult Terrain, and the area within them is Lightly Obscured.

+

If the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.

+

The first time a creature enters the webs on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the Restrained condition while in the webs or until it breaks free.

+

A creature Restrained by the webs can take an action to make a Strength (Athletics) check against your spell save DC. If it succeeds, it is no longer Restrained.

+

The webs are flammable. Any 5-foot Cube of webs exposed to fire burns away in 1 round, dealing 2d4 Fire damage to any creature that starts its turn in the fire.

+
+ +

Level 9 Illusion (Warlock, Wizard)

+
+

Casting Time: Action

+

Range: 120 feet

+

Components: V, S

+

Duration: Concentration, up to 1 minute

+
+

You try to create illusory terrors in others’ minds. Each creature of your choice in a 30-foot-radius Sphere centered on a point within range makes a Wisdom saving throw. On a failed save, a target takes 10d10 Psychic damage and has the Frightened condition for the duration. On a successful save, a target takes half as much damage only.

+

A Frightened target makes a Wisdom saving throw at the end of each of its turns. On a failed save, it takes 5d10 Psychic damage. On a successful save, the spell ends on that target.

+
+ +

Level 6 Transmutation (Druid)

+
+

Casting Time: 1 minute

+

Range: 30 feet

+

Components: V, S, M (a candle)

+

Duration: 8 hours

+
+

You and up to ten willing creatures of your choice within range assume gaseous forms for the duration, appearing as wisps of cloud. While in this cloud form, a target has a Fly Speed of 300 feet and can hover; it has Immunity to the Prone condition; and it has Resistance to Bludgeoning, Piercing, and Slashing damage. The only actions a target can take in this form are the Dash action or a Magic action to begin reverting to its normal form. Reverting takes 1 minute, during which the target has the Stunned condition. Until the spell ends, the target can revert to cloud form, which also requires a Magic action followed by a 1-minute transformation.

+

If a target is in cloud form and flying when the effect ends, the target descends 60 feet per round for 1 minute until it lands, which it does safely. If it can’t land after 1 minute, it falls the remaining distance.

+
+ +

Level 3 Evocation (Druid, Ranger)

+
+

Casting Time: Action

+

Range: 120 feet

+

Components: V, S, M (a fan and a feather)

+

Duration: Concentration, up to 1 minute

+
+

A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.

+

When the wall appears, each creature in its area makes a Strength saving throw, taking 4d8 Bludgeoning damage on a failed save or half as much damage on a successful one.

+

The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can’t pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and miss automatically. Boulders hurled by Giants or siege engines, and similar projectiles, are unaffected. Creatures in gaseous form can’t pass through it.

+
+ +

Level 9 Conjuration (Sorcerer, Wizard)

+
+

Casting Time: Action

+

Range: Self

+

Components: V

+

Duration: Instantaneous

+
+

Wish is the mightiest spell a mortal can cast. By simply speaking aloud, you can alter reality itself.

+

The basic use of this spell is to duplicate any other spell of level 8 or lower. If you use it this way, you don’t need to meet any requirements to cast that spell, including costly components. The spell simply takes effect.

+

Alternatively, you can create one of the following effects of your choice:

+

Object Creation. You create one object of up to 25,000 GP in value that isn’t a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space that you can see on the ground.

+

Instant Health. You allow yourself and up to twenty creatures that you can see to regain all Hit Points, and you end all effects on them listed in the Greater Restoration spell.

+

Resistance. You grant up to ten creatures that you can see Resistance to one damage type that you choose. This Resistance is permanent.

+

Spell Immunity. You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours.

+

Sudden Learning. You replace one of your feats with another feat for which you are eligible. You lose all the benefits of the old feat and gain the benefits of the new one. You can’t replace a feat that is a prerequisite for any of your other feats or features.

+

Roll Redo. You undo a single recent event by forcing a reroll of any die roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a Wish spell could undo an ally’s failed saving throw or a foe’s Critical Hit. You can force the reroll to be made with Advantage or Disadvantage, and you choose whether to use the reroll or the original roll.

+

Reshape Reality. You may wish for something not included in any of the other effects. To do so, state your wish to the DM as precisely as possible. The DM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might be achieved only in part, or you might suffer an unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a Legendary magic item or an Artifact might instantly transport you to the presence of the item’s current owner. If your wish is granted and its effects have consequences for a whole community, region, or world, you are likely to attract powerful foes. If your wish would affect a god, the god’s divine servants might instantly intervene to prevent it or to encourage you to craft the wish in a particular way. If your wish would undo the multiverse itself, threaten the City of Sigil, or affect the Lady of Pain in any way, you see an image of her in your mind for a moment; she shakes her head, and your wish fails.

+

The stress of casting Wish to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a Long Rest, you take 1d10 Necrotic damage per level of that spell. This damage can’t be reduced or prevented in any way. In addition, your Strength score becomes 3 for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast Wish ever again if you suffer this stress.

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HELGE C. BALZER + +
A halfling Warlock zaps a zombie with the grasping lightning of Witch Bolt
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Level 1 Evocation (Sorcerer, Warlock, Wizard)

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Casting Time: Action

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Range: 60 feet

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Components: V, S, M (a twig struck by lightning)

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Duration: Concentration, up to 1 minute

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A beam of crackling energy lances toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against it. On a hit, the target takes 2d12 Lightning damage.

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On each of your subsequent turns, you can take a Bonus Action to deal 1d12 Lightning damage to the target automatically, even if the first attack missed.

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The spell ends if the target is ever outside the spell’s range or if it has Total Cover from you.

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Using a Higher-Level Spell Slot. The initial damage increases by 1d12 for each spell slot level above 1.

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Evocation Cantrip (Cleric)

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Casting Time: Action

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Range: Self

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Components: V, M (a sunburst token)

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Duration: Instantaneous

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Burning radiance erupts from you in a 5-foot Emanation. Each creature of your choice that you can see in it must succeed on a Constitution saving throw or take 1d6 Radiant damage.

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Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).

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Level 6 Conjuration (Cleric)

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Casting Time: Action

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Range: 5 feet

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Components: V

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Duration: Instantaneous

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You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary, the spell has no effect.

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You must designate a location, such as a temple, as a sanctuary by casting this spell there.

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Level 1 Necromancy (Paladin)

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Casting Time: Bonus Action, which you take immediately after hitting a creature with a Melee weapon or an Unarmed Strike

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Range: Self

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Component: V

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Duration: 1 minute

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The target takes an extra 1d6 Necrotic damage from the attack, and it must succeed on a Wisdom saving throw or have the Frightened condition until the spell ends. At the end of each of its turns, the Frightened target repeats the save, ending the spell on itself on a success.

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Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.

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Spells (Y)

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Level 5 Enchantment (Bard, Wizard)

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Casting Time: Action

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Range: Self

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Component: V, S, M (a miniature tiara)

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Duration: Concentration, up to 1 minute

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You surround yourself with unearthly majesty in a 10-foot Emanation. Whenever the Emanation enters the space of a creature you can see and whenever a creature you can see enters the Emanation or ends its turn there, you can force that creature to make a Wisdom saving throw. On a failed +save, the target takes 4d6 Psychic damage and has the Prone condition, and you can push it up to 10 feet away. On a successful save, the target +takes half as much damage only. A creature makes this save only once per turn.

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Spells (Z)

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Level 2 Enchantment (Bard, Cleric, Paladin)

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Casting Time: Action

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Range: 60 feet

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Components: V, S

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Duration: 10 minutes

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You create a magical zone that guards against deception in a 15-foot-radius Sphere centered on a point within range. Until the spell ends, a creature that enters the spell’s area for the first time on a turn or starts its turn there makes a Charisma saving throw. On a failed save, a creature can’t speak a deliberate lie while in the radius. You know whether a creature succeeds or fails on this save.

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An affected creature is aware of the spell and can avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive yet must be truthful.

+ + diff --git a/scripts/2024_spells.json b/scripts/2024_spells.json new file mode 100644 index 00000000..48588247 --- /dev/null +++ b/scripts/2024_spells.json @@ -0,0 +1,10627 @@ +[ + { + "casting_time": "Action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "desc": "You create an acidic bubble at a point within range, where it explodes in a 5-foot-radius Sphere. Each creature in that Sphere must succeed on a Dexterity saving throw or take 1d6 Acid damage.", + "duration": "Instantaneous", + "higher_level": "The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).", + "id": 531, + "level": 0, + "locations": [ + { + "page": 239, + "sourcebook": "PHB24" + } + ], + "name": "Acid Splash", + "range": "60 feet", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Cleric", + "Druid", + "Paladin", + "Ranger" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Choose up to three creatures within range. Each target's Hit Point maximum and current Hit Points increase by 5 for the duration.", + "duration": "8 hours", + "higher_level": "Each target's Hit Points increase by 5 for each spell slot level above 2.", + "id": 532, + "level": 2, + "locations": [ + { + "page": 239, + "sourcebook": "PHB24" + } + ], + "material": "A strip of white cloth", + "name": "Aid", + "range": "30 feet", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "1 minute or Ritual", + "classes": [ + "Ranger", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You set an alarm against intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot Cube. Until the spell ends, an alarm alerts you whenever a creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is audible or mental:\n\nAudible Alarm. The alarm produces the sound of a handbell for 10 seconds within 60 feet of the warded area.\n\nMental Alarm. You are alerted by a mental ping if you are within 1 mile of the warded area. This ping awakens you if you're asleep.", + "duration": "8 hours", + "id": 533, + "level": 1, + "locations": [ + { + "page": 239, + "sourcebook": "PHB24" + } + ], + "material": "A bell and silver wire", + "name": "Alarm", + "range": "30 feet", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "You alter your physical form. Choose one of the following options. Its effects last for the duration, during which you can take a Magic action to replace the option you chose with a different one.\n\nAquatic Adaptation. You sprout gills and grow webs between your fingers. You can breathe underwater and gain a Swim Speed equal to your Speed.\n\nChange Appearance. You alter your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and other distinguishing characteristics. You can make yourself appear as a member of another species, though none of your statistics change. You can't appear as a creature of a different size, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. For the duration, you can take a Magic action to change your appearance in this way again.\n\nNatural Weapons. You grow claws (Slashing), fangs (Piercing), horns (Piercing), or hooves (Bludgeoning). When you use your Unarmed Strike to deal damage with that new growth, it deals 1d6 damage of the type in parentheses instead of dealing the normal damage for your Unarmed Strike, and you use your spellcasting ability modifier for the attack and damage rolls rather than using Strength.", + "duration": "up to 1 hour", + "id": 534, + "level": 2, + "locations": [ + { + "page": 239, + "sourcebook": "PHB24" + } + ], + "name": "Alter Self", + "range": "Self", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Druid", + "Ranger" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Target a Beast that you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. If you or one of your allies deals damage to the target, the spells ends.", + "duration": "24 hours", + "higher_level": "You can target one additional Beast for each spell slot level above 1.", + "id": 535, + "level": 1, + "locations": [ + { + "page": 239, + "sourcebook": "PHB24" + } + ], + "material": "A morsel of food", + "name": "Animal Friendship", + "range": "30 feet", + "ruleset": "2024", + "school": "Enchantment" + }, + { + "casting_time": "Action or Ritual", + "classes": [ + "Bard", + "Druid", + "Ranger" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "A Tiny Beast of your choice that you can see within range must succeed on a Charisma saving throw, or it attempts to deliver a message for you (if the target's Challenge Rating isn't 0, it automatically succeeds). You specify a location you have visited and a recipient who matches a general description, such as \u201ca person dressed in the uniform of the town guard\u201d or \u201ca red-haired dwarf wearing a pointed hat.\u201d You also communicate a message of up to twenty-five words. The Beast travels for the duration toward the specified location, covering about 25 miles per 24 hours or 50 miles if the Beast can fly.\n\nWhen the Beast arrives, it delivers your message to the creature that you described, mimicking your communication. If the Beast doesn't reach its destination before the spell ends, the message is lost, and the Beast returns to where you cast the spell.", + "duration": "24 hours", + "higher_level": "The spell's duration increases by 48 hours for each spell slot level above 2.", + "id": 536, + "level": 2, + "locations": [ + { + "page": 240, + "sourcebook": "PHB24" + } + ], + "material": "A morsel of food", + "name": "Animal Messenger", + "range": "30 feet", + "ruleset": "2024", + "school": "Enchantment" + }, + { + "casting_time": "Action", + "classes": [ + "Druid" + ], + "components": [ + "V", + "S" + ], + "desc": "Choose any number of willing creatures that you can see within range. Each target shape-shifts into a Large or smaller Beast of your choice that has a Challenge Rating of 4 or lower. You can choose a different form for each target. On later turns, you can take a Magic action to transform the targets again.\n\nA target's game statistics are replaced by the chosen Beast's statistics, but the target retains its creature type; Hit Points; Hit Point Dice; alignment; ability to communicate; and Intelligence, Wisdom, and Charisma scores. The target's actions are limited by the Beast form's anatomy, and it can't cast spells. The target's equipment melds into the new form, and the target can't use any of that equipment while in that form.\n\nThe target gains a number of Temporary Hit Points equal to the Beast form's Hit Points. The transformation lasts for the duration for each target, until the target has no Temporary Hit Points, or until the target leaves the form as a Bonus Action.", + "duration": "24 hours", + "id": 537, + "level": 8, + "locations": [ + { + "page": 240, + "sourcebook": "PHB24" + } + ], + "name": "Animal Shapes", + "range": "30 feet", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "1 minute", + "classes": [ + "Cleric", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Choose a pile of bones or a corpse of a Medium or Small Humanoid within range. The target becomes an Undead creature: a Skeleton if you chose bones or a Zombie if you chose a corpse (see appendix B for the stat blocks).\n\nOn each of your turns, you can take a Bonus Action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move on its next turn, or you can issue a general command, such as to guard a chamber or corridor. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow it until its task is complete.\n\nThe creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell rather than animating a new creature.", + "duration": "Instantaneous", + "higher_level": "You animate or reassert control over two additional Undead creatures for each spell slot level above 3. Each of the creatures must come from a different corpse or pile of bones.", + "id": 538, + "level": 3, + "locations": [ + { + "page": 240, + "sourcebook": "PHB24" + } + ], + "material": "A drop of blood, a piece of flesh, and a pinch of bone dust", + "name": "Animate Dead", + "range": "10 feet", + "ruleset": "2024", + "school": "Necromancy" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Objects animate at your command. Choose a number of nonmagical objects within range that aren't being worn or carried, aren't fixed to a surface, and aren't Gargantuan. The maximum number of objects is equal to your spellcasting ability modifier; for this number, a Medium or smaller target counts as one object, a Large target counts as two, and a Huge target counts as three.\n\nEach target animates, sprouts legs, and becomes a Construct that uses the Animated Object stat block; this creature is under your control until the spell ends or until it is reduced to 0 Hit Points. Each creature you make with this spell is an ally to you and your allies. In combat, it shares your Initiative count and takes its turn immediately after yours.\n\nUntil the spell ends, you can take a Bonus Action to mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing the same command to each one). If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. When the creature drops to 0 Hit Points, it reverts to its object form, and any remaining damage carries over to that form.\n\nHuge or Smaller Construct, Unaligned\n\nAC 15\n\nHP 10 (Medium or smaller), 20 (Large), 40 (Huge)\n\nSpeed 30 ft.\n\n Mod Save\n16 +3 +3\n10 +0 +0\n10 +0 +0\n\n Mod Save\n3 \u22124 \u22124\n3 \u22124 \u22124\n1 \u22125 \u22125\n\nImmunities Poison, Psychic; Charmed, Exhaustion, Frightened, Paralyzed, Poisoned\n\nSenses Blindsight 30 ft., Passive Perception 6\n\nLanguages Understands the languages you know\n\nCR None (XP 0; PB equals your Proficiency Bonus)\n\nActions\n\nSlam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: Force damage equal to 1d4 + 3 (Medium or smaller), 2d6 + 3 + your spellcasting ability modifier (Large), or 2d12 + 3 + your spellcasting ability modifier (Huge).", + "duration": "up to 1 minute", + "higher_level": "The creature's Slam damage increases by 1d4 (Medium or smaller), 1d6 (Large), or 1d12 (Huge) for each spell slot level above 5.", + "id": 539, + "level": 5, + "locations": [ + { + "page": 240, + "sourcebook": "PHB24" + } + ], + "name": "Animate Objects", + "range": "120 feet", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Action", + "classes": [ + "Druid" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "An aura extends from you in a 10-foot Emanation for the duration. The aura prevents creatures other than Constructs and Undead from passing or reaching through it. An affected creature can cast spells or make attacks with Ranged or Reach weapons through the barrier.\n\nIf you move so that an affected creature is forced to pass through the barrier, the spell ends.", + "duration": "up to 1 hour", + "id": 540, + "level": 5, + "locations": [ + { + "page": 241, + "sourcebook": "PHB24" + } + ], + "name": "Antilife Shell", + "range": "Self", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Cleric", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "An aura of antimagic surrounds you in 10-foot Emanation. No one can cast spells, take Magic actions, or create other magical effects inside the aura, and those things can't target or otherwise affect anything inside it. Magical properties of magic items don't work inside the aura or on anything inside it.\n\nAreas of effect created by spells or other magic can't extend into the aura, and no one can teleport into or out of it or use planar travel there. Portals close temporarily while in the aura.\n\nOngoing spells, except those cast by an Artifact or a deity, are suppressed in the area. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration.", + "duration": "up to 1 hour", + "id": 541, + "level": 8, + "locations": [ + { + "page": 241, + "sourcebook": "PHB24" + } + ], + "material": "Iron filings", + "name": "Antimagic Field", + "range": "Self", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "1 hour", + "classes": [ + "Bard", + "Druid", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "As you cast the spell, choose whether it creates antipathy or sympathy, and target one creature or object that is Huge or smaller. Then specify a kind of creature, such as red dragons, goblins, or vampires. A creature of the chosen kind makes a Wisdom saving throw when it comes within 120 feet of the target. Your choice of antipathy or sympathy determines what happens to a creature when it fails that save:\n\nAntipathy. The creature has the Frightened condition. The Frightened creature must use its movement on its turns to get as far away as possible from the target, moving by the safest route.\n\nSympathy. The creature has the Charmed condition. The Charmed creature must use its movement on its turns to get as close as possible to the target, moving by the safest route. If the creature is within 5 feet of the target, the creature can't willingly move away. If the target damages the Charmed creature, that creature can make a Wisdom saving throw to end the effect, as described below.\n\nEnding the Effect. If the Frightened or Charmed creature ends its turn more than 120 feet away from the target, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target. A creature that successfully saves against this effect is immune to it for 1 minute, after which it can be affected again.", + "duration": "10 days", + "id": 542, + "level": 8, + "locations": [ + { + "page": 242, + "sourcebook": "PHB24" + } + ], + "material": "A mix of vinegar and honey", + "name": "Antipathy/Sympathy", + "range": "60 feet", + "ruleset": "2024", + "school": "Enchantment" + }, + { + "casting_time": "Action", + "classes": [ + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You create an Invisible, invulnerable eye within range that hovers for the duration. You mentally receive visual information from the eye, which can see in every direction. It also has Darkvision with a range of 30 feet.\n\nAs a Bonus Action, you can move the eye up to 30 feet in any direction. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter.", + "duration": "up to 1 hour", + "id": 543, + "level": 4, + "locations": [ + { + "page": 242, + "sourcebook": "PHB24" + } + ], + "material": "A bit of bat fur", + "name": "Arcane Eye", + "range": "30 feet", + "ruleset": "2024", + "school": "Divination" + }, + { + "casting_time": "Action", + "classes": [ + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "You create linked teleportation portals. Choose two Large, unoccupied spaces on the ground that you can see, one space within range and the other one within 10 feet of you. A circular portal opens in each of those spaces and remains for the duration.\n\nThe portals are two-dimensional glowing rings filled with mist that blocks sight. They hover inches from the ground and are perpendicular to it.\n\nA portal is open on only one side (you choose which). Anything entering the open side of a portal exits from the open side of the other portal as if the two were adjacent to each other. As a Bonus Action, you can change the facing of the open sides.", + "duration": "up to 10 minutes", + "id": 544, + "level": 6, + "locations": [ + { + "page": 242, + "sourcebook": "PHB24" + } + ], + "name": "Arcane Gate", + "range": "500 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You touch a closed door, window, gate, container, or hatch and magically lock it for the duration. This lock can't be unlocked by any nonmagical means. You and any creatures you designate when you cast the spell can open and close the object despite the lock. You can also set a password that, when spoken within 5 feet of the object, unlocks it for 1 minute.", + "duration": "Until dispelled", + "id": 545, + "level": 2, + "locations": [ + { + "page": 242, + "sourcebook": "PHB24" + } + ], + "material": "Gold dust worth 25+ gp, which the spell consumes", + "name": "Arcane Lock", + "range": "Touch", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "Bonus Action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "desc": "You tap into your life force to heal yourself. Roll one or two of your unexpended Hit Point Dice, and regain a number of Hit Points equal to the roll's total plus your spellcasting ability modifier. Those dice are then expended.", + "duration": "Instantaneous", + "higher_level": "The number of unexpended Hit Dice you can roll increases by one for each spell slot level above 2.", + "id": 546, + "level": 2, + "locations": [ + { + "page": 242, + "sourcebook": "PHB24" + } + ], + "name": "Arcane Vigor", + "range": "Self", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "Bonus Action", + "classes": [ + "Warlock" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Protective magical frost surrounds you. You gain 5 Temporary Hit Points. If a creature hits you with a melee attack roll before the spell ends, the creature takes 5 Cold damage. The spell ends early if you have no Temporary Hit Points.", + "duration": "1 hour", + "higher_level": "The Temporary Hit Points and the Cold damage both increase by 5 for each spell slot level above 1.", + "id": 547, + "level": 1, + "locations": [ + { + "page": 243, + "sourcebook": "PHB24" + } + ], + "material": "A shard of blue glass", + "name": "Armor of Agathys", + "range": "Self", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Warlock" + ], + "components": [ + "V", + "S" + ], + "desc": "Invoking Hadar, you cause tendrils to erupt from yourself. Each creature in a 10-foot Emanation originating from you makes a Strength saving throw. On a failed save, a target takes 2d6 Necrotic damage and can't take Reactions until the start of its next turn. On a successful save, a target takes half as much damage only.", + "duration": "Instantaneous", + "higher_level": "The damage increases by 1d6 for each spell slot level above 1.", + "id": 548, + "level": 1, + "locations": [ + { + "page": 243, + "sourcebook": "PHB24" + } + ], + "name": "Arms of Hadar", + "range": "Self", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "1 hour", + "classes": [ + "Cleric", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell ends instantly if you are already on that plane). Each target's body is left behind in a state of suspended animation; it has the Unconscious condition, doesn't need food or air, and doesn't age.\n\nA target's astral form resembles its body in almost every way, replicating its game statistics and possessions. The principal difference is the addition of a silvery cord that trails from between the shoulder blades of the astral form. The cord fades from view after 1 foot. If the cord is cut\u2014which happens only when an effect states that it does so\u2014the target's body and astral form both die.\n\nA target's astral form can travel through the Astral Plane. The moment an astral form leaves that plane, the target's body and possessions travel along the silver cord, causing the target to re-enter its body on the new plane.\n\nAny damage or other effects that apply to an astral form have no effect on the target's body and vice versa. If a target's body or astral form drops to 0 Hit Points, the spell ends for that target. The spell ends for all the targets if you take a Magic action to dismiss it.\n\nWhen the spell ends for a target who isn't dead, the target reappears in its body and exits the state of suspended animation.", + "duration": "Until dispelled", + "id": 549, + "level": 9, + "locations": [ + { + "page": 243, + "sourcebook": "PHB24" + } + ], + "material": "For each of the spell's targets, one jacinth worth 1,000+ gp and one silver bar worth 100+ gp, all of which the spell consumes", + "name": "Astral Projection", + "range": "10 feet", + "ruleset": "2024", + "school": "Necromancy" + }, + { + "casting_time": "1 minute or Ritual", + "classes": [ + "Cleric", + "Druid", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You receive an omen from an otherworldly entity about the results of a course of action that you plan to take within the next 30 minutes. The DM chooses the omen from the Omens table.\n\nOmen For Results That Will Be...\nWeal Good\nWoe Bad\nWeal and woe Good and bad\nIndifference Neither good nor bad\n\nThe spell doesn't account for circumstances, such as other spells, that might change the results.\n\nIf you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer.", + "duration": "Instantaneous", + "id": 550, + "level": 2, + "locations": [ + { + "page": 244, + "sourcebook": "PHB24" + } + ], + "material": "Specially marked sticks, bones, cards, or other divinatory tokens worth 25+ gp", + "name": "Augury", + "range": "Self", + "ruleset": "2024", + "school": "Divination" + }, + { + "casting_time": "Action", + "classes": [ + "Cleric", + "Paladin" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "An aura radiates from you in a 30-foot Emanation for the duration. While in the aura, you and your allies have Resistance to Necrotic damage, and your Hit Point maximums can't be reduced. If an ally with 0 Hit Points starts its turn in the aura, that ally regains 1 Hit Point.", + "duration": "up to 10 minutes", + "id": 551, + "level": 4, + "locations": [ + { + "page": 244, + "sourcebook": "PHB24" + } + ], + "name": "Aura of Life", + "range": "Self", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Cleric", + "Paladin" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "An aura radiates from you in a 30-foot Emanation for the duration. While in the aura, you and your allies have Resistance to Poison damage and Advantage on saving throws to avoid or end effects that include the Blinded, Charmed, Deafened, Frightened, Paralyzed, Poisoned, or Stunned condition.", + "duration": "up to 10 minutes", + "id": 552, + "level": 4, + "locations": [ + { + "page": 244, + "sourcebook": "PHB24" + } + ], + "name": "Aura of Purity", + "range": "Self", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Cleric", + "Druid", + "Paladin" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "An aura radiates from you in a 30-foot Emanation for the duration. When you create the aura and at the start of each of your turns while it persists, you can restore 2d6 Hit Points to one creature in it.", + "duration": "up to 1 minute", + "id": 553, + "level": 3, + "locations": [ + { + "page": 244, + "sourcebook": "PHB24" + } + ], + "name": "Aura of Vitality", + "range": "Self", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "8 hours", + "classes": [ + "Bard", + "Druid" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You spend the casting time tracing magical pathways within a precious gemstone, and then touch the target. The target must be either a Beast or Plant creature with an Intelligence of 3 or less or a natural plant that isn't a creature. The target gains an Intelligence of 10 and the ability to speak one language you know. If the target is a natural plant, it becomes a Plant creature and gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human's. The DM chooses statistics appropriate for the awakened Plant, such as the statistics for the Awakened Shrub or Awakened Tree in the Monster Manual.\n\nThe awakened target has the Charmed condition for 30 days or until you or your allies deal damage to it. When that condition ends, the awakened creature chooses its attitude toward you.", + "duration": "Instantaneous", + "id": 554, + "level": 5, + "locations": [ + { + "page": 244, + "sourcebook": "PHB24" + } + ], + "material": "An agate worth 1,000+ gp, which the spell consumes", + "name": "Awaken", + "range": "Touch", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Cleric", + "Warlock" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Up to three creatures of your choice that you can see within range must each make a Charisma saving throw. Whenever a target that fails this save makes an attack roll or a saving throw before the spell ends, the target must subtract 1d4 from the attack roll or save.", + "duration": "up to 1 minute", + "higher_level": "You can target one additional creature for each spell slot level above 1.", + "id": 555, + "level": 1, + "locations": [ + { + "page": 245, + "sourcebook": "PHB24" + } + ], + "material": "A drop of blood", + "name": "Bane", + "range": "30 feet", + "ruleset": "2024", + "school": "Enchantment" + }, + { + "casting_time": "Bonus Action, which you take immediately after hitting a creature with a Melee weapon or an Unarmed Strike", + "classes": [ + "Paladin" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "The target hit by the attack roll takes an extra 5d10 Force damage from the attack. If the attack reduces the target to 50 Hit Points or fewer, the target must succeed on a Charisma saving throw or be transported to a harmless demiplane for the duration. While there, the target has the Incapacitated condition. When the spell ends, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.", + "duration": "up to 1 minute", + "id": 556, + "level": 5, + "locations": [ + { + "page": 245, + "sourcebook": "PHB24" + } + ], + "name": "Banishing Smite", + "range": "Self", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Cleric", + "Paladin", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "One creature that you can see within range must succeed on a Charisma saving throw or be transported to a harmless demiplane for the duration. While there, the target has the Incapacitated condition. When the spell ends, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.\n\nIf the target is an Aberration, a Celestial, an Elemental, a Fey, or a Fiend, the target doesn't return if the spell lasts for 1 minute. The target is instead transported to a random location on a plane (DM's choice) associated with its creature type.", + "duration": "up to 1 minute", + "higher_level": "You can target one additional creature for each spell slot level above 4.", + "id": 557, + "level": 4, + "locations": [ + { + "page": 245, + "sourcebook": "PHB24" + } + ], + "material": "A pentacle", + "name": "Banishment", + "range": "30 feet", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "Bonus Action", + "classes": [ + "Druid", + "Ranger" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You touch a willing creature. Until the spell ends, the target's skin assumes a bark-like appearance, and the target has an Armor Class of 17 if its AC is lower than that.", + "duration": "1 hour", + "id": 558, + "level": 2, + "locations": [ + { + "page": 245, + "sourcebook": "PHB24" + } + ], + "material": "A handful of bark", + "name": "Barkskin", + "range": "Touch", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Action", + "classes": [ + "Cleric" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Choose any number of creatures within range. For the duration, each target has Advantage on Wisdom saving throws and Death Saving Throws and regains the maximum number of Hit Points possible from any healing.", + "duration": "up to 1 minute", + "id": 559, + "level": 3, + "locations": [ + { + "page": 245, + "sourcebook": "PHB24" + } + ], + "name": "Beacon of Hope", + "range": "30 feet", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "Action or Ritual", + "classes": [ + "Druid", + "Ranger" + ], + "components": [ + "S" + ], + "concentration": true, + "desc": "You touch a willing Beast. For the duration, you can perceive through the Beast's senses as well as your own. When perceiving through the Beast's senses, you benefit from any special senses it has.", + "duration": "up to 1 hour", + "id": 560, + "level": 2, + "locations": [ + { + "page": 245, + "sourcebook": "PHB24" + } + ], + "name": "Beast Sense", + "range": "Touch", + "ruleset": "2024", + "school": "Divination" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Druid", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You blast the mind of a creature that you can see within range. The target makes an Intelligence saving throw.\n\nOn a failed save, the target takes 10d12 Psychic damage and can't cast spells or take the Magic action. At the end of every 30 days, the target repeats the save, ending the effect on a success. The effect can also be ended by the Greater Restoration, Heal, or Wish spell.\n\nOn a successful save, the target takes half as much damage only.", + "duration": "Instantaneous", + "id": 561, + "level": 8, + "locations": [ + { + "page": 245, + "sourcebook": "PHB24" + } + ], + "material": "A key ring with no keys", + "name": "Befuddlement", + "range": "150 feet", + "ruleset": "2024", + "school": "Enchantment" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Cleric", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "You touch a creature, which must succeed on a Wisdom saving throw or become cursed for the duration. Until the curse ends, the target suffers one of the following effects of your choice:", + "duration": "up to 1 minute", + "higher_level": "If you cast this spell using a level 4 spell slot, you can maintain Concentration on it for up to 10 minutes. If you use a level 5+ spell slot, the spell doesn't require Concentration, and the duration becomes 8 hours (level 5\u20136 slot) or 24 hours (level 7\u20138 slot). If you use a level 9 spell slot, the spell lasts until dispelled.", + "id": 562, + "level": 3, + "locations": [ + { + "page": 246, + "sourcebook": "PHB24" + } + ], + "name": "Bestow Curse", + "range": "Touch", + "ruleset": "2024", + "school": "Necromancy" + }, + { + "casting_time": "Action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You create a Large hand of shimmering magical energy in an unoccupied space that you can see within range. The hand lasts for the duration, and it moves at your command, mimicking the movements of your own hand.\n\nThe hand is an object that has AC 20 and Hit Points equal to your Hit Point maximum. If it drops to 0 Hit Points, the spell ends. The hand doesn't occupy its space.\n\nWhen you cast the spell and as a Bonus Action on your later turns, you can move the hand up to 60 feet and then cause one of the following effects:\n\nClenched Fist. The hand strikes a target within 5 feet of it. Make a melee spell attack. On a hit, the target takes 5d8 Force damage.\n\nForceful Hand. The hand attempts to push a Huge or smaller creature within 5 feet of it. The target must succeed on a Strength saving throw, or the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target, remaining within 5 feet of it.\n\nGrasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. The target must succeed on a Dexterity saving throw, or the target has the Grappled condition, with an escape DC equal to your spell save DC. While the hand grapples the target, you can take a Bonus Action to cause the hand to crush it, dealing Bludgeoning damage to the target equal to 4d6 plus your spellcasting ability modifier.\n\nInterposing Hand. The hand grants you Half Cover against attacks and other effects that originate from its space or that pass through it. In addition, its space counts as Difficult Terrain for your enemies.", + "duration": "up to 1 minute", + "higher_level": "The damage of the Clenched Fist increases by 2d8 and the damage of the Grasping Hand increases by 2d6 for each spell slot level above 5.", + "id": 563, + "level": 5, + "locations": [ + { + "page": 246, + "sourcebook": "PHB24" + } + ], + "material": "An eggshell and a glove", + "name": "Bigby's Hand", + "range": "120 feet", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Action", + "classes": [ + "Cleric" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "You create a wall of whirling blades made of magical energy. The wall appears within range and lasts for the duration. You make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides Three-Quarters Cover, and its space is Difficult Terrain.\n\nAny creature in the wall's space makes a Dexterity saving throw, taking 6d10 Force damage on a failed save or half as much damage on a successful one. A creature also makes that save if it enters the wall's space or ends it turn there. A creature makes that save only once per turn.", + "duration": "up to 10 minutes", + "id": 564, + "level": 6, + "locations": [ + { + "page": 247, + "sourcebook": "PHB24" + } + ], + "name": "Blade Barrier", + "range": "90 feet", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Whenever a creature makes an attack roll against you before the spell ends, the attacker subtracts 1d4 from the attack roll.", + "duration": "up to 1 minute", + "id": 565, + "level": 0, + "locations": [ + { + "page": 247, + "sourcebook": "PHB24" + } + ], + "name": "Blade Ward", + "range": "Self", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Cleric", + "Paladin" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save.", + "duration": "up to 1 minute", + "higher_level": "You can target one additional creature for each spell slot level above 1.", + "id": 566, + "level": 1, + "locations": [ + { + "page": 247, + "sourcebook": "PHB24" + } + ], + "material": "A holy symbol worth 5+ gp", + "name": "Bless", + "range": "30 feet", + "ruleset": "2024", + "school": "Enchantment" + }, + { + "casting_time": "Action", + "classes": [ + "Druid", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "desc": "A creature that you can see within range makes a Constitution saving throw, taking 8d8 Necrotic damage on a failed save or half as much damage on a successful one. A Plant creature automatically fails the save.\n\nAlternatively, target a nonmagical plant that isn't a creature, such as a tree or shrub. It doesn't make a save; it simply withers and dies.", + "duration": "Instantaneous", + "higher_level": "The damage increases by 1d8 for each spell slot level above 4.", + "id": 567, + "level": 4, + "locations": [ + { + "page": 247, + "sourcebook": "PHB24" + } + ], + "name": "Blight", + "range": "30 feet", + "ruleset": "2024", + "school": "Necromancy" + }, + { + "casting_time": "Bonus Action, which you take immediately after hitting a creature with a Melee weapon or an Unarmed Strike", + "classes": [ + "Paladin" + ], + "components": [ + "V" + ], + "desc": "The target hit by the strike takes an extra 3d8 Radiant damage from the attack, and the target has the Blinded condition until the spell ends. At the end of each of its turns, the Blinded target makes a Constitution saving throw, ending the spell on itself on a success.", + "duration": "1 minute", + "higher_level": "The extra damage increases by 1d8 for each spell slot level above 3.", + "id": 568, + "level": 3, + "locations": [ + { + "page": 247, + "sourcebook": "PHB24" + } + ], + "name": "Blinding Smite", + "range": "Self", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Cleric", + "Sorcerer", + "Wizard" + ], + "components": [ + "V" + ], + "desc": "One creature that you can see within range must succeed on a Constitution saving throw, or it has the Blinded or Deafened condition (your choice) for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.", + "duration": "1 minute", + "higher_level": "You can target one additional creature for each spell slot level above 2.", + "id": 569, + "level": 2, + "locations": [ + { + "page": 248, + "sourcebook": "PHB24" + } + ], + "name": "Blindness/Deafness", + "range": "120 feet", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "desc": "Roll 1d6 at the end of each of your turns for the duration. On a roll of 4\u20136, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell ends instantly if you are already on that plane). While on the Ethereal Plane, you can perceive the plane you left, which is cast in shades of gray, but you can't see anything there more than 60 feet away. You can affect and be affected only by other creatures on the Ethereal Plane, and creatures on the other plane can't perceive you unless they have a special ability that lets them perceive things on the Ethereal Plane.\n\nYou return to the other plane at the start of your next turn and when the spell ends if you are on the Ethereal Plane. You return to an unoccupied space of your choice that you can see within 10 feet of the space you left. If no unoccupied space is available within that range, you appear in the nearest unoccupied space.", + "duration": "1 minute", + "id": 570, + "level": 3, + "locations": [ + { + "page": 248, + "sourcebook": "PHB24" + } + ], + "name": "Blink", + "range": "Self", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "Your body becomes blurred. For the duration, any creature has Disadvantage on attack rolls against you. An attacker is immune to this effect if it perceives you with Blindsight or Truesight.", + "duration": "up to 1 minute", + "id": 571, + "level": 2, + "locations": [ + { + "page": 248, + "sourcebook": "PHB24" + } + ], + "name": "Blur", + "range": "Self", + "ruleset": "2024", + "school": "Illusion" + }, + { + "casting_time": "Action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "desc": "A thin sheet of flames shoots forth from you. Each creature in a 15-foot Cone makes a Dexterity saving throw, taking 3d6 Fire damage on a failed save or half as much damage on a successful one.\n\nFlammable objects in the Cone that aren't being worn or carried start burning.", + "duration": "Instantaneous", + "higher_level": "The damage increases by 1d6 for each spell slot level above 1.", + "id": 572, + "level": 1, + "locations": [ + { + "page": 248, + "sourcebook": "PHB24" + } + ], + "name": "Burning Hands", + "range": "Self", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Action", + "classes": [ + "Druid" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "A storm cloud appears at a point within range that you can see above yourself. It takes the shape of a Cylinder that is 10 feet tall with a 60-foot radius.\n\nWhen you cast the spell, choose a point you can see under the cloud. A lightning bolt shoots from the cloud to that point. Each creature within 5 feet of that point makes a Dexterity saving throw, taking 3d10 Lightning damage on a failed save or half as much damage on a successful one.\n\nUntil the spell ends, you can take a Magic action to call down lightning in that way again, targeting the same point or a different one.\n\nIf you're outdoors in a storm when you cast this spell, the spell gives you control over that storm instead of creating a new one. Under such conditions, the spell's damage increases by 1d10.", + "duration": "up to 10 minutes", + "higher_level": "The damage increases by 1d10 for each spell slot level above 3.", + "id": 573, + "level": 3, + "locations": [ + { + "page": 248, + "sourcebook": "PHB24" + } + ], + "name": "Call Lightning", + "range": "120 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Cleric" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Each Humanoid in a 20-foot-radius Sphere centered on a point you choose within range must succeed on a Charisma saving throw or be affected by one of the following effects (choose for each creature):", + "duration": "up to 1 minute", + "id": 574, + "level": 2, + "locations": [ + { + "page": 249, + "sourcebook": "PHB24" + } + ], + "name": "Calm Emotions", + "range": "60 feet", + "ruleset": "2024", + "school": "Enchantment" + }, + { + "casting_time": "Action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You launch a lightning bolt toward a target you can see within range. Three bolts then leap from that target to as many as three other targets of your choice, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.\n\nEach target makes a Dexterity saving throw, taking 10d8 Lightning damage on a failed save or half as much damage on a successful one.", + "duration": "Instantaneous", + "higher_level": "One additional bolt leaps from the first target to another target for each spell slot level above 6.", + "id": 575, + "level": 6, + "locations": [ + { + "page": 249, + "sourcebook": "PHB24" + } + ], + "material": "Three silver pins", + "name": "Chain Lightning", + "range": "150 feet", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Druid", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "desc": "One creature you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you.", + "duration": "1 hour", + "higher_level": "You can target one additional creature for each spell slot level above 4.", + "id": 576, + "level": 4, + "locations": [ + { + "page": 249, + "sourcebook": "PHB24" + } + ], + "name": "Charm Monster", + "range": "30 feet", + "ruleset": "2024", + "school": "Enchantment" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Druid", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "desc": "One Humanoid you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you.", + "duration": "1 hour", + "higher_level": "You can target one additional creature for each spell slot level above 1.", + "id": 577, + "level": 1, + "locations": [ + { + "page": 249, + "sourcebook": "PHB24" + } + ], + "name": "Charm Person", + "range": "30 feet", + "ruleset": "2024", + "school": "Enchantment" + }, + { + "casting_time": "Action", + "classes": [ + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "desc": "Channeling the chill of the grave, make a melee spell attack against a target within reach. On a hit, the target takes 1d10 Necrotic damage, and it can't regain Hit Points until the end of your next turn.", + "duration": "Instantaneous", + "higher_level": "The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).", + "id": 578, + "level": 0, + "locations": [ + { + "page": 249, + "sourcebook": "PHB24" + } + ], + "name": "Chill Touch", + "range": "Touch", + "ruleset": "2024", + "school": "Necromancy" + }, + { + "casting_time": "Action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You hurl an orb of energy at a target within range. Choose Acid, Cold, Fire, Lightning, Poison, or Thunder for the type of orb you create, and then make a ranged spell attack against the target. On a hit, the target takes 3d8 damage of the chosen type.\n\nIf you roll the same number on two or more of the d8s, the orb leaps to a different target of your choice within 30 feet of the target. Make an attack roll against the new target, and make a new damage roll. The orb can't leap again unless you cast the spell with a level 2+ spell slot.", + "duration": "Instantaneous", + "higher_level": "The damage increases by 1d8 for each spell slot level above 1. The orb can leap a maximum number of times equal to the level of the slot expended, and a creature can be targeted only once by each casting of this spell.", + "id": 579, + "level": 1, + "locations": [ + { + "page": 249, + "sourcebook": "PHB24" + } + ], + "material": "A diamond worth 50+ gp", + "name": "Chromatic Orb", + "range": "90 feet", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Action", + "classes": [ + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Negative energy ripples out in a 60-foot-radius Sphere from a point you choose within range. Each creature in that area makes a Constitution saving throw, taking 8d8 Necrotic damage on a failed save or half as much damage on a successful one.", + "duration": "Instantaneous", + "higher_level": "The damage increases by 2d8 for each spell slot level above 6.", + "id": 580, + "level": 6, + "locations": [ + { + "page": 250, + "sourcebook": "PHB24" + } + ], + "material": "The powder of a crushed black pearl worth 500+ gp", + "name": "Circle of Death", + "range": "150 feet", + "ruleset": "2024", + "school": "Necromancy" + }, + { + "casting_time": "Action", + "classes": [ + "Cleric", + "Paladin", + "Wizard" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "An aura radiates from you in a 30-foot Emanation for the duration. While in the aura, you and your allies have Advantage on saving throws against spells and other magical effects. When an affected creature makes a saving throw against a spell or magical effect that allows a save to take only half damage, it takes no damage if it succeeds on the save.", + "duration": "up to 10 minutes", + "id": 581, + "level": 5, + "locations": [ + { + "page": 250, + "sourcebook": "PHB24" + } + ], + "name": "Circle of Power", + "range": "Self", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "10 minutes", + "classes": [ + "Bard", + "Cleric", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You create an Invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The intangible, invulnerable sensor remains in place for the duration.\n\nWhen you cast the spell, choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As a Bonus Action, you can switch between seeing and hearing.\n\nA creature that sees the sensor (such as a creature benefiting from See Invisibility or Truesight) sees a luminous orb about the size of your fist.", + "duration": "up to 10 minutes", + "id": 582, + "level": 3, + "locations": [ + { + "page": 250, + "sourcebook": "PHB24" + } + ], + "material": "A focus worth 100+ gp, either a jeweled horn for hearing or a glass eye for seeing", + "name": "Clairvoyance", + "range": "1 mile", + "ruleset": "2024", + "school": "Divination" + }, + { + "casting_time": "1 hour", + "classes": [ + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You touch a creature or at least 1 cubic inch of its flesh. An inert duplicate of that creature forms inside the vessel used in the spell's casting and finishes growing after 120 days; you choose whether the finished clone is the same age as the creature or younger. The clone remains inert and endures indefinitely while its vessel remains undisturbed.\n\nIf the original creature dies after the clone finishes forming, the creature's soul transfers to the clone if the soul is free and willing to return. The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original's equipment. The creature's original remains, if any, become inert and can't be revived, since the creature's soul is elsewhere.", + "duration": "Instantaneous", + "id": 583, + "level": 8, + "locations": [ + { + "page": 251, + "sourcebook": "PHB24" + } + ], + "material": "A diamond worth 1,000+ gp, which the spell consumes, and a sealable vessel worth 2,000+ gp that is large enough to hold the creature being cloned", + "name": "Clone", + "range": "Touch", + "ruleset": "2024", + "school": "Necromancy" + }, + { + "casting_time": "Action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "You create a 20-foot-radius Sphere of yellow-green fog centered on a point within range. The fog lasts for the duration or until strong wind (such as the one created by Gust of Wind) disperses it, ending the spell. Its area is Heavily Obscured.\n\nEach creature in the Sphere makes a Constitution saving throw, taking 5d8 Poison damage on a failed save or half as much damage on a successful one. A creature must also make this save when the Sphere moves into its space and when it enters the Sphere or ends its turn there. A creature makes this save only once per turn.\n\nThe Sphere moves 10 feet away from you at the start of each of your turns.", + "duration": "up to 10 minutes", + "higher_level": "The damage increases by 1d8 for each spell slot level above 5.", + "id": 584, + "level": 5, + "locations": [ + { + "page": 251, + "sourcebook": "PHB24" + } + ], + "name": "Cloudkill", + "range": "120 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You conjure spinning daggers in a 5-foot Cube centered on a point within range. Each creature in that area takes 4d4 Slashing damage. A creature also takes this damage if it enters the Cube or ends its turn there or if the Cube moves into its space. A creature takes this damage only once per turn.\n\nOn your later turns, you can take a Magic action to teleport the Cube up to 30 feet.", + "duration": "up to 1 minute", + "higher_level": "The damage increases by 2d4 for each spell slot level above 2.", + "id": 585, + "level": 2, + "locations": [ + { + "page": 251, + "sourcebook": "PHB24" + } + ], + "material": "A sliver of glass", + "name": "Cloud of Daggers", + "range": "60 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You launch a dazzling array of flashing, colorful light. Each creature in a 15-foot Cone originating from you must succeed on a Constitution saving throw or have the Blinded condition until the end of your next turn.", + "duration": "Instantaneous", + "id": 586, + "level": 1, + "locations": [ + { + "page": 251, + "sourcebook": "PHB24" + } + ], + "material": "A pinch of colorful sand", + "name": "Color Spray", + "range": "Self", + "ruleset": "2024", + "school": "Illusion" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Cleric", + "Paladin" + ], + "components": [ + "V" + ], + "desc": "You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options:\n\nApproach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.\n\nDrop. The target drops whatever it is holding and then ends its turn.\n\nFlee. The target spends its turn moving away from you by the fastest available means.\n\nGrovel. The target has the Prone condition and then ends its turn.\n\nHalt. On its turn, the target doesn't move and takes no action or Bonus Action.", + "duration": "Instantaneous", + "higher_level": "You can affect one additional creature for each spell slot level above 1.", + "id": 587, + "level": 1, + "locations": [ + { + "page": 251, + "sourcebook": "PHB24" + } + ], + "name": "Command", + "range": "60 feet", + "ruleset": "2024", + "school": "Enchantment" + }, + { + "casting_time": "1 minute or Ritual", + "classes": [ + "Cleric" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You contact a deity or a divine proxy and ask up to three questions that can be answered with yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question.\n\nDivine beings aren't necessarily omniscient, so you might receive \u201cunclear\u201d as an answer if a question pertains to information that lies beyond the deity's knowledge. In a case where a one-word answer could be misleading or contrary to the deity's interests, the DM might offer a short phrase as an answer instead.\n\nIf you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer.", + "duration": "1 minute", + "id": 588, + "level": 5, + "locations": [ + { + "page": 252, + "sourcebook": "PHB24" + } + ], + "material": "Incense", + "name": "Commune", + "range": "Self", + "ruleset": "2024", + "school": "Divination" + }, + { + "casting_time": "1 minute or Ritual", + "classes": [ + "Druid", + "Ranger" + ], + "components": [ + "V", + "S" + ], + "desc": "You commune with nature spirits and gain knowledge of the surrounding area. In the outdoors, the spell gives you knowledge of the area within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in castles and settlements.\n\nChoose three of the following facts; you learn those facts as they pertain to the spell's area:\n\nFor example, you could determine the location of a powerful monster in the area, the locations of bodies of water, and the locations of any towns.", + "duration": "Instantaneous", + "id": 589, + "level": 5, + "locations": [ + { + "page": 252, + "sourcebook": "PHB24" + } + ], + "name": "Commune with Nature", + "range": "Self", + "ruleset": "2024", + "school": "Divination" + }, + { + "casting_time": "Bonus Action", + "classes": [ + "Paladin" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "You try to compel a creature into a duel. One creature that you can see within range makes a Wisdom saving throw. On a failed save, the target has Disadvantage on attack rolls against creatures other than you, and it can't willingly move to a space that is more than 30 feet away from you.\n\nThe spell ends if you make an attack roll against a creature other than the target, if you cast a spell on an enemy other than the target, if an ally of yours damages the target, or if you end your turn more than 30 feet away from the target.", + "duration": "up to 1 minute", + "id": 590, + "level": 1, + "locations": [ + { + "page": 252, + "sourcebook": "PHB24" + } + ], + "name": "Compelled Duel", + "range": "30 feet", + "ruleset": "2024", + "school": "Enchantment" + }, + { + "casting_time": "Action or Ritual", + "classes": [ + "Bard", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "For the duration, you understand the literal meaning of any language that you hear or see signed. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn't decode symbols or secret messages.", + "duration": "1 hour", + "id": 591, + "level": 1, + "locations": [ + { + "page": 252, + "sourcebook": "PHB24" + } + ], + "material": "A pinch of soot and salt", + "name": "Comprehend Languages", + "range": "Self", + "ruleset": "2024", + "school": "Divination" + }, + { + "casting_time": "Action", + "classes": [ + "Bard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Each creature of your choice that you can see within range must succeed on a Wisdom saving throw or have the Charmed condition until the spell ends.\n\nFor the duration, you can take a Bonus Action to designate a direction that is horizontal to you. Each Charmed target must use as much of its movement as possible to move in that direction on its next turn, taking the safest route. After moving in this way, a target repeats the save, ending the spell on itself on a success.", + "duration": "up to 1 minute", + "id": 592, + "level": 4, + "locations": [ + { + "page": 252, + "sourcebook": "PHB24" + } + ], + "name": "Compulsion", + "range": "30 feet", + "ruleset": "2024", + "school": "Enchantment" + }, + { + "casting_time": "Action", + "classes": [ + "Druid", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You unleash a blast of cold air. Each creature in a 60-foot Cone originating from you makes a Constitution saving throw, taking 8d8 Cold damage on a failed save or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws.", + "duration": "Instantaneous", + "higher_level": "The damage increases by 1d8 for each spell slot level above 5.", + "id": 593, + "level": 5, + "locations": [ + { + "page": 253, + "sourcebook": "PHB24" + } + ], + "material": "A small crystal or glass cone", + "name": "Cone of Cold", + "range": "Self", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Druid", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Each creature in a 10-foot-radius Sphere centered on a point you choose within range must succeed on a Wisdom saving throw, or that target can't take Bonus Actions or Reactions and must roll 1d10 at the start of each of its turns to determine its behavior for that turn, consulting the table below.\n\n1d10 Behavior for the Turn\n1 The target doesn't take an action, and it uses all its movement to move. Roll 1d4 for the direction: 1, north; 2, east; 3, south; or 4, west.\n2\u20136 The target doesn't move or take actions.\n7\u20138 The target doesn't move, and it takes the Attack action to make one melee attack against a random creature within reach. If none are within reach, the target takes no action.\n9\u201310 The target chooses its behavior.\n\nAt the end of each of its turns, an affected target repeats the save, ending the spell on itself on a success.", + "duration": "up to 1 minute", + "higher_level": "The Sphere's radius increases by 5 feet for each spell slot level above 4.", + "id": 594, + "level": 4, + "locations": [ + { + "page": 253, + "sourcebook": "PHB24" + } + ], + "material": "Three nut shells", + "name": "Confusion", + "range": "90 feet", + "ruleset": "2024", + "school": "Enchantment" + }, + { + "casting_time": "Action", + "classes": [ + "Druid", + "Ranger" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "You conjure nature spirits that appear as a Large pack of spectral, intangible animals in an unoccupied space you can see within range. The pack lasts for the duration, and you choose the spirits' animal form, such as wolves, serpents, or birds.\n\nYou have Advantage on Strength saving throws while you're within 5 feet of the pack, and when you move on your turn, you can also move the pack up to 30 feet to an unoccupied space you can see.\n\nWhenever the pack moves within 10 feet of a creature you can see and whenever a creature you can see enters a space within 10 feet of the pack or ends its turn there, you can force that creature to make a Dexterity saving throw. On a failed save, the creature takes 3d10 Slashing damage. A creature makes this save only once per turn.", + "duration": "up to 10 minutes", + "higher_level": "The damage increases by 1d10 for each spell slot level above 3.", + "id": 595, + "level": 3, + "locations": [ + { + "page": 254, + "sourcebook": "PHB24" + } + ], + "name": "Conjure Animals", + "range": "60 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Ranger" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You brandish the weapon used to cast the spell and conjure similar spectral weapons (or ammunition appropriate to the weapon) that launch forward and then disappear. Each creature of your choice that you can see in a 60-foot Cone makes a Dexterity saving throw, taking 5d8 Force damage on a failed save or half as much damage on a successful one.", + "duration": "Instantaneous", + "higher_level": "The damage increases by 1d8 for each spell slot level above 3.", + "id": 596, + "level": 3, + "locations": [ + { + "page": 254, + "sourcebook": "PHB24" + } + ], + "material": "A melee or ranged weapon worth at least 1 cp", + "name": "Conjure Barrage", + "range": "Self", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Cleric" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "You conjure a spirit from the Upper Planes, which manifests as a pillar of light in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range. For each creature you can see in the Cylinder, choose which of these lights shines on it:\n\nHealing Light. The target regains Hit Points equal to 4d12 plus your spellcasting ability modifier.\n\nSearing Light. The target makes a Dexterity saving throw, taking 6d12 Radiant damage on a failed save or half as much damage on a successful one.\n\nUntil the spell ends, Bright Light fills the Cylinder, and when you move on your turn, you can also move the Cylinder up to 30 feet.\n\nWhenever the Cylinder moves into the space of a creature you can see and whenever a creature you can see enters the Cylinder or ends its turn there, you can bathe it in one of the lights. A creature can be affected by this spell only once per turn.", + "duration": "up to 10 minutes", + "higher_level": "The healing and damage increase by 1d12 for each spell slot level above 7.", + "id": 597, + "level": 7, + "locations": [ + { + "page": 254, + "sourcebook": "PHB24" + } + ], + "name": "Conjure Celestial", + "range": "90 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Druid", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "You conjure a Large, intangible spirit from the Elemental Planes that appears in an unoccupied space within range. Choose the spirit's element, which determines its damage type: air (Lightning), earth (Thunder), fire (Fire), or water (Cold). The spirit lasts for the duration.\n\nWhenever a creature you can see enters the spirit's space or starts its turn within 5 feet of the spirit, you can force that creature to make a Dexterity saving throw if the spirit has no creature Restrained. On failed save, the target takes 8d8 damage of the spirit's type, and the target has the Restrained condition until the spell ends. At the start of each of its turns, the Restrained target repeats the save. On a failed save, the target takes 4d8 damage of the spirit's type. On a successful save, the target isn't Restrained by the spirit.", + "duration": "up to 10 minutes", + "higher_level": "The damage increases by 2d8 for each spell slot level above 5.", + "id": 598, + "level": 5, + "locations": [ + { + "page": 254, + "sourcebook": "PHB24" + } + ], + "name": "Conjure Elemental", + "range": "60 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Druid" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "You conjure a Medium spirit from the Feywild in an unoccupied space you can see within range. The spirit lasts for the duration, and it looks like a Fey creature of your choice. When the spirit appears, you can make one melee spell attack against a creature within 5 feet of it. On a hit, the target takes Psychic damage equal to 3d12 plus your spellcasting ability modifier, and the target has the Frightened condition until the start of your next turn, with both you and the spirit as the source of the fear.\n\nAs a Bonus Action on your later turns, you can teleport the spirit to an unoccupied space you can see within 30 feet of the space it left and make the attack against a creature within 5 feet of it.", + "duration": "up to 10 minutes", + "higher_level": "The damage increases by 2d12 for each spell slot level above 6.", + "id": 599, + "level": 6, + "locations": [ + { + "page": 255, + "sourcebook": "PHB24" + } + ], + "name": "Conjure Fey", + "range": "60 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Druid", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "You conjure spirits from the Elemental Planes that flit around you in a 15-foot Emanation for the duration. Until the spell ends, any attack you make deals an extra 2d8 damage when you hit a creature in the Emanation. This damage is Acid, Cold, Fire, or Lightning (your choice when you make the attack).\n\nIn addition, the ground in the Emanation is Difficult Terrain for your enemies.", + "duration": "up to 10 minutes", + "higher_level": "The damage increases by 2d8 for each spell slot level above 4.", + "id": 600, + "level": 4, + "locations": [ + { + "page": 255, + "sourcebook": "PHB24" + } + ], + "name": "Conjure Minor Elementals", + "range": "Self", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Ranger" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You brandish the weapon used to cast the spell and choose a point within range. Hundreds of similar spectral weapons (or ammunition appropriate to the weapon) fall in a volley and then disappear. Each creature of your choice that you can see in a 40-foot-radius, 20-foot-high Cylinder centered on that point makes a Dexterity saving throw. A creature takes 8d8 Force damage on a failed save or half as much damage on a successful one.", + "duration": "Instantaneous", + "id": 601, + "level": 5, + "locations": [ + { + "page": 255, + "sourcebook": "PHB24" + } + ], + "material": "A melee or ranged weapon worth at least 1 cp", + "name": "Conjure Volley", + "range": "150 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Druid", + "Ranger" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "You conjure nature spirits that flit around you in a 10-foot Emanation for the duration. Whenever the Emanation enters the space of a creature you can see and whenever a creature you can see enters the Emanation or ends its turn there, you can force that creature to make a Wisdom saving throw. The creature takes 5d8 Force damage on a failed save or half as much damage on a successful one. A creature makes this save only once per turn.\n\nIn addition, you can take the Disengage action as a Bonus Action for the spell's duration.", + "duration": "up to 10 minutes", + "higher_level": "The damage increases by 1d8 for each spell slot level above 4.", + "id": 602, + "level": 4, + "locations": [ + { + "page": 255, + "sourcebook": "PHB24" + } + ], + "name": "Conjure Woodland Beings", + "range": "Self", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "1 minute or Ritual", + "classes": [ + "Warlock", + "Wizard" + ], + "components": [ + "V" + ], + "desc": "You mentally contact a demigod, the spirit of a long-dead sage, or some other knowledgeable entity from another plane. Contacting this otherworldly intelligence can break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The DM answers each question with one word, such as \u201cyes,\u201d \u201cno,\u201d \u201cmaybe,\u201d \u201cnever,\u201d \u201cirrelevant,\u201d or \u201cunclear\u201d (if the entity doesn't know the answer to the question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.\n\nOn a failed save, you take 6d6 Psychic damage and have the Incapacitated condition until you finish a Long Rest. A Greater Restoration spell cast on you ends this effect.", + "duration": "1 minute", + "id": 603, + "level": 5, + "locations": [ + { + "page": 255, + "sourcebook": "PHB24" + } + ], + "name": "Contact Other Plane", + "range": "Self", + "ruleset": "2024", + "school": "Divination" + }, + { + "casting_time": "Action", + "classes": [ + "Cleric", + "Druid" + ], + "components": [ + "V", + "S" + ], + "desc": "Your touch inflicts a magical contagion. The target must succeed on a Constitution saving throw or take 11d8 Necrotic damage and have the Poisoned condition. Also, choose one ability when you cast the spell. While Poisoned, the target has Disadvantage on saving throws made with the chosen ability.\n\nThe target must repeat the saving throw at the end of each of its turns until it gets three successes or failures. If the target succeeds on three of these saves, the spell ends on the target. If the target fails three of the saves, the spell lasts for 7 days on it.\n\nWhenever the Poisoned target receives an effect that would end the Poisoned condition, the target must succeed on a Constitution saving throw, or the Poisoned condition doesn't end on it.", + "duration": "7 days", + "id": 604, + "level": 5, + "locations": [ + { + "page": 256, + "sourcebook": "PHB24" + } + ], + "name": "Contagion", + "range": "Touch", + "ruleset": "2024", + "school": "Necromancy" + }, + { + "casting_time": "10 minutes", + "classes": [ + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Choose a spell of level 5 or lower that you can cast, that has a casting time of an action, and that can target you. You cast that spell\u2014called the contingent spell\u2014as part of casting Contingency, expending spell slots for both, but the contingent spell doesn't come into effect. Instead, it takes effect when a certain trigger occurs. You describe that trigger when you cast the two spells. For example, a Contingency cast with Water Breathing might stipulate that Water Breathing comes into effect when you are engulfed in water or a similar liquid.\n\nThe contingent spell takes effect immediately after the trigger occurs for the first time, whether or not you want it to, and then Contingency ends.\n\nThe contingent spell takes effect only on you, even if it can normally target others. You can use only one Contingency spell at a time. If you cast this spell again, the effect of another Contingency spell on you ends. Also, Contingency ends on you if its material component is ever not on your person.", + "duration": "10 days", + "id": 605, + "level": 6, + "locations": [ + { + "page": 256, + "sourcebook": "PHB24" + } + ], + "material": "A gem-encrusted statuette of yourself worth 1,500+ gp", + "name": "Contingency", + "range": "Self", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Cleric", + "Druid", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "A flame springs from an object that you touch. The effect casts Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. It looks like a regular flame, but it creates no heat and consumes no fuel. The flame can be covered or hidden but not smothered or quenched.", + "duration": "Until dispelled", + "id": 606, + "level": 2, + "locations": [ + { + "page": 256, + "sourcebook": "PHB24" + } + ], + "material": "Ruby dust worth 50+ gp, which the spell consumes", + "name": "Continual Flame", + "range": "Touch", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Action", + "classes": [ + "Cleric", + "Druid", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Until the spell ends, you control any water inside an area you choose that is a Cube up to 100 feet on a side, using one of the following effects. As a Magic action on your later turns, you can repeat the same effect or choose a different one.\n\nFlood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.\n\nThe water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.\n\nPart Water. You part water in the area and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.\n\nRedirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain. The water continues to move in the direction you chose until the spell ends or you choose a different effect.\n\nWhirlpool. You cause a whirlpool to form in the center of the area, which must be at least 50 feet square and 25 feet deep. The whirlpool lasts until you choose a different effect or the spell ends. The whirlpool is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature in the water and within 25 feet of the whirlpool is pulled 10 feet toward it. When a creature enters the whirlpool for the first time on a turn or ends its turn there, it makes a Strength saving throw. On a failed save, the creature takes 2d8 Bludgeoning damage. On a successful save, the creature takes half as much damage. A creature can swim away from the whirlpool only if it first takes an action to pull away and succeeds on a Strength (Athletics) check against your spell save DC.", + "duration": "up to 10 minutes", + "id": 607, + "level": 4, + "locations": [ + { + "page": 256, + "sourcebook": "PHB24" + } + ], + "material": "A mixture of water and dust", + "name": "Control Water", + "range": "300 feet", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "10 minutes", + "classes": [ + "Cleric", + "Druid", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell, and it ends early if you go indoors.\n\nWhen you cast the spell, you change the current weather conditions, which are determined by the DM. You can change precipitation, temperature, and wind. It takes 1d4 \u00d7 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.\n\nWhen you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.\n\nStage Condition\n1 Clear\n2 Light clouds\n3 Overcast or ground fog\n4 Rain, hail, or snow\n5 Torrential rain, driving hail, or blizzard\n\nStage Condition\n1 Heat wave\n2 Hot\n3 Warm\n4 Cool\n5 Cold\n6 Freezing\n\nStage Condition\n1 Calm\n2 Moderate wind\n3 Strong wind\n4 Gale\n5 Storm", + "duration": "up to 8 hours", + "id": 608, + "level": 8, + "locations": [ + { + "page": 257, + "sourcebook": "PHB24" + } + ], + "material": "Burning incense", + "name": "Control Weather", + "range": "Self", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Action", + "classes": [ + "Ranger" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You touch up to four nonmagical Arrows or Bolts and plant them in the ground in your space. Until the spell ends, the ammunition can't be physically uprooted, and whenever a creature other than you enters a space within 30 feet of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it. The creature must succeed on a Dexterity saving throw or take 2d4 Piercing damage. The piece of ammunition is then destroyed. The spell ends when none of the ammunition remains planted in the ground.\n\nWhen you cast this spell, you can designate any creatures you choose, and the spell ignores them.", + "duration": "8 hours", + "higher_level": "The amount of ammunition that can be affected increases by two for each spell slot level above 2.", + "id": 609, + "level": 2, + "locations": [ + { + "page": 258, + "sourcebook": "PHB24" + } + ], + "material": "An ornamental braid", + "name": "Cordon of Arrows", + "range": "Touch", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Reaction, which you take when you see a creature within 60 feet of yourself casting a spell with Verbal, Somatic, or Material components", + "classes": [ + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "S" + ], + "desc": "You attempt to interrupt a creature in the process of casting a spell. The creature makes a Constitution saving throw. On a failed save, the spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn't expended.", + "duration": "Instantaneous", + "id": 610, + "level": 3, + "locations": [ + { + "page": 258, + "sourcebook": "PHB24" + } + ], + "name": "Counterspell", + "range": "60 feet", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Cleric", + "Paladin" + ], + "components": [ + "V", + "S" + ], + "desc": "You create 45 pounds of food and 30 gallons of fresh water on the ground or in containers within range\u2014both useful in fending off the hazards of malnutrition and dehydration. The food is bland but nourishing and looks like a food of your choice, and the water is clean. The food spoils after 24 hours if uneaten.", + "duration": "Instantaneous", + "id": 611, + "level": 3, + "locations": [ + { + "page": 258, + "sourcebook": "PHB24" + } + ], + "name": "Create Food and Water", + "range": "30 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Cleric", + "Druid" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You do one of the following:\n\nCreate Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot Cube within range, extinguishing exposed flames there.\n\nDestroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot Cube within range.", + "duration": "Instantaneous", + "higher_level": "You create or destroy 10 additional gallons of water, or the size of the Cube increases by 5 feet, for each spell slot level above 1.", + "id": 612, + "level": 1, + "locations": [ + { + "page": 258, + "sourcebook": "PHB24" + } + ], + "material": "A mix of water and sand", + "name": "Create or Destroy Water", + "range": "30 feet", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "1 minute", + "classes": [ + "Cleric", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You can cast this spell only at night. Choose up to three corpses of Medium or Small Humanoids within range. Each one becomes a Ghoul under your control (see the Monster Manual for its stat block).\n\nAs a Bonus Action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing the same command to them). You decide what action the creature will take and where it will move on its next turn, or you can issue a general command, such as to guard a particular place. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow the order until its task is complete.\n\nThe creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell rather than animating new ones.", + "duration": "Instantaneous", + "higher_level": "If you use a level 7 spell slot, you can animate or reassert control over four Ghouls. If you use a level 8 spell slot, you can animate or reassert control over five Ghouls or two Ghasts or Wights. If you use a level 9 spell slot, you can animate or reassert control over six Ghouls, three Ghasts or Wights, or two Mummies. See the Monster Manual for these stat blocks.", + "id": 613, + "level": 6, + "locations": [ + { + "page": 258, + "sourcebook": "PHB24" + } + ], + "material": "One 150+ gp black onyx stone for each corpse", + "name": "Create Undead", + "range": "10 feet", + "ruleset": "2024", + "school": "Necromancy" + }, + { + "casting_time": "1 minute", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You pull wisps of shadow material from the Shadowfell to create an object within range. It is either an object of vegetable matter (soft goods, rope, wood, and the like) or mineral matter (stone, crystal, metal, and the like). The object must be no larger than a 5-foot Cube, and the object must be of a form and material that you have seen.\n\nThe spell's duration depends on the object's material, as shown in the Materials table. If the object is composed of multiple materials, use the shortest duration. Using any object created by this spell as another spell's Material component causes the other spell to fail.\n\nMaterial Duration\nVegetable matter 24 hours\nStone or crystal 12 hours\nPrecious metals 1 hour\nGems 10 minutes\nAdamantine or mithral 1 minute", + "duration": "Special", + "higher_level": "The Cube increases by 5 feet for each spell slot level above 5.", + "id": 614, + "level": 5, + "locations": [ + { + "page": 259, + "sourcebook": "PHB24" + } + ], + "material": "A paintbrush", + "name": "Creation", + "range": "30 feet", + "ruleset": "2024", + "school": "Illusion" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "One creature that you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The creature succeeds automatically if it isn't Humanoid.\n\nA spectral crown appears on the Charmed target's head, and it must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if no creature is within its reach. The target repeats the save at the end of each of its turns, ending the spell on itself on a success.\n\nOn your later turns, you must take the Magic action to maintain control of the target, or the spell ends.", + "duration": "up to 1 minute", + "id": 615, + "level": 2, + "locations": [ + { + "page": 259, + "sourcebook": "PHB24" + } + ], + "name": "Crown of Madness", + "range": "120 feet", + "ruleset": "2024", + "school": "Enchantment" + }, + { + "casting_time": "Action", + "classes": [ + "Paladin" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "You radiate a magical aura in a 30-foot Emanation. While in the aura, you and your allies each deal an extra 1d4 Radiant damage when hitting with a weapon or an Unarmed Strike.", + "duration": "up to 1 minute", + "id": 616, + "level": 3, + "locations": [ + { + "page": 259, + "sourcebook": "PHB24" + } + ], + "name": "Crusader's Mantle", + "range": "Self", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Cleric", + "Druid", + "Paladin", + "Ranger" + ], + "components": [ + "V", + "S" + ], + "desc": "A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.", + "duration": "Instantaneous", + "higher_level": "The healing increases by 2d8 for each spell slot level above 1.", + "id": 617, + "level": 1, + "locations": [ + { + "page": 259, + "sourcebook": "PHB24" + } + ], + "name": "Cure Wounds", + "range": "Touch", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You create up to four torch-size lights within range, making them appear as torches, lanterns, or glowing orbs that hover for the duration. Alternatively, you combine the four lights into one glowing Medium form that is vaguely humanlike. Whichever form you choose, each light sheds Dim Light in a 10-foot radius.\n\nAs a Bonus Action, you can move the lights up to 60 feet to a space within range. A light must be within 20 feet of another light created by this spell, and a light vanishes if it exceeds the spell's range.", + "duration": "up to 1 minute", + "id": 618, + "level": 0, + "locations": [ + { + "page": 259, + "sourcebook": "PHB24" + } + ], + "material": "A bit of phosphorus", + "name": "Dancing Lights", + "range": "120 feet", + "ruleset": "2024", + "school": "Illusion" + }, + { + "casting_time": "Action", + "classes": [ + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "M" + ], + "concentration": true, + "desc": "For the duration, magical Darkness spreads from a point within range and fills a 15-foot-radius Sphere. Darkvision can't see through it, and nonmagical light can't illuminate it.\n\nAlternatively, you cast the spell on an object that isn't being worn or carried, causing the Darkness to fill a 15-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the Darkness.\n\nIf any of this spell's area overlaps with an area of Bright Light or Dim Light created by a spell of level 2 or lower, that other spell is dispelled.", + "duration": "up to 10 minutes", + "id": 619, + "level": 2, + "locations": [ + { + "page": 260, + "sourcebook": "PHB24" + } + ], + "material": "Bat fur and a piece of coal", + "name": "Darkness", + "range": "60 feet", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Action", + "classes": [ + "Druid", + "Ranger", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "For the duration, a willing creature you touch has Darkvision with a range of 150 feet.", + "duration": "8 hours", + "id": 620, + "level": 2, + "locations": [ + { + "page": 260, + "sourcebook": "PHB24" + } + ], + "material": "A dried carrot", + "name": "Darkvision", + "range": "Touch", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Action", + "classes": [ + "Cleric", + "Druid", + "Paladin", + "Ranger", + "Sorcerer" + ], + "components": [ + "V", + "S" + ], + "desc": "For the duration, sunlight spreads from a point within range and fills a 60-foot-radius Sphere. The sunlight's area is Bright Light and sheds Dim Light for an additional 60 feet.\n\nAlternatively, you cast the spell on an object that isn't being worn or carried, causing the sunlight to fill a 60-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the sunlight.\n\nIf any of this spell's area overlaps with an area of Darkness created by a spell of level 3 or lower, that other spell is dispelled.", + "duration": "1 hour", + "id": 621, + "level": 3, + "locations": [ + { + "page": 260, + "sourcebook": "PHB24" + } + ], + "name": "Daylight", + "range": "60 feet", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Action", + "classes": [ + "Cleric", + "Paladin" + ], + "components": [ + "V", + "S" + ], + "desc": "You touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 Hit Points before the spell ends, the target instead drops to 1 Hit Point, and the spell ends.\n\nIf the spell is still in effect when the target is subjected to an effect that would kill it instantly without dealing damage, that effect is negated against the target, and the spell ends.", + "duration": "8 hours", + "id": 622, + "level": 4, + "locations": [ + { + "page": 261, + "sourcebook": "PHB24" + } + ], + "name": "Death Ward", + "range": "Touch", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "A beam of yellow light flashes from you, then condenses at a chosen point within range as a glowing bead for the duration. When the spell ends, the bead explodes, and each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw. A creature takes Fire damage equal to the total accumulated damage on a failed save or half as much damage on a successful one.\n\nThe spell's base damage is 12d6, and the damage increases by 1d6 whenever your turn ends and the spell hasn't ended.\n\nIf a creature touches the glowing bead before the spell ends, that creature makes a Dexterity saving throw. On a failed save, the spell ends, causing the bead to explode. On a successful save, the creature can throw the bead up to 40 feet. If the thrown bead enters a creature's space or collides with a solid object, the spell ends, and the bead explodes.\n\nWhen the bead explodes, flammable objects in the explosion that aren't being worn or carried start burning.", + "duration": "up to 1 minute", + "higher_level": "The base damage increases by 1d6 for each spell slot level above 7.", + "id": 623, + "level": 7, + "locations": [ + { + "page": 261, + "sourcebook": "PHB24" + } + ], + "material": "A ball of bat guano and sulfur", + "name": "Delayed Blast Fireball", + "range": "150 feet", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Action", + "classes": [ + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "S" + ], + "desc": "You create a shadowy Medium door on a flat solid surface that you can see within range. This door can be opened and closed, and it leads to a demiplane that is an empty room 30 feet in each dimension, made of wood or stone (your choice).\n\nWhen the spell ends, the door vanishes, and any objects inside the demiplane remain there. Any creatures inside also remain unless they opt to be shunted through the door as it vanishes, landing with the Prone condition in the unoccupied spaces closest to the door's former space.\n\nEach time you cast this spell, you can create a new demiplane or connect the shadowy door to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can connect the shadowy door to that demiplane instead.", + "duration": "1 hour", + "id": 624, + "level": 8, + "locations": [ + { + "page": 261, + "sourcebook": "PHB24" + } + ], + "name": "Demiplane", + "range": "60 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Paladin" + ], + "components": [ + "V" + ], + "desc": "Destructive energy ripples outward from you in a 30-foot Emanation. Each creature you choose in the Emanation makes a Constitution saving throw. On a failed save, a target takes 5d6 Thunder damage and 5d6 Radiant or Necrotic damage (your choice) and has the Prone condition. On a successful save, a target takes half as much damage only.", + "duration": "Instantaneous", + "id": 625, + "level": 5, + "locations": [ + { + "page": 261, + "sourcebook": "PHB24" + } + ], + "name": "Destructive Wave", + "range": "Self", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Action", + "classes": [ + "Cleric", + "Paladin" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where.\n\nThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.", + "duration": "up to 10 minutes", + "id": 626, + "level": 1, + "locations": [ + { + "page": 261, + "sourcebook": "PHB24" + } + ], + "name": "Detect Evil and Good", + "range": "Self", + "ruleset": "2024", + "school": "Divination" + }, + { + "casting_time": "Action or Ritual", + "classes": [ + "Bard", + "Cleric", + "Druid", + "Paladin", + "Ranger", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's school of magic.\n\nThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.", + "duration": "up to 10 minutes", + "id": 627, + "level": 1, + "locations": [ + { + "page": 262, + "sourcebook": "PHB24" + } + ], + "name": "Detect Magic", + "range": "Self", + "ruleset": "2024", + "school": "Divination" + }, + { + "casting_time": "Action or Ritual", + "classes": [ + "Cleric", + "Druid", + "Paladin", + "Ranger" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "For the duration, you sense the location of poisons, poisonous or venomous creatures, and magical contagions within 30 feet of yourself. You sense the kind of poison, creature, or contagion in each case.\n\nThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.", + "duration": "up to 10 minutes", + "id": 628, + "level": 1, + "locations": [ + { + "page": 262, + "sourcebook": "PHB24" + } + ], + "material": "A yew leaf", + "name": "Detect Poison and Disease", + "range": "Self", + "ruleset": "2024", + "school": "Divination" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns.\n\nSense Thoughts. You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. You don't read the thoughts, but you know that a thinking creature is present.\n\nThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.\n\nRead Thoughts. Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself that you detected with the Sense Thoughts option. You learn what is most on the target's mind right now. If the target doesn't know any languages and isn't telepathic, you learn nothing.\n\nAs a Magic action on your next turn, you can try to probe deeper into the target's mind. If you probe deeper, the target makes a Wisdom saving throw. On a failed save, you discern the target's reasoning, emotions, and something that looms large in its mind (such as a worry, love, or hate). On a successful save, the spell ends. Either way, the target knows that you are probing into its mind, and until you shift your attention away from the target's mind, the target can take an action on its turn to make an Intelligence (Arcana) check against your spell save DC, ending the spell on a success.", + "duration": "up to 1 minute", + "id": 629, + "level": 2, + "locations": [ + { + "page": 262, + "sourcebook": "PHB24" + } + ], + "material": "1 copper piece", + "name": "Detect Thoughts", + "range": "Self", + "ruleset": "2024", + "school": "Divination" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V" + ], + "desc": "You teleport to a location within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as \u201c200 feet straight downward\u201d or \u201c300 feet upward to the northwest at a 45-degree angle.\u201d\n\nYou can also teleport one willing creature. The creature must be within 5 feet of you when you teleport, and it teleports to a space within 5 feet of your destination space.\n\nIf you, the other creature, or both would arrive in a space occupied by a creature or completely filled by one or more objects, you and any creature traveling with you each take 4d6 Force damage, and the teleportation fails.", + "duration": "Instantaneous", + "id": 630, + "level": 4, + "locations": [ + { + "page": 262, + "sourcebook": "PHB24" + } + ], + "name": "Dimension Door", + "range": "500 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "desc": "You make yourself\u2014including your clothing, armor, weapons, and other belongings on your person\u2014look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. Otherwise, the extent of the illusion is up to you.\n\nThe changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing.\n\nTo discern that you are disguised, a creature must take the Study action to inspect your appearance and succeed on an Intelligence (Investigation) check against your spell save DC.", + "duration": "1 hour", + "id": 631, + "level": 1, + "locations": [ + { + "page": 262, + "sourcebook": "PHB24" + } + ], + "name": "Disguise Self", + "range": "Self", + "ruleset": "2024", + "school": "Illusion" + }, + { + "casting_time": "Action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You launch a green ray at a target you can see within range. The target can be a creature, a nonmagical object, or a creation of magical force, such as the wall created by Wall of Force.\n\nA creature targeted by this spell makes a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 Force damage. If this damage reduces it to 0 Hit Points, it and everything nonmagical it is wearing and carrying are disintegrated into gray dust. The target can be revived only by a True Resurrection or a Wish spell.\n\nThis spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If such a target is Huge or larger, this spell disintegrates a 10-foot-Cube portion of it.", + "duration": "Instantaneous", + "higher_level": "The damage increases by 3d6 for each spell slot level above 6.", + "id": 632, + "level": 6, + "locations": [ + { + "page": 263, + "sourcebook": "PHB24" + } + ], + "material": "A lodestone and dust", + "name": "Disintegrate", + "range": "60 feet", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Action", + "classes": [ + "Cleric", + "Paladin" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "For the duration, Celestials, Elementals, Fey, Fiends, and Undead have Disadvantage on attack rolls against you. You can end the spell early by using either of the following special functions.\n\nBreak Enchantment. As a Magic action, you touch a creature that is possessed by or has the Charmed or Frightened condition from one or more creatures of the types above. The target is no longer possessed, Charmed, or Frightened by such creatures.\n\nDismissal. As a Magic action, you target one creature you can see within 5 feet of you that has one of the creature types above. The target must succeed on a Charisma saving throw or be sent back to its home plane if it isn't there already. If they aren't on their home plane, Undead are sent to the Shadowfell, and Fey are sent to the Feywild.", + "duration": "up to 1 minute", + "id": 633, + "level": 5, + "locations": [ + { + "page": 263, + "sourcebook": "PHB24" + } + ], + "material": "Powdered silver and iron", + "name": "Dispel Evil and Good", + "range": "Self", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Cleric", + "Druid", + "Paladin", + "Ranger", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "desc": "Choose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (DC 10 plus that spell's level). On a successful check, the spell ends.", + "duration": "Instantaneous", + "higher_level": "You automatically end a spell on the target if the spell's level is equal to or less than the level of the spell slot you use.", + "id": 634, + "level": 3, + "locations": [ + { + "page": 264, + "sourcebook": "PHB24" + } + ], + "name": "Dispel Magic", + "range": "120 feet", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Bard" + ], + "components": [ + "V" + ], + "desc": "One creature of your choice that you can see within range hears a discordant melody in its mind. The target makes a Wisdom saving throw. On a failed save, it takes 3d6 Psychic damage and must immediately use its Reaction, if available, to move as far away from you as it can, using the safest route. On a successful save, the target takes half as much damage only.", + "duration": "Instantaneous", + "higher_level": "The damage increases by 1d6 for each spell slot level above 1.", + "id": 635, + "level": 1, + "locations": [ + { + "page": 264, + "sourcebook": "PHB24" + } + ], + "name": "Dissonant Whispers", + "range": "60 feet", + "ruleset": "2024", + "school": "Enchantment" + }, + { + "casting_time": "Action or Ritual", + "classes": [ + "Cleric", + "Druid", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "This spell puts you in contact with a god or a god's servants. You ask one question about a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply, which might be a short phrase or cryptic rhyme. The spell doesn't account for circumstances that might change the answer, such as the casting of other spells.\n\nIf you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer.", + "duration": "Instantaneous", + "id": 636, + "level": 4, + "locations": [ + { + "page": 264, + "sourcebook": "PHB24" + } + ], + "material": "Incense worth 25+ gp, which the spell consumes", + "name": "Divination", + "range": "Self", + "ruleset": "2024", + "school": "Divination" + }, + { + "casting_time": "Bonus Action", + "classes": [ + "Paladin" + ], + "components": [ + "V", + "S" + ], + "desc": "Until the spell ends, your attacks with weapons deal an extra 1d4 Radiant damage on a hit.", + "duration": "1 minute", + "id": 637, + "level": 1, + "locations": [ + { + "page": 265, + "sourcebook": "PHB24" + } + ], + "name": "Divine Favor", + "range": "Self", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Bonus Action, which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike", + "classes": [ + "Paladin" + ], + "components": [ + "V" + ], + "desc": "The target takes an extra 2d8 Radiant damage from the attack. The damage increases by 1d8 if the target is a Fiend or an Undead.", + "duration": "Instantaneous", + "higher_level": "The damage increases by 1d8 for each spell slot level above 1.", + "id": 638, + "level": 1, + "locations": [ + { + "page": 265, + "sourcebook": "PHB24" + } + ], + "name": "Divine Smite", + "range": "Self", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Bonus Action", + "classes": [ + "Cleric" + ], + "components": [ + "V" + ], + "desc": "You utter a word imbued with power from the Upper Planes. Each creature of your choice in range makes a Charisma saving throw. On a failed save, a target that has 50 Hit Points or fewer suffers an effect based on its current Hit Points, as shown in the Divine Word Effects table. Regardless of its Hit Points, a Celestial, an Elemental, a Fey, or a Fiend target that fails its save is forced back to its plane of origin (if it isn't there already) and can't return to the current plane for 24 hours by any means short of a Wish spell.\n\nHit Points Effect\n0\u201320 The target dies.\n21\u201330 The target has the Blinded, Deafened, and Stunned conditions for 1 hour.\n31\u201340 The target has the Blinded and Deafened conditions for 10 minutes.\n41\u201350 The target has the Deafened condition for 1 minute.", + "duration": "Instantaneous", + "id": 639, + "level": 7, + "locations": [ + { + "page": 265, + "sourcebook": "PHB24" + } + ], + "name": "Divine Word", + "range": "30 feet", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Action", + "classes": [ + "Druid", + "Ranger", + "Sorcerer" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "One Beast you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success.\n\nYou have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as \u201cAttack that creature,\u201d \u201cMove over there,\u201d or \u201cFetch that object.\u201d The target does its best to obey on its turn. If it completes an order and doesn't receive further direction from you, it acts and moves as it likes, focusing on protecting itself.\n\nYou can command the target to take a Reaction but must take your own Reaction to do so.", + "duration": "up to 1 minute", + "higher_level": "Your Concentration can last longer with a spell slot of level 5 (up to 10 minutes), 6 (up to 1 hour), or 7+ (up to 8 hours).", + "id": 640, + "level": 4, + "locations": [ + { + "page": 265, + "sourcebook": "PHB24" + } + ], + "name": "Dominate Beast", + "range": "60 feet", + "ruleset": "2024", + "school": "Enchantment" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "One creature you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success.\n\nYou have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as \u201cAttack that creature,\u201d \u201cMove over there,\u201d or \u201cFetch that object.\u201d The target does its best to obey on its turn. If it completes an order and doesn't receive further direction from you, it acts and moves as it likes, focusing on protecting itself.\n\nYou can command the target to take a Reaction but must take your own Reaction to do so.", + "duration": "up to 1 hour", + "higher_level": "Your Concentration can last longer with a level 9 spell slot (up to 8 hours).", + "id": 641, + "level": 8, + "locations": [ + { + "page": 265, + "sourcebook": "PHB24" + } + ], + "name": "Dominate Monster", + "range": "60 feet", + "ruleset": "2024", + "school": "Enchantment" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "One Humanoid you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success.\n\nYou have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as \u201cAttack that creature,\u201d \u201cMove over there,\u201d or \u201cFetch that object.\u201d The target does its best to obey on its turn. If it completes an order and doesn't receive further direction from you, it acts and moves as it likes, focusing on protecting itself.\n\nYou can command the target to take a Reaction but must take your own Reaction to do so.", + "duration": "up to 1 minute", + "higher_level": "Your Concentration can last longer with a spell slot of level 6 (up to 10 minutes), 7 (up to 1 hour), or 8+ (up to 8 hours).", + "id": 642, + "level": 5, + "locations": [ + { + "page": 266, + "sourcebook": "PHB24" + } + ], + "name": "Dominate Person", + "range": "60 feet", + "ruleset": "2024", + "school": "Enchantment" + }, + { + "casting_time": "Bonus Action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You touch one willing creature, and choose Acid, Cold, Fire, Lightning, or Poison. Until the spell ends, the target can take a Magic action to exhale a 15-foot Cone. Each creature in that area makes a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save or half as much damage on a successful one.", + "duration": "up to 1 minute", + "higher_level": "The damage increases by 1d6 for each spell slot level above 2.", + "id": 643, + "level": 2, + "locations": [ + { + "page": 266, + "sourcebook": "PHB24" + } + ], + "material": "A hot pepper", + "name": "Dragon's Breath", + "range": "Touch", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "1 minute or Ritual", + "classes": [ + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You touch the sapphire used in the casting and an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an Invisible mark on that object and invisibly inscribes the object's name on the sapphire. Each time you cast this spell, you must use a different sapphire.\n\nThereafter, you can take a Magic action to speak the object's name and crush the sapphire. The object instantly appears in your hand regardless of physical or planar distances, and the spell ends.\n\nIf another creature is holding or carrying the object, crushing the sapphire doesn't transport it, but instead you learn who that creature is and where that creature is currently located.", + "duration": "Until dispelled", + "id": 644, + "level": 6, + "locations": [ + { + "page": 266, + "sourcebook": "PHB24" + } + ], + "material": "A sapphire worth 1,000+ gp", + "name": "Drawmij's Instant Summons", + "range": "Touch", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "1 minute", + "classes": [ + "Bard", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You target a creature you know on the same plane of existence. You or a willing creature you touch enters a trance state to act as a dream messenger. While in the trance, the messenger is Incapacitated and has a Speed of 0.\n\nIf the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the spell's duration. The messenger can also shape the dream's environment, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the spell. The target recalls the dream perfectly upon waking.\n\nIf the target is awake when you cast the spell, the messenger knows it and can either end the trance (and the spell) or wait for the target to sleep, at which point the messenger enters its dreams.\n\nYou can make the messenger terrifying to the target. If you do so, the messenger can deliver a message of no more than ten words, and then the target makes a Wisdom saving throw. On a failed save, the target gains no benefit from its rest, and it takes 3d6 Psychic damage when it wakes up.", + "duration": "8 hours", + "id": 645, + "level": 5, + "locations": [ + { + "page": 266, + "sourcebook": "PHB24" + } + ], + "material": "A handful of sand", + "name": "Dream", + "range": "Special", + "ruleset": "2024", + "school": "Illusion" + }, + { + "casting_time": "Action", + "classes": [ + "Druid" + ], + "components": [ + "V", + "S" + ], + "desc": "Whispering to the spirits of nature, you create one of the following effects within range.\n\nWeather Sensor. You create a Tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.\n\nBloom. You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.\n\nSensory Effect. You create a harmless sensory effect, such as falling leaves, spectral dancing fairies, a gentle breeze, the sound of an animal, or the faint odor of skunk. The effect must fit in a 5-foot Cube.\n\nFire Play. You light or snuff out a candle, a torch, or a campfire.", + "duration": "Instantaneous", + "id": 646, + "level": 0, + "locations": [ + { + "page": 266, + "sourcebook": "PHB24" + } + ], + "name": "Druidcraft", + "range": "30 feet", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Action", + "classes": [ + "Cleric", + "Druid", + "Sorcerer" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Choose a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point. The ground there is Difficult Terrain.\n\nWhen you cast this spell and at the end of each of your turns for the duration, each creature on the ground in the area makes a Dexterity saving throw. On a failed save, a creature has the Prone condition, and its Concentration is broken.\n\nYou can also cause the effects below.\n\nFissures. A total of 1d6 fissures open in the spell's area at the end of the turn you cast it. You choose the fissures' locations, which can't be under structures. Each fissure is 1d10 \u00d7 10 feet deep and 10 feet wide, and it extends from one edge of the spell's area to another edge. A creature in the same space as a fissure must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens.\n\nStructures. The tremor deals 50 Bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the end of each of your turns until the spell ends. If a structure drops to 0 Hit Points, it collapses.\n\nA creature within a distance from a collapsing structure equal to half the structure's height makes a Dexterity saving throw. On a failed save, the creature takes 12d6 Bludgeoning damage, has the Prone condition, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. On a successful save, the creature takes half as much damage only.", + "duration": "up to 1 minute", + "id": 647, + "level": 8, + "locations": [ + { + "page": 267, + "sourcebook": "PHB24" + } + ], + "material": "A fractured rock", + "name": "Earthquake", + "range": "500 feet", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Action", + "classes": [ + "Warlock" + ], + "components": [ + "V", + "S" + ], + "desc": "You hurl a beam of crackling energy. Make a ranged spell attack against one creature or object in range. On a hit, the target takes 1d10 Force damage.", + "duration": "Instantaneous", + "higher_level": "The spell creates two beams at level 5, three beams at level 11, and four beams at level 17. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.", + "id": 648, + "level": 0, + "locations": [ + { + "page": 267, + "sourcebook": "PHB24" + } + ], + "name": "Eldritch Blast", + "range": "120 feet", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Action", + "classes": [ + "Druid", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "desc": "You exert control over the elements, creating one of the following effects within range.\n\nBeckon Air. You create a breeze strong enough to ripple cloth, stir dust, rustle leaves, and close open doors and shutters, all in a 5-foot Cube. Doors and shutters being held open by someone or something aren't affected.\n\nBeckon Earth. You create a thin shroud of dust or sand that covers surfaces in a 5-foot-square area, or you cause a single word to appear in your handwriting in a patch of dirt or sand.\n\nBeckon Fire. You create a thin cloud of harmless embers and colored, scented smoke in a 5-foot Cube. You choose the color and scent, and the embers can light candles, torches, or lamps in that area. The smoke's scent lingers for 1 minute.\n\nBeckon Water. You create a spray of cool mist that lightly dampens creatures and objects in a 5-foot Cube. Alternatively, you create 1 cup of clean water either in an open container or on a surface, and the water evaporates in 1 minute.\n\nSculpt Element. You cause dirt, sand, fire, smoke, mist, or water that can fit in a 1-foot Cube to assume a crude shape (such as that of a creature) for 1 hour.", + "duration": "Instantaneous", + "id": 649, + "level": 0, + "locations": [ + { + "page": 267, + "sourcebook": "PHB24" + } + ], + "name": "Elementalism", + "range": "30 feet", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Action", + "classes": [ + "Druid", + "Paladin", + "Ranger" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: Acid, Cold, Fire, Lightning, or Thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.", + "duration": "up to 1 hour", + "higher_level": "If you use a level 5\u20136 spell slot, the bonus to attack rolls increases to +2, and the extra damage increases to 2d4. If you use a level 7+ spell slot, the bonus increases to +3, and the extra damage increases to 3d4.", + "id": 650, + "level": 3, + "locations": [ + { + "page": 268, + "sourcebook": "PHB24" + } + ], + "name": "Elemental Weapon", + "range": "Touch", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Cleric", + "Druid", + "Ranger", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You touch a creature and choose Strength, Dexterity, Intelligence, Wisdom, or Charisma. For the duration, the target has Advantage on ability checks using the chosen ability.", + "duration": "up to 1 hour", + "higher_level": "You can target one additional creature for each spell slot level above 2. You can choose a different ability for each target.", + "id": 651, + "level": 2, + "locations": [ + { + "page": 268, + "sourcebook": "PHB24" + } + ], + "material": "Fur or a feather", + "name": "Enhance Ability", + "range": "Touch", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Druid", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "For the duration, the spell enlarges or reduces a creature or an object you can see within range (see the chosen effect below). A targeted object must be neither worn nor carried. If the target is an unwilling creature, it can make a Constitution saving throw. On a successful save, the spell has no effect.\n\nEverything that a targeted creature is wearing and carrying changes size with it. Any item it drops returns to normal size at once. A thrown weapon or piece of ammunition returns to normal size immediately after it hits or misses a target.\n\nEnlarge. The target's size increases by one category\u2014from Medium to Large, for example. The target also has Advantage on Strength checks and Strength saving throws. The target's attacks with its enlarged weapons or Unarmed Strikes deal an extra 1d4 damage on a hit.\n\nReduce. The target's size decreases by one category\u2014from Medium to Small, for example. The target also has Disadvantage on Strength checks and Strength saving throws. The target's attacks with its reduced weapons or Unarmed Strikes deal 1d4 less damage on a hit (this can't reduce the damage below 1).", + "duration": "up to 1 minute", + "id": 652, + "level": 2, + "locations": [ + { + "page": 268, + "sourcebook": "PHB24" + } + ], + "material": "A pinch of powdered iron", + "name": "Enlarge/Reduce", + "range": "30 feet", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Bonus Action, which you take immediately after hitting a creature with a weapon", + "classes": [ + "Ranger" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "As you hit the target, grasping vines appear on it, and it makes a Strength saving throw. A Large or larger creature has Advantage on this save. On a failed save, the target has the Restrained condition until the spell ends. On a successful save, the vines shrivel away, and the spell ends.\n\nWhile Restrained, the target takes 1d6 Piercing damage at the start of each of its turns. The target or a creature within reach of it can take an action to make a Strength (Athletics) check against your spell save DC. On a success, the spell ends.", + "duration": "up to 1 minute", + "higher_level": "The damage increases by 1d6 for each spell slot level above 1.", + "id": 653, + "level": 1, + "locations": [ + { + "page": 268, + "sourcebook": "PHB24" + } + ], + "name": "Ensnaring Strike", + "range": "Self", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Druid", + "Ranger" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Grasping plants sprout from the ground in a 20-foot square within range. For the duration, these plants turn the ground in the area into Difficult Terrain. They disappear when the spell ends.\n\nEach creature (other than you) in the area when you cast the spell must succeed on a Strength saving throw or have the Restrained condition until the spell ends. A Restrained creature can take an action to make a Strength (Athletics) check against your spell save DC. On a success, it frees itself from the grasping plants and is no longer Restrained by them.", + "duration": "up to 1 minute", + "id": 654, + "level": 1, + "locations": [ + { + "page": 268, + "sourcebook": "PHB24" + } + ], + "name": "Entangle", + "range": "90 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Warlock" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "You weave a distracting string of words, causing creatures of your choice that you can see within range to make a Wisdom saving throw. Any creature you or your companions are fighting automatically succeeds on this save. On a failed save, a target has a \u221210 penalty to Wisdom (Perception) checks and Passive Perception until the spell ends.", + "duration": "up to 1 minute", + "id": 655, + "level": 2, + "locations": [ + { + "page": 269, + "sourcebook": "PHB24" + } + ], + "name": "Enthrall", + "range": "60 feet", + "ruleset": "2024", + "school": "Enchantment" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Cleric", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "desc": "You step into the border regions of the Ethereal Plane, where it overlaps with your current plane. You remain in the Border Ethereal for the duration. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can perceive the plane you left, which looks gray, and you can't see anything there more than 60 feet away.\n\nWhile on the Ethereal Plane, you can affect and be affected only by creatures, objects, and effects on that plane. Creatures that aren't on the Ethereal Plane can't perceive or interact with you unless a feature gives them the ability to do so.\n\nWhen the spell ends, you return to the plane you left in the spot that corresponds to your space in the Border Ethereal. If you appear in an occupied space, you are shunted to the nearest unoccupied space and take Force damage equal to twice the number of feet you are moved.\n\nThis spell ends instantly if you cast it while you are on the Ethereal Plane or a plane that doesn't border it, such as one of the Outer Planes.", + "duration": "Up to 8 hours", + "higher_level": "You can target up to three willing creatures (including yourself) for each spell slot level above 7. The creatures must be within 10 feet of you when you cast the spell.", + "id": 656, + "level": 7, + "locations": [ + { + "page": 269, + "sourcebook": "PHB24" + } + ], + "name": "Etherealness", + "range": "Self", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in that area into Difficult Terrain.\n\nEach creature in that area makes a Strength saving throw. On a failed save, it takes 3d6 Bludgeoning damage, and it has the Restrained condition until the spell ends. A creature also makes that save if it enters the area or ends it turn there. A creature makes that save only once per turn.\n\nA Restrained creature can take an action to make a Strength (Athletics) check against your spell save DC, ending the condition on itself on a success.", + "duration": "up to 1 minute", + "id": 657, + "level": 4, + "locations": [ + { + "page": 270, + "sourcebook": "PHB24" + } + ], + "material": "A tentacle", + "name": "Evard's Black Tentacles", + "range": "90 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Bonus Action", + "classes": [ + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "You take the Dash action, and until the spell ends, you can take that action again as a Bonus Action.", + "duration": "up to 10 minutes", + "id": 658, + "level": 1, + "locations": [ + { + "page": 270, + "sourcebook": "PHB24" + } + ], + "name": "Expeditious Retreat", + "range": "Self", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "For the duration, your eyes become an inky void. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration.\n\nOn each of your turns until the spell ends, you can take a Magic action to target another creature but can't target a creature again if it has succeeded on a save against this casting of the spell.\n\nAsleep. The target has the Unconscious condition. It wakes up if it takes any damage or if another creature takes an action to shake it awake.\n\nPanicked. The target has the Frightened condition. On each of its turns, the Frightened target must take the Dash action and move away from you by the safest and shortest route available. If the target moves to a space at least 60 feet away from you where it can't see you, this effect ends.\n\nSickened. The target has the Poisoned condition.", + "duration": "up to 1 minute", + "id": 659, + "level": 6, + "locations": [ + { + "page": 270, + "sourcebook": "PHB24" + } + ], + "name": "Eyebite", + "range": "Self", + "ruleset": "2024", + "school": "Necromancy" + }, + { + "casting_time": "10 minutes", + "classes": [ + "Wizard" + ], + "components": [ + "V", + "S" + ], + "desc": "You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, or clothes from flax or wool.\n\nChoose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot Cube or eight connected 5-foot Cubes) given a sufficient quantity of material. If you're working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a 5-foot Cube). The quality of any fabricated objects is based on the quality of the raw materials.\n\nCreatures and magic items can't be created by this spell. You also can't use it to create items that require a high degree of skill\u2014such as weapons and armor\u2014unless you have proficiency with the type of Artisan's Tools used to craft such objects.", + "duration": "Instantaneous", + "id": 660, + "level": 4, + "locations": [ + { + "page": 271, + "sourcebook": "PHB24" + } + ], + "name": "Fabricate", + "range": "120 feet", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Druid" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "Objects in a 20-foot Cube within range are outlined in blue, green, or violet light (your choice). Each creature in the Cube is also outlined if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed Dim Light in a 10-foot radius and can't benefit from the Invisible condition.\n\nAttack rolls against an affected creature or object have Advantage if the attacker can see it.", + "duration": "up to 1 minute", + "id": 661, + "level": 1, + "locations": [ + { + "page": 271, + "sourcebook": "PHB24" + } + ], + "name": "Faerie Fire", + "range": "60 feet", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You gain 2d4 + 4 Temporary Hit Points.", + "duration": "Instantaneous", + "higher_level": "You gain 5 additional Temporary Hit Points for each spell slot level above 1.", + "id": 662, + "level": 1, + "locations": [ + { + "page": 271, + "sourcebook": "PHB24" + } + ], + "material": "A drop of alcohol", + "name": "False Life", + "range": "Self", + "ruleset": "2024", + "school": "Necromancy" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Each creature in a 30-foot Cone must succeed on a Wisdom saving throw or drop whatever it is holding and have the Frightened condition for the duration.\n\nA Frightened creature takes the Dash action and moves away from you by the safest route on each of its turns unless there is nowhere to move. If the creature ends its turn in a space where it doesn't have line of sight to you, the creature makes a Wisdom saving throw. On a successful save, the spell ends on that creature.", + "duration": "up to 1 minute", + "id": 663, + "level": 3, + "locations": [ + { + "page": 271, + "sourcebook": "PHB24" + } + ], + "material": "A white feather", + "name": "Fear", + "range": "Self", + "ruleset": "2024", + "school": "Illusion" + }, + { + "casting_time": "Reaction, which you take when you or a creature you can see within 60 feet of you falls", + "classes": [ + "Bard", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "M" + ], + "desc": "Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If a creature lands before the spell ends, the creature takes no damage from the fall, and the spell ends for that creature.", + "duration": "1 minute", + "id": 664, + "level": 1, + "locations": [ + { + "page": 271, + "sourcebook": "PHB24" + } + ], + "material": "A small feather or piece of down", + "name": "Feather Fall", + "range": "60 feet", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Action or Ritual", + "classes": [ + "Bard", + "Cleric", + "Druid", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.\n\nFor the duration, the target appears dead to outward inspection and to spells used to determine the target's status. The target has the Blinded and Incapacitated conditions, and its Speed is 0.\n\nThe target also has Resistance to all damage except Psychic damage, and it has Immunity to the Poisoned condition.", + "duration": "1 hour", + "id": 665, + "level": 3, + "locations": [ + { + "page": 271, + "sourcebook": "PHB24" + } + ], + "material": "A pinch of graveyard dirt", + "name": "Feign Death", + "range": "Touch", + "ruleset": "2024", + "school": "Necromancy" + }, + { + "casting_time": "1 hour or Ritual", + "classes": [ + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You gain the service of a familiar, a spirit that takes an animal form you choose: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel, or another Beast that has a Challenge Rating of 0. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form (see appendix B), though it is a Celestial, Fey, or Fiend (your choice) instead of a Beast. Your familiar acts independently of you, but it obeys your commands.\n\nTelepathic Connection. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as a Bonus Action, you can see through the familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses it has.\n\nFinally, when you cast a spell with a range of touch, your familiar can deliver the touch. Your familiar must be within 100 feet of you, and it must take a Reaction to deliver the touch when you cast the spell.\n\nCombat. The familiar is an ally to you and your allies. It rolls its own Initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.\n\nDisappearance of the Familiar. When the familiar drops to 0 Hit Points, it disappears. It reappears after you cast this spell again. As a Magic action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As a Magic action while it is temporarily dismissed, you can cause it to reappear in an unoccupied space within 30 feet of you. Whenever the familiar drops to 0 Hit Points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.\n\nOne Familiar Only. You can't have more than one familiar at a time. If you cast this spell while you have a familiar, you instead cause it to adopt a new eligible form.", + "duration": "Instantaneous", + "id": 666, + "level": 1, + "locations": [ + { + "page": 272, + "sourcebook": "PHB24" + } + ], + "material": "Burning incense worth 10+ gp, which the spell consumes", + "name": "Find Familiar", + "range": "10 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Paladin" + ], + "components": [ + "V", + "S" + ], + "desc": "You summon an otherworldly being that appears as a loyal steed in an unoccupied space of your choice within range. This creature uses the Otherworldly Steed stat block. If you already have a steed from this spell, the steed is replaced by the new one.\n\nThe steed resembles a Large, rideable animal of your choice, such as a horse, a camel, a dire wolf, or an elk. Whenever you cast the spell, choose the steed's creature type\u2014Celestial, Fey, or Fiend\u2014which determines certain traits in the stat block.\n\nCombat. The steed is an ally to you and your allies. In combat, it shares your Initiative count, and it functions as a controlled mount while you ride it (as defined in the rules on mounted combat). If you have the Incapacitated condition, the steed takes its turn immediately after yours and acts independently, focusing on protecting you.\n\nDisappearance of the Steed. The steed disappears if it drops to 0 Hit Points or if you die. When it disappears, it leaves behind anything it was wearing or carrying. If you cast this spell again, you decide whether you summon the steed that disappeared or a different one.\n\nLarge Celestial, Fey, or Fiend (Your Choice), Neutral\n\nAC 10 + 1 per spell level\n\nHP 5 + 10 per spell level (the steed has a number of Hit Dice [d10s] equal to the spell's level)\n\nSpeed 60 ft., Fly 60 ft. (requires level 4+ spell)\n\n Mod Save\n18 +4 +4\n12 +1 +1\n14 +2 +2\n\n Mod Save\n6 \u22122 \u22122\n12 +1 +1\n8 \u22121 \u22121\n\nSenses Passive Perception 11\n\nLanguages Telepathy 1 mile (works only with you)\n\nCR None (XP 0; PB equals your Proficiency Bonus)\n\nTraits\n\nLife Bond. When you regain Hit Points from a level 1+ spell, the steed regains the same number of Hit Points if you're within 5 feet of it.\n\nActions\n\nOtherworldly Slam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 plus the spell's level of Radiant (Celestial), Psychic (Fey), or Necrotic (Fiend) damage.\n\nBonus Actions\n\nFell Glare (Fiend Only; Recharges after a Long Rest). Wisdom Saving Throw: DC equals your spell save DC, one creature within 60 feet the steed can see. Failure: The target has the Frightened condition until the end of your next turn.\n\nFey Step (Fey Only; Recharges after a Long Rest). The steed teleports, along with its rider, to an unoccupied space of your choice up to 60 feet away from itself.\n\nHealing Touch (Celestial Only; Recharges after a Long Rest). One creature within 5 feet of the steed regains a number of Hit Points equal to 2d8 plus the spell's level.", + "duration": "Instantaneous", + "higher_level": "Use the spell slot's level for the spell's level in the stat block.", + "id": 667, + "level": 2, + "locations": [ + { + "page": 272, + "sourcebook": "PHB24" + } + ], + "name": "Find Steed", + "range": "30 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "1 minute", + "classes": [ + "Bard", + "Cleric", + "Druid" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You magically sense the most direct physical route to a location you name. You must be familiar with the location, and the spell fails if you name a destination on another plane of existence, a moving destination (such as a mobile fortress), or an unspecific destination (such as \u201ca green dragon's lair\u201d).\n\nFor the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. Whenever you face a choice of paths along the way there, you know which path is the most direct.", + "duration": "up to 1 day", + "id": 668, + "level": 6, + "locations": [ + { + "page": 273, + "sourcebook": "PHB24" + } + ], + "material": "A set of divination tools\u2014such as cards or runes\u2014worth 100+ gp", + "name": "Find the Path", + "range": "Self", + "ruleset": "2024", + "school": "Divination" + }, + { + "casting_time": "Action", + "classes": [ + "Cleric", + "Druid", + "Ranger" + ], + "components": [ + "V", + "S" + ], + "desc": "You sense any trap within range that is within line of sight. A trap, for the purpose of this spell, includes any object or mechanism that was created to cause damage or other danger. Thus, the spell would sense the Alarm or Glyph of Warding spell or a mechanical pit trap, but it wouldn't reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.\n\nThis spell reveals that a trap is present but not its location. You do learn the general nature of the danger posed by a trap you sense.", + "duration": "Instantaneous", + "id": 669, + "level": 2, + "locations": [ + { + "page": 273, + "sourcebook": "PHB24" + } + ], + "name": "Find Traps", + "range": "120 feet", + "ruleset": "2024", + "school": "Divination" + }, + { + "casting_time": "Action", + "classes": [ + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "desc": "You unleash negative energy toward a creature you can see within range. The target makes a Constitution saving throw, taking 7d8 + 30 Necrotic damage on a failed save or half as much damage on a successful one.\n\nA Humanoid killed by this spell rises at the start of your next turn as a Zombie (see appendix B) that follows your verbal orders.", + "duration": "Instantaneous", + "id": 670, + "level": 7, + "locations": [ + { + "page": 273, + "sourcebook": "PHB24" + } + ], + "name": "Finger of Death", + "range": "60 feet", + "ruleset": "2024", + "school": "Necromancy" + }, + { + "casting_time": "Action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "A bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. Each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw, taking 8d6 Fire damage on a failed save or half as much damage on a successful one.\n\nFlammable objects in the area that aren't being worn or carried start burning.", + "duration": "Instantaneous", + "higher_level": "The damage increases by 1d6 for each spell slot level above 3.", + "id": 671, + "level": 3, + "locations": [ + { + "page": 274, + "sourcebook": "PHB24" + } + ], + "material": "A ball of bat guano and sulfur", + "name": "Fireball", + "range": "150 feet", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "desc": "You hurl a mote of fire at a creature or an object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Fire damage. A flammable object hit by this spell starts burning if it isn't being worn or carried.", + "duration": "Instantaneous", + "higher_level": "The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).", + "id": 672, + "level": 0, + "locations": [ + { + "page": 274, + "sourcebook": "PHB24" + } + ], + "name": "Fire Bolt", + "range": "120 feet", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Action", + "classes": [ + "Druid", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Wispy flames wreathe your body for the duration, shedding Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.\n\nThe flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you Resistance to Cold damage, and the chill shield grants you Resistance to Fire damage.\n\nIn addition, whenever a creature within 5 feet of you hits you with a melee attack roll, the shield erupts with flame. The attacker takes 2d8 Fire damage from a warm shield or 2d8 Cold damage from a chill shield.", + "duration": "10 minutes", + "id": 673, + "level": 4, + "locations": [ + { + "page": 274, + "sourcebook": "PHB24" + } + ], + "material": "A bit of phosphorus or a firefly", + "name": "Fire Shield", + "range": "Self", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Action", + "classes": [ + "Cleric", + "Druid", + "Sorcerer" + ], + "components": [ + "V", + "S" + ], + "desc": "A storm of fire appears within range. The area of the storm consists of up to ten 10-foot Cubes, which you arrange as you like. Each Cube must be contiguous with at least one other Cube. Each creature in the area makes a Dexterity saving throw, taking 7d10 Fire damage on a failed save or half as much damage on a successful one.\n\nFlammable objects in the area that aren't being worn or carried start burning.", + "duration": "Instantaneous", + "id": 674, + "level": 7, + "locations": [ + { + "page": 275, + "sourcebook": "PHB24" + } + ], + "name": "Fire Storm", + "range": "150 feet", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Bonus Action", + "classes": [ + "Druid", + "Sorcerer" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke it again as a Bonus Action.\n\nAs a Magic action, you can make a melee spell attack with the fiery blade. On a hit, the target takes Fire damage equal to 3d6 plus your spellcasting ability modifier.\n\nThe flaming blade sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.", + "duration": "up to 10 minutes", + "higher_level": "The damage increases by 1d6 for each spell slot level above 2.", + "id": 675, + "level": 2, + "locations": [ + { + "page": 275, + "sourcebook": "PHB24" + } + ], + "material": "A sumac leaf", + "name": "Flame Blade", + "range": "Self", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Action", + "classes": [ + "Cleric" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "A vertical column of brilliant fire roars down from above. Each creature in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range makes a Dexterity saving throw, taking 5d6 Fire damage and 5d6 Radiant damage on a failed save or half as much damage on a successful one.", + "duration": "Instantaneous", + "higher_level": "The Fire damage and the Radiant damage increase by 1d6 for each spell slot level above 5.", + "id": 676, + "level": 5, + "locations": [ + { + "page": 275, + "sourcebook": "PHB24" + } + ], + "material": "A pinch of sulfur", + "name": "Flame Strike", + "range": "60 feet", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Action", + "classes": [ + "Druid", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You create a 5-foot-diameter sphere of fire in an unoccupied space on the ground within range. It lasts for the duration. Any creature that ends its turn within 5 feet of the sphere makes a Dexterity saving throw, taking 2d6 Fire damage on a failed save or half as much damage on a successful one.\n\nAs a Bonus Action, you can move the sphere up to 30 feet, rolling it along the ground. If you move the sphere into a creature's space, that creature makes the save against the sphere, and the sphere stops moving for the turn.\n\nWhen you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. Flammable objects that aren't being worn or carried start burning if touched by the sphere, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.", + "duration": "up to 1 minute", + "higher_level": "The damage increases by 1d6 for each spell slot level above 2.", + "id": 677, + "level": 2, + "locations": [ + { + "page": 275, + "sourcebook": "PHB24" + } + ], + "material": "A ball of wax", + "name": "Flaming Sphere", + "range": "60 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Druid", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You attempt to turn one creature that you can see within range into stone. The target makes a Constitution saving throw. On a failed save, it has the Restrained condition for the duration. On a successful save, its Speed is 0 until the start of your next turn. Constructs automatically succeed on the save.\n\nA Restrained target makes another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to stone and has the Petrified condition for the duration. The successes and failures needn't be consecutive; keep track of both until the target collects three of a kind.\n\nIf you maintain your Concentration on this spell for the entire possible duration, the target is Petrified until the condition is ended by Greater Restoration or similar magic.", + "duration": "up to 1 minute", + "id": 678, + "level": 6, + "locations": [ + { + "page": 275, + "sourcebook": "PHB24" + } + ], + "material": "A cockatrice feather", + "name": "Flesh to Stone", + "range": "60 feet", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Action", + "classes": [ + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You touch a willing creature. For the duration, the target gains a Fly Speed of 60 feet and can hover. When the spell ends, the target falls if it is still aloft unless it can stop the fall.", + "duration": "up to 10 minutes", + "higher_level": "You can target one additional creature for each spell slot level above 3.", + "id": 679, + "level": 3, + "locations": [ + { + "page": 276, + "sourcebook": "PHB24" + } + ], + "material": "A feather", + "name": "Fly", + "range": "Touch", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Action", + "classes": [ + "Druid", + "Ranger", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "You create a 20-foot-radius Sphere of fog centered on a point within range. The Sphere is Heavily Obscured. It lasts for the duration or until a strong wind (such as one created by Gust of Wind) disperses it.", + "duration": "up to 1 hour", + "higher_level": "The fog's radius increases by 20 feet for each spell slot level above 1.", + "id": 680, + "level": 1, + "locations": [ + { + "page": 276, + "sourcebook": "PHB24" + } + ], + "name": "Fog Cloud", + "range": "120 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "10 minutes or Ritual", + "classes": [ + "Cleric" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatures can't teleport into the area or use portals, such as those created by the Gate spell, to enter the area. The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the Astral Plane, the Ethereal Plane, the Feywild, the Shadowfell, or the Plane Shift spell.\n\nIn addition, the spell damages types of creatures that you choose when you cast it. Choose one or more of the following: Aberrations, Celestials, Elementals, Fey, Fiends, and Undead. When a creature of a chosen type enters the spell's area for the first time on a turn or ends its turn there, the creature takes 5d10 Radiant or Necrotic damage (your choice when you cast this spell).\n\nYou can designate a password when you cast the spell. A creature that speaks the password as it enters the area takes no damage from the spell.\n\nThe spell's area can't overlap with the area of another Forbiddance spell. If you cast Forbiddance every day for 30 days in the same location, the spell lasts until it is dispelled, and the Material components are consumed on the last casting.", + "duration": "1 day", + "id": 681, + "level": 6, + "locations": [ + { + "page": 276, + "sourcebook": "PHB24" + } + ], + "material": "Ruby dust worth 1,000+ gp", + "name": "Forbiddance", + "range": "Touch", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "An immobile, Invisible, Cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose.\n\nA prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart. A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area.\n\nWhen you cast the spell, any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside it, are pushed away from the center of the area until they are completely outside it.\n\nA creature inside the cage can't leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave, it must first make a Charisma saving throw. On a successful save, the creature can use that magic to exit the cage. On a failed save, the creature doesn't exit the cage and wastes the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.\n\nThis spell can't be dispelled by Dispel Magic.", + "duration": "up to 1 hour", + "id": 682, + "level": 7, + "locations": [ + { + "page": 276, + "sourcebook": "PHB24" + } + ], + "material": "Ruby dust worth 1,500+ gp, which the spell consumes", + "name": "Forcecage", + "range": "100 feet", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "1 minute", + "classes": [ + "Bard", + "Druid", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target has Advantage on D20 Tests, and other creatures have Disadvantage on attack rolls against it. The spell ends early if you cast it again.", + "duration": "8 hours", + "id": 683, + "level": 9, + "locations": [ + { + "page": 276, + "sourcebook": "PHB24" + } + ], + "material": "A hummingbird feather", + "name": "Foresight", + "range": "Touch", + "ruleset": "2024", + "school": "Divination" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Druid" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "A cool light wreathes your body for the duration, emitting Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.\n\nUntil the spell ends, you have Resistance to Radiant damage, and your melee attacks deal an extra 2d6 Radiant damage on a hit.\n\nIn addition, immediately after you take damage from a creature you can see within 60 feet of yourself, you can take a Reaction to force the creature to make a Constitution saving throw. On a failed save, the creature has the Blinded condition until the end of your next turn.", + "duration": "up to 10 minutes", + "id": 684, + "level": 4, + "locations": [ + { + "page": 277, + "sourcebook": "PHB24" + } + ], + "name": "Fount of Moonlight", + "range": "Self", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Cleric", + "Druid", + "Ranger" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You touch a willing creature. For the duration, the target's movement is unaffected by Difficult Terrain, and spells and other magical effects can neither reduce the target's Speed nor cause the target to have the Paralyzed or Restrained conditions. The target also has a Swim Speed equal to its Speed.\n\nIn addition, the target can spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature imposing the Grappled condition on it.", + "duration": "1 hour", + "higher_level": "You can target one additional creature for each spell slot level above 4.", + "id": 685, + "level": 4, + "locations": [ + { + "page": 277, + "sourcebook": "PHB24" + } + ], + "material": "A leather strap", + "name": "Freedom of Movement", + "range": "Touch", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "S", + "M" + ], + "concentration": true, + "desc": "You magically emanate a sense of friendship toward one creature you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target succeeds automatically if it isn't a Humanoid, if you're fighting it, or if you have cast this spell on it within the past 24 hours.\n\nThe spell ends early if the target takes damage or if you make an attack roll, deal damage, or force anyone to make a saving throw. When the spell ends, the target knows it was Charmed by you.", + "duration": "up to 1 minute", + "id": 686, + "level": 0, + "locations": [ + { + "page": 277, + "sourcebook": "PHB24" + } + ], + "material": "Some makeup", + "name": "Friends", + "range": "10 feet", + "ruleset": "2024", + "school": "Enchantment" + }, + { + "casting_time": "Action", + "classes": [ + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "A willing creature you touch shape-shifts, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends on the target if it drops to 0 Hit Points or if it takes a Magic action to end the spell on itself.\n\nWhile in this form, the target's only method of movement is a Fly Speed of 10 feet, and it can hover. The target can enter and occupy the space of another creature. The target has Resistance to Bludgeoning, Piercing, and Slashing damage; it has Immunity to the Prone condition; and it has Advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through narrow openings, but it treats liquids as though they were solid surfaces.\n\nThe target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. Finally, the target can't attack or cast spells.", + "duration": "up to 1 hour", + "higher_level": "You can target one additional creature for each spell slot level above 3.", + "id": 687, + "level": 3, + "locations": [ + { + "page": 277, + "sourcebook": "PHB24" + } + ], + "material": "A bit of gauze", + "name": "Gaseous Form", + "range": "Touch", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Action", + "classes": [ + "Cleric", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration, and the portal's destination is visible through it.\n\nThe portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal.\n\nDeities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains.\n\nWhen you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn't work). If that creature is on a plane other than the one you are on, the portal opens next to the named creature and transports it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the DM deems appropriate. It might leave, attack you, or help you.", + "duration": "up to 1 minute", + "id": 688, + "level": 9, + "locations": [ + { + "page": 277, + "sourcebook": "PHB24" + } + ], + "material": "A diamond worth 5,000+ gp", + "name": "Gate", + "range": "60 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "1 minute", + "classes": [ + "Bard", + "Cleric", + "Druid", + "Paladin", + "Wizard" + ], + "components": [ + "V" + ], + "desc": "You give a verbal command to a creature that you can see within range, ordering it to carry out some service or refrain from an action or a course of activity as you decide. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target automatically succeeds if it can't understand your command.\n\nWhile Charmed, the creature takes 5d10 Psychic damage if it acts in a manner directly counter to your command. It takes this damage no more than once each day.\n\nYou can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends.\n\nA Remove Curse, Greater Restoration, or Wish spell ends this spell.", + "duration": "30 days", + "higher_level": "If you use a level 7 or 8 spell slot, the duration is 365 days. If you use a level 9 spell slot, the spell lasts until it is ended by one of the spells mentioned above.", + "id": 689, + "level": 5, + "locations": [ + { + "page": 278, + "sourcebook": "PHB24" + } + ], + "name": "Geas", + "range": "60 feet", + "ruleset": "2024", + "school": "Enchantment" + }, + { + "casting_time": "Action or Ritual", + "classes": [ + "Cleric", + "Paladin", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You touch a corpse or other remains. For the duration, the target is protected from decay and can't become Undead.\n\nThe spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as Raise Dead.", + "duration": "10 days", + "id": 690, + "level": 2, + "locations": [ + { + "page": 278, + "sourcebook": "PHB24" + } + ], + "material": "2 copper pieces, which the spell consumes", + "name": "Gentle Repose", + "range": "Touch", + "ruleset": "2024", + "school": "Necromancy" + }, + { + "casting_time": "Action", + "classes": [ + "Druid" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "You summon a giant centipede, spider, or wasp (chosen when you cast the spell). It manifests in an unoccupied space you can see within range and uses the Giant Insect stat block. The form you choose determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.\n\nThe creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.\n\nLarge Beast, Unaligned\n\nAC 11 + the spell's level\n\nHP 30 + 10 for each spell level above 4\n\nSpeed 40 ft., Climb 40 ft., Fly 40 ft. (Wasp only)\n\n Mod Save\n17 +3 +3\n13 +1 +1\n5 +2 +2\n\n Mod Save\n4 \u22123 \u22123\n14 +2 +2\n3 \u22124 \u22124\n\nSenses Darkvision 60 ft., Passive Perception 12\n\nLanguages Understands the languages you know\n\nCR None (XP 0; PB equals your Proficiency Bonus)\n\nTraits\n\nSpider Climb. The insect can climb difficult surfaces, including along ceilings, without needing to make an ability check.\n\nActions\n\nMultiattack. The insect makes a number of attacks equal to half this spell's level (round down).\n\nPoison Jab.Melee Attack Roll: Bonus equals your spell attack modifier, reach 10 ft. Hit: 1d6 + 3 plus the spell's level Piercing damage plus 1d4 Poison damage.\n\nWeb Bolt (Spider Only). Ranged Attack Roll: Bonus equals your spell attack modifier, range 60 ft. Hit: 1d10 + 3 plus the spell's level Bludgeoning damage, and the target's Speed is reduced to 0 until the start of the insect's next turn.\n\nBonus Actions\n\nVenomous Spew (Centipede Only). Constitution Saving Throw: Your spell save DC, one creature the insect can see within 10 feet. Failure: The target has the Poisoned condition until the start of the insect's next turn.", + "duration": "up to 10 minutes", + "higher_level": "Use the spell slot's level for the spell's level in the stat block.", + "id": 691, + "level": 4, + "locations": [ + { + "page": 279, + "sourcebook": "PHB24" + } + ], + "name": "Giant Insect", + "range": "60 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Warlock" + ], + "components": [ + "V" + ], + "desc": "Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.", + "duration": "1 hour", + "id": 692, + "level": 8, + "locations": [ + { + "page": 279, + "sourcebook": "PHB24" + } + ], + "name": "Glibness", + "range": "Self", + "ruleset": "2024", + "school": "Enchantment" + }, + { + "casting_time": "Action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "An immobile, shimmering barrier appears in a 10-foot Emanation around you and remains for the duration.\n\nAny spell of level 5 or lower cast from outside the barrier can't affect anything within it. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from areas of effect created by such spells.", + "duration": "up to 1 minute", + "higher_level": "The barrier blocks spells of 1 level higher for each spell slot level above 6.", + "id": 693, + "level": 6, + "locations": [ + { + "page": 279, + "sourcebook": "PHB24" + } + ], + "material": "A glass bead", + "name": "Globe of Invulnerability", + "range": "Self", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "1 hour", + "classes": [ + "Bard", + "Cleric", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor) or within an object that can be closed (such as a book or chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.\n\nThe glyph is nearly imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice.\n\nWhen you inscribe the glyph, you set its trigger and choose whether it's an explosive rune or a spell glyph, as explained below.\n\nSet the Trigger. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an object, common triggers include opening that object or seeing the glyph. Once a glyph is triggered, this spell ends.\n\nYou can refine the trigger so that only creatures of certain types activate it (for example, the glyph could be set to affect Aberrations). You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password.\n\nExplosive Rune. When triggered, the glyph erupts with magical energy in a 20-foot-radius Sphere centered on the glyph. Each creature in the area makes a Dexterity saving throw. A creature takes 5d8 Acid, Cold, Fire, Lightning, or Thunder damage (your choice when you create the glyph) on a failed save or half as much damage on a successful one.\n\nSpell Glyph. You can store a prepared spell of level 3 or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way.\n\nWhen the glyph is triggered, the stored spell takes effect. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons Hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires Concentration, it lasts until the end of its full duration.", + "duration": "Until dispelled or triggered", + "higher_level": "The damage of an explosive rune increases by 1d8 for each spell slot level above 3. If you create a spell glyph, you can store any spell of up to the same level as the spell slot you use for the Glyph of Warding.", + "id": 694, + "level": 3, + "locations": [ + { + "page": 279, + "sourcebook": "PHB24" + } + ], + "material": "Powdered diamond worth 200+ gp, which the spell consumes", + "name": "Glyph of Warding", + "range": "Touch", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Druid", + "Ranger" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Ten berries appear in your hand and are infused with magic for the duration. A creature can take a Bonus Action to eat one berry. Eating a berry restores 1 Hit Point, and the berry provides enough nourishment to sustain a creature for one day.\n\nUneaten berries disappear when the spell ends.", + "duration": "24 hours", + "id": 695, + "level": 1, + "locations": [ + { + "page": 280, + "sourcebook": "PHB24" + } + ], + "material": "A sprig of mistletoe", + "name": "Goodberry", + "range": "Self", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Bonus Action", + "classes": [ + "Druid", + "Ranger" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "You conjure a vine that sprouts from a surface in an unoccupied space that you can see within range. The vine lasts for the duration.\n\nMake a melee spell attack against a creature within 30 feet of the vine. On a hit, the target takes 4d8 Bludgeoning damage and is pulled up to 30 feet toward the vine; if the target is Huge or smaller, it has the Grappled condition (escape DC equal to your spell save DC). The vine can grapple only one creature at a time, and you can cause the vine to release a Grappled creature (no action required).\n\nAs a Bonus Action on your later turns, you can repeat the attack against a creature within 30 feet of the vine.", + "duration": "up to 1 minute", + "higher_level": "The number of creatures the vine can grapple increases by one for each spell slot level above 4.", + "id": 696, + "level": 4, + "locations": [ + { + "page": 280, + "sourcebook": "PHB24" + } + ], + "name": "Grasping Vine", + "range": "60 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Nonflammable grease covers the ground in a 10-foot square centered on a point within range and turns it into Difficult Terrain for the duration.\n\nWhen the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or have the Prone condition. A creature that enters the area or ends its turn there must also succeed on that save or fall Prone.", + "duration": "1 minute", + "id": 697, + "level": 1, + "locations": [ + { + "page": 280, + "sourcebook": "PHB24" + } + ], + "material": "A bit of pork rind or butter", + "name": "Grease", + "range": "60 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "A creature you touch has the Invisible condition until the spell ends.", + "duration": "up to 1 minute", + "id": 698, + "level": 4, + "locations": [ + { + "page": 281, + "sourcebook": "PHB24" + } + ], + "name": "Greater Invisibility", + "range": "Touch", + "ruleset": "2024", + "school": "Illusion" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Cleric", + "Druid", + "Paladin", + "Ranger" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You touch a creature and magically remove one of the following effects from it:", + "duration": "Instantaneous", + "id": 699, + "level": 5, + "locations": [ + { + "page": 281, + "sourcebook": "PHB24" + } + ], + "material": "Diamond dust worth 100+ gp, which the spell consumes", + "name": "Greater Restoration", + "range": "Touch", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Cleric" + ], + "components": [ + "V" + ], + "desc": "A Large spectral guardian appears and hovers for the duration in an unoccupied space that you can see within range. The guardian occupies that space and is invulnerable, and it appears in a form appropriate for your deity or pantheon.\n\nAny enemy that moves to a space within 10 feet of the guardian for the first time on a turn or starts its turn there makes a Dexterity saving throw, taking 20 Radiant damage on a failed save or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.", + "duration": "8 hours", + "id": 700, + "level": 4, + "locations": [ + { + "page": 281, + "sourcebook": "PHB24" + } + ], + "name": "Guardian of Faith", + "range": "30 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "1 hour", + "classes": [ + "Bard", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You create a ward that protects up to 2,500 square feet of floor space. The warded area can be up to 20 feet tall, and you shape it as one 50-foot square, one hundred 5-foot squares that are contiguous, or twenty-five 10-foot squares that are contiguous.\n\nWhen you cast this spell, you can specify individuals that are unaffected by the spell's effects. You can also specify a password that, when spoken aloud within 5 feet of the warded area, makes the speaker immune to its effects.\n\nThe spell creates the effects below within the warded area. Dispel Magic has no effect on Guards and Wards itself, but each of the following effects can be dispelled. If all four are dispelled, Guards and Wards ends. If you cast the spell every day for 365 days on the same area, the spell thereafter lasts until all its effects are dispelled.\n\nCorridors. Fog fills all the warded corridors, making them Heavily Obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you believes it is going in the opposite direction from the one it chooses.\n\nDoors. All doors in the warded area are magically locked, as if sealed by the Arcane Lock spell. In addition, you can cover up to ten doors with an illusion to make them appear as plain sections of wall.\n\nStairs. Webs fill all stairs in the warded area from top to bottom, as in the Web spell. These strands regrow in 10 minutes if they are destroyed while Guards and Wards lasts.\n\nOther Spell Effect. Place one of the following magical effects within the warded area:", + "duration": "24 hours", + "id": 701, + "level": 6, + "locations": [ + { + "page": 282, + "sourcebook": "PHB24" + } + ], + "material": "A silver rod worth 10+ gp", + "name": "Guards and Wards", + "range": "Touch", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Cleric", + "Druid" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "You touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill.", + "duration": "up to 1 minute", + "id": 702, + "level": 0, + "locations": [ + { + "page": 282, + "sourcebook": "PHB24" + } + ], + "name": "Guidance", + "range": "Touch", + "ruleset": "2024", + "school": "Divination" + }, + { + "casting_time": "Action", + "classes": [ + "Cleric" + ], + "components": [ + "V", + "S" + ], + "desc": "You hurl a bolt of light toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 4d6 Radiant damage, and the next attack roll made against it before the end of your next turn has Advantage.", + "duration": "1 round", + "higher_level": "The damage increases by 1d6 for each spell slot level above 1.", + "id": 703, + "level": 1, + "locations": [ + { + "page": 282, + "sourcebook": "PHB24" + } + ], + "name": "Guiding Bolt", + "range": "120 feet", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Action", + "classes": [ + "Druid", + "Ranger", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "A Line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the duration. Each creature in the Line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the Line. A creature that ends its turn in the Line must make the same save.\n\nAny creature in the Line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.\n\nThe gust disperses gas or vapor, and it extinguishes candles and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.\n\nAs a Bonus Action on your later turns, you can change the direction in which the Line blasts from you.", + "duration": "up to 1 minute", + "id": 704, + "level": 2, + "locations": [ + { + "page": 282, + "sourcebook": "PHB24" + } + ], + "material": "A legume seed", + "name": "Gust of Wind", + "range": "Self", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Bonus Action, which you take immediately after hitting a creature with a Ranged weapon", + "classes": [ + "Ranger" + ], + "components": [ + "V" + ], + "desc": "As you hit the creature, this spell creates a rain of thorns that sprouts from your Ranged weapon or ammunition. The target of the attack and each creature within 5 feet of it make a Dexterity saving throw, taking 1d10 Piercing damage on a failed save or half as much damage on a successful one.", + "duration": "Instantaneous", + "higher_level": "The damage increases by 1d10 for each spell slot level above 1.", + "id": 705, + "level": 1, + "locations": [ + { + "page": 283, + "sourcebook": "PHB24" + } + ], + "name": "Hail of Thorns", + "range": "Self", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "24 hours", + "classes": [ + "Cleric" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You touch a point and infuse an area around it with holy or unholy power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect of Hallow. The affected area has the following effects.\n\nHallowed Ward. Choose any of these creature types: Aberration, Celestial, Elemental, Fey, Fiend, or Undead. Creatures of the chosen types can't willingly enter the area, and any creature that is possessed by or that has the Charmed or Frightened condition from such creatures isn't possessed, Charmed, or Frightened by them while in the area.\n\nExtra Effect. You bind an extra effect to the area from the list below:\n\nCourage. Creatures of any types you choose can't gain the Frightened condition while in the area.\n\nDarkness. Darkness fills the area. Normal light, as well as magical light created by spells of a level lower than this spell, can't illuminate the area.\n\nDaylight. Bright light fills the area. Magical Darkness created by spells of a level lower than this spell can't extinguish the light.\n\nPeaceful Rest. Dead bodies interred in the area can't be turned into Undead.\n\nExtradimensional Interference. Creatures of any types you choose can't enter or exit the area using teleportation or interplanar travel.\n\nFear. Creatures of any types you choose have the Frightened condition while in the area.\n\nResistance. Creatures of any types you choose have Resistance to one damage type of your choice while in the area.\n\nSilence. No sound can emanate from within the area, and no sound can reach into it.\n\nTongues. Creatures of any types you choose can communicate with any other creature in the area even if they don't share a common language.\n\nVulnerability. Creatures of any types you choose have Vulnerability to one damage type of your choice while in the area.", + "duration": "Until dispelled", + "id": 706, + "level": 5, + "locations": [ + { + "page": 283, + "sourcebook": "PHB24" + } + ], + "material": "Incense worth 1,000+ gp, which the spell consumes", + "name": "Hallow", + "range": "Touch", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "10 minutes", + "classes": [ + "Bard", + "Druid", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You make natural terrain in a 150-foot Cube in range look, sound, and smell like another sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren't changed.\n\nThe tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to notice the illusion. If the difference isn't obvious by touch, a creature examining the illusion can take the Study action to make an Intelligence (Investigation) check against your spell save DC to disbelieve it. If a creature discerns that the terrain is illusory, the creature sees a vague image superimposed on the real terrain.", + "duration": "24 hours", + "id": 707, + "level": 4, + "locations": [ + { + "page": 283, + "sourcebook": "PHB24" + } + ], + "material": "A mushroom", + "name": "Hallucinatory Terrain", + "range": "300 feet", + "ruleset": "2024", + "school": "Illusion" + }, + { + "casting_time": "Action", + "classes": [ + "Cleric" + ], + "components": [ + "V", + "S" + ], + "desc": "You unleash virulent magic on a creature you can see within range. The target makes a Constitution saving throw. On a failed save, it takes 14d6 Necrotic damage, and its Hit Point maximum is reduced by an amount equal to the Necrotic damage it took. On a successful save, it takes half as much damage only. This spell can't reduce a target's Hit Point maximum below 1.", + "duration": "Instantaneous", + "id": 708, + "level": 6, + "locations": [ + { + "page": 283, + "sourcebook": "PHB24" + } + ], + "name": "Harm", + "range": "60 feet", + "ruleset": "2024", + "school": "Necromancy" + }, + { + "casting_time": "Action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Choose a willing creature that you can see within range. Until the spell ends, the target's Speed is doubled, it gains a +2 bonus to Armor Class, it has Advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used to take only the Attack (one attack only), Dash, Disengage, Hide, or Utilize action.\n\nWhen the spell ends, the target is Incapacitated and has a Speed of 0 until the end of its next turn, as a wave of lethargy washes over it.", + "duration": "up to 1 minute", + "id": 709, + "level": 3, + "locations": [ + { + "page": 284, + "sourcebook": "PHB24" + } + ], + "material": "A shaving of licorice root", + "name": "Haste", + "range": "30 feet", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Action", + "classes": [ + "Cleric", + "Druid" + ], + "components": [ + "V", + "S" + ], + "desc": "Choose a creature that you can see within range. Positive energy washes through the target, restoring 70 Hit Points. This spell also ends the Blinded, Deafened, and Poisoned conditions on the target.", + "duration": "Instantaneous", + "higher_level": "The healing increases by 10 for each spell slot level above 6.", + "id": 710, + "level": 6, + "locations": [ + { + "page": 284, + "sourcebook": "PHB24" + } + ], + "name": "Heal", + "range": "60 feet", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "Bonus Action", + "classes": [ + "Bard", + "Cleric", + "Druid" + ], + "components": [ + "V" + ], + "desc": "A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier.", + "duration": "Instantaneous", + "higher_level": "The healing increases by 2d4 for each spell slot level above 1.", + "id": 711, + "level": 1, + "locations": [ + { + "page": 284, + "sourcebook": "PHB24" + } + ], + "name": "Healing Word", + "range": "60 feet", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Druid" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Choose a manufactured metal object, such as a metal weapon or a suit of Heavy or Medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 Fire damage when you cast the spell. Until the spell ends, you can take a Bonus Action on each of your later turns to deal this damage again if the object is within range.\n\nIf a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has Disadvantage on attack rolls and ability checks until the start of your next turn.", + "duration": "up to 1 minute", + "higher_level": "The damage increases by 1d8 for each spell slot level above 2.", + "id": 712, + "level": 2, + "locations": [ + { + "page": 284, + "sourcebook": "PHB24" + } + ], + "material": "A piece of iron and a flame", + "name": "Heat Metal", + "range": "60 feet", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Reaction, which you take in response to taking damage from a creature that you can see within 60 feet of yourself", + "classes": [ + "Warlock" + ], + "components": [ + "V", + "S" + ], + "desc": "The creature that damaged you is momentarily surrounded by green flames. It makes a Dexterity saving throw, taking 2d10 Fire damage on a failed save or half as much damage on a successful one.", + "duration": "Instantaneous", + "higher_level": "The damage increases by 1d10 for each spell slot level above 1.", + "id": 713, + "level": 1, + "locations": [ + { + "page": 284, + "sourcebook": "PHB24" + } + ], + "name": "Hellish Rebuke", + "range": "60 feet", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "10 minutes", + "classes": [ + "Bard", + "Cleric", + "Druid" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You conjure a feast that appears on a surface in an unoccupied 10-foot Cube next to you. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don't set in until this hour is over. Up to twelve creatures can partake of the feast.\n\nA creature that partakes gains several benefits, which last for 24 hours. The creature has Resistance to Poison damage, and it has Immunity to the Frightened and Poisoned conditions. Its Hit Point maximum also increases by 2d10, and it gains the same number of Hit Points.", + "duration": "Instantaneous", + "id": 714, + "level": 6, + "locations": [ + { + "page": 284, + "sourcebook": "PHB24" + } + ], + "material": "A gem-encrusted bowl worth 1,000+ gp, which the spell consumes", + "name": "Heroes' Feast", + "range": "Self", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Paladin" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to the Frightened condition and gains Temporary Hit Points equal to your spellcasting ability modifier at the start of each of its turns.", + "duration": "up to 1 minute", + "higher_level": "You can target one additional creature for each spell slot level above 1.", + "id": 715, + "level": 1, + "locations": [ + { + "page": 285, + "sourcebook": "PHB24" + } + ], + "name": "Heroism", + "range": "Touch", + "ruleset": "2024", + "school": "Enchantment" + }, + { + "casting_time": "Bonus Action", + "classes": [ + "Warlock" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 Necrotic damage to the target whenever you hit it with an attack roll. Also, choose one ability when you cast the spell. The target has Disadvantage on ability checks made with the chosen ability.\n\nIf the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action on a later turn to curse a new creature.", + "duration": "up to 1 hour", + "higher_level": "Your Concentration can last longer with a spell slot of level 2 (up to 4 hours), 3\u20134 (up to 8 hours), or 5+ (24 hours).", + "id": 716, + "level": 1, + "locations": [ + { + "page": 285, + "sourcebook": "PHB24" + } + ], + "material": "The petrified eye of a newt", + "name": "Hex", + "range": "90 feet", + "ruleset": "2024", + "school": "Enchantment" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.", + "duration": "up to 1 minute", + "higher_level": "You can target one additional creature for each spell slot level above 5.", + "id": 717, + "level": 5, + "locations": [ + { + "page": 285, + "sourcebook": "PHB24" + } + ], + "material": "A straight piece of iron", + "name": "Hold Monster", + "range": "90 feet", + "ruleset": "2024", + "school": "Enchantment" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Cleric", + "Druid", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.", + "duration": "up to 1 minute", + "higher_level": "You can target one additional Humanoid for each spell slot level above 2.", + "id": 718, + "level": 2, + "locations": [ + { + "page": 286, + "sourcebook": "PHB24" + } + ], + "material": "A straight piece of iron", + "name": "Hold Person", + "range": "60 feet", + "ruleset": "2024", + "school": "Enchantment" + }, + { + "casting_time": "Action", + "classes": [ + "Cleric" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "For the duration, you emit an aura in a 30-foot Emanation. While in the aura, creatures of your choice have Advantage on all saving throws, and other creatures have Disadvantage on attack rolls against them. In addition, when a Fiend or an Undead hits an affected creature with a melee attack roll, the attacker must succeed on a Constitution saving throw or have the Blinded condition until the end of its next turn.", + "duration": "up to 1 minute", + "id": 719, + "level": 8, + "locations": [ + { + "page": 286, + "sourcebook": "PHB24" + } + ], + "material": "A reliquary worth 1,000+ gp", + "name": "Holy Aura", + "range": "Self", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Warlock" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You open a gateway to the Far Realm, a region infested with unspeakable horrors. A 20-foot-radius Sphere of Darkness appears, centered on a point with range and lasting for the duration. The Sphere is Difficult Terrain, and it is filled with strange whispers and slurping noises, which can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within it have the Blinded condition.\n\nAny creature that starts its turn in the area takes 2d6 Cold damage. Any creature that ends its turn there must succeed on a Dexterity saving throw or take 2d6 Acid damage from otherworldly tentacles.", + "duration": "up to 1 minute", + "higher_level": "The Cold or Acid damage (your choice) increases by 1d6 for each spell slot level above 3.", + "id": 720, + "level": 3, + "locations": [ + { + "page": 286, + "sourcebook": "PHB24" + } + ], + "material": "A pickled tentacle", + "name": "Hunger of Hadar", + "range": "150 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Bonus Action", + "classes": [ + "Ranger" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "You magically mark one creature you can see within range as your quarry. Until the spell ends, you deal an extra 1d6 Force damage to the target whenever you hit it with an attack roll. You also have Advantage on any Wisdom (Perception or Survival) check you make to find it.\n\nIf the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action to move the mark to a new creature you can see within range.", + "duration": "up to 1 hour", + "higher_level": "Your Concentration can last longer with a spell slot of level 3\u20134 (up to 8 hours) or 5+ (up to 24 hours).", + "id": 721, + "level": 1, + "locations": [ + { + "page": 287, + "sourcebook": "PHB24" + } + ], + "name": "Hunter's Mark", + "range": "90 feet", + "ruleset": "2024", + "school": "Divination" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "S", + "M" + ], + "concentration": true, + "desc": "You create a twisting pattern of colors in a 30-foot Cube within range. The pattern appears for a moment and vanishes. Each creature in the area who can see the pattern must succeed on a Wisdom saving throw or have the Charmed condition for the duration. While Charmed, the creature has the Incapacitated condition and a Speed of 0.\n\nThe spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.", + "duration": "up to 1 minute", + "id": 722, + "level": 3, + "locations": [ + { + "page": 287, + "sourcebook": "PHB24" + } + ], + "material": "A pinch of confetti", + "name": "Hypnotic Pattern", + "range": "120 feet", + "ruleset": "2024", + "school": "Illusion" + }, + { + "casting_time": "Action", + "classes": [ + "Druid", + "Sorcerer", + "Wizard" + ], + "components": [ + "S", + "M" + ], + "desc": "You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 Cold damage.", + "duration": "Instantaneous", + "higher_level": "The Cold damage increases by 1d6 for each spell slot level above 1.", + "id": 723, + "level": 1, + "locations": [ + { + "page": 287, + "sourcebook": "PHB24" + } + ], + "material": "A drop of water or a piece of ice", + "name": "Ice Knife", + "range": "60 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Druid", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Hail falls in a 20-foot-radius, 40-foot-high Cylinder centered on a point within range. Each creature in the Cylinder makes a Dexterity saving throw. A creature takes 2d10 Bludgeoning damage and 4d6 Cold damage on a failed save or half as much damage on a successful one.\n\nHailstones turn ground in the Cylinder into Difficult Terrain until the end of your next turn.", + "duration": "Instantaneous", + "higher_level": "The Bludgeoning damage increases by 1d10 for each spell slot level above 4.", + "id": 724, + "level": 4, + "locations": [ + { + "page": 287, + "sourcebook": "PHB24" + } + ], + "material": "A mitten", + "name": "Ice Storm", + "range": "300 feet", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "1 minute or Ritual", + "classes": [ + "Bard", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You touch an object throughout the spell's casting. If the object is a magic item or some other magical object, you learn its properties and how to use them, whether it requires Attunement, and how many charges it has, if any. You learn whether any ongoing spells are affecting the item and what they are. If the item was created by a spell, you learn that spell's name.\n\nIf you instead touch a creature throughout the casting, you learn which ongoing spells, if any, are currently affecting it.", + "duration": "Instantaneous", + "id": 725, + "level": 1, + "locations": [ + { + "page": 287, + "sourcebook": "PHB24" + } + ], + "material": "A pearl worth 100+ gp", + "name": "Identify", + "range": "Touch", + "ruleset": "2024", + "school": "Divination" + }, + { + "casting_time": "1 minute or Ritual", + "classes": [ + "Bard", + "Warlock", + "Wizard" + ], + "components": [ + "S", + "M" + ], + "desc": "You write on parchment, paper, or another suitable material and imbue it with an illusion that lasts for the duration. To you and any creatures you designate when you cast the spell, the writing appears normal, seems to be written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, the illusion can alter the meaning, handwriting, and language of the text, though the language must be one you know.\n\nIf the spell is dispelled, the original script and the illusion both disappear.\n\nA creature that has Truesight can read the hidden message.", + "duration": "10 days", + "id": 726, + "level": 1, + "locations": [ + { + "page": 288, + "sourcebook": "PHB24" + } + ], + "material": "Ink worth 10+ gp, which the spell consumes", + "name": "Illusory Script", + "range": "Touch", + "ruleset": "2024", + "school": "Illusion" + }, + { + "casting_time": "1 minute", + "classes": [ + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You create a magical restraint to hold a creature that you can see within range. The target must make a Wisdom saving throw. On a successful save, the target is unaffected, and it is immune to this spell for the next 24 hours. On a failed save, the target is imprisoned. While imprisoned, the target doesn't need to breathe, eat, or drink, and it doesn't age. Divination spells can't locate or perceive the imprisoned target, and the target can't teleport.\n\nUntil the spell ends, the target is also affected by one of the following effects of your choice:\n\nBurial. The target is entombed beneath the earth in a hollow globe of magical force that is just large enough to contain the target. Nothing can pass into or out of the globe.\n\nChaining. Chains firmly rooted in the ground hold the target in place. The target has the Restrained condition and can't be moved by any means.\n\nHedged Prison. The target is trapped in a demiplane that is warded against teleportation and planar travel. The demiplane is your choice of a labyrinth, a cage, a tower, or the like.\n\nMinimus Containment. The target becomes 1 inch tall and is trapped inside an indestructible gemstone or a similar object. Light can pass through the gemstone (allowing the target to see out and other creatures to see in), but nothing else can pass through by any means.\n\nSlumber. The target has the Unconscious condition and can't be awoken.\n\nEnding the Spell. When you cast the spell, specify a trigger that will end it. The trigger can be as simple or as elaborate as you choose, but the DM must agree that it has a high likelihood of happening within the next decade. The trigger must be an observable action, such as someone making a particular offering at the temple of your god, saving your true love, or defeating a specific monster.\n\nA Dispel Magic spell can end the spell only if it is cast with a level 9 spell slot, targeting either the prison or the component used to create it.", + "duration": "Until dispelled", + "id": 727, + "level": 9, + "locations": [ + { + "page": 288, + "sourcebook": "PHB24" + } + ], + "material": "A statuette of the target worth 5,000+ gp", + "name": "Imprisonment", + "range": "30 feet", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Druid", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "A swirling cloud of embers and smoke fills a 20-foot-radius Sphere centered on a point within range. The cloud's area is Heavily Obscured. It lasts for the duration or until a strong wind (like that created by Gust of Wind) disperses it.\n\nWhen the cloud appears, each creature in it makes a Dexterity saving throw, taking 10d8 Fire damage on a failed save or half as much damage on a successful one. A creature must also make this save when the Sphere moves into its space and when it enters the Sphere or ends its turn there. A creature makes this save only once per turn.\n\nThe cloud moves 10 feet away from you in a direction you choose at the start of each of your turns.", + "duration": "up to 1 minute", + "id": 728, + "level": 8, + "locations": [ + { + "page": 288, + "sourcebook": "PHB24" + } + ], + "name": "Incendiary Cloud", + "range": "150 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Cleric" + ], + "components": [ + "V", + "S" + ], + "desc": "A creature you touch makes a Constitution saving throw, taking 2d10 Necrotic damage on a failed save or half as much damage on a successful one.", + "duration": "Instantaneous", + "higher_level": "The damage increases by 1d10 for each spell slot level above 1.", + "id": 729, + "level": 1, + "locations": [ + { + "page": 288, + "sourcebook": "PHB24" + } + ], + "name": "Inflict Wounds", + "range": "Touch", + "ruleset": "2024", + "school": "Necromancy" + }, + { + "casting_time": "Action", + "classes": [ + "Cleric", + "Druid", + "Sorcerer" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Swarming locusts fill a 20-foot-radius Sphere centered on a point you choose within range. The Sphere remains for the duration, and its area is Lightly Obscured and Difficult Terrain.\n\nWhen the swarm appears, each creature in it makes a Constitution saving throw, taking 4d10 Piercing damage on a failed save or half as much damage on a successful one. A creature also makes this save when it enters the spell's area for the first time on a turn or ends its turn there. A creature makes this save only once per turn.", + "duration": "up to 10 minutes", + "higher_level": "The damage increases by 1d10 for each spell slot level above 5.", + "id": 730, + "level": 5, + "locations": [ + { + "page": 289, + "sourcebook": "PHB24" + } + ], + "material": "A locust", + "name": "Insect Plague", + "range": "300 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell.", + "duration": "up to 1 hour", + "higher_level": "You can target one additional creature for each spell slot level above 2.", + "id": 731, + "level": 2, + "locations": [ + { + "page": 289, + "sourcebook": "PHB24" + } + ], + "material": "An eyelash in gum arabic", + "name": "Invisibility", + "range": "Touch", + "ruleset": "2024", + "school": "Illusion" + }, + { + "casting_time": "Action", + "classes": [ + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You unleash a storm of flashing light and raging thunder in a 10-foot-radius, 40-foot-high Cylinder centered on a point you can see within range. While in this area, creatures have the Blinded and Deafened conditions, and they can't cast spells with a Verbal component.\n\nWhen the storm appears, each creature in it makes a Constitution saving throw, taking 2d10 Radiant damage and 2d10 Thunder damage on a failed save or half as much damage on a successful one. A creature also makes this save when it enters the spell's area for the first time on a turn or ends its turn there. A creature makes this save only once per turn.", + "duration": "up to 1 minute", + "higher_level": "The Radiant and Thunder damage increase by 1d10 for each spell slot level above 5.", + "id": 732, + "level": 5, + "locations": [ + { + "page": 289, + "sourcebook": "PHB24" + } + ], + "material": "A pinch of phosphorus", + "name": "Jallarzi's Storm of Radiance", + "range": "120 feet", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Bonus Action", + "classes": [ + "Druid", + "Ranger", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You touch a willing creature. Once on each of its turns until the spell ends, that creature can jump up to 30 feet by spending 10 feet of movement.", + "duration": "1 minute", + "higher_level": "You can target one additional creature for each spell slot level above 1.", + "id": 733, + "level": 1, + "locations": [ + { + "page": 290, + "sourcebook": "PHB24" + } + ], + "material": "A grasshopper's hind leg", + "name": "Jump", + "range": "Touch", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Sorcerer", + "Wizard" + ], + "components": [ + "V" + ], + "desc": "Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.\n\nA target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.\n\nIf the target is held shut by Arcane Lock, that spell is suppressed for 10 minutes, during which time the target can be opened and closed.\n\nWhen you cast the spell, a loud knock, audible up to 300 feet away, emanates from the target.", + "duration": "Instantaneous", + "id": 734, + "level": 2, + "locations": [ + { + "page": 290, + "sourcebook": "PHB24" + } + ], + "name": "Knock", + "range": "60 feet", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "10 minutes", + "classes": [ + "Bard", + "Cleric", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Name or describe a famous person, place, or object. The spell brings to your mind a brief summary of the significant lore about that famous thing, as described by the DM.\n\nThe lore might consist of important details, amusing revelations, or even secret lore that has never been widely known. The more information you already know about the thing, the more precise and detailed the information you receive is. That information is accurate but might be couched in figurative language or poetry, as determined by the DM.\n\nIf the famous thing you chose isn't actually famous, you hear sad musical notes played on a trombone, and the spell fails.", + "duration": "Instantaneous", + "id": 735, + "level": 5, + "locations": [ + { + "page": 290, + "sourcebook": "PHB24" + } + ], + "material": "Incense worth 250+ gp, which the spell consumes, and four ivory strips worth 50+ gp each", + "name": "Legend Lore", + "range": "Self", + "ruleset": "2024", + "school": "Divination" + }, + { + "casting_time": "Action", + "classes": [ + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You hide a chest and all its contents on the Ethereal Plane. You must touch the chest and the miniature replica that serve as Material components for the spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet).\n\nWhile the chest remains on the Ethereal Plane, you can take a Magic action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by taking a Magic action to touch the chest and the replica.\n\nAfter 60 days, there is a cumulative 5 percent chance at the end of each day that the spell ends. The spell also ends if you cast this spell again or if the Tiny replica chest is destroyed. If the spell ends and the larger chest is on the Ethereal Plane, the chest remains there for you or someone else to find.", + "duration": "Until dispelled", + "id": 736, + "level": 4, + "locations": [ + { + "page": 290, + "sourcebook": "PHB24" + } + ], + "material": "A chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth 5,000+ gp, and a tiny replica of the chest made from the same materials worth 50+ gp", + "name": "Leomund's Secret Chest", + "range": "Touch", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "1 minute or Ritual", + "classes": [ + "Bard", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "A 10-foot Emanation springs into existence around you and remains stationary for the duration. The spell fails when you cast it if the Emanation isn't big enough to fully encapsulate all creatures in its area.\n\nCreatures and objects within the Emanation when you cast the spell can move through it freely. All other creatures and objects are barred from passing through it. Spells of level 3 or lower can't be cast through it, and the effects of such spells can't extend into it.\n\nThe atmosphere inside the Emanation is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior to have Dim Light or Darkness (no action required). The Emanation is opaque from the outside and of any color you choose, but it's transparent from the inside.\n\nThe spell ends early if you leave the Emanation or if you cast it again.", + "duration": "8 hours", + "id": 737, + "level": 3, + "locations": [ + { + "page": 291, + "sourcebook": "PHB24" + } + ], + "material": "A crystal bead", + "name": "Leomund's Tiny Hut", + "range": "Self", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Bonus Action", + "classes": [ + "Bard", + "Cleric", + "Druid", + "Paladin", + "Ranger" + ], + "components": [ + "V", + "S" + ], + "desc": "You touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned.", + "duration": "Instantaneous", + "id": 738, + "level": 2, + "locations": [ + { + "page": 291, + "sourcebook": "PHB24" + } + ], + "name": "Lesser Restoration", + "range": "Touch", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "One creature or loose object of your choice that you can see within range rises vertically up to 20 feet and remains suspended there for the duration. The spell can levitate an object that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.\n\nThe target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can take a Magic action to move the target, which must remain within the spell's range.\n\nWhen the spell ends, the target floats gently to the ground if it is still aloft.", + "duration": "up to 10 minutes", + "id": 739, + "level": 2, + "locations": [ + { + "page": 291, + "sourcebook": "PHB24" + } + ], + "material": "A metal spring", + "name": "Levitate", + "range": "60 feet", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Cleric", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "M" + ], + "desc": "You touch one Large or smaller object that isn't being worn or carried by someone else. Until the spell ends, the object sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The light can be colored as you like.\n\nCovering the object with something opaque blocks the light. The spell ends if you cast it again.", + "duration": "1 hour", + "id": 740, + "level": 0, + "locations": [ + { + "page": 292, + "sourcebook": "PHB24" + } + ], + "material": "A firefly or phosphorescent moss", + "name": "Light", + "range": "Touch", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Bonus Action, which you take immediately after hitting or missing a target with a ranged attack using a weapon", + "classes": [ + "Ranger" + ], + "components": [ + "V", + "S" + ], + "desc": "As your attack hits or misses the target, the weapon or ammunition you're using transforms into a lightning bolt. Instead of taking any damage or other effects from the attack, the target takes 4d8 Lightning damage on a hit or half as much damage on a miss. Each creature within 10 feet of the target then makes a Dexterity saving throw, taking 2d8 Lightning damage on a failed save or half as much damage on a successful one.\n\nThe weapon or ammunition then returns to its normal form.", + "duration": "Instantaneous", + "higher_level": "The damage for both effects of the spell increases by 1d8 for each spell slot level above 3.", + "id": 741, + "level": 3, + "locations": [ + { + "page": 292, + "sourcebook": "PHB24" + } + ], + "name": "Lightning Arrow", + "range": "Self", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "A stroke of lightning forming a 100-foot-long, 5-foot-wide Line blasts out from you in a direction you choose. Each creature in the Line makes a Dexterity saving throw, taking 8d6 Lightning damage on a failed save or half as much damage on a successful one.", + "duration": "Instantaneous", + "higher_level": "The damage increases by 1d6 for each spell slot level above 3.", + "id": 742, + "level": 3, + "locations": [ + { + "page": 292, + "sourcebook": "PHB24" + } + ], + "material": "A bit of fur and a crystal rod", + "name": "Lightning Bolt", + "range": "Self", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Action or Ritual", + "classes": [ + "Bard", + "Druid", + "Ranger" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Describe or name a specific kind of Beast, Plant creature, or nonmagical plant. You learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.", + "duration": "Instantaneous", + "id": 743, + "level": 2, + "locations": [ + { + "page": 292, + "sourcebook": "PHB24" + } + ], + "material": "Fur from a bloodhound", + "name": "Locate Animals or Plants", + "range": "Self", + "ruleset": "2024", + "school": "Divination" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Cleric", + "Druid", + "Paladin", + "Ranger", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Describe or name a creature that is familiar to you. You sense the direction to the creature's location if that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.\n\nThe spell can locate a specific creature known to you or the nearest creature of a specific kind (such as a human or a unicorn) if you have seen such a creature up close\u2014within 30 feet\u2014at least once. If the creature you described or named is in a different form, such as under the effects of a Flesh to Stone or Polymorph spell, this spell doesn't locate the creature.\n\nThis spell can't locate a creature if any thickness of lead blocks a direct path between you and the creature.", + "duration": "up to 1 hour", + "id": 744, + "level": 4, + "locations": [ + { + "page": 292, + "sourcebook": "PHB24" + } + ], + "material": "Fur from a bloodhound", + "name": "Locate Creature", + "range": "Self", + "ruleset": "2024", + "school": "Divination" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Cleric", + "Druid", + "Paladin", + "Ranger", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Describe or name an object that is familiar to you. You sense the direction to the object's location if that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.\n\nThe spell can locate a specific object known to you if you have seen it up close\u2014within 30 feet\u2014at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.\n\nThis spell can't locate an object if any thickness of lead blocks a direct path between you and the object.", + "duration": "up to 10 minutes", + "id": 745, + "level": 2, + "locations": [ + { + "page": 293, + "sourcebook": "PHB24" + } + ], + "material": "A forked twig", + "name": "Locate Object", + "range": "Self", + "ruleset": "2024", + "school": "Divination" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Druid", + "Ranger", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You touch a creature. The target's Speed increases by 10 feet until the spell ends.", + "duration": "1 hour", + "higher_level": "You can target one additional creature for each spell slot level above 1.", + "id": 746, + "level": 1, + "locations": [ + { + "page": 293, + "sourcebook": "PHB24" + } + ], + "material": "A pinch of dirt", + "name": "Longstrider", + "range": "Touch", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You touch a willing creature who isn't wearing armor. Until the spell ends, the target's base AC becomes 13 plus its Dexterity modifier. The spell ends early if the target dons armor.", + "duration": "8 hours", + "id": 747, + "level": 1, + "locations": [ + { + "page": 293, + "sourcebook": "PHB24" + } + ], + "material": "A piece of cured leather", + "name": "Mage Armor", + "range": "Touch", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "desc": "A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.\n\nWhen you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.\n\nAs a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.\n\nThe hand can't attack, activate magic items, or carry more than 10 pounds.", + "duration": "1 minute", + "id": 748, + "level": 0, + "locations": [ + { + "page": 293, + "sourcebook": "PHB24" + } + ], + "name": "Mage Hand", + "range": "30 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "1 minute", + "classes": [ + "Cleric", + "Paladin", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You create a 10-foot-radius, 20-foot-tall Cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the Cylinder intersects with the floor or other surface.\n\nChoose one or more of the following types of creatures: Celestials, Elementals, Fey, Fiends, or Undead. The circle affects a creature of the chosen type in the following ways:\n\nEach time you cast this spell, you can cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the Cylinder and protecting targets outside it.", + "duration": "1 hour", + "higher_level": "The duration increases by 1 hour for each spell slot level above 3.", + "id": 749, + "level": 3, + "locations": [ + { + "page": 293, + "sourcebook": "PHB24" + } + ], + "material": "Salt and powdered silver worth 100+ gp, which the spell consumes", + "name": "Magic Circle", + "range": "10 feet", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "1 minute", + "classes": [ + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell's Material component. While your soul inhabits the container, you are aware of your surroundings as if you were in the container's space. You can't move or take Reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the spell) or attempting to possess a Humanoid's body.\n\nYou can attempt to possess any Humanoid within 100 feet of you that you can see (creatures warded by a Protection from Evil and Good or Magic Circle spell can't be possessed). The target makes a Charisma saving throw. On a failed save, your soul enters the target's body, and the target's soul becomes trapped in the container. On a successful save, the target resists your efforts to possess it, and you can't attempt to possess it again for 24 hours.\n\nOnce you possess a creature's body, you control it. Your Hit Points, Hit Point Dice, Strength, Dexterity, Constitution, Speed, and senses are replaced by the creature's. You otherwise keep your game statistics.\n\nMeanwhile, the possessed creature's soul can perceive from the container using its own senses, but it can't move and it is Incapacitated.\n\nWhile possessing a body, you can take a Magic action to return from the host body to the container if it is within 100 feet of you, returning the host creature's soul to its body. If the host body dies while you're in it, the creature dies, and you make a Charisma saving throw against your own spellcasting DC. On a success, you return to the container if it is within 100 feet of you. Otherwise, you die.\n\nIf the container is destroyed or the spell ends, your soul returns to your body. If your body is more than 100 feet away from you or if your body is dead, you die. If another creature's soul is in the container when it is destroyed, the creature's soul returns to its body if the body is alive and within 100 feet. Otherwise, that creature dies.\n\nWhen the spell ends, the container is destroyed.", + "duration": "Until dispelled", + "id": 750, + "level": 6, + "locations": [ + { + "page": 294, + "sourcebook": "PHB24" + } + ], + "material": "A gem, crystal, or reliquary worth 500+ gp", + "name": "Magic Jar", + "range": "Self", + "ruleset": "2024", + "school": "Necromancy" + }, + { + "casting_time": "Action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "desc": "You create three glowing darts of magical force. Each dart strikes a creature of your choice that you can see within range. A dart deals 1d4 + 1 Force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.", + "duration": "Instantaneous", + "higher_level": "The spell creates one more dart for each spell slot level above 1.", + "id": 751, + "level": 1, + "locations": [ + { + "page": 295, + "sourcebook": "PHB24" + } + ], + "name": "Magic Missile", + "range": "120 feet", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "1 minute or Ritual", + "classes": [ + "Bard", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You implant a message within an object in range\u2014a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or fewer, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message.\n\nWhen that trigger occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there, so the words appear to come from the object's mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs.\n\nThe trigger can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.", + "duration": "Until dispelled", + "id": 752, + "level": 2, + "locations": [ + { + "page": 295, + "sourcebook": "PHB24" + } + ], + "material": "Jade dust worth 10+ gp, which the spell consumes", + "name": "Magic Mouth", + "range": "30 feet", + "ruleset": "2024", + "school": "Illusion" + }, + { + "casting_time": "Bonus Action", + "classes": [ + "Paladin", + "Ranger", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "desc": "You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. The spell ends early if you cast it again.", + "duration": "1 hour", + "higher_level": "The bonus increases to +2 with a level 3\u20135 spell slot. The bonus increases to +3 with a level 6+ spell slot.", + "id": 753, + "level": 2, + "locations": [ + { + "page": 295, + "sourcebook": "PHB24" + } + ], + "name": "Magic Weapon", + "range": "Touch", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot Cube. The image appears at a spot that you can see within range and lasts for the duration. It seems real, including sounds, smells, and temperature appropriate to the thing depicted, but it can't deal damage or cause conditions.\n\nIf you are within range of the illusion, you can take a Magic action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.\n\nPhysical interaction with the image reveals it to be an illusion, for things can pass through it. A creature that takes a Study action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.", + "duration": "up to 10 minutes", + "higher_level": "The spell lasts until dispelled, without requiring Concentration, if cast with a level 4+ spell slot.", + "id": 754, + "level": 3, + "locations": [ + { + "page": 295, + "sourcebook": "PHB24" + } + ], + "material": "A bit of fleece", + "name": "Major Image", + "range": "120 feet", + "ruleset": "2024", + "school": "Illusion" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Cleric", + "Druid" + ], + "components": [ + "V", + "S" + ], + "desc": "A wave of healing energy washes out from a point you can see within range. Choose up to six creatures in a 30-foot-radius Sphere centered on that point. Each target regains Hit Points equal to 5d8 plus your spellcasting ability modifier.", + "duration": "Instantaneous", + "higher_level": "The healing increases by 1d8 for each spell slot level above 5.", + "id": 755, + "level": 5, + "locations": [ + { + "page": 296, + "sourcebook": "PHB24" + } + ], + "name": "Mass Cure Wounds", + "range": "60 feet", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Cleric" + ], + "components": [ + "V", + "S" + ], + "desc": "A flood of healing energy flows from you into creatures around you. You restore up to 700 Hit Points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell also have the Blinded, Deafened, and Poisoned conditions removed from them.", + "duration": "Instantaneous", + "id": 756, + "level": 9, + "locations": [ + { + "page": 296, + "sourcebook": "PHB24" + } + ], + "name": "Mass Heal", + "range": "60 feet", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "Bonus Action", + "classes": [ + "Bard", + "Cleric" + ], + "components": [ + "V" + ], + "desc": "Up to six creatures of your choice that you can see within range regain Hit Points equal to 2d4 plus your spellcasting ability modifier.", + "duration": "Instantaneous", + "higher_level": "The healing increases by 1d4 for each spell slot level above 3.", + "id": 757, + "level": 3, + "locations": [ + { + "page": 296, + "sourcebook": "PHB24" + } + ], + "name": "Mass Healing Word", + "range": "60 feet", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "M" + ], + "desc": "You suggest a course of activity\u2014described in no more than 25 words\u2014to twelve or fewer creatures you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to any of the targets or their allies. For example, you could say, \u201cWalk to the village down that road, and help the villagers there harvest crops until sunset.\u201d Or you could say, \u201cNow is not the time for violence. Drop your weapons, and dance! Stop in an hour.\u201d\n\nEach target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or until you or your allies deal damage to the target. Each Charmed target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for a target upon completing it.", + "duration": "24 hours", + "higher_level": "The duration is longer with a spell slot of level 7 (10 days), 8 (30 days), or 9 (366 days).", + "id": 758, + "level": 6, + "locations": [ + { + "page": 296, + "sourcebook": "PHB24" + } + ], + "material": "A snake's tongue", + "name": "Mass Suggestion", + "range": "60 feet", + "ruleset": "2024", + "school": "Enchantment" + }, + { + "casting_time": "Action", + "classes": [ + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze.\n\nThe target can take a Study action to try to escape. When it does so, it makes a DC 20 Intelligence (Investigation) check. If it succeeds, it escapes, and the spell ends.\n\nWhen the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.", + "duration": "up to 10 minutes", + "id": 759, + "level": 8, + "locations": [ + { + "page": 296, + "sourcebook": "PHB24" + } + ], + "name": "Maze", + "range": "60 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action or Ritual", + "classes": [ + "Cleric", + "Druid", + "Ranger" + ], + "components": [ + "V", + "S" + ], + "desc": "You step into a stone object or surface large enough to fully contain your body, merging yourself and your equipment with the stone for the duration. You must touch the stone to do so. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.\n\nWhile merged with the stone, you can't see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with Disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use 5 feet of movement to leave the stone where you entered it, which ends the spell. You otherwise can't move.\n\nMinor physical damage to the stone doesn't harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 Force damage to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 Force damage to you. If expelled, you move into an unoccupied space closest to where you first entered and have the Prone condition.", + "duration": "8 hours", + "id": 760, + "level": 3, + "locations": [ + { + "page": 296, + "sourcebook": "PHB24" + } + ], + "name": "Meld into Stone", + "range": "Touch", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Action", + "classes": [ + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 Acid damage and 2d4 Acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage only.", + "duration": "Instantaneous", + "higher_level": "The damage (both initial and later) increases by 1d4 for each spell slot level above 2.", + "id": 761, + "level": 2, + "locations": [ + { + "page": 297, + "sourcebook": "PHB24" + } + ], + "material": "Powdered rhubarb leaf", + "name": "Melf's Acid Arrow", + "range": "90 feet", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "1 minute", + "classes": [ + "Bard", + "Cleric", + "Druid", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.\n\nThis spell can physically repair a magic item, but it can't restore magic to such an object.", + "duration": "Instantaneous", + "id": 762, + "level": 0, + "locations": [ + { + "page": 297, + "sourcebook": "PHB24" + } + ], + "material": "Two lodestones", + "name": "Mending", + "range": "Touch", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Druid", + "Sorcerer", + "Wizard" + ], + "components": [ + "S", + "M" + ], + "desc": "You point toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.\n\nYou can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence; 1 foot of stone, metal, or wood; or a thin sheet of lead blocks the spell.", + "duration": "1 round", + "id": 763, + "level": 0, + "locations": [ + { + "page": 298, + "sourcebook": "PHB24" + } + ], + "material": "A copper wire", + "name": "Message", + "range": "120 feet", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "desc": "Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius Sphere centered on each of those points makes a Dexterity saving throw. A creature takes 20d6 Fire damage and 20d6 Bludgeoning damage on a failed save or half as much damage on a successful one. A creature in the area of more than one fiery Sphere is affected only once.\n\nA nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area, and the object starts burning if it's flammable.", + "duration": "Instantaneous", + "id": 764, + "level": 9, + "locations": [ + { + "page": 298, + "sourcebook": "PHB24" + } + ], + "name": "Meteor Swarm", + "range": "1 mile", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "desc": "Until the spell ends, one willing creature you touch has Immunity to Psychic damage and the Charmed condition. The target is also unaffected by anything that would sense its emotions or alignment, read its thoughts, or magically detect its location, and no spell\u2014not even Wish\u2014can gather information about the target, observe it remotely, or control its mind.", + "duration": "24 hours", + "id": 765, + "level": 8, + "locations": [ + { + "page": 298, + "sourcebook": "PHB24" + } + ], + "name": "Mind Blank", + "range": "Touch", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V" + ], + "desc": "You try to temporarily sliver the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 Psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.", + "duration": "1 round", + "higher_level": "The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).", + "id": 766, + "level": 0, + "locations": [ + { + "page": 298, + "sourcebook": "PHB24" + } + ], + "name": "Mind Sliver", + "range": "60 feet", + "ruleset": "2024", + "school": "Enchantment" + }, + { + "casting_time": "Action", + "classes": [ + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "S" + ], + "concentration": true, + "desc": "You drive a spike of psionic energy into the mind of one creature you can see within range. The target makes a Wisdom saving throw, taking 3d8 Psychic damage on a failed save or half as much damage on a successful one. On a failed save, you also always know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can't become hidden from you, and if it has the Invisible condition, it gains no benefit from that condition against you.", + "duration": "up to 1 hour", + "higher_level": "The damage increases by 1d8 for each spell slot level above 2.", + "id": 767, + "level": 2, + "locations": [ + { + "page": 298, + "sourcebook": "PHB24" + } + ], + "name": "Mind Spike", + "range": "120 feet", + "ruleset": "2024", + "school": "Divination" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "S", + "M" + ], + "desc": "You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again.\n\nIf a creature takes a Study action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.\n\nSound. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.\n\nImage. If you create an image of an object\u2014such as a chair, muddy footprints, or a small chest\u2014it must be no larger than a 5-foot Cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.", + "duration": "1 minute", + "id": 768, + "level": 0, + "locations": [ + { + "page": 298, + "sourcebook": "PHB24" + } + ], + "material": "A bit of fleece", + "name": "Minor Illusion", + "range": "30 feet", + "ruleset": "2024", + "school": "Illusion" + }, + { + "casting_time": "10 minutes", + "classes": [ + "Bard", + "Druid", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "desc": "You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other rough or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road.\n\nSimilarly, you can alter the appearance of structures or add them where none are present. The spell doesn't disguise, conceal, or add creatures.\n\nThe illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into Difficult Terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell's area disappears immediately.\n\nCreatures with Truesight can see through the illusion to the terrain's true form; however, all other elements of the illusion remain, so while the creature is aware of the illusion's presence, the creature can still physically interact with the illusion.", + "duration": "10 days", + "id": 769, + "level": 7, + "locations": [ + { + "page": 299, + "sourcebook": "PHB24" + } + ], + "name": "Mirage Arcane", + "range": "Sight", + "ruleset": "2024", + "school": "Illusion" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "desc": "Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real.\n\nEach time a creature hits you with an attack roll during the spell's duration, roll a d6 for each of your remaining duplicates. If any of the d6s rolls a 3 or higher, one of the duplicates is hit instead of you, and the duplicate is destroyed. The duplicates otherwise ignore all other damage and effects. The spell ends when all three duplicates are destroyed.\n\nA creature is unaffected by this spell if it has the Blinded condition, Blindsight, or Truesight.", + "duration": "1 minute", + "id": 770, + "level": 2, + "locations": [ + { + "page": 299, + "sourcebook": "PHB24" + } + ], + "name": "Mirror Image", + "range": "Self", + "ruleset": "2024", + "school": "Illusion" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Warlock", + "Wizard" + ], + "components": [ + "S" + ], + "concentration": true, + "desc": "You gain the Invisible condition at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends immediately after you make an attack roll, deal damage, or cast a spell.\n\nAs a Magic action, you can move the illusory double up to twice your Speed and make it gesture, speak, and behave in whatever way you choose. It is intangible and invulnerable.\n\nYou can see through its eyes and hear through its ears as if you were located where it is.", + "duration": "up to 1 hour", + "id": 771, + "level": 5, + "locations": [ + { + "page": 299, + "sourcebook": "PHB24" + } + ], + "name": "Mislead", + "range": "Self", + "ruleset": "2024", + "school": "Illusion" + }, + { + "casting_time": "Bonus Action", + "classes": [ + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V" + ], + "desc": "Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space you can see.", + "duration": "Instantaneous", + "id": 772, + "level": 2, + "locations": [ + { + "page": 299, + "sourcebook": "PHB24" + } + ], + "name": "Misty Step", + "range": "Self", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "You attempt to reshape another creature's memories. One creature that you can see within range makes a Wisdom saving throw. If you are fighting the creature, it has Advantage on the save. On a failed save, the target has the Charmed condition for the duration. While Charmed in this way, the target also has the Incapacitated condition and is unaware of its surroundings, though it can hear you. If it takes any damage or is targeted by another spell, this spell ends, and no memories are modified.\n\nWhile this charm lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity, change its memory of the event's details, or create a memory of some other event.\n\nYou must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you finish describing the modified memories, the creature's memory isn't altered. Otherwise, the modified memories take hold when the spell ends.\n\nA modified memory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural inclinations, alignment, or beliefs. An illogical modified memory, such as a false memory of how much the creature enjoyed swimming in acid, is dismissed as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature.\n\nA Remove Curse or Greater Restoration spell cast on the target restores the creature's true memory.", + "duration": "up to 1 minute", + "higher_level": "You can alter the target's memories of an event that took place up to 7 days ago (level 6 spell slot), 30 days ago (level 7 spell slot), 365 days ago (level 8 spell slot), or any time in the creature's past (level 9 spell slot).", + "id": 773, + "level": 5, + "locations": [ + { + "page": 299, + "sourcebook": "PHB24" + } + ], + "name": "Modify Memory", + "range": "30 feet", + "ruleset": "2024", + "school": "Enchantment" + }, + { + "casting_time": "Action", + "classes": [ + "Druid" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high Cylinder centered on a point within range. Until the spell ends, Dim Light fills the Cylinder, and you can take a Magic action on later turns to move the Cylinder up to 60 feet.\n\nWhen the Cylinder appears, each creature in it makes a Constitution saving throw. On a failed save, a creature takes 2d10 Radiant damage, and if the creature is shape-shifted (as a result of the Polymorph spell, for example), it reverts to its true form and can't shape-shift until it leaves the Cylinder. On a successful save, a creature takes half as much damage only. A creature also makes this save when the spell's area moves into its space and when it enters the spell's area or ends its turn there. A creature makes this save only once per turn.", + "duration": "up to 1 minute", + "higher_level": "The damage increases by 1d10 for each spell slot level above 2.", + "id": 774, + "level": 2, + "locations": [ + { + "page": 300, + "sourcebook": "PHB24" + } + ], + "material": "A moonseed leaf", + "name": "Moonbeam", + "range": "120 feet", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Action", + "classes": [ + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You conjure a phantom watchdog in an unoccupied space that you can see within range. The hound remains for the duration or until the two of you are more than 300 feet apart from each other.\n\nNo one but you can see the hound, and it is intangible and invulnerable. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound has Truesight with a range of 30 feet.\n\nAt the start of each of your turns, the hound attempts to bite one enemy within 5 feet of it. That enemy must succeed on a Dexterity saving throw or take 4d8 Force damage.\n\nOn your later turns, you can take a Magic action to move the hound up to 30 feet.", + "duration": "8 hours", + "id": 775, + "level": 4, + "locations": [ + { + "page": 300, + "sourcebook": "PHB24" + } + ], + "material": "A silver whistle", + "name": "Mordenkainen's Faithful Hound", + "range": "30 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "1 minute", + "classes": [ + "Bard", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You conjure a shimmering door in range that lasts for the duration. The door leads to an extradimensional dwelling and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the door remains open. You can open or close it (no action required) if you are within 30 feet of it. While closed, the door is imperceptible.\n\nBeyond the door is a magnificent foyer with numerous chambers beyond. The dwelling's atmosphere is clean, fresh, and warm.\n\nYou can create any floor plan you like for the dwelling, but it can't exceed 50 contiguous 10-foot Cubes. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine-course banquet for up to 100 people. Furnishings and other objects created by this spell dissipate into smoke if removed from it.\n\nA staff of 100 near-transparent servants attends all who enter. You determine the appearance of these servants and their attire. They are invulnerable and obey your commands. Each servant can perform tasks that a human could perform, but they can't attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can't leave the dwelling.\n\nWhen the spell ends, any creatures or objects left inside the extradimensional space are expelled into the unoccupied spaces nearest to the entrance.", + "duration": "24 hours", + "id": 776, + "level": 7, + "locations": [ + { + "page": 300, + "sourcebook": "PHB24" + } + ], + "material": "A miniature door worth 15+ gp", + "name": "Mordenkainen's Magnificent Mansion", + "range": "300 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "10 minutes", + "classes": [ + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You make an area within range magically secure. The area is a Cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration.\n\nWhen you cast the spell, you decide what sort of security the spell provides, choosing any of the following properties:\n\nCasting this spell on the same spot every day for 365 days makes the spell last until dispelled.", + "duration": "24 hours", + "higher_level": "You can increase the size of the Cube by 100 feet for each spell slot level above 4.", + "id": 777, + "level": 4, + "locations": [ + { + "page": 301, + "sourcebook": "PHB24" + } + ], + "material": "A thin sheet of lead", + "name": "Mordenkainen's Private Sanctum", + "range": "120 feet", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You create a spectral sword that hovers within range. It lasts for the duration.\n\nWhen the sword appears, you make a melee spell attack against a target within 5 feet of the sword. On a hit, the target takes Force damage equal to 4d12 plus your spellcasting ability modifier.\n\nOn your later turns, you can take a Bonus Action to move the sword up to 30 feet to a spot you can see and repeat the attack against the same target or a different one.", + "duration": "up to 1 minute", + "id": 778, + "level": 7, + "locations": [ + { + "page": 302, + "sourcebook": "PHB24" + } + ], + "material": "A miniature sword worth 250+ gp", + "name": "Mordenkainen's Sword", + "range": "90 feet", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Action", + "classes": [ + "Druid", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. For example, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square's elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete. Because the terrain's transformation occurs slowly, creatures in the area can't usually be trapped or injured by the ground's movement.\n\nAt the end of every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect within range.\n\nThis spell can't manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse.\n\nSimilarly, this spell doesn't directly affect plant growth. The moved earth carries any plants along with it.", + "duration": "up to 2 hours", + "id": 779, + "level": 6, + "locations": [ + { + "page": 302, + "sourcebook": "PHB24" + } + ], + "material": "A miniature shovel", + "name": "Move Earth", + "range": "120 feet", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Ranger", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "For the duration, you hide a target that you touch from Divination spells. The target can be a willing creature, or it can be a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any Divination spell or perceived through magical scrying sensors.", + "duration": "8 hours", + "id": 780, + "level": 3, + "locations": [ + { + "page": 302, + "sourcebook": "PHB24" + } + ], + "material": "A pinch of diamond dust worth 25+ gp, which the spell consumes", + "name": "Nondetection", + "range": "Touch", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "With a touch, you place an illusion on a willing creature or an object that isn't being worn or carried. A creature gains the Mask effect below, and an object gains the False Aura effect below. The effect lasts for the duration. If you cast the spell on the same target every day for 30 days, the illusion lasts until dispelled.\n\nMask (Creature). Choose a creature type other than the target's actual type. Spells and other magical effects treat the target as if it were a creature of the chosen type.\n\nFalse Aura (Object). You change the way the target appears to spells and magical effects that detect magical auras, such as Detect Magic. You can make a nonmagical object appear magical, make a magic item appear nonmagical, or change the object's aura so that it appears to belong to a school of magic you choose.", + "duration": "24 hours", + "id": 781, + "level": 2, + "locations": [ + { + "page": 302, + "sourcebook": "PHB24" + } + ], + "material": "A small square of silk", + "name": "Nystul's Magic Aura", + "range": "Touch", + "ruleset": "2024", + "school": "Illusion" + }, + { + "casting_time": "Action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "A frigid globe streaks from you to a point of your choice within range, where it explodes in a 60-foot-radius Sphere. Each creature in that area makes a Constitution saving throw, taking 10d6 Cold damage on failed save or half as much damage on a successful one.\n\nIf the globe strikes a body of water, it freezes the water to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice and have the Restrained condition. A trapped creature can take an action to make a Strength (Athletics) check against your spell save DC to break free.\n\nYou can refrain from firing the globe after completing the spell's casting. If you do so, a globe about the size of a sling bullet, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to the sling's normal range). It shatters on impact, with the same effect as a normal casting of the spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasn't already shattered, it explodes.", + "duration": "Instantaneous", + "higher_level": "The damage increases by 1d6 for each spell slot level above 6.", + "id": 782, + "level": 6, + "locations": [ + { + "page": 302, + "sourcebook": "PHB24" + } + ], + "material": "A miniature crystal sphere", + "name": "Otiluke's Freezing Sphere", + "range": "300 feet", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Action", + "classes": [ + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "A shimmering sphere encloses a Large or smaller creature or object within range. An unwilling creature must succeed on a Dexterity saving throw or be enclosed for the duration.\n\nNothing\u2014not physical objects, energy, or other spell effects\u2014can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can't be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it.\n\nThe sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can take an action to push against the sphere's walls and thus roll the sphere at up to half the creature's Speed. Similarly, the globe can be picked up and moved by other creatures.\n\nA Disintegrate spell targeting the globe destroys it without harming anything inside.", + "duration": "up to 1 minute", + "id": 783, + "level": 4, + "locations": [ + { + "page": 303, + "sourcebook": "PHB24" + } + ], + "material": "A glass sphere", + "name": "Otiluke's Resilient Sphere", + "range": "30 feet", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Wizard" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "One creature that you can see within range must make a Wisdom saving throw. On a successful save, the target dances comically until the end of its next turn, during which it must spend all its movement to dance in place.\n\nOn a failed save, the target has the Charmed condition for the duration. While Charmed, the target dances comically, must use all its movement to dance in place, and has Disadvantage on Dexterity saving throws and attack rolls, and other creatures have Advantage on attack rolls against it. On each of its turns, the target can take an action to collect itself and repeat the save, ending the spell on itself on a success.", + "duration": "up to 1 minute", + "id": 784, + "level": 6, + "locations": [ + { + "page": 303, + "sourcebook": "PHB24" + } + ], + "name": "Otto's Irresistible Dance", + "range": "30 feet", + "ruleset": "2024", + "school": "Enchantment" + }, + { + "casting_time": "Action", + "classes": [ + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "A passage appears at a point that you can see on a wooden, plaster, or stone surface (such as a wall, ceiling, or floor) within range and lasts for the duration. You choose the opening's dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it.\n\nWhen the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell.", + "duration": "1 hour", + "id": 785, + "level": 5, + "locations": [ + { + "page": 303, + "sourcebook": "PHB24" + } + ], + "material": "A pinch of sesame seeds", + "name": "Passwall", + "range": "30 feet", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Action", + "classes": [ + "Druid", + "Ranger" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You radiate a concealing aura in a 30-foot Emanation for the duration. While in the aura, you and each creature you choose have a +10 bonus to Dexterity (Stealth) checks and leave no tracks.", + "duration": "up to 1 hour", + "id": 786, + "level": 2, + "locations": [ + { + "page": 303, + "sourcebook": "PHB24" + } + ], + "material": "Ashes from burned mistletoe", + "name": "Pass without Trace", + "range": "Self", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You attempt to craft an illusion in the mind of a creature you can see within range. The target makes an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other phenomenon that is no larger than a 10-foot Cube and that is perceivable only to the target for the duration. The phantasm includes sound, temperature, and other stimuli.\n\nThe target can take a Study action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.\n\nWhile affected by the spell, the target treats the phantasm as if it were real and rationalizes any illogical outcomes from interacting with it. For example, if the target steps through a phantasmal bridge and survives the fall, it believes the bridge exists and something else caused it to fall.\n\nAn affected target can even take damage from the illusion if the phantasm represents a dangerous creature or hazard. On each of your turns, such a phantasm can deal 2d8 Psychic damage to the target if it is in the phantasm's area or within 5 feet of the phantasm. The target perceives the damage as a type appropriate to the illusion.", + "duration": "up to 1 minute", + "id": 787, + "level": 2, + "locations": [ + { + "page": 304, + "sourcebook": "PHB24" + } + ], + "material": "A bit of fleece", + "name": "Phantasmal Force", + "range": "60 feet", + "ruleset": "2024", + "school": "Illusion" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "You tap into the nightmares of a creature you can see within range and create an illusion of its deepest fears, visible only to that creature. The target makes a Wisdom saving throw. On a failed save, the target takes 4d10 Psychic damage and has Disadvantage on ability checks and attack rolls for the duration. On a successful save, the target takes half as much damage, and the spell ends.\n\nFor the duration, the target makes a Wisdom saving throw at the end of each of its turns. On a failed save, it takes the Psychic damage again. On a successful save, the spell ends.", + "duration": "up to 1 minute", + "higher_level": "The damage increases by 1d10 for each spell slot level above 4.", + "id": 788, + "level": 4, + "locations": [ + { + "page": 304, + "sourcebook": "PHB24" + } + ], + "name": "Phantasmal Killer", + "range": "120 feet", + "ruleset": "2024", + "school": "Illusion" + }, + { + "casting_time": "1 minute or Ritual", + "classes": [ + "Wizard" + ], + "components": [ + "V", + "S" + ], + "desc": "A Large, quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature's appearance, and it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed.\n\nFor the duration, you or a creature you choose can ride the steed. The steed uses the Riding Horse stat block (see appendix B), except it has a Speed of 100 feet and can travel 13 miles in an hour. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends early if the steed takes any damage.", + "duration": "1 hour", + "id": 789, + "level": 3, + "locations": [ + { + "page": 304, + "sourcebook": "PHB24" + } + ], + "name": "Phantom Steed", + "range": "30 feet", + "ruleset": "2024", + "school": "Illusion" + }, + { + "casting_time": "10 minutes", + "classes": [ + "Cleric" + ], + "components": [ + "V", + "S" + ], + "desc": "You beseech an otherworldly entity for aid. The being must be known to you: a god, a demon prince, or some other being of cosmic power. That entity sends a Celestial, an Elemental, or a Fiend loyal to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature's name, you can speak that name when you cast this spell to request that creature, though you might get a different creature anyway (DM's choice).\n\nWhen the creature appears, it is under no compulsion to behave a particular way. You can ask it to perform a service in exchange for payment, but it isn't obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the creature to bargain for its services.\n\nPayment can take a variety of forms. A Celestial might require a sizable donation of gold or magic items to an allied temple, while a Fiend might demand a living sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you.\n\nA task that can be measured in minutes requires a payment worth 100 GP per minute. A task measured in hours requires 1,000 GP per hour. And a task measured in days (up to 10 days) requires 10,000 GP per day. The DM can adjust these payments based on the circumstances under which you cast the spell. If the task is aligned with the creature's ethos, the payment might be halved or even waived. Nonhazardous tasks typically require only half the suggested payment, while especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal.\n\nAfter the creature completes the task, or when the agreed-upon duration of service expires, the creature returns to its home plane after reporting back to you if possible. If you are unable to agree on a price for the creature's service, the creature immediately returns to its home plane.", + "duration": "Instantaneous", + "id": 790, + "level": 6, + "locations": [ + { + "page": 304, + "sourcebook": "PHB24" + } + ], + "name": "Planar Ally", + "range": "60 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "1 hour", + "classes": [ + "Bard", + "Cleric", + "Druid", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You attempt to bind a Celestial, an Elemental, a Fey, or a Fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of the inverted version of the Magic Circle spell to trap it while this spell is cast.) At the completion of the casting, the target must succeed on a Charisma saving throw or be bound to serve you for the duration. If the creature was summoned or created by another spell, that spell's duration is extended to match the duration of this spell.\n\nA bound creature must follow your commands to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. If the creature is Hostile, it strives to twist your commands to achieve its own objectives. If the creature carries out your commands completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane, it returns to the place where you bound it and remains there until the spell ends.", + "duration": "24 hours", + "higher_level": "The duration increases with a spell slot of level 6 (10 days), 7 (30 days), 8 (180 days), and 9 (366 days).", + "id": 791, + "level": 5, + "locations": [ + { + "page": 305, + "sourcebook": "PHB24" + } + ], + "material": "A jewel worth 1,000+ gp, which the spell consumes", + "name": "Planar Binding", + "range": "60 feet", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Cleric", + "Druid", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination, as determined by the DM.\n\nAlternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.", + "duration": "Instantaneous", + "id": 792, + "level": 7, + "locations": [ + { + "page": 305, + "sourcebook": "PHB24" + } + ], + "material": "A forked, metal rod worth 250+ gp and attuned to a plane of existence", + "name": "Plane Shift", + "range": "Touch", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action ", + "classes": [ + "Bard", + "Druid", + "Ranger" + ], + "components": [ + "V", + "S" + ], + "desc": "This spell channels vitality into plants. The casting time you use determines whether the spell has the Overgrowth or the Enrichment effect below.\n\nOvergrowth. Choose a point within range. All normal plants in a 100-foot-radius Sphere centered on that point become thick and overgrown. A creature moving through that area must spend 4 feet of movement for every 1 foot it moves. You can exclude one or more areas of any size within the spell's area from being affected.\n\nEnrichment. All plants in a half-mile radius centered on a point within range become enriched for 365 days. The plants yield twice the normal amount of food when harvested. They can benefit from only one Plant Growth per year.", + "duration": "Instantaneous", + "id": 793, + "level": 3, + "locations": [ + { + "page": 305, + "sourcebook": "PHB24" + } + ], + "name": "Plant Growth", + "range": "150 feet", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Action", + "classes": [ + "Druid", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "desc": "You spray toxic mist at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d12 Poison damage.", + "duration": "Instantaneous", + "higher_level": "The damage increases by 1d12 when you reach levels 5 (2d12), 11 (3d12), and 17 (4d12).", + "id": 794, + "level": 0, + "locations": [ + { + "page": 306, + "sourcebook": "PHB24" + } + ], + "name": "Poison Spray", + "range": "30 feet", + "ruleset": "2024", + "school": "Necromancy" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Druid", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You attempt to transform a creature that you can see within range into a Beast. The target must succeed on a Wisdom saving throw or shape-shift into Beast form for the duration. That form can be any Beast you choose that has a Challenge Rating equal to or less than the target's (or the target's level if it doesn't have a Challenge Rating). The target's game statistics are replaced by the stat block of the chosen Beast, but the target retains its alignment, personality, creature type, Hit Points, and Hit Point Dice.\n\nThe target gains a number of Temporary Hit Points equal to the Hit Points of the Beast form. The spell ends early on the target if it has no Temporary Hit Points left.\n\nThe target is limited in the actions it can perform by the anatomy of its new form, and it can't speak or cast spells.\n\nThe target's gear melds into the new form. The creature can't use or otherwise benefit from any of that equipment.", + "duration": "up to 1 hour", + "id": 795, + "level": 4, + "locations": [ + { + "page": 306, + "sourcebook": "PHB24" + } + ], + "material": "A caterpillar cocoon", + "name": "Polymorph", + "range": "60 feet", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Cleric" + ], + "components": [ + "V" + ], + "desc": "You fortify up to six creatures you can see within range. The spell bestows 120 Temporary Hit Points, which you divide among the spell's recipients.", + "duration": "Instantaneous", + "id": 796, + "level": 7, + "locations": [ + { + "page": 306, + "sourcebook": "PHB24" + } + ], + "name": "Power Word Fortify", + "range": "60 feet", + "ruleset": "2024", + "school": "Enchantment" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Cleric" + ], + "components": [ + "V" + ], + "desc": "A wave of healing energy washes over one creature you can see within range. The target regains all its Hit Points. If the creature has the Charmed, Frightened, Paralyzed, Poisoned, or Stunned condition, the condition ends. If the creature has the Prone condition, it can use its Reaction to stand up.", + "duration": "Instantaneous", + "id": 797, + "level": 9, + "locations": [ + { + "page": 306, + "sourcebook": "PHB24" + } + ], + "name": "Power Word Heal", + "range": "60 feet", + "ruleset": "2024", + "school": "Enchantment" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V" + ], + "desc": "You compel one creature you can see within range to die. If the target has 100 Hit Points or fewer, it dies. Otherwise, it takes 12d12 Psychic damage.", + "duration": "Instantaneous", + "id": 798, + "level": 9, + "locations": [ + { + "page": 306, + "sourcebook": "PHB24" + } + ], + "name": "Power Word Kill", + "range": "60 feet", + "ruleset": "2024", + "school": "Enchantment" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V" + ], + "desc": "You overwhelm the mind of one creature you can see within range. If the target has 150 Hit Points or fewer, it has the Stunned condition. Otherwise, its Speed is 0 until the start of your next turn.\n\nThe Stunned target makes a Constitution saving throw at the end of each of its turns, ending the condition on itself on a success.", + "duration": "Instantaneous", + "id": 799, + "level": 8, + "locations": [ + { + "page": 306, + "sourcebook": "PHB24" + } + ], + "name": "Power Word Stun", + "range": "60 feet", + "ruleset": "2024", + "school": "Enchantment" + }, + { + "casting_time": "10 minutes", + "classes": [ + "Cleric", + "Paladin" + ], + "components": [ + "V" + ], + "desc": "Up to five creatures of your choice who remain within range for the spell's entire casting gain the benefits of a Short Rest and also regain 2d8 Hit Points. A creature can't be affected by this spell again until that creature finishes a Long Rest.", + "duration": "Instantaneous", + "higher_level": "The healing increases by 1d8 for each spell slot level above 2.", + "id": 800, + "level": 2, + "locations": [ + { + "page": 307, + "sourcebook": "PHB24" + } + ], + "name": "Prayer of Healing", + "range": "30 feet", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "desc": "You create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time.\n\nSensory Effect. You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.\n\nFire Play. You instantaneously light or snuff out a candle, a torch, or a small campfire.\n\nClean or Soil. You instantaneously clean or soil an object no larger than 1 cubic foot.\n\nMinor Sensation. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.\n\nMagic Mark. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.\n\nMinor Creation. You create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth.", + "duration": "Up to 1 hour", + "id": 801, + "level": 0, + "locations": [ + { + "page": 307, + "sourcebook": "PHB24" + } + ], + "name": "Prestidigitation", + "range": "10 feet", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "desc": "Eight rays of light flash from you in a 60-foot Cone. Each creature in the Cone makes a Dexterity saving throw. For each target, roll 1d8 to determine which color ray affects it, consulting the Prismatic Rays table.\n\n1d8 Ray\n1 Red. Failed Save: 12d6 Fire damage. Successful Save: Half as much damage.\n2 Orange. Failed Save: 12d6 Acid damage. Successful Save: Half as much damage.\n3 Yellow. Failed Save: 12d6 Lightning damage. Successful Save: Half as much damage.\n4 Green. Failed Save: 12d6 Poison damage. Successful Save: Half as much damage.\n5 Blue. Failed Save: 12d6 Cold damage. Successful Save: Half as much damage.\n6 Indigo. Failed Save: The target has the Restrained condition and makes a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the condition ends. If it fails three times, it has the Petrified condition until it is freed by an effect like the Greater Restoration spell. The successes and failures needn't be consecutive; keep track of both until the target collects three of a kind.\n7 Violet. Failed Save: The target has the Blinded condition and makes a Wisdom saving throw at the start of your next turn. On a successful save, the condition ends. On a failed save, the condition ends, and the creature teleports to another plane of existence (DM's choice).\n8 Special. The target is struck by two rays. Roll twice, rerolling any 8.", + "duration": "Instantaneous", + "id": 802, + "level": 7, + "locations": [ + { + "page": 307, + "sourcebook": "PHB24" + } + ], + "name": "Prismatic Spray", + "range": "Self", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "desc": "A shimmering, multicolored plane of light forms a vertical opaque wall\u2014up to 90 feet long, 30 feet high, and 1 inch thick\u2014centered on a point within range. Alternatively, you shape the wall into a globe up to 30 feet in diameter centered on a point within range. The wall lasts for the duration. If you position the wall in a space occupied by a creature, the spell ends instantly without effect.\n\nThe wall sheds Bright Light within 100 feet and Dim Light for an additional 100 feet. You and creatures you designate when you cast the spell can pass through and be near the wall without harm. If another creature that can see the wall moves within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or have the Blinded condition for 1 minute.\n\nThe wall consists of seven layers, each with a different color. When a creature reaches into or passes through the wall, it does so one layer at a time through all the layers. Each layer forces the creature to make a Dexterity saving throw or be affected by that layer's properties as described in the Prismatic Layers table.\n\nThe wall, which has AC 10, can be destroyed one layer at a time, in order from red to violet, by means specific to each layer. If a layer is destroyed, it is gone for the duration. Antimagic Field has no effect on the wall, and Dispel Magic can affect only the violet layer.\n\nOrder Effects\n1 Red. Failed Save: 12d6 Fire damage. Successful Save: Half as much damage. Additional Effects: Nonmagical ranged attacks can't pass through this layer, which is destroyed if it takes at least 25 Cold damage.\n2 Orange. Failed Save: 12d6 Acid damage. Successful Save: Half as much damage. Additional Effects: Magical ranged attacks can't pass through this layer, which is destroyed by a strong wind (such as the one created by Gust of Wind).\n3 Yellow. Failed Save: 12d6 Lightning damage. Successful Save: Half as much damage. Additional Effects: The layer is destroyed if it takes at least 60 Force damage.\n4 Green. Failed Save: 12d6 Poison damage. Successful Save: Half as much damage. Additional Effects: A Passwall spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer.\n5 Blue. Failed Save: 12d6 Cold damage. Successful Save: Half as much damage. Additional Effects: The layer is destroyed if it takes at least 25 Fire damage.\n6 Indigo. Failed Save: The target has the Restrained condition and makes a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the condition ends. If it fails three times, it has the Petrified condition until it is freed by an effect like the Greater Restoration spell. The successes and failures needn't be consecutive; keep track of both until the target collects three of a kind. Additional Effects: Spells can't be cast through this layer, which is destroyed by Bright Light shed by the Daylight spell.\n7 Violet. Failed Save: The target has the Blinded condition and makes a Wisdom saving throw at the start of your next turn. On a successful save, the condition ends. On a failed save, the condition ends, and the creature teleports to another plane of existence (DM's choice). Additional Effects: This layer is destroyed by Dispel Magic.", + "duration": "10 minutes", + "id": 803, + "level": 9, + "locations": [ + { + "page": 308, + "sourcebook": "PHB24" + } + ], + "name": "Prismatic Wall", + "range": "60 feet", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "Bonus Action", + "classes": [ + "Druid" + ], + "components": [ + "V", + "S" + ], + "desc": "A flickering flame appears in your hand and remains there for the duration. While there, the flame emits no heat and ignites nothing, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The spell ends if you cast it again.\n\nUntil the spell ends, you can take a Magic action to hurl fire at a creature or an object within 60 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 Fire damage.", + "duration": "10 minutes", + "higher_level": "The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).", + "id": 804, + "level": 0, + "locations": [ + { + "page": 308, + "sourcebook": "PHB24" + } + ], + "name": "Produce Flame", + "range": "Self", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific trigger occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot Cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.\n\nWhen the trigger you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes, after which the illusion can be activated again.\n\nThe trigger can be as general or as detailed as you like, though it must be based on visual or audible phenomena that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door.\n\nPhysical interaction with the image reveals it to be illusory, since things can pass through it. A creature that takes the Study action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.", + "duration": "Until dispelled", + "id": 805, + "level": 6, + "locations": [ + { + "page": 309, + "sourcebook": "PHB24" + } + ], + "material": "Jade dust worth 25+ gp", + "name": "Programmed Illusion", + "range": "120 feet", + "ruleset": "2024", + "school": "Illusion" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you, but it is intangible. If the illusion takes any damage, it disappears, and the spell ends.\n\nYou can see through the illusion's eyes and hear through its ears as if you were in its space. As a Magic action, you can move it up to 60 feet and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.\n\nPhysical interaction with the image reveals it to be illusory, since things can pass through it. A creature that takes the Study action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.", + "duration": "up to 1 day", + "id": 806, + "level": 7, + "locations": [ + { + "page": 309, + "sourcebook": "PHB24" + } + ], + "material": "A statuette of yourself worth 5+ gp", + "name": "Project Image", + "range": "500 miles", + "ruleset": "2024", + "school": "Illusion" + }, + { + "casting_time": "Action", + "classes": [ + "Cleric", + "Druid", + "Ranger", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "For the duration, the willing creature you touch has Resistance to one damage type of your choice: Acid, Cold, Fire, Lightning, or Thunder.", + "duration": "up to 1 hour", + "id": 807, + "level": 3, + "locations": [ + { + "page": 309, + "sourcebook": "PHB24" + } + ], + "name": "Protection from Energy", + "range": "Touch", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Cleric", + "Druid", + "Paladin", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Until the spell ends, one willing creature you touch is protected against creatures that are Aberrations, Celestials, Elementals, Fey, Fiends, or Undead. The protection grants several benefits. Creatures of those types have Disadvantage on attack rolls against the target. The target also can't be possessed by or gain the Charmed or Frightened conditions from them. If the target is already possessed, Charmed, or Frightened by such a creature, the target has Advantage on any new saving throw against the relevant effect.", + "duration": "Concentration up to 10 minutes", + "id": 808, + "level": 1, + "locations": [ + { + "page": 309, + "sourcebook": "PHB24" + } + ], + "material": "A flask of holy water worth 25+ gp, which the spell consumes", + "name": "Protection from Evil and Good", + "range": "Touch", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Cleric", + "Druid", + "Paladin", + "Ranger" + ], + "components": [ + "V", + "S" + ], + "desc": "You touch a creature and end the Poisoned condition on it. For the duration, the target has Advantage on saving throws to avoid or end the Poisoned condition, and it has Resistance to Poison damage.", + "duration": "1 hour", + "id": 809, + "level": 2, + "locations": [ + { + "page": 310, + "sourcebook": "PHB24" + } + ], + "name": "Protection from Poison", + "range": "Touch", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "Action or Ritual", + "classes": [ + "Cleric", + "Druid", + "Paladin" + ], + "components": [ + "V", + "S" + ], + "desc": "You remove poison and rot from nonmagical food and drink in a 5-foot-radius Sphere centered on a point within range.", + "duration": "Instantaneous", + "id": 810, + "level": 1, + "locations": [ + { + "page": 310, + "sourcebook": "PHB24" + } + ], + "name": "Purify Food and Drink", + "range": "10 feet", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "1 hour", + "classes": [ + "Bard", + "Cleric", + "Paladin" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "With a touch, you revive a dead creature if it has been dead no longer than 10 days and it wasn't Undead when it died.\n\nThe creature returns to life with 1 Hit Point. This spell also neutralizes any poisons that affected the creature at the time of death.\n\nThis spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival\u2014its head, for instance\u2014the spell automatically fails.\n\nComing back from the dead is an ordeal. The target takes a \u22124 penalty to D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0.", + "duration": "Instantaneous", + "id": 811, + "level": 5, + "locations": [ + { + "page": 310, + "sourcebook": "PHB24" + } + ], + "material": "A diamond worth 500+ gp, which the spell consumes", + "name": "Raise Dead", + "range": "Touch", + "ruleset": "2024", + "school": "Necromancy" + }, + { + "casting_time": "Action or Ritual", + "classes": [ + "Bard", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures that can't communicate in any languages aren't affected by this spell.\n\nUntil the spell ends, the targets can communicate telepathically through the bond whether or not they share a language. The communication is possible over any distance, though it can't extend to other planes of existence.", + "duration": "1 hour", + "id": 812, + "level": 5, + "locations": [ + { + "page": 311, + "sourcebook": "PHB24" + } + ], + "material": "Two eggs", + "name": "Rary's Telepathic Bond", + "range": "30 feet", + "ruleset": "2024", + "school": "Divination" + }, + { + "casting_time": "Action", + "classes": [ + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "A beam of enervating energy shoots from you toward a creature within range. The target must make a Constitution saving throw. On a successful save, the target has Disadvantage on the next attack roll it makes until the start of your next turn.\n\nOn a failed save, the target has Disadvantage on Strength-based D20 Tests for the duration. During that time, it also subtracts 1d8 from all its damage rolls. The target repeats the save at the end of each of its turns, ending the spell on a success.", + "duration": "up to 1 minute", + "id": 813, + "level": 2, + "locations": [ + { + "page": 311, + "sourcebook": "PHB24" + } + ], + "name": "Ray of Enfeeblement", + "range": "60 feet", + "ruleset": "2024", + "school": "Necromancy" + }, + { + "casting_time": "Action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "desc": "A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 Cold damage, and its Speed is reduced by 10 feet until the start of your next turn.", + "duration": "Instantaneous", + "higher_level": "The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).", + "id": 814, + "level": 0, + "locations": [ + { + "page": 311, + "sourcebook": "PHB24" + } + ], + "name": "Ray of Frost", + "range": "60 feet", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "desc": "You shoot a greenish ray at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 Poison damage and has the Poisoned condition until the end of your next turn.", + "duration": "Instantaneous", + "higher_level": "The damage increases by 1d8 for each spell slot level above 1.", + "id": 815, + "level": 1, + "locations": [ + { + "page": 311, + "sourcebook": "PHB24" + } + ], + "name": "Ray of Sickness", + "range": "60 feet", + "ruleset": "2024", + "school": "Necromancy" + }, + { + "casting_time": "1 minute", + "classes": [ + "Bard", + "Cleric", + "Druid" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "A creature you touch regains 4d8 + 15 Hit Points. For the duration, the target regains 1 Hit Point at the start of each of its turns, and any severed body parts regrow after 2 minutes.", + "duration": "1 hour", + "id": 816, + "level": 7, + "locations": [ + { + "page": 311, + "sourcebook": "PHB24" + } + ], + "material": "A prayer wheel", + "name": "Regenerate", + "range": "Touch", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "1 hour", + "classes": [ + "Druid" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You touch a dead Humanoid or a piece of one. If the creature has been dead no longer than 10 days, the spell forms a new body for it and calls the soul to enter that body. Roll 1d10 and consult the table below to determine the body's species, or the DM chooses another playable species.\n\n1d10 Species\n1 Aasimar\n2 Dragonborn\n3 Dwarf\n4 Elf\n5 Gnome\n6 Goliath\n7 Halfling\n8 Human\n9 Orc\n10 Tiefling\n\nThe reincarnated creature makes any choices that a species' description offers, and the creature recalls its former life. It retains the capabilities it had in its original form, except it loses the traits of its previous species and gains the traits of its new one.", + "duration": "Instantaneous", + "id": 817, + "level": 5, + "locations": [ + { + "page": 311, + "sourcebook": "PHB24" + } + ], + "material": "Rare oils worth 1,000+ gp, which the spell consumes", + "name": "Reincarnate", + "range": "Touch", + "ruleset": "2024", + "school": "Necromancy" + }, + { + "casting_time": "Action", + "classes": [ + "Cleric", + "Paladin", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "desc": "At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's Attunement to the object so it can be removed or discarded.", + "duration": "Instantaneous", + "id": 818, + "level": 3, + "locations": [ + { + "page": 312, + "sourcebook": "PHB24" + } + ], + "name": "Remove Curse", + "range": "Touch", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Cleric", + "Druid" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "You touch a willing creature and choose a damage type: Acid, Bludgeoning, Cold, Fire, Lightning, Necrotic, Piercing, Poison, Radiant, Slashing, or Thunder. When the creature takes damage of the chosen type before the spell ends, the creature reduces the total damage taken by 1d4. A creature can benefit from this spell only once per turn.", + "duration": "up to 1 minute", + "id": 819, + "level": 0, + "locations": [ + { + "page": 312, + "sourcebook": "PHB24" + } + ], + "name": "Resistance", + "range": "Touch", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "1 hour", + "classes": [ + "Bard", + "Cleric" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "With a touch, you revive a dead creature that has been dead for no more than a century, didn't die of old age, and wasn't Undead when it died.\n\nThe creature returns to life with all its Hit Points. This spell also neutralizes any poisons that affected the creature at the time of death. This spell closes all mortal wounds and restores any missing body parts.\n\nComing back from the dead is an ordeal. The target takes a \u22124 penalty to D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0.\n\nCasting this spell to revive a creature that has been dead for 365 days or longer taxes you. Until you finish a Long Rest, you can't cast spells again, and you have Disadvantage on D20 Tests.", + "duration": "Instantaneous", + "id": 820, + "level": 7, + "locations": [ + { + "page": 312, + "sourcebook": "PHB24" + } + ], + "material": "A diamond worth 1,000+ gp, which the spell consumes", + "name": "Resurrection", + "range": "Touch", + "ruleset": "2024", + "school": "Necromancy" + }, + { + "casting_time": "Action", + "classes": [ + "Druid", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "This spell reverses gravity in a 50-foot-radius, 100-foot high Cylinder centered on a point within range. All creatures and objects in that area that aren't anchored to the ground fall upward and reach the top of the Cylinder. A creature can make a Dexterity saving throw to grab a fixed object it can reach, thus avoiding the fall upward.\n\nIf a ceiling or an anchored object is encountered in this upward fall, creatures and objects strike it just as they would during a downward fall. If an affected creature or object reaches the Cylinder's top without striking anything, it hovers there for the duration. When the spell ends, affected objects and creatures fall downward.", + "duration": "up to 1 minute", + "id": 821, + "level": 7, + "locations": [ + { + "page": 312, + "sourcebook": "PHB24" + } + ], + "material": "A lodestone and iron filings", + "name": "Reverse Gravity", + "range": "100 feet", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Action", + "classes": [ + "Cleric", + "Druid", + "Paladin", + "Ranger" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You touch a creature that has died within the last minute. That creature revives with 1 Hit Point. This spell can't revive a creature that has died of old age, nor does it restore any missing body parts.", + "duration": "Instantaneous", + "id": 822, + "level": 3, + "locations": [ + { + "page": 312, + "sourcebook": "PHB24" + } + ], + "material": "A diamond worth 300+ gp, which the spell consumes", + "name": "Revivify", + "range": "Touch", + "ruleset": "2024", + "school": "Necromancy" + }, + { + "casting_time": "Action", + "classes": [ + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You touch a rope. One end of it hovers upward until the rope hangs perpendicular to the ground or the rope reaches a ceiling. At the rope's upper end, an Invisible 3-foot-by-5-foot portal opens to an extradimensional space that lasts until the spell ends. That space can be reached by climbing the rope, which can be pulled into or dropped out of it.\n\nThe space can hold up to eight Medium or smaller creatures. Attacks, spells, and other effects can't pass into or out of the space, but creatures inside it can see\nthrough the portal. Anything inside the space drops out when the spell ends.", + "duration": "1 hour", + "id": 823, + "level": 2, + "locations": [ + { + "page": 312, + "sourcebook": "PHB24" + } + ], + "material": "A segment of rope", + "name": "Rope Trick", + "range": "Touch", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Action", + "classes": [ + "Cleric" + ], + "components": [ + "V", + "S" + ], + "desc": "Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 Radiant damage. The target gains no benefit from Half Cover or Three-Quarters Cover for this save.", + "duration": "Instantaneous", + "higher_level": "The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).", + "id": 824, + "level": 0, + "locations": [ + { + "page": 313, + "sourcebook": "PHB24" + } + ], + "name": "Sacred Flame", + "range": "60 feet", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Bonus Action", + "classes": [ + "Cleric" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You ward a creature within range. Until the spell ends, any creature who targets the warded creature with an attack roll or a damaging spell must succeed on a Wisdom saving throw or either choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from areas of effect.\n\nThe spell ends if the warded creature makes an attack roll, casts a spell, or deals damage.", + "duration": "1 minute", + "id": 825, + "level": 1, + "locations": [ + { + "page": 313, + "sourcebook": "PHB24" + } + ], + "material": "A shard of glass from a mirror", + "name": "Sanctuary", + "range": "30 feet", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "desc": "You hurl three fiery rays. You can hurl them at one target within range or at several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 Fire damage.", + "duration": "Instantaneous", + "higher_level": "You create one additional ray for each spell slot level above 2.", + "id": 826, + "level": 2, + "locations": [ + { + "page": 313, + "sourcebook": "PHB24" + } + ], + "name": "Scorching Ray", + "range": "120 feet", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "10 minutes", + "classes": [ + "Bard", + "Cleric", + "Druid", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You can see and hear a creature you choose that is on the same plane of existence as you. The target makes a Wisdom saving throw, which is modified (see the tables below) by how well you know the target and the sort of physical connection you have to it. The target doesn't know what it is making the save against, only that it feels uneasy.\n\nYour Knowledge of the Target Is... Save Modifier\nSecondhand (heard of the target) +5\nFirsthand (met the target) +0\nExtensive (know the target well) \u22125\n\nYou Have the Target's... Save Modifier\nPicture or other likeness \u22122\nGarment or other possession \u22124\nBody part, lock of hair, or bit of nail \u221210\n\nOn a successful save, the target isn't affected, and you can't use this spell on it again for 24 hours.\n\nOn a failed save, the spell creates an Invisible, intangible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. If something can see the sensor, it appears as a luminous orb about the size of your fist.\n\nInstead of targeting a creature, you can target a location you have seen. When you do so, the sensor appears at that location and doesn't move.", + "duration": "up to 10 minutes", + "id": 827, + "level": 5, + "locations": [ + { + "page": 313, + "sourcebook": "PHB24" + } + ], + "material": "A focus worth 1,000+ gp, such as a crystal ball, mirror, or water-filled font", + "name": "Scrying", + "range": "Self", + "ruleset": "2024", + "school": "Divination" + }, + { + "casting_time": "Bonus Action, which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike", + "classes": [ + "Paladin" + ], + "components": [ + "V" + ], + "desc": "As you hit the target, it takes an extra 1d6 Fire damage from the attack. At the start of each of its turns until the spell ends, the target takes 1d6 Fire damage and then makes a Constitution saving throw. On a failed save, the spell continues. On a successful save, the spell ends.", + "duration": "1 minute", + "higher_level": "All the damage increases by 1d6 for each spell slot level above 1.", + "id": 828, + "level": 1, + "locations": [ + { + "page": 314, + "sourcebook": "PHB24" + } + ], + "name": "Searing Smite", + "range": "Self", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "For the duration, you see creatures and objects that have the Invisible condition as if they were visible, and you can see into the Ethereal Plane. Creatures and objects there appear ghostly.", + "duration": "1 hour", + "id": 829, + "level": 2, + "locations": [ + { + "page": 314, + "sourcebook": "PHB24" + } + ], + "material": "A pinch of talc", + "name": "See Invisibility", + "range": "Self", + "ruleset": "2024", + "school": "Divination" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "desc": "You give an illusory appearance to each creature of your choice that you can see within range. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell.\n\nYou can give the same appearance or different ones to the targets. The spell can change the appearance of the targets' bodies and equipment. You can make each creature seem 1 foot shorter or taller and appear heavier or lighter. A target's new appearance must have the same basic arrangement of limbs as the target, but the extent of the illusion is otherwise up to you. The spell lasts for the duration.\n\nThe changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to a creature's outfit, objects pass through the hat.\n\nA creature that takes the Study action to examine a target can make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised.", + "duration": "8 hours", + "id": 830, + "level": 5, + "locations": [ + { + "page": 314, + "sourcebook": "PHB24" + } + ], + "name": "Seeming", + "range": "30 feet", + "ruleset": "2024", + "school": "Illusion" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Cleric", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You send a short message of 25 words or fewer to a creature you have met or a creature described to you by someone who has met it. The target hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables targets to understand the meaning of your message.\n\nYou can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive. You know if the delivery fails.\n\nUpon receiving your message, a creature can block your ability to reach it again with this spell for 8 hours. If you try to send another message during that time, you learn that you are blocked, and the spell fails.", + "duration": "Instantaneous", + "id": 831, + "level": 3, + "locations": [ + { + "page": 314, + "sourcebook": "PHB24" + } + ], + "material": "A copper wire", + "name": "Sending", + "range": "Unlimited", + "ruleset": "2024", + "school": "Divination" + }, + { + "casting_time": "Action", + "classes": [ + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "With a touch, you magically sequester an object or a willing creature. For the duration, the target has the Invisible condition and can't be targeted by Divination spells, detected by magic, or viewed remotely with magic.\n\nIf the target is a creature, it enters a state of suspended animation; it has the Unconscious condition, doesn't age, and doesn't need food, water, or air.\n\nYou can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include \u201cafter 1,000 years\u201d or \u201cwhen the tarrasque awakens.\u201d This spell also ends if the target takes any damage.", + "duration": "Until dispelled", + "id": 832, + "level": 7, + "locations": [ + { + "page": 315, + "sourcebook": "PHB24" + } + ], + "material": "Gem dust worth 5,000+ gp, which the spell consumes", + "name": "Sequester", + "range": "Touch", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Action", + "classes": [ + "Druid", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You shape-shift into another creature for the duration or until you take a Magic action to shape-shift into a different eligible form. The new form must be of a creature that has a Challenge Rating no higher than your level or Challenge Rating. You must have seen the sort of creature before, and it can't be a Construct or an Undead.\n\nWhen you shape-shift, you gain a number of Temporary Hit Points equal to the Hit Points of the form. The spell ends early if you have no Temporary Hit Points left.\n\nYour game statistics are replaced by the stat block of the chosen form, but you retain your creature type; alignment; personality; Intelligence, Wisdom, and Charisma scores; Hit Points; Hit Point Dice; proficiencies; and ability to communicate. If you have the Spellcasting feature, you retain it too.\n\nUpon shape-shifting, you determine whether your equipment drops to the ground or changes in size and shape to fit the new form while you're in it.", + "duration": "up to 1 hour", + "id": 833, + "level": 9, + "locations": [ + { + "page": 315, + "sourcebook": "PHB24" + } + ], + "material": "A jade circlet worth 1,500+ gp", + "name": "Shapechange", + "range": "Self", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "A loud noise erupts from a point of your choice within range. Each creature in a 10-foot-radius Sphere centered there makes a Constitution saving throw, taking 3d8 Thunder damage on a failed save or half as much damage on a successful one. A Construct has Disadvantage on the save.\n\nA nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.", + "duration": "Instantaneous", + "higher_level": "The damage increases by 1d8 for each spell slot level above 2.", + "id": 834, + "level": 2, + "locations": [ + { + "page": 316, + "sourcebook": "PHB24" + } + ], + "material": "A chip of mica", + "name": "Shatter", + "range": "60 feet", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Reaction, which you take when you are hit by an attack roll or targeted by the Magic Missile spell", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "desc": "An imperceptible barrier of magical force protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile.", + "duration": "1 round", + "id": 835, + "level": 1, + "locations": [ + { + "page": 316, + "sourcebook": "PHB24" + } + ], + "name": "Shield", + "range": "Self", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "Bonus Action", + "classes": [ + "Cleric", + "Paladin" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "A shimmering field surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.", + "duration": "up to 10 minutes", + "id": 836, + "level": 1, + "locations": [ + { + "page": 316, + "sourcebook": "PHB24" + } + ], + "material": "A prayer scroll", + "name": "Shield of Faith", + "range": "60 feet", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "Bonus Action", + "classes": [ + "Druid" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "A Club or Quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. If the attack deals damage, it can be Force damage or the weapon's normal damage type (your choice).\n\nThe spell ends early if you cast it again or if you let go of the weapon.", + "duration": "1 minute", + "higher_level": "The damage die changes when you reach levels 5 (d10), 11 (d12), and 17 (2d6).", + "id": 837, + "level": 0, + "locations": [ + { + "page": 316, + "sourcebook": "PHB24" + } + ], + "material": "Mistletoe", + "name": "Shillelagh", + "range": "Self", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Bonus Action, which you take immediately after hitting a creature with a Melee weapon or an Unarmed Strike", + "classes": [ + "Paladin" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "The target hit by the strike takes an extra 2d6 Radiant damage from the attack. Until the spell ends, the target sheds Bright Light in a 5-foot radius, attack rolls against it have Advantage, and it can't benefit from the Invisible condition.", + "duration": "up to1 minute", + "higher_level": "The damage increases by 1d6 for each spell slot level above 2.", + "id": 838, + "level": 2, + "locations": [ + { + "page": 316, + "sourcebook": "PHB24" + } + ], + "name": "Shining Smite", + "range": "Self", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "desc": "Lightning springs from you to a creature that you try to touch. Make a melee spell attack against the target. On a hit, the target takes 1d8 Lightning damage, and it can't make Opportunity Attacks until the start of its next turn.", + "duration": "Instantaneous", + "higher_level": "The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).", + "id": 839, + "level": 0, + "locations": [ + { + "page": 316, + "sourcebook": "PHB24" + } + ], + "name": "Shocking Grasp", + "range": "Touch", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Action or Ritual", + "classes": [ + "Bard", + "Cleric", + "Ranger" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "For the duration, no sound can be created within or pass through a 20-foot-radius Sphere centered on a point you choose within range. Any creature or object entirely inside the Sphere has Immunity to Thunder damage, and creatures have the Deafened condition while entirely inside it. Casting a spell that includes a Verbal component is impossible there.", + "duration": "up to 10 minutes", + "id": 840, + "level": 2, + "locations": [ + { + "page": 316, + "sourcebook": "PHB24" + } + ], + "name": "Silence", + "range": "120 feet", + "ruleset": "2024", + "school": "Illusion" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot Cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects.\n\nAs a Magic action, you can cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.\n\nPhysical interaction with the image reveals it to be an illusion, since things can pass through it. A creature that takes a Study action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.", + "duration": "up to 10 minutes", + "id": 841, + "level": 1, + "locations": [ + { + "page": 317, + "sourcebook": "PHB24" + } + ], + "material": "A bit of fleece", + "name": "Silent Image", + "range": "60 feet", + "ruleset": "2024", + "school": "Illusion" + }, + { + "casting_time": "12 hours", + "classes": [ + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You create a simulacrum of one Beast or Humanoid that is within 10 feet of you for the entire casting of the spell. You finish the casting by touching both the creature and a pile of ice or snow that is the same size as that creature, and the pile turns into the simulacrum, which is a creature. It uses the game statistics of the original creature at the time of casting, except it is a Construct, its Hit Point maximum is half as much, and it can't cast this spell.\n\nThe simulacrum is Friendly to you and creatures you designate. It obeys your commands and acts on your turn in combat. The simulacrum can't gain levels, and it can't take Short or Long Rests.\n\nIf the simulacrum takes damage, the only way to restore its Hit Points is to repair it as you take a Long Rest, during which you expend components worth 100 GP per Hit Point restored. The simulacrum must stay within 5 feet of you for the repair.\n\nThe simulacrum lasts until it drops to 0 Hit Points, at which point it reverts to snow and melts away. If you cast this spell again, any simulacrum you created with this spell is instantly destroyed.", + "duration": "Until dispelled", + "id": 842, + "level": 7, + "locations": [ + { + "page": 317, + "sourcebook": "PHB24" + } + ], + "material": "Powdered ruby worth 1,500+ gp, which the spell consumes", + "name": "Simulacrum", + "range": "Touch", + "ruleset": "2024", + "school": "Illusion" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Each creature of your choice in a 5-foot-radius Sphere centered on a point within range must succeed on a Wisdom saving throw or have the Incapacitated condition until the end of its next turn, at which point it must repeat the save. If the target fails the second save, the target has the Unconscious condition for the duration. The spell ends on a target if it takes damage or someone within 5 feet of it takes an action to shake it out of the spell's effect.\n\nCreatures that don't sleep, such as elves, or that have Immunity to the Exhaustion condition automatically succeed on saves against this spell.", + "duration": "up to 1 minute", + "id": 843, + "level": 1, + "locations": [ + { + "page": 317, + "sourcebook": "PHB24" + } + ], + "material": "A pinch of sand or rose petals", + "name": "Sleep", + "range": "60 feet", + "ruleset": "2024", + "school": "Enchantment" + }, + { + "casting_time": "Action", + "classes": [ + "Druid", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Until the spell ends, sleet falls in a 40-foot-tall, 20-foot-radius Cylinder centered on a point you choose within range. The area is Heavily Obscured, and exposed flames in the area are doused.\n\nGround in the Cylinder is Difficult Terrain. When a creature enters the Cylinder for the first time on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the Prone condition and lose Concentration.", + "duration": "up to 1 minute", + "id": 844, + "level": 3, + "locations": [ + { + "page": 317, + "sourcebook": "PHB24" + } + ], + "material": "A miniature umbrella", + "name": "Sleet Storm", + "range": "150 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You alter time around up to six creatures of your choice in a 40-foot Cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.\n\nAn affected target's Speed is halved, it takes a \u22122 penalty to AC and Dexterity saving throws, and it can't take Reactions. On its turns, it can take either an action or a Bonus Action, not both, and it can make only one attack if it takes the Attack action. If it casts a spell with a Somatic component, there is a 25 percent chance the spell fails as a result of the target making the spell's gestures too slowly.\n\nAn affected target repeats the save at the end of each of its turns, ending the spell on itself on a success.", + "duration": "up to 1 minute", + "id": 845, + "level": 3, + "locations": [ + { + "page": 318, + "sourcebook": "PHB24" + } + ], + "material": "A drop of molasses", + "name": "Slow", + "range": "120 feet", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Action", + "classes": [ + "Sorcerer" + ], + "components": [ + "V", + "S" + ], + "desc": "You cast sorcerous energy at one creature or object within range. Make a ranged attack roll against the target. On a hit, the target takes 1d8 damage of a type you choose: Acid, Cold, Fire, Lightning, Poison, Psychic, or Thunder.\n\nIf you roll an 8 on a d8 for this spell, you can roll another d8, and add it to the damage. When you cast this spell, the maximum number of these d8s you can add to the spell's damage equals your spellcasting ability modifier.", + "duration": "Instantaneous", + "higher_level": "The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).", + "id": 846, + "level": 0, + "locations": [ + { + "page": 318, + "sourcebook": "PHB24" + } + ], + "name": "Sorcerous Burst", + "range": "120 feet", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Action", + "classes": [ + "Cleric", + "Druid" + ], + "components": [ + "V", + "S" + ], + "desc": "Choose a creature within range that has 0 Hit Points and isn't dead. The creature becomes Stable.", + "duration": "Instantaneous", + "higher_level": "The range doubles when you reach levels 5 (30 feet), 11 (60 feet), and 17 (120 feet).", + "id": 847, + "level": 0, + "locations": [ + { + "page": 318, + "sourcebook": "PHB24" + } + ], + "name": "Spare the Dying", + "range": "15 feet", + "ruleset": "2024", + "school": "Necromancy" + }, + { + "casting_time": "Action or Ritual", + "classes": [ + "Bard", + "Druid", + "Ranger", + "Warlock" + ], + "components": [ + "V", + "S" + ], + "desc": "For the duration, you can comprehend and verbally communicate with Beasts, and you can use any of the Influence action's skill options with them.\n\nMost Beasts have little to say about topics that don't pertain to survival or companionship, but at minimum, a Beast can give you information about nearby locations and monsters, including whatever it has perceived within the past day.", + "duration": "10 minutes", + "id": 848, + "level": 1, + "locations": [ + { + "page": 318, + "sourcebook": "PHB24" + } + ], + "name": "Speak with Animals", + "range": "Self", + "ruleset": "2024", + "school": "Divination" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Cleric", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You grant the semblance of life to a corpse of your choice within range, allowing it to answer questions you pose. The corpse must have a mouth, and this spell fails if the deceased creature was Undead when it died. The spell also fails if the corpse was the target of this spell within the past 10 days.\n\nUntil the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are antagonistic toward it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.", + "duration": "10 minutes", + "id": 849, + "level": 3, + "locations": [ + { + "page": 318, + "sourcebook": "PHB24" + } + ], + "material": "Burning incense", + "name": "Speak with Dead", + "range": "10 feet", + "ruleset": "2024", + "school": "Necromancy" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Druid", + "Ranger" + ], + "components": [ + "V", + "S" + ], + "desc": "You imbue plants in an immobile 30-foot Emanation with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell's area within the past day, gaining information about creatures that have passed, weather, and other circumstances.\n\nYou can also turn Difficult Terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into Difficult Terrain that lasts for the duration.\n\nThe spell doesn't enable plants to uproot themselves and move about, but they can move their branches, tendrils, and stalks for you.\n\nIf a Plant creature is in the area, you can communicate with it as if you shared a common language.", + "duration": "10 minutes", + "id": 850, + "level": 3, + "locations": [ + { + "page": 319, + "sourcebook": "PHB24" + } + ], + "name": "Speak with Plants", + "range": "Self", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Action", + "classes": [ + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and along ceilings, while leaving its hands free. The target also gains a Climb Speed equal to its Speed.", + "duration": "up to 1 hour", + "higher_level": "You can target one additional creature for each spell slot level about 2.", + "id": 851, + "level": 2, + "locations": [ + { + "page": 319, + "sourcebook": "PHB24" + } + ], + "material": "A drop of bitumen and a spider", + "name": "Spider Climb", + "range": "Touch", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Action", + "classes": [ + "Druid", + "Ranger" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "The ground in a 20-foot-radius Sphere centered on a point within range sprouts hard spikes and thorns. The area becomes Difficult Terrain for the duration. When a creature moves into or within the area, it takes 2d4 Piercing damage for every 5 feet it travels.\n\nThe transformation of the ground is camouflaged to look natural. Any creature that can't see the area when the spell is cast must take a Search action and succeed on a Wisdom (Perception or Survival) check against your spell save DC to recognize the terrain as hazardous before entering it.", + "duration": "up to 10 minutes", + "id": 852, + "level": 2, + "locations": [ + { + "page": 319, + "sourcebook": "PHB24" + } + ], + "material": "Seven thorns", + "name": "Spike Growth", + "range": "150 feet", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Action", + "classes": [ + "Cleric" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Protective spirits flit around you in a 15-foot Emanation for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.\n\nWhen you cast this spell, you can designate creatures to be unaffected by it. Any other creature's Speed is halved in the Emanation, and whenever the Emanation enters a creature's space and whenever a creature enters the Emanation or ends its turn there, the creature must make a Wisdom saving throw. On a failed save, the creature takes 3d8 Radiant damage (if you are good or neutral) or 3d8 Necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. A creature makes this save only once per turn.", + "duration": "up to 10 minutes", + "higher_level": "The damage increases by 1d8 for each spell slot level above 3.", + "id": 853, + "level": 3, + "locations": [ + { + "page": 319, + "sourcebook": "PHB24" + } + ], + "material": "A prayer scroll", + "name": "Spirit Guardians", + "range": "Self", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Bonus Action", + "classes": [ + "Cleric" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "You create a floating, spectral force that resembles a weapon of your choice and lasts for the duration. The force appears within range in a space of your choice, and you can immediately make one melee spell attack against one creature within 5 feet of the force. On a hit, the target takes Force damage equal to 1d8 plus your spellcasting ability modifier.\n\nAs a Bonus Action on your later turns, you can move the force up to 20 feet and repeat the attack against a creature within 5 feet of it.", + "duration": "up to 1 minute", + "higher_level": "The damage increases by 1d8 for every slot level above 2.", + "id": 854, + "level": 2, + "locations": [ + { + "page": 319, + "sourcebook": "PHB24" + } + ], + "name": "Spiritual Weapon", + "range": "60 feet", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Bonus Action, which you take immediately after hitting a creature with a Melee weapon or an Unarmed Strike", + "classes": [ + "Paladin" + ], + "components": [ + "V" + ], + "desc": "The target takes an extra 4d6 Psychic damage from the attack, and the target must succeed on a Wisdom saving throw or have the Stunned condition until the end of your next turn.", + "duration": "Instantaneous", + "higher_level": "The extra damage increases by 1d6 for each spell slot level above 4.", + "id": 855, + "level": 4, + "locations": [ + { + "page": 320, + "sourcebook": "PHB24" + } + ], + "name": "Staggering Smite", + "range": "Self", + "ruleset": "2024", + "school": "Enchantment" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Druid" + ], + "components": [ + "V", + "S" + ], + "desc": "You launch a mote of light at one creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 Radiant damage, and until the end of your next turn, it emits Dim Light in a 10-foot radius and can't benefit from the Invisible condition.", + "duration": "Instantaneous", + "higher_level": "The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).", + "id": 856, + "level": 0, + "locations": [ + { + "page": 320, + "sourcebook": "PHB24" + } + ], + "name": "Starry Wisp", + "range": "60 feet", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Action", + "classes": [ + "Ranger", + "Wizard" + ], + "components": [ + "S", + "M" + ], + "desc": "You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 Force damage.\n\nYou then teleport to an unoccupied space you can see within 5 feet of one of the targets.", + "duration": "Instantaneous", + "id": 857, + "level": 5, + "locations": [ + { + "page": 320, + "sourcebook": "PHB24" + } + ], + "material": "A melee weapon worth 1+ sp", + "name": "Steel Wind Strike", + "range": "30 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You create a 20-foot-radius Sphere of yellow, nauseating gas centered on a point within range. The cloud is Heavily Obscured. The cloud lingers in the air for the duration or until a strong wind (such as the one created by Gust of Wind) disperses it.\n\nEach creature that starts its turn in the Sphere must succeed on a Constitution saving throw or have the Poisoned condition until the end of the current turn. While Poisoned in this way, the creature can't take an action or a Bonus Action.", + "duration": "up to 1 minute", + "id": 858, + "level": 3, + "locations": [ + { + "page": 321, + "sourcebook": "PHB24" + } + ], + "material": "A rotten egg", + "name": "Stinking Cloud", + "range": "90 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Cleric", + "Druid", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape you like. For example, you could shape a large rock into a weapon, statue, or coffer, or you could make a small passage through a wall that is 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn't possible.", + "duration": "Instantaneous", + "id": 859, + "level": 4, + "locations": [ + { + "page": 321, + "sourcebook": "PHB24" + } + ], + "material": "Soft clay", + "name": "Stone Shape", + "range": "Touch", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Action", + "classes": [ + "Druid", + "Ranger", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Until the spell ends, one willing creature you touch has Resistance to Bludgeoning, Piercing, and Slashing damage.", + "duration": "up to 1 hour", + "id": 860, + "level": 4, + "locations": [ + { + "page": 321, + "sourcebook": "PHB24" + } + ], + "material": "Diamond dust worth 100+ gp, which the spell consumes", + "name": "Stoneskin", + "range": "Touch", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Action", + "classes": [ + "Druid" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "A churning storm cloud forms for the duration, centered on a point within range and spreading to a radius of 300 feet. Each creature under the cloud when it appears must succeed on a Constitution saving throw or take 2d6 Thunder damage and have the Deafened condition for the duration.\n\nAt the start of each of your later turns, the storm produces different effects, as detailed below.\n\nTurn 2. Acidic rain falls. Each creature and object under the cloud takes 4d6 Acid damage.\n\nTurn 3. You call six bolts of lightning from the cloud to strike six different creatures or objects beneath it. Each target makes a Dexterity saving throw, taking 10d6 Lightning damage on a failed save or half as much damage on a successful one.\n\nTurn 4. Hailstones rain down. Each creature under the cloud takes 2d6 Bludgeoning damage.\n\nTurns 5\u201310. Gusts and freezing rain assail the area under the cloud. Each creature there takes 1d6 Cold damage. Until the spell ends, the area is Difficult Terrain and Heavily Obscured, ranged attacks with weapons are impossible there, and strong wind blows through the area.", + "duration": "up to 1 minute", + "id": 861, + "level": 9, + "locations": [ + { + "page": 321, + "sourcebook": "PHB24" + } + ], + "name": "Storm of Vengeance", + "range": "1 mile", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "M" + ], + "concentration": true, + "desc": "You suggest a course of activity\u2014described in no more than 25 words\u2014to one creature you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to the target or its allies. For example, you could say, \u201cFetch the key to the cult's treasure vault, and give the key to me.\u201d Or you could say, \u201cStop fighting, leave this library peacefully, and don't return.\u201d\n\nThe target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or until you or your allies deal damage to the target. The Charmed target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for the target upon completing it.", + "duration": "up to 8 hours", + "id": 862, + "level": 2, + "locations": [ + { + "page": 321, + "sourcebook": "PHB24" + } + ], + "material": "A drop of honey", + "name": "Suggestion", + "range": "30 feet", + "ruleset": "2024", + "school": "Enchantment" + }, + { + "casting_time": "Action", + "classes": [ + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range and uses the Aberrant Spirit stat block. When you cast the spell, choose Beholderkin, Mind Flayer, or Slaad. The creature resembles an Aberration of that kind, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.\n\nThe creature is an ally to you and your allies. In combat, it shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.\n\nMedium Aberration, Neutral\n\nAC 11 + the spell's level\n\nHP 40 + 10 for each spell level above 4\n\nSpeed 30 ft.; Fly 30 ft. (hover; Beholderkin only)\n\n Mod Save\n16 +3 +3\n10 +0 +0\n15 +2 +2\n\n Mod Save\n16 +3 +3\n10 +0 +0\n6 \u22122 \u22122\n\nImmunities Psychic\n\nSenses Darkvision 60 ft., Passive Perception 10\n\nLanguages Deep Speech, understands the languages you know\n\nCR None (XP 0; PB equals your Proficiency Bonus)\n\nTraits\n\nRegeneration (Slaad Only). The spirit regains 5 Hit Points at the start of its turn if it has at least 1 Hit Point.\n\nWhispering Aura (Mind Flayer Only). At the start of each of the spirit's turns, the spirit emits psionic energy if it doesn't have the Incapacitated condition. Wisdom Saving Throw: DC equals your spell save DC, each creature (other than you) within 5 feet of the spirit. Failure: 2d6 Psychic damage.\n\nActions\n\nMultiattack. The spirit makes a number of attacks equal to half this spell's level (round down).\n\nClaw (Slaad Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d10 + 3 + the spell's level Slashing damage, and the target can't regain Hit Points until the start of the spirit's next turn.\n\nEye Ray (Beholderkin Only). Ranged Attack Roll: Bonus equals your spell attack modifier, range 150 ft. Hit: 1d8 + 3 + the spell's level Psychic damage.\n\nPsychic Slam (Mind Flayer Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit:1d8 + 3 + the spell's level Psychic damage.", + "duration": "up to 1 hour", + "higher_level": "Use the spell slot's level for the spell's level in the stat block.", + "id": 863, + "level": 4, + "locations": [ + { + "page": 322, + "sourcebook": "PHB24" + } + ], + "material": "A pickled tentacle and an eyeball in a platinum-inlaid vial worth 400+ gp", + "name": "Summon Aberration", + "range": "90 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Druid", + "Ranger" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range and uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land, or Water. The creature resembles an animal of your choice that is native to the chosen environment, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.\n\nThe creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.\n\nSmall Beast, Neutral\n\nAC 11 + the spell's level\n\nHP 20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2\n\nSpeed 30 ft.; Climb 30 ft. (Land only); Fly 60 ft. (Air only); Swim 30 ft. (Water only)\n\n Mod Save\n18 +4 +4\n11 +0 +0\n16 +3 +3\n\n Mod Save\n4 \u20133 \u20133\n14 +2 +2\n5 \u22123 \u22123\n\nSenses Darkvision 60 ft., Passive Perception 12\n\nLanguages understands the languages you know\n\nCR None (XP 0; PB equals your Proficiency Bonus)\n\nTraits\n\nFlyby (Air Only). The spirit doesn't provoke Opportunity Attacks when it flies out of an enemy's reach.\n\nPack Tactics (Land and Water Only). The spirit has Advantage on an attack roll against a creature if at least one of the spirit's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition.\n\nWater Breathing (Water Only). The spirit can breathe only underwater.\n\nActions\n\nMultiattack. The spirit makes a number of Rend attacks equal to half this spell's level (round down).\n\nRend. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 4 + the spell's level Piercing damage.", + "duration": "up to 1 hour", + "higher_level": "Use the spell slot's level for the spell's level in the stat block.", + "id": 864, + "level": 2, + "locations": [ + { + "page": 322, + "sourcebook": "PHB24" + } + ], + "material": "A feather, tuft of fur, and fish tail inside a gilded acorn worth 200+ gp", + "name": "Summon Beast", + "range": "90 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Cleric", + "Paladin" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You call forth a Celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range and uses the Celestial Spirit stat block. When you cast the spell, choose Avenger or Defender. Your choice determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.\n\nThe creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.\n\nLarge Celestial, Neutral\n\nAC 11 + the spell's level + 2 (Defender only)\n\nHP 40 + 10 for each spell level above 5\n\nSpeed 30 ft., Fly 40 ft.\n\n Mod Save\n16 +3 +3\n14 +2 +2\n16 +3 +3\n\n Mod Save\n10 +0 +0\n14 +2 +2\n16 +3 +3\n\nResistances Radiant\n\nImmunities Charmed, Frightened\n\nSenses Darkvision 60 ft., Passive Perception 12\n\nLanguages Celestial, understands the languages you know\n\nCR None (XP 0; PB equals your Proficiency Bonus)\n\nActions\n\nMultiattack. The spirit makes a number of attacks equal to half this spell's level (round down).\n\nRadiant Bow (Avenger Only). Ranged Attack Roll: Bonus equals your spell attack modifier, range 600 ft. Hit: 2d6 + 2 + the spell's level Radiant damage.\n\nRadiant Mace (Defender Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d10 + 3 + the spell's level Radiant damage, and the spirit can choose itself or another creature it can see within 10 feet of the target. The chosen creature gains 1d10 Temporary Hit Points.\n\nHealing Touch (1/Day). The spirit touches another creature. The target regains Hit Points equal to 2d8 + the spell's level.", + "duration": "up to 1 hour", + "higher_level": "Use the spell slot's level for the spell's level in the stat block.", + "id": 865, + "level": 5, + "locations": [ + { + "page": 323, + "sourcebook": "PHB24" + } + ], + "material": "A reliquary worth 500+ gp", + "name": "Summon Celestial", + "range": "90 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You call forth the spirit of a Construct. It manifests in an unoccupied space that you can see within range and uses the Construct Spirit stat block. When you cast the spell, choose a material: Clay, Metal, or Stone. The creature resembles an animate statue (you determine the appearance) made of the chosen material, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.\n\nThe creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.\n\nMedium Construct, Neutral\n\nAC 13 + the spell's level\n\nHP 40 + 15 for each spell level above 4\n\nSpeed 30 ft.\n\n Mod Save\n18 +4 +4\n10 +0 +0\n18 +4 +4\n\n Mod Save\n14 +2 +2\n11 +0 +0\n5 \u22123 \u22123\n\nResistances Poison\n\nImmunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned\n\nSenses Darkvision 60 ft., Passive Perception 10\n\nLanguages Understands the languages you know\n\nCR None (XP 0; PB equals your Proficiency Bonus)\n\nTraits\n\nHeated Body (Metal Only). A creature that hits the spirit with a melee attack or that starts its turn in a grapple with the spirit takes 1d10 Fire damage.\n\nStony Lethargy (Stone Only). When a creature starts its turn within 10 feet of the spirit, the spirit can target it with magical energy if the spirit can see it. Wisdom Saving Throw: DC equals your spell save DC, the target. Failure: Until the start of its next turn, the target can't make Opportunity Attacks, and its Speed is halved.\n\nActions\n\nMultiattack. The spirit makes a number of Slam attacks equal to half this spell's level (round down).\n\nSlam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 4 + the spell's level Bludgeoning damage.\n\nReactions\n\nBerserk Lashing (Clay Only). Trigger: The spirit takes damage from a creature. Response: The spirit makes a Slam attack against that creature if possible, or the spirit moves up to half its Speed toward that creature without provoking Opportunity Attacks.", + "duration": "up to 1 hour", + "higher_level": "Use the spell slot's level for the spell's level in the stat block.", + "id": 866, + "level": 4, + "locations": [ + { + "page": 324, + "sourcebook": "PHB24" + } + ], + "material": "A lockbox worth 400+ gp", + "name": "Summon Construct", + "range": "90 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You call forth a Dragon spirit. It manifests in an unoccupied space that you can see within range and uses the Draconic Spirit stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.\n\nThe creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.\n\nLarge Dragon, Neutral\n\nAC 14 + the spell's level\n\nHP 50 + 10 for each spell level above 5\n\nSpeed 30 ft., Fly 60 ft., Swim 30 ft.\n\n Mod Save\n19 +4 +4\n14 +2 +2\n17 +3 +3\n\n Mod Save\n10 +0 +0\n14 +2 +2\n14 +2 +2\n\nResistances Acid, Cold, Fire, Lightning, Poison\n\nImmunities Charmed, Frightened, Poisoned\n\nSenses Blindsight 30 ft., Darkvision 60 ft., Passive Perception 12\n\nLanguages Draconic, understands the languages you know\n\nCR None (XP 0; PB equals your Proficiency Bonus)\n\nTraits\n\nShared Resistances. When you summon the spirit, choose one of its Resistances. You have Resistance to the chosen damage type until the spell ends.\n\nActions\n\nMultiattack. The spirit makes a number of Rend attacks equal to half the spell's level (round down), and it uses Breath Weapon.\n\nRend. Melee Attack: Bonus equals your spell attack modifier, reach 10 feet. Hit:1d6 + 4 + the spell's level Piercing damage.\n\nBreath Weapon.Dexterity Saving Throw: DC equals your spell save DC, each creature in a 30-foot Cone. Failure: 2d6 damage of a type this spirit has Resistance to (your choice when you cast the spell). Success: Half damage.", + "duration": "up to 1 hour", + "higher_level": "Use the spell slot's level for the spell's level in the stat block.", + "id": 867, + "level": 5, + "locations": [ + { + "page": 324, + "sourcebook": "PHB24" + } + ], + "material": "An object with the image of a dragon engraved on it worth 500+ gp", + "name": "Summon Dragon", + "range": "60 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Druid", + "Ranger", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You call forth an Elemental spirit. It manifests in an unoccupied space that you can see within range and uses the Elemental Spirit stat block. When you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature resembles a bipedal form wreathed in the chosen element, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.\n\nThe creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.\n\nMedium Elemental, Neutral\n\nAC 11 + the spell's level\n\nHP 50 + 10 for each spell level above 4\n\nSpeed 40 ft.; Burrow 40 ft. (Earth only); Fly 40 ft. (hover; Air only); Swim 40 ft. (Water only)\n\n Mod Save\n18 +4 +4\n15 +2 +2\n17 +3 +3\n\n Mod Save\n4 \u20133 \u20133\n10 +0 +0\n16 +3 +3\n\nResistances Acid (Water only), Lightning and Thunder (Air only), Piercing and Slashing (Earth only)\n\nImmunities Fire (Fire only), Poison; Exhaustion, Paralyzed, Petrified, Poisoned\n\nSenses Darkvision 60 ft., Passive Perception 10\n\nLanguages Primordial, understands the languages you know\n\nCR None (XP 0; PB equals your Proficiency Bonus)\n\nTraits\n\nAmorphous Form (Air, Fire, and Water Only). The spirit can move through a space as narrow as 1 inch wide without it counting as Difficult Terrain.\n\nActions\n\nMultiattack. The spirit makes a number of Slam attacks equal to half this spell's level (round down).\n\nSlam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d10 + 4 + the spell's level Bludgeoning (Earth only), Cold (Water only), Lightning (Air only), or Fire (Fire only) damage.", + "duration": "up to 1 hour", + "higher_level": "Use the spell slot's level for the spell's level in the stat block.", + "id": 868, + "level": 4, + "locations": [ + { + "page": 325, + "sourcebook": "PHB24" + } + ], + "material": "Air, a pebble, ash, and water inside a gold-inlaid vial worth 400+ gp", + "name": "Summon Elemental", + "range": "90 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Druid", + "Ranger", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You call forth a Fey spirit. It manifests in an unoccupied space that you can see within range and uses the Fey Spirit stat block. When you cast the spell, choose a mood: Fuming, Mirthful, or Tricksy. The creature resembles a Fey creature of your choice marked by the chosen mood, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.\n\nThe creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.\n\nSmall Fey, Neutral\n\nAC 12 + the spell's level\n\nHP 30 + 10 for each spell level above 3\n\nSpeed 30 ft., Fly 30 ft.\n\n Mod Save\n13 +1 +1\n16 +3 +3\n14 +2 +2\n\n Mod Save\n14 +2 +2\n11 +0 +0\n16 +3 +3\n\nImmunities Charmed\n\nSenses Darkvision 60 ft., Passive Perception 10\n\nLanguages Sylvan, understands the languages you know\n\nCR None (XP 0; PB equals your Proficiency Bonus)\n\nActions\n\nMultiattack. The spirit makes a number of Fey Blade attacks equal to half this spell's level (round down).\n\nFey Blade. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 2d6 + 3 + the spell's level Force damage.\n\nBonus Actions\n\nFey Step. The spirit magically teleports up to 30 feet to an unoccupied space it can see. Then one of the following effects occurs, based on the spirit's chosen mood:\n\nFuming. The spirit has Advantage on the next attack roll it makes before the end of this turn.\n\nMirthful. Wisdom Saving Throw: DC equals your spell save DC, one creature the spirit can see within 10 feet of itself. Failure: The target is Charmed by you and the spirit for 1 minute or until the target takes any damage.\n\nTricksy. The spirit fills a 10-foot Cube within 5 feet of it with magical Darkness, which lasts until the end of its next turn.", + "duration": "up to 1 hour", + "higher_level": "Use the spell slot's level for the spell's level in the stat block.", + "id": 869, + "level": 3, + "locations": [ + { + "page": 326, + "sourcebook": "PHB24" + } + ], + "material": "A gilded flower worth 300+ gp", + "name": "Summon Fey", + "range": "90 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You call forth a fiendish spirit. It manifests in an unoccupied space that you can see within range and uses the Fiendish Spirit stat block. When you cast the spell, choose Demon, Devil, or Yugoloth. The creature resembles a Fiend of the chosen type, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.\n\nThe creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.\n\nLarge Fiend, Neutral\n\nAC 12 + the spell's level\n\nHP 50 (Demon only) or 40 (Devil only) or 60 (Yugoloth only) + 15 for each spell level above 6\n\nSpeed 40 ft.; Climb 40 ft. (Demon only); Fly 60 ft. (Devil only)\n\n Mod Save\n13 +1 +1\n16 +3 +3\n15 +2 +2\n\n Mod Save\n10 +0 +0\n10 +0 +0\n16 +3 +3\n\nResistances Fire\n\nImmunities Poison; Poisoned\n\nSenses Darkvision 60 ft., Passive Perception 10\n\nLanguages Abyssal, Infernal, Telepathy 60 ft.\n\nCR None (XP 0; PB equals your Proficiency Bonus)\n\nTraits\n\nDeath Throes (Demon Only). When the spirit drops to 0 Hit Points or the spell ends, the spirit explodes. Dexterity Saving Throw: DC equals your spell save DC, each creature in a 10-foot Emanation originating from the spirit. Failure: 2d10 plus this spell's level Fire damage. Success: Half damage.\n\nDevil's Sight (Devil Only). Magical Darkness doesn't impede the spirit's Darkvision.\n\nMagic Resistance. The spirit has Advantage on saving throws against spells and other magical eff ects.\n\nActions\n\nMultiattack. The spirit makes a number of attacks equal to half this spell's level (round down).\n\nBite (Demon Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d12 + 3 + the spell's level Necrotic damage.\n\nClaws (Yugoloth Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 3 + the spell's level Slashing damage. Immediately after the attack hits or misses, the spirit can teleport up to 30 feet to an unoccupied space it can see.\n\nFiery Strike (Devil Only). Melee or Ranged Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. or range 150 ft. Hit: 2d6 + 3 + the spell's level Fire damage.", + "duration": "up to 1 hour", + "higher_level": "Use the spell slot's level for the spell's level in the stat block.", + "id": 870, + "level": 6, + "locations": [ + { + "page": 326, + "sourcebook": "PHB24" + } + ], + "material": "A bloody vial worth 600+ gp", + "name": "Summon Fiend", + "range": "90 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You call forth an Undead spirit. It manifests in an unoccupied space that you can see within range and uses the Undead Spirit stat block. When you cast the spell, choose the creature's form: Ghostly, Putrid, or Skeletal. The spirit resembles an Undead creature with the chosen form, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.\n\nThe creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.\n\nMedium Undead, Neutral\n\nAC 11 + the spell's level\n\nHP 30 (Ghostly and Putrid only) or 20 (Skeletal only) + 10 for each spell level above 3\n\nSpeed 30 ft.; Fly 40 ft. (hover; Ghostly only)\n\n Mod Save\n12 +1 +1\n16 +3 +3\n15 +2 +2\n\n Mod Save\n4 \u22123 \u22123\n10 +0 +0\n9 \u22121 \u22121\n\nImmunities Necrotic, Poison; Exhaustion, Frightened, Paralyzed, Poisoned\n\nSenses Darkvision 60 ft., Passive Perception 10\n\nLanguages Understands the languages you know\n\nCR None (XP 0; PB equals your Proficiency Bonus)\n\nTraits\n\nFestering Aura (Putrid Only). Constitution Saving Throw: DC equals your spell save DC, any creature (other than you) that starts its turn within a 5-foot Emanation originating from the spirit. Failure: The creature has the Poisoned condition until the start of its next turn.\n\nIncorporeal Passage (Ghostly Only). The spirit can move through other creatures and objects as if they were Difficult Terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 Force damage for every 5 feet traveled.\n\nActions\n\nMultiattack. The spirit makes a number of attacks equal to half this spell's level (round down).\n\nDeathly Touch (Ghostly Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 3 + the spell's level Necrotic damage, and the target has the Frightened condition until the end of its next turn.\n\nGrave Bolt (Skeletal Only). Ranged Attack Roll: Bonus equals your spell attack modifier, range 150 ft. Hit: 2d4 + 3 + the spell's level Necrotic damage.\n\nRotting Claw (Putrid Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d6 + 3 + the spell's level Slashing damage. If the target has the Poisoned condition, it has the Paralyzed condition until the end of its next turn.", + "duration": "up to 1 hour", + "higher_level": "Use the spell slot's level for the spell's level in the stat block.", + "id": 871, + "level": 3, + "locations": [ + { + "page": 328, + "sourcebook": "PHB24" + } + ], + "material": "A gilded skull worth 300+ gp", + "name": "Summon Undead", + "range": "90 feet", + "ruleset": "2024", + "school": "Necromancy" + }, + { + "casting_time": "Action", + "classes": [ + "Cleric", + "Druid", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You launch a sunbeam in a 5-foot-wide, 60-foot-long Line. Each creature in the Line makes a Constitution saving throw. On a failed save, a creature takes 6d8 Radiant damage and has the Blinded condition until the start of your next turn. On a successful save, it takes half as much damage only.\n\nUntil the spell ends, you can take a Magic action to create a new Line of radiance.\n\nFor the duration, a mote of brilliant radiance shines above you. It sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. This light is sunlight.", + "duration": "up to 1 minute", + "id": 872, + "level": 6, + "locations": [ + { + "page": 329, + "sourcebook": "PHB24" + } + ], + "material": "A magnifying glass", + "name": "Sunbeam", + "range": "Self", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Action", + "classes": [ + "Cleric", + "Druid", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Brilliant sunlight flashes in a 60-foot-radius Sphere centered on a point you choose within range. Each creature in the Sphere makes a Constitution saving throw. On a failed save, a creature takes 12d6 Radiant damage and has the Blinded condition for 1 minute. On a successful save, it takes half as much damage only.\n\nA creature Blinded by this spell makes another Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.\n\nThis spell dispels Darkness in its area that was created by any spell.", + "duration": "Instantaneous", + "id": 873, + "level": 8, + "locations": [ + { + "page": 329, + "sourcebook": "PHB24" + } + ], + "material": "A piece of sunstone", + "name": "Sunburst", + "range": "150 feet", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Bonus Action", + "classes": [ + "Ranger" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "When you cast the spell and as a Bonus Action until it ends, you can make two attacks with a weapon that fires Arrows or Bolts, such as a Longbow or a Light Crossbow. The spell magically creates the ammunition needed for each attack. Each Arrow or Bolt created by the spell deals damage like a nonmagical piece of ammunition of its kind and disintegrates immediately after it hits or misses.", + "duration": "up to 1 minute", + "id": 874, + "level": 5, + "locations": [ + { + "page": 329, + "sourcebook": "PHB24" + } + ], + "material": "A quiver worth 1+ gp", + "name": "Swift Quiver", + "range": "Self", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "1 minute", + "classes": [ + "Bard", + "Cleric", + "Druid", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You inscribe a harmful glyph either on a surface (such as a section of floor or wall) or within an object that can be closed (such as a book or chest). The glyph can cover an area no larger than 10 feet in diameter. If you choose an object, it must remain in place; if it is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.\n\nThe glyph is nearly imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice.\n\nWhen you inscribe the glyph, you set its trigger and choose which effect the symbol bears: Death, Discord, Fear, Pain, Sleep, or Stunning. Each one is explained below.\n\nSet the Trigger. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an object, common triggers include opening that object or seeing the glyph.\n\nYou can refine the trigger so that only creatures of certain types activate it (for example, the glyph could be set to affect Aberrations). You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password.\n\nOnce triggered, the glyph glows, filling a 60-foot-radius Sphere with Dim Light for 10 minutes, after which time the spell ends. Each creature in the Sphere when the glyph activates is targeted by its effect, as is a creature that enters the Sphere for the first time on a turn or ends its turn there. A creature is targeted only once per turn.\n\nDeath. Each target makes a Constitution saving throw, taking 10d10 Necrotic damage on a failed save or half as much damage on a successful save.\n\nDiscord. Each target makes a Wisdom saving throw. On a failed save, a target argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has Disadvantage on attack rolls and ability checks.\n\nFear. Each target must succeed on a Wisdom saving throw or have the Frightened condition for 1 minute. While Frightened, the target must move at least 30 feet away from the glyph on each of its turns, if able.\n\nPain. Each target must succeed on a Constitution saving throw or have the Incapacitated condition for 1 minute.\n\nSleep. Each target must succeed on a Wisdom saving throw or have the Unconscious condition for 10 minutes. A creature awakens if it takes damage or if someone takes an action to shake it awake.\n\nStunning. Each target must succeed on a Wisdom saving throw or have the Stunned condition for 1 minute.", + "duration": "Until dispelled or triggered", + "id": 875, + "level": 7, + "locations": [ + { + "page": 329, + "sourcebook": "PHB24" + } + ], + "material": "Powdered diamond worth 1,000+ gp, which the spell consumes", + "name": "Symbol", + "range": "Touch", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "desc": "You cause psychic energy to erupt at a point within range. Each creature in a 20-foot-radius Sphere centered on that point makes an Intelligence saving throw, taking 8d6 Psychic damage on a failed save or half as much damage on a successful one.\n\nOn a failed save, a target also has muddled thoughts for 1 minute. During that time, it subtracts 1d6 from all its attack rolls and ability checks, as well as any Constitution saving throws to maintain Concentration. The target makes an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.", + "duration": "Instantaneous", + "id": 876, + "level": 5, + "locations": [ + { + "page": 330, + "sourcebook": "PHB24" + } + ], + "name": "Synaptic Static", + "range": "120 feet", + "ruleset": "2024", + "school": "Enchantment" + }, + { + "casting_time": "Action", + "classes": [ + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You conjure a claw-footed cauldron filled with bubbling liquid. The cauldron appears in an unoccupied space on the ground within 5 feet of you and lasts for the duration. The cauldron can't be moved and disappears when the spell ends, along with the bubbling liquid inside it.\n\nThe liquid in the cauldron duplicates the properties of a Common or an Uncommon potion of your choice (such as a Potion of Healing). As a Bonus Action, you or an ally can reach into the cauldron and withdraw one potion of that kind. The potion is contained in a vial that disappears when the potion is consumed. The cauldron can produce a number of these potions equal to your spellcasting ability modifier (minimum 1). When the last of these potions is withdrawn from the cauldron, the cauldron disappears, and the spell ends.\n\nPotions obtained from the cauldron that aren't consumed disappear when you cast this spell again.", + "duration": "10 minutes", + "id": 877, + "level": 6, + "locations": [ + { + "page": 330, + "sourcebook": "PHB24" + } + ], + "material": "A gilded ladle worth 500+ gp", + "name": "Tasha's Bubbling Cauldron", + "range": "5 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "One creature of your choice that you can see within range makes a Wisdom saving throw. On a failed save, it has the Prone and Incapacitated conditions for the duration. During that time, it laughs uncontrollably if it's capable of laughter, and it can't end the Prone condition on itself.\n\nAt the end of each of its turns and each time it takes damage, it makes another Wisdom saving throw. The target has Advantage on the save if the save is triggered by damage. On a successful save, the spell ends.", + "duration": "up to 1 minute", + "higher_level": "You can target one additional creature for each spell slot level about 1.", + "id": 878, + "level": 1, + "locations": [ + { + "page": 331, + "sourcebook": "PHB24" + } + ], + "material": "A tart and a feather", + "name": "Tasha's Hideous Laughter", + "range": "30 feet", + "ruleset": "2024", + "school": "Enchantment" + }, + { + "casting_time": "Action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell and as a Magic action on your later turns before the spell ends, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.\n\nCreature. You can try to move a Huge or smaller creature. The target must succeed on a Strength saving throw, or you move it up to 30 feet in any direction within the spell's range. Until the end of your next turn, the creature has the Restrained condition, and if you lift it into the air, it is suspended there. It falls at the end of your next turn unless you use this option on it again and it fails the save.\n\nObject. You can try to move a Huge or smaller object. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction within the spell's range.\n\nIf the object is worn or carried by a creature, that creature must succeed on a Strength saving throw, or you pull the object away and move it up to 30 feet in any direction within the spell's range.\n\nYou can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.", + "duration": "up to 10 minutes", + "id": 879, + "level": 5, + "locations": [ + { + "page": 331, + "sourcebook": "PHB24" + } + ], + "name": "Telekinesis", + "range": "60 feet", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Action", + "classes": [ + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You create a telepathic link between yourself and a willing creature with which you are familiar. The creature can be anywhere on the same plane of existence as you. The spell ends if you or the target are no longer on the same plane.\n\nUntil the spell ends, you and the target can instantly share words, images, sounds, and other sensory messages with each other through the link, and the target recognizes you as the creature it is communicating with. The spell enables a creature to understand the meaning of your words and any sensory messages you send to it.", + "duration": "24 hours", + "id": 880, + "level": 8, + "locations": [ + { + "page": 331, + "sourcebook": "PHB24" + } + ], + "material": "A pair of linked silver rings", + "name": "Telepathy", + "range": "Unlimited", + "ruleset": "2024", + "school": "Divination" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Sorcerer", + "Wizard" + ], + "components": [ + "V" + ], + "desc": "This spell instantly transports you and up to eight willing creatures that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be Large or smaller, and it can't be held or carried by an unwilling creature.\n\nThe destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls 1d100 and consults the Teleportation Outcome table and the explanations after it.\n\nFamiliarity Mishap Similar Area Off Target On Target\nPermanent circle \u2014 \u2014 \u2014 01\u201300\nLinked object \u2014 \u2014 \u2014 01\u201300\nVery familiar 01\u201305 06\u201313 14\u201324 25\u201300\nSeen casually 01\u201333 34\u201343 44\u201353 54\u201300\nViewed once or described 01\u201343 44\u201353 54\u201373 74\u201300\nFalse destination 01\u201350 51\u201300 \u2014 \u2014\n\nFamiliarity. Here are the meanings of the terms in the table's Familiarity column:\n\nMishap. The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 Force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).\n\nSimilar Area. You and your group (or the target object) appear in a different area that's visually or thematically similar to the target area. You appear in the closest similar place. If you are heading for your home laboratory, for example, you might appear in another person's laboratory in the same city.\n\nOff Target. You and your group (or the target object) appear 2d12 miles away from the destination in a random direction. Roll 1d8 for the direction: 1, east; 2, southeast; 3, south; 4, southwest; 5, west; 6, northwest; 7, north; or 8, northeast.\n\nOn Target. You and your group (or the target object) appear where you intended.", + "duration": "Instantaneous", + "id": 881, + "level": 7, + "locations": [ + { + "page": 331, + "sourcebook": "PHB24" + } + ], + "name": "Teleport", + "range": "10 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "1 minute", + "classes": [ + "Bard", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "M" + ], + "desc": "As you cast the spell, you draw a 5-foot-radius circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.\n\nMany major temples, guildhalls, and other important places have permanent teleportation circles. Each circle includes a unique sigil sequence\u2014a string of runes arranged in a particular pattern.\n\nWhen you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the DM. You might learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.\n\nYou can create a permanent teleportation circle by casting this spell in the same location every day for 365 days.", + "duration": "1 round", + "id": 882, + "level": 5, + "locations": [ + { + "page": 332, + "sourcebook": "PHB24" + } + ], + "material": "Rare inks worth 50+ gp, which the spell consumes", + "name": "Teleportation Circle", + "range": "10 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action or Ritual", + "classes": [ + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.\n\nThe disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more. For example, the disk can't move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.\n\nIf you move more than 100 feet from the disk (typically because it can't move around an obstacle to follow you), the spell ends.", + "duration": "1 hour", + "id": 883, + "level": 1, + "locations": [ + { + "page": 332, + "sourcebook": "PHB24" + } + ], + "material": "A drop of mercury", + "name": "Tenser's Floating Disk", + "range": "30 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Cleric" + ], + "components": [ + "V" + ], + "desc": "You manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time.\n\nAltered Eyes. You alter the appearance of your eyes for 1 minute.\n\nBooming Voice. Your voice booms up to three times as loud as normal for 1 minute. For the duration, you have Advantage on Charisma (Intimidation) checks.\n\nFire Play. You cause flames to flicker, brighten, dim, or change color for 1 minute.\n\nInvisible Hand. You instantaneously cause an unlocked door or window to fly open or slam shut.\n\nPhantom Sound. You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.\n\nTremors. You cause harmless tremors in the ground for 1 minute.", + "duration": "Up to 1 minute", + "id": 884, + "level": 0, + "locations": [ + { + "page": 333, + "sourcebook": "PHB24" + } + ], + "name": "Thaumaturgy", + "range": "30 feet", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Action", + "classes": [ + "Druid" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You create a vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. On a hit, the target takes 1d6 Piercing damage, and if it is Large or smaller, you can pull it up to 10 feet closer to you.", + "duration": "Instantaneous", + "higher_level": "The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).", + "id": 885, + "level": 0, + "locations": [ + { + "page": 333, + "sourcebook": "PHB24" + } + ], + "material": "The stem of a thorny plant", + "name": "Thorn Whip", + "range": "30 feet", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Druid", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "S" + ], + "desc": "Each creature in a 5-foot Emanation originating from you must succeed on a Constitution saving throw or take 1d6 Thunder damage. The spell's thunderous sound can be heard up to 100 feet away.", + "duration": "Instantaneous", + "higher_level": "The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).", + "id": 886, + "level": 0, + "locations": [ + { + "page": 333, + "sourcebook": "PHB24" + } + ], + "name": "Thunderclap", + "range": "Self", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Bonus Action, which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike", + "classes": [ + "Paladin" + ], + "components": [ + "V" + ], + "desc": "Your strike rings with thunder that is audible within 300 feet of you, and the target takes an extra 2d6 Thunder damage from the attack. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and have the Prone condition.", + "duration": "Instantaneous", + "higher_level": "The damage increases by 1d6 for each spell slot level above 1.", + "id": 887, + "level": 1, + "locations": [ + { + "page": 334, + "sourcebook": "PHB24" + } + ], + "name": "Thunderous Smite", + "range": "Self", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Druid", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "desc": "You unleash a wave of thunderous energy. Each creature in a 15-foot Cube originating from you makes a Constitution saving throw. On a failed save, a creature takes 2d8 Thunder damage and is pushed 10 feet away from you. On a successful save, a creature takes half as much damage only.\n\nIn addition, unsecured objects that are entirely within the Cube are pushed 10 feet away from you, and a thunderous boom is audible within 300 feet.", + "duration": "Instantaneous", + "higher_level": "The damage increases by 1d8 for each spell slot level above 1.", + "id": 888, + "level": 1, + "locations": [ + { + "page": 334, + "sourcebook": "PHB24" + } + ], + "name": "Thunderwave", + "range": "Self", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V" + ], + "desc": "You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal.\n\nThis spell ends if one of the actions you use during this period, or any effects that you create during it, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it.", + "duration": "Instantaneous", + "id": 889, + "level": 9, + "locations": [ + { + "page": 334, + "sourcebook": "PHB24" + } + ], + "name": "Time Stop", + "range": "Self", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Action", + "classes": [ + "Cleric", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "desc": "You point at one creature you can see within range, and the single chime of a dolorous bell is audible within 10 feet of the target. The target must succeed on a Wisdom saving throw or take 1d8 Necrotic damage. If the target is missing any of its Hit Points, it instead takes 1d12 Necrotic damage.", + "duration": "Instantaneous", + "higher_level": "The damage increases by one die when you reach levels 5 (2d8 or 2d12), 11 (3d8 or 3d12), and 17 (4d8 or 4d12).", + "id": 890, + "level": 0, + "locations": [ + { + "page": 334, + "sourcebook": "PHB24" + } + ], + "name": "Toll the Dead", + "range": "60 feet", + "ruleset": "2024", + "school": "Necromancy" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Cleric", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "M" + ], + "desc": "This spell grants the creature you touch the ability to understand any spoken or signed language that it hears or sees. Moreover, when the target communicates by speaking or signing, any creature that knows at least one language can understand it if that creature can hear the speech or see the signing.", + "duration": "1 hour", + "id": 891, + "level": 3, + "locations": [ + { + "page": 334, + "sourcebook": "PHB24" + } + ], + "material": "A miniature ziggurat", + "name": "Tongues", + "range": "Touch", + "ruleset": "2024", + "school": "Divination" + }, + { + "casting_time": "Action", + "classes": [ + "Druid" + ], + "components": [ + "V", + "S" + ], + "desc": "This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before. For the duration, any creature can step into the target plant and exit from the destination plant by using 5 feet of movement.", + "duration": "1 minute", + "id": 892, + "level": 6, + "locations": [ + { + "page": 334, + "sourcebook": "PHB24" + } + ], + "name": "Transport via Plants", + "range": "10 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Druid", + "Ranger" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered.\n\nYou can use this transportation ability only once on each of your turns. You must end each turn outside a tree.", + "duration": "up to 1 minute", + "id": 893, + "level": 5, + "locations": [ + { + "page": 335, + "sourcebook": "PHB24" + } + ], + "name": "Tree Stride", + "range": "Self", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Choose one creature or nonmagical object that you can see within range. The creature shape-shifts into a different creature or a nonmagical object, or the object shape-shifts into a creature (the object must be neither worn nor carried). The transformation lasts for the duration or until the target dies or is destroyed, but if you maintain Concentration on this spell for the full duration, the spell lasts until dispelled.\n\nAn unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn't affected by this spell.\n\nCreature into Creature. If you turn a creature into another kind of creature, the new form can be any kind you choose that has a Challenge Rating equal to or less than the target's Challenge Rating or level. The target's game statistics are replaced by the stat block of the new form, but it retains its Hit Points, Hit Point Dice, alignment, and personality.\n\nThe target gains a number of Temporary Hit Points equal to the Hit Points of the new form.\n\nThe target is limited in the actions it can perform by the anatomy of its new form, and it can't speak or cast spells.\n\nThe target's gear melds into the new form. The creature can't use or otherwise benefit from any of that equipment.\n\nObject into Creature. You can turn an object into any kind of creature, as long as the creature's size is no larger than the object's size and the creature has a Challenge Rating of 9 or lower. The creature is Friendly to you and your allies. In combat, it takes its turns immediately after yours, and it obeys your commands.\n\nIf the spell lasts more than an hour, you no longer control the creature. It might remain Friendly to you, depending on how you have treated it.\n\nCreature into Object. If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form, as long as the object's size is no larger than the creature's size. The creature's statistics become those of the object, and the creature has no memory of time spent in this form after the spell ends and it returns to normal.", + "duration": "up to 1 hour", + "id": 894, + "level": 9, + "locations": [ + { + "page": 335, + "sourcebook": "PHB24" + } + ], + "material": "A drop of mercury, a dollop of gum arabic, and a wisp of smoke", + "name": "True Polymorph", + "range": "30 feet", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "1 hour", + "classes": [ + "Cleric", + "Druid" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. The creature is revived with all its Hit Points.\n\nThis spell closes all wounds, neutralizes any poison, cures all magical contagions, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. If the creature was Undead, it is restored to its non-Undead form.\n\nThe spell can provide a new body if the original no longer exists, in which case you must speak the creature's name. The creature then appears in an unoccupied space you choose within 10 feet of you.", + "duration": "Instantaneous", + "id": 895, + "level": 9, + "locations": [ + { + "page": 336, + "sourcebook": "PHB24" + } + ], + "material": "Diamonds worth 25,000+ gp, which the spell consumes", + "name": "True Resurrection", + "range": "Touch", + "ruleset": "2024", + "school": "Necromancy" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Cleric", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "For the duration, the willing creature you touch has Truesight with a range of 120 feet.", + "duration": "1 hour", + "id": 896, + "level": 6, + "locations": [ + { + "page": 336, + "sourcebook": "PHB24" + } + ], + "material": "Mushroom powder worth 25+ gp, which the spell consumes", + "name": "True Seeing", + "range": "Touch", + "ruleset": "2024", + "school": "Divination" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "S", + "M" + ], + "desc": "Guided by a flash of magical insight, you make one attack with the weapon used in the spell's casting. The attack uses your spellcasting ability for the attack and damage rolls instead of using Strength or Dexterity. If the attack deals damage, it can be Radiant damage or the weapon's normal damage type (your choice).", + "duration": "Instantaneous", + "higher_level": "Whether you deal Radiant damage or the weapon's normal damage type, the attack deals extra Radiant damage when you reach levels 5 (1d6), 11 (2d6), and 17 (3d6).", + "id": 897, + "level": 0, + "locations": [ + { + "page": 336, + "sourcebook": "PHB24" + } + ], + "material": "A weapon with which you have proficiency and that is worth 1+ cp", + "name": "True Strike", + "range": "Self", + "ruleset": "2024", + "school": "Divination" + }, + { + "casting_time": "1 minute", + "classes": [ + "Druid" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration.\n\nWhen the wall appears, each creature in its area makes a Strength saving throw, taking 6d10 Bludgeoning damage on a failed save or half as much damage on a successful one.\n\nAt the start of each of your turns after the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take 5d10 Bludgeoning damage. A creature can take this damage only once per round. At the end of the turn, the wall's height is reduced by 50 feet, and the damage the wall deals on later rounds is reduced by 1d10. When the wall reaches 0 feet in height, the spell ends.\n\nA creature caught in the wall can move by swimming. Because of the wave's force, though, the creature must succeed on a Strength (Athletics) check against your spell save DC to move at all. If it fails the check, it can't move. A creature that moves out of the wall falls to the ground.", + "duration": "up to 6 rounds", + "id": 898, + "level": 8, + "locations": [ + { + "page": 336, + "sourcebook": "PHB24" + } + ], + "name": "Tsunami", + "range": "1 mile", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action or Ritual", + "classes": [ + "Bard", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "This spell creates an Invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 Hit Point, and a Strength of 2, and it can't attack. If it drops to 0 Hit Points, the spell ends.\n\nOnce on each of your turns as a Bonus Action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring drinks. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.\n\nIf you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.", + "duration": "1 hour", + "id": 899, + "level": 1, + "locations": [ + { + "page": 336, + "sourcebook": "PHB24" + } + ], + "material": "A bit of string and of wood", + "name": "Unseen Servant", + "range": "60 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against one creature within reach. On a hit, the target takes 3d6 Necrotic damage, and you regain Hit Points equal to half the amount of Necrotic damage dealt.\n\nUntil the spell ends, you can make the attack again on each of your turns as a Magic action, targeting the same creature or a different one.", + "duration": "up to 1 minute", + "higher_level": "The damage increases by 1d6 for each spell slot level above 3.", + "id": 900, + "level": 3, + "locations": [ + { + "page": 337, + "sourcebook": "PHB24" + } + ], + "name": "Vampiric Touch", + "range": "Self", + "ruleset": "2024", + "school": "Necromancy" + }, + { + "casting_time": "Action", + "classes": [ + "Bard" + ], + "components": [ + "V" + ], + "desc": "You unleash a string of insults laced with subtle enchantments at one creature you can see or hear within range. The target must succeed on a Wisdom saving throw or take 1d6 Psychic damage and have Disadvantage on the next attack roll it makes before the end of its next turn.", + "duration": "Instantaneous", + "higher_level": "The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).", + "id": 901, + "level": 0, + "locations": [ + { + "page": 337, + "sourcebook": "PHB24" + } + ], + "name": "Vicious Mockery", + "range": "60 feet", + "ruleset": "2024", + "school": "Enchantment" + }, + { + "casting_time": "Action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You point at a location within range, and a glowing, 1-foot-diameter ball of acid streaks there and explodes in a 20-foot-radius Sphere. Each creature in that area makes a Dexterity saving throw. On a failed save, a creature takes 10d4 Acid damage and another 5d4 Acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage only.", + "duration": "Instantaneous", + "higher_level": "The initial damage increases by 2d4 for each spell slot level above 4.", + "id": 902, + "level": 4, + "locations": [ + { + "page": 337, + "sourcebook": "PHB24" + } + ], + "material": "A drop of bile", + "name": "Vitriolic Sphere", + "range": "150 feet", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Action", + "classes": [ + "Druid", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.\n\nWhen the wall appears, each creature in its area makes a Dexterity saving throw, taking 5d8 Fire damage on a failed save or half as much damage on a successful one.\n\nOne side of the wall, selected by you when you cast this spell, deals 5d8 Fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.", + "duration": "up to 1 minute", + "higher_level": "The damage increases by 1d8 for each spell slot level above 4.", + "id": 903, + "level": 4, + "locations": [ + { + "page": 338, + "sourcebook": "PHB24" + } + ], + "material": "A piece of charcoal", + "name": "Wall of Fire", + "range": "120 feet", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Action", + "classes": [ + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "An Invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a globe with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick and lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (you choose which side).\n\nNothing can physically pass through the wall. It is immune to all damage and can't be dispelled by Dispel Magic. A Disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane and blocks ethereal travel through the wall.", + "duration": "up to 10 minutes", + "id": 904, + "level": 5, + "locations": [ + { + "page": 338, + "sourcebook": "PHB24" + } + ], + "material": "A shard of glass", + "name": "Wall of Force", + "range": "120 feet", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Action", + "classes": [ + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a globe with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration.\n\nIf the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (you choose which side) and makes a Dexterity saving throw, taking 10d6 Cold damage on a failed save or half as much damage on a successful one.\n\nThe wall is an object that can be damaged and thus breached. It has AC 12 and 30 Hit Points per 10-foot section, and it has Immunity to Cold, Poison, and Psychic damage and Vulnerability to Fire damage. Reducing a 10-foot section of wall to 0 Hit Points destroys it and leaves behind a sheet of frigid air in the space the wall occupied.\n\nA creature moving through the sheet of frigid air for the first time on a turn makes a Constitution saving throw, taking 5d6 Cold damage on a failed save or half as much damage on a successful one.", + "duration": "up to 10 minutes", + "higher_level": "The damage the wall deals when it appears increases by 2d6 and the damage from passing through the sheet of frigid air increases by 1d6 for each spell slot level above 6.", + "id": 905, + "level": 6, + "locations": [ + { + "page": 339, + "sourcebook": "PHB24" + } + ], + "material": "A piece of quartz", + "name": "Wall of Ice", + "range": "120 feet", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Action", + "classes": [ + "Druid", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.\n\nIf the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (you choose which side). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its Reaction to move up to its Speed so that it is no longer enclosed by the wall.\n\nThe wall can have any shape you desire, though it can't occupy the same space as a creature or object. The wall doesn't need to be vertical or rest on a firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp.\n\nIf you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create battlements and the like.\n\nThe wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 Hit Points per inch of thickness, and it has Immunity to Poison and Psychic damage. Reducing a panel to 0 Hit Points destroys it and might cause connected panels to collapse at the DM's discretion.\n\nIf you maintain your Concentration on this spell for its full duration, the wall becomes permanent and can't be dispelled. Otherwise, the wall disappears when the spell ends.", + "duration": "up to 10 minutes", + "id": 906, + "level": 5, + "locations": [ + { + "page": 339, + "sourcebook": "PHB24" + } + ], + "material": "A cube of granite", + "name": "Wall of Stone", + "range": "120 feet", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Action", + "classes": [ + "Druid" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You create a wall of tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight.\n\nWhen the wall appears, each creature in its area makes a Dexterity saving throw, taking 7d8 Piercing damage on a failed save or half as much damage on a successful one.\n\nA creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters a space in the wall on a turn or ends its turn there, the creature makes a Dexterity saving throw, taking 7d8 Slashing damage on a failed save or half as much damage on a successful one. A creature makes this save only once per turn.", + "duration": "up to 10 minutes", + "higher_level": "Both types of damage increase by 1d8 for each spell slot level above 6.", + "id": 907, + "level": 6, + "locations": [ + { + "page": 339, + "sourcebook": "PHB24" + } + ], + "material": "A handful of thorns", + "name": "Wall of Thorns", + "range": "120 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Cleric", + "Paladin" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You touch another creature that is willing and create a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has Resistance to all damage. Also, each time it takes damage, you take the same amount of damage.\n\nThe spell ends if you drop to 0 Hit Points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures.", + "duration": "1 hour", + "id": 908, + "level": 2, + "locations": [ + { + "page": 340, + "sourcebook": "PHB24" + } + ], + "material": "A pair of platinum rings worth 50+ gp each, which you and the target must wear for the duration", + "name": "Warding Bond", + "range": "Touch", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "Action or Ritual", + "classes": [ + "Cleric", + "Druid", + "Ranger", + "Sorcerer" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "This spell grants up to ten willing creatures of your choice within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.\n\nThis spell grants the ability to move across any liquid surface\u2014such as water, acid, mud, snow, quicksand, or lava\u2014as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures of your choice within range gain this ability for the duration.\n\nAn affected target must take a Bonus Action to pass from the liquid's surface into the liquid itself and vice versa, but if the target falls into the liquid, the target passes through the surface into the liquid below.", + "duration": "1 hour", + "id": 909, + "level": 3, + "locations": [ + { + "page": 340, + "sourcebook": "PHB24" + } + ], + "material": "A piece of cork", + "name": "Water Walk", + "range": "30 feet", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You conjure a mass of sticky webbing at a point within range. The webs fill a 20-foot Cube there for the duration. The webs are Difficult Terrain, and the area within them is Lightly Obscured.\n\nIf the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.\n\nThe first time a creature enters the webs on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the Restrained condition while in the webs or until it breaks free.\n\nA creature Restrained by the webs can take an action to make a Strength (Athletics) check against your spell save DC. If it succeeds, it is no longer Restrained.\n\nThe webs are flammable. Any 5-foot Cube of webs exposed to fire burns away in 1 round, dealing 2d4 Fire damage to any creature that starts its turn in the fire.", + "duration": "up to 1 hour", + "id": 910, + "level": 2, + "locations": [ + { + "page": 340, + "sourcebook": "PHB24" + } + ], + "material": "A bit of spiderweb", + "name": "Web", + "range": "60 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "You try to create illusory terrors in others' minds. Each creature of your choice in a 30-foot-radius Sphere centered on a point within range makes a Wisdom saving throw. On a failed save, a target takes 10d10 Psychic damage and has the Frightened condition for the duration. On a successful save, a target takes half as much damage only.\n\nA Frightened target makes a Wisdom saving throw at the end of each of its turns. On a failed save, it takes 5d10 Psychic damage. On a successful save, the spell ends on that target.", + "duration": "up to 1 minute", + "id": 911, + "level": 9, + "locations": [ + { + "page": 340, + "sourcebook": "PHB24" + } + ], + "name": "Weird", + "range": "120 feet", + "ruleset": "2024", + "school": "Illusion" + }, + { + "casting_time": "1 minute", + "classes": [ + "Druid" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You and up to ten willing creatures of your choice within range assume gaseous forms for the duration, appearing as wisps of cloud. While in this cloud form, a target has a Fly Speed of 300 feet and can hover; it has Immunity to the Prone condition; and it has Resistance to Bludgeoning, Piercing, and Slashing damage. The only actions a target can take in this form are the Dash action or a Magic action to begin reverting to its normal form. Reverting takes 1 minute, during which the target has the Stunned condition. Until the spell ends, the target can revert to cloud form, which also requires a Magic action followed by a 1-minute transformation.\n\nIf a target is in cloud form and flying when the effect ends, the target descends 60 feet per round for 1 minute until it lands, which it does safely. If it can't land after 1 minute, it falls the remaining distance.", + "duration": "8 hours", + "id": 912, + "level": 6, + "locations": [ + { + "page": 341, + "sourcebook": "PHB24" + } + ], + "material": "A candle", + "name": "Wind Walk", + "range": "30 feet", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Action", + "classes": [ + "Druid", + "Ranger" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.\n\nWhen the wall appears, each creature in its area makes a Strength saving throw, taking 4d8 Bludgeoning damage on a failed save or half as much damage on a successful one.\n\nThe strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and miss automatically. Boulders hurled by Giants or siege engines, and similar projectiles, are unaffected. Creatures in gaseous form can't pass through it.", + "duration": "up to 1 minute", + "id": 913, + "level": 3, + "locations": [ + { + "page": 341, + "sourcebook": "PHB24" + } + ], + "material": "A fan and a feather", + "name": "Wind Wall", + "range": "120 feet", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V" + ], + "desc": "Wish is the mightiest spell a mortal can cast. By simply speaking aloud, you can alter reality itself.\n\nThe basic use of this spell is to duplicate any other spell of level 8 or lower. If you use it this way, you don't need to meet any requirements to cast that spell, including costly components. The spell simply takes effect.\n\nAlternatively, you can create one of the following effects of your choice:\n\nObject Creation. You create one object of up to 25,000 GP in value that isn't a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space that you can see on the ground.\n\nInstant Health. You allow yourself and up to twenty creatures that you can see to regain all Hit Points, and you end all effects on them listed in the Greater Restoration spell.\n\nResistance. You grant up to ten creatures that you can see Resistance to one damage type that you choose. This Resistance is permanent.\n\nSpell Immunity. You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours.\n\nSudden Learning. You replace one of your feats with another feat for which you are eligible. You lose all the benefits of the old feat and gain the benefits of the new one. You can't replace a feat that is a prerequisite for any of your other feats or features.\n\nRoll Redo. You undo a single recent event by forcing a reroll of any die roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a Wish spell could undo an ally's failed saving throw or a foe's Critical Hit. You can force the reroll to be made with Advantage or Disadvantage, and you choose whether to use the reroll or the original roll.\n\nReshape Reality. You may wish for something not included in any of the other effects. To do so, state your wish to the DM as precisely as possible. The DM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might be achieved only in part, or you might suffer an unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a Legendary magic item or an Artifact might instantly transport you to the presence of the item's current owner. If your wish is granted and its effects have consequences for a whole community, region, or world, you are likely to attract powerful foes. If your wish would affect a god, the god's divine servants might instantly intervene to prevent it or to encourage you to craft the wish in a particular way. If your wish would undo the multiverse itself, threaten the City of Sigil, or affect the Lady of Pain in any way, you see an image of her in your mind for a moment; she shakes her head, and your wish fails.\n\nThe stress of casting Wish to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a Long Rest, you take 1d10 Necrotic damage per level of that spell. This damage can't be reduced or prevented in any way. In addition, your Strength score becomes 3 for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast Wish ever again if you suffer this stress.", + "duration": "Instantaneous", + "id": 914, + "level": 9, + "locations": [ + { + "page": 341, + "sourcebook": "PHB24" + } + ], + "name": "Wish", + "range": "Self", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "A beam of crackling energy lances toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against it. On a hit, the target takes 2d12 Lightning damage.\n\nOn each of your subsequent turns, you can take a Bonus Action to deal 1d12 Lightning damage to the target automatically, even if the first attack missed.\n\nThe spell ends if the target is ever outside the spell's range or if it has Total Cover from you.", + "duration": "up to 1 minute", + "higher_level": "The initial damage increases by 1d12 for each spell slot level above 1.", + "id": 915, + "level": 1, + "locations": [ + { + "page": 341, + "sourcebook": "PHB24" + } + ], + "material": "A twig struck by lightning", + "name": "Witch Bolt", + "range": "60 feet", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Action", + "classes": [ + "Cleric" + ], + "components": [ + "V", + "M" + ], + "desc": "Burning radiance erupts from you in a 5-foot Emanation. Each creature of your choice that you can see in it must succeed on a Constitution saving throw or take 1d6 Radiant damage.", + "duration": "Instantaneous", + "higher_level": "The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).", + "id": 916, + "level": 0, + "locations": [ + { + "page": 343, + "sourcebook": "PHB24" + } + ], + "material": "A sunburst token", + "name": "Word of Radiance", + "range": "Self", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Action", + "classes": [ + "Cleric" + ], + "components": [ + "V" + ], + "desc": "You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary, the spell has no effect.\n\nYou must designate a location, such as a temple, as a sanctuary by casting this spell there.", + "duration": "Instantaneous", + "id": 917, + "level": 6, + "locations": [ + { + "page": 343, + "sourcebook": "PHB24" + } + ], + "name": "Word of Recall", + "range": "5 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Bonus Action, which you take immediately after hitting a creature with a Melee weapon or an Unarmed Strike", + "classes": [ + "Paladin" + ], + "components": [ + "V" + ], + "desc": "The target takes an extra 1d6 Necrotic damage from the attack, and it must succeed on a Wisdom saving throw or have the Frightened condition until the spell ends. At the end of each of its turns, the Frightened target repeats the save, ending the spell on itself on a success.", + "duration": "1 minute", + "higher_level": "The damage increases by 1d6 for each spell slot level above 1.", + "id": 918, + "level": 1, + "locations": [ + { + "page": 343, + "sourcebook": "PHB24" + } + ], + "name": "Wrathful Smite", + "range": "Self", + "ruleset": "2024", + "school": "Necromancy" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You surround yourself with unearthly majesty in a 10-foot Emanation. Whenever the Emanation enters the space of a creature you can see and whenever a creature you can see enters the Emanation or ends its turn there, you can force that creature to make a Wisdom saving throw. On a failed\nsave, the target takes 4d6 Psychic damage and has the Prone condition, and you can push it up to 10 feet away. On a successful save, the target\ntakes half as much damage only. A creature makes this save only once per turn.", + "duration": "up to 1 minute", + "id": 919, + "level": 5, + "locations": [ + { + "page": 343, + "sourcebook": "PHB24" + } + ], + "material": "A miniature tiara", + "name": "Yolande's Regal Presence", + "range": "Self", + "ruleset": "2024", + "school": "Enchantment" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Cleric", + "Paladin" + ], + "components": [ + "V", + "S" + ], + "desc": "You create a magical zone that guards against deception in a 15-foot-radius Sphere centered on a point within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there makes a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether a creature succeeds or fails on this save.\n\nAn affected creature is aware of the spell and can avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive yet must be truthful.", + "duration": "10 minutes", + "id": 920, + "level": 2, + "locations": [ + { + "page": 343, + "sourcebook": "PHB24" + } + ], + "name": "Zone of Truth", + "range": "60 feet", + "ruleset": "2024", + "school": "Enchantment" + } +] diff --git a/scripts/2024_spells_pt.json b/scripts/2024_spells_pt.json new file mode 100644 index 00000000..27f57f0d --- /dev/null +++ b/scripts/2024_spells_pt.json @@ -0,0 +1,10627 @@ +[ + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Você cria uma bolha ácida em um ponto dentro do alcance, onde ela explode em uma Esfera de 5 pés de raio. Cada criatura naquela Esfera deve ter sucesso em um teste de resistência de Destreza ou sofrer 1d6 de dano Ácido.", + "duration": "Instantâneo", + "higher_level": "O dano aumenta em 1d6 quando você atinge os níveis 5 (2d6), 11 (3d6) e 17 (4d6).", + "id": 531, + "level": 0, + "locations": [ + { + "page": 239, + "sourcebook": "PHB24" + } + ], + "name": "Respingo Ácido", + "range": "18 metros", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Clérigo", + "Druida", + "Paladino", + "Patrulheiro" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Escolha até três criaturas dentro do alcance. O máximo de Pontos de Vida de cada alvo e os Pontos de Vida atuais aumentam em 5 pela duração.", + "duration": "8 horas", + "higher_level": "Os Pontos de Vida de cada alvo aumentam em 5 para cada nível de magia acima de 2.", + "id": 532, + "level": 2, + "locations": [ + { + "page": 239, + "sourcebook": "PHB24" + } + ], + "material": "Uma tira de pano branco", + "name": "Ajuda", + "range": "9 metros", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "1 minuto ou Ritual", + "classes": [ + "Patrulheiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você define um alarme contra intrusão. Escolha uma porta, uma janela ou uma área dentro do alcance que não seja maior que um Cubo de 20 pés. Até que a magia termine, um alarme o alerta sempre que uma criatura toca ou entra na área protegida. Quando você conjura a magia, você pode designar criaturas que não dispararão o alarme. Você também escolhe se o alarme é audível ou mental: Alarme Audível. O alarme produz o som de um sino de mão por 10 segundos a 60 pés da área protegida. Alarme Mental. Você é alertado por um ping mental se estiver a 1 milha da área protegida. Este ping o desperta se você estiver dormindo.", + "duration": "8 horas", + "id": 533, + "level": 1, + "locations": [ + { + "page": 239, + "sourcebook": "PHB24" + } + ], + "material": "Um sino e um fio de prata", + "name": "Alarme", + "range": "9 metros", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Você altera sua forma física. Escolha uma das seguintes opções. Seus efeitos duram enquanto durar, durante o qual você pode realizar uma ação de Magia para substituir a opção escolhida por uma diferente. Adaptação Aquática. Você cria guelras e teias entre os dedos. Você pode respirar debaixo d'água e ganhar uma Velocidade de Natação igual à sua Velocidade. Alterar Aparência. Você altera sua aparência. Você decide como você se parece, incluindo sua altura, peso, características faciais, som da sua voz, comprimento do cabelo, coloração e outras características distintivas. Você pode se fazer parecer um membro de outra espécie, embora nenhuma de suas estatísticas mude. Você não pode aparecer como uma criatura de tamanho diferente, e sua forma básica permanece a mesma; se você for bípede, não poderá usar esta magia para se tornar quadrúpede, por exemplo. Durante a duração, você pode realizar uma ação de Magia para mudar sua aparência dessa forma novamente. Armas Naturais. Você cria garras (Cortante), presas (Perfurante), chifres (Perfurante) ou cascos (Contundente). Quando você usa seu Ataque Desarmado para causar dano com esse novo crescimento, ele causa 1d6 de dano do tipo entre parênteses em vez de causar o dano normal do seu Ataque Desarmado, e você usa seu modificador de habilidade de conjuração para as jogadas de ataque e dano em vez de usar Força.", + "duration": "Até 1 hora", + "id": 534, + "level": 2, + "locations": [ + { + "page": 239, + "sourcebook": "PHB24" + } + ], + "name": "Alterar-se", + "range": "Pessoal", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Druida", + "Patrulheiro" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Selecione uma Besta que você possa ver dentro do alcance. O alvo deve ter sucesso em um teste de resistência de Sabedoria ou ter a condição Encantado pela duração. Se você ou um de seus aliados causar dano ao alvo, a magia termina.", + "duration": "24 horas", + "higher_level": "Você pode escolher uma Besta adicional para cada nível de espaço de magia acima de 1.", + "id": 535, + "level": 1, + "locations": [ + { + "page": 239, + "sourcebook": "PHB24" + } + ], + "material": "Um pedaço de comida", + "name": "Amizade Animal", + "range": "9 metros", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação ou Ritual", + "classes": [ + "Bardo", + "Druida", + "Patrulheiro" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Uma Pequena Besta de sua escolha que você possa ver dentro do alcance deve ser bem-sucedida em um teste de resistência de Carisma, ou ela tenta entregar uma mensagem para você (se o Nível de Desafio do alvo não for 0, ela é bem-sucedida automaticamente). Você especifica um local que você visitou e um destinatário que corresponde a uma descrição geral, como "uma pessoa vestida com o uniforme da guarda da cidade" ou "um anão ruivo usando um chapéu pontudo". Você também comunica uma mensagem de até vinte e cinco palavras. A Besta viaja pela duração em direção ao local especificado, cobrindo cerca de 25 milhas a cada 24 horas ou 50 milhas se a Besta puder voar. Quando a Besta chega, ela entrega sua mensagem para a criatura que você descreveu, imitando sua comunicação. Se a Besta não chegar ao seu destino antes que a magia termine, a mensagem é perdida, e a Besta retorna para onde você conjurou a magia.", + "duration": "24 horas", + "higher_level": "A duração da magia aumenta em 48 horas para cada nível de magia acima de 2.", + "id": 536, + "level": 2, + "locations": [ + { + "page": 240, + "sourcebook": "PHB24" + } + ], + "material": "Um pedaço de comida", + "name": "Mensageiro Animal", + "range": "9 metros", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação", + "classes": [ + "Druida" + ], + "components": [ + "V", + "S" + ], + "desc": "Escolha qualquer número de criaturas dispostas que você possa ver dentro do alcance. Cada alvo muda de forma para uma Besta Grande ou menor de sua escolha que tenha uma Classificação de Desafio de 4 ou menos. Você pode escolher uma forma diferente para cada alvo. Em turnos posteriores, você pode realizar uma ação de Magia para transformar os alvos novamente. As estatísticas de jogo de um alvo são substituídas pelas estatísticas da Besta escolhida, mas o alvo retém seu tipo de criatura; Pontos de Vida; Dados de Pontos de Vida; alinhamento; habilidade de comunicação; e valores de Inteligência, Sabedoria e Carisma. As ações do alvo são limitadas pela anatomia da forma Besta, e ele não pode conjurar magias. O equipamento do alvo se funde à nova forma, e o alvo não pode usar nenhum desses equipamentos enquanto estiver nessa forma. O alvo ganha um número de Pontos de Vida Temporários igual aos Pontos de Vida da forma Besta. A transformação dura pela duração de cada alvo, até que o alvo não tenha Pontos de Vida Temporários, ou até que o alvo deixe a forma como uma Ação Bônus.", + "duration": "24 horas", + "id": 537, + "level": 8, + "locations": [ + { + "page": 240, + "sourcebook": "PHB24" + } + ], + "name": "Formas de Animais", + "range": "9 metros", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "1 minuto", + "classes": [ + "Clérigo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Escolha uma pilha de ossos ou um cadáver de um Humanoide Médio ou Pequeno dentro do alcance. O alvo se torna uma criatura Morta-viva: um Esqueleto se você escolher ossos ou um Zumbi se você escolher um cadáver (veja o apêndice B para os blocos de estatísticas). Em cada um dos seus turnos, você pode realizar uma Ação Bônus para comandar mentalmente qualquer criatura que você fez com esta magia se a criatura estiver a até 60 pés de você (se você controlar várias criaturas, você pode comandar qualquer uma delas ao mesmo tempo, emitindo o mesmo comando para cada uma). Você decide qual ação a criatura realizará e para onde ela se moverá em seu próximo turno, ou você pode emitir um comando geral, como proteger uma câmara ou corredor. Se você não emitir nenhum comando, a criatura realiza a ação Esquivar e se move apenas para evitar danos. Uma vez dada uma ordem, a criatura continua a segui-la até que sua tarefa seja concluída. A criatura fica sob seu controle por 24 horas, após as quais ela para de obedecer a qualquer comando que você tenha dado a ela. Para manter o controle da criatura por mais 24 horas, você deve conjurar esta magia na criatura novamente antes que o período atual de 24 horas termine. Este uso da magia reafirma seu controle sobre até quatro criaturas que você animou com esta magia em vez de animar uma nova criatura.", + "duration": "Instantâneo", + "higher_level": "Você anima ou reassume o controle sobre duas criaturas mortas-vivas adicionais para cada nível de espaço de magia acima de 3. Cada uma das criaturas deve vir de um cadáver ou pilha de ossos diferente.", + "id": 538, + "level": 3, + "locations": [ + { + "page": 240, + "sourcebook": "PHB24" + } + ], + "material": "Uma gota de sangue, um pedaço de carne e uma pitada de pó de osso", + "name": "Animar Mortos", + "range": "3 metros", + "ruleset": "2024", + "school": "Necromancia" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Objetos se animam ao seu comando. Escolha um número de objetos não mágicos dentro do alcance que não estejam sendo usados ou carregados, não estejam fixados em uma superfície e não sejam Gargantuan. O número máximo de objetos é igual ao seu modificador de habilidade de conjuração; para esse número, um alvo Médio ou menor conta como um objeto, um alvo Grande conta como dois e um alvo Enorme conta como três. Cada alvo se anima, brota pernas e se torna um Construto que usa o bloco de estatísticas Objeto Animado; esta criatura está sob seu controle até que a magia termine ou até que seja reduzida a 0 Pontos de Vida. Cada criatura que você fizer com esta magia é um aliado para você e seus aliados. Em combate, ela compartilha sua contagem de Iniciativa e faz seu turno imediatamente após o seu. Até que a magia termine, você pode realizar uma Ação Bônus para comandar mentalmente qualquer criatura que você fez com esta magia se a criatura estiver a até 500 pés de você (se você controlar várias criaturas, você pode comandar qualquer uma delas ao mesmo tempo, emitindo o mesmo comando para cada uma). Se você não emitir nenhum comando, a criatura realiza a ação Esquivar e se move apenas para evitar dano. Quando a criatura cai para 0 Pontos de Vida, ela reverte para sua forma de objeto, e qualquer dano restante é transferido para essa forma. Construto Enorme ou Menor, Desalinhado CA 15 PV 10 (Médio ou menor), 20 (Grande), 40 (Enorme) Velocidade 30 pés. Mod Save 16 +3 +3 10 +0 +0 10 +0 +0 Mod Save 3 −4 −4 3 −4 −4 1 −5 −5 Imunidades Veneno, Psíquico; Encantado, Exaustão, Assustado, Paralisado, Envenenado Sentidos Visão às Cegas 30 pés, Percepção Passiva 6 Idiomas Compreende os idiomas que você conhece ND Nenhum (XP 0; PB é igual ao seu Bônus de Proficiência) Ações Batida. Rolagem de Ataque Corpo a Corpo: Bônus igual ao seu modificador de ataque mágico, alcance 1,5 m. Acerto: Dano de Força igual a 1d4 + 3 (Médio ou menor), 2d6 + 3 + seu modificador de habilidade de conjuração (Grande) ou 2d12 + 3 + seu modificador de habilidade de conjuração (Enorme).", + "duration": "Até 1 minuto", + "higher_level": "O dano de pancada da criatura aumenta em 1d4 (Médio ou menor), 1d6 (Grande) ou 1d12 (Enorme) para cada nível de espaço de magia acima de 5.", + "id": 539, + "level": 5, + "locations": [ + { + "page": 240, + "sourcebook": "PHB24" + } + ], + "name": "Animar Objetos", + "range": "36 metros", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Druida" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Uma aura se estende de você em uma Emanação de 10 pés pela duração. A aura impede que criaturas que não sejam Constructos e Mortos-vivos passem ou alcancem através dela. Uma criatura afetada pode conjurar magias ou fazer ataques com armas de Alcance ou de Alcance através da barreira. Se você se mover de forma que uma criatura afetada seja forçada a passar pela barreira, a magia termina.", + "duration": "Até 1 hora", + "id": 540, + "level": 5, + "locations": [ + { + "page": 241, + "sourcebook": "PHB24" + } + ], + "name": "Concha Antivida", + "range": "Pessoal", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Uma aura de antimagia envolve você em Emanação de 10 pés. Ninguém pode conjurar magias, realizar ações mágicas ou criar outros efeitos mágicos dentro da aura, e essas coisas não podem mirar ou afetar nada dentro dela. Propriedades mágicas de itens mágicos não funcionam dentro da aura ou em nada dentro dela. Áreas de efeito criadas por magias ou outras magias não podem se estender para dentro ou para fora dela ou usar viagem planar lá. Portais fecham temporariamente enquanto estiver na aura. Magias em andamento, exceto aquelas conjuradas por um Artefato ou uma divindade, são suprimidas na área. Enquanto um efeito é suprimido, ele não funciona, mas o tempo que ele passa suprimido conta contra sua duração.", + "duration": "Até 1 hora", + "id": 541, + "level": 8, + "locations": [ + { + "page": 241, + "sourcebook": "PHB24" + } + ], + "material": "Limalha de ferro", + "name": "Campo Antimagia", + "range": "Pessoal", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "1 hora", + "classes": [ + "Bardo", + "Druida", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Ao conjurar a magia, escolha se ela cria antipatia ou simpatia, e escolha como alvo uma criatura ou objeto que seja Enorme ou menor. Então especifique um tipo de criatura, como dragões vermelhos, goblins ou vampiros. Uma criatura do tipo escolhido faz um teste de resistência de Sabedoria quando chega a 120 pés do alvo. Sua escolha de antipatia ou simpatia determina o que acontece com uma criatura quando ela falha nesse teste: Antipatia. A criatura tem a condição Assustado. A criatura Assustada deve usar seu movimento em seus turnos para chegar o mais longe possível do alvo, movendo-se pela rota mais segura. Simpatia. A criatura tem a condição Encantado. A criatura Encantada deve usar seu movimento em seus turnos para chegar o mais perto possível do alvo, movendo-se pela rota mais segura. Se a criatura estiver a 5 pés do alvo, ela não pode se afastar voluntariamente. Se o alvo causar dano à criatura Encantada, essa criatura pode fazer um teste de resistência de Sabedoria para encerrar o efeito, conforme descrito abaixo. Encerrando o Efeito. Se a criatura Assustada ou Encantada terminar seu turno a mais de 120 pés de distância do alvo, a criatura faz um teste de resistência de Sabedoria. Em um teste bem-sucedido, a criatura não é mais afetada pelo alvo. Uma criatura que fizer um teste bem-sucedido contra esse efeito fica imune a ele por 1 minuto, após o qual pode ser afetada novamente.", + "duration": "10 dias", + "id": 542, + "level": 8, + "locations": [ + { + "page": 242, + "sourcebook": "PHB24" + } + ], + "material": "Uma mistura de vinagre e mel", + "name": "Antipatia/Simpatia", + "range": "18 metros", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação", + "classes": [ + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você cria um olho invisível e invulnerável dentro do alcance que paira durante a duração. Você recebe mentalmente informações visuais do olho, que pode ver em todas as direções. Ele também tem Visão no Escuro com um alcance de 30 pés. Como uma Ação Bônus, você pode mover o olho até 30 pés em qualquer direção. Uma barreira sólida bloqueia o movimento do olho, mas o olho pode passar por uma abertura tão pequena quanto 1 polegada de diâmetro.", + "duration": "Até 1 hora", + "id": 543, + "level": 4, + "locations": [ + { + "page": 242, + "sourcebook": "PHB24" + } + ], + "material": "Um pouco de pele de morcego", + "name": "Olho Arcano", + "range": "9 metros", + "ruleset": "2024", + "school": "Adivinhação" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Você cria portais de teletransporte vinculados. Escolha dois espaços Grandes e desocupados no chão que você possa ver, um espaço dentro do alcance e o outro a 10 pés de você. Um portal circular se abre em cada um desses espaços e permanece durante a duração. Os portais são anéis brilhantes bidimensionais cheios de névoa que bloqueiam a visão. Eles pairam a centímetros do chão e são perpendiculares a ele. Um portal é aberto em apenas um lado (você escolhe qual). Qualquer coisa que entre no lado aberto de um portal sai do lado aberto do outro portal como se os dois fossem adjacentes um ao outro. Como uma Ação Bônus, você pode mudar a face dos lados abertos.", + "duration": "Até 10 minutos", + "id": 544, + "level": 6, + "locations": [ + { + "page": 242, + "sourcebook": "PHB24" + } + ], + "name": "Portão Arcano", + "range": "150 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você toca em uma porta, janela, portão, contêiner ou escotilha fechada e a tranca magicamente pela duração. Esta fechadura não pode ser destrancada por nenhum meio não mágico. Você e quaisquer criaturas que você designar quando conjurar a magia podem abrir e fechar o objeto apesar da fechadura. Você também pode definir uma senha que, quando falada a até 1,5 m do objeto, a destranca por 1 minuto.", + "duration": "Até ser dissipada", + "id": 545, + "level": 2, + "locations": [ + { + "page": 242, + "sourcebook": "PHB24" + } + ], + "material": "Pó de ouro no valor de 25+ PO, que a magia consome", + "name": "Fechadura Arcana", + "range": "Toque", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação bônus", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Você recorre à sua força vital para se curar. Role um ou dois dos seus Dados de Pontos de Vida não gastos e recupere um número de Pontos de Vida igual ao total da rolagem mais seu modificador de habilidade de conjuração. Esses dados são então gastos.", + "duration": "Instantâneo", + "higher_level": "O número de Dados de Vida não gastos que você pode rolar aumenta em um para cada nível de espaço de magia acima de 2.", + "id": 546, + "level": 2, + "locations": [ + { + "page": 242, + "sourcebook": "PHB24" + } + ], + "name": "Vigor Arcano", + "range": "Pessoal", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação bônus", + "classes": [ + "Bruxo" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Gelo mágico protetor o cerca. Você ganha 5 Pontos de Vida Temporários. Se uma criatura lhe atingir com uma jogada de ataque corpo a corpo antes que a magia termine, a criatura recebe 5 de dano de Frio. A magia termina mais cedo se você não tiver Pontos de Vida Temporários.", + "duration": "1 hora", + "higher_level": "Os Pontos de Vida Temporários e o Dano de Frio aumentam em 5 para cada nível de magia acima de 1.", + "id": 547, + "level": 1, + "locations": [ + { + "page": 243, + "sourcebook": "PHB24" + } + ], + "material": "Um caco de vidro azul", + "name": "Armadura de Agathys", + "range": "Pessoal", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Bruxo" + ], + "components": [ + "V", + "S" + ], + "desc": "Invocando Hadar, você faz com que tentáculos irrompam de si mesmo. Cada criatura em uma Emanação de 10 pés originária de você faz um teste de resistência de Força. Em uma falha, o alvo sofre 2d6 de dano Necrótico e não pode sofrer Reações até o início de seu próximo turno. Em uma falha, o alvo sofre apenas metade do dano.", + "duration": "Instantâneo", + "higher_level": "O dano aumenta em 1d6 para cada nível de magia acima de 1.", + "id": 548, + "level": 1, + "locations": [ + { + "page": 243, + "sourcebook": "PHB24" + } + ], + "name": "Brasões de Hadar", + "range": "Pessoal", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "1 hora", + "classes": [ + "Clérigo", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você e até oito criaturas dispostas dentro do alcance projetam seus corpos astrais no Plano Astral (a magia termina instantaneamente se você já estiver naquele plano). O corpo de cada alvo é deixado para trás em um estado de animação suspensa; ele tem a condição Inconsciente, não precisa de comida ou ar e não envelhece. A forma astral de um alvo se assemelha ao seu corpo em quase todos os aspectos, replicando suas estatísticas de jogo e posses. A principal diferença é a adição de um cordão prateado que sai de entre as omoplatas da forma astral. O cordão desaparece de vista após 1 pé. Se o cordão for cortado — o que acontece apenas quando um efeito afirma que isso acontece — o corpo e a forma astral do alvo morrem. A forma astral de um alvo pode viajar pelo Plano Astral. No momento em que uma forma astral deixa aquele plano, o corpo e as posses do alvo viajam ao longo do cordão prateado, fazendo com que o alvo reentre em seu corpo no novo plano. Qualquer dano ou outros efeitos que se apliquem a uma forma astral não têm efeito no corpo do alvo e vice-versa. Se o corpo ou forma astral de um alvo cair para 0 Pontos de Vida, a magia termina para aquele alvo. A magia termina para todos os alvos se você fizer uma ação de Magia para dispensá-la. Quando a magia termina para um alvo que não está morto, o alvo reaparece em seu corpo e sai do estado de animação suspensa.", + "duration": "Até ser dissipada", + "id": 549, + "level": 9, + "locations": [ + { + "page": 243, + "sourcebook": "PHB24" + } + ], + "material": "Para cada alvo da magia, um jacinto que vale mais de 1.000 PO e uma barra de prata que vale mais de 100 PO, todos os quais a magia consome", + "name": "Projeção Astral", + "range": "3 metros", + "ruleset": "2024", + "school": "Necromancia" + }, + { + "casting_time": "1 minuto ou Ritual", + "classes": [ + "Clérigo", + "Druida", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você recebe um presságio de uma entidade sobrenatural sobre os resultados de um curso de ação que você planeja tomar nos próximos 30 minutos. O Mestre escolhe o presságio da tabela Presságios. Presságio para resultados que serão... Bem Bom Aflição Ruim Bem e aflição Bom e ruim Indiferença Nem bom nem ruim A magia não leva em conta circunstâncias, como outras magias, que podem mudar os resultados. Se você conjurar a magia mais de uma vez antes de terminar um Descanso Longo, há uma chance cumulativa de 25 por cento para cada conjuração após a primeira de você não obter resposta.", + "duration": "Instantâneo", + "id": 550, + "level": 2, + "locations": [ + { + "page": 244, + "sourcebook": "PHB24" + } + ], + "material": "Paus, ossos, cartas ou outros tokens divinatórios especialmente marcados que valem 25+ PO", + "name": "Augúrio", + "range": "Pessoal", + "ruleset": "2024", + "school": "Adivinhação" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "Paladino" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "Uma aura irradia de você em uma Emanação de 30 pés pela duração. Enquanto estiver na aura, você e seus aliados têm Resistência a dano Necrótico, e seus máximos de Pontos de Vida não podem ser reduzidos. Se um aliado com 0 Pontos de Vida começar seu turno na aura, esse aliado recupera 1 Ponto de Vida.", + "duration": "Até 10 minutos", + "id": 551, + "level": 4, + "locations": [ + { + "page": 244, + "sourcebook": "PHB24" + } + ], + "name": "Aura da Vida", + "range": "Pessoal", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "Paladino" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "Uma aura irradia de você em uma Emanação de 30 pés pela duração. Enquanto estiver na aura, você e seus aliados têm Resistência a dano de Veneno e Vantagem em testes de resistência para evitar ou encerrar efeitos que incluem a condição Cego, Encantado, Surdo, Assustado, Paralisado, Envenenado ou Atordoado.", + "duration": "Até 10 minutos", + "id": 552, + "level": 4, + "locations": [ + { + "page": 244, + "sourcebook": "PHB24" + } + ], + "name": "Aura de Pureza", + "range": "Pessoal", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "Druida", + "Paladino" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "Uma aura irradia de você em uma Emanação de 30 pés pela duração. Quando você cria a aura e no início de cada um dos seus turnos enquanto ela persiste, você pode restaurar 2d6 Pontos de Vida para uma criatura nela.", + "duration": "Até 1 minuto", + "id": 553, + "level": 3, + "locations": [ + { + "page": 244, + "sourcebook": "PHB24" + } + ], + "name": "Aura de Vitalidade", + "range": "Pessoal", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "8 horas", + "classes": [ + "Bardo", + "Druida" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você gasta o tempo de conjuração traçando caminhos mágicos dentro de uma pedra preciosa e então toca o alvo. O alvo deve ser uma criatura Besta ou Planta com Inteligência de 3 ou menos ou uma planta natural que não seja uma criatura. O alvo ganha Inteligência de 10 e a habilidade de falar uma língua que você conhece. Se o alvo for uma planta natural, ele se torna uma criatura Planta e ganha a habilidade de mover seus membros, raízes, vinhas, trepadeiras e assim por diante, e ganha sentidos similares aos de um humano. O Mestre escolhe estatísticas apropriadas para a Planta desperta, como as estatísticas para o Arbusto Desperto ou Árvore Desperta no Manual dos Monstros. O alvo desperto tem a condição Encantado por 30 dias ou até que você ou seus aliados causem dano a ele. Quando essa condição termina, a criatura desperta escolhe sua atitude em relação a você.", + "duration": "Instantâneo", + "id": 554, + "level": 5, + "locations": [ + { + "page": 244, + "sourcebook": "PHB24" + } + ], + "material": "Uma ágata que vale mais de 1.000 PO, que a magia consome", + "name": "Despertar", + "range": "Toque", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Clérigo", + "Bruxo" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Até três criaturas de sua escolha que você possa ver dentro do alcance devem fazer um teste de resistência de Carisma. Sempre que um alvo que falhe neste teste fizer uma jogada de ataque ou um teste de resistência antes que a magia termine, o alvo deve subtrair 1d4 do teste de ataque ou teste de resistência.", + "duration": "Até 1 minuto", + "higher_level": "Você pode escolher uma criatura adicional para cada nível de espaço de magia acima de 1.", + "id": 555, + "level": 1, + "locations": [ + { + "page": 245, + "sourcebook": "PHB24" + } + ], + "material": "Uma gota de sangue", + "name": "Maldição", + "range": "9 metros", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação bônus, que você realiza imediatamente após atingir uma criatura com uma arma corpo a corpo ou um ataque desarmado", + "classes": [ + "Paladino" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "O alvo atingido pela jogada de ataque sofre 5d10 de dano de Força extra do ataque. Se o ataque reduzir o alvo a 50 Pontos de Vida ou menos, o alvo deve ter sucesso em um teste de resistência de Carisma ou será transportado para um semiplano inofensivo pela duração. Enquanto estiver lá, o alvo tem a condição Incapacitado. Quando a magia termina, o alvo reaparece no espaço que deixou ou no espaço desocupado mais próximo se esse espaço estiver ocupado.", + "duration": "Até 1 minuto", + "id": 556, + "level": 5, + "locations": [ + { + "page": 245, + "sourcebook": "PHB24" + } + ], + "name": "Banindo Smite", + "range": "Pessoal", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "Paladino", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Uma criatura que você possa ver dentro do alcance deve ser bem-sucedida em um teste de resistência de Carisma ou será transportada para um semiplano inofensivo pela duração. Enquanto estiver lá, o alvo tem a condição Incapacitado. Quando a magia termina, o alvo reaparece no espaço que deixou ou no espaço desocupado mais próximo se esse espaço estiver ocupado. Se o alvo for uma Aberração, um Celestial, um Elemental, um Fey ou um Fiend, o alvo não retorna se a magia durar 1 minuto. O alvo é transportado para um local aleatório em um plano (escolha do Mestre) associado ao seu tipo de criatura.", + "duration": "Até 1 minuto", + "higher_level": "Você pode escolher uma criatura adicional para cada nível de espaço de magia acima de 4.", + "id": 557, + "level": 4, + "locations": [ + { + "page": 245, + "sourcebook": "PHB24" + } + ], + "material": "Um pentagrama", + "name": "Banimento", + "range": "9 metros", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação bônus", + "classes": [ + "Druida", + "Patrulheiro" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você toca uma criatura disposta. Até que a magia termine, a pele do alvo assume uma aparência de casca de árvore, e o alvo tem uma Classe de Armadura de 17 se sua CA for menor que isso.", + "duration": "1 hora", + "id": 558, + "level": 2, + "locations": [ + { + "page": 245, + "sourcebook": "PHB24" + } + ], + "material": "Um punhado de casca", + "name": "Pele de casca de árvore", + "range": "Toque", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Escolha qualquer número de criaturas dentro do alcance. Durante a duração, cada alvo tem Vantagem em testes de resistência de Sabedoria e Testes de Resistência de Morte e recupera o número máximo de Pontos de Vida possível de qualquer cura.", + "duration": "Até 1 minuto", + "id": 559, + "level": 3, + "locations": [ + { + "page": 245, + "sourcebook": "PHB24" + } + ], + "name": "Farol da Esperança", + "range": "9 metros", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação ou Ritual", + "classes": [ + "Druida", + "Patrulheiro" + ], + "components": [ + "S" + ], + "concentration": true, + "desc": "Você toca uma Besta disposta. Durante a duração, você pode perceber através dos sentidos da Besta, assim como os seus. Ao perceber através dos sentidos da Besta, você se beneficia de quaisquer sentidos especiais que ela tenha.", + "duration": "Até 1 hora", + "id": 560, + "level": 2, + "locations": [ + { + "page": 245, + "sourcebook": "PHB24" + } + ], + "name": "Sentido da Besta", + "range": "Toque", + "ruleset": "2024", + "school": "Adivinhação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Druida", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você explode a mente de uma criatura que você pode ver dentro do alcance. O alvo faz um teste de resistência de Inteligência. Em um teste falho, o alvo sofre 10d12 de dano Psíquico e não pode conjurar magias ou realizar a ação de Magia. No final de cada 30 dias, o alvo repete o teste, encerrando o efeito em um sucesso. O efeito também pode ser encerrado pela magia Restauração Maior, Cura ou Desejo. Em um teste bem-sucedido, o alvo sofre apenas metade do dano.", + "duration": "Instantâneo", + "id": 561, + "level": 8, + "locations": [ + { + "page": 245, + "sourcebook": "PHB24" + } + ], + "material": "Um chaveiro sem chaves", + "name": "Confusão", + "range": "45 metros", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Clérigo", + "Mago" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Você toca uma criatura, que deve ser bem-sucedida em um teste de resistência de Sabedoria ou se tornará amaldiçoada pela duração. Até que a maldição termine, o alvo sofre um dos seguintes efeitos de sua escolha:", + "duration": "Até 1 minuto", + "higher_level": "Se você conjurar esta magia usando um espaço de magia de nível 4, você pode manter Concentração nela por até 10 minutos. Se você usar um espaço de magia de nível 5+, a magia não requer Concentração, e a duração se torna 8 horas (espaço de nível 5–6) ou 24 horas (espaço de nível 7–8). Se você usar um espaço de magia de nível 9, a magia dura até ser dissipada.", + "id": 562, + "level": 3, + "locations": [ + { + "page": 246, + "sourcebook": "PHB24" + } + ], + "name": "Conceder Maldição", + "range": "Toque", + "ruleset": "2024", + "school": "Necromancia" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você cria uma Mão Grande de energia mágica cintilante em um espaço desocupado que você pode ver dentro do alcance. A mão dura pela duração e se move ao seu comando, imitando os movimentos da sua própria mão. A mão é um objeto que tem CA 20 e Pontos de Vida iguais ao seu Ponto de Vida máximo. Se cair para 0 Pontos de Vida, a magia termina. A mão não ocupa seu espaço. Quando você conjura a magia e como uma Ação Bônus em seus turnos posteriores, você pode mover a mão até 60 pés e então causar um dos seguintes efeitos: Punho Cerrado. A mão atinge um alvo a até 5 pés dela. Faça um ataque de magia corpo a corpo. Em um acerto, o alvo recebe 5d8 de dano de Força. Mão Poderosa. A mão tenta empurrar uma criatura Enorme ou menor a até 5 pés dela. O alvo deve ser bem-sucedido em um teste de resistência de Força, ou a mão empurra o alvo até 5 pés mais um número de pés igual a cinco vezes o seu modificador de habilidade de conjuração. A mão se move com o alvo, permanecendo a 1,5 m dele. Mão Agarradora. A mão tenta agarrar uma criatura Enorme ou menor a 1,5 m dela. O alvo deve ser bem-sucedido em um teste de resistência de Destreza, ou o alvo tem a condição Agarrado, com uma CD de fuga igual à sua CD de resistência de magia. Enquanto a mão agarra o alvo, você pode realizar uma Ação Bônus para fazer com que a mão o esmague, causando dano de Concussão ao alvo igual a 4d6 mais seu modificador de habilidade de conjuração. Mão Interposta. A mão concede a você Meia Cobertura contra ataques e outros efeitos que se originam de seu espaço ou que passam por ela. Além disso, seu espaço conta como Terreno Difícil para seus inimigos.", + "duration": "Até 1 minuto", + "higher_level": "O dano do Punho Cerrado aumenta em 2d8 e o dano da Mão Agarradora aumenta em 2d6 para cada nível de magia acima de 5.", + "id": 563, + "level": 5, + "locations": [ + { + "page": 246, + "sourcebook": "PHB24" + } + ], + "material": "Uma casca de ovo e uma luva", + "name": "Mão de Bigby", + "range": "36 metros", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Você cria uma parede de lâminas giratórias feitas de energia mágica. A parede aparece dentro do alcance e dura pela duração. Você faz uma parede reta de até 100 pés de comprimento, 20 pés de altura e 5 pés de espessura, ou uma parede anelada de até 60 pés de diâmetro, 20 pés de altura e 5 pés de espessura. A parede fornece Cobertura de Três Quartos, e seu espaço é Terreno Difícil. Qualquer criatura no espaço da parede faz um teste de resistência de Destreza, sofrendo 6d10 de dano de Força em uma falha ou metade do dano em uma bem-sucedida. Uma criatura também faz esse teste se entrar no espaço da parede ou terminar seu turno lá. Uma criatura faz esse teste apenas uma vez por turno.", + "duration": "Até 10 minutos", + "id": 564, + "level": 6, + "locations": [ + { + "page": 247, + "sourcebook": "PHB24" + } + ], + "name": "Barreira de lâmina", + "range": "27 metros", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Sempre que uma criatura faz uma jogada de ataque contra você antes que a magia termine, o atacante subtrai 1d4 da jogada de ataque.", + "duration": "Até 1 minuto", + "id": 565, + "level": 0, + "locations": [ + { + "page": 247, + "sourcebook": "PHB24" + } + ], + "name": "Proteção da Lâmina", + "range": "Pessoal", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "Paladino" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você abençoa até três criaturas dentro do alcance. Sempre que um alvo faz uma jogada de ataque ou um teste de resistência antes que a magia termine, o alvo adiciona 1d4 à jogada de ataque ou teste de resistência.", + "duration": "Até 1 minuto", + "higher_level": "Você pode escolher uma criatura adicional para cada nível de espaço de magia acima de 1.", + "id": 566, + "level": 1, + "locations": [ + { + "page": 247, + "sourcebook": "PHB24" + } + ], + "material": "Um símbolo sagrado que vale 5+ PO", + "name": "Abençoar", + "range": "9 metros", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação", + "classes": [ + "Druida", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Uma criatura que você pode ver dentro do alcance faz um teste de resistência de Constituição, sofrendo 8d8 de dano Necrótico em um teste falho ou metade do dano em um teste bem-sucedido. Uma criatura Planta falha automaticamente no teste. Alternativamente, escolha uma planta não mágica que não seja uma criatura, como uma árvore ou arbusto. Ela não faz um teste; ela simplesmente murcha e morre.", + "duration": "Instantâneo", + "higher_level": "O dano aumenta em 1d8 para cada nível de magia acima de 4.", + "id": 567, + "level": 4, + "locations": [ + { + "page": 247, + "sourcebook": "PHB24" + } + ], + "name": "Praga", + "range": "9 metros", + "ruleset": "2024", + "school": "Necromancia" + }, + { + "casting_time": "Ação bônus, que você realiza imediatamente após atingir uma criatura com uma arma corpo a corpo ou um ataque desarmado", + "classes": [ + "Paladino" + ], + "components": [ + "V" + ], + "desc": "O alvo atingido pelo golpe recebe 3d8 de dano Radiante extra do ataque, e o alvo tem a condição Blinded até que a magia termine. No final de cada um de seus turnos, o alvo Blinded faz um teste de resistência de Constituição, terminando a magia sobre si mesmo em um sucesso.", + "duration": "1 minuto", + "higher_level": "O dano extra aumenta em 1d8 para cada nível de magia acima de 3.", + "id": 568, + "level": 3, + "locations": [ + { + "page": 247, + "sourcebook": "PHB24" + } + ], + "name": "Golpe Cegante", + "range": "Pessoal", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Clérigo", + "Feiticeiro", + "Mago" + ], + "components": [ + "V" + ], + "desc": "Uma criatura que você pode ver dentro do alcance deve ter sucesso em um teste de resistência de Constituição, ou ela tem a condição Blinded ou Deafened (sua escolha) pela duração. No final de cada um de seus turnos, o alvo repete o teste, encerrando a magia sobre si mesmo em um sucesso.", + "duration": "1 minuto", + "higher_level": "Você pode escolher uma criatura adicional para cada nível de espaço de magia acima de 2.", + "id": 569, + "level": 2, + "locations": [ + { + "page": 248, + "sourcebook": "PHB24" + } + ], + "name": "Cegueira/Surdez", + "range": "36 metros", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Role 1d6 no final de cada um dos seus turnos pela duração. Em um teste de 4–6, você desaparece do seu plano de existência atual e aparece no Plano Etéreo (a magia termina instantaneamente se você já estiver naquele plano). Enquanto estiver no Plano Etéreo, você pode perceber o plano que deixou, que é lançado em tons de cinza, mas você não pode ver nada lá a mais de 60 pés de distância. Você pode afetar e ser afetado apenas por outras criaturas no Plano Etéreo, e criaturas no outro plano não podem percebê-lo a menos que tenham uma habilidade especial que as deixe perceber coisas no Plano Etéreo. Você retorna ao outro plano no início do seu próximo turno e quando a magia termina se você estiver no Plano Etéreo. Você retorna a um espaço desocupado de sua escolha que você pode ver a 10 pés do espaço que você deixou. Se nenhum espaço desocupado estiver disponível dentro desse alcance, você aparece no espaço desocupado mais próximo.", + "duration": "1 minuto", + "id": 570, + "level": 3, + "locations": [ + { + "page": 248, + "sourcebook": "PHB24" + } + ], + "name": "Piscar", + "range": "Pessoal", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "Seu corpo fica borrado. Durante a duração, qualquer criatura tem Desvantagem em jogadas de ataque contra você. Um atacante é imune a esse efeito se perceber você com Blindsight ou Truesight.", + "duration": "Até 1 minuto", + "id": 571, + "level": 2, + "locations": [ + { + "page": 248, + "sourcebook": "PHB24" + } + ], + "name": "Borrão", + "range": "Pessoal", + "ruleset": "2024", + "school": "Ilusão" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Uma fina camada de chamas dispara de você. Cada criatura em um Cone de 15 pés faz um teste de resistência de Destreza, sofrendo 3d6 de dano de Fogo em uma falha ou metade do dano em um sucesso. Objetos inflamáveis no Cone que não estão sendo usados ou carregados começam a queimar.", + "duration": "Instantâneo", + "higher_level": "O dano aumenta em 1d6 para cada nível de magia acima de 1.", + "id": 572, + "level": 1, + "locations": [ + { + "page": 248, + "sourcebook": "PHB24" + } + ], + "name": "Mãos em chamas", + "range": "Pessoal", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Druida" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Uma nuvem de tempestade aparece em um ponto dentro do alcance que você pode ver acima de si. Ela assume a forma de um Cilindro com 10 pés de altura e 60 pés de raio. Quando você conjura a magia, escolha um ponto que você pode ver sob a nuvem. Um raio dispara da nuvem para aquele ponto. Cada criatura a 5 pés daquele ponto faz um teste de resistência de Destreza, sofrendo 3d10 de dano de Relâmpago em uma falha ou metade do dano em um sucesso. Até que a magia termine, você pode fazer uma ação de Magia para invocar um raio dessa forma novamente, mirando no mesmo ponto ou em um diferente. Se você estiver ao ar livre em uma tempestade quando conjurar esta magia, a magia lhe dará controle sobre aquela tempestade em vez de criar uma nova. Sob tais condições, o dano da magia aumenta em 1d10.", + "duration": "Até 10 minutos", + "higher_level": "O dano aumenta em 1d10 para cada nível de magia acima de 3.", + "id": 573, + "level": 3, + "locations": [ + { + "page": 248, + "sourcebook": "PHB24" + } + ], + "name": "Chamada Relâmpago", + "range": "36 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Clérigo" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Cada Humanoide em uma Esfera de 20 pés de raio centrada em um ponto escolhido dentro do alcance deve ser bem-sucedido em um teste de resistência de Carisma ou será afetado por um dos seguintes efeitos (escolha para cada criatura):", + "duration": "Até 1 minuto", + "id": 574, + "level": 2, + "locations": [ + { + "page": 249, + "sourcebook": "PHB24" + } + ], + "name": "Emoções Calmas", + "range": "18 metros", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você lança um raio em direção a um alvo que você pode ver dentro do alcance. Três raios então saltam daquele alvo para até três outros alvos de sua escolha, cada um dos quais deve estar a até 30 pés do primeiro alvo. Um alvo pode ser uma criatura ou um objeto e pode ser alvo de apenas um dos raios. Cada alvo faz um teste de resistência de Destreza, sofrendo 10d8 de dano de Raio em uma falha ou metade do dano em um sucesso.", + "duration": "Instantâneo", + "higher_level": "Um raio adicional salta do primeiro alvo para outro alvo para cada nível de magia acima de 6.", + "id": 575, + "level": 6, + "locations": [ + { + "page": 249, + "sourcebook": "PHB24" + } + ], + "material": "Três pinos de prata", + "name": "Relâmpago em cadeia", + "range": "45 metros", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Druida", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Uma criatura que você pode ver dentro do alcance faz um teste de resistência de Sabedoria. Ele faz isso com Vantagem se você ou seus aliados estiverem lutando contra ela. Em um teste falho, o alvo tem a condição Encantado até que a magia termine ou até que você ou seus aliados causem dano a ela. A criatura Encantada é Amistosa com você. Quando a magia termina, o alvo sabe que foi Encantado por você.", + "duration": "1 hora", + "higher_level": "Você pode escolher uma criatura adicional para cada nível de espaço de magia acima de 4.", + "id": 576, + "level": 4, + "locations": [ + { + "page": 249, + "sourcebook": "PHB24" + } + ], + "name": "Monstro de Charme", + "range": "9 metros", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Druida", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Um Humanoide que você pode ver dentro do alcance faz um teste de resistência de Sabedoria. Ele faz isso com Vantagem se você ou seus aliados estiverem lutando contra ele. Em um teste de resistência falho, o alvo tem a condição Encantado até que a magia termine ou até que você ou seus aliados causem dano a ele. A criatura Encantada é Amistosa com você. Quando a magia termina, o alvo sabe que foi Encantado por você.", + "duration": "1 hora", + "higher_level": "Você pode escolher uma criatura adicional para cada nível de espaço de magia acima de 1.", + "id": 577, + "level": 1, + "locations": [ + { + "page": 249, + "sourcebook": "PHB24" + } + ], + "name": "Pessoa Charmosa", + "range": "9 metros", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Canalizando o frio do túmulo, faça um ataque mágico corpo a corpo contra um alvo dentro do alcance. Em um acerto, o alvo recebe 1d10 de dano Necrótico e não pode recuperar Pontos de Vida até o final do seu próximo turno.", + "duration": "Instantâneo", + "higher_level": "O dano aumenta em 1d10 quando você atinge os níveis 5 (2d10), 11 (3d10) e 17 (4d10).", + "id": 578, + "level": 0, + "locations": [ + { + "page": 249, + "sourcebook": "PHB24" + } + ], + "name": "Toque frio", + "range": "Toque", + "ruleset": "2024", + "school": "Necromancia" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você arremessa um orbe de energia em um alvo dentro do alcance. Escolha Ácido, Frio, Fogo, Relâmpago, Veneno ou Trovão para o tipo de orbe que você cria e então faça um ataque de magia à distância contra o alvo. Em um acerto, o alvo recebe 3d8 de dano do tipo escolhido. Se você rolar o mesmo número em dois ou mais dos d8s, o orbe salta para um alvo diferente de sua escolha dentro de 30 pés do alvo. Faça uma jogada de ataque contra o novo alvo e faça uma nova jogada de dano. O orbe não pode saltar novamente a menos que você conjure a magia com um espaço de magia de nível 2+.", + "duration": "Instantâneo", + "higher_level": "O dano aumenta em 1d8 para cada nível de espaço de magia acima de 1. O orbe pode saltar um número máximo de vezes igual ao nível do espaço gasto, e uma criatura pode ser alvo apenas uma vez a cada conjuração desta magia.", + "id": 579, + "level": 1, + "locations": [ + { + "page": 249, + "sourcebook": "PHB24" + } + ], + "material": "Um diamante que vale mais de 50 PO", + "name": "Orbe Cromático", + "range": "27 metros", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Energia negativa ondula em uma Esfera de 60 pés de raio de um ponto que você escolher dentro do alcance. Cada criatura naquela área faz um teste de resistência de Constituição, sofrendo 8d8 de dano Necrótico em um teste falho ou metade do dano em um teste bem-sucedido.", + "duration": "Instantâneo", + "higher_level": "O dano aumenta em 2d8 para cada nível de magia acima de 6.", + "id": 580, + "level": 6, + "locations": [ + { + "page": 250, + "sourcebook": "PHB24" + } + ], + "material": "O pó de uma pérola negra esmagada vale mais de 500 po", + "name": "Círculo da Morte", + "range": "45 metros", + "ruleset": "2024", + "school": "Necromancia" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "Paladino", + "Mago" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "Uma aura irradia de você em uma Emanação de 30 pés pela duração. Enquanto estiver na aura, você e seus aliados têm Vantagem em testes de resistência contra magias e outros efeitos mágicos. Quando uma criatura afetada faz um teste de resistência contra uma magia ou efeito mágico que permite que um teste sofra apenas metade do dano, ela não sofre dano se for bem-sucedida no teste.", + "duration": "Até 10 minutos", + "id": 581, + "level": 5, + "locations": [ + { + "page": 250, + "sourcebook": "PHB24" + } + ], + "name": "Círculo de Poder", + "range": "Pessoal", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "10 minutos", + "classes": [ + "Bardo", + "Clérigo", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você cria um sensor Invisível dentro do alcance em um local familiar para você (um lugar que você já visitou ou viu antes) ou em um local óbvio que não é familiar para você (como atrás de uma porta, em uma esquina ou em um bosque de árvores). O sensor intangível e invulnerável permanece no lugar durante a duração. Quando você conjura a magia, escolha ver ou ouvir. Você pode usar o sentido escolhido através do sensor como se estivesse em seu espaço. Como uma Ação Bônus, você pode alternar entre ver e ouvir. Uma criatura que vê o sensor (como uma criatura se beneficiando de Ver Invisibilidade ou Visão Verdadeira) vê um orbe luminoso do tamanho do seu punho.", + "duration": "Até 10 minutos", + "id": 582, + "level": 3, + "locations": [ + { + "page": 250, + "sourcebook": "PHB24" + } + ], + "material": "Um foco que vale mais de 100 PO, um chifre com joias para audição ou um olho de vidro para visão", + "name": "Clarividência", + "range": "1 milha", + "ruleset": "2024", + "school": "Adivinhação" + }, + { + "casting_time": "1 hora", + "classes": [ + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você toca uma criatura ou pelo menos 1 polegada cúbica de sua carne. Uma duplicata inerte daquela criatura se forma dentro do recipiente usado na conjuração da magia e termina de crescer após 120 dias; você escolhe se o clone finalizado tem a mesma idade da criatura ou é mais jovem. O clone permanece inerte e dura indefinidamente enquanto seu recipiente permanece intocado. Se a criatura original morrer após o clone terminar de se formar, a alma da criatura é transferida para o clone se a alma estiver livre e disposta a retornar. O clone é fisicamente idêntico ao original e tem a mesma personalidade, memórias e habilidades, mas nenhum dos equipamentos do original. Os restos originais da criatura, se houver, tornam-se inertes e não podem ser revividos, já que a alma da criatura está em outro lugar.", + "duration": "Instantâneo", + "id": 583, + "level": 8, + "locations": [ + { + "page": 251, + "sourcebook": "PHB24" + } + ], + "material": "Um diamante que vale mais de 1.000 PO, que a magia consome, e um recipiente selável que vale mais de 2.000 PO, que seja grande o suficiente para conter a criatura que está sendo clonada.", + "name": "Clone", + "range": "Toque", + "ruleset": "2024", + "school": "Necromancia" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Você cria uma Esfera de 20 pés de raio de névoa amarelo-esverdeada centrada em um ponto dentro do alcance. A névoa dura pela duração ou até que um vento forte (como o criado por Rajada de Vento) a disperse, encerrando a magia. Sua área é Pesadamente Obscura. Cada criatura na Esfera faz um teste de resistência de Constituição, sofrendo 5d8 de dano de Veneno em uma falha ou metade do dano em uma bem-sucedida. Uma criatura também deve fazer esse teste quando a Esfera se move para seu espaço e quando entra na Esfera ou termina seu turno lá. Uma criatura faz esse teste apenas uma vez por turno. A Esfera se move 10 pés para longe de você no início de cada um dos seus turnos.", + "duration": "Até 10 minutos", + "higher_level": "O dano aumenta em 1d8 para cada nível de magia acima de 5.", + "id": 584, + "level": 5, + "locations": [ + { + "page": 251, + "sourcebook": "PHB24" + } + ], + "name": "Nuvem Mortal", + "range": "36 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você conjura adagas giratórias em um Cubo de 5 pés centralizado em um ponto dentro do alcance. Cada criatura naquela área sofre 4d4 de dano Cortante. Uma criatura também sofre esse dano se entrar no Cubo ou terminar seu turno lá ou se o Cubo se mover para seu espaço. Uma criatura sofre esse dano apenas uma vez por turno. Em seus turnos posteriores, você pode realizar uma ação de Magia para teleportar o Cubo até 30 pés.", + "duration": "Até 1 minuto", + "higher_level": "O dano aumenta em 2d4 para cada nível de magia acima de 2.", + "id": 585, + "level": 2, + "locations": [ + { + "page": 251, + "sourcebook": "PHB24" + } + ], + "material": "Um pedaço de vidro", + "name": "Nuvem de Adagas", + "range": "18 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você lança uma deslumbrante série de luzes coloridas e brilhantes. Cada criatura em um Cone de 15 pés originário de você deve ter sucesso em um teste de resistência de Constituição ou terá a condição Blinded até o final do seu próximo turno.", + "duration": "Instantâneo", + "id": 586, + "level": 1, + "locations": [ + { + "page": 251, + "sourcebook": "PHB24" + } + ], + "material": "Uma pitada de areia colorida", + "name": "Spray de cor", + "range": "Pessoal", + "ruleset": "2024", + "school": "Ilusão" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Clérigo", + "Paladino" + ], + "components": [ + "V" + ], + "desc": "Você fala um comando de uma palavra para uma criatura que você pode ver dentro do alcance. O alvo deve ter sucesso em um teste de resistência de Sabedoria ou seguir o comando em seu próximo turno. Escolha o comando entre estas opções: Aproximar. O alvo se move em sua direção pela rota mais curta e direta, terminando seu turno se ele se mover a 1,5 m de você. Largar. O alvo larga o que estiver segurando e então termina seu turno. Fugir. O alvo gasta seu turno se afastando de você pelo meio mais rápido disponível. Rastejar. O alvo tem a condição Prone e então termina seu turno. Parar. Em seu turno, o alvo não se move e não realiza nenhuma ação ou Ação Bônus.", + "duration": "Instantâneo", + "higher_level": "Você pode afetar uma criatura adicional para cada nível de espaço de magia acima de 1.", + "id": 587, + "level": 1, + "locations": [ + { + "page": 251, + "sourcebook": "PHB24" + } + ], + "name": "Comando", + "range": "18 metros", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "1 minuto ou Ritual", + "classes": [ + "Clérigo" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você contata uma divindade ou um representante divino e faz até três perguntas que podem ser respondidas com sim ou não. Você deve fazer suas perguntas antes que a magia termine. Você recebe uma resposta correta para cada pergunta. Seres divinos não são necessariamente oniscientes, então você pode receber "incerto" como resposta se uma pergunta pertencer a informações que estão além do conhecimento da divindade. Em um caso em que uma resposta de uma palavra pode ser enganosa ou contrária aos interesses da divindade, o Mestre pode oferecer uma frase curta como resposta. Se você conjurar a magia mais de uma vez antes de terminar um Descanso Longo, há uma chance cumulativa de 25 por cento para cada conjuração após a primeira de você não obter resposta.", + "duration": "1 minuto", + "id": 588, + "level": 5, + "locations": [ + { + "page": 252, + "sourcebook": "PHB24" + } + ], + "material": "Incenso", + "name": "Comuna", + "range": "Pessoal", + "ruleset": "2024", + "school": "Adivinhação" + }, + { + "casting_time": "1 minuto ou Ritual", + "classes": [ + "Druida", + "Patrulheiro" + ], + "components": [ + "V", + "S" + ], + "desc": "Você se comunica com espíritos da natureza e ganha conhecimento da área ao redor. Ao ar livre, a magia lhe dá conhecimento da área dentro de 3 milhas de você. Em cavernas e outros cenários subterrâneos naturais, o raio é limitado a 300 pés. A magia não funciona onde a natureza foi substituída por construção, como em castelos e assentamentos. Escolha três dos seguintes fatos; você aprende esses fatos conforme eles pertencem à área da magia: Por exemplo, você pode determinar a localização de um monstro poderoso na área, a localização de corpos d'água e a localização de quaisquer cidades.", + "duration": "Instantâneo", + "id": 589, + "level": 5, + "locations": [ + { + "page": 252, + "sourcebook": "PHB24" + } + ], + "name": "Comungar com a Natureza", + "range": "Pessoal", + "ruleset": "2024", + "school": "Adivinhação" + }, + { + "casting_time": "Ação bônus", + "classes": [ + "Paladino" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "Você tenta obrigar uma criatura a um duelo. Uma criatura que você pode ver dentro do alcance faz um teste de resistência de Sabedoria. Em um teste falho, o alvo tem Desvantagem em jogadas de ataque contra criaturas que não sejam você, e ele não pode se mover voluntariamente para um espaço que esteja a mais de 30 pés de distância de você. A magia termina se você fizer uma jogada de ataque contra uma criatura que não seja o alvo, se você conjurar uma magia em um inimigo que não seja o alvo, se um aliado seu causar dano ao alvo, ou se você terminar seu turno a mais de 30 pés de distância do alvo.", + "duration": "Até 1 minuto", + "id": 590, + "level": 1, + "locations": [ + { + "page": 252, + "sourcebook": "PHB24" + } + ], + "name": "Duelo Compelido", + "range": "9 metros", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação ou Ritual", + "classes": [ + "Bardo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Durante a duração, você entende o significado literal de qualquer idioma que você ouve ou vê assinado. Você também entende qualquer idioma escrito que você vê, mas você deve estar tocando a superfície na qual as palavras estão escritas. Leva cerca de 1 minuto para ler uma página de texto. Esta magia não decodifica símbolos ou mensagens secretas.", + "duration": "1 hora", + "id": 591, + "level": 1, + "locations": [ + { + "page": 252, + "sourcebook": "PHB24" + } + ], + "material": "Uma pitada de fuligem e sal", + "name": "Compreender idiomas", + "range": "Pessoal", + "ruleset": "2024", + "school": "Adivinhação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Cada criatura de sua escolha que você pode ver dentro do alcance deve ser bem-sucedida em um teste de resistência de Sabedoria ou ter a condição Encantado até que a magia termine. Durante a duração, você pode realizar uma Ação Bônus para designar uma direção que seja horizontal para você. Cada alvo Encantado deve usar o máximo de seu movimento possível para se mover naquela direção em seu próximo turno, tomando a rota mais segura. Após se mover dessa forma, um alvo repete o teste, encerrando a magia sobre si mesmo em um sucesso.", + "duration": "Até 1 minuto", + "id": 592, + "level": 4, + "locations": [ + { + "page": 252, + "sourcebook": "PHB24" + } + ], + "name": "Compulsão", + "range": "9 metros", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação", + "classes": [ + "Druida", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você libera uma rajada de ar frio. Cada criatura em um Cone de 60 pés originário de você faz um teste de resistência de Constituição, sofrendo 8d8 de dano de Frio em uma falha ou metade do dano em um sucesso. Uma criatura morta por esta magia se torna uma estátua congelada até que descongele.", + "duration": "Instantâneo", + "higher_level": "O dano aumenta em 1d8 para cada nível de magia acima de 5.", + "id": 593, + "level": 5, + "locations": [ + { + "page": 253, + "sourcebook": "PHB24" + } + ], + "material": "Um pequeno cone de cristal ou vidro", + "name": "Cone de Frio", + "range": "Pessoal", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Druida", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Cada criatura em uma Esfera de 10 pés de raio centrada em um ponto que você escolher dentro do alcance deve ter sucesso em um teste de resistência de Sabedoria, ou esse alvo não pode realizar Ações ou Reações Bônus e deve rolar 1d10 no início de cada um de seus turnos para determinar seu comportamento naquele turno, consultando a tabela abaixo. 1d10 Comportamento para o Turno 1 O alvo não realiza uma ação e usa todo o seu movimento para se mover. Role 1d4 para a direção: 1, norte; 2, leste; 3, sul; ou 4, oeste. 2–6 O alvo não se move nem realiza ações. 7–8 O alvo não se move e realiza a ação Ataque para fazer um ataque corpo a corpo contra uma criatura aleatória dentro do alcance. Se nenhuma estiver dentro do alcance, o alvo não realiza nenhuma ação. 9–10 O alvo escolhe seu comportamento. No final de cada um de seus turnos, um alvo afetado repete o teste, encerrando a magia sobre si mesmo em um sucesso.", + "duration": "Até 1 minuto", + "higher_level": "O raio da Esfera aumenta em 1,5 m para cada nível de magia acima de 4.", + "id": 594, + "level": 4, + "locations": [ + { + "page": 253, + "sourcebook": "PHB24" + } + ], + "material": "Três cascas de nozes", + "name": "Confusão", + "range": "27 metros", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação", + "classes": [ + "Druida", + "Patrulheiro" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Você conjura espíritos da natureza que aparecem como um bando Grande de animais espectrais e intangíveis em um espaço desocupado que você pode ver dentro do alcance. O bando dura pela duração, e você escolhe a forma animal dos espíritos, como lobos, serpentes ou pássaros. Você tem Vantagem em testes de resistência de Força enquanto estiver a 1,5 m do bando, e quando você se move no seu turno, você também pode mover o bando até 9 m para um espaço desocupado que você pode ver. Sempre que o bando se move a 3 m de uma criatura que você pode ver e sempre que uma criatura que você pode ver entra em um espaço a 3 m do bando ou termina seu turno lá, você pode forçar essa criatura a fazer um teste de resistência de Destreza. Em uma falha na resistência, a criatura sofre 3d10 de dano Cortante. Uma criatura faz essa resistência apenas uma vez por turno.", + "duration": "Até 10 minutos", + "higher_level": "O dano aumenta em 1d10 para cada nível de magia acima de 3.", + "id": 595, + "level": 3, + "locations": [ + { + "page": 254, + "sourcebook": "PHB24" + } + ], + "name": "Conjurar animais", + "range": "18 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Patrulheiro" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você brande a arma usada para conjurar a magia e conjura armas espectrais similares (ou munição apropriada para a arma) que se lançam para frente e então desaparecem. Cada criatura de sua escolha que você pode ver em um Cone de 60 pés faz um teste de resistência de Destreza, sofrendo 5d8 de dano de Força em um teste de resistência falho ou metade do dano em um teste bem-sucedido.", + "duration": "Instantâneo", + "higher_level": "O dano aumenta em 1d8 para cada nível de magia acima de 3.", + "id": 596, + "level": 3, + "locations": [ + { + "page": 254, + "sourcebook": "PHB24" + } + ], + "material": "Uma arma corpo a corpo ou de longo alcance que vale pelo menos 1 pc", + "name": "Conjurar Barragem", + "range": "Pessoal", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Você conjura um espírito dos Planos Superiores, que se manifesta como um pilar de luz em um Cilindro de 10 pés de raio e 40 pés de altura centralizado em um ponto dentro do alcance. Para cada criatura que você pode ver no Cilindro, escolha qual destas luzes brilha sobre ela: Luz Curativa. O alvo recupera Pontos de Vida iguais a 4d12 mais seu modificador de habilidade de conjuração. Luz Cauterizante. O alvo faz um teste de resistência de Destreza, sofrendo 6d12 de dano Radiante em uma falha ou metade do dano em um sucesso. Até que a magia termine, Luz Brilhante preenche o Cilindro, e quando você se move em seu turno, você também pode mover o Cilindro até 30 pés. Sempre que o Cilindro se move para o espaço de uma criatura que você pode ver e sempre que uma criatura que você pode ver entra no Cilindro ou termina seu turno lá, você pode banhá-la em uma das luzes. Uma criatura pode ser afetada por esta magia apenas uma vez por turno.", + "duration": "Até 10 minutos", + "higher_level": "A cura e o dano aumentam em 1d12 para cada nível de magia acima de 7.", + "id": 597, + "level": 7, + "locations": [ + { + "page": 254, + "sourcebook": "PHB24" + } + ], + "name": "Conjurar Celestial", + "range": "27 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Druida", + "Mago" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Você conjura um espírito Grande e intangível dos Planos Elementais que aparece em um espaço desocupado dentro do alcance. Escolha o elemento do espírito, que determina seu tipo de dano: ar (Relâmpago), terra (Trovão), fogo (Fogo) ou água (Frio). O espírito dura pela duração. Sempre que uma criatura que você pode ver entra no espaço do espírito ou começa seu turno a 1,5 m do espírito, você pode forçar essa criatura a fazer um teste de resistência de Destreza se o espírito não tiver nenhuma criatura Restringida. Em caso de falha na resistência, o alvo sofre 8d8 de dano do tipo do espírito, e o alvo tem a condição Restringido até que a magia termine. No início de cada um de seus turnos, o alvo Restringido repete a resistência. Em caso de falha na resistência, o alvo sofre 4d8 de dano do tipo do espírito. Em caso de sucesso, o alvo não é Restringido pelo espírito.", + "duration": "Até 10 minutos", + "higher_level": "O dano aumenta em 2d8 para cada nível de magia acima de 5.", + "id": 598, + "level": 5, + "locations": [ + { + "page": 254, + "sourcebook": "PHB24" + } + ], + "name": "Conjurar Elemental", + "range": "18 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Druida" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Você conjura um espírito Médio da Agrestia das Fadas em um espaço desocupado que você pode ver dentro do alcance. O espírito dura pela duração, e parece uma criatura Fey de sua escolha. Quando o espírito aparece, você pode fazer um ataque mágico corpo a corpo contra uma criatura a até 1,5 m dele. Em um acerto, o alvo recebe dano Psíquico igual a 3d12 mais seu modificador de habilidade de conjuração, e o alvo tem a condição Assustado até o início do seu próximo turno, com você e o espírito como a fonte do medo. Como uma Ação Bônus em seus turnos posteriores, você pode teleportar o espírito para um espaço desocupado que você pode ver a até 9 m do espaço que ele deixou e fazer o ataque contra uma criatura a até 1,5 m dele.", + "duration": "Até 10 minutos", + "higher_level": "O dano aumenta em 2d12 para cada nível de magia acima de 6.", + "id": 599, + "level": 6, + "locations": [ + { + "page": 255, + "sourcebook": "PHB24" + } + ], + "name": "Conjurar Fey", + "range": "18 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Druida", + "Mago" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Você conjura espíritos dos Planos Elementais que voam ao seu redor em uma Emanação de 15 pés pela duração. Até que a magia termine, qualquer ataque que você fizer causa 2d8 de dano extra quando você atinge uma criatura na Emanação. Esse dano é Ácido, Frio, Fogo ou Relâmpago (sua escolha quando você faz o ataque). Além disso, o solo na Emanação é Terreno Difícil para seus inimigos.", + "duration": "Até 10 minutos", + "higher_level": "O dano aumenta em 2d8 para cada nível de magia acima de 4.", + "id": 600, + "level": 4, + "locations": [ + { + "page": 255, + "sourcebook": "PHB24" + } + ], + "name": "Conjurar Elementais Menores", + "range": "Pessoal", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Patrulheiro" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você brande a arma usada para conjurar a magia e escolhe um ponto dentro do alcance. Centenas de armas espectrais similares (ou munição apropriada para a arma) caem em uma saraivada e então desaparecem. Cada criatura de sua escolha que você pode ver em um Cilindro de 40 pés de raio e 20 pés de altura centrado naquele ponto faz um teste de resistência de Destreza. Uma criatura sofre 8d8 de dano de Força em uma falha ou metade do dano em uma bem-sucedida.", + "duration": "Instantâneo", + "id": 601, + "level": 5, + "locations": [ + { + "page": 255, + "sourcebook": "PHB24" + } + ], + "material": "Uma arma corpo a corpo ou de longo alcance que vale pelo menos 1 pc", + "name": "Conjurar Voleio", + "range": "45 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Druida", + "Patrulheiro" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Você conjura espíritos da natureza que voam ao seu redor em uma Emanação de 10 pés pela duração. Sempre que a Emanação entra no espaço de uma criatura que você pode ver e sempre que uma criatura que você pode ver entra na Emanação ou termina seu turno lá, você pode forçar essa criatura a fazer um teste de resistência de Sabedoria. A criatura sofre 5d8 de dano de Força em uma falha ou metade do dano em uma bem-sucedida. Uma criatura faz esse teste apenas uma vez por turno. Além disso, você pode realizar a ação Desengajar como uma Ação Bônus pela duração da magia.", + "duration": "Até 10 minutos", + "higher_level": "O dano aumenta em 1d8 para cada nível de magia acima de 4.", + "id": 602, + "level": 4, + "locations": [ + { + "page": 255, + "sourcebook": "PHB24" + } + ], + "name": "Conjurar Seres da Floresta", + "range": "Pessoal", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "1 minuto ou Ritual", + "classes": [ + "Bruxo", + "Mago" + ], + "components": [ + "V" + ], + "desc": "Você contata mentalmente um semideus, o espírito de um sábio morto há muito tempo, ou alguma outra entidade conhecedora de outro plano. Contatar essa inteligência sobrenatural pode quebrar sua mente. Quando você conjura esta magia, faça um teste de resistência de Inteligência CD 15. Em um teste bem-sucedido, você pode fazer até cinco perguntas à entidade. Você deve fazer suas perguntas antes que a magia termine. O Mestre responde a cada pergunta com uma palavra, como "sim", "não", "talvez", "nunca", "irrelevante" ou "pouco claro" (se a entidade não souber a resposta para a pergunta). Se uma resposta de uma palavra for enganosa, o Mestre pode, em vez disso, oferecer uma frase curta como resposta. Em um teste falho, você sofre 6d6 de dano Psíquico e fica com a condição Incapacitado até terminar um Descanso Longo. Uma magia Restauração Maior conjurada em você encerra este efeito.", + "duration": "1 minuto", + "id": 603, + "level": 5, + "locations": [ + { + "page": 255, + "sourcebook": "PHB24" + } + ], + "name": "Contato Outro Plano", + "range": "Pessoal", + "ruleset": "2024", + "school": "Adivinhação" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "Druida" + ], + "components": [ + "V", + "S" + ], + "desc": "Seu toque inflige um contágio mágico. O alvo deve ter sucesso em um teste de resistência de Constituição ou receber 11d8 de dano Necrótico e ter a condição Envenenado. Além disso, escolha uma habilidade quando conjurar a magia. Enquanto Envenenado, o alvo tem Desvantagem em testes de resistência feitos com a habilidade escolhida. O alvo deve repetir o teste de resistência no final de cada um de seus turnos até obter três sucessos ou falhas. Se o alvo tiver sucesso em três desses testes, a magia termina no alvo. Se o alvo falhar em três dos testes, a magia dura 7 dias nele. Sempre que o alvo Envenenado receber um efeito que encerraria a condição Envenenado, o alvo deve ter sucesso em um teste de resistência de Constituição, ou a condição Envenenado não termina nele.", + "duration": "7 dias", + "id": 604, + "level": 5, + "locations": [ + { + "page": 256, + "sourcebook": "PHB24" + } + ], + "name": "Contágio", + "range": "Toque", + "ruleset": "2024", + "school": "Necromancia" + }, + { + "casting_time": "10 minutos", + "classes": [ + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Escolha uma magia de nível 5 ou menor que você possa conjurar, que tenha um tempo de conjuração de uma ação e que possa ter você como alvo. Você conjura essa magia — chamada de magia contingente — como parte da conjuração de Contingência, gastando espaços de magia para ambas, mas a magia contingente não entra em vigor. Em vez disso, ela entra em vigor quando um certo gatilho ocorre. Você descreve esse gatilho quando conjura as duas magias. Por exemplo, uma conjuração de Contingência com Respiração Aquática pode estipular que a Respiração Aquática entre em vigor quando você for engolido em água ou um líquido similar. A magia contingente entra em vigor imediatamente após o gatilho ocorrer pela primeira vez, quer você queira ou não, e então a Contingência termina. A magia contingente entra em vigor somente em você, mesmo que normalmente possa ter outros como alvo. Você pode usar somente uma magia de Contingência por vez. Se conjurar essa magia novamente, o efeito de outra magia de Contingência em você termina. Além disso, a Contingência termina em você se seu componente material não estiver em sua pessoa.", + "duration": "10 dias", + "id": 605, + "level": 6, + "locations": [ + { + "page": 256, + "sourcebook": "PHB24" + } + ], + "material": "Uma estatueta sua incrustada de pedras preciosas que vale mais de 1.500 PO", + "name": "Contingência", + "range": "Pessoal", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "Druida", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Uma chama brota de um objeto que você toca. O efeito lança Luz Brilhante em um raio de 20 pés e Luz Fraca por mais 20 pés. Parece uma chama normal, mas não cria calor e não consome combustível. A chama pode ser coberta ou escondida, mas não sufocada ou apagada.", + "duration": "Até ser dissipada", + "id": 606, + "level": 2, + "locations": [ + { + "page": 256, + "sourcebook": "PHB24" + } + ], + "material": "Pó de rubi no valor de 50+ PO, que a magia consome", + "name": "Chama Contínua", + "range": "Toque", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "Druida", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Até que a magia termine, você controla qualquer água dentro de uma área que você escolher que seja um Cubo de até 100 pés de lado, usando um dos seguintes efeitos. Como uma ação de Magia em seus turnos posteriores, você pode repetir o mesmo efeito ou escolher um diferente. Inundação. Você faz com que o nível de água de toda a água parada na área suba em até 20 pés. Se você escolher uma área em um grande corpo de água, você cria uma onda de 20 pés de altura que viaja de um lado da área para o outro e então quebra. Qualquer veículo Enorme ou menor no caminho da onda é levado com ela para o outro lado. Qualquer veículo Enorme ou menor atingido pela onda tem 25 por cento de chance de virar. O nível da água permanece elevado até que a magia termine ou você escolha um efeito diferente. Se este efeito produziu uma onda, a onda se repete no início do seu próximo turno enquanto o efeito de inundação durar. Parte Água. Você divide a água na área e cria uma trincheira. A trincheira se estende pela área da magia, e a água separada forma uma parede para cada lado. A trincheira permanece até que a magia termine ou você escolha um efeito diferente. A água então preenche lentamente a trincheira ao longo da próxima rodada até que o nível normal da água seja restaurado. Redirecionar Fluxo. Você faz com que a água corrente na área se mova em uma direção que você escolher, mesmo que a água tenha que fluir sobre obstáculos, paredes ou outras direções improváveis. A água na área se move conforme você a direciona, mas uma vez que ela se move além da área da magia, ela retoma seu fluxo com base no terreno. A água continua a se mover na direção que você escolheu até que a magia termine ou você escolha um efeito diferente. Redemoinho. Você faz com que um redemoinho se forme no centro da área, que deve ter pelo menos 50 pés quadrados e 25 pés de profundidade. O redemoinho dura até que você escolha um efeito diferente ou a magia termine. O redemoinho tem 5 pés de largura na base, até 50 pés de largura no topo e 25 pés de altura. Qualquer criatura na água e a 25 pés do redemoinho é puxada 10 pés em sua direção. Quando uma criatura entra no redemoinho pela primeira vez em um turno ou termina seu turno lá, ela faz um teste de resistência de Força. Em um teste falho, a criatura sofre 2d8 de dano de Concussão. Em um teste bem-sucedido, a criatura sofre metade do dano. Uma criatura pode nadar para longe do redemoinho somente se primeiro realizar uma ação para se afastar e for bem-sucedida em um teste de Força (Atletismo) contra sua CD de resistência à magia.", + "duration": "Até 10 minutos", + "id": 607, + "level": 4, + "locations": [ + { + "page": 256, + "sourcebook": "PHB24" + } + ], + "material": "Uma mistura de água e poeira", + "name": "Controle de Água", + "range": "90 metros", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "10 minutos", + "classes": [ + "Clérigo", + "Druida", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você assume o controle do clima em um raio de 5 milhas de você durante a duração. Você deve estar ao ar livre para conjurar esta magia, e ela termina mais cedo se você entrar em ambientes fechados. Quando conjura a magia, você altera as condições climáticas atuais, que são determinadas pelo Mestre. Você pode alterar a precipitação, a temperatura e o vento. Leva 1d4 × 10 minutos para que as novas condições entrem em vigor. Depois que isso acontecer, você pode alterar as condições novamente. Quando a magia termina, o clima retorna gradualmente ao normal. Quando você altera as condições climáticas, encontre uma condição atual nas tabelas a seguir e altere seu estágio em um, para cima ou para baixo. Ao alterar o vento, você pode alterar sua direção. Condição de Estágio 1 Claro 2 Nuvens leves 3 Nublado ou neblina 4 Chuva, granizo ou neve 5 Chuva torrencial, granizo ou nevasca Condição de Estágio 1 Onda de calor 2 Quente 3 Morno 4 Frio 5 Frio 6 Congelante Condição de Estágio 1 Calmo 2 Vento moderado 3 Vento forte 4 Vendaval 5 Tempestade", + "duration": "até 8 horas", + "id": 608, + "level": 8, + "locations": [ + { + "page": 257, + "sourcebook": "PHB24" + } + ], + "material": "Queimando incenso", + "name": "Controle do clima", + "range": "Pessoal", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Patrulheiro" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você toca até quatro Flechas ou Raios não mágicos e os planta no chão em seu espaço. Até que a magia termine, a munição não pode ser fisicamente arrancada, e sempre que uma criatura que não seja você entrar em um espaço a até 30 pés da munição pela primeira vez em um turno ou terminar seu turno lá, um pedaço de munição voa para atingi-la. A criatura deve ter sucesso em um teste de resistência de Destreza ou sofrer 2d4 de dano Perfurante. O pedaço de munição é então destruído. A magia termina quando nenhuma munição permanece plantada no chão. Quando você conjura esta magia, você pode designar quaisquer criaturas que escolher, e a magia as ignora.", + "duration": "8 horas", + "higher_level": "A quantidade de munição que pode ser afetada aumenta em dois para cada nível de slot de magia acima de 2.", + "id": 609, + "level": 2, + "locations": [ + { + "page": 258, + "sourcebook": "PHB24" + } + ], + "material": "Uma trança ornamental", + "name": "Cordão de Flechas", + "range": "Toque", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Reação, que você toma quando vê uma criatura a até 18 metros de você lançando uma magia com componentes Verbal, Somático ou Material", + "classes": [ + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "S" + ], + "desc": "Você tenta interromper uma criatura no processo de conjuração de uma magia. A criatura faz um teste de resistência de Constituição. Em uma falha, a magia se dissipa sem efeito, e a ação, Ação Bônus ou Reação usada para conjurá-la é desperdiçada. Se aquela magia foi conjurada com um espaço de magia, o espaço não é gasto.", + "duration": "Instantâneo", + "id": 610, + "level": 3, + "locations": [ + { + "page": 258, + "sourcebook": "PHB24" + } + ], + "name": "Contrafeitiço", + "range": "18 metros", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "Paladino" + ], + "components": [ + "V", + "S" + ], + "desc": "Você cria 45 libras de comida e 30 galões de água fresca no chão ou em recipientes dentro do alcance — ambos úteis para afastar os perigos da desnutrição e da desidratação. A comida é insossa, mas nutritiva, e parece uma comida de sua escolha, e a água é limpa. A comida estraga após 24 horas se não for comida.", + "duration": "Instantâneo", + "id": 611, + "level": 3, + "locations": [ + { + "page": 258, + "sourcebook": "PHB24" + } + ], + "name": "Crie comida e água", + "range": "9 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "Druida" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você faz um dos seguintes: Criar Água. Você cria até 10 galões de água limpa dentro do alcance em um recipiente aberto. Alternativamente, a água cai como chuva em um Cubo de 30 pés dentro do alcance, extinguindo chamas expostas ali. Destrói Água. Você destrói até 10 galões de água em um recipiente aberto dentro do alcance. Alternativamente, você destrói névoa em um Cubo de 30 pés dentro do alcance.", + "duration": "Instantâneo", + "higher_level": "Você cria ou destrói 10 galões adicionais de água, ou o tamanho do Cubo aumenta em 1,5 m, para cada nível de espaço de magia acima de 1.", + "id": 612, + "level": 1, + "locations": [ + { + "page": 258, + "sourcebook": "PHB24" + } + ], + "material": "Uma mistura de água e areia", + "name": "Criar ou destruir água", + "range": "9 metros", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "1 minuto", + "classes": [ + "Clérigo", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você pode conjurar esta magia somente à noite. Escolha até três cadáveres de Humanoides Médios ou Pequenos dentro do alcance. Cada um se torna um Ghoul sob seu controle (veja o Monster Manual para seu bloco de estatísticas). Como uma Ação Bônus em cada um dos seus turnos, você pode comandar mentalmente qualquer criatura que você animou com esta magia se a criatura estiver a até 120 pés de você (se você controlar múltiplas criaturas, você pode comandar qualquer uma delas ao mesmo tempo, emitindo o mesmo comando para elas). Você decide qual ação a criatura tomará e para onde ela se moverá em seu próximo turno, ou você pode emitir um comando geral, como proteger um lugar específico. Se você não emitir nenhum comando, a criatura realiza a ação Esquivar e se move apenas para evitar danos. Uma vez dada uma ordem, a criatura continua a segui-la até que sua tarefa seja concluída. A criatura fica sob seu controle por 24 horas, após o que ela para de obedecer a qualquer comando que você tenha dado a ela. Para manter o controle da criatura por mais 24 horas, você deve conjurar esta magia na criatura antes que o período atual de 24 horas termine. Este uso da magia reafirma seu controle sobre até três criaturas que você animou com esta magia, em vez de animar novas.", + "duration": "Instantâneo", + "higher_level": "Se você usar um slot de magia de nível 7, você pode animar ou reassumir o controle sobre quatro Ghouls. Se você usar um slot de magia de nível 8, você pode animar ou reassumir o controle sobre cinco Ghouls ou dois Ghasts ou Wights. Se você usar um slot de magia de nível 9, você pode animar ou reassumir o controle sobre seis Ghouls, três Ghasts ou Wights, ou duas Múmias. Veja o Monster Manual para esses blocos de estatísticas.", + "id": 613, + "level": 6, + "locations": [ + { + "page": 258, + "sourcebook": "PHB24" + } + ], + "material": "Uma pedra de ônix preta de 150+ gp para cada cadáver", + "name": "Criar mortos-vivos", + "range": "3 metros", + "ruleset": "2024", + "school": "Necromancia" + }, + { + "casting_time": "1 minuto", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você puxa tufos de material de sombra do Pendor das Sombras para criar um objeto dentro do alcance. É um objeto de matéria vegetal (bens macios, corda, madeira e similares) ou matéria mineral (pedra, cristal, metal e similares). O objeto não deve ser maior que um Cubo de 5 pés, e o objeto deve ser de uma forma e material que você tenha visto. A duração da magia depende do material do objeto, conforme mostrado na tabela de Materiais. Se o objeto for composto de vários materiais, use a duração mais curta. Usar qualquer objeto criado por esta magia como componente Material de outra magia faz com que a outra magia falhe. Material Duração Matéria vegetal 24 horas Pedra ou cristal 12 horas Metais preciosos 1 hora Gemas 10 minutos Adamantino ou mitral 1 minuto", + "duration": "Especial", + "higher_level": "O Cubo aumenta em 1,5 metros para cada nível de magia acima de 5.", + "id": 614, + "level": 5, + "locations": [ + { + "page": 259, + "sourcebook": "PHB24" + } + ], + "material": "Um pincel", + "name": "Criação", + "range": "9 metros", + "ruleset": "2024", + "school": "Ilusão" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Uma criatura que você pode ver dentro do alcance deve ter sucesso em um teste de resistência de Sabedoria ou ter a condição Encantado pela duração. A criatura tem sucesso automaticamente se não for Humanoide. Uma coroa espectral aparece na cabeça do alvo Encantado, e ele deve usar sua ação antes de se mover em cada um de seus turnos para fazer um ataque corpo a corpo contra uma criatura diferente de si mesmo que você escolher mentalmente. O alvo pode agir normalmente em seu turno se você não escolher nenhuma criatura ou se nenhuma criatura estiver dentro de seu alcance. O alvo repete o teste no final de cada um de seus turnos, terminando a magia em si mesmo em um sucesso. Em seus turnos posteriores, você deve realizar a ação de Magia para manter o controle do alvo, ou a magia termina.", + "duration": "Até 1 minuto", + "id": 615, + "level": 2, + "locations": [ + { + "page": 259, + "sourcebook": "PHB24" + } + ], + "name": "Coroa da Loucura", + "range": "36 metros", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação", + "classes": [ + "Paladino" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "Você irradia uma aura mágica em uma Emanação de 30 pés. Enquanto estiver na aura, você e seus aliados causam 1d4 de dano Radiante extra ao acertar com uma arma ou um Ataque Desarmado.", + "duration": "Até 1 minuto", + "id": 616, + "level": 3, + "locations": [ + { + "page": 259, + "sourcebook": "PHB24" + } + ], + "name": "Manto do Cruzado", + "range": "Pessoal", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Clérigo", + "Druida", + "Paladino", + "Patrulheiro" + ], + "components": [ + "V", + "S" + ], + "desc": "Uma criatura que você tocar recupera uma quantidade de Pontos de Vida igual a 2d8 mais seu modificador de habilidade de conjuração.", + "duration": "Instantâneo", + "higher_level": "A cura aumenta em 2d8 para cada nível de magia acima de 1.", + "id": 617, + "level": 1, + "locations": [ + { + "page": 259, + "sourcebook": "PHB24" + } + ], + "name": "Curar Feridas", + "range": "Toque", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você cria até quatro luzes do tamanho de tochas dentro do alcance, fazendo-as parecer tochas, lanternas ou orbes brilhantes que pairam durante a duração. Alternativamente, você combina as quatro luzes em uma forma Medium brilhante que é vagamente humana. Qualquer que seja a forma que você escolher, cada luz emite Luz Fraca em um raio de 10 pés. Como uma Ação Bônus, você pode mover as luzes até 60 pés para um espaço dentro do alcance. Uma luz deve estar a 20 pés de outra luz criada por esta magia, e uma luz desaparece se exceder o alcance da magia.", + "duration": "Até 1 minuto", + "id": 618, + "level": 0, + "locations": [ + { + "page": 259, + "sourcebook": "PHB24" + } + ], + "material": "Um pouco de fósforo", + "name": "Luzes dançantes", + "range": "36 metros", + "ruleset": "2024", + "school": "Ilusão" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "M" + ], + "concentration": true, + "desc": "Durante a duração, a Escuridão mágica se espalha de um ponto dentro do alcance e preenche uma Esfera de 15 pés de raio. A Visão no Escuro não pode ver através dela, e a luz não mágica não pode iluminá-la. Alternativamente, você conjura a magia em um objeto que não está sendo usado ou carregado, fazendo com que a Escuridão preencha uma Emanação de 15 pés originada daquele objeto. Cobrir aquele objeto com algo opaco, como uma tigela ou elmo, bloqueia a Escuridão. Se qualquer área desta magia se sobrepuser a uma área de Luz Brilhante ou Luz Fraca criada por uma magia de nível 2 ou inferior, aquela outra magia é dissipada.", + "duration": "Até 10 minutos", + "id": 619, + "level": 2, + "locations": [ + { + "page": 260, + "sourcebook": "PHB24" + } + ], + "material": "Pêlo de morcego e um pedaço de carvão", + "name": "Escuridão", + "range": "18 metros", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Druida", + "Patrulheiro", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Durante a duração, uma criatura disposta que você tocar terá Visão no Escuro com um alcance de 45 metros.", + "duration": "8 horas", + "id": 620, + "level": 2, + "locations": [ + { + "page": 260, + "sourcebook": "PHB24" + } + ], + "material": "Uma cenoura seca", + "name": "Visão no escuro", + "range": "Toque", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "Druida", + "Paladino", + "Patrulheiro", + "Feiticeiro" + ], + "components": [ + "V", + "S" + ], + "desc": "Durante a duração, a luz do sol se espalha de um ponto dentro do alcance e preenche uma Esfera de 60 pés de raio. A área da luz do sol é Luz Brilhante e emite Luz Fraca por mais 60 pés. Alternativamente, você conjura a magia em um objeto que não está sendo usado ou carregado, fazendo com que a luz do sol preencha uma Emanação de 60 pés originada daquele objeto. Cobrir aquele objeto com algo opaco, como uma tigela ou capacete, bloqueia a luz do sol. Se qualquer área desta magia se sobrepuser a uma área de Escuridão criada por uma magia de nível 3 ou inferior, aquela outra magia é dissipada.", + "duration": "1 hora", + "id": 621, + "level": 3, + "locations": [ + { + "page": 260, + "sourcebook": "PHB24" + } + ], + "name": "Luz do dia", + "range": "18 metros", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "Paladino" + ], + "components": [ + "V", + "S" + ], + "desc": "Você toca uma criatura e concede a ela uma medida de proteção contra a morte. A primeira vez que o alvo cairia para 0 Pontos de Vida antes do fim da magia, o alvo cai para 1 Ponto de Vida, e a magia termina. Se a magia ainda estiver em efeito quando o alvo for submetido a um efeito que o mataria instantaneamente sem causar dano, esse efeito é negado contra o alvo, e a magia termina.", + "duration": "8 horas", + "id": 622, + "level": 4, + "locations": [ + { + "page": 261, + "sourcebook": "PHB24" + } + ], + "name": "Ala da Morte", + "range": "Toque", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Um raio de luz amarela pisca de você, então se condensa em um ponto escolhido dentro do alcance como uma conta brilhante pela duração. Quando a magia termina, a conta explode, e cada criatura em uma Esfera de 20 pés de raio centrada naquele ponto faz um teste de resistência de Destreza. Uma criatura sofre dano de Fogo igual ao dano acumulado total em uma falha ou metade do dano em uma bem-sucedida. O dano base da magia é 12d6, e o dano aumenta em 1d6 sempre que seu turno termina e a magia não terminou. Se uma criatura tocar a conta brilhante antes que a magia termine, essa criatura faz um teste de resistência de Destreza. Em uma falha, a magia termina, fazendo com que a conta exploda. Em uma bem-sucedida, a criatura pode lançar a conta até 40 pés. Se a conta lançada entrar no espaço de uma criatura ou colidir com um objeto sólido, a magia termina, e a conta explode. Quando a conta explode, objetos inflamáveis na explosão que não estão sendo usados ou carregados começam a queimar.", + "duration": "Até 1 minuto", + "higher_level": "O dano base aumenta em 1d6 para cada nível de magia acima de 7.", + "id": 623, + "level": 7, + "locations": [ + { + "page": 261, + "sourcebook": "PHB24" + } + ], + "material": "Uma bola de guano de morcego e enxofre", + "name": "Bola de fogo de explosão retardada", + "range": "45 metros", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "S" + ], + "desc": "Você cria uma porta Média sombria em uma superfície plana e sólida que você pode ver dentro do alcance. Esta porta pode ser aberta e fechada, e leva a um semiplano que é uma sala vazia de 30 pés em cada dimensão, feita de madeira ou pedra (sua escolha). Quando a magia termina, a porta desaparece, e quaisquer objetos dentro do semiplano permanecem lá. Quaisquer criaturas dentro também permanecem, a menos que optem por ser empurradas através da porta enquanto ela desaparece, aterrissando com a condição Prone nos espaços desocupados mais próximos do antigo espaço da porta. Cada vez que você conjura esta magia, você pode criar um novo semiplano ou conectar a porta sombria a um semiplano que você criou com uma conjuração anterior desta magia. Além disso, se você conhece a natureza e o conteúdo de um semiplano criado por uma conjuração desta magia por outra criatura, você pode conectar a porta sombria a esse semiplano.", + "duration": "1 hora", + "id": 624, + "level": 8, + "locations": [ + { + "page": 261, + "sourcebook": "PHB24" + } + ], + "name": "Semiplano", + "range": "18 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Paladino" + ], + "components": [ + "V" + ], + "desc": "Energia destrutiva ondula para fora de você em uma Emanação de 30 pés. Cada criatura que você escolher na Emanação faz um teste de resistência de Constituição. Em uma falha, o alvo sofre 5d6 de dano de Trovão e 5d6 de dano Radiante ou Necrótico (sua escolha) e tem a condição Prone. Em uma falha, o alvo sofre apenas metade do dano.", + "duration": "Instantâneo", + "id": 625, + "level": 5, + "locations": [ + { + "page": 261, + "sourcebook": "PHB24" + } + ], + "name": "Onda Destrutiva", + "range": "Pessoal", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "Paladino" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Durante a duração, você sente a localização de qualquer Aberração, Celestial, Elemental, Fey, Fiend ou Undead a até 30 pés de você. Você também sente se a magia Hallow está ativa ali e, se estiver, onde. A magia é bloqueada por 1 pé de pedra, terra ou madeira; 1 polegada de metal; ou uma fina folha de chumbo.", + "duration": "Até 10 minutos", + "id": 626, + "level": 1, + "locations": [ + { + "page": 261, + "sourcebook": "PHB24" + } + ], + "name": "Detecte o Mal e o Bem", + "range": "Pessoal", + "ruleset": "2024", + "school": "Adivinhação" + }, + { + "casting_time": "Ação ou Ritual", + "classes": [ + "Bardo", + "Clérigo", + "Druida", + "Paladino", + "Patrulheiro", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Durante a duração, você sente a presença de efeitos mágicos a até 30 pés de você. Se você sentir tais efeitos, você pode usar a ação Magia para ver uma aura tênue ao redor de qualquer criatura ou objeto visível na área que carrega a magia, e se um efeito foi criado por uma magia, você aprende a escola de magia da magia. A magia é bloqueada por 1 pé de pedra, terra ou madeira; 1 polegada de metal; ou uma fina folha de chumbo.", + "duration": "Até 10 minutos", + "id": 627, + "level": 1, + "locations": [ + { + "page": 262, + "sourcebook": "PHB24" + } + ], + "name": "Detectar Magia", + "range": "Pessoal", + "ruleset": "2024", + "school": "Adivinhação" + }, + { + "casting_time": "Ação ou Ritual", + "classes": [ + "Clérigo", + "Druida", + "Paladino", + "Patrulheiro" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Durante a duração, você sente a localização de venenos, criaturas venenosas ou peçonhentas e contágios mágicos a até 30 pés de você. Você sente o tipo de veneno, criatura ou contágio em cada caso. A magia é bloqueada por 1 pé de pedra, terra ou madeira; 1 polegada de metal; ou uma fina folha de chumbo.", + "duration": "Até 10 minutos", + "id": 628, + "level": 1, + "locations": [ + { + "page": 262, + "sourcebook": "PHB24" + } + ], + "material": "Uma folha de teixo", + "name": "Detectar veneno e doença", + "range": "Pessoal", + "ruleset": "2024", + "school": "Adivinhação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você ativa um dos efeitos abaixo. Até que a magia termine, você pode ativar qualquer efeito como uma ação de Magia em seus turnos posteriores. Sentir Pensamentos. Você sente a presença de pensamentos a até 30 pés de você que pertencem a criaturas que sabem línguas ou são telepáticas. Você não lê os pensamentos, mas sabe que uma criatura pensante está presente. A magia é bloqueada por 1 pé de pedra, terra ou madeira; 1 polegada de metal; ou uma fina folha de chumbo. Ler Pensamentos. Escolha uma criatura que você possa ver a até 30 pés de você ou uma criatura a até 30 pés de você que você detectou com a opção Sentir Pensamentos. Você descobre o que está mais na mente do alvo agora. Se o alvo não souber nenhuma língua e não for telepático, você não aprende nada. Como uma ação de Magia em seu próximo turno, você pode tentar sondar mais profundamente a mente do alvo. Se você sondar mais profundamente, o alvo faz um teste de resistência de Sabedoria. Em uma falha na defesa, você discerne o raciocínio, as emoções e algo que paira na mente do alvo (como uma preocupação, amor ou ódio). Em uma defesa bem-sucedida, a magia termina. De qualquer forma, o alvo sabe que você está sondando sua mente e, até que você desvie sua atenção da mente do alvo, o alvo pode realizar uma ação em seu turno para fazer um teste de Inteligência (Arcana) contra sua CD de resistência à magia, terminando a magia em um sucesso.", + "duration": "Até 1 minuto", + "id": 629, + "level": 2, + "locations": [ + { + "page": 262, + "sourcebook": "PHB24" + } + ], + "material": "1 peça de cobre", + "name": "Detectar Pensamentos", + "range": "Pessoal", + "ruleset": "2024", + "school": "Adivinhação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V" + ], + "desc": "Você se teletransporta para um local dentro do alcance. Você chega exatamente no local desejado. Pode ser um lugar que você pode ver, um que você pode visualizar ou um que você pode descrever declarando distância e direção, como "200 pés direto para baixo" ou "300 pés para cima para o noroeste em um ângulo de 45 graus". Você também pode teletransportar uma criatura disposta. A criatura deve estar a 5 pés de você quando você se teletransporta, e ela se teletransporta para um espaço a 5 pés do seu espaço de destino. Se você, a outra criatura ou ambos chegarem em um espaço ocupado por uma criatura ou completamente preenchido por um ou mais objetos, você e qualquer criatura viajando com você sofrem 4d6 de dano de Força cada, e o teletransporte falha.", + "duration": "Instantâneo", + "id": 630, + "level": 4, + "locations": [ + { + "page": 262, + "sourcebook": "PHB24" + } + ], + "name": "Dimensão Porta", + "range": "150 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Você faz com que você mesmo — incluindo suas roupas, armaduras, armas e outros pertences em sua pessoa — pareça diferente até que a magia termine. Você pode parecer 1 pé mais baixo ou mais alto e pode parecer mais pesado ou mais leve. Você deve adotar uma forma que tenha o mesmo arranjo básico de membros que você tem. Caso contrário, a extensão da ilusão depende de você. As mudanças causadas por esta magia não resistem à inspeção física. Por exemplo, se você usar esta magia para adicionar um chapéu à sua roupa, objetos passam pelo chapéu e qualquer um que o toque não sentirá nada. Para discernir que você está disfarçado, uma criatura deve realizar a ação Estudar para inspecionar sua aparência e ter sucesso em um teste de Inteligência (Investigação) contra sua CD de resistência à magia.", + "duration": "1 hora", + "id": 631, + "level": 1, + "locations": [ + { + "page": 262, + "sourcebook": "PHB24" + } + ], + "name": "Disfarce-se", + "range": "Pessoal", + "ruleset": "2024", + "school": "Ilusão" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você lança um raio verde em um alvo que você pode ver dentro do alcance. O alvo pode ser uma criatura, um objeto não mágico ou uma criação de força mágica, como a parede criada por Parede de Força. Uma criatura alvo desta magia faz um teste de resistência de Destreza. Em uma falha, o alvo sofre 10d6 + 40 de dano de Força. Se este dano o reduzir a 0 Pontos de Vida, ele e tudo o que não mágico estiver vestindo e carregando são desintegrados em pó cinza. O alvo pode ser revivido apenas por uma Ressurreição Verdadeira ou uma magia Desejo. Esta magia desintegra automaticamente um objeto não mágico Grande ou menor ou uma criação de força mágica. Se tal alvo for Enorme ou maior, esta magia desintegra uma porção de 10 pés-Cubo dele.", + "duration": "Instantâneo", + "higher_level": "O dano aumenta em 3d6 para cada nível de magia acima de 6.", + "id": 632, + "level": 6, + "locations": [ + { + "page": 263, + "sourcebook": "PHB24" + } + ], + "material": "Uma pedra-ímã e poeira", + "name": "Desintegrar", + "range": "18 metros", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "Paladino" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Durante a duração, Celestiais, Elementais, Fadas, Demônios e Mortos-vivos têm Desvantagem em jogadas de ataque contra você. Você pode terminar a magia mais cedo usando qualquer uma das seguintes funções especiais. Quebrar Encantamento. Como uma ação de Magia, você toca uma criatura que está possuída por ou tem a condição Encantado ou Amedrontado de uma ou mais criaturas dos tipos acima. O alvo não está mais possuído, Encantado ou Amedrontado por tais criaturas. Dispensa. Como uma ação de Magia, você tem como alvo uma criatura que você pode ver a até 1,5 m de você que tenha um dos tipos de criatura acima. O alvo deve ter sucesso em um teste de resistência de Carisma ou ser enviado de volta para seu plano de origem, se ele ainda não estiver lá. Se eles não estiverem em seu plano de origem, Mortos-vivos são enviados para o Pendor das Sombras, e Fadas são enviados para o Agrestia das Fadas.", + "duration": "Até 1 minuto", + "id": 633, + "level": 5, + "locations": [ + { + "page": 263, + "sourcebook": "PHB24" + } + ], + "material": "Prata em pó e ferro", + "name": "Dissipar o mal e o bem", + "range": "Pessoal", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Clérigo", + "Druida", + "Paladino", + "Patrulheiro", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Escolha uma criatura, objeto ou efeito mágico dentro do alcance. Qualquer magia em andamento de nível 3 ou menor no alvo termina. Para cada magia em andamento de nível 4 ou maior no alvo, faça um teste de habilidade usando sua habilidade de conjuração (CD 10 mais o nível daquela magia). Em um teste bem-sucedido, a magia termina.", + "duration": "Instantâneo", + "higher_level": "Você encerra automaticamente uma magia no alvo se o nível da magia for igual ou menor que o nível do espaço de magia que você usa.", + "id": 634, + "level": 3, + "locations": [ + { + "page": 264, + "sourcebook": "PHB24" + } + ], + "name": "Dissipar Magia", + "range": "36 metros", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo" + ], + "components": [ + "V" + ], + "desc": "Uma criatura de sua escolha que você pode ver dentro do alcance ouve uma melodia dissonante em sua mente. O alvo faz um teste de resistência de Sabedoria. Em uma falha, ele sofre 3d6 de dano Psíquico e deve usar imediatamente sua Reação, se disponível, para se mover o mais longe possível de você, usando a rota mais segura. Em uma falha, o alvo sofre apenas metade do dano.", + "duration": "Instantâneo", + "higher_level": "O dano aumenta em 1d6 para cada nível de magia acima de 1.", + "id": 635, + "level": 1, + "locations": [ + { + "page": 264, + "sourcebook": "PHB24" + } + ], + "name": "Sussurros Dissonantes", + "range": "18 metros", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação ou Ritual", + "classes": [ + "Clérigo", + "Druida", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Esta magia coloca você em contato com um deus ou servos de um deus. Você faz uma pergunta sobre um objetivo, evento ou atividade específica que ocorrerá dentro de 7 dias. O Mestre oferece uma resposta verdadeira, que pode ser uma frase curta ou uma rima enigmática. A magia não leva em conta circunstâncias que podem mudar a resposta, como a conjuração de outras magias. Se você conjurar a magia mais de uma vez antes de terminar um Descanso Longo, há uma chance cumulativa de 25 por cento para cada conjuração após a primeira de você não obter resposta.", + "duration": "Instantâneo", + "id": 636, + "level": 4, + "locations": [ + { + "page": 264, + "sourcebook": "PHB24" + } + ], + "material": "Incenso que vale mais de 25 PO, que a magia consome", + "name": "Adivinhação", + "range": "Pessoal", + "ruleset": "2024", + "school": "Adivinhação" + }, + { + "casting_time": "Ação bônus", + "classes": [ + "Paladino" + ], + "components": [ + "V", + "S" + ], + "desc": "Até que a magia termine, seus ataques com armas causam 1d4 de dano Radiante extra em um acerto.", + "duration": "1 minuto", + "id": 637, + "level": 1, + "locations": [ + { + "page": 265, + "sourcebook": "PHB24" + } + ], + "name": "Favor divino", + "range": "Pessoal", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação bônus, que você realiza imediatamente após atingir um alvo com uma arma corpo a corpo ou um ataque desarmado", + "classes": [ + "Paladino" + ], + "components": [ + "V" + ], + "desc": "O alvo recebe 2d8 de dano Radiante extra do ataque. O dano aumenta em 1d8 se o alvo for um Fiend ou um Undead.", + "duration": "Instantâneo", + "higher_level": "O dano aumenta em 1d8 para cada nível de magia acima de 1.", + "id": 638, + "level": 1, + "locations": [ + { + "page": 265, + "sourcebook": "PHB24" + } + ], + "name": "Golpe Divino", + "range": "Pessoal", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação bônus", + "classes": [ + "Clérigo" + ], + "components": [ + "V" + ], + "desc": "Você profere uma palavra imbuída de poder dos Planos Superiores. Cada criatura de sua escolha no alcance faz um teste de resistência de Carisma. Em um teste falho, um alvo que tenha 50 Pontos de Vida ou menos sofre um efeito com base em seus Pontos de Vida atuais, como mostrado na tabela Efeitos da Palavra Divina. Independentemente de seus Pontos de Vida, um alvo Celestial, Elemental, Feérico ou Demônio que falhe em seu teste é forçado a voltar para seu plano de origem (se ainda não estiver lá) e não pode retornar ao plano atual por 24 horas por nenhum meio, exceto uma magia Desejo. Pontos de Vida Efeito 0–20 O alvo morre. 21–30 O alvo tem as condições Cego, Surdo e Atordoado por 1 hora. 31–40 O alvo tem as condições Cego e Surdo por 10 minutos. 41–50 O alvo tem a condição Surdo por 1 minuto.", + "duration": "Instantâneo", + "id": 639, + "level": 7, + "locations": [ + { + "page": 265, + "sourcebook": "PHB24" + } + ], + "name": "Palavra Divina", + "range": "9 metros", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Druida", + "Patrulheiro", + "Feiticeiro" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Uma Besta que você possa ver dentro do alcance deve ter sucesso em um teste de resistência de Sabedoria ou ter a condição Encantado pela duração. O alvo tem Vantagem no teste se você ou seus aliados estiverem lutando contra ele. Sempre que o alvo sofre dano, ele repete o teste, encerrando a magia em si mesmo em um sucesso. Você tem um vínculo telepático com o alvo Encantado enquanto vocês dois estão no mesmo plano de existência. No seu turno, você pode usar esse vínculo para emitir comandos ao alvo (nenhuma ação necessária), como "Ataque aquela criatura", "Vá para lá" ou "Pegue aquele objeto". O alvo faz o melhor que pode para obedecer em seu turno. Se ele completa uma ordem e não recebe mais instruções suas, ele age e se move como quiser, focando em se proteger. Você pode comandar o alvo para tomar uma Reação, mas deve tomar sua própria Reação para fazê-lo.", + "duration": "Até 1 minuto", + "higher_level": "Sua Concentração pode durar mais com um espaço de magia de nível 5 (até 10 minutos), 6 (até 1 hora) ou 7+ (até 8 horas).", + "id": 640, + "level": 4, + "locations": [ + { + "page": 265, + "sourcebook": "PHB24" + } + ], + "name": "Dominar a Besta", + "range": "18 metros", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Uma criatura que você possa ver dentro do alcance deve ter sucesso em um teste de resistência de Sabedoria ou ter a condição Encantado pela duração. O alvo tem Vantagem no teste se você ou seus aliados estiverem lutando contra ele. Sempre que o alvo sofre dano, ele repete o teste, encerrando a magia em si mesmo em um sucesso. Você tem um vínculo telepático com o alvo Encantado enquanto vocês dois estão no mesmo plano de existência. No seu turno, você pode usar esse vínculo para emitir comandos ao alvo (nenhuma ação necessária), como "Ataque aquela criatura", "Vá para lá" ou "Pegue aquele objeto". O alvo faz o melhor que pode para obedecer em seu turno. Se ele completa uma ordem e não recebe mais instruções suas, ele age e se move como quiser, focando em se proteger. Você pode comandar o alvo para tomar uma Reação, mas deve tomar sua própria Reação para fazê-lo.", + "duration": "Até 1 hora", + "higher_level": "Sua Concentração pode durar mais com um espaço de magia de nível 9 (até 8 horas).", + "id": 641, + "level": 8, + "locations": [ + { + "page": 265, + "sourcebook": "PHB24" + } + ], + "name": "Dominar Monstro", + "range": "18 metros", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Um Humanoide que você possa ver dentro do alcance deve ter sucesso em um teste de resistência de Sabedoria ou ter a condição Encantado pela duração. O alvo tem Vantagem no teste se você ou seus aliados estiverem lutando contra ele. Sempre que o alvo sofre dano, ele repete o teste, encerrando a magia em si mesmo em um sucesso. Você tem um vínculo telepático com o alvo Encantado enquanto vocês dois estão no mesmo plano de existência. No seu turno, você pode usar esse vínculo para emitir comandos ao alvo (nenhuma ação necessária), como "Ataque aquela criatura", "Vá para lá" ou "Pegue aquele objeto". O alvo faz o melhor que pode para obedecer em seu turno. Se ele completa uma ordem e não recebe mais instruções suas, ele age e se move como quiser, focando em se proteger. Você pode comandar o alvo para tomar uma Reação, mas deve tomar sua própria Reação para fazê-lo.", + "duration": "Até 1 minuto", + "higher_level": "Sua Concentração pode durar mais com um espaço de magia de nível 6 (até 10 minutos), 7 (até 1 hora) ou 8+ (até 8 horas).", + "id": 642, + "level": 5, + "locations": [ + { + "page": 266, + "sourcebook": "PHB24" + } + ], + "name": "Dominar Pessoa", + "range": "18 metros", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação bônus", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você toca uma criatura disposta e escolhe Ácido, Frio, Fogo, Relâmpago ou Veneno. Até que a magia termine, o alvo pode fazer uma ação de Magia para exalar um Cone de 15 pés. Cada criatura naquela área faz um teste de resistência de Destreza, sofrendo 3d6 de dano do tipo escolhido em uma falha ou metade do dano em um sucesso.", + "duration": "Até 1 minuto", + "higher_level": "O dano aumenta em 1d6 para cada nível de magia acima de 2.", + "id": 643, + "level": 2, + "locations": [ + { + "page": 266, + "sourcebook": "PHB24" + } + ], + "material": "Uma pimenta picante", + "name": "Bafo de Dragão", + "range": "Toque", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "1 minuto ou Ritual", + "classes": [ + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você toca a safira usada na conjuração e um objeto pesando 10 libras ou menos cuja maior dimensão seja 6 pés ou menos. A magia deixa uma marca invisível naquele objeto e inscreve invisivelmente o nome do objeto na safira. Cada vez que você conjura esta magia, você deve usar uma safira diferente. Depois disso, você pode fazer uma ação de Magia para falar o nome do objeto e esmagar a safira. O objeto aparece instantaneamente em sua mão, independentemente de distâncias físicas ou planares, e a magia termina. Se outra criatura estiver segurando ou carregando o objeto, esmagar a safira não a transporta, mas, em vez disso, você descobre quem é essa criatura e onde ela está localizada no momento.", + "duration": "Até ser dissipada", + "id": 644, + "level": 6, + "locations": [ + { + "page": 266, + "sourcebook": "PHB24" + } + ], + "material": "Uma safira que vale mais de 1.000 PO", + "name": "Invocação Instantânea de Drawmij", + "range": "Toque", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "1 minuto", + "classes": [ + "Bardo", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você tem como alvo uma criatura que você conhece no mesmo plano de existência. Você ou uma criatura disposta que você tocar entra em um estado de transe para agir como um mensageiro dos sonhos. Enquanto estiver em transe, o mensageiro fica Incapacitado e tem uma Velocidade de 0. Se o alvo estiver dormindo, o mensageiro aparece nos sonhos do alvo e pode conversar com ele enquanto ele permanecer dormindo, durante a duração da magia. O mensageiro também pode moldar o ambiente do sonho, criando paisagens, objetos e outras imagens. O mensageiro pode emergir do transe a qualquer momento, encerrando a magia. O alvo se lembra do sonho perfeitamente ao acordar. Se o alvo estiver acordado quando você conjurar a magia, o mensageiro sabe disso e pode encerrar o transe (e a magia) ou esperar o alvo dormir, momento em que o mensageiro entra em seus sonhos. Você pode tornar o mensageiro aterrorizante para o alvo. Se fizer isso, o mensageiro pode entregar uma mensagem de no máximo dez palavras, e então o alvo faz um teste de resistência de Sabedoria. Em caso de falha na defesa, o alvo não ganha nenhum benefício do descanso e sofre 3d6 de dano Psíquico ao acordar.", + "duration": "8 horas", + "id": 645, + "level": 5, + "locations": [ + { + "page": 266, + "sourcebook": "PHB24" + } + ], + "material": "Um punhado de areia", + "name": "Sonhar", + "range": "Especial", + "ruleset": "2024", + "school": "Ilusão" + }, + { + "casting_time": "Ação", + "classes": [ + "Druida" + ], + "components": [ + "V", + "S" + ], + "desc": "Sussurrando aos espíritos da natureza, você cria um dos seguintes efeitos dentro do alcance. Sensor de Clima. Você cria um efeito sensorial minúsculo e inofensivo que prevê como estará o clima em sua localização nas próximas 24 horas. O efeito pode se manifestar como um orbe dourado para céus limpos, uma nuvem para chuva, flocos de neve caindo para neve e assim por diante. Este efeito persiste por 1 rodada. Florescer. Você instantaneamente faz uma flor desabrochar, uma vagem de semente abrir ou um broto de folha florescer. Efeito Sensorial. Você cria um efeito sensorial inofensivo, como folhas caindo, fadas dançantes espectrais, uma brisa suave, o som de um animal ou o leve odor de gambá. O efeito deve caber em um Cubo de 1,5 m. Brincadeira com Fogo. Você acende ou apaga uma vela, uma tocha ou uma fogueira.", + "duration": "Instantâneo", + "id": 646, + "level": 0, + "locations": [ + { + "page": 266, + "sourcebook": "PHB24" + } + ], + "name": "Druidismo", + "range": "9 metros", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "Druida", + "Feiticeiro" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Escolha um ponto no chão que você possa ver dentro do alcance. Durante a duração, um tremor intenso rasga o chão em um círculo de 100 pés de raio centrado naquele ponto. O chão ali é Terreno Difícil. Quando você conjura esta magia e no final de cada um dos seus turnos durante a duração, cada criatura no chão na área faz um teste de resistência de Destreza. Em uma falha na resistência, uma criatura tem a condição Prone, e sua Concentração é quebrada. Você também pode causar os efeitos abaixo. Fissuras. Um total de 1d6 fissuras se abrem na área da magia no final do turno em que você a conjura. Você escolhe os locais das fissuras, que não podem ser sob estruturas. Cada fissura tem 1d10 × 10 pés de profundidade e 10 pés de largura, e se estende de uma borda da área da magia até outra borda. Uma criatura no mesmo espaço que uma fissura deve ter sucesso em um teste de resistência de Destreza ou cair. Uma criatura que tenha sucesso se move com a borda da fissura conforme ela se abre. Estruturas. O tremor causa 50 de dano de Concussão a qualquer estrutura em contato com o solo na área quando você conjura a magia e no final de cada um dos seus turnos até que a magia termine. Se uma estrutura cair para 0 Pontos de Vida, ela entra em colapso. Uma criatura a uma distância de uma estrutura em colapso igual à metade da altura da estrutura faz um teste de resistência de Destreza. Em um teste de resistência falho, a criatura sofre 12d6 de dano de Concussão, tem a condição Prone e é enterrada nos escombros, exigindo um teste de Força (Atletismo) CD 20 como uma ação para escapar. Em um teste de resistência bem-sucedido, a criatura sofre apenas metade do dano.", + "duration": "Até 1 minuto", + "id": 647, + "level": 8, + "locations": [ + { + "page": 267, + "sourcebook": "PHB24" + } + ], + "material": "Uma rocha fraturada", + "name": "Terremoto", + "range": "150 metros", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bruxo" + ], + "components": [ + "V", + "S" + ], + "desc": "Você lança um raio de energia crepitante. Faça um ataque mágico à distância contra uma criatura ou objeto no alcance. Em um acerto, o alvo recebe 1d10 de dano de Força.", + "duration": "Instantâneo", + "higher_level": "A magia cria dois feixes no nível 5, três feixes no nível 11 e quatro feixes no nível 17. Você pode direcionar os feixes para o mesmo alvo ou para alvos diferentes. Faça uma jogada de ataque separada para cada feixe.", + "id": 648, + "level": 0, + "locations": [ + { + "page": 267, + "sourcebook": "PHB24" + } + ], + "name": "Explosão sobrenatural", + "range": "36 metros", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Druida", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Você exerce controle sobre os elementos, criando um dos seguintes efeitos dentro do alcance. Chamar Ar. Você cria uma brisa forte o suficiente para ondular tecidos, levantar poeira, farfalhar folhas e fechar portas e venezianas abertas, tudo em um Cubo de 1,5 m. Portas e venezianas mantidas abertas por alguém ou algo não são afetadas. Chamar Terra. Você cria uma fina camada de poeira ou areia que cobre superfícies em uma área quadrada de 1,5 m, ou faz com que uma única palavra apareça em sua caligrafia em um pedaço de terra ou areia. Chamar Fogo. Você cria uma fina nuvem de brasas inofensivas e fumaça colorida e perfumada em um Cubo de 1,5 m. Você escolhe a cor e o perfume, e as brasas podem acender velas, tochas ou lâmpadas naquela área. O perfume da fumaça permanece por 1 minuto. Chamar Água. Você cria um spray de névoa fria que umedece levemente criaturas e objetos em um Cubo de 1,5 m. Alternativamente, você cria 1 xícara de água limpa em um recipiente aberto ou em uma superfície, e a água evapora em 1 minuto. Esculpir Elemento. Você faz com que sujeira, areia, fogo, fumaça, névoa ou água que caibam em um Cubo de 1 pé assumam uma forma bruta (como a de uma criatura) por 1 hora.", + "duration": "Instantâneo", + "id": 649, + "level": 0, + "locations": [ + { + "page": 267, + "sourcebook": "PHB24" + } + ], + "name": "Elementalismo", + "range": "9 metros", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Druida", + "Paladino", + "Patrulheiro" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Uma arma não mágica que você tocar se torna uma arma mágica. Escolha um dos seguintes tipos de dano: Ácido, Frio, Fogo, Relâmpago ou Trovão. Durante a duração, a arma tem um bônus de +1 para jogadas de ataque e causa 1d4 de dano extra do tipo escolhido quando acerta.", + "duration": "Até 1 hora", + "higher_level": "Se você usar um slot de magia de nível 5–6, o bônus para jogadas de ataque aumenta para +2, e o dano extra aumenta para 2d4. Se você usar um slot de magia de nível 7+, o bônus aumenta para +3, e o dano extra aumenta para 3d4.", + "id": 650, + "level": 3, + "locations": [ + { + "page": 268, + "sourcebook": "PHB24" + } + ], + "name": "Arma Elemental", + "range": "Toque", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Clérigo", + "Druida", + "Patrulheiro", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você toca uma criatura e escolhe Força, Destreza, Inteligência, Sabedoria ou Carisma. Durante a duração, o alvo tem Vantagem em testes de habilidade usando a habilidade escolhida.", + "duration": "Até 1 hora", + "higher_level": "Você pode escolher uma criatura adicional para cada nível de magia acima de 2. Você pode escolher uma habilidade diferente para cada alvo.", + "id": 651, + "level": 2, + "locations": [ + { + "page": 268, + "sourcebook": "PHB24" + } + ], + "material": "Pele ou pena", + "name": "Melhorar a capacidade", + "range": "Toque", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Druida", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Durante a duração, a magia aumenta ou reduz uma criatura ou um objeto que você possa ver dentro do alcance (veja o efeito escolhido abaixo). Um objeto alvo não deve ser usado nem carregado. Se o alvo for uma criatura relutante, ele pode fazer um teste de resistência de Constituição. Em um teste bem-sucedido, a magia não tem efeito. Tudo o que uma criatura alvo estiver usando e carregando muda de tamanho com ela. Qualquer item que ele derrubar retorna ao tamanho normal imediatamente. Uma arma ou munição arremessada retorna ao tamanho normal imediatamente após atingir ou errar um alvo. Aumentar. O tamanho do alvo aumenta em uma categoria — de Médio para Grande, por exemplo. O alvo também tem Vantagem em testes de Força e testes de resistência de Força. Os ataques do alvo com suas armas aumentadas ou Ataques Desarmados causam 1d4 de dano extra em um acerto. Reduzir. O tamanho do alvo diminui em uma categoria — de Médio para Pequeno, por exemplo. O alvo também tem Desvantagem em testes de Força e testes de resistência de Força. Os ataques do alvo com suas armas reduzidas ou Ataques Desarmados causam 1d4 a menos de dano em um acerto (isso não pode reduzir o dano abaixo de 1).", + "duration": "Até 1 minuto", + "id": 652, + "level": 2, + "locations": [ + { + "page": 268, + "sourcebook": "PHB24" + } + ], + "material": "Uma pitada de ferro em pó", + "name": "Ampliar/Reduzir", + "range": "9 metros", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação bônus, que você realiza imediatamente após atingir uma criatura com uma arma", + "classes": [ + "Patrulheiro" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "Ao atingir o alvo, videiras agarradoras aparecem nele, e ele faz um teste de resistência de Força. Uma criatura Grande ou maior tem Vantagem neste teste. Em um teste falho, o alvo tem a condição Restrito até que a magia termine. Em um teste bem-sucedido, as videiras murcham e a magia termina. Enquanto Restrito, o alvo sofre 1d6 de dano Perfurante no início de cada um de seus turnos. O alvo ou uma criatura dentro do alcance dele pode fazer uma ação para fazer um teste de Força (Atletismo) contra sua CD de resistência à magia. Em um sucesso, a magia termina.", + "duration": "Até 1 minuto", + "higher_level": "O dano aumenta em 1d6 para cada nível de magia acima de 1.", + "id": 653, + "level": 1, + "locations": [ + { + "page": 268, + "sourcebook": "PHB24" + } + ], + "name": "Ataque Enganador", + "range": "Pessoal", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Druida", + "Patrulheiro" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Plantas agarradoras brotam do chão em um quadrado de 20 pés dentro do alcance. Durante a duração, essas plantas transformam o chão na área em Terreno Difícil. Elas desaparecem quando a magia termina. Cada criatura (exceto você) na área quando você conjura a magia deve ter sucesso em um teste de resistência de Força ou ter a condição Restrito até que a magia termine. Uma criatura Restrito pode realizar uma ação para fazer um teste de Força (Atletismo) contra sua CD de resistência à magia. Em um sucesso, ela se liberta das plantas agarradoras e não é mais Restrito por elas.", + "duration": "Até 1 minuto", + "id": 654, + "level": 1, + "locations": [ + { + "page": 268, + "sourcebook": "PHB24" + } + ], + "name": "Enredar", + "range": "27 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Bruxo" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Você tece uma sequência de palavras que distraem, fazendo com que criaturas de sua escolha que você possa ver dentro do alcance façam um teste de resistência de Sabedoria. Qualquer criatura que você ou seus companheiros estejam lutando automaticamente obtém sucesso neste teste. Em um teste falho, o alvo tem uma penalidade de −10 em testes de Sabedoria (Percepção) e Percepção Passiva até que a magia termine.", + "duration": "Até 1 minuto", + "id": 655, + "level": 2, + "locations": [ + { + "page": 269, + "sourcebook": "PHB24" + } + ], + "name": "Encantar", + "range": "18 metros", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Clérigo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Você entra nas regiões de fronteira do Plano Etéreo, onde ele se sobrepõe ao seu plano atual. Você permanece na Fronteira Etérea pela duração. Durante esse tempo, você pode se mover em qualquer direção. Se você se mover para cima ou para baixo, cada pé de movimento custa um pé extra. Você pode perceber o plano que você deixou, que parece cinza, e você não pode ver nada lá a mais de 60 pés de distância. Enquanto estiver no Plano Etéreo, você pode afetar e ser afetado apenas por criaturas, objetos e efeitos naquele plano. Criaturas que não estão no Plano Etéreo não podem perceber ou interagir com você, a menos que uma característica lhes dê a habilidade de fazer isso. Quando a magia termina, você retorna ao plano que você deixou no local que corresponde ao seu espaço na Fronteira Etérea. Se você aparecer em um espaço ocupado, você é desviado para o espaço desocupado mais próximo e recebe dano de Força igual ao dobro do número de pés que você é movido. Esta magia termina instantaneamente se você conjurá-la enquanto estiver no Plano Etéreo ou em um plano que não faça fronteira com ele, como um dos Planos Exteriores.", + "duration": "Até 8 horas", + "higher_level": "Você pode escolher até três criaturas dispostas (incluindo você mesmo) para cada nível de espaço de magia acima de 7. As criaturas devem estar a até 3 metros de você quando você conjurar a magia.", + "id": 656, + "level": 7, + "locations": [ + { + "page": 269, + "sourcebook": "PHB24" + } + ], + "name": "Eterealidade", + "range": "Pessoal", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Tentáculos de ébano se contorcendo preenchem um quadrado de 20 pés no chão que você pode ver dentro do alcance. Durante a duração, esses tentáculos transformam o chão naquela área em Terreno Difícil. Cada criatura naquela área faz um teste de resistência de Força. Em um teste falho, ela sofre 3d6 de dano de Concussão e tem a condição Restrito até que a magia termine. Uma criatura também faz esse teste se entrar na área ou terminar seu turno lá. Uma criatura faz esse teste apenas uma vez por turno. Uma criatura Restrito pode fazer uma ação para fazer um teste de Força (Atletismo) contra sua CD de resistência à magia, terminando a condição em si mesma em um sucesso.", + "duration": "Até 1 minuto", + "id": 657, + "level": 4, + "locations": [ + { + "page": 270, + "sourcebook": "PHB24" + } + ], + "material": "Um tentáculo", + "name": "Tentáculos Negros de Evard", + "range": "27 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação bônus", + "classes": [ + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Você realiza a ação de Disparar e, até que a magia termine, você pode realizar essa ação novamente como uma Ação Bônus.", + "duration": "Até 10 minutos", + "id": 658, + "level": 1, + "locations": [ + { + "page": 270, + "sourcebook": "PHB24" + } + ], + "name": "Retirada rápida", + "range": "Pessoal", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Durante a duração, seus olhos se tornam um vazio escuro. Uma criatura de sua escolha a até 60 pés de você que você possa ver deve ser bem-sucedida em um teste de resistência de Sabedoria ou será afetada por um dos seguintes efeitos de sua escolha durante a duração. Em cada um de seus turnos até que a magia termine, você pode realizar uma ação de Magia para escolher outra criatura como alvo, mas não pode escolher outra criatura novamente se ela tiver sido bem-sucedida em um teste de resistência contra esta conjuração da magia. Adormecido. O alvo tem a condição Inconsciente. Ele acorda se sofrer algum dano ou se outra criatura realizar uma ação para sacudi-lo para acordá-lo. Em pânico. O alvo tem a condição Assustado. Em cada um de seus turnos, o alvo Assustado deve realizar a ação Disparada e se afastar de você pela rota mais segura e curta disponível. Se o alvo se mover para um espaço a pelo menos 60 pés de distância de você, onde não possa vê-lo, este efeito termina. Enjoado. O alvo tem a condição Envenenado.", + "duration": "Até 1 minuto", + "id": 659, + "level": 6, + "locations": [ + { + "page": 270, + "sourcebook": "PHB24" + } + ], + "name": "Mordida no olho", + "range": "Pessoal", + "ruleset": "2024", + "school": "Necromancia" + }, + { + "casting_time": "10 minutos", + "classes": [ + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Você converte matérias-primas em produtos do mesmo material. Por exemplo, você pode fabricar uma ponte de madeira de um aglomerado de árvores, uma corda de um pedaço de cânhamo ou roupas de linho ou lã. Escolha matérias-primas que você possa ver dentro do alcance. Você pode fabricar um objeto Grande ou menor (contido em um Cubo de 10 pés ou oito Cubos conectados de 5 pés) dada uma quantidade suficiente de material. Se você estiver trabalhando com metal, pedra ou outra substância mineral, no entanto, o objeto fabricado não pode ser maior que Médio (contido em um Cubo de 5 pés). A qualidade de quaisquer objetos fabricados é baseada na qualidade das matérias-primas. Criaturas e itens mágicos não podem ser criados por esta magia. Você também não pode usá-la para criar itens que exijam um alto grau de habilidade — como armas e armaduras — a menos que você tenha proficiência com o tipo de Ferramentas de Artesão usadas para criar tais objetos.", + "duration": "Instantâneo", + "id": 660, + "level": 4, + "locations": [ + { + "page": 271, + "sourcebook": "PHB24" + } + ], + "name": "Fabricar", + "range": "36 metros", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Druida" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "Objetos em um Cubo de 20 pés dentro do alcance são contornados em luz azul, verde ou violeta (sua escolha). Cada criatura no Cubo também é contornada se falhar em um teste de resistência de Destreza. Durante a duração, objetos e criaturas afetadas lançam Luz Penumbra em um raio de 10 pés e não podem se beneficiar da condição Invisível. Rolagens de ataque contra uma criatura ou objeto afetado têm Vantagem se o atacante puder vê-lo.", + "duration": "Até 1 minuto", + "id": 661, + "level": 1, + "locations": [ + { + "page": 271, + "sourcebook": "PHB24" + } + ], + "name": "Fogo de fada", + "range": "18 metros", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você ganha 2d4 + 4 Pontos de Vida Temporários.", + "duration": "Instantâneo", + "higher_level": "Você ganha 5 Pontos de Vida Temporários adicionais para cada nível de magia acima de 1.", + "id": 662, + "level": 1, + "locations": [ + { + "page": 271, + "sourcebook": "PHB24" + } + ], + "material": "Uma gota de álcool", + "name": "Vida falsa", + "range": "Pessoal", + "ruleset": "2024", + "school": "Necromancia" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Cada criatura em um Cone de 30 pés deve ter sucesso em um teste de resistência de Sabedoria ou largar o que estiver segurando e ter a condição Amedrontado pela duração. Uma criatura Amedrontada realiza a ação Disparada e se afasta de você pela rota mais segura em cada um de seus turnos, a menos que não haja para onde se mover. Se a criatura terminar seu turno em um espaço onde não tenha linha de visão para você, a criatura faz um teste de resistência de Sabedoria. Em um teste bem-sucedido, a magia termina naquela criatura.", + "duration": "Até 1 minuto", + "id": 663, + "level": 3, + "locations": [ + { + "page": 271, + "sourcebook": "PHB24" + } + ], + "material": "Uma pena branca", + "name": "Temer", + "range": "Pessoal", + "ruleset": "2024", + "school": "Ilusão" + }, + { + "casting_time": "Reação, que você toma quando você ou uma criatura que você pode ver a até 60 pés de você cai", + "classes": [ + "Bardo", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "M" + ], + "desc": "Escolha até cinco criaturas em queda dentro do alcance. A taxa de descida de uma criatura em queda diminui para 60 pés por rodada até que a magia termine. Se uma criatura pousar antes que a magia termine, a criatura não sofre dano da queda, e a magia termina para aquela criatura.", + "duration": "1 minuto", + "id": 664, + "level": 1, + "locations": [ + { + "page": 271, + "sourcebook": "PHB24" + } + ], + "material": "Uma pequena pena ou pedaço de penugem", + "name": "Queda de penas", + "range": "18 metros", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação ou Ritual", + "classes": [ + "Bardo", + "Clérigo", + "Druida", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você toca uma criatura disposta e a coloca em um estado cataléptico que é indistinguível da morte. Durante a duração, o alvo parece morto para inspeção externa e para magias usadas para determinar o status do alvo. O alvo tem as condições Blinded e Incapacitated, e sua Velocidade é 0. O alvo também tem Resistance a todos os danos, exceto dano Psíquico, e tem Immunity à condição Poisoned.", + "duration": "1 hora", + "id": 665, + "level": 3, + "locations": [ + { + "page": 271, + "sourcebook": "PHB24" + } + ], + "material": "Uma pitada de terra de cemitério", + "name": "Fingir Morte", + "range": "Toque", + "ruleset": "2024", + "school": "Necromancia" + }, + { + "casting_time": "1 hora ou Ritual", + "classes": [ + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você ganha o serviço de um familiar, um espírito que assume uma forma animal que você escolher: Morcego, Gato, Sapo, Falcão, Lagarto, Polvo, Coruja, Rato, Corvo, Aranha, Doninha ou outra Besta que tenha uma Classificação de Desafio de 0. Aparecendo em um espaço desocupado dentro do alcance, o familiar tem as estatísticas da forma escolhida (veja o apêndice B), embora seja um Celestial, Fey ou Demônio (sua escolha) em vez de uma Besta. Seu familiar age independentemente de você, mas obedece aos seus comandos. Conexão Telepática. Enquanto seu familiar estiver a 100 pés de você, você pode se comunicar com ele telepaticamente. Além disso, como uma Ação Bônus, você pode ver através dos olhos do familiar e ouvir o que ele ouve até o início do seu próximo turno, ganhando os benefícios de quaisquer sentidos especiais que ele tenha. Finalmente, quando você conjura uma magia com um alcance de toque, seu familiar pode entregar o toque. Seu familiar deve estar a 100 pés de você, e deve levar uma Reação para entregar o toque quando você conjura a magia. Combate. O familiar é um aliado para você e seus aliados. Ele rola sua própria Iniciativa e age em seu próprio turno. Um familiar não pode atacar, mas pode realizar outras ações normalmente. Desaparecimento do Familiar. Quando o familiar cai para 0 Pontos de Vida, ele desaparece. Ele reaparece depois que você conjurar esta magia novamente. Como uma ação de Magia, você pode dispensar temporariamente o familiar para uma dimensão de bolso. Alternativamente, você pode dispensá-lo para sempre. Como uma ação de Magia enquanto ele estiver temporariamente dispensado, você pode fazê-lo reaparecer em um espaço desocupado a até 30 pés de você. Sempre que o familiar cai para 0 Pontos de Vida ou desaparece na dimensão de bolso, ele deixa para trás em seu espaço qualquer coisa que estava vestindo ou carregando. Apenas um Familiar. Você não pode ter mais de um familiar por vez. Se você conjurar esta magia enquanto tiver um familiar, você fará com que ele adote uma nova forma elegível.", + "duration": "Instantâneo", + "id": 666, + "level": 1, + "locations": [ + { + "page": 272, + "sourcebook": "PHB24" + } + ], + "material": "Queimar incenso no valor de 10+ PO, que a magia consome", + "name": "Encontre Familiar", + "range": "3 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Paladino" + ], + "components": [ + "V", + "S" + ], + "desc": "Você invoca um ser sobrenatural que aparece como um corcel leal em um espaço desocupado de sua escolha dentro do alcance. Esta criatura usa o bloco de estatísticas Corcel Sobrenatural. Se você já tem um corcel desta magia, o corcel é substituído pelo novo. O corcel se assemelha a um animal Grande e montável de sua escolha, como um cavalo, um camelo, um lobo terrível ou um alce. Sempre que você conjura a magia, escolha o tipo de criatura do corcel — Celestial, Feérico ou Demônio — que determina certas características no bloco de estatísticas. Combate. O corcel é um aliado para você e seus aliados. Em combate, ele compartilha sua contagem de Iniciativa e funciona como uma montaria controlada enquanto você o monta (conforme definido nas regras de combate montado). Se você tem a condição Incapacitado, o corcel faz seu turno imediatamente após o seu e age de forma independente, focando em proteger você. Desaparecimento do Corcel. O corcel desaparece se cair para 0 Pontos de Vida ou se você morrer. Quando ele desaparece, ele deixa para trás tudo o que estava vestindo ou carregando. Se você conjurar esta magia novamente, você decide se invoca o corcel que desapareceu ou um diferente. Grande Celestial, Fey ou Fiend (Sua Escolha), Neutro CA 10 + 1 por nível da magia PV 5 + 10 por nível da magia (o corcel tem um número de Dados de Vida [d10s] igual ao nível da magia) Velocidade 60 pés, Voar 60 pés (requer magia de nível 4+) Mod Save 18 +4 +4 12 +1 +1 14 +2 +2 Mod Save 6 −2 −2 12 +1 +1 8 −1 −1 Sentidos Percepção Passiva 11 Idiomas Telepatia 1 milha (funciona somente com você) ND Nenhum (XP 0; PB é igual ao seu Bônus de Proficiência) Traços Vínculo de Vida. Quando você recupera Pontos de Vida de uma magia de nível 1+, o corcel recupera o mesmo número de Pontos de Vida se você estiver a 5 pés dele. Ações Batida Sobrenatural. Rolagem de Ataque Corpo a Corpo: Bônus igual ao seu modificador de ataque mágico, alcance 5 pés. Acerto: 1d8 mais o nível da magia de dano Radiante (Celestial), Psíquico (Feérico) ou Necrótico (Demônio). Ações Bônus Olhar Caidor (Somente Demônio; Recarrega após um Longo Descanso). Teste de Resistência de Sabedoria: CD igual ao seu CD de resistência mágica, uma criatura a até 60 pés que o corcel possa ver. Falha: O alvo tem a condição Amedrontado até o final do seu próximo turno. Passo Feérico (Somente Feérico; Recarrega após um Longo Descanso). O corcel se teletransporta, junto com seu cavaleiro, para um espaço desocupado de sua escolha a até 60 pés de distância dele. Toque de Cura (Somente Celestial; Recarrega após um Longo Descanso). Uma criatura a até 5 pés do corcel recupera um número de Pontos de Vida igual a 2d8 mais o nível da magia.", + "duration": "Instantâneo", + "higher_level": "Use o nível do slot de magia para o nível da magia no bloco de estatísticas.", + "id": 667, + "level": 2, + "locations": [ + { + "page": 272, + "sourcebook": "PHB24" + } + ], + "name": "Encontre Steed", + "range": "9 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "1 minuto", + "classes": [ + "Bardo", + "Clérigo", + "Druida" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você sente magicamente a rota física mais direta para um local que você nomeia. Você deve estar familiarizado com o local, e a magia falha se você nomear um destino em outro plano de existência, um destino móvel (como uma fortaleza móvel) ou um destino não específico (como "o covil de um dragão verde"). Durante a duração, enquanto você estiver no mesmo plano de existência que o destino, você sabe o quão longe ele está e em que direção ele está. Sempre que você enfrentar uma escolha de caminhos ao longo do caminho até lá, você sabe qual caminho é o mais direto.", + "duration": "até 1 dia", + "id": 668, + "level": 6, + "locations": [ + { + "page": 273, + "sourcebook": "PHB24" + } + ], + "material": "Um conjunto de ferramentas de adivinhação — como cartas ou runas — que valem mais de 100 PO", + "name": "Encontre o caminho", + "range": "Pessoal", + "ruleset": "2024", + "school": "Adivinhação" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "Druida", + "Patrulheiro" + ], + "components": [ + "V", + "S" + ], + "desc": "Você sente qualquer armadilha dentro do alcance que esteja dentro da linha de visão. Uma armadilha, para o propósito desta magia, inclui qualquer objeto ou mecanismo que foi criado para causar dano ou outro perigo. Assim, a magia sentiria a magia Alarme ou Glifo de Proteção ou uma armadilha de fosso mecânica, mas não revelaria uma fraqueza natural no chão, um teto instável ou um buraco escondido. Esta magia revela que uma armadilha está presente, mas não sua localização. Você aprende a natureza geral do perigo representado por uma armadilha que você sente.", + "duration": "Instantâneo", + "id": 669, + "level": 2, + "locations": [ + { + "page": 273, + "sourcebook": "PHB24" + } + ], + "name": "Encontre armadilhas", + "range": "36 metros", + "ruleset": "2024", + "school": "Adivinhação" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Você libera energia negativa em direção a uma criatura que você pode ver dentro do alcance. O alvo faz um teste de resistência de Constituição, sofrendo 7d8 + 30 de dano Necrótico em um teste falho ou metade do dano em um teste bem-sucedido. Um Humanoide morto por esta magia se levanta no início do seu próximo turno como um Zumbi (veja o apêndice B) que segue suas ordens verbais.", + "duration": "Instantâneo", + "id": 670, + "level": 7, + "locations": [ + { + "page": 273, + "sourcebook": "PHB24" + } + ], + "name": "Dedo da Morte", + "range": "18 metros", + "ruleset": "2024", + "school": "Necromancia" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Um raio brilhante brilha de você para um ponto que você escolher dentro do alcance e então floresce com um rugido baixo em uma explosão de fogo. Cada criatura em uma Esfera de 20 pés de raio centrada naquele ponto faz um teste de resistência de Destreza, sofrendo 8d6 de dano de Fogo em uma falha ou metade do dano em uma bem-sucedida. Objetos inflamáveis na área que não estão sendo vestidos ou carregados começam a queimar.", + "duration": "Instantâneo", + "higher_level": "O dano aumenta em 1d6 para cada nível de magia acima de 3.", + "id": 671, + "level": 3, + "locations": [ + { + "page": 274, + "sourcebook": "PHB24" + } + ], + "material": "Uma bola de guano de morcego e enxofre", + "name": "Bola de fogo", + "range": "45 metros", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Você arremessa um grão de fogo em uma criatura ou objeto dentro do alcance. Faça um ataque mágico à distância contra o alvo. Em um acerto, o alvo recebe 1d10 de dano de Fogo. Um objeto inflamável atingido por esta magia começa a queimar se não estiver sendo usado ou carregado.", + "duration": "Instantâneo", + "higher_level": "O dano aumenta em 1d10 quando você atinge os níveis 5 (2d10), 11 (3d10) e 17 (4d10).", + "id": 672, + "level": 0, + "locations": [ + { + "page": 274, + "sourcebook": "PHB24" + } + ], + "name": "Raio de fogo", + "range": "36 metros", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Druida", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Chamas tênues envolvem seu corpo durante a duração, espalhando Luz Brilhante em um raio de 10 pés e Luz Fraca por mais 10 pés. As chamas fornecem um escudo quente ou um escudo frio, como você escolher. O escudo quente concede a você Resistência a dano de Frio, e o escudo frio concede a você Resistência a dano de Fogo. Além disso, sempre que uma criatura a até 5 pés de você o atingir com uma jogada de ataque corpo a corpo, o escudo irrompe com chamas. O atacante recebe 2d8 de dano de Fogo de um escudo quente ou 2d8 de dano de Frio de um escudo frio.", + "duration": "10 minutos", + "id": 673, + "level": 4, + "locations": [ + { + "page": 274, + "sourcebook": "PHB24" + } + ], + "material": "Um pouco de fósforo ou um vaga-lume", + "name": "Escudo de fogo", + "range": "Pessoal", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "Druida", + "Feiticeiro" + ], + "components": [ + "V", + "S" + ], + "desc": "Uma tempestade de fogo aparece dentro do alcance. A área da tempestade consiste em até dez Cubos de 10 pés, que você organiza como quiser. Cada Cubo deve ser contíguo a pelo menos um outro Cubo. Cada criatura na área faz um teste de resistência de Destreza, sofrendo 7d10 de dano de Fogo em uma falha ou metade do dano em uma bem-sucedida. Objetos inflamáveis na área que não estão sendo vestidos ou carregados começam a queimar.", + "duration": "Instantâneo", + "id": 674, + "level": 7, + "locations": [ + { + "page": 275, + "sourcebook": "PHB24" + } + ], + "name": "Tempestade de fogo", + "range": "45 metros", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação bônus", + "classes": [ + "Druida", + "Feiticeiro" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você evoca uma lâmina flamejante em sua mão livre. A lâmina é similar em tamanho e formato a uma cimitarra, e dura pela duração. Se você soltar a lâmina, ela desaparece, mas você pode evocá-la novamente como uma Ação Bônus. Como uma ação Mágica, você pode fazer um ataque mágico corpo a corpo com a lâmina flamejante. Em um acerto, o alvo recebe dano de Fogo igual a 3d6 mais seu modificador de habilidade de conjuração. A lâmina flamejante emite Luz Brilhante em um raio de 10 pés e Luz Penumbra por mais 10 pés.", + "duration": "Até 10 minutos", + "higher_level": "O dano aumenta em 1d6 para cada nível de magia acima de 2.", + "id": 675, + "level": 2, + "locations": [ + { + "page": 275, + "sourcebook": "PHB24" + } + ], + "material": "Uma folha de sumagre", + "name": "Lâmina de fogo", + "range": "Pessoal", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Uma coluna vertical de fogo brilhante ruge de cima. Cada criatura em um Cilindro de 10 pés de raio e 40 pés de altura centrado em um ponto dentro do alcance faz um teste de resistência de Destreza, sofrendo 5d6 de dano de Fogo e 5d6 de dano de Radiante em uma falha ou metade do dano em um sucesso.", + "duration": "Instantâneo", + "higher_level": "O dano de Fogo e o dano Radiante aumentam em 1d6 para cada nível de magia acima de 5.", + "id": 676, + "level": 5, + "locations": [ + { + "page": 275, + "sourcebook": "PHB24" + } + ], + "material": "Uma pitada de enxofre", + "name": "Ataque de Chamas", + "range": "18 metros", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Druida", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você cria uma esfera de fogo de 1,5 m de diâmetro em um espaço desocupado no chão dentro do alcance. Ela dura pela duração. Qualquer criatura que termine seu turno a 1,5 m da esfera faz um teste de resistência de Destreza, sofrendo 2d6 de dano de Fogo em uma falha ou metade do dano em uma bem-sucedida. Como uma Ação Bônus, você pode mover a esfera até 9 m, rolando-a pelo chão. Se você mover a esfera para o espaço de uma criatura, essa criatura faz o teste de resistência contra a esfera, e a esfera para de se mover pelo turno. Quando você move a esfera, você pode direcioná-la sobre barreiras de até 1,5 m de altura e saltá-la sobre fossos de até 3 m de largura. Objetos inflamáveis que não estão sendo usados ou carregados começam a queimar se tocados pela esfera, e ela emite Luz Brilhante em um raio de 6 m e Luz Fraca por mais 6 m.", + "duration": "Até 1 minuto", + "higher_level": "O dano aumenta em 1d6 para cada nível de magia acima de 2.", + "id": 677, + "level": 2, + "locations": [ + { + "page": 275, + "sourcebook": "PHB24" + } + ], + "material": "Uma bola de cera", + "name": "Esfera Flamejante", + "range": "18 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Druida", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você tenta transformar uma criatura que você pode ver dentro do alcance em pedra. O alvo faz um teste de resistência de Constituição. Em um teste de resistência falho, ele tem a condição Restrito pela duração. Em um teste de resistência bem-sucedido, sua Velocidade é 0 até o início do seu próximo turno. Construtos são automaticamente bem-sucedidos no teste de resistência. Um alvo Restrito faz outro teste de resistência de Constituição no final de cada um dos seus turnos. Se ele tiver sucesso em seu teste de resistência contra esta magia três vezes, a magia termina. Se ele falhar em seus testes de resistência três vezes, ele é transformado em pedra e tem a condição Petrificado pela duração. Os sucessos e falhas não precisam ser consecutivos; mantenha o controle de ambos até que o alvo colete três de um tipo. Se você mantiver sua Concentração nesta magia por toda a duração possível, o alvo é Petrificado até que a condição seja encerrada por Restauração Maior ou magia similar.", + "duration": "Até 1 minuto", + "id": 678, + "level": 6, + "locations": [ + { + "page": 275, + "sourcebook": "PHB24" + } + ], + "material": "Uma pena de basilisco", + "name": "Carne para Pedra", + "range": "18 metros", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você toca uma criatura disposta. Durante a duração, o alvo ganha uma Velocidade de Voo de 60 pés e pode pairar. Quando a magia termina, o alvo cai se ainda estiver no ar, a menos que possa parar a queda.", + "duration": "Até 10 minutos", + "higher_level": "Você pode escolher uma criatura adicional para cada nível de espaço de magia acima de 3.", + "id": 679, + "level": 3, + "locations": [ + { + "page": 276, + "sourcebook": "PHB24" + } + ], + "material": "Uma pena", + "name": "Voar", + "range": "Toque", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Druida", + "Patrulheiro", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Você cria uma Esfera de neblina de 20 pés de raio centrada em um ponto dentro do alcance. A Esfera é Pesadamente Obscura. Ela dura pela duração ou até que um vento forte (como um criado por Rajada de Vento) a disperse.", + "duration": "Até 1 hora", + "higher_level": "O raio da neblina aumenta em 6 metros para cada nível de magia acima de 1.", + "id": 680, + "level": 1, + "locations": [ + { + "page": 276, + "sourcebook": "PHB24" + } + ], + "name": "Nuvem de neblina", + "range": "36 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "10 minutos ou Ritual", + "classes": [ + "Clérigo" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você cria uma proteção contra viagens mágicas que protege até 40.000 pés quadrados de espaço no chão a uma altura de 30 pés acima do chão. Durante a duração, as criaturas não podem se teletransportar para a área ou usar portais, como aqueles criados pela magia Portal, para entrar na área. A magia torna a área à prova de viagens planares e, portanto, impede que criaturas acessem a área por meio do Plano Astral, do Plano Etéreo, do Feywild, do Shadowfell ou da magia Mudança de Plano. Além disso, a magia causa dano a tipos de criaturas que você escolher ao conjurá-la. Escolha um ou mais dos seguintes: Aberrações, Celestiais, Elementais, Feéricos, Demônios e Mortos-vivos. Quando uma criatura de um tipo escolhido entra na área da magia pela primeira vez em um turno ou termina seu turno lá, a criatura recebe 5d10 de dano Radiante ou Necrótico (sua escolha ao conjurar esta magia). Você pode designar uma senha ao conjurar a magia. Uma criatura que fala a senha ao entrar na área não sofre dano da magia. A área da magia não pode se sobrepor à área de outra magia Forbiddance. Se você conjurar Forbiddance todos os dias por 30 dias no mesmo local, a magia dura até ser dissipada, e os componentes materiais são consumidos na última conjuração.", + "duration": "1 dia", + "id": 681, + "level": 6, + "locations": [ + { + "page": 276, + "sourcebook": "PHB24" + } + ], + "material": "Pó de rubi valendo mais de 1.000 po", + "name": "Proibição", + "range": "Toque", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Uma prisão imóvel, invisível, em forma de cubo, composta de força mágica, surge em torno de uma área que você escolher dentro do alcance. A prisão pode ser uma gaiola ou uma caixa sólida, como você escolher. Uma prisão em forma de gaiola pode ter até 20 pés de lado e é feita de barras de 1/2 polegada de diâmetro espaçadas de 1/2 polegada. Uma prisão em forma de caixa pode ter até 10 pés de lado, criando uma barreira sólida que impede qualquer matéria de passar por ela e bloqueando quaisquer magias lançadas para dentro ou para fora da área. Quando você lança a magia, qualquer criatura que esteja completamente dentro da área da gaiola fica presa. Criaturas apenas parcialmente dentro da área, ou aquelas muito grandes para caber dentro dela, são empurradas para longe do centro da área até que estejam completamente fora dela. Uma criatura dentro da gaiola não pode deixá-la por meios não mágicos. Se a criatura tentar usar teletransporte ou viagem interplanar para sair, ela deve primeiro fazer um teste de resistência de Carisma. Em um teste bem-sucedido, a criatura pode usar essa magia para sair da gaiola. Em uma falha na defesa, a criatura não sai da gaiola e desperdiça a magia ou efeito. A gaiola também se estende para o Plano Etéreo, bloqueando a viagem etérea. Esta magia não pode ser dissipada por Dispel Magic.", + "duration": "Até 1 hora", + "id": 682, + "level": 7, + "locations": [ + { + "page": 276, + "sourcebook": "PHB24" + } + ], + "material": "Pó de rubi no valor de mais de 1.500 po, que a magia consome", + "name": "Gaiola de força", + "range": "30 metros", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "1 minuto", + "classes": [ + "Bardo", + "Druida", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você toca uma criatura disposta e concede uma habilidade limitada de ver o futuro imediato. Durante a duração, o alvo tem Vantagem em Testes D20, e outras criaturas têm Desvantagem em jogadas de ataque contra ele. A magia termina mais cedo se você conjurá-la novamente.", + "duration": "8 horas", + "id": 683, + "level": 9, + "locations": [ + { + "page": 276, + "sourcebook": "PHB24" + } + ], + "material": "Uma pena de beija-flor", + "name": "Previsão", + "range": "Toque", + "ruleset": "2024", + "school": "Adivinhação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Druida" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Uma luz fria envolve seu corpo pela duração, emitindo Luz Brilhante em um raio de 20 pés e Luz Fraca por mais 20 pés. Até que a magia termine, você tem Resistência a dano Radiante, e seus ataques corpo a corpo causam 2d6 de dano Radiante extra em um acerto. Além disso, imediatamente após você receber dano de uma criatura que você pode ver a até 60 pés de você, você pode fazer uma Reação para forçar a criatura a fazer um teste de resistência de Constituição. Em uma falha, a criatura tem a condição Cego até o final do seu próximo turno.", + "duration": "Até 10 minutos", + "id": 684, + "level": 4, + "locations": [ + { + "page": 277, + "sourcebook": "PHB24" + } + ], + "name": "Fonte do Luar", + "range": "Pessoal", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Clérigo", + "Druida", + "Patrulheiro" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você toca uma criatura disposta. Durante a duração, o movimento do alvo não é afetado por Terreno Difícil, e magias e outros efeitos mágicos não podem reduzir a Velocidade do alvo nem fazer com que o alvo tenha as condições Paralisado ou Restrito. O alvo também tem uma Velocidade de Natação igual à sua Velocidade. Além disso, o alvo pode gastar 1,5 m de movimento para escapar automaticamente de restrições não mágicas, como algemas ou uma criatura impondo a condição Agarrado a ele.", + "duration": "1 hora", + "higher_level": "Você pode escolher uma criatura adicional para cada nível de espaço de magia acima de 4.", + "id": 685, + "level": 4, + "locations": [ + { + "page": 277, + "sourcebook": "PHB24" + } + ], + "material": "Uma tira de couro", + "name": "Liberdade de movimento", + "range": "Toque", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "S", + "M" + ], + "concentration": true, + "desc": "Você magicamente emana um senso de amizade em direção a uma criatura que você pode ver dentro do alcance. O alvo deve ter sucesso em um teste de resistência de Sabedoria ou ter a condição Encantado pela duração. O alvo tem sucesso automaticamente se não for um Humanoide, se você estiver lutando contra ele, ou se você tiver conjurado esta magia nele nas últimas 24 horas. A magia termina mais cedo se o alvo sofrer dano ou se você fizer uma jogada de ataque, causar dano, ou forçar alguém a fazer um teste de resistência. Quando a magia termina, o alvo sabe que foi Encantado por você.", + "duration": "Até 1 minuto", + "id": 686, + "level": 0, + "locations": [ + { + "page": 277, + "sourcebook": "PHB24" + } + ], + "material": "Um pouco de maquiagem", + "name": "Amigos", + "range": "3 metros", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Uma criatura disposta que você toca muda de forma, junto com tudo o que ela está vestindo e carregando, para uma nuvem enevoada pela duração. A magia termina no alvo se ele cair para 0 Pontos de Vida ou se ele fizer uma ação de Magia para terminar a magia em si mesmo. Enquanto estiver nessa forma, o único método de movimento do alvo é uma Velocidade de Voo de 10 pés, e ele pode pairar. O alvo pode entrar e ocupar o espaço de outra criatura. O alvo tem Resistência a danos de Concussão, Perfuração e Corte; ele tem Imunidade à condição Prone; e tem Vantagem em testes de resistência de Força, Destreza e Constituição. O alvo pode passar por aberturas estreitas, mas trata líquidos como se fossem superfícies sólidas. O alvo não pode falar ou manipular objetos, e quaisquer objetos que ele estivesse carregando ou segurando não podem ser derrubados, usados ou interagidos de outra forma. Finalmente, o alvo não pode atacar ou conjurar magias.", + "duration": "Até 1 hora", + "higher_level": "Você pode escolher uma criatura adicional para cada nível de espaço de magia acima de 3.", + "id": 687, + "level": 3, + "locations": [ + { + "page": 277, + "sourcebook": "PHB24" + } + ], + "material": "Um pouco de gaze", + "name": "Forma gasosa", + "range": "Toque", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você conjura um portal que liga um espaço desocupado que você pode ver dentro do alcance a um local preciso em um plano de existência diferente. O portal é uma abertura circular, que você pode fazer de 5 a 20 pés de diâmetro. Você pode orientar o portal em qualquer direção que escolher. O portal dura pela duração, e o destino do portal é visível através dele. O portal tem uma frente e uma parte de trás em cada plano onde aparece. Viajar através do portal só é possível movendo-se através de sua frente. Qualquer coisa que faça isso é instantaneamente transportada para o outro plano, aparecendo no espaço desocupado mais próximo do portal. Divindades e outros governantes planares podem impedir que portais criados por esta magia se abram em sua presença ou em qualquer lugar dentro de seus domínios. Quando você conjura esta magia, você pode falar o nome de uma criatura específica (um pseudônimo, título ou apelido não funcionam). Se essa criatura estiver em um plano diferente daquele em que você está, o portal abre ao lado da criatura nomeada e a transporta para o espaço desocupado mais próximo do seu lado do portal. Você não ganha nenhum poder especial sobre a criatura, e ela é livre para agir como o Mestre julgar apropriado. Ela pode ir embora, atacar você ou ajudar você.", + "duration": "Até 1 minuto", + "id": 688, + "level": 9, + "locations": [ + { + "page": 277, + "sourcebook": "PHB24" + } + ], + "material": "Um diamante que vale mais de 5.000 PO", + "name": "Portão", + "range": "18 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "1 minuto", + "classes": [ + "Bardo", + "Clérigo", + "Druida", + "Paladino", + "Mago" + ], + "components": [ + "V" + ], + "desc": "Você dá um comando verbal a uma criatura que você pode ver dentro do alcance, ordenando que ela realize algum serviço ou se abstenha de uma ação ou curso de atividade conforme você decidir. O alvo deve ter sucesso em um teste de resistência de Sabedoria ou ter a condição Encantado pela duração. O alvo obtém sucesso automaticamente se não conseguir entender seu comando. Enquanto Encantado, a criatura sofre 5d10 de dano Psíquico se agir de uma maneira diretamente contrária ao seu comando. Ela sofre esse dano não mais do que uma vez por dia. Você pode emitir qualquer comando que escolher, exceto uma atividade que resultaria em morte certa. Se você emitir um comando suicida, a magia termina. Uma magia Remover Maldição, Restauração Maior ou Desejo termina esta magia.", + "duration": "30 dias", + "higher_level": "Se você usar um slot de magia de nível 7 ou 8, a duração é de 365 dias. Se você usar um slot de magia de nível 9, a magia dura até ser finalizada por uma das magias mencionadas acima.", + "id": 689, + "level": 5, + "locations": [ + { + "page": 278, + "sourcebook": "PHB24" + } + ], + "name": "Geas", + "range": "18 metros", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação ou Ritual", + "classes": [ + "Clérigo", + "Paladino", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você toca em um cadáver ou outros restos mortais. Durante a duração, o alvo é protegido da decomposição e não pode se tornar morto-vivo. A magia também estende efetivamente o limite de tempo para ressuscitar o alvo dos mortos, já que dias passados sob a influência desta magia não contam contra o limite de tempo de magias como Ressuscitar Morto.", + "duration": "10 dias", + "id": 690, + "level": 2, + "locations": [ + { + "page": 278, + "sourcebook": "PHB24" + } + ], + "material": "2 peças de cobre, que o feitiço consome", + "name": "Repouso suave", + "range": "Toque", + "ruleset": "2024", + "school": "Necromancia" + }, + { + "casting_time": "Ação", + "classes": [ + "Druida" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Você invoca uma centopeia gigante, aranha ou vespa (escolhida quando você conjura a magia). Ela se manifesta em um espaço desocupado que você pode ver dentro do alcance e usa o bloco de estatísticas Inseto Gigante. A forma que você escolher determina certos detalhes em seu bloco de estatísticas. A criatura desaparece quando cai para 0 Pontos de Vida ou quando a magia termina. A criatura é uma aliada sua e de seus aliados. Em combate, a criatura compartilha sua contagem de Iniciativa, mas ela faz seu turno imediatamente após o seu. Ela obedece seus comandos verbais (nenhuma ação necessária de sua parte). Se você não emitir nenhum, ela faz a ação Esquivar e usa seu movimento para evitar o perigo. Besta Grande, Desalinhada CA 11 + o nível da magia PV 30 + 10 para cada nível da magia acima de 4 Velocidade 40 pés, Escalar 40 pés, Voar 40 pés (somente Vespa) Mod Save 17 +3 +3 13 +1 +1 5 +2 +2 Mod Save 4 −3 −3 14 +2 +2 3 −4 −4 Sentidos Visão no Escuro 60 pés, Percepção Passiva 12 Idiomas Entende os idiomas que você conhece ND Nenhum (XP 0; PB é igual ao seu Bônus de Proficiência) Traços Aranha Escalar. O inseto pode escalar superfícies difíceis, incluindo tetos, sem precisar fazer um teste de habilidade. Ações Ataques Múltiplos. O inseto faz um número de ataques igual à metade do nível desta magia (arredondado para baixo). Jab Venenoso. Rolagem de Ataque Corpo a Corpo: Bônus igual ao seu modificador de ataque de magia, alcance 10 pés. Acerto: 1d6 + 3 mais o dano de Perfuração do nível da magia mais 1d4 de dano de Veneno. Raio de Teia (Somente Aranha). Rolagem de Ataque à Distância: Bônus igual ao seu modificador de ataque de magia, alcance 60 pés. Acerto: 1d10 + 3 mais o dano de Concussão do nível da magia, e a Velocidade do alvo é reduzida a 0 até o início do próximo turno do inseto. Ações Bônus Vomitar Venenoso (Somente Centopeia). Teste de Resistência de Constituição: Sua CD de resistência de magia, uma criatura que o inseto pode ver a até 10 pés. Falha: O alvo tem a condição Envenenado até o início do próximo turno do inseto.", + "duration": "Até 10 minutos", + "higher_level": "Use o nível do slot de magia para o nível da magia no bloco de estatísticas.", + "id": 691, + "level": 4, + "locations": [ + { + "page": 279, + "sourcebook": "PHB24" + } + ], + "name": "Inseto gigante", + "range": "18 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Bruxo" + ], + "components": [ + "V" + ], + "desc": "Até que a magia termine, quando você fizer um teste de Carisma, você pode substituir o número rolado por 15. Além disso, não importa o que você diga, a magia que determinaria se você está dizendo a verdade indica que você está sendo sincero.", + "duration": "1 hora", + "id": 692, + "level": 8, + "locations": [ + { + "page": 279, + "sourcebook": "PHB24" + } + ], + "name": "Loquacidade", + "range": "Pessoal", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Uma barreira imóvel e brilhante aparece em uma Emanação de 10 pés ao seu redor e permanece durante a duração. Qualquer magia de nível 5 ou menor conjurada de fora da barreira não pode afetar nada dentro dela. Tal magia pode ter como alvo criaturas e objetos dentro da barreira, mas a magia não tem efeito sobre eles. Similarmente, a área dentro da barreira é excluída das áreas de efeito criadas por tais magias.", + "duration": "Até 1 minuto", + "higher_level": "A barreira bloqueia magias de 1 nível mais alto para cada nível de magia acima de 6.", + "id": 693, + "level": 6, + "locations": [ + { + "page": 279, + "sourcebook": "PHB24" + } + ], + "material": "Uma conta de vidro", + "name": "Globo de Invulnerabilidade", + "range": "Pessoal", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "1 hora", + "classes": [ + "Bardo", + "Clérigo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você inscreve um glifo que mais tarde libera um efeito mágico. Você o inscreve em uma superfície (como uma mesa ou uma parte do chão) ou dentro de um objeto que pode ser fechado (como um livro ou baú) para esconder o glifo. O glifo pode cobrir uma área não maior que 10 pés de diâmetro. Se a superfície ou objeto for movido mais de 10 pés de onde você conjurou esta magia, o glifo é quebrado e a magia termina sem ser acionada. O glifo é quase imperceptível e requer um teste bem-sucedido de Sabedoria (Percepção) contra sua CD de resistência à magia para ser notado. Quando você inscreve o glifo, você define seu gatilho e escolhe se é uma runa explosiva ou um glifo de magia, conforme explicado abaixo. Defina o Gatilho. Você decide o que aciona o glifo quando você conjura a magia. Para glifos inscritos em uma superfície, gatilhos comuns incluem tocar ou pisar no glifo, remover outro objeto que o cobre ou se aproximar a uma certa distância dele. Para glifos inscritos em um objeto, gatilhos comuns incluem abrir o objeto ou ver o glifo. Uma vez que um glifo é acionado, esta magia termina. Você pode refinar o gatilho para que apenas criaturas de certos tipos o ativem (por exemplo, o glifo pode ser definido para afetar Aberrações). Você também pode definir condições para criaturas que não acionam o glifo, como aquelas que dizem uma determinada senha. Runa Explosiva. Quando acionado, o glifo irrompe com energia mágica em uma Esfera de 20 pés de raio centrada no glifo. Cada criatura na área faz um teste de resistência de Destreza. Uma criatura sofre 5d8 de dano de Ácido, Frio, Fogo, Relâmpago ou Trovão (sua escolha ao criar o glifo) em uma falha na resistência ou metade do dano em uma bem-sucedida. Glifo de Magia. Você pode armazenar uma magia preparada de nível 3 ou inferior no glifo conjurando-a como parte da criação do glifo. A magia deve ter como alvo uma única criatura ou uma área. A magia sendo armazenada não tem efeito imediato quando conjurada dessa forma. Quando o glifo é acionado, a magia armazenada entra em vigor. Se a magia tiver um alvo, ela tem como alvo a criatura que acionou o glifo. Se a magia afetar uma área, a área será centralizada naquela criatura. Se a magia invocar criaturas hostis ou criar objetos ou armadilhas nocivas, elas aparecerão o mais perto possível do intruso e o atacarão. Se a magia exigir Concentração, ela durará até o fim de sua duração total.", + "duration": "Até que seja dissipado ou acionado", + "higher_level": "O dano de uma runa explosiva aumenta em 1d8 para cada nível de espaço de magia acima de 3. Se você criar um glifo de magia, poderá armazenar qualquer magia de até o mesmo nível do espaço de magia que você usar para o Glifo de Proteção.", + "id": 694, + "level": 3, + "locations": [ + { + "page": 279, + "sourcebook": "PHB24" + } + ], + "material": "Diamante em pó que vale mais de 200 PO, que a magia consome", + "name": "Glifo de Proteção", + "range": "Toque", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Druida", + "Patrulheiro" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Dez berries aparecem na sua mão e são infundidas com magia pela duração. Uma criatura pode realizar uma Ação Bônus para comer uma berries. Comer uma berries restaura 1 Ponto de Vida, e a berries fornece nutrição suficiente para sustentar uma criatura por um dia. berries não comidas desaparecem quando a magia termina.", + "duration": "24 horas", + "id": 695, + "level": 1, + "locations": [ + { + "page": 280, + "sourcebook": "PHB24" + } + ], + "material": "Um raminho de visco", + "name": "Boa amora", + "range": "Pessoal", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação bônus", + "classes": [ + "Druida", + "Patrulheiro" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Você conjura uma videira que brota de uma superfície em um espaço desocupado que você pode ver dentro do alcance. A videira dura pela duração. Faça um ataque de magia corpo a corpo contra uma criatura a até 30 pés da videira. Em um acerto, o alvo sofre 4d8 de dano de Concussão e é puxado até 30 pés em direção à videira; se o alvo for Enorme ou menor, ele tem a condição Agarrado (CD de escape igual ao seu CD de resistência à magia). A videira pode agarrar apenas uma criatura por vez, e você pode fazer com que a videira libere uma criatura Agarrada (nenhuma ação necessária). Como uma Ação Bônus em seus turnos posteriores, você pode repetir o ataque contra uma criatura a até 30 pés da videira.", + "duration": "Até 1 minuto", + "higher_level": "O número de criaturas que a videira pode agarrar aumenta em um para cada nível de magia acima de 4.", + "id": 696, + "level": 4, + "locations": [ + { + "page": 280, + "sourcebook": "PHB24" + } + ], + "name": "Videira agarradora", + "range": "18 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Graxa não inflamável cobre o chão em um quadrado de 10 pés centralizado em um ponto dentro do alcance e o transforma em Terreno Difícil pela duração. Quando a graxa aparece, cada criatura parada em sua área deve ter sucesso em um teste de resistência de Destreza ou ter a condição Prone. Uma criatura que entra na área ou termina seu turno lá também deve ter sucesso naquele teste ou cai Prone.", + "duration": "1 minuto", + "id": 697, + "level": 1, + "locations": [ + { + "page": 280, + "sourcebook": "PHB24" + } + ], + "material": "Um pouco de torresmo ou manteiga", + "name": "Graxa", + "range": "18 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Uma criatura que você tocar terá a condição Invisível até que a magia termine.", + "duration": "Até 1 minuto", + "id": 698, + "level": 4, + "locations": [ + { + "page": 281, + "sourcebook": "PHB24" + } + ], + "name": "Maior Invisibilidade", + "range": "Toque", + "ruleset": "2024", + "school": "Ilusão" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Clérigo", + "Druida", + "Paladino", + "Patrulheiro" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você toca em uma criatura e magicamente remove um dos seguintes efeitos dela:", + "duration": "Instantâneo", + "id": 699, + "level": 5, + "locations": [ + { + "page": 281, + "sourcebook": "PHB24" + } + ], + "material": "Pó de diamante no valor de 100+ PO, que a magia consome", + "name": "Maior Restauração", + "range": "Toque", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo" + ], + "components": [ + "V" + ], + "desc": "Um guardião espectral Grande aparece e paira pela duração em um espaço desocupado que você pode ver dentro do alcance. O guardião ocupa esse espaço e é invulnerável, e aparece em uma forma apropriada para sua divindade ou panteão. Qualquer inimigo que se mova para um espaço a até 10 pés do guardião pela primeira vez em um turno ou comece seu turno lá faz um teste de resistência de Destreza, sofrendo 20 de dano Radiante em um teste de resistência falho ou metade do dano em um teste bem-sucedido. O guardião desaparece quando causa um total de 60 de dano.", + "duration": "8 horas", + "id": 700, + "level": 4, + "locations": [ + { + "page": 281, + "sourcebook": "PHB24" + } + ], + "name": "Guardião da Fé", + "range": "9 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "1 hora", + "classes": [ + "Bardo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você cria uma proteção que protege até 2.500 pés quadrados de espaço no chão. A área protegida pode ter até 20 pés de altura, e você a molda como um quadrado de 50 pés, cem quadrados de 5 pés que são contíguos, ou vinte e cinco quadrados de 10 pés que são contíguos. Quando você conjura esta magia, você pode especificar indivíduos que não são afetados pelos efeitos da magia. Você também pode especificar uma senha que, quando falada em voz alta a 5 pés da área protegida, torna o falante imune aos seus efeitos. A magia cria os efeitos abaixo dentro da área protegida. Dissipar Magia não tem efeito em Guardas e Proteções em si, mas cada um dos seguintes efeitos pode ser dissipado. Se todos os quatro forem dissipados, Guardas e Proteções termina. Se você conjurar a magia todos os dias por 365 dias na mesma área, a magia depois disso dura até que todos os seus efeitos sejam dissipados. Corredores. A névoa preenche todos os corredores protegidos, tornando-os Pesadamente Obscurecidos. Além disso, em cada intersecção ou passagem ramificada que oferece uma escolha de direção, há 50 por cento de chance de que uma criatura diferente de você acredite que está indo na direção oposta à que escolheu. Portas. Todas as portas na área protegida são magicamente trancadas, como se seladas pela magia Arcane Lock. Além disso, você pode cobrir até dez portas com uma ilusão para fazê-las parecerem seções simples de parede. Escadas. Teias preenchem todas as escadas na área protegida de cima para baixo, como na magia Web. Esses fios crescem novamente em 10 minutos se forem destruídos enquanto Guards and Wards durar. Outro efeito de magia. Coloque um dos seguintes efeitos mágicos dentro da área protegida:", + "duration": "24 horas", + "id": 701, + "level": 6, + "locations": [ + { + "page": 282, + "sourcebook": "PHB24" + } + ], + "material": "Uma vara de prata que vale mais de 10 PO", + "name": "Guardas e pupilos", + "range": "Toque", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "Druida" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Você toca uma criatura disposta e escolhe uma perícia. Até que a magia termine, a criatura adiciona 1d4 a qualquer teste de habilidade usando a perícia escolhida.", + "duration": "Até 1 minuto", + "id": 702, + "level": 0, + "locations": [ + { + "page": 282, + "sourcebook": "PHB24" + } + ], + "name": "Orientação", + "range": "Toque", + "ruleset": "2024", + "school": "Adivinhação" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo" + ], + "components": [ + "V", + "S" + ], + "desc": "Você arremessa um raio de luz em direção a uma criatura dentro do alcance. Faça um ataque mágico de longo alcance contra o alvo. Em um acerto, ele recebe 4d6 de dano Radiante, e a próxima jogada de ataque feita contra ele antes do fim do seu próximo turno tem Vantagem.", + "duration": "1 rodada", + "higher_level": "O dano aumenta em 1d6 para cada nível de magia acima de 1.", + "id": 703, + "level": 1, + "locations": [ + { + "page": 282, + "sourcebook": "PHB24" + } + ], + "name": "Parafuso guia", + "range": "36 metros", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Druida", + "Patrulheiro", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Uma Linha de vento forte de 60 pés de comprimento e 10 pés de largura explode de você em uma direção que você escolher durante a duração. Cada criatura na Linha deve ser bem-sucedida em um teste de resistência de Força ou será empurrada 15 pés para longe de você em uma direção seguindo a Linha. Uma criatura que termina seu turno na Linha deve fazer o mesmo teste. Qualquer criatura na Linha deve gastar 2 pés de movimento para cada 1 pé que se move ao se aproximar de você. A rajada dispersa gás ou vapor e apaga velas e chamas desprotegidas semelhantes na área. Ela faz com que chamas protegidas, como as de lanternas, dancem descontroladamente e tem 50 por cento de chance de apagá-las. Como uma Ação Bônus em seus turnos posteriores, você pode mudar a direção em que a Linha explode de você.", + "duration": "Até 1 minuto", + "id": 704, + "level": 2, + "locations": [ + { + "page": 282, + "sourcebook": "PHB24" + } + ], + "material": "Uma semente de leguminosa", + "name": "Rajada de vento", + "range": "Pessoal", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação bônus, que você realiza imediatamente após atingir uma criatura com uma arma de longo alcance", + "classes": [ + "Patrulheiro" + ], + "components": [ + "V" + ], + "desc": "Ao atingir a criatura, esta magia cria uma chuva de espinhos que brotam de sua arma de longo alcance ou munição. O alvo do ataque e cada criatura a até 1,5 m dele fazem um teste de resistência de Destreza, sofrendo 1d10 de dano Perfurante em uma falha ou metade do dano em uma bem-sucedida.", + "duration": "Instantâneo", + "higher_level": "O dano aumenta em 1d10 para cada nível de magia acima de 1.", + "id": 705, + "level": 1, + "locations": [ + { + "page": 283, + "sourcebook": "PHB24" + } + ], + "name": "Granizo de espinhos", + "range": "Pessoal", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "24 horas", + "classes": [ + "Clérigo" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você toca em um ponto e infunde uma área ao redor dele com poder sagrado ou profano. A área pode ter um raio de até 60 pés, e a magia falha se o raio incluir uma área já sob o efeito de Hallow. A área afetada tem os seguintes efeitos. Hallowed Ward. Escolha qualquer um destes tipos de criatura: Aberração, Celestial, Elemental, Fey, Fiend ou Undead. Criaturas dos tipos escolhidos não podem entrar na área voluntariamente, e qualquer criatura que seja possuída por ou que tenha a condição Charmed ou Frightened de tais criaturas não é possuída, Charmed ou Frightened por elas enquanto estiver na área. Efeito Extra. Você vincula um efeito extra à área da lista abaixo: Courage. Criaturas de qualquer tipo que você escolher não podem ganhar a condição Frightened enquanto estiverem na área. Darkness. Darkness preenche a área. Luz normal, assim como luz mágica criada por magias de um nível menor que esta magia, não podem iluminar a área. Daylight. Luz brilhante preenche a área. Escuridão Mágica criada por magias de nível inferior a esta magia não pode extinguir a luz. Descanso Pacífico. Corpos mortos enterrados na área não podem ser transformados em Mortos-Vivos. Interferência Extradimensional. Criaturas de qualquer tipo que você escolher não podem entrar ou sair da área usando teletransporte ou viagem interplanar. Medo. Criaturas de qualquer tipo que você escolher têm a condição Assustado enquanto estiverem na área. Resistência. Criaturas de qualquer tipo que você escolher têm Resistência a um tipo de dano de sua escolha enquanto estiverem na área. Silêncio. Nenhum som pode emanar de dentro da área, e nenhum som pode alcançá-la. Línguas. Criaturas de qualquer tipo que você escolher podem se comunicar com qualquer outra criatura na área, mesmo que não compartilhem uma língua comum. Vulnerabilidade. Criaturas de qualquer tipo que você escolher têm Vulnerabilidade a um tipo de dano de sua escolha enquanto estiverem na área.", + "duration": "Até ser dissipada", + "id": 706, + "level": 5, + "locations": [ + { + "page": 283, + "sourcebook": "PHB24" + } + ], + "material": "Incenso que vale mais de 1.000 PO, que a magia consome", + "name": "Consagração", + "range": "Toque", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "10 minutos", + "classes": [ + "Bardo", + "Druida", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você faz com que o terreno natural em um Cubo de 150 pés de alcance pareça, soe e cheire como outro tipo de terreno natural. Assim, campos abertos ou uma estrada podem ser feitos para se assemelhar a um pântano, colina, fenda ou algum outro terreno difícil ou intransitável. Um lago pode ser feito para parecer um prado gramado, um precipício como uma encosta suave ou uma ravina cheia de pedras como uma estrada larga e lisa. Estruturas, equipamentos e criaturas fabricadas dentro da área não são alteradas. As características táteis do terreno não são alteradas, então criaturas entrando na área provavelmente notarão a ilusão. Se a diferença não for óbvia ao toque, uma criatura examinando a ilusão pode realizar a ação Estudar para fazer um teste de Inteligência (Investigação) contra sua CD de resistência à magia para desacreditá-la. Se uma criatura discernir que o terreno é ilusório, a criatura vê uma imagem vaga sobreposta ao terreno real.", + "duration": "24 horas", + "id": 707, + "level": 4, + "locations": [ + { + "page": 283, + "sourcebook": "PHB24" + } + ], + "material": "Um cogumelo", + "name": "Terreno alucinatório", + "range": "90 metros", + "ruleset": "2024", + "school": "Ilusão" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo" + ], + "components": [ + "V", + "S" + ], + "desc": "Você libera magia virulenta em uma criatura que você pode ver dentro do alcance. O alvo faz um teste de resistência de Constituição. Em uma falha, ele sofre 14d6 de dano Necrótico, e seu Ponto de Vida máximo é reduzido em uma quantidade igual ao dano Necrótico que ele sofreu. Em uma resistência bem-sucedida, ele sofre apenas metade do dano. Esta magia não pode reduzir o Ponto de Vida máximo de um alvo abaixo de 1.", + "duration": "Instantâneo", + "id": 708, + "level": 6, + "locations": [ + { + "page": 283, + "sourcebook": "PHB24" + } + ], + "name": "Ferir", + "range": "18 metros", + "ruleset": "2024", + "school": "Necromancia" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Escolha uma criatura disposta que você possa ver dentro do alcance. Até que a magia termine, a Velocidade do alvo é dobrada, ele ganha um bônus de +2 na Classe de Armadura, tem Vantagem em testes de resistência de Destreza e ganha uma ação adicional em cada um dos seus turnos. Essa ação pode ser usada para realizar apenas a ação Ataque (apenas um ataque), Disparar, Desvencilhar, Ocultar ou Utilizar. Quando a magia termina, o alvo fica Incapacitado e tem uma Velocidade de 0 até o final do seu próximo turno, enquanto uma onda de letargia o atinge.", + "duration": "Até 1 minuto", + "id": 709, + "level": 3, + "locations": [ + { + "page": 284, + "sourcebook": "PHB24" + } + ], + "material": "Uma lasca de raiz de alcaçuz", + "name": "Pressa", + "range": "9 metros", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "Druida" + ], + "components": [ + "V", + "S" + ], + "desc": "Escolha uma criatura que você possa ver dentro do alcance. Energia positiva flui através do alvo, restaurando 70 Pontos de Vida. Esta magia também encerra as condições Blinded, Deafened e Poisoned no alvo.", + "duration": "Instantâneo", + "higher_level": "A cura aumenta em 10 para cada nível de magia acima de 6.", + "id": 710, + "level": 6, + "locations": [ + { + "page": 284, + "sourcebook": "PHB24" + } + ], + "name": "Curar", + "range": "18 metros", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação bônus", + "classes": [ + "Bardo", + "Clérigo", + "Druida" + ], + "components": [ + "V" + ], + "desc": "Uma criatura de sua escolha que você possa ver dentro do alcance recupera Pontos de Vida iguais a 2d4 mais seu modificador de habilidade de conjuração.", + "duration": "Instantâneo", + "higher_level": "A cura aumenta em 2d4 para cada nível de magia acima de 1.", + "id": 711, + "level": 1, + "locations": [ + { + "page": 284, + "sourcebook": "PHB24" + } + ], + "name": "Palavra de cura", + "range": "18 metros", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Druida" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Escolha um objeto de metal fabricado, como uma arma de metal ou uma armadura de metal Pesada ou Média, que você possa ver dentro do alcance. Você faz o objeto brilhar em brasa. Qualquer criatura em contato físico com o objeto sofre 2d8 de dano de Fogo quando você conjura a magia. Até que a magia termine, você pode realizar uma Ação Bônus em cada um dos seus turnos posteriores para causar esse dano novamente se o objeto estiver dentro do alcance. Se uma criatura estiver segurando ou vestindo o objeto e sofrer o dano dele, a criatura deve ser bem-sucedida em um teste de resistência de Constituição ou largar o objeto, se puder. Se não largar o objeto, ela tem Desvantagem em jogadas de ataque e testes de habilidade até o início do seu próximo turno.", + "duration": "Até 1 minuto", + "higher_level": "O dano aumenta em 1d8 para cada nível de magia acima de 2.", + "id": 712, + "level": 2, + "locations": [ + { + "page": 284, + "sourcebook": "PHB24" + } + ], + "material": "Um pedaço de ferro e uma chama", + "name": "Aquecer Metal", + "range": "18 metros", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Reação, que você toma em resposta ao receber dano de uma criatura que você pode ver a até 18 metros de você", + "classes": [ + "Bruxo" + ], + "components": [ + "V", + "S" + ], + "desc": "A criatura que lhe causou dano é momentaneamente cercada por chamas verdes. Ela faz um teste de resistência de Destreza, sofrendo 2d10 de dano de Fogo em um teste falho ou metade do dano em um teste bem-sucedido.", + "duration": "Instantâneo", + "higher_level": "O dano aumenta em 1d10 para cada nível de magia acima de 1.", + "id": 713, + "level": 1, + "locations": [ + { + "page": 284, + "sourcebook": "PHB24" + } + ], + "name": "Repreensão infernal", + "range": "18 metros", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "10 minutos", + "classes": [ + "Bardo", + "Clérigo", + "Druida" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você conjura um banquete que aparece em uma superfície em um Cubo de 10 pés desocupado próximo a você. O banquete leva 1 hora para ser consumido e desaparece no final desse tempo, e os efeitos benéficos não se estabelecem até que essa hora acabe. Até doze criaturas podem participar do banquete. Uma criatura que participa ganha vários benefícios, que duram 24 horas. A criatura tem Resistência a dano de Veneno e tem Imunidade às condições Assustado e Envenenado. Seu máximo de Pontos de Vida também aumenta em 2d10, e ela ganha o mesmo número de Pontos de Vida.", + "duration": "Instantâneo", + "id": 714, + "level": 6, + "locations": [ + { + "page": 284, + "sourcebook": "PHB24" + } + ], + "material": "Uma tigela incrustada de pedras preciosas que vale mais de 1.000 PO, que a magia consome", + "name": "Festa dos Heróis", + "range": "Pessoal", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Paladino" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Uma criatura disposta que você tocar é imbuída de bravura. Até que a magia termine, a criatura é imune à condição Amedrontada e ganha Pontos de Vida Temporários iguais ao seu modificador de habilidade de conjuração no início de cada um de seus turnos.", + "duration": "Até 1 minuto", + "higher_level": "Você pode escolher uma criatura adicional para cada nível de espaço de magia acima de 1.", + "id": 715, + "level": 1, + "locations": [ + { + "page": 285, + "sourcebook": "PHB24" + } + ], + "name": "Heroísmo", + "range": "Toque", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação bônus", + "classes": [ + "Bruxo" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você coloca uma maldição em uma criatura que você pode ver dentro do alcance. Até que a magia termine, você causa 1d6 de dano Necrótico extra ao alvo sempre que atingi-lo com uma jogada de ataque. Além disso, escolha uma habilidade quando conjurar a magia. O alvo tem Desvantagem em testes de habilidade feitos com a habilidade escolhida. Se o alvo cair para 0 Pontos de Vida antes que esta magia termine, você pode fazer uma Ação Bônus em um turno posterior para amaldiçoar uma nova criatura.", + "duration": "Até 1 hora", + "higher_level": "Sua Concentração pode durar mais com um espaço de magia de nível 2 (até 4 horas), 3–4 (até 8 horas) ou 5+ (24 horas).", + "id": 716, + "level": 1, + "locations": [ + { + "page": 285, + "sourcebook": "PHB24" + } + ], + "material": "O olho petrificado de uma salamandra", + "name": "Hex", + "range": "27 metros", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Escolha uma criatura que você possa ver dentro do alcance. O alvo deve ter sucesso em um teste de resistência de Sabedoria ou ter a condição Paralisado pela duração. No final de cada um de seus turnos, o alvo repete o teste, encerrando a magia sobre si mesmo em um sucesso.", + "duration": "Até 1 minuto", + "higher_level": "Você pode escolher uma criatura adicional para cada nível de espaço de magia acima de 5.", + "id": 717, + "level": 5, + "locations": [ + { + "page": 285, + "sourcebook": "PHB24" + } + ], + "material": "Um pedaço reto de ferro", + "name": "Segure o monstro", + "range": "27 metros", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Clérigo", + "Druida", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Escolha um Humanoide que você possa ver dentro do alcance. O alvo deve ter sucesso em um teste de resistência de Sabedoria ou ter a condição Paralisado pela duração. No final de cada um de seus turnos, o alvo repete o teste, encerrando a magia em si mesmo em um sucesso.", + "duration": "Até 1 minuto", + "higher_level": "Você pode escolher um Humanoide adicional para cada nível de magia acima de 2.", + "id": 718, + "level": 2, + "locations": [ + { + "page": 286, + "sourcebook": "PHB24" + } + ], + "material": "Um pedaço reto de ferro", + "name": "Segurar Pessoa", + "range": "18 metros", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Durante a duração, você emite uma aura em uma Emanação de 30 pés. Enquanto estiver na aura, criaturas de sua escolha têm Vantagem em todos os testes de resistência, e outras criaturas têm Desvantagem em testes de ataque contra elas. Além disso, quando um Demônio ou um Morto-vivo atinge uma criatura afetada com um teste de ataque corpo a corpo, o atacante deve ter sucesso em um teste de resistência de Constituição ou terá a condição Cego até o final de seu próximo turno.", + "duration": "Até 1 minuto", + "id": 719, + "level": 8, + "locations": [ + { + "page": 286, + "sourcebook": "PHB24" + } + ], + "material": "Um relicário que vale mais de 1.000 PO", + "name": "Aura Sagrada", + "range": "Pessoal", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Bruxo" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você abre um portal para o Reino Distante, uma região infestada de horrores indizíveis. Uma Esfera de Escuridão de 20 pés de raio aparece, centralizada em um ponto com alcance e durando pela duração. A Esfera é Terreno Difícil, e está cheia de sussurros estranhos e ruídos de sorver, que podem ser ouvidos a até 30 pés de distância. Nenhuma luz, mágica ou não, pode iluminar a área, e criaturas totalmente dentro dela têm a condição Cego. Qualquer criatura que comece seu turno na área sofre 2d6 de dano de Frio. Qualquer criatura que termine seu turno lá deve ser bem-sucedida em um teste de resistência de Destreza ou sofrer 2d6 de dano de Ácido de tentáculos sobrenaturais.", + "duration": "Até 1 minuto", + "higher_level": "O dano de Frio ou Ácido (à sua escolha) aumenta em 1d6 para cada nível de magia acima de 3.", + "id": 720, + "level": 3, + "locations": [ + { + "page": 286, + "sourcebook": "PHB24" + } + ], + "material": "Um tentáculo em conserva", + "name": "Fome de Hadar", + "range": "45 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação bônus", + "classes": [ + "Patrulheiro" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "Você marca magicamente uma criatura que você pode ver dentro do alcance como sua presa. Até que a magia termine, você causa 1d6 de dano de Força extra ao alvo sempre que atingi-lo com uma jogada de ataque. Você também tem Vantagem em qualquer teste de Sabedoria (Percepção ou Sobrevivência) que fizer para encontrá-lo. Se o alvo cair para 0 Pontos de Vida antes que esta magia termine, você pode realizar uma Ação Bônus para mover a marca para uma nova criatura que você pode ver dentro do alcance.", + "duration": "Até 1 hora", + "higher_level": "Sua Concentração pode durar mais com um espaço de magia de nível 3–4 (até 8 horas) ou 5+ (até 24 horas).", + "id": 721, + "level": 1, + "locations": [ + { + "page": 287, + "sourcebook": "PHB24" + } + ], + "name": "Marca do caçador", + "range": "27 metros", + "ruleset": "2024", + "school": "Adivinhação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "S", + "M" + ], + "concentration": true, + "desc": "Você cria um padrão de cores retorcido em um Cubo de 30 pés dentro do alcance. O padrão aparece por um momento e desaparece. Cada criatura na área que puder ver o padrão deve ser bem-sucedida em um teste de resistência de Sabedoria ou terá a condição Encantado pela duração. Enquanto Encantado, a criatura tem a condição Incapacitado e uma Velocidade de 0. A magia termina para uma criatura afetada se ela sofrer qualquer dano ou se outra pessoa usar uma ação para sacudir a criatura para fora de seu estupor.", + "duration": "Até 1 minuto", + "id": 722, + "level": 3, + "locations": [ + { + "page": 287, + "sourcebook": "PHB24" + } + ], + "material": "Uma pitada de confete", + "name": "Padrão hipnótico", + "range": "36 metros", + "ruleset": "2024", + "school": "Ilusão" + }, + { + "casting_time": "Ação", + "classes": [ + "Druida", + "Feiticeiro", + "Mago" + ], + "components": [ + "S", + "M" + ], + "desc": "Você cria um fragmento de gelo e o arremessa em uma criatura dentro do alcance. Faça um ataque mágico à distância contra o alvo. Em um acerto, o alvo recebe 1d10 de dano perfurante. Acertando ou errando, o fragmento então explode. O alvo e cada criatura a até 1,5 m dele devem ser bem-sucedidos em um teste de resistência de Destreza ou receber 2d6 de dano de Frio.", + "duration": "Instantâneo", + "higher_level": "O dano de Frio aumenta em 1d6 para cada nível de magia acima de 1.", + "id": 723, + "level": 1, + "locations": [ + { + "page": 287, + "sourcebook": "PHB24" + } + ], + "material": "Uma gota de água ou um pedaço de gelo", + "name": "Faca de gelo", + "range": "18 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Druida", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Granizo cai em um Cilindro de 20 pés de raio e 40 pés de altura centrado em um ponto dentro do alcance. Cada criatura no Cilindro faz um teste de resistência de Destreza. Uma criatura sofre 2d10 de dano de Concussão e 4d6 de dano de Frio em uma falha na resistência ou metade do dano em uma bem-sucedida. Granizo transforma o solo no Cilindro em Terreno Difícil até o final do seu próximo turno.", + "duration": "Instantâneo", + "higher_level": "O dano de Concussão aumenta em 1d10 para cada nível de magia acima de 4.", + "id": 724, + "level": 4, + "locations": [ + { + "page": 287, + "sourcebook": "PHB24" + } + ], + "material": "Uma luva", + "name": "Tempestade de gelo", + "range": "90 metros", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "1 minuto ou Ritual", + "classes": [ + "Bardo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você toca em um objeto durante a conjuração da magia. Se o objeto for um item mágico ou algum outro objeto mágico, você aprende suas propriedades e como usá-las, se ele requer Attunement e quantas cargas ele tem, se houver. Você aprende se alguma magia em andamento está afetando o item e quais são elas. Se o item foi criado por uma magia, você aprende o nome daquela magia. Se, em vez disso, você tocar em uma criatura durante a conjuração, você aprende quais magias em andamento, se houver, estão afetando-a no momento.", + "duration": "Instantâneo", + "id": 725, + "level": 1, + "locations": [ + { + "page": 287, + "sourcebook": "PHB24" + } + ], + "material": "Uma pérola que vale mais de 100 PO", + "name": "Identificar", + "range": "Toque", + "ruleset": "2024", + "school": "Adivinhação" + }, + { + "casting_time": "1 minuto ou Ritual", + "classes": [ + "Bardo", + "Bruxo", + "Mago" + ], + "components": [ + "S", + "M" + ], + "desc": "Você escreve em pergaminho, papel ou outro material adequado e o imbui com uma ilusão que dura pela duração. Para você e quaisquer criaturas que você designar quando conjurar a magia, a escrita parece normal, parece ter sido escrita em sua mão e transmite qualquer significado que você pretendia quando escreveu o texto. Para todos os outros, a escrita parece ter sido escrita em uma escrita desconhecida ou mágica que é ininteligível. Alternativamente, a ilusão pode alterar o significado, a caligrafia e a linguagem do texto, embora a linguagem deva ser uma que você conheça. Se a magia for dissipada, a escrita original e a ilusão desaparecem. Uma criatura que tenha Truesight pode ler a mensagem oculta.", + "duration": "10 dias", + "id": 726, + "level": 1, + "locations": [ + { + "page": 288, + "sourcebook": "PHB24" + } + ], + "material": "Tinta que vale mais de 10 PO, que a magia consome", + "name": "Roteiro Ilusório", + "range": "Toque", + "ruleset": "2024", + "school": "Ilusão" + }, + { + "casting_time": "1 minuto", + "classes": [ + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você cria uma restrição mágica para segurar uma criatura que você pode ver dentro do alcance. O alvo deve fazer um teste de resistência de Sabedoria. Em um teste bem-sucedido, o alvo não é afetado e fica imune a esta magia pelas próximas 24 horas. Em um teste falho, o alvo é aprisionado. Enquanto aprisionado, o alvo não precisa respirar, comer ou beber, e não envelhece. Magias de Adivinhação não podem localizar ou perceber o alvo aprisionado, e o alvo não pode se teletransportar. Até que a magia termine, o alvo também é afetado por um dos seguintes efeitos de sua escolha: Enterro. O alvo é sepultado sob a terra em um globo oco de força mágica que é grande o suficiente para conter o alvo. Nada pode entrar ou sair do globo. Acorrentamento. Correntes firmemente enraizadas no chão mantêm o alvo no lugar. O alvo tem a condição Restrito e não pode ser movido de forma alguma. Prisão Cercada. O alvo fica preso em um semiplano que é protegido contra teletransporte e viagem planar. O semiplano é sua escolha de um labirinto, uma gaiola, uma torre ou algo parecido. Contenção Mínima. O alvo fica com 1 polegada de altura e fica preso dentro de uma gema indestrutível ou objeto similar. A luz pode passar pela gema (permitindo que o alvo veja para fora e outras criaturas vejam para dentro), mas nada mais pode passar por qualquer meio. Sono. O alvo tem a condição Inconsciente e não pode ser acordado. Fim da Magia. Quando você conjura a magia, especifique um gatilho que a encerrará. O gatilho pode ser tão simples ou tão elaborado quanto você escolher, mas o Mestre deve concordar que tem uma alta probabilidade de acontecer na próxima década. O gatilho deve ser uma ação observável, como alguém fazendo uma oferenda específica no templo do seu deus, salvando seu amor verdadeiro ou derrotando um monstro específico. Uma magia Dissipar Magia só pode encerrar a magia se for conjurada com um espaço de magia de nível 9, tendo como alvo a prisão ou o componente usado para criá-la.", + "duration": "Até ser dissipada", + "id": 727, + "level": 9, + "locations": [ + { + "page": 288, + "sourcebook": "PHB24" + } + ], + "material": "Uma estatueta do alvo que vale mais de 5.000 PO", + "name": "Prisão", + "range": "9 metros", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Druida", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Uma nuvem rodopiante de brasas e fumaça preenche uma Esfera de 20 pés de raio centrada em um ponto dentro do alcance. A área da nuvem é Pesadamente Obscura. Ela dura pela duração ou até que um vento forte (como aquele criado por Rajada de Vento) a disperse. Quando a nuvem aparece, cada criatura nela faz um teste de resistência de Destreza, sofrendo 10d8 de dano de Fogo em uma falha ou metade do dano em uma bem-sucedida. Uma criatura também deve fazer esse teste quando a Esfera se move para seu espaço e quando ela entra na Esfera ou termina seu turno lá. Uma criatura faz esse teste apenas uma vez por turno. A nuvem se move 10 pés para longe de você em uma direção que você escolher no início de cada um dos seus turnos.", + "duration": "Até 1 minuto", + "id": 728, + "level": 8, + "locations": [ + { + "page": 288, + "sourcebook": "PHB24" + } + ], + "name": "Nuvem Incendiária", + "range": "45 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo" + ], + "components": [ + "V", + "S" + ], + "desc": "Uma criatura que você tocar faz um teste de resistência de Constituição, sofrendo 2d10 de dano necrótico em uma falha ou metade do dano em um sucesso.", + "duration": "Instantâneo", + "higher_level": "O dano aumenta em 1d10 para cada nível de magia acima de 1.", + "id": 729, + "level": 1, + "locations": [ + { + "page": 288, + "sourcebook": "PHB24" + } + ], + "name": "Infligir Ferimentos", + "range": "Toque", + "ruleset": "2024", + "school": "Necromancia" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "Druida", + "Feiticeiro" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Gafanhotos em enxame preenchem uma Esfera de 20 pés de raio centrada em um ponto que você escolher dentro do alcance. A Esfera permanece pela duração, e sua área é Terreno Levemente Obscurecido e Difícil. Quando o enxame aparece, cada criatura nele faz um teste de resistência de Constituição, sofrendo 4d10 de dano Perfurante em uma falha ou metade do dano em uma bem-sucedida. Uma criatura também faz esse teste quando entra na área da magia pela primeira vez em um turno ou termina seu turno lá. Uma criatura faz esse teste apenas uma vez por turno.", + "duration": "Até 10 minutos", + "higher_level": "O dano aumenta em 1d10 para cada nível de magia acima de 5.", + "id": 730, + "level": 5, + "locations": [ + { + "page": 289, + "sourcebook": "PHB24" + } + ], + "material": "Um gafanhoto", + "name": "Praga de insetos", + "range": "90 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Uma criatura que você tocar tem a condição Invisível até que a magia termine. A magia termina mais cedo imediatamente após o alvo fazer uma jogada de ataque, causar dano ou conjurar uma magia.", + "duration": "Até 1 hora", + "higher_level": "Você pode escolher uma criatura adicional para cada nível de espaço de magia acima de 2.", + "id": 731, + "level": 2, + "locations": [ + { + "page": 289, + "sourcebook": "PHB24" + } + ], + "material": "Um cílio em goma arábica", + "name": "Invisibilidade", + "range": "Toque", + "ruleset": "2024", + "school": "Ilusão" + }, + { + "casting_time": "Ação", + "classes": [ + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você libera uma tempestade de luz brilhante e trovão furioso em um Cilindro de 10 pés de raio e 40 pés de altura centrado em um ponto que você pode ver dentro do alcance. Enquanto estiverem nesta área, as criaturas têm as condições Cego e Surdo, e não podem conjurar magias com um componente Verbal. Quando a tempestade aparece, cada criatura nela faz um teste de resistência de Constituição, sofrendo 2d10 de dano Radiante e 2d10 de dano Trovejante em uma falha ou metade do dano em uma bem-sucedida. Uma criatura também faz este teste quando entra na área da magia pela primeira vez em um turno ou termina seu turno lá. Uma criatura faz este teste apenas uma vez por turno.", + "duration": "Até 1 minuto", + "higher_level": "O dano de Radiante e Trovão aumenta em 1d10 para cada nível de magia acima de 5.", + "id": 732, + "level": 5, + "locations": [ + { + "page": 289, + "sourcebook": "PHB24" + } + ], + "material": "Uma pitada de fósforo", + "name": "Tempestade de Radiância de Jallarzi", + "range": "36 metros", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação bônus", + "classes": [ + "Druida", + "Patrulheiro", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você toca uma criatura disposta. Uma vez em cada um dos seus turnos até que a magia termine, aquela criatura pode saltar até 30 pés gastando 10 pés de movimento.", + "duration": "1 minuto", + "higher_level": "Você pode escolher uma criatura adicional para cada nível de espaço de magia acima de 1.", + "id": 733, + "level": 1, + "locations": [ + { + "page": 290, + "sourcebook": "PHB24" + } + ], + "material": "A pata traseira de um gafanhoto", + "name": "Pular", + "range": "Toque", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Mago" + ], + "components": [ + "V" + ], + "desc": "Escolha um objeto que você possa ver dentro do alcance. O objeto pode ser uma porta, uma caixa, um baú, um conjunto de algemas, um cadeado ou outro objeto que contenha um meio mundano ou mágico que impeça o acesso. Um alvo que é mantido fechado por uma fechadura mundana ou que está preso ou barrado fica destrancado, destrancado ou destrancado. Se o objeto tiver várias fechaduras, apenas uma delas é destrancada. Se o alvo for mantido fechado por Trava Arcana, essa magia é suprimida por 10 minutos, durante os quais o alvo pode ser aberto e fechado. Quando você conjura a magia, uma batida alta, audível a até 300 pés de distância, emana do alvo.", + "duration": "Instantâneo", + "id": 734, + "level": 2, + "locations": [ + { + "page": 290, + "sourcebook": "PHB24" + } + ], + "name": "Bater", + "range": "18 metros", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "10 minutos", + "classes": [ + "Bardo", + "Clérigo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Nomeie ou descreva uma pessoa, lugar ou objeto famoso. A magia traz à sua mente um breve resumo da tradição significativa sobre aquela coisa famosa, conforme descrito pelo Mestre. A tradição pode consistir em detalhes importantes, revelações divertidas ou até mesmo uma tradição secreta que nunca foi amplamente conhecida. Quanto mais informações você já sabe sobre a coisa, mais precisa e detalhada é a informação que você recebe. Essa informação é precisa, mas pode ser expressa em linguagem figurativa ou poesia, conforme determinado pelo Mestre. Se a coisa famosa que você escolheu não for realmente famosa, você ouve notas musicais tristes tocadas em um trombone, e a magia falha.", + "duration": "Instantâneo", + "id": 735, + "level": 5, + "locations": [ + { + "page": 290, + "sourcebook": "PHB24" + } + ], + "material": "Incenso que vale mais de 250 PO, que a magia consome, e quatro tiras de marfim que valem mais de 50 PO cada", + "name": "Lenda e conhecimento", + "range": "Pessoal", + "ruleset": "2024", + "school": "Adivinhação" + }, + { + "casting_time": "Ação", + "classes": [ + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você esconde um baú e todo o seu conteúdo no Plano Etéreo. Você deve tocar no baú e na réplica em miniatura que servem como componentes materiais para a magia. O baú pode conter até 12 pés cúbicos de material não vivo (3 pés por 2 pés por 2 pés). Enquanto o baú permanecer no Plano Etéreo, você pode realizar uma ação de Magia e tocar na réplica para chamá-lo de volta. Ele aparece em um espaço desocupado no chão a até 5 pés de você. Você pode enviar o baú de volta ao Plano Etéreo realizando uma ação de Magia para tocar no baú e na réplica. Após 60 dias, há uma chance cumulativa de 5 por cento no final de cada dia de que a magia termine. A magia também termina se você conjurar esta magia novamente ou se o baú de réplica minúscula for destruído. Se a magia terminar e o baú maior estiver no Plano Etéreo, o baú permanecerá lá para você ou outra pessoa encontrar.", + "duration": "Até ser dissipada", + "id": 736, + "level": 4, + "locations": [ + { + "page": 290, + "sourcebook": "PHB24" + } + ], + "material": "Um baú, de 3 pés por 2 pés por 2 pés, construído com materiais raros que valem mais de 5.000 PO, e uma pequena réplica do baú feita com os mesmos materiais que valem mais de 50 PO", + "name": "Baú Secreto de Leomund", + "range": "Toque", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "1 minuto ou Ritual", + "classes": [ + "Bardo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Uma Emanação de 10 pés surge ao seu redor e permanece parada durante a duração. A magia falha quando você a conjura se a Emanação não for grande o suficiente para encapsular completamente todas as criaturas em sua área. Criaturas e objetos dentro da Emanação quando você conjura a magia podem se mover livremente através dela. Todas as outras criaturas e objetos são impedidos de passar por ela. Magias de nível 3 ou inferior não podem ser conjuradas através dela, e os efeitos de tais magias não podem se estender para dentro dela. A atmosfera dentro da Emanação é confortável e seca, independentemente do clima externo. Até que a magia termine, você pode comandar o interior para ter Luz Fraca ou Escuridão (nenhuma ação necessária). A Emanação é opaca por fora e de qualquer cor que você escolher, mas é transparente por dentro. A magia termina mais cedo se você deixar a Emanação ou se conjurá-la novamente.", + "duration": "8 horas", + "id": 737, + "level": 3, + "locations": [ + { + "page": 291, + "sourcebook": "PHB24" + } + ], + "material": "Uma conta de cristal", + "name": "A pequena cabana de Leomund", + "range": "Pessoal", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação bônus", + "classes": [ + "Bardo", + "Clérigo", + "Druida", + "Paladino", + "Patrulheiro" + ], + "components": [ + "V", + "S" + ], + "desc": "Você toca em uma criatura e encerra uma condição dela: Cego, Surdo, Paralisado ou Envenenado.", + "duration": "Instantâneo", + "id": 738, + "level": 2, + "locations": [ + { + "page": 291, + "sourcebook": "PHB24" + } + ], + "name": "Restauração Menor", + "range": "Toque", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Uma criatura ou objeto solto de sua escolha que você possa ver dentro do alcance sobe verticalmente até 20 pés e permanece suspenso lá durante a duração. A magia pode levitar um objeto que pesa até 500 libras. Uma criatura relutante que tenha sucesso em um teste de resistência de Constituição não é afetada. O alvo pode se mover apenas empurrando ou puxando contra um objeto fixo ou superfície dentro do alcance (como uma parede ou um teto), o que permite que ele se mova como se estivesse escalando. Você pode alterar a altitude do alvo em até 20 pés em qualquer direção no seu turno. Se você for o alvo, você pode se mover para cima ou para baixo como parte do seu movimento. Caso contrário, você pode realizar uma ação de Magia para mover o alvo, que deve permanecer dentro do alcance da magia. Quando a magia termina, o alvo flutua suavemente até o chão se ainda estiver no ar.", + "duration": "Até 10 minutos", + "id": 739, + "level": 2, + "locations": [ + { + "page": 291, + "sourcebook": "PHB24" + } + ], + "material": "Uma mola de metal", + "name": "Levitar", + "range": "18 metros", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Clérigo", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "M" + ], + "desc": "Você toca em um objeto Grande ou menor que não esteja sendo usado ou carregado por outra pessoa. Até que a magia termine, o objeto emite Luz Brilhante em um raio de 20 pés e Luz Fraca por mais 20 pés. A luz pode ser colorida como você quiser. Cobrir o objeto com algo opaco bloqueia a luz. A magia termina se você conjurá-la novamente.", + "duration": "1 hora", + "id": 740, + "level": 0, + "locations": [ + { + "page": 292, + "sourcebook": "PHB24" + } + ], + "material": "Um vaga-lume ou musgo fosforescente", + "name": "Luz", + "range": "Toque", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação bônus, que você realiza imediatamente após atingir ou errar um alvo com um ataque à distância usando uma arma", + "classes": [ + "Patrulheiro" + ], + "components": [ + "V", + "S" + ], + "desc": "Conforme seu ataque acerta ou erra o alvo, a arma ou munição que você está usando se transforma em um raio. Em vez de receber qualquer dano ou outros efeitos do ataque, o alvo recebe 4d8 de dano de Raio em um acerto ou metade do dano em um erro. Cada criatura a até 10 pés do alvo então faz um teste de resistência de Destreza, recebendo 2d8 de dano de Raio em um teste falho ou metade do dano em um teste bem-sucedido. A arma ou munição então retorna à sua forma normal.", + "duration": "Instantâneo", + "higher_level": "O dano de ambos os efeitos da magia aumenta em 1d8 para cada nível de magia acima de 3.", + "id": 741, + "level": 3, + "locations": [ + { + "page": 292, + "sourcebook": "PHB24" + } + ], + "name": "Flecha de Relâmpago", + "range": "Pessoal", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Um raio formando uma Linha de 100 pés de comprimento e 5 pés de largura explode de você na direção que você escolher. Cada criatura na Linha faz um teste de resistência de Destreza, sofrendo 8d6 de dano de Relâmpago em uma falha ou metade do dano em uma bem-sucedida.", + "duration": "Instantâneo", + "higher_level": "O dano aumenta em 1d6 para cada nível de magia acima de 3.", + "id": 742, + "level": 3, + "locations": [ + { + "page": 292, + "sourcebook": "PHB24" + } + ], + "material": "Um pedaço de pele e uma vara de cristal", + "name": "Relâmpago", + "range": "Pessoal", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação ou Ritual", + "classes": [ + "Bardo", + "Druida", + "Patrulheiro" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Descreva ou nomeie um tipo específico de Besta, criatura vegetal ou planta não mágica. Você aprende a direção e a distância até a criatura ou planta mais próxima daquele tipo dentro de 5 milhas, se houver alguma presente.", + "duration": "Instantâneo", + "id": 743, + "level": 2, + "locations": [ + { + "page": 292, + "sourcebook": "PHB24" + } + ], + "material": "Pele de um cão de caça", + "name": "Localizar animais ou plantas", + "range": "Pessoal", + "ruleset": "2024", + "school": "Adivinhação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Clérigo", + "Druida", + "Paladino", + "Patrulheiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Descreva ou nomeie uma criatura que lhe seja familiar. Você sente a direção da localização da criatura se ela estiver a até 1.000 pés de você. Se a criatura estiver se movendo, você sabe a direção do seu movimento. A magia pode localizar uma criatura específica conhecida por você ou a criatura mais próxima de um tipo específico (como um humano ou um unicórnio) se você tiver visto tal criatura de perto — a até 30 pés — pelo menos uma vez. Se a criatura que você descreveu ou nomeou estiver em uma forma diferente, como sob os efeitos de uma magia Carne para Pedra ou Polimorfia, esta magia não localiza a criatura. Esta magia não pode localizar uma criatura se qualquer espessura de chumbo bloquear um caminho direto entre você e a criatura.", + "duration": "Até 1 hora", + "id": 744, + "level": 4, + "locations": [ + { + "page": 292, + "sourcebook": "PHB24" + } + ], + "material": "Pele de um cão de caça", + "name": "Localizar criatura", + "range": "Pessoal", + "ruleset": "2024", + "school": "Adivinhação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Clérigo", + "Druida", + "Paladino", + "Patrulheiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Descreva ou nomeie um objeto que lhe seja familiar. Você sente a direção da localização do objeto se ele estiver a 1.000 pés de você. Se o objeto estiver em movimento, você sabe a direção do seu movimento. A magia pode localizar um objeto específico conhecido por você se você o tiver visto de perto — a 30 pés — pelo menos uma vez. Alternativamente, a magia pode localizar o objeto mais próximo de um tipo específico, como um certo tipo de vestimenta, joia, mobília, ferramenta ou arma. Esta magia não pode localizar um objeto se qualquer espessura de chumbo bloquear um caminho direto entre você e o objeto.", + "duration": "Até 10 minutos", + "id": 745, + "level": 2, + "locations": [ + { + "page": 293, + "sourcebook": "PHB24" + } + ], + "material": "Um galho bifurcado", + "name": "Localizar objeto", + "range": "Pessoal", + "ruleset": "2024", + "school": "Adivinhação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Druida", + "Patrulheiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você toca uma criatura. A Velocidade do alvo aumenta em 10 pés até que a magia termine.", + "duration": "1 hora", + "higher_level": "Você pode escolher uma criatura adicional para cada nível de espaço de magia acima de 1.", + "id": 746, + "level": 1, + "locations": [ + { + "page": 293, + "sourcebook": "PHB24" + } + ], + "material": "Uma pitada de terra", + "name": "Andarilho Longo", + "range": "Toque", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você toca uma criatura disposta que não esteja usando armadura. Até que a magia termine, a CA base do alvo se torna 13 mais seu modificador de Destreza. A magia termina mais cedo se o alvo vestir armadura.", + "duration": "8 horas", + "id": 747, + "level": 1, + "locations": [ + { + "page": 293, + "sourcebook": "PHB24" + } + ], + "material": "Um pedaço de couro curado", + "name": "Armadura de Mago", + "range": "Toque", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Uma mão espectral flutuante aparece em um ponto que você escolher dentro do alcance. A mão dura pela duração. A mão desaparece se estiver a mais de 30 pés de distância de você ou se você conjurar esta magia novamente. Quando você conjura a magia, você pode usar a mão para manipular um objeto, abrir uma porta ou recipiente destrancado, guardar ou recuperar um item de um recipiente aberto ou despejar o conteúdo de um frasco. Como uma ação de Magia em seus turnos posteriores, você pode controlar a mão novamente. Como parte dessa ação, você pode mover a mão até 30 pés. A mão não pode atacar, ativar itens mágicos ou carregar mais de 10 libras.", + "duration": "1 minuto", + "id": 748, + "level": 0, + "locations": [ + { + "page": 293, + "sourcebook": "PHB24" + } + ], + "name": "Mão de Mago", + "range": "9 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "1 minuto", + "classes": [ + "Clérigo", + "Paladino", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você cria um Cilindro de energia mágica de 10 pés de raio e 20 pés de altura centrado em um ponto no chão que você pode ver dentro do alcance. Runas brilhantes aparecem onde quer que o Cilindro cruze com o chão ou outra superfície. Escolha um ou mais dos seguintes tipos de criaturas: Celestiais, Elementais, Feéricos, Demônios ou Mortos-vivos. O círculo afeta uma criatura do tipo escolhido das seguintes maneiras: Cada vez que você conjura esta magia, você pode fazer com que sua magia opere na direção reversa, impedindo que uma criatura do tipo especificado saia do Cilindro e protegendo alvos fora dele.", + "duration": "1 hora", + "higher_level": "A duração aumenta em 1 hora para cada nível de magia acima de 3.", + "id": 749, + "level": 3, + "locations": [ + { + "page": 293, + "sourcebook": "PHB24" + } + ], + "material": "Sal e prata em pó valendo mais de 100 po, que a magia consome", + "name": "Círculo Mágico", + "range": "3 metros", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "1 minuto", + "classes": [ + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Seu corpo entra em um estado catatônico quando sua alma o deixa e entra no recipiente que você usou para o componente Material da magia. Enquanto sua alma habita o recipiente, você está ciente de seus arredores como se estivesse no espaço do recipiente. Você não pode se mover ou tomar Reações. A única ação que você pode tomar é projetar sua alma até 100 pés para fora do recipiente, retornando ao seu corpo vivo (e encerrando a magia) ou tentando possuir o corpo de um Humanoide. Você pode tentar possuir qualquer Humanoide a 100 pés de você que você possa ver (criaturas protegidas por uma magia Proteção contra o Mal e o Bem ou Círculo Mágico não podem ser possuídas). O alvo faz um teste de resistência de Carisma. Em uma falha, sua alma entra no corpo do alvo, e a alma do alvo fica presa no recipiente. Em uma defesa bem-sucedida, o alvo resiste aos seus esforços para possuí-lo, e você não pode tentar possuí-lo novamente por 24 horas. Depois de possuir o corpo de uma criatura, você a controla. Seus Pontos de Vida, Dados de Pontos de Vida, Força, Destreza, Constituição, Velocidade e sentidos são substituídos pelos da criatura. Caso contrário, você mantém suas estatísticas de jogo. Enquanto isso, a alma da criatura possuída pode perceber do recipiente usando seus próprios sentidos, mas ela não pode se mover e fica Incapacitada. Enquanto possui um corpo, você pode fazer uma ação de Magia para retornar do corpo hospedeiro para o recipiente se ele estiver a até 100 pés de você, retornando a alma da criatura hospedeira para seu corpo. Se o corpo hospedeiro morrer enquanto você estiver nele, a criatura morre, e você faz um teste de resistência de Carisma contra sua própria CD de conjuração. Em um sucesso, você retorna ao recipiente se ele estiver a até 100 pés de você. Caso contrário, você morre. Se o recipiente for destruído ou a magia terminar, sua alma retorna para seu corpo. Se seu corpo estiver a mais de 100 pés de distância de você ou se seu corpo estiver morto, você morre. Se a alma de outra criatura estiver no recipiente quando ele for destruído, a alma da criatura retornará ao seu corpo se o corpo estiver vivo e a até 100 pés. Caso contrário, a criatura morre. Quando a magia termina, o recipiente é destruído.", + "duration": "Até ser dissipada", + "id": 750, + "level": 6, + "locations": [ + { + "page": 294, + "sourcebook": "PHB24" + } + ], + "material": "Uma gema, cristal ou relicário que vale mais de 500 PO", + "name": "Pote Mágico", + "range": "Pessoal", + "ruleset": "2024", + "school": "Necromancia" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Você cria três dardos brilhantes de força mágica. Cada dardo atinge uma criatura de sua escolha que você possa ver dentro do alcance. Um dardo causa 1d4 + 1 de dano de Força ao seu alvo. Todos os dardos atingem simultaneamente, e você pode direcioná-los para atingir uma criatura ou várias.", + "duration": "Instantâneo", + "higher_level": "A magia cria mais um dardo para cada nível de magia acima de 1.", + "id": 751, + "level": 1, + "locations": [ + { + "page": 295, + "sourcebook": "PHB24" + } + ], + "name": "Míssil Mágico", + "range": "36 metros", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "1 minuto ou Ritual", + "classes": [ + "Bardo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você implanta uma mensagem dentro de um objeto no alcance — uma mensagem que é proferida quando uma condição de gatilho é atendida. Escolha um objeto que você possa ver e que não esteja sendo usado ou carregado por outra criatura. Então fale a mensagem, que deve ter 25 palavras ou menos, embora possa ser entregue em até 10 minutos. Finalmente, determine a circunstância que acionará a magia para entregar sua mensagem. Quando esse gatilho ocorre, uma boca mágica aparece no objeto e recita a mensagem em sua voz e no mesmo volume que você falou. Se o objeto que você escolheu tiver uma boca ou algo que se pareça com uma boca (por exemplo, a boca de uma estátua), a boca mágica aparece lá, então as palavras parecem vir da boca do objeto. Quando você conjura esta magia, você pode fazer com que a magia termine após entregar sua mensagem, ou ela pode permanecer e repetir sua mensagem sempre que o gatilho ocorrer. O gatilho pode ser tão geral ou tão detalhado quanto você quiser, embora deva ser baseado em condições visuais ou audíveis que ocorram a 30 pés do objeto. Por exemplo, você pode instruir a boca a falar quando qualquer criatura se mover a até 9 metros do objeto ou quando um sino de prata tocar a até 9 metros dele.", + "duration": "Até ser dissipada", + "id": 752, + "level": 2, + "locations": [ + { + "page": 295, + "sourcebook": "PHB24" + } + ], + "material": "Pó de jade no valor de 10+ PO, que a magia consome", + "name": "Boca Mágica", + "range": "9 metros", + "ruleset": "2024", + "school": "Ilusão" + }, + { + "casting_time": "Ação bônus", + "classes": [ + "Paladino", + "Patrulheiro", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Você toca em uma arma não mágica. Até que a magia termine, essa arma se torna uma arma mágica com um bônus de +1 para jogadas de ataque e jogadas de dano. A magia termina mais cedo se você conjurá-la novamente.", + "duration": "1 hora", + "higher_level": "O bônus aumenta para +2 com um slot de magia de nível 3–5. O bônus aumenta para +3 com um slot de magia de nível 6+.", + "id": 753, + "level": 2, + "locations": [ + { + "page": 295, + "sourcebook": "PHB24" + } + ], + "name": "Arma mágica", + "range": "Toque", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você cria a imagem de um objeto, uma criatura ou algum outro fenômeno visível que não seja maior que um Cubo de 20 pés. A imagem aparece em um ponto que você pode ver dentro do alcance e dura pela duração. Parece real, incluindo sons, cheiros e temperatura apropriados para a coisa retratada, mas não pode causar dano ou condições. Se você estiver dentro do alcance da ilusão, você pode realizar uma ação de Magia para fazer a imagem se mover para qualquer outro ponto dentro do alcance. Conforme a imagem muda de local, você pode alterar sua aparência para que seus movimentos pareçam naturais para a imagem. Por exemplo, se você criar uma imagem de uma criatura e movê-la, você pode alterar a imagem para que ela pareça estar andando. Da mesma forma, você pode fazer a ilusão fazer sons diferentes em momentos diferentes, até mesmo fazê-la manter uma conversa, por exemplo. A interação física com a imagem revela que ela é uma ilusão, pois as coisas podem passar por ela. Uma criatura que realiza uma ação de Estudo para examinar a imagem pode determinar que ela é uma ilusão com um teste bem-sucedido de Inteligência (Investigação) contra sua CD de resistência à magia. Se uma criatura discernir a ilusão pelo que ela é, ela poderá ver através da imagem, e suas outras qualidades sensoriais se tornarão tênues para a criatura.", + "duration": "Até 10 minutos", + "higher_level": "A magia dura até ser dissipada, sem exigir Concentração, se conjurada com um espaço de magia de nível 4+.", + "id": 754, + "level": 3, + "locations": [ + { + "page": 295, + "sourcebook": "PHB24" + } + ], + "material": "Um pouco de lã", + "name": "Imagem principal", + "range": "36 metros", + "ruleset": "2024", + "school": "Ilusão" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Clérigo", + "Druida" + ], + "components": [ + "V", + "S" + ], + "desc": "Uma onda de energia de cura sai de um ponto que você pode ver dentro do alcance. Escolha até seis criaturas em uma Esfera de 30 pés de raio centrada naquele ponto. Cada alvo recupera Pontos de Vida iguais a 5d8 mais seu modificador de habilidade de conjuração.", + "duration": "Instantâneo", + "higher_level": "A cura aumenta em 1d8 para cada nível de magia acima de 5.", + "id": 755, + "level": 5, + "locations": [ + { + "page": 296, + "sourcebook": "PHB24" + } + ], + "name": "Ferimentos de cura em massa", + "range": "18 metros", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo" + ], + "components": [ + "V", + "S" + ], + "desc": "Uma inundação de energia de cura flui de você para as criaturas ao seu redor. Você restaura até 700 Pontos de Vida, divididos como você escolher entre qualquer número de criaturas que você possa ver dentro do alcance. Criaturas curadas por esta magia também têm as condições Cego, Surdo e Envenenado removidas delas.", + "duration": "Instantâneo", + "id": 756, + "level": 9, + "locations": [ + { + "page": 296, + "sourcebook": "PHB24" + } + ], + "name": "Cura em massa", + "range": "18 metros", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação bônus", + "classes": [ + "Bardo", + "Clérigo" + ], + "components": [ + "V" + ], + "desc": "Até seis criaturas de sua escolha que você possa ver dentro do alcance recuperam Pontos de Vida iguais a 2d4 mais seu modificador de habilidade de conjuração.", + "duration": "Instantâneo", + "higher_level": "A cura aumenta em 1d4 para cada nível de magia acima de 3.", + "id": 757, + "level": 3, + "locations": [ + { + "page": 296, + "sourcebook": "PHB24" + } + ], + "name": "Palavra de Cura em Massa", + "range": "18 metros", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "M" + ], + "desc": "Você sugere um curso de atividade — descrito em não mais que 25 palavras — para doze ou menos criaturas que você pode ver dentro do alcance que podem ouvir e entender você. A sugestão deve soar realizável e não envolver nada que obviamente causaria dano a qualquer um dos alvos ou seus aliados. Por exemplo, você pode dizer: "Ande até a vila por aquela estrada e ajude os moradores de lá a colher as plantações até o pôr do sol". Ou você pode dizer: "Agora não é hora para violência. Largue suas armas e dance! Pare em uma hora". Cada alvo deve ter sucesso em um teste de resistência de Sabedoria ou ter a condição Encantado pela duração ou até que você ou seus aliados causem dano ao alvo. Cada alvo Encantado segue a sugestão da melhor maneira possível. A atividade sugerida pode continuar por toda a duração, mas se a atividade sugerida puder ser concluída em um tempo menor, a magia termina para um alvo ao completá-la.", + "duration": "24 horas", + "higher_level": "A duração é maior com um espaço de magia de nível 7 (10 dias), 8 (30 dias) ou 9 (366 dias).", + "id": 758, + "level": 6, + "locations": [ + { + "page": 296, + "sourcebook": "PHB24" + } + ], + "material": "A língua de uma cobra", + "name": "Sugestão em massa", + "range": "18 metros", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação", + "classes": [ + "Mago" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Você bane uma criatura que você pode ver dentro do alcance para um semiplano labiríntico. O alvo permanece lá pela duração ou até escapar do labirinto. O alvo pode realizar uma ação de Estudar para tentar escapar. Quando o faz, ele faz um teste de Inteligência CD 20 (Investigação). Se for bem-sucedido, ele escapa, e a magia termina. Quando a magia termina, o alvo reaparece no espaço que ele deixou ou, se esse espaço estiver ocupado, no espaço desocupado mais próximo.", + "duration": "Até 10 minutos", + "id": 759, + "level": 8, + "locations": [ + { + "page": 296, + "sourcebook": "PHB24" + } + ], + "name": "Labirinto", + "range": "18 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação ou Ritual", + "classes": [ + "Clérigo", + "Druida", + "Patrulheiro" + ], + "components": [ + "V", + "S" + ], + "desc": "Você pisa em um objeto de pedra ou superfície grande o suficiente para conter completamente seu corpo, fundindo você e seu equipamento com a pedra pela duração. Você deve tocar a pedra para fazer isso. Nada da sua presença permanece visível ou detectável por sentidos não mágicos. Enquanto fundido com a pedra, você não pode ver o que ocorre fora dela, e quaisquer testes de Sabedoria (Percepção) que você fizer para ouvir sons fora dela são feitos com Desvantagem. Você permanece ciente da passagem do tempo e pode conjurar magias em si mesmo enquanto fundido na pedra. Você pode usar 1,5 m de movimento para deixar a pedra onde entrou, o que encerra a magia. Caso contrário, você não pode se mover. Danos físicos menores à pedra não causam dano a você, mas sua destruição parcial ou uma mudança em sua forma (na medida em que você não caiba mais dentro dela) expulsa você e causa 6d6 de dano de Força a você. A destruição completa da pedra (ou transmutação em uma substância diferente) expulsa você e causa 50 de dano de Força a você. Se for expulso, você se move para um espaço desocupado mais próximo de onde entrou pela primeira vez e fica com a condição Prone.", + "duration": "8 horas", + "id": 760, + "level": 3, + "locations": [ + { + "page": 296, + "sourcebook": "PHB24" + } + ], + "name": "Fundir-se em pedra", + "range": "Toque", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Uma flecha verde brilhante dispara em direção a um alvo dentro do alcance e explode em um jato de ácido. Faça um ataque mágico à distância contra o alvo. Em um acerto, o alvo recebe 4d4 de dano de Ácido e 2d4 de dano de Ácido no final do seu próximo turno. Em um erro, a flecha espirra ácido no alvo, causando apenas metade do dano inicial.", + "duration": "Instantâneo", + "higher_level": "O dano (inicial e posterior) aumenta em 1d4 para cada nível de magia acima de 2.", + "id": 761, + "level": 2, + "locations": [ + { + "page": 297, + "sourcebook": "PHB24" + } + ], + "material": "Folha de ruibarbo em pó", + "name": "Flecha Ácida de Melf", + "range": "27 metros", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "1 minuto", + "classes": [ + "Bardo", + "Clérigo", + "Druida", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Esta magia repara uma única quebra ou rasgo em um objeto que você toca, como um elo de corrente quebrado, duas metades de uma chave quebrada, uma capa rasgada ou um odre de vinho vazando. Contanto que a quebra ou rasgo não seja maior que 1 pé em qualquer dimensão, você o conserta, não deixando nenhum vestígio do dano anterior. Esta magia pode reparar fisicamente um item mágico, mas não pode restaurar a magia de tal objeto.", + "duration": "Instantâneo", + "id": 762, + "level": 0, + "locations": [ + { + "page": 297, + "sourcebook": "PHB24" + } + ], + "material": "Duas pedras-ímã", + "name": "Remendando", + "range": "Toque", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Druida", + "Feiticeiro", + "Mago" + ], + "components": [ + "S", + "M" + ], + "desc": "Você aponta para uma criatura dentro do alcance e sussurra uma mensagem. O alvo (e somente o alvo) ouve a mensagem e pode responder em um sussurro que somente você pode ouvir. Você pode conjurar esta magia através de objetos sólidos se estiver familiarizado com o alvo e souber que ele está além da barreira. Silêncio mágico; 1 pé de pedra, metal ou madeira; ou uma fina folha de chumbo bloqueia a magia.", + "duration": "1 rodada", + "id": 763, + "level": 0, + "locations": [ + { + "page": 298, + "sourcebook": "PHB24" + } + ], + "material": "Um fio de cobre", + "name": "Mensagem", + "range": "36 metros", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Orbes flamejantes de fogo despencam no chão em quatro pontos diferentes que você pode ver dentro do alcance. Cada criatura em uma Esfera de 40 pés de raio centrada em cada um desses pontos faz um teste de resistência de Destreza. Uma criatura sofre 20d6 de dano de Fogo e 20d6 de dano de Concussão em uma falha ou metade do dano em uma bem-sucedida. Uma criatura na área de mais de uma Esfera de fogo é afetada apenas uma vez. Um objeto não mágico que não esteja sendo usado ou carregado também sofre o dano se estiver na área da magia, e o objeto começa a queimar se for inflamável.", + "duration": "Instantâneo", + "id": 764, + "level": 9, + "locations": [ + { + "page": 298, + "sourcebook": "PHB24" + } + ], + "name": "Enxame de meteoros", + "range": "1 milha", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Até que a magia termine, uma criatura disposta que você tocar tem Imunidade a dano Psíquico e a condição Encantado. O alvo também não é afetado por nada que sinta suas emoções ou alinhamento, leia seus pensamentos ou detecte magicamente sua localização, e nenhuma magia — nem mesmo Desejo — pode reunir informações sobre o alvo, observá-lo remotamente ou controlar sua mente.", + "duration": "24 horas", + "id": 765, + "level": 8, + "locations": [ + { + "page": 298, + "sourcebook": "PHB24" + } + ], + "name": "Mente em branco", + "range": "Toque", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V" + ], + "desc": "Você tenta temporariamente estilhaçar a mente de uma criatura que você pode ver dentro do alcance. O alvo deve ter sucesso em um teste de resistência de Inteligência ou sofrer 1d6 de dano Psíquico e subtrair 1d4 do próximo teste de resistência que ele fizer antes do fim do seu próximo turno.", + "duration": "1 rodada", + "higher_level": "O dano aumenta em 1d6 quando você atinge os níveis 5 (2d6), 11 (3d6) e 17 (4d6).", + "id": 766, + "level": 0, + "locations": [ + { + "page": 298, + "sourcebook": "PHB24" + } + ], + "name": "Lasca Mental", + "range": "18 metros", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "S" + ], + "concentration": true, + "desc": "Você enfia um pico de energia psiônica na mente de uma criatura que você pode ver dentro do alcance. O alvo faz um teste de resistência de Sabedoria, sofrendo 3d8 de dano Psíquico em uma falha ou metade do dano em uma falha. Em uma falha, você também sempre sabe a localização do alvo até que a magia termine, mas apenas enquanto vocês dois estiverem no mesmo plano de existência. Enquanto você tiver esse conhecimento, o alvo não pode ficar escondido de você, e se ele tiver a condição Invisível, ele não ganha nenhum benefício dessa condição contra você.", + "duration": "Até 1 hora", + "higher_level": "O dano aumenta em 1d8 para cada nível de magia acima de 2.", + "id": 767, + "level": 2, + "locations": [ + { + "page": 298, + "sourcebook": "PHB24" + } + ], + "name": "Pico Mental", + "range": "36 metros", + "ruleset": "2024", + "school": "Adivinhação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "S", + "M" + ], + "desc": "Você cria um som ou uma imagem de um objeto dentro do alcance que dura pela duração. Veja as descrições abaixo para os efeitos de cada um. A ilusão termina se você conjurar esta magia novamente. Se uma criatura fizer uma ação de Estudo para examinar o som ou imagem, a criatura pode determinar que é uma ilusão com um teste bem-sucedido de Inteligência (Investigação) contra sua CD de resistência à magia. Se uma criatura discernir a ilusão pelo que ela é, a ilusão se torna tênue para a criatura. Som. Se você criar um som, seu volume pode variar de um sussurro a um grito. Pode ser sua voz, a voz de outra pessoa, o rugido de um leão, uma batida de tambores ou qualquer outro som que você escolher. O som continua inabalável durante toda a duração, ou você pode fazer sons discretos em momentos diferentes antes que a magia termine. Imagem. Se você criar uma imagem de um objeto — como uma cadeira, pegadas enlameadas ou um pequeno baú — ela não deve ser maior do que um Cubo de 1,5 m. A imagem não pode criar som, luz, cheiro ou qualquer outro efeito sensorial. A interação física com a imagem revela que ela é uma ilusão, já que coisas podem passar através dela.", + "duration": "1 minuto", + "id": 768, + "level": 0, + "locations": [ + { + "page": 298, + "sourcebook": "PHB24" + } + ], + "material": "Um pouco de lã", + "name": "Ilusão Menor", + "range": "9 metros", + "ruleset": "2024", + "school": "Ilusão" + }, + { + "casting_time": "10 minutos", + "classes": [ + "Bardo", + "Druida", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Você faz com que o terreno em uma área de até 1 milha quadrada pareça, soe, cheire e até mesmo pareça outro tipo de terreno. Campos abertos ou uma estrada podem ser feitos para se assemelhar a um pântano, colina, fenda ou algum outro terreno acidentado ou intransitável. Um lago pode ser feito para parecer um prado gramado, um precipício como uma encosta suave ou uma ravina rochosa como uma estrada larga e lisa. Da mesma forma, você pode alterar a aparência de estruturas ou adicioná-las onde nenhuma estiver presente. A magia não disfarça, oculta ou adiciona criaturas. A ilusão inclui elementos audíveis, visuais, táteis e olfativos, então ela pode transformar solo limpo em Terreno Difícil (ou vice-versa) ou impedir o movimento pela área. Qualquer pedaço do terreno ilusório (como uma pedra ou um pedaço de pau) que for removido da área da magia desaparece imediatamente. Criaturas com Visão Verdadeira podem ver através da ilusão a verdadeira forma do terreno; no entanto, todos os outros elementos da ilusão permanecem, então, enquanto a criatura estiver ciente da presença da ilusão, ela ainda pode interagir fisicamente com a ilusão.", + "duration": "10 dias", + "id": 769, + "level": 7, + "locations": [ + { + "page": 299, + "sourcebook": "PHB24" + } + ], + "name": "Miragem Arcana", + "range": "Visão", + "ruleset": "2024", + "school": "Ilusão" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Três duplicatas ilusórias de você aparecem no seu espaço. Até que a magia termine, as duplicatas se movem com você e imitam suas ações, mudando de posição para que seja impossível rastrear qual imagem é real. Cada vez que uma criatura o atingir com uma jogada de ataque durante a duração da magia, role um d6 para cada uma das suas duplicatas restantes. Se qualquer um dos d6s rolar um 3 ou mais, uma das duplicatas é atingida em vez de você, e a duplicata é destruída. As duplicatas ignoram todos os outros danos e efeitos. A magia termina quando todas as três duplicatas são destruídas. Uma criatura não é afetada por esta magia se tiver a condição Blinded, Blindsight ou Truesight.", + "duration": "1 minuto", + "id": 770, + "level": 2, + "locations": [ + { + "page": 299, + "sourcebook": "PHB24" + } + ], + "name": "Imagem espelhada", + "range": "Pessoal", + "ruleset": "2024", + "school": "Ilusão" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Bruxo", + "Mago" + ], + "components": [ + "S" + ], + "concentration": true, + "desc": "Você ganha a condição Invisível ao mesmo tempo em que uma cópia ilusória sua aparece onde você está. A cópia dura pela duração, mas a invisibilidade termina imediatamente após você fazer uma jogada de ataque, causar dano ou conjurar uma magia. Como uma ação de Magia, você pode mover a cópia ilusória até o dobro de sua Velocidade e fazê-la gesticular, falar e se comportar da maneira que você escolher. Ela é intangível e invulnerável. Você pode ver através de seus olhos e ouvir através de seus ouvidos como se estivesse localizado onde ela está.", + "duration": "Até 1 hora", + "id": 771, + "level": 5, + "locations": [ + { + "page": 299, + "sourcebook": "PHB24" + } + ], + "name": "Enganar", + "range": "Pessoal", + "ruleset": "2024", + "school": "Ilusão" + }, + { + "casting_time": "Ação bônus", + "classes": [ + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V" + ], + "desc": "Brevemente cercado por uma névoa prateada, você se teletransporta até 9 metros para um espaço desocupado que você pode ver.", + "duration": "Instantâneo", + "id": 772, + "level": 2, + "locations": [ + { + "page": 299, + "sourcebook": "PHB24" + } + ], + "name": "Passo Nebuloso", + "range": "Pessoal", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Mago" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Você tenta remodelar as memórias de outra criatura. Uma criatura que você pode ver dentro do alcance faz um teste de resistência de Sabedoria. Se você estiver lutando contra a criatura, ela tem Vantagem no teste. Em um teste falho, o alvo tem a condição Encantado pela duração. Enquanto Encantado dessa forma, o alvo também tem a condição Incapacitado e não tem consciência de seus arredores, embora possa ouvi-lo. Se ele sofrer qualquer dano ou for alvo de outra magia, esta magia termina, e nenhuma memória é modificada. Enquanto este feitiço durar, você pode afetar a memória do alvo de um evento que ele vivenciou nas últimas 24 horas e que não durou mais do que 10 minutos. Você pode eliminar permanentemente toda a memória do evento, permitir que o alvo se lembre do evento com perfeita clareza, mudar sua memória dos detalhes do evento, ou criar uma memória de algum outro evento. Você deve falar com o alvo para descrever como suas memórias são afetadas, e ele deve ser capaz de entender sua linguagem para que as memórias modificadas criem raízes. Sua mente preenche quaisquer lacunas nos detalhes de sua descrição. Se a magia terminar antes de você terminar de descrever as memórias modificadas, a memória da criatura não será alterada. Caso contrário, as memórias modificadas se consolidam quando a magia termina. Uma memória modificada não afeta necessariamente como uma criatura se comporta, particularmente se a memória contradiz as inclinações naturais, alinhamento ou crenças da criatura. Uma memória modificada ilógica, como uma falsa memória de quanto a criatura gostava de nadar em ácido, é descartada como um pesadelo. O Mestre pode considerar uma memória modificada sem sentido demais para afetar uma criatura. Uma magia Remover Maldição ou Restauração Maior lançada no alvo restaura a verdadeira memória da criatura.", + "duration": "Até 1 minuto", + "higher_level": "Você pode alterar as memórias do alvo de um evento que ocorreu até 7 dias atrás (espaço de magia de nível 6), 30 dias atrás (espaço de magia de nível 7), 365 dias atrás (espaço de magia de nível 8) ou a qualquer momento no passado da criatura (espaço de magia de nível 9).", + "id": 773, + "level": 5, + "locations": [ + { + "page": 299, + "sourcebook": "PHB24" + } + ], + "name": "Modificar Memória", + "range": "9 metros", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação", + "classes": [ + "Druida" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Um raio prateado de luz pálida brilha em um Cilindro de 5 pés de raio e 40 pés de altura centrado em um ponto dentro do alcance. Até que a magia termine, Luz Fraca preenche o Cilindro, e você pode fazer uma ação de Magia em turnos posteriores para mover o Cilindro até 60 pés. Quando o Cilindro aparece, cada criatura nele faz um teste de resistência de Constituição. Em uma falha, uma criatura sofre 2d10 de dano Radiante, e se a criatura for transformada (como resultado da magia Polimorfia, por exemplo), ela reverte para sua forma verdadeira e não pode mudar de forma até que deixe o Cilindro. Em uma resistência bem-sucedida, uma criatura sofre apenas metade do dano. Uma criatura também faz esse teste quando a área da magia se move para seu espaço e quando ela entra na área da magia ou termina seu turno lá. Uma criatura faz esse teste apenas uma vez por turno.", + "duration": "Até 1 minuto", + "higher_level": "O dano aumenta em 1d10 para cada nível de magia acima de 2.", + "id": 774, + "level": 2, + "locations": [ + { + "page": 300, + "sourcebook": "PHB24" + } + ], + "material": "Uma folha de semente lunar", + "name": "Raio de luar", + "range": "36 metros", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você conjura um cão de guarda fantasma em um espaço desocupado que você pode ver dentro do alcance. O cão permanece durante a duração ou até que vocês dois estejam a mais de 300 pés de distância um do outro. Ninguém além de você pode ver o cão, e ele é intangível e invulnerável. Quando uma criatura Pequena ou maior chega a 30 pés dele sem primeiro falar a senha que você especificou quando conjurou esta magia, o cão começa a latir alto. O cão tem Visão Verdadeira com um alcance de 30 pés. No início de cada um dos seus turnos, o cão tenta morder um inimigo a 5 pés dele. Esse inimigo deve ser bem-sucedido em um teste de resistência de Destreza ou sofrer 4d8 de dano de Força. Em seus turnos posteriores, você pode realizar uma ação de Magia para mover o cão até 30 pés.", + "duration": "8 horas", + "id": 775, + "level": 4, + "locations": [ + { + "page": 300, + "sourcebook": "PHB24" + } + ], + "material": "Um apito prateado", + "name": "O fiel cão de caça de Mordenkainen", + "range": "9 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "1 minuto", + "classes": [ + "Bardo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você conjura uma porta cintilante em alcance que dura pela duração. A porta leva a uma habitação extradimensional e tem 5 pés de largura e 10 pés de altura. Você e qualquer criatura que você designar quando conjurar a magia podem entrar na habitação extradimensional enquanto a porta permanecer aberta. Você pode abri-la ou fechá-la (nenhuma ação necessária) se estiver a 30 pés dela. Enquanto fechada, a porta é imperceptível. Além da porta há um magnífico saguão com inúmeras câmaras além. A atmosfera da habitação é limpa, fresca e quente. Você pode criar qualquer planta baixa que desejar para a habitação, mas ela não pode exceder 50 Cubos contíguos de 10 pés. O lugar é mobiliado e decorado como você escolher. Ele contém comida suficiente para servir um banquete de nove pratos para até 100 pessoas. Móveis e outros objetos criados por esta magia se dissipam em fumaça se removidos dela. Uma equipe de 100 servos quase transparentes atende a todos que entram. Você determina a aparência desses servos e suas vestimentas. Eles são invulneráveis e obedecem aos seus comandos. Cada servo pode executar tarefas que um humano poderia executar, mas não pode atacar ou tomar qualquer ação que possa prejudicar diretamente outra criatura. Assim, os servos podem buscar coisas, limpar, consertar, dobrar roupas, acender fogueiras, servir comida, servir vinho e assim por diante. Os servos não podem sair da habitação. Quando a magia termina, quaisquer criaturas ou objetos deixados dentro do espaço extradimensional são expulsos para os espaços desocupados mais próximos da entrada.", + "duration": "24 horas", + "id": 776, + "level": 7, + "locations": [ + { + "page": 300, + "sourcebook": "PHB24" + } + ], + "material": "Uma porta em miniatura que vale mais de 15 PO", + "name": "A magnífica mansão de Mordenkainen", + "range": "90 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "10 minutos", + "classes": [ + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você torna uma área dentro do alcance magicamente segura. A área é um Cubo que pode ser tão pequeno quanto 5 pés até tão grande quanto 100 pés de cada lado. A magia dura pela duração. Quando você conjura a magia, você decide que tipo de segurança a magia fornece, escolhendo qualquer uma das seguintes propriedades: Conjurar esta magia no mesmo local todos os dias por 365 dias faz com que a magia dure até ser dissipada.", + "duration": "24 horas", + "higher_level": "Você pode aumentar o tamanho do Cubo em 100 pés para cada nível de slot de magia acima de 4.", + "id": 777, + "level": 4, + "locations": [ + { + "page": 301, + "sourcebook": "PHB24" + } + ], + "material": "Uma fina folha de chumbo", + "name": "Santuário Privado de Mordenkainen", + "range": "36 metros", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você cria uma espada espectral que paira dentro do alcance. Ela dura pela duração. Quando a espada aparece, você faz um ataque de magia corpo a corpo contra um alvo a até 5 pés da espada. Em um acerto, o alvo recebe dano de Força igual a 4d12 mais seu modificador de habilidade de conjuração. Em seus turnos posteriores, você pode fazer uma Ação Bônus para mover a espada até 30 pés para um local que você possa ver e repetir o ataque contra o mesmo alvo ou um diferente.", + "duration": "Até 1 minuto", + "id": 778, + "level": 7, + "locations": [ + { + "page": 302, + "sourcebook": "PHB24" + } + ], + "material": "Uma espada em miniatura que vale mais de 250 PO", + "name": "Espada de Mordenkainen", + "range": "27 metros", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Druida", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Escolha uma área de terreno não maior que 40 pés de lado dentro do alcance. Você pode remodelar terra, areia ou argila na área da maneira que escolher durante a duração. Você pode aumentar ou diminuir a elevação da área, criar ou preencher uma trincheira, erguer ou achatar uma parede ou formar um pilar. A extensão de tais mudanças não pode exceder a metade da maior dimensão da área. Por exemplo, se você afetar um quadrado de 40 pés, você pode criar um pilar de até 20 pés de altura, aumentar ou diminuir a elevação do quadrado em até 20 pés, cavar uma trincheira de até 20 pés de profundidade e assim por diante. Leva 10 minutos para essas mudanças serem concluídas. Como a transformação do terreno ocorre lentamente, as criaturas na área geralmente não podem ser presas ou feridas pelo movimento do solo. No final de cada 10 minutos que você gasta se concentrando na magia, você pode escolher uma nova área de terreno para afetar dentro do alcance. Esta magia não pode manipular pedra natural ou construção de pedra. Rochas e estruturas mudam para acomodar o novo terreno. Se a forma como você molda o terreno tornasse uma estrutura instável, ela poderia entrar em colapso. Similarmente, esta magia não afeta diretamente o crescimento das plantas. A terra movida carrega quaisquer plantas junto com ela.", + "duration": "até 2 horas", + "id": 779, + "level": 6, + "locations": [ + { + "page": 302, + "sourcebook": "PHB24" + } + ], + "material": "Uma pá em miniatura", + "name": "Mover a Terra", + "range": "36 metros", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Patrulheiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Durante a duração, você esconde um alvo que você toca de magias de Adivinhação. O alvo pode ser uma criatura disposta, ou pode ser um lugar ou objeto não maior que 10 pés em qualquer dimensão. O alvo não pode ser alvo de nenhuma magia de Adivinhação ou percebido por sensores de vidência mágica.", + "duration": "8 horas", + "id": 780, + "level": 3, + "locations": [ + { + "page": 302, + "sourcebook": "PHB24" + } + ], + "material": "Uma pitada de pó de diamante que vale mais de 25 PO, que a magia consome", + "name": "Não detecção", + "range": "Toque", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Com um toque, você coloca uma ilusão em uma criatura disposta ou em um objeto que não está sendo usado ou carregado. Uma criatura ganha o efeito Máscara abaixo, e um objeto ganha o efeito Aura Falsa abaixo. O efeito dura pela duração. Se você conjurar a magia no mesmo alvo todos os dias por 30 dias, a ilusão dura até ser dissipada. Máscara (Criatura). Escolha um tipo de criatura diferente do tipo real do alvo. Magias e outros efeitos mágicos tratam o alvo como se fosse uma criatura do tipo escolhido. Aura Falsa (Objeto). Você muda a forma como o alvo aparece para magias e efeitos mágicos que detectam auras mágicas, como Detectar Magia. Você pode fazer um objeto não mágico parecer mágico, fazer um item mágico parecer não mágico ou mudar a aura do objeto para que pareça pertencer a uma escola de magia que você escolher.", + "duration": "24 horas", + "id": 781, + "level": 2, + "locations": [ + { + "page": 302, + "sourcebook": "PHB24" + } + ], + "material": "Um pequeno quadrado de seda", + "name": "Aura Mágica de Nystul", + "range": "Toque", + "ruleset": "2024", + "school": "Ilusão" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Um globo gelado voa de você para um ponto de sua escolha dentro do alcance, onde explode em uma Esfera de 60 pés de raio. Cada criatura naquela área faz um teste de resistência de Constituição, sofrendo 10d6 de dano de Frio em uma falha ou metade do dano em um sucesso. Se o globo atingir um corpo de água, ele congela a água a uma profundidade de 6 polegadas em uma área de 30 pés quadrados. Esse gelo dura 1 minuto. Criaturas que estavam nadando na superfície da água congelada ficam presas no gelo e têm a condição Restrição. Uma criatura presa pode realizar uma ação para fazer um teste de Força (Atletismo) contra sua CD de resistência à magia para se libertar. Você pode se abster de disparar o globo após completar a conjuração da magia. Se fizer isso, um globo do tamanho de uma bala de estilingue, frio ao toque, aparece em sua mão. A qualquer momento, você ou uma criatura a quem você der o globo pode arremessar o globo (a um alcance de 40 pés) ou arremessá-lo com uma funda (ao alcance normal da funda). Ele se estilhaça no impacto, com o mesmo efeito de uma conjuração normal da magia. Você também pode colocar o globo no chão sem quebrá-lo. Após 1 minuto, se o globo ainda não tiver se estilhaçado, ele explode.", + "duration": "Instantâneo", + "higher_level": "O dano aumenta em 1d6 para cada nível de magia acima de 6.", + "id": 782, + "level": 6, + "locations": [ + { + "page": 302, + "sourcebook": "PHB24" + } + ], + "material": "Uma esfera de cristal em miniatura", + "name": "Esfera Congelante de Otiluke", + "range": "90 metros", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Uma esfera cintilante envolve uma criatura ou objeto Grande ou menor dentro do alcance. Uma criatura relutante deve ter sucesso em um teste de resistência de Destreza ou ficará cercada pela duração. Nada — nem objetos físicos, energia ou outros efeitos de magia — pode passar pela barreira, para dentro ou para fora, embora uma criatura na esfera possa respirar lá. A esfera é imune a todo dano, e uma criatura ou objeto dentro dela não pode ser danificado por ataques ou efeitos originados de fora, nem uma criatura dentro da esfera pode danificar nada fora dela. A esfera não tem peso e é grande o suficiente para conter a criatura ou objeto dentro. Uma criatura cercada pode realizar uma ação para empurrar contra as paredes da esfera e, assim, rolar a esfera em até metade da Velocidade da criatura. Da mesma forma, o globo pode ser pego e movido por outras criaturas. Uma magia Desintegrar mirando no globo o destrói sem danificar nada dentro.", + "duration": "Até 1 minuto", + "id": 783, + "level": 4, + "locations": [ + { + "page": 303, + "sourcebook": "PHB24" + } + ], + "material": "Uma esfera de vidro", + "name": "Esfera Resiliente de Otiluke", + "range": "9 metros", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Mago" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "Uma criatura que você possa ver dentro do alcance deve fazer um teste de resistência de Sabedoria. Em um teste bem-sucedido, o alvo dança comicamente até o final do seu próximo turno, durante o qual ele deve gastar todo o seu movimento para dançar no lugar. Em um teste fracassado, o alvo tem a condição Encantado pela duração. Enquanto Encantado, o alvo dança comicamente, deve usar todo o seu movimento para dançar no lugar, e tem Desvantagem em testes de resistência de Destreza e jogadas de ataque, e outras criaturas têm Vantagem em jogadas de ataque contra ele. Em cada um dos seus turnos, o alvo pode realizar uma ação para se recompor e repetir o teste, encerrando a magia sobre si mesmo em um sucesso.", + "duration": "Até 1 minuto", + "id": 784, + "level": 6, + "locations": [ + { + "page": 303, + "sourcebook": "PHB24" + } + ], + "name": "A dança irresistível de Otto", + "range": "9 metros", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação", + "classes": [ + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Uma passagem aparece em um ponto que você pode ver em uma superfície de madeira, gesso ou pedra (como uma parede, teto ou piso) dentro do alcance e dura pela duração. Você escolhe as dimensões da abertura: até 5 pés de largura, 8 pés de altura e 20 pés de profundidade. A passagem não cria instabilidade em uma estrutura ao redor dela. Quando a abertura desaparece, quaisquer criaturas ou objetos ainda na passagem criada pela magia são ejetados com segurança para um espaço desocupado mais próximo da superfície na qual você conjura a magia.", + "duration": "1 hora", + "id": 785, + "level": 5, + "locations": [ + { + "page": 303, + "sourcebook": "PHB24" + } + ], + "material": "Uma pitada de sementes de gergelim", + "name": "Parede de passagem", + "range": "9 metros", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Druida", + "Patrulheiro" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você irradia uma aura oculta em uma Emanação de 30 pés pela duração. Enquanto estiver na aura, você e cada criatura que escolher têm um bônus de +10 em testes de Destreza (Furtividade) e não deixam rastros.", + "duration": "Até 1 hora", + "id": 786, + "level": 2, + "locations": [ + { + "page": 303, + "sourcebook": "PHB24" + } + ], + "material": "Cinzas de visco queimado", + "name": "Passe sem deixar rastros", + "range": "Pessoal", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você tenta criar uma ilusão na mente de uma criatura que você pode ver dentro do alcance. O alvo faz um teste de resistência de Inteligência. Em uma falha, você cria um objeto fantasmagórico, criatura ou outro fenômeno que não é maior que um Cubo de 10 pés e que é perceptível apenas para o alvo durante a duração. O fantasma inclui som, temperatura e outros estímulos. O alvo pode realizar uma ação de Estudo para examinar o fantasma com um teste de Inteligência (Investigação) contra sua CD de resistência à magia. Se o teste for bem-sucedido, o alvo percebe que o fantasma é uma ilusão e a magia termina. Enquanto afetado pela magia, o alvo trata o fantasma como se fosse real e racionaliza quaisquer resultados ilógicos da interação com ele. Por exemplo, se o alvo pisar em uma ponte fantasmagórica e sobreviver à queda, ele acredita que a ponte existe e que outra coisa a fez cair. Um alvo afetado pode até mesmo sofrer dano da ilusão se o fantasma representar uma criatura ou perigo perigoso. Em cada um dos seus turnos, tal fantasma pode causar 2d8 de dano Psíquico ao alvo se ele estiver na área do fantasma ou a até 5 pés do fantasma. O alvo percebe o dano como um tipo apropriado para a ilusão.", + "duration": "Até 1 minuto", + "id": 787, + "level": 2, + "locations": [ + { + "page": 304, + "sourcebook": "PHB24" + } + ], + "material": "Um pouco de lã", + "name": "Força Fantasmal", + "range": "18 metros", + "ruleset": "2024", + "school": "Ilusão" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Mago" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Você acessa os pesadelos de uma criatura que você pode ver dentro do alcance e cria uma ilusão de seus medos mais profundos, visível apenas para aquela criatura. O alvo faz um teste de resistência de Sabedoria. Em uma falha, o alvo sofre 4d10 de dano Psíquico e tem Desvantagem em testes de habilidade e jogadas de ataque pela duração. Em uma falha, o alvo sofre metade do dano, e a magia termina. Pela duração, o alvo faz um teste de resistência de Sabedoria no final de cada um de seus turnos. Em uma falha, ele sofre o dano Psíquico novamente. Em uma falha, a magia termina.", + "duration": "Até 1 minuto", + "higher_level": "O dano aumenta em 1d10 para cada nível de magia acima de 4.", + "id": 788, + "level": 4, + "locations": [ + { + "page": 304, + "sourcebook": "PHB24" + } + ], + "name": "Assassino Fantasmal", + "range": "36 metros", + "ruleset": "2024", + "school": "Ilusão" + }, + { + "casting_time": "1 minuto ou Ritual", + "classes": [ + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Uma criatura grande, quase real, parecida com um cavalo, aparece no chão em um espaço desocupado de sua escolha dentro do alcance. Você decide a aparência da criatura, e ela é equipada com uma sela, freio e rédea. Qualquer equipamento criado pela magia desaparece em uma nuvem de fumaça se for carregado a mais de 10 pés de distância do corcel. Durante a duração, você ou uma criatura que você escolher pode montar o corcel. O corcel usa o bloco de estatísticas Riding Horse (veja o apêndice B), exceto que ele tem uma Velocidade de 100 pés e pode viajar 13 milhas em uma hora. Quando a magia termina, o corcel gradualmente desaparece, dando ao cavaleiro 1 minuto para desmontar. A magia termina mais cedo se o corcel sofrer algum dano.", + "duration": "1 hora", + "id": 789, + "level": 3, + "locations": [ + { + "page": 304, + "sourcebook": "PHB24" + } + ], + "name": "Cavalo Fantasma", + "range": "9 metros", + "ruleset": "2024", + "school": "Ilusão" + }, + { + "casting_time": "10 minutos", + "classes": [ + "Clérigo" + ], + "components": [ + "V", + "S" + ], + "desc": "Você implora por ajuda a uma entidade sobrenatural. O ser deve ser conhecido por você: um deus, um príncipe demônio ou algum outro ser de poder cósmico. Essa entidade envia um Celestial, um Elemental ou um Demônio leal a ela para ajudá-lo, fazendo a criatura aparecer em um espaço desocupado dentro do alcance. Se você souber o nome de uma criatura específica, você pode falar esse nome quando conjurar esta magia para solicitar essa criatura, embora você possa obter uma criatura diferente de qualquer maneira (escolha do Mestre). Quando a criatura aparece, ela não é compelida a se comportar de uma maneira específica. Você pode pedir que ela realize um serviço em troca de pagamento, mas ela não é obrigada a fazê-lo. A tarefa solicitada pode variar de simples (nos levar voando através do abismo ou nos ajudar a lutar uma batalha) a complexa (espionar nossos inimigos ou nos proteger durante nossa incursão na masmorra). Você deve ser capaz de se comunicar com a criatura para negociar seus serviços. O pagamento pode assumir uma variedade de formas. Um Celestial pode exigir uma doação considerável de ouro ou itens mágicos para um templo aliado, enquanto um Fiend pode exigir um sacrifício vivo ou um presente de tesouro. Algumas criaturas podem trocar seus serviços por uma missão realizada por você. Uma tarefa que pode ser medida em minutos requer um pagamento no valor de 100 GP por minuto. Uma tarefa medida em horas requer 1.000 GP por hora. E uma tarefa medida em dias (até 10 dias) requer 10.000 GP por dia. O Mestre pode ajustar esses pagamentos com base nas circunstâncias em que você conjura a magia. Se a tarefa estiver alinhada com o ethos da criatura, o pagamento pode ser reduzido pela metade ou até mesmo dispensado. Tarefas não perigosas normalmente requerem apenas metade do pagamento sugerido, enquanto tarefas especialmente perigosas podem exigir um presente maior. Criaturas raramente aceitam tarefas que parecem suicidas. Após a criatura concluir a tarefa, ou quando a duração acordada do serviço expira, a criatura retorna ao seu plano natal após reportar a você, se possível. Se vocês não conseguirem chegar a um acordo sobre um preço pelo serviço da criatura, ela retorna imediatamente ao seu plano de origem.", + "duration": "Instantâneo", + "id": 790, + "level": 6, + "locations": [ + { + "page": 304, + "sourcebook": "PHB24" + } + ], + "name": "Aliado Planar", + "range": "18 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "1 hora", + "classes": [ + "Bardo", + "Clérigo", + "Druida", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você tenta vincular um Celestial, um Elemental, um Fey ou um Fiend ao seu serviço. A criatura deve estar dentro do alcance durante toda a conjuração da magia. (Normalmente, a criatura é primeiro invocada para o centro da versão invertida da magia Magic Circle para prendê-la enquanto esta magia é conjurada.) Ao completar a conjuração, o alvo deve ser bem-sucedido em um teste de resistência de Carisma ou ser vinculado a servi-lo pela duração. Se a criatura foi invocada ou criada por outra magia, a duração dessa magia é estendida para corresponder à duração desta magia. Uma criatura vinculada deve seguir seus comandos da melhor maneira possível. Você pode comandar a criatura para acompanhá-lo em uma aventura, para proteger um local ou para entregar uma mensagem. Se a criatura for Hostil, ela se esforça para distorcer seus comandos para atingir seus próprios objetivos. Se a criatura executar seus comandos completamente antes que a magia termine, ela viaja até você para relatar esse fato se você estiver no mesmo plano de existência. Se você estiver em um plano diferente, ela retorna ao local onde você a amarrou e permanece lá até que a magia termine.", + "duration": "24 horas", + "higher_level": "A duração aumenta com um espaço de magia de nível 6 (10 dias), 7 (30 dias), 8 (180 dias) e 9 (366 dias).", + "id": 791, + "level": 5, + "locations": [ + { + "page": 305, + "sourcebook": "PHB24" + } + ], + "material": "Uma joia que vale mais de 1.000 PO, que a magia consome", + "name": "Ligação Planar", + "range": "18 metros", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "Druida", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você e até oito criaturas dispostas que derem as mãos em um círculo são transportados para um plano de existência diferente. Você pode especificar um destino alvo em termos gerais, como a Cidade de Bronze no Plano Elemental do Fogo ou o palácio de Dispater no segundo nível dos Nove Infernos, e você aparece dentro ou perto desse destino, conforme determinado pelo Mestre. Alternativamente, se você souber a sequência de sigilos de um círculo de teletransporte em outro plano de existência, esta magia pode levá-lo para esse círculo. Se o círculo de teletransporte for muito pequeno para conter todas as criaturas que você transportou, elas aparecem nos espaços desocupados mais próximos ao lado do círculo.", + "duration": "Instantâneo", + "id": 792, + "level": 7, + "locations": [ + { + "page": 305, + "sourcebook": "PHB24" + } + ], + "material": "Uma haste de metal bifurcada que vale mais de 250 po e está sintonizada com um plano de existência", + "name": "Mudança de plano", + "range": "Toque", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação ", + "classes": [ + "Bardo", + "Druida", + "Patrulheiro" + ], + "components": [ + "V", + "S" + ], + "desc": "Esta magia canaliza vitalidade para as plantas. O tempo de conjuração que você usa determina se a magia tem o efeito Overgrowth ou Enrichment abaixo. Overgrowth. Escolha um ponto dentro do alcance. Todas as plantas normais em uma Esfera de 100 pés de raio centrada naquele ponto se tornam espessas e crescidas demais. Uma criatura se movendo por aquela área deve gastar 4 pés de movimento para cada 1 pé que se move. Você pode excluir uma ou mais áreas de qualquer tamanho dentro da área da magia de serem afetadas. Enriquecimento. Todas as plantas em um raio de meia milha centradas em um ponto dentro do alcance se tornam enriquecidas por 365 dias. As plantas produzem o dobro da quantidade normal de comida quando colhidas. Elas podem se beneficiar de apenas um Crescimento de Planta por ano.", + "duration": "Instantâneo", + "id": 793, + "level": 3, + "locations": [ + { + "page": 305, + "sourcebook": "PHB24" + } + ], + "name": "Crescimento da planta", + "range": "45 metros", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Druida", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Você borrifa névoa tóxica em uma criatura dentro do alcance. Faça um ataque mágico à distância contra o alvo. Em um acerto, o alvo recebe 1d12 de dano de Veneno.", + "duration": "Instantâneo", + "higher_level": "O dano aumenta em 1d12 quando você atinge os níveis 5 (2d12), 11 (3d12) e 17 (4d12).", + "id": 794, + "level": 0, + "locations": [ + { + "page": 306, + "sourcebook": "PHB24" + } + ], + "name": "Spray de veneno", + "range": "9 metros", + "ruleset": "2024", + "school": "Necromancia" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Druida", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você tenta transformar uma criatura que você pode ver dentro do alcance em uma Besta. O alvo deve ter sucesso em um teste de resistência de Sabedoria ou mudar de forma para a forma Besta durante a duração. Essa forma pode ser qualquer Besta que você escolher que tenha uma Classificação de Desafio igual ou menor que a do alvo (ou o nível do alvo se ele não tiver uma Classificação de Desafio). As estatísticas de jogo do alvo são substituídas pelo bloco de estatísticas da Besta escolhida, mas o alvo retém seu alinhamento, personalidade, tipo de criatura, Pontos de Vida e Dados de Pontos de Vida. O alvo ganha um número de Pontos de Vida Temporários igual aos Pontos de Vida da forma Besta. A magia termina cedo no alvo se ele não tiver Pontos de Vida Temporários restantes. O alvo é limitado nas ações que pode executar pela anatomia de sua nova forma, e não pode falar ou conjurar magias. O equipamento do alvo se funde à nova forma. A criatura não pode usar ou se beneficiar de nenhum desses equipamentos.", + "duration": "Até 1 hora", + "id": 795, + "level": 4, + "locations": [ + { + "page": 306, + "sourcebook": "PHB24" + } + ], + "material": "Um casulo de lagarta", + "name": "Polimorfo", + "range": "18 metros", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Clérigo" + ], + "components": [ + "V" + ], + "desc": "Você fortifica até seis criaturas que você pode ver dentro do alcance. A magia concede 120 Pontos de Vida Temporários, que você divide entre os recipientes da magia.", + "duration": "Instantâneo", + "id": 796, + "level": 7, + "locations": [ + { + "page": 306, + "sourcebook": "PHB24" + } + ], + "name": "Palavra de Poder Fortalece", + "range": "18 metros", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Clérigo" + ], + "components": [ + "V" + ], + "desc": "Uma onda de energia de cura incide sobre uma criatura que você possa ver dentro do alcance. O alvo recupera todos os seus Pontos de Vida. Se a criatura tiver a condição Encantado, Assustado, Paralisado, Envenenado ou Atordoado, a condição termina. Se a criatura tiver a condição Caído, ela pode usar sua Reação para se levantar.", + "duration": "Instantâneo", + "id": 797, + "level": 9, + "locations": [ + { + "page": 306, + "sourcebook": "PHB24" + } + ], + "name": "Palavra de Poder Cura", + "range": "18 metros", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V" + ], + "desc": "Você obriga uma criatura que você pode ver dentro do alcance a morrer. Se o alvo tiver 100 Pontos de Vida ou menos, ele morre. Caso contrário, ele recebe 12d12 de dano Psíquico.", + "duration": "Instantâneo", + "id": 798, + "level": 9, + "locations": [ + { + "page": 306, + "sourcebook": "PHB24" + } + ], + "name": "Palavra de Poder Matar", + "range": "18 metros", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V" + ], + "desc": "Você sobrepuja a mente de uma criatura que você pode ver dentro do alcance. Se o alvo tiver 150 Pontos de Vida ou menos, ele tem a condição Atordoado. Caso contrário, sua Velocidade é 0 até o início do seu próximo turno. O alvo Atordoado faz um teste de resistência de Constituição no final de cada um dos seus turnos, encerrando a condição em si mesmo em um sucesso.", + "duration": "Instantâneo", + "id": 799, + "level": 8, + "locations": [ + { + "page": 306, + "sourcebook": "PHB24" + } + ], + "name": "Palavra de Poder Atordoar", + "range": "18 metros", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "10 minutos", + "classes": [ + "Clérigo", + "Paladino" + ], + "components": [ + "V" + ], + "desc": "Até cinco criaturas de sua escolha que permanecerem dentro do alcance durante toda a conjuração da magia ganham os benefícios de um Descanso Curto e também recuperam 2d8 Pontos de Vida. Uma criatura não pode ser afetada por esta magia novamente até que aquela criatura termine um Descanso Longo.", + "duration": "Instantâneo", + "higher_level": "A cura aumenta em 1d8 para cada nível de magia acima de 2.", + "id": 800, + "level": 2, + "locations": [ + { + "page": 307, + "sourcebook": "PHB24" + } + ], + "name": "Oração de Cura", + "range": "9 metros", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Você cria um efeito mágico dentro do alcance. Escolha o efeito nas opções abaixo. Se você conjurar esta magia várias vezes, você pode ter até três de seus efeitos não instantâneos ativos ao mesmo tempo. Efeito Sensorial. Você cria um efeito sensorial instantâneo e inofensivo, como uma chuva de faíscas, uma lufada de vento, notas musicais fracas ou um odor estranho. Jogo de Fogo. Você instantaneamente acende ou apaga uma vela, uma tocha ou uma pequena fogueira. Limpar ou Sujar. Você instantaneamente limpa ou suja um objeto não maior que 1 pé cúbico. Sensação Menor. Você resfria, aquece ou dá sabor a até 1 pé cúbico de material não vivo por 1 hora. Marca Mágica. Você faz uma cor, uma pequena marca ou um símbolo aparecer em um objeto ou superfície por 1 hora. Criação Menor. Você cria uma bugiganga não mágica ou uma imagem ilusória que pode caber em sua mão. Ela dura até o final do seu próximo turno. Uma bugiganga não pode causar dano e não tem valor monetário.", + "duration": "Até 1 hora", + "id": 801, + "level": 0, + "locations": [ + { + "page": 307, + "sourcebook": "PHB24" + } + ], + "name": "Prestidigitação", + "range": "3 metros", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Oito raios de luz saem de você em um cone de 60 pés. Cada criatura no cone faz um teste de resistência de Destreza. Para cada alvo, role 1d8 para determinar qual raio de cor o afeta, consultando a tabela de raios prismáticos. 1d8 Raio 1 Vermelho. Falha no teste: 12d6 de dano de fogo. Teste bem-sucedido: metade do dano. 2 Laranja. Falha no teste: 12d6 de dano de ácido. Teste bem-sucedido: metade do dano. 3 Amarelo. Falha no teste: 12d6 de dano de raio. Teste bem-sucedido: metade do dano. 4 Verde. Falha no teste: 12d6 de dano de veneno. Teste bem-sucedido: metade do dano. 5 Azul. Falha no teste: 12d6 de dano de frio. Teste bem-sucedido: metade do dano. 6 Índigo. Falha no teste: O alvo tem a condição Restrito e faz um teste de resistência de Constituição no final de cada um de seus turnos. Se ele fizer três testes bem-sucedidos, a condição termina. Se falhar três vezes, ele tem a condição Petrificado até ser libertado por um efeito como a magia Restauração Maior. Os sucessos e falhas não precisam ser consecutivos; mantenha o controle de ambos até que o alvo colete três de um tipo. 7 Violeta. Falha na Proteção: O alvo tem a condição Cego e faz um teste de resistência de Sabedoria no início do seu próximo turno. Em um teste bem-sucedido, a condição termina. Em um teste malsucedido, a condição termina, e a criatura se teletransporta para outro plano de existência (escolha do Mestre). 8 Especial. O alvo é atingido por dois raios. Role duas vezes, rolando novamente qualquer 8.", + "duration": "Instantâneo", + "id": 802, + "level": 7, + "locations": [ + { + "page": 307, + "sourcebook": "PHB24" + } + ], + "name": "Spray prismático", + "range": "Pessoal", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Um plano de luz brilhante e multicolorido forma uma parede vertical opaca — de até 90 pés de comprimento, 30 pés de altura e 1 polegada de espessura — centralizada em um ponto dentro do alcance. Alternativamente, você molda a parede em um globo de até 30 pés de diâmetro centralizado em um ponto dentro do alcance. A parede dura pela duração. Se você posicionar a parede em um espaço ocupado por uma criatura, a magia termina instantaneamente sem efeito. A parede emite Luz Brilhante dentro de 100 pés e Luz Penumbra por mais 100 pés. Você e as criaturas que você designar quando conjurar a magia podem passar e ficar perto da parede sem danos. Se outra criatura que pode ver a parede se mover a 20 pés dela ou começar seu turno lá, a criatura deve ser bem-sucedida em um teste de resistência de Constituição ou terá a condição Cego por 1 minuto. A parede consiste em sete camadas, cada uma com uma cor diferente. Quando uma criatura alcança ou passa pela parede, ela o faz uma camada de cada vez através de todas as camadas. Cada camada força a criatura a fazer um teste de resistência de Destreza ou ser afetada pelas propriedades daquela camada, conforme descrito na tabela Camadas Prismáticas. A parede, que tem CA 10, pode ser destruída uma camada de cada vez, em ordem de vermelho para violeta, por meios específicos para cada camada. Se uma camada for destruída, ela desaparece pela duração. Campo Antimagia não tem efeito na parede, e Dissipar Magia pode afetar apenas a camada violeta. Efeitos de Ordem 1 Vermelho. Falha na Resistência: 12d6 de dano de Fogo. Sucesso na Resistência: Metade do dano. Efeitos Adicionais: Ataques à Distância não mágicos não podem passar por esta camada, que é destruída se receber pelo menos 25 de dano de Frio. 2 Laranja. Falha na Resistência: 12d6 de dano de Ácido. Sucesso na Resistência: Metade do dano. Efeitos Adicionais: Ataques à Distância mágicos não podem passar por esta camada, que é destruída por um vento forte (como o criado por Rajada de Vento). 3 Amarelo. Falha na Resistência: 12d6 de dano de Relâmpago. Salvamento bem-sucedido: metade do dano. Efeitos adicionais: a camada é destruída se receber pelo menos 60 de dano de Força. 4 Verde. Salvamento malsucedido: 12d6 de dano de Veneno. Salvamento bem-sucedido: metade do dano. Efeitos adicionais: uma magia Passwall, ou outra magia de nível igual ou maior que possa abrir um portal em uma superfície sólida, destrói esta camada. 5 Azul. Salvamento malsucedido: 12d6 de dano de Frio. Salvamento bem-sucedido: metade do dano. Efeitos adicionais: a camada é destruída se receber pelo menos 25 de dano de Fogo. 6 Índigo. Salvamento malsucedido: o alvo tem a condição Restrito e faz um teste de resistência de Constituição no final de cada um de seus turnos. Se ele tiver sucesso três vezes, a condição termina. Se ele falhar três vezes, ele tem a condição Petrificado até ser libertado por um efeito como a magia Restauração Maior. Os sucessos e falhas não precisam ser consecutivos; mantenha o controle de ambos até que o alvo colete três de um tipo. Efeitos Adicionais: Magias não podem ser lançadas através desta camada, que é destruída por Bright Light derramada pela magia Daylight. 7 Violet. Falha na Proteção: O alvo tem a condição Blinded e faz um teste de resistência de Wisdom no início do seu próximo turno. Em um teste bem-sucedido, a condição termina. Em um teste malsucedido, a condição termina, e a criatura se teletransporta para outro plano de existência (escolha do Mestre). Efeitos Adicionais: Esta camada é destruída por Dispel Magic.", + "duration": "10 minutos", + "id": 803, + "level": 9, + "locations": [ + { + "page": 308, + "sourcebook": "PHB24" + } + ], + "name": "Parede Prismática", + "range": "18 metros", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação bônus", + "classes": [ + "Druida" + ], + "components": [ + "V", + "S" + ], + "desc": "Uma chama bruxuleante aparece em sua mão e permanece lá durante o tempo. Enquanto estiver lá, a chama não emite calor e não acende nada, e emite Luz Brilhante em um raio de 20 pés e Luz Fraca por mais 20 pés. A magia termina se você conjurá-la novamente. Até que a magia termine, você pode fazer uma ação de Magia para lançar fogo em uma criatura ou objeto a até 60 pés de você. Faça um ataque de magia à distância. Em um acerto, o alvo recebe 1d8 de dano de Fogo.", + "duration": "10 minutos", + "higher_level": "O dano aumenta em 1d8 quando você atinge os níveis 5 (2d8), 11 (3d8) e 17 (4d8).", + "id": 804, + "level": 0, + "locations": [ + { + "page": 308, + "sourcebook": "PHB24" + } + ], + "name": "Produzir Chama", + "range": "Pessoal", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você cria uma ilusão de um objeto, uma criatura ou algum outro fenômeno visível dentro do alcance que é ativado quando um gatilho específico ocorre. A ilusão é imperceptível até então. Ela não deve ser maior do que um Cubo de 30 pés, e você decide quando conjura a magia como a ilusão se comporta e quais sons ela faz. Esta performance com script pode durar até 5 minutos. Quando o gatilho que você especifica ocorre, a ilusão surge e se apresenta da maneira que você descreveu. Uma vez que a ilusão termina de se apresentar, ela desaparece e permanece dormente por 10 minutos, após os quais a ilusão pode ser ativada novamente. O gatilho pode ser tão geral ou tão detalhado quanto você quiser, embora deva ser baseado em fenômenos visuais ou audíveis que ocorrem a 30 pés da área. Por exemplo, você pode criar uma ilusão de si mesmo para aparecer e alertar outros que tentam abrir uma porta com armadilha. A interação física com a imagem revela que ela é ilusória, já que as coisas podem passar por ela. Uma criatura que realiza a ação Estudar para examinar a imagem pode determinar que é uma ilusão com um teste bem-sucedido de Inteligência (Investigação) contra sua CD de resistência à magia. Se uma criatura discernir a ilusão pelo que ela é, a criatura pode ver através da imagem, e qualquer ruído que ela faça soa oco para a criatura.", + "duration": "Até ser dissipada", + "id": 805, + "level": 6, + "locations": [ + { + "page": 309, + "sourcebook": "PHB24" + } + ], + "material": "Pó de jade vale mais de 25 po", + "name": "Ilusão programada", + "range": "36 metros", + "ruleset": "2024", + "school": "Ilusão" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você cria uma cópia ilusória de si mesmo que dura pela duração. A cópia pode aparecer em qualquer local dentro do alcance que você já tenha visto antes, independentemente de obstáculos intervenientes. A ilusão parece e soa como você, mas é intangível. Se a ilusão sofrer algum dano, ela desaparece e a magia termina. Você pode ver através dos olhos da ilusão e ouvir através de seus ouvidos como se estivesse em seu espaço. Como uma ação de Magia, você pode movê-la até 60 pés e fazê-la gesticular, falar e se comportar da maneira que você escolher. Ela imita seus maneirismos perfeitamente. A interação física com a imagem revela que ela é ilusória, já que as coisas podem passar por ela. Uma criatura que realiza a ação Estudar para examinar a imagem pode determinar que ela é uma ilusão com um teste bem-sucedido de Inteligência (Investigação) contra sua CD de resistência à magia. Se uma criatura discernir a ilusão pelo que ela é, a criatura pode ver através da imagem, e qualquer ruído que ela faça soa oco para a criatura.", + "duration": "até 1 dia", + "id": 806, + "level": 7, + "locations": [ + { + "page": 309, + "sourcebook": "PHB24" + } + ], + "material": "Uma estatueta sua que vale mais de 5 PO", + "name": "Imagem do Projeto", + "range": "500 milhas", + "ruleset": "2024", + "school": "Ilusão" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "Druida", + "Patrulheiro", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Durante a duração, a criatura voluntária que você tocar terá Resistência a um tipo de dano de sua escolha: Ácido, Frio, Fogo, Relâmpago ou Trovão.", + "duration": "Até 1 hora", + "id": 807, + "level": 3, + "locations": [ + { + "page": 309, + "sourcebook": "PHB24" + } + ], + "name": "Proteção contra Energia", + "range": "Toque", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "Druida", + "Paladino", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Até que a magia termine, uma criatura disposta que você tocar estará protegida contra criaturas que sejam Aberrações, Celestiais, Elementais, Feéricos, Demônios ou Mortos-vivos. A proteção concede vários benefícios. Criaturas desses tipos têm Desvantagem em jogadas de ataque contra o alvo. O alvo também não pode ser possuído por ou ganhar as condições Encantado ou Amedrontado deles. Se o alvo já estiver possuído, Encantado ou Amedrontado por tal criatura, o alvo tem Vantagem em qualquer novo teste de resistência contra o efeito relevante.", + "duration": "Concentração até 10 minutos", + "id": 808, + "level": 1, + "locations": [ + { + "page": 309, + "sourcebook": "PHB24" + } + ], + "material": "Um frasco de água benta que vale mais de 25 PO, que a magia consome", + "name": "Proteção contra o mal e o bem", + "range": "Toque", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "Druida", + "Paladino", + "Patrulheiro" + ], + "components": [ + "V", + "S" + ], + "desc": "Você toca em uma criatura e encerra a condição Poisoned nela. Durante a duração, o alvo tem Vantagem em testes de resistência para evitar ou encerrar a condição Poisoned, e tem Resistência a dano de Poisoned.", + "duration": "1 hora", + "id": 809, + "level": 2, + "locations": [ + { + "page": 310, + "sourcebook": "PHB24" + } + ], + "name": "Proteção contra veneno", + "range": "Toque", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação ou Ritual", + "classes": [ + "Clérigo", + "Druida", + "Paladino" + ], + "components": [ + "V", + "S" + ], + "desc": "Você remove veneno e podridão de alimentos e bebidas não mágicos em uma esfera de 1,5 m de raio centrada em um ponto dentro do alcance.", + "duration": "Instantâneo", + "id": 810, + "level": 1, + "locations": [ + { + "page": 310, + "sourcebook": "PHB24" + } + ], + "name": "Purificar alimentos e bebidas", + "range": "3 metros", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "1 hora", + "classes": [ + "Bardo", + "Clérigo", + "Paladino" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Com um toque, você revive uma criatura morta se ela estiver morta há não mais de 10 dias e não for um morto-vivo quando morreu. A criatura retorna à vida com 1 Ponto de Vida. Esta magia também neutraliza quaisquer venenos que afetaram a criatura no momento da morte. Esta magia fecha todos os ferimentos mortais, mas não restaura partes do corpo perdidas. Se a criatura estiver sem partes do corpo ou órgãos essenciais para sua sobrevivência — sua cabeça, por exemplo — a magia falha automaticamente. Voltar dos mortos é uma provação. O alvo sofre uma penalidade de -4 em Testes de D20. Toda vez que o alvo termina um Descanso Longo, a penalidade é reduzida em 1 até se tornar 0.", + "duration": "Instantâneo", + "id": 811, + "level": 5, + "locations": [ + { + "page": 310, + "sourcebook": "PHB24" + } + ], + "material": "Um diamante que vale mais de 500 PO, que a magia consome", + "name": "Ressuscitar Mortos", + "range": "Toque", + "ruleset": "2024", + "school": "Necromancia" + }, + { + "casting_time": "Ação ou Ritual", + "classes": [ + "Bardo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você forja um elo telepático entre até oito criaturas dispostas de sua escolha dentro do alcance, ligando psiquicamente cada criatura a todas as outras durante a duração. Criaturas que não podem se comunicar em nenhuma língua não são afetadas por esta magia. Até que a magia termine, os alvos podem se comunicar telepaticamente através do elo, quer compartilhem ou não uma língua. A comunicação é possível a qualquer distância, embora não possa se estender a outros planos de existência.", + "duration": "1 hora", + "id": 812, + "level": 5, + "locations": [ + { + "page": 311, + "sourcebook": "PHB24" + } + ], + "material": "Dois ovos", + "name": "Vínculo Telepático de Rary", + "range": "9 metros", + "ruleset": "2024", + "school": "Adivinhação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Um raio de energia enervante dispara de você em direção a uma criatura dentro do alcance. O alvo deve fazer um teste de resistência de Constituição. Em um teste bem-sucedido, o alvo tem Desvantagem na próxima jogada de ataque que fizer até o início do seu próximo turno. Em um teste fracassado, o alvo tem Desvantagem em Testes D20 baseados em Força pela duração. Durante esse tempo, ele também subtrai 1d8 de todas as suas jogadas de dano. O alvo repete o teste no final de cada um dos seus turnos, encerrando a magia em um sucesso.", + "duration": "Até 1 minuto", + "id": 813, + "level": 2, + "locations": [ + { + "page": 311, + "sourcebook": "PHB24" + } + ], + "name": "Raio de Enfraquecimento", + "range": "18 metros", + "ruleset": "2024", + "school": "Necromancia" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Um raio gélido de luz azul-esbranquiçada dispara em direção a uma criatura dentro do alcance. Faça um ataque mágico à distância contra o alvo. Em um acerto, ele recebe 1d8 de dano de Frio, e sua Velocidade é reduzida em 10 pés até o início do seu próximo turno.", + "duration": "Instantâneo", + "higher_level": "O dano aumenta em 1d8 quando você atinge os níveis 5 (2d8), 11 (3d8) e 17 (4d8).", + "id": 814, + "level": 0, + "locations": [ + { + "page": 311, + "sourcebook": "PHB24" + } + ], + "name": "Raio de Gelo", + "range": "18 metros", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Você atira um raio esverdeado em uma criatura dentro do alcance. Faça um ataque mágico à distância contra o alvo. Em um acerto, o alvo recebe 2d8 de dano de Veneno e tem a condição Envenenado até o final do seu próximo turno.", + "duration": "Instantâneo", + "higher_level": "O dano aumenta em 1d8 para cada nível de magia acima de 1.", + "id": 815, + "level": 1, + "locations": [ + { + "page": 311, + "sourcebook": "PHB24" + } + ], + "name": "Raio da Doença", + "range": "18 metros", + "ruleset": "2024", + "school": "Necromancia" + }, + { + "casting_time": "1 minuto", + "classes": [ + "Bardo", + "Clérigo", + "Druida" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Uma criatura que você tocar recupera 4d8 + 15 Pontos de Vida. Durante a duração, o alvo recupera 1 Ponto de Vida no início de cada um dos seus turnos, e quaisquer partes do corpo decepadas regeneram após 2 minutos.", + "duration": "1 hora", + "id": 816, + "level": 7, + "locations": [ + { + "page": 311, + "sourcebook": "PHB24" + } + ], + "material": "Uma roda de oração", + "name": "Regenerado", + "range": "Toque", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "1 hora", + "classes": [ + "Druida" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você toca em um Humanoide morto ou em um pedaço de um. Se a criatura estiver morta há menos de 10 dias, a magia forma um novo corpo para ela e chama a alma para entrar naquele corpo. Role 1d10 e consulte a tabela abaixo para determinar a espécie do corpo, ou o Mestre escolhe outra espécie jogável. 1d10 Espécies 1 Aasimar 2 Dragonborn 3 Dwarf 4 Elf 5 Gnome 6 Goliath 7 Halfling 8 Human 9 Orc 10 Tiefling A criatura reencarnada faz quaisquer escolhas que a descrição de uma espécie oferece, e a criatura relembra sua vida anterior. Ela retém as capacidades que tinha em sua forma original, exceto que perde os traços de sua espécie anterior e ganha os traços de sua nova.", + "duration": "Instantâneo", + "id": 817, + "level": 5, + "locations": [ + { + "page": 311, + "sourcebook": "PHB24" + } + ], + "material": "Óleos raros que valem mais de 1.000 PO, que a magia consome", + "name": "Reencarnar", + "range": "Toque", + "ruleset": "2024", + "school": "Necromancia" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "Paladino", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Ao seu toque, todas as maldições que afetam uma criatura ou objeto terminam. Se o objeto for um item mágico amaldiçoado, sua maldição permanece, mas a magia quebra a Sintonização de seu dono com o objeto, então ele pode ser removido ou descartado.", + "duration": "Instantâneo", + "id": 818, + "level": 3, + "locations": [ + { + "page": 312, + "sourcebook": "PHB24" + } + ], + "name": "Remover Maldição", + "range": "Toque", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "Druida" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Você toca uma criatura disposta e escolhe um tipo de dano: Ácido, Contundente, Frio, Fogo, Relâmpago, Necrótico, Perfurante, Venenoso, Radiante, Cortante ou Trovão. Quando a criatura sofre dano do tipo escolhido antes que a magia termine, a criatura reduz o dano total sofrido em 1d4. Uma criatura pode se beneficiar desta magia apenas uma vez por turno.", + "duration": "Até 1 minuto", + "id": 819, + "level": 0, + "locations": [ + { + "page": 312, + "sourcebook": "PHB24" + } + ], + "name": "Resistência", + "range": "Toque", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "1 hora", + "classes": [ + "Bardo", + "Clérigo" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Com um toque, você revive uma criatura morta que está morta há não mais de um século, não morreu de velhice e não era morta-viva quando morreu. A criatura retorna à vida com todos os seus Pontos de Vida. Esta magia também neutraliza quaisquer venenos que afetaram a criatura no momento da morte. Esta magia fecha todos os ferimentos mortais e restaura quaisquer partes do corpo perdidas. Voltar dos mortos é uma provação. O alvo sofre uma penalidade de -4 em Testes D20. Toda vez que o alvo termina um Descanso Longo, a penalidade é reduzida em 1 até se tornar 0. Conjurar esta magia para reviver uma criatura que está morta há 365 dias ou mais exige de você. Até terminar um Descanso Longo, você não pode conjurar magias novamente e tem Desvantagem em Testes D20.", + "duration": "Instantâneo", + "id": 820, + "level": 7, + "locations": [ + { + "page": 312, + "sourcebook": "PHB24" + } + ], + "material": "Um diamante que vale mais de 1.000 PO, que a magia consome", + "name": "Ressurreição", + "range": "Toque", + "ruleset": "2024", + "school": "Necromancia" + }, + { + "casting_time": "Ação", + "classes": [ + "Druida", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Esta magia inverte a gravidade em um Cilindro de 50 pés de raio e 100 pés de altura centrado em um ponto dentro do alcance. Todas as criaturas e objetos naquela área que não estejam ancorados ao chão caem para cima e alcançam o topo do Cilindro. Uma criatura pode fazer um teste de resistência de Destreza para agarrar um objeto fixo que possa alcançar, evitando assim a queda para cima. Se um teto ou um objeto ancorado for encontrado nesta queda para cima, criaturas e objetos o atingirão da mesma forma que fariam durante uma queda para baixo. Se uma criatura ou objeto afetado atingir o topo do Cilindro sem atingir nada, ele paira lá pela duração. Quando a magia termina, objetos e criaturas afetados caem para baixo.", + "duration": "Até 1 minuto", + "id": 821, + "level": 7, + "locations": [ + { + "page": 312, + "sourcebook": "PHB24" + } + ], + "material": "Uma pedra-ímã e limalhas de ferro", + "name": "Gravidade Reversa", + "range": "30 metros", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "Druida", + "Paladino", + "Patrulheiro" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você toca uma criatura que morreu no último minuto. Essa criatura revive com 1 Ponto de Vida. Esta magia não pode reviver uma criatura que morreu de velhice, nem restaura nenhuma parte do corpo perdida.", + "duration": "Instantâneo", + "id": 822, + "level": 3, + "locations": [ + { + "page": 312, + "sourcebook": "PHB24" + } + ], + "material": "Um diamante que vale mais de 300 PO, que a magia consome", + "name": "Reviver", + "range": "Toque", + "ruleset": "2024", + "school": "Necromancia" + }, + { + "casting_time": "Ação", + "classes": [ + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você toca uma corda. Uma ponta dela paira para cima até que a corda fique perpendicular ao chão ou a corda atinja o teto. Na ponta superior da corda, um portal invisível de 3 pés por 5 pés se abre para um espaço extradimensional que dura até o fim da magia. Esse espaço pode ser alcançado escalando a corda, que pode ser puxada para dentro ou para fora dela. O espaço pode conter até oito criaturas médias ou menores. Ataques, magias e outros efeitos não podem entrar ou sair do espaço, mas criaturas dentro dele podem ver através do portal. Qualquer coisa dentro do espaço sai quando a magia termina.", + "duration": "1 hora", + "id": 823, + "level": 2, + "locations": [ + { + "page": 312, + "sourcebook": "PHB24" + } + ], + "material": "Um segmento de corda", + "name": "Truque de corda", + "range": "Toque", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo" + ], + "components": [ + "V", + "S" + ], + "desc": "Radiação semelhante a chama desce sobre uma criatura que você pode ver dentro do alcance. O alvo deve ter sucesso em um teste de resistência de Destreza ou sofrer 1d8 de dano Radiante. O alvo não ganha benefício de Meia Cobertura ou Cobertura de Três Quartos para este teste.", + "duration": "Instantâneo", + "higher_level": "O dano aumenta em 1d8 quando você atinge os níveis 5 (2d8), 11 (3d8) e 17 (4d8).", + "id": 824, + "level": 0, + "locations": [ + { + "page": 313, + "sourcebook": "PHB24" + } + ], + "name": "Chama Sagrada", + "range": "18 metros", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação bônus", + "classes": [ + "Clérigo" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você protege uma criatura dentro do alcance. Até que a magia termine, qualquer criatura que alvejar a criatura protegida com uma jogada de ataque ou uma magia danosa deve ter sucesso em um teste de resistência de Sabedoria ou escolher um novo alvo ou perder o ataque ou a magia. Esta magia não protege a criatura protegida de áreas de efeito. A magia termina se a criatura protegida fizer uma jogada de ataque, conjurar uma magia ou causar dano.", + "duration": "1 minuto", + "id": 825, + "level": 1, + "locations": [ + { + "page": 313, + "sourcebook": "PHB24" + } + ], + "material": "Um caco de vidro de um espelho", + "name": "Santuário", + "range": "9 metros", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Você arremessa três raios de fogo. Você pode arremessá-los em um alvo dentro do alcance ou em vários. Faça um ataque de magia à distância para cada raio. Em um acerto, o alvo recebe 2d6 de dano de Fogo.", + "duration": "Instantâneo", + "higher_level": "Você cria um raio adicional para cada nível de magia acima de 2.", + "id": 826, + "level": 2, + "locations": [ + { + "page": 313, + "sourcebook": "PHB24" + } + ], + "name": "Raio escaldante", + "range": "36 metros", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "10 minutos", + "classes": [ + "Bardo", + "Clérigo", + "Druida", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você pode ver e ouvir uma criatura que você escolher que esteja no mesmo plano de existência que você. O alvo faz um teste de resistência de Sabedoria, que é modificado (veja as tabelas abaixo) pelo quão bem você conhece o alvo e o tipo de conexão física que você tem com ele. O alvo não sabe contra o que está fazendo o teste, apenas que se sente desconfortável. Seu conhecimento do alvo é... Modificador de resistência Segunda mão (ouviu falar do alvo) +5 Primeira mão (conheceu o alvo) +0 Extenso (conhece bem o alvo) −5 Você tem o alvo... Modificador de resistência Imagem ou outra semelhança −2 Vestimenta ou outra posse −4 Parte do corpo, mecha de cabelo ou pedaço de unha −10 Em um teste bem-sucedido, o alvo não é afetado, e você não pode usar esta magia nele novamente por 24 horas. Em um teste fracassado, a magia cria um sensor invisível e intangível a até 10 pés do alvo. Você pode ver e ouvir através do sensor como se estivesse lá. O sensor se move com o alvo, permanecendo a 10 pés dele durante a duração. Se algo puder ver o sensor, ele aparecerá como um orbe luminoso do tamanho do seu punho. Em vez de mirar em uma criatura, você pode mirar em um local que viu. Quando você faz isso, o sensor aparece naquele local e não se move.", + "duration": "Até 10 minutos", + "id": 827, + "level": 5, + "locations": [ + { + "page": 313, + "sourcebook": "PHB24" + } + ], + "material": "Um foco que vale mais de 1.000 PO, como uma bola de cristal, espelho ou fonte cheia de água", + "name": "Vidência", + "range": "Pessoal", + "ruleset": "2024", + "school": "Adivinhação" + }, + { + "casting_time": "Ação bônus, que você realiza imediatamente após atingir um alvo com uma arma corpo a corpo ou um ataque desarmado", + "classes": [ + "Paladino" + ], + "components": [ + "V" + ], + "desc": "Ao atingir o alvo, ele recebe 1d6 de dano de Fogo extra do ataque. No início de cada um dos seus turnos até que a magia termine, o alvo recebe 1d6 de dano de Fogo e então faz um teste de resistência de Constituição. Em uma falha, a magia continua. Em uma resistência bem-sucedida, a magia termina.", + "duration": "1 minuto", + "higher_level": "Todo o dano aumenta em 1d6 para cada nível de magia acima de 1.", + "id": 828, + "level": 1, + "locations": [ + { + "page": 314, + "sourcebook": "PHB24" + } + ], + "name": "Golpe Cauterizante", + "range": "Pessoal", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Durante a duração, você vê criaturas e objetos que têm a condição Invisível como se fossem visíveis, e você pode ver dentro do Plano Etéreo. Criaturas e objetos lá parecem fantasmagóricos.", + "duration": "1 hora", + "id": 829, + "level": 2, + "locations": [ + { + "page": 314, + "sourcebook": "PHB24" + } + ], + "material": "Uma pitada de talco", + "name": "Veja a invisibilidade", + "range": "Pessoal", + "ruleset": "2024", + "school": "Adivinhação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Você dá uma aparência ilusória a cada criatura de sua escolha que você pode ver dentro do alcance. Um alvo relutante pode fazer um teste de resistência de Carisma e, se for bem-sucedido, ele não é afetado por esta magia. Você pode dar a mesma aparência ou diferentes aos alvos. A magia pode mudar a aparência dos corpos e equipamentos dos alvos. Você pode fazer cada criatura parecer 1 pé mais baixa ou mais alta e parecer mais pesada ou mais leve. A nova aparência de um alvo deve ter o mesmo arranjo básico de membros que o alvo, mas a extensão da ilusão fica a seu critério. A magia dura pela duração. As mudanças feitas por esta magia não resistem à inspeção física. Por exemplo, se você usar esta magia para adicionar um chapéu à roupa de uma criatura, objetos passam pelo chapéu. Uma criatura que realiza a ação Estudar para examinar um alvo pode fazer um teste de Inteligência (Investigação) contra sua CD de resistência à magia. Se for bem-sucedida, ela fica ciente de que o alvo está disfarçado.", + "duration": "8 horas", + "id": 830, + "level": 5, + "locations": [ + { + "page": 314, + "sourcebook": "PHB24" + } + ], + "name": "Aparente", + "range": "9 metros", + "ruleset": "2024", + "school": "Ilusão" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Clérigo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você envia uma mensagem curta de 25 palavras ou menos para uma criatura que você conheceu ou uma criatura descrita a você por alguém que a conheceu. O alvo ouve a mensagem em sua mente, reconhece você como o remetente se o conhece e pode responder de maneira semelhante imediatamente. A magia permite que os alvos entendam o significado da sua mensagem. Você pode enviar a mensagem através de qualquer distância e até mesmo para outros planos de existência, mas se o alvo estiver em um plano diferente do seu, há 5% de chance de que a mensagem não chegue. Você sabe se a entrega falha. Ao receber sua mensagem, uma criatura pode bloquear sua habilidade de alcançá-la novamente com esta magia por 8 horas. Se você tentar enviar outra mensagem durante esse tempo, você descobre que está bloqueado e a magia falha.", + "duration": "Instantâneo", + "id": 831, + "level": 3, + "locations": [ + { + "page": 314, + "sourcebook": "PHB24" + } + ], + "material": "Um fio de cobre", + "name": "Enviando", + "range": "Ilimitado", + "ruleset": "2024", + "school": "Adivinhação" + }, + { + "casting_time": "Ação", + "classes": [ + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Com um toque, você magicamente sequestra um objeto ou uma criatura disposta. Durante a duração, o alvo tem a condição Invisível e não pode ser alvo de magias de Adivinhação, detectado por magia ou visto remotamente com magia. Se o alvo for uma criatura, ele entra em um estado de animação suspensa; ele tem a condição Inconsciente, não envelhece e não precisa de comida, água ou ar. Você pode definir uma condição para a magia terminar mais cedo. A condição pode ser qualquer coisa que você escolher, mas deve ocorrer ou ser visível a 1 milha do alvo. Exemplos incluem "após 1.000 anos" ou "quando o tarrasque despertar". Esta magia também termina se o alvo sofrer qualquer dano.", + "duration": "Até ser dissipada", + "id": 832, + "level": 7, + "locations": [ + { + "page": 315, + "sourcebook": "PHB24" + } + ], + "material": "Pó de gema no valor de 5.000+ PO, que a magia consome", + "name": "Sequestro", + "range": "Toque", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Druida", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você muda de forma para outra criatura durante a duração ou até que você faça uma ação de Magia para mudar de forma para uma forma elegível diferente. A nova forma deve ser de uma criatura que tenha uma Classificação de Desafio não maior que seu nível ou Classificação de Desafio. Você deve ter visto o tipo de criatura antes, e não pode ser um Construto ou um Morto-vivo. Quando você muda de forma, você ganha um número de Pontos de Vida Temporários igual aos Pontos de Vida da forma. A magia termina mais cedo se você não tiver Pontos de Vida Temporários restantes. Suas estatísticas de jogo são substituídas pelo bloco de estatísticas da forma escolhida, mas você retém seu tipo de criatura; alinhamento; personalidade; valores de Inteligência, Sabedoria e Carisma; Pontos de Vida; Dados de Ponto de Vida; proficiências; e habilidade de se comunicar. Se você tiver o recurso Conjuração de Magia, você também o retém. Ao mudar de forma, você determina se seu equipamento cai no chão ou muda de tamanho e forma para se ajustar à nova forma enquanto você estiver nela.", + "duration": "Até 1 hora", + "id": 833, + "level": 9, + "locations": [ + { + "page": 315, + "sourcebook": "PHB24" + } + ], + "material": "Um círculo de jade que vale mais de 1.500 PO", + "name": "Mudança de forma", + "range": "Pessoal", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Um barulho alto irrompe de um ponto de sua escolha dentro do alcance. Cada criatura em uma Esfera de 10 pés de raio centralizada ali faz um teste de resistência de Constituição, sofrendo 3d8 de dano de Trovão em uma falha ou metade do dano em uma bem-sucedida. Um Construto tem Desvantagem no teste. Um objeto não mágico que não esteja sendo usado ou carregado também sofre o dano se estiver na área da magia.", + "duration": "Instantâneo", + "higher_level": "O dano aumenta em 1d8 para cada nível de magia acima de 2.", + "id": 834, + "level": 2, + "locations": [ + { + "page": 316, + "sourcebook": "PHB24" + } + ], + "material": "Um pedaço de mica", + "name": "Quebrar", + "range": "18 metros", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Reação, que você toma quando é atingido por uma jogada de ataque ou alvo da magia Míssil Mágico", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Uma barreira imperceptível de força mágica protege você. Até o início do seu próximo turno, você tem um bônus de +5 na CA, incluindo contra o ataque desencadeador, e não recebe dano de Míssil Mágico.", + "duration": "1 rodada", + "id": 835, + "level": 1, + "locations": [ + { + "page": 316, + "sourcebook": "PHB24" + } + ], + "name": "Escudo", + "range": "Pessoal", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação bônus", + "classes": [ + "Clérigo", + "Paladino" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Um campo brilhante envolve uma criatura de sua escolha dentro do alcance, concedendo a ela um bônus de +2 na CA durante a duração.", + "duration": "Até 10 minutos", + "id": 836, + "level": 1, + "locations": [ + { + "page": 316, + "sourcebook": "PHB24" + } + ], + "material": "Um pergaminho de oração", + "name": "Escudo da Fé", + "range": "18 metros", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação bônus", + "classes": [ + "Druida" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Um Taco ou Cajado que você esteja segurando é imbuído com o poder da natureza. Durante a duração, você pode usar sua habilidade de conjuração em vez de Força para as jogadas de ataque e dano de ataques corpo a corpo usando essa arma, e o dado de dano da arma se torna um d8. Se o ataque causar dano, ele pode ser dano de Força ou o tipo de dano normal da arma (sua escolha). A magia termina mais cedo se você conjurá-la novamente ou se você soltar a arma.", + "duration": "1 minuto", + "higher_level": "O dado de dano muda quando você atinge os níveis 5 (d10), 11 (d12) e 17 (2d6).", + "id": 837, + "level": 0, + "locations": [ + { + "page": 316, + "sourcebook": "PHB24" + } + ], + "material": "Visco", + "name": "Shillelagh", + "range": "Pessoal", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação bônus, que você realiza imediatamente após atingir uma criatura com uma arma corpo a corpo ou um ataque desarmado", + "classes": [ + "Paladino" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "O alvo atingido pelo golpe recebe 2d6 de dano Radiante extra do ataque. Até que a magia termine, o alvo emite Luz Brilhante em um raio de 5 pés, jogadas de ataque contra ele têm Vantagem, e ele não pode se beneficiar da condição Invisível.", + "duration": "Até 1 minuto", + "higher_level": "O dano aumenta em 1d6 para cada nível de magia acima de 2.", + "id": 838, + "level": 2, + "locations": [ + { + "page": 316, + "sourcebook": "PHB24" + } + ], + "name": "Golpe Brilhante", + "range": "Pessoal", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Raios saltam de você para uma criatura que você tenta tocar. Faça um ataque de magia corpo a corpo contra o alvo. Em um acerto, o alvo recebe 1d8 de dano de Raio e não pode fazer Ataques de Oportunidade até o início de seu próximo turno.", + "duration": "Instantâneo", + "higher_level": "O dano aumenta em 1d8 quando você atinge os níveis 5 (2d8), 11 (3d8) e 17 (4d8).", + "id": 839, + "level": 0, + "locations": [ + { + "page": 316, + "sourcebook": "PHB24" + } + ], + "name": "Agarramento chocante", + "range": "Toque", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação ou Ritual", + "classes": [ + "Bardo", + "Clérigo", + "Patrulheiro" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Durante a duração, nenhum som pode ser criado dentro ou passar por uma Esfera de 20 pés de raio centrada em um ponto que você escolher dentro do alcance. Qualquer criatura ou objeto inteiramente dentro da Esfera tem Imunidade a dano de Trovão, e criaturas têm a condição Ensurdecido enquanto estiverem inteiramente dentro dela. Conjurar uma magia que inclua um componente Verbal é impossível lá.", + "duration": "Até 10 minutos", + "id": 840, + "level": 2, + "locations": [ + { + "page": 316, + "sourcebook": "PHB24" + } + ], + "name": "Silêncio", + "range": "36 metros", + "ruleset": "2024", + "school": "Ilusão" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você cria a imagem de um objeto, uma criatura ou algum outro fenômeno visível que não seja maior que um Cubo de 15 pés. A imagem aparece em um ponto dentro do alcance e dura pela duração. A imagem é puramente visual; não é acompanhada por som, cheiro ou outros efeitos sensoriais. Como uma ação de Magia, você pode fazer a imagem se mover para qualquer ponto dentro do alcance. Conforme a imagem muda de local, você pode alterar sua aparência para que seus movimentos pareçam naturais para a imagem. Por exemplo, se você criar uma imagem de uma criatura e movê-la, você pode alterar a imagem para que ela pareça estar andando. A interação física com a imagem revela que ela é uma ilusão, já que as coisas podem passar por ela. Uma criatura que realiza uma ação de Estudo para examinar a imagem pode determinar que ela é uma ilusão com um teste bem-sucedido de Inteligência (Investigação) contra sua CD de resistência à magia. Se uma criatura discernir a ilusão pelo que ela é, a criatura pode ver através da imagem.", + "duration": "Até 10 minutos", + "id": 841, + "level": 1, + "locations": [ + { + "page": 317, + "sourcebook": "PHB24" + } + ], + "material": "Um pouco de lã", + "name": "Imagem Silenciosa", + "range": "18 metros", + "ruleset": "2024", + "school": "Ilusão" + }, + { + "casting_time": "12 horas", + "classes": [ + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você cria um simulacro de uma Besta ou Humanoide que esteja a até 10 pés de você durante toda a conjuração da magia. Você termina a conjuração tocando na criatura e em uma pilha de gelo ou neve do mesmo tamanho daquela criatura, e a pilha se transforma no simulacro, que é uma criatura. Ele usa as estatísticas de jogo da criatura original no momento da conjuração, exceto que é um Construto, seu Ponto de Vida máximo é metade disso, e ele não pode conjurar esta magia. O simulacro é Amigável a você e às criaturas que você designar. Ele obedece aos seus comandos e age no seu turno em combate. O simulacro não pode ganhar níveis, e não pode fazer Descansos Curtos ou Longos. Se o simulacro sofrer dano, a única maneira de restaurar seus Pontos de Vida é repará-lo enquanto você faz um Descanso Longo, durante o qual você gasta componentes que valem 100 GP por Ponto de Vida restaurado. O simulacro deve ficar a até 5 pés de você para o reparo. O simulacro dura até cair para 0 Pontos de Vida, momento em que ele reverte para neve e derrete. Se você conjurar esta magia novamente, qualquer simulacro que você criou com esta magia é destruído instantaneamente.", + "duration": "Até ser dissipada", + "id": 842, + "level": 7, + "locations": [ + { + "page": 317, + "sourcebook": "PHB24" + } + ], + "material": "Rubi em pó que vale mais de 1.500 po, que a magia consome", + "name": "Simulacro", + "range": "Toque", + "ruleset": "2024", + "school": "Ilusão" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Cada criatura de sua escolha em uma Esfera de 5 pés de raio centrada em um ponto dentro do alcance deve ser bem-sucedida em um teste de resistência de Sabedoria ou terá a condição Incapacitado até o final de seu próximo turno, momento em que deve repetir o teste. Se o alvo falhar no segundo teste, ele terá a condição Inconsciente pela duração. A magia termina em um alvo se ele sofrer dano ou alguém a 5 pés dele realizar uma ação para sacudi-lo para fora do efeito da magia. Criaturas que não dormem, como elfos, ou que têm Imunidade à condição Exaustão são automaticamente bem-sucedidas em testes de resistência contra esta magia.", + "duration": "Até 1 minuto", + "id": 843, + "level": 1, + "locations": [ + { + "page": 317, + "sourcebook": "PHB24" + } + ], + "material": "Uma pitada de areia ou pétalas de rosa", + "name": "Dormir", + "range": "18 metros", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação", + "classes": [ + "Druida", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Até que a magia termine, granizo cai em um Cilindro de 40 pés de altura e 20 pés de raio centrado em um ponto que você escolher dentro do alcance. A área é Pesadamente Obscura, e chamas expostas na área são apagadas. O solo no Cilindro é Terreno Difícil. Quando uma criatura entra no Cilindro pela primeira vez em um turno ou começa seu turno lá, ela deve ser bem-sucedida em um teste de resistência de Destreza ou terá a condição Prone e perderá Concentração.", + "duration": "Até 1 minuto", + "id": 844, + "level": 3, + "locations": [ + { + "page": 317, + "sourcebook": "PHB24" + } + ], + "material": "Um guarda-chuva em miniatura", + "name": "Tempestade de granizo", + "range": "45 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você altera o tempo em até seis criaturas de sua escolha em um Cubo de 40 pés dentro do alcance. Cada alvo deve ter sucesso em um teste de resistência de Sabedoria ou será afetado por esta magia pela duração. A Velocidade de um alvo afetado é reduzida pela metade, ele sofre uma penalidade de -2 em testes de resistência de CA e Destreza, e não pode realizar Reações. Em seus turnos, ele pode realizar uma ação ou uma Ação Bônus, não ambas, e pode fazer apenas um ataque se realizar a ação de Ataque. Se ele conjurar uma magia com um componente Somático, há 25 por cento de chance de a magia falhar como resultado do alvo fazer os gestos da magia muito lentamente. Um alvo afetado repete o teste no final de cada um de seus turnos, encerrando a magia em si mesmo em um sucesso.", + "duration": "Até 1 minuto", + "id": 845, + "level": 3, + "locations": [ + { + "page": 318, + "sourcebook": "PHB24" + } + ], + "material": "Uma gota de melaço", + "name": "Lento", + "range": "36 metros", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro" + ], + "components": [ + "V", + "S" + ], + "desc": "Você conjura energia mágica em uma criatura ou objeto dentro do alcance. Faça uma jogada de ataque à distância contra o alvo. Em um acerto, o alvo recebe 1d8 de dano de um tipo que você escolher: Ácido, Frio, Fogo, Relâmpago, Veneno, Psíquico ou Trovão. Se você rolar um 8 em um d8 para esta magia, você pode rolar outro d8 e adicioná-lo ao dano. Quando você conjura esta magia, o número máximo desses d8s que você pode adicionar ao dano da magia é igual ao seu modificador de habilidade de conjuração.", + "duration": "Instantâneo", + "higher_level": "O dano aumenta em 1d8 quando você atinge os níveis 5 (2d8), 11 (3d8) e 17 (4d8).", + "id": 846, + "level": 0, + "locations": [ + { + "page": 318, + "sourcebook": "PHB24" + } + ], + "name": "Explosão Feiticeira", + "range": "36 metros", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "Druida" + ], + "components": [ + "V", + "S" + ], + "desc": "Escolha uma criatura dentro do alcance que tenha 0 Pontos de Vida e não esteja morta. A criatura se torna Estável.", + "duration": "Instantâneo", + "higher_level": "O alcance dobra quando você atinge os níveis 5 (30 pés), 11 (60 pés) e 17 (120 pés).", + "id": 847, + "level": 0, + "locations": [ + { + "page": 318, + "sourcebook": "PHB24" + } + ], + "name": "Poupe os Moribundos", + "range": "4,5 metros", + "ruleset": "2024", + "school": "Necromancia" + }, + { + "casting_time": "Ação ou Ritual", + "classes": [ + "Bardo", + "Druida", + "Patrulheiro", + "Bruxo" + ], + "components": [ + "V", + "S" + ], + "desc": "Durante a duração, você pode compreender e se comunicar verbalmente com as Bestas, e pode usar qualquer uma das opções de habilidade da ação Influência com elas. A maioria das Bestas tem pouco a dizer sobre tópicos que não dizem respeito à sobrevivência ou companheirismo, mas, no mínimo, uma Besta pode lhe dar informações sobre locais e monstros próximos, incluindo o que quer que tenha percebido no dia anterior.", + "duration": "10 minutos", + "id": 848, + "level": 1, + "locations": [ + { + "page": 318, + "sourcebook": "PHB24" + } + ], + "name": "Fale com os animais", + "range": "Pessoal", + "ruleset": "2024", + "school": "Adivinhação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Clérigo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você concede a aparência de vida a um cadáver de sua escolha dentro do alcance, permitindo que ele responda às perguntas que você fizer. O cadáver deve ter uma boca, e esta magia falha se a criatura falecida era morta-viva quando morreu. A magia também falha se o cadáver foi o alvo desta magia nos últimos 10 dias. Até que a magia termine, você pode fazer até cinco perguntas ao cadáver. O cadáver sabe apenas o que sabia em vida, incluindo as línguas que conhecia. As respostas geralmente são breves, enigmáticas ou repetitivas, e o cadáver não tem nenhuma compulsão para oferecer uma resposta verdadeira se você for antagônico a ele ou se ele o reconhecer como um inimigo. Esta magia não retorna a alma da criatura ao seu corpo, apenas seu espírito animador. Portanto, o cadáver não pode aprender novas informações, não compreende nada que tenha acontecido desde que morreu e não pode especular sobre eventos futuros.", + "duration": "10 minutos", + "id": 849, + "level": 3, + "locations": [ + { + "page": 318, + "sourcebook": "PHB24" + } + ], + "material": "Queimando incenso", + "name": "Falar com os Mortos", + "range": "3 metros", + "ruleset": "2024", + "school": "Necromancia" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Druida", + "Patrulheiro" + ], + "components": [ + "V", + "S" + ], + "desc": "Você imbui plantas em uma Emanação imóvel de 30 pés com senciência e animação limitadas, dando a elas a habilidade de se comunicar com você e seguir seus comandos simples. Você pode questionar plantas sobre eventos na área da magia no último dia, obtendo informações sobre criaturas que passaram, clima e outras circunstâncias. Você também pode transformar Terreno Difícil causado pelo crescimento de plantas (como matagais e vegetação rasteira) em terreno comum que dura pela duração. Ou você pode transformar terreno comum onde plantas estão presentes em Terreno Difícil que dura pela duração. A magia não permite que as plantas se desenraízem e se movam, mas elas podem mover seus galhos, gavinhas e caules para você. Se uma criatura Planta estiver na área, você pode se comunicar com ela como se vocês compartilhassem uma língua comum.", + "duration": "10 minutos", + "id": 850, + "level": 3, + "locations": [ + { + "page": 319, + "sourcebook": "PHB24" + } + ], + "name": "Fale com as plantas", + "range": "Pessoal", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Até que a magia termine, uma criatura disposta que você tocar ganha a habilidade de se mover para cima, para baixo e através de superfícies verticais e ao longo de tetos, enquanto deixa suas mãos livres. O alvo também ganha uma Velocidade de Escalada igual à sua Velocidade.", + "duration": "Até 1 hora", + "higher_level": "Você pode escolher uma criatura adicional para cada nível de magia, aproximadamente 2.", + "id": 851, + "level": 2, + "locations": [ + { + "page": 319, + "sourcebook": "PHB24" + } + ], + "material": "Uma gota de betume e uma aranha", + "name": "Aranha Escalada", + "range": "Toque", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Druida", + "Patrulheiro" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "O solo em uma Esfera de 20 pés de raio centrada em um ponto dentro do alcance brota espinhos e pontas duras. A área se torna Terreno Difícil pela duração. Quando uma criatura se move para dentro ou dentro da área, ela sofre 2d4 de dano Perfurante para cada 5 pés que viaja. A transformação do solo é camuflada para parecer natural. Qualquer criatura que não consiga ver a área quando a magia é conjurada deve fazer uma ação de Procurar e ter sucesso em um teste de Sabedoria (Percepção ou Sobrevivência) contra sua CD de resistência à magia para reconhecer o terreno como perigoso antes de entrar nele.", + "duration": "Até 10 minutos", + "id": 852, + "level": 2, + "locations": [ + { + "page": 319, + "sourcebook": "PHB24" + } + ], + "material": "Sete espinhos", + "name": "Crescimento de pico", + "range": "45 metros", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Espíritos protetores voam ao seu redor em uma Emanação de 15 pés pela duração. Se você for bom ou neutro, sua forma espectral parece angelical ou feérica (sua escolha). Se você for mau, eles parecem diabólicos. Quando você conjura esta magia, você pode designar criaturas para não serem afetadas por ela. A Velocidade de qualquer outra criatura é reduzida pela metade na Emanação, e sempre que a Emanação entra no espaço de uma criatura e sempre que uma criatura entra na Emanação ou termina seu turno lá, a criatura deve fazer um teste de resistência de Sabedoria. Em uma falha, a criatura sofre 3d8 de dano Radiante (se você for bom ou neutro) ou 3d8 de dano Necrótico (se você for mau). Em uma resistência bem-sucedida, a criatura sofre metade do dano. Uma criatura faz esta resistência apenas uma vez por turno.", + "duration": "Até 10 minutos", + "higher_level": "O dano aumenta em 1d8 para cada nível de magia acima de 3.", + "id": 853, + "level": 3, + "locations": [ + { + "page": 319, + "sourcebook": "PHB24" + } + ], + "material": "Um pergaminho de oração", + "name": "Guardiões Espirituais", + "range": "Pessoal", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação bônus", + "classes": [ + "Clérigo" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Você cria uma força flutuante e espectral que se assemelha a uma arma de sua escolha e dura pela duração. A força aparece dentro do alcance em um espaço de sua escolha, e você pode imediatamente fazer um ataque mágico corpo a corpo contra uma criatura a até 1,5 m da força. Em um acerto, o alvo recebe dano de Força igual a 1d8 mais seu modificador de habilidade de conjuração. Como uma Ação Bônus em seus turnos posteriores, você pode mover a força até 6 m e repetir o ataque contra uma criatura a até 1,5 m dela.", + "duration": "Até 1 minuto", + "higher_level": "O dano aumenta em 1d8 para cada nível de slot acima de 2.", + "id": 854, + "level": 2, + "locations": [ + { + "page": 319, + "sourcebook": "PHB24" + } + ], + "name": "Arma espiritual", + "range": "18 metros", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação bônus, que você realiza imediatamente após atingir uma criatura com uma arma corpo a corpo ou um ataque desarmado", + "classes": [ + "Paladino" + ], + "components": [ + "V" + ], + "desc": "O alvo sofre 4d6 de dano Psíquico extra do ataque e deve ser bem-sucedido em um teste de resistência de Sabedoria ou ficará na condição Atordoado até o final do seu próximo turno.", + "duration": "Instantâneo", + "higher_level": "O dano extra aumenta em 1d6 para cada nível de magia acima de 4.", + "id": 855, + "level": 4, + "locations": [ + { + "page": 320, + "sourcebook": "PHB24" + } + ], + "name": "Golpe Escalonante", + "range": "Pessoal", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Druida" + ], + "components": [ + "V", + "S" + ], + "desc": "Você lança um cisco de luz em uma criatura ou objeto dentro do alcance. Faça um ataque mágico de longo alcance contra o alvo. Em um acerto, o alvo recebe 1d8 de dano Radiante e, até o final do seu próximo turno, ele emite Luz Fraca em um raio de 10 pés e não pode se beneficiar da condição Invisível.", + "duration": "Instantâneo", + "higher_level": "O dano aumenta em 1d8 quando você atinge os níveis 5 (2d8), 11 (3d8) e 17 (4d8).", + "id": 856, + "level": 0, + "locations": [ + { + "page": 320, + "sourcebook": "PHB24" + } + ], + "name": "Fogo-fátuo estrelado", + "range": "18 metros", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Patrulheiro", + "Mago" + ], + "components": [ + "S", + "M" + ], + "desc": "Você floresce a arma usada na conjuração e então desaparece para atacar como o vento. Escolha até cinco criaturas que você possa ver dentro do alcance. Faça um ataque de magia corpo a corpo contra cada alvo. Em um acerto, um alvo recebe 6d10 de dano de Força. Você então se teleporta para um espaço desocupado que você possa ver a até 1,5 m de um dos alvos.", + "duration": "Instantâneo", + "id": 857, + "level": 5, + "locations": [ + { + "page": 320, + "sourcebook": "PHB24" + } + ], + "material": "Uma arma corpo a corpo que vale 1+ sp", + "name": "Golpe de Vento de Aço", + "range": "9 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você cria uma Esfera de 20 pés de raio de gás amarelo e nauseante centrada em um ponto dentro do alcance. A nuvem é Pesadamente Obscura. A nuvem permanece no ar pela duração ou até que um vento forte (como o criado por Rajada de Vento) a disperse. Cada criatura que começa seu turno na Esfera deve ter sucesso em um teste de resistência de Constituição ou terá a condição Envenenado até o final do turno atual. Enquanto Envenenado dessa forma, a criatura não pode realizar uma ação ou uma Ação Bônus.", + "duration": "Até 1 minuto", + "id": 858, + "level": 3, + "locations": [ + { + "page": 321, + "sourcebook": "PHB24" + } + ], + "material": "Um ovo podre", + "name": "Nuvem Fedorenta", + "range": "27 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "Druida", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você toca em um objeto de pedra de tamanho Médio ou menor ou uma seção de pedra de no máximo 5 pés em qualquer dimensão e a molda em qualquer formato que desejar. Por exemplo, você pode moldar uma grande pedra em uma arma, estátua ou cofre, ou pode fazer uma pequena passagem através de uma parede de 5 pés de espessura. Você também pode moldar uma porta de pedra ou sua moldura para selar a porta. O objeto que você cria pode ter até duas dobradiças e uma trava, mas detalhes mecânicos mais finos não são possíveis.", + "duration": "Instantâneo", + "id": 859, + "level": 4, + "locations": [ + { + "page": 321, + "sourcebook": "PHB24" + } + ], + "material": "Argila mole", + "name": "Forma de pedra", + "range": "Toque", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Druida", + "Patrulheiro", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Até que a magia termine, uma criatura disposta que você tocar terá Resistência a dano Contundente, Perfurante e Cortante.", + "duration": "Até 1 hora", + "id": 860, + "level": 4, + "locations": [ + { + "page": 321, + "sourcebook": "PHB24" + } + ], + "material": "Pó de diamante no valor de 100+ PO, que a magia consome", + "name": "Pele de pedra", + "range": "Toque", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Druida" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Uma nuvem de tempestade agitada se forma durante a duração, centralizada em um ponto dentro do alcance e se espalhando por um raio de 300 pés. Cada criatura sob a nuvem quando ela aparece deve ter sucesso em um teste de resistência de Constituição ou sofrer 2d6 de dano de Trovão e ter a condição de Surdez durante a duração. No início de cada um dos seus turnos posteriores, a tempestade produz efeitos diferentes, conforme detalhado abaixo. Turno 2. Chuva ácida cai. Cada criatura e objeto sob a nuvem sofre 4d6 de dano de Ácido. Turno 3. Você invoca seis raios da nuvem para atingir seis criaturas ou objetos diferentes abaixo dela. Cada alvo faz um teste de resistência de Destreza, sofrendo 10d6 de dano de Relâmpago em uma falha ou metade do dano em uma bem-sucedida. Turno 4. Chove granizo. Cada criatura sob a nuvem sofre 2d6 de dano de Concussão. Turnos 5–10. Rajadas e chuva congelante atacam a área sob a nuvem. Cada criatura ali sofre 1d6 de dano de Frio. Até que o feitiço termine, a área é Terreno Difícil e Altamente Obscurecido, ataques à distância com armas são impossíveis ali, e ventos fortes sopram pela área.", + "duration": "Até 1 minuto", + "id": 861, + "level": 9, + "locations": [ + { + "page": 321, + "sourcebook": "PHB24" + } + ], + "name": "Tempestade de Vingança", + "range": "1 milha", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "M" + ], + "concentration": true, + "desc": "Você sugere um curso de atividade — descrito em não mais que 25 palavras — para uma criatura que você possa ver dentro do alcance que possa ouvir e entender você. A sugestão deve soar realizável e não envolver nada que obviamente causaria dano ao alvo ou seus aliados. Por exemplo, você pode dizer: "Pegue a chave do cofre do tesouro do culto e me dê a chave". Ou você pode dizer: "Pare de lutar, deixe esta biblioteca pacificamente e não retorne". O alvo deve ter sucesso em um teste de resistência de Sabedoria ou ter a condição Encantado pela duração ou até que você ou seus aliados causem dano ao alvo. O alvo Encantado segue a sugestão da melhor maneira possível. A atividade sugerida pode continuar por toda a duração, mas se a atividade sugerida puder ser concluída em um tempo menor, a magia termina para o alvo ao completá-la.", + "duration": "até 8 horas", + "id": 862, + "level": 2, + "locations": [ + { + "page": 321, + "sourcebook": "PHB24" + } + ], + "material": "Uma gota de mel", + "name": "Sugestão", + "range": "9 metros", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação", + "classes": [ + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você invoca um espírito aberrante. Ele se manifesta em um espaço desocupado que você pode ver dentro do alcance e usa o bloco de estatísticas Espírito Aberrante. Quando você conjura a magia, escolha Beholderkin, Esfolador Mental ou Slaad. A criatura se assemelha a uma Aberração desse tipo, o que determina certos detalhes em seu bloco de estatísticas. A criatura desaparece quando cai para 0 Pontos de Vida ou quando a magia termina. A criatura é uma aliada sua e de seus aliados. Em combate, ela compartilha sua contagem de Iniciativa, mas faz seu turno imediatamente após o seu. Ela obedece seus comandos verbais (nenhuma ação necessária de sua parte). Se você não emitir nenhum, ela realiza a ação Esquivar e usa seu movimento para evitar o perigo. Aberração Média, Neutra CA 11 + o nível da magia PV 40 + 10 para cada nível de magia acima de 4 Velocidade 30 pés; Voar 30 pés (pairar; apenas Beholderkin) Mod Save 16 +3 +3 10 +0 +0 15 +2 +2 Mod Save 16 +3 +3 10 +0 +0 6 −2 −2 Imunidades Sentidos Psíquicos Visão no Escuro 60 pés, Percepção Passiva 10 Idiomas Fala Profunda, entende os idiomas que você conhece ND Nenhum (XP 0; PB é igual ao seu Bônus de Proficiência) Traços Regeneração (Somente Slaad). O espírito recupera 5 Pontos de Vida no início de seu turno se tiver pelo menos 1 Ponto de Vida. Aura Sussurrante (Somente Devorador de Mentes). No início de cada turno do espírito, o espírito emite energia psiônica se não tiver a condição Incapacitado. Teste de Resistência de Sabedoria: CD é igual ao seu CD de resistência à magia, cada criatura (exceto você) a até 5 pés do espírito. Falha: 2d6 de dano Psíquico. Ações Ataques múltiplos. O espírito faz um número de ataques igual à metade do nível desta magia (arredondado para baixo). Garra (somente Slaad). Rolagem de ataque corpo a corpo: Bônus igual ao seu modificador de ataque de magia, alcance 5 pés. Acerto: 1d10 + 3 + o nível da magia Dano cortante, e o alvo não pode recuperar Pontos de Vida até o início do próximo turno do espírito. Raio Ocular (somente Beholderkin). Rolagem de ataque à distância: Bônus igual ao seu modificador de ataque de magia, alcance 150 pés. Acerto: 1d8 + 3 + o nível da magia Dano psíquico. Batida psíquica (somente Esfolador de mentes). Rolagem de ataque corpo a corpo: Bônus igual ao seu modificador de ataque de magia, alcance 5 pés. Acerto: 1d8 + 3 + o nível da magia Dano psíquico.", + "duration": "Até 1 hora", + "higher_level": "Use o nível do slot de magia para o nível da magia no bloco de estatísticas.", + "id": 863, + "level": 4, + "locations": [ + { + "page": 322, + "sourcebook": "PHB24" + } + ], + "material": "Um tentáculo em conserva e um globo ocular em um frasco incrustado de platina que vale mais de 400 PO", + "name": "Invocar Aberração", + "range": "27 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Druida", + "Patrulheiro" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você invoca um espírito bestial. Ele se manifesta em um espaço desocupado que você pode ver dentro do alcance e usa o bloco de estatísticas Espírito Bestial. Quando você conjura a magia, escolha um ambiente: Ar, Terra ou Água. A criatura se assemelha a um animal de sua escolha que é nativo do ambiente escolhido, o que determina certos detalhes em seu bloco de estatísticas. A criatura desaparece quando cai para 0 Pontos de Vida ou quando a magia termina. A criatura é uma aliada sua e de seus aliados. Em combate, a criatura compartilha sua contagem de Iniciativa, mas ela faz seu turno imediatamente após o seu. Ela obedece seus comandos verbais (nenhuma ação necessária de sua parte). Se você não emitir nenhuma, ela realiza a ação Esquivar e usa seu movimento para evitar o perigo. Besta Pequena, Neutra CA 11 + o nível da magia PV 20 (somente Ar) ou 30 (somente Terra e Água) + 5 para cada nível de magia acima de 2 Velocidade 30 pés; Escalar 30 pés (somente Terra); Voar 60 pés (somente Ar); Nadar 30 pés (somente água) Mod Save 18 +4 +4 11 +0 +0 16 +3 +3 Mod Save 4 –3 –3 14 +2 +2 5 −3 −3 Sentidos Visão no escuro 60 pés, Percepção passiva 12 Idiomas entende os idiomas que você conhece ND Nenhum (XP 0; PB é igual ao seu bônus de proficiência) Traços Sobrevoo (somente ar). O espírito não provoca Ataques de Oportunidade quando voa para fora do alcance de um inimigo. Táticas de matilha (somente terra e água). O espírito tem Vantagem em uma jogada de ataque contra uma criatura se pelo menos um dos aliados do espírito estiver a 5 pés da criatura e o aliado não tiver a condição Incapacitado. Respiração aquática (somente água). O espírito pode respirar apenas debaixo d'água. Ações Ataques múltiplos. O espírito faz um número de ataques de Rasgar igual à metade do nível desta magia (arredondado para baixo). Rasgar. Rolagem de Ataque Corpo a Corpo: Bônus igual ao seu modificador de ataque mágico, alcance 1,5 m. Acerto: 1d8 + 4 + o nível da magia. Dano perfurante.", + "duration": "Até 1 hora", + "higher_level": "Use o nível do slot de magia para o nível da magia no bloco de estatísticas.", + "id": 864, + "level": 2, + "locations": [ + { + "page": 322, + "sourcebook": "PHB24" + } + ], + "material": "Uma pena, um tufo de pelo e uma cauda de peixe dentro de uma bolota dourada que vale mais de 200 po", + "name": "Invocar Besta", + "range": "27 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "Paladino" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você invoca um espírito Celestial. Ele se manifesta em uma forma angelical em um espaço desocupado que você pode ver dentro do alcance e usa o bloco de estatísticas Espírito Celestial. Quando você conjura a magia, escolha Vingador ou Defensor. Sua escolha determina certos detalhes em seu bloco de estatísticas. A criatura desaparece quando cai para 0 Pontos de Vida ou quando a magia termina. A criatura é uma aliada sua e de seus aliados. Em combate, a criatura compartilha sua contagem de Iniciativa, mas ela faz seu turno imediatamente após o seu. Ela obedece seus comandos verbais (nenhuma ação necessária de sua parte). Se você não emitir nenhuma, ela realiza a ação Esquivar e usa seu movimento para evitar o perigo. Celestial Grande, Neutro CA 11 + o nível da magia + 2 (somente Defensor) PV 40 + 10 para cada nível da magia acima de 5 Velocidade 30 pés, Voar 40 pés. Mod Save 16 +3 +3 14 +2 +2 16 +3 +3 Mod Save 10 +0 +0 14 +2 +2 16 +3 +3 Resistências Radiante Imunidades Encantado, Assustado Sentidos Visão no Escuro 60 pés, Percepção Passiva 12 Idiomas Celestial, entende os idiomas que você conhece ND Nenhum (XP 0; PB é igual ao seu Bônus de Proficiência) Ações Ataque Múltiplo. O espírito faz um número de ataques igual à metade do nível desta magia (arredondado para baixo). Arco Radiante (somente Vingador). Rolagem de Ataque à Distância: Bônus é igual ao seu modificador de ataque de magia, alcance 600 pés. Acerto: 2d6 + 2 + o nível da magia Dano radiante. Maça Radiante (Somente Defensor). Rolagem de Ataque Corpo a Corpo: Bônus igual ao seu modificador de ataque de magia, alcance 5 pés. Acerto: 1d10 + 3 + o nível da magia Dano radiante, e o espírito pode escolher a si mesmo ou outra criatura que ele possa ver a até 10 pés do alvo. A criatura escolhida ganha 1d10 Pontos de Vida Temporários. Toque de Cura (1/Dia). O espírito toca outra criatura. O alvo recupera Pontos de Vida iguais a 2d8 + o nível da magia.", + "duration": "Até 1 hora", + "higher_level": "Use o nível do slot de magia para o nível da magia no bloco de estatísticas.", + "id": 865, + "level": 5, + "locations": [ + { + "page": 323, + "sourcebook": "PHB24" + } + ], + "material": "Um relicário que vale mais de 500 PO", + "name": "Invocar Celestial", + "range": "27 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você invoca o espírito de um Construct. Ele se manifesta em um espaço desocupado que você pode ver dentro do alcance e usa o bloco de estatísticas Construct Spirit. Quando você conjura a magia, escolha um material: Clay, Metal ou Stone. A criatura se assemelha a uma estátua animada (você determina a aparência) feita do material escolhido, que determina certos detalhes em seu bloco de estatísticas. A criatura desaparece quando cai para 0 Pontos de Vida ou quando a magia termina. A criatura é uma aliada sua e de seus aliados. Em combate, a criatura compartilha sua contagem de Iniciativa, mas ela faz seu turno imediatamente após o seu. Ela obedece seus comandos verbais (nenhuma ação necessária de sua parte). Se você não emitir nenhuma, ela faz a ação Dodge e usa seu movimento para evitar o perigo. Construto Médio, Neutro CA 13 + o nível da magia PV 40 + 15 para cada nível da magia acima de 4 Velocidade 30 pés Mod Save 18 +4 +4 10 +0 +0 18 +4 +4 Mod Save 14 +2 +2 11 +0 +0 5 −3 −3 Resistências Imunidades a Veneno Encantado, Exaustão, Assustado, Paralisado, Envenenado Sentidos Visão no Escuro 60 pés, Percepção Passiva 10 Idiomas Entende os idiomas que você conhece ND Nenhum (XP 0; PB é igual ao seu Bônus de Proficiência) Traços Corpo Aquecido (Somente Metal). Uma criatura que atinge o espírito com um ataque corpo a corpo ou que começa seu turno em um agarramento com o espírito sofre 1d10 de dano de Fogo. Letargia Pedregosa (Somente Pedra). Quando uma criatura começa seu turno a até 10 pés do espírito, o espírito pode alvejá-la com energia mágica se o espírito puder vê-la. Teste de Resistência de Sabedoria: CD igual ao seu CD de resistência de magia, o alvo. Falha: Até o início do próximo turno, o alvo não pode fazer Ataques de Oportunidade, e sua Velocidade é reduzida pela metade. Ações Ataque Múltiplo. O espírito faz um número de ataques de Impacto igual à metade do nível desta magia (arredondado para baixo). Impacto. Rolagem de Ataque Corpo a Corpo: Bônus igual ao seu modificador de ataque de magia, alcance 5 pés. Acerto: 1d8 + 4 + o nível da magia Dano de Concussão. Reações Chicote Berserk (Somente Argila). Gatilho: O espírito recebe dano de uma criatura. Resposta: O espírito faz um ataque de Impacto contra aquela criatura se possível, ou o espírito se move até metade de sua Velocidade em direção àquela criatura sem provocar Ataques de Oportunidade.", + "duration": "Até 1 hora", + "higher_level": "Use o nível do slot de magia para o nível da magia no bloco de estatísticas.", + "id": 866, + "level": 4, + "locations": [ + { + "page": 324, + "sourcebook": "PHB24" + } + ], + "material": "Um cofre que vale mais de 400 PO", + "name": "Conjurar Construto", + "range": "27 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você invoca um espírito de Dragão. Ele se manifesta em um espaço desocupado que você pode ver dentro do alcance e usa o bloco de estatísticas Espírito Dracônico. A criatura desaparece quando cai para 0 Pontos de Vida ou quando a magia termina. A criatura é uma aliada sua e de seus aliados. Em combate, a criatura compartilha sua contagem de Iniciativa, mas ela faz seu turno imediatamente após o seu. Ela obedece seus comandos verbais (nenhuma ação necessária de sua parte). Se você não emitir nenhuma, ela faz a ação Esquivar e usa seu movimento para evitar o perigo. Dragão Grande, Neutro CA 14 + o nível da magia PV 50 + 10 para cada nível de magia acima de 5 Velocidade 30 pés, Voar 60 pés, Nadar 30 pés. Mod Save 19 +4 +4 14 +2 +2 17 +3 +3 Mod Save 10 +0 +0 14 +2 +2 14 +2 +2 Resistências Ácido, Frio, Fogo, Raio, Veneno Imunidades Encantado, Assustado, Envenenado Sentidos Visão às Cegas 30 pés, Visão no Escuro 60 pés, Percepção Passiva 12 Idiomas Dracônico, entende os idiomas que você conhece ND Nenhum (XP 0; PB é igual ao seu Bônus de Proficiência) Traços Resistências Compartilhadas. Quando você invoca o espírito, escolha uma de suas Resistências. Você tem Resistência ao tipo de dano escolhido até que a magia termine. Ações Ataques Múltiplos. O espírito faz um número de ataques de Rend igual à metade do nível da magia (arredondado para baixo), e usa Breath Weapon. Rend. Ataque corpo a corpo: Bônus igual ao seu modificador de ataque de magia, alcance 10 pés. Acerto: 1d6 + 4 + o nível da magia Dano perfurante. Breath Weapon. Destreza Teste de resistência: CD igual ao seu CD de resistência de magia, cada criatura em um Cone de 30 pés. Falha: 2d6 de dano de um tipo ao qual este espírito tem Resistência (sua escolha quando você conjura a magia). Sucesso: Metade do dano.", + "duration": "Até 1 hora", + "higher_level": "Use o nível do slot de magia para o nível da magia no bloco de estatísticas.", + "id": 867, + "level": 5, + "locations": [ + { + "page": 324, + "sourcebook": "PHB24" + } + ], + "material": "Um objeto com a imagem de um dragão gravada que vale mais de 500 PO", + "name": "Invocar Dragão", + "range": "18 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Druida", + "Patrulheiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você invoca um espírito Elemental. Ele se manifesta em um espaço desocupado que você pode ver dentro do alcance e usa o bloco de estatísticas Espírito Elemental. Quando você conjura a magia, escolha um elemento: Ar, Terra, Fogo ou Água. A criatura se assemelha a uma forma bípede envolta no elemento escolhido, que determina certos detalhes em seu bloco de estatísticas. A criatura desaparece quando cai para 0 Pontos de Vida ou quando a magia termina. A criatura é uma aliada sua e de seus aliados. Em combate, a criatura compartilha sua contagem de Iniciativa, mas ela faz seu turno imediatamente após o seu. Ela obedece seus comandos verbais (nenhuma ação necessária de sua parte). Se você não emitir nenhuma, ela realiza a ação Esquivar e usa seu movimento para evitar o perigo. Elemental Médio, Neutro CA 11 + o nível da magia PV 50 + 10 para cada nível de magia acima de 4 Velocidade 40 pés; Escavar 40 pés (somente Terra); Voar 40 pés (pairar; somente Ar); Nadar 40 pés (somente água) Mod Save 18 +4 +4 15 +2 +2 17 +3 +3 Mod Save 4 –3 –3 10 +0 +0 16 +3 +3 Resistências Ácido (somente água), Raio e Trovão (somente ar), Perfurante e Cortante (somente terra) Imunidades Fogo (somente fogo), Veneno; Exaustão, Paralisado, Petrificado, Envenenado Sentidos Visão no escuro 60 pés, Percepção passiva 10 Idiomas Primordial, entende os idiomas que você conhece ND Nenhum (XP 0; PB é igual ao seu bônus de proficiência) Traços Forma amorfa (somente ar, fogo e água). O espírito pode se mover por um espaço tão estreito quanto 1 polegada de largura sem que isso conte como terreno difícil. Ações Ataques múltiplos. O espírito faz um número de ataques de pancada igual à metade do nível desta magia (arredondado para baixo). Pancada. Rolagem de Ataque Corpo a Corpo: Bônus igual ao seu modificador de ataque mágico, alcance 1,5 m. Acerto: 1d10 + 4 + o nível da magia. Dano contundente (somente Terra), frio (somente Água), relâmpago (somente Ar) ou fogo (somente Fogo).", + "duration": "Até 1 hora", + "higher_level": "Use o nível do slot de magia para o nível da magia no bloco de estatísticas.", + "id": 868, + "level": 4, + "locations": [ + { + "page": 325, + "sourcebook": "PHB24" + } + ], + "material": "Ar, uma pedra, cinzas e água dentro de um frasco incrustado de ouro que vale mais de 400 po", + "name": "Invocar Elemental", + "range": "27 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Druida", + "Patrulheiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você invoca um espírito Fey. Ele se manifesta em um espaço desocupado que você pode ver dentro do alcance e usa o bloco de estatísticas Fey Spirit. Quando você conjura a magia, escolha um humor: Fuming, Mirthful ou Tricksy. A criatura se assemelha a uma criatura Fey de sua escolha marcada pelo humor escolhido, que determina certos detalhes em seu bloco de estatísticas. A criatura desaparece quando cai para 0 Pontos de Vida ou quando a magia termina. A criatura é uma aliada sua e de seus aliados. Em combate, a criatura compartilha sua contagem de Iniciativa, mas ela faz seu turno imediatamente após o seu. Ela obedece seus comandos verbais (nenhuma ação necessária de sua parte). Se você não emitir nenhuma, ela realiza a ação Dodge e usa seu movimento para evitar o perigo. Pequena Fey, Neutra CA 12 + o nível da magia PV 30 + 10 para cada nível da magia acima de 3 Velocidade 30 pés, Voar 30 pés. Mod Save 13 +1 +1 16 +3 +3 14 +2 +2 Mod Save 14 +2 +2 11 +0 +0 16 +3 +3 Imunidades Encantado Sentidos Visão no Escuro 60 pés, Percepção Passiva 10 Idiomas Silvestre, entende os idiomas que você conhece ND Nenhum (XP 0; PB é igual ao seu Bônus de Proficiência) Ações Ataque Múltiplo. O espírito faz um número de ataques de Lâmina Feérica igual à metade do nível desta magia (arredondado para baixo). Lâmina Feérica. Rolagem de Ataque Corpo a Corpo: Bônus é igual ao seu modificador de ataque de magia, alcance 5 pés. Acerto: 2d6 + 3 + o nível da magia Dano de Força. Ações Bônus Passo Feérico. O espírito se teletransporta magicamente até 30 pés para um espaço desocupado que ele pode ver. Então um dos seguintes efeitos ocorre, com base no humor escolhido pelo espírito: Fumegante. O espírito tem Vantagem na próxima jogada de ataque que fizer antes do fim deste turno. Alegre. Teste de Resistência de Sabedoria: CD igual ao seu CD de resistência de magia, uma criatura que o espírito pode ver a 10 pés de si mesmo. Falha: O alvo é Encantado por você e pelo espírito por 1 minuto ou até que o alvo sofra qualquer dano. Traiçoeiro. O espírito enche um Cubo de 10 pés a 5 pés dele com Escuridão mágica, que dura até o fim do seu próximo turno.", + "duration": "Até 1 hora", + "higher_level": "Use o nível do slot de magia para o nível da magia no bloco de estatísticas.", + "id": 869, + "level": 3, + "locations": [ + { + "page": 326, + "sourcebook": "PHB24" + } + ], + "material": "Uma flor dourada que vale mais de 300 PO", + "name": "Invocar Fey", + "range": "27 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você invoca um espírito diabólico. Ele se manifesta em um espaço desocupado que você pode ver dentro do alcance e usa o bloco de estatísticas Espírito Diabólico. Quando você conjura a magia, escolha Demônio, Diabo ou Yugoloth. A criatura se assemelha a um Demônio do tipo escolhido, o que determina certos detalhes em seu bloco de estatísticas. A criatura desaparece quando cai para 0 Pontos de Vida ou quando a magia termina. A criatura é uma aliada sua e de seus aliados. Em combate, a criatura compartilha sua contagem de Iniciativa, mas ela faz seu turno imediatamente após o seu. Ela obedece seus comandos verbais (nenhuma ação necessária de sua parte). Se você não emitir nenhuma, ela realiza a ação Esquivar e usa seu movimento para evitar o perigo. Demônio Grande, Neutro CA 12 + o nível da magia PV 50 (somente Demônio) ou 40 (somente Diabo) ou 60 (somente Yugoloth) + 15 para cada nível de magia acima de 6 Velocidade 40 pés; Escalar 40 pés (somente Demônio); Voar 60 pés (somente Diabo) Mod Save 13 +1 +1 16 +3 +3 15 +2 +2 Mod Save 10 +0 +0 10 +0 +0 16 +3 +3 Resistências Imunidades ao Fogo Veneno; Sentidos Envenenados Visão no Escuro 60 pés, Percepção Passiva 10 Idiomas Abissal, Infernal, Telepatia 60 pés ND Nenhum (XP 0; PB é igual ao seu Bônus de Proficiência) Traços Agonia da Morte (somente Demônio). Quando o espírito cai para 0 Pontos de Vida ou a magia termina, o espírito explode. Teste de Resistência de Destreza: CD é igual ao seu CD de resistência à magia, cada criatura em uma Emanação de 10 pés originária do espírito. Falha: 2d10 mais o nível desta magia de dano de Fogo. Sucesso: Metade do dano. Visão do Diabo (somente Diabo). Escuridão Mágica não impede a Visão no Escuro do espírito. Resistência à Magia. O espírito tem vantagem em testes de resistência contra magias e outros efeitos mágicos. Ações Ataques múltiplos. O espírito faz um número de ataques igual à metade do nível desta magia (arredondado para baixo). Mordida (somente demônio). Rolagem de ataque corpo a corpo: bônus igual ao seu modificador de ataque de magia, alcance 1,5 m. Acerto: 1d12 + 3 + o nível da magia Dano necrótico. Garras (somente Yugoloth). Rolagem de ataque corpo a corpo: bônus igual ao seu modificador de ataque de magia, alcance 1,5 m. Acerto: 1d8 + 3 + o nível da magia Dano cortante. Imediatamente após o ataque acertar ou errar, o espírito pode se teletransportar até 9 metros para um espaço desocupado que ele possa ver. Ataque Ígneo (somente demônio). Rolagem de ataque corpo a corpo ou à distância: bônus igual ao seu modificador de ataque de magia, alcance 1,5 m ou alcance 45 m. Acerto: 2d6 + 3 + o nível da magia Dano de fogo.", + "duration": "Até 1 hora", + "higher_level": "Use o nível do slot de magia para o nível da magia no bloco de estatísticas.", + "id": 870, + "level": 6, + "locations": [ + { + "page": 326, + "sourcebook": "PHB24" + } + ], + "material": "Um frasco sangrento que vale mais de 600 PO", + "name": "Invocar Demônio", + "range": "27 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você invoca um espírito morto-vivo. Ele se manifesta em um espaço desocupado que você pode ver dentro do alcance e usa o bloco de estatísticas Espírito morto-vivo. Quando você conjura a magia, escolha a forma da criatura: Fantasmagórica, Pútrida ou Esquelética. O espírito se assemelha a uma criatura morta-viva com a forma escolhida, o que determina certos detalhes em seu bloco de estatísticas. A criatura desaparece quando cai para 0 Pontos de Vida ou quando a magia termina. A criatura é uma aliada sua e de seus aliados. Em combate, a criatura compartilha sua contagem de Iniciativa, mas ela faz seu turno imediatamente após o seu. Ela obedece seus comandos verbais (nenhuma ação necessária de sua parte). Se você não emitir nenhum, ela faz a ação Esquivar e usa seu movimento para evitar o perigo. Morto-vivo médio, Neutro CA 11 + o nível da magia PV 30 (somente Fantasmagórica e Pútrida) ou 20 (somente Esquelética) + 10 para cada nível de magia acima de 3 Velocidade 30 pés; Voar 40 pés (pairar; apenas Fantasmagórico) Mod Save 12 +1 +1 16 +3 +3 15 +2 +2 Mod Save 4 −3 −3 10 +0 +0 9 −1 −1 Imunidades Necrótico, Veneno; Exaustão, Assustado, Paralisado, Envenenado Sentidos Visão no Escuro 60 pés, Percepção Passiva 10 Idiomas Entende os idiomas que você conhece ND Nenhum (XP 0; PB é igual ao seu Bônus de Proficiência) Traços Aura Purulenta (Somente Pútrida). Constituição Teste de Resistência: CD é igual ao seu CD de resistência à magia, qualquer criatura (exceto você) que comece seu turno dentro de uma Emanação de 5 pés originária do espírito. Falha: A criatura tem a condição Envenenado até o início de seu próximo turno. Passagem Incorpórea (Somente Fantasmagórica). O espírito pode se mover através de outras criaturas e objetos como se fossem Terreno Difícil. Se ele terminar seu turno dentro de um objeto, ele é empurrado para o espaço desocupado mais próximo e recebe 1d10 de dano de Força para cada 5 pés percorridos. Ações Ataque Múltiplo. O espírito faz um número de ataques igual à metade do nível desta magia (arredondado para baixo). Toque Mortal (Somente Fantasmagórico). Rolagem de Ataque Corpo a Corpo: Bônus igual ao seu modificador de ataque de magia, alcance 5 pés. Acerto: 1d8 + 3 + o nível da magia Dano Necrótico, e o alvo tem a condição Assustado até o final de seu próximo turno. Raio Grave (Somente Esquelético). Rolagem de Ataque à Distância: Bônus igual ao seu modificador de ataque de magia, alcance 150 pés. Acerto: 2d4 + 3 + o nível da magia Dano Necrótico. Garra Podre (Somente Pútrida). Rolagem de Ataque Corpo a Corpo: Bônus igual ao seu modificador de ataque de magia, alcance 5 pés. Acerto: 1d6 + 3 + o nível da magia Dano Cortante. Se o alvo tiver a condição Envenenado, ele terá a condição Paralisado até o final do seu próximo turno.", + "duration": "Até 1 hora", + "higher_level": "Use o nível do slot de magia para o nível da magia no bloco de estatísticas.", + "id": 871, + "level": 3, + "locations": [ + { + "page": 328, + "sourcebook": "PHB24" + } + ], + "material": "Uma caveira dourada que vale mais de 300 PO", + "name": "Invocar Mortos-Vivos", + "range": "27 metros", + "ruleset": "2024", + "school": "Necromancia" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "Druida", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você lança um raio de sol em uma Linha de 5 pés de largura e 60 pés de comprimento. Cada criatura na Linha faz um teste de resistência de Constituição. Em uma falha, uma criatura sofre 6d8 de dano Radiante e tem a condição Cego até o início do seu próximo turno. Em uma defesa bem-sucedida, ela sofre apenas metade do dano. Até que a magia termine, você pode realizar uma ação de Magia para criar uma nova Linha de radiância. Durante a duração, um cisco de radiância brilhante brilha acima de você. Ele emite Luz Brilhante em um raio de 30 pés e Luz Fraca por mais 30 pés. Essa luz é a luz do sol.", + "duration": "Até 1 minuto", + "id": 872, + "level": 6, + "locations": [ + { + "page": 329, + "sourcebook": "PHB24" + } + ], + "material": "Uma lupa", + "name": "Raio de sol", + "range": "Pessoal", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "Druida", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "A luz do sol brilhante brilha em uma Esfera de 60 pés de raio centrada em um ponto que você escolher dentro do alcance. Cada criatura na Esfera faz um teste de resistência de Constituição. Em um teste falho, uma criatura sofre 12d6 de dano Radiante e tem a condição Cego por 1 minuto. Em um teste bem-sucedido, ela sofre apenas metade do dano. Uma criatura Cega por esta magia faz outro teste de resistência de Constituição no final de cada um de seus turnos, encerrando o efeito sobre si mesma em um sucesso. Esta magia dissipa a Escuridão em sua área que foi criada por qualquer magia.", + "duration": "Instantâneo", + "id": 873, + "level": 8, + "locations": [ + { + "page": 329, + "sourcebook": "PHB24" + } + ], + "material": "Um pedaço de pedra do sol", + "name": "Explosão de sol", + "range": "45 metros", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação bônus", + "classes": [ + "Patrulheiro" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Quando você conjura a magia e como uma Ação Bônus até que ela termine, você pode fazer dois ataques com uma arma que dispara Flechas ou Virotes, como um Arco Longo ou uma Besta Leve. A magia cria magicamente a munição necessária para cada ataque. Cada Flecha ou Virote criado pela magia causa dano como uma munição não mágica de seu tipo e se desintegra imediatamente após acertar ou errar.", + "duration": "Até 1 minuto", + "id": 874, + "level": 5, + "locations": [ + { + "page": 329, + "sourcebook": "PHB24" + } + ], + "material": "Uma aljava que vale 1+ PO", + "name": "Aljava rápida", + "range": "Pessoal", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "1 minuto", + "classes": [ + "Bardo", + "Clérigo", + "Druida", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você inscreve um glifo nocivo em uma superfície (como uma parte do chão ou parede) ou dentro de um objeto que pode ser fechado (como um livro ou baú). O glifo pode cobrir uma área não maior que 10 pés de diâmetro. Se você escolher um objeto, ele deve permanecer no lugar; se for movido mais de 10 pés de onde você conjurou esta magia, o glifo é quebrado e a magia termina sem ser acionada. O glifo é quase imperceptível e requer um teste bem-sucedido de Sabedoria (Percepção) contra sua CD de resistência à magia para ser notado. Quando você inscreve o glifo, você define seu gatilho e escolhe qual efeito o símbolo carrega: Morte, Discórdia, Medo, Dor, Sono ou Atordoamento. Cada um é explicado abaixo. Defina o Gatilho. Você decide o que aciona o glifo quando você conjura a magia. Para glifos inscritos em uma superfície, gatilhos comuns incluem tocar ou pisar no glifo, remover outro objeto que o cobre ou se aproximar a uma certa distância dele. Para glifos inscritos em um objeto, gatilhos comuns incluem abrir o objeto ou ver o glifo. Você pode refinar o gatilho para que apenas criaturas de certos tipos o ativem (por exemplo, o glifo pode ser definido para afetar Aberrações). Você também pode definir condições para criaturas que não acionam o glifo, como aquelas que dizem uma determinada senha. Uma vez acionado, o glifo brilha, preenchendo uma Esfera de 60 pés de raio com Luz Fraca por 10 minutos, após o qual a magia termina. Cada criatura na Esfera quando o glifo é ativado é alvo de seu efeito, assim como uma criatura que entra na Esfera pela primeira vez em um turno ou termina seu turno lá. Uma criatura é alvo apenas uma vez por turno. Morte. Cada alvo faz um teste de resistência de Constituição, sofrendo 10d10 de dano Necrótico em uma falha ou metade do dano em uma falha bem-sucedida. Discórdia. Cada alvo faz um teste de resistência de Sabedoria. Em uma falha, um alvo discute com outras criaturas por 1 minuto. Durante esse tempo, ele é incapaz de comunicação significativa e tem Desvantagem em jogadas de ataque e testes de habilidade. Medo. Cada alvo deve ter sucesso em um teste de resistência de Sabedoria ou ter a condição Assustado por 1 minuto. Enquanto Assustado, o alvo deve se mover pelo menos 30 pés para longe do glifo em cada um de seus turnos, se possível. Dor. Cada alvo deve ter sucesso em um teste de resistência de Constituição ou ter a condição Incapacitado por 1 minuto. Sono. Cada alvo deve ter sucesso em um teste de resistência de Sabedoria ou ter a condição Inconsciente por 10 minutos. Uma criatura desperta se receber dano ou se alguém fizer uma ação para sacudi-la para acordá-la. Atordoamento. Cada alvo deve ter sucesso em um teste de resistência de Sabedoria ou ter a condição Atordoado por 1 minuto.", + "duration": "Até que seja dissipado ou acionado", + "id": 875, + "level": 7, + "locations": [ + { + "page": 329, + "sourcebook": "PHB24" + } + ], + "material": "Diamante em pó que vale mais de 1.000 PO, que a magia consome", + "name": "Símbolo", + "range": "Toque", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Você faz com que energia psíquica irrompa em um ponto dentro do alcance. Cada criatura em uma Esfera de 20 pés de raio centrada naquele ponto faz um teste de resistência de Inteligência, sofrendo 8d6 de dano Psíquico em um teste falho ou metade do dano em um teste bem-sucedido. Em um teste falho, um alvo também tem pensamentos confusos por 1 minuto. Durante esse tempo, ele subtrai 1d6 de todas as suas jogadas de ataque e testes de habilidade, bem como quaisquer testes de resistência de Constituição para manter a Concentração. O alvo faz um teste de resistência de Inteligência no final de cada um de seus turnos, encerrando o efeito sobre si mesmo em um sucesso.", + "duration": "Instantâneo", + "id": 876, + "level": 5, + "locations": [ + { + "page": 330, + "sourcebook": "PHB24" + } + ], + "name": "Estática sináptica", + "range": "36 metros", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação", + "classes": [ + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você conjura um caldeirão com pés de garra cheio de líquido borbulhante. O caldeirão aparece em um espaço desocupado no chão a 5 pés de você e dura pela duração. O caldeirão não pode ser movido e desaparece quando a magia termina, junto com o líquido borbulhante dentro dele. O líquido no caldeirão duplica as propriedades de uma poção Comum ou Incomum de sua escolha (como uma Poção de Cura). Como uma Ação Bônus, você ou um aliado pode alcançar o caldeirão e retirar uma poção daquele tipo. A poção está contida em um frasco que desaparece quando a poção é consumida. O caldeirão pode produzir um número dessas poções igual ao seu modificador de habilidade de conjuração (mínimo 1). Quando a última dessas poções é retirada do caldeirão, o caldeirão desaparece e a magia termina. Poções obtidas do caldeirão que não são consumidas desaparecem quando você conjura esta magia novamente.", + "duration": "10 minutos", + "id": 877, + "level": 6, + "locations": [ + { + "page": 330, + "sourcebook": "PHB24" + } + ], + "material": "Uma concha dourada que vale mais de 500 PO", + "name": "Caldeirão borbulhante de Tasha", + "range": "1,5 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Uma criatura de sua escolha que você possa ver dentro do alcance faz um teste de resistência de Sabedoria. Em um teste falho, ela tem as condições Prone e Incapacitated pela duração. Durante esse tempo, ela ri incontrolavelmente se for capaz de rir, e não pode terminar a condição Prone em si mesma. No final de cada um de seus turnos e cada vez que receber dano, ela faz outro teste de resistência de Sabedoria. O alvo tem Advantage no teste se o teste for acionado por dano. Em um teste bem-sucedido, a magia termina.", + "duration": "Até 1 minuto", + "higher_level": "Você pode escolher uma criatura adicional para cada nível de magia aproximadamente 1.", + "id": 878, + "level": 1, + "locations": [ + { + "page": 331, + "sourcebook": "PHB24" + } + ], + "material": "Uma torta e uma pena", + "name": "A risada horrível de Tasha", + "range": "9 metros", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Você ganha a habilidade de mover ou manipular criaturas ou objetos pelo pensamento. Quando você conjura a magia e como uma ação de Magia em seus turnos posteriores antes que a magia termine, você pode exercer sua vontade em uma criatura ou objeto que você pode ver dentro do alcance, causando o efeito apropriado abaixo. Você pode afetar o mesmo alvo rodada após rodada ou escolher um novo a qualquer momento. Se você trocar de alvo, o alvo anterior não será mais afetado pela magia. Criatura. Você pode tentar mover uma criatura Enorme ou menor. O alvo deve ser bem-sucedido em um teste de resistência de Força, ou você o move até 30 pés em qualquer direção dentro do alcance da magia. Até o final do seu próximo turno, a criatura tem a condição Restrito, e se você levantá-la no ar, ela fica suspensa lá. Ela cai no final do seu próximo turno, a menos que você use esta opção nela novamente e ela falhe no teste de resistência. Objeto. Você pode tentar mover um objeto Enorme ou menor. Se o objeto não estiver sendo usado ou carregado, você o move automaticamente até 30 pés em qualquer direção dentro do alcance da magia. Se o objeto for usado ou carregado por uma criatura, essa criatura deve ter sucesso em um teste de resistência de Força, ou você puxa o objeto para longe e o move até 30 pés em qualquer direção dentro do alcance da magia. Você pode exercer controle fino sobre objetos com sua empunhadura telecinética, como manipular uma ferramenta simples, abrir uma porta ou um recipiente, guardar ou recuperar um item de um recipiente aberto ou despejar o conteúdo de um frasco.", + "duration": "Até 10 minutos", + "id": 879, + "level": 5, + "locations": [ + { + "page": 331, + "sourcebook": "PHB24" + } + ], + "name": "Telecinese", + "range": "18 metros", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você cria um elo telepático entre você e uma criatura disposta com a qual você está familiarizado. A criatura pode estar em qualquer lugar no mesmo plano de existência que você. A magia termina se você ou o alvo não estiverem mais no mesmo plano. Até que a magia termine, você e o alvo podem compartilhar instantaneamente palavras, imagens, sons e outras mensagens sensoriais entre si através do elo, e o alvo reconhece você como a criatura com a qual está se comunicando. A magia permite que uma criatura entenda o significado de suas palavras e quaisquer mensagens sensoriais que você enviar a ela.", + "duration": "24 horas", + "id": 880, + "level": 8, + "locations": [ + { + "page": 331, + "sourcebook": "PHB24" + } + ], + "material": "Um par de anéis de prata interligados", + "name": "Telepatia", + "range": "Ilimitado", + "ruleset": "2024", + "school": "Adivinhação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Mago" + ], + "components": [ + "V" + ], + "desc": "Esta magia transporta instantaneamente você e até oito criaturas dispostas que você pode ver dentro do alcance, ou um único objeto que você pode ver dentro do alcance, para um destino que você selecionar. Se você mirar em um objeto, ele deve ser Grande ou menor, e não pode ser segurado ou carregado por uma criatura relutante. O destino que você escolher deve ser conhecido por você, e deve estar no mesmo plano de existência que você. Sua familiaridade com o destino determina se você chegará lá com sucesso. O Mestre rola 1d100 e consulta a tabela Resultado do Teletransporte e as explicações depois dela. Familiaridade Acidente Área semelhante Fora do alvo No alvo Círculo permanente — — — 01–00 Objeto vinculado — — — 01–00 Muito familiar 01–05 06–13 14–24 25–00 Visto casualmente 01–33 34–43 44–53 54–00 Visto uma vez ou descrito 01–43 44–53 54–73 74–00 Destino falso 01–50 51–00 — — Familiaridade. Aqui estão os significados dos termos na coluna Familiaridade da tabela: Acidente. A magia imprevisível da magia resulta em uma jornada difícil. Cada criatura teletransportada (ou o objeto alvo) recebe 3d10 de dano de Força, e o Mestre rola novamente na tabela para ver onde você vai parar (vários acidentes podem ocorrer, causando dano a cada vez). Área semelhante. Você e seu grupo (ou o objeto alvo) aparecem em uma área diferente que é visualmente ou tematicamente similar à área alvo. Você aparece no lugar similar mais próximo. Se você estiver indo para seu laboratório, por exemplo, você pode aparecer no laboratório de outra pessoa na mesma cidade. Fora do Alvo. Você e seu grupo (ou o objeto alvo) aparecem a 2d12 milhas de distância do destino em uma direção aleatória. Role 1d8 para a direção: 1, leste; 2, sudeste; 3, sul; 4, sudoeste; 5, oeste; 6, noroeste; 7, norte; ou 8, nordeste. No Alvo. Você e seu grupo (ou o objeto alvo) aparecem onde você pretendia.", + "duration": "Instantâneo", + "id": 881, + "level": 7, + "locations": [ + { + "page": 331, + "sourcebook": "PHB24" + } + ], + "name": "Teletransporte", + "range": "3 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "1 minuto", + "classes": [ + "Bardo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "M" + ], + "desc": "Ao conjurar a magia, você desenha um círculo de 5 pés de raio no chão inscrito com sigilos que ligam sua localização a um círculo de teletransporte permanente de sua escolha cuja sequência de sigilos você conhece e que está no mesmo plano de existência que você. Um portal brilhante se abre dentro do círculo que você desenhou e permanece aberto até o final do seu próximo turno. Qualquer criatura que entre no portal aparece instantaneamente a 5 pés do círculo de destino ou no espaço desocupado mais próximo se esse espaço estiver ocupado. Muitos templos principais, guildhalls e outros lugares importantes têm círculos de teletransporte permanentes. Cada círculo inclui uma sequência de sigilos única — uma sequência de runas organizadas em um padrão particular. Quando você ganha a habilidade de conjurar esta magia pela primeira vez, você aprende as sequências de sigilos para dois destinos no Plano Material, determinados pelo Mestre. Você pode aprender sequências de sigilos adicionais durante suas aventuras. Você pode memorizar uma nova sequência de sigilos após estudá-la por 1 minuto. Você pode criar um círculo de teletransporte permanente conjurando esta magia no mesmo local todos os dias por 365 dias.", + "duration": "1 rodada", + "id": 882, + "level": 5, + "locations": [ + { + "page": 332, + "sourcebook": "PHB24" + } + ], + "material": "Tintas raras que valem mais de 50 PO, que a magia consome", + "name": "Círculo de Teletransporte", + "range": "3 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação ou Ritual", + "classes": [ + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Esta magia cria um plano de força circular e horizontal, com 3 pés de diâmetro e 1 polegada de espessura, que flutua 3 pés acima do solo em um espaço desocupado de sua escolha que você pode ver dentro do alcance. O disco permanece durante a duração e pode suportar até 500 libras. Se mais peso for colocado nele, a magia termina, e tudo no disco cai no chão. O disco fica imóvel enquanto você estiver a 20 pés dele. Se você se mover mais de 20 pés de distância dele, o disco o segue para que ele permaneça a 20 pés de você. Ele pode se mover por terrenos irregulares, subir ou descer escadas, declives e coisas do tipo, mas não pode cruzar uma mudança de elevação de 10 pés ou mais. Por exemplo, o disco não pode se mover por um poço de 10 pés de profundidade, nem poderia deixar tal poço se fosse criado no fundo. Se você se mover mais de 100 pés do disco (normalmente porque ele não pode se mover em torno de um obstáculo para segui-lo), a magia termina.", + "duration": "1 hora", + "id": 883, + "level": 1, + "locations": [ + { + "page": 332, + "sourcebook": "PHB24" + } + ], + "material": "Uma gota de mercúrio", + "name": "Disco Flutuante de Tenser", + "range": "9 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo" + ], + "components": [ + "V" + ], + "desc": "Você manifesta uma pequena maravilha dentro do alcance. Você cria um dos efeitos abaixo dentro do alcance. Se você conjurar esta magia várias vezes, você pode ter até três de seus efeitos de 1 minuto ativos por vez. Olhos Alterados. Você altera a aparência dos seus olhos por 1 minuto. Voz Estrondosa. Sua voz estrondosa até três vezes mais alta que o normal por 1 minuto. Durante a duração, você tem Vantagem em testes de Carisma (Intimidação). Jogo de Fogo. Você faz com que as chamas pisquem, clareiem, diminuam ou mudem de cor por 1 minuto. Mão Invisível. Você instantaneamente faz com que uma porta ou janela destrancada se abra ou feche com força. Som Fantasma. Você cria um som instantâneo que se origina de um ponto de sua escolha dentro do alcance, como um estrondo de trovão, o grito de um corvo ou sussurros ameaçadores. Tremores. Você causa tremores inofensivos no chão por 1 minuto.", + "duration": "Até 1 minuto", + "id": 884, + "level": 0, + "locations": [ + { + "page": 333, + "sourcebook": "PHB24" + } + ], + "name": "Taumaturgia", + "range": "9 metros", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Druida" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você cria um chicote parecido com uma videira coberto de espinhos que chicoteia ao seu comando em direção a uma criatura no alcance. Faça um ataque de magia corpo a corpo contra o alvo. Em um acerto, o alvo recebe 1d6 de dano perfurante e, se for grande ou menor, você pode puxá-lo até 10 pés mais perto de você.", + "duration": "Instantâneo", + "higher_level": "O dano aumenta em 1d6 quando você atinge os níveis 5 (2d6), 11 (3d6) e 17 (4d6).", + "id": 885, + "level": 0, + "locations": [ + { + "page": 333, + "sourcebook": "PHB24" + } + ], + "material": "O caule de uma planta espinhosa", + "name": "Chicote de Espinho", + "range": "9 metros", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Druida", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "S" + ], + "desc": "Cada criatura em uma Emanação de 5 pés originária de você deve ter sucesso em um teste de resistência de Constituição ou sofrer 1d6 de dano de Trovão. O som estrondoso da magia pode ser ouvido a até 100 pés de distância.", + "duration": "Instantâneo", + "higher_level": "O dano aumenta em 1d6 quando você atinge os níveis 5 (2d6), 11 (3d6) e 17 (4d6).", + "id": 886, + "level": 0, + "locations": [ + { + "page": 333, + "sourcebook": "PHB24" + } + ], + "name": "Trovão", + "range": "Pessoal", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação bônus, que você realiza imediatamente após atingir um alvo com uma arma corpo a corpo ou um ataque desarmado", + "classes": [ + "Paladino" + ], + "components": [ + "V" + ], + "desc": "Seu golpe ressoa com um trovão que é audível a até 300 pés de você, e o alvo recebe 2d6 de dano de Trovão extra do ataque. Além disso, se o alvo for uma criatura, ele deve ter sucesso em um teste de resistência de Força ou será empurrado 10 pés para longe de você e terá a condição Prone.", + "duration": "Instantâneo", + "higher_level": "O dano aumenta em 1d6 para cada nível de magia acima de 1.", + "id": 887, + "level": 1, + "locations": [ + { + "page": 334, + "sourcebook": "PHB24" + } + ], + "name": "Golpe Trovejante", + "range": "Pessoal", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Druida", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Você libera uma onda de energia estrondosa. Cada criatura em um Cubo de 15 pés originário de você faz um teste de resistência de Constituição. Em uma falha, uma criatura sofre 2d8 de dano de Trovão e é empurrada 10 pés para longe de você. Em uma defesa bem-sucedida, uma criatura sofre apenas metade do dano. Além disso, objetos soltos que estão inteiramente dentro do Cubo são empurrados 10 pés para longe de você, e um estrondo estrondoso é audível a até 300 pés.", + "duration": "Instantâneo", + "higher_level": "O dano aumenta em 1d8 para cada nível de magia acima de 1.", + "id": 888, + "level": 1, + "locations": [ + { + "page": 334, + "sourcebook": "PHB24" + } + ], + "name": "Onda de trovão", + "range": "Pessoal", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V" + ], + "desc": "Você interrompe brevemente o fluxo do tempo para todos, exceto para você. Nenhum tempo passa para outras criaturas, enquanto você tem 1d4 + 1 turnos seguidos, durante os quais você pode usar ações e se mover normalmente. Esta magia termina se uma das ações que você usar durante este período, ou quaisquer efeitos que você criar durante ele, afetar uma criatura que não seja você ou um objeto que esteja sendo usado ou carregado por alguém que não seja você. Além disso, a magia termina se você se mover para um lugar a mais de 1.000 pés do local onde você a conjurou.", + "duration": "Instantâneo", + "id": 889, + "level": 9, + "locations": [ + { + "page": 334, + "sourcebook": "PHB24" + } + ], + "name": "Parada do Tempo", + "range": "Pessoal", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Você aponta para uma criatura que você pode ver dentro do alcance, e o único toque de um sino doloroso é audível a até 10 pés do alvo. O alvo deve ter sucesso em um teste de resistência de Sabedoria ou sofrer 1d8 de dano Necrótico. Se o alvo estiver sem nenhum de seus Pontos de Vida, ele sofre 1d12 de dano Necrótico.", + "duration": "Instantâneo", + "higher_level": "O dano aumenta em um dado quando você atinge os níveis 5 (2d8 ou 2d12), 11 (3d8 ou 3d12) e 17 (4d8 ou 4d12).", + "id": 890, + "level": 0, + "locations": [ + { + "page": 334, + "sourcebook": "PHB24" + } + ], + "name": "Tocar o sino dos mortos", + "range": "18 metros", + "ruleset": "2024", + "school": "Necromancia" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Clérigo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "M" + ], + "desc": "Esta magia concede à criatura que você tocar a habilidade de entender qualquer língua falada ou sinalizada que ela ouça ou veja. Além disso, quando o alvo se comunica falando ou sinalizando, qualquer criatura que saiba pelo menos uma língua pode entendê-la se essa criatura puder ouvir a fala ou ver a sinalização.", + "duration": "1 hora", + "id": 891, + "level": 3, + "locations": [ + { + "page": 334, + "sourcebook": "PHB24" + } + ], + "material": "Um zigurate em miniatura", + "name": "Línguas", + "range": "Toque", + "ruleset": "2024", + "school": "Adivinhação" + }, + { + "casting_time": "Ação", + "classes": [ + "Druida" + ], + "components": [ + "V", + "S" + ], + "desc": "Esta magia cria um elo mágico entre uma planta inanimada Grande ou maior dentro do alcance e outra planta, a qualquer distância, no mesmo plano de existência. Você deve ter visto ou tocado a planta de destino pelo menos uma vez antes. Durante a duração, qualquer criatura pode pisar na planta alvo e sair da planta de destino usando 1,5 m de movimento.", + "duration": "1 minuto", + "id": 892, + "level": 6, + "locations": [ + { + "page": 334, + "sourcebook": "PHB24" + } + ], + "name": "Transporte via Plantas", + "range": "3 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Druida", + "Patrulheiro" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Você ganha a habilidade de entrar em uma árvore e se mover de dentro dela para dentro de outra árvore do mesmo tipo dentro de 500 pés. Ambas as árvores devem estar vivas e ter pelo menos o mesmo tamanho que você. Você deve usar 5 pés de movimento para entrar em uma árvore. Você sabe instantaneamente a localização de todas as outras árvores do mesmo tipo dentro de 500 pés e, como parte do movimento usado para entrar na árvore, pode passar para uma dessas árvores ou sair da árvore em que está. Você aparece em um local de sua escolha dentro de 5 pés da árvore de destino, usando outros 5 pés de movimento. Se você não tiver mais movimento, você aparece dentro de 5 pés da árvore em que entrou. Você pode usar essa habilidade de transporte apenas uma vez em cada um dos seus turnos. Você deve terminar cada turno fora de uma árvore.", + "duration": "Até 1 minuto", + "id": 893, + "level": 5, + "locations": [ + { + "page": 335, + "sourcebook": "PHB24" + } + ], + "name": "Passo de árvore", + "range": "Pessoal", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Escolha uma criatura ou objeto não mágico que você possa ver dentro do alcance. A criatura muda de forma para uma criatura diferente ou um objeto não mágico, ou o objeto muda de forma para uma criatura (o objeto não deve ser usado nem carregado). A transformação dura pela duração ou até que o alvo morra ou seja destruído, mas se você mantiver Concentração nesta magia por toda a duração, a magia dura até ser dissipada. Uma criatura relutante pode fazer um teste de resistência de Sabedoria e, se for bem-sucedida, não será afetada por esta magia. Criatura em Criatura. Se você transformar uma criatura em outro tipo de criatura, a nova forma pode ser qualquer tipo que você escolher que tenha uma Classificação de Desafio igual ou menor que a Classificação de Desafio ou nível do alvo. As estatísticas de jogo do alvo são substituídas pelo bloco de estatísticas da nova forma, mas ele retém seus Pontos de Vida, Dados de Ponto de Vida, alinhamento e personalidade. O alvo ganha um número de Pontos de Vida Temporários igual aos Pontos de Vida da nova forma. O alvo é limitado nas ações que pode executar pela anatomia de sua nova forma, e não pode falar ou conjurar magias. O equipamento do alvo se funde à nova forma. A criatura não pode usar ou se beneficiar de nenhum desses equipamentos. Objeto em Criatura. Você pode transformar um objeto em qualquer tipo de criatura, desde que o tamanho da criatura não seja maior que o tamanho do objeto e a criatura tenha uma Classificação de Desafio de 9 ou menor. A criatura é Amigável com você e seus aliados. Em combate, ela faz seus turnos imediatamente após o seu, e obedece aos seus comandos. Se a magia durar mais de uma hora, você não controla mais a criatura. Ela pode permanecer Amigável com você, dependendo de como você a tratou. Criatura em Objeto. Se você transformar uma criatura em um objeto, ela se transforma junto com o que quer que esteja vestindo e carregando naquela forma, desde que o tamanho do objeto não seja maior que o tamanho da criatura. As estatísticas da criatura se tornam as do objeto, e a criatura não tem memória do tempo gasto nesta forma após o fim da magia e ela retorna ao normal.", + "duration": "Até 1 hora", + "id": 894, + "level": 9, + "locations": [ + { + "page": 335, + "sourcebook": "PHB24" + } + ], + "material": "Uma gota de mercúrio, uma pitada de goma arábica e um fio de fumaça", + "name": "Polimorfo Verdadeiro", + "range": "9 metros", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "1 hora", + "classes": [ + "Clérigo", + "Druida" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você toca uma criatura que está morta há não mais de 200 anos e que morreu por qualquer motivo, exceto velhice. A criatura é revivida com todos os seus Pontos de Vida. Esta magia fecha todos os ferimentos, neutraliza qualquer veneno, cura todos os contágios mágicos e remove quaisquer maldições que afetassem a criatura quando ela morreu. A magia substitui órgãos e membros danificados ou perdidos. Se a criatura era Morta-viva, ela é restaurada à sua forma não-Morta-viva. A magia pode fornecer um novo corpo se o original não existir mais, nesse caso você deve falar o nome da criatura. A criatura então aparece em um espaço desocupado que você escolher a até 10 pés de você.", + "duration": "Instantâneo", + "id": 895, + "level": 9, + "locations": [ + { + "page": 336, + "sourcebook": "PHB24" + } + ], + "material": "Diamantes que valem mais de 25.000 PO, que a magia consome", + "name": "Verdadeira Ressurreição", + "range": "Toque", + "ruleset": "2024", + "school": "Necromancia" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Clérigo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Durante a duração, a criatura voluntária que você tocar terá Visão Verdadeira com um alcance de 36 metros.", + "duration": "1 hora", + "id": 896, + "level": 6, + "locations": [ + { + "page": 336, + "sourcebook": "PHB24" + } + ], + "material": "Pó de cogumelo que vale mais de 25 PO, que a magia consome", + "name": "Visão Verdadeira", + "range": "Toque", + "ruleset": "2024", + "school": "Adivinhação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "S", + "M" + ], + "desc": "Guiado por um lampejo de percepção mágica, você faz um ataque com a arma usada na conjuração da magia. O ataque usa sua habilidade de conjuração para as jogadas de ataque e dano em vez de usar Força ou Destreza. Se o ataque causar dano, ele pode ser dano Radiante ou o tipo de dano normal da arma (sua escolha).", + "duration": "Instantâneo", + "higher_level": "Não importa se você causa dano Radiante ou o tipo de dano normal da arma, o ataque causa dano Radiante extra quando você atinge os níveis 5 (1d6), 11 (2d6) e 17 (3d6).", + "id": 897, + "level": 0, + "locations": [ + { + "page": 336, + "sourcebook": "PHB24" + } + ], + "material": "Uma arma com a qual você tem proficiência e que vale 1+ pc", + "name": "Ataque Verdadeiro", + "range": "Pessoal", + "ruleset": "2024", + "school": "Adivinhação" + }, + { + "casting_time": "1 minuto", + "classes": [ + "Druida" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Uma parede de água surge em um ponto que você escolher dentro do alcance. Você pode fazer a parede ter até 300 pés de comprimento, 300 pés de altura e 50 pés de espessura. A parede dura pela duração. Quando a parede aparece, cada criatura em sua área faz um teste de resistência de Força, sofrendo 6d10 de dano de Concussão em uma falha ou metade do dano em um sucesso. No início de cada um dos seus turnos após a parede aparecer, a parede, junto com quaisquer criaturas nela, se move 50 pés para longe de você. Qualquer criatura Enorme ou menor dentro da parede ou cujo espaço a parede entra quando se move deve ser bem-sucedida em um teste de resistência de Força ou sofrer 5d10 de dano de Concussão. Uma criatura pode sofrer esse dano apenas uma vez por rodada. No final do turno, a altura da parede é reduzida em 50 pés, e o dano que a parede causa em rodadas posteriores é reduzido em 1d10. Quando a parede atinge 0 pés de altura, a magia termina. Uma criatura presa na parede pode se mover nadando. Por causa da força da onda, no entanto, a criatura deve ter sucesso em um teste de Força (Atletismo) contra sua CD de resistência à magia para se mover. Se falhar no teste, ela não pode se mover. Uma criatura que se move para fora da parede cai no chão.", + "duration": "até 6 rodadas", + "id": 898, + "level": 8, + "locations": [ + { + "page": 336, + "sourcebook": "PHB24" + } + ], + "name": "Tsunami", + "range": "1 milha", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação ou Ritual", + "classes": [ + "Bardo", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Esta magia cria uma força Invisível, sem mente, sem forma e Média que realiza tarefas simples sob seu comando até que a magia termine. O servo surge em um espaço desocupado no chão dentro do alcance. Ele tem CA 10, 1 Ponto de Vida e Força 2, e não pode atacar. Se cair para 0 Pontos de Vida, a magia termina. Uma vez em cada um dos seus turnos como uma Ação Bônus, você pode comandar mentalmente o servo para se mover até 15 pés e interagir com um objeto. O servo pode realizar tarefas simples que um humano poderia fazer, como buscar coisas, limpar, consertar, dobrar roupas, acender fogueiras, servir comida e servir bebidas. Depois que você dá o comando, o servo executa a tarefa da melhor maneira possível até concluí-la, então espera pelo seu próximo comando. Se você comandar o servo para executar uma tarefa que o moveria mais de 60 pés de distância de você, a magia termina.", + "duration": "1 hora", + "id": 899, + "level": 1, + "locations": [ + { + "page": 336, + "sourcebook": "PHB24" + } + ], + "material": "Um pedaço de barbante e de madeira", + "name": "Servo Invisível", + "range": "18 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "O toque da sua mão envolta em sombras pode sugar força vital de outros para curar seus ferimentos. Faça um ataque mágico corpo a corpo contra uma criatura dentro do alcance. Em um acerto, o alvo recebe 3d6 de dano Necrótico, e você recupera Pontos de Vida igual à metade da quantidade de dano Necrótico causado. Até que a magia termine, você pode fazer o ataque novamente em cada um dos seus turnos como uma ação Mágica, tendo como alvo a mesma criatura ou uma diferente.", + "duration": "Até 1 minuto", + "higher_level": "O dano aumenta em 1d6 para cada nível de magia acima de 3.", + "id": 900, + "level": 3, + "locations": [ + { + "page": 337, + "sourcebook": "PHB24" + } + ], + "name": "Toque Vampírico", + "range": "Pessoal", + "ruleset": "2024", + "school": "Necromancia" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo" + ], + "components": [ + "V" + ], + "desc": "Você libera uma sequência de insultos misturados com encantamentos sutis em uma criatura que você pode ver ou ouvir dentro do alcance. O alvo deve ter sucesso em um teste de resistência de Sabedoria ou sofrer 1d6 de dano Psíquico e ter Desvantagem na próxima jogada de ataque que fizer antes do fim do seu próximo turno.", + "duration": "Instantâneo", + "higher_level": "O dano aumenta em 1d6 quando você atinge os níveis 5 (2d6), 11 (3d6) e 17 (4d6).", + "id": 901, + "level": 0, + "locations": [ + { + "page": 337, + "sourcebook": "PHB24" + } + ], + "name": "Zombaria cruel", + "range": "18 metros", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você aponta para um local dentro do alcance, e uma bola brilhante de ácido de 1 pé de diâmetro dispara ali e explode em uma Esfera de 20 pés de raio. Cada criatura naquela área faz um teste de resistência de Destreza. Em uma falha, uma criatura sofre 10d4 de dano de Ácido e outros 5d4 de dano de Ácido no final de seu próximo turno. Em uma resistência bem-sucedida, uma criatura sofre apenas metade do dano inicial.", + "duration": "Instantâneo", + "higher_level": "O dano inicial aumenta em 2d4 para cada nível de magia acima de 4.", + "id": 902, + "level": 4, + "locations": [ + { + "page": 337, + "sourcebook": "PHB24" + } + ], + "material": "Uma gota de bílis", + "name": "Esfera Vitriólica", + "range": "45 metros", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Druida", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você cria uma parede de fogo em uma superfície sólida dentro do alcance. Você pode fazer a parede de até 60 pés de comprimento, 20 pés de altura e 1 pé de espessura, ou uma parede anelada de até 20 pés de diâmetro, 20 pés de altura e 1 pé de espessura. A parede é opaca e dura pela duração. Quando a parede aparece, cada criatura em sua área faz um teste de resistência de Destreza, sofrendo 5d8 de dano de Fogo em uma falha ou metade do dano em um sucesso. Um lado da parede, selecionado por você quando conjura esta magia, causa 5d8 de dano de Fogo a cada criatura que termina seu turno a até 10 pés daquele lado ou dentro da parede. Uma criatura sofre o mesmo dano quando entra na parede pela primeira vez em um turno ou termina seu turno lá. O outro lado da parede não causa dano.", + "duration": "Até 1 minuto", + "higher_level": "O dano aumenta em 1d8 para cada nível de magia acima de 4.", + "id": 903, + "level": 4, + "locations": [ + { + "page": 338, + "sourcebook": "PHB24" + } + ], + "material": "Um pedaço de carvão", + "name": "Muro de fogo", + "range": "36 metros", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Uma parede invisível de força surge em um ponto que você escolher dentro do alcance. A parede aparece em qualquer orientação que você escolher, como uma barreira horizontal ou vertical ou em um ângulo. Ela pode estar flutuando livremente ou apoiada em uma superfície sólida. Você pode moldá-la em uma cúpula hemisférica ou um globo com um raio de até 10 pés, ou pode moldar uma superfície plana composta de dez painéis de 10 pés por 10 pés. Cada painel deve ser contíguo a outro painel. Em qualquer forma, a parede tem 1/4 de polegada de espessura e dura pela duração. Se a parede cortar o espaço de uma criatura quando aparecer, a criatura será empurrada para um lado da parede (você escolhe qual lado). Nada pode passar fisicamente pela parede. Ela é imune a todos os danos e não pode ser dissipada por Dissipar Magia. Uma magia Desintegrar destrói a parede instantaneamente, no entanto. A parede também se estende para o Plano Etéreo e bloqueia a viagem etérea através da parede.", + "duration": "Até 10 minutos", + "id": 904, + "level": 5, + "locations": [ + { + "page": 338, + "sourcebook": "PHB24" + } + ], + "material": "Um caco de vidro", + "name": "Muro de Força", + "range": "36 metros", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você cria uma parede de gelo em uma superfície sólida dentro do alcance. Você pode moldá-la em um domo hemisférico ou um globo com um raio de até 10 pés, ou você pode moldar uma superfície plana feita de dez painéis de 10 pés quadrados. Cada painel deve ser contíguo a outro painel. Em qualquer forma, a parede tem 1 pé de espessura e dura pela duração. Se a parede cortar o espaço de uma criatura quando aparecer, a criatura é empurrada para um lado da parede (você escolhe qual lado) e faz um teste de resistência de Destreza, sofrendo 10d6 de dano de Frio em uma falha ou metade do dano em uma bem-sucedida. A parede é um objeto que pode ser danificado e, portanto, violado. Ela tem CA 12 e 30 Pontos de Vida por seção de 10 pés, e tem Imunidade a dano de Frio, Veneno e Psíquico e Vulnerabilidade a dano de Fogo. Reduzir uma seção de 10 pés de parede a 0 Pontos de Vida a destrói e deixa para trás uma camada de ar gelado no espaço ocupado pela parede. Uma criatura que se move através da camada de ar gelado pela primeira vez em um turno faz um teste de resistência de Constituição, sofrendo 5d6 de dano de Frio em uma falha ou metade do dano em uma bem-sucedida.", + "duration": "Até 10 minutos", + "higher_level": "O dano causado pela parede quando ela aparece aumenta em 2d6 e o dano causado ao atravessar a camada de ar gelado aumenta em 1d6 para cada nível de magia acima de 6.", + "id": 905, + "level": 6, + "locations": [ + { + "page": 339, + "sourcebook": "PHB24" + } + ], + "material": "Um pedaço de quartzo", + "name": "Muro de Gelo", + "range": "36 metros", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Druida", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Uma parede não mágica de pedra sólida surge em um ponto que você escolher dentro do alcance. A parede tem 6 polegadas de espessura e é composta de dez painéis de 10 pés por 10 pés. Cada painel deve ser contíguo a outro painel. Alternativamente, você pode criar painéis de 10 pés por 20 pés que tenham apenas 3 polegadas de espessura. Se a parede cortar o espaço de uma criatura quando aparecer, a criatura é empurrada para um lado da parede (você escolhe qual lado). Se uma criatura for cercada por todos os lados pela parede (ou pela parede e outra superfície sólida), essa criatura pode fazer um teste de resistência de Destreza. Em um sucesso, ela pode usar sua Reação para se mover até sua Velocidade para que não fique mais cercada pela parede. A parede pode ter qualquer formato que você desejar, embora não possa ocupar o mesmo espaço que uma criatura ou objeto. A parede não precisa ser vertical ou repousar sobre uma fundação firme. Ela deve, no entanto, se fundir e ser solidamente suportada pela pedra existente. Assim, você pode usar esta magia para transpor um abismo ou criar uma rampa. Se você criar um vão maior que 20 pés de comprimento, você deve reduzir pela metade o tamanho de cada painel para criar suportes. Você pode moldar grosseiramente a parede para criar ameias e coisas do tipo. A parede é um objeto feito de pedra que pode ser danificado e, portanto, violado. Cada painel tem CA 15 e 30 Pontos de Vida por polegada de espessura, e tem Imunidade a Veneno e dano Psíquico. Reduzir um painel a 0 Pontos de Vida o destrói e pode fazer com que os painéis conectados entrem em colapso a critério do Mestre. Se você mantiver sua Concentração nesta magia por toda a sua duração, a parede se tornará permanente e não poderá ser dissipada. Caso contrário, a parede desaparecerá quando a magia terminar.", + "duration": "Até 10 minutos", + "id": 906, + "level": 5, + "locations": [ + { + "page": 339, + "sourcebook": "PHB24" + } + ], + "material": "Um cubo de granito", + "name": "Muro de Pedra", + "range": "36 metros", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Druida" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você cria uma parede de arbustos emaranhados eriçados com espinhos afiados como agulhas. A parede aparece dentro do alcance em uma superfície sólida e dura pela duração. Você escolhe fazer a parede com até 60 pés de comprimento, 10 pés de altura e 5 pés de espessura ou um círculo que tenha 20 pés de diâmetro e até 20 pés de altura e 5 pés de espessura. A parede bloqueia a linha de visão. Quando a parede aparece, cada criatura em sua área faz um teste de resistência de Destreza, sofrendo 7d8 de dano Perfurante em uma falha ou metade do dano em uma bem-sucedida. Uma criatura pode se mover através da parede, embora lentamente e dolorosamente. Para cada 1 pé que uma criatura se move através da parede, ela deve gastar 4 pés de movimento. Além disso, a primeira vez que uma criatura entra em um espaço na parede em um turno ou termina seu turno lá, a criatura faz um teste de resistência de Destreza, sofrendo 7d8 de dano Cortante em uma falha ou metade do dano em uma bem-sucedida. Uma criatura faz esse teste apenas uma vez por turno.", + "duration": "Até 10 minutos", + "higher_level": "Ambos os tipos de dano aumentam em 1d8 para cada nível de magia acima de 6.", + "id": 907, + "level": 6, + "locations": [ + { + "page": 339, + "sourcebook": "PHB24" + } + ], + "material": "Um punhado de espinhos", + "name": "Muro de espinhos", + "range": "36 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "Paladino" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você toca outra criatura que esteja disposta e cria uma conexão mística entre você e o alvo até que a magia termine. Enquanto o alvo estiver a até 60 pés de você, ele ganha um bônus de +1 na CA e em testes de resistência, e tem Resistência a todo dano. Além disso, cada vez que ele sofre dano, você sofre a mesma quantidade de dano. A magia termina se você cair para 0 Pontos de Vida ou se você e o alvo ficarem separados por mais de 60 pés. Ela também termina se a magia for lançada novamente em qualquer uma das criaturas conectadas.", + "duration": "1 hora", + "id": 908, + "level": 2, + "locations": [ + { + "page": 340, + "sourcebook": "PHB24" + } + ], + "material": "Um par de anéis de platina que valem mais de 50 PO cada, que você e o alvo devem usar durante o período", + "name": "Vínculo de Proteção", + "range": "Toque", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação ou Ritual", + "classes": [ + "Clérigo", + "Druida", + "Patrulheiro", + "Feiticeiro" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Esta magia concede a até dez criaturas dispostas de sua escolha dentro do alcance a habilidade de respirar debaixo d'água até que a magia termine. Criaturas afetadas também retêm seu modo normal de respiração. Esta magia concede a habilidade de se mover através de qualquer superfície líquida — como água, ácido, lama, neve, areia movediça ou lava — como se fosse solo sólido inofensivo (criaturas cruzando lava derretida ainda podem receber dano do calor). Até dez criaturas dispostas de sua escolha dentro do alcance ganham esta habilidade pela duração. Um alvo afetado deve realizar uma Ação Bônus para passar da superfície do líquido para o próprio líquido e vice-versa, mas se o alvo cair no líquido, o alvo passa pela superfície para o líquido abaixo.", + "duration": "1 hora", + "id": 909, + "level": 3, + "locations": [ + { + "page": 340, + "sourcebook": "PHB24" + } + ], + "material": "Um pedaço de cortiça", + "name": "Caminhada Aquática", + "range": "9 metros", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você conjura uma massa de teias pegajosas em um ponto dentro do alcance. As teias preenchem um Cubo de 20 pés lá pela duração. As teias são Terreno Difícil, e a área dentro delas é Levemente Obscura. Se as teias não estiverem ancoradas entre duas massas sólidas (como paredes ou árvores) ou em camadas sobre um piso, parede ou teto, a teia colapsa sobre si mesma, e a magia termina no início do seu próximo turno. Teias em camadas sobre uma superfície plana têm uma profundidade de 5 pés. A primeira vez que uma criatura entra nas teias em um turno ou começa seu turno lá, ela deve ser bem-sucedida em um teste de resistência de Destreza ou ter a condição Restrito enquanto estiver nas teias ou até que se liberte. Uma criatura Restrito pelas teias pode realizar uma ação para fazer um teste de Força (Atletismo) contra sua CD de resistência à magia. Se for bem-sucedida, ela não estará mais Restrito. As teias são inflamáveis. Qualquer cubo de teias de 1,5 m exposto ao fogo queima em 1 rodada, causando 2d4 de dano de Fogo a qualquer criatura que comece seu turno no fogo.", + "duration": "Até 1 hora", + "id": 910, + "level": 2, + "locations": [ + { + "page": 340, + "sourcebook": "PHB24" + } + ], + "material": "Um pouco de teia de aranha", + "name": "Rede", + "range": "18 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Você tenta criar terrores ilusórios nas mentes dos outros. Cada criatura de sua escolha em uma Esfera de 30 pés de raio centrada em um ponto dentro do alcance faz um teste de resistência de Sabedoria. Em uma falha, o alvo sofre 10d10 de dano Psíquico e tem a condição Assustado pela duração. Em uma falha, o alvo sofre apenas metade do dano. Um alvo Assustado faz um teste de resistência de Sabedoria no final de cada um de seus turnos. Em uma falha, ele sofre 5d10 de dano Psíquico. Em uma falha, a magia termina naquele alvo.", + "duration": "Até 1 minuto", + "id": 911, + "level": 9, + "locations": [ + { + "page": 340, + "sourcebook": "PHB24" + } + ], + "name": "Esquisito", + "range": "36 metros", + "ruleset": "2024", + "school": "Ilusão" + }, + { + "casting_time": "1 minuto", + "classes": [ + "Druida" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você e até dez criaturas dispostas de sua escolha dentro do alcance assumem formas gasosas pela duração, aparecendo como tufos de nuvem. Enquanto estiver nessa forma de nuvem, um alvo tem uma Velocidade de Voo de 300 pés e pode pairar; ele tem Imunidade à condição Prone; e tem Resistência a danos de Concussão, Perfuração e Corte. As únicas ações que um alvo pode tomar nessa forma são a ação de Disparada ou uma ação de Magia para começar a reverter para sua forma normal. A reversão leva 1 minuto, durante o qual o alvo tem a condição de Atordoado. Até que a magia termine, o alvo pode reverter para a forma de nuvem, o que também requer uma ação de Magia seguida por uma transformação de 1 minuto. Se um alvo estiver na forma de nuvem e voando quando o efeito terminar, o alvo desce 60 pés por rodada por 1 minuto até pousar, o que ele faz com segurança. Se ele não puder pousar após 1 minuto, ele cai a distância restante.", + "duration": "8 horas", + "id": 912, + "level": 6, + "locations": [ + { + "page": 341, + "sourcebook": "PHB24" + } + ], + "material": "Uma vela", + "name": "Caminhada do vento", + "range": "9 metros", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Druida", + "Patrulheiro" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Uma parede de vento forte se ergue do chão em um ponto que você escolher dentro do alcance. Você pode fazer a parede com até 50 pés de comprimento, 15 pés de altura e 1 pé de espessura. Você pode moldar a parede da maneira que quiser, desde que ela faça um caminho contínuo ao longo do chão. A parede dura pela duração. Quando a parede aparece, cada criatura em sua área faz um teste de resistência de Força, sofrendo 4d8 de dano de Concussão em uma falha ou metade do dano em uma bem-sucedida. O vento forte mantém a névoa, a fumaça e outros gases afastados. Criaturas voadoras ou objetos pequenos ou menores não conseguem passar pela parede. Materiais soltos e leves trazidos para a parede voam para cima. Flechas, parafusos e outros projéteis comuns lançados em alvos atrás da parede são desviados para cima e erram automaticamente. Pedregulhos arremessados por Gigantes ou máquinas de cerco e projéteis semelhantes não são afetados. Criaturas em forma gasosa não conseguem passar por ela.", + "duration": "Até 1 minuto", + "id": 913, + "level": 3, + "locations": [ + { + "page": 341, + "sourcebook": "PHB24" + } + ], + "material": "Um leque e uma pena", + "name": "Muro de Vento", + "range": "36 metros", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V" + ], + "desc": "Desejo é a magia mais poderosa que um mortal pode conjurar. Simplesmente falando em voz alta, você pode alterar a própria realidade. O uso básico desta magia é duplicar qualquer outra magia de nível 8 ou inferior. Se você usá-la desta forma, não precisa atender a nenhum requisito para conjurar aquela magia, incluindo componentes caros. A magia simplesmente entra em vigor. Alternativamente, você pode criar um dos seguintes efeitos de sua escolha: Criação de Objeto. Você cria um objeto de até 25.000 GP em valor que não seja um item mágico. O objeto não pode ter mais de 300 pés em qualquer dimensão e aparece em um espaço desocupado que você pode ver no chão. Saúde Instantânea. Você permite que você e até vinte criaturas que você pode ver recuperem todos os Pontos de Vida, e você encerra todos os efeitos nelas listados na magia Restauração Maior. Resistência. Você concede até dez criaturas que você pode ver Resistência a um tipo de dano que você escolher. Esta Resistência é permanente. Imunidade à Magia. Você concede imunidade a até dez criaturas que você pode ver a uma única magia ou outro efeito mágico por 8 horas. Aprendizado Súbito. Você substitui um de seus talentos por outro talento para o qual você é elegível. Você perde todos os benefícios do talento antigo e ganha os benefícios do novo. Você não pode substituir um talento que seja um pré-requisito para nenhum dos seus outros talentos ou características. Rolar Refazer. Você desfaz um único evento recente forçando uma nova jogada de qualquer jogada de dado feita na última rodada (incluindo seu último turno). A realidade se remodela para acomodar o novo resultado. Por exemplo, uma magia Desejo pode desfazer um teste de resistência falhado de um aliado ou um Acerto Crítico de um inimigo. Você pode forçar a nova jogada a ser feita com Vantagem ou Desvantagem, e você escolhe se quer usar a nova jogada ou a jogada original. Remodelar a Realidade. Você pode desejar algo não incluído em nenhum dos outros efeitos. Para fazer isso, declare seu desejo ao Mestre da forma mais precisa possível. O Mestre tem grande latitude para decidir o que ocorre em tal instância; quanto maior o desejo, maior a probabilidade de algo dar errado. Esta magia pode simplesmente falhar, o efeito que você deseja pode ser alcançado apenas em parte, ou você pode sofrer uma consequência imprevista como resultado de como você formulou o desejo. Por exemplo, desejar que um vilão estivesse morto pode impulsioná-lo para a frente no tempo para um período em que esse vilão não está mais vivo, efetivamente removendo você do jogo. Da mesma forma, desejar um item mágico lendário ou um artefato pode transportá-lo instantaneamente para a presença do dono atual do item. Se seu desejo for concedido e seus efeitos tiverem consequências para uma comunidade, região ou mundo inteiro, você provavelmente atrairá inimigos poderosos. Se seu desejo afetar um deus, os servos divinos do deus podem intervir instantaneamente para impedi-lo ou para encorajá-lo a elaborar o desejo de uma maneira particular. Se seu desejo desfizesse o próprio multiverso, ameaçasse a Cidade de Sigil ou afetasse a Senhora da Dor de qualquer forma, você vê uma imagem dela em sua mente por um momento; ela balança a cabeça e seu desejo falha. O estresse de conjurar Desejo para produzir qualquer efeito que não seja duplicar outra magia enfraquece você. Após suportar esse estresse, cada vez que você conjurar uma magia até terminar um Descanso Longo, você recebe 1d10 de dano Necrótico por nível daquela magia. Esse dano não pode ser reduzido ou prevenido de forma alguma. Além disso, seu valor de Força se torna 3 por 2d4 dias. Para cada um desses dias que você passa descansando e fazendo nada mais do que atividades leves, seu tempo de recuperação restante diminui em 2 dias. Finalmente, há 33 por cento de chance de você não conseguir conjurar Desejo nunca mais se sofrer esse estresse.", + "duration": "Instantâneo", + "id": 914, + "level": 9, + "locations": [ + { + "page": 341, + "sourcebook": "PHB24" + } + ], + "name": "Desejar", + "range": "Pessoal", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Um raio de energia crepitante é lançado em direção a uma criatura dentro do alcance, formando um arco de relâmpago sustentado entre você e o alvo. Faça um ataque de magia à distância contra ele. Em um acerto, o alvo sofre 2d12 de dano de Relâmpago. Em cada um dos seus turnos subsequentes, você pode realizar uma Ação Bônus para causar 1d12 de dano de Relâmpago ao alvo automaticamente, mesmo se o primeiro ataque errar. A magia termina se o alvo estiver fora do alcance da magia ou se tiver Cobertura Total de você.", + "duration": "Até 1 minuto", + "higher_level": "O dano inicial aumenta em 1d12 para cada nível de magia acima de 1.", + "id": 915, + "level": 1, + "locations": [ + { + "page": 341, + "sourcebook": "PHB24" + } + ], + "material": "Um galho atingido por um raio", + "name": "Parafuso de Bruxa", + "range": "18 metros", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo" + ], + "components": [ + "V", + "M" + ], + "desc": "Radiância ardente irrompe de você em uma Emanação de 1,5 m. Cada criatura de sua escolha que você puder ver nela deve ser bem-sucedida em um teste de resistência de Constituição ou sofrer 1d6 de dano Radiante.", + "duration": "Instantâneo", + "higher_level": "O dano aumenta em 1d6 quando você atinge os níveis 5 (2d6), 11 (3d6) e 17 (4d6).", + "id": 916, + "level": 0, + "locations": [ + { + "page": 343, + "sourcebook": "PHB24" + } + ], + "material": "Um símbolo de explosão solar", + "name": "Palavra de Radiância", + "range": "Pessoal", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo" + ], + "components": [ + "V" + ], + "desc": "Você e até cinco criaturas dispostas a até 1,5 m de você se teletransportam instantaneamente para um santuário previamente designado. Você e quaisquer criaturas que se teletransportarem com você aparecem no espaço desocupado mais próximo do local que você designou quando preparou seu santuário (veja abaixo). Se você conjurar esta magia sem primeiro preparar um santuário, a magia não tem efeito. Você deve designar um local, como um templo, como um santuário conjurando esta magia lá.", + "duration": "Instantâneo", + "id": 917, + "level": 6, + "locations": [ + { + "page": 343, + "sourcebook": "PHB24" + } + ], + "name": "Palavra de Recall", + "range": "1,5 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação bônus, que você realiza imediatamente após atingir uma criatura com uma arma corpo a corpo ou um ataque desarmado", + "classes": [ + "Paladino" + ], + "components": [ + "V" + ], + "desc": "O alvo sofre 1d6 de dano Necrótico extra do ataque, e deve ser bem-sucedido em um teste de resistência de Sabedoria ou ter a condição Amedrontado até que a magia termine. No final de cada um de seus turnos, o alvo Amedrontado repete o teste, terminando a magia sobre si mesmo em um sucesso.", + "duration": "1 minuto", + "higher_level": "O dano aumenta em 1d6 para cada nível de magia acima de 1.", + "id": 918, + "level": 1, + "locations": [ + { + "page": 343, + "sourcebook": "PHB24" + } + ], + "name": "Golpe Irado", + "range": "Pessoal", + "ruleset": "2024", + "school": "Necromancia" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você se cerca de majestade sobrenatural em uma Emanação de 10 pés. Sempre que a Emanação entra no espaço de uma criatura que você pode ver e sempre que uma criatura que você pode ver entra na Emanação ou termina seu turno lá, você pode forçar essa criatura a fazer um teste de resistência de Sabedoria. Em uma falha, o alvo sofre 4d6 de dano Psíquico e tem a condição Prone, e você pode empurrá-lo até 10 pés de distância. Em uma defesa bem-sucedida, o alvo sofre apenas metade do dano. Uma criatura faz essa defesa apenas uma vez por turno.", + "duration": "Até 1 minuto", + "id": 919, + "level": 5, + "locations": [ + { + "page": 343, + "sourcebook": "PHB24" + } + ], + "material": "Uma tiara em miniatura", + "name": "Presença Real de Yolande", + "range": "Pessoal", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Clérigo", + "Paladino" + ], + "components": [ + "V", + "S" + ], + "desc": "Você cria uma zona mágica que protege contra enganos em uma Esfera de 15 pés de raio centrada em um ponto dentro do alcance. Até que a magia termine, uma criatura que entra na área da magia pela primeira vez em um turno ou começa seu turno lá faz um teste de resistência de Carisma. Em uma falha na resistência, uma criatura não pode falar uma mentira deliberada enquanto estiver no raio. Você sabe se uma criatura é bem-sucedida ou falha nesta resistência. Uma criatura afetada está ciente da magia e pode evitar responder perguntas às quais normalmente responderia com uma mentira. Tal criatura pode ser evasiva, mas deve ser verdadeira.", + "duration": "10 minutos", + "id": 920, + "level": 2, + "locations": [ + { + "page": 343, + "sourcebook": "PHB24" + } + ], + "name": "Zona da Verdade", + "range": "18 metros", + "ruleset": "2024", + "school": "Encantamento" + } +] diff --git a/scripts/2024_spells_pt_orig.json b/scripts/2024_spells_pt_orig.json new file mode 100644 index 00000000..648bbc7b --- /dev/null +++ b/scripts/2024_spells_pt_orig.json @@ -0,0 +1,10627 @@ +[ + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Você cria uma bolha ácida em um ponto dentro do alcance, onde ela explode em uma Esfera de 5 pés de raio. Cada criatura naquela Esfera deve ter sucesso em um teste de resistência de Destreza ou sofrer 1d6 de dano Ácido.", + "duration": "Instantâneo", + "higher_level": "O dano aumenta em 1d6 quando você atinge os níveis 5 (2d6), 11 (3d6) e 17 (4d6).", + "id": 531, + "level": 0, + "locations": [ + { + "page": 239, + "sourcebook": "PHB24" + } + ], + "name": "Respingo ácido", + "range": "60 pés", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Clérigo", + "druida", + "Paladino", + "Guarda-florestal" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Escolha até três criaturas dentro do alcance. O máximo de Pontos de Vida de cada alvo e os Pontos de Vida atuais aumentam em 5 pela duração.", + "duration": "8 horas", + "higher_level": "Os Pontos de Vida de cada alvo aumentam em 5 para cada nível de magia acima de 2.", + "id": 532, + "level": 2, + "locations": [ + { + "page": 239, + "sourcebook": "PHB24" + } + ], + "material": "Uma tira de pano branco", + "name": "Ajuda", + "range": "30 pés", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "1 minuto ou Ritual", + "classes": [ + "Guarda-florestal", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você define um alarme contra intrusão. Escolha uma porta, uma janela ou uma área dentro do alcance que não seja maior que um Cubo de 20 pés. Até que a magia termine, um alarme o alerta sempre que uma criatura toca ou entra na área protegida. Quando você conjura a magia, você pode designar criaturas que não dispararão o alarme. Você também escolhe se o alarme é audível ou mental: Alarme Audível. O alarme produz o som de um sino de mão por 10 segundos a 60 pés da área protegida. Alarme Mental. Você é alertado por um ping mental se estiver a 1 milha da área protegida. Este ping o desperta se você estiver dormindo.", + "duration": "8 horas", + "id": 533, + "level": 1, + "locations": [ + { + "page": 239, + "sourcebook": "PHB24" + } + ], + "material": "Um sino e um fio de prata", + "name": "Alarme", + "range": "30 pés", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Você altera sua forma física. Escolha uma das seguintes opções. Seus efeitos duram enquanto durar, durante o qual você pode realizar uma ação de Magia para substituir a opção escolhida por uma diferente. Adaptação Aquática. Você cria guelras e teias entre os dedos. Você pode respirar debaixo d'água e ganhar uma Velocidade de Natação igual à sua Velocidade. Alterar Aparência. Você altera sua aparência. Você decide como você se parece, incluindo sua altura, peso, características faciais, som da sua voz, comprimento do cabelo, coloração e outras características distintivas. Você pode se fazer parecer um membro de outra espécie, embora nenhuma de suas estatísticas mude. Você não pode aparecer como uma criatura de tamanho diferente, e sua forma básica permanece a mesma; se você for bípede, não poderá usar esta magia para se tornar quadrúpede, por exemplo. Durante a duração, você pode realizar uma ação de Magia para mudar sua aparência dessa forma novamente. Armas Naturais. Você cria garras (Cortante), presas (Perfurante), chifres (Perfurante) ou cascos (Contundente). Quando você usa seu Ataque Desarmado para causar dano com esse novo crescimento, ele causa 1d6 de dano do tipo entre parênteses em vez de causar o dano normal do seu Ataque Desarmado, e você usa seu modificador de habilidade de conjuração para as jogadas de ataque e dano em vez de usar Força.", + "duration": "até 1 hora", + "id": 534, + "level": 2, + "locations": [ + { + "page": 239, + "sourcebook": "PHB24" + } + ], + "name": "Alterar-se", + "range": "Auto", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "druida", + "Guarda-florestal" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Selecione uma Besta que você possa ver dentro do alcance. O alvo deve ter sucesso em um teste de resistência de Sabedoria ou ter a condição Encantado pela duração. Se você ou um de seus aliados causar dano ao alvo, a magia termina.", + "duration": "24 horas", + "higher_level": "Você pode escolher uma Besta adicional para cada nível de espaço de magia acima de 1.", + "id": 535, + "level": 1, + "locations": [ + { + "page": 239, + "sourcebook": "PHB24" + } + ], + "material": "Um pedaço de comida", + "name": "Amizade Animal", + "range": "30 pés", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação ou Ritual", + "classes": [ + "Bardo", + "druida", + "Guarda-florestal" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Uma Pequena Besta de sua escolha que você possa ver dentro do alcance deve ser bem-sucedida em um teste de resistência de Carisma, ou ela tenta entregar uma mensagem para você (se o Nível de Desafio do alvo não for 0, ela é bem-sucedida automaticamente). Você especifica um local que você visitou e um destinatário que corresponde a uma descrição geral, como "uma pessoa vestida com o uniforme da guarda da cidade" ou "um anão ruivo usando um chapéu pontudo". Você também comunica uma mensagem de até vinte e cinco palavras. A Besta viaja pela duração em direção ao local especificado, cobrindo cerca de 25 milhas a cada 24 horas ou 50 milhas se a Besta puder voar. Quando a Besta chega, ela entrega sua mensagem para a criatura que você descreveu, imitando sua comunicação. Se a Besta não chegar ao seu destino antes que a magia termine, a mensagem é perdida, e a Besta retorna para onde você conjurou a magia.", + "duration": "24 horas", + "higher_level": "A duração da magia aumenta em 48 horas para cada nível de magia acima de 2.", + "id": 536, + "level": 2, + "locations": [ + { + "page": 240, + "sourcebook": "PHB24" + } + ], + "material": "Um pedaço de comida", + "name": "Mensageiro Animal", + "range": "30 pés", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação", + "classes": [ + "druida" + ], + "components": [ + "V", + "S" + ], + "desc": "Escolha qualquer número de criaturas dispostas que você possa ver dentro do alcance. Cada alvo muda de forma para uma Besta Grande ou menor de sua escolha que tenha uma Classificação de Desafio de 4 ou menos. Você pode escolher uma forma diferente para cada alvo. Em turnos posteriores, você pode realizar uma ação de Magia para transformar os alvos novamente. As estatísticas de jogo de um alvo são substituídas pelas estatísticas da Besta escolhida, mas o alvo retém seu tipo de criatura; Pontos de Vida; Dados de Pontos de Vida; alinhamento; habilidade de comunicação; e valores de Inteligência, Sabedoria e Carisma. As ações do alvo são limitadas pela anatomia da forma Besta, e ele não pode conjurar magias. O equipamento do alvo se funde à nova forma, e o alvo não pode usar nenhum desses equipamentos enquanto estiver nessa forma. O alvo ganha um número de Pontos de Vida Temporários igual aos Pontos de Vida da forma Besta. A transformação dura pela duração de cada alvo, até que o alvo não tenha Pontos de Vida Temporários, ou até que o alvo deixe a forma como uma Ação Bônus.", + "duration": "24 horas", + "id": 537, + "level": 8, + "locations": [ + { + "page": 240, + "sourcebook": "PHB24" + } + ], + "name": "Formas de animais", + "range": "30 pés", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "1 minuto", + "classes": [ + "Clérigo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Escolha uma pilha de ossos ou um cadáver de um Humanoide Médio ou Pequeno dentro do alcance. O alvo se torna uma criatura Morta-viva: um Esqueleto se você escolher ossos ou um Zumbi se você escolher um cadáver (veja o apêndice B para os blocos de estatísticas). Em cada um dos seus turnos, você pode realizar uma Ação Bônus para comandar mentalmente qualquer criatura que você fez com esta magia se a criatura estiver a até 60 pés de você (se você controlar várias criaturas, você pode comandar qualquer uma delas ao mesmo tempo, emitindo o mesmo comando para cada uma). Você decide qual ação a criatura realizará e para onde ela se moverá em seu próximo turno, ou você pode emitir um comando geral, como proteger uma câmara ou corredor. Se você não emitir nenhum comando, a criatura realiza a ação Esquivar e se move apenas para evitar danos. Uma vez dada uma ordem, a criatura continua a segui-la até que sua tarefa seja concluída. A criatura fica sob seu controle por 24 horas, após as quais ela para de obedecer a qualquer comando que você tenha dado a ela. Para manter o controle da criatura por mais 24 horas, você deve conjurar esta magia na criatura novamente antes que o período atual de 24 horas termine. Este uso da magia reafirma seu controle sobre até quatro criaturas que você animou com esta magia em vez de animar uma nova criatura.", + "duration": "Instantâneo", + "higher_level": "Você anima ou reassume o controle sobre duas criaturas mortas-vivas adicionais para cada nível de espaço de magia acima de 3. Cada uma das criaturas deve vir de um cadáver ou pilha de ossos diferente.", + "id": 538, + "level": 3, + "locations": [ + { + "page": 240, + "sourcebook": "PHB24" + } + ], + "material": "Uma gota de sangue, um pedaço de carne e uma pitada de pó de osso", + "name": "Animar Mortos", + "range": "10 pés", + "ruleset": "2024", + "school": "Necromancia" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Objetos se animam ao seu comando. Escolha um número de objetos não mágicos dentro do alcance que não estejam sendo usados ou carregados, não estejam fixados em uma superfície e não sejam Gargantuan. O número máximo de objetos é igual ao seu modificador de habilidade de conjuração; para esse número, um alvo Médio ou menor conta como um objeto, um alvo Grande conta como dois e um alvo Enorme conta como três. Cada alvo se anima, brota pernas e se torna um Construto que usa o bloco de estatísticas Objeto Animado; esta criatura está sob seu controle até que a magia termine ou até que seja reduzida a 0 Pontos de Vida. Cada criatura que você fizer com esta magia é um aliado para você e seus aliados. Em combate, ela compartilha sua contagem de Iniciativa e faz seu turno imediatamente após o seu. Até que a magia termine, você pode realizar uma Ação Bônus para comandar mentalmente qualquer criatura que você fez com esta magia se a criatura estiver a até 500 pés de você (se você controlar várias criaturas, você pode comandar qualquer uma delas ao mesmo tempo, emitindo o mesmo comando para cada uma). Se você não emitir nenhum comando, a criatura realiza a ação Esquivar e se move apenas para evitar dano. Quando a criatura cai para 0 Pontos de Vida, ela reverte para sua forma de objeto, e qualquer dano restante é transferido para essa forma. Construto Enorme ou Menor, Desalinhado CA 15 PV 10 (Médio ou menor), 20 (Grande), 40 (Enorme) Velocidade 30 pés. Mod Save 16 +3 +3 10 +0 +0 10 +0 +0 Mod Save 3 −4 −4 3 −4 −4 1 −5 −5 Imunidades Veneno, Psíquico; Encantado, Exaustão, Assustado, Paralisado, Envenenado Sentidos Visão às Cegas 30 pés, Percepção Passiva 6 Idiomas Compreende os idiomas que você conhece ND Nenhum (XP 0; PB é igual ao seu Bônus de Proficiência) Ações Batida. Rolagem de Ataque Corpo a Corpo: Bônus igual ao seu modificador de ataque mágico, alcance 1,5 m. Acerto: Dano de Força igual a 1d4 + 3 (Médio ou menor), 2d6 + 3 + seu modificador de habilidade de conjuração (Grande) ou 2d12 + 3 + seu modificador de habilidade de conjuração (Enorme).", + "duration": "até 1 minuto", + "higher_level": "O dano de pancada da criatura aumenta em 1d4 (Médio ou menor), 1d6 (Grande) ou 1d12 (Enorme) para cada nível de espaço de magia acima de 5.", + "id": 539, + "level": 5, + "locations": [ + { + "page": 240, + "sourcebook": "PHB24" + } + ], + "name": "Animar objetos", + "range": "120 pés", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "druida" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Uma aura se estende de você em uma Emanação de 10 pés pela duração. A aura impede que criaturas que não sejam Constructos e Mortos-vivos passem ou alcancem através dela. Uma criatura afetada pode conjurar magias ou fazer ataques com armas de Alcance ou de Alcance através da barreira. Se você se mover de forma que uma criatura afetada seja forçada a passar pela barreira, a magia termina.", + "duration": "até 1 hora", + "id": 540, + "level": 5, + "locations": [ + { + "page": 241, + "sourcebook": "PHB24" + } + ], + "name": "Concha Antivida", + "range": "Auto", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Uma aura de antimagia envolve você em Emanação de 10 pés. Ninguém pode conjurar magias, realizar ações mágicas ou criar outros efeitos mágicos dentro da aura, e essas coisas não podem mirar ou afetar nada dentro dela. Propriedades mágicas de itens mágicos não funcionam dentro da aura ou em nada dentro dela. Áreas de efeito criadas por magias ou outras magias não podem se estender para dentro ou para fora dela ou usar viagem planar lá. Portais fecham temporariamente enquanto estiver na aura. Magias em andamento, exceto aquelas conjuradas por um Artefato ou uma divindade, são suprimidas na área. Enquanto um efeito é suprimido, ele não funciona, mas o tempo que ele passa suprimido conta contra sua duração.", + "duration": "até 1 hora", + "id": 541, + "level": 8, + "locations": [ + { + "page": 241, + "sourcebook": "PHB24" + } + ], + "material": "Limalha de ferro", + "name": "Campo Antimagia", + "range": "Auto", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "1 hora", + "classes": [ + "Bardo", + "druida", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Ao conjurar a magia, escolha se ela cria antipatia ou simpatia, e escolha como alvo uma criatura ou objeto que seja Enorme ou menor. Então especifique um tipo de criatura, como dragões vermelhos, goblins ou vampiros. Uma criatura do tipo escolhido faz um teste de resistência de Sabedoria quando chega a 120 pés do alvo. Sua escolha de antipatia ou simpatia determina o que acontece com uma criatura quando ela falha nesse teste: Antipatia. A criatura tem a condição Assustado. A criatura Assustada deve usar seu movimento em seus turnos para chegar o mais longe possível do alvo, movendo-se pela rota mais segura. Simpatia. A criatura tem a condição Encantado. A criatura Encantada deve usar seu movimento em seus turnos para chegar o mais perto possível do alvo, movendo-se pela rota mais segura. Se a criatura estiver a 5 pés do alvo, ela não pode se afastar voluntariamente. Se o alvo causar dano à criatura Encantada, essa criatura pode fazer um teste de resistência de Sabedoria para encerrar o efeito, conforme descrito abaixo. Encerrando o Efeito. Se a criatura Assustada ou Encantada terminar seu turno a mais de 120 pés de distância do alvo, a criatura faz um teste de resistência de Sabedoria. Em um teste bem-sucedido, a criatura não é mais afetada pelo alvo. Uma criatura que fizer um teste bem-sucedido contra esse efeito fica imune a ele por 1 minuto, após o qual pode ser afetada novamente.", + "duration": "10 dias", + "id": 542, + "level": 8, + "locations": [ + { + "page": 242, + "sourcebook": "PHB24" + } + ], + "material": "Uma mistura de vinagre e mel", + "name": "Antipatia/Simpatia", + "range": "60 pés", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação", + "classes": [ + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você cria um olho invisível e invulnerável dentro do alcance que paira durante a duração. Você recebe mentalmente informações visuais do olho, que pode ver em todas as direções. Ele também tem Visão no Escuro com um alcance de 30 pés. Como uma Ação Bônus, você pode mover o olho até 30 pés em qualquer direção. Uma barreira sólida bloqueia o movimento do olho, mas o olho pode passar por uma abertura tão pequena quanto 1 polegada de diâmetro.", + "duration": "até 1 hora", + "id": 543, + "level": 4, + "locations": [ + { + "page": 242, + "sourcebook": "PHB24" + } + ], + "material": "Um pouco de pele de morcego", + "name": "Olho Arcano", + "range": "30 pés", + "ruleset": "2024", + "school": "Adivinhação" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Você cria portais de teletransporte vinculados. Escolha dois espaços Grandes e desocupados no chão que você possa ver, um espaço dentro do alcance e o outro a 10 pés de você. Um portal circular se abre em cada um desses espaços e permanece durante a duração. Os portais são anéis brilhantes bidimensionais cheios de névoa que bloqueiam a visão. Eles pairam a centímetros do chão e são perpendiculares a ele. Um portal é aberto em apenas um lado (você escolhe qual). Qualquer coisa que entre no lado aberto de um portal sai do lado aberto do outro portal como se os dois fossem adjacentes um ao outro. Como uma Ação Bônus, você pode mudar a face dos lados abertos.", + "duration": "até 10 minutos", + "id": 544, + "level": 6, + "locations": [ + { + "page": 242, + "sourcebook": "PHB24" + } + ], + "name": "Portão Arcano", + "range": "500 pés", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você toca em uma porta, janela, portão, contêiner ou escotilha fechada e a tranca magicamente pela duração. Esta fechadura não pode ser destrancada por nenhum meio não mágico. Você e quaisquer criaturas que você designar quando conjurar a magia podem abrir e fechar o objeto apesar da fechadura. Você também pode definir uma senha que, quando falada a até 1,5 m do objeto, a destranca por 1 minuto.", + "duration": "Até que seja dissipado", + "id": 545, + "level": 2, + "locations": [ + { + "page": 242, + "sourcebook": "PHB24" + } + ], + "material": "Pó de ouro no valor de 25+ PO, que a magia consome", + "name": "Fechadura Arcana", + "range": "Tocar", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação bônus", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Você recorre à sua força vital para se curar. Role um ou dois dos seus Dados de Pontos de Vida não gastos e recupere um número de Pontos de Vida igual ao total da rolagem mais seu modificador de habilidade de conjuração. Esses dados são então gastos.", + "duration": "Instantâneo", + "higher_level": "O número de Dados de Vida não gastos que você pode rolar aumenta em um para cada nível de espaço de magia acima de 2.", + "id": 546, + "level": 2, + "locations": [ + { + "page": 242, + "sourcebook": "PHB24" + } + ], + "name": "Vigor Arcano", + "range": "Auto", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação bônus", + "classes": [ + "Bruxo" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Gelo mágico protetor o cerca. Você ganha 5 Pontos de Vida Temporários. Se uma criatura lhe atingir com uma jogada de ataque corpo a corpo antes que a magia termine, a criatura recebe 5 de dano de Frio. A magia termina mais cedo se você não tiver Pontos de Vida Temporários.", + "duration": "1 hora", + "higher_level": "Os Pontos de Vida Temporários e o Dano de Frio aumentam em 5 para cada nível de magia acima de 1.", + "id": 547, + "level": 1, + "locations": [ + { + "page": 243, + "sourcebook": "PHB24" + } + ], + "material": "Um caco de vidro azul", + "name": "Armadura de Agathys", + "range": "Auto", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Bruxo" + ], + "components": [ + "V", + "S" + ], + "desc": "Invocando Hadar, você faz com que tentáculos irrompam de si mesmo. Cada criatura em uma Emanação de 10 pés originária de você faz um teste de resistência de Força. Em uma falha, o alvo sofre 2d6 de dano Necrótico e não pode sofrer Reações até o início de seu próximo turno. Em uma falha, o alvo sofre apenas metade do dano.", + "duration": "Instantâneo", + "higher_level": "O dano aumenta em 1d6 para cada nível de magia acima de 1.", + "id": 548, + "level": 1, + "locations": [ + { + "page": 243, + "sourcebook": "PHB24" + } + ], + "name": "Brasões de Hadar", + "range": "Auto", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "1 hora", + "classes": [ + "Clérigo", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você e até oito criaturas dispostas dentro do alcance projetam seus corpos astrais no Plano Astral (a magia termina instantaneamente se você já estiver naquele plano). O corpo de cada alvo é deixado para trás em um estado de animação suspensa; ele tem a condição Inconsciente, não precisa de comida ou ar e não envelhece. A forma astral de um alvo se assemelha ao seu corpo em quase todos os aspectos, replicando suas estatísticas de jogo e posses. A principal diferença é a adição de um cordão prateado que sai de entre as omoplatas da forma astral. O cordão desaparece de vista após 1 pé. Se o cordão for cortado — o que acontece apenas quando um efeito afirma que isso acontece — o corpo e a forma astral do alvo morrem. A forma astral de um alvo pode viajar pelo Plano Astral. No momento em que uma forma astral deixa aquele plano, o corpo e as posses do alvo viajam ao longo do cordão prateado, fazendo com que o alvo reentre em seu corpo no novo plano. Qualquer dano ou outros efeitos que se apliquem a uma forma astral não têm efeito no corpo do alvo e vice-versa. Se o corpo ou forma astral de um alvo cair para 0 Pontos de Vida, a magia termina para aquele alvo. A magia termina para todos os alvos se você fizer uma ação de Magia para dispensá-la. Quando a magia termina para um alvo que não está morto, o alvo reaparece em seu corpo e sai do estado de animação suspensa.", + "duration": "Até que seja dissipado", + "id": 549, + "level": 9, + "locations": [ + { + "page": 243, + "sourcebook": "PHB24" + } + ], + "material": "Para cada alvo da magia, um jacinto que vale mais de 1.000 PO e uma barra de prata que vale mais de 100 PO, todos os quais a magia consome", + "name": "Projeção Astral", + "range": "10 pés", + "ruleset": "2024", + "school": "Necromancia" + }, + { + "casting_time": "1 minuto ou Ritual", + "classes": [ + "Clérigo", + "druida", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você recebe um presságio de uma entidade sobrenatural sobre os resultados de um curso de ação que você planeja tomar nos próximos 30 minutos. O Mestre escolhe o presságio da tabela Presságios. Presságio para resultados que serão... Bem Bom Aflição Ruim Bem e aflição Bom e ruim Indiferença Nem bom nem ruim A magia não leva em conta circunstâncias, como outras magias, que podem mudar os resultados. Se você conjurar a magia mais de uma vez antes de terminar um Descanso Longo, há uma chance cumulativa de 25 por cento para cada conjuração após a primeira de você não obter resposta.", + "duration": "Instantâneo", + "id": 550, + "level": 2, + "locations": [ + { + "page": 244, + "sourcebook": "PHB24" + } + ], + "material": "Paus, ossos, cartas ou outros tokens divinatórios especialmente marcados que valem 25+ PO", + "name": "Augúrio", + "range": "Auto", + "ruleset": "2024", + "school": "Adivinhação" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "Paladino" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "Uma aura irradia de você em uma Emanação de 30 pés pela duração. Enquanto estiver na aura, você e seus aliados têm Resistência a dano Necrótico, e seus máximos de Pontos de Vida não podem ser reduzidos. Se um aliado com 0 Pontos de Vida começar seu turno na aura, esse aliado recupera 1 Ponto de Vida.", + "duration": "até 10 minutos", + "id": 551, + "level": 4, + "locations": [ + { + "page": 244, + "sourcebook": "PHB24" + } + ], + "name": "Aura da Vida", + "range": "Auto", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "Paladino" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "Uma aura irradia de você em uma Emanação de 30 pés pela duração. Enquanto estiver na aura, você e seus aliados têm Resistência a dano de Veneno e Vantagem em testes de resistência para evitar ou encerrar efeitos que incluem a condição Cego, Encantado, Surdo, Assustado, Paralisado, Envenenado ou Atordoado.", + "duration": "até 10 minutos", + "id": 552, + "level": 4, + "locations": [ + { + "page": 244, + "sourcebook": "PHB24" + } + ], + "name": "Aura de Pureza", + "range": "Auto", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "druida", + "Paladino" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "Uma aura irradia de você em uma Emanação de 30 pés pela duração. Quando você cria a aura e no início de cada um dos seus turnos enquanto ela persiste, você pode restaurar 2d6 Pontos de Vida para uma criatura nela.", + "duration": "até 1 minuto", + "id": 553, + "level": 3, + "locations": [ + { + "page": 244, + "sourcebook": "PHB24" + } + ], + "name": "Aura de Vitalidade", + "range": "Auto", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "8 horas", + "classes": [ + "Bardo", + "druida" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você gasta o tempo de conjuração traçando caminhos mágicos dentro de uma pedra preciosa e então toca o alvo. O alvo deve ser uma criatura Besta ou Planta com Inteligência de 3 ou menos ou uma planta natural que não seja uma criatura. O alvo ganha Inteligência de 10 e a habilidade de falar uma língua que você conhece. Se o alvo for uma planta natural, ele se torna uma criatura Planta e ganha a habilidade de mover seus membros, raízes, vinhas, trepadeiras e assim por diante, e ganha sentidos similares aos de um humano. O Mestre escolhe estatísticas apropriadas para a Planta desperta, como as estatísticas para o Arbusto Desperto ou Árvore Desperta no Manual dos Monstros. O alvo desperto tem a condição Encantado por 30 dias ou até que você ou seus aliados causem dano a ele. Quando essa condição termina, a criatura desperta escolhe sua atitude em relação a você.", + "duration": "Instantâneo", + "id": 554, + "level": 5, + "locations": [ + { + "page": 244, + "sourcebook": "PHB24" + } + ], + "material": "Uma ágata que vale mais de 1.000 PO, que a magia consome", + "name": "Despertar", + "range": "Tocar", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Clérigo", + "Bruxo" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Até três criaturas de sua escolha que você possa ver dentro do alcance devem fazer um teste de resistência de Carisma. Sempre que um alvo que falhe neste teste fizer uma jogada de ataque ou um teste de resistência antes que a magia termine, o alvo deve subtrair 1d4 do teste de ataque ou teste de resistência.", + "duration": "até 1 minuto", + "higher_level": "Você pode escolher uma criatura adicional para cada nível de espaço de magia acima de 1.", + "id": 555, + "level": 1, + "locations": [ + { + "page": 245, + "sourcebook": "PHB24" + } + ], + "material": "Uma gota de sangue", + "name": "Maldição", + "range": "30 pés", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação bônus, que você realiza imediatamente após atingir uma criatura com uma arma corpo a corpo ou um ataque desarmado", + "classes": [ + "Paladino" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "O alvo atingido pela jogada de ataque sofre 5d10 de dano de Força extra do ataque. Se o ataque reduzir o alvo a 50 Pontos de Vida ou menos, o alvo deve ter sucesso em um teste de resistência de Carisma ou será transportado para um semiplano inofensivo pela duração. Enquanto estiver lá, o alvo tem a condição Incapacitado. Quando a magia termina, o alvo reaparece no espaço que deixou ou no espaço desocupado mais próximo se esse espaço estiver ocupado.", + "duration": "até 1 minuto", + "id": 556, + "level": 5, + "locations": [ + { + "page": 245, + "sourcebook": "PHB24" + } + ], + "name": "Banindo Smite", + "range": "Auto", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "Paladino", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Uma criatura que você possa ver dentro do alcance deve ser bem-sucedida em um teste de resistência de Carisma ou será transportada para um semiplano inofensivo pela duração. Enquanto estiver lá, o alvo tem a condição Incapacitado. Quando a magia termina, o alvo reaparece no espaço que deixou ou no espaço desocupado mais próximo se esse espaço estiver ocupado. Se o alvo for uma Aberração, um Celestial, um Elemental, um Fey ou um Fiend, o alvo não retorna se a magia durar 1 minuto. O alvo é transportado para um local aleatório em um plano (escolha do Mestre) associado ao seu tipo de criatura.", + "duration": "até 1 minuto", + "higher_level": "Você pode escolher uma criatura adicional para cada nível de espaço de magia acima de 4.", + "id": 557, + "level": 4, + "locations": [ + { + "page": 245, + "sourcebook": "PHB24" + } + ], + "material": "Um pentagrama", + "name": "Banimento", + "range": "30 pés", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação bônus", + "classes": [ + "druida", + "Guarda-florestal" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você toca uma criatura disposta. Até que a magia termine, a pele do alvo assume uma aparência de casca de árvore, e o alvo tem uma Classe de Armadura de 17 se sua CA for menor que isso.", + "duration": "1 hora", + "id": 558, + "level": 2, + "locations": [ + { + "page": 245, + "sourcebook": "PHB24" + } + ], + "material": "Um punhado de casca", + "name": "Pele de casca de árvore", + "range": "Tocar", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Escolha qualquer número de criaturas dentro do alcance. Durante a duração, cada alvo tem Vantagem em testes de resistência de Sabedoria e Testes de Resistência de Morte e recupera o número máximo de Pontos de Vida possível de qualquer cura.", + "duration": "até 1 minuto", + "id": 559, + "level": 3, + "locations": [ + { + "page": 245, + "sourcebook": "PHB24" + } + ], + "name": "Farol da Esperança", + "range": "30 pés", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação ou Ritual", + "classes": [ + "druida", + "Guarda-florestal" + ], + "components": [ + "S" + ], + "concentration": true, + "desc": "Você toca uma Besta disposta. Durante a duração, você pode perceber através dos sentidos da Besta, assim como os seus. Ao perceber através dos sentidos da Besta, você se beneficia de quaisquer sentidos especiais que ela tenha.", + "duration": "até 1 hora", + "id": 560, + "level": 2, + "locations": [ + { + "page": 245, + "sourcebook": "PHB24" + } + ], + "name": "Sentido da Besta", + "range": "Tocar", + "ruleset": "2024", + "school": "Adivinhação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "druida", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você explode a mente de uma criatura que você pode ver dentro do alcance. O alvo faz um teste de resistência de Inteligência. Em um teste falho, o alvo sofre 10d12 de dano Psíquico e não pode conjurar magias ou realizar a ação de Magia. No final de cada 30 dias, o alvo repete o teste, encerrando o efeito em um sucesso. O efeito também pode ser encerrado pela magia Restauração Maior, Cura ou Desejo. Em um teste bem-sucedido, o alvo sofre apenas metade do dano.", + "duration": "Instantâneo", + "id": 561, + "level": 8, + "locations": [ + { + "page": 245, + "sourcebook": "PHB24" + } + ], + "material": "Um chaveiro sem chaves", + "name": "Confusão", + "range": "150 pés", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Clérigo", + "Mago" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Você toca uma criatura, que deve ser bem-sucedida em um teste de resistência de Sabedoria ou se tornará amaldiçoada pela duração. Até que a maldição termine, o alvo sofre um dos seguintes efeitos de sua escolha:", + "duration": "até 1 minuto", + "higher_level": "Se você conjurar esta magia usando um espaço de magia de nível 4, você pode manter Concentração nela por até 10 minutos. Se você usar um espaço de magia de nível 5+, a magia não requer Concentração, e a duração se torna 8 horas (espaço de nível 5–6) ou 24 horas (espaço de nível 7–8). Se você usar um espaço de magia de nível 9, a magia dura até ser dissipada.", + "id": 562, + "level": 3, + "locations": [ + { + "page": 246, + "sourcebook": "PHB24" + } + ], + "name": "Conceder Maldição", + "range": "Tocar", + "ruleset": "2024", + "school": "Necromancia" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você cria uma Mão Grande de energia mágica cintilante em um espaço desocupado que você pode ver dentro do alcance. A mão dura pela duração e se move ao seu comando, imitando os movimentos da sua própria mão. A mão é um objeto que tem CA 20 e Pontos de Vida iguais ao seu Ponto de Vida máximo. Se cair para 0 Pontos de Vida, a magia termina. A mão não ocupa seu espaço. Quando você conjura a magia e como uma Ação Bônus em seus turnos posteriores, você pode mover a mão até 60 pés e então causar um dos seguintes efeitos: Punho Cerrado. A mão atinge um alvo a até 5 pés dela. Faça um ataque de magia corpo a corpo. Em um acerto, o alvo recebe 5d8 de dano de Força. Mão Poderosa. A mão tenta empurrar uma criatura Enorme ou menor a até 5 pés dela. O alvo deve ser bem-sucedido em um teste de resistência de Força, ou a mão empurra o alvo até 5 pés mais um número de pés igual a cinco vezes o seu modificador de habilidade de conjuração. A mão se move com o alvo, permanecendo a 1,5 m dele. Mão Agarradora. A mão tenta agarrar uma criatura Enorme ou menor a 1,5 m dela. O alvo deve ser bem-sucedido em um teste de resistência de Destreza, ou o alvo tem a condição Agarrado, com uma CD de fuga igual à sua CD de resistência de magia. Enquanto a mão agarra o alvo, você pode realizar uma Ação Bônus para fazer com que a mão o esmague, causando dano de Concussão ao alvo igual a 4d6 mais seu modificador de habilidade de conjuração. Mão Interposta. A mão concede a você Meia Cobertura contra ataques e outros efeitos que se originam de seu espaço ou que passam por ela. Além disso, seu espaço conta como Terreno Difícil para seus inimigos.", + "duration": "até 1 minuto", + "higher_level": "O dano do Punho Cerrado aumenta em 2d8 e o dano da Mão Agarradora aumenta em 2d6 para cada nível de magia acima de 5.", + "id": 563, + "level": 5, + "locations": [ + { + "page": 246, + "sourcebook": "PHB24" + } + ], + "material": "Uma casca de ovo e uma luva", + "name": "Mão de Bigby", + "range": "120 pés", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Você cria uma parede de lâminas giratórias feitas de energia mágica. A parede aparece dentro do alcance e dura pela duração. Você faz uma parede reta de até 100 pés de comprimento, 20 pés de altura e 5 pés de espessura, ou uma parede anelada de até 60 pés de diâmetro, 20 pés de altura e 5 pés de espessura. A parede fornece Cobertura de Três Quartos, e seu espaço é Terreno Difícil. Qualquer criatura no espaço da parede faz um teste de resistência de Destreza, sofrendo 6d10 de dano de Força em uma falha ou metade do dano em uma bem-sucedida. Uma criatura também faz esse teste se entrar no espaço da parede ou terminar seu turno lá. Uma criatura faz esse teste apenas uma vez por turno.", + "duration": "até 10 minutos", + "id": 564, + "level": 6, + "locations": [ + { + "page": 247, + "sourcebook": "PHB24" + } + ], + "name": "Barreira de lâmina", + "range": "90 pés", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Sempre que uma criatura faz uma jogada de ataque contra você antes que a magia termine, o atacante subtrai 1d4 da jogada de ataque.", + "duration": "até 1 minuto", + "id": 565, + "level": 0, + "locations": [ + { + "page": 247, + "sourcebook": "PHB24" + } + ], + "name": "Proteção da Lâmina", + "range": "Auto", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "Paladino" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você abençoa até três criaturas dentro do alcance. Sempre que um alvo faz uma jogada de ataque ou um teste de resistência antes que a magia termine, o alvo adiciona 1d4 à jogada de ataque ou teste de resistência.", + "duration": "até 1 minuto", + "higher_level": "Você pode escolher uma criatura adicional para cada nível de espaço de magia acima de 1.", + "id": 566, + "level": 1, + "locations": [ + { + "page": 247, + "sourcebook": "PHB24" + } + ], + "material": "Um símbolo sagrado que vale 5+ PO", + "name": "Abençoar", + "range": "30 pés", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação", + "classes": [ + "druida", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Uma criatura que você pode ver dentro do alcance faz um teste de resistência de Constituição, sofrendo 8d8 de dano Necrótico em um teste falho ou metade do dano em um teste bem-sucedido. Uma criatura Planta falha automaticamente no teste. Alternativamente, escolha uma planta não mágica que não seja uma criatura, como uma árvore ou arbusto. Ela não faz um teste; ela simplesmente murcha e morre.", + "duration": "Instantâneo", + "higher_level": "O dano aumenta em 1d8 para cada nível de magia acima de 4.", + "id": 567, + "level": 4, + "locations": [ + { + "page": 247, + "sourcebook": "PHB24" + } + ], + "name": "Praga", + "range": "30 pés", + "ruleset": "2024", + "school": "Necromancia" + }, + { + "casting_time": "Ação bônus, que você realiza imediatamente após atingir uma criatura com uma arma corpo a corpo ou um ataque desarmado", + "classes": [ + "Paladino" + ], + "components": [ + "V" + ], + "desc": "O alvo atingido pelo golpe recebe 3d8 de dano Radiante extra do ataque, e o alvo tem a condição Blinded até que a magia termine. No final de cada um de seus turnos, o alvo Blinded faz um teste de resistência de Constituição, terminando a magia sobre si mesmo em um sucesso.", + "duration": "1 minuto", + "higher_level": "O dano extra aumenta em 1d8 para cada nível de magia acima de 3.", + "id": 568, + "level": 3, + "locations": [ + { + "page": 247, + "sourcebook": "PHB24" + } + ], + "name": "Golpe Cegante", + "range": "Auto", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Clérigo", + "Feiticeiro", + "Mago" + ], + "components": [ + "V" + ], + "desc": "Uma criatura que você pode ver dentro do alcance deve ter sucesso em um teste de resistência de Constituição, ou ela tem a condição Blinded ou Deafened (sua escolha) pela duração. No final de cada um de seus turnos, o alvo repete o teste, encerrando a magia sobre si mesmo em um sucesso.", + "duration": "1 minuto", + "higher_level": "Você pode escolher uma criatura adicional para cada nível de espaço de magia acima de 2.", + "id": 569, + "level": 2, + "locations": [ + { + "page": 248, + "sourcebook": "PHB24" + } + ], + "name": "Cegueira/Surdez", + "range": "120 pés", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Role 1d6 no final de cada um dos seus turnos pela duração. Em um teste de 4–6, você desaparece do seu plano de existência atual e aparece no Plano Etéreo (a magia termina instantaneamente se você já estiver naquele plano). Enquanto estiver no Plano Etéreo, você pode perceber o plano que deixou, que é lançado em tons de cinza, mas você não pode ver nada lá a mais de 60 pés de distância. Você pode afetar e ser afetado apenas por outras criaturas no Plano Etéreo, e criaturas no outro plano não podem percebê-lo a menos que tenham uma habilidade especial que as deixe perceber coisas no Plano Etéreo. Você retorna ao outro plano no início do seu próximo turno e quando a magia termina se você estiver no Plano Etéreo. Você retorna a um espaço desocupado de sua escolha que você pode ver a 10 pés do espaço que você deixou. Se nenhum espaço desocupado estiver disponível dentro desse alcance, você aparece no espaço desocupado mais próximo.", + "duration": "1 minuto", + "id": 570, + "level": 3, + "locations": [ + { + "page": 248, + "sourcebook": "PHB24" + } + ], + "name": "Piscar", + "range": "Auto", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "Seu corpo fica borrado. Durante a duração, qualquer criatura tem Desvantagem em jogadas de ataque contra você. Um atacante é imune a esse efeito se perceber você com Blindsight ou Truesight.", + "duration": "até 1 minuto", + "id": 571, + "level": 2, + "locations": [ + { + "page": 248, + "sourcebook": "PHB24" + } + ], + "name": "Borrão", + "range": "Auto", + "ruleset": "2024", + "school": "Ilusão" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Uma fina camada de chamas dispara de você. Cada criatura em um Cone de 15 pés faz um teste de resistência de Destreza, sofrendo 3d6 de dano de Fogo em uma falha ou metade do dano em um sucesso. Objetos inflamáveis no Cone que não estão sendo usados ou carregados começam a queimar.", + "duration": "Instantâneo", + "higher_level": "O dano aumenta em 1d6 para cada nível de magia acima de 1.", + "id": 572, + "level": 1, + "locations": [ + { + "page": 248, + "sourcebook": "PHB24" + } + ], + "name": "Mãos em chamas", + "range": "Auto", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "druida" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Uma nuvem de tempestade aparece em um ponto dentro do alcance que você pode ver acima de si. Ela assume a forma de um Cilindro com 10 pés de altura e 60 pés de raio. Quando você conjura a magia, escolha um ponto que você pode ver sob a nuvem. Um raio dispara da nuvem para aquele ponto. Cada criatura a 5 pés daquele ponto faz um teste de resistência de Destreza, sofrendo 3d10 de dano de Relâmpago em uma falha ou metade do dano em um sucesso. Até que a magia termine, você pode fazer uma ação de Magia para invocar um raio dessa forma novamente, mirando no mesmo ponto ou em um diferente. Se você estiver ao ar livre em uma tempestade quando conjurar esta magia, a magia lhe dará controle sobre aquela tempestade em vez de criar uma nova. Sob tais condições, o dano da magia aumenta em 1d10.", + "duration": "até 10 minutos", + "higher_level": "O dano aumenta em 1d10 para cada nível de magia acima de 3.", + "id": 573, + "level": 3, + "locations": [ + { + "page": 248, + "sourcebook": "PHB24" + } + ], + "name": "Chamada Relâmpago", + "range": "120 pés", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Clérigo" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Cada Humanoide em uma Esfera de 20 pés de raio centrada em um ponto escolhido dentro do alcance deve ser bem-sucedido em um teste de resistência de Carisma ou será afetado por um dos seguintes efeitos (escolha para cada criatura):", + "duration": "até 1 minuto", + "id": 574, + "level": 2, + "locations": [ + { + "page": 249, + "sourcebook": "PHB24" + } + ], + "name": "Emoções Calmas", + "range": "60 pés", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você lança um raio em direção a um alvo que você pode ver dentro do alcance. Três raios então saltam daquele alvo para até três outros alvos de sua escolha, cada um dos quais deve estar a até 30 pés do primeiro alvo. Um alvo pode ser uma criatura ou um objeto e pode ser alvo de apenas um dos raios. Cada alvo faz um teste de resistência de Destreza, sofrendo 10d8 de dano de Raio em uma falha ou metade do dano em um sucesso.", + "duration": "Instantâneo", + "higher_level": "Um raio adicional salta do primeiro alvo para outro alvo para cada nível de magia acima de 6.", + "id": 575, + "level": 6, + "locations": [ + { + "page": 249, + "sourcebook": "PHB24" + } + ], + "material": "Três pinos de prata", + "name": "Relâmpago em cadeia", + "range": "150 pés", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "druida", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Uma criatura que você pode ver dentro do alcance faz um teste de resistência de Sabedoria. Ele faz isso com Vantagem se você ou seus aliados estiverem lutando contra ela. Em um teste falho, o alvo tem a condição Encantado até que a magia termine ou até que você ou seus aliados causem dano a ela. A criatura Encantada é Amistosa com você. Quando a magia termina, o alvo sabe que foi Encantado por você.", + "duration": "1 hora", + "higher_level": "Você pode escolher uma criatura adicional para cada nível de espaço de magia acima de 4.", + "id": 576, + "level": 4, + "locations": [ + { + "page": 249, + "sourcebook": "PHB24" + } + ], + "name": "Monstro de Charme", + "range": "30 pés", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "druida", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Um Humanoide que você pode ver dentro do alcance faz um teste de resistência de Sabedoria. Ele faz isso com Vantagem se você ou seus aliados estiverem lutando contra ele. Em um teste de resistência falho, o alvo tem a condição Encantado até que a magia termine ou até que você ou seus aliados causem dano a ele. A criatura Encantada é Amistosa com você. Quando a magia termina, o alvo sabe que foi Encantado por você.", + "duration": "1 hora", + "higher_level": "Você pode escolher uma criatura adicional para cada nível de espaço de magia acima de 1.", + "id": 577, + "level": 1, + "locations": [ + { + "page": 249, + "sourcebook": "PHB24" + } + ], + "name": "Pessoa Charmosa", + "range": "30 pés", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Canalizando o frio do túmulo, faça um ataque mágico corpo a corpo contra um alvo dentro do alcance. Em um acerto, o alvo recebe 1d10 de dano Necrótico e não pode recuperar Pontos de Vida até o final do seu próximo turno.", + "duration": "Instantâneo", + "higher_level": "O dano aumenta em 1d10 quando você atinge os níveis 5 (2d10), 11 (3d10) e 17 (4d10).", + "id": 578, + "level": 0, + "locations": [ + { + "page": 249, + "sourcebook": "PHB24" + } + ], + "name": "Toque frio", + "range": "Tocar", + "ruleset": "2024", + "school": "Necromancia" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você arremessa um orbe de energia em um alvo dentro do alcance. Escolha Ácido, Frio, Fogo, Relâmpago, Veneno ou Trovão para o tipo de orbe que você cria e então faça um ataque de magia à distância contra o alvo. Em um acerto, o alvo recebe 3d8 de dano do tipo escolhido. Se você rolar o mesmo número em dois ou mais dos d8s, o orbe salta para um alvo diferente de sua escolha dentro de 30 pés do alvo. Faça uma jogada de ataque contra o novo alvo e faça uma nova jogada de dano. O orbe não pode saltar novamente a menos que você conjure a magia com um espaço de magia de nível 2+.", + "duration": "Instantâneo", + "higher_level": "O dano aumenta em 1d8 para cada nível de espaço de magia acima de 1. O orbe pode saltar um número máximo de vezes igual ao nível do espaço gasto, e uma criatura pode ser alvo apenas uma vez a cada conjuração desta magia.", + "id": 579, + "level": 1, + "locations": [ + { + "page": 249, + "sourcebook": "PHB24" + } + ], + "material": "Um diamante que vale mais de 50 PO", + "name": "Orbe Cromático", + "range": "90 pés", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Energia negativa ondula em uma Esfera de 60 pés de raio de um ponto que você escolher dentro do alcance. Cada criatura naquela área faz um teste de resistência de Constituição, sofrendo 8d8 de dano Necrótico em um teste falho ou metade do dano em um teste bem-sucedido.", + "duration": "Instantâneo", + "higher_level": "O dano aumenta em 2d8 para cada nível de magia acima de 6.", + "id": 580, + "level": 6, + "locations": [ + { + "page": 250, + "sourcebook": "PHB24" + } + ], + "material": "O pó de uma pérola negra esmagada vale mais de 500 po", + "name": "Círculo da Morte", + "range": "150 pés", + "ruleset": "2024", + "school": "Necromancia" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "Paladino", + "Mago" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "Uma aura irradia de você em uma Emanação de 30 pés pela duração. Enquanto estiver na aura, você e seus aliados têm Vantagem em testes de resistência contra magias e outros efeitos mágicos. Quando uma criatura afetada faz um teste de resistência contra uma magia ou efeito mágico que permite que um teste sofra apenas metade do dano, ela não sofre dano se for bem-sucedida no teste.", + "duration": "até 10 minutos", + "id": 581, + "level": 5, + "locations": [ + { + "page": 250, + "sourcebook": "PHB24" + } + ], + "name": "Círculo de Poder", + "range": "Auto", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "10 minutos", + "classes": [ + "Bardo", + "Clérigo", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você cria um sensor Invisível dentro do alcance em um local familiar para você (um lugar que você já visitou ou viu antes) ou em um local óbvio que não é familiar para você (como atrás de uma porta, em uma esquina ou em um bosque de árvores). O sensor intangível e invulnerável permanece no lugar durante a duração. Quando você conjura a magia, escolha ver ou ouvir. Você pode usar o sentido escolhido através do sensor como se estivesse em seu espaço. Como uma Ação Bônus, você pode alternar entre ver e ouvir. Uma criatura que vê o sensor (como uma criatura se beneficiando de Ver Invisibilidade ou Visão Verdadeira) vê um orbe luminoso do tamanho do seu punho.", + "duration": "até 10 minutos", + "id": 582, + "level": 3, + "locations": [ + { + "page": 250, + "sourcebook": "PHB24" + } + ], + "material": "Um foco que vale mais de 100 PO, um chifre com joias para audição ou um olho de vidro para visão", + "name": "Clarividência", + "range": "1 milha", + "ruleset": "2024", + "school": "Adivinhação" + }, + { + "casting_time": "1 hora", + "classes": [ + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você toca uma criatura ou pelo menos 1 polegada cúbica de sua carne. Uma duplicata inerte daquela criatura se forma dentro do recipiente usado na conjuração da magia e termina de crescer após 120 dias; você escolhe se o clone finalizado tem a mesma idade da criatura ou é mais jovem. O clone permanece inerte e dura indefinidamente enquanto seu recipiente permanece intocado. Se a criatura original morrer após o clone terminar de se formar, a alma da criatura é transferida para o clone se a alma estiver livre e disposta a retornar. O clone é fisicamente idêntico ao original e tem a mesma personalidade, memórias e habilidades, mas nenhum dos equipamentos do original. Os restos originais da criatura, se houver, tornam-se inertes e não podem ser revividos, já que a alma da criatura está em outro lugar.", + "duration": "Instantâneo", + "id": 583, + "level": 8, + "locations": [ + { + "page": 251, + "sourcebook": "PHB24" + } + ], + "material": "Um diamante que vale mais de 1.000 PO, que a magia consome, e um recipiente selável que vale mais de 2.000 PO, que seja grande o suficiente para conter a criatura que está sendo clonada.", + "name": "Clone", + "range": "Tocar", + "ruleset": "2024", + "school": "Necromancia" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Você cria uma Esfera de 20 pés de raio de névoa amarelo-esverdeada centrada em um ponto dentro do alcance. A névoa dura pela duração ou até que um vento forte (como o criado por Rajada de Vento) a disperse, encerrando a magia. Sua área é Pesadamente Obscura. Cada criatura na Esfera faz um teste de resistência de Constituição, sofrendo 5d8 de dano de Veneno em uma falha ou metade do dano em uma bem-sucedida. Uma criatura também deve fazer esse teste quando a Esfera se move para seu espaço e quando entra na Esfera ou termina seu turno lá. Uma criatura faz esse teste apenas uma vez por turno. A Esfera se move 10 pés para longe de você no início de cada um dos seus turnos.", + "duration": "até 10 minutos", + "higher_level": "O dano aumenta em 1d8 para cada nível de magia acima de 5.", + "id": 584, + "level": 5, + "locations": [ + { + "page": 251, + "sourcebook": "PHB24" + } + ], + "name": "Nuvem Mortal", + "range": "120 pés", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você conjura adagas giratórias em um Cubo de 5 pés centralizado em um ponto dentro do alcance. Cada criatura naquela área sofre 4d4 de dano Cortante. Uma criatura também sofre esse dano se entrar no Cubo ou terminar seu turno lá ou se o Cubo se mover para seu espaço. Uma criatura sofre esse dano apenas uma vez por turno. Em seus turnos posteriores, você pode realizar uma ação de Magia para teleportar o Cubo até 30 pés.", + "duration": "até 1 minuto", + "higher_level": "O dano aumenta em 2d4 para cada nível de magia acima de 2.", + "id": 585, + "level": 2, + "locations": [ + { + "page": 251, + "sourcebook": "PHB24" + } + ], + "material": "Um pedaço de vidro", + "name": "Nuvem de Adagas", + "range": "60 pés", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você lança uma deslumbrante série de luzes coloridas e brilhantes. Cada criatura em um Cone de 15 pés originário de você deve ter sucesso em um teste de resistência de Constituição ou terá a condição Blinded até o final do seu próximo turno.", + "duration": "Instantâneo", + "id": 586, + "level": 1, + "locations": [ + { + "page": 251, + "sourcebook": "PHB24" + } + ], + "material": "Uma pitada de areia colorida", + "name": "Spray de cor", + "range": "Auto", + "ruleset": "2024", + "school": "Ilusão" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Clérigo", + "Paladino" + ], + "components": [ + "V" + ], + "desc": "Você fala um comando de uma palavra para uma criatura que você pode ver dentro do alcance. O alvo deve ter sucesso em um teste de resistência de Sabedoria ou seguir o comando em seu próximo turno. Escolha o comando entre estas opções: Aproximar. O alvo se move em sua direção pela rota mais curta e direta, terminando seu turno se ele se mover a 1,5 m de você. Largar. O alvo larga o que estiver segurando e então termina seu turno. Fugir. O alvo gasta seu turno se afastando de você pelo meio mais rápido disponível. Rastejar. O alvo tem a condição Prone e então termina seu turno. Parar. Em seu turno, o alvo não se move e não realiza nenhuma ação ou Ação Bônus.", + "duration": "Instantâneo", + "higher_level": "Você pode afetar uma criatura adicional para cada nível de espaço de magia acima de 1.", + "id": 587, + "level": 1, + "locations": [ + { + "page": 251, + "sourcebook": "PHB24" + } + ], + "name": "Comando", + "range": "60 pés", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "1 minuto ou Ritual", + "classes": [ + "Clérigo" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você contata uma divindade ou um representante divino e faz até três perguntas que podem ser respondidas com sim ou não. Você deve fazer suas perguntas antes que a magia termine. Você recebe uma resposta correta para cada pergunta. Seres divinos não são necessariamente oniscientes, então você pode receber "incerto" como resposta se uma pergunta pertencer a informações que estão além do conhecimento da divindade. Em um caso em que uma resposta de uma palavra pode ser enganosa ou contrária aos interesses da divindade, o Mestre pode oferecer uma frase curta como resposta. Se você conjurar a magia mais de uma vez antes de terminar um Descanso Longo, há uma chance cumulativa de 25 por cento para cada conjuração após a primeira de você não obter resposta.", + "duration": "1 minuto", + "id": 588, + "level": 5, + "locations": [ + { + "page": 252, + "sourcebook": "PHB24" + } + ], + "material": "Incenso", + "name": "Comuna", + "range": "Auto", + "ruleset": "2024", + "school": "Adivinhação" + }, + { + "casting_time": "1 minuto ou Ritual", + "classes": [ + "druida", + "Guarda-florestal" + ], + "components": [ + "V", + "S" + ], + "desc": "Você se comunica com espíritos da natureza e ganha conhecimento da área ao redor. Ao ar livre, a magia lhe dá conhecimento da área dentro de 3 milhas de você. Em cavernas e outros cenários subterrâneos naturais, o raio é limitado a 300 pés. A magia não funciona onde a natureza foi substituída por construção, como em castelos e assentamentos. Escolha três dos seguintes fatos; você aprende esses fatos conforme eles pertencem à área da magia: Por exemplo, você pode determinar a localização de um monstro poderoso na área, a localização de corpos d'água e a localização de quaisquer cidades.", + "duration": "Instantâneo", + "id": 589, + "level": 5, + "locations": [ + { + "page": 252, + "sourcebook": "PHB24" + } + ], + "name": "Comungar com a Natureza", + "range": "Auto", + "ruleset": "2024", + "school": "Adivinhação" + }, + { + "casting_time": "Ação bônus", + "classes": [ + "Paladino" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "Você tenta obrigar uma criatura a um duelo. Uma criatura que você pode ver dentro do alcance faz um teste de resistência de Sabedoria. Em um teste falho, o alvo tem Desvantagem em jogadas de ataque contra criaturas que não sejam você, e ele não pode se mover voluntariamente para um espaço que esteja a mais de 30 pés de distância de você. A magia termina se você fizer uma jogada de ataque contra uma criatura que não seja o alvo, se você conjurar uma magia em um inimigo que não seja o alvo, se um aliado seu causar dano ao alvo, ou se você terminar seu turno a mais de 30 pés de distância do alvo.", + "duration": "até 1 minuto", + "id": 590, + "level": 1, + "locations": [ + { + "page": 252, + "sourcebook": "PHB24" + } + ], + "name": "Duelo Compelido", + "range": "30 pés", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação ou Ritual", + "classes": [ + "Bardo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Durante a duração, você entende o significado literal de qualquer idioma que você ouve ou vê assinado. Você também entende qualquer idioma escrito que você vê, mas você deve estar tocando a superfície na qual as palavras estão escritas. Leva cerca de 1 minuto para ler uma página de texto. Esta magia não decodifica símbolos ou mensagens secretas.", + "duration": "1 hora", + "id": 591, + "level": 1, + "locations": [ + { + "page": 252, + "sourcebook": "PHB24" + } + ], + "material": "Uma pitada de fuligem e sal", + "name": "Compreender idiomas", + "range": "Auto", + "ruleset": "2024", + "school": "Adivinhação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Cada criatura de sua escolha que você pode ver dentro do alcance deve ser bem-sucedida em um teste de resistência de Sabedoria ou ter a condição Encantado até que a magia termine. Durante a duração, você pode realizar uma Ação Bônus para designar uma direção que seja horizontal para você. Cada alvo Encantado deve usar o máximo de seu movimento possível para se mover naquela direção em seu próximo turno, tomando a rota mais segura. Após se mover dessa forma, um alvo repete o teste, encerrando a magia sobre si mesmo em um sucesso.", + "duration": "até 1 minuto", + "id": 592, + "level": 4, + "locations": [ + { + "page": 252, + "sourcebook": "PHB24" + } + ], + "name": "Compulsão", + "range": "30 pés", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação", + "classes": [ + "druida", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você libera uma rajada de ar frio. Cada criatura em um Cone de 60 pés originário de você faz um teste de resistência de Constituição, sofrendo 8d8 de dano de Frio em uma falha ou metade do dano em um sucesso. Uma criatura morta por esta magia se torna uma estátua congelada até que descongele.", + "duration": "Instantâneo", + "higher_level": "O dano aumenta em 1d8 para cada nível de magia acima de 5.", + "id": 593, + "level": 5, + "locations": [ + { + "page": 253, + "sourcebook": "PHB24" + } + ], + "material": "Um pequeno cone de cristal ou vidro", + "name": "Cone de Frio", + "range": "Auto", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "druida", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Cada criatura em uma Esfera de 10 pés de raio centrada em um ponto que você escolher dentro do alcance deve ter sucesso em um teste de resistência de Sabedoria, ou esse alvo não pode realizar Ações ou Reações Bônus e deve rolar 1d10 no início de cada um de seus turnos para determinar seu comportamento naquele turno, consultando a tabela abaixo. 1d10 Comportamento para o Turno 1 O alvo não realiza uma ação e usa todo o seu movimento para se mover. Role 1d4 para a direção: 1, norte; 2, leste; 3, sul; ou 4, oeste. 2–6 O alvo não se move nem realiza ações. 7–8 O alvo não se move e realiza a ação Ataque para fazer um ataque corpo a corpo contra uma criatura aleatória dentro do alcance. Se nenhuma estiver dentro do alcance, o alvo não realiza nenhuma ação. 9–10 O alvo escolhe seu comportamento. No final de cada um de seus turnos, um alvo afetado repete o teste, encerrando a magia sobre si mesmo em um sucesso.", + "duration": "até 1 minuto", + "higher_level": "O raio da Esfera aumenta em 1,5 m para cada nível de magia acima de 4.", + "id": 594, + "level": 4, + "locations": [ + { + "page": 253, + "sourcebook": "PHB24" + } + ], + "material": "Três cascas de nozes", + "name": "Confusão", + "range": "90 pés", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação", + "classes": [ + "druida", + "Guarda-florestal" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Você conjura espíritos da natureza que aparecem como um bando Grande de animais espectrais e intangíveis em um espaço desocupado que você pode ver dentro do alcance. O bando dura pela duração, e você escolhe a forma animal dos espíritos, como lobos, serpentes ou pássaros. Você tem Vantagem em testes de resistência de Força enquanto estiver a 1,5 m do bando, e quando você se move no seu turno, você também pode mover o bando até 9 m para um espaço desocupado que você pode ver. Sempre que o bando se move a 3 m de uma criatura que você pode ver e sempre que uma criatura que você pode ver entra em um espaço a 3 m do bando ou termina seu turno lá, você pode forçar essa criatura a fazer um teste de resistência de Destreza. Em uma falha na resistência, a criatura sofre 3d10 de dano Cortante. Uma criatura faz essa resistência apenas uma vez por turno.", + "duration": "até 10 minutos", + "higher_level": "O dano aumenta em 1d10 para cada nível de magia acima de 3.", + "id": 595, + "level": 3, + "locations": [ + { + "page": 254, + "sourcebook": "PHB24" + } + ], + "name": "Conjurar animais", + "range": "60 pés", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Guarda-florestal" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você brande a arma usada para conjurar a magia e conjura armas espectrais similares (ou munição apropriada para a arma) que se lançam para frente e então desaparecem. Cada criatura de sua escolha que você pode ver em um Cone de 60 pés faz um teste de resistência de Destreza, sofrendo 5d8 de dano de Força em um teste de resistência falho ou metade do dano em um teste bem-sucedido.", + "duration": "Instantâneo", + "higher_level": "O dano aumenta em 1d8 para cada nível de magia acima de 3.", + "id": 596, + "level": 3, + "locations": [ + { + "page": 254, + "sourcebook": "PHB24" + } + ], + "material": "Uma arma corpo a corpo ou de longo alcance que vale pelo menos 1 pc", + "name": "Conjurar Barragem", + "range": "Auto", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Você conjura um espírito dos Planos Superiores, que se manifesta como um pilar de luz em um Cilindro de 10 pés de raio e 40 pés de altura centralizado em um ponto dentro do alcance. Para cada criatura que você pode ver no Cilindro, escolha qual destas luzes brilha sobre ela: Luz Curativa. O alvo recupera Pontos de Vida iguais a 4d12 mais seu modificador de habilidade de conjuração. Luz Cauterizante. O alvo faz um teste de resistência de Destreza, sofrendo 6d12 de dano Radiante em uma falha ou metade do dano em um sucesso. Até que a magia termine, Luz Brilhante preenche o Cilindro, e quando você se move em seu turno, você também pode mover o Cilindro até 30 pés. Sempre que o Cilindro se move para o espaço de uma criatura que você pode ver e sempre que uma criatura que você pode ver entra no Cilindro ou termina seu turno lá, você pode banhá-la em uma das luzes. Uma criatura pode ser afetada por esta magia apenas uma vez por turno.", + "duration": "até 10 minutos", + "higher_level": "A cura e o dano aumentam em 1d12 para cada nível de magia acima de 7.", + "id": 597, + "level": 7, + "locations": [ + { + "page": 254, + "sourcebook": "PHB24" + } + ], + "name": "Conjurar Celestial", + "range": "90 pés", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "druida", + "Mago" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Você conjura um espírito Grande e intangível dos Planos Elementais que aparece em um espaço desocupado dentro do alcance. Escolha o elemento do espírito, que determina seu tipo de dano: ar (Relâmpago), terra (Trovão), fogo (Fogo) ou água (Frio). O espírito dura pela duração. Sempre que uma criatura que você pode ver entra no espaço do espírito ou começa seu turno a 1,5 m do espírito, você pode forçar essa criatura a fazer um teste de resistência de Destreza se o espírito não tiver nenhuma criatura Restringida. Em caso de falha na resistência, o alvo sofre 8d8 de dano do tipo do espírito, e o alvo tem a condição Restringido até que a magia termine. No início de cada um de seus turnos, o alvo Restringido repete a resistência. Em caso de falha na resistência, o alvo sofre 4d8 de dano do tipo do espírito. Em caso de sucesso, o alvo não é Restringido pelo espírito.", + "duration": "até 10 minutos", + "higher_level": "O dano aumenta em 2d8 para cada nível de magia acima de 5.", + "id": 598, + "level": 5, + "locations": [ + { + "page": 254, + "sourcebook": "PHB24" + } + ], + "name": "Conjurar Elemental", + "range": "60 pés", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "druida" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Você conjura um espírito Médio da Agrestia das Fadas em um espaço desocupado que você pode ver dentro do alcance. O espírito dura pela duração, e parece uma criatura Fey de sua escolha. Quando o espírito aparece, você pode fazer um ataque mágico corpo a corpo contra uma criatura a até 1,5 m dele. Em um acerto, o alvo recebe dano Psíquico igual a 3d12 mais seu modificador de habilidade de conjuração, e o alvo tem a condição Assustado até o início do seu próximo turno, com você e o espírito como a fonte do medo. Como uma Ação Bônus em seus turnos posteriores, você pode teleportar o espírito para um espaço desocupado que você pode ver a até 9 m do espaço que ele deixou e fazer o ataque contra uma criatura a até 1,5 m dele.", + "duration": "até 10 minutos", + "higher_level": "O dano aumenta em 2d12 para cada nível de magia acima de 6.", + "id": 599, + "level": 6, + "locations": [ + { + "page": 255, + "sourcebook": "PHB24" + } + ], + "name": "Conjurar Fey", + "range": "60 pés", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "druida", + "Mago" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Você conjura espíritos dos Planos Elementais que voam ao seu redor em uma Emanação de 15 pés pela duração. Até que a magia termine, qualquer ataque que você fizer causa 2d8 de dano extra quando você atinge uma criatura na Emanação. Esse dano é Ácido, Frio, Fogo ou Relâmpago (sua escolha quando você faz o ataque). Além disso, o solo na Emanação é Terreno Difícil para seus inimigos.", + "duration": "até 10 minutos", + "higher_level": "O dano aumenta em 2d8 para cada nível de magia acima de 4.", + "id": 600, + "level": 4, + "locations": [ + { + "page": 255, + "sourcebook": "PHB24" + } + ], + "name": "Conjurar Elementais Menores", + "range": "Auto", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Guarda-florestal" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você brande a arma usada para conjurar a magia e escolhe um ponto dentro do alcance. Centenas de armas espectrais similares (ou munição apropriada para a arma) caem em uma saraivada e então desaparecem. Cada criatura de sua escolha que você pode ver em um Cilindro de 40 pés de raio e 20 pés de altura centrado naquele ponto faz um teste de resistência de Destreza. Uma criatura sofre 8d8 de dano de Força em uma falha ou metade do dano em uma bem-sucedida.", + "duration": "Instantâneo", + "id": 601, + "level": 5, + "locations": [ + { + "page": 255, + "sourcebook": "PHB24" + } + ], + "material": "Uma arma corpo a corpo ou de longo alcance que vale pelo menos 1 pc", + "name": "Conjurar Voleio", + "range": "150 pés", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "druida", + "Guarda-florestal" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Você conjura espíritos da natureza que voam ao seu redor em uma Emanação de 10 pés pela duração. Sempre que a Emanação entra no espaço de uma criatura que você pode ver e sempre que uma criatura que você pode ver entra na Emanação ou termina seu turno lá, você pode forçar essa criatura a fazer um teste de resistência de Sabedoria. A criatura sofre 5d8 de dano de Força em uma falha ou metade do dano em uma bem-sucedida. Uma criatura faz esse teste apenas uma vez por turno. Além disso, você pode realizar a ação Desengajar como uma Ação Bônus pela duração da magia.", + "duration": "até 10 minutos", + "higher_level": "O dano aumenta em 1d8 para cada nível de magia acima de 4.", + "id": 602, + "level": 4, + "locations": [ + { + "page": 255, + "sourcebook": "PHB24" + } + ], + "name": "Conjurar Seres da Floresta", + "range": "Auto", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "1 minuto ou Ritual", + "classes": [ + "Bruxo", + "Mago" + ], + "components": [ + "V" + ], + "desc": "Você contata mentalmente um semideus, o espírito de um sábio morto há muito tempo, ou alguma outra entidade conhecedora de outro plano. Contatar essa inteligência sobrenatural pode quebrar sua mente. Quando você conjura esta magia, faça um teste de resistência de Inteligência CD 15. Em um teste bem-sucedido, você pode fazer até cinco perguntas à entidade. Você deve fazer suas perguntas antes que a magia termine. O Mestre responde a cada pergunta com uma palavra, como "sim", "não", "talvez", "nunca", "irrelevante" ou "pouco claro" (se a entidade não souber a resposta para a pergunta). Se uma resposta de uma palavra for enganosa, o Mestre pode, em vez disso, oferecer uma frase curta como resposta. Em um teste falho, você sofre 6d6 de dano Psíquico e fica com a condição Incapacitado até terminar um Descanso Longo. Uma magia Restauração Maior conjurada em você encerra este efeito.", + "duration": "1 minuto", + "id": 603, + "level": 5, + "locations": [ + { + "page": 255, + "sourcebook": "PHB24" + } + ], + "name": "Contato Outro Plano", + "range": "Auto", + "ruleset": "2024", + "school": "Adivinhação" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "druida" + ], + "components": [ + "V", + "S" + ], + "desc": "Seu toque inflige um contágio mágico. O alvo deve ter sucesso em um teste de resistência de Constituição ou receber 11d8 de dano Necrótico e ter a condição Envenenado. Além disso, escolha uma habilidade quando conjurar a magia. Enquanto Envenenado, o alvo tem Desvantagem em testes de resistência feitos com a habilidade escolhida. O alvo deve repetir o teste de resistência no final de cada um de seus turnos até obter três sucessos ou falhas. Se o alvo tiver sucesso em três desses testes, a magia termina no alvo. Se o alvo falhar em três dos testes, a magia dura 7 dias nele. Sempre que o alvo Envenenado receber um efeito que encerraria a condição Envenenado, o alvo deve ter sucesso em um teste de resistência de Constituição, ou a condição Envenenado não termina nele.", + "duration": "7 dias", + "id": 604, + "level": 5, + "locations": [ + { + "page": 256, + "sourcebook": "PHB24" + } + ], + "name": "Contágio", + "range": "Tocar", + "ruleset": "2024", + "school": "Necromancia" + }, + { + "casting_time": "10 minutos", + "classes": [ + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Escolha uma magia de nível 5 ou menor que você possa conjurar, que tenha um tempo de conjuração de uma ação e que possa ter você como alvo. Você conjura essa magia — chamada de magia contingente — como parte da conjuração de Contingência, gastando espaços de magia para ambas, mas a magia contingente não entra em vigor. Em vez disso, ela entra em vigor quando um certo gatilho ocorre. Você descreve esse gatilho quando conjura as duas magias. Por exemplo, uma conjuração de Contingência com Respiração Aquática pode estipular que a Respiração Aquática entre em vigor quando você for engolido em água ou um líquido similar. A magia contingente entra em vigor imediatamente após o gatilho ocorrer pela primeira vez, quer você queira ou não, e então a Contingência termina. A magia contingente entra em vigor somente em você, mesmo que normalmente possa ter outros como alvo. Você pode usar somente uma magia de Contingência por vez. Se conjurar essa magia novamente, o efeito de outra magia de Contingência em você termina. Além disso, a Contingência termina em você se seu componente material não estiver em sua pessoa.", + "duration": "10 dias", + "id": 605, + "level": 6, + "locations": [ + { + "page": 256, + "sourcebook": "PHB24" + } + ], + "material": "Uma estatueta sua incrustada de pedras preciosas que vale mais de 1.500 PO", + "name": "Contingência", + "range": "Auto", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "druida", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Uma chama brota de um objeto que você toca. O efeito lança Luz Brilhante em um raio de 20 pés e Luz Fraca por mais 20 pés. Parece uma chama normal, mas não cria calor e não consome combustível. A chama pode ser coberta ou escondida, mas não sufocada ou apagada.", + "duration": "Até que seja dissipado", + "id": 606, + "level": 2, + "locations": [ + { + "page": 256, + "sourcebook": "PHB24" + } + ], + "material": "Pó de rubi no valor de 50+ PO, que a magia consome", + "name": "Chama Contínua", + "range": "Tocar", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "druida", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Até que a magia termine, você controla qualquer água dentro de uma área que você escolher que seja um Cubo de até 100 pés de lado, usando um dos seguintes efeitos. Como uma ação de Magia em seus turnos posteriores, você pode repetir o mesmo efeito ou escolher um diferente. Inundação. Você faz com que o nível de água de toda a água parada na área suba em até 20 pés. Se você escolher uma área em um grande corpo de água, você cria uma onda de 20 pés de altura que viaja de um lado da área para o outro e então quebra. Qualquer veículo Enorme ou menor no caminho da onda é levado com ela para o outro lado. Qualquer veículo Enorme ou menor atingido pela onda tem 25 por cento de chance de virar. O nível da água permanece elevado até que a magia termine ou você escolha um efeito diferente. Se este efeito produziu uma onda, a onda se repete no início do seu próximo turno enquanto o efeito de inundação durar. Parte Água. Você divide a água na área e cria uma trincheira. A trincheira se estende pela área da magia, e a água separada forma uma parede para cada lado. A trincheira permanece até que a magia termine ou você escolha um efeito diferente. A água então preenche lentamente a trincheira ao longo da próxima rodada até que o nível normal da água seja restaurado. Redirecionar Fluxo. Você faz com que a água corrente na área se mova em uma direção que você escolher, mesmo que a água tenha que fluir sobre obstáculos, paredes ou outras direções improváveis. A água na área se move conforme você a direciona, mas uma vez que ela se move além da área da magia, ela retoma seu fluxo com base no terreno. A água continua a se mover na direção que você escolheu até que a magia termine ou você escolha um efeito diferente. Redemoinho. Você faz com que um redemoinho se forme no centro da área, que deve ter pelo menos 50 pés quadrados e 25 pés de profundidade. O redemoinho dura até que você escolha um efeito diferente ou a magia termine. O redemoinho tem 5 pés de largura na base, até 50 pés de largura no topo e 25 pés de altura. Qualquer criatura na água e a 25 pés do redemoinho é puxada 10 pés em sua direção. Quando uma criatura entra no redemoinho pela primeira vez em um turno ou termina seu turno lá, ela faz um teste de resistência de Força. Em um teste falho, a criatura sofre 2d8 de dano de Concussão. Em um teste bem-sucedido, a criatura sofre metade do dano. Uma criatura pode nadar para longe do redemoinho somente se primeiro realizar uma ação para se afastar e for bem-sucedida em um teste de Força (Atletismo) contra sua CD de resistência à magia.", + "duration": "até 10 minutos", + "id": 607, + "level": 4, + "locations": [ + { + "page": 256, + "sourcebook": "PHB24" + } + ], + "material": "Uma mistura de água e poeira", + "name": "Controle de Água", + "range": "300 pés", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "10 minutos", + "classes": [ + "Clérigo", + "druida", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você assume o controle do clima em um raio de 5 milhas de você durante a duração. Você deve estar ao ar livre para conjurar esta magia, e ela termina mais cedo se você entrar em ambientes fechados. Quando conjura a magia, você altera as condições climáticas atuais, que são determinadas pelo Mestre. Você pode alterar a precipitação, a temperatura e o vento. Leva 1d4 × 10 minutos para que as novas condições entrem em vigor. Depois que isso acontecer, você pode alterar as condições novamente. Quando a magia termina, o clima retorna gradualmente ao normal. Quando você altera as condições climáticas, encontre uma condição atual nas tabelas a seguir e altere seu estágio em um, para cima ou para baixo. Ao alterar o vento, você pode alterar sua direção. Condição de Estágio 1 Claro 2 Nuvens leves 3 Nublado ou neblina 4 Chuva, granizo ou neve 5 Chuva torrencial, granizo ou nevasca Condição de Estágio 1 Onda de calor 2 Quente 3 Morno 4 Frio 5 Frio 6 Congelante Condição de Estágio 1 Calmo 2 Vento moderado 3 Vento forte 4 Vendaval 5 Tempestade", + "duration": "até 8 horas", + "id": 608, + "level": 8, + "locations": [ + { + "page": 257, + "sourcebook": "PHB24" + } + ], + "material": "Queimando incenso", + "name": "Controle do clima", + "range": "Auto", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Guarda-florestal" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você toca até quatro Flechas ou Raios não mágicos e os planta no chão em seu espaço. Até que a magia termine, a munição não pode ser fisicamente arrancada, e sempre que uma criatura que não seja você entrar em um espaço a até 30 pés da munição pela primeira vez em um turno ou terminar seu turno lá, um pedaço de munição voa para atingi-la. A criatura deve ter sucesso em um teste de resistência de Destreza ou sofrer 2d4 de dano Perfurante. O pedaço de munição é então destruído. A magia termina quando nenhuma munição permanece plantada no chão. Quando você conjura esta magia, você pode designar quaisquer criaturas que escolher, e a magia as ignora.", + "duration": "8 horas", + "higher_level": "A quantidade de munição que pode ser afetada aumenta em dois para cada nível de slot de magia acima de 2.", + "id": 609, + "level": 2, + "locations": [ + { + "page": 258, + "sourcebook": "PHB24" + } + ], + "material": "Uma trança ornamental", + "name": "Cordão de Flechas", + "range": "Tocar", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Reação, que você toma quando vê uma criatura a até 18 metros de você lançando uma magia com componentes Verbal, Somático ou Material", + "classes": [ + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "S" + ], + "desc": "Você tenta interromper uma criatura no processo de conjuração de uma magia. A criatura faz um teste de resistência de Constituição. Em uma falha, a magia se dissipa sem efeito, e a ação, Ação Bônus ou Reação usada para conjurá-la é desperdiçada. Se aquela magia foi conjurada com um espaço de magia, o espaço não é gasto.", + "duration": "Instantâneo", + "id": 610, + "level": 3, + "locations": [ + { + "page": 258, + "sourcebook": "PHB24" + } + ], + "name": "Contrafeitiço", + "range": "60 pés", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "Paladino" + ], + "components": [ + "V", + "S" + ], + "desc": "Você cria 45 libras de comida e 30 galões de água fresca no chão ou em recipientes dentro do alcance — ambos úteis para afastar os perigos da desnutrição e da desidratação. A comida é insossa, mas nutritiva, e parece uma comida de sua escolha, e a água é limpa. A comida estraga após 24 horas se não for comida.", + "duration": "Instantâneo", + "id": 611, + "level": 3, + "locations": [ + { + "page": 258, + "sourcebook": "PHB24" + } + ], + "name": "Crie comida e água", + "range": "30 pés", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "druida" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você faz um dos seguintes: Criar Água. Você cria até 10 galões de água limpa dentro do alcance em um recipiente aberto. Alternativamente, a água cai como chuva em um Cubo de 30 pés dentro do alcance, extinguindo chamas expostas ali. Destrói Água. Você destrói até 10 galões de água em um recipiente aberto dentro do alcance. Alternativamente, você destrói névoa em um Cubo de 30 pés dentro do alcance.", + "duration": "Instantâneo", + "higher_level": "Você cria ou destrói 10 galões adicionais de água, ou o tamanho do Cubo aumenta em 1,5 m, para cada nível de espaço de magia acima de 1.", + "id": 612, + "level": 1, + "locations": [ + { + "page": 258, + "sourcebook": "PHB24" + } + ], + "material": "Uma mistura de água e areia", + "name": "Criar ou destruir água", + "range": "30 pés", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "1 minuto", + "classes": [ + "Clérigo", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você pode conjurar esta magia somente à noite. Escolha até três cadáveres de Humanoides Médios ou Pequenos dentro do alcance. Cada um se torna um Ghoul sob seu controle (veja o Monster Manual para seu bloco de estatísticas). Como uma Ação Bônus em cada um dos seus turnos, você pode comandar mentalmente qualquer criatura que você animou com esta magia se a criatura estiver a até 120 pés de você (se você controlar múltiplas criaturas, você pode comandar qualquer uma delas ao mesmo tempo, emitindo o mesmo comando para elas). Você decide qual ação a criatura tomará e para onde ela se moverá em seu próximo turno, ou você pode emitir um comando geral, como proteger um lugar específico. Se você não emitir nenhum comando, a criatura realiza a ação Esquivar e se move apenas para evitar danos. Uma vez dada uma ordem, a criatura continua a segui-la até que sua tarefa seja concluída. A criatura fica sob seu controle por 24 horas, após o que ela para de obedecer a qualquer comando que você tenha dado a ela. Para manter o controle da criatura por mais 24 horas, você deve conjurar esta magia na criatura antes que o período atual de 24 horas termine. Este uso da magia reafirma seu controle sobre até três criaturas que você animou com esta magia, em vez de animar novas.", + "duration": "Instantâneo", + "higher_level": "Se você usar um slot de magia de nível 7, você pode animar ou reassumir o controle sobre quatro Ghouls. Se você usar um slot de magia de nível 8, você pode animar ou reassumir o controle sobre cinco Ghouls ou dois Ghasts ou Wights. Se você usar um slot de magia de nível 9, você pode animar ou reassumir o controle sobre seis Ghouls, três Ghasts ou Wights, ou duas Múmias. Veja o Monster Manual para esses blocos de estatísticas.", + "id": 613, + "level": 6, + "locations": [ + { + "page": 258, + "sourcebook": "PHB24" + } + ], + "material": "Uma pedra de ônix preta de 150+ gp para cada cadáver", + "name": "Criar mortos-vivos", + "range": "10 pés", + "ruleset": "2024", + "school": "Necromancia" + }, + { + "casting_time": "1 minuto", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você puxa tufos de material de sombra do Pendor das Sombras para criar um objeto dentro do alcance. É um objeto de matéria vegetal (bens macios, corda, madeira e similares) ou matéria mineral (pedra, cristal, metal e similares). O objeto não deve ser maior que um Cubo de 5 pés, e o objeto deve ser de uma forma e material que você tenha visto. A duração da magia depende do material do objeto, conforme mostrado na tabela de Materiais. Se o objeto for composto de vários materiais, use a duração mais curta. Usar qualquer objeto criado por esta magia como componente Material de outra magia faz com que a outra magia falhe. Material Duração Matéria vegetal 24 horas Pedra ou cristal 12 horas Metais preciosos 1 hora Gemas 10 minutos Adamantino ou mitral 1 minuto", + "duration": "Especial", + "higher_level": "O Cubo aumenta em 1,5 metros para cada nível de magia acima de 5.", + "id": 614, + "level": 5, + "locations": [ + { + "page": 259, + "sourcebook": "PHB24" + } + ], + "material": "Um pincel", + "name": "Criação", + "range": "30 pés", + "ruleset": "2024", + "school": "Ilusão" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Uma criatura que você pode ver dentro do alcance deve ter sucesso em um teste de resistência de Sabedoria ou ter a condição Encantado pela duração. A criatura tem sucesso automaticamente se não for Humanoide. Uma coroa espectral aparece na cabeça do alvo Encantado, e ele deve usar sua ação antes de se mover em cada um de seus turnos para fazer um ataque corpo a corpo contra uma criatura diferente de si mesmo que você escolher mentalmente. O alvo pode agir normalmente em seu turno se você não escolher nenhuma criatura ou se nenhuma criatura estiver dentro de seu alcance. O alvo repete o teste no final de cada um de seus turnos, terminando a magia em si mesmo em um sucesso. Em seus turnos posteriores, você deve realizar a ação de Magia para manter o controle do alvo, ou a magia termina.", + "duration": "até 1 minuto", + "id": 615, + "level": 2, + "locations": [ + { + "page": 259, + "sourcebook": "PHB24" + } + ], + "name": "Coroa da Loucura", + "range": "120 pés", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação", + "classes": [ + "Paladino" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "Você irradia uma aura mágica em uma Emanação de 30 pés. Enquanto estiver na aura, você e seus aliados causam 1d4 de dano Radiante extra ao acertar com uma arma ou um Ataque Desarmado.", + "duration": "até 1 minuto", + "id": 616, + "level": 3, + "locations": [ + { + "page": 259, + "sourcebook": "PHB24" + } + ], + "name": "Manto do Cruzado", + "range": "Auto", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Clérigo", + "druida", + "Paladino", + "Guarda-florestal" + ], + "components": [ + "V", + "S" + ], + "desc": "Uma criatura que você tocar recupera uma quantidade de Pontos de Vida igual a 2d8 mais seu modificador de habilidade de conjuração.", + "duration": "Instantâneo", + "higher_level": "A cura aumenta em 2d8 para cada nível de magia acima de 1.", + "id": 617, + "level": 1, + "locations": [ + { + "page": 259, + "sourcebook": "PHB24" + } + ], + "name": "Curar Feridas", + "range": "Tocar", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você cria até quatro luzes do tamanho de tochas dentro do alcance, fazendo-as parecer tochas, lanternas ou orbes brilhantes que pairam durante a duração. Alternativamente, você combina as quatro luzes em uma forma Medium brilhante que é vagamente humana. Qualquer que seja a forma que você escolher, cada luz emite Luz Fraca em um raio de 10 pés. Como uma Ação Bônus, você pode mover as luzes até 60 pés para um espaço dentro do alcance. Uma luz deve estar a 20 pés de outra luz criada por esta magia, e uma luz desaparece se exceder o alcance da magia.", + "duration": "até 1 minuto", + "id": 618, + "level": 0, + "locations": [ + { + "page": 259, + "sourcebook": "PHB24" + } + ], + "material": "Um pouco de fósforo", + "name": "Luzes dançantes", + "range": "120 pés", + "ruleset": "2024", + "school": "Ilusão" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "M" + ], + "concentration": true, + "desc": "Durante a duração, a Escuridão mágica se espalha de um ponto dentro do alcance e preenche uma Esfera de 15 pés de raio. A Visão no Escuro não pode ver através dela, e a luz não mágica não pode iluminá-la. Alternativamente, você conjura a magia em um objeto que não está sendo usado ou carregado, fazendo com que a Escuridão preencha uma Emanação de 15 pés originada daquele objeto. Cobrir aquele objeto com algo opaco, como uma tigela ou elmo, bloqueia a Escuridão. Se qualquer área desta magia se sobrepuser a uma área de Luz Brilhante ou Luz Fraca criada por uma magia de nível 2 ou inferior, aquela outra magia é dissipada.", + "duration": "até 10 minutos", + "id": 619, + "level": 2, + "locations": [ + { + "page": 260, + "sourcebook": "PHB24" + } + ], + "material": "Pêlo de morcego e um pedaço de carvão", + "name": "Escuridão", + "range": "60 pés", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "druida", + "Guarda-florestal", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Durante a duração, uma criatura disposta que você tocar terá Visão no Escuro com um alcance de 45 metros.", + "duration": "8 horas", + "id": 620, + "level": 2, + "locations": [ + { + "page": 260, + "sourcebook": "PHB24" + } + ], + "material": "Uma cenoura seca", + "name": "Visão no escuro", + "range": "Tocar", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "druida", + "Paladino", + "Guarda-florestal", + "Feiticeiro" + ], + "components": [ + "V", + "S" + ], + "desc": "Durante a duração, a luz do sol se espalha de um ponto dentro do alcance e preenche uma Esfera de 60 pés de raio. A área da luz do sol é Luz Brilhante e emite Luz Fraca por mais 60 pés. Alternativamente, você conjura a magia em um objeto que não está sendo usado ou carregado, fazendo com que a luz do sol preencha uma Emanação de 60 pés originada daquele objeto. Cobrir aquele objeto com algo opaco, como uma tigela ou capacete, bloqueia a luz do sol. Se qualquer área desta magia se sobrepuser a uma área de Escuridão criada por uma magia de nível 3 ou inferior, aquela outra magia é dissipada.", + "duration": "1 hora", + "id": 621, + "level": 3, + "locations": [ + { + "page": 260, + "sourcebook": "PHB24" + } + ], + "name": "Luz do dia", + "range": "60 pés", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "Paladino" + ], + "components": [ + "V", + "S" + ], + "desc": "Você toca uma criatura e concede a ela uma medida de proteção contra a morte. A primeira vez que o alvo cairia para 0 Pontos de Vida antes do fim da magia, o alvo cai para 1 Ponto de Vida, e a magia termina. Se a magia ainda estiver em efeito quando o alvo for submetido a um efeito que o mataria instantaneamente sem causar dano, esse efeito é negado contra o alvo, e a magia termina.", + "duration": "8 horas", + "id": 622, + "level": 4, + "locations": [ + { + "page": 261, + "sourcebook": "PHB24" + } + ], + "name": "Ala da Morte", + "range": "Tocar", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Um raio de luz amarela pisca de você, então se condensa em um ponto escolhido dentro do alcance como uma conta brilhante pela duração. Quando a magia termina, a conta explode, e cada criatura em uma Esfera de 20 pés de raio centrada naquele ponto faz um teste de resistência de Destreza. Uma criatura sofre dano de Fogo igual ao dano acumulado total em uma falha ou metade do dano em uma bem-sucedida. O dano base da magia é 12d6, e o dano aumenta em 1d6 sempre que seu turno termina e a magia não terminou. Se uma criatura tocar a conta brilhante antes que a magia termine, essa criatura faz um teste de resistência de Destreza. Em uma falha, a magia termina, fazendo com que a conta exploda. Em uma bem-sucedida, a criatura pode lançar a conta até 40 pés. Se a conta lançada entrar no espaço de uma criatura ou colidir com um objeto sólido, a magia termina, e a conta explode. Quando a conta explode, objetos inflamáveis na explosão que não estão sendo usados ou carregados começam a queimar.", + "duration": "até 1 minuto", + "higher_level": "O dano base aumenta em 1d6 para cada nível de magia acima de 7.", + "id": 623, + "level": 7, + "locations": [ + { + "page": 261, + "sourcebook": "PHB24" + } + ], + "material": "Uma bola de guano de morcego e enxofre", + "name": "Bola de fogo de explosão retardada", + "range": "150 pés", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "S" + ], + "desc": "Você cria uma porta Média sombria em uma superfície plana e sólida que você pode ver dentro do alcance. Esta porta pode ser aberta e fechada, e leva a um semiplano que é uma sala vazia de 30 pés em cada dimensão, feita de madeira ou pedra (sua escolha). Quando a magia termina, a porta desaparece, e quaisquer objetos dentro do semiplano permanecem lá. Quaisquer criaturas dentro também permanecem, a menos que optem por ser empurradas através da porta enquanto ela desaparece, aterrissando com a condição Prone nos espaços desocupados mais próximos do antigo espaço da porta. Cada vez que você conjura esta magia, você pode criar um novo semiplano ou conectar a porta sombria a um semiplano que você criou com uma conjuração anterior desta magia. Além disso, se você conhece a natureza e o conteúdo de um semiplano criado por uma conjuração desta magia por outra criatura, você pode conectar a porta sombria a esse semiplano.", + "duration": "1 hora", + "id": 624, + "level": 8, + "locations": [ + { + "page": 261, + "sourcebook": "PHB24" + } + ], + "name": "Semiplano", + "range": "60 pés", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Paladino" + ], + "components": [ + "V" + ], + "desc": "Energia destrutiva ondula para fora de você em uma Emanação de 30 pés. Cada criatura que você escolher na Emanação faz um teste de resistência de Constituição. Em uma falha, o alvo sofre 5d6 de dano de Trovão e 5d6 de dano Radiante ou Necrótico (sua escolha) e tem a condição Prone. Em uma falha, o alvo sofre apenas metade do dano.", + "duration": "Instantâneo", + "id": 625, + "level": 5, + "locations": [ + { + "page": 261, + "sourcebook": "PHB24" + } + ], + "name": "Onda Destrutiva", + "range": "Auto", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "Paladino" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Durante a duração, você sente a localização de qualquer Aberração, Celestial, Elemental, Fey, Fiend ou Undead a até 30 pés de você. Você também sente se a magia Hallow está ativa ali e, se estiver, onde. A magia é bloqueada por 1 pé de pedra, terra ou madeira; 1 polegada de metal; ou uma fina folha de chumbo.", + "duration": "até 10 minutos", + "id": 626, + "level": 1, + "locations": [ + { + "page": 261, + "sourcebook": "PHB24" + } + ], + "name": "Detecte o Mal e o Bem", + "range": "Auto", + "ruleset": "2024", + "school": "Adivinhação" + }, + { + "casting_time": "Ação ou Ritual", + "classes": [ + "Bardo", + "Clérigo", + "druida", + "Paladino", + "Guarda-florestal", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Durante a duração, você sente a presença de efeitos mágicos a até 30 pés de você. Se você sentir tais efeitos, você pode usar a ação Magia para ver uma aura tênue ao redor de qualquer criatura ou objeto visível na área que carrega a magia, e se um efeito foi criado por uma magia, você aprende a escola de magia da magia. A magia é bloqueada por 1 pé de pedra, terra ou madeira; 1 polegada de metal; ou uma fina folha de chumbo.", + "duration": "até 10 minutos", + "id": 627, + "level": 1, + "locations": [ + { + "page": 262, + "sourcebook": "PHB24" + } + ], + "name": "Detectar Magia", + "range": "Auto", + "ruleset": "2024", + "school": "Adivinhação" + }, + { + "casting_time": "Ação ou Ritual", + "classes": [ + "Clérigo", + "druida", + "Paladino", + "Guarda-florestal" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Durante a duração, você sente a localização de venenos, criaturas venenosas ou peçonhentas e contágios mágicos a até 30 pés de você. Você sente o tipo de veneno, criatura ou contágio em cada caso. A magia é bloqueada por 1 pé de pedra, terra ou madeira; 1 polegada de metal; ou uma fina folha de chumbo.", + "duration": "até 10 minutos", + "id": 628, + "level": 1, + "locations": [ + { + "page": 262, + "sourcebook": "PHB24" + } + ], + "material": "Uma folha de teixo", + "name": "Detectar veneno e doença", + "range": "Auto", + "ruleset": "2024", + "school": "Adivinhação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você ativa um dos efeitos abaixo. Até que a magia termine, você pode ativar qualquer efeito como uma ação de Magia em seus turnos posteriores. Sentir Pensamentos. Você sente a presença de pensamentos a até 30 pés de você que pertencem a criaturas que sabem línguas ou são telepáticas. Você não lê os pensamentos, mas sabe que uma criatura pensante está presente. A magia é bloqueada por 1 pé de pedra, terra ou madeira; 1 polegada de metal; ou uma fina folha de chumbo. Ler Pensamentos. Escolha uma criatura que você possa ver a até 30 pés de você ou uma criatura a até 30 pés de você que você detectou com a opção Sentir Pensamentos. Você descobre o que está mais na mente do alvo agora. Se o alvo não souber nenhuma língua e não for telepático, você não aprende nada. Como uma ação de Magia em seu próximo turno, você pode tentar sondar mais profundamente a mente do alvo. Se você sondar mais profundamente, o alvo faz um teste de resistência de Sabedoria. Em uma falha na defesa, você discerne o raciocínio, as emoções e algo que paira na mente do alvo (como uma preocupação, amor ou ódio). Em uma defesa bem-sucedida, a magia termina. De qualquer forma, o alvo sabe que você está sondando sua mente e, até que você desvie sua atenção da mente do alvo, o alvo pode realizar uma ação em seu turno para fazer um teste de Inteligência (Arcana) contra sua CD de resistência à magia, terminando a magia em um sucesso.", + "duration": "até 1 minuto", + "id": 629, + "level": 2, + "locations": [ + { + "page": 262, + "sourcebook": "PHB24" + } + ], + "material": "1 peça de cobre", + "name": "Detectar Pensamentos", + "range": "Auto", + "ruleset": "2024", + "school": "Adivinhação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V" + ], + "desc": "Você se teletransporta para um local dentro do alcance. Você chega exatamente no local desejado. Pode ser um lugar que você pode ver, um que você pode visualizar ou um que você pode descrever declarando distância e direção, como "200 pés direto para baixo" ou "300 pés para cima para o noroeste em um ângulo de 45 graus". Você também pode teletransportar uma criatura disposta. A criatura deve estar a 5 pés de você quando você se teletransporta, e ela se teletransporta para um espaço a 5 pés do seu espaço de destino. Se você, a outra criatura ou ambos chegarem em um espaço ocupado por uma criatura ou completamente preenchido por um ou mais objetos, você e qualquer criatura viajando com você sofrem 4d6 de dano de Força cada, e o teletransporte falha.", + "duration": "Instantâneo", + "id": 630, + "level": 4, + "locations": [ + { + "page": 262, + "sourcebook": "PHB24" + } + ], + "name": "Dimensão Porta", + "range": "500 pés", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Você faz com que você mesmo — incluindo suas roupas, armaduras, armas e outros pertences em sua pessoa — pareça diferente até que a magia termine. Você pode parecer 1 pé mais baixo ou mais alto e pode parecer mais pesado ou mais leve. Você deve adotar uma forma que tenha o mesmo arranjo básico de membros que você tem. Caso contrário, a extensão da ilusão depende de você. As mudanças causadas por esta magia não resistem à inspeção física. Por exemplo, se você usar esta magia para adicionar um chapéu à sua roupa, objetos passam pelo chapéu e qualquer um que o toque não sentirá nada. Para discernir que você está disfarçado, uma criatura deve realizar a ação Estudar para inspecionar sua aparência e ter sucesso em um teste de Inteligência (Investigação) contra sua CD de resistência à magia.", + "duration": "1 hora", + "id": 631, + "level": 1, + "locations": [ + { + "page": 262, + "sourcebook": "PHB24" + } + ], + "name": "Disfarce-se", + "range": "Auto", + "ruleset": "2024", + "school": "Ilusão" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você lança um raio verde em um alvo que você pode ver dentro do alcance. O alvo pode ser uma criatura, um objeto não mágico ou uma criação de força mágica, como a parede criada por Parede de Força. Uma criatura alvo desta magia faz um teste de resistência de Destreza. Em uma falha, o alvo sofre 10d6 + 40 de dano de Força. Se este dano o reduzir a 0 Pontos de Vida, ele e tudo o que não mágico estiver vestindo e carregando são desintegrados em pó cinza. O alvo pode ser revivido apenas por uma Ressurreição Verdadeira ou uma magia Desejo. Esta magia desintegra automaticamente um objeto não mágico Grande ou menor ou uma criação de força mágica. Se tal alvo for Enorme ou maior, esta magia desintegra uma porção de 10 pés-Cubo dele.", + "duration": "Instantâneo", + "higher_level": "O dano aumenta em 3d6 para cada nível de magia acima de 6.", + "id": 632, + "level": 6, + "locations": [ + { + "page": 263, + "sourcebook": "PHB24" + } + ], + "material": "Uma pedra-ímã e poeira", + "name": "Desintegrar", + "range": "60 pés", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "Paladino" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Durante a duração, Celestiais, Elementais, Fadas, Demônios e Mortos-vivos têm Desvantagem em jogadas de ataque contra você. Você pode terminar a magia mais cedo usando qualquer uma das seguintes funções especiais. Quebrar Encantamento. Como uma ação de Magia, você toca uma criatura que está possuída por ou tem a condição Encantado ou Amedrontado de uma ou mais criaturas dos tipos acima. O alvo não está mais possuído, Encantado ou Amedrontado por tais criaturas. Dispensa. Como uma ação de Magia, você tem como alvo uma criatura que você pode ver a até 1,5 m de você que tenha um dos tipos de criatura acima. O alvo deve ter sucesso em um teste de resistência de Carisma ou ser enviado de volta para seu plano de origem, se ele ainda não estiver lá. Se eles não estiverem em seu plano de origem, Mortos-vivos são enviados para o Pendor das Sombras, e Fadas são enviados para o Agrestia das Fadas.", + "duration": "até 1 minuto", + "id": 633, + "level": 5, + "locations": [ + { + "page": 263, + "sourcebook": "PHB24" + } + ], + "material": "Prata em pó e ferro", + "name": "Dissipar o mal e o bem", + "range": "Auto", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Clérigo", + "druida", + "Paladino", + "Guarda-florestal", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Escolha uma criatura, objeto ou efeito mágico dentro do alcance. Qualquer magia em andamento de nível 3 ou menor no alvo termina. Para cada magia em andamento de nível 4 ou maior no alvo, faça um teste de habilidade usando sua habilidade de conjuração (CD 10 mais o nível daquela magia). Em um teste bem-sucedido, a magia termina.", + "duration": "Instantâneo", + "higher_level": "Você encerra automaticamente uma magia no alvo se o nível da magia for igual ou menor que o nível do espaço de magia que você usa.", + "id": 634, + "level": 3, + "locations": [ + { + "page": 264, + "sourcebook": "PHB24" + } + ], + "name": "Dissipar Magia", + "range": "120 pés", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo" + ], + "components": [ + "V" + ], + "desc": "Uma criatura de sua escolha que você pode ver dentro do alcance ouve uma melodia dissonante em sua mente. O alvo faz um teste de resistência de Sabedoria. Em uma falha, ele sofre 3d6 de dano Psíquico e deve usar imediatamente sua Reação, se disponível, para se mover o mais longe possível de você, usando a rota mais segura. Em uma falha, o alvo sofre apenas metade do dano.", + "duration": "Instantâneo", + "higher_level": "O dano aumenta em 1d6 para cada nível de magia acima de 1.", + "id": 635, + "level": 1, + "locations": [ + { + "page": 264, + "sourcebook": "PHB24" + } + ], + "name": "Sussurros Dissonantes", + "range": "60 pés", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação ou Ritual", + "classes": [ + "Clérigo", + "druida", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Esta magia coloca você em contato com um deus ou servos de um deus. Você faz uma pergunta sobre um objetivo, evento ou atividade específica que ocorrerá dentro de 7 dias. O Mestre oferece uma resposta verdadeira, que pode ser uma frase curta ou uma rima enigmática. A magia não leva em conta circunstâncias que podem mudar a resposta, como a conjuração de outras magias. Se você conjurar a magia mais de uma vez antes de terminar um Descanso Longo, há uma chance cumulativa de 25 por cento para cada conjuração após a primeira de você não obter resposta.", + "duration": "Instantâneo", + "id": 636, + "level": 4, + "locations": [ + { + "page": 264, + "sourcebook": "PHB24" + } + ], + "material": "Incenso que vale mais de 25 PO, que a magia consome", + "name": "Adivinhação", + "range": "Auto", + "ruleset": "2024", + "school": "Adivinhação" + }, + { + "casting_time": "Ação bônus", + "classes": [ + "Paladino" + ], + "components": [ + "V", + "S" + ], + "desc": "Até que a magia termine, seus ataques com armas causam 1d4 de dano Radiante extra em um acerto.", + "duration": "1 minuto", + "id": 637, + "level": 1, + "locations": [ + { + "page": 265, + "sourcebook": "PHB24" + } + ], + "name": "Favor divino", + "range": "Auto", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação bônus, que você realiza imediatamente após atingir um alvo com uma arma corpo a corpo ou um ataque desarmado", + "classes": [ + "Paladino" + ], + "components": [ + "V" + ], + "desc": "O alvo recebe 2d8 de dano Radiante extra do ataque. O dano aumenta em 1d8 se o alvo for um Fiend ou um Undead.", + "duration": "Instantâneo", + "higher_level": "O dano aumenta em 1d8 para cada nível de magia acima de 1.", + "id": 638, + "level": 1, + "locations": [ + { + "page": 265, + "sourcebook": "PHB24" + } + ], + "name": "Golpe Divino", + "range": "Auto", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação bônus", + "classes": [ + "Clérigo" + ], + "components": [ + "V" + ], + "desc": "Você profere uma palavra imbuída de poder dos Planos Superiores. Cada criatura de sua escolha no alcance faz um teste de resistência de Carisma. Em um teste falho, um alvo que tenha 50 Pontos de Vida ou menos sofre um efeito com base em seus Pontos de Vida atuais, como mostrado na tabela Efeitos da Palavra Divina. Independentemente de seus Pontos de Vida, um alvo Celestial, Elemental, Feérico ou Demônio que falhe em seu teste é forçado a voltar para seu plano de origem (se ainda não estiver lá) e não pode retornar ao plano atual por 24 horas por nenhum meio, exceto uma magia Desejo. Pontos de Vida Efeito 0–20 O alvo morre. 21–30 O alvo tem as condições Cego, Surdo e Atordoado por 1 hora. 31–40 O alvo tem as condições Cego e Surdo por 10 minutos. 41–50 O alvo tem a condição Surdo por 1 minuto.", + "duration": "Instantâneo", + "id": 639, + "level": 7, + "locations": [ + { + "page": 265, + "sourcebook": "PHB24" + } + ], + "name": "Palavra Divina", + "range": "30 pés", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "druida", + "Guarda-florestal", + "Feiticeiro" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Uma Besta que você possa ver dentro do alcance deve ter sucesso em um teste de resistência de Sabedoria ou ter a condição Encantado pela duração. O alvo tem Vantagem no teste se você ou seus aliados estiverem lutando contra ele. Sempre que o alvo sofre dano, ele repete o teste, encerrando a magia em si mesmo em um sucesso. Você tem um vínculo telepático com o alvo Encantado enquanto vocês dois estão no mesmo plano de existência. No seu turno, você pode usar esse vínculo para emitir comandos ao alvo (nenhuma ação necessária), como "Ataque aquela criatura", "Vá para lá" ou "Pegue aquele objeto". O alvo faz o melhor que pode para obedecer em seu turno. Se ele completa uma ordem e não recebe mais instruções suas, ele age e se move como quiser, focando em se proteger. Você pode comandar o alvo para tomar uma Reação, mas deve tomar sua própria Reação para fazê-lo.", + "duration": "até 1 minuto", + "higher_level": "Sua Concentração pode durar mais com um espaço de magia de nível 5 (até 10 minutos), 6 (até 1 hora) ou 7+ (até 8 horas).", + "id": 640, + "level": 4, + "locations": [ + { + "page": 265, + "sourcebook": "PHB24" + } + ], + "name": "Dominar a Besta", + "range": "60 pés", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Uma criatura que você possa ver dentro do alcance deve ter sucesso em um teste de resistência de Sabedoria ou ter a condição Encantado pela duração. O alvo tem Vantagem no teste se você ou seus aliados estiverem lutando contra ele. Sempre que o alvo sofre dano, ele repete o teste, encerrando a magia em si mesmo em um sucesso. Você tem um vínculo telepático com o alvo Encantado enquanto vocês dois estão no mesmo plano de existência. No seu turno, você pode usar esse vínculo para emitir comandos ao alvo (nenhuma ação necessária), como "Ataque aquela criatura", "Vá para lá" ou "Pegue aquele objeto". O alvo faz o melhor que pode para obedecer em seu turno. Se ele completa uma ordem e não recebe mais instruções suas, ele age e se move como quiser, focando em se proteger. Você pode comandar o alvo para tomar uma Reação, mas deve tomar sua própria Reação para fazê-lo.", + "duration": "até 1 hora", + "higher_level": "Sua Concentração pode durar mais com um espaço de magia de nível 9 (até 8 horas).", + "id": 641, + "level": 8, + "locations": [ + { + "page": 265, + "sourcebook": "PHB24" + } + ], + "name": "Dominar Monstro", + "range": "60 pés", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Um Humanoide que você possa ver dentro do alcance deve ter sucesso em um teste de resistência de Sabedoria ou ter a condição Encantado pela duração. O alvo tem Vantagem no teste se você ou seus aliados estiverem lutando contra ele. Sempre que o alvo sofre dano, ele repete o teste, encerrando a magia em si mesmo em um sucesso. Você tem um vínculo telepático com o alvo Encantado enquanto vocês dois estão no mesmo plano de existência. No seu turno, você pode usar esse vínculo para emitir comandos ao alvo (nenhuma ação necessária), como "Ataque aquela criatura", "Vá para lá" ou "Pegue aquele objeto". O alvo faz o melhor que pode para obedecer em seu turno. Se ele completa uma ordem e não recebe mais instruções suas, ele age e se move como quiser, focando em se proteger. Você pode comandar o alvo para tomar uma Reação, mas deve tomar sua própria Reação para fazê-lo.", + "duration": "até 1 minuto", + "higher_level": "Sua Concentração pode durar mais com um espaço de magia de nível 6 (até 10 minutos), 7 (até 1 hora) ou 8+ (até 8 horas).", + "id": 642, + "level": 5, + "locations": [ + { + "page": 266, + "sourcebook": "PHB24" + } + ], + "name": "Dominar Pessoa", + "range": "60 pés", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação bônus", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você toca uma criatura disposta e escolhe Ácido, Frio, Fogo, Relâmpago ou Veneno. Até que a magia termine, o alvo pode fazer uma ação de Magia para exalar um Cone de 15 pés. Cada criatura naquela área faz um teste de resistência de Destreza, sofrendo 3d6 de dano do tipo escolhido em uma falha ou metade do dano em um sucesso.", + "duration": "até 1 minuto", + "higher_level": "O dano aumenta em 1d6 para cada nível de magia acima de 2.", + "id": 643, + "level": 2, + "locations": [ + { + "page": 266, + "sourcebook": "PHB24" + } + ], + "material": "Uma pimenta picante", + "name": "Bafo de Dragão", + "range": "Tocar", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "1 minuto ou Ritual", + "classes": [ + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você toca a safira usada na conjuração e um objeto pesando 10 libras ou menos cuja maior dimensão seja 6 pés ou menos. A magia deixa uma marca invisível naquele objeto e inscreve invisivelmente o nome do objeto na safira. Cada vez que você conjura esta magia, você deve usar uma safira diferente. Depois disso, você pode fazer uma ação de Magia para falar o nome do objeto e esmagar a safira. O objeto aparece instantaneamente em sua mão, independentemente de distâncias físicas ou planares, e a magia termina. Se outra criatura estiver segurando ou carregando o objeto, esmagar a safira não a transporta, mas, em vez disso, você descobre quem é essa criatura e onde ela está localizada no momento.", + "duration": "Até que seja dissipado", + "id": 644, + "level": 6, + "locations": [ + { + "page": 266, + "sourcebook": "PHB24" + } + ], + "material": "Uma safira que vale mais de 1.000 PO", + "name": "Invocação Instantânea de Drawmij", + "range": "Tocar", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "1 minuto", + "classes": [ + "Bardo", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você tem como alvo uma criatura que você conhece no mesmo plano de existência. Você ou uma criatura disposta que você tocar entra em um estado de transe para agir como um mensageiro dos sonhos. Enquanto estiver em transe, o mensageiro fica Incapacitado e tem uma Velocidade de 0. Se o alvo estiver dormindo, o mensageiro aparece nos sonhos do alvo e pode conversar com ele enquanto ele permanecer dormindo, durante a duração da magia. O mensageiro também pode moldar o ambiente do sonho, criando paisagens, objetos e outras imagens. O mensageiro pode emergir do transe a qualquer momento, encerrando a magia. O alvo se lembra do sonho perfeitamente ao acordar. Se o alvo estiver acordado quando você conjurar a magia, o mensageiro sabe disso e pode encerrar o transe (e a magia) ou esperar o alvo dormir, momento em que o mensageiro entra em seus sonhos. Você pode tornar o mensageiro aterrorizante para o alvo. Se fizer isso, o mensageiro pode entregar uma mensagem de no máximo dez palavras, e então o alvo faz um teste de resistência de Sabedoria. Em caso de falha na defesa, o alvo não ganha nenhum benefício do descanso e sofre 3d6 de dano Psíquico ao acordar.", + "duration": "8 horas", + "id": 645, + "level": 5, + "locations": [ + { + "page": 266, + "sourcebook": "PHB24" + } + ], + "material": "Um punhado de areia", + "name": "Sonhar", + "range": "Especial", + "ruleset": "2024", + "school": "Ilusão" + }, + { + "casting_time": "Ação", + "classes": [ + "druida" + ], + "components": [ + "V", + "S" + ], + "desc": "Sussurrando aos espíritos da natureza, você cria um dos seguintes efeitos dentro do alcance. Sensor de Clima. Você cria um efeito sensorial minúsculo e inofensivo que prevê como estará o clima em sua localização nas próximas 24 horas. O efeito pode se manifestar como um orbe dourado para céus limpos, uma nuvem para chuva, flocos de neve caindo para neve e assim por diante. Este efeito persiste por 1 rodada. Florescer. Você instantaneamente faz uma flor desabrochar, uma vagem de semente abrir ou um broto de folha florescer. Efeito Sensorial. Você cria um efeito sensorial inofensivo, como folhas caindo, fadas dançantes espectrais, uma brisa suave, o som de um animal ou o leve odor de gambá. O efeito deve caber em um Cubo de 1,5 m. Brincadeira com Fogo. Você acende ou apaga uma vela, uma tocha ou uma fogueira.", + "duration": "Instantâneo", + "id": 646, + "level": 0, + "locations": [ + { + "page": 266, + "sourcebook": "PHB24" + } + ], + "name": "Druidismo", + "range": "30 pés", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "druida", + "Feiticeiro" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Escolha um ponto no chão que você possa ver dentro do alcance. Durante a duração, um tremor intenso rasga o chão em um círculo de 100 pés de raio centrado naquele ponto. O chão ali é Terreno Difícil. Quando você conjura esta magia e no final de cada um dos seus turnos durante a duração, cada criatura no chão na área faz um teste de resistência de Destreza. Em uma falha na resistência, uma criatura tem a condição Prone, e sua Concentração é quebrada. Você também pode causar os efeitos abaixo. Fissuras. Um total de 1d6 fissuras se abrem na área da magia no final do turno em que você a conjura. Você escolhe os locais das fissuras, que não podem ser sob estruturas. Cada fissura tem 1d10 × 10 pés de profundidade e 10 pés de largura, e se estende de uma borda da área da magia até outra borda. Uma criatura no mesmo espaço que uma fissura deve ter sucesso em um teste de resistência de Destreza ou cair. Uma criatura que tenha sucesso se move com a borda da fissura conforme ela se abre. Estruturas. O tremor causa 50 de dano de Concussão a qualquer estrutura em contato com o solo na área quando você conjura a magia e no final de cada um dos seus turnos até que a magia termine. Se uma estrutura cair para 0 Pontos de Vida, ela entra em colapso. Uma criatura a uma distância de uma estrutura em colapso igual à metade da altura da estrutura faz um teste de resistência de Destreza. Em um teste de resistência falho, a criatura sofre 12d6 de dano de Concussão, tem a condição Prone e é enterrada nos escombros, exigindo um teste de Força (Atletismo) CD 20 como uma ação para escapar. Em um teste de resistência bem-sucedido, a criatura sofre apenas metade do dano.", + "duration": "até 1 minuto", + "id": 647, + "level": 8, + "locations": [ + { + "page": 267, + "sourcebook": "PHB24" + } + ], + "material": "Uma rocha fraturada", + "name": "Terremoto", + "range": "500 pés", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bruxo" + ], + "components": [ + "V", + "S" + ], + "desc": "Você lança um raio de energia crepitante. Faça um ataque mágico à distância contra uma criatura ou objeto no alcance. Em um acerto, o alvo recebe 1d10 de dano de Força.", + "duration": "Instantâneo", + "higher_level": "A magia cria dois feixes no nível 5, três feixes no nível 11 e quatro feixes no nível 17. Você pode direcionar os feixes para o mesmo alvo ou para alvos diferentes. Faça uma jogada de ataque separada para cada feixe.", + "id": 648, + "level": 0, + "locations": [ + { + "page": 267, + "sourcebook": "PHB24" + } + ], + "name": "Explosão sobrenatural", + "range": "120 pés", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "druida", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Você exerce controle sobre os elementos, criando um dos seguintes efeitos dentro do alcance. Chamar Ar. Você cria uma brisa forte o suficiente para ondular tecidos, levantar poeira, farfalhar folhas e fechar portas e venezianas abertas, tudo em um Cubo de 1,5 m. Portas e venezianas mantidas abertas por alguém ou algo não são afetadas. Chamar Terra. Você cria uma fina camada de poeira ou areia que cobre superfícies em uma área quadrada de 1,5 m, ou faz com que uma única palavra apareça em sua caligrafia em um pedaço de terra ou areia. Chamar Fogo. Você cria uma fina nuvem de brasas inofensivas e fumaça colorida e perfumada em um Cubo de 1,5 m. Você escolhe a cor e o perfume, e as brasas podem acender velas, tochas ou lâmpadas naquela área. O perfume da fumaça permanece por 1 minuto. Chamar Água. Você cria um spray de névoa fria que umedece levemente criaturas e objetos em um Cubo de 1,5 m. Alternativamente, você cria 1 xícara de água limpa em um recipiente aberto ou em uma superfície, e a água evapora em 1 minuto. Esculpir Elemento. Você faz com que sujeira, areia, fogo, fumaça, névoa ou água que caibam em um Cubo de 1 pé assumam uma forma bruta (como a de uma criatura) por 1 hora.", + "duration": "Instantâneo", + "id": 649, + "level": 0, + "locations": [ + { + "page": 267, + "sourcebook": "PHB24" + } + ], + "name": "Elementalismo", + "range": "30 pés", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "druida", + "Paladino", + "Guarda-florestal" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Uma arma não mágica que você tocar se torna uma arma mágica. Escolha um dos seguintes tipos de dano: Ácido, Frio, Fogo, Relâmpago ou Trovão. Durante a duração, a arma tem um bônus de +1 para jogadas de ataque e causa 1d4 de dano extra do tipo escolhido quando acerta.", + "duration": "até 1 hora", + "higher_level": "Se você usar um slot de magia de nível 5–6, o bônus para jogadas de ataque aumenta para +2, e o dano extra aumenta para 2d4. Se você usar um slot de magia de nível 7+, o bônus aumenta para +3, e o dano extra aumenta para 3d4.", + "id": 650, + "level": 3, + "locations": [ + { + "page": 268, + "sourcebook": "PHB24" + } + ], + "name": "Arma Elemental", + "range": "Tocar", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Clérigo", + "druida", + "Guarda-florestal", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você toca uma criatura e escolhe Força, Destreza, Inteligência, Sabedoria ou Carisma. Durante a duração, o alvo tem Vantagem em testes de habilidade usando a habilidade escolhida.", + "duration": "até 1 hora", + "higher_level": "Você pode escolher uma criatura adicional para cada nível de magia acima de 2. Você pode escolher uma habilidade diferente para cada alvo.", + "id": 651, + "level": 2, + "locations": [ + { + "page": 268, + "sourcebook": "PHB24" + } + ], + "material": "Pele ou pena", + "name": "Melhorar a capacidade", + "range": "Tocar", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "druida", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Durante a duração, a magia aumenta ou reduz uma criatura ou um objeto que você possa ver dentro do alcance (veja o efeito escolhido abaixo). Um objeto alvo não deve ser usado nem carregado. Se o alvo for uma criatura relutante, ele pode fazer um teste de resistência de Constituição. Em um teste bem-sucedido, a magia não tem efeito. Tudo o que uma criatura alvo estiver usando e carregando muda de tamanho com ela. Qualquer item que ele derrubar retorna ao tamanho normal imediatamente. Uma arma ou munição arremessada retorna ao tamanho normal imediatamente após atingir ou errar um alvo. Aumentar. O tamanho do alvo aumenta em uma categoria — de Médio para Grande, por exemplo. O alvo também tem Vantagem em testes de Força e testes de resistência de Força. Os ataques do alvo com suas armas aumentadas ou Ataques Desarmados causam 1d4 de dano extra em um acerto. Reduzir. O tamanho do alvo diminui em uma categoria — de Médio para Pequeno, por exemplo. O alvo também tem Desvantagem em testes de Força e testes de resistência de Força. Os ataques do alvo com suas armas reduzidas ou Ataques Desarmados causam 1d4 a menos de dano em um acerto (isso não pode reduzir o dano abaixo de 1).", + "duration": "até 1 minuto", + "id": 652, + "level": 2, + "locations": [ + { + "page": 268, + "sourcebook": "PHB24" + } + ], + "material": "Uma pitada de ferro em pó", + "name": "Ampliar/Reduzir", + "range": "30 pés", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação bônus, que você realiza imediatamente após atingir uma criatura com uma arma", + "classes": [ + "Guarda-florestal" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "Ao atingir o alvo, videiras agarradoras aparecem nele, e ele faz um teste de resistência de Força. Uma criatura Grande ou maior tem Vantagem neste teste. Em um teste falho, o alvo tem a condição Restrito até que a magia termine. Em um teste bem-sucedido, as videiras murcham e a magia termina. Enquanto Restrito, o alvo sofre 1d6 de dano Perfurante no início de cada um de seus turnos. O alvo ou uma criatura dentro do alcance dele pode fazer uma ação para fazer um teste de Força (Atletismo) contra sua CD de resistência à magia. Em um sucesso, a magia termina.", + "duration": "até 1 minuto", + "higher_level": "O dano aumenta em 1d6 para cada nível de magia acima de 1.", + "id": 653, + "level": 1, + "locations": [ + { + "page": 268, + "sourcebook": "PHB24" + } + ], + "name": "Ataque Enganador", + "range": "Auto", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "druida", + "Guarda-florestal" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Plantas agarradoras brotam do chão em um quadrado de 20 pés dentro do alcance. Durante a duração, essas plantas transformam o chão na área em Terreno Difícil. Elas desaparecem quando a magia termina. Cada criatura (exceto você) na área quando você conjura a magia deve ter sucesso em um teste de resistência de Força ou ter a condição Restrito até que a magia termine. Uma criatura Restrito pode realizar uma ação para fazer um teste de Força (Atletismo) contra sua CD de resistência à magia. Em um sucesso, ela se liberta das plantas agarradoras e não é mais Restrito por elas.", + "duration": "até 1 minuto", + "id": 654, + "level": 1, + "locations": [ + { + "page": 268, + "sourcebook": "PHB24" + } + ], + "name": "Enredar", + "range": "90 pés", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Bruxo" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Você tece uma sequência de palavras que distraem, fazendo com que criaturas de sua escolha que você possa ver dentro do alcance façam um teste de resistência de Sabedoria. Qualquer criatura que você ou seus companheiros estejam lutando automaticamente obtém sucesso neste teste. Em um teste falho, o alvo tem uma penalidade de −10 em testes de Sabedoria (Percepção) e Percepção Passiva até que a magia termine.", + "duration": "até 1 minuto", + "id": 655, + "level": 2, + "locations": [ + { + "page": 269, + "sourcebook": "PHB24" + } + ], + "name": "Encantar", + "range": "60 pés", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Clérigo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Você entra nas regiões de fronteira do Plano Etéreo, onde ele se sobrepõe ao seu plano atual. Você permanece na Fronteira Etérea pela duração. Durante esse tempo, você pode se mover em qualquer direção. Se você se mover para cima ou para baixo, cada pé de movimento custa um pé extra. Você pode perceber o plano que você deixou, que parece cinza, e você não pode ver nada lá a mais de 60 pés de distância. Enquanto estiver no Plano Etéreo, você pode afetar e ser afetado apenas por criaturas, objetos e efeitos naquele plano. Criaturas que não estão no Plano Etéreo não podem perceber ou interagir com você, a menos que uma característica lhes dê a habilidade de fazer isso. Quando a magia termina, você retorna ao plano que você deixou no local que corresponde ao seu espaço na Fronteira Etérea. Se você aparecer em um espaço ocupado, você é desviado para o espaço desocupado mais próximo e recebe dano de Força igual ao dobro do número de pés que você é movido. Esta magia termina instantaneamente se você conjurá-la enquanto estiver no Plano Etéreo ou em um plano que não faça fronteira com ele, como um dos Planos Exteriores.", + "duration": "Até 8 horas", + "higher_level": "Você pode escolher até três criaturas dispostas (incluindo você mesmo) para cada nível de espaço de magia acima de 7. As criaturas devem estar a até 3 metros de você quando você conjurar a magia.", + "id": 656, + "level": 7, + "locations": [ + { + "page": 269, + "sourcebook": "PHB24" + } + ], + "name": "Eterealidade", + "range": "Auto", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Tentáculos de ébano se contorcendo preenchem um quadrado de 20 pés no chão que você pode ver dentro do alcance. Durante a duração, esses tentáculos transformam o chão naquela área em Terreno Difícil. Cada criatura naquela área faz um teste de resistência de Força. Em um teste falho, ela sofre 3d6 de dano de Concussão e tem a condição Restrito até que a magia termine. Uma criatura também faz esse teste se entrar na área ou terminar seu turno lá. Uma criatura faz esse teste apenas uma vez por turno. Uma criatura Restrito pode fazer uma ação para fazer um teste de Força (Atletismo) contra sua CD de resistência à magia, terminando a condição em si mesma em um sucesso.", + "duration": "até 1 minuto", + "id": 657, + "level": 4, + "locations": [ + { + "page": 270, + "sourcebook": "PHB24" + } + ], + "material": "Um tentáculo", + "name": "Tentáculos Negros de Evard", + "range": "90 pés", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação bônus", + "classes": [ + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Você realiza a ação de Disparar e, até que a magia termine, você pode realizar essa ação novamente como uma Ação Bônus.", + "duration": "até 10 minutos", + "id": 658, + "level": 1, + "locations": [ + { + "page": 270, + "sourcebook": "PHB24" + } + ], + "name": "Retirada rápida", + "range": "Auto", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Durante a duração, seus olhos se tornam um vazio escuro. Uma criatura de sua escolha a até 60 pés de você que você possa ver deve ser bem-sucedida em um teste de resistência de Sabedoria ou será afetada por um dos seguintes efeitos de sua escolha durante a duração. Em cada um de seus turnos até que a magia termine, você pode realizar uma ação de Magia para escolher outra criatura como alvo, mas não pode escolher outra criatura novamente se ela tiver sido bem-sucedida em um teste de resistência contra esta conjuração da magia. Adormecido. O alvo tem a condição Inconsciente. Ele acorda se sofrer algum dano ou se outra criatura realizar uma ação para sacudi-lo para acordá-lo. Em pânico. O alvo tem a condição Assustado. Em cada um de seus turnos, o alvo Assustado deve realizar a ação Disparada e se afastar de você pela rota mais segura e curta disponível. Se o alvo se mover para um espaço a pelo menos 60 pés de distância de você, onde não possa vê-lo, este efeito termina. Enjoado. O alvo tem a condição Envenenado.", + "duration": "até 1 minuto", + "id": 659, + "level": 6, + "locations": [ + { + "page": 270, + "sourcebook": "PHB24" + } + ], + "name": "Mordida no olho", + "range": "Auto", + "ruleset": "2024", + "school": "Necromancia" + }, + { + "casting_time": "10 minutos", + "classes": [ + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Você converte matérias-primas em produtos do mesmo material. Por exemplo, você pode fabricar uma ponte de madeira de um aglomerado de árvores, uma corda de um pedaço de cânhamo ou roupas de linho ou lã. Escolha matérias-primas que você possa ver dentro do alcance. Você pode fabricar um objeto Grande ou menor (contido em um Cubo de 10 pés ou oito Cubos conectados de 5 pés) dada uma quantidade suficiente de material. Se você estiver trabalhando com metal, pedra ou outra substância mineral, no entanto, o objeto fabricado não pode ser maior que Médio (contido em um Cubo de 5 pés). A qualidade de quaisquer objetos fabricados é baseada na qualidade das matérias-primas. Criaturas e itens mágicos não podem ser criados por esta magia. Você também não pode usá-la para criar itens que exijam um alto grau de habilidade — como armas e armaduras — a menos que você tenha proficiência com o tipo de Ferramentas de Artesão usadas para criar tais objetos.", + "duration": "Instantâneo", + "id": 660, + "level": 4, + "locations": [ + { + "page": 271, + "sourcebook": "PHB24" + } + ], + "name": "Fabricar", + "range": "120 pés", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "druida" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "Objetos em um Cubo de 20 pés dentro do alcance são contornados em luz azul, verde ou violeta (sua escolha). Cada criatura no Cubo também é contornada se falhar em um teste de resistência de Destreza. Durante a duração, objetos e criaturas afetadas lançam Luz Penumbra em um raio de 10 pés e não podem se beneficiar da condição Invisível. Rolagens de ataque contra uma criatura ou objeto afetado têm Vantagem se o atacante puder vê-lo.", + "duration": "até 1 minuto", + "id": 661, + "level": 1, + "locations": [ + { + "page": 271, + "sourcebook": "PHB24" + } + ], + "name": "Fogo de fada", + "range": "60 pés", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você ganha 2d4 + 4 Pontos de Vida Temporários.", + "duration": "Instantâneo", + "higher_level": "Você ganha 5 Pontos de Vida Temporários adicionais para cada nível de magia acima de 1.", + "id": 662, + "level": 1, + "locations": [ + { + "page": 271, + "sourcebook": "PHB24" + } + ], + "material": "Uma gota de álcool", + "name": "Vida falsa", + "range": "Auto", + "ruleset": "2024", + "school": "Necromancia" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Cada criatura em um Cone de 30 pés deve ter sucesso em um teste de resistência de Sabedoria ou largar o que estiver segurando e ter a condição Amedrontado pela duração. Uma criatura Amedrontada realiza a ação Disparada e se afasta de você pela rota mais segura em cada um de seus turnos, a menos que não haja para onde se mover. Se a criatura terminar seu turno em um espaço onde não tenha linha de visão para você, a criatura faz um teste de resistência de Sabedoria. Em um teste bem-sucedido, a magia termina naquela criatura.", + "duration": "até 1 minuto", + "id": 663, + "level": 3, + "locations": [ + { + "page": 271, + "sourcebook": "PHB24" + } + ], + "material": "Uma pena branca", + "name": "Temer", + "range": "Auto", + "ruleset": "2024", + "school": "Ilusão" + }, + { + "casting_time": "Reação, que você toma quando você ou uma criatura que você pode ver a até 60 pés de você cai", + "classes": [ + "Bardo", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "M" + ], + "desc": "Escolha até cinco criaturas em queda dentro do alcance. A taxa de descida de uma criatura em queda diminui para 60 pés por rodada até que a magia termine. Se uma criatura pousar antes que a magia termine, a criatura não sofre dano da queda, e a magia termina para aquela criatura.", + "duration": "1 minuto", + "id": 664, + "level": 1, + "locations": [ + { + "page": 271, + "sourcebook": "PHB24" + } + ], + "material": "Uma pequena pena ou pedaço de penugem", + "name": "Queda de penas", + "range": "60 pés", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação ou Ritual", + "classes": [ + "Bardo", + "Clérigo", + "druida", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você toca uma criatura disposta e a coloca em um estado cataléptico que é indistinguível da morte. Durante a duração, o alvo parece morto para inspeção externa e para magias usadas para determinar o status do alvo. O alvo tem as condições Blinded e Incapacitated, e sua Velocidade é 0. O alvo também tem Resistance a todos os danos, exceto dano Psíquico, e tem Immunity à condição Poisoned.", + "duration": "1 hora", + "id": 665, + "level": 3, + "locations": [ + { + "page": 271, + "sourcebook": "PHB24" + } + ], + "material": "Uma pitada de terra de cemitério", + "name": "Fingir Morte", + "range": "Tocar", + "ruleset": "2024", + "school": "Necromancia" + }, + { + "casting_time": "1 hora ou Ritual", + "classes": [ + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você ganha o serviço de um familiar, um espírito que assume uma forma animal que você escolher: Morcego, Gato, Sapo, Falcão, Lagarto, Polvo, Coruja, Rato, Corvo, Aranha, Doninha ou outra Besta que tenha uma Classificação de Desafio de 0. Aparecendo em um espaço desocupado dentro do alcance, o familiar tem as estatísticas da forma escolhida (veja o apêndice B), embora seja um Celestial, Fey ou Demônio (sua escolha) em vez de uma Besta. Seu familiar age independentemente de você, mas obedece aos seus comandos. Conexão Telepática. Enquanto seu familiar estiver a 100 pés de você, você pode se comunicar com ele telepaticamente. Além disso, como uma Ação Bônus, você pode ver através dos olhos do familiar e ouvir o que ele ouve até o início do seu próximo turno, ganhando os benefícios de quaisquer sentidos especiais que ele tenha. Finalmente, quando você conjura uma magia com um alcance de toque, seu familiar pode entregar o toque. Seu familiar deve estar a 100 pés de você, e deve levar uma Reação para entregar o toque quando você conjura a magia. Combate. O familiar é um aliado para você e seus aliados. Ele rola sua própria Iniciativa e age em seu próprio turno. Um familiar não pode atacar, mas pode realizar outras ações normalmente. Desaparecimento do Familiar. Quando o familiar cai para 0 Pontos de Vida, ele desaparece. Ele reaparece depois que você conjurar esta magia novamente. Como uma ação de Magia, você pode dispensar temporariamente o familiar para uma dimensão de bolso. Alternativamente, você pode dispensá-lo para sempre. Como uma ação de Magia enquanto ele estiver temporariamente dispensado, você pode fazê-lo reaparecer em um espaço desocupado a até 30 pés de você. Sempre que o familiar cai para 0 Pontos de Vida ou desaparece na dimensão de bolso, ele deixa para trás em seu espaço qualquer coisa que estava vestindo ou carregando. Apenas um Familiar. Você não pode ter mais de um familiar por vez. Se você conjurar esta magia enquanto tiver um familiar, você fará com que ele adote uma nova forma elegível.", + "duration": "Instantâneo", + "id": 666, + "level": 1, + "locations": [ + { + "page": 272, + "sourcebook": "PHB24" + } + ], + "material": "Queimar incenso no valor de 10+ PO, que a magia consome", + "name": "Encontre Familiar", + "range": "10 pés", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Paladino" + ], + "components": [ + "V", + "S" + ], + "desc": "Você invoca um ser sobrenatural que aparece como um corcel leal em um espaço desocupado de sua escolha dentro do alcance. Esta criatura usa o bloco de estatísticas Corcel Sobrenatural. Se você já tem um corcel desta magia, o corcel é substituído pelo novo. O corcel se assemelha a um animal Grande e montável de sua escolha, como um cavalo, um camelo, um lobo terrível ou um alce. Sempre que você conjura a magia, escolha o tipo de criatura do corcel — Celestial, Feérico ou Demônio — que determina certas características no bloco de estatísticas. Combate. O corcel é um aliado para você e seus aliados. Em combate, ele compartilha sua contagem de Iniciativa e funciona como uma montaria controlada enquanto você o monta (conforme definido nas regras de combate montado). Se você tem a condição Incapacitado, o corcel faz seu turno imediatamente após o seu e age de forma independente, focando em proteger você. Desaparecimento do Corcel. O corcel desaparece se cair para 0 Pontos de Vida ou se você morrer. Quando ele desaparece, ele deixa para trás tudo o que estava vestindo ou carregando. Se você conjurar esta magia novamente, você decide se invoca o corcel que desapareceu ou um diferente. Grande Celestial, Fey ou Fiend (Sua Escolha), Neutro CA 10 + 1 por nível da magia PV 5 + 10 por nível da magia (o corcel tem um número de Dados de Vida [d10s] igual ao nível da magia) Velocidade 60 pés, Voar 60 pés (requer magia de nível 4+) Mod Save 18 +4 +4 12 +1 +1 14 +2 +2 Mod Save 6 −2 −2 12 +1 +1 8 −1 −1 Sentidos Percepção Passiva 11 Idiomas Telepatia 1 milha (funciona somente com você) ND Nenhum (XP 0; PB é igual ao seu Bônus de Proficiência) Traços Vínculo de Vida. Quando você recupera Pontos de Vida de uma magia de nível 1+, o corcel recupera o mesmo número de Pontos de Vida se você estiver a 5 pés dele. Ações Batida Sobrenatural. Rolagem de Ataque Corpo a Corpo: Bônus igual ao seu modificador de ataque mágico, alcance 5 pés. Acerto: 1d8 mais o nível da magia de dano Radiante (Celestial), Psíquico (Feérico) ou Necrótico (Demônio). Ações Bônus Olhar Caidor (Somente Demônio; Recarrega após um Longo Descanso). Teste de Resistência de Sabedoria: CD igual ao seu CD de resistência mágica, uma criatura a até 60 pés que o corcel possa ver. Falha: O alvo tem a condição Amedrontado até o final do seu próximo turno. Passo Feérico (Somente Feérico; Recarrega após um Longo Descanso). O corcel se teletransporta, junto com seu cavaleiro, para um espaço desocupado de sua escolha a até 60 pés de distância dele. Toque de Cura (Somente Celestial; Recarrega após um Longo Descanso). Uma criatura a até 5 pés do corcel recupera um número de Pontos de Vida igual a 2d8 mais o nível da magia.", + "duration": "Instantâneo", + "higher_level": "Use o nível do slot de magia para o nível da magia no bloco de estatísticas.", + "id": 667, + "level": 2, + "locations": [ + { + "page": 272, + "sourcebook": "PHB24" + } + ], + "name": "Encontre Steed", + "range": "30 pés", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "1 minuto", + "classes": [ + "Bardo", + "Clérigo", + "druida" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você sente magicamente a rota física mais direta para um local que você nomeia. Você deve estar familiarizado com o local, e a magia falha se você nomear um destino em outro plano de existência, um destino móvel (como uma fortaleza móvel) ou um destino não específico (como "o covil de um dragão verde"). Durante a duração, enquanto você estiver no mesmo plano de existência que o destino, você sabe o quão longe ele está e em que direção ele está. Sempre que você enfrentar uma escolha de caminhos ao longo do caminho até lá, você sabe qual caminho é o mais direto.", + "duration": "até 1 dia", + "id": 668, + "level": 6, + "locations": [ + { + "page": 273, + "sourcebook": "PHB24" + } + ], + "material": "Um conjunto de ferramentas de adivinhação — como cartas ou runas — que valem mais de 100 PO", + "name": "Encontre o caminho", + "range": "Auto", + "ruleset": "2024", + "school": "Adivinhação" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "druida", + "Guarda-florestal" + ], + "components": [ + "V", + "S" + ], + "desc": "Você sente qualquer armadilha dentro do alcance que esteja dentro da linha de visão. Uma armadilha, para o propósito desta magia, inclui qualquer objeto ou mecanismo que foi criado para causar dano ou outro perigo. Assim, a magia sentiria a magia Alarme ou Glifo de Proteção ou uma armadilha de fosso mecânica, mas não revelaria uma fraqueza natural no chão, um teto instável ou um buraco escondido. Esta magia revela que uma armadilha está presente, mas não sua localização. Você aprende a natureza geral do perigo representado por uma armadilha que você sente.", + "duration": "Instantâneo", + "id": 669, + "level": 2, + "locations": [ + { + "page": 273, + "sourcebook": "PHB24" + } + ], + "name": "Encontre armadilhas", + "range": "120 pés", + "ruleset": "2024", + "school": "Adivinhação" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Você libera energia negativa em direção a uma criatura que você pode ver dentro do alcance. O alvo faz um teste de resistência de Constituição, sofrendo 7d8 + 30 de dano Necrótico em um teste falho ou metade do dano em um teste bem-sucedido. Um Humanoide morto por esta magia se levanta no início do seu próximo turno como um Zumbi (veja o apêndice B) que segue suas ordens verbais.", + "duration": "Instantâneo", + "id": 670, + "level": 7, + "locations": [ + { + "page": 273, + "sourcebook": "PHB24" + } + ], + "name": "Dedo da Morte", + "range": "60 pés", + "ruleset": "2024", + "school": "Necromancia" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Um raio brilhante brilha de você para um ponto que você escolher dentro do alcance e então floresce com um rugido baixo em uma explosão de fogo. Cada criatura em uma Esfera de 20 pés de raio centrada naquele ponto faz um teste de resistência de Destreza, sofrendo 8d6 de dano de Fogo em uma falha ou metade do dano em uma bem-sucedida. Objetos inflamáveis na área que não estão sendo vestidos ou carregados começam a queimar.", + "duration": "Instantâneo", + "higher_level": "O dano aumenta em 1d6 para cada nível de magia acima de 3.", + "id": 671, + "level": 3, + "locations": [ + { + "page": 274, + "sourcebook": "PHB24" + } + ], + "material": "Uma bola de guano de morcego e enxofre", + "name": "Bola de fogo", + "range": "150 pés", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Você arremessa um grão de fogo em uma criatura ou objeto dentro do alcance. Faça um ataque mágico à distância contra o alvo. Em um acerto, o alvo recebe 1d10 de dano de Fogo. Um objeto inflamável atingido por esta magia começa a queimar se não estiver sendo usado ou carregado.", + "duration": "Instantâneo", + "higher_level": "O dano aumenta em 1d10 quando você atinge os níveis 5 (2d10), 11 (3d10) e 17 (4d10).", + "id": 672, + "level": 0, + "locations": [ + { + "page": 274, + "sourcebook": "PHB24" + } + ], + "name": "Raio de fogo", + "range": "120 pés", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "druida", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Chamas tênues envolvem seu corpo durante a duração, espalhando Luz Brilhante em um raio de 10 pés e Luz Fraca por mais 10 pés. As chamas fornecem um escudo quente ou um escudo frio, como você escolher. O escudo quente concede a você Resistência a dano de Frio, e o escudo frio concede a você Resistência a dano de Fogo. Além disso, sempre que uma criatura a até 5 pés de você o atingir com uma jogada de ataque corpo a corpo, o escudo irrompe com chamas. O atacante recebe 2d8 de dano de Fogo de um escudo quente ou 2d8 de dano de Frio de um escudo frio.", + "duration": "10 minutos", + "id": 673, + "level": 4, + "locations": [ + { + "page": 274, + "sourcebook": "PHB24" + } + ], + "material": "Um pouco de fósforo ou um vaga-lume", + "name": "Escudo de fogo", + "range": "Auto", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "druida", + "Feiticeiro" + ], + "components": [ + "V", + "S" + ], + "desc": "Uma tempestade de fogo aparece dentro do alcance. A área da tempestade consiste em até dez Cubos de 10 pés, que você organiza como quiser. Cada Cubo deve ser contíguo a pelo menos um outro Cubo. Cada criatura na área faz um teste de resistência de Destreza, sofrendo 7d10 de dano de Fogo em uma falha ou metade do dano em uma bem-sucedida. Objetos inflamáveis na área que não estão sendo vestidos ou carregados começam a queimar.", + "duration": "Instantâneo", + "id": 674, + "level": 7, + "locations": [ + { + "page": 275, + "sourcebook": "PHB24" + } + ], + "name": "Tempestade de fogo", + "range": "150 pés", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação bônus", + "classes": [ + "druida", + "Feiticeiro" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você evoca uma lâmina flamejante em sua mão livre. A lâmina é similar em tamanho e formato a uma cimitarra, e dura pela duração. Se você soltar a lâmina, ela desaparece, mas você pode evocá-la novamente como uma Ação Bônus. Como uma ação Mágica, você pode fazer um ataque mágico corpo a corpo com a lâmina flamejante. Em um acerto, o alvo recebe dano de Fogo igual a 3d6 mais seu modificador de habilidade de conjuração. A lâmina flamejante emite Luz Brilhante em um raio de 10 pés e Luz Penumbra por mais 10 pés.", + "duration": "até 10 minutos", + "higher_level": "O dano aumenta em 1d6 para cada nível de magia acima de 2.", + "id": 675, + "level": 2, + "locations": [ + { + "page": 275, + "sourcebook": "PHB24" + } + ], + "material": "Uma folha de sumagre", + "name": "Lâmina de fogo", + "range": "Auto", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Uma coluna vertical de fogo brilhante ruge de cima. Cada criatura em um Cilindro de 10 pés de raio e 40 pés de altura centrado em um ponto dentro do alcance faz um teste de resistência de Destreza, sofrendo 5d6 de dano de Fogo e 5d6 de dano de Radiante em uma falha ou metade do dano em um sucesso.", + "duration": "Instantâneo", + "higher_level": "O dano de Fogo e o dano Radiante aumentam em 1d6 para cada nível de magia acima de 5.", + "id": 676, + "level": 5, + "locations": [ + { + "page": 275, + "sourcebook": "PHB24" + } + ], + "material": "Uma pitada de enxofre", + "name": "Ataque de Chamas", + "range": "60 pés", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "druida", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você cria uma esfera de fogo de 1,5 m de diâmetro em um espaço desocupado no chão dentro do alcance. Ela dura pela duração. Qualquer criatura que termine seu turno a 1,5 m da esfera faz um teste de resistência de Destreza, sofrendo 2d6 de dano de Fogo em uma falha ou metade do dano em uma bem-sucedida. Como uma Ação Bônus, você pode mover a esfera até 9 m, rolando-a pelo chão. Se você mover a esfera para o espaço de uma criatura, essa criatura faz o teste de resistência contra a esfera, e a esfera para de se mover pelo turno. Quando você move a esfera, você pode direcioná-la sobre barreiras de até 1,5 m de altura e saltá-la sobre fossos de até 3 m de largura. Objetos inflamáveis que não estão sendo usados ou carregados começam a queimar se tocados pela esfera, e ela emite Luz Brilhante em um raio de 6 m e Luz Fraca por mais 6 m.", + "duration": "até 1 minuto", + "higher_level": "O dano aumenta em 1d6 para cada nível de magia acima de 2.", + "id": 677, + "level": 2, + "locations": [ + { + "page": 275, + "sourcebook": "PHB24" + } + ], + "material": "Uma bola de cera", + "name": "Esfera Flamejante", + "range": "60 pés", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "druida", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você tenta transformar uma criatura que você pode ver dentro do alcance em pedra. O alvo faz um teste de resistência de Constituição. Em um teste de resistência falho, ele tem a condição Restrito pela duração. Em um teste de resistência bem-sucedido, sua Velocidade é 0 até o início do seu próximo turno. Construtos são automaticamente bem-sucedidos no teste de resistência. Um alvo Restrito faz outro teste de resistência de Constituição no final de cada um dos seus turnos. Se ele tiver sucesso em seu teste de resistência contra esta magia três vezes, a magia termina. Se ele falhar em seus testes de resistência três vezes, ele é transformado em pedra e tem a condição Petrificado pela duração. Os sucessos e falhas não precisam ser consecutivos; mantenha o controle de ambos até que o alvo colete três de um tipo. Se você mantiver sua Concentração nesta magia por toda a duração possível, o alvo é Petrificado até que a condição seja encerrada por Restauração Maior ou magia similar.", + "duration": "até 1 minuto", + "id": 678, + "level": 6, + "locations": [ + { + "page": 275, + "sourcebook": "PHB24" + } + ], + "material": "Uma pena de basilisco", + "name": "Carne para Pedra", + "range": "60 pés", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você toca uma criatura disposta. Durante a duração, o alvo ganha uma Velocidade de Voo de 60 pés e pode pairar. Quando a magia termina, o alvo cai se ainda estiver no ar, a menos que possa parar a queda.", + "duration": "até 10 minutos", + "higher_level": "Você pode escolher uma criatura adicional para cada nível de espaço de magia acima de 3.", + "id": 679, + "level": 3, + "locations": [ + { + "page": 276, + "sourcebook": "PHB24" + } + ], + "material": "Uma pena", + "name": "Voar", + "range": "Tocar", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "druida", + "Guarda-florestal", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Você cria uma Esfera de neblina de 20 pés de raio centrada em um ponto dentro do alcance. A Esfera é Pesadamente Obscura. Ela dura pela duração ou até que um vento forte (como um criado por Rajada de Vento) a disperse.", + "duration": "até 1 hora", + "higher_level": "O raio da neblina aumenta em 6 metros para cada nível de magia acima de 1.", + "id": 680, + "level": 1, + "locations": [ + { + "page": 276, + "sourcebook": "PHB24" + } + ], + "name": "Nuvem de neblina", + "range": "120 pés", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "10 minutos ou Ritual", + "classes": [ + "Clérigo" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você cria uma proteção contra viagens mágicas que protege até 40.000 pés quadrados de espaço no chão a uma altura de 30 pés acima do chão. Durante a duração, as criaturas não podem se teletransportar para a área ou usar portais, como aqueles criados pela magia Portal, para entrar na área. A magia torna a área à prova de viagens planares e, portanto, impede que criaturas acessem a área por meio do Plano Astral, do Plano Etéreo, do Feywild, do Shadowfell ou da magia Mudança de Plano. Além disso, a magia causa dano a tipos de criaturas que você escolher ao conjurá-la. Escolha um ou mais dos seguintes: Aberrações, Celestiais, Elementais, Feéricos, Demônios e Mortos-vivos. Quando uma criatura de um tipo escolhido entra na área da magia pela primeira vez em um turno ou termina seu turno lá, a criatura recebe 5d10 de dano Radiante ou Necrótico (sua escolha ao conjurar esta magia). Você pode designar uma senha ao conjurar a magia. Uma criatura que fala a senha ao entrar na área não sofre dano da magia. A área da magia não pode se sobrepor à área de outra magia Forbiddance. Se você conjurar Forbiddance todos os dias por 30 dias no mesmo local, a magia dura até ser dissipada, e os componentes materiais são consumidos na última conjuração.", + "duration": "1 dia", + "id": 681, + "level": 6, + "locations": [ + { + "page": 276, + "sourcebook": "PHB24" + } + ], + "material": "Pó de rubi valendo mais de 1.000 po", + "name": "Proibição", + "range": "Tocar", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Uma prisão imóvel, invisível, em forma de cubo, composta de força mágica, surge em torno de uma área que você escolher dentro do alcance. A prisão pode ser uma gaiola ou uma caixa sólida, como você escolher. Uma prisão em forma de gaiola pode ter até 20 pés de lado e é feita de barras de 1/2 polegada de diâmetro espaçadas de 1/2 polegada. Uma prisão em forma de caixa pode ter até 10 pés de lado, criando uma barreira sólida que impede qualquer matéria de passar por ela e bloqueando quaisquer magias lançadas para dentro ou para fora da área. Quando você lança a magia, qualquer criatura que esteja completamente dentro da área da gaiola fica presa. Criaturas apenas parcialmente dentro da área, ou aquelas muito grandes para caber dentro dela, são empurradas para longe do centro da área até que estejam completamente fora dela. Uma criatura dentro da gaiola não pode deixá-la por meios não mágicos. Se a criatura tentar usar teletransporte ou viagem interplanar para sair, ela deve primeiro fazer um teste de resistência de Carisma. Em um teste bem-sucedido, a criatura pode usar essa magia para sair da gaiola. Em uma falha na defesa, a criatura não sai da gaiola e desperdiça a magia ou efeito. A gaiola também se estende para o Plano Etéreo, bloqueando a viagem etérea. Esta magia não pode ser dissipada por Dispel Magic.", + "duration": "até 1 hora", + "id": 682, + "level": 7, + "locations": [ + { + "page": 276, + "sourcebook": "PHB24" + } + ], + "material": "Pó de rubi no valor de mais de 1.500 po, que a magia consome", + "name": "Gaiola de força", + "range": "100 pés", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "1 minuto", + "classes": [ + "Bardo", + "druida", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você toca uma criatura disposta e concede uma habilidade limitada de ver o futuro imediato. Durante a duração, o alvo tem Vantagem em Testes D20, e outras criaturas têm Desvantagem em jogadas de ataque contra ele. A magia termina mais cedo se você conjurá-la novamente.", + "duration": "8 horas", + "id": 683, + "level": 9, + "locations": [ + { + "page": 276, + "sourcebook": "PHB24" + } + ], + "material": "Uma pena de beija-flor", + "name": "Previsão", + "range": "Tocar", + "ruleset": "2024", + "school": "Adivinhação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "druida" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Uma luz fria envolve seu corpo pela duração, emitindo Luz Brilhante em um raio de 20 pés e Luz Fraca por mais 20 pés. Até que a magia termine, você tem Resistência a dano Radiante, e seus ataques corpo a corpo causam 2d6 de dano Radiante extra em um acerto. Além disso, imediatamente após você receber dano de uma criatura que você pode ver a até 60 pés de você, você pode fazer uma Reação para forçar a criatura a fazer um teste de resistência de Constituição. Em uma falha, a criatura tem a condição Cego até o final do seu próximo turno.", + "duration": "até 10 minutos", + "id": 684, + "level": 4, + "locations": [ + { + "page": 277, + "sourcebook": "PHB24" + } + ], + "name": "Fonte do Luar", + "range": "Auto", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Clérigo", + "druida", + "Guarda-florestal" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você toca uma criatura disposta. Durante a duração, o movimento do alvo não é afetado por Terreno Difícil, e magias e outros efeitos mágicos não podem reduzir a Velocidade do alvo nem fazer com que o alvo tenha as condições Paralisado ou Restrito. O alvo também tem uma Velocidade de Natação igual à sua Velocidade. Além disso, o alvo pode gastar 1,5 m de movimento para escapar automaticamente de restrições não mágicas, como algemas ou uma criatura impondo a condição Agarrado a ele.", + "duration": "1 hora", + "higher_level": "Você pode escolher uma criatura adicional para cada nível de espaço de magia acima de 4.", + "id": 685, + "level": 4, + "locations": [ + { + "page": 277, + "sourcebook": "PHB24" + } + ], + "material": "Uma tira de couro", + "name": "Liberdade de movimento", + "range": "Tocar", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "S", + "M" + ], + "concentration": true, + "desc": "Você magicamente emana um senso de amizade em direção a uma criatura que você pode ver dentro do alcance. O alvo deve ter sucesso em um teste de resistência de Sabedoria ou ter a condição Encantado pela duração. O alvo tem sucesso automaticamente se não for um Humanoide, se você estiver lutando contra ele, ou se você tiver conjurado esta magia nele nas últimas 24 horas. A magia termina mais cedo se o alvo sofrer dano ou se você fizer uma jogada de ataque, causar dano, ou forçar alguém a fazer um teste de resistência. Quando a magia termina, o alvo sabe que foi Encantado por você.", + "duration": "até 1 minuto", + "id": 686, + "level": 0, + "locations": [ + { + "page": 277, + "sourcebook": "PHB24" + } + ], + "material": "Um pouco de maquiagem", + "name": "Amigos", + "range": "10 pés", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Uma criatura disposta que você toca muda de forma, junto com tudo o que ela está vestindo e carregando, para uma nuvem enevoada pela duração. A magia termina no alvo se ele cair para 0 Pontos de Vida ou se ele fizer uma ação de Magia para terminar a magia em si mesmo. Enquanto estiver nessa forma, o único método de movimento do alvo é uma Velocidade de Voo de 10 pés, e ele pode pairar. O alvo pode entrar e ocupar o espaço de outra criatura. O alvo tem Resistência a danos de Concussão, Perfuração e Corte; ele tem Imunidade à condição Prone; e tem Vantagem em testes de resistência de Força, Destreza e Constituição. O alvo pode passar por aberturas estreitas, mas trata líquidos como se fossem superfícies sólidas. O alvo não pode falar ou manipular objetos, e quaisquer objetos que ele estivesse carregando ou segurando não podem ser derrubados, usados ou interagidos de outra forma. Finalmente, o alvo não pode atacar ou conjurar magias.", + "duration": "até 1 hora", + "higher_level": "Você pode escolher uma criatura adicional para cada nível de espaço de magia acima de 3.", + "id": 687, + "level": 3, + "locations": [ + { + "page": 277, + "sourcebook": "PHB24" + } + ], + "material": "Um pouco de gaze", + "name": "Forma gasosa", + "range": "Tocar", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você conjura um portal que liga um espaço desocupado que você pode ver dentro do alcance a um local preciso em um plano de existência diferente. O portal é uma abertura circular, que você pode fazer de 5 a 20 pés de diâmetro. Você pode orientar o portal em qualquer direção que escolher. O portal dura pela duração, e o destino do portal é visível através dele. O portal tem uma frente e uma parte de trás em cada plano onde aparece. Viajar através do portal só é possível movendo-se através de sua frente. Qualquer coisa que faça isso é instantaneamente transportada para o outro plano, aparecendo no espaço desocupado mais próximo do portal. Divindades e outros governantes planares podem impedir que portais criados por esta magia se abram em sua presença ou em qualquer lugar dentro de seus domínios. Quando você conjura esta magia, você pode falar o nome de uma criatura específica (um pseudônimo, título ou apelido não funcionam). Se essa criatura estiver em um plano diferente daquele em que você está, o portal abre ao lado da criatura nomeada e a transporta para o espaço desocupado mais próximo do seu lado do portal. Você não ganha nenhum poder especial sobre a criatura, e ela é livre para agir como o Mestre julgar apropriado. Ela pode ir embora, atacar você ou ajudar você.", + "duration": "até 1 minuto", + "id": 688, + "level": 9, + "locations": [ + { + "page": 277, + "sourcebook": "PHB24" + } + ], + "material": "Um diamante que vale mais de 5.000 PO", + "name": "Portão", + "range": "60 pés", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "1 minuto", + "classes": [ + "Bardo", + "Clérigo", + "druida", + "Paladino", + "Mago" + ], + "components": [ + "V" + ], + "desc": "Você dá um comando verbal a uma criatura que você pode ver dentro do alcance, ordenando que ela realize algum serviço ou se abstenha de uma ação ou curso de atividade conforme você decidir. O alvo deve ter sucesso em um teste de resistência de Sabedoria ou ter a condição Encantado pela duração. O alvo obtém sucesso automaticamente se não conseguir entender seu comando. Enquanto Encantado, a criatura sofre 5d10 de dano Psíquico se agir de uma maneira diretamente contrária ao seu comando. Ela sofre esse dano não mais do que uma vez por dia. Você pode emitir qualquer comando que escolher, exceto uma atividade que resultaria em morte certa. Se você emitir um comando suicida, a magia termina. Uma magia Remover Maldição, Restauração Maior ou Desejo termina esta magia.", + "duration": "30 dias", + "higher_level": "Se você usar um slot de magia de nível 7 ou 8, a duração é de 365 dias. Se você usar um slot de magia de nível 9, a magia dura até ser finalizada por uma das magias mencionadas acima.", + "id": 689, + "level": 5, + "locations": [ + { + "page": 278, + "sourcebook": "PHB24" + } + ], + "name": "Geas", + "range": "60 pés", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação ou Ritual", + "classes": [ + "Clérigo", + "Paladino", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você toca em um cadáver ou outros restos mortais. Durante a duração, o alvo é protegido da decomposição e não pode se tornar morto-vivo. A magia também estende efetivamente o limite de tempo para ressuscitar o alvo dos mortos, já que dias passados sob a influência desta magia não contam contra o limite de tempo de magias como Ressuscitar Morto.", + "duration": "10 dias", + "id": 690, + "level": 2, + "locations": [ + { + "page": 278, + "sourcebook": "PHB24" + } + ], + "material": "2 peças de cobre, que o feitiço consome", + "name": "Repouso suave", + "range": "Tocar", + "ruleset": "2024", + "school": "Necromancia" + }, + { + "casting_time": "Ação", + "classes": [ + "druida" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Você invoca uma centopeia gigante, aranha ou vespa (escolhida quando você conjura a magia). Ela se manifesta em um espaço desocupado que você pode ver dentro do alcance e usa o bloco de estatísticas Inseto Gigante. A forma que você escolher determina certos detalhes em seu bloco de estatísticas. A criatura desaparece quando cai para 0 Pontos de Vida ou quando a magia termina. A criatura é uma aliada sua e de seus aliados. Em combate, a criatura compartilha sua contagem de Iniciativa, mas ela faz seu turno imediatamente após o seu. Ela obedece seus comandos verbais (nenhuma ação necessária de sua parte). Se você não emitir nenhum, ela faz a ação Esquivar e usa seu movimento para evitar o perigo. Besta Grande, Desalinhada CA 11 + o nível da magia PV 30 + 10 para cada nível da magia acima de 4 Velocidade 40 pés, Escalar 40 pés, Voar 40 pés (somente Vespa) Mod Save 17 +3 +3 13 +1 +1 5 +2 +2 Mod Save 4 −3 −3 14 +2 +2 3 −4 −4 Sentidos Visão no Escuro 60 pés, Percepção Passiva 12 Idiomas Entende os idiomas que você conhece ND Nenhum (XP 0; PB é igual ao seu Bônus de Proficiência) Traços Aranha Escalar. O inseto pode escalar superfícies difíceis, incluindo tetos, sem precisar fazer um teste de habilidade. Ações Ataques Múltiplos. O inseto faz um número de ataques igual à metade do nível desta magia (arredondado para baixo). Jab Venenoso. Rolagem de Ataque Corpo a Corpo: Bônus igual ao seu modificador de ataque de magia, alcance 10 pés. Acerto: 1d6 + 3 mais o dano de Perfuração do nível da magia mais 1d4 de dano de Veneno. Raio de Teia (Somente Aranha). Rolagem de Ataque à Distância: Bônus igual ao seu modificador de ataque de magia, alcance 60 pés. Acerto: 1d10 + 3 mais o dano de Concussão do nível da magia, e a Velocidade do alvo é reduzida a 0 até o início do próximo turno do inseto. Ações Bônus Vomitar Venenoso (Somente Centopeia). Teste de Resistência de Constituição: Sua CD de resistência de magia, uma criatura que o inseto pode ver a até 10 pés. Falha: O alvo tem a condição Envenenado até o início do próximo turno do inseto.", + "duration": "até 10 minutos", + "higher_level": "Use o nível do slot de magia para o nível da magia no bloco de estatísticas.", + "id": 691, + "level": 4, + "locations": [ + { + "page": 279, + "sourcebook": "PHB24" + } + ], + "name": "Inseto gigante", + "range": "60 pés", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Bruxo" + ], + "components": [ + "V" + ], + "desc": "Até que a magia termine, quando você fizer um teste de Carisma, você pode substituir o número rolado por 15. Além disso, não importa o que você diga, a magia que determinaria se você está dizendo a verdade indica que você está sendo sincero.", + "duration": "1 hora", + "id": 692, + "level": 8, + "locations": [ + { + "page": 279, + "sourcebook": "PHB24" + } + ], + "name": "Loquacidade", + "range": "Auto", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Uma barreira imóvel e brilhante aparece em uma Emanação de 10 pés ao seu redor e permanece durante a duração. Qualquer magia de nível 5 ou menor conjurada de fora da barreira não pode afetar nada dentro dela. Tal magia pode ter como alvo criaturas e objetos dentro da barreira, mas a magia não tem efeito sobre eles. Similarmente, a área dentro da barreira é excluída das áreas de efeito criadas por tais magias.", + "duration": "até 1 minuto", + "higher_level": "A barreira bloqueia magias de 1 nível mais alto para cada nível de magia acima de 6.", + "id": 693, + "level": 6, + "locations": [ + { + "page": 279, + "sourcebook": "PHB24" + } + ], + "material": "Uma conta de vidro", + "name": "Globo de Invulnerabilidade", + "range": "Auto", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "1 hora", + "classes": [ + "Bardo", + "Clérigo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você inscreve um glifo que mais tarde libera um efeito mágico. Você o inscreve em uma superfície (como uma mesa ou uma parte do chão) ou dentro de um objeto que pode ser fechado (como um livro ou baú) para esconder o glifo. O glifo pode cobrir uma área não maior que 10 pés de diâmetro. Se a superfície ou objeto for movido mais de 10 pés de onde você conjurou esta magia, o glifo é quebrado e a magia termina sem ser acionada. O glifo é quase imperceptível e requer um teste bem-sucedido de Sabedoria (Percepção) contra sua CD de resistência à magia para ser notado. Quando você inscreve o glifo, você define seu gatilho e escolhe se é uma runa explosiva ou um glifo de magia, conforme explicado abaixo. Defina o Gatilho. Você decide o que aciona o glifo quando você conjura a magia. Para glifos inscritos em uma superfície, gatilhos comuns incluem tocar ou pisar no glifo, remover outro objeto que o cobre ou se aproximar a uma certa distância dele. Para glifos inscritos em um objeto, gatilhos comuns incluem abrir o objeto ou ver o glifo. Uma vez que um glifo é acionado, esta magia termina. Você pode refinar o gatilho para que apenas criaturas de certos tipos o ativem (por exemplo, o glifo pode ser definido para afetar Aberrações). Você também pode definir condições para criaturas que não acionam o glifo, como aquelas que dizem uma determinada senha. Runa Explosiva. Quando acionado, o glifo irrompe com energia mágica em uma Esfera de 20 pés de raio centrada no glifo. Cada criatura na área faz um teste de resistência de Destreza. Uma criatura sofre 5d8 de dano de Ácido, Frio, Fogo, Relâmpago ou Trovão (sua escolha ao criar o glifo) em uma falha na resistência ou metade do dano em uma bem-sucedida. Glifo de Magia. Você pode armazenar uma magia preparada de nível 3 ou inferior no glifo conjurando-a como parte da criação do glifo. A magia deve ter como alvo uma única criatura ou uma área. A magia sendo armazenada não tem efeito imediato quando conjurada dessa forma. Quando o glifo é acionado, a magia armazenada entra em vigor. Se a magia tiver um alvo, ela tem como alvo a criatura que acionou o glifo. Se a magia afetar uma área, a área será centralizada naquela criatura. Se a magia invocar criaturas hostis ou criar objetos ou armadilhas nocivas, elas aparecerão o mais perto possível do intruso e o atacarão. Se a magia exigir Concentração, ela durará até o fim de sua duração total.", + "duration": "Até que seja dissipado ou acionado", + "higher_level": "O dano de uma runa explosiva aumenta em 1d8 para cada nível de espaço de magia acima de 3. Se você criar um glifo de magia, poderá armazenar qualquer magia de até o mesmo nível do espaço de magia que você usar para o Glifo de Proteção.", + "id": 694, + "level": 3, + "locations": [ + { + "page": 279, + "sourcebook": "PHB24" + } + ], + "material": "Diamante em pó que vale mais de 200 PO, que a magia consome", + "name": "Glifo de Proteção", + "range": "Tocar", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "druida", + "Guarda-florestal" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Dez berries aparecem na sua mão e são infundidas com magia pela duração. Uma criatura pode realizar uma Ação Bônus para comer uma berries. Comer uma berries restaura 1 Ponto de Vida, e a berries fornece nutrição suficiente para sustentar uma criatura por um dia. berries não comidas desaparecem quando a magia termina.", + "duration": "24 horas", + "id": 695, + "level": 1, + "locations": [ + { + "page": 280, + "sourcebook": "PHB24" + } + ], + "material": "Um raminho de visco", + "name": "Boa amora", + "range": "Auto", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação bônus", + "classes": [ + "druida", + "Guarda-florestal" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Você conjura uma videira que brota de uma superfície em um espaço desocupado que você pode ver dentro do alcance. A videira dura pela duração. Faça um ataque de magia corpo a corpo contra uma criatura a até 30 pés da videira. Em um acerto, o alvo sofre 4d8 de dano de Concussão e é puxado até 30 pés em direção à videira; se o alvo for Enorme ou menor, ele tem a condição Agarrado (CD de escape igual ao seu CD de resistência à magia). A videira pode agarrar apenas uma criatura por vez, e você pode fazer com que a videira libere uma criatura Agarrada (nenhuma ação necessária). Como uma Ação Bônus em seus turnos posteriores, você pode repetir o ataque contra uma criatura a até 30 pés da videira.", + "duration": "até 1 minuto", + "higher_level": "O número de criaturas que a videira pode agarrar aumenta em um para cada nível de magia acima de 4.", + "id": 696, + "level": 4, + "locations": [ + { + "page": 280, + "sourcebook": "PHB24" + } + ], + "name": "Videira agarradora", + "range": "60 pés", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Graxa não inflamável cobre o chão em um quadrado de 10 pés centralizado em um ponto dentro do alcance e o transforma em Terreno Difícil pela duração. Quando a graxa aparece, cada criatura parada em sua área deve ter sucesso em um teste de resistência de Destreza ou ter a condição Prone. Uma criatura que entra na área ou termina seu turno lá também deve ter sucesso naquele teste ou cai Prone.", + "duration": "1 minuto", + "id": 697, + "level": 1, + "locations": [ + { + "page": 280, + "sourcebook": "PHB24" + } + ], + "material": "Um pouco de torresmo ou manteiga", + "name": "Graxa", + "range": "60 pés", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Uma criatura que você tocar terá a condição Invisível até que a magia termine.", + "duration": "até 1 minuto", + "id": 698, + "level": 4, + "locations": [ + { + "page": 281, + "sourcebook": "PHB24" + } + ], + "name": "Maior Invisibilidade", + "range": "Tocar", + "ruleset": "2024", + "school": "Ilusão" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Clérigo", + "druida", + "Paladino", + "Guarda-florestal" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você toca em uma criatura e magicamente remove um dos seguintes efeitos dela:", + "duration": "Instantâneo", + "id": 699, + "level": 5, + "locations": [ + { + "page": 281, + "sourcebook": "PHB24" + } + ], + "material": "Pó de diamante no valor de 100+ PO, que a magia consome", + "name": "Maior Restauração", + "range": "Tocar", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo" + ], + "components": [ + "V" + ], + "desc": "Um guardião espectral Grande aparece e paira pela duração em um espaço desocupado que você pode ver dentro do alcance. O guardião ocupa esse espaço e é invulnerável, e aparece em uma forma apropriada para sua divindade ou panteão. Qualquer inimigo que se mova para um espaço a até 10 pés do guardião pela primeira vez em um turno ou comece seu turno lá faz um teste de resistência de Destreza, sofrendo 20 de dano Radiante em um teste de resistência falho ou metade do dano em um teste bem-sucedido. O guardião desaparece quando causa um total de 60 de dano.", + "duration": "8 horas", + "id": 700, + "level": 4, + "locations": [ + { + "page": 281, + "sourcebook": "PHB24" + } + ], + "name": "Guardião da Fé", + "range": "30 pés", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "1 hora", + "classes": [ + "Bardo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você cria uma proteção que protege até 2.500 pés quadrados de espaço no chão. A área protegida pode ter até 20 pés de altura, e você a molda como um quadrado de 50 pés, cem quadrados de 5 pés que são contíguos, ou vinte e cinco quadrados de 10 pés que são contíguos. Quando você conjura esta magia, você pode especificar indivíduos que não são afetados pelos efeitos da magia. Você também pode especificar uma senha que, quando falada em voz alta a 5 pés da área protegida, torna o falante imune aos seus efeitos. A magia cria os efeitos abaixo dentro da área protegida. Dissipar Magia não tem efeito em Guardas e Proteções em si, mas cada um dos seguintes efeitos pode ser dissipado. Se todos os quatro forem dissipados, Guardas e Proteções termina. Se você conjurar a magia todos os dias por 365 dias na mesma área, a magia depois disso dura até que todos os seus efeitos sejam dissipados. Corredores. A névoa preenche todos os corredores protegidos, tornando-os Pesadamente Obscurecidos. Além disso, em cada intersecção ou passagem ramificada que oferece uma escolha de direção, há 50 por cento de chance de que uma criatura diferente de você acredite que está indo na direção oposta à que escolheu. Portas. Todas as portas na área protegida são magicamente trancadas, como se seladas pela magia Arcane Lock. Além disso, você pode cobrir até dez portas com uma ilusão para fazê-las parecerem seções simples de parede. Escadas. Teias preenchem todas as escadas na área protegida de cima para baixo, como na magia Web. Esses fios crescem novamente em 10 minutos se forem destruídos enquanto Guards and Wards durar. Outro efeito de magia. Coloque um dos seguintes efeitos mágicos dentro da área protegida:", + "duration": "24 horas", + "id": 701, + "level": 6, + "locations": [ + { + "page": 282, + "sourcebook": "PHB24" + } + ], + "material": "Uma vara de prata que vale mais de 10 PO", + "name": "Guardas e pupilos", + "range": "Tocar", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "druida" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Você toca uma criatura disposta e escolhe uma perícia. Até que a magia termine, a criatura adiciona 1d4 a qualquer teste de habilidade usando a perícia escolhida.", + "duration": "até 1 minuto", + "id": 702, + "level": 0, + "locations": [ + { + "page": 282, + "sourcebook": "PHB24" + } + ], + "name": "Orientação", + "range": "Tocar", + "ruleset": "2024", + "school": "Adivinhação" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo" + ], + "components": [ + "V", + "S" + ], + "desc": "Você arremessa um raio de luz em direção a uma criatura dentro do alcance. Faça um ataque mágico de longo alcance contra o alvo. Em um acerto, ele recebe 4d6 de dano Radiante, e a próxima jogada de ataque feita contra ele antes do fim do seu próximo turno tem Vantagem.", + "duration": "1 rodada", + "higher_level": "O dano aumenta em 1d6 para cada nível de magia acima de 1.", + "id": 703, + "level": 1, + "locations": [ + { + "page": 282, + "sourcebook": "PHB24" + } + ], + "name": "Parafuso guia", + "range": "120 pés", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "druida", + "Guarda-florestal", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Uma Linha de vento forte de 60 pés de comprimento e 10 pés de largura explode de você em uma direção que você escolher durante a duração. Cada criatura na Linha deve ser bem-sucedida em um teste de resistência de Força ou será empurrada 15 pés para longe de você em uma direção seguindo a Linha. Uma criatura que termina seu turno na Linha deve fazer o mesmo teste. Qualquer criatura na Linha deve gastar 2 pés de movimento para cada 1 pé que se move ao se aproximar de você. A rajada dispersa gás ou vapor e apaga velas e chamas desprotegidas semelhantes na área. Ela faz com que chamas protegidas, como as de lanternas, dancem descontroladamente e tem 50 por cento de chance de apagá-las. Como uma Ação Bônus em seus turnos posteriores, você pode mudar a direção em que a Linha explode de você.", + "duration": "até 1 minuto", + "id": 704, + "level": 2, + "locations": [ + { + "page": 282, + "sourcebook": "PHB24" + } + ], + "material": "Uma semente de leguminosa", + "name": "Rajada de vento", + "range": "Auto", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação bônus, que você realiza imediatamente após atingir uma criatura com uma arma de longo alcance", + "classes": [ + "Guarda-florestal" + ], + "components": [ + "V" + ], + "desc": "Ao atingir a criatura, esta magia cria uma chuva de espinhos que brotam de sua arma de longo alcance ou munição. O alvo do ataque e cada criatura a até 1,5 m dele fazem um teste de resistência de Destreza, sofrendo 1d10 de dano Perfurante em uma falha ou metade do dano em uma bem-sucedida.", + "duration": "Instantâneo", + "higher_level": "O dano aumenta em 1d10 para cada nível de magia acima de 1.", + "id": 705, + "level": 1, + "locations": [ + { + "page": 283, + "sourcebook": "PHB24" + } + ], + "name": "Granizo de espinhos", + "range": "Auto", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "24 horas", + "classes": [ + "Clérigo" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você toca em um ponto e infunde uma área ao redor dele com poder sagrado ou profano. A área pode ter um raio de até 60 pés, e a magia falha se o raio incluir uma área já sob o efeito de Hallow. A área afetada tem os seguintes efeitos. Hallowed Ward. Escolha qualquer um destes tipos de criatura: Aberração, Celestial, Elemental, Fey, Fiend ou Undead. Criaturas dos tipos escolhidos não podem entrar na área voluntariamente, e qualquer criatura que seja possuída por ou que tenha a condição Charmed ou Frightened de tais criaturas não é possuída, Charmed ou Frightened por elas enquanto estiver na área. Efeito Extra. Você vincula um efeito extra à área da lista abaixo: Courage. Criaturas de qualquer tipo que você escolher não podem ganhar a condição Frightened enquanto estiverem na área. Darkness. Darkness preenche a área. Luz normal, assim como luz mágica criada por magias de um nível menor que esta magia, não podem iluminar a área. Daylight. Luz brilhante preenche a área. Escuridão Mágica criada por magias de nível inferior a esta magia não pode extinguir a luz. Descanso Pacífico. Corpos mortos enterrados na área não podem ser transformados em Mortos-Vivos. Interferência Extradimensional. Criaturas de qualquer tipo que você escolher não podem entrar ou sair da área usando teletransporte ou viagem interplanar. Medo. Criaturas de qualquer tipo que você escolher têm a condição Assustado enquanto estiverem na área. Resistência. Criaturas de qualquer tipo que você escolher têm Resistência a um tipo de dano de sua escolha enquanto estiverem na área. Silêncio. Nenhum som pode emanar de dentro da área, e nenhum som pode alcançá-la. Línguas. Criaturas de qualquer tipo que você escolher podem se comunicar com qualquer outra criatura na área, mesmo que não compartilhem uma língua comum. Vulnerabilidade. Criaturas de qualquer tipo que você escolher têm Vulnerabilidade a um tipo de dano de sua escolha enquanto estiverem na área.", + "duration": "Até que seja dissipado", + "id": 706, + "level": 5, + "locations": [ + { + "page": 283, + "sourcebook": "PHB24" + } + ], + "material": "Incenso que vale mais de 1.000 PO, que a magia consome", + "name": "Consagração", + "range": "Tocar", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "10 minutos", + "classes": [ + "Bardo", + "druida", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você faz com que o terreno natural em um Cubo de 150 pés de alcance pareça, soe e cheire como outro tipo de terreno natural. Assim, campos abertos ou uma estrada podem ser feitos para se assemelhar a um pântano, colina, fenda ou algum outro terreno difícil ou intransitável. Um lago pode ser feito para parecer um prado gramado, um precipício como uma encosta suave ou uma ravina cheia de pedras como uma estrada larga e lisa. Estruturas, equipamentos e criaturas fabricadas dentro da área não são alteradas. As características táteis do terreno não são alteradas, então criaturas entrando na área provavelmente notarão a ilusão. Se a diferença não for óbvia ao toque, uma criatura examinando a ilusão pode realizar a ação Estudar para fazer um teste de Inteligência (Investigação) contra sua CD de resistência à magia para desacreditá-la. Se uma criatura discernir que o terreno é ilusório, a criatura vê uma imagem vaga sobreposta ao terreno real.", + "duration": "24 horas", + "id": 707, + "level": 4, + "locations": [ + { + "page": 283, + "sourcebook": "PHB24" + } + ], + "material": "Um cogumelo", + "name": "Terreno alucinatório", + "range": "300 pés", + "ruleset": "2024", + "school": "Ilusão" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo" + ], + "components": [ + "V", + "S" + ], + "desc": "Você libera magia virulenta em uma criatura que você pode ver dentro do alcance. O alvo faz um teste de resistência de Constituição. Em uma falha, ele sofre 14d6 de dano Necrótico, e seu Ponto de Vida máximo é reduzido em uma quantidade igual ao dano Necrótico que ele sofreu. Em uma resistência bem-sucedida, ele sofre apenas metade do dano. Esta magia não pode reduzir o Ponto de Vida máximo de um alvo abaixo de 1.", + "duration": "Instantâneo", + "id": 708, + "level": 6, + "locations": [ + { + "page": 283, + "sourcebook": "PHB24" + } + ], + "name": "Ferir", + "range": "60 pés", + "ruleset": "2024", + "school": "Necromancia" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Escolha uma criatura disposta que você possa ver dentro do alcance. Até que a magia termine, a Velocidade do alvo é dobrada, ele ganha um bônus de +2 na Classe de Armadura, tem Vantagem em testes de resistência de Destreza e ganha uma ação adicional em cada um dos seus turnos. Essa ação pode ser usada para realizar apenas a ação Ataque (apenas um ataque), Disparar, Desvencilhar, Ocultar ou Utilizar. Quando a magia termina, o alvo fica Incapacitado e tem uma Velocidade de 0 até o final do seu próximo turno, enquanto uma onda de letargia o atinge.", + "duration": "até 1 minuto", + "id": 709, + "level": 3, + "locations": [ + { + "page": 284, + "sourcebook": "PHB24" + } + ], + "material": "Uma lasca de raiz de alcaçuz", + "name": "Pressa", + "range": "30 pés", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "druida" + ], + "components": [ + "V", + "S" + ], + "desc": "Escolha uma criatura que você possa ver dentro do alcance. Energia positiva flui através do alvo, restaurando 70 Pontos de Vida. Esta magia também encerra as condições Blinded, Deafened e Poisoned no alvo.", + "duration": "Instantâneo", + "higher_level": "A cura aumenta em 10 para cada nível de magia acima de 6.", + "id": 710, + "level": 6, + "locations": [ + { + "page": 284, + "sourcebook": "PHB24" + } + ], + "name": "Curar", + "range": "60 pés", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação bônus", + "classes": [ + "Bardo", + "Clérigo", + "druida" + ], + "components": [ + "V" + ], + "desc": "Uma criatura de sua escolha que você possa ver dentro do alcance recupera Pontos de Vida iguais a 2d4 mais seu modificador de habilidade de conjuração.", + "duration": "Instantâneo", + "higher_level": "A cura aumenta em 2d4 para cada nível de magia acima de 1.", + "id": 711, + "level": 1, + "locations": [ + { + "page": 284, + "sourcebook": "PHB24" + } + ], + "name": "Palavra de cura", + "range": "60 pés", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "druida" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Escolha um objeto de metal fabricado, como uma arma de metal ou uma armadura de metal Pesada ou Média, que você possa ver dentro do alcance. Você faz o objeto brilhar em brasa. Qualquer criatura em contato físico com o objeto sofre 2d8 de dano de Fogo quando você conjura a magia. Até que a magia termine, você pode realizar uma Ação Bônus em cada um dos seus turnos posteriores para causar esse dano novamente se o objeto estiver dentro do alcance. Se uma criatura estiver segurando ou vestindo o objeto e sofrer o dano dele, a criatura deve ser bem-sucedida em um teste de resistência de Constituição ou largar o objeto, se puder. Se não largar o objeto, ela tem Desvantagem em jogadas de ataque e testes de habilidade até o início do seu próximo turno.", + "duration": "até 1 minuto", + "higher_level": "O dano aumenta em 1d8 para cada nível de magia acima de 2.", + "id": 712, + "level": 2, + "locations": [ + { + "page": 284, + "sourcebook": "PHB24" + } + ], + "material": "Um pedaço de ferro e uma chama", + "name": "Aquecer Metal", + "range": "60 pés", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Reação, que você toma em resposta ao receber dano de uma criatura que você pode ver a até 18 metros de você", + "classes": [ + "Bruxo" + ], + "components": [ + "V", + "S" + ], + "desc": "A criatura que lhe causou dano é momentaneamente cercada por chamas verdes. Ela faz um teste de resistência de Destreza, sofrendo 2d10 de dano de Fogo em um teste falho ou metade do dano em um teste bem-sucedido.", + "duration": "Instantâneo", + "higher_level": "O dano aumenta em 1d10 para cada nível de magia acima de 1.", + "id": 713, + "level": 1, + "locations": [ + { + "page": 284, + "sourcebook": "PHB24" + } + ], + "name": "Repreensão infernal", + "range": "60 pés", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "10 minutos", + "classes": [ + "Bardo", + "Clérigo", + "druida" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você conjura um banquete que aparece em uma superfície em um Cubo de 10 pés desocupado próximo a você. O banquete leva 1 hora para ser consumido e desaparece no final desse tempo, e os efeitos benéficos não se estabelecem até que essa hora acabe. Até doze criaturas podem participar do banquete. Uma criatura que participa ganha vários benefícios, que duram 24 horas. A criatura tem Resistência a dano de Veneno e tem Imunidade às condições Assustado e Envenenado. Seu máximo de Pontos de Vida também aumenta em 2d10, e ela ganha o mesmo número de Pontos de Vida.", + "duration": "Instantâneo", + "id": 714, + "level": 6, + "locations": [ + { + "page": 284, + "sourcebook": "PHB24" + } + ], + "material": "Uma tigela incrustada de pedras preciosas que vale mais de 1.000 PO, que a magia consome", + "name": "Festa dos Heróis", + "range": "Auto", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Paladino" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Uma criatura disposta que você tocar é imbuída de bravura. Até que a magia termine, a criatura é imune à condição Amedrontada e ganha Pontos de Vida Temporários iguais ao seu modificador de habilidade de conjuração no início de cada um de seus turnos.", + "duration": "até 1 minuto", + "higher_level": "Você pode escolher uma criatura adicional para cada nível de espaço de magia acima de 1.", + "id": 715, + "level": 1, + "locations": [ + { + "page": 285, + "sourcebook": "PHB24" + } + ], + "name": "Heroísmo", + "range": "Tocar", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação bônus", + "classes": [ + "Bruxo" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você coloca uma maldição em uma criatura que você pode ver dentro do alcance. Até que a magia termine, você causa 1d6 de dano Necrótico extra ao alvo sempre que atingi-lo com uma jogada de ataque. Além disso, escolha uma habilidade quando conjurar a magia. O alvo tem Desvantagem em testes de habilidade feitos com a habilidade escolhida. Se o alvo cair para 0 Pontos de Vida antes que esta magia termine, você pode fazer uma Ação Bônus em um turno posterior para amaldiçoar uma nova criatura.", + "duration": "até 1 hora", + "higher_level": "Sua Concentração pode durar mais com um espaço de magia de nível 2 (até 4 horas), 3–4 (até 8 horas) ou 5+ (24 horas).", + "id": 716, + "level": 1, + "locations": [ + { + "page": 285, + "sourcebook": "PHB24" + } + ], + "material": "O olho petrificado de uma salamandra", + "name": "Hex", + "range": "90 pés", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Escolha uma criatura que você possa ver dentro do alcance. O alvo deve ter sucesso em um teste de resistência de Sabedoria ou ter a condição Paralisado pela duração. No final de cada um de seus turnos, o alvo repete o teste, encerrando a magia sobre si mesmo em um sucesso.", + "duration": "até 1 minuto", + "higher_level": "Você pode escolher uma criatura adicional para cada nível de espaço de magia acima de 5.", + "id": 717, + "level": 5, + "locations": [ + { + "page": 285, + "sourcebook": "PHB24" + } + ], + "material": "Um pedaço reto de ferro", + "name": "Segure o monstro", + "range": "90 pés", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Clérigo", + "druida", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Escolha um Humanoide que você possa ver dentro do alcance. O alvo deve ter sucesso em um teste de resistência de Sabedoria ou ter a condição Paralisado pela duração. No final de cada um de seus turnos, o alvo repete o teste, encerrando a magia em si mesmo em um sucesso.", + "duration": "até 1 minuto", + "higher_level": "Você pode escolher um Humanoide adicional para cada nível de magia acima de 2.", + "id": 718, + "level": 2, + "locations": [ + { + "page": 286, + "sourcebook": "PHB24" + } + ], + "material": "Um pedaço reto de ferro", + "name": "Segurar Pessoa", + "range": "60 pés", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Durante a duração, você emite uma aura em uma Emanação de 30 pés. Enquanto estiver na aura, criaturas de sua escolha têm Vantagem em todos os testes de resistência, e outras criaturas têm Desvantagem em testes de ataque contra elas. Além disso, quando um Demônio ou um Morto-vivo atinge uma criatura afetada com um teste de ataque corpo a corpo, o atacante deve ter sucesso em um teste de resistência de Constituição ou terá a condição Cego até o final de seu próximo turno.", + "duration": "até 1 minuto", + "id": 719, + "level": 8, + "locations": [ + { + "page": 286, + "sourcebook": "PHB24" + } + ], + "material": "Um relicário que vale mais de 1.000 PO", + "name": "Aura Sagrada", + "range": "Auto", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Bruxo" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você abre um portal para o Reino Distante, uma região infestada de horrores indizíveis. Uma Esfera de Escuridão de 20 pés de raio aparece, centralizada em um ponto com alcance e durando pela duração. A Esfera é Terreno Difícil, e está cheia de sussurros estranhos e ruídos de sorver, que podem ser ouvidos a até 30 pés de distância. Nenhuma luz, mágica ou não, pode iluminar a área, e criaturas totalmente dentro dela têm a condição Cego. Qualquer criatura que comece seu turno na área sofre 2d6 de dano de Frio. Qualquer criatura que termine seu turno lá deve ser bem-sucedida em um teste de resistência de Destreza ou sofrer 2d6 de dano de Ácido de tentáculos sobrenaturais.", + "duration": "até 1 minuto", + "higher_level": "O dano de Frio ou Ácido (à sua escolha) aumenta em 1d6 para cada nível de magia acima de 3.", + "id": 720, + "level": 3, + "locations": [ + { + "page": 286, + "sourcebook": "PHB24" + } + ], + "material": "Um tentáculo em conserva", + "name": "Fome de Hadar", + "range": "150 pés", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação bônus", + "classes": [ + "Guarda-florestal" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "Você marca magicamente uma criatura que você pode ver dentro do alcance como sua presa. Até que a magia termine, você causa 1d6 de dano de Força extra ao alvo sempre que atingi-lo com uma jogada de ataque. Você também tem Vantagem em qualquer teste de Sabedoria (Percepção ou Sobrevivência) que fizer para encontrá-lo. Se o alvo cair para 0 Pontos de Vida antes que esta magia termine, você pode realizar uma Ação Bônus para mover a marca para uma nova criatura que você pode ver dentro do alcance.", + "duration": "até 1 hora", + "higher_level": "Sua Concentração pode durar mais com um espaço de magia de nível 3–4 (até 8 horas) ou 5+ (até 24 horas).", + "id": 721, + "level": 1, + "locations": [ + { + "page": 287, + "sourcebook": "PHB24" + } + ], + "name": "Marca do caçador", + "range": "90 pés", + "ruleset": "2024", + "school": "Adivinhação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "S", + "M" + ], + "concentration": true, + "desc": "Você cria um padrão de cores retorcido em um Cubo de 30 pés dentro do alcance. O padrão aparece por um momento e desaparece. Cada criatura na área que puder ver o padrão deve ser bem-sucedida em um teste de resistência de Sabedoria ou terá a condição Encantado pela duração. Enquanto Encantado, a criatura tem a condição Incapacitado e uma Velocidade de 0. A magia termina para uma criatura afetada se ela sofrer qualquer dano ou se outra pessoa usar uma ação para sacudir a criatura para fora de seu estupor.", + "duration": "até 1 minuto", + "id": 722, + "level": 3, + "locations": [ + { + "page": 287, + "sourcebook": "PHB24" + } + ], + "material": "Uma pitada de confete", + "name": "Padrão hipnótico", + "range": "120 pés", + "ruleset": "2024", + "school": "Ilusão" + }, + { + "casting_time": "Ação", + "classes": [ + "druida", + "Feiticeiro", + "Mago" + ], + "components": [ + "S", + "M" + ], + "desc": "Você cria um fragmento de gelo e o arremessa em uma criatura dentro do alcance. Faça um ataque mágico à distância contra o alvo. Em um acerto, o alvo recebe 1d10 de dano perfurante. Acertando ou errando, o fragmento então explode. O alvo e cada criatura a até 1,5 m dele devem ser bem-sucedidos em um teste de resistência de Destreza ou receber 2d6 de dano de Frio.", + "duration": "Instantâneo", + "higher_level": "O dano de Frio aumenta em 1d6 para cada nível de magia acima de 1.", + "id": 723, + "level": 1, + "locations": [ + { + "page": 287, + "sourcebook": "PHB24" + } + ], + "material": "Uma gota de água ou um pedaço de gelo", + "name": "Faca de gelo", + "range": "60 pés", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "druida", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Granizo cai em um Cilindro de 20 pés de raio e 40 pés de altura centrado em um ponto dentro do alcance. Cada criatura no Cilindro faz um teste de resistência de Destreza. Uma criatura sofre 2d10 de dano de Concussão e 4d6 de dano de Frio em uma falha na resistência ou metade do dano em uma bem-sucedida. Granizo transforma o solo no Cilindro em Terreno Difícil até o final do seu próximo turno.", + "duration": "Instantâneo", + "higher_level": "O dano de Concussão aumenta em 1d10 para cada nível de magia acima de 4.", + "id": 724, + "level": 4, + "locations": [ + { + "page": 287, + "sourcebook": "PHB24" + } + ], + "material": "Uma luva", + "name": "Tempestade de gelo", + "range": "300 pés", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "1 minuto ou Ritual", + "classes": [ + "Bardo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você toca em um objeto durante a conjuração da magia. Se o objeto for um item mágico ou algum outro objeto mágico, você aprende suas propriedades e como usá-las, se ele requer Attunement e quantas cargas ele tem, se houver. Você aprende se alguma magia em andamento está afetando o item e quais são elas. Se o item foi criado por uma magia, você aprende o nome daquela magia. Se, em vez disso, você tocar em uma criatura durante a conjuração, você aprende quais magias em andamento, se houver, estão afetando-a no momento.", + "duration": "Instantâneo", + "id": 725, + "level": 1, + "locations": [ + { + "page": 287, + "sourcebook": "PHB24" + } + ], + "material": "Uma pérola que vale mais de 100 PO", + "name": "Identificar", + "range": "Tocar", + "ruleset": "2024", + "school": "Adivinhação" + }, + { + "casting_time": "1 minuto ou Ritual", + "classes": [ + "Bardo", + "Bruxo", + "Mago" + ], + "components": [ + "S", + "M" + ], + "desc": "Você escreve em pergaminho, papel ou outro material adequado e o imbui com uma ilusão que dura pela duração. Para você e quaisquer criaturas que você designar quando conjurar a magia, a escrita parece normal, parece ter sido escrita em sua mão e transmite qualquer significado que você pretendia quando escreveu o texto. Para todos os outros, a escrita parece ter sido escrita em uma escrita desconhecida ou mágica que é ininteligível. Alternativamente, a ilusão pode alterar o significado, a caligrafia e a linguagem do texto, embora a linguagem deva ser uma que você conheça. Se a magia for dissipada, a escrita original e a ilusão desaparecem. Uma criatura que tenha Truesight pode ler a mensagem oculta.", + "duration": "10 dias", + "id": 726, + "level": 1, + "locations": [ + { + "page": 288, + "sourcebook": "PHB24" + } + ], + "material": "Tinta que vale mais de 10 PO, que a magia consome", + "name": "Roteiro Ilusório", + "range": "Tocar", + "ruleset": "2024", + "school": "Ilusão" + }, + { + "casting_time": "1 minuto", + "classes": [ + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você cria uma restrição mágica para segurar uma criatura que você pode ver dentro do alcance. O alvo deve fazer um teste de resistência de Sabedoria. Em um teste bem-sucedido, o alvo não é afetado e fica imune a esta magia pelas próximas 24 horas. Em um teste falho, o alvo é aprisionado. Enquanto aprisionado, o alvo não precisa respirar, comer ou beber, e não envelhece. Magias de Adivinhação não podem localizar ou perceber o alvo aprisionado, e o alvo não pode se teletransportar. Até que a magia termine, o alvo também é afetado por um dos seguintes efeitos de sua escolha: Enterro. O alvo é sepultado sob a terra em um globo oco de força mágica que é grande o suficiente para conter o alvo. Nada pode entrar ou sair do globo. Acorrentamento. Correntes firmemente enraizadas no chão mantêm o alvo no lugar. O alvo tem a condição Restrito e não pode ser movido de forma alguma. Prisão Cercada. O alvo fica preso em um semiplano que é protegido contra teletransporte e viagem planar. O semiplano é sua escolha de um labirinto, uma gaiola, uma torre ou algo parecido. Contenção Mínima. O alvo fica com 1 polegada de altura e fica preso dentro de uma gema indestrutível ou objeto similar. A luz pode passar pela gema (permitindo que o alvo veja para fora e outras criaturas vejam para dentro), mas nada mais pode passar por qualquer meio. Sono. O alvo tem a condição Inconsciente e não pode ser acordado. Fim da Magia. Quando você conjura a magia, especifique um gatilho que a encerrará. O gatilho pode ser tão simples ou tão elaborado quanto você escolher, mas o Mestre deve concordar que tem uma alta probabilidade de acontecer na próxima década. O gatilho deve ser uma ação observável, como alguém fazendo uma oferenda específica no templo do seu deus, salvando seu amor verdadeiro ou derrotando um monstro específico. Uma magia Dissipar Magia só pode encerrar a magia se for conjurada com um espaço de magia de nível 9, tendo como alvo a prisão ou o componente usado para criá-la.", + "duration": "Até que seja dissipado", + "id": 727, + "level": 9, + "locations": [ + { + "page": 288, + "sourcebook": "PHB24" + } + ], + "material": "Uma estatueta do alvo que vale mais de 5.000 PO", + "name": "Prisão", + "range": "30 pés", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "druida", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Uma nuvem rodopiante de brasas e fumaça preenche uma Esfera de 20 pés de raio centrada em um ponto dentro do alcance. A área da nuvem é Pesadamente Obscura. Ela dura pela duração ou até que um vento forte (como aquele criado por Rajada de Vento) a disperse. Quando a nuvem aparece, cada criatura nela faz um teste de resistência de Destreza, sofrendo 10d8 de dano de Fogo em uma falha ou metade do dano em uma bem-sucedida. Uma criatura também deve fazer esse teste quando a Esfera se move para seu espaço e quando ela entra na Esfera ou termina seu turno lá. Uma criatura faz esse teste apenas uma vez por turno. A nuvem se move 10 pés para longe de você em uma direção que você escolher no início de cada um dos seus turnos.", + "duration": "até 1 minuto", + "id": 728, + "level": 8, + "locations": [ + { + "page": 288, + "sourcebook": "PHB24" + } + ], + "name": "Nuvem Incendiária", + "range": "150 pés", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo" + ], + "components": [ + "V", + "S" + ], + "desc": "Uma criatura que você tocar faz um teste de resistência de Constituição, sofrendo 2d10 de dano necrótico em uma falha ou metade do dano em um sucesso.", + "duration": "Instantâneo", + "higher_level": "O dano aumenta em 1d10 para cada nível de magia acima de 1.", + "id": 729, + "level": 1, + "locations": [ + { + "page": 288, + "sourcebook": "PHB24" + } + ], + "name": "Infligir Ferimentos", + "range": "Tocar", + "ruleset": "2024", + "school": "Necromancia" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "druida", + "Feiticeiro" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Gafanhotos em enxame preenchem uma Esfera de 20 pés de raio centrada em um ponto que você escolher dentro do alcance. A Esfera permanece pela duração, e sua área é Terreno Levemente Obscurecido e Difícil. Quando o enxame aparece, cada criatura nele faz um teste de resistência de Constituição, sofrendo 4d10 de dano Perfurante em uma falha ou metade do dano em uma bem-sucedida. Uma criatura também faz esse teste quando entra na área da magia pela primeira vez em um turno ou termina seu turno lá. Uma criatura faz esse teste apenas uma vez por turno.", + "duration": "até 10 minutos", + "higher_level": "O dano aumenta em 1d10 para cada nível de magia acima de 5.", + "id": 730, + "level": 5, + "locations": [ + { + "page": 289, + "sourcebook": "PHB24" + } + ], + "material": "Um gafanhoto", + "name": "Praga de insetos", + "range": "300 pés", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Uma criatura que você tocar tem a condição Invisível até que a magia termine. A magia termina mais cedo imediatamente após o alvo fazer uma jogada de ataque, causar dano ou conjurar uma magia.", + "duration": "até 1 hora", + "higher_level": "Você pode escolher uma criatura adicional para cada nível de espaço de magia acima de 2.", + "id": 731, + "level": 2, + "locations": [ + { + "page": 289, + "sourcebook": "PHB24" + } + ], + "material": "Um cílio em goma arábica", + "name": "Invisibilidade", + "range": "Tocar", + "ruleset": "2024", + "school": "Ilusão" + }, + { + "casting_time": "Ação", + "classes": [ + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você libera uma tempestade de luz brilhante e trovão furioso em um Cilindro de 10 pés de raio e 40 pés de altura centrado em um ponto que você pode ver dentro do alcance. Enquanto estiverem nesta área, as criaturas têm as condições Cego e Surdo, e não podem conjurar magias com um componente Verbal. Quando a tempestade aparece, cada criatura nela faz um teste de resistência de Constituição, sofrendo 2d10 de dano Radiante e 2d10 de dano Trovejante em uma falha ou metade do dano em uma bem-sucedida. Uma criatura também faz este teste quando entra na área da magia pela primeira vez em um turno ou termina seu turno lá. Uma criatura faz este teste apenas uma vez por turno.", + "duration": "até 1 minuto", + "higher_level": "O dano de Radiante e Trovão aumenta em 1d10 para cada nível de magia acima de 5.", + "id": 732, + "level": 5, + "locations": [ + { + "page": 289, + "sourcebook": "PHB24" + } + ], + "material": "Uma pitada de fósforo", + "name": "Tempestade de Radiância de Jallarzi", + "range": "120 pés", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação bônus", + "classes": [ + "druida", + "Guarda-florestal", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você toca uma criatura disposta. Uma vez em cada um dos seus turnos até que a magia termine, aquela criatura pode saltar até 30 pés gastando 10 pés de movimento.", + "duration": "1 minuto", + "higher_level": "Você pode escolher uma criatura adicional para cada nível de espaço de magia acima de 1.", + "id": 733, + "level": 1, + "locations": [ + { + "page": 290, + "sourcebook": "PHB24" + } + ], + "material": "A pata traseira de um gafanhoto", + "name": "Pular", + "range": "Tocar", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Mago" + ], + "components": [ + "V" + ], + "desc": "Escolha um objeto que você possa ver dentro do alcance. O objeto pode ser uma porta, uma caixa, um baú, um conjunto de algemas, um cadeado ou outro objeto que contenha um meio mundano ou mágico que impeça o acesso. Um alvo que é mantido fechado por uma fechadura mundana ou que está preso ou barrado fica destrancado, destrancado ou destrancado. Se o objeto tiver várias fechaduras, apenas uma delas é destrancada. Se o alvo for mantido fechado por Trava Arcana, essa magia é suprimida por 10 minutos, durante os quais o alvo pode ser aberto e fechado. Quando você conjura a magia, uma batida alta, audível a até 300 pés de distância, emana do alvo.", + "duration": "Instantâneo", + "id": 734, + "level": 2, + "locations": [ + { + "page": 290, + "sourcebook": "PHB24" + } + ], + "name": "Bater", + "range": "60 pés", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "10 minutos", + "classes": [ + "Bardo", + "Clérigo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Nomeie ou descreva uma pessoa, lugar ou objeto famoso. A magia traz à sua mente um breve resumo da tradição significativa sobre aquela coisa famosa, conforme descrito pelo Mestre. A tradição pode consistir em detalhes importantes, revelações divertidas ou até mesmo uma tradição secreta que nunca foi amplamente conhecida. Quanto mais informações você já sabe sobre a coisa, mais precisa e detalhada é a informação que você recebe. Essa informação é precisa, mas pode ser expressa em linguagem figurativa ou poesia, conforme determinado pelo Mestre. Se a coisa famosa que você escolheu não for realmente famosa, você ouve notas musicais tristes tocadas em um trombone, e a magia falha.", + "duration": "Instantâneo", + "id": 735, + "level": 5, + "locations": [ + { + "page": 290, + "sourcebook": "PHB24" + } + ], + "material": "Incenso que vale mais de 250 PO, que a magia consome, e quatro tiras de marfim que valem mais de 50 PO cada", + "name": "Lenda e conhecimento", + "range": "Auto", + "ruleset": "2024", + "school": "Adivinhação" + }, + { + "casting_time": "Ação", + "classes": [ + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você esconde um baú e todo o seu conteúdo no Plano Etéreo. Você deve tocar no baú e na réplica em miniatura que servem como componentes materiais para a magia. O baú pode conter até 12 pés cúbicos de material não vivo (3 pés por 2 pés por 2 pés). Enquanto o baú permanecer no Plano Etéreo, você pode realizar uma ação de Magia e tocar na réplica para chamá-lo de volta. Ele aparece em um espaço desocupado no chão a até 5 pés de você. Você pode enviar o baú de volta ao Plano Etéreo realizando uma ação de Magia para tocar no baú e na réplica. Após 60 dias, há uma chance cumulativa de 5 por cento no final de cada dia de que a magia termine. A magia também termina se você conjurar esta magia novamente ou se o baú de réplica minúscula for destruído. Se a magia terminar e o baú maior estiver no Plano Etéreo, o baú permanecerá lá para você ou outra pessoa encontrar.", + "duration": "Até que seja dissipado", + "id": 736, + "level": 4, + "locations": [ + { + "page": 290, + "sourcebook": "PHB24" + } + ], + "material": "Um baú, de 3 pés por 2 pés por 2 pés, construído com materiais raros que valem mais de 5.000 PO, e uma pequena réplica do baú feita com os mesmos materiais que valem mais de 50 PO", + "name": "Baú Secreto de Leomund", + "range": "Tocar", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "1 minuto ou Ritual", + "classes": [ + "Bardo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Uma Emanação de 10 pés surge ao seu redor e permanece parada durante a duração. A magia falha quando você a conjura se a Emanação não for grande o suficiente para encapsular completamente todas as criaturas em sua área. Criaturas e objetos dentro da Emanação quando você conjura a magia podem se mover livremente através dela. Todas as outras criaturas e objetos são impedidos de passar por ela. Magias de nível 3 ou inferior não podem ser conjuradas através dela, e os efeitos de tais magias não podem se estender para dentro dela. A atmosfera dentro da Emanação é confortável e seca, independentemente do clima externo. Até que a magia termine, você pode comandar o interior para ter Luz Fraca ou Escuridão (nenhuma ação necessária). A Emanação é opaca por fora e de qualquer cor que você escolher, mas é transparente por dentro. A magia termina mais cedo se você deixar a Emanação ou se conjurá-la novamente.", + "duration": "8 horas", + "id": 737, + "level": 3, + "locations": [ + { + "page": 291, + "sourcebook": "PHB24" + } + ], + "material": "Uma conta de cristal", + "name": "A pequena cabana de Leomund", + "range": "Auto", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação bônus", + "classes": [ + "Bardo", + "Clérigo", + "druida", + "Paladino", + "Guarda-florestal" + ], + "components": [ + "V", + "S" + ], + "desc": "Você toca em uma criatura e encerra uma condição dela: Cego, Surdo, Paralisado ou Envenenado.", + "duration": "Instantâneo", + "id": 738, + "level": 2, + "locations": [ + { + "page": 291, + "sourcebook": "PHB24" + } + ], + "name": "Restauração Menor", + "range": "Tocar", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Uma criatura ou objeto solto de sua escolha que você possa ver dentro do alcance sobe verticalmente até 20 pés e permanece suspenso lá durante a duração. A magia pode levitar um objeto que pesa até 500 libras. Uma criatura relutante que tenha sucesso em um teste de resistência de Constituição não é afetada. O alvo pode se mover apenas empurrando ou puxando contra um objeto fixo ou superfície dentro do alcance (como uma parede ou um teto), o que permite que ele se mova como se estivesse escalando. Você pode alterar a altitude do alvo em até 20 pés em qualquer direção no seu turno. Se você for o alvo, você pode se mover para cima ou para baixo como parte do seu movimento. Caso contrário, você pode realizar uma ação de Magia para mover o alvo, que deve permanecer dentro do alcance da magia. Quando a magia termina, o alvo flutua suavemente até o chão se ainda estiver no ar.", + "duration": "até 10 minutos", + "id": 739, + "level": 2, + "locations": [ + { + "page": 291, + "sourcebook": "PHB24" + } + ], + "material": "Uma mola de metal", + "name": "Levitar", + "range": "60 pés", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Clérigo", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "M" + ], + "desc": "Você toca em um objeto Grande ou menor que não esteja sendo usado ou carregado por outra pessoa. Até que a magia termine, o objeto emite Luz Brilhante em um raio de 20 pés e Luz Fraca por mais 20 pés. A luz pode ser colorida como você quiser. Cobrir o objeto com algo opaco bloqueia a luz. A magia termina se você conjurá-la novamente.", + "duration": "1 hora", + "id": 740, + "level": 0, + "locations": [ + { + "page": 292, + "sourcebook": "PHB24" + } + ], + "material": "Um vaga-lume ou musgo fosforescente", + "name": "Luz", + "range": "Tocar", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação bônus, que você realiza imediatamente após atingir ou errar um alvo com um ataque à distância usando uma arma", + "classes": [ + "Guarda-florestal" + ], + "components": [ + "V", + "S" + ], + "desc": "Conforme seu ataque acerta ou erra o alvo, a arma ou munição que você está usando se transforma em um raio. Em vez de receber qualquer dano ou outros efeitos do ataque, o alvo recebe 4d8 de dano de Raio em um acerto ou metade do dano em um erro. Cada criatura a até 10 pés do alvo então faz um teste de resistência de Destreza, recebendo 2d8 de dano de Raio em um teste falho ou metade do dano em um teste bem-sucedido. A arma ou munição então retorna à sua forma normal.", + "duration": "Instantâneo", + "higher_level": "O dano de ambos os efeitos da magia aumenta em 1d8 para cada nível de magia acima de 3.", + "id": 741, + "level": 3, + "locations": [ + { + "page": 292, + "sourcebook": "PHB24" + } + ], + "name": "Flecha de Relâmpago", + "range": "Auto", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Um raio formando uma Linha de 100 pés de comprimento e 5 pés de largura explode de você na direção que você escolher. Cada criatura na Linha faz um teste de resistência de Destreza, sofrendo 8d6 de dano de Relâmpago em uma falha ou metade do dano em uma bem-sucedida.", + "duration": "Instantâneo", + "higher_level": "O dano aumenta em 1d6 para cada nível de magia acima de 3.", + "id": 742, + "level": 3, + "locations": [ + { + "page": 292, + "sourcebook": "PHB24" + } + ], + "material": "Um pedaço de pele e uma vara de cristal", + "name": "Relâmpago", + "range": "Auto", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação ou Ritual", + "classes": [ + "Bardo", + "druida", + "Guarda-florestal" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Descreva ou nomeie um tipo específico de Besta, criatura vegetal ou planta não mágica. Você aprende a direção e a distância até a criatura ou planta mais próxima daquele tipo dentro de 5 milhas, se houver alguma presente.", + "duration": "Instantâneo", + "id": 743, + "level": 2, + "locations": [ + { + "page": 292, + "sourcebook": "PHB24" + } + ], + "material": "Pele de um cão de caça", + "name": "Localizar animais ou plantas", + "range": "Auto", + "ruleset": "2024", + "school": "Adivinhação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Clérigo", + "druida", + "Paladino", + "Guarda-florestal", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Descreva ou nomeie uma criatura que lhe seja familiar. Você sente a direção da localização da criatura se ela estiver a até 1.000 pés de você. Se a criatura estiver se movendo, você sabe a direção do seu movimento. A magia pode localizar uma criatura específica conhecida por você ou a criatura mais próxima de um tipo específico (como um humano ou um unicórnio) se você tiver visto tal criatura de perto — a até 30 pés — pelo menos uma vez. Se a criatura que você descreveu ou nomeou estiver em uma forma diferente, como sob os efeitos de uma magia Carne para Pedra ou Polimorfia, esta magia não localiza a criatura. Esta magia não pode localizar uma criatura se qualquer espessura de chumbo bloquear um caminho direto entre você e a criatura.", + "duration": "até 1 hora", + "id": 744, + "level": 4, + "locations": [ + { + "page": 292, + "sourcebook": "PHB24" + } + ], + "material": "Pele de um cão de caça", + "name": "Localizar criatura", + "range": "Auto", + "ruleset": "2024", + "school": "Adivinhação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Clérigo", + "druida", + "Paladino", + "Guarda-florestal", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Descreva ou nomeie um objeto que lhe seja familiar. Você sente a direção da localização do objeto se ele estiver a 1.000 pés de você. Se o objeto estiver em movimento, você sabe a direção do seu movimento. A magia pode localizar um objeto específico conhecido por você se você o tiver visto de perto — a 30 pés — pelo menos uma vez. Alternativamente, a magia pode localizar o objeto mais próximo de um tipo específico, como um certo tipo de vestimenta, joia, mobília, ferramenta ou arma. Esta magia não pode localizar um objeto se qualquer espessura de chumbo bloquear um caminho direto entre você e o objeto.", + "duration": "até 10 minutos", + "id": 745, + "level": 2, + "locations": [ + { + "page": 293, + "sourcebook": "PHB24" + } + ], + "material": "Um galho bifurcado", + "name": "Localizar objeto", + "range": "Auto", + "ruleset": "2024", + "school": "Adivinhação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "druida", + "Guarda-florestal", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você toca uma criatura. A Velocidade do alvo aumenta em 10 pés até que a magia termine.", + "duration": "1 hora", + "higher_level": "Você pode escolher uma criatura adicional para cada nível de espaço de magia acima de 1.", + "id": 746, + "level": 1, + "locations": [ + { + "page": 293, + "sourcebook": "PHB24" + } + ], + "material": "Uma pitada de terra", + "name": "Andarilho Longo", + "range": "Tocar", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você toca uma criatura disposta que não esteja usando armadura. Até que a magia termine, a CA base do alvo se torna 13 mais seu modificador de Destreza. A magia termina mais cedo se o alvo vestir armadura.", + "duration": "8 horas", + "id": 747, + "level": 1, + "locations": [ + { + "page": 293, + "sourcebook": "PHB24" + } + ], + "material": "Um pedaço de couro curado", + "name": "Armadura de Mago", + "range": "Tocar", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Uma mão espectral flutuante aparece em um ponto que você escolher dentro do alcance. A mão dura pela duração. A mão desaparece se estiver a mais de 30 pés de distância de você ou se você conjurar esta magia novamente. Quando você conjura a magia, você pode usar a mão para manipular um objeto, abrir uma porta ou recipiente destrancado, guardar ou recuperar um item de um recipiente aberto ou despejar o conteúdo de um frasco. Como uma ação de Magia em seus turnos posteriores, você pode controlar a mão novamente. Como parte dessa ação, você pode mover a mão até 30 pés. A mão não pode atacar, ativar itens mágicos ou carregar mais de 10 libras.", + "duration": "1 minuto", + "id": 748, + "level": 0, + "locations": [ + { + "page": 293, + "sourcebook": "PHB24" + } + ], + "name": "Mão de Mago", + "range": "30 pés", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "1 minuto", + "classes": [ + "Clérigo", + "Paladino", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você cria um Cilindro de energia mágica de 10 pés de raio e 20 pés de altura centrado em um ponto no chão que você pode ver dentro do alcance. Runas brilhantes aparecem onde quer que o Cilindro cruze com o chão ou outra superfície. Escolha um ou mais dos seguintes tipos de criaturas: Celestiais, Elementais, Feéricos, Demônios ou Mortos-vivos. O círculo afeta uma criatura do tipo escolhido das seguintes maneiras: Cada vez que você conjura esta magia, você pode fazer com que sua magia opere na direção reversa, impedindo que uma criatura do tipo especificado saia do Cilindro e protegendo alvos fora dele.", + "duration": "1 hora", + "higher_level": "A duração aumenta em 1 hora para cada nível de magia acima de 3.", + "id": 749, + "level": 3, + "locations": [ + { + "page": 293, + "sourcebook": "PHB24" + } + ], + "material": "Sal e prata em pó valendo mais de 100 po, que a magia consome", + "name": "Círculo Mágico", + "range": "10 pés", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "1 minuto", + "classes": [ + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Seu corpo entra em um estado catatônico quando sua alma o deixa e entra no recipiente que você usou para o componente Material da magia. Enquanto sua alma habita o recipiente, você está ciente de seus arredores como se estivesse no espaço do recipiente. Você não pode se mover ou tomar Reações. A única ação que você pode tomar é projetar sua alma até 100 pés para fora do recipiente, retornando ao seu corpo vivo (e encerrando a magia) ou tentando possuir o corpo de um Humanoide. Você pode tentar possuir qualquer Humanoide a 100 pés de você que você possa ver (criaturas protegidas por uma magia Proteção contra o Mal e o Bem ou Círculo Mágico não podem ser possuídas). O alvo faz um teste de resistência de Carisma. Em uma falha, sua alma entra no corpo do alvo, e a alma do alvo fica presa no recipiente. Em uma defesa bem-sucedida, o alvo resiste aos seus esforços para possuí-lo, e você não pode tentar possuí-lo novamente por 24 horas. Depois de possuir o corpo de uma criatura, você a controla. Seus Pontos de Vida, Dados de Pontos de Vida, Força, Destreza, Constituição, Velocidade e sentidos são substituídos pelos da criatura. Caso contrário, você mantém suas estatísticas de jogo. Enquanto isso, a alma da criatura possuída pode perceber do recipiente usando seus próprios sentidos, mas ela não pode se mover e fica Incapacitada. Enquanto possui um corpo, você pode fazer uma ação de Magia para retornar do corpo hospedeiro para o recipiente se ele estiver a até 100 pés de você, retornando a alma da criatura hospedeira para seu corpo. Se o corpo hospedeiro morrer enquanto você estiver nele, a criatura morre, e você faz um teste de resistência de Carisma contra sua própria CD de conjuração. Em um sucesso, você retorna ao recipiente se ele estiver a até 100 pés de você. Caso contrário, você morre. Se o recipiente for destruído ou a magia terminar, sua alma retorna para seu corpo. Se seu corpo estiver a mais de 100 pés de distância de você ou se seu corpo estiver morto, você morre. Se a alma de outra criatura estiver no recipiente quando ele for destruído, a alma da criatura retornará ao seu corpo se o corpo estiver vivo e a até 100 pés. Caso contrário, a criatura morre. Quando a magia termina, o recipiente é destruído.", + "duration": "Até que seja dissipado", + "id": 750, + "level": 6, + "locations": [ + { + "page": 294, + "sourcebook": "PHB24" + } + ], + "material": "Uma gema, cristal ou relicário que vale mais de 500 PO", + "name": "Pote Mágico", + "range": "Auto", + "ruleset": "2024", + "school": "Necromancia" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Você cria três dardos brilhantes de força mágica. Cada dardo atinge uma criatura de sua escolha que você possa ver dentro do alcance. Um dardo causa 1d4 + 1 de dano de Força ao seu alvo. Todos os dardos atingem simultaneamente, e você pode direcioná-los para atingir uma criatura ou várias.", + "duration": "Instantâneo", + "higher_level": "A magia cria mais um dardo para cada nível de magia acima de 1.", + "id": 751, + "level": 1, + "locations": [ + { + "page": 295, + "sourcebook": "PHB24" + } + ], + "name": "Míssil Mágico", + "range": "120 pés", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "1 minuto ou Ritual", + "classes": [ + "Bardo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você implanta uma mensagem dentro de um objeto no alcance — uma mensagem que é proferida quando uma condição de gatilho é atendida. Escolha um objeto que você possa ver e que não esteja sendo usado ou carregado por outra criatura. Então fale a mensagem, que deve ter 25 palavras ou menos, embora possa ser entregue em até 10 minutos. Finalmente, determine a circunstância que acionará a magia para entregar sua mensagem. Quando esse gatilho ocorre, uma boca mágica aparece no objeto e recita a mensagem em sua voz e no mesmo volume que você falou. Se o objeto que você escolheu tiver uma boca ou algo que se pareça com uma boca (por exemplo, a boca de uma estátua), a boca mágica aparece lá, então as palavras parecem vir da boca do objeto. Quando você conjura esta magia, você pode fazer com que a magia termine após entregar sua mensagem, ou ela pode permanecer e repetir sua mensagem sempre que o gatilho ocorrer. O gatilho pode ser tão geral ou tão detalhado quanto você quiser, embora deva ser baseado em condições visuais ou audíveis que ocorram a 30 pés do objeto. Por exemplo, você pode instruir a boca a falar quando qualquer criatura se mover a até 9 metros do objeto ou quando um sino de prata tocar a até 9 metros dele.", + "duration": "Até que seja dissipado", + "id": 752, + "level": 2, + "locations": [ + { + "page": 295, + "sourcebook": "PHB24" + } + ], + "material": "Pó de jade no valor de 10+ PO, que a magia consome", + "name": "Boca Mágica", + "range": "30 pés", + "ruleset": "2024", + "school": "Ilusão" + }, + { + "casting_time": "Ação bônus", + "classes": [ + "Paladino", + "Guarda-florestal", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Você toca em uma arma não mágica. Até que a magia termine, essa arma se torna uma arma mágica com um bônus de +1 para jogadas de ataque e jogadas de dano. A magia termina mais cedo se você conjurá-la novamente.", + "duration": "1 hora", + "higher_level": "O bônus aumenta para +2 com um slot de magia de nível 3–5. O bônus aumenta para +3 com um slot de magia de nível 6+.", + "id": 753, + "level": 2, + "locations": [ + { + "page": 295, + "sourcebook": "PHB24" + } + ], + "name": "Arma mágica", + "range": "Tocar", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você cria a imagem de um objeto, uma criatura ou algum outro fenômeno visível que não seja maior que um Cubo de 20 pés. A imagem aparece em um ponto que você pode ver dentro do alcance e dura pela duração. Parece real, incluindo sons, cheiros e temperatura apropriados para a coisa retratada, mas não pode causar dano ou condições. Se você estiver dentro do alcance da ilusão, você pode realizar uma ação de Magia para fazer a imagem se mover para qualquer outro ponto dentro do alcance. Conforme a imagem muda de local, você pode alterar sua aparência para que seus movimentos pareçam naturais para a imagem. Por exemplo, se você criar uma imagem de uma criatura e movê-la, você pode alterar a imagem para que ela pareça estar andando. Da mesma forma, você pode fazer a ilusão fazer sons diferentes em momentos diferentes, até mesmo fazê-la manter uma conversa, por exemplo. A interação física com a imagem revela que ela é uma ilusão, pois as coisas podem passar por ela. Uma criatura que realiza uma ação de Estudo para examinar a imagem pode determinar que ela é uma ilusão com um teste bem-sucedido de Inteligência (Investigação) contra sua CD de resistência à magia. Se uma criatura discernir a ilusão pelo que ela é, ela poderá ver através da imagem, e suas outras qualidades sensoriais se tornarão tênues para a criatura.", + "duration": "até 10 minutos", + "higher_level": "A magia dura até ser dissipada, sem exigir Concentração, se conjurada com um espaço de magia de nível 4+.", + "id": 754, + "level": 3, + "locations": [ + { + "page": 295, + "sourcebook": "PHB24" + } + ], + "material": "Um pouco de lã", + "name": "Imagem principal", + "range": "120 pés", + "ruleset": "2024", + "school": "Ilusão" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Clérigo", + "druida" + ], + "components": [ + "V", + "S" + ], + "desc": "Uma onda de energia de cura sai de um ponto que você pode ver dentro do alcance. Escolha até seis criaturas em uma Esfera de 30 pés de raio centrada naquele ponto. Cada alvo recupera Pontos de Vida iguais a 5d8 mais seu modificador de habilidade de conjuração.", + "duration": "Instantâneo", + "higher_level": "A cura aumenta em 1d8 para cada nível de magia acima de 5.", + "id": 755, + "level": 5, + "locations": [ + { + "page": 296, + "sourcebook": "PHB24" + } + ], + "name": "Ferimentos de cura em massa", + "range": "60 pés", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo" + ], + "components": [ + "V", + "S" + ], + "desc": "Uma inundação de energia de cura flui de você para as criaturas ao seu redor. Você restaura até 700 Pontos de Vida, divididos como você escolher entre qualquer número de criaturas que você possa ver dentro do alcance. Criaturas curadas por esta magia também têm as condições Cego, Surdo e Envenenado removidas delas.", + "duration": "Instantâneo", + "id": 756, + "level": 9, + "locations": [ + { + "page": 296, + "sourcebook": "PHB24" + } + ], + "name": "Cura em massa", + "range": "60 pés", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação bônus", + "classes": [ + "Bardo", + "Clérigo" + ], + "components": [ + "V" + ], + "desc": "Até seis criaturas de sua escolha que você possa ver dentro do alcance recuperam Pontos de Vida iguais a 2d4 mais seu modificador de habilidade de conjuração.", + "duration": "Instantâneo", + "higher_level": "A cura aumenta em 1d4 para cada nível de magia acima de 3.", + "id": 757, + "level": 3, + "locations": [ + { + "page": 296, + "sourcebook": "PHB24" + } + ], + "name": "Palavra de Cura em Massa", + "range": "60 pés", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "M" + ], + "desc": "Você sugere um curso de atividade — descrito em não mais que 25 palavras — para doze ou menos criaturas que você pode ver dentro do alcance que podem ouvir e entender você. A sugestão deve soar realizável e não envolver nada que obviamente causaria dano a qualquer um dos alvos ou seus aliados. Por exemplo, você pode dizer: "Ande até a vila por aquela estrada e ajude os moradores de lá a colher as plantações até o pôr do sol". Ou você pode dizer: "Agora não é hora para violência. Largue suas armas e dance! Pare em uma hora". Cada alvo deve ter sucesso em um teste de resistência de Sabedoria ou ter a condição Encantado pela duração ou até que você ou seus aliados causem dano ao alvo. Cada alvo Encantado segue a sugestão da melhor maneira possível. A atividade sugerida pode continuar por toda a duração, mas se a atividade sugerida puder ser concluída em um tempo menor, a magia termina para um alvo ao completá-la.", + "duration": "24 horas", + "higher_level": "A duração é maior com um espaço de magia de nível 7 (10 dias), 8 (30 dias) ou 9 (366 dias).", + "id": 758, + "level": 6, + "locations": [ + { + "page": 296, + "sourcebook": "PHB24" + } + ], + "material": "A língua de uma cobra", + "name": "Sugestão em massa", + "range": "60 pés", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação", + "classes": [ + "Mago" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Você bane uma criatura que você pode ver dentro do alcance para um semiplano labiríntico. O alvo permanece lá pela duração ou até escapar do labirinto. O alvo pode realizar uma ação de Estudar para tentar escapar. Quando o faz, ele faz um teste de Inteligência CD 20 (Investigação). Se for bem-sucedido, ele escapa, e a magia termina. Quando a magia termina, o alvo reaparece no espaço que ele deixou ou, se esse espaço estiver ocupado, no espaço desocupado mais próximo.", + "duration": "até 10 minutos", + "id": 759, + "level": 8, + "locations": [ + { + "page": 296, + "sourcebook": "PHB24" + } + ], + "name": "Labirinto", + "range": "60 pés", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação ou Ritual", + "classes": [ + "Clérigo", + "druida", + "Guarda-florestal" + ], + "components": [ + "V", + "S" + ], + "desc": "Você pisa em um objeto de pedra ou superfície grande o suficiente para conter completamente seu corpo, fundindo você e seu equipamento com a pedra pela duração. Você deve tocar a pedra para fazer isso. Nada da sua presença permanece visível ou detectável por sentidos não mágicos. Enquanto fundido com a pedra, você não pode ver o que ocorre fora dela, e quaisquer testes de Sabedoria (Percepção) que você fizer para ouvir sons fora dela são feitos com Desvantagem. Você permanece ciente da passagem do tempo e pode conjurar magias em si mesmo enquanto fundido na pedra. Você pode usar 1,5 m de movimento para deixar a pedra onde entrou, o que encerra a magia. Caso contrário, você não pode se mover. Danos físicos menores à pedra não causam dano a você, mas sua destruição parcial ou uma mudança em sua forma (na medida em que você não caiba mais dentro dela) expulsa você e causa 6d6 de dano de Força a você. A destruição completa da pedra (ou transmutação em uma substância diferente) expulsa você e causa 50 de dano de Força a você. Se for expulso, você se move para um espaço desocupado mais próximo de onde entrou pela primeira vez e fica com a condição Prone.", + "duration": "8 horas", + "id": 760, + "level": 3, + "locations": [ + { + "page": 296, + "sourcebook": "PHB24" + } + ], + "name": "Fundir-se em pedra", + "range": "Tocar", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Uma flecha verde brilhante dispara em direção a um alvo dentro do alcance e explode em um jato de ácido. Faça um ataque mágico à distância contra o alvo. Em um acerto, o alvo recebe 4d4 de dano de Ácido e 2d4 de dano de Ácido no final do seu próximo turno. Em um erro, a flecha espirra ácido no alvo, causando apenas metade do dano inicial.", + "duration": "Instantâneo", + "higher_level": "O dano (inicial e posterior) aumenta em 1d4 para cada nível de magia acima de 2.", + "id": 761, + "level": 2, + "locations": [ + { + "page": 297, + "sourcebook": "PHB24" + } + ], + "material": "Folha de ruibarbo em pó", + "name": "Flecha Ácida de Melf", + "range": "90 pés", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "1 minuto", + "classes": [ + "Bardo", + "Clérigo", + "druida", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Esta magia repara uma única quebra ou rasgo em um objeto que você toca, como um elo de corrente quebrado, duas metades de uma chave quebrada, uma capa rasgada ou um odre de vinho vazando. Contanto que a quebra ou rasgo não seja maior que 1 pé em qualquer dimensão, você o conserta, não deixando nenhum vestígio do dano anterior. Esta magia pode reparar fisicamente um item mágico, mas não pode restaurar a magia de tal objeto.", + "duration": "Instantâneo", + "id": 762, + "level": 0, + "locations": [ + { + "page": 297, + "sourcebook": "PHB24" + } + ], + "material": "Duas pedras-ímã", + "name": "Remendando", + "range": "Tocar", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "druida", + "Feiticeiro", + "Mago" + ], + "components": [ + "S", + "M" + ], + "desc": "Você aponta para uma criatura dentro do alcance e sussurra uma mensagem. O alvo (e somente o alvo) ouve a mensagem e pode responder em um sussurro que somente você pode ouvir. Você pode conjurar esta magia através de objetos sólidos se estiver familiarizado com o alvo e souber que ele está além da barreira. Silêncio mágico; 1 pé de pedra, metal ou madeira; ou uma fina folha de chumbo bloqueia a magia.", + "duration": "1 rodada", + "id": 763, + "level": 0, + "locations": [ + { + "page": 298, + "sourcebook": "PHB24" + } + ], + "material": "Um fio de cobre", + "name": "Mensagem", + "range": "120 pés", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Orbes flamejantes de fogo despencam no chão em quatro pontos diferentes que você pode ver dentro do alcance. Cada criatura em uma Esfera de 40 pés de raio centrada em cada um desses pontos faz um teste de resistência de Destreza. Uma criatura sofre 20d6 de dano de Fogo e 20d6 de dano de Concussão em uma falha ou metade do dano em uma bem-sucedida. Uma criatura na área de mais de uma Esfera de fogo é afetada apenas uma vez. Um objeto não mágico que não esteja sendo usado ou carregado também sofre o dano se estiver na área da magia, e o objeto começa a queimar se for inflamável.", + "duration": "Instantâneo", + "id": 764, + "level": 9, + "locations": [ + { + "page": 298, + "sourcebook": "PHB24" + } + ], + "name": "Enxame de meteoros", + "range": "1 milha", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Até que a magia termine, uma criatura disposta que você tocar tem Imunidade a dano Psíquico e a condição Encantado. O alvo também não é afetado por nada que sinta suas emoções ou alinhamento, leia seus pensamentos ou detecte magicamente sua localização, e nenhuma magia — nem mesmo Desejo — pode reunir informações sobre o alvo, observá-lo remotamente ou controlar sua mente.", + "duration": "24 horas", + "id": 765, + "level": 8, + "locations": [ + { + "page": 298, + "sourcebook": "PHB24" + } + ], + "name": "Mente em branco", + "range": "Tocar", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V" + ], + "desc": "Você tenta temporariamente estilhaçar a mente de uma criatura que você pode ver dentro do alcance. O alvo deve ter sucesso em um teste de resistência de Inteligência ou sofrer 1d6 de dano Psíquico e subtrair 1d4 do próximo teste de resistência que ele fizer antes do fim do seu próximo turno.", + "duration": "1 rodada", + "higher_level": "O dano aumenta em 1d6 quando você atinge os níveis 5 (2d6), 11 (3d6) e 17 (4d6).", + "id": 766, + "level": 0, + "locations": [ + { + "page": 298, + "sourcebook": "PHB24" + } + ], + "name": "Lasca Mental", + "range": "60 pés", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "S" + ], + "concentration": true, + "desc": "Você enfia um pico de energia psiônica na mente de uma criatura que você pode ver dentro do alcance. O alvo faz um teste de resistência de Sabedoria, sofrendo 3d8 de dano Psíquico em uma falha ou metade do dano em uma falha. Em uma falha, você também sempre sabe a localização do alvo até que a magia termine, mas apenas enquanto vocês dois estiverem no mesmo plano de existência. Enquanto você tiver esse conhecimento, o alvo não pode ficar escondido de você, e se ele tiver a condição Invisível, ele não ganha nenhum benefício dessa condição contra você.", + "duration": "até 1 hora", + "higher_level": "O dano aumenta em 1d8 para cada nível de magia acima de 2.", + "id": 767, + "level": 2, + "locations": [ + { + "page": 298, + "sourcebook": "PHB24" + } + ], + "name": "Pico Mental", + "range": "120 pés", + "ruleset": "2024", + "school": "Adivinhação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "S", + "M" + ], + "desc": "Você cria um som ou uma imagem de um objeto dentro do alcance que dura pela duração. Veja as descrições abaixo para os efeitos de cada um. A ilusão termina se você conjurar esta magia novamente. Se uma criatura fizer uma ação de Estudo para examinar o som ou imagem, a criatura pode determinar que é uma ilusão com um teste bem-sucedido de Inteligência (Investigação) contra sua CD de resistência à magia. Se uma criatura discernir a ilusão pelo que ela é, a ilusão se torna tênue para a criatura. Som. Se você criar um som, seu volume pode variar de um sussurro a um grito. Pode ser sua voz, a voz de outra pessoa, o rugido de um leão, uma batida de tambores ou qualquer outro som que você escolher. O som continua inabalável durante toda a duração, ou você pode fazer sons discretos em momentos diferentes antes que a magia termine. Imagem. Se você criar uma imagem de um objeto — como uma cadeira, pegadas enlameadas ou um pequeno baú — ela não deve ser maior do que um Cubo de 1,5 m. A imagem não pode criar som, luz, cheiro ou qualquer outro efeito sensorial. A interação física com a imagem revela que ela é uma ilusão, já que coisas podem passar através dela.", + "duration": "1 minuto", + "id": 768, + "level": 0, + "locations": [ + { + "page": 298, + "sourcebook": "PHB24" + } + ], + "material": "Um pouco de lã", + "name": "Ilusão Menor", + "range": "30 pés", + "ruleset": "2024", + "school": "Ilusão" + }, + { + "casting_time": "10 minutos", + "classes": [ + "Bardo", + "druida", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Você faz com que o terreno em uma área de até 1 milha quadrada pareça, soe, cheire e até mesmo pareça outro tipo de terreno. Campos abertos ou uma estrada podem ser feitos para se assemelhar a um pântano, colina, fenda ou algum outro terreno acidentado ou intransitável. Um lago pode ser feito para parecer um prado gramado, um precipício como uma encosta suave ou uma ravina rochosa como uma estrada larga e lisa. Da mesma forma, você pode alterar a aparência de estruturas ou adicioná-las onde nenhuma estiver presente. A magia não disfarça, oculta ou adiciona criaturas. A ilusão inclui elementos audíveis, visuais, táteis e olfativos, então ela pode transformar solo limpo em Terreno Difícil (ou vice-versa) ou impedir o movimento pela área. Qualquer pedaço do terreno ilusório (como uma pedra ou um pedaço de pau) que for removido da área da magia desaparece imediatamente. Criaturas com Visão Verdadeira podem ver através da ilusão a verdadeira forma do terreno; no entanto, todos os outros elementos da ilusão permanecem, então, enquanto a criatura estiver ciente da presença da ilusão, ela ainda pode interagir fisicamente com a ilusão.", + "duration": "10 dias", + "id": 769, + "level": 7, + "locations": [ + { + "page": 299, + "sourcebook": "PHB24" + } + ], + "name": "Miragem Arcana", + "range": "Visão", + "ruleset": "2024", + "school": "Ilusão" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Três duplicatas ilusórias de você aparecem no seu espaço. Até que a magia termine, as duplicatas se movem com você e imitam suas ações, mudando de posição para que seja impossível rastrear qual imagem é real. Cada vez que uma criatura o atingir com uma jogada de ataque durante a duração da magia, role um d6 para cada uma das suas duplicatas restantes. Se qualquer um dos d6s rolar um 3 ou mais, uma das duplicatas é atingida em vez de você, e a duplicata é destruída. As duplicatas ignoram todos os outros danos e efeitos. A magia termina quando todas as três duplicatas são destruídas. Uma criatura não é afetada por esta magia se tiver a condição Blinded, Blindsight ou Truesight.", + "duration": "1 minuto", + "id": 770, + "level": 2, + "locations": [ + { + "page": 299, + "sourcebook": "PHB24" + } + ], + "name": "Imagem espelhada", + "range": "Auto", + "ruleset": "2024", + "school": "Ilusão" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Bruxo", + "Mago" + ], + "components": [ + "S" + ], + "concentration": true, + "desc": "Você ganha a condição Invisível ao mesmo tempo em que uma cópia ilusória sua aparece onde você está. A cópia dura pela duração, mas a invisibilidade termina imediatamente após você fazer uma jogada de ataque, causar dano ou conjurar uma magia. Como uma ação de Magia, você pode mover a cópia ilusória até o dobro de sua Velocidade e fazê-la gesticular, falar e se comportar da maneira que você escolher. Ela é intangível e invulnerável. Você pode ver através de seus olhos e ouvir através de seus ouvidos como se estivesse localizado onde ela está.", + "duration": "até 1 hora", + "id": 771, + "level": 5, + "locations": [ + { + "page": 299, + "sourcebook": "PHB24" + } + ], + "name": "Enganar", + "range": "Auto", + "ruleset": "2024", + "school": "Ilusão" + }, + { + "casting_time": "Ação bônus", + "classes": [ + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V" + ], + "desc": "Brevemente cercado por uma névoa prateada, você se teletransporta até 9 metros para um espaço desocupado que você pode ver.", + "duration": "Instantâneo", + "id": 772, + "level": 2, + "locations": [ + { + "page": 299, + "sourcebook": "PHB24" + } + ], + "name": "Passo Nebuloso", + "range": "Auto", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Mago" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Você tenta remodelar as memórias de outra criatura. Uma criatura que você pode ver dentro do alcance faz um teste de resistência de Sabedoria. Se você estiver lutando contra a criatura, ela tem Vantagem no teste. Em um teste falho, o alvo tem a condição Encantado pela duração. Enquanto Encantado dessa forma, o alvo também tem a condição Incapacitado e não tem consciência de seus arredores, embora possa ouvi-lo. Se ele sofrer qualquer dano ou for alvo de outra magia, esta magia termina, e nenhuma memória é modificada. Enquanto este feitiço durar, você pode afetar a memória do alvo de um evento que ele vivenciou nas últimas 24 horas e que não durou mais do que 10 minutos. Você pode eliminar permanentemente toda a memória do evento, permitir que o alvo se lembre do evento com perfeita clareza, mudar sua memória dos detalhes do evento, ou criar uma memória de algum outro evento. Você deve falar com o alvo para descrever como suas memórias são afetadas, e ele deve ser capaz de entender sua linguagem para que as memórias modificadas criem raízes. Sua mente preenche quaisquer lacunas nos detalhes de sua descrição. Se a magia terminar antes de você terminar de descrever as memórias modificadas, a memória da criatura não será alterada. Caso contrário, as memórias modificadas se consolidam quando a magia termina. Uma memória modificada não afeta necessariamente como uma criatura se comporta, particularmente se a memória contradiz as inclinações naturais, alinhamento ou crenças da criatura. Uma memória modificada ilógica, como uma falsa memória de quanto a criatura gostava de nadar em ácido, é descartada como um pesadelo. O Mestre pode considerar uma memória modificada sem sentido demais para afetar uma criatura. Uma magia Remover Maldição ou Restauração Maior lançada no alvo restaura a verdadeira memória da criatura.", + "duration": "até 1 minuto", + "higher_level": "Você pode alterar as memórias do alvo de um evento que ocorreu até 7 dias atrás (espaço de magia de nível 6), 30 dias atrás (espaço de magia de nível 7), 365 dias atrás (espaço de magia de nível 8) ou a qualquer momento no passado da criatura (espaço de magia de nível 9).", + "id": 773, + "level": 5, + "locations": [ + { + "page": 299, + "sourcebook": "PHB24" + } + ], + "name": "Modificar Memória", + "range": "30 pés", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação", + "classes": [ + "druida" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Um raio prateado de luz pálida brilha em um Cilindro de 5 pés de raio e 40 pés de altura centrado em um ponto dentro do alcance. Até que a magia termine, Luz Fraca preenche o Cilindro, e você pode fazer uma ação de Magia em turnos posteriores para mover o Cilindro até 60 pés. Quando o Cilindro aparece, cada criatura nele faz um teste de resistência de Constituição. Em uma falha, uma criatura sofre 2d10 de dano Radiante, e se a criatura for transformada (como resultado da magia Polimorfia, por exemplo), ela reverte para sua forma verdadeira e não pode mudar de forma até que deixe o Cilindro. Em uma resistência bem-sucedida, uma criatura sofre apenas metade do dano. Uma criatura também faz esse teste quando a área da magia se move para seu espaço e quando ela entra na área da magia ou termina seu turno lá. Uma criatura faz esse teste apenas uma vez por turno.", + "duration": "até 1 minuto", + "higher_level": "O dano aumenta em 1d10 para cada nível de magia acima de 2.", + "id": 774, + "level": 2, + "locations": [ + { + "page": 300, + "sourcebook": "PHB24" + } + ], + "material": "Uma folha de semente lunar", + "name": "Raio de luar", + "range": "120 pés", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você conjura um cão de guarda fantasma em um espaço desocupado que você pode ver dentro do alcance. O cão permanece durante a duração ou até que vocês dois estejam a mais de 300 pés de distância um do outro. Ninguém além de você pode ver o cão, e ele é intangível e invulnerável. Quando uma criatura Pequena ou maior chega a 30 pés dele sem primeiro falar a senha que você especificou quando conjurou esta magia, o cão começa a latir alto. O cão tem Visão Verdadeira com um alcance de 30 pés. No início de cada um dos seus turnos, o cão tenta morder um inimigo a 5 pés dele. Esse inimigo deve ser bem-sucedido em um teste de resistência de Destreza ou sofrer 4d8 de dano de Força. Em seus turnos posteriores, você pode realizar uma ação de Magia para mover o cão até 30 pés.", + "duration": "8 horas", + "id": 775, + "level": 4, + "locations": [ + { + "page": 300, + "sourcebook": "PHB24" + } + ], + "material": "Um apito prateado", + "name": "O fiel cão de caça de Mordenkainen", + "range": "30 pés", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "1 minuto", + "classes": [ + "Bardo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você conjura uma porta cintilante em alcance que dura pela duração. A porta leva a uma habitação extradimensional e tem 5 pés de largura e 10 pés de altura. Você e qualquer criatura que você designar quando conjurar a magia podem entrar na habitação extradimensional enquanto a porta permanecer aberta. Você pode abri-la ou fechá-la (nenhuma ação necessária) se estiver a 30 pés dela. Enquanto fechada, a porta é imperceptível. Além da porta há um magnífico saguão com inúmeras câmaras além. A atmosfera da habitação é limpa, fresca e quente. Você pode criar qualquer planta baixa que desejar para a habitação, mas ela não pode exceder 50 Cubos contíguos de 10 pés. O lugar é mobiliado e decorado como você escolher. Ele contém comida suficiente para servir um banquete de nove pratos para até 100 pessoas. Móveis e outros objetos criados por esta magia se dissipam em fumaça se removidos dela. Uma equipe de 100 servos quase transparentes atende a todos que entram. Você determina a aparência desses servos e suas vestimentas. Eles são invulneráveis e obedecem aos seus comandos. Cada servo pode executar tarefas que um humano poderia executar, mas não pode atacar ou tomar qualquer ação que possa prejudicar diretamente outra criatura. Assim, os servos podem buscar coisas, limpar, consertar, dobrar roupas, acender fogueiras, servir comida, servir vinho e assim por diante. Os servos não podem sair da habitação. Quando a magia termina, quaisquer criaturas ou objetos deixados dentro do espaço extradimensional são expulsos para os espaços desocupados mais próximos da entrada.", + "duration": "24 horas", + "id": 776, + "level": 7, + "locations": [ + { + "page": 300, + "sourcebook": "PHB24" + } + ], + "material": "Uma porta em miniatura que vale mais de 15 PO", + "name": "A magnífica mansão de Mordenkainen", + "range": "300 pés", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "10 minutos", + "classes": [ + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você torna uma área dentro do alcance magicamente segura. A área é um Cubo que pode ser tão pequeno quanto 5 pés até tão grande quanto 100 pés de cada lado. A magia dura pela duração. Quando você conjura a magia, você decide que tipo de segurança a magia fornece, escolhendo qualquer uma das seguintes propriedades: Conjurar esta magia no mesmo local todos os dias por 365 dias faz com que a magia dure até ser dissipada.", + "duration": "24 horas", + "higher_level": "Você pode aumentar o tamanho do Cubo em 100 pés para cada nível de slot de magia acima de 4.", + "id": 777, + "level": 4, + "locations": [ + { + "page": 301, + "sourcebook": "PHB24" + } + ], + "material": "Uma fina folha de chumbo", + "name": "Santuário Privado de Mordenkainen", + "range": "120 pés", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você cria uma espada espectral que paira dentro do alcance. Ela dura pela duração. Quando a espada aparece, você faz um ataque de magia corpo a corpo contra um alvo a até 5 pés da espada. Em um acerto, o alvo recebe dano de Força igual a 4d12 mais seu modificador de habilidade de conjuração. Em seus turnos posteriores, você pode fazer uma Ação Bônus para mover a espada até 30 pés para um local que você possa ver e repetir o ataque contra o mesmo alvo ou um diferente.", + "duration": "até 1 minuto", + "id": 778, + "level": 7, + "locations": [ + { + "page": 302, + "sourcebook": "PHB24" + } + ], + "material": "Uma espada em miniatura que vale mais de 250 PO", + "name": "Espada de Mordenkainen", + "range": "90 pés", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "druida", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Escolha uma área de terreno não maior que 40 pés de lado dentro do alcance. Você pode remodelar terra, areia ou argila na área da maneira que escolher durante a duração. Você pode aumentar ou diminuir a elevação da área, criar ou preencher uma trincheira, erguer ou achatar uma parede ou formar um pilar. A extensão de tais mudanças não pode exceder a metade da maior dimensão da área. Por exemplo, se você afetar um quadrado de 40 pés, você pode criar um pilar de até 20 pés de altura, aumentar ou diminuir a elevação do quadrado em até 20 pés, cavar uma trincheira de até 20 pés de profundidade e assim por diante. Leva 10 minutos para essas mudanças serem concluídas. Como a transformação do terreno ocorre lentamente, as criaturas na área geralmente não podem ser presas ou feridas pelo movimento do solo. No final de cada 10 minutos que você gasta se concentrando na magia, você pode escolher uma nova área de terreno para afetar dentro do alcance. Esta magia não pode manipular pedra natural ou construção de pedra. Rochas e estruturas mudam para acomodar o novo terreno. Se a forma como você molda o terreno tornasse uma estrutura instável, ela poderia entrar em colapso. Similarmente, esta magia não afeta diretamente o crescimento das plantas. A terra movida carrega quaisquer plantas junto com ela.", + "duration": "até 2 horas", + "id": 779, + "level": 6, + "locations": [ + { + "page": 302, + "sourcebook": "PHB24" + } + ], + "material": "Uma pá em miniatura", + "name": "Mover a Terra", + "range": "120 pés", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Guarda-florestal", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Durante a duração, você esconde um alvo que você toca de magias de Adivinhação. O alvo pode ser uma criatura disposta, ou pode ser um lugar ou objeto não maior que 10 pés em qualquer dimensão. O alvo não pode ser alvo de nenhuma magia de Adivinhação ou percebido por sensores de vidência mágica.", + "duration": "8 horas", + "id": 780, + "level": 3, + "locations": [ + { + "page": 302, + "sourcebook": "PHB24" + } + ], + "material": "Uma pitada de pó de diamante que vale mais de 25 PO, que a magia consome", + "name": "Não detecção", + "range": "Tocar", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Com um toque, você coloca uma ilusão em uma criatura disposta ou em um objeto que não está sendo usado ou carregado. Uma criatura ganha o efeito Máscara abaixo, e um objeto ganha o efeito Aura Falsa abaixo. O efeito dura pela duração. Se você conjurar a magia no mesmo alvo todos os dias por 30 dias, a ilusão dura até ser dissipada. Máscara (Criatura). Escolha um tipo de criatura diferente do tipo real do alvo. Magias e outros efeitos mágicos tratam o alvo como se fosse uma criatura do tipo escolhido. Aura Falsa (Objeto). Você muda a forma como o alvo aparece para magias e efeitos mágicos que detectam auras mágicas, como Detectar Magia. Você pode fazer um objeto não mágico parecer mágico, fazer um item mágico parecer não mágico ou mudar a aura do objeto para que pareça pertencer a uma escola de magia que você escolher.", + "duration": "24 horas", + "id": 781, + "level": 2, + "locations": [ + { + "page": 302, + "sourcebook": "PHB24" + } + ], + "material": "Um pequeno quadrado de seda", + "name": "Aura Mágica de Nystul", + "range": "Tocar", + "ruleset": "2024", + "school": "Ilusão" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Um globo gelado voa de você para um ponto de sua escolha dentro do alcance, onde explode em uma Esfera de 60 pés de raio. Cada criatura naquela área faz um teste de resistência de Constituição, sofrendo 10d6 de dano de Frio em uma falha ou metade do dano em um sucesso. Se o globo atingir um corpo de água, ele congela a água a uma profundidade de 6 polegadas em uma área de 30 pés quadrados. Esse gelo dura 1 minuto. Criaturas que estavam nadando na superfície da água congelada ficam presas no gelo e têm a condição Restrição. Uma criatura presa pode realizar uma ação para fazer um teste de Força (Atletismo) contra sua CD de resistência à magia para se libertar. Você pode se abster de disparar o globo após completar a conjuração da magia. Se fizer isso, um globo do tamanho de uma bala de estilingue, frio ao toque, aparece em sua mão. A qualquer momento, você ou uma criatura a quem você der o globo pode arremessar o globo (a um alcance de 40 pés) ou arremessá-lo com uma funda (ao alcance normal da funda). Ele se estilhaça no impacto, com o mesmo efeito de uma conjuração normal da magia. Você também pode colocar o globo no chão sem quebrá-lo. Após 1 minuto, se o globo ainda não tiver se estilhaçado, ele explode.", + "duration": "Instantâneo", + "higher_level": "O dano aumenta em 1d6 para cada nível de magia acima de 6.", + "id": 782, + "level": 6, + "locations": [ + { + "page": 302, + "sourcebook": "PHB24" + } + ], + "material": "Uma esfera de cristal em miniatura", + "name": "Esfera Congelante de Otiluke", + "range": "300 pés", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Uma esfera cintilante envolve uma criatura ou objeto Grande ou menor dentro do alcance. Uma criatura relutante deve ter sucesso em um teste de resistência de Destreza ou ficará cercada pela duração. Nada — nem objetos físicos, energia ou outros efeitos de magia — pode passar pela barreira, para dentro ou para fora, embora uma criatura na esfera possa respirar lá. A esfera é imune a todo dano, e uma criatura ou objeto dentro dela não pode ser danificado por ataques ou efeitos originados de fora, nem uma criatura dentro da esfera pode danificar nada fora dela. A esfera não tem peso e é grande o suficiente para conter a criatura ou objeto dentro. Uma criatura cercada pode realizar uma ação para empurrar contra as paredes da esfera e, assim, rolar a esfera em até metade da Velocidade da criatura. Da mesma forma, o globo pode ser pego e movido por outras criaturas. Uma magia Desintegrar mirando no globo o destrói sem danificar nada dentro.", + "duration": "até 1 minuto", + "id": 783, + "level": 4, + "locations": [ + { + "page": 303, + "sourcebook": "PHB24" + } + ], + "material": "Uma esfera de vidro", + "name": "Esfera Resiliente de Otiluke", + "range": "30 pés", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Mago" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "Uma criatura que você possa ver dentro do alcance deve fazer um teste de resistência de Sabedoria. Em um teste bem-sucedido, o alvo dança comicamente até o final do seu próximo turno, durante o qual ele deve gastar todo o seu movimento para dançar no lugar. Em um teste fracassado, o alvo tem a condição Encantado pela duração. Enquanto Encantado, o alvo dança comicamente, deve usar todo o seu movimento para dançar no lugar, e tem Desvantagem em testes de resistência de Destreza e jogadas de ataque, e outras criaturas têm Vantagem em jogadas de ataque contra ele. Em cada um dos seus turnos, o alvo pode realizar uma ação para se recompor e repetir o teste, encerrando a magia sobre si mesmo em um sucesso.", + "duration": "até 1 minuto", + "id": 784, + "level": 6, + "locations": [ + { + "page": 303, + "sourcebook": "PHB24" + } + ], + "name": "A dança irresistível de Otto", + "range": "30 pés", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação", + "classes": [ + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Uma passagem aparece em um ponto que você pode ver em uma superfície de madeira, gesso ou pedra (como uma parede, teto ou piso) dentro do alcance e dura pela duração. Você escolhe as dimensões da abertura: até 5 pés de largura, 8 pés de altura e 20 pés de profundidade. A passagem não cria instabilidade em uma estrutura ao redor dela. Quando a abertura desaparece, quaisquer criaturas ou objetos ainda na passagem criada pela magia são ejetados com segurança para um espaço desocupado mais próximo da superfície na qual você conjura a magia.", + "duration": "1 hora", + "id": 785, + "level": 5, + "locations": [ + { + "page": 303, + "sourcebook": "PHB24" + } + ], + "material": "Uma pitada de sementes de gergelim", + "name": "Parede de passagem", + "range": "30 pés", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "druida", + "Guarda-florestal" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você irradia uma aura oculta em uma Emanação de 30 pés pela duração. Enquanto estiver na aura, você e cada criatura que escolher têm um bônus de +10 em testes de Destreza (Furtividade) e não deixam rastros.", + "duration": "até 1 hora", + "id": 786, + "level": 2, + "locations": [ + { + "page": 303, + "sourcebook": "PHB24" + } + ], + "material": "Cinzas de visco queimado", + "name": "Passe sem deixar rastros", + "range": "Auto", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você tenta criar uma ilusão na mente de uma criatura que você pode ver dentro do alcance. O alvo faz um teste de resistência de Inteligência. Em uma falha, você cria um objeto fantasmagórico, criatura ou outro fenômeno que não é maior que um Cubo de 10 pés e que é perceptível apenas para o alvo durante a duração. O fantasma inclui som, temperatura e outros estímulos. O alvo pode realizar uma ação de Estudo para examinar o fantasma com um teste de Inteligência (Investigação) contra sua CD de resistência à magia. Se o teste for bem-sucedido, o alvo percebe que o fantasma é uma ilusão e a magia termina. Enquanto afetado pela magia, o alvo trata o fantasma como se fosse real e racionaliza quaisquer resultados ilógicos da interação com ele. Por exemplo, se o alvo pisar em uma ponte fantasmagórica e sobreviver à queda, ele acredita que a ponte existe e que outra coisa a fez cair. Um alvo afetado pode até mesmo sofrer dano da ilusão se o fantasma representar uma criatura ou perigo perigoso. Em cada um dos seus turnos, tal fantasma pode causar 2d8 de dano Psíquico ao alvo se ele estiver na área do fantasma ou a até 5 pés do fantasma. O alvo percebe o dano como um tipo apropriado para a ilusão.", + "duration": "até 1 minuto", + "id": 787, + "level": 2, + "locations": [ + { + "page": 304, + "sourcebook": "PHB24" + } + ], + "material": "Um pouco de lã", + "name": "Força Fantasmal", + "range": "60 pés", + "ruleset": "2024", + "school": "Ilusão" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Mago" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Você acessa os pesadelos de uma criatura que você pode ver dentro do alcance e cria uma ilusão de seus medos mais profundos, visível apenas para aquela criatura. O alvo faz um teste de resistência de Sabedoria. Em uma falha, o alvo sofre 4d10 de dano Psíquico e tem Desvantagem em testes de habilidade e jogadas de ataque pela duração. Em uma falha, o alvo sofre metade do dano, e a magia termina. Pela duração, o alvo faz um teste de resistência de Sabedoria no final de cada um de seus turnos. Em uma falha, ele sofre o dano Psíquico novamente. Em uma falha, a magia termina.", + "duration": "até 1 minuto", + "higher_level": "O dano aumenta em 1d10 para cada nível de magia acima de 4.", + "id": 788, + "level": 4, + "locations": [ + { + "page": 304, + "sourcebook": "PHB24" + } + ], + "name": "Assassino Fantasmal", + "range": "120 pés", + "ruleset": "2024", + "school": "Ilusão" + }, + { + "casting_time": "1 minuto ou Ritual", + "classes": [ + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Uma criatura grande, quase real, parecida com um cavalo, aparece no chão em um espaço desocupado de sua escolha dentro do alcance. Você decide a aparência da criatura, e ela é equipada com uma sela, freio e rédea. Qualquer equipamento criado pela magia desaparece em uma nuvem de fumaça se for carregado a mais de 10 pés de distância do corcel. Durante a duração, você ou uma criatura que você escolher pode montar o corcel. O corcel usa o bloco de estatísticas Riding Horse (veja o apêndice B), exceto que ele tem uma Velocidade de 100 pés e pode viajar 13 milhas em uma hora. Quando a magia termina, o corcel gradualmente desaparece, dando ao cavaleiro 1 minuto para desmontar. A magia termina mais cedo se o corcel sofrer algum dano.", + "duration": "1 hora", + "id": 789, + "level": 3, + "locations": [ + { + "page": 304, + "sourcebook": "PHB24" + } + ], + "name": "Cavalo Fantasma", + "range": "30 pés", + "ruleset": "2024", + "school": "Ilusão" + }, + { + "casting_time": "10 minutos", + "classes": [ + "Clérigo" + ], + "components": [ + "V", + "S" + ], + "desc": "Você implora por ajuda a uma entidade sobrenatural. O ser deve ser conhecido por você: um deus, um príncipe demônio ou algum outro ser de poder cósmico. Essa entidade envia um Celestial, um Elemental ou um Demônio leal a ela para ajudá-lo, fazendo a criatura aparecer em um espaço desocupado dentro do alcance. Se você souber o nome de uma criatura específica, você pode falar esse nome quando conjurar esta magia para solicitar essa criatura, embora você possa obter uma criatura diferente de qualquer maneira (escolha do Mestre). Quando a criatura aparece, ela não é compelida a se comportar de uma maneira específica. Você pode pedir que ela realize um serviço em troca de pagamento, mas ela não é obrigada a fazê-lo. A tarefa solicitada pode variar de simples (nos levar voando através do abismo ou nos ajudar a lutar uma batalha) a complexa (espionar nossos inimigos ou nos proteger durante nossa incursão na masmorra). Você deve ser capaz de se comunicar com a criatura para negociar seus serviços. O pagamento pode assumir uma variedade de formas. Um Celestial pode exigir uma doação considerável de ouro ou itens mágicos para um templo aliado, enquanto um Fiend pode exigir um sacrifício vivo ou um presente de tesouro. Algumas criaturas podem trocar seus serviços por uma missão realizada por você. Uma tarefa que pode ser medida em minutos requer um pagamento no valor de 100 GP por minuto. Uma tarefa medida em horas requer 1.000 GP por hora. E uma tarefa medida em dias (até 10 dias) requer 10.000 GP por dia. O Mestre pode ajustar esses pagamentos com base nas circunstâncias em que você conjura a magia. Se a tarefa estiver alinhada com o ethos da criatura, o pagamento pode ser reduzido pela metade ou até mesmo dispensado. Tarefas não perigosas normalmente requerem apenas metade do pagamento sugerido, enquanto tarefas especialmente perigosas podem exigir um presente maior. Criaturas raramente aceitam tarefas que parecem suicidas. Após a criatura concluir a tarefa, ou quando a duração acordada do serviço expira, a criatura retorna ao seu plano natal após reportar a você, se possível. Se vocês não conseguirem chegar a um acordo sobre um preço pelo serviço da criatura, ela retorna imediatamente ao seu plano de origem.", + "duration": "Instantâneo", + "id": 790, + "level": 6, + "locations": [ + { + "page": 304, + "sourcebook": "PHB24" + } + ], + "name": "Aliado Planar", + "range": "60 pés", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "1 hora", + "classes": [ + "Bardo", + "Clérigo", + "druida", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você tenta vincular um Celestial, um Elemental, um Fey ou um Fiend ao seu serviço. A criatura deve estar dentro do alcance durante toda a conjuração da magia. (Normalmente, a criatura é primeiro invocada para o centro da versão invertida da magia Magic Circle para prendê-la enquanto esta magia é conjurada.) Ao completar a conjuração, o alvo deve ser bem-sucedido em um teste de resistência de Carisma ou ser vinculado a servi-lo pela duração. Se a criatura foi invocada ou criada por outra magia, a duração dessa magia é estendida para corresponder à duração desta magia. Uma criatura vinculada deve seguir seus comandos da melhor maneira possível. Você pode comandar a criatura para acompanhá-lo em uma aventura, para proteger um local ou para entregar uma mensagem. Se a criatura for Hostil, ela se esforça para distorcer seus comandos para atingir seus próprios objetivos. Se a criatura executar seus comandos completamente antes que a magia termine, ela viaja até você para relatar esse fato se você estiver no mesmo plano de existência. Se você estiver em um plano diferente, ela retorna ao local onde você a amarrou e permanece lá até que a magia termine.", + "duration": "24 horas", + "higher_level": "A duração aumenta com um espaço de magia de nível 6 (10 dias), 7 (30 dias), 8 (180 dias) e 9 (366 dias).", + "id": 791, + "level": 5, + "locations": [ + { + "page": 305, + "sourcebook": "PHB24" + } + ], + "material": "Uma joia que vale mais de 1.000 PO, que a magia consome", + "name": "Ligação Planar", + "range": "60 pés", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "druida", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você e até oito criaturas dispostas que derem as mãos em um círculo são transportados para um plano de existência diferente. Você pode especificar um destino alvo em termos gerais, como a Cidade de Bronze no Plano Elemental do Fogo ou o palácio de Dispater no segundo nível dos Nove Infernos, e você aparece dentro ou perto desse destino, conforme determinado pelo Mestre. Alternativamente, se você souber a sequência de sigilos de um círculo de teletransporte em outro plano de existência, esta magia pode levá-lo para esse círculo. Se o círculo de teletransporte for muito pequeno para conter todas as criaturas que você transportou, elas aparecem nos espaços desocupados mais próximos ao lado do círculo.", + "duration": "Instantâneo", + "id": 792, + "level": 7, + "locations": [ + { + "page": 305, + "sourcebook": "PHB24" + } + ], + "material": "Uma haste de metal bifurcada que vale mais de 250 po e está sintonizada com um plano de existência", + "name": "Mudança de plano", + "range": "Tocar", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação ", + "classes": [ + "Bardo", + "druida", + "Guarda-florestal" + ], + "components": [ + "V", + "S" + ], + "desc": "Esta magia canaliza vitalidade para as plantas. O tempo de conjuração que você usa determina se a magia tem o efeito Overgrowth ou Enrichment abaixo. Overgrowth. Escolha um ponto dentro do alcance. Todas as plantas normais em uma Esfera de 100 pés de raio centrada naquele ponto se tornam espessas e crescidas demais. Uma criatura se movendo por aquela área deve gastar 4 pés de movimento para cada 1 pé que se move. Você pode excluir uma ou mais áreas de qualquer tamanho dentro da área da magia de serem afetadas. Enriquecimento. Todas as plantas em um raio de meia milha centradas em um ponto dentro do alcance se tornam enriquecidas por 365 dias. As plantas produzem o dobro da quantidade normal de comida quando colhidas. Elas podem se beneficiar de apenas um Crescimento de Planta por ano.", + "duration": "Instantâneo", + "id": 793, + "level": 3, + "locations": [ + { + "page": 305, + "sourcebook": "PHB24" + } + ], + "name": "Crescimento da planta", + "range": "150 pés", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "druida", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Você borrifa névoa tóxica em uma criatura dentro do alcance. Faça um ataque mágico à distância contra o alvo. Em um acerto, o alvo recebe 1d12 de dano de Veneno.", + "duration": "Instantâneo", + "higher_level": "O dano aumenta em 1d12 quando você atinge os níveis 5 (2d12), 11 (3d12) e 17 (4d12).", + "id": 794, + "level": 0, + "locations": [ + { + "page": 306, + "sourcebook": "PHB24" + } + ], + "name": "Spray de veneno", + "range": "30 pés", + "ruleset": "2024", + "school": "Necromancia" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "druida", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você tenta transformar uma criatura que você pode ver dentro do alcance em uma Besta. O alvo deve ter sucesso em um teste de resistência de Sabedoria ou mudar de forma para a forma Besta durante a duração. Essa forma pode ser qualquer Besta que você escolher que tenha uma Classificação de Desafio igual ou menor que a do alvo (ou o nível do alvo se ele não tiver uma Classificação de Desafio). As estatísticas de jogo do alvo são substituídas pelo bloco de estatísticas da Besta escolhida, mas o alvo retém seu alinhamento, personalidade, tipo de criatura, Pontos de Vida e Dados de Pontos de Vida. O alvo ganha um número de Pontos de Vida Temporários igual aos Pontos de Vida da forma Besta. A magia termina cedo no alvo se ele não tiver Pontos de Vida Temporários restantes. O alvo é limitado nas ações que pode executar pela anatomia de sua nova forma, e não pode falar ou conjurar magias. O equipamento do alvo se funde à nova forma. A criatura não pode usar ou se beneficiar de nenhum desses equipamentos.", + "duration": "até 1 hora", + "id": 795, + "level": 4, + "locations": [ + { + "page": 306, + "sourcebook": "PHB24" + } + ], + "material": "Um casulo de lagarta", + "name": "Polimorfo", + "range": "60 pés", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Clérigo" + ], + "components": [ + "V" + ], + "desc": "Você fortifica até seis criaturas que você pode ver dentro do alcance. A magia concede 120 Pontos de Vida Temporários, que você divide entre os recipientes da magia.", + "duration": "Instantâneo", + "id": 796, + "level": 7, + "locations": [ + { + "page": 306, + "sourcebook": "PHB24" + } + ], + "name": "Palavra de Poder Fortalece", + "range": "60 pés", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Clérigo" + ], + "components": [ + "V" + ], + "desc": "Uma onda de energia de cura incide sobre uma criatura que você possa ver dentro do alcance. O alvo recupera todos os seus Pontos de Vida. Se a criatura tiver a condição Encantado, Assustado, Paralisado, Envenenado ou Atordoado, a condição termina. Se a criatura tiver a condição Caído, ela pode usar sua Reação para se levantar.", + "duration": "Instantâneo", + "id": 797, + "level": 9, + "locations": [ + { + "page": 306, + "sourcebook": "PHB24" + } + ], + "name": "Palavra de Poder Cura", + "range": "60 pés", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V" + ], + "desc": "Você obriga uma criatura que você pode ver dentro do alcance a morrer. Se o alvo tiver 100 Pontos de Vida ou menos, ele morre. Caso contrário, ele recebe 12d12 de dano Psíquico.", + "duration": "Instantâneo", + "id": 798, + "level": 9, + "locations": [ + { + "page": 306, + "sourcebook": "PHB24" + } + ], + "name": "Palavra de Poder Matar", + "range": "60 pés", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V" + ], + "desc": "Você sobrepuja a mente de uma criatura que você pode ver dentro do alcance. Se o alvo tiver 150 Pontos de Vida ou menos, ele tem a condição Atordoado. Caso contrário, sua Velocidade é 0 até o início do seu próximo turno. O alvo Atordoado faz um teste de resistência de Constituição no final de cada um dos seus turnos, encerrando a condição em si mesmo em um sucesso.", + "duration": "Instantâneo", + "id": 799, + "level": 8, + "locations": [ + { + "page": 306, + "sourcebook": "PHB24" + } + ], + "name": "Palavra de Poder Atordoar", + "range": "60 pés", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "10 minutos", + "classes": [ + "Clérigo", + "Paladino" + ], + "components": [ + "V" + ], + "desc": "Até cinco criaturas de sua escolha que permanecerem dentro do alcance durante toda a conjuração da magia ganham os benefícios de um Descanso Curto e também recuperam 2d8 Pontos de Vida. Uma criatura não pode ser afetada por esta magia novamente até que aquela criatura termine um Descanso Longo.", + "duration": "Instantâneo", + "higher_level": "A cura aumenta em 1d8 para cada nível de magia acima de 2.", + "id": 800, + "level": 2, + "locations": [ + { + "page": 307, + "sourcebook": "PHB24" + } + ], + "name": "Oração de Cura", + "range": "30 pés", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Você cria um efeito mágico dentro do alcance. Escolha o efeito nas opções abaixo. Se você conjurar esta magia várias vezes, você pode ter até três de seus efeitos não instantâneos ativos ao mesmo tempo. Efeito Sensorial. Você cria um efeito sensorial instantâneo e inofensivo, como uma chuva de faíscas, uma lufada de vento, notas musicais fracas ou um odor estranho. Jogo de Fogo. Você instantaneamente acende ou apaga uma vela, uma tocha ou uma pequena fogueira. Limpar ou Sujar. Você instantaneamente limpa ou suja um objeto não maior que 1 pé cúbico. Sensação Menor. Você resfria, aquece ou dá sabor a até 1 pé cúbico de material não vivo por 1 hora. Marca Mágica. Você faz uma cor, uma pequena marca ou um símbolo aparecer em um objeto ou superfície por 1 hora. Criação Menor. Você cria uma bugiganga não mágica ou uma imagem ilusória que pode caber em sua mão. Ela dura até o final do seu próximo turno. Uma bugiganga não pode causar dano e não tem valor monetário.", + "duration": "Até 1 hora", + "id": 801, + "level": 0, + "locations": [ + { + "page": 307, + "sourcebook": "PHB24" + } + ], + "name": "Prestidigitação", + "range": "10 pés", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Oito raios de luz saem de você em um cone de 60 pés. Cada criatura no cone faz um teste de resistência de Destreza. Para cada alvo, role 1d8 para determinar qual raio de cor o afeta, consultando a tabela de raios prismáticos. 1d8 Raio 1 Vermelho. Falha no teste: 12d6 de dano de fogo. Teste bem-sucedido: metade do dano. 2 Laranja. Falha no teste: 12d6 de dano de ácido. Teste bem-sucedido: metade do dano. 3 Amarelo. Falha no teste: 12d6 de dano de raio. Teste bem-sucedido: metade do dano. 4 Verde. Falha no teste: 12d6 de dano de veneno. Teste bem-sucedido: metade do dano. 5 Azul. Falha no teste: 12d6 de dano de frio. Teste bem-sucedido: metade do dano. 6 Índigo. Falha no teste: O alvo tem a condição Restrito e faz um teste de resistência de Constituição no final de cada um de seus turnos. Se ele fizer três testes bem-sucedidos, a condição termina. Se falhar três vezes, ele tem a condição Petrificado até ser libertado por um efeito como a magia Restauração Maior. Os sucessos e falhas não precisam ser consecutivos; mantenha o controle de ambos até que o alvo colete três de um tipo. 7 Violeta. Falha na Proteção: O alvo tem a condição Cego e faz um teste de resistência de Sabedoria no início do seu próximo turno. Em um teste bem-sucedido, a condição termina. Em um teste malsucedido, a condição termina, e a criatura se teletransporta para outro plano de existência (escolha do Mestre). 8 Especial. O alvo é atingido por dois raios. Role duas vezes, rolando novamente qualquer 8.", + "duration": "Instantâneo", + "id": 802, + "level": 7, + "locations": [ + { + "page": 307, + "sourcebook": "PHB24" + } + ], + "name": "Spray prismático", + "range": "Auto", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Um plano de luz brilhante e multicolorido forma uma parede vertical opaca — de até 90 pés de comprimento, 30 pés de altura e 1 polegada de espessura — centralizada em um ponto dentro do alcance. Alternativamente, você molda a parede em um globo de até 30 pés de diâmetro centralizado em um ponto dentro do alcance. A parede dura pela duração. Se você posicionar a parede em um espaço ocupado por uma criatura, a magia termina instantaneamente sem efeito. A parede emite Luz Brilhante dentro de 100 pés e Luz Penumbra por mais 100 pés. Você e as criaturas que você designar quando conjurar a magia podem passar e ficar perto da parede sem danos. Se outra criatura que pode ver a parede se mover a 20 pés dela ou começar seu turno lá, a criatura deve ser bem-sucedida em um teste de resistência de Constituição ou terá a condição Cego por 1 minuto. A parede consiste em sete camadas, cada uma com uma cor diferente. Quando uma criatura alcança ou passa pela parede, ela o faz uma camada de cada vez através de todas as camadas. Cada camada força a criatura a fazer um teste de resistência de Destreza ou ser afetada pelas propriedades daquela camada, conforme descrito na tabela Camadas Prismáticas. A parede, que tem CA 10, pode ser destruída uma camada de cada vez, em ordem de vermelho para violeta, por meios específicos para cada camada. Se uma camada for destruída, ela desaparece pela duração. Campo Antimagia não tem efeito na parede, e Dissipar Magia pode afetar apenas a camada violeta. Efeitos de Ordem 1 Vermelho. Falha na Resistência: 12d6 de dano de Fogo. Sucesso na Resistência: Metade do dano. Efeitos Adicionais: Ataques à Distância não mágicos não podem passar por esta camada, que é destruída se receber pelo menos 25 de dano de Frio. 2 Laranja. Falha na Resistência: 12d6 de dano de Ácido. Sucesso na Resistência: Metade do dano. Efeitos Adicionais: Ataques à Distância mágicos não podem passar por esta camada, que é destruída por um vento forte (como o criado por Rajada de Vento). 3 Amarelo. Falha na Resistência: 12d6 de dano de Relâmpago. Salvamento bem-sucedido: metade do dano. Efeitos adicionais: a camada é destruída se receber pelo menos 60 de dano de Força. 4 Verde. Salvamento malsucedido: 12d6 de dano de Veneno. Salvamento bem-sucedido: metade do dano. Efeitos adicionais: uma magia Passwall, ou outra magia de nível igual ou maior que possa abrir um portal em uma superfície sólida, destrói esta camada. 5 Azul. Salvamento malsucedido: 12d6 de dano de Frio. Salvamento bem-sucedido: metade do dano. Efeitos adicionais: a camada é destruída se receber pelo menos 25 de dano de Fogo. 6 Índigo. Salvamento malsucedido: o alvo tem a condição Restrito e faz um teste de resistência de Constituição no final de cada um de seus turnos. Se ele tiver sucesso três vezes, a condição termina. Se ele falhar três vezes, ele tem a condição Petrificado até ser libertado por um efeito como a magia Restauração Maior. Os sucessos e falhas não precisam ser consecutivos; mantenha o controle de ambos até que o alvo colete três de um tipo. Efeitos Adicionais: Magias não podem ser lançadas através desta camada, que é destruída por Bright Light derramada pela magia Daylight. 7 Violet. Falha na Proteção: O alvo tem a condição Blinded e faz um teste de resistência de Wisdom no início do seu próximo turno. Em um teste bem-sucedido, a condição termina. Em um teste malsucedido, a condição termina, e a criatura se teletransporta para outro plano de existência (escolha do Mestre). Efeitos Adicionais: Esta camada é destruída por Dispel Magic.", + "duration": "10 minutos", + "id": 803, + "level": 9, + "locations": [ + { + "page": 308, + "sourcebook": "PHB24" + } + ], + "name": "Parede Prismática", + "range": "60 pés", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação bônus", + "classes": [ + "druida" + ], + "components": [ + "V", + "S" + ], + "desc": "Uma chama bruxuleante aparece em sua mão e permanece lá durante o tempo. Enquanto estiver lá, a chama não emite calor e não acende nada, e emite Luz Brilhante em um raio de 20 pés e Luz Fraca por mais 20 pés. A magia termina se você conjurá-la novamente. Até que a magia termine, você pode fazer uma ação de Magia para lançar fogo em uma criatura ou objeto a até 60 pés de você. Faça um ataque de magia à distância. Em um acerto, o alvo recebe 1d8 de dano de Fogo.", + "duration": "10 minutos", + "higher_level": "O dano aumenta em 1d8 quando você atinge os níveis 5 (2d8), 11 (3d8) e 17 (4d8).", + "id": 804, + "level": 0, + "locations": [ + { + "page": 308, + "sourcebook": "PHB24" + } + ], + "name": "Produzir Chama", + "range": "Auto", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você cria uma ilusão de um objeto, uma criatura ou algum outro fenômeno visível dentro do alcance que é ativado quando um gatilho específico ocorre. A ilusão é imperceptível até então. Ela não deve ser maior do que um Cubo de 30 pés, e você decide quando conjura a magia como a ilusão se comporta e quais sons ela faz. Esta performance com script pode durar até 5 minutos. Quando o gatilho que você especifica ocorre, a ilusão surge e se apresenta da maneira que você descreveu. Uma vez que a ilusão termina de se apresentar, ela desaparece e permanece dormente por 10 minutos, após os quais a ilusão pode ser ativada novamente. O gatilho pode ser tão geral ou tão detalhado quanto você quiser, embora deva ser baseado em fenômenos visuais ou audíveis que ocorrem a 30 pés da área. Por exemplo, você pode criar uma ilusão de si mesmo para aparecer e alertar outros que tentam abrir uma porta com armadilha. A interação física com a imagem revela que ela é ilusória, já que as coisas podem passar por ela. Uma criatura que realiza a ação Estudar para examinar a imagem pode determinar que é uma ilusão com um teste bem-sucedido de Inteligência (Investigação) contra sua CD de resistência à magia. Se uma criatura discernir a ilusão pelo que ela é, a criatura pode ver através da imagem, e qualquer ruído que ela faça soa oco para a criatura.", + "duration": "Até que seja dissipado", + "id": 805, + "level": 6, + "locations": [ + { + "page": 309, + "sourcebook": "PHB24" + } + ], + "material": "Pó de jade vale mais de 25 po", + "name": "Ilusão programada", + "range": "120 pés", + "ruleset": "2024", + "school": "Ilusão" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você cria uma cópia ilusória de si mesmo que dura pela duração. A cópia pode aparecer em qualquer local dentro do alcance que você já tenha visto antes, independentemente de obstáculos intervenientes. A ilusão parece e soa como você, mas é intangível. Se a ilusão sofrer algum dano, ela desaparece e a magia termina. Você pode ver através dos olhos da ilusão e ouvir através de seus ouvidos como se estivesse em seu espaço. Como uma ação de Magia, você pode movê-la até 60 pés e fazê-la gesticular, falar e se comportar da maneira que você escolher. Ela imita seus maneirismos perfeitamente. A interação física com a imagem revela que ela é ilusória, já que as coisas podem passar por ela. Uma criatura que realiza a ação Estudar para examinar a imagem pode determinar que ela é uma ilusão com um teste bem-sucedido de Inteligência (Investigação) contra sua CD de resistência à magia. Se uma criatura discernir a ilusão pelo que ela é, a criatura pode ver através da imagem, e qualquer ruído que ela faça soa oco para a criatura.", + "duration": "até 1 dia", + "id": 806, + "level": 7, + "locations": [ + { + "page": 309, + "sourcebook": "PHB24" + } + ], + "material": "Uma estatueta sua que vale mais de 5 PO", + "name": "Imagem do Projeto", + "range": "500 milhas", + "ruleset": "2024", + "school": "Ilusão" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "druida", + "Guarda-florestal", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Durante a duração, a criatura voluntária que você tocar terá Resistência a um tipo de dano de sua escolha: Ácido, Frio, Fogo, Relâmpago ou Trovão.", + "duration": "até 1 hora", + "id": 807, + "level": 3, + "locations": [ + { + "page": 309, + "sourcebook": "PHB24" + } + ], + "name": "Proteção contra Energia", + "range": "Tocar", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "druida", + "Paladino", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Até que a magia termine, uma criatura disposta que você tocar estará protegida contra criaturas que sejam Aberrações, Celestiais, Elementais, Feéricos, Demônios ou Mortos-vivos. A proteção concede vários benefícios. Criaturas desses tipos têm Desvantagem em jogadas de ataque contra o alvo. O alvo também não pode ser possuído por ou ganhar as condições Encantado ou Amedrontado deles. Se o alvo já estiver possuído, Encantado ou Amedrontado por tal criatura, o alvo tem Vantagem em qualquer novo teste de resistência contra o efeito relevante.", + "duration": "Concentração até 10 minutos", + "id": 808, + "level": 1, + "locations": [ + { + "page": 309, + "sourcebook": "PHB24" + } + ], + "material": "Um frasco de água benta que vale mais de 25 PO, que a magia consome", + "name": "Proteção contra o mal e o bem", + "range": "Tocar", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "druida", + "Paladino", + "Guarda-florestal" + ], + "components": [ + "V", + "S" + ], + "desc": "Você toca em uma criatura e encerra a condição Poisoned nela. Durante a duração, o alvo tem Vantagem em testes de resistência para evitar ou encerrar a condição Poisoned, e tem Resistência a dano de Poisoned.", + "duration": "1 hora", + "id": 809, + "level": 2, + "locations": [ + { + "page": 310, + "sourcebook": "PHB24" + } + ], + "name": "Proteção contra veneno", + "range": "Tocar", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação ou Ritual", + "classes": [ + "Clérigo", + "druida", + "Paladino" + ], + "components": [ + "V", + "S" + ], + "desc": "Você remove veneno e podridão de alimentos e bebidas não mágicos em uma esfera de 1,5 m de raio centrada em um ponto dentro do alcance.", + "duration": "Instantâneo", + "id": 810, + "level": 1, + "locations": [ + { + "page": 310, + "sourcebook": "PHB24" + } + ], + "name": "Purificar alimentos e bebidas", + "range": "10 pés", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "1 hora", + "classes": [ + "Bardo", + "Clérigo", + "Paladino" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Com um toque, você revive uma criatura morta se ela estiver morta há não mais de 10 dias e não for um morto-vivo quando morreu. A criatura retorna à vida com 1 Ponto de Vida. Esta magia também neutraliza quaisquer venenos que afetaram a criatura no momento da morte. Esta magia fecha todos os ferimentos mortais, mas não restaura partes do corpo perdidas. Se a criatura estiver sem partes do corpo ou órgãos essenciais para sua sobrevivência — sua cabeça, por exemplo — a magia falha automaticamente. Voltar dos mortos é uma provação. O alvo sofre uma penalidade de -4 em Testes de D20. Toda vez que o alvo termina um Descanso Longo, a penalidade é reduzida em 1 até se tornar 0.", + "duration": "Instantâneo", + "id": 811, + "level": 5, + "locations": [ + { + "page": 310, + "sourcebook": "PHB24" + } + ], + "material": "Um diamante que vale mais de 500 PO, que a magia consome", + "name": "Ressuscitar Mortos", + "range": "Tocar", + "ruleset": "2024", + "school": "Necromancia" + }, + { + "casting_time": "Ação ou Ritual", + "classes": [ + "Bardo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você forja um elo telepático entre até oito criaturas dispostas de sua escolha dentro do alcance, ligando psiquicamente cada criatura a todas as outras durante a duração. Criaturas que não podem se comunicar em nenhuma língua não são afetadas por esta magia. Até que a magia termine, os alvos podem se comunicar telepaticamente através do elo, quer compartilhem ou não uma língua. A comunicação é possível a qualquer distância, embora não possa se estender a outros planos de existência.", + "duration": "1 hora", + "id": 812, + "level": 5, + "locations": [ + { + "page": 311, + "sourcebook": "PHB24" + } + ], + "material": "Dois ovos", + "name": "Vínculo Telepático de Rary", + "range": "30 pés", + "ruleset": "2024", + "school": "Adivinhação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Um raio de energia enervante dispara de você em direção a uma criatura dentro do alcance. O alvo deve fazer um teste de resistência de Constituição. Em um teste bem-sucedido, o alvo tem Desvantagem na próxima jogada de ataque que fizer até o início do seu próximo turno. Em um teste fracassado, o alvo tem Desvantagem em Testes D20 baseados em Força pela duração. Durante esse tempo, ele também subtrai 1d8 de todas as suas jogadas de dano. O alvo repete o teste no final de cada um dos seus turnos, encerrando a magia em um sucesso.", + "duration": "até 1 minuto", + "id": 813, + "level": 2, + "locations": [ + { + "page": 311, + "sourcebook": "PHB24" + } + ], + "name": "Raio de Enfraquecimento", + "range": "60 pés", + "ruleset": "2024", + "school": "Necromancia" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Um raio gélido de luz azul-esbranquiçada dispara em direção a uma criatura dentro do alcance. Faça um ataque mágico à distância contra o alvo. Em um acerto, ele recebe 1d8 de dano de Frio, e sua Velocidade é reduzida em 10 pés até o início do seu próximo turno.", + "duration": "Instantâneo", + "higher_level": "O dano aumenta em 1d8 quando você atinge os níveis 5 (2d8), 11 (3d8) e 17 (4d8).", + "id": 814, + "level": 0, + "locations": [ + { + "page": 311, + "sourcebook": "PHB24" + } + ], + "name": "Raio de Gelo", + "range": "60 pés", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Você atira um raio esverdeado em uma criatura dentro do alcance. Faça um ataque mágico à distância contra o alvo. Em um acerto, o alvo recebe 2d8 de dano de Veneno e tem a condição Envenenado até o final do seu próximo turno.", + "duration": "Instantâneo", + "higher_level": "O dano aumenta em 1d8 para cada nível de magia acima de 1.", + "id": 815, + "level": 1, + "locations": [ + { + "page": 311, + "sourcebook": "PHB24" + } + ], + "name": "Raio da Doença", + "range": "60 pés", + "ruleset": "2024", + "school": "Necromancia" + }, + { + "casting_time": "1 minuto", + "classes": [ + "Bardo", + "Clérigo", + "druida" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Uma criatura que você tocar recupera 4d8 + 15 Pontos de Vida. Durante a duração, o alvo recupera 1 Ponto de Vida no início de cada um dos seus turnos, e quaisquer partes do corpo decepadas regeneram após 2 minutos.", + "duration": "1 hora", + "id": 816, + "level": 7, + "locations": [ + { + "page": 311, + "sourcebook": "PHB24" + } + ], + "material": "Uma roda de oração", + "name": "Regenerado", + "range": "Tocar", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "1 hora", + "classes": [ + "druida" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você toca em um Humanoide morto ou em um pedaço de um. Se a criatura estiver morta há menos de 10 dias, a magia forma um novo corpo para ela e chama a alma para entrar naquele corpo. Role 1d10 e consulte a tabela abaixo para determinar a espécie do corpo, ou o Mestre escolhe outra espécie jogável. 1d10 Espécies 1 Aasimar 2 Dragonborn 3 Dwarf 4 Elf 5 Gnome 6 Goliath 7 Halfling 8 Human 9 Orc 10 Tiefling A criatura reencarnada faz quaisquer escolhas que a descrição de uma espécie oferece, e a criatura relembra sua vida anterior. Ela retém as capacidades que tinha em sua forma original, exceto que perde os traços de sua espécie anterior e ganha os traços de sua nova.", + "duration": "Instantâneo", + "id": 817, + "level": 5, + "locations": [ + { + "page": 311, + "sourcebook": "PHB24" + } + ], + "material": "Óleos raros que valem mais de 1.000 PO, que a magia consome", + "name": "Reencarnar", + "range": "Tocar", + "ruleset": "2024", + "school": "Necromancia" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "Paladino", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Ao seu toque, todas as maldições que afetam uma criatura ou objeto terminam. Se o objeto for um item mágico amaldiçoado, sua maldição permanece, mas a magia quebra a Sintonização de seu dono com o objeto, então ele pode ser removido ou descartado.", + "duration": "Instantâneo", + "id": 818, + "level": 3, + "locations": [ + { + "page": 312, + "sourcebook": "PHB24" + } + ], + "name": "Remover Maldição", + "range": "Tocar", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "druida" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Você toca uma criatura disposta e escolhe um tipo de dano: Ácido, Contundente, Frio, Fogo, Relâmpago, Necrótico, Perfurante, Venenoso, Radiante, Cortante ou Trovão. Quando a criatura sofre dano do tipo escolhido antes que a magia termine, a criatura reduz o dano total sofrido em 1d4. Uma criatura pode se beneficiar desta magia apenas uma vez por turno.", + "duration": "até 1 minuto", + "id": 819, + "level": 0, + "locations": [ + { + "page": 312, + "sourcebook": "PHB24" + } + ], + "name": "Resistência", + "range": "Tocar", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "1 hora", + "classes": [ + "Bardo", + "Clérigo" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Com um toque, você revive uma criatura morta que está morta há não mais de um século, não morreu de velhice e não era morta-viva quando morreu. A criatura retorna à vida com todos os seus Pontos de Vida. Esta magia também neutraliza quaisquer venenos que afetaram a criatura no momento da morte. Esta magia fecha todos os ferimentos mortais e restaura quaisquer partes do corpo perdidas. Voltar dos mortos é uma provação. O alvo sofre uma penalidade de -4 em Testes D20. Toda vez que o alvo termina um Descanso Longo, a penalidade é reduzida em 1 até se tornar 0. Conjurar esta magia para reviver uma criatura que está morta há 365 dias ou mais exige de você. Até terminar um Descanso Longo, você não pode conjurar magias novamente e tem Desvantagem em Testes D20.", + "duration": "Instantâneo", + "id": 820, + "level": 7, + "locations": [ + { + "page": 312, + "sourcebook": "PHB24" + } + ], + "material": "Um diamante que vale mais de 1.000 PO, que a magia consome", + "name": "Ressurreição", + "range": "Tocar", + "ruleset": "2024", + "school": "Necromancia" + }, + { + "casting_time": "Ação", + "classes": [ + "druida", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Esta magia inverte a gravidade em um Cilindro de 50 pés de raio e 100 pés de altura centrado em um ponto dentro do alcance. Todas as criaturas e objetos naquela área que não estejam ancorados ao chão caem para cima e alcançam o topo do Cilindro. Uma criatura pode fazer um teste de resistência de Destreza para agarrar um objeto fixo que possa alcançar, evitando assim a queda para cima. Se um teto ou um objeto ancorado for encontrado nesta queda para cima, criaturas e objetos o atingirão da mesma forma que fariam durante uma queda para baixo. Se uma criatura ou objeto afetado atingir o topo do Cilindro sem atingir nada, ele paira lá pela duração. Quando a magia termina, objetos e criaturas afetados caem para baixo.", + "duration": "até 1 minuto", + "id": 821, + "level": 7, + "locations": [ + { + "page": 312, + "sourcebook": "PHB24" + } + ], + "material": "Uma pedra-ímã e limalhas de ferro", + "name": "Gravidade Reversa", + "range": "100 pés", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "druida", + "Paladino", + "Guarda-florestal" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você toca uma criatura que morreu no último minuto. Essa criatura revive com 1 Ponto de Vida. Esta magia não pode reviver uma criatura que morreu de velhice, nem restaura nenhuma parte do corpo perdida.", + "duration": "Instantâneo", + "id": 822, + "level": 3, + "locations": [ + { + "page": 312, + "sourcebook": "PHB24" + } + ], + "material": "Um diamante que vale mais de 300 PO, que a magia consome", + "name": "Reviver", + "range": "Tocar", + "ruleset": "2024", + "school": "Necromancia" + }, + { + "casting_time": "Ação", + "classes": [ + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você toca uma corda. Uma ponta dela paira para cima até que a corda fique perpendicular ao chão ou a corda atinja o teto. Na ponta superior da corda, um portal invisível de 3 pés por 5 pés se abre para um espaço extradimensional que dura até o fim da magia. Esse espaço pode ser alcançado escalando a corda, que pode ser puxada para dentro ou para fora dela. O espaço pode conter até oito criaturas médias ou menores. Ataques, magias e outros efeitos não podem entrar ou sair do espaço, mas criaturas dentro dele podem ver através do portal. Qualquer coisa dentro do espaço sai quando a magia termina.", + "duration": "1 hora", + "id": 823, + "level": 2, + "locations": [ + { + "page": 312, + "sourcebook": "PHB24" + } + ], + "material": "Um segmento de corda", + "name": "Truque de corda", + "range": "Tocar", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo" + ], + "components": [ + "V", + "S" + ], + "desc": "Radiação semelhante a chama desce sobre uma criatura que você pode ver dentro do alcance. O alvo deve ter sucesso em um teste de resistência de Destreza ou sofrer 1d8 de dano Radiante. O alvo não ganha benefício de Meia Cobertura ou Cobertura de Três Quartos para este teste.", + "duration": "Instantâneo", + "higher_level": "O dano aumenta em 1d8 quando você atinge os níveis 5 (2d8), 11 (3d8) e 17 (4d8).", + "id": 824, + "level": 0, + "locations": [ + { + "page": 313, + "sourcebook": "PHB24" + } + ], + "name": "Chama Sagrada", + "range": "60 pés", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação bônus", + "classes": [ + "Clérigo" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você protege uma criatura dentro do alcance. Até que a magia termine, qualquer criatura que alvejar a criatura protegida com uma jogada de ataque ou uma magia danosa deve ter sucesso em um teste de resistência de Sabedoria ou escolher um novo alvo ou perder o ataque ou a magia. Esta magia não protege a criatura protegida de áreas de efeito. A magia termina se a criatura protegida fizer uma jogada de ataque, conjurar uma magia ou causar dano.", + "duration": "1 minuto", + "id": 825, + "level": 1, + "locations": [ + { + "page": 313, + "sourcebook": "PHB24" + } + ], + "material": "Um caco de vidro de um espelho", + "name": "Santuário", + "range": "30 pés", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Você arremessa três raios de fogo. Você pode arremessá-los em um alvo dentro do alcance ou em vários. Faça um ataque de magia à distância para cada raio. Em um acerto, o alvo recebe 2d6 de dano de Fogo.", + "duration": "Instantâneo", + "higher_level": "Você cria um raio adicional para cada nível de magia acima de 2.", + "id": 826, + "level": 2, + "locations": [ + { + "page": 313, + "sourcebook": "PHB24" + } + ], + "name": "Raio escaldante", + "range": "120 pés", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "10 minutos", + "classes": [ + "Bardo", + "Clérigo", + "druida", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você pode ver e ouvir uma criatura que você escolher que esteja no mesmo plano de existência que você. O alvo faz um teste de resistência de Sabedoria, que é modificado (veja as tabelas abaixo) pelo quão bem você conhece o alvo e o tipo de conexão física que você tem com ele. O alvo não sabe contra o que está fazendo o teste, apenas que se sente desconfortável. Seu conhecimento do alvo é... Modificador de resistência Segunda mão (ouviu falar do alvo) +5 Primeira mão (conheceu o alvo) +0 Extenso (conhece bem o alvo) −5 Você tem o alvo... Modificador de resistência Imagem ou outra semelhança −2 Vestimenta ou outra posse −4 Parte do corpo, mecha de cabelo ou pedaço de unha −10 Em um teste bem-sucedido, o alvo não é afetado, e você não pode usar esta magia nele novamente por 24 horas. Em um teste fracassado, a magia cria um sensor invisível e intangível a até 10 pés do alvo. Você pode ver e ouvir através do sensor como se estivesse lá. O sensor se move com o alvo, permanecendo a 10 pés dele durante a duração. Se algo puder ver o sensor, ele aparecerá como um orbe luminoso do tamanho do seu punho. Em vez de mirar em uma criatura, você pode mirar em um local que viu. Quando você faz isso, o sensor aparece naquele local e não se move.", + "duration": "até 10 minutos", + "id": 827, + "level": 5, + "locations": [ + { + "page": 313, + "sourcebook": "PHB24" + } + ], + "material": "Um foco que vale mais de 1.000 PO, como uma bola de cristal, espelho ou fonte cheia de água", + "name": "Vidência", + "range": "Auto", + "ruleset": "2024", + "school": "Adivinhação" + }, + { + "casting_time": "Ação bônus, que você realiza imediatamente após atingir um alvo com uma arma corpo a corpo ou um ataque desarmado", + "classes": [ + "Paladino" + ], + "components": [ + "V" + ], + "desc": "Ao atingir o alvo, ele recebe 1d6 de dano de Fogo extra do ataque. No início de cada um dos seus turnos até que a magia termine, o alvo recebe 1d6 de dano de Fogo e então faz um teste de resistência de Constituição. Em uma falha, a magia continua. Em uma resistência bem-sucedida, a magia termina.", + "duration": "1 minuto", + "higher_level": "Todo o dano aumenta em 1d6 para cada nível de magia acima de 1.", + "id": 828, + "level": 1, + "locations": [ + { + "page": 314, + "sourcebook": "PHB24" + } + ], + "name": "Golpe Cauterizante", + "range": "Auto", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Durante a duração, você vê criaturas e objetos que têm a condição Invisível como se fossem visíveis, e você pode ver dentro do Plano Etéreo. Criaturas e objetos lá parecem fantasmagóricos.", + "duration": "1 hora", + "id": 829, + "level": 2, + "locations": [ + { + "page": 314, + "sourcebook": "PHB24" + } + ], + "material": "Uma pitada de talco", + "name": "Veja a invisibilidade", + "range": "Auto", + "ruleset": "2024", + "school": "Adivinhação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Você dá uma aparência ilusória a cada criatura de sua escolha que você pode ver dentro do alcance. Um alvo relutante pode fazer um teste de resistência de Carisma e, se for bem-sucedido, ele não é afetado por esta magia. Você pode dar a mesma aparência ou diferentes aos alvos. A magia pode mudar a aparência dos corpos e equipamentos dos alvos. Você pode fazer cada criatura parecer 1 pé mais baixa ou mais alta e parecer mais pesada ou mais leve. A nova aparência de um alvo deve ter o mesmo arranjo básico de membros que o alvo, mas a extensão da ilusão fica a seu critério. A magia dura pela duração. As mudanças feitas por esta magia não resistem à inspeção física. Por exemplo, se você usar esta magia para adicionar um chapéu à roupa de uma criatura, objetos passam pelo chapéu. Uma criatura que realiza a ação Estudar para examinar um alvo pode fazer um teste de Inteligência (Investigação) contra sua CD de resistência à magia. Se for bem-sucedida, ela fica ciente de que o alvo está disfarçado.", + "duration": "8 horas", + "id": 830, + "level": 5, + "locations": [ + { + "page": 314, + "sourcebook": "PHB24" + } + ], + "name": "Aparente", + "range": "30 pés", + "ruleset": "2024", + "school": "Ilusão" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Clérigo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você envia uma mensagem curta de 25 palavras ou menos para uma criatura que você conheceu ou uma criatura descrita a você por alguém que a conheceu. O alvo ouve a mensagem em sua mente, reconhece você como o remetente se o conhece e pode responder de maneira semelhante imediatamente. A magia permite que os alvos entendam o significado da sua mensagem. Você pode enviar a mensagem através de qualquer distância e até mesmo para outros planos de existência, mas se o alvo estiver em um plano diferente do seu, há 5% de chance de que a mensagem não chegue. Você sabe se a entrega falha. Ao receber sua mensagem, uma criatura pode bloquear sua habilidade de alcançá-la novamente com esta magia por 8 horas. Se você tentar enviar outra mensagem durante esse tempo, você descobre que está bloqueado e a magia falha.", + "duration": "Instantâneo", + "id": 831, + "level": 3, + "locations": [ + { + "page": 314, + "sourcebook": "PHB24" + } + ], + "material": "Um fio de cobre", + "name": "Enviando", + "range": "Ilimitado", + "ruleset": "2024", + "school": "Adivinhação" + }, + { + "casting_time": "Ação", + "classes": [ + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Com um toque, você magicamente sequestra um objeto ou uma criatura disposta. Durante a duração, o alvo tem a condição Invisível e não pode ser alvo de magias de Adivinhação, detectado por magia ou visto remotamente com magia. Se o alvo for uma criatura, ele entra em um estado de animação suspensa; ele tem a condição Inconsciente, não envelhece e não precisa de comida, água ou ar. Você pode definir uma condição para a magia terminar mais cedo. A condição pode ser qualquer coisa que você escolher, mas deve ocorrer ou ser visível a 1 milha do alvo. Exemplos incluem "após 1.000 anos" ou "quando o tarrasque despertar". Esta magia também termina se o alvo sofrer qualquer dano.", + "duration": "Até que seja dissipado", + "id": 832, + "level": 7, + "locations": [ + { + "page": 315, + "sourcebook": "PHB24" + } + ], + "material": "Pó de gema no valor de 5.000+ PO, que a magia consome", + "name": "Sequestro", + "range": "Tocar", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "druida", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você muda de forma para outra criatura durante a duração ou até que você faça uma ação de Magia para mudar de forma para uma forma elegível diferente. A nova forma deve ser de uma criatura que tenha uma Classificação de Desafio não maior que seu nível ou Classificação de Desafio. Você deve ter visto o tipo de criatura antes, e não pode ser um Construto ou um Morto-vivo. Quando você muda de forma, você ganha um número de Pontos de Vida Temporários igual aos Pontos de Vida da forma. A magia termina mais cedo se você não tiver Pontos de Vida Temporários restantes. Suas estatísticas de jogo são substituídas pelo bloco de estatísticas da forma escolhida, mas você retém seu tipo de criatura; alinhamento; personalidade; valores de Inteligência, Sabedoria e Carisma; Pontos de Vida; Dados de Ponto de Vida; proficiências; e habilidade de se comunicar. Se você tiver o recurso Conjuração de Magia, você também o retém. Ao mudar de forma, você determina se seu equipamento cai no chão ou muda de tamanho e forma para se ajustar à nova forma enquanto você estiver nela.", + "duration": "até 1 hora", + "id": 833, + "level": 9, + "locations": [ + { + "page": 315, + "sourcebook": "PHB24" + } + ], + "material": "Um círculo de jade que vale mais de 1.500 PO", + "name": "Mudança de forma", + "range": "Auto", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Um barulho alto irrompe de um ponto de sua escolha dentro do alcance. Cada criatura em uma Esfera de 10 pés de raio centralizada ali faz um teste de resistência de Constituição, sofrendo 3d8 de dano de Trovão em uma falha ou metade do dano em uma bem-sucedida. Um Construto tem Desvantagem no teste. Um objeto não mágico que não esteja sendo usado ou carregado também sofre o dano se estiver na área da magia.", + "duration": "Instantâneo", + "higher_level": "O dano aumenta em 1d8 para cada nível de magia acima de 2.", + "id": 834, + "level": 2, + "locations": [ + { + "page": 316, + "sourcebook": "PHB24" + } + ], + "material": "Um pedaço de mica", + "name": "Quebrar", + "range": "60 pés", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Reação, que você toma quando é atingido por uma jogada de ataque ou alvo da magia Míssil Mágico", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Uma barreira imperceptível de força mágica protege você. Até o início do seu próximo turno, você tem um bônus de +5 na CA, incluindo contra o ataque desencadeador, e não recebe dano de Míssil Mágico.", + "duration": "1 rodada", + "id": 835, + "level": 1, + "locations": [ + { + "page": 316, + "sourcebook": "PHB24" + } + ], + "name": "Escudo", + "range": "Auto", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação bônus", + "classes": [ + "Clérigo", + "Paladino" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Um campo brilhante envolve uma criatura de sua escolha dentro do alcance, concedendo a ela um bônus de +2 na CA durante a duração.", + "duration": "até 10 minutos", + "id": 836, + "level": 1, + "locations": [ + { + "page": 316, + "sourcebook": "PHB24" + } + ], + "material": "Um pergaminho de oração", + "name": "Escudo da Fé", + "range": "60 pés", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação bônus", + "classes": [ + "druida" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Um Taco ou Cajado que você esteja segurando é imbuído com o poder da natureza. Durante a duração, você pode usar sua habilidade de conjuração em vez de Força para as jogadas de ataque e dano de ataques corpo a corpo usando essa arma, e o dado de dano da arma se torna um d8. Se o ataque causar dano, ele pode ser dano de Força ou o tipo de dano normal da arma (sua escolha). A magia termina mais cedo se você conjurá-la novamente ou se você soltar a arma.", + "duration": "1 minuto", + "higher_level": "O dado de dano muda quando você atinge os níveis 5 (d10), 11 (d12) e 17 (2d6).", + "id": 837, + "level": 0, + "locations": [ + { + "page": 316, + "sourcebook": "PHB24" + } + ], + "material": "Visco", + "name": "Shillelagh", + "range": "Auto", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação bônus, que você realiza imediatamente após atingir uma criatura com uma arma corpo a corpo ou um ataque desarmado", + "classes": [ + "Paladino" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "O alvo atingido pelo golpe recebe 2d6 de dano Radiante extra do ataque. Até que a magia termine, o alvo emite Luz Brilhante em um raio de 5 pés, jogadas de ataque contra ele têm Vantagem, e ele não pode se beneficiar da condição Invisível.", + "duration": "até 1 minuto", + "higher_level": "O dano aumenta em 1d6 para cada nível de magia acima de 2.", + "id": 838, + "level": 2, + "locations": [ + { + "page": 316, + "sourcebook": "PHB24" + } + ], + "name": "Golpe Brilhante", + "range": "Auto", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Raios saltam de você para uma criatura que você tenta tocar. Faça um ataque de magia corpo a corpo contra o alvo. Em um acerto, o alvo recebe 1d8 de dano de Raio e não pode fazer Ataques de Oportunidade até o início de seu próximo turno.", + "duration": "Instantâneo", + "higher_level": "O dano aumenta em 1d8 quando você atinge os níveis 5 (2d8), 11 (3d8) e 17 (4d8).", + "id": 839, + "level": 0, + "locations": [ + { + "page": 316, + "sourcebook": "PHB24" + } + ], + "name": "Agarramento chocante", + "range": "Tocar", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação ou Ritual", + "classes": [ + "Bardo", + "Clérigo", + "Guarda-florestal" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Durante a duração, nenhum som pode ser criado dentro ou passar por uma Esfera de 20 pés de raio centrada em um ponto que você escolher dentro do alcance. Qualquer criatura ou objeto inteiramente dentro da Esfera tem Imunidade a dano de Trovão, e criaturas têm a condição Ensurdecido enquanto estiverem inteiramente dentro dela. Conjurar uma magia que inclua um componente Verbal é impossível lá.", + "duration": "até 10 minutos", + "id": 840, + "level": 2, + "locations": [ + { + "page": 316, + "sourcebook": "PHB24" + } + ], + "name": "Silêncio", + "range": "120 pés", + "ruleset": "2024", + "school": "Ilusão" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você cria a imagem de um objeto, uma criatura ou algum outro fenômeno visível que não seja maior que um Cubo de 15 pés. A imagem aparece em um ponto dentro do alcance e dura pela duração. A imagem é puramente visual; não é acompanhada por som, cheiro ou outros efeitos sensoriais. Como uma ação de Magia, você pode fazer a imagem se mover para qualquer ponto dentro do alcance. Conforme a imagem muda de local, você pode alterar sua aparência para que seus movimentos pareçam naturais para a imagem. Por exemplo, se você criar uma imagem de uma criatura e movê-la, você pode alterar a imagem para que ela pareça estar andando. A interação física com a imagem revela que ela é uma ilusão, já que as coisas podem passar por ela. Uma criatura que realiza uma ação de Estudo para examinar a imagem pode determinar que ela é uma ilusão com um teste bem-sucedido de Inteligência (Investigação) contra sua CD de resistência à magia. Se uma criatura discernir a ilusão pelo que ela é, a criatura pode ver através da imagem.", + "duration": "até 10 minutos", + "id": 841, + "level": 1, + "locations": [ + { + "page": 317, + "sourcebook": "PHB24" + } + ], + "material": "Um pouco de lã", + "name": "Imagem Silenciosa", + "range": "60 pés", + "ruleset": "2024", + "school": "Ilusão" + }, + { + "casting_time": "12 horas", + "classes": [ + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você cria um simulacro de uma Besta ou Humanoide que esteja a até 10 pés de você durante toda a conjuração da magia. Você termina a conjuração tocando na criatura e em uma pilha de gelo ou neve do mesmo tamanho daquela criatura, e a pilha se transforma no simulacro, que é uma criatura. Ele usa as estatísticas de jogo da criatura original no momento da conjuração, exceto que é um Construto, seu Ponto de Vida máximo é metade disso, e ele não pode conjurar esta magia. O simulacro é Amigável a você e às criaturas que você designar. Ele obedece aos seus comandos e age no seu turno em combate. O simulacro não pode ganhar níveis, e não pode fazer Descansos Curtos ou Longos. Se o simulacro sofrer dano, a única maneira de restaurar seus Pontos de Vida é repará-lo enquanto você faz um Descanso Longo, durante o qual você gasta componentes que valem 100 GP por Ponto de Vida restaurado. O simulacro deve ficar a até 5 pés de você para o reparo. O simulacro dura até cair para 0 Pontos de Vida, momento em que ele reverte para neve e derrete. Se você conjurar esta magia novamente, qualquer simulacro que você criou com esta magia é destruído instantaneamente.", + "duration": "Até que seja dissipado", + "id": 842, + "level": 7, + "locations": [ + { + "page": 317, + "sourcebook": "PHB24" + } + ], + "material": "Rubi em pó que vale mais de 1.500 po, que a magia consome", + "name": "Simulacro", + "range": "Tocar", + "ruleset": "2024", + "school": "Ilusão" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Cada criatura de sua escolha em uma Esfera de 5 pés de raio centrada em um ponto dentro do alcance deve ser bem-sucedida em um teste de resistência de Sabedoria ou terá a condição Incapacitado até o final de seu próximo turno, momento em que deve repetir o teste. Se o alvo falhar no segundo teste, ele terá a condição Inconsciente pela duração. A magia termina em um alvo se ele sofrer dano ou alguém a 5 pés dele realizar uma ação para sacudi-lo para fora do efeito da magia. Criaturas que não dormem, como elfos, ou que têm Imunidade à condição Exaustão são automaticamente bem-sucedidas em testes de resistência contra esta magia.", + "duration": "até 1 minuto", + "id": 843, + "level": 1, + "locations": [ + { + "page": 317, + "sourcebook": "PHB24" + } + ], + "material": "Uma pitada de areia ou pétalas de rosa", + "name": "Dormir", + "range": "60 pés", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação", + "classes": [ + "druida", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Até que a magia termine, granizo cai em um Cilindro de 40 pés de altura e 20 pés de raio centrado em um ponto que você escolher dentro do alcance. A área é Pesadamente Obscura, e chamas expostas na área são apagadas. O solo no Cilindro é Terreno Difícil. Quando uma criatura entra no Cilindro pela primeira vez em um turno ou começa seu turno lá, ela deve ser bem-sucedida em um teste de resistência de Destreza ou terá a condição Prone e perderá Concentração.", + "duration": "até 1 minuto", + "id": 844, + "level": 3, + "locations": [ + { + "page": 317, + "sourcebook": "PHB24" + } + ], + "material": "Um guarda-chuva em miniatura", + "name": "Tempestade de granizo", + "range": "150 pés", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você altera o tempo em até seis criaturas de sua escolha em um Cubo de 40 pés dentro do alcance. Cada alvo deve ter sucesso em um teste de resistência de Sabedoria ou será afetado por esta magia pela duração. A Velocidade de um alvo afetado é reduzida pela metade, ele sofre uma penalidade de -2 em testes de resistência de CA e Destreza, e não pode realizar Reações. Em seus turnos, ele pode realizar uma ação ou uma Ação Bônus, não ambas, e pode fazer apenas um ataque se realizar a ação de Ataque. Se ele conjurar uma magia com um componente Somático, há 25 por cento de chance de a magia falhar como resultado do alvo fazer os gestos da magia muito lentamente. Um alvo afetado repete o teste no final de cada um de seus turnos, encerrando a magia em si mesmo em um sucesso.", + "duration": "até 1 minuto", + "id": 845, + "level": 3, + "locations": [ + { + "page": 318, + "sourcebook": "PHB24" + } + ], + "material": "Uma gota de melaço", + "name": "Lento", + "range": "120 pés", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro" + ], + "components": [ + "V", + "S" + ], + "desc": "Você conjura energia mágica em uma criatura ou objeto dentro do alcance. Faça uma jogada de ataque à distância contra o alvo. Em um acerto, o alvo recebe 1d8 de dano de um tipo que você escolher: Ácido, Frio, Fogo, Relâmpago, Veneno, Psíquico ou Trovão. Se você rolar um 8 em um d8 para esta magia, você pode rolar outro d8 e adicioná-lo ao dano. Quando você conjura esta magia, o número máximo desses d8s que você pode adicionar ao dano da magia é igual ao seu modificador de habilidade de conjuração.", + "duration": "Instantâneo", + "higher_level": "O dano aumenta em 1d8 quando você atinge os níveis 5 (2d8), 11 (3d8) e 17 (4d8).", + "id": 846, + "level": 0, + "locations": [ + { + "page": 318, + "sourcebook": "PHB24" + } + ], + "name": "Explosão Feiticeira", + "range": "120 pés", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "druida" + ], + "components": [ + "V", + "S" + ], + "desc": "Escolha uma criatura dentro do alcance que tenha 0 Pontos de Vida e não esteja morta. A criatura se torna Estável.", + "duration": "Instantâneo", + "higher_level": "O alcance dobra quando você atinge os níveis 5 (30 pés), 11 (60 pés) e 17 (120 pés).", + "id": 847, + "level": 0, + "locations": [ + { + "page": 318, + "sourcebook": "PHB24" + } + ], + "name": "Poupe os Moribundos", + "range": "15 pés", + "ruleset": "2024", + "school": "Necromancia" + }, + { + "casting_time": "Ação ou Ritual", + "classes": [ + "Bardo", + "druida", + "Guarda-florestal", + "Bruxo" + ], + "components": [ + "V", + "S" + ], + "desc": "Durante a duração, você pode compreender e se comunicar verbalmente com as Bestas, e pode usar qualquer uma das opções de habilidade da ação Influência com elas. A maioria das Bestas tem pouco a dizer sobre tópicos que não dizem respeito à sobrevivência ou companheirismo, mas, no mínimo, uma Besta pode lhe dar informações sobre locais e monstros próximos, incluindo o que quer que tenha percebido no dia anterior.", + "duration": "10 minutos", + "id": 848, + "level": 1, + "locations": [ + { + "page": 318, + "sourcebook": "PHB24" + } + ], + "name": "Fale com os animais", + "range": "Auto", + "ruleset": "2024", + "school": "Adivinhação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Clérigo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você concede a aparência de vida a um cadáver de sua escolha dentro do alcance, permitindo que ele responda às perguntas que você fizer. O cadáver deve ter uma boca, e esta magia falha se a criatura falecida era morta-viva quando morreu. A magia também falha se o cadáver foi o alvo desta magia nos últimos 10 dias. Até que a magia termine, você pode fazer até cinco perguntas ao cadáver. O cadáver sabe apenas o que sabia em vida, incluindo as línguas que conhecia. As respostas geralmente são breves, enigmáticas ou repetitivas, e o cadáver não tem nenhuma compulsão para oferecer uma resposta verdadeira se você for antagônico a ele ou se ele o reconhecer como um inimigo. Esta magia não retorna a alma da criatura ao seu corpo, apenas seu espírito animador. Portanto, o cadáver não pode aprender novas informações, não compreende nada que tenha acontecido desde que morreu e não pode especular sobre eventos futuros.", + "duration": "10 minutos", + "id": 849, + "level": 3, + "locations": [ + { + "page": 318, + "sourcebook": "PHB24" + } + ], + "material": "Queimando incenso", + "name": "Falar com os Mortos", + "range": "10 pés", + "ruleset": "2024", + "school": "Necromancia" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "druida", + "Guarda-florestal" + ], + "components": [ + "V", + "S" + ], + "desc": "Você imbui plantas em uma Emanação imóvel de 30 pés com senciência e animação limitadas, dando a elas a habilidade de se comunicar com você e seguir seus comandos simples. Você pode questionar plantas sobre eventos na área da magia no último dia, obtendo informações sobre criaturas que passaram, clima e outras circunstâncias. Você também pode transformar Terreno Difícil causado pelo crescimento de plantas (como matagais e vegetação rasteira) em terreno comum que dura pela duração. Ou você pode transformar terreno comum onde plantas estão presentes em Terreno Difícil que dura pela duração. A magia não permite que as plantas se desenraízem e se movam, mas elas podem mover seus galhos, gavinhas e caules para você. Se uma criatura Planta estiver na área, você pode se comunicar com ela como se vocês compartilhassem uma língua comum.", + "duration": "10 minutos", + "id": 850, + "level": 3, + "locations": [ + { + "page": 319, + "sourcebook": "PHB24" + } + ], + "name": "Fale com as plantas", + "range": "Auto", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Até que a magia termine, uma criatura disposta que você tocar ganha a habilidade de se mover para cima, para baixo e através de superfícies verticais e ao longo de tetos, enquanto deixa suas mãos livres. O alvo também ganha uma Velocidade de Escalada igual à sua Velocidade.", + "duration": "até 1 hora", + "higher_level": "Você pode escolher uma criatura adicional para cada nível de magia, aproximadamente 2.", + "id": 851, + "level": 2, + "locations": [ + { + "page": 319, + "sourcebook": "PHB24" + } + ], + "material": "Uma gota de betume e uma aranha", + "name": "Aranha Escalada", + "range": "Tocar", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "druida", + "Guarda-florestal" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "O solo em uma Esfera de 20 pés de raio centrada em um ponto dentro do alcance brota espinhos e pontas duras. A área se torna Terreno Difícil pela duração. Quando uma criatura se move para dentro ou dentro da área, ela sofre 2d4 de dano Perfurante para cada 5 pés que viaja. A transformação do solo é camuflada para parecer natural. Qualquer criatura que não consiga ver a área quando a magia é conjurada deve fazer uma ação de Procurar e ter sucesso em um teste de Sabedoria (Percepção ou Sobrevivência) contra sua CD de resistência à magia para reconhecer o terreno como perigoso antes de entrar nele.", + "duration": "até 10 minutos", + "id": 852, + "level": 2, + "locations": [ + { + "page": 319, + "sourcebook": "PHB24" + } + ], + "material": "Sete espinhos", + "name": "Crescimento de pico", + "range": "150 pés", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Espíritos protetores voam ao seu redor em uma Emanação de 15 pés pela duração. Se você for bom ou neutro, sua forma espectral parece angelical ou feérica (sua escolha). Se você for mau, eles parecem diabólicos. Quando você conjura esta magia, você pode designar criaturas para não serem afetadas por ela. A Velocidade de qualquer outra criatura é reduzida pela metade na Emanação, e sempre que a Emanação entra no espaço de uma criatura e sempre que uma criatura entra na Emanação ou termina seu turno lá, a criatura deve fazer um teste de resistência de Sabedoria. Em uma falha, a criatura sofre 3d8 de dano Radiante (se você for bom ou neutro) ou 3d8 de dano Necrótico (se você for mau). Em uma resistência bem-sucedida, a criatura sofre metade do dano. Uma criatura faz esta resistência apenas uma vez por turno.", + "duration": "até 10 minutos", + "higher_level": "O dano aumenta em 1d8 para cada nível de magia acima de 3.", + "id": 853, + "level": 3, + "locations": [ + { + "page": 319, + "sourcebook": "PHB24" + } + ], + "material": "Um pergaminho de oração", + "name": "Guardiões Espirituais", + "range": "Auto", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação bônus", + "classes": [ + "Clérigo" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Você cria uma força flutuante e espectral que se assemelha a uma arma de sua escolha e dura pela duração. A força aparece dentro do alcance em um espaço de sua escolha, e você pode imediatamente fazer um ataque mágico corpo a corpo contra uma criatura a até 1,5 m da força. Em um acerto, o alvo recebe dano de Força igual a 1d8 mais seu modificador de habilidade de conjuração. Como uma Ação Bônus em seus turnos posteriores, você pode mover a força até 6 m e repetir o ataque contra uma criatura a até 1,5 m dela.", + "duration": "até 1 minuto", + "higher_level": "O dano aumenta em 1d8 para cada nível de slot acima de 2.", + "id": 854, + "level": 2, + "locations": [ + { + "page": 319, + "sourcebook": "PHB24" + } + ], + "name": "Arma espiritual", + "range": "60 pés", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação bônus, que você realiza imediatamente após atingir uma criatura com uma arma corpo a corpo ou um ataque desarmado", + "classes": [ + "Paladino" + ], + "components": [ + "V" + ], + "desc": "O alvo sofre 4d6 de dano Psíquico extra do ataque e deve ser bem-sucedido em um teste de resistência de Sabedoria ou ficará na condição Atordoado até o final do seu próximo turno.", + "duration": "Instantâneo", + "higher_level": "O dano extra aumenta em 1d6 para cada nível de magia acima de 4.", + "id": 855, + "level": 4, + "locations": [ + { + "page": 320, + "sourcebook": "PHB24" + } + ], + "name": "Golpe Escalonante", + "range": "Auto", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "druida" + ], + "components": [ + "V", + "S" + ], + "desc": "Você lança um cisco de luz em uma criatura ou objeto dentro do alcance. Faça um ataque mágico de longo alcance contra o alvo. Em um acerto, o alvo recebe 1d8 de dano Radiante e, até o final do seu próximo turno, ele emite Luz Fraca em um raio de 10 pés e não pode se beneficiar da condição Invisível.", + "duration": "Instantâneo", + "higher_level": "O dano aumenta em 1d8 quando você atinge os níveis 5 (2d8), 11 (3d8) e 17 (4d8).", + "id": 856, + "level": 0, + "locations": [ + { + "page": 320, + "sourcebook": "PHB24" + } + ], + "name": "Fogo-fátuo estrelado", + "range": "60 pés", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Guarda-florestal", + "Mago" + ], + "components": [ + "S", + "M" + ], + "desc": "Você floresce a arma usada na conjuração e então desaparece para atacar como o vento. Escolha até cinco criaturas que você possa ver dentro do alcance. Faça um ataque de magia corpo a corpo contra cada alvo. Em um acerto, um alvo recebe 6d10 de dano de Força. Você então se teleporta para um espaço desocupado que você possa ver a até 1,5 m de um dos alvos.", + "duration": "Instantâneo", + "id": 857, + "level": 5, + "locations": [ + { + "page": 320, + "sourcebook": "PHB24" + } + ], + "material": "Uma arma corpo a corpo que vale 1+ sp", + "name": "Golpe de Vento de Aço", + "range": "30 pés", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você cria uma Esfera de 20 pés de raio de gás amarelo e nauseante centrada em um ponto dentro do alcance. A nuvem é Pesadamente Obscura. A nuvem permanece no ar pela duração ou até que um vento forte (como o criado por Rajada de Vento) a disperse. Cada criatura que começa seu turno na Esfera deve ter sucesso em um teste de resistência de Constituição ou terá a condição Envenenado até o final do turno atual. Enquanto Envenenado dessa forma, a criatura não pode realizar uma ação ou uma Ação Bônus.", + "duration": "até 1 minuto", + "id": 858, + "level": 3, + "locations": [ + { + "page": 321, + "sourcebook": "PHB24" + } + ], + "material": "Um ovo podre", + "name": "Nuvem Fedorenta", + "range": "90 pés", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "druida", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você toca em um objeto de pedra de tamanho Médio ou menor ou uma seção de pedra de no máximo 5 pés em qualquer dimensão e a molda em qualquer formato que desejar. Por exemplo, você pode moldar uma grande pedra em uma arma, estátua ou cofre, ou pode fazer uma pequena passagem através de uma parede de 5 pés de espessura. Você também pode moldar uma porta de pedra ou sua moldura para selar a porta. O objeto que você cria pode ter até duas dobradiças e uma trava, mas detalhes mecânicos mais finos não são possíveis.", + "duration": "Instantâneo", + "id": 859, + "level": 4, + "locations": [ + { + "page": 321, + "sourcebook": "PHB24" + } + ], + "material": "Argila mole", + "name": "Forma de pedra", + "range": "Tocar", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "druida", + "Guarda-florestal", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Até que a magia termine, uma criatura disposta que você tocar terá Resistência a dano Contundente, Perfurante e Cortante.", + "duration": "até 1 hora", + "id": 860, + "level": 4, + "locations": [ + { + "page": 321, + "sourcebook": "PHB24" + } + ], + "material": "Pó de diamante no valor de 100+ PO, que a magia consome", + "name": "Pele de pedra", + "range": "Tocar", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "druida" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Uma nuvem de tempestade agitada se forma durante a duração, centralizada em um ponto dentro do alcance e se espalhando por um raio de 300 pés. Cada criatura sob a nuvem quando ela aparece deve ter sucesso em um teste de resistência de Constituição ou sofrer 2d6 de dano de Trovão e ter a condição de Surdez durante a duração. No início de cada um dos seus turnos posteriores, a tempestade produz efeitos diferentes, conforme detalhado abaixo. Turno 2. Chuva ácida cai. Cada criatura e objeto sob a nuvem sofre 4d6 de dano de Ácido. Turno 3. Você invoca seis raios da nuvem para atingir seis criaturas ou objetos diferentes abaixo dela. Cada alvo faz um teste de resistência de Destreza, sofrendo 10d6 de dano de Relâmpago em uma falha ou metade do dano em uma bem-sucedida. Turno 4. Chove granizo. Cada criatura sob a nuvem sofre 2d6 de dano de Concussão. Turnos 5–10. Rajadas e chuva congelante atacam a área sob a nuvem. Cada criatura ali sofre 1d6 de dano de Frio. Até que o feitiço termine, a área é Terreno Difícil e Altamente Obscurecido, ataques à distância com armas são impossíveis ali, e ventos fortes sopram pela área.", + "duration": "até 1 minuto", + "id": 861, + "level": 9, + "locations": [ + { + "page": 321, + "sourcebook": "PHB24" + } + ], + "name": "Tempestade de Vingança", + "range": "1 milha", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "M" + ], + "concentration": true, + "desc": "Você sugere um curso de atividade — descrito em não mais que 25 palavras — para uma criatura que você possa ver dentro do alcance que possa ouvir e entender você. A sugestão deve soar realizável e não envolver nada que obviamente causaria dano ao alvo ou seus aliados. Por exemplo, você pode dizer: "Pegue a chave do cofre do tesouro do culto e me dê a chave". Ou você pode dizer: "Pare de lutar, deixe esta biblioteca pacificamente e não retorne". O alvo deve ter sucesso em um teste de resistência de Sabedoria ou ter a condição Encantado pela duração ou até que você ou seus aliados causem dano ao alvo. O alvo Encantado segue a sugestão da melhor maneira possível. A atividade sugerida pode continuar por toda a duração, mas se a atividade sugerida puder ser concluída em um tempo menor, a magia termina para o alvo ao completá-la.", + "duration": "até 8 horas", + "id": 862, + "level": 2, + "locations": [ + { + "page": 321, + "sourcebook": "PHB24" + } + ], + "material": "Uma gota de mel", + "name": "Sugestão", + "range": "30 pés", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação", + "classes": [ + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você invoca um espírito aberrante. Ele se manifesta em um espaço desocupado que você pode ver dentro do alcance e usa o bloco de estatísticas Espírito Aberrante. Quando você conjura a magia, escolha Beholderkin, Esfolador Mental ou Slaad. A criatura se assemelha a uma Aberração desse tipo, o que determina certos detalhes em seu bloco de estatísticas. A criatura desaparece quando cai para 0 Pontos de Vida ou quando a magia termina. A criatura é uma aliada sua e de seus aliados. Em combate, ela compartilha sua contagem de Iniciativa, mas faz seu turno imediatamente após o seu. Ela obedece seus comandos verbais (nenhuma ação necessária de sua parte). Se você não emitir nenhum, ela realiza a ação Esquivar e usa seu movimento para evitar o perigo. Aberração Média, Neutra CA 11 + o nível da magia PV 40 + 10 para cada nível de magia acima de 4 Velocidade 30 pés; Voar 30 pés (pairar; apenas Beholderkin) Mod Save 16 +3 +3 10 +0 +0 15 +2 +2 Mod Save 16 +3 +3 10 +0 +0 6 −2 −2 Imunidades Sentidos Psíquicos Visão no Escuro 60 pés, Percepção Passiva 10 Idiomas Fala Profunda, entende os idiomas que você conhece ND Nenhum (XP 0; PB é igual ao seu Bônus de Proficiência) Traços Regeneração (Somente Slaad). O espírito recupera 5 Pontos de Vida no início de seu turno se tiver pelo menos 1 Ponto de Vida. Aura Sussurrante (Somente Devorador de Mentes). No início de cada turno do espírito, o espírito emite energia psiônica se não tiver a condição Incapacitado. Teste de Resistência de Sabedoria: CD é igual ao seu CD de resistência à magia, cada criatura (exceto você) a até 5 pés do espírito. Falha: 2d6 de dano Psíquico. Ações Ataques múltiplos. O espírito faz um número de ataques igual à metade do nível desta magia (arredondado para baixo). Garra (somente Slaad). Rolagem de ataque corpo a corpo: Bônus igual ao seu modificador de ataque de magia, alcance 5 pés. Acerto: 1d10 + 3 + o nível da magia Dano cortante, e o alvo não pode recuperar Pontos de Vida até o início do próximo turno do espírito. Raio Ocular (somente Beholderkin). Rolagem de ataque à distância: Bônus igual ao seu modificador de ataque de magia, alcance 150 pés. Acerto: 1d8 + 3 + o nível da magia Dano psíquico. Batida psíquica (somente Esfolador de mentes). Rolagem de ataque corpo a corpo: Bônus igual ao seu modificador de ataque de magia, alcance 5 pés. Acerto: 1d8 + 3 + o nível da magia Dano psíquico.", + "duration": "até 1 hora", + "higher_level": "Use o nível do slot de magia para o nível da magia no bloco de estatísticas.", + "id": 863, + "level": 4, + "locations": [ + { + "page": 322, + "sourcebook": "PHB24" + } + ], + "material": "Um tentáculo em conserva e um globo ocular em um frasco incrustado de platina que vale mais de 400 PO", + "name": "Invocar Aberração", + "range": "90 pés", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "druida", + "Guarda-florestal" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você invoca um espírito bestial. Ele se manifesta em um espaço desocupado que você pode ver dentro do alcance e usa o bloco de estatísticas Espírito Bestial. Quando você conjura a magia, escolha um ambiente: Ar, Terra ou Água. A criatura se assemelha a um animal de sua escolha que é nativo do ambiente escolhido, o que determina certos detalhes em seu bloco de estatísticas. A criatura desaparece quando cai para 0 Pontos de Vida ou quando a magia termina. A criatura é uma aliada sua e de seus aliados. Em combate, a criatura compartilha sua contagem de Iniciativa, mas ela faz seu turno imediatamente após o seu. Ela obedece seus comandos verbais (nenhuma ação necessária de sua parte). Se você não emitir nenhuma, ela realiza a ação Esquivar e usa seu movimento para evitar o perigo. Besta Pequena, Neutra CA 11 + o nível da magia PV 20 (somente Ar) ou 30 (somente Terra e Água) + 5 para cada nível de magia acima de 2 Velocidade 30 pés; Escalar 30 pés (somente Terra); Voar 60 pés (somente Ar); Nadar 30 pés (somente água) Mod Save 18 +4 +4 11 +0 +0 16 +3 +3 Mod Save 4 –3 –3 14 +2 +2 5 −3 −3 Sentidos Visão no escuro 60 pés, Percepção passiva 12 Idiomas entende os idiomas que você conhece ND Nenhum (XP 0; PB é igual ao seu bônus de proficiência) Traços Sobrevoo (somente ar). O espírito não provoca Ataques de Oportunidade quando voa para fora do alcance de um inimigo. Táticas de matilha (somente terra e água). O espírito tem Vantagem em uma jogada de ataque contra uma criatura se pelo menos um dos aliados do espírito estiver a 5 pés da criatura e o aliado não tiver a condição Incapacitado. Respiração aquática (somente água). O espírito pode respirar apenas debaixo d'água. Ações Ataques múltiplos. O espírito faz um número de ataques de Rasgar igual à metade do nível desta magia (arredondado para baixo). Rasgar. Rolagem de Ataque Corpo a Corpo: Bônus igual ao seu modificador de ataque mágico, alcance 1,5 m. Acerto: 1d8 + 4 + o nível da magia. Dano perfurante.", + "duration": "até 1 hora", + "higher_level": "Use o nível do slot de magia para o nível da magia no bloco de estatísticas.", + "id": 864, + "level": 2, + "locations": [ + { + "page": 322, + "sourcebook": "PHB24" + } + ], + "material": "Uma pena, um tufo de pelo e uma cauda de peixe dentro de uma bolota dourada que vale mais de 200 po", + "name": "Invocar Besta", + "range": "90 pés", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "Paladino" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você invoca um espírito Celestial. Ele se manifesta em uma forma angelical em um espaço desocupado que você pode ver dentro do alcance e usa o bloco de estatísticas Espírito Celestial. Quando você conjura a magia, escolha Vingador ou Defensor. Sua escolha determina certos detalhes em seu bloco de estatísticas. A criatura desaparece quando cai para 0 Pontos de Vida ou quando a magia termina. A criatura é uma aliada sua e de seus aliados. Em combate, a criatura compartilha sua contagem de Iniciativa, mas ela faz seu turno imediatamente após o seu. Ela obedece seus comandos verbais (nenhuma ação necessária de sua parte). Se você não emitir nenhuma, ela realiza a ação Esquivar e usa seu movimento para evitar o perigo. Celestial Grande, Neutro CA 11 + o nível da magia + 2 (somente Defensor) PV 40 + 10 para cada nível da magia acima de 5 Velocidade 30 pés, Voar 40 pés. Mod Save 16 +3 +3 14 +2 +2 16 +3 +3 Mod Save 10 +0 +0 14 +2 +2 16 +3 +3 Resistências Radiante Imunidades Encantado, Assustado Sentidos Visão no Escuro 60 pés, Percepção Passiva 12 Idiomas Celestial, entende os idiomas que você conhece ND Nenhum (XP 0; PB é igual ao seu Bônus de Proficiência) Ações Ataque Múltiplo. O espírito faz um número de ataques igual à metade do nível desta magia (arredondado para baixo). Arco Radiante (somente Vingador). Rolagem de Ataque à Distância: Bônus é igual ao seu modificador de ataque de magia, alcance 600 pés. Acerto: 2d6 + 2 + o nível da magia Dano radiante. Maça Radiante (Somente Defensor). Rolagem de Ataque Corpo a Corpo: Bônus igual ao seu modificador de ataque de magia, alcance 5 pés. Acerto: 1d10 + 3 + o nível da magia Dano radiante, e o espírito pode escolher a si mesmo ou outra criatura que ele possa ver a até 10 pés do alvo. A criatura escolhida ganha 1d10 Pontos de Vida Temporários. Toque de Cura (1/Dia). O espírito toca outra criatura. O alvo recupera Pontos de Vida iguais a 2d8 + o nível da magia.", + "duration": "até 1 hora", + "higher_level": "Use o nível do slot de magia para o nível da magia no bloco de estatísticas.", + "id": 865, + "level": 5, + "locations": [ + { + "page": 323, + "sourcebook": "PHB24" + } + ], + "material": "Um relicário que vale mais de 500 PO", + "name": "Invocar Celestial", + "range": "90 pés", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você invoca o espírito de um Construct. Ele se manifesta em um espaço desocupado que você pode ver dentro do alcance e usa o bloco de estatísticas Construct Spirit. Quando você conjura a magia, escolha um material: Clay, Metal ou Stone. A criatura se assemelha a uma estátua animada (você determina a aparência) feita do material escolhido, que determina certos detalhes em seu bloco de estatísticas. A criatura desaparece quando cai para 0 Pontos de Vida ou quando a magia termina. A criatura é uma aliada sua e de seus aliados. Em combate, a criatura compartilha sua contagem de Iniciativa, mas ela faz seu turno imediatamente após o seu. Ela obedece seus comandos verbais (nenhuma ação necessária de sua parte). Se você não emitir nenhuma, ela faz a ação Dodge e usa seu movimento para evitar o perigo. Construto Médio, Neutro CA 13 + o nível da magia PV 40 + 15 para cada nível da magia acima de 4 Velocidade 30 pés Mod Save 18 +4 +4 10 +0 +0 18 +4 +4 Mod Save 14 +2 +2 11 +0 +0 5 −3 −3 Resistências Imunidades a Veneno Encantado, Exaustão, Assustado, Paralisado, Envenenado Sentidos Visão no Escuro 60 pés, Percepção Passiva 10 Idiomas Entende os idiomas que você conhece ND Nenhum (XP 0; PB é igual ao seu Bônus de Proficiência) Traços Corpo Aquecido (Somente Metal). Uma criatura que atinge o espírito com um ataque corpo a corpo ou que começa seu turno em um agarramento com o espírito sofre 1d10 de dano de Fogo. Letargia Pedregosa (Somente Pedra). Quando uma criatura começa seu turno a até 10 pés do espírito, o espírito pode alvejá-la com energia mágica se o espírito puder vê-la. Teste de Resistência de Sabedoria: CD igual ao seu CD de resistência de magia, o alvo. Falha: Até o início do próximo turno, o alvo não pode fazer Ataques de Oportunidade, e sua Velocidade é reduzida pela metade. Ações Ataque Múltiplo. O espírito faz um número de ataques de Impacto igual à metade do nível desta magia (arredondado para baixo). Impacto. Rolagem de Ataque Corpo a Corpo: Bônus igual ao seu modificador de ataque de magia, alcance 5 pés. Acerto: 1d8 + 4 + o nível da magia Dano de Concussão. Reações Chicote Berserk (Somente Argila). Gatilho: O espírito recebe dano de uma criatura. Resposta: O espírito faz um ataque de Impacto contra aquela criatura se possível, ou o espírito se move até metade de sua Velocidade em direção àquela criatura sem provocar Ataques de Oportunidade.", + "duration": "até 1 hora", + "higher_level": "Use o nível do slot de magia para o nível da magia no bloco de estatísticas.", + "id": 866, + "level": 4, + "locations": [ + { + "page": 324, + "sourcebook": "PHB24" + } + ], + "material": "Um cofre que vale mais de 400 PO", + "name": "Conjurar Construto", + "range": "90 pés", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você invoca um espírito de Dragão. Ele se manifesta em um espaço desocupado que você pode ver dentro do alcance e usa o bloco de estatísticas Espírito Dracônico. A criatura desaparece quando cai para 0 Pontos de Vida ou quando a magia termina. A criatura é uma aliada sua e de seus aliados. Em combate, a criatura compartilha sua contagem de Iniciativa, mas ela faz seu turno imediatamente após o seu. Ela obedece seus comandos verbais (nenhuma ação necessária de sua parte). Se você não emitir nenhuma, ela faz a ação Esquivar e usa seu movimento para evitar o perigo. Dragão Grande, Neutro CA 14 + o nível da magia PV 50 + 10 para cada nível de magia acima de 5 Velocidade 30 pés, Voar 60 pés, Nadar 30 pés. Mod Save 19 +4 +4 14 +2 +2 17 +3 +3 Mod Save 10 +0 +0 14 +2 +2 14 +2 +2 Resistências Ácido, Frio, Fogo, Raio, Veneno Imunidades Encantado, Assustado, Envenenado Sentidos Visão às Cegas 30 pés, Visão no Escuro 60 pés, Percepção Passiva 12 Idiomas Dracônico, entende os idiomas que você conhece ND Nenhum (XP 0; PB é igual ao seu Bônus de Proficiência) Traços Resistências Compartilhadas. Quando você invoca o espírito, escolha uma de suas Resistências. Você tem Resistência ao tipo de dano escolhido até que a magia termine. Ações Ataques Múltiplos. O espírito faz um número de ataques de Rend igual à metade do nível da magia (arredondado para baixo), e usa Breath Weapon. Rend. Ataque corpo a corpo: Bônus igual ao seu modificador de ataque de magia, alcance 10 pés. Acerto: 1d6 + 4 + o nível da magia Dano perfurante. Breath Weapon. Destreza Teste de resistência: CD igual ao seu CD de resistência de magia, cada criatura em um Cone de 30 pés. Falha: 2d6 de dano de um tipo ao qual este espírito tem Resistência (sua escolha quando você conjura a magia). Sucesso: Metade do dano.", + "duration": "até 1 hora", + "higher_level": "Use o nível do slot de magia para o nível da magia no bloco de estatísticas.", + "id": 867, + "level": 5, + "locations": [ + { + "page": 324, + "sourcebook": "PHB24" + } + ], + "material": "Um objeto com a imagem de um dragão gravada que vale mais de 500 PO", + "name": "Invocar Dragão", + "range": "60 pés", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "druida", + "Guarda-florestal", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você invoca um espírito Elemental. Ele se manifesta em um espaço desocupado que você pode ver dentro do alcance e usa o bloco de estatísticas Espírito Elemental. Quando você conjura a magia, escolha um elemento: Ar, Terra, Fogo ou Água. A criatura se assemelha a uma forma bípede envolta no elemento escolhido, que determina certos detalhes em seu bloco de estatísticas. A criatura desaparece quando cai para 0 Pontos de Vida ou quando a magia termina. A criatura é uma aliada sua e de seus aliados. Em combate, a criatura compartilha sua contagem de Iniciativa, mas ela faz seu turno imediatamente após o seu. Ela obedece seus comandos verbais (nenhuma ação necessária de sua parte). Se você não emitir nenhuma, ela realiza a ação Esquivar e usa seu movimento para evitar o perigo. Elemental Médio, Neutro CA 11 + o nível da magia PV 50 + 10 para cada nível de magia acima de 4 Velocidade 40 pés; Escavar 40 pés (somente Terra); Voar 40 pés (pairar; somente Ar); Nadar 40 pés (somente água) Mod Save 18 +4 +4 15 +2 +2 17 +3 +3 Mod Save 4 –3 –3 10 +0 +0 16 +3 +3 Resistências Ácido (somente água), Raio e Trovão (somente ar), Perfurante e Cortante (somente terra) Imunidades Fogo (somente fogo), Veneno; Exaustão, Paralisado, Petrificado, Envenenado Sentidos Visão no escuro 60 pés, Percepção passiva 10 Idiomas Primordial, entende os idiomas que você conhece ND Nenhum (XP 0; PB é igual ao seu bônus de proficiência) Traços Forma amorfa (somente ar, fogo e água). O espírito pode se mover por um espaço tão estreito quanto 1 polegada de largura sem que isso conte como terreno difícil. Ações Ataques múltiplos. O espírito faz um número de ataques de pancada igual à metade do nível desta magia (arredondado para baixo). Pancada. Rolagem de Ataque Corpo a Corpo: Bônus igual ao seu modificador de ataque mágico, alcance 1,5 m. Acerto: 1d10 + 4 + o nível da magia. Dano contundente (somente Terra), frio (somente Água), relâmpago (somente Ar) ou fogo (somente Fogo).", + "duration": "até 1 hora", + "higher_level": "Use o nível do slot de magia para o nível da magia no bloco de estatísticas.", + "id": 868, + "level": 4, + "locations": [ + { + "page": 325, + "sourcebook": "PHB24" + } + ], + "material": "Ar, uma pedra, cinzas e água dentro de um frasco incrustado de ouro que vale mais de 400 po", + "name": "Invocar Elemental", + "range": "90 pés", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "druida", + "Guarda-florestal", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você invoca um espírito Fey. Ele se manifesta em um espaço desocupado que você pode ver dentro do alcance e usa o bloco de estatísticas Fey Spirit. Quando você conjura a magia, escolha um humor: Fuming, Mirthful ou Tricksy. A criatura se assemelha a uma criatura Fey de sua escolha marcada pelo humor escolhido, que determina certos detalhes em seu bloco de estatísticas. A criatura desaparece quando cai para 0 Pontos de Vida ou quando a magia termina. A criatura é uma aliada sua e de seus aliados. Em combate, a criatura compartilha sua contagem de Iniciativa, mas ela faz seu turno imediatamente após o seu. Ela obedece seus comandos verbais (nenhuma ação necessária de sua parte). Se você não emitir nenhuma, ela realiza a ação Dodge e usa seu movimento para evitar o perigo. Pequena Fey, Neutra CA 12 + o nível da magia PV 30 + 10 para cada nível da magia acima de 3 Velocidade 30 pés, Voar 30 pés. Mod Save 13 +1 +1 16 +3 +3 14 +2 +2 Mod Save 14 +2 +2 11 +0 +0 16 +3 +3 Imunidades Encantado Sentidos Visão no Escuro 60 pés, Percepção Passiva 10 Idiomas Silvestre, entende os idiomas que você conhece ND Nenhum (XP 0; PB é igual ao seu Bônus de Proficiência) Ações Ataque Múltiplo. O espírito faz um número de ataques de Lâmina Feérica igual à metade do nível desta magia (arredondado para baixo). Lâmina Feérica. Rolagem de Ataque Corpo a Corpo: Bônus é igual ao seu modificador de ataque de magia, alcance 5 pés. Acerto: 2d6 + 3 + o nível da magia Dano de Força. Ações Bônus Passo Feérico. O espírito se teletransporta magicamente até 30 pés para um espaço desocupado que ele pode ver. Então um dos seguintes efeitos ocorre, com base no humor escolhido pelo espírito: Fumegante. O espírito tem Vantagem na próxima jogada de ataque que fizer antes do fim deste turno. Alegre. Teste de Resistência de Sabedoria: CD igual ao seu CD de resistência de magia, uma criatura que o espírito pode ver a 10 pés de si mesmo. Falha: O alvo é Encantado por você e pelo espírito por 1 minuto ou até que o alvo sofra qualquer dano. Traiçoeiro. O espírito enche um Cubo de 10 pés a 5 pés dele com Escuridão mágica, que dura até o fim do seu próximo turno.", + "duration": "até 1 hora", + "higher_level": "Use o nível do slot de magia para o nível da magia no bloco de estatísticas.", + "id": 869, + "level": 3, + "locations": [ + { + "page": 326, + "sourcebook": "PHB24" + } + ], + "material": "Uma flor dourada que vale mais de 300 PO", + "name": "Invocar Fey", + "range": "90 pés", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você invoca um espírito diabólico. Ele se manifesta em um espaço desocupado que você pode ver dentro do alcance e usa o bloco de estatísticas Espírito Diabólico. Quando você conjura a magia, escolha Demônio, Diabo ou Yugoloth. A criatura se assemelha a um Demônio do tipo escolhido, o que determina certos detalhes em seu bloco de estatísticas. A criatura desaparece quando cai para 0 Pontos de Vida ou quando a magia termina. A criatura é uma aliada sua e de seus aliados. Em combate, a criatura compartilha sua contagem de Iniciativa, mas ela faz seu turno imediatamente após o seu. Ela obedece seus comandos verbais (nenhuma ação necessária de sua parte). Se você não emitir nenhuma, ela realiza a ação Esquivar e usa seu movimento para evitar o perigo. Demônio Grande, Neutro CA 12 + o nível da magia PV 50 (somente Demônio) ou 40 (somente Diabo) ou 60 (somente Yugoloth) + 15 para cada nível de magia acima de 6 Velocidade 40 pés; Escalar 40 pés (somente Demônio); Voar 60 pés (somente Diabo) Mod Save 13 +1 +1 16 +3 +3 15 +2 +2 Mod Save 10 +0 +0 10 +0 +0 16 +3 +3 Resistências Imunidades ao Fogo Veneno; Sentidos Envenenados Visão no Escuro 60 pés, Percepção Passiva 10 Idiomas Abissal, Infernal, Telepatia 60 pés ND Nenhum (XP 0; PB é igual ao seu Bônus de Proficiência) Traços Agonia da Morte (somente Demônio). Quando o espírito cai para 0 Pontos de Vida ou a magia termina, o espírito explode. Teste de Resistência de Destreza: CD é igual ao seu CD de resistência à magia, cada criatura em uma Emanação de 10 pés originária do espírito. Falha: 2d10 mais o nível desta magia de dano de Fogo. Sucesso: Metade do dano. Visão do Diabo (somente Diabo). Escuridão Mágica não impede a Visão no Escuro do espírito. Resistência à Magia. O espírito tem vantagem em testes de resistência contra magias e outros efeitos mágicos. Ações Ataques múltiplos. O espírito faz um número de ataques igual à metade do nível desta magia (arredondado para baixo). Mordida (somente demônio). Rolagem de ataque corpo a corpo: bônus igual ao seu modificador de ataque de magia, alcance 1,5 m. Acerto: 1d12 + 3 + o nível da magia Dano necrótico. Garras (somente Yugoloth). Rolagem de ataque corpo a corpo: bônus igual ao seu modificador de ataque de magia, alcance 1,5 m. Acerto: 1d8 + 3 + o nível da magia Dano cortante. Imediatamente após o ataque acertar ou errar, o espírito pode se teletransportar até 9 metros para um espaço desocupado que ele possa ver. Ataque Ígneo (somente demônio). Rolagem de ataque corpo a corpo ou à distância: bônus igual ao seu modificador de ataque de magia, alcance 1,5 m ou alcance 45 m. Acerto: 2d6 + 3 + o nível da magia Dano de fogo.", + "duration": "até 1 hora", + "higher_level": "Use o nível do slot de magia para o nível da magia no bloco de estatísticas.", + "id": 870, + "level": 6, + "locations": [ + { + "page": 326, + "sourcebook": "PHB24" + } + ], + "material": "Um frasco sangrento que vale mais de 600 PO", + "name": "Invocar Demônio", + "range": "90 pés", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você invoca um espírito morto-vivo. Ele se manifesta em um espaço desocupado que você pode ver dentro do alcance e usa o bloco de estatísticas Espírito morto-vivo. Quando você conjura a magia, escolha a forma da criatura: Fantasmagórica, Pútrida ou Esquelética. O espírito se assemelha a uma criatura morta-viva com a forma escolhida, o que determina certos detalhes em seu bloco de estatísticas. A criatura desaparece quando cai para 0 Pontos de Vida ou quando a magia termina. A criatura é uma aliada sua e de seus aliados. Em combate, a criatura compartilha sua contagem de Iniciativa, mas ela faz seu turno imediatamente após o seu. Ela obedece seus comandos verbais (nenhuma ação necessária de sua parte). Se você não emitir nenhum, ela faz a ação Esquivar e usa seu movimento para evitar o perigo. Morto-vivo médio, Neutro CA 11 + o nível da magia PV 30 (somente Fantasmagórica e Pútrida) ou 20 (somente Esquelética) + 10 para cada nível de magia acima de 3 Velocidade 30 pés; Voar 40 pés (pairar; apenas Fantasmagórico) Mod Save 12 +1 +1 16 +3 +3 15 +2 +2 Mod Save 4 −3 −3 10 +0 +0 9 −1 −1 Imunidades Necrótico, Veneno; Exaustão, Assustado, Paralisado, Envenenado Sentidos Visão no Escuro 60 pés, Percepção Passiva 10 Idiomas Entende os idiomas que você conhece ND Nenhum (XP 0; PB é igual ao seu Bônus de Proficiência) Traços Aura Purulenta (Somente Pútrida). Constituição Teste de Resistência: CD é igual ao seu CD de resistência à magia, qualquer criatura (exceto você) que comece seu turno dentro de uma Emanação de 5 pés originária do espírito. Falha: A criatura tem a condição Envenenado até o início de seu próximo turno. Passagem Incorpórea (Somente Fantasmagórica). O espírito pode se mover através de outras criaturas e objetos como se fossem Terreno Difícil. Se ele terminar seu turno dentro de um objeto, ele é empurrado para o espaço desocupado mais próximo e recebe 1d10 de dano de Força para cada 5 pés percorridos. Ações Ataque Múltiplo. O espírito faz um número de ataques igual à metade do nível desta magia (arredondado para baixo). Toque Mortal (Somente Fantasmagórico). Rolagem de Ataque Corpo a Corpo: Bônus igual ao seu modificador de ataque de magia, alcance 5 pés. Acerto: 1d8 + 3 + o nível da magia Dano Necrótico, e o alvo tem a condição Assustado até o final de seu próximo turno. Raio Grave (Somente Esquelético). Rolagem de Ataque à Distância: Bônus igual ao seu modificador de ataque de magia, alcance 150 pés. Acerto: 2d4 + 3 + o nível da magia Dano Necrótico. Garra Podre (Somente Pútrida). Rolagem de Ataque Corpo a Corpo: Bônus igual ao seu modificador de ataque de magia, alcance 5 pés. Acerto: 1d6 + 3 + o nível da magia Dano Cortante. Se o alvo tiver a condição Envenenado, ele terá a condição Paralisado até o final do seu próximo turno.", + "duration": "até 1 hora", + "higher_level": "Use o nível do slot de magia para o nível da magia no bloco de estatísticas.", + "id": 871, + "level": 3, + "locations": [ + { + "page": 328, + "sourcebook": "PHB24" + } + ], + "material": "Uma caveira dourada que vale mais de 300 PO", + "name": "Invocar Mortos-Vivos", + "range": "90 pés", + "ruleset": "2024", + "school": "Necromancia" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "druida", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você lança um raio de sol em uma Linha de 5 pés de largura e 60 pés de comprimento. Cada criatura na Linha faz um teste de resistência de Constituição. Em uma falha, uma criatura sofre 6d8 de dano Radiante e tem a condição Cego até o início do seu próximo turno. Em uma defesa bem-sucedida, ela sofre apenas metade do dano. Até que a magia termine, você pode realizar uma ação de Magia para criar uma nova Linha de radiância. Durante a duração, um cisco de radiância brilhante brilha acima de você. Ele emite Luz Brilhante em um raio de 30 pés e Luz Fraca por mais 30 pés. Essa luz é a luz do sol.", + "duration": "até 1 minuto", + "id": 872, + "level": 6, + "locations": [ + { + "page": 329, + "sourcebook": "PHB24" + } + ], + "material": "Uma lupa", + "name": "Raio de sol", + "range": "Auto", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "druida", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "A luz do sol brilhante brilha em uma Esfera de 60 pés de raio centrada em um ponto que você escolher dentro do alcance. Cada criatura na Esfera faz um teste de resistência de Constituição. Em um teste falho, uma criatura sofre 12d6 de dano Radiante e tem a condição Cego por 1 minuto. Em um teste bem-sucedido, ela sofre apenas metade do dano. Uma criatura Cega por esta magia faz outro teste de resistência de Constituição no final de cada um de seus turnos, encerrando o efeito sobre si mesma em um sucesso. Esta magia dissipa a Escuridão em sua área que foi criada por qualquer magia.", + "duration": "Instantâneo", + "id": 873, + "level": 8, + "locations": [ + { + "page": 329, + "sourcebook": "PHB24" + } + ], + "material": "Um pedaço de pedra do sol", + "name": "Explosão de sol", + "range": "150 pés", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação bônus", + "classes": [ + "Guarda-florestal" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Quando você conjura a magia e como uma Ação Bônus até que ela termine, você pode fazer dois ataques com uma arma que dispara Flechas ou Virotes, como um Arco Longo ou uma Besta Leve. A magia cria magicamente a munição necessária para cada ataque. Cada Flecha ou Virote criado pela magia causa dano como uma munição não mágica de seu tipo e se desintegra imediatamente após acertar ou errar.", + "duration": "até 1 minuto", + "id": 874, + "level": 5, + "locations": [ + { + "page": 329, + "sourcebook": "PHB24" + } + ], + "material": "Uma aljava que vale 1+ PO", + "name": "Aljava rápida", + "range": "Auto", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "1 minuto", + "classes": [ + "Bardo", + "Clérigo", + "druida", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você inscreve um glifo nocivo em uma superfície (como uma parte do chão ou parede) ou dentro de um objeto que pode ser fechado (como um livro ou baú). O glifo pode cobrir uma área não maior que 10 pés de diâmetro. Se você escolher um objeto, ele deve permanecer no lugar; se for movido mais de 10 pés de onde você conjurou esta magia, o glifo é quebrado e a magia termina sem ser acionada. O glifo é quase imperceptível e requer um teste bem-sucedido de Sabedoria (Percepção) contra sua CD de resistência à magia para ser notado. Quando você inscreve o glifo, você define seu gatilho e escolhe qual efeito o símbolo carrega: Morte, Discórdia, Medo, Dor, Sono ou Atordoamento. Cada um é explicado abaixo. Defina o Gatilho. Você decide o que aciona o glifo quando você conjura a magia. Para glifos inscritos em uma superfície, gatilhos comuns incluem tocar ou pisar no glifo, remover outro objeto que o cobre ou se aproximar a uma certa distância dele. Para glifos inscritos em um objeto, gatilhos comuns incluem abrir o objeto ou ver o glifo. Você pode refinar o gatilho para que apenas criaturas de certos tipos o ativem (por exemplo, o glifo pode ser definido para afetar Aberrações). Você também pode definir condições para criaturas que não acionam o glifo, como aquelas que dizem uma determinada senha. Uma vez acionado, o glifo brilha, preenchendo uma Esfera de 60 pés de raio com Luz Fraca por 10 minutos, após o qual a magia termina. Cada criatura na Esfera quando o glifo é ativado é alvo de seu efeito, assim como uma criatura que entra na Esfera pela primeira vez em um turno ou termina seu turno lá. Uma criatura é alvo apenas uma vez por turno. Morte. Cada alvo faz um teste de resistência de Constituição, sofrendo 10d10 de dano Necrótico em uma falha ou metade do dano em uma falha bem-sucedida. Discórdia. Cada alvo faz um teste de resistência de Sabedoria. Em uma falha, um alvo discute com outras criaturas por 1 minuto. Durante esse tempo, ele é incapaz de comunicação significativa e tem Desvantagem em jogadas de ataque e testes de habilidade. Medo. Cada alvo deve ter sucesso em um teste de resistência de Sabedoria ou ter a condição Assustado por 1 minuto. Enquanto Assustado, o alvo deve se mover pelo menos 30 pés para longe do glifo em cada um de seus turnos, se possível. Dor. Cada alvo deve ter sucesso em um teste de resistência de Constituição ou ter a condição Incapacitado por 1 minuto. Sono. Cada alvo deve ter sucesso em um teste de resistência de Sabedoria ou ter a condição Inconsciente por 10 minutos. Uma criatura desperta se receber dano ou se alguém fizer uma ação para sacudi-la para acordá-la. Atordoamento. Cada alvo deve ter sucesso em um teste de resistência de Sabedoria ou ter a condição Atordoado por 1 minuto.", + "duration": "Até que seja dissipado ou acionado", + "id": 875, + "level": 7, + "locations": [ + { + "page": 329, + "sourcebook": "PHB24" + } + ], + "material": "Diamante em pó que vale mais de 1.000 PO, que a magia consome", + "name": "Símbolo", + "range": "Tocar", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Você faz com que energia psíquica irrompa em um ponto dentro do alcance. Cada criatura em uma Esfera de 20 pés de raio centrada naquele ponto faz um teste de resistência de Inteligência, sofrendo 8d6 de dano Psíquico em um teste falho ou metade do dano em um teste bem-sucedido. Em um teste falho, um alvo também tem pensamentos confusos por 1 minuto. Durante esse tempo, ele subtrai 1d6 de todas as suas jogadas de ataque e testes de habilidade, bem como quaisquer testes de resistência de Constituição para manter a Concentração. O alvo faz um teste de resistência de Inteligência no final de cada um de seus turnos, encerrando o efeito sobre si mesmo em um sucesso.", + "duration": "Instantâneo", + "id": 876, + "level": 5, + "locations": [ + { + "page": 330, + "sourcebook": "PHB24" + } + ], + "name": "Estática sináptica", + "range": "120 pés", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação", + "classes": [ + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você conjura um caldeirão com pés de garra cheio de líquido borbulhante. O caldeirão aparece em um espaço desocupado no chão a 5 pés de você e dura pela duração. O caldeirão não pode ser movido e desaparece quando a magia termina, junto com o líquido borbulhante dentro dele. O líquido no caldeirão duplica as propriedades de uma poção Comum ou Incomum de sua escolha (como uma Poção de Cura). Como uma Ação Bônus, você ou um aliado pode alcançar o caldeirão e retirar uma poção daquele tipo. A poção está contida em um frasco que desaparece quando a poção é consumida. O caldeirão pode produzir um número dessas poções igual ao seu modificador de habilidade de conjuração (mínimo 1). Quando a última dessas poções é retirada do caldeirão, o caldeirão desaparece e a magia termina. Poções obtidas do caldeirão que não são consumidas desaparecem quando você conjura esta magia novamente.", + "duration": "10 minutos", + "id": 877, + "level": 6, + "locations": [ + { + "page": 330, + "sourcebook": "PHB24" + } + ], + "material": "Uma concha dourada que vale mais de 500 PO", + "name": "Caldeirão borbulhante de Tasha", + "range": "5 pés", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Uma criatura de sua escolha que você possa ver dentro do alcance faz um teste de resistência de Sabedoria. Em um teste falho, ela tem as condições Prone e Incapacitated pela duração. Durante esse tempo, ela ri incontrolavelmente se for capaz de rir, e não pode terminar a condição Prone em si mesma. No final de cada um de seus turnos e cada vez que receber dano, ela faz outro teste de resistência de Sabedoria. O alvo tem Advantage no teste se o teste for acionado por dano. Em um teste bem-sucedido, a magia termina.", + "duration": "até 1 minuto", + "higher_level": "Você pode escolher uma criatura adicional para cada nível de magia aproximadamente 1.", + "id": 878, + "level": 1, + "locations": [ + { + "page": 331, + "sourcebook": "PHB24" + } + ], + "material": "Uma torta e uma pena", + "name": "A risada horrível de Tasha", + "range": "30 pés", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Você ganha a habilidade de mover ou manipular criaturas ou objetos pelo pensamento. Quando você conjura a magia e como uma ação de Magia em seus turnos posteriores antes que a magia termine, você pode exercer sua vontade em uma criatura ou objeto que você pode ver dentro do alcance, causando o efeito apropriado abaixo. Você pode afetar o mesmo alvo rodada após rodada ou escolher um novo a qualquer momento. Se você trocar de alvo, o alvo anterior não será mais afetado pela magia. Criatura. Você pode tentar mover uma criatura Enorme ou menor. O alvo deve ser bem-sucedido em um teste de resistência de Força, ou você o move até 30 pés em qualquer direção dentro do alcance da magia. Até o final do seu próximo turno, a criatura tem a condição Restrito, e se você levantá-la no ar, ela fica suspensa lá. Ela cai no final do seu próximo turno, a menos que você use esta opção nela novamente e ela falhe no teste de resistência. Objeto. Você pode tentar mover um objeto Enorme ou menor. Se o objeto não estiver sendo usado ou carregado, você o move automaticamente até 30 pés em qualquer direção dentro do alcance da magia. Se o objeto for usado ou carregado por uma criatura, essa criatura deve ter sucesso em um teste de resistência de Força, ou você puxa o objeto para longe e o move até 30 pés em qualquer direção dentro do alcance da magia. Você pode exercer controle fino sobre objetos com sua empunhadura telecinética, como manipular uma ferramenta simples, abrir uma porta ou um recipiente, guardar ou recuperar um item de um recipiente aberto ou despejar o conteúdo de um frasco.", + "duration": "até 10 minutos", + "id": 879, + "level": 5, + "locations": [ + { + "page": 331, + "sourcebook": "PHB24" + } + ], + "name": "Telecinese", + "range": "60 pés", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você cria um elo telepático entre você e uma criatura disposta com a qual você está familiarizado. A criatura pode estar em qualquer lugar no mesmo plano de existência que você. A magia termina se você ou o alvo não estiverem mais no mesmo plano. Até que a magia termine, você e o alvo podem compartilhar instantaneamente palavras, imagens, sons e outras mensagens sensoriais entre si através do elo, e o alvo reconhece você como a criatura com a qual está se comunicando. A magia permite que uma criatura entenda o significado de suas palavras e quaisquer mensagens sensoriais que você enviar a ela.", + "duration": "24 horas", + "id": 880, + "level": 8, + "locations": [ + { + "page": 331, + "sourcebook": "PHB24" + } + ], + "material": "Um par de anéis de prata interligados", + "name": "Telepatia", + "range": "Ilimitado", + "ruleset": "2024", + "school": "Adivinhação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Mago" + ], + "components": [ + "V" + ], + "desc": "Esta magia transporta instantaneamente você e até oito criaturas dispostas que você pode ver dentro do alcance, ou um único objeto que você pode ver dentro do alcance, para um destino que você selecionar. Se você mirar em um objeto, ele deve ser Grande ou menor, e não pode ser segurado ou carregado por uma criatura relutante. O destino que você escolher deve ser conhecido por você, e deve estar no mesmo plano de existência que você. Sua familiaridade com o destino determina se você chegará lá com sucesso. O Mestre rola 1d100 e consulta a tabela Resultado do Teletransporte e as explicações depois dela. Familiaridade Acidente Área semelhante Fora do alvo No alvo Círculo permanente — — — 01–00 Objeto vinculado — — — 01–00 Muito familiar 01–05 06–13 14–24 25–00 Visto casualmente 01–33 34–43 44–53 54–00 Visto uma vez ou descrito 01–43 44–53 54–73 74–00 Destino falso 01–50 51–00 — — Familiaridade. Aqui estão os significados dos termos na coluna Familiaridade da tabela: Acidente. A magia imprevisível da magia resulta em uma jornada difícil. Cada criatura teletransportada (ou o objeto alvo) recebe 3d10 de dano de Força, e o Mestre rola novamente na tabela para ver onde você vai parar (vários acidentes podem ocorrer, causando dano a cada vez). Área semelhante. Você e seu grupo (ou o objeto alvo) aparecem em uma área diferente que é visualmente ou tematicamente similar à área alvo. Você aparece no lugar similar mais próximo. Se você estiver indo para seu laboratório, por exemplo, você pode aparecer no laboratório de outra pessoa na mesma cidade. Fora do Alvo. Você e seu grupo (ou o objeto alvo) aparecem a 2d12 milhas de distância do destino em uma direção aleatória. Role 1d8 para a direção: 1, leste; 2, sudeste; 3, sul; 4, sudoeste; 5, oeste; 6, noroeste; 7, norte; ou 8, nordeste. No Alvo. Você e seu grupo (ou o objeto alvo) aparecem onde você pretendia.", + "duration": "Instantâneo", + "id": 881, + "level": 7, + "locations": [ + { + "page": 331, + "sourcebook": "PHB24" + } + ], + "name": "Teletransporte", + "range": "10 pés", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "1 minuto", + "classes": [ + "Bardo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "M" + ], + "desc": "Ao conjurar a magia, você desenha um círculo de 5 pés de raio no chão inscrito com sigilos que ligam sua localização a um círculo de teletransporte permanente de sua escolha cuja sequência de sigilos você conhece e que está no mesmo plano de existência que você. Um portal brilhante se abre dentro do círculo que você desenhou e permanece aberto até o final do seu próximo turno. Qualquer criatura que entre no portal aparece instantaneamente a 5 pés do círculo de destino ou no espaço desocupado mais próximo se esse espaço estiver ocupado. Muitos templos principais, guildhalls e outros lugares importantes têm círculos de teletransporte permanentes. Cada círculo inclui uma sequência de sigilos única — uma sequência de runas organizadas em um padrão particular. Quando você ganha a habilidade de conjurar esta magia pela primeira vez, você aprende as sequências de sigilos para dois destinos no Plano Material, determinados pelo Mestre. Você pode aprender sequências de sigilos adicionais durante suas aventuras. Você pode memorizar uma nova sequência de sigilos após estudá-la por 1 minuto. Você pode criar um círculo de teletransporte permanente conjurando esta magia no mesmo local todos os dias por 365 dias.", + "duration": "1 rodada", + "id": 882, + "level": 5, + "locations": [ + { + "page": 332, + "sourcebook": "PHB24" + } + ], + "material": "Tintas raras que valem mais de 50 PO, que a magia consome", + "name": "Círculo de Teletransporte", + "range": "10 pés", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação ou Ritual", + "classes": [ + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Esta magia cria um plano de força circular e horizontal, com 3 pés de diâmetro e 1 polegada de espessura, que flutua 3 pés acima do solo em um espaço desocupado de sua escolha que você pode ver dentro do alcance. O disco permanece durante a duração e pode suportar até 500 libras. Se mais peso for colocado nele, a magia termina, e tudo no disco cai no chão. O disco fica imóvel enquanto você estiver a 20 pés dele. Se você se mover mais de 20 pés de distância dele, o disco o segue para que ele permaneça a 20 pés de você. Ele pode se mover por terrenos irregulares, subir ou descer escadas, declives e coisas do tipo, mas não pode cruzar uma mudança de elevação de 10 pés ou mais. Por exemplo, o disco não pode se mover por um poço de 10 pés de profundidade, nem poderia deixar tal poço se fosse criado no fundo. Se você se mover mais de 100 pés do disco (normalmente porque ele não pode se mover em torno de um obstáculo para segui-lo), a magia termina.", + "duration": "1 hora", + "id": 883, + "level": 1, + "locations": [ + { + "page": 332, + "sourcebook": "PHB24" + } + ], + "material": "Uma gota de mercúrio", + "name": "Disco Flutuante de Tenser", + "range": "30 pés", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo" + ], + "components": [ + "V" + ], + "desc": "Você manifesta uma pequena maravilha dentro do alcance. Você cria um dos efeitos abaixo dentro do alcance. Se você conjurar esta magia várias vezes, você pode ter até três de seus efeitos de 1 minuto ativos por vez. Olhos Alterados. Você altera a aparência dos seus olhos por 1 minuto. Voz Estrondosa. Sua voz estrondosa até três vezes mais alta que o normal por 1 minuto. Durante a duração, você tem Vantagem em testes de Carisma (Intimidação). Jogo de Fogo. Você faz com que as chamas pisquem, clareiem, diminuam ou mudem de cor por 1 minuto. Mão Invisível. Você instantaneamente faz com que uma porta ou janela destrancada se abra ou feche com força. Som Fantasma. Você cria um som instantâneo que se origina de um ponto de sua escolha dentro do alcance, como um estrondo de trovão, o grito de um corvo ou sussurros ameaçadores. Tremores. Você causa tremores inofensivos no chão por 1 minuto.", + "duration": "Até 1 minuto", + "id": 884, + "level": 0, + "locations": [ + { + "page": 333, + "sourcebook": "PHB24" + } + ], + "name": "Taumaturgia", + "range": "30 pés", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "druida" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você cria um chicote parecido com uma videira coberto de espinhos que chicoteia ao seu comando em direção a uma criatura no alcance. Faça um ataque de magia corpo a corpo contra o alvo. Em um acerto, o alvo recebe 1d6 de dano perfurante e, se for grande ou menor, você pode puxá-lo até 10 pés mais perto de você.", + "duration": "Instantâneo", + "higher_level": "O dano aumenta em 1d6 quando você atinge os níveis 5 (2d6), 11 (3d6) e 17 (4d6).", + "id": 885, + "level": 0, + "locations": [ + { + "page": 333, + "sourcebook": "PHB24" + } + ], + "material": "O caule de uma planta espinhosa", + "name": "Chicote de Espinho", + "range": "30 pés", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "druida", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "S" + ], + "desc": "Cada criatura em uma Emanação de 5 pés originária de você deve ter sucesso em um teste de resistência de Constituição ou sofrer 1d6 de dano de Trovão. O som estrondoso da magia pode ser ouvido a até 100 pés de distância.", + "duration": "Instantâneo", + "higher_level": "O dano aumenta em 1d6 quando você atinge os níveis 5 (2d6), 11 (3d6) e 17 (4d6).", + "id": 886, + "level": 0, + "locations": [ + { + "page": 333, + "sourcebook": "PHB24" + } + ], + "name": "Trovão", + "range": "Auto", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação bônus, que você realiza imediatamente após atingir um alvo com uma arma corpo a corpo ou um ataque desarmado", + "classes": [ + "Paladino" + ], + "components": [ + "V" + ], + "desc": "Seu golpe ressoa com um trovão que é audível a até 300 pés de você, e o alvo recebe 2d6 de dano de Trovão extra do ataque. Além disso, se o alvo for uma criatura, ele deve ter sucesso em um teste de resistência de Força ou será empurrado 10 pés para longe de você e terá a condição Prone.", + "duration": "Instantâneo", + "higher_level": "O dano aumenta em 1d6 para cada nível de magia acima de 1.", + "id": 887, + "level": 1, + "locations": [ + { + "page": 334, + "sourcebook": "PHB24" + } + ], + "name": "Golpe Trovejante", + "range": "Auto", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "druida", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Você libera uma onda de energia estrondosa. Cada criatura em um Cubo de 15 pés originário de você faz um teste de resistência de Constituição. Em uma falha, uma criatura sofre 2d8 de dano de Trovão e é empurrada 10 pés para longe de você. Em uma defesa bem-sucedida, uma criatura sofre apenas metade do dano. Além disso, objetos soltos que estão inteiramente dentro do Cubo são empurrados 10 pés para longe de você, e um estrondo estrondoso é audível a até 300 pés.", + "duration": "Instantâneo", + "higher_level": "O dano aumenta em 1d8 para cada nível de magia acima de 1.", + "id": 888, + "level": 1, + "locations": [ + { + "page": 334, + "sourcebook": "PHB24" + } + ], + "name": "Onda de trovão", + "range": "Auto", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V" + ], + "desc": "Você interrompe brevemente o fluxo do tempo para todos, exceto para você. Nenhum tempo passa para outras criaturas, enquanto você tem 1d4 + 1 turnos seguidos, durante os quais você pode usar ações e se mover normalmente. Esta magia termina se uma das ações que você usar durante este período, ou quaisquer efeitos que você criar durante ele, afetar uma criatura que não seja você ou um objeto que esteja sendo usado ou carregado por alguém que não seja você. Além disso, a magia termina se você se mover para um lugar a mais de 1.000 pés do local onde você a conjurou.", + "duration": "Instantâneo", + "id": 889, + "level": 9, + "locations": [ + { + "page": 334, + "sourcebook": "PHB24" + } + ], + "name": "Parada do Tempo", + "range": "Auto", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Você aponta para uma criatura que você pode ver dentro do alcance, e o único toque de um sino doloroso é audível a até 10 pés do alvo. O alvo deve ter sucesso em um teste de resistência de Sabedoria ou sofrer 1d8 de dano Necrótico. Se o alvo estiver sem nenhum de seus Pontos de Vida, ele sofre 1d12 de dano Necrótico.", + "duration": "Instantâneo", + "higher_level": "O dano aumenta em um dado quando você atinge os níveis 5 (2d8 ou 2d12), 11 (3d8 ou 3d12) e 17 (4d8 ou 4d12).", + "id": 890, + "level": 0, + "locations": [ + { + "page": 334, + "sourcebook": "PHB24" + } + ], + "name": "Tocar o sino dos mortos", + "range": "60 pés", + "ruleset": "2024", + "school": "Necromancia" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Clérigo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "M" + ], + "desc": "Esta magia concede à criatura que você tocar a habilidade de entender qualquer língua falada ou sinalizada que ela ouça ou veja. Além disso, quando o alvo se comunica falando ou sinalizando, qualquer criatura que saiba pelo menos uma língua pode entendê-la se essa criatura puder ouvir a fala ou ver a sinalização.", + "duration": "1 hora", + "id": 891, + "level": 3, + "locations": [ + { + "page": 334, + "sourcebook": "PHB24" + } + ], + "material": "Um zigurate em miniatura", + "name": "Línguas", + "range": "Tocar", + "ruleset": "2024", + "school": "Adivinhação" + }, + { + "casting_time": "Ação", + "classes": [ + "druida" + ], + "components": [ + "V", + "S" + ], + "desc": "Esta magia cria um elo mágico entre uma planta inanimada Grande ou maior dentro do alcance e outra planta, a qualquer distância, no mesmo plano de existência. Você deve ter visto ou tocado a planta de destino pelo menos uma vez antes. Durante a duração, qualquer criatura pode pisar na planta alvo e sair da planta de destino usando 1,5 m de movimento.", + "duration": "1 minuto", + "id": 892, + "level": 6, + "locations": [ + { + "page": 334, + "sourcebook": "PHB24" + } + ], + "name": "Transporte via Plantas", + "range": "10 pés", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "druida", + "Guarda-florestal" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Você ganha a habilidade de entrar em uma árvore e se mover de dentro dela para dentro de outra árvore do mesmo tipo dentro de 500 pés. Ambas as árvores devem estar vivas e ter pelo menos o mesmo tamanho que você. Você deve usar 5 pés de movimento para entrar em uma árvore. Você sabe instantaneamente a localização de todas as outras árvores do mesmo tipo dentro de 500 pés e, como parte do movimento usado para entrar na árvore, pode passar para uma dessas árvores ou sair da árvore em que está. Você aparece em um local de sua escolha dentro de 5 pés da árvore de destino, usando outros 5 pés de movimento. Se você não tiver mais movimento, você aparece dentro de 5 pés da árvore em que entrou. Você pode usar essa habilidade de transporte apenas uma vez em cada um dos seus turnos. Você deve terminar cada turno fora de uma árvore.", + "duration": "até 1 minuto", + "id": 893, + "level": 5, + "locations": [ + { + "page": 335, + "sourcebook": "PHB24" + } + ], + "name": "Passo de árvore", + "range": "Auto", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Escolha uma criatura ou objeto não mágico que você possa ver dentro do alcance. A criatura muda de forma para uma criatura diferente ou um objeto não mágico, ou o objeto muda de forma para uma criatura (o objeto não deve ser usado nem carregado). A transformação dura pela duração ou até que o alvo morra ou seja destruído, mas se você mantiver Concentração nesta magia por toda a duração, a magia dura até ser dissipada. Uma criatura relutante pode fazer um teste de resistência de Sabedoria e, se for bem-sucedida, não será afetada por esta magia. Criatura em Criatura. Se você transformar uma criatura em outro tipo de criatura, a nova forma pode ser qualquer tipo que você escolher que tenha uma Classificação de Desafio igual ou menor que a Classificação de Desafio ou nível do alvo. As estatísticas de jogo do alvo são substituídas pelo bloco de estatísticas da nova forma, mas ele retém seus Pontos de Vida, Dados de Ponto de Vida, alinhamento e personalidade. O alvo ganha um número de Pontos de Vida Temporários igual aos Pontos de Vida da nova forma. O alvo é limitado nas ações que pode executar pela anatomia de sua nova forma, e não pode falar ou conjurar magias. O equipamento do alvo se funde à nova forma. A criatura não pode usar ou se beneficiar de nenhum desses equipamentos. Objeto em Criatura. Você pode transformar um objeto em qualquer tipo de criatura, desde que o tamanho da criatura não seja maior que o tamanho do objeto e a criatura tenha uma Classificação de Desafio de 9 ou menor. A criatura é Amigável com você e seus aliados. Em combate, ela faz seus turnos imediatamente após o seu, e obedece aos seus comandos. Se a magia durar mais de uma hora, você não controla mais a criatura. Ela pode permanecer Amigável com você, dependendo de como você a tratou. Criatura em Objeto. Se você transformar uma criatura em um objeto, ela se transforma junto com o que quer que esteja vestindo e carregando naquela forma, desde que o tamanho do objeto não seja maior que o tamanho da criatura. As estatísticas da criatura se tornam as do objeto, e a criatura não tem memória do tempo gasto nesta forma após o fim da magia e ela retorna ao normal.", + "duration": "até 1 hora", + "id": 894, + "level": 9, + "locations": [ + { + "page": 335, + "sourcebook": "PHB24" + } + ], + "material": "Uma gota de mercúrio, uma pitada de goma arábica e um fio de fumaça", + "name": "Polimorfo Verdadeiro", + "range": "30 pés", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "1 hora", + "classes": [ + "Clérigo", + "druida" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você toca uma criatura que está morta há não mais de 200 anos e que morreu por qualquer motivo, exceto velhice. A criatura é revivida com todos os seus Pontos de Vida. Esta magia fecha todos os ferimentos, neutraliza qualquer veneno, cura todos os contágios mágicos e remove quaisquer maldições que afetassem a criatura quando ela morreu. A magia substitui órgãos e membros danificados ou perdidos. Se a criatura era Morta-viva, ela é restaurada à sua forma não-Morta-viva. A magia pode fornecer um novo corpo se o original não existir mais, nesse caso você deve falar o nome da criatura. A criatura então aparece em um espaço desocupado que você escolher a até 10 pés de você.", + "duration": "Instantâneo", + "id": 895, + "level": 9, + "locations": [ + { + "page": 336, + "sourcebook": "PHB24" + } + ], + "material": "Diamantes que valem mais de 25.000 PO, que a magia consome", + "name": "Verdadeira Ressurreição", + "range": "Tocar", + "ruleset": "2024", + "school": "Necromancia" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Clérigo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Durante a duração, a criatura voluntária que você tocar terá Visão Verdadeira com um alcance de 36 metros.", + "duration": "1 hora", + "id": 896, + "level": 6, + "locations": [ + { + "page": 336, + "sourcebook": "PHB24" + } + ], + "material": "Pó de cogumelo que vale mais de 25 PO, que a magia consome", + "name": "Visão Verdadeira", + "range": "Tocar", + "ruleset": "2024", + "school": "Adivinhação" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "S", + "M" + ], + "desc": "Guiado por um lampejo de percepção mágica, você faz um ataque com a arma usada na conjuração da magia. O ataque usa sua habilidade de conjuração para as jogadas de ataque e dano em vez de usar Força ou Destreza. Se o ataque causar dano, ele pode ser dano Radiante ou o tipo de dano normal da arma (sua escolha).", + "duration": "Instantâneo", + "higher_level": "Não importa se você causa dano Radiante ou o tipo de dano normal da arma, o ataque causa dano Radiante extra quando você atinge os níveis 5 (1d6), 11 (2d6) e 17 (3d6).", + "id": 897, + "level": 0, + "locations": [ + { + "page": 336, + "sourcebook": "PHB24" + } + ], + "material": "Uma arma com a qual você tem proficiência e que vale 1+ pc", + "name": "Ataque Verdadeiro", + "range": "Auto", + "ruleset": "2024", + "school": "Adivinhação" + }, + { + "casting_time": "1 minuto", + "classes": [ + "druida" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Uma parede de água surge em um ponto que você escolher dentro do alcance. Você pode fazer a parede ter até 300 pés de comprimento, 300 pés de altura e 50 pés de espessura. A parede dura pela duração. Quando a parede aparece, cada criatura em sua área faz um teste de resistência de Força, sofrendo 6d10 de dano de Concussão em uma falha ou metade do dano em um sucesso. No início de cada um dos seus turnos após a parede aparecer, a parede, junto com quaisquer criaturas nela, se move 50 pés para longe de você. Qualquer criatura Enorme ou menor dentro da parede ou cujo espaço a parede entra quando se move deve ser bem-sucedida em um teste de resistência de Força ou sofrer 5d10 de dano de Concussão. Uma criatura pode sofrer esse dano apenas uma vez por rodada. No final do turno, a altura da parede é reduzida em 50 pés, e o dano que a parede causa em rodadas posteriores é reduzido em 1d10. Quando a parede atinge 0 pés de altura, a magia termina. Uma criatura presa na parede pode se mover nadando. Por causa da força da onda, no entanto, a criatura deve ter sucesso em um teste de Força (Atletismo) contra sua CD de resistência à magia para se mover. Se falhar no teste, ela não pode se mover. Uma criatura que se move para fora da parede cai no chão.", + "duration": "até 6 rodadas", + "id": 898, + "level": 8, + "locations": [ + { + "page": 336, + "sourcebook": "PHB24" + } + ], + "name": "Tsunami", + "range": "1 milha", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação ou Ritual", + "classes": [ + "Bardo", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Esta magia cria uma força Invisível, sem mente, sem forma e Média que realiza tarefas simples sob seu comando até que a magia termine. O servo surge em um espaço desocupado no chão dentro do alcance. Ele tem CA 10, 1 Ponto de Vida e Força 2, e não pode atacar. Se cair para 0 Pontos de Vida, a magia termina. Uma vez em cada um dos seus turnos como uma Ação Bônus, você pode comandar mentalmente o servo para se mover até 15 pés e interagir com um objeto. O servo pode realizar tarefas simples que um humano poderia fazer, como buscar coisas, limpar, consertar, dobrar roupas, acender fogueiras, servir comida e servir bebidas. Depois que você dá o comando, o servo executa a tarefa da melhor maneira possível até concluí-la, então espera pelo seu próximo comando. Se você comandar o servo para executar uma tarefa que o moveria mais de 60 pés de distância de você, a magia termina.", + "duration": "1 hora", + "id": 899, + "level": 1, + "locations": [ + { + "page": 336, + "sourcebook": "PHB24" + } + ], + "material": "Um pedaço de barbante e de madeira", + "name": "Servo Invisível", + "range": "60 pés", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "O toque da sua mão envolta em sombras pode sugar força vital de outros para curar seus ferimentos. Faça um ataque mágico corpo a corpo contra uma criatura dentro do alcance. Em um acerto, o alvo recebe 3d6 de dano Necrótico, e você recupera Pontos de Vida igual à metade da quantidade de dano Necrótico causado. Até que a magia termine, você pode fazer o ataque novamente em cada um dos seus turnos como uma ação Mágica, tendo como alvo a mesma criatura ou uma diferente.", + "duration": "até 1 minuto", + "higher_level": "O dano aumenta em 1d6 para cada nível de magia acima de 3.", + "id": 900, + "level": 3, + "locations": [ + { + "page": 337, + "sourcebook": "PHB24" + } + ], + "name": "Toque Vampírico", + "range": "Auto", + "ruleset": "2024", + "school": "Necromancia" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo" + ], + "components": [ + "V" + ], + "desc": "Você libera uma sequência de insultos misturados com encantamentos sutis em uma criatura que você pode ver ou ouvir dentro do alcance. O alvo deve ter sucesso em um teste de resistência de Sabedoria ou sofrer 1d6 de dano Psíquico e ter Desvantagem na próxima jogada de ataque que fizer antes do fim do seu próximo turno.", + "duration": "Instantâneo", + "higher_level": "O dano aumenta em 1d6 quando você atinge os níveis 5 (2d6), 11 (3d6) e 17 (4d6).", + "id": 901, + "level": 0, + "locations": [ + { + "page": 337, + "sourcebook": "PHB24" + } + ], + "name": "Zombaria cruel", + "range": "60 pés", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você aponta para um local dentro do alcance, e uma bola brilhante de ácido de 1 pé de diâmetro dispara ali e explode em uma Esfera de 20 pés de raio. Cada criatura naquela área faz um teste de resistência de Destreza. Em uma falha, uma criatura sofre 10d4 de dano de Ácido e outros 5d4 de dano de Ácido no final de seu próximo turno. Em uma resistência bem-sucedida, uma criatura sofre apenas metade do dano inicial.", + "duration": "Instantâneo", + "higher_level": "O dano inicial aumenta em 2d4 para cada nível de magia acima de 4.", + "id": 902, + "level": 4, + "locations": [ + { + "page": 337, + "sourcebook": "PHB24" + } + ], + "material": "Uma gota de bílis", + "name": "Esfera Vitriólica", + "range": "150 pés", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "druida", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você cria uma parede de fogo em uma superfície sólida dentro do alcance. Você pode fazer a parede de até 60 pés de comprimento, 20 pés de altura e 1 pé de espessura, ou uma parede anelada de até 20 pés de diâmetro, 20 pés de altura e 1 pé de espessura. A parede é opaca e dura pela duração. Quando a parede aparece, cada criatura em sua área faz um teste de resistência de Destreza, sofrendo 5d8 de dano de Fogo em uma falha ou metade do dano em um sucesso. Um lado da parede, selecionado por você quando conjura esta magia, causa 5d8 de dano de Fogo a cada criatura que termina seu turno a até 10 pés daquele lado ou dentro da parede. Uma criatura sofre o mesmo dano quando entra na parede pela primeira vez em um turno ou termina seu turno lá. O outro lado da parede não causa dano.", + "duration": "até 1 minuto", + "higher_level": "O dano aumenta em 1d8 para cada nível de magia acima de 4.", + "id": 903, + "level": 4, + "locations": [ + { + "page": 338, + "sourcebook": "PHB24" + } + ], + "material": "Um pedaço de carvão", + "name": "Muro de fogo", + "range": "120 pés", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Uma parede invisível de força surge em um ponto que você escolher dentro do alcance. A parede aparece em qualquer orientação que você escolher, como uma barreira horizontal ou vertical ou em um ângulo. Ela pode estar flutuando livremente ou apoiada em uma superfície sólida. Você pode moldá-la em uma cúpula hemisférica ou um globo com um raio de até 10 pés, ou pode moldar uma superfície plana composta de dez painéis de 10 pés por 10 pés. Cada painel deve ser contíguo a outro painel. Em qualquer forma, a parede tem 1/4 de polegada de espessura e dura pela duração. Se a parede cortar o espaço de uma criatura quando aparecer, a criatura será empurrada para um lado da parede (você escolhe qual lado). Nada pode passar fisicamente pela parede. Ela é imune a todos os danos e não pode ser dissipada por Dissipar Magia. Uma magia Desintegrar destrói a parede instantaneamente, no entanto. A parede também se estende para o Plano Etéreo e bloqueia a viagem etérea através da parede.", + "duration": "até 10 minutos", + "id": 904, + "level": 5, + "locations": [ + { + "page": 338, + "sourcebook": "PHB24" + } + ], + "material": "Um caco de vidro", + "name": "Muro de Força", + "range": "120 pés", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você cria uma parede de gelo em uma superfície sólida dentro do alcance. Você pode moldá-la em um domo hemisférico ou um globo com um raio de até 10 pés, ou você pode moldar uma superfície plana feita de dez painéis de 10 pés quadrados. Cada painel deve ser contíguo a outro painel. Em qualquer forma, a parede tem 1 pé de espessura e dura pela duração. Se a parede cortar o espaço de uma criatura quando aparecer, a criatura é empurrada para um lado da parede (você escolhe qual lado) e faz um teste de resistência de Destreza, sofrendo 10d6 de dano de Frio em uma falha ou metade do dano em uma bem-sucedida. A parede é um objeto que pode ser danificado e, portanto, violado. Ela tem CA 12 e 30 Pontos de Vida por seção de 10 pés, e tem Imunidade a dano de Frio, Veneno e Psíquico e Vulnerabilidade a dano de Fogo. Reduzir uma seção de 10 pés de parede a 0 Pontos de Vida a destrói e deixa para trás uma camada de ar gelado no espaço ocupado pela parede. Uma criatura que se move através da camada de ar gelado pela primeira vez em um turno faz um teste de resistência de Constituição, sofrendo 5d6 de dano de Frio em uma falha ou metade do dano em uma bem-sucedida.", + "duration": "até 10 minutos", + "higher_level": "O dano causado pela parede quando ela aparece aumenta em 2d6 e o dano causado ao atravessar a camada de ar gelado aumenta em 1d6 para cada nível de magia acima de 6.", + "id": 905, + "level": 6, + "locations": [ + { + "page": 339, + "sourcebook": "PHB24" + } + ], + "material": "Um pedaço de quartzo", + "name": "Muro de Gelo", + "range": "120 pés", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "druida", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Uma parede não mágica de pedra sólida surge em um ponto que você escolher dentro do alcance. A parede tem 6 polegadas de espessura e é composta de dez painéis de 10 pés por 10 pés. Cada painel deve ser contíguo a outro painel. Alternativamente, você pode criar painéis de 10 pés por 20 pés que tenham apenas 3 polegadas de espessura. Se a parede cortar o espaço de uma criatura quando aparecer, a criatura é empurrada para um lado da parede (você escolhe qual lado). Se uma criatura for cercada por todos os lados pela parede (ou pela parede e outra superfície sólida), essa criatura pode fazer um teste de resistência de Destreza. Em um sucesso, ela pode usar sua Reação para se mover até sua Velocidade para que não fique mais cercada pela parede. A parede pode ter qualquer formato que você desejar, embora não possa ocupar o mesmo espaço que uma criatura ou objeto. A parede não precisa ser vertical ou repousar sobre uma fundação firme. Ela deve, no entanto, se fundir e ser solidamente suportada pela pedra existente. Assim, você pode usar esta magia para transpor um abismo ou criar uma rampa. Se você criar um vão maior que 20 pés de comprimento, você deve reduzir pela metade o tamanho de cada painel para criar suportes. Você pode moldar grosseiramente a parede para criar ameias e coisas do tipo. A parede é um objeto feito de pedra que pode ser danificado e, portanto, violado. Cada painel tem CA 15 e 30 Pontos de Vida por polegada de espessura, e tem Imunidade a Veneno e dano Psíquico. Reduzir um painel a 0 Pontos de Vida o destrói e pode fazer com que os painéis conectados entrem em colapso a critério do Mestre. Se você mantiver sua Concentração nesta magia por toda a sua duração, a parede se tornará permanente e não poderá ser dissipada. Caso contrário, a parede desaparecerá quando a magia terminar.", + "duration": "até 10 minutos", + "id": 906, + "level": 5, + "locations": [ + { + "page": 339, + "sourcebook": "PHB24" + } + ], + "material": "Um cubo de granito", + "name": "Muro de Pedra", + "range": "120 pés", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "druida" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você cria uma parede de arbustos emaranhados eriçados com espinhos afiados como agulhas. A parede aparece dentro do alcance em uma superfície sólida e dura pela duração. Você escolhe fazer a parede com até 60 pés de comprimento, 10 pés de altura e 5 pés de espessura ou um círculo que tenha 20 pés de diâmetro e até 20 pés de altura e 5 pés de espessura. A parede bloqueia a linha de visão. Quando a parede aparece, cada criatura em sua área faz um teste de resistência de Destreza, sofrendo 7d8 de dano Perfurante em uma falha ou metade do dano em uma bem-sucedida. Uma criatura pode se mover através da parede, embora lentamente e dolorosamente. Para cada 1 pé que uma criatura se move através da parede, ela deve gastar 4 pés de movimento. Além disso, a primeira vez que uma criatura entra em um espaço na parede em um turno ou termina seu turno lá, a criatura faz um teste de resistência de Destreza, sofrendo 7d8 de dano Cortante em uma falha ou metade do dano em uma bem-sucedida. Uma criatura faz esse teste apenas uma vez por turno.", + "duration": "até 10 minutos", + "higher_level": "Ambos os tipos de dano aumentam em 1d8 para cada nível de magia acima de 6.", + "id": 907, + "level": 6, + "locations": [ + { + "page": 339, + "sourcebook": "PHB24" + } + ], + "material": "Um punhado de espinhos", + "name": "Muro de espinhos", + "range": "120 pés", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "Paladino" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você toca outra criatura que esteja disposta e cria uma conexão mística entre você e o alvo até que a magia termine. Enquanto o alvo estiver a até 60 pés de você, ele ganha um bônus de +1 na CA e em testes de resistência, e tem Resistência a todo dano. Além disso, cada vez que ele sofre dano, você sofre a mesma quantidade de dano. A magia termina se você cair para 0 Pontos de Vida ou se você e o alvo ficarem separados por mais de 60 pés. Ela também termina se a magia for lançada novamente em qualquer uma das criaturas conectadas.", + "duration": "1 hora", + "id": 908, + "level": 2, + "locations": [ + { + "page": 340, + "sourcebook": "PHB24" + } + ], + "material": "Um par de anéis de platina que valem mais de 50 PO cada, que você e o alvo devem usar durante o período", + "name": "Vínculo de proteção", + "range": "Tocar", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação ou Ritual", + "classes": [ + "Clérigo", + "druida", + "Guarda-florestal", + "Feiticeiro" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Esta magia concede a até dez criaturas dispostas de sua escolha dentro do alcance a habilidade de respirar debaixo d'água até que a magia termine. Criaturas afetadas também retêm seu modo normal de respiração. Esta magia concede a habilidade de se mover através de qualquer superfície líquida — como água, ácido, lama, neve, areia movediça ou lava — como se fosse solo sólido inofensivo (criaturas cruzando lava derretida ainda podem receber dano do calor). Até dez criaturas dispostas de sua escolha dentro do alcance ganham esta habilidade pela duração. Um alvo afetado deve realizar uma Ação Bônus para passar da superfície do líquido para o próprio líquido e vice-versa, mas se o alvo cair no líquido, o alvo passa pela superfície para o líquido abaixo.", + "duration": "1 hora", + "id": 909, + "level": 3, + "locations": [ + { + "page": 340, + "sourcebook": "PHB24" + } + ], + "material": "Um pedaço de cortiça", + "name": "Caminhada aquática", + "range": "30 pés", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você conjura uma massa de teias pegajosas em um ponto dentro do alcance. As teias preenchem um Cubo de 20 pés lá pela duração. As teias são Terreno Difícil, e a área dentro delas é Levemente Obscura. Se as teias não estiverem ancoradas entre duas massas sólidas (como paredes ou árvores) ou em camadas sobre um piso, parede ou teto, a teia colapsa sobre si mesma, e a magia termina no início do seu próximo turno. Teias em camadas sobre uma superfície plana têm uma profundidade de 5 pés. A primeira vez que uma criatura entra nas teias em um turno ou começa seu turno lá, ela deve ser bem-sucedida em um teste de resistência de Destreza ou ter a condição Restrito enquanto estiver nas teias ou até que se liberte. Uma criatura Restrito pelas teias pode realizar uma ação para fazer um teste de Força (Atletismo) contra sua CD de resistência à magia. Se for bem-sucedida, ela não estará mais Restrito. As teias são inflamáveis. Qualquer cubo de teias de 1,5 m exposto ao fogo queima em 1 rodada, causando 2d4 de dano de Fogo a qualquer criatura que comece seu turno no fogo.", + "duration": "até 1 hora", + "id": 910, + "level": 2, + "locations": [ + { + "page": 340, + "sourcebook": "PHB24" + } + ], + "material": "Um pouco de teia de aranha", + "name": "Rede", + "range": "60 pés", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Você tenta criar terrores ilusórios nas mentes dos outros. Cada criatura de sua escolha em uma Esfera de 30 pés de raio centrada em um ponto dentro do alcance faz um teste de resistência de Sabedoria. Em uma falha, o alvo sofre 10d10 de dano Psíquico e tem a condição Assustado pela duração. Em uma falha, o alvo sofre apenas metade do dano. Um alvo Assustado faz um teste de resistência de Sabedoria no final de cada um de seus turnos. Em uma falha, ele sofre 5d10 de dano Psíquico. Em uma falha, a magia termina naquele alvo.", + "duration": "até 1 minuto", + "id": 911, + "level": 9, + "locations": [ + { + "page": 340, + "sourcebook": "PHB24" + } + ], + "name": "Esquisito", + "range": "120 pés", + "ruleset": "2024", + "school": "Ilusão" + }, + { + "casting_time": "1 minuto", + "classes": [ + "druida" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você e até dez criaturas dispostas de sua escolha dentro do alcance assumem formas gasosas pela duração, aparecendo como tufos de nuvem. Enquanto estiver nessa forma de nuvem, um alvo tem uma Velocidade de Voo de 300 pés e pode pairar; ele tem Imunidade à condição Prone; e tem Resistência a danos de Concussão, Perfuração e Corte. As únicas ações que um alvo pode tomar nessa forma são a ação de Disparada ou uma ação de Magia para começar a reverter para sua forma normal. A reversão leva 1 minuto, durante o qual o alvo tem a condição de Atordoado. Até que a magia termine, o alvo pode reverter para a forma de nuvem, o que também requer uma ação de Magia seguida por uma transformação de 1 minuto. Se um alvo estiver na forma de nuvem e voando quando o efeito terminar, o alvo desce 60 pés por rodada por 1 minuto até pousar, o que ele faz com segurança. Se ele não puder pousar após 1 minuto, ele cai a distância restante.", + "duration": "8 horas", + "id": 912, + "level": 6, + "locations": [ + { + "page": 341, + "sourcebook": "PHB24" + } + ], + "material": "Uma vela", + "name": "Caminhada do vento", + "range": "30 pés", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "druida", + "Guarda-florestal" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Uma parede de vento forte se ergue do chão em um ponto que você escolher dentro do alcance. Você pode fazer a parede com até 50 pés de comprimento, 15 pés de altura e 1 pé de espessura. Você pode moldar a parede da maneira que quiser, desde que ela faça um caminho contínuo ao longo do chão. A parede dura pela duração. Quando a parede aparece, cada criatura em sua área faz um teste de resistência de Força, sofrendo 4d8 de dano de Concussão em uma falha ou metade do dano em uma bem-sucedida. O vento forte mantém a névoa, a fumaça e outros gases afastados. Criaturas voadoras ou objetos pequenos ou menores não conseguem passar pela parede. Materiais soltos e leves trazidos para a parede voam para cima. Flechas, parafusos e outros projéteis comuns lançados em alvos atrás da parede são desviados para cima e erram automaticamente. Pedregulhos arremessados por Gigantes ou máquinas de cerco e projéteis semelhantes não são afetados. Criaturas em forma gasosa não conseguem passar por ela.", + "duration": "até 1 minuto", + "id": 913, + "level": 3, + "locations": [ + { + "page": 341, + "sourcebook": "PHB24" + } + ], + "material": "Um leque e uma pena", + "name": "Muro de Vento", + "range": "120 pés", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V" + ], + "desc": "Desejo é a magia mais poderosa que um mortal pode conjurar. Simplesmente falando em voz alta, você pode alterar a própria realidade. O uso básico desta magia é duplicar qualquer outra magia de nível 8 ou inferior. Se você usá-la desta forma, não precisa atender a nenhum requisito para conjurar aquela magia, incluindo componentes caros. A magia simplesmente entra em vigor. Alternativamente, você pode criar um dos seguintes efeitos de sua escolha: Criação de Objeto. Você cria um objeto de até 25.000 GP em valor que não seja um item mágico. O objeto não pode ter mais de 300 pés em qualquer dimensão e aparece em um espaço desocupado que você pode ver no chão. Saúde Instantânea. Você permite que você e até vinte criaturas que você pode ver recuperem todos os Pontos de Vida, e você encerra todos os efeitos nelas listados na magia Restauração Maior. Resistência. Você concede até dez criaturas que você pode ver Resistência a um tipo de dano que você escolher. Esta Resistência é permanente. Imunidade à Magia. Você concede imunidade a até dez criaturas que você pode ver a uma única magia ou outro efeito mágico por 8 horas. Aprendizado Súbito. Você substitui um de seus talentos por outro talento para o qual você é elegível. Você perde todos os benefícios do talento antigo e ganha os benefícios do novo. Você não pode substituir um talento que seja um pré-requisito para nenhum dos seus outros talentos ou características. Rolar Refazer. Você desfaz um único evento recente forçando uma nova jogada de qualquer jogada de dado feita na última rodada (incluindo seu último turno). A realidade se remodela para acomodar o novo resultado. Por exemplo, uma magia Desejo pode desfazer um teste de resistência falhado de um aliado ou um Acerto Crítico de um inimigo. Você pode forçar a nova jogada a ser feita com Vantagem ou Desvantagem, e você escolhe se quer usar a nova jogada ou a jogada original. Remodelar a Realidade. Você pode desejar algo não incluído em nenhum dos outros efeitos. Para fazer isso, declare seu desejo ao Mestre da forma mais precisa possível. O Mestre tem grande latitude para decidir o que ocorre em tal instância; quanto maior o desejo, maior a probabilidade de algo dar errado. Esta magia pode simplesmente falhar, o efeito que você deseja pode ser alcançado apenas em parte, ou você pode sofrer uma consequência imprevista como resultado de como você formulou o desejo. Por exemplo, desejar que um vilão estivesse morto pode impulsioná-lo para a frente no tempo para um período em que esse vilão não está mais vivo, efetivamente removendo você do jogo. Da mesma forma, desejar um item mágico lendário ou um artefato pode transportá-lo instantaneamente para a presença do dono atual do item. Se seu desejo for concedido e seus efeitos tiverem consequências para uma comunidade, região ou mundo inteiro, você provavelmente atrairá inimigos poderosos. Se seu desejo afetar um deus, os servos divinos do deus podem intervir instantaneamente para impedi-lo ou para encorajá-lo a elaborar o desejo de uma maneira particular. Se seu desejo desfizesse o próprio multiverso, ameaçasse a Cidade de Sigil ou afetasse a Senhora da Dor de qualquer forma, você vê uma imagem dela em sua mente por um momento; ela balança a cabeça e seu desejo falha. O estresse de conjurar Desejo para produzir qualquer efeito que não seja duplicar outra magia enfraquece você. Após suportar esse estresse, cada vez que você conjurar uma magia até terminar um Descanso Longo, você recebe 1d10 de dano Necrótico por nível daquela magia. Esse dano não pode ser reduzido ou prevenido de forma alguma. Além disso, seu valor de Força se torna 3 por 2d4 dias. Para cada um desses dias que você passa descansando e fazendo nada mais do que atividades leves, seu tempo de recuperação restante diminui em 2 dias. Finalmente, há 33 por cento de chance de você não conseguir conjurar Desejo nunca mais se sofrer esse estresse.", + "duration": "Instantâneo", + "id": 914, + "level": 9, + "locations": [ + { + "page": 341, + "sourcebook": "PHB24" + } + ], + "name": "Desejar", + "range": "Auto", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Um raio de energia crepitante é lançado em direção a uma criatura dentro do alcance, formando um arco de relâmpago sustentado entre você e o alvo. Faça um ataque de magia à distância contra ele. Em um acerto, o alvo sofre 2d12 de dano de Relâmpago. Em cada um dos seus turnos subsequentes, você pode realizar uma Ação Bônus para causar 1d12 de dano de Relâmpago ao alvo automaticamente, mesmo se o primeiro ataque errar. A magia termina se o alvo estiver fora do alcance da magia ou se tiver Cobertura Total de você.", + "duration": "até 1 minuto", + "higher_level": "O dano inicial aumenta em 1d12 para cada nível de magia acima de 1.", + "id": 915, + "level": 1, + "locations": [ + { + "page": 341, + "sourcebook": "PHB24" + } + ], + "material": "Um galho atingido por um raio", + "name": "Parafuso de Bruxa", + "range": "60 pés", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo" + ], + "components": [ + "V", + "M" + ], + "desc": "Radiância ardente irrompe de você em uma Emanação de 1,5 m. Cada criatura de sua escolha que você puder ver nela deve ser bem-sucedida em um teste de resistência de Constituição ou sofrer 1d6 de dano Radiante.", + "duration": "Instantâneo", + "higher_level": "O dano aumenta em 1d6 quando você atinge os níveis 5 (2d6), 11 (3d6) e 17 (4d6).", + "id": 916, + "level": 0, + "locations": [ + { + "page": 343, + "sourcebook": "PHB24" + } + ], + "material": "Um símbolo de explosão solar", + "name": "Palavra de Radiância", + "range": "Auto", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo" + ], + "components": [ + "V" + ], + "desc": "Você e até cinco criaturas dispostas a até 1,5 m de você se teletransportam instantaneamente para um santuário previamente designado. Você e quaisquer criaturas que se teletransportarem com você aparecem no espaço desocupado mais próximo do local que você designou quando preparou seu santuário (veja abaixo). Se você conjurar esta magia sem primeiro preparar um santuário, a magia não tem efeito. Você deve designar um local, como um templo, como um santuário conjurando esta magia lá.", + "duration": "Instantâneo", + "id": 917, + "level": 6, + "locations": [ + { + "page": 343, + "sourcebook": "PHB24" + } + ], + "name": "Palavra de Recall", + "range": "5 pés", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação bônus, que você realiza imediatamente após atingir uma criatura com uma arma corpo a corpo ou um ataque desarmado", + "classes": [ + "Paladino" + ], + "components": [ + "V" + ], + "desc": "O alvo sofre 1d6 de dano Necrótico extra do ataque, e deve ser bem-sucedido em um teste de resistência de Sabedoria ou ter a condição Amedrontado até que a magia termine. No final de cada um de seus turnos, o alvo Amedrontado repete o teste, terminando a magia sobre si mesmo em um sucesso.", + "duration": "1 minuto", + "higher_level": "O dano aumenta em 1d6 para cada nível de magia acima de 1.", + "id": 918, + "level": 1, + "locations": [ + { + "page": 343, + "sourcebook": "PHB24" + } + ], + "name": "Golpe Irado", + "range": "Auto", + "ruleset": "2024", + "school": "Necromancia" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você se cerca de majestade sobrenatural em uma Emanação de 10 pés. Sempre que a Emanação entra no espaço de uma criatura que você pode ver e sempre que uma criatura que você pode ver entra na Emanação ou termina seu turno lá, você pode forçar essa criatura a fazer um teste de resistência de Sabedoria. Em uma falha, o alvo sofre 4d6 de dano Psíquico e tem a condição Prone, e você pode empurrá-lo até 10 pés de distância. Em uma defesa bem-sucedida, o alvo sofre apenas metade do dano. Uma criatura faz essa defesa apenas uma vez por turno.", + "duration": "até 1 minuto", + "id": 919, + "level": 5, + "locations": [ + { + "page": 343, + "sourcebook": "PHB24" + } + ], + "material": "Uma tiara em miniatura", + "name": "Presença Real de Yolande", + "range": "Auto", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Clérigo", + "Paladino" + ], + "components": [ + "V", + "S" + ], + "desc": "Você cria uma zona mágica que protege contra enganos em uma Esfera de 15 pés de raio centrada em um ponto dentro do alcance. Até que a magia termine, uma criatura que entra na área da magia pela primeira vez em um turno ou começa seu turno lá faz um teste de resistência de Carisma. Em uma falha na resistência, uma criatura não pode falar uma mentira deliberada enquanto estiver no raio. Você sabe se uma criatura é bem-sucedida ou falha nesta resistência. Uma criatura afetada está ciente da magia e pode evitar responder perguntas às quais normalmente responderia com uma mentira. Tal criatura pode ser evasiva, mas deve ser verdadeira.", + "duration": "10 minutos", + "id": 920, + "level": 2, + "locations": [ + { + "page": 343, + "sourcebook": "PHB24" + } + ], + "name": "Zona da Verdade", + "range": "60 pés", + "ruleset": "2024", + "school": "Encantamento" + } +] diff --git a/scripts/PortugueseStats.txt b/scripts/PortugueseStats.txt new file mode 100644 index 00000000..46555a7a --- /dev/null +++ b/scripts/PortugueseStats.txt @@ -0,0 +1,7 @@ +FOR +DES +CON + +INT +SAB +CAR diff --git a/scripts/get_linked_ids.py b/scripts/get_linked_ids.py new file mode 100644 index 00000000..e00913cf --- /dev/null +++ b/scripts/get_linked_ids.py @@ -0,0 +1,17 @@ +infile = "2014_to_2024_id_map.java" +lines = [] +with open(infile, "r") as f: + for line in f: + if line.startswith("}}"): + continue + + text = line[4:-3] + text = text.replace(" ", "") + + lines.append(text) + +outfile = "2014_to_2024_ids.txt" +with open(outfile, "w") as f: + for line in lines: + f.write(line) + f.write("\n") diff --git a/scripts/spell_uuids.py b/scripts/spell_uuids.py new file mode 100644 index 00000000..4724719a --- /dev/null +++ b/scripts/spell_uuids.py @@ -0,0 +1,61 @@ +import json +import uuid +from os.path import join + +def string_for_uuid(id): + return f"UUID.fromString(\"{id}\")" + +assets_dir = join("..", "app", "src", "main", "assets") +original_filename = join(assets_dir, "Spells_en_backup.json") + +uuids = {} + +with open(original_filename, "r") as f: + spells = json.load(f) + +for spell in spells: + id = spell["id"] + new_id = str(uuid.uuid4()) + uuids[id] = new_id + spell["id"] = new_id + +output_filename = join(assets_dir, "Spells_en.json") +with open(output_filename, "w") as f: + json.dump(spells, f, indent=4, sort_keys=True) + +original_filename_pt = join(assets_dir, "Spells_pt_backup.json") +with open(original_filename_pt, "r") as f: + spells = json.load(f) +for spell in spells: + spell["id"] = uuids[spell["id"]] +output_filename_pt = join(assets_dir, "Spells_pt.json") +with open(output_filename_pt, "w") as f: + json.dump(spells, f, indent=4, sort_keys=True, ensure_ascii=False) + +map_filename = join(assets_dir, "Spells_uuid_map.json") +with open(map_filename, "w") as f: + json.dump(uuids, f, indent=4, sort_keys=True) + +java_map_filename = join(assets_dir, "Spells_uuid_map.java") +java_map = "static private final Map spellUUIDMap = new HashMap<>() {{\n" +for id, new_id in uuids.items(): + java_map += f" put({id}, {string_for_uuid(new_id)});\n" +java_map += "}};" + +with open(java_map_filename, "w") as f: + f.write(java_map) + +linked_ids_filename = "2014_to_2024_ids.txt" +linked_ids = {} +java_linked_map = "static private final BidirectionalMap uuidLinks = new BidirectionalHashMap<>() {{\n" +with open(linked_ids_filename, "r") as f: + for line in f: + first, second = [int(w) for w in line.split(",")] + first_uuid = uuids[first] + second_uuid = uuids[second] + java_linked_map += f" put({string_for_uuid(first_uuid)}, {string_for_uuid(second_uuid)});\n" +java_linked_map += "}};" + +linked_ids_outfile = join(assets_dir, "2014_to_2024_uuids.java") +with open(linked_ids_outfile, "w") as f: + f.write(java_linked_map) From 91d5f0125b72b2b1b7c83dcac40b14b07064afaa Mon Sep 17 00:00:00 2001 From: Carifio24 Date: Sat, 1 Nov 2025 18:11:23 -0400 Subject: [PATCH 04/18] WIP: More work on UUID transition and updating tests. --- .../dnd/jon/spellbook/CharacterProfile.java | 22 +++++++++++-------- .../java/dnd/jon/spellbook/SpellBuilder.java | 2 +- .../jon/spellbook/SpellCreationHandler.java | 3 ++- .../dnd/jon/spellbook/SpellFilterStatus.java | 18 ++++++++++----- .../jon/spellbook/SpellListExportDialog.java | 3 ++- 5 files changed, 30 insertions(+), 18 deletions(-) diff --git a/app/src/main/java/dnd/jon/spellbook/CharacterProfile.java b/app/src/main/java/dnd/jon/spellbook/CharacterProfile.java index 3d1b6906..69868a77 100755 --- a/app/src/main/java/dnd/jon/spellbook/CharacterProfile.java +++ b/app/src/main/java/dnd/jon/spellbook/CharacterProfile.java @@ -26,6 +26,7 @@ import java.util.List; import java.util.Map; import java.util.Set; +import java.util.UUID; import java.util.function.Function; import java.util.stream.Collectors; @@ -265,7 +266,7 @@ private static CharacterProfile fromJSONOld(JSONObject json) throws JSONExceptio spellStatusNameMap.put(spellName, status); } } - final Map spellStatusMap = convertStatusMap(spellStatusNameMap); + final Map spellStatusMap = convertStatusMap(spellStatusNameMap); // Get the first sort field, if present final SortField firstSortField = json.has(sort1Key) ? SortField.fromInternalName(json.getString(sort1Key)) : SortField.NAME; @@ -333,14 +334,17 @@ private static CharacterProfile fromJSONNew(JSONObject json, Version version) th // Get the second sort field, if present final SortField secondSortField = json.has(sort2Key) ? SortField.fromInternalName(json.getString(sort2Key)) : SortField.NAME; - final Map spellStatusMap = new HashMap<>(); + final Map spellStatusMap = new HashMap<>(); if (json.has(spellsKey)) { final JSONArray jsonArray = json.getJSONArray(spellsKey); for (int i = 0; i < jsonArray.length(); ++i) { final JSONObject jsonObject = jsonArray.getJSONObject(i); // Get the name and array of statuses - final Integer spellID = jsonObject.getInt(spellIDKey); + final int maybeIntID = jsonObject.optInt(spellIDKey, -1); + final UUID spellID = (maybeIntID == -1) ? + UUID.fromString(jsonObject.getString(spellIDKey)) : + Spellbook.uuidForID(maybeIntID); // Load the spell statuses final boolean fav = jsonObject.getBoolean(favoriteKey); @@ -452,7 +456,7 @@ private static CharacterProfile fromJSONPre2_10(JSONObject json) throws JSONExce spellStatusNameMap.put(spellName, status); } } - final Map spellStatusMap = convertStatusMap(spellStatusNameMap); + final Map spellStatusMap = convertStatusMap(spellStatusNameMap); // Get the first sort field, if present final SortField firstSortField = json.has(sort1Key) ? SortField.fromInternalName(json.getString(sort1Key)) : SortField.NAME; @@ -531,26 +535,26 @@ private static CharacterProfile fromJSONPre2_10(JSONObject json) throws JSONExce return new CharacterProfile(charName, spellFilterStatus, sortFilterStatus, spellSlotStatus); } - private static Map convertStatusMap(Map oldMap) { - final Set scagCantrips = new HashSet() {{ + private static Map convertStatusMap(Map oldMap) { + final Set scagCantrips = new HashSet<>() {{ add("Booming Blade"); add("Green-Flame Blade"); add("Lightning Lure"); add("Sword Burst"); }}; final List englishSpells = SpellbookViewModel.allEnglishSpells(); - final Map idMap = new HashMap<>(); + final Map idMap = new HashMap<>(); for (Spell spell : englishSpells) { idMap.put(spell.getName(), spell.getID()); } - final Map newMap = new HashMap<>(); + final Map newMap = new HashMap<>(); for (Map.Entry entry : oldMap.entrySet()) { String name = entry.getKey(); final SpellStatus status = entry.getValue(); if (scagCantrips.contains(name)) { name = name + " (SCAG)"; } - final Integer id = idMap.get(name); + final UUID id = idMap.get(name); if (id != null) { newMap.put(id, status); } diff --git a/app/src/main/java/dnd/jon/spellbook/SpellBuilder.java b/app/src/main/java/dnd/jon/spellbook/SpellBuilder.java index e04824de..996c164c 100755 --- a/app/src/main/java/dnd/jon/spellbook/SpellBuilder.java +++ b/app/src/main/java/dnd/jon/spellbook/SpellBuilder.java @@ -89,7 +89,7 @@ Spell build() { } void reset() { - id = 0; + id = UUID.randomUUID(); name = ""; description = ""; higherLevel = ""; diff --git a/app/src/main/java/dnd/jon/spellbook/SpellCreationHandler.java b/app/src/main/java/dnd/jon/spellbook/SpellCreationHandler.java index 2c01c43d..2231dab7 100644 --- a/app/src/main/java/dnd/jon/spellbook/SpellCreationHandler.java +++ b/app/src/main/java/dnd/jon/spellbook/SpellCreationHandler.java @@ -30,6 +30,7 @@ import java.util.Map; import java.util.SortedSet; import java.util.TreeSet; +import java.util.UUID; import java.util.function.Function; import java.util.stream.Collectors; @@ -389,7 +390,7 @@ void createOrUpdateSpell() { // Once we've passed all of the checks, create the spell final SpellBuilder spellBuilder = new SpellBuilder(activity); - final int id = spell != null ? spell.getID() : viewModel.newSpellID(); + final UUID id = spell != null ? spell.getID() : viewModel.newSpellID(); spellBuilder .setID(id) .setName(name) diff --git a/app/src/main/java/dnd/jon/spellbook/SpellFilterStatus.java b/app/src/main/java/dnd/jon/spellbook/SpellFilterStatus.java index 834c4a8e..b90a1208 100644 --- a/app/src/main/java/dnd/jon/spellbook/SpellFilterStatus.java +++ b/app/src/main/java/dnd/jon/spellbook/SpellFilterStatus.java @@ -140,13 +140,18 @@ private void setProperty(Spell spell, Boolean val, BiConsumer status.known, (SpellStatus status, Boolean tf) -> status.known = tf); } static SpellFilterStatus fromJSON(JSONObject json) throws JSONException { - final Map spellStatusMap = new HashMap<>(); + final Map spellStatusMap = new HashMap<>(); final JSONArray jsonArray = json.getJSONArray(spellsKey); for (int i = 0; i < jsonArray.length(); ++i) { final JSONObject jsonObject = jsonArray.getJSONObject(i); // Get the name and array of statuses - final Integer spellID = jsonObject.getInt(spellIDKey); + // Old versions of the spellbook used integers for spell IDs + // so if that's what's stored, we convert it to the relevant UUID + final int maybeIntID = jsonObject.optInt(spellIDKey, -1); + final UUID spellID = (maybeIntID == -1) ? + UUID.fromString(jsonObject.getString(spellIDKey)) : + Spellbook.uuidForID(maybeIntID); // Load the spell statuses final boolean fav = jsonObject.getBoolean(favoriteKey); @@ -164,9 +169,10 @@ static SpellFilterStatus fromJSON(JSONObject json) throws JSONException { JSONObject toJSON() throws JSONException { final JSONObject json = new JSONObject(); JSONArray spellStatusJA = new JSONArray(); - for (HashMap.Entry data : spellStatusMap.entrySet()) { + for (HashMap.Entry data : spellStatusMap.entrySet()) { JSONObject statusJSON = new JSONObject(); - statusJSON.put(spellIDKey, data.getKey()); + final UUID id = data.getKey(); + statusJSON.put(spellIDKey, id.toString()); SpellStatus status = data.getValue(); statusJSON.put(favoriteKey, status.favorite); statusJSON.put(preparedKey, status.prepared); @@ -185,8 +191,8 @@ public int describeContents() { @Override public void writeToParcel(Parcel parcel, int i) { parcel.writeInt(spellStatusMap.size()); - for (Map.Entry entry : spellStatusMap.entrySet()) { - parcel.writeInt(entry.getKey()); + for (Map.Entry entry : spellStatusMap.entrySet()) { + parcel.writeSerializable(entry.getKey()); parcel.writeParcelable(entry.getValue(), 0); } } diff --git a/app/src/main/java/dnd/jon/spellbook/SpellListExportDialog.java b/app/src/main/java/dnd/jon/spellbook/SpellListExportDialog.java index d31ac78b..075ffcda 100644 --- a/app/src/main/java/dnd/jon/spellbook/SpellListExportDialog.java +++ b/app/src/main/java/dnd/jon/spellbook/SpellListExportDialog.java @@ -30,6 +30,7 @@ import java.util.HashMap; import java.util.List; import java.util.Map; +import java.util.UUID; import java.util.function.BiFunction; import java.util.stream.Collectors; @@ -157,7 +158,7 @@ private void exportSpellList(ExportFormat format, OutputStream outStream) { return; } - Collection spellIDs; + Collection spellIDs; final SpellFilterStatus status = viewModel.getSpellFilterStatus(); switch (statusFilterField) { case FAVORITES: From 2c4c489104375c642b5988a80db77ea3ab213b3c Mon Sep 17 00:00:00 2001 From: Carifio24 Date: Sat, 1 Nov 2025 18:16:00 -0400 Subject: [PATCH 05/18] WIP: Test updates. --- .../jon/spellbook/CharacterProfileTest.java | 169 +++++++++++++++--- .../dnd/jon/spellbook/DuplicationTest.java | 7 +- 2 files changed, 152 insertions(+), 24 deletions(-) diff --git a/app/src/test/java/dnd/jon/spellbook/CharacterProfileTest.java b/app/src/test/java/dnd/jon/spellbook/CharacterProfileTest.java index 67d86ae8..7dc39dd5 100644 --- a/app/src/test/java/dnd/jon/spellbook/CharacterProfileTest.java +++ b/app/src/test/java/dnd/jon/spellbook/CharacterProfileTest.java @@ -14,6 +14,7 @@ import java.util.Arrays; import java.util.Collection; import java.util.Collections; +import java.util.UUID; @RunWith(RobolectricTestRunner.class) public class CharacterProfileTest { @@ -173,9 +174,20 @@ public void CorrectParseTest_pre_v3_7_n1() { Truth.assertThat(sortFilterStatus.getRitualFilter(true)).isTrue(); Truth.assertThat(sortFilterStatus.getRitualFilter(false)).isTrue(); - Truth.assertThat(spellFilterStatus.favoriteSpellIDs()).containsExactlyElementsIn(new Integer[]{4, 5, 6}); - Truth.assertThat(spellFilterStatus.preparedSpellIDs()).containsExactlyElementsIn(new Integer[]{4, 5, 6}); - Truth.assertThat(spellFilterStatus.knownSpellIDs()).containsExactlyElementsIn(new Integer[]{5, 6, 7}); + final UUID[] favoriteIDs = new UUID[]{ + UUID.fromString("9263025c-edfa-4a56-b1c0-b7e66fa959c6"), + UUID.fromString("b4a05889-eddb-411e-98fa-bb63ffca99e4"), + UUID.fromString("8e7bb7e8-d3c8-4cdc-8f53-a22b7eb49bb0") + }; + final UUID[] preparedIDs = favoriteIDs; + final UUID[] knownIDs = new UUID[]{ + UUID.fromString("b4a05889-eddb-411e-98fa-bb63ffca99e4"), + UUID.fromString("8e7bb7e8-d3c8-4cdc-8f53-a22b7eb49bb0"), + UUID.fromString("9fdc0216-34f1-444a-9262-772211155d71") + }; + Truth.assertThat(spellFilterStatus.favoriteSpellIDs()).containsExactlyElementsIn(favoriteIDs); + Truth.assertThat(spellFilterStatus.preparedSpellIDs()).containsExactlyElementsIn(preparedIDs); + Truth.assertThat(spellFilterStatus.knownSpellIDs()).containsExactlyElementsIn(knownIDs); Truth.assertThat(spellSlotStatus.getTotalSlots(1)).isEqualTo(3); Truth.assertThat(spellSlotStatus.getTotalSlots(2)).isEqualTo(2); @@ -278,9 +290,20 @@ public void CorrectParseTest_pre_v3_7_n2() { Truth.assertThat(sortFilterStatus.getRitualFilter(true)).isTrue(); Truth.assertThat(sortFilterStatus.getRitualFilter(false)).isTrue(); - Truth.assertThat(spellFilterStatus.favoriteSpellIDs()).containsExactlyElementsIn(new Integer[]{4, 5, 6}); - Truth.assertThat(spellFilterStatus.preparedSpellIDs()).containsExactlyElementsIn(new Integer[]{4, 5, 6}); - Truth.assertThat(spellFilterStatus.knownSpellIDs()).containsExactlyElementsIn(new Integer[]{5, 6, 7}); + final UUID[] favoriteIDs = new UUID[]{ + UUID.fromString("9263025c-edfa-4a56-b1c0-b7e66fa959c6"), + UUID.fromString("b4a05889-eddb-411e-98fa-bb63ffca99e4"), + UUID.fromString("8e7bb7e8-d3c8-4cdc-8f53-a22b7eb49bb0") + }; + final UUID[] preparedIDs = favoriteIDs; + final UUID[] knownIDs = new UUID[]{ + UUID.fromString("b4a05889-eddb-411e-98fa-bb63ffca99e4"), + UUID.fromString("8e7bb7e8-d3c8-4cdc-8f53-a22b7eb49bb0"), + UUID.fromString("9fdc0216-34f1-444a-9262-772211155d71") + }; + Truth.assertThat(spellFilterStatus.favoriteSpellIDs()).containsExactlyElementsIn(favoriteIDs); + Truth.assertThat(spellFilterStatus.preparedSpellIDs()).containsExactlyElementsIn(preparedIDs); + Truth.assertThat(spellFilterStatus.knownSpellIDs()).containsExactlyElementsIn(knownIDs); Truth.assertThat(spellSlotStatus.getTotalSlots(1)).isEqualTo(3); Truth.assertThat(spellSlotStatus.getTotalSlots(2)).isEqualTo(2); @@ -400,9 +423,23 @@ public void CorrectParseTest_v3_0_0_n1() { Truth.assertThat(sortFilterStatus.getRitualFilter(true)).isTrue(); Truth.assertThat(sortFilterStatus.getRitualFilter(false)).isTrue(); - Truth.assertThat(spellFilterStatus.favoriteSpellIDs()).containsExactlyElementsIn(new Integer[]{362, 363, 492}); - Truth.assertThat(spellFilterStatus.preparedSpellIDs()).containsExactlyElementsIn(new Integer[]{1, 3, 364}); - Truth.assertThat(spellFilterStatus.knownSpellIDs()).containsExactlyElementsIn(new Integer[]{2, 3}); + final UUID[] favoriteIDs = new UUID[]{ + UUID.fromString("82562a70-ba7c-48ed-acfb-dfcacd105cd8"), + UUID.fromString("298ee924-658c-4b77-9404-d3ac064de9d2"), + UUID.fromString("b3a35618-503c-4ef9-ac0c-ecb181665aee") + }; + final UUID[] preparedIDs = new UUID[]{ + UUID.fromString("b00aed01-c695-4d17-981d-a37684a8628e"), + UUID.fromString("85ae9373-8da6-4c69-8eea-b2d24dc20790"), + UUID.fromString("21e630a1-67b7-4719-89c5-599b1b5a1888") + }; + final UUID[] knownIDs = new UUID[]{ + UUID.fromString("b38d70d1-484f-46a5-b2c4-1d379c8fc096"), + UUID.fromString("85ae9373-8da6-4c69-8eea-b2d24dc20790") + }; + Truth.assertThat(spellFilterStatus.favoriteSpellIDs()).containsExactlyElementsIn(favoriteIDs); + Truth.assertThat(spellFilterStatus.preparedSpellIDs()).containsExactlyElementsIn(preparedIDs); + Truth.assertThat(spellFilterStatus.knownSpellIDs()).containsExactlyElementsIn(knownIDs); } catch (JSONException e) { e.printStackTrace(); @@ -504,9 +541,34 @@ public void CorrectParseTest_v2_13_3_n2() { Truth.assertThat(sortFilterStatus.getApplyFiltersToLists()).isFalse(); Truth.assertThat(sortFilterStatus.getUseTashasExpandedLists()).isFalse(); - Truth.assertThat(spellFilterStatus.favoriteSpellIDs()).containsExactlyElementsIn(new Integer[]{364, 368, 432, 450, 454, 477}); - Truth.assertThat(spellFilterStatus.preparedSpellIDs()).containsExactlyElementsIn(new Integer[]{368, 412, 449, 454, 477, 485, 486}); - Truth.assertThat(spellFilterStatus.knownSpellIDs()).containsExactlyElementsIn(new Integer[]{365, 388, 447, 449, 450, 454}); + final UUID[] favoriteIDs = new UUID[]{ + UUID.fromString("21e630a1-67b7-4719-89c5-599b1b5a1888"), + UUID.fromString("bb6e3746-6381-4d8c-9274-a811842b364b"), + UUID.fromString("bc675def-9a34-4205-866b-5a9f12c3d2b8"), + UUID.fromString("0c2b0931-f8be-462a-85e0-27df6a420d86"), + UUID.fromString("a8a013e2-4013-451b-a76c-618e1f52437b"), + UUID.fromString("fa55bba4-e35f-4081-85eb-5fbc96bf198e") + }; + final UUID[] preparedIDs = new UUID[]{ + UUID.fromString("bb6e3746-6381-4d8c-9274-a811842b364b"), + UUID.fromString("a4e5f13f-328e-4c6f-9291-86d05eb5a034"), + UUID.fromString("a95e4f86-35fe-4977-a627-b5e4e4abee2b"), + UUID.fromString("a8a013e2-4013-451b-a76c-618e1f52437b"), + UUID.fromString("fa55bba4-e35f-4081-85eb-5fbc96bf198e"), + UUID.fromString("e08845e7-7cc3-4ea3-b854-24eb87f45fd6"), + UUID.fromString("4d8cea8f-8cf0-4058-8a02-5c1a59060d51") + }; + final UUID[] knownIDs = new UUID[]{ + UUID.fromString("22fa37f1-765c-4ef0-a83d-34de9b343dca"), + UUID.fromString("395674b2-321a-4919-a6a0-2ee5a09e28c0"), + UUID.fromString("d0e09382-09dc-40bb-ad27-66664804eaca"), + UUID.fromString("a95e4f86-35fe-4977-a627-b5e4e4abee2b"), + UUID.fromString("0c2b0931-f8be-462a-85e0-27df6a420d86"), + UUID.fromString("a8a013e2-4013-451b-a76c-618e1f52437b") + }; + Truth.assertThat(spellFilterStatus.favoriteSpellIDs()).containsExactlyElementsIn(favoriteIDs); + Truth.assertThat(spellFilterStatus.preparedSpellIDs()).containsExactlyElementsIn(preparedIDs); + Truth.assertThat(spellFilterStatus.knownSpellIDs()).containsExactlyElementsIn(knownIDs); } catch (JSONException e) { e.printStackTrace(); @@ -593,9 +655,33 @@ public void CorrectParseTest_v2_13_2_n1() { Truth.assertThat(sortFilterStatus.getApplyFiltersToLists()).isTrue(); Truth.assertThat(sortFilterStatus.getUseTashasExpandedLists()).isFalse(); - Truth.assertThat(spellFilterStatus.favoriteSpellIDs()).containsExactlyElementsIn(new Integer[]{27, 88, 202, 380, 412, 430}); - Truth.assertThat(spellFilterStatus.preparedSpellIDs()).containsExactlyElementsIn(new Integer[]{27, 88, 117, 177, 283, 412}); - Truth.assertThat(spellFilterStatus.knownSpellIDs()).containsExactlyElementsIn(new Integer[]{27, 88, 116, 216, 283, 430}); + final UUID[] favoriteIDs = new UUID[]{ + UUID.fromString("2d42af75-1274-4218-be2c-e626ada9073a"), + UUID.fromString("fffa022f-fe4b-4c59-ac9c-abf09bb984d3"), + UUID.fromString("092518a9-77bd-4d97-a19e-d5866f5f2ba6"), + UUID.fromString("1f75ece0-0f79-483c-93c8-78314468a60b"), + UUID.fromString("a4e5f13f-328e-4c6f-9291-86d05eb5a034"), + UUID.fromString("94209708-eca2-46fe-9054-e51e4e17b4e1") + }; + final UUID[] preparedIDs = new UUID[]{ + UUID.fromString("2d42af75-1274-4218-be2c-e626ada9073a"), + UUID.fromString("fffa022f-fe4b-4c59-ac9c-abf09bb984d3"), + UUID.fromString("de28e922-ccb2-4549-a135-e2cef670a0ef"), + UUID.fromString("5b1577ce-f22d-498a-9522-7c895e8fac9e"), + UUID.fromString("e7e8b4f8-e28a-4b97-95fc-a5370487e56a"), + UUID.fromString("a4e5f13f-328e-4c6f-9291-86d05eb5a034") + }; + final UUID[] knownIDs = new UUID[]{ + UUID.fromString("2d42af75-1274-4218-be2c-e626ada9073a"), + UUID.fromString("fffa022f-fe4b-4c59-ac9c-abf09bb984d3"), + UUID.fromString("aff9c8c9-bb8b-4717-a5be-e905dd498678"), + UUID.fromString("8d397549-34cc-4e51-9d04-60f8d8484c74"), + UUID.fromString("e7e8b4f8-e28a-4b97-95fc-a5370487e56a"), + UUID.fromString("94209708-eca2-46fe-9054-e51e4e17b4e1") + }; + Truth.assertThat(spellFilterStatus.favoriteSpellIDs()).containsExactlyElementsIn(favoriteIDs); + Truth.assertThat(spellFilterStatus.preparedSpellIDs()).containsExactlyElementsIn(preparedIDs); + Truth.assertThat(spellFilterStatus.knownSpellIDs()).containsExactlyElementsIn(knownIDs); } catch (JSONException e) { e.printStackTrace(); @@ -712,9 +798,26 @@ public void CorrectParseTest_v2_13_1_n2() { Truth.assertThat(sortFilterStatus.getRitualFilter(true)).isTrue(); Truth.assertThat(sortFilterStatus.getRitualFilter(false)).isTrue(); - Truth.assertThat(spellFilterStatus.favoriteSpellIDs()).containsExactlyElementsIn(new Integer[]{98, 106, 221, 512}); - Truth.assertThat(spellFilterStatus.preparedSpellIDs()).containsExactlyElementsIn(new Integer[]{98, 165, 419, 512}); - Truth.assertThat(spellFilterStatus.knownSpellIDs()).containsExactlyElementsIn(new Integer[]{98, 259, 512}); + final UUID[] favoriteIDs = new UUID[]{ + UUID.fromString("0f69432e-df07-40a2-a488-7041aba44d0c"), + UUID.fromString("2519dcff-3cb1-442d-8a2a-89d9d0e03a89"), + UUID.fromString("ff424832-c47a-48d5-9c37-71737da6fc08"), + UUID.fromString("9c66cf21-6354-464c-a485-86a06304eadf") + }; + final UUID[] preparedIDs = new UUID[]{ + UUID.fromString("0f69432e-df07-40a2-a488-7041aba44d0c"), + UUID.fromString("ea2fb7a3-b62f-46db-846b-ee6d164ce71c"), + UUID.fromString("a3664bab-72f0-412f-8b4b-a3ae6322065f"), + UUID.fromString("9c66cf21-6354-464c-a485-86a06304eadf") + }; + final UUID[] knownIDs = new UUID[]{ + UUID.fromString("0f69432e-df07-40a2-a488-7041aba44d0c"), + UUID.fromString("845bec18-49dc-4d4c-8b79-c4548a8349ff"), + UUID.fromString("9c66cf21-6354-464c-a485-86a06304eadf") + }; + Truth.assertThat(spellFilterStatus.favoriteSpellIDs()).containsExactlyElementsIn(favoriteIDs); + Truth.assertThat(spellFilterStatus.preparedSpellIDs()).containsExactlyElementsIn(preparedIDs); + Truth.assertThat(spellFilterStatus.knownSpellIDs()).containsExactlyElementsIn(knownIDs); } catch (JSONException e) { e.printStackTrace(); @@ -1032,6 +1135,14 @@ public void CorrectParseTest_v2_11_n2() { Truth.assertThat(sortFilterStatus.getRitualFilter(true)).isTrue(); Truth.assertThat(sortFilterStatus.getRitualFilter(false)).isTrue(); + final UUID[] favoriteIDs = new UUID[]{ + UUID.fromString("b00aed01-c695-4d17-981d-a37684a8628e"), + UUID.fromString("b38d70d1-484f-46a5-b2c4-1d379c8fc096"), + UUID.fromString("85ae9373-8da6-4c69-8eea-b2d24dc20790"), + UUID.fromString("1339fcd0-6179-42e7-9f87-c17fb233c19f"), + UUID.fromString("b8532b9f-168b-40da-be01-96e4db546393") + }; + Truth.assertThat(spellFilterStatus.favoriteSpellIDs()).containsExactlyElementsIn(new Integer[]{1, 2, 3, 103, 197, 221, 418}); Truth.assertThat(spellFilterStatus.preparedSpellIDs()).containsExactlyElementsIn(new Integer[]{8, 9, 10, 93, 221, 260, 419}); Truth.assertThat(spellFilterStatus.knownSpellIDs()).containsExactlyElementsIn(new Integer[]{87, 221, 318, 451}); @@ -1096,9 +1207,25 @@ public void CorrectParseTest_v2_10_n1() { Truth.assertThat(sortFilterStatus.getApplyFiltersToLists()).isFalse(); Truth.assertThat(sortFilterStatus.getUseTashasExpandedLists()).isFalse(); - Truth.assertThat(spellFilterStatus.favoriteSpellIDs()).isEqualTo(Arrays.asList(178, 434)); - Truth.assertThat(spellFilterStatus.preparedSpellIDs()).isEqualTo(Arrays.asList(178, 434, 197, 199, 254)); - Truth.assertThat(spellFilterStatus.knownSpellIDs()).isEqualTo(Arrays.asList(178, 434)); + final UUID[] favoriteIDs = new UUID[]{ + UUID.fromString("bd86a97e-f13a-4102-b78d-f0de294a9915"), + UUID.fromString("f425ac68-fa21-40b2-ae0c-f6077ed1763b") + }; + final UUID[] preparedIDs = new UUID[]{ + UUID.fromString("bd86a97e-f13a-4102-b78d-f0de294a9915"), + UUID.fromString("f425ac68-fa21-40b2-ae0c-f6077ed1763b"), + UUID.fromString("b8532b9f-168b-40da-be01-96e4db546393"), + UUID.fromString("c2f36f98-4056-4fa0-b7ac-77766d668bf2"), + UUID.fromString("6ee69c65-5204-452c-9403-7fc0d089b2e3") + }; + final UUID[] knownIDs = new UUID[]{ + UUID.fromString("bd86a97e-f13a-4102-b78d-f0de294a9915"), + UUID.fromString("f425ac68-fa21-40b2-ae0c-f6077ed1763b") + }; + + Truth.assertThat(spellFilterStatus.favoriteSpellIDs()).containsExactlyElementsIn(favoriteIDs); + Truth.assertThat(spellFilterStatus.preparedSpellIDs()).containsExactlyElementsIn(preparedIDs); + Truth.assertThat(spellFilterStatus.knownSpellIDs()).containsExactlyElementsIn(knownIDs); Truth.assertThat(sortFilterStatus.getConcentrationFilter(true)).isTrue(); Truth.assertThat(sortFilterStatus.getConcentrationFilter(false)).isTrue(); diff --git a/app/src/test/java/dnd/jon/spellbook/DuplicationTest.java b/app/src/test/java/dnd/jon/spellbook/DuplicationTest.java index 7bdf13e3..7315431c 100644 --- a/app/src/test/java/dnd/jon/spellbook/DuplicationTest.java +++ b/app/src/test/java/dnd/jon/spellbook/DuplicationTest.java @@ -10,6 +10,7 @@ import java.util.Arrays; import java.util.Collection; import java.util.List; +import java.util.UUID; import java.util.function.Function; @RunWith(RobolectricTestRunner.class) @@ -32,11 +33,11 @@ private void checkSortFilterEquivalent(SortFilterStatus status1, SortFilterStatu } private void checkSpellFilterEquivalent(SpellFilterStatus status1, SpellFilterStatus status2) { - final Collection status1IDs = status1.spellIDsWithOneProperty(); - final Collection status2IDs = status2.spellIDsWithOneProperty(); + final Collection status1IDs = status1.spellIDsWithOneProperty(); + final Collection status2IDs = status2.spellIDsWithOneProperty(); Truth.assertThat(status1IDs).containsExactlyElementsIn(status2IDs); - for (Integer id: status1IDs) { + for (UUID id: status1IDs) { final SpellStatus ss1 = status1.getStatus(id); final SpellStatus ss2 = status2.getStatus(id); Truth.assertThat(ss1.favorite).isEqualTo(ss2.favorite); From 7493b3eb91de094e9d8e8b220d2fd8bf49eddbdb Mon Sep 17 00:00:00 2001 From: Carifio24 Date: Sat, 1 Nov 2025 18:35:38 -0400 Subject: [PATCH 06/18] More test updates. --- .../jon/spellbook/CharacterProfileTest.java | 85 ++++++++++++++++--- 1 file changed, 74 insertions(+), 11 deletions(-) diff --git a/app/src/test/java/dnd/jon/spellbook/CharacterProfileTest.java b/app/src/test/java/dnd/jon/spellbook/CharacterProfileTest.java index 7dc39dd5..754e5f64 100644 --- a/app/src/test/java/dnd/jon/spellbook/CharacterProfileTest.java +++ b/app/src/test/java/dnd/jon/spellbook/CharacterProfileTest.java @@ -351,7 +351,6 @@ public void CorrectParseTest_v3_0_0_n1() { Truth.assertThat(sortFilterStatus.getMinSpellLevel()).isEqualTo(0); Truth.assertThat(sortFilterStatus.getMaxSpellLevel()).isEqualTo(9); - final Version version = new Version(3, 0, 0); final Collection shouldBeVisibleSources = new ArrayList<>(Arrays.asList(Source.PLAYERS_HANDBOOK, Source.RIME_FROSTMAIDEN)); final Collection shouldBeHiddenSources = SpellbookUtils.complement(shouldBeVisibleSources, Source.values()); Truth.assertThat(sortFilterStatus.getVisibleSources(true)).containsExactlyElementsIn(shouldBeVisibleSources); @@ -908,9 +907,33 @@ public void CorrectParseTest_v2_13_n1() { Truth.assertThat(sortFilterStatus.getRitualFilter(true)).isTrue(); Truth.assertThat(sortFilterStatus.getRitualFilter(false)).isTrue(); - Truth.assertThat(spellFilterStatus.favoriteSpellIDs()).containsExactlyElementsIn(new Integer[]{1, 2, 7, 8, 9, 11}); - Truth.assertThat(spellFilterStatus.preparedSpellIDs()).containsExactlyElementsIn(new Integer[]{3, 4, 7, 8, 9, 10}); - Truth.assertThat(spellFilterStatus.knownSpellIDs()).containsExactlyElementsIn(new Integer[]{5, 6, 7, 8, 10, 11}); + final UUID[] favoriteIDs = new UUID[]{ + UUID.fromString("b00aed01-c695-4d17-981d-a37684a8628e"), + UUID.fromString("b38d70d1-484f-46a5-b2c4-1d379c8fc096"), + UUID.fromString("9fdc0216-34f1-444a-9262-772211155d71"), + UUID.fromString("2e651416-3016-4da5-832c-dc63e635d8a1"), + UUID.fromString("78598e98-6beb-4d4b-b200-48a3469bc5e6"), + UUID.fromString("df42472c-3503-4d53-8881-e97b1638e68c"), + }; + final UUID[] preparedIDs = new UUID[]{ + UUID.fromString("85ae9373-8da6-4c69-8eea-b2d24dc20790"), + UUID.fromString("9263025c-edfa-4a56-b1c0-b7e66fa959c6"), + UUID.fromString("9fdc0216-34f1-444a-9262-772211155d71"), + UUID.fromString("2e651416-3016-4da5-832c-dc63e635d8a1"), + UUID.fromString("78598e98-6beb-4d4b-b200-48a3469bc5e6"), + UUID.fromString("49a73729-d783-4fe0-89c7-2aeeb0489663"), + }; + final UUID[] knownIDs = new UUID[]{ + UUID.fromString("b4a05889-eddb-411e-98fa-bb63ffca99e4"), + UUID.fromString("8e7bb7e8-d3c8-4cdc-8f53-a22b7eb49bb0"), + UUID.fromString("9fdc0216-34f1-444a-9262-772211155d71"), + UUID.fromString("2e651416-3016-4da5-832c-dc63e635d8a1"), + UUID.fromString("49a73729-d783-4fe0-89c7-2aeeb0489663"), + UUID.fromString("df42472c-3503-4d53-8881-e97b1638e68c"), + }; + Truth.assertThat(spellFilterStatus.favoriteSpellIDs()).containsExactlyElementsIn(favoriteIDs); + Truth.assertThat(spellFilterStatus.preparedSpellIDs()).containsExactlyElementsIn(preparedIDs); + Truth.assertThat(spellFilterStatus.knownSpellIDs()).containsExactlyElementsIn(knownIDs); } catch (JSONException e) { e.printStackTrace(); @@ -1014,9 +1037,32 @@ public void CorrectParseTest_v2_12_n1() { Truth.assertThat(sortFilterStatus.getRitualFilter(true)).isFalse(); Truth.assertThat(sortFilterStatus.getRitualFilter(false)).isTrue(); - Truth.assertThat(spellFilterStatus.favoriteSpellIDs()).containsExactlyElementsIn(new Integer[]{51, 253, 277, 291, 376}); - Truth.assertThat(spellFilterStatus.preparedSpellIDs()).containsExactlyElementsIn(new Integer[]{199, 271, 277, 291, 376}); - Truth.assertThat(spellFilterStatus.knownSpellIDs()).containsExactlyElementsIn(new Integer[]{230, 253, 271, 291, 325}); + final UUID[] favoriteIDs = new UUID[]{ + UUID.fromString("2de2ae9e-22a9-4017-a8c2-db04ca32d4dd"), + UUID.fromString("521cb627-197e-4861-a3e6-f10582a99706"), + UUID.fromString("f8766f1c-b419-4905-afc1-512efe29cfaf"), + UUID.fromString("d4943b3c-cdae-41d8-9970-131d7488542d"), + UUID.fromString("02ab795b-fad0-41b3-8aca-2b6531e808eb"), + }; + final UUID[] preparedIDs = new UUID[]{ + UUID.fromString("c2f36f98-4056-4fa0-b7ac-77766d668bf2"), + UUID.fromString("7fd96368-ecc2-4dfd-ac16-4f0ab50fc29a"), + UUID.fromString("f8766f1c-b419-4905-afc1-512efe29cfaf"), + UUID.fromString("d4943b3c-cdae-41d8-9970-131d7488542d"), + UUID.fromString("02ab795b-fad0-41b3-8aca-2b6531e808eb"), + }; + + final UUID[] knownIDs = new UUID[]{ + UUID.fromString("ada71e70-60ea-41ef-977b-7883ccaeb965"), + UUID.fromString("521cb627-197e-4861-a3e6-f10582a99706"), + UUID.fromString("7fd96368-ecc2-4dfd-ac16-4f0ab50fc29a"), + UUID.fromString("d4943b3c-cdae-41d8-9970-131d7488542d"), + UUID.fromString("b1a64730-ff0d-45f6-81f3-fbdb2bd42325"), + }; + + Truth.assertThat(spellFilterStatus.favoriteSpellIDs()).containsExactlyElementsIn(favoriteIDs); + Truth.assertThat(spellFilterStatus.preparedSpellIDs()).containsExactlyElementsIn(preparedIDs); + Truth.assertThat(spellFilterStatus.knownSpellIDs()).containsExactlyElementsIn(knownIDs); } catch (JSONException e) { e.printStackTrace(); @@ -1140,12 +1186,29 @@ public void CorrectParseTest_v2_11_n2() { UUID.fromString("b38d70d1-484f-46a5-b2c4-1d379c8fc096"), UUID.fromString("85ae9373-8da6-4c69-8eea-b2d24dc20790"), UUID.fromString("1339fcd0-6179-42e7-9f87-c17fb233c19f"), - UUID.fromString("b8532b9f-168b-40da-be01-96e4db546393") + UUID.fromString("b8532b9f-168b-40da-be01-96e4db546393"), + UUID.fromString("ff424832-c47a-48d5-9c37-71737da6fc08"), + UUID.fromString("a9b53029-9573-4aef-9114-583cfdb9a02e"), + }; + final UUID[] preparedIDs = new UUID[]{ + UUID.fromString("2e651416-3016-4da5-832c-dc63e635d8a1"), + UUID.fromString("78598e98-6beb-4d4b-b200-48a3469bc5e6"), + UUID.fromString("49a73729-d783-4fe0-89c7-2aeeb0489663"), + UUID.fromString("eca2e428-817a-4006-bafc-4207eb29d5dd"), + UUID.fromString("ff424832-c47a-48d5-9c37-71737da6fc08"), + UUID.fromString("fa6639e1-8da6-4825-9157-be6d5d7a90be"), + UUID.fromString("a3664bab-72f0-412f-8b4b-a3ae6322065f"), + }; + final UUID[] knownIDs = new UUID[]{ + UUID.fromString("cf13f57b-ed00-406d-8923-9b9509a48332"), + UUID.fromString("ff424832-c47a-48d5-9c37-71737da6fc08"), + UUID.fromString("cb745797-bf30-44d0-af4d-bba5f789c473"), + UUID.fromString("72d4fa18-0031-4920-aea7-89cf4bf846a6"), }; - Truth.assertThat(spellFilterStatus.favoriteSpellIDs()).containsExactlyElementsIn(new Integer[]{1, 2, 3, 103, 197, 221, 418}); - Truth.assertThat(spellFilterStatus.preparedSpellIDs()).containsExactlyElementsIn(new Integer[]{8, 9, 10, 93, 221, 260, 419}); - Truth.assertThat(spellFilterStatus.knownSpellIDs()).containsExactlyElementsIn(new Integer[]{87, 221, 318, 451}); + Truth.assertThat(spellFilterStatus.favoriteSpellIDs()).containsExactlyElementsIn(favoriteIDs); + Truth.assertThat(spellFilterStatus.preparedSpellIDs()).containsExactlyElementsIn(preparedIDs); + Truth.assertThat(spellFilterStatus.knownSpellIDs()).containsExactlyElementsIn(knownIDs); } catch (JSONException e) { e.printStackTrace(); From 9de7d4d907ee1d02e4ed53541489106626fbf299 Mon Sep 17 00:00:00 2001 From: Carifio24 Date: Sun, 2 Nov 2025 01:35:09 -0400 Subject: [PATCH 07/18] Serialize status filter field in sort/filter status. --- app/src/main/java/dnd/jon/spellbook/SortFilterStatus.java | 2 ++ 1 file changed, 2 insertions(+) diff --git a/app/src/main/java/dnd/jon/spellbook/SortFilterStatus.java b/app/src/main/java/dnd/jon/spellbook/SortFilterStatus.java index cca641a6..da63378f 100644 --- a/app/src/main/java/dnd/jon/spellbook/SortFilterStatus.java +++ b/app/src/main/java/dnd/jon/spellbook/SortFilterStatus.java @@ -723,6 +723,8 @@ static SortFilterStatus fromJSON(JSONObject json) throws JSONException { public JSONObject toJSON() throws JSONException { final JSONObject json = new JSONObject(); + json.put(statusFilterKey, statusFilterField); + json.put(sort1Key, firstSortField.getInternalName()); json.put(sort2Key, secondSortField.getInternalName()); json.put(reverse1Key, firstSortReverse); From 0d510bb8ff3993b6cb0255e628ac8e09e4b229e8 Mon Sep 17 00:00:00 2001 From: Carifio24 Date: Mon, 3 Nov 2025 01:36:34 -0500 Subject: [PATCH 08/18] Add test of parsing new character profile. --- .../jon/spellbook/CharacterProfileTest.java | 112 ++++++++++++++++++ 1 file changed, 112 insertions(+) diff --git a/app/src/test/java/dnd/jon/spellbook/CharacterProfileTest.java b/app/src/test/java/dnd/jon/spellbook/CharacterProfileTest.java index 754e5f64..9c2bbf09 100644 --- a/app/src/test/java/dnd/jon/spellbook/CharacterProfileTest.java +++ b/app/src/test/java/dnd/jon/spellbook/CharacterProfileTest.java @@ -7,6 +7,7 @@ import org.junit.runner.RunWith; import org.robolectric.RobolectricTestRunner; import org.robolectric.annotation.Config; +import org.robolectric.internal.ResourcesMode; import com.google.common.truth.Truth; @@ -14,6 +15,7 @@ import java.util.Arrays; import java.util.Collection; import java.util.Collections; +import java.util.List; import java.util.UUID; @RunWith(RobolectricTestRunner.class) @@ -1437,4 +1439,114 @@ public void CorrectParseTest_v2_9_2_n2() { Assert.fail(); } } + + @Test + @Config(sdk = 34) + public void CorrectParseTest_v4_4_8() { + final String jsonString = "{ \"CharacterName\": \"TestingCharacter\", \"SpellFilterStatus\": { \"Spells\": [ { \"SpellID\": \"b00aed01-c695-4d17-981d-a37684a8628e\", \"Favorite\": true, \"Prepared\": false, \"Known\": false }, { \"SpellID\": \"21e630a1-67b7-4719-89c5-599b1b5a1888\", \"Favorite\": true, \"Prepared\": false, \"Known\": true }, { \"SpellID\": \"298ee924-658c-4b77-9404-d3ac064de9d2\", \"Favorite\": true, \"Prepared\": false, \"Known\": false }, { \"SpellID\": \"85ae9373-8da6-4c69-8eea-b2d24dc20790\", \"Favorite\": false, \"Prepared\": true, \"Known\": true }, { \"SpellID\": \"9263025c-edfa-4a56-b1c0-b7e66fa959c6\", \"Favorite\": false, \"Prepared\": false, \"Known\": true }, { \"SpellID\": \"b4a05889-eddb-411e-98fa-bb63ffca99e4\", \"Favorite\": false, \"Prepared\": false, \"Known\": true }, { \"SpellID\": \"8e7bb7e8-d3c8-4cdc-8f53-a22b7eb49bb0\", \"Favorite\": true, \"Prepared\": false, \"Known\": false }, { \"SpellID\": \"b38d70d1-484f-46a5-b2c4-1d379c8fc096\", \"Favorite\": false, \"Prepared\": true, \"Known\": false } ] }, \"SortFilterStatus\": { \"StatusFilter\":\"Favorites\", \"SortField1\": \"Level\", \"SortField2\": \"Range\", \"Reverse1\": true, \"Reverse2\": false, \"MinSpellLevel\": 0, \"MaxSpellLevel\": 9, \"ApplyFiltersToSearch\": false, \"ApplyFiltersToSpellLists\": true, \"UseTCEExpandedLists\": false, \"HideDuplicateSpells\": true, \"Prefer2024Spells\": true, \"Ritual\": true, \"NotRitual\": true, \"Concentration\": true, \"NotConcentration\": true, \"ComponentsFilters\": [ false, true, true, false ], \"NotComponentsFilters\": [ true, true, false, true ], \"Sourcebooks\": [ \"Tasha's Cauldron of Everything\", \"Player's Handbook\", \"Xanathar's Guide to Everything\" ], \"Classes\": [ \"Artificer\", \"Bard\", \"Cleric\", \"Druid\", \"Paladin\", \"Ranger\", \"Sorcerer\", \"Warlock\", \"Wizard\" ], \"Schools\": [ \"Abjuration\", \"Conjuration\", \"Divination\", \"Enchantment\", \"Evocation\", \"Illusion\", \"Necromancy\", \"Transmutation\" ], \"CastingTimeTypes\": [ \"bonus action\", \"reaction\", \"time\" ], \"DurationTypes\": [ \"Special\", \"Instantaneous\", \"Finite duration\" ], \"RangeTypes\": [ \"Special\", \"Sight\", \"Finite range\", \"Unlimited\" ], \"CastingTimeBounds\": { \"MinValue\": 0, \"MaxValue\": 24, \"MinUnit\": \"second\", \"MaxUnit\": \"hour\" }, \"DurationBounds\": { \"MinValue\": 0, \"MaxValue\": 30, \"MinUnit\": \"second\", \"MaxUnit\": \"day\" }, \"RangeBounds\": { \"MinValue\": 0, \"MaxValue\": 1, \"MinUnit\": \"foot\", \"MaxUnit\": \"mile\" } }, \"SpellSlotStatus\": { \"totalSlots\": [ 6, 4, 3, 0, 0, 0, 0, 0, 0 ], \"usedSlots\": [ 1, 1, 1, 0, 0, 0, 0, 0, 0 ] }, \"VersionCode\": \"4.4.8\" }"; + try { + final JSONObject json = new JSONObject(jsonString); + final CharacterProfile cp = CharacterProfile.fromJSON(json); + final SortFilterStatus sortFilterStatus = cp.getSortFilterStatus(); + + Truth.assertThat(cp.getName()).isEqualTo("TestingCharacter"); + Truth.assertThat(sortFilterStatus.getStatusFilterField()).isEqualTo(StatusFilterField.FAVORITES); + Truth.assertThat(sortFilterStatus.getFirstSortField()).isEqualTo(SortField.LEVEL); + Truth.assertThat(sortFilterStatus.getSecondSortField()).isEqualTo(SortField.RANGE); + Truth.assertThat(sortFilterStatus.getFirstSortReverse()).isTrue(); + Truth.assertThat(sortFilterStatus.getSecondSortReverse()).isFalse(); + Truth.assertThat(sortFilterStatus.getMinSpellLevel()).isEqualTo(0); + Truth.assertThat(sortFilterStatus.getMaxSpellLevel()).isEqualTo(9); + + final Collection shouldBeVisibleSources = Arrays.asList(Source.PLAYERS_HANDBOOK, Source.XANATHARS_GTE, Source.TASHAS_COE); + final Collection shouldBeHiddenSources = SpellbookUtils.complement(shouldBeVisibleSources, Source.values()); + Truth.assertThat(sortFilterStatus.getVisibleSources(true)).containsExactlyElementsIn(shouldBeVisibleSources); + Truth.assertThat(sortFilterStatus.getVisibleSources(false)).containsExactlyElementsIn(shouldBeHiddenSources); + Truth.assertThat(sortFilterStatus.getVisibleSchools(true)).containsExactlyElementsIn(School.values()); + Truth.assertThat(sortFilterStatus.getVisibleSchools(false)).isEmpty(); + Truth.assertThat(sortFilterStatus.getVisibleClasses(true)).containsExactlyElementsIn(CasterClass.values()); + Truth.assertThat(sortFilterStatus.getVisibleClasses(false)).isEmpty(); + + Truth.assertThat(sortFilterStatus.getMinUnit(CastingTime.CastingTimeType.class)).isEqualTo(TimeUnit.SECOND); + Truth.assertThat(sortFilterStatus.getMinValue(CastingTime.CastingTimeType.class)).isEqualTo(0); + Truth.assertThat(sortFilterStatus.getMaxUnit(CastingTime.CastingTimeType.class)).isEqualTo(TimeUnit.HOUR); + Truth.assertThat(sortFilterStatus.getMaxValue(CastingTime.CastingTimeType.class)).isEqualTo(24); + + Truth.assertThat(sortFilterStatus.getMinUnit(Range.RangeType.class)).isEqualTo(LengthUnit.FOOT); + Truth.assertThat(sortFilterStatus.getMinValue(Range.RangeType.class)).isEqualTo(0); + Truth.assertThat(sortFilterStatus.getMaxUnit(Range.RangeType.class)).isEqualTo(LengthUnit.MILE); + Truth.assertThat(sortFilterStatus.getMaxValue(Range.RangeType.class)).isEqualTo(1); + + Truth.assertThat(sortFilterStatus.getMinUnit(Duration.DurationType.class)).isEqualTo(TimeUnit.SECOND); + Truth.assertThat(sortFilterStatus.getMinValue(Duration.DurationType.class)).isEqualTo(0); + Truth.assertThat(sortFilterStatus.getMaxUnit(Duration.DurationType.class)).isEqualTo(TimeUnit.DAY); + Truth.assertThat(sortFilterStatus.getMaxValue(Duration.DurationType.class)).isEqualTo(30); + + Truth.assertThat(sortFilterStatus.getVerbalFilter(true)).isFalse(); + Truth.assertThat(sortFilterStatus.getSomaticFilter(true)).isTrue(); + Truth.assertThat(sortFilterStatus.getMaterialFilter(true)).isTrue(); + Truth.assertThat(sortFilterStatus.getRoyaltyFilter(true)).isFalse(); + Truth.assertThat(sortFilterStatus.getVerbalFilter(false)).isTrue(); + Truth.assertThat(sortFilterStatus.getSomaticFilter(false)).isTrue(); + Truth.assertThat(sortFilterStatus.getMaterialFilter(false)).isFalse(); + Truth.assertThat(sortFilterStatus.getRoyaltyFilter(false)).isTrue(); + + final Collection shouldBeVisibleCTTs = Arrays.asList(CastingTime.CastingTimeType.BONUS_ACTION, CastingTime.CastingTimeType.REACTION, CastingTime.CastingTimeType.TIME); + final Collection shouldBeHiddenCTTs = SpellbookUtils.complement(shouldBeVisibleCTTs, CastingTime.CastingTimeType.values()); + Truth.assertThat(sortFilterStatus.getVisibleCastingTimeTypes(true)).containsExactlyElementsIn(shouldBeVisibleCTTs); + Truth.assertThat(sortFilterStatus.getVisibleCastingTimeTypes(false)).containsExactlyElementsIn(shouldBeHiddenCTTs); + + final Collection shouldBeVisibleDTs = Arrays.asList(Duration.DurationType.SPECIAL, Duration.DurationType.INSTANTANEOUS, Duration.DurationType.SPANNING); + final Collection shouldBeHiddenDTs = SpellbookUtils.complement(shouldBeVisibleDTs, Duration.DurationType.values()); + Truth.assertThat(sortFilterStatus.getVisibleDurationTypes(true)).containsExactlyElementsIn(shouldBeVisibleDTs); + Truth.assertThat(sortFilterStatus.getVisibleDurationTypes(false)).containsExactlyElementsIn(shouldBeHiddenDTs); + + final Collection shouldBeVisibleRTs = Arrays.asList(Range.RangeType.SPECIAL, Range.RangeType.SIGHT, Range.RangeType.RANGED, Range.RangeType.UNLIMITED); + final Collection shouldBeHiddenRTs = SpellbookUtils.complement(shouldBeVisibleRTs, Range.RangeType.values()); + Truth.assertThat(sortFilterStatus.getVisibleRangeTypes(true)).containsExactlyElementsIn(shouldBeVisibleRTs); + Truth.assertThat(sortFilterStatus.getVisibleRangeTypes(false)).containsExactlyElementsIn(shouldBeHiddenRTs); + + Truth.assertThat(sortFilterStatus.getApplyFiltersToSearch()).isFalse(); + Truth.assertThat(sortFilterStatus.getApplyFiltersToLists()).isTrue(); + Truth.assertThat(sortFilterStatus.getUseTashasExpandedLists()).isFalse(); + + final UUID[] favoriteIDs = new UUID[]{ + UUID.fromString("b00aed01-c695-4d17-981d-a37684a8628e"), + UUID.fromString("21e630a1-67b7-4719-89c5-599b1b5a1888"), + UUID.fromString("298ee924-658c-4b77-9404-d3ac064de9d2"), + UUID.fromString("8e7bb7e8-d3c8-4cdc-8f53-a22b7eb49bb0"), + }; + final UUID[] preparedIDs = new UUID[]{ + UUID.fromString("85ae9373-8da6-4c69-8eea-b2d24dc20790"), + UUID.fromString("b38d70d1-484f-46a5-b2c4-1d379c8fc096"), + }; + final UUID[] knownIDs = new UUID[]{ + UUID.fromString("21e630a1-67b7-4719-89c5-599b1b5a1888"), + UUID.fromString("85ae9373-8da6-4c69-8eea-b2d24dc20790"), + UUID.fromString("9263025c-edfa-4a56-b1c0-b7e66fa959c6"), + UUID.fromString("b4a05889-eddb-411e-98fa-bb63ffca99e4") + }; + + final SpellFilterStatus spellFilterStatus = cp.getSpellFilterStatus(); + Truth.assertThat(spellFilterStatus.favoriteSpellIDs()).containsExactlyElementsIn(favoriteIDs); + Truth.assertThat(spellFilterStatus.preparedSpellIDs()).containsExactlyElementsIn(preparedIDs); + Truth.assertThat(spellFilterStatus.knownSpellIDs()).containsExactlyElementsIn(knownIDs); + + final SpellSlotStatus spellSlotStatus = cp.getSpellSlotStatus(); + Truth.assertThat(spellSlotStatus.getTotalSlots(1)).isEqualTo(6); + Truth.assertThat(spellSlotStatus.getTotalSlots(2)).isEqualTo(4); + Truth.assertThat(spellSlotStatus.getTotalSlots(3)).isEqualTo(3); + Truth.assertThat(spellSlotStatus.getUsedSlots(1)).isEqualTo(1); + Truth.assertThat(spellSlotStatus.getUsedSlots(2)).isEqualTo(1); + Truth.assertThat(spellSlotStatus.getUsedSlots(3)).isEqualTo(1); + for (int level = 4; level <= 9; level++) { + Truth.assertThat(spellSlotStatus.getTotalSlots(level)).isEqualTo(0); + Truth.assertThat(spellSlotStatus.getUsedSlots(level)).isEqualTo(0); + } + + }catch (JSONException e) { + e.printStackTrace(); + Assert.fail(); + } + } } From d88e779dfa5edf4f037d03a6295f6442dcae8108 Mon Sep 17 00:00:00 2001 From: Carifio24 Date: Tue, 24 Feb 2026 01:25:12 -0500 Subject: [PATCH 09/18] Update link map variable name. --- scripts/spell_uuids.py | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/scripts/spell_uuids.py b/scripts/spell_uuids.py index 4724719a..b875ac32 100644 --- a/scripts/spell_uuids.py +++ b/scripts/spell_uuids.py @@ -47,7 +47,7 @@ def string_for_uuid(id): linked_ids_filename = "2014_to_2024_ids.txt" linked_ids = {} -java_linked_map = "static private final BidirectionalMap uuidLinks = new BidirectionalHashMap<>() {{\n" +java_linked_map = "static private final BidirectionalMap spellIDLinks = new BidirectionalHashMap<>() {{\n" with open(linked_ids_filename, "r") as f: for line in f: first, second = [int(w) for w in line.split(",")] From 4db125db79bbdfca3f2e164631c377608f2efabe Mon Sep 17 00:00:00 2001 From: Carifio24 Date: Tue, 24 Feb 2026 01:35:05 -0500 Subject: [PATCH 10/18] Recreate spell UUIDs. --- app/src/main/assets/2014_to_2024_uuids.java | 756 ++--- app/src/main/assets/Spells_en.json | 1928 ++++++------ app/src/main/assets/Spells_en_backup.json | 834 +++++- app/src/main/assets/Spells_pt.json | 1976 ++++++------- app/src/main/assets/Spells_pt_backup.json | 726 ++++- app/src/main/assets/Spells_uuid_map.java | 1864 ++++++------ app/src/main/assets/Spells_uuid_map.json | 1862 ++++++------ .../java/dnd/jon/spellbook/Spellbook.java | 2616 +++++++++-------- 8 files changed, 6941 insertions(+), 5621 deletions(-) diff --git a/app/src/main/assets/2014_to_2024_uuids.java b/app/src/main/assets/2014_to_2024_uuids.java index 3f9cc581..15b2d638 100644 --- a/app/src/main/assets/2014_to_2024_uuids.java +++ b/app/src/main/assets/2014_to_2024_uuids.java @@ -1,379 +1,379 @@ -static private final BidirectionalMap uuidLinks = new BidirectionalHashMap<>() {{ - put(UUID.fromString("ee3901e8-34c4-4139-b32d-686d29fa315a"), UUID.fromString("e1d805e9-3dc8-418e-9ed8-7e33a59c23c1")); - put(UUID.fromString("6af95db0-b35d-4b99-ac65-f98f7bfc9119"), UUID.fromString("f13393c4-e069-4856-9655-a73d4288b2c5")); - put(UUID.fromString("42ef9baf-1217-4b0a-b700-584e6bb0d395"), UUID.fromString("b498c538-1e60-47f0-bb05-3412599e206e")); - put(UUID.fromString("70da252a-211c-4656-b65f-a08a6148b1df"), UUID.fromString("caca51bb-db23-43c7-9506-4ae87c09154d")); - put(UUID.fromString("b395775c-ff60-4c71-82bb-c9d9bc3e8807"), UUID.fromString("5899c5eb-37e1-48b1-ba0d-e49205203e5d")); - put(UUID.fromString("5995fd97-a4b6-405f-98f7-d1c11e697a86"), UUID.fromString("888b805b-baeb-4a98-9ca1-3f6ca0563720")); - put(UUID.fromString("b5858113-745e-4b24-8f35-9cf52c0c3324"), UUID.fromString("0588e084-ff46-422b-be47-e24844c12a9f")); - put(UUID.fromString("299fe26e-5119-487c-97a7-573acec7948c"), UUID.fromString("618e5995-cbe4-433c-8a46-3ce98976d7cd")); - put(UUID.fromString("4580c6d9-b3a2-433f-8442-8b5efbf7f651"), UUID.fromString("1703c7c2-d48e-44dd-9770-062ff7ee2727")); - put(UUID.fromString("c2551c4b-bc96-4bf3-82ac-431e87e9d664"), UUID.fromString("03720a57-0017-40b7-bc0b-cf86cf04382a")); - put(UUID.fromString("ab3fdf6a-5975-4d3a-b541-3fc74d231cf0"), UUID.fromString("719f12b1-31e9-4a5f-879e-29ce453feb36")); - put(UUID.fromString("90795ebd-66e3-466c-a0d7-b340574850e1"), UUID.fromString("8a840d0c-3b5c-430d-acde-2cfde3d46396")); - put(UUID.fromString("2a370345-13a6-484c-83e1-9029d625c45c"), UUID.fromString("d10af3b2-8de8-41c2-9e86-2f316fe694f5")); - put(UUID.fromString("6eff5072-1950-4374-a7f7-6a435b4478db"), UUID.fromString("81f90845-b610-4c33-bbc0-37ba7720fa7f")); - put(UUID.fromString("847a5a7f-5428-4397-a243-14e6c9d1bbe2"), UUID.fromString("fa025fc2-d965-4968-96d5-7b2e3ae6c709")); - put(UUID.fromString("a9a21d1e-465a-4c8e-926b-3df39a247039"), UUID.fromString("708eba96-080a-44e4-ab8f-54da5278cc9c")); - put(UUID.fromString("223148b1-702c-480b-b0b4-780920bfd546"), UUID.fromString("0a395828-38e6-44a1-9e06-ea741cd2089a")); - put(UUID.fromString("3bd77015-b896-4c29-b257-13ddd3eb7590"), UUID.fromString("f7183cab-67a4-4f2b-84e2-e35c1484f772")); - put(UUID.fromString("ed920d78-1f91-4b54-b1ba-a116531d8845"), UUID.fromString("8da3fc51-28e6-4412-bd62-fa68e3cdaf25")); - put(UUID.fromString("802c36e2-99f9-4008-8712-d9fbc4e88fdb"), UUID.fromString("654d7454-139a-46db-9c80-c61a0577d344")); - put(UUID.fromString("7e47f091-e53d-40fc-9be7-83fc3ae89fd8"), UUID.fromString("dd54a4d3-99c7-47ef-8e3f-cb24069cef66")); - put(UUID.fromString("bbe42caa-ba98-4f6f-99d8-a4d62adea128"), UUID.fromString("da200931-60a6-478f-9b38-acd92cb1c1b7")); - put(UUID.fromString("d4943b3c-cdae-41d8-9970-131d7488542d"), UUID.fromString("20b2ddc4-c7be-4639-8a6a-cb52ce6a93b3")); - put(UUID.fromString("08b649b7-8b7c-49bd-9eca-17201b7f5efe"), UUID.fromString("50f3c6e7-fee3-446b-91c5-a805715140d2")); - put(UUID.fromString("10e3acc9-1c9d-4d36-a51a-b48a01f12726"), UUID.fromString("e66e699a-0963-47f7-8bd0-a47b6416321b")); - put(UUID.fromString("362465af-f1d5-4507-b07a-3b738d5a45eb"), UUID.fromString("e87e3bcd-fe9e-4cba-be95-107bd243086c")); - put(UUID.fromString("ea2fb7a3-b62f-46db-846b-ee6d164ce71c"), UUID.fromString("39cec23f-a80b-45e4-814e-c9ce61d37836")); - put(UUID.fromString("f0c229f5-92fa-41d8-a8de-b557c34bdc92"), UUID.fromString("d89ff006-95a5-4a42-ac2d-959ff63966dd")); - put(UUID.fromString("e7e8b4f8-e28a-4b97-95fc-a5370487e56a"), UUID.fromString("47816812-c142-4b6a-bc50-3e1fba71bdd0")); - put(UUID.fromString("cf13f57b-ed00-406d-8923-9b9509a48332"), UUID.fromString("7d4f8d29-98ad-4035-a53b-0f3910108458")); - put(UUID.fromString("718d0beb-eec3-4013-bf93-b66d2280da95"), UUID.fromString("665e3af8-2901-4ca2-b5da-774207ff9c7a")); - put(UUID.fromString("a9b2f81f-55af-4619-aa96-bbb94f3b2678"), UUID.fromString("fd6682e7-9606-45d0-b98a-a47563aade71")); - put(UUID.fromString("9fdc0216-34f1-444a-9262-772211155d71"), UUID.fromString("8ba3366c-cff1-4c58-bb98-92b079f6c45e")); - put(UUID.fromString("fffa022f-fe4b-4c59-ac9c-abf09bb984d3"), UUID.fromString("00050528-db3c-4571-ae11-42a66c4a3d90")); - put(UUID.fromString("d2bfd5db-65aa-4afd-9162-ea1d26958426"), UUID.fromString("9ccbc19b-46f7-450d-b49d-2f0c4f569c92")); - put(UUID.fromString("4810ebe3-031f-4c1c-a72e-fb36b5b0e67d"), UUID.fromString("d2d49f8b-9b0a-41b3-bd9f-d4b6d2837cb1")); - put(UUID.fromString("f425ac68-fa21-40b2-ae0c-f6077ed1763b"), UUID.fromString("a12c2acc-244a-41ab-b81e-eaef04810c38")); - put(UUID.fromString("3170ed49-2aba-404c-ae71-2b428415d03b"), UUID.fromString("c6908ea0-b748-47de-aaeb-778b0e580973")); - put(UUID.fromString("28494939-8c52-4a5d-a8a1-6b2dc54585db"), UUID.fromString("71d2f63c-88c3-4f23-ae0f-09e1c35c727b")); - put(UUID.fromString("8200e253-dcf9-4854-a0cb-393e0a18a996"), UUID.fromString("60ad5d6a-67ff-4114-88f1-c5a8777bf288")); - put(UUID.fromString("1bf61b60-7719-4328-9207-2f5e8d661ac3"), UUID.fromString("8e86e4eb-19af-46a2-a521-ad396b3da57e")); - put(UUID.fromString("0de654fd-4147-4961-8a65-afa07320e2fd"), UUID.fromString("ca72489f-8533-4074-9436-c2ba79f615d8")); - put(UUID.fromString("ff424832-c47a-48d5-9c37-71737da6fc08"), UUID.fromString("36bf3c7a-db52-4e97-b883-44bcb219f1bb")); - put(UUID.fromString("d39f8b02-6120-4e46-b6d2-092d23651b44"), UUID.fromString("7ed21283-1d15-450f-b17e-34f25435d16c")); - put(UUID.fromString("bad4d5c7-e4d4-409b-8daf-332a2999f992"), UUID.fromString("4f90bb7c-ea52-4ebb-b281-17df7a122837")); - put(UUID.fromString("08315c56-8980-46b7-8b9f-676ac6a97301"), UUID.fromString("6b7a5ca8-54b2-455a-a7c7-e992d1c23c99")); - put(UUID.fromString("957435a4-39b8-4934-8a59-8ea068eae863"), UUID.fromString("2978adf7-c838-4c05-92a0-8e2ff03a259b")); - put(UUID.fromString("3bec5ca1-8e69-4252-b4ed-1d323ea71e3f"), UUID.fromString("9575e0b3-a6eb-49b3-b252-ecbe847ab1c5")); - put(UUID.fromString("f8b063c3-56fe-4bb2-85f0-7aab27be7d0b"), UUID.fromString("3dfd9eef-dc3b-4711-a0ac-c06113966918")); - put(UUID.fromString("6a1f247b-bf4c-449d-8041-7ef51c45282a"), UUID.fromString("6fb5e47b-4899-447b-81cd-94e8b776a456")); - put(UUID.fromString("0a37f7f7-8c1e-43ba-b886-206dc61021ca"), UUID.fromString("504838fa-1f9f-41d2-84ba-29ac7954fc27")); - put(UUID.fromString("bfa1ac32-8333-4e7d-8536-62ec47e4a89b"), UUID.fromString("3b631d7a-d90f-42b3-aa6e-be2ac5672d28")); - put(UUID.fromString("215d755d-234e-4fb8-83fd-9f5e2e354ce3"), UUID.fromString("1464af42-9c6e-4bf9-a1da-f3344dde524f")); - put(UUID.fromString("21050e47-b550-4458-bb01-694968f19b41"), UUID.fromString("1241aff2-a474-4519-ad3e-fb742479849c")); - put(UUID.fromString("5d89696a-fd4a-4e83-b618-5fa12d7312ea"), UUID.fromString("0257ec8b-fccf-4bc2-9b6a-d7599e8b08f1")); - put(UUID.fromString("8e7bb7e8-d3c8-4cdc-8f53-a22b7eb49bb0"), UUID.fromString("bfebedac-0b08-4eec-a147-8ace3d95aea0")); - put(UUID.fromString("1f75ece0-0f79-483c-93c8-78314468a60b"), UUID.fromString("084eb357-2f65-4955-9625-3bb0b1ef04a2")); - put(UUID.fromString("b3ff12fb-f4af-4fd0-8a9a-a53325911078"), UUID.fromString("f4af5b8d-feec-4d9d-82bf-dbe01bc8c25c")); - put(UUID.fromString("741ee379-7eab-4d05-805a-e7ebebc74e75"), UUID.fromString("3914110f-dd02-4b8c-ae61-a66cf188d186")); - put(UUID.fromString("99ce898d-83e3-4fc1-a302-2c7260b2ad80"), UUID.fromString("c4e65bb5-b5df-470d-9b67-d5bfbf4b1f7f")); - put(UUID.fromString("d223778a-898e-42f2-8538-2306362a98e2"), UUID.fromString("25e37b55-5cc8-4a37-b6ee-e15c08506661")); - put(UUID.fromString("56139c12-00aa-4cca-bd16-55ac245705bd"), UUID.fromString("e5d83f94-7398-4948-b065-95da943bc909")); - put(UUID.fromString("654ffaf2-ed8e-48d5-8dc9-5ccd82e25e86"), UUID.fromString("e7876c75-a50e-4fe1-a7d7-2c0797434cc8")); - put(UUID.fromString("092518a9-77bd-4d97-a19e-d5866f5f2ba6"), UUID.fromString("54d0ff54-656f-4b8e-94b5-4d56a63278f5")); - put(UUID.fromString("d2dd6d07-bc51-44f4-b301-01f55fceeeb1"), UUID.fromString("9b328706-06c7-42a6-b67a-4641a2c2e183")); - put(UUID.fromString("d73a3e33-1e6d-4356-a341-aad44231f4e1"), UUID.fromString("24643b19-9d1a-4892-974b-55e9dd4ec0f1")); - put(UUID.fromString("00888456-4df3-4f3e-8aac-cf36a5c5dd70"), UUID.fromString("d890414d-98a0-476d-ac7f-0f1cdd378cb7")); - put(UUID.fromString("6a08c346-d6ee-4d99-b4c9-fa429c88cbb5"), UUID.fromString("a6c3d932-5194-4ab4-9ef5-d1db82b91b58")); - put(UUID.fromString("95cba648-6f4f-4a48-b095-20f378627f49"), UUID.fromString("1ad0314a-3256-4dc0-a830-19c385ad9634")); - put(UUID.fromString("21f2703c-3475-448e-9546-ac3377250ef5"), UUID.fromString("35595476-8fdb-4e0c-aed8-ecf80a22409a")); - put(UUID.fromString("e88d0c47-ea12-4d9b-847a-ecafc3ad26b9"), UUID.fromString("004c87ed-5969-4371-a302-9c2f60ec550a")); - put(UUID.fromString("d4f763b4-02a8-4251-8afc-84bf7d721fff"), UUID.fromString("34521cac-7e3b-44d4-8d97-d14e3a2a4e64")); - put(UUID.fromString("1eeb5cbd-62d7-4501-a821-0db6f9f2152a"), UUID.fromString("6688b676-8e56-4e85-a7b6-1710dd4a7a5b")); - put(UUID.fromString("d0e09382-09dc-40bb-ad27-66664804eaca"), UUID.fromString("f527e35a-d73f-448b-96e5-0750880bac9c")); - put(UUID.fromString("22107baa-4ad5-45a9-9e72-48f19a9a03e3"), UUID.fromString("93bf1ebc-0fcb-4026-9ddb-07e1179a25ac")); - put(UUID.fromString("7005bc68-dbd1-4b52-b257-d31af777ba3c"), UUID.fromString("ad902b26-b5a5-44af-a480-2c00b6353fcd")); - put(UUID.fromString("da4b7eb2-fb29-49d6-8167-0998b9bf4f33"), UUID.fromString("59660bed-7da2-4a00-bd46-cb77851abb9a")); - put(UUID.fromString("def27156-fa82-427e-9ff1-54a3c69e67f0"), UUID.fromString("b5d861e4-5a16-4a42-8fe4-c53856210920")); - put(UUID.fromString("276764b1-af49-4e5a-8cf1-f4619d9eb2d0"), UUID.fromString("3818b815-97fd-4d16-9771-577e39392e39")); - put(UUID.fromString("ad694a7f-c778-4760-9251-9b19c5142e27"), UUID.fromString("2001f0b7-338e-46ea-b012-e3ae91b0589b")); - put(UUID.fromString("bf9f5b9e-6ffe-45cc-ac6f-83a13b25b5d5"), UUID.fromString("4f5c4a55-3270-45a3-b49a-3c21dd0b751f")); - put(UUID.fromString("add8d0ff-7c28-43f5-9c79-ae7819337b85"), UUID.fromString("b975aee2-cfdf-40af-bf09-55100b951f2f")); - put(UUID.fromString("04a42415-83d4-4229-9878-ed8a95e108fd"), UUID.fromString("9c6854f2-9dc8-40f1-89ce-bd261a66d449")); - put(UUID.fromString("686c842b-f502-4a36-8e8b-0cdaeae6f33c"), UUID.fromString("01e30723-5064-4d58-b77d-d895c81b0cdc")); - put(UUID.fromString("69069a8f-5f1b-4d6f-843e-4cd902a5cdf1"), UUID.fromString("e3402018-6b3b-4971-a483-c93f74249abd")); - put(UUID.fromString("1bb1e7ea-c470-4112-8dfd-b9750d6c60f0"), UUID.fromString("95e4b4cf-b21c-4e87-85f3-37d3838d618c")); - put(UUID.fromString("d6ee3d3f-b2c3-449d-81e0-fe3207f8e448"), UUID.fromString("dd9c9e41-6bff-40cd-b9a7-eafb7d685c0d")); - put(UUID.fromString("7fd96368-ecc2-4dfd-ac16-4f0ab50fc29a"), UUID.fromString("0cc0c159-589b-4e35-9151-cbc0a6332d10")); - put(UUID.fromString("2599f602-264a-4e76-91f6-27a9f3489b2e"), UUID.fromString("4b6c6ab2-921c-48a7-952c-ba7359b89e52")); - put(UUID.fromString("b9744de4-9961-4c3b-a232-2230734c4eb4"), UUID.fromString("ba1f2db1-d872-4c11-95e3-502eaba91c5c")); - put(UUID.fromString("0601e925-249b-4cd8-a495-1cb94acc8f3d"), UUID.fromString("5af28614-c02f-4ca1-829e-0c0ebb68c1b0")); - put(UUID.fromString("9f34bf1b-61d7-482c-baed-f958f2f0f39e"), UUID.fromString("89217e63-3a52-4631-b120-fff6db59c23c")); - put(UUID.fromString("10c77538-ac77-4cbe-a59b-c799af444c02"), UUID.fromString("164f85e9-5d55-4de4-989c-dd59eb56df76")); - put(UUID.fromString("0452dfe4-0db9-4f49-916c-9e58b31e3c2a"), UUID.fromString("bf0450e7-d67a-4755-9300-115f71ac0c5d")); - put(UUID.fromString("af4ecf87-edd5-4b0c-8807-f9c3b622f9fe"), UUID.fromString("7fd07402-298e-4f53-9553-38dce50108b4")); - put(UUID.fromString("dc4ecf71-03ba-4ca1-a833-4a7ec95ee493"), UUID.fromString("40002b26-8088-470d-afcf-1939f84af089")); - put(UUID.fromString("2544304a-ea10-438c-8046-846d886a6760"), UUID.fromString("f072565c-e68a-4bad-872d-c23b1977c3f1")); - put(UUID.fromString("6046515f-9ecd-4269-a727-b7d422501875"), UUID.fromString("060a7063-a7a7-4d29-8f72-aeaf13f0ed1d")); - put(UUID.fromString("53caf0ae-afb6-4640-aec3-226564df888f"), UUID.fromString("73401955-92fa-40c2-9725-29addad9e857")); - put(UUID.fromString("ada71e70-60ea-41ef-977b-7883ccaeb965"), UUID.fromString("487d1016-ec94-4824-bc09-b2ee7a990156")); - put(UUID.fromString("96f31367-ab0c-46bf-9a75-0e6f1cbe17ad"), UUID.fromString("8a61e88f-8fd4-46b1-8bb1-3047f2ad647f")); - put(UUID.fromString("edb2e645-c372-4ac9-8957-18c417e95488"), UUID.fromString("71873d4d-d43c-4033-8cc6-98b12c740da2")); - put(UUID.fromString("378dba88-3df7-4189-a177-c6cc81421ecf"), UUID.fromString("673717db-5788-4203-af40-5de0e5742287")); - put(UUID.fromString("49f32908-2f5b-477d-b203-08cc2136dd14"), UUID.fromString("a0d4fa66-6524-407e-be22-5e0c2dddcfa8")); - put(UUID.fromString("fa6639e1-8da6-4825-9157-be6d5d7a90be"), UUID.fromString("eca4054b-c2f6-47e5-8afc-5aa1ad855cc3")); - put(UUID.fromString("b38d70d1-484f-46a5-b2c4-1d379c8fc096"), UUID.fromString("4a851119-88e5-421b-a47a-dbdcb42a3b9d")); - put(UUID.fromString("9add723b-f8f0-4b93-9177-a65049ee88eb"), UUID.fromString("7dd3378b-8415-43f0-99bf-9fda67752638")); - put(UUID.fromString("af07edb4-e963-4037-b71e-1d261757d7d8"), UUID.fromString("5b435980-812c-42ea-8c92-715379a4acee")); - put(UUID.fromString("be0170c1-8c6e-451c-a58f-a1d4f23cf624"), UUID.fromString("a459c438-2f3c-40d7-b8c0-5f6ee0d393be")); - put(UUID.fromString("5913322b-f95b-4b60-9555-3ee6ab3f1e36"), UUID.fromString("3a5c6c13-a048-40c4-a9ca-2ef9deddbeaf")); - put(UUID.fromString("027b5ed8-27dd-490b-a8d4-0e12117ad7c1"), UUID.fromString("b221927d-5315-4c67-bb7d-b92dd5ed4960")); - put(UUID.fromString("39ee0fcb-bf33-4c06-951d-d635263e746f"), UUID.fromString("ac26a455-44a6-4693-8339-b8fe9b7845d4")); - put(UUID.fromString("8d397549-34cc-4e51-9d04-60f8d8484c74"), UUID.fromString("1e1c5ca4-0524-45a0-8e7a-08ea47d7b7d3")); - put(UUID.fromString("5032c4bb-3978-414f-b728-4da855c1f3c6"), UUID.fromString("27687e60-d858-4998-b64e-8a03948e08d1")); - put(UUID.fromString("c9589225-f25e-4f39-9a59-f90d29fd52ca"), UUID.fromString("6cf85622-f0aa-44c9-a0ca-31adc2dc93c5")); - put(UUID.fromString("152c46c3-c310-4f9f-ab00-06c437647b30"), UUID.fromString("ce522a0d-0b52-4980-a972-6c6cd5d84dc2")); - put(UUID.fromString("2213f5a3-b32c-4ce6-bbd8-a22fbac8e18b"), UUID.fromString("c1933c63-a416-41bd-a262-bf9b59935184")); - put(UUID.fromString("776815bd-0774-4426-a5dd-d9457a777871"), UUID.fromString("364ffcac-06a4-4df5-a499-7fbecd1e6aa9")); - put(UUID.fromString("49712375-4068-4894-9f0e-f7789b920ce2"), UUID.fromString("b7d0ff58-1805-4c7f-a88b-5b54f0faf8b8")); - put(UUID.fromString("8f8cccd0-a8d2-47c8-9a17-f95bd5751502"), UUID.fromString("4df8b9cb-cdfa-450a-a671-dae268979ecd")); - put(UUID.fromString("ab6d87da-aab3-4c76-8c96-839ee786c97f"), UUID.fromString("1041661a-2c49-49fc-8ea1-2427ea2ddb57")); - put(UUID.fromString("00b94e2a-a27c-4d3f-887b-4b6f4b4d2722"), UUID.fromString("c69abfee-a55c-4c40-9386-44bfedf1a6fb")); - put(UUID.fromString("a5d6ac8c-72f3-49cf-961a-5bb88e3c7dbc"), UUID.fromString("7fde453d-9e36-485f-8a78-7069cd73b354")); - put(UUID.fromString("029708bb-3825-495c-bd37-cd926c014b92"), UUID.fromString("180b4913-4580-4650-b889-01026adc178e")); - put(UUID.fromString("336bdcaf-ea45-4ddf-a977-4e73142a871c"), UUID.fromString("0ad4a0c1-11fe-4440-9b13-fd430347fe1f")); - put(UUID.fromString("f21f9f36-8202-4d5a-9425-d46781da78ff"), UUID.fromString("13677508-21da-484f-91aa-ea667f190948")); - put(UUID.fromString("b00aed01-c695-4d17-981d-a37684a8628e"), UUID.fromString("03a6583e-88a1-4cb4-a563-ee0f2f749964")); - put(UUID.fromString("39af3985-2d8c-43d1-afee-9a4824d376fd"), UUID.fromString("cf9b6d19-647c-43da-b859-73c4c02ce66d")); - put(UUID.fromString("f40dec7c-6885-4da8-8882-64d013af38ab"), UUID.fromString("dda2345e-3bf5-46e0-a835-065e95715bd5")); - put(UUID.fromString("6e1b8cd3-98f9-4723-a4e8-a4a8d3aa68ff"), UUID.fromString("b24c8ded-3808-41d4-83f7-50b208781a84")); - put(UUID.fromString("44e3ce4c-f466-405e-a850-71347165f8f8"), UUID.fromString("f8e023b7-bc95-4c40-a13a-c8b2d02b900a")); - put(UUID.fromString("f9f8a8c5-3803-4f58-b0ef-9c3c0de4d318"), UUID.fromString("2c971cce-06df-4acb-b982-a7cf73adea45")); - put(UUID.fromString("7f373f94-a452-4365-8bb2-c4b4253791cb"), UUID.fromString("0c03787b-3450-471a-801c-b6ae3cd32425")); - put(UUID.fromString("28374ba1-87e8-478e-9675-08ae22b579c9"), UUID.fromString("8a2f29d9-1d1a-4ea1-bae3-01e20ce7c3b3")); - put(UUID.fromString("901080e2-17d9-4888-ae9d-8c5ee594eb3b"), UUID.fromString("0a9af14c-84da-4ebd-8d38-a8661f9ebcd6")); - put(UUID.fromString("b8532b9f-168b-40da-be01-96e4db546393"), UUID.fromString("daa94a76-9107-47bf-8f58-176799e71d46")); - put(UUID.fromString("ca715663-01ec-493f-a245-4d8b0e2c2ea1"), UUID.fromString("2fe24342-ae8d-40da-b0ce-40d53deebd85")); - put(UUID.fromString("10b19b22-ffd4-4e14-bd6a-c958d3547e0a"), UUID.fromString("6b1bebf3-dd82-441e-9e49-ae8527e83ef2")); - put(UUID.fromString("ed7e61ab-a25f-4151-be13-1c6b4a62adc2"), UUID.fromString("53b1c569-f68e-4b3e-9413-b7e5f1ae900b")); - put(UUID.fromString("46f50b9f-d1fc-4ac5-b47f-b45890eea22f"), UUID.fromString("9ad07bb2-6182-4de6-97ff-0eb368b30713")); - put(UUID.fromString("041ed1cf-87a8-426a-b8ec-6a2d7a192608"), UUID.fromString("838903b3-2786-4bc2-b64d-e45153dc58ab")); - put(UUID.fromString("77a38088-a111-49ac-900f-c623a10e6e5b"), UUID.fromString("8e1a972f-9cfa-49cd-89ce-48f2702c4be2")); - put(UUID.fromString("673d5ae0-6188-406b-a0be-0d7bb7d7c519"), UUID.fromString("0c3c0a13-ec8c-4752-a9ad-591e6c431b9e")); - put(UUID.fromString("845bec18-49dc-4d4c-8b79-c4548a8349ff"), UUID.fromString("6d730952-9ac4-49e5-b75a-02a446cafec5")); - put(UUID.fromString("dba5f5e1-983b-487a-8b51-5244b55d523c"), UUID.fromString("0e1ae22f-d2b6-427b-a37f-14a39151d409")); - put(UUID.fromString("619f2ccf-c704-4059-994e-cbfaa6bc7a55"), UUID.fromString("bc092e54-3e7b-4f46-9a12-5ab3fb94562e")); - put(UUID.fromString("6d484356-cf3b-4bb3-8ef6-d05e14b1472d"), UUID.fromString("abdd2ba9-3afd-4002-941d-a813b1856ecf")); - put(UUID.fromString("b1e50b08-95d7-4b5c-be91-d005d2df07ed"), UUID.fromString("79089b09-21d9-4380-8dbf-5784ba3c9da6")); - put(UUID.fromString("7258a7b4-26c0-4583-84ca-ad1083c470d3"), UUID.fromString("b442b9d1-04b8-4ac4-a8e3-52bea3bdc954")); - put(UUID.fromString("da0e3e19-3b09-4879-9c13-92184bfee6f4"), UUID.fromString("166541af-5f9d-4413-803b-1616fc6f7f4e")); - put(UUID.fromString("e6cf9e36-89cd-4cab-8dfd-0cb57bcc396b"), UUID.fromString("110f7fd2-2c83-4251-a7b1-8cf99d448575")); - put(UUID.fromString("b8aea2b8-ba71-4cd9-ba4b-c5ebec7cffb7"), UUID.fromString("bf3c0e87-0252-44ca-9c1c-db8896df51d4")); - put(UUID.fromString("f2eadc53-2e8c-4fff-99c8-9bf8957cb3b1"), UUID.fromString("e786c767-01d6-4cfa-a7e3-8e0fd9673f04")); - put(UUID.fromString("02083fc3-9ae8-41bc-adff-569f95be201b"), UUID.fromString("5fb4ab7b-fdc8-48ce-a9eb-6aebefe17106")); - put(UUID.fromString("4e962094-caa6-4066-b659-5370a12f04af"), UUID.fromString("54718837-de3e-4de5-b39d-63c0a1cc1e59")); - put(UUID.fromString("b18ff4e7-1fc7-4d95-9a0d-d6704ba3ffed"), UUID.fromString("891df97d-e03e-4254-9923-19a631236fdf")); - put(UUID.fromString("7961ad2b-7713-4edc-8a6a-681671c38a12"), UUID.fromString("45d8dfe3-2324-4b07-a6c0-313fc92d0d20")); - put(UUID.fromString("cb745797-bf30-44d0-af4d-bba5f789c473"), UUID.fromString("aad70eb9-9ef2-4fbd-9764-f3f1bc1ed7e0")); - put(UUID.fromString("2e651416-3016-4da5-832c-dc63e635d8a1"), UUID.fromString("af46cee0-5961-48fe-8aec-eff7d950ea30")); - put(UUID.fromString("46827458-b424-4ddb-b46d-de41bde682a8"), UUID.fromString("c9d6e4f4-ca91-42ae-bc4e-dbf5cbca7282")); - put(UUID.fromString("f45fd2bf-d079-4869-9f29-bd642eda2b06"), UUID.fromString("4426f013-e031-4805-93cf-0c2bf633e7ef")); - put(UUID.fromString("30a6e849-b2a9-4152-b5c5-5bd93159f24d"), UUID.fromString("6baad978-87e2-4056-9a3a-a3c4cc410248")); - put(UUID.fromString("73297be3-51bb-4c1c-9a4b-19a54be351e9"), UUID.fromString("15532c7f-ddee-4adc-a1bf-462f0e8d3c53")); - put(UUID.fromString("4b045031-9efb-4005-ab68-965b88a0bb42"), UUID.fromString("63affa09-7aa2-448d-8fd6-dffe0aa8d5c4")); - put(UUID.fromString("58d3b60f-e095-4144-86b0-ce8f56ec1f61"), UUID.fromString("08b5adc3-e35b-4606-ab3c-41fd49f4b181")); - put(UUID.fromString("f24225d0-a647-49ec-a796-14e50e1de93e"), UUID.fromString("87b2ce10-28c8-4dc7-b2ef-f557af83ff39")); - put(UUID.fromString("47ad0358-0326-4d35-b29e-608c0a4cb219"), UUID.fromString("832594d5-7e27-48c0-a415-055bd8730338")); - put(UUID.fromString("9d0e5995-cd66-49f1-b847-0513c2d18555"), UUID.fromString("4611e4eb-e92c-4978-b802-066372149665")); - put(UUID.fromString("4ff60696-0f2e-43c9-a1cd-59753fe05a5d"), UUID.fromString("ffc57a9f-0a72-4a84-a79e-deb313a89d7c")); - put(UUID.fromString("37152780-bf45-4804-af75-d46022342b55"), UUID.fromString("5b12e19f-ce1f-4573-a90d-1fff580a7d5a")); - put(UUID.fromString("073c8391-8d0e-4378-87f7-55cc9e6e1db2"), UUID.fromString("ba5a7550-aba9-4ed2-9d1f-c6e59d87a8f6")); - put(UUID.fromString("a0c0d7ed-db13-4d17-981f-b1b82b8d79d3"), UUID.fromString("8a0e9b13-e60c-48af-897c-73ea416fd8b0")); - put(UUID.fromString("04f2a09a-721d-46e0-ad0c-486ded9c442a"), UUID.fromString("9376cc8c-e8bd-4fee-ac6c-3775b27d5f6c")); - put(UUID.fromString("344ade5c-d42d-4e4f-849f-03086f9ebeef"), UUID.fromString("b3553545-690d-4f8c-b1c7-fd8dfea24f13")); - put(UUID.fromString("874a2435-bfd6-4875-8af8-803487ac070f"), UUID.fromString("5f69b30b-e7ca-462a-b855-f30d075528d2")); - put(UUID.fromString("76c4c30f-fe6d-442c-9811-7c2db7e7b355"), UUID.fromString("cc20679d-e523-40a8-9f9e-70da8dd09c39")); - put(UUID.fromString("9923fe75-67a2-45a1-b636-1e0c2db096c9"), UUID.fromString("76a061d7-c5e9-4d34-84e5-13445f57dd2c")); - put(UUID.fromString("0d5c8584-0733-43dc-a8b6-fbcce7ea2b82"), UUID.fromString("6344b052-d1b6-43ce-9ad2-7ff06944bc6f")); - put(UUID.fromString("42dcc537-75f7-4baf-a8ad-9b798cdd0882"), UUID.fromString("098b40af-d56c-402e-9460-8a91a193ad96")); - put(UUID.fromString("e76b211e-7d3f-4ed8-aa41-c857f39444dd"), UUID.fromString("610391a9-8826-459f-a03e-6368019c475b")); - put(UUID.fromString("1339fcd0-6179-42e7-9f87-c17fb233c19f"), UUID.fromString("1577f924-41a8-482b-a08e-df15e7274e23")); - put(UUID.fromString("92d621c7-21bc-48d3-9f8e-35de60efb5ef"), UUID.fromString("fd487009-b733-4dec-a707-90a31aee5f5e")); - put(UUID.fromString("f29ea1e4-7ff2-4475-a55b-651dea4c2387"), UUID.fromString("6066390f-89fd-4822-822b-06a7ba3af491")); - put(UUID.fromString("6515c99d-0cdf-4d5c-9b24-57b81e06637f"), UUID.fromString("fe35db5b-4751-47b2-90ea-eac6dca8884f")); - put(UUID.fromString("bdb8d11b-f457-4bef-b527-fd76fee0d80d"), UUID.fromString("8dd461a3-8e76-427c-bd3e-57eb9e5ec998")); - put(UUID.fromString("628d15d6-b211-4c4d-9df2-f86a1e433c80"), UUID.fromString("7848bb80-8c0d-4376-bfef-7a2d744e74a0")); - put(UUID.fromString("c7f9309d-df4f-43cb-8874-8c734e1720c8"), UUID.fromString("1a9a0065-77e3-4911-a585-9d64c7779ee4")); - put(UUID.fromString("1ecc3a14-6fe7-41f4-9bd7-121edf2f6d1d"), UUID.fromString("ef83eb36-dddc-4359-be46-404e5acb0388")); - put(UUID.fromString("f27ebe5c-5b86-4d9d-8baa-6e3933fd0fc6"), UUID.fromString("e75ca858-6370-4085-81bb-f14ccc52f522")); - put(UUID.fromString("215fbc0e-a926-489e-b872-2c8c71e11682"), UUID.fromString("c67c0f09-91cd-4d64-b54c-3f4e763a978b")); - put(UUID.fromString("d58eb81a-f80a-4254-b232-608fca8405a1"), UUID.fromString("ec9af10a-1968-45fd-a861-e41b400495c5")); - put(UUID.fromString("da5a628f-68cd-408e-9989-580230e9f9d2"), UUID.fromString("e626d0ba-fe50-47ff-ac34-1dd94832542a")); - put(UUID.fromString("acd14716-db10-4e86-a892-cbc115ee64a1"), UUID.fromString("54160259-5a50-4482-ba4a-b0009e627b82")); - put(UUID.fromString("ac8bf7d0-6326-4a0a-a761-91a1e80e8858"), UUID.fromString("6684f9a1-15e3-4881-9ff7-30cdf1ad1bb2")); - put(UUID.fromString("2de2ae9e-22a9-4017-a8c2-db04ca32d4dd"), UUID.fromString("0b64f663-461f-4a88-b443-d458ee11f911")); - put(UUID.fromString("5553bf47-3565-4e88-83c5-2ed001fc9463"), UUID.fromString("dd357926-b38e-4bed-9d59-5a2dc11550ef")); - put(UUID.fromString("36c3bab3-10c8-4240-9ca6-128d621805d9"), UUID.fromString("4ce89eac-a780-4659-abc3-98e89f28e7d9")); - put(UUID.fromString("d79a9f18-880d-4a8c-a3db-ce40796140d9"), UUID.fromString("1885fd44-7744-4db3-8fd8-10f6101b3eba")); - put(UUID.fromString("6bd18b7f-36e9-412d-9bbf-e21075130bb4"), UUID.fromString("308b52d8-e16b-483a-bf78-7d3a6237ee75")); - put(UUID.fromString("de1eb2f9-18ef-42cc-85c6-b5b3b9757e27"), UUID.fromString("b1f04382-784e-4327-8276-c9c36ea98c89")); - put(UUID.fromString("53cf3048-9be1-4ca8-b8f6-17a904738b9f"), UUID.fromString("d14eb1a2-a588-44a6-8753-ba21350bbc83")); - put(UUID.fromString("93cf3b71-abfb-4eb6-841e-1334bb784c4c"), UUID.fromString("a280a21a-c523-487a-8382-2b657d212c50")); - put(UUID.fromString("a2173caf-ee9b-41f5-aa41-4ffafd52a579"), UUID.fromString("bbccfe6b-8634-44ae-8e03-9df235d0cb60")); - put(UUID.fromString("04b68971-b6ac-478f-96f8-7c4385d44d60"), UUID.fromString("8a288302-ded0-42ad-abeb-8ef49aaf9ff9")); - put(UUID.fromString("fcea2450-2af6-4303-b2eb-c90f64eb17fd"), UUID.fromString("acac238e-c746-4ece-9ed5-9e6f6ad8bea0")); - put(UUID.fromString("3e71f1d8-d61c-4d6b-9994-e163109c39af"), UUID.fromString("4990e809-73b5-447e-a3a5-2c1fda6857c8")); - put(UUID.fromString("e5a13d10-be4a-42f2-b30e-51435a48e7a3"), UUID.fromString("568eb1f3-a32b-4a13-9c7d-f7dbf569afa7")); - put(UUID.fromString("111548a8-960f-4483-b164-fd4c177a31e7"), UUID.fromString("b7a4e599-c34a-479a-934c-c4632fc62686")); - put(UUID.fromString("e91f9fc1-2687-459a-a491-ec2ea54875c0"), UUID.fromString("4570de6f-83af-49e6-b5d8-061e6c3779da")); - put(UUID.fromString("2519dcff-3cb1-442d-8a2a-89d9d0e03a89"), UUID.fromString("eb8ecc99-b1b4-443f-80ba-d16781aa4d7e")); - put(UUID.fromString("eae9b337-7613-4d7f-b092-3d45d85b4e53"), UUID.fromString("98d085a3-e6db-44b1-91c1-9625f1fddc5f")); - put(UUID.fromString("d1f841cb-01b1-4b61-b51b-884ef341db3d"), UUID.fromString("b8ee2017-16af-45d2-a4e6-8531deb2f7f6")); - put(UUID.fromString("f223c5a0-dc86-4de1-967d-e0357ba75288"), UUID.fromString("668c1b9f-aef5-4d7f-9f46-1f0635adc4e4")); - put(UUID.fromString("d6fd4e6c-368a-491c-83c0-83a926139a9d"), UUID.fromString("32421038-6016-47fa-8eef-1a7f107cf84b")); - put(UUID.fromString("631d99f9-0574-4a73-8daf-79bd7623648b"), UUID.fromString("8f9e781e-7028-48ac-a283-cf3039ba08af")); - put(UUID.fromString("ffa20c8e-98b1-49de-8e88-bec48467e9a4"), UUID.fromString("4149e3cc-5721-4645-b498-56a889c3061d")); - put(UUID.fromString("fb7a2be5-0eca-43f9-ab2b-3dceb59aa3b0"), UUID.fromString("14b22fc7-a7c4-48ed-827b-d965ffe83f89")); - put(UUID.fromString("01fbf811-bccb-4fb4-90cc-a39c9f5e3d4f"), UUID.fromString("6e9a66b5-3783-4f62-b933-5e3852ad419d")); - put(UUID.fromString("b301fa26-4c60-45b1-81fc-6820061fc87c"), UUID.fromString("c2f05ccf-92eb-480a-ab52-b7fb24177c4f")); - put(UUID.fromString("ed697a27-6968-4437-b564-ca7fad120a40"), UUID.fromString("7751f674-bccf-44d5-9bfd-f8b07a01f347")); - put(UUID.fromString("772a26d6-91e8-48e4-95f6-3b657ab3d262"), UUID.fromString("2e59c40d-1c17-48e0-8933-6d33ba82ea5b")); - put(UUID.fromString("385d58c2-0f77-4824-9a5d-f7c6b33a5e2f"), UUID.fromString("4658e3e2-1ee8-41ee-8c35-6765d590226e")); - put(UUID.fromString("d445c089-bfb9-44f2-8222-a5e2e2cf1bec"), UUID.fromString("0750aec7-0d85-4453-9308-7e5558378fa5")); - put(UUID.fromString("cc1ad4b6-7a8f-4f4c-8c3b-9d70707fae11"), UUID.fromString("939981d1-0754-451d-810a-247c23d173ac")); - put(UUID.fromString("08ba7c6f-213b-4b3e-b380-52a0bf49e65f"), UUID.fromString("4f61f4ac-7d8d-4ddb-9a2a-220ead3d5768")); - put(UUID.fromString("ed5d8de4-9279-4734-8952-3d50c38e446d"), UUID.fromString("22693d1b-3f25-43c7-a9e6-c2e0e6f16894")); - put(UUID.fromString("85ae9373-8da6-4c69-8eea-b2d24dc20790"), UUID.fromString("953ffece-df0f-4f43-ae02-508139bd6eb5")); - put(UUID.fromString("f1ba8c52-240b-4180-9a34-20fc44944566"), UUID.fromString("83435784-f848-49cb-9a54-312501717894")); - put(UUID.fromString("492808f9-893d-4004-8bc2-59eae33bdba3"), UUID.fromString("effba610-0257-485a-aae5-ddce4cb49199")); - put(UUID.fromString("67d5e03c-8473-4574-860c-92c2644aea5d"), UUID.fromString("e1ed9691-6fa4-4c93-8ee6-9697811fe892")); - put(UUID.fromString("5c568601-6c04-4a18-ade2-76d7c24ac2d8"), UUID.fromString("3b616900-2772-4536-9213-39280505a1f3")); - put(UUID.fromString("887b4da6-145f-456b-8f14-95c6da91ecd3"), UUID.fromString("5591993d-981b-4489-8fc8-4ded7afd891f")); - put(UUID.fromString("36b5b452-9641-4479-8d82-450445b5b3f4"), UUID.fromString("b671cbf2-93d6-4856-82d0-ea98812c0c84")); - put(UUID.fromString("da3b12ca-6e40-4b18-90b4-44e0ed756bc3"), UUID.fromString("83fff0bd-96fe-4cbe-954d-0bc9667d17ac")); - put(UUID.fromString("98218948-0e8c-472b-8769-5c39a7a5bbfd"), UUID.fromString("cbc45523-cdc7-4b23-8dc5-a7f198155f73")); - put(UUID.fromString("64f6aa66-0abc-4831-a57c-48d784c345ea"), UUID.fromString("9b1e974c-6457-40c1-a379-08b18d3dc011")); - put(UUID.fromString("46d8fb66-956f-47f6-8e89-80cf7aa31646"), UUID.fromString("d2c246a0-7a3e-4a1c-b5e5-a7bd99f2182b")); - put(UUID.fromString("1b4ce24a-842c-4363-a29e-982099d900a6"), UUID.fromString("fac8f446-6e9e-4094-ae83-52d509157fca")); - put(UUID.fromString("2fcd4839-45fd-466b-b113-553fa7ce4d49"), UUID.fromString("8d0ba424-21c5-4bb7-96bc-66ce406f97f8")); - put(UUID.fromString("49a73729-d783-4fe0-89c7-2aeeb0489663"), UUID.fromString("ce20a1f7-f27a-4b27-8d26-6e022a73e9d7")); - put(UUID.fromString("58f8c28d-4371-45b2-91e9-f9e81dd590f3"), UUID.fromString("4a340a88-44b7-449d-9f79-4d38a143f6f8")); - put(UUID.fromString("2626be32-15c0-4b10-a210-fec65d8f0d0a"), UUID.fromString("d64c4597-6f51-411c-892e-b0fb05319dfd")); - put(UUID.fromString("e63dd57b-cc23-4308-b5ee-b59946f02760"), UUID.fromString("645d0a54-f92b-4fcd-87e5-c37183a7acfe")); - put(UUID.fromString("521cb627-197e-4861-a3e6-f10582a99706"), UUID.fromString("9fa576bd-b7b5-4a5b-bfa0-04bd1c011d9f")); - put(UUID.fromString("7235b0b2-fa82-4379-b250-f1b041b1803a"), UUID.fromString("d5aa7cec-56b7-43f1-bc99-0c5e56bef192")); - put(UUID.fromString("96aaa321-71dd-4229-be11-f2df73749679"), UUID.fromString("915a7ca1-830b-4dbb-bdd8-bba7d159a67d")); - put(UUID.fromString("edc5c94e-c680-4de7-bd2b-d494649a5ff4"), UUID.fromString("ca7f1a31-5fbb-4674-8965-37a76b6266ca")); - put(UUID.fromString("6ee69c65-5204-452c-9403-7fc0d089b2e3"), UUID.fromString("17425825-9fe2-44f3-9002-e99a572189c1")); - put(UUID.fromString("04e170f9-d041-443e-9060-6cfd41b0517d"), UUID.fromString("051dcec0-f30c-4f23-9cb3-7d71da3d5755")); - put(UUID.fromString("31cda828-60e7-45d8-9e81-8556267a4c1f"), UUID.fromString("0160a44d-fec5-41ad-9ad4-b29267e1ddca")); - put(UUID.fromString("344db70b-6b47-4600-9112-6ab9db6945d3"), UUID.fromString("e537d46a-b223-4729-9e00-d855fb2f117c")); - put(UUID.fromString("e67670b2-6de4-4c32-ac95-5a51f527fe56"), UUID.fromString("e8a44b8f-167c-49b7-9da2-9f060c298136")); - put(UUID.fromString("0f69432e-df07-40a2-a488-7041aba44d0c"), UUID.fromString("9b129040-700e-4967-8723-fe6ea1e28f71")); - put(UUID.fromString("d8b6d30b-7068-4f73-909d-1f7be7dc8eda"), UUID.fromString("02f10fae-bfb4-4374-bf38-7fce6d3df784")); - put(UUID.fromString("ca723b48-dfbe-45c0-8184-2ee5fd056aac"), UUID.fromString("aac25a3a-f866-4865-a20c-7c08f30ff2b7")); - put(UUID.fromString("eb21f97d-4eb6-4750-b455-a0d4434ddc0f"), UUID.fromString("fddac690-5826-46a5-b62c-dc1dfa8b8da0")); - put(UUID.fromString("22ed4ce9-9dc2-46fd-939a-d6640be65a2c"), UUID.fromString("fb548034-5752-4c7b-ba33-5e58b35f543e")); - put(UUID.fromString("210150a4-55c1-4006-9aaf-da803cdd7222"), UUID.fromString("84f45a7f-99ab-4c36-b89a-e3e4f4fec2d7")); - put(UUID.fromString("0a2cbc85-39c9-48ed-90b9-4d89afaabd62"), UUID.fromString("5091ef0a-e430-4266-8b11-47e81267f860")); - put(UUID.fromString("f60c4ab9-2916-4fd0-9163-a23d75108a75"), UUID.fromString("e84f0b1d-63d6-4de4-a0e1-ff45f76bcb46")); - put(UUID.fromString("64c9e2c6-dd40-4287-b7de-3d34fc937327"), UUID.fromString("de002f53-e4b0-4d87-9bf3-fb19e2f1421f")); - put(UUID.fromString("78598e98-6beb-4d4b-b200-48a3469bc5e6"), UUID.fromString("799b7211-edbf-4663-9234-1567749f21b1")); - put(UUID.fromString("8378ae52-f9f1-43c7-9718-93201cd13a5e"), UUID.fromString("989db713-82e5-4498-8c66-b3b9669a5302")); - put(UUID.fromString("9be57552-85f8-4e7c-b897-73205764b23f"), UUID.fromString("c855366f-961d-4cba-8adb-ed6bd1ab6c91")); - put(UUID.fromString("a8a013e2-4013-451b-a76c-618e1f52437b"), UUID.fromString("f1dd6d66-5b65-4077-a4bc-03f08bf571c7")); - put(UUID.fromString("13f7c673-e9b3-4472-ae99-477837620627"), UUID.fromString("089e2a74-6b28-426c-ac08-47c21935b633")); - put(UUID.fromString("24b7ed5f-d27c-4f14-b062-f712055d2afe"), UUID.fromString("2d535da7-5537-473f-94e0-0c2830b91e03")); - put(UUID.fromString("777f1b3e-bc6a-48c4-909b-c372a118a680"), UUID.fromString("06164a42-ecdf-4cba-8b54-554ebdeec263")); - put(UUID.fromString("d88f394b-959f-49a5-9fcd-45a5618339d3"), UUID.fromString("9f035956-bd07-41a4-bce2-d456a119c694")); - put(UUID.fromString("40cca2fa-9c9d-4bd4-a480-bf41121f078a"), UUID.fromString("99f9d85a-792b-418e-85e0-dc8a22e87596")); - put(UUID.fromString("aff9c8c9-bb8b-4717-a5be-e905dd498678"), UUID.fromString("d72c5654-9c28-4d1d-82ad-f3270c17f211")); - put(UUID.fromString("da7162c8-4755-4de8-9607-666eb6621b45"), UUID.fromString("ec5dc4fe-99ca-4a75-8300-6a89de7e7491")); - put(UUID.fromString("de28e922-ccb2-4549-a135-e2cef670a0ef"), UUID.fromString("bab64f6a-594b-46cc-a41c-18540fbefb94")); - put(UUID.fromString("493ecfb1-5853-4782-87fa-d0196ccef79c"), UUID.fromString("2d9be4fa-dc11-42d2-864e-dbc430b2ee80")); - put(UUID.fromString("3cdd1646-3a54-4056-8132-1d247ebbbef6"), UUID.fromString("9ead079b-0dd4-4eac-9e62-b33c16079a5c")); - put(UUID.fromString("770f88b6-4314-4823-af2a-7fbb68813244"), UUID.fromString("c7f20ecf-22c4-46c1-8f56-252c4749552e")); - put(UUID.fromString("6c2aad5c-566e-4180-8acc-87a7e1885faa"), UUID.fromString("0768121f-c894-43d8-874f-310a8dafe577")); - put(UUID.fromString("d9e1e8dc-201e-4091-9b1e-8a5809a757c6"), UUID.fromString("10ae57aa-23e4-47be-87f1-a3408a895bec")); - put(UUID.fromString("ea3a0832-ce87-45eb-9219-e49784776aee"), UUID.fromString("011bd6b9-b00e-4761-8240-fafc8cb59a3d")); - put(UUID.fromString("b039a84a-1008-4599-88e4-039782dfae41"), UUID.fromString("76366bd4-4523-47bd-8162-85808099fd81")); - put(UUID.fromString("7bbdbfbe-ba12-4c2d-b7e3-c623da487cb3"), UUID.fromString("3b3250db-56ea-49c2-bcb4-40d122cf6c34")); - put(UUID.fromString("896b54c7-874e-4081-9263-ad6a40e64caf"), UUID.fromString("98694f06-58d3-4a90-bba7-6711ac3a8c3e")); - put(UUID.fromString("c2363ead-5828-4f16-9f57-40cce46708cb"), UUID.fromString("0d954c77-fc08-4ba9-a56c-f4f21327bd87")); - put(UUID.fromString("03e5109e-db1a-4bb0-895d-caf2a9531249"), UUID.fromString("7e8a9621-8322-472c-bd20-0ee2fb369b15")); - put(UUID.fromString("623878c1-b8ca-4884-b0a2-92c75341352d"), UUID.fromString("79486dc3-b066-4f61-ba33-3cfb5a174473")); - put(UUID.fromString("53bebb4e-38fd-4d76-986c-cd65d27cf187"), UUID.fromString("e6de5281-7cb0-4e1b-9d1b-d299d362af3d")); - put(UUID.fromString("9109341c-7adb-421c-a68f-46cda5f5f02a"), UUID.fromString("55ddc327-fe98-407f-98a9-668a00a209e5")); - put(UUID.fromString("1949b498-141d-4ac0-9cee-edc4963749c7"), UUID.fromString("7d335d59-5245-4ae4-9dfb-964b14c085ba")); - put(UUID.fromString("e0e5b154-92e3-4db5-ba4a-b1056be178b4"), UUID.fromString("a9a45ced-7e9b-4750-82dc-869a353cc93a")); - put(UUID.fromString("7558c174-ae85-406e-9b76-074bcf6f7887"), UUID.fromString("56d262b0-fd20-409a-809b-b00aaaabb4c4")); - put(UUID.fromString("0e625287-4ceb-4ff2-b687-f33fe5fd053b"), UUID.fromString("e9c39cbc-5bf7-43b4-8d88-ff867336e1a3")); - put(UUID.fromString("ef9770d4-088b-4041-924e-2ec540bde060"), UUID.fromString("70d1e263-ad6c-412e-96e0-ec82b7873038")); - put(UUID.fromString("cc99caee-906b-4e3a-8e12-b7d339e36f7b"), UUID.fromString("d9e61247-fe04-4e14-a683-c8ba1253af3f")); - put(UUID.fromString("9e619d86-b555-46f5-ba5c-895aae1b36cc"), UUID.fromString("729370b9-dfc4-4805-9d52-c0dc598a13f8")); - put(UUID.fromString("f450a02a-c729-447a-a250-ef247caf67ee"), UUID.fromString("6338308a-e16b-410c-b060-5818941bf225")); - put(UUID.fromString("a8c1d5e7-120e-4bf9-a293-8813d1faec97"), UUID.fromString("98d38fde-572e-436c-8336-4a274dae087e")); - put(UUID.fromString("b347b5aa-fe41-45eb-8500-3e1397eb3fbe"), UUID.fromString("267ded7f-678b-4fc0-91be-3f7f5126ead5")); - put(UUID.fromString("cf2fbc00-e35a-4c94-8c75-b6e3793eaaaf"), UUID.fromString("55b2f812-9827-4d55-9723-75b98ba11e75")); - put(UUID.fromString("74efeb0c-8de3-4de6-a899-077fb44af309"), UUID.fromString("1a40c9fa-1739-4f34-932c-25cf78d7b433")); - put(UUID.fromString("f5277f2a-f1d6-4d8c-9ec4-6c88ecee083b"), UUID.fromString("a533b1a2-3015-4b58-a654-fd54572b17f9")); - put(UUID.fromString("62e8ef7a-8d75-4a30-a0d4-19a5db31d807"), UUID.fromString("de866c1c-8916-4f9d-9f94-62f397e48912")); - put(UUID.fromString("015fa1c9-eef5-472e-98b6-19b2191a8e80"), UUID.fromString("6fd65977-c59f-4308-a75b-669bfe7432b3")); - put(UUID.fromString("57b91f8f-152f-4063-ba38-b1ab8f7338b3"), UUID.fromString("50db3bd2-b5cb-41fc-9cbd-5c6ca823175e")); - put(UUID.fromString("b4a05889-eddb-411e-98fa-bb63ffca99e4"), UUID.fromString("2dd212f9-9ade-498a-b0a3-8bb80f7c5f65")); - put(UUID.fromString("58f8bed8-2e85-498c-9d91-05544a2045dd"), UUID.fromString("ab28cea3-07f3-46d0-a9ff-641ff7847065")); - put(UUID.fromString("4840f028-4ac5-42e6-8ec6-bb73be795a7a"), UUID.fromString("3b5013c8-70c2-4fbc-97d0-d7d5724ce938")); - put(UUID.fromString("09104514-c705-4027-8189-8162552e7784"), UUID.fromString("b7ec0b76-c351-429c-8732-e583b739dd0a")); - put(UUID.fromString("7e43dd58-6108-4bd8-ab8a-5d9142333a4c"), UUID.fromString("cdc3b651-b3e4-44c6-9611-998bdc39fd0d")); - put(UUID.fromString("e7f22b43-8781-47f6-87d2-6167059cd483"), UUID.fromString("2e87364a-5ed3-4398-9bd0-c7cf66813db5")); - put(UUID.fromString("f693c5ae-c095-4552-a361-af70d8530c7f"), UUID.fromString("4bdce40a-8069-49e7-84cb-231fd5ddb9e5")); - put(UUID.fromString("6c8153cd-a985-4b6a-a591-d2c50a02dde1"), UUID.fromString("4d7c4536-27f6-4728-a123-d7f80781d4e6")); - put(UUID.fromString("4a36d2bd-d752-4699-bbce-35c7f6d2ef3f"), UUID.fromString("fbee7910-f696-425e-b272-bcc8b981fbd9")); - put(UUID.fromString("68e4b75f-a6ef-4109-a37b-f87dc851e797"), UUID.fromString("759cdfe1-2a2e-424c-a8ae-51aa21e6c1ae")); - put(UUID.fromString("fa55bba4-e35f-4081-85eb-5fbc96bf198e"), UUID.fromString("d21feeeb-4762-4e41-b40a-89aea8710e3e")); - put(UUID.fromString("b73f667d-1a26-48f7-9d83-cb02b47f0ed6"), UUID.fromString("6cf662f8-d2a6-43a0-906a-75165b3709b6")); - put(UUID.fromString("eca2e428-817a-4006-bafc-4207eb29d5dd"), UUID.fromString("42a90709-323b-4385-9f53-f8e47cb93f23")); - put(UUID.fromString("9e081365-2185-4c12-9bbc-33a216bef27c"), UUID.fromString("99bb5c8a-6f82-44cb-8c44-9c12bb9f12e0")); - put(UUID.fromString("85497118-4671-437b-81da-b9a1c11bb403"), UUID.fromString("70d9fb84-6793-4562-9cf8-d0f312f5bc4e")); - put(UUID.fromString("b0b8f036-70af-4092-9768-24c63f21fc09"), UUID.fromString("4c0a075e-0abc-459b-b456-26f57e32a090")); - put(UUID.fromString("5d182966-5716-466c-9ce0-f6f35924c31e"), UUID.fromString("03ca55ba-0208-4a9e-8527-fcda06d7f38d")); - put(UUID.fromString("cbe4c11e-f040-4c21-ac74-9c518238d46d"), UUID.fromString("ff4421bd-846b-48e2-8d73-30ca2796f2a3")); - put(UUID.fromString("7ed406c9-bb41-4835-b9b3-4faba3a6c816"), UUID.fromString("c72d1fc7-bbc8-4e61-a198-7ae61466a5c8")); - put(UUID.fromString("ac73307b-975a-433b-931b-bca196d7bdfe"), UUID.fromString("5b610544-a3b6-4fb8-a759-a9c92b0822d6")); - put(UUID.fromString("55c4600b-b801-4782-9b39-262a6cdbfc41"), UUID.fromString("317d31e2-fad7-4466-a629-ab7803789313")); - put(UUID.fromString("9263025c-edfa-4a56-b1c0-b7e66fa959c6"), UUID.fromString("89ef4bfc-e065-4665-b461-f47e1832d63a")); - put(UUID.fromString("dbf0b959-a66f-43d3-a56e-94281f664ac6"), UUID.fromString("17129b92-3a1f-4d3f-ba4c-50bee62aee40")); - put(UUID.fromString("1e2bdc64-f677-4e56-a1cb-8b66ea53aafe"), UUID.fromString("3ddf1070-c9e6-462e-8316-19e470657471")); - put(UUID.fromString("0abb2805-361b-4bd3-bfa3-43d986b67272"), UUID.fromString("9bd90516-de71-450d-a960-af6c4d9b1274")); - put(UUID.fromString("8ca444ba-da31-43b8-92c7-6a40742e049d"), UUID.fromString("3a67f2f7-3fd2-4dd5-a243-8cb0c949c4a5")); - put(UUID.fromString("86d8f9f0-727f-4a21-b256-fbb5bd20e21e"), UUID.fromString("f569a366-7418-4e8a-965c-b09bb8d5a7d7")); - put(UUID.fromString("9c2bcfb8-d67e-4dd0-85d0-88db12481079"), UUID.fromString("143cce6b-c8f3-4829-a3f2-860981c2ced3")); - put(UUID.fromString("506d0d16-e1c2-49f8-a51b-5028a3db0448"), UUID.fromString("76b6447d-4574-4609-873b-08461be0fce4")); - put(UUID.fromString("af32b624-57ca-4974-8cfc-ef26622d813e"), UUID.fromString("9ca5d547-17a4-4366-8a05-8f8aeb8406c2")); - put(UUID.fromString("70dd2c4f-6d7b-4425-9436-c257bc4ee1d4"), UUID.fromString("dc0c1a20-a796-4d62-a409-d89425549b89")); - put(UUID.fromString("cde41a63-98f0-4b5e-ace0-0ab5d4b6266e"), UUID.fromString("05e63285-509c-4935-8d9c-27e3a6cd10e5")); - put(UUID.fromString("2d42af75-1274-4218-be2c-e626ada9073a"), UUID.fromString("6e3bda33-fc70-4b8f-ae9f-389646cf0da8")); - put(UUID.fromString("df42472c-3503-4d53-8881-e97b1638e68c"), UUID.fromString("c3a18d7e-d2ed-49f4-898e-dee543b4cabf")); - put(UUID.fromString("5fc10e73-e58c-49a7-85ca-882f5a718cd4"), UUID.fromString("19f1fc44-3a2b-4f10-b09a-494b19a1b84f")); - put(UUID.fromString("25aed4fc-8abc-4123-b1ea-306feeee090d"), UUID.fromString("48ae1dd6-ce99-40ce-a043-c2287e097c62")); - put(UUID.fromString("4e442d84-77e2-41cd-b5c8-1edfe14b0f09"), UUID.fromString("88045f6a-321f-45c2-b3ac-fd2dbf214198")); - put(UUID.fromString("72c4effc-e134-4d1a-b9a7-6d045c506fcb"), UUID.fromString("ac2e2007-23d1-469c-82e0-61882c0fd4bd")); - put(UUID.fromString("e6f30f44-5e55-4779-aa14-c6ac459a20bf"), UUID.fromString("90b4b6b2-3902-4185-98a4-46329b5eb462")); - put(UUID.fromString("bfb068bf-ab63-44b8-b26e-c64a5a1dda25"), UUID.fromString("e08f7ef4-b3f6-40d1-9dfa-28ce7dafa105")); - put(UUID.fromString("604ff10d-697a-4e5e-85e1-9534f41cc30a"), UUID.fromString("090e2801-38d2-4fe8-a008-bdc51e70decf")); - put(UUID.fromString("04b0d0b9-aa10-42a2-a582-b3f7f41311fe"), UUID.fromString("7f54bbce-a7c3-4a90-98ae-a4f83d8c6446")); - put(UUID.fromString("171e9c4c-98f7-4bec-a092-f1c0ef860831"), UUID.fromString("a39df874-0a4f-4126-acfa-eb37a7aeaa5c")); - put(UUID.fromString("40d74dad-cdbf-4f03-8e23-e479fb149777"), UUID.fromString("c22f45ac-2e48-4153-8ae6-958adadc6de9")); - put(UUID.fromString("5b1577ce-f22d-498a-9522-7c895e8fac9e"), UUID.fromString("24ff383d-5495-400e-b7a6-f4df975083f8")); - put(UUID.fromString("95437c93-e074-4e83-9162-d76b5b9e448e"), UUID.fromString("cf3bf8a2-17b8-4779-8ffe-408522958385")); - put(UUID.fromString("b22f623a-7567-4018-8789-0134be8ab190"), UUID.fromString("a386c718-54ae-4d8b-aa21-6fdb2720a7a7")); - put(UUID.fromString("5fb4cb87-3c9a-43fa-ae46-621e6ebc848d"), UUID.fromString("7a7e3c98-8bb3-40df-8f5d-464917566cc2")); - put(UUID.fromString("f8766f1c-b419-4905-afc1-512efe29cfaf"), UUID.fromString("0605e47a-e54d-4626-9146-54bb0b2e401a")); - put(UUID.fromString("16a707a5-39e5-4c9d-a598-1e3cdf666d1f"), UUID.fromString("298cc36a-cdb0-46f0-bc7a-c6f560533bc5")); - put(UUID.fromString("c2f36f98-4056-4fa0-b7ac-77766d668bf2"), UUID.fromString("a6bf14a2-5a32-4002-b096-3f672fc56a89")); - put(UUID.fromString("bd86a97e-f13a-4102-b78d-f0de294a9915"), UUID.fromString("3008bd39-4ad6-4c00-b72a-ab8408e68cd0")); - put(UUID.fromString("fd3d0e5b-4210-4e09-924c-0b3d7b9165d9"), UUID.fromString("39ddd78e-11a7-4126-abd8-4bdfa12a3187")); - put(UUID.fromString("c22445b8-593b-460f-8732-45849c699e49"), UUID.fromString("62cd7511-5459-4f52-a411-4a4b1f2c0799")); - put(UUID.fromString("481d9c9b-4019-421d-9da9-7f3b05d6d84f"), UUID.fromString("09ce4898-5f19-4646-ba98-16d1d088569e")); - put(UUID.fromString("9416b006-7d2b-4fae-a020-302477146ea7"), UUID.fromString("f34494b7-943a-422c-855d-4256ab789905")); - put(UUID.fromString("771c8f7e-3b29-44d8-acfb-1f97fd54f49e"), UUID.fromString("ea538066-db3d-4fa3-8d2b-87fd24fad5e1")); - put(UUID.fromString("c98406d6-6b5f-4828-aae8-d44738392f83"), UUID.fromString("e2d0e058-570f-403c-86a6-0962f351f931")); - put(UUID.fromString("411a8eb1-9c90-4ef2-9bb2-14499f5084ca"), UUID.fromString("d8392d81-431f-4be3-899b-47b06e1d4f0e")); - put(UUID.fromString("69bd3d2a-2dbf-4a46-b7fb-a48ab01f4786"), UUID.fromString("bf081255-323c-4755-b07d-a0733612cf0e")); - put(UUID.fromString("ff268bd1-44bd-4720-84f1-d186dd3167c2"), UUID.fromString("ff2295bb-c162-44c1-8735-c9474fa61c3f")); - put(UUID.fromString("a2ca4b79-04c6-4b2e-b7a9-f81333cdee05"), UUID.fromString("713ec4f8-e11a-4c23-a20b-e4c01438816b")); - put(UUID.fromString("6ce93ee6-3839-44bd-b137-56fc546540a5"), UUID.fromString("8119287b-2649-4313-af70-0c9795e6e129")); - put(UUID.fromString("dc793f99-ed86-49c5-a18b-cd9849504e42"), UUID.fromString("8494b4a4-0a99-4148-9237-8d2fdd3be519")); - put(UUID.fromString("b1a64730-ff0d-45f6-81f3-fbdb2bd42325"), UUID.fromString("75f71068-51a2-4af2-aecd-6daa73c6da7d")); - put(UUID.fromString("7a58f551-20cd-47fb-8ef6-2bdd06f679ec"), UUID.fromString("ec5067f3-c7c0-4f87-a7a2-58f9f1e5ee08")); - put(UUID.fromString("7333182d-3c3f-4707-bd19-b66f97caee4b"), UUID.fromString("5dc9f10f-4cbf-47b5-8e75-ffbf70fbc318")); - put(UUID.fromString("9c718132-c6a1-42b6-a028-1b18fd2cf6eb"), UUID.fromString("2cc4f0ea-101f-4b94-9a07-8d5952bab6a8")); - put(UUID.fromString("d5ed0d38-2eef-492c-81a5-7e35b5076b77"), UUID.fromString("06a6740b-8fdd-4bfa-9375-52399744faad")); - put(UUID.fromString("a472626f-4c06-4709-8af3-0ffea58fb5bd"), UUID.fromString("d3f9580e-b386-4bb9-bb92-b15ce414075c")); - put(UUID.fromString("8cbab812-de7e-436b-aab8-8b2f1570dc42"), UUID.fromString("90906b68-30cb-4006-bfa7-0bbaeacfe3fe")); - put(UUID.fromString("950fe368-c102-4968-b3d8-cc21f444e44c"), UUID.fromString("2819f854-263c-4932-a66d-91e7a7ccb474")); - put(UUID.fromString("d9c3de63-3418-4d83-8114-97eada4a0e24"), UUID.fromString("ad9c9c8d-0464-4d57-9f60-1c97bd8a9ac9")); - put(UUID.fromString("cbcabbd4-a003-49d4-80e4-087bbeebf0cc"), UUID.fromString("ae8796d4-6507-4f80-b796-379e4df4e961")); +static private final BidirectionalMap uuidLinks = new BidirectionalHashMap<>() {{ + put(UUID.fromString("b88a7c63-1e65-4f02-863c-71d36368a1f7"), UUID.fromString("ad204d86-afd7-4c13-82a0-14ed26aeff0a")); + put(UUID.fromString("5b5d0818-311b-4b08-8e30-eef65a7372ae"), UUID.fromString("abd8daee-aa93-47fa-8376-79521e57b6c1")); + put(UUID.fromString("d6f3d9a6-537b-4887-840e-d02815de46ec"), UUID.fromString("46540fbb-43e0-466b-9161-f20f40beacc3")); + put(UUID.fromString("3e9dac92-f285-4fe0-8493-62800777e9f3"), UUID.fromString("d0d564ba-5b05-4860-9633-29f1726690bd")); + put(UUID.fromString("91d35cf6-097a-48a8-878c-637bcd8a8a24"), UUID.fromString("8336c694-df5b-4c65-a0cb-0f92231241be")); + put(UUID.fromString("582858fa-0850-4bba-b892-7a22ce6d5c49"), UUID.fromString("227ce494-b580-42be-9499-9a82ab0f9ed2")); + put(UUID.fromString("dc87d9b6-defe-44f3-930e-6a636692e15f"), UUID.fromString("c8f8c8a4-a5aa-4a67-b23c-39bd314ed85b")); + put(UUID.fromString("4eb098d2-2005-43a6-b64c-9f2740c67f55"), UUID.fromString("562672c5-0f9a-4b26-a34c-65f0987c79bb")); + put(UUID.fromString("bb88a4ba-ecfc-448b-8495-4513b623dc3d"), UUID.fromString("1a829d19-fb1d-4317-b2ab-e790890181e7")); + put(UUID.fromString("06bf8696-72ac-4d90-8948-5a6fc7beb0bd"), UUID.fromString("4f5cb31f-29b5-4418-ab1a-9873193cb5ec")); + put(UUID.fromString("a0b6b464-8068-45c6-92db-e04ecc62fdab"), UUID.fromString("3ee75317-db3f-4372-b5a3-a3d8270dadc6")); + put(UUID.fromString("cccb5dcc-f846-4498-84fa-d342b2335d31"), UUID.fromString("52b8765a-44eb-45c7-aaab-be06ea71b134")); + put(UUID.fromString("54d60565-b3b8-4714-ba3f-07321d0f98e7"), UUID.fromString("3e7c6b4e-3cc1-4aba-9cf0-beff7c324b40")); + put(UUID.fromString("29f0a17b-640d-4512-9a9c-0167f4e8a92c"), UUID.fromString("9f2d2153-28a1-495f-8750-89d993e05a3d")); + put(UUID.fromString("6ad1178d-f757-4d89-b325-2fbef4835b67"), UUID.fromString("ad1de307-3514-4346-96ba-232360256ee0")); + put(UUID.fromString("4cf47704-45a3-43fa-8e3b-78bb10147cb0"), UUID.fromString("338f094a-0dee-4e87-b517-0fb0a8210f3f")); + put(UUID.fromString("836a481f-a19a-4940-9fe2-3ab9717756c2"), UUID.fromString("e50be0f3-59d0-40a7-a660-4ee191517ddb")); + put(UUID.fromString("75788d18-f69c-4f06-871a-a3252c94bd09"), UUID.fromString("8c709002-b128-4dde-8c55-79ddf529d62a")); + put(UUID.fromString("1859abab-b820-4a3a-8825-38e989a75030"), UUID.fromString("2f7be49f-6d50-4be0-b126-e3574e21457f")); + put(UUID.fromString("66a18edb-66e4-4784-9974-f99ba0b5cf9d"), UUID.fromString("b5e86df2-b50b-4e72-b5b4-a6079f5ad42c")); + put(UUID.fromString("bee5f785-341a-4eb9-98f5-4caff3b42f1a"), UUID.fromString("8e6012a5-d92b-4fd3-9657-3080e1eee07d")); + put(UUID.fromString("ef6104e3-529d-4390-b333-b9aef5ce5738"), UUID.fromString("903fff74-81d8-4419-b93a-25b01bccce63")); + put(UUID.fromString("e0ffd650-b1ad-4cb3-9abd-f91e09578761"), UUID.fromString("fc4d9909-a767-434b-b8d6-eadc64bb45b5")); + put(UUID.fromString("7a147445-8c4f-4e47-8184-e84c2bf7c18a"), UUID.fromString("57b05a4c-7bb5-4f2d-8b56-e6c8f823940b")); + put(UUID.fromString("baca5dce-f2c6-4579-ac91-a819edd0a30f"), UUID.fromString("6d50d3cf-6ee6-42a9-8b43-5f280bf4ac38")); + put(UUID.fromString("daec48ed-6aad-4ef4-88e1-ae18ba68ea41"), UUID.fromString("7d46cb16-b642-49e0-ba7a-e77bff788bfb")); + put(UUID.fromString("d28a4cd8-b317-401a-bbae-32437a2d672b"), UUID.fromString("2e52ae81-bf52-4656-8dcb-c5cc03ba8b8e")); + put(UUID.fromString("db2fdacb-ec1d-4f23-8240-e66167d82fdf"), UUID.fromString("36006416-763a-431d-8051-55ab18b1a9ab")); + put(UUID.fromString("c7a309b5-ed0f-4f36-bad6-96312edbc300"), UUID.fromString("77af257b-991b-4843-8eab-3ee5873b8103")); + put(UUID.fromString("17403baa-8532-412e-91cb-db4767546814"), UUID.fromString("18fd63b1-cff3-4dd3-8a9a-39be4f7600a0")); + put(UUID.fromString("1686afc4-e89b-438f-bef2-e825bf5c2611"), UUID.fromString("afc30331-44b1-407f-a305-6f012b1072a7")); + put(UUID.fromString("f4e9aaee-b0c4-4a57-99b1-85d0589641eb"), UUID.fromString("1103a08e-643a-48b2-8fd2-ab7718e52968")); + put(UUID.fromString("3368ff16-01d5-4bba-8d27-68a3123b5fc5"), UUID.fromString("6f4dfbab-b7af-4d68-bb48-1729821cfe53")); + put(UUID.fromString("0021e3ce-0459-4f36-8022-6eb78ce41116"), UUID.fromString("5cbe6120-9565-4149-b9ff-6a5d6af687e4")); + put(UUID.fromString("3c342f29-0954-4b5e-90e1-bf26a314b32f"), UUID.fromString("2cdc5221-0c40-4ed5-a490-74dc492dc9b3")); + put(UUID.fromString("480986d2-5ce6-49ed-be25-ed03cb35c1ac"), UUID.fromString("b8841f9a-e3fc-467b-8a0a-03697e9893eb")); + put(UUID.fromString("7cbdba38-3c74-40fc-badb-793ecdf75df5"), UUID.fromString("aa54f70b-8a99-46d2-a148-91102fad9636")); + put(UUID.fromString("aaea398a-be5d-45a0-90b7-77697ea749de"), UUID.fromString("10be5990-1571-4a31-8d96-fd7099fad95c")); + put(UUID.fromString("0fe36942-9050-4682-b305-f751e4d6d081"), UUID.fromString("7c9c4725-8dd1-4e4a-9b0d-8a62227075c0")); + put(UUID.fromString("80e0b853-f673-4977-9614-66b7fcabb49c"), UUID.fromString("6639e3fb-88e7-43d4-be1b-8ab0be5b690a")); + put(UUID.fromString("756aa3e0-90e3-4732-b771-6b604ed11a1e"), UUID.fromString("29f726c0-48ef-4606-bbdf-8388d7ca75f7")); + put(UUID.fromString("0845d23e-de40-4bec-810d-b1f9349deb35"), UUID.fromString("cf25267f-8f2d-4dfe-a2f7-9c0492f15c6d")); + put(UUID.fromString("d1ef9a13-9429-42fd-9572-54f7bfebcb8f"), UUID.fromString("a2b17f6f-337d-4725-b167-5bedbd8e1c70")); + put(UUID.fromString("74bbeb60-a104-4b2e-ba43-d0a2d63a44b4"), UUID.fromString("2bfa5b80-bffa-4a3b-ad53-4e82f41460e7")); + put(UUID.fromString("a1e8a407-0714-45e9-93ac-a54e204eb1a5"), UUID.fromString("64adba2e-7b94-4570-9bca-9578655cadc0")); + put(UUID.fromString("4d229acc-5ff5-43a8-b684-86a3247d5196"), UUID.fromString("fcddc433-abb9-486a-89a1-8a77b05ee7f7")); + put(UUID.fromString("7c58461f-655e-4ede-ba92-ef6a404795f9"), UUID.fromString("a18f39ec-a51c-4ccb-9707-2e24ce6faa9d")); + put(UUID.fromString("3da4f0e9-ad58-476d-9b38-20d9126555d6"), UUID.fromString("37f439c5-24f8-4ec2-b9fa-2d52caaa3ade")); + put(UUID.fromString("cdcda748-a653-4721-a258-7e23cad19215"), UUID.fromString("ae3999e5-0d1e-4863-8006-593b6b4fa776")); + put(UUID.fromString("13537296-45ad-4d58-b696-ac5c8c715f6b"), UUID.fromString("c416a5e2-e78c-4bb5-b136-4ec5fe3a8661")); + put(UUID.fromString("6a997fe8-edbd-4d94-b834-5afa17b9c887"), UUID.fromString("21180583-dbb9-46c6-a4b4-ebd60765a6a5")); + put(UUID.fromString("05a6abf7-ed06-4c2a-85f8-4ce26a56cf37"), UUID.fromString("489e35ce-b307-40bc-a5db-a6e8c16e8e86")); + put(UUID.fromString("d1c4b8da-31bf-4cc0-8789-c4cb8fc7a063"), UUID.fromString("3fd3924e-27c7-498e-a3cc-5eb7246fddbf")); + put(UUID.fromString("440035de-0cf5-485c-90b6-4c4581624c54"), UUID.fromString("6ef2c2ae-b375-410f-86cd-1460b8d345de")); + put(UUID.fromString("76cad825-49ee-4a83-b929-faed039bdd85"), UUID.fromString("2c88318c-34a0-4e9d-ab73-b47b30233266")); + put(UUID.fromString("ab24f0db-4e0b-4c89-95e5-c56c96d97d3a"), UUID.fromString("ebcf5022-9105-44f3-9f68-d1af323b6ba1")); + put(UUID.fromString("381f0937-a08b-4407-88a0-270969483742"), UUID.fromString("33c7b26a-59dc-43bc-9d40-13eb19c3c09f")); + put(UUID.fromString("d6453365-a751-423b-becb-94279dc28cf6"), UUID.fromString("411c85a8-d199-4b3e-b096-5c564f52d09e")); + put(UUID.fromString("80c06785-3e2a-4c52-8929-3e9d910e18b5"), UUID.fromString("7510f875-e605-4461-b509-42867c2842ef")); + put(UUID.fromString("f52e99f8-d2e4-4123-b60e-f83b3d197c7f"), UUID.fromString("f24a11a5-833a-4e75-adac-186ee4269cf2")); + put(UUID.fromString("d7ca7544-0cd0-41ce-adb5-7399a3c9368e"), UUID.fromString("116a5b71-be9f-492e-8fcf-2f6b6c5b29cf")); + put(UUID.fromString("2b904abe-ef73-4f40-9f1b-d52f7fd20ca5"), UUID.fromString("0a062804-5299-4c5c-b64e-63685143fcee")); + put(UUID.fromString("4a9303b0-c8b1-4953-bf37-99246c85969c"), UUID.fromString("12be2d5c-e370-4d27-937e-fc59cfea1daf")); + put(UUID.fromString("a2425b99-12d6-41ef-bc85-384ca8e0e421"), UUID.fromString("8c8a35d2-68cb-46d5-b4af-6f6413657d68")); + put(UUID.fromString("7391dc10-dfaa-41dc-ae97-f4973353464f"), UUID.fromString("637afef8-3571-4abf-b465-f0e9189fae6e")); + put(UUID.fromString("b4e9d235-a1f6-474b-8e44-1c2aa6b20503"), UUID.fromString("72f881e4-9ab8-4735-877b-79517acc5709")); + put(UUID.fromString("bc30657e-5c72-4d72-97aa-9be8177e4c78"), UUID.fromString("49011673-4d0f-450c-9c62-bc2a399af2e6")); + put(UUID.fromString("82c1a128-b022-408f-8a36-e4900b71a577"), UUID.fromString("f1269a92-5d05-40df-a49c-582a9a0d224c")); + put(UUID.fromString("1e914ecb-e1d7-4824-84c3-78bc4731d0ca"), UUID.fromString("ff9ab6c6-9981-49da-b272-c145d3a1a06a")); + put(UUID.fromString("d9451828-ec0f-47eb-af9a-5a1331ebae9f"), UUID.fromString("f376cb61-189d-4852-a1db-c8a5fd82f421")); + put(UUID.fromString("4e01b34b-f085-4dea-ab48-f18ca120a340"), UUID.fromString("10626fe5-fc3d-4ab1-8f21-52efac642dd9")); + put(UUID.fromString("b123686f-fa26-433b-b64e-eff5d64e8f31"), UUID.fromString("124142d7-317b-4ea5-8679-604aa6ce1ede")); + put(UUID.fromString("bfa07596-ca0d-45ff-b09b-4931cccd05fa"), UUID.fromString("13327eeb-fd92-4c6d-8ab3-ae18b67c52fc")); + put(UUID.fromString("8a55e15a-85f0-4f70-8f7d-4ec3d638e430"), UUID.fromString("57b782f9-bcda-4bc4-87dd-c51b6abebfda")); + put(UUID.fromString("4f1e54a0-c128-4c0b-92b3-d1e9cae47eac"), UUID.fromString("d0b39ad9-6e68-49ad-a0aa-dccab44ff7c6")); + put(UUID.fromString("4f9bc73d-697f-4003-8f3b-307d449c6c8f"), UUID.fromString("bf4dd8cf-602d-4566-a1de-bbe3cc3cb79d")); + put(UUID.fromString("6e73dd0c-f713-44f8-9b6b-f0865727d0d0"), UUID.fromString("591f544e-0a12-41a4-bf7e-b02004a7ef2f")); + put(UUID.fromString("c965e9a0-ee22-43d7-80eb-d2f783d1dce8"), UUID.fromString("4ba91060-789a-4849-8cb5-c3fd632ebacf")); + put(UUID.fromString("a187161b-7152-437a-b29f-e05aca8a8a6d"), UUID.fromString("68168b1b-efde-43e3-b7b1-4c7e0ae95f0a")); + put(UUID.fromString("b7c3d1e0-e471-4eb2-9686-9adedf3da37b"), UUID.fromString("3d571173-1387-43cd-9b23-760ab9b6b1b1")); + put(UUID.fromString("ee331970-4073-4b6f-90c8-fa891fe8b5e4"), UUID.fromString("48051fa6-f20b-4358-b441-c24cee1d14af")); + put(UUID.fromString("bc380f9b-2a68-4feb-b149-89dc6425f5f4"), UUID.fromString("d9ebc74d-e2e9-47c6-aff2-96b4da6681a3")); + put(UUID.fromString("e675c87b-8126-4fdf-9d01-294a6a092073"), UUID.fromString("abf33066-2a5e-41ff-89dd-83b5f042af59")); + put(UUID.fromString("1c4bcc89-9737-4327-abca-b08e81469bf4"), UUID.fromString("ab2dcf6c-c4cb-465c-9c1f-3f07e45b5bd4")); + put(UUID.fromString("bdb5d150-14a3-47b7-9626-8c437d216bce"), UUID.fromString("11be72b7-4d21-4ced-867a-c6419d749439")); + put(UUID.fromString("279b6e1e-5d36-427d-a081-f9067e5c6650"), UUID.fromString("73699935-3a30-4e66-a0f2-2e5052b5f6ae")); + put(UUID.fromString("c0eb3cf9-22fe-4eb5-bd6a-0fe541849b90"), UUID.fromString("9ab5c12d-85c6-4f4f-8e63-35682c83fcba")); + put(UUID.fromString("f3d85808-b976-430e-80a8-cc6f4b13c470"), UUID.fromString("8f119757-eaad-47d0-8912-fe1f8f18cc90")); + put(UUID.fromString("00452fa2-4a3f-4851-85b2-bd1681e70033"), UUID.fromString("dfb6bb41-67df-4545-ad90-e37e77a4d5d9")); + put(UUID.fromString("ac64b1e2-4d02-414f-928d-2ea4102908cb"), UUID.fromString("4a006d17-220e-4857-a1e5-146c8a1e642c")); + put(UUID.fromString("56b665f1-43ce-4869-abfb-9f8ded8a0928"), UUID.fromString("c860c979-67c5-447e-8a9a-d0112a307e27")); + put(UUID.fromString("6ffc5052-4817-4b96-bf5f-efc146aa444a"), UUID.fromString("2bf2f5cb-ea68-4e68-938c-eaab36201c2d")); + put(UUID.fromString("ead0bab7-c273-41d7-9465-f16016638ab7"), UUID.fromString("c28768e3-3ee0-439e-b562-c916df461fbd")); + put(UUID.fromString("cf6397d5-42f1-4ca7-a6b5-873b01a06fce"), UUID.fromString("cf7179db-520d-4c1b-a8d0-0af39d41a7a9")); + put(UUID.fromString("f9231186-6d16-4665-81da-97f8d012e345"), UUID.fromString("4e7604e1-74ec-41ef-9c05-d5d98510a832")); + put(UUID.fromString("cac9850a-8c9f-4711-8edf-0fc8319c958d"), UUID.fromString("55f8fa91-5ab6-4e91-a780-afd2e7a15464")); + put(UUID.fromString("7436e1ce-72e2-43a7-993a-b6b272c41bd3"), UUID.fromString("86a43ca1-f2da-4c74-9272-02acc394332e")); + put(UUID.fromString("c962092b-49e3-4fc4-b79a-5cb2b2dc7132"), UUID.fromString("136a85eb-d1c8-4052-a086-5e14cd1f3a78")); + put(UUID.fromString("49c31cc2-7b1b-4879-9d34-281ebf967f54"), UUID.fromString("16055856-99ce-4a96-9723-2b0886b9a53e")); + put(UUID.fromString("66ceac26-4619-459a-8f6d-bfb8cf7684e7"), UUID.fromString("669d0157-227c-434d-8538-b56f5fc61d96")); + put(UUID.fromString("92fd7e3b-3ab9-46dc-842f-5cf9b4a599ea"), UUID.fromString("662b6478-421d-47d8-92bf-c22f6d664f94")); + put(UUID.fromString("8494ddae-bf1e-4a9d-8693-a4934e2653f5"), UUID.fromString("8f3b1d1c-99fc-4107-8618-1d0b65b906bc")); + put(UUID.fromString("d18562db-48c8-499b-818c-213491c724c7"), UUID.fromString("5f857ca5-8826-48bc-9051-c8993f1803d9")); + put(UUID.fromString("39965bb7-d16a-411f-bfd5-bc61e7f1d8f7"), UUID.fromString("82c8cfaf-3243-47e3-be04-c7a119dc38af")); + put(UUID.fromString("b01c3680-7195-4e64-b21f-2a1553e6a40b"), UUID.fromString("744f2e89-2c87-4c00-b386-7cf1067776e5")); + put(UUID.fromString("ca1e9ae1-3a66-4953-95ee-22f2f688af20"), UUID.fromString("297f82f5-89b7-4f47-847b-d4a4a32dfbd9")); + put(UUID.fromString("e4bcf733-467a-4a00-acc0-0b3462aa489f"), UUID.fromString("8909dd9c-77ae-4c45-b6cf-dae8f164f94c")); + put(UUID.fromString("230376e1-f88a-4309-a5bf-ce70a57e3c0b"), UUID.fromString("f01507b9-df86-4a22-8637-538295262b2b")); + put(UUID.fromString("4f5dcbe7-fb7c-453a-8cd0-f2eb7735478c"), UUID.fromString("418a62fe-661a-4a97-a04f-82df4a126570")); + put(UUID.fromString("f731f45a-9e2b-4635-a55c-0de7aaae5e80"), UUID.fromString("32d5673b-9f2e-4f87-875a-aa75cfc04abb")); + put(UUID.fromString("a73219c6-824b-4a19-8b74-e5c53a6d6c1f"), UUID.fromString("f62705e1-8ad9-45d0-9fd3-993bed7abbf0")); + put(UUID.fromString("6adf7a4a-b925-4b63-8dd8-0a1007b51f2b"), UUID.fromString("049ce6d7-9c6d-48fa-8c50-9dbf42bfc53b")); + put(UUID.fromString("a423c918-f300-4096-b5fe-c38deecaa280"), UUID.fromString("aba9b697-8296-4a65-9068-9d6ccf01940f")); + put(UUID.fromString("02381609-3937-4b2d-83fd-09dc79afccb5"), UUID.fromString("be6537c5-e383-47a5-8423-060c4297ca9e")); + put(UUID.fromString("66fac5a5-9c80-4cd8-ab9c-7eea47fef872"), UUID.fromString("a2982098-a73a-4538-877e-31929e9f622f")); + put(UUID.fromString("8f096fa7-b012-4ad5-a000-b822ae9f398a"), UUID.fromString("7494dd8c-6aaa-4686-b45f-5488805425a6")); + put(UUID.fromString("3c11cc1e-5808-408e-8956-1e651d38c2c8"), UUID.fromString("c37e4078-7567-46d2-ae95-d052c2434f7d")); + put(UUID.fromString("09876ca4-7c59-4e69-8f07-6f89e6519db0"), UUID.fromString("3893240b-1cbd-4030-8aa0-6b68fba15ac1")); + put(UUID.fromString("edbde8fe-8d3d-446d-8953-c46d588683f1"), UUID.fromString("b4e6cf6a-f8c0-402e-8cf9-709b403d491d")); + put(UUID.fromString("537a4d1e-b245-43e0-8a66-3b618564cc68"), UUID.fromString("459db74a-49ce-421c-8cd8-7a652884b522")); + put(UUID.fromString("b0b81461-0fe1-47f9-9494-bc604641e147"), UUID.fromString("e70dcc8f-361c-409c-a87b-e887b2f0412b")); + put(UUID.fromString("2fa414dc-2570-4960-b685-6eda29034888"), UUID.fromString("4534ddd3-5e84-4cde-89c5-22f1e3486e43")); + put(UUID.fromString("48a4bfe2-3a30-437c-9e8b-b24f4057999d"), UUID.fromString("ca77a7a2-14b9-4285-8bf7-9ef6037a4120")); + put(UUID.fromString("784edd36-17fc-4897-974e-804d44c44e2c"), UUID.fromString("1e7fb81b-c7c5-4be5-989d-32ba1a305847")); + put(UUID.fromString("0956a40a-f93a-49d1-90af-7dc00707baaf"), UUID.fromString("01b5e989-087c-4118-8b36-41277637ff19")); + put(UUID.fromString("a3d81f82-4bca-40d8-b000-beede37cbc4b"), UUID.fromString("76203de5-628c-4249-a4e8-a49bb0c44bb0")); + put(UUID.fromString("ce15d91e-938c-4c9d-ad9a-ab57a9f7bb10"), UUID.fromString("6fa208a9-ce65-4759-ad34-640b2419263a")); + put(UUID.fromString("722b8618-277c-40b3-8bcc-2b4c9670c7d6"), UUID.fromString("0eef9c11-ebd6-4891-9345-8c5bb5848242")); + put(UUID.fromString("4f6d39c6-af41-495f-b16e-164fa7740efc"), UUID.fromString("316b065a-f12d-4a34-b424-aa25af206926")); + put(UUID.fromString("89723fa3-8db1-4004-acfb-f364d296a459"), UUID.fromString("c0bbf977-ceca-493e-b0fd-5c3384417a1b")); + put(UUID.fromString("c14459b8-1516-451e-bc1b-6d4319f290ed"), UUID.fromString("7b30c77e-da94-41f4-9a46-1a7a3625da73")); + put(UUID.fromString("de1cc13a-b5fd-4f8c-8f51-912e92ff2155"), UUID.fromString("d5bf68cb-7a7a-437f-a60e-7a4ad70a1e41")); + put(UUID.fromString("33493114-934a-491d-8e49-8460e4d4a1df"), UUID.fromString("ba1ab6dd-fa7c-4c30-8dc9-835ec1ef545d")); + put(UUID.fromString("f330fed3-a399-4f80-b9b6-f4383a25eeab"), UUID.fromString("a1bdd860-2fdb-4718-a2d4-e1f218edc193")); + put(UUID.fromString("4dfdc4a5-6d0b-4d04-8a0e-6d1c2bf1b77f"), UUID.fromString("969fac52-e6f9-41bc-bb76-5df608e005c1")); + put(UUID.fromString("1d53e730-ca55-468b-af82-07d416d212fc"), UUID.fromString("127830f1-d1d8-4596-9aa6-7543615e55f9")); + put(UUID.fromString("70242b02-57db-4e5c-bd6a-469eee36d263"), UUID.fromString("7a673ead-b247-498b-94ae-14a4e9166a21")); + put(UUID.fromString("a6e7839e-b49b-4259-a306-1f632d0ce477"), UUID.fromString("3b81eb51-abad-4335-b711-b426dbcc3610")); + put(UUID.fromString("5a3758f2-bdce-40de-9d65-f727b9671926"), UUID.fromString("2eb70cc1-3071-4359-bcf8-5a315e371db5")); + put(UUID.fromString("35a10de8-5a56-4f53-9dc1-e9b8cd379a3a"), UUID.fromString("9d5ad75d-e7b8-4853-adbc-49c4d70b3cf2")); + put(UUID.fromString("16da88f0-21ee-4e20-a5e7-50d8444020a3"), UUID.fromString("4f4d6736-dbe3-4e85-b3b7-47d2366e54a9")); + put(UUID.fromString("1361de26-f005-4087-8ec3-eb0f16ba4dc0"), UUID.fromString("02f67459-f18e-437d-8603-18cc131a283e")); + put(UUID.fromString("5e45e78b-1353-490c-8263-70894c1f9128"), UUID.fromString("d88edeca-7a6e-47fb-b00d-a7ab1a418afd")); + put(UUID.fromString("0e71811f-cd32-4b71-a950-2191d2567445"), UUID.fromString("cbe0ec67-437d-4a95-8d84-19800a5aed0c")); + put(UUID.fromString("69264375-efcf-4690-8ced-790b5ed38765"), UUID.fromString("727d933d-f8ca-452d-a24d-5c60de8770af")); + put(UUID.fromString("4e971d65-ecf3-4ab0-b70e-9f08d28fb2f7"), UUID.fromString("ee36cd7c-2432-448d-832a-8f855ba9e447")); + put(UUID.fromString("20efc673-203e-4702-8045-72cf40223c2c"), UUID.fromString("3d7acaaa-aa05-4fcd-b04f-0704b3609dad")); + put(UUID.fromString("6aeb6260-bb0d-41d9-a316-96088070c047"), UUID.fromString("3c08dcea-e430-46ec-9dd3-52ef929026b0")); + put(UUID.fromString("a66a67e7-a0f2-4204-a9bb-cde5065b96ce"), UUID.fromString("0e2a56b6-4723-4691-8639-88b2706d27c5")); + put(UUID.fromString("6226755f-9711-47af-bfa0-a02a4bf8d7bf"), UUID.fromString("a84b2e95-20b8-4009-b072-ba2877e6cae4")); + put(UUID.fromString("a7bd518b-e0ae-4b02-90ad-d3256a2486fc"), UUID.fromString("2219476d-2b42-4c7d-841e-e4dd5a77ed00")); + put(UUID.fromString("a04f2cf4-1111-4e32-b4b0-7e16d7b0a934"), UUID.fromString("e7ddc0b4-800d-42bf-987c-50800a14123a")); + put(UUID.fromString("6ec468c6-39c5-45db-899c-9981e4de0179"), UUID.fromString("62ff01db-0ec8-48ec-8516-a73b6761fb6c")); + put(UUID.fromString("e5dd5aa3-f2b4-4834-87b9-40258100ea5a"), UUID.fromString("04e387f6-a04a-47a1-93c0-4b2f5387e7d6")); + put(UUID.fromString("fcd31468-6966-44d1-a0e3-5b8660f0f3c8"), UUID.fromString("ee23b6af-baed-4dea-b53b-c1aed0f38d5b")); + put(UUID.fromString("d90f3329-1557-4954-aab9-87b99456ea4e"), UUID.fromString("83117af9-6624-496b-87e1-767c70f8d2f1")); + put(UUID.fromString("1aec16af-fa9d-44f0-a1aa-623e4f6f8785"), UUID.fromString("8a4f4c13-0b3f-4308-9d80-ab77b6e5cdd0")); + put(UUID.fromString("fc1a98b3-801a-4515-b358-a50663c22557"), UUID.fromString("0fe0314d-6d43-4ea8-aeab-28383d3ff47e")); + put(UUID.fromString("b09a044d-69ec-4d79-8630-5f8c42a0f750"), UUID.fromString("ab1095c1-e3ea-4703-9222-56e7db704e57")); + put(UUID.fromString("56f72641-4228-4399-a0f3-2c2a210b6833"), UUID.fromString("0499827e-2183-42f1-81f8-14e329f8966d")); + put(UUID.fromString("ae4ad834-9b8f-4d21-a8a1-c0fa1a1303b8"), UUID.fromString("9717fc78-b843-46cb-8465-cdc80edc1865")); + put(UUID.fromString("1727dcdc-b180-4a78-a26d-47bf8067f5b8"), UUID.fromString("8951cd10-09f8-486d-b499-2302ffa1cde1")); + put(UUID.fromString("d7d5c2f9-a03a-4760-9888-5a39c900ee52"), UUID.fromString("115984b0-7f11-41d7-806d-1f401b22e34e")); + put(UUID.fromString("94c5774b-1fa0-4e1e-af22-7f49bb6f2505"), UUID.fromString("ee307d0d-0488-4162-8e03-e240a9f972db")); + put(UUID.fromString("ddc583a6-5725-4ef4-adcb-aa5182d0f823"), UUID.fromString("912c9a21-3443-43ef-bea0-cb479bc6b9cb")); + put(UUID.fromString("81c72c37-fb2f-4aad-96a1-b760933a4bfd"), UUID.fromString("b2378ac4-a23c-4142-bfb1-89424ca89474")); + put(UUID.fromString("977cd845-5613-448c-9162-41993e113bc2"), UUID.fromString("7e133828-392c-46c0-9d0f-220781f3e139")); + put(UUID.fromString("bc37b9dd-b593-410d-8234-506f4d3377db"), UUID.fromString("8c8fa9e4-a4d1-4e6a-9f51-a9a56fc1e654")); + put(UUID.fromString("34127b74-5d0a-46d0-a823-7e79876c066c"), UUID.fromString("e452bedf-9ab4-4e88-a630-ab6747963aef")); + put(UUID.fromString("ea8b274c-1249-4464-b204-82811f37a545"), UUID.fromString("10565aca-0c54-4a08-8b7e-f40b1191be9b")); + put(UUID.fromString("ff140c1a-eb51-4294-ad1c-0d292d01c1fe"), UUID.fromString("18f86a0b-9b97-4a83-b0c0-e35f48d3b658")); + put(UUID.fromString("de018004-96ae-42e9-bd15-7c2199dc97c2"), UUID.fromString("8e834936-7e0f-42af-b188-c13605c31faa")); + put(UUID.fromString("3c196d74-c6a6-4171-a17d-2a5f1cf20ae8"), UUID.fromString("3c813d06-45ae-47ac-87d9-f56385a7782b")); + put(UUID.fromString("43092c3d-7522-4468-ac98-b89d2ddcbf74"), UUID.fromString("5d0a52b9-3768-4963-b12a-8654d3e14e87")); + put(UUID.fromString("aee6e723-c19a-4753-96f8-69af27aee5c0"), UUID.fromString("262600d1-e5a7-4f0d-91ca-e3f6aff9ca32")); + put(UUID.fromString("45fe4445-5a2c-4808-825f-f489afcb1618"), UUID.fromString("9eff4be7-d514-4cab-b0a6-1927f9f8e6e4")); + put(UUID.fromString("6dbe5fbd-b508-4bcb-bc8a-cb1ee10fd77f"), UUID.fromString("1116c1c7-80fa-4905-9146-1ea410d8ec2f")); + put(UUID.fromString("4d58f2ff-a9da-4851-9713-2fdf9a5fa285"), UUID.fromString("07902dcf-df22-4d89-acc5-3d92de0458b9")); + put(UUID.fromString("d0a6add7-0892-4810-9dd9-5195b3378ec9"), UUID.fromString("7bd3dd05-29ec-47c7-bde3-f2b79e5df6fd")); + put(UUID.fromString("404e5620-1082-4c2d-b54e-13cb2aa686d8"), UUID.fromString("7976dcac-bbd7-44df-83cf-97f7b004b9b4")); + put(UUID.fromString("070f925f-e249-4591-9f39-3b723ee4fb70"), UUID.fromString("5750b4ce-5f4e-4b7d-9dfb-37e811bf6d8c")); + put(UUID.fromString("9f7ac564-3a0a-4c97-9304-6436baba7c08"), UUID.fromString("1567f07c-71c8-4493-a4cc-72026530f10c")); + put(UUID.fromString("c4fadaf8-554d-4033-be06-548f2e4c011c"), UUID.fromString("66b95914-bb02-45ab-aa21-81e3e2636e06")); + put(UUID.fromString("aa4bb50c-c807-4438-9a50-6618cb3eb6bb"), UUID.fromString("c22468d8-b35e-4b77-a085-130ff84a1191")); + put(UUID.fromString("4cfea0e7-1ade-4e67-92d7-3c56eaa79671"), UUID.fromString("912f54f1-26f7-4d4a-82ab-be970c78b8c3")); + put(UUID.fromString("d84b7c3f-8658-4fab-a27f-476110c23096"), UUID.fromString("088ff651-ac9f-4207-a27d-595bd0fda90d")); + put(UUID.fromString("c2b557b1-e49e-4865-aa64-1531cc389a05"), UUID.fromString("d8aa2c32-4ba8-4e4b-a72f-2c6930b595a3")); + put(UUID.fromString("33a39a6e-96b6-4ce3-b2fa-bfcb8c7c440f"), UUID.fromString("2ad51306-efd4-48d5-85b7-a68c4b7ee778")); + put(UUID.fromString("a199829e-654b-4e0f-a847-fb76b267311e"), UUID.fromString("f1345dfb-5236-45fe-bc6e-ff44958111f0")); + put(UUID.fromString("8ffe832c-719e-4bf3-b39f-34b0ae692556"), UUID.fromString("232c70e9-415c-4a43-ad51-47cc91f76015")); + put(UUID.fromString("ef63def6-e123-4f00-afcf-5a9fc10c0f60"), UUID.fromString("2ccc47b4-f7e8-4f0a-a42c-76903525f231")); + put(UUID.fromString("6ac9a4d9-6dae-4858-84d7-b2f9cfd82c21"), UUID.fromString("3b14f797-efe4-46e7-9d22-aae5b56456ac")); + put(UUID.fromString("5d06bd32-3a6f-4c60-aa56-f2ee7219a9e7"), UUID.fromString("bcd97740-8a89-48da-8d84-764bc97775c4")); + put(UUID.fromString("e40800b4-9443-41ac-9954-2e33a76ee805"), UUID.fromString("02696652-f41f-4cd5-bfcc-aad1058ee76e")); + put(UUID.fromString("fe24ca75-de28-437a-82f8-8c36aa25120a"), UUID.fromString("770fda86-1fe9-4837-8473-97409b6ceed5")); + put(UUID.fromString("09573b09-c932-4ebe-8b37-a5d04a57dd6e"), UUID.fromString("4f363018-bc32-4b9d-889a-7e6c0cb88043")); + put(UUID.fromString("f13a846a-e5ce-421f-9602-ce298338c1d8"), UUID.fromString("75a8949e-ae7e-4ad4-bf3b-cb4ee2ecbd12")); + put(UUID.fromString("9c1dc9a9-c988-4c8e-ba7b-1b567f9ab8cd"), UUID.fromString("1bf036d6-3219-4552-8e29-86d897093389")); + put(UUID.fromString("705e05c6-0fc2-44df-9c1e-740103976122"), UUID.fromString("0e69f782-ec05-4e51-ba94-f84f0e6ee4a9")); + put(UUID.fromString("5e3dd6bf-91a1-4ebc-8a84-2ed39a8fa87c"), UUID.fromString("d8c0710d-eca6-4751-a0d4-5aba869d7bbc")); + put(UUID.fromString("6ca7494a-54d2-4e2f-9be6-06527c25d036"), UUID.fromString("77642d13-8e64-4e90-ad43-017ed86ea6bf")); + put(UUID.fromString("1a35b56e-af24-4b45-b565-5bd637be95b5"), UUID.fromString("5896762d-3011-4c5b-be94-885e72f1f95f")); + put(UUID.fromString("525791db-c371-4fc0-ba4f-e13580ed2012"), UUID.fromString("3a9ea88e-8bc0-4f48-b7cd-3cc41de9ed35")); + put(UUID.fromString("fccacd3d-18d5-4f12-b689-041a95c554cb"), UUID.fromString("519e8ff5-f407-404c-b124-dea18d5be3b8")); + put(UUID.fromString("1028cf42-d879-40b9-88be-9d7b45166fb4"), UUID.fromString("ce70a606-70ac-4538-8f64-47bb2a0a8572")); + put(UUID.fromString("adc17017-86ae-464e-b265-17d7d68cf837"), UUID.fromString("dd73e5fc-67d0-48e1-a130-5b3565438fb5")); + put(UUID.fromString("44805a9a-4501-462d-aed9-99a8c2597c62"), UUID.fromString("210b078a-7c44-4a8b-a4ad-9cfee4193cf5")); + put(UUID.fromString("7cf7cfd7-7a5c-4fc3-aa10-40b98ea7e1af"), UUID.fromString("6f43ad62-0db3-416b-b0b4-8fdf7de9996d")); + put(UUID.fromString("abd1208a-86c2-4de3-ab3a-d2e53683578a"), UUID.fromString("dd8c0827-cf7a-4771-b28d-3ec8b03200c1")); + put(UUID.fromString("73b2e8b3-de2a-4696-9569-ad442e8a90e8"), UUID.fromString("a4495dd2-d6b7-4165-9821-df59b3f0c01c")); + put(UUID.fromString("8c6b73ec-4f92-4854-a916-d52f384f4e13"), UUID.fromString("37e983b9-d05c-4c56-b437-a45bc14d28bf")); + put(UUID.fromString("914619a3-2de1-41de-8a18-50bf02306f23"), UUID.fromString("e7c02bbf-4734-4f23-9d2a-ff0017879338")); + put(UUID.fromString("87a9e06a-17af-4ffa-be04-fda98ea11046"), UUID.fromString("90297e41-ce64-47b9-a194-42a78025de5a")); + put(UUID.fromString("772ab110-4373-457c-ae76-1902c23160c8"), UUID.fromString("048f4ebd-6bfe-433e-9a1d-38d66208699b")); + put(UUID.fromString("4354a132-ee70-4085-9645-6d67b8437db8"), UUID.fromString("e27e846b-504f-45a4-808b-886c3feec416")); + put(UUID.fromString("9e42e5f1-f3b1-4073-aeee-df6c7efae7b8"), UUID.fromString("669c68b2-3f50-4d7e-9865-ef845e502aee")); + put(UUID.fromString("b108d20b-3cb6-4778-8039-282137d213e1"), UUID.fromString("397d079a-bd6b-44aa-ae92-c58b99772113")); + put(UUID.fromString("ff334631-22b5-4490-bb6f-7b50548652ca"), UUID.fromString("dee176f7-9d20-4d17-9e59-29cfcd9f7bd9")); + put(UUID.fromString("7ec7ea45-1289-4301-a066-05783e75df05"), UUID.fromString("a2a3664b-d1c8-46cd-810f-39971c2a37fb")); + put(UUID.fromString("9b415b9e-6cf6-4ea0-a53e-7144c17590a5"), UUID.fromString("bee50f4a-b9c9-4963-8fec-6e8b7dbc1846")); + put(UUID.fromString("c7eab31f-3b3a-4c3b-81d0-1bd4c67714ad"), UUID.fromString("3157a15b-83bc-492b-b723-f2d5b878d91b")); + put(UUID.fromString("a8dfdd59-ada0-4b21-aceb-835174e5417d"), UUID.fromString("3430a6b9-c447-4dc7-8980-3a9c804630cd")); + put(UUID.fromString("c76af9a4-b388-475f-854e-43cc62c962ee"), UUID.fromString("13c6244c-7f3a-41da-b2d0-7ca7024f2c8a")); + put(UUID.fromString("3d5e8cd5-c752-41f7-83d3-780cf4e37d63"), UUID.fromString("0d735733-fcb0-4451-9478-1168dd89759e")); + put(UUID.fromString("e5bbe430-6e3b-4e0e-8cef-08b478b390b6"), UUID.fromString("51b51fcd-26df-4f78-bf03-607eb8481cf9")); + put(UUID.fromString("2a1db6f5-bbba-4ec8-9b5c-f4a86cc37c08"), UUID.fromString("00fc823e-530f-49ea-8c52-77e3488aa6f8")); + put(UUID.fromString("a3b949bb-afc7-4fc9-9308-a38c1c5e0c8c"), UUID.fromString("f3d950c7-b557-49b6-be82-7354f29457cd")); + put(UUID.fromString("4359fcdc-321f-4176-848e-8033fce32364"), UUID.fromString("9e4cb952-0df7-4cfd-b72b-e304935d5b73")); + put(UUID.fromString("d2ad8e47-b408-4afc-af5e-b9dd210b6c70"), UUID.fromString("3f3a640f-1820-4e5b-9d74-d1d55e71b44e")); + put(UUID.fromString("68d214b9-7bff-48bd-8263-2fce597764a2"), UUID.fromString("ab13aa78-c70a-4b3e-93de-132fceb1c978")); + put(UUID.fromString("32da4000-8026-44d1-a130-8ded63de056e"), UUID.fromString("f02a096d-b662-465a-ad11-e56279663257")); + put(UUID.fromString("f46be92b-0709-4f52-8330-49c47207d793"), UUID.fromString("d01dad4f-fc38-4a38-98e9-18a4f013b255")); + put(UUID.fromString("2fa7eb78-f366-443e-b1ee-97c9e8f5256c"), UUID.fromString("99779f83-821f-4ad4-9ac5-cdf1ec63881d")); + put(UUID.fromString("be5544d2-5d4a-4727-8500-9ae5e5bd9040"), UUID.fromString("ea95447b-56b5-44fd-931e-b3cac141b212")); + put(UUID.fromString("8282b890-a723-4bcb-b6ec-4e48c4da7b3b"), UUID.fromString("60c7ae71-d738-487f-9b56-bba9610a546f")); + put(UUID.fromString("16c0b0b0-b933-4982-b37e-56602209eb37"), UUID.fromString("2dfe462a-8eb1-41bb-9ea4-4c481b79f0b7")); + put(UUID.fromString("86e4c5d9-cf4a-4277-9a90-bc65fa6efd7e"), UUID.fromString("6aa5c989-29d0-4f7f-ae47-20a3465a7f09")); + put(UUID.fromString("e5930474-971d-4e0a-8ed7-49540a727048"), UUID.fromString("1346a942-1b46-48f4-be9e-43cc625e6014")); + put(UUID.fromString("11b3ed83-e039-48d2-9a44-8b1931c052d7"), UUID.fromString("79d5a95b-9c7a-4f5d-b125-c2c4ef3041c8")); + put(UUID.fromString("940cbf0f-be98-4950-86c4-2ed10039bf78"), UUID.fromString("97139b0a-b57f-4924-92fd-daad81317388")); + put(UUID.fromString("03cd873c-ac8b-4229-8bf6-b1402ccc9af6"), UUID.fromString("ffdc40f9-61fd-4596-b432-43cd532d5ad0")); + put(UUID.fromString("4610203f-0db1-47bb-8c3d-6f59cb7387be"), UUID.fromString("e34f88a7-ac39-4fbe-bc03-b424ee948528")); + put(UUID.fromString("10415815-018e-4dd8-88d9-0f43b05d033f"), UUID.fromString("07ae36dc-f789-4f92-8c1f-8b58a1255bc1")); + put(UUID.fromString("adf1f929-4767-480f-84f0-cf108960f75f"), UUID.fromString("0d86eeaf-acf9-4211-b7a7-854f7b4a2db0")); + put(UUID.fromString("c7d57f93-11d6-4160-8e79-a8d699271c81"), UUID.fromString("25bb3ae0-d789-4077-859e-c7bd3adad2c7")); + put(UUID.fromString("43bf5bd5-1c1b-4962-959e-44b46207eebe"), UUID.fromString("49ac5f00-c8a0-4c7f-96d4-bbd27906c1ee")); + put(UUID.fromString("eb13984a-8963-4cda-b8be-5bdf06f33202"), UUID.fromString("85c1ba06-6060-4eb8-8179-8a3f8dc58e70")); + put(UUID.fromString("d44708ef-68d8-426b-9e25-46d8a52e7780"), UUID.fromString("86d2ec8b-f6b6-400b-a1da-81675cbad3a2")); + put(UUID.fromString("efda365a-0848-46bc-bcd0-6248b7e937c6"), UUID.fromString("c37f7e2b-40d4-4ca2-a854-d69765d52c61")); + put(UUID.fromString("b2313b65-174f-41f3-b5a8-bd4e3deb604b"), UUID.fromString("d248594c-5e0a-4a26-9535-a62925ae0098")); + put(UUID.fromString("93f831c3-9793-42c8-ae5a-564a23a3deed"), UUID.fromString("d4f7acad-edb6-4480-aa83-230c396cb865")); + put(UUID.fromString("372deda5-7f15-4cf5-b5eb-1651da4aabb7"), UUID.fromString("b469601a-f088-4037-8ec8-b1ef9f8bad81")); + put(UUID.fromString("1bc235cc-66aa-4fdd-bf60-a57ece0a7527"), UUID.fromString("05bc4396-ba6e-4260-923d-afc7443a6fae")); + put(UUID.fromString("375aa286-30b1-4ce8-8c56-5d66cf834238"), UUID.fromString("82c19706-0ac5-4e0e-a09d-a18afec36baa")); + put(UUID.fromString("aab240db-3de9-4fe7-86ef-70f69002ebe0"), UUID.fromString("55f8e40f-9a8e-42f3-890c-ed64f93fae2c")); + put(UUID.fromString("4b22a888-9f25-44b0-a47b-f427bcd1b2a4"), UUID.fromString("b73bfe18-b186-4baa-8b6d-4825628e07c9")); + put(UUID.fromString("675391e7-2dab-4095-b3d3-d334400ef7d5"), UUID.fromString("5b97eedc-79d8-4d61-9087-776a33226fde")); + put(UUID.fromString("ac9357a9-a04c-45d1-8d5b-910f6d68ea2e"), UUID.fromString("c9183fe2-72e4-4de4-9ae0-f6c94bda0961")); + put(UUID.fromString("e76cbca9-d075-4ffb-bafb-7687e0b325ff"), UUID.fromString("744f4e7a-2ada-46ef-bd2d-0d1f9460abb8")); + put(UUID.fromString("d2e8d6e0-840d-467e-ac85-2d522849dc44"), UUID.fromString("c425c59b-b512-4ba6-b4f3-4c382fea64f6")); + put(UUID.fromString("3bb0bfaf-84a6-407f-bdcf-efe17c62a54f"), UUID.fromString("5bc7b956-d6f5-4aac-9686-90adad7166db")); + put(UUID.fromString("56a3d647-133f-43ae-8bfc-faa77141a062"), UUID.fromString("e5d94552-e285-4d82-b836-548d56885310")); + put(UUID.fromString("6dbfb6cd-29a2-4c46-8539-3e870b5d84f2"), UUID.fromString("9da7ff36-6bf2-460d-8690-a282be9eb3f3")); + put(UUID.fromString("81d169af-c6af-4513-8d83-4c036f427608"), UUID.fromString("7c49a721-4d9d-42ed-a5cb-e2cabc9d9d14")); + put(UUID.fromString("3723d331-0305-4f2a-b4a4-b041d48f16c8"), UUID.fromString("981ec3f4-58e9-4b27-b3bd-3692b3437e8d")); + put(UUID.fromString("95459378-d825-40fe-9723-ae95e3e5a1cc"), UUID.fromString("49804f31-1f61-4adf-a0b1-fce64f382141")); + put(UUID.fromString("b45d0b1e-9384-4963-a661-a4946f9e7483"), UUID.fromString("465aa9e8-50a3-411d-b6a5-ba15f032af2e")); + put(UUID.fromString("de6defe2-845b-4a4c-b882-b8da340f85a4"), UUID.fromString("27a81581-90f8-4c2e-a119-848bc2dd6552")); + put(UUID.fromString("f6dd9daa-669a-4c06-8d05-896ab2cc06c1"), UUID.fromString("96272715-c8cb-4f52-b05f-260c359d5eb0")); + put(UUID.fromString("45709051-31a9-418f-835c-a9416f1080a2"), UUID.fromString("6e687a58-6615-4931-acb9-19e0aa2e508a")); + put(UUID.fromString("477dfca0-23b4-4703-9def-01d1358a34c8"), UUID.fromString("5b66d27e-861f-4826-ae5a-14e6e44de31c")); + put(UUID.fromString("dea6e2b0-a865-4d6b-a900-270c04f4eccc"), UUID.fromString("e6f06ca6-f9a5-40b6-b0fc-217b7c7d3d41")); + put(UUID.fromString("33836586-97b1-49eb-a912-90d45ee8bbfa"), UUID.fromString("3ecb9e51-f1ef-47d9-9b43-26f06759dacf")); + put(UUID.fromString("a364a318-ede9-46b3-87f8-27dada65df28"), UUID.fromString("76b9a214-86a2-467a-b908-cfd915d5556d")); + put(UUID.fromString("e57677b9-cd76-4a3e-b031-09178353ad86"), UUID.fromString("97075bc0-a7a1-4a08-9177-e99e9dae485c")); + put(UUID.fromString("1aea1a1c-ee40-4a64-ac2e-9bb1efa59fb6"), UUID.fromString("d4459db1-a6e5-4723-a87f-dc3a19f3d0cd")); + put(UUID.fromString("cdffc131-a441-450a-ab74-c5b02b5391c5"), UUID.fromString("86d63ec4-78f0-44a7-88ed-ed920035cee8")); + put(UUID.fromString("07acd2e4-9f5d-4c00-a131-47a017259614"), UUID.fromString("4631a66a-d9d9-4b0d-9b18-ec39be4af2ba")); + put(UUID.fromString("00524fa7-8e29-4054-92eb-ed78870381ea"), UUID.fromString("446cab9e-e376-410f-9be2-9aaa3fb01665")); + put(UUID.fromString("310d7750-dc62-4f0e-9334-3d905d08e627"), UUID.fromString("ac74de85-4e24-4f44-946e-5af966cf27ae")); + put(UUID.fromString("bdf3040c-2aa2-4978-8d29-1e589c23242e"), UUID.fromString("292cc566-79e9-415b-bf66-3891a5e725d0")); + put(UUID.fromString("21b06573-64c0-484c-bf6c-e471dc03edfe"), UUID.fromString("eac72ec1-3cc4-4b28-9036-6a9d8786c84f")); + put(UUID.fromString("edacf024-fc73-43b0-b567-db4a0236a76a"), UUID.fromString("29f8f631-c3e5-4b6c-aa41-9aaecc3ae144")); + put(UUID.fromString("b45ec08e-9631-49d4-927d-04c23edb102e"), UUID.fromString("5a6c4825-ce2e-469a-8d4e-5b34b48b85f7")); + put(UUID.fromString("2beebfab-f250-470e-8cd9-70a073d2a819"), UUID.fromString("e5f1ac2c-4919-4fc5-82ad-103921a39ce2")); + put(UUID.fromString("fc8ad22d-160a-4135-9291-4c293eae7ddb"), UUID.fromString("fb826b77-5d22-4ebb-b4f1-59435ed39ead")); + put(UUID.fromString("06f1e50e-7dcf-4d88-96be-50c630a722fa"), UUID.fromString("953dab75-a58e-48ea-9bdb-ea828d9b319f")); + put(UUID.fromString("f4a868ad-20cd-4b11-88e7-aa44b403ca85"), UUID.fromString("8bf320d1-c1f5-491d-a77f-b46637712c89")); + put(UUID.fromString("ce2e3ed7-e6ce-4bc1-9898-7ddd5b86ec8a"), UUID.fromString("b1f7ef9a-04a0-4ab5-8ee0-84eaecdfacc7")); + put(UUID.fromString("af7c557f-b7c1-4783-98e0-dccd63baafae"), UUID.fromString("c497951a-0d64-47c7-910f-a44633d27faa")); + put(UUID.fromString("5d4b4e84-ddf9-43f0-9599-f22c11b95658"), UUID.fromString("647edfcc-c861-454d-b2c3-d9c843bd54c9")); + put(UUID.fromString("34b3caee-f59d-4aed-a20b-f765c2369e6f"), UUID.fromString("617a3e92-9834-4e38-adaf-adca5dcf1e9f")); + put(UUID.fromString("994ac1ab-935a-4adb-b3f6-3e23f96c1910"), UUID.fromString("55abf4d0-f675-4f05-9b3e-3a39006da099")); + put(UUID.fromString("14c01ce3-ec3a-49ed-a006-15055bbb90b4"), UUID.fromString("7516a4bf-ae60-4115-8bbc-d51a234b52b3")); + put(UUID.fromString("479d8797-70e0-43b8-b574-6e3b00358c14"), UUID.fromString("df3ffff4-7a02-4fee-9228-0cdb3b09605e")); + put(UUID.fromString("d367d76f-9184-4af7-8522-a8a10ad2b915"), UUID.fromString("4df217ac-35b5-4cb5-9e4b-abfd3e44f654")); + put(UUID.fromString("bda15a13-e673-4fa5-93b9-7b6f2abea933"), UUID.fromString("7f48e48e-cef0-4917-b5e8-add76b3e925a")); + put(UUID.fromString("e03e1154-0376-466c-934a-0c17adbc8744"), UUID.fromString("9f2418cd-a1f9-4e47-a58a-7e8266a52a1c")); + put(UUID.fromString("bf5f75c7-596c-4f9b-a5db-39ce8221771e"), UUID.fromString("6b2676d8-4b0c-458e-b18f-4eccaf384786")); + put(UUID.fromString("a9d713a0-92c1-4722-a194-9bfdbe9a577a"), UUID.fromString("b0ede1ba-4907-4bd7-9877-fabec51b570a")); + put(UUID.fromString("e96811ae-6706-4b34-b619-31de9a5588e2"), UUID.fromString("9a4ebb05-47b0-4bc8-8fdf-2e8175dc2de9")); + put(UUID.fromString("ef751964-7cc2-41da-b1f7-83fb69dcb0d5"), UUID.fromString("1bd40dc7-4088-43c5-a708-e7c6c7dfc47a")); + put(UUID.fromString("d217504c-e0fd-45cc-8d67-a777efdcb78a"), UUID.fromString("73f6f0f0-79a2-42c4-ae44-2125e9a94733")); + put(UUID.fromString("d400f535-1c14-4358-bc17-714b2bc5d336"), UUID.fromString("3c118b31-1658-421a-b672-434026a03ec5")); + put(UUID.fromString("76c069a1-c85a-44da-acc6-c96ec764e5a2"), UUID.fromString("e6e3b967-cdb8-4354-984b-fe6488b5a744")); + put(UUID.fromString("83a909ae-ea2d-4f8d-b954-d99ae6f7d0b0"), UUID.fromString("68ea2390-e012-45c6-8ebc-0c5f4d696c94")); + put(UUID.fromString("20d8b576-b227-4fce-b3ad-297b31b61ad6"), UUID.fromString("efbf893e-5d03-43df-9c27-e8be261ea43f")); + put(UUID.fromString("cf43ab1f-5021-4c14-bbf4-5bbc407684f5"), UUID.fromString("51dcebd9-da82-448a-8c46-45f84c40c252")); + put(UUID.fromString("f437a40b-88ab-4e1a-8c00-943051200a37"), UUID.fromString("dfe62065-6a6c-47b1-a411-e2a202b4b59a")); + put(UUID.fromString("6249b2e6-3127-4e81-b73c-2ab328228ebd"), UUID.fromString("3b15ff5f-6516-448d-a46d-5527170c6571")); + put(UUID.fromString("8cda0fdb-cc10-4522-a164-349d1308b740"), UUID.fromString("1e582bc4-54a0-4343-b629-0849c1d0226e")); + put(UUID.fromString("567d7345-7e9d-4a74-83fe-c6869cdade92"), UUID.fromString("43f31d48-c2f3-45c6-b1ba-a02dea85bd0c")); + put(UUID.fromString("9cbfb368-1c37-42fe-8f5d-b2db17004793"), UUID.fromString("e4cd708c-d3bb-49e9-93d4-a1624ccfa26c")); + put(UUID.fromString("4680fadb-422b-4e17-9c23-9da964197c0f"), UUID.fromString("e7f8e399-8baf-4215-98d5-6d63ffaf3e25")); + put(UUID.fromString("b8c1df26-c088-45bf-8e3f-de1fd63d7111"), UUID.fromString("2522a866-585c-48eb-a54e-8b2205b073c2")); + put(UUID.fromString("b6676a8c-2496-4b49-9d66-2f6c02583014"), UUID.fromString("f2f73939-bc6d-4e19-911e-1b6f7cd66c6a")); + put(UUID.fromString("57c8d26b-7721-41b5-a1e5-fca220fd6a6b"), UUID.fromString("20bbb4f0-2f9b-4feb-93ed-7388dd2e1b0a")); + put(UUID.fromString("7e5d0b4d-f5e3-4111-9c2d-fa024d869159"), UUID.fromString("acc1f7d1-8220-4596-bbb6-fccce1aac977")); + put(UUID.fromString("ad9759ae-4fbe-4c48-ae9e-9ca34f2ff68e"), UUID.fromString("214cc154-e2bc-475c-9707-f9c79a332ba2")); + put(UUID.fromString("3759b439-10aa-4b92-9638-790a4e6610d5"), UUID.fromString("0c6911b5-ace6-4993-bfae-3aa1cf4aa143")); + put(UUID.fromString("6c64e999-16b5-43aa-a373-3e882918d847"), UUID.fromString("32598f3d-d2e6-4bd0-8d7c-21434f3e80c6")); + put(UUID.fromString("12a2e624-8ea6-4c9f-8f3d-54f614bd4e27"), UUID.fromString("7e5f0a1b-6b3f-4f59-b63c-8c9ef92af0d5")); + put(UUID.fromString("b8c2c823-6955-4d93-af42-f32e3df689a0"), UUID.fromString("80c745f0-5697-4239-9bba-65fe929b5987")); + put(UUID.fromString("e15e8a67-2bd5-48e2-a340-ea1feeb5ab32"), UUID.fromString("7adf2909-0e4a-4ce1-a073-d244af96f0e3")); + put(UUID.fromString("e10da93f-b173-44b6-a7f7-b73a82d06745"), UUID.fromString("022f2509-7130-4f74-b3c6-1d86bdf77409")); + put(UUID.fromString("3486f9be-8106-4bf9-bb2a-99a7e6e8b658"), UUID.fromString("d6890527-8b22-4b7e-8ae6-8b655baf484a")); + put(UUID.fromString("caa4ff1a-1123-466b-b33b-2f3b22ccbcd9"), UUID.fromString("4b7a3f31-0176-4847-b320-5fd0435222fa")); + put(UUID.fromString("e11f7346-0059-4390-a5fe-a9f1830a7cfc"), UUID.fromString("24b33500-6bd4-4f96-8d10-7e004545d6fc")); + put(UUID.fromString("43f3c066-bde2-4956-8937-69676da8a3a1"), UUID.fromString("b51cac5b-94f2-49eb-b2e0-4539ae6b5837")); + put(UUID.fromString("4b163e83-847b-470a-91ed-e369e20ab02d"), UUID.fromString("de1ec490-1f8f-4eea-bec0-d36b0ed9a05b")); + put(UUID.fromString("b16f7d8f-ac66-4353-9f27-3cb1467c71bb"), UUID.fromString("202514a8-fc46-4de9-81db-d13d9a08d651")); + put(UUID.fromString("e281c3d0-2b54-43a3-a656-fc508a1e3648"), UUID.fromString("6dd5f466-74f8-41ac-b021-32c94f706540")); + put(UUID.fromString("0f4bbf70-52d3-4878-ad5a-49b73ec91743"), UUID.fromString("9a95b5ed-0c1e-4809-8dd7-558d1a84b1ff")); + put(UUID.fromString("e94262eb-6416-4eb2-b79a-b6fb49a18b31"), UUID.fromString("cbc1fac7-ee62-4102-908e-ea14b42b55f0")); + put(UUID.fromString("9296f1aa-196e-4ff0-af09-b57fa4f410fa"), UUID.fromString("7d3d17fd-26f5-4c07-87e6-bf503372c749")); + put(UUID.fromString("8a6edaa7-7531-4941-9a65-ccfdc987fdfc"), UUID.fromString("66bf286e-3a66-4fac-8c06-618fdf910e18")); + put(UUID.fromString("5c2e3b16-8d5a-456c-b4eb-48e22d2091f7"), UUID.fromString("04df2e33-2761-4116-a28b-0a3dfdcd8647")); + put(UUID.fromString("a45e78d7-8219-4c50-a188-b05fb16b75f4"), UUID.fromString("40fd42f4-8250-4929-9c6c-c08529fe0514")); + put(UUID.fromString("11c21984-41a5-4b07-8d0e-832fcc8289f7"), UUID.fromString("d6f2febb-84b2-4342-b78a-195f0eb5c648")); + put(UUID.fromString("8c857c1c-bcd1-4213-9445-a8a7ca387c0e"), UUID.fromString("74d4846c-fe35-409c-9aad-f18db426fb70")); + put(UUID.fromString("6bb0403c-0505-4e7b-96a2-d79ffce18353"), UUID.fromString("a7e23564-a757-4cd6-a084-d64862589854")); + put(UUID.fromString("63a69e32-ae3a-49b1-9f57-8f9c9b3d76a8"), UUID.fromString("948b8cb3-6940-4912-9086-05906ce3fd77")); + put(UUID.fromString("e0a04c2f-f19f-4c17-99d2-d0aa72ec9d9e"), UUID.fromString("33a26dfe-18ea-4857-8765-cc599ff420c9")); + put(UUID.fromString("6bb2414a-2a22-4451-bd50-bc082324337f"), UUID.fromString("d8d198bf-360d-47d4-97aa-dc720d9f9430")); + put(UUID.fromString("fa4f1ca4-82d6-4163-94d7-3f19d906220e"), UUID.fromString("9df3630b-2bf5-47f9-82a3-d6d3b36ab319")); + put(UUID.fromString("d8c952c6-fa89-4858-8ea0-5ae87b298b83"), UUID.fromString("196b64b3-6a15-44b5-9bed-a6460ae731ec")); + put(UUID.fromString("d72477b5-6284-4d42-a431-276345c1686d"), UUID.fromString("4cd4b564-1dbe-41cd-ac45-601acdeb0611")); + put(UUID.fromString("2bfc62ae-3237-4be3-8e95-a6097b0eac2c"), UUID.fromString("11af8105-f817-4a1b-9427-6b06a139f6a4")); + put(UUID.fromString("501862be-3eae-4a0f-8470-a1740671a990"), UUID.fromString("521be472-73cd-49ee-b0c4-f313af405c8a")); + put(UUID.fromString("74c6f2ca-61b8-4b1f-82c5-643b7e9f1087"), UUID.fromString("ac6d7a0e-c0fc-4f77-88f7-a13c1ba66602")); + put(UUID.fromString("b78b2253-462e-49dc-845e-ffd36126bd3c"), UUID.fromString("95bfee87-043d-4365-9c65-113ee04d138f")); + put(UUID.fromString("9e51ec14-73b6-4198-8484-fc4e1c25308c"), UUID.fromString("94d42cbb-a1b1-4577-8788-c7c8e5e3236f")); + put(UUID.fromString("98f17bd0-6811-4d7f-881a-f6ac0460dfc0"), UUID.fromString("c79d8cb3-f741-4634-a9ab-2ed4104585fa")); + put(UUID.fromString("b08676a6-46b3-480e-971c-658eb7e5632d"), UUID.fromString("2e634485-b2ef-49a8-8a35-ffa2c0ddd122")); + put(UUID.fromString("91a28d18-ddc1-40f1-98e2-759b01df8184"), UUID.fromString("37dec69a-88b4-4d30-b846-9dd125ece123")); + put(UUID.fromString("b2f410d8-1769-4402-82b9-5c0b060554e5"), UUID.fromString("3ef3f6ef-302f-4701-bba3-8b77590afd10")); + put(UUID.fromString("ee71b591-1e8e-4c33-9374-ace015b0e388"), UUID.fromString("b0e93878-e27c-4634-93d0-8fdcfb5706a3")); + put(UUID.fromString("32200b5c-6dee-4822-bf0d-c013e83b2013"), UUID.fromString("3014a3b9-cc0b-4e60-98f5-687feedce751")); + put(UUID.fromString("86aa3ce4-3129-4fd9-bd49-e5cf15ab563e"), UUID.fromString("1708c3af-fa43-4ca4-9a61-5e2df6735bba")); + put(UUID.fromString("a71daafa-e4d3-4a41-b3b8-b38aaf893ff0"), UUID.fromString("d66a2584-2cd1-4630-afe4-00465dfef3ad")); + put(UUID.fromString("b47ceb02-d8e1-4a8e-8379-dc4efe3b8678"), UUID.fromString("c9c3a023-f4d0-4d7d-9996-e0fce1bd2a2b")); + put(UUID.fromString("84a71880-e94c-45a0-9fbd-a49891d0ac3f"), UUID.fromString("e460b72a-f02e-48b8-b8b6-9295b58c0b84")); + put(UUID.fromString("b52a7668-7321-4121-aff7-af369ccf820c"), UUID.fromString("3663e286-4fd2-4f02-a2f6-225e4d4d6979")); + put(UUID.fromString("fda328b0-4db7-421b-8b33-a5910f072cd7"), UUID.fromString("d41bb079-52bd-4d97-88e9-58d992cd8c38")); + put(UUID.fromString("70e83fce-9d3d-4578-b406-e4237022ca0a"), UUID.fromString("6f323fa2-284a-4217-b217-bf2627385f14")); + put(UUID.fromString("8844d1bc-d23f-400d-9053-8ed3bd5585fa"), UUID.fromString("f0415ff6-3399-4133-bb0e-9ff3f816cab0")); + put(UUID.fromString("2c0e8ab1-f544-4668-b834-076c4915977c"), UUID.fromString("d5051d7e-2900-4b04-8b95-df428dfaba88")); + put(UUID.fromString("cd7449cc-084c-48fc-8a5d-4d7d85bb4899"), UUID.fromString("6f11aa4e-79a2-4782-b5c3-4d3551b56899")); + put(UUID.fromString("b7ca3a7d-7dc5-4185-86f1-dd93fdadfb96"), UUID.fromString("74966ffb-3f07-4ae8-81af-622daa895286")); + put(UUID.fromString("a7e4f5c9-9fe0-4c07-aa0d-69b45c2b9e49"), UUID.fromString("d54e7666-907b-4ab0-984e-674a3090a876")); + put(UUID.fromString("68d97d0c-9aa8-4c8e-9f51-8dc408c74f09"), UUID.fromString("de81b6c1-efc0-4a06-953b-ab0ede1c85a3")); + put(UUID.fromString("f019fadd-4346-4417-8ebe-fbc0e496362e"), UUID.fromString("2a6cd814-c1e4-4f6d-9a9c-9e5091464da1")); + put(UUID.fromString("44ef554b-932b-45be-ab01-b5accc3d2fda"), UUID.fromString("421405f4-00c9-43cd-87c4-79bcada0ac11")); + put(UUID.fromString("992edc57-ba55-4cc4-b222-b7f88cceb6a4"), UUID.fromString("d97c770e-4ea8-403c-9ff8-2000001a0806")); + put(UUID.fromString("bd3e192d-5c8e-4e98-bd03-4dc4fcfb5d17"), UUID.fromString("f101bfcb-dc4d-4668-bfab-65ef77405eba")); + put(UUID.fromString("3e1c964e-7039-4592-a806-e611ca12643d"), UUID.fromString("d3435bc2-696c-41a8-9fd0-f63979c770d1")); + put(UUID.fromString("87fb1a2e-bb63-4031-b357-870b520dd3c5"), UUID.fromString("b42ace9a-f1ad-40ad-aa69-9fb0f833b25e")); }}; \ No newline at end of file diff --git a/app/src/main/assets/Spells_en.json b/app/src/main/assets/Spells_en.json index c9f4a3ab..d1e6ecc5 100644 --- a/app/src/main/assets/Spells_en.json +++ b/app/src/main/assets/Spells_en.json @@ -14,7 +14,7 @@ "desc": "You hurl a bubble of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.\nThis spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", "duration": "Instantaneous", "higher_level": "", - "id": "b00aed01-c695-4d17-981d-a37684a8628e", + "id": "ce15d91e-938c-4c9d-ad9a-ab57a9f7bb10", "level": 0, "locations": [ { @@ -47,7 +47,7 @@ "desc": "Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.", "duration": "8 hours", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd.", - "id": "b38d70d1-484f-46a5-b2c4-1d379c8fc096", + "id": "ca1e9ae1-3a66-4953-95ee-22f2f688af20", "level": 2, "locations": [ { @@ -84,7 +84,7 @@ "desc": "You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.\nA mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.\nAn audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.", "duration": "8 hours", "higher_level": "", - "id": "85ae9373-8da6-4c69-8eea-b2d24dc20790", + "id": "a3b949bb-afc7-4fc9-9308-a38c1c5e0c8c", "level": 1, "locations": [ { @@ -116,7 +116,7 @@ "desc": "You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.\nAquatic Adaptation.\n You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.\nChange Appearance.\n You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again.\nNatural Weapons.\n You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.", "duration": "Up to 1 hour", "higher_level": "", - "id": "9263025c-edfa-4a56-b1c0-b7e66fa959c6", + "id": "e10da93f-b173-44b6-a7f7-b73a82d06745", "level": 2, "locations": [ { @@ -149,7 +149,7 @@ "desc": "This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spell ends.", "duration": "24 hours", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each spell slot level above 1st.", - "id": "b4a05889-eddb-411e-98fa-bb63ffca99e4", + "id": "d400f535-1c14-4358-bc17-714b2bc5d336", "level": 1, "locations": [ { @@ -180,7 +180,7 @@ "desc": "By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as \"a man or woman dressed in the uniform of the town guard\" or \"a red-haired dwarf wearing a pointed hat\". You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals.\nWhen the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn't reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell.", "duration": "24 hours", "higher_level": "If you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd.", - "id": "8e7bb7e8-d3c8-4cdc-8f53-a22b7eb49bb0", + "id": "ab24f0db-4e0b-4c89-95e5-c56c96d97d3a", "level": 2, "locations": [ { @@ -210,7 +210,7 @@ "desc": "Your magic turns others into beasts. Choose any number of willing creatures that you can see within range. You transform each target into the form of a Large or smaller beast with a challenge rating of 4 or lower. On subsequent turns, you can use your action to transform affected creatures into new forms.\nThe transformation lasts for the duration for each target, or until the target drops to 0 hit points or dies. You can choose a different form for each target. A target's game statistics are replaced by the statistics of the chosen beast, though the target retains its alignment and Intelligence, Wisdom, and Charisma scores. The target assumes the hit points of its new form, and when it reverts to its normal form, it returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can't speak or cast spells.\nThe target's gear melds into the new form. The target can't activate, wield, or otherwise benefit from any of its equipment.", "duration": "Up to 24 hours", "higher_level": "", - "id": "9fdc0216-34f1-444a-9262-772211155d71", + "id": "3368ff16-01d5-4bba-8d27-68a3123b5fc5", "level": 8, "locations": [ { @@ -240,7 +240,7 @@ "desc": "This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature's game statistics).\nOn each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.\nThe creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.\n\n\nSKELETON\nMedium dead, lawful evil\n\nArmor class: 13 (armor scraps)\nHit Points: 13 (2d8 + 4)\nSpeed: 30 ft.\n\nSTR 10 (+0), DEX 14 (+2), CON 15 (+2)\nINT 6 (-2), WIS 8 (-1), CHA 5 (-3)\n\nDamage Vulnerabilities: Bludgeoning\nDamage Immunities: Poison\nCondition Immunities: Exhaustion, Poisoned\nSenses: Darkvision 60 ft., Passive Perception 9\nLanguages: Understands all languages it knew in life but can't speak\nChallenge: 1/4 (50 XP)\nProficiency Bonus: +2\n\nACTIONS\nShortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.\nShortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.\n\n\nZOMBIE\nMedium Undead, Neutral Evil\n\nArmor Class: 8\nHit Points: 22 (3d8 + 9)\nSpeed: 20 ft.\n\nSTR 13 (+1), DEX 6 (-2), CON 16 (+3)\nINT 3 (-4), WIS 6 (-2), CHA 5 (-3)\n\nSaving Throws: WIS +0\nDamage Immunities: Poison\nCondition Immunities: Poisoned\nSenses: Darkvision 60 ft., Passive Perception 8\nLanguages: understands the languages it knew in life but can't speak\nChallenge: 1/4 (50 XP)\nProficiency Bonus: +2\n\nUndead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.\n\nACTIONS\nSlam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.", - "id": "2e651416-3016-4da5-832c-dc63e635d8a1", + "id": "b09a044d-69ec-4d79-8630-5f8c42a0f750", "level": 3, "locations": [ { @@ -273,7 +273,7 @@ "desc": "Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points.\nAs a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.\n\nANIMATED OBJECT STATISTICS\nTiny: 20 HP, 18 AC, +8 to hit, 1d4 + 4 damage, 4 Str, 18 Dex\nSmall: 25 HP, 16 AC, +6 to hit, 1d8 + 2 damage, 6 Str, 14 Dex\nMedium: 40 HP, 13 AC, +5 to hit, 2d6 + 1 damage, 10 Str, 12 Dex\nLarge: 50 HP, 10 AC, +6 to hit, 2d10 + 2 damage, 14 Str, 10 Dex\nHuge: 80 HP, 10 AC, +8 to hit, 2d12 + 4 damage, 18 Str, 6 Dex\n\nAn animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.\nIf you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The DM might rule that a specific object inflicts slashing or piercing damage based on its form.", "duration": "Up to 1 minute", "higher_level": "If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th.", - "id": "78598e98-6beb-4d4b-b200-48a3469bc5e6", + "id": "56a3d647-133f-43ae-8bfc-faa77141a062", "level": 5, "locations": [ { @@ -301,7 +301,7 @@ "desc": "A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration.\nThe barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier.\nIf you move so that an affected creature is forced to pass through the barrier, the spell ends.", "duration": "Up to 1 hour", "higher_level": "", - "id": "49a73729-d783-4fe0-89c7-2aeeb0489663", + "id": "940cbf0f-be98-4950-86c4-2ed10039bf78", "level": 5, "locations": [ { @@ -331,7 +331,7 @@ "desc": "A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells can't be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the sphere moves with you, centered on you.\nSpells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can't protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration.\nTargeted Effects. Spells and other magical effects, such as magic missile and charm person, that target a creature or an object in the sphere have no effect on that target.\nAreas of Magic. The area of another spell or magical effect, such as fireball, can't extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a wall of fire are suppressed within the sphere, creating a gap in the wall if the overlap is large enough.\nSpells. Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it.\nMagic Items. The properties and powers of magic items are suppressed in the sphere. For example, a +1 longsword in the sphere functions as a nonmagical longsword.\nA magic weapon's properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or a piece of magic ammunition fully leaves the sphere (for example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon as it exits.\nMagical Travel. Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the rope trick spell, temporarily closes while in the sphere.\nCreatures and Objects. A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere.\nDispel Magic. Spells and magical effects such as dispel magic have no effect on the sphere. Likewise, the spheres created by different antimagic field spells don't nullify each other.", "duration": "Up to 1 hour", "higher_level": "", - "id": "df42472c-3503-4d53-8881-e97b1638e68c", + "id": "5c2e3b16-8d5a-456c-b4eb-48e22d2091f7", "level": 8, "locations": [ { @@ -361,7 +361,7 @@ "desc": "This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura's effect.\nAntipathy.\n The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a wisdom saving throw or become frightened. The creature remains frightened while it can see the target or is within 60 feet of it. While frightened by the target, the creature must use its movement to move to the nearest safe spot from which it can't see the target. If the creature moves more than 60 feet from the target and can't see it, the creature is no longer frightened, but the creature becomes frightened again if it regains sight of the target or moves within 60 feet of it.\nSympathy.\n The enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a wisdom saving throw or use its movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can't willingly move away from the target. If the target damages or otherwise harms an affected creature, the affected creature can make a wisdom saving throw to end the effect, as described below.\nEnding the Effect.\n If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the spell is allowed another wisdom saving throw every 24 hours while the spell persists.\nA creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again.", "duration": "10 days", "higher_level": "", - "id": "e6f30f44-5e55-4779-aa14-c6ac459a20bf", + "id": "63a69e32-ae3a-49b1-9f57-8f9c9b3d76a8", "level": 8, "locations": [ { @@ -394,7 +394,7 @@ "desc": "You create an invisible, magical eye within range that hovers in the air for the duration.\nYou mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction.\nAs an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can't enter another plane of existence. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter.", "duration": "Up to 1 hour", "higher_level": "", - "id": "b9744de4-9961-4c3b-a232-2230734c4eb4", + "id": "ac64b1e2-4d02-414f-928d-2ea4102908cb", "level": 4, "locations": [ { @@ -424,7 +424,7 @@ "desc": "You create linked teleportation portals that remain open for the duration. Choose two points on the ground that you can see, one point within 10 feet of you and one point within 500 feet of you. A circular portal, 10 feet in diameter, opens over each point. If the portal would open in the space occupied by a creature, the spell fails, and the casting is lost.\nThe portals are two-dimensional glowing rings filled with mist, hovering inches from the ground and perpendicular to it at the points you chose. A ring is visible only from one side (your choice), which is the side that functions as a portal.\nAny creature or object entering the portal exits from the other portal as if the two were adjacent to each other; passing through a portal from the non-portal side has no effect. The mist that fills each portal is opaque and blocks vision through it. On your turn, you can rotate the rings as a bonus action so that the active side faces in a different direction.", "duration": "Up to 10 minutes", "higher_level": "", - "id": "f8b063c3-56fe-4bb2-85f0-7aab27be7d0b", + "id": "cdcda748-a653-4721-a258-7e23cad19215", "level": 6, "locations": [ { @@ -454,7 +454,7 @@ "desc": "You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock on the object suppresses arcane lock for 10 minutes.\nWhile affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.", "duration": "Until dispelled", "higher_level": "", - "id": "37152780-bf45-4804-af75-d46022342b55", + "id": "ea8b274c-1249-4464-b204-82811f37a545", "level": 2, "locations": [ { @@ -485,7 +485,7 @@ "desc": "A protective magical force surrounds you, manifesting as a spectral frost that coverts you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these points, the creature takes 5 cold damage.", "duration": "1 hour", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot level above 1st.", - "id": "f40dec7c-6885-4da8-8882-64d013af38ab", + "id": "4f6d39c6-af41-495f-b16e-164fa7740efc", "level": 1, "locations": [ { @@ -513,7 +513,7 @@ "desc": "You invoke the power of Hadar, the Dark Hunger. Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can't take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.", - "id": "04e170f9-d041-443e-9060-6cfd41b0517d", + "id": "efda365a-0848-46bc-bcd0-6248b7e937c6", "level": 1, "locations": [ { @@ -544,7 +544,7 @@ "desc": "You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation; it doesn't need food or air and doesn't age.\nYour astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut\u2014something that can happen only when an effect specifically states that it does\u2014your soul and body are separated, killing you instantly.\nYour astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it.\nThe spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens.\nThe spell might also end early for you or one of your companions. A successful dispel magic spell used against an astral or physical body ends the spell for that creature. If a creature's original body or its astral form drops to 0 hit points, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature's astral form back to its body, ending its state of suspended animation.\nIf you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points.", "duration": "Special", "higher_level": "", - "id": "d79a9f18-880d-4a8c-a3db-ce40796140d9", + "id": "9c1dc9a9-c988-4c8e-ba7b-1b567f9ab8cd", "level": 9, "locations": [ { @@ -573,7 +573,7 @@ "desc": "By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:\n- Weal, for good results\n- Woe, for bad results\n- Weal and woe, for both good and bad results\n- Nothing, for results that aren't especially good or bad\nThe spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.\nIf you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.", "duration": "Instantaneous", "higher_level": "", - "id": "cbe4c11e-f040-4c21-ac74-9c518238d46d", + "id": "6c64e999-16b5-43aa-a373-3e882918d847", "level": 2, "locations": [ { @@ -606,7 +606,7 @@ "desc": "Life-preserving energy radiates from you in an aura with a 30 foot radius. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) has resistance to necrotic damage, and its hit point maximum can't be reduced. In addition, a nonhostile, living creature regains 1 hit point when it starts its turn in the aura with 0 hit points.", "duration": "Up to 10 minutes", "higher_level": "", - "id": "55c4600b-b801-4782-9b39-262a6cdbfc41", + "id": "e15e8a67-2bd5-48e2-a340-ea1feeb5ab32", "level": 4, "locations": [ { @@ -636,7 +636,7 @@ "desc": "Purifying energy radiates from you in an aura with a 30 foot radius. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) can't become diseased, has resistance to poison damage, and has advantage on saving throws against effects that cause any of the following conditions: blinded, charmed, deafened, frightened, paralyzed, poisoned, and stunned.", "duration": "Up to 10 minutes", "higher_level": "", - "id": "741ee379-7eab-4d05-805a-e7ebebc74e75", + "id": "80c06785-3e2a-4c52-8929-3e9d910e18b5", "level": 4, "locations": [ { @@ -666,7 +666,7 @@ "desc": "Healing energy radiates from you in an aura with a 30 foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.", "duration": "Up to 1 minute", "higher_level": "", - "id": "f0c229f5-92fa-41d8-a8de-b557c34bdc92", + "id": "db2fdacb-ec1d-4f23-8240-e66167d82fdf", "level": 3, "locations": [ { @@ -700,7 +700,7 @@ "desc": "After spending the casting time tracing magical pathways within a precious gemstone, you touch a Huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human's. Your DM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened tree.\nThe awakened beast or plant is charmed by you for 30 days or until you or your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed.", "duration": "Instantaneous", "higher_level": "", - "id": "10b19b22-ffd4-4e14-bd6a-c958d3547e0a", + "id": "a6e7839e-b49b-4259-a306-1f632d0ce477", "level": 5, "locations": [ { @@ -730,7 +730,7 @@ "desc": "Up to three creatures of your choice that you can see within range must make charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.", "duration": "Up to 1 minute", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.", - "id": "22ed4ce9-9dc2-46fd-939a-d6640be65a2c", + "id": "675391e7-2dab-4095-b3d3-d334400ef7d5", "level": 1, "locations": [ { @@ -759,7 +759,7 @@ "desc": "The next time you hit a creature with a weapon attack before this spell ends, your weapon crackles with force, and the attack deals an extra 5d10 force damage to the target. Additionally, if this attack reduces the target to 50 hit points or fewer, you banish it. If the target is native to a different plane of existence than the one you are on, the target disappears, returning to its home plane. If the target is native to the plane you're on, the creatures vanishes into a harmless demiplane. While there, the target is incapacitated. It remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if the space is occupied.", "duration": "Up to 1 minute", "higher_level": "", - "id": "7235b0b2-fa82-4379-b250-f1b041b1803a", + "id": "c7d57f93-11d6-4160-8e79-a8d699271c81", "level": 5, "locations": [ { @@ -792,7 +792,7 @@ "desc": "You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a charisma saving throw or be banished.\nIf the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.\nIf the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.", "duration": "Up to 1 minute", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.", - "id": "86d8f9f0-727f-4a21-b256-fbb5bd20e21e", + "id": "4b163e83-847b-470a-91ed-e369e20ab02d", "level": 4, "locations": [ { @@ -822,7 +822,7 @@ "desc": "You touch a willing creature. Until the spell ends, the target's skin has a rough, bark-like appearance, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing.", "duration": "Up to 1 hour", "higher_level": "", - "id": "2d42af75-1274-4218-be2c-e626ada9073a", + "id": "8a6edaa7-7531-4941-9a65-ccfdc987fdfc", "level": 2, "locations": [ { @@ -853,7 +853,7 @@ "desc": "This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.", "duration": "Up to 1 minute", "higher_level": "", - "id": "d73a3e33-1e6d-4356-a341-aad44231f4e1", + "id": "b4e9d235-a1f6-474b-8e44-1c2aa6b20503", "level": 3, "locations": [ { @@ -885,7 +885,7 @@ "desc": "You touch a willing beast. For the duration of the spell, you can use your action to see through the beast's eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses. While perceiving through the beast's senses, you gain the benefits of any special senses possessed by that creature, though you are blinded and deafened to your own surroundings.", "duration": "Up to 1 hour", "higher_level": "", - "id": "c7f9309d-df4f-43cb-8874-8c734e1720c8", + "id": "c2b557b1-e49e-4865-aa64-1531cc389a05", "level": 2, "locations": [ { @@ -915,7 +915,7 @@ "desc": "You touch a creature, and that creature must succeed on a wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:\n- Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.\n- While cursed, the target has disadvantage on attack rolls against you.\n- While cursed, the target must make a wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.\n- While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.\nA remove curse spell ends this effect. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect.", "duration": "Up to 1 minute", "higher_level": "If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.", - "id": "8f8cccd0-a8d2-47c8-9a17-f95bd5751502", + "id": "537a4d1e-b245-43e0-8a66-3b618564cc68", "level": 3, "locations": [ { @@ -947,7 +947,7 @@ "desc": "You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell's duration, and it moves at your command, mimicking the movements of your own hand.\nThe hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn't fill its space.\nWhen you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects with it.\nClenched Fist.\n The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d8 force damage.\nForceful Hand.\n The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand's Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it.\nGrasping Hand.\n The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand's Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier.\nInterposing Hand.\n The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can't move through the hand's space if its Strength score is less than or equal to the hand's Strength score. If its Strength score is higher than the hand's Strength score, the target can move toward you through the hand's space, but that space is difficult terrain for the target.", "duration": "Up to 1 minute", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th.", - "id": "029708bb-3825-495c-bd37-cd926c014b92", + "id": "784edd36-17fc-4897-974e-804d44c44e2c", "level": 5, "locations": [ { @@ -978,7 +978,7 @@ "desc": "You create a vertical wall of whirling, razor-sharp blades made of magical energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain.\nWhen a creature enters the wall's area for the first time on a turn or starts its turn there, the creature must make a dexterity saving throw. On a failed save, the creature takes 6d10 slashing damage. On a successful save, the creature takes half as much damage.", "duration": "Up to 10 minutes", "higher_level": "", - "id": "edc5c94e-c680-4de7-bd2b-d494649a5ff4", + "id": "eb13984a-8963-4cda-b8be-5bdf06f33202", "level": 6, "locations": [ { @@ -1009,7 +1009,7 @@ "desc": "You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.", "duration": "1 round", "higher_level": "", - "id": "4e442d84-77e2-41cd-b5c8-1edfe14b0f09", + "id": "8c857c1c-bcd1-4213-9445-a8a7ca387c0e", "level": 0, "locations": [ { @@ -1039,7 +1039,7 @@ "desc": "You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.", "duration": "Up to 1 minute", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.", - "id": "04b0d0b9-aa10-42a2-a582-b3f7f41311fe", + "id": "fa4f1ca4-82d6-4163-94d7-3f19d906220e", "level": 1, "locations": [ { @@ -1073,7 +1073,7 @@ "desc": "Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. The spell has no effect on undead or constructs.\nIf you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.\nIf you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw; it simply withers and dies.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 5th level of higher, the damage increases by 1d8 for each slot level above 4th.", - "id": "3bec5ca1-8e69-4252-b4ed-1d323ea71e3f", + "id": "3da4f0e9-ad58-476d-9b38-20d9126555d6", "level": 4, "locations": [ { @@ -1102,7 +1102,7 @@ "desc": "The next time you hit a creature with a melee weapon attack during this spell's duration, your weapon flares with bright light, and the attack deals an extra 3d8 radiant damage to the target. Additionally, the target must succeed on a Constitution saving throw or be blinded until the spell ends.\nA creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.", "duration": "Up to 1 minute", "higher_level": "", - "id": "bfa1ac32-8333-4e7d-8536-62ec47e4a89b", + "id": "05a6abf7-ed06-4c2a-85f8-4ce26a56cf37", "level": 3, "locations": [ { @@ -1132,7 +1132,7 @@ "desc": "You can blind or deafen a foe. Choose one creature that you can see within range to make a constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a constitution saving throw. On a success, the spell ends.", "duration": "1 minute", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.", - "id": "da0e3e19-3b09-4879-9c13-92184bfee6f4", + "id": "6226755f-9711-47af-bfa0-a02a4bf8d7bf", "level": 2, "locations": [ { @@ -1165,7 +1165,7 @@ "desc": "Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of your next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action.\nWhile on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can't see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren't there can't perceive you or interact with you, unless they have the ability to do so.", "duration": "1 minute", "higher_level": "", - "id": "4e962094-caa6-4066-b659-5370a12f04af", + "id": "fcd31468-6966-44d1-a0e3-5b8660f0f3c8", "level": 3, "locations": [ { @@ -1196,7 +1196,7 @@ "desc": "Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.", "duration": "Up to 1 minute", "higher_level": "", - "id": "ca723b48-dfbe-45c0-8184-2ee5fd056aac", + "id": "aab240db-3de9-4fe7-86ef-70f69002ebe0", "level": 2, "locations": [ { @@ -1226,7 +1226,7 @@ "desc": "The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it's invisible, and the target sheds dim light in a 5 foot radius and can't become invisible until the spell ends.", "duration": "Up to 1 minute", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.", - "id": "780ee905-a3d5-45d6-8a4d-15e0ad53bf02", + "id": "5fcf8354-dbdf-4636-99de-83fd2451ff56", "level": 2, "locations": [ { @@ -1255,7 +1255,7 @@ "desc": "As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.\nThe fire ignites any flammable objects in the area that aren't being worn or carried.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.", - "id": "90795ebd-66e3-466c-a0d7-b340574850e1", + "id": "cccb5dcc-f846-4498-84fa-d342b2335d31", "level": 1, "locations": [ { @@ -1286,7 +1286,7 @@ "desc": "A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see 100 feet directly above you. The spell fails if you can't see a point in the air where the storm cloud could appear (for example, if you are in a room that can't accommodate the cloud).\nWhen you cast the spell, choose a point you can see within range. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.\nIf you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell's damage increases by 1d10.", "duration": "Up to 10 minutes", "higher_level": "When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd.", - "id": "00b94e2a-a27c-4d3f-887b-4b6f4b4d2722", + "id": "2fa414dc-2570-4960-b685-6eda29034888", "level": 3, "locations": [ { @@ -1318,7 +1318,7 @@ "desc": "You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.\nYou can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.\nAlternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.", "duration": "Up to 1 minute", "higher_level": "", - "id": "0601e925-249b-4cd8-a495-1cb94acc8f3d", + "id": "56b665f1-43ce-4869-abfb-9f8ded8a0928", "level": 2, "locations": [ { @@ -1350,7 +1350,7 @@ "desc": "You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.\nA target must make a dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th.", - "id": "ac8bf7d0-6326-4a0a-a761-91a1e80e8858", + "id": "e40800b4-9443-41ac-9954-2e33a76ee805", "level": 6, "locations": [ { @@ -1382,7 +1382,7 @@ "desc": "You attempt to charm a humanoid you can see within range. It must make a wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.", "duration": "1 hour", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.", - "id": "9d0e5995-cd66-49f1-b847-0513c2d18555", + "id": "bc37b9dd-b593-410d-8234-506f4d3377db", "level": 1, "locations": [ { @@ -1414,7 +1414,7 @@ "desc": "You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.\nIf you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.\nThis spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).", "duration": "1 round", "higher_level": "", - "id": "9109341c-7adb-421c-a68f-46cda5f5f02a", + "id": "06f1e50e-7dcf-4d88-96be-50c630a722fa", "level": 0, "locations": [ { @@ -1446,7 +1446,7 @@ "desc": "You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.", - "id": "e67670b2-6de4-4c32-ac95-5a51f527fe56", + "id": "372deda5-7f15-4cf5-b5eb-1651da4aabb7", "level": 1, "locations": [ { @@ -1477,7 +1477,7 @@ "desc": "A sphere of negative energy ripples out in a 60-foot radius sphere from a point within range. Each creature in that area must make a constitution saving throw. A target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.", - "id": "a472626f-4c06-4709-8af3-0ffea58fb5bd", + "id": "44ef554b-932b-45be-ab01-b5accc3d2fda", "level": 6, "locations": [ { @@ -1504,7 +1504,7 @@ "desc": "Divine energy radiates from you, distorting and diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving throws against spells and other magical effects. Additionally, when an affected creature succeeds on a saving throw made against a spell or magical effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw.", "duration": "Up to 10 minutes", "higher_level": "", - "id": "2544304a-ea10-438c-8046-846d886a6760", + "id": "7436e1ce-72e2-43a7-993a-b6b272c41bd3", "level": 5, "locations": [ { @@ -1536,7 +1536,7 @@ "desc": "You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can't be attacked or otherwise interacted with.\nWhen you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing.\nA creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.", "duration": "Up to 10 minutes", "higher_level": "", - "id": "378dba88-3df7-4189-a177-c6cc81421ecf", + "id": "d18562db-48c8-499b-818c-213491c724c7", "level": 3, "locations": [ { @@ -1567,7 +1567,7 @@ "desc": "This spell grows an inert duplicate of a living creature as a safeguard against death. This clone forms inside a sealed vessel and grows to full size and maturity after 120 days; you can also choose to have the clone be a younger version of the same creature. It remains inert and endures indefinitely, as long as its vessel remains undisturbed.\nAt any time after the clone matures, if the original creature dies, its soul transfers to the clone, provided that the soul is free and willing to return. The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original's equipment. The original creature's physical remains, if they still exist, become inert and can't thereafter be restored to life, since the creature's soul is elsewhere.", "duration": "Instantaneous", "higher_level": "", - "id": "2de2ae9e-22a9-4017-a8c2-db04ca32d4dd", + "id": "fe24ca75-de28-437a-82f8-8c36aa25120a", "level": 8, "locations": [ { @@ -1599,7 +1599,7 @@ "desc": "You fill the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell's area for the first time on a turn or starts its turn there.", "duration": "Up to 1 minute", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot above 2nd.", - "id": "619f2ccf-c704-4059-994e-cbfaa6bc7a55", + "id": "4e971d65-ecf3-4ab0-b70e-9f08d28fb2f7", "level": 2, "locations": [ { @@ -1628,7 +1628,7 @@ "desc": "You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured.\nWhen a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.\nThe fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.", "duration": "Up to 10 minutes", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.", - "id": "0abb2805-361b-4bd3-bfa3-43d986b67272", + "id": "e11f7346-0059-4390-a5fe-a9f1830a7cfc", "level": 5, "locations": [ { @@ -1660,7 +1660,7 @@ "desc": "A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see).\nStarting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the spell ends. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.", "duration": "1 round", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.", - "id": "10e3acc9-1c9d-4d36-a51a-b48a01f12726", + "id": "baca5dce-f2c6-4579-ac91-a819edd0a30f", "level": 1, "locations": [ { @@ -1693,7 +1693,7 @@ "desc": "You speak a one-word command to a creature you can see within range. The target must succeed on a wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.\nSome typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.\nApproach.\n The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.\nDrop\n The target drops whatever it is holding and then ends its turn.\nFlee.\n The target spends its turn moving away from you by the fastest available means.\nGrovel.\n The target falls prone and then ends its turn.\nHalt.\n The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.", "duration": "1 round", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.", - "id": "5995fd97-a4b6-405f-98f7-d1c11e697a86", + "id": "582858fa-0850-4bba-b892-7a22ce6d5c49", "level": 1, "locations": [ { @@ -1728,7 +1728,7 @@ "desc": "You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question.\nDivine beings aren't necessarily omniscient, so you might receive \"unclear\" as an answer if a question pertains to information that lies beyond the deity's knowledge. In a case where a one-word answer could be misleading or contrary to the deity's interests, the DM might offer a short phrase as an answer instead.\nIf you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer. The DM makes this roll in secret.", "duration": "1 minute", "higher_level": "", - "id": "027b5ed8-27dd-490b-a8d4-0e12117ad7c1", + "id": "a73219c6-824b-4a19-8b74-e5c53a6d6c1f", "level": 5, "locations": [ { @@ -1759,7 +1759,7 @@ "desc": "You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in dungeons and towns.\n You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:\n- terrain and bodies of water\n- prevalent plants, minerals, animals, or peoples\n- powerful celestials, fey, fiends, elementals, or undead\n- influence from other planes of existence\n- buildings\nFor example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.", "duration": "Instantaneous", "higher_level": "", - "id": "c9589225-f25e-4f39-9a59-f90d29fd52ca", + "id": "66fac5a5-9c80-4cd8-ab9c-7eea47fef872", "level": 5, "locations": [ { @@ -1788,7 +1788,7 @@ "desc": "You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has a disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, the spell doesn't restrict the target's movement for that turn.\nThe spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.", "duration": "Up to 1 minute", "higher_level": "", - "id": "98218948-0e8c-472b-8769-5c39a7a5bbfd", + "id": "8282b890-a723-4bcb-b6ec-4e48c4da7b3b", "level": 1, "locations": [ { @@ -1820,7 +1820,7 @@ "desc": "For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.\nThis spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.", "duration": "1 hour", "higher_level": "", - "id": "506d0d16-e1c2-49f8-a51b-5028a3db0448", + "id": "e281c3d0-2b54-43a3-a656-fc508a1e3648", "level": 1, "locations": [ { @@ -1850,7 +1850,7 @@ "desc": "Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can't be charmed. On a failed save, a target is affected by this spell. Until the spell ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way, it can make another Wisdom saving throw to try to end the effect.\nA target isn't compelled to move into an obviously deadly hazard, such as a fire or pit, but it will provoke opportunity attacks to move in the designated direction.", "duration": "Up to 1 minute", "higher_level": "", - "id": "4a36d2bd-d752-4699-bbce-35c7f6d2ef3f", + "id": "567d7345-7e9d-4a74-83fe-c6869cdade92", "level": 4, "locations": [ { @@ -1880,7 +1880,7 @@ "desc": "A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one.\nA creature killed by this spell becomes a frozen statue until it thaws.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.", - "id": "28494939-8c52-4a5d-a8a1-6b2dc54585db", + "id": "0fe36942-9050-4682-b305-f751e4d6d081", "level": 5, "locations": [ { @@ -1917,7 +1917,7 @@ "desc": "This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.\nAn affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.\n\n1: The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.\n2-6: The creature doesn't move or take actions this turn\n7-8: The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.\n9-10: The creature can act and move normally.\n\nAt the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.", "duration": "Up to 1 minute", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th.", - "id": "bad4d5c7-e4d4-409b-8daf-332a2999f992", + "id": "a1e8a407-0714-45e9-93ac-a54e204eb1a5", "level": 4, "locations": [ { @@ -1946,7 +1946,7 @@ "desc": "You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:\n- One beast of challenge rating 2 or lower\n- Two beasts of challenge rating 1 or lower\n- Four beasts of challenge rating 1/2 or lower\n- Eight beasts of challenge rating 1/4 or lower\n- Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends.\nThe summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.\nThe DM has the creatures' statistics.", "duration": "Up to 1 hour", "higher_level": "When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level.", - "id": "dba5f5e1-983b-487a-8b51-5244b55d523c", + "id": "69264375-efcf-4690-8ced-790b5ed38765", "level": 3, "locations": [ { @@ -1977,7 +1977,7 @@ "desc": "You throw a nonmagical weapon or fire a piece of nonmagical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a 60 foot cone must succeed on a Dexterity saving throw. A creature takes 3d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon or ammunition used as a component.", "duration": "Instantaneous", "higher_level": "", - "id": "44e3ce4c-f466-405e-a850-71347165f8f8", + "id": "c14459b8-1516-451e-bc1b-6d4319f290ed", "level": 3, "locations": [ { @@ -2005,7 +2005,7 @@ "desc": "You summon a celestial of challenge rating 4 or lower, which appears in an unoccupied space that you can see within range. The celestial disappears when it drops to 0 hit points or when the spell ends.\nThe celestial is friendly to you and your companions for the duration. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don't issue any commands to the celestial, it defends itself from hostile creatures but otherwise takes no actions.\nThe DM has the celestial's statistics.", "duration": "Up to 1 hour", "higher_level": "When you cast this spell using a 9th-level spell slot, you summon a celestial of challenge rating 5 or lower.", - "id": "31cda828-60e7-45d8-9e81-8556267a4c1f", + "id": "b2313b65-174f-41f3-b5a8-bd4e3deb604b", "level": 7, "locations": [ { @@ -2035,7 +2035,7 @@ "desc": "You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the spell ends.\nThe elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions.\nIf your concentration is broken, the elemental doesn't disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can't be dismissed by you, and it disappears 1 hour after you summoned it.\nThe DM has the elemental's statistics.", "duration": "Up to 1 hour", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.", - "id": "67d5e03c-8473-4574-860c-92c2644aea5d", + "id": "68d214b9-7bff-48bd-8263-2fce597764a2", "level": 5, "locations": [ { @@ -2066,7 +2066,7 @@ "desc": "You summon a fey creature of challenge rating 6 or lower, or a fey spirit that takes the form of a beast of challenge rating 6 or lower. It appears in an unoccupied space that you can see within range. The fey creature disappears when it drops to 0 hit points or when the spell ends.\nThe fey creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don't issue any commands to the fey creature, it defends itself from hostile creatures but otherwise takes no actions.\nIf your concentration is broken, the fey creature doesn't disappear. Instead, you lose control of the fey creature, it becomes hostile toward you and your companions, and it might attack. An uncontrolled fey creature can't be dismissed by you, and it disappears 1 hour after you summoned it.\nThe DM has the fey creature's statistics.", "duration": "Up to 1 hour", "higher_level": "When you cast this spell using a spell slot of 7th level or higher, the challenge rating increases by 1 for each slot level above 6th.", - "id": "b22f623a-7567-4018-8789-0134be8ab190", + "id": "74c6f2ca-61b8-4b1f-82c5-643b7e9f1087", "level": 6, "locations": [ { @@ -2095,7 +2095,7 @@ "desc": "You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears:\n- One elemental of challenge rating 2 or lower\n- Two elementals of challenge rating 1 or lower\n- Four elementals of challenge rating 1/2 or lower\n- Eight elementals of challenge rating 1/4 or lower.\nAn elemental summoned by this spell disappears when it drops to 0 hit points or when the spell ends.\nThe summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.\nThe DM has the creatures' statistics.", "duration": "Up to 1 hour", "higher_level": "When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.", - "id": "21050e47-b550-4458-bb01-694968f19b41", + "id": "440035de-0cf5-485c-90b6-4c4581624c54", "level": 4, "locations": [ { @@ -2124,7 +2124,7 @@ "desc": "You fire a piece of nonmagical ammunition from a ranged weapon or throw a nonmagical weapon into the air and choose a point within range. Hundreds of duplicates of the ammunition or weapon fall in a volley from above and then disappear. Each creature in a 40-foot-radius, 20-foot-high cylinder centered on that point must make a Dexterity saving throw. A creature takes 8d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same of that of the ammunition or weapon.", "duration": "Instantaneous", "higher_level": "", - "id": "d223778a-898e-42f2-8538-2306362a98e2", + "id": "d7ca7544-0cd0-41ce-adb5-7399a3c9368e", "level": 5, "locations": [ { @@ -2154,7 +2154,7 @@ "desc": "You summon fey creatures that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:\n- One fey creature of challenge rating 2 or lower\n- Two fey creatures of challenge rating 1 or lower\n- Four fey creatures of challenge rating 1/2 or lower\n- Eight fey creatures of challenge rating 1/4 or lower\nA summoned creature disappears when it drops to 0 hit points or when the spell ends.\nThe summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.\nThe DM has the creatures' statistics.", "duration": "Up to 1 hour", "higher_level": "When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.", - "id": "b18ff4e7-1fc7-4d95-9a0d-d6704ba3ffed", + "id": "d90f3329-1557-4954-aab9-87b99456ea4e", "level": 4, "locations": [ { @@ -2182,7 +2182,7 @@ "desc": "You mentally contact a demigod, the spirit of a long-dead sage, or some other mysterious entity from another plane. Contacting this extraplanar intelligence can strain or even break your mind. When you cast this spell, make a DC 15 intelligence saving throw. On a failure, you take 6d6 psychic damage and are insane until you finish a long rest. While insane, you can't take actions, can't understand what other creatures say, can't read, and speak only in gibberish. A greater restoration spell cast on you ends this effect.\nOn a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The DM answers each question with one word, such as \"yes,\" \"no,\" \"maybe,\" \"never,\" \"irrelevant,\" or \"unclear\" (if the entity doesn't know the answer to the question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.", "duration": "1 minute", "higher_level": "", - "id": "f45fd2bf-d079-4869-9f29-bd642eda2b06", + "id": "ae4ad834-9b8f-4d21-a8a1-c0fa1a1303b8", "level": 5, "locations": [ { @@ -2211,7 +2211,7 @@ "desc": "Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, the target is poisoned.\nAt the end of each of the poisoned target's turns, the target must make a Constitution saving throw. If the target succeeds on three of these saves, it is no longer poisoned, and the spell ends. If the target fails three of these saves, the target is no longer poisoned, but choose one of the diseases below. The target is subjected to the chosen disease for the spell's duration.\nSince this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease's effects apply to it.\nBlinding Sickness.\n Pain grips the creature's mind, and its eyes turn milky white. The creature has disadvantage on wisdom checks and wisdom saving throws and is blinded.\nFilth Fever.\n A raging fever sweeps through the creature's body. The creature has disadvantage on strength checks, strength saving throws, and attack rolls that use Strength.\nFlesh Rot.\n The creature's flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.\nMindfire.\n The creature's mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat.\nSeizure.\n The creature is overcome with shaking. The creature has disadvantage on dexterity checks, dexterity saving throws, and attack rolls that use Dexterity.\nSlimy Doom.\n The creature begins to bleed uncontrollably. The creature has disadvantage on constitution checks and constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.", "duration": "7 days", "higher_level": "", - "id": "210150a4-55c1-4006-9aaf-da803cdd7222", + "id": "ac9357a9-a04c-45d1-8d5b-910f6d68ea2e", "level": 5, "locations": [ { @@ -2240,7 +2240,7 @@ "desc": "Choose a spell of 5th level or lower that you can cast, that has a casting time of 1 action, and that can target you. You cast that spell\u2014called the contingent spell\u2014as part of casting contingency, expending spell slots for both, but the contingent spell doesn't come into effect. Instead, it takes effect when a certain circumstance occurs. You describe that circumstance when you cast the two spells. For example, a contingency cast with water breathing might stipulate that water breathing comes into effect when you are engulfed in water or a similar liquid.\nThe contingent spell takes effect immediately after the circumstance is met for the first time, whether or not you want it to. and then contingency ends.\nThe contingent spell takes effect only on you, even if it can normally target others. You can use only one contingency spell at a time. If you cast this spell again, the effect of another contingency spell on you ends. Also, contingency ends on you if its material component is ever not on your person.", "duration": "10 days", "higher_level": "", - "id": "96aaa321-71dd-4229-be11-f2df73749679", + "id": "43bf5bd5-1c1b-4962-959e-44b46207eebe", "level": 6, "locations": [ { @@ -2271,7 +2271,7 @@ "desc": "A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched.", "duration": "Until dispelled", "higher_level": "", - "id": "69bd3d2a-2dbf-4a46-b7fb-a48ab01f4786", + "id": "b52a7668-7321-4121-aff7-af369ccf820c", "level": 2, "locations": [ { @@ -2307,7 +2307,7 @@ "desc": "Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one.\n\nFlood\n You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land.\nIf you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.\nThe water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.\n\nPart Water\n You cause water in the area to move apart and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.\n\nRedirect Flow\n You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.\n\nWhirlpool\n This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC.\nWhen a creature enters the vortex for the first time on a turn or starts its turn there, it must make a strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so.\nThe first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage; this damage occurs each round it remains in the vortex.", "duration": "Up to 10 minutes", "higher_level": "", - "id": "2599f602-264a-4e76-91f6-27a9f3489b2e", + "id": "00452fa2-4a3f-4851-85b2-bd1681e70033", "level": 4, "locations": [ { @@ -2338,7 +2338,7 @@ "desc": "You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don't have a clear path to the sky ends the spell early.\nWhen you cast the spell, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 x 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.\nWhen you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.\n\nPRECIPITATION\n1\tClear\n2\tLight clouds\n3\tOvercast or ground fog\n4\tRain, hail, or snow\n5\tTorrential rain, driving hail, or blizzard\n\nTEMPERATURE\n1\tUnbearable heat\n2\tHot\n3\tWarm\n4\tCool\n5\tCold\n6\tArctic cold\n\nWIND\n1\tCalm\n2\tModerate wind\n3\tStrong wind\n4\tGale\n5\tStorm", "duration": "Up to 8 hours", "higher_level": "", - "id": "6a08c346-d6ee-4d99-b4c9-fa429c88cbb5", + "id": "82c1a128-b022-408f-8a36-e4900b71a577", "level": 8, "locations": [ { @@ -2369,7 +2369,7 @@ "desc": "You plant four pieces of nonmagical ammunition - arrows or crossbow bolts - in the ground within range and lay magic upon them to protect an area. Until the spell ends, whenever a creature other than you comes within 30 feet of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it. The creature must succeed on a Dexterity saving throw or take 1d6 piercing damage. The piece of ammunition is then destroyed. The spell ends when no ammunition remains.\nWhen you cast this spell, you can designate any creature you choose, and the spell ignores them.", "duration": "8 hours", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the amount of ammunition that can be affected increases by 2 for each slot level above 2nd.", - "id": "1ecc3a14-6fe7-41f4-9bd7-121edf2f6d1d", + "id": "33a39a6e-96b6-4ce3-b2fa-bfcb8c7c440f", "level": 2, "locations": [ { @@ -2398,7 +2398,7 @@ "desc": "You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 plus the spell's level. On a success, the creature's spell fails and has no effect.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.", - "id": "a0c0d7ed-db13-4d17-981f-b1b82b8d79d3", + "id": "de018004-96ae-42e9-bd15-7c2199dc97c2", "level": 3, "locations": [ { @@ -2428,7 +2428,7 @@ "desc": "You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn't go bad.", "duration": "Instantaneous", "higher_level": "", - "id": "7558c174-ae85-406e-9b76-074bcf6f7887", + "id": "af7c557f-b7c1-4783-98e0-dccd63baafae", "level": 3, "locations": [ { @@ -2461,7 +2461,7 @@ "desc": "You either create or destroy water.\nCreate Water.\n You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range.\nDestroy Water.\n You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.", - "id": "d8b6d30b-7068-4f73-909d-1f7be7dc8eda", + "id": "375aa286-30b1-4ce8-8c56-5d66cf834238", "level": 1, "locations": [ { @@ -2494,7 +2494,7 @@ "desc": "You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. (The DM has game statistics for these creatures.)\nAs a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.\nThe creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell, rather than animating new ones.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a 7th-level spell slot, you can animate or reassert control over four ghouls. When you cast this spell using an 8th-level spell slot, you can animate or reassert control over five ghouls or two ghasts or wights. When you cast this spell using a 9th-level spell slot, you can animate or reassert control over six ghouls, three ghasts or wights, or two mummies.", - "id": "cbcabbd4-a003-49d4-80e4-087bbeebf0cc", + "id": "87fb1a2e-bb63-4031-b357-870b520dd3c5", "level": 6, "locations": [ { @@ -2525,7 +2525,7 @@ "desc": "You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within 'range': soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 5-foot cube, and the object must be of a form and material that you have seen before.\nThe duration depends on the object's material. If the object is composed of multiple materials, use the shortest duration.\n\nVegetable matter: 1 day\nStone or crystal: 12 hours\nPrecious metals: 1 hour\nGems: 10 minutes\nAdamantine or mithral: 1 minute\n\nUsing any material created by this spell as another spell's material component causes that spell to fail.", "duration": "Special", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the cube increases by 5 feet for each slot level above 5th.", - "id": "49f32908-2f5b-477d-b203-08cc2136dd14", + "id": "39965bb7-d16a-411f-bfd5-bc61e7f1d8f7", "level": 5, "locations": [ { @@ -2556,7 +2556,7 @@ "desc": "One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes.\nThe charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach.\nOn your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.", "duration": "Up to 1 minute", "higher_level": "", - "id": "9add723b-f8f0-4b93-9177-a65049ee88eb", + "id": "e4bcf733-467a-4a00-acc0-0b3462aa489f", "level": 2, "locations": [ { @@ -2583,7 +2583,7 @@ "desc": "Holy power radiates from you in an aura with a 30-foot radius, awakening boldness in friendly creatures. Until the spell ends, the aura moves with you, centered on you. While in the aura, each nonhostile creature in the aura (including you) deals an extra 1d4 radiant damage when it hits with a weapon attack.", "duration": "Up to 1 minute", "higher_level": "", - "id": "f1ba8c52-240b-4180-9a34-20fc44944566", + "id": "4359fcdc-321f-4176-848e-8033fce32364", "level": 3, "locations": [ { @@ -2616,7 +2616,7 @@ "desc": "A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.", - "id": "6515c99d-0cdf-4d5c-9b24-57b81e06637f", + "id": "aa4bb50c-c807-4438-9a50-6618cb3eb6bb", "level": 1, "locations": [ { @@ -2651,7 +2651,7 @@ "desc": "You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.\nAs a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.", "duration": "Up to 1 minute", "higher_level": "", - "id": "58f8bed8-2e85-498c-9d91-05544a2045dd", + "id": "76c069a1-c85a-44da-acc6-c96ec764e5a2", "level": 0, "locations": [ { @@ -2683,7 +2683,7 @@ "desc": "Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.\nIf the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.\nIf any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.", "duration": "Up to 10 minutes", "higher_level": "", - "id": "cf13f57b-ed00-406d-8923-9b9509a48332", + "id": "17403baa-8532-412e-91cb-db4767546814", "level": 2, "locations": [ { @@ -2719,7 +2719,7 @@ "desc": "You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.", "duration": "8 hours", "higher_level": "", - "id": "fffa022f-fe4b-4c59-ac9c-abf09bb984d3", + "id": "0021e3ce-0459-4f36-8022-6eb78ce41116", "level": 2, "locations": [ { @@ -2753,7 +2753,7 @@ "desc": "A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.\nIf you chose a point on an object you are holding or one that isn't being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.\nIf any of this spell's area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.", "duration": "1 hour", "higher_level": "", - "id": "152c46c3-c310-4f9f-ab00-06c437647b30", + "id": "8f096fa7-b012-4ad5-a000-b822ae9f398a", "level": 3, "locations": [ { @@ -2785,7 +2785,7 @@ "desc": "You touch a creature and grant it a measure of protection from death.\nThe first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends.\nIf the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends.", "duration": "8 hours", "higher_level": "", - "id": "a5d6ac8c-72f3-49cf-961a-5bb88e3c7dbc", + "id": "48a4bfe2-3a30-437c-9e8b-b24f4057999d", "level": 4, "locations": [ { @@ -2817,7 +2817,7 @@ "desc": "A beam of yellow light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends, either because your concentration is broken or because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spreads around corners. Each creature in a 20-foot-radius sphere centered on that point must make a dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one.\nThe spell's base damage is 12d6. If at the end of your turn the bead has not yet detonated, the damage increases by 1d6.\nIf the glowing bead is touched before the interval has expired, the creature touching it must make a dexterity saving throw. On a failed save, the spell ends immediately, causing the bead to erupt in flame. On a successful save, the creature can throw the bead up to 40 feet. When it strikes a creature or a solid object, the spell ends, and the bead explodes.\nThe fire damages objects in the area and ignites flammable objects that aren't being worn or carried.", "duration": "Up to 1 minute", "higher_level": "When you cast this spell using a spell slot of 8th level or higher, the base damage increases by 1d6 for each slot level above 7th.", - "id": "2626be32-15c0-4b10-a210-fec65d8f0d0a", + "id": "4610203f-0db1-47bb-8c3d-6f59cb7387be", "level": 7, "locations": [ { @@ -2845,7 +2845,7 @@ "desc": "You create a shadowy door on a flat solid surface that you can see within range. The door is large enough to allow Medium creatures to pass through unhindered. When opened, the door leads to a demiplane that appears to be an empty room 30 feet in each dimension, made of wood or stone. When the spell ends, the door disappears, and any creatures or objects inside the demiplane remain trapped there, as the door also disappears from the other side.\nEach time you cast this spell, you can create a new demiplane, or have the shadowy door connect to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can have the shadowy door connect to its demiplane instead.", "duration": "1 hour", "higher_level": "", - "id": "ed697a27-6968-4437-b564-ca7fad120a40", + "id": "9b415b9e-6cf6-4ea0-a53e-7144c17590a5", "level": 8, "locations": [ { @@ -2875,7 +2875,7 @@ "desc": "You strike the ground, creating a burst of divine energy that ripples outward from you. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or take 5d6 thunder damage, as well as 5d6 radiant or necrotic damage (your choice), and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn't knocked prone.", "duration": "Instantaneous", "higher_level": "", - "id": "eca2e428-817a-4006-bafc-4207eb29d5dd", + "id": "b6676a8c-2496-4b49-9d66-2f6c02583014", "level": 5, "locations": [ { @@ -2904,7 +2904,7 @@ "desc": "For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.\nThe spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.", "duration": "Up to 10 minutes", "higher_level": "", - "id": "08315c56-8980-46b7-8b9f-676ac6a97301", + "id": "4d229acc-5ff5-43a8-b684-86a3247d5196", "level": 1, "locations": [ { @@ -2941,7 +2941,7 @@ "desc": "For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.\nThe spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.", "duration": "Up to 10 minutes", "higher_level": "", - "id": "6a1f247b-bf4c-449d-8041-7ef51c45282a", + "id": "13537296-45ad-4d58-b696-ac5c8c715f6b", "level": 1, "locations": [ { @@ -2975,7 +2975,7 @@ "desc": "For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.\nThe spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.", "duration": "Up to 10 minutes", "higher_level": "", - "id": "073c8391-8d0e-4378-87f7-55cc9e6e1db2", + "id": "ff140c1a-eb51-4294-ad1c-0d292d01c1fe", "level": 1, "locations": [ { @@ -3008,7 +3008,7 @@ "desc": "For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected.\nYou initially learn the surface thoughts of the creature \u2014 what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.\nQuestions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.\nYou can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.\nOnce you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range.", "duration": "Up to 1 minute", "higher_level": "", - "id": "901080e2-17d9-4888-ae9d-8c5ee594eb3b", + "id": "4dfdc4a5-6d0b-4d04-8a0e-6d1c2bf1b77f", "level": 2, "locations": [ { @@ -3040,7 +3040,7 @@ "desc": "You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as \"200 feet straight downward\" or \"upward to the northwest at a 45-degree angle, 300 feet.\"\nYou can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.\nIf you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.", "duration": "Instantaneous", "higher_level": "", - "id": "0f69432e-df07-40a2-a488-7041aba44d0c", + "id": "1bc235cc-66aa-4fdd-bf60-a57ece0a7527", "level": 4, "locations": [ { @@ -3071,7 +3071,7 @@ "desc": "You make yourself \u2014 including your clothing, armor, weapons, and other belongings on your person \u2014 look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.\nThe changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.\nTo discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.", "duration": "1 hour", "higher_level": "", - "id": "36b5b452-9641-4479-8d82-450445b5b3f4", + "id": "2fa7eb78-f366-443e-b1ee-97c9e8f5256c", "level": 1, "locations": [ { @@ -3103,7 +3103,7 @@ "desc": "A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by wall of force.\nA creature targeted by this spell must make a dexterity saving throw. On a failed save, the target takes 10d6 + 40 force damage. If this damage reduces the target to 0 hit points, it is disintegrated.\nA disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell.\nThis spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th.", - "id": "fd3d0e5b-4210-4e09-924c-0b3d7b9165d9", + "id": "b2f410d8-1769-4402-82b9-5c0b060554e5", "level": 6, "locations": [ { @@ -3133,7 +3133,7 @@ "desc": "Shimmering energy surrounds and protects you from fey, undead, and creatures originating from beyond the Material Plane. For the duration, celestials, elementals, fey, fiends, and undead have disadvantage on attack rolls against you.\nYou can end the spell early by using either of the following special functions.\nBreak Enchantment.\n As your action, you touch a creature you can reach that is charmed, frightened, or possessed by a celestial, an elemental, a fey, a fiend, or an undead. The creature you touch is no longer charmed, frightened, or possessed by such creatures.\nDismissal.\n As your action, make a melee spell attack against a celestial, an elemental, a fey, a fiend, or an undead you can reach. On a hit, you attempt to drive the creature back to its home plane. The creature must succeed on a charisma saving throw or be sent back to its home plane (if it isn't there already). If they aren't on their home plane, undead are sent to the Shadowfell, and fey are sent to the Feywild.", "duration": "Up to 1 minute", "higher_level": "", - "id": "f693c5ae-c095-4552-a361-af70d8530c7f", + "id": "6249b2e6-3127-4e81-b73c-2ab328228ebd", "level": 5, "locations": [ { @@ -3168,7 +3168,7 @@ "desc": "Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.", - "id": "654ffaf2-ed8e-48d5-8dc9-5ccd82e25e86", + "id": "4a9303b0-c8b1-4953-bf37-99246c85969c", "level": 3, "locations": [ { @@ -3198,7 +3198,7 @@ "desc": "You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn't move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn't have to move away. A deafened creature automatically succeeds on the save.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.", - "id": "1339fcd0-6179-42e7-9f87-c17fb233c19f", + "id": "070f925f-e249-4591-9f39-3b723ee4fb70", "level": 1, "locations": [ { @@ -3227,7 +3227,7 @@ "desc": "Your magic and an offering put you in contact with a god or a god's servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen.\nThe spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.\nIf you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.", "duration": "Instantaneous", "higher_level": "", - "id": "58d3b60f-e095-4144-86b0-ce8f56ec1f61", + "id": "ddc583a6-5725-4ef4-adcb-aa5182d0f823", "level": 4, "locations": [ { @@ -3261,7 +3261,7 @@ "desc": "Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.", "duration": "Up to 1 minute", "higher_level": "", - "id": "c2363ead-5828-4f16-9f57-40cce46708cb", + "id": "edacf024-fc73-43b0-b567-db4a0236a76a", "level": 1, "locations": [ { @@ -3290,7 +3290,7 @@ "desc": "You utter a divine word, imbued with the power that shaped the world at the dawn of creation. Choose any number of creatures you can see within range. Each creature that can hear you must make a Charisma saving throw. On a failed save, a creature suffers an effect based on its current hit points.\n\n\u2022 50 hit points or fewer - deafened for 1 minute\n\n\u2022 40 hit points or fewer - deafened and blinded for 10 minutes\n\n\u2022 30 hit points or fewer - blinded, deafened, and stunned for 1 hour\n\n\u2022 20 hit points or fewer - killed instantly\n\nRegardless of its current hit points, a celestial, an elemental, a fey, or a fiend that fails its save is forced back to its plane of origin (if it isn't there already) and can't return to your current plane for 24 hours by any means short of a wish spell.", "duration": "Instantaneous", "higher_level": "", - "id": "2519dcff-3cb1-442d-8a2a-89d9d0e03a89", + "id": "73b2e8b3-de2a-4696-9569-ad442e8a90e8", "level": 7, "locations": [ { @@ -3319,7 +3319,7 @@ "desc": "You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.\nWhile the beast is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as \"Attack that creature,\" \"Run over there,\" or \"Fetch that object.\" If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.\nYou can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.\nEach time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.", "duration": "Up to 1 minute", "higher_level": "When you cast this spell with a 5th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 6th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the duration is concentration, up to 8 hours.", - "id": "ffa20c8e-98b1-49de-8e88-bec48467e9a4", + "id": "9e42e5f1-f3b1-4073-aeee-df6c7efae7b8", "level": 4, "locations": [ { @@ -3353,7 +3353,7 @@ "desc": "You attempt to beguile a creature that you can see within range. It must succeed on a wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.\nWhile the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as \"Attack that creature,\" \"Run over there,\" or \"Fetch that object.\" If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.\nYou can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.\nEach time the target takes damage, it makes a new wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.", "duration": "Up to 1 hour", "higher_level": "When you cast this spell with a 9th-level spell slot, the duration is concentration, up to 8 hours.", - "id": "b0b8f036-70af-4092-9768-24c63f21fc09", + "id": "ad9759ae-4fbe-4c48-ae9e-9ca34f2ff68e", "level": 8, "locations": [ { @@ -3383,7 +3383,7 @@ "desc": "You attempt to beguile a humanoid that you can see within range. It must succeed on a wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.\nWhile the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as \"Attack that creature,\" \"Run over there,\" or \"Fetch that object.\" If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.\nYou can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.\nEach time the target takes damage, it makes a new wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.", "duration": "Up to 1 minute", "higher_level": "When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 7th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours.", - "id": "95cba648-6f4f-4a48-b095-20f378627f49", + "id": "1e914ecb-e1d7-4824-84c3-78bc4731d0ca", "level": 5, "locations": [ { @@ -3412,7 +3412,7 @@ "desc": "You touch an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an invisible mark on its surface and invisibly inscribes the name of the item on the sapphire you use as the material component. Each time you cast this spell, you must use a different sapphire.\nAt any time thereafter, you can use your action to speak the item's name and crush the sapphire. The item instantly appears in your hand regardless of physical or planar distances, and the spell ends.\nIf another creature is holding or carrying the item, crushing the sapphire doesn't transport the item to you, but instead you learn who the creature possessing the object is and roughly where that creature is located at that moment.\nDispel magic or a similar effect successfully applied to the sapphire ends this spell's effect.", "duration": "Until dispelled", "higher_level": "", - "id": "2a370345-13a6-484c-83e1-9029d625c45c", + "id": "54d60565-b3b8-4714-ba3f-07321d0f98e7", "level": 6, "locations": [ { @@ -3443,7 +3443,7 @@ "desc": "This spell shapes a creature's dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don't sleep, such as elves, can't be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger.\nWhile in the trance, the messenger is aware of his or her surroundings, but can't take actions or move.\nIf the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target's dreams.\nYou can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target's sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage.\nIf you have a body part, lock of hair, clipping from a nail, or similar portion of the target's body, the target makes its saving throw with disadvantage.", "duration": "8 hours", "higher_level": "", - "id": "950fe368-c102-4968-b3d8-cc21f444e44c", + "id": "bd3e192d-5c8e-4e98-bd03-4dc4fcfb5d17", "level": 5, "locations": [ { @@ -3473,7 +3473,7 @@ "desc": "Whispering to the spirits of nature, you create one of the following effects within range:\n- You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for one round.\n- You instantly make a flower blossom, a seed pob open, or a leaf bud bloom.\n- You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5 foot cube.\n- You instantly light or snuff out a candle, a torch, or a small campfire.", "duration": "Instantaneous", "higher_level": "", - "id": "f21f9f36-8202-4d5a-9425-d46781da78ff", + "id": "a3d81f82-4bca-40d8-b000-beede37cbc4b", "level": 0, "locations": [ { @@ -3504,7 +3504,7 @@ "desc": "You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point and shakes creatures and structures in contact with the ground in that area.\nThe ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a constitution saving throw. On a failed save, the creature's concentration is broken.\nWhen you cast this spell and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a dexterity saving throw. On a failed save, the creature is knocked prone.\nThis spell can have additional effects depending on the terrain in the area, as determined by the DM.\nFissures. Fissures open throughout the spell's area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the DM. Each is 1d10 \u00c3\u2014 10 feet deep, 10 feet wide, and extends from one edge of the spell's area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a dexterity saving throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens.\nA fissure that opens beneath a structure causes it to automatically collapse (see below).\nStructures. The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure's height must make a dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The DM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn't fall prone or become buried.", "duration": "Up to 1 minute", "higher_level": "", - "id": "b301fa26-4c60-45b1-81fc-6820061fc87c", + "id": "7ec7ea45-1289-4301-a066-05783e75df05", "level": 8, "locations": [ { @@ -3532,7 +3532,7 @@ "desc": "A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.\nThe spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.", "duration": "Instantaneous", "higher_level": "", - "id": "5553bf47-3565-4e88-83c5-2ed001fc9463", + "id": "09573b09-c932-4ebe-8b37-a5d04a57dd6e", "level": 0, "locations": [ { @@ -3563,7 +3563,7 @@ "desc": "A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.", "duration": "Up to 1 hour", "higher_level": "When you cast this spell using a spell slot of 5th or 6th level, the bonus to attack rolls increases to +2 and the extra damage increases to 2d4. When you use a spell slot of 7th level or higher, the bonus increases to +3 and the extra damage increases to 3d4.", - "id": "b1e50b08-95d7-4b5c-be91-d005d2df07ed", + "id": "6aeb6260-bb0d-41d9-a316-96088070c047", "level": 3, "locations": [ { @@ -3600,7 +3600,7 @@ "desc": "You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends.\nBear's Endurance.\n The target has advantage on constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.\nBull's Strength.\n The target has advantage on strength checks, and his or her carrying capacity doubles.\nCat's Grace.\n The target has advantage on dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.\nEagle's Splendor.\n The target has advantage on Charisma checks.\nFox's Cunning.\n The target has advantage on intelligence checks.\nOwl's Wisdom.\n The target has advantage on wisdom checks.", "duration": "Up to 1 hour", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.", - "id": "aff9c8c9-bb8b-4717-a5be-e905dd498678", + "id": "477dfca0-23b4-4703-9def-01d1358a34c8", "level": 2, "locations": [ { @@ -3637,7 +3637,7 @@ "desc": "You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect.\nIf the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.\nEnlarge.\nThe target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category - from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attacks with them deal 1d4 extra damage.\nReduce.\nThe target's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category - from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1).", "duration": "Up to 1 minute", "higher_level": "", - "id": "de28e922-ccb2-4549-a135-e2cef670a0ef", + "id": "33836586-97b1-49eb-a912-90d45ee8bbfa", "level": 2, "locations": [ { @@ -3670,7 +3670,7 @@ "desc": "The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away.\nWhile restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.", "duration": "Up to 1 minute", "higher_level": "If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.", - "id": "16a707a5-39e5-4c9d-a598-1e3cdf666d1f", + "id": "98f17bd0-6811-4d7f-881a-f6ac0460dfc0", "level": 1, "locations": [ { @@ -3698,7 +3698,7 @@ "desc": "Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.\nA creature in the area when you cast the spell must succeed on a strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.\nWhen the spell ends, the conjured plants wilt away.", "duration": "Up to 1 minute", "higher_level": "", - "id": "c22445b8-593b-460f-8732-45849c699e49", + "id": "ee71b591-1e8e-4c33-9374-ace015b0e388", "level": 1, "locations": [ { @@ -3732,7 +3732,7 @@ "desc": "You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a wisdom saving throw. Any creature that can't be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak.", "duration": "1 minute", "higher_level": "", - "id": "04a42415-83d4-4229-9878-ed8a95e108fd", + "id": "e675c87b-8126-4fdf-9d01-294a6a092073", "level": 2, "locations": [ { @@ -3766,7 +3766,7 @@ "desc": "You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can't see anything more than 60 feet away.\nWhile on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can't perceive you and can't interact with you, unless a special ability or magic has given them the ability to do so.\nYou ignore all objects and effects that aren't on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from.\nWhen the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.\nThis spell has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn't border it, such as one of the Outer Planes.", "duration": "8 hours", "higher_level": "When you cast this spell using a spell slot of 8th level or higher, you can target up to three willing creatures (including you) for each slot level above 7th. The creatures must be within 10 feet of you when you cast the spell.", - "id": "93cf3b71-abfb-4eb6-841e-1334bb784c4c", + "id": "1a35b56e-af24-4b45-b565-5bd637be95b5", "level": 7, "locations": [ { @@ -3795,7 +3795,7 @@ "desc": "Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in the area into difficult terrain.\nWhen a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning damage.\nA creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.", "duration": "Up to 1 minute", "higher_level": "", - "id": "f29ea1e4-7ff2-4475-a55b-651dea4c2387", + "id": "c4fadaf8-554d-4033-be06-548f2e4c011c", "level": 4, "locations": [ { @@ -3826,7 +3826,7 @@ "desc": "This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.", "duration": "Up to 10 minutes", "higher_level": "", - "id": "ea3a0832-ce87-45eb-9219-e49784776aee", + "id": "00524fa7-8e29-4054-92eb-ed78870381ea", "level": 1, "locations": [ { @@ -3859,7 +3859,7 @@ "desc": "For the spell's duration, your eyes become an inky void imbued with dread power. One creature of your choice within 60 feet of you that you can see must succeed on a wisdom saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the spell ends, you can use your action to target another creature but can't target a creature again if it has succeeded on a saving throw against this casting of eyebite.\nAsleep.\n The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake.\nPanicked.\n The target is frightened of you. On each of its turns, the frightened creature must take the Dash action and move away from you by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away from you where it can no longer see you, this effect ends.\nSickened.\n The target has disadvantage on attack rolls and ability checks. At the end of each of its turns, it can make another wisdom saving throw. If it succeeds, the effect ends.", "duration": "Up to 1 minute", "higher_level": "", - "id": "03e5109e-db1a-4bb0-895d-caf2a9531249", + "id": "b45ec08e-9631-49d4-927d-04c23edb102e", "level": 6, "locations": [ { @@ -3888,7 +3888,7 @@ "desc": "You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool.\nChoose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of objects made by the spell is commensurate with the quality of the raw materials.\nCreatures or magic items can't be created or transmuted by this spell. You also can't use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan's tools used to craft such objects.", "duration": "Instantaneous", "higher_level": "", - "id": "a9a21d1e-465a-4c8e-926b-3df39a247039", + "id": "4cf47704-45a3-43fa-8e3b-78bb10147cb0", "level": 4, "locations": [ { @@ -3917,7 +3917,7 @@ "desc": "Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.\nAny attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.", "duration": "Up to 1 minute", "higher_level": "", - "id": "7333182d-3c3f-4707-bd19-b66f97caee4b", + "id": "a7e4f5c9-9fe0-4c07-aa0d-69b45c2b9e49", "level": 1, "locations": [ { @@ -3950,7 +3950,7 @@ "desc": "Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.", "duration": "1 hour", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.", - "id": "af4ecf87-edd5-4b0c-8807-f9c3b622f9fe", + "id": "f9231186-6d16-4665-81da-97f8d012e345", "level": 1, "locations": [ { @@ -3982,7 +3982,7 @@ "desc": "You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.\nWhile frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a wisdom saving throw. On a successful save, the spell ends for that creature.", "duration": "Up to 1 minute", "higher_level": "", - "id": "631d99f9-0574-4a73-8daf-79bd7623648b", + "id": "4354a132-ee70-4085-9645-6d67b8437db8", "level": 3, "locations": [ { @@ -4015,7 +4015,7 @@ "desc": "Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.", "duration": "1 minute", "higher_level": "", - "id": "01fbf811-bccb-4fb4-90cc-a39c9f5e3d4f", + "id": "ff334631-22b5-4490-bb6f-7b50548652ca", "level": 1, "locations": [ { @@ -4049,7 +4049,7 @@ "desc": "You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an intelligence saving throw.\nOn a failed save, the creature's Intelligence and Charisma scores become 1. The creature can't cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them.\nAt the end of every 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends.\nThe spell can also be ended by greater restoration, heal, or wish.", "duration": "Instantaneous", "higher_level": "", - "id": "748be56f-b0d3-49de-a849-e19cc18f88f3", + "id": "1f3ec4ec-5e7f-4d04-afe7-ca30e3a35ebe", "level": 8, "locations": [ { @@ -4081,7 +4081,7 @@ "desc": "You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.\nFor the spell's duration, or until you use an action to touch the target and dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target's status. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell's effect, the disease and poison have no effect until the spell ends.", "duration": "1 hour", "higher_level": "", - "id": "7005bc68-dbd1-4b52-b257-d31af777ba3c", + "id": "4f9bc73d-697f-4003-8f3b-307d449c6c8f", "level": 3, "locations": [ { @@ -4110,7 +4110,7 @@ "desc": "You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, seahorse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.\nYour familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.\nWhen the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.\nWhile your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.\nAs an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.\nYou can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.\nFinally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.", "duration": "Instantaneous", "higher_level": "", - "id": "344ade5c-d42d-4e4f-849f-03086f9ebeef", + "id": "43092c3d-7522-4468-ac98-b89d2ddcbf74", "level": 1, "locations": [ { @@ -4138,7 +4138,7 @@ "desc": "You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose, such as a warhorse, a pony, a camel, an elk, or a mastiff. (Your DM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.\nYour steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed.\nWhen the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum.\nWhile your steed is within 1 mile of you, you can communicate with it telepathically.\nYou can't have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.", "duration": "Instantaneous", "higher_level": "", - "id": "0d5c8584-0733-43dc-a8b6-fbcce7ea2b82", + "id": "4d58f2ff-a9da-4851-9713-2fdf9a5fa285", "level": 2, "locations": [ { @@ -4171,7 +4171,7 @@ "desc": "This spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence. If you name a destination on another plane of existence, a destination that moves (such as a mobile fortress), or a destination that isn't specific (such as \"a green dragon's lair\"), the spell fails.\nFor the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination.", "duration": "Up to 24 hours", "higher_level": "", - "id": "3cdd1646-3a54-4056-8132-1d247ebbbef6", + "id": "e57677b9-cd76-4a3e-b031-09178353ad86", "level": 6, "locations": [ { @@ -4201,7 +4201,7 @@ "desc": "You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.\nThis spell merely reveals that a trap is present. You don't learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.", "duration": "Instantaneous", "higher_level": "", - "id": "f60c4ab9-2916-4fd0-9163-a23d75108a75", + "id": "d2e8d6e0-840d-467e-ac85-2d522849dc44", "level": 2, "locations": [ { @@ -4233,7 +4233,7 @@ "desc": "You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one.\nA humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.", "duration": "Instantaneous", "higher_level": "", - "id": "299fe26e-5119-487c-97a7-573acec7948c", + "id": "4eb098d2-2005-43a6-b64c-9f2740c67f55", "level": 7, "locations": [ { @@ -4263,7 +4263,7 @@ "desc": "A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.\nThe fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.", - "id": "a2ca4b79-04c6-4b2e-b7a9-f81333cdee05", + "id": "70e83fce-9d3d-4578-b406-e4237022ca0a", "level": 3, "locations": [ { @@ -4296,7 +4296,7 @@ "desc": "You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.\nThis spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).", "duration": "Instantaneous", "higher_level": "", - "id": "2213f5a3-b32c-4ce6-bbd8-a22fbac8e18b", + "id": "3c11cc1e-5808-408e-8956-1e651d38c2c8", "level": 0, "locations": [ { @@ -4325,7 +4325,7 @@ "desc": "Thin and vaporous flame surround your body for the duration of the spell, radiating a bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell using an action to make it disappear.\nThe flames are around you a heat shield or cold, your choice. The heat shield gives you cold damage resistance and the cold resistance to fire damage.\nIn addition, whenever a creature within 5 feet of you hits you with a melee attack, flames spring from the shield. The attacker then suffers 2d8 points of fire damage or cold, depending on the model.", "duration": "10 minutes", "higher_level": "", - "id": "e88d0c47-ea12-4d9b-847a-ecafc3ad26b9", + "id": "4e01b34b-f085-4dea-ab48-f18ca120a340", "level": 4, "locations": [ { @@ -4361,7 +4361,7 @@ "desc": "A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one.\nThe fire damages objects in the area and ignites flammable objects that aren't being worn or carried. If you choose, plant life in the area is unaffected by this spell.", "duration": "Instantaneous", "higher_level": "", - "id": "d58eb81a-f80a-4254-b232-608fca8405a1", + "id": "ef63def6-e123-4f00-afcf-5a9fc10c0f60", "level": 7, "locations": [ { @@ -4390,7 +4390,7 @@ "desc": "You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action.\nYou can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage.\nThe flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.", "duration": "Up to 10 minutes", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd.", - "id": "68e4b75f-a6ef-4109-a37b-f87dc851e797", + "id": "9cbfb368-1c37-42fe-8f5d-b2db17004793", "level": 2, "locations": [ { @@ -4424,7 +4424,7 @@ "desc": "A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on a point within range must make a dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th.", - "id": "9e619d86-b555-46f5-ba5c-895aae1b36cc", + "id": "14c01ce3-ec3a-49ed-a006-15055bbb90b4", "level": 5, "locations": [ { @@ -4457,7 +4457,7 @@ "desc": "A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.\nAs a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn.\nWhen you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.", "duration": "Up to 1 minute", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.", - "id": "223148b1-702c-480b-b0b4-780920bfd546", + "id": "836a481f-a19a-4940-9fe2-3ab9717756c2", "level": 2, "locations": [ { @@ -4492,7 +4492,7 @@ "desc": "You attempt to turn one creature that you can see within range into stone. If the target's body is made of flesh, the creature must make a constitution saving throw. On a failed save, it is restrained as its flesh begins to harden. On a successful save, the creature isn't affected.\nA creature restrained by this spell must make another constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for the duration. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind.\nIf the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state.\nIf you maintain your concentration on this spell for the entire possible duration, the creature is turned to stone until the effect is removed.", "duration": "Up to 1 minute", "higher_level": "", - "id": "6af95db0-b35d-4b99-ac65-f98f7bfc9119", + "id": "5b5d0818-311b-4b08-8e30-eef65a7372ae", "level": 6, "locations": [ { @@ -4528,7 +4528,7 @@ "desc": "You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.", "duration": "Up to 10 minutes", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.", - "id": "f9f8a8c5-3803-4f58-b0ef-9c3c0de4d318", + "id": "de1cc13a-b5fd-4f8c-8f51-912e92ff2155", "level": 3, "locations": [ { @@ -4561,7 +4561,7 @@ "desc": "You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.", "duration": "Up to 1 hour", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.", - "id": "ed5d8de4-9279-4734-8952-3d50c38e446d", + "id": "2a1db6f5-bbba-4ec8-9b5c-f4a86cc37c08", "level": 1, "locations": [ { @@ -4592,7 +4592,7 @@ "desc": "You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatures can't teleport into the area or use portals, such as those created by the gate spell, to enter the area. The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the Astral Plane, Ethereal Plane, Feywild, Shadowfell, or the plane shift spell.\nIn addition, the spell damages types of creatures that you choose when you cast it. Choose one or more of the following: celestials, elementals, fey, fiends, and undead. When a chosen creature enters the spell's area for the first time on a turn or starts its turn there, the creature takes 5d10 radiant or necrotic damage (your choice when you cast this spell).\nWhen you cast this spell, you can designate a password. A creature that speaks the password as it enters the area takes no damage from the spell.\nThe spell's area can't overlap with the area of another forbiddance spell. If you cast forbiddance every day for 30 days in the same location, the spell lasts until it is dispelled, and the material components are consumed on the last casting.", "duration": "24 hours", "higher_level": "", - "id": "6bd18b7f-36e9-412d-9bbf-e21075130bb4", + "id": "705e05c6-0fc2-44df-9c1e-740103976122", "level": 6, "locations": [ { @@ -4623,7 +4623,7 @@ "desc": "An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose.\nA prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart.\nA prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area.\nWhen you cast the spell, any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area.\nA creature inside the cage can't leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature can't exit the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.\nThis spell can't be dispelled by dispel magic.", "duration": "1 hour", "higher_level": "", - "id": "a2173caf-ee9b-41f5-aa41-4ffafd52a579", + "id": "525791db-c371-4fc0-ba4f-e13580ed2012", "level": 7, "locations": [ { @@ -4655,7 +4655,7 @@ "desc": "You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target can't be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration.\nThis spell immediately ends if you cast it again before its duration ends.", "duration": "8 hours", "higher_level": "", - "id": "09104514-c705-4027-8189-8162552e7784", + "id": "20d8b576-b227-4fce-b3ad-297b31b61ad6", "level": 9, "locations": [ { @@ -4688,7 +4688,7 @@ "desc": "You touch a willing creature. For the duration, the target's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained.\nThe target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks.", "duration": "1 hour", "higher_level": "", - "id": "493ecfb1-5853-4782-87fa-d0196ccef79c", + "id": "a364a318-ede9-46b3-87f8-27dada65df28", "level": 4, "locations": [ { @@ -4722,7 +4722,7 @@ "desc": "For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion), depending on the nature of your interaction with it.", "duration": "Up to 1 minute", "higher_level": "", - "id": "481d9c9b-4019-421d-9da9-7f3b05d6d84f", + "id": "32200b5c-6dee-4822-bf0d-c013e83b2013", "level": 0, "locations": [ { @@ -4753,7 +4753,7 @@ "desc": "You transform a willing creature you touch, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn't affected.\nWhile in this form, the target's only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains hovering in the air even when stunned or otherwise incapacitated.\nWhile in the form of a misty cloud, the target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The target can't attack or cast spells.", "duration": "Up to 1 hour", "higher_level": "", - "id": "c98406d6-6b5f-4828-aae8-d44738392f83", + "id": "b47ceb02-d8e1-4a8e-8379-dc4efe3b8678", "level": 3, "locations": [ { @@ -4787,7 +4787,7 @@ "desc": "You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration.\nThe portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal.\nDeities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains.\nWhen you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn't work). If that creature is on a plane other than the one you are on, the portal opens in the named creature's immediate vicinity and draws the creature through it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the DM deems appropriate. It might leave, attack you, or help you.", "duration": "Up to 1 minute", "higher_level": "", - "id": "d6ee3d3f-b2c3-449d-81e0-fe3207f8e448", + "id": "c0eb3cf9-22fe-4eb5-bd6a-0fe541849b90", "level": 9, "locations": [ { @@ -4821,7 +4821,7 @@ "desc": "You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can't understand you is unaffected by the spell.\nYou can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends.\nYou can end the spell early by using an action to dismiss it. A remove curse, greater restoration, or wish spell also ends it.", "duration": "30 days", "higher_level": "When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above.", - "id": "fcea2450-2af6-4303-b2eb-c90f64eb17fd", + "id": "1028cf42-d879-40b9-88be-9d7b45166fb4", "level": 5, "locations": [ { @@ -4851,7 +4851,7 @@ "desc": "You touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead.\nThe spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as raise dead.", "duration": "10 days", "higher_level": "", - "id": "eae9b337-7613-4d7f-b092-3d45d85b4e53", + "id": "8c6b73ec-4f92-4854-a916-d52f384f4e13", "level": 2, "locations": [ { @@ -4884,7 +4884,7 @@ "desc": "You transform up to ten centipedes, three spiders, five wasps, or one scorpion within range into giant versions of their natural forms for the duration. A centipede becomes a giant centipede, a spider becomes a giant spider, a wasp becomes a giant wasp, and a scorpion becomes a giant scorpion.\nEach creature obeys your verbal commands, and in combat, they act on your turn each round. The DM has the statistics for these creatures and resolves their actions and movement.\nA creature remains in its giant size for the duration, until it drops to 0 hit points, or until you use an action to dismiss the effect on it.\nThe DM might allow you to choose different targets. For example, if you transform a bee, its giant version might have the same statistics as a giant wasp.", "duration": "Up to 10 minutes", "higher_level": "", - "id": "623878c1-b8ca-4884-b0a2-92c75341352d", + "id": "2beebfab-f250-470e-8cd9-70a073d2a819", "level": 4, "locations": [ { @@ -4912,7 +4912,7 @@ "desc": "Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.", "duration": "1 hour", "higher_level": "", - "id": "1949b498-141d-4ac0-9cee-edc4963749c7", + "id": "f4a868ad-20cd-4b11-88e7-aa44b403ca85", "level": 8, "locations": [ { @@ -4942,7 +4942,7 @@ "desc": "An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration.\nAny spell of 5th level or lower cast from outside the barrier can't affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells.", "duration": "Up to 1 minute", "higher_level": "When you cast this spell using a spell slot of 7th level or higher, the barrier blocks spells of one level higher for each slot level above 6th.", - "id": "3bd77015-b896-4c29-b257-13ddd3eb7590", + "id": "75788d18-f69c-4f06-871a-a3252c94bd09", "level": 6, "locations": [ { @@ -4974,7 +4974,7 @@ "desc": "When you cast this spell, you inscribe a glyph that harms other Creatures, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a Treasure chest) to conceal the glyph. If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place, if the object is moved more than 10 feet from where you cast this spell, the glyph is broken and the spell ends without being triggered.\nThe glyph is nearly Invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.\nYou decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most Common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.\nYou can further refine the trigger so the spell activates only under certain circumstances or according to physical Characteristics (such as height or weight), creature kind (for example, the ward could be set to affect Aberrations or drow), or Alignment. You can also set Conditions for Creatures that don't trigger the glyph, such as those who say a certain password.\nWhen you inscribe the glyph, choose explosive runes or a spell glyph.\n\nExplosive Runes: When triggered, the glyph erupts with magical energy in a 20-foot-radius Sphere centered on the glyph. The Sphere spreads around corners. Each creature in the aura must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one.\n\nSpell Glyph: You can store a prepared spell of 3rd Level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate Effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it Targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons Hostile Creatures or creates harmful Objects or traps, they appear as close as possible to the intruder and Attack it. If the spell requires Concentration, it lasts until the end of its full Duration.", "duration": "Until dispelled or triggered", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can store any spell of up to the same level as the slot you use for the glyph of warding.", - "id": "041ed1cf-87a8-426a-b8ec-6a2d7a192608", + "id": "16da88f0-21ee-4e20-a5e7-50d8444020a3", "level": 3, "locations": [ { @@ -5006,7 +5006,7 @@ "desc": "Up to 10 berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.\nThe berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.", "duration": "Instantaneous", "higher_level": "", - "id": "53caf0ae-afb6-4640-aec3-226564df888f", + "id": "49c31cc2-7b1b-4879-9d34-281ebf967f54", "level": 1, "locations": [ { @@ -5035,7 +5035,7 @@ "desc": "You conjure a vine that sprouts from the ground in an unoccupied space of your choice that you can see within range. When you cast this spell, you can direct the vine to lash out at a creature within 30 feet of it that you can see. The creature must succeed on a Dexterity saving throw or be pulled 20 feet directly toward the vine.\nUntil the spell ends, you can direct the vine to lash out at the same creature or another one as a bonus action on each of your turns.", "duration": "Up to 1 minute", "higher_level": "", - "id": "772a26d6-91e8-48e4-95f6-3b657ab3d262", + "id": "c7eab31f-3b3a-4c3b-81d0-1bd4c67714ad", "level": 4, "locations": [ { @@ -5065,7 +5065,7 @@ "desc": "Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.\nWhen the grease appears, each creature standing in its area must succeed on a dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a dexterity saving throw or fall prone.", "duration": "1 minute", "higher_level": "", - "id": "08ba7c6f-213b-4b3e-b380-52a0bf49e65f", + "id": "e5bbe430-6e3b-4e0e-8cef-08b478b390b6", "level": 1, "locations": [ { @@ -5100,7 +5100,7 @@ "desc": "You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person.", "duration": "Up to 1 minute", "higher_level": "", - "id": "ac73307b-975a-433b-931b-bca196d7bdfe", + "id": "b8c2c823-6955-4d93-af42-f32e3df689a0", "level": 4, "locations": [ { @@ -5134,7 +5134,7 @@ "desc": "You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target:\n- One effect that charmed or petrified the target\n- One curse, including the target's attunement to a cursed magic item\n- Any reduction to one of the target's ability scores\n- One effect reducing the target's hit point maximum", "duration": "Instantaneous", "higher_level": "", - "id": "015fa1c9-eef5-472e-98b6-19b2191a8e80", + "id": "ef751964-7cc2-41da-b1f7-83fb69dcb0d5", "level": 5, "locations": [ { @@ -5164,7 +5164,7 @@ "desc": "A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity.\nAny creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.", "duration": "8 hours", "higher_level": "", - "id": "ea2fb7a3-b62f-46db-846b-ee6d164ce71c", + "id": "d28a4cd8-b317-401a-bbae-32437a2d672b", "level": 4, "locations": [ { @@ -5194,7 +5194,7 @@ "desc": "You create a ward that protects up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5-foot squares or twenty-five 10-foot squares). The warded area can be up to 20 feet tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the spell.\nWhen you cast this spell, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects.\nGuards and wards creates the following effects within the warded area.\nCorridors.\n Fog fills all the warded corridors, making them heavily obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going in the opposite direction from the one it chooses.\nDoors.\n All doors in the warded area are magically locked, as if sealed by an arcane lock spell. In addition, you can cover up to ten doors with an illusion (equivalent to the illusory object function of the minor illusion spell) to make them appear as plain sections of wall.\nStairs.\n Webs fill all stairs in the warded area from top to bottom, as the web spell. These strands regrow in 10 minutes if they are burned or torn away while guards and wards lasts.\nOther Spell Effect.\n You can place your choice of one of the following magical effects within the warded area of the stronghold.\n- Place dancing lights in four corridors. You can design nate a simple program that the lights repeat as long as guards and wards lasts.\n- Place magic mouth in two locations.\n- Place stinking cloud in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while guards and wards lasts.\n- Place a constant gust of wind in one corridor or room.\n- Place a suggestion in one location. You select an area of up to 5 feet square, and any creature that enters or passes through the area receives the suggestion mentally.\nThe whole warded area radiates magic. A dispel magic cast on a specific effect, if successful, removes only that effect.\nYou can create a permanently guarded and warded structure by casting this spell there every day for one year.", "duration": "24 hours", "higher_level": "", - "id": "b8aea2b8-ba71-4cd9-ba4b-c5ebec7cffb7", + "id": "a04f2cf4-1111-4e32-b4b0-7e16d7b0a934", "level": 6, "locations": [ { @@ -5224,7 +5224,7 @@ "desc": "You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.", "duration": "Up to 1 minute", "higher_level": "", - "id": "7961ad2b-7713-4edc-8a6a-681671c38a12", + "id": "1aec16af-fa9d-44f0-a1aa-623e4f6f8785", "level": 0, "locations": [ { @@ -5254,7 +5254,7 @@ "desc": "A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.", "duration": "1 round", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.", - "id": "da3b12ca-6e40-4b18-90b4-44e0ed756bc3", + "id": "be5544d2-5d4a-4727-8500-9ae5e5bd9040", "level": 1, "locations": [ { @@ -5287,7 +5287,7 @@ "desc": "A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a strength saving throw or be pushed 15 feet away from you in a direction following the line.\nAny creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.\nThe gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.\nAs a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.", "duration": "Up to 1 minute", "higher_level": "", - "id": "2fcd4839-45fd-466b-b113-553fa7ce4d49", + "id": "11b3ed83-e039-48d2-9a44-8b1931c052d7", "level": 2, "locations": [ { @@ -5319,7 +5319,7 @@ "desc": "The next time you hit a creature with a ranged weapon attack before the spell's end, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one.", "duration": "Up to 1 minute", "higher_level": "If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st (to a maximum of 6d10).", - "id": "cde41a63-98f0-4b5e-ace0-0ab5d4b6266e", + "id": "9296f1aa-196e-4ff0-af09-b57fa4f410fa", "level": 1, "locations": [ { @@ -5348,7 +5348,7 @@ "desc": "You touch a point and infuse an area around it with holy (or unholy) power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect a hallow spell. The affected area is subject to the following effects.\nFirst, celestials, elementals, fey, fiends, and undead can't enter the area, nor can such creatures charm, frighten, or possess creatures within it. Any creature charmed, frightened, or possessed by such a creature is no longer charmed, frightened, or possessed upon entering the area. You can exclude one or more of those types of creatures from this effect.\nSecond, you can bind an extra effect to the area. Choose the effect from the following list, or choose an effect offered by the DM. Some of these effects apply to creatures in the area; you can designate whether the effect applies to all creatures, creatures that follow a specific deity or leader, or creatures of a specific sort, such as orcs or trolls. When a creature that would be affected enters the spell's area for the first time on a turn or starts its turn there, it can make a charisma saving throw. On a success, the creature ignores the extra effect until it leaves the area.\nCourage.\n Affected creatures can't be frightened while in the area.\nDarkness.\n Darkness fills the area. Normal light, as well as magical light created by spells of a lower level than the slot you used to cast this spell, can't illuminate the area.\nDaylight.\n Bright light fills the area. Magical darkness created by spells of a lower level than the slot you used to cast this spell can't extinguish the light.\nEnergy Protection.\n Affected creatures in the area have resistance to one damage type of your choice, except for bludgeoning, piercing, or slashing.\nEnergy Vulnerability.\n Affected creatures in the area have vulnerability to one damage type of your choice, except for bludgeoning, piercing, or slashing.\nEverlasting Rest.\n Dead bodies interred in the area can't be turned into undead.\nExtradimensional Interference.\n Affected creatures can't move or travel using teleportation or by extradimensional or interplanar means.\nFear.\n Affected creatures are frightened while in the area.\nSilence.\n No sound can emanate from within the area, and no sound can reach into it.\nTongues.\n Affected creatures can communicate with any other creature in the area, even if they don't share a common language.", "duration": "Until dispelled", "higher_level": "", - "id": "72c4effc-e134-4d1a-b9a7-6d045c506fcb", + "id": "6bb0403c-0505-4e7b-96a2-d79ffce18353", "level": 5, "locations": [ { @@ -5382,7 +5382,7 @@ "desc": "You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren't changed in appearance.\nThe tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn't obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain.", "duration": "24 hours", "higher_level": "", - "id": "1bf61b60-7719-4328-9207-2f5e8d661ac3", + "id": "756aa3e0-90e3-4732-b771-6b604ed11a1e", "level": 4, "locations": [ { @@ -5412,7 +5412,7 @@ "desc": "You unleash a virulent disease on a creature that you can see within range. The target must make a constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can't reduce the target's hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature's hit point maximum to return to normal before that time passes.", "duration": "Instantaneous", "higher_level": "", - "id": "f24225d0-a647-49ec-a796-14e50e1de93e", + "id": "81c72c37-fb2f-4aad-96a1-b760933a4bfd", "level": 6, "locations": [ { @@ -5443,7 +5443,7 @@ "desc": "Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.\nWhen the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.", "duration": "Up to 1 minute", "higher_level": "", - "id": "4ff60696-0f2e-43c9-a1cd-59753fe05a5d", + "id": "34127b74-5d0a-46d0-a823-7e79876c066c", "level": 3, "locations": [ { @@ -5475,7 +5475,7 @@ "desc": "Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. This spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th.", - "id": "d88f394b-959f-49a5-9fcd-45a5618339d3", + "id": "f6dd9daa-669a-4c06-8d05-896ab2cc06c1", "level": 6, "locations": [ { @@ -5504,7 +5504,7 @@ "desc": "A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.", - "id": "da7162c8-4755-4de8-9607-666eb6621b45", + "id": "dea6e2b0-a865-4d6b-a900-270c04f4eccc", "level": 1, "locations": [ { @@ -5537,7 +5537,7 @@ "desc": "Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.\nIf a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.", "duration": "Up to 1 minute", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.", - "id": "5b1577ce-f22d-498a-9522-7c895e8fac9e", + "id": "2bfc62ae-3237-4be3-8e95-a6097b0eac2c", "level": 2, "locations": [ { @@ -5567,7 +5567,7 @@ "desc": "You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.", - "id": "bd86a97e-f13a-4102-b78d-f0de294a9915", + "id": "91a28d18-ddc1-40f1-98e2-759b01df8184", "level": 1, "locations": [ { @@ -5597,7 +5597,7 @@ "desc": "You bring forth a great feast, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don't set in until this hour is over. Up to twelve other creatures can partake of the feast.\nA creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison, becomes immune to poison and being frightened, and makes all wisdom saving throws with advantage. Its hit point maximum also increases by 2d10, and it gains the same number of hit points. These benefits last for 24 hours.", "duration": "Instantaneous", "higher_level": "", - "id": "ad694a7f-c778-4760-9251-9b19c5142e27", + "id": "b7c3d1e0-e471-4eb2-9686-9adedf3da37b", "level": 6, "locations": [ { @@ -5629,7 +5629,7 @@ "desc": "A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.", "duration": "Up to 1 minute", "higher_level": "", - "id": "de1eb2f9-18ef-42cc-85c6-b5b3b9757e27", + "id": "5e3dd6bf-91a1-4ebc-8a84-2ed39a8fa87c", "level": 1, "locations": [ { @@ -5660,7 +5660,7 @@ "desc": "You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.\nIf the target drops to zero hit points before the spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.\nA \"remove curse\" cast on the target ends this spell early.", "duration": "Up to 1 hour", "higher_level": "When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.", - "id": "42dcc537-75f7-4baf-a8ad-9b798cdd0882", + "id": "d0a6add7-0892-4810-9dd9-5195b3378ec9", "level": 1, "locations": [ { @@ -5692,7 +5692,7 @@ "desc": "Choose a creature you can see and reach. The target must make a saving throw of Wisdom or be paralyzed for the duration of the spell. This spell has no effect against the undead. At the end of each round, the target can make a new saving throw of Wisdom. If successful, the spell ends for the creature.", "duration": "Up to 1 minute", "higher_level": "When you cast this spell using a level 6 or higher location, you can target an additional creature for each level of location beyond the fifth. The creatures must be within 30 feet o f each other when you target them.", - "id": "770f88b6-4314-4823-af2a-7fbb68813244", + "id": "1aea1a1c-ee40-4a64-ac2e-9bb1efa59fb6", "level": 5, "locations": [ { @@ -5726,7 +5726,7 @@ "desc": "Choose a humanoid that you can see within range. The target must succeed on a wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another wisdom saving throw. On a success, the spell ends on the target.", "duration": "Up to 1 minute", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.", - "id": "7bbdbfbe-ba12-4c2d-b7e3-c623da487cb3", + "id": "bdf3040c-2aa2-4978-8d29-1e589c23242e", "level": 2, "locations": [ { @@ -5758,7 +5758,7 @@ "desc": "Divine light washes out from you and coalesces in a soft radiance in a 30-foot radius around you. Creatures of your choice in that radius when you cast this spell shed dim light in a 5-foot radius and have advantage on all saving throws, and other creatures have disadvantage on attack rolls against them until the spell ends. In addition, when a fiend or an undead hits an affected creature with a melee attack, the aura flashes with brilliant light. The attacker must succeed on a constitution saving throw or be blinded until the spell ends.", "duration": "Up to 1 minute", "higher_level": "", - "id": "ab3fdf6a-5975-4d3a-b541-3fc74d231cf0", + "id": "a0b6b464-8068-45c6-92db-e04ecc62fdab", "level": 8, "locations": [ { @@ -5787,7 +5787,7 @@ "desc": "You open a gateway to the dark between the stars, a region infested with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold appears, centered on a point within range and lasting for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are blinded.\nThe void creates a warp in the fabric of space, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 cold damage. Any creature that ends its turn in the area must succeed on a Dexterity saving throw or take 2d6 acid damage as milky, otherworldly tentacles rub against it.", "duration": "Up to 1 minute", "higher_level": "", - "id": "dc793f99-ed86-49c5-a18b-cd9849504e42", + "id": "2c0e8ab1-f544-4668-b834-076c4915977c", "level": 3, "locations": [ { @@ -5814,7 +5814,7 @@ "desc": "You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before the spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.", "duration": "Up to 1 hour", "higher_level": "Whne you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.", - "id": "776815bd-0774-4426-a5dd-d9457a777871", + "id": "09876ca4-7c59-4e69-8f07-6f89e6519db0", "level": 1, "locations": [ { @@ -5845,7 +5845,7 @@ "desc": "You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.\nThe spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.", "duration": "Up to 1 minute", "higher_level": "", - "id": "d1f841cb-01b1-4b61-b51b-884ef341db3d", + "id": "914619a3-2de1-41de-8a18-50bf02306f23", "level": 3, "locations": [ { @@ -5878,7 +5878,7 @@ "desc": "A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.\nHailstones turn the storm's area of effect into difficult terrain until the end of your next turn.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.", - "id": "628d15d6-b211-4c4d-9df2-f86a1e433c80", + "id": "d84b7c3f-8658-4fab-a27f-476110c23096", "level": 4, "locations": [ { @@ -5911,7 +5911,7 @@ "desc": "You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.\nIf you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.", "duration": "Instantaneous", "higher_level": "", - "id": "673d5ae0-6188-406b-a0be-0d7bb7d7c519", + "id": "5e45e78b-1353-490c-8263-70894c1f9128", "level": 1, "locations": [ { @@ -5943,7 +5943,7 @@ "desc": "You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.\nTo you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know.\nShould the spell be dispelled, the original script and the illusion both disappear.\nA creature with truesight can read the hidden message.", "duration": "10 days", "higher_level": "", - "id": "13f7c673-e9b3-4472-ae99-477837620627", + "id": "95459378-d825-40fe-9723-ae95e3e5a1cc", "level": 1, "locations": [ { @@ -5975,7 +5975,7 @@ "desc": "You create a magical restraint to hold a creature that you can see within range. The target must succeed on a wisdom saving throw or be bound by the spell; if it succeeds, it is immune to this spell if you cast it again. While affected by this spell, the creature doesn't need to breathe, eat, or drink, and it doesn't age. Divination spells can't locate or perceive the target.\nWhen you cast the spell, you choose one of the following forms of imprisonment.\nBurial. The target is entombed far beneath the earth in a sphere of magical force that is just large enough to contain the target. Nothing can pass through the sphere, nor can any creature teleport or use planar travel to get into or out of it.\nThe special component for this version of the spell is a small mithral orb.\nChaining. Heavy chains, firmly rooted in the ground, hold the target in place. The target is restrained until the spell ends, and it can't move or be moved by any means until then.\nThe special component for this version of the spell is a fine chain of precious metal.\nHedged Prison. The spell transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your choice.\nThe special component for this version of the spell is a miniature representation of the prison made from jade.\nMinimus Containment. The target shrinks to a height of 1 inch and is imprisoned inside a gemstone or similar object. Light can pass through the gemstone normally (allowing the target to see out and other creatures to see in), but nothing else can pass through, even by means of teleportation or planar travel. The gemstone can't be cut or broken while the spell remains in effect.\nThe special component for this version of the spell is a large, transparent gemstone, such as a corundum, diamond, or ruby.\nSlumber. The target falls asleep and can't be awoken.\nThe special component for this version of the spell consists of rare soporific herbs.\nEnding the Spell. During the casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the DM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature's name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or hit points.\nA dispel magic spell can end the spell only if it is cast as a 9th-level spell, targeting either the prison or the special component used to create it.\nYou can use a particular special component to create only one prison at a time. If you cast the spell again using the same component, the target of the first casting is immediately freed from its binding.", "duration": "Until dispelled", "higher_level": "", - "id": "d5ed0d38-2eef-492c-81a5-7e35b5076b77", + "id": "f019fadd-4346-4417-8ebe-fbc0e496362e", "level": 9, "locations": [ { @@ -6004,7 +6004,7 @@ "desc": "A swirling cloud of smoke shot through with white-hot embers appears in a 20-foot-radius sphere centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.\nWhen the cloud appears, each creature in it must make a dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there.\nThe cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns.", "duration": "Up to 1 minute", "higher_level": "", - "id": "d9c3de63-3418-4d83-8114-97eada4a0e24", + "id": "3e1c964e-7039-4592-a806-e611ca12643d", "level": 8, "locations": [ { @@ -6035,7 +6035,7 @@ "desc": "Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.", - "id": "40d74dad-cdbf-4f03-8e23-e479fb149777", + "id": "d72477b5-6284-4d42-a431-276345c1686d", "level": 1, "locations": [ { @@ -6068,7 +6068,7 @@ "desc": "Swarming, biting locusts fill a 20-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration, and its area is lightly obscured. The sphere's area is difficult terrain.\nWhen the area appears, each creature in it must make a constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there.", "duration": "Up to 10 minutes", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.", - "id": "def27156-fa82-427e-9ff1-54a3c69e67f0", + "id": "c965e9a0-ee22-43d7-80eb-d2f783d1dce8", "level": 5, "locations": [ { @@ -6103,7 +6103,7 @@ "desc": "A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.", "duration": "Up to 1 hour", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.", - "id": "36c3bab3-10c8-4240-9ca6-128d621805d9", + "id": "f13a846a-e5ce-421f-9602-ce298338c1d8", "level": 2, "locations": [ { @@ -6139,7 +6139,7 @@ "desc": "You touch a creature. The creature's jump distance is tripled until the spell ends.", "duration": "1 minute", "higher_level": "", - "id": "7258a7b4-26c0-4583-84ca-ad1083c470d3", + "id": "a66a67e7-a0f2-4204-a9bb-cde5065b96ce", "level": 1, "locations": [ { @@ -6170,7 +6170,7 @@ "desc": "Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.\nA target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.\nIf you choose a target that is held shut with arcane lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally.\nWhen you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.", "duration": "Instantaneous", "higher_level": "", - "id": "b8532b9f-168b-40da-be01-96e4db546393", + "id": "1d53e730-ca55-468b-af82-07d416d212fc", "level": 2, "locations": [ { @@ -6203,7 +6203,7 @@ "desc": "Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn't of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is.\n\nThe information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information: \"Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips.\"", "duration": "Instantaneous", "higher_level": "", - "id": "5c568601-6c04-4a18-ade2-76d7c24ac2d8", + "id": "32da4000-8026-44d1-a130-8ded63de056e", "level": 5, "locations": [ { @@ -6233,7 +6233,7 @@ "desc": "You hide a chest, and all its contents, on the Ethereal Plane. You must touch the chest and the miniature replica that serves as a material component for the spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet).\nWhile the chest remains on the Ethereal Plane, you can use an action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by using an action and touching both the chest and the replica.\nAfter 60 days, there is a cumulative 5 percent chance per day that the spell's effect ends. This effect ends if you cast this spell again, if the smaller replica chest is destroyed, or if you choose to end the spell as an action. If the spell ends and the larger chest is on the Ethereal Plane, it is irretrievably lost.", "duration": "Instantaneous", "higher_level": "", - "id": "c2f36f98-4056-4fa0-b7ac-77766d668bf2", + "id": "b08676a6-46b3-480e-971c-658eb7e5632d", "level": 4, "locations": [ { @@ -6263,7 +6263,7 @@ "desc": "A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.\nNine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.\nUntil the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.", "duration": "8 hours", "higher_level": "", - "id": "9416b006-7d2b-4fae-a020-302477146ea7", + "id": "86aa3ce4-3129-4fd9-bd49-e5cf15ab563e", "level": 3, "locations": [ { @@ -6298,7 +6298,7 @@ "desc": "You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.", "duration": "Instantaneous", "higher_level": "", - "id": "686c842b-f502-4a36-8e8b-0cdaeae6f33c", + "id": "1c4bcc89-9737-4327-abca-b08e81469bf4", "level": 2, "locations": [ { @@ -6333,7 +6333,7 @@ "desc": "One creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a constitution saving throw is unaffected.\nThe target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range.\nWhen the spell ends, the target floats gently to the ground if it is still aloft.", "duration": "Up to 10 minutes", "higher_level": "", - "id": "092518a9-77bd-4d97-a19e-d5866f5f2ba6", + "id": "a2425b99-12d6-41ef-bc85-384ca8e0e421", "level": 2, "locations": [ { @@ -6367,7 +6367,7 @@ "desc": "You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.\nIf you target an object held or worn by a hostile creature, that creature must succeed on a dexterity saving throw to avoid the spell.", "duration": "1 hour", "higher_level": "", - "id": "73297be3-51bb-4c1c-9a4b-19a54be351e9", + "id": "d7d5c2f9-a03a-4760-9888-5a39c900ee52", "level": 0, "locations": [ { @@ -6397,7 +6397,7 @@ "desc": "The next time you make a ranged weapon attack during the spell's duration, the weapon's ammunition, or the weapon itself if it's a thrown weapon, transforms into a bolt of lightning. Make the attack roll as normal. The target takes 4d8 lightning damage on a hit, or half as much damage on a miss, instead of the weapon's normal damage.\nWhether you hit or miss, each creature within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes 2d8 lightning damage on a failed save, or half as much damage on a successful one.\nThe piece of ammunition or weapon then returns to its normal form.", "duration": "Up to 1 minute", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the damage for both effects of the spell increases by 1d8 for each slot level above 3rd.", - "id": "b039a84a-1008-4599-88e4-039782dfae41", + "id": "310d7750-dc62-4f0e-9334-3d905d08e627", "level": 3, "locations": [ { @@ -6427,7 +6427,7 @@ "desc": "A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.\nThe lightning ignites flammable objects in the area that aren't being worn or carried.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.", - "id": "24b7ed5f-d27c-4f14-b062-f712055d2afe", + "id": "b45d0b1e-9384-4963-a661-a4946f9e7483", "level": 3, "locations": [ { @@ -6461,7 +6461,7 @@ "desc": "Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.", "duration": "Instantaneous", "higher_level": "", - "id": "6ce93ee6-3839-44bd-b137-56fc546540a5", + "id": "8844d1bc-d23f-400d-9053-8ed3bd5585fa", "level": 2, "locations": [ { @@ -6497,7 +6497,7 @@ "desc": "Describe or name a creature that is familiar to you. You sense the direction to the creature's location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.\nThe spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close\u2014within 30 feet\u2014at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn't locate the creature.\nThis spell can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.", "duration": "Up to 1 hour", "higher_level": "", - "id": "9c718132-c6a1-42b6-a028-1b18fd2cf6eb", + "id": "68d97d0c-9aa8-4c8e-9f51-8dc408c74f09", "level": 4, "locations": [ { @@ -6533,7 +6533,7 @@ "desc": "Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.\nThe spell can locate a specific object known to you, as long as you have seen it up close\u2014within 30 feet\u2014at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.\nThis spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.", "duration": "Up to 10 minutes", "higher_level": "", - "id": "dc4ecf71-03ba-4ca1-a833-4a7ec95ee493", + "id": "cac9850a-8c9f-4711-8edf-0fc8319c958d", "level": 2, "locations": [ { @@ -6568,7 +6568,7 @@ "desc": "You touch a creature. The target's speed increases by 10 feet until the spell ends.", "duration": "1 hour", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each spell slot above 1st.", - "id": "edb2e645-c372-4ac9-8957-18c417e95488", + "id": "8494ddae-bf1e-4a9d-8693-a4934e2653f5", "level": 1, "locations": [ { @@ -6600,7 +6600,7 @@ "desc": "You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.", "duration": "8 hours", "higher_level": "", - "id": "04f2a09a-721d-46e0-ad0c-486ded9c442a", + "id": "3c196d74-c6a6-4171-a17d-2a5f1cf20ae8", "level": 1, "locations": [ { @@ -6634,7 +6634,7 @@ "desc": "A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.\nYou can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.\nThe hand can't attack, activate magic items, or carry more than 10 pounds.", "duration": "1 minute", "higher_level": "", - "id": "f450a02a-c729-447a-a250-ef247caf67ee", + "id": "479d8797-70e0-43b8-b574-6e3b00358c14", "level": 0, "locations": [ { @@ -6668,7 +6668,7 @@ "desc": "Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways:\n- The creature can't willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a charisma saving throw.\n- The creature has disadvantage on attack rolls against targets within the cylinder.\n- Targets within the cylinder can't be charmed, frightened, or possessed by the creature.\nWhen you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.", "duration": "1 hour", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd.", - "id": "74efeb0c-8de3-4de6-a899-077fb44af309", + "id": "bf5f75c7-596c-4f9b-a5db-39ce8221771e", "level": 3, "locations": [ { @@ -6699,7 +6699,7 @@ "desc": "Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell's material component. While your soul inhabits the container, you are aware of your surroundings as if you were in the container's space. You can't move or use reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the spell) or attempting to possess a humanoids body.\nYou can attempt to possess any humanoid within 100 feet of you that you can see (creatures warded by a protection from evil and good or magic circle spell can't be possessed). The target must make a charisma saving throw. On a failure, your soul moves into the target's body, and the target's soul becomes trapped in the container. On a success, the target resists your efforts to possess it, and you can't attempt to possess it again for 24 hours.\nOnce you possess a creature's body, you control it. Your game statistics are replaced by the statistics of the creature, though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class features. If the target has any class levels, you can't use any of its class features.\nMeanwhile, the possessed creature's soul can perceive from the container using its own senses, but it can't move or take actions at all.\nWhile possessing a body, you can use your action to return from the host body to the container if it is within 100 feet of you, returning the host creature's soul to its body. If the host body dies while you're in it, the creature dies, and you must make a charisma saving throw against your own spellcasting DC. On a success, you return to the container if it is within 100 feet of you. Otherwise, you die.\nIf the container is destroyed or the spell ends, your soul immediately returns to your body. If your body is more than 100 feet away from you or if your body is dead when you attempt to return to it, you die. If another creature's soul is in the container when it is destroyed, the creature's soul returns to its body if the body is alive and within 100 feet. Otherwise, that creature dies.\nWhen the spell ends, the container is destroyed.", "duration": "Until dispelled", "higher_level": "", - "id": "08b649b7-8b7c-49bd-9eca-17201b7f5efe", + "id": "7a147445-8c4f-4e47-8184-e84c2bf7c18a", "level": 6, "locations": [ { @@ -6728,7 +6728,7 @@ "desc": "You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.", - "id": "70da252a-211c-4656-b65f-a08a6148b1df", + "id": "3e9dac92-f285-4fe0-8493-62800777e9f3", "level": 1, "locations": [ { @@ -6760,7 +6760,7 @@ "desc": "You plant a message to an object in the range of the spell. The message is verbalized when the trigger conditions are met. Choose an object that you see, and that is not worn or carried by another creature. Then say the message, which should not exceed 25 words but listening can take up to 10 minutes. Finally, establish the circumstances that trigger the spell to deliver your message.\nWhen these conditions are satisfied, a magical mouth appears on the object and it articulates the message imitating your voice, the same tone used during implantation of the message. If the selected object has a mouth or something that approaches such as the mouth of a statue, the magic mouth come alive at this point, giving the illusion that the words come from the mouth of the object.\nWhen you cast this spell, you may decide that the spell ends when the message is delivered or it can persist and repeat the message whenever circumstances occur.\nThe triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.", "duration": "Until dispelled", "higher_level": "", - "id": "be0170c1-8c6e-451c-a58f-a1d4f23cf624", + "id": "4f5dcbe7-fb7c-453a-8cd0-f2eb7735478c", "level": 2, "locations": [ { @@ -6792,7 +6792,7 @@ "desc": "You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.", "duration": "Up to 1 hour", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.", - "id": "8d397549-34cc-4e51-9d04-60f8d8484c74", + "id": "a423c918-f300-4096-b5fe-c38deecaa280", "level": 2, "locations": [ { @@ -6830,7 +6830,7 @@ "desc": "You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte's stench).\nAs long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movement appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.\nPhysical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.", "duration": "Up to 10 minutes", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the spell lasts until disspelled, without requiring your concentration.", - "id": "e91f9fc1-2687-459a-a491-ec2ea54875c0", + "id": "abd1208a-86c2-4de3-ab3a-d2e53683578a", "level": 3, "locations": [ { @@ -6862,7 +6862,7 @@ "desc": "A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th.", - "id": "215fbc0e-a926-489e-b872-2c8c71e11682", + "id": "8ffe832c-719e-4bf3-b39f-34b0ae692556", "level": 5, "locations": [ { @@ -6892,7 +6892,7 @@ "desc": "A flood of healing energy flows from you into injured creatures around you. You restore up to 700 hit points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell are also cured of all diseases and any effect making them blinded or deafened. This spell has no effect on undead or constructs.", "duration": "Instantaneous", "higher_level": "", - "id": "6c8153cd-a985-4b6a-a591-d2c50a02dde1", + "id": "8cda0fdb-cc10-4522-a164-349d1308b740", "level": 9, "locations": [ { @@ -6919,7 +6919,7 @@ "desc": "As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.", - "id": "3170ed49-2aba-404c-ae71-2b428415d03b", + "id": "aaea398a-be5d-45a0-90b7-77697ea749de", "level": 3, "locations": [ { @@ -6955,7 +6955,7 @@ "desc": "You suggest a course of activity (limited to a sentence or two) and magically influence up to twelve creatures of your choice that you can see within range and that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the spell.\nEach target must make a wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.\nYou can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn't met before the spell ends, the activity isn't performed.\nIf you or any of your companions damage a creature affected by this spell, the spell ends for that creature.", "duration": "24 hours", "higher_level": "When you cast this spell using a 7th-level spell slot, the duration is 10 days. When you use an 8th-level spell slot, the duration is 30 days. When you use a 9th-level spell slot, the duration is a year and a day.", - "id": "ff424832-c47a-48d5-9c37-71737da6fc08", + "id": "d1ef9a13-9429-42fd-9572-54f7bfebcb8f", "level": 6, "locations": [ { @@ -6983,7 +6983,7 @@ "desc": "You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze.\nThe target can use its action to attempt to escape. When it does so, it makes a DC 20 Intelligence check. If it succeeds, it escapes, and the spell ends (a minotaur or goristro demon automatically succeeds).\nWhen the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.", "duration": "Up to 10 minutes", "higher_level": "", - "id": "336bdcaf-ea45-4ddf-a977-4e73142a871c", + "id": "0956a40a-f93a-49d1-90af-7dc00707baaf", "level": 8, "locations": [ { @@ -7012,7 +7012,7 @@ "desc": "You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.\nWhile merged with the stone, you can't see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the spell. You otherwise can't move.\nMinor physical damage to the stone doesn't harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered.", "duration": "8 hours", "higher_level": "", - "id": "6e1b8cd3-98f9-4723-a4e8-a4a8d3aa68ff", + "id": "89723fa3-8db1-4004-acfb-f364d296a459", "level": 3, "locations": [ { @@ -7047,7 +7047,7 @@ "desc": "A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd.", - "id": "cc1ad4b6-7a8f-4f4c-8c3b-9d70707fae11", + "id": "3d5e8cd5-c752-41f7-83d3-780cf4e37d63", "level": 2, "locations": [ { @@ -7084,7 +7084,7 @@ "desc": "This spell repairs a single break or tear in an object you touch, such as a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no longer than 1 foot in any dimension, you mend it, leaving no trace of the former damage.\nThis spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.", "duration": "Instantaneous", "higher_level": "", - "id": "171e9c4c-98f7-4bec-a092-f1c0ef860831", + "id": "d8c952c6-fa89-4858-8ea0-5ae87b298b83", "level": 0, "locations": [ { @@ -7118,7 +7118,7 @@ "desc": "You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.\nYou can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.", "duration": "1 round", "higher_level": "", - "id": "95437c93-e074-4e83-9162-d76b5b9e448e", + "id": "501862be-3eae-4a0f-8470-a1740671a990", "level": 0, "locations": [ { @@ -7149,7 +7149,7 @@ "desc": "Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius sphere centered on each point you choose must make a dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once.\nThe spell damages objects in the area and ignites flammable objects that aren't being worn or carried.", "duration": "Instantaneous", "higher_level": "", - "id": "215d755d-234e-4fb8-83fd-9f5e2e354ce3", + "id": "d1c4b8da-31bf-4cc0-8789-c4cb8fc7a063", "level": 9, "locations": [ { @@ -7178,7 +7178,7 @@ "desc": "Until the spell ends, one willing creature you touch is immune to psychic damage, any effect that would sense its emotions or read its thoughts, divination spells, and the charmed condition. The spell even foils wish spells and spells or effects of similar power used to affect the target's mind or to gain information about the target.", "duration": "24 hours", "higher_level": "", - "id": "99ce898d-83e3-4fc1-a302-2c7260b2ad80", + "id": "f52e99f8-d2e4-4123-b60e-f83b3d197c7f", "level": 8, "locations": [ { @@ -7209,7 +7209,7 @@ "desc": "You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.\nIf you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.\nIf you create an image of an object\u2014such as a chair, muddy footprints, or a small chest\u2014it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.\nIf a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.", "duration": "1 minute", "higher_level": "", - "id": "5fb4cb87-3c9a-43fa-ae46-621e6ebc848d", + "id": "b78b2253-462e-49dc-845e-ffd36126bd3c", "level": 0, "locations": [ { @@ -7241,7 +7241,7 @@ "desc": "You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. The terrain's general shape remains the same, however. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road.\nSimilarly, you can alter the appearance of structures, or add them where none are present. The spell doesn't disguise, conceal, or add creatures.\nThe illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell's area disappears immediately.\nCreatures with truesight can see through the illusion to the terrain's true form; however, all other elements of the illusion remain, so while the creature is aware of the illusion's presence, the creature can still physically interact with the illusion.", "duration": "10 days", "higher_level": "", - "id": "ada71e70-60ea-41ef-977b-7883ccaeb965", + "id": "66ceac26-4619-459a-8f6d-bfb8cf7684e7", "level": 7, "locations": [ { @@ -7271,7 +7271,7 @@ "desc": "Three illusionary duplicates of yourself appear in your space. Until the end of the spell, duplicates move with you and imitate your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.\nEach time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.\nIf you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.\nA duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.\nA creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.", "duration": "1 minute", "higher_level": "", - "id": "da4b7eb2-fb29-49d6-8167-0998b9bf4f33", + "id": "6e73dd0c-f713-44f8-9b6b-f0865727d0d0", "level": 2, "locations": [ { @@ -7305,7 +7305,7 @@ "desc": "You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a spell.\nYou can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose.\nYou can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.", "duration": "Up to 1 hour", "higher_level": "", - "id": "76c4c30f-fe6d-442c-9811-7c2db7e7b355", + "id": "45fe4445-5a2c-4808-825f-f489afcb1618", "level": 5, "locations": [ { @@ -7337,7 +7337,7 @@ "desc": "Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.", "duration": "Instantaneous", "higher_level": "", - "id": "92d621c7-21bc-48d3-9f8e-35de60efb5ef", + "id": "9f7ac564-3a0a-4c97-9304-6436baba7c08", "level": 2, "locations": [ { @@ -7369,7 +7369,7 @@ "desc": "You attempt to reshape another creature's memories. One creature that you can see must make a wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell, this spell ends, and none of the target's memories are modified.\nWhile this charm lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event.\nYou must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you have finished describing the modified memories, the creature's memory isn't altered. Otherwise, the modified memories take hold when the spell ends.\nA modified memory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature in a significant manner.\nA remove curse or greater restoration spell cast on the target restores the creature's true memory.", "duration": "Up to 1 minute", "higher_level": "If you cast this spell using a spell slot of 6th level or higher, you can alter the target's memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creature's past (9th level).", - "id": "6c2aad5c-566e-4180-8acc-87a7e1885faa", + "id": "cdffc131-a441-450a-ab74-c5b02b5391c5", "level": 5, "locations": [ { @@ -7398,7 +7398,7 @@ "desc": "A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.\nWhen a creature enters the spell's area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one.\nA shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can't assume a different form until it leaves the spell's light.\nOn each of your turns after you cast this spell, you can use an action to move the beam 60 feet in any direction.", "duration": "Up to 1 minute", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.", - "id": "8378ae52-f9f1-43c7-9718-93201cd13a5e", + "id": "6dbfb6cd-29a2-4c46-8539-3e870b5d84f2", "level": 2, "locations": [ { @@ -7430,7 +7430,7 @@ "desc": "You conjure a phantom watchdog in an unoccupied space that you can see within range, where it remains for the duration, until you dismiss it as an action, or until you move more than 100 feet away from it.\nThe hound is invisible to all creatures except you and can't be harmed. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound sees invisible creatures and can see into the Ethereal Plane. It ignores illusions.\nAt the start of each of your turns, the hound attempts to bite one creature within 5 feet of it that is hostile to you. The hound's attack bonus is equal to your spellcasting ability modifier + your proficiency bonus. On a hit, it deals 4d8 piercing damage.", "duration": "8 hours", "higher_level": "", - "id": "ff268bd1-44bd-4720-84f1-d186dd3167c2", + "id": "fda328b0-4db7-421b-8b33-a5910f072cd7", "level": 4, "locations": [ { @@ -7460,7 +7460,7 @@ "desc": "You conjure an extradimensional dwelling in range that lasts for the duration. You choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the portal remains open. You can open or close the portal if you are within 30 feet of it. While closed, the portal is invisible.\nBeyond the portal is a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm.\nYou can create any floor plan you like, but the space can't exceed 50 cubes, each cube being 10 feet on each side. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine course banquet for up to 100 people. A staff of 100 near-transparent servants attends all who enter. You decide the visual appearance of these servants and their attire. They are completely obedient to your orders. Each servant can perform any task a normal human servant could perform, but they can't attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can go anywhere in the mansion but can't leave it. Furnishings and other objects created by this spell dissipate into smoke if removed from the mansion. When the spell ends, any creatures inside the extradimensional space are expelled into the open spaces nearest to the entrance.", "duration": "24 hours", "higher_level": "", - "id": "39ee0fcb-bf33-4c06-951d-d635263e746f", + "id": "6adf7a4a-b925-4b63-8dd8-0a1007b51f2b", "level": 7, "locations": [ { @@ -7490,7 +7490,7 @@ "desc": "You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration or until you use an action to dismiss it.\nWhen you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties:\n- Sound can't pass through the barrier at the edge of the warded area.\n- The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it.\n- Sensors created by divination spells can't appear inside the protected area or pass through the barrier at its perimeter.\n- Creatures in the area can't be targeted by divination spells.\n- Nothing can teleport into or out of the warded area.\n- Planar travel is blocked within the warded area.\nCasting this spell on the same spot every day for a year makes this effect permanent.", "duration": "24 hours", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, you can increase the size of the cube by 100 feet for each slot level beyond 4th. Thus you could protect a cube that can be up to 200 feet on one side by using a spell slot of 5th level.", - "id": "ab6d87da-aab3-4c76-8c96-839ee786c97f", + "id": "b0b81461-0fe1-47f9-9494-bc604641e147", "level": 4, "locations": [ { @@ -7520,7 +7520,7 @@ "desc": "You create a sword-shaped plane of force that hovers within range. It lasts for the duration.\nWhen the sword appears, you make a melee spell attack against a target of your choice within 5 feet of the sword. On a hit, the target takes 3d10 force damage. Until the spell ends, you can use a bonus action on each of your turns to move the sword up to 20 feet to a spot you can see and repeat this attack against the same target or a different one.", "duration": "Up to 1 minute", "higher_level": "", - "id": "f27ebe5c-5b86-4d9d-8baa-6e3933fd0fc6", + "id": "a199829e-654b-4e0f-a847-fb76b267311e", "level": 7, "locations": [ { @@ -7551,7 +7551,7 @@ "desc": "Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. So, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square's elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete.\nAt the end of every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect.\nBecause the terrain's transformation occurs slowly, creatures in the area can't usually be trapped or injured by the ground's movement.\nThis spell can't manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse.\nSimilarly, this spell doesn't directly affect plant growth. The moved earth carries any plants along with it.", "duration": "Up to 2 hours", "higher_level": "", - "id": "acd14716-db10-4e86-a892-cbc115ee64a1", + "id": "5d06bd32-3a6f-4c60-aa56-f2ee7219a9e7", "level": 6, "locations": [ { @@ -7582,7 +7582,7 @@ "desc": "For the duration, you hide a target that you touch from divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any divination magic or perceived through magical scrying sensors.", "duration": "8 hours", "higher_level": "", - "id": "ef9770d4-088b-4041-924e-2ec540bde060", + "id": "34b3caee-f59d-4aed-a20b-f765c2369e6f", "level": 3, "locations": [ { @@ -7613,7 +7613,7 @@ "desc": "You place an illusion on a creature or an object you touch so that divination spells reveal false information about it. The target can be a willing creature or an object that isn't being carried or worn by another creature.\nWhen you cast the spell, choose one or both of the following effects. The effect lasts for the duration. If you cast this spell on the same creature or object every day for 30 days, placing the same effect on it each time, the illusion lasts until it is dispelled.\nFalse Aura.\n You change the way the target appears to spells and magical effects, such as detect magic, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object's magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item.\nMask.\n You change the way the target appears to spells and magical effects that detect creature types, such as a paladin's Divine Sense or the trigger of a symbol spell. You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type or of that alignment.", "duration": "24 hours", "higher_level": "", - "id": "0de654fd-4147-4961-8a65-afa07320e2fd", + "id": "0845d23e-de40-4bec-810d-b1f9349deb35", "level": 2, "locations": [ { @@ -7644,7 +7644,7 @@ "desc": "A frigid globe of cold energy streaks from your fingertips to a point of your choice within range, where it explodes in a 60-foot-radius sphere. Each creature within the area must make a constitution saving throw. On a failed save, a creature takes 10d6 cold damage. On a successful save, it takes half as much damage.\nIf the globe strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Strength check against your spell save DC to break free.\nYou can refrain from firing the globe after completing the spell, if you wish. A small globe about the size of a sling stone, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to the sling's normal range). It shatters on impact, with the same effect as the normal casting of the spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasn't already shattered, it explodes.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.", - "id": "ee3901e8-34c4-4139-b32d-686d29fa315a", + "id": "b88a7c63-1e65-4f02-863c-71d36368a1f7", "level": 6, "locations": [ { @@ -7677,7 +7677,7 @@ "desc": "A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a dexterity saving throw. On a failed save, the creature is enclosed for the duration.\nNothing\u2014not physical objects, energy, or other spell effects\u2014can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can't be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it.\nThe sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere's walls and thus roll the sphere at up to half the creature's speed. Similarly, the globe can be picked up and moved by other creatures.\nA disintegrate spell targeting the globe destroys it without harming anything inside it.", "duration": "Up to 1 minute", "higher_level": "", - "id": "39af3985-2d8c-43d1-afee-9a4824d376fd", + "id": "722b8618-277c-40b3-8bcc-2b4c9670c7d6", "level": 4, "locations": [ { @@ -7705,7 +7705,7 @@ "desc": "Choose one creature that you can see within range. The target begins a comic dance in place: shuffling, tapping its feet, and capering for the duration. Creatures that can't be charmed are immune to this spell.\nA dancing creature must use all its movement to dance without leaving its space and has disadvantage on dexterity saving throws and attack rolls. While the target is affected by this spell, other creatures have advantage on attack rolls against it. As an action, a dancing creature makes a wisdom saving throw to regain control of itself. On a successful save, the spell ends.", "duration": "Up to 1 minute", "higher_level": "", - "id": "28374ba1-87e8-478e-9675-08ae22b579c9", + "id": "f330fed3-a399-4f80-b9b6-f4383a25eeab", "level": 6, "locations": [ { @@ -7735,7 +7735,7 @@ "desc": "A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.", "duration": "Up to 1 hour", "higher_level": "", - "id": "276764b1-af49-4e5a-8cf1-f4619d9eb2d0", + "id": "a187161b-7152-437a-b29f-e05aca8a8a6d", "level": 2, "locations": [ { @@ -7767,7 +7767,7 @@ "desc": "A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor) within range, and lasts for the duration. You choose the opening's dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it.\nWhen the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell.", "duration": "1 hour", "higher_level": "", - "id": "b5858113-745e-4b24-8f35-9cf52c0c3324", + "id": "dc87d9b6-defe-44f3-930e-6a636692e15f", "level": 5, "locations": [ { @@ -7800,7 +7800,7 @@ "desc": "You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature. or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.\nThe phantasm includes sound, temperature, and other stimuli, also evident only to the creature.\nThe target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.\nWhile a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall - it was pushed, it slipped, or a strong wind might have knocked it off.\nAn affected target is so convinced of the phantasm's reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as tire, a pool of acid, or lava can burn the target. Each round on your turn. the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm's area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.", "duration": "Up to 1 minute", "higher_level": "", - "id": "4840f028-4ac5-42e6-8ec6-bb73be795a7a", + "id": "83a909ae-ea2d-4f8d-b954-d99ae6f7d0b0", "level": 2, "locations": [ { @@ -7828,7 +7828,7 @@ "desc": "You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the end of each of the target's turns before the spell ends, the target must succeed on a wisdom saving throw or take 4 d10 psychic damage. On a successful save, the spell ends.", "duration": "Up to 1 minute", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d1O for each slot level above 4th.", - "id": "b3ff12fb-f4af-4fd0-8a9a-a53325911078", + "id": "d6453365-a751-423b-becb-94279dc28cf6", "level": 4, "locations": [ { @@ -7859,7 +7859,7 @@ "desc": "A Large quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature's appearance, but it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed.\nFor the duration, you or a creature you choose can ride the steed. The creature uses the statistics for a riding horse, except it has a speed of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the steed takes any damage.", "duration": "1 hour", "higher_level": "", - "id": "d2bfd5db-65aa-4afd-9162-ea1d26958426", + "id": "3c342f29-0954-4b5e-90e1-bf26a314b32f", "level": 3, "locations": [ { @@ -7889,7 +7889,7 @@ "desc": "You beseech an otherworldly entity for aid. The being must be known to you: a god, a primordial, a demon prince, or some other being of cosmic power. That entity sends a celestial, an elemental, or a fiend loyal to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature's name, you can speak that name when you cast this spell to request that creature, though you might get a different creature anyway (DM's choice).\nWhen the creature appears, it is under no compulsion to behave in any particular way. You can ask the creature to perform a service in exchange for payment, but it isn't obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the creature to bargain for its services.\nPayment can take a variety of forms. A celestial might require a sizable donation of gold or magic items to an allied temple, while a fiend might demand a living sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you.\nAs a rule of thumb, a task that can be measured in minutes requires a payment worth 100 gp per minute. A task measured in hours requires 1,000 gp per hour. And a task measured in days (up to 10 days) requires 10,000 gp per day. The DM can adjust these payments based on the circumstances under which you cast the spell. If the task is aligned with the creature's ethos, the payment might be halved or even waived. Nonhazardous tasks typically require only half the suggested payment, while especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal.\nAfter the creature completes the task, or when the agreed-upon duration of service expires, the creature returns to its home plane after reporting back to you, if appropriate to the task and if possible. If you are unable to agree on a price for the creature's service, the creature immediately returns to its home plane.\nA creature enlisted to join your group counts as a member of it, receiving a full share of experience points awarded.", "duration": "Instantaneous", "higher_level": "", - "id": "46827458-b424-4ddb-b46d-de41bde682a8", + "id": "56f72641-4228-4399-a0f3-2c2a210b6833", "level": 6, "locations": [ { @@ -7921,7 +7921,7 @@ "desc": "With this spell, you attempt to bind a celestial, an elemental, a fey, or a fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of an inverted magic circle in order to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a charisma saving throw. On a failed save, it is bound to serve you for the duration. If the creature was summoned or created by another spell, that spell's duration is extended to match the duration of this spell.\nA bound creature must follow your instructions to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. The creature obeys the letter of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane of existence, it returns to the place where you bound it and remains there until the spell ends.", "duration": "24 hours", "higher_level": "When you cast this spell using a spell slot of a higher level, the duration increases to 10 days with a 6th-level slot, to 30 days with a 7th-level slot, to 180 days with an 8th-level slot, and to a year and a day with a 9th-level spell slot.", - "id": "ed7e61ab-a25f-4151-be13-1c6b4a62adc2", + "id": "5a3758f2-bdce-40de-9d65-f727b9671926", "level": 5, "locations": [ { @@ -7957,7 +7957,7 @@ "desc": "You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the DM's discretion.\nAlternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.\nYou can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.", "duration": "Instantaneous", "higher_level": "", - "id": "521cb627-197e-4861-a3e6-f10582a99706", + "id": "adf1f929-4767-480f-84f0-cf108960f75f", "level": 7, "locations": [ { @@ -7987,7 +7987,7 @@ "desc": "This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits.\nIf you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.\nYou can exclude one or more areas of any size within the spell's area from being affected.\nIf you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.", "duration": "Instantaneous", "higher_level": "", - "id": "6ee69c65-5204-452c-9403-7fc0d089b2e3", + "id": "d44708ef-68d8-426b-9e25-46d8a52e7780", "level": 3, "locations": [ { @@ -8022,7 +8022,7 @@ "desc": "You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.\nThis spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).", "duration": "Instantaneous", "higher_level": "", - "id": "bfb068bf-ab63-44b8-b26e-c64a5a1dda25", + "id": "e0a04c2f-f19f-4c17-99d2-d0aa72ec9d9e", "level": 0, "locations": [ { @@ -8054,7 +8054,7 @@ "desc": "This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a wisdom saving throw to avoid the effect. A shapechanger automatically succeeds on this saving throw. This spell can't affect a target that has 0 hit points.\nThe transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level, if it doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.\nThe target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious.\nThe creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech.\nThe target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.", "duration": "Up to 1 hour", "higher_level": "", - "id": "5d182966-5716-466c-9ce0-f6f35924c31e", + "id": "3759b439-10aa-4b92-9638-790a4e6610d5", "level": 4, "locations": [ { @@ -8082,7 +8082,7 @@ "desc": "A wave of healing energy washes over the creature you touch. The target regains all its hit points. If the creature is charmed, frightened, paralyzed, or stunned, the condition ends. If the creature is prone, it can use its reaction to stand up. This spell has no effect on undead or constructs.", "duration": "Instantaneous", "higher_level": "", - "id": "4810ebe3-031f-4c1c-a72e-fb36b5b0e67d", + "id": "480986d2-5ce6-49ed-be25-ed03cb35c1ac", "level": 9, "locations": [ { @@ -8115,7 +8115,7 @@ "desc": "You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you choose has 100 hit points or fewer, it dies. Otherwise, the spell has no effect.", "duration": "Instantaneous", "higher_level": "", - "id": "802c36e2-99f9-4008-8712-d9fbc4e88fdb", + "id": "66a18edb-66e4-4784-9974-f99ba0b5cf9d", "level": 9, "locations": [ { @@ -8145,7 +8145,7 @@ "desc": "You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 hit points or fewer, it is stunned. Otherwise, the spell has no effect.\nThe stunned target must make a constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends.", "duration": "Instantaneous", "higher_level": "", - "id": "845bec18-49dc-4d4c-8b79-c4548a8349ff", + "id": "0e71811f-cd32-4b71-a950-2191d2567445", "level": 8, "locations": [ { @@ -8172,7 +8172,7 @@ "desc": "Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.", - "id": "fa6639e1-8da6-4825-9157-be6d5d7a90be", + "id": "b01c3680-7195-4e64-b21f-2a1553e6a40b", "level": 2, "locations": [ { @@ -8209,7 +8209,7 @@ "desc": "This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within 'range':\nYou create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.\nYou instantaneously light or snuff out a candle, a torch, or a small campfire.\nYou instantaneously clean or soil an object no larger than 1 cubic foot.\nYou chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.\nYou make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.\nYou create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.\nIf you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.", "duration": "1 hour", "higher_level": "", - "id": "385d58c2-0f77-4824-9a5d-f7c6b33a5e2f", + "id": "a8dfdd59-ada0-4b21-aceb-835174e5417d", "level": 0, "locations": [ { @@ -8240,7 +8240,7 @@ "desc": "Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a 60-foot cone must make a dexterity saving throw. For each target, roll a d8 to determine which color ray affects it.\n1. Red.\n The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one.\n2. Orange.\n The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one.\n3. Yellow.\n The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.\n4. Green.\n The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one.\n5. Blue.\n The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one.\n6. Indigo.\n On a failed save, the target is restrained. It must then make a constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind.\n7. Violet.\n On a failed save, the target is blinded. It must then make a wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the DM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.)\n8. Special.\n The target is struck by two rays. Roll twice more, rerolling any 8.", "duration": "Instantaneous", "higher_level": "", - "id": "7ed406c9-bb41-4835-b9b3-4faba3a6c816", + "id": "12a2e624-8ea6-4c9f-8f3d-54f614bd4e27", "level": 7, "locations": [ { @@ -8271,7 +8271,7 @@ "desc": "A shimmering, multicolored plane of light forms a vertical opaque wall\u2014up to 90 feet long, 30 feet high, and 1 inch thick\u2014centered on a point you can see within range. Alternatively, you can shape the wall into a sphere up to 30 feet in diameter centered on a point you choose within range. The wall remains in place for the duration. If you position the wall so that it passes through a space occupied by a creature, the spell fails, and your action and the spell slot are wasted.\nThe wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. You and creatures you designate at the time you cast the spell can pass through and remain near the wall without harm. If another creature that can see the wall moves to within 20 feet of it or starts its turn there, the creature must succeed on a constitution saving throw or become blinded for 1 minute.\nThe wall consists of seven layers, each with a different color. When a creature attempts to reach into or pass through the wall, it does so one layer at a time through all the wall's layers. As it passes or reaches through each layer, the creature must make a dexterity saving throw or be affected by that layer's properties as described below.\nThe wall can be destroyed, also one layer at a time, in order from red to violet, by means specific to each layer. Once a layer is destroyed, it remains so for the duration of the spell. A rod of cancellation destroys a prismatic wall, but an antimagic field has no effect on it.\n1. Red.\n The creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. While this layer is in place, nonmagical ranged attacks can't pass through the wall. The layer can be destroyed by dealing at least 25 cold damage to it.\n2. Orange.\n The creature takes 10d6 acid damage on a failed save, or half as much damage on a successful one. While this layer is in place, magical ranged attacks can't pass through the wall. The layer is destroyed by a strong wind.\n3. Yellow.\n The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 60 force damage to it.\n4. Green.\n The creature takes 10d6 poison damage on a failed save, or half as much damage on a successful one. A passwall spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer.\n5. Blue.\n The creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 25 fire damage to it.\n6. Indigo.\n On a failed save, the creature is restrained. It must then make a constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive; keep track of both until the creature collects three of a kind.\nWhile this layer is in place, spells can't be cast through the wall. The layer is destroyed by bright light shed by a daylight spell or a similar spell of equal or higher level.\n7. Violet.\n On a failed save, the creature is blinded. It must then make a wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of the DM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) This layer is destroyed by a dispel magic spell or a similar spell of equal or higher level that can end spells and magical effects.", "duration": "10 minutes", "higher_level": "", - "id": "dbf0b959-a66f-43d3-a56e-94281f664ac6", + "id": "3486f9be-8106-4bf9-bb2a-99a7e6e8b658", "level": 9, "locations": [ { @@ -8302,7 +8302,7 @@ "desc": "A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.\nYou can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.\nThis spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).", "duration": "10 minutes", "higher_level": "", - "id": "0a37f7f7-8c1e-43ba-b886-206dc61021ca", + "id": "6a997fe8-edbd-4d94-b834-5afa17b9c887", "level": 0, "locations": [ { @@ -8334,7 +8334,7 @@ "desc": "You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.\nWhen the condition you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the illusion can be activated again.\nThe triggering condition can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the illusion to trigger only when a creature says the correct word or phrase.\nPhysical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.", "duration": "Until dispelled", "higher_level": "", - "id": "718d0beb-eec3-4013-bf93-b66d2280da95", + "id": "1686afc4-e89b-438f-bef2-e825bf5c2611", "level": 6, "locations": [ { @@ -8364,7 +8364,7 @@ "desc": "You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the spell ends.\nYou can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.\nYou can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.\nPhysical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.", "duration": "Up to 24 hours", "higher_level": "", - "id": "02083fc3-9ae8-41bc-adff-569f95be201b", + "id": "e5dd5aa3-f2b4-4834-87b9-40258100ea5a", "level": 7, "locations": [ { @@ -8397,7 +8397,7 @@ "desc": "For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.", "duration": "Up to 1 hour", "higher_level": "", - "id": "0a2cbc85-39c9-48ed-90b9-4d89afaabd62", + "id": "e76cbca9-d075-4ffb-bafb-7687e0b325ff", "level": 3, "locations": [ { @@ -8432,7 +8432,7 @@ "desc": "Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.\nThe protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.", "duration": "Up to 10 minutes", "higher_level": "", - "id": "46d8fb66-956f-47f6-8e89-80cf7aa31646", + "id": "86e4c5d9-cf4a-4277-9a90-bc65fa6efd7e", "level": 1, "locations": [ { @@ -8470,7 +8470,7 @@ "desc": "You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random.\nFor the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.", "duration": "1 hour", "higher_level": "", - "id": "af32b624-57ca-4974-8cfc-ef26622d813e", + "id": "0f4bbf70-52d3-4878-ad5a-49b73ec91743", "level": 2, "locations": [ { @@ -8503,7 +8503,7 @@ "desc": "All nonmagical food and drink within a 5-foot radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.", "duration": "Instantaneous", "higher_level": "", - "id": "25aed4fc-8abc-4123-b1ea-306feeee090d", + "id": "11c21984-41a5-4b07-8d0e-832fcc8289f7", "level": 1, "locations": [ { @@ -8536,7 +8536,7 @@ "desc": "You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.\nThis spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects; if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life.\nThis spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival\u2014its head, for instance\u2014the spell automatically fails.\nComing back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.", "duration": "Instantaneous", "higher_level": "", - "id": "7fd96368-ecc2-4dfd-ac16-4f0ab50fc29a", + "id": "f3d85808-b976-430e-80a8-cc6f4b13c470", "level": 5, "locations": [ { @@ -8567,7 +8567,7 @@ "desc": "You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren't affected by this spell.\nUntil the spell ends, the targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can't extend to other planes of existence.", "duration": "1 hour", "higher_level": "", - "id": "1eeb5cbd-62d7-4501-a821-0db6f9f2152a", + "id": "bfa07596-ca0d-45ff-b09b-4931cccd05fa", "level": 5, "locations": [ { @@ -8599,7 +8599,7 @@ "desc": "A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends.\nAt the end of each of the target's turns, it can make a constitution saving throw against the spell. On a success, the spell ends.", "duration": "Up to 1 minute", "higher_level": "", - "id": "47ad0358-0326-4d35-b29e-608c0a4cb219", + "id": "977cd845-5613-448c-9162-41993e113bc2", "level": 2, "locations": [ { @@ -8631,7 +8631,7 @@ "desc": "A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.\nThe spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).", "duration": "Instantaneous", "higher_level": "", - "id": "777f1b3e-bc6a-48c4-909b-c372a118a680", + "id": "de6defe2-845b-4a4c-b882-b8da340f85a4", "level": 0, "locations": [ { @@ -8662,7 +8662,7 @@ "desc": "A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.", - "id": "40cca2fa-9c9d-4bd4-a480-bf41121f078a", + "id": "45709051-31a9-418f-835c-a9416f1080a2", "level": 1, "locations": [ { @@ -8693,7 +8693,7 @@ "desc": "You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute).\nThe target's severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump.", "duration": "1 hour", "higher_level": "", - "id": "ed920d78-1f91-4b54-b1ba-a116531d8845", + "id": "1859abab-b820-4a3a-8825-38e989a75030", "level": 7, "locations": [ { @@ -8722,7 +8722,7 @@ "desc": "You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that body. If the target's soul isn't free or willing to do so, the spell fails.\nThe magic fashions a new body for the creature to inhabit, which likely causes the creature's race to change. The DM rolls a d 100 and consults the following table to determine what form the creature takes when restored to life, or the DM chooses a form.\n\n01\u201304\tDragonborn\n05\u201313\tDwarf, hill\n14\u201321\tDwarf, mountain\n22\u201325\tElf, dark\n26\u201334\tElf, high\n35\u201342\tElf, wood\n43\u201346\tGnome, forest\n47\u201352\tGnome, rock\n53\u201356\tHalf-elf\n57\u201360\tHalf-orc\n61\u201368\tHalfling, lightfoot\n69\u201376\tHalfling, stout\n77\u201396\tHuman\n97\u201300\tTiefling\n\nThe reincarnated creature recalls its former life and experiences. It retains the capabilities it had in its original form, except it exchanges its original race for the new one and changes its racial traits accordingly.", "duration": "Instantaneous", "higher_level": "", - "id": "f8766f1c-b419-4905-afc1-512efe29cfaf", + "id": "9e51ec14-73b6-4198-8484-fc4e1c25308c", "level": 5, "locations": [ { @@ -8753,7 +8753,7 @@ "desc": "At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's attunement to the object so it can be removed or discarded.", "duration": "Instantaneous", "higher_level": "", - "id": "96f31367-ab0c-46bf-9a75-0e6f1cbe17ad", + "id": "92fd7e3b-3ab9-46dc-842f-5cf9b4a599ea", "level": 3, "locations": [ { @@ -8786,7 +8786,7 @@ "desc": "You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.", "duration": "Up to 1 minute", "higher_level": "", - "id": "add8d0ff-7c28-43f5-9c79-ae7819337b85", + "id": "bc380f9b-2a68-4feb-b149-89dc6425f5f4", "level": 0, "locations": [ { @@ -8818,7 +8818,7 @@ "desc": "You touch a dead creature that has been dead for no more than a century, that didn't die of old age, and that isn't undead. If its soul is free and willing, the target returns to life with all its hit points.\nThis spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn't, however, remove magical diseases, curses, and the like; if such effects aren't removed prior to casting the spell, they afflict the target on its return to life.\nThis spell closes all mortal wounds and restores any missing body parts.\nComing back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.\nCasting this spell to restore life to a creature that has been dead for one year or longer taxes you greatly. Until you finish a long rest, you can't cast spells again, and you have disadvantage on all attack rolls, ability checks, and saving throws.", "duration": "Instantaneous", "higher_level": "", - "id": "53cf3048-9be1-4ca8-b8f6-17a904738b9f", + "id": "6ca7494a-54d2-4e2f-9be6-06527c25d036", "level": 7, "locations": [ { @@ -8849,7 +8849,7 @@ "desc": "This spell reverses gravity in a 50-foot-radius, 100-foot high cylinder centered on a point within range. All creatures and objects that aren't somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall.\nIf some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration.\nAt the end of the duration, affected objects and creatures fall back down.", "duration": "Up to 1 minute", "higher_level": "", - "id": "30a6e849-b2a9-4152-b5c5-5bd93159f24d", + "id": "1727dcdc-b180-4a78-a26d-47bf8067f5b8", "level": 7, "locations": [ { @@ -8880,7 +8880,7 @@ "desc": "You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.", "duration": "Instantaneous", "higher_level": "", - "id": "d9e1e8dc-201e-4091-9b1e-8a5809a757c6", + "id": "07acd2e4-9f5d-4c00-a131-47a017259614", "level": 3, "locations": [ { @@ -8917,7 +8917,7 @@ "desc": "You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends.\nThe extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space.\nAttacks and spells can't cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window centered on the rope.\nAnything inside the extradimensional space drops out when the spell ends.", "duration": "1 hour", "higher_level": "", - "id": "e7e8b4f8-e28a-4b97-95fc-a5370487e56a", + "id": "c7a309b5-ed0f-4f36-bad6-96312edbc300", "level": 2, "locations": [ { @@ -8947,7 +8947,7 @@ "desc": "Flame-like radiance descends on a creature that you can see within range. The target must succeed on a dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.\nThe spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).", "duration": "Instantaneous", "higher_level": "", - "id": "847a5a7f-5428-4397-a243-14e6c9d1bbe2", + "id": "6ad1178d-f757-4d89-b325-2fbef4835b67", "level": 0, "locations": [ { @@ -8979,7 +8979,7 @@ "desc": "You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball.\nIf the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.", "duration": "1 minute", "higher_level": "", - "id": "5032c4bb-3978-414f-b728-4da855c1f3c6", + "id": "02381609-3937-4b2d-83fd-09dc79afccb5", "level": 1, "locations": [ { @@ -9011,7 +9011,7 @@ "desc": "You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.\nMake a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.", - "id": "0452dfe4-0db9-4f49-916c-9e58b31e3c2a", + "id": "cf6397d5-42f1-4ca7-a6b5-873b01a06fce", "level": 2, "locations": [ { @@ -9047,7 +9047,7 @@ "desc": "You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed.\n\nKnowledge & Save Modifier\nSecondhand (you have heard of the target: +5\nFirsthand (you have met the target): +0\nFamiliar (you know the target well): -5\n\nConnection & Save Modifier\nLikeness or picture: -2\nPossession or garment: -4\nBody part, lock of hair, bit of nail, or the like: -10\n\nOn a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours.\nOn a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist.\nInstead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move.", "duration": "Up to 10 minutes", "higher_level": "", - "id": "d6fd4e6c-368a-491c-83c0-83a926139a9d", + "id": "772ab110-4373-457c-ae76-1902c23160c8", "level": 5, "locations": [ { @@ -9076,7 +9076,7 @@ "desc": "The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.", "duration": "Up to 1 minute", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot level above 1st.", - "id": "85497118-4671-437b-81da-b9a1c11bb403", + "id": "7e5d0b4d-f5e3-4111-9c2d-fa024d869159", "level": 1, "locations": [ { @@ -9111,7 +9111,7 @@ "desc": "For the duration of the spell, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal objects and creatures appear ghostly and translucent.", "duration": "1 hour", "higher_level": "", - "id": "cc99caee-906b-4e3a-8e12-b7d339e36f7b", + "id": "994ac1ab-935a-4adb-b3f6-3e23f96c1910", "level": 2, "locations": [ { @@ -9143,7 +9143,7 @@ "desc": "This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a charisma saving throw, and if it succeeds, it is unaffected by this spell.\nThe spell disguises physical appearance as well as clothing, armor, weapons, and equipment. You can make each creature seem 1 foot shorter or taller and appear thin, fat, or in between. You can't change a target's body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The spell lasts for the duration, unless you use your action to dismiss it sooner.\nThe changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to a creature's outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature's head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.\nA creature can use its action to inspect a target and make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised.", "duration": "8 hours", "higher_level": "", - "id": "d39f8b02-6120-4e46-b6d2-092d23651b44", + "id": "74bbeb60-a104-4b2e-ba43-d0a2d63a44b4", "level": 5, "locations": [ { @@ -9174,7 +9174,7 @@ "desc": "You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.\nYou can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive.", "duration": "1 round", "higher_level": "", - "id": "d4943b3c-cdae-41d8-9970-131d7488542d", + "id": "e0ffd650-b1ad-4cb3-9abd-f91e09578761", "level": 3, "locations": [ { @@ -9205,7 +9205,7 @@ "desc": "By means of this spell, a willing creature or an object can be hidden away, safe from detection for the duration. When you cast the spell and touch the target, it becomes invisible and can't be targeted by divination spells or perceived through scrying sensors created by divination spells.\nIf the target is a creature, it falls into a state of suspended animation. Time ceases to flow for it, and it doesn't grow older.\nYou can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include \"after 1,000 years\" or \"when the tarrasque awakens.\" This spell also ends if the target takes any damage.", "duration": "Until dispelled", "higher_level": "", - "id": "6d484356-cf3b-4bb3-8ef6-d05e14b1472d", + "id": "20efc673-203e-4702-8045-72cf40223c2c", "level": 7, "locations": [ { @@ -9235,7 +9235,7 @@ "desc": "You assume the form of a different creature for the duration. The new form can be of any creature with a challenge rating equal to your level or lower. The creature can't be a construct or an undead, and you must have seen the sort of creature at least once. You transform into an average example of that creature, one without any class levels or the Spellcasting trait.\nYour game statistics are replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus listed in its statistics is higher than yours, use the creature's bonus in place of yours. You can't use any legendary actions or lair actions of the new form.\nYou assume the hit points and Hit Dice of the new form. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\nYou retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can't use any special senses you have (for example, darkvision) unless your new form also has that sense. You can only speak if the creature can normally speak.\nWhen you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions as normal. The DM determines whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change shape or size to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge into your new form. Equipment that merges has no effect in that state.\nDuring this spell's duration, you can use your action to assume a different form following the same restrictions and rules for the original form, with one exception: if your new form has more hit points than your current one, your hit points remain at their current value.", "duration": "Up to 1 hour", "higher_level": "", - "id": "af07edb4-e963-4037-b71e-1d261757d7d8", + "id": "230376e1-f88a-4309-a5bf-ce70a57e3c0b", "level": 9, "locations": [ { @@ -9267,7 +9267,7 @@ "desc": "A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A nonmagical object that isn\u2019t being worn or carried also takes the damage if it\u2019s in the spell\u2019s area.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.", - "id": "492808f9-893d-4004-8bc2-59eae33bdba3", + "id": "d2ad8e47-b408-4afc-af5e-b9dd210b6c70", "level": 2, "locations": [ { @@ -9298,7 +9298,7 @@ "desc": "An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.", "duration": "1 round", "higher_level": "", - "id": "1e2bdc64-f677-4e56-a1cb-8b66ea53aafe", + "id": "caa4ff1a-1123-466b-b33b-2f3b22ccbcd9", "level": 1, "locations": [ { @@ -9330,7 +9330,7 @@ "desc": "A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.", "duration": "Up to 10 minutes", "higher_level": "", - "id": "8ca444ba-da31-43b8-92c7-6a40742e049d", + "id": "43f3c066-bde2-4956-8937-69676da8a3a1", "level": 1, "locations": [ { @@ -9361,7 +9361,7 @@ "desc": "The wood of a club or a quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon.", "duration": "1 minute", "higher_level": "", - "id": "bf9f5b9e-6ffe-45cc-ac6f-83a13b25b5d5", + "id": "ee331970-4073-4b6f-90c8-fa891fe8b5e4", "level": 0, "locations": [ { @@ -9393,7 +9393,7 @@ "desc": "Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.\nThe spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).", "duration": "Instantaneous", "higher_level": "", - "id": "4580c6d9-b3a2-433f-8442-8b5efbf7f651", + "id": "bb88a4ba-ecfc-448b-8495-4513b623dc3d", "level": 0, "locations": [ { @@ -9425,7 +9425,7 @@ "desc": "For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it.\nCasting a spell that includes a verbal component is impossible there.", "duration": "Up to 10 minutes", "higher_level": "", - "id": "c2551c4b-bc96-4bf3-82ac-431e87e9d664", + "id": "06bf8696-72ac-4d90-8948-5a6fc7beb0bd", "level": 2, "locations": [ { @@ -9459,7 +9459,7 @@ "desc": "You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects.\nYou can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.\nPhysical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.", "duration": "Up to 10 minutes", "higher_level": "", - "id": "49712375-4068-4894-9f0e-f7789b920ce2", + "id": "edbde8fe-8d3d-446d-8953-c46d588683f1", "level": 1, "locations": [ { @@ -9490,7 +9490,7 @@ "desc": "You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the original, but it has half the creature's hit point maximum and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates.\nThe simulacrum is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots.\nIf the simulacrum is damaged, you can repair it in an alchemical laboratory, using rare herbs and minerals worth 100 gp per hit point it regains. The simulacrum lasts until it drops to 0 hit points, at which point it reverts to snow and melts instantly.\nIf you cast this spell again, any currently active duplicates you created with this spell are instantly destroyed.", "duration": "Until dispelled", "higher_level": "", - "id": "1b4ce24a-842c-4363-a29e-982099d900a6", + "id": "e5930474-971d-4e0a-8ed7-49540a727048", "level": 7, "locations": [ { @@ -9521,7 +9521,7 @@ "desc": "This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).\nStarting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.\nUndead and creatures immune to being charmed aren't affected by this spell.", "duration": "1 minute", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.", - "id": "111548a8-960f-4483-b164-fd4c177a31e7", + "id": "7cf7cfd7-7a5c-4fc3-aa10-40b98ea7e1af", "level": 1, "locations": [ { @@ -9554,7 +9554,7 @@ "desc": "Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused.\nThe ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a dexterity saving throw. On a failed save, it falls prone.\nIf a creature is concentrating in the spell's area, the creature must make a successful constitution saving throw against your spell save DC or lose concentration.", "duration": "Up to 1 minute", "higher_level": "", - "id": "b73f667d-1a26-48f7-9d83-cb02b47f0ed6", + "id": "b8c1df26-c088-45bf-8e3f-de1fd63d7111", "level": 3, "locations": [ { @@ -9587,7 +9587,7 @@ "desc": "You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a wisdom saving throw or be affected by this spell for the duration.\nAn affected target's speed is halved, it takes a -2 penalty to AC and dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.\nIf the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.\nA creature affected by this spell makes another wisdom saving throw at the end of its turn. On a successful save, the effect ends for it.", "duration": "Up to 1 minute", "higher_level": "", - "id": "9e081365-2185-4c12-9bbc-33a216bef27c", + "id": "57c8d26b-7721-41b5-a1e5-fca220fd6a6b", "level": 3, "locations": [ { @@ -9622,7 +9622,7 @@ "desc": "You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.", "duration": "Instantaneous", "higher_level": "", - "id": "6eff5072-1950-4374-a7f7-6a435b4478db", + "id": "29f0a17b-640d-4512-9a9c-0167f4e8a92c", "level": 0, "locations": [ { @@ -9652,7 +9652,7 @@ "desc": "You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at a minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.", "duration": "10 minutes", "higher_level": "", - "id": "7a58f551-20cd-47fb-8ef6-2bdd06f679ec", + "id": "b7ca3a7d-7dc5-4185-86f1-dd93fdadfb96", "level": 1, "locations": [ { @@ -9684,7 +9684,7 @@ "desc": "You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can't be undead. The spell fails if the corpse was the target of this spell within the last 10 days.\nUntil the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.", "duration": "10 minutes", "higher_level": "", - "id": "10c77538-ac77-4cbe-a59b-c799af444c02", + "id": "ead0bab7-c273-41d7-9465-f16016638ab7", "level": 3, "locations": [ { @@ -9719,7 +9719,7 @@ "desc": "You imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell's area within the past day, gaining information about creatures that have passed, weather, and other circumstances.\nYou can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example.\nPlants might be able to perform other tasks on your behalf, at the DM's discretion. The spell doesn't enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks.\nIf a plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it.\nThis spell can cause the plants created by the entangle spell to release a restrained creature.", "duration": "10 minutes", "higher_level": "", - "id": "6046515f-9ecd-4269-a727-b7d422501875", + "id": "c962092b-49e3-4fc4-b79a-5cb2b2dc7132", "level": 3, "locations": [ { @@ -9753,7 +9753,7 @@ "desc": "Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.", "duration": "Up to 1 hour", "higher_level": "", - "id": "fb7a2be5-0eca-43f9-ab2b-3dceb59aa3b0", + "id": "b108d20b-3cb6-4778-8039-282137d213e1", "level": 2, "locations": [ { @@ -9786,7 +9786,7 @@ "desc": "The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.\nThe transformation of the ground is camouflaged to look natural. Any creature that can\u2019t see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.", "duration": "Up to 10 minutes", "higher_level": "", - "id": "874a2435-bfd6-4875-8af8-803487ac070f", + "id": "aee6e723-c19a-4753-96f8-69af27aee5c0", "level": 2, "locations": [ { @@ -9818,7 +9818,7 @@ "desc": "You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.\nWhen you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.", "duration": "Up to 10 minutes", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.", - "id": "b347b5aa-fe41-45eb-8500-3e1397eb3fbe", + "id": "bda15a13-e673-4fa5-93b9-7b6f2abea933", "level": 3, "locations": [ { @@ -9848,7 +9848,7 @@ "desc": "You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.\nAs a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.\nThe weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon.", "duration": "1 minute", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above the 2nd.", - "id": "bbe42caa-ba98-4f6f-99d8-a4d62adea128", + "id": "ef6104e3-529d-4390-b333-b9aef5ce5738", "level": 2, "locations": [ { @@ -9878,7 +9878,7 @@ "desc": "The next time you hit a creature with a melee weapon attack during this spell's duration, your weapon pierces both body and mind, and the attack deals an extra 4d6 psychic damage to the target. The target must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls and ability checks, and can't take reactions, until the end of its next turn.", "duration": "Up to 1 minute", "higher_level": "", - "id": "362465af-f1d5-4507-b07a-3b738d5a45eb", + "id": "daec48ed-6aad-4ef4-88e1-ae18ba68ea41", "level": 4, "locations": [ { @@ -9909,7 +9909,7 @@ "desc": "You create a 20-foot-radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration.\nEach creature that is completely within the cloud at the start of its turn must make a constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw.\nA moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.", "duration": "Up to 1 minute", "higher_level": "", - "id": "cf2fbc00-e35a-4c94-8c75-b6e3793eaaaf", + "id": "e03e1154-0376-466c-934a-0c17adbc8744", "level": 3, "locations": [ { @@ -9945,7 +9945,7 @@ "desc": "You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn't possible.", "duration": "Instantaneous", "higher_level": "", - "id": "57b91f8f-152f-4063-ba38-b1ab8f7338b3", + "id": "d217504c-e0fd-45cc-8d67-a777efdcb78a", "level": 4, "locations": [ { @@ -9980,7 +9980,7 @@ "desc": "This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.", "duration": "Up to 1 hour", "higher_level": "", - "id": "5d89696a-fd4a-4e83-b618-5fa12d7312ea", + "id": "76cad825-49ee-4a83-b929-faed039bdd85", "level": 4, "locations": [ { @@ -10010,7 +10010,7 @@ "desc": "A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 5 minutes.\nEach round you maintain concentration on this spell, the storm produces additional effects on your turn.\nRound 2.\n Acidic rain falls from the cloud. Each creature and object under the cloud takes 1d6 acid damage.\nRound 3.\n You call six bolts of lightning from the cloud to strike six creatures or objects of your choice beneath the cloud. A given creature or object can't be struck by more than one bolt. A struck creature must make a dexterity saving throw. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.\nRound 4.\n Hailstones rain down from the cloud. Each creature under the cloud takes 2d6 bludgeoning damage.\nRound 5-10.\n Gusts and freezing rain assail the area under the cloud. The area becomes difficult terrain and is heavily obscured. Each creature there takes 1d6 cold damage. Ranged weapon attacks in the area are impossible. The wind and rain count as a severe distraction for the purposes of maintaining concentration on spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical.", "duration": "Up to 1 minute", "higher_level": "", - "id": "f2eadc53-2e8c-4fff-99c8-9bf8957cb3b1", + "id": "6ec468c6-39c5-45db-899c-9981e4de0179", "level": 9, "locations": [ { @@ -10041,7 +10041,7 @@ "desc": "You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.\nThe target must make a wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.\nYou can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed.\nIf you or any of your companions damage the target, the spell ends.", "duration": "Up to 8 hours", "higher_level": "", - "id": "cb745797-bf30-44d0-af4d-bba5f789c473", + "id": "fc1a98b3-801a-4515-b358-a50663c22557", "level": 2, "locations": [ { @@ -10074,7 +10074,7 @@ "desc": "A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw.\nYou can create a new line of radiance as your action on any turn until the spell ends.\nFor the duration, a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This light is sunlight.", "duration": "Up to 1 minute", "higher_level": "", - "id": "64f6aa66-0abc-4831-a57c-48d784c345ea", + "id": "16c0b0b0-b933-4982-b37e-56602209eb37", "level": 6, "locations": [ { @@ -10108,7 +10108,7 @@ "desc": "Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw.\nA creature blinded by this spell makes another constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.\nThis spell dispels any darkness in its area that was created by a spell.", "duration": "Instantaneous", "higher_level": "", - "id": "58f8c28d-4371-45b2-91e9-f9e81dd590f3", + "id": "03cd873c-ac8b-4229-8bf6-b1402ccc9af6", "level": 8, "locations": [ { @@ -10140,7 +10140,7 @@ "desc": "You transmute your quiver so it produces an endless supply of nonmagical ammunition, which seems to leap into your hand when you reach for it.\nOn each of your turns until the spell ends, you can use a bonus action to make two attacks with a weapon that uses ammunition from the quiver. Each time you make such a ranged attack, your quiver magically replaces the piece of ammunition you used with a similar piece of nonmagical ammunition. Any pieces of ammunition created by this spell disintegrate when the spell ends. If the quiver leaves your possession, the spell ends.", "duration": "Up to 1 minute", "higher_level": "", - "id": "771c8f7e-3b29-44d8-acfb-1f97fd54f49e", + "id": "a71daafa-e4d3-4a41-b3b8-b38aaf893ff0", "level": 5, "locations": [ { @@ -10171,7 +10171,7 @@ "desc": "When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.\nThe glyph is nearly invisible, requiring an Intelligence (Investigation) check against your spell save DC to find it.\nYou decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most common triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph.\nYou can further refine the trigger so the spell is activated only under certain circumstances or according to a creature's physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also specify creatures that don't trigger the glyph, such as those who say a certain password.\nWhen you inscribe the glyph, choose one of the options below for its effect. Once triggered, the glyph glows, filling a 60-foot-radius sphere with dim light for 10 minutes, after which time the spell ends. Each creature in the sphere when the glyph activates is targeted by its effect, as is a creature that enters the sphere for the first time on a turn or ends its turn there.\nDeath.\n Each target must make a Constitution saving throw, taking 10d 10 necrotic damage on a failed save, or half as much damage on a successful save.\nDiscord.\n Each target must make a Constitution saving throw. On a failed save, a target bickers and argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has disadvantage on attack rolls and ability checks.\nFear.\n Each target must make a Wisdom saving throw and becomes frightened for 1 minute on a failed save. While frightened, the target drops whatever it is holding and must move at least 30 feet away from the glyph on each of its turns, if able.\nHopelessness.\n Each target must make a Charisma saving throw. On a failed save, the target is overwhelmed with despair for 1 minute. During this time, it can't attack or target any creature with harmful abilities, spells, or other magical effects.\nInsanity.\n Each target must make an Intelligence saving throw. On a failed save, the target is driven insane for 1 minute. An insane creature can't take actions, can't understand what other creatures say, can't read, and speaks only in gibberish. The DM controls its movement, which is erratic.\nPain.\n Each target must make a Constitution saving throw and becomes incapacitated with excruciating pain for 1 minute on a failed save.\nSleep.\n Each target must make a Wisdom saving throw and falls unconscious for 10 minutes on a failed save. A creature awakens if it takes damage or if someone uses an action to shake or slap it awake.\nStunning.\n Each target must make a Wisdom saving throw and becomes stunned for 1 minute on a failed save.", "duration": "Until dispelled or triggered", "higher_level": "", - "id": "1bb1e7ea-c470-4112-8dfd-b9750d6c60f0", + "id": "279b6e1e-5d36-427d-a081-f9067e5c6650", "level": 7, "locations": [ { @@ -10204,7 +10204,7 @@ "desc": "A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected.\nAt the end of each of its turns, and each time it takes damage, the target can make another wisdom saving throw. The target had advantage on the saving throw if it's triggered by damage. On a success, the spell ends.", "duration": "Up to 1 minute", "higher_level": "", - "id": "64c9e2c6-dd40-4287-b7de-3d34fc937327", + "id": "3bb0bfaf-84a6-407f-bdcf-efe17c62a54f", "level": 1, "locations": [ { @@ -10235,7 +10235,7 @@ "desc": "You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.\nCreature.\n You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature's Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.\nOn subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.\nObject.\n You can try to move an object that weighs up to 1,000 pounds. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell.\nIf the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature's Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell.\nYou can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.", "duration": "Up to 10 minutes", "higher_level": "", - "id": "411a8eb1-9c90-4ef2-9bb2-14499f5084ca", + "id": "84a71880-e94c-45a0-9fbd-a49891d0ac3f", "level": 5, "locations": [ { @@ -10264,7 +10264,7 @@ "desc": "You create a telepathic link between yourself and a willing creature with which you are familiar. The creature can be anywhere on the same plane of existence as you. The spell ends if you or the target are no longer on the same plane.\nUntil the spell ends, you and the target can instantaneously share words, images, sounds, and other sensory messages with one another through the link, and the target recognizes you as the creature it is communicating with. The spell enables a creature with an Intelligence score of at least 1 to understand the meaning of your words and take in the scope of any sensory messages you send to it.", "duration": "24 hours", "higher_level": "", - "id": "b1a64730-ff0d-45f6-81f3-fbdb2bd42325", + "id": "cd7449cc-084c-48fc-8a5d-4d7d85bb4899", "level": 8, "locations": [ { @@ -10293,7 +10293,7 @@ "desc": "This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can't be held or carried by an unwilling creature.\nThe destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls d100 and consults the table.\n\nPermanent circle:\n01\u2013100\tOn target\n\nAssociated object:\n01\u2013100\tOn target\n\nVery familiar:\n01\u201305\tMishap\n06\u201313\tSimilar Area\n14\u201324\tOff Target\n25\u2013100\tOn Target\n\nSeen casually:\n01\u201333\tMishap\n34\u201343\tSimilar Area\n44\u201353\tOff Target\n54\u2013100\tOff Target\n\nViewed once:\n01\u201343\tMishap\n44\u201353\tSimilar Area\n54\u201373\tOff Target\n74\u2013100\n\nDescription:\n01\u201343\tMishap\n44\u201353\tSimilar Area\n54\u201373\tOff Target\n74\u2013100\tOn Target\n\nFalse destination:\n01\u201350\tMishap\n51\u2013100\tSimilar Area\n\nFamiliarity. \"Permanent circle\" means a permanent teleportation circle whose sigil sequence you know. \"Associated object\" means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard's library, bed linen from a royal suite, or a chunk of marble from a lich's secret tomb.\n\"Very familiar\" is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell. \"Seen casually\" is someplace you have seen more than once but with which you aren't very familiar. \"Viewed once\" is a place you have seen once, possibly using magic. \"Description\" is a place whose location and appearance you know through someone else's description, perhaps from a map. \"False destination\" is a place that doesn't exist. Perhaps you tried to scry an enemy's sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists.\nOn Target. You and your group (or the target object) appear where you want to.\nOff Target. You and your group (or the largest object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 x 1d10 percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. The DM determines the direction off target randomly by rolling a d8 and designaling 1 as north, 2 as northeast, 3 as east, and so on around the points of lhe compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble.\nSimilar Area. You and your group (or the target object) wind up in a different area that's visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizard's laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane.\nMishap. The spell's unpredictable magic results in a difficult journey. Each teleporting crealure (or the target object) takes 3d10 force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).", "duration": "Instantaneous", "higher_level": "", - "id": "9f34bf1b-61d7-482c-baed-f958f2f0f39e", + "id": "6ffc5052-4817-4b96-bf5f-efc146aa444a", "level": 7, "locations": [ { @@ -10323,7 +10323,7 @@ "desc": "As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.\nMany major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence\u2014a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the DM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.\nYou can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way.", "duration": "1 round", "higher_level": "", - "id": "d4f763b4-02a8-4251-8afc-84bf7d721fff", + "id": "b123686f-fa26-433b-b64e-eff5d64e8f31", "level": 5, "locations": [ { @@ -10355,7 +10355,7 @@ "desc": "This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.\nThe disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. If can move across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more. For example, the disk can't move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.\nIf you move more than 100 feet away from the disk (typically because it can't move around an obstacle to follow you), the spell ends.", "duration": "1 hour", "higher_level": "", - "id": "da5a628f-68cd-408e-9989-580230e9f9d2", + "id": "6ac9a4d9-6dae-4858-84d7-b2f9cfd82c21", "level": 1, "locations": [ { @@ -10384,7 +10384,7 @@ "desc": "You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range.\n- Your voice booms up to three times as loud as normal for 1 minute.\n- You cause flames to flicker, brighten, dim, or change color for 1 minute.\n- You cause harmless tremors in the ground for 1 minute.\n- You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.\n- You instantaneously cause an unlocked door or window to fly open or slam shut.\n- You alter the appearance of your eyes for 1 minute.\nIf you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.", "duration": "1 minute", "higher_level": "", - "id": "e0e5b154-92e3-4db5-ba4a-b1056be178b4", + "id": "ce2e3ed7-e6ce-4bc1-9898-7ddd5b86ec8a", "level": 0, "locations": [ { @@ -10416,7 +10416,7 @@ "desc": "You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.\nThis spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", "duration": "Instantaneous", "higher_level": "", - "id": "a8c1d5e7-120e-4bf9-a293-8813d1faec97", + "id": "d367d76f-9184-4af7-8522-a8a10ad2b915", "level": 0, "locations": [ { @@ -10443,7 +10443,7 @@ "desc": "The first time you hit with a melee weapon attack during this spell's duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.", "duration": "Up to 1 minute", "higher_level": "", - "id": "d445c089-bfb9-44f2-8222-a5e2e2cf1bec", + "id": "c76af9a4-b388-475f-854e-43cc62c962ee", "level": 1, "locations": [ { @@ -10474,7 +10474,7 @@ "desc": "A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.\nIn addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.", - "id": "604ff10d-697a-4e5e-85e1-9534f41cc30a", + "id": "6bb2414a-2a22-4451-bd50-bc082324337f", "level": 1, "locations": [ { @@ -10504,7 +10504,7 @@ "desc": "You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal.\nThis spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it.", "duration": "Instantaneous", "higher_level": "", - "id": "22107baa-4ad5-45a9-9e72-48f19a9a03e3", + "id": "4f1e54a0-c128-4c0b-92b3-d1e9cae47eac", "level": 9, "locations": [ { @@ -10536,7 +10536,7 @@ "desc": "This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.", "duration": "1 hour", "higher_level": "", - "id": "957435a4-39b8-4934-8a59-8ea068eae863", + "id": "7c58461f-655e-4ede-ba92-ef6a404795f9", "level": 3, "locations": [ { @@ -10566,7 +10566,7 @@ "desc": "This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before. For the duration, any creature can step into the target plant and exit from the destination plant by using 5 feet of movement.", "duration": "1 round", "higher_level": "", - "id": "7e47f091-e53d-40fc-9be7-83fc3ae89fd8", + "id": "bee5f785-341a-4eb9-98f5-4caff3b42f1a", "level": 6, "locations": [ { @@ -10595,7 +10595,7 @@ "desc": "You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered.\nYou can use this transportation ability once per round for the duration. You must end each turn outside a tree.", "duration": "Up to 1 minute", "higher_level": "", - "id": "7f373f94-a452-4365-8bb2-c4b4253791cb", + "id": "33493114-934a-491d-8e49-8460e4d4a1df", "level": 5, "locations": [ { @@ -10628,7 +10628,7 @@ "desc": "Choose one creature or nonmagical object that you can see within range. You transform the creature into a different creature, the creature into an object, or the object into a creature (the object must be neither worn nor carried by another creature). The transformation lasts for the duration, or until the target drops to 0 hit points or dies. If you concentrate on this spell for the full duration, the transformation becomes permanent. This spell can't affect a target that has 0 hit points.\nShapechangers aren't affected by this spell. An unwilling creature can make a wisdom saving throw, and if it succeeds, it isn't affected by this spell.\nCreature into Creature.\n If you turn a creature into another kind of creature, the new form can be any kind you choose whose challenge rating is equal to or less than the target's (or its level, if the target doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the new form. It retains its alignment and personality.\nThe target assumes the hit points of its new form, and when it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious.\nThe creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech unless its new form is capable of such actions.\nThe target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.\nObject into Creature.\n You can turn an object into any kind of creature, as long as the creature's size is no larger than the object's size and the creature's challenge rating is 9 or lower. The creature is friendly to you and your companions. It acts on each of your turns. You decide what action it takes and how it moves. The DM has the creature's statistics and resolves all of its actions and movement.\nIf the spell becomes permanent, you no longer control the creature. It might remain friendly to you, depending on how you have treated it.\nCreature into Object.\n If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form. The creature's statistics become those of the object, and the creature has no memory of time spent in this form, after the spell ends and it returns to its normal form.", "duration": "Up to 1 hour", "higher_level": "", - "id": "ca715663-01ec-493f-a245-4d8b0e2c2ea1", + "id": "70242b02-57db-4e5c-bd6a-469eee36d263", "level": 9, "locations": [ { @@ -10658,7 +10658,7 @@ "desc": "You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature's soul is free and willing, the creature is restored to life with all its hit points.\nThis spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs.\nThe spell can even provide a new body if the original no longer exists, in which case you must speak the creature's name. The creature then appears in an unoccupied space you choose within 10 feet of you.", "duration": "Instantaneous", "higher_level": "", - "id": "887b4da6-145f-456b-8f14-95c6da91ecd3", + "id": "f46be92b-0709-4f52-8330-49c47207d793", "level": 9, "locations": [ { @@ -10691,7 +10691,7 @@ "desc": "This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.", "duration": "1 hour", "higher_level": "", - "id": "04b68971-b6ac-478f-96f8-7c4385d44d60", + "id": "fccacd3d-18d5-4f12-b689-041a95c554cb", "level": 6, "locations": [ { @@ -10721,7 +10721,7 @@ "desc": "You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended.", "duration": "Up to 1 round", "higher_level": "", - "id": "e7f22b43-8781-47f6-87d2-6167059cd483", + "id": "f437a40b-88ab-4e1a-8c00-943051200a37", "level": 0, "locations": [ { @@ -10751,7 +10751,7 @@ "desc": "A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration.\nWhen the wall appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 6d10 bludgeoning damage, or half as much damage on a successful save.\nAt the start of each of your turns, after the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take 5d10 bludgeoning damage. A creature can take this damage only once per round. At the end of the turn, the wall's height is reduced by 50 feet, and the damage creatures take from the spell on subsequent rounds is reduced by 1d10. When the wall reaches 0 feet in height, the spell ends.\nA creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful Strength (Athletics) check against your spell save DC in order to move at all. If it fails the check, it can't move. A creature that moves out of the area falls to the ground.", "duration": "Up to 6 rounds", "higher_level": "", - "id": "56139c12-00aa-4cca-bd16-55ac245705bd", + "id": "2b904abe-ef73-4f40-9f1b-d52f7fd20ca5", "level": 8, "locations": [ { @@ -10782,7 +10782,7 @@ "desc": "This spell creates an invisible, mindless, shapeless force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends.\nOnce on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.\nIf you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.", "duration": "1 hour", "higher_level": "", - "id": "d2dd6d07-bc51-44f4-b301-01f55fceeeb1", + "id": "7391dc10-dfaa-41dc-ae97-f4973353464f", "level": 1, "locations": [ { @@ -10813,7 +10813,7 @@ "desc": "The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.", "duration": "Up to 1 minute", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.", - "id": "4b045031-9efb-4005-ab68-965b88a0bb42", + "id": "94c5774b-1fa0-4e1e-af22-7f49bb6f2505", "level": 3, "locations": [ { @@ -10845,7 +10845,7 @@ "desc": "You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.\nThis spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).", "duration": "Instantaneous", "higher_level": "", - "id": "46f50b9f-d1fc-4ac5-b47f-b45890eea22f", + "id": "35a10de8-5a56-4f53-9dc1-e9b8cd379a3a", "level": 0, "locations": [ { @@ -10876,7 +10876,7 @@ "desc": "You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.\nWhen the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.\nOne side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet o f that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side o f the wall deals no damage.\nThe other side of the wall deals no damage.", "duration": "Up to 1 minute", "higher_level": "When you cast this spell using a level spell slot 5 or more, the damage of the spell increases by 1d8 for each level of higher spell slot to 4.", - "id": "e5a13d10-be4a-42f2-b30e-51435a48e7a3", + "id": "44805a9a-4501-462d-aed9-99a8c2597c62", "level": 4, "locations": [ { @@ -10907,7 +10907,7 @@ "desc": "An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side).\nNothing can physically pass through the wall. It is immune to all damage and can't be dispelled by dispel magic. A disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.", "duration": "Up to 10 minutes", "higher_level": "", - "id": "f223c5a0-dc86-4de1-967d-e0357ba75288", + "id": "87a9e06a-17af-4ffa-be04-fda98ea11046", "level": 5, "locations": [ { @@ -10936,7 +10936,7 @@ "desc": "You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration.\nIf the wall cuts through a creature's space when it appears, the creature within its area is pushed to one side of the wall and must make a dexterity saving throw. On a failed save, the creature takes 10d6 cold damage, or half as much damage on a successful save.\nThe wall is an object that can be damaged and thus breached. It has AC 12 and 30 hit points per 10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit points destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a constitution saving throw. That creature takes 5d6 cold damage on a failed save, or half as much damage on a successful one.", "duration": "Up to 10 minutes", "higher_level": "When you cast this spell using a spell slot of 7th level or higher, the damage the wall deals when it appears increases by 2d6, and the damage from passing through the sheet of frigid air increases by 1d6, for each slot level above 6th.", - "id": "70dd2c4f-6d7b-4425-9436-c257bc4ee1d4", + "id": "e94262eb-6416-4eb2-b79a-b6fb49a18b31", "level": 6, "locations": [ { @@ -10968,7 +10968,7 @@ "desc": "A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.\nIf the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.\nThe wall can have any shape you desire, though it can't occupy the same space as a creature or object. The wall doesn't need to be vertical or rest on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp.\nIf you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on.\nThe wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the DM's discretion.\nIf you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can't be dispelled. Otherwise, the wall disappears when the spell ends.", "duration": "Up to 10 minutes", "higher_level": "", - "id": "0e625287-4ceb-4ff2-b687-f33fe5fd053b", + "id": "5d4b4e84-ddf9-43f0-9599-f22c11b95658", "level": 5, "locations": [ { @@ -10999,7 +10999,7 @@ "desc": "You create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight.\nWhen the wall appears, each creature within its area must make a dexterity saving throw. On a failed save, a creature takes 7d8 piercing damage, or half as much damage on a successful save.\nA creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters the wall on a turn or ends its turn there, the creature must make a dexterity saving throw. It takes 7d8 slashing damage on a failed save, or half as much damage on a successful one.", "duration": "Up to 10 minutes", "higher_level": "When you cast this spell using a spell slot of 7th level or higher, both types of damage increase by 1d8 for each slot level above 6th.", - "id": "8200e253-dcf9-4854-a0cb-393e0a18a996", + "id": "80e0b853-f673-4977-9614-66b7fcabb49c", "level": 6, "locations": [ { @@ -11028,7 +11028,7 @@ "desc": "This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage.\nThe spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet.\nIt also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.", "duration": "1 hour", "higher_level": "", - "id": "77a38088-a111-49ac-900f-c623a10e6e5b", + "id": "1361de26-f005-4087-8ec3-eb0f16ba4dc0", "level": 2, "locations": [ { @@ -11066,7 +11066,7 @@ "desc": "This spell gives a maximum of ten willing creatures within range and you can see, the ability to breathe underwater until the end of its term. Affected creatures also retain their normal breathing pattern.", "duration": "24 hours", "higher_level": "", - "id": "6ccb0e29-3df1-46aa-bb32-f2e95d12ff18", + "id": "3d7e2bd8-72da-46a2-bc69-c28ae4d356b6", "level": 3, "locations": [ { @@ -11102,7 +11102,7 @@ "desc": "This spell grants the ability to move across any liquid surface\u2014such as water, acid, mud, snow, quicksand, or lava\u2014as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.\nIf you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.", "duration": "1 hour", "higher_level": "", - "id": "eb21f97d-4eb6-4750-b455-a0d4434ddc0f", + "id": "4b22a888-9f25-44b0-a47b-f427bcd1b2a4", "level": 3, "locations": [ { @@ -11136,7 +11136,7 @@ "desc": "You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.\nIf the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.\nEach creature that starts its turn in the webs or that enters them during its turn must make a dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.\nA creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.\nThe webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.", "duration": "Up to 1 hour", "higher_level": "", - "id": "42ef9baf-1217-4b0a-b700-584e6bb0d395", + "id": "d6f3d9a6-537b-4887-840e-d02815de46ec", "level": 2, "locations": [ { @@ -11167,7 +11167,7 @@ "desc": "Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, visible only to them. Each creature in a 30-foot-radius sphere centered on a point of your choice within range must make a wisdom saving throw. On a failed save, a creature becomes frightened for the duration. The illusion calls on the creature's deepest fears, manifesting its worst nightmares as an implacable threat. At the end of each of the frightened creature's turns, it must succeed on a wisdom saving throw or take 4 d10 psychic damage. On a successful save, the spell ends for that creature.", "duration": "Up to 1 minute", "higher_level": "", - "id": "b395775c-ff60-4c71-82bb-c9d9bc3e8807", + "id": "91d35cf6-097a-48a8-878c-637bcd8a8a24", "level": 9, "locations": [ { @@ -11199,7 +11199,7 @@ "desc": "You and up to ten willing creatures you can see within range assume a gaseous form for the duration, appearing as wisps of cloud. While in this cloud form, a creature has a flying speed of 300 feet and has resistance to damage from nonmagical weapons. The only actions a creature can take in this form are the Dash action or to revert to its normal form. Reverting takes 1 minute, during which time a creature is incapacitated and can't move. Until the spell ends, a creature can revert to cloud form, which also requires the 1-minute transformation.\nIf a creature is in cloud form and flying when the effect ends, the creature descends 60 feet per round for 1 minute until it lands, which it does safely. If it can't land after 1 minute, the creature falls the remaining distance.", "duration": "8 hours", "higher_level": "", - "id": "5913322b-f95b-4b60-9555-3ee6ab3f1e36", + "id": "f731f45a-9e2b-4635-a55c-0de7aaae5e80", "level": 6, "locations": [ { @@ -11229,7 +11229,7 @@ "desc": "A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.\nWhen the wall appears, each creature within its area must make a strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one.\nThe strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can't pass through it.", "duration": "Up to 1 minute", "higher_level": "", - "id": "69069a8f-5f1b-4d6f-843e-4cd902a5cdf1", + "id": "bdb5d150-14a3-47b7-9626-8c437d216bce", "level": 3, "locations": [ { @@ -11259,7 +11259,7 @@ "desc": "Wish is the mightiest spell a mortal creature can cast. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires.\nThe basic use of this spell is to duplicate any other spell of 8th level or lower. You don't need to meet any requirements in that spell, including costly components. The spell simply takes effect.\nAlternatively, you can create one of the following effects of your choice:\n- You create one object of up to 25,000 gp in value that isn't a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space you can see on the ground.\n- You allow up to twenty creatures that you can see to regain all hit points, and you end all effects on them described in the greater restoration spell.\n- You grant up to ten creatures that you can see resistance to a damage type you choose.\n- You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours. For instance, you could make yourself and all your companions immune to a lich's life drain attack.\n- You undo a single recent event by forcing a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a wish spell could undo an opponent's successful save, a foe's critical hit, or a friend's failed save. You can force the reroll to be made with advantage or disadvantage, and you can choose whether to use the reroll or the original roll.\nYou might be able to achieve something beyond the scope of the above examples. State your wish to the GM as precisely as possible. The GM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might only be partly achieved, or you might suffer some unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a legendary magic item or artifact might instantly transport you to the presence of the item's current owner.\nThe stress of casting this spell to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a long rest, you take 1d10 necrotic damage per level of that spell. This damage can't be reduced or prevented in any way. In addition, your Strength drops to 3, if it isn't 3 or lower already, for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast wish ever again if you suffer this stress.", "duration": "Instantaneous", "higher_level": "", - "id": "bdb8d11b-f457-4bef-b527-fd76fee0d80d", + "id": "4cfea0e7-1ade-4e67-92d7-3c56eaa79671", "level": 9, "locations": [ { @@ -11290,7 +11290,7 @@ "desc": "A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell's range or if it has total cover from you.", "duration": "Up to 1 minute", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each spell slot above 1st.", - "id": "7e43dd58-6108-4bd8-ab8a-5d9142333a4c", + "id": "cf43ab1f-5021-4c14-bbf4-5bbc407684f5", "level": 1, "locations": [ { @@ -11317,7 +11317,7 @@ "desc": "You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary, the spell has no effect.\nYou must designate a sanctuary by casting this spell within a location, such as a temple, dedicated to or strongly linked to your deity. If you attempt to cast the spell in this manner in an area that isn't dedicated to your deity, the spell has no effect.", "duration": "Instantaneous", "higher_level": "", - "id": "9be57552-85f8-4e7c-b897-73205764b23f", + "id": "81d169af-c6af-4513-8d83-4c036f427608", "level": 6, "locations": [ { @@ -11344,7 +11344,7 @@ "desc": "The next time you hit with a melee weapon attack during this spell's duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.", "duration": "Up to 1 minute", "higher_level": "", - "id": "e63dd57b-cc23-4308-b5ee-b59946f02760", + "id": "10415815-018e-4dd8-88d9-0f43b05d033f", "level": 1, "locations": [ { @@ -11374,7 +11374,7 @@ "desc": "You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.\nAn affected creature is aware of the fate and can avoid answering questions she would normally have responded with a lie. Such a creature can remain evasive in his answers as they remain within the limits of truth.", "duration": "10 minutes", "higher_level": "", - "id": "3e71f1d8-d61c-4d6b-9994-e163109c39af", + "id": "adc17017-86ae-464e-b265-17d7d68cf837", "level": 2, "locations": [ { @@ -11407,7 +11407,7 @@ "desc": "You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren't affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 10d8 necrotic damage on a failed save, or half as much damage on a successful one.", "duration": "Instantaneous", "higher_level": "", - "id": "82562a70-ba7c-48ed-acfb-dfcacd105cd8", + "id": "f7cc5226-40b8-48d8-a7bd-501740a6b34d", "level": 8, "locations": [ { @@ -11438,7 +11438,7 @@ "desc": "The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.", "duration": "1 round", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.", - "id": "298ee924-658c-4b77-9404-d3ac064de9d2", + "id": "ad56aa5e-e76d-4029-bab8-cb5061330a79", "level": 1, "locations": [ { @@ -11468,7 +11468,7 @@ "desc": "A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.", - "id": "21e630a1-67b7-4719-89c5-599b1b5a1888", + "id": "293c964a-ff6c-4a60-8afe-814aaf8a413a", "level": 2, "locations": [ { @@ -11498,7 +11498,7 @@ "desc": "You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast's Intelligence is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.", "duration": "Up to 10 minutes", "higher_level": "", - "id": "22fa37f1-765c-4ef0-a83d-34de9b343dca", + "id": "6e7b22c7-82c5-4f82-85b0-08217d7ac691", "level": 1, "locations": [ { @@ -11526,7 +11526,7 @@ "desc": "You cause up to six pillars of stone to burst from places on the ground that you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can target ground under a creature if that creature is Medium or smaller. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a 10-foot radius. The rubble lasts until cleared.\nIf a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 7th level or higher, you can create two additional pillars for each slot level above 6th.", - "id": "27e94b15-6d39-46eb-9eae-d6650f4498ab", + "id": "3b509b79-6c24-44a1-aaf1-9352a66ce8fc", "level": 6, "locations": [ { @@ -11555,7 +11555,7 @@ "desc": "Choose one object weighing 1 to 5 pounds within range that isn't being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.", - "id": "0d06e955-8817-4719-96a2-45d9914b8fbf", + "id": "a39daa39-2b02-47e8-a649-4a69c38a40a1", "level": 1, "locations": [ { @@ -11586,7 +11586,7 @@ "desc": "You make a calming gesture, and up to three willing creatures of your choice that you can see within range fall unconscious for the spell's duration. The spell ends on a target early if it takes damage or someone uses an action to shake or slap it awake. If a target remains unconscious for the full duration, that target gains the benefit of a short rest, and it can't be affected by this spell again until it finishes a long rest.", "duration": "10 minutes", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, you can target one additional willing creature for each slot level above 3rd.", - "id": "bb6e3746-6381-4d8c-9274-a811842b364b", + "id": "cfba48df-a52a-452c-8d73-d4966add826b", "level": 3, "locations": [ { @@ -11614,7 +11614,7 @@ "desc": "You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", "duration": "Up to 1 minute", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each level above 1st. The creatures must be within 30 feet of each other when you target them.", - "id": "c7f0a453-3476-47cb-9617-e01acebf4eaa", + "id": "1abfdec5-7505-474d-8d0e-e15378f5ba46", "level": 1, "locations": [ { @@ -11644,7 +11644,7 @@ "desc": "You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting.\nAtonement\nYou touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment.\nBless Water\nYou touch one vial of water and cause it to become holy water.\nComing of Age\nYou touch one humanoid who is a young adult. For the next 24 hours, whenver the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once.\nDedication\nYou touch one humanoid who wishes to be dedicated to your god's service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once.\nFuneral Rite\nYou touch one corpse, and for the next 7 days, the target can't become undead by any means short of a wish spell\nWedding\nYou touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.", "duration": "Instantaneous", "higher_level": "", - "id": "3a49294c-849a-46e8-8701-965afeddb9cb", + "id": "40fc882b-4669-49ff-ae5e-a0cbd38eab96", "level": 1, "locations": [ { @@ -11672,7 +11672,7 @@ "desc": "You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack's damage type, as shown below\nd8 Damage Type\n1 Acid\n2 Cold\n3 Fire\n4 Force\n5 Lightning\n6 Poison\n7 Psychic\n8 Thunder\nIf you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again.\nA creature can be targeted only once by each casting of this spell.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, each target takes 1d6 extra damage of the type rolled for each slot level above 1st.", - "id": "8e3d07bd-7580-40c3-82d7-a6b0efe46ac7", + "id": "f3fee061-f49d-4dad-a432-485f295485bd", "level": 1, "locations": [ { @@ -11704,7 +11704,7 @@ "desc": "You attempt to charm a creature you can see within range. It must make a Wisdom saving throw, and it does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature is friendly to you. When the spell ends, the creature knows it was charmed by you.", "duration": "1 hour", "higher_level": "When you case this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.", - "id": "62e8ef7a-8d75-4a30-a0d4-19a5db31d807", + "id": "e96811ae-6706-4b34-b619-31de9a5588e2", "level": 4, "locations": [ { @@ -11733,7 +11733,7 @@ "desc": "You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways.\nYou instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.\nYou instantaneously extinguish the flames within the cube.\nYou double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.\nYou cause simple shapes-such as the vague form of a creature, an inanimate object, or a location-to appear within the flames and animate as you like. The shapes last for 1 hour.\nIf you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.", "duration": "Instantaneous or 1 hour (see below)", "higher_level": "", - "id": "26111ffe-fb12-4e1c-a464-7239cbeaaea0", + "id": "ec98215f-4f60-4cc1-bf08-7934283ea6c7", "level": 0, "locations": [ { @@ -11763,7 +11763,7 @@ "desc": "You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell's duration, unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one you've halted.\nGusts: A wind picks up within the cube, continually blowing in a horizontal direction that you choose. You choose the intensity of the wind - calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that pass through it or that are made against targets within the cube have disadvantage on their attack rolls. If the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved.\nDowndraft: You cause a sustained blast of strong wind to blow downward from the top of the cube. Ranged weapon attacks that pass through the cube or that are made against targets within it have disadvantage on their attack rolls. A creature must make a Strength saving throw if it flies into the cube for the first time on a turn or starts its turn there flying. On a failed save, the creature is knocked prone.\nUpdraft: You cause a sustained updraft within the cube, rising upward from the cube's bottom edge. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal.", "duration": "Up to 1 hour", "higher_level": "", - "id": "181f7ae9-5aa0-44f7-b084-4555b2d2d574", + "id": "988eb9ca-70c4-4ecb-aa66-bf83eb3232be", "level": 5, "locations": [ { @@ -11795,7 +11795,7 @@ "desc": "You create a bonfire on ground that you can see within range. Until the spells ends, the bonfire fills a 5-foot cube. Any creature in the bonfire's space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it enters the bonfire's space for the first time on a turn or ends its turn there.\nThe spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).", "duration": "Up to 1 minute", "higher_level": "", - "id": "0adfb480-dd47-4974-9cf4-c51962b42cc2", + "id": "c2ca3ef5-4310-45d5-9b8f-3283176cd4e9", "level": 0, "locations": [ { @@ -11824,7 +11824,7 @@ "desc": "While speaking an intricate incantation, you cut yourself with a jewel-encrusted dagger, taking 2d4 piercing damage that can't be reduced in any way. You then drip your blood on the spell's other components and touch them, transforming them into a special construct called a homunculus.\nThe statistics of the homunculus are in the Monster Manual. It is your faithful companion, and it dies if you die. Whenever you finish a long rest, you can spend up to half your Hit Dice if the homunculus is on the same plane of existence as you. When you do so, roll each die and add your Constitution modifier to it. Your hit point maximum is reduced by the total, and the homunculus's hit point maximum and current hit points are both increased by it. This process can reduce you to no lower than 1 hit point, and the change to your and the homunculus's hit points ends when you finish your next long rest. The reduction to your hit point maximum can't be removed by any means before then, except by the homunculus's death.\nYou can have only one homunculus at a time. If you cast this spell while your homunculus lives, the spell fails.", "duration": "Instantaneous", "higher_level": "", - "id": "02ab795b-fad0-41b3-8aca-2b6531e808eb", + "id": "ee637d2d-b8d0-4065-a5e1-480157c8ab4e", "level": 6, "locations": [ { @@ -11854,7 +11854,7 @@ "desc": "Seven star-like motes of light appear and orbit your head until the spell ends. You can use a bonus action to send one of the motes streaking toward one creature or object within 120 feet of you. When you do so, make a ranged spell attack. On a hit, the target takes 4d12 radiant damage. Whether you hit or miss, the mote is expended. The spell ends early if you expend the last mote.\nIf you have four or more motes remaining, they shed bright light in a 30-foot radius and dim light for an additional 30 feet. If you have one to three motes remaining, they shed dim light in a 30-foot radius.", "duration": "1 hour", "higher_level": "When you cast this spell using a spell slot of 8th level or higher, the number of motes created increases by two for each slot level above 7th.", - "id": "e3f577f0-7e8e-4d8f-8c8b-c5c17bf60380", + "id": "f1910a38-4419-444e-baf2-e8b5cf18241f", "level": 7, "locations": [ { @@ -11883,7 +11883,7 @@ "desc": "Threads of dark power leap from your fingers to pierce up to five Small or Medium corpses you can see within range. Each corpse immediately stands up and becomes undead. You decide whether it is a zombie or a skeleton (the statistics for zombies and skeletons are in the Monster Manual), and it gains a bonus to its attack and damage rools equal to your spellcasting ability modifier.\nYou can use a bonus action to mentally command the creatures you make with this spell, issuing the same command to all of them. To receive the command, a creature must be within 60 feet of you. You decide what action the creatures will take and where they will move during their next turn, or you can issue a general command, such as to guard a chamber or passageway against your foes. If you issue no commands, the creatures do nothing except defend themselves against hostile creatures. Once given an order, the creatures continue to follow it until their task is complete.\nThe creatures are under your control until the spell ends, after which they become inanimate once more.", "duration": "Up to 1 hour", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, you animate up to two additional corpses for each slot level above 5th.", - "id": "7a489000-0445-4a7c-8fe0-7aa1e3be0886", + "id": "f0982071-9057-42d3-bf2d-1d9663f993f0", "level": 5, "locations": [ { @@ -11913,7 +11913,7 @@ "desc": "The light of dawn shines down on a location you specify within range. Until the spell ends, a 30-foot-radius, 40-foot-high cylinder of bright light glimmers there. This light is sunlight.\nWhen the cylinder appears, each creature in it must make a Constitution saving throw, taking 4d10 radiant damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw whenever it ends its turn in the cylinder.\nIf you're within 60 feet of the cylinder, you can move it up to 60 feet as a bonus action on your turn.", "duration": "Up to 1 minute", "higher_level": "", - "id": "b13fe775-96de-4f88-9a3e-fbc3962098c2", + "id": "62cf2b93-7e14-48ff-8a5d-72ecea8e8ad3", "level": 5, "locations": [ { @@ -11943,7 +11943,7 @@ "desc": "You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire lightning, or poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one.", "duration": "Up to 1 minute", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.", - "id": "1f75ece0-0f79-483c-93c8-78314468a60b", + "id": "381f0937-a08b-4407-88a0-270969483742", "level": 2, "locations": [ { @@ -11972,7 +11972,7 @@ "desc": "You invoke the spirits of nature to protect an area outdoors or underground. The area can be as small as a 30-foot cube or as large as a 90-foot cube. Buildings and other structures are excluded from the affected area. If you cast this spell in the same area every day for a year, the spell lasts until dispelled.\nThe spell creates the following effects within the area. When you cast this spell, you can specify creatures as friends who are immune to the effects. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects.\nThe entire warded area radiates magic. A dispel magic cast on the area, if successful, removes only one of the following effects, not the entire area. That spell's caster chooses which effect to end. Only when all its effects are gone is this spell dispelled.\nSolid Fog\nYou can fill any number of 5-foot squares on the ground with thick fog, making them heavily obscured. The fog reaches 10 feet high. In addition, every foot of movement through the fog costs 2 extra feet. To a creature immune to this effect, the fog obscures nothing and looks like soft mist, with motes of green light floating in the air.\nGrasping Undergrowth\nYou can fill any number of 5-foot squares on the ground that aren't filled with fog with grasping weeds and vines, as if they were affected by an entangle spell. To a creature immune to this effect, the weeds and vines feel soft and reshape themselves to serve as temporary seats or beds.\nGrove Guardians\nYou can animate up to four trees in the area, causing them to uproot themselves from the ground. These trees have the same statistics as an awakened tree, which appears in the Monster Manual, except they can't speak, and their bark is covered with druidic symbols. If any creature not immune to this effect enters the warded area, the grove guardians fight until they have driven off or slain the intruders. The grove guardians also obey your spoken commands (no action required by you) that you issue while in the area. If you don't give them commands and no intruders are present, the grove guardians do nothing. The grove guardians can't leave the warded area. When the spell ends, the magic animating them disappears, and the trees take root again if possible.\nAdditional Spell Effect\nYou can place your choice of one of the following magical effects within the warded area:\n\u2022 A constant gust of wind in two locations of your choice\n\u2022 Spike growth in one location of your choice\n\u2022 Wind wall in two locations of your choice\nTo a creature immune to this effect, the winds are a fragrant, gentle breeze, and the area of spike growth is harmless.", "duration": "24 hours", "higher_level": "", - "id": "d9530c87-a173-41c9-b7a2-5f68b0e43b62", + "id": "034b8fb8-49dc-4531-81db-da2e2cdb59a8", "level": 6, "locations": [ { @@ -12003,7 +12003,7 @@ "desc": "Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell's duration.\nAny creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away. On a successful save, the creature takes half as much damage and isn't pushed.\nAs a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or small gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area.", "duration": "Up to 1 minute", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.", - "id": "c17ec0d3-4b2e-485b-b3a2-7aa986a4d837", + "id": "9113a436-7bd9-4bf5-aa2d-8bc726af58c9", "level": 2, "locations": [ { @@ -12034,7 +12034,7 @@ "desc": "You cause a tremor in the ground in a 10-foot radius. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.", - "id": "86cdbf0a-044f-4b86-a1c2-7ff35366afec", + "id": "085065c6-cd39-41c4-934b-88f7c4799e2b", "level": 1, "locations": [ { @@ -12064,7 +12064,7 @@ "desc": "Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw or its flying speed (if any) is reduced to 0 feet for the spell's duration. An airborne creature affected by this spell descends at 60 feet per round until it reaches the ground or the spell ends.", "duration": "Up to 1 minute", "higher_level": "", - "id": "84765866-65d3-43f3-a6ee-db62fd98ceb1", + "id": "ea906268-7c53-411c-b775-f7e6da736710", "level": 2, "locations": [ { @@ -12095,7 +12095,7 @@ "desc": "Choose one creature you can see within range, and choose one of the following damage types - acid, cold, fire, lightning, or thunder. The target must succeed on a Constitution saving throw or be affected by the spell for its duration. The first time each turn the affected target takes damage of the chosen type, the target takes an extra 2d6 damage of that type. Moreover, the target loses any resistance to that damage type until the spell ends.", "duration": "Up to 1 minute", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.", - "id": "36e145f2-c3ac-4651-a9f5-03616d82aa37", + "id": "93e5a444-fecd-40d9-ab2e-134d3cfe937d", "level": 4, "locations": [ { @@ -12126,7 +12126,7 @@ "desc": "You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.\nWhenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it's using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.", "duration": "Up to 1 minute", "higher_level": "", - "id": "e3cac100-1b8e-418e-bee4-ea22071f16d1", + "id": "40f6cc54-05f5-4f4e-9af2-41f8d4dc77d8", "level": 3, "locations": [ { @@ -12155,7 +12155,7 @@ "desc": "A tendril of inky darkness reaches out from you, touching a creature you can see within range to drain life from it. The target must make a Dexterity saving throw. On a successful save, the target takes 2d8 necrotic damage, and the spell ends. On a failed save, the target takes 4d8 necrotic damage, and until the spell ends, you can use your action on each of your turns to automatically deal 4d8 necrotic damage to the target. The spell ends if you use your action to do anything else, if the target is ever outside the spell's range, or if the target has total cover from you.\nWhenever the spell deals damage to a target, you regain hit points equal to half the amount of necrotic damage the target takes.", "duration": "Up to 1 minute", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.", - "id": "7a793a52-074a-4369-a092-779b09637e12", + "id": "816e701d-7b86-4d49-bf38-7094b006271f", "level": 5, "locations": [ { @@ -12185,7 +12185,7 @@ "desc": "Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared away. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.", - "id": "395674b2-321a-4919-a6a0-2ee5a09e28c0", + "id": "07602123-5a79-413d-923f-4574a06cd765", "level": 3, "locations": [ { @@ -12214,7 +12214,7 @@ "desc": "You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the spell ends, you can use a bonus action to teleport in this way again.", "duration": "Up to 1 minute", "higher_level": "", - "id": "f37d80b7-563f-4104-8476-b5110a1eef30", + "id": "e1a9c1d6-0ac6-42b6-b499-21076baa0e64", "level": 5, "locations": [ { @@ -12242,7 +12242,7 @@ "desc": "You summon a spirit that assumes the form of a loyal, majestic mount. Appearing in an unoccupied space within range, the spirit takes on a form you choose: a griffon, a pegasus, a peryton, a dire wolf, a rhinoceros, or a saber-toothed tiger. The creature has the statistics provided in the Monster Manual for the chosen form, though it is a celestial, a fey, or a fiend (your choice) instead of its normal creature type. Additionally, if it has an Intelligence score of 5 or lower, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.\nYou control the mount in combat. While the mount is within 1 mile of you, you can communicate with it telepathically. While mounted on it, you can make any spell you cast that targets only you also target the mount.\nThe mount disappears temporarily when it drops to 0 hit points or when you dismiss it as an action. Casting this spell again re-summons the bonded mount, with all its hit points restored and any conditions removed.\nYou can't have more than one mount bonded by this spell or find steed at the same time. As an action, you can release a mount from its bond, causing it to disappear permanently.\nWhen the mount disappears, it leaves behind any objects it was wearing or carrying.", "duration": "Instantaneous", "higher_level": "", - "id": "24babd99-a879-4974-8872-eb4e153e5597", + "id": "bfe940df-b23f-4160-a7bd-a0c26cf8ab91", "level": 4, "locations": [ { @@ -12274,7 +12274,7 @@ "desc": "You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. The spell's magic ends on the piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver.", "duration": "Up to 1 hour", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd.", - "id": "fa81f556-3107-4421-8f65-bffe0caeff22", + "id": "412f0b79-9ae6-431a-beb1-e16ceeb82809", "level": 3, "locations": [ { @@ -12306,7 +12306,7 @@ "desc": "You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.\nThe spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", "duration": "Instantaneous", "higher_level": "", - "id": "901e1ef7-f668-45b8-9c30-aec21e301000", + "id": "722f1ad1-56c6-4d33-9b7b-e6d175478c6f", "level": 0, "locations": [ { @@ -12334,7 +12334,7 @@ "desc": "A nature spirit answers your call and transforms you into a powerful guardian. The transformation lasts until the spell ends. You choose one of the following forms to assume: Primal Beast or Great Tree.\nPrimal Beast\nBestial fur covers your body, your facial features become feral, and you gain the following benefits:\n\u2022 Your walking speed increases by 10 feet.\n\u2022 You gain darkvision with a range of 120 feet.\n\u2022 You make Strength-based attack rolls with advantage.\n\u2022 Your melee weapon attacks deal an extra 1d6 force damage on a hit.\nGreat Tree\nYour skin appears barky, leaves sprout from your hair, and you gain the following benefits:\n\u2022 You gain 10 temporary hit points.\n\u2022 You make Constitution saving throws with advantage.\n\u2022 You make Dexterity- and Wisdom-based attack rolls with advantage.\n\u2022 While you are on the ground, the ground within 15 feet of you is difficult terrain for your enemies.", "duration": "Up to 1 minute", "higher_level": "", - "id": "b74f682d-063c-44b0-bd27-d5c5f83ba5e7", + "id": "70d26876-4fac-43df-91e0-c3ec0117e8c7", "level": 4, "locations": [ { @@ -12364,7 +12364,7 @@ "desc": "You seize the air and compel it to create one of the following effects at a point you can see within range.\n\u2022 One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.\n\u2022 You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn't pushed with enough force to cause damage.\n\u2022 You create a harmless sensory affect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.", "duration": "Instantaneous", "higher_level": "", - "id": "e4034971-f853-48cf-8876-e1c736368939", + "id": "6c609c2d-cbf3-4d9c-98bc-ae9d62b61b22", "level": 0, "locations": [ { @@ -12393,7 +12393,7 @@ "desc": "You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice).\nUntil the spell ends, whenever you or a creature you can see moves into the spirit's space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can't heal constructs or undead. The spirit can heal a number of times\nequal to 1 + your spellcasting ability modifier (minimum of twice). After healing that number of times, the spirit disappears.\nAs a bonus action on your turn, you can move the spirit up to 30 feet to a space you can see.", "duration": "Up to 1 minute", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d6 for each slot level above 2nd.", - "id": "09aeeb3f-4d10-4aa6-af9d-f9c08cc42aaa", + "id": "30c09d92-6c51-467b-bc60-b53f6a5d7942", "level": 2, "locations": [ { @@ -12422,7 +12422,7 @@ "desc": "You imbue a weapon you touch with holy power. Until the spell ends, the weapon emits bright light in a 30-foot radius and dim light for an additional 30 feet. In addition, weapon attacks made with it deal an extra 2d8 radiant damage on a hit. If the weapon isn't already a magic weapon, it becomes one for the duration.\nAs a bonus action on your turn, you can dismiss this spell and cause the weapon to emity a burst of radiance. Each creature of your choice that you can see within 30 feet of the weapon must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, a creature takes half as much damage and isn't blinded. At the end of each of its turns, a blinded creature can make a Constitution saving throw, ending the effect on itself with a success.", "duration": "Up to 1 hour", "higher_level": "", - "id": "2af48dfe-1ad4-4865-b7ec-8205484bd7fe", + "id": "7f1f9878-1ef0-4810-8070-d9a4569516b6", "level": 5, "locations": [ { @@ -12452,7 +12452,7 @@ "desc": "You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of the point where the ice exploded must succeed on a Dexterity saving throw or take 2d6 cold damage.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.", - "id": "e6cf9e36-89cd-4cab-8dfd-0cb57bcc396b", + "id": "a7bd518b-e0ae-4b02-90ad-d3256a2486fc", "level": 1, "locations": [ { @@ -12479,7 +12479,7 @@ "desc": "By gathering threads of shadow material from the Shadowfell, you create a huge shadowy dragon in an unoccupied space that you can see within range. The illusion lasts for the spell's duration and occupies its space, as if it were a creature.\nWhen the illusion appears, any of your enemies that can see it must succeed on a Wisdom saving throw or become frightened of it for 1 minute. If a frightened creature ends its turn in a location where it doesn't have line of sight to the illusion, it can repeat the saving throw, ending the effect on itself on a success.\nAs a bonus action on your turn, you can move the illusion up to 60 feet. At any point during its movement, you can cause it to exhale a blast of energy in a 60-foot cone originating from its space. When you create the dragon, choose a damage type: acid, cold, fire, lightning, necrotic, or poison. Each creature in the cone must make an Intelligence saving throw, taking 7d6 damage of the chosen damage type on a failed save, or half as much damage on a successful one.\nThe illusion is tangible because of the shadowy stuff used to create it, but attacks missi it automatically, it succeeds on all saving throws, and it is immune to all damage and conditions. A creature that uses an action to examine the dragon can determine that it is an illusion by succeeding on an Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through it and has advantage on saving throws against its breath.", "duration": "Up to 1 minute", "higher_level": "", - "id": "dbbfb93d-fc8a-408f-bdab-683c195c200d", + "id": "0eee845f-ab91-42e9-b427-e3a56e06900e", "level": 8, "locations": [ { @@ -12507,7 +12507,7 @@ "desc": "Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 7d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell's duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 3d6 fire damage on a failed save, and the spell ends on a successful one. These magical flames can't be extinguished through nonmagical means.\nIf damage from this spell reduces a target to 0 hit points, the target is turned to ash.", "duration": "Up to 1 minute", "higher_level": "", - "id": "465c50a4-0723-4a7c-ab95-70a64ba838d1", + "id": "1f27c50a-8396-4453-9d94-fe2ed59a2ffa", "level": 5, "locations": [ { @@ -12537,7 +12537,7 @@ "desc": "Uttering a dark incantation, you summon a devil from the Nine Hells. You choose the devil's type, which must be one of challenge rating 6 or lower, such as a barbed devil or a bearded devil. The devil appears in an unoccupied space that you can see within range. The devil disappears when it drops to 0 hit points or when the spell ends.\nThe devil is unfriendly toward you and your companions. Roll initiative for the devil, which has its own turns. It is under the Dungeon Master's control and acts according to its nature on each of its turns, which might result in its attacking you if it thinks it can prevail, or trying to tempt you to undertake an evil act in exchange for limited service. The DM has the creature's statistics.\nOn each of your turns, you can try to issue a verbal command to the devil (no action required by you). It obeys the command if the likely outcome is in accordance with its desires, especially if the result would draw you toward evil. Otherwise, you must make a Charisma (Deception, Intimidation, or Persuasion) check. You make the check with advantage if you say the devil's true name. If your check fails, the devil becomes immune to your verbal commands for the duration of the spell, though it can still carry out your commands if it chooses. If your check succeeds, the devil carries out your command \u2014 such as \"attack my enemies,\", \"explore the room ahead,\" or \"bear this message to the queen\" \u2014 until it completes the activity, at which point it returns to you to report having done so.\nIf your concentration ends before the spell reaches its full duration, the devil doesn't disappear if it has become immune to your verbal commands. Instead, it acts in whatever manner it chooses for 3d6 minutes, and then it disappears.\nIf you possess an individual devil's talisman, you can summon that devil if it is of the appropriate challenge rating plus 1, and it obeys all your commands, with no Charisma checks required.", "duration": "Up to 1 hour", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.", - "id": "37bc1edf-a2f5-4d81-8ea7-677b60574627", + "id": "5c92d171-bc37-4fff-8624-7ae218cd5117", "level": 5, "locations": [ { @@ -12569,7 +12569,7 @@ "desc": "You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn't provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move.\nThe spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", "duration": "Instantaneous", "higher_level": "", - "id": "7c4df443-73a1-417d-b7b7-2ab94ef31595", + "id": "4cf307d9-cd89-4502-9256-839631f8566b", "level": 0, "locations": [ { @@ -12600,7 +12600,7 @@ "desc": "Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell's duration. The flames don't harm you. Until the spell ends, you gain the following benefits.\n\u2022 You are immune to fire damage and have resistance to cold damage.\n\u2022 Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage.\n\u2022 You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one.", "duration": "Up to 10 minutes", "higher_level": "", - "id": "4b83f25b-55f3-46ec-835f-a087047f4a83", + "id": "8428b421-24bb-47f1-8d74-3bdf0c3e7968", "level": 6, "locations": [ { @@ -12631,7 +12631,7 @@ "desc": "Until the spell ends, ice rimes your body, and you gain the following benefits.\n\u2022 You are immune to cold damage and have resistance to fire damage.\n\u2022 You can move across difficult terrain created by ice or snow without spending extra movement.\n\u2022 The ground in a 10-foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you.\n\u2022 You can use your action to create a 15-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.", "duration": "Up to 10 minutes", "higher_level": "", - "id": "7917f5f2-00c1-4f2e-8777-bd3e2852c8fe", + "id": "18eda38e-cc2c-4c7b-b70b-7e39185215db", "level": 6, "locations": [ { @@ -12662,7 +12662,7 @@ "desc": "Until the spell ends, bits of rock spread across your body, and you gain the following benefits.\n\u2022 You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.\n\u2022 You can use your action to create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone.\n\u2022 You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it, but you can't end your movement there. If you do so, you are ejected to the nearest unoccupied space, this spell ends, and you are stunned until the end of your next turn.", "duration": "Up to 10 minutes", "higher_level": "", - "id": "3a7636da-9e41-4668-a6b8-60e6e271f698", + "id": "957b8003-27f4-4310-8025-a4a7ca73e2bc", "level": 6, "locations": [ { @@ -12693,7 +12693,7 @@ "desc": "Until the spell ends, wind whirls around you, and you gain the following benefits.\n\u2022 Ranged weapon attacks made against you have disadvantage on the attack roll.\n\u2022 You gain a flying speed of 60 feet. If you are still flying when the spell ends, you fall, unless you can somehow prevent it.\n\u2022 You can use your action to create a 15-foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube.", "duration": "Up to 10 minutes", "higher_level": "", - "id": "19aafd3e-375a-4bfc-bbe7-3532bb4752d7", + "id": "304840d5-bc5d-46a5-b668-e0d035481ace", "level": 6, "locations": [ { @@ -12722,7 +12722,7 @@ "desc": "You are immune to all damage until the spell ends.", "duration": "Up to 10 minutes", "higher_level": "", - "id": "0218555a-2766-4b36-ab58-ce2ecfeb1957", + "id": "279d6daf-6f68-4574-bb16-c5cb39a6666e", "level": 9, "locations": [ { @@ -12751,7 +12751,7 @@ "desc": "You sacrifice some of your health to mend another creature's injuries. You take 4d8 necrotic damage, which can't be reduced in any way, and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.", - "id": "33d1d7ac-05d9-424f-9956-c11110c7e951", + "id": "3c0ac8bc-d842-4461-ad2f-7b31aa0e37dd", "level": 3, "locations": [ { @@ -12780,7 +12780,7 @@ "desc": "Magical darkness spreads from a point you choose within range to fill a 60-foot-radius sphere until the spell ends. The darkness spreads around corners. A creature with darkvision can't see through this darkness. Nonmagical light, as well as light created by spells of 8th level or lower, can't illuminate the area.\nShrieks, gibbering, and mad laughter can be heard within the sphere. Whenever a creature starts its turn in the sphere, it must make a Wisdom saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one.", "duration": "Up to 10 minutes", "higher_level": "", - "id": "3ea12c7a-c33e-4297-93ee-cae4ecabf666", + "id": "3bf09b2b-58c7-4ccd-81b4-78545c1ae372", "level": 8, "locations": [ { @@ -12809,7 +12809,7 @@ "desc": "A mass of 5-foot-deep water appears and swirls in a 30-foot radius centered on a point you can see within range. The point must be on ground or in a body of water. Until the spell ends, that area is difficult terrain, and any creature that starts its turn there must succeed on a Strength saving throw or take 6d6 bludgeoning damage and be pulled 10 feet toward the center.", "duration": "Up to 1 minute", "higher_level": "", - "id": "1b98694c-0a5f-4610-95ee-210e5fc9c57c", + "id": "42d5ca87-c243-4618-b2e2-e031b0c1c147", "level": 5, "locations": [ { @@ -12839,7 +12839,7 @@ "desc": "You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, it has a range of 60 feet. If someone else attacks with the pebble, that attacker adds your spellcasting ability modifier, not the attacker's, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Hit or miss, the spell then ends on the stone.\nIf you cast this spell again, the spell ends early on any pebbles still affected by it.", "duration": "1 minute", "higher_level": "", - "id": "90f5ab71-a8ad-4807-bd14-36aa5e063195", + "id": "78825abc-9451-4a37-83f7-d52378f7b9cc", "level": 0, "locations": [ { @@ -12870,7 +12870,7 @@ "desc": "You transform up to ten creatures of your choice that you can see within range. An unwilling target must succeed on a Wisdom saving throw to resist the transformation. An unwilling shapechanger automatically succeeds on the save.\nEach target assumes a beast form of your choice, and you can choose the same form or different ones for each target. The new form can be any beast you have seen whose challenge rating is equal or less than the target's (or half the target's level, if the target doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast, but the target retains its hit points, alignment, and personality.\nEach target gains a number of temporary hit points equal to the hit points of its new form. These temporary hit points can't be replaced by temporary hit points from another source. A target reverts to its normal form when it has no more temporary hit points or it dies. If the spell ends before then, the creature loses all its temporary hit points and reverts to its normal form.\nThe creature is limited in the actions it can perform by the nature of its new form. It can't speak, cast spells, or do anything else that requires hands or speech.\nThe target's gear melds into the new form. The target can't activate, use, wield, or otherwise benefit from any of its equipment.", "duration": "Up to 1 hour", "higher_level": "", - "id": "b7b7c904-c18a-4c8d-95b6-2ec43b1d6368", + "id": "0101041a-8143-4dd1-8a49-90767d471754", "level": 9, "locations": [ { @@ -12900,7 +12900,7 @@ "desc": "You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell's duration.\nAs an action, you can cause the hand to crush the restrained target, who must make a Strength saving throw. It takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one.\nTo break out, the restrained target can make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand.\nAs an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either.", "duration": "Up to 1 minute", "higher_level": "", - "id": "a4e5f13f-328e-4c6f-9291-86d05eb5a034", + "id": "1cb45110-e1bc-4dbe-b12f-b6e745c2d1c9", "level": 2, "locations": [ { @@ -12930,7 +12930,7 @@ "desc": "You create six tiny meteors in your space. They float in the air and orbit you for the spell's duration. When you cast the spell-and as a bonus action on each of your turns thereafter-you can expend one or two of the meteors, sending them streaking toward a point or points you choose within 120 feet of you. Once a meteor reaches its destination or impacts against a solid surface, the meteor explodes. Each creature within 5 feet of the point where the meteor explodes must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.", "duration": "Up to 10 minutes", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the number of meteors created increases by two for each slot level above 3rd.", - "id": "a130a378-6de1-4c49-9d12-089344f42a02", + "id": "8de5b7ff-b0bb-4dac-a382-a5df182bf6f1", "level": 3, "locations": [ { @@ -12959,7 +12959,7 @@ "desc": "You attempt to bind a creature within an illusory cell that only it perceives. One creature you can see within range must make an Intelligence saving throw. The target succeeds automatically if it is immune to being charmed. On a successful save, the target takes 5d10 psychic damage and the spell ends. On a failed save, the target takes 5d10 psychic damage, and you make the area immediately around the target's space appear dangerous to it in some way. You might cause the target to perceive itself as being surrounded by fire, floating razors, or hideous maws filled with dripping teeth. Whatever form the illusion takes, the target can't see or hear anything beyond it and is restrained for the spell's duration. If the target is moved out of the illusion, makes a melee attack through it, or reaches any part of its body through it, the target takes 10d10 psychic damage and the spell ends.", "duration": "Up to 1 minute", "higher_level": "", - "id": "ac5c62be-9444-40de-bc8d-44ca7760f652", + "id": "3e3f9721-6bb5-410d-a84b-817d7d6c8157", "level": 6, "locations": [ { @@ -12988,7 +12988,7 @@ "desc": "A fortress of stone erupts from a square area of ground of your choice that you can see within range. The area is 120 feet on each side, and it must not have any buildings or other structures on it. Any creatures in the area are harmlessly lifted up as the fortress rises.\nThe fortress has four turrets with square bases, each one 20 feet on a side and 30 feet tall, with one turret on each corner. The turrets are connected to each other by stone walls that are each 80 feet long, creating an enclosed area. Each wall is 1 foot thick and is composed of panels that are 10 feet wide and 20 feet tall. Each panel is contiguous with two other panels or one other panel and a turret. You can place up to four stone doors in the fortress's outer wall.\nA small keep stands inside the enclosed area. The keep has a square base that is 50 feet on each side, and it has three floors with 10-foot-high ceilings. Each of the floors can be divided into as many rooms as you like, provided each room is at least 5 feet on each side. The floors of the keep are connected by stone staircases, its walls are 6 inches thick, and interior rooms can have stone doors or open archways as you choose. The keep is furnished and decorated however you like, and it contains sufficient food to serve a nine-course banquet for up to 100 people each day. Furnishings, food, and other objects created by this spell crumble to dust if removed from the fortress.\nA staff of one hundred invisible servants obeys any command given to them by creatures you designate when you cast the spell. Each servant functions as if created by the unseen servant spell.\nThe walls, turrets, and keep are all made of stone that can be damaged. Each 10-foot-by-10-foot section of stone has AC 15 and 30 hit points per inch of thickness. It is immune to poison and psychic damage. Reducing a section of stone to 0 hit points destroys it and might cause connected sections to buckle and collapse at the DM's discretion.\nAfter seven days or when you cast this spell somewhere else, the fortress harmlessly crumbles and sinks back into the ground, leaving any creatures that were inside it safely on the ground.\nCasting the spell on the same spot once every 7 days for a year makes the fortress permanent.", "duration": "Instantaneous", "higher_level": "", - "id": "132c0300-a3fc-4e51-a24c-9791516cb57a", + "id": "7fc2f2c1-d460-4e10-8b79-4a99d8043610", "level": 8, "locations": [ { @@ -13017,7 +13017,7 @@ "desc": "You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw, taking 3d8 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, you also always know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can't become hidden from you, and if it's invisible, it gains no benefit from that condition against you.", "duration": "Up to 1 hour", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.", - "id": "53bebb4e-38fd-4d76-986c-cd65d27cf187", + "id": "fc8ad22d-160a-4135-9291-4c293eae7ddb", "level": 2, "locations": [ { @@ -13046,7 +13046,7 @@ "desc": "You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways.\n\u2022 If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't have enough force to cause damage.\n\u2022 You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.\n\u2022 If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.\nIf you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.", "duration": "Instantaneous or 1 hour (see below)", "higher_level": "", - "id": "584d1ddb-a539-41ee-9910-0b5d915a3336", + "id": "a8dcd4ed-fb17-4af3-89cf-4b9ba185f38c", "level": 0, "locations": [ { @@ -13075,7 +13075,7 @@ "desc": "You send ribbons of negative energy at one creature you can see within range. Unless the target is undead, it must make a Constitution saving throw, taking 5d12 necrotic damage on a failed save, or half as much damage on a successful one. A target killed by this damage rises up as a zombie at the start of your next turn. The zombie pursues whatever creature it can see that is closest to it. Statistics for the zombie are in the Monster Manual.\nIf you target an undead with this spell, the target doesn't make a saving throw. Instead, roll 5d12. The target gains half the total as temporary hit points.", "duration": "Instantaneous", "higher_level": "", - "id": "a9b53029-9573-4aef-9114-583cfdb9a02e", + "id": "3004b3e6-e9b3-4094-9590-5d544c2010db", "level": 5, "locations": [ { @@ -13104,7 +13104,7 @@ "desc": "You speak a word of power that causes waves of intense pain to assail one creature you can see within range. If the target has 100 hit points or fewer, it is subject to crippling pain. Otherwise, the spell has no effect on it. A target is also unaffected if it is immune to being charmed.\nWhile the target is affected by crippling pain, any speed it has can be no higher than 10 feet. The target also has disadvantage on attack rolls, ability checks, and saving throws, other than Constitution saving throws. Finally, if the target tries to cast a spell, it must first succeed on a Constitution saving throw, or the casting fails and the spell is wasted.\nA target suffering this pain can make a Constitution saving throw at the end of each of its turns. On a successful save, the pain ends.", "duration": "Instantaneous", "higher_level": "", - "id": "a3664bab-72f0-412f-8b4b-a3ae6322065f", + "id": "b360df08-a109-4bd3-8388-e02b225e210c", "level": 7, "locations": [ { @@ -13131,7 +13131,7 @@ "desc": "You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you make the attack, your teeth or fingernails return to normal.\nThe spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).", "duration": "Instantaneous", "higher_level": "", - "id": "132aba78-397d-4123-b5bf-ffe39161576b", + "id": "5d027f75-311a-4d5b-b812-29916aa7a9f2", "level": 0, "locations": [ { @@ -13159,7 +13159,7 @@ "desc": "You have resistance to acid, cold, fire, lightning, and thunder damage for the spell's duration.\nWhen you take damage of one of those types, you can use your reaction to gain immunity to that type of damage, including against the triggering damage. If you do so, the resistances end, and you have the immunity until the end of your next turn, at which time the spell ends.", "duration": "Up to 1 minute", "higher_level": "", - "id": "465a05e7-e1cf-4883-9607-c0bd67d85bf9", + "id": "9d5e9541-e09f-4e36-b46e-41b3ada3bd10", "level": 6, "locations": [ { @@ -13189,7 +13189,7 @@ "desc": "You unleash the power of your mind to blast the intellect of up to ten creatures of your choice that you can see within range. Creatures that have an Intelligence score of 2 or lower are unaffected.\nEach target must make an Intelligence saving throw. On a failed save, a target takes 14d6 psychic damage and is stunned. On a successful save, a target takes half as much damage, and isn't stunned. If a target is killed by this damage, its head explodes, assuming it has one.\nA stunned target can make an Intelligence saving throw at the end of each of its turns. On a successful save, the stunning effect ends.", "duration": "Instantaneous", "higher_level": "", - "id": "f6b057cf-6483-4e72-85bd-3a956851be48", + "id": "00956650-6e1a-4d78-9a78-23e5c9ed0e8e", "level": 9, "locations": [ { @@ -13220,7 +13220,7 @@ "desc": "Choose an area of flame that you can see and that can fit within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke.\nFireworks: The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn.\nSmoke: Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.", "duration": "Instantaneous", "higher_level": "", - "id": "d7daa0ce-fe88-4487-803d-6f5f19311a71", + "id": "5e466eeb-e47c-4893-8784-540f497cf08d", "level": 2, "locations": [ { @@ -13249,7 +13249,7 @@ "desc": "The air quivers around up to five creatures of your choice that you can see within range. An unwilling creature must succeed on a Wisdom saving throw to resist this spell. You teleport each affected target to an unoccupied space that you can see within 120 feet of you. That space must be on the ground or on a floor.", "duration": "Instantaneous", "higher_level": "", - "id": "e29da111-1a11-4c0d-ac51-d234b97a1e05", + "id": "2a549376-1f2a-459c-9342-89057b051039", "level": 6, "locations": [ { @@ -13279,7 +13279,7 @@ "desc": "You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage.\nIf you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.", "duration": "Up to 1 minute", "higher_level": "When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a slot of 7th level or higher, the damage increases to 5d8.", - "id": "54534960-6db8-44b6-8bc9-7ff8a67d042d", + "id": "6a124b7a-d447-49cf-85ce-b7521736ca77", "level": 2, "locations": [ { @@ -13308,7 +13308,7 @@ "desc": "Flame-like shadows wreathe your body until the spell ends, causing you to become heavily obscured to others. The shadows turn dim light within 10 feet of you into darkness, and bright light in the same area to dim light.\nUntil the spell ends, you have resistance to radiant damage. In addition, whenever a creature within 10 feet of you hits you with an attack, the shadows lash out at that creature, dealing it 2d8 necrotic damage.", "duration": "Up to 1 minute", "higher_level": "", - "id": "1361ae37-3d9c-4754-a3f1-668b8bc13ff0", + "id": "06388e6c-04b8-476a-b55a-fbfda1abdc27", "level": 4, "locations": [ { @@ -13337,7 +13337,7 @@ "desc": "You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways.\n\u2022 You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn't have enough force to cause damage.\n\u2022 You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.\n\u2022 You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.\n\u2022 You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.\nIf you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.", "duration": "Instantaneous or 1 hour (see below)", "higher_level": "", - "id": "32aaf457-0be0-48e4-a13f-0fe25a66a91e", + "id": "ad3f9446-99d4-4a97-96b1-aae5e913b2f0", "level": 0, "locations": [ { @@ -13367,7 +13367,7 @@ "desc": "Dim, greenish light spreads within 30-foot-radius sphere centered on a point you choose within range. The light spreads around corners, and it lasts until the spell ends.\nWhen a creature moves into the spell's area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 4d10 radiant damage, and it suffers one level of exhaustion and emits a dim, greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends.", "duration": "Up to 10 minutes", "higher_level": "", - "id": "93388ac2-4577-485f-9df8-c82c7952adee", + "id": "e84e5bfa-3d82-438e-bdd3-738b2590c3aa", "level": 4, "locations": [ { @@ -13398,7 +13398,7 @@ "desc": "Your magic deepens a creature's understanding of its own talent. You touch one willing creature and give it expertise in one skill of your choice; until the spell ends, the creature doubles its proficiency bonus for ability checks it makes that use the chosen skill.\nYou must choose a skill in which the target is proficient and that isn't already benefiting from an effect, such as Expertise, that doubles its proficiency bonus.", "duration": "Up to 1 hour", "higher_level": "", - "id": "e76b77ef-e79c-4ff1-b323-73a920c81aa9", + "id": "495a84a8-0615-4eaf-b945-8364b7325796", "level": 5, "locations": [ { @@ -13429,7 +13429,7 @@ "desc": "You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell's duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early.", "duration": "Up to 1 hour", "higher_level": "", - "id": "94209708-eca2-46fe-9054-e51e4e17b4e1", + "id": "6c8e8568-3c32-4774-8b75-0e04b057fb0d", "level": 2, "locations": [ { @@ -13460,7 +13460,7 @@ "desc": "As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap.\nThis trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.\nThe trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell's radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is restrained there until the spell ends.\nA restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect ends.\nAfter the trap is triggered, the spell ends when no creature is restrained by it.", "duration": "8 hours", "higher_level": "", - "id": "8b354f65-2420-489b-ada4-68378bd86890", + "id": "c8f3bf77-d66a-4b06-b344-4d5ae3fa3597", "level": 1, "locations": [ { @@ -13490,7 +13490,7 @@ "desc": "A flurry of magic snowballs erupts from a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d6 cold damage on a failed save, or half as much damage on a successful one.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.", - "id": "bc675def-9a34-4205-866b-5a9f12c3d2b8", + "id": "5eca8038-77bb-45f7-852a-b595e9bcc73d", "level": 2, "locations": [ { @@ -13520,7 +13520,7 @@ "desc": "This spell snatches the soul of a humanoid as it dies and traps it inside the tiny cage you use for the material component. A stolen soul remains inside the cage until the spell ends or until you destroy the cage, which ends the spell. While you have a soul inside the cage, you can exploit it in any of the ways described below. You can use a trapped soul up to six times. Once you exploit a soul for the sixth time, it is released, and the spell ends. While a soul is trapped, the dead humanoid it came from can't be revived.\nSteal Life\nYou can use a bonus action to drain vigor from the soul and regain 2d8 hit points\nQuery Soul\nYou ask the soul a question (no action required) and receive a brief telepathic answer, which you can understand regardless of the language used. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic.\nBorrow Experience\nYou can use a bonus action to bolster yourself with the soul's life experience, making your next attack roll, ability check, or saving throw with advantage. If you don't use this benefit before the start of your next turn, it is lost.\nEyes of the Dead\nYou can use an action to name a place the humanoid saw in life, which creates an invisible sensor somewhere in that place if it is on the plane of existence you're currently on. The sensor remains for as long as you concentrate, up to 10 minutes (as if you were concentrating on a spell). You receive visual and auditory information from the sensor as if you were in its space using your senses.\nA creature that can see the sensor (such as one using see invisibility or truesight) sees a translucent image of the tormented humanoid whose soul you caged.", "duration": "8 hours", "higher_level": "", - "id": "66453cd5-c75e-4c40-9ce5-c87462c89120", + "id": "381d10cf-8d90-4621-a796-823db29b64c9", "level": 6, "locations": [ { @@ -13549,7 +13549,7 @@ "desc": "You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 force damage.\nYou can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.", "duration": "Instantaneous", "higher_level": "", - "id": "f425ac68-fa21-40b2-ae0c-f6077ed1763b", + "id": "7cbdba38-3c74-40fc-badb-793ecdf75df5", "level": 5, "locations": [ { @@ -13578,7 +13578,7 @@ "desc": "A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within range. The sphere remains for the spell's duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere's space is difficult terrain.\nUntil the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage.\nCreatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen.", "duration": "Up to 1 minute", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th", - "id": "2395dadb-7d47-4061-bedf-035ce85d096b", + "id": "a7f370e8-a5b1-4b37-a350-a54e51d5ddc6", "level": 4, "locations": [ { @@ -13608,7 +13608,7 @@ "desc": "You utter foul words, summoning one demon from the chaos of the Abyss. You choose the demon's type, which must be one of challenge rating 5 or lower, such as a shadow demon or a barlgura. The demon appears in an unoccupied space you can see within range, and the demon disappears when it drops to 0 hit points or when the spell ends.\nRoll initiative for the demon, which has its own turns. When you summon it and on each of your turns thereafter, you can issue a verbal command to it (requiring no action on your part), telling it what it must do on its next turn. If you issue no command, it spends its turn attacking any creature within reach that has attacked it.\nAt the end of each of the demon's turns, it makes a Charisma saving throw. The demon has disadvantage on this saving throw if you say its true name. On a failed save, the demon continues to obey you. On a successful save, your control of the demon ends for the rest of the duration, and the demon spends its turns pursuing and attacking the nearest non-demons to the best of its ability. If you stop concentrating on the spell before it reaches its full duration, an uncontrolled demon doesn't disappear for 1d6 rounds if it still has hit points.\nAs part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demon can't cross the circle or harm it, and it can't target anyone within it. Using the material component in this manner consumes it when the spell ends.", "duration": "Up to 1 hour", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the challenge rating increases by 1 for each slot level above 4th.", - "id": "73a48e44-2d01-49c4-a872-bd2c2138c67e", + "id": "1b5400e1-3250-4789-8ae7-792d865d8896", "level": 4, "locations": [ { @@ -13638,7 +13638,7 @@ "desc": "You utter foul words, summoning demons from the chaos of the Abyss. Roll on the following table to determine what appears.\nd6 Demons Summoned\n1-2 Two demons of challenge rating 1 or lower\n3-4 Four demons of challenge rating 1/2 or lower\n5-6 Eight demons of challenge rating 1/4 or lower\nThe DM chooses the demons, such as manes or dretches, and you choose the unoccupied spaces you can see within range where they appear. A summoned demon disappears when it drops to 0 hit points or when the spell ends.\nThe demons are hostile to all creatures, including you. Roll initiative for the summoned demons as a group, which has its own turns. The demons pursue and attack the nearest non-demons to the best of their ability.\nAs part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demons can't cross the circle or harm it, and they can't target anyone within it. Using the material component in this manner consumes it when the spell ends.", "duration": "Up to 1 hour", "higher_level": "When you cast this spell using a spell slot of 6th or 7th level, you summon twice as many demons. If you cast it using a spell slot of 8th or 9th level, you summon three times as many demons.", - "id": "4614e94e-13ee-40ab-af66-34f3899efc25", + "id": "f72dfacb-4727-4542-9ef5-138b17cdb9dd", "level": 3, "locations": [ { @@ -13669,7 +13669,7 @@ "desc": "You choose a point within range and cause psychic energy to explode there. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can't be affected by this spell. A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one.\nAfter a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself with a success.", "duration": "Instantaneous", "higher_level": "", - "id": "9923fe75-67a2-45a1-b636-1e0c2db096c9", + "id": "6dbe5fbd-b508-4bcb-bc8a-cb1ee10fd77f", "level": 5, "locations": [ { @@ -13698,7 +13698,7 @@ "desc": "You cause a temple to shimmer into existence on ground you can see within range. The temple must fit within an unoccupied cube of space, up to 120 feet on each side. The temple remains until the spell ends. It is dedicated to whatever god, pantheon, or philosophy is represented by the holy symbol used in the casting.\nYou make all decisions about the temple's appearance. The interior is enclosed by a floor, walls, and a roof, with one door granting access to the interior and as many windows as you wish. Only you and any creatures you designate when you cast the spell can open or close the door.\nThe temple's interior is an open space with an idol or altar at one end. You decide whether the temple is illuminated and whether that illumination is bright light or dim light. The smell of burning incense fills the air within, and the temperature is mild.\nThe temple opposes types of creatures you choose when you cast this spell. Choose one or more of the following: celestials, elementals, fey, fiends, or undead. If a creature of the chosen type attempts to enter the temple, that creature must make a Charisma saving throw. On a failed save, it can't enter the temple for 24 hours. Even if the creature can enter the temple, the magic there hinders it; whenever it makes an attack roll, an ability check, or a saving throw inside the temple, it must roll a d4 and subtract the number rolled from the d20 roll.\nIn addition, the sensors created by divination spells can't appear ins ide the temple, and creatures within can't be targeted by divination spells.\nFinally, whenever any creature in the temple regains hit points from a spell of 1st level or higher, the creature regains additional hit points equal to your Wisdom modifier (minimum 1 hit point).\nThe temple is made from opaque magical force that extends into the Ethereal Plane, thus blocking ethereal travel into the temple's interior. Nothing can physically pass through the temple's exterior. It can't be dispelled by dispel magic, and antimagic field has no effect on it. A disintegrate spell destroys the temple instantly.\nCasting this spell on the same spot every day for a year makes this effect permanent.", "duration": "24 hours", "higher_level": "", - "id": "d1d4d348-88ce-43fc-9136-1d3db42c9344", + "id": "88c1094b-2e5c-4875-ac67-edc810003de9", "level": 7, "locations": [ { @@ -13727,7 +13727,7 @@ "desc": "You endow yourself with endurance and martial prowess fueled by magic. Until the spell ends , you can't cast spells, and you gain the following benefits:\n\u2022 You gain 50 temporary hit points. If any of these remain when the spell ends, they are lost.\n\u2022 You have advantage on attack rolls that you make with simple and martial weapons.\n\u2022 When you hit a target with a weapon attack, that target takes an extra 2d12 force damage.\n\u2022 You have proficiency with all armor, shields, simple weapons, and martial weapons.\n\u2022 You have proficiency in Strength and Constitution saving throws.\n\u2022 You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks.\nImmediately after the spell ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion.", "duration": "Up to 10 minutes", "higher_level": "", - "id": "866dd270-78fc-4cf2-b8a6-c14a229d6f78", + "id": "866fd713-3089-4078-baed-f8cb895eda35", "level": 6, "locations": [ { @@ -13759,7 +13759,7 @@ "desc": "You create a burst of thunderous sound, which can be heard 100 feet away. Each creature other than you within 5 feet of you must make a Constitution saving throw. On a failed save, the creature takes 1d6 thunder damage.\nThe spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", "duration": "Instantaneous", "higher_level": "", - "id": "21f2703c-3475-448e-9546-ac3377250ef5", + "id": "d9451828-ec0f-47eb-af9a-5a1331ebae9f", "level": 0, "locations": [ { @@ -13788,7 +13788,7 @@ "desc": "You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away.\nYou can bring along objects as long as their weight doesn't exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.", - "id": "77cb54f5-a8b9-4283-96e5-c1bb345d9c00", + "id": "8a542589-e06b-4195-8532-ae21535a97c8", "level": 3, "locations": [ { @@ -13818,7 +13818,7 @@ "desc": "You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failure, a creature takes 4d8 bludgeoning damage and is knocked prone. On a success, a creature takes half as much damage and isn't knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it.", "duration": "Instantaneous", "higher_level": "", - "id": "e835001d-35bf-4644-93ae-6d458c785595", + "id": "3f916c77-6e25-4185-973e-0bea3d61395b", "level": 3, "locations": [ { @@ -13847,7 +13847,7 @@ "desc": "You touch one Tiny, nonmagical object that isn't attached to another object or a surface and isn't being carried by another creature. The target a nimates and sprouts little arms and legs, becoming a creature under your control until the spell ends or the creature drops to 0 hit points. See Xanathar's Guide to Everything for its statistics.\nAs a bonus action, you can mentally command the creature if it is within 120 feet of you. (If you control multiple creatures with this spell, you can command any or all of them at the same time, issuing the same command to each one.) You decide what action the creature will take and where it will move during its next turn, or you can issue a simple, general command, such as to fetch a key, stand watch, or stack some books. If you issue no commands, the servant does nothing other than defend itself against hostile creatures. Once given an order, the servant continues to follow that order until its task is complete.\nWhen the creature drops to 0 hit points, it reverts to its original form, and any remaining damage carries over to that form.\n\nTINY SERVANT\nTiny construct, unaligned\n\nArmor Class: 15 (natural armor)\nHit Points: 10 (4d4)\nSpeed: 30 ft., climb 30 ft.\n\nSTR 4 (-3), DEX 16 (+3), CON 10 (+0)\nINT 2 (-4), WIS 10 (+0), CHA 1 (-5)\n\nDamage Immunities: poison, psychic\nCondition Immunities: blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned\nSenses: blindsight 60 ft. (blind beyond this radius), passive Perception 10\nLanguages: --\n\nACTIONS\nSlam\nMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.", "duration": "8 hours", "higher_level": " When you cast this spell using a spell slot of 4th level or higher, you can animate two additional objects for each slot level above 3rd.", - "id": "3dab91e1-f8dc-4ca1-983b-d4434328bab7", + "id": "b9060ca9-3f8c-42ad-8ba4-e2ff152251ce", "level": 3, "locations": [ { @@ -13877,7 +13877,7 @@ "desc": "You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.\nThe spell's damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).", "duration": "Instantaneous", "higher_level": "", - "id": "8cbab812-de7e-436b-aab8-8b2f1570dc42", + "id": "992edc57-ba55-4cc4-b222-b7f88cceb6a4", "level": 0, "locations": [ { @@ -13908,7 +13908,7 @@ "desc": "You choose an area of stone or mud that you can see that fits within a 40-foot cube and that is within range, and choose one of the following effects.\nTransmute Rock to Mud: Nonmagical rock of any sort in the area becomes an equal volume of thick and flowing mud that remains for the spell's duration.\nIf you cast the spell on an area of ground, it becomes muddy enough that creatures can sink into it. Each foot that a creature moves through the mud costs 4 feet of movement, and any creature on the ground when you cast the spell must make a Strength saving throw. A creature must also make this save the first time it enters the area on a turn or ends its turn there. On a failed save, a creature sinks into the mud and is restrained, though it can use an action to end the restrained condition on itself by pulling itself free of the mud.\nIf you cast the spell on a ceiling, the mud falls. Any creature under the mud when it falls must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one.\nTransmute Mud to Rock: Nonmagical mud or quicksand in the area no more than 10 feet deep transforms into soft stone for the spell's duration. Any creature in the mud when it transforms must make a Dexterity saving throw. On a failed save, a creature becomes restrained by the rock. The restrained creature can use an action to try to break free by succeeding on a Strength check (DC 20) or by dealing 25 damage to the rock around it. On a successful save, a creature is shunted safely to the surface to an unoccupied space.", "duration": "Until dispelled", "higher_level": "", - "id": "c479b562-a6ff-4dc2-916a-fe603a57ba42", + "id": "4dc567b1-b97e-4a86-8172-38b7a923c60a", "level": 5, "locations": [ { @@ -13938,7 +13938,7 @@ "desc": "You point at a place within range, and a glowing 1-foot ball of emerald acid streaks there and explodes in a 20-foot radius. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d4 acid damage and 5d4 acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 2d4 for each slot level above 4th.", - "id": "d0e09382-09dc-40bb-ad27-66664804eaca", + "id": "8a55e15a-85f0-4f70-8f7d-4ec3d638e430", "level": 4, "locations": [ { @@ -13969,7 +13969,7 @@ "desc": "A shimmering wall of bright Light appears at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall blocks line of sight, but creatures and objects can pass through it. It emits bright light out to 120 feet and dim light for an additional 120 feet.\nWhen the wall appears, each creature in its area must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn't blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.\nA creature that ends its turn in the wall's area takes 4d8 radiant damage.\nUntil the spell ends, you can use an action to launch a beam of radiance from the wall at one creature you can see within 60 feet of it. Make a ranged spell attack. On a hit, the target takes 4d8 radiant damage. Whether you hit or miss, reduce the length of the wall by 10 feet. If the wall's length drops to 0 feet, the spell ends.", "duration": "Up to 10 minutes", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.", - "id": "8914e175-f311-4db5-8d71-91402f043a5d", + "id": "ea4a664a-d5ed-4080-922e-fee1c036aa24", "level": 5, "locations": [ { @@ -13998,7 +13998,7 @@ "desc": "You conjure up a wall of swirling sand on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 10 feet thick, and it vanishes when the spell ends. It blocks line of sight but not movement. A creature is blinded while in the wall's space and must spend 3 feet of movement for every 1 foot it moves there.", "duration": "Up to 10 minutes", "higher_level": "", - "id": "a95e4f86-35fe-4977-a627-b5e4e4abee2b", + "id": "c2691c2b-04cb-4000-9661-215ee5b52794", "level": 3, "locations": [ { @@ -14029,7 +14029,7 @@ "desc": "You conjure up a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall's space is difficult terrain.\nAny ranged weapon attack that enters the wall's space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall's water doesn't fill it.", "duration": "Up to 10 minutes", "higher_level": "", - "id": "0c2b0931-f8be-462a-85e0-27df6a420d86", + "id": "4d35f438-3f45-4075-aa5c-cdad77eadb87", "level": 3, "locations": [ { @@ -14058,7 +14058,7 @@ "desc": "A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell's duration.\nThe wind has the following effects.\n\u2022 It deafens you and other creatures in its area.\n\u2022 It extinguishes unprotected flames in its area that are torch-sized or smaller.\n\u2022 The area is difficult terrain for creatures other than you.\n\u2022 The attack rolls of ranged weapon attacks have disadvantage if they pass in or out of the wind.\n\u2022 It hedges out vapor, gas, and fog that can be dispersed by strong wind.", "duration": "Up to 10 minutes", "higher_level": "", - "id": "72d4fa18-0031-4920-aea7-89cf4bf846a6", + "id": "84b766ea-eef9-472d-aaaf-c72d090fcf60", "level": 2, "locations": [ { @@ -14089,7 +14089,7 @@ "desc": "You conjure up a sphere of water with a 10-foot radius on a point you can see within range. The sphere can hover in the air, but no more than 10 feet off the ground. The sphere remains for the spell's duration.\nAny creature in the sphere's space must make a Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space outside it. A Huge or larger creature succeeds on the saving throw automatically. On a failed save, a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns, a restrained target can repeat the saving throw.\nThe sphere can restrain a maximum of four Medium or smaller creatures or one Large creature. If the sphere restrains a creature in excess of these numbers, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it.\nAs an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, cliff, or other drop, it safely descends until it is hovering 10 feet over ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw, but no more than once per turn.\nWhen the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30 feet of it. Any creature restrained by the sphere is knocked prone in the space where it falls.", "duration": "Up to 1 minute", "higher_level": "", - "id": "0d6bf866-ec56-4155-9fef-8599c03765bc", + "id": "202bcd89-ace1-4f36-89fc-3532acf64c3d", "level": 4, "locations": [ { @@ -14118,7 +14118,7 @@ "desc": "A whirlwind howls down to a point on the ground you specify. The whirlwind is a 10-foot-radius, 30-foot-high cylinder centered on that point. Until the spell ends, you can use your action to move the whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up any Medium or smaller objects that aren't secured to anything and that aren't worn or carried by anyone.\nA creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the spell ends. When a creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it, unless the creature is at the top. A restrained creature moves with the whirlwind and falls when the spell ends, unless the creature has some means to stay aloft.\nA restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6 x 10 feet away from it in a random direction.", "duration": "Up to 1 minute", "higher_level": "", - "id": "b8b0fee0-1bca-4171-b84f-a74b9c743d1e", + "id": "3f37fb1b-7ca1-4f40-a87b-1d347936c448", "level": 7, "locations": [ { @@ -14146,7 +14146,7 @@ "desc": "You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 radiant damage.\nThe spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", "duration": "Instantaneous", "higher_level": "", - "id": "a8a013e2-4013-451b-a76c-618e1f52437b", + "id": "3723d331-0305-4f2a-b4a4-b041d48f16c8", "level": 0, "locations": [ { @@ -14174,7 +14174,7 @@ "desc": "You call out to the spirits of nature to rouse them against your enemies. Choose a point you can see within range. The spirits cause trees, rocks, and grasses in a 60-foot cube centered on that point to become animated until the spell ends.\nGrasses and Undergrowth\nAny area of ground in the cube that is covered by grass or undergrowth is difficult terrain for your enemies.\nTrees\nAt the start of each of your turns, each of your enemies within 10 feet of any tree in the cube must succeed on a Dexterity saving throw or take 4d6 slashing damage from whipping branches.\nRoots and Vines\nAt the end of each of your turns, one creature of your choice that is on the ground in the cube must succeed on a Strength saving throw or become restrained until the spell ends. A restrained creature can use an action to make a Strength (Athletics) check against your spell save DC, ending the effect on itself on a success.\nRocks\nAs a bonus action on your turn, you can cause a loose rock in the cube to launch at a creature you can see in the cube. Make a ranged spell attack against the target. On a hit, the target takes 3d8 nonmagical bludgeoning damage, and it must succeed on a Strength saving throw or fall prone.", "duration": "Up to 1 minute", "higher_level": "", - "id": "2f615c04-0cb1-411a-bb17-b9984ca6309b", + "id": "d4eae984-e43b-4f82-bd74-e381a2064628", "level": 5, "locations": [ { @@ -14201,7 +14201,7 @@ "desc": "You move like the wind. Until the spell ends, your movement doesn't provoke opportunity attacks.\nOnce before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.", "duration": "Up to 1 minute", "higher_level": "", - "id": "7dd59539-8e68-4c24-b3e2-16098035486a", + "id": "a65b26c5-d484-45ab-a64f-6b6f9b65ddd3", "level": 1, "locations": [ { @@ -14232,7 +14232,7 @@ "desc": "As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 thunder damage, and the spell ends.\nThis spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.", "duration": "1 round", "higher_level": "", - "id": "12975dc0-36cf-449e-87b8-90f6e48103d8", + "id": "0f2b8cf3-4f1f-4044-9da3-c4bd8e707c0e", "level": 0, "locations": [ { @@ -14263,7 +14263,7 @@ "desc": "As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and green fire leaps from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.\nThis spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level.", "duration": "1 round", "higher_level": "", - "id": "7d82ec0b-de83-43c6-9105-247abd746049", + "id": "644e7998-66fc-4a3c-8ed0-cc4a83774dde", "level": 0, "locations": [ { @@ -14293,7 +14293,7 @@ "desc": "You create a lash of lightning energy that strikes at one creature of your choice that you can see within range. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.\nThis spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).", "duration": "Instantaneous", "higher_level": "", - "id": "82569c73-8f09-4e05-a212-6af9226a2daf", + "id": "8ceed242-c6be-46cb-85ae-4783d67e1206", "level": 0, "locations": [ { @@ -14323,7 +14323,7 @@ "desc": "You create a momentary circle of spectral blades that sweep around you. Each creature within range, other than you, must succeed on a Dexterity saving throw or take 1d6 force damage.\nThis spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", "duration": "Instantaneous", "higher_level": "", - "id": "34e5e8f5-3a12-4c01-ba95-0a440c666d21", + "id": "f0aacbf5-e320-450e-889a-e53a8b57a56e", "level": 0, "locations": [ { @@ -14353,7 +14353,7 @@ "desc": "You create a blade-shaped planar rift about 3 feet long in an unoccupied space you can see within range. The blade lasts for the duration. When you cast this spell, you can make up to two melee spell attacks with the blade, each one against a creature, loose object, or structure within 5 feet of the blade. On a hit, the target takes 4d12 force damage. This attack scores a critical hit if the number on the d20 is 18 or higher. On a critical hit, the blade deals an extra 8d12 force damage (for a total of 12d12 force damage).\nAs a bonus action on your turn, you can move the blade up to 30 feet to an unoccupied space you can see and then make up to two melee spell attacks with it again.\nThe blade can harmlessly pass through any barrier, including a wall of force.", "duration": "Up to 1 minute", "higher_level": "", - "id": "b5db24c8-d8e1-4e95-bfc2-a2a6977b1d30", + "id": "c63315a8-46e4-459d-b301-63d446218feb", "level": 9, "locations": [ { @@ -14384,7 +14384,7 @@ "desc": "You brandish the weapon used in the spell\u2019s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack\u2019s normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.\nThis spell\u2019s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).", "duration": "1 round", "higher_level": "", - "id": "9d596a06-856d-4487-ab54-61e98aa45f6b", + "id": "c6de8b73-3cde-4bf0-b534-ecf62435cd2d", "level": 0, "locations": [ { @@ -14416,7 +14416,7 @@ "desc": "You and up to eight willing creatures within range fall unconscious for the spell\u2019s duration and experience visions of another world on the Material Plane, such as Oerth, Toril, Krynn, or Eberron. If the spell reaches its full duration, the visions conclude with each of you encountering and pulling back a mysterious blue curtain. The spell then ends with you mentally and physically transported to the world that was in the visions.\nTo cast this spell, you must have a magic item that originated on the world you wish to reach, and you must be aware of the world\u2019s existence, even if you don\u2019t know the world\u2019s name. Your destination in the other world is a safe location within 1 mile of where the magic item was created. Alternatively, you can cast the spell if one of the affected creatures was born on the other world, which causes your destination to be a safe location within 1 mile of where that creature was born.\nThe spell ends early on a creature if that creature takes any damage, and the creature isn\u2019t transported. If you take any damage, the spell ends for you and all other creatures, with none of you being transported.", "duration": "6 hours", "higher_level": "", - "id": "54ec7912-6a58-4a25-85cb-337d262c3773", + "id": "da897f68-e532-49de-98ff-db7bb1af327b", "level": 7, "locations": [ { @@ -14447,7 +14447,7 @@ "desc": "You brandish the weapon used in the spell\u2019s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack\u2019s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.\nThis spell\u2019s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).", "duration": "Instantaneous", "higher_level": "", - "id": "a05078e9-58ed-44e4-860a-ecdb1dae2ec9", + "id": "b7ed59db-1d1c-44e1-a1b7-61ce757c370d", "level": 0, "locations": [ { @@ -14478,7 +14478,7 @@ "desc": "For the duration, you or one willing creature you can see within range has resistance to psychic damage, as well as advantage on Intelligence, Wisdom, and Charisma saving throws.", "duration": "Up to 1 hour", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.", - "id": "769db246-0a3c-4662-93a1-d535f09e8300", + "id": "7939d857-2d6f-47ed-8579-45f014679e76", "level": 3, "locations": [ { @@ -14508,7 +14508,7 @@ "desc": "You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.\nThis spell\u2019s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).", "duration": "Instantaneous", "higher_level": "", - "id": "8a00e722-d8dd-4fd3-ad59-950aa5701f9f", + "id": "63f66468-6af3-4577-8c09-e5392fe1b79c", "level": 0, "locations": [ { @@ -14537,7 +14537,7 @@ "desc": "You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.\nThis spell\u2019s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).", "duration": "1 round", "higher_level": "", - "id": "344db70b-6b47-4600-9112-6ab9db6945d3", + "id": "93f831c3-9793-42c8-ae5a-564a23a3deed", "level": 0, "locations": [ { @@ -14568,7 +14568,7 @@ "desc": "You call forth spirits of the dead, which flit around you for the spell\u2019s duration. The spirits are intangible and invulnerable.\nUntil the spell ends, any attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is radiant, necrotic, or cold (your choice when you cast the spell). Any creature that takes this damage can\u2019t regain hit points until the start of your next turn.\nIn addition, any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn.", "duration": "Up to 1 minute", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for every two slot levels above 3rd.", - "id": "161ab8e2-91c2-4793-ad77-b321e1ee8f7e", + "id": "a4bc9143-ed56-440d-86e5-0d73fc56f786", "level": 3, "locations": [ { @@ -14598,7 +14598,7 @@ "desc": "You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Aberrant Spirit stat block. When you cast the spell, choose Beholderkin, Slaad, or Star Spawn. The creature resembles an aberration of that kind, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.\nThe creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don\u2019t issue any, it takes the Dodge action and uses its move to avoid danger.\n\nABERRANT SPIRIT\nMedium aberration\n\nArmor Class: 11 + the level of the spell (natural armor)\nHit Points: 40 + 10 for each spell level above 4th\nSpeed: 30 ft.; fly 30 ft. (hover) (Beholderkin only)\n\nSTR 16 (+3), DEX 10 (+0), CON 15 (+2)\nINT 16 (+3), WIS 10 (+0), CHA 6 (-2)\n\nDamage Immunities: psychic\nSenses: darkvision 60 ft., passive Perception 10\nLanguages: Deep Speech, understands the languages you speak\nChallenge: --\nProficiency Bonus: equals your bonus\n\nRegeneration (Slaad Only)\nThe aberration regains 5 hit points at the start of its turn if it has at least 1 hit point.\n\nWhispering Aura (Star Spawn Only)\nAt the start of each of the aberration\u2019s turns, each creature within 5 feet of the aberration must succeed on a Wisdom saving throw against your spell save DC or take 2d6 psychic damage, provided that the aberration isn\u2019t incapacitated.\n\nACTIONS\nMultiattack\nThe aberration makes a number of attacks equal to half this spell\u2019s level (rounded down). \n\nClaws (Slaad Only).\nMelee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 3 + the spell\u2019s level slashing damage. If the target is a creature, it can\u2019t regain hit points until the start of the aberration\u2019s next turn.\n\nEye Ray (Beholderkin Only)\nRanged Spell Attack: your spell attack modifier to hit, range 150 ft., one creature. Hit: 1d8 + 3 + the spell\u2019s level psychic damage.\n\nPsychic Slam (Star Spawn Only)\nMelee Spell Attack: your spell attack modifier to hit, reach 5 ft., one creature. Hit: 1d8 + 3 + the spell\u2019s level psychic damage.", "duration": "Up to 1 hour", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell\u2019s level appears on the stat block.", - "id": "e76b211e-7d3f-4ed8-aa41-c857f39444dd", + "id": "404e5620-1082-4c2d-b54e-13cb2aa686d8", "level": 4, "locations": [ { @@ -14628,7 +14628,7 @@ "desc": "You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land, or Water. The creature resembles an animal of your choice that is native to the chosen environment, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.\nThe creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don\u2019t issue any, it takes the Dodge action and uses its move to avoid danger.\n\nBESTIAL SPIRIT\nSmall beast\n\nArmor Class: 11 + the level of the spell (natural armor)\nHit Points: 20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2nd\nSpeed: 30 ft., climb 30 ft. (Land only), fly 60 ft. (Air only), swim 30 ft. (Water only)\n\nSTR 18 (+4), DEX 11 (+0), CON 16 (+3)\nINT 4 (-3), WIS 14 (+2), CHA 5 (-3)\n\nSenses: darkvision 60 ft., passive Perception 12\nLanguages: understands the languages you speak\nChallenge: --\nProficiency Bonus: equals your bonus\n\nFlyby (Air Only)\nThe beast doesn\u2019t provoke opportunity attacks when it flies out of an enemy\u2019s reach.\n\nPack Tactics (Land and Water Only)\nThe beast has advantage on an attack roll against a creature if at least one of the beast\u2019s allies is within 5 feet of the creature and the ally isn\u2019t incapacitated.\n\nWater Breathing (Water Only)\nThe beast can breathe only underwater.\n\nACTIONS\nMultiattack\nThe beast makes a number of attacks equal to half the spell\u2019s level (rounded down).\n\nMaul\nMelee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell\u2019s level piercing damage.", "duration": "Up to 1 hour", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, use the higher level where the spell\u2019s level appears in the stat block.", - "id": "f5277f2a-f1d6-4d8c-9ec4-6c88ecee083b", + "id": "a9d713a0-92c1-4722-a194-9bfdbe9a577a", "level": 2, "locations": [ { @@ -14658,7 +14658,7 @@ "desc": "You call forth a celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range. This corporeal form uses the Celestial Spirit stat block. When you cast the spell, choose Avenger or Defender. Your choice determines the creature\u2019s attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.\nThe creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don\u2019t issue any, it takes the Dodge action and uses its move to avoid danger.\n\nCELESTIAL SPIRIT\nLarge celestial\n\nArmor Class: 11 + the level of the spell (natural armor) + 2 (Defender only)\nHit Points: 40 + 10 for each spell level above 5th\nSpeed: 30 ft., fly 40 ft.\n\n STR 16 (+3), DEX 14 (+2), CON 16 (+3)\nINT 10 (+0), WIS 14 (+2), CHA 16 (+3)\n\nDamage Resistances: radiant\nCondition Immunities: charmed, frightened\nSenses: darkvision 60 ft., passive Perception 12\nLanguages: Celestial, understands the languages you speak\nChallenge: --\nProficiency Bonus: equals your bonus\n\nACTIONS\nMultiattack\nThe celestial makes a number of attacks equal to half this spell\u2019s level (rounded down).\n\nRadiant Bow (Avenger Only)\nRanged Weapon Attack: your spell attack modifier to hit, reach 150/600 ft., one target. Hit: 2d6 + 2 + the spell\u2019s level radiant damage.\n\nRadiant Mace (Defender Only)\nMelee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 3 + the spell\u2019s level radiant damage, and the celestial can choose itself or another creature it can see within 10 feet of the target. The chosen creature gain 1d10 temporary hit points.\n\nHealing Touch (1/Day)\nThe celestial touches another creature. The target magically regains hit points equal to 2d8 + the spell\u2019s level.", "duration": "Up to 1 hour", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, use the higher level whenever the spell\u2019s level appears in the stat block.", - "id": "896b54c7-874e-4081-9263-ad6a40e64caf", + "id": "21b06573-64c0-484c-bf6c-e471dc03edfe", "level": 5, "locations": [ { @@ -14688,7 +14688,7 @@ "desc": "You call forth the spirit of a construct. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Construct Spirit stat block. When you cast the spell, choose a material: Clay, Metal, or Stone. The creature resembles a golem or a modron (your choice) made of the chosen material, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.\nThe creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don\u2019t issue any, it takes the Dodge action and uses its move to avoid danger.\n\nCONSTRUCT SPIRIT\nMedium construct\n\nArmor Class: 13 + the level of the spell (natural armor)\nHit Points: 40 + 15 for each spell level above 3rd\nSpeed 30 ft.\n\nSTR 18 (+4), DEX 10 (+0), CON 18 (+4)\nINT 14 (+2), WIS 11 (+0), CHA 5 (-3)\n\nDamage Resistances: poison\nCondition Immunities: charmed, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned\nSenses: darkvision 60 ft., passive Perception 10\nLanguages: understands the languages you speak\nChallenge: --\nProficiency Bonus: equals your bonus\n\nHeated Body (Metal Only)\nA creature that touches the construct or hits it with a melee attack while within 5 feet of it takes 1d10 fire damage.\nStony Lethargy (Stone Only)\nWhen a creature the construct can see starts its turn within 10 feet of the construct, the construct can force it to make a Wisdom saving throw against your spell save DC. On a failed save, the target can\u2019t use reactions and its speed is halved until the start of its next turn.\n\nACTIONS\nMultiattack\nThe construct makes a number of attacks equal to half this spell\u2019s level (rounded down).\n\nSlam\nMelee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell\u2019s level bludgeoning damage.\n\nREACTIONS\nBerserk Lashing (Clay Only)\nWhen the construct takes damage, it makes a slam attack against a random creature within 5 feet of it. If no creature is within reach, the construct moves up to half its speed toward an enemy it can see, without provoking opportunity attacks.", "duration": "Up to 1 hour", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell\u2019s level appears in the stat block.", - "id": "a9b2f81f-55af-4619-aa96-bbb94f3b2678", + "id": "f4e9aaee-b0c4-4a57-99b1-85d0589641eb", "level": 4, "locations": [ { @@ -14719,7 +14719,7 @@ "desc": "You call forth an elemental spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Elemental Spirit stat block. When you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature resembles a bipedal form wreathed in the chosen element, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.\nThe creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don\u2019t issue any, it takes the Dodge action and uses its move to avoid danger.\n\nELEMENTAL SPIRIT\nMedium elemental\n\nArmor Class: 11 + the level of the spell (natural armor)\nHit Points: 50 + 10 for each spell level above 3rd\nSpeed: 40 ft.; burrow 40 ft. (Earth only); fly 40 ft. (hover) (Air only); swim 40 ft. (Water only)\n\nSTR 18 (+4), DEX 15 (+2), CON 17 (+3)\nINT 4 (-3), WIS 10 (+0), CHA 16 (+3)\n\nDamage Resistances: acid (Water only); lightning and thunder (Air only); piercing and slashing (Earth only)\nDamage Immunities: poison; fire (Fire only)\nCondition Immunities: exhaustion, paralyzed, petrified, poisoned, unconscious\nSenses: darkvision 60 ft., passive Perception 10\nLanguages: Primordial, understands the languages you speak\nChallenge: --\nProficiency Bonus: equals your bonus\n\nAmorphous Form (Air, Fire, and Water Only)\nThe elemental can move through a space as narrow as 1 inch wide without squeezing.\n\nACTIONS\nMultiattack\nThe elemental makes a number of attacks equal to half this spell\u2019s level (rounded down).\n\nSlam\nMelee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 4 + the spell\u2019s level bludgeoning damage (Air, Earth, and Water only) or fire damage (Fire only).", "duration": "Up to 1 hour", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell\u2019s level appears in the stat block.", - "id": "9c2bcfb8-d67e-4dd0-85d0-88db12481079", + "id": "b16f7d8f-ac66-4353-9f27-3cb1467c71bb", "level": 4, "locations": [ { @@ -14751,7 +14751,7 @@ "desc": "You call forth a fey spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Fey Spirit stat block. When you cast the spell, choose a mood: Fuming, Mirthful, or Tricksy. The creature resembles a fey creature of your choice marked by the chosen mood, which determines one of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.\nThe creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don\u2019t issue any, it takes the Dodge action and uses its move to avoid danger.\n\nFEY SPIRIT\nSmall fey\n\nArmor Class: 12 + the level of the spell (natural armor)\nHit Points: 30 + 10 for each spell level above 3rd\nSpeed: 40 ft.\n\nSTR 13 (+1), DEX 16 (+3), CON 14 (+2)\nINT 14 (+2), WIS 11 (+0), CHA 16 (+3)\n\nCondition Immunities: charmed\nSenses: darkvision 60 ft., passive Perception 10\nLanguages: Sylvan, understands the languages you speak\nChallenge: --\nProficiency Bonus: equals your bonus\n\nACTIONS\nMultiattack\nThe fey makes a number of attacks equal to half the spell\u2019s level (rounded down).\n\nShortsword\nMelee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 3 + the spell\u2019s level piercing damage + 1d6 force damage.\n\nBONUS ACTIONS\nFey Step\n The fey magically teleports up to 30 feet to an unoccupied space it can see. Then one of the following effects occurs, based on the fey\u2019s chosen mood.\n\nFuming\nThe fey has advantage on the next attack roll it makes before the end of this turn.\n\nMirthful\nThe fey can force one creature it can see within 10 feet of it to make a Wisdom saving throw against your spell save DC. Unless the save succeeds, the target is charmed by you and the fey for 1 minute or until the target takes any damage.\n\nTricksy\nThe fey can fill a 5-foot cube within 5 feet of it with magical darkness, which lasts until the end of its next turn.", "duration": "Up to 1 hour", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell\u2019s level appears in the stat block.", - "id": "5fc10e73-e58c-49a7-85ca-882f5a718cd4", + "id": "a45e78d7-8219-4c50-a188-b05fb16b75f4", "level": 3, "locations": [ { @@ -14781,7 +14781,7 @@ "desc": "You call forth a fiendish spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Fiendish Spirit stat block. When you cast the spell, choose Demon, Devil, or Yugoloth. The creature resembles a fiend of the chosen type, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.\nThe creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don\u2019t issue any, it takes the Dodge action and uses its move to avoid danger.\n\nFIENDISH SPIRIT\nLarge fiend\n\nArmor Class: 12 + the level of the spell (natural armor)\nHit Points: 50 (Demon only) or 40 (Devil only) or 60 (Yugoloth only) + 15 for each spell level above 6th\nSpeed: 40 ft., climb 40 ft. (Demon only), fly 60 ft. (Devil only)\n\nSTR 13 (+1), DEX 16 (+3), CON 15 (+2)\nINT 10 (+0), WIS 10 (+0), CHA 16 (+3)\n\nDamage Resistances: fire\nDamage Immunities: poison\nCondition Immunities: poisoned\nSenses: darkvision 60 ft., passive Perception 10\nLanguages: Abyssal, Infernal, telepathy 60 ft.\nChallenge: --\nProficiency Bonus: equals your bonus\n\nDeath Throes (Demon Only)\nWhen the fiend drops to 0 hit points or the spell ends, the fiend explodes, and each creature within 10 feet of it must make a Dexterity saving throw against your spell save DC. A creature takes 2d10 + this spell\u2019s level fire damage on a failed save, or half as much damage on a successful one.\n\nDevil\u2019s Sight (Devil Only)\nMagical darkness doesn\u2019t impede the fiend\u2019s darkvision.\n\nMagic Resistance\nThe fiend has advantage on saving throws against spells and other magical effects.\n\nACTIONS\nMultiattack\nThe fiend makes a number of attacks equal to half this spell\u2019s level (rounded down).\n\nBite (Demon Only)\nMelee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d12 + 3 + the spell\u2019s level necrotic damage.\n\nClaws (Yugoloth Only)\nMelee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 3 + the spell\u2019s level slashing damage. Immediately after the attack hits or misses, the fiend can magically teleport up to 30 feet to an unoccupied space it can see.\n\nHurl Flame (Devil Only)\nRanged Spell Attack: your spell attack modifier to hit, range 150 ft., one target. Hit: 2d6 + 3 + the spell\u2019s level fire damage. If the target is a flammable object that isn\u2019t being worn or carried, it also catches fire.", "duration": "Up to 1 hour", "higher_level": "When you cast this spell using a spell slot of 7th level or higher, use the higher level wherever the spell\u2019s level appears in the stat block.", - "id": "00888456-4df3-4f3e-8aac-cf36a5c5dd70", + "id": "bc30657e-5c72-4d72-97aa-9be8177e4c78", "level": 6, "locations": [ { @@ -14811,7 +14811,7 @@ "desc": "You call forth a shadowy spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Shadow Spirit stat block. When you cast the spell, choose an emotion: Fury, Despair, or Fear. The creature resembles a misshapen biped marked by the chosen emotion, which determines certain traits in its stat block. The creature disappears when it drop to 0 hit points or when the spell ends.\nThe creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after your. It obeys your verbal commands (no action required by you). If you don\u2019t issue any, it takes the Dodge action and it uses its move to avoid danger.\n\nSHADOW SPIRIT\nMedium monstrosity\n\nArmor Class: 11 + the level of the spell (natural armor)\nHit Points: 35 + 15 for each spell level above 3rd \nSpeed: 40 ft.\n\nSTR 13 (+1), DEX 16 (+3), CON 15 (+2)\nINT 4 (-3), WIS 10 (+0), CHA 16 (+3)\n\nDamage Resistances: necrotic\nCondition Immunities: frightened\nSenses: darkvision 120 ft., passive Perception 10\nLanguages: understands the languages you speak\nChallenge: --\nProficiency Bonus: equals your bonus\n\nTerror Frenzy (Fury Only)\nThe spirit has advantage on attack rolls against frightened creatures.\n\nWeight of Sorrow (Despair Only)\nAny creature, other than you, that starts its turn within 5 feet of the spirit has its speed reduced by 20 feet until the start of that creature\u2019s next turn.\n\nACTIONS\nMultiattack\nThe spirit makes a number of attacks equal to half this spell\u2019s level (rounded down).\n\nChilling Rend\nMelee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d12 + 3 + the spell\u2019s level cold damage.\n\nDreadful Scream (1/Day)\nThe spirit screams. Each creature within 30 feet of it must succeed on a Wisdom saving throw against your spell save DC or be frightened of the spirit for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\n\nBONUS ACTION\nShadow Stealth (Fear Only)\nWhile in dim light or darkness, the spirit takes the Hide action.", "duration": "Up to 1 hour", "higher_level": "When you cast the spell using a spell slot of 4th level or higher, use the higher level wherever the spell\u2019s level appears on the stat block.", - "id": "3addab59-6e3b-454e-b6be-cb986801898f", + "id": "990af238-77a5-4730-9689-e351b546aacf", "level": 3, "locations": [ { @@ -14841,7 +14841,7 @@ "desc": "You call forth an undead spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Undead Spirit stat block. When you cast the spell, choose the creature\u2019s form: Ghostly, Putrid, or Skeletal. The spirit resembles an undead creature with the chosen form, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.\nThe creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don\u2019t issue any, it takes the Dodge action and uses its move to avoid danger.\n\nUNDEAD SPIRIT\nMedium undead\n\nArmor Class: 11 + the level of the spell (natural armor)\nHit Points: 30 (Ghostly and Putrid only) or 20 (Skeletal only) + 10 for each spell level above 3rd\nSpeed: 30 ft., fly 40 ft. (hover) (Ghostly only)\n\nSTR 12 (+1), DEX 16 (+3), CON 15 (+2)\nINT 4 (-3), WIS 10 (+0), CHA 9 (-1)\n\nDamage Immunities: necrotic, poison\nCondition Immunities: exhaustion, frightened, paralyzed, poisoned\nSenses: darkvision 60 ft., passive Perception 10\nLanguages: understands the languages you speak\nChallenge: --\nProficiency Bonus: equals your bonus\n\nFestering Aura (Putrid Only)\nAny creature, other than you, that starts its turn within 5 feet of the spirit must succeed on a Constitution saving throw against your spell save DC or be poisoned until the start of its next turn.\n\nIncorporeal Passage (Ghostly Only)\nThe spirit can move through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled.\n\nACTIONS\nMultiattack\nThe spirit makes a number of attacks equal to half the spell\u2019s level (rounded down).\n\nDeathly Touch (Ghostly Only)\nMelee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 3 + the spell\u2019s level necrotic damage, and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of the undead until the end of the target\u2019s next turn.\n\nGrave Bolt (Skeletal Only)\nRanged Weapon Attack: your spell attack modifier to hit, reach 150 ft., one target. Hit: 2d4 + 3 + the spell\u2019s level necrotic damage.\n\nRotting Claw (Putrid Only)\nMelee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 3 + the spell\u2019s level slashing damage. If the target is poisoned, it must succeed on a Constitution saving throw against your spell save DC or be paralyzed until the end of its next turn.", "duration": "Up to 1 hour", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell\u2019s level appears in the stat block.", - "id": "fa55bba4-e35f-4081-85eb-5fbc96bf198e", + "id": "4680fadb-422b-4e17-9c23-9da964197c0f", "level": 3, "locations": [ { @@ -14871,7 +14871,7 @@ "desc": "You create a momentary circle of spectral blades that sweep around you. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 force damage.\nThis spell\u2019s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", "duration": "Instantaneous", "higher_level": "", - "id": "2945b240-f582-4530-8596-73c1a5823474", + "id": "b5f3b7cb-247c-4a4a-9ce6-21209b9f019a", "level": 0, "locations": [ { @@ -14902,7 +14902,7 @@ "desc": "A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell\u2019s duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 2d4 acid damage at start of each of its turns.", "duration": "Up to 1 minute", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d4 for each slot level above 1st.", - "id": "dcbaa6bb-ae67-463c-82b4-4f25d39daaa1", + "id": "38c03a50-610f-4586-9349-5bc8c3f770b7", "level": 1, "locations": [ { @@ -14930,7 +14930,7 @@ "desc": "You psychically lash out at one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage, and it can\u2019t take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell\u2019s other effects.", "duration": "1 round", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.", - "id": "9bbfe530-cac6-4349-9869-208d8719560d", + "id": "cd46a7d3-21e2-479f-afc8-aaf9e48b5d65", "level": 2, "locations": [ { @@ -14961,7 +14961,7 @@ "desc": "Uttering an incantation, you draw on the magic of the Lower Planes or Upper Planes (your choice) to transform yourself. You gain the following bene its until the spell ends:\n\n\u2022You are immune to fire and poison damage (Lower Planes) or radiant and necrotic damage (Upper Planes).\n\u2022You are immune to the poisoned condition (Lower Planes) or the charmed condition (Upper Planes).\n\u2022Spectral wings appear on your back, giving you a flying speed of 40 feet.\n\u2022You have a +2 bonus to AC.\n\u2022All your weapon attacks are magical, and when you make a weapon attack, you can use your spellcasting ability modifier, instead of Strength or Dexterity, for the attack and damage rolls.\n\u2022You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that lets you attack more than once when you take the Attack action on your turn.", "duration": "Up to 1 minute", "higher_level": "", - "id": "b65c2dff-d507-48b5-b93d-65506c2dd368", + "id": "e6531cbe-2aa7-4912-acde-b76834051549", "level": 6, "locations": [ { @@ -14991,7 +14991,7 @@ "desc": "Do you need to squeeze a few more gold pieces out of a merchant as you try to sell that weird octopus statue you liberated from the chaos temple? Do you need to downplay the worth of some magical assets when the tax collector stops by? Distort value has you covered.\nYou cast this spell on an object no more than 1 foot on a side, doubling the object's perceived value by adding illusory flourishes or polish to it, or reducing its perceived value by half with the help of illusory scratches, dents, and other unsightly features. Anyone examining the object can ascertain its true value with a successful Intelligence (Investigation) check against your spell save DC.", "duration": "8 hours", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the maximum size of the object increases by 1 foot for each slot level above 1st.", - "id": "97e5e1b5-afc8-4c2f-b20a-c19375afbd8d", + "id": "c7410450-e3f0-4031-b46e-03d878beab14", "level": 1, "locations": [ { @@ -15020,7 +15020,7 @@ "desc": "When you need to make sure something gets done, you can't rely on vague promises, sworn oaths, or binding contracts of employment. When you cast this spell, choose one humanoid within range that can see and hear you, and that can understand you. The creature must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed in this way, it undertakes to perform any services or activities you ask of it in a friendly manner, to the best of its ability.\nYou can set the creature new tasks when a previous task is completed, or if you decide to end its current task. If the service or activity might cause harm to the creature. or if it conflicts with the creature's normal activities and desires. the creature can make another Wisdom saving throw to try to end the effect. This save is made with advantage if you or your companions are fighting the creature. If the activity would result in certain death for the creature, the spell ends.\nWhen the spell ends, the creature knows it was charmed by you.", "duration": "Up to 1 hour", "higher_level": "When you cast this spell using a spell slot of 4th level or higher. you can target one additional creature for each slot level above 3rd.", - "id": "89e988bf-2a29-4884-a0bc-c1bad484c35e", + "id": "2965c2bf-f9b6-4265-b9ff-62a51dd0a8e9", "level": 3, "locations": [ { @@ -15050,7 +15050,7 @@ "desc": "Jim Darkmagic is said to have invented this spell, originally calling it I said what?! Have you ever been talking to the local monarch and accidentally mentioned how their son looks like your favorite hog from when you were growing up on the family farm? We've all been there! But rather than being beheaded for an honest slip of the tongue, you can pretend it never happened - by ensuring that no one knows it happened.\nWhen you cast this spell, you skillfully reshape the memories of listeners in your immediate area, so that each creature of your choice within 5 feet of you forgets everything you said within the last 6 seconds. Those creatures then remember that you actually said the words you speak as the verbal component of the spell.", "duration": "Instantaneous", "higher_level": "", - "id": "c323762a-c5a6-4ecb-be61-bb3ee0a08973", + "id": "bb5bc8fa-b502-4fec-975e-94e73cd66d6c", "level": 2, "locations": [ { @@ -15083,7 +15083,7 @@ "desc": "When you cast this spell, you present the gem used as the material component and choose any number of creatures within range that can see you. Each target must succeed on a Wisdom saving throw or be charmed by you until the spell ends, or until you or your companions do anything harmful to it. While charmed in this way, a creature can do nothing but use its movement to approach you in a safe manner. While an affected creature is within 5 feel of you, it cannot move, but simply stares greedily at the gem you present.\nAt the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.", "duration": "Up to 1 minute", "higher_level": "", - "id": "e08845e7-7cc3-4ea3-b854-24eb87f45fd6", + "id": "21b62a42-4ad1-4371-b9a3-7bd51961a392", "level": 3, "locations": [ { @@ -15112,7 +15112,7 @@ "desc": "Of the many tactics employed by master magician and renowned adventurer Jim Darkmagic, the old glowing coin trick is a time-honored classic. When you cast the spell, you hurl the coin that is the spell's material component to any spot within range. The coin lights up as if under the effect of a light spell. Each creature of your choice that you can see within 30 feet of the coin must succeed on a Wisdom saving throw or be distracted for the duration. While distracted, a creature has disadvantage on Wisdom (Perception) checks and initiative rolls.", "duration": "1 minute", "higher_level": "", - "id": "4d8cea8f-8cf0-4058-8a02-5c1a59060d51", + "id": "83d582e0-9de7-4ecd-bb9a-be6d722093d7", "level": 2, "locations": [ { @@ -15142,7 +15142,7 @@ "desc": "Any apprentice wizard can cast a boring old magic missile. Sure, it always strikes its target. Yawn. Do away with the drudgery of your grandfather's magic with this improved version of the spell, as used by Jim Darkmagic!\nYou create three twisting, whistling, hypoallergenic, gluten-free darts of magical force. Each dart targets a creature of your choice that you can see within range. Make a ranged spell attack for each missile. On a hit, a missile deals 2d4 force damage to its target.\nIf the attack roll scores a critical hit, the target of that missile takes 5d4 force damage instead of you rolling damage twice for a critical hit. If the attack roll for any missile is a 1, all missiles miss their targets and blow up in your face, dealing 1 force damage per missile to you.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart, and the royalty component increases by 1 gp, for each slot level above 1st.", - "id": "2125559d-5921-4e67-b878-ce35a60e86c2", + "id": "67b7ce61-307e-422d-a145-45978e7b6ce2", "level": 1, "locations": [ { @@ -15171,7 +15171,7 @@ "desc": "You address allies, staff, or innocent bystanders to exhort and inspire them to greatness, whether they have anything to get excited about or not. Choose up to five creatures within range that can hear you. For the duration, each affected creature gains 5 temporary hit points and has advantage on Wisdom saving throws. If an affected creature is hit by an attack, it has advantage on the next attack roll it makes. Once an affected creature loses the temporary hit points granted by this spell, the spell ends for that creature.", "duration": "1 hour", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the temporary hit points increase by 5 for each slot level above 3rd.", - "id": "0b140cc1-9a16-484d-8f28-cd1fe3f1b118", + "id": "8dbf4d9a-68d8-4c14-982b-b6dce5384f1b", "level": 3, "locations": [ { @@ -15200,7 +15200,7 @@ "desc": "You temporarily summon three familiars spirits that take animal forms of your choice. Each familiar uses the same rules and options for a familiar conjured by the find familiar spell. All the familiars conjured by this spell must be the same type of creature (celestials, fey, or fiends; your choice). If you already have a familiar conjured by the find familiar spell or similar means, then one fewer familiars are conjured by this spell.\nFamiliars summoned by this spell can telepathically communicate with you and share their visual or auditory senses while they are within 1 mile of you.\nWhen you cast a spell with a range of touch, one of the familiars conjured by this spell can deliver the spell, as normal. However, you can cast a touch spell through only one familiar per turn.", "duration": "Up to 1 hour", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you conjure an additional familiar for each slot level above 2nd.", - "id": "80c447c6-5867-4f6c-a198-fc38b4f124c2", + "id": "f74c5583-5d86-414c-9b00-52084d6356db", "level": 2, "locations": [ { @@ -15230,7 +15230,7 @@ "desc": "You summon a Small air elemental to a spot within range. The air elemental is formless, nearly transparent, immune to all damage, and cannot interact with other creatures or objects. It carries an open, empty chest whose interior dimensions are 3 feet on each side. While the spell lasts, you can deposit as many items inside the chest as will fit. You can then name a living creature you have met and seen at least once before, or any creature for which you possess a body part, lock of hair, clipping from a nail, or similar portion of the creature\u2019s body. As soon as the lid of the chest is closed, the elemental and the chest disappear, then reappear adjacent to the target creature. If the target creature is on another plane, or if it is proofed against magical detection or location, the contents of the chest reappear on the ground at your feet. The target creature is made aware of the chest\u2019s contents before it chooses whether or not to open it, and knows how much of the spell\u2019s duration remains in which it can retrieve them. No other creature can open the chest and retrieve its contents. When the spell expires or when all the contents of the chest have been removed, the elemental and the chest disappear. The elemental also disappears if the target creature orders it to return the items to you. When the elemental disappears, any items not taken from the chest reappear on the ground at your feet.", "duration": "10 minutes", "higher_level": "When you cast this spell using an 8th-level spell slot, you can send the chest to a creature on a different plane of existence from you.", - "id": "00c37dd3-e366-4f30-86cd-1c1e3fbe9e2e", + "id": "f0ccd592-7790-4b81-a23d-dfa77d3ee4c2", "level": 4, "locations": [ { @@ -15259,7 +15259,7 @@ "desc": "You conjure a two-story tower made of stone, wood, or similar suitably sturdy materials. The tower can be round or square in shape. Each level of the tower is 10 feet tall and has an area of up to 100 square feet. Access between levels consists of a simple ladder and hatch. Each level takes one of the following forms, chosen by you when you cast the spell:\n\u2022 A bedroom with a bed, chairs, chest, and magical fireplace\n\u2022 A study with desks, books, bookshelves, parchments, ink, and ink pens\n\u2022 A dining space with a table, chairs, magical fireplace, containers, and cooking utensils\n\u2022 A lounge with couches, armchairs, side tables and footstools\n\u2022 A washroom with toilets, washtubs, a magical brazier, and sauna benches\n\u2022 An observatory with a telescope and maps of the night sky\n\u2022 An unfurnished, empty room The interior of the tower is warm and dry, regardless of conditions outside. Any equipment or furnishings conjured with the tower dissipate into smoke if removed from it. At the end of the spell\u2019s duration, all creatures and objects within the tower that were not created by the spell appear safely outside on the ground, and all traces of the tower and its furnishings disappear.\nYou can cast this spell again while it is active to maintain the tower\u2019s existence for another 24 hours. You can create a permanent tower by casting this spell in the same location and with the same configuration every day for one year.", "duration": "24 hours", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the tower can have one additional story for each slot level beyond 3rd.", - "id": "5751e637-6e50-4277-957d-36513a0c4f53", + "id": "2f78427d-f337-445f-984e-bdfbe53a827a", "level": 3, "locations": [ { @@ -15288,7 +15288,7 @@ "desc": "While casting the spell, you place a vial of quicksilver in the chest of a life-sized human doll stuffed with ash or dust. You then stitch up the doll and drip your blood on it. At the end of the casting, you tap the doll with a crys\u00adtal rod, transforming it into a magen clothed in whatever the doll was wearing. The type of magen is chosen by you during the casting of the spell. See the stat blocks below for different kinds of magen and their statistics.\nWhen the magen appears, your hit point maximum decreases by an amount equal to the magen's challenge rating (minimum reduction of 1). Only a wish spell can undo this reduction to your hit point maximum.\nAny magen you create with this spell obeys your com\u00admands without question.\n\n\nDEMOS MAGEN\nMedium construct, unaligned\n\nArmor Class: 16 (chain mail)\nHit Points: 51 (6d8 + 24)\nSpeed: 30 ft.\n\nSTR 14 (+2), DEX 14 (+2), CON 18 (+4)\nINT 10 (+0), WIS 10 (+0), CHA 7 (-2)\n\nDamage Immunities: poison\nCondition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned\nSenses: passive Perception 10\nLanguages: understands the languages of its creator but can't speak\nChallenge 2 (450 XP)\n\nFiery End\nIf the magen dies, its body disintegrates in a harm\u00adless burst of fire and smoke, leaving behind anything it was wearing or carrying.\n\nMagic Resistance\nThe magen has advantage on saving throws against spells and other magical effects.\n\nUnusual Nature\nThe magen doesn't require air, food, drink, or sleep.\n\nACTIONS\nMultiattack\nThe magen makes two melee attacks.\n\nGreatsword\nMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.\n\nLight Crossbow\nRanged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage.\n\n\nGALVAN MAGEN\nMedium construct, unaligned\n\nArmor Class: 14\nHit Points: 68 (8d8 + 32)\nSpeed: 30 ft., fly 30 ft. (hover)\n\nSTR 10 (+0), DEX 18 (+4), CON 18 (+4)\nINT 12(+1), WIS 10 (+0), CHA 7 (-2)\n\nDamage Immunities: lightning, poison\nCondition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned\nSenses: passive Perception 10\nLanguages: understands the languages of its creator but can't speak\nChallenge: 3 (700 XP)\n\nFiery End\n If the magen dies, its body disintegrates in a harm\u00adless burst of fire and smoke, leaving behind anything it was wearing or carrying.\n\nMagic Resistance\nThe magen has advantage on saving throws against spells and other magical effects.\n\nUnusual Nature\nThe magen doesn't require air, food, drink, or sleep.\n\nACTIONS\nMultiattack\nThe magen makes two Shocking Touch attacks.\n\nShocking Touch\nMelee Spell Attack: +6 to hit, reach 5 ft., one target (the magen has advantage on the attack roll if the target is wearing armor made of metal). Hit: 7 (1d6 + 4) light\u00adning damage.\n\nStatic Discharge (Recharge 5-6)\nThe magen discharges a light\u00adning bolt in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw (with disad\u00advantage if the creature is wearing armor made of metal), taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.\n\n\nHYPNOS MAGEN\nMedium construct, unaligned\n\nArmor Class: 12\nHit Points: 34 (4d8 + 16)\nSpeed: 30 ft.\n\nSTR 10 (+0), DEX 14 (+2), CON 18 (+4)\nINT 14 (+2), WIS 10 (+0), CHA 7 (-2)\n\nDamage Immunities: poison\nCondition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned\nSenses: passive Perception 10\nLanguages: understands the languages of its creator but can't speak, telepathy 30 ft.\nChallenge: 1 (200 XP)\n\nFiery End\nIf the magen dies, its body disintegrates in a harm\u00adless burst of fire and smoke, leaving behind anything it was wearing or carrying.\n\nMagic Resistance\nThe magen has advantage on saving throws against spells and other magical effects.\n\nUnusual Nature\nThe magen doesn't require air, food, drink, or sleep.\n\nACTIONS\nPsychic Lash\nThe magen's eyes glow silver as it targets one creature that it can see within 60 feet of it. The target must succeed on a DC 12 Wisdom saving throw or take 11 (2d10) psychic damage.\n\nSuggestion\nThe magen casts the suggestion spell (save DC 12) , requiring no material components. The target must be a creature that the magen can communicate with telepathically. If it succeeds on its saving throw, the target is immune to this magen's suggestion spell for the next 24 hours. The magen's spellcasting ability is Intelligence.", "duration": "Instantaneous", "higher_level": "", - "id": "b3a35618-503c-4ef9-ac0c-ecb181665aee", + "id": "3e41be69-71f5-4bf2-b328-bbd465fbd617", "level": 7, "locations": [ { @@ -15316,7 +15316,7 @@ "desc": "Freezing cold blasts from your fingertips in a 15-foot cone. Each creature in that area must make a Constitu\u00adtion saving throw, taking 2d8 cold damage on a failed save, or half as much damage on a successful one.\nThe cold freezes nonmagical liquids in the area that aren't being worn or carried.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.", - "id": "aeed3d1f-4ccb-418c-98ae-3cbdfe668c56", + "id": "a2822735-7409-4570-89f7-4c84039ecbe4", "level": 1, "locations": [ { @@ -15345,7 +15345,7 @@ "desc": "This spell creates a sphere centered on a point you choose within range. The sphere can have a radius of up to 40 feet. The area within this sphere is filled with mag\u00adical darkness and crushing gravitational force.\nFor the duration, the spell's area is difficult terrain. A creature with darkvision can't see through the magical darkness, and nonmagical light can't illuminate it. No sound can be created within or pass through the area. Any creature or object entirely inside the sphere is im\u00ad mune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.\nAny creature that enters the spell's area for the first time on a turn or starts its turn there must make a Con\u00adstitution saving throw. The creature takes 8d10 force damage on a failed save, or half as much damage on a successful one. A creature reduced to 0 hit points by this damage is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust.", "duration": "Up to 1 minute", "higher_level": "", - "id": "20298f90-5a54-464c-9523-e2c482dd6f68", + "id": "0f94857b-1b30-45c1-82f6-e0e3d12c8845", "level": 8, "locations": [ { @@ -15376,7 +15376,7 @@ "desc": "You impart latent luck to yourself or one willing creature you can see within range. When the chosen creature makes an attack roll, an ability check, or a saving throw before the spell ends, it can dismiss this spell on itself to roll an additional d20 and choose which of the d20s to use. Alternatively, when an attack roll is made against the chosen creature, it can dismiss this spell on itself to roll a d20 and choose which of the d20s to use, the one it rolled or the one the attacker rolled.\nIf the original d20 roll has advantage or disadvantage, the creature rolls the additional d20 after advantage or disadvantage has been applied to the original roll.", "duration": "1 hour", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can target one addi\u00adtional creature for each slot level above 2nd.", - "id": "58c2647e-0c28-4dde-9cea-a95c8fb53a70", + "id": "35047fdb-ff27-4d79-b646-2ba48bc974ed", "level": 2, "locations": [ { @@ -15404,7 +15404,7 @@ "desc": "You touch a willing creature. For the duration, the target can add 1d8 to its initiative rolls.", "duration": "8 hours", "higher_level": "", - "id": "19a4fe30-0807-4dc9-b798-9e648a30d9e0", + "id": "5f1190e7-cdc5-45a9-be50-5a9d8eeb21e1", "level": 1, "locations": [ { @@ -15435,7 +15435,7 @@ "desc": "You manifest a ravine of gravitational energy in a line originating from you that is 100 feet long and 5 feet wide. Each creature in that line must make a Constitu\u00ad tion saving throw, taking 8d8 force damage on a failed save, or half as much damage on a successful one.\nEach creature within 10 feet of the line but not in it must succeed on a Constitution saving throw or take 8d8 force damage and be pulled toward the line until the creature is in its area.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.", - "id": "6f6d6a23-d053-42b8-83f0-29c9ed5df22d", + "id": "c1b8eefe-ed11-407e-a387-b82bedd883ab", "level": 6, "locations": [ { @@ -15466,7 +15466,7 @@ "desc": "A 20-foot-radius sphere of crushing force forms at a point you can see within range and tugs at the crea\u00adtures there. Each creature in the sphere must make a Constitution saving throw. On a failed save, the creature takes 5d10 force damage and is pulled in a straight line toward the center of the sphere, ending in an unoccu\u00adpied space as close to the center as possible (even if that space is in the air). On a successful save, the creature takes half as much damage and isn't pulled.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.", - "id": "0290f673-56fb-41ce-9af3-baf1fc7c2875", + "id": "c6b834e4-252b-486a-8f03-3e6f06a6ba60", "level": 4, "locations": [ { @@ -15497,7 +15497,7 @@ "desc": "You touch an object that weighs no more than 10 pounds and cause it to become magically fixed in place. You and the creatures you designate when you cast this spell can move the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute.\nIf the object is fixed in the air, it can hold up to 4,000 pounds of weight. More weight causes the object to fall. Otherwise, a creature can use an action to make a Strength check against your spell save DC. On a suc\u00adcess, the creature can move the object up to 10 feet.", "duration": "1 hour", "higher_level": "If you cast this spell using a spell slot of 4th or 5th level, the DC to move the object in\u00adcreases by 5, it can carry up to 8,000 pounds of weight, and the duration increases to 24 hours. If you cast this spell using a spell slot of 6th level or higher, the DC to move the object increases by 10, it can carry up to 20,000 pounds of weight, and the effect is permanent until dispelled.", - "id": "6fb04835-c83a-4c37-915f-226e867465e8", + "id": "9c27a10d-32f2-41e0-9e6a-743067abc299", "level": 2, "locations": [ { @@ -15527,7 +15527,7 @@ "desc": "The gravity in a 10-foot-radius sphere centered on a point you can see within range increases for a moment. Each creature in the sphere on the turn when you cast the spell must make a Constitution saving throw. On a failed save, a creature takes 2d8 force damage, and its speed is halved until the end of its next turn. On a suc\u00adcessful save, a creature takes half as much damage and suffers no reduction to its speed.\nUntil the start of your next turn, any object that isn't being worn or carried in the sphere requires a success\u00adful Strength check against your spell save DC to pick up or move.", "duration": "1 round", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.", - "id": "abfa07a6-7e79-446c-8f11-30f576a2e8f9", + "id": "304f4f05-2c1d-4a60-b6ee-b961acaf81b6", "level": 1, "locations": [ { @@ -15557,7 +15557,7 @@ "desc": "You create intense pressure, unleash it in a 30-foot cone, and decide whether the pressure pulls or pushes creatures and objects. Each creature in that cone must make a Constitution saving throw. A creature takes 6d6 force damage on a failed save, or half as much damage on a successful one. And every creature that fails the save is either pulled 15 feet toward you or pushed 15 feet away from you, depending on the choice you made for the spell.\nIn addition, unsecured objects that are completely within the cone are likewise pulled or pushed 15 feet.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 and the distance pulled or pushed increases by 5 feet for each slot level above 3rd.", - "id": "10aa84b8-b66c-4020-b7fc-d8dd4e972137", + "id": "22e92841-5b59-460b-9478-a9a441cad9cc", "level": 3, "locations": [ { @@ -15586,7 +15586,7 @@ "desc": "You create a 20-foot-radius sphere of destructive grav\u00ad itational force centered on a point you can see within range. For the spell's duration, the sphere and any space within 100 feet of it are difficult terrain, and nonmagical objects fully inside the sphere are destroyed if they aren't being worn or carried.\nWhen the sphere appears and at the start of each of your turns until the spell ends, unsecured objects within 100 feet of the sphere are pulled toward the sphere's center, ending in an unoccupied space as close to the center as possible.\nA creature that starts its turn within 100 feet of the sphere must succeed on a Strength saving throw or be pulled straight toward the sphere's center, ending in an unoccupied space as close to the center as possible. A creature that enters the sphere for the first time on a turn or starts its turn there takes 5d10 force damage and is restrained until it is no longer in the sphere. If the sphere is in the air, the restrained creature hovers inside the sphere. A creature can use its action to make a Strength check against your spell save DC, ending this restrained condition on itself or another creature in the sphere that it can reach. A creature reduced to 0 hit points by this spell is annihilated, along with any non\u00ad magical items it is wearing or carrying.", "duration": "Up to 1 minute", "higher_level": "", - "id": "fff4319e-261c-4bfc-a79f-3d9206811055", + "id": "16678adc-504e-4370-9cfe-2473bfbfec28", "level": 9, "locations": [ { @@ -15617,7 +15617,7 @@ "desc": "You shatter the barriers between realities and timelines, thrusting a creature into turmoil and madness. The tar\u00adget must succeed on a Wisdom saving throw, or it can't take reactions until the spell ends. The affected target must also roll a d10 at the start of each of its turns; the number rolled determines what happens to the target, as shown on the Reality Break Effects table. At the end of each of its turns, the affected target can repeat the Wisdom saving throw, ending the spell on itself on a success.\n\nREALITY BREAK EFFECTS\nd10\tEffect\n1-2\tVision of the Far Realm. The target takes 6d12 psy\u00adchic damage, and it is stunned until the end of the turn.\n3-5\tRending Rift. The target must make a Dexterity saving throw, taking 8d12 force damage on a failed save, or half as much damage on a successful one.\n6-8\tWormhole. The target is teleported,a long with everything it is wearing and carrying, up to 30 feet to an unoccupied space of your choice that you can see. The target also takes 10d12 force damage and is knocked prone.\n9-10\tChill of the Dark Void. The target takes 10d12 cold damage, and it is blinded until the end of the turn.", "duration": "Up to 1 minute", "higher_level": "", - "id": "e6186855-c8b4-43ca-b529-b47dd2739082", + "id": "87bc8f66-4460-46fc-bee9-b1e66df71205", "level": 8, "locations": [ { @@ -15647,7 +15647,7 @@ "desc": "You sap the vitality of one creature you can see in range. The target must succeed on a Constitution saving throw or take 1d4 necrotic damage and fall prone. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).", "duration": "Instantaneous", "higher_level": "", - "id": "6ac11f96-3b23-4519-b9cf-c6402afce1b6", + "id": "c0378b42-791b-418c-b7d6-6ef6a89f1516", "level": 0, "locations": [ { @@ -15675,7 +15675,7 @@ "desc": "You target the triggering creature, which must succeed on a Wisdom saving throw or vanish, being thrown to another point in time and causing the attack to miss or the spell to be wasted. At the start of its next turn, the target reappears where it was or in the closest unoccu\u00adpied space. The target doesn't remember you casting the spell or being affected by it.", "duration": "1 round", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, you can target one addi\u00adtional creature for each slot level above 5th. All targets must be within 30 feet of each other.", - "id": "1d537526-f2f1-45bb-bf61-5f016bb88b63", + "id": "ad93f47b-57e6-419b-a7c1-e9ed68c3b402", "level": 5, "locations": [ { @@ -15706,7 +15706,7 @@ "desc": "Two creatures you can see within range must make a Constitution saving throw, with disadvantage if they are within 30 feet of each other. Either creature can will\u00adingly fail the save. If either save succeeds, the spell has no effect. If both saves fail, the creatures are magically linked for the duration, regardless of the distance be\u00adtween them. When damage is dealt to one of them, the same damage is dealt to the other one. If hit points are restored to one of them, the same number of hit points are restored to the other one. If either of the tethered creatures is reduced to 0 hit points, the spell ends on both. If the spell ends on one creature, it ends on both.", "duration": "Up to 1 hour", "higher_level": "", - "id": "f9a03306-95ae-4e86-9fc8-8c39fa5b9205", + "id": "f292d9c2-2a74-468f-ae6b-94edbc5846ae", "level": 7, "locations": [ { @@ -15735,7 +15735,7 @@ "desc": "You target a creature you can see within range, putting its physical form through the devastation of rapid aging. The target must make a Constitution saving throw, tak\u00ading 10d12 necrotic damage on a failed save, or half as much damage on a successful one. If the save fails, the target also ages to the point where it has only 30 days left before it dies of old age. In this aged state, the target has disadvantage on attack rolls, ability checks, and saving throws, and its walking speed is halved. Only the wish spell or the greater restoration cast with a 9th-level spell slot can end these effects and restore the target to its previous age.", "duration": "Instantaneous", "higher_level": "", - "id": "dc46d8ae-d755-4826-b9f1-fd159402ccbd", + "id": "02f74722-c859-46c3-9a2d-01e3a5b6fb0f", "level": 9, "locations": [ { @@ -15764,7 +15764,7 @@ "desc": "You flick your wrist, causing one object in your hand to vanish. The object, which only you can be holding and can weigh no more than 5 pounds, is transported to an extradimensional space, where it remains for the duration.\nUntil the spell ends, you can use your action to sum\u00admon the object to your free hand, and you can use your action to return the object to the extradimensional space. An object still in the pocket plane when the spell ends appears in your space, at your feet.", "duration": "Up to 1 hour", "higher_level": "", - "id": "c9c97590-0828-42dc-a226-f48bbdad0bbe", + "id": "f307de05-cc57-4fa9-aac8-97f1236990e2", "level": 2, "locations": [ { @@ -15794,7 +15794,7 @@ "desc": "You fill a 20-foot cube you can see within range with fey and draconic magic. Roll on the Mischievous Surge table to determine the magical effect produced, and roll again at the start of each of your turns until the spell ends. You can move the cube up to 10 feet before you roll.\n\nMischevious Surge\nd4\tEffect\n1\tThe smell of apple pie fills the air, and each creature in the cube must succeed on a Wisdom saving throw or become charmed by you until the start of your next turn.\n2\tBouquets of flowers appear all around, and each creature in the cube must succeed on a Dexterity saving throw or be blinded until the start of your next turn as the flowers spray water in their faces.\n3\tEach creature in the cube must succeed on a Wisdom saving throw or begin giggling until the start of your next turn. A giggling creature is incapacitated and uses all its movement to move in a random direction.\n4\tDrops of molasses hover in the cube, making it difficult terrain until the start of your next turn.", "duration": "Up to 1 minute", "higher_level": "", - "id": "a63c3a0c-ab1a-47c9-96d8-d8619de1f3f7", + "id": "0e7cd1cb-edab-44fe-bc66-50a7e5845a57", "level": 2, "locations": [ { @@ -15826,7 +15826,7 @@ "desc": "A burst of cold energy emanates from you in a 30-foot cone. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 3d8 cold damage and is hindered by ice formations for 1 minute, or until it or another creature within reach of it uses an action to break away the ice. A creature hindered by ice has its speed reduced to 0. On a successful save, a creature takes half as much damage and isn't hindered by ice.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, increase the cold damage by 1d8 for each slot level above 2nd.", - "id": "336dfe54-a753-4b9b-8486-76ef0697e9c7", + "id": "58a19e73-d11f-42b7-be17-1bfa41215f73", "level": 2, "locations": [ { @@ -15860,7 +15860,7 @@ "desc": "The billowing flames of a dragon blast from your feet, granting you explosive speed. For the duration, your speed increases by 20 feet and moving doesn't provoke opportunity attacks.\nWhen you move within 5 feet of a creature or an object that isn't being worn or carried, it takes 1d6 fire damage from your trail of heat. A creature or object can take this damage only once during a turn.", "duration": "Up to 1 minute", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, increase your speed by 5 feet for each spell slot level above 3rd. The spell deals an additional 1d6 fire damage for each slot level above 3rd.", - "id": "d8bf27c3-ef72-44ac-a8ef-f38c7d14b56d", + "id": "d8b8958f-cff2-4a4a-8a96-0e44378c19c9", "level": 3, "locations": [ { @@ -15894,7 +15894,7 @@ "desc": "You unleash a shimmering lance of psychic power from your forehead at a creature that you can see within range. Alternatively, you can utter a creature's name. If the named target is within range, it becomes the spell's target even if you can't see it. If the named target isn't within range, the lance dissipates without effect.\nThe target must make an Intelligence saving throw. On a failed save, the target takes 7d6 psychic damage and is incapacitated until the start of your next turn. On a successful save, the creature takes half as much damage and isn't incapacitated.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.", - "id": "9c66cf21-6354-464c-a485-86a06304eadf", + "id": "a9d2bb86-0d2f-4bd9-ac3c-1e5ad24c50de", "level": 4, "locations": [ { @@ -15929,7 +15929,7 @@ "desc": "You call forth a draconic spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Draconic Spirit stat block. When you cast this spell, choose a family of dragon: chromatic, gem, or metallic. The creature resembles a dragon of the chosen family, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.\nThe creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.", "duration": "Up to 1 hour", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, use the higher level wherever the spell's level appears in the stat block.", - "id": "f1072cb9-a0b8-4086-8528-50b85804669d", + "id": "3b0736a1-9631-48bd-93db-070b1e06af2a", "level": 5, "locations": [ { @@ -15962,7 +15962,7 @@ "desc": "You create a field of silvery light that surrounds a creature of your choice within range (you can choose yourself). The field sheds dim light out to 5 feet. While surrounded by the field, a creature gains the following benefits:\n\nCover. The creature has half cover.\n\nDamage Resistance. The creature has resistance to acid, cold, fire, lightning, and poison damage.\n\nEvasion. If the creature is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the creature instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.\nAs a bonus action on subsequent turns, you can move the field to another creature within 60 feet of the field.", "duration": "Up to 1 minute", "higher_level": "", - "id": "0858a512-1730-41e8-b1e6-c23f9f977d05", + "id": "c3fac297-3278-4e31-a83a-9c4d98a62d9b", "level": 6, "locations": [ { @@ -15997,7 +15997,7 @@ "desc": "With a roar, you draw on the magic of dragons to transform yourself, taking on draconic features. You gain the following benefits until the spell ends:\n\nBlindsight. You have blindsight with a range of 30 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature, unless the creature successfully hides from you.\n\nBreath Weapon. When you cast this spell, and as a bonus action on subsequent turns for the duration, you can exhale shimmering energy in a 60-foot cone. Each creature in that area must make a Dexterity saving throw, taking 6d8 force damage on a failed save, or half as much damage on a successful one.\n\nWings. Incorporeal wings sprout from your back, giving you a flying speed of 60 feet.", "duration": "Up to 1 minute", "higher_level": "", - "id": "3c83161e-017b-42ea-bfda-197792794c38", + "id": "4782593e-8417-4795-87a0-317273b22be7", "level": 7, "locations": [ { @@ -16033,7 +16033,7 @@ "desc": "You draw on knowledge from spirits of the past. Choose one skill in which you lack proficiency. For the spell's duration, you have proficiency in the chosen skill. The spell ends early if you cast it again.", "duration": "1 hour", "higher_level": "", - "id": "55bc9a0e-059d-4ff4-987b-a221bf3aa50c", + "id": "d3b94648-ee1e-4f45-bd10-97bc4236e793", "level": 2, "locations": [ { @@ -16068,7 +16068,7 @@ "desc": "You magically empower your movement with dance-like steps, giving yourself the following benefits for the duration.\n\n\u2022Your walking speed increases by 10 feet.\n\n\u2022You don't provoke opportunity attacks.\n\n\u2022You can move through the space of another creature, and it doesn't count as difficult terrain. If you end your turn in another creature's space, you are shunted to the last unoccupied space you occupied, and you take 1d8 force damage.", "duration": "Up to 1 minute", "higher_level": "", - "id": "e055360a-ba32-4f69-ae5f-8f232fce55e5", + "id": "2fffc2ab-d00b-431a-b50c-b5b54a044b76", "level": 2, "locations": [ { @@ -16101,7 +16101,7 @@ "desc": "You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.\n\nYou can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.", "duration": "Instantaneous", "higher_level": "", - "id": "fa5d69aa-08df-4e33-ab51-0df33fbde23d", + "id": "aac9e0ab-bc57-4b03-bea0-00ba818cc313", "level": 1, "locations": [ { @@ -16135,7 +16135,7 @@ "desc": "You magically twist space around another creature you can see within range. The target must succeed on a Constitution saving throw (the target can choose to fail), or the target is teleported to an unoccupied space of your choice that you can see within range. The chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the range of the spell increases by 30 feet for each slot level above 2nd.", - "id": "3ea8f086-2c15-4bb2-84ad-841a89135d06", + "id": "4c2d14d4-a226-436c-ab26-e93da991e3cb", "level": 2, "locations": [ { @@ -16169,7 +16169,7 @@ "desc": "You invoke both death and life upon a 10-foot-radius sphere centered on a point within range. Each creature of your choice in that area must make a Constitution saving throw, taking 2d6 necrotic damage on a failed save, or half as much damage on a successful one. Nonmagical vegetation in that area withers.\n\nIn addition, one creature of your choice in that area can spend and roll one of its unspent Hit Dice and regain a number of hit points equal to the roll plus your spellcasting ability modifier.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot above the 2nd, and the number of Hit Dice that can be spent and added to the healing roll increases by one for each slot above 2nd.", - "id": "a1bc6024-85a3-4562-9734-a9f53e9d662a", + "id": "dd6db6c2-0d91-4b75-8a32-413e9ae23a80", "level": 2, "locations": [ { @@ -16203,7 +16203,7 @@ "desc": "You create a spectral globe around the head of a willing creature you can see within range. The globe is filled with fresh air that lasts until the spell ends. If the creature has more than one head, the globe of air appears around only one of its heads (which is all the creature needs to avoid suffocation, assuming that all its heads share the same respiratory system).", "duration": "24 hours", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can create two additional globes of fresh air for each slot level above 2nd.", - "id": "f83501dd-5bd0-4761-868d-dc78bed86533", + "id": "06b764ff-af33-40fb-b7df-b991e91661ab", "level": 2, "locations": [ { @@ -16236,7 +16236,7 @@ "desc": "Holding the rod used in the casting of the spell, you touch a Large or smaller chair that is unoccupied. The rod disappears, and the chair is transformed into a spelljamming helm.\n\n\nSPELLJAMMING HELM\nWondrous item, rare (requires attunement by a spellcaster)\n\nThe function of this ornate chair is to propel and maneuver a ship on which it has been installed through space and air. It can also propel and maneuver a ship on water or underwater, provided the ship is built for such travel. The ship in question must weigh 1 ton or more.\n\nThe sensation of being attuned to a spelljamming helm is akin to the pins-and-needles effect one experiences after one's arm or leg falls asleep, but not as painful.\n\nWhile attuned to a spelljamming helm and sitting in it, you gain the following abilities for as long as you maintain concentration (as if concentrating on a spell):\n\n\u2022You can use the spelljamming helm to move the ship through space, air, or water up to the ship's speed. If the ship is in space and no other objects weighing 1 ton or more are within 1 mile of it, you can use the spelljamming helm to move the vessel fast enough to travel 100 million miles in 24 hours.\n\u2022You can steer the vessel, albeit in a somewhat clumsy fashion, in much the way that a rudder or oars can be used to maneuver a seafaring ship.\n\u2022At any time, you can see and hear what's happening on and around the vessel as though you were standing in a location of your choice aboard it.\n\nTransfer Attunement. You can use an action to touch a willing spellcaster. That creature attunes to the spelljamming helm immediately, and your attunement to it ends.\n\nCOST OF A SPELLJAMMING HELM\nA spelljamming helm propels and steers a ship much as sails, oars, and rudders work on a seafaring vessel, and a spelljamming helm is easy to create if one has the proper spell. Create spelljamming helm has a material component cost of 5,000 gp, so that's the least one can pay to acquire a spelljamming helm.\n\nWildspace merchants, including dohwars and mercanes (both described in Boo's Astral Menagerie), typically sell a spelljamming helm for substantially more than it cost to make. How much more depends on the market, but 7,500 gp would be a reasonable demand. A desperate buyer in a seller's market might pay 10,000 gp or more.", "duration": "Instantaneous", "higher_level": "", - "id": "523940bd-99a2-49e2-ad85-c2b010d9346e", + "id": "4049107d-c16d-4d15-810e-e3d8b3445dc4", "level": 5, "locations": [ { @@ -16267,7 +16267,7 @@ "desc": "You pull a memory, an idea, or a message from your mind and transform it into a tangible string of glowing energy called a thought strand, which persists for the duration or until you cast this spell again. The thought strand appears in an unoccupied space within 5 feet of you as a Tiny, weightless, semisolid object that can be held and carried like a ribbon. It is otherwise stationary.\n\nIf you cast this spell while concentrating on a spell or an ability that allows you to read or manipulate the thoughts of others (such as detect thoughts or modify memory), you can transform the thoughts or memories you read, rather than your own, into a thought strand.\n\nCasting this spell while holding a thought strand allows you to instantly receive whatever memory, idea, or message the thought strand contains. (Casting detect thoughts on the strand has the same effect.)\n\nThis spell can be used by any character with the Dimir Operative background.", "duration": "8 hours", "higher_level": "", - "id": "87f82823-8a07-443e-a93a-fdcc73fe0f81", + "id": "ab2cc47e-09b5-429f-87f0-8527b09305e5", "level": 0, "locations": [ { @@ -16300,7 +16300,7 @@ "desc": "You conjure a deluge of seawater in a 15-foot-radius, 10-foot-tall cylinder centered on a point within range. This water takes the form of a tidal wave, a whirlpool, a waterspout, or another form of your choice. Each creature in the area must succeed on a Strength saving throw against your spell save DC or take 2d8 bludgeoning damage and fall prone. You can choose a number of creatures equal to your spellcasting modifier (minimum of 1) to automatically succeed on this saving throw.\nIf you are within the spell's area, as part of the action you use to cast the spell, you can vanish into the deluge and teleport to an unoccupied space that you can see within the spell's area.", "duration": "Instantaneous", "higher_level": "", - "id": "c9752f4a-8c1d-4e09-9895-5c424a013dd8", + "id": "e1dbbbef-7986-491b-980b-7ab0c9c10677", "level": 3, "locations": [ { @@ -16333,7 +16333,7 @@ "desc": "Wind wraps around your body, tugging at your hair and clothing as your feet lift off the ground. You gain a flying speed of 60 feet. Additionally, you have advantage on ability checks to avoid being grappled, and on saving throws against being restrained or paralyzed.\nWhen you are targeted by a spell or attack while this spell is in effect, you can use a reaction to teleport up to 60 feet to an unoccupied space you can see. If this movement takes you out of range of the triggering spell or attack, you are unaffected by it. This spell then ends when you reappear.", "duration": "Up to 10 minutes", "higher_level": "", - "id": "26b0f2dc-5da4-4f27-b032-88bf50cb8f2a", + "id": "69b40ee0-7d01-439b-aa3c-414cf7a6f85b", "level": 5, "locations": [ { @@ -16366,7 +16366,7 @@ "desc": "You fortify the fabric of the planes in a 30-foot cube you can see within range. Within that area, portals close and can't be opened for the duration. Spells and other effects that allow planar travel or open portals, such as gate or plane shift, fail if used to enter or leave the area. The cube is stationary.", "duration": "24 hours", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled.", - "id": "2637bbf5-940c-4596-89aa-506172571db6", + "id": "3447b2bf-bfc2-4d04-ac1b-906ef7667daf", "level": 4, "locations": [ { @@ -16400,7 +16400,7 @@ "desc": "For the duration, you sense the presence of portals, even inactive ones, within 30 feet of yourself.\nIf you detect a portal in this way, you can use your action to study it. Make a DC 15 ability check using your spellcasting ability. On a successful check, you learn the destination plane of the portal and what portal key it requires, then the spell ends. On a failed check, you learn nothing and can't study that portal again using this spell until you cast it again.\nThe spell can penetrate most barriers but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.", "duration": "Up to 1 minute", "higher_level": "", - "id": "18a9edd1-32aa-4ce9-b1c1-74c713269261", + "id": "3f79e1a8-9195-4bc1-9ebd-b0d9958d2f8c", "level": 2, "locations": [ { @@ -16435,7 +16435,7 @@ "desc": "You whisper magical words that antagonize one creature of your choice within range. The target must make a Wisdom saving throw. On a failed save, the target takes 4d4 psychic damage and must immediately use its reaction to make a melee attack against another creature of your choice that you can see. If the target can't make this attack (for example, because there is no one within its reach or because its reaction is unavailable), the target instead has disadvantage on the next attack roll it makes before the start of your next turn. On a successful save, the target takes half as much damage only.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd.", - "id": "f7f95a3b-82ce-4459-9911-feb017a10369", + "id": "029c9d4c-e32a-4629-b5ab-25455cb1f3bf", "level": 3, "locations": [ { @@ -16469,7 +16469,7 @@ "desc": "You call forth a spirit that embodies death. The spirit manifests in an unoccupied space you can see within range and uses the reaper spirit stat block. The spirit disappears when it is reduced to 0 hit points or when the spell ends.\n\nThe spirit is an ally to you and your companions. In combat, the spirit shares your initiative count and takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue the spirit any commands, it takes the Dodge action and uses its movement to avoid danger.", "duration": "Up to 1 hour", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell's level appears in the reaper spirit stat block.", - "id": "80fadfe4-709f-429b-84f8-eab4df37170a", + "id": "cb7f59d2-4ba2-40cb-a772-f7be8fd6c826", "level": 4, "locations": [ { @@ -16504,7 +16504,7 @@ "desc": "You spray a 15-foot cone of spectral cards. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 2d10 force damage and has the blinded condition until the end of its next turn. On a successful save, a creature takes half as much damage only.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.", - "id": "1778b884-5dee-448f-b96b-8b58f6be4051", + "id": "e47fce28-4234-432e-bf35-ba7aef4cff22", "level": 2, "locations": [ { @@ -16536,7 +16536,7 @@ "desc": "You create an acidic bubble at a point within range, where it explodes in a 5-foot-radius Sphere. Each creature in that Sphere must succeed on a Dexterity saving throw or take 1d6 Acid damage.", "duration": "Instantaneous", "higher_level": "The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).", - "id": "03a6583e-88a1-4cb4-a563-ee0f2f749964", + "id": "6fa208a9-ce65-4759-ad34-640b2419263a", "level": 0, "locations": [ { @@ -16567,7 +16567,7 @@ "desc": "Choose up to three creatures within range. Each target's Hit Point maximum and current Hit Points increase by 5 for the duration.", "duration": "8 hours", "higher_level": "Each target's Hit Points increase by 5 for each spell slot level above 2.", - "id": "4a851119-88e5-421b-a47a-dbdcb42a3b9d", + "id": "297f82f5-89b7-4f47-847b-d4a4a32dfbd9", "level": 2, "locations": [ { @@ -16595,7 +16595,7 @@ ], "desc": "You set an alarm against intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot Cube. Until the spell ends, an alarm alerts you whenever a creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is audible or mental:\n\nAudible Alarm. The alarm produces the sound of a handbell for 10 seconds within 60 feet of the warded area.\n\nMental Alarm. You are alerted by a mental ping if you are within 1 mile of the warded area. This ping awakens you if you're asleep.", "duration": "8 hours", - "id": "953ffece-df0f-4f43-ae02-508139bd6eb5", + "id": "f3d950c7-b557-49b6-be82-7354f29457cd", "level": 1, "locations": [ { @@ -16623,7 +16623,7 @@ "concentration": true, "desc": "You alter your physical form. Choose one of the following options. Its effects last for the duration, during which you can take a Magic action to replace the option you chose with a different one.\n\nAquatic Adaptation. You sprout gills and grow webs between your fingers. You can breathe underwater and gain a Swim Speed equal to your Speed.\n\nChange Appearance. You alter your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and other distinguishing characteristics. You can make yourself appear as a member of another species, though none of your statistics change. You can't appear as a creature of a different size, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. For the duration, you can take a Magic action to change your appearance in this way again.\n\nNatural Weapons. You grow claws (Slashing), fangs (Piercing), horns (Piercing), or hooves (Bludgeoning). When you use your Unarmed Strike to deal damage with that new growth, it deals 1d6 damage of the type in parentheses instead of dealing the normal damage for your Unarmed Strike, and you use your spellcasting ability modifier for the attack and damage rolls rather than using Strength.", "duration": "Up to 1 hour", - "id": "89ef4bfc-e065-4665-b461-f47e1832d63a", + "id": "022f2509-7130-4f74-b3c6-1d86bdf77409", "level": 2, "locations": [ { @@ -16651,7 +16651,7 @@ "desc": "Target a Beast that you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. If you or one of your allies deals damage to the target, the spells ends.", "duration": "24 hours", "higher_level": "You can target one additional Beast for each spell slot level above 1.", - "id": "2dd212f9-9ade-498a-b0a3-8bb80f7c5f65", + "id": "3c118b31-1658-421a-b672-434026a03ec5", "level": 1, "locations": [ { @@ -16680,7 +16680,7 @@ "desc": "A Tiny Beast of your choice that you can see within range must succeed on a Charisma saving throw, or it attempts to deliver a message for you (if the target's Challenge Rating isn't 0, it automatically succeeds). You specify a location you have visited and a recipient who matches a general description, such as \u201ca person dressed in the uniform of the town guard\u201d or \u201ca red-haired dwarf wearing a pointed hat.\u201d You also communicate a message of up to twenty-five words. The Beast travels for the duration toward the specified location, covering about 25 miles per 24 hours or 50 miles if the Beast can fly.\n\nWhen the Beast arrives, it delivers your message to the creature that you described, mimicking your communication. If the Beast doesn't reach its destination before the spell ends, the message is lost, and the Beast returns to where you cast the spell.", "duration": "24 hours", "higher_level": "The spell's duration increases by 48 hours for each spell slot level above 2.", - "id": "bfebedac-0b08-4eec-a147-8ace3d95aea0", + "id": "ebcf5022-9105-44f3-9f68-d1af323b6ba1", "level": 2, "locations": [ { @@ -16705,7 +16705,7 @@ ], "desc": "Choose any number of willing creatures that you can see within range. Each target shape-shifts into a Large or smaller Beast of your choice that has a Challenge Rating of 4 or lower. You can choose a different form for each target. On later turns, you can take a Magic action to transform the targets again.\n\nA target's game statistics are replaced by the chosen Beast's statistics, but the target retains its creature type; Hit Points; Hit Point Dice; alignment; ability to communicate; and Intelligence, Wisdom, and Charisma scores. The target's actions are limited by the Beast form's anatomy, and it can't cast spells. The target's equipment melds into the new form, and the target can't use any of that equipment while in that form.\n\nThe target gains a number of Temporary Hit Points equal to the Hit Points of the first form into which it shape-shifts. These Temporary Hit Points vanish if any remain when the spell ends. The transformation lasts for the duration or until the target ends it as a Bonus Action.", "duration": "24 hours", - "id": "8ba3366c-cff1-4c58-bb98-92b079f6c45e", + "id": "6f4dfbab-b7af-4d68-bb48-1729821cfe53", "level": 8, "locations": [ { @@ -16732,7 +16732,7 @@ "desc": "Choose a pile of bones or a corpse of a Medium or Small Humanoid within range. The target becomes an Undead creature: a Skeleton if you chose bones or a Zombie if you chose a corpse (see appendix B for the stat blocks).\n\nOn each of your turns, you can take a Bonus Action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move on its next turn, or you can issue a general command, such as to guard a chamber or corridor. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow it until its task is complete.\n\nThe creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell rather than animating a new creature.", "duration": "Instantaneous", "higher_level": "You animate or reassert control over two additional Undead creatures for each spell slot level above 3. Each of the creatures must come from a different corpse or pile of bones.", - "id": "af46cee0-5961-48fe-8aec-eff7d950ea30", + "id": "ab1095c1-e3ea-4703-9222-56e7db704e57", "level": 3, "locations": [ { @@ -16762,7 +16762,7 @@ "desc": "Objects animate at your command. Choose a number of nonmagical objects within range that aren't being worn or carried, aren't fixed to a surface, and aren't Gargantuan. The maximum number of objects is equal to your spellcasting ability modifier; for this number, a Medium or smaller target counts as one object, a Large target counts as two, and a Huge target counts as three.\n\nEach target animates, sprouts legs, and becomes a Construct that uses the Animated Object stat block; this creature is under your control until the spell ends or until it is reduced to 0 Hit Points. Each creature you make with this spell is an ally to you and your allies. In combat, it shares your Initiative count and takes its turn immediately after yours.\n\nUntil the spell ends, you can take a Bonus Action to mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing the same command to each one). If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. When the creature drops to 0 Hit Points, it reverts to its object form, and any remaining damage carries over to that form.\n\nHuge or Smaller Construct, Unaligned\n\nAC 15\n\nHP 10 (Medium or smaller), 20 (Large), 40 (Huge)\n\nSpeed 30 ft.\n\n Mod Save\nSTR 16 +3 +3\nDEX 10 +0 +0\nCON 10 +0 +0\n\n Mod Save\nINT 3 \u22124 \u22124\nWIS 3 \u22124 \u22124\nCHA 1 \u22125 \u22125\n\nImmunities Poison, Psychic; Charmed, Exhaustion, Frightened, Paralyzed, Poisoned\n\nSenses Blindsight 30 ft., Passive Perception 6\n\nLanguages Understands the languages you know\n\nCR None (XP 0; PB equals your Proficiency Bonus)\n\nActions\n\nSlam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: Force damage equal to 1d4 + 3 (Medium or smaller), 2d6 + 3 + your spellcasting ability modifier (Large), or 2d12 + 3 + your spellcasting ability modifier (Huge).", "duration": "Up to 1 minute", "higher_level": "The creature's Slam damage increases by 1d4 (Medium or smaller), 1d6 (Large), or 1d12 (Huge) for each spell slot level above 5.", - "id": "799b7211-edbf-4663-9234-1567749f21b1", + "id": "e5d94552-e285-4d82-b836-548d56885310", "level": 5, "locations": [ { @@ -16787,7 +16787,7 @@ "concentration": true, "desc": "An aura extends from you in a 10-foot Emanation for the duration. The aura prevents creatures other than Constructs and Undead from passing or reaching through it. An affected creature can cast spells or make attacks with Ranged or Reach weapons through the barrier.\n\nIf you move so that an affected creature is forced to pass through the barrier, the spell ends.", "duration": "Up to 1 hour", - "id": "ce20a1f7-f27a-4b27-8d26-6e022a73e9d7", + "id": "97139b0a-b57f-4924-92fd-daad81317388", "level": 5, "locations": [ { @@ -16814,7 +16814,7 @@ "concentration": true, "desc": "An aura of antimagic surrounds you in 10-foot Emanation. No one can cast spells, take Magic actions, or create other magical effects inside the aura, and those things can't target or otherwise affect anything inside it. Magical properties of magic items don't work inside the aura or on anything inside it.\n\nAreas of effect created by spells or other magic can't extend into the aura, and no one can teleport into or out of it or use planar travel there. Portals close temporarily while in the aura.\n\nOngoing spells, except those cast by an Artifact or a deity, are suppressed in the area. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration.", "duration": "Up to 1 hour", - "id": "c3a18d7e-d2ed-49f4-898e-dee543b4cabf", + "id": "04df2e33-2761-4116-a28b-0a3dfdcd8647", "level": 8, "locations": [ { @@ -16842,7 +16842,7 @@ ], "desc": "As you cast the spell, choose whether it creates antipathy or sympathy, and target one creature or object that is Huge or smaller. Then specify a kind of creature, such as red dragons, goblins, or vampires. A creature of the chosen kind makes a Wisdom saving throw when it comes within 120 feet of the target. Your choice of antipathy or sympathy determines what happens to a creature when it fails that save:\n\nAntipathy. The creature has the Frightened condition. The Frightened creature must use its movement on its turns to get as far away as possible from the target, moving by the safest route.\n\nSympathy. The creature has the Charmed condition. The Charmed creature must use its movement on its turns to get as close as possible to the target, moving by the safest route. If the creature is within 5 feet of the target, the creature can't willingly move away. If the target damages the Charmed creature, that creature can make a Wisdom saving throw to end the effect, as described below.\n\nEnding the Effect. If the Frightened or Charmed creature ends its turn more than 120 feet away from the target, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target. A creature that successfully saves against this effect is immune to it for 1 minute, after which it can be affected again.", "duration": "10 days", - "id": "90b4b6b2-3902-4185-98a4-46329b5eb462", + "id": "948b8cb3-6940-4912-9086-05906ce3fd77", "level": 8, "locations": [ { @@ -16870,7 +16870,7 @@ "concentration": true, "desc": "You create an Invisible, invulnerable eye within range that hovers for the duration. You mentally receive visual information from the eye, which can see in every direction. It also has Darkvision with a range of 30 feet.\n\nAs a Bonus Action, you can move the eye up to 30 feet in any direction. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter.", "duration": "Up to 1 hour", - "id": "ba1f2db1-d872-4c11-95e3-502eaba91c5c", + "id": "4a006d17-220e-4857-a1e5-146c8a1e642c", "level": 4, "locations": [ { @@ -16898,7 +16898,7 @@ "concentration": true, "desc": "You create linked teleportation portals. Choose two Large, unoccupied spaces on the ground that you can see, one space within range and the other one within 10 feet of you. A circular portal opens in each of those spaces and remains for the duration.\n\nThe portals are two-dimensional glowing rings filled with mist that blocks sight. They hover inches from the ground and are perpendicular to it.\n\nA portal is open on only one side (you choose which). Anything entering the open side of a portal exits from the open side of the other portal as if the two were adjacent to each other. As a Bonus Action, you can change the facing of the open sides.", "duration": "Up to 10 minutes", - "id": "3dfd9eef-dc3b-4711-a0ac-c06113966918", + "id": "ae3999e5-0d1e-4863-8006-593b6b4fa776", "level": 6, "locations": [ { @@ -16924,7 +16924,7 @@ ], "desc": "You touch a closed door, window, gate, container, or hatch and magically lock it for the duration. This lock can't be unlocked by any nonmagical means. You and any creatures you designate when you cast the spell can open and close the object despite the lock. You can also set a password that, when spoken within 5 feet of the object, unlocks it for 1 minute.", "duration": "Until dispelled", - "id": "5b12e19f-ce1f-4573-a90d-1fff580a7d5a", + "id": "10565aca-0c54-4a08-8b7e-f40b1191be9b", "level": 2, "locations": [ { @@ -16952,7 +16952,7 @@ "desc": "You tap into your life force to heal yourself. Roll one or two of your unexpended Hit Point Dice, and regain a number of Hit Points equal to the roll's total plus your spellcasting ability modifier. Those dice are then expended.", "duration": "Instantaneous", "higher_level": "The number of unexpended Hit Dice you can roll increases by one for each spell slot level above 2.", - "id": "a1e77247-99a4-4806-805c-62e286f76c95", + "id": "ffae5e04-7b8e-4c5c-8f71-0e0baea7c854", "level": 2, "locations": [ { @@ -16978,7 +16978,7 @@ "desc": "Protective magical frost surrounds you. You gain 5 Temporary Hit Points. If a creature hits you with a melee attack roll before the spell ends, the creature takes 5 Cold damage. The spell ends early if you have no Temporary Hit Points.", "duration": "1 hour", "higher_level": "The Temporary Hit Points and the Cold damage both increase by 5 for each spell slot level above 1.", - "id": "dda2345e-3bf5-46e0-a835-065e95715bd5", + "id": "316b065a-f12d-4a34-b424-aa25af206926", "level": 1, "locations": [ { @@ -17004,7 +17004,7 @@ "desc": "Invoking Hadar, you cause tendrils to erupt from yourself. Each creature in a 10-foot Emanation originating from you makes a Strength saving throw. On a failed save, a target takes 2d6 Necrotic damage and can't take Reactions until the start of its next turn. On a successful save, a target takes half as much damage only.", "duration": "Instantaneous", "higher_level": "The damage increases by 1d6 for each spell slot level above 1.", - "id": "051dcec0-f30c-4f23-9cb3-7d71da3d5755", + "id": "c37f7e2b-40d4-4ca2-a854-d69765d52c61", "level": 1, "locations": [ { @@ -17031,7 +17031,7 @@ ], "desc": "You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell ends instantly if you are already on that plane). Each target's body is left behind in a state of suspended animation; it has the Unconscious condition, doesn't need food or air, and doesn't age.\n\nA target's astral form resembles its body in almost every way, replicating its game statistics and possessions. The principal difference is the addition of a silvery cord that trails from between the shoulder blades of the astral form. The cord fades from view after 1 foot. If the cord is cut\u2014which happens only when an effect states that it does so\u2014the target's body and astral form both die.\n\nA target's astral form can travel through the Astral Plane. The moment an astral form leaves that plane, the target's body and possessions travel along the silver cord, causing the target to re-enter its body on the new plane.\n\nAny damage or other effects that apply to an astral form have no effect on the target's body and vice versa. If a target's body or astral form drops to 0 Hit Points, the spell ends for that target. The spell ends for all the targets if you take a Magic action to dismiss it.\n\nWhen the spell ends for a target who isn't dead, the target reappears in its body and exits the state of suspended animation.", "duration": "Until dispelled", - "id": "1885fd44-7744-4db3-8fd8-10f6101b3eba", + "id": "1bf036d6-3219-4552-8e29-86d897093389", "level": 9, "locations": [ { @@ -17059,7 +17059,7 @@ ], "desc": "You receive an omen from an otherworldly entity about the results of a course of action that you plan to take within the next 30 minutes. The DM chooses the omen from the Omens table.\n\nOmen For Results That Will Be...\nWeal Good\nWoe Bad\nWeal and woe Good and bad\nIndifference Neither good nor bad\n\nThe spell doesn't account for circumstances, such as other spells, that might change the results.\n\nIf you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer.", "duration": "Instantaneous", - "id": "ff4421bd-846b-48e2-8d73-30ca2796f2a3", + "id": "32598f3d-d2e6-4bd0-8d7c-21434f3e80c6", "level": 2, "locations": [ { @@ -17085,7 +17085,7 @@ "concentration": true, "desc": "An aura radiates from you in a 30-foot Emanation for the duration. While in the aura, you and your allies have Resistance to Necrotic damage, and your Hit Point maximums can't be reduced. If an ally with 0 Hit Points starts its turn in the aura, that ally regains 1 Hit Point.", "duration": "Up to 10 minutes", - "id": "317d31e2-fad7-4466-a629-ab7803789313", + "id": "7adf2909-0e4a-4ce1-a073-d244af96f0e3", "level": 4, "locations": [ { @@ -17110,7 +17110,7 @@ "concentration": true, "desc": "An aura radiates from you in a 30-foot Emanation for the duration. While in the aura, you and your allies have Resistance to Poison damage and Advantage on saving throws to avoid or end effects that include the Blinded, Charmed, Deafened, Frightened, Paralyzed, Poisoned, or Stunned condition.", "duration": "Up to 10 minutes", - "id": "3914110f-dd02-4b8c-ae61-a66cf188d186", + "id": "7510f875-e605-4461-b509-42867c2842ef", "level": 4, "locations": [ { @@ -17136,7 +17136,7 @@ "concentration": true, "desc": "An aura radiates from you in a 30-foot Emanation for the duration. When you create the aura and at the start of each of your turns while it persists, you can restore 2d6 Hit Points to one creature in it.", "duration": "Up to 1 minute", - "id": "d89ff006-95a5-4a42-ac2d-959ff63966dd", + "id": "36006416-763a-431d-8051-55ab18b1a9ab", "level": 3, "locations": [ { @@ -17162,7 +17162,7 @@ ], "desc": "You spend the casting time tracing magical pathways within a precious gemstone, and then touch the target. The target must be either a Beast or Plant creature with an Intelligence of 3 or less or a natural plant that isn't a creature. The target gains an Intelligence of 10 and the ability to speak one language you know. If the target is a natural plant, it becomes a Plant creature and gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human's. The DM chooses statistics appropriate for the awakened Plant, such as the statistics for the Awakened Shrub or Awakened Tree in the Monster Manual.\n\nThe awakened target has the Charmed condition for 30 days or until you or your allies deal damage to it. When that condition ends, the awakened creature chooses its attitude toward you.", "duration": "Instantaneous", - "id": "6b1bebf3-dd82-441e-9e49-ae8527e83ef2", + "id": "3b81eb51-abad-4335-b711-b426dbcc3610", "level": 5, "locations": [ { @@ -17192,7 +17192,7 @@ "desc": "Up to three creatures of your choice that you can see within range must each make a Charisma saving throw. Whenever a target that fails this save makes an attack roll or a saving throw before the spell ends, the target must subtract 1d4 from the attack roll or save.", "duration": "Up to 1 minute", "higher_level": "You can target one additional creature for each spell slot level above 1.", - "id": "fb548034-5752-4c7b-ba33-5e58b35f543e", + "id": "5b97eedc-79d8-4d61-9087-776a33226fde", "level": 1, "locations": [ { @@ -17217,7 +17217,7 @@ "concentration": true, "desc": "The target hit by the attack roll takes an extra 5d10 Force damage from the attack. If the attack reduces the target to 50 Hit Points or fewer, the target must succeed on a Charisma saving throw or be transported to a harmless demiplane for the duration. While there, the target has the Incapacitated condition. When the spell ends, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.", "duration": "Up to 1 minute", - "id": "d5aa7cec-56b7-43f1-bc99-0c5e56bef192", + "id": "25bb3ae0-d789-4077-859e-c7bd3adad2c7", "level": 5, "locations": [ { @@ -17248,7 +17248,7 @@ "desc": "One creature that you can see within range must succeed on a Charisma saving throw or be transported to a harmless demiplane for the duration. While there, the target has the Incapacitated condition. When the spell ends, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.\n\nIf the target is an Aberration, a Celestial, an Elemental, a Fey, or a Fiend, the target doesn't return if the spell lasts for 1 minute. The target is instead transported to a random location on a plane (DM's choice) associated with its creature type.", "duration": "Up to 1 minute", "higher_level": "You can target one additional creature for each spell slot level above 4.", - "id": "f569a366-7418-4e8a-965c-b09bb8d5a7d7", + "id": "de1ec490-1f8f-4eea-bec0-d36b0ed9a05b", "level": 4, "locations": [ { @@ -17275,7 +17275,7 @@ ], "desc": "You touch a willing creature. Until the spell ends, the target's skin assumes a bark-like appearance, and the target has an Armor Class of 17 if its AC is lower than that.", "duration": "1 hour", - "id": "6e3bda33-fc70-4b8f-ae9f-389646cf0da8", + "id": "66bf286e-3a66-4fac-8c06-618fdf910e18", "level": 2, "locations": [ { @@ -17301,7 +17301,7 @@ "concentration": true, "desc": "Choose any number of creatures within range. For the duration, each target has Advantage on Wisdom saving throws and Death Saving Throws and regains the maximum number of Hit Points possible from any healing.", "duration": "Up to 1 minute", - "id": "24643b19-9d1a-4892-974b-55e9dd4ec0f1", + "id": "72f881e4-9ab8-4735-877b-79517acc5709", "level": 3, "locations": [ { @@ -17326,7 +17326,7 @@ "concentration": true, "desc": "You touch a willing Beast. For the duration, you can perceive through the Beast's senses as well as your own. When perceiving through the Beast's senses, you benefit from any special senses it has.", "duration": "Up to 1 hour", - "id": "1a9a0065-77e3-4911-a585-9d64c7779ee4", + "id": "d8aa2c32-4ba8-4e4b-a72f-2c6930b595a3", "level": 2, "locations": [ { @@ -17354,7 +17354,7 @@ ], "desc": "You blast the mind of a creature that you can see within range. The target makes an Intelligence saving throw.\n\nOn a failed save, the target takes 10d12 Psychic damage and can't cast spells or take the Magic action. At the end of every 30 days, the target repeats the save, ending the effect on a success. The effect can also be ended by the Greater Restoration, Heal, or Wish spell.\n\nOn a successful save, the target takes half as much damage only.", "duration": "Instantaneous", - "id": "618a96c4-7567-4504-b3a2-437aaf40ea60", + "id": "a42aecd7-44d8-41f8-b158-a4a56fb6d450", "level": 8, "locations": [ { @@ -17383,7 +17383,7 @@ "desc": "You touch a creature, which must succeed on a Wisdom saving throw or become cursed for the duration. Until the curse ends, the target suffers one of the following effects of your choice:\n\n\u2022Choose one ability. The target has Disadvantage on ability checks and saving throws made with that ability.\n\u2022The target has Disadvantage on attack rolls against you.\n\u2022In combat, the target must succeed on a Wisdom saving throw at the start of each of its turns or be forced to take the Dodge action on that turn.\n\u2022If you deal damage to the target with an attack roll or a spell, the target takes an extra 1d8 Necrotic damage.", "duration": "Up to 1 minute", "higher_level": "If you cast this spell using a level 4 spell slot, you can maintain Concentration on it for up to 10 minutes. If you use a level 5+ spell slot, the spell doesn't require Concentration, and the duration becomes 8 hours (level 5\u20136 slot) or 24 hours (level 7\u20138 slot). If you use a level 9 spell slot, the spell lasts until dispelled.", - "id": "4df8b9cb-cdfa-450a-a671-dae268979ecd", + "id": "459db74a-49ce-421c-8cd8-7a652884b522", "level": 3, "locations": [ { @@ -17412,7 +17412,7 @@ "desc": "You create a Large hand of shimmering magical energy in an unoccupied space that you can see within range. The hand lasts for the duration, and it moves at your command, mimicking the movements of your own hand.\n\nThe hand is an object that has AC 20 and Hit Points equal to your Hit Point maximum. If it drops to 0 Hit Points, the spell ends. The hand doesn't occupy its space.\n\nWhen you cast the spell and as a Bonus Action on your later turns, you can move the hand up to 60 feet and then cause one of the following effects:\n\nClenched Fist. The hand strikes a target within 5 feet of it. Make a melee spell attack. On a hit, the target takes 5d8 Force damage.\n\nForceful Hand. The hand attempts to push a Huge or smaller creature within 5 feet of it. The target must succeed on a Strength saving throw, or the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target, remaining within 5 feet of it.\n\nGrasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. The target must succeed on a Dexterity saving throw, or the target has the Grappled condition, with an escape DC equal to your spell save DC. While the hand grapples the target, you can take a Bonus Action to cause the hand to crush it, dealing Bludgeoning damage to the target equal to 4d6 plus your spellcasting ability modifier.\n\nInterposing Hand. The hand grants you Half Cover against attacks and other effects that originate from its space or that pass through it. In addition, its space counts as Difficult Terrain for your enemies.", "duration": "Up to 1 minute", "higher_level": "The damage of the Clenched Fist increases by 2d8 and the damage of the Grasping Hand increases by 2d6 for each spell slot level above 5.", - "id": "180b4913-4580-4650-b889-01026adc178e", + "id": "1e7fb81b-c7c5-4be5-989d-32ba1a305847", "level": 5, "locations": [ { @@ -17438,7 +17438,7 @@ "concentration": true, "desc": "You create a wall of whirling blades made of magical energy. The wall appears within range and lasts for the duration. You make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides Three-Quarters Cover, and its space is Difficult Terrain.\n\nAny creature in the wall's space makes a Dexterity saving throw, taking 6d10 Force damage on a failed save or half as much damage on a successful one. A creature also makes that save if it enters the wall's space or ends it turn there. A creature makes that save only once per turn.", "duration": "Up to 10 minutes", - "id": "ca7f1a31-5fbb-4674-8965-37a76b6266ca", + "id": "85c1ba06-6060-4eb8-8179-8a3f8dc58e70", "level": 6, "locations": [ { @@ -17466,7 +17466,7 @@ "concentration": true, "desc": "Whenever a creature makes an attack roll against you before the spell ends, the attacker subtracts 1d4 from the attack roll.", "duration": "Up to 1 minute", - "id": "88045f6a-321f-45c2-b3ac-fd2dbf214198", + "id": "74d4846c-fe35-409c-9aad-f18db426fb70", "level": 0, "locations": [ { @@ -17494,7 +17494,7 @@ "desc": "You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save.", "duration": "Up to 1 minute", "higher_level": "You can target one additional creature for each spell slot level above 1.", - "id": "7f54bbce-a7c3-4a90-98ae-a4f83d8c6446", + "id": "9df3630b-2bf5-47f9-82a3-d6d3b36ab319", "level": 1, "locations": [ { @@ -17523,7 +17523,7 @@ "desc": "A creature that you can see within range makes a Constitution saving throw, taking 8d8 Necrotic damage on a failed save or half as much damage on a successful one. A Plant creature automatically fails the save.\n\nAlternatively, target a nonmagical plant that isn't a creature, such as a tree or shrub. It doesn't make a save; it simply withers and dies.", "duration": "Instantaneous", "higher_level": "The damage increases by 1d8 for each spell slot level above 4.", - "id": "9575e0b3-a6eb-49b3-b252-ecbe847ab1c5", + "id": "37f439c5-24f8-4ec2-b9fa-2d52caaa3ade", "level": 4, "locations": [ { @@ -17547,7 +17547,7 @@ "desc": "The target hit by the strike takes an extra 3d8 Radiant damage from the attack, and the target has the Blinded condition until the spell ends. At the end of each of its turns, the Blinded target makes a Constitution saving throw, ending the spell on itself on a success.", "duration": "1 minute", "higher_level": "The extra damage increases by 1d8 for each spell slot level above 3.", - "id": "3b631d7a-d90f-42b3-aa6e-be2ac5672d28", + "id": "489e35ce-b307-40bc-a5db-a6e8c16e8e86", "level": 3, "locations": [ { @@ -17574,7 +17574,7 @@ "desc": "One creature that you can see within range must succeed on a Constitution saving throw, or it has the Blinded or Deafened condition (your choice) for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.", "duration": "1 minute", "higher_level": "You can target one additional creature for each spell slot level above 2.", - "id": "166541af-5f9d-4413-803b-1616fc6f7f4e", + "id": "a84b2e95-20b8-4009-b072-ba2877e6cae4", "level": 2, "locations": [ { @@ -17600,7 +17600,7 @@ ], "desc": "Roll 1d6 at the end of each of your turns for the duration. On a roll of 4\u20136, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell ends instantly if you are already on that plane). While on the Ethereal Plane, you can perceive the plane you left, which is cast in shades of gray, but you can't see anything there more than 60 feet away. You can affect and be affected only by other creatures on the Ethereal Plane, and creatures on the other plane can't perceive you unless they have a special ability that lets them perceive things on the Ethereal Plane.\n\nYou return to the other plane at the start of your next turn and when the spell ends if you are on the Ethereal Plane. You return to an unoccupied space of your choice that you can see within 10 feet of the space you left. If no unoccupied space is available within that range, you appear in the nearest unoccupied space.", "duration": "1 minute", - "id": "54718837-de3e-4de5-b39d-63c0a1cc1e59", + "id": "ee23b6af-baed-4dea-b53b-c1aed0f38d5b", "level": 3, "locations": [ { @@ -17626,7 +17626,7 @@ "concentration": true, "desc": "Your body becomes blurred. For the duration, any creature has Disadvantage on attack rolls against you. An attacker is immune to this effect if it perceives you with Blindsight or Truesight.", "duration": "Up to 1 minute", - "id": "aac25a3a-f866-4865-a20c-7c08f30ff2b7", + "id": "55f8e40f-9a8e-42f3-890c-ed64f93fae2c", "level": 2, "locations": [ { @@ -17652,7 +17652,7 @@ "desc": "A thin sheet of flames shoots forth from you. Each creature in a 15-foot Cone makes a Dexterity saving throw, taking 3d6 Fire damage on a failed save or half as much damage on a successful one.\n\nFlammable objects in the Cone that aren't being worn or carried start burning.", "duration": "Instantaneous", "higher_level": "The damage increases by 1d6 for each spell slot level above 1.", - "id": "8a840d0c-3b5c-430d-acde-2cfde3d46396", + "id": "52b8765a-44eb-45c7-aaab-be06ea71b134", "level": 1, "locations": [ { @@ -17678,7 +17678,7 @@ "desc": "A storm cloud appears at a point within range that you can see above yourself. It takes the shape of a Cylinder that is 10 feet tall with a 60-foot radius.\n\nWhen you cast the spell, choose a point you can see under the cloud. A lightning bolt shoots from the cloud to that point. Each creature within 5 feet of that point makes a Dexterity saving throw, taking 3d10 Lightning damage on a failed save or half as much damage on a successful one.\n\nUntil the spell ends, you can take a Magic action to call down lightning in that way again, targeting the same point or a different one.\n\nIf you're outdoors in a storm when you cast this spell, the spell gives you control over that storm instead of creating a new one. Under such conditions, the spell's damage increases by 1d10.", "duration": "Up to 10 minutes", "higher_level": "The damage increases by 1d10 for each spell slot level above 3.", - "id": "c69abfee-a55c-4c40-9386-44bfedf1a6fb", + "id": "4534ddd3-5e84-4cde-89c5-22f1e3486e43", "level": 3, "locations": [ { @@ -17704,7 +17704,7 @@ "concentration": true, "desc": "Each Humanoid in a 20-foot-radius Sphere centered on a point you choose within range must succeed on a Charisma saving throw or be affected by one of the following effects (choose for each creature):\n\n\u2022The creature has Immunity to the Charmed and Frightened conditions until the spell ends. If the creature was already Charmed or Frightened, those conditions are suppressed for the duration.\n\u2022The creature becomes Indifferent about creatures of your choice that it\u2019s Hostile toward. This indifference ends if the target takes damage or witnesses its allies taking damage. When the spell ends, the creature\u2019s attitude returns to normal.", "duration": "Up to 1 minute", - "id": "5af28614-c02f-4ca1-829e-0c0ebb68c1b0", + "id": "c860c979-67c5-447e-8a9a-d0112a307e27", "level": 2, "locations": [ { @@ -17731,7 +17731,7 @@ "desc": "You launch a lightning bolt toward a target you can see within range. Three bolts then leap from that target to as many as three other targets of your choice, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.\n\nEach target makes a Dexterity saving throw, taking 10d8 Lightning damage on a failed save or half as much damage on a successful one.", "duration": "Instantaneous", "higher_level": "One additional bolt leaps from the first target to another target for each spell slot level above 6.", - "id": "6684f9a1-15e3-4881-9ff7-30cdf1ad1bb2", + "id": "02696652-f41f-4cd5-bfcc-aad1058ee76e", "level": 6, "locations": [ { @@ -17761,7 +17761,7 @@ "desc": "One creature you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you.", "duration": "1 hour", "higher_level": "You can target one additional creature for each spell slot level above 4.", - "id": "de866c1c-8916-4f9d-9f94-62f397e48912", + "id": "9a4ebb05-47b0-4bc8-8fdf-2e8175dc2de9", "level": 4, "locations": [ { @@ -17790,7 +17790,7 @@ "desc": "One Humanoid you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you.", "duration": "1 hour", "higher_level": "You can target one additional creature for each spell slot level above 1.", - "id": "4611e4eb-e92c-4978-b802-066372149665", + "id": "8c8fa9e4-a4d1-4e6a-9f51-a9a56fc1e654", "level": 1, "locations": [ { @@ -17817,7 +17817,7 @@ "desc": "Channeling the chill of the grave, make a melee spell attack against a target within reach. On a hit, the target takes 1d10 Necrotic damage, and it can't regain Hit Points until the end of your next turn.", "duration": "Instantaneous", "higher_level": "The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).", - "id": "55ddc327-fe98-407f-98a9-668a00a209e5", + "id": "953dab75-a58e-48ea-9bdb-ea828d9b319f", "level": 0, "locations": [ { @@ -17844,7 +17844,7 @@ "desc": "You hurl an orb of energy at a target within range. Choose Acid, Cold, Fire, Lightning, Poison, or Thunder for the type of orb you create, and then make a ranged spell attack against the target. On a hit, the target takes 3d8 damage of the chosen type.\n\nIf you roll the same number on two or more of the d8s, the orb leaps to a different target of your choice within 30 feet of the target. Make an attack roll against the new target, and make a new damage roll. The orb can't leap again unless you cast the spell with a level 2+ spell slot.", "duration": "Instantaneous", "higher_level": "The damage increases by 1d8 for each spell slot level above 1. The orb can leap a maximum number of times equal to the level of the slot expended, and a creature can be targeted only once by each casting of this spell.", - "id": "e8a44b8f-167c-49b7-9da2-9f060c298136", + "id": "b469601a-f088-4037-8ec8-b1ef9f8bad81", "level": 1, "locations": [ { @@ -17873,7 +17873,7 @@ "desc": "Negative energy ripples out in a 60-foot-radius Sphere from a point you choose within range. Each creature in that area makes a Constitution saving throw, taking 8d8 Necrotic damage on a failed save or half as much damage on a successful one.", "duration": "Instantaneous", "higher_level": "The damage increases by 2d8 for each spell slot level above 6.", - "id": "d3f9580e-b386-4bb9-bb92-b15ce414075c", + "id": "421405f4-00c9-43cd-87c4-79bcada0ac11", "level": 6, "locations": [ { @@ -17901,7 +17901,7 @@ "concentration": true, "desc": "An aura radiates from you in a 30-foot Emanation for the duration. While in the aura, you and your allies have Advantage on saving throws against spells and other magical effects. When an affected creature makes a saving throw against a spell or magical effect that allows a save to take only half damage, it takes no damage if it succeeds on the save.", "duration": "Up to 10 minutes", - "id": "f072565c-e68a-4bad-872d-c23b1977c3f1", + "id": "86a43ca1-f2da-4c74-9272-02acc394332e", "level": 5, "locations": [ { @@ -17930,7 +17930,7 @@ "concentration": true, "desc": "You create an Invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The intangible, invulnerable sensor remains in place for the duration.\n\nWhen you cast the spell, choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As a Bonus Action, you can switch between seeing and hearing.\n\nA creature that sees the sensor (such as a creature benefiting from See Invisibility or Truesight) sees a luminous orb about the size of your fist.", "duration": "Up to 10 minutes", - "id": "673717db-5788-4203-af40-5de0e5742287", + "id": "5f857ca5-8826-48bc-9051-c8993f1803d9", "level": 3, "locations": [ { @@ -17956,7 +17956,7 @@ ], "desc": "You touch a creature or at least 1 cubic inch of its flesh. An inert duplicate of that creature forms inside the vessel used in the spell's casting and finishes growing after 120 days; you choose whether the finished clone is the same age as the creature or younger. The clone remains inert and endures indefinitely while its vessel remains undisturbed.\n\nIf the original creature dies after the clone finishes forming, the creature's soul transfers to the clone if the soul is free and willing to return. The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original's equipment. The creature's original remains, if any, become inert and can't be revived, since the creature's soul is elsewhere.", "duration": "Instantaneous", - "id": "0b64f663-461f-4a88-b443-d458ee11f911", + "id": "770fda86-1fe9-4837-8473-97409b6ceed5", "level": 8, "locations": [ { @@ -17984,7 +17984,7 @@ "desc": "You create a 20-foot-radius Sphere of yellow-green fog centered on a point within range. The fog lasts for the duration or until strong wind (such as the one created by Gust of Wind) disperses it, ending the spell. Its area is Heavily Obscured.\n\nEach creature in the Sphere makes a Constitution saving throw, taking 5d8 Poison damage on a failed save or half as much damage on a successful one. A creature must also make this save when the Sphere moves into its space and when it enters the Sphere or ends its turn there. A creature makes this save only once per turn.\n\nThe Sphere moves 10 feet away from you at the start of each of your turns.", "duration": "Up to 10 minutes", "higher_level": "The damage increases by 1d8 for each spell slot level above 5.", - "id": "9bd90516-de71-450d-a960-af6c4d9b1274", + "id": "24b33500-6bd4-4f96-8d10-7e004545d6fc", "level": 5, "locations": [ { @@ -18014,7 +18014,7 @@ "desc": "You conjure spinning daggers in a 5-foot Cube centered on a point within range. Each creature in that area takes 4d4 Slashing damage. A creature also takes this damage if it enters the Cube or ends its turn there or if the Cube moves into its space. A creature takes this damage only once per turn.\n\nOn your later turns, you can take a Magic action to teleport the Cube up to 30 feet.", "duration": "Up to 1 minute", "higher_level": "The damage increases by 2d4 for each spell slot level above 2.", - "id": "bc092e54-3e7b-4f46-9a12-5ab3fb94562e", + "id": "ee36cd7c-2432-448d-832a-8f855ba9e447", "level": 2, "locations": [ { @@ -18042,7 +18042,7 @@ ], "desc": "You launch a dazzling array of flashing, colorful light. Each creature in a 15-foot Cone originating from you must succeed on a Constitution saving throw or have the Blinded condition until the end of your next turn.", "duration": "Instantaneous", - "id": "e66e699a-0963-47f7-8bd0-a47b6416321b", + "id": "6d50d3cf-6ee6-42a9-8b43-5f280bf4ac38", "level": 1, "locations": [ { @@ -18069,7 +18069,7 @@ "desc": "You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options:\n\nApproach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.\n\nDrop. The target drops whatever it is holding and then ends its turn.\n\nFlee. The target spends its turn moving away from you by the fastest available means.\n\nGrovel. The target has the Prone condition and then ends its turn.\n\nHalt. On its turn, the target doesn't move and takes no action or Bonus Action.", "duration": "Instantaneous", "higher_level": "You can affect one additional creature for each spell slot level above 1.", - "id": "888b805b-baeb-4a98-9ca1-3f6ca0563720", + "id": "227ce494-b580-42be-9499-9a82ab0f9ed2", "level": 1, "locations": [ { @@ -18094,7 +18094,7 @@ ], "desc": "You contact a deity or a divine proxy and ask up to three questions that can be answered with yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question.\n\nDivine beings aren't necessarily omniscient, so you might receive \u201cunclear\u201d as an answer if a question pertains to information that lies beyond the deity's knowledge. In a case where a one-word answer could be misleading or contrary to the deity's interests, the DM might offer a short phrase as an answer instead.\n\nIf you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer.", "duration": "1 minute", - "id": "b221927d-5315-4c67-bb7d-b92dd5ed4960", + "id": "f62705e1-8ad9-45d0-9fd3-993bed7abbf0", "level": 5, "locations": [ { @@ -18120,7 +18120,7 @@ ], "desc": "You commune with nature spirits and gain knowledge of the surrounding area. In the outdoors, the spell gives you knowledge of the area within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in castles and settlements.\n\nChoose three of the following facts; you learn those facts as they pertain to the spell's area:\n\n\u2022Locations of settlements\n\u2022Locations of portals to other planes of existence\n\u2022Location of one Challenge Rating 10+ creature (DM\u2019s choice) that is a Celestial, an Elemental, a Fey, a Fiend, or an Undead\n\u2022The most prevalent kind of plant, mineral, or Beast (you choose which to learn)\n\n\u2022Locations of bodies of water\n\nFor example, you could determine the location of a powerful monster in the area, the locations of bodies of water, and the locations of any towns.", "duration": "Instantaneous", - "id": "6cf85622-f0aa-44c9-a0ca-31adc2dc93c5", + "id": "a2982098-a73a-4538-877e-31929e9f622f", "level": 5, "locations": [ { @@ -18144,7 +18144,7 @@ "concentration": true, "desc": "You try to compel a creature into a duel. One creature that you can see within range makes a Wisdom saving throw. On a failed save, the target has Disadvantage on attack rolls against creatures other than you, and it can't willingly move to a space that is more than 30 feet away from you.\n\nThe spell ends if you make an attack roll against a creature other than the target, if you cast a spell on an enemy other than the target, if an ally of yours damages the target, or if you end your turn more than 30 feet away from the target.", "duration": "Up to 1 minute", - "id": "cbc45523-cdc7-4b23-8dc5-a7f198155f73", + "id": "60c7ae71-d738-487f-9b56-bba9610a546f", "level": 1, "locations": [ { @@ -18172,7 +18172,7 @@ ], "desc": "For the duration, you understand the literal meaning of any language that you hear or see signed. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn't decode symbols or secret messages.", "duration": "1 hour", - "id": "76b6447d-4574-4609-873b-08461be0fce4", + "id": "6dd5f466-74f8-41ac-b021-32c94f706540", "level": 1, "locations": [ { @@ -18198,7 +18198,7 @@ "concentration": true, "desc": "Each creature of your choice that you can see within range must succeed on a Wisdom saving throw or have the Charmed condition until the spell ends.\n\nFor the duration, you can take a Bonus Action to designate a direction that is horizontal to you. Each Charmed target must use as much of its movement as possible to move in that direction on its next turn, taking the safest route. After moving in this way, a target repeats the save, ending the spell on itself on a success.", "duration": "Up to 1 minute", - "id": "fbee7910-f696-425e-b272-bcc8b981fbd9", + "id": "43f31d48-c2f3-45c6-b1ba-a02dea85bd0c", "level": 4, "locations": [ { @@ -18226,7 +18226,7 @@ "desc": "You unleash a blast of cold air. Each creature in a 60-foot Cone originating from you makes a Constitution saving throw, taking 8d8 Cold damage on a failed save or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws.", "duration": "Instantaneous", "higher_level": "The damage increases by 1d8 for each spell slot level above 5.", - "id": "71d2f63c-88c3-4f23-ae0f-09e1c35c727b", + "id": "7c9c4725-8dd1-4e4a-9b0d-8a62227075c0", "level": 5, "locations": [ { @@ -18257,7 +18257,7 @@ "desc": "Each creature in a 10-foot-radius Sphere centered on a point you choose within range must succeed on a Wisdom saving throw, or that target can't take Bonus Actions or Reactions and must roll 1d10 at the start of each of its turns to determine its behavior for that turn, consulting the table below.\n\n1d10 Behavior for the Turn\n1 The target doesn't take an action, and it uses all its movement to move. Roll 1d4 for the direction: 1, north; 2, east; 3, south; or 4, west.\n2\u20136 The target doesn't move or take actions.\n7\u20138 The target doesn't move, and it takes the Attack action to make one melee attack against a random creature within reach. If none are within reach, the target takes no action.\n9\u201310 The target chooses its behavior.\n\nAt the end of each of its turns, an affected target repeats the save, ending the spell on itself on a success.", "duration": "Up to 1 minute", "higher_level": "The Sphere's radius increases by 5 feet for each spell slot level above 4.", - "id": "4f90bb7c-ea52-4ebb-b281-17df7a122837", + "id": "64adba2e-7b94-4570-9bca-9578655cadc0", "level": 4, "locations": [ { @@ -18285,7 +18285,7 @@ "desc": "You conjure nature spirits that appear as a Large pack of spectral, intangible animals in an unoccupied space you can see within range. The pack lasts for the duration, and you choose the spirits' animal form, such as wolves, serpents, or birds.\n\nYou have Advantage on Strength saving throws while you're within 5 feet of the pack, and when you move on your turn, you can also move the pack up to 30 feet to an unoccupied space you can see.\n\nWhenever the pack moves within 10 feet of a creature you can see and whenever a creature you can see enters a space within 10 feet of the pack or ends its turn there, you can force that creature to make a Dexterity saving throw. On a failed save, the creature takes 3d10 Slashing damage. A creature makes this save only once per turn.", "duration": "Up to 10 minutes", "higher_level": "The damage increases by 1d10 for each spell slot level above 3.", - "id": "0e1ae22f-d2b6-427b-a37f-14a39151d409", + "id": "727d933d-f8ca-452d-a24d-5c60de8770af", "level": 3, "locations": [ { @@ -18311,7 +18311,7 @@ "desc": "You brandish the weapon used to cast the spell and conjure similar spectral weapons (or ammunition appropriate to the weapon) that launch forward and then disappear. Each creature of your choice that you can see in a 60-foot Cone makes a Dexterity saving throw, taking 5d8 Force damage on a failed save or half as much damage on a successful one.", "duration": "Instantaneous", "higher_level": "The damage increases by 1d8 for each spell slot level above 3.", - "id": "f8e023b7-bc95-4c40-a13a-c8b2d02b900a", + "id": "7b30c77e-da94-41f4-9a46-1a7a3625da73", "level": 3, "locations": [ { @@ -18338,7 +18338,7 @@ "desc": "You conjure a spirit from the Upper Planes, which manifests as a pillar of light in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range. For each creature you can see in the Cylinder, choose which of these lights shines on it:\n\nHealing Light. The target regains Hit Points equal to 4d12 plus your spellcasting ability modifier.\n\nSearing Light. The target makes a Dexterity saving throw, taking 6d12 Radiant damage on a failed save or half as much damage on a successful one.\n\nUntil the spell ends, Bright Light fills the Cylinder, and when you move on your turn, you can also move the Cylinder up to 30 feet.\n\nWhenever the Cylinder moves into the space of a creature you can see and whenever a creature you can see enters the Cylinder or ends its turn there, you can bathe it in one of the lights. A creature can be affected by this spell only once per turn.", "duration": "Up to 10 minutes", "higher_level": "The healing and damage increase by 1d12 for each spell slot level above 7.", - "id": "0160a44d-fec5-41ad-9ad4-b29267e1ddca", + "id": "d248594c-5e0a-4a26-9535-a62925ae0098", "level": 7, "locations": [ { @@ -18365,7 +18365,7 @@ "desc": "You conjure a Large, intangible spirit from the Elemental Planes that appears in an unoccupied space within range. Choose the spirit's element, which determines its damage type: air (Lightning), earth (Thunder), fire (Fire), or water (Cold). The spirit lasts for the duration.\n\nWhenever a creature you can see enters the spirit's space or starts its turn within 5 feet of the spirit, you can force that creature to make a Dexterity saving throw if the spirit has no creature Restrained. On failed save, the target takes 8d8 damage of the spirit's type, and the target has the Restrained condition until the spell ends. At the start of each of its turns, the Restrained target repeats the save. On a failed save, the target takes 4d8 damage of the spirit's type. On a successful save, the target isn't Restrained by the spirit.", "duration": "Up to 10 minutes", "higher_level": "The damage increases by 1d8 for each spell slot level above 5.", - "id": "e1ed9691-6fa4-4c93-8ee6-9697811fe892", + "id": "ab13aa78-c70a-4b3e-93de-132fceb1c978", "level": 5, "locations": [ { @@ -18391,7 +18391,7 @@ "desc": "You conjure a Medium spirit from the Feywild in an unoccupied space you can see within range. The spirit lasts for the duration, and it looks like a Fey creature of your choice. When the spirit appears, you can make one melee spell attack against a creature within 5 feet of it. On a hit, the target takes Psychic damage equal to 3d12 plus your spellcasting ability modifier, and the target has the Frightened condition until the start of your next turn, with both you and the spirit as the source of the fear.\n\nAs a Bonus Action on your later turns, you can teleport the spirit to an unoccupied space you can see within 30 feet of the space it left and make the attack against a creature within 5 feet of it.", "duration": "Up to 10 minutes", "higher_level": "The damage increases by 1d12 for each spell slot level above 6.", - "id": "a386c718-54ae-4d8b-aa21-6fdb2720a7a7", + "id": "ac6d7a0e-c0fc-4f77-88f7-a13c1ba66602", "level": 6, "locations": [ { @@ -18418,7 +18418,7 @@ "desc": "You conjure spirits from the Elemental Planes that flit around you in a 15-foot Emanation for the duration. Until the spell ends, any attack you make deals an extra 2d8 damage when you hit a creature in the Emanation. This damage is Acid, Cold, Fire, or Lightning (your choice when you make the attack).\n\nIn addition, the ground in the Emanation is Difficult Terrain for your enemies.", "duration": "Up to 10 minutes", "higher_level": "The damage increases by 1d8 for each spell slot level above 4.", - "id": "1241aff2-a474-4519-ad3e-fb742479849c", + "id": "6ef2c2ae-b375-410f-86cd-1460b8d345de", "level": 4, "locations": [ { @@ -18443,7 +18443,7 @@ ], "desc": "You brandish the weapon used to cast the spell and choose a point within range. Hundreds of similar spectral weapons (or ammunition appropriate to the weapon) fall in a volley and then disappear. Each creature of your choice that you can see in a 40-foot-radius, 20-foot-high Cylinder centered on that point makes a Dexterity saving throw. A creature takes 8d8 Force damage on a failed save or half as much damage on a successful one.", "duration": "Instantaneous", - "id": "25e37b55-5cc8-4a37-b6ee-e15c08506661", + "id": "116a5b71-be9f-492e-8fcf-2f6b6c5b29cf", "level": 5, "locations": [ { @@ -18471,7 +18471,7 @@ "desc": "You conjure nature spirits that flit around you in a 10-foot Emanation for the duration. Whenever the Emanation enters the space of a creature you can see and whenever a creature you can see enters the Emanation or ends its turn there, you can force that creature to make a Wisdom saving throw. The creature takes 5d8 Force damage on a failed save or half as much damage on a successful one. A creature makes this save only once per turn.\n\nIn addition, you can take the Disengage action as a Bonus Action for the spell's duration.", "duration": "Up to 10 minutes", "higher_level": "The damage increases by 1d8 for each spell slot level above 4.", - "id": "891df97d-e03e-4254-9923-19a631236fdf", + "id": "83117af9-6624-496b-87e1-767c70f8d2f1", "level": 4, "locations": [ { @@ -18495,7 +18495,7 @@ ], "desc": "You mentally contact a demigod, the spirit of a long-dead sage, or some other knowledgeable entity from another plane. Contacting this otherworldly intelligence can break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The DM answers each question with one word, such as \u201cyes,\u201d \u201cno,\u201d \u201cmaybe,\u201d \u201cnever,\u201d \u201cirrelevant,\u201d or \u201cunclear\u201d (if the entity doesn't know the answer to the question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.\n\nOn a failed save, you take 6d6 Psychic damage and have the Incapacitated condition until you finish a Long Rest. A Greater Restoration spell cast on you ends this effect.", "duration": "1 minute", - "id": "4426f013-e031-4805-93cf-0c2bf633e7ef", + "id": "9717fc78-b843-46cb-8465-cdc80edc1865", "level": 5, "locations": [ { @@ -18520,7 +18520,7 @@ ], "desc": "Your touch inflicts a magical contagion. The target must succeed on a Constitution saving throw or take 11d8 Necrotic damage and have the Poisoned condition. Also, choose one ability when you cast the spell. While Poisoned, the target has Disadvantage on saving throws made with the chosen ability.\n\nThe target must repeat the saving throw at the end of each of its turns until it gets three successes or failures. If the target succeeds on three of these saves, the spell ends on the target. If the target fails three of the saves, the spell lasts for 7 days on it.\n\nWhenever the Poisoned target receives an effect that would end the Poisoned condition, the target must succeed on a Constitution saving throw, or the Poisoned condition doesn't end on it.", "duration": "7 days", - "id": "84f45a7f-99ab-4c36-b89a-e3e4f4fec2d7", + "id": "c9183fe2-72e4-4de4-9ae0-f6c94bda0961", "level": 5, "locations": [ { @@ -18545,7 +18545,7 @@ ], "desc": "Choose a spell of level 5 or lower that you can cast, that has a casting time of an action, and that can target you. You cast that spell\u2014called the contingent spell\u2014as part of casting Contingency, expending spell slots for both, but the contingent spell doesn't come into effect. Instead, it takes effect when a certain trigger occurs. You describe that trigger when you cast the two spells. For example, a Contingency cast with Water Breathing might stipulate that Water Breathing comes into effect when you are engulfed in water or a similar liquid.\n\nThe contingent spell takes effect immediately after the trigger occurs for the first time, whether or not you want it to, and then Contingency ends.\n\nThe contingent spell takes effect only on you, even if it can normally target others. You can use only one Contingency spell at a time. If you cast this spell again, the effect of another Contingency spell on you ends. Also, Contingency ends on you if its material component is ever not on your person.", "duration": "10 days", - "id": "915a7ca1-830b-4dbb-bdd8-bba7d159a67d", + "id": "49ac5f00-c8a0-4c7f-96d4-bbd27906c1ee", "level": 6, "locations": [ { @@ -18574,7 +18574,7 @@ ], "desc": "A flame springs from an object that you touch. The effect casts Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. It looks like a regular flame, but it creates no heat and consumes no fuel. The flame can be covered or hidden but not smothered or quenched.", "duration": "Until dispelled", - "id": "bf081255-323c-4755-b07d-a0733612cf0e", + "id": "3663e286-4fd2-4f02-a2f6-225e4d4d6979", "level": 2, "locations": [ { @@ -18603,7 +18603,7 @@ "concentration": true, "desc": "Until the spell ends, you control any water inside an area you choose that is a Cube up to 100 feet on a side, using one of the following effects. As a Magic action on your later turns, you can repeat the same effect or choose a different one.\n\nFlood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.\n\nThe water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.\n\nPart Water. You part water in the area and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.\n\nRedirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain. The water continues to move in the direction you chose until the spell ends or you choose a different effect.\n\nWhirlpool. You cause a whirlpool to form in the center of the area, which must be at least 50 feet square and 25 feet deep. The whirlpool lasts until you choose a different effect or the spell ends. The whirlpool is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature in the water and within 25 feet of the whirlpool is pulled 10 feet toward it. When a creature enters the whirlpool for the first time on a turn or ends its turn there, it makes a Strength saving throw. On a failed save, the creature takes 2d8 Bludgeoning damage. On a successful save, the creature takes half as much damage. A creature can swim away from the whirlpool only if it first takes an action to pull away and succeeds on a Strength (Athletics) check against your spell save DC.", "duration": "Up to 10 minutes", - "id": "4b6c6ab2-921c-48a7-952c-ba7359b89e52", + "id": "dfb6bb41-67df-4545-ad90-e37e77a4d5d9", "level": 4, "locations": [ { @@ -18632,7 +18632,7 @@ "concentration": true, "desc": "You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell, and it ends early if you go indoors.\n\nWhen you cast the spell, you change the current weather conditions, which are determined by the DM. You can change precipitation, temperature, and wind. It takes 1d4 \u00d7 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.\n\nWhen you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.\n\nStage Condition\n1 Clear\n2 Light clouds\n3 Overcast or ground fog\n4 Rain, hail, or snow\n5 Torrential rain, driving hail, or blizzard\n\nStage Condition\n1 Heat wave\n2 Hot\n3 Warm\n4 Cool\n5 Cold\n6 Freezing\n\nStage Condition\n1 Calm\n2 Moderate wind\n3 Strong wind\n4 Gale\n5 Storm", "duration": "Up to 8 hours", - "id": "a6c3d932-5194-4ab4-9ef5-d1db82b91b58", + "id": "f1269a92-5d05-40df-a49c-582a9a0d224c", "level": 8, "locations": [ { @@ -18659,7 +18659,7 @@ "desc": "You touch up to four nonmagical Arrows or Bolts and plant them in the ground in your space. Until the spell ends, the ammunition can't be physically uprooted, and whenever a creature other than you enters a space within 30 feet of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it. The creature must succeed on a Dexterity saving throw or take 2d4 Piercing damage. The piece of ammunition is then destroyed. The spell ends when none of the ammunition remains planted in the ground.\n\nWhen you cast this spell, you can designate any creatures you choose, and the spell ignores them.", "duration": "8 hours", "higher_level": "The amount of ammunition that can be affected increases by two for each spell slot level above 2.", - "id": "ef83eb36-dddc-4359-be46-404e5acb0388", + "id": "2ad51306-efd4-48d5-85b7-a68c4b7ee778", "level": 2, "locations": [ { @@ -18685,7 +18685,7 @@ ], "desc": "You attempt to interrupt a creature in the process of casting a spell. The creature makes a Constitution saving throw. On a failed save, the spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn't expended.", "duration": "Instantaneous", - "id": "8a0e9b13-e60c-48af-897c-73ea416fd8b0", + "id": "8e834936-7e0f-42af-b188-c13605c31faa", "level": 3, "locations": [ { @@ -18711,7 +18711,7 @@ ], "desc": "You create 45 pounds of food and 30 gallons of fresh water on the ground or in containers within range\u2014both useful in fending off the hazards of malnutrition and dehydration. The food is bland but nourishing and looks like a food of your choice, and the water is clean. The food spoils after 24 hours if uneaten.", "duration": "Instantaneous", - "id": "56d262b0-fd20-409a-809b-b00aaaabb4c4", + "id": "c497951a-0d64-47c7-910f-a44633d27faa", "level": 3, "locations": [ { @@ -18738,7 +18738,7 @@ "desc": "You do one of the following:\n\nCreate Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot Cube within range, extinguishing exposed flames there.\n\nDestroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot Cube within range.", "duration": "Instantaneous", "higher_level": "You create or destroy 10 additional gallons of water, or the size of the Cube increases by 5 feet, for each spell slot level above 1.", - "id": "02f10fae-bfb4-4374-bf38-7fce6d3df784", + "id": "82c19706-0ac5-4e0e-a09d-a18afec36baa", "level": 1, "locations": [ { @@ -18767,7 +18767,7 @@ "desc": "You can cast this spell only at night. Choose up to three corpses of Medium or Small Humanoids within range. Each one becomes a Ghoul under your control (see the Monster Manual for its stat block).\n\nAs a Bonus Action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing the same command to them). You decide what action the creature will take and where it will move on its next turn, or you can issue a general command, such as to guard a particular place. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow the order until its task is complete.\n\nThe creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell rather than animating new ones.", "duration": "Instantaneous", "higher_level": "If you use a level 7 spell slot, you can animate or reassert control over four Ghouls. If you use a level 8 spell slot, you can animate or reassert control over five Ghouls or two Ghasts or Wights. If you use a level 9 spell slot, you can animate or reassert control over six Ghouls, three Ghasts or Wights, or two Mummies. See the Monster Manual for these stat blocks.", - "id": "ae8796d4-6507-4f80-b796-379e4df4e961", + "id": "b42ace9a-f1ad-40ad-aa69-9fb0f833b25e", "level": 6, "locations": [ { @@ -18796,7 +18796,7 @@ "desc": "You pull wisps of shadow material from the Shadowfell to create an object within range. It is either an object of vegetable matter (soft goods, rope, wood, and the like) or mineral matter (stone, crystal, metal, and the like). The object must be no larger than a 5-foot Cube, and the object must be of a form and material that you have seen.\n\nThe spell's duration depends on the object's material, as shown in the Materials table. If the object is composed of multiple materials, use the shortest duration. Using any object created by this spell as another spell's Material component causes the other spell to fail.\n\nMaterial Duration\nVegetable matter 24 hours\nStone or crystal 12 hours\nPrecious metals 1 hour\nGems 10 minutes\nAdamantine or mithral 1 minute", "duration": "Special", "higher_level": "The Cube increases by 5 feet for each spell slot level above 5.", - "id": "a0d4fa66-6524-407e-be22-5e0c2dddcfa8", + "id": "82c8cfaf-3243-47e3-be04-c7a119dc38af", "level": 5, "locations": [ { @@ -18825,7 +18825,7 @@ "concentration": true, "desc": "One creature that you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The creature succeeds automatically if it isn't Humanoid.\n\nA spectral crown appears on the Charmed target's head, and it must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if no creature is within its reach. The target repeats the save at the end of each of its turns, ending the spell on itself on a success.\n\nOn your later turns, you must take the Magic action to maintain control of the target, or the spell ends.", "duration": "Up to 1 minute", - "id": "7dd3378b-8415-43f0-99bf-9fda67752638", + "id": "8909dd9c-77ae-4c45-b6cf-dae8f164f94c", "level": 2, "locations": [ { @@ -18849,7 +18849,7 @@ "concentration": true, "desc": "You radiate a magical aura in a 30-foot Emanation. While in the aura, you and your allies each deal an extra 1d4 Radiant damage when hitting with a weapon or an Unarmed Strike.", "duration": "Up to 1 minute", - "id": "83435784-f848-49cb-9a54-312501717894", + "id": "9e4cb952-0df7-4cfd-b72b-e304935d5b73", "level": 3, "locations": [ { @@ -18879,7 +18879,7 @@ "desc": "A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.", "duration": "Instantaneous", "higher_level": "The healing increases by 2d8 for each spell slot level above 1.", - "id": "fe35db5b-4751-47b2-90ea-eac6dca8884f", + "id": "c22468d8-b35e-4b77-a085-130ff84a1191", "level": 1, "locations": [ { @@ -18908,7 +18908,7 @@ "concentration": true, "desc": "You create up to four torch-size lights within range, making them appear as torches, lanterns, or glowing orbs that hover for the duration. Alternatively, you combine the four lights into one glowing Medium form that is vaguely humanlike. Whichever form you choose, each light sheds Dim Light in a 10-foot radius.\n\nAs a Bonus Action, you can move the lights up to 60 feet to a space within range. A light must be within 20 feet of another light created by this spell, and a light vanishes if it exceeds the spell's range.", "duration": "Up to 1 minute", - "id": "ab28cea3-07f3-46d0-a9ff-641ff7847065", + "id": "e6e3b967-cdb8-4354-984b-fe6488b5a744", "level": 0, "locations": [ { @@ -18936,7 +18936,7 @@ "concentration": true, "desc": "For the duration, magical Darkness spreads from a point within range and fills a 15-foot-radius Sphere. Darkvision can't see through it, and nonmagical light can't illuminate it.\n\nAlternatively, you cast the spell on an object that isn't being worn or carried, causing the Darkness to fill a 15-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the Darkness.\n\nIf any of this spell's area overlaps with an area of Bright Light or Dim Light created by a spell of level 2 or lower, that other spell is dispelled.", "duration": "Up to 10 minutes", - "id": "7d4f8d29-98ad-4035-a53b-0f3910108458", + "id": "18fd63b1-cff3-4dd3-8a9a-39be4f7600a0", "level": 2, "locations": [ { @@ -18966,7 +18966,7 @@ ], "desc": "For the duration, a willing creature you touch has Darkvision with a range of 150 feet.", "duration": "8 hours", - "id": "00050528-db3c-4571-ae11-42a66c4a3d90", + "id": "5cbe6120-9565-4149-b9ff-6a5d6af687e4", "level": 2, "locations": [ { @@ -18995,7 +18995,7 @@ ], "desc": "For the duration, sunlight spreads from a point within range and fills a 60-foot-radius Sphere. The sunlight's area is Bright Light and sheds Dim Light for an additional 60 feet.\n\nAlternatively, you cast the spell on an object that isn't being worn or carried, causing the sunlight to fill a 60-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the sunlight.\n\nIf any of this spell's area overlaps with an area of Darkness created by a spell of level 3 or lower, that other spell is dispelled.", "duration": "1 hour", - "id": "ce522a0d-0b52-4980-a972-6c6cd5d84dc2", + "id": "7494dd8c-6aaa-4686-b45f-5488805425a6", "level": 3, "locations": [ { @@ -19020,7 +19020,7 @@ ], "desc": "You touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 Hit Points before the spell ends, the target instead drops to 1 Hit Point, and the spell ends.\n\nIf the spell is still in effect when the target is subjected to an effect that would kill it instantly without dealing damage, that effect is negated against the target, and the spell ends.", "duration": "8 hours", - "id": "7fde453d-9e36-485f-8a78-7069cd73b354", + "id": "ca77a7a2-14b9-4285-8bf7-9ef6037a4120", "level": 4, "locations": [ { @@ -19048,7 +19048,7 @@ "desc": "A beam of yellow light flashes from you, then condenses at a chosen point within range as a glowing bead for the duration. When the spell ends, the bead explodes, and each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw. A creature takes Fire damage equal to the total accumulated damage on a failed save or half as much damage on a successful one.\n\nThe spell's base damage is 12d6, and the damage increases by 1d6 whenever your turn ends and the spell hasn't ended.\n\nIf a creature touches the glowing bead before the spell ends, that creature makes a Dexterity saving throw. On a failed save, the spell ends, causing the bead to explode. On a successful save, the creature can throw the bead up to 40 feet. If the thrown bead enters a creature's space or collides with a solid object, the spell ends, and the bead explodes.\n\nWhen the bead explodes, flammable objects in the explosion that aren't being worn or carried start burning.", "duration": "Up to 1 minute", "higher_level": "The base damage increases by 1d6 for each spell slot level above 7.", - "id": "d64c4597-6f51-411c-892e-b0fb05319dfd", + "id": "e34f88a7-ac39-4fbe-bc03-b424ee948528", "level": 7, "locations": [ { @@ -19074,7 +19074,7 @@ ], "desc": "You create a shadowy Medium door on a flat solid surface that you can see within range. This door can be opened and closed, and it leads to a demiplane that is an empty room 30 feet in each dimension, made of wood or stone (your choice).\n\nWhen the spell ends, the door vanishes, and any objects inside the demiplane remain there. Any creatures inside also remain unless they opt to be shunted through the door as it vanishes, landing with the Prone condition in the unoccupied spaces closest to the door's former space.\n\nEach time you cast this spell, you can create a new demiplane or connect the shadowy door to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can connect the shadowy door to that demiplane instead.", "duration": "1 hour", - "id": "7751f674-bccf-44d5-9bfd-f8b07a01f347", + "id": "bee50f4a-b9c9-4963-8fec-6e8b7dbc1846", "level": 8, "locations": [ { @@ -19097,7 +19097,7 @@ ], "desc": "Destructive energy ripples outward from you in a 30-foot Emanation. Each creature you choose in the Emanation makes a Constitution saving throw. On a failed save, a target takes 5d6 Thunder damage and 5d6 Radiant or Necrotic damage (your choice) and has the Prone condition. On a successful save, a target takes half as much damage only.", "duration": "Instantaneous", - "id": "42a90709-323b-4385-9f53-f8e47cb93f23", + "id": "f2f73939-bc6d-4e19-911e-1b6f7cd66c6a", "level": 5, "locations": [ { @@ -19123,7 +19123,7 @@ "concentration": true, "desc": "For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where.\n\nThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.", "duration": "Up to 10 minutes", - "id": "6b7a5ca8-54b2-455a-a7c7-e992d1c23c99", + "id": "fcddc433-abb9-486a-89a1-8a77b05ee7f7", "level": 1, "locations": [ { @@ -19156,7 +19156,7 @@ "concentration": true, "desc": "For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's school of magic.\n\nThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.", "duration": "Up to 10 minutes", - "id": "6fb5e47b-4899-447b-81cd-94e8b776a456", + "id": "c416a5e2-e78c-4bb5-b136-4ec5fe3a8661", "level": 1, "locations": [ { @@ -19185,7 +19185,7 @@ "concentration": true, "desc": "For the duration, you sense the location of poisons, poisonous or venomous creatures, and magical contagions within 30 feet of yourself. You sense the kind of poison, creature, or contagion in each case.\n\nThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.", "duration": "Up to 10 minutes", - "id": "ba5a7550-aba9-4ed2-9d1f-c6e59d87a8f6", + "id": "18f86a0b-9b97-4a83-b0c0-e35f48d3b658", "level": 1, "locations": [ { @@ -19214,7 +19214,7 @@ "concentration": true, "desc": "You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns.\n\nSense Thoughts. You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. You don't read the thoughts, but you know that a thinking creature is present.\n\nThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.\n\nRead Thoughts. Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself that you detected with the Sense Thoughts option. You learn what is most on the target's mind right now. If the target doesn't know any languages and isn't telepathic, you learn nothing.\n\nAs a Magic action on your next turn, you can try to probe deeper into the target's mind. If you probe deeper, the target makes a Wisdom saving throw. On a failed save, you discern the target's reasoning, emotions, and something that looms large in its mind (such as a worry, love, or hate). On a successful save, the spell ends. Either way, the target knows that you are probing into its mind, and until you shift your attention away from the target's mind, the target can take an action on its turn to make an Intelligence (Arcana) check against your spell save DC, ending the spell on a success.", "duration": "Up to 1 minute", - "id": "0a9af14c-84da-4ebd-8d38-a8661f9ebcd6", + "id": "969fac52-e6f9-41bc-bb76-5df608e005c1", "level": 2, "locations": [ { @@ -19241,7 +19241,7 @@ ], "desc": "You teleport to a location within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as \u201c200 feet straight downward\u201d or \u201c300 feet upward to the northwest at a 45-degree angle.\u201d\n\nYou can also teleport one willing creature. The creature must be within 5 feet of you when you teleport, and it teleports to a space within 5 feet of your destination space.\n\nIf you, the other creature, or both would arrive in a space occupied by a creature or completely filled by one or more objects, you and any creature traveling with you each take 4d6 Force damage, and the teleportation fails.", "duration": "Instantaneous", - "id": "9b129040-700e-4967-8723-fe6ea1e28f71", + "id": "05bc4396-ba6e-4260-923d-afc7443a6fae", "level": 4, "locations": [ { @@ -19268,7 +19268,7 @@ ], "desc": "You make yourself\u2014including your clothing, armor, weapons, and other belongings on your person\u2014look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. Otherwise, the extent of the illusion is up to you.\n\nThe changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing.\n\nTo discern that you are disguised, a creature must take the Study action to inspect your appearance and succeed on an Intelligence (Investigation) check against your spell save DC.", "duration": "1 hour", - "id": "b671cbf2-93d6-4856-82d0-ea98812c0c84", + "id": "99779f83-821f-4ad4-9ac5-cdf1ec63881d", "level": 1, "locations": [ { @@ -19295,7 +19295,7 @@ "desc": "You launch a green ray at a target you can see within range. The target can be a creature, a nonmagical object, or a creation of magical force, such as the wall created by Wall of Force.\n\nA creature targeted by this spell makes a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 Force damage. If this damage reduces it to 0 Hit Points, it and everything nonmagical it is wearing and carrying are disintegrated into gray dust. The target can be revived only by a True Resurrection or a Wish spell.\n\nThis spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If such a target is Huge or larger, this spell disintegrates a 10-foot-Cube portion of it.", "duration": "Instantaneous", "higher_level": "The damage increases by 3d6 for each spell slot level above 6.", - "id": "39ddd78e-11a7-4126-abd8-4bdfa12a3187", + "id": "3ef3f6ef-302f-4701-bba3-8b77590afd10", "level": 6, "locations": [ { @@ -19323,7 +19323,7 @@ "concentration": true, "desc": "For the duration, Celestials, Elementals, Fey, Fiends, and Undead have Disadvantage on attack rolls against you. You can end the spell early by using either of the following special functions.\n\nBreak Enchantment. As a Magic action, you touch a creature that is possessed by or has the Charmed or Frightened condition from one or more creatures of the types above. The target is no longer possessed, Charmed, or Frightened by such creatures.\n\nDismissal. As a Magic action, you target one creature you can see within 5 feet of you that has one of the creature types above. The target must succeed on a Charisma saving throw or be sent back to its home plane if it isn't there already. If they aren't on their home plane, Undead are sent to the Shadowfell, and Fey are sent to the Feywild.", "duration": "Up to 1 minute", - "id": "4bdce40a-8069-49e7-84cb-231fd5ddb9e5", + "id": "3b15ff5f-6516-448d-a46d-5527170c6571", "level": 5, "locations": [ { @@ -19357,7 +19357,7 @@ "desc": "Choose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (DC 10 plus that spell's level). On a successful check, the spell ends.", "duration": "Instantaneous", "higher_level": "You automatically end a spell on the target if the spell's level is equal to or less than the level of the spell slot you use.", - "id": "e7876c75-a50e-4fe1-a7d7-2c0797434cc8", + "id": "12be2d5c-e370-4d27-937e-fc59cfea1daf", "level": 3, "locations": [ { @@ -19381,7 +19381,7 @@ "desc": "One creature of your choice that you can see within range hears a discordant melody in its mind. The target makes a Wisdom saving throw. On a failed save, it takes 3d6 Psychic damage and must immediately use its Reaction, if available, to move as far away from you as it can, using the safest route. On a successful save, the target takes half as much damage only.", "duration": "Instantaneous", "higher_level": "The damage increases by 1d6 for each spell slot level above 1.", - "id": "1577f924-41a8-482b-a08e-df15e7274e23", + "id": "5750b4ce-5f4e-4b7d-9dfb-37e811bf6d8c", "level": 1, "locations": [ { @@ -19408,7 +19408,7 @@ ], "desc": "This spell puts you in contact with a god or a god's servants. You ask one question about a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply, which might be a short phrase or cryptic rhyme. The spell doesn't account for circumstances that might change the answer, such as the casting of other spells.\n\nIf you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer.", "duration": "Instantaneous", - "id": "08b5adc3-e35b-4606-ab3c-41fd49f4b181", + "id": "912c9a21-3443-43ef-bea0-cb479bc6b9cb", "level": 4, "locations": [ { @@ -19433,7 +19433,7 @@ ], "desc": "Until the spell ends, your attacks with weapons deal an extra 1d4 Radiant damage on a hit.", "duration": "1 minute", - "id": "0d954c77-fc08-4ba9-a56c-f4f21327bd87", + "id": "29f8f631-c3e5-4b6c-aa41-9aaecc3ae144", "level": 1, "locations": [ { @@ -19457,7 +19457,7 @@ "desc": "The target takes an extra 2d8 Radiant damage from the attack. The damage increases by 1d8 if the target is a Fiend or an Undead.", "duration": "Instantaneous", "higher_level": "The damage increases by 1d8 for each spell slot level above 1.", - "id": "469cfa93-18e3-43da-a994-fa62e318bf4b", + "id": "13046579-2671-434e-a2c2-d945e8ebee8e", "level": 1, "locations": [ { @@ -19480,7 +19480,7 @@ ], "desc": "You utter a word imbued with power from the Upper Planes. Each creature of your choice in range makes a Charisma saving throw. On a failed save, a target that has 50 Hit Points or fewer suffers an effect based on its current Hit Points, as shown in the Divine Word Effects table. Regardless of its Hit Points, a Celestial, an Elemental, a Fey, or a Fiend target that fails its save is forced back to its plane of origin (if it isn't there already) and can't return to the current plane for 24 hours by any means short of a Wish spell.\n\nHit Points Effect\n0\u201320 The target dies.\n21\u201330 The target has the Blinded, Deafened, and Stunned conditions for 1 hour.\n31\u201340 The target has the Blinded and Deafened conditions for 10 minutes.\n41\u201350 The target has the Deafened condition for 1 minute.", "duration": "Instantaneous", - "id": "eb8ecc99-b1b4-443f-80ba-d16781aa4d7e", + "id": "a4495dd2-d6b7-4165-9821-df59b3f0c01c", "level": 7, "locations": [ { @@ -19508,7 +19508,7 @@ "desc": "One Beast you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success.\n\nYou have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as \u201cAttack that creature,\u201d \u201cMove over there,\u201d or \u201cFetch that object.\u201d The target does its best to obey on its turn. If it completes an order and doesn't receive further direction from you, it acts and moves as it likes, focusing on protecting itself.\n\nYou can command the target to take a Reaction but must take your own Reaction to do so.", "duration": "Up to 1 minute", "higher_level": "Your Concentration can last longer with a spell slot of level 5 (up to 10 minutes), 6 (up to 1 hour), or 7+ (up to 8 hours).", - "id": "4149e3cc-5721-4645-b498-56a889c3061d", + "id": "669c68b2-3f50-4d7e-9865-ef845e502aee", "level": 4, "locations": [ { @@ -19537,7 +19537,7 @@ "desc": "One creature you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success.\n\nYou have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as \u201cAttack that creature,\u201d \u201cMove over there,\u201d or \u201cFetch that object.\u201d The target does its best to obey on its turn. If it completes an order and doesn't receive further direction from you, it acts and moves as it likes, focusing on protecting itself.\n\nYou can command the target to take a Reaction but must take your own Reaction to do so.", "duration": "Up to 1 hour", "higher_level": "Your Concentration can last longer with a level 9 spell slot (up to 8 hours).", - "id": "4c0a075e-0abc-459b-b456-26f57e32a090", + "id": "214cc154-e2bc-475c-9707-f9c79a332ba2", "level": 8, "locations": [ { @@ -19565,7 +19565,7 @@ "desc": "One Humanoid you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success.\n\nYou have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as \u201cAttack that creature,\u201d \u201cMove over there,\u201d or \u201cFetch that object.\u201d The target does its best to obey on its turn. If it completes an order and doesn't receive further direction from you, it acts and moves as it likes, focusing on protecting itself.\n\nYou can command the target to take a Reaction but must take your own Reaction to do so.", "duration": "Up to 1 minute", "higher_level": "Your Concentration can last longer with a spell slot of level 6 (up to 10 minutes), 7 (up to 1 hour), or 8+ (up to 8 hours).", - "id": "1ad0314a-3256-4dc0-a830-19c385ad9634", + "id": "ff9ab6c6-9981-49da-b272-c145d3a1a06a", "level": 5, "locations": [ { @@ -19594,7 +19594,7 @@ "desc": "You touch one willing creature, and choose Acid, Cold, Fire, Lightning, or Poison. Until the spell ends, the target can take a Magic action to exhale a 15-foot Cone. Each creature in that area makes a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save or half as much damage on a successful one.", "duration": "Up to 1 minute", "higher_level": "The damage increases by 1d6 for each spell slot level above 2.", - "id": "084eb357-2f65-4955-9625-3bb0b1ef04a2", + "id": "33c7b26a-59dc-43bc-9d40-13eb19c3c09f", "level": 2, "locations": [ { @@ -19620,7 +19620,7 @@ ], "desc": "You touch the sapphire used in the casting and an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an Invisible mark on that object and invisibly inscribes the object's name on the sapphire. Each time you cast this spell, you must use a different sapphire.\n\nThereafter, you can take a Magic action to speak the object's name and crush the sapphire. The object instantly appears in your hand regardless of physical or planar distances, and the spell ends.\n\nIf another creature is holding or carrying the object, crushing the sapphire doesn't transport it, but instead you learn who that creature is and where that creature is currently located.", "duration": "Until dispelled", - "id": "d10af3b2-8de8-41c2-9e86-2f316fe694f5", + "id": "3e7c6b4e-3cc1-4aba-9cf0-beff7c324b40", "level": 6, "locations": [ { @@ -19648,7 +19648,7 @@ ], "desc": "You target a creature you know on the same plane of existence. You or a willing creature you touch enters a trance state to act as a dream messenger. While in the trance, the messenger is Incapacitated and has a Speed of 0.\n\nIf the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the spell's duration. The messenger can also shape the dream's environment, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the spell. The target recalls the dream perfectly upon waking.\n\nIf the target is awake when you cast the spell, the messenger knows it and can either end the trance (and the spell) or wait for the target to sleep, at which point the messenger enters its dreams.\n\nYou can make the messenger terrifying to the target. If you do so, the messenger can deliver a message of no more than ten words, and then the target makes a Wisdom saving throw. On a failed save, the target gains no benefit from its rest, and it takes 3d6 Psychic damage when it wakes up.", "duration": "8 hours", - "id": "2819f854-263c-4932-a66d-91e7a7ccb474", + "id": "f101bfcb-dc4d-4668-bfab-65ef77405eba", "level": 5, "locations": [ { @@ -19673,7 +19673,7 @@ ], "desc": "Whispering to the spirits of nature, you create one of the following effects within range.\n\nWeather Sensor. You create a Tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.\n\nBloom. You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.\n\nSensory Effect. You create a harmless sensory effect, such as falling leaves, spectral dancing fairies, a gentle breeze, the sound of an animal, or the faint odor of skunk. The effect must fit in a 5-foot Cube.\n\nFire Play. You light or snuff out a candle, a torch, or a campfire.", "duration": "Instantaneous", - "id": "13677508-21da-484f-91aa-ea667f190948", + "id": "76203de5-628c-4249-a4e8-a49bb0c44bb0", "level": 0, "locations": [ { @@ -19701,7 +19701,7 @@ "concentration": true, "desc": "Choose a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point. The ground there is Difficult Terrain.\n\nWhen you cast this spell and at the end of each of your turns for the duration, each creature on the ground in the area makes a Dexterity saving throw. On a failed save, a creature has the Prone condition, and its Concentration is broken.\n\nYou can also cause the effects below.\n\nFissures. A total of 1d6 fissures open in the spell's area at the end of the turn you cast it. You choose the fissures' locations, which can't be under structures. Each fissure is 1d10 \u00d7 10 feet deep and 10 feet wide, and it extends from one edge of the spell's area to another edge. A creature in the same space as a fissure must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens.\n\nStructures. The tremor deals 50 Bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the end of each of your turns until the spell ends. If a structure drops to 0 Hit Points, it collapses.\n\nA creature within a distance from a collapsing structure equal to half the structure's height makes a Dexterity saving throw. On a failed save, the creature takes 12d6 Bludgeoning damage, has the Prone condition, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. On a successful save, the creature takes half as much damage only.", "duration": "Up to 1 minute", - "id": "c2f05ccf-92eb-480a-ab52-b7fb24177c4f", + "id": "a2a3664b-d1c8-46cd-810f-39971c2a37fb", "level": 8, "locations": [ { @@ -19727,7 +19727,7 @@ "desc": "You hurl a beam of crackling energy. Make a ranged spell attack against one creature or object in range. On a hit, the target takes 1d10 Force damage.", "duration": "Instantaneous", "higher_level": "The spell creates two beams at level 5, three beams at level 11, and four beams at level 17. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.", - "id": "dd357926-b38e-4bed-9d59-5a2dc11550ef", + "id": "4f363018-bc32-4b9d-889a-7e6c0cb88043", "level": 0, "locations": [ { @@ -19754,7 +19754,7 @@ ], "desc": "You exert control over the elements, creating one of the following effects within range.\n\nBeckon Air. You create a breeze strong enough to ripple cloth, stir dust, rustle leaves, and close open doors and shutters, all in a 5-foot Cube. Doors and shutters being held open by someone or something aren't affected.\n\nBeckon Earth. You create a thin shroud of dust or sand that covers surfaces in a 5-foot-square area, or you cause a single word to appear in your handwriting in a patch of dirt or sand.\n\nBeckon Fire. You create a thin cloud of harmless embers and colored, scented smoke in a 5-foot Cube. You choose the color and scent, and the embers can light candles, torches, or lamps in that area. The smoke's scent lingers for 1 minute.\n\nBeckon Water. You create a spray of cool mist that lightly dampens creatures and objects in a 5-foot Cube. Alternatively, you create 1 cup of clean water either in an open container or on a surface, and the water evaporates in 1 minute.\n\nSculpt Element. You cause dirt, sand, fire, smoke, mist, or water that can fit in a 1-foot Cube to assume a crude shape (such as that of a creature) for 1 hour.", "duration": "Instantaneous", - "id": "62e7bd37-64b3-421c-b190-8a073c1a9beb", + "id": "c9153197-e031-4c4b-82a6-f5d5650f80e7", "level": 0, "locations": [ { @@ -19783,7 +19783,7 @@ "desc": "A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: Acid, Cold, Fire, Lightning, or Thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.", "duration": "Up to 1 hour", "higher_level": "If you use a level 5\u20136 spell slot, the bonus to attack rolls increases to +2, and the extra damage increases to 2d4. If you use a level 7+ spell slot, the bonus increases to +3, and the extra damage increases to 3d4.", - "id": "79089b09-21d9-4380-8dbf-5784ba3c9da6", + "id": "3c08dcea-e430-46ec-9dd3-52ef929026b0", "level": 3, "locations": [ { @@ -19816,7 +19816,7 @@ "desc": "You touch a creature and choose Strength, Dexterity, Intelligence, Wisdom, or Charisma. For the duration, the target has Advantage on ability checks using the chosen ability.", "duration": "Up to 1 hour", "higher_level": "You can target one additional creature for each spell slot level above 2. You can choose a different ability for each target.", - "id": "d72c5654-9c28-4d1d-82ad-f3270c17f211", + "id": "5b66d27e-861f-4826-ae5a-14e6e44de31c", "level": 2, "locations": [ { @@ -19847,7 +19847,7 @@ "concentration": true, "desc": "For the duration, the spell enlarges or reduces a creature or an object you can see within range (see the chosen effect below). A targeted object must be neither worn nor carried. If the target is an unwilling creature, it can make a Constitution saving throw. On a successful save, the spell has no effect.\n\nEverything that a targeted creature is wearing and carrying changes size with it. Any item it drops returns to normal size at once. A thrown weapon or piece of ammunition returns to normal size immediately after it hits or misses a target.\n\nEnlarge. The target's size increases by one category\u2014from Medium to Large, for example. The target also has Advantage on Strength checks and Strength saving throws. The target's attacks with its enlarged weapons or Unarmed Strikes deal an extra 1d4 damage on a hit.\n\nReduce. The target's size decreases by one category\u2014from Medium to Small, for example. The target also has Disadvantage on Strength checks and Strength saving throws. The target's attacks with its reduced weapons or Unarmed Strikes deal 1d4 less damage on a hit (this can't reduce the damage below 1).", "duration": "Up to 1 minute", - "id": "bab64f6a-594b-46cc-a41c-18540fbefb94", + "id": "3ecb9e51-f1ef-47d9-9b43-26f06759dacf", "level": 2, "locations": [ { @@ -19873,7 +19873,7 @@ "desc": "As you hit the target, grasping vines appear on it, and it makes a Strength saving throw. A Large or larger creature has Advantage on this save. On a failed save, the target has the Restrained condition until the spell ends. On a successful save, the vines shrivel away, and the spell ends.\n\nWhile Restrained, the target takes 1d6 Piercing damage at the start of each of its turns. The target or a creature within reach of it can take an action to make a Strength (Athletics) check against your spell save DC. On a success, the spell ends.", "duration": "Up to 1 minute", "higher_level": "The damage increases by 1d6 for each spell slot level above 1.", - "id": "298cc36a-cdb0-46f0-bc7a-c6f560533bc5", + "id": "c79d8cb3-f741-4634-a9ab-2ed4104585fa", "level": 1, "locations": [ { @@ -19899,7 +19899,7 @@ "concentration": true, "desc": "Grasping plants sprout from the ground in a 20-foot square within range. For the duration, these plants turn the ground in the area into Difficult Terrain. They disappear when the spell ends.\n\nEach creature (other than you) in the area when you cast the spell must succeed on a Strength saving throw or have the Restrained condition until the spell ends. A Restrained creature can take an action to make a Strength (Athletics) check against your spell save DC. On a success, it frees itself from the grasping plants and is no longer Restrained by them.", "duration": "Up to 1 minute", - "id": "62cd7511-5459-4f52-a411-4a4b1f2c0799", + "id": "b0e93878-e27c-4634-93d0-8fdcfb5706a3", "level": 1, "locations": [ { @@ -19925,7 +19925,7 @@ "concentration": true, "desc": "You weave a distracting string of words, causing creatures of your choice that you can see within range to make a Wisdom saving throw. Any creature you or your companions are fighting automatically succeeds on this save. On a failed save, a target has a \u221210 penalty to Wisdom (Perception) checks and Passive Perception until the spell ends.", "duration": "Up to 1 minute", - "id": "9c6854f2-9dc8-40f1-89ce-bd261a66d449", + "id": "abf33066-2a5e-41ff-89dd-83b5f042af59", "level": 2, "locations": [ { @@ -19954,7 +19954,7 @@ "desc": "You step into the border regions of the Ethereal Plane, where it overlaps with your current plane. You remain in the Border Ethereal for the duration. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can perceive the plane you left, which looks gray, and you can't see anything there more than 60 feet away.\n\nWhile on the Ethereal Plane, you can affect and be affected only by creatures, objects, and effects on that plane. Creatures that aren't on the Ethereal Plane can't perceive or interact with you unless a feature gives them the ability to do so.\n\nWhen the spell ends, you return to the plane you left in the spot that corresponds to your space in the Border Ethereal. If you appear in an occupied space, you are shunted to the nearest unoccupied space and take Force damage equal to twice the number of feet you are moved.\n\nThis spell ends instantly if you cast it while you are on the Ethereal Plane or a plane that doesn't border it, such as one of the Outer Planes.", "duration": "Up to 8 hours", "higher_level": "You can target up to three willing creatures (including yourself) for each spell slot level above 7. The creatures must be within 10 feet of you when you cast the spell.", - "id": "a280a21a-c523-487a-8382-2b657d212c50", + "id": "5896762d-3011-4c5b-be94-885e72f1f95f", "level": 7, "locations": [ { @@ -19980,7 +19980,7 @@ "concentration": true, "desc": "Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in that area into Difficult Terrain.\n\nEach creature in that area makes a Strength saving throw. On a failed save, it takes 3d6 Bludgeoning damage, and it has the Restrained condition until the spell ends. A creature also makes that save if it enters the area or ends it turn there. A creature makes that save only once per turn.\n\nA Restrained creature can take an action to make a Strength (Athletics) check against your spell save DC, ending the condition on itself on a success.", "duration": "Up to 1 minute", - "id": "6066390f-89fd-4822-822b-06a7ba3af491", + "id": "66b95914-bb02-45ab-aa21-81e3e2636e06", "level": 4, "locations": [ { @@ -20009,7 +20009,7 @@ "concentration": true, "desc": "You take the Dash action, and until the spell ends, you can take that action again as a Bonus Action.", "duration": "Up to 10 minutes", - "id": "011bd6b9-b00e-4761-8240-fafc8cb59a3d", + "id": "446cab9e-e376-410f-9be2-9aaa3fb01665", "level": 1, "locations": [ { @@ -20037,7 +20037,7 @@ "concentration": true, "desc": "For the duration, your eyes become an inky void. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration.\n\nOn each of your turns until the spell ends, you can take a Magic action to target another creature but can't target a creature again if it has succeeded on a save against this casting of the spell.\n\nAsleep. The target has the Unconscious condition. It wakes up if it takes any damage or if another creature takes an action to shake it awake.\n\nPanicked. The target has the Frightened condition. On each of its turns, the Frightened target must take the Dash action and move away from you by the safest and shortest route available. If the target moves to a space at least 60 feet away from you where it can't see you, this effect ends.\n\nSickened. The target has the Poisoned condition.", "duration": "Up to 1 minute", - "id": "7e8a9621-8322-472c-bd20-0ee2fb369b15", + "id": "5a6c4825-ce2e-469a-8d4e-5b34b48b85f7", "level": 6, "locations": [ { @@ -20062,7 +20062,7 @@ ], "desc": "You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, or clothes from flax or wool.\n\nChoose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot Cube or eight connected 5-foot Cubes) given a sufficient quantity of material. If you're working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a 5-foot Cube). The quality of any fabricated objects is based on the quality of the raw materials.\n\nCreatures and magic items can't be created by this spell. You also can't use it to create items that require a high degree of skill\u2014such as weapons and armor\u2014unless you have proficiency with the type of Artisan's Tools used to craft such objects.", "duration": "Instantaneous", - "id": "708eba96-080a-44e4-ab8f-54da5278cc9c", + "id": "338f094a-0dee-4e87-b517-0fb0a8210f3f", "level": 4, "locations": [ { @@ -20088,7 +20088,7 @@ "concentration": true, "desc": "Objects in a 20-foot Cube within range are outlined in blue, green, or violet light (your choice). Each creature in the Cube is also outlined if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed Dim Light in a 10-foot radius and can't benefit from the Invisible condition.\n\nAttack rolls against an affected creature or object have Advantage if the attacker can see it.", "duration": "Up to 1 minute", - "id": "5dc9f10f-4cbf-47b5-8e75-ffbf70fbc318", + "id": "d54e7666-907b-4ab0-984e-674a3090a876", "level": 1, "locations": [ { @@ -20116,7 +20116,7 @@ "desc": "You gain 2d4 + 4 Temporary Hit Points.", "duration": "Instantaneous", "higher_level": "You gain 5 additional Temporary Hit Points for each spell slot level above 1.", - "id": "7fd07402-298e-4f53-9553-38dce50108b4", + "id": "4e7604e1-74ec-41ef-9c05-d5d98510a832", "level": 1, "locations": [ { @@ -20146,7 +20146,7 @@ "concentration": true, "desc": "Each creature in a 30-foot Cone must succeed on a Wisdom saving throw or drop whatever it is holding and have the Frightened condition for the duration.\n\nA Frightened creature takes the Dash action and moves away from you by the safest route on each of its turns unless there is nowhere to move. If the creature ends its turn in a space where it doesn't have line of sight to you, the creature makes a Wisdom saving throw. On a successful save, the spell ends on that creature.", "duration": "Up to 1 minute", - "id": "8f9e781e-7028-48ac-a283-cf3039ba08af", + "id": "e27e846b-504f-45a4-808b-886c3feec416", "level": 3, "locations": [ { @@ -20174,7 +20174,7 @@ ], "desc": "Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If a creature lands before the spell ends, the creature takes no damage from the fall, and the spell ends for that creature.", "duration": "1 minute", - "id": "6e9a66b5-3783-4f62-b933-5e3852ad419d", + "id": "dee176f7-9d20-4d17-9e59-29cfcd9f7bd9", "level": 1, "locations": [ { @@ -20203,7 +20203,7 @@ ], "desc": "You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.\n\nFor the duration, the target appears dead to outward inspection and to spells used to determine the target's status. The target has the Blinded and Incapacitated conditions, and its Speed is 0.\n\nThe target also has Resistance to all damage except Psychic damage, and it has Immunity to the Poisoned condition.", "duration": "1 hour", - "id": "ad902b26-b5a5-44af-a480-2c00b6353fcd", + "id": "bf4dd8cf-602d-4566-a1de-bbe3cc3cb79d", "level": 3, "locations": [ { @@ -20229,7 +20229,7 @@ ], "desc": "You gain the service of a familiar, a spirit that takes an animal form you choose: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel, or another Beast that has a Challenge Rating of 0. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form (see appendix B), though it is a Celestial, Fey, or Fiend (your choice) instead of a Beast. Your familiar acts independently of you, but it obeys your commands.\n\nTelepathic Connection. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as a Bonus Action, you can see through the familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses it has.\n\nFinally, when you cast a spell with a range of touch, your familiar can deliver the touch. Your familiar must be within 100 feet of you, and it must take a Reaction to deliver the touch when you cast the spell.\n\nCombat. The familiar is an ally to you and your allies. It rolls its own Initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.\n\nDisappearance of the Familiar. When the familiar drops to 0 Hit Points, it disappears. It reappears after you cast this spell again. As a Magic action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As a Magic action while it is temporarily dismissed, you can cause it to reappear in an unoccupied space within 30 feet of you. Whenever the familiar drops to 0 Hit Points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.\n\nOne Familiar Only. You can't have more than one familiar at a time. If you cast this spell while you have a familiar, you instead cause it to adopt a new eligible form.", "duration": "Instantaneous", - "id": "b3553545-690d-4f8c-b1c7-fd8dfea24f13", + "id": "5d0a52b9-3768-4963-b12a-8654d3e14e87", "level": 1, "locations": [ { @@ -20255,7 +20255,7 @@ "desc": "You summon an otherworldly being that appears as a loyal steed in an unoccupied space of your choice within range. This creature uses the Otherworldly Steed stat block. If you already have a steed from this spell, the steed is replaced by the new one.\n\nThe steed resembles a Large, rideable animal of your choice, such as a horse, a camel, a dire wolf, or an elk. Whenever you cast the spell, choose the steed's creature type\u2014Celestial, Fey, or Fiend\u2014which determines certain traits in the stat block.\n\nCombat. The steed is an ally to you and your allies. In combat, it shares your Initiative count, and it functions as a controlled mount while you ride it (as defined in the rules on mounted combat). If you have the Incapacitated condition, the steed takes its turn immediately after yours and acts independently, focusing on protecting you.\n\nDisappearance of the Steed. The steed disappears if it drops to 0 Hit Points or if you die. When it disappears, it leaves behind anything it was wearing or carrying. If you cast this spell again, you decide whether you summon the steed that disappeared or a different one.\n\nLarge Celestial, Fey, or Fiend (Your Choice), Neutral\n\nAC 10 + 1 per spell level\n\nHP 5 + 10 per spell level (the steed has a number of Hit Dice [d10s] equal to the spell's level)\n\nSpeed 60 ft., Fly 60 ft. (requires level 4+ spell)\n\n Mod Save\n18 +4 +4\n12 +1 +1\n14 +2 +2\n\n Mod Save\n6 \u22122 \u22122\n12 +1 +1\n8 \u22121 \u22121\n\nSenses Passive Perception 11\n\nLanguages Telepathy 1 mile (works only with you)\n\nCR None (XP 0; PB equals your Proficiency Bonus)\n\nTraits\n\nLife Bond. When you regain Hit Points from a level 1+ spell, the steed regains the same number of Hit Points if you're within 5 feet of it.\n\nActions\n\nOtherworldly Slam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 plus the spell's level of Radiant (Celestial), Psychic (Fey), or Necrotic (Fiend) damage.\n\nBonus Actions\n\nFell Glare (Fiend Only; Recharges after a Long Rest). Wisdom Saving Throw: DC equals your spell save DC, one creature within 60 feet the steed can see. Failure: The target has the Frightened condition until the end of your next turn.\n\nFey Step (Fey Only; Recharges after a Long Rest). The steed teleports, along with its rider, to an unoccupied space of your choice up to 60 feet away from itself.\n\nHealing Touch (Celestial Only; Recharges after a Long Rest). One creature within 5 feet of the steed regains a number of Hit Points equal to 2d8 plus the spell's level.", "duration": "Instantaneous", "higher_level": "Use the spell slot's level for the spell's level in the stat block.", - "id": "6344b052-d1b6-43ce-9ad2-7ff06944bc6f", + "id": "07902dcf-df22-4d89-acc5-3d92de0458b9", "level": 2, "locations": [ { @@ -20283,7 +20283,7 @@ "concentration": true, "desc": "You magically sense the most direct physical route to a location you name. You must be familiar with the location, and the spell fails if you name a destination on another plane of existence, a moving destination (such as a mobile fortress), or an unspecific destination (such as \u201ca green dragon's lair\u201d).\n\nFor the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. Whenever you face a choice of paths along the way there, you know which path is the most direct.", "duration": "Up to 1 day", - "id": "9ead079b-0dd4-4eac-9e62-b33c16079a5c", + "id": "97075bc0-a7a1-4a08-9177-e99e9dae485c", "level": 6, "locations": [ { @@ -20310,7 +20310,7 @@ ], "desc": "You sense any trap within range that is within line of sight. A trap, for the purpose of this spell, includes any object or mechanism that was created to cause damage or other danger. Thus, the spell would sense the Alarm or Glyph of Warding spell or a mechanical pit trap, but it wouldn't reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.\n\nThis spell reveals that a trap is present but not its location. You do learn the general nature of the danger posed by a trap you sense.", "duration": "Instantaneous", - "id": "e84f0b1d-63d6-4de4-a0e1-ff45f76bcb46", + "id": "c425c59b-b512-4ba6-b4f3-4c382fea64f6", "level": 2, "locations": [ { @@ -20336,7 +20336,7 @@ ], "desc": "You unleash negative energy toward a creature you can see within range. The target makes a Constitution saving throw, taking 7d8 + 30 Necrotic damage on a failed save or half as much damage on a successful one.\n\nA Humanoid killed by this spell rises at the start of your next turn as a Zombie (see appendix B) that follows your verbal orders.", "duration": "Instantaneous", - "id": "618e5995-cbe4-433c-8a46-3ce98976d7cd", + "id": "562672c5-0f9a-4b26-a34c-65f0987c79bb", "level": 7, "locations": [ { @@ -20363,7 +20363,7 @@ "desc": "A bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. Each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw, taking 8d6 Fire damage on a failed save or half as much damage on a successful one.\n\nFlammable objects in the area that aren't being worn or carried start burning.", "duration": "Instantaneous", "higher_level": "The damage increases by 1d6 for each spell slot level above 3.", - "id": "713ec4f8-e11a-4c23-a20b-e4c01438816b", + "id": "6f323fa2-284a-4217-b217-bf2627385f14", "level": 3, "locations": [ { @@ -20391,7 +20391,7 @@ "desc": "You hurl a mote of fire at a creature or an object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Fire damage. A flammable object hit by this spell starts burning if it isn't being worn or carried.", "duration": "Instantaneous", "higher_level": "The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).", - "id": "c1933c63-a416-41bd-a262-bf9b59935184", + "id": "c37e4078-7567-46d2-ae95-d052c2434f7d", "level": 0, "locations": [ { @@ -20418,7 +20418,7 @@ ], "desc": "Wispy flames wreathe your body for the duration, shedding Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.\n\nThe flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you Resistance to Cold damage, and the chill shield grants you Resistance to Fire damage.\n\nIn addition, whenever a creature within 5 feet of you hits you with a melee attack roll, the shield erupts with flame. The attacker takes 2d8 Fire damage from a warm shield or 2d8 Cold damage from a chill shield.", "duration": "10 minutes", - "id": "004c87ed-5969-4371-a302-9c2f60ec550a", + "id": "10626fe5-fc3d-4ab1-8f21-52efac642dd9", "level": 4, "locations": [ { @@ -20445,7 +20445,7 @@ ], "desc": "A storm of fire appears within range. The area of the storm consists of up to ten 10-foot Cubes, which you arrange as you like. Each Cube must be contiguous with at least one other Cube. Each creature in the area makes a Dexterity saving throw, taking 7d10 Fire damage on a failed save or half as much damage on a successful one.\n\nFlammable objects in the area that aren't being worn or carried start burning.", "duration": "Instantaneous", - "id": "ec9af10a-1968-45fd-a861-e41b400495c5", + "id": "2ccc47b4-f7e8-4f0a-a42c-76903525f231", "level": 7, "locations": [ { @@ -20473,7 +20473,7 @@ "desc": "You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke it again as a Bonus Action.\n\nAs a Magic action, you can make a melee spell attack with the fiery blade. On a hit, the target takes Fire damage equal to 3d6 plus your spellcasting ability modifier.\n\nThe flaming blade sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.", "duration": "Up to 10 minutes", "higher_level": "The damage increases by 1d6 for each spell slot level above 2.", - "id": "759cdfe1-2a2e-424c-a8ae-51aa21e6c1ae", + "id": "e4cd708c-d3bb-49e9-93d4-a1624ccfa26c", "level": 2, "locations": [ { @@ -20500,7 +20500,7 @@ "desc": "A vertical column of brilliant fire roars down from above. Each creature in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range makes a Dexterity saving throw, taking 5d6 Fire damage and 5d6 Radiant damage on a failed save or half as much damage on a successful one.", "duration": "Instantaneous", "higher_level": "The Fire damage and the Radiant damage increase by 1d6 for each spell slot level above 5.", - "id": "729370b9-dfc4-4805-9d52-c0dc598a13f8", + "id": "7516a4bf-ae60-4115-8bbc-d51a234b52b3", "level": 5, "locations": [ { @@ -20530,7 +20530,7 @@ "desc": "You create a 5-foot-diameter sphere of fire in an unoccupied space on the ground within range. It lasts for the duration. Any creature that ends its turn within 5 feet of the sphere makes a Dexterity saving throw, taking 2d6 Fire damage on a failed save or half as much damage on a successful one.\n\nAs a Bonus Action, you can move the sphere up to 30 feet, rolling it along the ground. If you move the sphere into a creature's space, that creature makes the save against the sphere, and the sphere stops moving for the turn.\n\nWhen you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. Flammable objects that aren't being worn or carried start burning if touched by the sphere, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.", "duration": "Up to 1 minute", "higher_level": "The damage increases by 1d6 for each spell slot level above 2.", - "id": "0a395828-38e6-44a1-9e06-ea741cd2089a", + "id": "e50be0f3-59d0-40a7-a660-4ee191517ddb", "level": 2, "locations": [ { @@ -20559,7 +20559,7 @@ "concentration": true, "desc": "You attempt to turn one creature that you can see within range into stone. The target makes a Constitution saving throw. On a failed save, it has the Restrained condition for the duration. On a successful save, its Speed is 0 until the start of your next turn. Constructs automatically succeed on the save.\n\nA Restrained target makes another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to stone and has the Petrified condition for the duration. The successes and failures needn't be consecutive; keep track of both until the target collects three of a kind.\n\nIf you maintain your Concentration on this spell for the entire possible duration, the target is Petrified until the condition is ended by Greater Restoration or similar magic.", "duration": "Up to 1 minute", - "id": "f13393c4-e069-4856-9655-a73d4288b2c5", + "id": "abd8daee-aa93-47fa-8376-79521e57b6c1", "level": 6, "locations": [ { @@ -20590,7 +20590,7 @@ "desc": "You touch a willing creature. For the duration, the target gains a Fly Speed of 60 feet and can hover. When the spell ends, the target falls if it is still aloft unless it can stop the fall.", "duration": "Up to 10 minutes", "higher_level": "You can target one additional creature for each spell slot level above 3.", - "id": "2c971cce-06df-4acb-b982-a7cf73adea45", + "id": "d5bf68cb-7a7a-437f-a60e-7a4ad70a1e41", "level": 3, "locations": [ { @@ -20620,7 +20620,7 @@ "desc": "You create a 20-foot-radius Sphere of fog centered on a point within range. The Sphere is Heavily Obscured. It lasts for the duration or until a strong wind (such as one created by Gust of Wind) disperses it.", "duration": "Up to 1 hour", "higher_level": "The fog's radius increases by 20 feet for each spell slot level above 1.", - "id": "22693d1b-3f25-43c7-a9e6-c2e0e6f16894", + "id": "00fc823e-530f-49ea-8c52-77e3488aa6f8", "level": 1, "locations": [ { @@ -20645,7 +20645,7 @@ ], "desc": "You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatures can't teleport into the area or use portals, such as those created by the Gate spell, to enter the area. The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the Astral Plane, the Ethereal Plane, the Feywild, the Shadowfell, or the Plane Shift spell.\n\nIn addition, the spell damages types of creatures that you choose when you cast it. Choose one or more of the following: Aberrations, Celestials, Elementals, Fey, Fiends, and Undead. When a creature of a chosen type enters the spell's area for the first time on a turn or ends its turn there, the creature takes 5d10 Radiant or Necrotic damage (your choice when you cast this spell).\n\nYou can designate a password when you cast the spell. A creature that speaks the password as it enters the area takes no damage from the spell.\n\nThe spell's area can't overlap with the area of another Forbiddance spell. If you cast Forbiddance every day for 30 days in the same location, the spell lasts until it is dispelled, and the Material components are consumed on the last casting.", "duration": "1 day", - "id": "308b52d8-e16b-483a-bf78-7d3a6237ee75", + "id": "0e69f782-ec05-4e51-ba94-f84f0e6ee4a9", "level": 6, "locations": [ { @@ -20674,7 +20674,7 @@ "concentration": true, "desc": "An immobile, Invisible, Cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose.\n\nA prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart. A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area.\n\nWhen you cast the spell, any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside it, are pushed away from the center of the area until they are completely outside it.\n\nA creature inside the cage can't leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave, it must first make a Charisma saving throw. On a successful save, the creature can use that magic to exit the cage. On a failed save, the creature doesn't exit the cage and wastes the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.\n\nThis spell can't be dispelled by Dispel Magic.", "duration": "Up to 1 hour", - "id": "bbccfe6b-8634-44ae-8e03-9df235d0cb60", + "id": "3a9ea88e-8bc0-4f48-b7cd-3cc41de9ed35", "level": 7, "locations": [ { @@ -20703,7 +20703,7 @@ ], "desc": "You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target has Advantage on D20 Tests, and other creatures have Disadvantage on attack rolls against it. The spell ends early if you cast it again.", "duration": "8 hours", - "id": "b7ec0b76-c351-429c-8732-e583b739dd0a", + "id": "efbf893e-5d03-43df-9c27-e8be261ea43f", "level": 9, "locations": [ { @@ -20730,7 +20730,7 @@ "concentration": true, "desc": "A cool light wreathes your body for the duration, emitting Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.\n\nUntil the spell ends, you have Resistance to Radiant damage, and your melee attacks deal an extra 2d6 Radiant damage on a hit.\n\nIn addition, immediately after you take damage from a creature you can see within 60 feet of yourself, you can take a Reaction to force the creature to make a Constitution saving throw. On a failed save, the creature has the Blinded condition until the end of your next turn.", "duration": "Up to 10 minutes", - "id": "a2a0e502-0997-4ef2-8fb5-418819f995b9", + "id": "230a8a3d-7172-4f3a-b99d-4c520d963151", "level": 4, "locations": [ { @@ -20760,7 +20760,7 @@ "desc": "You touch a willing creature. For the duration, the target's movement is unaffected by Difficult Terrain, and spells and other magical effects can neither reduce the target's Speed nor cause the target to have the Paralyzed or Restrained conditions. The target also has a Swim Speed equal to its Speed.\n\nIn addition, the target can spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature imposing the Grappled condition on it.", "duration": "1 hour", "higher_level": "You can target one additional creature for each spell slot level above 4.", - "id": "2d9be4fa-dc11-42d2-864e-dbc430b2ee80", + "id": "76b9a214-86a2-467a-b908-cfd915d5556d", "level": 4, "locations": [ { @@ -20789,7 +20789,7 @@ "concentration": true, "desc": "You magically emanate a sense of friendship toward one creature you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target succeeds automatically if it isn't a Humanoid, if you're fighting it, or if you have cast this spell on it within the past 24 hours.\n\nThe spell ends early if the target takes damage or if you make an attack roll, deal damage, or force anyone to make a saving throw. When the spell ends, the target knows it was Charmed by you.", "duration": "Up to 1 minute", - "id": "09ce4898-5f19-4646-ba98-16d1d088569e", + "id": "3014a3b9-cc0b-4e60-98f5-687feedce751", "level": 0, "locations": [ { @@ -20819,7 +20819,7 @@ "desc": "A willing creature you touch shape-shifts, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends on the target if it drops to 0 Hit Points or if it takes a Magic action to end the spell on itself.\n\nWhile in this form, the target's only method of movement is a Fly Speed of 10 feet, and it can hover. The target can enter and occupy the space of another creature. The target has Resistance to Bludgeoning, Piercing, and Slashing damage; it has Immunity to the Prone condition; and it has Advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through narrow openings, but it treats liquids as though they were solid surfaces.\n\nThe target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. Finally, the target can't attack or cast spells.", "duration": "Up to 1 hour", "higher_level": "You can target one additional creature for each spell slot level above 3.", - "id": "e2d0e058-570f-403c-86a6-0962f351f931", + "id": "c9c3a023-f4d0-4d7d-9996-e0fce1bd2a2b", "level": 3, "locations": [ { @@ -20849,7 +20849,7 @@ "concentration": true, "desc": "You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration, and the portal's destination is visible through it.\n\nThe portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal.\n\nDeities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains.\n\nWhen you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn't work). If that creature is on a plane other than the one you are on, the portal opens next to the named creature and transports it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the DM deems appropriate. It might leave, attack you, or help you.", "duration": "Up to 1 minute", - "id": "dd9c9e41-6bff-40cd-b9a7-eafb7d685c0d", + "id": "9ab5c12d-85c6-4f4f-8e63-35682c83fcba", "level": 9, "locations": [ { @@ -20878,7 +20878,7 @@ "desc": "You give a verbal command to a creature that you can see within range, ordering it to carry out some service or refrain from an action or a course of activity as you decide. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target automatically succeeds if it can't understand your command.\n\nWhile Charmed, the creature takes 5d10 Psychic damage if it acts in a manner directly counter to your command. It takes this damage no more than once each day.\n\nYou can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends.\n\nA Remove Curse, Greater Restoration, or Wish spell ends this spell.", "duration": "30 days", "higher_level": "If you use a level 7 or 8 spell slot, the duration is 365 days. If you use a level 9 spell slot, the spell lasts until it is ended by one of the spells mentioned above.", - "id": "acac238e-c746-4ece-9ed5-9e6f6ad8bea0", + "id": "ce70a606-70ac-4538-8f64-47bb2a0a8572", "level": 5, "locations": [ { @@ -20905,7 +20905,7 @@ ], "desc": "You touch a corpse or other remains. For the duration, the target is protected from decay and can't become Undead.\n\nThe spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as Raise Dead.", "duration": "10 days", - "id": "98d085a3-e6db-44b1-91c1-9625f1fddc5f", + "id": "37e983b9-d05c-4c56-b437-a45bc14d28bf", "level": 2, "locations": [ { @@ -20932,7 +20932,7 @@ "desc": "You summon a giant centipede, spider, or wasp (chosen when you cast the spell). It manifests in an unoccupied space you can see within range and uses the Giant Insect stat block. The form you choose determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.\n\nThe creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.\n\nLarge Beast, Unaligned\n\nAC 11 + the spell's level\n\nHP 30 + 10 for each spell level above 4\n\nSpeed 40 ft., Climb 40 ft., Fly 40 ft. (Wasp only)\n\n Mod Save\n17 +3 +3\n13 +1 +1\n5 +2 +2\n\n Mod Save\n4 \u22123 \u22123\n14 +2 +2\n3 \u22124 \u22124\n\nSenses Darkvision 60 ft., Passive Perception 12\n\nLanguages Understands the languages you know\n\nCR None (XP 0; PB equals your Proficiency Bonus)\n\nTraits\n\nSpider Climb. The insect can climb difficult surfaces, including along ceilings, without needing to make an ability check.\n\nActions\n\nMultiattack. The insect makes a number of attacks equal to half this spell's level (round down).\n\nPoison Jab.Melee Attack Roll: Bonus equals your spell attack modifier, reach 10 ft. Hit: 1d6 + 3 plus the spell's level Piercing damage plus 1d4 Poison damage.\n\nWeb Bolt (Spider Only). Ranged Attack Roll: Bonus equals your spell attack modifier, range 60 ft. Hit: 1d10 + 3 plus the spell's level Bludgeoning damage, and the target's Speed is reduced to 0 until the start of the insect's next turn.\n\nBonus Actions\n\nVenomous Spew (Centipede Only). Constitution Saving Throw: Your spell save DC, one creature the insect can see within 10 feet. Failure: The target has the Poisoned condition until the start of the insect's next turn.", "duration": "Up to 10 minutes", "higher_level": "Use the spell slot's level for the spell's level in the stat block.", - "id": "79486dc3-b066-4f61-ba33-3cfb5a174473", + "id": "e5f1ac2c-4919-4fc5-82ad-103921a39ce2", "level": 4, "locations": [ { @@ -20956,7 +20956,7 @@ ], "desc": "Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.", "duration": "1 hour", - "id": "7d335d59-5245-4ae4-9dfb-964b14c085ba", + "id": "8bf320d1-c1f5-491d-a77f-b46637712c89", "level": 8, "locations": [ { @@ -20984,7 +20984,7 @@ "desc": "An immobile, shimmering barrier appears in a 10-foot Emanation around you and remains for the duration.\n\nAny spell of level 5 or lower cast from outside the barrier can't affect anything within it. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from areas of effect created by such spells.", "duration": "Up to 1 minute", "higher_level": "The barrier blocks spells of 1 level higher for each spell slot level above 6.", - "id": "f7183cab-67a4-4f2b-84e2-e35c1484f772", + "id": "8c709002-b128-4dde-8c55-79ddf529d62a", "level": 6, "locations": [ { @@ -21014,7 +21014,7 @@ "desc": "You inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor) or within an object that can be closed (such as a book or chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.\n\nThe glyph is nearly imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice.\n\nWhen you inscribe the glyph, you set its trigger and choose whether it's an explosive rune or a spell glyph, as explained below.\n\nSet the Trigger. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an object, common triggers include opening that object or seeing the glyph. Once a glyph is triggered, this spell ends.\n\nYou can refine the trigger so that only creatures of certain types activate it (for example, the glyph could be set to affect Aberrations). You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password.\n\nExplosive Rune. When triggered, the glyph erupts with magical energy in a 20-foot-radius Sphere centered on the glyph. Each creature in the area makes a Dexterity saving throw. A creature takes 5d8 Acid, Cold, Fire, Lightning, or Thunder damage (your choice when you create the glyph) on a failed save or half as much damage on a successful one.\n\nSpell Glyph. You can store a prepared spell of level 3 or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way.\n\nWhen the glyph is triggered, the stored spell takes effect. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons Hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires Concentration, it lasts until the end of its full duration.", "duration": "Until dispelled or triggered", "higher_level": "The damage of an explosive rune increases by 1d8 for each spell slot level above 3. If you create a spell glyph, you can store any spell of up to the same level as the spell slot you use for the Glyph of Warding.", - "id": "838903b3-2786-4bc2-b64d-e45153dc58ab", + "id": "4f4d6736-dbe3-4e85-b3b7-47d2366e54a9", "level": 3, "locations": [ { @@ -21041,7 +21041,7 @@ ], "desc": "Ten berries appear in your hand and are infused with magic for the duration. A creature can take a Bonus Action to eat one berry. Eating a berry restores 1 Hit Point, and the berry provides enough nourishment to sustain a creature for one day.\n\nUneaten berries disappear when the spell ends.", "duration": "24 hours", - "id": "73401955-92fa-40c2-9725-29addad9e857", + "id": "16055856-99ce-4a96-9723-2b0886b9a53e", "level": 1, "locations": [ { @@ -21069,7 +21069,7 @@ "desc": "You conjure a vine that sprouts from a surface in an unoccupied space that you can see within range. The vine lasts for the duration.\n\nMake a melee spell attack against a creature within 30 feet of the vine. On a hit, the target takes 4d8 Bludgeoning damage and is pulled up to 30 feet toward the vine; if the target is Huge or smaller, it has the Grappled condition (escape DC equal to your spell save DC). The vine can grapple only one creature at a time, and you can cause the vine to release a Grappled creature (no action required).\n\nAs a Bonus Action on your later turns, you can repeat the attack against a creature within 30 feet of the vine.", "duration": "Up to 1 minute", "higher_level": "The number of creatures the vine can grapple increases by one for each spell slot level above 4.", - "id": "2e59c40d-1c17-48e0-8933-6d33ba82ea5b", + "id": "3157a15b-83bc-492b-b723-f2d5b878d91b", "level": 4, "locations": [ { @@ -21096,7 +21096,7 @@ ], "desc": "Nonflammable grease covers the ground in a 10-foot square centered on a point within range and turns it into Difficult Terrain for the duration.\n\nWhen the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or have the Prone condition. A creature that enters the area or ends its turn there must also succeed on that save or fall Prone.", "duration": "1 minute", - "id": "4f61f4ac-7d8d-4ddb-9a2a-220ead3d5768", + "id": "51b51fcd-26df-4f78-bf03-607eb8481cf9", "level": 1, "locations": [ { @@ -21124,7 +21124,7 @@ "concentration": true, "desc": "A creature you touch has the Invisible condition until the spell ends.", "duration": "Up to 1 minute", - "id": "5b610544-a3b6-4fb8-a759-a9c92b0822d6", + "id": "80c745f0-5697-4239-9bba-65fe929b5987", "level": 4, "locations": [ { @@ -21154,7 +21154,7 @@ ], "desc": "You touch a creature and magically remove one of the following effects from it:\n\n\u20221 Exhaustion level\n\u2022The Charmed or Petrified condition\n\u2022A curse, including the target\u2019s Attunement to a cursed magic item\n\u2022Any reduction to one of the target\u2019s ability scores\n\u2022Any reduction to the target\u2019s Hit Point maximum", "duration": "Instantaneous", - "id": "6fd65977-c59f-4308-a75b-669bfe7432b3", + "id": "1bd40dc7-4088-43c5-a708-e7c6c7dfc47a", "level": 5, "locations": [ { @@ -21178,7 +21178,7 @@ ], "desc": "A Large spectral guardian appears and hovers for the duration in an unoccupied space that you can see within range. The guardian occupies that space and is invulnerable, and it appears in a form appropriate for your deity or pantheon.\n\nAny enemy that moves to a space within 10 feet of the guardian for the first time on a turn or starts its turn there makes a Dexterity saving throw, taking 20 Radiant damage on a failed save or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.", "duration": "8 hours", - "id": "39cec23f-a80b-45e4-814e-c9ce61d37836", + "id": "2e52ae81-bf52-4656-8dcb-c5cc03ba8b8e", "level": 4, "locations": [ { @@ -21204,7 +21204,7 @@ ], "desc": "You create a ward that protects up to 2,500 square feet of floor space. The warded area can be up to 20 feet tall, and you shape it as one 50-foot square, one hundred 5-foot squares that are contiguous, or twenty-five 10-foot squares that are contiguous.\n\nWhen you cast this spell, you can specify individuals that are unaffected by the spell's effects. You can also specify a password that, when spoken aloud within 5 feet of the warded area, makes the speaker immune to its effects.\n\nThe spell creates the effects below within the warded area. Dispel Magic has no effect on Guards and Wards itself, but each of the following effects can be dispelled. If all four are dispelled, Guards and Wards ends. If you cast the spell every day for 365 days on the same area, the spell thereafter lasts until all its effects are dispelled.\n\nCorridors. Fog fills all the warded corridors, making them Heavily Obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you believes it is going in the opposite direction from the one it chooses.\n\nDoors. All doors in the warded area are magically locked, as if sealed by the Arcane Lock spell. In addition, you can cover up to ten doors with an illusion to make them appear as plain sections of wall.\n\nStairs. Webs fill all stairs in the warded area from top to bottom, as in the Web spell. These strands regrow in 10 minutes if they are destroyed while Guards and Wards lasts.\n\nOther Spell Effect. Place one of the following magical effects within the warded area:\n\n\u2022Dancing Lights in four corridors, with a simple program that the lights repeat as long as Guards and Wards lasts\n\u2022Magic Mouth in two locations\n\u2022Stinking Cloud in two locations (the vapors return within 10 minutes if dispersed while Guards and Wards lasts)\n\u2022Gust of Wind in one corridor or room (the wind blows continuously while the spell lasts)\n\u2022Suggestion in one 5-foot square; any creature that enters that square receives the suggestion mentally", "duration": "24 hours", - "id": "bf3c0e87-0252-44ca-9c1c-db8896df51d4", + "id": "e7ddc0b4-800d-42bf-987c-50800a14123a", "level": 6, "locations": [ { @@ -21232,7 +21232,7 @@ "concentration": true, "desc": "You touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill.", "duration": "Up to 1 minute", - "id": "45d8dfe3-2324-4b07-a6c0-313fc92d0d20", + "id": "8a4f4c13-0b3f-4308-9d80-ab77b6e5cdd0", "level": 0, "locations": [ { @@ -21257,7 +21257,7 @@ "desc": "You hurl a bolt of light toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 4d6 Radiant damage, and the next attack roll made against it before the end of your next turn has Advantage.", "duration": "1 round", "higher_level": "The damage increases by 1d6 for each spell slot level above 1.", - "id": "83fff0bd-96fe-4cbe-954d-0bc9667d17ac", + "id": "ea95447b-56b5-44fd-931e-b3cac141b212", "level": 1, "locations": [ { @@ -21286,7 +21286,7 @@ "concentration": true, "desc": "A Line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the duration. Each creature in the Line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the Line. A creature that ends its turn in the Line must make the same save.\n\nAny creature in the Line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.\n\nThe gust disperses gas or vapor, and it extinguishes candles and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.\n\nAs a Bonus Action on your later turns, you can change the direction in which the Line blasts from you.", "duration": "Up to 1 minute", - "id": "8d0ba424-21c5-4bb7-96bc-66ce406f97f8", + "id": "79d5a95b-9c7a-4f5d-b125-c2c4ef3041c8", "level": 2, "locations": [ { @@ -21311,7 +21311,7 @@ "desc": "As you hit the creature, this spell creates a rain of thorns that sprouts from your Ranged weapon or ammunition. The target of the attack and each creature within 5 feet of it make a Dexterity saving throw, taking 1d10 Piercing damage on a failed save or half as much damage on a successful one.", "duration": "Instantaneous", "higher_level": "The damage increases by 1d10 for each spell slot level above 1.", - "id": "05e63285-509c-4935-8d9c-27e3a6cd10e5", + "id": "7d3d17fd-26f5-4c07-87e6-bf503372c749", "level": 1, "locations": [ { @@ -21336,7 +21336,7 @@ ], "desc": "You touch a point and infuse an area around it with holy or unholy power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect of Hallow. The affected area has the following effects.\n\nHallowed Ward. Choose any of these creature types: Aberration, Celestial, Elemental, Fey, Fiend, or Undead. Creatures of the chosen types can't willingly enter the area, and any creature that is possessed by or that has the Charmed or Frightened condition from such creatures isn't possessed, Charmed, or Frightened by them while in the area.\n\nExtra Effect. You bind an extra effect to the area from the list below:\n\nCourage. Creatures of any types you choose can't gain the Frightened condition while in the area.\n\nDarkness. Darkness fills the area. Normal light, as well as magical light created by spells of a level lower than this spell, can't illuminate the area.\n\nDaylight. Bright light fills the area. Magical Darkness created by spells of a level lower than this spell can't extinguish the light.\n\nPeaceful Rest. Dead bodies interred in the area can't be turned into Undead.\n\nExtradimensional Interference. Creatures of any types you choose can't enter or exit the area using teleportation or interplanar travel.\n\nFear. Creatures of any types you choose have the Frightened condition while in the area.\n\nResistance. Creatures of any types you choose have Resistance to one damage type of your choice while in the area.\n\nSilence. No sound can emanate from within the area, and no sound can reach into it.\n\nTongues. Creatures of any types you choose can communicate with any other creature in the area even if they don't share a common language.\n\nVulnerability. Creatures of any types you choose have Vulnerability to one damage type of your choice while in the area.", "duration": "Until dispelled", - "id": "ac2e2007-23d1-469c-82e0-61882c0fd4bd", + "id": "a7e23564-a757-4cd6-a084-d64862589854", "level": 5, "locations": [ { @@ -21365,7 +21365,7 @@ ], "desc": "You make natural terrain in a 150-foot Cube in range look, sound, and smell like another sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren't changed.\n\nThe tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to notice the illusion. If the difference isn't obvious by touch, a creature examining the illusion can take the Study action to make an Intelligence (Investigation) check against your spell save DC to disbelieve it. If a creature discerns that the terrain is illusory, the creature sees a vague image superimposed on the real terrain.", "duration": "24 hours", - "id": "8e86e4eb-19af-46a2-a521-ad396b3da57e", + "id": "29f726c0-48ef-4606-bbdf-8388d7ca75f7", "level": 4, "locations": [ { @@ -21390,7 +21390,7 @@ ], "desc": "You unleash virulent magic on a creature you can see within range. The target makes a Constitution saving throw. On a failed save, it takes 14d6 Necrotic damage, and its Hit Point maximum is reduced by an amount equal to the Necrotic damage it took. On a successful save, it takes half as much damage only. This spell can't reduce a target's Hit Point maximum below 1.", "duration": "Instantaneous", - "id": "87b2ce10-28c8-4dc7-b2ef-f557af83ff39", + "id": "b2378ac4-a23c-4142-bfb1-89424ca89474", "level": 6, "locations": [ { @@ -21418,7 +21418,7 @@ "concentration": true, "desc": "Choose a willing creature that you can see within range. Until the spell ends, the target's Speed is doubled, it gains a +2 bonus to Armor Class, it has Advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used to take only the Attack (one attack only), Dash, Disengage, Hide, or Utilize action.\n\nWhen the spell ends, the target is Incapacitated and has a Speed of 0 until the end of its next turn, as a wave of lethargy washes over it.", "duration": "Up to 1 minute", - "id": "ffc57a9f-0a72-4a84-a79e-deb313a89d7c", + "id": "e452bedf-9ab4-4e88-a630-ab6747963aef", "level": 3, "locations": [ { @@ -21445,7 +21445,7 @@ "desc": "Choose a creature that you can see within range. Positive energy washes through the target, restoring 70 Hit Points. This spell also ends the Blinded, Deafened, and Poisoned conditions on the target.", "duration": "Instantaneous", "higher_level": "The healing increases by 10 for each spell slot level above 6.", - "id": "9f035956-bd07-41a4-bce2-d456a119c694", + "id": "96272715-c8cb-4f52-b05f-260c359d5eb0", "level": 6, "locations": [ { @@ -21471,7 +21471,7 @@ "desc": "A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier.", "duration": "Instantaneous", "higher_level": "The healing increases by 2d4 for each spell slot level above 1.", - "id": "ec5dc4fe-99ca-4a75-8300-6a89de7e7491", + "id": "e6f06ca6-f9a5-40b6-b0fc-217b7c7d3d41", "level": 1, "locations": [ { @@ -21500,7 +21500,7 @@ "desc": "Choose a manufactured metal object, such as a metal weapon or a suit of Heavy or Medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 Fire damage when you cast the spell. Until the spell ends, you can take a Bonus Action on each of your later turns to deal this damage again if the object is within range.\n\nIf a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has Disadvantage on attack rolls and ability checks until the start of your next turn.", "duration": "Up to 1 minute", "higher_level": "The damage increases by 1d8 for each spell slot level above 2.", - "id": "24ff383d-5495-400e-b7a6-f4df975083f8", + "id": "11af8105-f817-4a1b-9427-6b06a139f6a4", "level": 2, "locations": [ { @@ -21526,7 +21526,7 @@ "desc": "The creature that damaged you is momentarily surrounded by green flames. It makes a Dexterity saving throw, taking 2d10 Fire damage on a failed save or half as much damage on a successful one.", "duration": "Instantaneous", "higher_level": "The damage increases by 1d10 for each spell slot level above 1.", - "id": "3008bd39-4ad6-4c00-b72a-ab8408e68cd0", + "id": "37dec69a-88b4-4d30-b846-9dd125ece123", "level": 1, "locations": [ { @@ -21553,7 +21553,7 @@ ], "desc": "You conjure a feast that appears on a surface in an unoccupied 10-foot Cube next to you. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don't set in until this hour is over. Up to twelve creatures can partake of the feast.\n\nA creature that partakes gains several benefits, which last for 24 hours. The creature has Resistance to Poison damage, and it has Immunity to the Frightened and Poisoned conditions. Its Hit Point maximum also increases by 2d10, and it gains the same number of Hit Points.", "duration": "Instantaneous", - "id": "2001f0b7-338e-46ea-b012-e3ae91b0589b", + "id": "3d571173-1387-43cd-9b23-760ab9b6b1b1", "level": 6, "locations": [ { @@ -21581,7 +21581,7 @@ "desc": "A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to the Frightened condition and gains Temporary Hit Points equal to your spellcasting ability modifier at the start of each of its turns.", "duration": "Up to 1 minute", "higher_level": "You can target one additional creature for each spell slot level above 1.", - "id": "b1f04382-784e-4327-8276-c9c36ea98c89", + "id": "d8c0710d-eca6-4751-a0d4-5aba869d7bbc", "level": 1, "locations": [ { @@ -21608,7 +21608,7 @@ "desc": "You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 Necrotic damage to the target whenever you hit it with an attack roll. Also, choose one ability when you cast the spell. The target has Disadvantage on ability checks made with the chosen ability.\n\nIf the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action on a later turn to curse a new creature.", "duration": "Up to 1 hour", "higher_level": "Your Concentration can last longer with a spell slot of level 2 (up to 4 hours), 3\u20134 (up to 8 hours), or 5+ (24 hours).", - "id": "098b40af-d56c-402e-9460-8a91a193ad96", + "id": "7bd3dd05-29ec-47c7-bde3-f2b79e5df6fd", "level": 1, "locations": [ { @@ -21639,7 +21639,7 @@ "desc": "Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.", "duration": "Up to 1 minute", "higher_level": "You can target one additional creature for each spell slot level above 5.", - "id": "c7f20ecf-22c4-46c1-8f56-252c4749552e", + "id": "d4459db1-a6e5-4723-a87f-dc3a19f3d0cd", "level": 5, "locations": [ { @@ -21672,7 +21672,7 @@ "desc": "Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.", "duration": "Up to 1 minute", "higher_level": "You can target one additional Humanoid for each spell slot level above 2.", - "id": "3b3250db-56ea-49c2-bcb4-40d122cf6c34", + "id": "292cc566-79e9-415b-bf66-3891a5e725d0", "level": 2, "locations": [ { @@ -21699,7 +21699,7 @@ "concentration": true, "desc": "For the duration, you emit an aura in a 30-foot Emanation. While in the aura, creatures of your choice have Advantage on all saving throws, and other creatures have Disadvantage on attack rolls against them. In addition, when a Fiend or an Undead hits an affected creature with a melee attack roll, the attacker must succeed on a Constitution saving throw or have the Blinded condition until the end of its next turn.", "duration": "Up to 1 minute", - "id": "719f12b1-31e9-4a5f-879e-29ce453feb36", + "id": "3ee75317-db3f-4372-b5a3-a3d8270dadc6", "level": 8, "locations": [ { @@ -21727,7 +21727,7 @@ "desc": "You open a gateway to the Far Realm, a region infested with unspeakable horrors. A 20-foot-radius Sphere of Darkness appears, centered on a point with range and lasting for the duration. The Sphere is Difficult Terrain, and it is filled with strange whispers and slurping noises, which can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within it have the Blinded condition.\n\nAny creature that starts its turn in the area takes 2d6 Cold damage. Any creature that ends its turn there must succeed on a Dexterity saving throw or take 2d6 Acid damage from otherworldly tentacles.", "duration": "Up to 1 minute", "higher_level": "The Cold or Acid damage (your choice) increases by 1d6 for each spell slot level above 3.", - "id": "8494b4a4-0a99-4148-9237-8d2fdd3be519", + "id": "d5051d7e-2900-4b04-8b95-df428dfaba88", "level": 3, "locations": [ { @@ -21753,7 +21753,7 @@ "desc": "You magically mark one creature you can see within range as your quarry. Until the spell ends, you deal an extra 1d6 Force damage to the target whenever you hit it with an attack roll. You also have Advantage on any Wisdom (Perception or Survival) check you make to find it.\n\nIf the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action to move the mark to a new creature you can see within range.", "duration": "Up to 1 hour", "higher_level": "Your Concentration can last longer with a spell slot of level 3\u20134 (up to 8 hours) or 5+ (up to 24 hours).", - "id": "364ffcac-06a4-4df5-a499-7fbecd1e6aa9", + "id": "3893240b-1cbd-4030-8aa0-6b68fba15ac1", "level": 1, "locations": [ { @@ -21781,7 +21781,7 @@ "concentration": true, "desc": "You create a twisting pattern of colors in a 30-foot Cube within range. The pattern appears for a moment and vanishes. Each creature in the area who can see the pattern must succeed on a Wisdom saving throw or have the Charmed condition for the duration. While Charmed, the creature has the Incapacitated condition and a Speed of 0.\n\nThe spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.", "duration": "Up to 1 minute", - "id": "b8ee2017-16af-45d2-a4e6-8531deb2f7f6", + "id": "e7c02bbf-4734-4f23-9d2a-ff0017879338", "level": 3, "locations": [ { @@ -21809,7 +21809,7 @@ "desc": "You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 Cold damage.", "duration": "Instantaneous", "higher_level": "The Cold damage increases by 1d6 for each spell slot level above 1.", - "id": "110f7fd2-2c83-4251-a7b1-8cf99d448575", + "id": "2219476d-2b42-4c7d-841e-e4dd5a77ed00", "level": 1, "locations": [ { @@ -21838,7 +21838,7 @@ "desc": "Hail falls in a 20-foot-radius, 40-foot-high Cylinder centered on a point within range. Each creature in the Cylinder makes a Dexterity saving throw. A creature takes 2d10 Bludgeoning damage and 4d6 Cold damage on a failed save or half as much damage on a successful one.\n\nHailstones turn ground in the Cylinder into Difficult Terrain until the end of your next turn.", "duration": "Instantaneous", "higher_level": "The Bludgeoning damage increases by 1d10 for each spell slot level above 4.", - "id": "7848bb80-8c0d-4376-bfef-7a2d744e74a0", + "id": "088ff651-ac9f-4207-a27d-595bd0fda90d", "level": 4, "locations": [ { @@ -21866,7 +21866,7 @@ ], "desc": "You touch an object throughout the spell's casting. If the object is a magic item or some other magical object, you learn its properties and how to use them, whether it requires Attunement, and how many charges it has, if any. You learn whether any ongoing spells are affecting the item and what they are. If the item was created by a spell, you learn that spell's name.\n\nIf you instead touch a creature throughout the casting, you learn which ongoing spells, if any, are currently affecting it.", "duration": "Instantaneous", - "id": "0c3c0a13-ec8c-4752-a9ad-591e6c431b9e", + "id": "d88edeca-7a6e-47fb-b00d-a7ab1a418afd", "level": 1, "locations": [ { @@ -21893,7 +21893,7 @@ ], "desc": "You write on parchment, paper, or another suitable material and imbue it with an illusion that lasts for the duration. To you and any creatures you designate when you cast the spell, the writing appears normal, seems to be written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, the illusion can alter the meaning, handwriting, and language of the text, though the language must be one you know.\n\nIf the spell is dispelled, the original script and the illusion both disappear.\n\nA creature that has Truesight can read the hidden message.", "duration": "10 days", - "id": "089e2a74-6b28-426c-ac08-47c21935b633", + "id": "49804f31-1f61-4adf-a0b1-fce64f382141", "level": 1, "locations": [ { @@ -21920,7 +21920,7 @@ ], "desc": "You create a magical restraint to hold a creature that you can see within range. The target must make a Wisdom saving throw. On a successful save, the target is unaffected, and it is immune to this spell for the next 24 hours. On a failed save, the target is imprisoned. While imprisoned, the target doesn't need to breathe, eat, or drink, and it doesn't age. Divination spells can't locate or perceive the imprisoned target, and the target can't teleport.\n\nUntil the spell ends, the target is also affected by one of the following effects of your choice:\n\nBurial. The target is entombed beneath the earth in a hollow globe of magical force that is just large enough to contain the target. Nothing can pass into or out of the globe.\n\nChaining. Chains firmly rooted in the ground hold the target in place. The target has the Restrained condition and can't be moved by any means.\n\nHedged Prison. The target is trapped in a demiplane that is warded against teleportation and planar travel. The demiplane is your choice of a labyrinth, a cage, a tower, or the like.\n\nMinimus Containment. The target becomes 1 inch tall and is trapped inside an indestructible gemstone or a similar object. Light can pass through the gemstone (allowing the target to see out and other creatures to see in), but nothing else can pass through by any means.\n\nSlumber. The target has the Unconscious condition and can't be awoken.\n\nEnding the Spell. When you cast the spell, specify a trigger that will end it. The trigger can be as simple or as elaborate as you choose, but the DM must agree that it has a high likelihood of happening within the next decade. The trigger must be an observable action, such as someone making a particular offering at the temple of your god, saving your true love, or defeating a specific monster.\n\nA Dispel Magic spell can end the spell only if it is cast with a level 9 spell slot, targeting either the prison or the component used to create it.", "duration": "Until dispelled", - "id": "06a6740b-8fdd-4bfa-9375-52399744faad", + "id": "2a6cd814-c1e4-4f6d-9a9c-9e5091464da1", "level": 9, "locations": [ { @@ -21948,7 +21948,7 @@ "concentration": true, "desc": "A swirling cloud of embers and smoke fills a 20-foot-radius Sphere centered on a point within range. The cloud's area is Heavily Obscured. It lasts for the duration or until a strong wind (like that created by Gust of Wind) disperses it.\n\nWhen the cloud appears, each creature in it makes a Dexterity saving throw, taking 10d8 Fire damage on a failed save or half as much damage on a successful one. A creature must also make this save when the Sphere moves into its space and when it enters the Sphere or ends its turn there. A creature makes this save only once per turn.\n\nThe cloud moves 10 feet away from you in a direction you choose at the start of each of your turns.", "duration": "Up to 1 minute", - "id": "ad9c9c8d-0464-4d57-9f60-1c97bd8a9ac9", + "id": "d3435bc2-696c-41a8-9fd0-f63979c770d1", "level": 8, "locations": [ { @@ -21973,7 +21973,7 @@ "desc": "A creature you touch makes a Constitution saving throw, taking 2d10 Necrotic damage on a failed save or half as much damage on a successful one.", "duration": "Instantaneous", "higher_level": "The damage increases by 1d10 for each spell slot level above 1.", - "id": "c22f45ac-2e48-4153-8ae6-958adadc6de9", + "id": "4cd4b564-1dbe-41cd-ac45-601acdeb0611", "level": 1, "locations": [ { @@ -22002,7 +22002,7 @@ "desc": "Swarming locusts fill a 20-foot-radius Sphere centered on a point you choose within range. The Sphere remains for the duration, and its area is Lightly Obscured and Difficult Terrain.\n\nWhen the swarm appears, each creature in it makes a Constitution saving throw, taking 4d10 Piercing damage on a failed save or half as much damage on a successful one. A creature also makes this save when it enters the spell's area for the first time on a turn or ends its turn there. A creature makes this save only once per turn.", "duration": "Up to 10 minutes", "higher_level": "The damage increases by 1d10 for each spell slot level above 5.", - "id": "b5d861e4-5a16-4a42-8fe4-c53856210920", + "id": "4ba91060-789a-4849-8cb5-c3fd632ebacf", "level": 5, "locations": [ { @@ -22034,7 +22034,7 @@ "desc": "A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell.", "duration": "Up to 1 hour", "higher_level": "You can target one additional creature for each spell slot level above 2.", - "id": "4ce89eac-a780-4659-abc3-98e89f28e7d9", + "id": "75a8949e-ae7e-4ad4-bf3b-cb4ee2ecbd12", "level": 2, "locations": [ { @@ -22063,7 +22063,7 @@ "desc": "You unleash a storm of flashing light and raging thunder in a 10-foot-radius, 40-foot-high Cylinder centered on a point you can see within range. While in this area, creatures have the Blinded and Deafened conditions, and they can't cast spells with a Verbal component.\n\nWhen the storm appears, each creature in it makes a Constitution saving throw, taking 2d10 Radiant damage and 2d10 Thunder damage on a failed save or half as much damage on a successful one. A creature also makes this save when it enters the spell's area for the first time on a turn or ends its turn there. A creature makes this save only once per turn.", "duration": "Up to 1 minute", "higher_level": "The Radiant and Thunder damage increase by 1d10 for each spell slot level above 5.", - "id": "c53bd487-3635-4db9-bcdd-d9ec3475e095", + "id": "efb379cb-f4a7-4c9e-bd9c-4d7aa70c99cc", "level": 5, "locations": [ { @@ -22094,7 +22094,7 @@ "desc": "You touch a willing creature. Once on each of its turns until the spell ends, that creature can jump up to 30 feet by spending 10 feet of movement.", "duration": "1 minute", "higher_level": "You can target one additional creature for each spell slot level above 1.", - "id": "b442b9d1-04b8-4ac4-a8e3-52bea3bdc954", + "id": "0e2a56b6-4723-4691-8639-88b2706d27c5", "level": 1, "locations": [ { @@ -22120,7 +22120,7 @@ ], "desc": "Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.\n\nA target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.\n\nIf the target is held shut by Arcane Lock, that spell is suppressed for 10 minutes, during which time the target can be opened and closed.\n\nWhen you cast the spell, a loud knock, audible up to 300 feet away, emanates from the target.", "duration": "Instantaneous", - "id": "daa94a76-9107-47bf-8f58-176799e71d46", + "id": "127830f1-d1d8-4596-9aa6-7543615e55f9", "level": 2, "locations": [ { @@ -22147,7 +22147,7 @@ ], "desc": "Name or describe a famous person, place, or object. The spell brings to your mind a brief summary of the significant lore about that famous thing, as described by the DM.\n\nThe lore might consist of important details, amusing revelations, or even secret lore that has never been widely known. The more information you already know about the thing, the more precise and detailed the information you receive is. That information is accurate but might be couched in figurative language or poetry, as determined by the DM.\n\nIf the famous thing you chose isn't actually famous, you hear sad musical notes played on a trombone, and the spell fails.", "duration": "Instantaneous", - "id": "3b616900-2772-4536-9213-39280505a1f3", + "id": "f02a096d-b662-465a-ad11-e56279663257", "level": 5, "locations": [ { @@ -22174,7 +22174,7 @@ ], "desc": "You hide a chest and all its contents on the Ethereal Plane. You must touch the chest and the miniature replica that serve as Material components for the spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet).\n\nWhile the chest remains on the Ethereal Plane, you can take a Magic action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by taking a Magic action to touch the chest and the replica.\n\nAfter 60 days, there is a cumulative 5 percent chance at the end of each day that the spell ends. The spell also ends if you cast this spell again or if the Tiny replica chest is destroyed. If the spell ends and the larger chest is on the Ethereal Plane, the chest remains there for you or someone else to find.", "duration": "Until dispelled", - "id": "a6bf14a2-5a32-4002-b096-3f672fc56a89", + "id": "2e634485-b2ef-49a8-8a35-ffa2c0ddd122", "level": 4, "locations": [ { @@ -22201,7 +22201,7 @@ ], "desc": "A 10-foot Emanation springs into existence around you and remains stationary for the duration. The spell fails when you cast it if the Emanation isn't big enough to fully encapsulate all creatures in its area.\n\nCreatures and objects within the Emanation when you cast the spell can move through it freely. All other creatures and objects are barred from passing through it. Spells of level 3 or lower can't be cast through it, and the effects of such spells can't extend into it.\n\nThe atmosphere inside the Emanation is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior to have Dim Light or Darkness (no action required). The Emanation is opaque from the outside and of any color you choose, but it's transparent from the inside.\n\nThe spell ends early if you leave the Emanation or if you cast it again.", "duration": "8 hours", - "id": "f34494b7-943a-422c-855d-4256ab789905", + "id": "1708c3af-fa43-4ca4-9a61-5e2df6735bba", "level": 3, "locations": [ { @@ -22231,7 +22231,7 @@ ], "desc": "You touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned.", "duration": "Instantaneous", - "id": "01e30723-5064-4d58-b77d-d895c81b0cdc", + "id": "ab2dcf6c-c4cb-465c-9c1f-3f07e45b5bd4", "level": 2, "locations": [ { @@ -22259,7 +22259,7 @@ "concentration": true, "desc": "One creature or loose object of your choice that you can see within range rises vertically up to 20 feet and remains suspended there for the duration. The spell can levitate an object that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.\n\nThe target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can take a Magic action to move the target, which must remain within the spell's range.\n\nWhen the spell ends, the target floats gently to the ground if it is still aloft.", "duration": "Up to 10 minutes", - "id": "54d0ff54-656f-4b8e-94b5-4d56a63278f5", + "id": "8c8a35d2-68cb-46d5-b4af-6f6413657d68", "level": 2, "locations": [ { @@ -22288,7 +22288,7 @@ ], "desc": "You touch one Large or smaller object that isn't being worn or carried by someone else. Until the spell ends, the object sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The light can be colored as you like.\n\nCovering the object with something opaque blocks the light. The spell ends if you cast it again.", "duration": "1 hour", - "id": "15532c7f-ddee-4adc-a1bf-462f0e8d3c53", + "id": "115984b0-7f11-41d7-806d-1f401b22e34e", "level": 0, "locations": [ { @@ -22314,7 +22314,7 @@ "desc": "As your attack hits or misses the target, the weapon or ammunition you're using transforms into a lightning bolt. Instead of taking any damage or other effects from the attack, the target takes 4d8 Lightning damage on a hit or half as much damage on a miss. Each creature within 10 feet of the target then makes a Dexterity saving throw, taking 2d8 Lightning damage on a failed save or half as much damage on a successful one.\n\nThe weapon or ammunition then returns to its normal form.", "duration": "Instantaneous", "higher_level": "The damage for both effects of the spell increases by 1d8 for each spell slot level above 3.", - "id": "76366bd4-4523-47bd-8162-85808099fd81", + "id": "ac74de85-4e24-4f44-946e-5af966cf27ae", "level": 3, "locations": [ { @@ -22341,7 +22341,7 @@ "desc": "A stroke of lightning forming a 100-foot-long, 5-foot-wide Line blasts out from you in a direction you choose. Each creature in the Line makes a Dexterity saving throw, taking 8d6 Lightning damage on a failed save or half as much damage on a successful one.", "duration": "Instantaneous", "higher_level": "The damage increases by 1d6 for each spell slot level above 3.", - "id": "2d535da7-5537-473f-94e0-0c2830b91e03", + "id": "465aa9e8-50a3-411d-b6a5-ba15f032af2e", "level": 3, "locations": [ { @@ -22369,7 +22369,7 @@ ], "desc": "Describe or name a specific kind of Beast, Plant creature, or nonmagical plant. You learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.", "duration": "Instantaneous", - "id": "8119287b-2649-4313-af70-0c9795e6e129", + "id": "f0415ff6-3399-4133-bb0e-9ff3f816cab0", "level": 2, "locations": [ { @@ -22401,7 +22401,7 @@ "concentration": true, "desc": "Describe or name a creature that is familiar to you. You sense the direction to the creature's location if that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.\n\nThe spell can locate a specific creature known to you or the nearest creature of a specific kind (such as a human or a unicorn) if you have seen such a creature up close\u2014within 30 feet\u2014at least once. If the creature you described or named is in a different form, such as under the effects of a Flesh to Stone or Polymorph spell, this spell doesn't locate the creature.\n\nThis spell can't locate a creature if any thickness of lead blocks a direct path between you and the creature.", "duration": "Up to 1 hour", - "id": "2cc4f0ea-101f-4b94-9a07-8d5952bab6a8", + "id": "de81b6c1-efc0-4a06-953b-ab0ede1c85a3", "level": 4, "locations": [ { @@ -22433,7 +22433,7 @@ "concentration": true, "desc": "Describe or name an object that is familiar to you. You sense the direction to the object's location if that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.\n\nThe spell can locate a specific object known to you if you have seen it up close\u2014within 30 feet\u2014at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.\n\nThis spell can't locate an object if any thickness of lead blocks a direct path between you and the object.", "duration": "Up to 10 minutes", - "id": "40002b26-8088-470d-afcf-1939f84af089", + "id": "55f8fa91-5ab6-4e91-a780-afd2e7a15464", "level": 2, "locations": [ { @@ -22464,7 +22464,7 @@ "desc": "You touch a creature. The target's Speed increases by 10 feet until the spell ends.", "duration": "1 hour", "higher_level": "You can target one additional creature for each spell slot level above 1.", - "id": "71873d4d-d43c-4033-8cc6-98b12c740da2", + "id": "8f3b1d1c-99fc-4107-8618-1d0b65b906bc", "level": 1, "locations": [ { @@ -22491,7 +22491,7 @@ ], "desc": "You touch a willing creature who isn't wearing armor. Until the spell ends, the target's base AC becomes 13 plus its Dexterity modifier. The spell ends early if the target dons armor.", "duration": "8 hours", - "id": "9376cc8c-e8bd-4fee-ac6c-3775b27d5f6c", + "id": "3c813d06-45ae-47ac-87d9-f56385a7782b", "level": 1, "locations": [ { @@ -22520,7 +22520,7 @@ ], "desc": "A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.\n\nWhen you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.\n\nAs a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.\n\nThe hand can't attack, activate magic items, or carry more than 10 pounds.", "duration": "1 minute", - "id": "6338308a-e16b-410c-b060-5818941bf225", + "id": "df3ffff4-7a02-4fee-9228-0cdb3b09605e", "level": 0, "locations": [ { @@ -22549,7 +22549,7 @@ "desc": "You create a 10-foot-radius, 20-foot-tall Cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the Cylinder intersects with the floor or other surface.\n\nChoose one or more of the following types of creatures: Celestials, Elementals, Fey, Fiends, or Undead. The circle affects a creature of the chosen type in the following ways:\n\n\u2022The creature can\u2019t willingly enter the Cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.\n\u2022The creature has Disadvantage on attack rolls against targets within the Cylinder.\n\u2022Targets within the Cylinder can\u2019t be possessed by or gain the Charmed or Frightened condition from the creature.\n\nEach time you cast this spell, you can cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the Cylinder and protecting targets outside it.", "duration": "1 hour", "higher_level": "The duration increases by 1 hour for each spell slot level above 3.", - "id": "1a40c9fa-1739-4f34-932c-25cf78d7b433", + "id": "6b2676d8-4b0c-458e-b18f-4eccaf384786", "level": 3, "locations": [ { @@ -22575,7 +22575,7 @@ ], "desc": "Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell's Material component. While your soul inhabits the container, you are aware of your surroundings as if you were in the container's space. You can't move or take Reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the spell) or attempting to possess a Humanoid's body.\n\nYou can attempt to possess any Humanoid within 100 feet of you that you can see (creatures warded by a Protection from Evil and Good or Magic Circle spell can't be possessed). The target makes a Charisma saving throw. On a failed save, your soul enters the target's body, and the target's soul becomes trapped in the container. On a successful save, the target resists your efforts to possess it, and you can't attempt to possess it again for 24 hours.\n\nOnce you possess a creature's body, you control it. Your Hit Points, Hit Point Dice, Strength, Dexterity, Constitution, Speed, and senses are replaced by the creature's. You otherwise keep your game statistics.\n\nMeanwhile, the possessed creature's soul can perceive from the container using its own senses, but it can't move and it is Incapacitated.\n\nWhile possessing a body, you can take a Magic action to return from the host body to the container if it is within 100 feet of you, returning the host creature's soul to its body. If the host body dies while you're in it, the creature dies, and you make a Charisma saving throw against your own spellcasting DC. On a success, you return to the container if it is within 100 feet of you. Otherwise, you die.\n\nIf the container is destroyed or the spell ends, your soul returns to your body. If your body is more than 100 feet away from you or if your body is dead, you die. If another creature's soul is in the container when it is destroyed, the creature's soul returns to its body if the body is alive and within 100 feet. Otherwise, that creature dies.\n\nWhen the spell ends, the container is destroyed.", "duration": "Until dispelled", - "id": "50f3c6e7-fee3-446b-91c5-a805715140d2", + "id": "57b05a4c-7bb5-4f2d-8b56-e6c8f823940b", "level": 6, "locations": [ { @@ -22602,7 +22602,7 @@ "desc": "You create three glowing darts of magical force. Each dart strikes a creature of your choice that you can see within range. A dart deals 1d4 + 1 Force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.", "duration": "Instantaneous", "higher_level": "The spell creates one more dart for each spell slot level above 1.", - "id": "caca51bb-db23-43c7-9506-4ae87c09154d", + "id": "d0d564ba-5b05-4860-9633-29f1726690bd", "level": 1, "locations": [ { @@ -22629,7 +22629,7 @@ ], "desc": "You implant a message within an object in range\u2014a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or fewer, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message.\n\nWhen that trigger occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there, so the words appear to come from the object's mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs.\n\nThe trigger can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.", "duration": "Until dispelled", - "id": "a459c438-2f3c-40d7-b8c0-5f6ee0d393be", + "id": "418a62fe-661a-4a97-a04f-82df4a126570", "level": 2, "locations": [ { @@ -22659,7 +22659,7 @@ "desc": "You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. The spell ends early if you cast it again.", "duration": "1 hour", "higher_level": "The bonus increases to +2 with a level 3\u20135 spell slot. The bonus increases to +3 with a level 6+ spell slot.", - "id": "1e1c5ca4-0524-45a0-8e7a-08ea47d7b7d3", + "id": "aba9b697-8296-4a65-9068-9d6ccf01940f", "level": 2, "locations": [ { @@ -22689,7 +22689,7 @@ "desc": "You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot Cube. The image appears at a spot that you can see within range and lasts for the duration. It seems real, including sounds, smells, and temperature appropriate to the thing depicted, but it can't deal damage or cause conditions.\n\nIf you are within range of the illusion, you can take a Magic action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.\n\nPhysical interaction with the image reveals it to be an illusion, for things can pass through it. A creature that takes a Study action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.", "duration": "Up to 10 minutes", "higher_level": "The spell lasts until dispelled, without requiring Concentration, if cast with a level 4+ spell slot.", - "id": "4570de6f-83af-49e6-b5d8-061e6c3779da", + "id": "dd8c0827-cf7a-4771-b28d-3ec8b03200c1", "level": 3, "locations": [ { @@ -22717,7 +22717,7 @@ "desc": "A wave of healing energy washes out from a point you can see within range. Choose up to six creatures in a 30-foot-radius Sphere centered on that point. Each target regains Hit Points equal to 5d8 plus your spellcasting ability modifier.", "duration": "Instantaneous", "higher_level": "The healing increases by 1d8 for each spell slot level above 5.", - "id": "c67c0f09-91cd-4d64-b54c-3f4e763a978b", + "id": "232c70e9-415c-4a43-ad51-47cc91f76015", "level": 5, "locations": [ { @@ -22741,7 +22741,7 @@ ], "desc": "A flood of healing energy flows from you into creatures around you. You restore up to 700 Hit Points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell also have the Blinded, Deafened, and Poisoned conditions removed from them.", "duration": "Instantaneous", - "id": "4d7c4536-27f6-4728-a123-d7f80781d4e6", + "id": "1e582bc4-54a0-4343-b629-0849c1d0226e", "level": 9, "locations": [ { @@ -22766,7 +22766,7 @@ "desc": "Up to six creatures of your choice that you can see within range regain Hit Points equal to 2d4 plus your spellcasting ability modifier.", "duration": "Instantaneous", "higher_level": "The healing increases by 1d4 for each spell slot level above 3.", - "id": "c6908ea0-b748-47de-aaeb-778b0e580973", + "id": "10be5990-1571-4a31-8d96-fd7099fad95c", "level": 3, "locations": [ { @@ -22793,7 +22793,7 @@ "desc": "You suggest a course of activity\u2014described in no more than 25 words\u2014to twelve or fewer creatures you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to any of the targets or their allies. For example, you could say, \u201cWalk to the village down that road, and help the villagers there harvest crops until sunset.\u201d Or you could say, \u201cNow is not the time for violence. Drop your weapons, and dance! Stop in an hour.\u201d\n\nEach target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or until you or your allies deal damage to the target. Each Charmed target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for a target upon completing it.", "duration": "24 hours", "higher_level": "The duration is longer with a spell slot of level 7 (10 days), 8 (30 days), or 9 (366 days).", - "id": "36bf3c7a-db52-4e97-b883-44bcb219f1bb", + "id": "a2b17f6f-337d-4725-b167-5bedbd8e1c70", "level": 6, "locations": [ { @@ -22819,7 +22819,7 @@ "concentration": true, "desc": "You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze.\n\nThe target can take a Study action to try to escape. When it does so, it makes a DC 20 Intelligence (Investigation) check. If it succeeds, it escapes, and the spell ends.\n\nWhen the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.", "duration": "Up to 10 minutes", - "id": "0ad4a0c1-11fe-4440-9b13-fd430347fe1f", + "id": "01b5e989-087c-4118-8b36-41277637ff19", "level": 8, "locations": [ { @@ -22845,7 +22845,7 @@ ], "desc": "You step into a stone object or surface large enough to fully contain your body, merging yourself and your equipment with the stone for the duration. You must touch the stone to do so. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.\n\nWhile merged with the stone, you can't see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with Disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use 5 feet of movement to leave the stone where you entered it, which ends the spell. You otherwise can't move.\n\nMinor physical damage to the stone doesn't harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 Force damage to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 Force damage to you. If expelled, you move into an unoccupied space closest to where you first entered and have the Prone condition.", "duration": "8 hours", - "id": "b24c8ded-3808-41d4-83f7-50b208781a84", + "id": "c0bbf977-ceca-493e-b0fd-5c3384417a1b", "level": 3, "locations": [ { @@ -22871,7 +22871,7 @@ "desc": "A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 Acid damage and 2d4 Acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage only.", "duration": "Instantaneous", "higher_level": "The damage (both initial and later) increases by 1d4 for each spell slot level above 2.", - "id": "939981d1-0754-451d-810a-247c23d173ac", + "id": "0d735733-fcb0-4451-9478-1168dd89759e", "level": 2, "locations": [ { @@ -22901,7 +22901,7 @@ ], "desc": "This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.\n\nThis spell can physically repair a magic item, but it can't restore magic to such an object.", "duration": "Instantaneous", - "id": "a39df874-0a4f-4126-acfa-eb37a7aeaa5c", + "id": "196b64b3-6a15-44b5-9bed-a6460ae731ec", "level": 0, "locations": [ { @@ -22930,7 +22930,7 @@ ], "desc": "You point toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.\n\nYou can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence; 1 foot of stone, metal, or wood; or a thin sheet of lead blocks the spell.", "duration": "1 round", - "id": "cf3bf8a2-17b8-4779-8ffe-408522958385", + "id": "521be472-73cd-49ee-b0c4-f313af405c8a", "level": 0, "locations": [ { @@ -22956,7 +22956,7 @@ ], "desc": "Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius Sphere centered on each of those points makes a Dexterity saving throw. A creature takes 20d6 Fire damage and 20d6 Bludgeoning damage on a failed save or half as much damage on a successful one. A creature in the area of more than one fiery Sphere is affected only once.\n\nA nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area, and the object starts burning if it's flammable.", "duration": "Instantaneous", - "id": "1464af42-9c6e-4bf9-a1da-f3344dde524f", + "id": "3fd3924e-27c7-498e-a3cc-5eb7246fddbf", "level": 9, "locations": [ { @@ -22981,7 +22981,7 @@ ], "desc": "Until the spell ends, one willing creature you touch has Immunity to Psychic damage and the Charmed condition. The target is also unaffected by anything that would sense its emotions or alignment, read its thoughts, or magically detect its location, and no spell\u2014not even Wish\u2014can gather information about the target, observe it remotely, or control its mind.", "duration": "24 hours", - "id": "c4e65bb5-b5df-470d-9b67-d5bfbf4b1f7f", + "id": "f24a11a5-833a-4e75-adac-186ee4269cf2", "level": 8, "locations": [ { @@ -23007,7 +23007,7 @@ "desc": "You try to temporarily sliver the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 Psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.", "duration": "1 round", "higher_level": "The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).", - "id": "e537d46a-b223-4729-9e00-d855fb2f117c", + "id": "d4f7acad-edb6-4480-aa83-230c396cb865", "level": 0, "locations": [ { @@ -23034,7 +23034,7 @@ "desc": "You drive a spike of psionic energy into the mind of one creature you can see within range. The target makes a Wisdom saving throw, taking 3d8 Psychic damage on a failed save or half as much damage on a successful one. On a failed save, you also always know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can't become hidden from you, and if it has the Invisible condition, it gains no benefit from that condition against you.", "duration": "Up to 1 hour", "higher_level": "The damage increases by 1d8 for each spell slot level above 2.", - "id": "e6de5281-7cb0-4e1b-9d1b-d299d362af3d", + "id": "fb826b77-5d22-4ebb-b4f1-59435ed39ead", "level": 2, "locations": [ { @@ -23061,7 +23061,7 @@ ], "desc": "You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again.\n\nIf a creature takes a Study action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.\n\nSound. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.\n\nImage. If you create an image of an object\u2014such as a chair, muddy footprints, or a small chest\u2014it must be no larger than a 5-foot Cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.", "duration": "1 minute", - "id": "7a7e3c98-8bb3-40df-8f5d-464917566cc2", + "id": "95bfee87-043d-4365-9c65-113ee04d138f", "level": 0, "locations": [ { @@ -23088,7 +23088,7 @@ ], "desc": "You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other rough or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road.\n\nSimilarly, you can alter the appearance of structures or add them where none are present. The spell doesn't disguise, conceal, or add creatures.\n\nThe illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into Difficult Terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell's area disappears immediately.\n\nCreatures with Truesight can see through the illusion to the terrain's true form; however, all other elements of the illusion remain, so while the creature is aware of the illusion's presence, the creature can still physically interact with the illusion.", "duration": "10 days", - "id": "487d1016-ec94-4824-bc09-b2ee7a990156", + "id": "669d0157-227c-434d-8538-b56f5fc61d96", "level": 7, "locations": [ { @@ -23115,7 +23115,7 @@ ], "desc": "Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real.\n\nEach time a creature hits you with an attack roll during the spell's duration, roll a d6 for each of your remaining duplicates. If any of the d6s rolls a 3 or higher, one of the duplicates is hit instead of you, and the duplicate is destroyed. The duplicates otherwise ignore all other damage and effects. The spell ends when all three duplicates are destroyed.\n\nA creature is unaffected by this spell if it has the Blinded condition, Blindsight, or Truesight.", "duration": "1 minute", - "id": "59660bed-7da2-4a00-bd46-cb77851abb9a", + "id": "591f544e-0a12-41a4-bf7e-b02004a7ef2f", "level": 2, "locations": [ { @@ -23141,7 +23141,7 @@ "concentration": true, "desc": "You gain the Invisible condition at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends immediately after you make an attack roll, deal damage, or cast a spell.\n\nAs a Magic action, you can move the illusory double up to twice your Speed and make it gesture, speak, and behave in whatever way you choose. It is intangible and invulnerable.\n\nYou can see through its eyes and hear through its ears as if you were located where it is.", "duration": "Up to 1 hour", - "id": "cc20679d-e523-40a8-9f9e-70da8dd09c39", + "id": "9eff4be7-d514-4cab-b0a6-1927f9f8e6e4", "level": 5, "locations": [ { @@ -23166,7 +23166,7 @@ ], "desc": "Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space you can see.", "duration": "Instantaneous", - "id": "fd487009-b733-4dec-a707-90a31aee5f5e", + "id": "1567f07c-71c8-4493-a4cc-72026530f10c", "level": 2, "locations": [ { @@ -23193,7 +23193,7 @@ "desc": "You attempt to reshape another creature's memories. One creature that you can see within range makes a Wisdom saving throw. If you are fighting the creature, it has Advantage on the save. On a failed save, the target has the Charmed condition for the duration. While Charmed in this way, the target also has the Incapacitated condition and is unaware of its surroundings, though it can hear you. If it takes any damage or is targeted by another spell, this spell ends, and no memories are modified.\n\nWhile this charm lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity, change its memory of the event's details, or create a memory of some other event.\n\nYou must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you finish describing the modified memories, the creature's memory isn't altered. Otherwise, the modified memories take hold when the spell ends.\n\nA modified memory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural inclinations, alignment, or beliefs. An illogical modified memory, such as a false memory of how much the creature enjoyed swimming in acid, is dismissed as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature.\n\nA Remove Curse or Greater Restoration spell cast on the target restores the creature's true memory.", "duration": "Up to 1 minute", "higher_level": "You can alter the target's memories of an event that took place up to 7 days ago (level 6 spell slot), 30 days ago (level 7 spell slot), 365 days ago (level 8 spell slot), or any time in the creature's past (level 9 spell slot).", - "id": "0768121f-c894-43d8-874f-310a8dafe577", + "id": "86d63ec4-78f0-44a7-88ed-ed920035cee8", "level": 5, "locations": [ { @@ -23220,7 +23220,7 @@ "desc": "A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high Cylinder centered on a point within range. Until the spell ends, Dim Light fills the Cylinder, and you can take a Magic action on later turns to move the Cylinder up to 60 feet.\n\nWhen the Cylinder appears, each creature in it makes a Constitution saving throw. On a failed save, a creature takes 2d10 Radiant damage, and if the creature is shape-shifted (as a result of the Polymorph spell, for example), it reverts to its true form and can't shape-shift until it leaves the Cylinder. On a successful save, a creature takes half as much damage only. A creature also makes this save when the spell's area moves into its space and when it enters the spell's area or ends its turn there. A creature makes this save only once per turn.", "duration": "Up to 1 minute", "higher_level": "The damage increases by 1d10 for each spell slot level above 2.", - "id": "989db713-82e5-4498-8c66-b3b9669a5302", + "id": "9da7ff36-6bf2-460d-8690-a282be9eb3f3", "level": 2, "locations": [ { @@ -23247,7 +23247,7 @@ ], "desc": "You conjure a phantom watchdog in an unoccupied space that you can see within range. The hound remains for the duration or until the two of you are more than 300 feet apart from each other.\n\nNo one but you can see the hound, and it is intangible and invulnerable. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound has Truesight with a range of 30 feet.\n\nAt the start of each of your turns, the hound attempts to bite one enemy within 5 feet of it. That enemy must succeed on a Dexterity saving throw or take 4d8 Force damage.\n\nOn your later turns, you can take a Magic action to move the hound up to 30 feet.", "duration": "8 hours", - "id": "ff2295bb-c162-44c1-8735-c9474fa61c3f", + "id": "d41bb079-52bd-4d97-88e9-58d992cd8c38", "level": 4, "locations": [ { @@ -23274,7 +23274,7 @@ ], "desc": "You conjure a shimmering door in range that lasts for the duration. The door leads to an extradimensional dwelling and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the door remains open. You can open or close it (no action required) if you are within 30 feet of it. While closed, the door is imperceptible.\n\nBeyond the door is a magnificent foyer with numerous chambers beyond. The dwelling's atmosphere is clean, fresh, and warm.\n\nYou can create any floor plan you like for the dwelling, but it can't exceed 50 contiguous 10-foot Cubes. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine-course banquet for up to 100 people. Furnishings and other objects created by this spell dissipate into smoke if removed from it.\n\nA staff of 100 near-transparent servants attends all who enter. You determine the appearance of these servants and their attire. They are invulnerable and obey your commands. Each servant can perform tasks that a human could perform, but they can't attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can't leave the dwelling.\n\nWhen the spell ends, any creatures or objects left inside the extradimensional space are expelled into the unoccupied spaces nearest to the entrance.", "duration": "24 hours", - "id": "ac26a455-44a6-4693-8339-b8fe9b7845d4", + "id": "049ce6d7-9c6d-48fa-8c50-9dbf42bfc53b", "level": 7, "locations": [ { @@ -23302,7 +23302,7 @@ "desc": "You make an area within range magically secure. The area is a Cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration.\n\nWhen you cast the spell, you decide what sort of security the spell provides, choosing any of the following properties:\n\n\u2022Sound can\u2019t pass through the barrier at the edge of the warded area.\n\u2022The barrier of the warded area appears dark and foggy, preventing vision (including Darkvision) through it.\n\u2022Sensors created by Divination spells can\u2019t appear inside the protected area or pass through the barrier at its perimeter.\n\u2022Creatures in the area can\u2019t be targeted by Divination spells.\n\u2022Nothing can teleport into or out of the warded area.\n\u2022Planar travel is blocked within the warded area.\n\nCasting this spell on the same spot every day for 365 days makes the spell last until dispelled.", "duration": "24 hours", "higher_level": "You can increase the size of the Cube by 100 feet for each spell slot level above 4.", - "id": "1041661a-2c49-49fc-8ea1-2427ea2ddb57", + "id": "e70dcc8f-361c-409c-a87b-e887b2f0412b", "level": 4, "locations": [ { @@ -23330,7 +23330,7 @@ "concentration": true, "desc": "You create a spectral sword that hovers within range. It lasts for the duration.\n\nWhen the sword appears, you make a melee spell attack against a target within 5 feet of the sword. On a hit, the target takes Force damage equal to 4d12 plus your spellcasting ability modifier.\n\nOn your later turns, you can take a Bonus Action to move the sword up to 30 feet to a spot you can see and repeat the attack against the same target or a different one.", "duration": "Up to 1 minute", - "id": "e75ca858-6370-4085-81bb-f14ccc52f522", + "id": "f1345dfb-5236-45fe-bc6e-ff44958111f0", "level": 7, "locations": [ { @@ -23359,7 +23359,7 @@ "concentration": true, "desc": "Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. For example, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square's elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete. Because the terrain's transformation occurs slowly, creatures in the area can't usually be trapped or injured by the ground's movement.\n\nAt the end of every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect within range.\n\nThis spell can't manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse.\n\nSimilarly, this spell doesn't directly affect plant growth. The moved earth carries any plants along with it.", "duration": "Up to 2 hours", - "id": "54160259-5a50-4482-ba4a-b0009e627b82", + "id": "bcd97740-8a89-48da-8d84-764bc97775c4", "level": 6, "locations": [ { @@ -23387,7 +23387,7 @@ ], "desc": "For the duration, you hide a target that you touch from Divination spells. The target can be a willing creature, or it can be a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any Divination spell or perceived through magical scrying sensors.", "duration": "8 hours", - "id": "70d1e263-ad6c-412e-96e0-ec82b7873038", + "id": "617a3e92-9834-4e38-adaf-adca5dcf1e9f", "level": 3, "locations": [ { @@ -23413,7 +23413,7 @@ ], "desc": "With a touch, you place an illusion on a willing creature or an object that isn't being worn or carried. A creature gains the Mask effect below, and an object gains the False Aura effect below. The effect lasts for the duration. If you cast the spell on the same target every day for 30 days, the illusion lasts until dispelled.\n\nMask (Creature). Choose a creature type other than the target's actual type. Spells and other magical effects treat the target as if it were a creature of the chosen type.\n\nFalse Aura (Object). You change the way the target appears to spells and magical effects that detect magical auras, such as Detect Magic. You can make a nonmagical object appear magical, make a magic item appear nonmagical, or change the object's aura so that it appears to belong to a school of magic you choose.", "duration": "24 hours", - "id": "ca72489f-8533-4074-9436-c2ba79f615d8", + "id": "cf25267f-8f2d-4dfe-a2f7-9c0492f15c6d", "level": 2, "locations": [ { @@ -23441,7 +23441,7 @@ "desc": "A frigid globe streaks from you to a point of your choice within range, where it explodes in a 60-foot-radius Sphere. Each creature in that area makes a Constitution saving throw, taking 10d6 Cold damage on failed save or half as much damage on a successful one.\n\nIf the globe strikes a body of water, it freezes the water to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice and have the Restrained condition. A trapped creature can take an action to make a Strength (Athletics) check against your spell save DC to break free.\n\nYou can refrain from firing the globe after completing the spell's casting. If you do so, a globe about the size of a sling bullet, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to the sling's normal range). It shatters on impact, with the same effect as a normal casting of the spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasn't already shattered, it explodes.", "duration": "Instantaneous", "higher_level": "The damage increases by 1d6 for each spell slot level above 6.", - "id": "e1d805e9-3dc8-418e-9ed8-7e33a59c23c1", + "id": "ad204d86-afd7-4c13-82a0-14ed26aeff0a", "level": 6, "locations": [ { @@ -23469,7 +23469,7 @@ "concentration": true, "desc": "A shimmering sphere encloses a Large or smaller creature or object within range. An unwilling creature must succeed on a Dexterity saving throw or be enclosed for the duration.\n\nNothing\u2014not physical objects, energy, or other spell effects\u2014can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can't be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it.\n\nThe sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can take an action to push against the sphere's walls and thus roll the sphere at up to half the creature's Speed. Similarly, the globe can be picked up and moved by other creatures.\n\nA Disintegrate spell targeting the globe destroys it without harming anything inside.", "duration": "Up to 1 minute", - "id": "cf9b6d19-647c-43da-b859-73c4c02ce66d", + "id": "0eef9c11-ebd6-4891-9345-8c5bb5848242", "level": 4, "locations": [ { @@ -23495,7 +23495,7 @@ "concentration": true, "desc": "One creature that you can see within range must make a Wisdom saving throw. On a successful save, the target dances comically until the end of its next turn, during which it must spend all its movement to dance in place.\n\nOn a failed save, the target has the Charmed condition for the duration. While Charmed, the target dances comically, must use all its movement to dance in place, and has Disadvantage on Dexterity saving throws and attack rolls, and other creatures have Advantage on attack rolls against it. On each of its turns, the target can take an action to collect itself and repeat the save, ending the spell on itself on a success.", "duration": "Up to 1 minute", - "id": "8a2f29d9-1d1a-4ea1-bae3-01e20ce7c3b3", + "id": "a1bdd860-2fdb-4718-a2d4-e1f218edc193", "level": 6, "locations": [ { @@ -23520,7 +23520,7 @@ ], "desc": "A passage appears at a point that you can see on a wooden, plaster, or stone surface (such as a wall, ceiling, or floor) within range and lasts for the duration. You choose the opening's dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it.\n\nWhen the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell.", "duration": "1 hour", - "id": "0588e084-ff46-422b-be47-e24844c12a9f", + "id": "c8f8c8a4-a5aa-4a67-b23c-39bd314ed85b", "level": 5, "locations": [ { @@ -23548,7 +23548,7 @@ "concentration": true, "desc": "You radiate a concealing aura in a 30-foot Emanation for the duration. While in the aura, you and each creature you choose have a +10 bonus to Dexterity (Stealth) checks and leave no tracks.", "duration": "Up to 1 hour", - "id": "3818b815-97fd-4d16-9771-577e39392e39", + "id": "68168b1b-efde-43e3-b7b1-4c7e0ae95f0a", "level": 2, "locations": [ { @@ -23577,7 +23577,7 @@ "concentration": true, "desc": "You attempt to craft an illusion in the mind of a creature you can see within range. The target makes an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other phenomenon that is no larger than a 10-foot Cube and that is perceivable only to the target for the duration. The phantasm includes sound, temperature, and other stimuli.\n\nThe target can take a Study action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.\n\nWhile affected by the spell, the target treats the phantasm as if it were real and rationalizes any illogical outcomes from interacting with it. For example, if the target steps through a phantasmal bridge and survives the fall, it believes the bridge exists and something else caused it to fall.\n\nAn affected target can even take damage from the illusion if the phantasm represents a dangerous creature or hazard. On each of your turns, such a phantasm can deal 2d8 Psychic damage to the target if it is in the phantasm's area or within 5 feet of the phantasm. The target perceives the damage as a type appropriate to the illusion.", "duration": "Up to 1 minute", - "id": "3b5013c8-70c2-4fbc-97d0-d7d5724ce938", + "id": "68ea2390-e012-45c6-8ebc-0c5f4d696c94", "level": 2, "locations": [ { @@ -23605,7 +23605,7 @@ "desc": "You tap into the nightmares of a creature you can see within range and create an illusion of its deepest fears, visible only to that creature. The target makes a Wisdom saving throw. On a failed save, the target takes 4d10 Psychic damage and has Disadvantage on ability checks and attack rolls for the duration. On a successful save, the target takes half as much damage, and the spell ends.\n\nFor the duration, the target makes a Wisdom saving throw at the end of each of its turns. On a failed save, it takes the Psychic damage again. On a successful save, the spell ends.", "duration": "Up to 1 minute", "higher_level": "The damage increases by 1d10 for each spell slot level above 4.", - "id": "f4af5b8d-feec-4d9d-82bf-dbe01bc8c25c", + "id": "411c85a8-d199-4b3e-b096-5c564f52d09e", "level": 4, "locations": [ { @@ -23629,7 +23629,7 @@ ], "desc": "A Large, quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature's appearance, and it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed.\n\nFor the duration, you or a creature you choose can ride the steed. The steed uses the Riding Horse stat block (see appendix B), except it has a Speed of 100 feet and can travel 13 miles in an hour. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends early if the steed takes any damage.", "duration": "1 hour", - "id": "9ccbc19b-46f7-450d-b49d-2f0c4f569c92", + "id": "2cdc5221-0c40-4ed5-a490-74dc492dc9b3", "level": 3, "locations": [ { @@ -23653,7 +23653,7 @@ ], "desc": "You beseech an otherworldly entity for aid. The being must be known to you: a god, a demon prince, or some other being of cosmic power. That entity sends a Celestial, an Elemental, or a Fiend loyal to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature's name, you can speak that name when you cast this spell to request that creature, though you might get a different creature anyway (DM's choice).\n\nWhen the creature appears, it is under no compulsion to behave a particular way. You can ask it to perform a service in exchange for payment, but it isn't obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the creature to bargain for its services.\n\nPayment can take a variety of forms. A Celestial might require a sizable donation of gold or magic items to an allied temple, while a Fiend might demand a living sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you.\n\nA task that can be measured in minutes requires a payment worth 100 GP per minute. A task measured in hours requires 1,000 GP per hour. And a task measured in days (up to 10 days) requires 10,000 GP per day. The DM can adjust these payments based on the circumstances under which you cast the spell. If the task is aligned with the creature's ethos, the payment might be halved or even waived. Nonhazardous tasks typically require only half the suggested payment, while especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal.\n\nAfter the creature completes the task, or when the agreed-upon duration of service expires, the creature returns to its home plane after reporting back to you if possible. If you are unable to agree on a price for the creature's service, the creature immediately returns to its home plane.", "duration": "Instantaneous", - "id": "c9d6e4f4-ca91-42ae-bc4e-dbf5cbca7282", + "id": "0499827e-2183-42f1-81f8-14e329f8966d", "level": 6, "locations": [ { @@ -23683,7 +23683,7 @@ "desc": "You attempt to bind a Celestial, an Elemental, a Fey, or a Fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of the inverted version of the Magic Circle spell to trap it while this spell is cast.) At the completion of the casting, the target must succeed on a Charisma saving throw or be bound to serve you for the duration. If the creature was summoned or created by another spell, that spell's duration is extended to match the duration of this spell.\n\nA bound creature must follow your commands to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. If the creature is Hostile, it strives to twist your commands to achieve its own objectives. If the creature carries out your commands completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane, it returns to the place where you bound it and remains there until the spell ends.", "duration": "24 hours", "higher_level": "The duration increases with a spell slot of level 6 (10 days), 7 (30 days), 8 (180 days), and 9 (366 days).", - "id": "53b1c569-f68e-4b3e-9413-b7e5f1ae900b", + "id": "2eb70cc1-3071-4359-bcf8-5a315e371db5", "level": 5, "locations": [ { @@ -23713,7 +23713,7 @@ ], "desc": "You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination, as determined by the DM.\n\nAlternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.", "duration": "Instantaneous", - "id": "9fa576bd-b7b5-4a5b-bfa0-04bd1c011d9f", + "id": "0d86eeaf-acf9-4211-b7a7-854f7b4a2db0", "level": 7, "locations": [ { @@ -23740,7 +23740,7 @@ ], "desc": "This spell channels vitality into plants. The casting time you use determines whether the spell has the Overgrowth or the Enrichment effect below.\n\nOvergrowth. Choose a point within range. All normal plants in a 100-foot-radius Sphere centered on that point become thick and overgrown. A creature moving through that area must spend 4 feet of movement for every 1 foot it moves. You can exclude one or more areas of any size within the spell's area from being affected.\n\nEnrichment. All plants in a half-mile radius centered on a point within range become enriched for 365 days. The plants yield twice the normal amount of food when harvested. They can benefit from only one Plant Growth per year.", "duration": "Instantaneous", - "id": "17425825-9fe2-44f3-9002-e99a572189c1", + "id": "86d2ec8b-f6b6-400b-a1da-81675cbad3a2", "level": 3, "locations": [ { @@ -23769,7 +23769,7 @@ "desc": "You spray toxic mist at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d12 Poison damage.", "duration": "Instantaneous", "higher_level": "The damage increases by 1d12 when you reach levels 5 (2d12), 11 (3d12), and 17 (4d12).", - "id": "e08f7ef4-b3f6-40d1-9dfa-28ce7dafa105", + "id": "33a26dfe-18ea-4857-8765-cc599ff420c9", "level": 0, "locations": [ { @@ -23798,7 +23798,7 @@ "concentration": true, "desc": "You attempt to transform a creature that you can see within range into a Beast. The target must succeed on a Wisdom saving throw or shape-shift into Beast form for the duration. That form can be any Beast you choose that has a Challenge Rating equal to or less than the target's (or the target's level if it doesn't have a Challenge Rating). The target's game statistics are replaced by the stat block of the chosen Beast, but the target retains its alignment, personality, creature type, Hit Points, and Hit Point Dice.\n\nThe target gains a number of Temporary Hit Points equal to the Hit Points of the Beast form. These Temporary Hit Points vanish if any remain when the spell ends. The spell ends early on the target if it has no Temporary Hit Points left.\n\nThe target is limited in the actions it can perform by the anatomy of its new form, and it can't speak or cast spells.\n\nThe target's gear melds into the new form. The creature can't use or otherwise benefit from any of that equipment.", "duration": "Up to 1 hour", - "id": "03ca55ba-0208-4a9e-8527-fcda06d7f38d", + "id": "0c6911b5-ace6-4993-bfae-3aa1cf4aa143", "level": 4, "locations": [ { @@ -23823,7 +23823,7 @@ ], "desc": "You fortify up to six creatures you can see within range. The spell bestows 120 Temporary Hit Points, which you divide among the spell's recipients.", "duration": "Instantaneous", - "id": "6bfc3dbf-0d83-4bc6-904f-ee7103696327", + "id": "e683e1ed-ef48-4960-9129-7aee071b9d95", "level": 7, "locations": [ { @@ -23847,7 +23847,7 @@ ], "desc": "A wave of healing energy washes over one creature you can see within range. The target regains all its Hit Points. If the creature has the Charmed, Frightened, Paralyzed, Poisoned, or Stunned condition, the condition ends. If the creature has the Prone condition, it can use its Reaction to stand up.", "duration": "Instantaneous", - "id": "d2d49f8b-9b0a-41b3-bd9f-d4b6d2837cb1", + "id": "b8841f9a-e3fc-467b-8a0a-03697e9893eb", "level": 9, "locations": [ { @@ -23873,7 +23873,7 @@ ], "desc": "You compel one creature you can see within range to die. If the target has 100 Hit Points or fewer, it dies. Otherwise, it takes 12d12 Psychic damage.", "duration": "Instantaneous", - "id": "654d7454-139a-46db-9c80-c61a0577d344", + "id": "b5e86df2-b50b-4e72-b5b4-a6079f5ad42c", "level": 9, "locations": [ { @@ -23899,7 +23899,7 @@ ], "desc": "You overwhelm the mind of one creature you can see within range. If the target has 150 Hit Points or fewer, it has the Stunned condition. Otherwise, its Speed is 0 until the start of your next turn.\n\nThe Stunned target makes a Constitution saving throw at the end of each of its turns, ending the condition on itself on a success.", "duration": "Instantaneous", - "id": "6d730952-9ac4-49e5-b75a-02a446cafec5", + "id": "cbe0ec67-437d-4a95-8d84-19800a5aed0c", "level": 8, "locations": [ { @@ -23924,7 +23924,7 @@ "desc": "Up to five creatures of your choice who remain within range for the spell's entire casting gain the benefits of a Short Rest and also regain 2d8 Hit Points. A creature can't be affected by this spell again until that creature finishes a Long Rest.", "duration": "Instantaneous", "higher_level": "The healing increases by 1d8 for each spell slot level above 2.", - "id": "eca4054b-c2f6-47e5-8afc-5aa1ad855cc3", + "id": "744f2e89-2c87-4c00-b386-7cf1067776e5", "level": 2, "locations": [ { @@ -23953,7 +23953,7 @@ "concentration": false, "desc": "You create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time.\n\nSensory Effect. You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.\n\nFire Play. You instantaneously light or snuff out a candle, a torch, or a small campfire.\n\nClean or Soil. You instantaneously clean or soil an object no larger than 1 cubic foot.\n\nMinor Sensation. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.\n\nMagic Mark. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.\n\nMinor Creation. You create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth.", "duration": "Up to 1 hour", - "id": "4658e3e2-1ee8-41ee-8c35-6765d590226e", + "id": "3430a6b9-c447-4dc7-8980-3a9c804630cd", "level": 0, "locations": [ { @@ -23979,7 +23979,7 @@ ], "desc": "Eight rays of light flash from you in a 60-foot Cone. Each creature in the Cone makes a Dexterity saving throw. For each target, roll 1d8 to determine which color ray affects it, consulting the Prismatic Rays table.\n\n1d8 Ray\n1 Red. Failed Save: 12d6 Fire damage. Successful Save: Half as much damage.\n2 Orange. Failed Save: 12d6 Acid damage. Successful Save: Half as much damage.\n3 Yellow. Failed Save: 12d6 Lightning damage. Successful Save: Half as much damage.\n4 Green. Failed Save: 12d6 Poison damage. Successful Save: Half as much damage.\n5 Blue. Failed Save: 12d6 Cold damage. Successful Save: Half as much damage.\n6 Indigo. Failed Save: The target has the Restrained condition and makes a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the condition ends. If it fails three times, it has the Petrified condition until it is freed by an effect like the Greater Restoration spell. The successes and failures needn't be consecutive; keep track of both until the target collects three of a kind.\n7 Violet. Failed Save: The target has the Blinded condition and makes a Wisdom saving throw at the start of your next turn. On a successful save, the condition ends. On a failed save, the condition ends, and the creature teleports to another plane of existence (DM's choice).\n8 Special. The target is struck by two rays. Roll twice, rerolling any 8.", "duration": "Instantaneous", - "id": "c72d1fc7-bbc8-4e61-a198-7ae61466a5c8", + "id": "7e5f0a1b-6b3f-4f59-b63c-8c9ef92af0d5", "level": 7, "locations": [ { @@ -24004,7 +24004,7 @@ ], "desc": "A shimmering, multicolored plane of light forms a vertical opaque wall\u2014up to 90 feet long, 30 feet high, and 1 inch thick\u2014centered on a point within range. Alternatively, you shape the wall into a globe up to 30 feet in diameter centered on a point within range. The wall lasts for the duration. If you position the wall in a space occupied by a creature, the spell ends instantly without effect.\n\nThe wall sheds Bright Light within 100 feet and Dim Light for an additional 100 feet. You and creatures you designate when you cast the spell can pass through and be near the wall without harm. If another creature that can see the wall moves within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or have the Blinded condition for 1 minute.\n\nThe wall consists of seven layers, each with a different color. When a creature reaches into or passes through the wall, it does so one layer at a time through all the layers. Each layer forces the creature to make a Dexterity saving throw or be affected by that layer's properties as described in the Prismatic Layers table.\n\nThe wall, which has AC 10, can be destroyed one layer at a time, in order from red to violet, by means specific to each layer. If a layer is destroyed, it is gone for the duration. Antimagic Field has no effect on the wall, and Dispel Magic can affect only the violet layer.\n\nOrder Effects\n1 Red. Failed Save: 12d6 Fire damage. Successful Save: Half as much damage. Additional Effects: Nonmagical ranged attacks can't pass through this layer, which is destroyed if it takes at least 25 Cold damage.\n2 Orange. Failed Save: 12d6 Acid damage. Successful Save: Half as much damage. Additional Effects: Magical ranged attacks can't pass through this layer, which is destroyed by a strong wind (such as the one created by Gust of Wind).\n3 Yellow. Failed Save: 12d6 Lightning damage. Successful Save: Half as much damage. Additional Effects: The layer is destroyed if it takes at least 60 Force damage.\n4 Green. Failed Save: 12d6 Poison damage. Successful Save: Half as much damage. Additional Effects: A Passwall spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer.\n5 Blue. Failed Save: 12d6 Cold damage. Successful Save: Half as much damage. Additional Effects: The layer is destroyed if it takes at least 25 Fire damage.\n6 Indigo. Failed Save: The target has the Restrained condition and makes a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the condition ends. If it fails three times, it has the Petrified condition until it is freed by an effect like the Greater Restoration spell. The successes and failures needn't be consecutive; keep track of both until the target collects three of a kind. Additional Effects: Spells can't be cast through this layer, which is destroyed by Bright Light shed by the Daylight spell.\n7 Violet. Failed Save: The target has the Blinded condition and makes a Wisdom saving throw at the start of your next turn. On a successful save, the condition ends. On a failed save, the condition ends, and the creature teleports to another plane of existence (DM's choice). Additional Effects: This layer is destroyed by Dispel Magic.", "duration": "10 minutes", - "id": "17129b92-3a1f-4d3f-ba4c-50bee62aee40", + "id": "d6890527-8b22-4b7e-8ae6-8b655baf484a", "level": 9, "locations": [ { @@ -24029,7 +24029,7 @@ "desc": "A flickering flame appears in your hand and remains there for the duration. While there, the flame emits no heat and ignites nothing, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The spell ends if you cast it again.\n\nUntil the spell ends, you can take a Magic action to hurl fire at a creature or an object within 60 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 Fire damage.", "duration": "10 minutes", "higher_level": "The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).", - "id": "504838fa-1f9f-41d2-84ba-29ac7954fc27", + "id": "21180583-dbb9-46c6-a4b4-ebd60765a6a5", "level": 0, "locations": [ { @@ -24055,7 +24055,7 @@ ], "desc": "You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific trigger occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot Cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.\n\nWhen the trigger you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes, after which the illusion can be activated again.\n\nThe trigger can be as general or as detailed as you like, though it must be based on visual or audible phenomena that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door.\n\nPhysical interaction with the image reveals it to be illusory, since things can pass through it. A creature that takes the Study action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.", "duration": "Until dispelled", - "id": "665e3af8-2901-4ca2-b5da-774207ff9c7a", + "id": "afc30331-44b1-407f-a305-6f012b1072a7", "level": 6, "locations": [ { @@ -24083,7 +24083,7 @@ "concentration": true, "desc": "You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you, but it is intangible. If the illusion takes any damage, it disappears, and the spell ends.\n\nYou can see through the illusion's eyes and hear through its ears as if you were in its space. As a Magic action, you can move it up to 60 feet and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.\n\nPhysical interaction with the image reveals it to be illusory, since things can pass through it. A creature that takes the Study action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.", "duration": "Up to 1 day", - "id": "5fb4ab7b-fdc8-48ce-a9eb-6aebefe17106", + "id": "04e387f6-a04a-47a1-93c0-4b2f5387e7d6", "level": 7, "locations": [ { @@ -24114,7 +24114,7 @@ "concentration": true, "desc": "For the duration, the willing creature you touch has Resistance to one damage type of your choice: Acid, Cold, Fire, Lightning, or Thunder.", "duration": "Up to 1 hour", - "id": "5091ef0a-e430-4266-8b11-47e81267f860", + "id": "744f4e7a-2ada-46ef-bd2d-0d1f9460abb8", "level": 3, "locations": [ { @@ -24144,7 +24144,7 @@ "concentration": true, "desc": "Until the spell ends, one willing creature you touch is protected against creatures that are Aberrations, Celestials, Elementals, Fey, Fiends, or Undead. The protection grants several benefits. Creatures of those types have Disadvantage on attack rolls against the target. The target also can't be possessed by or gain the Charmed or Frightened conditions from them. If the target is already possessed, Charmed, or Frightened by such a creature, the target has Advantage on any new saving throw against the relevant effect.", "duration": "Up to 10 minutes", - "id": "d2c246a0-7a3e-4a1c-b5e5-a7bd99f2182b", + "id": "6aa5c989-29d0-4f7f-ae47-20a3465a7f09", "level": 1, "locations": [ { @@ -24173,7 +24173,7 @@ ], "desc": "You touch a creature and end the Poisoned condition on it. For the duration, the target has Advantage on saving throws to avoid or end the Poisoned condition, and it has Resistance to Poison damage.", "duration": "1 hour", - "id": "9ca5d547-17a4-4366-8a05-8f8aeb8406c2", + "id": "9a95b5ed-0c1e-4809-8dd7-558d1a84b1ff", "level": 2, "locations": [ { @@ -24200,7 +24200,7 @@ ], "desc": "You remove poison and rot from nonmagical food and drink in a 5-foot-radius Sphere centered on a point within range.", "duration": "Instantaneous", - "id": "48ae1dd6-ce99-40ce-a043-c2287e097c62", + "id": "d6f2febb-84b2-4342-b78a-195f0eb5c648", "level": 1, "locations": [ { @@ -24227,7 +24227,7 @@ ], "desc": "With a touch, you revive a dead creature if it has been dead no longer than 10 days and it wasn't Undead when it died.\n\nThe creature returns to life with 1 Hit Point. This spell also neutralizes any poisons that affected the creature at the time of death.\n\nThis spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival\u2014its head, for instance\u2014the spell automatically fails.\n\nComing back from the dead is an ordeal. The target takes a \u22124 penalty to D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0.", "duration": "Instantaneous", - "id": "0cc0c159-589b-4e35-9151-cbc0a6332d10", + "id": "8f119757-eaad-47d0-8912-fe1f8f18cc90", "level": 5, "locations": [ { @@ -24254,7 +24254,7 @@ ], "desc": "You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures that can't communicate in any languages aren't affected by this spell.\n\nUntil the spell ends, the targets can communicate telepathically through the bond whether or not they share a language. The communication is possible over any distance, though it can't extend to other planes of existence.", "duration": "1 hour", - "id": "6688b676-8e56-4e85-a7b6-1710dd4a7a5b", + "id": "13327eeb-fd92-4c6d-8ab3-ae18b67c52fc", "level": 5, "locations": [ { @@ -24281,7 +24281,7 @@ "concentration": true, "desc": "A beam of enervating energy shoots from you toward a creature within range. The target must make a Constitution saving throw. On a successful save, the target has Disadvantage on the next attack roll it makes until the start of your next turn.\n\nOn a failed save, the target has Disadvantage on Strength-based D20 Tests for the duration. During that time, it also subtracts 1d8 from all its damage rolls. The target repeats the save at the end of each of its turns, ending the spell on a success.", "duration": "Up to 1 minute", - "id": "832594d5-7e27-48c0-a415-055bd8730338", + "id": "7e133828-392c-46c0-9d0f-220781f3e139", "level": 2, "locations": [ { @@ -24308,7 +24308,7 @@ "desc": "A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 Cold damage, and its Speed is reduced by 10 feet until the start of your next turn.", "duration": "Instantaneous", "higher_level": "The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).", - "id": "06164a42-ecdf-4cba-8b54-554ebdeec263", + "id": "27a81581-90f8-4c2e-a119-848bc2dd6552", "level": 0, "locations": [ { @@ -24334,7 +24334,7 @@ "desc": "You shoot a greenish ray at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 Poison damage and has the Poisoned condition until the end of your next turn.", "duration": "Instantaneous", "higher_level": "The damage increases by 1d8 for each spell slot level above 1.", - "id": "99f9d85a-792b-418e-85e0-dc8a22e87596", + "id": "6e687a58-6615-4931-acb9-19e0aa2e508a", "level": 1, "locations": [ { @@ -24361,7 +24361,7 @@ ], "desc": "A creature you touch regains 4d8 + 15 Hit Points. For the duration, the target regains 1 Hit Point at the start of each of its turns, and any severed body parts regrow after 2 minutes.", "duration": "1 hour", - "id": "8da3fc51-28e6-4412-bd62-fa68e3cdaf25", + "id": "2f7be49f-6d50-4be0-b126-e3574e21457f", "level": 7, "locations": [ { @@ -24387,7 +24387,7 @@ ], "desc": "You touch a dead Humanoid or a piece of one. If the creature has been dead no longer than 10 days, the spell forms a new body for it and calls the soul to enter that body. Roll 1d10 and consult the table below to determine the body's species, or the DM chooses another playable species.\n\n1d10 Species\n1 Aasimar\n2 Dragonborn\n3 Dwarf\n4 Elf\n5 Gnome\n6 Goliath\n7 Halfling\n8 Human\n9 Orc\n10 Tiefling\n\nThe reincarnated creature makes any choices that a species' description offers, and the creature recalls its former life. It retains the capabilities it had in its original form, except it loses the traits of its previous species and gains the traits of its new one.", "duration": "Instantaneous", - "id": "0605e47a-e54d-4626-9146-54bb0b2e401a", + "id": "94d42cbb-a1b1-4577-8788-c7c8e5e3236f", "level": 5, "locations": [ { @@ -24415,7 +24415,7 @@ ], "desc": "At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's Attunement to the object so it can be removed or discarded.", "duration": "Instantaneous", - "id": "8a61e88f-8fd4-46b1-8bb1-3047f2ad647f", + "id": "662b6478-421d-47d8-92bf-c22f6d664f94", "level": 3, "locations": [ { @@ -24442,7 +24442,7 @@ "concentration": true, "desc": "You touch a willing creature and choose a damage type: Acid, Bludgeoning, Cold, Fire, Lightning, Necrotic, Piercing, Poison, Radiant, Slashing, or Thunder. When the creature takes damage of the chosen type before the spell ends, the creature reduces the total damage taken by 1d4. A creature can benefit from this spell only once per turn.", "duration": "Up to 1 minute", - "id": "b975aee2-cfdf-40af-bf09-55100b951f2f", + "id": "d9ebc74d-e2e9-47c6-aff2-96b4da6681a3", "level": 0, "locations": [ { @@ -24468,7 +24468,7 @@ ], "desc": "With a touch, you revive a dead creature that has been dead for no more than a century, didn't die of old age, and wasn't Undead when it died.\n\nThe creature returns to life with all its Hit Points. This spell also neutralizes any poisons that affected the creature at the time of death. This spell closes all mortal wounds and restores any missing body parts.\n\nComing back from the dead is an ordeal. The target takes a \u22124 penalty to D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0.\n\nCasting this spell to revive a creature that has been dead for 365 days or longer taxes you. Until you finish a Long Rest, you can't cast spells again, and you have Disadvantage on D20 Tests.", "duration": "Instantaneous", - "id": "d14eb1a2-a588-44a6-8753-ba21350bbc83", + "id": "77642d13-8e64-4e90-ad43-017ed86ea6bf", "level": 7, "locations": [ { @@ -24497,7 +24497,7 @@ "concentration": true, "desc": "This spell reverses gravity in a 50-foot-radius, 100-foot high Cylinder centered on a point within range. All creatures and objects in that area that aren't anchored to the ground fall upward and reach the top of the Cylinder. A creature can make a Dexterity saving throw to grab a fixed object it can reach, thus avoiding the fall upward.\n\nIf a ceiling or an anchored object is encountered in this upward fall, creatures and objects strike it just as they would during a downward fall. If an affected creature or object reaches the Cylinder's top without striking anything, it hovers there for the duration. When the spell ends, affected objects and creatures fall downward.", "duration": "Up to 1 minute", - "id": "6baad978-87e2-4056-9a3a-a3c4cc410248", + "id": "8951cd10-09f8-486d-b499-2302ffa1cde1", "level": 7, "locations": [ { @@ -24527,7 +24527,7 @@ ], "desc": "You touch a creature that has died within the last minute. That creature revives with 1 Hit Point. This spell can't revive a creature that has died of old age, nor does it restore any missing body parts.", "duration": "Instantaneous", - "id": "10ae57aa-23e4-47be-87f1-a3408a895bec", + "id": "4631a66a-d9d9-4b0d-9b18-ec39be4af2ba", "level": 3, "locations": [ { @@ -24554,7 +24554,7 @@ ], "desc": "You touch a rope. One end of it hovers upward until the rope hangs perpendicular to the ground or the rope reaches a ceiling. At the rope's upper end, an Invisible 3-foot-by-5-foot portal opens to an extradimensional space that lasts until the spell ends. That space can be reached by climbing the rope, which can be pulled into or dropped out of it.\n\nThe space can hold up to eight Medium or smaller creatures. Attacks, spells, and other effects can't pass into or out of the space, but creatures inside it can see\nthrough the portal. Anything inside the space drops out when the spell ends.", "duration": "1 hour", - "id": "47816812-c142-4b6a-bc50-3e1fba71bdd0", + "id": "77af257b-991b-4843-8eab-3ee5873b8103", "level": 2, "locations": [ { @@ -24580,7 +24580,7 @@ "desc": "Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 Radiant damage. The target gains no benefit from Half Cover or Three-Quarters Cover for this save.", "duration": "Instantaneous", "higher_level": "The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).", - "id": "fa025fc2-d965-4968-96d5-7b2e3ae6c709", + "id": "ad1de307-3514-4346-96ba-232360256ee0", "level": 0, "locations": [ { @@ -24606,7 +24606,7 @@ ], "desc": "You ward a creature within range. Until the spell ends, any creature who targets the warded creature with an attack roll or a damaging spell must succeed on a Wisdom saving throw or either choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from areas of effect.\n\nThe spell ends if the warded creature makes an attack roll, casts a spell, or deals damage.", "duration": "1 minute", - "id": "27687e60-d858-4998-b64e-8a03948e08d1", + "id": "be6537c5-e383-47a5-8423-060c4297ca9e", "level": 1, "locations": [ { @@ -24633,7 +24633,7 @@ "desc": "You hurl three fiery rays. You can hurl them at one target within range or at several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 Fire damage.", "duration": "Instantaneous", "higher_level": "You create one additional ray for each spell slot level above 2.", - "id": "bf0450e7-d67a-4755-9300-115f71ac0c5d", + "id": "cf7179db-520d-4c1b-a8d0-0af39d41a7a9", "level": 2, "locations": [ { @@ -24663,7 +24663,7 @@ "concentration": true, "desc": "You can see and hear a creature you choose that is on the same plane of existence as you. The target makes a Wisdom saving throw, which is modified (see the tables below) by how well you know the target and the sort of physical connection you have to it. The target doesn't know what it is making the save against, only that it feels uneasy.\n\nYour Knowledge of the Target Is... Save Modifier\nSecondhand (heard of the target) +5\nFirsthand (met the target) +0\nExtensive (know the target well) \u22125\n\nYou Have the Target's... Save Modifier\nPicture or other likeness \u22122\nGarment or other possession \u22124\nBody part, lock of hair, or bit of nail \u221210\n\nOn a successful save, the target isn't affected, and you can't use this spell on it again for 24 hours.\n\nOn a failed save, the spell creates an Invisible, intangible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. If something can see the sensor, it appears as a luminous orb about the size of your fist.\n\nInstead of targeting a creature, you can target a location you have seen. When you do so, the sensor appears at that location and doesn't move.", "duration": "Up to 10 minutes", - "id": "32421038-6016-47fa-8eef-1a7f107cf84b", + "id": "048f4ebd-6bfe-433e-9a1d-38d66208699b", "level": 5, "locations": [ { @@ -24688,7 +24688,7 @@ "desc": "As you hit the target, it takes an extra 1d6 Fire damage from the attack. At the start of each of its turns until the spell ends, the target takes 1d6 Fire damage and then makes a Constitution saving throw. On a failed save, the spell continues. On a successful save, the spell ends.", "duration": "1 minute", "higher_level": "All the damage increases by 1d6 for each spell slot level above 1.", - "id": "70d9fb84-6793-4562-9cf8-d0f312f5bc4e", + "id": "acc1f7d1-8220-4596-bbb6-fccce1aac977", "level": 1, "locations": [ { @@ -24716,7 +24716,7 @@ ], "desc": "For the duration, you see creatures and objects that have the Invisible condition as if they were visible, and you can see into the Ethereal Plane. Creatures and objects there appear ghostly.", "duration": "1 hour", - "id": "d9e61247-fe04-4e14-a683-c8ba1253af3f", + "id": "55abf4d0-f675-4f05-9b3e-3a39006da099", "level": 2, "locations": [ { @@ -24743,7 +24743,7 @@ ], "desc": "You give an illusory appearance to each creature of your choice that you can see within range. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell.\n\nYou can give the same appearance or different ones to the targets. The spell can change the appearance of the targets' bodies and equipment. You can make each creature seem 1 foot shorter or taller and appear heavier or lighter. A target's new appearance must have the same basic arrangement of limbs as the target, but the extent of the illusion is otherwise up to you. The spell lasts for the duration.\n\nThe changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to a creature's outfit, objects pass through the hat.\n\nA creature that takes the Study action to examine a target can make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised.", "duration": "8 hours", - "id": "7ed21283-1d15-450f-b17e-34f25435d16c", + "id": "2bfa5b80-bffa-4a3b-ad53-4e82f41460e7", "level": 5, "locations": [ { @@ -24770,7 +24770,7 @@ ], "desc": "You send a short message of 25 words or fewer to a creature you have met or a creature described to you by someone who has met it. The target hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables targets to understand the meaning of your message.\n\nYou can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive. You know if the delivery fails.\n\nUpon receiving your message, a creature can block your ability to reach it again with this spell for 8 hours. If you try to send another message during that time, you learn that you are blocked, and the spell fails.", "duration": "Instantaneous", - "id": "20b2ddc4-c7be-4639-8a6a-cb52ce6a93b3", + "id": "fc4d9909-a767-434b-b8d6-eadc64bb45b5", "level": 3, "locations": [ { @@ -24796,7 +24796,7 @@ ], "desc": "With a touch, you magically sequester an object or a willing creature. For the duration, the target has the Invisible condition and can't be targeted by Divination spells, detected by magic, or viewed remotely with magic.\n\nIf the target is a creature, it enters a state of suspended animation; it has the Unconscious condition, doesn't age, and doesn't need food, water, or air.\n\nYou can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include \u201cafter 1,000 years\u201d or \u201cwhen the tarrasque awakens.\u201d This spell also ends if the target takes any damage.", "duration": "Until dispelled", - "id": "abdd2ba9-3afd-4002-941d-a813b1856ecf", + "id": "3d7acaaa-aa05-4fcd-b04f-0704b3609dad", "level": 7, "locations": [ { @@ -24824,7 +24824,7 @@ "concentration": true, "desc": "You shape-shift into another creature for the duration or until you take a Magic action to shape-shift into a different eligible form. The new form must be of a creature that has a Challenge Rating no higher than your level or Challenge Rating. You must have seen the sort of creature before, and it can't be a Construct or an Undead.\n\nWhen you cast the spell, you gain a number of Temporary Hit Points equal to the Hit Points of the first form into which you shape-shift. These Temporary Hit Points vanish if any remain when the spell ends.\n\nYour game statistics are replaced by the stat block of the chosen form, but you retain your creature type; alignment; personality; Intelligence, Wisdom, and Charisma scores; Hit Points; Hit Point Dice; proficiencies; and ability to communicate. If you have the Spellcasting feature, you retain it too.\n\nUpon shape-shifting, you determine whether your equipment drops to the ground or changes in size and shape to fit the new form while you're in it.", "duration": "Up to 1 hour", - "id": "5b435980-812c-42ea-8c92-715379a4acee", + "id": "f01507b9-df86-4a22-8637-538295262b2b", "level": 9, "locations": [ { @@ -24853,7 +24853,7 @@ "desc": "A loud noise erupts from a point of your choice within range. Each creature in a 10-foot-radius Sphere centered there makes a Constitution saving throw, taking 3d8 Thunder damage on a failed save or half as much damage on a successful one. A Construct has Disadvantage on the save.\n\nA nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.", "duration": "Instantaneous", "higher_level": "The damage increases by 1d8 for each spell slot level above 2.", - "id": "effba610-0257-485a-aae5-ddce4cb49199", + "id": "3f3a640f-1820-4e5b-9d74-d1d55e71b44e", "level": 2, "locations": [ { @@ -24879,7 +24879,7 @@ ], "desc": "An imperceptible barrier of magical force protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile.", "duration": "1 round", - "id": "3ddf1070-c9e6-462e-8316-19e470657471", + "id": "4b7a3f31-0176-4847-b320-5fd0435222fa", "level": 1, "locations": [ { @@ -24906,7 +24906,7 @@ "concentration": true, "desc": "A shimmering field surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.", "duration": "Up to 10 minutes", - "id": "3a67f2f7-3fd2-4dd5-a243-8cb0c949c4a5", + "id": "b51cac5b-94f2-49eb-b2e0-4539ae6b5837", "level": 1, "locations": [ { @@ -24933,7 +24933,7 @@ "desc": "A Club or Quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. If the attack deals damage, it can be Force damage or the weapon's normal damage type (your choice).\n\nThe spell ends early if you cast it again or if you let go of the weapon.", "duration": "1 minute", "higher_level": "The damage die changes when you reach levels 5 (d10), 11 (d12), and 17 (2d6).", - "id": "4f5c4a55-3270-45a3-b49a-3c21dd0b751f", + "id": "48051fa6-f20b-4358-b441-c24cee1d14af", "level": 0, "locations": [ { @@ -24959,7 +24959,7 @@ "desc": "The target hit by the strike takes an extra 2d6 Radiant damage from the attack. Until the spell ends, the target sheds Bright Light in a 5-foot radius, attack rolls against it have Advantage, and it can't benefit from the Invisible condition.", "duration": "Up to 1 minute", "higher_level": "The damage increases by 1d6 for each spell slot level above 2.", - "id": "d02178ec-1801-4d77-97d5-1624ff43f3a7", + "id": "2d533194-38e9-4bbc-8854-72ec07b4edcd", "level": 2, "locations": [ { @@ -24986,7 +24986,7 @@ "desc": "Lightning springs from you to a creature that you try to touch. Make a melee spell attack against the target. On a hit, the target takes 1d8 Lightning damage, and it can't make Opportunity Attacks until the start of its next turn.", "duration": "Instantaneous", "higher_level": "The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).", - "id": "1703c7c2-d48e-44dd-9770-062ff7ee2727", + "id": "1a829d19-fb1d-4317-b2ab-e790890181e7", "level": 0, "locations": [ { @@ -25013,7 +25013,7 @@ "concentration": true, "desc": "For the duration, no sound can be created within or pass through a 20-foot-radius Sphere centered on a point you choose within range. Any creature or object entirely inside the Sphere has Immunity to Thunder damage, and creatures have the Deafened condition while entirely inside it. Casting a spell that includes a Verbal component is impossible there.", "duration": "Up to 10 minutes", - "id": "03720a57-0017-40b7-bc0b-cf86cf04382a", + "id": "4f5cb31f-29b5-4418-ab1a-9873193cb5ec", "level": 2, "locations": [ { @@ -25041,7 +25041,7 @@ "concentration": true, "desc": "You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot Cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects.\n\nAs a Magic action, you can cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.\n\nPhysical interaction with the image reveals it to be an illusion, since things can pass through it. A creature that takes a Study action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.", "duration": "Up to 10 minutes", - "id": "b7d0ff58-1805-4c7f-a88b-5b54f0faf8b8", + "id": "b4e6cf6a-f8c0-402e-8cf9-709b403d491d", "level": 1, "locations": [ { @@ -25067,7 +25067,7 @@ ], "desc": "You create a simulacrum of one Beast or Humanoid that is within 10 feet of you for the entire casting of the spell. You finish the casting by touching both the creature and a pile of ice or snow that is the same size as that creature, and the pile turns into the simulacrum, which is a creature. It uses the game statistics of the original creature at the time of casting, except it is a Construct, its Hit Point maximum is half as much, and it can't cast this spell.\n\nThe simulacrum is Friendly to you and creatures you designate. It obeys your commands and acts on your turn in combat. The simulacrum can't gain levels, and it can't take Short or Long Rests.\n\nIf the simulacrum takes damage, the only way to restore its Hit Points is to repair it as you take a Long Rest, during which you expend components worth 100 GP per Hit Point restored. The simulacrum must stay within 5 feet of you for the repair.\n\nThe simulacrum lasts until it drops to 0 Hit Points, at which point it reverts to snow and melts away. If you cast this spell again, any simulacrum you created with this spell is instantly destroyed.", "duration": "Until dispelled", - "id": "fac8f446-6e9e-4094-ae83-52d509157fca", + "id": "1346a942-1b46-48f4-be9e-43cc625e6014", "level": 7, "locations": [ { @@ -25096,7 +25096,7 @@ "concentration": true, "desc": "Each creature of your choice in a 5-foot-radius Sphere centered on a point within range must succeed on a Wisdom saving throw or have the Incapacitated condition until the end of its next turn, at which point it must repeat the save. If the target fails the second save, the target has the Unconscious condition for the duration. The spell ends on a target if it takes damage or someone within 5 feet of it takes an action to shake it out of the spell's effect.\n\nCreatures that don't sleep, such as elves, or that have Immunity to the Exhaustion condition automatically succeed on saves against this spell.", "duration": "Up to 1 minute", - "id": "b7a4e599-c34a-479a-934c-c4632fc62686", + "id": "6f43ad62-0db3-416b-b0b4-8fdf7de9996d", "level": 1, "locations": [ { @@ -25125,7 +25125,7 @@ "concentration": true, "desc": "Until the spell ends, sleet falls in a 40-foot-tall, 20-foot-radius Cylinder centered on a point you choose within range. The area is Heavily Obscured, and exposed flames in the area are doused.\n\nGround in the Cylinder is Difficult Terrain. When a creature enters the Cylinder for the first time on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the Prone condition and lose Concentration.", "duration": "Up to 1 minute", - "id": "6cf662f8-d2a6-43a0-906a-75165b3709b6", + "id": "2522a866-585c-48eb-a54e-8b2205b073c2", "level": 3, "locations": [ { @@ -25154,7 +25154,7 @@ "concentration": true, "desc": "You alter time around up to six creatures of your choice in a 40-foot Cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.\n\nAn affected target's Speed is halved, it takes a \u22122 penalty to AC and Dexterity saving throws, and it can't take Reactions. On its turns, it can take either an action or a Bonus Action, not both, and it can make only one attack if it takes the Attack action. If it casts a spell with a Somatic component, there is a 25 percent chance the spell fails as a result of the target making the spell's gestures too slowly.\n\nAn affected target repeats the save at the end of each of its turns, ending the spell on itself on a success.", "duration": "Up to 1 minute", - "id": "99bb5c8a-6f82-44cb-8c44-9c12bb9f12e0", + "id": "20bbb4f0-2f9b-4feb-93ed-7388dd2e1b0a", "level": 3, "locations": [ { @@ -25180,7 +25180,7 @@ "desc": "You cast sorcerous energy at one creature or object within range. Make a ranged attack roll against the target. On a hit, the target takes 1d8 damage of a type you choose: Acid, Cold, Fire, Lightning, Poison, Psychic, or Thunder.\n\nIf you roll an 8 on a d8 for this spell, you can roll another d8, and add it to the damage. When you cast this spell, the maximum number of these d8s you can add to the spell's damage equals your spellcasting ability modifier.", "duration": "Instantaneous", "higher_level": "The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).", - "id": "e4af688a-c43a-4c2d-a2e8-a73da20d3996", + "id": "63503981-baa8-4de6-825b-f7c7a713be6a", "level": 0, "locations": [ { @@ -25207,7 +25207,7 @@ "desc": "Choose a creature within range that has 0 Hit Points and isn't dead. The creature becomes Stable.", "duration": "Instantaneous", "higher_level": "The range doubles when you reach levels 5 (30 feet), 11 (60 feet), and 17 (120 feet).", - "id": "81f90845-b610-4c33-bbc0-37ba7720fa7f", + "id": "9f2d2153-28a1-495f-8750-89d993e05a3d", "level": 0, "locations": [ { @@ -25234,7 +25234,7 @@ ], "desc": "For the duration, you can comprehend and verbally communicate with Beasts, and you can use any of the Influence action's skill options with them.\n\nMost Beasts have little to say about topics that don't pertain to survival or companionship, but at minimum, a Beast can give you information about nearby locations and monsters, including whatever it has perceived within the past day.", "duration": "10 minutes", - "id": "ec5067f3-c7c0-4f87-a7a2-58f9f1e5ee08", + "id": "74966ffb-3f07-4ae8-81af-622daa895286", "level": 1, "locations": [ { @@ -25261,7 +25261,7 @@ ], "desc": "You grant the semblance of life to a corpse of your choice within range, allowing it to answer questions you pose. The corpse must have a mouth, and this spell fails if the deceased creature was Undead when it died. The spell also fails if the corpse was the target of this spell within the past 10 days.\n\nUntil the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are antagonistic toward it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.", "duration": "10 minutes", - "id": "164f85e9-5d55-4de4-989c-dd59eb56df76", + "id": "c28768e3-3ee0-439e-b562-c916df461fbd", "level": 3, "locations": [ { @@ -25288,7 +25288,7 @@ ], "desc": "You imbue plants in an immobile 30-foot Emanation with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell's area within the past day, gaining information about creatures that have passed, weather, and other circumstances.\n\nYou can also turn Difficult Terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into Difficult Terrain that lasts for the duration.\n\nThe spell doesn't enable plants to uproot themselves and move about, but they can move their branches, tendrils, and stalks for you.\n\nIf a Plant creature is in the area, you can communicate with it as if you shared a common language.", "duration": "10 minutes", - "id": "060a7063-a7a7-4d29-8f72-aeaf13f0ed1d", + "id": "136a85eb-d1c8-4052-a086-5e14cd1f3a78", "level": 3, "locations": [ { @@ -25318,7 +25318,7 @@ "desc": "Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and along ceilings, while leaving its hands free. The target also gains a Climb Speed equal to its Speed.", "duration": "Up to 1 hour", "higher_level": "You can target one additional creature for each spell slot level about 2.", - "id": "14b22fc7-a7c4-48ed-827b-d965ffe83f89", + "id": "397d079a-bd6b-44aa-ae92-c58b99772113", "level": 2, "locations": [ { @@ -25346,7 +25346,7 @@ "concentration": true, "desc": "The ground in a 20-foot-radius Sphere centered on a point within range sprouts hard spikes and thorns. The area becomes Difficult Terrain for the duration. When a creature moves into or within the area, it takes 2d4 Piercing damage for every 5 feet it travels.\n\nThe transformation of the ground is camouflaged to look natural. Any creature that can't see the area when the spell is cast must take a Search action and succeed on a Wisdom (Perception or Survival) check against your spell save DC to recognize the terrain as hazardous before entering it.", "duration": "Up to 10 minutes", - "id": "5f69b30b-e7ca-462a-b855-f30d075528d2", + "id": "262600d1-e5a7-4f0d-91ca-e3f6aff9ca32", "level": 2, "locations": [ { @@ -25374,7 +25374,7 @@ "desc": "Protective spirits flit around you in a 15-foot Emanation for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.\n\nWhen you cast this spell, you can designate creatures to be unaffected by it. Any other creature's Speed is halved in the Emanation, and whenever the Emanation enters a creature's space and whenever a creature enters the Emanation or ends its turn there, the creature must make a Wisdom saving throw. On a failed save, the creature takes 3d8 Radiant damage (if you are good or neutral) or 3d8 Necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. A creature makes this save only once per turn.", "duration": "Up to 10 minutes", "higher_level": "The damage increases by 1d8 for each spell slot level above 3.", - "id": "267ded7f-678b-4fc0-91be-3f7f5126ead5", + "id": "7f48e48e-cef0-4917-b5e8-add76b3e925a", "level": 3, "locations": [ { @@ -25401,7 +25401,7 @@ "desc": "You create a floating, spectral force that resembles a weapon of your choice and lasts for the duration. The force appears within range in a space of your choice, and you can immediately make one melee spell attack against one creature within 5 feet of the force. On a hit, the target takes Force damage equal to 1d8 plus your spellcasting ability modifier.\n\nAs a Bonus Action on your later turns, you can move the force up to 20 feet and repeat the attack against a creature within 5 feet of it.", "duration": "Up to 1 minute", "higher_level": "The damage increases by 1d8 for every slot level above 2.", - "id": "da200931-60a6-478f-9b38-acd92cb1c1b7", + "id": "903fff74-81d8-4419-b93a-25b01bccce63", "level": 2, "locations": [ { @@ -25425,7 +25425,7 @@ "desc": "The target takes an extra 4d6 Psychic damage from the attack, and the target must succeed on a Wisdom saving throw or have the Stunned condition until the end of your next turn.", "duration": "Instantaneous", "higher_level": "The extra damage increases by 1d6 for each spell slot level above 4.", - "id": "e87e3bcd-fe9e-4cba-be95-107bd243086c", + "id": "7d46cb16-b642-49e0-ba7a-e77bff788bfb", "level": 4, "locations": [ { @@ -25451,7 +25451,7 @@ "desc": "You launch a mote of light at one creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 Radiant damage, and until the end of your next turn, it emits Dim Light in a 10-foot radius and can't benefit from the Invisible condition.", "duration": "Instantaneous", "higher_level": "The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).", - "id": "f823f9bf-0231-42f0-a2e4-de207fd51516", + "id": "25733bbc-e6ba-4688-ae96-dbdb389dbf1b", "level": 0, "locations": [ { @@ -25476,7 +25476,7 @@ ], "desc": "You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 Force damage.\n\nYou then teleport to an unoccupied space you can see within 5 feet of one of the targets.", "duration": "Instantaneous", - "id": "a12c2acc-244a-41ab-b81e-eaef04810c38", + "id": "aa54f70b-8a99-46d2-a148-91102fad9636", "level": 5, "locations": [ { @@ -25505,7 +25505,7 @@ "concentration": true, "desc": "You create a 20-foot-radius Sphere of yellow, nauseating gas centered on a point within range. The cloud is Heavily Obscured. The cloud lingers in the air for the duration or until a strong wind (such as the one created by Gust of Wind) disperses it.\n\nEach creature that starts its turn in the Sphere must succeed on a Constitution saving throw or have the Poisoned condition until the end of the current turn. While Poisoned in this way, the creature can't take an action or a Bonus Action.", "duration": "Up to 1 minute", - "id": "55b2f812-9827-4d55-9723-75b98ba11e75", + "id": "9f2418cd-a1f9-4e47-a58a-7e8266a52a1c", "level": 3, "locations": [ { @@ -25534,7 +25534,7 @@ ], "desc": "You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape you like. For example, you could shape a large rock into a weapon, statue, or coffer, or you could make a small passage through a wall that is 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn't possible.", "duration": "Instantaneous", - "id": "50db3bd2-b5cb-41fc-9cbd-5c6ca823175e", + "id": "73f6f0f0-79a2-42c4-ae44-2125e9a94733", "level": 4, "locations": [ { @@ -25565,7 +25565,7 @@ "concentration": true, "desc": "Until the spell ends, one willing creature you touch has Resistance to Bludgeoning, Piercing, and Slashing damage.", "duration": "Up to 1 hour", - "id": "0257ec8b-fccf-4bc2-9b6a-d7599e8b08f1", + "id": "2c88318c-34a0-4e9d-ab73-b47b30233266", "level": 4, "locations": [ { @@ -25591,7 +25591,7 @@ "concentration": true, "desc": "A churning storm cloud forms for the duration, centered on a point within range and spreading to a radius of 300 feet. Each creature under the cloud when it appears must succeed on a Constitution saving throw or take 2d6 Thunder damage and have the Deafened condition for the duration.\n\nAt the start of each of your later turns, the storm produces different effects, as detailed below.\n\nTurn 2. Acidic rain falls. Each creature and object under the cloud takes 4d6 Acid damage.\n\nTurn 3. You call six bolts of lightning from the cloud to strike six different creatures or objects beneath it. Each target makes a Dexterity saving throw, taking 10d6 Lightning damage on a failed save or half as much damage on a successful one.\n\nTurn 4. Hailstones rain down. Each creature under the cloud takes 2d6 Bludgeoning damage.\n\nTurns 5\u201310. Gusts and freezing rain assail the area under the cloud. Each creature there takes 1d6 Cold damage. Until the spell ends, the area is Difficult Terrain and Heavily Obscured, ranged attacks with weapons are impossible there, and strong wind blows through the area.", "duration": "Up to 1 minute", - "id": "e786c767-01d6-4cfa-a7e3-8e0fd9673f04", + "id": "62ff01db-0ec8-48ec-8516-a73b6761fb6c", "level": 9, "locations": [ { @@ -25619,7 +25619,7 @@ "concentration": true, "desc": "You suggest a course of activity\u2014described in no more than 25 words\u2014to one creature you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to the target or its allies. For example, you could say, \u201cFetch the key to the cult's treasure vault, and give the key to me.\u201d Or you could say, \u201cStop fighting, leave this library peacefully, and don't return.\u201d\n\nThe target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or until you or your allies deal damage to the target. The Charmed target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for the target upon completing it.", "duration": "Up to 8 hours", - "id": "aad70eb9-9ef2-4fbd-9764-f3f1bc1ed7e0", + "id": "0fe0314d-6d43-4ea8-aeab-28383d3ff47e", "level": 2, "locations": [ { @@ -25648,7 +25648,7 @@ "desc": "You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range and uses the Aberrant Spirit stat block. When you cast the spell, choose Beholderkin, Mind Flayer, or Slaad. The creature resembles an Aberration of that kind, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.\n\nThe creature is an ally to you and your allies. In combat, it shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.\n\nMedium Aberration, Neutral\n\nAC 11 + the spell's level\n\nHP 40 + 10 for each spell level above 4\n\nSpeed 30 ft.; Fly 30 ft. (hover; Beholderkin only)\n\n Mod Save\nSTR 16 +3 +3\nDEX 10 +0 +0\nCON 15 +2 +2\n\n Mod Save\nINT 16 +3 +3\nWIS 10 +0 +0\nCHA 6 \u22122 \u22122\n\nImmunities Psychic\n\nSenses Darkvision 60 ft., Passive Perception 10\n\nLanguages Deep Speech, understands the languages you know\n\nCR None (XP 0; PB equals your Proficiency Bonus)\n\nTraits\n\nRegeneration (Slaad Only). The spirit regains 5 Hit Points at the start of its turn if it has at least 1 Hit Point.\n\nWhispering Aura (Mind Flayer Only). At the start of each of the spirit's turns, the spirit emits psionic energy if it doesn't have the Incapacitated condition. Wisdom Saving Throw: DC equals your spell save DC, each creature (other than you) within 5 feet of the spirit. Failure: 2d6 Psychic damage.\n\nActions\n\nMultiattack. The spirit makes a number of attacks equal to half this spell's level (round down).\n\nClaw (Slaad Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d10 + 3 + the spell's level Slashing damage, and the target can't regain Hit Points until the start of the spirit's next turn.\n\nEye Ray (Beholderkin Only). Ranged Attack Roll: Bonus equals your spell attack modifier, range 150 ft. Hit: 1d8 + 3 + the spell's level Psychic damage.\n\nPsychic Slam (Mind Flayer Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit:1d8 + 3 + the spell's level Psychic damage.", "duration": "Up to 1 hour", "higher_level": "Use the spell slot's level for the spell's level in the stat block.", - "id": "610391a9-8826-459f-a03e-6368019c475b", + "id": "7976dcac-bbd7-44df-83cf-97f7b004b9b4", "level": 4, "locations": [ { @@ -25677,7 +25677,7 @@ "desc": "You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range and uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land, or Water. The creature resembles an animal of your choice that is native to the chosen environment, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.\n\nThe creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.\n\nSmall Beast, Neutral\n\nAC 11 + the spell's level\n\nHP 20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2\n\nSpeed 30 ft.; Climb 30 ft. (Land only); Fly 60 ft. (Air only); Swim 30 ft. (Water only)\n\n Mod Save\nSTR 18 +4 +4\nDEX 11 +0 +0\nCON 16 +3 +3\n\n Mod Save\nINT 4 \u20133 \u20133\nWIS 14 +2 +2\nCHA 5 \u22123 \u22123\n\nSenses Darkvision 60 ft., Passive Perception 12\n\nLanguages understands the languages you know\n\nCR None (XP 0; PB equals your Proficiency Bonus)\n\nTraits\n\nFlyby (Air Only). The spirit doesn't provoke Opportunity Attacks when it flies out of an enemy's reach.\n\nPack Tactics (Land and Water Only). The spirit has Advantage on an attack roll against a creature if at least one of the spirit's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition.\n\nWater Breathing (Water Only). The spirit can breathe only underwater.\n\nActions\n\nMultiattack. The spirit makes a number of Rend attacks equal to half this spell's level (round down).\n\nRend. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 4 + the spell's level Piercing damage.", "duration": "Up to 1 hour", "higher_level": "Use the spell slot's level for the spell's level in the stat block.", - "id": "a533b1a2-3015-4b58-a654-fd54572b17f9", + "id": "b0ede1ba-4907-4bd7-9877-fabec51b570a", "level": 2, "locations": [ { @@ -25706,7 +25706,7 @@ "desc": "You call forth a Celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range and uses the Celestial Spirit stat block. When you cast the spell, choose Avenger or Defender. Your choice determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.\n\nThe creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.\n\nLarge Celestial, Neutral\n\nAC 11 + the spell's level + 2 (Defender only)\n\nHP 40 + 10 for each spell level above 5\n\nSpeed 30 ft., Fly 40 ft.\n\n Mod Save\nSTR 16 +3 +3\nDEX 14 +2 +2\nCON 16 +3 +3\n\n Mod Save\nINT 10 +0 +0\nWIS 14 +2 +2\nCHA 16 +3 +3\n\nResistances Radiant\n\nImmunities Charmed, Frightened\n\nSenses Darkvision 60 ft., Passive Perception 12\n\nLanguages Celestial, understands the languages you know\n\nCR None (XP 0; PB equals your Proficiency Bonus)\n\nActions\n\nMultiattack. The spirit makes a number of attacks equal to half this spell's level (round down).\n\nRadiant Bow (Avenger Only). Ranged Attack Roll: Bonus equals your spell attack modifier, range 600 ft. Hit: 2d6 + 2 + the spell's level Radiant damage.\n\nRadiant Mace (Defender Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d10 + 3 + the spell's level Radiant damage, and the spirit can choose itself or another creature it can see within 10 feet of the target. The chosen creature gains 1d10 Temporary Hit Points.\n\nHealing Touch (1/Day). The spirit touches another creature. The target regains Hit Points equal to 2d8 + the spell's level.", "duration": "Up to 1 hour", "higher_level": "Use the spell slot's level for the spell's level in the stat block.", - "id": "98694f06-58d3-4a90-bba7-6711ac3a8c3e", + "id": "eac72ec1-3cc4-4b28-9036-6a9d8786c84f", "level": 5, "locations": [ { @@ -25735,7 +25735,7 @@ "desc": "You call forth the spirit of a Construct. It manifests in an unoccupied space that you can see within range and uses the Construct Spirit stat block. When you cast the spell, choose a material: Clay, Metal, or Stone. The creature resembles an animate statue (you determine the appearance) made of the chosen material, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.\n\nThe creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.\n\nMedium Construct, Neutral\n\nAC 13 + the spell's level\n\nHP 40 + 15 for each spell level above 4\n\nSpeed 30 ft.\n\n Mod Save\nSTR 18 +4 +4\nDEX 10 +0 +0\nCON 18 +4 +4\n\n Mod Save\nINT 14 +2 +2\nWIS 11 +0 +0\nCHA 5 \u22123 \u22123\n\nResistances Poison\n\nImmunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned\n\nSenses Darkvision 60 ft., Passive Perception 10\n\nLanguages Understands the languages you know\n\nCR None (XP 0; PB equals your Proficiency Bonus)\n\nTraits\n\nHeated Body (Metal Only). A creature that hits the spirit with a melee attack or that starts its turn in a grapple with the spirit takes 1d10 Fire damage.\n\nStony Lethargy (Stone Only). When a creature starts its turn within 10 feet of the spirit, the spirit can target it with magical energy if the spirit can see it. Wisdom Saving Throw: DC equals your spell save DC, the target. Failure: Until the start of its next turn, the target can't make Opportunity Attacks, and its Speed is halved.\n\nActions\n\nMultiattack. The spirit makes a number of Slam attacks equal to half this spell's level (round down).\n\nSlam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 4 + the spell's level Bludgeoning damage.\n\nReactions\n\nBerserk Lashing (Clay Only). Trigger: The spirit takes damage from a creature. Response: The spirit makes a Slam attack against that creature if possible, or the spirit moves up to half its Speed toward that creature without provoking Opportunity Attacks.", "duration": "Up to 1 hour", "higher_level": "Use the spell slot's level for the spell's level in the stat block.", - "id": "fd6682e7-9606-45d0-b98a-a47563aade71", + "id": "1103a08e-643a-48b2-8fd2-ab7718e52968", "level": 4, "locations": [ { @@ -25763,7 +25763,7 @@ "desc": "You call forth a Dragon spirit. It manifests in an unoccupied space that you can see within range and uses the Draconic Spirit stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.\n\nThe creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.\n\nLarge Dragon, Neutral\n\nAC 14 + the spell's level\n\nHP 50 + 10 for each spell level above 5\n\nSpeed 30 ft., Fly 60 ft., Swim 30 ft.\n\n Mod Save\nSTR 19 +4 +4\nDEX 14 +2 +2\nCON 17 +3 +3\n\n Mod Save\nINT 10 +0 +0\nWIS 14 +2 +2\nCHA 14 +2 +2\n\nResistances Acid, Cold, Fire, Lightning, Poison\n\nImmunities Charmed, Frightened, Poisoned\n\nSenses Blindsight 30 ft., Darkvision 60 ft., Passive Perception 12\n\nLanguages Draconic, understands the languages you know\n\nCR None (XP 0; PB equals your Proficiency Bonus)\n\nTraits\n\nShared Resistances. When you summon the spirit, choose one of its Resistances. You have Resistance to the chosen damage type until the spell ends.\n\nActions\n\nMultiattack. The spirit makes a number of Rend attacks equal to half the spell's level (round down), and it uses Breath Weapon.\n\nRend. Melee Attack: Bonus equals your spell attack modifier, reach 10 feet. Hit:1d6 + 4 + the spell's level Piercing damage.\n\nBreath Weapon.Dexterity Saving Throw: DC equals your spell save DC, each creature in a 30-foot Cone. Failure: 2d6 damage of a type this spirit has Resistance to (your choice when you cast the spell). Success: Half damage.", "duration": "Up to 1 hour", "higher_level": "Use the spell slot's level for the spell's level in the stat block.", - "id": "904c3334-c095-4e00-9d32-4740672f8f86", + "id": "681a06a0-caa2-4cd1-b182-2739037a4fcb", "level": 5, "locations": [ { @@ -25793,7 +25793,7 @@ "desc": "You call forth an Elemental spirit. It manifests in an unoccupied space that you can see within range and uses the Elemental Spirit stat block. When you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature resembles a bipedal form wreathed in the chosen element, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.\n\nThe creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.\n\nMedium Elemental, Neutral\n\nAC 11 + the spell's level\n\nHP 50 + 10 for each spell level above 4\n\nSpeed 40 ft.; Burrow 40 ft. (Earth only); Fly 40 ft. (hover; Air only); Swim 40 ft. (Water only)\n\n Mod Save\nSTR 18 +4 +4\nDEX 15 +2 +2\nCON 17 +3 +3\n\n Mod Save\nINT 4 \u20133 \u20133\nWIS 10 +0 +0\nCHA 16 +3 +3\n\nResistances Acid (Water only), Lightning and Thunder (Air only), Piercing and Slashing (Earth only)\n\nImmunities Fire (Fire only), Poison; Exhaustion, Paralyzed, Petrified, Poisoned\n\nSenses Darkvision 60 ft., Passive Perception 10\n\nLanguages Primordial, understands the languages you know\n\nCR None (XP 0; PB equals your Proficiency Bonus)\n\nTraits\n\nAmorphous Form (Air, Fire, and Water Only). The spirit can move through a space as narrow as 1 inch wide without it counting as Difficult Terrain.\n\nActions\n\nMultiattack. The spirit makes a number of Slam attacks equal to half this spell's level (round down).\n\nSlam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d10 + 4 + the spell's level Bludgeoning (Earth only), Cold (Water only), Lightning (Air only), or Fire (Fire only) damage.", "duration": "Up to 1 hour", "higher_level": "Use the spell slot's level for the spell's level in the stat block.", - "id": "143cce6b-c8f3-4829-a3f2-860981c2ced3", + "id": "202514a8-fc46-4de9-81db-d13d9a08d651", "level": 4, "locations": [ { @@ -25824,7 +25824,7 @@ "desc": "You call forth a Fey spirit. It manifests in an unoccupied space that you can see within range and uses the Fey Spirit stat block. When you cast the spell, choose a mood: Fuming, Mirthful, or Tricksy. The creature resembles a Fey creature of your choice marked by the chosen mood, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.\n\nThe creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.\n\nSmall Fey, Neutral\n\nAC 12 + the spell's level\n\nHP 30 + 10 for each spell level above 3\n\nSpeed 30 ft., Fly 30 ft.\n\n Mod Save\nSTR 13 +1 +1\nDEX 16 +3 +3\nCON 14 +2 +2\n\n Mod Save\nINT 14 +2 +2\nWIS 11 +0 +0\nCHA 16 +3 +3\n\nImmunities Charmed\n\nSenses Darkvision 60 ft., Passive Perception 10\n\nLanguages Sylvan, understands the languages you know\n\nCR None (XP 0; PB equals your Proficiency Bonus)\n\nActions\n\nMultiattack. The spirit makes a number of Fey Blade attacks equal to half this spell's level (round down).\n\nFey Blade. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 2d6 + 3 + the spell's level Force damage.\n\nBonus Actions\n\nFey Step. The spirit magically teleports up to 30 feet to an unoccupied space it can see. Then one of the following effects occurs, based on the spirit's chosen mood:\n\nFuming. The spirit has Advantage on the next attack roll it makes before the end of this turn.\n\nMirthful. Wisdom Saving Throw: DC equals your spell save DC, one creature the spirit can see within 10 feet of itself. Failure: The target is Charmed by you and the spirit for 1 minute or until the target takes any damage.\n\nTricksy. The spirit fills a 10-foot Cube within 5 feet of it with magical Darkness, which lasts until the end of its next turn.", "duration": "Up to 1 hour", "higher_level": "Use the spell slot's level for the spell's level in the stat block.", - "id": "19f1fc44-3a2b-4f10-b09a-494b19a1b84f", + "id": "40fd42f4-8250-4929-9c6c-c08529fe0514", "level": 3, "locations": [ { @@ -25853,7 +25853,7 @@ "desc": "You call forth a fiendish spirit. It manifests in an unoccupied space that you can see within range and uses the Fiendish Spirit stat block. When you cast the spell, choose Demon, Devil, or Yugoloth. The creature resembles a Fiend of the chosen type, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.\n\nThe creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.\n\nLarge Fiend, Neutral\n\nAC 12 + the spell's level\n\nHP 50 (Demon only) or 40 (Devil only) or 60 (Yugoloth only) + 15 for each spell level above 6\n\nSpeed 40 ft.; Climb 40 ft. (Demon only); Fly 60 ft. (Devil only)\n\n Mod Save\nSTR 13 +1 +1\nDEX 16 +3 +3\nCON 15 +2 +2\n\n Mod Save\nINT 10 +0 +0\nWIS 10 +0 +0\nCHA 16 +3 +3\n\nResistances Fire\n\nImmunities Poison; Poisoned\n\nSenses Darkvision 60 ft., Passive Perception 10\n\nLanguages Abyssal, Infernal, Telepathy 60 ft.\n\nCR None (XP 0; PB equals your Proficiency Bonus)\n\nTraits\n\nDeath Throes (Demon Only). When the spirit drops to 0 Hit Points or the spell ends, the spirit explodes. Dexterity Saving Throw: DC equals your spell save DC, each creature in a 10-foot Emanation originating from the spirit. Failure: 2d10 plus this spell's level Fire damage. Success: Half damage.\n\nDevil's Sight (Devil Only). Magical Darkness doesn't impede the spirit's Darkvision.\n\nMagic Resistance. The spirit has Advantage on saving throws against spells and other magical eff ects.\n\nActions\n\nMultiattack. The spirit makes a number of attacks equal to half this spell's level (round down).\n\nBite (Demon Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d12 + 3 + the spell's level Necrotic damage.\n\nClaws (Yugoloth Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 3 + the spell's level Slashing damage. Immediately after the attack hits or misses, the spirit can teleport up to 30 feet to an unoccupied space it can see.\n\nFiery Strike (Devil Only). Melee or Ranged Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. or range 150 ft. Hit: 2d6 + 3 + the spell's level Fire damage.", "duration": "Up to 1 hour", "higher_level": "Use the spell slot's level for the spell's level in the stat block.", - "id": "d890414d-98a0-476d-ac7f-0f1cdd378cb7", + "id": "49011673-4d0f-450c-9c62-bc2a399af2e6", "level": 6, "locations": [ { @@ -25882,7 +25882,7 @@ "desc": "You call forth an Undead spirit. It manifests in an unoccupied space that you can see within range and uses the Undead Spirit stat block. When you cast the spell, choose the creature's form: Ghostly, Putrid, or Skeletal. The spirit resembles an Undead creature with the chosen form, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.\n\nThe creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.\n\nMedium Undead, Neutral\n\nAC 11 + the spell's level\n\nHP 30 (Ghostly and Putrid only) or 20 (Skeletal only) + 10 for each spell level above 3\n\nSpeed 30 ft.; Fly 40 ft. (hover; Ghostly only)\n\n Mod Save\nSTR 12 +1 +1\nDEX 16 +3 +3\nCON 15 +2 +2\n\n Mod Save\nINT 4 \u22123 \u22123\nWIS 10 +0 +0\nCHA 9 \u22121 \u22121\n\nImmunities Necrotic, Poison; Exhaustion, Frightened, Paralyzed, Poisoned\n\nSenses Darkvision 60 ft., Passive Perception 10\n\nLanguages Understands the languages you know\n\nCR None (XP 0; PB equals your Proficiency Bonus)\n\nTraits\n\nFestering Aura (Putrid Only). Constitution Saving Throw: DC equals your spell save DC, any creature (other than you) that starts its turn within a 5-foot Emanation originating from the spirit. Failure: The creature has the Poisoned condition until the start of its next turn.\n\nIncorporeal Passage (Ghostly Only). The spirit can move through other creatures and objects as if they were Difficult Terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 Force damage for every 5 feet traveled.\n\nActions\n\nMultiattack. The spirit makes a number of attacks equal to half this spell's level (round down).\n\nDeathly Touch (Ghostly Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 3 + the spell's level Necrotic damage, and the target has the Frightened condition until the end of its next turn.\n\nGrave Bolt (Skeletal Only). Ranged Attack Roll: Bonus equals your spell attack modifier, range 150 ft. Hit: 2d4 + 3 + the spell's level Necrotic damage.\n\nRotting Claw (Putrid Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d6 + 3 + the spell's level Slashing damage. If the target has the Poisoned condition, it has the Paralyzed condition until the end of its next turn.", "duration": "Up to 1 hour", "higher_level": "Use the spell slot's level for the spell's level in the stat block.", - "id": "d21feeeb-4762-4e41-b40a-89aea8710e3e", + "id": "e7f8e399-8baf-4215-98d5-6d63ffaf3e25", "level": 3, "locations": [ { @@ -25912,7 +25912,7 @@ "concentration": true, "desc": "You launch a sunbeam in a 5-foot-wide, 60-foot-long Line. Each creature in the Line makes a Constitution saving throw. On a failed save, a creature takes 6d8 Radiant damage and has the Blinded condition until the start of your next turn. On a successful save, it takes half as much damage only.\n\nUntil the spell ends, you can take a Magic action to create a new Line of radiance.\n\nFor the duration, a mote of brilliant radiance shines above you. It sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. This light is sunlight.", "duration": "Up to 1 minute", - "id": "9b1e974c-6457-40c1-a379-08b18d3dc011", + "id": "2dfe462a-8eb1-41bb-9ea4-4c481b79f0b7", "level": 6, "locations": [ { @@ -25941,7 +25941,7 @@ ], "desc": "Brilliant sunlight flashes in a 60-foot-radius Sphere centered on a point you choose within range. Each creature in the Sphere makes a Constitution saving throw. On a failed save, a creature takes 12d6 Radiant damage and has the Blinded condition for 1 minute. On a successful save, it takes half as much damage only.\n\nA creature Blinded by this spell makes another Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.\n\nThis spell dispels Darkness in its area that was created by any spell.", "duration": "Instantaneous", - "id": "4a340a88-44b7-449d-9f79-4d38a143f6f8", + "id": "ffdc40f9-61fd-4596-b432-43cd532d5ad0", "level": 8, "locations": [ { @@ -25968,7 +25968,7 @@ "concentration": true, "desc": "When you cast the spell and as a Bonus Action until it ends, you can make two attacks with a weapon that fires Arrows or Bolts, such as a Longbow or a Light Crossbow. The spell magically creates the ammunition needed for each attack. Each Arrow or Bolt created by the spell deals damage like a nonmagical piece of ammunition of its kind and disintegrates immediately after it hits or misses.", "duration": "Up to 1 minute", - "id": "ea538066-db3d-4fa3-8d2b-87fd24fad5e1", + "id": "d66a2584-2cd1-4630-afe4-00465dfef3ad", "level": 5, "locations": [ { @@ -25997,7 +25997,7 @@ ], "desc": "You inscribe a harmful glyph either on a surface (such as a section of floor or wall) or within an object that can be closed (such as a book or chest). The glyph can cover an area no larger than 10 feet in diameter. If you choose an object, it must remain in place; if it is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.\n\nThe glyph is nearly imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice.\n\nWhen you inscribe the glyph, you set its trigger and choose which effect the symbol bears: Death, Discord, Fear, Pain, Sleep, or Stunning. Each one is explained below.\n\nSet the Trigger. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an object, common triggers include opening that object or seeing the glyph.\n\nYou can refine the trigger so that only creatures of certain types activate it (for example, the glyph could be set to affect Aberrations). You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password.\n\nOnce triggered, the glyph glows, filling a 60-foot-radius Sphere with Dim Light for 10 minutes, after which time the spell ends. Each creature in the Sphere when the glyph activates is targeted by its effect, as is a creature that enters the Sphere for the first time on a turn or ends its turn there. A creature is targeted only once per turn.\n\nDeath. Each target makes a Constitution saving throw, taking 10d10 Necrotic damage on a failed save or half as much damage on a successful save.\n\nDiscord. Each target makes a Wisdom saving throw. On a failed save, a target argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has Disadvantage on attack rolls and ability checks.\n\nFear. Each target must succeed on a Wisdom saving throw or have the Frightened condition for 1 minute. While Frightened, the target must move at least 30 feet away from the glyph on each of its turns, if able.\n\nPain. Each target must succeed on a Constitution saving throw or have the Incapacitated condition for 1 minute.\n\nSleep. Each target must succeed on a Wisdom saving throw or have the Unconscious condition for 10 minutes. A creature awakens if it takes damage or if someone takes an action to shake it awake.\n\nStunning. Each target must succeed on a Wisdom saving throw or have the Stunned condition for 1 minute.", "duration": "Until dispelled or triggered", - "id": "95e4b4cf-b21c-4e87-85f3-37d3838d618c", + "id": "73699935-3a30-4e66-a0f2-2e5052b5f6ae", "level": 7, "locations": [ { @@ -26025,7 +26025,7 @@ ], "desc": "You cause psychic energy to erupt at a point within range. Each creature in a 20-foot-radius Sphere centered on that point makes an Intelligence saving throw, taking 8d6 Psychic damage on a failed save or half as much damage on a successful one.\n\nOn a failed save, a target also has muddled thoughts for 1 minute. During that time, it subtracts 1d6 from all its attack rolls and ability checks, as well as any Constitution saving throws to maintain Concentration. The target makes an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.", "duration": "Instantaneous", - "id": "76a061d7-c5e9-4d34-84e5-13445f57dd2c", + "id": "1116c1c7-80fa-4905-9146-1ea410d8ec2f", "level": 5, "locations": [ { @@ -26051,7 +26051,7 @@ ], "desc": "You conjure a claw-footed cauldron filled with bubbling liquid. The cauldron appears in an unoccupied space on the ground within 5 feet of you and lasts for the duration. The cauldron can't be moved and disappears when the spell ends, along with the bubbling liquid inside it.\n\nThe liquid in the cauldron duplicates the properties of a Common or an Uncommon potion of your choice (such as a Potion of Healing). As a Bonus Action, you or an ally can reach into the cauldron and withdraw one potion of that kind. The potion is contained in a vial that disappears when the potion is consumed. The cauldron can produce a number of these potions equal to your spellcasting ability modifier (minimum 1). When the last of these potions is withdrawn from the cauldron, the cauldron disappears, and the spell ends.\n\nPotions obtained from the cauldron that aren't consumed disappear when you cast this spell again.", "duration": "10 minutes", - "id": "44c223bd-0485-40d8-8efc-6be2f32313db", + "id": "ae248e15-6772-4851-ba08-de2d5b4c7da4", "level": 6, "locations": [ { @@ -26081,7 +26081,7 @@ "desc": "One creature of your choice that you can see within range makes a Wisdom saving throw. On a failed save, it has the Prone and Incapacitated conditions for the duration. During that time, it laughs uncontrollably if it's capable of laughter, and it can't end the Prone condition on itself.\n\nAt the end of each of its turns and each time it takes damage, it makes another Wisdom saving throw. The target has Advantage on the save if the save is triggered by damage. On a successful save, the spell ends.", "duration": "Up to 1 minute", "higher_level": "You can target one additional creature for each spell slot level about 1.", - "id": "de002f53-e4b0-4d87-9bf3-fb19e2f1421f", + "id": "5bc7b956-d6f5-4aac-9686-90adad7166db", "level": 1, "locations": [ { @@ -26108,7 +26108,7 @@ "concentration": true, "desc": "You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell and as a Magic action on your later turns before the spell ends, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.\n\nCreature. You can try to move a Huge or smaller creature. The target must succeed on a Strength saving throw, or you move it up to 30 feet in any direction within the spell's range. Until the end of your next turn, the creature has the Restrained condition, and if you lift it into the air, it is suspended there. It falls at the end of your next turn unless you use this option on it again and it fails the save.\n\nObject. You can try to move a Huge or smaller object. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction within the spell's range.\n\nIf the object is worn or carried by a creature, that creature must succeed on a Strength saving throw, or you pull the object away and move it up to 30 feet in any direction within the spell's range.\n\nYou can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.", "duration": "Up to 10 minutes", - "id": "d8392d81-431f-4be3-899b-47b06e1d4f0e", + "id": "e460b72a-f02e-48b8-b8b6-9295b58c0b84", "level": 5, "locations": [ { @@ -26133,7 +26133,7 @@ ], "desc": "You create a telepathic link between yourself and a willing creature with which you are familiar. The creature can be anywhere on the same plane of existence as you. The spell ends if you or the target are no longer on the same plane.\n\nUntil the spell ends, you and the target can instantly share words, images, sounds, and other sensory messages with each other through the link, and the target recognizes you as the creature it is communicating with. The spell enables a creature to understand the meaning of your words and any sensory messages you send to it.", "duration": "24 hours", - "id": "75f71068-51a2-4af2-aecd-6daa73c6da7d", + "id": "6f11aa4e-79a2-4782-b5c3-4d3551b56899", "level": 8, "locations": [ { @@ -26159,7 +26159,7 @@ ], "desc": "This spell instantly transports you and up to eight willing creatures that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be Large or smaller, and it can't be held or carried by an unwilling creature.\n\nThe destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls 1d100 and consults the Teleportation Outcome table and the explanations after it.\n\nFamiliarity Mishap Similar Area Off Target On Target\nPermanent circle \u2014 \u2014 \u2014 01\u201300\nLinked object \u2014 \u2014 \u2014 01\u201300\nVery familiar 01\u201305 06\u201313 14\u201324 25\u201300\nSeen casually 01\u201333 34\u201343 44\u201353 54\u201300\nViewed once or described 01\u201343 44\u201353 54\u201373 74\u201300\nFalse destination 01\u201350 51\u201300 \u2014 \u2014\n\nFamiliarity. Here are the meanings of the terms in the table's Familiarity column:\n\n\u2022\u201cPermanent circle\u201d means a permanent teleportation circle whose sigil sequence you know.\n\u2022\u201cLinked object\u201d means you possess an object taken from the desired destination within the last six months, such as a book from a wizard\u2019s library.\n\u2022\u201cVery familiar\u201d is a place you have visited often, a place you have carefully studied, or a place you can see when you cast the spell.\n\u2022\u201cSeen casually\u201d is a place you have seen more than once but with which you aren\u2019t very familiar.\n\u2022\u201cViewed once or described\u201d is a place you have seen once, possibly using magic, or a place you know through someone else\u2019s description, perhaps from a map.\n\u2022\u201cFalse destination\u201d is a place that doesn\u2019t exist. Perhaps you tried to scry an enemy\u2019s sanctum but instead viewed an illusion, or you are attempting to teleport to a location that no longer exists.\n\nMishap. The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 Force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).\n\nSimilar Area. You and your group (or the target object) appear in a different area that's visually or thematically similar to the target area. You appear in the closest similar place. If you are heading for your home laboratory, for example, you might appear in another person's laboratory in the same city.\n\nOff Target. You and your group (or the target object) appear 2d12 miles away from the destination in a random direction. Roll 1d8 for the direction: 1, east; 2, southeast; 3, south; 4, southwest; 5, west; 6, northwest; 7, north; or 8, northeast.\n\nOn Target. You and your group (or the target object) appear where you intended.", "duration": "Instantaneous", - "id": "89217e63-3a52-4631-b120-fff6db59c23c", + "id": "2bf2f5cb-ea68-4e68-938c-eaab36201c2d", "level": 7, "locations": [ { @@ -26186,7 +26186,7 @@ ], "desc": "As you cast the spell, you draw a 5-foot-radius circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.\n\nMany major temples, guildhalls, and other important places have permanent teleportation circles. Each circle includes a unique sigil sequence\u2014a string of runes arranged in a particular pattern.\n\nWhen you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the DM. You might learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.\n\nYou can create a permanent teleportation circle by casting this spell in the same location every day for 365 days.", "duration": "1 round", - "id": "34521cac-7e3b-44d4-8d97-d14e3a2a4e64", + "id": "124142d7-317b-4ea5-8679-604aa6ce1ede", "level": 5, "locations": [ { @@ -26212,7 +26212,7 @@ ], "desc": "This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.\n\nThe disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more. For example, the disk can't move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.\n\nIf you move more than 100 feet from the disk (typically because it can't move around an obstacle to follow you), the spell ends.", "duration": "1 hour", - "id": "e626d0ba-fe50-47ff-ac34-1dd94832542a", + "id": "3b14f797-efe4-46e7-9d22-aae5b56456ac", "level": 1, "locations": [ { @@ -26236,7 +26236,7 @@ ], "desc": "You manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time.\n\nAltered Eyes. You alter the appearance of your eyes for 1 minute.\n\nBooming Voice. Your voice booms up to three times as loud as normal for 1 minute. For the duration, you have Advantage on Charisma (Intimidation) checks.\n\nFire Play. You cause flames to flicker, brighten, dim, or change color for 1 minute.\n\nInvisible Hand. You instantaneously cause an unlocked door or window to fly open or slam shut.\n\nPhantom Sound. You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.\n\nTremors. You cause harmless tremors in the ground for 1 minute.", "duration": "Up to 1 minute", - "id": "a9a45ced-7e9b-4750-82dc-869a353cc93a", + "id": "b1f7ef9a-04a0-4ab5-8ee0-84eaecdfacc7", "level": 0, "locations": [ { @@ -26263,7 +26263,7 @@ "desc": "You create a vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. On a hit, the target takes 1d6 Piercing damage, and if it is Large or smaller, you can pull it up to 10 feet closer to you.", "duration": "Instantaneous", "higher_level": "The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).", - "id": "98d38fde-572e-436c-8336-4a274dae087e", + "id": "4df217ac-35b5-4cb5-9e4b-abfd3e44f654", "level": 0, "locations": [ { @@ -26293,7 +26293,7 @@ "desc": "Each creature in a 5-foot Emanation originating from you must succeed on a Constitution saving throw or take 1d6 Thunder damage. The spell's thunderous sound can be heard up to 100 feet away.", "duration": "Instantaneous", "higher_level": "The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).", - "id": "35595476-8fdb-4e0c-aed8-ecf80a22409a", + "id": "f376cb61-189d-4852-a1db-c8a5fd82f421", "level": 0, "locations": [ { @@ -26317,7 +26317,7 @@ "desc": "Your strike rings with thunder that is audible within 300 feet of you, and the target takes an extra 2d6 Thunder damage from the attack. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and have the Prone condition.", "duration": "Instantaneous", "higher_level": "The damage increases by 1d6 for each spell slot level above 1.", - "id": "0750aec7-0d85-4453-9308-7e5558378fa5", + "id": "13c6244c-7f3a-41da-b2d0-7ca7024f2c8a", "level": 1, "locations": [ { @@ -26345,7 +26345,7 @@ "desc": "You unleash a wave of thunderous energy. Each creature in a 15-foot Cube originating from you makes a Constitution saving throw. On a failed save, a creature takes 2d8 Thunder damage and is pushed 10 feet away from you. On a successful save, a creature takes half as much damage only.\n\nIn addition, unsecured objects that are entirely within the Cube are pushed 10 feet away from you, and a thunderous boom is audible within 300 feet.", "duration": "Instantaneous", "higher_level": "The damage increases by 1d8 for each spell slot level above 1.", - "id": "090e2801-38d2-4fe8-a008-bdc51e70decf", + "id": "d8d198bf-360d-47d4-97aa-dc720d9f9430", "level": 1, "locations": [ { @@ -26369,7 +26369,7 @@ ], "desc": "You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal.\n\nThis spell ends if one of the actions you use during this period, or any effects that you create during it, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it.", "duration": "Instantaneous", - "id": "93bf1ebc-0fcb-4026-9ddb-07e1179a25ac", + "id": "d0b39ad9-6e68-49ad-a0aa-dccab44ff7c6", "level": 9, "locations": [ { @@ -26396,7 +26396,7 @@ "desc": "You point at one creature you can see within range, and the single chime of a dolorous bell is audible within 10 feet of the target. The target must succeed on a Wisdom saving throw or take 1d8 Necrotic damage. If the target is missing any of its Hit Points, it instead takes 1d12 Necrotic damage.", "duration": "Instantaneous", "higher_level": "The damage increases by one die when you reach levels 5 (2d8 or 2d12), 11 (3d8 or 3d12), and 17 (4d8 or 4d12).", - "id": "90906b68-30cb-4006-bfa7-0bbaeacfe3fe", + "id": "d97c770e-4ea8-403c-9ff8-2000001a0806", "level": 0, "locations": [ { @@ -26424,7 +26424,7 @@ ], "desc": "This spell grants the creature you touch the ability to understand any spoken or signed language that it hears or sees. Moreover, when the target communicates by speaking or signing, any creature that knows at least one language can understand it if that creature can hear the speech or see the signing.", "duration": "1 hour", - "id": "2978adf7-c838-4c05-92a0-8e2ff03a259b", + "id": "a18f39ec-a51c-4ccb-9707-2e24ce6faa9d", "level": 3, "locations": [ { @@ -26449,7 +26449,7 @@ ], "desc": "This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before. For the duration, any creature can step into the target plant and exit from the destination plant by using 5 feet of movement.", "duration": "1 minute", - "id": "dd54a4d3-99c7-47ef-8e3f-cb24069cef66", + "id": "8e6012a5-d92b-4fd3-9657-3080e1eee07d", "level": 6, "locations": [ { @@ -26475,7 +26475,7 @@ "concentration": true, "desc": "You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered.\n\nYou can use this transportation ability only once on each of your turns. You must end each turn outside a tree.", "duration": "Up to 1 minute", - "id": "0c03787b-3450-471a-801c-b6ae3cd32425", + "id": "ba1ab6dd-fa7c-4c30-8dc9-835ec1ef545d", "level": 5, "locations": [ { @@ -26503,7 +26503,7 @@ "concentration": true, "desc": "Choose one creature or nonmagical object that you can see within range. The creature shape-shifts into a different creature or a nonmagical object, or the object shape-shifts into a creature (the object must be neither worn nor carried). The transformation lasts for the duration or until the target dies or is destroyed, but if you maintain Concentration on this spell for the full duration, the spell lasts until dispelled.\n\nAn unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn't affected by this spell.\n\nCreature into Creature. If you turn a creature into another kind of creature, the new form can be any kind you choose that has a Challenge Rating equal to or less than the target's Challenge Rating or level. The target's game statistics are replaced by the stat block of the new form, but it retains its Hit Points, Hit Point Dice, alignment, and personality.\n\nThe target gains a number of Temporary Hit Points equal to the Hit Points of the new form. These Temporary Hit Points vanish if any remain when the spell ends. The spell ends early on the target if it has no Temporary Hit Points left.\n\nThe target is limited in the actions it can perform by the anatomy of its new form, and it can't speak or cast spells.\n\nThe target's gear melds into the new form. The creature can't use or otherwise benefit from any of that equipment.\n\nObject into Creature. You can turn an object into any kind of creature, as long as the creature's size is no larger than the object's size and the creature has a Challenge Rating of 9 or lower. The creature is Friendly to you and your allies. In combat, it takes its turns immediately after yours, and it obeys your commands.\n\nIf the spell lasts more than an hour, you no longer control the creature. It might remain Friendly to you, depending on how you have treated it.\n\nCreature into Object. If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form, as long as the object's size is no larger than the creature's size. The creature's statistics become those of the object, and the creature has no memory of time spent in this form after the spell ends and it returns to normal.", "duration": "Up to 1 hour", - "id": "2fe24342-ae8d-40da-b0ce-40d53deebd85", + "id": "7a673ead-b247-498b-94ae-14a4e9166a21", "level": 9, "locations": [ { @@ -26530,7 +26530,7 @@ ], "desc": "You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. The creature is revived with all its Hit Points.\n\nThis spell closes all wounds, neutralizes any poison, cures all magical contagions, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. If the creature was Undead, it is restored to its non-Undead form.\n\nThe spell can provide a new body if the original no longer exists, in which case you must speak the creature's name. The creature then appears in an unoccupied space you choose within 10 feet of you.", "duration": "Instantaneous", - "id": "5591993d-981b-4489-8fc8-4ded7afd891f", + "id": "d01dad4f-fc38-4a38-98e9-18a4f013b255", "level": 9, "locations": [ { @@ -26560,7 +26560,7 @@ ], "desc": "For the duration, the willing creature you touch has Truesight with a range of 120 feet.", "duration": "1 hour", - "id": "8a288302-ded0-42ad-abeb-8ef49aaf9ff9", + "id": "519e8ff5-f407-404c-b124-dea18d5be3b8", "level": 6, "locations": [ { @@ -26590,7 +26590,7 @@ "desc": "Guided by a flash of magical insight, you make one attack with the weapon used in the spell's casting. The attack uses your spellcasting ability for the attack and damage rolls instead of using Strength or Dexterity. If the attack deals damage, it can be Radiant damage or the weapon's normal damage type (your choice).", "duration": "Instantaneous", "higher_level": "Whether you deal Radiant damage or the weapon's normal damage type, the attack deals extra Radiant damage when you reach levels 5 (1d6), 11 (2d6), and 17 (3d6).", - "id": "2e87364a-5ed3-4398-9bd0-c7cf66813db5", + "id": "dfe62065-6a6c-47b1-a411-e2a202b4b59a", "level": 0, "locations": [ { @@ -26616,7 +26616,7 @@ "concentration": true, "desc": "A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration.\n\nWhen the wall appears, each creature in its area makes a Strength saving throw, taking 6d10 Bludgeoning damage on a failed save or half as much damage on a successful one.\n\nAt the start of each of your turns after the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take 5d10 Bludgeoning damage. A creature can take this damage only once per round. At the end of the turn, the wall's height is reduced by 50 feet, and the damage the wall deals on later rounds is reduced by 1d10. When the wall reaches 0 feet in height, the spell ends.\n\nA creature caught in the wall can move by swimming. Because of the wave's force, though, the creature must succeed on a Strength (Athletics) check against your spell save DC to move at all. If it fails the check, it can't move. A creature that moves out of the wall falls to the ground.", "duration": "Up to 6 rounds", - "id": "e5d83f94-7398-4948-b065-95da943bc909", + "id": "0a062804-5299-4c5c-b64e-63685143fcee", "level": 8, "locations": [ { @@ -26643,7 +26643,7 @@ ], "desc": "This spell creates an Invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 Hit Point, and a Strength of 2, and it can't attack. If it drops to 0 Hit Points, the spell ends.\n\nOnce on each of your turns as a Bonus Action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring drinks. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.\n\nIf you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.", "duration": "1 hour", - "id": "9b328706-06c7-42a6-b67a-4641a2c2e183", + "id": "637afef8-3571-4abf-b465-f0e9189fae6e", "level": 1, "locations": [ { @@ -26672,7 +26672,7 @@ "desc": "The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against one creature within reach. On a hit, the target takes 3d6 Necrotic damage, and you regain Hit Points equal to half the amount of Necrotic damage dealt.\n\nUntil the spell ends, you can make the attack again on each of your turns as a Magic action, targeting the same creature or a different one.", "duration": "Up to 1 minute", "higher_level": "The damage increases by 1d6 for each spell slot level above 3.", - "id": "63affa09-7aa2-448d-8fd6-dffe0aa8d5c4", + "id": "ee307d0d-0488-4162-8e03-e240a9f972db", "level": 3, "locations": [ { @@ -26696,7 +26696,7 @@ "desc": "You unleash a string of insults laced with subtle enchantments at one creature you can see or hear within range. The target must succeed on a Wisdom saving throw or take 1d6 Psychic damage and have Disadvantage on the next attack roll it makes before the end of its next turn.", "duration": "Instantaneous", "higher_level": "The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).", - "id": "9ad07bb2-6182-4de6-97ff-0eb368b30713", + "id": "9d5ad75d-e7b8-4853-adbc-49c4d70b3cf2", "level": 0, "locations": [ { @@ -26723,7 +26723,7 @@ "desc": "You point at a location within range, and a glowing, 1-foot-diameter ball of acid streaks there and explodes in a 20-foot-radius Sphere. Each creature in that area makes a Dexterity saving throw. On a failed save, a creature takes 10d4 Acid damage and another 5d4 Acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage only.", "duration": "Instantaneous", "higher_level": "The initial damage increases by 2d4 for each spell slot level above 4.", - "id": "f527e35a-d73f-448b-96e5-0750880bac9c", + "id": "57b782f9-bcda-4bc4-87dd-c51b6abebfda", "level": 4, "locations": [ { @@ -26753,7 +26753,7 @@ "desc": "You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.\n\nWhen the wall appears, each creature in its area makes a Dexterity saving throw, taking 5d8 Fire damage on a failed save or half as much damage on a successful one.\n\nOne side of the wall, selected by you when you cast this spell, deals 5d8 Fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.", "duration": "Up to 1 minute", "higher_level": "The damage increases by 1d8 for each spell slot level above 4.", - "id": "568eb1f3-a32b-4a13-9c7d-f7dbf569afa7", + "id": "210b078a-7c44-4a8b-a4ad-9cfee4193cf5", "level": 4, "locations": [ { @@ -26780,7 +26780,7 @@ "concentration": true, "desc": "An Invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a globe with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick and lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (you choose which side).\n\nNothing can physically pass through the wall. It is immune to all damage and can't be dispelled by Dispel Magic. A Disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane and blocks ethereal travel through the wall.", "duration": "Up to 10 minutes", - "id": "668c1b9f-aef5-4d7f-9f46-1f0635adc4e4", + "id": "90297e41-ce64-47b9-a194-42a78025de5a", "level": 5, "locations": [ { @@ -26808,7 +26808,7 @@ "desc": "You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a globe with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration.\n\nIf the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (you choose which side) and makes a Dexterity saving throw, taking 10d6 Cold damage on a failed save or half as much damage on a successful one.\n\nThe wall is an object that can be damaged and thus breached. It has AC 12 and 30 Hit Points per 10-foot section, and it has Immunity to Cold, Poison, and Psychic damage and Vulnerability to Fire damage. Reducing a 10-foot section of wall to 0 Hit Points destroys it and leaves behind a sheet of frigid air in the space the wall occupied.\n\nA creature moving through the sheet of frigid air for the first time on a turn makes a Constitution saving throw, taking 5d6 Cold damage on a failed save or half as much damage on a successful one.", "duration": "Up to 10 minutes", "higher_level": "The damage the wall deals when it appears increases by 2d6 and the damage from passing through the sheet of frigid air increases by 1d6 for each spell slot level above 6.", - "id": "dc0c1a20-a796-4d62-a409-d89425549b89", + "id": "cbc1fac7-ee62-4102-908e-ea14b42b55f0", "level": 6, "locations": [ { @@ -26838,7 +26838,7 @@ "concentration": true, "desc": "A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.\n\nIf the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (you choose which side). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its Reaction to move up to its Speed so that it is no longer enclosed by the wall.\n\nThe wall can have any shape you desire, though it can't occupy the same space as a creature or object. The wall doesn't need to be vertical or rest on a firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp.\n\nIf you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create battlements and the like.\n\nThe wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 Hit Points per inch of thickness, and it has Immunity to Poison and Psychic damage. Reducing a panel to 0 Hit Points destroys it and might cause connected panels to collapse at the DM's discretion.\n\nIf you maintain your Concentration on this spell for its full duration, the wall becomes permanent and can't be dispelled. Otherwise, the wall disappears when the spell ends.", "duration": "Up to 10 minutes", - "id": "e9c39cbc-5bf7-43b4-8d88-ff867336e1a3", + "id": "647edfcc-c861-454d-b2c3-d9c843bd54c9", "level": 5, "locations": [ { @@ -26866,7 +26866,7 @@ "desc": "You create a wall of tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight.\n\nWhen the wall appears, each creature in its area makes a Dexterity saving throw, taking 7d8 Piercing damage on a failed save or half as much damage on a successful one.\n\nA creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters a space in the wall on a turn or ends its turn there, the creature makes a Dexterity saving throw, taking 7d8 Slashing damage on a failed save or half as much damage on a successful one. A creature makes this save only once per turn.", "duration": "Up to 10 minutes", "higher_level": "Both types of damage increase by 1d8 for each spell slot level above 6.", - "id": "60ad5d6a-67ff-4114-88f1-c5a8777bf288", + "id": "6639e3fb-88e7-43d4-be1b-8ab0be5b690a", "level": 6, "locations": [ { @@ -26893,7 +26893,7 @@ ], "desc": "You touch another creature that is willing and create a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has Resistance to all damage. Also, each time it takes damage, you take the same amount of damage.\n\nThe spell ends if you drop to 0 Hit Points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures.", "duration": "1 hour", - "id": "8e1a972f-9cfa-49cd-89ce-48f2702c4be2", + "id": "02f67459-f18e-437d-8603-18cc131a283e", "level": 2, "locations": [ { @@ -26923,7 +26923,7 @@ ], "desc": "This spell grants up to ten willing creatures of your choice within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.", "duration": "24 hours", - "id": "739aa055-bfc3-4874-8d92-c046baeee161", + "id": "8563ef26-f2e4-4be9-98f1-a9a25ea8f514", "level": 3, "locations": [ { @@ -26953,7 +26953,7 @@ ], "desc": "This spell grants the ability to move across any liquid surface\u2014such as water, acid, mud, snow, quicksand, or lava\u2014as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures of your choice within range gain this ability for the duration.\n\nAn affected target must take a Bonus Action to pass from the liquid's surface into the liquid itself and vice versa, but if the target falls into the liquid, the target passes through the surface into the liquid below.", "duration": "1 hour", - "id": "fddac690-5826-46a5-b62c-dc1dfa8b8da0", + "id": "b73bfe18-b186-4baa-8b6d-4825628e07c9", "level": 3, "locations": [ { @@ -26982,7 +26982,7 @@ "concentration": true, "desc": "You conjure a mass of sticky webbing at a point within range. The webs fill a 20-foot Cube there for the duration. The webs are Difficult Terrain, and the area within them is Lightly Obscured.\n\nIf the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.\n\nThe first time a creature enters the webs on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the Restrained condition while in the webs or until it breaks free.\n\nA creature Restrained by the webs can take an action to make a Strength (Athletics) check against your spell save DC. If it succeeds, it is no longer Restrained.\n\nThe webs are flammable. Any 5-foot Cube of webs exposed to fire burns away in 1 round, dealing 2d4 Fire damage to any creature that starts its turn in the fire.", "duration": "Up to 1 hour", - "id": "b498c538-1e60-47f0-bb05-3412599e206e", + "id": "46540fbb-43e0-466b-9161-f20f40beacc3", "level": 2, "locations": [ { @@ -27009,7 +27009,7 @@ "concentration": true, "desc": "You try to create illusory terrors in others' minds. Each creature of your choice in a 30-foot-radius Sphere centered on a point within range makes a Wisdom saving throw. On a failed save, a target takes 10d10 Psychic damage and has the Frightened condition for the duration. On a successful save, a target takes half as much damage only.\n\nA Frightened target makes a Wisdom saving throw at the end of each of its turns. On a failed save, it takes 5d10 Psychic damage. On a successful save, the spell ends on that target.", "duration": "Up to 1 minute", - "id": "5899c5eb-37e1-48b1-ba0d-e49205203e5d", + "id": "8336c694-df5b-4c65-a0cb-0f92231241be", "level": 9, "locations": [ { @@ -27034,7 +27034,7 @@ ], "desc": "You and up to ten willing creatures of your choice within range assume gaseous forms for the duration, appearing as wisps of cloud. While in this cloud form, a target has a Fly Speed of 300 feet and can hover; it has Immunity to the Prone condition; and it has Resistance to Bludgeoning, Piercing, and Slashing damage. The only actions a target can take in this form are the Dash action or a Magic action to begin reverting to its normal form. Reverting takes 1 minute, during which the target has the Stunned condition. Until the spell ends, the target can revert to cloud form, which also requires a Magic action followed by a 1-minute transformation.\n\nIf a target is in cloud form and flying when the effect ends, the target descends 60 feet per round for 1 minute until it lands, which it does safely. If it can't land after 1 minute, it falls the remaining distance.", "duration": "8 hours", - "id": "3a5c6c13-a048-40c4-a9ca-2ef9deddbeaf", + "id": "32d5673b-9f2e-4f87-875a-aa75cfc04abb", "level": 6, "locations": [ { @@ -27062,7 +27062,7 @@ "concentration": true, "desc": "A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.\n\nWhen the wall appears, each creature in its area makes a Strength saving throw, taking 4d8 Bludgeoning damage on a failed save or half as much damage on a successful one.\n\nThe strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and miss automatically. Boulders hurled by Giants or siege engines, and similar projectiles, are unaffected. Creatures in gaseous form can't pass through it.", "duration": "Up to 1 minute", - "id": "e3402018-6b3b-4971-a483-c93f74249abd", + "id": "11be72b7-4d21-4ced-867a-c6419d749439", "level": 3, "locations": [ { @@ -27087,7 +27087,7 @@ ], "desc": "Wish is the mightiest spell a mortal can cast. By simply speaking aloud, you can alter reality itself.\n\nThe basic use of this spell is to duplicate any other spell of level 8 or lower. If you use it this way, you don't need to meet any requirements to cast that spell, including costly components. The spell simply takes effect.\n\nAlternatively, you can create one of the following effects of your choice:\n\nObject Creation. You create one object of up to 25,000 GP in value that isn't a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space that you can see on the ground.\n\nInstant Health. You allow yourself and up to twenty creatures that you can see to regain all Hit Points, and you end all effects on them listed in the Greater Restoration spell.\n\nResistance. You grant up to ten creatures that you can see Resistance to one damage type that you choose. This Resistance is permanent.\n\nSpell Immunity. You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours.\n\nSudden Learning. You replace one of your feats with another feat for which you are eligible. You lose all the benefits of the old feat and gain the benefits of the new one. You can't replace a feat that is a prerequisite for any of your other feats or features.\n\nRoll Redo. You undo a single recent event by forcing a reroll of any die roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a Wish spell could undo an ally's failed saving throw or a foe's Critical Hit. You can force the reroll to be made with Advantage or Disadvantage, and you choose whether to use the reroll or the original roll.\n\nReshape Reality. You may wish for something not included in any of the other effects. To do so, state your wish to the DM as precisely as possible. The DM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might be achieved only in part, or you might suffer an unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a Legendary magic item or an Artifact might instantly transport you to the presence of the item's current owner. If your wish is granted and its effects have consequences for a whole community, region, or world, you are likely to attract powerful foes. If your wish would affect a god, the god's divine servants might instantly intervene to prevent it or to encourage you to craft the wish in a particular way. If your wish would undo the multiverse itself, threaten the City of Sigil, or affect the Lady of Pain in any way, you see an image of her in your mind for a moment; she shakes her head, and your wish fails.\n\nThe stress of casting Wish to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a Long Rest, you take 1d10 Necrotic damage per level of that spell. This damage can't be reduced or prevented in any way. In addition, your Strength score becomes 3 for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast Wish ever again if you suffer this stress.", "duration": "Instantaneous", - "id": "8dd461a3-8e76-427c-bd3e-57eb9e5ec998", + "id": "912f54f1-26f7-4d4a-82ab-be970c78b8c3", "level": 9, "locations": [ { @@ -27116,7 +27116,7 @@ "desc": "A beam of crackling energy lances toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against it. On a hit, the target takes 2d12 Lightning damage.\n\nOn each of your subsequent turns, you can take a Bonus Action to deal 1d12 Lightning damage to the target automatically, even if the first attack missed.\n\nThe spell ends if the target is ever outside the spell's range or if it has Total Cover from you.", "duration": "Up to 1 minute", "higher_level": "The initial damage increases by 1d12 for each spell slot level above 1.", - "id": "cdc3b651-b3e4-44c6-9611-998bdc39fd0d", + "id": "51dcebd9-da82-448a-8c46-45f84c40c252", "level": 1, "locations": [ { @@ -27142,7 +27142,7 @@ "desc": "Burning radiance erupts from you in a 5-foot Emanation. Each creature of your choice that you can see in it must succeed on a Constitution saving throw or take 1d6 Radiant damage.", "duration": "Instantaneous", "higher_level": "The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).", - "id": "f1dd6d66-5b65-4077-a4bc-03f08bf571c7", + "id": "981ec3f4-58e9-4b27-b3bd-3692b3437e8d", "level": 0, "locations": [ { @@ -27166,7 +27166,7 @@ ], "desc": "You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary, the spell has no effect.\n\nYou must designate a location, such as a temple, as a sanctuary by casting this spell there.", "duration": "Instantaneous", - "id": "c855366f-961d-4cba-8adb-ed6bd1ab6c91", + "id": "7c49a721-4d9d-42ed-a5cb-e2cabc9d9d14", "level": 6, "locations": [ { @@ -27190,7 +27190,7 @@ "desc": "The target takes an extra 1d6 Necrotic damage from the attack, and it must succeed on a Wisdom saving throw or have the Frightened condition until the spell ends. At the end of each of its turns, the Frightened target repeats the save, ending the spell on itself on a success.", "duration": "1 minute", "higher_level": "The damage increases by 1d6 for each spell slot level above 1.", - "id": "645d0a54-f92b-4fcd-87e5-c37183a7acfe", + "id": "07ae36dc-f789-4f92-8c1f-8b58a1255bc1", "level": 1, "locations": [ { @@ -27217,7 +27217,7 @@ "concentration": true, "desc": "You surround yourself with unearthly majesty in a 10-foot Emanation. Whenever the Emanation enters the space of a creature you can see and whenever a creature you can see enters the Emanation or ends its turn there, you can force that creature to make a Wisdom saving throw. On a failed\nsave, the target takes 4d6 Psychic damage and has the Prone condition, and you can push it up to 10 feet away. On a successful save, the target\ntakes half as much damage only. A creature makes this save only once per turn.", "duration": "Up to 1 minute", - "id": "9e1b6ea6-84f2-490c-95d8-391bcc980e7b", + "id": "3fc436c6-e357-448b-88b9-bd2bd83a92f1", "level": 5, "locations": [ { @@ -27244,7 +27244,7 @@ ], "desc": "You create a magical zone that guards against deception in a 15-foot-radius Sphere centered on a point within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there makes a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether a creature succeeds or fails on this save.\n\nAn affected creature is aware of the spell and can avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive yet must be truthful.", "duration": "10 minutes", - "id": "4990e809-73b5-447e-a3a5-2c1fda6857c8", + "id": "dd73e5fc-67d0-48e1-a130-5b3565438fb5", "level": 2, "locations": [ { @@ -27265,27 +27265,27 @@ "Ranger", "Wizard" ], - "components": [ - "V", - "S", - "M" - ], - "concentration": true, - "desc": "For the duration, moonlight fills a 20-foot Emanation originating from you with Dim Light. While in that area, you and your allies have Half Cover and Resistance to Cold, Lightning, and Radiant damage.\n\nWhile the spell lasts, you can use one of the following options, ending the spell immediately:\n\nLiberation. When you fail a saving throw to avoid or end the Frightened, Grappled, or Restrained condition, you can take a Reaction to succeed on the save instead.\n\nRespite. As a Magic action, you or an ally within the area regains Hit Points equal to 4d10 plus your spellcasting ability modifier.", - "duration": "Up to 1 minute", - "id": 939, - "level": 5, - "locations": [ - { - "page": 142, - "sourcebook": "FRHF" - } - ], - "material": "A moonstone worth 50+ GP", - "name": "Alustriel's Mooncloak", - "range": "Self", - "ruleset": "2024", - "school": "Abjuration" + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "For the duration, moonlight fills a 20-foot Emanation originating from you with Dim Light. While in that area, you and your allies have Half Cover and Resistance to Cold, Lightning, and Radiant damage.\n\nWhile the spell lasts, you can use one of the following options, ending the spell immediately:\n\nLiberation. When you fail a saving throw to avoid or end the Frightened, Grappled, or Restrained condition, you can take a Reaction to succeed on the save instead.\n\nRespite. As a Magic action, you or an ally within the area regains Hit Points equal to 4d10 plus your spellcasting ability modifier.", + "duration": "Up to 1 minute", + "id": "cc6f6bd1-5c59-4da4-9d30-0f4ad8eeee59", + "level": 5, + "locations": [ + { + "page": 142, + "sourcebook": "FRHF" + } + ], + "material": "A moonstone worth 50+ GP", + "name": "Alustriel's Mooncloak", + "range": "Self", + "ruleset": "2024", + "school": "Abjuration" }, { "casting_time": "Reaction, which you take in response to taking damage", @@ -27301,7 +27301,7 @@ "desc": "You ward yourself against destructive energy, reducing the damage taken by 4d6 plus your spellcasting ability modifier.\n\nIf the triggering damage was from a creature within range, you can force the creature to make a Constitution saving throw. The creature takes 4d6 Force damage on a failed save or half as much damage on a successful one.", "duration": "Instantaneous", "higher_level": "The damage reduction and Force damage from this spell both increase by 1d6 for every spell slot level above 4.", - "id": 922, + "id": "d3f66a18-0cb1-4a93-944f-c9ae674e8a7d", "level": 4, "locations": [ { @@ -27328,7 +27328,7 @@ "concentration": true, "desc": "You create a 3-foot-long blade-shaped planar rift that lasts for the duration. The rift appears within range in a space of your choice, and you can immediately make up to two melee spell attacks, each one against a creature or object within 5 feet of the rift. On a hit, the target takes 10d6 Force damage. This attack scores a Critical Hit if the number on the d20 is 18 or higher.\n\nAs a Bonus Action on your later turns, you can move the rift up to 60 feet and repeat the two attacks against a creature or an object within 5 feet of it. You can direct the attacks at the same target or at different ones.\n\nThe blade can harmlessly pass through any barrier, including ones created by spells like Wall of Force.", "duration": "Up to 1 minute", - "id": 923, + "id": "557cbd1b-86ef-4c52-b4ac-b2297100f1b6", "level": 9, "locations": [ { @@ -27356,7 +27356,7 @@ "desc": "Thunderous reverberations fill a 10-foot Emanation originating from you for the duration. Whenever the Emanation enters a creature's space and whenever a creature enters the Emanation or ends its turn there, the creature makes a Constitution saving throw. On a failed save, the creature takes 3d6 Thunder damage and has the Deafened condition until the start of your next turn. On a successful save, the creature takes half as much damage only. A creature makes this save only once per turn. When you cast this spell, you can designate creatures to be unaffected by it.\n\nIn addition, you have Resistance to Thunder damage, and ranged attack rolls against you are made with Disadvantage.", "duration": "Up to 10 minutes", "higher_level": "The damage increases by 1d6 for each spell slot level above 3.", - "id": 924, + "id": "363487bd-2bff-4d82-8435-93d27635f039", "level": 3, "locations": [ { @@ -27383,7 +27383,7 @@ "desc": "You conjure a group of intangible, orderly spirits that appear as a Medium group of modrons or other Constructs in an unoccupied space you can see within range. The spirits last for the duration. When you cast this spell and as a Magic action on subsequent turns, you can command the spirits to target one creature or object you can see within 5 feet of the spirits and create one of the following effects:\n\nClockwork Force. The target makes a Dexterity saving throw, taking 3d6 Force damage on a failed save or half as much damage on a successful one.\n\nOrderly Ward. The target gains Temporary Hit Points equal to 1d6 plus your spellcasting ability modifier.\n\nWhen you move on your turn, you can also move the spirits up to 30 feet to an unoccupied space you can see.", "duration": "Up to 10 minutes", "higher_level": "The damage and Temporary Hit Points both increase by 1d6 for each spell slot level above 3.", - "id": 925, + "id": "12930f33-42c6-47a1-a525-a5a8e49163b9", "level": 3, "locations": [ { @@ -27410,7 +27410,7 @@ ], "desc": "For the duration, an inky aura surrounds one creature you touch. The target has Advantage on Death Saving Throws, and once per turn, when a creature within 5 feet of the target hits it with a melee attack roll, the attacker takes 2d4 Necrotic damage.", "duration": "1 hour", - "id": 926, + "id": "3ca1548b-12e1-47b5-babc-223144d9f616", "level": 2, "locations": [ { @@ -27437,7 +27437,7 @@ ], "desc": "You summon a group of helpful spirits, which lasts for the duration. The spirits appear as homunculi or as another Construct of your choice but are intangible and invulnerable, and they are considered to have proficiency in the Arcana skill and with the set or Artisan's Tools used in the spell's casting.\n\nIf you are crafting an item, the spirits function as a single assistant for your crafting, halving the crafting time.", "duration": "8 hours", - "id": 927, + "id": "3abb1bdf-82a3-4c41-a3a8-28a656c344f5", "level": 2, "locations": [ { @@ -27464,7 +27464,7 @@ "concentration": true, "desc": "Deathly power fills a 60-foot Emanation originating from you for the duration.\n\nWhen you cast this spell, you can designate creatures to be unaffected by it. Any other creature can't regain Hit Points while in the Emanation. Whenever the Emanation enters a creature's space and whenever a creature enters the Emanation or ends its turn there, the creature makes a Constitution saving throw. On a failed save, the creature takes 3d10 Necrotic damage and has the Prone condition. On a successful save, the creature takes half as much damage and its Speed is halved. A creature makes this save only once per turn.\n\nCasting as a Circle Spell. Casting this as a Circle spell requires a minimum of two secondary casters. If the spell is cast as a Circle spell, its duration becomes Concentration, up to 10 minutes.\n\nA creature that fails its save against the spell's effect also gains 1 Exhaustion level. While the creature has Exhaustion levels, finishing a Long Rest neither restores lost Hit Points nor reduces the creature's Exhaustion level.\n\nWhen the spell is cast, each secondary caster must expend a level 4+ spell slot; otherwise, the spell fails.", "duration": "Up to 1 minute", - "id": 928, + "id": "d34e3c51-45e2-416d-88f0-4225041939d7", "level": 6, "locations": [ { @@ -27492,7 +27492,7 @@ "concentration": true, "desc": "You create a 20-foot-radius Sphere of inky fog within range. The fog is magical Darkness and lasts for the duration or until a strong wind (such as the one created by the Gust of Wind spell) disperses it, ending the spell.\n\nEach creature in the Sphere when it appears makes a Wisdom saving throw. On a failed save, a creature takes 5d6 Psychic damage and subtracts 1d6 from its saving throws until the end of its next turn. On a successful save, a creature takes half as much damage only. A creature also makes this save when the Sphere moves into its space, when it enters the Sphere, or when it ends its turn inside the Sphere. A creature makes this save only once per turn.\n\nThe Sphere moves 10 feet away from you at the start of each of your turns.\n\nCasting as a Circle Spell. Casting this as a Circle spell requires a minimum of five secondary casters. In addition to the spell's usual components, you must provide a special component (a string of three black pearls from Pandemonium), which the spell consumes. The spell's range increases to 1 mile, and its duration increases to until dispelled (no Concentration required). The spell ends early if any caster who participated in this casting contributes to another casting of Doomtide as a Circle spell.\n\nWhen the spell is cast, each secondary caster must expend a level 3+ spell slot; otherwise, the spell fails.", "duration": "Up to 1 minute", - "id": 929, + "id": "f4d6e8a2-e5fb-4798-846b-1779a116d16f", "level": 4, "locations": [ { @@ -27521,7 +27521,7 @@ "desc": "Six chromatic spheres orbit you for the duration.\n\nWhile the spheres are present, you can expend spheres to create the following effects:\n\nAbsorb Energy. When you take Acid, Cold, Fire, Lightning, or Thunder damage, you can take a Reaction to expend one sphere and give yourself Resistance to the triggering damage type until the start of your next turn.\n\nEnergy Blast. As a Bonus Action, you send one sphere hurtling toward a target within 120 feet of yourself. Make a ranged spell attack. On a hit, the target takes 3d6 Acid, Cold, Fire, Lightning, or Thunder damage (your choice). Regardless of whether you hit, the sphere is expended.\n\nThe spell ends early if you have no more spheres remaining.", "duration": "1 hour", "higher_level": "The number of spheres increases by 1 for every spell slot level above 6.", - "id": 930, + "id": "d87eab5d-a447-4420-8675-ebcb088aee08", "level": 6, "locations": [ { @@ -27547,7 +27547,7 @@ "concentration": true, "desc": "Arcane wards protect you against magic for the duration. You have Advantage on saving throws against spells and magical effects. Additionally, if you succeed on a saving throw against a spell or magical effect and would normally take half as much damage, you instead take no damage.", "duration": "Up to 10 minutes", - "id": 931, + "id": "6089ee58-f440-444c-8598-97904ac4bfca", "level": 2, "locations": [ { @@ -27573,7 +27573,7 @@ "concentration": true, "desc": "You create a glowing mote of energy that hovers above you for the duration. The mote sheds Bright Light in a 5-foot radius and Dim Light for an additional 5 feet.\n\nWhen you cast this spell and as a Bonus Action on later turns, you can unleash a shining bolt from the mote, targeting one creature within 120 feet of yourself. Make a ranged spell attack. On a hit, the target takes Force or Radiant damage (your choice) equal to 4d10 plus your spellcasting ability modifier.\n\nIn addition, while the mote is present, you have Three-Quarters Cover, and if you succeed on a saving throw against a spell of level 7 or lower that targeted only you and didn't create an area of effect, you can take a Reaction to deflect that spell back at the spell's caster; the caster makes a saving throw against that spell using that caster's own spell save DC.", "duration": "Up to 1 minute", - "id": 932, + "id": "4864ac41-4971-4611-a09b-e03a07172f51", "level": 8, "locations": [ { @@ -27601,7 +27601,7 @@ "desc": "Silver energy bursts out from you in a 120-foot-long, 5-foot-wide Line. Each creature of your choice in the Line makes a Strength saving throw. On a failed save, a creature takes 3d10 Force damage and has the Prone condition. On a successful save, a creature takes half as much damage only.", "duration": "Instantaneous", "higher_level": "The damage increases by 1d10 for every spell slot level above 3.", - "id": 933, + "id": "1f54e860-2f58-4518-99d7-06a010a9380f", "level": 3, "locations": [ { @@ -27627,7 +27627,7 @@ ], "desc": "You imbue one creature you touch with magical healing energy for the duration. Whenever the target casts a spell using a spell slot, the target can immediately roll a number of unexpended Hit Point Dice equal to the spell slot's level and regain Hit Points equal to the roll's total plus your spellcasting ability modifier; those dice are then expended.", "duration": "1 hour", - "id": 934, + "id": "556ad7fa-9c75-4705-b892-90e75a7af6ed", "level": 7, "locations": [ { @@ -27655,7 +27655,7 @@ "concentration": true, "desc": "You imbue yourself with the elemental power of genies. You gain the following benefits until the spell ends:\n\nElemental Immunity. When you cast this spell, choose one of the following damage types: Acid, Cold, Fire, Lightning, or Thunder. You have Resistance to the chosen damage type.\n\nElemental Pulse. When you cast this spell and at the start of each of your subsequent turns, you release a burst of elemental energy in a 15-foot Emanation originating from yourself. Each creature of your choice in that area makes a Dexterity saving throw. On a failed save, a creature takes 2d6 Acid, Cold, Fire, Lightning, or Thunder damage (your choice) and has the Prone condition. On a successful save, a creature takes half as much damage only.\n\nFlight. You gain a Fly Speed of 30 feet and can hover.\n\nCasting as a Circle Spell. If the spell is cast as a Circle spell, its casting time increases to 1 minute, and its duration increases to Concentration, up to 10 minutes. For each secondary caster who participates in the casting, you can choose one additional creature, to a maximum of nine additional creatures. The chosen creatures also gain the benefits of the spell for its duration.\n\nWhen the spell is cast, each secondary caster must expend a level 2+ spell slot; otherwise, the spell fails.", "duration": "Up to 1 minute", - "id": 935, + "id": "2bdef19d-51fc-48fc-aac1-7b2a9138dda6", "level": 5, "locations": [ { @@ -27682,7 +27682,7 @@ "desc": "You unleash a blast of brilliant fire. Make a ranged spell attack against a target within range; a target gains no benefit from Half Cover or Three-Quarters Cover for this attack roll. On a hit, the target takes 2d10 Radiant damage.", "duration": "Instantaneous", "higher_level": "You create an additional blast for each spell slot level above 1. You can direct the blasts at the same target or at different ones. Make a separate attack roll for each blast.", - "id": 936, + "id": "d5ce2e0e-51aa-489a-8d1a-474b80293757", "level": 1, "locations": [ { @@ -27709,12 +27709,12 @@ "desc": "You conjure a pillar of spellfire in a 20-foot-radius, 20-foot-high Cylinder centered on a point within range. The area of the Cylinder is Bright Light, and each creature in it when it appears makes a Constitution saving throw, taking 4d10 Radiant damage on a failed save or half as much damage on a successful one. A creature also makes this save when it enters the spell's area for the first time on a turn or ends its turn there. A creature makes this save only once per turn.\n\nIn addition, whenever a creature in the Cylinder casts a spell, that creature makes a Constitution saving throw. On a failed save, the spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn't expended.\n\nWhen you cast this spell, you can designate creatures to be unaffected by it.\n\nCasting as a Circle Spell. In addition to the spell's usual components, you must provide a special component (a blue star sapphire worth 25,000+ GP), which the spell consumes. The spell's range increases to 1 mile, and it no longer requires Concentration. When the spell is cast, each secondary caster must expend a level 3+ spell slot; otherwise, the spell fails.", "duration": "Up to 1 minute", "higher_level": "The damage increases by 1d10 for every spell slot level above 4.\n\nThe number of secondary casters determines the spell's area of effect and duration, as shown in the table below. The spell ends early if any caster who participated in this casting contributes to another casting of Spellfire Storm as a Circle spell.\n\nSecondary Casters\tArea of Effect\tDuration\n1-3\t40-foot-radius, 40-foot-high Cylinder\t1 Hour\n4-6\t60-foot-radius, 60-foot-high Cylinder\t8 Hours\n7+\t100-foot-radius, 100-foot-high Cylinder\t24 Hours", - "id": 937, + "id": "47f100f3-a390-4fbb-9b1f-3558dfc23ce5", "level": 4, "locations": [ { "page": 146, - "sourcebook": "FRHF" + "sourcebook": "FRHF" } ], "name": "Spellfire Storm", @@ -27728,7 +27728,7 @@ "Druid", "Wizard" ], - "components": [ + "components": [ "V", "S", "M" @@ -27736,7 +27736,7 @@ "desc": "A shimmering, spectral snake encircles your body for the duration. You gain 15 Temporary Hit Points; the spell ends early if you have no Temporary Hit Points left.\n\nWhile the spell is active, you gain the following benefits:\n\nClimbing. You gain a Climb Speed equal to your Speed.\n\nVenomous Bite. As a Magic action, you can make a ranged spell attack using the snake against one creature within 50 feet. On a hit, the target takes 1d6 Force damage and has the Poisoned condition until the start of your next turn. While Poisoned, the target has the Incapacitated condition.", "duration": "1 hour", "higher_level": "For each spell slot level above 3, the number of Temporary Hit Points you gain from this spell increases by 5, and the damage of Venomous Bite increases by 1d6.", - "id": 938, + "id": "638a0918-795f-4381-adff-ef99a2c816e2", "level": 3, "locations": [ { @@ -27745,7 +27745,7 @@ } ], "material": "A snake fang", - "name": "Syluné's Viper", + "name": "Sylun\u00e9's Viper", "range": "Self", "ruleset": "2024", "school": "Conjuration" @@ -27766,7 +27766,7 @@ "desc": "You hurl a disorienting magical force toward one creature within range. The target makes a Constitution saving throw; Constructs and Undead automatically succeed on this save.\n\nOn a failed save, the target takes 2d4 Force damage, its Speed is halved until the start of your next turn, and on its next turn, it can take only an action or a Bonus Action (but not both). On a successful save, the target takes half as much damage only.", "duration": "Instantaneous", "higher_level": "The damage increases by 2d4 for every spell slot level above 1.", - "id": 940, + "id": "c6c2e921-2a3f-4c1e-b321-f624a7d64c9d", "level": 1, "locations": [ { @@ -27793,7 +27793,7 @@ "desc": "You summon a special homunculus in an unoccupied space within range. This creature uses the Homunculus Servant stat block. If you already have a homunculus from this spell, the homunculus is replaced by the new one. You determine the homunculus's appearance, such as a mechanical-looking bird, winged vial, or miniature animate cauldron.\n\nCombat. The homunculus is an ally to you and your allies. In combat, it shares your Initiative count, but it takes its turn immediately after yours. It obeys your commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.", "duration": "Instantaneous", "higher_level": "Use the spell slot's level for the spell's level in the stat block.", - "id": 941, + "id": "398fc253-cd17-4914-ae36-522c2467f497", "level": 2, "locations": [ { diff --git a/app/src/main/assets/Spells_en_backup.json b/app/src/main/assets/Spells_en_backup.json index a287677f..fd7b7d2c 100644 --- a/app/src/main/assets/Spells_en_backup.json +++ b/app/src/main/assets/Spells_en_backup.json @@ -3287,7 +3287,7 @@ "V" ], "concentration": false, - "desc": "You utter a divine word, imbued with the power that shaped the world at the dawn of creation. Choose any number of creatures you can see within range. Each creature that can hear you must make a Charisma saving throw. On a failed save, a creature suffers an effect based on its current hit points.\n\n\u2022 50 hit points or fewer - deafened for 1 minute\n\n\u2022 40 hit points or fewer - deafened and blinded for 10 minutes\n\n\u2022 30 hit points or fewer - blinded, deafened, and stunned for 1 hour\n\n\u2022 20 hit points or fewer - killed instantly\n\nRegardless of its current hit points, a celestial, an elemental, a fey, or a fiend that fails its save is forced back to its plane of origin (if it isn't there already) and can't return to your current plane for 24 hours by any means short of a wish spell.", + "desc": "You utter a divine word, imbued with the power that shaped the world at the dawn of creation. Choose any number of creatures you can see within range. Each creature that can hear you must make a Charisma saving throw. On a failed save, a creature suffers an effect based on its current hit points.\n\n• 50 hit points or fewer - deafened for 1 minute\n\n• 40 hit points or fewer - deafened and blinded for 10 minutes\n\n• 30 hit points or fewer - blinded, deafened, and stunned for 1 hour\n\n• 20 hit points or fewer - killed instantly\n\nRegardless of its current hit points, a celestial, an elemental, a fey, or a fiend that fails its save is forced back to its plane of origin (if it isn't there already) and can't return to your current plane for 24 hours by any means short of a wish spell.", "duration": "Instantaneous", "higher_level": "", "id": 106, @@ -8449,7 +8449,7 @@ "Lore", "Devotion" ], - "tce_expanded_classes": [ + "tce_expanded_classes": [ "Druid" ] }, @@ -15188,7 +15188,7 @@ }, { "name": "Flock of Familiars", - "desc": "You temporarily summon three familiars spirits that take animal forms of your choice. Each familiar uses the same rules and options for a familiar conjured by the find familiar spell. All the familiars conjured by this spell must be the same type of creature (celestials, fey, or fiends; your choice). If you already have a familiar conjured by the find familiar spell or similar means, then one fewer familiars are conjured by this spell.\nFamiliars summoned by this spell can telepathically communicate with you and share their visual or auditory senses while they are within 1 mile of you.\nWhen you cast a spell with a range of touch, one of the familiars conjured by this spell can deliver the spell, as normal. However, you can cast a touch spell through only one familiar per turn.", + "desc": "You temporarily summon three familiars spirits that take animal forms of your choice. Each familiar uses the same rules and options for a familiar conjured by the find familiar spell. All the familiars conjured by this spell must be the same type of creature (celestials, fey, or fiends; your choice). If you already have a familiar conjured by the find familiar spell or similar means, then one fewer familiars are conjured by this spell.\nFamiliars summoned by this spell can telepathically communicate with you and share their visual or auditory senses while they are within 1 mile of you.\nWhen you cast a spell with a range of touch, one of the familiars conjured by this spell can deliver the spell, as normal. However, you can cast a touch spell through only one familiar per turn.", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you conjure an additional familiar for each slot level above 2nd.", "range": "Touch", "material": "", @@ -15673,7 +15673,7 @@ ], "concentration": false, "desc": "You target the triggering creature, which must succeed on a Wisdom saving throw or vanish, being thrown to another point in time and causing the attack to miss or the spell to be wasted. At the start of its next turn, the target reappears where it was or in the closest unoccu­pied space. The target doesn't remember you casting the spell or being affected by it.", - "duration":"1 round", + "duration": "1 round", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, you can target one addi­tional creature for each slot level above 5th. All targets must be within 30 feet of each other.", "id": 505, "level": 5, @@ -15858,7 +15858,7 @@ ], "concentration": true, "desc": "The billowing flames of a dragon blast from your feet, granting you explosive speed. For the duration, your speed increases by 20 feet and moving doesn't provoke opportunity attacks.\nWhen you move within 5 feet of a creature or an object that isn't being worn or carried, it takes 1d6 fire damage from your trail of heat. A creature or object can take this damage only once during a turn.", - "duration":"Up to 1 minute", + "duration": "Up to 1 minute", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, increase your speed by 5 feet for each spell slot level above 3rd. The spell deals an additional 1d6 fire damage for each slot level above 3rd.", "id": 511, "level": 3, @@ -15966,7 +15966,7 @@ "level": 6, "material": "A platinum-plated dragon scale, worth at least 500 gp.", "name": "Fizban's Platinum Shield", - "range":"60 feet", + "range": "60 feet", "ritual": false, "school": "Abjuration", "subclasses": [ @@ -16065,7 +16065,7 @@ "S" ], "concentration": true, - "desc": "You magically empower your movement with dance-like steps, giving yourself the following benefits for the duration.\n\n\u2022Your walking speed increases by 10 feet.\n\n\u2022You don't provoke opportunity attacks.\n\n\u2022You can move through the space of another creature, and it doesn't count as difficult terrain. If you end your turn in another creature's space, you are shunted to the last unoccupied space you occupied, and you take 1d8 force damage.", + "desc": "You magically empower your movement with dance-like steps, giving yourself the following benefits for the duration.\n\n•Your walking speed increases by 10 feet.\n\n•You don't provoke opportunity attacks.\n\n•You can move through the space of another creature, and it doesn't count as difficult terrain. If you end your turn in another creature's space, you are shunted to the last unoccupied space you occupied, and you take 1d8 force damage.", "duration": "Up to 1 minute", "higher_level": "", "id": 517, @@ -16257,7 +16257,7 @@ }, { "casting_time": "1 action", - "classes": [ + "classes": [ "Wizard" ], "components": [ @@ -16267,7 +16267,7 @@ "desc": "You pull a memory, an idea, or a message from your mind and transform it into a tangible string of glowing energy called a thought strand, which persists for the duration or until you cast this spell again. The thought strand appears in an unoccupied space within 5 feet of you as a Tiny, weightless, semisolid object that can be held and carried like a ribbon. It is otherwise stationary.\n\nIf you cast this spell while concentrating on a spell or an ability that allows you to read or manipulate the thoughts of others (such as detect thoughts or modify memory), you can transform the thoughts or memories you read, rather than your own, into a thought strand.\n\nCasting this spell while holding a thought strand allows you to instantly receive whatever memory, idea, or message the thought strand contains. (Casting detect thoughts on the strand has the same effect.)\n\nThis spell can be used by any character with the Dimir Operative background.", "duration": "8 hours", "higher_level": "", - "id": 523, + "id": 523, "level": 0, "material": "", "name": "Encode Thoughts", @@ -16292,9 +16292,9 @@ "Sorcerer" ], "components": [ - "V", - "S", - "M" + "V", + "S", + "M" ], "concentration": false, "desc": "You conjure a deluge of seawater in a 15-foot-radius, 10-foot-tall cylinder centered on a point within range. This water takes the form of a tidal wave, a whirlpool, a waterspout, or another form of your choice. Each creature in the area must succeed on a Strength saving throw against your spell save DC or take 2d8 bludgeoning damage and fall prone. You can choose a number of creatures equal to your spellcasting modifier (minimum of 1) to automatically succeed on this saving throw.\nIf you are within the spell's area, as part of the action you use to cast the spell, you can vanish into the deluge and teleport to an unoccupied space that you can see within the spell's area.", @@ -16341,7 +16341,7 @@ "ritual": false, "school": "Abjuration", "subclasses": [ - "Open Sea Paladin" + "Open Sea Paladin" ], "locations": [ { @@ -16443,8 +16443,8 @@ "ritual": false, "school": "Enchantment", "subclasses": [ - "Arcane Trickster", - "Eldritch Knight" + "Arcane Trickster", + "Eldritch Knight" ], "locations": [ { @@ -16525,6 +16525,7 @@ { "casting_time": "Action", "classes": [ + "Artificer", "Sorcerer", "Wizard" ], @@ -16551,6 +16552,7 @@ { "casting_time": "Action", "classes": [ + "Artificer", "Bard", "Cleric", "Druid", @@ -16582,6 +16584,7 @@ { "casting_time": "1 minute or Ritual", "classes": [ + "Artificer", "Ranger", "Wizard" ], @@ -16609,6 +16612,7 @@ { "casting_time": "Action", "classes": [ + "Artificer", "Sorcerer", "Wizard" ], @@ -16673,7 +16677,7 @@ "S", "M" ], - "desc": "A Tiny Beast of your choice that you can see within range must succeed on a Charisma saving throw, or it attempts to deliver a message for you (if the target's Challenge Rating isn't 0, it automatically succeeds). You specify a location you have visited and a recipient who matches a general description, such as \u201ca person dressed in the uniform of the town guard\u201d or \u201ca red-haired dwarf wearing a pointed hat.\u201d You also communicate a message of up to twenty-five words. The Beast travels for the duration toward the specified location, covering about 25 miles per 24 hours or 50 miles if the Beast can fly.\n\nWhen the Beast arrives, it delivers your message to the creature that you described, mimicking your communication. If the Beast doesn't reach its destination before the spell ends, the message is lost, and the Beast returns to where you cast the spell.", + "desc": "A Tiny Beast of your choice that you can see within range must succeed on a Charisma saving throw, or it attempts to deliver a message for you (if the target's Challenge Rating isn't 0, it automatically succeeds). You specify a location you have visited and a recipient who matches a general description, such as “a person dressed in the uniform of the town guard” or “a red-haired dwarf wearing a pointed hat.” You also communicate a message of up to twenty-five words. The Beast travels for the duration toward the specified location, covering about 25 miles per 24 hours or 50 miles if the Beast can fly.\n\nWhen the Beast arrives, it delivers your message to the creature that you described, mimicking your communication. If the Beast doesn't reach its destination before the spell ends, the message is lost, and the Beast returns to where you cast the spell.", "duration": "24 hours", "higher_level": "The spell's duration increases by 48 hours for each spell slot level above 2.", "id": 536, @@ -16745,6 +16749,7 @@ { "casting_time": "Action", "classes": [ + "Artificer", "Bard", "Sorcerer", "Wizard" @@ -16754,7 +16759,7 @@ "S" ], "concentration": true, - "desc": "Objects animate at your command. Choose a number of nonmagical objects within range that aren't being worn or carried, aren't fixed to a surface, and aren't Gargantuan. The maximum number of objects is equal to your spellcasting ability modifier; for this number, a Medium or smaller target counts as one object, a Large target counts as two, and a Huge target counts as three.\n\nEach target animates, sprouts legs, and becomes a Construct that uses the Animated Object stat block; this creature is under your control until the spell ends or until it is reduced to 0 Hit Points. Each creature you make with this spell is an ally to you and your allies. In combat, it shares your Initiative count and takes its turn immediately after yours.\n\nUntil the spell ends, you can take a Bonus Action to mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing the same command to each one). If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. When the creature drops to 0 Hit Points, it reverts to its object form, and any remaining damage carries over to that form.\n\nHuge or Smaller Construct, Unaligned\n\nAC 15\n\nHP 10 (Medium or smaller), 20 (Large), 40 (Huge)\n\nSpeed 30 ft.\n\n Mod Save\nSTR 16 +3 +3\nDEX 10 +0 +0\nCON 10 +0 +0\n\n Mod Save\nINT 3 \u22124 \u22124\nWIS 3 \u22124 \u22124\nCHA 1 \u22125 \u22125\n\nImmunities Poison, Psychic; Charmed, Exhaustion, Frightened, Paralyzed, Poisoned\n\nSenses Blindsight 30 ft., Passive Perception 6\n\nLanguages Understands the languages you know\n\nCR None (XP 0; PB equals your Proficiency Bonus)\n\nActions\n\nSlam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: Force damage equal to 1d4 + 3 (Medium or smaller), 2d6 + 3 + your spellcasting ability modifier (Large), or 2d12 + 3 + your spellcasting ability modifier (Huge).", + "desc": "Objects animate at your command. Choose a number of nonmagical objects within range that aren't being worn or carried, aren't fixed to a surface, and aren't Gargantuan. The maximum number of objects is equal to your spellcasting ability modifier; for this number, a Medium or smaller target counts as one object, a Large target counts as two, and a Huge target counts as three.\n\nEach target animates, sprouts legs, and becomes a Construct that uses the Animated Object stat block; this creature is under your control until the spell ends or until it is reduced to 0 Hit Points. Each creature you make with this spell is an ally to you and your allies. In combat, it shares your Initiative count and takes its turn immediately after yours.\n\nUntil the spell ends, you can take a Bonus Action to mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing the same command to each one). If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. When the creature drops to 0 Hit Points, it reverts to its object form, and any remaining damage carries over to that form.\n\nHuge or Smaller Construct, Unaligned\n\nAC 15\n\nHP 10 (Medium or smaller), 20 (Large), 40 (Huge)\n\nSpeed 30 ft.\n\n Mod Save\nSTR 16 +3 +3\nDEX 10 +0 +0\nCON 10 +0 +0\n\n Mod Save\nINT 3 −4 −4\nWIS 3 −4 −4\nCHA 1 −5 −5\n\nImmunities Poison, Psychic; Charmed, Exhaustion, Frightened, Paralyzed, Poisoned\n\nSenses Blindsight 30 ft., Passive Perception 6\n\nLanguages Understands the languages you know\n\nCR None (XP 0; PB equals your Proficiency Bonus)\n\nActions\n\nSlam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: Force damage equal to 1d4 + 3 (Medium or smaller), 2d6 + 3 + your spellcasting ability modifier (Large), or 2d12 + 3 + your spellcasting ability modifier (Huge).", "duration": "Up to 1 minute", "higher_level": "The creature's Slam damage increases by 1d4 (Medium or smaller), 1d6 (Large), or 1d12 (Huge) for each spell slot level above 5.", "id": 539, @@ -16854,6 +16859,7 @@ { "casting_time": "Action", "classes": [ + "Artificer", "Wizard" ], "components": [ @@ -16908,6 +16914,7 @@ { "casting_time": "Action", "classes": [ + "Artificer", "Wizard" ], "components": [ @@ -16934,6 +16941,7 @@ { "casting_time": "Bonus Action", "classes": [ + "Artificer", "Sorcerer", "Wizard" ], @@ -17021,7 +17029,7 @@ "S", "M" ], - "desc": "You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell ends instantly if you are already on that plane). Each target's body is left behind in a state of suspended animation; it has the Unconscious condition, doesn't need food or air, and doesn't age.\n\nA target's astral form resembles its body in almost every way, replicating its game statistics and possessions. The principal difference is the addition of a silvery cord that trails from between the shoulder blades of the astral form. The cord fades from view after 1 foot. If the cord is cut\u2014which happens only when an effect states that it does so\u2014the target's body and astral form both die.\n\nA target's astral form can travel through the Astral Plane. The moment an astral form leaves that plane, the target's body and possessions travel along the silver cord, causing the target to re-enter its body on the new plane.\n\nAny damage or other effects that apply to an astral form have no effect on the target's body and vice versa. If a target's body or astral form drops to 0 Hit Points, the spell ends for that target. The spell ends for all the targets if you take a Magic action to dismiss it.\n\nWhen the spell ends for a target who isn't dead, the target reappears in its body and exits the state of suspended animation.", + "desc": "You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell ends instantly if you are already on that plane). Each target's body is left behind in a state of suspended animation; it has the Unconscious condition, doesn't need food or air, and doesn't age.\n\nA target's astral form resembles its body in almost every way, replicating its game statistics and possessions. The principal difference is the addition of a silvery cord that trails from between the shoulder blades of the astral form. The cord fades from view after 1 foot. If the cord is cut—which happens only when an effect states that it does so—the target's body and astral form both die.\n\nA target's astral form can travel through the Astral Plane. The moment an astral form leaves that plane, the target's body and possessions travel along the silver cord, causing the target to re-enter its body on the new plane.\n\nAny damage or other effects that apply to an astral form have no effect on the target's body and vice versa. If a target's body or astral form drops to 0 Hit Points, the spell ends for that target. The spell ends for all the targets if you take a Magic action to dismiss it.\n\nWhen the spell ends for a target who isn't dead, the target reappears in its body and exits the state of suspended animation.", "duration": "Until dispelled", "id": 549, "level": 9, @@ -17372,9 +17380,9 @@ "S" ], "concentration": true, - "desc": "You touch a creature, which must succeed on a Wisdom saving throw or become cursed for the duration. Until the curse ends, the target suffers one of the following effects of your choice:\n\n\u2022Choose one ability. The target has Disadvantage on ability checks and saving throws made with that ability.\n\u2022The target has Disadvantage on attack rolls against you.\n\u2022In combat, the target must succeed on a Wisdom saving throw at the start of each of its turns or be forced to take the Dodge action on that turn.\n\u2022If you deal damage to the target with an attack roll or a spell, the target takes an extra 1d8 Necrotic damage.", + "desc": "You touch a creature, which must succeed on a Wisdom saving throw or become cursed for the duration. Until the curse ends, the target suffers one of the following effects of your choice:\n\n•Choose one ability. The target has Disadvantage on ability checks and saving throws made with that ability.\n•The target has Disadvantage on attack rolls against you.\n•In combat, the target must succeed on a Wisdom saving throw at the start of each of its turns or be forced to take the Dodge action on that turn.\n•If you deal damage to the target with an attack roll or a spell, the target takes an extra 1d8 Necrotic damage.", "duration": "Up to 1 minute", - "higher_level": "If you cast this spell using a level 4 spell slot, you can maintain Concentration on it for up to 10 minutes. If you use a level 5+ spell slot, the spell doesn't require Concentration, and the duration becomes 8 hours (level 5\u20136 slot) or 24 hours (level 7\u20138 slot). If you use a level 9 spell slot, the spell lasts until dispelled.", + "higher_level": "If you cast this spell using a level 4 spell slot, you can maintain Concentration on it for up to 10 minutes. If you use a level 5+ spell slot, the spell doesn't require Concentration, and the duration becomes 8 hours (level 5–6 slot) or 24 hours (level 7–8 slot). If you use a level 9 spell slot, the spell lasts until dispelled.", "id": 562, "level": 3, "locations": [ @@ -17391,6 +17399,7 @@ { "casting_time": "Action", "classes": [ + "Artificer", "Sorcerer", "Wizard" ], @@ -17581,6 +17590,7 @@ { "casting_time": "Action", "classes": [ + "Artificer", "Sorcerer", "Wizard" ], @@ -17588,7 +17598,7 @@ "V", "S" ], - "desc": "Roll 1d6 at the end of each of your turns for the duration. On a roll of 4\u20136, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell ends instantly if you are already on that plane). While on the Ethereal Plane, you can perceive the plane you left, which is cast in shades of gray, but you can't see anything there more than 60 feet away. You can affect and be affected only by other creatures on the Ethereal Plane, and creatures on the other plane can't perceive you unless they have a special ability that lets them perceive things on the Ethereal Plane.\n\nYou return to the other plane at the start of your next turn and when the spell ends if you are on the Ethereal Plane. You return to an unoccupied space of your choice that you can see within 10 feet of the space you left. If no unoccupied space is available within that range, you appear in the nearest unoccupied space.", + "desc": "Roll 1d6 at the end of each of your turns for the duration. On a roll of 4–6, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell ends instantly if you are already on that plane). While on the Ethereal Plane, you can perceive the plane you left, which is cast in shades of gray, but you can't see anything there more than 60 feet away. You can affect and be affected only by other creatures on the Ethereal Plane, and creatures on the other plane can't perceive you unless they have a special ability that lets them perceive things on the Ethereal Plane.\n\nYou return to the other plane at the start of your next turn and when the spell ends if you are on the Ethereal Plane. You return to an unoccupied space of your choice that you can see within 10 feet of the space you left. If no unoccupied space is available within that range, you appear in the nearest unoccupied space.", "duration": "1 minute", "id": 570, "level": 3, @@ -17606,6 +17616,7 @@ { "casting_time": "Action", "classes": [ + "Artificer", "Sorcerer", "Wizard" ], @@ -17691,7 +17702,7 @@ "S" ], "concentration": true, - "desc": "Each Humanoid in a 20-foot-radius Sphere centered on a point you choose within range must succeed on a Charisma saving throw or be affected by one of the following effects (choose for each creature):\n\n\u2022The creature has Immunity to the Charmed and Frightened conditions until the spell ends. If the creature was already Charmed or Frightened, those conditions are suppressed for the duration.\n\u2022The creature becomes Indifferent about creatures of your choice that it’s Hostile toward. This indifference ends if the target takes damage or witnesses its allies taking damage. When the spell ends, the creature’s attitude returns to normal.", + "desc": "Each Humanoid in a 20-foot-radius Sphere centered on a point you choose within range must succeed on a Charisma saving throw or be affected by one of the following effects (choose for each creature):\n\n•The creature has Immunity to the Charmed and Frightened conditions until the spell ends. If the creature was already Charmed or Frightened, those conditions are suppressed for the duration.\n•The creature becomes Indifferent about creatures of your choice that it’s Hostile toward. This indifference ends if the target takes damage or witnesses its allies taking damage. When the spell ends, the creature’s attitude returns to normal.", "duration": "Up to 1 minute", "id": 574, "level": 2, @@ -17879,6 +17890,7 @@ { "casting_time": "Action", "classes": [ + "Artificer", "Cleric", "Paladin", "Wizard" @@ -18080,7 +18092,7 @@ "S", "M" ], - "desc": "You contact a deity or a divine proxy and ask up to three questions that can be answered with yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question.\n\nDivine beings aren't necessarily omniscient, so you might receive \u201cunclear\u201d as an answer if a question pertains to information that lies beyond the deity's knowledge. In a case where a one-word answer could be misleading or contrary to the deity's interests, the DM might offer a short phrase as an answer instead.\n\nIf you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer.", + "desc": "You contact a deity or a divine proxy and ask up to three questions that can be answered with yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question.\n\nDivine beings aren't necessarily omniscient, so you might receive “unclear” as an answer if a question pertains to information that lies beyond the deity's knowledge. In a case where a one-word answer could be misleading or contrary to the deity's interests, the DM might offer a short phrase as an answer instead.\n\nIf you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer.", "duration": "1 minute", "id": 588, "level": 5, @@ -18106,7 +18118,7 @@ "V", "S" ], - "desc": "You commune with nature spirits and gain knowledge of the surrounding area. In the outdoors, the spell gives you knowledge of the area within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in castles and settlements.\n\nChoose three of the following facts; you learn those facts as they pertain to the spell's area:\n\n\u2022Locations of settlements\n\u2022Locations of portals to other planes of existence\n\u2022Location of one Challenge Rating 10+ creature (DM’s choice) that is a Celestial, an Elemental, a Fey, a Fiend, or an Undead\n\u2022The most prevalent kind of plant, mineral, or Beast (you choose which to learn)\n\n\u2022Locations of bodies of water\n\nFor example, you could determine the location of a powerful monster in the area, the locations of bodies of water, and the locations of any towns.", + "desc": "You commune with nature spirits and gain knowledge of the surrounding area. In the outdoors, the spell gives you knowledge of the area within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in castles and settlements.\n\nChoose three of the following facts; you learn those facts as they pertain to the spell's area:\n\n•Locations of settlements\n•Locations of portals to other planes of existence\n•Location of one Challenge Rating 10+ creature (DM’s choice) that is a Celestial, an Elemental, a Fey, a Fiend, or an Undead\n•The most prevalent kind of plant, mineral, or Beast (you choose which to learn)\n\n•Locations of bodies of water\n\nFor example, you could determine the location of a powerful monster in the area, the locations of bodies of water, and the locations of any towns.", "duration": "Instantaneous", "id": 589, "level": 5, @@ -18242,7 +18254,7 @@ "M" ], "concentration": true, - "desc": "Each creature in a 10-foot-radius Sphere centered on a point you choose within range must succeed on a Wisdom saving throw, or that target can't take Bonus Actions or Reactions and must roll 1d10 at the start of each of its turns to determine its behavior for that turn, consulting the table below.\n\n1d10 Behavior for the Turn\n1 The target doesn't take an action, and it uses all its movement to move. Roll 1d4 for the direction: 1, north; 2, east; 3, south; or 4, west.\n2\u20136 The target doesn't move or take actions.\n7\u20138 The target doesn't move, and it takes the Attack action to make one melee attack against a random creature within reach. If none are within reach, the target takes no action.\n9\u201310 The target chooses its behavior.\n\nAt the end of each of its turns, an affected target repeats the save, ending the spell on itself on a success.", + "desc": "Each creature in a 10-foot-radius Sphere centered on a point you choose within range must succeed on a Wisdom saving throw, or that target can't take Bonus Actions or Reactions and must roll 1d10 at the start of each of its turns to determine its behavior for that turn, consulting the table below.\n\n1d10 Behavior for the Turn\n1 The target doesn't take an action, and it uses all its movement to move. Roll 1d4 for the direction: 1, north; 2, east; 3, south; or 4, west.\n2–6 The target doesn't move or take actions.\n7–8 The target doesn't move, and it takes the Attack action to make one melee attack against a random creature within reach. If none are within reach, the target takes no action.\n9–10 The target chooses its behavior.\n\nAt the end of each of its turns, an affected target repeats the save, ending the spell on itself on a success.", "duration": "Up to 1 minute", "higher_level": "The Sphere's radius increases by 5 feet for each spell slot level above 4.", "id": 594, @@ -18481,7 +18493,7 @@ "components": [ "V" ], - "desc": "You mentally contact a demigod, the spirit of a long-dead sage, or some other knowledgeable entity from another plane. Contacting this otherworldly intelligence can break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The DM answers each question with one word, such as \u201cyes,\u201d \u201cno,\u201d \u201cmaybe,\u201d \u201cnever,\u201d \u201cirrelevant,\u201d or \u201cunclear\u201d (if the entity doesn't know the answer to the question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.\n\nOn a failed save, you take 6d6 Psychic damage and have the Incapacitated condition until you finish a Long Rest. A Greater Restoration spell cast on you ends this effect.", + "desc": "You mentally contact a demigod, the spirit of a long-dead sage, or some other knowledgeable entity from another plane. Contacting this otherworldly intelligence can break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The DM answers each question with one word, such as “yes,” “no,” “maybe,” “never,” “irrelevant,” or “unclear” (if the entity doesn't know the answer to the question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.\n\nOn a failed save, you take 6d6 Psychic damage and have the Incapacitated condition until you finish a Long Rest. A Greater Restoration spell cast on you ends this effect.", "duration": "1 minute", "id": 603, "level": 5, @@ -18531,7 +18543,7 @@ "S", "M" ], - "desc": "Choose a spell of level 5 or lower that you can cast, that has a casting time of an action, and that can target you. You cast that spell\u2014called the contingent spell\u2014as part of casting Contingency, expending spell slots for both, but the contingent spell doesn't come into effect. Instead, it takes effect when a certain trigger occurs. You describe that trigger when you cast the two spells. For example, a Contingency cast with Water Breathing might stipulate that Water Breathing comes into effect when you are engulfed in water or a similar liquid.\n\nThe contingent spell takes effect immediately after the trigger occurs for the first time, whether or not you want it to, and then Contingency ends.\n\nThe contingent spell takes effect only on you, even if it can normally target others. You can use only one Contingency spell at a time. If you cast this spell again, the effect of another Contingency spell on you ends. Also, Contingency ends on you if its material component is ever not on your person.", + "desc": "Choose a spell of level 5 or lower that you can cast, that has a casting time of an action, and that can target you. You cast that spell—called the contingent spell—as part of casting Contingency, expending spell slots for both, but the contingent spell doesn't come into effect. Instead, it takes effect when a certain trigger occurs. You describe that trigger when you cast the two spells. For example, a Contingency cast with Water Breathing might stipulate that Water Breathing comes into effect when you are engulfed in water or a similar liquid.\n\nThe contingent spell takes effect immediately after the trigger occurs for the first time, whether or not you want it to, and then Contingency ends.\n\nThe contingent spell takes effect only on you, even if it can normally target others. You can use only one Contingency spell at a time. If you cast this spell again, the effect of another Contingency spell on you ends. Also, Contingency ends on you if its material component is ever not on your person.", "duration": "10 days", "id": 605, "level": 6, @@ -18550,6 +18562,7 @@ { "casting_time": "Action", "classes": [ + "Artificer", "Cleric", "Druid", "Wizard" @@ -18617,7 +18630,7 @@ "M" ], "concentration": true, - "desc": "You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell, and it ends early if you go indoors.\n\nWhen you cast the spell, you change the current weather conditions, which are determined by the DM. You can change precipitation, temperature, and wind. It takes 1d4 \u00d7 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.\n\nWhen you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.\n\nStage Condition\n1 Clear\n2 Light clouds\n3 Overcast or ground fog\n4 Rain, hail, or snow\n5 Torrential rain, driving hail, or blizzard\n\nStage Condition\n1 Heat wave\n2 Hot\n3 Warm\n4 Cool\n5 Cold\n6 Freezing\n\nStage Condition\n1 Calm\n2 Moderate wind\n3 Strong wind\n4 Gale\n5 Storm", + "desc": "You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell, and it ends early if you go indoors.\n\nWhen you cast the spell, you change the current weather conditions, which are determined by the DM. You can change precipitation, temperature, and wind. It takes 1d4 × 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.\n\nWhen you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.\n\nStage Condition\n1 Clear\n2 Light clouds\n3 Overcast or ground fog\n4 Rain, hail, or snow\n5 Torrential rain, driving hail, or blizzard\n\nStage Condition\n1 Heat wave\n2 Hot\n3 Warm\n4 Cool\n5 Cold\n6 Freezing\n\nStage Condition\n1 Calm\n2 Moderate wind\n3 Strong wind\n4 Gale\n5 Storm", "duration": "Up to 8 hours", "id": 608, "level": 8, @@ -18688,6 +18701,7 @@ { "casting_time": "Action", "classes": [ + "Artificer", "Cleric", "Paladin" ], @@ -18695,7 +18709,7 @@ "V", "S" ], - "desc": "You create 45 pounds of food and 30 gallons of fresh water on the ground or in containers within range\u2014both useful in fending off the hazards of malnutrition and dehydration. The food is bland but nourishing and looks like a food of your choice, and the water is clean. The food spoils after 24 hours if uneaten.", + "desc": "You create 45 pounds of food and 30 gallons of fresh water on the ground or in containers within range—both useful in fending off the hazards of malnutrition and dehydration. The food is bland but nourishing and looks like a food of your choice, and the water is clean. The food spoils after 24 hours if uneaten.", "duration": "Instantaneous", "id": 611, "level": 3, @@ -18770,6 +18784,7 @@ { "casting_time": "1 minute", "classes": [ + "Artificer", "Sorcerer", "Wizard" ], @@ -18850,6 +18865,7 @@ { "casting_time": "Action", "classes": [ + "Artificer", "Bard", "Cleric", "Druid", @@ -18879,6 +18895,7 @@ { "casting_time": "Action", "classes": [ + "Artificer", "Bard", "Sorcerer", "Wizard" @@ -18936,6 +18953,7 @@ { "casting_time": "Action", "classes": [ + "Artificer", "Druid", "Ranger", "Sorcerer", @@ -19121,6 +19139,7 @@ { "casting_time": "Action or Ritual", "classes": [ + "Artificer", "Bard", "Cleric", "Druid", @@ -19220,7 +19239,7 @@ "components": [ "V" ], - "desc": "You teleport to a location within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as \u201c200 feet straight downward\u201d or \u201c300 feet upward to the northwest at a 45-degree angle.\u201d\n\nYou can also teleport one willing creature. The creature must be within 5 feet of you when you teleport, and it teleports to a space within 5 feet of your destination space.\n\nIf you, the other creature, or both would arrive in a space occupied by a creature or completely filled by one or more objects, you and any creature traveling with you each take 4d6 Force damage, and the teleportation fails.", + "desc": "You teleport to a location within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as “200 feet straight downward” or “300 feet upward to the northwest at a 45-degree angle.”\n\nYou can also teleport one willing creature. The creature must be within 5 feet of you when you teleport, and it teleports to a space within 5 feet of your destination space.\n\nIf you, the other creature, or both would arrive in a space occupied by a creature or completely filled by one or more objects, you and any creature traveling with you each take 4d6 Force damage, and the teleportation fails.", "duration": "Instantaneous", "id": 630, "level": 4, @@ -19238,6 +19257,7 @@ { "casting_time": "Action", "classes": [ + "Artificer", "Bard", "Sorcerer", "Wizard" @@ -19246,7 +19266,7 @@ "V", "S" ], - "desc": "You make yourself\u2014including your clothing, armor, weapons, and other belongings on your person\u2014look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. Otherwise, the extent of the illusion is up to you.\n\nThe changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing.\n\nTo discern that you are disguised, a creature must take the Study action to inspect your appearance and succeed on an Intelligence (Investigation) check against your spell save DC.", + "desc": "You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. Otherwise, the extent of the illusion is up to you.\n\nThe changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing.\n\nTo discern that you are disguised, a creature must take the Study action to inspect your appearance and succeed on an Intelligence (Investigation) check against your spell save DC.", "duration": "1 hour", "id": 631, "level": 1, @@ -19320,6 +19340,7 @@ { "casting_time": "Action", "classes": [ + "Artificer", "Bard", "Cleric", "Druid", @@ -19457,7 +19478,7 @@ "components": [ "V" ], - "desc": "You utter a word imbued with power from the Upper Planes. Each creature of your choice in range makes a Charisma saving throw. On a failed save, a target that has 50 Hit Points or fewer suffers an effect based on its current Hit Points, as shown in the Divine Word Effects table. Regardless of its Hit Points, a Celestial, an Elemental, a Fey, or a Fiend target that fails its save is forced back to its plane of origin (if it isn't there already) and can't return to the current plane for 24 hours by any means short of a Wish spell.\n\nHit Points Effect\n0\u201320 The target dies.\n21\u201330 The target has the Blinded, Deafened, and Stunned conditions for 1 hour.\n31\u201340 The target has the Blinded and Deafened conditions for 10 minutes.\n41\u201350 The target has the Deafened condition for 1 minute.", + "desc": "You utter a word imbued with power from the Upper Planes. Each creature of your choice in range makes a Charisma saving throw. On a failed save, a target that has 50 Hit Points or fewer suffers an effect based on its current Hit Points, as shown in the Divine Word Effects table. Regardless of its Hit Points, a Celestial, an Elemental, a Fey, or a Fiend target that fails its save is forced back to its plane of origin (if it isn't there already) and can't return to the current plane for 24 hours by any means short of a Wish spell.\n\nHit Points Effect\n0–20 The target dies.\n21–30 The target has the Blinded, Deafened, and Stunned conditions for 1 hour.\n31–40 The target has the Blinded and Deafened conditions for 10 minutes.\n41–50 The target has the Deafened condition for 1 minute.", "duration": "Instantaneous", "id": 639, "level": 7, @@ -19484,7 +19505,7 @@ "S" ], "concentration": true, - "desc": "One Beast you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success.\n\nYou have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as \u201cAttack that creature,\u201d \u201cMove over there,\u201d or \u201cFetch that object.\u201d The target does its best to obey on its turn. If it completes an order and doesn't receive further direction from you, it acts and moves as it likes, focusing on protecting itself.\n\nYou can command the target to take a Reaction but must take your own Reaction to do so.", + "desc": "One Beast you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success.\n\nYou have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as “Attack that creature,” “Move over there,” or “Fetch that object.” The target does its best to obey on its turn. If it completes an order and doesn't receive further direction from you, it acts and moves as it likes, focusing on protecting itself.\n\nYou can command the target to take a Reaction but must take your own Reaction to do so.", "duration": "Up to 1 minute", "higher_level": "Your Concentration can last longer with a spell slot of level 5 (up to 10 minutes), 6 (up to 1 hour), or 7+ (up to 8 hours).", "id": 640, @@ -19513,7 +19534,7 @@ "S" ], "concentration": true, - "desc": "One creature you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success.\n\nYou have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as \u201cAttack that creature,\u201d \u201cMove over there,\u201d or \u201cFetch that object.\u201d The target does its best to obey on its turn. If it completes an order and doesn't receive further direction from you, it acts and moves as it likes, focusing on protecting itself.\n\nYou can command the target to take a Reaction but must take your own Reaction to do so.", + "desc": "One creature you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success.\n\nYou have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as “Attack that creature,” “Move over there,” or “Fetch that object.” The target does its best to obey on its turn. If it completes an order and doesn't receive further direction from you, it acts and moves as it likes, focusing on protecting itself.\n\nYou can command the target to take a Reaction but must take your own Reaction to do so.", "duration": "Up to 1 hour", "higher_level": "Your Concentration can last longer with a level 9 spell slot (up to 8 hours).", "id": 641, @@ -19541,7 +19562,7 @@ "S" ], "concentration": true, - "desc": "One Humanoid you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success.\n\nYou have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as \u201cAttack that creature,\u201d \u201cMove over there,\u201d or \u201cFetch that object.\u201d The target does its best to obey on its turn. If it completes an order and doesn't receive further direction from you, it acts and moves as it likes, focusing on protecting itself.\n\nYou can command the target to take a Reaction but must take your own Reaction to do so.", + "desc": "One Humanoid you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success.\n\nYou have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as “Attack that creature,” “Move over there,” or “Fetch that object.” The target does its best to obey on its turn. If it completes an order and doesn't receive further direction from you, it acts and moves as it likes, focusing on protecting itself.\n\nYou can command the target to take a Reaction but must take your own Reaction to do so.", "duration": "Up to 1 minute", "higher_level": "Your Concentration can last longer with a spell slot of level 6 (up to 10 minutes), 7 (up to 1 hour), or 8+ (up to 8 hours).", "id": 642, @@ -19560,6 +19581,7 @@ { "casting_time": "Bonus Action", "classes": [ + "Artificer", "Sorcerer", "Wizard" ], @@ -19677,7 +19699,7 @@ "M" ], "concentration": true, - "desc": "Choose a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point. The ground there is Difficult Terrain.\n\nWhen you cast this spell and at the end of each of your turns for the duration, each creature on the ground in the area makes a Dexterity saving throw. On a failed save, a creature has the Prone condition, and its Concentration is broken.\n\nYou can also cause the effects below.\n\nFissures. A total of 1d6 fissures open in the spell's area at the end of the turn you cast it. You choose the fissures' locations, which can't be under structures. Each fissure is 1d10 \u00d7 10 feet deep and 10 feet wide, and it extends from one edge of the spell's area to another edge. A creature in the same space as a fissure must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens.\n\nStructures. The tremor deals 50 Bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the end of each of your turns until the spell ends. If a structure drops to 0 Hit Points, it collapses.\n\nA creature within a distance from a collapsing structure equal to half the structure's height makes a Dexterity saving throw. On a failed save, the creature takes 12d6 Bludgeoning damage, has the Prone condition, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. On a successful save, the creature takes half as much damage only.", + "desc": "Choose a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point. The ground there is Difficult Terrain.\n\nWhen you cast this spell and at the end of each of your turns for the duration, each creature on the ground in the area makes a Dexterity saving throw. On a failed save, a creature has the Prone condition, and its Concentration is broken.\n\nYou can also cause the effects below.\n\nFissures. A total of 1d6 fissures open in the spell's area at the end of the turn you cast it. You choose the fissures' locations, which can't be under structures. Each fissure is 1d10 × 10 feet deep and 10 feet wide, and it extends from one edge of the spell's area to another edge. A creature in the same space as a fissure must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens.\n\nStructures. The tremor deals 50 Bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the end of each of your turns until the spell ends. If a structure drops to 0 Hit Points, it collapses.\n\nA creature within a distance from a collapsing structure equal to half the structure's height makes a Dexterity saving throw. On a failed save, the creature takes 12d6 Bludgeoning damage, has the Prone condition, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. On a successful save, the creature takes half as much damage only.", "duration": "Up to 1 minute", "id": 647, "level": 8, @@ -19721,6 +19743,7 @@ { "casting_time": "Action", "classes": [ + "Artificer", "Druid", "Sorcerer", "Wizard" @@ -19747,6 +19770,7 @@ { "casting_time": "Action", "classes": [ + "Artificer", "Druid", "Paladin", "Ranger" @@ -19758,7 +19782,7 @@ "concentration": true, "desc": "A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: Acid, Cold, Fire, Lightning, or Thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.", "duration": "Up to 1 hour", - "higher_level": "If you use a level 5\u20136 spell slot, the bonus to attack rolls increases to +2, and the extra damage increases to 2d4. If you use a level 7+ spell slot, the bonus increases to +3, and the extra damage increases to 3d4.", + "higher_level": "If you use a level 5–6 spell slot, the bonus to attack rolls increases to +2, and the extra damage increases to 2d4. If you use a level 7+ spell slot, the bonus increases to +3, and the extra damage increases to 3d4.", "id": 650, "level": 3, "locations": [ @@ -19775,6 +19799,7 @@ { "casting_time": "Action", "classes": [ + "Artificer", "Bard", "Cleric", "Druid", @@ -19808,6 +19833,7 @@ { "casting_time": "Action", "classes": [ + "Artificer", "Bard", "Druid", "Sorcerer", @@ -19819,7 +19845,7 @@ "M" ], "concentration": true, - "desc": "For the duration, the spell enlarges or reduces a creature or an object you can see within range (see the chosen effect below). A targeted object must be neither worn nor carried. If the target is an unwilling creature, it can make a Constitution saving throw. On a successful save, the spell has no effect.\n\nEverything that a targeted creature is wearing and carrying changes size with it. Any item it drops returns to normal size at once. A thrown weapon or piece of ammunition returns to normal size immediately after it hits or misses a target.\n\nEnlarge. The target's size increases by one category\u2014from Medium to Large, for example. The target also has Advantage on Strength checks and Strength saving throws. The target's attacks with its enlarged weapons or Unarmed Strikes deal an extra 1d4 damage on a hit.\n\nReduce. The target's size decreases by one category\u2014from Medium to Small, for example. The target also has Disadvantage on Strength checks and Strength saving throws. The target's attacks with its reduced weapons or Unarmed Strikes deal 1d4 less damage on a hit (this can't reduce the damage below 1).", + "desc": "For the duration, the spell enlarges or reduces a creature or an object you can see within range (see the chosen effect below). A targeted object must be neither worn nor carried. If the target is an unwilling creature, it can make a Constitution saving throw. On a successful save, the spell has no effect.\n\nEverything that a targeted creature is wearing and carrying changes size with it. Any item it drops returns to normal size at once. A thrown weapon or piece of ammunition returns to normal size immediately after it hits or misses a target.\n\nEnlarge. The target's size increases by one category—from Medium to Large, for example. The target also has Advantage on Strength checks and Strength saving throws. The target's attacks with its enlarged weapons or Unarmed Strikes deal an extra 1d4 damage on a hit.\n\nReduce. The target's size decreases by one category—from Medium to Small, for example. The target also has Disadvantage on Strength checks and Strength saving throws. The target's attacks with its reduced weapons or Unarmed Strikes deal 1d4 less damage on a hit (this can't reduce the damage below 1).", "duration": "Up to 1 minute", "id": 652, "level": 2, @@ -19897,7 +19923,7 @@ "S" ], "concentration": true, - "desc": "You weave a distracting string of words, causing creatures of your choice that you can see within range to make a Wisdom saving throw. Any creature you or your companions are fighting automatically succeeds on this save. On a failed save, a target has a \u221210 penalty to Wisdom (Perception) checks and Passive Perception until the spell ends.", + "desc": "You weave a distracting string of words, causing creatures of your choice that you can see within range to make a Wisdom saving throw. Any creature you or your companions are fighting automatically succeeds on this save. On a failed save, a target has a −10 penalty to Wisdom (Perception) checks and Passive Perception until the spell ends.", "duration": "Up to 1 minute", "id": 655, "level": 2, @@ -19971,6 +19997,7 @@ { "casting_time": "Bonus Action", "classes": [ + "Artificer", "Sorcerer", "Warlock", "Wizard" @@ -20026,13 +20053,14 @@ { "casting_time": "10 minutes", "classes": [ + "Artificer", "Wizard" ], "components": [ "V", "S" ], - "desc": "You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, or clothes from flax or wool.\n\nChoose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot Cube or eight connected 5-foot Cubes) given a sufficient quantity of material. If you're working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a 5-foot Cube). The quality of any fabricated objects is based on the quality of the raw materials.\n\nCreatures and magic items can't be created by this spell. You also can't use it to create items that require a high degree of skill\u2014such as weapons and armor\u2014unless you have proficiency with the type of Artisan's Tools used to craft such objects.", + "desc": "You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, or clothes from flax or wool.\n\nChoose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot Cube or eight connected 5-foot Cubes) given a sufficient quantity of material. If you're working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a 5-foot Cube). The quality of any fabricated objects is based on the quality of the raw materials.\n\nCreatures and magic items can't be created by this spell. You also can't use it to create items that require a high degree of skill—such as weapons and armor—unless you have proficiency with the type of Artisan's Tools used to craft such objects.", "duration": "Instantaneous", "id": 660, "level": 4, @@ -20050,6 +20078,7 @@ { "casting_time": "Action", "classes": [ + "Artificer", "Bard", "Druid" ], @@ -20075,6 +20104,7 @@ { "casting_time": "Action", "classes": [ + "Artificer", "Sorcerer", "Wizard" ], @@ -20133,6 +20163,7 @@ { "casting_time": "Reaction, which you take when you or a creature you can see within 60 feet of you falls", "classes": [ + "Artificer", "Bard", "Sorcerer", "Wizard" @@ -20221,7 +20252,7 @@ "V", "S" ], - "desc": "You summon an otherworldly being that appears as a loyal steed in an unoccupied space of your choice within range. This creature uses the Otherworldly Steed stat block. If you already have a steed from this spell, the steed is replaced by the new one.\n\nThe steed resembles a Large, rideable animal of your choice, such as a horse, a camel, a dire wolf, or an elk. Whenever you cast the spell, choose the steed's creature type\u2014Celestial, Fey, or Fiend\u2014which determines certain traits in the stat block.\n\nCombat. The steed is an ally to you and your allies. In combat, it shares your Initiative count, and it functions as a controlled mount while you ride it (as defined in the rules on mounted combat). If you have the Incapacitated condition, the steed takes its turn immediately after yours and acts independently, focusing on protecting you.\n\nDisappearance of the Steed. The steed disappears if it drops to 0 Hit Points or if you die. When it disappears, it leaves behind anything it was wearing or carrying. If you cast this spell again, you decide whether you summon the steed that disappeared or a different one.\n\nLarge Celestial, Fey, or Fiend (Your Choice), Neutral\n\nAC 10 + 1 per spell level\n\nHP 5 + 10 per spell level (the steed has a number of Hit Dice [d10s] equal to the spell's level)\n\nSpeed 60 ft., Fly 60 ft. (requires level 4+ spell)\n\n Mod Save\n18 +4 +4\n12 +1 +1\n14 +2 +2\n\n Mod Save\n6 \u22122 \u22122\n12 +1 +1\n8 \u22121 \u22121\n\nSenses Passive Perception 11\n\nLanguages Telepathy 1 mile (works only with you)\n\nCR None (XP 0; PB equals your Proficiency Bonus)\n\nTraits\n\nLife Bond. When you regain Hit Points from a level 1+ spell, the steed regains the same number of Hit Points if you're within 5 feet of it.\n\nActions\n\nOtherworldly Slam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 plus the spell's level of Radiant (Celestial), Psychic (Fey), or Necrotic (Fiend) damage.\n\nBonus Actions\n\nFell Glare (Fiend Only; Recharges after a Long Rest). Wisdom Saving Throw: DC equals your spell save DC, one creature within 60 feet the steed can see. Failure: The target has the Frightened condition until the end of your next turn.\n\nFey Step (Fey Only; Recharges after a Long Rest). The steed teleports, along with its rider, to an unoccupied space of your choice up to 60 feet away from itself.\n\nHealing Touch (Celestial Only; Recharges after a Long Rest). One creature within 5 feet of the steed regains a number of Hit Points equal to 2d8 plus the spell's level.", + "desc": "You summon an otherworldly being that appears as a loyal steed in an unoccupied space of your choice within range. This creature uses the Otherworldly Steed stat block. If you already have a steed from this spell, the steed is replaced by the new one.\n\nThe steed resembles a Large, rideable animal of your choice, such as a horse, a camel, a dire wolf, or an elk. Whenever you cast the spell, choose the steed's creature type—Celestial, Fey, or Fiend—which determines certain traits in the stat block.\n\nCombat. The steed is an ally to you and your allies. In combat, it shares your Initiative count, and it functions as a controlled mount while you ride it (as defined in the rules on mounted combat). If you have the Incapacitated condition, the steed takes its turn immediately after yours and acts independently, focusing on protecting you.\n\nDisappearance of the Steed. The steed disappears if it drops to 0 Hit Points or if you die. When it disappears, it leaves behind anything it was wearing or carrying. If you cast this spell again, you decide whether you summon the steed that disappeared or a different one.\n\nLarge Celestial, Fey, or Fiend (Your Choice), Neutral\n\nAC 10 + 1 per spell level\n\nHP 5 + 10 per spell level (the steed has a number of Hit Dice [d10s] equal to the spell's level)\n\nSpeed 60 ft., Fly 60 ft. (requires level 4+ spell)\n\n Mod Save\n18 +4 +4\n12 +1 +1\n14 +2 +2\n\n Mod Save\n6 −2 −2\n12 +1 +1\n8 −1 −1\n\nSenses Passive Perception 11\n\nLanguages Telepathy 1 mile (works only with you)\n\nCR None (XP 0; PB equals your Proficiency Bonus)\n\nTraits\n\nLife Bond. When you regain Hit Points from a level 1+ spell, the steed regains the same number of Hit Points if you're within 5 feet of it.\n\nActions\n\nOtherworldly Slam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 plus the spell's level of Radiant (Celestial), Psychic (Fey), or Necrotic (Fiend) damage.\n\nBonus Actions\n\nFell Glare (Fiend Only; Recharges after a Long Rest). Wisdom Saving Throw: DC equals your spell save DC, one creature within 60 feet the steed can see. Failure: The target has the Frightened condition until the end of your next turn.\n\nFey Step (Fey Only; Recharges after a Long Rest). The steed teleports, along with its rider, to an unoccupied space of your choice up to 60 feet away from itself.\n\nHealing Touch (Celestial Only; Recharges after a Long Rest). One creature within 5 feet of the steed regains a number of Hit Points equal to 2d8 plus the spell's level.", "duration": "Instantaneous", "higher_level": "Use the spell slot's level for the spell's level in the stat block.", "id": 667, @@ -20250,7 +20281,7 @@ "M" ], "concentration": true, - "desc": "You magically sense the most direct physical route to a location you name. You must be familiar with the location, and the spell fails if you name a destination on another plane of existence, a moving destination (such as a mobile fortress), or an unspecific destination (such as \u201ca green dragon's lair\u201d).\n\nFor the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. Whenever you face a choice of paths along the way there, you know which path is the most direct.", + "desc": "You magically sense the most direct physical route to a location you name. You must be familiar with the location, and the spell fails if you name a destination on another plane of existence, a moving destination (such as a mobile fortress), or an unspecific destination (such as “a green dragon's lair”).\n\nFor the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. Whenever you face a choice of paths along the way there, you know which path is the most direct.", "duration": "Up to 1 day", "id": 668, "level": 6, @@ -20260,7 +20291,7 @@ "sourcebook": "PHB24" } ], - "material": "A set of divination tools\u2014such as cards or runes\u2014worth 100+ gp", + "material": "A set of divination tools—such as cards or runes—worth 100+ gp", "name": "Find the Path", "range": "Self", "ruleset": "2024", @@ -20349,6 +20380,7 @@ { "casting_time": "Action", "classes": [ + "Artificer", "Sorcerer", "Wizard" ], @@ -20544,6 +20576,7 @@ { "casting_time": "Action", "classes": [ + "Artificer", "Sorcerer", "Warlock", "Wizard" @@ -20713,6 +20746,7 @@ { "casting_time": "Action", "classes": [ + "Artificer", "Bard", "Cleric", "Druid", @@ -20895,7 +20929,7 @@ "S" ], "concentration": true, - "desc": "You summon a giant centipede, spider, or wasp (chosen when you cast the spell). It manifests in an unoccupied space you can see within range and uses the Giant Insect stat block. The form you choose determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.\n\nThe creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.\n\nLarge Beast, Unaligned\n\nAC 11 + the spell's level\n\nHP 30 + 10 for each spell level above 4\n\nSpeed 40 ft., Climb 40 ft., Fly 40 ft. (Wasp only)\n\n Mod Save\n17 +3 +3\n13 +1 +1\n5 +2 +2\n\n Mod Save\n4 \u22123 \u22123\n14 +2 +2\n3 \u22124 \u22124\n\nSenses Darkvision 60 ft., Passive Perception 12\n\nLanguages Understands the languages you know\n\nCR None (XP 0; PB equals your Proficiency Bonus)\n\nTraits\n\nSpider Climb. The insect can climb difficult surfaces, including along ceilings, without needing to make an ability check.\n\nActions\n\nMultiattack. The insect makes a number of attacks equal to half this spell's level (round down).\n\nPoison Jab.Melee Attack Roll: Bonus equals your spell attack modifier, reach 10 ft. Hit: 1d6 + 3 plus the spell's level Piercing damage plus 1d4 Poison damage.\n\nWeb Bolt (Spider Only). Ranged Attack Roll: Bonus equals your spell attack modifier, range 60 ft. Hit: 1d10 + 3 plus the spell's level Bludgeoning damage, and the target's Speed is reduced to 0 until the start of the insect's next turn.\n\nBonus Actions\n\nVenomous Spew (Centipede Only). Constitution Saving Throw: Your spell save DC, one creature the insect can see within 10 feet. Failure: The target has the Poisoned condition until the start of the insect's next turn.", + "desc": "You summon a giant centipede, spider, or wasp (chosen when you cast the spell). It manifests in an unoccupied space you can see within range and uses the Giant Insect stat block. The form you choose determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.\n\nThe creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.\n\nLarge Beast, Unaligned\n\nAC 11 + the spell's level\n\nHP 30 + 10 for each spell level above 4\n\nSpeed 40 ft., Climb 40 ft., Fly 40 ft. (Wasp only)\n\n Mod Save\n17 +3 +3\n13 +1 +1\n5 +2 +2\n\n Mod Save\n4 −3 −3\n14 +2 +2\n3 −4 −4\n\nSenses Darkvision 60 ft., Passive Perception 12\n\nLanguages Understands the languages you know\n\nCR None (XP 0; PB equals your Proficiency Bonus)\n\nTraits\n\nSpider Climb. The insect can climb difficult surfaces, including along ceilings, without needing to make an ability check.\n\nActions\n\nMultiattack. The insect makes a number of attacks equal to half this spell's level (round down).\n\nPoison Jab.Melee Attack Roll: Bonus equals your spell attack modifier, reach 10 ft. Hit: 1d6 + 3 plus the spell's level Piercing damage plus 1d4 Poison damage.\n\nWeb Bolt (Spider Only). Ranged Attack Roll: Bonus equals your spell attack modifier, range 60 ft. Hit: 1d10 + 3 plus the spell's level Bludgeoning damage, and the target's Speed is reduced to 0 until the start of the insect's next turn.\n\nBonus Actions\n\nVenomous Spew (Centipede Only). Constitution Saving Throw: Your spell save DC, one creature the insect can see within 10 feet. Failure: The target has the Poisoned condition until the start of the insect's next turn.", "duration": "Up to 10 minutes", "higher_level": "Use the spell slot's level for the spell's level in the stat block.", "id": 691, @@ -20967,6 +21001,7 @@ { "casting_time": "1 hour", "classes": [ + "Artificer", "Bard", "Cleric", "Wizard" @@ -21050,6 +21085,7 @@ { "casting_time": "Action", "classes": [ + "Artificer", "Sorcerer", "Wizard" ], @@ -21104,6 +21140,7 @@ { "casting_time": "Action", "classes": [ + "Artificer", "Bard", "Cleric", "Druid", @@ -21115,7 +21152,7 @@ "S", "M" ], - "desc": "You touch a creature and magically remove one of the following effects from it:\n\n\u20221 Exhaustion level\n\u2022The Charmed or Petrified condition\n\u2022A curse, including the target’s Attunement to a cursed magic item\n\u2022Any reduction to one of the target’s ability scores\n\u2022Any reduction to the target’s Hit Point maximum", + "desc": "You touch a creature and magically remove one of the following effects from it:\n\n•1 Exhaustion level\n•The Charmed or Petrified condition\n•A curse, including the target’s Attunement to a cursed magic item\n•Any reduction to one of the target’s ability scores\n•Any reduction to the target’s Hit Point maximum", "duration": "Instantaneous", "id": 699, "level": 5, @@ -21165,7 +21202,7 @@ "S", "M" ], - "desc": "You create a ward that protects up to 2,500 square feet of floor space. The warded area can be up to 20 feet tall, and you shape it as one 50-foot square, one hundred 5-foot squares that are contiguous, or twenty-five 10-foot squares that are contiguous.\n\nWhen you cast this spell, you can specify individuals that are unaffected by the spell's effects. You can also specify a password that, when spoken aloud within 5 feet of the warded area, makes the speaker immune to its effects.\n\nThe spell creates the effects below within the warded area. Dispel Magic has no effect on Guards and Wards itself, but each of the following effects can be dispelled. If all four are dispelled, Guards and Wards ends. If you cast the spell every day for 365 days on the same area, the spell thereafter lasts until all its effects are dispelled.\n\nCorridors. Fog fills all the warded corridors, making them Heavily Obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you believes it is going in the opposite direction from the one it chooses.\n\nDoors. All doors in the warded area are magically locked, as if sealed by the Arcane Lock spell. In addition, you can cover up to ten doors with an illusion to make them appear as plain sections of wall.\n\nStairs. Webs fill all stairs in the warded area from top to bottom, as in the Web spell. These strands regrow in 10 minutes if they are destroyed while Guards and Wards lasts.\n\nOther Spell Effect. Place one of the following magical effects within the warded area:\n\n\u2022Dancing Lights in four corridors, with a simple program that the lights repeat as long as Guards and Wards lasts\n\u2022Magic Mouth in two locations\n\u2022Stinking Cloud in two locations (the vapors return within 10 minutes if dispersed while Guards and Wards lasts)\n\u2022Gust of Wind in one corridor or room (the wind blows continuously while the spell lasts)\n\u2022Suggestion in one 5-foot square; any creature that enters that square receives the suggestion mentally", + "desc": "You create a ward that protects up to 2,500 square feet of floor space. The warded area can be up to 20 feet tall, and you shape it as one 50-foot square, one hundred 5-foot squares that are contiguous, or twenty-five 10-foot squares that are contiguous.\n\nWhen you cast this spell, you can specify individuals that are unaffected by the spell's effects. You can also specify a password that, when spoken aloud within 5 feet of the warded area, makes the speaker immune to its effects.\n\nThe spell creates the effects below within the warded area. Dispel Magic has no effect on Guards and Wards itself, but each of the following effects can be dispelled. If all four are dispelled, Guards and Wards ends. If you cast the spell every day for 365 days on the same area, the spell thereafter lasts until all its effects are dispelled.\n\nCorridors. Fog fills all the warded corridors, making them Heavily Obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you believes it is going in the opposite direction from the one it chooses.\n\nDoors. All doors in the warded area are magically locked, as if sealed by the Arcane Lock spell. In addition, you can cover up to ten doors with an illusion to make them appear as plain sections of wall.\n\nStairs. Webs fill all stairs in the warded area from top to bottom, as in the Web spell. These strands regrow in 10 minutes if they are destroyed while Guards and Wards lasts.\n\nOther Spell Effect. Place one of the following magical effects within the warded area:\n\n•Dancing Lights in four corridors, with a simple program that the lights repeat as long as Guards and Wards lasts\n•Magic Mouth in two locations\n•Stinking Cloud in two locations (the vapors return within 10 minutes if dispersed while Guards and Wards lasts)\n•Gust of Wind in one corridor or room (the wind blows continuously while the spell lasts)\n•Suggestion in one 5-foot square; any creature that enters that square receives the suggestion mentally", "duration": "24 hours", "id": 701, "level": 6, @@ -21184,6 +21221,7 @@ { "casting_time": "Action", "classes": [ + "Artificer", "Cleric", "Druid" ], @@ -21368,6 +21406,7 @@ { "casting_time": "Action", "classes": [ + "Artificer", "Sorcerer", "Wizard" ], @@ -21448,6 +21487,7 @@ { "casting_time": "Action", "classes": [ + "Artificer", "Bard", "Druid" ], @@ -21567,7 +21607,7 @@ "concentration": true, "desc": "You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 Necrotic damage to the target whenever you hit it with an attack roll. Also, choose one ability when you cast the spell. The target has Disadvantage on ability checks made with the chosen ability.\n\nIf the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action on a later turn to curse a new creature.", "duration": "Up to 1 hour", - "higher_level": "Your Concentration can last longer with a spell slot of level 2 (up to 4 hours), 3\u20134 (up to 8 hours), or 5+ (24 hours).", + "higher_level": "Your Concentration can last longer with a spell slot of level 2 (up to 4 hours), 3–4 (up to 8 hours), or 5+ (24 hours).", "id": 716, "level": 1, "locations": [ @@ -21712,7 +21752,7 @@ "concentration": true, "desc": "You magically mark one creature you can see within range as your quarry. Until the spell ends, you deal an extra 1d6 Force damage to the target whenever you hit it with an attack roll. You also have Advantage on any Wisdom (Perception or Survival) check you make to find it.\n\nIf the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action to move the mark to a new creature you can see within range.", "duration": "Up to 1 hour", - "higher_level": "Your Concentration can last longer with a spell slot of level 3\u20134 (up to 8 hours) or 5+ (up to 24 hours).", + "higher_level": "Your Concentration can last longer with a spell slot of level 3–4 (up to 8 hours) or 5+ (up to 24 hours).", "id": 721, "level": 1, "locations": [ @@ -21815,6 +21855,7 @@ { "casting_time": "1 minute or Ritual", "classes": [ + "Artificer", "Bard", "Wizard" ], @@ -21978,6 +22019,7 @@ { "casting_time": "Action", "classes": [ + "Artificer", "Bard", "Sorcerer", "Warlock", @@ -22038,6 +22080,7 @@ { "casting_time": "Bonus Action", "classes": [ + "Artificer", "Druid", "Ranger", "Sorcerer", @@ -22121,6 +22164,7 @@ { "casting_time": "Action", "classes": [ + "Artificer", "Wizard" ], "components": [ @@ -22174,6 +22218,7 @@ { "casting_time": "Bonus Action", "classes": [ + "Artificer", "Bard", "Cleric", "Druid", @@ -22202,6 +22247,7 @@ { "casting_time": "Action", "classes": [ + "Artificer", "Sorcerer", "Wizard" ], @@ -22230,6 +22276,7 @@ { "casting_time": "Action", "classes": [ + "Artificer", "Bard", "Cleric", "Sorcerer", @@ -22352,7 +22399,7 @@ "M" ], "concentration": true, - "desc": "Describe or name a creature that is familiar to you. You sense the direction to the creature's location if that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.\n\nThe spell can locate a specific creature known to you or the nearest creature of a specific kind (such as a human or a unicorn) if you have seen such a creature up close\u2014within 30 feet\u2014at least once. If the creature you described or named is in a different form, such as under the effects of a Flesh to Stone or Polymorph spell, this spell doesn't locate the creature.\n\nThis spell can't locate a creature if any thickness of lead blocks a direct path between you and the creature.", + "desc": "Describe or name a creature that is familiar to you. You sense the direction to the creature's location if that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.\n\nThe spell can locate a specific creature known to you or the nearest creature of a specific kind (such as a human or a unicorn) if you have seen such a creature up close—within 30 feet—at least once. If the creature you described or named is in a different form, such as under the effects of a Flesh to Stone or Polymorph spell, this spell doesn't locate the creature.\n\nThis spell can't locate a creature if any thickness of lead blocks a direct path between you and the creature.", "duration": "Up to 1 hour", "id": 744, "level": 4, @@ -22384,7 +22431,7 @@ "M" ], "concentration": true, - "desc": "Describe or name an object that is familiar to you. You sense the direction to the object's location if that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.\n\nThe spell can locate a specific object known to you if you have seen it up close\u2014within 30 feet\u2014at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.\n\nThis spell can't locate an object if any thickness of lead blocks a direct path between you and the object.", + "desc": "Describe or name an object that is familiar to you. You sense the direction to the object's location if that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.\n\nThe spell can locate a specific object known to you if you have seen it up close—within 30 feet—at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.\n\nThis spell can't locate an object if any thickness of lead blocks a direct path between you and the object.", "duration": "Up to 10 minutes", "id": 745, "level": 2, @@ -22403,6 +22450,7 @@ { "casting_time": "Action", "classes": [ + "Artificer", "Bard", "Druid", "Ranger", @@ -22460,6 +22508,7 @@ { "casting_time": "Action", "classes": [ + "Artificer", "Bard", "Sorcerer", "Warlock", @@ -22497,7 +22546,7 @@ "S", "M" ], - "desc": "You create a 10-foot-radius, 20-foot-tall Cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the Cylinder intersects with the floor or other surface.\n\nChoose one or more of the following types of creatures: Celestials, Elementals, Fey, Fiends, or Undead. The circle affects a creature of the chosen type in the following ways:\n\n\u2022The creature can’t willingly enter the Cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.\n\u2022The creature has Disadvantage on attack rolls against targets within the Cylinder.\n\u2022Targets within the Cylinder can’t be possessed by or gain the Charmed or Frightened condition from the creature.\n\nEach time you cast this spell, you can cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the Cylinder and protecting targets outside it.", + "desc": "You create a 10-foot-radius, 20-foot-tall Cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the Cylinder intersects with the floor or other surface.\n\nChoose one or more of the following types of creatures: Celestials, Elementals, Fey, Fiends, or Undead. The circle affects a creature of the chosen type in the following ways:\n\n•The creature can’t willingly enter the Cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.\n•The creature has Disadvantage on attack rolls against targets within the Cylinder.\n•Targets within the Cylinder can’t be possessed by or gain the Charmed or Frightened condition from the creature.\n\nEach time you cast this spell, you can cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the Cylinder and protecting targets outside it.", "duration": "1 hour", "higher_level": "The duration increases by 1 hour for each spell slot level above 3.", "id": 749, @@ -22569,6 +22618,7 @@ { "casting_time": "1 minute or Ritual", "classes": [ + "Artificer", "Bard", "Wizard" ], @@ -22577,7 +22627,7 @@ "S", "M" ], - "desc": "You implant a message within an object in range\u2014a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or fewer, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message.\n\nWhen that trigger occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there, so the words appear to come from the object's mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs.\n\nThe trigger can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.", + "desc": "You implant a message within an object in range—a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or fewer, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message.\n\nWhen that trigger occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there, so the words appear to come from the object's mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs.\n\nThe trigger can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.", "duration": "Until dispelled", "id": 752, "level": 2, @@ -22596,6 +22646,7 @@ { "casting_time": "Bonus Action", "classes": [ + "Artificer", "Paladin", "Ranger", "Sorcerer", @@ -22607,7 +22658,7 @@ ], "desc": "You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. The spell ends early if you cast it again.", "duration": "1 hour", - "higher_level": "The bonus increases to +2 with a level 3\u20135 spell slot. The bonus increases to +3 with a level 6+ spell slot.", + "higher_level": "The bonus increases to +2 with a level 3–5 spell slot. The bonus increases to +3 with a level 6+ spell slot.", "id": 753, "level": 2, "locations": [ @@ -22739,7 +22790,7 @@ "V", "M" ], - "desc": "You suggest a course of activity\u2014described in no more than 25 words\u2014to twelve or fewer creatures you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to any of the targets or their allies. For example, you could say, \u201cWalk to the village down that road, and help the villagers there harvest crops until sunset.\u201d Or you could say, \u201cNow is not the time for violence. Drop your weapons, and dance! Stop in an hour.\u201d\n\nEach target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or until you or your allies deal damage to the target. Each Charmed target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for a target upon completing it.", + "desc": "You suggest a course of activity—described in no more than 25 words—to twelve or fewer creatures you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to any of the targets or their allies. For example, you could say, “Walk to the village down that road, and help the villagers there harvest crops until sunset.” Or you could say, “Now is not the time for violence. Drop your weapons, and dance! Stop in an hour.”\n\nEach target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or until you or your allies deal damage to the target. Each Charmed target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for a target upon completing it.", "duration": "24 hours", "higher_level": "The duration is longer with a spell slot of level 7 (10 days), 8 (30 days), or 9 (366 days).", "id": 758, @@ -22867,6 +22918,7 @@ { "casting_time": "Action", "classes": [ + "Artificer", "Bard", "Druid", "Sorcerer", @@ -22927,7 +22979,7 @@ "V", "S" ], - "desc": "Until the spell ends, one willing creature you touch has Immunity to Psychic damage and the Charmed condition. The target is also unaffected by anything that would sense its emotions or alignment, read its thoughts, or magically detect its location, and no spell\u2014not even Wish\u2014can gather information about the target, observe it remotely, or control its mind.", + "desc": "Until the spell ends, one willing creature you touch has Immunity to Psychic damage and the Charmed condition. The target is also unaffected by anything that would sense its emotions or alignment, read its thoughts, or magically detect its location, and no spell—not even Wish—can gather information about the target, observe it remotely, or control its mind.", "duration": "24 hours", "id": 765, "level": 8, @@ -23007,7 +23059,7 @@ "S", "M" ], - "desc": "You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again.\n\nIf a creature takes a Study action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.\n\nSound. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.\n\nImage. If you create an image of an object\u2014such as a chair, muddy footprints, or a small chest\u2014it must be no larger than a 5-foot Cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.", + "desc": "You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again.\n\nIf a creature takes a Study action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.\n\nSound. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.\n\nImage. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot Cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.", "duration": "1 minute", "id": 768, "level": 0, @@ -23185,6 +23237,7 @@ { "casting_time": "Action", "classes": [ + "Artificer", "Wizard" ], "components": [ @@ -23238,6 +23291,7 @@ { "casting_time": "10 minutes", "classes": [ + "Artificer", "Wizard" ], "components": [ @@ -23245,7 +23299,7 @@ "S", "M" ], - "desc": "You make an area within range magically secure. The area is a Cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration.\n\nWhen you cast the spell, you decide what sort of security the spell provides, choosing any of the following properties:\n\n\u2022Sound can’t pass through the barrier at the edge of the warded area.\n\u2022The barrier of the warded area appears dark and foggy, preventing vision (including Darkvision) through it.\n\u2022Sensors created by Divination spells can’t appear inside the protected area or pass through the barrier at its perimeter.\n\u2022Creatures in the area can’t be targeted by Divination spells.\n\u2022Nothing can teleport into or out of the warded area.\n\u2022Planar travel is blocked within the warded area.\n\nCasting this spell on the same spot every day for 365 days makes the spell last until dispelled.", + "desc": "You make an area within range magically secure. The area is a Cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration.\n\nWhen you cast the spell, you decide what sort of security the spell provides, choosing any of the following properties:\n\n•Sound can’t pass through the barrier at the edge of the warded area.\n•The barrier of the warded area appears dark and foggy, preventing vision (including Darkvision) through it.\n•Sensors created by Divination spells can’t appear inside the protected area or pass through the barrier at its perimeter.\n•Creatures in the area can’t be targeted by Divination spells.\n•Nothing can teleport into or out of the warded area.\n•Planar travel is blocked within the warded area.\n\nCasting this spell on the same spot every day for 365 days makes the spell last until dispelled.", "duration": "24 hours", "higher_level": "You can increase the size of the Cube by 100 feet for each spell slot level above 4.", "id": 777, @@ -23404,6 +23458,7 @@ { "casting_time": "Action", "classes": [ + "Artificer", "Wizard" ], "components": [ @@ -23412,7 +23467,7 @@ "M" ], "concentration": true, - "desc": "A shimmering sphere encloses a Large or smaller creature or object within range. An unwilling creature must succeed on a Dexterity saving throw or be enclosed for the duration.\n\nNothing\u2014not physical objects, energy, or other spell effects\u2014can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can't be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it.\n\nThe sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can take an action to push against the sphere's walls and thus roll the sphere at up to half the creature's Speed. Similarly, the globe can be picked up and moved by other creatures.\n\nA Disintegrate spell targeting the globe destroys it without harming anything inside.", + "desc": "A shimmering sphere encloses a Large or smaller creature or object within range. An unwilling creature must succeed on a Dexterity saving throw or be enclosed for the duration.\n\nNothing—not physical objects, energy, or other spell effects—can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can't be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it.\n\nThe sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can take an action to push against the sphere's walls and thus roll the sphere at up to half the creature's Speed. Similarly, the globe can be picked up and moved by other creatures.\n\nA Disintegrate spell targeting the globe destroys it without harming anything inside.", "duration": "Up to 1 minute", "id": 783, "level": 4, @@ -23701,6 +23756,7 @@ { "casting_time": "Action", "classes": [ + "Artificer", "Druid", "Sorcerer", "Warlock", @@ -23884,6 +23940,7 @@ { "casting_time": "Action", "classes": [ + "Artificer", "Bard", "Sorcerer", "Warlock", @@ -23945,7 +24002,7 @@ "V", "S" ], - "desc": "A shimmering, multicolored plane of light forms a vertical opaque wall\u2014up to 90 feet long, 30 feet high, and 1 inch thick\u2014centered on a point within range. Alternatively, you shape the wall into a globe up to 30 feet in diameter centered on a point within range. The wall lasts for the duration. If you position the wall in a space occupied by a creature, the spell ends instantly without effect.\n\nThe wall sheds Bright Light within 100 feet and Dim Light for an additional 100 feet. You and creatures you designate when you cast the spell can pass through and be near the wall without harm. If another creature that can see the wall moves within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or have the Blinded condition for 1 minute.\n\nThe wall consists of seven layers, each with a different color. When a creature reaches into or passes through the wall, it does so one layer at a time through all the layers. Each layer forces the creature to make a Dexterity saving throw or be affected by that layer's properties as described in the Prismatic Layers table.\n\nThe wall, which has AC 10, can be destroyed one layer at a time, in order from red to violet, by means specific to each layer. If a layer is destroyed, it is gone for the duration. Antimagic Field has no effect on the wall, and Dispel Magic can affect only the violet layer.\n\nOrder Effects\n1 Red. Failed Save: 12d6 Fire damage. Successful Save: Half as much damage. Additional Effects: Nonmagical ranged attacks can't pass through this layer, which is destroyed if it takes at least 25 Cold damage.\n2 Orange. Failed Save: 12d6 Acid damage. Successful Save: Half as much damage. Additional Effects: Magical ranged attacks can't pass through this layer, which is destroyed by a strong wind (such as the one created by Gust of Wind).\n3 Yellow. Failed Save: 12d6 Lightning damage. Successful Save: Half as much damage. Additional Effects: The layer is destroyed if it takes at least 60 Force damage.\n4 Green. Failed Save: 12d6 Poison damage. Successful Save: Half as much damage. Additional Effects: A Passwall spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer.\n5 Blue. Failed Save: 12d6 Cold damage. Successful Save: Half as much damage. Additional Effects: The layer is destroyed if it takes at least 25 Fire damage.\n6 Indigo. Failed Save: The target has the Restrained condition and makes a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the condition ends. If it fails three times, it has the Petrified condition until it is freed by an effect like the Greater Restoration spell. The successes and failures needn't be consecutive; keep track of both until the target collects three of a kind. Additional Effects: Spells can't be cast through this layer, which is destroyed by Bright Light shed by the Daylight spell.\n7 Violet. Failed Save: The target has the Blinded condition and makes a Wisdom saving throw at the start of your next turn. On a successful save, the condition ends. On a failed save, the condition ends, and the creature teleports to another plane of existence (DM's choice). Additional Effects: This layer is destroyed by Dispel Magic.", + "desc": "A shimmering, multicolored plane of light forms a vertical opaque wall—up to 90 feet long, 30 feet high, and 1 inch thick—centered on a point within range. Alternatively, you shape the wall into a globe up to 30 feet in diameter centered on a point within range. The wall lasts for the duration. If you position the wall in a space occupied by a creature, the spell ends instantly without effect.\n\nThe wall sheds Bright Light within 100 feet and Dim Light for an additional 100 feet. You and creatures you designate when you cast the spell can pass through and be near the wall without harm. If another creature that can see the wall moves within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or have the Blinded condition for 1 minute.\n\nThe wall consists of seven layers, each with a different color. When a creature reaches into or passes through the wall, it does so one layer at a time through all the layers. Each layer forces the creature to make a Dexterity saving throw or be affected by that layer's properties as described in the Prismatic Layers table.\n\nThe wall, which has AC 10, can be destroyed one layer at a time, in order from red to violet, by means specific to each layer. If a layer is destroyed, it is gone for the duration. Antimagic Field has no effect on the wall, and Dispel Magic can affect only the violet layer.\n\nOrder Effects\n1 Red. Failed Save: 12d6 Fire damage. Successful Save: Half as much damage. Additional Effects: Nonmagical ranged attacks can't pass through this layer, which is destroyed if it takes at least 25 Cold damage.\n2 Orange. Failed Save: 12d6 Acid damage. Successful Save: Half as much damage. Additional Effects: Magical ranged attacks can't pass through this layer, which is destroyed by a strong wind (such as the one created by Gust of Wind).\n3 Yellow. Failed Save: 12d6 Lightning damage. Successful Save: Half as much damage. Additional Effects: The layer is destroyed if it takes at least 60 Force damage.\n4 Green. Failed Save: 12d6 Poison damage. Successful Save: Half as much damage. Additional Effects: A Passwall spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer.\n5 Blue. Failed Save: 12d6 Cold damage. Successful Save: Half as much damage. Additional Effects: The layer is destroyed if it takes at least 25 Fire damage.\n6 Indigo. Failed Save: The target has the Restrained condition and makes a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the condition ends. If it fails three times, it has the Petrified condition until it is freed by an effect like the Greater Restoration spell. The successes and failures needn't be consecutive; keep track of both until the target collects three of a kind. Additional Effects: Spells can't be cast through this layer, which is destroyed by Bright Light shed by the Daylight spell.\n7 Violet. Failed Save: The target has the Blinded condition and makes a Wisdom saving throw at the start of your next turn. On a successful save, the condition ends. On a failed save, the condition ends, and the creature teleports to another plane of existence (DM's choice). Additional Effects: This layer is destroyed by Dispel Magic.", "duration": "10 minutes", "id": 803, "level": 9, @@ -24043,6 +24100,7 @@ { "casting_time": "Action", "classes": [ + "Artificer", "Cleric", "Druid", "Ranger", @@ -24103,6 +24161,7 @@ { "casting_time": "Action", "classes": [ + "Artificer", "Cleric", "Druid", "Paladin", @@ -24130,6 +24189,7 @@ { "casting_time": "Action or Ritual", "classes": [ + "Artificer", "Cleric", "Druid", "Paladin" @@ -24165,7 +24225,7 @@ "S", "M" ], - "desc": "With a touch, you revive a dead creature if it has been dead no longer than 10 days and it wasn't Undead when it died.\n\nThe creature returns to life with 1 Hit Point. This spell also neutralizes any poisons that affected the creature at the time of death.\n\nThis spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival\u2014its head, for instance\u2014the spell automatically fails.\n\nComing back from the dead is an ordeal. The target takes a \u22124 penalty to D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0.", + "desc": "With a touch, you revive a dead creature if it has been dead no longer than 10 days and it wasn't Undead when it died.\n\nThe creature returns to life with 1 Hit Point. This spell also neutralizes any poisons that affected the creature at the time of death.\n\nThis spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival—its head, for instance—the spell automatically fails.\n\nComing back from the dead is an ordeal. The target takes a −4 penalty to D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0.", "duration": "Instantaneous", "id": 811, "level": 5, @@ -24237,6 +24297,7 @@ { "casting_time": "Action", "classes": [ + "Artificer", "Sorcerer", "Wizard" ], @@ -24370,6 +24431,7 @@ { "casting_time": "Action", "classes": [ + "Artificer", "Cleric", "Druid" ], @@ -24404,7 +24466,7 @@ "S", "M" ], - "desc": "With a touch, you revive a dead creature that has been dead for no more than a century, didn't die of old age, and wasn't Undead when it died.\n\nThe creature returns to life with all its Hit Points. This spell also neutralizes any poisons that affected the creature at the time of death. This spell closes all mortal wounds and restores any missing body parts.\n\nComing back from the dead is an ordeal. The target takes a \u22124 penalty to D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0.\n\nCasting this spell to revive a creature that has been dead for 365 days or longer taxes you. Until you finish a Long Rest, you can't cast spells again, and you have Disadvantage on D20 Tests.", + "desc": "With a touch, you revive a dead creature that has been dead for no more than a century, didn't die of old age, and wasn't Undead when it died.\n\nThe creature returns to life with all its Hit Points. This spell also neutralizes any poisons that affected the creature at the time of death. This spell closes all mortal wounds and restores any missing body parts.\n\nComing back from the dead is an ordeal. The target takes a −4 penalty to D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0.\n\nCasting this spell to revive a creature that has been dead for 365 days or longer taxes you. Until you finish a Long Rest, you can't cast spells again, and you have Disadvantage on D20 Tests.", "duration": "Instantaneous", "id": 820, "level": 7, @@ -24452,6 +24514,7 @@ { "casting_time": "Action", "classes": [ + "Artificer", "Cleric", "Druid", "Paladin", @@ -24481,6 +24544,7 @@ { "casting_time": "Action", "classes": [ + "Artificer", "Wizard" ], "components": [ @@ -24532,6 +24596,7 @@ { "casting_time": "Bonus Action", "classes": [ + "Artificer", "Cleric" ], "components": [ @@ -24596,7 +24661,7 @@ "M" ], "concentration": true, - "desc": "You can see and hear a creature you choose that is on the same plane of existence as you. The target makes a Wisdom saving throw, which is modified (see the tables below) by how well you know the target and the sort of physical connection you have to it. The target doesn't know what it is making the save against, only that it feels uneasy.\n\nYour Knowledge of the Target Is... Save Modifier\nSecondhand (heard of the target) +5\nFirsthand (met the target) +0\nExtensive (know the target well) \u22125\n\nYou Have the Target's... Save Modifier\nPicture or other likeness \u22122\nGarment or other possession \u22124\nBody part, lock of hair, or bit of nail \u221210\n\nOn a successful save, the target isn't affected, and you can't use this spell on it again for 24 hours.\n\nOn a failed save, the spell creates an Invisible, intangible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. If something can see the sensor, it appears as a luminous orb about the size of your fist.\n\nInstead of targeting a creature, you can target a location you have seen. When you do so, the sensor appears at that location and doesn't move.", + "desc": "You can see and hear a creature you choose that is on the same plane of existence as you. The target makes a Wisdom saving throw, which is modified (see the tables below) by how well you know the target and the sort of physical connection you have to it. The target doesn't know what it is making the save against, only that it feels uneasy.\n\nYour Knowledge of the Target Is... Save Modifier\nSecondhand (heard of the target) +5\nFirsthand (met the target) +0\nExtensive (know the target well) −5\n\nYou Have the Target's... Save Modifier\nPicture or other likeness −2\nGarment or other possession −4\nBody part, lock of hair, or bit of nail −10\n\nOn a successful save, the target isn't affected, and you can't use this spell on it again for 24 hours.\n\nOn a failed save, the spell creates an Invisible, intangible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. If something can see the sensor, it appears as a luminous orb about the size of your fist.\n\nInstead of targeting a creature, you can target a location you have seen. When you do so, the sensor appears at that location and doesn't move.", "duration": "Up to 10 minutes", "id": 827, "level": 5, @@ -24639,6 +24704,7 @@ { "casting_time": "Action", "classes": [ + "Artificer", "Bard", "Sorcerer", "Wizard" @@ -24728,7 +24794,7 @@ "S", "M" ], - "desc": "With a touch, you magically sequester an object or a willing creature. For the duration, the target has the Invisible condition and can't be targeted by Divination spells, detected by magic, or viewed remotely with magic.\n\nIf the target is a creature, it enters a state of suspended animation; it has the Unconscious condition, doesn't age, and doesn't need food, water, or air.\n\nYou can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include \u201cafter 1,000 years\u201d or \u201cwhen the tarrasque awakens.\u201d This spell also ends if the target takes any damage.", + "desc": "With a touch, you magically sequester an object or a willing creature. For the duration, the target has the Invisible condition and can't be targeted by Divination spells, detected by magic, or viewed remotely with magic.\n\nIf the target is a creature, it enters a state of suspended animation; it has the Unconscious condition, doesn't age, and doesn't need food, water, or air.\n\nYou can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include “after 1,000 years” or “when the tarrasque awakens.” This spell also ends if the target takes any damage.", "duration": "Until dispelled", "id": 832, "level": 7, @@ -24909,6 +24975,7 @@ { "casting_time": "Action", "classes": [ + "Artificer", "Sorcerer", "Wizard" ], @@ -25085,7 +25152,7 @@ "M" ], "concentration": true, - "desc": "You alter time around up to six creatures of your choice in a 40-foot Cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.\n\nAn affected target's Speed is halved, it takes a \u22122 penalty to AC and Dexterity saving throws, and it can't take Reactions. On its turns, it can take either an action or a Bonus Action, not both, and it can make only one attack if it takes the Attack action. If it casts a spell with a Somatic component, there is a 25 percent chance the spell fails as a result of the target making the spell's gestures too slowly.\n\nAn affected target repeats the save at the end of each of its turns, ending the spell on itself on a success.", + "desc": "You alter time around up to six creatures of your choice in a 40-foot Cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.\n\nAn affected target's Speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can't take Reactions. On its turns, it can take either an action or a Bonus Action, not both, and it can make only one attack if it takes the Attack action. If it casts a spell with a Somatic component, there is a 25 percent chance the spell fails as a result of the target making the spell's gestures too slowly.\n\nAn affected target repeats the save at the end of each of its turns, ending the spell on itself on a success.", "duration": "Up to 1 minute", "id": 845, "level": 3, @@ -25129,6 +25196,7 @@ { "casting_time": "Action", "classes": [ + "Artificer", "Cleric", "Druid" ], @@ -25236,6 +25304,7 @@ { "casting_time": "Action", "classes": [ + "Artificer", "Sorcerer", "Warlock", "Wizard" @@ -25453,6 +25522,7 @@ { "casting_time": "Action", "classes": [ + "Artificer", "Cleric", "Druid", "Wizard" @@ -25481,6 +25551,7 @@ { "casting_time": "Action", "classes": [ + "Artificer", "Druid", "Ranger", "Sorcerer", @@ -25518,7 +25589,7 @@ "S" ], "concentration": true, - "desc": "A churning storm cloud forms for the duration, centered on a point within range and spreading to a radius of 300 feet. Each creature under the cloud when it appears must succeed on a Constitution saving throw or take 2d6 Thunder damage and have the Deafened condition for the duration.\n\nAt the start of each of your later turns, the storm produces different effects, as detailed below.\n\nTurn 2. Acidic rain falls. Each creature and object under the cloud takes 4d6 Acid damage.\n\nTurn 3. You call six bolts of lightning from the cloud to strike six different creatures or objects beneath it. Each target makes a Dexterity saving throw, taking 10d6 Lightning damage on a failed save or half as much damage on a successful one.\n\nTurn 4. Hailstones rain down. Each creature under the cloud takes 2d6 Bludgeoning damage.\n\nTurns 5\u201310. Gusts and freezing rain assail the area under the cloud. Each creature there takes 1d6 Cold damage. Until the spell ends, the area is Difficult Terrain and Heavily Obscured, ranged attacks with weapons are impossible there, and strong wind blows through the area.", + "desc": "A churning storm cloud forms for the duration, centered on a point within range and spreading to a radius of 300 feet. Each creature under the cloud when it appears must succeed on a Constitution saving throw or take 2d6 Thunder damage and have the Deafened condition for the duration.\n\nAt the start of each of your later turns, the storm produces different effects, as detailed below.\n\nTurn 2. Acidic rain falls. Each creature and object under the cloud takes 4d6 Acid damage.\n\nTurn 3. You call six bolts of lightning from the cloud to strike six different creatures or objects beneath it. Each target makes a Dexterity saving throw, taking 10d6 Lightning damage on a failed save or half as much damage on a successful one.\n\nTurn 4. Hailstones rain down. Each creature under the cloud takes 2d6 Bludgeoning damage.\n\nTurns 5–10. Gusts and freezing rain assail the area under the cloud. Each creature there takes 1d6 Cold damage. Until the spell ends, the area is Difficult Terrain and Heavily Obscured, ranged attacks with weapons are impossible there, and strong wind blows through the area.", "duration": "Up to 1 minute", "id": 861, "level": 9, @@ -25546,7 +25617,7 @@ "M" ], "concentration": true, - "desc": "You suggest a course of activity\u2014described in no more than 25 words\u2014to one creature you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to the target or its allies. For example, you could say, \u201cFetch the key to the cult's treasure vault, and give the key to me.\u201d Or you could say, \u201cStop fighting, leave this library peacefully, and don't return.\u201d\n\nThe target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or until you or your allies deal damage to the target. The Charmed target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for the target upon completing it.", + "desc": "You suggest a course of activity—described in no more than 25 words—to one creature you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to the target or its allies. For example, you could say, “Fetch the key to the cult's treasure vault, and give the key to me.” Or you could say, “Stop fighting, leave this library peacefully, and don't return.”\n\nThe target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or until you or your allies deal damage to the target. The Charmed target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for the target upon completing it.", "duration": "Up to 8 hours", "id": 862, "level": 2, @@ -25574,7 +25645,7 @@ "M" ], "concentration": true, - "desc": "You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range and uses the Aberrant Spirit stat block. When you cast the spell, choose Beholderkin, Mind Flayer, or Slaad. The creature resembles an Aberration of that kind, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.\n\nThe creature is an ally to you and your allies. In combat, it shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.\n\nMedium Aberration, Neutral\n\nAC 11 + the spell's level\n\nHP 40 + 10 for each spell level above 4\n\nSpeed 30 ft.; Fly 30 ft. (hover; Beholderkin only)\n\n Mod Save\nSTR 16 +3 +3\nDEX 10 +0 +0\nCON 15 +2 +2\n\n Mod Save\nINT 16 +3 +3\nWIS 10 +0 +0\nCHA 6 \u22122 \u22122\n\nImmunities Psychic\n\nSenses Darkvision 60 ft., Passive Perception 10\n\nLanguages Deep Speech, understands the languages you know\n\nCR None (XP 0; PB equals your Proficiency Bonus)\n\nTraits\n\nRegeneration (Slaad Only). The spirit regains 5 Hit Points at the start of its turn if it has at least 1 Hit Point.\n\nWhispering Aura (Mind Flayer Only). At the start of each of the spirit's turns, the spirit emits psionic energy if it doesn't have the Incapacitated condition. Wisdom Saving Throw: DC equals your spell save DC, each creature (other than you) within 5 feet of the spirit. Failure: 2d6 Psychic damage.\n\nActions\n\nMultiattack. The spirit makes a number of attacks equal to half this spell's level (round down).\n\nClaw (Slaad Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d10 + 3 + the spell's level Slashing damage, and the target can't regain Hit Points until the start of the spirit's next turn.\n\nEye Ray (Beholderkin Only). Ranged Attack Roll: Bonus equals your spell attack modifier, range 150 ft. Hit: 1d8 + 3 + the spell's level Psychic damage.\n\nPsychic Slam (Mind Flayer Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit:1d8 + 3 + the spell's level Psychic damage.", + "desc": "You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range and uses the Aberrant Spirit stat block. When you cast the spell, choose Beholderkin, Mind Flayer, or Slaad. The creature resembles an Aberration of that kind, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.\n\nThe creature is an ally to you and your allies. In combat, it shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.\n\nMedium Aberration, Neutral\n\nAC 11 + the spell's level\n\nHP 40 + 10 for each spell level above 4\n\nSpeed 30 ft.; Fly 30 ft. (hover; Beholderkin only)\n\n Mod Save\nSTR 16 +3 +3\nDEX 10 +0 +0\nCON 15 +2 +2\n\n Mod Save\nINT 16 +3 +3\nWIS 10 +0 +0\nCHA 6 −2 −2\n\nImmunities Psychic\n\nSenses Darkvision 60 ft., Passive Perception 10\n\nLanguages Deep Speech, understands the languages you know\n\nCR None (XP 0; PB equals your Proficiency Bonus)\n\nTraits\n\nRegeneration (Slaad Only). The spirit regains 5 Hit Points at the start of its turn if it has at least 1 Hit Point.\n\nWhispering Aura (Mind Flayer Only). At the start of each of the spirit's turns, the spirit emits psionic energy if it doesn't have the Incapacitated condition. Wisdom Saving Throw: DC equals your spell save DC, each creature (other than you) within 5 feet of the spirit. Failure: 2d6 Psychic damage.\n\nActions\n\nMultiattack. The spirit makes a number of attacks equal to half this spell's level (round down).\n\nClaw (Slaad Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d10 + 3 + the spell's level Slashing damage, and the target can't regain Hit Points until the start of the spirit's next turn.\n\nEye Ray (Beholderkin Only). Ranged Attack Roll: Bonus equals your spell attack modifier, range 150 ft. Hit: 1d8 + 3 + the spell's level Psychic damage.\n\nPsychic Slam (Mind Flayer Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit:1d8 + 3 + the spell's level Psychic damage.", "duration": "Up to 1 hour", "higher_level": "Use the spell slot's level for the spell's level in the stat block.", "id": 863, @@ -25603,7 +25674,7 @@ "M" ], "concentration": true, - "desc": "You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range and uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land, or Water. The creature resembles an animal of your choice that is native to the chosen environment, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.\n\nThe creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.\n\nSmall Beast, Neutral\n\nAC 11 + the spell's level\n\nHP 20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2\n\nSpeed 30 ft.; Climb 30 ft. (Land only); Fly 60 ft. (Air only); Swim 30 ft. (Water only)\n\n Mod Save\nSTR 18 +4 +4\nDEX 11 +0 +0\nCON 16 +3 +3\n\n Mod Save\nINT 4 \u20133 \u20133\nWIS 14 +2 +2\nCHA 5 \u22123 \u22123\n\nSenses Darkvision 60 ft., Passive Perception 12\n\nLanguages understands the languages you know\n\nCR None (XP 0; PB equals your Proficiency Bonus)\n\nTraits\n\nFlyby (Air Only). The spirit doesn't provoke Opportunity Attacks when it flies out of an enemy's reach.\n\nPack Tactics (Land and Water Only). The spirit has Advantage on an attack roll against a creature if at least one of the spirit's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition.\n\nWater Breathing (Water Only). The spirit can breathe only underwater.\n\nActions\n\nMultiattack. The spirit makes a number of Rend attacks equal to half this spell's level (round down).\n\nRend. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 4 + the spell's level Piercing damage.", + "desc": "You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range and uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land, or Water. The creature resembles an animal of your choice that is native to the chosen environment, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.\n\nThe creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.\n\nSmall Beast, Neutral\n\nAC 11 + the spell's level\n\nHP 20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2\n\nSpeed 30 ft.; Climb 30 ft. (Land only); Fly 60 ft. (Air only); Swim 30 ft. (Water only)\n\n Mod Save\nSTR 18 +4 +4\nDEX 11 +0 +0\nCON 16 +3 +3\n\n Mod Save\nINT 4 –3 –3\nWIS 14 +2 +2\nCHA 5 −3 −3\n\nSenses Darkvision 60 ft., Passive Perception 12\n\nLanguages understands the languages you know\n\nCR None (XP 0; PB equals your Proficiency Bonus)\n\nTraits\n\nFlyby (Air Only). The spirit doesn't provoke Opportunity Attacks when it flies out of an enemy's reach.\n\nPack Tactics (Land and Water Only). The spirit has Advantage on an attack roll against a creature if at least one of the spirit's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition.\n\nWater Breathing (Water Only). The spirit can breathe only underwater.\n\nActions\n\nMultiattack. The spirit makes a number of Rend attacks equal to half this spell's level (round down).\n\nRend. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 4 + the spell's level Piercing damage.", "duration": "Up to 1 hour", "higher_level": "Use the spell slot's level for the spell's level in the stat block.", "id": 864, @@ -25652,6 +25723,7 @@ { "casting_time": "Action", "classes": [ + "Artificer", "Wizard" ], "components": [ @@ -25660,7 +25732,7 @@ "M" ], "concentration": true, - "desc": "You call forth the spirit of a Construct. It manifests in an unoccupied space that you can see within range and uses the Construct Spirit stat block. When you cast the spell, choose a material: Clay, Metal, or Stone. The creature resembles an animate statue (you determine the appearance) made of the chosen material, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.\n\nThe creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.\n\nMedium Construct, Neutral\n\nAC 13 + the spell's level\n\nHP 40 + 15 for each spell level above 4\n\nSpeed 30 ft.\n\n Mod Save\nSTR 18 +4 +4\nDEX 10 +0 +0\nCON 18 +4 +4\n\n Mod Save\nINT 14 +2 +2\nWIS 11 +0 +0\nCHA 5 \u22123 \u22123\n\nResistances Poison\n\nImmunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned\n\nSenses Darkvision 60 ft., Passive Perception 10\n\nLanguages Understands the languages you know\n\nCR None (XP 0; PB equals your Proficiency Bonus)\n\nTraits\n\nHeated Body (Metal Only). A creature that hits the spirit with a melee attack or that starts its turn in a grapple with the spirit takes 1d10 Fire damage.\n\nStony Lethargy (Stone Only). When a creature starts its turn within 10 feet of the spirit, the spirit can target it with magical energy if the spirit can see it. Wisdom Saving Throw: DC equals your spell save DC, the target. Failure: Until the start of its next turn, the target can't make Opportunity Attacks, and its Speed is halved.\n\nActions\n\nMultiattack. The spirit makes a number of Slam attacks equal to half this spell's level (round down).\n\nSlam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 4 + the spell's level Bludgeoning damage.\n\nReactions\n\nBerserk Lashing (Clay Only). Trigger: The spirit takes damage from a creature. Response: The spirit makes a Slam attack against that creature if possible, or the spirit moves up to half its Speed toward that creature without provoking Opportunity Attacks.", + "desc": "You call forth the spirit of a Construct. It manifests in an unoccupied space that you can see within range and uses the Construct Spirit stat block. When you cast the spell, choose a material: Clay, Metal, or Stone. The creature resembles an animate statue (you determine the appearance) made of the chosen material, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.\n\nThe creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.\n\nMedium Construct, Neutral\n\nAC 13 + the spell's level\n\nHP 40 + 15 for each spell level above 4\n\nSpeed 30 ft.\n\n Mod Save\nSTR 18 +4 +4\nDEX 10 +0 +0\nCON 18 +4 +4\n\n Mod Save\nINT 14 +2 +2\nWIS 11 +0 +0\nCHA 5 −3 −3\n\nResistances Poison\n\nImmunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned\n\nSenses Darkvision 60 ft., Passive Perception 10\n\nLanguages Understands the languages you know\n\nCR None (XP 0; PB equals your Proficiency Bonus)\n\nTraits\n\nHeated Body (Metal Only). A creature that hits the spirit with a melee attack or that starts its turn in a grapple with the spirit takes 1d10 Fire damage.\n\nStony Lethargy (Stone Only). When a creature starts its turn within 10 feet of the spirit, the spirit can target it with magical energy if the spirit can see it. Wisdom Saving Throw: DC equals your spell save DC, the target. Failure: Until the start of its next turn, the target can't make Opportunity Attacks, and its Speed is halved.\n\nActions\n\nMultiattack. The spirit makes a number of Slam attacks equal to half this spell's level (round down).\n\nSlam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 4 + the spell's level Bludgeoning damage.\n\nReactions\n\nBerserk Lashing (Clay Only). Trigger: The spirit takes damage from a creature. Response: The spirit makes a Slam attack against that creature if possible, or the spirit moves up to half its Speed toward that creature without provoking Opportunity Attacks.", "duration": "Up to 1 hour", "higher_level": "Use the spell slot's level for the spell's level in the stat block.", "id": 866, @@ -25718,7 +25790,7 @@ "M" ], "concentration": true, - "desc": "You call forth an Elemental spirit. It manifests in an unoccupied space that you can see within range and uses the Elemental Spirit stat block. When you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature resembles a bipedal form wreathed in the chosen element, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.\n\nThe creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.\n\nMedium Elemental, Neutral\n\nAC 11 + the spell's level\n\nHP 50 + 10 for each spell level above 4\n\nSpeed 40 ft.; Burrow 40 ft. (Earth only); Fly 40 ft. (hover; Air only); Swim 40 ft. (Water only)\n\n Mod Save\nSTR 18 +4 +4\nDEX 15 +2 +2\nCON 17 +3 +3\n\n Mod Save\nINT 4 \u20133 \u20133\nWIS 10 +0 +0\nCHA 16 +3 +3\n\nResistances Acid (Water only), Lightning and Thunder (Air only), Piercing and Slashing (Earth only)\n\nImmunities Fire (Fire only), Poison; Exhaustion, Paralyzed, Petrified, Poisoned\n\nSenses Darkvision 60 ft., Passive Perception 10\n\nLanguages Primordial, understands the languages you know\n\nCR None (XP 0; PB equals your Proficiency Bonus)\n\nTraits\n\nAmorphous Form (Air, Fire, and Water Only). The spirit can move through a space as narrow as 1 inch wide without it counting as Difficult Terrain.\n\nActions\n\nMultiattack. The spirit makes a number of Slam attacks equal to half this spell's level (round down).\n\nSlam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d10 + 4 + the spell's level Bludgeoning (Earth only), Cold (Water only), Lightning (Air only), or Fire (Fire only) damage.", + "desc": "You call forth an Elemental spirit. It manifests in an unoccupied space that you can see within range and uses the Elemental Spirit stat block. When you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature resembles a bipedal form wreathed in the chosen element, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.\n\nThe creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.\n\nMedium Elemental, Neutral\n\nAC 11 + the spell's level\n\nHP 50 + 10 for each spell level above 4\n\nSpeed 40 ft.; Burrow 40 ft. (Earth only); Fly 40 ft. (hover; Air only); Swim 40 ft. (Water only)\n\n Mod Save\nSTR 18 +4 +4\nDEX 15 +2 +2\nCON 17 +3 +3\n\n Mod Save\nINT 4 –3 –3\nWIS 10 +0 +0\nCHA 16 +3 +3\n\nResistances Acid (Water only), Lightning and Thunder (Air only), Piercing and Slashing (Earth only)\n\nImmunities Fire (Fire only), Poison; Exhaustion, Paralyzed, Petrified, Poisoned\n\nSenses Darkvision 60 ft., Passive Perception 10\n\nLanguages Primordial, understands the languages you know\n\nCR None (XP 0; PB equals your Proficiency Bonus)\n\nTraits\n\nAmorphous Form (Air, Fire, and Water Only). The spirit can move through a space as narrow as 1 inch wide without it counting as Difficult Terrain.\n\nActions\n\nMultiattack. The spirit makes a number of Slam attacks equal to half this spell's level (round down).\n\nSlam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d10 + 4 + the spell's level Bludgeoning (Earth only), Cold (Water only), Lightning (Air only), or Fire (Fire only) damage.", "duration": "Up to 1 hour", "higher_level": "Use the spell slot's level for the spell's level in the stat block.", "id": 868, @@ -25807,7 +25879,7 @@ "M" ], "concentration": true, - "desc": "You call forth an Undead spirit. It manifests in an unoccupied space that you can see within range and uses the Undead Spirit stat block. When you cast the spell, choose the creature's form: Ghostly, Putrid, or Skeletal. The spirit resembles an Undead creature with the chosen form, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.\n\nThe creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.\n\nMedium Undead, Neutral\n\nAC 11 + the spell's level\n\nHP 30 (Ghostly and Putrid only) or 20 (Skeletal only) + 10 for each spell level above 3\n\nSpeed 30 ft.; Fly 40 ft. (hover; Ghostly only)\n\n Mod Save\nSTR 12 +1 +1\nDEX 16 +3 +3\nCON 15 +2 +2\n\n Mod Save\nINT 4 \u22123 \u22123\nWIS 10 +0 +0\nCHA 9 \u22121 \u22121\n\nImmunities Necrotic, Poison; Exhaustion, Frightened, Paralyzed, Poisoned\n\nSenses Darkvision 60 ft., Passive Perception 10\n\nLanguages Understands the languages you know\n\nCR None (XP 0; PB equals your Proficiency Bonus)\n\nTraits\n\nFestering Aura (Putrid Only). Constitution Saving Throw: DC equals your spell save DC, any creature (other than you) that starts its turn within a 5-foot Emanation originating from the spirit. Failure: The creature has the Poisoned condition until the start of its next turn.\n\nIncorporeal Passage (Ghostly Only). The spirit can move through other creatures and objects as if they were Difficult Terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 Force damage for every 5 feet traveled.\n\nActions\n\nMultiattack. The spirit makes a number of attacks equal to half this spell's level (round down).\n\nDeathly Touch (Ghostly Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 3 + the spell's level Necrotic damage, and the target has the Frightened condition until the end of its next turn.\n\nGrave Bolt (Skeletal Only). Ranged Attack Roll: Bonus equals your spell attack modifier, range 150 ft. Hit: 2d4 + 3 + the spell's level Necrotic damage.\n\nRotting Claw (Putrid Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d6 + 3 + the spell's level Slashing damage. If the target has the Poisoned condition, it has the Paralyzed condition until the end of its next turn.", + "desc": "You call forth an Undead spirit. It manifests in an unoccupied space that you can see within range and uses the Undead Spirit stat block. When you cast the spell, choose the creature's form: Ghostly, Putrid, or Skeletal. The spirit resembles an Undead creature with the chosen form, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.\n\nThe creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.\n\nMedium Undead, Neutral\n\nAC 11 + the spell's level\n\nHP 30 (Ghostly and Putrid only) or 20 (Skeletal only) + 10 for each spell level above 3\n\nSpeed 30 ft.; Fly 40 ft. (hover; Ghostly only)\n\n Mod Save\nSTR 12 +1 +1\nDEX 16 +3 +3\nCON 15 +2 +2\n\n Mod Save\nINT 4 −3 −3\nWIS 10 +0 +0\nCHA 9 −1 −1\n\nImmunities Necrotic, Poison; Exhaustion, Frightened, Paralyzed, Poisoned\n\nSenses Darkvision 60 ft., Passive Perception 10\n\nLanguages Understands the languages you know\n\nCR None (XP 0; PB equals your Proficiency Bonus)\n\nTraits\n\nFestering Aura (Putrid Only). Constitution Saving Throw: DC equals your spell save DC, any creature (other than you) that starts its turn within a 5-foot Emanation originating from the spirit. Failure: The creature has the Poisoned condition until the start of its next turn.\n\nIncorporeal Passage (Ghostly Only). The spirit can move through other creatures and objects as if they were Difficult Terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 Force damage for every 5 feet traveled.\n\nActions\n\nMultiattack. The spirit makes a number of attacks equal to half this spell's level (round down).\n\nDeathly Touch (Ghostly Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 3 + the spell's level Necrotic damage, and the target has the Frightened condition until the end of its next turn.\n\nGrave Bolt (Skeletal Only). Ranged Attack Roll: Bonus equals your spell attack modifier, range 150 ft. Hit: 2d4 + 3 + the spell's level Necrotic damage.\n\nRotting Claw (Putrid Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d6 + 3 + the spell's level Slashing damage. If the target has the Poisoned condition, it has the Paralyzed condition until the end of its next turn.", "duration": "Up to 1 hour", "higher_level": "Use the spell slot's level for the spell's level in the stat block.", "id": 871, @@ -26085,7 +26157,7 @@ "components": [ "V" ], - "desc": "This spell instantly transports you and up to eight willing creatures that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be Large or smaller, and it can't be held or carried by an unwilling creature.\n\nThe destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls 1d100 and consults the Teleportation Outcome table and the explanations after it.\n\nFamiliarity Mishap Similar Area Off Target On Target\nPermanent circle \u2014 \u2014 \u2014 01\u201300\nLinked object \u2014 \u2014 \u2014 01\u201300\nVery familiar 01\u201305 06\u201313 14\u201324 25\u201300\nSeen casually 01\u201333 34\u201343 44\u201353 54\u201300\nViewed once or described 01\u201343 44\u201353 54\u201373 74\u201300\nFalse destination 01\u201350 51\u201300 \u2014 \u2014\n\nFamiliarity. Here are the meanings of the terms in the table's Familiarity column:\n\n\u2022“Permanent circle” means a permanent teleportation circle whose sigil sequence you know.\n\u2022“Linked object” means you possess an object taken from the desired destination within the last six months, such as a book from a wizard’s library.\n\u2022“Very familiar” is a place you have visited often, a place you have carefully studied, or a place you can see when you cast the spell.\n\u2022“Seen casually” is a place you have seen more than once but with which you aren’t very familiar.\n\u2022“Viewed once or described” is a place you have seen once, possibly using magic, or a place you know through someone else’s description, perhaps from a map.\n\u2022“False destination” is a place that doesn’t exist. Perhaps you tried to scry an enemy’s sanctum but instead viewed an illusion, or you are attempting to teleport to a location that no longer exists.\n\nMishap. The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 Force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).\n\nSimilar Area. You and your group (or the target object) appear in a different area that's visually or thematically similar to the target area. You appear in the closest similar place. If you are heading for your home laboratory, for example, you might appear in another person's laboratory in the same city.\n\nOff Target. You and your group (or the target object) appear 2d12 miles away from the destination in a random direction. Roll 1d8 for the direction: 1, east; 2, southeast; 3, south; 4, southwest; 5, west; 6, northwest; 7, north; or 8, northeast.\n\nOn Target. You and your group (or the target object) appear where you intended.", + "desc": "This spell instantly transports you and up to eight willing creatures that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be Large or smaller, and it can't be held or carried by an unwilling creature.\n\nThe destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls 1d100 and consults the Teleportation Outcome table and the explanations after it.\n\nFamiliarity Mishap Similar Area Off Target On Target\nPermanent circle — — — 01–00\nLinked object — — — 01–00\nVery familiar 01–05 06–13 14–24 25–00\nSeen casually 01–33 34–43 44–53 54–00\nViewed once or described 01–43 44–53 54–73 74–00\nFalse destination 01–50 51–00 — —\n\nFamiliarity. Here are the meanings of the terms in the table's Familiarity column:\n\n•“Permanent circle” means a permanent teleportation circle whose sigil sequence you know.\n•“Linked object” means you possess an object taken from the desired destination within the last six months, such as a book from a wizard’s library.\n•“Very familiar” is a place you have visited often, a place you have carefully studied, or a place you can see when you cast the spell.\n•“Seen casually” is a place you have seen more than once but with which you aren’t very familiar.\n•“Viewed once or described” is a place you have seen once, possibly using magic, or a place you know through someone else’s description, perhaps from a map.\n•“False destination” is a place that doesn’t exist. Perhaps you tried to scry an enemy’s sanctum but instead viewed an illusion, or you are attempting to teleport to a location that no longer exists.\n\nMishap. The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 Force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).\n\nSimilar Area. You and your group (or the target object) appear in a different area that's visually or thematically similar to the target area. You appear in the closest similar place. If you are heading for your home laboratory, for example, you might appear in another person's laboratory in the same city.\n\nOff Target. You and your group (or the target object) appear 2d12 miles away from the destination in a random direction. Roll 1d8 for the direction: 1, east; 2, southeast; 3, south; 4, southwest; 5, west; 6, northwest; 7, north; or 8, northeast.\n\nOn Target. You and your group (or the target object) appear where you intended.", "duration": "Instantaneous", "id": 881, "level": 7, @@ -26112,7 +26184,7 @@ "V", "M" ], - "desc": "As you cast the spell, you draw a 5-foot-radius circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.\n\nMany major temples, guildhalls, and other important places have permanent teleportation circles. Each circle includes a unique sigil sequence\u2014a string of runes arranged in a particular pattern.\n\nWhen you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the DM. You might learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.\n\nYou can create a permanent teleportation circle by casting this spell in the same location every day for 365 days.", + "desc": "As you cast the spell, you draw a 5-foot-radius circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.\n\nMany major temples, guildhalls, and other important places have permanent teleportation circles. Each circle includes a unique sigil sequence—a string of runes arranged in a particular pattern.\n\nWhen you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the DM. You might learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.\n\nYou can create a permanent teleportation circle by casting this spell in the same location every day for 365 days.", "duration": "1 round", "id": 882, "level": 5, @@ -26180,6 +26252,7 @@ { "casting_time": "Action", "classes": [ + "Artificer", "Druid" ], "components": [ @@ -26207,6 +26280,7 @@ { "casting_time": "Action", "classes": [ + "Artificer", "Bard", "Druid", "Sorcerer", @@ -26503,6 +26577,7 @@ { "casting_time": "Action", "classes": [ + "Artificer", "Bard", "Sorcerer", "Warlock", @@ -26750,6 +26825,7 @@ { "casting_time": "Action", "classes": [ + "Artificer", "Druid", "Sorcerer", "Wizard" @@ -26832,37 +26908,39 @@ "school": "Abjuration" }, { - "casting_time": "Action or Ritual", - "classes": [ - "Druid", - "Ranger", - "Sorcerer", - "Wizard" - ], - "components": [ - "V", - "S", - "M" - ], - "desc": "This spell grants up to ten willing creatures of your choice within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.", - "duration": "24 hours", - "id": 921, - "level": 3, - "locations": [ - { - "page": 340, - "sourcebook": "PHB24" - } - ], - "material": "A short reed", - "name": "Water Breathing", - "range": "30 feet", - "ruleset": "2024", - "school": "Transmutation" + "casting_time": "Action or Ritual", + "classes": [ + "Artificer", + "Druid", + "Ranger", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "This spell grants up to ten willing creatures of your choice within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.", + "duration": "24 hours", + "id": 921, + "level": 3, + "locations": [ + { + "page": 340, + "sourcebook": "PHB24" + } + ], + "material": "A short reed", + "name": "Water Breathing", + "range": "30 feet", + "ruleset": "2024", + "school": "Transmutation" }, { "casting_time": "Action or Ritual", "classes": [ + "Artificer", "Cleric", "Druid", "Ranger", @@ -26873,7 +26951,7 @@ "S", "M" ], - "desc": "This spell grants the ability to move across any liquid surface\u2014such as water, acid, mud, snow, quicksand, or lava\u2014as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures of your choice within range gain this ability for the duration.\n\nAn affected target must take a Bonus Action to pass from the liquid's surface into the liquid itself and vice versa, but if the target falls into the liquid, the target passes through the surface into the liquid below.", + "desc": "This spell grants the ability to move across any liquid surface—such as water, acid, mud, snow, quicksand, or lava—as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures of your choice within range gain this ability for the duration.\n\nAn affected target must take a Bonus Action to pass from the liquid's surface into the liquid itself and vice versa, but if the target falls into the liquid, the target passes through the surface into the liquid below.", "duration": "1 hour", "id": 909, "level": 3, @@ -26892,6 +26970,7 @@ { "casting_time": "Action", "classes": [ + "Artificer", "Sorcerer", "Wizard" ], @@ -27177,5 +27256,556 @@ "range": "60 feet", "ruleset": "2024", "school": "Enchantment" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Druid", + "Ranger", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "For the duration, moonlight fills a 20-foot Emanation originating from you with Dim Light. While in that area, you and your allies have Half Cover and Resistance to Cold, Lightning, and Radiant damage.\n\nWhile the spell lasts, you can use one of the following options, ending the spell immediately:\n\nLiberation. When you fail a saving throw to avoid or end the Frightened, Grappled, or Restrained condition, you can take a Reaction to succeed on the save instead.\n\nRespite. As a Magic action, you or an ally within the area regains Hit Points equal to 4d10 plus your spellcasting ability modifier.", + "duration": "Up to 1 minute", + "id": 939, + "level": 5, + "locations": [ + { + "page": 142, + "sourcebook": "FRHF" + } + ], + "material": "A moonstone worth 50+ GP", + "name": "Alustriel's Mooncloak", + "range": "Self", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "Reaction, which you take in response to taking damage", + "classes": [ + "Bard", + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V" + ], + "desc": "You ward yourself against destructive energy, reducing the damage taken by 4d6 plus your spellcasting ability modifier.\n\nIf the triggering damage was from a creature within range, you can force the creature to make a Constitution saving throw. The creature takes 4d6 Force damage on a failed save or half as much damage on a successful one.", + "duration": "Instantaneous", + "higher_level": "The damage reduction and Force damage from this spell both increase by 1d6 for every spell slot level above 4.", + "id": 922, + "level": 4, + "locations": [ + { + "page": 142, + "sourcebook": "FRHF" + } + ], + "name": "Backlash", + "range": "60 feet", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "Bonus action", + "classes": [ + "Sorcerer", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "You create a 3-foot-long blade-shaped planar rift that lasts for the duration. The rift appears within range in a space of your choice, and you can immediately make up to two melee spell attacks, each one against a creature or object within 5 feet of the rift. On a hit, the target takes 10d6 Force damage. This attack scores a Critical Hit if the number on the d20 is 18 or higher.\n\nAs a Bonus Action on your later turns, you can move the rift up to 60 feet and repeat the two attacks against a creature or an object within 5 feet of it. You can direct the attacks at the same target or at different ones.\n\nThe blade can harmlessly pass through any barrier, including ones created by spells like Wall of Force.", + "duration": "Up to 1 minute", + "id": 923, + "level": 9, + "locations": [ + { + "page": 143, + "sourcebook": "FRHF" + } + ], + "name": "Blade of Disaster", + "range": "5 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Thunderous reverberations fill a 10-foot Emanation originating from you for the duration. Whenever the Emanation enters a creature's space and whenever a creature enters the Emanation or ends its turn there, the creature makes a Constitution saving throw. On a failed save, the creature takes 3d6 Thunder damage and has the Deafened condition until the start of your next turn. On a successful save, the creature takes half as much damage only. A creature makes this save only once per turn. When you cast this spell, you can designate creatures to be unaffected by it.\n\nIn addition, you have Resistance to Thunder damage, and ranged attack rolls against you are made with Disadvantage.", + "duration": "Up to 10 minutes", + "higher_level": "The damage increases by 1d6 for each spell slot level above 3.", + "id": 924, + "level": 3, + "locations": [ + { + "page": 143, + "sourcebook": "FRHF" + } + ], + "name": "Cacophonic Shield", + "range": "Self", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Action", + "classes": [ + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You conjure a group of intangible, orderly spirits that appear as a Medium group of modrons or other Constructs in an unoccupied space you can see within range. The spirits last for the duration. When you cast this spell and as a Magic action on subsequent turns, you can command the spirits to target one creature or object you can see within 5 feet of the spirits and create one of the following effects:\n\nClockwork Force. The target makes a Dexterity saving throw, taking 3d6 Force damage on a failed save or half as much damage on a successful one.\n\nOrderly Ward. The target gains Temporary Hit Points equal to 1d6 plus your spellcasting ability modifier.\n\nWhen you move on your turn, you can also move the spirits up to 30 feet to an unoccupied space you can see.", + "duration": "Up to 10 minutes", + "higher_level": "The damage and Temporary Hit Points both increase by 1d6 for each spell slot level above 3.", + "id": 925, + "level": 3, + "locations": [ + { + "page": 143, + "sourcebook": "FRHF" + } + ], + "material": "A brass cog", + "name": "Conjure Constructs", + "range": "60 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "For the duration, an inky aura surrounds one creature you touch. The target has Advantage on Death Saving Throws, and once per turn, when a creature within 5 feet of the target hits it with a melee attack roll, the attacker takes 2d4 Necrotic damage.", + "duration": "1 hour", + "id": 926, + "level": 2, + "locations": [ + { + "page": 143, + "sourcebook": "FRHF" + } + ], + "material": "An onyx worth 50+ GP, which the spell consumes", + "name": "Death Armor", + "range": "Touch", + "ruleset": "2024", + "school": "Necromancy" + }, + { + "casting_time": "Action or Ritual", + "classes": [ + "Cleric", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You summon a group of helpful spirits, which lasts for the duration. The spirits appear as homunculi or as another Construct of your choice but are intangible and invulnerable, and they are considered to have proficiency in the Arcana skill and with the set or Artisan's Tools used in the spell's casting.\n\nIf you are crafting an item, the spirits function as a single assistant for your crafting, halving the crafting time.", + "duration": "8 hours", + "id": 927, + "level": 2, + "locations": [ + { + "page": 143, + "sourcebook": "FRHF" + } + ], + "material": "Powdered gemstones worth 100+ GP, which the spell consumes, and one set of Artisan's Tools with which you have proficiency", + "name": "Deryan's Helpful Homunculi", + "range": "Self", + "ritual": true, + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Cleric" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "Deathly power fills a 60-foot Emanation originating from you for the duration.\n\nWhen you cast this spell, you can designate creatures to be unaffected by it. Any other creature can't regain Hit Points while in the Emanation. Whenever the Emanation enters a creature's space and whenever a creature enters the Emanation or ends its turn there, the creature makes a Constitution saving throw. On a failed save, the creature takes 3d10 Necrotic damage and has the Prone condition. On a successful save, the creature takes half as much damage and its Speed is halved. A creature makes this save only once per turn.\n\nCasting as a Circle Spell. Casting this as a Circle spell requires a minimum of two secondary casters. If the spell is cast as a Circle spell, its duration becomes Concentration, up to 10 minutes.\n\nA creature that fails its save against the spell's effect also gains 1 Exhaustion level. While the creature has Exhaustion levels, finishing a Long Rest neither restores lost Hit Points nor reduces the creature's Exhaustion level.\n\nWhen the spell is cast, each secondary caster must expend a level 4+ spell slot; otherwise, the spell fails.", + "duration": "Up to 1 minute", + "id": 928, + "level": 6, + "locations": [ + { + "page": 144, + "sourcebook": "FRHF" + } + ], + "name": "Dirge", + "range": "Self", + "ruleset": "2024", + "school": "Enchantment" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Cleric", + "Warlock" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You create a 20-foot-radius Sphere of inky fog within range. The fog is magical Darkness and lasts for the duration or until a strong wind (such as the one created by the Gust of Wind spell) disperses it, ending the spell.\n\nEach creature in the Sphere when it appears makes a Wisdom saving throw. On a failed save, a creature takes 5d6 Psychic damage and subtracts 1d6 from its saving throws until the end of its next turn. On a successful save, a creature takes half as much damage only. A creature also makes this save when the Sphere moves into its space, when it enters the Sphere, or when it ends its turn inside the Sphere. A creature makes this save only once per turn.\n\nThe Sphere moves 10 feet away from you at the start of each of your turns.\n\nCasting as a Circle Spell. Casting this as a Circle spell requires a minimum of five secondary casters. In addition to the spell's usual components, you must provide a special component (a string of three black pearls from Pandemonium), which the spell consumes. The spell's range increases to 1 mile, and its duration increases to until dispelled (no Concentration required). The spell ends early if any caster who participated in this casting contributes to another casting of Doomtide as a Circle spell.\n\nWhen the spell is cast, each secondary caster must expend a level 3+ spell slot; otherwise, the spell fails.", + "duration": "Up to 1 minute", + "id": 929, + "level": 4, + "locations": [ + { + "page": 144, + "sourcebook": "FRHF" + } + ], + "material": "Soot and a dried eel", + "name": "Doomtide", + "range": "120 feet", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Druid", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Six chromatic spheres orbit you for the duration.\n\nWhile the spheres are present, you can expend spheres to create the following effects:\n\nAbsorb Energy. When you take Acid, Cold, Fire, Lightning, or Thunder damage, you can take a Reaction to expend one sphere and give yourself Resistance to the triggering damage type until the start of your next turn.\n\nEnergy Blast. As a Bonus Action, you send one sphere hurtling toward a target within 120 feet of yourself. Make a ranged spell attack. On a hit, the target takes 3d6 Acid, Cold, Fire, Lightning, or Thunder damage (your choice). Regardless of whether you hit, the sphere is expended.\n\nThe spell ends early if you have no more spheres remaining.", + "duration": "1 hour", + "higher_level": "The number of spheres increases by 1 for every spell slot level above 6.", + "id": 930, + "level": 6, + "locations": [ + { + "page": 144, + "sourcebook": "FRHF" + } + ], + "material": "An opal worth 1,000 GP+", + "name": "Elminster's Effulgent Spheres", + "range": "Self", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Bonus action", + "classes": [ + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Arcane wards protect you against magic for the duration. You have Advantage on saving throws against spells and magical effects. Additionally, if you succeed on a saving throw against a spell or magical effect and would normally take half as much damage, you instead take no damage.", + "duration": "Up to 10 minutes", + "id": 931, + "level": 2, + "locations": [ + { + "page": 144, + "sourcebook": "FRHF" + } + ], + "name": "Elminster's Elusion", + "range": "Self", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "Bonus action", + "classes": [ + "Cleric", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "You create a glowing mote of energy that hovers above you for the duration. The mote sheds Bright Light in a 5-foot radius and Dim Light for an additional 5 feet.\n\nWhen you cast this spell and as a Bonus Action on later turns, you can unleash a shining bolt from the mote, targeting one creature within 120 feet of yourself. Make a ranged spell attack. On a hit, the target takes Force or Radiant damage (your choice) equal to 4d10 plus your spellcasting ability modifier.\n\nIn addition, while the mote is present, you have Three-Quarters Cover, and if you succeed on a saving throw against a spell of level 7 or lower that targeted only you and didn't create an area of effect, you can take a Reaction to deflect that spell back at the spell's caster; the caster makes a saving throw against that spell using that caster's own spell save DC.", + "duration": "Up to 1 minute", + "id": 932, + "level": 8, + "locations": [ + { + "page": 145, + "sourcebook": "FRHF" + } + ], + "name": "Holy Star of Mystra", + "range": "Self", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Action", + "classes": [ + "Cleric", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Silver energy bursts out from you in a 120-foot-long, 5-foot-wide Line. Each creature of your choice in the Line makes a Strength saving throw. On a failed save, a creature takes 3d10 Force damage and has the Prone condition. On a successful save, a creature takes half as much damage only.", + "duration": "Instantaneous", + "higher_level": "The damage increases by 1d10 for every spell slot level above 3.", + "id": 933, + "level": 3, + "locations": [ + { + "page": 145, + "sourcebook": "FRHF" + } + ], + "material": "A silver pin worth 250+ GP", + "name": "Laeral's Silver Lance", + "range": "Self", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "desc": "You imbue one creature you touch with magical healing energy for the duration. Whenever the target casts a spell using a spell slot, the target can immediately roll a number of unexpended Hit Point Dice equal to the spell slot's level and regain Hit Points equal to the roll's total plus your spellcasting ability modifier; those dice are then expended.", + "duration": "1 hour", + "id": 934, + "level": 7, + "locations": [ + { + "page": 145, + "sourcebook": "FRHF" + } + ], + "name": "Simbul's Synostodweomer", + "range": "Touch", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Action", + "classes": [ + "Druid", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "You imbue yourself with the elemental power of genies. You gain the following benefits until the spell ends:\n\nElemental Immunity. When you cast this spell, choose one of the following damage types: Acid, Cold, Fire, Lightning, or Thunder. You have Resistance to the chosen damage type.\n\nElemental Pulse. When you cast this spell and at the start of each of your subsequent turns, you release a burst of elemental energy in a 15-foot Emanation originating from yourself. Each creature of your choice in that area makes a Dexterity saving throw. On a failed save, a creature takes 2d6 Acid, Cold, Fire, Lightning, or Thunder damage (your choice) and has the Prone condition. On a successful save, a creature takes half as much damage only.\n\nFlight. You gain a Fly Speed of 30 feet and can hover.\n\nCasting as a Circle Spell. If the spell is cast as a Circle spell, its casting time increases to 1 minute, and its duration increases to Concentration, up to 10 minutes. For each secondary caster who participates in the casting, you can choose one additional creature, to a maximum of nine additional creatures. The chosen creatures also gain the benefits of the spell for its duration.\n\nWhen the spell is cast, each secondary caster must expend a level 2+ spell slot; otherwise, the spell fails.", + "duration": "Up to 1 minute", + "id": 935, + "level": 5, + "locations": [ + { + "page": 145, + "sourcebook": "FRHF" + } + ], + "material": "A pearl worth 100+ GP", + "name": "Songal's Elemental Suffusion", + "range": "Self", + "ruleset": "2024", + "school": "Transmutation" + }, + { + "casting_time": "Action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "desc": "You unleash a blast of brilliant fire. Make a ranged spell attack against a target within range; a target gains no benefit from Half Cover or Three-Quarters Cover for this attack roll. On a hit, the target takes 2d10 Radiant damage.", + "duration": "Instantaneous", + "higher_level": "You create an additional blast for each spell slot level above 1. You can direct the blasts at the same target or at different ones. Make a separate attack roll for each blast.", + "id": 936, + "level": 1, + "locations": [ + { + "page": 146, + "sourcebook": "FRHF" + } + ], + "name": "Spellfire Flare", + "range": "60 feet", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Action", + "classes": [ + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "You conjure a pillar of spellfire in a 20-foot-radius, 20-foot-high Cylinder centered on a point within range. The area of the Cylinder is Bright Light, and each creature in it when it appears makes a Constitution saving throw, taking 4d10 Radiant damage on a failed save or half as much damage on a successful one. A creature also makes this save when it enters the spell's area for the first time on a turn or ends its turn there. A creature makes this save only once per turn.\n\nIn addition, whenever a creature in the Cylinder casts a spell, that creature makes a Constitution saving throw. On a failed save, the spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn't expended.\n\nWhen you cast this spell, you can designate creatures to be unaffected by it.\n\nCasting as a Circle Spell. In addition to the spell's usual components, you must provide a special component (a blue star sapphire worth 25,000+ GP), which the spell consumes. The spell's range increases to 1 mile, and it no longer requires Concentration. When the spell is cast, each secondary caster must expend a level 3+ spell slot; otherwise, the spell fails.", + "duration": "Up to 1 minute", + "higher_level": "The damage increases by 1d10 for every spell slot level above 4.\n\nThe number of secondary casters determines the spell's area of effect and duration, as shown in the table below. The spell ends early if any caster who participated in this casting contributes to another casting of Spellfire Storm as a Circle spell.\n\nSecondary Casters\tArea of Effect\tDuration\n1-3\t40-foot-radius, 40-foot-high Cylinder\t1 Hour\n4-6\t60-foot-radius, 60-foot-high Cylinder\t8 Hours\n7+\t100-foot-radius, 100-foot-high Cylinder\t24 Hours", + "id": 937, + "level": 4, + "locations": [ + { + "page": 146, + "sourcebook": "FRHF" + } + ], + "name": "Spellfire Storm", + "range": "60 feet", + "ruleset": "2024", + "school": "Evocation" + }, + { + "casting_time": "Bonus action", + "classes": [ + "Druid", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "A shimmering, spectral snake encircles your body for the duration. You gain 15 Temporary Hit Points; the spell ends early if you have no Temporary Hit Points left.\n\nWhile the spell is active, you gain the following benefits:\n\nClimbing. You gain a Climb Speed equal to your Speed.\n\nVenomous Bite. As a Magic action, you can make a ranged spell attack using the snake against one creature within 50 feet. On a hit, the target takes 1d6 Force damage and has the Poisoned condition until the start of your next turn. While Poisoned, the target has the Incapacitated condition.", + "duration": "1 hour", + "higher_level": "For each spell slot level above 3, the number of Temporary Hit Points you gain from this spell increases by 5, and the damage of Venomous Bite increases by 1d6.", + "id": 938, + "level": 3, + "locations": [ + { + "page": 147, + "sourcebook": "FRHF" + } + ], + "material": "A snake fang", + "name": "Syluné's Viper", + "range": "Self", + "ruleset": "2024", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Bard", + "Cleric", + "Paladin", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You hurl a disorienting magical force toward one creature within range. The target makes a Constitution saving throw; Constructs and Undead automatically succeed on this save.\n\nOn a failed save, the target takes 2d4 Force damage, its Speed is halved until the start of your next turn, and on its next turn, it can take only an action or a Bonus Action (but not both). On a successful save, the target takes half as much damage only.", + "duration": "Instantaneous", + "higher_level": "The damage increases by 2d4 for every spell slot level above 1.", + "id": 940, + "level": 1, + "locations": [ + { + "page": 147, + "sourcebook": "FRHF" + } + ], + "material": "A miniature clay hand", + "name": "Wardaway", + "range": "60 feet", + "ruleset": "2024", + "school": "Abjuration" + }, + { + "casting_time": "1 hour", + "classes": [ + "Artificer" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You summon a special homunculus in an unoccupied space within range. This creature uses the Homunculus Servant stat block. If you already have a homunculus from this spell, the homunculus is replaced by the new one. You determine the homunculus's appearance, such as a mechanical-looking bird, winged vial, or miniature animate cauldron.\n\nCombat. The homunculus is an ally to you and your allies. In combat, it shares your Initiative count, but it takes its turn immediately after yours. It obeys your commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.", + "duration": "Instantaneous", + "higher_level": "Use the spell slot's level for the spell's level in the stat block.", + "id": 941, + "level": 2, + "locations": [ + { + "page": 21, + "sourcebook": "EFA" + } + ], + "material": "A gem worth 100+ gp", + "name": "Homunculus Servant", + "range": "10 feet", + "ritual": true, + "ruleset": "2024", + "school": "Conjuration" } -] +] \ No newline at end of file diff --git a/app/src/main/assets/Spells_pt.json b/app/src/main/assets/Spells_pt.json index 37b2a24d..bd9e207a 100644 --- a/app/src/main/assets/Spells_pt.json +++ b/app/src/main/assets/Spells_pt.json @@ -13,7 +13,7 @@ "desc": "Você escolhe espaço desocupado de 1, 5 metros quadrados no solo que você possa ver, dentro do alcance. Uma mão Média feita de solo compacto se ergue ali e alcança uma criatura que você posa ver a até 1, 5 metros dela. O alvo deve realizar um teste de resistência de Força. Se falhar na resistência, o alvo sofre 2d6 de dano de concus são e fica impedido pela duração da magia.\nCom uma ação, você pode fazer com que a mão esmague o alvo impedido, que deve realizar um teste de resistência de Força. Ele sofre 2d6 de dano de concussão se falhar na resistência, ou metade desse dano se obtiver sucesso.\nPara se libertar, o alvo impedido pode realizar um teste de Força contra a CD de resistência da sua magia . Se obtiver sucesso, o alvo escapa e não estará mais impedido pela mão.\nCom uma ação bônus, você pode fazer a mão alcançar uma criatura diferente ou se mover para um espaço desocupado diferente, dentro do alc ance. A mão solta um alvo impedido se você fizer isso.", "duration": "Até 1 minuto", "higher_level": "", - "id": "b0d6cd57-482c-4ce9-bc6c-b2644a81faf7", + "id": "1cb45110-e1bc-4dbe-b12f-b6e745c2d1c9", "level": 2, "locations": [ { @@ -43,7 +43,7 @@ "desc": "A magia reverte parte da energia recebida, minimizando seu efeito em você e armazenando-a no seu próximo ataque corpo-a-corpo . Você tem resistência ao tipo de dano pertinente , incluindo do ataque que desencadeou a magia, até o início do seu próximo turno . Além disso, da primeira vez que você atingir um ataque corpo- a-corpo no seu próximo turno, o alvo sofre l d6 de dano extra do tipo relacionado e a magia termina.", "duration": "1 rodada", "higher_level": "Em Níveis Superiores. Quando você conjura essa magia usando um espaço de magia de 2° nível ou superior, o dano extra aumenta em 1d6 para cada nível do espaço acima do 1°.", - "id": "389cf773-1a4d-48c2-944b-bb3ce826efe6", + "id": "ad56aa5e-e76d-4029-bab8-cb5061330a79", "level": 1, "locations": [ { @@ -70,7 +70,7 @@ "desc": "Você tenta suprimir emoções fortes em um grupo de pessoas. Cada humanoide em uma esfera de 6 metros de raio, centrada em um ponto que você escolher dentro do alcance, deve realizar um teste de resistência de Carisma; uma criatura pode escolher falhar nesse teste, se desejar. Se uma criatura falhar na resistência, escolha um dentre os dois efeitos a seguir.\nVocê pode suprimir qualquer efeito que esteja deixando a criatura enfeitiçada ou amedrontada. Quando essa magia terminar, qualquer efeito suprimido volta a funcionar, considerando que sua duração não tenha acabado nesse meio tempo.\nAlternativamente, você pode tornar um alvo indiferente às criaturas que você escolher que forem hostis a ele. Essa indiferença acaba se o alvo for atacado ou ferido por uma magia ou se ele testemunhar qualquer dos seus amigos sendo ferido. Quando a magia terminar, a criatura se tornará hostil novamente, a não ser que o Mestre diga o contrário.", "duration": "Até 1 minuto", "higher_level": "", - "id": "cb9fb441-942d-46f2-b347-87dcc80bcc35", + "id": "56b665f1-43ce-4869-abfb-9f8ded8a0928", "level": 2, "locations": [ { @@ -97,7 +97,7 @@ "desc": "Sua magia e uma oferenda colocam você em contato com um deus ou servo divino. Você faz uma única pergunta a respeito de um objetivo, evento ou atividade específico que irá ocorrer dentro de 7 dias. O Mestre oferece uma resposta confiável. A resposta deve ser uma frase curta, uma rima enigmática ou um presságio.\nA magia não leva em consideração qualquer possível circunstância que possa mudar o que está por vir, como a conjuração de magias adicionais ou a perda ou ganho de um companheiro.\nSe você conjurar a magia duas ou mais vezes antes de completar seu próximo descanso longo, existe uma chance cumulativa de 25 por cento de cada conjuração, depois da primeira que você fez, ter um resultado aleatório. O Mestre faz essa jogada secretamente.", "duration": "Instantânea", "higher_level": "", - "id": "42adf9f9-7528-4a60-8347-b3822f0da7f1", + "id": "ddc583a6-5725-4ef4-adcb-aa5182d0f823", "level": 4, "locations": [ { @@ -130,7 +130,7 @@ "desc": "Escolha uma criatura que você possa ver, dentro do alcance. Laços amarelados de energia mágica rodeiam a criatura. O alvo deve ser bem sucedido num teste de resistência de Força ou seu deslocamento de voo (se possuir) será reduzido ara O metros ela duração d magia. Uma criatura voadora afetada por a magia desce 1 8 metros por tutn o até aterrissar no solo ou a agia cabar.", "duration": "Até 1 minuto", "higher_level": "", - "id": "03e72f12-8aee-43d2-841e-269ad8c28574", + "id": "ea906268-7c53-411c-b775-f7e6da736710", "level": 2, "locations": [ { @@ -159,7 +159,7 @@ "desc": "Sua magia inspira seus aliados com vigor e determinação. Escolha até três criaturas dentro do alcance. O máximo de pontos de vida e os pontos de vida atuais de cada alvo aumentam em 5, pela duração.", "duration": "8 horas", "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 3° nível ou superior, os pontos de vida dos alvos aumentam em 5 pontos adicionais para cada nível do espaço acima do o 2°.", - "id": "c743233f-9792-4f63-aafa-9814388099c7", + "id": "ca1e9ae1-3a66-4953-95ee-22f2f688af20", "level": 2, "locations": [ { @@ -193,7 +193,7 @@ "desc": "Você coloca um alarme para intrusos desavisados. Escolha uma porta, uma janela ou uma área dentro do alcance que não seja maior que 6 metros cúbicos. Até a magia acabar, um alarme alerta você sempre que uma criatura Miúda ou maior tocarem ou entrarem na área protegida. Quando você conjura a magia, você pode designar as criaturas que não ativarão o alarme. Você também escolhe se o alarme será mental ou audível. Um alarme mental alerta você com um silvo na sua mente, se você estiver a até de 1,5 quilômetro da área protegida. Esse silvo acordará você se você estiver dormindo.\nUm alarme audível produz o som de um sino de mão por 10 minutos num raio de 18 metros.", "duration": "8 horas", "higher_level": "", - "id": "d81bea34-2005-4cbb-a888-c71fb99240e3", + "id": "a3b949bb-afc7-4fc9-9308-a38c1c5e0c8c", "level": 1, "locations": [ { @@ -220,7 +220,7 @@ "desc": "Você suplica a uma entidade transcendental por ajuda. O ser deve ser conhecido por você: seu deus, um primordial, um príncipe demônio ou algum outro ser de poder cósmico. Essa entidade envia um celestial, um corruptor ou um elemental leal a ela para ajudar você, fazendo a criatura aparecer em um espaço desocupado dentro do alcance. Se você conhecer o nome de uma criatura especifica, você pode falar o nome quando conjurar essa magia para requisitar essa criatura, do contrário, você pode receber uma criatura diferente de qualquer forma (à escolha do Mestre). Quando a criatura aparecer, ela não está sob nenhuma compulsão para se comportar de um modo em particular. Você pode pedir a criatura que realize um serviço em troca de um pagamento, mas ela não é obrigada a fazê-lo. A tarefa solicitada pode variar de simples (carregue-nos voando para o outro lado do abismo ou nos ajude a lutar essa batalha) a complexa (espione nossos inimigos ou nos proteja durante nossa incursão na masmorra). Você deve ser capaz de se comunicar com a criatura para barganhar os serviços dela.\nO pagamento pode ser feito de várias formas. Um celestial pode requerer uma generosa doação de ouro ou itens mágicos para um templo aliado, enquanto que um corruptor pode exigir um sacrifício vivo ou uma parte dos espólios. Algumas criaturas podem trocar seus serviços por uma missão feita por você. Como regra geral, uma tarefa que possa ser medida em minutos, exigirá um pagamento de 100 po por minuto. Uma tarefa medida em horas exigirá 1.000 po por hora. E uma tarefa medida em dias (até 10 dias) exigirá 10.000 po por dia. O Mestre pode ajustar esses pagamentos baseado nas circunstâncias pelas quais a magia foi conjurada. Se a tarefa estiver de acordo com o caráter da criatura, o pagamento pode ser reduzido à metade, ou mesmo dispensado. Tarefas que não proporcionem perigo, tipicamente requerem apenas metade do pagamento sugerido, enquanto que tarefas especialmente perigosas podem exigir um grande presente. As criaturas raramente aceitarão tarefas que pareçam suicidas.\nApós a criatura completar a tarefa ou quando a duração acordada para o serviço expirar, a criatura retornará para seu plano natal depois de relatar sua partida a você, se apropriado para a tarefa e se possível. Se você não for capaz de acertar um preço para os serviços da criatura, ela imediatamente voltará para o seu plano natal.\nUma criatura convidada para se juntar ao seu grupo, conta como um membro dele, recebendo sua parte total na premiação de pontos de experiência.", "duration": "Instantânea", "higher_level": "", - "id": "cc8f9239-ddf3-4dfe-bc0a-181729fb834e", + "id": "56f72641-4228-4399-a0f3-2c2a210b6833", "level": 6, "locations": [ { @@ -247,7 +247,7 @@ "desc": "Você transmuta sua aljava para que ela produza um suprimento interminável de munições não-mágicas, que parecem saltar na sua mão quando você tenta pega-las.\nEm cada um dos seus turnos, até a magia acabar, você pode usar uma ação bônus para realizar dois ataques com uma arma que use munição de uma aljava. Cada vez que você fizer tais ataques à distância, sua aljava, magicamente, repõe a munição que você usou com uma munição não-mágica similar. Qualquer munição criada por essa magia se desintegra quando a magia acaba. Se a aljava não estiver mais com você, a magia acaba.", "duration": "Até 1 minuto", "higher_level": "", - "id": "29e683da-44ab-41bf-ab83-232b50a8c0c1", + "id": "a71daafa-e4d3-4a41-b3b8-b38aaf893ff0", "level": 5, "locations": [ { @@ -276,7 +276,7 @@ "desc": "Você assume a forma de uma criatura diferente, pela duração. A nova forma pode ser qualquer criatura com um nível de desafio igual ao seu nível ou menor. A criatura não pode ser nem um constructo nem um morto- vivo e você deve ter visto esse tipo de criatura pelo menos uma vez. Você se transforma num exemplar médio da criatura, um sem quaisquer níveis de classe nem característica Conjuração.\nSuas estatísticas de jogo são substituídas pelas estatísticas da forma escolhida, no entanto, você mantem sua tendência e valores de Inteligência, Sabedoria e Carisma. Você também mantem suas proficiências em testes de resistência, além de ganhar as da nova criatura. Se a criatura tiver a mesma proficiência que você e o bônus listado nas estatísticas dela for maior que o seu, use os bônus da criatura no lugar do seu. Você não pode usar qualquer ação lendária ou de covil da nova forma.\nVocê assume os pontos de vida e Dados de Vida da sua nova forma. Quando você reverter a sua forma normal, você retorna à quantidade de pontos de vida que tinha antes da transformação. Se você reverter como resultado de ter caído a 0 pontos de vida, qualquer dano excedente é recebido pela sua forma normal. Contato que o dano excedente não reduza os pontos de vida da sua forma normal a 0, você não cairá inconsciente.\nVocê mantem os benefícios de qualquer característica da sua classe, raça ou outra fonte e pode usa-las, considerando que sua nova forma é fisicamente capaz de fazê-lo. Você não pode usar quaisquer sentidos especiais que você possua (por exemplo, visão no escuro) a não ser que a nova forma também possua o sentido. Você só poderá falar se a nova forma, normalmente, puder falar.\nQuando você se transforma, você pode escolher se o seu equipamento cai no chão, é assimilado a sua nova forma ou é usado por ela. Equipamentos vestidos e carregados funcionam normalmente. O Mestre decide qual equipamento é viável para a nova forma vestir ou usar, baseado na forma e tamanho da criatura. O seu equipamento não muda de forma ou tamanho para se adaptar à nova forma e, qualquer equipamento que a nova forma não possa vestir deve, ou cair no chão ou ser assimilado por ela. Equipamentos assimilados não terão efeito nesse estado.\nPela duração da magia, você pode usar sua ação para assumir uma forma diferente, seguindo as mesmas restrições e regras da forma anterior, com uma exceção: se sua nova forma tiver mais pontos de vida que sua forma atual, seus pontos de vida mantem o valor atual.", "duration": "Até 1 hora", "higher_level": "", - "id": "eb476ea9-e8e7-4139-9732-75f277367f04", + "id": "230376e1-f88a-4309-a5bf-ce70a57e3c0b", "level": 9, "locations": [ { @@ -305,7 +305,7 @@ "desc": "Você assume uma forma diferente. Quando conjurar essa magia, escolha uma das seguintes opções, o efeito durará pela duração da magia. Enquanto a magia durar, você pode terminar uma opção com uma ação para ganhar os benefícios de uma diferente.\nAdaptação Aquática. Você adapta seu corpo para um ambiente aquático, brotando guelras e crescendo membranas entre seus dedos. Você pode respirar embaixo d’água e ganha deslocamento de natação igual a seu deslocamento terrestre.\nMudar Aparência. Você transforam sua aparência. Você decide com o que você parece, incluindo altura, peso, traços faciais, timbre da sua voz, comprimento do cabelo, coloração e características distintas, se tiverem. Você pode ficar parecido com um membro de outra raça, apesar de nenhuma de suas estatísticas mudar. Você também não pode parecer com uma criatura de um tamanho diferente do seu, e seu formado básico permanece o mesmo; se você for bípede, você não pode usar essa magia para se tornar quadrupede, por exemplo. A qualquer momento, pela duração da magia, você pode usar sua ação para mudar sua aparência dessa forma, novamente.\nArmas Naturais. Você faz crescerem garras, presas, espinhos, chifres ou armas naturais diferentes, à sua escolha. Seus ataques desarmados causam 1d6 de dano de concussão, perfurante ou cortante, como apropriado para a arma natural que você escolheu, e você é proficiente com seus ataques desarmados. Finalmente, a arma natural é mágica e você tem +1 de bônus nas jogadas de ataque e dano que você fizer com ela.", "duration": "Até 1 hora", "higher_level": "", - "id": "344b4996-aa22-4e50-b79f-2e0c1a2cbe6a", + "id": "e10da93f-b173-44b6-a7f7-b73a82d06745", "level": 2, "locations": [ { @@ -334,7 +334,7 @@ "desc": "Pela duração, você terá vantagem em todos os testes de Carisma direcionados a uma criatura, à sua escolha, que não seja hostil a você. Quando a magia acabar, a criatura perceberá que você usou maia para influenciar o humor dela, e ficará hostil a você. Uma criatura propensa a violência irá atacar você. Outra criatura pode buscar outras formas de retaliação (a critério do Mestre), dependendo da natureza da sua interação com ela.", "duration": "Até 1 minuto", "higher_level": "", - "id": "4389a399-c6bf-4117-8d49-a96f2cd3ac6e", + "id": "32200b5c-6dee-4822-bf0d-c013e83b2013", "level": 0, "locations": [ { @@ -363,7 +363,7 @@ "desc": "Essa magia deixa você convencer uma besta que você não quer prejudicar. Escolha uma besta que você possa ver dentro do alcance. Ela deve ver e ouvir você. Se a Inteligência da besta for 4 ou maior, a magia falha. Do contrário, a besta deve ser bem sucedida num teste de resistência de Sabedoria ou ficará enfeitiçada por você pela duração da magia. Se você ou um dos seus companheiros ferir o alvo, a magia termina.", "duration": "24 horas", "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 2° nível ou superior, você pode afetar uma besta adicional para cada nível do espaço acima do 1°.", - "id": "af933fd1-ab29-4871-ba43-55748ede9f6d", + "id": "d400f535-1c14-4358-bc17-714b2bc5d336", "level": 1, "locations": [ { @@ -392,7 +392,7 @@ "desc": "Essa magia canaliza vitalidade nas plantas dentro de uma área especifica. Existem dois usos possíveis para essa magia, concedendo ou benefícios imediatos ou a longo prazo. Se você conjurar essa magia usando 1 ação, escolha um ponto dentro do alcance. Todas as plantas normais num raio de 30 metros centrado no ponto, tornam-se espessas e carregadas. Uma criatura se movendo na área deve gastar 6 metros de movimento para cada 1,5 metro que se mover.\nVocê pode excluir uma ou mais áreas de qualquer tamanho, dentro da área da magia, para não ser afetada. Se você conjurar essa magia ao longo de 8 horas, você fertiliza a terra. Todas as plantas num raio de 800 metros, centrado no ponto dentro do alcance, ficam enriquecidas por 1 ano. As plantas fornecerão o dobro da quantidade normal de comida quando colhidas.", "duration": "Instantânea", "higher_level": "", - "id": "6573cc96-4812-4928-ab07-dfe76aa37684", + "id": "d44708ef-68d8-426b-9e25-46d8a52e7780", "level": 3, "locations": [ { @@ -423,7 +423,7 @@ "desc": "Essa magia concede a habilidade de se mover através de qualquer superfície líquida – como água, ácido, lama, neve, arreia movediça ou lava – como se ela fosse chão sólido inofensivo (as criaturas atravessando lava derretida ainda podem sofrer dano do calor). Até dez criaturas voluntárias que você possa ver, dentro do alcance, ganham essa habilidade pela duração.\nSe você afetar uma criatura submersa em um líquido, a magia ergue o alvo para a superfície do líquido a uma taxa de 18 metros por rodada.", "duration": "1 hora", "higher_level": "", - "id": "0210013c-0852-4ab6-b481-3a35063dd075", + "id": "4b22a888-9f25-44b0-a47b-f427bcd1b2a4", "level": 3, "locations": [ { @@ -451,7 +451,7 @@ "desc": "Essa magia cria um servo morto-vivo. Escolha uma pilha de ossos ou um corpo de um humanoide Médio ou Pequeno dentro do alcance. Sua magia imbui o alvo com uma imitação corrompida de vida, erguendo-o como uma criatura morta-viva. O alvo se torna um esqueleto, se você escolheu ossos, ou um zumbi, se você escolheu um corpo (o Mestre tem as estatísticas de jogo da criatura).\nEm cada um dos seus turnos, você pode usar uma ação bônus para comandar mentalmente qualquer criatura que você criou com essa magia, se a criatura estiver a até 18 metros de você (se você controla diversas criaturas, você pode comandar qualquer uma ou todas elas ao mesmo tempo, emitindo o mesmo comando para cada uma). Você decide qual ação a criatura irá fazer e para onde ela irá se mover durante o próximo turno dela, ou você pode emitir um comando geral, como para guardar uma câmara ou corredor especifico. Se você não der nenhum comando, as criaturas apenas se defenderão contra criaturas hostis. Uma vez que receba uma ordem, a criatura continuará a segui-la até a tarefa estar concluída.\nA criatura fica sob seu controle por 24 horas, depois disso ela para de obedecer aos seus comandos. Para manter o controle da criatura por mais 24 horas, você deve conjurar essa magia na criatura novamente, antes das 24 horas atuais terminarem. Esse uso da magia recupera seu controle sobre até quatro criaturas que você tenha animado com essa magia, ao invés de animar uma nova.\n\n\nESQUELETO\nMédio morto, legal e mau\n\nClasse de armadura: 13 (pedaços de armadura)\nPontos de Vida: 13 (2d8 + 4)\nVelocidade: 9 metros.\n\nFOR 10 (+0), DES 14 (+2), CON 15 (+2)\nINT 6 (-2), SAB 8 (-1), CAR 5 (-3)\n\nVulnerabilidades a Dano: Concussão\nImunidade a Dano: Veneno\nImunidade a Condição: Exaustão, Envenenado\nSentidos: Visão no Escuro 18 m, Percepção Passiva 9\nIdiomas: Compreende todos os idiomas que conhecia em vida, mas não fala\nDesafio: 1/4 (50 XP)\nBônus de Proficiência: +2\n\nAÇÕES\nEspada curta. Ataque corpo a corpo com arma: +4 para acertar, alcance 1,5 m, um alvo. Acerto: 5 (1d6 + 2) de dano perfurante.\nArco curto. Ataque à Distância com Arma: +4 para acertar, alcance 80/320 pés, um alvo. Acerto: 5 (1d6 + 2) de dano perfurante.\n\n\nZUMBI\nMorto-vivo Médio, Mal Neutro\n\nClasse de Armadura: 8\nPontos de Vida: 22 (3d8 + 9)\nVelocidade: 20 pés.\n\nFOR 13 (+1), DES 6 (-2), CON 16 (+3)\nINT 3 (-4), SAB 6 (-2), CAR 5 (-3)\n\nJogadas de Resistência: SAB +0\nImunidade a Dano: Veneno\nImunidade a Condição: Envenenado\nSentidos: Visão no Escuro 18 m, Percepção Passiva 8\nIdiomas: compreende os idiomas que conhecia em vida, mas não fala\nDesafio: 1/4 (50 XP)\nBônus de Proficiência: +2\n\nFortaleza dos mortos-vivos. Se o dano reduzir o zumbi a 0 pontos de vida, ele deve fazer um teste de resistência de Constituição com CD 5 + o dano recebido, a menos que o dano seja radiante ou de um acerto crítico. Em caso de sucesso, o zumbi cai para 1 ponto de vida.\n\nAÇÕES\nBater. Ataque corpo a corpo com arma: +3 para atingir, alcance 1,5 m, um alvo. Acerto: 4 (1d6 + 1) de dano de concussão.", "duration": "Instantânea", "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 4° nível ou superior, você pode animar ou recuperar o controle de duas criaturas mortas-vivas para cada nível do espaço acima do 3°. Cada uma dessas criaturas deve vir de um corpo ou pilha de ossos diferente.", - "id": "240cbb28-ae4d-4f01-a457-90a7b9a8b86b", + "id": "b09a044d-69ec-4d79-8630-5f8c42a0f750", "level": 3, "locations": [ { @@ -481,7 +481,7 @@ "desc": "Objetos ganham vida ao seu comando. Escolha até dez objetos não-mágicos dentro do alcance, que não estejam sendo vestidos ou carregados. Alvos Médios contam como dois objetos, alvos Grandes contam como quatro objetos e alvos Enormes contam como oito objetos. Você não pode animar um objeto maior que Enorme. Cada alvo se anima e torna-se uma criatura sob seu controle até o final da magia ou até ser reduzido a 0 pontos de vida.\nCom uma ação bônus, você pode comandar mentalmente qualquer criatura que você criar com essa magia se a criatura estiver a até 150 metros de você (se você controla várias criaturas, você pode comandar qualquer ou todas elas ao mesmo tempo, emitindo o mesmo comando para cada uma). Você decide qual ação a criatura irá fazer e para onde ela irá se mover durante o próximo turno dela, ou você pode emitir um comando geral, como para guardar uma câmara ou corredor especifico. Se você não der nenhum comando, as criaturas apenas se defenderão contra criaturas hostis. Uma vez que receba uma ordem, a criatura continuará a segui-la até a tarefa estar concluída.\n\nESTATÍSTICAS DE OBJETO ANIMADO\nMiúdo: 20 PV, 18 CA, +8 para atingir, 1d4 + 4 dano 4For, 18 Des\nPequeno: 25 PV, 16 CA, +6 para atingir, 1d8 + 2 dano, 6 For, 14 Des\nMédio: 40 PV, 13 CA, +5 para atingir, 2d6 + 1 dano, 10 For, 12 Des\nGrande: 50 PV, 10 CA, +6 para atingir, 2d10 + 2 dano, 14 For, 10 Des\nEnorme: 80 PV, 10 CA, +8 para atingir, 2d12 + 4 dano, 18 For, 6 Des\n\nUm objeto animado é um constructo com CA, pontos de vida, ataques, Força e Destreza determinados pelo seu tamanho. Sua Constituição é 10 e sua Inteligência e Sabedoria são 3 e seu Carisma é 1. Seu deslocamento é 9 metros; se o objeto não tiver pernas ou outros apêndices que ele possa usar para locomoção, ao invés, ele terá deslocamento de voo 9 metros e poderá planar. Se o objeto estiver firmemente preso a uma superfície ou objeto maior, como uma corrente presa a uma parede, seu deslocamento será 0. Ele tem percepção às cegas num raio de 9 metros e é cego além dessa distância. Quando o objeto animado cair a 0 pontos de vida, ele reverte a sua forma normal de objeto e qualquer dano restante é transferido para sua forma de objeto original.\nSe você ordenar a um objeto que ataque, ele pode realizar um único ataque corpo-a-corpo contra uma criatura a até 1,5 metro dele. Ele realiza um ataque de pancada com um bônus de ataque e dano de concussão determinado pelo seu tamanho. O Mestre pode definir que um objeto especifico inflige dano cortante ou perfurante, baseado na forma dele.", "duration": "Até 1 minuto", "higher_level": "Se você conjurar essa magia usando um espaço de magia de 6° nível ou superior, você pode animar dois objetos adicionais para cada nível do espaço acima do 5°.", - "id": "51324f47-0342-4999-a532-09771ab6fd18", + "id": "56a3d647-133f-43ae-8bfc-faa77141a062", "level": 5, "locations": [ { @@ -509,7 +509,7 @@ "desc": "Essa magia atrai ou repele as criaturas de sua escolha. Você escolhe um alvo dentro do alcance, tanto um objeto ou criatura Enorme ou menor ou uma área que não seja maior que 60 metros cúbicos. Então, especifica um tipo de criatura inteligente, como dragões vermelhos, goblins ou vampiros. Você envolve o alvo com uma aura que pode atrair ou repelir as criaturas especificas pela duração. Escolha antipatia ou simpatia como efeito da aura.\nAntipatia. O encantamento faz com que criaturas do tipo designado por você sintam-se fortemente impelidos em deixar a área e evitar o alvo. Quando uma dessas criaturas puder ver o alvo ou ficar a 18 metros dele, a criatura deve ser bem sucedida num teste de resistência de Sabedoria ou ficará amedrontada. A criatura continuará amedrontada enquanto puder ver o alvo ou permanecer a 18 metros dele. Enquanto estiver amedrontada pelo alvo, a criatura deve usar seu deslocamento para se mover para o local seguro mais próximo o qual ela não possa ver o alvo. Se a criatura se mover para mais de 18 metros do alvo e não puder vê-lo, a criatura não estará mais amedrontada, mas ela ficará amedrontada novamente se voltar a ver o alvo ou ficar a 18 metros dele.\nSimpatia. O encantamento faz com que as criaturas especificadas sintam-se fortemente impelidos a se aproximar do alvo enquanto estiverem a 18 metros dele ou puderem vê-lo. Quando uma dessas criaturas puder ver o alvo ou ficar a 18 metros dele, a criatura deve ser bem sucedida num teste de resistência de Vontade ou usará seu deslocamento em cada um dos seus turnos para entrar na área ou se mover até o alcance do alvo. Quando a criatura tiver feito isso, ela não poderá se afastar do alvo voluntariamente.\nSe o alvo causar dano ou ferir a criatura afetada de alguma forma, a criatura afetada pode realizar um novo teste de resistência de Sabedoria para terminar o efeito, como descrito abaixo.\nTerminando o Efeito. Se uma criatura afetada terminar se turno enquanto não estiver a até 18 metros do alvo ou não for capaz de vê-lo, a criatura faz um teste de resistência de Sabedoria. Em um sucesso, a criatura não estará mais afetada pelo alvo e reconhecerá o sentimento de repugnância ou atração como mágico. Além disso, uma criatura afetada pela magia tem direito a outro teste de resistência de Sabedoria a cada 24 horas enquanto a magia durar.\nUma criatura que obtenha sucesso na resistência contra esse efeito ficará imune a ele por 1 minuto, depois desse tempo, ela pode ser afetada novamente.", "duration": "10 dias", "higher_level": "", - "id": "d18f7093-ad73-4a5d-b17b-8b54c4d2336d", + "id": "63a69e32-ae3a-49b1-9f57-8f9c9b3d76a8", "level": 8, "locations": [ { @@ -544,7 +544,7 @@ "desc": "Você toca uma criatura e a agracia com aprimoramento mágico. Escolha um dos efeitos a seguir; o alvo ganha esse efeito até o fim da magia.\nAgilidade do Gato. O alvo tem vantagem em testes de Destreza. Ele também não sofre dano ao cair de 6 metros ou menos, se não estiver incapacitado.\nEsperteza da Raposa. O alvo tem vantagem em testes de Inteligência.\nEsplendor da Águia. O alvo tem vantagem em testes de Carisma.\nForça do Touro. O alvo tem vantagem em testes de Força e sua capacidade de carga é dobrada.\nSabedoria da Coruja. O alvo tem vantagem em testes de Sabedoria.\nVigor do Urso. O alvo tem vantagem em testes de Constituição. Ele também recebe 2d6 pontos de vida temporários, que são perdidos quando a magia termina.", "duration": "Até 1 hora", "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 3° nível ou superior, você pode afetar uma criatura adicional para cada nível do espaço acima do 2°.", - "id": "730f4937-af3d-4923-a228-454156ff0f99", + "id": "477dfca0-23b4-4703-9def-01d1358a34c8", "level": 2, "locations": [ { @@ -577,7 +577,7 @@ "desc": "Você cria um impedimento mágico para imobilizar uma criatura que você possa ver, dentro do alcance. O alvo deve ser bem sucedido num teste de resistência de Sabedoria ou será vinculado à magia; se ele for bem sucedido, ele será imune a essa magia se você conjura-la novamente. Enquanto estiver sob efeito dessa magia, a criatura não precisará respirar, comer ou beber e não envelhece. Magias de adivinhação não podem localizar ou perceber o alvo.\nQuando você conjura essa magia, você escolhe uma das seguintes formas de aprisionamento.\nEnterrar. O alvo é sepultado bem fundo na terra em uma esfera de energia mágica que é grande o suficiente para conter o alvo. Nada pode atravessar a esfera e nenhuma criatura pode se teletransportar ou usar viagem plantar para entrar ou sair dela.\nO componente especial para essa versão da magia é um pequeno globo de mitral.\nAcorrentar. Pesadas correntes, firmemente presas ao solo, matem o alvo no lugar. O alvo está impedido até a magia acabar e ele não pode se mover ou ser movido por nenhum meio, até lá.\nO componente especial para essa versão da magia é uma fina corrente de metal precioso.\nPrisão Cercada. A magia transporta o alvo para dentro de um pequeno semiplano que é protegido contra teletransporte e viagem planar. O semiplano pode ser um labirinto, uma jaula, uma torre ou qualquer estrutura ou área confinada similar, à sua escolha.\nO componente material especial para essa versão da magia é uma representação em miniatura da prisão, feita de jade.\nContenção Reduzida. O alvo é reduzido até o tamanho de 30 centímetros e é aprisionado dentro de uma gema ou objeto similar. A luz pode passar através da gema normalmente (permitindo que o alvo veja o exterior e outras criaturas vejam o interior), mas nada mais pode atravessa-la, mesmo por meios de teletransporte ou viagem planar. A gema não pode ser partida ou quebrada enquanto a magia estiver efetiva.\nO componente especial para essa versão da magia é uma gema transparente grande, como um coríndon, diamante ou rubi.\nTorpor. O alvo cai no sono e não pode ser acordado.\nO componente especial para essa versão da magia consiste em ervas soporíferas raras.\nTerminando a Magia. Durante a conjuração da magia, em quaisquer das versões, você pode especificar uma condição que irá fazer a magia terminar e libertará o alvo. A condição pode ser o quão especifica ou elaborada quanto você quiser, mas o Mestre deve concordar que a condição é razoável e tem uma probabilidade de acontecer. As condições podem ser baseadas no nome, identidade ou divindade da criatura mas, no mais, devem ser baseadas em ações ou qualidades observáveis e não em valores intangíveis tais como nível, classe e pontos de vida.\nA magia dissipar magia pode terminar a magia apenas se for conjurada como uma magia de 9° nível, tendo como alvo ou a prisão ou o componente especial usado para cria-la.\nVocê pode usar um componente especial em particular para criar apenas uma prisão por vez. Se você conjurar essa magia novamente usando o mesmo componente, o alvo da primeira conjuração é, imediatamente, liberado do vínculo.", "duration": "Até ser dissipada", "higher_level": "", - "id": "c7becfee-de3c-42fa-b46f-b8dafc37a345", + "id": "f019fadd-4346-4417-8ebe-fbc0e496362e", "level": 9, "locations": [ { @@ -606,7 +606,7 @@ "desc": "Você esconde um baú, e todo o seu conteúdo, no Plano Etéreo. Você deve tocar o baú e a réplica em miniatura que serve como componente material para a magia. O baú pode acomodar até 3,6 metros cúbicos de matéria inorgânica (90 cm por 60 cm por 60 cm).\nEnquanto o baú permanecer no Plano Etéreo, você pode usar uma ação e tocar a réplica para revocar o baú. Ele aparece em um espaço desocupado no chão a 1,5 metro de você. Você pode enviar o baú de volta ao Plano Etéreo usando uma ação e tocando tanto no baú quanto na réplica.\nApós 60 dias, existe 5 por cento de chance, cumulativa, por dia do efeito da magia terminar. Esse efeito termina se você conjurar essa magia novamente, se a pequena réplica do baú for destruída ou se você decidir terminar a magia usando uma ação. Se a magia terminar enquanto o baú maior estiver no Plano Etéreo, ele estará irremediavelmente perdido.", "duration": "Instantânea", "higher_level": "", - "id": "a84f40a1-3f78-41b7-b8fe-467f0f65fd76", + "id": "b08676a6-46b3-480e-971c-658eb7e5632d", "level": 4, "locations": [ { @@ -634,7 +634,7 @@ "desc": "Uma arma não-mágica que você tocar se torna uma arma mágica. Escolha um dos tipos de dano a seguir: ácido, elétrico, frio, fogo ou trovejante. Pela duração, a arma tem +1 de bônus nas jogadas de ataque e causa 1d4 de dano extra, do tipo de elemento escolhido, ao atingir.", "duration": "Até 1 hora", "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 5° ou 6° nível, o bônus nas jogadas de ataque aumenta pra +2 e o dano extra aumenta para 2d4. Quando você usar um espaço de magia de 7° nível ou superior, o bônus aumenta para +3 e o dano extra aumenta para 3d4.", - "id": "972a1211-ff15-4e2e-9756-ca69b0e1fb3e", + "id": "6aeb6260-bb0d-41d9-a316-96088070c047", "level": 3, "locations": [ { @@ -664,7 +664,7 @@ "desc": "Você cria uma arma espectral flutuante, dentro do alcance, que permanece pela duração ou até você conjurar essa magia novamente. Quando você conjura essa magia, você pode realizar um ataque corpo-a-corpo com magia contra uma criatura a 1,5 metro da arma. Se atingir, o alvo sofre dano de energia igual a 1d8 + seu modificador de habilidade de conjuração.\nCom uma ação bônus, no seu turno, você pode mover a arma até 6 metros e repetir o ataque contra uma criatura a 1,5 metro dela.\nA arma pode ter a forma que você desejar. Clérigos de divindades associadas com uma arma em particular (como St. Cuthbert é conhecido por sua maça ou Thor por seu martelo) fazem o efeito dessa magia se assemelhar a essa arma.", "duration": "1 minuto", "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 4° nível ou superior, o dano aumenta em 1d8 para cada dois níveis do espaço acima do 2°.", - "id": "0199a439-c28e-4c28-afca-398c95999312", + "id": "ef6104e3-529d-4390-b333-b9aef5ce5738", "level": 2, "locations": [ { @@ -692,7 +692,7 @@ "desc": "Você toca uma arma não-mágica. Até a magia acabar, a arma se torna uma arma mágica com +1 de bônus nas jogadas de ataque e jogadas de dano.", "duration": "Até 1 hora", "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 4° nível ou superior, o bônus aumenta para +2. Quando você usar um espaço de magia de 6° nível ou superior, o bônus aumenta para +3.", - "id": "e2e33bbf-68ad-458b-afd2-66729bfd7da5", + "id": "a423c918-f300-4096-b5fe-c38deecaa280", "level": 2, "locations": [ { @@ -723,7 +723,7 @@ "desc": "Você imbui uma arma que você toca com o poder sagrado. Até a magia terminar, a arma emite luz brilhante em um raio de 9 metros de raio e luz fraca por mais 9 metros. Além disso, os ataques de armas feitos com ela provocam 2d8 de dano radiante extra em um acerto. Se a arma já não é uma arma mágica, toma-se uma pela duração.\nComo uma ação bônus na sua vez, você pode dispensar essa magia e fazer com que a arma emita um brilho de esplendor. Cada criatura a sua escolha que você pode ver dentro de 9 metros da arma deve fazer um teste de resistência de Constituição. Em um teste falho, uma criatura sofre 4d8 de dano radiante e é cegada por 1 minuto. Em um teste bem-sucedido, uma criatura sofre metade d o dano e não é cegada. No fim de cada uma de seus turnos, uma criatura cega pode fazer uma deste de resistência de Constituição, terminando o efeito sobre si mesmo em um sucesso.", "duration": "Até 1 hora", "higher_level": "", - "id": "fb19b7c4-7e79-40e1-a54d-db81efa1c06e", + "id": "7f1f9878-1ef0-4810-8070-d9a4569516b6", "level": 5, "locations": [ { @@ -751,7 +751,7 @@ "desc": "Você toca uma criatura voluntária que não esteja vestindo armadura e uma energia mágica protetora a envolve até a magia acabar. A CA base do alvo se torna 13 + o modificador de Destreza dele. A magia acaba se o alvo colocar uma armadura ou se você dissipa-la usando uma ação.", "duration": "8 horas", "higher_level": "", - "id": "3875e983-bc41-4fce-8291-b8caf567da15", + "id": "3c196d74-c6a6-4171-a17d-2a5f1cf20ae8", "level": 1, "locations": [ { @@ -779,7 +779,7 @@ "desc": "Uma força magica protetora envolve você, manifestando-se como um frio espectral que cobre você e seu equipamento. Você ganha 5 pontos de vida temporários pela duração. Se uma criatura atingir você com um ataque corpo-a-corpo enquanto estiver com esses pontos de vida, a criatura sofrerá 5 de dano de frio.", "duration": "1 hora", "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 2° nível ou superior, tanto os pontos de vida temporários quanto o dano de frio aumentam em 5 para cada nível do espaço acima do 1°.", - "id": "cc1ae25d-1d19-4595-97ac-6bbd373fa3bf", + "id": "4f6d39c6-af41-495f-b16e-164fa7740efc", "level": 1, "locations": [ { @@ -807,7 +807,7 @@ "desc": "Escolha um objeto que você possa ver, dentro do alcance. O objeto pode ser uma porta, uma caixa, um baú ou um par de algemas, um cadeado ou outro objeto que contenha um meio mundano ou mágico que previne o acesso.\nUm alvo que esteja fechado por uma fechadura mundana ou preso ou barrado torna-se destrancado, destravado ou desbloqueado. Se o objeto tiver múltiplas fechaduras, apenas uma delas é destrancada.\nSe você escolher um alvo que esteja travado pela magia tranca arcana, essa magia será suprimida por 10 minutos, durante esse período o alvo pode ser aberto e fechado normalmente.\nQuando você conjurar essa magia, uma batida forte, audível a até 90 metros de distância, emana do objeto alvo.", "duration": "Instantânea", "higher_level": "", - "id": "33e4a29c-c3a7-4200-b698-05d7395a1201", + "id": "1d53e730-ca55-468b-af82-07d416d212fc", "level": 2, "locations": [ { @@ -833,7 +833,7 @@ "desc": "Você mexe com os pesadelos de uma criatura que você possa ver, dentro do alcance, e cria uma manifestação ilusória dos seus medos mais profundos, visível apenas para a criatura. O alvo deve realizar um teste de resistência de Sabedoria. Se falhar na resistência, ele ficará amedrontado pela duração. No final de cada turno do alvo, antes da magia acabar, ele deve ser bem sucedido num teste de resistência de Sabedoria ou sofrerá 4d10 de dano psíquico. Se passar na resistência, a magia acaba.", "duration": "Até 1 minuto", "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 5° nível ou superior, o dano aumenta em 1d10 para cada nível do espaço acima do 4°.", - "id": "8ccdd0e8-449f-4beb-be38-15da26618462", + "id": "d6453365-a751-423b-becb-94279dc28cf6", "level": 4, "locations": [ { @@ -864,7 +864,7 @@ "desc": "Você estende sua mão e aponta o dedo para um alvo no alcance. Sua magia garante a você uma breve intuição sobre as defesas do alvo. No seu próximo turno, você terá vantagem na primeira jogada de ataque contra o alvo, considerando que essa magia não tenha acabado.", "duration": "Até 1 rodada", "higher_level": "", - "id": "3da244d7-8a8a-4994-bcd2-d8fde403c45c", + "id": "f437a40b-88ab-4e1a-8c00-943051200a37", "level": 0, "locations": [ { @@ -891,7 +891,7 @@ "desc": "Você agita a arma usada na conjuração e depois desaparece para atacar como o vento. Escolha até cinco criaturas que você pode ver dentro do alcance. Faça um ataque mágico corpo-a-corpo contra cada alvo. Em um acerto, um alvo recebe 6d10 de dano na energia.\nVocê pode então se teleportar para um espaço desocupado que você pode ver dentro de 1,5 metros de um dos alvos que você atingiu ou errou.", "duration": "Instantânea", "higher_level": "", - "id": "352e6a59-3838-42ef-948c-681bae19af8b", + "id": "7cbdba38-3c74-40fc-badb-793ecdf75df5", "level": 5, "locations": [ { @@ -921,7 +921,7 @@ "desc": "Pela duração da magia, seus olhos tornam-se manchas vazias imbuídas com poder terrível. Uma criatura, à sua escolha, a até de 18 metros de você que você puder ver, deve ser bem sucedida num teste de resistência de Sabedoria ou será afetada por um dos efeitos a seguir, à sua escolha, pela duração. A cada um dos seus turnos, até a magia acabar, você pode usar sua ação para afetar outra criatura, mas não pode afetar uma criatura novamente se ela tiver sido bem sucedida no teste de resistência contra essa conjuração de ataque visual. Adormecer. O alvo cai inconsciente. Ele acorda se sofrer qualquer dano ou se outra criatura usar sua ação para sacudir o adormecido até acordá-lo. Apavorar. O alvo está amedrontado. Em cada um dos turnos dele, a criatura amedrontada deve realizar a ação de Disparada e se mover para longe de você pela rota segura mais curta disponível, a não ser que não haja lugar para se mover. Se o alvo se mover para um local a, pelo menos, 18 metros de distância de você onde ela não possa mais te ver, esse efeito termina.\nAdoecer. O alvo tem desvantagem nas jogadas de ataque e testes de habilidade. No final de cada um dos turnos dele, ele pode realizar outro teste de resistência de Sabedoria. Se for bem sucedido, o efeito termina.", "duration": "Até 1 minuto", "higher_level": "", - "id": "fa50b50b-b7c7-40c9-976f-7167ab3ca9c5", + "id": "b45ec08e-9631-49d4-927d-04c23edb102e", "level": 6, "locations": [ { @@ -949,7 +949,7 @@ "desc": "Você cria um chicote de energia elétrica em uma criatura à sua escolha que você possa ver dentro do alcance. O alvo deve obter sucesso em um TR de Força ou é empurrado 3 metros em uma linha reta diante de você e então recebe 1d8 de dano elétrico se estivesse a 1,m de você.\nO dano desta magia aumenta em 1d8 quando você alcança o nível 5 (2d8), nível 11 (3d8), nível 17 (4d8).", "duration": "Instantânea", "higher_level": "", - "id": "b1f5bb91-7515-40f1-b59f-37ee018db307", + "id": "8ceed242-c6be-46cb-85ae-4783d67e1206", "level": 0, "locations": [ { @@ -977,7 +977,7 @@ "desc": "Você cria um chicote de energia relâmpago que atinge uma criatura de sua escolha que você pode ver a menos de 5 metros de você. O alvo deve ser bem-sucedido em um teste de resistência de Força ou ser puxado até 3 metros em uma linha reta em sua direção e sofrer 1d8 de dano elétrico se estiver a menos de 1,5 metro de você.\nO dano deste feitiço aumenta em 1d8 quando você atinge o 5° nível (2d8), 11° nível (3d8) e 17° nível (4d8).", "duration": "Instantânea", "higher_level": "", - "id": "c65737de-aad7-469d-9758-d8dab2cf6897", + "id": "63f66468-6af3-4577-8c09-e5392fe1b79c", "level": 0, "locations": [ { @@ -1003,10 +1003,10 @@ "M" ], "concentration": false, - "desc": "Ao lançar varetas cravejados com gemas, rolar ossos de dragão, puxar cartas ornamentadas ou usar outro tipo de ferramenta de adivinhação, você recebe um pressagio de uma entidade de outro mundo, sobre os resultados de cursos de ação específicos que você planeja tomar nos próximos 30 minutos. O Mestre escolhe dentre os possíveis presságios a seguir: \u2022 Êxito, para resultados bons\n\u2022 Fracasso, para resultados maus \u2022 Êxito e fracasso, para resultados bons e maus \u2022 Nada, para resultados que não são especialmente bons ou ruins A magia não leva em conta qualquer possível circunstancia que possa mudar o resultado, como a conjuração de magias adicionais ou a perda ou ganho de um companheiro.\nSe você conjurar a magia duas ou mais vezes antes de completar seu próximo descanso longo, existe uma chance cumulativa de 25 por cento de cada conjuração, depois da primeira que você fez, ter um resultado aleatório. O Mestre faz essa jogada secretamente.", + "desc": "Ao lançar varetas cravejados com gemas, rolar ossos de dragão, puxar cartas ornamentadas ou usar outro tipo de ferramenta de adivinhação, você recebe um pressagio de uma entidade de outro mundo, sobre os resultados de cursos de ação específicos que você planeja tomar nos próximos 30 minutos. O Mestre escolhe dentre os possíveis presságios a seguir: • Êxito, para resultados bons\n• Fracasso, para resultados maus • Êxito e fracasso, para resultados bons e maus • Nada, para resultados que não são especialmente bons ou ruins A magia não leva em conta qualquer possível circunstancia que possa mudar o resultado, como a conjuração de magias adicionais ou a perda ou ganho de um companheiro.\nSe você conjurar a magia duas ou mais vezes antes de completar seu próximo descanso longo, existe uma chance cumulativa de 25 por cento de cada conjuração, depois da primeira que você fez, ter um resultado aleatório. O Mestre faz essa jogada secretamente.", "duration": "Instantânea", "higher_level": "", - "id": "d797a79b-1aae-4a39-bd70-58f82b3aa6a2", + "id": "6c64e999-16b5-43aa-a373-3e882918d847", "level": 2, "locations": [ { @@ -1040,7 +1040,7 @@ "desc": "Você faz com que uma criatura ou um objeto que você possa ver dentro do alcance, fique maior ou menor, pela duração. Escolha entre uma criatura ou um objeto que não esteja sendo carregado nem vestido. Se o alvo for involuntário, ele deve realizar um teste de resistência de Constituição. Se for bem sucedido, a magia não surte efeito.\nSe o alvo for uma criatura, tudo que ele esteja vestindo ou carregando muda e tamanho com ela. Qualquer item largado por uma criatura afetada, retorna ao seu tamanho natural. Aumentar. O tamanho do alvo dobra em todas as dimensões e seu peso é multiplicado por oito. Esse aumento eleva seu tamanho em uma categoria – de Médio para Grande, por exemplo. Se não houver espaço suficiente para que o alvo dobre de tamanho, a criatura ou objeto alcança o tamanho máximo possível no espaço disponível. Até o fim da magia, o alvo também tem vantagem em testes de Força e testes de resistência de Força. O tamanho das armas do alvo crescem para se adequar ao seu novo tamanho. Quando essas armas são ampliadas, os ataques do alvo com elas causam 1d4 de dano extra. Reduzir. O tamanho do alvo é reduzido à metade em todas as dimensões e seu peso é reduzido a um oitavo do normal. Essa redução diminui o tamanho do alvo em uma categoria – de Médio para Pequeno, por exemplo. Até o fim da magia, o alvo tem desvantagem em testes de Força e testes de resistência de Força. O tamanho das armas do alvo diminuem para se adequar ao seu novo tamanho. Quando essas armas são reduzidas, os ataques do alvo com elas causam 1d4 de dano a menos (isso não pode reduzir o dano a menos de 1).", "duration": "Até 1 minuto", "higher_level": "", - "id": "79425eca-0e18-46ec-b101-cbbf169d9aed", + "id": "33836586-97b1-49eb-a912-90d45ee8bbfa", "level": 2, "locations": [ { @@ -1072,7 +1072,7 @@ "desc": "Você coloca uma ilusão em uma criatura ou objeto que você tocar, então magias de adivinhação revelarão informações falsas sobre ele. O alvo pode ser uma criatura voluntária ou um objeto que não esteja sendo carregado ou vestido por outra criatura.\nQuando você conjura essa magia, escolha um ou ambos os efeitos seguintes. O efeito permanece pela duração. Se você conjurar essa magia na mesma criatura ou objeto a cada dia por 30 dias, colocando o mesmo efeito nele todas as vezes, a ilusão durará até ser dissipada.\nAura Falsa. Você modifica a forma como o alvo aparece para magias e efeitos mágicos, como detectar magia, que detectam auras mágicas. Você pode fazer um objeto não-mágico parecer mágico ou mudar a aura mágica de um objeto para que ela pareça pertencer a outra escola de magia a sua escolha. Quando você usar esse efeito num objeto, você pode fazer a aura falsa aparente a qualquer criatura que manusear o item.\nMáscara. Você modifica a forma como o alvo aparece para magias e efeitos que detectam tipos de criaturas, como o Sentido Divino do paladino ou o gatilho de um magia símbolo. Você escolhe o tipo de criatura e outras magias e efeitos mágicos consideram o alvo como se ele fosse uma criatura desse tipo ou tendência.", "duration": "24 horas", "higher_level": "", - "id": "344e4893-c7ed-4ee9-93d6-a3262fec978a", + "id": "0845d23e-de40-4bec-810d-b1f9349deb35", "level": 2, "locations": [ { @@ -1100,7 +1100,7 @@ "desc": "Luz divina emana de você e adere em uma aureola suave num raio de 9 metros, em volta de você. As criaturas de sua escolha, no raio, quando você conjurar essa magia, emitem penumbra num raio de 1,5 metro e tem vantagem em todos os testes de resistência e as outras criaturas tem desvantagem nas jogadas de ataque contra elas, até a magia acabar. Além disso, quando um corruptor ou morto-vivo atingir uma criatura afetada com um ataque corpo-a-corpo, a aura lampeja com luz plena. O atacante deve ser bem sucedido num teste de resistência de Constituição ou ficara cego até a magia acabar.", "duration": "Até 1 minuto", "higher_level": "", - "id": "0d30511e-349c-4dd9-9866-ed16188504b0", + "id": "a0b6b464-8068-45c6-92db-e04ecc62fdab", "level": 8, "locations": [ { @@ -1126,7 +1126,7 @@ "desc": "Energia purificante irradia de você em uma aura com 9 metros de raio. Até a magia acabar, a aura se move mantendo-se centrada em você. Todas as criaturas não- hostis na aura (incluindo você) não podem ficar doentes, tem resistência a dano de veneno e tem vantagem em testes de resistência contra efeitos que deixem ela com qualquer das condições a seguir: amedrontado, atordoado, cego, enfeitiçado, envenenado, paralisado e surdo.", "duration": "Até 10 minutos", "higher_level": "", - "id": "48605d05-8116-40fd-b6ed-dee7bc1a7b9d", + "id": "80c06785-3e2a-4c52-8929-3e9d910e18b5", "level": 4, "locations": [ { @@ -1154,7 +1154,7 @@ "desc": "Energia de prevenção vital irradia de você em uma aura com 9 metros de raio. Até a magia acabar, a aura se move mantendo-se centrada em você. Todas as criaturas não- hostis na aura (incluindo você) tem resistência a dano necrótico e seu máximo de pontos de vida não pode ser reduzido. Além disso, uma criatura viva não-hostil, recupera 1 ponto de vida quando começa seu turno na aura com 0 pontos de vida.", "duration": "Até 10 minutos", "higher_level": "", - "id": "2ee06757-4086-4994-9b7c-8441cf291b8f", + "id": "e15e8a67-2bd5-48e2-a340-ea1feeb5ab32", "level": 4, "locations": [ { @@ -1182,7 +1182,7 @@ "desc": "Energia curativa irradia de você em uma aura com 9 metros de raio. Até a magia acabar, a aura se move mantendo-se centrada em você. Você pode usar uma ação bônus para fazer com que uma criatura na aura (incluindo você) recupere 2d6 pontos de vida.", "duration": "Até 1 minuto", "higher_level": "", - "id": "91a6a18e-ab37-48cb-a1cf-dbef76655d14", + "id": "db2fdacb-ec1d-4f23-8240-e66167d82fdf", "level": 3, "locations": [ { @@ -1214,7 +1214,7 @@ "desc": "A luz do amanhecer brilha em um local que você especifica dentro do alcance. Atê que a magia termine, um cilindro de 9 metros de raio e 12 metros de altura de luz brilhante cintila lá. Esta luz é luz solar.\nQuando o cilindro aparece, cada criatura dentro dele deve fazer um teste de resistência de Constituição, levando 4d10 de dano radiante em uma falha, ou metade do dano em um bem sucedido. Uma criatura também deve fazer esse teste sempre que terminar a sua vez dentro do cilindro.\nSe você estiver dentro de 1 8 metros do cilindro, você pode movê-lo até 1 8 metros como uma ação bônus na sua vez.", "duration": "Até 1 minuto", "higher_level": "", - "id": "786ae770-2360-4a50-94dc-079dd88d9d8c", + "id": "62cf2b93-7e14-48ff-8a5d-72ecea8e8ad3", "level": 5, "locations": [ { @@ -1241,7 +1241,7 @@ "desc": "Sua oração fortalece você com radiação divina. Até o fim da magia, seus ataques com arma causam 1d4 de dano radiante extra ao atingirem.", "duration": "Até 1 minuto", "higher_level": "", - "id": "5cc18e76-1046-4102-bdaa-53aae3fd1c5f", + "id": "edacf024-fc73-43b0-b567-db4a0236a76a", "level": 1, "locations": [ { @@ -1268,7 +1268,7 @@ "desc": "Você toca uma criatura disposta e a imbui com o poder de cuspir energia mágica de sua boca, desde que tenha uma. Escolha entre ácido, frio, fogo, elétrico ou veneno. Até a magia terminar, a criatura pode usar uma ação para exalar energia do tipo escolhido em um cone de 4,5 metros. Cada criatura nessa área deve fazer um teste de resistência de Destreza, tomando um dano de 3d6 do tipo escolhido em uma falha, ou metade de dano em um bem sucedido.", "duration": "Até 1 minuto", "higher_level": "Em Níveis Superiores. Quando você conjura essa omagia usando um espaço de magia de 3 nível ou superior, o dano aumenta em 1d6 para cada nível do oespaço de magia acima do 2°.", - "id": "7cc59c21-c1e1-4734-a2c7-d3665d31ba4f", + "id": "381f0937-a08b-4407-88a0-270969483742", "level": 2, "locations": [ { @@ -1300,7 +1300,7 @@ "desc": "Você tenta enviar uma criatura que você pode ver dentro do alcance, para outro plano de existência. O alvo deve ser bem sucedido num teste de resistência de Carisma ou será banido. Se o alvo for nativo do plano de existência que você está, você bane o alvo para um semiplano inofensivo. Enquanto estiver lá, a criatura estará incapacitada. Ela permanece lá até a magia acabar, a partir desse ponto, o alvo reaparece no espaço em que ela deixou ou no espaço desocupado mais próximo, se o espaço dela estiver ocupado. Se o alvo for nativo de um plano de existência diferente do que você está, o alvo é banido em um lampejo sutil, retornando para o seu plano natal. Se a magia acabar antes de 1 minuto se passar, o alvo reaparece no lugar em que estava ou no espaço desocupado mais próximo, se o espaço dela estiver ocupado. Do contrário, o alvo não retorna.", "duration": "Até 1 minuto", "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 5° nível ou superior, você pode afetar uma criatura adicional para cada nível do espaço acima do 4°.", - "id": "3b245452-34b2-40d5-ac86-b7f16171a4c3", + "id": "4b163e83-847b-470a-91ed-e369e20ab02d", "level": 4, "locations": [ { @@ -1328,7 +1328,7 @@ "desc": "Você traz um grande banquete, incluindo comida e bebida magnificas. O banquete leva 1 hora para ser consumido e desaparece ao final desse tempo e os efeitos benéficos não se aplicam até essa hora terminar. Até doze criaturas podem participar do banquete.\nUma criatura que participe do banquete ganha diversos benefícios. A criatura é curada de todas as doenças e venenos, torna-se imune a veneno e a ser amedrontada e faz todos os seus testes de resistência com vantagem. Seu máximo de pontos de vida também aumenta em 2d10 e ela ganha a mesma quantidade de pontos de vida. Esses benefícios duram por 24 horas.", "duration": "Instantânea", "higher_level": "", - "id": "91e51c3e-eec0-44d2-aeaf-05b4aa26f1b7", + "id": "b7c3d1e0-e471-4eb2-9686-9adedf3da37b", "level": 6, "locations": [ { @@ -1358,7 +1358,7 @@ "desc": "Você cria uma muralha vertical de lâminas giratórias, afiadas como navalhas, feitas de energia mágica. A muralha aparece dentro do alcance e permanece pela duração. Você pode fazer uma muralha reta de até 30 metros de comprimento por 6 metros de altura e 1,5 metro de largura ou uma muralha anelar com até 18 metros de diâmetro, 6 metros de altura e 1,5 metro de largura. A muralha confere três-quartos de cobertura a criaturas atrás dela e seu espaço é terreno difícil.\nQuando uma criatura entrar a área da muralha pela primeira vez em um turno, ou começar seu turno nela, a criatura deve realizar um teste de resistência de Destreza. Se falhar, a criatura sofrerá 6d10 de dano cortante. Em um sucesso, a criatura sofre metade desse dano.", "duration": "Até 10 minutos", "higher_level": "", - "id": "9ab39b16-feed-477e-84d5-251c91192f08", + "id": "eb13984a-8963-4cda-b8be-5bdf06f33202", "level": 6, "locations": [ { @@ -1386,7 +1386,7 @@ "desc": "Você implanta uma mensagem em um objeto dentro do alcance, uma mensagem que é pronunciada quando uma condição de ativação é satisfeita. Escolha um objeto que você possa ver e não esteja sendo vestido ou carregado por outra criatura. Então, fale a mensagem, que deve conter 25 palavras ou menos, apesar de ela poder ser entregue durante um período de até 10 minutos. Finalmente, determine a circunstância que irá ativar a magia para que sua mensagem seja entregue.\nQuando essa circunstância ocorrer, a boca encantada aparecerá no objeto e recitará a mensagem com sua voz e com o mesmo volume que você falou. Se o objeto que você escolheu tiver uma boca ou algo semelhante a uma boca (por exemplo, a boca de uma estátua), a boca mágica aparece ai, então, as palavras parecerão vir da boca do objeto. Quando você conjura essa magia, você pode fazer a magia acabar depois de enviar sua mensagem ou ela pode permanecer e repetir a mensagem sempre que a circunstância de ativação ocorrer.\nA circunstância de ativação pode ser tão genérica ou tão detalhada quando você quiser, apesar de ela precisar ser baseada em condições visuais ou audíveis que ocorram a até 9 metros do objeto. Por exemplo, você pode instruir a boca a falar quando uma criatura se aproximar a menos de 9 metros do objeto ou quando um sino de prata tocar a menos de 9 metros dela.", "duration": "Até ser dissipada", "higher_level": "", - "id": "2d8c96a0-12f4-46e4-a583-4c5a1dd02922", + "id": "4f5dcbe7-fb7c-453a-8cd0-f2eb7735478c", "level": 2, "locations": [ { @@ -1415,7 +1415,7 @@ "desc": "Um veio brilhante lampeja na ponta do seu dedo em direção a um ponto que você escolher, dentro do alcance, e então eclode com um estampido baixo, explodindo em chamas. Cada criatura em uma esfera de 6 metros de raio, centrada no ponto, deve realizar um teste de resistência de Destreza. Um alvo sofre 8d6 de dano de fogo se falhar na resistência, ou metade desse dano se obtiver sucesso.\nO fogo se espalha, dobrando esquinas. Ele incendeia objetos inflamáveis na área que não estejam sendo vestidos ou carregados.", "duration": "Instantânea", "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 4° nível ou superior, o dano aumenta em 1d6 para cada nível do espaço acima do 3°.", - "id": "b7aeef67-5250-4ae2-9fcb-f456f79bfb08", + "id": "70e83fce-9d3d-4578-b406-e4237022ca0a", "level": 3, "locations": [ { @@ -1444,7 +1444,7 @@ "desc": "Um feixe de luz amarelada é disparado da ponta do seu dedo, então se condensa e aguarda no ponto escolhido, dentro do alcance, como uma conta brilhante, pela duração. Quando a magia termina, seja por sua concentração ter sido interrompida ou por você ter decidido termina-la, a conta eclode com um estampido baixo, explodindo em chamas que se espalhando, dobrando esquinas. Cada criatura numa esfera, com 6 metros de raio, centrada na conta, deve realizar um teste de resistência de Destreza. Uma criatura sofre dano igual ao total de dano acumulado se falhar na resistência, ou metade do total se obtiver sucesso.\nO dano base da magia é 12d6. Se até o final do seu turno, a conta ainda não tiver sido detonada, o dano aumenta em 1d6.\nSe a conta brilhante for tocada antes do intervalo expirar, a criatura que a tocou deve realizar um teste de resistência de Destreza. Se falhar na resistência, a magia termina imediatamente, fazendo a conta explodir em chamas. Se obtiver sucesso na resistência, a criatura pode arremessar a conta a até 12 metros. Quando ela atinge uma criatura ou objeto solido, a magia termina e a conta explode.\nO fogo danifica objetos na área e incendeia objetos inflamáveis que não estejam sendo vestidos ou carregados.", "duration": "Até 1 minuto", "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 8° nível ou superior, o dano base aumenta e 1d6 para cada nível do espaço acima do 7°.", - "id": "7dbffeb3-50fd-4bd1-8402-f3306c4c158d", + "id": "4610203f-0db1-47bb-8c3d-6f59cb7387be", "level": 7, "locations": [ { @@ -1473,7 +1473,7 @@ "desc": "Até dez frutos aparecem na sua mão e são infundidos com magia pela duração. Uma criatura pode usar sua ação para comer um fruto. Comer um fruto restaura 1 ponto de vida e um fruto produz nutrientes suficientes para sustentar uma criatura por um dia.\nOs frutos perdem seu potencial se não forem consumidos dentro de 24 horas da conjuração dessa magia.", "duration": "Instantânea", "higher_level": "", - "id": "af538f2f-1d8e-45ee-9105-ce0cca041d1e", + "id": "49c31cc2-7b1b-4879-9d34-281ebf967f54", "level": 1, "locations": [ { @@ -1503,7 +1503,7 @@ "desc": "Você empunha a arma usada na conjuração do feitiço e faz um ataque corpo a corpo com ela contra uma criatura a menos de 1,5 metro de você. Em um acerto, o alvo sofre os efeitos normais do ataque da arma e então fica envolto em energia explosiva até o início de seu próximo turno. Se o alvo se mover voluntariamente 1,5 metros ou mais antes disso, o alvo sofre 1d8 de dano de trovão e o feitiço termina.\nO dano deste feitiço aumenta quando você atinge certos níveis. No 5° nível, o ataque corpo a corpo causa um dano extra de trovão 1d8 ao alvo em um acerto, e o dano que o alvo leva para se mover aumenta para 2d8. Ambas as jogadas de dano aumentam em 1d8 no 11° nível (2d8 e 3d8) e novamente no 17° nível (3d8 e 4d8).", "duration": "1 rodada", "higher_level": "", - "id": "2c650f3c-7ade-4065-9ce0-9033c8a28bbe", + "id": "c6de8b73-3cde-4bf0-b534-ecf62435cd2d", "level": 0, "locations": [ { @@ -1532,7 +1532,7 @@ "desc": "A madeira de uma clava ou bordão, que você esteja segurando, é imbuída com o poder da natureza. Pela duração, você pode usar sua habilidade de conjuração ao invés da sua Força para as jogadas de ataque e dano corpo-a-corpo usando essa arma, e o dado de dano da arma se torna um d8. A arma também se torna mágica, se ela já não for. A magia acaba se você conjura-la novamente ou se você soltar a arma.", "duration": "1 minuto", "higher_level": "", - "id": "4e178259-e190-4fc4-888b-873661705cd4", + "id": "ee331970-4073-4b6f-90c8-fa891fe8b5e4", "level": 0, "locations": [ { @@ -1557,10 +1557,10 @@ "M" ], "concentration": false, - "desc": "Você invoca os espíritos da natureza para proteger uma área ao ar livre ou subterrânea. A área pode ser tão pequena como um cubo de 9 metros ou tão grande quanto um cubo de 27 metros. Edifícios e outras estruturas são excluídos da área afetada. Se você conjurar essa magia na mesma área todos os dias por um ano , a magia dura até que seja dissipada.\nA magia cria os seguintes efeitos dentro da área. Quando você conjura essa magia, você pode especificar criaturas como aliados que serão imunes aos efeitos. Você também pode especificar uma senha que, quando falada em voz alta, toma o falante imune a esses efeitos.\nToda a área protegida irradia magia. Uma magia dissipar conjurada na área, se bem-sucedida, remove apenas um dos seguintes efeitos, não a área inteira. O conjurador da a magia escolhe o efeito que será dissipado. Só quando todos os seus efeitos forem dissipados, essa magia é dissipada.\nNévoa Sólida. Você pode preencher qualquer número de quadrados de 1,5 metros no chão com névoa espessa, tornando-os fortemente obscurecidos. A névoa atinge 3 metros de altura. Além disso, cada metro de movimento através do nevoeiro custa 2 metros extras. Para uma criatura imune a este efeito, a neblina não obscurece nada e parece uma névoa suave, com ciscos de luz verde flutuando no ar.\nMatagal Esmagador. Você pode preencher qualquer número de quadrados de 1,5 metros no chão, que não estejam preenchidos com nevoeiro, com ervas daninhas e vinhas, como se fossem afetados por uma magia vinha constrição. Para uma criatura imune a este efeito, as ervas datúnhas e as vinhas são suaves ao toque e se remodelam para servir como assentos ou camas temporários.\nGuardiões do Bosque. Você pode animar até quatro árvores na área, fazendo com que elas se desenraizem do solo. Essas árvores possuem as mesmas estatísticas que uma árvore despertada, que aparece no Manual dos Monstros, exceto que. não podem falar, e sua casca é coberta com sim.bolos druidices. Se al ma criatura não imune a este efeito entra na área protegida, os guardiões do bosque lutam até que tenham e pulsado ou matàdo os intrusos. Os guardiões do bosque também oôedecem, a seus comandos falados (nenhuma ação exigida por você) que você emite na área. Se você não lhes dá comandos e nenhum intruso está presente, os guardiões do bosque não fazem nada. Os guardiões do bosque não podem deixar a área protegida. Quando a magia termina, a magia que os anima desaparece, e as árvores se enraizam novamente, se possível.\nEfeito Mágico Adicional. Você pode escolher entre um dos seguintes efeitos mágicos dentro da área protegida:\n\u2022 Uma rajada de vento constante em dois locais de sua escolha.\n\u2022 Crescer espinhos em um local a sua escolha.\n\u2022 Muralha de vento em dois locais a sua escolha.\nPara uma criatura imune a este efeito, os ventos são uma brisa perfumada e suave e a área do crescer espinhos é inofensiva.", + "desc": "Você invoca os espíritos da natureza para proteger uma área ao ar livre ou subterrânea. A área pode ser tão pequena como um cubo de 9 metros ou tão grande quanto um cubo de 27 metros. Edifícios e outras estruturas são excluídos da área afetada. Se você conjurar essa magia na mesma área todos os dias por um ano , a magia dura até que seja dissipada.\nA magia cria os seguintes efeitos dentro da área. Quando você conjura essa magia, você pode especificar criaturas como aliados que serão imunes aos efeitos. Você também pode especificar uma senha que, quando falada em voz alta, toma o falante imune a esses efeitos.\nToda a área protegida irradia magia. Uma magia dissipar conjurada na área, se bem-sucedida, remove apenas um dos seguintes efeitos, não a área inteira. O conjurador da a magia escolhe o efeito que será dissipado. Só quando todos os seus efeitos forem dissipados, essa magia é dissipada.\nNévoa Sólida. Você pode preencher qualquer número de quadrados de 1,5 metros no chão com névoa espessa, tornando-os fortemente obscurecidos. A névoa atinge 3 metros de altura. Além disso, cada metro de movimento através do nevoeiro custa 2 metros extras. Para uma criatura imune a este efeito, a neblina não obscurece nada e parece uma névoa suave, com ciscos de luz verde flutuando no ar.\nMatagal Esmagador. Você pode preencher qualquer número de quadrados de 1,5 metros no chão, que não estejam preenchidos com nevoeiro, com ervas daninhas e vinhas, como se fossem afetados por uma magia vinha constrição. Para uma criatura imune a este efeito, as ervas datúnhas e as vinhas são suaves ao toque e se remodelam para servir como assentos ou camas temporários.\nGuardiões do Bosque. Você pode animar até quatro árvores na área, fazendo com que elas se desenraizem do solo. Essas árvores possuem as mesmas estatísticas que uma árvore despertada, que aparece no Manual dos Monstros, exceto que. não podem falar, e sua casca é coberta com sim.bolos druidices. Se al ma criatura não imune a este efeito entra na área protegida, os guardiões do bosque lutam até que tenham e pulsado ou matàdo os intrusos. Os guardiões do bosque também oôedecem, a seus comandos falados (nenhuma ação exigida por você) que você emite na área. Se você não lhes dá comandos e nenhum intruso está presente, os guardiões do bosque não fazem nada. Os guardiões do bosque não podem deixar a área protegida. Quando a magia termina, a magia que os anima desaparece, e as árvores se enraizam novamente, se possível.\nEfeito Mágico Adicional. Você pode escolher entre um dos seguintes efeitos mágicos dentro da área protegida:\n• Uma rajada de vento constante em dois locais de sua escolha.\n• Crescer espinhos em um local a sua escolha.\n• Muralha de vento em dois locais a sua escolha.\nPara uma criatura imune a este efeito, os ventos são uma brisa perfumada e suave e a área do crescer espinhos é inofensiva.", "duration": "24 horas", "higher_level": "", - "id": "50feb63b-5031-4e30-b552-69f740527027", + "id": "034b8fb8-49dc-4531-81db-da2e2cdb59a8", "level": 6, "locations": [ { @@ -1587,7 +1587,7 @@ "desc": "Você invoca o poder de Hadar, o Faminto Sombrio. Tentáculos de energia negra brotam de você e golpeiam todas as criaturas a até 3 metros de você. Cada criatura na área deve realizar um teste de resistência de Força. Se falhar, o alvo sofre 2d6 de dano necrótico e não pode fazer reações até o próximo turno dela. Em um sucesso, uma criatura sofre metade do dano e não sofre qualquer outro efeito.", "duration": "Instantânea", "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 2° nível ou superior, o dano aumenta em 1d6 para cada nível do espaço acima do 1°.", - "id": "48e70cdc-0061-4dec-bf7f-c44635478ca0", + "id": "efda365a-0848-46bc-bcd0-6248b7e937c6", "level": 1, "locations": [ { @@ -1614,7 +1614,7 @@ "desc": "Você coloca uma maldição em uma criatura que você possa ver, dentro do alcance. Até a magia acabar, você causa 1d6 de dano necrótico extra no alvo sempre que atingi-lo com um ataque. Além disso, escolha uma habilidade quando você conjurar a magia. O alvo tem desvantagem em testes de habilidade feitos com a habilidade escolhida.\nSe o alvo cair a 0 pontos de vida antes da magia acabar, você pode usar uma ação bônus, no seu turno subsequente para amaldiçoar outra criatura. Uma magia remover maldição conjurada no alvo acaba com a magia prematuramente.", "duration": "Até 1 hora", "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 3° ou 4° nível, você poderá manter sua concentração na magia por até 8 horas. Quando você usar um espaço de magia de 5° nível ou superior, você poderá manter sua concentração na magia por até 24 horas.", - "id": "d26932f9-829a-4a9a-b1cb-ada2122d158e", + "id": "d0a6add7-0892-4810-9dd9-5195b3378ec9", "level": 1, "locations": [ { @@ -1643,7 +1643,7 @@ "desc": "Você abençoa até três criaturas, à sua escolha, dentro do alcance. Sempre que um alvo realizar uma jogada de ataque ou teste de resistência antes da magia acabar, o alvo pode jogar um d4 e adicionar o valor jogado ao ataque ou teste de resistência.", "duration": "Até 1 minuto", "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 2° nível ou superior, você pode afetar uma criatura adicional para cada nível do espaço acima do 1°.", - "id": "a5cacbff-f499-4531-a909-61931f7636c3", + "id": "fa4f1ca4-82d6-4163-94d7-3f19d906220e", "level": 1, "locations": [ { @@ -1671,7 +1671,7 @@ "desc": "Você adquire a habilidade de entrar em uma árvore e se mover de dentro dela para dentro de outra árvore de mesmo tipo à até 150 metros. Ambas as árvores devem estar vivas e ter, pelo menos, o mesmo tamanho que você. Você deve usar 1,5 metro de deslocamento para entrar numa árvore. Você, instantaneamente, sabe a localização de todas as outras árvores de mesmo tipo à 150 metros e, como parte do movimento usado para entrar na árvore, pode tanto passar por uma dessas árvores quanto sair da árvore em que você está. Você aparece no espaço que você quiser a 1,5 metro da árvore destino, usando outro movimento de 1,5 metro. Se você não tiver movimento restante, você aparece a 1,5 metro da árvore que você terminou seu movimento.\nVocê pode usar esse habilidade de transporte uma vez por rodada pela duração. Você deve terminar cada turno fora da árvore.", "duration": "Até 1 minuto", "higher_level": "", - "id": "26cadd5a-5b2f-4d14-8432-7ffd1915ed53", + "id": "33493114-934a-491d-8e49-8460e4d4a1df", "level": 5, "locations": [ { @@ -1698,7 +1698,7 @@ "desc": "Você a até dez criaturas voluntária que você possa ver, dentro do alcance, assumem uma forma gasosa pela duração, parecidas com pedaços de nuvem. Enquanto estiver na forma de nuvem, uma criatura tem deslocamento de voo de 90 metros e tem resistência a danos de armas não-mágicas. As únicas ações que uma criatura pode realizar nessa forma são a ação de Disparada ou para reverter a sua forma normal. Reverter leva 1 minuto, período pelo qual a criatura estará incapacitada e não poderá se mover. Até a magia acabar, uma criatura pode reverter para a forma de nuvem, o que também requer a transformação de 1 minuto.\nSe uma criatura estiver na forma de nuvem e voando quando o efeito acabar, a criatura descerá a 18 metros por rodada por 1 minuto, até aterrissar na solo, o que é feito com segurança. Se ela não puder aterrissar em 1 minuto, a criatura cairá a distância restante.", "duration": "8 horas", "higher_level": "", - "id": "1a9eada1-13d2-419b-bb0d-c824a91180cf", + "id": "f731f45a-9e2b-4635-a55c-0de7aaae5e80", "level": 6, "locations": [ { @@ -1727,7 +1727,7 @@ "desc": "Uma esfera invisível, de 3 metros de raio, de antimagia envolve você. Essa área é separada da energia mágica que se espalha pelo multiverso. Dentro da esfera, magias não podem ser conjuradas, criaturas invocadas desaparecem e, até mesmo itens mágicos, se tornam mundanos. Até o fim da magia, a esfera se move com você, centrada em você.\nMagias e outros efeitos mágicos, exceto os criados por artefatos ou divindades, são suprimidos na esfera e não podem adentra-la. Um espaço gasto para conjurar uma magia suprimida é consumido. Enquanto o efeito estiver suprimido, ela não funciona, mas o tempo que ela permanecer suprimida é descontado da sua duração.\nEfeitos de Alvo. Magias e outros efeitos mágicos, como mísseis mágicos e enfeitiçar pessoa, que forem usados em uma criatura ou objeto dentro da esfera, não surtem efeito no alvo.\nÁreas de Magia. A área de outra magia ou efeito mágico, como uma bola de fogo, não se estende para dentro da esfera. Se a esfera sobrepor um área mágica, a parte da área que for coberta pela espera é suprimida. Por exemplo, as chás criadas por uma muralha de fogo serão suprimidas dentro da esfera, criando um abertura na muralha se a sobreposição por grande o suficiente.\nMagias. Qualquer magia ativa ou outro efeito mágico em uma criatura ou objeto dentro da esfera é suprimido enquanto a criatura ou objeto permanecer dentro dela.\nItens Mágicos. As propriedades e poderes de itens mágicos são suprimidas dentro da esfera. Por exemplo, uma espada longa +1 dentro da esfera funciona como uma espada não-mágica.\nAs propriedades e poderes de uma arma mágica são suprimidos se ela for usada contra um alvo dentro da esfera ou empunhada por um atacante dentro da esfera. Se uma arma mágica ou munição mágica deixar a esfera completamente (por exemplo, se você disparar uma flecha mágica ou arremessar uma lança mágica e um alvo fora da esfera), a magia do item deixa de ser suprimida tão logo ele deixe a esfera.\nViagem Mágica. Teletransporte e viagem planar não funciona dentro da esfera, tanto se a esfera for o destino quando o ponto de partida para tais viagens mágicas. Um portal para outro lugar, mundo ou plano de existência, assim como um espaço extradimensional aberto, como o criado pela magia truque de corda, é temporariamente fechado enquanto estiver dentro da esfera.\nCriaturas e Objetos. Uma criatura ou objeto invocado ou criado através de magia, temporariamente desaparece da existência dentro da esfera. Tais criaturas reaparecem instantaneamente quando o espaço ocupado pela criatura não estiver mais dentro da esfera.\nDissipar Magia. Magias e efeitos mágicos como dissipar magia, não surtem efeito sob esfera. da mesma forma, esferas criadas por magias de campo antimagia diferentes não se anulam.", "duration": "Até 1 hora", "higher_level": "", - "id": "458f8b12-d849-4cdd-b661-7d02a592dd5f", + "id": "5c2e3b16-8d5a-456c-b4eb-48e22d2091f7", "level": 8, "locations": [ { @@ -1756,7 +1756,7 @@ "desc": "Você tenta transformar uma criatura que você possa ver, dentro do alcance, em pedra. Se o corpo do alvo for feito de carne, a criatura deve realizar um teste de resistência de Constituição. Em caso de falha, ela ficará impedida, à medida que sua carne começa a endurecer. Se obtiver sucesso, a criatura não é afetada. Uma criatura impedida por essa magia deve realizar outro teste de resistência de Constituição no final de cada um dos turnos dela. Se obtiver sucesso na resistência contra essa magia três vezes, a magia termina. Se ela falhar no teste de resistência três vezes, ela se torna pedra é afetada pela condição petrificado pela duração. Os sucessos e falhas não precisam ser consecutivos; anote ambos os resultados até o alvo acumular três de mesmo tipo.\nSe a criatura for quebrada fisicamente enquanto petrificada, ela sofre deformidades similares se for revertida ao seu estado original.\nSe você mantiver sua concentração nessa magia durante toda a duração possível, a criatura é transformada em pedra até o efeito ser removido.", "duration": "Até 1 minuto", "higher_level": "", - "id": "9ea1ab9f-8b03-4418-b37d-9ac1dd9b0807", + "id": "5b5d0818-311b-4b08-8e30-eef65a7372ae", "level": 6, "locations": [ { @@ -1788,7 +1788,7 @@ "desc": "Escolha um objeto pesando entre 0,5 e 2,5 quilos dentro do alcance que não esteja sendo ve stido ou carregado. O objeto voa em linha reta até 18 metros na direção que você escolher, antes de cair no chão, parando prematuramente se atingir uma superfície sólida. Se o objeto puder atingir uma criatura, a criatura deve realizar um teste de resistência de Destreza. Se falhar na resistência, o objeto atinge o alvo e para de se mover. Quando o objeto atinge algo, o objeto e o que ele atinge recebem 3d8 de dano de concussão.", "duration": "Instantânea", "higher_level": "Em Níveis Superiores. Quando você conjura essa omagia usando um espaço de magia de 2° nível ou superior, o peso máximo do objeto que você pode arremessar com essa magia aumenta em 2,5 quilos, e o dano aumenta em 1d8, para cada nível do espaço oacima do 1°.", - "id": "03019208-e06c-4805-bbab-c197c7a6c928", + "id": "a39daa39-2b02-47e8-a649-4a69c38a40a1", "level": 1, "locations": [ { @@ -1815,7 +1815,7 @@ "desc": "Você tece um cordão de palavras distrativas, fazendo as criaturas, à sua escolha, que você puder ver dentro do alcance e que puderem ouvir você, realizarem um teste de resistência de Sabedoria. Qualquer criatura que não puder ser enfeitiçada, passa automaticamente nesse teste de resistência e, se você ou seus companheiros estiverem lutando com a criatura, ela terá vantagem na resistência. Se falhar na resistência, a criatura terá desvantagem em testes de Sabedoria (Percepção) feitos para notar qualquer criatura além de você, até a magia acabar ou até o alvo não poder mais ouvir você. A magia acaba se você estiver incapacitado ou incapaz de falar.", "duration": "1 minuto", "higher_level": "", - "id": "ae240d3d-e24b-4875-87c8-197ee9d28145", + "id": "e675c87b-8126-4fdf-9d01-294a6a092073", "level": 2, "locations": [ { @@ -1841,7 +1841,7 @@ "desc": "Você desperta o senso de mortalidade em uma criatura que você possa ver dentro do alcance. O alvo p recisa ser bem sucedido em teste de resistência de Sabedoria ou se tornará amedrontada por você até que a magia termine. O alvo amedrontado pode repetir o teste de resistência ao fim de cada um de seus turnos, terminando o efeito em si mesmo com um sucesso.", "duration": "Até 1 minuto", "higher_level": "Em Níveis Superiores. Quando você conjura essa omagia usando um espaço de magia de 2° nível ou superior, você pode adicionar uma criatura extra como alvo para cada nível do espaço acima do 1°. As criaturas precisam estar a no máximo 9 metros uma da outra quando você as incluir como alvos.", - "id": "79fc0551-df26-4b0b-97df-7bf60c937986", + "id": "1abfdec5-7505-474d-8d0e-e15378f5ba46", "level": 1, "locations": [ { @@ -1869,7 +1869,7 @@ "desc": "Você pode cegar ou ensurdecer um oponente. Escolha uma criatura que você possa ver dentro do alcance para fazer um teste de resistência de Constituição. Se ela falhar, ficará ou cega ou surda (à sua escolha) pela duração. No final de cada um dos turnos dele, o alvo pode realizar um teste de resistência de Constituição. Se obtiver sucesso, a magia termina.", "duration": "1 minuto", "higher_level": "Se você conjurar essa magia usando um espaço de magia de 3° nível ou superior, você pode afetar uma criatura adicional para cada nível de espaço acima do 2°.", - "id": "a1f229c7-8ebb-4479-bea0-ff89a4f22ebd", + "id": "6226755f-9711-47af-bfa0-a02a4bf8d7bf", "level": 2, "locations": [ { @@ -1897,7 +1897,7 @@ "desc": "Você realiza uma cerimônia religiosa especial infundida com magia. Quando você conjura a magia, escolha um dos ritos seguintes, cujo alvo deve estar dentro de 3 metros de você durante toda a conjuração.\nExpiação. Você toca uma criatura disposta cujo alinhamento mudou e você faz um teste de Sabedoria (Intuição), CD 20. Em um teste bem-sucedido, você restaura o alvo para o alinhamento original.\nAbençoar Água. Você toca um frasco de água e faz com que se torne água benta.\nRito de Passagem. Você toca um humanoide que sej a um jovem adulto. Pelas próximas 24 horas, sempre que o alvo fizer um teste de habilidade, ele pode rolar um d4 e adicionar o número rolado ao teste de habilidade. A criatura pode se beneficiar deste rito apenas uma vez.\nDedicação. Você toca um humanoide que desej a se dedicar aos serviços do seu deus . Pelas próximas 24 horas, sempre que o alvo faz um teste de resistência, ele pode rolar um d4 e adicionar o numero rolado ao teste. A criatura pode se beneficiar desse rito apenas uma vez.\nCasamento. Você toca humanoides adultos dispostos a serem unidos em matrimônio. Pelos próximos 7 dias, cada alvo ganha um bônus de +2 na CA enquanto estiverem a 9 metros um do outro. Uma criatura pode se beneficiar desse rito novamente apenas se tornar viúvo.", "duration": "Instantânea", "higher_level": "", - "id": "a7f91d04-fe00-4659-af50-626157c8758b", + "id": "40fc882b-4669-49ff-ae5e-a0cbd38eab96", "level": 1, "locations": [ { @@ -1927,7 +1927,7 @@ "desc": "Um fluxo de ácido emana de você em uma linha de 9 metros de comprimento e 1,5 metro de largura na direção que você escolher. Cada criatura na linha deve ter sucesso em um teste de resistência de Destreza ou ser coberta com ácido pela duração da magia ou até que uma criatura use sua ação para raspar ou lavar o ácido de si mesma ou de outra criatura. Uma criatura coberta de ácido sofre 2d4 de dano por ácido no início de cada um de seus turnos.", "duration": "Até 1 minuto", "higher_level": "Quando você conjura este feitiço usando um slot de magia de 2° nível ou superior, o dano aumenta em 2d4 para cada nível de slot acima do 1°.", - "id": "90e40c30-6b9a-4a99-8d85-4f53485c1d51", + "id": "38c03a50-610f-4586-9349-5bc8c3f770b7", "level": 1, "locations": [ { @@ -1958,7 +1958,7 @@ "desc": "Uma chama, que produz iluminação equivalente a uma tocha, surge de um objeto que você tocar. O efeito é parecido com o de uma chama normal, mas ele não produz calor e não consome oxigênio. Uma chama continua pode ser coberta ou escondida, mas não sufocada ou extinta.", "duration": "Até ser dissipada", "higher_level": "", - "id": "66ca321c-cc59-4b4c-8d72-b5e25542ccae", + "id": "b52a7668-7321-4121-aff7-af369ccf820c", "level": 2, "locations": [ { @@ -1988,7 +1988,7 @@ "desc": "Radiação similar a uma chama desce sobre uma criatura que você possa ver, dentro do alcance. O alvo deve ser bem sucedido num teste de resistência de Destreza ou sofrerá 1d8 de dano radiante. O alvo não recebe qualquer benefício de cobertura contra esse teste de resistência. O dano da magia aumenta em 1d8 quando você alcança o 5° nível (2d8), 11° nível (3d8) e 17° nível (4d8).", "duration": "Instantânea", "higher_level": "", - "id": "eb365be9-a418-4e17-9ada-554af98ee23e", + "id": "6ad1178d-f757-4d89-b325-2fbef4835b67", "level": 0, "locations": [ { @@ -2016,7 +2016,7 @@ "desc": "Proferindo um encantamento negro, você convoca um demônio dos Nove Infernos. Você escolhe o tipo do demônio, que deve ser um da classificação de desafio 6 ou inferior, como um demônio farpado ou um demônio barbudo . O demônio aparece em um espaço desocupado que você possa ver dentro do alcance . O demônio desaparece quando ele cai para O pontos de vida ou quando a magia termina.\nO demônio não é amigável a você e seus companheiros. Role iniciativa para o demônio, que tem o seu próprio turno. Ele está s ob o controle do mestre e age de acordo com sua natureza em cada um dos seus turnos, o que poderia resultar em atacar você se ele achar que pode prevalecer, ou tentando tentá-lo a empreender um ato maligno em troca por um serviço limitado. O mestre tem as estatísticas da criatura.\nEm cada um de seus turnos , você pode tentar emitir um comando ao demônio (nenhuma ação requerida por você) . Ele obedece ao comando se o provável resultado estiver em conformidade com seus desejos, especialmente se o resultado atrai-lo para o mal . Caso contrário, você deve fazer u m teste de Carisma (Enganação, Intimidação ou PersuasãeJ con estado pelo teste de Sabedoria (Intuiça0) dele. Você faz o teste com vantagem os disser o ver adeir nem do demônio. Se o seú teste falhar, o dem nio se torna imune aos sçua coniandos ve brus du11ante a duração da magia, embora ainda possa realizar seus comandos se ele escolher. Se seu teste for bem sucedido , o demônio executa seu comando - como \\\"ataque meus inimigos\\\", \\\"explore a sala ã frente\" ou \\\"carregue esta mensagem para a rainh\\\" - até completar a atividade, ao ponto em que ele retorna a você para informar tê-lo feito.\nSe sua concentração terminar antes que a magia chegue ã sua duração total, o demônio não desaparece se ele tiver se tomado imune a seus comandos verbais . Em vez disso, ele atua da maneira que ele escolher durante 3 d6 minutos, e então desaparece.\nSe você possui um talismã de demônio individual, você pode convocar aquele demônio se for da classificação de desafio apropriada mais 1, e ele obedece a todos os seus comandos, sem. necessidade de testes de Carisma.", "duration": "Até 1 hora", "higher_level": "Em Níveis Superiores. Quando você conjura essa magia usando um espaço de magia de 6° nível ou superior, a classificação de desafio aumenta em 1 para cada nível do espaço de magia acima do 2°.", - "id": "eb4e364b-7470-48e4-9da1-e77332be3997", + "id": "5c92d171-bc37-4fff-8624-7ae218cd5117", "level": 5, "locations": [ { @@ -2045,7 +2045,7 @@ "desc": "Você cria um longo chicote de vinhas coberto por espinhos que chicoteia, ao seu comando, em direção de uma criatura dentro do alcance. Realize um ataque corpo-a- corpo com magia contra o alvo. Se o ataque atingir, a criatura sofrerá 1d6 de dano perfurante e, se a criatura for Grande ou menor, você a puxa até 3 metros para perto de você.\nO dano dessa magia aumenta em 1d6 quando você alcança o 5° nível (2d6), 11° nível (3d6) e 17° nível (4d6).", "duration": "Instantânea", "higher_level": "", - "id": "8ed1d55b-1f18-4445-a61b-c1c13522e3ff", + "id": "d367d76f-9184-4af7-8522-a8a10ad2b915", "level": 0, "locations": [ { @@ -2072,7 +2072,7 @@ "desc": "Você ataca psiquicamente uma criatura que pode ver dentro do alcance. O alvo deve fazer um teste de resistência de Inteligência. Em uma falha de salvamento, o alvo sofre 3d6 de dano psíquico e não pode reagir até o final do próximo turno. Além disso, em seu próximo turno, ele deve escolher se obtém um movimento, uma ação ou uma ação bônus; recebe apenas um dos três. Em um teste bem-sucedido, o alvo sofre metade do dano e nenhum dos outros efeitos do feitiço.", "duration": "1 rodada", "higher_level": "Ao lançar esta magia usando um slot de magia de 3° nível ou superior, você pode ter como alvo uma criatura adicional para cada nível de slot acima do 2°. As criaturas devem estar a 9 metros uma da outra quando você as mira.", - "id": "823bcd2b-6049-4016-adf0-3bd7f6062f39", + "id": "cd46a7d3-21e2-479f-afc8-aaf9e48b5d65", "level": 2, "locations": [ { @@ -2102,7 +2102,7 @@ "desc": "Uma rajada de bolas de neve mágicas emerge de um ponto que você escolher, dentro do alcance. Cada criatura numa esfera de 1,5 metro de raio cen trada no ponto deve realizar um teste de resistência de Destreza. Uma criatura sofre 3d6 de dano de frio se falhar na resistência, ou metade desse dano se obtiver sucesso.", "duration": "Instantânea", "higher_level": "Em Níveis Superiores. Quando você conjura essa magia usando um espaço de magia de 3o nível ou superior, o dano aumenta em 1d6 para cada nível do espaço acima do 2°.", - "id": "8f69ddeb-4895-4137-ab6b-38df1c532c5b", + "id": "5eca8038-77bb-45f7-852a-b595e9bcc73d", "level": 2, "locations": [ { @@ -2130,7 +2130,7 @@ "desc": "Esferas de fogo incandescentes atingem o solo em quatro pontos diferentes que você possa ver, dentro do alcance. Cada criatura numa esfera de 12 metros de raio, centrada em cada ponto escolhido por você, deve realizar um teste de resistência de Destreza. A esfera se espalha, dobrando esquinas. Uma criatura sofre 20d6 de dano de fogo e 20d6 de dano de concussão se falhar na resistência ou metade desse dano se obtiver sucesso. Uma criatura na área de mais de uma explosão de chamas é afetada apenas uma vez.\nA magia causa dano aos objetos na área e incendeia objetos inflamáveis que não estejam sendo vestidos ou carregados.", "duration": "Instantânea", "higher_level": "", - "id": "59710ad4-a0b5-4d02-9348-06a8cffdb85e", + "id": "d1c4b8da-31bf-4cc0-8789-c4cb8fc7a063", "level": 9, "locations": [ { @@ -2160,7 +2160,7 @@ "desc": "Você cria um sensor invisível, dentro do alcance, em um local familiar a você (um local que você tenha visitado ou visto antes) ou em um local obvio que não seja familiar a você (como atrás de uma porta, ao redor de um canto ou em um bosque de árvores). O sensor se mantem no local pela duração e não pode ser atacado ou manipulado de outra forma.\nQuando você conjurar essa magia, escolhe visão ou audição. Você pode escolher sentir através do sensor como se você estivesse no espaço dele. Com sua ação, você pode trocar entre visão e audição.\nUma criatura que puder ver o sensor (como uma criatura beneficiada por ver o invisível ou visão verdadeira) vê um globo luminoso e intangível do tamanho do seu olho.", "duration": "Até 10 minutos", "higher_level": "", - "id": "1aac1e52-6455-48ca-95b1-b5db791de60a", + "id": "d18562db-48c8-499b-818c-213491c724c7", "level": 3, "locations": [ { @@ -2188,7 +2188,7 @@ "desc": "Essa magia produz uma duplicata inerte de uma criatura viva como uma garantia contra a morte. Esse clone é formado dentro de um receptáculo selado e cresce ao seu tamanho total, atingindo a maturidade após 120 dias; Você também pode escolher que o clone seja uma versão mais jovem da mesma criatura. Ele permanece inerte e dura indefinidamente, enquanto seu receptáculo permanecer intocado.\nA qualquer momento, após o clone amadurecer, se a criatura original morrer, sua alma é transferida para o clone, considerando que a alma está livre e deseje retornar. O clone é fisicamente idêntico ao original e tem a mesma personalidade, memórias e habilidades, mas não possui qualquer equipamento do original. O físico da criatura original permanece, se ainda existir, se tornando inerte e não podendo, consequentemente, ser trazido de volta à vida, já que a alma da criatura está em outro lugar.", "duration": "Instantânea", "higher_level": "", - "id": "3cc543eb-b9f8-436d-869d-df8f0fc01f95", + "id": "fe24ca75-de28-437a-82f8-8c36aa25120a", "level": 8, "locations": [ { @@ -2216,7 +2216,7 @@ "desc": "Uma coluna vertical de fogo divino emerge de baixo para os céus, no local que você especificar. Cada criatura num cilindro de 3 metros de raio por 12 metros de altura, centrado num ponto dentro do alcance, deve realizar um teste de resistência de Destreza. Uma criatura sofre 4d6 de dano de fogo e 4d6 de dano radiante se falhar na resistência, ou metade desse dano se obtiver sucesso.", "duration": "Instantânea", "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 6° nível ou superior, o dano de fogo ou o dano radiante (à sua escolha) aumenta em 1d6 por nível do espaço acima do 5°.", - "id": "0c817691-083e-4d33-a704-a9e48c813bc2", + "id": "14c01ce3-ec3a-49ed-a006-15055bbb90b4", "level": 5, "locations": [ { @@ -2243,7 +2243,7 @@ "desc": "Você pronuncia uma palavra de comando para uma criatura que você possa ver dentro do alcance. O alvo deve ser bem sucedido num teste de resistência de Sabedoria ou seguirá seu comando no próximo turno dele. A magia não tem efeito se o alvo for um morto-vivo, se ele não entender seu idioma ou se o comando for diretamente nocivo a ele.\nAlguns comandos típicos e seus efeitos a seguir. Você pode proferir um comando diferente dos descritos aqui. Se o fizer, o Mestre descreve como o alvo reage. Se o alvo não puder cumprir o comando, a magia termina.\nAproxime-se. O alvo se move para próximo de você o máximo que puder na rota mais direta, terminando seu turno, se ele se mover a até 1,5 metro de você.\nLargue. O alvo larga o que quer que ele esteja segurando, e termina seu turno.\nFuja. O alvo gasta seu turno se movendo para longe de você da forma mais rápida que puder.\nDeite-se. O alvo deita-se no chão e então, termina seu turno.", "duration": "1 rodada", "higher_level": "Se você conjurar essa magia usando um espaço de magia de 2° nível ou superior, você pode afetar uma criatura adicional para cada nível do espaço acima do 1°. As criaturas devem estar a 9 metros entre si para serem afetadas.", - "id": "e5c6a22c-3ed2-438b-81b4-6afe450d5e55", + "id": "582858fa-0850-4bba-b892-7a22ce6d5c49", "level": 1, "locations": [ { @@ -2276,7 +2276,7 @@ "desc": "Pela duração, você compreende o significado literal de qualquer idioma falado que você ouvir. Você também compreende qualquer idioma escrito que vir, mas você deve tocar a superfície onde as palavras estão escritas. Leva, aproximadamente, 1 minuto para ler uma página de texto.\nEssa magia não decifra mensagens secretas em textos ou glifos, como um selo arcano, que não seja parte de um idioma escrito.", "duration": "1 hora", "higher_level": "", - "id": "5d6e46fd-ca23-4c46-bd2b-7aa232f810ad", + "id": "e281c3d0-2b54-43a3-a656-fc508a1e3648", "level": 1, "locations": [ { @@ -2303,7 +2303,7 @@ "desc": "Criaturas, à sua escolha, que você puder ver dentro do alcance e que puderem ouvir você, devem realizar um teste de resistência de Sabedoria. Um alvo passa automaticamente nesse teste de resistência se ele não puder ser enfeitiçado. Se falhar no teste, um alvo é afetado por essa magia. Até a magia acabar, você pode usar uma ação bônus em cada um dos seus turnos, para designar uma direção horizontal a você. Cada criatura afetada deve se mover, da melhor forma possível, para essa direção no próximo turno dela. Ela pode realizar sua ação antes de se mover. Depois de se mover dessa forma, ela pode realizar outra resistência de Sabedoria para tentar acabar com o efeito.\nUm alvo não é obrigado a se mover em direção de um perigo obviamente mortal, como uma fogueira ou abismo, mas ele vai provocar ataques de oportunidade por se mover na direção designada.", "duration": "Até 1 minuto", "higher_level": "", - "id": "448111f4-6677-4258-a76f-2f20f4685c9a", + "id": "567d7345-7e9d-4a74-83fe-c6869cdade92", "level": 4, "locations": [ { @@ -2330,7 +2330,7 @@ "desc": "Você contata sua divindade ou um representante divino e faz até três perguntas que podem ser respondidas com um sim ou não. Você deve fazer suas perguntas antes da magia terminar. Você recebe uma resposta correta para cada pergunta.\nSeres divinos não são necessariamente oniscientes, portanto, você pode receber “incerto” como uma resposta se uma pergunta que diga respeito a uma informação além do conhecimento da divindade. Em caso de uma resposta de única palavra puder levar ao engano ou contrariar os interesses da divindade, o Mestre pode oferecer uma frase curta como resposta, no lugar.\nSe você conjurar essa magia duas ou mais vezes antes de terminar um descanso longo, existe uma chance cumulativa de 25 por cento de cada conjuração, depois da primeira que você fez, ter um resultado aleatório. O Mestre faz essa jogada secretamente.", "duration": "1 minuto", "higher_level": "", - "id": "bd7516c3-50c2-4c60-b3e0-ce59233a03ad", + "id": "a73219c6-824b-4a19-8b74-e5c53a6d6c1f", "level": 5, "locations": [ { @@ -2355,10 +2355,10 @@ "S" ], "concentration": false, - "desc": "Você, momentaneamente, se torna uno com a natureza e ganha conhecimento do território ao seu redor. Ao ar livre, a magia lhe oferece conhecimento do terreno a até 4,5 quilômetros de você. Em cavernas e outros formações subterrâneas naturais, o raio é limitado a 150 metros. A magia não funciona onde a natureza foi substituída por construções, como em masmorras ou cidades.\nVocê, instantaneamente, adquire conhecimento de até três fatos, à sua escolha, sobre qualquer dos assuntos a seguir, relacionados a área:\n\u2022Terrenos e corpos de água\n\u2022Plantas, minérios, animais e povo predominante\n\u2022Celestiais, fadas, corruptores, elementais ou mortos- vivos mais poderosos\n\u2022Influência de outros planos de existência\n\u2022Construções\nPor exemplo, você poderia determinar a localização de um morto-vivo poderoso na área, a localização da maior fonte de água potável e a localização de quaisquer cidades próximas.", + "desc": "Você, momentaneamente, se torna uno com a natureza e ganha conhecimento do território ao seu redor. Ao ar livre, a magia lhe oferece conhecimento do terreno a até 4,5 quilômetros de você. Em cavernas e outros formações subterrâneas naturais, o raio é limitado a 150 metros. A magia não funciona onde a natureza foi substituída por construções, como em masmorras ou cidades.\nVocê, instantaneamente, adquire conhecimento de até três fatos, à sua escolha, sobre qualquer dos assuntos a seguir, relacionados a área:\n•Terrenos e corpos de água\n•Plantas, minérios, animais e povo predominante\n•Celestiais, fadas, corruptores, elementais ou mortos- vivos mais poderosos\n•Influência de outros planos de existência\n•Construções\nPor exemplo, você poderia determinar a localização de um morto-vivo poderoso na área, a localização da maior fonte de água potável e a localização de quaisquer cidades próximas.", "duration": "Instantânea", "higher_level": "", - "id": "780ca4c4-7abc-4630-9bf1-82b5ad5f27de", + "id": "66fac5a5-9c80-4cd8-ab9c-7eea47fef872", "level": 5, "locations": [ { @@ -2386,7 +2386,7 @@ "desc": "Uma explosão de ar gelado irrompe das suas mãos. Cada criatura dentro do cone de 18 metros, deve realizar um teste de resistência de Constituição. Uma criatura sofre 8d8 de dano de frio se falhar na resistência, ou metade desse dano se passar.\nUma criatura morta por essa magia se torna uma estátua congelada até derreter.", "duration": "Instantânea", "higher_level": "Se você conjurar essa magia usando um espaço de magia de 6° nível ou superior, o dano aumenta em 1d8 para cada nível do espaço acima do 5°.", - "id": "df3e5ee7-f508-4752-bfcd-3a8f55136aa2", + "id": "0fe36942-9050-4682-b305-f751e4d6d081", "level": 5, "locations": [ { @@ -2420,7 +2420,7 @@ "desc": "Essa magia ataca e embaralha as mentes das criaturas, gerando delírios e provocando ações descontroladas. Cada criatura em uma esfera com 3 metros de raio, centrada num ponto, à sua escolha, dentro do alcance, deve ser bem sucedida num teste de resistência de Sabedoria, quando você conjurar essa magia ou for afetada por ela.\nUm alvo afetado não pode realizar reações e deve rolar um d10 no início de cada um dos seus turnos para determinar seu comportamento nesse turno.\n\n1: A criatura usa todo seu deslocamento para se mover em uma direção aleatória. Para determinar a direção, role um d8 e atribua uma direção a cada face do dado. A criatura não realiza uma ação nesse turno.\n2–6: A criatura não se move ou realiza ações nesse turno.\n7–8: A criatura usa sua ação para realizar um ataque corpo-a- corpo contra uma criatura, determinada aleatoriamente, ao seu alcance. Se não houver criaturas dentro do alcance, a criatura não faz nada nesse turno.\n9–10: A criatura pode agir e se mover normalmente.\n\nAo final de cada um dos seus turnos, um alvo afetado pode realizar um teste de resistência de Sabedoria. Se for bem sucedido, esse efeito acaba nesse alvo.", "duration": "Até 1 minuto", "higher_level": "Se você conjurar essa magia usando um espaço de magia de 5° nível ou superior, o raio da esfera aumenta em 1,5 metro para cada nível do espaço acima do 4°.", - "id": "bd28dfae-3278-433f-82c4-dd31a70c818c", + "id": "a1e8a407-0714-45e9-93ac-a54e204eb1a5", "level": 4, "locations": [ { @@ -2450,7 +2450,7 @@ "desc": "Nomeie ou descreva uma pessoa, local ou objeto. A magia traz a sua mente um breve resumo do conhecimento significativo sobre a coisa que você nomeou. O conhecimento deve consistir em contos atuais, histórias esquecidas ou, até mesmo, conhecimento secreto que nunca foi amplamente divulgado. Se a coisa que você nomeou não for de importância lendária, você não recebe qualquer informação sofre ela. Quanto mais informação você possuir sobre a coisa, mais precisa e detalhada será a informação que você receberá.\nA informação que você aprende é precisa, mas pode ser redigida em linguagem figurada. Por exemplo, se você possuir um misterioso machado mágico na mão, a magia pode proporcionar essa informação: “Ai do malfeitor cuja mão toca o machado, até mesmo seu cabo corta a mão dos malignos. Só um verdadeiro Filho da Pedra, adorador e adorado de Moradin, pode despertar os verdadeiros poderes do machado e apenas com a palavra sagrada Rudnogg nos lábios.”", "duration": "Instantânea", "higher_level": "", - "id": "674953af-e17d-49a8-a5f3-93be762f1008", + "id": "32da4000-8026-44d1-a130-8ded63de056e", "level": 5, "locations": [ { @@ -2475,10 +2475,10 @@ "S" ], "concentration": true, - "desc": "Você invoca espíritos feéricos, que assumem formas de bestas, que aparecem em espaços desocupados, que você possa ver dentro do alcance. Escolha uma das opções a seguir para aparecer:\n\u2022 Uma besta de nível de desafio 2 ou inferior\n\u2022 Duas bestas de nível de desafio 1 ou inferior\n\u2022 Quatro bestas de nível de desafio 1/2 ou inferior\n\u2022 Oito bestas de nível de desafio 1/4 ou inferior\nCada besta é também considerada uma fada e desaparece quando cair a 0 pontos de vida ou quando a magia acabar.\nAs criaturas invocadas são amigáveis a você e a seus companheiros. Role a iniciativa para as criaturas invocadas como um grupo, que age no seu próprio turno. Eles obedecem a quaisquer comandos verbais que você emitir (não requer uma ação sua). Se você não emitir nenhum comando a elas, elas se defenderão de criaturas hostis, mas no mais, não realizarão nenhuma ação.\nO Mestre possui as estatísticas das criaturas.", + "desc": "Você invoca espíritos feéricos, que assumem formas de bestas, que aparecem em espaços desocupados, que você possa ver dentro do alcance. Escolha uma das opções a seguir para aparecer:\n• Uma besta de nível de desafio 2 ou inferior\n• Duas bestas de nível de desafio 1 ou inferior\n• Quatro bestas de nível de desafio 1/2 ou inferior\n• Oito bestas de nível de desafio 1/4 ou inferior\nCada besta é também considerada uma fada e desaparece quando cair a 0 pontos de vida ou quando a magia acabar.\nAs criaturas invocadas são amigáveis a você e a seus companheiros. Role a iniciativa para as criaturas invocadas como um grupo, que age no seu próprio turno. Eles obedecem a quaisquer comandos verbais que você emitir (não requer uma ação sua). Se você não emitir nenhum comando a elas, elas se defenderão de criaturas hostis, mas no mais, não realizarão nenhuma ação.\nO Mestre possui as estatísticas das criaturas.", "duration": "Até 1 hora", "higher_level": "Se você conjurar essa magia usando certos espaços de magia superiores, você escolhe uma das opções de invocação acima e mais criaturas aparecem: o dobro delas com um espaço de 5° nível, o triplo delas com um espaço de 7° nível e o quadruplo delas com um espaço de 9° nível.", - "id": "3c3b26bb-4e94-4324-85f7-0e1396f21d18", + "id": "69264375-efcf-4690-8ced-790b5ed38765", "level": 3, "locations": [ { @@ -2504,7 +2504,7 @@ "desc": "Você invoca um celestial de nível de desafio 4 ou inferior, que aparece num espaço desocupado, que você possa ver dentro do alcance. O celestial desaparece se cair a 0 pontos de vida ou quando a magia acabar.\nO celestial é amigável a você e a seus companheiros pela duração. Role a iniciativa para o celestial, que age no seu próprio turno. Ele obedece a quaisquer comandos verbais que você emitir (não requer uma ação sua), contanto que não violem sua tendência. Se você não emitir nenhum comando a ele, ele se defenderá de criaturas hostis, mas no mais, não realizará nenhuma ação.\nO Mestre possui as estatísticas do celestial.", "duration": "Até 1 hora", "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 9° nível, você invoca um celestial de nível de desafio 5 ou inferior.", - "id": "d5d151a8-b53c-4dac-89d8-52789655a6f2", + "id": "b2313b65-174f-41f3-b5a8-bd4e3deb604b", "level": 7, "locations": [ { @@ -2528,10 +2528,10 @@ "S" ], "concentration": true, - "desc": "Você invoca elementais que aparecem em espaços desocupados, que você possa ver dentro do alcance. Você escolhe uma das opções a seguir para aparecer:\n\u2022 Um elemental de nível de desafio 2 ou inferior\n\u2022 Dois elementais de nível de desafio 1 ou inferior\n\u2022 Quatro elementais de nível de desafio 1/2 ou inferior\n\u2022 Oito elementais de nível de desafio 1/4 ou inferior\nUm elemental invocado através dessa magia desaparece quando cair a 0 pontos de vida ou quando a magia acabar.\nAs criaturas invocadas são amigáveis a você e a seus companheiros. Role a iniciativa para as criaturas invocadas como um grupo, que age no seu próprio turno. Eles obedecem a quaisquer comandos verbais que você emitir (não requer uma ação sua). Se você não emitir nenhum comando a elas, elas se defenderão de criaturas hostis, mas no mais, não realizarão nenhuma ação.\nO Mestre possui as estatísticas das criaturas.", + "desc": "Você invoca elementais que aparecem em espaços desocupados, que você possa ver dentro do alcance. Você escolhe uma das opções a seguir para aparecer:\n• Um elemental de nível de desafio 2 ou inferior\n• Dois elementais de nível de desafio 1 ou inferior\n• Quatro elementais de nível de desafio 1/2 ou inferior\n• Oito elementais de nível de desafio 1/4 ou inferior\nUm elemental invocado através dessa magia desaparece quando cair a 0 pontos de vida ou quando a magia acabar.\nAs criaturas invocadas são amigáveis a você e a seus companheiros. Role a iniciativa para as criaturas invocadas como um grupo, que age no seu próprio turno. Eles obedecem a quaisquer comandos verbais que você emitir (não requer uma ação sua). Se você não emitir nenhum comando a elas, elas se defenderão de criaturas hostis, mas no mais, não realizarão nenhuma ação.\nO Mestre possui as estatísticas das criaturas.", "duration": "Até 1 hora", "higher_level": "Se você conjurar essa magia usando certos espaços de magia superiores, você escolhe uma das opções de invocação acima e mais criaturas aparecem: o dobro delas com um espaço de 6° nível e o triplo delas com um espaço de 8° nível.", - "id": "35b4e9b2-9631-49dd-9cb2-3fb231742781", + "id": "440035de-0cf5-485c-90b6-4c4581624c54", "level": 4, "locations": [ { @@ -2559,7 +2559,7 @@ "desc": "Você invoca um servo elemental. Escolha uma área de ar, água, fogo ou terra que preencha 3 metros cúbicos, dentro do alcance. Um elemental de nível de desafio 5 ou inferior, adequado a área que você escolheu, aparece em um espaço desocupado a até 3 metros dela. Por exemplo, um elemental do fogo emergiria de uma fogueira e um elemental da terra erguer-se-ia do solo. O elemental desaparece quando cair a 0 pontos de vida ou quando a magia acabar.\nO elemental é amigável a você e a seus companheiros pela duração. Role a iniciativa para o elemental, que age no seu próprio turno. Ele obedece a quaisquer comandos verbais que você emitir (não requer uma ação sua). Se você não emitir nenhum comando a ele, ele se defenderá de criaturas hostis, mas no mais, não realizará nenhuma ação.\nSe sua concentração for interrompida, o elemental não desaparece. Ao invés disso, você perde o controle sobre o elemental e ele se torna hostil a você e aos seus companheiros, e irá atacar. Um elemental fora de controle não pode ser dispensado e desaparece 1 hora depois de você ter o invocado.", "duration": "Até 1 hora", "higher_level": "", - "id": "11eec43c-87ab-4a7a-9ce7-9945f4086f19", + "id": "68d214b9-7bff-48bd-8263-2fce597764a2", "level": 5, "locations": [ { @@ -2587,7 +2587,7 @@ "desc": "Você invoca uma criatura feérica de nível de desafio 6 ou inferior ou um espírito feérico que assume a forma de uma besta de nível de desafio 6 ou inferior. Ela aparece num espaço desocupado, que você possa ver dentro do alcance. A criatura feérica desaparece se cair a 0 pontos de vida ou quando a magia acabar. A criatura feérica é amigável a você e a seus companheiros pela duração. Role a iniciativa para a criatura, que age no seu próprio turno. Ela obedece a quaisquer comandos verbais que você emitir (não requer uma ação sua), contanto que não violem sua tendência. Se você não emitir nenhum comando a ela, ela se defenderá de criaturas hostis, mas no mais, não realizará nenhuma ação.\nSe sua concentração for interrompida, a criatura feérica não desaparece. Ao invés disso, você perde o controle sobre o elemental e ele se torna hostil a você e aos seus companheiros, e irá atacar. Uma criatura feérica fora de controle não pode ser dispensada e desaparece 1 hora depois de você ter a invocado.\nO Mestre possui as estatísticas da criatura feérica.", "duration": "Até 1 hora", "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 7° nível ou superior, o nível de desafio aumenta em 1 para cada nível do espaço acima do 6°.", - "id": "d74891ab-09ee-44c7-bc0e-c5a07c0080ce", + "id": "74c6f2ca-61b8-4b1f-82c5-643b7e9f1087", "level": 6, "locations": [ { @@ -2614,7 +2614,7 @@ "desc": "Você arremessa uma arma não-mágica ou dispara uma munição não-mágica no ar para criar um cone de armas idênticas que se lançam a frente e então desaparecem. Cada criatura num cone de 18 metros, deve ser bem sucedida num teste de resistência de Destreza. Uma criatura sofre 3d8 de dano se falhar na resistência, ou metade desse dano num sucesso. O tipo do dano é o mesmo da arma ou munição usada como componente.", "duration": "Instantânea", "higher_level": "", - "id": "76d4b971-df24-40f3-a127-48c58f502602", + "id": "c14459b8-1516-451e-bc1b-6d4319f290ed", "level": 3, "locations": [ { @@ -2642,7 +2642,7 @@ "desc": "Você dispara uma munição não-mágica de uma arma à distância ou arremessa uma arma não-mágica no ar e escolhe um ponto dentro do alcance. Centenas de duplicatas da munição ou arma caem em uma saraivada vinda de cima e então desaparecem. Cada criatura num cilindro com 12 metros de raio e 6 metros de altura centrado no ponto, deve realizar um teste de resistência de Destreza. Uma criatura sofre 8d8 de dano se falhar na resistência, ou metade desse dano num sucesso. O tipo do dano é o mesmo da munição ou arma.", "duration": "Instantânea", "higher_level": "", - "id": "2be9e24b-518c-4fd3-a910-2f1772b810f3", + "id": "d7ca7544-0cd0-41ce-adb5-7399a3c9368e", "level": 5, "locations": [ { @@ -2668,10 +2668,10 @@ "M" ], "concentration": true, - "desc": "Você invoca criaturas feéricas que aparecem em espaços desocupados, que você possa ver dentro do alcance. Escolha uma das opções a seguir para aparecer:\n\u2022 Uma criatura feérica de nível de desafio 2 ou inferior\n\u2022 Duas criaturas feéricas de nível de desafio 1 ou inferior\n\u2022 Quatro criaturas feéricas de nível de desafio 1/2 ou inferior\n\u2022 Oito criaturas feéricas de nível de desafio 1/4 ou inferior\nUma criatura invocado desaparece quando cair a 0 pontos de vida ou quando a magia acabar.\nAs criaturas invocadas são amigáveis a você e a seus companheiros. Role a iniciativa para as criaturas invocadas como um grupo, que age no seu próprio turno. Eles obedecem a quaisquer comandos verbais que você emitir (não requer uma ação sua). Se você não emitir nenhum comando a elas, elas se defenderão de criaturas hostis, mas no mais, não realizarão nenhuma ação.\nO Mestre possui as estatísticas das criaturas.", + "desc": "Você invoca criaturas feéricas que aparecem em espaços desocupados, que você possa ver dentro do alcance. Escolha uma das opções a seguir para aparecer:\n• Uma criatura feérica de nível de desafio 2 ou inferior\n• Duas criaturas feéricas de nível de desafio 1 ou inferior\n• Quatro criaturas feéricas de nível de desafio 1/2 ou inferior\n• Oito criaturas feéricas de nível de desafio 1/4 ou inferior\nUma criatura invocado desaparece quando cair a 0 pontos de vida ou quando a magia acabar.\nAs criaturas invocadas são amigáveis a você e a seus companheiros. Role a iniciativa para as criaturas invocadas como um grupo, que age no seu próprio turno. Eles obedecem a quaisquer comandos verbais que você emitir (não requer uma ação sua). Se você não emitir nenhum comando a elas, elas se defenderão de criaturas hostis, mas no mais, não realizarão nenhuma ação.\nO Mestre possui as estatísticas das criaturas.", "duration": "Até 1 hora", "higher_level": "Se você conjurar essa magia usando certos espaços de magia superiores, você escolhe uma das opções de invocação acima e mais criaturas aparecem: o dobro delas com um espaço de 6° nível e o triplo delas com um espaço de 8° nível.", - "id": "7a51712a-fa52-43a6-b583-bacae3c5caa0", + "id": "d90f3329-1557-4954-aab9-87b99456ea4e", "level": 4, "locations": [ { @@ -2699,7 +2699,7 @@ "desc": "Você toca um ponto e infunde uma área ao redor com poder sagrado (ou profano). A área pode ter até 18 metros de raio e a magia falha se o raio incluir uma área já sob efeito da magia consagrar. A área afetada está sujeita aos seguintes efeitos.\nPrimeiro, celestiais, corruptores, elementais, fadas e mortos-vivos não conseguem entrar na área, nem, tais criaturas, podem enfeitiçar, amedrontar ou possuir criaturas dentro da área. Qualquer criatura enfeitiçada, amedrontada ou possuída por uma criatura dessas, não estará mais enfeitiçada, amedrontada ou possuída ao adentrar a área. Você pode excluir um ou mais desses tipos de criaturas desse efeito.\nSegundo, você pode vincular um efeito extra a área. Escolha o efeito da lista a seguir, ou escolha um efeito oferecido pelo Mestre. Alguns desses efeitos se aplicam a criaturas na área; você pode definir seu o efeito se aplica a todas as criaturas, criaturas que seguem uma divindade ou líder especifico ou criaturas de uma espécie especifica, como orcs ou trolls. Quando uma criatura que seria afetada entrar na área da magia pela primeira vez em um turno, ou começar seu turno nela, ela pode fazer um teste de resistência de Carisma. Se obtiver sucesso, a criatura ignora o efeito extra até sair da área.\nCoragem. As criaturas afetadas não podem ser amedrontadas enquanto estiverem na área.\nDescanso Eterno. Cadáveres enterrados na área não podem ser transformados em mortos-vivos.\nEscuridão. Escuridão preenche a área. Luz normal, assim como luz mágica criada por magias de nível inferior ao nível do espaço usado para conjurar essa magia, não podem iluminar a área.\nIdiomas. As criaturas afetadas podem se comunicar com qualquer outra criatura na área, mesmo que elas não partilhem um idioma em comum. Interferência Extradimensional. As criaturas\nInterferência Extradimensional. As criaturas afetadas não podem se mover ou viajar usando teletransporte ou por meios extradimensionais ou interplanares.\nLuz do Dia. Luz plena preenche a área. Escuridão mágica criada por magias de nível inferior ao nível do espaço usado para conjurar essa magia, não podem extinguir a luz.\nMedo. As criaturas afetadas ficam amedrontadas enquanto estiverem na área.\nProteção contra Energia. As criaturas afetadas na área tem resistência a um tipo de dano, à sua escolha, exceto de concussão, cortante ou perfurante.\nSilêncio. Nenhum som pode ser emitido de dentro da área e nenhum som pode adentra-la.\nVulnerabilidade à Energia. As criaturas afetadas na área tem vulnerabilidade a um tipo de dano, à sua escolha, exceto de concussão, cortante ou perfurante.", "duration": "Até ser dissipada", "higher_level": "", - "id": "3f07b1ce-db90-43a0-a2f2-a6149bb26b1e", + "id": "6bb0403c-0505-4e7b-96a2-d79ffce18353", "level": 5, "locations": [ { @@ -2732,7 +2732,7 @@ "desc": "Essa magia repara um única quebra ou fissura em um objeto que você tocar, como um elo quebrado de uma corrente, duas metades de uma chave partida, um manto rasgado ou o vazamento em um odre. Contanto que a quebra ou fissura não tenha mais de 30 centímetros em qualquer dimensão, você pode remenda-la, não deixando qualquer vestígio do dano anterior.\nEssa magia pode reparar fisicamente um item mágico ou constructo, mas a magia não irá restaurar a magia em tais objetos.", "duration": "Instantânea", "higher_level": "", - "id": "2d73b4f8-0361-4434-b984-aeb387015a54", + "id": "d8c952c6-fa89-4858-8ea0-5ae87b298b83", "level": 0, "locations": [ { @@ -2759,7 +2759,7 @@ "desc": "Ervas e vinhas poderosas brotam do solo num quadrado de 6 metros a partir de um ponto dentro do alcance. Pela duração, essas plantas transformam o solo na área em terreno difícil.\nUma criatura na área quando você conjurar a magia deve ser bem sucedida num teste de resistência de Força ou ficará impedida pelo emaranhado de plantas, até a magia acabar. Uma criatura impedida pelas plantas pode usar sua ação para realizar um teste de Força, contra a CD da magia. Se for bem sucedido, irá se libertar.\nQuando a magia termina, as plantas conjuradas murcharão.", "duration": "Até 1 minuto", "higher_level": "", - "id": "a1a9757a-cce1-4016-898f-2d90c20b0e24", + "id": "ee71b591-1e8e-4c33-9374-ace015b0e388", "level": 1, "locations": [ { @@ -2788,7 +2788,7 @@ "desc": "Você contata mentalmente um semideus, o espírito de um sábio morto a muito tempo ou alguma outra entidade misteriosa de outro plano. Contatar esse extraplanar inteligente pode distorcer ou até mesmo arruinar com sua mente. Quando você conjurar essa magia, faça um teste de resistência de Inteligência CD 15. Se falhar, você sofre 6d6 de dano psíquico e fica insano até terminar um descanso longo. Enquanto estiver insano, você não pode realizar ações, não entende o que as outras criaturas dizem, não pode ler e fala apenas coisas sem sentido. Conjurar a magia restauração maior em você acaba com esse efeito.\nSe obtiver sucesso no teste de resistência, você pode fazer a entidade até cinco perguntas. Você deve fazer suas perguntas antes da magia acabar. O Mestre responde cada pergunta com uma única palavra, como “sim”, “não”, “talvez”, “nunca”, “irrelevante” ou “incerto” (se a entidade não souber a resposta para a pergunta). Em caso de uma resposta de única palavra puder levar ao engano, o Mestre pode, ao invés disso, oferecer uma frase curta como resposta.", "duration": "1 minuto", "higher_level": "", - "id": "83a2687a-4247-497b-9d83-76bb4f789ecc", + "id": "ae4ad834-9b8f-4d21-a8a1-c0fa1a1303b8", "level": 5, "locations": [ { @@ -2815,7 +2815,7 @@ "desc": "Escolha uma magia de 5° nível ou inferior que você possa conjurar, que tenha um tempo de conjuração de 1 ação e que possa ter você como alvo. Você conjura essa magia – chamada de magia contingente – como parte da conjuração de contingência, gastando espaços de magia para ambas, mas a magia contingente não tem efeito imediato. Ao invés disso, ela se ativa quando uma certa circunstância ocorre. Você descreve a circunstância quando conjura as duas magias. Por exemplo, uma contingência conjurada com respirar na água pode estipular que respirar na água se ative quando você estiver imerso em água ou um líquido similar.\nA magia contingente se ativa imediatamente depois da circunstância ser satisfeita pela primeira vez, quer você queira, quer não, e a contingência termina.\nA magia contingente afeta apenas você, mesmo que ela normalmente possa afetar outros alvos. Você pode ter apenas uma contingência ativa por vez. Se você conjurar essa magia novamente, o efeito da outra magia contingência termina. Além disso, a contingência também termina em você se os componentes materiais dela não estiverem mais com você.", "duration": "10 dias", "higher_level": "", - "id": "c3043c62-4bae-414c-a8c8-c80e4486f164", + "id": "43bf5bd5-1c1b-4962-959e-44b46207eebe", "level": 6, "locations": [ { @@ -2843,7 +2843,7 @@ "desc": "Você tenta interromper uma criatura no processo de conjuração de uma magia. Se a criatura estiver conjurando uma magia de 3° nível ou inferior, a magia falha e não gera nenhum efeito. Se ela estiver conjurando uma magia de 4° nível ou superior, faça um teste de habilidade usando sua habilidade de conjuração. A CD é igual a 10 + o nível da magia. Caso seja bem sucedido, a magia da criatura falha e não gera nenhum efeito.", "duration": "Instantânea", "higher_level": "Se você conjurar essa magia usando um espaço de magia de 4° nível ou superior, a magia interrompida não vai gerar efeito se o nível dela for menor ou igual ao nível do espaço de magia que você usar.", - "id": "0d5ef4d7-8994-4390-b9ea-d275aa60c4cc", + "id": "de018004-96ae-42e9-bd15-7c2199dc97c2", "level": 3, "locations": [ { @@ -2867,10 +2867,10 @@ "S" ], "concentration": false, - "desc": "Você escolhe uma chama não mágica que você possa ver, dentro do alcance, e que ocupe até um cubo de 1,5 metros. Você afeta ela de uma das seguintes formas:\n\u2022 Você instantaneamente expande a chama em 1,5 metro em uma direção, considerando que exista madeira ou outro combu stível no local novo.\n\u2022 Você instantaneamente extingue as chamas dentro do cubo.\n\u2022 Você dobra ou reduz à m etade a área de luz plena e de penumbra emitida pela chama, muda a cor dela, ou ambos . As mudanças duram por 1 hora.\n\u2022 Você faz com que formas simples - como um forma imprecisa de uma criatura, objeto inanimado ou local - apareçam dentro das chamas e se animem como você quiser. As formas duram por 1 hora.\nSe você conjurar essa magia diversas vezes, você pode ter até três do s seus efeitos não instantâneos ativos ao mesmo tempo, e você pode dissipar um efeito desses com uma ação.", + "desc": "Você escolhe uma chama não mágica que você possa ver, dentro do alcance, e que ocupe até um cubo de 1,5 metros. Você afeta ela de uma das seguintes formas:\n• Você instantaneamente expande a chama em 1,5 metro em uma direção, considerando que exista madeira ou outro combu stível no local novo.\n• Você instantaneamente extingue as chamas dentro do cubo.\n• Você dobra ou reduz à m etade a área de luz plena e de penumbra emitida pela chama, muda a cor dela, ou ambos . As mudanças duram por 1 hora.\n• Você faz com que formas simples - como um forma imprecisa de uma criatura, objeto inanimado ou local - apareçam dentro das chamas e se animem como você quiser. As formas duram por 1 hora.\nSe você conjurar essa magia diversas vezes, você pode ter até três do s seus efeitos não instantâneos ativos ao mesmo tempo, e você pode dissipar um efeito desses com uma ação.", "duration": "Especial", "higher_level": "", - "id": "2a750805-d281-42b4-b48e-49fac62e4954", + "id": "ec98215f-4f60-4cc1-bf08-7934283ea6c7", "level": 0, "locations": [ { @@ -2899,7 +2899,7 @@ "desc": "Até o fim da magia, você controla qualquer corpo de água dentro da área que você escolher, que é um cubo de 30 metros quadrados. Você pode escolher dentre quaisquer dos efeitos seguintes, quando você conjurar essa magia. Com uma ação no seu turno, você pode repetir o mesmo efeito ou escolher um diferente.\n\nInundação\n Você faz com que o nível da água de toda área afetada suba até 6 metros. Se a área incluir uma margem, a inundação ira transbordar para a terra seca.\nSe você escolher uma área em um extenso corpo de água, ao invés disso, você cria uma onda com 6 metros de altura que irá de um lado ao outro da área e então desaba. Qualquer veículo Enorme ou menor no caminho da onda será carregado por ela até o outro lado. Qualquer veículo Enorme ou menor atingido pela onda tem uma chance de 25 por cento de emborcar.\nO nível da água se mantem elevado até a magia acabar ou você escolher um efeito diferente. Se esse efeito produzir uma onda, a onda se repete no início do seu próximo turno enquanto o efeito de inundação durar.\n\nDividir Água\nVocê faz com que a água na área se divida e crie uma trincheira. A trincheira se estende por toda área da magia e a água separada forma uma parede de cada lado. A trincheira permanece até a magia acabar ou você escolher um efeito diferente. A água, então, lentamente preenche a trincheira ao longo do curso da próxima rodada até o nível normal da água ser restaurado.\n\nRedirecionar Fluxo\nVocê faz com que o fluxo da água na área se mova na direção que você escolher, mesmo que a água tenha que fluir através de obstáculos, subir muros ou em outra direção improvável. A água na área se move na direção ordenada, mas uma vez que tenha se movido além da área da magia, ela conclui seu fluxo baseado nas condições do terreno. A água continua a se mover na direção que você escolheu até a magia acabar ou você escolher um efeito diferente.\n\nRedemoinho\nEsse efeito requer um corpo de água de, pelo menos, 15 metros quadrados e 7,5 metros de profundidade. Você faz com que um redemoinho se forme no centro da área. O redemoinho forma um vórtice com 1,5 metro de largura na base, chegando a 15 metros de largura no topo e 7,5 metros de altura. Qualquer criatura ou objeto na água a até 7,5 metros do vórtice é puxado 3 metros na direção dele. Uma criatura pode tentar nadar para longe do vórtice com um teste de Força (Atletismo) contra a CD da magia.\nQuando uma criatura entrar no vórtice pela primeira vez no turno dela ou começar seu turno dentro dele, ela deve realizar um teste de resistência de Força. Se falhar, a criatura sofre 2d8 de dano de concussão e estará presa no vórtice até a magia acabar. Se passar na resistência, a criatura sofre metade do dano e não estará presa no vórtice. Uma criatura presa no vórtice pode usar sua ação para tentar nadar para fora do vórtice como descrito acima, mas terá desvantagem no teste de Força (Atletismo) para fazer isso.\nA primeira vez a cada turno que um objeto entrar no vórtice, o objeto sofre 2d8 de dano de concussão; esse dano se repete a cada rodada que ele permanecer no vórtice.", "duration": "Até 10 minutos", "higher_level": "", - "id": "3f8020f2-0e20-453a-b527-13ff95ffde1a", + "id": "00452fa2-4a3f-4851-85b2-bd1681e70033", "level": 4, "locations": [ { @@ -2929,7 +2929,7 @@ "desc": "Você toma controle do clima numa área de 7,5 quilômetros de você pela duração. Você deve estar ao ar livre para conjurar essa magia. Se mover para um lugar onde você não tenha uma visão clara do céu termina a magia prematuramente.\nQuando você conjurar essa magia, você muda as condições climáticas atuais, que são determinadas pelo Mestre baseado no ambiente e estação. Você pode mudar a precipitação, temperatura e vento. Leva 1d4 x 10 minutos para as novas condições fazerem efeito. Quando a magia terminar, o clima, gradualmente, volta ao normal.\nQuando você altera as condições climáticas, encontre a condição atual nas tabelas a seguir e mude em um estágio, para cima ou para baixo. Quando mudar o vento, você pode mudar a direção do mesmo.\n\nPRECIPITAÇÃO\n1\tCéu claro\n2\tParcialmente encoberto\n3\tCéu escuro ou nublado\n4\tChuva, granizo ou neve\n5\tChuva torrencial, tempestade de granizo ou nevasca\n\nTEMPERATURE\n1\tCalor insuportável\n2\tQuente\n3\tMorno\n4\tFrio\n5\tGelado\n6\tFrio ártico\n\nVENTO\n1\tCalmo\n2\tVento moderado\n3\tVento forte\n4\tVentania\n5\tTemporal", "duration": "Até 8 horas", "higher_level": "", - "id": "7d2ef755-3dab-46e7-8a0b-38469b43b81d", + "id": "82c1a128-b022-408f-8a36-e4900b71a577", "level": 8, "locations": [ { @@ -2958,7 +2958,7 @@ "desc": "Você toma controle do ar num cubo de 30 metros que você possa ver, dentro do alcance. Escolha um dos efeitos a seguir quando você conjurar essa magia. O efeito permanece pela duração da magia, a não ser que você use sua ação num turno subsequente para mudar para um efeito diferente. Você também pode usar sua ação para temporariamente parar o efeito ou par a reiniciar um que você tenha parado.\nLufadas. Um vento sopra dentro do cubo, continuamente soprando em uma direção horizontal que você escolher. Você escolhe a intensidade do vento: calmo, moderado ou forte. Se o vento for moderado ou forte, ataques à distância com arma que passarem através ou que forem feitos contra um alvo dentro do cubo tem desvantagem nas jogadas de ataque. Se o vento for forte, qualquer criatura se movendo contra o vento deve gastar 1,5 metros extras para cada 1,5 metros movidos.\nVentos Ascendentes. Você cria uma ventania ascendente constante dentro do cubo, er�-endo-se da borda inferior do cubo. Criatur_a,s que terminarem uma queda dentro do cubo s frem apenas me ade do da no de queda. Quando uma criatcir-a no cubo realizar um salto vertical, e1a p d g tara é-3 metros ais alto que o normal.\nVentos Descendentes. Você faz com que constantes rajadas de ventos fortes soprem do topo do cubo. Ataques à distância com arma que passarem pelo cubo ou que forem feitos contra alvos dentro dele tem desvantagem em suas jogadas de ataque. Uma criatura deve realizar um teste de resistência de Força se voar no cubo pela primeira vez em um turno ou se começar seu turno voando nele. Se falhar na resistência, a criatura ficará caida no chão.", "duration": "Até 1 hora", "higher_level": "", - "id": "50c5fa2d-7e5c-455c-b3fd-b65c8f917714", + "id": "988eb9ca-70c4-4ecb-aa66-bf83eb3232be", "level": 5, "locations": [ { @@ -2986,7 +2986,7 @@ "desc": "Você invoca um espírito aberrante. Ele se manifesta em um espaço não ocupado que você pode ver dentro do alcance. Esta forma corpórea usa o bloco de estatísticas Espírito Aberrante. Ao lançar o feitiço, escolha Beholderkin, Slaad ou Star Spawn. A criatura se parece com uma aberração desse tipo, que determina certas características em seu bloco de estatísticas. A criatura desaparece quando cai para 0 pontos de vida ou quando o feitiço termina.\nA criatura é uma aliada para você e seus companheiros. Em combate, a criatura compartilha sua contagem de iniciativa, mas realiza seu turno imediatamente após o seu. Ele obedece aos seus comandos verbais (nenhuma ação exigida de sua parte). Se você não emitir nenhum, ele executa a ação de esquiva e usa seu movimento para evitar o perigo.\n\nESPÍRITO ABERRANTE\nAberração média\n\nClasse de armadura: 11 + o nível do feitiço (armadura natural)\nPontos de acerto: 40 + 10 para cada nível de feitiço acima da 4ª\nVelocidade: 9 metros; voar 9 metros (pairar) (apenas Beholderkin)\n\nFOR 16 (+3), DES 10 (+0), CON 15 (+2)\nINT 16 (+3), SAB 10 (+0), CAR 6 (-2)\n\nImunidades a danos: psíquico\n Sentidos: visão no escuro 18 metros, percepção passiva 10\nIdiomas: Fala profunda, entende os idiomas que você fala\nDesafio: -\nBônus de proficiência: igual ao seu bônus\n\nRegeneração (Apenas Slaad)\nA aberração recupera 5 pontos de vida no início de seu turno se tiver pelo menos 1 ponto de vida.\n\nAura Sussurrante (Star Spawn apenas)\nNo início de cada turno da aberração, cada criatura dentro 1,5 metros da aberração devem ter sucesso em um teste de resistência de Sabedoria contra seu feitiço salvar DC ou sofrer 2d6 de dano psíquico, desde que a aberração não seja incapacitada.\n\nAÇÕES\nAtaque múltiplo\nA aberração faz um número de ataques igual a metade disso nível do feitiço (arredondado para baixo).\n\nGarras (somente para Slaad).\nAtaque com arma de fogo: seu modificador de ataque mágico para acertar, alcance 1,5 metros, um alvo. Acerto: 1d10 + 3 + o nível de dano cortante do feitiço. Se o alvo for uma criatura, ele não pode recuperar os pontos de vida até o início do próximo turno da aberração.\n\nRaia dos olhos (apenas observador)\nAtaque de feitiço à distância: seu modificador de ataque de feitiço para acertar, alcance de 45 metros, um criatura. Acerto: 1d8 + 3 + o nível de dano psíquico do feitiço.\n\nGolpe Psíquico (Star Spawn apenas)\nMelee Spell Attack: seu modificador de ataque de feitiço para acertar, alcance 1,5 metros, uma criatura. Acerto: 1d8 + 3 + o nível de dano psíquico do feitiço.", "duration": "Até 1 hora", "higher_level": "Quando você lançar esta magia usando um slot de magia de 5° nível ou superior, use o nível mais alto sempre que o nível da magia aparecer no bloco de estatísticas.", - "id": "a38da3ca-cc07-48c6-be0c-bab35397fd1e", + "id": "404e5620-1082-4c2d-b54e-13cb2aa686d8", "level": 4, "locations": [ { @@ -3015,7 +3015,7 @@ "desc": "Você adquire os serviços de uma familiar, um espírito que toma a forma de um animal, à sua escolha: aranha, caranguejo, cavalo marinho, coruja, corvo, doninha, gato, falcão, lagarto, morcego, peixe (arenque), polvo, rato, rã (sapo) ou serpente venenosa. Aparecendo em um espaço desocupado dentro do alcance, o familiar tem as mesmas estatísticas da forma escolhida, no entanto, ele é um celestial, corruptor ou fada (à sua escolha) ao invés de uma besta.\nSeu familiar até independentemente de você, mas ele sempre obedece aos seus comandos. Em combate, ele rola sua a própria iniciativa e age no seu próprio turno. Um familiar não pode atacar, mas ele pode realizar outras ações, como de costume.\nQuando um familiar cai a 0 pontos de vida, ele desaparece, não deixando qualquer corpo físico para trás. Ele reaparece depois de você conjurar essa magia novamente.\nEnquanto seu familiar estiver a até 30 metros de você, você pode se comunicar telepaticamente com ele. Além disso, com uma ação, você pode ver através dos olhos do familiar e ouvir através dos ouvidos dele, até o início do seu próximo turno, adquirindo os benefícios de qualquer sentido especial que o familiar possua. Durante esse período, você estará cego e surdo em relação aos seus próprios sentidos.\nCom uma ação, você pode, temporariamente, dispensar seu familiar. Ele desaparece dentro de uma bolsa dimensional onde ele aguarda sua convocação. Alternativamente, você pode dispensa-lo para sempre. Com uma ação, enquanto ele estiver temporariamente dispensado, você pode fazê-lo reaparecer em qualquer espaço desocupado a até 9 metros de você.\nVocê não pode ter mais de um familiar por vez. Se você conjurar essa magia enquanto já tiver um familiar, ao invés disso, você faz seu familiar existente adotar uma nova forma. Escolha uma das formas da lista acima. Seu familiar se transforma na criatura escolhida.\nFinalmente, quando você conjura uma magia com alcance de toque, seu familiar pode transmitir a magia, como se ele tivesse conjurado ela. Seu familiar precisa estar a até 30 metros de você e deve usar a reação dele para transmitir a magia quando você a conjurar. Se a magia necessitar de uma jogada de ataque, você usa seu modificador de ataque para essa jogada.", "duration": "Instantânea", "higher_level": "", - "id": "76eead4e-a7ad-463e-a741-ac8e3f4f4248", + "id": "43092c3d-7522-4468-ac98-b89d2ddcbf74", "level": 1, "locations": [ { @@ -3042,7 +3042,7 @@ "desc": "Você convoca um espírito que assume a forma de uma montaria excepcionalmente inteligente, forte e leal, criando uma ligação duradoura com ela. Aparecendo em um espaço desocupado dentro do alcance, a montaria adquire a forma que você escolher, como um cavalo de guerra, um pônei, um camelo, um alce ou um mastim. (Seu Mestre pode permitir outros animais para serem convocados como montarias.) A montaria tem as estatísticas da forma escolhida, no entanto, ele é um celestial, corruptor ou fada (à sua escolha) ao invés do seu tipo normal. Além disso, se sua montaria tiver Inteligência 5 ou menor, a Inteligência dela se torna 6 e ela ganha a capacidade de compreender um idioma, à sua escolha, que você fala.\nSua montaria serve tanto para cavalgar quando para o combate e você tem uma ligação instintiva com ela que permite a vocês lutarem como uma unidade singular. Enquanto estiver montado na sua montaria, você pode fazer com que qualquer magia que você conjure que tenha alcance pessoal, também afete a sua montaria.\nQuando a montaria cair a 0 pontos de vida, ela desaparece, não deixando qualquer corpo físico para trás. Você também pode dispensar sua montaria a qualquer momento, com uma ação, fazendo-a desaparecer. Em ambos os casos, conjurar essa magia novamente convocará a mesma montaria, restaurando-a ao seu máximo de pontos de vida.\nEnquanto sua montaria estiver a até 1,5 quilômetro de você, você pode se comunicar telepaticamente com ela.\nVocê não pode ter mais de uma montaria ligado por essa magia por vez. Com uma ação, você pode liberar a montaria da ligação a qualquer momento, fazendo-a desaparecer.", "duration": "Instantânea", "higher_level": "", - "id": "d4b64739-023e-4682-91ea-0e27e9344386", + "id": "4d58f2ff-a9da-4851-9713-2fdf9a5fa285", "level": 2, "locations": [ { @@ -3068,7 +3068,7 @@ "desc": "Uma nuvem tempestuosa aparece em formato cilíndrico com 3 metros de altura e 18 metros de raio, centrada num ponto que você possa ver, 30 metros acima de você. A magia falha se você não puder ver um ponto no ar em que a nuvem possa aparecer (por exemplo, se você estiver em uma sala que não possa comportar a nuvem).\nQuando você conjurar a magia, escolha um ponto que você possa ver dentro do alcance. Um raio de eletricidade é disparado da nuvem no ponto. Cada criatura a 1,5 metro desse ponto deve realizar um teste de resistência de Destreza. Uma criatura sofre 3d10 de dano elétrico se falhar no teste, ou metade desse dano se passar. Em cada um dos seus turnos, até a magia acabar, você pode usar sua ação para convocar um relâmpago dessa forma novamente, afetando o mesmo ponto ou um diferente.\nSe você estiver a céu aberto em condições tempestuosas quando conjurar essa magia, a magia lhe dá controle sobre a tempestade existente ao invés de criar uma nova. Sob tais condições, o dano da magia aumenta em 1d10.", "duration": "Até 10 minutos", "higher_level": "Se você conjurar essa magia usando um espaço de magia de 4° nível ou superior, o dano aumenta em 1d10 para cada nível do espaço acima do 3°.", - "id": "c1616f3d-4ee7-4715-b2dd-996f6b1c0281", + "id": "2fa414dc-2570-4960-b685-6eda29034888", "level": 3, "locations": [ { @@ -3095,7 +3095,7 @@ "desc": "Você enfinca quatro munições não-mágicas – flechas ou virotes de besta – no solo dentro do alcance e conjura\nmagia neles para proteger uma área. Até a magia acabar, sempre que uma criatura diferente de você se aproximar a 9 metros das munições pela primeira vez em um turno ou terminar seu turno na área, uma das munições voa para atingi-la. A criatura deve ser bem sucedida num teste de resistência de Destreza ou sofrerá 1d6 de dano perfurante. A munição, então, é destruída. A magia termina quando não restar nenhuma munição.\nQuando você conjurar essa magia, você pode designar quaisquer criaturas, à sua escolha, e a magia ignora-as.", "duration": "8 horas", "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 3° nível ou superior, a quantidade de munições que você pode afetar aumenta em dois para cada nível do espaço acima do 2°.", - "id": "1a6d81df-3c68-4e07-a31e-d64a15df7841", + "id": "33a39a6e-96b6-4ce3-b2fa-bfcb8c7c440f", "level": 2, "locations": [ { @@ -3125,7 +3125,7 @@ "desc": "Um humanoide, à sua escolha, que você possa ver dentro do alcance, deve ser bem sucedido num teste de resistência de Sabedoria ou ficará enfeitiçado por você pela duração. Enquanto o alvo estiver enfeitiçado dessa forma, uma coroa retorcida de ferro denteado aparece na cabeça dele e a loucura brilha em seus olhos.\nA criatura enfeitiçada deve usar sua ação antes de se mover, em cada um dos turnos dela, para realizar um ataque corpo-a-corpo contra uma criatura, diferente de si mesma, que você escolher mentalmente.\nO alvo pode agir normalmente no turno dele se você não escolher uma criatura ou se você não estiver dentro do alcance.\nNos seus turnos subsequentes, você deve usar sua ação para manter o controle sobre o alvo, ou a magia termina. Igualmente, o alvo pode realizar um teste de resistência de Sabedoria no final de cada um dos turnos dele. Se obtiver sucesso, a magia termina.", "duration": "Até 1 minuto", "higher_level": "", - "id": "9a2d5731-6aa2-4f71-87d4-e213642b461e", + "id": "e4bcf733-467a-4a00-acc0-0b3462aa489f", "level": 2, "locations": [ { @@ -3153,7 +3153,7 @@ "desc": "Sete partículas aparentadas a estrelas aparecem e orbitam sua cabeça até a magia terminar. Você pode usar uma ação bônus para disparar uma das partículas contra uma criatura ou objeto a menos de 36 metros de você. Quando fizer isso, faça um ataque a distância com magia. Em um sucesso. o alvo leva 4dl2 de dano radiante. Indiferentemente de se você acertar ou errar, a partícula é gasta. A magia termina mais cedo se você gastar a última partícula.\nSe você tiver quatro ou mais partículas restando, elas emanam luz brilhante em um raio de 9 metros e de luz fraca mais 9 metros. Se você tiver de uma a três partículas restantes, elas emanam luz fraca em um raio de 9 metros.", "duration": "1 hora", "higher_level": "Em Níveis Superiores. Quando você conjura essa magi a usando um espaç o de magia de 8 o nível ou superior, o número de partículas criadas aumenta em 2 para cada nível do espaço de magia acima do 4°.", - "id": "b9bb4e99-c529-4687-bfa8-3d7ac1e307e4", + "id": "f1910a38-4419-444e-baf2-e8b5cf18241f", "level": 7, "locations": [ { @@ -3181,7 +3181,7 @@ "desc": "Você cria um raio elétrico que atinge um alvo, à sua escolha, que você possa ver dentro do alcance. Três raios saltam do alvo para até três outros alvos, cada um a não mais de 9 metros do alvo primário. Um alvo pode ser uma criatura ou um objeto e só pode ser alvo de um único desses raios.\nUm alvo deve realizar um teste de resistência de Destreza. O alvo sofre 10d8 de dano elétrico se falhar no teste ou metade desse dano se for bem sucedido.", "duration": "Instantânea", "higher_level": "Se você conjurar essa magia usando um espaço de magia de 7° nível ou superior, um raio adicional salta do alvo primário para outro alvo para cada nível do espaço acima do 6°.", - "id": 44, + "id": "e40800b4-9443-41ac-9954-2e33a76ee805", "level": 6, "locations": [ { @@ -3210,7 +3210,7 @@ "desc": "O solo em 6 metros quadrados, centrado num ponto dentro do alcance, se retorce e brotam cavilhas rígidas e espinhos. A área se torna terreno difícil pela duração. Quando uma criatura entrar ou se mover dentro da área, ela sofrerá 2d4 de dano perfurante para cada 1,5 metro que ela atravessar.\nA transformação do terreno é camuflada para parecer natural. Qualquer criatura que não puder ver a área no momento que a magia for conjurada, deve realizar um teste de Sabedoria (Percepção) contra a CD da magia para reconhecer o terreno como perigoso, antes de adentra-lo.", "duration": "Até 10 minutos", "higher_level": "", - "id": 310, + "id": "aee6e723-c19a-4753-96f8-69af27aee5c0", "level": 2, "locations": [ { @@ -3239,7 +3239,7 @@ "desc": "Você cria 25 quilos de comida e 100 litros de água no solo ou em um recipiente dentro do alcance, suficiente para sustentar até quinze humanoide ou cinco montarias por 24 horas. A comida é insossa, porém, nutritiva e estraga se não for consumida após 24 horas. A água é limpa e não fica ruim.", "duration": "Instantânea", "higher_level": "", - "id": 79, + "id": "af7c557f-b7c1-4783-98e0-dccd63baafae", "level": 3, "locations": [ { @@ -3265,7 +3265,7 @@ "desc": "Uma chama tremulante aparece na sua mão. A chama permanece ai pela duração e não machuca nem você nem seu equipamento. A chama emite luz plena num raio de 3 metros e penumbra por 3 metros adicionais. A magia acaba se você dissipa-la usando uma ação ou se conjura-la novamente.\nVocê pode, também, atacar com a chama, no entanto, fazer isso acaba com a magia. Quando você conjura essa magia ou com uma ação em um turno posterior, você pode arremessar a chama numa criatura a até 9 metros de você. Faça um ataque à distância com magia. Se atingir, o alvo sofre 1d8 de dano de fogo.\nO dano dessa magia aumenta em 1d8 quando você alcança o 5° nível (2d8), 11° nível (3d8) e 17° nível (4d8).", "duration": "10 minutos", "higher_level": "", - "id": 264, + "id": "6a997fe8-edbd-4d94-b834-5afa17b9c887", "level": 0, "locations": [ { @@ -3296,7 +3296,7 @@ "desc": "Você cria uma fo gueira no solo em um ponto que você possa ver, dentro do alcance. Até a magia acabar, a fogueira preenche um cubo de 1,5 metros. Qualquer criatura no es p aço da fogueira quando você a conjura deve ser bem sucedida num teste de resistência de Destreza ou sofrerá 1d8 de dano de fogo. Uma criatura também deve realizar o teste de resistência quando entrar no es paço da fo gu eira pela primeira vez em um turno, ou terminar seu turno nela.\nO dano da magia aumenta em 1d8 quando você alcança o 5° nível (2d8) , 11° nível (3d8) e 17° nivel (4d8).", "duration": "Até 1 minuto", "higher_level": "", - "id": 375, + "id": "c2ca3ef5-4310-45d5-9b8f-3283176cd4e9", "level": 0, "locations": [ { @@ -3323,7 +3323,7 @@ "desc": "Ao recitar um encantamento intrincado, você se corta com uma adaga incrustada de j oias, levando 2d4 de dano de perfuração que não pode ser reduzido de forma alguma. Você então gotej a seu sangue sobre os outros componentes da magi a e os toca , transformando-os em um construto especial chamado homúnculo.\nAs estatísticas do homúnculo estão no Manual dos Monstros. Ele é seu companheiro fiel, e morre se você morrer. Sempre que você terminar um longo descanso , você p ode gastar até metade do seus dados de vida, se o homúnculo estiver no mesmo plano de existência como você. Quando fizer isso, role cada dado e adicione o seu modificador de Constituição a ele. Seu valor máximo de pontos de vida é reduzido pelo total, e o valor máximo de pontos de vida do homúnculo, e seus pontos de vida atuais, são ambos aumentados por ele. Este processo não pode reduzir você para menos de 1 ponto de vida, e a mudança para o seus pontos de vida e os do homúnculos terminam quando você termina o seu próximo descanso longo. A redução ao seu valor máximo de pontos de vida não pode ser removido por qualquer meio antes disso, exceto pela morte do homúnculo.\nVocê pode ter apenas um homúnculo por vez. Se você conj urar esta magia enquanto o seu homúnculo viver, a magia falhará.", "duration": "Instantânea", "higher_level": "", - "id": 376, + "id": "ee637d2d-b8d0-4065-a5e1-480157c8ab4e", "level": 6, "locations": [ { @@ -3353,7 +3353,7 @@ "desc": "Você só pode conjurar essa magia durante a noite. Escolha até três corpos de humanoides Médios ou Pequenos dentro do alcance. Cada corpo se torna um carniçal sob seu controle. (O Mestre tem as estatísticas de jogo das criaturas.)\nCom uma ação bônus, em cada um dos seus turnos, você pode comandar mentalmente qualquer criatura que você animou com essa magia, se a criatura estiver a até 36 metros de você (se você controla diversas criaturas, você pode comandar qualquer uma ou todas elas ao mesmo tempo, emitindo o mesmo comando para cada uma). Você decide qual ação a criatura irá fazer e para onde ela irá se mover durante o próximo turno dela, ou você pode emitir um comando geral, como para guardar uma câmara ou corredor especifico. Se você não der nenhum comando, as criaturas apenas se defenderão contra criaturas hostis. Uma vez que receba uma ordem, a criatura continuará a segui-la até a tarefa estar concluída.\nA criatura fica sob seu controle por 24 horas, depois disso ela para de obedecer aos seus comandos. Para manter o controle da criatura por mais 24 horas, você deve conjurar essa magia na criatura novamente, antes das 24 horas atuais terminarem. Esse uso da magia recupera seu controle sobre até três criaturas que você tenha animado com essa magia, ao invés de animar novas.", "duration": "Instantânea", "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 7° nível, você pode animar ou recuperar o controle de quatro carniçais. Quando você conjura essa magia usando um espaço de magia de 8° nível, você pode animar ou recuperar o controle de cinco carniçais ou dois lívidos ou aparições. Quando você conjurar essa magia usando um espaço de magia de 9° nível, você pode animar ou recuperar o controle de seis carniçais, três lívidos ou aparições ou duas múmias.", - "id": 81, + "id": "87fb1a2e-bb63-4031-b357-870b520dd3c5", "level": 6, "locations": [ { @@ -3381,7 +3381,7 @@ "desc": "Uma passagem aparece em um ponto, à sua escolha, que você possa ver em uma superfície de madeira, gesso ou rocha (como um muro, um teto ou um piso) dentro do alcance e permanece pela duração. Você escolhe as dimensões da passagem: até 1,5 metro de largura, 2,10 de altura e 6 metros de profundidade. A passagem não provoca instabilidade na estrutura ao seu redor.\nQuando a abertura desaparecer, qualquer criatura ou objeto que ainda estiver dentro da passagem criada pela magia é ejetada em segurança para o espaço desocupado mais próximo da superfície onde a magia foi conjurada.", "duration": "1 hora", "higher_level": "", - "id": 247, + "id": "dc87d9b6-defe-44f3-930e-6a636692e15f", "level": 5, "locations": [ { @@ -3410,7 +3410,7 @@ "desc": "Você pode tanto criar quanto destruir água.\nCriar Água. Você cria 30 litros de água limpa dentro do alcance, em um recipiente aberto. Alternativamente, a água pode cair como chuva em um cubo de 9 metros dentro do alcance, extinguindo chamas expostas na área.\nDestruir Água. Você destrói até 30 litros de água de um recipiente aberto dentro do alcance. Alternativamente, você pode destruir um nevoeiro em um cubo de 9 metros dentro do alcance.", "duration": "Instantânea", "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 2° nível ou superior, você pode criar ou destruir 30 litros de água adicionais, ou o tamanho do cubo aumenta em 1,5 metro, para cada nível do espaço acima do 1°.", - "id": 80, + "id": "375aa286-30b1-4ce8-8c56-5d66cf834238", "level": 1, "locations": [ { @@ -3440,7 +3440,7 @@ "desc": "Você puxa mechas de matéria sombria da Umbra para criar objetos inanimados de matéria vegetal dentro do alcance: bens finos, cordas, madeira ou algo similar. Você também pode usar a magia para criar objetos minerais como pedra, cristal ou metal. O objeto criado não pode ser maior que um cubo de 1,5 metro e o objeto deve ser de um formado e material que você já tenha visto antes.\nA duração depende do material do objeto. Se o objeto for composto por diversos materiais, use o de menor duração.\n\nMatéria vegetal: 1 dia\nPedra ou cristal: 12 horas\nMetais preciosos: 1 hora\nGemas: 10 minutos\nAdamante ou mitral: 1 minuto\n\nUsar qualquer material criado por essa magia como componente material de outra magia faz com que a magia falhe.", "duration": "Especial", "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 6° nível ou superior, o tamanho do cubo aumenta em 1,5 metro para cada nível do espaço de magia acima do 5°.", - "id": 82, + "id": "39965bb7-d16a-411f-bfd5-bc61e7f1d8f7", "level": 5, "locations": [ { @@ -3468,7 +3468,7 @@ "desc": "Escolha uma criatura que você possa ver, dentro do alcance. Um surto de energia positiva banha a criatura, fazendo-a recuperar 70 pontos de vida. Essa magia também acaba com efeitos de cegueira, surdez e qualquer doença que estejam afetando o alvo. Essa magia não tem efeito em constructos ou mortos-vivos.", "duration": "Instantânea", "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 7° nível ou superior, a quantidade de cura aumenta em 10 para cada nível do espaço acima do 6°.", - "id": 175, + "id": "f6dd9daa-669a-4c06-8d05-896ab2cc06c1", "level": 6, "locations": [ { @@ -3494,7 +3494,7 @@ "desc": "Uma inundação de energia curativa emerge de você para as criaturas feridas ao seu redor. Você restaura até 700 pontos de vida, divididos, à sua escolha, entre qualquer quantidade de criaturas que você possa ver, dentro do alcance. As criaturas curadas por essa magia também são curadas de todas as doenças e qualquer efeito que as deixou cegas ou surdas. Essa magia não afeta mortos- vivos ou constructos.", "duration": "Instantânea", "higher_level": "", - "id": 219, + "id": "8cda0fdb-cc10-4522-a164-349d1308b740", "level": 9, "locations": [ { @@ -3525,7 +3525,7 @@ "desc": "Uma criatura que você tocar recupera uma quantidade de pontos de vida igual a 1d8 + seu modificador de habilidade de conjuração. Essa magia não produz efeito em mortos-vivos ou constructos.", "duration": "Instantânea", "higher_level": "Se você conjurar essa magia usando um espaço de magia de 2° nível ou superior, a cura aumenta em 1d8 para cada nível do espaço acima do 1°.", - "id": 85, + "id": "aa4bb50c-c807-4438-9a50-6618cb3eb6bb", "level": 1, "locations": [ { @@ -3552,7 +3552,7 @@ "desc": "Uma onda de energia curativa emerge de um ponto, à sua escolha, dentro do alcance. Escolha até seis criaturas numa esfera de 9 metros de raio, centrada nesse ponto. Cada alvo recupera uma quantidade de pontos de vida igual a 3d8 + seu modificador de habilidade de conjuração. A magia não afeta mortos-vivos ou constructos.", "duration": "Instantânea", "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 6° nível ou superior, a cura aumenta em 1d8 para cada nível do espaço acima do 5°.", - "id": 218, + "id": "8ffe832c-719e-4bf3-b39f-34b0ae692556", "level": 5, "locations": [ { @@ -3580,7 +3580,7 @@ "desc": "Você conjura um cão de guarda fantasma em um espaço desocupado que você possa ver, dentro do alcance, que permanece pela duração, até você dissipa-lo com uma ação ou até você se mover para mais de 30 metros dele.\nO cão é invisível para todas as criaturas, exceto para você, e não pode ser ferido. Quando uma criatura Pequena ou maior se aproximar a 9 metros sem, primeiramente, falar a senha que você especifica quando conjura a magia, o cão começa a latir muito alto. O cão vê criaturas invisíveis e pode ver no Plano Etéreo. Ele ignora ilusões.\nNo começo de cada um dos seus turnos, o cão tenta morder uma criatura a 1,5 metro dele que seja hostil a você. O bônus de ataque do cão é igual ao seu modificador de habilidade de conjuração + seu bônus de proficiência. Se atingir, ele causa 4d8 de dano perfurante.", "duration": "8 horas", "higher_level": "", - "id": 236, + "id": "fda328b0-4db7-421b-8b33-a5910f072cd7", "level": 4, "locations": [ { @@ -3608,10 +3608,10 @@ "M" ], "concentration": false, - "desc": "Você cria um cilindro de energia mágica de 3 metros de raio por 6 metros de altura, centrado num ponto no solo que você possa ver, dentro do alcance. Runas brilhantes aparecem toda vez que o cilindro toca o chão ou outra superfície.\nEscolha um ou mais dos tipos de criaturas seguintes: celestiais, corruptores, elementais, fadas ou mortos-vivos. O círculo afeta uma criatura do tipo escolhido das seguintes maneiras:\n\u2022 A criatura não consegue entrar no cilindro voluntariamente por meios não-mágicos. Se a criatura tentar usar teletransporte ou viagem interplanar para fazê-lo, ela deve, primeiro, ser bem sucedida num teste de resistência de Carisma.\n\u2022 A criatura tem desvantagem nas jogadas de ataque contra alvos dentro do cilindro.\n\u2022 Alvos dentro do cilindro não podem ser enfeitiçados, amedrontados ou possuídos pela criatura.\nQuando você conjurar essa magia, você pode decidir que a mágica dela opere na direção reversa, prevenindo que uma criatura de um tipo especifico saia do cilindro e protegendo os alvos fora dele.", + "desc": "Você cria um cilindro de energia mágica de 3 metros de raio por 6 metros de altura, centrado num ponto no solo que você possa ver, dentro do alcance. Runas brilhantes aparecem toda vez que o cilindro toca o chão ou outra superfície.\nEscolha um ou mais dos tipos de criaturas seguintes: celestiais, corruptores, elementais, fadas ou mortos-vivos. O círculo afeta uma criatura do tipo escolhido das seguintes maneiras:\n• A criatura não consegue entrar no cilindro voluntariamente por meios não-mágicos. Se a criatura tentar usar teletransporte ou viagem interplanar para fazê-lo, ela deve, primeiro, ser bem sucedida num teste de resistência de Carisma.\n• A criatura tem desvantagem nas jogadas de ataque contra alvos dentro do cilindro.\n• Alvos dentro do cilindro não podem ser enfeitiçados, amedrontados ou possuídos pela criatura.\nQuando você conjurar essa magia, você pode decidir que a mágica dela opere na direção reversa, prevenindo que uma criatura de um tipo especifico saia do cilindro e protegendo os alvos fora dele.", "duration": "1 hora", "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 4° nível ou superior, a duração aumenta em 1 hora para cada nível do espaço acima do 3°.", - "id": 212, + "id": "bf5f75c7-596c-4f9b-a5db-39ce8221771e", "level": 3, "locations": [ { @@ -3641,7 +3641,7 @@ "desc": "Uma esfera de energia negativa ondula em um raio de 18 metros de um ponto ao alcance. Cada criatura na área deve realizar um teste de resistência de Constituição. Um alvo sofre 8d6 de dano necrótico se falhar no seu teste de resistência, ou metade desse dano se passar.", "duration": "Instantânea", "higher_level": "Se você conjurar essa magia usando um espaço de magia de 7° nível ou superior, o dano aumenta em 2d6 para cada nível do espaço acima do 6°.", - "id": 48, + "id": "44ef554b-932b-45be-ab01-b5accc3d2fda", "level": 6, "locations": [ { @@ -3667,7 +3667,7 @@ "desc": "Energia divina irradia de você, distorcendo e espalhando energia mágica a até 9 metros de você. Até a magia acabar, a esfera se move com você, centrada em você. Pela duração, cada criatura amigável na área (incluindo você) tem vantagem em testes de resistência contra magias e outros efeitos mágicos. Além disso, quando uma criatura afetada for bem sucedida num teste de resistência contra uma magia ou efeito mágico realizado para sofrer apenas metade do dano, ao invés disso, ela não sofrerá dano nenhum se passar na resistência.", "duration": "Até 10 minutos", "higher_level": "", - "id": 49, + "id": "7436e1ce-72e2-43a7-993a-b6b272c41bd3", "level": 5, "locations": [ { @@ -3695,7 +3695,7 @@ "desc": "À medida que você conjura essa magia, você desenha um círculo de 3 metros de diâmetro no chão, inscrevendo selos que conectam sua localização a um círculo de teletransporte permanente, à sua escolha, cuja sequência de selos você conheça e esteja no mesmo plano de existência que você. Um portal cintilante se abre dentro do círculo que você desenhou e permanece aberto até o final do seu próximo turno. Qualquer criatura que entrar no portal, instantaneamente, aparecerá a 1,5 metro do círculo de destino ou no espaço desocupado mais próximo, se o espaço estiver ocupado.\nMuitos templos principais, guildas e outros locais importantes possuem círculos de teletransporte permanentes inscritos em algum lugar dos seus confins. Cada círculo desse inclui uma sequência única de selos – uma sequência de runas mágicas dispostas em um padrão específico. Quando você adquire a capacidade de conjurar essa magia pela primeira vez, você aprende a sequência de selos de dois destinos no Plano Material, determinadas pelo Mestre. Você pode aprender sequências de selos adicionais durante suas aventuras. Você pode consignar uma nova sequência de selos a memória após estuda-la por 1 minuto.\nVocê pode criar um círculo de teletransporte permanente ao conjurar essa magia no mesmo local a cada dia por um ano. Você não precisa usar o círculo para se teletransportar quando você conjurar a magia desse modo.", "duration": "1 rodada", "higher_level": "", - "id": 327, + "id": "b123686f-fa26-433b-b64e-eff5d64e8f31", "level": 5, "locations": [ { @@ -3725,7 +3725,7 @@ "desc": "Uma barreira cintilante se estende de você até 3 metros de raio, e se move com você, permanecendo centrada em você e restringindo criaturas diferentes de mortos-vivos e constructos. A barreira mantem-se pela duração.\nA barreira previna uma criatura afetada de atravessa- la ou alcançar através dela. Uma criatura afetada pode conjurar magias ou realizar ataques à distância ou ataques com armas de haste através da barreira.\nSe você se mover forçando uma criatura afetada a atravessar a barreira, a magia termina.", "duration": "Até 1 hora", "higher_level": "", - "id": 10, + "id": "940cbf0f-be98-4950-86c4-2ed10039bf78", "level": 5, "locations": [ { @@ -3751,7 +3751,7 @@ "desc": "Escolha uma criatura que você possa ver, dentro do alcance. O alvo começa a dançar comicamente no lugar: rodopiando, batendo os pés e saltitando pela duração. As criaturas que não podem ser enfeitiçadas são imunes a essa magia.\nUma criatura dançando deve usar todo o seu movimento para dançar sem abandonar seu espaço e tem desvantagem nos testes de resistência de Destreza e nas jogadas de ataque. Enquanto o alvo estiver sob efeito dessa magia, as outras criaturas terão vantagem nas jogadas de ataque contra ele. Com uma ação, uma criatura dançando pode realizar um teste de resistência de Sabedoria para recuperar controle sobre si mesmo. Num sucesso na resistência, a magia acaba.", "duration": "Até 1 minuto", "higher_level": "", - "id": 245, + "id": "f330fed3-a399-4f80-b9b6-f4383a25eeab", "level": 6, "locations": [ { @@ -3779,7 +3779,7 @@ "desc": "Fios de poder sombrio pulam de seus dedos para perfurar até cinco cadáveres pe quenos ou médios que você pode ver dentro de alcance. Cada cadáver imediatamente se levanta e se torna morto-vivo. Você decide se é um zumbi ou um esqueleto (as estatísticas para zumbis e esqueletos estão no Manual dos Monstros), e ele ganha um bônus em suas rolagens de ataque e dano igual ao seu modificador de habilidade de conjuração.\nVocê pode usar uma ação de bônus p ara controlar mentalmente as criaturas que você cria com essa magia, emitindo o mesmo comando para todas elas. Para receber o comando, uma criatura deve estar dentro de 18 metros de você. Você decide que ação as criaturas tomarão e para onde elas se moverão durante seu próximo turno, ou você pode emitir um comando geral, tal qual para protegerem uma càmara ou passagem contra seus inimigos. Se você não emitir nenhum comando, as criaturas não fazem nada, exceto se defender contra criaturas hostis. Uma vez dada uma ordem as criaturas continuam a segui-la até completar a tarefa.\nAs criaturas estão sob seu controle até a magia terminar, dep ois do que elas se tornam inanimadas mais uma vez.", "duration": "Até 1 hora", "higher_level": "Em Níveis Superiores. Quando você conj ura essa magia usando um espaço de magia de 6o nível ou superior, você anima até 2 cadáveres adicionais para cara nível espaç o do magia acima do 5°.", - "id": 378, + "id": "f0982071-9057-42d3-bf2d-1d9663f993f0", "level": 5, "locations": [ { @@ -3807,7 +3807,7 @@ "desc": "Você envia energia negativa na direção de uma criatura que você possa ver, dentro do alcance, causando dores severas nela. O alvo deve realizar um teste de resistência de Constituição. Ele sofre 7d8 + 30 de dano necrótico se falhar na resistência, ou metade desse dano se obtiver sucesso.\nUm humanoide morto por essa magia, se ergue no início do seu próximo turno como um zumbi que está permanentemente sob seu controle, seguindo suas ordens verbais da melhor forma possível.", "duration": "Instantânea", "higher_level": "", - "id": 136, + "id": "4eb098d2-2005-43a6-b64c-9f2740c67f55", "level": 7, "locations": [ { @@ -3830,10 +3830,10 @@ "V" ], "concentration": false, - "desc": "Desejo é a magia mais poderosa que uma criatura mortal pode conjurar. Apenas ao falar em voz alta, você pode alterar os próprios fundamentos da realidade, de acordo com seus desejos.\nO uso básico dessa magia é de copiar qualquer magia de 8° nível ou inferior. Você não precisa atender a qualquer pré-requisito da magia copiada, incluindo os componentes dispendiosos. A magia simplesmente acontece.\nAlternativamente, você pode criar um dos seguintes efeitos, à sua escolha:\n\u2022 Você cria um objeto no valor de até 25.000 po, que não seja mágico. O objeto não pode ter dimensões maiores que 90 metros e ele aparece em um espaço desocupado que você possa ver, no chão.\n\u2022 Você permite que até doze criaturas que você possa ver, recuperem todos os seus pontos de vida e você acaba com todos os efeitos descritos na magia restauração maior.\n\u2022 Você concede a até dez criaturas que você possa ver, resistência a um tipo de dano, à sua escolha.\n\u2022 Você concede a até dez criaturas que você possa ver, imunidade a uma única magia ou outro efeito mágico por 8 horas. Por exemplo, você poderia deixar você e todos os seus companheiros imunes ao ataque de dreno de vida de um lich.\n\u2022 Você desfaz um único evento recente forçando uma nova jogada de qualquer jogada feita na última rodada (incluindo seu último turno). A realidade remodela-se para acomodar o novo resultado. Por exemplo, uma magia desejo poderia desfazer o teste de resistência bem sucedido de um oponente, um acerto crítico de um inimigo ou o teste de resistência fracassado de um amigo. Você pode forçar que a nova jogada seja feita com vantagem ou desvantagem e você pode escolher se irá usar o resultado da nova jogada ou da jogada original.\nVocê é capaz de fazer coisas além do alcance dos exemplos acima. Apresente seu desejo ao Mestre o mais precisamente possível. O Mestre tem grande amplitude em definir o que ocorre em tais circunstâncias; quanto maior o desejo, maior será a possibilidade de que algo dê errado. Essa magia pode simplesmente falhar, o efeito do seu desejo pode ser apenas parcialmente atendido ou você pode sofrer consequências imprevistas como resultado da forma que você formulou o desejo. Por exemplo, desejar que um vilão esteja morto pode impulsionar você para um período no tempo em que o vilão não esteja mais vivo, efetivamente removendo você do jogo. Similarmente, desejar um item mágico lendário ou um artefato poderia, instantaneamente, transportar você para a presença do dono atual do item.\nO estresse da conjuração dessa magia para produzir qualquer efeito diferente de copiar outra magia enfraquece você. Após enfrentar esse estresse, a cada vez que você conjurar uma magia, antes de terminar um descanso longo, você sofrerá 1d10 de dano necrótico por nível da magia. Esse dano não pode ser reduzido ou prevenido de forma alguma. Além disso, sua Força cai para 3, se ela já não for 3 ou inferior, por 2d4 dias. Para cada dia desses que você permanecer descansando e não fizer nada além de atividades leves, seu tempo de recuperação é reduzido em 2 dias. Finalmente, existe 33 por cento de chance de você se tornar incapaz de conjurar desejo novamente se você sofrer esse estresse.", + "desc": "Desejo é a magia mais poderosa que uma criatura mortal pode conjurar. Apenas ao falar em voz alta, você pode alterar os próprios fundamentos da realidade, de acordo com seus desejos.\nO uso básico dessa magia é de copiar qualquer magia de 8° nível ou inferior. Você não precisa atender a qualquer pré-requisito da magia copiada, incluindo os componentes dispendiosos. A magia simplesmente acontece.\nAlternativamente, você pode criar um dos seguintes efeitos, à sua escolha:\n• Você cria um objeto no valor de até 25.000 po, que não seja mágico. O objeto não pode ter dimensões maiores que 90 metros e ele aparece em um espaço desocupado que você possa ver, no chão.\n• Você permite que até doze criaturas que você possa ver, recuperem todos os seus pontos de vida e você acaba com todos os efeitos descritos na magia restauração maior.\n• Você concede a até dez criaturas que você possa ver, resistência a um tipo de dano, à sua escolha.\n• Você concede a até dez criaturas que você possa ver, imunidade a uma única magia ou outro efeito mágico por 8 horas. Por exemplo, você poderia deixar você e todos os seus companheiros imunes ao ataque de dreno de vida de um lich.\n• Você desfaz um único evento recente forçando uma nova jogada de qualquer jogada feita na última rodada (incluindo seu último turno). A realidade remodela-se para acomodar o novo resultado. Por exemplo, uma magia desejo poderia desfazer o teste de resistência bem sucedido de um oponente, um acerto crítico de um inimigo ou o teste de resistência fracassado de um amigo. Você pode forçar que a nova jogada seja feita com vantagem ou desvantagem e você pode escolher se irá usar o resultado da nova jogada ou da jogada original.\nVocê é capaz de fazer coisas além do alcance dos exemplos acima. Apresente seu desejo ao Mestre o mais precisamente possível. O Mestre tem grande amplitude em definir o que ocorre em tais circunstâncias; quanto maior o desejo, maior será a possibilidade de que algo dê errado. Essa magia pode simplesmente falhar, o efeito do seu desejo pode ser apenas parcialmente atendido ou você pode sofrer consequências imprevistas como resultado da forma que você formulou o desejo. Por exemplo, desejar que um vilão esteja morto pode impulsionar você para um período no tempo em que o vilão não esteja mais vivo, efetivamente removendo você do jogo. Similarmente, desejar um item mágico lendário ou um artefato poderia, instantaneamente, transportar você para a presença do dono atual do item.\nO estresse da conjuração dessa magia para produzir qualquer efeito diferente de copiar outra magia enfraquece você. Após enfrentar esse estresse, a cada vez que você conjurar uma magia, antes de terminar um descanso longo, você sofrerá 1d10 de dano necrótico por nível da magia. Esse dano não pode ser reduzido ou prevenido de forma alguma. Além disso, sua Força cai para 3, se ela já não for 3 ou inferior, por 2d4 dias. Para cada dia desses que você permanecer descansando e não fizer nada além de atividades leves, seu tempo de recuperação é reduzido em 2 dias. Finalmente, existe 33 por cento de chance de você se tornar incapaz de conjurar desejo novamente se você sofrer esse estresse.", "duration": "Instantânea", "higher_level": "", - "id": 357, + "id": "4cfea0e7-1ade-4e67-92d7-3c56eaa79671", "level": 9, "locations": [ { @@ -3861,7 +3861,7 @@ "desc": "Um fino raio esverdeado é lançado da ponta do seu dedo em um alvo que você possa ver dentro do alcance. O alvo pode ser uma criatura, um objeto ou uma criação de energia mágica, como uma muralha criada por muralha de energia.\nUma criatura afetada por essa magia deve realizar um teste de resistência de Destreza. Se falhar na resistência, o alvo sofrerá 10d6 + 40 de dano de energia. Se esse dano reduzir os pontos de vida do alvo a 0, ele será desintegrado.\nUma criatura desintegrada e tudo que ela está vestindo ou carregando, exceto itens mágicos, são reduzidos a uma pilha de um fino pó acinzentado. A criatura só pode ser trazida de volta a vida por meio das magias ressurreição verdadeira ou desejo.\nEssa magia desintegra, automaticamente, um objeto não-mágico Grande ou menor ou uma criação de energia mágica. Se o alvo for um objeto ou criação de energia Enorme ou maior, a magia desintegra uma porção de 3 metros cúbicos dele. Um item mágico não pode ser afetado por essa magia.", "duration": "Instantânea", "higher_level": "Se você conjurar essa magia usando um espaço de magia de 7° nível ou superior, o dano aumenta em 3d6 para cada nível do espaço acima do 6°.", - "id": 100, + "id": "b2f410d8-1769-4402-82b9-5c0b060554e5", "level": 6, "locations": [ { @@ -3892,7 +3892,7 @@ "desc": "Um alto som estridente, dolorosamente intenso, emerge de um ponto, à sua escolha, dentro do alcance. Cada criatura, numa esfera de 3 metros de raio, centrada no ponto deve fazer um teste de resistência de Constituição. Uma criatura sofre 3d8 de dano trovejante se falhar na resistência ou metade desse dano se obtiver sucesso. Uma criatura feita de material inorgânico como pedra, cristal ou metal, tem desvantagem nesse teste de resistência.\nUm objeto não-mágico que não esteja sendo vestido ou carregado, também sofre o dano, se estiver na área da magia.", "duration": "Instantânea", "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 3° nível ou superior, o dano aumenta em 1d8 para cada nível do espaço acima do 2°.", - "id": 294, + "id": "d2ad8e47-b408-4afc-af5e-b9dd210b6c70", "level": 2, "locations": [ { @@ -3921,7 +3921,7 @@ "desc": "Depois de gastar o tempo de conjuração traçando runas mágicas com uma gema preciosa, você toca uma besta ou planta Enorme ou menor. O alvo deve ter ou um valor de Inteligência nulo, ou Inteligência 3 ou menor. O alvo ganha Inteligência 10. O alvo também ganha a capacidade de falar um idioma que você conheça. Se o alvo for uma planta, ela ganha a habilidade de mover seus membros, raízes, vinhas, trepadeiras e assim por diante, e ganha sentidos similares ao de um humano. Seu Mestre escolhe as estatísticas apropriadas para o arbusto desperto ou árvore desperta.\nA besta ou planta desperta estará enfeitiçada por você por 30 dias ou até você ou seus companheiros fazerem qualquer coisa nociva contra ela. Quando a condição enfeitiçado terminar, a criatura desperta pode escolher permanecer amigável a você, baseado em como ela foi tratada enquanto estava enfeitiçada.", "duration": "Instantânea", "higher_level": "", - "id": 23, + "id": "a6e7839e-b49b-4259-a306-1f632d0ce477", "level": 5, "locations": [ { @@ -3948,7 +3948,7 @@ "desc": "Você fica invisível ao mesmo tempo que uma cópia ilusória sua aparece onde você estava. A cópia permanece pela duração, mas a invisibilidade acaba se você atacar ou conjurar uma magia.\nVocê pode usar sua ação para mover a cópia ilusória até o dobro do seu deslocamento e fazê-la gesticular, falar e se comportar da forma que você quiser.\nVocê pode ver através dos olhos e ouvir através dos ouvidos da cópia como se você estivesse localizado onde ela está. Em cada um dos seus turnos, com uma ação bônus, você pode trocar o uso dos sentidos dela pelo seu ou voltar novamente. Enquanto você está usando os sentidos dela, você fica cego e surdo ao que está a sua volta.", "duration": "Até 1 hora", "higher_level": "", - "id": 232, + "id": "45fe4445-5a2c-4808-825f-f489afcb1618", "level": 5, "locations": [ { @@ -3976,7 +3976,7 @@ "desc": "Da próxima vez que você atingir uma criatura com um ataque com arma, antes do fim da magia, seu ataque crepita com energia e o ataque causa 5d6 de dano de energia extra ao alvo. Além disso, se esse ataque reduzir o alvo a 50 pontos de vida ou menos, você a bane. Se o alvo for nativo de um plano de existência diferente do que você está, o alvo desaparece, retornando ao seu plano natal. Se o alvo for nativo do plano que você está, a criatura é enviada para um semiplano inofensivo. Enquanto estiver lá, a criatura estará incapacitada. Ela permanece lá até a magia acabar, a partir desse ponto, o alvo reaparece no espaço em que ela deixou ou no espaço desocupado mais próximo, se o espaço dela estiver ocupado.", "duration": "Até 1 minuto", "higher_level": "", - "id": 25, + "id": "c7d57f93-11d6-4160-8e79-a8d699271c81", "level": 5, "locations": [ { @@ -4001,7 +4001,7 @@ "desc": "Da próxima vez que você atingir uma criatura com um ataque com arma, antes do fim da magia, sua arma emite uma luz intensa, e o ataque causa 3d8 de dano radiante extra ao alvo. Além disso, o alvo deve ser bem sucedido num teste de resistência de Constituição ou ficará cego até a magia acabar.\nUma criatura cega por essa magia realiza outro teste de resistência de Constituição no final de cada um dos turnos dela. Se obtiver sucesso, não estará mais cega.", "duration": "Até 1 minuto", "higher_level": "", - "id": 36, + "id": "05a6abf7-ed06-4c2a-85f8-4ce26a56cf37", "level": 3, "locations": [ { @@ -4026,7 +4026,7 @@ "desc": "Da próxima vez que você atingir com um ataque corpo-a- corpo com arma enquanto essa magia durar, seu ataque causará 1d6 de dano psíquico extra. Além disso, se o alvo for uma criatura, ele deve realizar um teste de resistência de Sabedoria ou ficará amedrontado por você até a magia acabar. Com uma ação, a criatura pode realizar um teste de resistência de Sabedoria contra a CD da magia para se manter resoluto e terminar a magia.", "duration": "Até 1 minuto", "higher_level": "", - "id": 360, + "id": "10415815-018e-4dd8-88d9-0f43b05d033f", "level": 1, "locations": [ { @@ -4055,7 +4055,7 @@ "desc": "Escolha uma criatura que você possa ver, dentro do alcance, e escolha um dos tipos de dano a seguir: ácido, frio, fogo, elétrico ou trovejante. O alvo deve ser bem sucedido em um teste de resistência de Constituição ou será afetado pela magia pela duração dela. Da primeira vez, a cada turno, que o alvo sofrer dano do tip o escolhido, ele sofre 2d6 de dano extra do mesmo tipo. Além disso, o alvo perde qualquer resistência a esse tipo de dano até a magia acabar.", "duration": "Até 1 minuto", "higher_level": "Em Níveis Superiores. Quando você conj ura essa magia usando um espaç o de magia de 5° nível ou superior, você pode afetar uma criatura adicional para cada nível do espaço acima do 4°. As criaturas devem estar a até 9 metros entre si quando você as escolher.", - "id": 385, + "id": "93e5a444-fecd-40d9-ab2e-134d3cfe937d", "level": 4, "locations": [ { @@ -4080,7 +4080,7 @@ "desc": "Da próxima vez que você atingir uma criatura com um ataque corpo-a-corpo com arma, antes do fim da magia, sua arma penetra tanto no corpo quanto na mente e o ataque causa 4d6 de dano psíquico adicional ao alvo. O alvo deve realizar um teste de resistência de Sabedoria. Se falhar na resistência, ele terá desvantagem nas jogadas de ataque e testes de habilidade e não poderá efetuar reações até o final do próximo turno dele.", "duration": "Até 1 minuto", "higher_level": "", - "id": 313, + "id": "daec48ed-6aad-4ef4-88e1-ae18ba68ea41", "level": 4, "locations": [ { @@ -4105,7 +4105,7 @@ "desc": "Da próxima vez que você atingir uma criatura com um ataque corpo-a-corpo com arma enquanto essa magia durar, sua arma flameja com intensas chamas brancas e o ataque causa 1d6 de dano de fogo extra ao alvo, fazendo-o incendiar pelas chamas. No início de cada turno dele, até a arma acabar, o alvo deve realizar um teste de resistência de Constituição. Se falhar na resistência, ele sofre 1d6 de dano de fogo. Se passar na resistência, a magia acaba. Se o alvo ou uma criatura a 1,5 metro dele usar uma ação para apagar as chamas ou se algum outro efeito extinguir as chamas (como submergir o alvo em água), a magia acaba.", "duration": "Até 1 minuto", "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 2° nível ou superior, o dano extra inicial causado por esse ataque aumenta em 1d6 para cada nível do espaço acima do 1°.", - "id": 288, + "id": "7e5d0b4d-f5e3-4111-9c2d-fa024d869159", "level": 1, "locations": [ { @@ -4133,7 +4133,7 @@ "desc": "Da primeira vez que você atingir um ataque corpo-a-corpo com arma enquanto essa magia durar, sua arma é rodeada por trovões que são audíveis a até 90 metros de você e o ataque causa 2d6 de dano trovejante extra no alvo. Além disso, se o alvo for uma criatura, ele deve ser bem sucedido num teste de resistência de Força ou será empurrado 3 metros para longe de você e cairá no chão.", "duration": "Até 1 minuto", "higher_level": "", - "id": 331, + "id": "c76af9a4-b388-475f-854e-43cc62c962ee", "level": 1, "locations": [ { @@ -4166,7 +4166,7 @@ "desc": "Pela duração, você sente a presença de magia a até 9 metros de você. Se você sentir magia dessa forma, você pode usar sua ação para ver uma aura suave em volta de qualquer criatura ou objeto visível, na área que carrega magia, e você descobre a escolha de magia, se houver uma.\nA magia pode penetrar a maioria das barreiras, mas é bloqueada por 30 centímetros de rocha, 2,5 centímetros de metal comum, uma fina camada de chumbo, ou 90 centímetros de madeira ou terra.", "duration": "Até 10 minutos", "higher_level": "", - "id": 95, + "id": "13537296-45ad-4d58-b696-ac5c8c715f6b", "level": 1, "locations": [ { @@ -4195,7 +4195,7 @@ "desc": "Pela duração, você pode ler os pensamentos de certas criaturas. Quando você conjura essa magia e, com sua ação a cada turno até o fim da magia, você pode focar sua mente em qualquer criatura que você puder ver a até 9 metros de você. Se a criatura escolhida possuir Inteligência 3 ou inferior ou não falar nenhum tipo de idioma, a criatura não poderá ser afetada.\nVocê, inicialmente, descobre os pensamentos superficiais da criatura – o que está mais presente na sua mente no momento. Com uma ação, você pode tanto mudar sua atenção para os pensamentos de outra criatura, como tentar sondar mais profundamente na mente da mesma criatura. Se você resolver sondar profundamente, a criatura deve realizar um teste de resistência de Sabedoria. Se falhar, você ganha ciência do seu raciocínio (se possuir), seu estado emocional e algo que tome grande parte da sua mente (como algo que ele se preocupe, amores ou ódios). Se ele for bem sucedido, a magia termina. Em ambas situações, o alvo saberá que você está sondando a mente dele e, a não ser que você mude sua atenção para os pensamentos de outra criatura, a criatura pode usar a ação dela, no turno dela, para realizar um teste de Inteligência resistido por seu teste de Inteligência; se ela for bem sucedida, a magia termina.\nPerguntas feitas diretamente para a criatura alvo, normalmente moldarão o curso dos seus pensamentos, portanto, essa magia é particularmente eficiente como parte de um interrogatório.\nVocê pode, também, usar essa magia para detectar a presença que criaturas pensantes que você não possa ver. Quando você conjura essa magia ou, com sua ação enquanto ela durar, você pode procurar por pensamentos a até 9 metros de você. A magia pode penetrar a maioria das barreiras, mas é bloqueada por 30 centímetros de rocha, 2,5 centímetros de metal comum, uma fina camada de chumbo, ou 90 centímetros de madeira ou terra. Você não pode detectar uma criatura com Inteligência 3 ou inferior ou uma que não fale qualquer idioma.\nUma vez que você tenha detectado a presença de uma criatura dessa forma, você pode ler os pensamentos dela pelo resto da duração, como descrito acima, mesmo que você não possa vê-la, mas ela ainda precisa estar dentro do alcance.", "duration": "Até 1 minuto", "higher_level": "", - "id": 97, + "id": "4dfdc4a5-6d0b-4d04-8a0e-6d1c2bf1b77f", "level": 2, "locations": [ { @@ -4226,7 +4226,7 @@ "desc": "Pela duração, você sente a presença e localização de venenos, criaturas venenosas e doenças a até 9 metros de você. Você também identifica o tipo de veneno, criatura venenosa ou doença em cada caso.\nA magia pode penetrar a maioria das barreiras, mas é bloqueada por 30 centímetros de rocha, 2,5 centímetros de metal comum, uma fina camada de chumbo, ou 90 centímetros de madeira ou terra.", "duration": "Até 10 minutos", "higher_level": "", - "id": 96, + "id": "ff140c1a-eb51-4294-ad1c-0d292d01c1fe", "level": 1, "locations": [ { @@ -4254,7 +4254,7 @@ "desc": "Pela duração, você sabe se existe uma aberração, celestial, corruptor, elemental, fada ou morto-vivo, a até 9 metros de você, assim como onde a criatura está localizada. Similarmente, você sabe se existe um local ou objeto, a até 9 metros de você, que tenha sido consagrado ou profanado magicamente.\nA magia pode penetrar a maioria das barreiras, mas é bloqueada por 30 centímetros de rocha, 2,5 centímetros de metal comum, uma fina camada de chumbo, ou 90 centímetros de madeira ou terra.", "duration": "Até 10 minutos", "higher_level": "", - "id": 94, + "id": "4d229acc-5ff5-43a8-b684-86a3247d5196", "level": 1, "locations": [ { @@ -4283,7 +4283,7 @@ "desc": "Escolha um cubo de ar de 1,5 metro desocu pado que você possa ver, dentro do alcance. Uma força elemental que se parece com um diabo da poeira aparece no cubo e permanece pela duração da magia. Qualquer criatura que terminar seu turno a até 1,5 metro do diabo da poeira deve realizar um teste de resistência de Força. Se falhar na resistênci a criatura sofre 1d8 de dano de concussão e empurrada 3 metros de distância. Se obtive sucesso a criaturas sofre metade do dano e não ê empurrada.\nCom uma ação bônus, você pode mover diabo da poeira a é 9 metros ui qualquer direção. Se o diabo da poeira se mover sobre areia, poeira, terra solta ou cascalho, ele suga o material e forma uma nuvem de 3 metros de raio de detritos envolta de si que dura até o início do seu próximo turno. A nuvem na área é de escuridão densa.\nEm Niveis Superiores. Quando você conjura essa magia usando um espaço de magia de 3° nível ou superior, o dano aumenta em 1d8 para cada nível do espaço acima do 2°.", "duration": "Até 1 minutos", "higher_level": "", - "id": 382, + "id": "9113a436-7bd9-4bf5-aa2d-8bc726af58c9", "level": 2, "locations": [ { @@ -4313,7 +4313,7 @@ "desc": "Pela duração, você esconde um alvo que você tocar de magias de adivinhação. O alvo pode ser uma criatura voluntária, um local ou um objeto com não mais de 3 metros em qualquer dimensão. O alvo não pode ser alvo de magias de adivinhação ou percebido através de sensores mágicos de vidência.", "duration": "8 horas", "higher_level": "", - "id": 241, + "id": "34b3caee-f59d-4aed-a20b-f765c2369e6f", "level": 3, "locations": [ { @@ -4341,7 +4341,7 @@ "desc": "Essa magia cria um plano horizontal, circular de energia de 90 cm de diâmetro por 2,5 cm de espessura, que flutua 90 centímetros acima do chão em um espaço desocupado, à sua escolha, que você possa ver dentro do alcance. O disco permanece pela duração e pode suportar até 250 quilos. Se mais peso for colocado nele, a magia termina, e tudo em cima do disco cai no chão.\nO disco é imóvel enquanto você estiver a até 6 metros dele. Se você se afastar a mais de 6 metros dele, o disco seguirá você, mantendo-se a 6 metros de você. Ele pode atravessar terreno irregular, subir ou descer escadas, encostas e similares, mas ele não pode atravessar mudanças de elevação de 3 metros ou mais. Por exemplo, o disco não pode atravessar um fosso de 3 metros de profundidade nem poderia sair de tal fosso se tivesse sido criado no fundo dele.\nSe você se afastar mais de 30 metros do disco (tipicamente por ele não poder rodear um obstáculo para seguir você), a magia acaba.", "duration": "1 hora", "higher_level": "", - "id": 328, + "id": "6ac9a4d9-6dae-4858-84d7-b2f9cfd82c21", "level": 1, "locations": [ { @@ -4371,7 +4371,7 @@ "desc": "Você faz com que você mesmo – incluindo suas roupas, armadura, armas e outros pertences no seu personagem – pareça diferente até a magia acabar ou até você usar sua ação para dispensa-la. Você pode se parecer 30 centímetros mais baixo ou mais alto, e pode parecer magro, gordo ou entre ambos. Você não pode mudar o tipo do seu corpo, portanto, você deve adotar uma forma que tenha a mesma disposição básica de membros. No mais, a extensão da sua ilusão cabe a você.\nAs mudanças criadas por essa magia não conseguem se sustentar perante uma inspeção física. Por exemplo, se você usar essa magia para adicionar um chapéu ao seu visual, objetos que passarem pelo chapéu e qualquer um que tocá-lo não sentirá nada ou sentirá sua cabeça e cabelo. Se você usar essa magia para aparentar ser mais magro do que é, a mão de alguém que a erguer para tocar em você, irá esbarrar em você enquanto ainda está, aparentemente, está no ar.\nPara perceber que você está disfarçado, uma criatura pode usar a ação dela para inspecionar sua aparência e deve ser bem sucedida em um teste de Inteligência (Investigação) contra a CD da sua magia.", "duration": "1 hora", "higher_level": "", - "id": 99, + "id": "2fa7eb78-f366-443e-b1ee-97c9e8f5256c", "level": 1, "locations": [ { @@ -4398,7 +4398,7 @@ "desc": "O ar vibra em torno de até cinco criaturas de sua escolha que você pode ver dentro do alcance. Uma criatura relutante deve ter sucesso em um teste de resistência de Sabedoria para resistir essa magia. Você teleporta cada alvo afetado para um espaço desocupado que você pode ver dentro de 36 metros de você. Es se espaço deve estar no chão.", "duration": "Instantânea", "higher_level": "", - "id": 424, + "id": "2a549376-1f2a-459c-9342-89057b051039", "level": 6, "locations": [ { @@ -4431,7 +4431,7 @@ "desc": "Escolha uma criatura, objeto ou efeito mágico dentro do alcance. Qualquer magia de 3° nível ou inferior no alvo, termina. Para cada magia de 4° nível ou superior no alvo, realize um teste de habilidade usando sua habilidade de conjuração. A CD é igual a 10 + o nível da magia. Se obtiver sucesso, a magia termina.", "duration": "Instantânea", "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 4° nível ou superior, você dissipa automaticamente os efeitos de magias no alvo se o nível da magia for igual ou inferior ao nível do espaço de magia que você usar.", - "id": 102, + "id": "4a9303b0-c8b1-4953-bf37-99246c85969c", "level": 3, "locations": [ { @@ -4459,7 +4459,7 @@ "desc": "Energia cintilante envolve e protege você de fadas, mortos-vivos e criaturas originarias além do Plano Material. Pela duração, celestiais, corruptores, elementais, fadas e mortos-vivos tem desvantagem nas jogadas de ataque contra você. Você pode terminar a magia prematuramente usando uma das funções especiais a seguir.\nCancelar Encantamento. Com sua ação, você toca uma criatura que você possa alcançar que esteja enfeitiçada, amedrontada ou possuída por um celestial, corruptor, elemental, fada ou morto-vivo. A criatura tocada não estará mais enfeitiçada, amedrontada ou possuída por tais criaturas.\nDemissão. Com sua ação, faça um ataque corpo-a- corpo com magia contra um celestial, corruptor, elemental, fada ou morto-vivo que você possa alcançar. Se atingir, você pode tentar guiar a criatura de volta ao seu plano natal. A criatura deve ser bem sucedida num teste de resistência de Carisma ou será enviada de volta ao seu plano natal (se já não for aqui). Se elas não estiverem em seus planos de origem, mortos-vivos serão enviados para Umbra e fadas serão enviadas para Faéria.", "duration": "Até 1 minuto", "higher_level": "", - "id": 101, + "id": "6249b2e6-3127-4e81-b73c-2ab328228ebd", "level": 5, "locations": [ { @@ -4486,7 +4486,7 @@ "desc": "Você introduz uma doença virulenta em uma criatura que você puder ver, dentro do alcance. O alvo deve realizar um teste de resistência de Constituição. Se falhar na resistência, ele sofre 14d6 de dano necrótico ou metade desse dano se obtiver sucesso na resistência. O dano não pode reduzir os pontos de vida do alvo abaixo de 1. Se o alvo falhar no teste de resistência, seu máximo de pontos de vida é reduzidos por 1 hora em uma quantidade igual ao dano necrótico causado. Qualquer efeito que remova uma doença permitirá que o máximo de pontos de vida do alvo volte ao normal antes do período indicado.", "duration": "Instantânea", "higher_level": "", - "id": 173, + "id": "81c72c37-fb2f-4aad-96a1-b760933a4bfd", "level": 6, "locations": [ { @@ -4513,7 +4513,7 @@ "desc": "Você tenta seduzir uma besta que você possa ver dentro do alcance. Ela deve ser bem sucedida num teste de resistência de Sabedoria ou ficará enfeitiçada por você pela duração. Se você ou criaturas amigáveis a você estiverem lutando com ela, ela terá vantagem no teste de resistência.\nEnquanto a besta estiver enfeitiçada, você terá uma ligação telepática com ela, contanto que ambos estejam no mesmo plano de existência. Você pode usar essa ligação telepática para emitir comandos para a criatura enquanto você estiver consciente (não requer uma ação), aos quais ela obedece da melhor forma possível. Você pode especificar um curso de ação simples e genérico, como “Ataque aquela criatura”, “Corra até ali”, ou “Traga aquele objeto”. Se a criatura completar a ordem e não receber direções posteriores de você, ela se defenderá e se auto preservará da melhor forma que puder.\nVocê pode usar sua ação para tomar controle total e preciso do alvo. Até o final do seu próximo turno, a criatura realiza apenas as ações que você escolher e não faz nada que você não permita que ela faça. Durante esse período, você também pode fazer com que a criatura use uma reação, mas isso requer que você usa sua própria reação também.\nCada vez que o alvo sofrer dano, ele realiza um novo teste de resistência de Sabedoria contra a magia. Se obtiver sucesso no teste de resistência, a magia termina.", "duration": "Até 1 minuto", "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 5° nível, a duração será concentração, até 10 minutos. Quando você usar um espaço de magia de 6° nível, a duração será concentração, até 1 hora. Quando você usar um espaço de magia de 7° nível, a duração será concentração, até 8 horas.", - "id": 107, + "id": "9e42e5f1-f3b1-4073-aeee-df6c7efae7b8", "level": 4, "locations": [ { @@ -4545,7 +4545,7 @@ "desc": "Você tenta seduzir uma criatura que você possa ver dentro do alcance. Ela deve ser bem sucedida num teste de resistência de Sabedoria ou ficará enfeitiçada por você pela duração. Se você ou criaturas amigáveis a você estiverem lutando com ela, ela terá vantagem no teste de resistência.\nEnquanto a criatura estiver enfeitiçada, você terá uma ligação telepática com ela, contanto que ambos estejam no mesmo plano de existência. Você pode usar essa ligação telepática para emitir comandos para a criatura enquanto você estiver consciente (não requer uma ação), aos quais ela obedece da melhor forma possível. Você pode especificar um curso de ação simples e genérico, como “Ataque aquela criatura”, “Corra até ali”, ou “Traga aquele objeto”. Se a criatura completar a ordem e não receber direções posteriores de você, ela se defenderá e se auto preservará da melhor forma que puder.\nVocê pode usar sua ação para tomar controle total e preciso do alvo. Até o final do seu próximo turno, a criatura realiza apenas as ações que você escolher e não faz nada que você não permita que ela faça. Durante esse período, você também pode fazer com que a criatura use uma reação, mas isso requer que você usa sua própria reação também.", "duration": "Até 1 hora", "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 9° nível, a duração será concentração, até 8 horas.", - "id": 108, + "id": "ad9759ae-4fbe-4c48-ae9e-9ca34f2ff68e", "level": 8, "locations": [ { @@ -4572,7 +4572,7 @@ "desc": "Você tenta seduzir um humanoide que você possa ver dentro do alcance. Ele deve ser bem sucedido num teste de resistência de Sabedoria ou ficará enfeitiçado por você pela duração. Se você ou criaturas amigáveis a você estiverem lutando com ele, ele terá vantagem no teste de resistência.\nEnquanto o alvo estiver enfeitiçado, você terá uma ligação telepática com ela, contanto que ambos estejam no mesmo plano de existência. Você pode usar essa ligação telepática para emitir comandos para a criatura enquanto você estiver consciente (não requer uma ação), aos quais ela obedece da melhor forma possível. Você pode especificar um curso de ação simples e genérico, como “Ataque aquela criatura”, “Corra até ali”, ou “Traga aquele objeto”. Se a criatura completar a ordem e não receber direções posteriores de você, ela se defenderá e se auto preservará da melhor forma que puder.\nVocê pode usar sua ação para tomar controle total e preciso do alvo. Até o final do seu próximo turno, a criatura realiza apenas as ações que você escolher e não faz nada que você não permita que ela faça. Durante esse período, você também pode fazer com que a criatura use uma reação, mas isso requer que você usa sua própria reação também.\nCada vez que o alvo sofrer dano, ele realiza um novo teste de resistência de Sabedoria contra a magia. Se obtiver sucesso no teste de resistência, a magia termina.", "duration": "Até 1 minuto", "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 6° nível, a duração será concentração, até 10 minutos. Quando você usar um espaço de magia de 7° nível, a duração será concentração, até 1 hora. Quando você usar um espaço de magia de 8° nível, a duração será concentração, até 8 horas.", - "id": 109, + "id": "1e914ecb-e1d7-4824-84c3-78bc4731d0ca", "level": 5, "locations": [ { @@ -4597,7 +4597,7 @@ "desc": "Ao reunir filamentos de material das sombras do Pendor das Sombras, você cria um enorme dragão sombrio em um espaço desocupado que você pode ver dentro do alcance. A ilusão dura pela duração da magia e ocupa seu e spaço como se fosse uma criatura.\nQuando a ilusão aparecer, qualquer um de seus inimigos que o possa ver deve ter sucesso em um teste de resistência de Sabedoria ou ficará amedro ntado por 1 minuto. Se uma criatura amedrontada terminar a sua vez em um local onde não tem linha de visão para a ilusão, pode repetir o teste de resistência, terminando o efeito sobre si mesmo em um sucesso. Como uma ação bônus na sua vez, você pode mover a ilusão até 18 metros. Em qualquer momento durante o seu movimento, vocé pode fazer com que ele exale uma explosão de energia em um cone de 1 8 metros proveniente do seu espaço. Quando você cria o dragão , escolha um tipo de dano: ácido, frio, fogo, elétrico , necrótico, ou veneno. Cada criatura no cone deve fazer um teste de resistência de Inteligência, sofrendo dano de 7d6 do tipo de dano escolhido em uma falha ou metade do dano em um sucesso.\nA ilusão ê tangível devido ao material de sombra usado para criá-lo, mas os ataques o erram automaticamente. É bem sucedido em todos os testes de resistência, e é imune a todos os dano e condições . Uma criatura que usa uma ação para examinar o dragão pode determinar que é uma ilusão sendo bem sucedido em um teste de Inteligência (Investigação) contra sua CD de resistência de magia. Se uma criatura discernir a ilusão pelo que é, a criatura pode ver através dele e tem vantagem nos testes de resistência contra seu bafo.", "duration": "Até 1 minuto", "higher_level": "", - "id": 398, + "id": "0eee845f-ab91-42e9-b427-e3a56e06900e", "level": 8, "locations": [ { @@ -4620,10 +4620,10 @@ "S" ], "concentration": false, - "desc": "Sussurrando para os espíritos da natureza, você cria um dos seguintes efeitos, dentro do alcance:\n\u2022 Você cria um efeito sensorial minúsculo e inofensivo que prevê como será o clima na sua localização pelas próximas 24 horas. O efeito deve se manifestar como um globo dourado para céu claro, uma nuvem para chuva, flocos de neve para nevasca e assim por diante. Esse efeito persiste por 1 rodada.\n\u2022 Você faz uma flor florescer, uma semente brotar ou um folha amadurecer, instantaneamente.\n\u2022 Você cria um efeito sensorial inofensivo instantâneo, como folhas caindo, um sopro de vento, o som de um pequeno animal ou o suave odor de um repolho. O efeito deve caber num cubo de 1,5 metro.\n\u2022 Você, instantaneamente, acende ou apaga uma vela, tocha ou fogueira pequena.", + "desc": "Sussurrando para os espíritos da natureza, você cria um dos seguintes efeitos, dentro do alcance:\n• Você cria um efeito sensorial minúsculo e inofensivo que prevê como será o clima na sua localização pelas próximas 24 horas. O efeito deve se manifestar como um globo dourado para céu claro, uma nuvem para chuva, flocos de neve para nevasca e assim por diante. Esse efeito persiste por 1 rodada.\n• Você faz uma flor florescer, uma semente brotar ou um folha amadurecer, instantaneamente.\n• Você cria um efeito sensorial inofensivo instantâneo, como folhas caindo, um sopro de vento, o som de um pequeno animal ou o suave odor de um repolho. O efeito deve caber num cubo de 1,5 metro.\n• Você, instantaneamente, acende ou apaga uma vela, tocha ou fogueira pequena.", "duration": "Instantânea", "higher_level": "", - "id": 112, + "id": "a3d81f82-4bca-40d8-b000-beede37cbc4b", "level": 0, "locations": [ { @@ -4648,7 +4648,7 @@ "desc": "Você tenta compelir uma criatura a duelar com você. Uma criatura que você possa ver, dentro do alcance, deve realizar um teste de resistência de Sabedoria. Se falhar, a criatura é atraída por você, compelida pela sua exigência divina. Pela duração, ela tem desvantagem nas jogadas de ataque contra criaturas diferentes de você e deve realizar um teste de resistência de Sabedoria cada vez que tentar se mover para um espaço que esteja a mais de 9 metros de você; se ela passar no teste de resistência, essa magia não restringirá o movimento do alvo nesse turno.\nA magia termina se você atacar qualquer outra criatura, se você conjurar uma magia que afete uma criatura hostil diferente do alvo, se uma criatura amigável a você causar dano ou conjurar uma magia nociva nele ou se você terminar seu turno a mais de 9 metros do alvo.", "duration": "Até 1 minuto", "higher_level": "", - "id": 58, + "id": "8282b890-a723-4bcb-b6ec-4e48c4da7b3b", "level": 1, "locations": [ { @@ -4674,7 +4674,7 @@ "desc": "Baseado nos mais profundos medos de um grupo de criaturas, você cria criaturas ilusórias nas mentes delas, visíveis apenas por elas. Cada criatura numa esfera com 9 metros de raio centrada num ponto, à sua escolha, dentro do alcance, deve realizar um teste de resistência de Sabedoria. Se falhar na resistência, uma criatura ficará amedrontada pela duração. A ilusão invoca os medos mais profundos da criatura, manifestando seus piores pesadelos como uma ameaça implacável. No final de cada turno da criatura amedrontada, ela deve ser bem sucedida num teste de resistência de Sabedoria ou sofrerá 4d10 de dano psíquico. Se obtiver sucesso na resistência, a magia termina para essa criatura.", "duration": "Até 1 minuto", "higher_level": "", - "id": 354, + "id": "91d35cf6-097a-48a8-878c-637bcd8a8a24", "level": 9, "locations": [ { @@ -4705,7 +4705,7 @@ "desc": "Você sente a presença de qualquer armadilha dentro do alcance a qual você tenha linha de visão. Uma armadilha, para os propósitos dessa magia, inclui qualquer coisa que possa causar um efeito repentino ou inesperado em você, considerado nocivo ou indesejável, que foi especificamente planejado para ser por seu criador. Portanto, a magia sentirá a área afetada pela magia alarme, um glifo de vigilância ou uma armadilha mecânica de fosso, mas ela não revelará uma fragilidade natural no piso, um teto instável ou um sumidouro escondido.\nEssa magia apenas revela que existe uma magia presente. Você não descobre a localização de cada armadilha, mas você também descobre a natureza genérica do perigo representando pela armadilha que você sentiu.", "duration": "Instantânea", "higher_level": "", - "id": 135, + "id": "d2e8d6e0-840d-467e-ac85-2d522849dc44", "level": 2, "locations": [ { @@ -4731,7 +4731,7 @@ "desc": "Você convoca um espírito que assume a forma de uma montaria leal e majestosa. Aparecendo em um espaço d esocupado dentro do alcance, o espírito assume uma forma que você escolhe: um grifo, um pegasus, um peryton, um lobo horrível, um rinoceronte ou um tigre de dentes de sabre. A criatura tem as estatísticas fornecidas no Manual dos Monstros para a forma escolhido, embora seja um celestial, uma fada ou um demônio (sua escolha) em vez de seu tipo de criatura normal. Além disso, se ela tiver uma pontuação de Inteligência de 5 ou inferior, sua Inteligência toma-se 6, e ganha a capacidade de compreender um idioma de sua escolha que você fala.\nVocê controla a montaria em comb ate. Enquanto a montaria estiver dentro de 1,6 quilômetros de distância de você, você pode se comunicar com ela de forma telepática. Enquanto estiver montado nela, você pode fazer qualquer magia que você conjure tem somente você como alvo também afetar a montaria.\nA montaria desaparece temporariamente quando cai para O pontos de vida ou quando você a dispensa como uma ação. Conjurar essa magia novamente, reconvoca a montaria ligada, com todos os seus pontos de vida restaurados e todas as condições removidas.\nVocê não pode ter mais de uma montaria ligada por esta magia ou encontrar montaria ao mesmo tempo. Como uma ação, você pode liberar uma montaria de sua ligação, fazendo com que ela desapareça permanentemente.\nSempre que a montaria desaparecer, ele deixa para trás os objetos que estava vestindo ou carregando.", "duration": "Instantânea", "higher_level": "", - "id": 390, + "id": "bfe940df-b23f-4160-a7bd-a0c26cf8ab91", "level": 4, "locations": [ { @@ -4760,7 +4760,7 @@ "desc": "Essa magia permite que você encontre a rota física mais curta e direta para um local especifico estático, que você seja familiar, no mesmo plano de existência. Se você denominar um destino em outro plano de existência, um local que se mova (como uma fortaleza andante) ou um destino que não seja especifico (como “o covil do dragão verde”), a magia falha.\nPela duração, contanto que você esteja no mesmo plano de existência do destino, você saberá o quão longe ele está e em que direção ele se encontra. Enquanto estiver viajando, sempre que você se deparar com uma escolha de trajetória no caminho, você automaticamente determina qual trajetória tem a rota mais curta e direta (mas não necessariamente a rota mais segura) para o destino.", "duration": "Até 1 dia", "higher_level": "", - "id": 134, + "id": "e57677b9-cd76-4a3e-b031-09178353ad86", "level": 6, "locations": [ { @@ -4789,7 +4789,7 @@ "desc": "Uma gavinha de escuridão se proj eta de você, tocando uma criatura que você pode ver dentro do alcance para drenar sua vida. O alvo deve fazer um teste de resistência de Destreza. Em um sucess o, o alvo recebe 2d8 de dano necrótico e a magia termina. Em uma falha, o alvo sofre 4d8 de dano necrótico e, até a magia terminar, você pode usar sua ação em cada uma dos seus turnos para causar automaticamente 4d8 de dano necrótico ao alvo. A magia termina se você usa sua ação para fazer qualquer outra coisa, se o alvo estiver fora do alcance da magia ou se o alvo tiver cobertura total contra você.\nSempre que a magia causar dano a um alvo, você recupera pontos de vida iguais à metade da quant idade de dano necrõtico que o alvo sofre.", "duration": "Até 1 minuto", "higher_level": "Em Níveis Superiores. Quando você conjura essa magia usando um espaço de magia de 6° nível ou superior, o dano aumenta em 1d8 para cada nível do espaço de magia acima do 5°.", - "id": 387, + "id": "816e701d-7b86-4d49-bf38-7094b006271f", "level": 5, "locations": [ { @@ -4819,7 +4819,7 @@ "desc": "Você tenta encantar uma criatura que você pode ver dentro alcance. Ela deve fazer um teste de resistência de Sabedoria, e o faz com vantagem se você ou seus companheiros estiverem lutando contra ela. Se ela falhar no teste de resistência, fica encantada por você até a magia terminar ou até que você ou seus companheiros façam qualquer coisa prejudicial a ela. A criatura encantada é amigável a você. Quando a magia termina, a criatura sabe que foi encantada por você.", "duration": "1 hora", "higher_level": "Em Níveis Superiores. Quando você conjura essa magia usando um espaço de magia de 5° nivel ou superior, você pode incluir uma criatura adicional como alvo para cada nível do espaço de magia acima do 4°. As criaturas precisam estar dentro de 9 metros uma da outra quando você às incluir como alvos.", - "id": 372, + "id": "e96811ae-6706-4b34-b619-31de9a5588e2", "level": 4, "locations": [ { @@ -4848,7 +4848,7 @@ "desc": "Você tenta enfeitiçar um humanoide que você possa ver dentro do alcance. Ele deve realizar um teste de resistência de Sabedoria, e recebe vantagem nesse teste se você ou seus companheiros estiverem lutando com ele. Se ele falhar, ficará enfeitiçado por você até a magia acabar ou até você ou seus companheiros fizerem qualquer coisa nociva contra ele. A criatura enfeitiçada reconhece você como um conhecido amigável. Quando a magia acabar, a criatura saberá que foi enfeitiçada por você.", "duration": "1 hora", "higher_level": "Se você conjurar essa magia usando um espaço de magia de 2° nível ou superior, você pode afetar uma criatura adicional para cada nível do espaço acima do 1°. As criaturas devem estar a até 9 metros umas das outras quando você for afeta-las.", - "id": 45, + "id": "bc37b9dd-b593-410d-8234-506f4d3377db", "level": 1, "locations": [ { @@ -4875,7 +4875,7 @@ "desc": "Você ataca a mente de uma criatura que você possa ver, dentro do alcance, tentando despedaçar seu intelecto e personalidade. O alvo sofre 4d6 de dano psíquico e deve realizar um teste de resistência de Inteligência.\nSe falhar na resistência, os valores de Inteligência e Carisma da criatura se tornam 1. A criatura não pode conjurar magias, ativar itens mágicos, compreender idiomas ou se comunicar de qualquer forma inteligível. A criatura pode, no entanto, identificar seus amigos, segui- los e, até mesmo, protege-los.\nAo final de cada 30 dias, a criatura pode repetir seu teste de resistência contra essa magia. Se ela obtiver sucesso no teste de resistência, a magia termina.\nEssa magia também pode ser terminada através de restauração maior, cura completa ou desejo.", "duration": "Instantânea", "higher_level": "", - "id": 130, + "id": "1f3ec4ec-5e7f-4d04-afe7-ca30e3a35ebe", "level": 8, "locations": [ { @@ -4905,7 +4905,7 @@ "desc": "Você envia uma mensagem curta, de vinte e cinco palavras ou menos, para uma criatura que seja familiar a você. A criatura ouve a mensagem na sua mente, reconhecendo que foi enviada por você, se ela te conhecer, e pode responder da mesma maneira, imediatamente. A magia permite que criaturas com valores de Inteligência de no mínimo 1, compreendam o sentido da sua mensagem.\nVocê pode enviar a mensagem através de qualquer distância e, até mesmo, para outro plano de existência, mas se o alvo estiver em um plano diferente do seu, existe 5 por cento de chance da mensagem não chegar.", "duration": "1 rodada", "higher_level": "", - "id": 291, + "id": "e0ffd650-b1ad-4cb3-9abd-f91e09578761", "level": 3, "locations": [ { @@ -4935,7 +4935,7 @@ "desc": "Escolha um ponto que você possa ver no solo, dentro do alcance. Uma fonte de terra e pedras se agita e emerge num cubo de 6 metros centrado no ponto. Cada cnatura na área deve realizar um teste de resistência de Destreza. Uma criatura sofre 3d12 de dano de concussão se falhar na resistência, ou metade desse dano se obtiver sucesso. Adicionalmente o solo na área se torna terreno dificil até ser limpo. Cada porção de 1,5 metros quadrados da área requer pelo menos 1 minuto para ser limpa manualmente.\nE� Níveis Superiores. Quando você conjura essa magia usando um espaço de magia de 4° nível ou superior, o dano aumenta em 1d12 para cada nível do espaço acima do 3°.", "duration": "Instantânea", "higher_level": "", - "id": 388, + "id": "07602123-5a79-413d-923f-4574a06cd765", "level": 3, "locations": [ { @@ -4964,7 +4964,7 @@ "desc": "Você faz com que até dez palavras se forma em uma parte do céu que você possa ver. As palavras parecem ser feitas de nuvens e permanecem no local pela duração da magia. As palavras desaparecem quando a magia termina. Um vento forte pode dispersas as nuvens e terminar a magia prematuramente.", "duration": "Até 1 hora", "higher_level": "", - "id": 430, + "id": "6c8e8568-3c32-4774-8b75-0e04b057fb0d", "level": 2, "locations": [ { @@ -4992,7 +4992,7 @@ "desc": "Você escreve em um pergaminho, papel ou qualquer outro material adequado e tinge ele com uma poderosa ilusão que permanece pela duração.\nPara você e para qualquer criatura que você designar quando você conjura essa magia, a escrita parece normal, escrita com a sua caligrafia e transmite qualquer que seja a mensagem que você desejava quando escreveu o texto. Para todos os outros, a escrita aparece como se tivesse sido escrita com uma caligrafia desconhecida ou mágica que é inteligível. Alternativamente, você pode fazer a escrita parecer uma mensagem totalmente diferente, escrita com uma caligrafia e idioma diferentes, apesar de o idioma precisar ser um que você conheça.\nNo caso da magia ser dissipada, tanto a escrita original quanto a ilusória desaparecem.\nUma criatura com visão verdadeira pode ler a mensagem escondida.", "duration": "10 dias", "higher_level": "", - "id": 190, + "id": "95459378-d825-40fe-9723-ae95e3e5a1cc", "level": 1, "locations": [ { @@ -5020,7 +5020,7 @@ "desc": "Uma barreira de energia invisível aparece e protege você. Até o início do seu próximo turno, você recebe +5 de bônus na CA, incluindo contra o ataque que desencadeou a magia, e você não sofre dado de mísseis mágicos.", "duration": "1 rodada", "higher_level": "", - "id": 295, + "id": "caa4ff1a-1123-466b-b33b-2f3b22ccbcd9", "level": 1, "locations": [ { @@ -5048,7 +5048,7 @@ "desc": "Um campo cintilante aparece ao redor de uma criatura, à sua escolha, dentro do alcance, concedendo +2 de bônus na CA pela duração.", "duration": "Até 10 minutos", "higher_level": "", - "id": 296, + "id": "43f3c066-bde2-4956-8937-69676da8a3a1", "level": 1, "locations": [ { @@ -5076,7 +5076,7 @@ "desc": "Finas e discretas chamas rodeiam seu corpo pela duração, emitindo luz plena em 3 metros de raio e penumbra por mais 3 metros adicionais. Você pode terminar a magia prematuramente usando sua ação para dissipa-la.\nAs chamas lhe conferem um escudo quente ou um escudo frio, à sua escolha. O escudo quente lhe garante resistência a dano de frio e o escudo frio lhe concede resistência a dano de fogo.\nAlém disso, sempre que uma criatura a 1,5 metro de você atingir você com um ataque corpo-a-corpo, o escudo expele chamas. O atacante sofre 2d8 de dano de fogo do escudo quente ou 2d8 de dano de frio do escudo frio.", "duration": "10 minutos", "higher_level": "", - "id": 139, + "id": "4e01b34b-f085-4dea-ab48-f18ca120a340", "level": 4, "locations": [ { @@ -5109,7 +5109,7 @@ "desc": "Escuridão mágica se espalha a partir de um ponto, à sua escolha, dentro do alcance e preenche uma esfera de 4,5 metros de raio pela duração. A escuridão se estende, dobrando esquinas. Uma criatura com visão no escuro não pode ver através dessa escuridão e luz não-mágica não pode iluminar dentro dela.\nSe o ponto que você escolheu for um objeto que você esteja segurando, ou um que não esteja sendo vestido ou carregado, a escuridão emanará do objeto e se moverá com ele. Cobrir completamente a fonte da escuridão com um objeto opaco, como uma vasilha ou um elmo, bloqueará a escuridão.\nSe qualquer área dessa magia sobrepor uma área de luz criada por uma magia de 2° ou inferior, a magia que criou a luz será dissipada.", "duration": "Até 10 minutos", "higher_level": "", - "id": 87, + "id": "17403baa-8532-412e-91cb-db4767546814", "level": 2, "locations": [ { @@ -5137,7 +5137,7 @@ "desc": "A escuridão mágica se espalha a partir de um ponto que você escolher dentro do alcance para preencher uma esfera de 18 metros de raio até que a magia termina. A escuridão se espalha em torno dos cantos. Uma criatura com a visão no escuro não pode ver através dessa escuridão. Luz não magica, bem como luz criada por magias da 8° nível ou inferior, não pode iluminar a área.\nGrunhidos, balbuciações e risadas loucas podem ser ouvidos dentro da esfera. Sempre que uma criatura começa a sua vez na esfera, deve fazer um teste de resistência de Sabedoria, sofrendo 8d8 de dano psíquico em um teste falho, ou metade do dano em um sucesso.", "duration": "Até 10 minutos", "higher_level": "", - "id": 408, + "id": "3bf09b2b-58c7-4ccd-81b4-78545c1ae372", "level": 8, "locations": [ { @@ -5166,7 +5166,7 @@ "desc": "Você conjura uma esfera de água com 3 metros de raio num ponto que você possa ver, dentro do alcance. A esfera pode flutuar no ar, mas a não mais de 3 metros do chão. A esfera permanece pela duração da magia. Qualquer criatura no espaço da esfera deve realizar um teste de resistência de Força. Se obtiver sucesso, uma criatura ê ejetada do espaço para o espaço desocupado mais próximo fora da esfera. Uma criatura Enorme ou maior obtém sucesso automaticamente na resistência. Se fracas sar na resistência, uma criatura fica impedida pela esfera e é engolfada pela á gu a. No final de cada turno dela, um alvo impedido pode repetir o teste de resistência.\nA esfera pode impedir no máximo quatro criaturas Médias ou menores ou uma criatura Grande. Se a esfera impedir uma criatura além dessa quantidade , uma criatura aleatória que já estava impedida por ela sai da esfera e fica caída num espaço a até 1,5 metros dela.\nCom uma ação, você pode mover a esfera até 9 metros em linha reta. Se ela atravessar um fosso, penhasco ou outra queda, ela desce em segurança por ela até estar flutuando a até 3 metros do chão. Qualquer criatura impedida pela esfera se move com ela. Você pode arremessar a esfera nas criaturas, forçando-as a realizar o teste de resistência, mas não mais de uma vez por turno.\nQuando a magia acaba, a esfera cai no chão e extingue todas as chamas normais a até 9 metros dela. Qualquer criatura impedida pela esfera ficará caída no espaço onde ela caiu.", "duration": "Até 1 minuto", "higher_level": "", - "id": 452, + "id": "202bcd89-ace1-4f36-89fc-3532acf64c3d", "level": 4, "locations": [ { @@ -5194,7 +5194,7 @@ "desc": "Um globo frigido de energia gelada é arremessado das pontas dos seus dedos para um ponto, à sua escolha, dentro do alcance, onde ele explode numa esfera de 18 metros de raio. Cada criatura dentro da área deve realizar um teste de resistência de Constituição. Se falhar na resistência, uma criatura sofre 10d6 de dano de frio. Se obtiver sucesso na resistência, ela sofre metade desse dano.\nSe o globo atingir um corpo de água ou liquido composto principalmente de água (não incluindo criaturas feitas de água), ele congela o líquido até uma profundidade de 15 centímetros numa área de 9 metros quadrados. Esse gelo dura por 1 minuto. Criaturas que estiverem nadando na superfície de água congelada estarão presas no gelo. Uma criatura presa pode usar sua ação para realizar um teste de Força contra a CD da magia para se libertar.\nVocê pode evitar de disparar o globo após completar a magia, se desejar. Um pequeno globo, do tamanho de uma pedra de funda, frio ao toque, aparece em sua mão. A qualquer momento, você ou uma criatura a quem você entregar o globo, pode arremessa-lo (a uma distância de 12 metros) ou atira-lo com uma funda (ao alcance normal da funda). Ele se despedaça no impacto, produzindo o mesmo efeito da conjuração normal da magia. Você pode, também, soltar o globo no chão sem despedaça-lo. Após 1 minuto, se o globo ainda não tiver se despedaçado, ele explode.", "duration": "Instantânea", "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 7° nível ou superior, o dano aumenta em 1d6 para cada nível do espaço acima do 6°.", - "id": 243, + "id": "b88a7c63-1e65-4f02-863c-71d36368a1f7", "level": 6, "locations": [ { @@ -5226,7 +5226,7 @@ "desc": "Você aponta um lugar dentro do alcance, e uma bola brilhante de 30 centímetros de ácido esmeralda atinge o ponto e explode num raio de 6 metros. Cada criatura na área deve realizar um teste de resistência de Destreza. Se falhar na resistência, uma criatura sofre 10d4 de dano de ácido e 5d4 de dano de ácido no final do próximo turno dela. Se obtiver sucesso, a criatura sofre metade do dano inicial e não sofre dano no final do próximo turno dela.", "duration": "Instantânea", "higher_level": "Em Níveis Superiores. Quando você conjura essa magia usando um espaço de magia de 5° nivel ou superior, o dano inicial aumenta em 2d4 pata cada nível do espaço acima do 4°.", - "id": 447, + "id": "8a55e15a-85f0-4f70-8f7d-4ec3d638e430", "level": 4, "locations": [ { @@ -5255,7 +5255,7 @@ "desc": "Uma esfera de fogo, com 1,5 metro de diâmetro, aparece em um espaço desocupado, à sua escolha, dentro do alcance e permanece pela duração. Qualquer criatura que terminar seu turno a até 1,5 metro da esfera, deve realizar um teste de resistência de Destreza. A criatura sofre 2d6 de dano de fogo se falhar na resistência, ou metade desse dano se obtiver sucesso.\nCom uma ação bônus, você pode mover a esfera até 9 metros. Se você arremessar a esfera contra uma criatura, essa criatura deve realizar o teste de resistência contra o dano da esfera e a esfera para de se mover esse turno.\nQuando você move a esfera, você pode direciona-la para barreira de até 1,5 metro de altura e ela salta sobre fossos de até 3 metros de distância. A esfera incendeia objetos inflamáveis que não estejam sendo vestidos ou carregados e emite luz plena a 6 metros de raio e penumbra por mais 6 metros adicionais.", "duration": "Até 1 minuto", "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 3° nível ou superior, o dano aumenta em 1d6 para cada nível do espaço acima do 2°.", - "id": 143, + "id": "836a481f-a19a-4940-9fe2-3ab9717756c2", "level": 2, "locations": [ { @@ -5287,7 +5287,7 @@ "desc": "Uma esfera de energia brilhante engloba uma criatura ou objeto de tamanho Grande ou menor, dentro do alcance. Uma criatura involuntária deve realizar um teste de resistência de Destreza. Se falhar na resistência, a criatura estará enclausurada pela duração.\nNada – nem objetos físicos, energia ou outros efeitos mágicos – pode passar através da barreira, para dentro ou para fora, apesar da criatura na esfera poder respirar lá dentro. A esfera é imune a todos os danos e a criatura ou objeto dentro não pode sofrer dano de ataques ou efeitos originados de fora, nem a criatura dentro da esfera, pode causar dano a nada fora dela.\nA esfera não tem peso e é grande o suficiente apenas para conter a criatura ou objeto dentro. Uma criatura enclausurada pode usar sua ação para empurrar a parede da esfera e, assim, rolar a esfera a metade do deslocamento da criatura. Similarmente, o globo pode ser erguido e movido por outras criaturas.\nA magia desintegrar lançada no globo o destruirá sem causar ferimentos a nada dentro dele.", "duration": "Até 1 minuto", "higher_level": "", - "id": 244, + "id": "722b8618-277c-40b3-8bcc-2b4c9670c7d6", "level": 4, "locations": [ { @@ -5315,7 +5315,7 @@ "desc": "Uma esfera de 6 metros de raio de ar rodopiante surge do nada, centrada num ponto que você escolher, dentro do alcance. A esfera permanece pela duração da magia. Cada criatura na esfera quando ela aparece ou que termine seu turno nela, deve ser bem sucedido num teste de resistência de Força ou sofrerá 2d6 de dano de concus são. O espaço da esfera é de terreno dificil.\nAté a magia acabar, você pode usar uma ação bônus em cada um dos seus turnos para fazer com que um relâmpago salte do centro da esfera em direção de uma criatura, à sua escolha, a até 18 metros do centro. Faça um ataque à distância com magia. Você tem vantagem na jogada de ataque se o alvo estiver dentro da esfera. Se atingir, o alvo sofre 4d6 de dano elétrico.\nCriaturas a até 9 metros da esfera tem desvantagem em testes de Sabedoria (Percepção) feitos para ouvir.", "duration": "Até 1 minuto", "higher_level": "Em Níveis Superiores. Quando você conjura essa magia usando um espaço de magia de 5o nível ou superior, o dano dos seus efeitos aumenta em 1d6 para cada nivel do espaço acima do 4°.", - "id": 435, + "id": "a7f370e8-a5b1-4b37-a350-a54e51d5ddc6", "level": 4, "locations": [ { @@ -5343,7 +5343,7 @@ "desc": "Você cria um plano de energia em formato de espada que flutua dentro do alcance. Ela permanece pela duração.\nQuando a espada aparece, você realiza um ataque com magia contra um alvo, à sua escolha, a 1,5 metro da espada. Se atingir, o alvo sofre 3d10 de dano de energia. Até a magia acabar, você pode usar uma ação bônus, em cada um dos seus turnos, para mover a espada até 6 metros para um local que você possa ver e repetir esse ataque contra o mesmo alvo ou um diferente.", "duration": "Até 1 minuto", "higher_level": "", - "id": 239, + "id": "a199829e-654b-4e0f-a847-fb76b267311e", "level": 7, "locations": [ { @@ -5371,7 +5371,7 @@ "desc": "Você alcança a mente de uma criatura que você pode ver dentro do alcance. O alvo deve fazer um teste de resistência de Sabedoria, sofrendo 3d8 de dano psíquico em um teste falho, ou metade do dano em um sucesso. Em uma falha do teste de resistência, você também sempre conhece a localização do alvo até a magia terminar, mas somente enquanto vocês dois estiverem no mesmo plano de existência. Enquanto você tiver esse conhecimento, o alvo não pode se esconder de você, e se for invisível, não ganha nenhum beneficio dessa condição contra você.", "duration": "Até 1 hora", "higher_level": "Em Níveis Superiores. Quando você conjura esta magia usando um espaço de magia de 3° nível ou superior, o dano aumenta por 1d8 para cada nível do espaço de magia acima de 2°.", - "id": 416, + "id": "fc8ad22d-160a-4135-9291-4c293eae7ddb", "level": 2, "locations": [ { @@ -5399,7 +5399,7 @@ "desc": "Você arremessa uma bolha de ácido. Escolha uma criatura dentro do alcance, ou escolha duas criaturas dentro do alcance que estejam a 1,5 metro uma da outra. Um alvo deve ser bem sucedido num teste de resistência de Destreza ou sofrerá 1d6 de dano ácido.\nO dano dessa magia aumenta em 1d6 quando você alcança o 5° nível (2d6), 11° nível (3d6) e 17° nível (4d6).", "duration": "Instantânea", "higher_level": "", - "id": 1, + "id": "ce15d91e-938c-4c9d-ad9a-ab57a9f7bb10", "level": 0, "locations": [ { @@ -5426,7 +5426,7 @@ "desc": "Você invoca um espírito de natureza para confortar os feridos. O espírito intangível aparece em um espaço que é um cubo de 1,5 metros você pode ver dentro do alcance. O espírito parece uma besta ou fada transparente (sua escolha).\nAté que a magia termine, sempre que você ou uma criatura que você pode ver se move para o espaço dos espíritos pela primeira vez em um turno, ou começa seu turno lá, você pode fazer com que o espírito restaure 1d6 pontos de vida dessa criatura (não é necessária nenhuma ação). O espírito não pode curar construtos ou mortos-vivos. O espírito pode curar várias vezes igual a 1 + seu modificador de habilidade de conjuração (mínimo de duas vezes). Depois de curar esse número de vezes, o espírito desaparece.\nComo urna ação bônus na sua vez, você pode mover o espírito até 9 metros para um espaço que você pode ver.", "duration": "Até 1 minuto", "higher_level": "Em Níveis Superiores. Quando você conjura essa magia usando um espaço de magia de 3° nível ou superior, a cura aumenta em 1d6 por nível do espaço de magia acima do 2°.", - "id": 395, + "id": "30c09d92-6c51-467b-bc60-b53f6a5d7942", "level": 2, "locations": [ { @@ -5453,7 +5453,7 @@ "desc": "Você evoca espíritos para protege-lo. Eles flutuam a seu redor, a uma distância de 4,5 metros, pela duração. Se você for bom ou neutro, as formas espectrais deles aparenta ser angelical ou feérica (à sua escolha). Se você for mau, eles pareceram demoníacos.\nQuando você conjura essa magia, você pode designar qualquer quantidade de criaturas que você possa ver para não serem afetadas por ela. O deslocamento de uma criatura afetada é reduzido à metade na área e, quando a criatura entrar na área pela primeira vez num turno ou começar seu turno nela, ela deve realizar um teste de resistência de Sabedoria. Se falhar na resistência, a criatura sofrerá 3d8 de dano radiante (se você for bom ou neutro) ou 3d8 de dano necrótico (se você for mau). Com um sucesso na resistência, a criatura sofre metade desse dano.", "duration": "Até 10 minutos", "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 4° nível ou superior, o dano aumenta em 1d8 para cada nível do espaço acima do 3°.", - "id": 311, + "id": "bda15a13-e673-4fa5-93b9-7b6f2abea933", "level": 3, "locations": [ { @@ -5483,7 +5483,7 @@ "desc": "Escolha uma objeto manufaturado de metal, como uma arma de metal ou uma armadura pesada ou média de metal, que você possa ver dentro do alcance. Você faz com que o objeto brilhe vermelho-incandescente. Qualquer criatura em contato físico com o objeto sofrerá 2d8 de dano de fogo quando você conjurar a magia. Até a magia acabar, você pode usar uma ação bônus, em cada um dos seus turnos subsequentes, para causar esse dano novamente.\nSe uma criatura estiver segurando ou vestindo o objeto e sofrer o dano dele, a criatura deve ser bem sucedida num teste de resistência de Constituição ou largará o objeto se ela puder. Se ela não largar o objeto, ela terá desvantagem em jogadas de ataque e testes de habilidade até o início do seu próximo turno.", "duration": "Até 1 minuto", "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 3° nível ou superior, o dano aumenta em 1d8 para cada nível do espaço acima do 2°.", - "id": 177, + "id": "2bfc62ae-3237-4be3-8e95-a6097b0eac2c", "level": 2, "locations": [ { @@ -5511,7 +5511,7 @@ "desc": "Você toca uma criatura viva que esteja com 0 pontos de vida. A criatura é estabilizada. Essa magia não afeta mortos-vivos ou constructos.", "duration": "Instantânea", "higher_level": "", - "id": 305, + "id": "29f0a17b-640d-4512-9a9c-0167f4e8a92c", "level": 0, "locations": [ { @@ -5540,7 +5540,7 @@ "desc": "Você escolhe um ponto dentro do alcance e faz com que a energia psíquica exploda lá. Cada criatura em uma esfera de 6 metros de raio centrada nesse ponto deve fazer um teste de resistência de Inteligência. Uma criatura com uma pontuação de Inteligência de 2 ou inferior não pode ser afetada por esta magia. Um alvo leva 8d6 de dano psíquico em um teste de resistência falho, ou metade de dano em um bem sucedido.\nApós um teste de resistência falho, um alvo tem pensamentos confusos por 1 minuto. Durante esse períod o, ele rola um d6 e subtrai o número rolado de todos os suas rolagens de ataque e verificações de habilidade, bem como seus testes de resistência de Constituição para manter a concentração. O alvo pode fazer um teste de resistência de Inteligência no final de cada uma de seus turnos, terminando o efeito sobre si mesmo em um sucesso.", "duration": "Instantânea", "higher_level": "", - "id": 438, + "id": "6dbe5fbd-b508-4bcb-bc8a-cb1ee10fd77f", "level": 5, "locations": [ { @@ -5568,7 +5568,7 @@ "desc": "Você suga a humidade de todas as criaturas num cubo de 9 metros centrado em um ponto, à sua escolha, dentro do alcance. Cada criatura na área deve realizar um teste de resistência de Constituição. Constructos e mortos-vivos não são afetados, e plantas e elementais da água fazem esse teste de resistência com desvantagem. Uma criatura sofre 12d8 de dano necrótico se falhar na resistência, ou metade desse dano se for bem sucedida.\nPlantas não mágicas na área que não sejam criaturas, assim como árvores e arbustos, murcham e morrem instantaneamente.", "duration": "Instantânea", "higher_level": "", - "id": 362, + "id": "f7cc5226-40b8-48d8-a7bd-501740a6b34d", "level": 8, "locations": [ { @@ -5598,7 +5598,7 @@ "desc": "Luz solar brilhante lampeja num raio de 18 metros, centrada num ponto, à sua escolha, dentro do alcance. Cada criatura nessa luz, deve realizar um teste de resistência de Constituição. Com uma falha na resistência, uma criatura sofrerá 12d6 de dano radiante e ficará cega por 1 minuto. Se obtiver sucesso na resistência, ela sofrerá metade desse dano e não ficará cega por essa magia. Mortos-vivos e limos tem desvantagem nos seus testes de resistência.\nUma criatura cega por essa magia faz outro teste de resistência de Constituição no final de cada um dos turnos dela. Se obtiver sucesso, ela não estará mais cega.\nEssa magia dissipa qualquer escuridão na área dela que tenha sido criada por um magia.", "duration": "Instantânea", "higher_level": "", - "id": 320, + "id": "03cd873c-ac8b-4229-8bf6-b1402ccc9af6", "level": 8, "locations": [ { @@ -5630,7 +5630,7 @@ "desc": "Você cria um círculo momentâneo de lâminas espectrais que lhe rodeiam. Cada criatura dentro do alcance, exceto você, precisa obter sucesso em um TR de Destreza ou sofrerá 1d6 de dano de força.", "duration": "Instantânea", "higher_level": "", - "id": 460, + "id": "f0aacbf5-e320-450e-889a-e53a8b57a56e", "level": 0, "locations": [ { @@ -5658,7 +5658,7 @@ "desc": "Você cria um círculo momentâneo de lâminas espectrais que varrem ao seu redor. Todas as outras criaturas em um raio de 1,5 metros de você devem ter sucesso em um teste de resistência de Destreza ou receber 1d6 de dano de força.\nO dano desta magia aumenta em 1d6 quando você atinge o 5° nível (2d6), 11° nível (3d6) e 17° nível (4d6).", "duration": "Instantânea", "higher_level": "", - "id": 478, + "id": "b5f3b7cb-247c-4a4a-9ce6-21209b9f019a", "level": 0, "locations": [ { @@ -5687,7 +5687,7 @@ "desc": "Você converte matéria-prima em produtos do mesmo material. Por exemplo, você pode construir uma ponte de madeira usando um amontoado de árvores, uma corda de um pedaço de cânhamo e roupas usando linho ou lã.\nEscolha matérias-primas que você possa ver, dentro do alcance. Você pode fabricar um objeto Grande ou menor (contido em 3 metros cúbicos ou em oito cubos de 1,5 metro conectados), tendo uma quantidade suficiente de matéria-prima. Se você estiver trabalhando com metal, pedra ou outra substância mineral, no entanto, o objeto fabricado não pode ser maior que Médio (contido em apenas 1,5 metro cúbico). A quantidade de objetos feitos por essa magia é proporcional com a quantidade de matéria-prima.\nCriaturas ou itens mágicos não podem ser criados ou transmutados por essa magia. Você também não pode usá-la para criar itens que, geralmente, requerem um alto grau de perícia, como joalheria, armas, vidros ou armaduras, a não ser que você tenha proficiência com o tipo de ferramenta de artesanato usada para construir tais objetos.", "duration": "Instantânea", "higher_level": "", - "id": 125, + "id": "4cf47704-45a3-43fa-8e3b-78bb10147cb0", "level": 4, "locations": [ { @@ -5715,7 +5715,7 @@ "desc": "Você cria um fragmento de gelo e arremessa-o em uma criatura dentro do alcance. Faça um ataque à distância com magia contra o alvo. Se atingir, o alvo sofre 1d10 de dano perfurante. Atingindo ou errando, o fragmento explode. O alvo e cada criatura a até 1,5 metros do ponto onde o gelo explodiu deve ser bem sucedido num teste de resistência de Destreza ou sofrerá 2d6 de dano de frio.", "duration": "Instantânea", "higher_level": "Em Níveis Superiores. Quando você conjura essa magia usando um espaço de magia de 2° nível ou superior, o dano de frio aumenta em 1d6 para cada nível do espaço acima do 1°.", - "id": 397, + "id": "a7bd518b-e0ae-4b02-90ad-d3256a2486fc", "level": 1, "locations": [ { @@ -5744,7 +5744,7 @@ "desc": "Você adquire a habilidade de compreender e se comunicar verbalmente com bestas, pela duração. O conhecimento e consciência de muitas bestas é limitado pela inteligência delas mas, no mínimo, as bestas poderão dar informações a você sobre os locais e monstros próximos, incluindo tudo que eles possam perceber ou tenham percebido no dia anterior. Você pode tentar persuadir uma besta a lhe prestar um favor, à critério do Mestre.", "duration": "10 minutos", "higher_level": "", - "id": 306, + "id": "b7ca3a7d-7dc5-4185-86f1-dd93fdadfb96", "level": 1, "locations": [ { @@ -5771,7 +5771,7 @@ "desc": "Você imbui as plantas a até 9 metros de você com consciência e animação limitadas, dando-lhes a habilidade de se comunicar com você e seguir seus comandos simples. Você pode perguntar as plantas sobre eventos na área da magia, acontecidos desde o dia anterior, recebendo informações sobre criaturas que passaram, clima e outras circunstâncias.\nVocê também pode tornar terreno difícil causado pelo crescimento de plantas (como arbustos e vegetação rasteira) em terreno normal, permanecendo assim pela duração. Ou você pode tornar terreno normal onde as plantas estiverem presentes, em terreno difícil, permanecendo assim pela duração, fazendo as vinhas e ramos atrasarem perseguidores, por exemplo.\nAs plantas podem ser capazes de realizar outras tarefas em seu favor, à critério do Mestre. A magia não permite que as plantas desenraizem-se e se movam, mas elas podem mover, livremente, seus ramos, galhos e caules.\nSe uma criatura planta estiver na área, você pode se comunicar com ela se você partilhar um idioma em comum, mas você não recebe qualquer habilidade mágica para influencia-la.\nEssa magia pode fazer as plantas criadas pela magia constrição soltarem uma criatura impedida.", "duration": "10 minutos", "higher_level": "", - "id": 308, + "id": "c962092b-49e3-4fc4-b79a-5cb2b2dc7132", "level": 3, "locations": [ { @@ -5799,7 +5799,7 @@ "desc": "Você concede o aspecto de vida e inteligência a um corpo, à sua escolha, dentro do alcance, permitindo que ele responda as perguntas que você fizer. O corpo ainda deve possuir uma boca e não pode ser um morto-vivo. A magia falha se o corpo já tiver sido alvo dessa magia nos últimos 10 dias.\nAté a magia acabar, você pode fazer ao corpo até cinco perguntas. O corpo sabe apenas o que ele sabia em vida, incluindo o idioma que ele conhecia. As respostas normalmente são breves, enigmáticas ou repetitivas e o corpo não está sob nenhuma compulsão que o obrigue a oferecer respostas verdadeiras se você for hostil a ele ou se ele reconhecer você como um inimigo. Essa magia não traz a alma da criatura de volta ao corpo, apenas anima seu espírito. Portanto, o corpo não pode aprender novas informações, não compreende nada que tenha acontecido depois da sua morte e não pode especular sobre eventos futuros.", "duration": "10 minutos", "higher_level": "", - "id": 307, + "id": "ead0bab7-c273-41d7-9465-f16016638ab7", "level": 3, "locations": [ { @@ -5829,7 +5829,7 @@ "desc": "Da próxima vez que você realizar um ataque com uma arma à distância enquanto a magia durar, a munição da arma ou a própria arma, se ela for uma arma de arremesso, se transforma num relâmpago. Realize uma jogada de ataque normal. O alvo sofre 4d8 de dano elétrico se atingir ou metade desse dano se errar, ao invés do dano normal da arma.\nIndependentemente de você acertar ou errar, cada criatura a até 3 metros do alvo deve realizar um teste de resistência de Destreza. Cada uma dessas criaturas sofre 2d8 de dano elétrico se falhar na resistência ou metade desse dano se obtiver sucesso.\nA munição ou arma então, volta a sua forma normal.", "duration": "Até 1 minuto", "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 4° nível ou superior, o dano de ambos os efeitos da magia aumenta em 1d8 para cada nível do espaço acima do 3°.", - "id": 204, + "id": "310d7750-dc62-4f0e-9334-3d905d08e627", "level": 3, "locations": [ { @@ -5856,7 +5856,7 @@ "desc": "Uma flecha esverdeada cintilante voa em direção de um alvo dentro do alcance e explode em um jato de ácido. Faça um ataque à distância com magia contra o alvo. Se atingir, o alvo sofre 4d4 de dano de ácido imediatamente e 2d4 de dano de ácido no final do próximo turno dele. Se errar, a flecha salpica o alvo com ácido, causando metade do dano inicial e nenhum dano no final do próximo turno dele.", "duration": "Instantânea", "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 3° nível ou superior, o dano (tanto inicial quanto posterior) aumenta em 1d4 para cada nível do espaço acima do 2°.", - "id": 224, + "id": "3d5e8cd5-c752-41f7-83d3-780cf4e37d63", "level": 2, "locations": [ { @@ -5887,7 +5887,7 @@ "desc": "Você toca uma aljava contendo flechas ou virotes. Quando um alvo é atingido por um ataque à distância com arma usando uma munição sacada dessa alj ava, ele sofre 1d6 de dano de fogo extra. A mágica da magia termina na munição quando ela atinge ou erra, e a magia termina quando doze munições forem sacadas da aljava.", "duration": "Até 1 hora", "higher_level": "Em Níveis Superiores. Quando você conjura essa magia usando um espaço de magia de 4° nível ou superior, a quantidade de munições que você pode afetar com essa magia aumenta em dois cada nível do espaço acima do 3°.", - "id": 391, + "id": "412f0b79-9ae6-431a-beb1-e16ceeb82809", "level": 3, "locations": [ { @@ -5914,7 +5914,7 @@ "desc": "Cada objeto num cubo de 6 metros dentro do alcance fica delineado com luz azul, verde ou violeta (à sua escolha). Qualquer criatura na área, quando a magia é conjurada, também fica delineada com luz, se falhar num teste de resistência de Destreza. Pela duração, os objetos e criaturas afetadas emitem penumbra num raio de 3 metros.\nQualquer jogada de ataque contra uma criatura afetada ou objeto tem vantagem, se o atacante puder ver o alvo e, a criatura afetada ou objeto não recebe benefício por estar invisível.", "duration": "Até 1 minuto", "higher_level": "", - "id": 126, + "id": "a7e4f5c9-9fe0-4c07-aa0d-69b45c2b9e49", "level": 1, "locations": [ { @@ -5941,7 +5941,7 @@ "desc": "Você abre um portal para a escuridão entre as estrelas, uma região infestada de horrores desconhecidos. Uma esfera de 6 metros de raio de negritude e frio severo aparece, centrada num ponto dentro do alcance, e permanece pela duração. Esse vazio está preenchido por uma cacofonia de sussurros suaves e barulhos de rangidos que podem ser ouvidos a até 9 metros. Nenhuma luz, mágica ou qualquer que seja, pode iluminar a área e as criaturas totalmente dentro da área estarão cegas.\nO vazio cria uma dobra no tecido do espaço e a área é de terreno difícil. Qualquer criatura que começar seu turno na área sofre 2d6 de dano de frio. Qualquer criatura que terminar seu turno na área, deve ser bem sucedida num teste de resistência de Destreza ou sofrerá 2d6 de dano de ácido, à medida que tentáculos leitosos extraterrestres se esfregam contra ela.", "duration": "Até 1 minuto", "higher_level": "", - "id": 185, + "id": "2c0e8ab1-f544-4668-b834-076c4915977c", "level": 3, "locations": [ { @@ -5972,7 +5972,7 @@ "desc": "Você toca uma criatura voluntária e a coloca em um estado catatônico que é indistinguível da morte.\nPela duração da magia, ou até você usar uma ação para tocar o alvo e dissipar a magia, o alvo aparenta estar morto para todas as inspeções externas e para magias usadas para determinar a condição do alvo. O alvo está cego e incapacitado e seu deslocamento cai para 0. O alvo tem resistência a todos os danos, exceto dano psíquico. Se o alvo estava doente ou envenenado quando você conjurou a magia, ou ficou doente ou envenenado durante o período em que estava sob efeito da magia, a doença e veneno não terá qualquer efeito até a magia terminar.", "duration": "1 hora", "higher_level": "", - "id": 131, + "id": "4f9bc73d-697f-4003-8f3b-307d449c6c8f", "level": 3, "locations": [ { @@ -6003,7 +6003,7 @@ "desc": "Você dá um passo para dentro das fronteiras do Plano Etéreo, na área em que ele se sobrepõem com o seu plano atual. Você se mantem na Fronteira Etérea pela duração ou até você usar sua ação para dissipar a magia. Durante esse período, você pode se mover para qualquer direção. Se você se mover para cima ou para baixo, cada passo de deslocamento custa um passo extra. Você pode ver e ouvir o plano que você se originou, mas tudo parece cinzento e você não pode ver nada além de 18 metros de você.\nEnquanto estiver no Plano Etéreo, você pode afetar e ser afetado apenas por criaturas nesse plano. As criaturas que não estiverem no Plano Etéreo não podem notar sua presença e não podem interagir com você, a menos que uma habilidade especial ou magia dê a elas a capacidade de fazê-lo.\nVocê ignora todos os objetos e efeitos que não estiverem no Plano Etéreo, permitindo que você se mova através de objetos que você perceba no plano de onde você veio.\nQuando a magia acabar, você imediatamente retorna para o plano de onde você se originou, no lugar que você está ocupando atualmente. Se você estiver ocupando o mesmo espaço de um objeto sólido ou de uma criatura quando isso ocorrer, você é, imediatamente, desviado para o espaço desocupado mais próximo que você puder ocupar e sofre dano de energia igual a dez vezes a quantidade de quadrados de 1,5 metro que você foi movido.\nEssa magia não tem efeito se você conjura-la enquanto estiver no Plano Etéreo ou um plano que não faça fronteira com ele, como um dos Planos Exteriores.", "duration": "Até 8 horas", "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 8° nível ou superior, você pode afetar até três criaturas voluntária (incluindo você) para cada nível do espaço acima do 7°. As criaturas devem estar a até 3 metros de você quando você conjurar a magia.", - "id": 121, + "id": "1a35b56e-af24-4b45-b565-5bd637be95b5", "level": 7, "locations": [ { @@ -6032,7 +6032,7 @@ "desc": "Você transforma uma criatura voluntária que você tocar, junto com tudo que ela estiver vestindo e carregando, em uma nuvem nebulosa, pela duração. A magia termina se a criatura cair a 0 pontos de vida. Uma criatura incorpórea não pode ser afetada.\nEnquanto estiver nessa forma, o único meio de movimentação do alvo é 3 metros de deslocamento de voo. O alvo pode entrar e ocupar o espaço de outra criatura. O alvo tem resistência a dano não-mágico e tem vantagem em testes de resistência de Força, Destreza e Constituição. O alvo pode passar através de pequenos buracos, aberturas estreitas e, até mesmo, meras rachaduras, embora ele trate líquidos como se fossem superfícies sólidas. O alvo não pode cair e se mantem flutuando no ar, mesmo se estiver atordoado ou incapacitado de alguma outra forma.\nEnquanto estiver na forma de uma nuvem nebulosa, o alvo não pode falar ou manipular objetos e, quaisquer objetos que ele estava carregando ou segurando não pode ser derrubado, usado ou, de outra forma, interagido. O alvo não pode atacar ou conjurar magias.", "duration": "Até 1 hora", "higher_level": "", - "id": 152, + "id": "b47ceb02-d8e1-4a8e-8379-dc4efe3b8678", "level": 3, "locations": [ { @@ -6059,7 +6059,7 @@ "desc": "Sua magia transforma você em bestas. Escolha qualquer quantidade de criaturas voluntárias que você possa ver, o alcance. Você muda cada alvo para a forma de uma besta Grande ou menor, com um nível de desafio de 4 ou inferior. Nos turnos subsequentes, você pode usar sua ação para mudar uma criatura afetada para uma nova forma.\nA transformação permanece pela duração para cada alvo, ou até o alvo cair para 0 pontos de vida ou morrer. Você pode escolher uma forma diferente para cada alvo. As estatísticas de jogo do alvo são substituídas pelas estatísticas da besta escolhida, mas o alvo mantem sua tendência e valores de Inteligência, Sabedoria e Carisma. O alvo adquire os pontos de vida da sua nova forma, e quando ele reverte para sua forma normal, ele volta aos pontos de vida que tinha antes de ser transformado. Se ele reverter como resultado de ter caído a 0 pontos de vida, todo dano excedente é recebido pela sua forma normal. Contato que o dano excedente não reduza os pontos de vida da forma normal da criatura a 0, ela não cairá inconsciente. A criatura é limitada em suas ações pela natureza da sua nova forma e ela não pode falar nem conjurar magias.\nO equipamento do alvo mescla-se a sua nova forma. O alvo não pode ativar, empunhar ou, de outra forma, se beneficiar de qualquer de seus equipamentos.", "duration": "Até 24 horas", "higher_level": "", - "id": 7, + "id": "3368ff16-01d5-4bba-8d27-68a3123b5fc5", "level": 8, "locations": [ { @@ -6087,7 +6087,7 @@ "desc": "Sua magia aprofunda a compreensão de uma criatura de seu próprio talento. Você toca uma criatura disposta e dá-lhe especialização em uma perícia de sua escolha; até que a magia termine, a criatura dobra seu bônus de proficiência para verificações de habilidade que usem a perícia escolhida.\nVocê deve escolher uma perícia em que o alvo seja proficiente e que ainda não esteja se beneficiando de um efeito, como a Especialização do ladino, que dobre seu bônus de proficiência.", "duration": "Até 1 hora", "higher_level": "", - "id": 429, + "id": "495a84a8-0615-4eaf-b945-8364b7325796", "level": 5, "locations": [ { @@ -6114,7 +6114,7 @@ "desc": "Uma fortaleza de pedra irrompe de uma área quadrada do chão de sua escolha que você pode ver dentro do alcance. A área tem 36 metros em cada lado, e não deve ter nenhum edificio ou outras estruturas sobre ele. Qualquer criatura na área é inofensivamente levantada à medida que a fortaleza se ergue.\nA fortaleza possui quatro torres com bases quadradas, cada uma com 6 metros de comprimento e 9 metros de altura, com uma torre em cada canto. As torres estão conectadas entre si por paredes de pedra que tem 24 metros de comprimento cada, criando uma área fechada. Cada parede tem 30 centímetros de espessura e é composta por painéis de 3 metros de largura e 6 metros de altura. Cada painel é contíguo com outros dois painéis ou outro painel e uma to e Você pode colocar até quatro portas de pedra a parede exterior da fortaleza.\nUm pequeno forte fica dentro da área feohada. O forte tem uma base quadra de 15 metro de cada lado, e te três pisos com tetos de metros de àltura. Cada um dos pisos podem ser divididos em tantos quartos quanto quiser, desde que cada quarto seja pelo menos 1,5 metros de cada lado. Os pisos da torre estão conectados por escadas de pedra, suas paredes tem 6 centímetros de espessura, e os quartos mtenores podem ter portas de pedra ou arcos abertos conforme você escolher. O forte é mobiliado e decorado com? você quiser, e contém comida suficiente para servir um banquete de nove cursos para até 100 pe_ssoas por dia. Mobília, comida e outros objetos cnados por esta magia desmorona em pó se removidos da fortaleza.\nUma equipe de cem servos invisíveis obedece a qualquer comando atribuído a eles pelas criaturas que voce designa quando você conjura a magia. Cada servo funciona como se cnado pela magia servo invisível.\nAs paredes, torres e forte são todos feitos de pedra que podem ser danificados. Cada seção de 3 metros por 3 metros de pedra tem CA 15 e 30 pontos de vida para cada 1,54 centímetros de espessura. Ele é imune a veneno e a dano psíquico. Reduzir uma seção de pedra para O pontos de vida destrói-a e pode fazer com que as seções conectadas colapsem, a critério do mestre.\nApós 7 dias, ou quando você conjurar esta magiaem algum outro lugar, a fortaleza se desintegra e afunda mofensivamente no chão, deixando as criaturas que estavam dentro dela seguramente no chão.\nConjurar esta magia no mesmo local uma vez a cada 7 dias por um ano torna a fortaleza permanente.", "duration": "Instantânea", "higher_level": "", - "id": 415, + "id": "7fc2f2c1-d460-4e10-8b79-4a99d8043610", "level": 8, "locations": [ { @@ -6144,7 +6144,7 @@ "desc": "Durante a duração, você ou uma criatura disposta que possa ver dentro do alcance tem resistência a danos psíquicos, bem como vantagem em testes de resistência de Inteligência, Sabedoria e Carisma.", "duration": "Até 1 hora", "higher_level": "Quando você lança esta magia usando um slot de magia de 4° nível ou superior, você pode ter como alvo uma criatura adicional para cada nível de slot acima do 3°. As criaturas devem estar a 9 metros uma da outra quando você as mira.", - "id": 465, + "id": "7939d857-2d6f-47ed-8579-45f014679e76", "level": 3, "locations": [ { @@ -6175,7 +6175,7 @@ "desc": "Você constrói uma ilusão que se enraíza na mente de uma criatura que você possa ver, dentro do alcance. O alvo deve realizar um teste de resistência de Inteligência. Se falhar na resistência, você cria um objeto, criatura ou outro fenômeno visível – porém, fantasmagórico – à sua escolha, com não mais de 3 metros cúbicos e que será percebido apenas pelo alvo, pela duração. Essa magia não afeta mortos-vivos ou constructos.\nO fantasma inclui som, temperatura e outros estímulos, também evidentes apenas para o alvo.\nO alvo pode usar sua ação para examinar o fantasma com um teste de Inteligência (Investigação) contra a CD da as magia. Se for bem sucedido, o alvo percebe que o fantasma é uma ilusão e a magia acaba.\nEnquanto o alvo estiver sob efeito dessa magia, ele considerará o fantasma como sendo real. O alvo racionalizará quaisquer resultados ilógicos ao interagir com o fantasma. Por exemplo, um alvo tentado atravessar uma ponte fantasmagórica que atravesse um abismo, cairá quando pisar na ponte. Se o alvo sobreviver a queda, ele ainda acreditará que a ponte existe e procurará outra explicação para a sua queda – ele foi puxado, ele escorregou ou um vento forte pode ter o jogado pra fora.\nUm alvo afetado está tão convencido da realidade do fantasma que pode até mesmo sofrer dano da ilusão. Um fantasma criado para se parecer com uma criatura pode atacar o alvo. Similarmente, um fantasma criado para se parecer com fogo, um poço de ácido ou lava, podem queimar o alvo. A cada rodada, no seu turno, o fantasma pode causar 1d6 de dano psíquico no alvo, se ele estiver na área do fantasma ou a 1,5 metro dele, considerando que a ilusão é de uma criatura ou perigo que, logicamente, possa causar dano, como por atacar. O alvo entende o dano como sendo de um tipo apropriado para a ilusão.", "duration": "Até 1 minuto", "higher_level": "", - "id": 248, + "id": "83a909ae-ea2d-4f8d-b954-d99ae6f7d0b0", "level": 2, "locations": [ { @@ -6204,7 +6204,7 @@ "desc": "Esta magia arrebata a alma de um humanoide à medida que ele morre e o aprisiona dentro da pequena gaiola que voce usa para o componente material. Um8: alma roubada permanece dentro da gaiola até a magia terminar ou até que você destrua a gaiola, o que termma a magia. Enquanto você tem uma alma dentro da gaiola, você pode explorá-la de qualquer maneira descrita abaixo. Você pode usar uma alma presa até seis vezes. Depois de explorar uma alma pela sexta vez, ela é liberada e a magia ter mina. Enquanto uma alma está presa, o humanoide morto de que ela veio nci9i pode ser revivido.\nRoubar a Vida. Você pode usar uma ação bônus para drenar o vigor da alma e recuperar 2d8 pontos de vida.\nConsultar Alma. Você faz uma pergunta à alma (não é necessária uma ação) e recebe uma breve resposta telepática, que você pode entender, mdependentemente do idioma usado. A alma só conhece o que sabia na vida, mas deve responder com smcendade e ao melhor de suas habilidades. A resposta não é mais do que uma frase ou duas e pode ser enigmática.\nEmprestar Perícia. Você pode usar uma ação bonus para reforçar-se com a experiência de vida da alma, fazendo sua próxima rolagem de ataque, venficaçao de habilidade ou teste de resistência. Se você não usar esse beneficio antes do início do próximo turno, ele se perde.\nOlhos dos Mortos. Você pode usar uma ação para nomear um lugar que o humanoide viu na vida, o que cria um sensor invisível em algum lugar nesse local se estiver no plano da existência em que você está atualmente. O sensor permanece durante todo o tempo que você se concentra, até 10 minutos (como se estivesse se concentrando em uma magia). Você recebe informações visuais e auditivas do sensor como se estivesse no seu espaço usando seus sentidos.\nUma criatura que pode ver o sensor (como um usando ver o invisível ou visão da verdade) vê uma imagem translúcida do humanoide atormentado caja alma você enjaulou.", "duration": "8 horas", "higher_level": "", - "id": 433, + "id": "381d10cf-8d90-4621-a796-823db29b64c9", "level": 6, "locations": [ { @@ -6235,7 +6235,7 @@ "desc": "Quando você conjura essa magia, você inscreve um glifo que fere outras criaturas, tanto sobre uma superfície (como uma mesa ou uma secção de piso ou parede) quanto dentro de um objeto que possa ser fechado (como um livro, um pergaminho ou um baú de tesouro) para ocultar o glifo. Se você escolher uma superfície, o glifo pode cobrir uma área da superfície não superior a 3 metros de diâmetro. Se você escolher um objeto, o objeto deve permanecer no seu local; se ele for movido mais de 3 metros de onde você conjurou essa magia, o glifo será quebrado e a magia termina sem ser ativada.\nO glifo é quase invisível e requer um teste de Inteligência (Investigação) contra a CD da magia para ser encontrado.\nVocê define o que ativa o glifo quando você conjura a magia. Para glifos inscritos em uma superfície, os gatilhos mais típicos incluem tocar ou ficar sobre o glifo, remover outro objeto cobrindo o glifo, aproximar-se a uma certa distância do glifo ou manipular um objeto onde o glifo esteja inscrito. Para glifos inscritos dentro de objetos, os gatilhos mais comuns incluem abrir o objeto, aproximar- se a uma certa distância do objeto ou ver ou ler o glifo. Uma vez que o glifo seja ativado, a magia termina.\nVocê pode, posteriormente, aperfeiçoar o gatilho para que a magia se ative apenas sob certas circunstâncias ou de acordo com as características físicas (como altura ou peso), tipo de criatura (por exemplo, a proteção poderia ser definida para afetar aberrações ou drow) ou tendência. Você pode, também, definir condições para criaturas não ativarem o glifo, como aqueles que falarem determinada senha.\nQuando você inscreve o glifo, escolha runas explosivas ou glifo de magia.\nRunas Explosivas. Quando ativado, o glifo irrompe com energia mágica numa esfera com 6 metros de raio, centrada no glifo. A esfera se espalha, dobrando esquinas. Cada criatura na área deve realizar um teste de resistência de Destreza. Uma criatura sofre 5d8 de dano de ácido, elétrico, fogo, frio ou trovejante se falhar no teste de resistência (você escolhe o tipo quando cria o glifo) ou metade desse dano se obtiver sucesso.\nGlifo de Magia. Você pode armazenar uma magia preparada de 3° nível ou inferior no glifo ao conjura-la como parte da criação do glifo. A magia a ser armazenada não tem efeito imediato quando conjurada dessa forma. Quando o glifo for ativado, a magia armazenada é conjurada. Se a magia tiver um alvo, esse alvo será a criatura que ativou o glifo. Se a magia afetar uma área, a área será centrada na criatura. Se a magia invocar criaturas hostis ou criar objetos ou armadilhas nocivos, eles aparecerão o mais próximo possível do intruso e o atacarão. Se a magia precisar de concentração, ela dura o máximo possível da sua duração.", "duration": "Até ser dissipada ou ativada", "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 4° nível ou superior, o dano do glifo de runas explosivas aumenta em 1d8 para cada nível do espaço acima do 3°. Se você criar um glifo de magia, você pode armazenar qualquer magia do mesmo nível, ou inferior, do espaço que você usar para o glifo de vigilância.", - "id": 159, + "id": "16da88f0-21ee-4e20-a5e7-50d8444020a3", "level": 3, "locations": [ { @@ -6264,7 +6264,7 @@ "desc": "Uma barreira imóvel, levemente cintilante, surge do nada num raio de 3 metros centrado em você e permanece pela duração.\nQualquer magia de 5° nível ou inferior conjurada de fora da barreira não poderá afetar as criaturas ou objetos dentro dela, mesmo que a magia seja conjurada usando um espaço de magia de nível superior. Tais magias podem ter como alvo criaturas e objetos dentro da barreira, mas a magia não produz nenhum efeito neles. Similarmente, a área dentro da barreira é excluída das áreas afetadas por tais magias.", "duration": "Até 1 minuto", "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 7° nível ou superior, a barreira bloqueia magias de um nível superior para cada nível do espaço acima do 6°.", - "id": 158, + "id": "75788d18-f69c-4f06-871a-a3252c94bd09", "level": 6, "locations": [ { @@ -6295,7 +6295,7 @@ "desc": "Você cria até quatro luzes do tamanho de tochas dentro do alcance, fazendo-as parecerem tochas, lanternas ou esferas luminosas que flutuam no ar pela duração. Você também pode combinar as quatro luzes em uma forma luminosa, vagamente humanoide, de tamanho Médio. Qualquer que seja a forma que você escolher, cada luz produz penumbra num raio de 3 metros.\nCom uma ação bônus, no seu turno, você pode mover as luzes, até 18 metros, para um novo local dentro do alcance. Uma luz deve estar a, pelo menos, 6 metros de outra luz criada por essa magia e uma luz some se exceder o alcance da magia.", "duration": "Até 1 minuto", "higher_level": "", - "id": 86, + "id": "76c069a1-c85a-44da-acc6-c96ec764e5a2", "level": 0, "locations": [ { @@ -6321,7 +6321,7 @@ "desc": "Da próxima vez que você atingir uma criatura com um ataque com arma, antes do final da magia, um emaranhado maciço de vinhas espinhentas aparecem no local do impacto e o alvo deve ser bem sucedido num teste de resistência de Força ou ficará impedido pelas vinhas mágicas, até o fim da magia. Uma criatura Grande ou maior tem vantagem no seu teste de resistência. Se o alvo for bem sucedido na resistência, as vinhas murcharão.\nEnquanto estiver impedido pela magia, um alvo sofre 1d6 de dano perfurante no início de cada um dos turnos dele. Uma criatura impedida pelas vinhas ou uma que possa tocar a criatura, pode usar sua ação para realizar um teste de Força contra a CD da magia. Num sucesso, o alvo é libertado.", "duration": "Até 1 minuto", "higher_level": "Se você conjurar essa magia usando um espaço de magia de 2° nível ou superior, o dano aumenta em 1d6 para cada nível do espaço acima do 1°.", - "id": 118, + "id": "98f17bd0-6811-4d7f-881a-f6ac0460dfc0", "level": 1, "locations": [ { @@ -6351,7 +6351,7 @@ "desc": "Você cria uma violenta explosão sonora, que pode ser ouvida a até 30 metros de distância. Cada criatura diferente de você a até 1,5 metros de você deve realizar um teste de resistência de Constituição. Se falhar na resistência, o alvo sofre 1d6 de dano trovejante.\nO dano da magia aumenta em 1d6 quando você alcança o 5° nível (2d6), 11° nível (3d6) e 17° nível (4d6).", "duration": "Instantânea", "higher_level": "", - "id": 441, + "id": "d9451828-ec0f-47eb-af9a-5a1331ebae9f", "level": 0, "locations": [ { @@ -6376,7 +6376,7 @@ "desc": "Você se move como o vento. Até o fim da magia, seu movimento não provoca ataques de oportunidade.\nUma vez até o fim da magia, você pode se dar vantagem em uma rolagem de ataque com arma no seu turno. Esse ataque infringe 1d8 de dano de energia extra caso acerte. Não importa se acertar ou errar, sua velocidade de deslocamento aumenta em 9 metros até o final desse turno.", "duration": "Até 1 minuto", "higher_level": "", - "id": 456, + "id": "a65b26c5-d484-45ab-a64f-6b6f9b65ddd3", "level": 1, "locations": [ { @@ -6404,7 +6404,7 @@ "desc": "Você libera o poder de sua mente para explodir o intelecto de até dez criaturas a sua escolha que vocé possa ver dentro do alcance. Criaturas que tenham uma pontuação de Inteligência de 2 ou inferior não são afetadas.\nCada alvo deve fazer um teste de resistência de Inteligência. Em um teste falho, um alvo recebe 14d6 dano psíquico e fica atordoado. Em um teste bem sucedido, um alvo leva metade do dano e não fica atordoado. Se um alvo for morto por esse dano, sua cabeça explode, assumindo que tenha uma.\nUm alvo atordoado pode fazer um teste de resistência de Inteligência no final de cada uma de seus turnos. Em um sucesso, o efeito atordoante termina.", "duration": "Instantânea", "higher_level": "", - "id": 422, + "id": "00956650-6e1a-4d78-9a78-23e5c9ed0e8e", "level": 9, "locations": [ { @@ -6429,7 +6429,7 @@ "desc": "Um guardião espectral Grande aparece e flutua, pela duração, em um espaço desocupado, à sua escolha, que você possa ver dentro do alcance. O guardião ocupa esse espaço e é indistinto, exceto por uma espada reluzente e um escudo brasonado com o símbolo da sua divindade.\nQualquer criatura hostil a você que se mover para um espaço a até 3 metros do guardião pela primeira vez em um turno, deve ser bem sucedida num teste de resistência de Destreza. A criatura sofre 20 de dano radiante se falhar na resistência ou metade desse dano se obtiver sucesso. O guardião desaparece após ter causado um total de 60 de dano.", "duration": "8 horas", "higher_level": "", - "id": 165, + "id": "d28a4cd8-b317-401a-bbae-32437a2d672b", "level": 4, "locations": [ { @@ -6452,10 +6452,10 @@ "V" ], "concentration": true, - "desc": "Um espírito da natureza responde seu chamado e transforma você em um poderoso guardião. A transformação dura até a magia terminar. Você escolhe uma das seguintes formas para assumir: Fera Primitiva ou Grande Árvore.\nFera Primitiva. Pele bestial cobre seu corpo, seus traços faciais tornam-se selvagens e você ganha os seguintes beneficias:\n\u2022 Sua velocidade de deslocamento aumenta em 3 metros.\n\u2022 Você ganha visão no escuro com alcance de 36 metros.\n\u2022 Seus ataques baseados em Força rolam com vantagem.\n\u2022 Seus ataques com arma corpo-a-corpo causam dano extra de 1d6 de dano de energia ao acertar.\nGrande Árvore. Sua pele assume a aparência de um tronco, folhas brotam do seu cabelo e você ganha os seguintes beneficias:\n\u2022 Você ganha 10 pontos de vida temporários.\n\u2022 Você faz testes de Constituição com vantagem.\n\u2022 Seus ataques baseados em Destreza e Sabedoria rolam com vantagem.\n\u2022 Enquanto você estiver no chão, o terreno a menos de 4,5 metros de você se toma um terreno dificil para seus inimigos.", + "desc": "Um espírito da natureza responde seu chamado e transforma você em um poderoso guardião. A transformação dura até a magia terminar. Você escolhe uma das seguintes formas para assumir: Fera Primitiva ou Grande Árvore.\nFera Primitiva. Pele bestial cobre seu corpo, seus traços faciais tornam-se selvagens e você ganha os seguintes beneficias:\n• Sua velocidade de deslocamento aumenta em 3 metros.\n• Você ganha visão no escuro com alcance de 36 metros.\n• Seus ataques baseados em Força rolam com vantagem.\n• Seus ataques com arma corpo-a-corpo causam dano extra de 1d6 de dano de energia ao acertar.\nGrande Árvore. Sua pele assume a aparência de um tronco, folhas brotam do seu cabelo e você ganha os seguintes beneficias:\n• Você ganha 10 pontos de vida temporários.\n• Você faz testes de Constituição com vantagem.\n• Seus ataques baseados em Destreza e Sabedoria rolam com vantagem.\n• Enquanto você estiver no chão, o terreno a menos de 4,5 metros de você se toma um terreno dificil para seus inimigos.", "duration": "Até 1 minuto", "higher_level": "", - "id": 393, + "id": "70d26876-4fac-43df-91e0-c3ec0117e8c7", "level": 4, "locations": [ { @@ -6484,7 +6484,7 @@ "desc": "Proferindo um encantamento, você usa a magia dos Planos Inferiores ou Planos Superiores (à sua escolha) para se transformar. Você ganha os seguintes benefícios até que o feitiço termine:\n\n\n2022Você é imune a danos de fogo e veneno (Planos Inferiores) ou dano radiante e necrótico (Planos Superiores).\n\n2022Você é imune à condição de envenenamento (Planos Inferiores) ou à condição encantada (Planos Superiores).\n\n2022As asas espectrais aparecem em suas costas, dando-lhe uma chance de voar velocidade de 12 metros.\n\n2022Você tem +2 de bônus na CA.\n\n2022Todos os seus ataques com arma são mágicos, e quando você faz um ataque com arma, você pode usar seu modificador de habilidade de lançamento de feitiços, em vez de Força ou Destreza, para as jogadas de ataque e dano.\n\n2022Você pode atacar duas vezes, em vez de uma, ao realizar a ação de Ataque no seu turno. Você ignora este benefício se já tiver um recurso, como Ataque Extra, que permite atacar mais de uma vez quando você executa a ação de Ataque em sua vez.", "duration": "Até 1 minuto", "higher_level": "", - "id": 481, + "id": "e6531cbe-2aa7-4912-acde-b76834051549", "level": 6, "locations": [ { @@ -6513,7 +6513,7 @@ "desc": "Uma criatura voluntária que você tocar é imbuída com bravura. Até a magia acabar, a criatura é imune a ser amedrontada e ganha pontos de vida temporários igual ao seu modificador de habilidade de conjuração, no início de cada turno dela. Quando a magia acabar, o alvo perde qualquer ponto de vida temporário restante dessa magia.", "duration": "Até 1 minuto", "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 2° nível ou superior, você pode afetar uma criatura adicional para cada nível do espaço acima do 1°.", - "id": 180, + "id": "5e3dd6bf-91a1-4ebc-8a84-2ed39a8fa87c", "level": 1, "locations": [ { @@ -6542,7 +6542,7 @@ "desc": "Você escolhe um objeto que você deve tocar durante toda a conjuração da magia. Se ele for um item mágico ou algum outro objeto imbuído por magia, você descobre suas propriedades e como usá-lo, se exige sintonia para ser usado e quantas cargas ele tem, se aplicável. Você descobre se quaisquer magias estão afetando o item e quais eles são. Se o item foi criado por magia, você descobre que magia o criou.\nSe você, ao invés, tocar uma criatura durante toda a conjuração, você descobre quais magias, se houver alguma, estão afetando-a atualmente.", "duration": "Instantânea", "higher_level": "", - "id": 189, + "id": "5e45e78b-1353-490c-8263-70894c1f9128", "level": 1, "locations": [ { @@ -6573,7 +6573,7 @@ "desc": "Essa magia garante a criatura que você tocar a habilidade de compreender e falar o idioma que ela ouvir. Além disso, quando o alvo fala, qualquer criatura que saiba, pelo menos, um idioma pode ouvir o alvo e compreender o que ele diz.", "duration": "1 hora", "higher_level": "", - "id": 334, + "id": "7c58461f-655e-4ede-ba92-ef6a404795f9", "level": 3, "locations": [ { @@ -6603,7 +6603,7 @@ "desc": "Você cria um som ou uma imagem de um objeto, dentro do alcance, que permanece pela duração. A ilusão também termina se você dissipa-la usando uma ação ou conjurar essa magia novamente.\nSe você criar um som, seu volume pode variar entre um sussurro até um grito. Pode ser a sua voz, a voz de outrem, o rugido de um leão, batidas de tambor ou qualquer outro som que você quiser. O som permanece no mesmo volume durante toda duração ou você pode fazer sons distintos em momentos diferentes, antes da magia acabar.\nSe você criar uma imagem de um objeto – como uma cadeira, pegadas de lama ou um pequeno baú – ela não pode ter mais de 1,5 metro cúbico. A imagem não pode produzir som, luz, cheiro ou qualquer outro efeito sensorial. Interação física com a imagem revelará que ela é uma ilusão, já que as coisas podem atravessa-la.\nSe uma criatura usar sua ação para examinar a imagem, ela pode determinar que ela é uma ilusão se obtiver sucesso num teste de Inteligência (Investigação) contra a CD da magia. Se uma criatura discernir a ilusão como sendo isso, a ilusão se tornará suave para a criatura.", "duration": "1 minuto", "higher_level": "", - "id": 229, + "id": "b78b2253-462e-49dc-845e-ffd36126bd3c", "level": 0, "locations": [ { @@ -6632,7 +6632,7 @@ "desc": "Você cria uma ilusão de um objeto, uma criatura ou de algum outro fenômeno visível, dentro do alcance, que se ativa quando uma condição especifica ocorre. A ilusão é imperceptível até esse momento. Ela não pode ter mais de 9 metros cúbicos e você decide, quando conjura a magia, como a ilusão se comporta e quais sons ela faz. Essa performance roteirizada por durar até 5 minutos.\nQuando a condição que você especificou ocorrer, a ilusão surge do nada e age da maneira que você descreveu. Uma vez que a ilusão tenha acabado de agir, ela desaparece e permanece dormente por 10 minutos. Após desse período, a ilusão pode se ativar novamente.\nA condição de ativação pode ser tão genérica ou tão detalhada quando você quiser, apesar de ela precisar ser baseada em condições visuais ou audíveis que ocorram a até 9 metros da área. Por exemplo, você poderia criar uma ilusão, de si mesmo, que aparecerá e avisará a outros que tentarem abrir a porta com armadilha ou você pode programar a ilusão para se ativar apenas quando uma criatura disser a palavra ou frase correta.\nInteração física com a imagem revelará ela como sendo uma ilusão, já que as coisas podem atravessa-la. Uma criatura que usar sua ação para examinar a imagem, pode determinar que ela é uma ilusão sendo bem sucedida num teste de Inteligência (Investigação) contra a CD da magia para desacredita-la. Se a criatura discernir a ilusão como ela é, a criatura poderá ver através da imagem e qualquer barulho que ela fizer soará oco para a criatura.", "duration": "Até ser dissipada", "higher_level": "", - "id": 265, + "id": "1686afc4-e89b-438f-bef2-e825bf5c2611", "level": 6, "locations": [ { @@ -6663,7 +6663,7 @@ "desc": "Você cria uma imagem de um objeto, uma criatura ou algum outro fenômeno visível que não tenha mais de 6 metros cúbicos. A imagem aparece em um local que você possa ver, dentro do alcance e permanece pela duração. Ela parece completamente real, incluindo sons, cheiros e temperatura apropriados para a coisa retratada. Você não pode criar calo ou frio suficiente para causar dano, um som alto o suficiente para causar dano trovejante ou ensurdecer uma criatura ou um cheiro que poderia nausear uma criatura (como o fedor de um troglodita).\nEnquanto você estiver dentro do alcance da ilusão, você pode usar sua ação pra fazer a imagem se mover para qualquer outro local dentro do alcance. À medida que a imagem muda de lugar, você pode alterar a aparência dela para que seu movimento pareça ser o natural para a imagem. Por exemplo, se você criar uma imagem de uma criatura e move-la, você pode alterar a imagem para que ela pareça estar andando. Similarmente, você pode fazer a ilusão emitir sons diferentes em momentos diferentes, sendo possível até mesmo manter uma conversa, por exemplo.\nInteração física com a imagem, revelará que ela é uma ilusão, já que as coisas podem passar através dela. Uma criatura que usar sua ação para examinar a imagem, pode determinar que ela é uma ilusão com um teste de Inteligência (Investigação) bem sucedido contra a CD da magia. Se uma criatura discernir a ilusão como sendo isso, a criatura verá através da imagem e suas outras qualidades sensoriais se tornaram suaves para a criatura.", "duration": "Até 10 minutos", "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 6° nível ou superior, a magia irá durar até ser dissipada, sem necessitar da sua concentração.", - "id": 217, + "id": "abd1208a-86c2-4de3-ab3a-d2e53683578a", "level": 3, "locations": [ { @@ -6693,7 +6693,7 @@ "desc": "Você cria a imagem de um objeto, criatura ou outro fenômeno visual que não tenha mais de 4,5 metros cúbicos. A imagem aparece num ponto, dentro do alcança, e permanece pela duração. A imagem é puramente visual; não é acompanhada por som, cheiro ou outros efeitos sensoriais.\nVocê pode usar sua ação para fazer a imagem se mover para qualquer ponto, dentro do alcance. À medida que a imagem muda de lugar, você pode alterar a aparência dela para que seu movimento pareça ser o natural para a imagem. Por exemplo, se você criar uma imagem de uma criatura e move-la, você pode alterar a imagem para que ela pareça estar andando.\nInteração física com a imagem, revelará que ela é uma ilusão, já que as coisas podem passar através dela. Uma criatura que usar sua ação para examinar a imagem, pode determinar que ela é uma ilusão com um teste de Inteligência (Investigação) bem sucedido contra a CD da magia. Se uma criatura discernir a ilusão como sendo isso, a criatura poderá ver através da imagem.", "duration": "Até 10 minutos", "higher_level": "", - "id": 300, + "id": "edbde8fe-8d3d-446d-8953-c46d588683f1", "level": 1, "locations": [ { @@ -6724,7 +6724,7 @@ "desc": "Escolha uma criatura que você possa ver, dentro do alcance. O alvo deve ser bem sucedido num teste de resistência de Sabedoria ou ficará paralisado pela duração. Essa magia não tem efeito em mortos-vivos. No final de cada um dos turnos dele, o alvo pode realizar outro teste de resistência de Sabedoria. Se obtiver sucesso, a magia termina no alvo.", "duration": "Até 1 minuto", "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 6° nível ou superior, você pode afetar uma criatura adicional para cada nível de magia acima do 5°. As criaturas devem estar a 9 metros entre si para serem afetadas.", - "id": 182, + "id": "1aea1a1c-ee40-4a64-ac2e-9bb1efa59fb6", "level": 5, "locations": [ { @@ -6757,7 +6757,7 @@ "desc": "Escolha um humanoide que você possa ver, dentro do alcance. O alvo deve ser bem sucedido num teste de resistência de Sabedoria ou ficará paralisado pela duração. Essa magia não tem efeito em mortos-vivos. No final de cada um dos turnos dele, o alvo pode realizar outro teste de resistência de Sabedoria. Se obtiver sucesso, a magia termina no alvo.", "duration": "Até 1 minuto", "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 3° nível ou superior, você pode afetar um humanoide adicional para cada nível de magia acima do 2°. Os humanoides devem estar a 9 metros entre si para serem afetados.", - "id": 183, + "id": "bdf3040c-2aa2-4978-8d29-1e589c23242e", "level": 2, "locations": [ { @@ -6784,7 +6784,7 @@ "desc": "Chamas rodeíam uma criatura que você possa ver, dentro do alcance. O alvo deve realizar um teste de resistência de Destreza. Ele sofre 7d6 de dano de fogo se falhar na resistência, ou metade desse dano se obtiver sucesso. Se falhar na resistência, o alvo também se incendeia pela duração da magia. O alvo em chamas emite luz plena num raio de 9 metros e penumbra por 9 metros adicionais. No final de cada um dos turnos dele, o alvo repete o teste de resistência. Ele sofre 3d6 de dano de fogo se falhar na resistência e a magia termina com um sucesso. Essas chamas mágicas não podem ser extintas através de meios não mágicos.\nSe o dano dessa magia reduzir um alvo a 0 pontos de vida, ele é transformado em cinzas.", "duration": "Até 1 minuto", "higher_level": "", - "id": 399, + "id": "1f27c50a-8396-4453-9d94-fe2ed59a2ffa", "level": 5, "locations": [ { @@ -6813,7 +6813,7 @@ "desc": "Você alcança a mente de uma criatura que você pode ver e força-la a fazer um teste de resistência de Inteligência. Uma criatura é bem sucedida automaticamente se for imune a ser amedrontada. Em falha do teste de resistência, o alvo perde a habilidade de distinguir amigos de inimigos, em relação a todas as criaturas que pode ver como inimigos até que a magia termine. Cada vez que o alvo sofre dano, ele pode repetir o teste de resistência, terminando o efeito sobre si mesmo em um sucesso.\nSempre que a criatura afetada escolher outra criatura como alvo, ele deve escolher o alvo aleatoriamente entre as criaturas que pode ver dentro do alcance do ataque, magia ou outra habilidade que esteja usando. Se um inimigo provoca um ataque de oportunidade da criatura afetada, a criatura deve fazer esse ataque se for capaz de fazê-lo.", "duration": "Até 1 minuto", "higher_level": "", - "id": 386, + "id": "40f6cc54-05f5-4f4e-9af2-41f8d4dc77d8", "level": 3, "locations": [ { @@ -6843,7 +6843,7 @@ "desc": "Você provoca uma nuvem de ácaros, pulgas e outros parasitas a aparecer momentaneamente sobre uma criatura que você pode ver dentro alcance. O alvo deve ser bem-sucedido em teste de resistência de Constituição, ou sofre 1d6 de dano de veneno e se move 1,5 metros em uma direção aleatória, se ele pode se mover e sua velocidade é de pelo menos 1,5 metros. Role um d4 pela direção: 1, norte; 2, sul; 3, leste; ou 4, oeste. Este movimento não provoca ataques de oportunidade, e se a direção rolada esti ver bloqueada, o alvo não se move.\nO dano da magia aumenta em 1d6 quando você alcança 5° nível (2d6), 11° nível (30d6) e 17° nível (4d6).", "duration": "Instantânea", "higher_level": "", - "id": 401, + "id": "4cf307d9-cd89-4502-9256-839631f8566b", "level": 0, "locations": [ { @@ -6870,7 +6870,7 @@ "desc": "Faça um ataque corpo-a-corpo com magia contra uma criatura dentro do alcance. Se atingir, o alvo sofre 3d10 de dano necrótico.", "duration": "Instantânea", "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 2° nível ou superior, o dano aumenta em 1d10 para cada nível acima do 1°.", - "id": 193, + "id": "d72477b5-6284-4d42-a431-276345c1686d", "level": 1, "locations": [ { @@ -6896,7 +6896,7 @@ "desc": "Você transforma até dez centopeias, três aranhas, cinco vespas ou um escorpião, dentro do alcance, em versões gigantes das suas formas naturais, pela duração. Uma centopeia se torna uma centopeia gigante, uma aranha se torna uma aranha gigante, uma vespa se torna uma vespa gigante e um escorpião se torna um escorpião gigante.\nCada criatura obedece aos seus comando verbais e, em combate, elas agem no seu turno a cada rodada. O Mestre possui as estatísticas dessas criaturas e determina suas ações e movimentação.\nUma criatura permanece no tamanho gigante pela duração, ou até cair a 0 pontos de vida ou até você usar sua ação para dissipar o efeito nela.\nO Mestre pode permitir que você escolha alvos diferentes. Por exemplo, se você transformar uma abelha, sua versão gigante poderia ter as mesmas estatísticas da vespa gigante.", "duration": "Até 10 minutos", "higher_level": "", - "id": 156, + "id": "2beebfab-f250-470e-8cd9-70a073d2a819", "level": 4, "locations": [ { @@ -6923,7 +6923,7 @@ "desc": "Você envia fitas de energia negativa a uma criatura que você pode ver dentro do alcance. A menos que o alvo seja um morto-vivo, ele deve fazer um lance de salvação da Constituição, levando 5d12 dano necrótico em um teste falho, ou metade de dano em um bem sucedido. Um alvo morto por este dano levanta como um zumbi no início do seu próximo turno. O zumbi persegue qualquer criatura que possa ver que esteja mais próxima dele. As estatísticas do zumbi estão no Manual dos Monstros.\nSe o alvo dessa magia for um morto vivo, o alvo não faz um teste de resistência. Em vez disso, role 5d12. O alvo recebe metade do total como pontos de vida temporários.", "duration": "Instantânea", "higher_level": "", - "id": 418, + "id": "3004b3e6-e9b3-4094-9590-5d544c2010db", "level": 5, "locations": [ { @@ -6953,7 +6953,7 @@ "desc": "Essa magia inverte a gravidade num cilindro de 15 metros de raio por 30 metros de altura, centrado num ponto dentro do alcance. Todas as criaturas e objetos que não esteja, de alguma forma, presos ao solo na área, caem para cima e alcançam o topo da área, quando você conjura essa magia. Uma criatura pode fazer um teste de resistência de Destreza para se agarrar em algum objeto fixo que ela possa alcançar, assim, evitando a queda.\nSe algum objeto sólido (como um teto) for encontrado durante essa queda, objetos e criaturas caindo atingem ele, exatamente como fariam durante uma queda normal. Se um objeto ou criatura alcançar o topo da área sem atingir nada, ele permanecerá lá, oscilando ligeiramente, pela duração\nNo final da duração, objetos e criaturas afetadas caem de volta para baixo.", "duration": "Até 1 minuto", "higher_level": "", - "id": 281, + "id": "1727dcdc-b180-4a78-a26d-47bf8067f5b8", "level": 7, "locations": [ { @@ -6985,7 +6985,7 @@ "desc": "Uma criatura que você tocar, se torna invisível até a magia acabar. Qualquer coisa que o alvo esteja vestindo ou carregando fica invisível enquanto estiver de posse do alvo. A magia termina para o alvo caso ele ataque ou conjure uma magia.", "duration": "Até 1 hora", "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 3° nível ou superior, você pode afetar um alvo adicional para cada nível do espaço acima do 2°.", - "id": 195, + "id": "f13a846a-e5ce-421f-9602-ce298338c1d8", "level": 2, "locations": [ { @@ -7014,7 +7014,7 @@ "desc": "Você ou uma criatura que você possa tocar, se torna invisível até a magia acabar. Qualquer coisa que o alvo estiver vestindo ou carregando fica invisível enquanto estiver de posse do alvo.", "duration": "Até 1 minuto", "higher_level": "", - "id": 163, + "id": "b8c2c823-6955-4d93-af42-f32e3df689a0", "level": 4, "locations": [ { @@ -7042,7 +7042,7 @@ "desc": "Você invoca um espírito bestial. Ele se manifesta em um espaço não ocupado que você pode ver dentro do alcance. Esta forma corpórea usa o bloco de estatísticas Espírito Bestial. Ao lançar o feitiço, escolha um ambiente: Ar, Terra ou Água. A criatura se parece com um animal de sua escolha, nativo do ambiente escolhido, o que determina certas características em seu bloco de estatísticas. A criatura desaparece quando cai para 0 pontos de vida ou quando o feitiço termina.\nA criatura é uma aliada para você e seus companheiros. Em combate, a criatura compartilha sua contagem de iniciativa, mas realiza seu turno imediatamente após o seu. Ele obedece aos seus comandos verbais (nenhuma ação exigida de sua parte). Se você não emitir nenhum, ele executa a ação de Esquiva e usa seu movimento para evitar o perigo.\n\nESPÍRITO BESTIAL\nFesta pequena\n\nClasse de armadura: 11 + o nível do feitiço (armadura natural)\nPontos de golpe: 20 (apenas ar) ou 30 (apenas terra e água) + 5 para cada nível de magia acima do 2°\nVelocidade: 9 metros, subir 9 metros (apenas terra), voar 18 metros (apenas ar), nadar 9 metros. (Apenas água)\n\nFOR 18 (+4), DES 11 (+0), CON 16 (+3)\nINT 4 (-3), SAB 14 (+2), CAR 5 (-3)\n\n Sentidos: visão no escuro 18 metros, percepção passiva 12\nIdiomas: entende os idiomas que você fala\nDesafio: -\nBônus de aptidão: é igual ao seu bônus\n\nVoar De (somente ar)\nA besta não provoca ataques de oportunidade quando voa para fora do alcance do inimigo.\n\nTáticas de pacote (somente terra e água)\nA besta tem vantagem em uma jogada de ataque contra uma criatura se pelo menos um dos aliados da besta estiver a menos de 1,5 m da criatura e o aliado não estiver t incapacitado.\n\nRespiração de água (somente água)\nA besta só pode respirar debaixo d'água.\n\nAÇÕES\nAtaque múltiplo\nO b o leste faz um número de ataques igual à metade do nível do feitiço (arredondado para baixo).\n\nMalho\nAtaque com arma de Melee: seu modificador de ataque de feitiço para acertar, alcance 1,5 metros, um alvo. Acerto: 1d8 + 4 + o nível de dano perfurante do feitiço.", "duration": "Até 1 hora", "higher_level": "Quando você conjura esta magia usando um slot de magia de 3° nível ou superior, use o nível mais alto onde o nível da magia aparece no bloco de estatísticas.", - "id": 470, + "id": "a9d713a0-92c1-4722-a194-9bfdbe9a577a", "level": 2, "locations": [ { @@ -7072,7 +7072,7 @@ "desc": "Você invoca um espírito celestial. Ele se manifesta em uma forma angelical em um espaço desocupado que você pode ver dentro do alcance. Esta forma corpórea usa o bloco de estatísticas do Espírito Celestial. Ao lançar o feitiço, escolha Vingador ou Defensor. Sua escolha determina o ataque da criatura em seu bloco de estatísticas. A criatura desaparece quando cai para 0 pontos de vida ou quando o feitiço termina.\nA criatura é uma aliada para você e seus companheiros. Em combate, a criatura compartilha sua contagem de iniciativa, mas realiza seu turno imediatamente após o seu. Ele obedece aos seus comandos verbais (nenhuma ação exigida de sua parte). Se você não emitir nenhum, ele executa a ação de Esquiva e usa seu movimento para evitar o perigo.\n\nESPÍRITO CELESTIAL\nGrande celestial\n\nClasse de armadura: 11 + o nível do feitiço (armadura natural) + 2 (Defensor somente)\nHit Points: 40 + 10 para cada nível de magia acima do 5°\nVelocidade: 9 metros, voar 12 metros.\n\n FOR 16 (+3), DES 14 (+2), CON 16 (+3)\nINT 10 (+0), SAB 14 (+2), CAR 16 (+3)\n\nResistências a danos: radiante\nImunidades de condição: encantado, assustado\n Sentidos: visão no escuro 18 metros, percepção passiva 12\nIdiomas: Celestial , entende os idiomas que você fala\nDesafio: -\nBônus de proficiência: é igual ao seu bônus\n\nAÇÕES\nMultiataque\nO celestial faz um número de ataques igual à metade do nível deste feitiço (arredondado para baixo).\n\nArco Radiante (Vingador Apenas)\nAtaque de arma à distância: seu modificador de ataque mágico para acertar, alcance 45/180 metros, um alvo. Ataque: 2d6 + 2 + o nível de dano radiante do feitiço.\n\nMace Radiante (Apenas Defensor)\nAtaque de arma de combate: seu modificador de ataque de feitiço para acertar, alcance 1,5 metros, um alvo. Acerto: 1d10 + 3 + o nível de dano radiante do feitiço, e o celestial pode escolher a si mesmo ou outra criatura que possa ver a até 3 metros do alvo. A criatura escolhida ganha 1d10 pontos de vida temporários.\n\n Toque de Cura (1/dia)\nO celestial toca outra criatura. O alvo recupera magicamente os pontos de vida iguais a 2d8 + o nível do feitiço.", "duration": "Até 1 hora", "higher_level": "Quando você lançar esta magia usando um slot de magia de 6° nível ou superior, use o nível mais alto sempre que o nível da magia aparecer no bloco de estatísticas.", - "id": 471, + "id": "21b06573-64c0-484c-bf6c-e471dc03edfe", "level": 5, "locations": [ { @@ -7102,7 +7102,7 @@ "desc": "Você invoca o espírito de uma construção. Ele se manifesta em um espaço não ocupado que você pode ver dentro do alcance. Esta forma corpórea usa o bloco de estatísticas Construir Espírito. Ao lançar o feitiço, escolha um material: Barro, Metal ou Pedra. A criatura se parece com um golem ou modron (sua escolha) feito do material escolhido, que determina certas características em seu bloco de estatísticas. A criatura desaparece quando cai para 0 pontos de vida ou quando o feitiço termina.\nA criatura é uma aliada para você e seus companheiros. Em combate, a criatura compartilha sua contagem de iniciativa, mas realiza seu turno imediatamente após o seu. Ele obedece aos seus comandos verbais (nenhuma ação exigida de sua parte). Se você não emitir nenhum, ele executa a ação de Esquiva e usa seu movimento para evitar o perigo.\n\nCONFORUIR ESPÍRITO\nConstrução média\n\nClasse de armadura: 13 + o nível do feitiço (armadura natural)\nPontos de golpe: 40 + 15 para cada nível de magia acima do 3°\nVelocidade 9 metros.\n\nFOR 18 (+4), DES 10 (+0), CON 18 (+4)\nINT 14 (+2), SAB 11 (+0 ), CAR 5 (-3)\n\nResistências a danos: veneno\nImunidades de condição: encantado, exaustão, amedrontado, incapacitado, paralisado, petrificado, envenenado\n Sentidos: visão no escuro 18 metros, passivo Percepção 10\nIdiomas: entende as línguas que você fale\nDesafio: -\nBônus de aptidão: é igual ao seu bônus\n\nCorpo aquecido (apenas metal)\nUma criatura que toca o construto ou o atinge com um ataque corpo a corpo enquanto a 1,5 m dele sofre 1d10 de dano por fogo.\nLetargia de Stony (Apenas Pedra)\nQuando uma criatura que o construto pode ver começa seu turno dentro de 3 metros do construto, o construto pode forçá-la a fazer um teste de resistência de Sabedoria contra seu teste de resistência de magia. Em uma falha de salvamento, o alvo não pode usar reações e sua velocidade é reduzida pela metade até o início de seu próximo turno.\n\nAÇÕES\nAtaque múltiplo\nO construto faz um número de ataques igual à metade do nível deste feitiço (arredondado para baixo).\n\nSlam\nMelee Weapon Attack: seu modificador de ataque mágico para acertar, alcance 1,5 metros, um alvo. Acerto: 1d8 + 4 + o nível de dano do feitiço por espancamento.\n\nREAÇÕES\nAtaques frenéticos (somente argila)\nQuando o constructo sofre dano, ele faz um ataque de golpe contra uma criatura aleatória a menos de 1,5 m dela. Se nenhuma criatura estiver ao alcance, o constructo se move até a metade de sua velocidade em direção a um inimigo que pode ver, sem provocar ataques de oportunidade.", "duration": "Até 1 hora", "higher_level": "Quando você conjura esta magia usando um slot de magia de 4° nível ou superior, use o nível mais alto sempre que o nível da magia aparecer no bloco de estatísticas.", - "id": 472, + "id": "f4e9aaee-b0c4-4a57-99b1-85d0589641eb", "level": 4, "locations": [ { @@ -7132,7 +7132,7 @@ "desc": "Você invoca um espírito sombrio. Ele se manifesta em um espaço não ocupado que você pode ver dentro do alcance. Esta forma corpórea usa o bloco de estatísticas Espírito da Sombra. Ao lançar o feitiço, escolha uma emoção: Fúria, Desespero ou Medo. A criatura se assemelha a um bípede deformado marcado pela emoção escolhida, o que determina certas características em seu bloco de estatísticas. A criatura desaparece quando cai para 0 pontos de vida ou quando o feitiço termina.\nA criatura é uma aliada para você e seus companheiros. Em combate, a criatura compartilha sua contagem de iniciativa, mas realiza seu turno imediatamente após a sua. Ele obedece aos seus comandos verbais (nenhuma ação exigida de sua parte). Se você não emitir nenhum, ele executa a ação de Esquiva e usa seu movimento para evitar o perigo.\n\nESPÍRITO DE SOMBRA\nMonstruosidade média\n\nClasse de armadura: 11 + o nível do feitiço (armadura natural)\nPontos de golpe : 35 + 15 para cada nível de magia acima do 3°\nVelocidade: 12 metros.\n\nFOR 13 (+1), DES 16 (+3), CON 15 (+2)\nINT 4 (-3), SAB 10 ( +0), CAR 16 (+3)\n\nResistências a danos: necrótico\nImunidades de condição: medo\n Sentidos: visão no escuro 36 metros, percepção passiva 10\nIdiomas: compreende os idiomas que você fala\nDesafio: -\nBônus de proficiência: é igual ao seu bônus\n\n Frenesi Terror (Apenas Fúria)\nO espírito tem vantagem nas jogadas de ataque contra criaturas assustadas.\n\nPeso da Tristeza (Apenas Desespero)\nQualquer criatura, exceto você, que começa seu turno a menos de 1,5 m de o espírito tem sua velocidade reduzida em 6 metros até o início do próximo turno daquela criatura.\n\nAÇÕES\nAtaque múltiplo\nO espírito faz um número de ataques igual à metade do nível deste feitiço (arredondado para baixo).\n\nRasgo Frio\nMelee Ataque com arma: seu s modificador de ataque de chumbo para acertar, alcance 1,5 metros, um alvo. Acerto: 1d12 + 3 + o nível de dano por frio do feitiço.\n\n Grito terrível (1 / dia)\nO espírito grita. Cada criatura dentro de 9 metros dele deve ter sucesso em um teste de resistência de Sabedoria contra sua CD de resistência de magia ou ficar com medo do espírito por 1 minuto. A criatura assustada pode repetir o teste de resistência no final de cada um de seus turnos, terminando o efeito sobre si mesma com um sucesso.\n\nAÇÃO DE BÔNUS\nSombre Stealth (Somente Medo)\nEnquanto em pouca luz ou escuridão, o espírito leva o Ocultar ação.", "duration": "Até 1 hora", "higher_level": "Ao lançar a magia usando um slot de magia de 4° nível ou superior, use o nível mais alto sempre que o nível da magia aparecer no bloco de estatísticas.", - "id": 476, + "id": "990af238-77a5-4730-9689-e351b546aacf", "level": 3, "locations": [ { @@ -7162,7 +7162,7 @@ "desc": "Você invoca um espírito demoníaco. Ele se manifesta em um espaço não ocupado que você pode ver dentro do alcance. Esta forma corpórea usa o bloco de estatísticas Espírito Diabólico. Ao lançar o feitiço, escolha Demônio, Diabo ou Yugoloth. A criatura se parece com um demônio do tipo escolhido, o que determina certas características em seu bloco de estatísticas. A criatura desaparece quando cai para 0 pontos de vida ou quando o feitiço termina.\nA criatura é uma aliada para você e seus companheiros. Em combate, a criatura compartilha sua contagem de iniciativa, mas realiza seu turno imediatamente após o seu. Ele obedece aos seus comandos verbais (nenhuma ação exigida de sua parte). Se você não emitir nenhum, ele executa a ação de Esquiva e usa seu movimento para evitar o perigo.\n\nESPÍRITO FIENDISH\nGrande demônio\n\nClasse de armadura: 12 + o nível do feitiço (armadura natural)\nPontos de golpe: 50 (apenas demônio) ou 40 (apenas demônio) ou 60 (apenas Yugoloth) + 15 para cada nível de magia acima do 6°\nVelocidade: 12 metros, escalar 12 metros (apenas demônio), voar 18 metros (apenas demônio)\n\nFOR 13 (+1), DES 16 (+3), CON 15 (+2)\nINT 10 (+0), SAB 10 (+0), CAR 16 (+3)\n\n Resistências a danos: fogo\nImunidades a danos: veneno\nImunidades de condição: envenenado\n Sentidos: visão no escuro 18 metros, percepção passiva 10\nIdiomas: Abissal, Infernal, telepatia 18 metros.\nDesafio: -\nBônus de Proficiência: iguala seu bônus\n\nEstilos de morte ( Apenas Demônio)\nQuando o demônio cai para 0 pontos de vida ou o feitiço termina, o demônio explode, e cada criatura a até 3 metros dele deve fazer um teste de resistência de Destreza contra seu teste de resistência de magia. Uma criatura sofre 2d10 + o nível de dano de fogo deste feitiço em um teste de resistência falhado, ou metade do dano em um teste bem-sucedido.\n\nVisão do Diabo (Somente Diabo)\nA escuridão mágica não impede a visão no escuro do inimigo.\n\n Resistência Mágica\nO demônio tem vantagem em testes de resistência contra magias e outros efeitos mágicos.\n\nAÇÕES\nAtaque múltiplo\nO demônio faz um número de ataques igual à metade do nível deste feitiço (arredondado para baixo).\n\nMordida (somente demônio)\nMelee Ataque com arma: seu modificador de ataque de feitiço para acertar, alcance 1,5 metros, um alvo. Acerto: 1d12 + 3 + o nível de dano necrótico do feitiço.\n\nGarras (somente Yugoloth)\nAtaque de arma de melee: seu modificador de ataque de feitiço para acertar, alcance 1,5 metros, um alvo. Acerto: 1d8 + 3 + o nível de dano cortante do feitiço. Imediatamente após o ataque acertar ou errar, o demônio pode se teletransportar magicamente até 9 metros para um espaço desocupado que ele possa ver.\n\nFama de arremesso (apenas diabo)\nAtaque de feitiço de alcance: seu modificador de ataque de feitiço para acertar, alcance de 45 metros, um alvo. Acerto: 2d6 + 3 + o nível de dano por fogo do feitiço. Se o alvo for um objeto inflamável que não está sendo usado ou carregado, ele também pega fogo.", "duration": "Até 1 hora", "higher_level": "Quando você lançar esta magia usando um slot de magia de 7° nível ou superior, use o nível mais alto sempre que o nível da magia aparecer no bloco de estatísticas.", - "id": 475, + "id": "bc30657e-5c72-4d72-97aa-9be8177e4c78", "level": 6, "locations": [ { @@ -7191,7 +7191,7 @@ "desc": "Você pronuncia palavras abomináveis, convocando um demônio do caos do Abismo. Você escolhe o tipo do demônio, que deve seruμm dos de classificação de desafio S ou inferior, como um demônio das sombras ou um balgura. O demônio aparece em um espaço desocupado que você pode ver dentro do alcance, e o demônio desaparece quando ele cai para O pontos de vida ou quando a magia termina.\nRole iniciativa para o demônio, que tem seus próprios turnos. Quando você o convoca e em cada um de seus turnos, você pode emitir um comando verbal (não requer nenhuma ação de sua parte), dizendo o que ele deve fazer no seu próximo turno. Se você não emitir nenhum comando, ele passa a seu turno atacando qualquer criatura ao alcance que o tenha atacado.\nAo final de cada um turn o do demônio, ele faz um teste de resistência de Carisma. O demônio tem desvantagem nesse teste de resistência se você disser seu verdadeiro nome. Em um teste falho, o demônio continua a te obedecer. Em um teste bem-sucedido, o controle do demônio termina pelo resto da duração, e o demônio gasta seus turnos perseguindo e atacando os não demônios mais próximos da melhor forma possível. Se você parar de se concentrar na magia antes de atingir sua duração total, um demônio não controlado não desaparecerá por 1d6 rodadas se ainda tiver pontos de vida.\nComo parte da conjuração da magia, você pode formar um círculo no chão com o sangue utilizado como componente material. O círculo é grande o suficiente para abranger o seu espaço. Enquanto a magia dura, o demônio convocado não pode atravessar o círculo ou prejudicá-lo, e não pode atingir ninguém dentro dele. O uso do componente material des sa forma o consome quando a magia termina.", "duration": "Até 1 hora", "higher_level": "Em Níveis Superiores. Quando você conjura esta magia usando um espaço de magia de 5° nível ou superior, a classificação de desafio aumenta em 1 para cada nível do espaço de magia acima de 4°.", - "id": 436, + "id": "1b5400e1-3250-4789-8ae7-792d865d8896", "level": 4, "locations": [ { @@ -7220,7 +7220,7 @@ "desc": "Vocé pronuncia palavras abomináveis, convocando demônios do caos do abismo. Role na tabela a seguir para determinar o que aparece .\n1–2 Dois demônios de classificação de desafio 1 ou menor\n3–4 Quatro demônios de classificação de desafio 1/2 ou menor\n5–6 Oito demônios de cl assificação de desafio 1/4 ou menor\nO mestre escolhe os demônios, como manes ou dretches, e você escolhe os espaços desocupados que você pode ver dentro do alcance onde eles aparecem. Um demônio convocado desaparece quando ele cai para O pontos de vida ou quando a magia termina.\nOs demônios são hostis a todas as criaturas, incluindo você. Role iniciativa para os demônios invocados como um grupo, que tem seus próprios turnos. Os demônios perseguem e atacam os não­ demônios mais próximos da melhor forma possível. Como parte da conjuração da magia, você pode formar um círculo no chão com o sangue usado como componente material. O círculo é grande o suficiente para abranger o seu espaço. Enquanto a magia dura, os demônios convocados não podem atravessar o círculo ou prejudicá-lo, e eles não podem atingir ninguém dentro dele. O uso do componente material dessa forma o consome quando a magia termina.", "duration": "Até 1 hora", "higher_level": "Em Níveis Superiores. Quando você conjura esta magia usando um espaço de magia do 6° ou 7° nível, você convoca duas vezes mais demônios. Se você lançá-lo usando um espaço de magia do 8° ou 9° nível, você invoca três vezes mais demônios.", - "id": 437, + "id": "f72dfacb-4727-4542-9ef5-138b17cdb9dd", "level": 3, "locations": [ { @@ -7250,7 +7250,7 @@ "desc": "Você invoca um espírito elemental. Ele se manifesta em um espaço não ocupado que você pode ver dentro do alcance. Esta forma corpórea usa o bloco de estatísticas Espírito Elemental. Ao lançar o feitiço, escolha um elemento: Ar, Terra, Fogo ou Água. A criatura se assemelha a uma forma bípede envolvida no elemento escolhido, o que determina certas características em seu bloco de estatísticas. A criatura desaparece quando cai para 0 pontos de vida ou quando o feitiço termina.\nA criatura é uma aliada para você e seus companheiros. Em combate, a criatura compartilha sua contagem de iniciativa, mas realiza seu turno imediatamente após o seu. Ele obedece aos seus comandos verbais (nenhuma ação exigida de sua parte). Se você não emitir nenhum, ele executa a ação de Esquiva e usa seu movimento para evitar o perigo.\n\nESPÍRITO ELEMENTAL\nMédio elemental\n\nClasse de Armor: 11 + o nível do feitiço (armadura natural)\nPontos de golpe: 50 + 10 para cada nível de feitiço acima do 3°\nVelocidade: 12 metros; toca 12 metros (somente Terra); voar 12 metros (pairar) (somente ar); nadar 12 metros (somente água)\n\nFOR 18 (+4), DES 15 (+2), CON 17 (+3)\nINT 4 (-3), SAB 10 (+0), CAR 16 (+ 3)\n\n Resistências a danos: ácido (somente água); relâmpagos e trovões (apenas ar); perfuração e corte (somente Terra)\nImunidades a danos: veneno; fogo (apenas fogo)\nImunidades de condição: exaustão, paralisado, petrificado, envenenado, inconsciente\n Sentidos: visão no escuro 18 metros, percepção passiva 10\nIdiomas: Primordial, entende os idiomas que você fala\nDesafio: -\nBônus de proficiência: igual ao seu bônus\n\nForma amórfica (apenas Ar, Fogo e Água)\nO elemental pode se mover através de um espaço estreito de 1 polegada de largura sem comprimir.\n\nAÇÕES\nAtaque múltiplo\nO elemental faz um número de ataques igual à metade disso nível do feitiço (arredondado para baixo).\n\nSlam\nMelee Weapon Attack: seu modificador de ataque de feitiço para acertar, alcance 1,5 metros, um alvo. Acerto: 1d10 + 4 + o nível de dano do feitiço por concussão (apenas Ar, Terra e Água) ou dano de fogo (apenas Fogo).", "duration": "Até 1 hora", "higher_level": "Quando você conjura esta magia usando um slot de magia de 5° nível ou superior, use o nível mais alto sempre que o nível da magia aparecer no bloco de estatísticas.", - "id": 473, + "id": "b16f7d8f-ac66-4353-9f27-3cb1467c71bb", "level": 4, "locations": [ { @@ -7282,7 +7282,7 @@ "desc": "Você invoca um espírito fey. Ele se manifesta em um espaço não ocupado que você pode ver dentro do alcance. Esta forma corpórea usa o bloco de estatísticas Espírito Fey. Quando você lançar o feitiço, escolha um clima: Fumegante, Alegre ou Enganador. A criatura se assemelha a uma criatura fada de sua escolha, marcada pelo humor escolhido, que determina uma das características em seu bloco de estatísticas. A criatura desaparece quando cai para 0 pontos de vida ou quando o feitiço termina.\nA criatura é uma aliada para você e seus companheiros. Em combate, a criatura compartilha sua contagem de iniciativa, mas realiza seu turno imediatamente após o seu. Ele obedece aos seus comandos verbais (nenhuma ação exigida de sua parte). Se você não emitir nenhum, ele executa a ação de Esquiva e usa seu movimento para evitar o perigo.\n\nESPÍRITO FEY\nFey pequeno\n\nClasse de armadura: 12 + o nível do feitiço (armadura natural)\nPontos de golpe: 30 + 10 para cada nível de magia acima do 3°\nVelocidade: 12 metros.\n\nFOR 13 (+1), DES 16 (+3), CON 14 (+2)\nINT 14 (+2), SAB 11 (+ 0), CAR 16 (+3)\n\nImunidades de condição: encantado\n Sentidos: visão no escuro 18 metros, percepção passiva 10\nIdiomas: Silvano, entende os idiomas que você fala\nDesafio: -\nBônus de proficiência: iguala seu bônus\n\nAÇÕES\nAtaque múltiplo\nO feitiço faz um número de ataques igual à metade do nível do feitiço (arredondado para baixo).\n\nEspada curta\nAtaque com arma de fogo: seu modificador de ataque de feitiço para acertar, alcance 1,5 metros, um alvo. Acerto: 1d6 + 3 + o nível de dano perfurante do feitiço + 1d6 de dano de força.\n\nAÇÕES BÔNUS\nFey Step\n O fey magicamente se teletransporta até 9 metros para um espaço desocupado que pode ver. Em seguida, ocorre um dos seguintes efeitos, com base no humor escolhido pelo fey.\n\nFumoso\nO fey tem vantagem na próxima jogada de ataque que fizer antes do final deste turno.\n\nHumoroso\nO fey pode forçar uma criatura a ele pode ver até 3 metros dele para fazer um teste de resistência de Sabedoria contra seu CD de salvamento de magia. A menos que o teste de resistência seja bem-sucedido, o alvo é encantado por você e o fey por 1 minuto ou até que o alvo receba algum dano.\n\nTricksy\nThe fey pode preencher um cubo de 1,5 m a 1,5 m dele com escuridão mágica, que dura até o final de seu próximo turno.", "duration": "Até 1 hora", "higher_level": "Um menor dourado vale pelo menos 300 po.", - "id": 474, + "id": "a45e78d7-8219-4c50-a188-b05fb16b75f4", "level": 3, "locations": [ { @@ -7312,7 +7312,7 @@ "desc": "Você invoca um espírito morto-vivo. Ele se manifesta em um espaço não ocupado que você pode ver dentro do alcance. Esta forma corpórea usa o bloco de estatísticas Espírito Morto-Vivo. Ao lançar a magia, escolha a forma da criatura: Fantasmagórica, Pútrida ou Esquelética. O espírito se assemelha a uma criatura morta-viva com a forma escolhida, o que determina certas características em seu bloco de estatísticas. A criatura desaparece quando cai para 0 pontos de vida ou quando o feitiço termina.\nA criatura é uma aliada para você e seus companheiros. Em combate, a criatura compartilha sua contagem de iniciativa, mas realiza seu turno imediatamente após o seu. Ele obedece aos seus comandos verbais (nenhuma ação exigida de sua parte). Se você não emitir nenhum, ele executa a ação de Esquiva e usa seu movimento para evitar o perigo.\n\nESPÍRITO MORTO-VIVO\nMortivos mortos-vivos\n\nClasse de armadura: 11 + o nível do feitiço (armadura natural)\nPontos de golpe: 30 (Fantasmagórico e Pútrido apenas) ou 20 (Esqueletal apenas) + 10 para cada nível de magia acima do 3°\nVelocidade: 9 metros, voar 12 metros (pairar) (Fantasmagórico apenas)\n\nFOR 12 (+1), DES 16 (+3), CON 15 (+2)\nINT 4 (-3), SAB 10 (+0), CAR 9 (-1)\n\nImunidades a danos: necrótico, veneno\nImunidades de condição: exaustão, medo, paralisado, envenenado\nSentes: visão no escuro 18 m, passivo Percepção 10\nIdiomas: entende os idiomas que você fala\nDesafio: -\nBônus de aptidão: igual ao seu bônus\n\nAura purulenta (somente pútrido)\nQualquer criatura, além de você , que começa seu turno a menos de 1,5 m do espírito deve ser bem-sucedido em um teste de resistência de Constituição contra sua CD de resistência de feitiço ou ser envenenado até o início de seu próximo turno.\n\nPassagem Incorpórea (Apenas Fantasmagórico)\nO espírito pode se mover através de outros criaturas e objetos como se eles eram terrenos difíceis. Se terminar seu turno dentro de um objeto, ele é desviado para o espaço desocupado mais próximo e sofre 1d10 de dano de força para cada 1,5 metro percorrido.\n\nAÇÕES\nMultiataque\nO espírito faz um número de ataques igual à metade do nível do feitiço (arredondado para baixo).\n\nToque Mortal (Apenas Fantasmagórico)\nAtaque de Arma Melee: seu modificador de ataque mágico para atingir, alcance 1,5 metros, um alvo. Acerto: 1d8 + 3 + o nível de dano necrótico do feitiço, e a criatura deve ter sucesso em um teste de resistência de Sabedoria contra sua DC de salvamento de feitiço ou ficar com medo dos mortos-vivos até o final do próximo turno do alvo. )\nAtaque de arma à distância: seu modificador de ataque de feitiço para acertar, alcance 45 metros, um alvo. Acerto: 2d4 + 3 + o nível de dano necrótico do feitiço.\n\nGarra giratória (somente Pútrido)\nAtaque de arma de melee: seu modificador de ataque de feitiço para acertar, alcance 1,5 metros, um alvo. Acerto: 1d6 + 3 + o nível de dano cortante do feitiço. Se o alvo estiver envenenado, ele deve ter sucesso em um teste de resistência de Constituição contra sua CD de resistência de feitiço ou ficar paralisado até o final de seu próximo turno.", "duration": "Até 1 hora", "higher_level": "Quando você conjura esta magia usando um slot de magia de 4° nível ou superior, use o nível mais alto sempre que o nível da magia aparecer no bloco de estatísticas.", - "id": 477, + "id": "4680fadb-422b-4e17-9c23-9da964197c0f", "level": 3, "locations": [ { @@ -7341,7 +7341,7 @@ "desc": "Você toca um objeto pesando 5 quilos ou menos com maior dimensão de 1,8 metro ou menos. A magia deixa uma marca invisível na sua superfície e grava invisivelmente o nome do item na safira que você usou como componente material. A cada vez que você conjurar essa magia, você deve usar uma safira diferente.\nA qualquer momento, posteriormente, você pode usar sua ação para falar o nome do item e esmagar a safira. O item aparece instantaneamente em suas mãos, independentemente de distâncias físicas ou planares, e a magia termina.\nSe outra criatura estiver segurando ou carregando o item, esmagar a safira não irá transportar o item até você, ao invés disso, você descobre quem é a criatura possuindo o objeto e onde, vagamente, a criatura está localizada no momento.\nDissipar magia ou um efeito similar aplicado com sucesso na safira, termina o efeito da magia.", "duration": "Até ser dissipada", "higher_level": "", - "id": 110, + "id": "54d60565-b3b8-4714-ba3f-07321d0f98e7", "level": 6, "locations": [ { @@ -7369,7 +7369,7 @@ "desc": "Você é imune a todo tipo de dano até a magia terminar.", "duration": "Até 10 minutos", "higher_level": "", - "id": 406, + "id": "279d6daf-6f68-4574-bb16-c5cb39a6666e", "level": 9, "locations": [ { @@ -7397,7 +7397,7 @@ "desc": "Você convoca os espíritos da natureza os instiga contra seus inimigos. Escolha um ponto gue você pode ver dentro do alca nce. Os espíritos causam árvores, pedras e vegetação rasteira em um cubo de 18 metros a partir desse ponte a se tomar enm animados até o término da magia.\nGrama e Vegetação Rasteira. Qualquer área de terra no cubo que é coberta por grama ou raízes é considerada terreno dificil para seus inimigos.\nArvores. No início de cada um de seus turnos, cada um de seus inimigos a até 3 metros de distância de qualquer árvore deve ter sucesso em um teste de resistência de Destreza ou sofre 4d6 de dano de corte.\nRaízes e Vinhas. No final de cada uma dos seus turnos, uma criatura a sua escolha que está no chão na área de cobertura deve ter sucesso em um teste de resistência de Força ou ficará impedida até o fim da magia. Uma criatura impedida pode usar uma ação para fazer um teste de Força (Atletismo) contra seu CD de resistência de magia, finalizando o efeito sobre si em caso de sucesso.\nRochas. Como uma ação bônus no seu turno, você pode causar uma rocha solta na área de cobertura a se lançar contra uma criatura que você pode ver na área de cobertura. Faça um ataque de magia a distância contra o alvo. Num acerto, o alvo recebe 3d8 de dano não mágico de esmagamento, e deve ser bem sucedido em um teste de resistência de Força ou cair.", "duration": "Até 1 minuto", "higher_level": "", - "id": 455, + "id": "d4eae984-e43b-4f82-bd74-e381a2064628", "level": 5, "locations": [ { @@ -7424,7 +7424,7 @@ "desc": "Através dessa magia, uma criatura voluntária ou um objeto, pode ser escondido, seguro contra detecção pela duração. Quando você conjura essa magia e toca o alvo, ele fica invisível e não pode ser alvo de magias de adivinhação ou percebido através de sensores de vidência criados por magias de adivinhação.\nSe o alvo for uma criatura, ela entra num estado de animação suspensa. O tempo para de fluir para ela e ela não envelhece.\nVocê pode determinar uma condição para que a magia termine prematuramente. A condição pode ser qualquer coisa, à sua escolha, mas deve ocorrer ou ser visível a até 1,5 quilômetro do alvo. Exemplos incluem “depois de 1.000 anos” ou “quando o tarrasque despertar”. Essa magia também acaba se o alvo sofrer qualquer dano.", "duration": "Até ser dissipada", "higher_level": "", - "id": 292, + "id": "20efc673-203e-4702-8045-72cf40223c2c", "level": 7, "locations": [ { @@ -7451,7 +7451,7 @@ "desc": "Você bane uma criatura que você possa ver, dentro do alcance, para um semiplano labiríntico. O alvo permanece lá pela duração ou até escapar do labirinto. O alvo pode usar sua ação para tentar escapar. Quando o fizer, ele realiza um teste de Inteligência com CD 20. Se for bem sucedido, ele escapa e a magia termina (um minotauro ou um demônio goristro, obtém sucesso automaticamente).\nQuando a magia termina, o alvo reaparece no espaço que ela estava ou, se o espaço estiver ocupado, no espaço desocupado mais próximo.", "duration": "Até 10 minutos", "higher_level": "", - "id": 222, + "id": "0956a40a-f93a-49d1-90af-7dc00707baaf", "level": 8, "locations": [ { @@ -7480,7 +7480,7 @@ "desc": "Ao conjurar esta magia, você usa a corda para criar um círculo com um raio de 1,5 metros no chão. Quando você termina a conjuração, a corda desaparece e o círculo toma-se uma armadilha mágica.\nEsta armadilha é quase invisível, exigindo uma verificação de Inteligência (Investigação) bem-sucedida contra sua CD de resistência mágica para ser discernida.\nA armadilha dispara quando uma criatura pequena, média ou grande se move para o chão no raio da magia. Essa criatura deve ter sucesso em um teste de resistência de Destreza ou será magicamente presa no ar, deixando-a pendurada de cabeça para baixo a 90 centímetros acima do chão. A criatura é retida lá até a magia terminar.\nUma criatura retida pode fazer um teste de resistência de Destreza no final de cada uma de seus turnos, terminando o efeito sobre si mesmo em um sucesso. Alternativamente, a criatura ou outra pessoa que pode alcançá-la pode usar uma ação para fazer uma verificação de Inteligência (Arcanismo) contra sua CD de resistência mágica.\nEm um sucesso, o efeito de retenção termina. Depois que a armadilha é disparada, a magia termina quando nenhuma criatura está retida por ela.", "duration": "8 horas", "higher_level": "", - "id": 431, + "id": "c8f3bf77-d66a-4b06-b344-4d5ae3fa3597", "level": 1, "locations": [ { @@ -7509,7 +7509,7 @@ "desc": "Você altera o tempo ao redor de até seis criaturas, à sua escolha, num cubo de 12 metros, dentro do alcance. Cada criatura deve ser bem sucedida num teste de resistência de Sabedoria ou será afetada por essa magia pela duração.\nO deslocamento de um alvo afetado é reduzido à metade, ele sofre –2 de penalidade na CA e nos testes de resistência de Destreza e não pode usar reações. No turno dele, ele pode usar ou uma ação ou uma ação bônus, mas não ambas. Independentemente das habilidades ou itens mágicos da criatura, ela não poderá realizar mais de um ataque corpo-a-corpo ou à distância durante o turno dela.\nSe a criatura tentar conjurar uma magia com tempo de conjuração maior que 1 rodada, jogue um d20. Se cair 11 ou maior, a magia não surte efeito até o próximo turno da criatura e a criatura deve usar sua ação nesse turno para completar a magia. Se ela não puder, a magia é perdida.\nUma criatura afetada por essa magia faz outro teste de resistência de Sabedoria no final do turno dela. Se passar na resistência, o efeito acaba nela.", "duration": "Até 1 minuto", "higher_level": "", - "id": 304, + "id": "57c8d26b-7721-41b5-a1e5-fca220fd6a6b", "level": 3, "locations": [ { @@ -7541,7 +7541,7 @@ "desc": "Um feixe ofuscante de luzes coloridas ordenadas, surge da sua mão. Role 6d10; o total é a quantidade de pontos de vida de criaturas que essa magia pode afetar. As criaturas num cone de 4,5 metros, originado de você, são afetadas em ordem ascendente dos seus pontos de vida (ignorando criaturas inconsciente e que não podem ver).\nComeçando com as criaturas que tiverem menos pontos de vida, cada criatura afetada por essa magia ficará cega até o fim da magia. Subtraia os pontos de vida de cada criatura do total antes de considerar os pontos de vida da próxima criatura. Os pontos de vida de uma criatura devem ser iguais ou menores que o total restante para que essa criatura seja afetada.", "duration": "1 rodada", "higher_level": "Se você conjurar essa magia usando um espaço de magia de 2° nível ou superior, jogue 2d10 adicionais para cada nível do espaço acima do 1°.", - "id": 54, + "id": "baca5dce-f2c6-4579-ac91-a819edd0a30f", "level": 1, "locations": [ { @@ -7574,7 +7574,7 @@ "desc": "Uma criatura ou objeto, à sua escolha, que você possa ver, dentro do alcance, ergue-se verticalmente, até 6 metros e permanece suspenso lá pela duração. A magia pode levitar um alvo pesando até 250 quilos. Uma criatura involuntária que for bem sucedida num teste de resistência de Constituição não é afetada.\nO alvo pode se mover apenas ao puxar ou empurrar um objeto fixo ou superfície ao seu alcance (como um muro ou teto), permitindo que ele se mova como se estivesse escalando. Você pode mudar a altitude do alvo em até 6 metros em ambas as direções no seu turno. Se você for o alvo, você pode se mover para cima ou para baixo como parte do seu movimento. Do contrário, você precisa usar sua ação para mover o alvo, que deve permanecer dentro do alcance da magia.\nQuando a magia acaba, o alvo flutua suavemente até o chão, se ele ainda estiver no ar.", "duration": "Até 10 minutos", "higher_level": "", - "id": 202, + "id": "a2425b99-12d6-41ef-bc85-384ca8e0e421", "level": 2, "locations": [ { @@ -7602,7 +7602,7 @@ "desc": "Você forja uma ligação telepática entre até oito criaturas voluntárias, à sua escolha, dentro do alcance, ligando psiquicamente cada criatura a todas as outras, pela duração. Criaturas com valores de Inteligência 2 ou menos não são afetadas por essa magia.\nAté a magia acabar, os alvos podem se comunicar telepaticamente através do elo, independentemente de terem ou não um idioma em comum. A comunicação é possível a qualquer distância, apesar de não se estender a outros planos de existência.", "duration": "1 hora", "higher_level": "", - "id": 272, + "id": "bfa07596-ca0d-45ff-b09b-4931cccd05fa", "level": 5, "locations": [ { @@ -7633,7 +7633,7 @@ "desc": "Até a magia acabar, uma criatura voluntária que você tocar fica imune a dano psíquico, a qualquer efeito que poderia sentir suas emoções ou ler seus pensamentos, a magias de adivinhação e a condição enfeitiçado. A magia pode até mesmo evitar a magia desejo e magias ou efeitos de poder similar usados para afetar a mente do alvo ou para adquirir informações sobre ele.", "duration": "24 horas", "higher_level": "", - "id": 228, + "id": "f52e99f8-d2e4-4123-b60e-f83b3d197c7f", "level": 8, "locations": [ { @@ -7662,7 +7662,7 @@ "desc": "Descreva ou nomeie um tipo especifico de besta ou planta. Concentre-se na voz da natureza ao seu redor, você descobre a direção e distância da criatura ou planta mais próxima desse tipo dentro de 7,5 quilômetros, se houver alguma presente.", "duration": "Instantânea", "higher_level": "", - "id": 206, + "id": "8844d1bc-d23f-400d-9053-8ed3bd5585fa", "level": 2, "locations": [ { @@ -7695,7 +7695,7 @@ "desc": "Descreva ou nomeie uma criatura que seja familiar a você. Você sente a direção da localização da criatura, contanto que a criatura esteja a até 300 metros de você. Se a criatura se mover, você saberá a direção do movimento dela.\nA magia pode localizar uma criatura especifica que você conheça ou a criatura mais próxima de um tipo especifico (como um humano ou um unicórnio), desde que você já tenha visto tal criatura de perto – a até 9 metros – pelo menos uma vez. Se a criatura que você descreveu ou nomeou estiver em uma forma diferente, como se estiver sob efeito da magia metamorfose, essa magia não localizará a criatura.\nEssa magia não pode localizar uma criatura se água corrente de, pelo menos 3 metros de largura, bloquear o caminho direito entre você e a criatura.", "duration": "Até 1 hora", "higher_level": "", - "id": 207, + "id": "68d97d0c-9aa8-4c8e-9f51-8dc408c74f09", "level": 4, "locations": [ { @@ -7728,7 +7728,7 @@ "desc": "Descreva ou nomeie um objeto que seja familiar a você. Você sente a direção da localização do objeto, contanto que o objeto esteja a até 300 metros de você. Se o objeto estiver em movimento, você saberá a direção do movimento dele.\nA magia pode localizar um objeto especifico que você, desde que você já tenha o visto de perto – a até 9 metros – pelo menos uma vez. Alternativamente, a magia pode localizar o objeto de um tipo em particular mais próximo, como certo tipo de vestuário, joia, móvel, ferramenta ou arma.\nEssa magia não pode localizar um objeto se qualquer espessura de chumbo, até mesmo uma folha fina, bloquear o caminho direto entre você e o objeto.", "duration": "Até 10 minutos", "higher_level": "", - "id": 208, + "id": "cac9850a-8c9f-4711-8edf-0fc8319c958d", "level": 2, "locations": [ { @@ -7755,7 +7755,7 @@ "desc": "Até o fim da magia, quando você realizar um teste de Carisma, você pode substituir o número rolado por você por um 15. Além disso, não importa o que você diga, magias que determinam se você está dizendo a verdade indicarão que você está sendo sincero.", "duration": "1 hora", "higher_level": "", - "id": 157, + "id": "f4a868ad-20cd-4b11-88e7-aa44b403ca85", "level": 8, "locations": [ { @@ -7780,10 +7780,10 @@ "S" ], "concentration": false, - "desc": "\u2022 Uma criatura Média ou menor que você escolher deve ser bem sucedido num teste de resistência de Força ou será afastada 1,5 metros de você.\n\u2022 Você cria uma pequena raj ada de ar capaz de mover um objeto que não esteja sendo segurado nem carregado e que não pese mais de 2,5 quilos. O objeto é afastado 3 metro de voce. Ele não é empurrado com força suficiente para causar dano.\nVocê cria um efeito sensorial ínofensivo usanda o ar, como fazer folhas farfalharem, ventos fecharem persianas ou suas roupas balançarem com uma brisa.", + "desc": "• Uma criatura Média ou menor que você escolher deve ser bem sucedido num teste de resistência de Força ou será afastada 1,5 metros de você.\n• Você cria uma pequena raj ada de ar capaz de mover um objeto que não esteja sendo segurado nem carregado e que não pese mais de 2,5 quilos. O objeto é afastado 3 metro de voce. Ele não é empurrado com força suficiente para causar dano.\nVocê cria um efeito sensorial ínofensivo usanda o ar, como fazer folhas farfalharem, ventos fecharem persianas ou suas roupas balançarem com uma brisa.", "duration": "Instantânea", "higher_level": "", - "id": 394, + "id": "6c609c2d-cbf3-4d9c-98bc-ae9d62b61b22", "level": 0, "locations": [ { @@ -7812,7 +7812,7 @@ "desc": "Uma linha de vento forte, com 18 metros de comprimento e 3 metros de largura, é soprada de você em uma direção, à sua escolha, pela duração da magia. Cada criatura que começar seu turno na linha, deve ser bem sucedida num teste de resistência de Força ou será empurrada 4,5 metros para trás, na direção seguida pela linha. Qualquer criatura na linha deve gastar 3 metros de movimentação para cada 1,5 metro que ela se mover enquanto se aproxima de você.\nAs lufadas dispersam gases ou vapores e apagam velas, tochas e chamas similares desprotegidas na área. Elas fazem com que chamas protegidas, como as de lanternas, vibrem descontroladamente e tenham 50 por cento de chance de serem extintas.\nCom uma ação bônus, em cada um dos seus turnos, antes da magia acabar, você pode mudar a direção à qual a linha é soprada de você.", "duration": "Até 1 minuto", "higher_level": "", - "id": 169, + "id": "11b3ed83-e039-48d2-9a44-8b1931c052d7", "level": 2, "locations": [ { @@ -7845,7 +7845,7 @@ "desc": "Você toca um objeto que não tenha mais 3 metros em qualquer dimensão. Até a magia acabar, o objeto emite luz plena num raio de 6 metros e penumbra por 6 metros adicionais. Cobrir o objeto completamente com alguma coisa opaca bloqueará a luz. A magia termina se você conjura-la novamente ou dissipa-la com uma ação.\nSe você tentar afetar um objeto segurado ou vestido por uma criatura hostil, a criatura deve ser bem sucedida num teste de Destreza para evitar a magia.", "duration": "Até 1 hora", "higher_level": "", - "id": 203, + "id": "d7d5c2f9-a03a-4760-9888-5a39c900ee52", "level": 0, "locations": [ { @@ -7876,7 +7876,7 @@ "desc": "Uma esfera de luz, com 18 metros de raio, se espalha a partir de um ponto, à sua escolha, dentro do alcance. A esfera produz luz plena num raio de 18 metros e penumbra por 18 metros adicionais.\nSe você escolher um ponto em um objeto que você esteja segurando, ou um que não esteja sendo vestido ou carregado, a luz brilha a partir do objeto e se move com ele. Cobrir completamente o objeto afetado com um objeto opaco, como uma vasilha ou um elmo, bloqueará a luz.\nSe qualquer área dessa magia sobrepor uma área de escuridão criada por uma magia de 3° ou inferior, a magia que criou a escuridão será dissipada.", "duration": "1 hora", "higher_level": "", - "id": 89, + "id": "8f096fa7-b012-4ad5-a000-b822ae9f398a", "level": 3, "locations": [ { @@ -7905,7 +7905,7 @@ "desc": "Como parte da ação usada para conjurar esta magia, você deve fazer um ataque corpo a corpo com uma arma contra uma criatura dentro do alcance da magia, do contrário a magia falha. Se acertar, o alvo sofre os efeitos normais do ataque e fica envolto em uma energia efervescente até o começo do próximo turno do conjurador. Se o alvo se mover voluntariamente antes disso, ele imediatamente recebe 1d8 de dano trovejante e a magia encerra.\nEste dano da magia aumenta quando você alcança níveis maiores. No 5° nível o ataque corpo a corpo causa um dano extra trovejante de 1d8 ao alvo, e o dano sofrido pelo alvo ao mover-se sobe para 2d8. Ambas rolagens de dados aumentam em 1d8 no 11° nível e no 17° nível.", "duration": "1 rodada", "higher_level": "", - "id": 457, + "id": "0f2b8cf3-4f1f-4044-9da3-c4bd8e707c0e", "level": 0, "locations": [ { @@ -7933,7 +7933,7 @@ "desc": "Você evoca uma lâmina ardente em sua mão livre. A lâmina é similar em tamanho e formato a uma cimitarra e ela permanece pela duração. Se você soltar a lâmina, ela desaparece, mas você pode evocar a lâmina novamente com uma ação bônus.\nVocê pode usar sua ação para realizar ataques corpo-a- corpo com magia com a lâmina ardente. Se atingir, o alvo sofrerá 3d6 de dano de fogo.\nA lâmina flamejante emite luz plena a 3 metros de raio e penumbra por mais 3 metros adicionais.", "duration": "Até 10 minutos", "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 4° nível ou superior, o dano aumenta em 1d6 para cada dois níveis do espaço acima do 2°.", - "id": 141, + "id": "9cbfb368-1c37-42fe-8f5d-b2db17004793", "level": 2, "locations": [ { @@ -7965,7 +7965,7 @@ "desc": "Você entrelaça fios de sombra para criar uma espada de trevas solidas em sua mão. Esta espada mágica dura até a magia terminar. Ele conta como uma arma simples de combate corpo-a-corpo com a qual você é proficiente. Ela provoca um dano psíquico de 2d8 em um golpe e possui propriedades sutileza, leve e arremessável (alcance 6/18). Além disso, quando você usa a espada para atacar um alvo que está em luz fraca ou na escuridão, você faz a rolagem de ataque com vantagem.\nSe você soltar a arma ou arremessá-la, ela se dissipa no final do turno. Posteriormente, enquanto a magia persistir, você pode usar uma ação bônus para que a espada reapareça na sua mão.", "duration": "Até 1 minuto", "higher_level": "Em Níveis Superiores. Quando você lance esta magia usando um espaço de magia de 3° ou 4° nível, o dano aumenta para 3d8. Quando você a conjura usando um espaço de magia de 5° ou 6° nível, o dano aumenta para 4d8. Quando você o jo ga usando um espaço de magia de 7° nível ou superior, o dano aumenta para 5d8.", - "id": 425, + "id": "6a124b7a-d447-49cf-85ce-b7521736ca77", "level": 2, "locations": [ { @@ -7994,7 +7994,7 @@ "desc": "Como parte da ação usada para conjurar esta magia, você deve fazer um ataque corpo a corpo com uma arma contra uma criatura dentro do alcance da magia, do contrário a magia falha. Se acertar, o alvo sofre os efeitos normais do ataque e um chama verde salta do alvo até uma criatura que você possa ver que esteja a 1,5 dele. A segunda criatura recebe dano de fogo igual ao seu modificador de habilidade de conjuração.\nEste dano da magia aumenta quando você alcança níveis maiores. No 5° nivel o ataque corpo a corpo causa um dano extra de fogo de 1d8 ao alvo, e o dano da segunda criatura sobe para 1d8 + o seu modificador de habilidade de conjuração. Ambas rolagens de dados aumentam em 1d8 no 11° nível e no 17° nível.", "duration": "Instantânea", "higher_level": "", - "id": 458, + "id": "644e7998-66fc-4a3c-8ed0-cc4a83774dde", "level": 0, "locations": [ { @@ -8024,7 +8024,7 @@ "desc": "Você empunha a arma usada na conjuração do feitiço e faz um ataque corpo a corpo com ela contra uma criatura a menos de 1,5 metro de você. Em um acerto, o alvo sofre os efeitos normais do ataque com arma, e você pode fazer com que o fogo verde salte do alvo para uma criatura diferente de sua escolha que você pode ver a menos de 1,5 m dela. A segunda criatura sofre dano de fogo igual ao seu modificador de habilidade de conjuração.\nO dano deste feitiço aumenta quando você atinge certos níveis. No 5° nível, o ataque corpo a corpo causa 1d8 de dano de fogo extra ao alvo em um acerto, e o dano de fogo à segunda criatura aumenta para 1d8 + seu modificador de habilidade de conjuração. Ambas as jogadas de dano aumentam em 1d8 no 11° nível (2d8 e 2d8) e no 17° nível (3d8 e 3d8).", "duration": "Instantânea", "higher_level": "", - "id": 464, + "id": "b7ed59db-1d1c-44e1-a1b7-61ce757c370d", "level": 0, "locations": [ { @@ -8054,7 +8054,7 @@ "desc": "Você cria uma fenda plana em forma de lâmina com cerca de 3 de comprimento em um espaço desocupado que você pode ver dentro do alcance. A lâmina dura o resto. Ao lançar este feitiço, você pode fazer até dois ataques de feitiço corpo a corpo com a lâmina, cada um contra uma criatura, objeto solto ou estrutura a menos de 1,5 m da lâmina. Em um acerto, o alvo sofre 4d12 de dano de força. Este ataque obtém um acerto crítico se o número no d20 for 18 ou superior. Em um acerto crítico, a lâmina causa um dano de força extra de 8d12 (para um total de 12d12 de dano de força).\nComo uma ação bônus em seu turno, você pode mover a lâmina até 9 metros para um espaço desocupado que você pode ver e então faça até dois ataques de feitiço corpo a corpo com ela novamente.\nA lâmina pode passar sem causar danos por qualquer barreira, incluindo uma parede de força.", "duration": "Até 1 minuto", "higher_level": "", - "id": 461, + "id": "c63315a8-46e4-459d-b301-63d446218feb", "level": 9, "locations": [ { @@ -8085,7 +8085,7 @@ "desc": "Energia necromântica inunda uma criatura, à sua escolha, que você possa ver dentro do alcance, drenando sua umidade e vitalidade. O alvo deve realizar um teste de resistência de Concentração. O alvo sofre 8d8 de dano necrótico se falhar no teste, ou metade desse dano se obtiver sucesso. Essa magia não surte efeito em mortos- vivos ou constructos.\nSe você afetar uma criatura planta ou planta mágica, ela faz seu teste de resistência com desvantagem e a magia causa o máximo de dano a ela.\nSe você afetar uma planta não-mágica que não seja uma criatura, como uma árvore ou arbusto, ele não faz um teste de resistência; ela simplesmente seca e morre.", "duration": "Instantânea", "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 5° nível ou superior, o dano aumenta em 1d8 para cada nível do espaço acima do 4°.", - "id": 35, + "id": "3da4f0e9-ad58-476d-9b38-20d9126555d6", "level": 4, "locations": [ { @@ -8113,7 +8113,7 @@ "desc": "Você conjura uma residência extradimensional, dentro do alcance, que permanece pela duração. Você escolhe onde sua única entrada é localizada. A entrada brilha discretamente e tem 1,5 metro de largura por 3 metros de altura. Você e qualquer criatura que você designou, quando conjurou a magia, pode entrar na residência extradimensional enquanto o portal permanecer aberto. Você pode abrir ou fechar o portal se estiver a até 9 metros dele. Enquanto estiver fechado, o portal é invisível.\nAlém do portal existe um magnifico salão com inúmeros aposentos. A atmosfera é limpa, fresca e morna.\nVocê pode criar qualquer projeto de piso que quiser, mas o espaço não pode exceder 50 cubos, cada cubo tendo 3 metros de cada lado. O local é mobiliado e decorado como você desejar. Ele contém comida suficiente para servir nove banquetes para até 100 pessoas. Uma equipe de 100 servos quase-transparentes atende todos que entrarem. Você decide a aparência visual dos servos e o vestuário deles. Eles são completamente obedientes as suas ordens. Cada servo pode realizar qualquer tarefa que um servo humano comum poderia fazer, mas eles não podem atacar ou realizar qualquer ação que poderia causar maleficio direto a outra criatura. Portanto, os servos podem buscar coisas, limpar, remendar, dobrar roupas, acender lareiras, servir comida, despejar vinho e assim por diante. Os servos podem ir a qualquer lugar na mansão, mas não podem deixa-la. Mobília e outros objetos criados por essa magia viram fumaça se forem removidos da mansão. Quando a magia acabar, qualquer criatura dentro do espaço extradimensional é expelida para o espaço vago mais próximo da entrada.", "duration": "24 horas", "higher_level": "", - "id": 237, + "id": "6adf7a4a-b925-4b63-8dd8-0a1007b51f2b", "level": 7, "locations": [ { @@ -8140,10 +8140,10 @@ "S" ], "concentration": true, - "desc": "Chamas correm por seu corpo, emitindo luz plena num raio de 9 metros e penumbra por mais 9 metros adicionais pela duração da magia. As chamas não ferem você. Até a magia acabar, você ganha os seguintes beneficios:\n\u2022 Você é imune a dano de fogo e tem resistência a dano de frio.\n\u2022 Qualquer criatura que se mover a até 1,5 metros de você pela primeira vez em um turno ou terminar o turno dela ai, sofre 1d10 de dano de fogo.\n\u2022 Você pode usar sua ação para criar uma linha de fogo com 4,5 metros de comprimento e 1,5 metros de espessura que se estende de você em uma direção de sua escolha. Cada criatura na linha deve realizar um teste de resistência de Destreza. Uma criatura sofre 4d8 de dano de fogo se falhar na resistência, ou metade desse dano se obtiver sucesso.", + "desc": "Chamas correm por seu corpo, emitindo luz plena num raio de 9 metros e penumbra por mais 9 metros adicionais pela duração da magia. As chamas não ferem você. Até a magia acabar, você ganha os seguintes beneficios:\n• Você é imune a dano de fogo e tem resistência a dano de frio.\n• Qualquer criatura que se mover a até 1,5 metros de você pela primeira vez em um turno ou terminar o turno dela ai, sofre 1d10 de dano de fogo.\n• Você pode usar sua ação para criar uma linha de fogo com 4,5 metros de comprimento e 1,5 metros de espessura que se estende de você em uma direção de sua escolha. Cada criatura na linha deve realizar um teste de resistência de Destreza. Uma criatura sofre 4d8 de dano de fogo se falhar na resistência, ou metade desse dano se obtiver sucesso.", "duration": "Até 1 minuto", "higher_level": "", - "id": 402, + "id": "8428b421-24bb-47f1-8d74-3bdf0c3e7968", "level": 6, "locations": [ { @@ -8169,10 +8169,10 @@ "S" ], "concentration": true, - "desc": "Até a magia acabar, gelo cobre seu corpo, e você ganha os seguintes beneficios:\n\u2022 Você é imune a dano de frio e tem re sistência a dano de fogo.\n\u2022 Você pode se mover por terreno dificil criado por gelo ou neve sem gastar movimento extra.\n\u2022 O solo em um raio de 3 metros a sua volta é gelado e é terreno dificil para criaturas diferentes de você. O raio se move com você.\n\u2022 Você pode usar sua ação para criar um cone de 4,5 metros de vento gélido se estendendo da ponta da sua mão em uma direção de sua escolha. Cada criatura no cone deve realizar um teste de resistência de Constituição. Uma criatura sofre 4d6 de dano de frio se falhar na resistência, ou metade desse dano se obtiver sucesso. Uma criatura que falhe na resistência contra esse efeito tem seu deslocamento reduzido à metade até o início do seu prõximo turno.", + "desc": "Até a magia acabar, gelo cobre seu corpo, e você ganha os seguintes beneficios:\n• Você é imune a dano de frio e tem re sistência a dano de fogo.\n• Você pode se mover por terreno dificil criado por gelo ou neve sem gastar movimento extra.\n• O solo em um raio de 3 metros a sua volta é gelado e é terreno dificil para criaturas diferentes de você. O raio se move com você.\n• Você pode usar sua ação para criar um cone de 4,5 metros de vento gélido se estendendo da ponta da sua mão em uma direção de sua escolha. Cada criatura no cone deve realizar um teste de resistência de Constituição. Uma criatura sofre 4d6 de dano de frio se falhar na resistência, ou metade desse dano se obtiver sucesso. Uma criatura que falhe na resistência contra esse efeito tem seu deslocamento reduzido à metade até o início do seu prõximo turno.", "duration": "Até 1 minuto", "higher_level": "", - "id": 403, + "id": "18eda38e-cc2c-4c7b-b70b-7e39185215db", "level": 6, "locations": [ { @@ -8198,10 +8198,10 @@ "S" ], "concentration": true, - "desc": "Até a magia acabar, pedaços de pedra espalham-se pelo seu corpo, e você ganha os seguintes beneficios:\n\u2022 Você tem resistência a dano de concussão, cortante e perfurante de armas não mágicas.\n\u2022 Você pode usar sua ação para criar um pequeno terremoto no solo num raio de 4,5 metros, centrado em você. Outras criaturas no solo devem ser bem sucedidas num teste de resistência de Destreza ou cairão no chão.\n\u2022 Você pode se mover através de terreno dificil feito de terra ou rocha sem gastar movimento extra. Você pode se mover através de terra sólida ou rocha como se fosse ar e sem se desestabilizar, mas você não pode terminar seu movimento nela. Se você o fizer, você será ejetado para o espaço desocupado mais próximo, a magia acaba e você fica atordoado até o final do seu próximo turno.", + "desc": "Até a magia acabar, pedaços de pedra espalham-se pelo seu corpo, e você ganha os seguintes beneficios:\n• Você tem resistência a dano de concussão, cortante e perfurante de armas não mágicas.\n• Você pode usar sua ação para criar um pequeno terremoto no solo num raio de 4,5 metros, centrado em você. Outras criaturas no solo devem ser bem sucedidas num teste de resistência de Destreza ou cairão no chão.\n• Você pode se mover através de terreno dificil feito de terra ou rocha sem gastar movimento extra. Você pode se mover através de terra sólida ou rocha como se fosse ar e sem se desestabilizar, mas você não pode terminar seu movimento nela. Se você o fizer, você será ejetado para o espaço desocupado mais próximo, a magia acaba e você fica atordoado até o final do seu próximo turno.", "duration": "Até 1 minuto", "higher_level": "", - "id": 404, + "id": "957b8003-27f4-4310-8025-a4a7ca73e2bc", "level": 6, "locations": [ { @@ -8227,10 +8227,10 @@ "S" ], "concentration": true, - "desc": "Até a magia acabar, ventos correm em volta de você, e você ganha os seguintes beneficios:\n\u2022 Ataques à distância com arma feitos contra você tem desvantagem na jogada de ataque.\n\u2022 Você ganha deslocamento de voo de 18 metros. Se você ainda estiver voando quando a magia acabar você cai, a não ser que possa prevenir isso de alguma forma.\n\u2022 Você pode usar sua ação para criar um cubo de 4,5 metros de ventos r,odopian e$ centrados num ponto que você possa ver, a até 18 metros de você.\nCada criatura na áreá deve realizar um teste de resistência de Força. Uma criatura sofre 2d10 de dano de concussão se falhar na resistência, ou metade desse dano se obtiver sucesso. Se uma criatura Grande ou menor falhar na resistência, essa criatura também será empurrada até 3 metros para longe do centro do cubo.", + "desc": "Até a magia acabar, ventos correm em volta de você, e você ganha os seguintes beneficios:\n• Ataques à distância com arma feitos contra você tem desvantagem na jogada de ataque.\n• Você ganha deslocamento de voo de 18 metros. Se você ainda estiver voando quando a magia acabar você cai, a não ser que possa prevenir isso de alguma forma.\n• Você pode usar sua ação para criar um cubo de 4,5 metros de ventos r,odopian e$ centrados num ponto que você possa ver, a até 18 metros de você.\nCada criatura na áreá deve realizar um teste de resistência de Força. Uma criatura sofre 2d10 de dano de concussão se falhar na resistência, ou metade desse dano se obtiver sucesso. Se uma criatura Grande ou menor falhar na resistência, essa criatura também será empurrada até 3 metros para longe do centro do cubo.", "duration": "Até 1 minuto", "higher_level": "", - "id": 405, + "id": "304840d5-bc5d-46a5-b668-e0d035481ace", "level": 6, "locations": [ { @@ -8255,7 +8255,7 @@ "desc": "Poder sagrado irradia de você em uma aura de 9 metros de raio, despertando a audácia nas criaturas amigáveis. Até o final da magia, a aura se move, se mantendo centrada em você. Enquanto estiver na aura, cada criatura não-hostil (incluindo você) causa 1d4 de dano radiante extra quando atingir com ataques com arma.", "duration": "Até 1 minuto", "higher_level": "", - "id": 84, + "id": "4359fcdc-321f-4176-848e-8033fce32364", "level": 3, "locations": [ { @@ -8280,7 +8280,7 @@ "desc": "Da próxima vez que você atingir uma criatura com um ataque com arma, antes do fim da magia, a arma cintilará com radiação astral quando você golpear. O ataque causa 2d6 de dano radiante extra ao alvo, que se torna visível, se estava invisível, e o alvo emite penumbra em um raio de 1,5 metro e não pode ficar invisível até a magia acabar.", "duration": "Até 1 minuto", "higher_level": "Se você conjurar essa magia usando um espaço de magia de 3° nível ou superior, o dano extra aumenta em 1d6 para cada nível do espaço acima do 2°.", - "id": 40, + "id": "5fcf8354-dbdf-4636-99de-83fd2451ff56", "level": 2, "locations": [ { @@ -8305,7 +8305,7 @@ "desc": "Você escolhe uma criatura que possa ver, dentro do alcance e a marca misticamente como sua presa. Até a magia acabar, você causa 1d6 de dano extra ao alvo sempre que você o atingir com um ataque com arma e você tem vantagem em quaisquer testes de Sabedoria (Percepção) ou Sabedoria (Sobrevivência) feitos para encontrá-la. Se o alvo cair a 0 pontos de vida antes da magia acabar, você pode usar uma ação bônus, no seu turno subsequente para marcar uma nova criatura.", "duration": "Até 1 hora", "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 3° ou 4° nível, você poderá manter sua concentração na magia por até 8 horas. Quando você usar um espaço de magia de 5° nível ou superior, você poderá manter sua concentração na magia por até 24 horas.", - "id": 186, + "id": "09876ca4-7c59-4e69-8f07-6f89e6519db0", "level": 1, "locations": [ { @@ -8334,7 +8334,7 @@ "desc": "Você conjura uma onda de água que se choca contra uma área dentro do alcance. A área pode ter até 9 metros de comprimento, 3 metros de largura e 3 metros de altura. Cada criatura na área deve realizar um teste de resistência de Destreza. Se fracassar, uma criatura sofre 4d8 de dano de concussão e estará caída no chão. Se obtiver sucesso, uma criatura sofre metade desse dano e não será derrubada. A água então se espalha pelo solo em todas as direções. Extinguindo chamas desprotegidas em sua área e a até 9 metros dela.", "duration": "Instantânea", "higher_level": "", - "id": 443, + "id": "3f916c77-6e25-4185-973e-0bea3d61395b", "level": 3, "locations": [ { @@ -8365,7 +8365,7 @@ "desc": "Você projeta uma imagem fantasmagórica dos piores medos de uma criatura. Cada criatura num cone de 9 metros, deve ser bem sucedida num teste de resistência de Sabedoria ou largara o que quer que esteja segurando e ficará amedrontada pela duração.\nEnquanto estiver amedrontada por essa magia, uma criatura deve usar a ação de Disparada e fugir de você pela rota mais curta disponível em cada um dos turnos dela, a não ser que não haja lugar para onde se mover. Se a criatura terminar o turno dela em um local onde ela não tenha linha de visão sua, a criatura pode realizar um teste de resistência de Sabedoria. Se obtiver sucesso, a magia termina naquela criatura.", "duration": "Até 1 minuto", "higher_level": "", - "id": 128, + "id": "4354a132-ee70-4085-9645-6d67b8437db8", "level": 3, "locations": [ { @@ -8395,7 +8395,7 @@ "desc": "Através dessa magia, você usa um animal para entregar uma mensagem. Escolha uma besta Miúda que você possa ver dentro do alcance, como um esquilo, um gaio-azul ou um morcego. Você especifica um local, que você já deve ter visitado, e um remetente com uma descrição geral, como “um homem ou mulher vestido em um uniforme da guarda da cidade” ou “um anão ruivo vestindo um chapéu pontudo”. Você também fala uma mensagem com até vinte e cindo palavras. A besta alvo viaja pela duração da magia para o local especifico, cobrindo 75 quilômetros em 24 horas para um mensageiro voador ou 37,5 quilômetros para outros animais.\nQuando o mensageiro chegar, ele entrega sua mensagem para a criatura que você descreveu, repetindo o som da sua voz. O mensageiro fala apenas para uma criatura que tenha uma descrição compatível com a que ele recebeu. Se o mensageiro não alcançar o destino antes do fim da magia, a mensagem é perdida e a besta faz seu caminho de volta para onde você conjurou a magia.", "duration": "24 horas", "higher_level": "Se você conjurar essa magia usando um espaço de magia de 3° nível ou superior, a duração da magia aumenta em 48 horas para cada nível do espaço acima do 2°.", - "id": 6, + "id": "ab24f0db-4e0b-4c89-95e5-c56c96d97d3a", "level": 2, "locations": [ { @@ -8426,7 +8426,7 @@ "desc": "Você aponta seu dedo para uma criatura dentro do alcance e sussurra uma mensagem. O alvo (e apenas ele) ouvi a mensagem e pode responder com um sussurro que apenas você pode ouvir.\nVocê pode conjurar essa magia através de objetos sólidos se você tiver familiaridade com o alvo. Silêncio mágico, 30 centímetros de rocha, 2,5 centímetros de metal comum, uma fina camada de chumbo, ou 90 centímetros de madeira ou terra bloqueiam a magia. A magia não precisa seguir uma linha reta e pode viajar livremente, dobrando esquinas ou através de aberturas.", "duration": "1 rodada", "higher_level": "", - "id": 226, + "id": "501862be-3eae-4a0f-8470-a1740671a990", "level": 0, "locations": [ { @@ -8454,7 +8454,7 @@ "desc": "Você entra em um objeto ou superfície rochoso, grande o suficiente para comportar seu corpo inteiro, mesclando-se, junto com todo o equipamento que você esteja carregando, com a rocha pela duração. Usando seu movimento, você entra na rocha num ponto que você possa tocar. Nada da sua presença ficará visível ou, de outra forma, detectável por sentidos não-mágicos.\nEnquanto estiver imerso na rocha, você não pode ver o que está ocorrendo do lado de fora e, qualquer teste de Sabedoria (Percepção) que você fizer para ouvir os sons do lado de fora são feitos com desvantagem. Você continua consciente do tempo transcorrido e pode conjurar magias em você enquanto estiver imerso na rocha. Você pode usar seu movimento para sair da rocha onde você entrou, o que termina a magia. Do contrário, você não pode se mover.\nPequenos danos físicos a rocha não ferem você, mas destruição parcial ou uma mudança no formato (fazendo que você já não caiba mais dentro dela) expelirá você causando-lhe 6d6 de dano de concussão. A destruição completa da rocha (ou transmutação em uma substância diferente) expelirá você causando-lhe 50 de dano de concussão. Se você for expelido, você ficará caído no chão em um espaço desocupado perto de onde você entrou da primeira vez.", "duration": "8 horas", "higher_level": "", - "id": 223, + "id": "89723fa3-8db1-4004-acfb-f364d296a459", "level": 3, "locations": [ { @@ -8487,7 +8487,7 @@ "desc": "Essa magia transforma uma criatura que você possa ver, dentro do alcance, em uma nova forma. Uma criatura involuntária deve realizar um teste de resistência de Sabedoria para evitar o efeito. Um metamorfo obtém sucesso automaticamente nesse teste de resistência.\nA transformação permanece pela duração, ou até o alvo cair a 0 pontos de vida ou morrer. A nova forma pode ser qualquer besta a qual o nível de desafio seja igual ou menor que o do alvo (ou o nível do alvo, se ele não possuir um nível de desafio). As estatísticas de jogo do alvo, incluindo seus valores de habilidades mentais, são substituídas pelas estatísticas da besta escolhida. Ele mantem sua tendência e personalidade.\nO alvo assume os pontos de vida da sua nova forma. Quando ele reverter a sua forma normal, a criatura retorna à quantidade de pontos de vida que ela tinha antes da transformação. Se ela reverter como resultado de ter caído a 0 pontos de vida, qualquer dano excedente é recebido pela sua forma normal. Contato que o dano excedente não reduza os pontos de vida da forma normal da criatura a 0, ela não cairá inconsciente. Essa magia não pode afetar um alvo com 0 pontos de vida.\nA criatura é limitada em suas ações pela natureza da sua nova forma e ela não pode falar, conjurar magias ou realizar qualquer outra ação que precise de mãos ou de vocalização.\nO equipamento do alvo mescla-se a sua nova forma. O alvo não pode ativar, empunhar ou, de outra forma, se beneficiar de qualquer de seus equipamentos.", "duration": "Até 1 hora", "higher_level": "", - "id": 256, + "id": "3759b439-10aa-4b92-9638-790a4e6610d5", "level": 4, "locations": [ { @@ -8517,7 +8517,7 @@ "desc": "Escolha uma criatura ou objeto não-mágico que você possa ver, dentro do alcance. Você transforma a criatura em uma criatura diferente, a criatura em um objeto ou o objeto em uma criatura (o objeto não pode nem estar sendo vestido nem carregado por outra criatura). A transformação permanece pela duração ou até o alvo cair a 0 pontos de vida ou morrer. Se você se concentrar nessa magia por toda a duração, a transformação será permanente.\nMetamorfos não são afetados por essa magia. Uma criatura involuntária pode realizar um teste de resistência de Constituição e, se for bem sucedida, não será afetada por essa magia.\nCriatura em Criatura\nSe você transformar uma criatura em outro tipo de criatura, a nova forma pode ser de qualquer tipo que você desejar, contanto que o nível de desafio seja igual ou menor que o do alvo (ou o nível dele, caso o alvo não possua nível de desafio). As estatísticas de jogo do alvo, incluindo seus valores de habilidades mentais, são substituídas pelas estatísticas da nova forma. Ele mantem sua tendência e personalidade.\nO alvo assume os pontos de vida da sua nova forma e, quando ela reverter a sua forma normal, a criatura retorna à quantidade de pontos de vida que ela tinha antes da transformação. Se ela reverter como resultado de ter caído a 0 pontos de vida, qualquer dano excedente é recebido pela sua forma normal. Contato que o dano excedente não reduza os pontos de vida da forma normal da criatura a 0, ela não cairá inconsciente. Essa magia não pode afetar um alvo com 0 pontos de vida.\nA criatura é limitada em suas ações pela natureza da sua nova forma e ela não pode falar, conjurar magias ou realizar qualquer outra ação que precise de mãos ou de vocalização, a não ser que a nova forma seja capaz de tais ações.\nO equipamento do alvo mescla-se a sua nova forma. O alvo não pode ativar, empunhar ou, de outra forma, se beneficiar de qualquer de seus equipamentos.\nObjeto em Criatura\nVocê pode transformar um objeto em um tipo de criatura, contanto que o tamanho da criatura não seja maior que o tamanho do objeto e, o nível de desafio da criatura será 9 ou menor. A criatura é amigável a você e aos seus companheiros. Ela age em cada um dos seus turnos. Você decide qual ação ela realizará e como ela se move. O Mestre tem as estatísticas da criatura e resolve todas as ações e movimentos dela.\nSe a magia se tornar permanente, você não terá mais controle sobre a criatura. Ele pode continuar amigável a você, dependendo da forma como você a tratou.\nCriatura em Objeto\nSe você transformar uma criatura em um objeto, ela se transformará, junto com tudo que estiver vestindo ou carregando, nessa forma. As estatísticas da criatura tornam-se as do objeto e a criatura não se lembrará do tempo que passou nessa forma, depois da magia acabar e ela retornar a sua forma normal.", "duration": "Até 1 hora", "higher_level": "", - "id": 337, + "id": "70242b02-57db-4e5c-bd6a-469eee36d263", "level": 9, "locations": [ { @@ -8547,7 +8547,7 @@ "desc": "Você transforma até dez criaturas de sua escolha que você pode ver dentro do alcance. Um alvo ínvoluntário deve ter sucesso em um teste de resistência de Sabedoria para resistir à transformação. Um metamorfo não disposto é bem sucedido automaticamente no teste de resistência.\nCada alvo assume a forma de uma besta a sua escolha, e você pode escolher a mesma forma ou formas diferentes para cada alvo. A nova forma pode ser de qualquer animal que você já viu cuja classificação de desafio seja igual ou inferior à do alvo (ou metade do nível do alvo, se o alvo não tiver uma classificação de desafio). As estatísticas de jogo do alvo, incluindo pontuação de habilidade mental, são substituídas pelas estatísticas de o animal escolhido, mas o alvo mantém seus pontos de vida, alinhamento e personalidade.\nCada alvo ganha uma número de pontos de vida temporários igu al aos pontos de vida da sua nova forma. Esses pontos de vida temporários não podem ser substituídos por pontos de vida temporários de outra fonte. Um alvo retoma à sua forma normal quando não tem mais pontos de vida temporários ou morre. Se a magia terminar antes disso, a criatura perde todos os seus pontos de vida temporários e reverte para a sua forma normal.\nA criatura é limitada nas ações que pode realizar pela natureza da sua nova forma. Não pode falar, conjurar magias ou fazer qualquer outra coisa que exija mãos ou fala.\nOs equipamentos do alvo se fundem na nova forma. O alvo não pode ativar, usar, empunhar ou se beneficiar de qualquer do seu equipamento.", "duration": "Até 1 hora", "higher_level": "", - "id": 411, + "id": "0101041a-8143-4dd1-8a49-90767d471754", "level": 9, "locations": [ { @@ -8576,7 +8576,7 @@ "desc": "Você cria seis pequenos meteoros no seu espaço. Eles voam no ar e orbitam você pela duração da magia. Quando você conjura essa magia - e com uma ação bónus em cada um dos turnos subsequentes - você pode gastar um ou dois meteoros, enviando- os diretamente para um ponto ou pontos que você escolher, a atê 36 metros de você. Quando um meteoro alcança seu destino ou atinge uma superficie sólida, ele explode. Cada criatura a até 1,5 metros do ponto onde o meteoro explodiu deve realizar um teste de resistência de Destreza. Uma criatura sofre 2d6 de dano de fogo se falhar na resistência, ou metade desse dano se obtiver sucesso.", "duration": "Até 10 minutos", "higher_level": "Em Níveis Superiores. Quando você conjura essa magia usando um espaço de magia de 4° nível ou superior, a quantidade de meteoros que você cria aumenta em dois para cada nível do espaço acima do 3°.", - "id": 413, + "id": "8de5b7ff-b0bb-4dac-a382-a5df182bf6f1", "level": 3, "locations": [ { @@ -8604,7 +8604,7 @@ "desc": "Você dirige um pico desorientador de energia psíquica na mente de uma criatura que você pode ver dentro do alcance. O alvo deve ter sucesso em um teste de resistência de Inteligência ou sofrer 1d6 de dano psíquico e subtrair 1d4 do próximo teste de resistência antes do final de seu próximo turno.\nO dano deste feitiço aumenta em 1d6 quando você atinge certos níveis: 5° nível (2d6), 11° nível (3d6) e 17° nível (4d6).", "duration": "1 rodada", "higher_level": "", - "id": 467, + "id": "93f831c3-9793-42c8-ae5a-564a23a3deed", "level": 0, "locations": [ { @@ -8634,7 +8634,7 @@ "desc": "Você faz um terreno em uma área de até 1,5 quilômetro quadrados pareça, soe, cheire e, até, sinta com outro tipo de terreno natural. Os formatos gerais do terreno permanecem os mesmos, no entanto. Campos abertos ou uma estrada podem ser modificados para se assemelharem a um pântano, colina, fenda ou algum outro tipo de terreno difícil ou intransponível. Uma lagoa pode ser modificada para se parecer com um prado, um precipício com um declive suave ou um barranco pedregoso com uma estrada larga e lisa.\nSimilarmente, você pode alterar a aparência de estruturas ou adiciona-las onde nenhuma existia. A magia não disfarça, esconde ou adiciona criaturas.\nA ilusão inclui elementos audíveis, visuais, táteis e olfativos, portanto, ela pode transformar solo limpo em terreno difícil (ou vice-versa) ou, de outra forma, impedir o movimento através da área. Qualquer porção de terreno ilusório (como uma rocha ou galho) que seja removida da área da magia desaparece imediatamente.\nCriaturas com visão verdadeira podem ver através da ilusão a verdadeira forma do terreno; porém, todos os outros elementos da ilusão permanecem, então, mesmo que a criatura esteja ciente da presença da ilusão, ela ainda interage fisicamente com a ilusão.", "duration": "10 dias", "higher_level": "", - "id": 230, + "id": "66ceac26-4619-459a-8f6d-bfb8cf7684e7", "level": 7, "locations": [ { @@ -8663,7 +8663,7 @@ "desc": "Você impõe um comando mágico a uma criatura que você possa ver, dentro do alcance, forçando-a a fazer algum serviço ou reprimindo-a por alguma ação ou curso de atividade, como você decidir. Se a criatura puder compreender você, ela deve ser bem sucedida num teste de resistência de Sabedoria ou ficará enfeitiçada por você pela duração. Enquanto a criatura estiver enfeitiçada por você, ela sofrerá 5d6 de dano psíquico toda vez que ela agir de maneira diretamente contrária às suas instruções, mas não mais de uma vez por dia. Uma criatura que não puder compreender você não é afetada por essa magia.\nVocê pode emitir qualquer comando que escolher, exceto uma atividade que resulte em morte certa. Se você emitir um comando suicida, a magia termina.\nVocê pode terminar a magia prematuramente usando uma ação para dissipa-la. As magias remover maldição, restauração maior ou desejo também podem termina-la.", "duration": "30 dias", "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 7° ou 8° nível, a duração será 1 ano. Quando você conjurar essa magia usando um espaço de magia de 9° nível, a magia dura até ser terminada por uma das magias mencionadas acima.", - "id": 154, + "id": "1028cf42-d879-40b9-88be-9d7b45166fb4", "level": 5, "locations": [ { @@ -8690,7 +8690,7 @@ "desc": "Você tenta modelar as memórias de outra criatura. Uma criatura que você possa ver, deve realizar um teste de resistência de Sabedoria. Se você estiver lutando com a criatura, ela terá vantagem no teste de resistência. Se falhar na resistência, o alvo fica enfeitiçado por você pela duração. O alvo enfeitiçado está incapacitado e não sabe o que está acontecendo seu redor, apesar de ainda poder ouvir você. Se ele sofrer qualquer dano ou for alvo de outra magia, essa magia acaba, e nenhuma das memórias do alvo é modificada.\nEnquanto esse feitiço durar, você pode afetar a memória sobre um evento que o alvo participou nas últimas 24 horas e que não tenha durado mais de 10 minutos. Você pode, permanentemente, eliminar todas as memórias desse evento, permitir que o alvo relembre do evento com perfeita clareza e riqueza de detalhes, mudar sua memória sobre os detalhes do evento ou criar uma memória de outro evento qualquer.\nVocê deve falar ao alvo para descrever como sua memória é afetada e ele deve ser capaz de compreender seu idioma para que as memórias modificadas se enraízem. A mente dele preenche qualquer lacuna nos detalhes da sua descrição. Se a magia terminar antes de você ter finalizado a descrição das memórias modificadas, a memória da criatura não será alterada. Do contrário, as memórias modificadas tomam lugar quando a magia acabar.\nUma memória modificada não afeta, necessariamente, como uma criatura se comporta, particularmente se a memória contradiz as inclinações, tendência ou crenças naturais da criatura. Uma modificação ilógica na memória, como implantar uma memória de como a criatura gosta de se encharcar de ácido, é repudiada, talvez como um sonho ruim. O Mestre pode considerar uma modificação na memória muito absurda para afetar uma criatura de uma forma significativa.\nUma magia remover maldição ou restauração maior, conjurada no alvo, restaura a verdadeira memória da criatura.", "duration": "Até 1 minuto", "higher_level": "Se você conjurar essa magia usando um espaço de magia de 6° nível ou superior, você pode alterar a memória do alvo de um evento que aconteceu a até 7 dias atrás (6° nível), 30 dias atrás (7° nível), 1 ano atrás (8° nível) ou em qualquer momento do passado da criatura (9° nível).", - "id": 234, + "id": "cdffc131-a441-450a-ab74-c5b02b5391c5", "level": 5, "locations": [ { @@ -8720,7 +8720,7 @@ "desc": "Você toca um objeto de pedra de tamanho Médio ou menor, ou uma seção de rocha com não mais de 1,5 metro em qualquer dimensão e modela-a em qualquer forma que sirva aos seus propósitos. Então, por exemplo, você poderia modelar uma pedra grande em uma arma, ídolo ou caixão, ou fazer uma pequena passagem através de um muro, contanto que o muro não tenha mais de 1,5 metro de espessura. Você poderia, também, modelar uma porta de pedra ou sua moldura para selar a porta. O objeto que você cria pode ter até duas dobradiças e um trinco, mas detalhes mecânicos mais complexos não são possíveis.", "duration": "Instantânea", "higher_level": "", - "id": 315, + "id": "d217504c-e0fd-45cc-8d67-a777efdcb78a", "level": 4, "locations": [ { @@ -8745,10 +8745,10 @@ "S" ], "concentration": false, - "desc": "Você escolhe uma porção de detritos ou pedra que você possa ver, dentro do alcance, e que caiba num cubo de 1,5 metros. Você manipula-a de uma das seguintes maneiras:\n\u2022Se você afetar uma área de teyra, solta, você pode escava-la instantaneamente, moven,dct-a pelo solo e depositando-a 1,5 metros de distância Esse movimento não tem força suficiente para causar dano.\n\u2022 Você faz com que formas, cores ou ambos apareçam na terra ou pedra, escrevendo palavras, criando imagens ou moldando padrões. As mudanças duram por 1 hora.\n\u2022 Se a terra ou pedra que você afetou estiver no solo, você faz com que ele se tome terreno di:ficil. Alternativamente, você pode fazer com que solo se tome terreno normal, caso ele já seja terreno dificil. Essa mudança dura por 1 hora.\nSe você conjurar essa magia diversas vezes, você pode ter até dois dos seus efeitos não instantâneos ativos ao mesmo tempo, e você pode dissipar um efeito desses com uma ação.", + "desc": "Você escolhe uma porção de detritos ou pedra que você possa ver, dentro do alcance, e que caiba num cubo de 1,5 metros. Você manipula-a de uma das seguintes maneiras:\n•Se você afetar uma área de teyra, solta, você pode escava-la instantaneamente, moven,dct-a pelo solo e depositando-a 1,5 metros de distância Esse movimento não tem força suficiente para causar dano.\n• Você faz com que formas, cores ou ambos apareçam na terra ou pedra, escrevendo palavras, criando imagens ou moldando padrões. As mudanças duram por 1 hora.\n• Se a terra ou pedra que você afetou estiver no solo, você faz com que ele se tome terreno di:ficil. Alternativamente, você pode fazer com que solo se tome terreno normal, caso ele já seja terreno dificil. Essa mudança dura por 1 hora.\nSe você conjurar essa magia diversas vezes, você pode ter até dois dos seus efeitos não instantâneos ativos ao mesmo tempo, e você pode dissipar um efeito desses com uma ação.", "duration": "Especial", "higher_level": "", - "id": 417, + "id": "a8dcd4ed-fb17-4af3-89cf-4b9ba185f38c", "level": 0, "locations": [ { @@ -8772,10 +8772,10 @@ "S" ], "concentration": false, - "desc": "Você escolhe uma área de á gua que você possa ver, dentro do alcance, e que caiba num cubo de 1,5 metros. Você manipula-a de uma das seguintes maneiras:\n\u2022 Você move instantaneamente ou, de al guma outra forma, muda o curso da água como você ordenar, até 1,5 metros em qualquer direção. Esse movimento não tem força suficiente para causar dano.\n\u2022 Você faz com que a água forme formas simples e se anime como você ordenar. Essa mudança dura por 1 hora.\n\u2022 Você muda a cor ou opacidade da águ a. A água deve ser modificada da mesma forma por inteiro. Essa mudança dura por 1 hora.\n\u2022 Você congela a água, considerando que não haja criaturas nela. A águ a descongela em 1 hora.\nSe você conjurar essa magia diversas vezes, você pode ter atê dois dos seus efeitos não instantâneos ativos ao mesmo tempo, e você pode dissipar um efeito desses com uma ação.", + "desc": "Você escolhe uma área de á gua que você possa ver, dentro do alcance, e que caiba num cubo de 1,5 metros. Você manipula-a de uma das seguintes maneiras:\n• Você move instantaneamente ou, de al guma outra forma, muda o curso da água como você ordenar, até 1,5 metros em qualquer direção. Esse movimento não tem força suficiente para causar dano.\n• Você faz com que a água forme formas simples e se anime como você ordenar. Essa mudança dura por 1 hora.\n• Você muda a cor ou opacidade da águ a. A água deve ser modificada da mesma forma por inteiro. Essa mudança dura por 1 hora.\n• Você congela a água, considerando que não haja criaturas nela. A águ a descongela em 1 hora.\nSe você conjurar essa magia diversas vezes, você pode ter atê dois dos seus efeitos não instantâneos ativos ao mesmo tempo, e você pode dissipar um efeito desses com uma ação.", "duration": "Especial", "higher_level": "", - "id": 427, + "id": "ad3f9446-99d4-4a97-96b1-aae5e913b2f0", "level": 0, "locations": [ { @@ -8801,7 +8801,7 @@ "desc": "Uma criatura Grande, quase-real, similar a um cavalo, aparece no solo em um espaço desocupado, à sua escolha, dentro do alcance. Você decide a aparência da criatura, mas ela é equipada com sela, estribo e arreio. Qualquer equipamento criado por essa magia vira fumaça caso se afaste a mais de 3 metros da montaria.\nPela duração, você ou a criatura que você escolher, pode cavalgar a montaria. A criatura usa as estatísticas de um cavalo de montaria, exceto por seu deslocamento ser de 30 metros e poder viajar 15 quilômetros em uma hora, ou 20 quilômetros em um ritmo rápido. Quando a magia acaba, a montaria desaparece gradualmente, dando ao cavaleiro 1 minuto para desmontar. A magia acaba se você usar uma ação para dissipa-la ou se a montaria sofrer qualquer dano.", "duration": "1 hora", "higher_level": "", - "id": 250, + "id": "3c342f29-0954-4b5e-90e1-bf26a314b32f", "level": 3, "locations": [ { @@ -8830,7 +8830,7 @@ "desc": "Você invoca espíritos dos mortos, que voam ao seu redor durante o feitiço. Os espíritos são intangíveis e invulneráveis.\nAté que o feitiço termine, qualquer ataque que você fizer causa 1d8 de dano extra quando você acerta uma criatura a até 3 metros de você. Este dano é radiante, necrótico ou frio (sua escolha ao lançar o feitiço). Qualquer criatura que receber este dano não pode recuperar pontos de vida até o início de seu próximo turno.\nAlém disso, qualquer criatura de sua escolha que você possa ver que começa seu turno a menos de 3 metros de você tem sua velocidade reduzida em 3 metros até o início de seu próximo turno.", "duration": "Até 1 minuto", "higher_level": "Quando você lança este feitiço usando um slot de magia de 4° nível ou superior, o dano aumenta em 1d8 para cada dois níveis de slot acima do 3°.", - "id": 468, + "id": "a4bc9143-ed56-440d-86e5-0d73fc56f786", "level": 3, "locations": [ { @@ -8861,7 +8861,7 @@ "desc": "Escolha uma área de terreno não maior que 12 metros de lado, dentro do alcance. Você pode remodelar terra, areia ou barro na área da maneira que quiser, pera duração. Você pode erguer ou abaixar a elevação da área, criar ou preencher valas, levantar ou deitar um muro ou formar uma coluna. A extensão de tais mudanças não pode exceder metade da maior dimensão da área. Portanto, se você afetar um quadrado de 12 metros, você poderá criar um pilar de até 6 metros de altura, erguer ou abaixar a elevação do quadrado em até 6 metros ou cavar uma vala de até 6 metros de profundidade e assim por diante. Leva 10 minutos para completar essas modificações.\nAo final de cada 10 minutos que você gastar se concentrando nessa magia, você pode escolher uma nova área de terreno para afetar.\nDevido às transformações no terreno ocorrerem lentamente, as criaturas na área normalmente não podem ficar presas ou sofrer dano pela movimentação do solo.\nEssa magia pode manipular rocha natural ou construções de pedra. Pedra e estruturas deslocam-se para acomodar o novo terreno. Se a forma pela qual você modela o terreno poderia tornar uma estrutura instável, ela poderá desmoronar.\nSimilarmente, essa magia não afeta diretamente o crescimento da vegetação. A terra movida carrega quaisquer plantas no caminho junto com ela.", "duration": "Até 2 horas", "higher_level": "", - "id": 240, + "id": "5d06bd32-3a6f-4c60-aa56-f2ee7219a9e7", "level": 6, "locations": [ { @@ -8893,7 +8893,7 @@ "desc": "Você toca uma criatura voluntária. Pela duração, os movimentos do alvo não são afetados por terreno difícil e magias e outros efeitos mágicos também não podem reduzir o deslocamento do alvo ou fazer com que o alvo fique paralisado ou impedido.\nO alvo também pode gastar 1,5 metro de deslocamento para escapar, automaticamente, de impedimentos não- mágicos, como algemas ou o agarrão de uma criatura. Finalmente, estar submerso não impõe penalidades no deslocamento ou ataques do alvo.", "duration": "1 hora", "higher_level": "", - "id": 150, + "id": "a364a318-ede9-46b3-87f8-27dada65df28", "level": 4, "locations": [ { @@ -8920,7 +8920,7 @@ "desc": "Uma plano cintilante multicolorido de luzes forma uma parece vertical opaca – de até 27 metros de comprimento, 9 metros de altura e 2,5 centímetros de espessura – centrada num ponto que você possa ver, dentro do alcance. Alternativamente, você pode moldar a muralha numa esfera de 9 metros de diâmetro centrada num ponto, à sua escolha, dentro do alcance. A muralha permanece no lugar pela duração. Se você posicionar a muralha de forma que ela passaria através do espaço ocupado por uma criatura, a magia falha e sua ação e o espaço de magia são desperdiçados.\nA muralha emite luz plena num raio de 30 metros e penumbra por 30 metros adicionais. Você e as criaturas designadas, no momento que você conjurou a magia, podem passar através e permanecer perto da muralha sem se ferirem. Se outra criatura que puder ver a muralha se aproximar mais de 6 metros dela ou começar seu turno lá, a criatura deve realizar um teste de resistência de Constituição ou ficará cega por 1 minuto.\nA muralha consiste em sete camadas, cada uma de uma cor diferente. Quando uma criatura tenta tocar ou passar através da muralha, ela atravessa uma camada de cada vez, até atravessar todas as camadas da muralha. À medida que ela passa ou toca cada camada, a criatura realiza um teste de resistência de Destreza ou será afetada pelas propriedades daquela camada, como descrito abaixo.\nA muralha pode ser destruída, também, uma camada por vez, em ordem de vermelho à violeta, pelos meios especificados em cada camada. Quando uma camada é destruída, ela permanece assim pela duração da magia. Um bastão do cancelamento destrói uma muralha prismática, mas um campo antimagia não produz efeito nela.\n1. Vermelho. O alvo sofre 10d6 de dano de fogo se falhar na resistência ou metade desse dano se obtiver sucesso. Enquanto essa camada estiver no lugar, ataques à distância não-mágicos não podem atravessar a muralha. A camada pode ser destruída causando, pelo menos, 25 de dano de frio a ela.\n2. Laranja. O alvo sofre 10d6 de dano de ácido se falhar na resistência ou metade desse dano se obtiver sucesso. Enquanto essa camada estiver no lugar, ataques à distância mágicos não podem atravessar a muralha. A camada pode ser destruída por um vento forte.\n3. Amarelo. O alvo sofre 10d6 de dano elétrico se falhar na resistência ou metade desse dano se obtiver sucesso. A camada pode ser destruída causando, pelo menos, 60 de dano de energia a ela.\n4. Verde. O alvo sofre 10d6 de dano de veneno se falhar na resistência ou metade desse dano se obtiver sucesso. A magia criar passagem ou outra magia de nível igual ou superior que possam abrir um portal em uma superfície sólida, destroem essa camada.\n5. Azul. O alvo sofre 10d6 de dano de frio se falhar na resistência ou metade desse dano se obtiver sucesso. A camada pode ser destruída causando, pelo menos, 25 de dano de fogo a ela.\n6. Anil. Se falhar na resistência, o alvo ficará impedido. Ele deve então, fazer um teste de resistência de Constituição ao final de cada um dos turnos dele. Se obtiver sucesso três vezes, a magia termina. Se falhar na resistência três vezes, ela se torna pedra é afetada pela condição petrificado. Os sucessos e falhas não precisam ser consecutivos; anote ambos os resultados até o alvo acumular três de mesmo tipo.\nEnquanto essa camada estiver no lugar, magias não podem ser conjuradas através da muralha. A camada pode ser destruída por luz plena emitida pela magia luz do dia ou uma magia similar de nível equivalente ou superior.\n7. Violeta. Se falhar na resistência, o alvo ficará cego. Ele deve realizar um teste de resistência de Sabedoria no início do seu próximo turno. Um sucesso na resistência acaba com a cegueira. Se falhar na resistência, a criatura é transportada para outro plano de existência, escolhido pelo Mestre, e não estará mais cego. (Tipicamente, uma criatura que esteja em um plano que não seja o seu plano natal é banida para lá, enquanto que outras criaturas geralmente são enviadas para os Planos Astral ou Etéreo.) Essa camada é destruída pela magia dissipar magia ou por uma magia similar de nível equivalente ou superior que possa acabar com magias e efeitos mágicos.", "duration": "10 minutos", "higher_level": "", - "id": 263, + "id": "3486f9be-8106-4bf9-bb2a-99a7e6e8b658", "level": 9, "locations": [ { @@ -8950,7 +8950,7 @@ "desc": "Você conjura uma muralha de areia rodopiante no solo, num ponto que você possa ver, dentro do alcance. Você pode fazer a muralha com até 9 metros de largura, 3 metros de altura e 3 metros de espessura, e ela desaparece quando a magia termina. Ela bloqueia a linha de visão, mas não o movimento. Uma criatura fica cega enquanto estiver no espaço da muralha e devem gastar 4,5 metros de movimento para cada 1,5 metros que se mover nela.", "duration": "Até 10 minutos", "higher_level": "", - "id": 449, + "id": "c2691c2b-04cb-4000-9661-215ee5b52794", "level": 3, "locations": [ { @@ -8978,7 +8978,7 @@ "desc": "Uma muralha invisível de energia aparece do nada num ponto, à sua escolha, dentro do alcance. A muralha aparece em qualquer orientação que você escolher, como uma barreira horizontal ou vertical ou em uma angulação. Ela pode estar flutuando no ar ou apoiada em uma superfície sólida. Você pode molda-la em uma cúpula hemisférica ou uma esfera com um raio de até dez painéis de 3 metros por 3 metros. Cada painel deve ser contíguo com outro painel. Em qualquer formato, a muralha terá 0,6 centímetros de espessura. Ela permanece pela duração. Se a muralha passar pelo espaço ocupado por uma criatura quando ela surgir, a criatura será empurrada para um dos lados da muralha (você escolhe qual lado).\nNada pode passar fisicamente através da muralha. Ela é imune a todos os danos e não pode ser dissipada por dissipar magia. A magia desintegrar destrói a muralha instantaneamente, no entanto. A muralha também se estende ao Plano Etéreo, bloqueando a viagem etérea através dela.", "duration": "Até 10 minutos", "higher_level": "", - "id": 346, + "id": "87a9e06a-17af-4ffa-be04-fda98ea11046", "level": 5, "locations": [ { @@ -9006,7 +9006,7 @@ "desc": "Você cria uma muralha de arbustos robustos, flexíveis, emaranhados e eriçados com espinhos pontudos. A muralha aparece, dentro do alcance, em uma superfície sólida e permanece pela duração. Você escolher fazer a muralha com até 18 metros de comprimento, 3 metros de altura e 1,5 metro de espessura ou um círculo com 6 metros de diâmetro e até 6 metros de altura com 1,5 metro de espessura. A muralha bloqueia a visão.\nQuando a muralha aparece, cada criatura dentro da área deve realizar um teste de resistência de Destreza. Se falhar na resistência, uma criatura sofrerá 7d8 de dano perfurante ou metade desse dano se obtiver sucesso.\nUma criatura pode se mover através da muralha, embora lentamente e dolorosamente. Para cada 1,5 metro que a criatura atravesse da muralha, ela deve gastar 6 metros de movimento. Além disso, a primeira vez que a criatura entrar na muralha num turno ou termina o turno nela, ela deve fazer um teste de resistência de Destreza. Ela sofre 7d8 de dano cortante se falhar na resistência ou metade desse dano se obtiver sucesso.", "duration": "Até 10 minutos", "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 7° nível ou superior, ambos os tipos de dano aumentam em 1d8 para cada nível do espaço acima do 6°.", - "id": 349, + "id": "80e0b853-f673-4977-9614-66b7fcabb49c", "level": 6, "locations": [ { @@ -9036,7 +9036,7 @@ "desc": "Você cria uma muralha de fogo numa superfície sólida dentro do alcance. Você pode fazer uma muralha de até 18 metros de comprimento, 6 metros de altura e 30 centímetros de espessura ou uma muralha anelar de até 6 metros de diâmetro, 6 metros de altura e 30 centímetros de espessura. A muralha é opaca e permanece pela duração.\nQuando a muralha aparece, cada criatura dentro da área dela deve realizar um teste de resistência de Destreza. Se falhar na resistência, uma criatura sofrerá 5d8 de dano, ou metade desse dano se passar na resistência.\nUm lado da muralha, escolhido por você no momento da conjuração da magia, causa 5d8 de dano de fogo a cada criatura que terminar o turno dela a até 3 metros desse lado ou dentro da muralha. Uma criatura sofre o mesmo dano quando entra na muralha pela primeira vez num turno ou termina seu turno nela. O outro lado da muralha não causa dano algum.", "duration": "Até 1 minuto", "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 5° nível ou superior, o dano aumenta em 1d8 para cada nível do espaço acima do 4°.", - "id": 345, + "id": "44805a9a-4501-462d-aed9-99a8c2597c62", "level": 4, "locations": [ { @@ -9064,7 +9064,7 @@ "desc": "Você cria uma muralha de gelo numa superfície sólida dentro do alcance. Você pode molda-la em uma cúpula hemisférica ou uma esfera com um raio de até dez painéis de 3 metros por 3 metros. Cada painel deve ser contíguo com outro painel. Em qualquer formato, a muralha terá 0,6 centímetros de espessura. Ela permanece pela duração.\nSe a muralha passar pelo espaço ocupado por uma criatura quando ela surgir, a criatura na área será empurrada para um dos lados da muralha (você escolhe qual lado) e deve realizar um teste de resistência de Destreza. Se falhar na resistência, a criatura sofrerá 10d6 de dano de frio ou metade desse dano se passar na resistência.\nA muralha é um objeto que pode ser danificado e então, partido. Ela tem CA 12, 30 pontos de vida por seção de 3 metros e é vulnerável a dano de fogo. Reduzir os pontos de vida de uma seção de 3 metros da muralha a 0 destruirá essa seção, deixando para trás uma camada de ar gelado no espaço ocupado pela muralha. Uma criatura que atravesse a camada de ar gelado pela primeira vez num turno, deve realizar um teste de resistência de Constituição. Essa criatura sofrerá 5d6 de dano de frio se fracassar na resistência, ou metade desse dano se obtiver sucesso.", "duration": "Até 10 minutos", "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 7° nível ou superior, o dano causado quando ela aparece aumenta em 2d6 e o dano por atravessar através da camada de ar gelado aumenta em 1d6 para cada nível do espaço acima do 6°.", - "id": 347, + "id": "e94262eb-6416-4eb2-b79a-b6fb49a18b31", "level": 6, "locations": [ { @@ -9095,7 +9095,7 @@ "desc": "Uma muralha não-mágica de rocha sólida surge do nada num ponto, à sua escolha, dentro do alcance. A muralha tem 15 centímetros de espessura e é composta por dez painéis de 3 metros por 3 metros. Cada painel deve ser contíguo com, pelo menos, outro painel. Alternativamente, você pode criar painéis de 3 metros por 6 metros com apenas 7,5 centímetros de espessura.\nSe a muralha passar pelo espaço ocupado por uma criatura quando ela surgir, a criatura será empurrada para um dos lados da muralha (você escolhe qual lado). Se a criatura fosse ser rodeada por todos os lados da muralha (ou pela muralha e outra superfície sólida), a criatura pode realizar um teste de resistência de Destreza. Se obtiver sucesso, ela pode usar sua reação para se mover até seu deslocamento, assim não ficando mais cercada pela muralha.\nA muralha pode ter qualquer formato que você desejar, no entanto, ela não pode ocupar o mesmo espaço de uma criatura ou objeto. A muralha não precisa ser vertical ou se apoiar em qualquer fundação estável. Ela deve, no entanto, se fundir e estar solidamente suportada por rocha existente. Então, você pode usar essa magia para criar uma ponte sobre um abismo ou criar uma rampa.\nSe você criar um vão com mais de 6 metros de comprimento, você deve reduzir o tamanho de cada painel à metade para criar suportes. Você pode moldar grosseiramente a parede para criar merlões, ameias e assim por diante.\nA muralha é um objeto feito de pedra que pode ser danificado e então, partido. Cada painel tem CA 15 e 30 pontos de vida para cada 2,5 centímetros de espessura. Reduzir os pontos de vida de um painel a 0, o destruirá e pode fazer painéis conectados desmoronarem, à critério do Mestre.\nSe você mantiver sua concentração nessa magia por toda a duração, a muralha se tornará permanente e não poderá ser dissipada. Do contrário, a muralha desaparece quando a magia acabar.", "duration": "Até 10 minutos", "higher_level": "", - "id": 348, + "id": "5d4b4e84-ddf9-43f0-9599-f22c11b95658", "level": 5, "locations": [ { @@ -9124,7 +9124,7 @@ "desc": "Uma muralha de ventos fortes ergue-se do chão num ponto, à sua escolha, dentro do alcance. Você pode fazer a muralha ter até 15 metros de comprimento, 4,5 metros de altura e 30 centímetros de espessura. Você pode moldar a muralha em qualquer forma que desejar, contanto que ela faça um caminho contínuo pelo solo. A muralha permanece pela duração.\nQuando a muralha aparece, cada criatura dentro da área dela deve realizar um teste de resistência de Força. Uma criatura sofre 3d8 de dano de concussão se falhar na resistência, ou metade desse dano se obtiver sucesso.\nOs ventos fortes mantem névoa, fumaça e outros gases afastados. Criaturas ou objetos voadores Pequenos ou menores, não podem atravessar a muralha. Materiais leves e soltos trazidos para a muralha são arremessados para cima. Flechas, virotes e outros projéteis ordinários disparados contra alvos além da muralha são defletidos para cima e erram automaticamente. (Pedras arremessadas por gigantes ou armas de cerco e projéteis similares, não são afetados.) As criaturas em forma gasosa não podem atravessa-la.", "duration": "Até 1 minuto", "higher_level": "", - "id": 356, + "id": "bdb5d150-14a3-47b7-9626-8c437d216bce", "level": 3, "locations": [ { @@ -9154,7 +9154,7 @@ "desc": "Você conjura uma muralha de água no solo, num ponto que você possa ver, dentro do alcance. Você pode fazer a muralha com atê 9 metros de largura, 3 metros de altura e 30 centímetros de espessura, ou você pode fazer uma muralha em forma de anel de 6 metros de diámetro, 6 metros de altura e 30 centímetros de espessura. A muralha desaparece quando a magia termina. O espaço da muralha é de terreno dificil.\nQualquer ataque à distância com arma que entrar no espaço da muralha tem desvantagem na jogada de ataque, e dano de fogo é reduzido à metade se o efeito de fogo passar através da muralha para alcançar seu alvo. Magias que causem dano de frio que passem através da muralha fazem com que a área da muralha por onde passaram se congelar (pelo menos, uma seção de 1,5 metros é congelada). Cada 1,5 metro quadrado de seção congelada tem CA 5 e 15 pontos de vida. Reduzir uma seção congelada a O pontos de vida, a destrói. Quando uma seção é destruída, a muralha de águ a não a preenche.", "duration": "Até 10 minutos", "higher_level": "", - "id": 450, + "id": "4d35f438-3f45-4075-aa5c-cdad77eadb87", "level": 3, "locations": [ { @@ -9183,7 +9183,7 @@ "desc": "Você cria uma mão Grande de energia cintilante e translucida em um espaço desocupado que você possa ver dentro do alcance. A mão permanece pela duração da magia e ela se move ao seu comando, imitando os movimentos da sua própria mão.\nA mão é um objeto com CA 20 e pontos de vida igual ao seu máximo de pontos de vida. Se ela cair a 0 pontos de vida, a magia termina. Ela tem Força 26 (+8) e Destreza 10 (+0). A mão não preenche o espaço dela.\nQuando você conjura essa magia você pode, com uma ação bônus, nos seus turnos subsequentes, mover a mão até 18 metros e então causar um dos seguintes efeitos com ela.\nMão Esmagadora. A mão tenta agarrar uma criatura Enorme ou menor a 1,5 metro dela. Você usa o valor de Força da mão para determinar o agarrão. Se o alvo for Médio ou menor, você terá vantagem no teste. Enquanto a mão estiver agarrando o alvo, você pode usar uma ação bônus para fazer a mão esmaga-lo. Quando o fizer, o alvo sofre dano de concussão igual a 2d6 + seu modificador de habilidade de conjuração.\nMão Interposta. A mão se interpõem entre você e uma criatura a sua escolha até você lhe dar um comando diferente. A mão se move para ficar entre você e o alvo, concedendo a você meia-cobertura contra o alvo. O alvo não pode se mover através do espaço da mão se o valor de Força dele for menor ou igual ao valor de Força da mão. Se o valor de Força dele for maior que o valor de Força da mão, o alvo pode se mover até você através do espaço da mão, mas aquele espaço será considerado terreno difícil para o alvo.\nMão Poderosa. A mão tenta empurrar uma criatura a 1,5 metro dela em uma direção a sua escolha. Realize um teste com a Força da mão, resistido por um teste de Força (Atletismo) do alvo. Se o alvo for Médio ou menor, você tem vantagem no teste. Se você for bem sucedido, a mão empurra o alvo até 1,5 metro mais uma quantidade de metros igual ao modificador da sua habilidade de conjuração multiplicado por 1,5. A mão se move com o alvo, permanecendo a 1,5 metro dele.\nPunho Cerrado. A mão golpeia uma criatura ou objeto a 1,5 metro dela. Realize uma jogada de ataque corpo-a-corpo com magia para a mão usando suas estatísticas de jogo. Se atingir, o alvo sofre 4d8 de dano de energia.", "duration": "Até 1 minuto", "higher_level": "Se você conjurar essa magia usando um espaço de magia de 6° nível ou superior, o dano da opção punho cerrado aumenta em 2d8 e o dano da mão esmagadora aumenta em 2d6 para cada nível do espaço acima do 5°.", - "id": 31, + "id": "784edd36-17fc-4897-974e-804d44c44e2c", "level": 5, "locations": [ { @@ -9214,7 +9214,7 @@ "desc": "Enquanto você mantiver suas mãos com os polegares juntos e os dedos abertos, uma fino leque de chamas emerge das pontas dos seus dedos erguidos. Cada criatura num cone de 4,5 metros deve realizar um teste de resistência de Destreza. Uma criatura sofre 3d6 de dano de fogo se falhar no teste, ou metade desse dano se obtiver sucesso.\nO fogo incendeia qualquer objeto inflamável na área que não esteja sendo vestido ou carregado.", "duration": "Instantânea", "higher_level": "Se você conjurar essa magia usando um espaço de magia de 2° nível ou superior, o dano aumenta em 1d6 para cada nível do espaço acima do 1°.", - "id": 41, + "id": "cccb5dcc-f846-4498-84fa-d342b2335d31", "level": 1, "locations": [ { @@ -9244,7 +9244,7 @@ "desc": "Uma mão espectral flutuante aparece num ponto, à sua escolha, dentro do alcance. A mão permanece pela duração ou até você dissipa-la com uma ação. A mão some se estiver a mais de 9 metros de você ou se você conjurar essa magia novamente.\nVocê pode usar sua ação para controlar a mão. Você pode usar a mão para manipular um objeto, abrir uma porta ou recipiente destrancado, guardar ou pegar um item de um recipiente aberto ou derramar o conteúdo de um frasco. Você pode mover a mão até 9 metros a cada vez que a usa.\nA mão não pode atacar, ativar itens mágicos ou carregar mais de 5 quilos.", "duration": "1 minuto", "higher_level": "", - "id": 211, + "id": "479d8797-70e0-43b8-b574-6e3b00358c14", "level": 0, "locations": [ { @@ -9271,7 +9271,7 @@ "desc": "Você cria três dardos brilhantes de energia mística. Cada dardo atinge uma criatura, à sua escolha, que você possa ver, dentro do alcance. Um dardo causa 1d4 + 1 de dano de energia ao alvo. Todos os dardos atingem simultaneamente e você pode direciona-los para atingir uma criatura ou várias.", "duration": "Instantânea", "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 2° nível ou superior, a magia cria um dardo adicional para cada nível do espaço acima do 1°.", - "id": 214, + "id": "3e9dac92-f285-4fe0-8493-62800777e9f3", "level": 1, "locations": [ { @@ -9300,7 +9300,7 @@ "desc": "Até a magia acabar, uma chuva congelante e neve caem num cilindro de 6 metros de altura por 12 metros de raio, centrado num ponto, à sua escolha, dentro do alcance. A área é de escuridão densa e, chamas expostas na área são extintas.\nO solo na área é coberto por gelo escorregadio, tornando-o terreno difícil. Quando uma criatura entrar na área da magia pela primeira vez num turno ou começar seu turno nela, ela deve realizar um teste de resistência de Destreza. Se falhar, cairá no chão.\nSe um, criatura estiver se concentrando na área da magia, a criatura deve realizar um teste de resistência de Constituição contra a CD da magia, ou perderá a concentração.", "duration": "Até 1 minuto", "higher_level": "", - "id": 303, + "id": "b8c1df26-c088-45bf-8e3f-de1fd63d7111", "level": 3, "locations": [ { @@ -9328,7 +9328,7 @@ "desc": "Seu corpo se torna turvo, mudando e oscilando para todos que puderem ver você. Pela duração, qualquer criatura terá desvantagem nas jogadas de ataque contra você. Um atacante é imune a esse efeito se não depender de visão, como os que tenham percepção às cegas ou os que puderem ver através de ilusões, como os com visão verdadeira.", "duration": "Até 1 minuto", "higher_level": "", - "id": 39, + "id": "aab240db-3de9-4fe7-86ef-70f69002ebe0", "level": 2, "locations": [ { @@ -9355,7 +9355,7 @@ "desc": "Uma nuvem de fumaça rodopiante que dispara brasas incandescentes aparece numa esfera de 6 metros centrada num ponto, dentro do alcance. A nuvem se espalha, dobrando esquinas, e gera escuridão densa. Ela permanece pela duração ou até que um vento de velocidade moderada ou mais forte (pelo menos 15 quilômetros por hora) a disperse.\nQuando a nuvem aparece, cada criatura deve realizar um teste de resistência de Destreza. Uma criatura sofre 10d8 de dano de fogo se falhar na resistência ou metade desse dano se passar. Uma criatura deve, também, realizar um teste de resistência quando entrar na área da magia pela primeira vez num turno ou terminar seu turno nela.\nA nuvem se afasta 3 metros de você numa direção, que você escolheu, no começo de cada um dos seus turnos.", "duration": "Até 1 minuto", "higher_level": "", - "id": 192, + "id": "3e1c964e-7039-4592-a806-e611ca12643d", "level": 8, "locations": [ { @@ -9388,7 +9388,7 @@ "desc": "Você preenche o ar com adagas giratórias num cubo de 1,5 metro quadrado, centrado em m ponto, à sua escolha, dentro do alcance. Uma criatura sofre 4d4 de dano cortante quando entra na área da magia pela primeira vez no turno dela ou começa seu turno na área.", "duration": "Até 1 minuto", "higher_level": "Se você conjurar essa magia usando um espaço de magia de 3° nível ou superior, o dano aumenta em 2d4 para cada nível do espaço acima do 2°.", - "id": 52, + "id": "4e971d65-ecf3-4ab0-b70e-9f08d28fb2f7", "level": 2, "locations": [ { @@ -9418,7 +9418,7 @@ "desc": "Você cria uma esfera, de 6 metros de raio, de gás amarelado nauseante, centrada num ponto dentro do alcance. A névoa se espalha, dobrando esquinas, e sua área é de escuridão densa. A névoa perdura no ar pela duração.\nCada criatura que estiver completamente dentro da névoa no início do seu turno deve realizar um teste de resistência de Constituição contra veneno. Se falhar na resistência, a criatura gastará sua ação nesse turno tentando vomitar e cambaleando.\nUm vento moderado (pelo menos 15 quilômetros por hora) dispersará a névoa depois de 4 rodadas. Um vento forte (pelo menos 30 quilômetros por hora) dispersará a névoa após 1 rodada.", "duration": "Até 1 minuto", "higher_level": "", - "id": 314, + "id": "e03e1154-0376-466c-934a-0c17adbc8744", "level": 3, "locations": [ { @@ -9446,7 +9446,7 @@ "desc": "Você cria uma esfera de nevoeiro venenoso de cor amarelo-esverdeado, com 6 metros de raio, centrado em um ponto, à sua escolha, dentro do alcance. O nevoeiro se espalha, dobrando esquinas. Ele permanece pela duração ou até um vento forte dispersar o nevoeiro, terminando a magia. Sua área é de escuridão densa.\nQuando uma criatura entra na área da magia pela primeira vez no turno dela ou começa seu turno lá, essa criatura deve realizar um teste de resistência de Constituição. A criatura sofre 5d8 de dano de veneno, ou metade desse dano, se passar no teste. As criaturas serão afetadas mesmo se prenderem a respiração ou não precisarem respirar.\nO nevoeiro se afasta 3 metros de você no começo de cada um dos seus turnos, deslizando pela superfície do solo. Os vapores são mais pesados que o ar, mantendo-se nos níveis mais baixos do terreno, até mesmo caindo em aberturas.", "duration": "Até 10 minutos", "higher_level": "Se você conjurar essa magia usando um espaço de magia de 6° nível ou superior, o dano aumenta em 1d8 para cada nível do espaço acima do 5°.", - "id": 53, + "id": "e11f7346-0059-4390-a5fe-a9f1830a7cfc", "level": 5, "locations": [ { @@ -9475,7 +9475,7 @@ "desc": "Você cria uma esfera de 6 metros de raio de névoa, centrada num ponto, dentro do alcance. A esfera se espalha, dobrando esquinas, e a área dela é de escuridão densa. Ela permanece pela duração ou até um vento moderado ou mais rápido (pelo menos 15 quilômetros por hora) dispersa-la.", "duration": "Até 1 hora", "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 2° nível ou superior, o raio da névoa aumenta em 6 metros para cada nível do espaço acima do 1°.", - "id": 146, + "id": "2a1db6f5-bbba-4ec8-9b5c-f4a86cc37c08", "level": 1, "locations": [ { @@ -9503,7 +9503,7 @@ "desc": "Você cria um olho mágico invisível, dentro do alcance, que flutua no ar pela duração.\nVocê mentalmente recebe informações visuais do olho, que possui visão normal e visão no escuro com alcance de 9 metros. O olho pode ver em todas as direções.\nCom uma ação, você pode mover o olho até 9 metros em qualquer direção. Não existe limite de quão longe de você o olho pode se mover, mas ele não pode entrar em outro plano de existência. Uma barreira solida bloqueia o movimento do olho, mas o olho pode passar através de aberturas de até 3 centímetros de diâmetro.", "duration": "Até 1 hora", "higher_level": "", - "id": 13, + "id": "ac64b1e2-4d02-414f-928d-2ea4102908cb", "level": 4, "locations": [ { @@ -9529,7 +9529,7 @@ "desc": "Você golpeia o chão, criando uma explosão de energia divina que se propaga de você. Cada criatura, à sua escolha, a até 9 metros de você, deve ser bem sucedida em um teste de resistência de Constituição ou sofrerá 5d5 de dano trovejante, assim como 5d6 de dano radiante ou necrótico (à sua escolha), e será derrubada no chão. Uma criatura que obtenha sucesso no teste de resistência sofre metade desse dano e não é derrubada no chão.", "duration": "Instantânea", "higher_level": "", - "id": 93, + "id": "b6676a8c-2496-4b49-9d66-2f6c02583014", "level": 5, "locations": [ { @@ -9558,7 +9558,7 @@ "desc": "Uma onda de força trovejante varre tudo a partir de você. Cada criatura num cubo de 4,5 metros originado em você, deve realizar um teste de resistência de Constituição. Se falhar na resistência, uma criatura sofrerá 2d8 de dano trovejante e será empurrada 3 metros para longe de você. Se obtive sucesso na resistência, a criatura sofrerá metade desse dano e não será empurrada.\nAlém disso, objetos soltos que estiverem completamente dentro da área de efeito serão automaticamente empurrados 3 metros para longe de você pelo efeito da magia e a magia emitirá um ressonante barulho de trovão audível a até 90 metros.", "duration": "Instantânea", "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 2° nível ou superior, o dano aumenta em 1d8 para cada nível acima do 1°.", - "id": 332, + "id": "6bb2414a-2a22-4451-bd50-bc082324337f", "level": 1, "locations": [ { @@ -9583,7 +9583,7 @@ "desc": "Até seis criaturas, à sua escolha, que você possa ver, dentro do alcance, recuperam uma quantidade de pontos de vida igual a 2d8 + seu modificador de habilidade de conjuração, cada uma. Essa magia não afeta mortos-vivos ou constructos.", "duration": "Instantânea", "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 3° nível ou superior, a cura aumenta em 1d8 para cada nível do espaço acima do 2°.", - "id": 260, + "id": "b01c3680-7195-4e64-b21f-2a1553e6a40b", "level": 2, "locations": [ { @@ -9614,7 +9614,7 @@ "desc": "Você arremessa uma esfera de energia de 12 centímetros de diâmetro numa criatura que você possa ver dentro do alcance. Você escolhe ácido, frio, fogo, elétrico, veneno ou trovejante para o tipo de orbe que você cria e, então, realiza um ataque à distância com magia. Se o ataque atingir, a criatura sofre 3d8 de dano do tipo escolhido.", "duration": "Instantânea", "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 2° nível ou superior, o dano aumenta em 1d8 para cada nível do espaço acima do 1°.", - "id": 47, + "id": "372deda5-7f15-4cf5-b5eb-1651da4aabb7", "level": 1, "locations": [ { @@ -9643,7 +9643,7 @@ "desc": "Você toca uma criatura voluntária. Uma vez, antes da magia acabar, o alvo pode rolar um d4 e adicionar o número rolado a um teste de habilidade a escolha dele. Ele pode rolar o dado antes ou depois de realizar o teste de habilidade. Após isso, a magia termina.", "duration": "Até 1 minuto", "higher_level": "", - "id": 167, + "id": "1aec16af-fa9d-44f0-a1aa-623e4f6f8785", "level": 0, "locations": [ { @@ -9669,7 +9669,7 @@ "desc": "Você faz com que até seis pilares de pedra emerjam de locais no solo que você possa ver, dentro do alcance. Cada pilar ê um cilindro de 1,5 metros de diâmetro e até 9 metros de altura. O solo onde o pilar aparece deve ser largo o suficiente para esse diâmetro, e você pode escolher o solo abaixo de uma criatura, caso essa criatura seja Média ou menor. Cada pilar tem CA 5 e 30 pontos de vida. Quando reduzido a O pontos de vida, um pilar desmorona em escombros, que criam uma área de terreno dificil com 3 metros de raio. Os escombros duram até serem removidos.\nSe um pilar for criado sob uma criatura, a criatura deve ser bem sucedida num teste de resistência de Destreza ou será erguida pelo pilar. Uma criatura pode escolher falhar na resistência.\nSe um pilar for impedido de alcançar sua altura máxima por causa de um teto ou outro obstáculo, uma criatura no pilar sofre 6d6 de dano de concussão e fica impedida, espremida entre o pilar e o obstáculo. A criatura impedida pode usar uma ação para fazer um teste de Força ou Destreza (à escolha da criatura) contra a CD de resistência da magia. Com um sucesso, a criatura não estará mais impedida e deve ou se mover para fora do pilar ou cair dele.", "duration": "Instantânea", "higher_level": "Em Níveis Superiores. Quando você conjura essa magia usando um espaço de magia de 7° nível ou superior, você pode criar dois pilares adicionais para cada nível do espaço acima do 6°.", - "id": 366, + "id": "3b509b79-6c24-44a1-aaf1-9352a66ce8fc", "level": 6, "locations": [ { @@ -9698,7 +9698,7 @@ "desc": "Você cria um padrão retorcido de cores que se entrelaça através do ar dentro de um cubo de 9 metros, dentro do alcance. O padrão aparece por um momento depois desaparece. Cada criatura na área que ver o padrão, deve realizar um teste de resistência de Sabedoria. Se falhar na resistência, a criatura fica enfeitiçada pela duração. Enquanto estiver enfeitiçada por essa magia, a criatura está incapacitada e tem deslocamento 0.\nA magia acaba em uma criatura afetada se ela sofrer dano ou se alguém usar uma ação para agitar a criatura para tira-la de seu estupor.", "duration": "Até 1 minuto", "higher_level": "", - "id": 187, + "id": "914619a3-2de1-41de-8a18-50bf02306f23", "level": 3, "locations": [ { @@ -9726,7 +9726,7 @@ "desc": "Uma criatura, à sua escolha, que você possa ver dentro do alcance recupera uma quantidade de pontos de vida igual a 1d4 + seu modificador de habilidade de conjuração. Essa magia não tem efeito em mortos-vivos ou constructos.", "duration": "Instantânea", "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 2° nível ou superior, a cura aumenta em 1d4 para cada nível do espaço acima do 1°.", - "id": 176, + "id": "dea6e2b0-a865-4d6b-a900-270c04f4eccc", "level": 1, "locations": [ { @@ -9752,7 +9752,7 @@ "desc": "À medida que você brada palavras de restauração, até seis criaturas, à sua escolha, que você possa ver, dentro do alcance, recuperam uma quantidade de pontos de vida igual a 1d4 + seu modificador de habilidade de conjuração. Essa magia não afeta mortos-vivos ou constructos.", "duration": "Instantânea", "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 4° nível ou superior, a cura aumenta em 1d4 para cada nível do espaço acima do 3°.", - "id": 220, + "id": "aaea398a-be5d-45a0-90b7-77697ea749de", "level": 3, "locations": [ { @@ -9777,10 +9777,10 @@ "V" ], "concentration": false, - "desc": "Você profere uma palavra divina, imbuída com o poder que moldou o mundo na aurora da criação. Escolha qualquer quantidade de criaturas que você possa ver dentro do alcance. Cada criatura que puder ouvir você deve realizar um teste de resistência de Carisma. Ao falhar na resistência, uma criatura sofre um efeito baseado nos seus pontos de vida atuais:\n\u2022 50 pontos de vida ou menos: surda por 1 minuto\n\u2022 40 pontos de vida ou menos: surda e cega por 10 minutos\n\u2022 30 pontos de vida ou menos: surda, cega e atordoada por 1 hora\n\u2022 20 pontos de vida ou menos: morta instantaneamente\nIndependentemente dos seus pontos de vida atuais, um celestial, corruptor, elemental ou fada que falhar na sua resistência é obrigado a voltar para o plano de origem dele (se já não for aqui) e não pode retornar para o plano atual por 24 horas através de nenhum meio inferior à magia desejo.", + "desc": "Você profere uma palavra divina, imbuída com o poder que moldou o mundo na aurora da criação. Escolha qualquer quantidade de criaturas que você possa ver dentro do alcance. Cada criatura que puder ouvir você deve realizar um teste de resistência de Carisma. Ao falhar na resistência, uma criatura sofre um efeito baseado nos seus pontos de vida atuais:\n• 50 pontos de vida ou menos: surda por 1 minuto\n• 40 pontos de vida ou menos: surda e cega por 10 minutos\n• 30 pontos de vida ou menos: surda, cega e atordoada por 1 hora\n• 20 pontos de vida ou menos: morta instantaneamente\nIndependentemente dos seus pontos de vida atuais, um celestial, corruptor, elemental ou fada que falhar na sua resistência é obrigado a voltar para o plano de origem dele (se já não for aqui) e não pode retornar para o plano atual por 24 horas através de nenhum meio inferior à magia desejo.", "duration": "Instantânea", "higher_level": "", - "id": 106, + "id": "73b2e8b3-de2a-4696-9569-ad442e8a90e8", "level": 7, "locations": [ { @@ -9808,7 +9808,7 @@ "desc": "Você pronuncia uma palavra de poder que pode oprimir a mente de uma criatura que você possa ver, dentro do alcance, deixando-a estupefata. Se o alvo escolhido estiver com 150 pontos de vida ou menos, ele ficará atordoado. Do contrário, essa magia não produz efeito.\nO alvo atordoado deve realizar um teste de resistência de Constituição no final de cada um dos turnos dele. Se obtiver sucesso na resistência, o efeito de atordoamento termina.", "duration": "Instantânea", "higher_level": "", - "id": 259, + "id": "0e71811f-cd32-4b71-a950-2191d2567445", "level": 8, "locations": [ { @@ -9834,7 +9834,7 @@ "desc": "Uma onda de energia curativa inunda a criatura tocada. O alvo recupera todos os seus pontos de vida. Se a criatura estiver enfeitiçada, amedrontada, paralisada ou atordoada, a condição termina. Se a criatura estiver caída, ela pode usar a reação dela para se levantar. Essa magia não afeta mortos-vivos ou constructos.", "duration": "Instantânea", "higher_level": "", - "id": 257, + "id": "480986d2-5ce6-49ed-be25-ed03cb35c1ac", "level": 9, "locations": [ { @@ -9864,7 +9864,7 @@ "desc": "Você fala uma palavra de poder que causa ondas de dor intensa assaltar uma criatura que você pode ver dentro do a lcance. Se o alvo tiver 100 pontos de vida ou menos, está sujeito a dor incapacitante. Caso contrário, a magia não tem efeito nele. Um alvo também não é afetado se for imune a ser encantado.\nEnquanto o alvo é afetado pela dor paralisante, qualquer deslocamento que tenha pode não ser superior a 3 metros. O alvo também tem desvantagem em testes de ataque, testes de habilidade e teste de resistência, que não sejam um teste de resistência de Constituição.\nFinalmente, se o alvo tentar conjurar uma magia, ele deve primeiro ter sucesso em um teste de resistência de Constituição, ou a conjuração falha e a magia é desperdiçada.\nUm alvo sofrendo essa dor pode fazer um teste de resistência de Constituição no final de cada um de seus turnos. Com um sucesso, a dor acaba.", "duration": "Instantânea", "higher_level": "", - "id": 419, + "id": "b360df08-a109-4bd3-8388-e02b225e210c", "level": 7, "locations": [ { @@ -9892,7 +9892,7 @@ "desc": "Você profere uma palavra de poder que pode compelir uma criatura que você possa ver, dentro do alcance, a morrer instantaneamente. Se o alvo escolhido estiver com 100 pontos de vida ou menos, ele morre. Do contrário, essa magia não produz efeito.", "duration": "Instantânea", "higher_level": "", - "id": 258, + "id": "66a18edb-66e4-4784-9974-f99ba0b5cf9d", "level": 9, "locations": [ { @@ -9917,7 +9917,7 @@ "desc": "Você e até cinco criaturas voluntária a 1,5 metro de você, instantaneamente são teletransportadas para um santuário previamente designado. Você e qualquer criatura que se teletransportar com você, aparece no espaço desocupado mais próximo do ponto que você designou quando preparou seu santuário (veja abaixo). Se você conjurar essa magia sem ter preparado um santuário primeiro, a magia não funciona.\nVocê deve designar um santuário na conjuração dessa magia dentro de um local, como um templo dedicado ou fortemente ligado a sua divindade. Se você tentar conjurar essa magia dessa forma em uma área que não seja dedicada à sua divindade, a magia não funciona.", "duration": "Instantânea", "higher_level": "", - "id": 359, + "id": "81d169af-c6af-4513-8d83-4c036f427608", "level": 6, "locations": [ { @@ -9943,7 +9943,7 @@ "desc": "Você pronuncia uma palavra divina e um brilho radiante propaga de você. Cada criatura a sua escolha que você pode ver dentro do alcance deve ter sucesso em um teste de resistência de Constituição o sofre 1d6 de dano radiante.\nO dano da magia aumenta em 1d6 guando voeê alcança o 5° nível (4d6), 11° nível (3d6) e 17° nível (4d6).", "duration": "Instantânea", "higher_level": "", - "id": 454, + "id": "3723d331-0305-4f2a-b4a4-b041d48f16c8", "level": 0, "locations": [ { @@ -9970,7 +9970,7 @@ "desc": "Você, por um breve momento, para o fluxo do tempo pra tudo, menos pra você. Nenhum tempo se passa para as outras criaturas, enquanto você realiza 1d4 + 1 turnos de uma vez, durante os quais você pode usar ações e se mover normalmente.\nEssa magia termina se uma das ações que você fizer durante esse período ou qualquer efeito que você criar, afetar uma criatura diferente de você ou um objeto que esteja sendo vestido ou carregado por outro que não você. Além disso, a magia termina se você se mover para um lugar a mais de 300 metros do local onde você conjurou essa magia.", "duration": "Instantânea", "higher_level": "", - "id": 333, + "id": "4f1e54a0-c128-4c0b-92b3-d1e9cae47eac", "level": 9, "locations": [ { @@ -9999,7 +9999,7 @@ "desc": "Uma parede cintilante de luz brilhante aparece em um ponto que você escolher dentro do alcance. A parede aparece em qualquer orientação que você escolher: horizontalmente, verticalmente ou diagonalmente. Pode ficar flutuando livremente, ou pode descansar sobre uma superficie sôlida. A parede pode ter até 18 metros de comprimento, 3 metros de altura e 1,5 metros de espessura. A parede bloqueia a linha de visão, mas criaturas e obj etos podem passar por ela. Ela emite luz brilhante para 36 metros e luz fraca por mais 36 metros.\nQuando a parede aparece, cada criatura em sua área deve fazer um teste de resistência de Constituição. Em um teste falho, uma criatura sofre 4d8 de dano radiante e fica cega por 1 minuto. Em uma teste bem-sucedido, sofre metade do dano e não é cegada. Uma criatura cega pode fazer um teste de resistência de Constituição no final de cada um de seus turnos, terminando o efeito sobre si mesmo em um sucesso. Uma criatura que termina a sua vez na área da parede recebe 4d8 de dano radiante.\nAté que a magia termine, você pode usar uma ação para disparar um raio de radiação da parede em uma criatura que você pode ver dentro de 18 metros dela. Faça um ataque de magia a distáncia. Em um acerto, o alvo recebe 4d8 de dano radiante. Se você acertar ou errar, reduza o comprimento da parede por 3 metros. Se o comprimento das paredes cair para O metros, a magia termina.", "duration": "10 minutos", "higher_level": "Em Níveis Superiores. Quando você conjura essa magia usando um espaço de magia do 6° nivel ou superior, o dano aumenta em 1d8 para cada nivel do espaço de magia acima de 5°.", - "id": 448, + "id": "ea4a664a-d5ed-4080-922e-fee1c036aa24", "level": 5, "locations": [ { @@ -10027,7 +10027,7 @@ "desc": "Você se teleporta até 18 metros para um espaço desocupado que vocé pode ver. Em cada um de seus turnos, antes que a magia termine, você pode usar uma ação de bônus para se teleportar dessa maneira novamente.", "duration": "Até 1 minuto", "higher_level": "", - "id": 389, + "id": "e1a9c1d6-0ac6-42b6-b499-21076baa0e64", "level": 5, "locations": [ { @@ -10054,7 +10054,7 @@ "desc": "Brevemente envolto por uma neblina prateada, você se teletransporta a até 9 metros para um espaço desocupado que você possa ver.", "duration": "Instantânea", "higher_level": "", - "id": 233, + "id": "9f7ac564-3a0a-4c97-9304-6436baba7c08", "level": 2, "locations": [ { @@ -10081,7 +10081,7 @@ "desc": "Você se teleporta para um espaço desocupado que você pode ver dentro do alcance. Imediatamente depois de você desaparecer, um som estrondoso soa, e cada criatura a menos de 3 metros do espaço que você deixou deve fazer um teste de resistência de Constituição, sofrendo 3d10 de dano de trovão em uma falha, ou metade de dano em um bem sucedido. O trovão pode ser ouvido a ate 90 metros de distância.\nVocê pode levar objetos com você, desde que seu peso não exceda o que vocé pode transportar. Você também pode teleporlar uma criatura disposta do seu tamanho ou menor, que estej a transportando equipamentos até sua capacidade de carga. A criatura deve estar dentro de 1,5 metros de você quando você conjurar esta magia, e deve haver um espaço desocupado dentro de 1,5 metros do seu espaço de destino para que a criatura apareça; De outra forma, a criatura é deixada para trás.", "duration": "Instantânea", "higher_level": "Em Níveis Superiores. Quando você conjura esta magia usando um espaço de magia de 4° nível ou superior, o dano aumenta em 1d10 para cada nível do espaço de magia acima de 3°.", - "id": 442, + "id": "8a542589-e06b-4195-8532-ae21535a97c8", "level": 3, "locations": [ { @@ -10112,7 +10112,7 @@ "desc": "Você toca uma criatura. O deslocamento do alvo aumenta em 3 metros, até a magia acabar.", "duration": "1 hora", "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 2° nível ou superior, você pode afetar uma criatura adicional para cada nível do espaço acima do 1°.", - "id": 209, + "id": "8494ddae-bf1e-4a9d-8693-a4934e2653f5", "level": 1, "locations": [ { @@ -10141,7 +10141,7 @@ "desc": "Um véu de sombras e silencia irradia de você, encobrindo você e seus companheiros contra detecção. Pela duração, cada criatura, à sua escolha, a até 9 metros de você (incluindo você) recebe +10 de bônus em testes de Destreza (Furtividade) e não pode ser rastreada, exceto por meio mágicos. Uma criatura que receber esse bônus não deixa quaisquer pegadas ou outros vestígios da sua passagem.", "duration": "Até 1 hora", "higher_level": "", - "id": 246, + "id": "a187161b-7152-437a-b29f-e05aca8a8a6d", "level": 2, "locations": [ { @@ -10172,7 +10172,7 @@ "desc": "Até a magia acabar, uma criatura voluntária que você tocar, recebe a habilidade de se mover para cima, para baixo e através de superfícies verticais e de cabeça para baixo pelos tetos, enquanto deixa suas mãos livres. O alvo também ganha deslocamento de escalada igual a seu deslocamento de caminhada.", "duration": "Até 1 hora", "higher_level": "", - "id": 309, + "id": "b108d20b-3cb6-4778-8039-282137d213e1", "level": 2, "locations": [ { @@ -10201,7 +10201,7 @@ "desc": "Você toca de uma a três pedrinhas e as imbui com mágica. Você ou mais alguém pode realizar um ataque à distância com magia com uma dessas pedrinhas ao arremessa-las ou dispara-las com uma funda. Se for arremessada, ela tem um alcance de 18 metros. Se mais algu ém atacar com a pedrinha, esse atacante adiciona seu modificador de habilidade de conjuração, não o do atacante, à jogada de ataque. Se atingir, o alvo sofre dano de concussão igual a 1d6 + seu modificador de habilidade de conjuração. Atingindo ou errando, a magia então termina na pedra.\nSe você conjurar essa magia novamente, ela acaba prematuramente em quaisquer pedrinhas que ainda estivessem sendo afetadas por ela.", "duration": "1 minuto", "higher_level": "", - "id": 410, + "id": "78825abc-9451-4a37-83f7-d52378f7b9cc", "level": 0, "locations": [ { @@ -10232,7 +10232,7 @@ "desc": "Essa magia transforma a pele de uma criatura voluntária que você tocar em rocha sólida. Até a magia acabar, o alvo tem resistência a dano de concussão, cortante e perfurante não-mágico.", "duration": "Até 1 hora", "higher_level": "", - "id": 316, + "id": "76cad825-49ee-4a83-b929-faed039bdd85", "level": 4, "locations": [ { @@ -10261,7 +10261,7 @@ "desc": "Você toca uma criatura voluntária. Até o fim da magia, a pele da criatura fica rígida, similar a casca de um carvalho, e a CA do alvo não pode ser inferior a 16, independentemente do tipo de armadura que ela esteja vestindo.", "duration": "Até 1 hora", "higher_level": "", - "id": 27, + "id": "8a6edaa7-7531-4941-9a65-ccfdc987fdfc", "level": 2, "locations": [ { @@ -10289,7 +10289,7 @@ "desc": "Um domo de energia imóvel, de 3 metros de raio, aparece do nada, ao seu redor e acima de você e permanece parado pela duração. A magia termina se você deixar a área.\nNove criaturas de tamanho Médio ou menor podem caber dentro do domo com você. A magia falha se a área incluir criaturas maiores ou mais de nove criaturas. Criaturas e objetos dentro do domo quando você conjurou essa magia, podem se mover através dele livremente. Todas as outras criaturas e objetos são bloqueados ao tentarem atravessa-lo. Magias e outros efeitos mágicos não podem se estender através do domo ou serem conjurados através dele. A atmosfera dentro do espaço é confortável e seca, independente do clima do lado de fora.\nAté a magia acabar, você pode comandar o interior para que fique mal iluminado ou escuro. O domo é opaco do lado de fora, de qualquer cor que você desejar, mas é transparente do lado de dentro.", "duration": "8 horas", "higher_level": "", - "id": 200, + "id": "86aa3ce4-3129-4fd9-bd49-e5cf15ab563e", "level": 3, "locations": [ { @@ -10317,7 +10317,7 @@ "desc": "Você toca um objeto minúsculo não mágico que não está ligado a outro objeto ou a uma superfície e não está sendo carregado por outra criatura. O alvo anima e brota pequenos braços e pernas, tornando-se uma criatura sob seu controle até a magia terminar ou a criatura cai para O pontos de vida. Veja o bloco de estatísticas para o pequeno servo abaixo.\nComo uma ação bônus, você pode comandar mentalmente a criatura se estiver a menos de 36 metros de você. (Se você controla múltiplas criaturas com esta magia, você pode comandar qualquer uma ou todas elas ao mesmo tempo, emitindo o mesmo comando a cada uma.) Você decide quais ações a criatura irá tomar e para onde ela se moverá durante seu próximo turno, ou você pode emitir um comando geral simples, de modo a buscar uma chave, ficar de guarda, ou empilhar alguns livros. Se você não emitir nenhum comando, o servo não faz nada além de se defender contra criaturas hostis. Uma vez que uma ordem é dada, o servo continua a seguir essa ordem até que sua tarefa estej a completa.\nQuando a criatura cai para O pontos de vida, ela retoma à sua forma original, e qualquer dano restante vaza para a essa forma.\n\nEstatísticas Pequeno servo\nConstruto minúsculo, sem alinhamento\nClasse de Armadura 15 (armadura natural)\nPontos de Vida 10 (4d4)\nDeslocamento 9m, escalar 9m\nFor 4 (-3)\nDes 16(+3)\nCon 10(+0)\nSab 2 (-4)\nInt 10(+0)\nCar 1 (-5)\nImunidades a Danos: veneno, psíquico\nImunidades a Condições: cego, encantado, surdo, exausto, amedrontado, paralisado, petrificado, envenenado\nSentidos: visão às cegas 18m (cego para além desse raio), Percepção passiva 10\nIdiomas: -\nAÇÕES\nPancada. Ataque Corpo-a-Corpo com Arma: +5 para atingir, alcance 1,5m, um alvo. Acerto: 5 (1d4 + 3) de dano de concussão.", "duration": "8 horas", "higher_level": "Em Níveis Superiores. Quando você conjura essa magia usando um espaço de magia de 4° nível ou superior, você pode animar dois objeto s adicionais para cada nível do espaço de magia acima do 3°.", - "id": 444, + "id": "b9060ca9-3f8c-42ad-8ba4-e2ff152251ce", "level": 3, "locations": [ { @@ -10345,7 +10345,7 @@ "desc": "Até três criaturas, à sua escolha, que você possa ver dentro do alcance, devem realizar um teste de resistência de Carisma. Sempre que um alvo que falhou nessa resistência realizar uma jogada de ataque ou um teste de resistência antes da magia acabar, o alvo deve rolar um d4 e subtrair o valor rolado da jogada de ataque ou teste de resistência.", "duration": "Até 1 minuto", "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 2° nível ou superior, você pode afetar uma criatura adicional para cada nível do espaço acima do 1°.", - "id": 24, + "id": "675391e7-2dab-4095-b3d3-d334400ef7d5", "level": 1, "locations": [ { @@ -10376,7 +10376,7 @@ "desc": "Você faz com que um frio entorpecente se forme em uma criatura que você possa ver, dentro do alcance. O alvo deve realizar um teste de resistência de Constituição. Se falhar na resistência, o alvo sofre 1d6 de dano de frio, e terá desvantagem na próxima jogada de ataque com arma que fizer antes do final do seu próximo turno.\nO dano da magia aumenta em 1d6 quando você alcança o 5° nível (2d6), 11° nível (3d6) e 17° nível (4d6).", "duration": "Instantânea", "higher_level": "", - "id": 392, + "id": "722f1ad1-56c6-4d33-9b7b-e6d175478c6f", "level": 0, "locations": [ { @@ -10405,7 +10405,7 @@ "desc": "Escolha uma área de chamas que você possa ver e ique ca ba num cubo de 1,5 metros, dentro do alcance. Você pode extinguir o fogo na área e criar tanto fogos de artificio quanto fumaça.\nFogos de Artifício. O alvo explode em uma apresentação incrível de cores. Cada criatura a até 3 metros do alvo deve ser bem sucedida num teste de resistência de Constituição ou ficará cega até o final do seu próximo turno.\nFumaça. Uma fumaça negra e espessa se espalha do alvo num raio de 6 metros, dobrando esquinas. A área da fumaça é de escuridão densa. A fumaça persiste por 1 minuto ou até um vento forte dispersa-la.", "duration": "Instantânea", "higher_level": "", - "id": 423, + "id": "5e466eeb-e47c-4893-8784-540f497cf08d", "level": 2, "locations": [ { @@ -10433,7 +10433,7 @@ "desc": "Role um d20 no final de cada um dos seus turnos pela duração da magia. Com um resultado de 11 ou maior, você desaparece do seu plano de existência atual e reaparece no Plano Etéreo (a magia falha e a conjuração é perdida se você já estiver nesse plano). No início do seu próximo turno e quando a magia terminar, se você estiver no Plano Etéreo, você retorna a um espaço desocupado de sua escolha que você possa ver a até 3 metros do espaço em que você desapareceu. Se não houver um espaço disponível dentro do alcance, você reaparece no espaço desocupado mais próximo (escolhido aleatoriamente, se existir mais de um espaço a mesma distância). Você pode dissipar a magia com uma ação.\nQuando estiver no Plano Etéreo, você pode ver e ouvir o plano de onde você veio, que aparece em tons de cinza, e você não pode ver nada além de 18 metros. Você só pode afetar ou ser afetado por outras criaturas no Plano Etéreo. As criaturas que não estiverem lá não podem notar você nem interagir com você, a não ser que elas tenham uma habilidade que as permita.", "duration": "1 minuto", "higher_level": "", - "id": 38, + "id": "fcd31468-6966-44d1-a0e3-5b8660f0f3c8", "level": 3, "locations": [ { @@ -10461,7 +10461,7 @@ "desc": "Você se teletransporte da sua posição atual para qualquer local dentro do alcance. Você aparece exatamente no local desejado. Pode ser um lugar que você possa ver, um que você possa visualizar ou um que você possa descrever indicando a distância e direção, como “60 metros diretamente pra baixo” ou “90 metros, subindo para noroeste num ângulo de 45 graus”.\nVocê pode levar objetos com você, contanto que o peso deles não exceda o que você pode carregar. Você também pode levar uma criatura voluntária do seu tamanho ou menor, que esteja carregando equipamento até o limite da capacidade de carga dela. A criatura deve estar a 1,5 metro de você quando você conjurar a magia.\nSe você aparecer em um lugar que já esteja ocupado por um objeto ou uma criatura, você e qualquer criatura viajando com você, sofrem 4d6 de dano de energia cada um e a magia falha em teletransportar vocês.", "duration": "Instantânea", "higher_level": "", - "id": 98, + "id": "1bc235cc-66aa-4fdd-bf60-a57ece0a7527", "level": 4, "locations": [ { @@ -10490,7 +10490,7 @@ "desc": "Você conjura um portal conectando um espaço desocupado que você possa ver, dentro do alcance, a uma localização precisa em um plano de existência diferente. O portal é uma abertura circular, que você pode fazer ter de 1,5 a 6 metros de diâmetro. Você pode orientar o portal em qualquer direção, à sua escolha. O portal permanece pela duração.\nO portal terá uma frente e um fundo em cada plano que ele aparecer. Viajar pelo portal só é possível ao atravessa-lo pela frente. Qualquer coisa que o fizer, é instantaneamente transportado para o outro plano, aparecendo no espaço desocupado mais próximo do portal. Divindades e outros soberanos planares podem impedir que portais criados através dessa magia se abram na presença deles ou em qualquer parte dos seus domínios.\nQuando você conjurar essa magia, você pode falar o nome de uma criatura especifica (um pseudônimo, título ou apelido não funcionará). Se essa criatura estiver em um plano diferente do que você está, o portal se abre na vizinhança imediata da criatura nomeada e suga a criatura para dentro do portal, fazendo-a aparecer no espaço desocupado mais próximo do seu lado do portal. Você não adquire qualquer poder especial sobre a criatura e ela está livre para agir como o Mestre julgar apropriado. Ela pode ir embora, atacar você ou ajudar você.", "duration": "Até 1 minuto", "higher_level": "", - "id": 153, + "id": "c0eb3cf9-22fe-4eb5-bd6a-0fe541849b90", "level": 9, "locations": [ { @@ -10522,7 +10522,7 @@ "desc": "Você cria portais de teletransporte conectados que permanecem abertos pela duração. Escolha dois pontos no solo que você possa ver, um ponto a até 3 metros de você e outro a até 150 metros de você. Um portal circular, com 3 metros de diâmetro, se abre em cada ponto. Se o portal se abriria num local ocupado por uma criatura, a magia falha e a conjuração é perdida.\nOs portais são dois anéis dimensionais brilhantes cheios de névoa, flutuando a centímetros do chão, perpendicular a ele no ponto escolhido. Um anel é visível apenas de um lado (à sua escolha), que é o lado que funciona como portal.\nQualquer criatura ou objeto que adentrar o portal, sairá pelo outro portal, como se ambos estivessem adjacentes um ao outro; atravessar um portal do lado que não é um portal não tem efeito. A névoa que preenche cada portal é opaca e bloqueia a visão através dele. No seu turno, você pode girar os anéis, com uma ação bônus, fazendo o lado ativo ficar em uma direção diferente.", "duration": "Até 10 minutos", "higher_level": "", - "id": 14, + "id": "cdcda748-a653-4721-a258-7e23cad19215", "level": 6, "locations": [ { @@ -10549,7 +10549,7 @@ "desc": "Seu toque inflige uma doença. Faça um ataque de magia corpo-a-corpo contra uma criatura ao seu alcance. Se atingir, você aflige a criatura com uma doença, de sua escolha, entre qualquer um das descritas abaixo.\nNo final de cada turno do alvo, ele deve realizar um teste de resistência de Constituição. Após obter três falhas nesses testes de resistência, o efeito da doença permanece pela duração e a criatura para de fazer testes de resistência. Após obter três sucessos nesses testes de resistência, a criatura se recupera da doença e a magia termina.\nJá que essa magia induz uma doença natural no alvo, qualquer efeito que remova uma doença, ou de outra forma, melhore os efeitos de uma doença, se aplica a ela.\nArdência Mental. A mente da criatura fica febril. A criatura tem desvantagem em testes de Inteligência, testes de resistência de Inteligência e a criatura age como se estivesse sob efeito da magia confusão durante um combate.\nEnjoo Cegante. A dor se agarra a mente da criatura e seus olhos ficam branco-leitosos. A criatura tem desvantagem em testes de Sabedoria e testes de resistência de Sabedoria e está cega.\nFebre do Esgoto. Uma febre voraz se espalha pelo corpo da criatura. A criatura tem desvantagem em testes de Força, testes de resistência de Força e jogadas de ataque que usem Força.\nNecrose da Carne. A carne da criatura se decompõe. A criatura tem desvantagem em testes de Carisma e vulnerabilidade a todos os danos.\nPerdição Pegajosa. A criatura começa a sangrar incontrolavelmente. A criatura tem desvantagem em testes de Constituição e testes de resistência de Constituição. Além disso, sempre que a criatura sofrer dano, ela ficará atordoada até o fim do seu próximo turno.\nTremedeira. A criatura é acometida por espasmos. A criatura tem desvantagem em testes de Destreza, testes de resistência de Destreza e jogadas de ataque que usem Destreza.", "duration": "7 dias", "higher_level": "", - "id": 72, + "id": "ac9357a9-a04c-45d1-8d5b-910f6d68ea2e", "level": 5, "locations": [ { @@ -10578,7 +10578,7 @@ "desc": "Um enxame voraz de gafanhotos preenche uma esfera de 6 metros de raio, centrada no ponto que você escolher, dentro do alcance. A esfera se espalha dobrando esquinas. A esfera permanece pela duração e sua área é de escuridão leve. A área da esfera é de terreno difícil.\nQuando a área aparece, cada criatura dentro dela deve realizar um teste de resistência de Constituição. Uma criatura sofre 4d10 de dano perfurante se falhar na resistência ou metade desse dano se passar. Uma criatura deve, também, realizar um teste de resistência quando entrar na área da magia pela primeira vez num turno ou terminar seu turno nela.", "duration": "Até 10 minutos", "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 6° nível ou superior, o dano aumenta em 1d10 para cada nível do espaço acima do 5°.", - "id": 194, + "id": "c965e9a0-ee22-43d7-80eb-d2f783d1dce8", "level": 5, "locations": [ { @@ -10606,10 +10606,10 @@ "S" ], "concentration": false, - "desc": "Essa magia é um truque mágico simples que conjuradores iniciantes usam para praticar. Você cria um dos seguintes efeitos mágicos dentro do alcance:\n\u2022 Você cria, instantaneamente, um efeito sensorial inofensivo, como uma chuva de faíscas, um sopro de vento, notas musicais suaves ou um odor estranho.\n\u2022 Você, instantaneamente, acende ou apaga uma vela, uma tocha ou uma pequena fogueira.\n\u2022 Você, instantaneamente, limpa ou suja um objeto de até 1 metro cúbico.\n\u2022 Você esfria, esquenta ou melhora o sabor de até 1 metro cubico de matéria inorgânica por 1 hora.\n\u2022 Você faz uma cor, uma pequena marca ou um símbolo aparecer em um objeto ou superfície por 1 hora.\n\u2022 Você cria uma bugiganga não-mágica ou uma imagem ilusória que caiba na sua mão e que dura até o final do seu próximo turno.\nSe você conjurar essa magia diversas vezes, você pode ter até três dos seus efeitos não-instantâneos ativos, ao mesmo tempo, e você pode dissipar um desses efeitos com uma ação.", + "desc": "Essa magia é um truque mágico simples que conjuradores iniciantes usam para praticar. Você cria um dos seguintes efeitos mágicos dentro do alcance:\n• Você cria, instantaneamente, um efeito sensorial inofensivo, como uma chuva de faíscas, um sopro de vento, notas musicais suaves ou um odor estranho.\n• Você, instantaneamente, acende ou apaga uma vela, uma tocha ou uma pequena fogueira.\n• Você, instantaneamente, limpa ou suja um objeto de até 1 metro cúbico.\n• Você esfria, esquenta ou melhora o sabor de até 1 metro cubico de matéria inorgânica por 1 hora.\n• Você faz uma cor, uma pequena marca ou um símbolo aparecer em um objeto ou superfície por 1 hora.\n• Você cria uma bugiganga não-mágica ou uma imagem ilusória que caiba na sua mão e que dura até o final do seu próximo turno.\nSe você conjurar essa magia diversas vezes, você pode ter até três dos seus efeitos não-instantâneos ativos, ao mesmo tempo, e você pode dissipar um desses efeitos com uma ação.", "duration": "Até 1 hora", "higher_level": "", - "id": 261, + "id": "a8dfdd59-ada0-4b21-aceb-835174e5417d", "level": 0, "locations": [ { @@ -10636,7 +10636,7 @@ "desc": "Você tenta prender uma criatura dentro de uma célula ilusória que só ele percebe. Uma criatura que você pode ver dentro alcance deve fazer um teste de resistência de inteligência. O alvo é bem sucedido automaticamente se ele for imune a ser encantado. Em um teste bem bem-sucedido, o alvo sofre 5d10 de dano psíquico e a magia termina. Em um teste com falha, o alvo leva 5d10 dano psíquico, e você faz com que a área imediatamente ao redor do espaço do alvo pareça perigosa para ele de alguma maneira. Você pode fazer com que o alvo perceber-se como cercado por fogo, lâminas flutuantes ou mandíbulas horríveis preenchidas de dentes gotejantes. Seja qual for a forma que leva a ilusão, o alvo não pode ver ou ouvir qualquer coisa para além dela e fica impedido pela duração da magia. Se o alvo for removido da ilusão, fizer um ataque corpo a corpo através dela, ou estender qualquer parte do seu corpo através dela, o alvo recebe 10d10 de dano psíquic e magia termina.", "duration": "Até 1 minuto", "higher_level": "", - "id": 414, + "id": "3e3f9721-6bb5-410d-a84b-817d7d6c8157", "level": 6, "locations": [ { @@ -10665,7 +10665,7 @@ "desc": "Uma prisão em formato cúbico, imóvel e invisível, composta de energia mágica brota do nada, em volta de uma área, à sua escolha, dentro do alcance. A prisão pode ser uma cela ou uma caixa sólida, à sua escolha.\nUma prisão em formato de cela pode ter até 6 metros quadrados e é feita de barras com 1,5 centímetro de diâmetro espaçadas a 1,5 centímetro umas das outras.\nUma prisão em formato de caixa pode ter até 3 metros quadrados, criando uma barreira sólida que impede qualquer matéria de atravessa-la e bloqueia qualquer magia conjurada de entrar ou sair da área.\nQuando você conjura a magia, qualquer criatura que estiver completamente dentro da área da prisão ficará presa. As criaturas que estiverem apenas parcialmente na área, ou as grandes demais para caber dentro da área, são empurradas do centro da área, até estarem completamente fora dela.\nUma criatura dentro da prisão não pode sair dela por meios não-mágicos. Se a criatura tentar usar teletransporte ou viagem entre planos para abandonar a prisão, ela deve, primeiro, realizar um teste de resistência de Carisma. Se obtiver sucesso, a criatura pode usar a magia e sair da prisão. Se falhar, a criatura não pode sair da prisão e desperdiça o uso da magia ou efeito. A prisão também se estende ao Plano Etéreo, bloqueando viagem etérea.\nEssa magia não pode ser dissipada por dissipar magia.", "duration": "1 hora", "higher_level": "", - "id": 148, + "id": "525791db-c371-4fc0-ba4f-e13580ed2012", "level": 7, "locations": [ { @@ -10693,7 +10693,7 @@ "desc": "Você cria uma defesa contra viagem mágica que protege até 12.000 metros quadrados de solo até 9 metros de altura do solo. Pela duração, criaturas não conseguem se teletransportar para dentro da área ou usar portais, como os criados pela magia portal, para entrar na área. A magia protege a área contra viagem planar e, portanto, impede criaturas de acessarem a área por meio do Plano Astra, Plano Etéreo, Faéria, Umbra ou pela magia viagem planar.\nAlém disso, a magia causa dano a certos tipos de criatura, à sua escolha, quando a conjurar. Escolha um ou mais dentre os seguintes: celestiais, corruptores, elementais, fadas ou mortos-vivos. Quando uma criatura escolhida entrar na área da magia pela primeira vez em um turno ou começa seu turno nela, a criatura sofre 5d6 de dano radiante ou necrótico (à sua escolha, quando você conjura a magia).\nQuando você conjura essa magia, você pode definir uma senha. Uma criatura que falar a senha quando entrar na área não sofrerá dano dessa magia\nA área da magia não pode sobrepor a área de outra magia proibição. Se você conjurar proibição a cada dia por 30 dias no mesmo local, a magia durará até ser dissipada, e os componentes materiais serão consumidos apenas na última conjuração.", "duration": "1 dia", "higher_level": "", - "id": 147, + "id": "705e05c6-0fc2-44df-9c1e-740103976122", "level": 6, "locations": [ { @@ -10722,7 +10722,7 @@ "desc": "Você cria uma cópia ilusória de si mesmo, que permanece pela duração. A cópia pode aparecer em qualquer lugar, dentro do alcance, que você já tenha visto antes, independentemente da intervenção de obstáculos. A ilusão se parece e fala como você, mas é intangível. Se a ilusão sofrer qualquer dano, ela desaparece e a magia acaba.\nVocê pode ver através dos olhos e ouvir através dos ouvidos da cópia como se você estivesse no lugar dela. Em cada um dos seus turnos, com uma ação bônus, você pode trocar o uso dos sentidos dela pelo seu ou voltar novamente. Enquanto você está usando os sentidos dela, você fica cego e surdo ao que está a sua volta.\nInteração física com a imagem revelará ela como sendo uma ilusão, já que as coisas podem atravessa-la. Uma criatura que usar sua ação para examinar a imagem, pode determinar que ela é uma ilusão sendo bem sucedida num teste de Inteligência (Investigação) contra a CD da magia para desacredita-la. Se a criatura discernir a ilusão como ela é, a criatura poderá ver através da imagem e qualquer barulho que ela fizer soará oco para a criatura.", "duration": "Até 1 dia", "higher_level": "", - "id": 266, + "id": "e5dd5aa3-f2b4-4834-87b9-40258100ea5a", "level": 7, "locations": [ { @@ -10752,7 +10752,7 @@ "desc": "Você e até oito criaturas voluntárias dentro do alcance, projetam seus corpos astrais para o Plano Astral (a magia falha e a conjuração é perdida se você já estiver no plano). O corpo material que você deixa para trás ficará inconsciente e em estado de animação suspensa; ele não precisa de comida ou ar e não envelhece.\nSeu corpo astral assemelhasse à sua forma mortal em praticamente tudo, copiando suas estatísticas de jogo e posses. A principal diferença é a adição de um cordão prateado que se estende de trás da sua omoplata e traça um caminho atrás de você, sumindo após 30 centímetros. Esse cordão é a sua corrente com o seu corpo material. Enquanto sua corrente permanecer intacta, você pode encontrar seu caminho de volta pra casa. Se o cordão for cortado – algo que só pode acontecer se um efeito dizer especificamente que faz isso – sua alma e corpo estão separados, matando você instantaneamente.\nSua forma astral pode viajar livremente dentro do Plano Astral e pode passar através de portais que levam a qualquer outro plano. Se você entrar em um novo portal ou retornar para o plano que você estava quando conjurou a magia, seu corpo e posses são transportados ao longo do cordão de prata, permitindo que você reentre no seu corpo ao entrar no novo plano. Sua forma astral é uma encarnação separada. Qualquer dano ou outros efeitos que se aplicarem a ela, não terão efeito no seu corpo físico, nem persistem quando você voltar.\nA magia termina para você e seus companheiros quando você usar sua ação para dissipa-la. Quando a magia termina, as criaturas afetadas voltam para seus corpos físicos e acordam.\nA magia também pode terminar prematuramente para você ou um dos seus companheiros. Uma magia dissipar magia, bem sucedida, usada contra um corpo astral ou físico termina a magia para a criatura. Se o corpo original de uma criatura ou sua forma astral caírem a 0 pontos de vida, a magia termina para essa criatura. Se a magia terminar e o cordão prateado estiver intacto, o cordão puxa a forma astral da criatura de volta para seu corpo, terminando seu estado de animação suspensa.\nSe você retornar para o seu corpo prematuramente, seus companheiros permanecem nas suas formas astrais e devem encontrar seus próprios meios de voltar para seus corpos, geralmente caindo a 0 pontos de vida.", "duration": "Especial", "higher_level": "", - "id": 18, + "id": "9c1dc9a9-c988-4c8e-ba7b-1b567f9ab8cd", "level": 9, "locations": [ { @@ -10778,10 +10778,10 @@ "M" ], "concentration": false, - "desc": "Você cria uma defesa que protege até 225 metros quadrados de espaço (uma área de um quadrado de 15 metros ou cem quadrados de 1,5 metro ou vinte e cinco quadrados de 3 metros). A área protegida pode ter até 6 metros de altura, no formado que você desejar. Você pode proteger diversos armazéns de uma fortaleza dividindo a área entre eles, contanto que você possa andar em cada área contígua enquanto estiver conjurando a magia.\nQuando você conjura essa magia, você pode especificar indivíduos que não serão afetados por qualquer dos efeitos que você escolher. Você também pode especificar uma senha que, ao ser falada em voz alta, deixa o orador imune aos efeitos.\nProteger fortaleza cria os seguintes efeitos dentro da área protegida.\nCorredores. Névoa preenche todos os corredores protegidos, tornando-os área de escuridão densa. Além disso, cada interseção ou passagem ramificada oferecendo uma escolha de direção, há 50 por cento de chance de uma criatura diferente de você acredite que está indo na direção oposta à que escolheu.\nPortas. Todas as portas na área protegida estão trancadas magicamente, como se estivessem seladas pela magia tranca arcana. Além disso, você pode cobrir até dez portas com uma ilusão (equivalente a função de objeto ilusório da magia ilusão menor) para fazê-las parecer seções simples da parede.\nEscadas. Teias preenchem todas as escadas na área protegida do topo ao solo, como a magia teia. Esses fios voltam a crescer em 10 minutos se forem queimados ou partidos enquanto proteger fortaleza durar.\nOutros Efeitos de Magia. Você pode colocar, à sua escolha, um dos seguintes efeitos mágicos dentro da área protegida de uma fortaleza.\n\u2022 Colocar globos de luz em quatro corredores. Você pode designar uma programação simples que as luzes repetem enquanto proteger fortaleza durar.\n\u2022 Colocar boca encantada em duas localizações.\n\u2022 Colocar névoa fétida em duas localizações. Os vapores aparecem nos locais que você designar; eles retornam dentro de 10 minutos, se forem dispersados por um vento, enquanto proteger fortaleza durar.\n\u2022 Colocar uma lufada de vento constante em um corredor ou aposento.\n\u2022 Colocar uma sugestão em uma localização. Você seleciona uma área de um quadrado de 1,5 metro e, qualquer criatura que entrar ou passar através dessa área recebe a sugestão mentalmente.\nA área protegida inteira irradia magia. Uma dissipar magia conjurada em uma área especifica, se for bem sucedida, remove apenas aquele efeito.\nVocê pode criar uma estrutura, permanentemente, afetada por proteger fortaleza ao conjurar essa magia nela a cada dia por um ano.", + "desc": "Você cria uma defesa que protege até 225 metros quadrados de espaço (uma área de um quadrado de 15 metros ou cem quadrados de 1,5 metro ou vinte e cinco quadrados de 3 metros). A área protegida pode ter até 6 metros de altura, no formado que você desejar. Você pode proteger diversos armazéns de uma fortaleza dividindo a área entre eles, contanto que você possa andar em cada área contígua enquanto estiver conjurando a magia.\nQuando você conjura essa magia, você pode especificar indivíduos que não serão afetados por qualquer dos efeitos que você escolher. Você também pode especificar uma senha que, ao ser falada em voz alta, deixa o orador imune aos efeitos.\nProteger fortaleza cria os seguintes efeitos dentro da área protegida.\nCorredores. Névoa preenche todos os corredores protegidos, tornando-os área de escuridão densa. Além disso, cada interseção ou passagem ramificada oferecendo uma escolha de direção, há 50 por cento de chance de uma criatura diferente de você acredite que está indo na direção oposta à que escolheu.\nPortas. Todas as portas na área protegida estão trancadas magicamente, como se estivessem seladas pela magia tranca arcana. Além disso, você pode cobrir até dez portas com uma ilusão (equivalente a função de objeto ilusório da magia ilusão menor) para fazê-las parecer seções simples da parede.\nEscadas. Teias preenchem todas as escadas na área protegida do topo ao solo, como a magia teia. Esses fios voltam a crescer em 10 minutos se forem queimados ou partidos enquanto proteger fortaleza durar.\nOutros Efeitos de Magia. Você pode colocar, à sua escolha, um dos seguintes efeitos mágicos dentro da área protegida de uma fortaleza.\n• Colocar globos de luz em quatro corredores. Você pode designar uma programação simples que as luzes repetem enquanto proteger fortaleza durar.\n• Colocar boca encantada em duas localizações.\n• Colocar névoa fétida em duas localizações. Os vapores aparecem nos locais que você designar; eles retornam dentro de 10 minutos, se forem dispersados por um vento, enquanto proteger fortaleza durar.\n• Colocar uma lufada de vento constante em um corredor ou aposento.\n• Colocar uma sugestão em uma localização. Você seleciona uma área de um quadrado de 1,5 metro e, qualquer criatura que entrar ou passar através dessa área recebe a sugestão mentalmente.\nA área protegida inteira irradia magia. Uma dissipar magia conjurada em uma área especifica, se for bem sucedida, remove apenas aquele efeito.\nVocê pode criar uma estrutura, permanentemente, afetada por proteger fortaleza ao conjurar essa magia nela a cada dia por um ano.", "duration": "24 horas", "higher_level": "", - "id": 166, + "id": "a04f2cf4-1111-4e32-b4b0-7e16d7b0a934", "level": 6, "locations": [ { @@ -10808,7 +10808,7 @@ "desc": "Você tem resistência a dano de ácido, frio, fogo, elétrico e trovejante pela duração da magia.\nQuando você sofre dano de um desses tipos, você pode usar sua reação para ganhar imunidade a esse tipo de dano, inclusive contra o ataque que o desencadeou. Se você o fizer, a resistência termina e você tem imunidade até o final do seu próximo turno, quando a magia terminará.", "duration": "Até 1 minuto", "higher_level": "", - "id": 421, + "id": "9d5e9541-e09f-4e36-b46e-41b3ada3bd10", "level": 6, "locations": [ { @@ -10839,7 +10839,7 @@ "desc": "Pela duração, a criatura voluntária que você tocar terá resistência a um tipo de dano de sua escolha: ácido, elétrico, fogo, frio ou trovejante.", "duration": "Até 1 hora", "higher_level": "", - "id": 267, + "id": "e76cbca9-d075-4ffb-bafb-7687e0b325ff", "level": 3, "locations": [ { @@ -10868,7 +10868,7 @@ "desc": "Você estende suas mãos e desenha um símbolo de proteção no ar. Até o final do seu próximo turno, você terá resistência contra dano de concussão, cortante e perfurante causado por ataques com armas.", "duration": "1 rodada", "higher_level": "", - "id": 33, + "id": "8c857c1c-bcd1-4213-9445-a8a7ca387c0e", "level": 0, "locations": [ { @@ -10898,7 +10898,7 @@ "desc": "Você toca uma criatura. Se ela estiver envenenada, você neutraliza o veneno. Se mais de um veneno estiver afligindo o alvo, você neutraliza um veneno, que você saiba estar presente, ou neutraliza um aleatório.\nPela duração, o alvo terá vantagem em testes de resistência para não envenenado e terá resistência a dano de veneno.", "duration": "1 hora", "higher_level": "", - "id": 269, + "id": "0f4bbf70-52d3-4878-ad5a-49b73ec91743", "level": 2, "locations": [ { @@ -10925,7 +10925,7 @@ "desc": "Você toca uma criatura e concede a ela uma certa proteção contra a morte.\nA primeira vez que o alvo cair a 0 pontos de vida, como resultado de ter sofrido dano, o alvo, ao invés disso, cai a 1 ponto de vida e a magia termina.\nSe a magia ainda estiver funcionando quando o alvo for afetado por um efeito que poderia mata-lo instantaneamente sem causar dano, o efeito, ao invés disso, não funciona no alvo e a magia termina.", "duration": "8 horas", "higher_level": "", - "id": 90, + "id": "48a4bfe2-3a30-437c-9e8b-b24f4057999d", "level": 4, "locations": [ { @@ -10955,7 +10955,7 @@ "desc": "Até a magia acabar, uma criatura voluntária que você tocar estará protegida contra certos tipos de criaturas: aberrações, celestiais, corruptores, elementais, fadas e mortos-vivos.\nA proteção garante diversos benefícios. As criaturas desse tipo tem desvantagem nas jogadas de ataque contra o alvo. O alvo não pode ser enfeitiçado, amedrontado ou possuído por elas. Se o alvo já estiver enfeitiçado, amedrontado ou possuído por uma dessas criaturas, o alvo terá vantagem em qualquer novo teste de resistência contra o efeito relevante.", "duration": "Até 10 minutos", "higher_level": "", - "id": 268, + "id": "86e4c5d9-cf4a-4277-9a90-bc65fa6efd7e", "level": 1, "locations": [ { @@ -10988,7 +10988,7 @@ "desc": "Toda comida e bebida não-mágica dentro de uma esfera de 1,5 metro de raio centrada num ponto, à sua escolha, dentro do alcance é purificada e se livrada de venenos ou doenças.", "duration": "Instantânea", "higher_level": "", - "id": 270, + "id": "11c21984-41a5-4b07-8d0e-832fcc8289f7", "level": 1, "locations": [ { @@ -11017,7 +11017,7 @@ "desc": "Escolha até cinco criaturas caindo, dentro do alcance. A taxa de descendência de uma criatura caindo é reduzida para 18 metros por rodada, até o fim da magia. Se a criatura aterrissar antes da magia acabar, ela não sofre nenhum dano de queda, pode aterrissar em pé e a magia termina para essa criatura.", "duration": "1 minuto", "higher_level": "", - "id": 129, + "id": "ff334631-22b5-4490-bb6f-7b50548652ca", "level": 1, "locations": [ { @@ -11046,7 +11046,7 @@ "desc": "Uma linha de chamas vociferantes de 9 metros de comprimento e 1,5 metros de espessura emana de você em uma direção de sua escolha. Cada criatura na linha deve realizar um teste de resistência de Destreza. Uma criatura sofre 3d8 de dano de fogo se fracassar na resistência, ou metade desse dano se obtiver sucesso.", "duration": "Instantânea", "higher_level": "Em Níveis Superiores. Quando você conjura essa magia usando um espaço de magia de 3° nível ou superior, o dano aumenta em 1d8 para cada nível do espaço acima do 2°.", - "id": 364, + "id": "293c964a-ff6c-4a60-8afe-814aaf8a413a", "level": 2, "locations": [ { @@ -11074,7 +11074,7 @@ "desc": "Um raio adoecente de energia esverdeada chicoteia na direção de uma criatura dentro do alcance. Faça um ataque à distância com magia contra o alvo. Se atingir, o alvo sofrerá 2d8 de dano de veneno e deve realizar um teste de resistência de Constituição. Se falhar na resistência, ele também ficará envenenado até o final do seu próximo turno.", "duration": "Instantânea", "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 2° nível ou superior, o dano da magia aumenta em 1d8 para cada nível do espaço acima do 1°.", - "id": 275, + "id": "45709051-31a9-418f-835c-a9416f1080a2", "level": 1, "locations": [ { @@ -11101,7 +11101,7 @@ "desc": "Você cria três raios de fogo e os arremessa em alvos dentro do alcance. Você pode arremessa-los em um alvo ou em vários.\nRealize um ataque à distância com magia para cada raio. Se atingir, o alvo sofrerá 2d6 de dano de fogo.", "duration": "Instantânea", "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 3° nível ou superior, você cria um raio adicional para cada nível do espaço acima do 2°.", - "id": 286, + "id": "cf6397d5-42f1-4ca7-a6b5-873b01a06fce", "level": 2, "locations": [ { @@ -11127,7 +11127,7 @@ "desc": "Um lampejo de luz se lança em direção de uma criatura, à sua escolha, dentro do alcance. Realize um ataque à distância com magia contra o alvo. Se atingir, o alvo sofre 4d6 de dano radiante e, a próxima jogada de ataque contra esse alvo, antes do final do seu próximo turno, terá vantagem, graças a penumbra mística cintilando no alvo, até então.", "duration": "1 rodada", "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 2° nível ou superior, o dano aumenta em 1d6 para cada nível do espaço acima do 1°.", - "id": 168, + "id": "be5544d2-5d4a-4727-8500-9ae5e5bd9040", "level": 1, "locations": [ { @@ -11154,7 +11154,7 @@ "desc": "Um raio prateado de luz pálida brilha para baixo em um cilindro com 1,5 metro de raio e 12 metros de altura, centrado num ponto dentro do alcance. Até a magia acabar, penumbra preenche o cilindro.\nQuando uma criatura entrar na área da magia pela primeira vez em um turno, ou começar seu turno lá, ela é engolfada por chamas fantasmagóricas que causam dores lancinantes e ela deve realizar um teste de resistência de Constituição. Ela sofre 2d10 de dano radiante se falhar na resistência ou metade desse dano se passar.\nUm metamorfo faz seu teste de resistência com desvantagem. Se ele falhar, ele, também, reverte instantaneamente para sua forma original e não pode assumir uma forma diferente até deixar a luz da magia.\nEm cada um dos seus turnos após conjurar essa magia, você pode usar uma ação para mover o raio 18 metros em qualquer direção.", "duration": "Até 1 minuto", "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 3° nível ou superior, o dano aumenta em 1d10 para cada nível do espaço acima do 2°.", - "id": 235, + "id": "6dbfb6cd-29a2-4c46-8539-3e870b5d84f2", "level": 2, "locations": [ { @@ -11184,7 +11184,7 @@ "desc": "Um raio de luz brilhante surge da sua mão em uma linha de 18 metros de comprimento por 1,5 metro de largura. Cada criatura na linha deve realizar um teste de resistência de Constituição. Se falhar na resistência, uma criatura sofrerá 6d8 de dano radiante e ficará cega até seu próximo turno. Se passar na resistência, ela sofrerá metade desse dano e não ficará cega pela magia. Mortos- vivos e limos tem desvantagem nos seus testes de resistência.\nVocê pode criar uma linha de radiação com sua ação em qualquer turno, até a magia acabar.\nPela duração, uma fagulha de radiação luminosa brilha na sua mão. Ela emite luz plena num raio de 9 metros e penumbra por 9 metros adicionais. Essa luz é luz do sol.", "duration": "Até 1 minuto", "higher_level": "", - "id": 319, + "id": "16c0b0b0-b933-4982-b37e-56602209eb37", "level": 6, "locations": [ { @@ -11217,7 +11217,7 @@ "desc": "Um raio crepitante de energia azul é arremessado em uma criatura dentro do alcance, formando um arco elétrico contínuo entre você e o alvo. Faça um ataque à distância com magia contra a criatura. Se atingir, o alvo sofrerá 1d12 de dano elétrico e, em cada um dos seus turnos, pela duração, você pode usar sua ação para causar 1d12 de dano elétrico ao alvo, automaticamente. A magia acaba se você usar sua ação para fazer qualquer outra coisa. A magia também acaba se o alvo estiver fora do alcance da magia ou se você tiver cobertura total para ele.", "duration": "Até 1 minuto", "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 2° nível ou superior, o dano inicial aumenta em 1d12 para cada nível do espaço acima do 1°.", - "id": 358, + "id": "cf43ab1f-5021-4c14-bbf4-5bbc407684f5", "level": 1, "locations": [ { @@ -11244,7 +11244,7 @@ "desc": "Você conjura uma massa ondulante de energia caótica em uma criatura no alcance. Faça um ataque a distância com magia contra o alvo. Se atingir, o alvo leva 2d8 + 1d6 de dano. Escolha um dos d8s. O número rolado nesse dado determina o tipo de dano do ataque, como mostrado abaixo.\nd8 Tipo de Dano\n1 Ácido\n2 Frio\n3 Fogo\n4 Energia\n5 Elétrico\n6 Veneno\n7 Psíquico\n8 Trovejante\nSe você rolar o mesmo número em ambos os d8s, a energia caótica salta do alvo para uma criatura diferente a sua escolha dentro de 9 metros de distância. Faça uma nova rolagem de ataque contra o novo alvo, e faça uma nova rolagem de danos, o que pode fazer com que a energia caótica salte novamente.", "duration": "Instantânea", "higher_level": "Em Níveis Superiores. Quando você conjura essa magia usando um espaço de magia de 2° nível ou superior, o dano aumenta em 1d6 para cada nível do espaço acima do 1°.", - "id": 371, + "id": "f3fee061-f49d-4dad-a432-485f295485bd", "level": 1, "locations": [ { @@ -11272,7 +11272,7 @@ "desc": "Você arremessa um cisco de fogo em uma criatura ou objeto dentro do alcance. Faça um ataque à distância com magia contra o alvo. Se atingir, o alvo sofre 1d10 de dano de fogo. Um objeto inflamável atingido por essa magia, incendeia se não estiver sendo vestido ou carregado.\nO dano dessa magia aumenta em 1d10 quando você alcança o 5° nível (2d10), 11° nível (3d10) e 17° nível (4d10).", "duration": "Instantânea", "higher_level": "", - "id": 138, + "id": "3c11cc1e-5808-408e-8956-1e651d38c2c8", "level": 0, "locations": [ { @@ -11300,7 +11300,7 @@ "desc": "Um raio frigido de luz azul clara parte em direção de uma criatura, dentro do alcance. Realize um ataque à distância com magia contra o alvo. Se atingir, ele sofre 1d8 de dano de frio e seu deslocamento é reduzido em 3 metros até o começo do seu próximo turno.\nO dano da magia aumenta em 1d8 quando você alcança o 5° nível (2d8), 11° nível (3d8) e 17° nível (4d8).", "duration": "Instantânea", "higher_level": "", - "id": 274, + "id": "de6defe2-845b-4a4c-b882-b8da340f85a4", "level": 0, "locations": [ { @@ -11327,7 +11327,7 @@ "desc": "Um raio negro de energia enervante parte do seu dedo em direção de uma criatura, dentro do alcance. Faça um ataque à distância com magia contra o alvo. Se atingir, o alvo causará metade do dano com ataques com armas que usem Força, até a magia acabar.\nNo final de cada um dos turnos do alvo, ele pode realizar um teste de resistência de Constituição contra a magia. Se obtiver sucesso, a magia acaba.", "duration": "Até 1 minuto", "higher_level": "", - "id": 273, + "id": "977cd845-5613-448c-9162-41993e113bc2", "level": 2, "locations": [ { @@ -11353,7 +11353,7 @@ "desc": "Um feixe de energia crepitante vai em direção a uma criatura dentro do alcance. Realize uma jogada de ataque à distância com magia contra o alvo. Se atingir, o alvo sofre 1d10 de dano de energia.\nA magia cria mais de um feixe quando você alcança níveis elevados: dois feixes no 5° nível, três feixes no 11° nível e quatro feixes no 17° nível. Você pode direcionar os feixes para o mesmo alvo ou para alvos diferentes. Realize jogadas de ataque separadas para cada feixe.", "duration": "Instantânea", "higher_level": "", - "id": 114, + "id": "09573b09-c932-4ebe-8b37-a5d04a57dd6e", "level": 0, "locations": [ { @@ -11380,7 +11380,7 @@ "desc": "Oito raios de luz multicoloridos lampejam da sua mão. Cada raio é uma cor diferente e tem poderes e propósitos diferentes. Cada criatura em um cone de 18 metros deve realizar um teste de resistência de Destreza. Para cada alvo, role um d8 para determinar qual cor de raio afetou ele.\n1. Vermelho. O alvo sofre 10d6 de dano de fogo se falhar na resistência ou metade desse dano se obtiver sucesso.\n2. Laranja. O alvo sofre 10d6 de dano de ácido se falhar na resistência ou metade desse dano se obtiver sucesso.\n3. Amarelo. O alvo sofre 10d6 de dano elétrico se falhar na resistência ou metade desse dano se obtiver sucesso.\n4. Verde. O alvo sofre 10d6 de dano de veneno se falhar na resistência ou metade desse dano se obtiver sucesso.\n5. Azul. O alvo sofre 10d6 de dano de frio se falhar na resistência ou metade desse dano se obtiver sucesso.\n6. Anil. Se falhar na resistência, o alvo ficará impedido. Ele deve então, fazer um teste de resistência de Constituição ao final de cada um dos turnos dele. Se obtiver sucesso três vezes, a magia termina. Se falhar na resistência três vezes, ela se torna pedra é afetada pela condição petrificado. Os sucessos e falhas não precisam ser consecutivos; anote ambos os resultados até o alvo acumular três de mesmo tipo.\n7. Violeta. Se falhar na resistência, o alvo ficará cego. Ele deve realizar um teste de resistência de Sabedoria no início do seu próximo turno. Um sucesso na resistência acaba com a cegueira. Se falhar na resistência, a criatura é transportada para outro plano de existência, escolhido pelo Mestre, e não estará mais cego. (Tipicamente, uma criatura que esteja em um plano que não seja o seu plano natal é banida para lá, enquanto que outras criaturas geralmente são enviadas para os Planos Astral ou Etéreo.)\n8. Especial. O alvo é atingido por dois raios. Role mais duas vezes e jogue novamente qualquer 8.", "duration": "Instantânea", "higher_level": "", - "id": 262, + "id": "12a2e624-8ea6-4c9f-8f3d-54f614bd4e27", "level": 7, "locations": [ { @@ -11413,7 +11413,7 @@ "desc": "Você ergue sua mão em direção de uma criatura que você possa ver, dentro do alcance e projeta um sopro de gás tóxico da sua palma. A criatura deve ser bem sucedida num teste de resistência de Constituição ou sofrerá 1d12 de dano de veneno.\nO dano dessa magia aumenta em 1d12 quando você alcança o 5° nível (2d12), 11° nível (3d12) e 17° nível (4d12).", "duration": "Instantânea", "higher_level": "", - "id": 255, + "id": "e0a04c2f-f19f-4c17-99d2-d0aa72ec9d9e", "level": 0, "locations": [ { @@ -11440,7 +11440,7 @@ "desc": "Seu corpo entra em um estado catatônico, enquanto sua alma o abandona e entra num recipiente que você usa como componente material da magia. Enquanto sua alma permanecer no recipiente, você estará ciente do seu entorno como se você estivesse no espaço do recipiente. Você não pode se mover ou usar reações. A única ação que você pode realizar é projetar sua alma a até 30 metros do recipiente, tanto para retornar para o seu corpo (terminando a magia) ou para tentar possuir um corpo humanoide.\nVocê pode tentar possuir qualquer humanoide a até 30 metros de você que você possa ver (criaturas protegidas pelas magias proteção contra o bem e mal ou círculo mágico não podem ser possuídas). O alvo deve realizar um teste de resistência de Carisma. Se falhar, sua alma se move para o corpo do alvo e a alma do alvo fica aprisionada no recipiente. Se obtiver sucesso, o alvo resiste aos seus esforços em possuí-lo e você não poderá tentar possuí-lo novamente por 24 horas.\nUma vez que tenha possuído o corpo de uma criatura, você a controla. Suas estatísticas de jogo são substituídas pelas estatísticas da criatura, no entanto, você mantem sua tendência e seus valores de Inteligência, Sabedoria e Carisma. Você mantem os benefícios das suas características de classe. Se o alvo tiver quaisquer níveis de classe, você não pode usar quaisquer das características de classe dele.\nNesse período, a alma da criatura possuída pode perceber do recipiente usando os sentidos dela, mas, no mais, não pode se mover ou realizar quaisquer ações.\nEnquanto estiver possuindo um corpo, você pode usar sua ação para retornar do corpo do hospedeiro para o recipiente se ele estiver a até 30 metros de você, devolvendo a alma da criatura hospedeira para o corpo dela. Se o corpo do hospedeiro morrer enquanto você estiver dentro dele, a criatura morre e você deve realizar um teste de resistência de Carisma contra a sua CD de conjuração. Se obtiver sucesso, você retorna ao recipiente se ele estiver a até 30 metros de você. Caso contrário, você morre.\nSe o recipiente for destruído ou a magia acabar, sua alma, imediatamente, retorna para o seu corpo. Se seu corpo estiver a mais de 30 metros de você ou se seu corpo estiver morto quando você tentar retornar para ele, você morre. Se a alma de outra criatura estiver no recipiente quando ele for destruído, a alma da criatura volta para o corpo dela se o corpo estiver vivo e a até 30 metros dela. Caso contrário, a criatura morre.\nQuando a magia acabar, o recipiente é destruído.", "duration": "Até ser dissipada", "higher_level": "", - "id": 213, + "id": "7a147445-8c4f-4e47-8184-e84c2bf7c18a", "level": 6, "locations": [ { @@ -11470,7 +11470,7 @@ "desc": "Essa magia permite que você se mova a um ritmo incrível. Quando você conjura essa magia e, a partir de então, com uma ação bônus em cada um dos seus turnos, até a magia acabar, você pode realizar a ação de Disparada.", "duration": "Até 10 minutos", "higher_level": "", - "id": 123, + "id": "00524fa7-8e29-4054-92eb-ed78870381ea", "level": 1, "locations": [ { @@ -11497,7 +11497,7 @@ "desc": "Uma massa de águ a de 1,5 metros de profundidade aparece e rodopia em um raio de 9 metros centrado num ponto que você possa ver, dentro do alcance. O ponto deve estar no solo ou em um corpo de água. Até a magia acabar, a área é de terreno dificil e qualquer criatura que começar seu turno nela deve ser bem sucedida num teste de resistência de Força ou sofrerá 6d6 de dano de concussão e será puxada 3 metros na direção do centro.", "duration": "Até 1 hora", "higher_level": "", - "id": 409, + "id": "42d5ca87-c243-4618-b2e2-e031b0c1c147", "level": 5, "locations": [ { @@ -11525,7 +11525,7 @@ "desc": "Você toca um humanoide morto ou um pedaço de um humanoide morto. Considerando que a criatura não esteja morta a mais de 10 dias, a magia forma um novo corpo adulto para ele e então, chama a alma para entrar no corpo. Se a alam do alvo não estiver livre ou deseje fazê- lo, a magia falha.\nA magia forma um novo corpo para que a criatura habite, o que, provavelmente, fará com que a raça da criatura mude. O Mestre rola um d100 e consulta a tabela seguinte para determinar qual forma a criatura terá quando voltar a vida, ou o Mestre pode escolher uma forma.\n\n01–04\tDraconato\n05–13\tAnão, colina\n14–21\tAnão, montanha\n22–25\tElfo, negro\n26–34\tElfo, alto\n35–42\tElfo, floresta\n43–46\tGnomo, floresta\n47–52\tGnomo, rochas\n53–56\tMeio-elfo\n57–60\tMeio-orc\n61–68\tHalfling, pés leves\n69–76\tHalfling, robusto\n77–96\tHumano\n97–00\tTiefling\n\nA criatura reencarnada lembra-se da sua vida e experiências anteriores. Ela mantem as capacidades que a sua forma original tinha, exceto por trocar sua raça original pela nova e mudar suas características raciais adequadamente.", "duration": "Instantânea", "higher_level": "", - "id": 277, + "id": "9e51ec14-73b6-4198-8484-fc4e1c25308c", "level": 5, "locations": [ { @@ -11554,7 +11554,7 @@ "desc": "Três duplicatas ilusórias de você aparecem no seu espaço. Até a magia acabar, as duplicatas se movem com você e copiam as suas ações, trocando de posição, tornando impossível rastrear qual imagem é real. Você pode usar sua ação para dissipar as duplicatas ilusórias.\nCada vez que uma criatura mirar você com um ataque enquanto a magia durar, role um d20 para determinar se o ataque, em vez de você, mira uma das suas duplicatas.\nSe você tiver três duplicatas, você deve rolar um 6 ou maior para mudar o alvo do ataque para uma duplicata. Com duas duplicatas, você deve rolar um 8 ou maior. Com uma duplicata, você deve rolar um 11 ou maior.\nA CA de uma duplicata é igual a 10 + seu modificador de Destreza. Se um ataque atingir uma duplicata, ela é destruída. Uma duplicata só pode ser destruída por um ataque que a atinja. Ela ignora todos os outros danos e efeitos. A magia acaba quando todas as três duplicatas forem destruídas.\nUma criatura não pode ser afetada por essa magia se não puder enxergar, se ela contar com outros sentidos além da visão, como percepção às cegas, ou se ela puder perceber ilusões como falsas, como com visão verdadeira.", "duration": "1 minuto", "higher_level": "", - "id": 231, + "id": "6e73dd0c-f713-44f8-9b6b-f0865727d0d0", "level": 2, "locations": [ { @@ -11586,7 +11586,7 @@ "desc": "Você toca uma criatura e estimula sua habilidade de cura natural. O alvo recupera 4d8 + 15 pontos de vida. Pela duração da magia o alvo recupera 1 ponto de vida no início de cada turno dela (10 pontos de vida por minuto).\nOs membro decepados do corpo do alvo (dedos, pernas, rabos e assim por diante), se tiver algum, são restaurados após 2 minutos. Se você tiver a parte decepada e segura- la contra o topo, a magia, instantaneamente, faz com que o membro se grude ao toco.", "duration": "1 hora", "higher_level": "", - "id": 276, + "id": "1859abab-b820-4a3a-8825-38e989a75030", "level": 7, "locations": [ { @@ -11615,7 +11615,7 @@ "desc": "Um relâmpago forma uma linha de 30 metros de comprimento e 1,5 metro de largura que é disparado por você em uma direção, à sua escolha. Cada criatura na linha deve realizar um teste de resistência de Destreza. Uma criatura sofre 8d6 de dano elétrico se falhar na resistência ou metade desse dano se obtiver sucesso.\nO relâmpago incendeia objetos inflamáveis na área que não estejam sendo vestidos ou carregados.", "duration": "Instantânea", "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 4° nível ou superior, o dano aumenta em 1d6 para cada nível do espaço acima do 3°.", - "id": 205, + "id": "b45d0b1e-9384-4963-a661-a4946f9e7483", "level": 3, "locations": [ { @@ -11645,7 +11645,7 @@ "desc": "Ao seu toque, todas as maldições afetando uma criatura ou objeto terminam. Se o objeto for um item mágico amaldiçoado, sua maldição persiste, mas a magia rompe a sintonia do portador com o objeto, então permitindo que ele o remova ou descarte.", "duration": "Instantânea", "higher_level": "", - "id": 278, + "id": "92fd7e3b-3ab9-46dc-842f-5cf9b4a599ea", "level": 3, "locations": [ { @@ -11673,7 +11673,7 @@ "desc": "Você toca um corpo ou outros restos mortais. Pela duração, o alvo estará protegido de decomposição e não pode se tornar um morto-vivo.\nA magia também estende, efetivamente, o limite de tempo para que o alvo seja trazido de volta a vida, já que os dias passados sob a influência dessa magia não contam no tempo limite de tais magias, como reviver os mortos.", "duration": "10 dias", "higher_level": "", - "id": 155, + "id": "8c6b73ec-4f92-4854-a916-d52f384f4e13", "level": 2, "locations": [ { @@ -11703,7 +11703,7 @@ "desc": "Você aponta seu dedo e a criatura que causou dano a você é, momentaneamente, envolta por chamas infernais. A criatura deve realizar um teste de resistência de Destreza. Ela sofre 2d10 de dano de fogo se falhar na resistência ou metade desse dano se obtiver sucesso.", "duration": "Instantânea", "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 2° nível ou superior, o dano aumenta em 1d10 para cada nível do espaço acima do 1°.", - "id": 178, + "id": "91a28d18-ddc1-40f1-98e2-759b01df8184", "level": 1, "locations": [ { @@ -11732,7 +11732,7 @@ "desc": "Você toca uma criatura voluntária. Uma vez, antes da magia acabar, o alvo pode rolar um d4 e adicionar o valor jogado a um teste de resistência de sua escolha. Ele pode rolar o dado antes ou depois de realizar o teste de resistência. Então, a magia termina.", "duration": "Até 1 minuto", "higher_level": "", - "id": 279, + "id": "bc380f9b-2a68-4feb-b149-89dc6425f5f4", "level": 0, "locations": [ { @@ -11764,7 +11764,7 @@ "desc": "Essa magia concede a até dez criaturas voluntária que você possa ver, dentro do alcance, a habilidade de respirar embaixo d’água até a magia acabar. As criaturas afetadas também mantem sua forma normal de respiração.", "duration": "24 horas", "higher_level": "", - "id": 351, + "id": "3d7e2bd8-72da-46a2-bc69-c28ae4d356b6", "level": 3, "locations": [ { @@ -11793,7 +11793,7 @@ "desc": "A luz fraca esverdeada se espalha dentro de uma esfera de 9 metros de raio centrada em um ponto que você escolher dentro do alcance. A luz se espalha em torno dos cantos e dura até a magia terminar.\nQuando uma criatura se move para a área da magia pela primeira vez em um turno ou começa a sua vez nela, essa criatura deve ter sucesso em um teste de resistência de Constituição ou sofre 4d10 de dano radiante, e sofre um nível de exaustão e emite uma luz fraca e esverdeada em um raio de 1,5 metros. Esta luz torna impossível que a criatura se beneficie de ser invisível. A luz e os níveis de exaustão causados por esta magia desaparecem quando a magia termina.", "duration": "Até 10 minutos", "higher_level": "", - "id": 428, + "id": "e84e5bfa-3d82-438e-bdd3-738b2590c3aa", "level": 4, "locations": [ { @@ -11821,7 +11821,7 @@ "desc": "Você toca uma criatura morta que não esteja assim a mais de um século, que não tenha morrido por velhice e que não seja um morto-vivo. Se a alma da criatura estiver disposta e livre, o alvo volta a vida com todos os seus pontos de vida.\nEssa magia neutraliza quaisquer venenos e cura doenças normais que afetavam a criatura no momento da morte. Essa magia, no entanto, não remove doenças mágicas, maldições ou efeitos similares; se eles não tiverem sido removidos antes da conjuração da magia, eles voltam a afetar a criatura quando ela volta a viver.\nEssa magia fecha todos os ferimentos mortais e restaura partes do corpo perdidas.\nVoltar dos mortos é um calvário. O alvo sofre –4 de penalidade em todas as suas jogadas de ataque, testes de resistência e testes de habilidade. A cada vez que o alvo terminar um descanso longo, as penalidades são reduzidas em 1, até desaparecerem.\nConjurar essa magia para trazer de volta a vida uma criatura que tenha morrido a um ano ou mais tempo é extremamente desgastante para você. Até você terminar um descanso longo, você não pode conjurar magias novamente e terá desvantagem em todas as jogadas de ataque, testes de habilidade e testes de resistência.", "duration": "Instantânea", "higher_level": "", - "id": 280, + "id": "6ca7494a-54d2-4e2f-9be6-06527c25d036", "level": 7, "locations": [ { @@ -11850,7 +11850,7 @@ "desc": "Você toca uma criatura morta que não esteja assim a mais de 200 anos e que tenha morrido por qualquer motivo, exceto velhice. Se a alma da criatura estiver disposta e livre, o alvo volta a vida com todos os seus pontos de vida.\nEssa magia fecha todos os ferimentos, neutraliza quaisquer venenos, cura todas as doenças e suspende quaisquer maldições que afligiam a criatura quando ela morreu. A magia recupera órgão e membros danificados ou perdidos.\nEssa magia pode, até mesmo, prover um novo corpo, se o original não existir mais, nesse caso, você deve falar o nome da criatura. Ela aparece em um espaço desocupado, à sua escolha, a até 3 metros de você.", "duration": "Instantânea", "higher_level": "", - "id": 338, + "id": "f46be92b-0709-4f52-8330-49c47207d793", "level": 9, "locations": [ { @@ -11878,10 +11878,10 @@ "M" ], "concentration": false, - "desc": "Você imbui uma criatura que você toca, com energia positiva para desfazer um efeito debilitante. Você pode reduzir a exaustão do alvo em um nível ou remover um dos seguintes do alvo:\n\u2022 Um efeito que enfeitice ou petrifique o alvo\n\u2022 Uma maldição, incluindo a sintonização do alvo com um item mágico amaldiçoado\n\u2022 Qualquer redução a um dos valores de habilidade do alvo\n\u2022 Um efeito que esteja reduzindo o máximo de pontos de vida do alvo", + "desc": "Você imbui uma criatura que você toca, com energia positiva para desfazer um efeito debilitante. Você pode reduzir a exaustão do alvo em um nível ou remover um dos seguintes do alvo:\n• Um efeito que enfeitice ou petrifique o alvo\n• Uma maldição, incluindo a sintonização do alvo com um item mágico amaldiçoado\n• Qualquer redução a um dos valores de habilidade do alvo\n• Um efeito que esteja reduzindo o máximo de pontos de vida do alvo", "duration": "Instantânea", "higher_level": "", - "id": 164, + "id": "ef751964-7cc2-41da-b1f7-83fb69dcb0d5", "level": 5, "locations": [ { @@ -11916,7 +11916,7 @@ "desc": "Você toca uma criatura e pode, ou acabar com uma doença ou uma condição que a esteja afligindo. A condição pode ser cega, surda, paralisada ou envenenada.", "duration": "Instantânea", "higher_level": "", - "id": 201, + "id": "1c4bcc89-9737-4327-abca-b08e81469bf4", "level": 2, "locations": [ { @@ -11945,7 +11945,7 @@ "desc": "Você traz uma criatura morta que você tocar de volta a vida, considerando que ela não esteja morta a mais de 10 dias. Se a alma da criatura estiver tanto disposta quando livre para juntar-se ao corpo dela, a criatura volta a vida com 1 ponto de vida.\nEssa magia também neutraliza quaisquer venenos e cura doenças não-mágicas que afetavam a criatura no momento da morte. Essa magia, no entanto, não remove doenças mágicas, maldições ou efeitos similares; se eles não tiverem sido removidos antes da conjuração da magia, eles voltam a afetar a criatura quando ela volta a viver. A magia não pode trazer uma criatura morta-viva de volta à vida.\nEssa magia fecha todos os ferimentos mortais, mas ela não restaura partes do corpo perdidas. Se a criatura não tiver uma parte do corpo ou órgão fundamental para sua sobrevivência – sua cabeça, por exemplo – a magia falha automaticamente.\nVoltar dos mortos é um calvário. O alvo sofre –4 de penalidade em todas as suas jogadas de ataque, testes de resistência e testes de habilidade. A cada vez que o alvo terminar um descanso longo, as penalidades são reduzidas em 1, até desaparecerem.", "duration": "Instantânea", "higher_level": "", - "id": 271, + "id": "f3d85808-b976-430e-80a8-cc6f4b13c470", "level": 5, "locations": [ { @@ -11975,7 +11975,7 @@ "desc": "Você toca uma criatura que tenha morrido dentro do último minuto. Essa criatura volta a vida com 1 ponto de vida. Essa magia não pode trazer de volta a vida criaturas que tenham morrido de velhice nem pode restaurar quaisquer partes do corpo perdidas.", "duration": "Instantânea", "higher_level": "", - "id": 282, + "id": "07acd2e4-9f5d-4c00-a131-47a017259614", "level": 3, "locations": [ { @@ -12008,7 +12008,7 @@ "desc": "Uma criatura, à sua escolha, que você possa ver, dentro do alcance, acha tudo hilariantemente engraçado e cai na gargalhada, se essa magia afeta-la. O alvo deve ser bem sucedido em um teste de resistência de Sabedoria ou cairá no chão, ficando incapacitado e incapaz de se levantar pela duração. Uma criatura com valor de Inteligência 4 ou inferior não é afetada.\nAo final de cada um dos turnos dela e, toda vez que sofrer dano, o alvo pode realizar outro teste de resistência de Sabedoria. O alvo terá vantagem no teste de resistência se ele for garantido por ele ter sofrido dano. Se obtiver sucesso, a magia acaba.", "duration": "Até 1 minuto", "higher_level": "", - "id": 323, + "id": "3bb0bfaf-84a6-407f-bdcf-efe17c62a54f", "level": 1, "locations": [ { @@ -12034,10 +12034,10 @@ "S" ], "concentration": true, - "desc": "Você toca uma criatura e a criatura deve ser bem sucedida em um teste de resistência de Sabedoria ou será amaldiçoada pela duração da magia. Quando você conjura essa magia, escolha a natureza da maldição dentre as seguintes opções:\n\u2022 Escolha um valor de habilidade. Enquanto amaldiçoado, o alvo tem desvantagem em testes de habilidade e testes de resistência feitos com esse valor de habilidade,\n\u2022 Enquanto amaldiçoado, o alvo tem desvantagem nas jogadas de ataque contra você.\n\u2022 Enquanto amaldiçoado, o alvo deve realizar um teste de resistência de Sabedoria no começo de cada um dos turnos dela. Se ela falhar, ela perderá sua ação aquele turno, não fazendo nada.\n\u2022 Enquanto o alvo estiver amaldiçoado, seus ataques e magias causam 1d8 de dano necrótico extra a ele.\nUma magia remover maldição termina esse efeito. Com a permissão do Mestre, você pode escolher um efeito alternativo de maldição, mas ele não deve ser mais poderoso que os descritos acima. O Mestre tem a palavra final sobre o efeito de uma maldição.", + "desc": "Você toca uma criatura e a criatura deve ser bem sucedida em um teste de resistência de Sabedoria ou será amaldiçoada pela duração da magia. Quando você conjura essa magia, escolha a natureza da maldição dentre as seguintes opções:\n• Escolha um valor de habilidade. Enquanto amaldiçoado, o alvo tem desvantagem em testes de habilidade e testes de resistência feitos com esse valor de habilidade,\n• Enquanto amaldiçoado, o alvo tem desvantagem nas jogadas de ataque contra você.\n• Enquanto amaldiçoado, o alvo deve realizar um teste de resistência de Sabedoria no começo de cada um dos turnos dela. Se ela falhar, ela perderá sua ação aquele turno, não fazendo nada.\n• Enquanto o alvo estiver amaldiçoado, seus ataques e magias causam 1d8 de dano necrótico extra a ele.\nUma magia remover maldição termina esse efeito. Com a permissão do Mestre, você pode escolher um efeito alternativo de maldição, mas ele não deve ser mais poderoso que os descritos acima. O Mestre tem a palavra final sobre o efeito de uma maldição.", "duration": "Até 1 minuto", "higher_level": "Se você conjurar essa magia usando um espaço de magia de 4° nível, a duração da concentração sobe para 10 minutos. Se você usar um espaço de magia de 5° ou 6° nível, a duração será de 8 horas. Se você usar um espaço de magia de 7° ou 8° nível, a duração será de 24 horas. Se você usar um espaço de magia de 9° nível, a magia dura até ser dissipada. Usar um espaço de magia de 5° nível ou superior faz com que a duração não necessite de concentração.", - "id": 30, + "id": "537a4d1e-b245-43e0-8a66-3b618564cc68", "level": 3, "locations": [ { @@ -12068,7 +12068,7 @@ "desc": "Você toca uma criatura. A distância de salto da criatura é triplicada até a magia acabar.", "duration": "1 minuto", "higher_level": "", - "id": 196, + "id": "a66a67e7-a0f2-4204-a9bb-cde5065b96ce", "level": 1, "locations": [ { @@ -12097,7 +12097,7 @@ "desc": "Você protege uma criatura, dentro do alcance, contra ataques. Até a magia acabar, qualquer criatura que tentar atacar ou usar magias que causem dano contra criatura protegida deve, primeiro, realizar um teste de resistência de Sabedoria. Se falhar na resistência, a criatura deve escolher um novo alvo ou perderá o ataque ou magia. Essa magia não protege a criatura contra efeitos de área, como a explosão de uma bola de fogo.\nSe a criatura protegida realizar um ataque ou conjurar uma magia que afete uma criatura inimiga, essa magia acaba.", "duration": "1 minuto", "higher_level": "", - "id": 285, + "id": "02381609-3937-4b2d-83fd-09dc79afccb5", "level": 1, "locations": [ { @@ -12123,10 +12123,10 @@ "M" ], "concentration": false, - "desc": "Você deixa uma área, dentro do alcance, magicamente segura. A área é um cubo que pode ser tão pequeno quanto 1,5 metro ou tão grande quanto 30 metros de cada lado. A magia permanece pela duração ou até você usar uma ação para dissipa-la.\nQuando você conjura essa magia, você decide que tipo de segurança ela fornecerá, escolhendo qualquer ou todas as propriedades a seguir:\n\u2022 Sons não podem atravessar a barreira na fronteira da área protegida.\n\u2022 A barreira da área protegida escura e nebulosa, impedindo visão (inclusive visão no escuro) através dela.\n\u2022 Sensores criados por magia de adivinhação não podem aparecer dentro da área protegida ou atravessar a barreira no perímetro.\n\u2022 As criaturas na área não podem ser alvo de magias de adivinhação.\n\u2022 Nada pode se teletransportar para dentro ou para fora da área protegida.\n\u2022 Viagem planar está bloqueada para dentro da área protegida.\nConjurar essa magia no mesmo lugar, a cada dia, por um ano, torna o efeito permanente.", + "desc": "Você deixa uma área, dentro do alcance, magicamente segura. A área é um cubo que pode ser tão pequeno quanto 1,5 metro ou tão grande quanto 30 metros de cada lado. A magia permanece pela duração ou até você usar uma ação para dissipa-la.\nQuando você conjura essa magia, você decide que tipo de segurança ela fornecerá, escolhendo qualquer ou todas as propriedades a seguir:\n• Sons não podem atravessar a barreira na fronteira da área protegida.\n• A barreira da área protegida escura e nebulosa, impedindo visão (inclusive visão no escuro) através dela.\n• Sensores criados por magia de adivinhação não podem aparecer dentro da área protegida ou atravessar a barreira no perímetro.\n• As criaturas na área não podem ser alvo de magias de adivinhação.\n• Nada pode se teletransportar para dentro ou para fora da área protegida.\n• Viagem planar está bloqueada para dentro da área protegida.\nConjurar essa magia no mesmo lugar, a cada dia, por um ano, torna o efeito permanente.", "duration": "24 horas", "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 5° nível ou superior, você pode aumentar o tamanho do cubo em 30 metros de cada lado para cada nível do espaço acima do 4°. Então, você poderia proteger um cubo de até 60 metros de lado usando um espaço de magia de 5° nível.", - "id": 238, + "id": "b0b81461-0fe1-47f9-9494-bc604641e147", "level": 4, "locations": [ { @@ -12152,7 +12152,7 @@ "desc": "Da próxima vez que você atingir uma criatura com um ataque à distância com arma, antes da magia acabar, essa magia cria uma chuva de espinhos que brota da sua arma à distância ou munição. Além do efeito normal do ataque, o alvo do ataque e cada criatura a até 1,5 metro dele, devem realizar um teste de resistência de Destreza. Uma criatura sofre 1d10 de dano perfurante se falhar na resistência ou metade desse dano se obtiver sucesso.", "duration": "Até 1 minuto", "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 2° nível ou superior, o dano aumenta em 1d10 para cada nível do espaço acima do 1° (até o máximo de 6d10).", - "id": 170, + "id": "9296f1aa-196e-4ff0-af09-b57fa4f410fa", "level": 1, "locations": [ { @@ -12177,7 +12177,7 @@ "desc": "Você canaliza magia primordial para fazer com que seus dentes ou unhas se afiem, pronto para entregar um ataque corrosivo. Faça um ataque mágico corpo a corpo contra uma criatura dentro de 1,5 metros de você. Em um acerto, o alvo recebe 1d10 de dano ácido. Depois de fazer o ataque, seus dentes ou unhas voltam ao normal.\nO dano da magia aumenta em 1d10 quando você alcança 5° nível (2d10), 11° nível (3d10) e 17° nível (4d10).", "duration": "Instantânea", "higher_level": "", - "id": 420, + "id": "5d027f75-311a-4d5b-b812-29916aa7a9f2", "level": 0, "locations": [ { @@ -12203,7 +12203,7 @@ "desc": "Você cria uma porta umbral em uma superfície sólida e lisa que você possa ver, dentro do alcance. A porta é grande o suficiente para permitir a passagem de criaturas Médias sem dificuldade. Quando aberta, a porta levará a um semiplano que parece uma sala vazia de 9 metros quadrados de dimensão, feita de madeira ou pedra. Quando a magia termina, a porta desaparece e, qualquer criatura ou objeto dentro do semiplano, permanecerá preso lá, a medida que a porta desaparece do outro lado.\nCada vez que você conjura essa magia, você pode criar um novo semiplano ou fazer a porta umbral se conectar a um semiplano que você tenha criado em uma conjuração anterior dessa magia. Além disso, se você conhecer a natureza e conteúdo do semiplano criado através da conjuração dessa magia por outra criatura, você pode fazer com que a porta umbral se conecte a esse semiplano.", "duration": "1 hora", "higher_level": "", - "id": 92, + "id": "9b415b9e-6cf6-4ea0-a53e-7144c17590a5", "level": 8, "locations": [ { @@ -12232,7 +12232,7 @@ "desc": "Você toca uma besta voluntária. Pela duração da magia, você pode usar sua ação para ver através dos olhos e ouvir através dos ouvidos da besta e continua a fazê-lo até você usar sua ação para retornar aos seus sentidos normais.\nEnquanto estiver utilizando os sentidos da besta, você ganha os benefícios de qualquer sentido especial possuído pela criatura, no entanto, você estará cego e surdo em relação aos seus próprios sentidos.", "duration": "Até 1 hora", "higher_level": "", - "id": 29, + "id": "c2b557b1-e49e-4865-aa64-1531cc389a05", "level": 2, "locations": [ { @@ -12261,7 +12261,7 @@ "desc": "Essa magia cria uma força invisível, sem mente e sem forma que realiza tarefas simples, ao seu comando, até a magia acabar. O servo aparece do nada em um espaço desocupado no chão, dentro do alcance. Ele tem CA 10, 1 ponto de vida, Força 2 e não pode atacar. Se ele cair a 0 pontos de vida, a magia acaba.\nUma vez em cada um dos seus turnos, com uma ação bônus, você pode comandar, mentalmente, o servo para se mover até 4,5 metros e interagir com um objeto. O servo pode realizar tarefas simples que um serviçal humano faria, como buscar coisas, limpar, consertar, dobrar roupas, acender chamas, servir comida ou derramar vinho. Uma vez que um comando seja dado, o servo realiza a tarefa da melhor forma possível, até completar a tarefa, então esperará o seu próximo comando.\nSe você comandar o servo a realizar uma tarefa que poderia afasta-lo a mais de 18 metros de você, a magia termina.", "duration": "1 hora", "higher_level": "", - "id": 342, + "id": "7391dc10-dfaa-41dc-ae97-f4973353464f", "level": 1, "locations": [ { @@ -12292,7 +12292,7 @@ "desc": "Você toca uma criatura voluntária e a abençoa com uma habilidade limitada de ver o futuro iminente. Pela duração, o alvo não pode ser surpreendido e tem vantagem nas jogadas de ataque, testes de habilidade e testes de resistência. Além disso, outras criaturas tem desvantagem nas jogadas de ataque contra o alvo, pela duração.\nEssa magia termina imediatamente, se você conjura-la novamente antes da duração acabar.", "duration": "8 horas", "higher_level": "", - "id": 149, + "id": "20d8b576-b227-4fce-b3ad-297b31b61ad6", "level": 9, "locations": [ { @@ -12321,7 +12321,7 @@ "desc": "Pela duração, nenhum som pode ser criado dentro ou atravessar uma esfera de 6 metros de raio centrada num ponto, à sua escolha, dentro do alcance. Qualquer criatura ou objeto totalmente dentro da esfera é imune a dano trovejante e as criaturas estarão surdas enquanto estiverem completamente dentro dela. Conjurar magias que inclua a componente verbal é impossível ai.", "duration": "Até 10 minutos", "higher_level": "", - "id": 299, + "id": "06bf8696-72ac-4d90-8948-5a6fc7beb0bd", "level": 2, "locations": [ { @@ -12349,7 +12349,7 @@ "desc": "Essa magia permite que você mude a aparência de qualquer quantidade de criaturas que você possa ver, dentro do alcance. Você dá a cada alvo que você escolheu uma nova aparência ilusória. Um alvo involuntário pode realizar um teste de resistência de Carisma, se for bem sucedido, a magia não o afetará.\nA magia disfarça a aparência física, assim como roupa, armadura, armas e equipamentos. Você pode fazer com que cada criatura pareça 30 centímetros mais baixa ou alta e aparente ser magra, gorda ou entre. Você não pode mudar o tipo do seu corpo, portanto, você deve adotar uma forma que tenha a mesma disposição básica de membros. No mais, a extensão da sua ilusão cabe a você. A magia permanece pela duração, a menos que você usa sua ação para dissipa-la precocemente.\nAs mudanças criadas por essa magia não conseguem se sustentar perante uma inspeção física. Por exemplo, se você usar essa magia para adicionar um chapéu ao seu visual, objetos que passarem pelo chapéu e qualquer um que tocá-lo não sentirá nada ou sentirá sua cabeça e cabelo. Se você usar essa magia para aparentar ser mais magro do que é, a mão de alguém que a erguer para tocar em você, irá esbarrar em você enquanto ainda está, aparentemente, está no ar.\nUma criatura pode usar a ação dela para inspecionar um alvo e fazer um teste de Inteligência (Investigação) contra a CD da sua magia. Se for bem sucedido, ele estará ciente de que o alvo está disfarçado.", "duration": "8 horas", "higher_level": "", - "id": 290, + "id": "74bbeb60-a104-4b2e-ba43-d0a2d63a44b4", "level": 5, "locations": [ { @@ -12376,7 +12376,7 @@ "desc": "Você modela uma duplicata ilusória de uma besta ou humanoide, dentro do alcance, durante todo tempo de conjuração da magia. A duplicada é uma criatura, parcialmente real, formada de gelo ou neve e pode realizar ações e, no mais, ser tratada como uma criatura normal. Ela aparenta ser igual a original, mas tem metade do máximo de pontos de vida da criatura e é formada sem qualquer equipamento. No mais, a ilusão usa todas as estatísticas da criatura que ela copiou.\nO simulacro é amigável a você e às criaturas que você designar. Ele obedece aos seus comandos verbais, se movendo e agindo de acordo com seus desejos, agindo no seu turno em combate. O simulacro não possui capacidade de aprender ou de se tornar mais poderoso, portanto, ele nunca subirá de nível ou ganhará outras habilidades, nem poderá recuperar espaços de magia gastos.\nSe o simulacro sofrer dano, você pode repara-lo em um laboratório alquímico, usando ervas e minerais raros no valor de 100 po por ponto de vida recuperado. O simulacro dura até cair a 0 pontos de vida, no momento em que ele volta a ser neve e derrete instantaneamente.\nSe você conjurar essa magia novamente, qualquer duplicata atualmente ativa, que você criou com essa magia, é instantaneamente destruída.", "duration": "Até ser dissipada", "higher_level": "", - "id": 301, + "id": "e5930474-971d-4e0a-8ed7-49540a727048", "level": 7, "locations": [ { @@ -12403,7 +12403,7 @@ "desc": "Essa magia confere esperança e vitalidade. Escolha qualquer quantidade de criaturas dentro do alcance. Pela duração, cada alvo tem vantagem em testes de resistência de Sabedoria e testes de resistência contra a morte e recuperam o máximo de pontos de vida possível em qualquer cura.", "duration": "Até 1 minuto", "higher_level": "", - "id": 28, + "id": "b4e9d235-a1f6-474b-8e44-1c2aa6b20503", "level": 3, "locations": [ { @@ -12430,7 +12430,7 @@ "desc": "Você aponta para uma criatura que você pode ver dentro do alcance, e o som de um sino doloroso preenche o ar à volta dela por um momento. O alvo deve ter sucesso em um teste de resistência de Sabedoria ou sofrerá 1d8 de dano necrótico. Se o alvo tiver perdido qualquer de seus pontos de vida, ele sofre um dano necrótico de 1d12.\nO dano da magia aumenta em um dado quando atinge o 5° nível (2d8 ou 2d12), 11° nível (3d8 ou 3d12) e 17° nível (4d8 ou 4d12).", "duration": "Instantânea", "higher_level": "", - "id": 445, + "id": "992edc57-ba55-4cc4-b222-b7f88cceb6a4", "level": 0, "locations": [ { @@ -12457,7 +12457,7 @@ "desc": "As sombras parecidas oom umâ chama rodeiam seu corpo até que magia termine, fazendo com que você fique fortemente obscurecido aos os outros. As sombras tomam luz fraca dentro de 3 metros de você em escuridão e luz brilhante na mesma área em luz fraca.\nAté a magia terminar, você tem resistência a dano radiante. Além disso, sempre que uma criatura dentro de 3 metros de você atinge em você com um ataque, as sombras atacam essa criatura, provocando um dano necrótico de 2d8.", "duration": "Até 1 minuto", "higher_level": "", - "id": 426, + "id": "06388e6c-04b8-476a-b55a-fbfda1abdc27", "level": 4, "locations": [ { @@ -12486,7 +12486,7 @@ "desc": "Você faz um gesto acalmante e até três criaturas dispostas a sua escolha que você pode ver dentro do alcance caem inconscientes pela duração da magia. A magia termina em um alvo prematuramente se ele levar dano ou al gu ém usar uma ação para a acordar a sacudindo ou estapeando. Se o alvo continuar inconsciente pela duração completa, o alvo ganha os beneficias de um descanso curto e não pode ser afetado por esta magia novamente até que termine um descanso longo.", "duration": "10 minutos", "higher_level": "Em Níveis Superiores. Quando você conjura essa magia usando um espaço de magia de 4° nivel ou superior, você pode adicionar uma criatura disposta extra como alvo a cada nivel do espaço acima do 3°.", - "id": 368, + "id": "cfba48df-a52a-452c-8d73-d4966add826b", "level": 3, "locations": [ { @@ -12516,7 +12516,7 @@ "desc": "Essa magia molda os sonhos de uma criatura. Escolha uma criatura que você conheça como alvo dessa magia. O alvo deve estar no mesmo plano de existência que você. Criaturas que não dormem, como elfos, não podem ser contatados por essa magia. Você, ou uma criatura voluntária que você tocar, entram em um estado de transe. Enquanto estiver me transe, o mensageiro está ciente dos seus arredores, mas não pode realizar ações ou se mover.\nSe o alvo estiver dormindo, o mensageiro aparece no sonho do alvo e pode conversar com o alvo enquanto ele estiver dormindo, até o limite da duração da magia. O mensageiro também pode modificar o meio ambiente do sonho, criando paisagens, objetos e outras imagens. O mensageiro pode sair do transe a qualquer momento, terminando o efeito da magia prematuramente. O alvo se lembra do sonho perfeitamente quando acorda. Se o alvo estiver acordado quando a magia for conjurada, o mensageiro saberá disso e pode, tanto terminar o transe (e a magia) quando esperar o alvo cair no sono, no momento em que o mensageiro aparecerá nos sonhos do alvo.\nVocê pode fazer o mensageiro parecer monstruoso e aterrorizante para o alvo. Se o fizer, o mensageiro pode enviar uma mensagem de não mais que dez palavras, então o alvo deve realizar um teste de resistência de Sabedoria. Se falhar na resistência, ecos da monstruosidade fantasmagórica criarão um pesadelo que permanecerá pela duração do sono do alvo e impede o alvo de ganhar qualquer benefício do descanso. Além disso, quando o alvo acordar, ele sofrerá 3d6 de dano psíquico.\nSe você tiver uma parte do corpo, mecha de cabelo, recorte de unha ou porção similar do corpo do alvo, o alvo realiza seu teste de resistência com desvantagem.", "duration": "8 horas", "higher_level": "", - "id": 111, + "id": "bd3e192d-5c8e-4e98-bd03-4dc4fcfb5d17", "level": 5, "locations": [ { @@ -12547,7 +12547,7 @@ "desc": "Você e até oito criaturas voluntárias dentro do alcance ficam inconscientes durante a duração da magia e têm visões de outro mundo no Plano Material, como Oerth, Toril, Krynn ou Eberron. Se o feitiço atingir sua duração total, as visões terminam com cada um de vocês encontrando e puxando uma misteriosa cortina azul. O feitiço então termina com você mentalmente e fisicamente transportado para o mundo que estava nas visões.\nPara lançar este feitiço, você deve ter um item mágico que se originou no mundo que deseja alcançar e deve estar ciente da existência do mundo, mesmo se não souber o nome do mundo. Seu destino no outro mundo é um local seguro dentro de 1 milha de onde o item mágico foi criado. Alternativamente, você pode lançar a magia se uma das criaturas afetadas nasceu no outro mundo, o que faz com que seu destino seja um local seguro dentro de 1 milha de onde aquela criatura nasceu.\nO feitiço termina mais cedo em uma criatura se aquela criatura receber qualquer dano e a criatura não for transportada. Se você receber qualquer dano, o feitiço termina para você e todas as outras criaturas, sem nenhum de vocês sendo transportado.", "duration": "6 horas", "higher_level": "", - "id": 463, + "id": "da897f68-e532-49de-98ff-db7bb1af327b", "level": 7, "locations": [ { @@ -12578,7 +12578,7 @@ "desc": "Essa magia põem as criaturas num entorpecimento mágico. Jogue 5d8; o total é a quantidade de pontos de vida de criaturas afetados pela magia. As criaturas numa área de 6 metros de raio, centrada no ponto escolhido, dentro do alcance, são afetadas em ordem ascendente dos pontos de vida atuais delas (ignorando criaturas inconscientes).\nComeçando com as criaturas com menos pontos de vida atuais, cada criatura afetada por essa magia cai inconsciente até a magia acabar, sofrer dano ou alguém usar sua ação para sacudi-la ou esbofeteá-la até acordar. Subtraia os pontos de vida de cada criatura do total antes de seguir para a próxima criatura com menos pontos de vida atuais. Os pontos de vida atuais da criatura devem ser iguais ou menores que o valor restante para que a criatura possa ser afetada.\nMortos-vivos e criaturas imunes a serem enfeitiçadas não são afetadas por essa magia.", "duration": "1 minuto", "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 2° nível ou superior, jogue 2d8 adicionais para cada nível do espaço acima do 1°.", - "id": 302, + "id": "7cf7cfd7-7a5c-4fc3-aa10-40b98ea7e1af", "level": 1, "locations": [ { @@ -12608,7 +12608,7 @@ "desc": "Você sugere um curso de atividade (limitado a uma ou duas sentenças) e, magicamente, influencia um criatura que você possa ver, dentro do alcance, e que possa ouvir e compreender você. Criaturas que não podem ser enfeitiçadas são imunes a esse efeito. A sugestão deve ser formulada de modo que o curso de ação soe razoável. Dizer para a criatura se esfaquear, se arremessar em uma lança, tocar fogo em si mesma ou fazer algum outro ato obviamente nocivo anulará o efeito da magia.\nO alvo deve realizar um teste de resistência de Sabedoria. Se falhar na resistência, ele seguirá o curso de ação que você descreveu, da melhor forma possível. O curso de ação sugerido pode continuar por toda a duração. Se a atividade sugerida puder ser completada em um tempo menor, a magia termina quando o alvo completar o que lhe foi dito para que fizesse.\nVocê pode, também, especificar condições que irão ativar uma atividade especial pela duração. Por exemplo, você poderia sugerir a um cavaleiro que entregasse seu cavalo de guerra ao primeiro mendigo que ele encontrar. Se a condição não for satisfeita antes da magia expirar, a atividade não será concluída.\nSe você ou um dos seus companheiros causar dano a uma criatura afetada por essa magia, a magia termina.", "duration": "Até 8 horas", "higher_level": "", - "id": 318, + "id": "fc1a98b3-801a-4515-b358-a50663c22557", "level": 2, "locations": [ { @@ -12638,7 +12638,7 @@ "desc": "Você sugere um curso de atividade (limitado a uma ou duas sentenças) e, magicamente, influencia até dozes criaturas, à sua escolha, que você possa ver dentro do alcance e que possam ouvir e compreender você. Criaturas que não podem ser enfeitiçadas são imunes a esse efeito. A sugestão deve ser formulada de modo que o curso de ação soe razoável. Dizer para a criatura se esfaquear, se arremessar em uma lança, tocar fogo em si mesma ou fazer algum outro ato obviamente nocivo anulará o efeito da magia.\nCada alvo deve realizar um teste de resistência de Sabedoria. Se falhar na resistência, ele seguirá o curso de ação que você descreveu, da melhor forma possível. O curso de ação sugerido pode continuar por toda a duração. Por exemplo, você poderia sugeria a um grupo de soldados que deem todo o seu dinheiro para o primeiro mendigo que encontrarem. Se a condição não for atingida antes da magia acabar, a atividade não é realizada.\nSe você ou um dos seus companheiros causar dano a uma criatura afetada por essa magia, a magia termina para aquela criatura.", "duration": "24 horas", "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 7° nível, a duração será de 10 dias. Quando você usar um espaço de magia de 8° nível, a duração será de 30 dias. Quando você usar um espaço de magia de 9° nível, a duração será de 1 ano e 1 dia.", - "id": 221, + "id": "d1ef9a13-9429-42fd-9572-54f7bfebcb8f", "level": 6, "locations": [ { @@ -12664,7 +12664,7 @@ "desc": "Você sussurra uma melodia dissonante que apenas uma criatura, à sua escolha, dentro do alcance pode ouvir, causando-lhe uma terrível dor. O alvo deve realizar um teste de resistência de Sabedoria. Se falhar na resistência, ele sofrerá 3d6 de dano psíquico e deve, imediatamente, usar sua reação, se disponível, para se mover para o mais longe possível de você. A criatura não se moverá para um terreno obviamente perigoso, como uma fogueira ou abismo. Se obtiver sucesso na resistência, o alvo sofre metade do dano e não precisa se afastar de você. Uma criatura surda obtém sucesso automaticamente na sua resistência.", "duration": "Instantânea", "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 2° nível ou superior, o dano aumenta em 1d6 para cada nível do espaço acima do 1°.", - "id": 103, + "id": "070f925f-e249-4591-9f39-3b723ee4fb70", "level": 1, "locations": [ { @@ -12693,7 +12693,7 @@ "desc": "Quando você conjura essa magia, você inscreve um glifo nocivo, tanto sobre uma superfície (como uma secção de piso, uma parede ou mesa) quanto dentro de um objeto que possa ser fechado (como um livro, um pergaminho ou um baú de tesouro). Se você escolher uma superfície, o glifo pode cobrir uma área da superfície não superior a 3 metros de diâmetro. Se você escolher um objeto, o objeto deve permanecer no seu local; se ele for movido mais de 3 metros de onde você conjurou essa magia, o glifo será quebrado e a magia termina sem ser ativada.\nO glifo é quase invisível e requer um teste de Inteligência (Investigação) contra a CD da magia para ser encontrado.\nVocê define o que ativa o glifo quando você conjura a magia. Para glifos inscritos em uma superfície, os gatilhos mais típicos incluem tocar ou ficar sobre o glifo, remover outro objeto cobrindo o glifo, aproximar-se a uma certa distância do glifo ou manipular um objeto onde o glifo esteja inscrito. Para glifos inscritos dentro de objetos, os gatilhos mais comuns incluem abrir o objeto, aproximar- se a uma certa distância do objeto ou ver ou ler o glifo.\nVocê pode, posteriormente, aperfeiçoar o gatilho para que a magia se ative apenas sob certas circunstâncias ou de acordo com as características físicas (como altura ou peso), tipo de criatura (por exemplo, a proteção poderia ser definida para afetar aberrações ou drow) ou tendência. Você pode, também, definir condições para criaturas não ativarem o glifo, como aqueles que falarem determinada senha.\nQuando você inscreve o glifo, escolha uma das opções abaixo para seu efeito. Uma vez ativado, o glifo brilha, preenchendo uma esfera de 18 metros de raio com penumbra por 10 minutos, após esse tempo, a magia termina. Cada criatura na esfera, quando o glifo é ativado, é afetada por seu efeito, assim como uma criatura que entrar na esfera a primeira vez num turno ou termina seu turno nela.\nAtordoamento. Cada alvo deve realizar um teste de resistência de Sabedoria e ficará atordoada por 1 minuto se falhar na resistência.\nDesespero. Cada alvo deve realizar um teste de resistência de Carisma. Com uma falha na resistência, o alvo será consumido pelo desespero por 1 minuto. Durante esse período, ele não poderá atacar ou afetar qualquer criatura com habilidades, magias ou outros efeitos mágicos nocivos.\nDiscórdia. Cada alvo deve realizar um teste de resistência de Sabedoria. Com uma falha na resistência, um alvo irá brigar e discutir com outras criaturas por 1 minuto. Durante esse período, ele será incapaz de se comunicar compreensivamente e terá desvantagem nas jogadas de ataque e testes de habilidade.\nDor. Cada alvo deve realizar um teste de resistência de Constituição e ficará incapacitada com dores excruciantes por 1 minuto se falhar na resistência.\nInsanidade. Cada alvo deve realizar um teste de resistência de Inteligência. Com uma falha na resistência, o alvo é levado a loucura por 1 minuto. Uma criatura insana, não pode realizar ações, não entende o que as outras criaturas dizem, não pode ler e fala apenas coisas sem sentido. O Mestre controla seus movimentos, que serão erráticos.\nMedo. Cada alvo deve realizar um teste de resistência de Sabedoria e ficará amedrontado por 1 minuto se falhar na resistência. Enquanto estiver amedrontado, o alvo largará o que quer que esteja segurando e deve se afastar, pelo menos 9 metros do glifo em cada um dos seus turnos, se for capaz.\nMorte. Cada alvo deve realizar um teste de resistência de Constituição, sofrendo 10d10 de dano necrótico se falhar na resistência ou metade desse dano se passar na resistência.\nSono. Cada alvo deve realizar um teste de resistência de Sabedoria e cairá inconsciente por 10 minutos se falhar na resistência. Uma criatura acorda se sofrer dano ou se alguém usar sua ação para sacudi-la e estapeá-la até ela acordar.", "duration": "Até ser dissipada ou ativada", "higher_level": "", - "id": 322, + "id": "279b6e1e-5d36-427d-a081-f9067e5c6650", "level": 7, "locations": [ { @@ -12719,10 +12719,10 @@ "V" ], "concentration": false, - "desc": "Você manifesta pequenas maravilhas, um sinal de poder sobrenatural, dentro do alcance. Você cria um dos seguintes efeitos mágicos dentro do alcance:\n\u2022 Sua voz ressoa com o triplo do volume normal por 1 minuto.\n\u2022 Você provoca tremores inofensivos no solo por 1 minuto.\n\u2022 Você cria, instantaneamente, um som que se origina de um ponto, à sua escolha, dentro do alcance, como o barulho de um trovão, o gralhar de um corvo ou sussurros sinistros.\n\u2022 Você, instantaneamente, faz uma porta ou janela destrancada se abrir ou se fechar.\n\u2022 Você altera a aparência dos seus olhos por 1 minuto.\nSe você conjurar essa magia diversas vezes, você pode ter até três dos efeitos de 1 minuto ativos por vez, e você pode dissipar um desses efeitos com uma ação.", + "desc": "Você manifesta pequenas maravilhas, um sinal de poder sobrenatural, dentro do alcance. Você cria um dos seguintes efeitos mágicos dentro do alcance:\n• Sua voz ressoa com o triplo do volume normal por 1 minuto.\n• Você provoca tremores inofensivos no solo por 1 minuto.\n• Você cria, instantaneamente, um som que se origina de um ponto, à sua escolha, dentro do alcance, como o barulho de um trovão, o gralhar de um corvo ou sussurros sinistros.\n• Você, instantaneamente, faz uma porta ou janela destrancada se abrir ou se fechar.\n• Você altera a aparência dos seus olhos por 1 minuto.\nSe você conjurar essa magia diversas vezes, você pode ter até três dos efeitos de 1 minuto ativos por vez, e você pode dissipar um desses efeitos com uma ação.", "duration": "Até 1 minuto", "higher_level": "", - "id": 329, + "id": "ce2e3ed7-e6ce-4bc1-9898-7ddd5b86ec8a", "level": 0, "locations": [ { @@ -12751,7 +12751,7 @@ "desc": "Você conjura uma massa de teias espessas e pegajosas num ponto, à sua escolha, dentro do alcance. As teias preenchem um cubo de 6 metros naquele ponto, pela duração. As teias são terreno difícil e causam escuridão leve na área delas.\nSe as teias não estiverem sendo suportadas por duas massas sólidas (como duas paredes ou árvores) ou em camadas sobre um chão, parede ou teto, a teia conjurada desaba sobre si mesma e a magia termina no início do seu próximo turno. As teias em camadas sobre uma superfície plana terão 1,5 metro de profundidade.\nCada criatura que começar seu turno nas teias ou entrar nelas durante seu turno, deve realizar um teste de resistência de Destreza. Se falhar na resistência, a criatura estará impedida enquanto permanecer nas teias ou até se libertar.\nUma criatura impedida pelas teias pode usar sua ação para realizar um teste de Força contra a CD da magia. Se obtiver sucesso, ela não estará mais impedida.\nAs teias são inflamáveis. Qualquer cubo de 1,5 metro de teia exposto ao fogo, é consumida por ele em 1 rodada, causando 2d4 de dano de fogo a qualquer criatura que começar seu turno nas chamas.", "duration": "Até 1 hora", "higher_level": "", - "id": 353, + "id": "d6f3d9a6-537b-4887-840e-d02815de46ec", "level": 2, "locations": [ { @@ -12779,7 +12779,7 @@ "desc": "Você adquire a habilidade de mover ou manipular criaturas ou objetos através do pensamento. Quando você conjura a magia e, com sua ação a cada turno, pela duração, você pode exercer sua vontade sobre uma criatura ou objeto que você possa ver, dentro do alcance, causando os efeitos apropriados abaixo. Você pode afetar o mesmo alvo rodada após rodada, ou escolher um novo a qualquer momento. Se você mudar de alvos, o alvo anterior não será mais afetado pela magia.\nCriatura. Você pode tentar mover uma criatura Enorme ou menor. Faça um teste de habilidade com sua habilidade de conjuração resistido por um teste Força da criatura. Se você vencer a disputa, você move a criatura até 9 metros em qualquer direção, incluindo para cima, mas não além do alcance da magia. Até o final do seu próximo turno, a criatura estará impedida pelo seu agarrão telecinético. Uma criatura erguida para cima estará suspensa no ar.\nEm rodadas subsequente, você pode usar sua ação para tentar manter seu agarrão telecinético na criatura repetindo o teste resistido.\nObjeto. Você pode tentar mover um objeto pesando até 500 quilos. Se o objeto não estiver sendo vestido ou carregado, você o move, automaticamente, até 9 metros em qualquer direção, mas não além do alcance dessa magia.\nSe o objeto estiver sendo vestido ou carregado por uma criatura, você deve realizar um teste de habilidade com sua habilidade de conjuração resistido por um teste de Força da criatura. Se você for bem sucedido, você arranca o objeto da criatura e o move até 9 metros, em qualquer direção, mas não além do alcance dessa magia.\nVocê pode exercer um controle refinado sobre os objetos com seu agarrão telecinético, como manipular ferramentas simples, abrir uma porta ou um recipiente, guardar ou recuperar um item de um recipiente aberto ou derramar o conteúdo de um frasco.", "duration": "Até 10 minutos", "higher_level": "", - "id": 324, + "id": "84a71880-e94c-45a0-9fbd-a49891d0ac3f", "level": 5, "locations": [ { @@ -12806,7 +12806,7 @@ "desc": "Você cria uma ligação telepática entre você e uma criatura voluntária com a qual você seja familiarizado. A criatura pode estar em qualquer lugar no mesmo plano de existência que você. A magia termina se você ou o alvo não estiver mais no mesmo plano.\nAté a magia acabar, você e o alvo podem, instantaneamente, compartilhar palavras, imagens, sons e outras mensagens sensoriais uma com a outra através da ligação e o alvo reconhece que é você a criatura que está se comunicando com ele. A magia permite que uma criatura com valor de Inteligência mínimo de 1 compreenda o sentido das suas palavras e capta o sentido geral de qualquer mensagem sensorial que você enviar.", "duration": "24 horas", "higher_level": "", - "id": 325, + "id": "cd7449cc-084c-48fc-8a5d-4d7d85bb4899", "level": 8, "locations": [ { @@ -12834,7 +12834,7 @@ "desc": "Essa magia, instantaneamente, transporta você e até oito criaturas voluntárias, à sua escolha, que você possa ver dentro do alcance ou um único objeto que você possa ver no alcance, para um destino que você selecionou. Se você for afetar um objeto, ele deve ser capaz de caber inteiro dentro de um cubo de 3 metros e não pode estar sendo empunhado ou carregado por uma criatura involuntária.\nO destino que você escolher deve ser conhecido por você e deve ser no mesmo plano de existência que você está. Sua familiaridade com o destino determina se você chegará nele com sucesso. O Mestre rola um d100 e consulta a tabela.\n\nCírculo permanente:\n01–100\tNo Alvo\n\nObjeto associado::\n01–100\tNo Alvo\n\nMuito familiar:\n01–05\tFiasco\n06–13\tÁrea Similar\n14–24\tFora do Alvo\n25–100\tNo Alvo\n\nVisto casualmente:\n01–33\tFiasco\n34–43\tÁrea Similar\n44–53\tFora do Alvo\n54–100\tFora do Alvo\n\nVisto uma vez:\n01–43\tFiasco\n44–53\tÁrea Similar\n54–73\tFora do Alvo\n74–100\n\nDescrição:\n01–43\tFiasco\n44–53\tÁrea Similar\n54–73\tFora do Alvo\n74–100\tNo Alvo\n\nDescrição falsa:\n01–50\tFiasco\n51–100\tÁrea Similar\n\nFamiliaridade. “Círculo permanente” significa um círculo de teletransporte permanente o qual você conhece a sequência de selos. “Objeto associado” significa que você possui um objeto retirado do destino desejado nos últimos seis meses, como um livro da biblioteca do mago, roupa de cama de uma suíte real ou um pedaço de mármore da tumba secreta do lich.\n“Muito familiar” é um lugar que você já tenha ido muitas vezes, um lugar que você estudou cuidadosamente ou um local que você possa ver enquanto conjura a magia. “Visto casualmente” é algum lugar que você tenha visto mais de uma vez, mas que não seja muito familiar. “Visto uma vez” é um lugar que você só viu uma vez, possivelmente através de magia. “Descrição” é um lugar cuja localização e aparência você conhece através da descrição de outrem, talvez através de um mapa.\n“Destino falso” é um local que não existe. Talvez você tenha tentado espionar o santuário de um inimigo, mas, ao invés, viu uma ilusão ou você está tentando se teletransportar para um local familiar que não existe mais.\nNo Alvo. Você e seu grupo (ou objeto alvo) aparecem onde você queria.\nFora do Alvo. Você e seu grupo (ou objeto alvo) aparecem a uma distância aleatória fora do destino em uma direção aleatória. A distância do alvo é 1d10 x 1d10 por cento da distância que você viajou. Por exemplo, se você tentou viajar 180 quilômetros, mas apareceu fora do alvo e rolou um 5 e um 3 nos dois d10s, então você saiu do alvo 15 por cento ou 27 quilômetros. O Mestre determina a direção de fora do alvo aleatoriamente rolando um d8 e designando 1 como norte, 2 como nordeste, 3 como leste e assim por diante ao redor dos pontos cardeais. Se você seria teletransportado para uma cidade costeira, podendo cair a 27 quilômetros dela, no mar, você poderia ter problemas.\nÁrea Similar. Você e seu grupo (ou objeto alvo) aparecem em uma área diferente que, visualmente ou tematicamente, é similar a área alvo. Se você estava indo para o laboratório na sua casa, por exemplo, você pode parar em outro laboratório de mago ou em uma loja de suprimentos alquímicos que terá muitas ferramentas iguais às encontradas no seu laboratório. Geralmente, você aparecerá no local similar mais próximo, mas já que a magia não tem limite de alcance, você pode, concebivelmente, viajar para qualquer lugar no plano.\nFiasco. A mágica imprevisível da magia resulta em uma jornada difícil. Cada criatura teletransportada (ou o objeto alvo) sofrem 3d10 de dano de energia e o Mestre rola novamente a tabela para ver onde você foi parar (fiascos múltiplos podem ocorrer, causando dano a cada vez).", "duration": "Instantânea", "higher_level": "", - "id": 326, + "id": "6ffc5052-4817-4b96-bf5f-efc146aa444a", "level": 7, "locations": [ { @@ -12860,7 +12860,7 @@ "desc": "Essa magia cria uma ligação mágica entre uma planta inanimada Grande ou maior, dentro do alcance, e outra planta a qualquer distância, no mesmo plano de existência. Você deve ter visto ou tocado a planta de destino, pelo menos uma vez antes. Pela duração, qualquer criatura pode entrar na planta alvo e sair da planta destino usando 1,5 metro de movimento.", "duration": "1 rodada", "higher_level": "", - "id": 335, + "id": "bee5f785-341a-4eb9-98f5-4caff3b42f1a", "level": 6, "locations": [ { @@ -12886,7 +12886,7 @@ "desc": "Uma agitada nuvem tempestuosa se forma, centrada num ponto que você possa ver e se espalha num raio de 108 metros. Relâmpagos riscam a área, trovões ressoam e ventos fortes silvam. Cada criatura embaixo da nuvem (a não mais de 1.500 metros abaixo da nuvem) quando ela aparece deve realizar um teste de resistência de Constituição. Com uma falha na resistência, uma criatura sofre 2d6 de dano trovejante e ficará surda por 5 minutos.\nA cada rodada que você mantiver a concentração nessa magia, a tempestade produzirá efeitos adicionais no seu turno.\nRodada 2. Chuva ácida cai da nuvem. Cada criatura e objeto abaixo dela nuvem sofre 1d6 de dano ácido.\nRodada 3. Você convoca seis relâmpagos da nuvem para atingir seis criaturas ou objetos, à sua escolha, abaixo da nuvem. Uma mesma criatura ou objeto não pode ser atingido por mais de um raio. Uma criatura atingida deve realizar um teste de resistência de Destreza. A criatura sofrerá 10d6 de dano elétrico se falhar na resistência ou metade desse dano se passar.\nRodada 4. Granizo chove da nuvem. Cada criatura abaixo da nuvem sofre 2d6 de dano de concussão.\nRodada 5–10. Ventos e chuva gelados atacam a área abaixo da nuvem. A área se torna terreno difícil e de escuridão densa. Cada criatura sofre 1d6 de dano de frio. Ataques com armas à distância na área são impossíveis. O vento e chuva contam como uma distração grave com os propósitos de manter a concentração em magias. Finalmente, ventos fortes (entre 30 e 75 quilômetros por hora) automaticamente dispersam nevoa, neblina e fenômenos similares na área, independentemente de serem mundanos ou mágicos.", "duration": "Até 1 minuto", "higher_level": "", - "id": 317, + "id": "6ec468c6-39c5-45db-899c-9981e4de0179", "level": 9, "locations": [ { @@ -12914,7 +12914,7 @@ "desc": "Uma tempestade feita de camadas de chamas crepitantes aparece num local, à sua escolha, dentro do alcance. A área da tempestade consiste de até dez cubos de 3 metros, que você pode organizar como desejar. Cada cubo deve ter, pelo menos, uma face adjacente a face de outro cubo. Cada criatura na área deve realizar um teste de resistência de Destreza. Ela sofre 7d10 de dano de fogo se falhar na resistência, ou metade desse dano se obtiver sucesso.\nO fogo causa dano aos objetos na área e incendeia objetos inflamáveis que não estejam sendo vestidos ou carregados. Se desejar, a vida vegetal na área pode não ser afetada por essa magia.", "duration": "Instantânea", "higher_level": "", - "id": 140, + "id": "ef63def6-e123-4f00-afcf-5a9fc10c0f60", "level": 7, "locations": [ { @@ -12943,7 +12943,7 @@ "desc": "Uma rajada de pedras de gelo batem no chão em um cilindro de 6 metros de raio por 12 metros de altura, centrado num ponto dentro do alcance. Cada criatura no cilindro deve realizar um teste de resistência de Destreza. Uma criatura sofre 2d8 de dano de concussão e 4d6 de dano de frio se falhar na resistência ou metade desse dano se obtiver sucesso.\nO granizo torna a área da tempestade em terreno difícil até o final do seu próximo turno.", "duration": "Instantânea", "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 5° nível ou superior, o dano de concussão aumenta em 1d8 para cada nível do espaço acima do 4°.", - "id": 188, + "id": "d84b7c3f-8658-4fab-a27f-476110c23096", "level": 4, "locations": [ { @@ -12971,7 +12971,7 @@ "desc": "Você faz com que um templo brilhe para existência em solo que você pode ver dentro do alcance. O templo deve caber dentro de um cubo de espaço desocupado, de até 36 metros de cada lado. O templo permanece até a magia terminar. É dedicado a qualquer deus , panteão ou filosofia representado pelo símbolo sagrado usado na conjuração.\nVocê toma todas as decisões sobre a aparência do templo. O interior é fechado por um piso, paredes e um telhado, com uma porta que concede acesso ao interior e tantas janelas quanto desejar. Somente você e todas as criaturas que você designar quando conjurar a magia podem abrir ou fochar a porta. O interior do templo é um espaço aberto com ídolo ou altar em uma extremidade. Você decide se o templo está iluminado e se essa iluminação é luz brilhante ou luz fraca. O cheiro de incenso incisivo preenche o ar e a temperatura é suave.\nO templo opõe-se aos tipos de criaturas que você escolhe quando você conjurou esta magia. Escolha um ou mais dos seguintes: celestiais, elementais, fadas, demônios ou mortos-vivos. Se uma criatura do tipo escolhido tenta entrar no templo, essa criatura deve fazer um teste de resistência de Carisma. Em um teste com falha, ela não pode entrar no templo por 24 horas. Mesmo que a criatura pos sa entrar no templo, a magia o entrava; sempre que ela fizer uma rolag m de ataque, uma verificação de habilidade ou um teste de resistência dentro do temRlo ele deve rolar um d4 e subtrair o número rolado da rolagem de um d20.\nAlém disso, os sensores criados por magias de adivinhação não podem aparecer dentro do templo, e as criaturas dentro não podem ser alvo de magias de adivinhação.\nFinalmente, sempre que qualquer criatura no templo recuperar pontos de vida a partir de uma magia de 1° nível ou superior, a criatura recupera pontos de vida adicionais iguais ao seu modificador de Sabedoria (mínimo 1 ponto de vida).\nO templo é feito de força mágica opaca que se estende no plano etéreo, bloqueando assim a viagem etérea para o interior do templo. Nada pode pas sar fisicamente pelo exterior do templo. Ele não pode ser dissipado por dissipar magia e campo antimagia não tem efeito sobre ele. Uma magia desintegrar destrói o templo instantaneamente.\nAo conjurar esta magia no mesmo local todos os dias durante um ano, toma este efeito permanente.", "duration": "24 horas", "higher_level": "", - "id": 439, + "id": "88c1094b-2e5c-4875-ac67-edc810003de9", "level": 7, "locations": [ { @@ -12999,7 +12999,7 @@ "desc": "Tentáculos negros retorcidos preenchem um quadrado de 6 metros no chão, que você possa ver dentro do alcance. Pela duração, esses tentáculos transformam o solo na área em terreno difícil.\nQuando uma criatura adentrar a área afetada pela primeira vez em um turno ou começar o turno dela lá, a criatura deve ser bem sucedida num teste de resistência de Destreza ou sofrerá 3d6 de dano de concussão e estará impedida pelos tentáculos até o fim da magia. Uma criatura que começar seu turno na área e já estiver impedida pelos tentáculos sofre 3d6 de dano de concussão.\nUma criatura impedida pelos tentáculos pode usar sua ação para realizar um teste de Força ou Destreza (à escolha dela) contra a CD da sua magia. Se ela obtiver sucesso, ela se libertará.", "duration": "Até 1 minuto", "higher_level": "", - "id": 122, + "id": "c4fadaf8-554d-4033-be06-548f2e4c011c", "level": 4, "locations": [ { @@ -13029,7 +13029,7 @@ "desc": "Você cria um distúrbio sísmico num ponto no solo, que você possa ver dentro do alcance. Pela duração, um tremor intenso rompe o solo em um círculo com 30 metros de raio centrado no ponto e sacode criaturas e estruturas em contato com o chão na área.\nO solo na área torna-se terreno difícil. Cada criatura no solo que estiver se concentrando, deve realizar um teste de resistência de Constituição. Se falha na resistência, a concentração da criatura é interrompida.\nQuando você conjura essa magia, e ao final de cada turno que você gastar se concentrando nela, cada criatura no solo na área deve realizar um teste de resistência de Destreza. Se falhar na resistência, a criatura será derrubada no chão.\nEssa magia pode ter efeitos adicionais a depender do terreno na área, como determinado pelo Mestre.\nFissuras. Fissuras se abrem por toda área da magia, no começo do seu próximo turno, após você conjurar a magia. Um total de 1d6 dessas fissuras se abrem em locais escolhidos pelo Mestre. Cada um tem 1d10 x 3 metros de profundidade, 3 metros de largura e se estende de uma extremidade até o lado oposto da área da magia. Uma criatura que estiver em um ponto onde uma fissura se abriu deve ser bem sucedido num teste de resistência de Destreza ou cairá dentro dela. Uma criatura que obtenha sucesso na resistência se move com a margem da fissura, à medida que ela se abre.\nUma fissura que se abra abaixo de uma estrutura faz com que ela, automaticamente, desmorone (veja abaixo).\nEstruturas. O tremor causa 50 de dano de concussão a qualquer estrutura em contato com o solo na área, quando você conjurar a magia e, no início de cada turno até a magia terminar. Se a estrutura cair a 0 pontos de vida, ela desmorona e, potencialmente, fere criaturas próximas. Uma criatura a uma distância inferior a metade da altura da estrutura deve realizar um teste de resistência de Destreza. Se falhar na resistência, a criatura sofrerá 5d6 de dano de concussão, cairá no chão e estará soterrada nos escombros, precisando de um teste de Força (Atletismo) com CD 20, usando uma ação, para escapar. O Mestre pode ajustar a CD para cima ou para baixo, dependendo da natureza dos escombros. Se obtiver sucesso na resistência, a criatura sofre metade do dano e não estará caída ou soterrada.", "duration": "Até 1 minuto", "higher_level": "", - "id": 113, + "id": "7ec7ea45-1289-4301-a066-05783e75df05", "level": 8, "locations": [ { @@ -13060,7 +13060,7 @@ "desc": "Você faz com que um terreno natural num cubo de 45 metros dentro do alcance, pareça, soe e cheire com outro tipo de terreno natural. Portanto, campos abertos ou uma estrada podem ser modificados para se assemelharem a um pântano, colina, fenda ou algum outro tipo de terreno difícil ou intransponível. Uma lagoa pode ser modificada para se parecer com um prado, um precipício com um declive suave ou um barranco pedregoso com uma estrada larga e lisa. Estruturas manufaturadas, equipamentos e criaturas dentro da área não tem suas aparências modificadas.\nAs características táteis do terreno são inalteradas, portanto, as criaturas que adentrarem na área estão susceptíveis de ver através da ilusão. Se a diferença não for obvia ao toque, uma criatura que examine a ilusão cuidadosamente, pode realizar um teste de Inteligência (Investigação) contra a CD da magia para desacredita-la. Uma criatura que discernir a ilusão do que ela é, a enxerga como uma imagem vaga sobrepondo o terreno.", "duration": "24 horas", "higher_level": "", - "id": 172, + "id": "756aa3e0-90e3-4732-b771-6b604ed11a1e", "level": 4, "locations": [ { @@ -13089,7 +13089,7 @@ "desc": "Você cria uma mão esquelética fantasmagórica no espaço de uma criatura, dentro do alcance. Realize um ataque à distância com magia contra a criatura para afeta-la com o frio sepulcral. Se atingir, a criatura sofre 1d8 de dano necrótico e não poderá recuperar pontos de vida até o início do seu próximo turno. Até lá, a mão ficará presa ao alvo.\nSe você atingir um alvo morto-vivo, ele terá desvantagem nas jogadas de ataque contra você até o final do seu próximo turno.\nO dano dessa magia aumenta em 1d8 quando você alcança o 5° nível (2d8), 11° nível (3d8) e 17° nível (4d8).", "duration": "1 rodada", "higher_level": "", - "id": 46, + "id": "06f1e50e-7dcf-4d88-96be-50c630a722fa", "level": 0, "locations": [ { @@ -13117,7 +13117,7 @@ "desc": "Eletricidade surge da sua mão para transmitir um choque em uma criatura que você tentar tocar. Faça um ataque corpo-a-corpo com magia contra o alvo. Você tem vantagem na jogada de ataque se o alvo estiver vestindo qualquer armadura de metal. Se atingir, o alvo sofre 1d8 de dano elétrico e não pode usar reações até o início do próximo turno dele.\nO dano da magia aumenta em 1d8 quando você alcança o 5° nível (2d8), 11° nível (3d8) e 17° nível (4d8).", "duration": "Instantânea", "higher_level": "", - "id": 298, + "id": "bb88a4ba-ecfc-448b-8495-4513b623dc3d", "level": 0, "locations": [ { @@ -13144,7 +13144,7 @@ "desc": "O toque da sua mão coberta de sombras pode drenar a força vital dos outros para curar seus ferimentos. Realize um ataque corpo-a-corpo com magia contra uma criatura ao seu alcance. Se atingir, o alvo sofre 3d6 de dano necrótico e você recupera pontos de vida igual à metade do dano necrótico causado. Até a magia acabar, você pode realizar o ataque novamente, no seu turno, com uma ação.", "duration": "Até 1 minuto", "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 4° nível ou superior, o dano aumenta em 1d6 para cada nível do espaço acima do 3°.", - "id": 343, + "id": "94c5774b-1fa0-4e1e-af22-7f49bb6f2505", "level": 3, "locations": [ { @@ -13175,7 +13175,7 @@ "desc": "Você toca uma porta, janela, portão, baú ou outra entrada fechada e ela ficará trancada pela duração. Você e as criaturas que você designar, quando você conjurar essa magia, podem abrir o objeto normalmente. Você também pode definir uma senha que, quando falada a 1,5 metro do objeto, suprime a magia por 1 minuto. de outra forma, ele é intransponível até ser quebrado ou a magia seja dissipada ou suprimida. Conjurar arrombar no objeto suprime a tranca arcana por 10 minutos.\nEnquanto estiver sob efeito dessa magia, o objeto é mais difícil de quebrar ou de forçar para abrir; a CD para quebra-lo ou de arromba-lo aumenta em 10.", "duration": "Até ser dissipada", "higher_level": "", - "id": 15, + "id": "ea8b274c-1249-4464-b204-82811f37a545", "level": 2, "locations": [ { @@ -13203,7 +13203,7 @@ "desc": "Você sacrifica parte de sua saúde para reparar lesões de outra criatura. Você sofre 4d8 de dano necrótico, que não podem ser reduzidos de forma alguma, e uma criatura a sua escolha que voce pode ver dentro do alcance recupera uma quantidade de pontos de vida i gu ais ao dobro do dano necrótico que você sofre.", "duration": "Instantânea", "higher_level": "Em Níveis Superiores. Quando você conjura essa magia usando um espaço de magia de 4° nível ou superior, o dano aumenta em 1d8 para cada nivel do espaço de magia acima do 2°.", - "id": 407, + "id": "3c0ac8bc-d842-4461-ad2f-7b31aa0e37dd", "level": 3, "locations": [ { @@ -13227,10 +13227,10 @@ "M" ], "concentration": true, - "desc": "Você se dota de resistência e proeza marcial alimentada por magia. Até que a magia termine, você não pode conjurar magias e você ganha os seguintes beneficios:\n\u2022 Você ganha 50 pontos de vida temporários. Se algum destes permanecer quando a magia terminar, eles são perdidos.\n\u2022 Você tem vantagem em rolagens de ataque que você faz com armas simples e marciais.\n\u2022 Quando você atinge um alvo com um ataque de armas , esse alvo recebe um dano de energia adicional de 2d12.\n\u2022 Você tem proficiência com todas as armaduras, escudos, armas simples e armas marciais. \u2022 Você possui proficiência em testes de resistência de Força e Constituição.\n\u2022 Você pode atacar duas vezes , ao invés de uma vez, quando você toma a ação de Ataque em seu turno. Você ignora esse beneficio se você já possui um recurso, como Ataque Extra, que lhe dá ataques extras.\nImediatamente após o término da magia, voce deve ter sucesso em um teste de resistência de Constituição CD 15 ou sofre um nivel de exaustão.", + "desc": "Você se dota de resistência e proeza marcial alimentada por magia. Até que a magia termine, você não pode conjurar magias e você ganha os seguintes beneficios:\n• Você ganha 50 pontos de vida temporários. Se algum destes permanecer quando a magia terminar, eles são perdidos.\n• Você tem vantagem em rolagens de ataque que você faz com armas simples e marciais.\n• Quando você atinge um alvo com um ataque de armas , esse alvo recebe um dano de energia adicional de 2d12.\n• Você tem proficiência com todas as armaduras, escudos, armas simples e armas marciais. • Você possui proficiência em testes de resistência de Força e Constituição.\n• Você pode atacar duas vezes , ao invés de uma vez, quando você toma a ação de Ataque em seu turno. Você ignora esse beneficio se você já possui um recurso, como Ataque Extra, que lhe dá ataques extras.\nImediatamente após o término da magia, voce deve ter sucesso em um teste de resistência de Constituição CD 15 ou sofre um nivel de exaustão.", "duration": "Até 10 minutos", "higher_level": "", - "id": 440, + "id": "866fd713-3089-4078-baed-f8cb895eda35", "level": 6, "locations": [ { @@ -13260,7 +13260,7 @@ "desc": "Você escolhe uma ârea de pedra ou lama que você possa ver, que caiba num cubo de 12 metros e que esteja dentro do alcance, e escolhe um dos efeitos a seguir.\nTransmutar Pedra em Lama. Pedra não mágica de qualquer tipo na área toma-se um volume equivalente de lama fluida e espessa.\nSe você conjurar a magia numa área de solo, ele se toma lamacento o suficiente para que criaturas afundem nele. Cada 1,5 metros que a criatura se mova através da lama custa 6 metros de movimento e qualquer criatura no solo quando você conjura a magia deve realizar um teste de resistência de Força. Uma criatura também deve realizar essa resistência da primeira vez que entrar na ârea em um turno, ou terminar seu turno nela. Se falh ar na resistência, uma criatura afunda na lama e fica impedida, apesar de poder usar uma ação para terminar a condição de impedido em si mesmo ao se livrar da lama.\nSe você conjurar a magia no teto, a lama cai. Qualquer criatura sob a lama quando ela cai deve realizar um teste de resistência de Destreza. Uma criatura sofre 4d8 de dano de concussão se falhar na resistência, ou metade desse dano se for bem sucedida.\nTransmutar Lama em Pedra. Lama não mágica ou areia movediça numa área de não mais de 3 metros de profundidade transforma-se em pedra lisa. Qualquer ctiatura na lama quando ela é transformada deve realizar um teste de resistência de Destreza. Se falhar na resistência, uma criatura fica impedida pela pedra. A criatura impedida pode usar sua ação para tentar se libertar ao ser bem sucedido num teste de Força (CD 20) ou causar 25 de dano a pedra a sua volta. Com um sucesso na resistência, uma criatura é jogada em segurança para a superfície em um espaço desocupado.", "duration": "Até ser dissipada", "higher_level": "", - "id": 446, + "id": "4dc567b1-b97e-4a86-8172-38b7a923c60a", "level": 5, "locations": [ { @@ -13289,7 +13289,7 @@ "desc": "Você provoca um tremor no solo num raio de 3 metros. Cada criatura diferente de você na área deve realizar um teste de resistência de Destreza. Se falhar na resistência, uma criatura sofre 1d6 de dano de concussão e fica caída no chão. Se o solo na área for de terra ou pedra solta, ele se toma terreno dificil até ser limpo.", "duration": "Instantânea", "higher_level": "Em Níveis Superiores. Quando você conjura essa magia usando um espaço de magia de 2° nível ou superior, o dano aumenta em ld6 para cada nível do espaço acima do 1°.", - "id": 383, + "id": "085065c6-cd39-41c4-934b-88f7c4799e2b", "level": 1, "locations": [ { @@ -13317,7 +13317,7 @@ "desc": "Você toca um pedaço de corda que tenha até 18 metros de comprimento. Uma ponta da corda então, se ergue no ar até toda a corda estar erguida e perpendicular ao solo. Na ponta de cima da corda, uma entrada invisível se abre para um espaço extradimensional que permanece até a magia acabar.\nO espaço extradimensional pode ser alcançado escalando a corda até o topo. O espaço pode abrigar até oito criaturas Médias ou menores. A corda pode ser puxada para dentro do buraco, fazendo-a desaparecer para os observadores do lado de fora do espaço.\nAtaques e magias não podem ultrapassar a entrada, entrando ou saindo do espaço extradimensional, mas quem está dentro pode ver o lado de fora, como se estivesse olhando por uma janela de 0,9 metro por 1,5 metro, centrada na corda.\nTudo que estiver dentro do espaço extradimensional cai quando a magia acabar.", "duration": "1 hora", "higher_level": "", - "id": 283, + "id": "c7a309b5-ed0f-4f36-bad6-96312edbc300", "level": 2, "locations": [ { @@ -13344,7 +13344,7 @@ "desc": "Uma muralha de água aparece do nada num ponto, à sua escolha, dentro do alcance. Você pode fazer a muralha ter até 90 metros de comprimento, 90 metro de altura e 15 metros de espessura. A muralha permanece pela duração.\nQuando a muralha aparece, cada criatura dentro da área deve realizar um teste de resistência de Força. Se falhar na resistência, uma criatura sofrerá 6d10 de dano de concussão ou metade desse dano se passar na resistência.\nNo início de cada um dos seus turnos, após a muralha aparecer, ela, junto com qualquer criatura nela, se afasta 15 metros de você. Qualquer criatura Enorme ou menor dentro da muralha ou no espaço que a muralha entrar quando ela se mover, deve ser bem sucedida num teste de resistência de Força ou sofrerá 5d6 de dano de concussão. Uma criatura pode sofrer esse dano apenas uma vez por rodada. No final do turno, a altura da muralha é reduzida em 15 metros e o dano que as criaturas sofrem da magia nas rodadas subsequentes é reduzido em 1d10. Quando a muralha chegar a 0 metro de altura, a magia acaba.\nUma criatura pega pela muralha, pode se mover nadando. Devido à força da onda, no entanto, a criatura deve realizar um teste de Força (Atletismo) contra a CD da magia para conseguir se mover. Se ela falhar no teste, não conseguirá se mover. Uma criatura que se mova para fora da área, cairá no chão.", "duration": "Até 6 rodadas", "higher_level": "", - "id": 341, + "id": "2b904abe-ef73-4f40-9f1b-d52f7fd20ca5", "level": 8, "locations": [ { @@ -13373,7 +13373,7 @@ "desc": "Escolha uma criatura voluntária que você possa ver, dentro do alcance. Até a magia acabar, o deslocamento do alvo é dobrado, ele ganha +2 de bônus na CA, ele tem vantagem em testes de resistência de Destreza e ganha uma ação adicional em cada um dos turnos dele. A ação pode ser usada apenas para realizar as ações de Atacar (um ataque com arma, apenas), Disparada, Desengajar, Esconder ou Usar um Objeto.\nQuando a magia acabar, o alvo não poderá se mover ou realizar ações até depois do seu próximo turno, à medida que uma onda de letargia toma conta dele.", "duration": "Até 1 minuto", "higher_level": "", - "id": 174, + "id": "34127b74-5d0a-46d0-a823-7e79876c066c", "level": 3, "locations": [ { @@ -13402,7 +13402,7 @@ "desc": "Um vehdaval rodopia élté um ponto no solo que você especificar. O vendaval é um cilindto de 3 metros de raio, 9 metros de alhlra, centrado no ponto. Até a magia acabar, você pode usar sua ação para mover o vendaval até 9 metros em qualquer direção pelo solo . O vendaval suga quaisquer objetos Médios ou menores que não estej am presos a nada e que não estejam sendo vestido ou carregado por ninguém.\nUma criatura deve realizar um teste de resistência de Destreza na primeira vez num turno que ela entrar no vendaval ou que o vendaval entrar no espaço dela, incluindo quando o vendaval apareceu primeiro. U ma criatura sofre 10d6 de dano de concussão se falhar na resistência, ou metade desse dano se obtiver sucesso. Além disso, uma criatura Grande ou menor que falhar na resistência deve ser bem sucedida num teste de resistência de Força ou ficará impedida pelo vendaval até a magia acabar. Quando uma criatura começa seu turno impedida pelo vendaval, ela é puxada 1,5 metros para o alvo dentro dele, a não ser que a criatura esteja no topo. Uma criatura impedida se move com o vendaval e cai quando a magia acaba, a não ser que a criatura tenha algum meio de ficar no ar.\nUma criatura impedida pode usar uma ação para realizar um teste de Força ou Destreza contra a CD de resistência da magia. Se for bem sucedida, a criatura não e stará mais impedida pelo vendaval e é arremessada a 3d6 x 3 metros de distância em uma direção aleatória.", "duration": "Até 1 minuto", "higher_level": "", - "id": 453, + "id": "3f37fb1b-7ca1-4f40-a87b-1d347936c448", "level": 7, "locations": [ { @@ -13427,10 +13427,10 @@ "V" ], "concentration": true, - "desc": "Um vento forte (30 quilômetros por hora) sopra a sua volta num raio de 3 metros e se move com você, permanecendo centrado em você. O vento permanece pela duração da magia.\nO vento tem os seguintes efeitos:\n\u2022 Ele ensurdece você e outras criaturas n a área.\n\u2022 Ele extingu e chamas desprotegidas na área que tenham o tamanho de tochas ou menores.\n\u2022 A área é de terreno dificil para outras criaturas diferentes de você.\n\u2022 As jogadas de ataque à distância com armas tem desvantagem se passarem para dentro ou para fora do vento.\n\u2022 Ele afasta vapor, gás e névoa que possa ser dissipado por um vento forte.", + "desc": "Um vento forte (30 quilômetros por hora) sopra a sua volta num raio de 3 metros e se move com você, permanecendo centrado em você. O vento permanece pela duração da magia.\nO vento tem os seguintes efeitos:\n• Ele ensurdece você e outras criaturas n a área.\n• Ele extingu e chamas desprotegidas na área que tenham o tamanho de tochas ou menores.\n• A área é de terreno dificil para outras criaturas diferentes de você.\n• As jogadas de ataque à distância com armas tem desvantagem se passarem para dentro ou para fora do vento.\n• Ele afasta vapor, gás e névoa que possa ser dissipado por um vento forte.", "duration": "Até 10 minutos", "higher_level": "", - "id": 451, + "id": "84b766ea-eef9-472d-aaaf-c72d090fcf60", "level": 2, "locations": [ { @@ -13460,7 +13460,7 @@ "desc": "Pela duração, você vê criaturas e objetos invisíveis como se eles fossem visíveis e você pode ver no Plano Etéreo. Criaturas e objetos etéreos parecem espectrais e translúcidos.", "duration": "1 hora", "higher_level": "", - "id": 289, + "id": "994ac1ab-935a-4adb-b3f6-3e23f96c1910", "level": 2, "locations": [ { @@ -13492,7 +13492,7 @@ "desc": "Você e até oito criaturas voluntárias, que estejam de mãos dadas em um círculo, são transportadas para um plano de existência diferente. Você pode especificar o destino alvo em termos gerais, como a Cidade de Bronze do Plano Elemental do Fogo ou o palácio de Dispater na segunda camada dos Nove Infernos e você aparece no ou perto do destino. Se você estiver tentando chegar a Cidade de Bronze, por exemplo, você poderia chegar na Estrada de Aço dela, em frente aos Portões de Cinzas ou contemplando a cidade do outro lado do Mar de Fogo, à critério do Mestre.\nAlternativamente, se você conhecer a sequência de selos do círculo de teletransporte em outro plano de existência, essa magia pode leva-lo para esse círculo. Se o círculo de teletransporte for muito pequeno para comportar as criaturas que você está transportando, elas aparecerão no espaço desocupado mais próximo do círculo.\nVocê pode usar essa magia para banir uma criatura involuntária para outro plano. Escolha uma criatura ao seu alcance e realize um ataque corpo-a-corpo com magia contra ela. Se atingir, a criatura deve realizar um teste de resistência de Carisma. Se a criatura falhar na resistência, ela é transportada para um local aleatório no plano de existência que você especificou. Uma criatura, uma vez transportada, deve encontrar seu próprio meio de retornar para seu plano de existência atual.", "duration": "Instantânea", "higher_level": "", - "id": 253, + "id": "adf1f929-4767-480f-84f0-cf108960f75f", "level": 7, "locations": [ { @@ -13524,7 +13524,7 @@ "desc": "Você pode ver e ouvir uma criatura em particular, à sua escolha, que esteja no mesmo plano de existência que você. O alvo deve realizar um teste de resistência de Sabedoria, que é modificador de acordo com o quão bem você conhece o alvo e o tipo de conexão física que você tem com ele. Se um alvo souber que você está conjurando essa magia, ele pode falhar no teste de resistência voluntariamente, se ele quiser ser observado.\nCom um sucesso na resistência, o alvo não é afetado e você não pode usar essa magia contra ele novamente por 24 horas.\nSe falhar na resistência, a magia cria um sensor invisível a até 3 metros do alvo. Você pode ver e ouvir através do sensor, como se você estivesse onde ele está. O sensor se move com o alvo, permanecendo a 3 metros dele pela duração. Uma criatura que puder ver objetos invisíveis verá o sensor como um globo luminoso do tamanho de um punho.\nAo invés de focar em uma criatura, você pode escolher um local que você já tenha visto antes como alvo dessa magia. Quando fizer isso, o sensor aparece no local e não se move.\n\nConhecimento & Modificador de Resistência\nSegunda mão (você ouviu falar do alvo): +5\nPrimeira mão (você foi apresentado ao alvo): +0\nFamiliar (você conhece bem o alvo): –5\n\nConexão & Modificador de Resistência\nDescrição ou foto: –2\nPertences ou roupas: –4\nParte do corpo mexa de cabelo, recorte de unha ou simular: –10", "duration": "Até 10 minutos", "higher_level": "", - "id": 287, + "id": "772ab110-4373-457c-ae76-1902c23160c8", "level": 5, "locations": [ { @@ -13552,7 +13552,7 @@ "desc": "Você conjura uma vinha que brota do chão em um espaço desocupado, à sua escolha, que você possa ver dentro do alcance. Quando você conjura essa magia, você pode direcionar a vinha para que ela enlace uma criatura a até 9 metros dela que você possa ver. Essa criatura deve ser bem sucedida num teste de resistência de Destreza ou será arrastada 6 metros na direção da vinha.\nAté o fim da magia, você pode direcionar a vinha para enlaçar a mesma criatura ou uma diferente, com uma ação bônus, em cada um dos seus turnos.", "duration": "Até 1 minuto", "higher_level": "", - "id": 161, + "id": "c7eab31f-3b3a-4c3b-81d0-1bd4c67714ad", "level": 4, "locations": [ { @@ -13583,7 +13583,7 @@ "desc": "Essa magia concede a uma criatura voluntária tocada a habilidade de ver as coisas como elas realmente são. Pela duração, a criatura terá visão verdadeira, percebendo portas secretas escondidas por magia e podendo ver no Plano Etéreo, tudo num alcance de até 36 metros.", "duration": "1 hora", "higher_level": "", - "id": 339, + "id": "fccacd3d-18d5-4f12-b689-041a95c554cb", "level": 6, "locations": [ { @@ -13615,7 +13615,7 @@ "desc": "Você toca uma criatura voluntária para conceder a ela a habilidade de ver nas trevas. Pela duração, a criatura terá visão no escuro com alcance de 18 metros.", "duration": "8 horas", "higher_level": "", - "id": 88, + "id": "0021e3ce-0459-4f36-8022-6eb78ce41116", "level": 2, "locations": [ { @@ -13645,7 +13645,7 @@ "desc": "Reforçando-se com uma vitalidade necromântica ilusória, você ganha 1d4 + 4 pontos de vida temporários pela duração.", "duration": "1 hora", "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 2° nível ou superior, você ganha 5 pontos de vida temporários adicionais para cada nível do espaço de magia acima do 1°.", - "id": 127, + "id": "f9231186-6d16-4665-81da-97f8d012e345", "level": 1, "locations": [ { @@ -13676,7 +13676,7 @@ "desc": "Você toca uma criatura voluntária. O alvo ganha deslocamento de voo de 18 metros, pela duração. Quando a magia acabar, o alvo cai se ainda estiver no ar, a não ser que ele possa impedir a queda.", "duration": "Até 10 minutos", "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 4° nível ou superior, você pode afetar uma criatura adicional para cada nível do espaço acima do 3°.", - "id": 145, + "id": "de1cc13a-b5fd-4f8c-8f51-912e92ff2155", "level": 3, "locations": [ { @@ -13704,7 +13704,7 @@ "desc": "Essa magia protege uma criatura voluntária que você tocar e cria uma conexão mística entre você e o alvo até a magia acabar. Enquanto o alvo estiver a até 18 metros de você, ele recebe +1 de bônus na CA, nos testes de resistência e terá resistência a todos os danos. No entanto, a cada vez que ele sofrer dano, você sofrerá a mesma quantidade de dano.\nA magia acaba se você cair a 0 pontos de vida ou se você e o alvo ficarem separados a mais de 18 metros. Ela também termina se a magia for conjurada novamente em quaisquer das criaturas conectadas. Você também pode dissipar a magia com uma ação.", "duration": "1 hora", "higher_level": "", - "id": 350, + "id": "1361de26-f005-4087-8ec3-eb0f16ba4dc0", "level": 2, "locations": [ { @@ -13735,7 +13735,7 @@ "desc": "Você estabelece um vínculo telepático com uma fera que você tocar e que seja amigável a você ou que esteja encantada por você. A magia falha se a Inteligência da fera for 4 ou superior. Até o fim da magia, o vínculo permanece ativo enquanto você e a fera estiverem dentro da linha de visão um do outro. Através do vínculo, a fera pode entender suas mensagens telepáticas e comunicar telepaticamente emoções e conceitos simples de volta para você. Enquanto o vínculo estiver ativo, a fera ganha vantagem em jogadas de ataque contra qualquer criatura que você possa ver a até 1,5 metro de você.", "duration": "Até 10 minutos", "higher_level": "", - "id": 365, + "id": "6e7b22c7-82c5-4f82-85b0-08217d7ac691", "level": 1, "locations": [ { @@ -13761,7 +13761,7 @@ "desc": "Você libera uma série de insultos atados com encantamentos sutis numa criatura que você possa ver, dentro do alcance. Se o alvo puder ouvir você (apesar de não precisar compreende-lo), ele deve ser bem sucedido num teste de resistência de Sabedoria ou sofrerá 1d4 de dano psíquico e terá desvantagem na próxima jogada de ataque que ele fizer antes do final do próximo turno dele.\nO dano dessa magia aumenta em 1d4 quando você alcança o 5° nível (2d4), 11° nível (3d4) e 17° nível (4d4).", "duration": "Instantânea", "higher_level": "", - "id": 344, + "id": "35a10de8-5a56-4f53-9dc1-e9b8cd379a3a", "level": 0, "locations": [ { @@ -13789,7 +13789,7 @@ "desc": "Você cria uma zona mágica protegida contra enganação, numa esfera com 4,5 metros de raio, centrada num ponto, à sua escolha, dentro do alcance. Até a magia acabar, uma criatura que entrar na área da magia pela primeira vez num turno ou começar seu turno nela, deve realizar um teste de resistência de Carisma. Se falhar na resistência, a criatura não poderá mentir deliberadamente enquanto estiver no raio. Você saberá cada criatura que passou ou falhou nesse teste de resistência.", "duration": "10 minutos", "higher_level": "", - "id": 361, + "id": "adc17017-86ae-464e-b265-17d7d68cf837", "level": 2, "locations": [ { @@ -13817,7 +13817,7 @@ "desc": "Graxa escorregadia cobre o solo em um quadrado de 3 metros centrado em um ponto, dentro do alcance, tornando essa área em terreno difícil pela duração.\nQuando a graxa aparece, cada criatura de pé na área deve ser bem sucedida num teste de resistência de Destreza ou cairá no chão. Uma criatura que entre na área ou termine seu turno nela, deve ser bem sucedido num teste de resistência de Destreza ou cairá no chão.", "duration": "1 minuto", "higher_level": "", - "id": 162, + "id": "e5bbe430-6e3b-4e0e-8cef-08b478b390b6", "level": 1, "locations": [ { @@ -13851,7 +13851,7 @@ "desc": "Com essa magia, você tenta obrigar um celestial, corruptor, elemental ou fada a servi-lo. A criatura deve estar dentro do alcance durante toda a conjuração da magia. (Tipicamente, a criatura, primeiramente, é invocada dentro de um círculo mágico invertido para mantê-la presa enquanto a magia é conjurada.) Ao completar a conjuração, o alvo deve realizar um teste de resistência de Carisma. Se falhar na resistência, ela é obrigada a servir você pela duração. Se a criatura foi invocada ou criada por outra magia, a duração da magia é estendida para se equiparar a dessa magia.\nUma criatura obrigada deve seguir suas instruções da melhor forma que puder. Você poderia comandar a criatura a acompanhar você em uma aventura, a guardar um local ou a enviar uma mensagem. A criatura obedece ao pé da letra suas instruções, mas se a criatura for hostil a você, ela se esforçará para distorcer suas palavras para atingir seus próprios objetivos. Se a criatura atender suas instruções completamente antes da magia acabar, ela viajará até você para relatar esse fato se você estiver no mesmo plano de existência. Se você estiver em um plano de existência diferente, ela retornará para o lugar onde você a contatou e permanecerá lá até a magia acabar.", "duration": "24 horas", "higher_level": "Quando você conjurar essa magia usando um espaço de magia de nível superior, a duração aumenta para 10 dias com um espaço de 6° nível, para 30 dias com um espaço de 7° nível, para 180 dias com um espaço de 8° nível e para um ano com um espaço de magia de 9° nível.", - "id": 252, + "id": "5a3758f2-bdce-40de-9d65-f727b9671926", "level": 5, "locations": [ { @@ -13883,7 +13883,7 @@ "desc": "Você precisa espremer mais algumas peças de ouro de um comerciante enquanto tenta vender aquela estátua de polvo esquisita que você libertou do templo do caos? Você precisa minimizar o valor de alguns ativos mágicos quando o coletor de impostos aparece? O valor de distorção cobre você.\nVocê lançou este feitiço em um objeto com não mais do que 1 pé de lado, dobrando o valor percebido do objeto adicionando floreios ilusórios ou polimento a ele, ou reduzindo seu valor percebido pela metade com a ajuda de arranhões ilusórios, amassados ​​e outros recursos. Qualquer pessoa examinando o objeto pode determinar seu valor verdadeiro com um teste bem-sucedido de Inteligência (Investigação) em sua CD de salvamento de feitiço.", "duration": "8 horas", "higher_level": "Quando você conjura esta magia usando um slot de magia de 2° nível ou superior, o tamanho máximo do objeto aumenta em 30 cm para cada nível de slot acima de 1°.", - "id": 482, + "id": "c7410450-e3f0-4031-b46e-03d878beab14", "level": 1, "locations": [ { @@ -13912,7 +13912,7 @@ "desc": "Quando você precisa ter certeza de que algo seja feito, você não pode confiar em promessas vagas, juramentos ou contratos de trabalho vinculativos. Ao lançar este feitiço, escolha um humanóide ao alcance que possa ver e ouvir você, e que possa entendê-lo. A criatura deve ser bem-sucedida em um teste de resistência de Sabedoria ou ficar encantada por você enquanto durar. Enquanto a criatura está encantada desta forma, ela se compromete a realizar quaisquer serviços ou atividades que você solicitar de uma maneira amigável, com o melhor de sua habilidade.\nVocê pode definir novas tarefas para a criatura quando uma tarefa anterior for concluída, ou se você decide encerrar sua tarefa atual. Se o serviço ou atividade pode causar danos à criatura. ou se entrar em conflito com as atividades e desejos normais da criatura. a criatura pode fazer outro teste de resistência de Sabedoria para tentar encerrar o efeito. Este teste é feito com vantagem se você ou seus companheiros estão lutando contra a criatura. Se a atividade resultasse em morte certa para a criatura, o feitiço termina.\nQuando o feitiço termina, a criatura sabe que foi enfeitiçada por você.", "duration": "Até 1 hora", "higher_level": "Quando você lança este feitiço usando um slot de feitiço de 4° nível ou superior. você pode ter como alvo uma criatura adicional para cada nível de slot acima do 3°.", - "id": 483, + "id": "2965c2bf-f9b6-4265-b9ff-62a51dd0a8e9", "level": 3, "locations": [ { @@ -13942,7 +13942,7 @@ "desc": "Dizem que Jim Darkmagic inventou esse feitiço, originalmente chamando-o de Eu disse o quê ?! Você já conversou com o monarca local e acidentalmente mencionou como o filho dele se parece com seu porco favorito de quando você era criança na fazenda da família? Todos nós já estivemos lá! Mas, em vez de ser decapitado por um lapso honesto de língua, você pode fingir que nunca aconteceu - garantindo que ninguém saiba o que aconteceu.\nQuando você lança este feitiço, habilmente reformula as memórias dos ouvintes em sua área imediata, então isso cada criatura de sua escolha a menos de 1,5 metros de você esquece tudo o que você disse nos últimos 6 segundos. Essas criaturas então lembram que você realmente disse as palavras que fala como o componente verbal do feitiço.", "duration": "Instantânea", "higher_level": "", - "id": 484, + "id": "bb5bc8fa-b502-4fec-975e-94e73cd66d6c", "level": 2, "locations": [ { @@ -13975,7 +13975,7 @@ "desc": "Ao lançar este feitiço, você apresenta a gema usada como o componente material e escolhe qualquer número de criaturas dentro do alcance que possam vê-lo. Cada alvo deve ter sucesso em um teste de resistência de Sabedoria ou ser encantado por você até que o feitiço termine, ou até que você ou seus companheiros façam algo prejudicial a ele. Enquanto estiver encantada dessa forma, uma criatura não pode fazer nada além de usar seu movimento para se aproximar de você de maneira segura. Enquanto uma criatura afetada estiver a 5 metros de você, ela não pode se mover, mas simplesmente encara avidamente a gema que você apresenta.\nNo final de cada um de seus turnos, um alvo afetado pode fazer um teste de resistência de Sabedoria. Se tiver sucesso, o efeito termina para aquele alvo.", "duration": "Até 1 minuto", "higher_level": "", - "id": 485, + "id": "21b62a42-4ad1-4371-b9a3-7bd51961a392", "level": 3, "locations": [ { @@ -14004,7 +14004,7 @@ "desc": "Das muitas táticas empregadas pelo mestre mágico e renomado aventureiro Jim Darkmagic, o velho truque da moeda brilhante é um clássico consagrado pelo tempo. Ao lançar a magia, você arremessa a moeda que é o componente material da magia para qualquer local dentro do alcance. A moeda acende-se como se estivesse sob o efeito de um feitiço de luz. Cada criatura de sua escolha que você pode ver dentro de 9 metros da moeda deve ser bem-sucedida em um teste de resistência de Sabedoria ou ficar distraída por enquanto. Enquanto distraída, uma criatura tem desvantagem em testes de Sabedoria (Percepção) e testes de iniciativa.", "duration": "1 minuto", "higher_level": "", - "id": 486, + "id": "83d582e0-9de7-4ecd-bb9a-be6d722093d7", "level": 2, "locations": [ { @@ -14034,7 +14034,7 @@ "desc": "Qualquer aprendiz de feiticeiro pode lançar um velho e chato míssil mágico. Claro, ele sempre atinge seu alvo. Bocejar. Acabar com o trabalho enfadonho da magia de seu avô com esta versão aprimorada do feitiço, conforme usado por Jim Darkmagic!\nVocê cria três dardos de força mágica sem glúten, retorcidos, assobiadores e hipoalergênicos. Cada dardo tem como alvo uma criatura de sua escolha que você pode ver dentro do alcance. Faça um ataque de feitiço à distância para cada míssil. Em uma batida, um míssil causa 2d4 de dano de força a seu alvo.\nSe a jogada de ataque atingir um acerto crítico, o alvo daquele míssil sofre 5d4 de dano de força em vez de você rolar o dano duas vezes para um acerto crítico. Se a jogada de ataque para qualquer míssil for 1, todos os mísseis erram seus alvos e explodem na sua cara, causando 1 dano de força por míssil a você.", "duration": "Instantânea", "higher_level": "Quando você lança este feitiço usando um slot de feitiço de 2° nível ou superior, o feitiço cria mais um dardo, e o componente de realeza aumenta em 1 PO, para cada nível de slot acima do primeiro.", - "id": 487, + "id": "67b7ce61-307e-422d-a145-45978e7b6ce2", "level": 1, "locations": [ { @@ -14063,7 +14063,7 @@ "desc": "Você se dirige a aliados, funcionários ou espectadores inocentes para exortá-los e inspirá-los à grandeza, tenham eles algo para se entusiasmar ou não. Escolha até cinco criaturas dentro do alcance que possam ouvi-lo. Durante a duração, cada criatura afetada ganha 5 pontos de vida temporários e tem vantagem nos testes de resistência de Sabedoria. Se uma criatura afetada for atingida por um ataque, ela terá vantagem na próxima jogada de ataque que fizer. Uma vez que uma criatura afetada perca os pontos de vida temporários concedidos por esta magia, a magia termina para aquela criatura.", "duration": "1 hora", "higher_level": "Quando você lança este feitiço usando um slot de magia de 4° nível ou superior, os pontos de vida temporários aumentam em 5 para cada nível de slot acima do 3°.", - "id": 488, + "id": "8dbf4d9a-68d8-4c14-982b-b6dce5384f1b", "level": 3, "locations": [ { @@ -14092,7 +14092,7 @@ "desc": "Você convoca temporariamente três espíritos familiares que assumem formas animais de sua escolha. Cada familiar usa as mesmas regras e opções para um familiar conjurado pela magia encontrar familiar. Todos os familiares conjurados por esta magia devem ser do mesmo tipo de criatura (celestiais, fadas ou demônios; sua escolha). Se você já tem um familiar conjurado pelo feitiço encontrar familiar ou meio semelhante, então um familiar a menos é conjurado por este feitiço.\nFamiliares convocados por este feitiço podem comunicar-se telepaticamente com você e compartilhar seu visual ou auditivo sentidos enquanto estão a menos de 1 milha de você.\nQuando você lança um feitiço com alcance de toque, um dos familiares conjurados por este feitiço pode lançar o feitiço, normalmente. Entretanto, você pode lançar um feitiço de toque através de apenas um familiar por turno.", "duration": "Até 1 hora", "higher_level": "Ao lançar esta magia usando um slot de magia de 3° nível ou superior, você conjura um familiar adicional para cada nível de slot acima do 2°.", - "id": 489, + "id": "f74c5583-5d86-414c-9b00-52084d6356db", "level": 2, "locations": [ { @@ -14122,7 +14122,7 @@ "desc": "Você convoca um Pequeno elemental do ar para um local dentro do alcance. O elemental do ar é informe, quase transparente, imune a todos os danos e não pode interagir com outras criaturas ou objetos. Ele carrega um baú aberto e vazio cujas dimensões internas são de 3 pés de cada lado. Enquanto o feitiço durar, você pode depositar tantos itens dentro do baú quanto couber. Você pode então nomear uma criatura viva que você conheceu e viu pelo menos uma vez antes, ou qualquer criatura para a qual você possua uma parte do corpo, mecha de cabelo, corte de uma unha ou parte semelhante do corpo da criatura. Assim que a tampa do baú é fechada, o elemental e o baú desaparecem e reaparecem adjacentes à criatura alvo. Se a criatura alvo estiver em outro plano, ou se for à prova de detecção ou localização mágica, o conteúdo do baú reaparece no chão aos seus pés. A criatura alvo fica ciente do conteúdo do baú antes de escolher se deve ou não abri-lo, e sabe quanto da duração do feitiço permanece no qual ela pode recuperá-los. Nenhuma outra criatura pode abrir o baú e recuperar seu conteúdo. Quando o feitiço expira ou quando todo o conteúdo do baú é removido, o elemental e o baú desaparecem. O elemental também desaparece se a criatura alvo ordenar que ele devolva os itens para você. Quando o elemental desaparece, todos os itens não retirados do peito reaparecem no chão aos seus pés.", "duration": "10 minutos", "higher_level": "Ao lançar esta magia usando um slot de magia de 8° nível, você pode enviar o baú para uma criatura em um plano de existência diferente do seu.", - "id": 490, + "id": "f0ccd592-7790-4b81-a23d-dfa77d3ee4c2", "level": 4, "locations": [ { @@ -14148,10 +14148,10 @@ "M" ], "concentration": false, - "desc": "Você conjura uma torre de dois andares feita de pedra, madeira ou outros materiais resistentes semelhantes. A torre pode ser redonda ou quadrada. Cada nível da torre tem 3 metros de altura e uma área de até 30 metros quadrados. O acesso entre os níveis consiste em uma escada simples e uma escotilha. Cada nível assume uma das seguintes formas, escolhidas por você ao lançar o feitiço:\n \u2022 Um quarto com uma cama, cadeiras, baú e lareira mágica\n \u2022 Um escritório com escrivaninhas, livros, estantes, pergaminhos, tinta, e canetas de tinta \n \u2022 Um espaço de jantar com mesa, cadeiras, lareira mágica, recipientes e utensílios de cozinha\n \u2022 Uma sala com sofás, poltronas, mesas laterais e banquinhos\n \u2022 Um banheiro com banheiros, banheiras, um braseiro mágico e bancos de sauna\n \u2022 Um observatório com telescópio e mapas do céu noturno\n \u2022 Uma sala vazia e sem mobília O interior da torre é quente e seco, independentemente das condições externas. Qualquer equipamento ou mobília conjurada com a torre se dissipa em fumaça se removida dela. No final da duração do feitiço, todas as criaturas e objetos dentro da torre que não foram criados pelo feitiço aparecem com segurança no solo, e todos os vestígios da torre e seus móveis desaparecem.\nVocê pode lançar este feitiço novamente enquanto ele ativo para manter a existência da torre por mais 24 horas. Você pode criar uma torre permanente lançando este feitiço no mesmo local e com a mesma configuração todos os dias durante um ano.", + "desc": "Você conjura uma torre de dois andares feita de pedra, madeira ou outros materiais resistentes semelhantes. A torre pode ser redonda ou quadrada. Cada nível da torre tem 3 metros de altura e uma área de até 30 metros quadrados. O acesso entre os níveis consiste em uma escada simples e uma escotilha. Cada nível assume uma das seguintes formas, escolhidas por você ao lançar o feitiço:\n • Um quarto com uma cama, cadeiras, baú e lareira mágica\n • Um escritório com escrivaninhas, livros, estantes, pergaminhos, tinta, e canetas de tinta \n • Um espaço de jantar com mesa, cadeiras, lareira mágica, recipientes e utensílios de cozinha\n • Uma sala com sofás, poltronas, mesas laterais e banquinhos\n • Um banheiro com banheiros, banheiras, um braseiro mágico e bancos de sauna\n • Um observatório com telescópio e mapas do céu noturno\n • Uma sala vazia e sem mobília O interior da torre é quente e seco, independentemente das condições externas. Qualquer equipamento ou mobília conjurada com a torre se dissipa em fumaça se removida dela. No final da duração do feitiço, todas as criaturas e objetos dentro da torre que não foram criados pelo feitiço aparecem com segurança no solo, e todos os vestígios da torre e seus móveis desaparecem.\nVocê pode lançar este feitiço novamente enquanto ele ativo para manter a existência da torre por mais 24 horas. Você pode criar uma torre permanente lançando este feitiço no mesmo local e com a mesma configuração todos os dias durante um ano.", "duration": "24 horas", "higher_level": "Quando você lança este feitiço usando um slot de magia de 4° nível ou superior, a torre pode ter uma história adicional para cada nível de slot além do 3°.", - "id": 491, + "id": "2f78427d-f337-445f-984e-bdfbe53a827a", "level": 3, "locations": [ { @@ -14180,7 +14180,7 @@ "desc": "Ao lançar o feitiço, você coloca um frasco de mercúrio no peito de uma boneca humana em tamanho natural recheada com cinzas ou poeira. Você então costura a boneca e goteja seu sangue sobre ela. No final da fundição, você bate na boneca com uma haste de cristal, transformando-a em um magen vestido com o que quer que a boneca esteja vestindo. O tipo de magen é escolhido por você durante o lançamento do feitiço. Veja os blocos de estatísticas abaixo para diferentes tipos de magen e suas estatísticas.\nQuando o magen aparece, seu máximo de pontos de vida diminui em uma quantidade igual à classificação de desafio do magen (redução mínima de 1). Apenas um feitiço desejo pode desfazer esta redução ao seu máximo de pontos de vida.\nQualquer magen que você criar com este feitiço obedece aos seus comandos sem questionar.\n\n\nDEMOS MAGEN\nConstrução média, desalinhado\n\nClasse de Armadura: 16 (cadeia de correio)\nPontes de Vida: 51 (6d8 + 24)\nVelocidade: 9 metros.\n\nFor 14 (+2), Des 14 (+2), Con 18 (+4)\nInt 10 (+0), Sab 10 (+0), Car 7 (-2)\n\nImunidades a Danos: veneno\nImunidades de Condições: encantado, exaustão, assustado, paralisado, envenenado\n Sentidos: Percepção passiva 10\nIdiomas: entende as línguas de seu criador, mas não pode falar\nDesafio 2 (450 XP)\n\nFinal do Fogo\nSe o magen morrer, seu corpo se desintegra em uma explosão inofensiva de fogo e fumaça, deixando para trás tudo o que estava usando ou carregando.\n\nResistência mágica\nO magen tem vantagem em testes de resistência contra feitiços e outros efeitos mágicos.\n\nNatureza incomum\nO magen não requer ar, comida, bebida ou sono.\n\nAÇÕES\nAtaque múltiplo\nO magen faz dois ataques corpo a corpo.\n\nGreatsword\nAtaque de arma n Melee: +4 a h , alcance 1,5 metros, um alvo. Acerto: 9 (2d6 + 2) de dano cortante.\n\nBestota leve\nAtaque com arma à distância: +4 de acerto, alcance de 80/320 pés, um alvo. Acerto: 6 (1d8 + 2) danos de perfuração.\n\n\nGALVAN MAGEN\nConstructo médio, desalinhado\n\nClasse de Armadura: 14\nPontos de acerto: 68 (8d8 + 32)\nVelocidade: 9 metros, voar 9 metros (pairar)\n\nFor 10 (+0), Des 18 (+4), Con 18 (+4)\nInt 12 (+1), Sab 10 (+0), Car 7 (-2)\n\nImunidades a Danos: raio, veneno\nImunidades de Condições: encantado, exaustão, assustado , paralisado, envenenado\n Sentidos: Percepção passiva 10\nIdiomas: entende as línguas de seu criador, mas não fala\nDesafio: 3 (700 XP)\n\nFinal de fogo\n Se o magen morrer, seu corpo se desintegra em um ambiente explosão de fogo e fumaça, deixando para trás tudo o que estava vestindo ou carregando.\n\nResistência mágica\nO magen tem vantagem em testes de resistência contra feitiços e outros efeitos mágicos.\n\nNatureza incomum\nO magen não requer ar, comida , beba ou durma.\n\nAÇÕES\nMultiattack\nO magen faz dois ataques de toque chocante.\n\nToque de choque\nAtaque de feitiço de Melee: +6 para acertar, alcance 1,5 metros, um alvo (o magen tem vantagem no jogada de ataque se o alvo estiver usando uma armadura de metal). Acerto: 7 (1d6 + 4) de dano de raio.\n\nDescarga estática (Recarga 5-6)\nO magen dispara um raio em uma linha de 18 metros com 1,5 metros de largura. Cada criatura nessa linha deve fazer um teste de resistência de Destreza com CD 14 (com desvantagem se a criatura estiver usando uma armadura feita de metal), recebendo 22 (4d10) de dano elétrico em um teste falhado, ou metade do dano em um teste bem-sucedido.\n\n\nHYPNOS MAGEN\nConstrução média, desalinhado\n\nClasse de Armadura: 12\nPontos de impacto: 34 (4d8 + 16)\nVelocidade: 9 metros.\n\nFor 10 (+0), Des 14 (+2), Con 18 ( +4)\nInt 14 (+2), Sab 10 (+0), Car 7 (-2)\n\nImunidades a Danos: veneno\nImunidades de Condições: encantado, exaustão, assustado, paralisado, envenenado\n Sentidos: Percepção passiva 10\nIdiomas: entende as línguas de seu criador, mas não pode falar, telepatia 9 metros.\nDesafio: 1 (200 XP)\n\nFinal do Fogo\nSe o magen morrer, seu corpo se desintegra em uma explosão inofensiva de fogo e fumaça, deixando para trás tudo o que estava vestindo ou carregando.\n\nResistência mágica\nO magen tem vantagem em testes de resistência contra feitiços e outros efeitos mágicos.\n\nNormalidade incomum\nO magen não requer ar, comida, bebida ou sono.\n\nAÇÕES\nPesca psíquica\nOs olhos do magen brilham em prata quando ele tem como alvo uma criatura que pode ver a menos de 18 metros dela. O alvo deve ter sucesso em um teste de resistência de Sabedoria CD 12 ou sofrer 11 (2d10) de dano psíquico.\n\nSugestão\nO magen lança o feitiço de sugestão (exceto CD 12), não exigindo componentes materiais. O alvo deve ser uma criatura com a qual o magen possa se comunicar telepaticamente. Se tiver sucesso em seu teste de resistência, o alvo fica imune ao feitiço de sugestão deste magen pelas próximas 24 horas. A habilidade de lançar feitiços do magen é Inteligência.", "duration": "Instantânea", "higher_level": "", - "id": 492, + "id": "3e41be69-71f5-4bf2-b328-bbd465fbd617", "level": 7, "locations": [ { @@ -14208,7 +14208,7 @@ "desc": "Jatos de frio congelante da ponta dos dedos em um cone de 4,5 metros. Cada criatura naquela área deve fazer um teste de resistência de Constituição, recebendo 2d8 de dano de frio em uma resistência falhada, ou metade do dano em uma resistência bem-sucedida.\nO frio congela líquidos não mágicos na área que não estão sendo usados ​​ou carregados.", "duration": "Instantânea", "higher_level": "Quando você lança este feitiço usando um slot de feitiço de 2° nível ou superior, o dano aumenta em 1d8 para cada nível de slot acima do primeiro.", - "id": 493, + "id": "a2822735-7409-4570-89f7-4c84039ecbe4", "level": 1, "locations": [ { @@ -14237,7 +14237,7 @@ "desc": "Este feitiço cria uma esfera centrada em um ponto que você escolhe dentro do alcance. A esfera pode ter um raio de até 12 metros. A área dentro desta esfera é preenchida com escuridão mágica e força gravitacional esmagadora.\nPara a duração, a área do feitiço é um terreno difícil. Uma criatura com visão no escuro não pode ver através da escuridão mágica, e a luz não mágica não pode iluminá-la. Nenhum som pode ser criado dentro ou passar pela área. Qualquer criatura ou objeto inteiramente dentro da esfera é imune ao dano do trovão, e as criaturas ficam ensurdecidas enquanto estão inteiramente dentro dela. Lançar uma magia que inclua um componente verbal é impossível aqui.\nQualquer criatura que entrar na área da magia pela primeira vez em um turno ou iniciar seu turno deve fazer um teste de resistência de Constituição. A criatura sofre 8d10 de dano de força em uma resistência falhada, ou metade do dano em uma resistência bem-sucedida. Uma criatura reduzida a 0 pontos de vida por este dano é desintegrada. Uma criatura desintegrada e tudo o que ela está vestindo e carregando, exceto itens mágicos, são reduzidos a uma pilha de poeira cinza fina.", "duration": "Até 1 minuto", "higher_level": "", - "id": 494, + "id": "0f94857b-1b30-45c1-82f6-e0e3d12c8845", "level": 8, "locations": [ { @@ -14268,7 +14268,7 @@ "desc": "Você concede sorte latente a si mesmo ou a uma criatura disposta que você pode ver ao alcance. Quando a criatura escolhida faz uma jogada de ataque, teste de habilidade ou teste de resistência antes que a magia termine, ela pode dispensar esta magia sobre si mesma para rolar um d20 adicional e escolher qual dos d20s usar. Alternativamente, quando uma jogada de ataque é feita contra a criatura escolhida, ela pode dispensar esta magia sobre si mesma para rolar um d20 e escolher qual dos d20s usar, aquele que rolou ou aquele que o atacante rolou.\nSe a rolagem de d20 original tem vantagem ou desvantagem, a criatura rola o d20 adicional após a vantagem ou desvantagem ter sido aplicada ao teste original.", "duration": "1 hora", "higher_level": "Ao lançar esta magia usando um slot de magia de 3° nível ou superior, você pode ter como alvo uma criatura adicional para cada nível de slot acima do 2°.", - "id": 495, + "id": "35047fdb-ff27-4d79-b646-2ba48bc974ed", "level": 2, "locations": [ { @@ -14296,7 +14296,7 @@ "desc": "Você toca uma criatura disposta. Durante a duração, o alvo pode adicionar 1d8 a seus testes de iniciativa.", "duration": "8 horas", "higher_level": "", - "id": 496, + "id": "5f1190e7-cdc5-45a9-be50-5a9d8eeb21e1", "level": 1, "locations": [ { @@ -14327,7 +14327,7 @@ "desc": "Você manifesta uma ravina de energia gravitacional em uma linha originada de você com 30 metros de comprimento e 1,5 metro de largura. Cada criatura nessa linha deve fazer um teste de resistência de Constituição, recebendo 8d8 de dano de força em uma falha de resistência, ou metade do dano em uma resistência bem-sucedida.\nCada criatura dentro de 3 metros da linha, mas não nela, deve ter sucesso em uma Constituição teste de resistência ou receba 8d8 de dano de força e seja puxado em direção à linha até que a criatura esteja em sua área.", "duration": "Instantânea", "higher_level": "Quando você lança este feitiço usando um slot de magia de 7° nível ou superior, o dano aumenta em 1d8 para cada nível de slot acima do 6°.", - "id": 497, + "id": "c1b8eefe-ed11-407e-a387-b82bedd883ab", "level": 6, "locations": [ { @@ -14358,7 +14358,7 @@ "desc": "Uma esfera de 6 metros de raio de força esmagadora se forma em um ponto que você pode ver dentro do alcance e puxa as criaturas ali. Cada criatura na esfera deve fazer um teste de resistência de Constituição. Em uma falha de resistência, a criatura sofre 5d10 de dano de força e é puxada em linha reta em direção ao centro da esfera, terminando em um espaço desocupado o mais próximo possível do centro (mesmo se esse espaço estiver no ar). Em um teste de resistência bem-sucedido, a criatura sofre metade do dano e não é puxada.", "duration": "Instantânea", "higher_level": "Quando você lança este feitiço usando um slot de magia de 5° nível ou superior, o dano aumenta em 1d10 para cada nível de slot acima do 4°.", - "id": 498, + "id": "c6b834e4-252b-486a-8f03-3e6f06a6ba60", "level": 4, "locations": [ { @@ -14389,7 +14389,7 @@ "desc": "Você toca um objeto que não pesa mais do que 5 quilos e faz com que ele fique magicamente fixo no lugar. Você e as criaturas designadas ao lançar esta magia podem mover o objeto normalmente. Você também pode definir uma senha que, quando falada a 1,5 m do objeto, suprime esse feitiço por 1 minuto.\nSe o objeto estiver fixo no ar, ele pode conter até 4.000 libras de peso. Mais peso faz com que o objeto caia. Caso contrário, uma criatura pode usar uma ação para fazer um teste de Força contra sua CD de resistência de magia. Com um sucesso, a criatura pode mover o objeto até 3 metros.", "duration": "1 hora", "higher_level": "Se você lançar este feitiço usando um slot de feitiço de 4° ou 5° nível, a CD para mover o objeto aumenta em 5, ele pode carregar até 8.000 libras de peso e a duração aumenta para 24 horas. Se você lançar esta magia usando um slot de magia de 6° nível ou superior, a CD para mover o objeto aumenta em 10, ele pode carregar até 20.000 libras de peso e o efeito é permanente até ser dissipado.", - "id": 499, + "id": "9c27a10d-32f2-41e0-9e6a-743067abc299", "level": 2, "locations": [ { @@ -14419,7 +14419,7 @@ "desc": "A gravidade em uma esfera de 3 metros de raio centrada em um ponto que você pode ver dentro do alcance aumenta por um momento. Cada criatura na esfera no turno quando você conjura a magia deve fazer um teste de resistência de Constituição. Em uma falha de salvamento, a criatura sofre 2d8 de dano de força e seu deslocamento é reduzido pela metade até o final de seu próximo turno. Em um teste bem-sucedido, uma criatura sofre metade do dano e não sofre redução em sua velocidade.\nAté o início de seu próximo turno, qualquer objeto que não esteja sendo usado ou carregado na esfera requer um teste bem-sucedido de Força contra seu feitiço. salve DC para pegar ou mover.", "duration": "1 rodada", "higher_level": "Quando você lança este feitiço usando um slot de feitiço de 2° nível ou superior, o dano aumenta em 1d8 para cada nível de slot acima do primeiro.", - "id": 500, + "id": "304f4f05-2c1d-4a60-b6ee-b961acaf81b6", "level": 1, "locations": [ { @@ -14449,7 +14449,7 @@ "desc": "Você cria uma pressão intensa, a libera em um cone de 9 metros e decide se a pressão puxa ou empurra criaturas e objetos. Cada criatura naquele cone deve fazer um teste de resistência de Constituição. Uma criatura sofre 6d6 de dano de força em um teste de resistência falhado ou metade do dano em um teste bem-sucedido. E cada criatura que falha no teste de resistência é puxada 11,5 metros em sua direção ou empurrada 11,5 metros longe de você, dependendo da escolha que você fez para o feitiço.\nAlém disso, os objetos não protegidos que estão completamente dentro do cone são puxados ou empurrados da mesma forma por 11,5 metros.", "duration": "Instantânea", "higher_level": "Quando você lança este feitiço usando um slot de magia de 4° nível ou superior, o dano aumenta em 1d6 e a distância puxada ou empurrada aumenta em 1,5 metros para cada nível de slot acima do 3°.", - "id": 501, + "id": "22e92841-5b59-460b-9478-a9a441cad9cc", "level": 3, "locations": [ { @@ -14478,7 +14478,7 @@ "desc": "Você cria uma esfera de 6 metros de raio de força grav itacional destrutiva centrada em um ponto que você pode ver dentro do alcance. Pela duração do feitiço, a esfera e qualquer espaço dentro de 30 metros são terreno difícil, e objetos não mágicos totalmente dentro da esfera são destruídos se não estiverem sendo usados ​​ou carregados.\nQuando a esfera aparece e no início de cada seus turnos até que o feitiço termine, objetos inseguros dentro de 30 metros da esfera são puxados em direção ao centro da esfera, terminando em um espaço desocupado o mais próximo possível do centro.\nUma criatura que começa seu turno dentro de 30 metros da esfera deve ter sucesso em um teste de resistência de Força ou ser puxado diretamente em direção ao centro da esfera, terminando em um espaço desocupado o mais próximo possível do centro. Uma criatura que entra na esfera pela primeira vez em um turno ou inicia seu turno sofre 5d10 de dano de força e é contida até que não esteja mais na esfera. Se a esfera está no ar, a criatura contida paira dentro da esfera. Uma criatura pode usar sua ação para fazer um teste de Força contra sua CD de resistência de magia, encerrando essa condição restrita em si mesma ou em outra criatura na esfera que ela possa alcançar. Uma criatura reduzida a 0 pontos de vida por este feitiço é aniquilada, junto com quaisquer itens não mágicos que esteja usando ou carregando.", "duration": "Até 1 minuto", "higher_level": "", - "id": 502, + "id": "16678adc-504e-4370-9cfe-2473bfbfec28", "level": 9, "locations": [ { @@ -14509,7 +14509,7 @@ "desc": "Você quebra as barreiras entre realidades e linhas do tempo, jogando uma criatura em turbulência e loucura. O alvo deve ser bem sucedido em um teste de resistência de Sabedoria, ou ele não pode sofrer reações até que o feitiço termine. O alvo afetado também deve rolar um d10 no início de cada um de seus turnos; o número rolado determina o que acontece com o alvo, conforme mostrado na tabela de Efeitos de Quebra de Realidade. No final de cada um de seus turnos, o alvo afetado pode repetir o teste de resistência de Sabedoria, terminando o feitiço sobre si mesmo com um sucesso.\n\nEFEITOS DE QUEBRA DE REALIDADE\nd10\tEfeito\n1-2\tVisão do Reino Distante. O alvo sofre 6d12 de dano psíquico e fica atordoado até o final do turno.\n3-5\tRasgando Fenda. O alvo deve fazer um teste de resistência de Destreza, sofrendo 8d12 de dano de força em uma falha de resistência, ou metade do dano em uma bem-sucedida.\n6-8\t Buraco de minhoca. O alvo é teletransportado, um longo com tudo o que está vestindo e carregando, até 9 metros para um espaço desocupado de sua escolha que você possa ver. O alvo também sofre 10d12 de dano de força e é derrubado.\n9-10\tFrio do Vazio Escuro. O alvo sofre 10d12 de dano de frio e fica cego até o final do turno.", "duration": "Até 1 minuto", "higher_level": "", - "id": 503, + "id": "87bc8f66-4460-46fc-bee9-b1e66df71205", "level": 8, "locations": [ { @@ -14539,7 +14539,7 @@ "desc": "Você esgota a vitalidade de uma criatura que você pode ver ao alcance. O alvo deve ser bem-sucedido em um teste de resistência de Constituição ou sofrer 1d4 de dano necrótico e ficar propenso a cair. O dano deste feitiço aumenta em 1d4 quando você atinge o 5° nível (2d4), 11° nível (3d4) e 17° nível (4d4).", "duration": "Instantânea", "higher_level": "", - "id": 504, + "id": "c0378b42-791b-418c-b7d6-6ef6a89f1516", "level": 0, "locations": [ { @@ -14567,7 +14567,7 @@ "desc": "Você tem como alvo a criatura desencadeadora, que deve ter sucesso em um teste de resistência de Sabedoria ou desaparecer, sendo lançada para outro ponto no tempo e fazendo com que o ataque falhe ou o feitiço seja desperdiçado. No início de seu próximo turno, o alvo reaparece onde estava ou no espaço desocupado mais próximo. O alvo não se lembra de você lançar o feitiço ou de ser afetado por ele.", "duration": "1 rodada", "higher_level": "Ao lançar esta magia usando um slot de magia de 6° nível ou superior, você pode ter como alvo uma criatura adicional para cada nível de slot acima do 5°. Todos os alvos devem estar a 9 metros um do outro.", - "id": 505, + "id": "ad93f47b-57e6-419b-a7c1-e9ed68c3b402", "level": 5, "locations": [ { @@ -14598,7 +14598,7 @@ "desc": "Duas criaturas que você pode ver dentro do alcance devem fazer um teste de resistência de Constituição, com desvantagem se estiverem a menos de 9 metros uma da outra. Qualquer uma das criaturas pode falhar voluntariamente no teste. Se qualquer um dos testes for bem-sucedido, o feitiço não terá efeito. Se ambos os testes falharem, as criaturas são magicamente ligadas durante a duração, independentemente da distância entre elas. Quando o dano é causado a um deles, o mesmo dano é causado ao outro. Se os pontos de vida forem restaurados para um deles, o mesmo número de pontos de vida será restaurado para o outro. Se qualquer uma das criaturas amarradas for reduzida a 0 pontos de vida, o feitiço termina em ambas. Se a magia termina em uma criatura, ela termina em ambas.", "duration": "Até 1 hora", "higher_level": "", - "id": 506, + "id": "f292d9c2-2a74-468f-ae6b-94edbc5846ae", "level": 7, "locations": [ { @@ -14627,7 +14627,7 @@ "desc": "Você tem como alvo uma criatura que pode ver dentro do alcance, colocando sua forma física na devastação do envelhecimento rápido. O alvo deve fazer um teste de resistência de Constituição, recebendo 10d12 de dano necrótico em uma falha de resistência, ou metade do dano em uma resistência bem-sucedida. Se o teste falhar, o alvo também envelhece ao ponto em que faltam apenas 30 dias para morrer de velhice. Nesse estado envelhecido, o alvo tem desvantagem nas jogadas de ataque, testes de habilidade e testes de resistência, e sua velocidade de caminhada é reduzida pela metade. Apenas a magia desejo ou a maior restauração lançada com um espaço de magia de 9° nível pode encerrar esses efeitos e restaurar o alvo à sua era anterior.", "duration": "Instantânea", "higher_level": "", - "id": 507, + "id": "02f74722-c859-46c3-9a2d-01e3a5b6fb0f", "level": 9, "locations": [ { @@ -14656,7 +14656,7 @@ "desc": "Você balança o pulso, fazendo com que um objeto em sua mão desapareça. O objeto, que só você pode segurar e não pode pesar mais do que 5 libras, é transportado para um espaço extradimensional, onde permanece por toda a duração.\nAté o fim do feitiço, você pode usar sua ação para invocar o objeto de graça mão, e você pode usar sua ação para retornar o objeto ao espaço extradimensional. Um objeto ainda no pocket plane quando o feitiço termina aparece em seu espaço, a seus pés.", "duration": "Até 1 hora", "higher_level": "", - "id": 508, + "id": "f307de05-cc57-4fa9-aac8-97f1236990e2", "level": 2, "locations": [ { @@ -14686,7 +14686,7 @@ "desc": "Você preenche um cubo de 20 pés que você pode ver dentro do alcance com magia fey e dracônica. Role na tabela Onda Maléfica para determinar o efeito mágico produzido e role novamente no início de cada um de seus turnos até que o feitiço termine. Você pode mover o cubo até 3 metros antes de rolar.\n\nSurto Mischevious \nd4\tEfeito\n1\tO cheiro de torta de maçã preenche o ar, e cada criatura no cubo deve ter sucesso em um teste de resistência de Sabedoria ou ficar encantada por você até o início de seu próximo turno.\n2\tBuquês de flores aparecem ao redor, e cada criatura no cubo deve ser bem-sucedida em um teste de resistência de Destreza ou ficar cega até o início de seu próximo turno, pois as flores borrifam água em seus faces. \n3\tCada criatura no cubo deve ser bem-sucedida em um teste de resistência de Sabedoria ou começar a rir até o início de seu próximo turno. Uma criatura risonha fica incapacitada e usa todos os seus movimentos para se mover em uma direção aleatória.\n4\tGotas de melaço flutuam no cubo, tornando o terreno difícil até o início de seu próximo turno.", "duration": "Até 1 minuto", "higher_level": "", - "id": 509, + "id": "0e7cd1cb-edab-44fe-bc66-50a7e5845a57", "level": 2, "locations": [ { @@ -14718,7 +14718,7 @@ "desc": "Uma explosão de energia fria emana de você em um cone de 9 metros. Cada criatura naquela área deve fazer um teste de resistência de Constituição. Em uma falha de resistência, uma criatura sofre 3d8 de dano de frio e é impedida por formações de gelo por 1 minuto, ou até que ela ou outra criatura ao seu alcance use uma ação para quebrar o gelo. Uma criatura prejudicada pelo gelo tem sua velocidade reduzida para 0. Em um teste de resistência bem-sucedido, uma criatura sofre metade do dano e não é prejudicada pelo gelo.", "duration": "Instantânea", "higher_level": "Ao lançar este feitiço usando um slot de magia de 3º nível ou superior, aumente o dano por frio em 1d8 para cada nível de slot acima do 2º.", - "id": 510, + "id": "58a19e73-d11f-42b7-be17-1bfa41215f73", "level": 2, "locations": [ { @@ -14752,7 +14752,7 @@ "desc": "As chamas ondulantes de um dragão explodem de seus pés, concedendo-lhe velocidade explosiva. Enquanto isso, sua velocidade aumenta em 6 metros e o movimento não provoca ataques de oportunidade.\nQuando você se move a 1,5 metros de uma criatura ou objeto que não está sendo usado ou carregado, sofre 1d6 de dano de fogo do seu rastro de aquecer. Uma criatura ou objeto pode receber este dano apenas uma vez durante um turno.", "duration": "Até 1 minuto", "higher_level": "Ao lançar este feitiço usando um slot de feitiço de 4º nível ou superior, aumente sua velocidade em 1,5 m para cada nível de feitiço acima do terceiro. O feitiço causa 1d6 de dano de fogo adicional para cada nível de slot acima do 3º.", - "id": 511, + "id": "d8b8958f-cff2-4a4a-8a96-0e44378c19c9", "level": 3, "locations": [ { @@ -14786,7 +14786,7 @@ "desc": "Você libera uma lança cintilante de poder psíquico de sua testa em uma criatura que você pode ver dentro do alcance. Alternativamente, você pode pronunciar o nome de uma criatura. Se o alvo nomeado estiver dentro do alcance, ele se tornará o alvo da magia mesmo se você não puder vê-lo. Se o alvo nomeado não estiver ao alcance, a lança se dissipa sem efeito.\nO alvo deve fazer um teste de resistência de Inteligência. Em uma falha de resistência, o alvo sofre 7d6 de dano psíquico e fica incapacitado até o início de seu próximo turno. Em um teste bem-sucedido, a criatura sofre metade do dano e não fica incapacitada.", "duration": "Instantânea", "higher_level": "Quando você lança este feitiço usando um slot de feitiço de 5º nível ou superior, o dano aumenta em 1d6 para cada nível de slot acima do 4º.", - "id": 512, + "id": "a9d2bb86-0d2f-4bd9-ac3c-1e5ad24c50de", "level": 4, "locations": [ { @@ -14821,7 +14821,7 @@ "desc": "Você invoca um espírito dracônico. Ele se manifesta em um espaço desocupado que você pode ver dentro do alcance. Esta forma corpórea usa o bloco de estatísticas Draconic Spirit. Ao lançar este feitiço, escolha uma família de dragão: cromático, gema ou metálico. A criatura se assemelha a um dragão da família escolhida, o que determina certas características em seu bloco de estatísticas. A criatura desaparece quando cai para 0 pontos de vida ou quando o feitiço termina. \nA criatura é uma aliada para você e seus companheiros. Em combate, a criatura compartilha sua contagem de iniciativa, mas realiza seu turno imediatamente após o seu. Ele obedece aos seus comandos verbais (nenhuma ação exigida de sua parte). Se você não emitir nenhum, ele executa a ação de esquiva e usa seu movimento para evitar o perigo.", "duration": "Até 1 hora", "higher_level": "Quando você lançar esta magia usando um slot de magia de 6º nível ou superior, use o nível mais alto onde quer que o nível da magia apareça no bloco de estatísticas.", - "id": 513, + "id": "3b0736a1-9631-48bd-93db-070b1e06af2a", "level": 5, "locations": [ { @@ -14854,7 +14854,7 @@ "desc": "Você cria um campo de luz prateada que circunda uma criatura de sua escolha dentro do alcance (você pode escolher a si mesmo). O campo emite uma luz fraca até 1,5 metros. Enquanto estiver cercada pelo campo, uma criatura ganha os seguintes benefícios:\n\nCobertura. A criatura tem meia cobertura.\n\nResistência a danos. A criatura tem resistência a danos por ácido, frio, fogo, raio e veneno.\n\nEvasão. Se a criatura for submetida a um efeito que permite fazer um teste de resistência de Destreza para receber apenas metade do dano, a criatura em vez disso não sofre dano se tiver sucesso no teste de resistência, e apenas metade do dano se falhar.\nComo uma ação bônus nos turnos subsequentes, você pode mover o campo para outra criatura dentro de 18 metros do campo.", "duration": "Até 1 minuto", "higher_level": "", - "id": 514, + "id": "c3fac297-3278-4e31-a83a-9c4d98a62d9b", "level": 6, "locations": [ { @@ -14889,7 +14889,7 @@ "desc": "Com um rugido, você usa a magia dos dragões para se transformar, assumindo características dracônicas. Você ganha os seguintes benefícios até o fim do feitiço: \n\nBlindsight. Você tem visão às cegas com um alcance de 9 metros. Dentro dessa faixa, você pode ver efetivamente qualquer coisa que não esteja atrás de uma cobertura total, mesmo se estiver cego ou na escuridão. Além disso, você pode ver uma criatura invisível, a menos que a criatura se esconda de você com sucesso.\n\nArma de sopro. Ao lançar este feitiço, e como uma ação bônus nos turnos subsequentes durante a duração, você pode exalar energia cintilante em um cone de 18 metros. Cada criatura naquela área deve fazer um teste de resistência de Destreza, recebendo 6d8 de dano de força em um teste falhado, ou metade do dano em um teste bem-sucedido.\n\nAsas. Asas incorpóreas brotam de suas costas, proporcionando uma velocidade de vôo de 18 metros.", "duration": "Até 1 minuto", "higher_level": "", - "id": 515, + "id": "4782593e-8417-4795-87a0-317273b22be7", "level": 7, "locations": [ { @@ -14925,7 +14925,7 @@ "desc": "Você se baseia no conhecimento de espíritos do passado. Escolha uma perícia na qual você não tenha proficiência. Pela duração do feitiço, você tem proficiência na perícia escolhida. A magia termina mais cedo se você a lançar novamente.", "duration": "1 hora", "higher_level": "", - "id": 516, + "id": "d3b94648-ee1e-4f45-bd10-97bc4236e793", "level": 2, "locations": [ { @@ -14957,10 +14957,10 @@ "S" ], "concentration": true, - "desc": "Você magicamente fortalece seu movimento com passos de dança, dando a si mesmo os seguintes benefícios pela duração.\n\n\u2022Seu deslocamento de caminhada aumenta em 3 metros.\n\n\u2022Você não provoca ataques de oportunidade.\n\n\u2022Você pode se mover pelo espaço de outra criatura, e isso não conta como terreno difícil. Se você terminar seu turno no espaço de outra criatura, você é desviado para o último espaço desocupado que ocupou e sofre 1d8 de dano de força.", + "desc": "Você magicamente fortalece seu movimento com passos de dança, dando a si mesmo os seguintes benefícios pela duração.\n\n•Seu deslocamento de caminhada aumenta em 3 metros.\n\n•Você não provoca ataques de oportunidade.\n\n•Você pode se mover pelo espaço de outra criatura, e isso não conta como terreno difícil. Se você terminar seu turno no espaço de outra criatura, você é desviado para o último espaço desocupado que ocupou e sofre 1d8 de dano de força.", "duration": "Até 1 minuto", "higher_level": "", - "id": 517, + "id": "2fffc2ab-d00b-431a-b50c-b5b54a044b76", "level": 2, "locations": [ { @@ -14993,7 +14993,7 @@ "desc": "Você distrai magicamente a criatura desencadeante e transforma sua incerteza momentânea em encorajamento para outra criatura. A criatura que desencadeou deve rolar novamente o d20 e usar a rolagem mais baixa.\n\nVocê pode então escolher uma criatura diferente que possa ver dentro do alcance (você pode escolher você mesmo). A criatura escolhida tem vantagem na próxima jogada de ataque, teste de habilidade ou teste de resistência que fizer dentro de 1 minuto. Uma criatura pode ser fortalecida por apenas um uso desta magia por vez.", "duration": "Instantânea", "higher_level": "", - "id": 518, + "id": "aac9e0ab-bc57-4b03-bea0-00ba818cc313", "level": 1, "locations": [ { @@ -15027,7 +15027,7 @@ "desc": "Você magicamente torce o espaço ao redor de outra criatura que você possa ver dentro do alcance. O alvo deve ser bem sucedido em um teste de resistência de Constituição (o alvo pode escolher falhar), ou o alvo é teleportado para um espaço desocupado de sua escolha que você possa ver dentro do alcance. O espaço escolhido deve estar em uma superfície ou em um líquido que possa suportar o alvo sem que o alvo precise se espremer.", "duration": "Instantânea", "higher_level": "Quando você conjura esta magia usando um espaço de magia de 3° nível ou superior, o alcance do feitiço aumenta em 9 metros para cada nível do espaço acima do 2°.", - "id": 519, + "id": "4c2d14d4-a226-436c-ab26-e93da991e3cb", "level": 2, "locations": [ { @@ -15061,7 +15061,7 @@ "desc": "Você invoca tanto a morte quanto a vida em uma esfera de 3 metros de raio centrada em um ponto dentro do alcance. Cada criatura de sua escolha naquela área deve fazer um teste de resistência de Constituição, sofrendo 2d6 de dano necrótico se falhar na resistência, ou metade desse dano se obtiver sucesso. A vegetação não mágica naquela área murcha.\n\nAlém disso, uma criatura de sua escolha naquela área pode gastar e rolar um de seus Dados de Vida não gastos e recuperar um número de pontos de vida igual ao resultado mais seu modificador de habilidade de conjuração.", "duration": "Instantânea", "higher_level": "Quando você lança esta magia usando um espaço de magia de 3° nível ou superior, o dano aumenta em 1d6 para cada espaço acima do 2°, e o número de Dados de Vida que podem ser gastos e adicionados ao teste de cura aumenta em um para cada espaço acima 2°.", - "id": 520, + "id": "dd6db6c2-0d91-4b75-8a32-413e9ae23a80", "level": 2, "locations": [ { @@ -15095,7 +15095,7 @@ "desc": "Você cria um globo espectral ao redor da cabeça de uma criatura voluntária que você pode ver dentro do alcance. O globo está cheio de ar fresco que dura até o fim do feitiço. Se a criatura tiver mais de uma cabeça, o globo de ar aparece em torno de apenas uma de suas cabeças (que é tudo que a criatura precisa para evitar sufocamento, supondo que todas as suas cabeças compartilhem o mesmo sistema respiratório).", "duration": "24 horas", "higher_level": "Quando você conjura esta magia usando um espaço de magia de 3° nível ou superior, você pode criar dois globos adicionais de ar fresco para cada nível de espaço acima do 2°.", - "id": 521, + "id": "06b764ff-af33-40fb-b7df-b991e91661ab", "level": 2, "locations": [ { @@ -15125,10 +15125,10 @@ "M" ], "concentration": false, - "desc": "Segurando a vara usada na conjuração do feitiço, você toca uma cadeira Grande ou menor que está desocupada. A haste desaparece, e a cadeira é transformada em um elmo que bloqueia feitiços.\n\n\nELME DE MANIFESTAÇÃO\nItem maravilhoso, raro (requer sintonização com um conjurador)\n\nA função desta cadeira ornamentada é impulsionar e manobrar um navio qual foi instalado através do espaço e do ar. Ele também pode impulsionar e manobrar um navio na água ou debaixo d'água, desde que o navio seja construído para tal viagem. O navio em questão deve pesar 1 tonelada ou mais.\n\nA sensação de estar sintonizado com um leme de interferência é semelhante ao efeito de alfinetes e agulhas que se experimenta depois que o braço ou a perna adormece, mas não é tão doloroso.\n \nEnquanto estiver sintonizado com um elmo bloqueador de feitiços e sentado nele, você ganha as seguintes habilidades enquanto mantiver a concentração (como se estivesse se concentrando em um feitiço):\n\n\u2022Você pode usar o elmo bloqueador de feitiços para mover a nave pelo espaço , ar ou água até a velocidade do navio. Se a nave estiver no espaço e nenhum outro objeto pesando 1 tonelada ou mais estiver a menos de 1,6 km dela, você poderá usar o leme de interferência para mover a embarcação com rapidez suficiente para viajar 160 milhões de milhas em 24 horas.\n\u2022Você pode dirigir a nave navio, embora de uma maneira um tanto desajeitada, da mesma forma que um leme ou remos podem ser usados ​​para manobrar um navio marítimo.\n\u2022A qualquer momento, você pode ver e ouvir o que está acontecendo dentro e ao redor do navio como se estivesse em um local de sua escolha a bordo.\n\nTransferir sintonização. Você pode usar uma ação para tocar um conjurador disposto. Essa criatura se sintoniza com o elmo de interferência imediatamente, e sua sintonização com ele termina.\n\nCUSTO DE UM ELME DE MANTAGEM\nUm elmo de interferência impulsiona e dirige um navio da mesma forma que velas, remos e lemes funcionam em uma embarcação marítima e um leme de interferência elmo é fácil de criar se tiver o feitiço adequado. Criar um elmo de interferência de feitiços tem um custo de componente material de 5.000 po, então esse é o mínimo que se pode pagar para adquirir um elmo de interferência de feitiços.\n\nOs mercadores do espaço selvagem, incluindo dohwars e mercanes (ambos descritos em Boo's Astral Menagerie), normalmente vendem um elmo de interferência de feitiços por substancialmente mais do que o custo para fazer. Quanto mais depende do mercado, mas 7.500 po seria uma demanda razoável. Um comprador desesperado no mercado de um vendedor pode pagar 10.000 po ou mais.", + "desc": "Segurando a vara usada na conjuração do feitiço, você toca uma cadeira Grande ou menor que está desocupada. A haste desaparece, e a cadeira é transformada em um elmo que bloqueia feitiços.\n\n\nELME DE MANIFESTAÇÃO\nItem maravilhoso, raro (requer sintonização com um conjurador)\n\nA função desta cadeira ornamentada é impulsionar e manobrar um navio qual foi instalado através do espaço e do ar. Ele também pode impulsionar e manobrar um navio na água ou debaixo d'água, desde que o navio seja construído para tal viagem. O navio em questão deve pesar 1 tonelada ou mais.\n\nA sensação de estar sintonizado com um leme de interferência é semelhante ao efeito de alfinetes e agulhas que se experimenta depois que o braço ou a perna adormece, mas não é tão doloroso.\n \nEnquanto estiver sintonizado com um elmo bloqueador de feitiços e sentado nele, você ganha as seguintes habilidades enquanto mantiver a concentração (como se estivesse se concentrando em um feitiço):\n\n•Você pode usar o elmo bloqueador de feitiços para mover a nave pelo espaço , ar ou água até a velocidade do navio. Se a nave estiver no espaço e nenhum outro objeto pesando 1 tonelada ou mais estiver a menos de 1,6 km dela, você poderá usar o leme de interferência para mover a embarcação com rapidez suficiente para viajar 160 milhões de milhas em 24 horas.\n•Você pode dirigir a nave navio, embora de uma maneira um tanto desajeitada, da mesma forma que um leme ou remos podem ser usados ​​para manobrar um navio marítimo.\n•A qualquer momento, você pode ver e ouvir o que está acontecendo dentro e ao redor do navio como se estivesse em um local de sua escolha a bordo.\n\nTransferir sintonização. Você pode usar uma ação para tocar um conjurador disposto. Essa criatura se sintoniza com o elmo de interferência imediatamente, e sua sintonização com ele termina.\n\nCUSTO DE UM ELME DE MANTAGEM\nUm elmo de interferência impulsiona e dirige um navio da mesma forma que velas, remos e lemes funcionam em uma embarcação marítima e um leme de interferência elmo é fácil de criar se tiver o feitiço adequado. Criar um elmo de interferência de feitiços tem um custo de componente material de 5.000 po, então esse é o mínimo que se pode pagar para adquirir um elmo de interferência de feitiços.\n\nOs mercadores do espaço selvagem, incluindo dohwars e mercanes (ambos descritos em Boo's Astral Menagerie), normalmente vendem um elmo de interferência de feitiços por substancialmente mais do que o custo para fazer. Quanto mais depende do mercado, mas 7.500 po seria uma demanda razoável. Um comprador desesperado no mercado de um vendedor pode pagar 10.000 po ou mais.", "duration": "Instantânea", "higher_level": "", - "id": 522, + "id": "4049107d-c16d-4d15-810e-e3d8b3445dc4", "level": 5, "locations": [ { @@ -15159,7 +15159,7 @@ "desc": "Você puxa uma memória, uma ideia ou uma mensagem de sua mente e a transforma em um fio tangível de energia brilhante chamado fio de pensamento, que persiste pela duração ou até que você lance esse feitiço novamente. O fio de pensamento aparece em um espaço desocupado a até 1,5 metro de você como um objeto minúsculo, sem peso e semissólido que pode ser segurado e carregado como uma fita. Caso contrário, ele é estacionário.\n\nSe você conjurar esta magia enquanto se concentra em uma magia ou habilidade que lhe permite ler ou manipular os pensamentos dos outros (como detectar pensamentos ou modificar a memória), você pode transformar os pensamentos ou memórias que você leia, em vez do seu próprio, em um fio de pensamento.\n\nLançar este feitiço enquanto segura um fio de pensamento permite que você receba instantaneamente qualquer memória, ideia ou mensagem que o fio de pensamento contenha. (Lançar detectar pensamentos no fio tem o mesmo efeito.)\n\nEste feitiço pode ser usado por qualquer personagem com antecedente Operativo Dimir.", "duration": "8 horas", "higher_level": "", - "id": 523, + "id": "ab2cc47e-09b5-429f-87f0-8527b09305e5", "level": 0, "locations": [ { @@ -15192,7 +15192,7 @@ "desc": "Você conjura um dilúvio de água do mar em um cilindro de 4,5 metros de raio e 3 metros de altura centrado em um ponto dentro do alcance. Essa água assume a forma de um maremoto, um redemoinho, uma tromba d'água ou outra forma de sua escolha. Cada criatura na área deve ser bem sucedida em um teste de resistência de Força contra sua CD de resistência de magia ou sofrerá 2d8 de dano de concussão e cairá no chão. Você pode escolher um número de criaturas igual ao seu modificador de conjuração (mínimo de 1) para obter sucesso automático neste teste de resistência.\n\nSe você estiver dentro da área da magia, como parte da ação usada para conjurar a magia, você pode desaparecer no dilúvio e se teletransportar para um espaço desocupado que você possa ver dentro da área da magia.", "duration": "Instantânea", "higher_level": "", - "id": 524, + "id": "e1dbbbef-7986-491b-980b-7ab0c9c10677", "level": 3, "locations": [ { @@ -15225,7 +15225,7 @@ "desc": "O vento envolve seu corpo, puxando seus cabelos e roupas enquanto seus pés se levantam do chão. Você ganha deslocamento de vôo de 18 metros. Além disso, você tem vantagem em testes de habilidade para evitar ser agarrado e em testes de resistência contra ser contido ou paralisado.\n\nQuando você é alvo de uma magia ou ataque enquanto esta magia estiver em vigor, você pode usar uma reação para se teletransportar até 18 metros para um espaço desocupado que você possa ver. Se esse movimento tirar você do alcance do feitiço ou ataque desencadeador, você não será afetado por ele. Este feitiço termina quando você reaparece.", "duration": "Até 10 minutos", "higher_level": "", - "id": 525, + "id": "69b40ee0-7d01-439b-aa3c-414cf7a6f85b", "level": 5, "locations": [ { @@ -15258,7 +15258,7 @@ "desc": "Você fortalece a estrutura dos aviões em um cubo de 9 metros que você pode ver dentro do alcance. Dentro dessa área, os portais fecham e não podem ser abertos durante esse período. Feitiços e outros efeitos que permitem viagens planas ou portais abertos, como portão ou mudança de plano, falham se usados para entrar ou sair da área. O cubo está parado.", "duration": "24 horas", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled.", - "id": 526, + "id": "3447b2bf-bfc2-4d04-ac1b-906ef7667daf", "level": 4, "locations": [ { @@ -15292,7 +15292,7 @@ "desc": "Durante esse período, você sente a presença de portais, mesmo os inativos, a até 9 metros de você.\n\nSe você detectar um portal dessa forma, poderá usar sua ação para estudá-lo. Faça um teste de habilidade CD 15 usando sua habilidade de conjuração. Com um teste bem sucedido, você descobre o plano de destino do portal e qual chave do portal ele requer, então a magia termina. Se falhar no teste, você não aprende nada e não pode estudar aquele portal novamente usando esta magia até lançá-la novamente.\n\nA magia pode penetrar a maioria das barreiras, mas é bloqueada por 30 centímetros de pedra, 2,5 centímetros de metal comum, uma folha fina de chumbo ou 90 centímetros de madeira ou terra.", "duration": "Até 1 minuto", "higher_level": "", - "id": 527, + "id": "3f79e1a8-9195-4bc1-9ebd-b0d9958d2f8c", "level": 2, "locations": [ { @@ -15327,7 +15327,7 @@ "desc": "Você sussurra palavras mágicas que antagonizam uma criatura de sua escolha dentro do alcance. O alvo deve fazer um teste de resistência de Sabedoria. Se falhar na resistência, o alvo sofre 4d4 de dano psíquico e deve usar imediatamente sua reação para realizar um ataque corpo a corpo contra outra criatura de sua escolha que você possa ver. Se o alvo não puder realizar este ataque (por exemplo, porque não há ninguém ao seu alcance ou porque sua reação não está disponível), o alvo terá desvantagem na próxima jogada de ataque que realizar antes do início do seu próximo turno. Em um teste bem-sucedido, o alvo sofre apenas metade do dano.", "duration": "Instantânea", "higher_level": "Quando você conjura esta magia usando um espaço de magia de 4º nível ou superior, o dano aumenta em 1d4 para cada nível do espaço acima do 3º.", - "id": 528, + "id": "029c9d4c-e32a-4629-b5ab-25455cb1f3bf", "level": 3, "locations": [ { @@ -15361,7 +15361,7 @@ "desc": "Você invoca um espírito que incorpora a morte. O espírito se manifesta em um espaço desocupado que você pode ver dentro do alcance e usa o bloco de estatísticas do espírito ceifador. O espírito desaparece quando é reduzido a 0 pontos de vida ou quando o feitiço termina.\n\nO espírito é um aliado de você e de seus companheiros. Em combate, o espírito compartilha sua contagem de iniciativa e executa seu turno imediatamente após o seu. Ele obedece aos seus comandos verbais (nenhuma ação exigida por você). Se você não emitir nenhum comando ao espírito, ele realizará a ação Esquivar e usará seu movimento para evitar o perigo.", "duration": "Até 1 minuto", "higher_level": "Quando você conjurar esta magia usando um espaço de magia de 5º nível ou superior, use o nível mais alto onde quer que o nível da magia apareça no bloco de estatísticas do espírito ceifador.", - "id": 529, + "id": "cb7f59d2-4ba2-40cb-a772-f7be8fd6c826", "level": 4, "locations": [ { @@ -15396,7 +15396,7 @@ "desc": "Você pulveriza um cone de cartas espectrais de 4,5 metros. Cada criatura naquela área deve fazer um teste de resistência de Destreza. Se falhar na resistência, a criatura sofre 2d10 de dano de força e fica cega até o final do próximo turno. Em um teste bem-sucedido, a criatura sofre apenas metade do dano.", "duration": "Instantânea", "higher_level": "Quando você conjura esta magia usando um espaço de magia de 3º nível ou superior, o dano aumenta em 1d10 para cada nível do espaço acima do 2º.", - "id": 530, + "id": "e47fce28-4234-432e-bf35-ba7aef4cff22", "level": 2, "locations": [ { @@ -15428,7 +15428,7 @@ "desc": "Você cria uma bolha ácida em um ponto dentro do alcance, onde ela explode em uma Esfera de 5 pés de raio. Cada criatura naquela Esfera deve ter sucesso em um teste de resistência de Destreza ou sofrer 1d6 de dano Ácido.", "duration": "Instantâneo", "higher_level": "O dano aumenta em 1d6 quando você atinge os níveis 5 (2d6), 11 (3d6) e 17 (4d6).", - "id": 531, + "id": "6fa208a9-ce65-4759-ad34-640b2419263a", "level": 0, "locations": [ { @@ -15459,7 +15459,7 @@ "desc": "Escolha até três criaturas dentro do alcance. O máximo de Pontos de Vida de cada alvo e os Pontos de Vida atuais aumentam em 5 pela duração.", "duration": "8 horas", "higher_level": "Os Pontos de Vida de cada alvo aumentam em 5 para cada nível de magia acima de 2.", - "id": 532, + "id": "297f82f5-89b7-4f47-847b-d4a4a32dfbd9", "level": 2, "locations": [ { @@ -15487,7 +15487,7 @@ ], "desc": "Você define um alarme contra intrusão. Escolha uma porta, uma janela ou uma área dentro do alcance que não seja maior que um Cubo de 20 pés. Até que a magia termine, um alarme o alerta sempre que uma criatura toca ou entra na área protegida. Quando você conjura a magia, você pode designar criaturas que não dispararão o alarme. Você também escolhe se o alarme é audível ou mental: Alarme Audível. O alarme produz o som de um sino de mão por 10 segundos a 60 pés da área protegida. Alarme Mental. Você é alertado por um ping mental se estiver a 1 milha da área protegida. Este ping o desperta se você estiver dormindo.", "duration": "8 horas", - "id": 533, + "id": "f3d950c7-b557-49b6-be82-7354f29457cd", "level": 1, "locations": [ { @@ -15515,7 +15515,7 @@ "concentration": true, "desc": "Você altera sua forma física. Escolha uma das seguintes opções. Seus efeitos duram enquanto durar, durante o qual você pode realizar uma ação de Magia para substituir a opção escolhida por uma diferente. Adaptação Aquática. Você cria guelras e teias entre os dedos. Você pode respirar debaixo d'água e ganhar uma Velocidade de Natação igual à sua Velocidade. Alterar Aparência. Você altera sua aparência. Você decide como você se parece, incluindo sua altura, peso, características faciais, som da sua voz, comprimento do cabelo, coloração e outras características distintivas. Você pode se fazer parecer um membro de outra espécie, embora nenhuma de suas estatísticas mude. Você não pode aparecer como uma criatura de tamanho diferente, e sua forma básica permanece a mesma; se você for bípede, não poderá usar esta magia para se tornar quadrúpede, por exemplo. Durante a duração, você pode realizar uma ação de Magia para mudar sua aparência dessa forma novamente. Armas Naturais. Você cria garras (Cortante), presas (Perfurante), chifres (Perfurante) ou cascos (Contundente). Quando você usa seu Ataque Desarmado para causar dano com esse novo crescimento, ele causa 1d6 de dano do tipo entre parênteses em vez de causar o dano normal do seu Ataque Desarmado, e você usa seu modificador de habilidade de conjuração para as jogadas de ataque e dano em vez de usar Força.", "duration": "Até 1 hora", - "id": 534, + "id": "022f2509-7130-4f74-b3c6-1d86bdf77409", "level": 2, "locations": [ { @@ -15543,7 +15543,7 @@ "desc": "Selecione uma Besta que você possa ver dentro do alcance. O alvo deve ter sucesso em um teste de resistência de Sabedoria ou ter a condição Encantado pela duração. Se você ou um de seus aliados causar dano ao alvo, a magia termina.", "duration": "24 horas", "higher_level": "Você pode escolher uma Besta adicional para cada nível de espaço de magia acima de 1.", - "id": 535, + "id": "3c118b31-1658-421a-b672-434026a03ec5", "level": 1, "locations": [ { @@ -15572,7 +15572,7 @@ "desc": "Uma Pequena Besta de sua escolha que você possa ver dentro do alcance deve ser bem-sucedida em um teste de resistência de Carisma, ou ela tenta entregar uma mensagem para você (se o Nível de Desafio do alvo não for 0, ela é bem-sucedida automaticamente). Você especifica um local que você visitou e um destinatário que corresponde a uma descrição geral, como "uma pessoa vestida com o uniforme da guarda da cidade" ou "um anão ruivo usando um chapéu pontudo". Você também comunica uma mensagem de até vinte e cinco palavras. A Besta viaja pela duração em direção ao local especificado, cobrindo cerca de 25 milhas a cada 24 horas ou 50 milhas se a Besta puder voar. Quando a Besta chega, ela entrega sua mensagem para a criatura que você descreveu, imitando sua comunicação. Se a Besta não chegar ao seu destino antes que a magia termine, a mensagem é perdida, e a Besta retorna para onde você conjurou a magia.", "duration": "24 horas", "higher_level": "A duração da magia aumenta em 48 horas para cada nível de magia acima de 2.", - "id": 536, + "id": "ebcf5022-9105-44f3-9f68-d1af323b6ba1", "level": 2, "locations": [ { @@ -15597,7 +15597,7 @@ ], "desc": "Escolha qualquer número de criaturas dispostas que você possa ver dentro do alcance. Cada alvo muda de forma para uma Besta Grande ou menor de sua escolha que tenha uma Classificação de Desafio de 4 ou menos. Você pode escolher uma forma diferente para cada alvo. Em turnos posteriores, você pode realizar uma ação de Magia para transformar os alvos novamente.\n\nAs estatísticas de jogo de um alvo são substituídas pelas estatísticas da Besta escolhida, mas o alvo retém seu tipo de criatura; Pontos de Vida; Dados de Pontos de Vida; alinhamento; habilidade de comunicação; e valores de Inteligência, Sabedoria e Carisma. As ações do alvo são limitadas pela anatomia da forma Besta, e ele não pode conjurar magias. O equipamento do alvo se funde à nova forma, e o alvo não pode usar nenhum desses equipamentos enquanto estiver nessa forma.\n\nO alvo ganha uma quantidade de Pontos de Vida Temporários igual aos Pontos de Vida da primeira forma em que se transforma. Esses Pontos de Vida Temporários desaparecem, se ainda houver algum, quando a magia termina. A transformação dura enquanto durar ou até que o alvo a termine com uma Ação Bônus.", "duration": "24 horas", - "id": 537, + "id": "6f4dfbab-b7af-4d68-bb48-1729821cfe53", "level": 8, "locations": [ { @@ -15624,7 +15624,7 @@ "desc": "Escolha uma pilha de ossos ou um cadáver de um Humanoide Médio ou Pequeno dentro do alcance. O alvo se torna uma criatura Morta-viva: um Esqueleto se você escolher ossos ou um Zumbi se você escolher um cadáver (veja o apêndice B para os blocos de estatísticas). Em cada um dos seus turnos, você pode realizar uma Ação Bônus para comandar mentalmente qualquer criatura que você fez com esta magia se a criatura estiver a até 60 pés de você (se você controlar várias criaturas, você pode comandar qualquer uma delas ao mesmo tempo, emitindo o mesmo comando para cada uma). Você decide qual ação a criatura realizará e para onde ela se moverá em seu próximo turno, ou você pode emitir um comando geral, como proteger uma câmara ou corredor. Se você não emitir nenhum comando, a criatura realiza a ação Esquivar e se move apenas para evitar danos. Uma vez dada uma ordem, a criatura continua a segui-la até que sua tarefa seja concluída. A criatura fica sob seu controle por 24 horas, após as quais ela para de obedecer a qualquer comando que você tenha dado a ela. Para manter o controle da criatura por mais 24 horas, você deve conjurar esta magia na criatura novamente antes que o período atual de 24 horas termine. Este uso da magia reafirma seu controle sobre até quatro criaturas que você animou com esta magia em vez de animar uma nova criatura.", "duration": "Instantâneo", "higher_level": "Você anima ou reassume o controle sobre duas criaturas mortas-vivas adicionais para cada nível de espaço de magia acima de 3. Cada uma das criaturas deve vir de um cadáver ou pilha de ossos diferente.", - "id": 538, + "id": "ab1095c1-e3ea-4703-9222-56e7db704e57", "level": 3, "locations": [ { @@ -15651,10 +15651,10 @@ "S" ], "concentration": true, - "desc": "Os objetos são animados sob seu comando. Escolha um número de objetos não mágicos dentro do alcance que não estejam sendo usados \u200B\u200Bou carregados, que não estejam fixados em uma superfície e que não sejam gigantescos. O número máximo de objetos é igual ao seu modificador de habilidade de conjuração; para este número, um alvo Médio ou menor conta como um objeto, um alvo Grande conta como dois e um alvo Enorme conta como três.\n\nCada alvo é animado, cria pernas e se torna um Construto que usa o bloco de estatísticas Objeto Animado; esta criatura estará sob seu controle até o feitiço terminar ou até ser reduzida a 0 Pontos de Vida. Cada criatura que você cria com esta magia é uma aliada para você e seus aliados. Em combate, ele compartilha sua contagem de Iniciativa e realiza seu turno imediatamente após o seu.\n\nAté que a magia termine, você pode realizar uma Ação Bônus para comandar mentalmente qualquer criatura que você criou com esta magia se a criatura estiver a até 150 metros de você (se você controlar múltiplas criaturas, você pode comandar qualquer uma delas ao mesmo tempo, emitindo o mesmo comando para cada um). Se você não emitir nenhum comando, a criatura realiza a ação Esquivar e se move apenas para evitar danos. Quando a criatura chega a 0 Pontos de Vida, ela volta à sua forma de objeto e qualquer dano restante é transferido para essa forma.\n\nConstrução enorme ou menor, desalinhada\n\nCA 15\n\nHP 10 (Médio ou menor), 20 (Grande), 40 (Enorme)\n\nVelocidade 30 pés.\n\n Salvar Mod\nFOR 16 +3 +3\nDES 10 +0 +0\nCON 10 +0 +0\n\n Salvar Mod\nINT 3 −4 −4\nSAB 3 −4 −4\nCAR 1 −5 −5\n\nImunidades Veneno Psíquico; Encantado, Exaustão, Assustado, Paralisado, Envenenado\n\nSentidos Visão Cega 30 pés, Percepção Passiva 6\n\nIdiomas Compreende os idiomas que você conhece\n\nCR Nenhum (XP 0; PB é igual ao seu Bônus de Proficiência)\n\nAções\n\nBater. Rolagem de Ataque Corpo a Corpo: Bônus igual ao seu modificador de ataque de feitiço, alcance 1,5 m. Acerto: Dano de força igual a 1d4 + 3 (Médio ou menor), 2d6 + 3 + seu modificador de habilidade de lançamento de feitiços (Grande) ou 2d12 + 3 + sua habilidade de lançamento de feitiços modificador (enorme).", + "desc": "Os objetos são animados sob seu comando. Escolha um número de objetos não mágicos dentro do alcance que não estejam sendo usados ​​ou carregados, que não estejam fixados em uma superfície e que não sejam gigantescos. O número máximo de objetos é igual ao seu modificador de habilidade de conjuração; para este número, um alvo Médio ou menor conta como um objeto, um alvo Grande conta como dois e um alvo Enorme conta como três.\n\nCada alvo é animado, cria pernas e se torna um Construto que usa o bloco de estatísticas Objeto Animado; esta criatura estará sob seu controle até o feitiço terminar ou até ser reduzida a 0 Pontos de Vida. Cada criatura que você cria com esta magia é uma aliada para você e seus aliados. Em combate, ele compartilha sua contagem de Iniciativa e realiza seu turno imediatamente após o seu.\n\nAté que a magia termine, você pode realizar uma Ação Bônus para comandar mentalmente qualquer criatura que você criou com esta magia se a criatura estiver a até 150 metros de você (se você controlar múltiplas criaturas, você pode comandar qualquer uma delas ao mesmo tempo, emitindo o mesmo comando para cada um). Se você não emitir nenhum comando, a criatura realiza a ação Esquivar e se move apenas para evitar danos. Quando a criatura chega a 0 Pontos de Vida, ela volta à sua forma de objeto e qualquer dano restante é transferido para essa forma.\n\nConstrução enorme ou menor, desalinhada\n\nCA 15\n\nHP 10 (Médio ou menor), 20 (Grande), 40 (Enorme)\n\nVelocidade 30 pés.\n\n Salvar Mod\nFOR 16 +3 +3\nDES 10 +0 +0\nCON 10 +0 +0\n\n Salvar Mod\nINT 3 −4 −4\nSAB 3 −4 −4\nCAR 1 −5 −5\n\nImunidades Veneno Psíquico; Encantado, Exaustão, Assustado, Paralisado, Envenenado\n\nSentidos Visão Cega 30 pés, Percepção Passiva 6\n\nIdiomas Compreende os idiomas que você conhece\n\nCR Nenhum (XP 0; PB é igual ao seu Bônus de Proficiência)\n\nAções\n\nBater. Rolagem de Ataque Corpo a Corpo: Bônus igual ao seu modificador de ataque de feitiço, alcance 1,5 m. Acerto: Dano de força igual a 1d4 + 3 (Médio ou menor), 2d6 + 3 + seu modificador de habilidade de lançamento de feitiços (Grande) ou 2d12 + 3 + sua habilidade de lançamento de feitiços modificador (enorme).", "duration": "Até 1 minuto", "higher_level": "O dano de pancada da criatura aumenta em 1d4 (Médio ou menor), 1d6 (Grande) ou 1d12 (Enorme) para cada nível de espaço de magia acima de 5.", - "id": 539, + "id": "e5d94552-e285-4d82-b836-548d56885310", "level": 5, "locations": [ { @@ -15679,7 +15679,7 @@ "concentration": true, "desc": "Uma aura se estende de você em uma Emanação de 10 pés pela duração. A aura impede que criaturas que não sejam Constructos e Mortos-vivos passem ou alcancem através dela. Uma criatura afetada pode conjurar magias ou fazer ataques com armas de Alcance ou de Alcance através da barreira. Se você se mover de forma que uma criatura afetada seja forçada a passar pela barreira, a magia termina.", "duration": "Até 1 hora", - "id": 540, + "id": "97139b0a-b57f-4924-92fd-daad81317388", "level": 5, "locations": [ { @@ -15706,7 +15706,7 @@ "concentration": true, "desc": "Uma aura de antimagia envolve você em Emanação de 10 pés. Ninguém pode conjurar magias, realizar ações mágicas ou criar outros efeitos mágicos dentro da aura, e essas coisas não podem mirar ou afetar nada dentro dela. Propriedades mágicas de itens mágicos não funcionam dentro da aura ou em nada dentro dela. Áreas de efeito criadas por magias ou outras magias não podem se estender para dentro ou para fora dela ou usar viagem planar lá. Portais fecham temporariamente enquanto estiver na aura. Magias em andamento, exceto aquelas conjuradas por um Artefato ou uma divindade, são suprimidas na área. Enquanto um efeito é suprimido, ele não funciona, mas o tempo que ele passa suprimido conta contra sua duração.", "duration": "Até 1 hora", - "id": 541, + "id": "04df2e33-2761-4116-a28b-0a3dfdcd8647", "level": 8, "locations": [ { @@ -15734,7 +15734,7 @@ ], "desc": "Ao conjurar a magia, escolha se ela cria antipatia ou simpatia, e escolha como alvo uma criatura ou objeto que seja Enorme ou menor. Então especifique um tipo de criatura, como dragões vermelhos, goblins ou vampiros. Uma criatura do tipo escolhido faz um teste de resistência de Sabedoria quando chega a 120 pés do alvo. Sua escolha de antipatia ou simpatia determina o que acontece com uma criatura quando ela falha nesse teste: Antipatia. A criatura tem a condição Assustado. A criatura Assustada deve usar seu movimento em seus turnos para chegar o mais longe possível do alvo, movendo-se pela rota mais segura. Simpatia. A criatura tem a condição Encantado. A criatura Encantada deve usar seu movimento em seus turnos para chegar o mais perto possível do alvo, movendo-se pela rota mais segura. Se a criatura estiver a 5 pés do alvo, ela não pode se afastar voluntariamente. Se o alvo causar dano à criatura Encantada, essa criatura pode fazer um teste de resistência de Sabedoria para encerrar o efeito, conforme descrito abaixo. Encerrando o Efeito. Se a criatura Assustada ou Encantada terminar seu turno a mais de 120 pés de distância do alvo, a criatura faz um teste de resistência de Sabedoria. Em um teste bem-sucedido, a criatura não é mais afetada pelo alvo. Uma criatura que fizer um teste bem-sucedido contra esse efeito fica imune a ele por 1 minuto, após o qual pode ser afetada novamente.", "duration": "10 dias", - "id": 542, + "id": "948b8cb3-6940-4912-9086-05906ce3fd77", "level": 8, "locations": [ { @@ -15762,7 +15762,7 @@ "concentration": true, "desc": "Você cria um olho invisível e invulnerável dentro do alcance que paira durante a duração. Você recebe mentalmente informações visuais do olho, que pode ver em todas as direções. Ele também tem Visão no Escuro com um alcance de 30 pés. Como uma Ação Bônus, você pode mover o olho até 30 pés em qualquer direção. Uma barreira sólida bloqueia o movimento do olho, mas o olho pode passar por uma abertura tão pequena quanto 1 polegada de diâmetro.", "duration": "Até 1 hora", - "id": 543, + "id": "4a006d17-220e-4857-a1e5-146c8a1e642c", "level": 4, "locations": [ { @@ -15790,7 +15790,7 @@ "concentration": true, "desc": "Você cria portais de teletransporte vinculados. Escolha dois espaços Grandes e desocupados no chão que você possa ver, um espaço dentro do alcance e o outro a 10 pés de você. Um portal circular se abre em cada um desses espaços e permanece durante a duração. Os portais são anéis brilhantes bidimensionais cheios de névoa que bloqueiam a visão. Eles pairam a centímetros do chão e são perpendiculares a ele. Um portal é aberto em apenas um lado (você escolhe qual). Qualquer coisa que entre no lado aberto de um portal sai do lado aberto do outro portal como se os dois fossem adjacentes um ao outro. Como uma Ação Bônus, você pode mudar a face dos lados abertos.", "duration": "Até 10 minutos", - "id": 544, + "id": "ae3999e5-0d1e-4863-8006-593b6b4fa776", "level": 6, "locations": [ { @@ -15816,7 +15816,7 @@ ], "desc": "Você toca em uma porta, janela, portão, contêiner ou escotilha fechada e a tranca magicamente pela duração. Esta fechadura não pode ser destrancada por nenhum meio não mágico. Você e quaisquer criaturas que você designar quando conjurar a magia podem abrir e fechar o objeto apesar da fechadura. Você também pode definir uma senha que, quando falada a até 1,5 m do objeto, a destranca por 1 minuto.", "duration": "Até ser dissipada", - "id": 545, + "id": "10565aca-0c54-4a08-8b7e-f40b1191be9b", "level": 2, "locations": [ { @@ -15844,7 +15844,7 @@ "desc": "Você recorre à sua força vital para se curar. Role um ou dois dos seus Dados de Pontos de Vida não gastos e recupere um número de Pontos de Vida igual ao total da rolagem mais seu modificador de habilidade de conjuração. Esses dados são então gastos.", "duration": "Instantâneo", "higher_level": "O número de Dados de Vida não gastos que você pode rolar aumenta em um para cada nível de espaço de magia acima de 2.", - "id": 546, + "id": "ffae5e04-7b8e-4c5c-8f71-0e0baea7c854", "level": 2, "locations": [ { @@ -15870,7 +15870,7 @@ "desc": "Gelo mágico protetor o cerca. Você ganha 5 Pontos de Vida Temporários. Se uma criatura lhe atingir com uma jogada de ataque corpo a corpo antes que a magia termine, a criatura recebe 5 de dano de Frio. A magia termina mais cedo se você não tiver Pontos de Vida Temporários.", "duration": "1 hora", "higher_level": "Os Pontos de Vida Temporários e o Dano de Frio aumentam em 5 para cada nível de magia acima de 1.", - "id": 547, + "id": "316b065a-f12d-4a34-b424-aa25af206926", "level": 1, "locations": [ { @@ -15896,7 +15896,7 @@ "desc": "Invocando Hadar, você faz com que tentáculos irrompam de si mesmo. Cada criatura em uma Emanação de 10 pés originária de você faz um teste de resistência de Força. Em uma falha, o alvo sofre 2d6 de dano Necrótico e não pode sofrer Reações até o início de seu próximo turno. Em uma falha, o alvo sofre apenas metade do dano.", "duration": "Instantâneo", "higher_level": "O dano aumenta em 1d6 para cada nível de magia acima de 1.", - "id": 548, + "id": "c37f7e2b-40d4-4ca2-a854-d69765d52c61", "level": 1, "locations": [ { @@ -15923,7 +15923,7 @@ ], "desc": "Você e até oito criaturas dispostas dentro do alcance projetam seus corpos astrais no Plano Astral (a magia termina instantaneamente se você já estiver naquele plano). O corpo de cada alvo é deixado para trás em um estado de animação suspensa; ele tem a condição Inconsciente, não precisa de comida ou ar e não envelhece. A forma astral de um alvo se assemelha ao seu corpo em quase todos os aspectos, replicando suas estatísticas de jogo e posses. A principal diferença é a adição de um cordão prateado que sai de entre as omoplatas da forma astral. O cordão desaparece de vista após 1 pé. Se o cordão for cortado — o que acontece apenas quando um efeito afirma que isso acontece — o corpo e a forma astral do alvo morrem. A forma astral de um alvo pode viajar pelo Plano Astral. No momento em que uma forma astral deixa aquele plano, o corpo e as posses do alvo viajam ao longo do cordão prateado, fazendo com que o alvo reentre em seu corpo no novo plano. Qualquer dano ou outros efeitos que se apliquem a uma forma astral não têm efeito no corpo do alvo e vice-versa. Se o corpo ou forma astral de um alvo cair para 0 Pontos de Vida, a magia termina para aquele alvo. A magia termina para todos os alvos se você fizer uma ação de Magia para dispensá-la. Quando a magia termina para um alvo que não está morto, o alvo reaparece em seu corpo e sai do estado de animação suspensa.", "duration": "Até ser dissipada", - "id": 549, + "id": "1bf036d6-3219-4552-8e29-86d897093389", "level": 9, "locations": [ { @@ -15951,7 +15951,7 @@ ], "desc": "Você recebe um presságio de uma entidade sobrenatural sobre os resultados de um curso de ação que você planeja tomar nos próximos 30 minutos. O Mestre escolhe o presságio da tabela Presságios. Presságio para resultados que serão... Bem Bom Aflição Ruim Bem e aflição Bom e ruim Indiferença Nem bom nem ruim A magia não leva em conta circunstâncias, como outras magias, que podem mudar os resultados. Se você conjurar a magia mais de uma vez antes de terminar um Descanso Longo, há uma chance cumulativa de 25 por cento para cada conjuração após a primeira de você não obter resposta.", "duration": "Instantâneo", - "id": 550, + "id": "32598f3d-d2e6-4bd0-8d7c-21434f3e80c6", "level": 2, "locations": [ { @@ -15977,7 +15977,7 @@ "concentration": true, "desc": "Uma aura irradia de você em uma Emanação de 30 pés pela duração. Enquanto estiver na aura, você e seus aliados têm Resistência a dano Necrótico, e seus máximos de Pontos de Vida não podem ser reduzidos. Se um aliado com 0 Pontos de Vida começar seu turno na aura, esse aliado recupera 1 Ponto de Vida.", "duration": "Até 10 minutos", - "id": 551, + "id": "7adf2909-0e4a-4ce1-a073-d244af96f0e3", "level": 4, "locations": [ { @@ -16002,7 +16002,7 @@ "concentration": true, "desc": "Uma aura irradia de você em uma Emanação de 30 pés pela duração. Enquanto estiver na aura, você e seus aliados têm Resistência a dano de Veneno e Vantagem em testes de resistência para evitar ou encerrar efeitos que incluem a condição Cego, Encantado, Surdo, Assustado, Paralisado, Envenenado ou Atordoado.", "duration": "Até 10 minutos", - "id": 552, + "id": "7510f875-e605-4461-b509-42867c2842ef", "level": 4, "locations": [ { @@ -16028,7 +16028,7 @@ "concentration": true, "desc": "Uma aura irradia de você em uma Emanação de 30 pés pela duração. Quando você cria a aura e no início de cada um dos seus turnos enquanto ela persiste, você pode restaurar 2d6 Pontos de Vida para uma criatura nela.", "duration": "Até 1 minuto", - "id": 553, + "id": "36006416-763a-431d-8051-55ab18b1a9ab", "level": 3, "locations": [ { @@ -16054,7 +16054,7 @@ ], "desc": "Você gasta o tempo de conjuração traçando caminhos mágicos dentro de uma pedra preciosa e então toca o alvo. O alvo deve ser uma criatura Besta ou Planta com Inteligência de 3 ou menos ou uma planta natural que não seja uma criatura. O alvo ganha Inteligência de 10 e a habilidade de falar uma língua que você conhece. Se o alvo for uma planta natural, ele se torna uma criatura Planta e ganha a habilidade de mover seus membros, raízes, vinhas, trepadeiras e assim por diante, e ganha sentidos similares aos de um humano. O Mestre escolhe estatísticas apropriadas para a Planta desperta, como as estatísticas para o Arbusto Desperto ou Árvore Desperta no Manual dos Monstros. O alvo desperto tem a condição Encantado por 30 dias ou até que você ou seus aliados causem dano a ele. Quando essa condição termina, a criatura desperta escolhe sua atitude em relação a você.", "duration": "Instantâneo", - "id": 554, + "id": "3b81eb51-abad-4335-b711-b426dbcc3610", "level": 5, "locations": [ { @@ -16084,7 +16084,7 @@ "desc": "Até três criaturas de sua escolha que você possa ver dentro do alcance devem fazer um teste de resistência de Carisma. Sempre que um alvo que falhe neste teste fizer uma jogada de ataque ou um teste de resistência antes que a magia termine, o alvo deve subtrair 1d4 do teste de ataque ou teste de resistência.", "duration": "Até 1 minuto", "higher_level": "Você pode escolher uma criatura adicional para cada nível de espaço de magia acima de 1.", - "id": 555, + "id": "5b97eedc-79d8-4d61-9087-776a33226fde", "level": 1, "locations": [ { @@ -16109,7 +16109,7 @@ "concentration": true, "desc": "O alvo atingido pela jogada de ataque sofre 5d10 de dano de Força extra do ataque. Se o ataque reduzir o alvo a 50 Pontos de Vida ou menos, o alvo deve ter sucesso em um teste de resistência de Carisma ou será transportado para um semiplano inofensivo pela duração. Enquanto estiver lá, o alvo tem a condição Incapacitado. Quando a magia termina, o alvo reaparece no espaço que deixou ou no espaço desocupado mais próximo se esse espaço estiver ocupado.", "duration": "Até 1 minuto", - "id": 556, + "id": "25bb3ae0-d789-4077-859e-c7bd3adad2c7", "level": 5, "locations": [ { @@ -16140,7 +16140,7 @@ "desc": "Uma criatura que você possa ver dentro do alcance deve ser bem-sucedida em um teste de resistência de Carisma ou será transportada para um semiplano inofensivo pela duração. Enquanto estiver lá, o alvo tem a condição Incapacitado. Quando a magia termina, o alvo reaparece no espaço que deixou ou no espaço desocupado mais próximo se esse espaço estiver ocupado. Se o alvo for uma Aberração, um Celestial, um Elemental, um Fey ou um Fiend, o alvo não retorna se a magia durar 1 minuto. O alvo é transportado para um local aleatório em um plano (escolha do Mestre) associado ao seu tipo de criatura.", "duration": "Até 1 minuto", "higher_level": "Você pode escolher uma criatura adicional para cada nível de espaço de magia acima de 4.", - "id": 557, + "id": "de1ec490-1f8f-4eea-bec0-d36b0ed9a05b", "level": 4, "locations": [ { @@ -16167,7 +16167,7 @@ ], "desc": "Você toca uma criatura disposta. Até que a magia termine, a pele do alvo assume uma aparência de casca de árvore, e o alvo tem uma Classe de Armadura de 17 se sua CA for menor que isso.", "duration": "1 hora", - "id": 558, + "id": "66bf286e-3a66-4fac-8c06-618fdf910e18", "level": 2, "locations": [ { @@ -16193,7 +16193,7 @@ "concentration": true, "desc": "Escolha qualquer número de criaturas dentro do alcance. Durante a duração, cada alvo tem Vantagem em testes de resistência de Sabedoria e Testes de Resistência de Morte e recupera o número máximo de Pontos de Vida possível de qualquer cura.", "duration": "Até 1 minuto", - "id": 559, + "id": "72f881e4-9ab8-4735-877b-79517acc5709", "level": 3, "locations": [ { @@ -16218,7 +16218,7 @@ "concentration": true, "desc": "Você toca uma Besta disposta. Durante a duração, você pode perceber através dos sentidos da Besta, assim como os seus. Ao perceber através dos sentidos da Besta, você se beneficia de quaisquer sentidos especiais que ela tenha.", "duration": "Até 1 hora", - "id": 560, + "id": "d8aa2c32-4ba8-4e4b-a72f-2c6930b595a3", "level": 2, "locations": [ { @@ -16246,7 +16246,7 @@ ], "desc": "Você explode a mente de uma criatura que você pode ver dentro do alcance. O alvo faz um teste de resistência de Inteligência. Em um teste falho, o alvo sofre 10d12 de dano Psíquico e não pode conjurar magias ou realizar a ação de Magia. No final de cada 30 dias, o alvo repete o teste, encerrando o efeito em um sucesso. O efeito também pode ser encerrado pela magia Restauração Maior, Cura ou Desejo. Em um teste bem-sucedido, o alvo sofre apenas metade do dano.", "duration": "Instantâneo", - "id": 561, + "id": "a42aecd7-44d8-41f8-b158-a4a56fb6d450", "level": 8, "locations": [ { @@ -16272,10 +16272,10 @@ "S" ], "concentration": true, - "desc": "Você toca uma criatura, que deve ser bem sucedida em um teste de resistência de Sabedoria ou será amaldiçoada enquanto durar. Até que a maldição termine, o alvo sofre um dos seguintes efeitos à sua escolha:\n\n\u2022Escolha uma habilidade. O alvo tem Desvantagem em testes de habilidade e testes de resistência feitos com essa habilidade.\n\u2022O alvo tem Desvantagem nas jogadas de ataque contra você.\n\u2022Em combate, o alvo deve ser bem sucedido em um teste de resistência de Sabedoria no início de cada um de seus turnos ou será forçado a realizar a ação de Esquiva naquele turno.\n\u2022Se você causar dano ao alvo com uma jogada de ataque ou um feitiço, o alvo sofre 1d8 de dano necrótico extra.", + "desc": "Você toca uma criatura, que deve ser bem sucedida em um teste de resistência de Sabedoria ou será amaldiçoada enquanto durar. Até que a maldição termine, o alvo sofre um dos seguintes efeitos à sua escolha:\n\n•Escolha uma habilidade. O alvo tem Desvantagem em testes de habilidade e testes de resistência feitos com essa habilidade.\n•O alvo tem Desvantagem nas jogadas de ataque contra você.\n•Em combate, o alvo deve ser bem sucedido em um teste de resistência de Sabedoria no início de cada um de seus turnos ou será forçado a realizar a ação de Esquiva naquele turno.\n•Se você causar dano ao alvo com uma jogada de ataque ou um feitiço, o alvo sofre 1d8 de dano necrótico extra.", "duration": "Até 1 minuto", "higher_level": "Se você conjurar esta magia usando um espaço de magia de nível 4, você pode manter Concentração nela por até 10 minutos. Se você usar um espaço de magia de nível 5+, a magia não requer Concentração, e a duração se torna 8 horas (espaço de nível 5–6) ou 24 horas (espaço de nível 7–8). Se você usar um espaço de magia de nível 9, a magia dura até ser dissipada.", - "id": 562, + "id": "459db74a-49ce-421c-8cd8-7a652884b522", "level": 3, "locations": [ { @@ -16304,7 +16304,7 @@ "desc": "Você cria uma Mão Grande de energia mágica cintilante em um espaço desocupado que você pode ver dentro do alcance. A mão dura pela duração e se move ao seu comando, imitando os movimentos da sua própria mão. A mão é um objeto que tem CA 20 e Pontos de Vida iguais ao seu Ponto de Vida máximo. Se cair para 0 Pontos de Vida, a magia termina. A mão não ocupa seu espaço. Quando você conjura a magia e como uma Ação Bônus em seus turnos posteriores, você pode mover a mão até 60 pés e então causar um dos seguintes efeitos: Punho Cerrado. A mão atinge um alvo a até 5 pés dela. Faça um ataque de magia corpo a corpo. Em um acerto, o alvo recebe 5d8 de dano de Força. Mão Poderosa. A mão tenta empurrar uma criatura Enorme ou menor a até 5 pés dela. O alvo deve ser bem-sucedido em um teste de resistência de Força, ou a mão empurra o alvo até 5 pés mais um número de pés igual a cinco vezes o seu modificador de habilidade de conjuração. A mão se move com o alvo, permanecendo a 1,5 m dele. Mão Agarradora. A mão tenta agarrar uma criatura Enorme ou menor a 1,5 m dela. O alvo deve ser bem-sucedido em um teste de resistência de Destreza, ou o alvo tem a condição Agarrado, com uma CD de fuga igual à sua CD de resistência de magia. Enquanto a mão agarra o alvo, você pode realizar uma Ação Bônus para fazer com que a mão o esmague, causando dano de Concussão ao alvo igual a 4d6 mais seu modificador de habilidade de conjuração. Mão Interposta. A mão concede a você Meia Cobertura contra ataques e outros efeitos que se originam de seu espaço ou que passam por ela. Além disso, seu espaço conta como Terreno Difícil para seus inimigos.", "duration": "Até 1 minuto", "higher_level": "O dano do Punho Cerrado aumenta em 2d8 e o dano da Mão Agarradora aumenta em 2d6 para cada nível de magia acima de 5.", - "id": 563, + "id": "1e7fb81b-c7c5-4be5-989d-32ba1a305847", "level": 5, "locations": [ { @@ -16330,7 +16330,7 @@ "concentration": true, "desc": "Você cria uma parede de lâminas giratórias feitas de energia mágica. A parede aparece dentro do alcance e dura pela duração. Você faz uma parede reta de até 100 pés de comprimento, 20 pés de altura e 5 pés de espessura, ou uma parede anelada de até 60 pés de diâmetro, 20 pés de altura e 5 pés de espessura. A parede fornece Cobertura de Três Quartos, e seu espaço é Terreno Difícil. Qualquer criatura no espaço da parede faz um teste de resistência de Destreza, sofrendo 6d10 de dano de Força em uma falha ou metade do dano em uma bem-sucedida. Uma criatura também faz esse teste se entrar no espaço da parede ou terminar seu turno lá. Uma criatura faz esse teste apenas uma vez por turno.", "duration": "Até 10 minutos", - "id": 564, + "id": "85c1ba06-6060-4eb8-8179-8a3f8dc58e70", "level": 6, "locations": [ { @@ -16358,7 +16358,7 @@ "concentration": true, "desc": "Sempre que uma criatura faz uma jogada de ataque contra você antes que a magia termine, o atacante subtrai 1d4 da jogada de ataque.", "duration": "Até 1 minuto", - "id": 565, + "id": "74d4846c-fe35-409c-9aad-f18db426fb70", "level": 0, "locations": [ { @@ -16386,7 +16386,7 @@ "desc": "Você abençoa até três criaturas dentro do alcance. Sempre que um alvo faz uma jogada de ataque ou um teste de resistência antes que a magia termine, o alvo adiciona 1d4 à jogada de ataque ou teste de resistência.", "duration": "Até 1 minuto", "higher_level": "Você pode escolher uma criatura adicional para cada nível de espaço de magia acima de 1.", - "id": 566, + "id": "9df3630b-2bf5-47f9-82a3-d6d3b36ab319", "level": 1, "locations": [ { @@ -16415,7 +16415,7 @@ "desc": "Uma criatura que você pode ver dentro do alcance faz um teste de resistência de Constituição, sofrendo 8d8 de dano Necrótico em um teste falho ou metade do dano em um teste bem-sucedido. Uma criatura Planta falha automaticamente no teste. Alternativamente, escolha uma planta não mágica que não seja uma criatura, como uma árvore ou arbusto. Ela não faz um teste; ela simplesmente murcha e morre.", "duration": "Instantâneo", "higher_level": "O dano aumenta em 1d8 para cada nível de magia acima de 4.", - "id": 567, + "id": "37f439c5-24f8-4ec2-b9fa-2d52caaa3ade", "level": 4, "locations": [ { @@ -16439,7 +16439,7 @@ "desc": "O alvo atingido pelo golpe recebe 3d8 de dano Radiante extra do ataque, e o alvo tem a condição Blinded até que a magia termine. No final de cada um de seus turnos, o alvo Blinded faz um teste de resistência de Constituição, terminando a magia sobre si mesmo em um sucesso.", "duration": "1 minuto", "higher_level": "O dano extra aumenta em 1d8 para cada nível de magia acima de 3.", - "id": 568, + "id": "489e35ce-b307-40bc-a5db-a6e8c16e8e86", "level": 3, "locations": [ { @@ -16466,7 +16466,7 @@ "desc": "Uma criatura que você pode ver dentro do alcance deve ter sucesso em um teste de resistência de Constituição, ou ela tem a condição Blinded ou Deafened (sua escolha) pela duração. No final de cada um de seus turnos, o alvo repete o teste, encerrando a magia sobre si mesmo em um sucesso.", "duration": "1 minuto", "higher_level": "Você pode escolher uma criatura adicional para cada nível de espaço de magia acima de 2.", - "id": 569, + "id": "a84b2e95-20b8-4009-b072-ba2877e6cae4", "level": 2, "locations": [ { @@ -16492,7 +16492,7 @@ ], "desc": "Role 1d6 no final de cada um dos seus turnos pela duração. Em um teste de 4–6, você desaparece do seu plano de existência atual e aparece no Plano Etéreo (a magia termina instantaneamente se você já estiver naquele plano). Enquanto estiver no Plano Etéreo, você pode perceber o plano que deixou, que é lançado em tons de cinza, mas você não pode ver nada lá a mais de 60 pés de distância. Você pode afetar e ser afetado apenas por outras criaturas no Plano Etéreo, e criaturas no outro plano não podem percebê-lo a menos que tenham uma habilidade especial que as deixe perceber coisas no Plano Etéreo. Você retorna ao outro plano no início do seu próximo turno e quando a magia termina se você estiver no Plano Etéreo. Você retorna a um espaço desocupado de sua escolha que você pode ver a 10 pés do espaço que você deixou. Se nenhum espaço desocupado estiver disponível dentro desse alcance, você aparece no espaço desocupado mais próximo.", "duration": "1 minuto", - "id": 570, + "id": "ee23b6af-baed-4dea-b53b-c1aed0f38d5b", "level": 3, "locations": [ { @@ -16518,7 +16518,7 @@ "concentration": true, "desc": "Seu corpo fica borrado. Durante a duração, qualquer criatura tem Desvantagem em jogadas de ataque contra você. Um atacante é imune a esse efeito se perceber você com Blindsight ou Truesight.", "duration": "Até 1 minuto", - "id": 571, + "id": "55f8e40f-9a8e-42f3-890c-ed64f93fae2c", "level": 2, "locations": [ { @@ -16544,7 +16544,7 @@ "desc": "Uma fina camada de chamas dispara de você. Cada criatura em um Cone de 15 pés faz um teste de resistência de Destreza, sofrendo 3d6 de dano de Fogo em uma falha ou metade do dano em um sucesso. Objetos inflamáveis no Cone que não estão sendo usados ou carregados começam a queimar.", "duration": "Instantâneo", "higher_level": "O dano aumenta em 1d6 para cada nível de magia acima de 1.", - "id": 572, + "id": "52b8765a-44eb-45c7-aaab-be06ea71b134", "level": 1, "locations": [ { @@ -16570,7 +16570,7 @@ "desc": "Uma nuvem de tempestade aparece em um ponto dentro do alcance que você pode ver acima de si. Ela assume a forma de um Cilindro com 10 pés de altura e 60 pés de raio. Quando você conjura a magia, escolha um ponto que você pode ver sob a nuvem. Um raio dispara da nuvem para aquele ponto. Cada criatura a 5 pés daquele ponto faz um teste de resistência de Destreza, sofrendo 3d10 de dano de Relâmpago em uma falha ou metade do dano em um sucesso. Até que a magia termine, você pode fazer uma ação de Magia para invocar um raio dessa forma novamente, mirando no mesmo ponto ou em um diferente. Se você estiver ao ar livre em uma tempestade quando conjurar esta magia, a magia lhe dará controle sobre aquela tempestade em vez de criar uma nova. Sob tais condições, o dano da magia aumenta em 1d10.", "duration": "Até 10 minutos", "higher_level": "O dano aumenta em 1d10 para cada nível de magia acima de 3.", - "id": 573, + "id": "4534ddd3-5e84-4cde-89c5-22f1e3486e43", "level": 3, "locations": [ { @@ -16594,9 +16594,9 @@ "S" ], "concentration": true, - "desc": "Cada Humanóide em uma Esfera de 6 metros de raio centrada em um ponto que você escolher dentro do alcance deve ser bem sucedido em um teste de resistência de Carisma ou será afetado por um dos seguintes efeitos (escolha para cada criatura):\n\n\u2022A criatura tem Imunidade às condições Encantado e Amedrontado até o feitiço terminar. Se a criatura já estava Encantada ou Amedrontada, essas condições serão suprimidas enquanto durar.\n\u2022A criatura se torna Indiferente em relação às criaturas de sua escolha às quais ela é Hostil. Essa indiferença termina se o alvo sofrer dano ou testemunhar seus aliados sofrendo dano. Quando a magia termina, a atitude da criatura volta ao normal.", + "desc": "Cada Humanóide em uma Esfera de 6 metros de raio centrada em um ponto que você escolher dentro do alcance deve ser bem sucedido em um teste de resistência de Carisma ou será afetado por um dos seguintes efeitos (escolha para cada criatura):\n\n•A criatura tem Imunidade às condições Encantado e Amedrontado até o feitiço terminar. Se a criatura já estava Encantada ou Amedrontada, essas condições serão suprimidas enquanto durar.\n•A criatura se torna Indiferente em relação às criaturas de sua escolha às quais ela é Hostil. Essa indiferença termina se o alvo sofrer dano ou testemunhar seus aliados sofrendo dano. Quando a magia termina, a atitude da criatura volta ao normal.", "duration": "Até 1 minuto", - "id": 574, + "id": "c860c979-67c5-447e-8a9a-d0112a307e27", "level": 2, "locations": [ { @@ -16623,7 +16623,7 @@ "desc": "Você lança um raio em direção a um alvo que você pode ver dentro do alcance. Três raios então saltam daquele alvo para até três outros alvos de sua escolha, cada um dos quais deve estar a até 30 pés do primeiro alvo. Um alvo pode ser uma criatura ou um objeto e pode ser alvo de apenas um dos raios. Cada alvo faz um teste de resistência de Destreza, sofrendo 10d8 de dano de Raio em uma falha ou metade do dano em um sucesso.", "duration": "Instantâneo", "higher_level": "Um raio adicional salta do primeiro alvo para outro alvo para cada nível de magia acima de 6.", - "id": 575, + "id": "02696652-f41f-4cd5-bfcc-aad1058ee76e", "level": 6, "locations": [ { @@ -16653,7 +16653,7 @@ "desc": "Uma criatura que você pode ver dentro do alcance faz um teste de resistência de Sabedoria. Ele faz isso com Vantagem se você ou seus aliados estiverem lutando contra ela. Em um teste falho, o alvo tem a condição Encantado até que a magia termine ou até que você ou seus aliados causem dano a ela. A criatura Encantada é Amistosa com você. Quando a magia termina, o alvo sabe que foi Encantado por você.", "duration": "1 hora", "higher_level": "Você pode escolher uma criatura adicional para cada nível de espaço de magia acima de 4.", - "id": 576, + "id": "9a4ebb05-47b0-4bc8-8fdf-2e8175dc2de9", "level": 4, "locations": [ { @@ -16682,7 +16682,7 @@ "desc": "Um Humanoide que você pode ver dentro do alcance faz um teste de resistência de Sabedoria. Ele faz isso com Vantagem se você ou seus aliados estiverem lutando contra ele. Em um teste de resistência falho, o alvo tem a condição Encantado até que a magia termine ou até que você ou seus aliados causem dano a ele. A criatura Encantada é Amistosa com você. Quando a magia termina, o alvo sabe que foi Encantado por você.", "duration": "1 hora", "higher_level": "Você pode escolher uma criatura adicional para cada nível de espaço de magia acima de 1.", - "id": 577, + "id": "8c8fa9e4-a4d1-4e6a-9f51-a9a56fc1e654", "level": 1, "locations": [ { @@ -16709,7 +16709,7 @@ "desc": "Canalizando o frio do túmulo, faça um ataque mágico corpo a corpo contra um alvo dentro do alcance. Em um acerto, o alvo recebe 1d10 de dano Necrótico e não pode recuperar Pontos de Vida até o final do seu próximo turno.", "duration": "Instantâneo", "higher_level": "O dano aumenta em 1d10 quando você atinge os níveis 5 (2d10), 11 (3d10) e 17 (4d10).", - "id": 578, + "id": "953dab75-a58e-48ea-9bdb-ea828d9b319f", "level": 0, "locations": [ { @@ -16736,7 +16736,7 @@ "desc": "Você arremessa um orbe de energia em um alvo dentro do alcance. Escolha Ácido, Frio, Fogo, Relâmpago, Veneno ou Trovão para o tipo de orbe que você cria e então faça um ataque de magia à distância contra o alvo. Em um acerto, o alvo recebe 3d8 de dano do tipo escolhido. Se você rolar o mesmo número em dois ou mais dos d8s, o orbe salta para um alvo diferente de sua escolha dentro de 30 pés do alvo. Faça uma jogada de ataque contra o novo alvo e faça uma nova jogada de dano. O orbe não pode saltar novamente a menos que você conjure a magia com um espaço de magia de nível 2+.", "duration": "Instantâneo", "higher_level": "O dano aumenta em 1d8 para cada nível de espaço de magia acima de 1. O orbe pode saltar um número máximo de vezes igual ao nível do espaço gasto, e uma criatura pode ser alvo apenas uma vez a cada conjuração desta magia.", - "id": 579, + "id": "b469601a-f088-4037-8ec8-b1ef9f8bad81", "level": 1, "locations": [ { @@ -16765,7 +16765,7 @@ "desc": "Energia negativa ondula em uma Esfera de 60 pés de raio de um ponto que você escolher dentro do alcance. Cada criatura naquela área faz um teste de resistência de Constituição, sofrendo 8d8 de dano Necrótico em um teste falho ou metade do dano em um teste bem-sucedido.", "duration": "Instantâneo", "higher_level": "O dano aumenta em 2d8 para cada nível de magia acima de 6.", - "id": 580, + "id": "421405f4-00c9-43cd-87c4-79bcada0ac11", "level": 6, "locations": [ { @@ -16793,7 +16793,7 @@ "concentration": true, "desc": "Uma aura irradia de você em uma Emanação de 30 pés pela duração. Enquanto estiver na aura, você e seus aliados têm Vantagem em testes de resistência contra magias e outros efeitos mágicos. Quando uma criatura afetada faz um teste de resistência contra uma magia ou efeito mágico que permite que um teste sofra apenas metade do dano, ela não sofre dano se for bem-sucedida no teste.", "duration": "Até 10 minutos", - "id": 581, + "id": "86a43ca1-f2da-4c74-9272-02acc394332e", "level": 5, "locations": [ { @@ -16822,7 +16822,7 @@ "concentration": true, "desc": "Você cria um sensor Invisível dentro do alcance em um local familiar para você (um lugar que você já visitou ou viu antes) ou em um local óbvio que não é familiar para você (como atrás de uma porta, em uma esquina ou em um bosque de árvores). O sensor intangível e invulnerável permanece no lugar durante a duração. Quando você conjura a magia, escolha ver ou ouvir. Você pode usar o sentido escolhido através do sensor como se estivesse em seu espaço. Como uma Ação Bônus, você pode alternar entre ver e ouvir. Uma criatura que vê o sensor (como uma criatura se beneficiando de Ver Invisibilidade ou Visão Verdadeira) vê um orbe luminoso do tamanho do seu punho.", "duration": "Até 10 minutos", - "id": 582, + "id": "5f857ca5-8826-48bc-9051-c8993f1803d9", "level": 3, "locations": [ { @@ -16848,7 +16848,7 @@ ], "desc": "Você toca uma criatura ou pelo menos 1 polegada cúbica de sua carne. Uma duplicata inerte daquela criatura se forma dentro do recipiente usado na conjuração da magia e termina de crescer após 120 dias; você escolhe se o clone finalizado tem a mesma idade da criatura ou é mais jovem. O clone permanece inerte e dura indefinidamente enquanto seu recipiente permanece intocado. Se a criatura original morrer após o clone terminar de se formar, a alma da criatura é transferida para o clone se a alma estiver livre e disposta a retornar. O clone é fisicamente idêntico ao original e tem a mesma personalidade, memórias e habilidades, mas nenhum dos equipamentos do original. Os restos originais da criatura, se houver, tornam-se inertes e não podem ser revividos, já que a alma da criatura está em outro lugar.", "duration": "Instantâneo", - "id": 583, + "id": "770fda86-1fe9-4837-8473-97409b6ceed5", "level": 8, "locations": [ { @@ -16876,7 +16876,7 @@ "desc": "Você cria uma Esfera de 20 pés de raio de névoa amarelo-esverdeada centrada em um ponto dentro do alcance. A névoa dura pela duração ou até que um vento forte (como o criado por Rajada de Vento) a disperse, encerrando a magia. Sua área é Pesadamente Obscura. Cada criatura na Esfera faz um teste de resistência de Constituição, sofrendo 5d8 de dano de Veneno em uma falha ou metade do dano em uma bem-sucedida. Uma criatura também deve fazer esse teste quando a Esfera se move para seu espaço e quando entra na Esfera ou termina seu turno lá. Uma criatura faz esse teste apenas uma vez por turno. A Esfera se move 10 pés para longe de você no início de cada um dos seus turnos.", "duration": "Até 10 minutos", "higher_level": "O dano aumenta em 1d8 para cada nível de magia acima de 5.", - "id": 584, + "id": "24b33500-6bd4-4f96-8d10-7e004545d6fc", "level": 5, "locations": [ { @@ -16906,7 +16906,7 @@ "desc": "Você conjura adagas giratórias em um Cubo de 5 pés centralizado em um ponto dentro do alcance. Cada criatura naquela área sofre 4d4 de dano Cortante. Uma criatura também sofre esse dano se entrar no Cubo ou terminar seu turno lá ou se o Cubo se mover para seu espaço. Uma criatura sofre esse dano apenas uma vez por turno. Em seus turnos posteriores, você pode realizar uma ação de Magia para teleportar o Cubo até 30 pés.", "duration": "Até 1 minuto", "higher_level": "O dano aumenta em 2d4 para cada nível de magia acima de 2.", - "id": 585, + "id": "ee36cd7c-2432-448d-832a-8f855ba9e447", "level": 2, "locations": [ { @@ -16934,7 +16934,7 @@ ], "desc": "Você lança uma deslumbrante série de luzes coloridas e brilhantes. Cada criatura em um Cone de 15 pés originário de você deve ter sucesso em um teste de resistência de Constituição ou terá a condição Blinded até o final do seu próximo turno.", "duration": "Instantâneo", - "id": 586, + "id": "6d50d3cf-6ee6-42a9-8b43-5f280bf4ac38", "level": 1, "locations": [ { @@ -16961,7 +16961,7 @@ "desc": "Você fala um comando de uma palavra para uma criatura que você pode ver dentro do alcance. O alvo deve ter sucesso em um teste de resistência de Sabedoria ou seguir o comando em seu próximo turno. Escolha o comando entre estas opções: Aproximar. O alvo se move em sua direção pela rota mais curta e direta, terminando seu turno se ele se mover a 1,5 m de você. Largar. O alvo larga o que estiver segurando e então termina seu turno. Fugir. O alvo gasta seu turno se afastando de você pelo meio mais rápido disponível. Rastejar. O alvo tem a condição Prone e então termina seu turno. Parar. Em seu turno, o alvo não se move e não realiza nenhuma ação ou Ação Bônus.", "duration": "Instantâneo", "higher_level": "Você pode afetar uma criatura adicional para cada nível de espaço de magia acima de 1.", - "id": 587, + "id": "227ce494-b580-42be-9499-9a82ab0f9ed2", "level": 1, "locations": [ { @@ -16986,7 +16986,7 @@ ], "desc": "Você contata uma divindade ou um representante divino e faz até três perguntas que podem ser respondidas com sim ou não. Você deve fazer suas perguntas antes que a magia termine. Você recebe uma resposta correta para cada pergunta. Seres divinos não são necessariamente oniscientes, então você pode receber "incerto" como resposta se uma pergunta pertencer a informações que estão além do conhecimento da divindade. Em um caso em que uma resposta de uma palavra pode ser enganosa ou contrária aos interesses da divindade, o Mestre pode oferecer uma frase curta como resposta. Se você conjurar a magia mais de uma vez antes de terminar um Descanso Longo, há uma chance cumulativa de 25 por cento para cada conjuração após a primeira de você não obter resposta.", "duration": "1 minuto", - "id": 588, + "id": "f62705e1-8ad9-45d0-9fd3-993bed7abbf0", "level": 5, "locations": [ { @@ -17010,9 +17010,9 @@ "V", "S" ], - "desc": "Você se comunica com os espíritos da natureza e adquire conhecimento da área circundante. Ao ar livre, a magia lhe dá conhecimento da área a até 3 milhas de você. Em cavernas e outros ambientes subterrâneos naturais, o raio é limitado a 90 metros. O feitiço não funciona onde a natureza foi substituída pela construção, como em castelos e assentamentos.\n\nEscolha três dos seguintes fatos; você aprende esses fatos no que se refere à área da magia:\n\n\u2022Locais de assentamentos\n\u2022Localizações de portais para outros planos de existência\n\u2022Localização de uma criatura com Classificação de Desafio 10+ (escolha do Mestre) que seja Celestial, Elemental, Fey, Demônio ou Morto-Vivo\n\u2022O tipo de planta, mineral ou animal mais comum (você escolhe qual aprender)\n\n\u2022Localizações de corpos d'água\n\nPor exemplo, você pode determinar a localização de um monstro poderoso na área, a localização de corpos d'água e a localização de qualquer cidade.", + "desc": "Você se comunica com os espíritos da natureza e adquire conhecimento da área circundante. Ao ar livre, a magia lhe dá conhecimento da área a até 3 milhas de você. Em cavernas e outros ambientes subterrâneos naturais, o raio é limitado a 90 metros. O feitiço não funciona onde a natureza foi substituída pela construção, como em castelos e assentamentos.\n\nEscolha três dos seguintes fatos; você aprende esses fatos no que se refere à área da magia:\n\n•Locais de assentamentos\n•Localizações de portais para outros planos de existência\n•Localização de uma criatura com Classificação de Desafio 10+ (escolha do Mestre) que seja Celestial, Elemental, Fey, Demônio ou Morto-Vivo\n•O tipo de planta, mineral ou animal mais comum (você escolhe qual aprender)\n\n•Localizações de corpos d'água\n\nPor exemplo, você pode determinar a localização de um monstro poderoso na área, a localização de corpos d'água e a localização de qualquer cidade.", "duration": "Instantâneo", - "id": 589, + "id": "a2982098-a73a-4538-877e-31929e9f622f", "level": 5, "locations": [ { @@ -17036,7 +17036,7 @@ "concentration": true, "desc": "Você tenta obrigar uma criatura a um duelo. Uma criatura que você pode ver dentro do alcance faz um teste de resistência de Sabedoria. Em um teste falho, o alvo tem Desvantagem em jogadas de ataque contra criaturas que não sejam você, e ele não pode se mover voluntariamente para um espaço que esteja a mais de 30 pés de distância de você. A magia termina se você fizer uma jogada de ataque contra uma criatura que não seja o alvo, se você conjurar uma magia em um inimigo que não seja o alvo, se um aliado seu causar dano ao alvo, ou se você terminar seu turno a mais de 30 pés de distância do alvo.", "duration": "Até 1 minuto", - "id": 590, + "id": "60c7ae71-d738-487f-9b56-bba9610a546f", "level": 1, "locations": [ { @@ -17064,7 +17064,7 @@ ], "desc": "Durante a duração, você entende o significado literal de qualquer idioma que você ouve ou vê assinado. Você também entende qualquer idioma escrito que você vê, mas você deve estar tocando a superfície na qual as palavras estão escritas. Leva cerca de 1 minuto para ler uma página de texto. Esta magia não decodifica símbolos ou mensagens secretas.", "duration": "1 hora", - "id": 591, + "id": "6dd5f466-74f8-41ac-b021-32c94f706540", "level": 1, "locations": [ { @@ -17090,7 +17090,7 @@ "concentration": true, "desc": "Cada criatura de sua escolha que você pode ver dentro do alcance deve ser bem-sucedida em um teste de resistência de Sabedoria ou ter a condição Encantado até que a magia termine. Durante a duração, você pode realizar uma Ação Bônus para designar uma direção que seja horizontal para você. Cada alvo Encantado deve usar o máximo de seu movimento possível para se mover naquela direção em seu próximo turno, tomando a rota mais segura. Após se mover dessa forma, um alvo repete o teste, encerrando a magia sobre si mesmo em um sucesso.", "duration": "Até 1 minuto", - "id": 592, + "id": "43f31d48-c2f3-45c6-b1ba-a02dea85bd0c", "level": 4, "locations": [ { @@ -17118,7 +17118,7 @@ "desc": "Você libera uma rajada de ar frio. Cada criatura em um Cone de 60 pés originário de você faz um teste de resistência de Constituição, sofrendo 8d8 de dano de Frio em uma falha ou metade do dano em um sucesso. Uma criatura morta por esta magia se torna uma estátua congelada até que descongele.", "duration": "Instantâneo", "higher_level": "O dano aumenta em 1d8 para cada nível de magia acima de 5.", - "id": 593, + "id": "7c9c4725-8dd1-4e4a-9b0d-8a62227075c0", "level": 5, "locations": [ { @@ -17149,7 +17149,7 @@ "desc": "Cada criatura em uma Esfera de 10 pés de raio centrada em um ponto que você escolher dentro do alcance deve ter sucesso em um teste de resistência de Sabedoria, ou esse alvo não pode realizar Ações ou Reações Bônus e deve rolar 1d10 no início de cada um de seus turnos para determinar seu comportamento naquele turno, consultando a tabela abaixo. 1d10 Comportamento para o Turno 1 O alvo não realiza uma ação e usa todo o seu movimento para se mover. Role 1d4 para a direção: 1, norte; 2, leste; 3, sul; ou 4, oeste. 2–6 O alvo não se move nem realiza ações. 7–8 O alvo não se move e realiza a ação Ataque para fazer um ataque corpo a corpo contra uma criatura aleatória dentro do alcance. Se nenhuma estiver dentro do alcance, o alvo não realiza nenhuma ação. 9–10 O alvo escolhe seu comportamento. No final de cada um de seus turnos, um alvo afetado repete o teste, encerrando a magia sobre si mesmo em um sucesso.", "duration": "Até 1 minuto", "higher_level": "O raio da Esfera aumenta em 1,5 m para cada nível de magia acima de 4.", - "id": 594, + "id": "64adba2e-7b94-4570-9bca-9578655cadc0", "level": 4, "locations": [ { @@ -17177,7 +17177,7 @@ "desc": "Você conjura espíritos da natureza que aparecem como um bando Grande de animais espectrais e intangíveis em um espaço desocupado que você pode ver dentro do alcance. O bando dura pela duração, e você escolhe a forma animal dos espíritos, como lobos, serpentes ou pássaros. Você tem Vantagem em testes de resistência de Força enquanto estiver a 1,5 m do bando, e quando você se move no seu turno, você também pode mover o bando até 9 m para um espaço desocupado que você pode ver. Sempre que o bando se move a 3 m de uma criatura que você pode ver e sempre que uma criatura que você pode ver entra em um espaço a 3 m do bando ou termina seu turno lá, você pode forçar essa criatura a fazer um teste de resistência de Destreza. Em uma falha na resistência, a criatura sofre 3d10 de dano Cortante. Uma criatura faz essa resistência apenas uma vez por turno.", "duration": "Até 10 minutos", "higher_level": "O dano aumenta em 1d10 para cada nível de magia acima de 3.", - "id": 595, + "id": "727d933d-f8ca-452d-a24d-5c60de8770af", "level": 3, "locations": [ { @@ -17203,7 +17203,7 @@ "desc": "Você brande a arma usada para conjurar a magia e conjura armas espectrais similares (ou munição apropriada para a arma) que se lançam para frente e então desaparecem. Cada criatura de sua escolha que você pode ver em um Cone de 60 pés faz um teste de resistência de Destreza, sofrendo 5d8 de dano de Força em um teste de resistência falho ou metade do dano em um teste bem-sucedido.", "duration": "Instantâneo", "higher_level": "O dano aumenta em 1d8 para cada nível de magia acima de 3.", - "id": 596, + "id": "7b30c77e-da94-41f4-9a46-1a7a3625da73", "level": 3, "locations": [ { @@ -17230,7 +17230,7 @@ "desc": "Você conjura um espírito dos Planos Superiores, que se manifesta como um pilar de luz em um Cilindro de 10 pés de raio e 40 pés de altura centralizado em um ponto dentro do alcance. Para cada criatura que você pode ver no Cilindro, escolha qual destas luzes brilha sobre ela: Luz Curativa. O alvo recupera Pontos de Vida iguais a 4d12 mais seu modificador de habilidade de conjuração. Luz Cauterizante. O alvo faz um teste de resistência de Destreza, sofrendo 6d12 de dano Radiante em uma falha ou metade do dano em um sucesso. Até que a magia termine, Luz Brilhante preenche o Cilindro, e quando você se move em seu turno, você também pode mover o Cilindro até 30 pés. Sempre que o Cilindro se move para o espaço de uma criatura que você pode ver e sempre que uma criatura que você pode ver entra no Cilindro ou termina seu turno lá, você pode banhá-la em uma das luzes. Uma criatura pode ser afetada por esta magia apenas uma vez por turno.", "duration": "Até 10 minutos", "higher_level": "A cura e o dano aumentam em 1d12 para cada nível de magia acima de 7.", - "id": 597, + "id": "d248594c-5e0a-4a26-9535-a62925ae0098", "level": 7, "locations": [ { @@ -17257,7 +17257,7 @@ "desc": "Você conjura um espírito Grande e intangível dos Planos Elementais que aparece em um espaço desocupado dentro do alcance. Escolha o elemento do espírito, que determina seu tipo de dano: ar (Relâmpago), terra (Trovão), fogo (Fogo) ou água (Frio). O espírito dura pela duração. Sempre que uma criatura que você pode ver entra no espaço do espírito ou começa seu turno a 1,5 m do espírito, você pode forçar essa criatura a fazer um teste de resistência de Destreza se o espírito não tiver nenhuma criatura Restringida. Em caso de falha na resistência, o alvo sofre 8d8 de dano do tipo do espírito, e o alvo tem a condição Restringido até que a magia termine. No início de cada um de seus turnos, o alvo Restringido repete a resistência. Em caso de falha na resistência, o alvo sofre 4d8 de dano do tipo do espírito. Em caso de sucesso, o alvo não é Restringido pelo espírito.", "duration": "Até 10 minutos", "higher_level": "O dano aumenta em 1d8 para cada nível de magia acima de 5.", - "id": 598, + "id": "ab13aa78-c70a-4b3e-93de-132fceb1c978", "level": 5, "locations": [ { @@ -17283,7 +17283,7 @@ "desc": "Você conjura um espírito Médio da Agrestia das Fadas em um espaço desocupado que você pode ver dentro do alcance. O espírito dura pela duração, e parece uma criatura Fey de sua escolha. Quando o espírito aparece, você pode fazer um ataque mágico corpo a corpo contra uma criatura a até 1,5 m dele. Em um acerto, o alvo recebe dano Psíquico igual a 3d12 mais seu modificador de habilidade de conjuração, e o alvo tem a condição Assustado até o início do seu próximo turno, com você e o espírito como a fonte do medo. Como uma Ação Bônus em seus turnos posteriores, você pode teleportar o espírito para um espaço desocupado que você pode ver a até 9 m do espaço que ele deixou e fazer o ataque contra uma criatura a até 1,5 m dele.", "duration": "Até 10 minutos", "higher_level": "O dano aumenta em 1d12 para cada nível de magia acima de 6.", - "id": 599, + "id": "ac6d7a0e-c0fc-4f77-88f7-a13c1ba66602", "level": 6, "locations": [ { @@ -17310,7 +17310,7 @@ "desc": "Você conjura espíritos dos Planos Elementais que voam ao seu redor em uma Emanação de 15 pés pela duração. Até que a magia termine, qualquer ataque que você fizer causa 2d8 de dano extra quando você atinge uma criatura na Emanação. Esse dano é Ácido, Frio, Fogo ou Relâmpago (sua escolha quando você faz o ataque). Além disso, o solo na Emanação é Terreno Difícil para seus inimigos.", "duration": "Até 10 minutos", "higher_level": "O dano aumenta em 1d8 para cada nível de magia acima de 4.", - "id": 600, + "id": "6ef2c2ae-b375-410f-86cd-1460b8d345de", "level": 4, "locations": [ { @@ -17335,7 +17335,7 @@ ], "desc": "Você brande a arma usada para conjurar a magia e escolhe um ponto dentro do alcance. Centenas de armas espectrais similares (ou munição apropriada para a arma) caem em uma saraivada e então desaparecem. Cada criatura de sua escolha que você pode ver em um Cilindro de 40 pés de raio e 20 pés de altura centrado naquele ponto faz um teste de resistência de Destreza. Uma criatura sofre 8d8 de dano de Força em uma falha ou metade do dano em uma bem-sucedida.", "duration": "Instantâneo", - "id": 601, + "id": "116a5b71-be9f-492e-8fcf-2f6b6c5b29cf", "level": 5, "locations": [ { @@ -17363,7 +17363,7 @@ "desc": "Você conjura espíritos da natureza que voam ao seu redor em uma Emanação de 10 pés pela duração. Sempre que a Emanação entra no espaço de uma criatura que você pode ver e sempre que uma criatura que você pode ver entra na Emanação ou termina seu turno lá, você pode forçar essa criatura a fazer um teste de resistência de Sabedoria. A criatura sofre 5d8 de dano de Força em uma falha ou metade do dano em uma bem-sucedida. Uma criatura faz esse teste apenas uma vez por turno. Além disso, você pode realizar a ação Desengajar como uma Ação Bônus pela duração da magia.", "duration": "Até 10 minutos", "higher_level": "O dano aumenta em 1d8 para cada nível de magia acima de 4.", - "id": 602, + "id": "83117af9-6624-496b-87e1-767c70f8d2f1", "level": 4, "locations": [ { @@ -17387,7 +17387,7 @@ ], "desc": "Você contata mentalmente um semideus, o espírito de um sábio morto há muito tempo, ou alguma outra entidade conhecedora de outro plano. Contatar essa inteligência sobrenatural pode quebrar sua mente. Quando você conjura esta magia, faça um teste de resistência de Inteligência CD 15. Em um teste bem-sucedido, você pode fazer até cinco perguntas à entidade. Você deve fazer suas perguntas antes que a magia termine. O Mestre responde a cada pergunta com uma palavra, como "sim", "não", "talvez", "nunca", "irrelevante" ou "pouco claro" (se a entidade não souber a resposta para a pergunta). Se uma resposta de uma palavra for enganosa, o Mestre pode, em vez disso, oferecer uma frase curta como resposta. Em um teste falho, você sofre 6d6 de dano Psíquico e fica com a condição Incapacitado até terminar um Descanso Longo. Uma magia Restauração Maior conjurada em você encerra este efeito.", "duration": "1 minuto", - "id": 603, + "id": "9717fc78-b843-46cb-8465-cdc80edc1865", "level": 5, "locations": [ { @@ -17412,7 +17412,7 @@ ], "desc": "Seu toque inflige um contágio mágico. O alvo deve ter sucesso em um teste de resistência de Constituição ou receber 11d8 de dano Necrótico e ter a condição Envenenado. Além disso, escolha uma habilidade quando conjurar a magia. Enquanto Envenenado, o alvo tem Desvantagem em testes de resistência feitos com a habilidade escolhida. O alvo deve repetir o teste de resistência no final de cada um de seus turnos até obter três sucessos ou falhas. Se o alvo tiver sucesso em três desses testes, a magia termina no alvo. Se o alvo falhar em três dos testes, a magia dura 7 dias nele. Sempre que o alvo Envenenado receber um efeito que encerraria a condição Envenenado, o alvo deve ter sucesso em um teste de resistência de Constituição, ou a condição Envenenado não termina nele.", "duration": "7 dias", - "id": 604, + "id": "c9183fe2-72e4-4de4-9ae0-f6c94bda0961", "level": 5, "locations": [ { @@ -17437,7 +17437,7 @@ ], "desc": "Escolha uma magia de nível 5 ou menor que você possa conjurar, que tenha um tempo de conjuração de uma ação e que possa ter você como alvo. Você conjura essa magia — chamada de magia contingente — como parte da conjuração de Contingência, gastando espaços de magia para ambas, mas a magia contingente não entra em vigor. Em vez disso, ela entra em vigor quando um certo gatilho ocorre. Você descreve esse gatilho quando conjura as duas magias. Por exemplo, uma conjuração de Contingência com Respiração Aquática pode estipular que a Respiração Aquática entre em vigor quando você for engolido em água ou um líquido similar. A magia contingente entra em vigor imediatamente após o gatilho ocorrer pela primeira vez, quer você queira ou não, e então a Contingência termina. A magia contingente entra em vigor somente em você, mesmo que normalmente possa ter outros como alvo. Você pode usar somente uma magia de Contingência por vez. Se conjurar essa magia novamente, o efeito de outra magia de Contingência em você termina. Além disso, a Contingência termina em você se seu componente material não estiver em sua pessoa.", "duration": "10 dias", - "id": 605, + "id": "49ac5f00-c8a0-4c7f-96d4-bbd27906c1ee", "level": 6, "locations": [ { @@ -17466,7 +17466,7 @@ ], "desc": "Uma chama brota de um objeto que você toca. O efeito lança Luz Brilhante em um raio de 20 pés e Luz Fraca por mais 20 pés. Parece uma chama normal, mas não cria calor e não consome combustível. A chama pode ser coberta ou escondida, mas não sufocada ou apagada.", "duration": "Até ser dissipada", - "id": 606, + "id": "3663e286-4fd2-4f02-a2f6-225e4d4d6979", "level": 2, "locations": [ { @@ -17495,7 +17495,7 @@ "concentration": true, "desc": "Até que a magia termine, você controla qualquer água dentro de uma área que você escolher que seja um Cubo de até 100 pés de lado, usando um dos seguintes efeitos. Como uma ação de Magia em seus turnos posteriores, você pode repetir o mesmo efeito ou escolher um diferente. Inundação. Você faz com que o nível de água de toda a água parada na área suba em até 20 pés. Se você escolher uma área em um grande corpo de água, você cria uma onda de 20 pés de altura que viaja de um lado da área para o outro e então quebra. Qualquer veículo Enorme ou menor no caminho da onda é levado com ela para o outro lado. Qualquer veículo Enorme ou menor atingido pela onda tem 25 por cento de chance de virar. O nível da água permanece elevado até que a magia termine ou você escolha um efeito diferente. Se este efeito produziu uma onda, a onda se repete no início do seu próximo turno enquanto o efeito de inundação durar. Parte Água. Você divide a água na área e cria uma trincheira. A trincheira se estende pela área da magia, e a água separada forma uma parede para cada lado. A trincheira permanece até que a magia termine ou você escolha um efeito diferente. A água então preenche lentamente a trincheira ao longo da próxima rodada até que o nível normal da água seja restaurado. Redirecionar Fluxo. Você faz com que a água corrente na área se mova em uma direção que você escolher, mesmo que a água tenha que fluir sobre obstáculos, paredes ou outras direções improváveis. A água na área se move conforme você a direciona, mas uma vez que ela se move além da área da magia, ela retoma seu fluxo com base no terreno. A água continua a se mover na direção que você escolheu até que a magia termine ou você escolha um efeito diferente. Redemoinho. Você faz com que um redemoinho se forme no centro da área, que deve ter pelo menos 50 pés quadrados e 25 pés de profundidade. O redemoinho dura até que você escolha um efeito diferente ou a magia termine. O redemoinho tem 5 pés de largura na base, até 50 pés de largura no topo e 25 pés de altura. Qualquer criatura na água e a 25 pés do redemoinho é puxada 10 pés em sua direção. Quando uma criatura entra no redemoinho pela primeira vez em um turno ou termina seu turno lá, ela faz um teste de resistência de Força. Em um teste falho, a criatura sofre 2d8 de dano de Concussão. Em um teste bem-sucedido, a criatura sofre metade do dano. Uma criatura pode nadar para longe do redemoinho somente se primeiro realizar uma ação para se afastar e for bem-sucedida em um teste de Força (Atletismo) contra sua CD de resistência à magia.", "duration": "Até 10 minutos", - "id": 607, + "id": "dfb6bb41-67df-4545-ad90-e37e77a4d5d9", "level": 4, "locations": [ { @@ -17524,7 +17524,7 @@ "concentration": true, "desc": "Você assume o controle do clima em um raio de 5 milhas de você durante a duração. Você deve estar ao ar livre para conjurar esta magia, e ela termina mais cedo se você entrar em ambientes fechados. Quando conjura a magia, você altera as condições climáticas atuais, que são determinadas pelo Mestre. Você pode alterar a precipitação, a temperatura e o vento. Leva 1d4 × 10 minutos para que as novas condições entrem em vigor. Depois que isso acontecer, você pode alterar as condições novamente. Quando a magia termina, o clima retorna gradualmente ao normal. Quando você altera as condições climáticas, encontre uma condição atual nas tabelas a seguir e altere seu estágio em um, para cima ou para baixo. Ao alterar o vento, você pode alterar sua direção. Condição de Estágio 1 Claro 2 Nuvens leves 3 Nublado ou neblina 4 Chuva, granizo ou neve 5 Chuva torrencial, granizo ou nevasca Condição de Estágio 1 Onda de calor 2 Quente 3 Morno 4 Frio 5 Frio 6 Congelante Condição de Estágio 1 Calmo 2 Vento moderado 3 Vento forte 4 Vendaval 5 Tempestade", "duration": "Até 8 horas", - "id": 608, + "id": "f1269a92-5d05-40df-a49c-582a9a0d224c", "level": 8, "locations": [ { @@ -17551,7 +17551,7 @@ "desc": "Você toca até quatro Flechas ou Raios não mágicos e os planta no chão em seu espaço. Até que a magia termine, a munição não pode ser fisicamente arrancada, e sempre que uma criatura que não seja você entrar em um espaço a até 30 pés da munição pela primeira vez em um turno ou terminar seu turno lá, um pedaço de munição voa para atingi-la. A criatura deve ter sucesso em um teste de resistência de Destreza ou sofrer 2d4 de dano Perfurante. O pedaço de munição é então destruído. A magia termina quando nenhuma munição permanece plantada no chão. Quando você conjura esta magia, você pode designar quaisquer criaturas que escolher, e a magia as ignora.", "duration": "8 horas", "higher_level": "A quantidade de munição que pode ser afetada aumenta em dois para cada nível de slot de magia acima de 2.", - "id": 609, + "id": "2ad51306-efd4-48d5-85b7-a68c4b7ee778", "level": 2, "locations": [ { @@ -17577,7 +17577,7 @@ ], "desc": "Você tenta interromper uma criatura no processo de conjuração de uma magia. A criatura faz um teste de resistência de Constituição. Em uma falha, a magia se dissipa sem efeito, e a ação, Ação Bônus ou Reação usada para conjurá-la é desperdiçada. Se aquela magia foi conjurada com um espaço de magia, o espaço não é gasto.", "duration": "Instantâneo", - "id": 610, + "id": "8e834936-7e0f-42af-b188-c13605c31faa", "level": 3, "locations": [ { @@ -17603,7 +17603,7 @@ ], "desc": "Você cria 45 libras de comida e 30 galões de água fresca no chão ou em recipientes dentro do alcance — ambos úteis para afastar os perigos da desnutrição e da desidratação. A comida é insossa, mas nutritiva, e parece uma comida de sua escolha, e a água é limpa. A comida estraga após 24 horas se não for comida.", "duration": "Instantâneo", - "id": 611, + "id": "c497951a-0d64-47c7-910f-a44633d27faa", "level": 3, "locations": [ { @@ -17630,7 +17630,7 @@ "desc": "Você faz um dos seguintes: Criar Água. Você cria até 10 galões de água limpa dentro do alcance em um recipiente aberto. Alternativamente, a água cai como chuva em um Cubo de 30 pés dentro do alcance, extinguindo chamas expostas ali. Destrói Água. Você destrói até 10 galões de água em um recipiente aberto dentro do alcance. Alternativamente, você destrói névoa em um Cubo de 30 pés dentro do alcance.", "duration": "Instantâneo", "higher_level": "Você cria ou destrói 10 galões adicionais de água, ou o tamanho do Cubo aumenta em 1,5 m, para cada nível de espaço de magia acima de 1.", - "id": 612, + "id": "82c19706-0ac5-4e0e-a09d-a18afec36baa", "level": 1, "locations": [ { @@ -17659,7 +17659,7 @@ "desc": "Você pode conjurar esta magia somente à noite. Escolha até três cadáveres de Humanoides Médios ou Pequenos dentro do alcance. Cada um se torna um Ghoul sob seu controle (veja o Monster Manual para seu bloco de estatísticas). Como uma Ação Bônus em cada um dos seus turnos, você pode comandar mentalmente qualquer criatura que você animou com esta magia se a criatura estiver a até 120 pés de você (se você controlar múltiplas criaturas, você pode comandar qualquer uma delas ao mesmo tempo, emitindo o mesmo comando para elas). Você decide qual ação a criatura tomará e para onde ela se moverá em seu próximo turno, ou você pode emitir um comando geral, como proteger um lugar específico. Se você não emitir nenhum comando, a criatura realiza a ação Esquivar e se move apenas para evitar danos. Uma vez dada uma ordem, a criatura continua a segui-la até que sua tarefa seja concluída. A criatura fica sob seu controle por 24 horas, após o que ela para de obedecer a qualquer comando que você tenha dado a ela. Para manter o controle da criatura por mais 24 horas, você deve conjurar esta magia na criatura antes que o período atual de 24 horas termine. Este uso da magia reafirma seu controle sobre até três criaturas que você animou com esta magia, em vez de animar novas.", "duration": "Instantâneo", "higher_level": "Se você usar um slot de magia de nível 7, você pode animar ou reassumir o controle sobre quatro Ghouls. Se você usar um slot de magia de nível 8, você pode animar ou reassumir o controle sobre cinco Ghouls ou dois Ghasts ou Wights. Se você usar um slot de magia de nível 9, você pode animar ou reassumir o controle sobre seis Ghouls, três Ghasts ou Wights, ou duas Múmias. Veja o Monster Manual para esses blocos de estatísticas.", - "id": 613, + "id": "b42ace9a-f1ad-40ad-aa69-9fb0f833b25e", "level": 6, "locations": [ { @@ -17688,7 +17688,7 @@ "desc": "Você puxa tufos de material de sombra do Pendor das Sombras para criar um objeto dentro do alcance. É um objeto de matéria vegetal (bens macios, corda, madeira e similares) ou matéria mineral (pedra, cristal, metal e similares). O objeto não deve ser maior que um Cubo de 5 pés, e o objeto deve ser de uma forma e material que você tenha visto. A duração da magia depende do material do objeto, conforme mostrado na tabela de Materiais. Se o objeto for composto de vários materiais, use a duração mais curta. Usar qualquer objeto criado por esta magia como componente Material de outra magia faz com que a outra magia falhe. Material Duração Matéria vegetal 24 horas Pedra ou cristal 12 horas Metais preciosos 1 hora Gemas 10 minutos Adamantino ou mitral 1 minuto", "duration": "Especial", "higher_level": "O Cubo aumenta em 1,5 metros para cada nível de magia acima de 5.", - "id": 614, + "id": "82c8cfaf-3243-47e3-be04-c7a119dc38af", "level": 5, "locations": [ { @@ -17717,7 +17717,7 @@ "concentration": true, "desc": "Uma criatura que você pode ver dentro do alcance deve ter sucesso em um teste de resistência de Sabedoria ou ter a condição Encantado pela duração. A criatura tem sucesso automaticamente se não for Humanoide. Uma coroa espectral aparece na cabeça do alvo Encantado, e ele deve usar sua ação antes de se mover em cada um de seus turnos para fazer um ataque corpo a corpo contra uma criatura diferente de si mesmo que você escolher mentalmente. O alvo pode agir normalmente em seu turno se você não escolher nenhuma criatura ou se nenhuma criatura estiver dentro de seu alcance. O alvo repete o teste no final de cada um de seus turnos, terminando a magia em si mesmo em um sucesso. Em seus turnos posteriores, você deve realizar a ação de Magia para manter o controle do alvo, ou a magia termina.", "duration": "Até 1 minuto", - "id": 615, + "id": "8909dd9c-77ae-4c45-b6cf-dae8f164f94c", "level": 2, "locations": [ { @@ -17741,7 +17741,7 @@ "concentration": true, "desc": "Você irradia uma aura mágica em uma Emanação de 30 pés. Enquanto estiver na aura, você e seus aliados causam 1d4 de dano Radiante extra ao acertar com uma arma ou um Ataque Desarmado.", "duration": "Até 1 minuto", - "id": 616, + "id": "9e4cb952-0df7-4cfd-b72b-e304935d5b73", "level": 3, "locations": [ { @@ -17771,7 +17771,7 @@ "desc": "Uma criatura que você tocar recupera uma quantidade de Pontos de Vida igual a 2d8 mais seu modificador de habilidade de conjuração.", "duration": "Instantâneo", "higher_level": "A cura aumenta em 2d8 para cada nível de magia acima de 1.", - "id": 617, + "id": "c22468d8-b35e-4b77-a085-130ff84a1191", "level": 1, "locations": [ { @@ -17800,7 +17800,7 @@ "concentration": true, "desc": "Você cria até quatro luzes do tamanho de tochas dentro do alcance, fazendo-as parecer tochas, lanternas ou orbes brilhantes que pairam durante a duração. Alternativamente, você combina as quatro luzes em uma forma Medium brilhante que é vagamente humana. Qualquer que seja a forma que você escolher, cada luz emite Luz Fraca em um raio de 10 pés. Como uma Ação Bônus, você pode mover as luzes até 60 pés para um espaço dentro do alcance. Uma luz deve estar a 20 pés de outra luz criada por esta magia, e uma luz desaparece se exceder o alcance da magia.", "duration": "Até 1 minuto", - "id": 618, + "id": "e6e3b967-cdb8-4354-984b-fe6488b5a744", "level": 0, "locations": [ { @@ -17828,7 +17828,7 @@ "concentration": true, "desc": "Durante a duração, a Escuridão mágica se espalha de um ponto dentro do alcance e preenche uma Esfera de 15 pés de raio. A Visão no Escuro não pode ver através dela, e a luz não mágica não pode iluminá-la. Alternativamente, você conjura a magia em um objeto que não está sendo usado ou carregado, fazendo com que a Escuridão preencha uma Emanação de 15 pés originada daquele objeto. Cobrir aquele objeto com algo opaco, como uma tigela ou elmo, bloqueia a Escuridão. Se qualquer área desta magia se sobrepuser a uma área de Luz Brilhante ou Luz Fraca criada por uma magia de nível 2 ou inferior, aquela outra magia é dissipada.", "duration": "Até 10 minutos", - "id": 619, + "id": "18fd63b1-cff3-4dd3-8a9a-39be4f7600a0", "level": 2, "locations": [ { @@ -17858,7 +17858,7 @@ ], "desc": "Durante a duração, uma criatura disposta que você tocar terá Visão no Escuro com um alcance de 45 metros.", "duration": "8 horas", - "id": 620, + "id": "5cbe6120-9565-4149-b9ff-6a5d6af687e4", "level": 2, "locations": [ { @@ -17887,7 +17887,7 @@ ], "desc": "Durante a duração, a luz do sol se espalha de um ponto dentro do alcance e preenche uma Esfera de 60 pés de raio. A área da luz do sol é Luz Brilhante e emite Luz Fraca por mais 60 pés. Alternativamente, você conjura a magia em um objeto que não está sendo usado ou carregado, fazendo com que a luz do sol preencha uma Emanação de 60 pés originada daquele objeto. Cobrir aquele objeto com algo opaco, como uma tigela ou capacete, bloqueia a luz do sol. Se qualquer área desta magia se sobrepuser a uma área de Escuridão criada por uma magia de nível 3 ou inferior, aquela outra magia é dissipada.", "duration": "1 hora", - "id": 621, + "id": "7494dd8c-6aaa-4686-b45f-5488805425a6", "level": 3, "locations": [ { @@ -17912,7 +17912,7 @@ ], "desc": "Você toca uma criatura e concede a ela uma medida de proteção contra a morte. A primeira vez que o alvo cairia para 0 Pontos de Vida antes do fim da magia, o alvo cai para 1 Ponto de Vida, e a magia termina. Se a magia ainda estiver em efeito quando o alvo for submetido a um efeito que o mataria instantaneamente sem causar dano, esse efeito é negado contra o alvo, e a magia termina.", "duration": "8 horas", - "id": 622, + "id": "ca77a7a2-14b9-4285-8bf7-9ef6037a4120", "level": 4, "locations": [ { @@ -17940,7 +17940,7 @@ "desc": "Um raio de luz amarela pisca de você, então se condensa em um ponto escolhido dentro do alcance como uma conta brilhante pela duração. Quando a magia termina, a conta explode, e cada criatura em uma Esfera de 20 pés de raio centrada naquele ponto faz um teste de resistência de Destreza. Uma criatura sofre dano de Fogo igual ao dano acumulado total em uma falha ou metade do dano em uma bem-sucedida. O dano base da magia é 12d6, e o dano aumenta em 1d6 sempre que seu turno termina e a magia não terminou. Se uma criatura tocar a conta brilhante antes que a magia termine, essa criatura faz um teste de resistência de Destreza. Em uma falha, a magia termina, fazendo com que a conta exploda. Em uma bem-sucedida, a criatura pode lançar a conta até 40 pés. Se a conta lançada entrar no espaço de uma criatura ou colidir com um objeto sólido, a magia termina, e a conta explode. Quando a conta explode, objetos inflamáveis na explosão que não estão sendo usados ou carregados começam a queimar.", "duration": "Até 1 minuto", "higher_level": "O dano base aumenta em 1d6 para cada nível de magia acima de 7.", - "id": 623, + "id": "e34f88a7-ac39-4fbe-bc03-b424ee948528", "level": 7, "locations": [ { @@ -17966,7 +17966,7 @@ ], "desc": "Você cria uma porta Média sombria em uma superfície plana e sólida que você pode ver dentro do alcance. Esta porta pode ser aberta e fechada, e leva a um semiplano que é uma sala vazia de 30 pés em cada dimensão, feita de madeira ou pedra (sua escolha). Quando a magia termina, a porta desaparece, e quaisquer objetos dentro do semiplano permanecem lá. Quaisquer criaturas dentro também permanecem, a menos que optem por ser empurradas através da porta enquanto ela desaparece, aterrissando com a condição Prone nos espaços desocupados mais próximos do antigo espaço da porta. Cada vez que você conjura esta magia, você pode criar um novo semiplano ou conectar a porta sombria a um semiplano que você criou com uma conjuração anterior desta magia. Além disso, se você conhece a natureza e o conteúdo de um semiplano criado por uma conjuração desta magia por outra criatura, você pode conectar a porta sombria a esse semiplano.", "duration": "1 hora", - "id": 624, + "id": "bee50f4a-b9c9-4963-8fec-6e8b7dbc1846", "level": 8, "locations": [ { @@ -17989,7 +17989,7 @@ ], "desc": "Energia destrutiva ondula para fora de você em uma Emanação de 30 pés. Cada criatura que você escolher na Emanação faz um teste de resistência de Constituição. Em uma falha, o alvo sofre 5d6 de dano de Trovão e 5d6 de dano Radiante ou Necrótico (sua escolha) e tem a condição Prone. Em uma falha, o alvo sofre apenas metade do dano.", "duration": "Instantâneo", - "id": 625, + "id": "f2f73939-bc6d-4e19-911e-1b6f7cd66c6a", "level": 5, "locations": [ { @@ -18015,7 +18015,7 @@ "concentration": true, "desc": "Durante a duração, você sente a localização de qualquer Aberração, Celestial, Elemental, Fey, Fiend ou Undead a até 30 pés de você. Você também sente se a magia Hallow está ativa ali e, se estiver, onde. A magia é bloqueada por 1 pé de pedra, terra ou madeira; 1 polegada de metal; ou uma fina folha de chumbo.", "duration": "Até 10 minutos", - "id": 626, + "id": "fcddc433-abb9-486a-89a1-8a77b05ee7f7", "level": 1, "locations": [ { @@ -18048,7 +18048,7 @@ "concentration": true, "desc": "Durante a duração, você sente a presença de efeitos mágicos a até 30 pés de você. Se você sentir tais efeitos, você pode usar a ação Magia para ver uma aura tênue ao redor de qualquer criatura ou objeto visível na área que carrega a magia, e se um efeito foi criado por uma magia, você aprende a escola de magia da magia. A magia é bloqueada por 1 pé de pedra, terra ou madeira; 1 polegada de metal; ou uma fina folha de chumbo.", "duration": "Até 10 minutos", - "id": 627, + "id": "c416a5e2-e78c-4bb5-b136-4ec5fe3a8661", "level": 1, "locations": [ { @@ -18077,7 +18077,7 @@ "concentration": true, "desc": "Durante a duração, você sente a localização de venenos, criaturas venenosas ou peçonhentas e contágios mágicos a até 30 pés de você. Você sente o tipo de veneno, criatura ou contágio em cada caso. A magia é bloqueada por 1 pé de pedra, terra ou madeira; 1 polegada de metal; ou uma fina folha de chumbo.", "duration": "Até 10 minutos", - "id": 628, + "id": "18f86a0b-9b97-4a83-b0c0-e35f48d3b658", "level": 1, "locations": [ { @@ -18106,7 +18106,7 @@ "concentration": true, "desc": "Você ativa um dos efeitos abaixo. Até que a magia termine, você pode ativar qualquer efeito como uma ação de Magia em seus turnos posteriores. Sentir Pensamentos. Você sente a presença de pensamentos a até 30 pés de você que pertencem a criaturas que sabem línguas ou são telepáticas. Você não lê os pensamentos, mas sabe que uma criatura pensante está presente. A magia é bloqueada por 1 pé de pedra, terra ou madeira; 1 polegada de metal; ou uma fina folha de chumbo. Ler Pensamentos. Escolha uma criatura que você possa ver a até 30 pés de você ou uma criatura a até 30 pés de você que você detectou com a opção Sentir Pensamentos. Você descobre o que está mais na mente do alvo agora. Se o alvo não souber nenhuma língua e não for telepático, você não aprende nada. Como uma ação de Magia em seu próximo turno, você pode tentar sondar mais profundamente a mente do alvo. Se você sondar mais profundamente, o alvo faz um teste de resistência de Sabedoria. Em uma falha na defesa, você discerne o raciocínio, as emoções e algo que paira na mente do alvo (como uma preocupação, amor ou ódio). Em uma defesa bem-sucedida, a magia termina. De qualquer forma, o alvo sabe que você está sondando sua mente e, até que você desvie sua atenção da mente do alvo, o alvo pode realizar uma ação em seu turno para fazer um teste de Inteligência (Arcana) contra sua CD de resistência à magia, terminando a magia em um sucesso.", "duration": "Até 1 minuto", - "id": 629, + "id": "969fac52-e6f9-41bc-bb76-5df608e005c1", "level": 2, "locations": [ { @@ -18133,7 +18133,7 @@ ], "desc": "Você se teletransporta para um local dentro do alcance. Você chega exatamente no local desejado. Pode ser um lugar que você pode ver, um que você pode visualizar ou um que você pode descrever declarando distância e direção, como "200 pés direto para baixo" ou "300 pés para cima para o noroeste em um ângulo de 45 graus". Você também pode teletransportar uma criatura disposta. A criatura deve estar a 5 pés de você quando você se teletransporta, e ela se teletransporta para um espaço a 5 pés do seu espaço de destino. Se você, a outra criatura ou ambos chegarem em um espaço ocupado por uma criatura ou completamente preenchido por um ou mais objetos, você e qualquer criatura viajando com você sofrem 4d6 de dano de Força cada, e o teletransporte falha.", "duration": "Instantâneo", - "id": 630, + "id": "05bc4396-ba6e-4260-923d-afc7443a6fae", "level": 4, "locations": [ { @@ -18160,7 +18160,7 @@ ], "desc": "Você faz com que você mesmo — incluindo suas roupas, armaduras, armas e outros pertences em sua pessoa — pareça diferente até que a magia termine. Você pode parecer 1 pé mais baixo ou mais alto e pode parecer mais pesado ou mais leve. Você deve adotar uma forma que tenha o mesmo arranjo básico de membros que você tem. Caso contrário, a extensão da ilusão depende de você. As mudanças causadas por esta magia não resistem à inspeção física. Por exemplo, se você usar esta magia para adicionar um chapéu à sua roupa, objetos passam pelo chapéu e qualquer um que o toque não sentirá nada. Para discernir que você está disfarçado, uma criatura deve realizar a ação Estudar para inspecionar sua aparência e ter sucesso em um teste de Inteligência (Investigação) contra sua CD de resistência à magia.", "duration": "1 hora", - "id": 631, + "id": "99779f83-821f-4ad4-9ac5-cdf1ec63881d", "level": 1, "locations": [ { @@ -18187,7 +18187,7 @@ "desc": "Você lança um raio verde em um alvo que você pode ver dentro do alcance. O alvo pode ser uma criatura, um objeto não mágico ou uma criação de força mágica, como a parede criada por Parede de Força. Uma criatura alvo desta magia faz um teste de resistência de Destreza. Em uma falha, o alvo sofre 10d6 + 40 de dano de Força. Se este dano o reduzir a 0 Pontos de Vida, ele e tudo o que não mágico estiver vestindo e carregando são desintegrados em pó cinza. O alvo pode ser revivido apenas por uma Ressurreição Verdadeira ou uma magia Desejo. Esta magia desintegra automaticamente um objeto não mágico Grande ou menor ou uma criação de força mágica. Se tal alvo for Enorme ou maior, esta magia desintegra uma porção de 10 pés-Cubo dele.", "duration": "Instantâneo", "higher_level": "O dano aumenta em 3d6 para cada nível de magia acima de 6.", - "id": 632, + "id": "3ef3f6ef-302f-4701-bba3-8b77590afd10", "level": 6, "locations": [ { @@ -18215,7 +18215,7 @@ "concentration": true, "desc": "Durante a duração, Celestiais, Elementais, Fadas, Demônios e Mortos-vivos têm Desvantagem em jogadas de ataque contra você. Você pode terminar a magia mais cedo usando qualquer uma das seguintes funções especiais. Quebrar Encantamento. Como uma ação de Magia, você toca uma criatura que está possuída por ou tem a condição Encantado ou Amedrontado de uma ou mais criaturas dos tipos acima. O alvo não está mais possuído, Encantado ou Amedrontado por tais criaturas. Dispensa. Como uma ação de Magia, você tem como alvo uma criatura que você pode ver a até 1,5 m de você que tenha um dos tipos de criatura acima. O alvo deve ter sucesso em um teste de resistência de Carisma ou ser enviado de volta para seu plano de origem, se ele ainda não estiver lá. Se eles não estiverem em seu plano de origem, Mortos-vivos são enviados para o Pendor das Sombras, e Fadas são enviados para o Agrestia das Fadas.", "duration": "Até 1 minuto", - "id": 633, + "id": "3b15ff5f-6516-448d-a46d-5527170c6571", "level": 5, "locations": [ { @@ -18249,7 +18249,7 @@ "desc": "Escolha uma criatura, objeto ou efeito mágico dentro do alcance. Qualquer magia em andamento de nível 3 ou menor no alvo termina. Para cada magia em andamento de nível 4 ou maior no alvo, faça um teste de habilidade usando sua habilidade de conjuração (CD 10 mais o nível daquela magia). Em um teste bem-sucedido, a magia termina.", "duration": "Instantâneo", "higher_level": "Você encerra automaticamente uma magia no alvo se o nível da magia for igual ou menor que o nível do espaço de magia que você usa.", - "id": 634, + "id": "12be2d5c-e370-4d27-937e-fc59cfea1daf", "level": 3, "locations": [ { @@ -18273,7 +18273,7 @@ "desc": "Uma criatura de sua escolha que você pode ver dentro do alcance ouve uma melodia dissonante em sua mente. O alvo faz um teste de resistência de Sabedoria. Em uma falha, ele sofre 3d6 de dano Psíquico e deve usar imediatamente sua Reação, se disponível, para se mover o mais longe possível de você, usando a rota mais segura. Em uma falha, o alvo sofre apenas metade do dano.", "duration": "Instantâneo", "higher_level": "O dano aumenta em 1d6 para cada nível de magia acima de 1.", - "id": 635, + "id": "5750b4ce-5f4e-4b7d-9dfb-37e811bf6d8c", "level": 1, "locations": [ { @@ -18300,7 +18300,7 @@ ], "desc": "Esta magia coloca você em contato com um deus ou servos de um deus. Você faz uma pergunta sobre um objetivo, evento ou atividade específica que ocorrerá dentro de 7 dias. O Mestre oferece uma resposta verdadeira, que pode ser uma frase curta ou uma rima enigmática. A magia não leva em conta circunstâncias que podem mudar a resposta, como a conjuração de outras magias. Se você conjurar a magia mais de uma vez antes de terminar um Descanso Longo, há uma chance cumulativa de 25 por cento para cada conjuração após a primeira de você não obter resposta.", "duration": "Instantâneo", - "id": 636, + "id": "912c9a21-3443-43ef-bea0-cb479bc6b9cb", "level": 4, "locations": [ { @@ -18325,7 +18325,7 @@ ], "desc": "Até que a magia termine, seus ataques com armas causam 1d4 de dano Radiante extra em um acerto.", "duration": "1 minuto", - "id": 637, + "id": "29f8f631-c3e5-4b6c-aa41-9aaecc3ae144", "level": 1, "locations": [ { @@ -18349,7 +18349,7 @@ "desc": "O alvo recebe 2d8 de dano Radiante extra do ataque. O dano aumenta em 1d8 se o alvo for um Fiend ou um Undead.", "duration": "Instantâneo", "higher_level": "O dano aumenta em 1d8 para cada nível de magia acima de 1.", - "id": 638, + "id": "13046579-2671-434e-a2c2-d945e8ebee8e", "level": 1, "locations": [ { @@ -18372,7 +18372,7 @@ ], "desc": "Você profere uma palavra imbuída de poder dos Planos Superiores. Cada criatura de sua escolha no alcance faz um teste de resistência de Carisma. Em um teste falho, um alvo que tenha 50 Pontos de Vida ou menos sofre um efeito com base em seus Pontos de Vida atuais, como mostrado na tabela Efeitos da Palavra Divina. Independentemente de seus Pontos de Vida, um alvo Celestial, Elemental, Feérico ou Demônio que falhe em seu teste é forçado a voltar para seu plano de origem (se ainda não estiver lá) e não pode retornar ao plano atual por 24 horas por nenhum meio, exceto uma magia Desejo. Pontos de Vida Efeito 0–20 O alvo morre. 21–30 O alvo tem as condições Cego, Surdo e Atordoado por 1 hora. 31–40 O alvo tem as condições Cego e Surdo por 10 minutos. 41–50 O alvo tem a condição Surdo por 1 minuto.", "duration": "Instantâneo", - "id": 639, + "id": "a4495dd2-d6b7-4165-9821-df59b3f0c01c", "level": 7, "locations": [ { @@ -18400,7 +18400,7 @@ "desc": "Uma Besta que você possa ver dentro do alcance deve ter sucesso em um teste de resistência de Sabedoria ou ter a condição Encantado pela duração. O alvo tem Vantagem no teste se você ou seus aliados estiverem lutando contra ele. Sempre que o alvo sofre dano, ele repete o teste, encerrando a magia em si mesmo em um sucesso. Você tem um vínculo telepático com o alvo Encantado enquanto vocês dois estão no mesmo plano de existência. No seu turno, você pode usar esse vínculo para emitir comandos ao alvo (nenhuma ação necessária), como "Ataque aquela criatura", "Vá para lá" ou "Pegue aquele objeto". O alvo faz o melhor que pode para obedecer em seu turno. Se ele completa uma ordem e não recebe mais instruções suas, ele age e se move como quiser, focando em se proteger. Você pode comandar o alvo para tomar uma Reação, mas deve tomar sua própria Reação para fazê-lo.", "duration": "Até 1 minuto", "higher_level": "Sua Concentração pode durar mais com um espaço de magia de nível 5 (até 10 minutos), 6 (até 1 hora) ou 7+ (até 8 horas).", - "id": 640, + "id": "669c68b2-3f50-4d7e-9865-ef845e502aee", "level": 4, "locations": [ { @@ -18429,7 +18429,7 @@ "desc": "Uma criatura que você possa ver dentro do alcance deve ter sucesso em um teste de resistência de Sabedoria ou ter a condição Encantado pela duração. O alvo tem Vantagem no teste se você ou seus aliados estiverem lutando contra ele. Sempre que o alvo sofre dano, ele repete o teste, encerrando a magia em si mesmo em um sucesso. Você tem um vínculo telepático com o alvo Encantado enquanto vocês dois estão no mesmo plano de existência. No seu turno, você pode usar esse vínculo para emitir comandos ao alvo (nenhuma ação necessária), como "Ataque aquela criatura", "Vá para lá" ou "Pegue aquele objeto". O alvo faz o melhor que pode para obedecer em seu turno. Se ele completa uma ordem e não recebe mais instruções suas, ele age e se move como quiser, focando em se proteger. Você pode comandar o alvo para tomar uma Reação, mas deve tomar sua própria Reação para fazê-lo.", "duration": "Até 1 hora", "higher_level": "Sua Concentração pode durar mais com um espaço de magia de nível 9 (até 8 horas).", - "id": 641, + "id": "214cc154-e2bc-475c-9707-f9c79a332ba2", "level": 8, "locations": [ { @@ -18457,7 +18457,7 @@ "desc": "Um Humanoide que você possa ver dentro do alcance deve ter sucesso em um teste de resistência de Sabedoria ou ter a condição Encantado pela duração. O alvo tem Vantagem no teste se você ou seus aliados estiverem lutando contra ele. Sempre que o alvo sofre dano, ele repete o teste, encerrando a magia em si mesmo em um sucesso. Você tem um vínculo telepático com o alvo Encantado enquanto vocês dois estão no mesmo plano de existência. No seu turno, você pode usar esse vínculo para emitir comandos ao alvo (nenhuma ação necessária), como "Ataque aquela criatura", "Vá para lá" ou "Pegue aquele objeto". O alvo faz o melhor que pode para obedecer em seu turno. Se ele completa uma ordem e não recebe mais instruções suas, ele age e se move como quiser, focando em se proteger. Você pode comandar o alvo para tomar uma Reação, mas deve tomar sua própria Reação para fazê-lo.", "duration": "Até 1 minuto", "higher_level": "Sua Concentração pode durar mais com um espaço de magia de nível 6 (até 10 minutos), 7 (até 1 hora) ou 8+ (até 8 horas).", - "id": 642, + "id": "ff9ab6c6-9981-49da-b272-c145d3a1a06a", "level": 5, "locations": [ { @@ -18486,7 +18486,7 @@ "desc": "Você toca uma criatura disposta e escolhe Ácido, Frio, Fogo, Relâmpago ou Veneno. Até que a magia termine, o alvo pode fazer uma ação de Magia para exalar um Cone de 15 pés. Cada criatura naquela área faz um teste de resistência de Destreza, sofrendo 3d6 de dano do tipo escolhido em uma falha ou metade do dano em um sucesso.", "duration": "Até 1 minuto", "higher_level": "O dano aumenta em 1d6 para cada nível de magia acima de 2.", - "id": 643, + "id": "33c7b26a-59dc-43bc-9d40-13eb19c3c09f", "level": 2, "locations": [ { @@ -18512,7 +18512,7 @@ ], "desc": "Você toca a safira usada na conjuração e um objeto pesando 10 libras ou menos cuja maior dimensão seja 6 pés ou menos. A magia deixa uma marca invisível naquele objeto e inscreve invisivelmente o nome do objeto na safira. Cada vez que você conjura esta magia, você deve usar uma safira diferente. Depois disso, você pode fazer uma ação de Magia para falar o nome do objeto e esmagar a safira. O objeto aparece instantaneamente em sua mão, independentemente de distâncias físicas ou planares, e a magia termina. Se outra criatura estiver segurando ou carregando o objeto, esmagar a safira não a transporta, mas, em vez disso, você descobre quem é essa criatura e onde ela está localizada no momento.", "duration": "Até ser dissipada", - "id": 644, + "id": "3e7c6b4e-3cc1-4aba-9cf0-beff7c324b40", "level": 6, "locations": [ { @@ -18540,7 +18540,7 @@ ], "desc": "Você tem como alvo uma criatura que você conhece no mesmo plano de existência. Você ou uma criatura disposta que você tocar entra em um estado de transe para agir como um mensageiro dos sonhos. Enquanto estiver em transe, o mensageiro fica Incapacitado e tem uma Velocidade de 0. Se o alvo estiver dormindo, o mensageiro aparece nos sonhos do alvo e pode conversar com ele enquanto ele permanecer dormindo, durante a duração da magia. O mensageiro também pode moldar o ambiente do sonho, criando paisagens, objetos e outras imagens. O mensageiro pode emergir do transe a qualquer momento, encerrando a magia. O alvo se lembra do sonho perfeitamente ao acordar. Se o alvo estiver acordado quando você conjurar a magia, o mensageiro sabe disso e pode encerrar o transe (e a magia) ou esperar o alvo dormir, momento em que o mensageiro entra em seus sonhos. Você pode tornar o mensageiro aterrorizante para o alvo. Se fizer isso, o mensageiro pode entregar uma mensagem de no máximo dez palavras, e então o alvo faz um teste de resistência de Sabedoria. Em caso de falha na defesa, o alvo não ganha nenhum benefício do descanso e sofre 3d6 de dano Psíquico ao acordar.", "duration": "8 horas", - "id": 645, + "id": "f101bfcb-dc4d-4668-bfab-65ef77405eba", "level": 5, "locations": [ { @@ -18565,7 +18565,7 @@ ], "desc": "Sussurrando aos espíritos da natureza, você cria um dos seguintes efeitos dentro do alcance. Sensor de Clima. Você cria um efeito sensorial minúsculo e inofensivo que prevê como estará o clima em sua localização nas próximas 24 horas. O efeito pode se manifestar como um orbe dourado para céus limpos, uma nuvem para chuva, flocos de neve caindo para neve e assim por diante. Este efeito persiste por 1 rodada. Florescer. Você instantaneamente faz uma flor desabrochar, uma vagem de semente abrir ou um broto de folha florescer. Efeito Sensorial. Você cria um efeito sensorial inofensivo, como folhas caindo, fadas dançantes espectrais, uma brisa suave, o som de um animal ou o leve odor de gambá. O efeito deve caber em um Cubo de 1,5 m. Brincadeira com Fogo. Você acende ou apaga uma vela, uma tocha ou uma fogueira.", "duration": "Instantâneo", - "id": 646, + "id": "76203de5-628c-4249-a4e8-a49bb0c44bb0", "level": 0, "locations": [ { @@ -18593,7 +18593,7 @@ "concentration": true, "desc": "Escolha um ponto no chão que você possa ver dentro do alcance. Durante a duração, um tremor intenso rasga o chão em um círculo de 100 pés de raio centrado naquele ponto. O chão ali é Terreno Difícil. Quando você conjura esta magia e no final de cada um dos seus turnos durante a duração, cada criatura no chão na área faz um teste de resistência de Destreza. Em uma falha na resistência, uma criatura tem a condição Prone, e sua Concentração é quebrada. Você também pode causar os efeitos abaixo. Fissuras. Um total de 1d6 fissuras se abrem na área da magia no final do turno em que você a conjura. Você escolhe os locais das fissuras, que não podem ser sob estruturas. Cada fissura tem 1d10 × 10 pés de profundidade e 10 pés de largura, e se estende de uma borda da área da magia até outra borda. Uma criatura no mesmo espaço que uma fissura deve ter sucesso em um teste de resistência de Destreza ou cair. Uma criatura que tenha sucesso se move com a borda da fissura conforme ela se abre. Estruturas. O tremor causa 50 de dano de Concussão a qualquer estrutura em contato com o solo na área quando você conjura a magia e no final de cada um dos seus turnos até que a magia termine. Se uma estrutura cair para 0 Pontos de Vida, ela entra em colapso. Uma criatura a uma distância de uma estrutura em colapso igual à metade da altura da estrutura faz um teste de resistência de Destreza. Em um teste de resistência falho, a criatura sofre 12d6 de dano de Concussão, tem a condição Prone e é enterrada nos escombros, exigindo um teste de Força (Atletismo) CD 20 como uma ação para escapar. Em um teste de resistência bem-sucedido, a criatura sofre apenas metade do dano.", "duration": "Até 1 minuto", - "id": 647, + "id": "a2a3664b-d1c8-46cd-810f-39971c2a37fb", "level": 8, "locations": [ { @@ -18619,7 +18619,7 @@ "desc": "Você lança um raio de energia crepitante. Faça um ataque mágico à distância contra uma criatura ou objeto no alcance. Em um acerto, o alvo recebe 1d10 de dano de Força.", "duration": "Instantâneo", "higher_level": "A magia cria dois feixes no nível 5, três feixes no nível 11 e quatro feixes no nível 17. Você pode direcionar os feixes para o mesmo alvo ou para alvos diferentes. Faça uma jogada de ataque separada para cada feixe.", - "id": 648, + "id": "4f363018-bc32-4b9d-889a-7e6c0cb88043", "level": 0, "locations": [ { @@ -18646,7 +18646,7 @@ ], "desc": "Você exerce controle sobre os elementos, criando um dos seguintes efeitos dentro do alcance. Chamar Ar. Você cria uma brisa forte o suficiente para ondular tecidos, levantar poeira, farfalhar folhas e fechar portas e venezianas abertas, tudo em um Cubo de 1,5 m. Portas e venezianas mantidas abertas por alguém ou algo não são afetadas. Chamar Terra. Você cria uma fina camada de poeira ou areia que cobre superfícies em uma área quadrada de 1,5 m, ou faz com que uma única palavra apareça em sua caligrafia em um pedaço de terra ou areia. Chamar Fogo. Você cria uma fina nuvem de brasas inofensivas e fumaça colorida e perfumada em um Cubo de 1,5 m. Você escolhe a cor e o perfume, e as brasas podem acender velas, tochas ou lâmpadas naquela área. O perfume da fumaça permanece por 1 minuto. Chamar Água. Você cria um spray de névoa fria que umedece levemente criaturas e objetos em um Cubo de 1,5 m. Alternativamente, você cria 1 xícara de água limpa em um recipiente aberto ou em uma superfície, e a água evapora em 1 minuto. Esculpir Elemento. Você faz com que sujeira, areia, fogo, fumaça, névoa ou água que caibam em um Cubo de 1 pé assumam uma forma bruta (como a de uma criatura) por 1 hora.", "duration": "Instantâneo", - "id": 649, + "id": "c9153197-e031-4c4b-82a6-f5d5650f80e7", "level": 0, "locations": [ { @@ -18675,7 +18675,7 @@ "desc": "Uma arma não mágica que você tocar se torna uma arma mágica. Escolha um dos seguintes tipos de dano: Ácido, Frio, Fogo, Relâmpago ou Trovão. Durante a duração, a arma tem um bônus de +1 para jogadas de ataque e causa 1d4 de dano extra do tipo escolhido quando acerta.", "duration": "Até 1 hora", "higher_level": "Se você usar um slot de magia de nível 5–6, o bônus para jogadas de ataque aumenta para +2, e o dano extra aumenta para 2d4. Se você usar um slot de magia de nível 7+, o bônus aumenta para +3, e o dano extra aumenta para 3d4.", - "id": 650, + "id": "3c08dcea-e430-46ec-9dd3-52ef929026b0", "level": 3, "locations": [ { @@ -18708,7 +18708,7 @@ "desc": "Você toca uma criatura e escolhe Força, Destreza, Inteligência, Sabedoria ou Carisma. Durante a duração, o alvo tem Vantagem em testes de habilidade usando a habilidade escolhida.", "duration": "Até 1 hora", "higher_level": "Você pode escolher uma criatura adicional para cada nível de magia acima de 2. Você pode escolher uma habilidade diferente para cada alvo.", - "id": 651, + "id": "5b66d27e-861f-4826-ae5a-14e6e44de31c", "level": 2, "locations": [ { @@ -18739,7 +18739,7 @@ "concentration": true, "desc": "Durante a duração, a magia aumenta ou reduz uma criatura ou um objeto que você possa ver dentro do alcance (veja o efeito escolhido abaixo). Um objeto alvo não deve ser usado nem carregado. Se o alvo for uma criatura relutante, ele pode fazer um teste de resistência de Constituição. Em um teste bem-sucedido, a magia não tem efeito. Tudo o que uma criatura alvo estiver usando e carregando muda de tamanho com ela. Qualquer item que ele derrubar retorna ao tamanho normal imediatamente. Uma arma ou munição arremessada retorna ao tamanho normal imediatamente após atingir ou errar um alvo. Aumentar. O tamanho do alvo aumenta em uma categoria — de Médio para Grande, por exemplo. O alvo também tem Vantagem em testes de Força e testes de resistência de Força. Os ataques do alvo com suas armas aumentadas ou Ataques Desarmados causam 1d4 de dano extra em um acerto. Reduzir. O tamanho do alvo diminui em uma categoria — de Médio para Pequeno, por exemplo. O alvo também tem Desvantagem em testes de Força e testes de resistência de Força. Os ataques do alvo com suas armas reduzidas ou Ataques Desarmados causam 1d4 a menos de dano em um acerto (isso não pode reduzir o dano abaixo de 1).", "duration": "Até 1 minuto", - "id": 652, + "id": "3ecb9e51-f1ef-47d9-9b43-26f06759dacf", "level": 2, "locations": [ { @@ -18765,7 +18765,7 @@ "desc": "Ao atingir o alvo, videiras agarradoras aparecem nele, e ele faz um teste de resistência de Força. Uma criatura Grande ou maior tem Vantagem neste teste. Em um teste falho, o alvo tem a condição Restrito até que a magia termine. Em um teste bem-sucedido, as videiras murcham e a magia termina. Enquanto Restrito, o alvo sofre 1d6 de dano Perfurante no início de cada um de seus turnos. O alvo ou uma criatura dentro do alcance dele pode fazer uma ação para fazer um teste de Força (Atletismo) contra sua CD de resistência à magia. Em um sucesso, a magia termina.", "duration": "Até 1 minuto", "higher_level": "O dano aumenta em 1d6 para cada nível de magia acima de 1.", - "id": 653, + "id": "c79d8cb3-f741-4634-a9ab-2ed4104585fa", "level": 1, "locations": [ { @@ -18791,7 +18791,7 @@ "concentration": true, "desc": "Plantas agarradoras brotam do chão em um quadrado de 20 pés dentro do alcance. Durante a duração, essas plantas transformam o chão na área em Terreno Difícil. Elas desaparecem quando a magia termina. Cada criatura (exceto você) na área quando você conjura a magia deve ter sucesso em um teste de resistência de Força ou ter a condição Restrito até que a magia termine. Uma criatura Restrito pode realizar uma ação para fazer um teste de Força (Atletismo) contra sua CD de resistência à magia. Em um sucesso, ela se liberta das plantas agarradoras e não é mais Restrito por elas.", "duration": "Até 1 minuto", - "id": 654, + "id": "b0e93878-e27c-4634-93d0-8fdcfb5706a3", "level": 1, "locations": [ { @@ -18817,7 +18817,7 @@ "concentration": true, "desc": "Você tece uma sequência de palavras que distraem, fazendo com que criaturas de sua escolha que você possa ver dentro do alcance façam um teste de resistência de Sabedoria. Qualquer criatura que você ou seus companheiros estejam lutando automaticamente obtém sucesso neste teste. Em um teste falho, o alvo tem uma penalidade de −10 em testes de Sabedoria (Percepção) e Percepção Passiva até que a magia termine.", "duration": "Até 1 minuto", - "id": 655, + "id": "abf33066-2a5e-41ff-89dd-83b5f042af59", "level": 2, "locations": [ { @@ -18846,7 +18846,7 @@ "desc": "Você entra nas regiões de fronteira do Plano Etéreo, onde ele se sobrepõe ao seu plano atual. Você permanece na Fronteira Etérea pela duração. Durante esse tempo, você pode se mover em qualquer direção. Se você se mover para cima ou para baixo, cada pé de movimento custa um pé extra. Você pode perceber o plano que você deixou, que parece cinza, e você não pode ver nada lá a mais de 60 pés de distância. Enquanto estiver no Plano Etéreo, você pode afetar e ser afetado apenas por criaturas, objetos e efeitos naquele plano. Criaturas que não estão no Plano Etéreo não podem perceber ou interagir com você, a menos que uma característica lhes dê a habilidade de fazer isso. Quando a magia termina, você retorna ao plano que você deixou no local que corresponde ao seu espaço na Fronteira Etérea. Se você aparecer em um espaço ocupado, você é desviado para o espaço desocupado mais próximo e recebe dano de Força igual ao dobro do número de pés que você é movido. Esta magia termina instantaneamente se você conjurá-la enquanto estiver no Plano Etéreo ou em um plano que não faça fronteira com ele, como um dos Planos Exteriores.", "duration": "Até 8 horas", "higher_level": "Você pode escolher até três criaturas dispostas (incluindo você mesmo) para cada nível de espaço de magia acima de 7. As criaturas devem estar a até 3 metros de você quando você conjurar a magia.", - "id": 656, + "id": "5896762d-3011-4c5b-be94-885e72f1f95f", "level": 7, "locations": [ { @@ -18872,7 +18872,7 @@ "concentration": true, "desc": "Tentáculos de ébano se contorcendo preenchem um quadrado de 20 pés no chão que você pode ver dentro do alcance. Durante a duração, esses tentáculos transformam o chão naquela área em Terreno Difícil. Cada criatura naquela área faz um teste de resistência de Força. Em um teste falho, ela sofre 3d6 de dano de Concussão e tem a condição Restrito até que a magia termine. Uma criatura também faz esse teste se entrar na área ou terminar seu turno lá. Uma criatura faz esse teste apenas uma vez por turno. Uma criatura Restrito pode fazer uma ação para fazer um teste de Força (Atletismo) contra sua CD de resistência à magia, terminando a condição em si mesma em um sucesso.", "duration": "Até 1 minuto", - "id": 657, + "id": "66b95914-bb02-45ab-aa21-81e3e2636e06", "level": 4, "locations": [ { @@ -18901,7 +18901,7 @@ "concentration": true, "desc": "Você realiza a ação de Disparar e, até que a magia termine, você pode realizar essa ação novamente como uma Ação Bônus.", "duration": "Até 10 minutos", - "id": 658, + "id": "446cab9e-e376-410f-9be2-9aaa3fb01665", "level": 1, "locations": [ { @@ -18929,7 +18929,7 @@ "concentration": true, "desc": "Durante a duração, seus olhos se tornam um vazio escuro. Uma criatura de sua escolha a até 60 pés de você que você possa ver deve ser bem-sucedida em um teste de resistência de Sabedoria ou será afetada por um dos seguintes efeitos de sua escolha durante a duração. Em cada um de seus turnos até que a magia termine, você pode realizar uma ação de Magia para escolher outra criatura como alvo, mas não pode escolher outra criatura novamente se ela tiver sido bem-sucedida em um teste de resistência contra esta conjuração da magia. Adormecido. O alvo tem a condição Inconsciente. Ele acorda se sofrer algum dano ou se outra criatura realizar uma ação para sacudi-lo para acordá-lo. Em pânico. O alvo tem a condição Assustado. Em cada um de seus turnos, o alvo Assustado deve realizar a ação Disparada e se afastar de você pela rota mais segura e curta disponível. Se o alvo se mover para um espaço a pelo menos 60 pés de distância de você, onde não possa vê-lo, este efeito termina. Enjoado. O alvo tem a condição Envenenado.", "duration": "Até 1 minuto", - "id": 659, + "id": "5a6c4825-ce2e-469a-8d4e-5b34b48b85f7", "level": 6, "locations": [ { @@ -18954,7 +18954,7 @@ ], "desc": "Você converte matérias-primas em produtos do mesmo material. Por exemplo, você pode fabricar uma ponte de madeira de um aglomerado de árvores, uma corda de um pedaço de cânhamo ou roupas de linho ou lã. Escolha matérias-primas que você possa ver dentro do alcance. Você pode fabricar um objeto Grande ou menor (contido em um Cubo de 10 pés ou oito Cubos conectados de 5 pés) dada uma quantidade suficiente de material. Se você estiver trabalhando com metal, pedra ou outra substância mineral, no entanto, o objeto fabricado não pode ser maior que Médio (contido em um Cubo de 5 pés). A qualidade de quaisquer objetos fabricados é baseada na qualidade das matérias-primas. Criaturas e itens mágicos não podem ser criados por esta magia. Você também não pode usá-la para criar itens que exijam um alto grau de habilidade — como armas e armaduras — a menos que você tenha proficiência com o tipo de Ferramentas de Artesão usadas para criar tais objetos.", "duration": "Instantâneo", - "id": 660, + "id": "338f094a-0dee-4e87-b517-0fb0a8210f3f", "level": 4, "locations": [ { @@ -18980,7 +18980,7 @@ "concentration": true, "desc": "Objetos em um Cubo de 20 pés dentro do alcance são contornados em luz azul, verde ou violeta (sua escolha). Cada criatura no Cubo também é contornada se falhar em um teste de resistência de Destreza. Durante a duração, objetos e criaturas afetadas lançam Luz Penumbra em um raio de 10 pés e não podem se beneficiar da condição Invisível. Rolagens de ataque contra uma criatura ou objeto afetado têm Vantagem se o atacante puder vê-lo.", "duration": "Até 1 minuto", - "id": 661, + "id": "d54e7666-907b-4ab0-984e-674a3090a876", "level": 1, "locations": [ { @@ -19008,7 +19008,7 @@ "desc": "Você ganha 2d4 + 4 Pontos de Vida Temporários.", "duration": "Instantâneo", "higher_level": "Você ganha 5 Pontos de Vida Temporários adicionais para cada nível de magia acima de 1.", - "id": 662, + "id": "4e7604e1-74ec-41ef-9c05-d5d98510a832", "level": 1, "locations": [ { @@ -19038,7 +19038,7 @@ "concentration": true, "desc": "Cada criatura em um Cone de 30 pés deve ter sucesso em um teste de resistência de Sabedoria ou largar o que estiver segurando e ter a condição Amedrontado pela duração. Uma criatura Amedrontada realiza a ação Disparada e se afasta de você pela rota mais segura em cada um de seus turnos, a menos que não haja para onde se mover. Se a criatura terminar seu turno em um espaço onde não tenha linha de visão para você, a criatura faz um teste de resistência de Sabedoria. Em um teste bem-sucedido, a magia termina naquela criatura.", "duration": "Até 1 minuto", - "id": 663, + "id": "e27e846b-504f-45a4-808b-886c3feec416", "level": 3, "locations": [ { @@ -19066,7 +19066,7 @@ ], "desc": "Escolha até cinco criaturas em queda dentro do alcance. A taxa de descida de uma criatura em queda diminui para 60 pés por rodada até que a magia termine. Se uma criatura pousar antes que a magia termine, a criatura não sofre dano da queda, e a magia termina para aquela criatura.", "duration": "1 minuto", - "id": 664, + "id": "dee176f7-9d20-4d17-9e59-29cfcd9f7bd9", "level": 1, "locations": [ { @@ -19095,7 +19095,7 @@ ], "desc": "Você toca uma criatura disposta e a coloca em um estado cataléptico que é indistinguível da morte. Durante a duração, o alvo parece morto para inspeção externa e para magias usadas para determinar o status do alvo. O alvo tem as condições Blinded e Incapacitated, e sua Velocidade é 0. O alvo também tem Resistance a todos os danos, exceto dano Psíquico, e tem Immunity à condição Poisoned.", "duration": "1 hora", - "id": 665, + "id": "bf4dd8cf-602d-4566-a1de-bbe3cc3cb79d", "level": 3, "locations": [ { @@ -19121,7 +19121,7 @@ ], "desc": "Você ganha o serviço de um familiar, um espírito que assume uma forma animal que você escolher: Morcego, Gato, Sapo, Falcão, Lagarto, Polvo, Coruja, Rato, Corvo, Aranha, Doninha ou outra Besta que tenha uma Classificação de Desafio de 0. Aparecendo em um espaço desocupado dentro do alcance, o familiar tem as estatísticas da forma escolhida (veja o apêndice B), embora seja um Celestial, Fey ou Demônio (sua escolha) em vez de uma Besta. Seu familiar age independentemente de você, mas obedece aos seus comandos. Conexão Telepática. Enquanto seu familiar estiver a 100 pés de você, você pode se comunicar com ele telepaticamente. Além disso, como uma Ação Bônus, você pode ver através dos olhos do familiar e ouvir o que ele ouve até o início do seu próximo turno, ganhando os benefícios de quaisquer sentidos especiais que ele tenha. Finalmente, quando você conjura uma magia com um alcance de toque, seu familiar pode entregar o toque. Seu familiar deve estar a 100 pés de você, e deve levar uma Reação para entregar o toque quando você conjura a magia. Combate. O familiar é um aliado para você e seus aliados. Ele rola sua própria Iniciativa e age em seu próprio turno. Um familiar não pode atacar, mas pode realizar outras ações normalmente. Desaparecimento do Familiar. Quando o familiar cai para 0 Pontos de Vida, ele desaparece. Ele reaparece depois que você conjurar esta magia novamente. Como uma ação de Magia, você pode dispensar temporariamente o familiar para uma dimensão de bolso. Alternativamente, você pode dispensá-lo para sempre. Como uma ação de Magia enquanto ele estiver temporariamente dispensado, você pode fazê-lo reaparecer em um espaço desocupado a até 30 pés de você. Sempre que o familiar cai para 0 Pontos de Vida ou desaparece na dimensão de bolso, ele deixa para trás em seu espaço qualquer coisa que estava vestindo ou carregando. Apenas um Familiar. Você não pode ter mais de um familiar por vez. Se você conjurar esta magia enquanto tiver um familiar, você fará com que ele adote uma nova forma elegível.", "duration": "Instantâneo", - "id": 666, + "id": "5d0a52b9-3768-4963-b12a-8654d3e14e87", "level": 1, "locations": [ { @@ -19147,7 +19147,7 @@ "desc": "Você invoca um ser sobrenatural que aparece como um corcel leal em um espaço desocupado de sua escolha dentro do alcance. Esta criatura usa o bloco de estatísticas Corcel Sobrenatural. Se você já tem um corcel desta magia, o corcel é substituído pelo novo. O corcel se assemelha a um animal Grande e montável de sua escolha, como um cavalo, um camelo, um lobo terrível ou um alce. Sempre que você conjura a magia, escolha o tipo de criatura do corcel — Celestial, Feérico ou Demônio — que determina certas características no bloco de estatísticas. Combate. O corcel é um aliado para você e seus aliados. Em combate, ele compartilha sua contagem de Iniciativa e funciona como uma montaria controlada enquanto você o monta (conforme definido nas regras de combate montado). Se você tem a condição Incapacitado, o corcel faz seu turno imediatamente após o seu e age de forma independente, focando em proteger você. Desaparecimento do Corcel. O corcel desaparece se cair para 0 Pontos de Vida ou se você morrer. Quando ele desaparece, ele deixa para trás tudo o que estava vestindo ou carregando. Se você conjurar esta magia novamente, você decide se invoca o corcel que desapareceu ou um diferente. Grande Celestial, Fey ou Fiend (Sua Escolha), Neutro CA 10 + 1 por nível da magia PV 5 + 10 por nível da magia (o corcel tem um número de Dados de Vida [d10s] igual ao nível da magia) Velocidade 60 pés, Voar 60 pés (requer magia de nível 4+) Mod Save 18 +4 +4 12 +1 +1 14 +2 +2 Mod Save 6 −2 −2 12 +1 +1 8 −1 −1 Sentidos Percepção Passiva 11 Idiomas Telepatia 1 milha (funciona somente com você) ND Nenhum (XP 0; PB é igual ao seu Bônus de Proficiência) Traços Vínculo de Vida. Quando você recupera Pontos de Vida de uma magia de nível 1+, o corcel recupera o mesmo número de Pontos de Vida se você estiver a 5 pés dele. Ações Batida Sobrenatural. Rolagem de Ataque Corpo a Corpo: Bônus igual ao seu modificador de ataque mágico, alcance 5 pés. Acerto: 1d8 mais o nível da magia de dano Radiante (Celestial), Psíquico (Feérico) ou Necrótico (Demônio). Ações Bônus Olhar Caidor (Somente Demônio; Recarrega após um Longo Descanso). Teste de Resistência de Sabedoria: CD igual ao seu CD de resistência mágica, uma criatura a até 60 pés que o corcel possa ver. Falha: O alvo tem a condição Amedrontado até o final do seu próximo turno. Passo Feérico (Somente Feérico; Recarrega após um Longo Descanso). O corcel se teletransporta, junto com seu cavaleiro, para um espaço desocupado de sua escolha a até 60 pés de distância dele. Toque de Cura (Somente Celestial; Recarrega após um Longo Descanso). Uma criatura a até 5 pés do corcel recupera um número de Pontos de Vida igual a 2d8 mais o nível da magia.", "duration": "Instantâneo", "higher_level": "Use o nível do slot de magia para o nível da magia no bloco de estatísticas.", - "id": 667, + "id": "07902dcf-df22-4d89-acc5-3d92de0458b9", "level": 2, "locations": [ { @@ -19175,7 +19175,7 @@ "concentration": true, "desc": "Você sente magicamente a rota física mais direta para um local que você nomeia. Você deve estar familiarizado com o local, e a magia falha se você nomear um destino em outro plano de existência, um destino móvel (como uma fortaleza móvel) ou um destino não específico (como "o covil de um dragão verde"). Durante a duração, enquanto você estiver no mesmo plano de existência que o destino, você sabe o quão longe ele está e em que direção ele está. Sempre que você enfrentar uma escolha de caminhos ao longo do caminho até lá, você sabe qual caminho é o mais direto.", "duration": "Até 1 dia", - "id": 668, + "id": "97075bc0-a7a1-4a08-9177-e99e9dae485c", "level": 6, "locations": [ { @@ -19202,7 +19202,7 @@ ], "desc": "Você sente qualquer armadilha dentro do alcance que esteja dentro da linha de visão. Uma armadilha, para o propósito desta magia, inclui qualquer objeto ou mecanismo que foi criado para causar dano ou outro perigo. Assim, a magia sentiria a magia Alarme ou Glifo de Proteção ou uma armadilha de fosso mecânica, mas não revelaria uma fraqueza natural no chão, um teto instável ou um buraco escondido. Esta magia revela que uma armadilha está presente, mas não sua localização. Você aprende a natureza geral do perigo representado por uma armadilha que você sente.", "duration": "Instantâneo", - "id": 669, + "id": "c425c59b-b512-4ba6-b4f3-4c382fea64f6", "level": 2, "locations": [ { @@ -19228,7 +19228,7 @@ ], "desc": "Você libera energia negativa em direção a uma criatura que você pode ver dentro do alcance. O alvo faz um teste de resistência de Constituição, sofrendo 7d8 + 30 de dano Necrótico em um teste falho ou metade do dano em um teste bem-sucedido. Um Humanoide morto por esta magia se levanta no início do seu próximo turno como um Zumbi (veja o apêndice B) que segue suas ordens verbais.", "duration": "Instantâneo", - "id": 670, + "id": "562672c5-0f9a-4b26-a34c-65f0987c79bb", "level": 7, "locations": [ { @@ -19255,7 +19255,7 @@ "desc": "Um raio brilhante brilha de você para um ponto que você escolher dentro do alcance e então floresce com um rugido baixo em uma explosão de fogo. Cada criatura em uma Esfera de 20 pés de raio centrada naquele ponto faz um teste de resistência de Destreza, sofrendo 8d6 de dano de Fogo em uma falha ou metade do dano em uma bem-sucedida. Objetos inflamáveis na área que não estão sendo vestidos ou carregados começam a queimar.", "duration": "Instantâneo", "higher_level": "O dano aumenta em 1d6 para cada nível de magia acima de 3.", - "id": 671, + "id": "6f323fa2-284a-4217-b217-bf2627385f14", "level": 3, "locations": [ { @@ -19283,7 +19283,7 @@ "desc": "Você arremessa um grão de fogo em uma criatura ou objeto dentro do alcance. Faça um ataque mágico à distância contra o alvo. Em um acerto, o alvo recebe 1d10 de dano de Fogo. Um objeto inflamável atingido por esta magia começa a queimar se não estiver sendo usado ou carregado.", "duration": "Instantâneo", "higher_level": "O dano aumenta em 1d10 quando você atinge os níveis 5 (2d10), 11 (3d10) e 17 (4d10).", - "id": 672, + "id": "c37e4078-7567-46d2-ae95-d052c2434f7d", "level": 0, "locations": [ { @@ -19310,7 +19310,7 @@ ], "desc": "Chamas tênues envolvem seu corpo durante a duração, espalhando Luz Brilhante em um raio de 10 pés e Luz Fraca por mais 10 pés. As chamas fornecem um escudo quente ou um escudo frio, como você escolher. O escudo quente concede a você Resistência a dano de Frio, e o escudo frio concede a você Resistência a dano de Fogo. Além disso, sempre que uma criatura a até 5 pés de você o atingir com uma jogada de ataque corpo a corpo, o escudo irrompe com chamas. O atacante recebe 2d8 de dano de Fogo de um escudo quente ou 2d8 de dano de Frio de um escudo frio.", "duration": "10 minutos", - "id": 673, + "id": "10626fe5-fc3d-4ab1-8f21-52efac642dd9", "level": 4, "locations": [ { @@ -19337,7 +19337,7 @@ ], "desc": "Uma tempestade de fogo aparece dentro do alcance. A área da tempestade consiste em até dez Cubos de 10 pés, que você organiza como quiser. Cada Cubo deve ser contíguo a pelo menos um outro Cubo. Cada criatura na área faz um teste de resistência de Destreza, sofrendo 7d10 de dano de Fogo em uma falha ou metade do dano em uma bem-sucedida. Objetos inflamáveis na área que não estão sendo vestidos ou carregados começam a queimar.", "duration": "Instantâneo", - "id": 674, + "id": "2ccc47b4-f7e8-4f0a-a42c-76903525f231", "level": 7, "locations": [ { @@ -19365,7 +19365,7 @@ "desc": "Você evoca uma lâmina flamejante em sua mão livre. A lâmina é similar em tamanho e formato a uma cimitarra, e dura pela duração. Se você soltar a lâmina, ela desaparece, mas você pode evocá-la novamente como uma Ação Bônus. Como uma ação Mágica, você pode fazer um ataque mágico corpo a corpo com a lâmina flamejante. Em um acerto, o alvo recebe dano de Fogo igual a 3d6 mais seu modificador de habilidade de conjuração. A lâmina flamejante emite Luz Brilhante em um raio de 10 pés e Luz Penumbra por mais 10 pés.", "duration": "Até 10 minutos", "higher_level": "O dano aumenta em 1d6 para cada nível de magia acima de 2.", - "id": 675, + "id": "e4cd708c-d3bb-49e9-93d4-a1624ccfa26c", "level": 2, "locations": [ { @@ -19392,7 +19392,7 @@ "desc": "Uma coluna vertical de fogo brilhante ruge de cima. Cada criatura em um Cilindro de 10 pés de raio e 40 pés de altura centrado em um ponto dentro do alcance faz um teste de resistência de Destreza, sofrendo 5d6 de dano de Fogo e 5d6 de dano de Radiante em uma falha ou metade do dano em um sucesso.", "duration": "Instantâneo", "higher_level": "O dano de Fogo e o dano Radiante aumentam em 1d6 para cada nível de magia acima de 5.", - "id": 676, + "id": "7516a4bf-ae60-4115-8bbc-d51a234b52b3", "level": 5, "locations": [ { @@ -19422,7 +19422,7 @@ "desc": "Você cria uma esfera de fogo de 1,5 m de diâmetro em um espaço desocupado no chão dentro do alcance. Ela dura pela duração. Qualquer criatura que termine seu turno a 1,5 m da esfera faz um teste de resistência de Destreza, sofrendo 2d6 de dano de Fogo em uma falha ou metade do dano em uma bem-sucedida. Como uma Ação Bônus, você pode mover a esfera até 9 m, rolando-a pelo chão. Se você mover a esfera para o espaço de uma criatura, essa criatura faz o teste de resistência contra a esfera, e a esfera para de se mover pelo turno. Quando você move a esfera, você pode direcioná-la sobre barreiras de até 1,5 m de altura e saltá-la sobre fossos de até 3 m de largura. Objetos inflamáveis que não estão sendo usados ou carregados começam a queimar se tocados pela esfera, e ela emite Luz Brilhante em um raio de 6 m e Luz Fraca por mais 6 m.", "duration": "Até 1 minuto", "higher_level": "O dano aumenta em 1d6 para cada nível de magia acima de 2.", - "id": 677, + "id": "e50be0f3-59d0-40a7-a660-4ee191517ddb", "level": 2, "locations": [ { @@ -19451,7 +19451,7 @@ "concentration": true, "desc": "Você tenta transformar uma criatura que você pode ver dentro do alcance em pedra. O alvo faz um teste de resistência de Constituição. Em um teste de resistência falho, ele tem a condição Restrito pela duração. Em um teste de resistência bem-sucedido, sua Velocidade é 0 até o início do seu próximo turno. Construtos são automaticamente bem-sucedidos no teste de resistência. Um alvo Restrito faz outro teste de resistência de Constituição no final de cada um dos seus turnos. Se ele tiver sucesso em seu teste de resistência contra esta magia três vezes, a magia termina. Se ele falhar em seus testes de resistência três vezes, ele é transformado em pedra e tem a condição Petrificado pela duração. Os sucessos e falhas não precisam ser consecutivos; mantenha o controle de ambos até que o alvo colete três de um tipo. Se você mantiver sua Concentração nesta magia por toda a duração possível, o alvo é Petrificado até que a condição seja encerrada por Restauração Maior ou magia similar.", "duration": "Até 1 minuto", - "id": 678, + "id": "abd8daee-aa93-47fa-8376-79521e57b6c1", "level": 6, "locations": [ { @@ -19482,7 +19482,7 @@ "desc": "Você toca uma criatura disposta. Durante a duração, o alvo ganha uma Velocidade de Voo de 60 pés e pode pairar. Quando a magia termina, o alvo cai se ainda estiver no ar, a menos que possa parar a queda.", "duration": "Até 10 minutos", "higher_level": "Você pode escolher uma criatura adicional para cada nível de espaço de magia acima de 3.", - "id": 679, + "id": "d5bf68cb-7a7a-437f-a60e-7a4ad70a1e41", "level": 3, "locations": [ { @@ -19512,7 +19512,7 @@ "desc": "Você cria uma Esfera de neblina de 20 pés de raio centrada em um ponto dentro do alcance. A Esfera é Pesadamente Obscura. Ela dura pela duração ou até que um vento forte (como um criado por Rajada de Vento) a disperse.", "duration": "Até 1 hora", "higher_level": "O raio da neblina aumenta em 6 metros para cada nível de magia acima de 1.", - "id": 680, + "id": "00fc823e-530f-49ea-8c52-77e3488aa6f8", "level": 1, "locations": [ { @@ -19537,7 +19537,7 @@ ], "desc": "Você cria uma proteção contra viagens mágicas que protege até 40.000 pés quadrados de espaço no chão a uma altura de 30 pés acima do chão. Durante a duração, as criaturas não podem se teletransportar para a área ou usar portais, como aqueles criados pela magia Portal, para entrar na área. A magia torna a área à prova de viagens planares e, portanto, impede que criaturas acessem a área por meio do Plano Astral, do Plano Etéreo, do Feywild, do Shadowfell ou da magia Mudança de Plano. Além disso, a magia causa dano a tipos de criaturas que você escolher ao conjurá-la. Escolha um ou mais dos seguintes: Aberrações, Celestiais, Elementais, Feéricos, Demônios e Mortos-vivos. Quando uma criatura de um tipo escolhido entra na área da magia pela primeira vez em um turno ou termina seu turno lá, a criatura recebe 5d10 de dano Radiante ou Necrótico (sua escolha ao conjurar esta magia). Você pode designar uma senha ao conjurar a magia. Uma criatura que fala a senha ao entrar na área não sofre dano da magia. A área da magia não pode se sobrepor à área de outra magia Forbiddance. Se você conjurar Forbiddance todos os dias por 30 dias no mesmo local, a magia dura até ser dissipada, e os componentes materiais são consumidos na última conjuração.", "duration": "1 dia", - "id": 681, + "id": "0e69f782-ec05-4e51-ba94-f84f0e6ee4a9", "level": 6, "locations": [ { @@ -19566,7 +19566,7 @@ "concentration": true, "desc": "Uma prisão imóvel, invisível, em forma de cubo, composta de força mágica, surge em torno de uma área que você escolher dentro do alcance. A prisão pode ser uma gaiola ou uma caixa sólida, como você escolher. Uma prisão em forma de gaiola pode ter até 20 pés de lado e é feita de barras de 1/2 polegada de diâmetro espaçadas de 1/2 polegada. Uma prisão em forma de caixa pode ter até 10 pés de lado, criando uma barreira sólida que impede qualquer matéria de passar por ela e bloqueando quaisquer magias lançadas para dentro ou para fora da área. Quando você lança a magia, qualquer criatura que esteja completamente dentro da área da gaiola fica presa. Criaturas apenas parcialmente dentro da área, ou aquelas muito grandes para caber dentro dela, são empurradas para longe do centro da área até que estejam completamente fora dela. Uma criatura dentro da gaiola não pode deixá-la por meios não mágicos. Se a criatura tentar usar teletransporte ou viagem interplanar para sair, ela deve primeiro fazer um teste de resistência de Carisma. Em um teste bem-sucedido, a criatura pode usar essa magia para sair da gaiola. Em uma falha na defesa, a criatura não sai da gaiola e desperdiça a magia ou efeito. A gaiola também se estende para o Plano Etéreo, bloqueando a viagem etérea. Esta magia não pode ser dissipada por Dispel Magic.", "duration": "Até 1 hora", - "id": 682, + "id": "3a9ea88e-8bc0-4f48-b7cd-3cc41de9ed35", "level": 7, "locations": [ { @@ -19595,7 +19595,7 @@ ], "desc": "Você toca uma criatura disposta e concede uma habilidade limitada de ver o futuro imediato. Durante a duração, o alvo tem Vantagem em Testes D20, e outras criaturas têm Desvantagem em jogadas de ataque contra ele. A magia termina mais cedo se você conjurá-la novamente.", "duration": "8 horas", - "id": 683, + "id": "efbf893e-5d03-43df-9c27-e8be261ea43f", "level": 9, "locations": [ { @@ -19622,7 +19622,7 @@ "concentration": true, "desc": "Uma luz fria envolve seu corpo pela duração, emitindo Luz Brilhante em um raio de 20 pés e Luz Fraca por mais 20 pés. Até que a magia termine, você tem Resistência a dano Radiante, e seus ataques corpo a corpo causam 2d6 de dano Radiante extra em um acerto. Além disso, imediatamente após você receber dano de uma criatura que você pode ver a até 60 pés de você, você pode fazer uma Reação para forçar a criatura a fazer um teste de resistência de Constituição. Em uma falha, a criatura tem a condição Cego até o final do seu próximo turno.", "duration": "Até 10 minutos", - "id": 684, + "id": "230a8a3d-7172-4f3a-b99d-4c520d963151", "level": 4, "locations": [ { @@ -19652,7 +19652,7 @@ "desc": "Você toca uma criatura disposta. Durante a duração, o movimento do alvo não é afetado por Terreno Difícil, e magias e outros efeitos mágicos não podem reduzir a Velocidade do alvo nem fazer com que o alvo tenha as condições Paralisado ou Restrito. O alvo também tem uma Velocidade de Natação igual à sua Velocidade. Além disso, o alvo pode gastar 1,5 m de movimento para escapar automaticamente de restrições não mágicas, como algemas ou uma criatura impondo a condição Agarrado a ele.", "duration": "1 hora", "higher_level": "Você pode escolher uma criatura adicional para cada nível de espaço de magia acima de 4.", - "id": 685, + "id": "76b9a214-86a2-467a-b908-cfd915d5556d", "level": 4, "locations": [ { @@ -19681,7 +19681,7 @@ "concentration": true, "desc": "Você magicamente emana um senso de amizade em direção a uma criatura que você pode ver dentro do alcance. O alvo deve ter sucesso em um teste de resistência de Sabedoria ou ter a condição Encantado pela duração. O alvo tem sucesso automaticamente se não for um Humanoide, se você estiver lutando contra ele, ou se você tiver conjurado esta magia nele nas últimas 24 horas. A magia termina mais cedo se o alvo sofrer dano ou se você fizer uma jogada de ataque, causar dano, ou forçar alguém a fazer um teste de resistência. Quando a magia termina, o alvo sabe que foi Encantado por você.", "duration": "Até 1 minuto", - "id": 686, + "id": "3014a3b9-cc0b-4e60-98f5-687feedce751", "level": 0, "locations": [ { @@ -19711,7 +19711,7 @@ "desc": "Uma criatura disposta que você toca muda de forma, junto com tudo o que ela está vestindo e carregando, para uma nuvem enevoada pela duração. A magia termina no alvo se ele cair para 0 Pontos de Vida ou se ele fizer uma ação de Magia para terminar a magia em si mesmo. Enquanto estiver nessa forma, o único método de movimento do alvo é uma Velocidade de Voo de 10 pés, e ele pode pairar. O alvo pode entrar e ocupar o espaço de outra criatura. O alvo tem Resistência a danos de Concussão, Perfuração e Corte; ele tem Imunidade à condição Prone; e tem Vantagem em testes de resistência de Força, Destreza e Constituição. O alvo pode passar por aberturas estreitas, mas trata líquidos como se fossem superfícies sólidas. O alvo não pode falar ou manipular objetos, e quaisquer objetos que ele estivesse carregando ou segurando não podem ser derrubados, usados ou interagidos de outra forma. Finalmente, o alvo não pode atacar ou conjurar magias.", "duration": "Até 1 hora", "higher_level": "Você pode escolher uma criatura adicional para cada nível de espaço de magia acima de 3.", - "id": 687, + "id": "c9c3a023-f4d0-4d7d-9996-e0fce1bd2a2b", "level": 3, "locations": [ { @@ -19741,7 +19741,7 @@ "concentration": true, "desc": "Você conjura um portal que liga um espaço desocupado que você pode ver dentro do alcance a um local preciso em um plano de existência diferente. O portal é uma abertura circular, que você pode fazer de 5 a 20 pés de diâmetro. Você pode orientar o portal em qualquer direção que escolher. O portal dura pela duração, e o destino do portal é visível através dele. O portal tem uma frente e uma parte de trás em cada plano onde aparece. Viajar através do portal só é possível movendo-se através de sua frente. Qualquer coisa que faça isso é instantaneamente transportada para o outro plano, aparecendo no espaço desocupado mais próximo do portal. Divindades e outros governantes planares podem impedir que portais criados por esta magia se abram em sua presença ou em qualquer lugar dentro de seus domínios. Quando você conjura esta magia, você pode falar o nome de uma criatura específica (um pseudônimo, título ou apelido não funcionam). Se essa criatura estiver em um plano diferente daquele em que você está, o portal abre ao lado da criatura nomeada e a transporta para o espaço desocupado mais próximo do seu lado do portal. Você não ganha nenhum poder especial sobre a criatura, e ela é livre para agir como o Mestre julgar apropriado. Ela pode ir embora, atacar você ou ajudar você.", "duration": "Até 1 minuto", - "id": 688, + "id": "9ab5c12d-85c6-4f4f-8e63-35682c83fcba", "level": 9, "locations": [ { @@ -19770,7 +19770,7 @@ "desc": "Você dá um comando verbal a uma criatura que você pode ver dentro do alcance, ordenando que ela realize algum serviço ou se abstenha de uma ação ou curso de atividade conforme você decidir. O alvo deve ter sucesso em um teste de resistência de Sabedoria ou ter a condição Encantado pela duração. O alvo obtém sucesso automaticamente se não conseguir entender seu comando. Enquanto Encantado, a criatura sofre 5d10 de dano Psíquico se agir de uma maneira diretamente contrária ao seu comando. Ela sofre esse dano não mais do que uma vez por dia. Você pode emitir qualquer comando que escolher, exceto uma atividade que resultaria em morte certa. Se você emitir um comando suicida, a magia termina. Uma magia Remover Maldição, Restauração Maior ou Desejo termina esta magia.", "duration": "30 dias", "higher_level": "Se você usar um slot de magia de nível 7 ou 8, a duração é de 365 dias. Se você usar um slot de magia de nível 9, a magia dura até ser finalizada por uma das magias mencionadas acima.", - "id": 689, + "id": "ce70a606-70ac-4538-8f64-47bb2a0a8572", "level": 5, "locations": [ { @@ -19797,7 +19797,7 @@ ], "desc": "Você toca em um cadáver ou outros restos mortais. Durante a duração, o alvo é protegido da decomposição e não pode se tornar morto-vivo. A magia também estende efetivamente o limite de tempo para ressuscitar o alvo dos mortos, já que dias passados sob a influência desta magia não contam contra o limite de tempo de magias como Ressuscitar Morto.", "duration": "10 dias", - "id": 690, + "id": "37e983b9-d05c-4c56-b437-a45bc14d28bf", "level": 2, "locations": [ { @@ -19824,7 +19824,7 @@ "desc": "Você invoca uma centopeia gigante, aranha ou vespa (escolhida quando você conjura a magia). Ela se manifesta em um espaço desocupado que você pode ver dentro do alcance e usa o bloco de estatísticas Inseto Gigante. A forma que você escolher determina certos detalhes em seu bloco de estatísticas. A criatura desaparece quando cai para 0 Pontos de Vida ou quando a magia termina.\n\nA criatura é uma aliada sua e de seus aliados. Em combate, a criatura compartilha sua contagem de Iniciativa, mas ela faz seu turno imediatamente após o seu. Ela obedece seus comandos verbais (nenhuma ação necessária de sua parte). Se você não emitir nenhum, ela faz a ação Esquivar e usa seu movimento para evitar o perigo.\n\nBesta Grande, Desalinhada\n\nCA 11 + o nível da magia\n\nPV 30 + 10 para cada nível da magia acima de 4\n\nVelocidade 40 pés, Escalar 40 pés, Voar 40 pés (somente Vespa)\n\n Mod Save 17 +3 +3\n13 +1 +1\n5 +2 +2\n\n Mod Save\n4 −3 −3\n14 +2 +2\n3 −4 −4\n\nSentidos Visão no Escuro 60 pés, Percepção Passiva 12\n\nIdiomas Entende os idiomas que você conhece\n\nND Nenhum (XP 0; PB é igual ao seu Bônus de Proficiência)\n\nTraços\n\nAranha Escalar. O inseto pode escalar superfícies difíceis, incluindo tetos, sem precisar fazer um teste de habilidade.\n\nAções\n\nAtaques Múltiplos. O inseto faz um número de ataques igual à metade do nível desta magia (arredondado para baixo).\n\nJab Venenoso. Rolagem de Ataque Corpo a Corpo: Bônus igual ao seu modificador de ataque de magia, alcance 10 pés. Acerto: 1d6 + 3 mais o dano de Perfuração do nível da magia mais 1d4 de dano de Veneno.\n\nRaio de Teia (Somente Aranha). Rolagem de Ataque à Distância: Bônus igual ao seu modificador de ataque de magia, alcance 60 pés. Acerto: 1d10 + 3 mais o dano de Concussão do nível da magia, e a Velocidade do alvo é reduzida a 0 até o início do próximo turno do inseto.\n\nAções Bônus\n\nVomitar Venenoso (Somente Centopeia). Teste de Resistência de Constituição: Sua CD de resistência de magia, uma criatura que o inseto pode ver a até 10 pés. Falha: O alvo tem a condição Envenenado até o início do próximo turno do inseto.", "duration": "Até 10 minutos", "higher_level": "Use o nível do slot de magia para o nível da magia no bloco de estatísticas.", - "id": 691, + "id": "e5f1ac2c-4919-4fc5-82ad-103921a39ce2", "level": 4, "locations": [ { @@ -19848,7 +19848,7 @@ ], "desc": "Até que a magia termine, quando você fizer um teste de Carisma, você pode substituir o número rolado por 15. Além disso, não importa o que você diga, a magia que determinaria se você está dizendo a verdade indica que você está sendo sincero.", "duration": "1 hora", - "id": 692, + "id": "8bf320d1-c1f5-491d-a77f-b46637712c89", "level": 8, "locations": [ { @@ -19876,7 +19876,7 @@ "desc": "Uma barreira imóvel e brilhante aparece em uma Emanação de 10 pés ao seu redor e permanece durante a duração. Qualquer magia de nível 5 ou menor conjurada de fora da barreira não pode afetar nada dentro dela. Tal magia pode ter como alvo criaturas e objetos dentro da barreira, mas a magia não tem efeito sobre eles. Similarmente, a área dentro da barreira é excluída das áreas de efeito criadas por tais magias.", "duration": "Até 1 minuto", "higher_level": "A barreira bloqueia magias de 1 nível mais alto para cada nível de magia acima de 6.", - "id": 693, + "id": "8c709002-b128-4dde-8c55-79ddf529d62a", "level": 6, "locations": [ { @@ -19906,7 +19906,7 @@ "desc": "Você inscreve um glifo que mais tarde libera um efeito mágico. Você o inscreve em uma superfície (como uma mesa ou uma parte do chão) ou dentro de um objeto que pode ser fechado (como um livro ou baú) para esconder o glifo. O glifo pode cobrir uma área não maior que 10 pés de diâmetro. Se a superfície ou objeto for movido mais de 10 pés de onde você conjurou esta magia, o glifo é quebrado e a magia termina sem ser acionada. O glifo é quase imperceptível e requer um teste bem-sucedido de Sabedoria (Percepção) contra sua CD de resistência à magia para ser notado. Quando você inscreve o glifo, você define seu gatilho e escolhe se é uma runa explosiva ou um glifo de magia, conforme explicado abaixo. Defina o Gatilho. Você decide o que aciona o glifo quando você conjura a magia. Para glifos inscritos em uma superfície, gatilhos comuns incluem tocar ou pisar no glifo, remover outro objeto que o cobre ou se aproximar a uma certa distância dele. Para glifos inscritos em um objeto, gatilhos comuns incluem abrir o objeto ou ver o glifo. Uma vez que um glifo é acionado, esta magia termina. Você pode refinar o gatilho para que apenas criaturas de certos tipos o ativem (por exemplo, o glifo pode ser definido para afetar Aberrações). Você também pode definir condições para criaturas que não acionam o glifo, como aquelas que dizem uma determinada senha. Runa Explosiva. Quando acionado, o glifo irrompe com energia mágica em uma Esfera de 20 pés de raio centrada no glifo. Cada criatura na área faz um teste de resistência de Destreza. Uma criatura sofre 5d8 de dano de Ácido, Frio, Fogo, Relâmpago ou Trovão (sua escolha ao criar o glifo) em uma falha na resistência ou metade do dano em uma bem-sucedida. Glifo de Magia. Você pode armazenar uma magia preparada de nível 3 ou inferior no glifo conjurando-a como parte da criação do glifo. A magia deve ter como alvo uma única criatura ou uma área. A magia sendo armazenada não tem efeito imediato quando conjurada dessa forma. Quando o glifo é acionado, a magia armazenada entra em vigor. Se a magia tiver um alvo, ela tem como alvo a criatura que acionou o glifo. Se a magia afetar uma área, a área será centralizada naquela criatura. Se a magia invocar criaturas hostis ou criar objetos ou armadilhas nocivas, elas aparecerão o mais perto possível do intruso e o atacarão. Se a magia exigir Concentração, ela durará até o fim de sua duração total.", "duration": "Até que seja dissipado ou acionado", "higher_level": "O dano de uma runa explosiva aumenta em 1d8 para cada nível de espaço de magia acima de 3. Se você criar um glifo de magia, poderá armazenar qualquer magia de até o mesmo nível do espaço de magia que você usar para o Glifo de Proteção.", - "id": 694, + "id": "4f4d6736-dbe3-4e85-b3b7-47d2366e54a9", "level": 3, "locations": [ { @@ -19933,7 +19933,7 @@ ], "desc": "Dez berries aparecem na sua mão e são infundidas com magia pela duração. Uma criatura pode realizar uma Ação Bônus para comer uma berries. Comer uma berries restaura 1 Ponto de Vida, e a berries fornece nutrição suficiente para sustentar uma criatura por um dia. berries não comidas desaparecem quando a magia termina.", "duration": "24 horas", - "id": 695, + "id": "16055856-99ce-4a96-9723-2b0886b9a53e", "level": 1, "locations": [ { @@ -19961,7 +19961,7 @@ "desc": "Você conjura uma videira que brota de uma superfície em um espaço desocupado que você pode ver dentro do alcance. A videira dura pela duração. Faça um ataque de magia corpo a corpo contra uma criatura a até 30 pés da videira. Em um acerto, o alvo sofre 4d8 de dano de Concussão e é puxado até 30 pés em direção à videira; se o alvo for Enorme ou menor, ele tem a condição Agarrado (CD de escape igual ao seu CD de resistência à magia). A videira pode agarrar apenas uma criatura por vez, e você pode fazer com que a videira libere uma criatura Agarrada (nenhuma ação necessária). Como uma Ação Bônus em seus turnos posteriores, você pode repetir o ataque contra uma criatura a até 30 pés da videira.", "duration": "Até 1 minuto", "higher_level": "O número de criaturas que a videira pode agarrar aumenta em um para cada nível de magia acima de 4.", - "id": 696, + "id": "3157a15b-83bc-492b-b723-f2d5b878d91b", "level": 4, "locations": [ { @@ -19988,7 +19988,7 @@ ], "desc": "Graxa não inflamável cobre o chão em um quadrado de 10 pés centralizado em um ponto dentro do alcance e o transforma em Terreno Difícil pela duração. Quando a graxa aparece, cada criatura parada em sua área deve ter sucesso em um teste de resistência de Destreza ou ter a condição Prone. Uma criatura que entra na área ou termina seu turno lá também deve ter sucesso naquele teste ou cai Prone.", "duration": "1 minuto", - "id": 697, + "id": "51b51fcd-26df-4f78-bf03-607eb8481cf9", "level": 1, "locations": [ { @@ -20016,7 +20016,7 @@ "concentration": true, "desc": "Uma criatura que você tocar terá a condição Invisível até que a magia termine.", "duration": "Até 1 minuto", - "id": 698, + "id": "80c745f0-5697-4239-9bba-65fe929b5987", "level": 4, "locations": [ { @@ -20044,9 +20044,9 @@ "S", "M" ], - "desc": "Você toca uma criatura e remove magicamente um dos seguintes efeitos dela:\n\n\u20221 nível de exaustão\n\u2022A condição Encantado ou Petrificado\n\u2022Uma maldição, incluindo a sintonização do alvo com um item mágico amaldiçoado\n\u2022Qualquer redução em um dos valores de habilidade do alvo\n\u2022Qualquer redução no máximo de Pontos de Vida do alvo", + "desc": "Você toca uma criatura e remove magicamente um dos seguintes efeitos dela:\n\n•1 nível de exaustão\n•A condição Encantado ou Petrificado\n•Uma maldição, incluindo a sintonização do alvo com um item mágico amaldiçoado\n•Qualquer redução em um dos valores de habilidade do alvo\n•Qualquer redução no máximo de Pontos de Vida do alvo", "duration": "Instantâneo", - "id": 699, + "id": "1bd40dc7-4088-43c5-a708-e7c6c7dfc47a", "level": 5, "locations": [ { @@ -20070,7 +20070,7 @@ ], "desc": "Um guardião espectral Grande aparece e paira pela duração em um espaço desocupado que você pode ver dentro do alcance. O guardião ocupa esse espaço e é invulnerável, e aparece em uma forma apropriada para sua divindade ou panteão. Qualquer inimigo que se mova para um espaço a até 10 pés do guardião pela primeira vez em um turno ou comece seu turno lá faz um teste de resistência de Destreza, sofrendo 20 de dano Radiante em um teste de resistência falho ou metade do dano em um teste bem-sucedido. O guardião desaparece quando causa um total de 60 de dano.", "duration": "8 horas", - "id": 700, + "id": "2e52ae81-bf52-4656-8dcb-c5cc03ba8b8e", "level": 4, "locations": [ { @@ -20094,9 +20094,9 @@ "S", "M" ], - "desc": "Você cria uma proteção que protege até 2.500 pés quadrados de espaço no chão. A área protegida pode ter até 20 pés de altura, e você a molda como um quadrado de 50 pés, cem quadrados de 5 pés que são contíguos, ou vinte e cinco quadrados de 10 pés que são contíguos. Quando você conjura esta magia, você pode especificar indivíduos que não são afetados pelos efeitos da magia. Você também pode especificar uma senha que, quando falada em voz alta a 5 pés da área protegida, torna o falante imune aos seus efeitos. A magia cria os efeitos abaixo dentro da área protegida. Dissipar Magia não tem efeito em Guardas e Proteções em si, mas cada um dos seguintes efeitos pode ser dissipado. Se todos os quatro forem dissipados, Guardas e Proteções termina. Se você conjurar a magia todos os dias por 365 dias na mesma área, a magia depois disso dura até que todos os seus efeitos sejam dissipados. Corredores. A névoa preenche todos os corredores protegidos, tornando-os Pesadamente Obscurecidos. Além disso, em cada intersecção ou passagem ramificada que oferece uma escolha de direção, há 50 por cento de chance de que uma criatura diferente de você acredite que está indo na direção oposta à que escolheu. Portas. Todas as portas na área protegida são magicamente trancadas, como se seladas pela magia Arcane Lock. Além disso, você pode cobrir até dez portas com uma ilusão para fazê-las parecerem seções simples de parede. Escadas. Teias preenchem todas as escadas na área protegida de cima para baixo, como na magia Web. Esses fios crescem novamente em 10 minutos se forem destruídos enquanto Guards and Wards durar. Outro efeito de magia. Coloque um dos seguintes efeitos mágicos dentro da área protegida:\n\n\u2022 Luzes dançantes em quatro corredores, com um programa simples que as luzes repetem enquanto durarem os guardas e enfermarias\n\u2022Magic Mouth em dois locais\n\u2022 Nuvem fedorenta em dois locais (os vapores retornam em 10 minutos se forem dispersos enquanto durarem os Guardas e Sentinelas)\n\u2022 Rajada de Vento em um corredor ou sala (o vento sopra continuamente enquanto o feitiço durar)\n\u2022Sugestão de um quadrado de 1,50m; qualquer criatura que entre nesse quadrado recebe a sugestão mentalmente", + "desc": "Você cria uma proteção que protege até 2.500 pés quadrados de espaço no chão. A área protegida pode ter até 20 pés de altura, e você a molda como um quadrado de 50 pés, cem quadrados de 5 pés que são contíguos, ou vinte e cinco quadrados de 10 pés que são contíguos. Quando você conjura esta magia, você pode especificar indivíduos que não são afetados pelos efeitos da magia. Você também pode especificar uma senha que, quando falada em voz alta a 5 pés da área protegida, torna o falante imune aos seus efeitos. A magia cria os efeitos abaixo dentro da área protegida. Dissipar Magia não tem efeito em Guardas e Proteções em si, mas cada um dos seguintes efeitos pode ser dissipado. Se todos os quatro forem dissipados, Guardas e Proteções termina. Se você conjurar a magia todos os dias por 365 dias na mesma área, a magia depois disso dura até que todos os seus efeitos sejam dissipados. Corredores. A névoa preenche todos os corredores protegidos, tornando-os Pesadamente Obscurecidos. Além disso, em cada intersecção ou passagem ramificada que oferece uma escolha de direção, há 50 por cento de chance de que uma criatura diferente de você acredite que está indo na direção oposta à que escolheu. Portas. Todas as portas na área protegida são magicamente trancadas, como se seladas pela magia Arcane Lock. Além disso, você pode cobrir até dez portas com uma ilusão para fazê-las parecerem seções simples de parede. Escadas. Teias preenchem todas as escadas na área protegida de cima para baixo, como na magia Web. Esses fios crescem novamente em 10 minutos se forem destruídos enquanto Guards and Wards durar. Outro efeito de magia. Coloque um dos seguintes efeitos mágicos dentro da área protegida:\n\n• Luzes dançantes em quatro corredores, com um programa simples que as luzes repetem enquanto durarem os guardas e enfermarias\n•Magic Mouth em dois locais\n• Nuvem fedorenta em dois locais (os vapores retornam em 10 minutos se forem dispersos enquanto durarem os Guardas e Sentinelas)\n• Rajada de Vento em um corredor ou sala (o vento sopra continuamente enquanto o feitiço durar)\n•Sugestão de um quadrado de 1,50m; qualquer criatura que entre nesse quadrado recebe a sugestão mentalmente", "duration": "24 horas", - "id": 701, + "id": "e7ddc0b4-800d-42bf-987c-50800a14123a", "level": 6, "locations": [ { @@ -20124,7 +20124,7 @@ "concentration": true, "desc": "Você toca uma criatura disposta e escolhe uma perícia. Até que a magia termine, a criatura adiciona 1d4 a qualquer teste de habilidade usando a perícia escolhida.", "duration": "Até 1 minuto", - "id": 702, + "id": "8a4f4c13-0b3f-4308-9d80-ab77b6e5cdd0", "level": 0, "locations": [ { @@ -20149,7 +20149,7 @@ "desc": "Você arremessa um raio de luz em direção a uma criatura dentro do alcance. Faça um ataque mágico de longo alcance contra o alvo. Em um acerto, ele recebe 4d6 de dano Radiante, e a próxima jogada de ataque feita contra ele antes do fim do seu próximo turno tem Vantagem.", "duration": "1 rodada", "higher_level": "O dano aumenta em 1d6 para cada nível de magia acima de 1.", - "id": 703, + "id": "ea95447b-56b5-44fd-931e-b3cac141b212", "level": 1, "locations": [ { @@ -20178,7 +20178,7 @@ "concentration": true, "desc": "Uma Linha de vento forte de 60 pés de comprimento e 10 pés de largura explode de você em uma direção que você escolher durante a duração. Cada criatura na Linha deve ser bem-sucedida em um teste de resistência de Força ou será empurrada 15 pés para longe de você em uma direção seguindo a Linha. Uma criatura que termina seu turno na Linha deve fazer o mesmo teste. Qualquer criatura na Linha deve gastar 2 pés de movimento para cada 1 pé que se move ao se aproximar de você. A rajada dispersa gás ou vapor e apaga velas e chamas desprotegidas semelhantes na área. Ela faz com que chamas protegidas, como as de lanternas, dancem descontroladamente e tem 50 por cento de chance de apagá-las. Como uma Ação Bônus em seus turnos posteriores, você pode mudar a direção em que a Linha explode de você.", "duration": "Até 1 minuto", - "id": 704, + "id": "79d5a95b-9c7a-4f5d-b125-c2c4ef3041c8", "level": 2, "locations": [ { @@ -20203,7 +20203,7 @@ "desc": "Ao atingir a criatura, esta magia cria uma chuva de espinhos que brotam de sua arma de longo alcance ou munição. O alvo do ataque e cada criatura a até 1,5 m dele fazem um teste de resistência de Destreza, sofrendo 1d10 de dano Perfurante em uma falha ou metade do dano em uma bem-sucedida.", "duration": "Instantâneo", "higher_level": "O dano aumenta em 1d10 para cada nível de magia acima de 1.", - "id": 705, + "id": "7d3d17fd-26f5-4c07-87e6-bf503372c749", "level": 1, "locations": [ { @@ -20228,7 +20228,7 @@ ], "desc": "Você toca em um ponto e infunde uma área ao redor dele com poder sagrado ou profano. A área pode ter um raio de até 60 pés, e a magia falha se o raio incluir uma área já sob o efeito de Hallow. A área afetada tem os seguintes efeitos. Hallowed Ward. Escolha qualquer um destes tipos de criatura: Aberração, Celestial, Elemental, Fey, Fiend ou Undead. Criaturas dos tipos escolhidos não podem entrar na área voluntariamente, e qualquer criatura que seja possuída por ou que tenha a condição Charmed ou Frightened de tais criaturas não é possuída, Charmed ou Frightened por elas enquanto estiver na área. Efeito Extra. Você vincula um efeito extra à área da lista abaixo: Courage. Criaturas de qualquer tipo que você escolher não podem ganhar a condição Frightened enquanto estiverem na área. Darkness. Darkness preenche a área. Luz normal, assim como luz mágica criada por magias de um nível menor que esta magia, não podem iluminar a área. Daylight. Luz brilhante preenche a área. Escuridão Mágica criada por magias de nível inferior a esta magia não pode extinguir a luz. Descanso Pacífico. Corpos mortos enterrados na área não podem ser transformados em Mortos-Vivos. Interferência Extradimensional. Criaturas de qualquer tipo que você escolher não podem entrar ou sair da área usando teletransporte ou viagem interplanar. Medo. Criaturas de qualquer tipo que você escolher têm a condição Assustado enquanto estiverem na área. Resistência. Criaturas de qualquer tipo que você escolher têm Resistência a um tipo de dano de sua escolha enquanto estiverem na área. Silêncio. Nenhum som pode emanar de dentro da área, e nenhum som pode alcançá-la. Línguas. Criaturas de qualquer tipo que você escolher podem se comunicar com qualquer outra criatura na área, mesmo que não compartilhem uma língua comum. Vulnerabilidade. Criaturas de qualquer tipo que você escolher têm Vulnerabilidade a um tipo de dano de sua escolha enquanto estiverem na área.", "duration": "Até ser dissipada", - "id": 706, + "id": "a7e23564-a757-4cd6-a084-d64862589854", "level": 5, "locations": [ { @@ -20257,7 +20257,7 @@ ], "desc": "Você faz com que o terreno natural em um Cubo de 150 pés de alcance pareça, soe e cheire como outro tipo de terreno natural. Assim, campos abertos ou uma estrada podem ser feitos para se assemelhar a um pântano, colina, fenda ou algum outro terreno difícil ou intransitável. Um lago pode ser feito para parecer um prado gramado, um precipício como uma encosta suave ou uma ravina cheia de pedras como uma estrada larga e lisa. Estruturas, equipamentos e criaturas fabricadas dentro da área não são alteradas. As características táteis do terreno não são alteradas, então criaturas entrando na área provavelmente notarão a ilusão. Se a diferença não for óbvia ao toque, uma criatura examinando a ilusão pode realizar a ação Estudar para fazer um teste de Inteligência (Investigação) contra sua CD de resistência à magia para desacreditá-la. Se uma criatura discernir que o terreno é ilusório, a criatura vê uma imagem vaga sobreposta ao terreno real.", "duration": "24 horas", - "id": 707, + "id": "29f726c0-48ef-4606-bbdf-8388d7ca75f7", "level": 4, "locations": [ { @@ -20282,7 +20282,7 @@ ], "desc": "Você libera magia virulenta em uma criatura que você pode ver dentro do alcance. O alvo faz um teste de resistência de Constituição. Em uma falha, ele sofre 14d6 de dano Necrótico, e seu Ponto de Vida máximo é reduzido em uma quantidade igual ao dano Necrótico que ele sofreu. Em uma resistência bem-sucedida, ele sofre apenas metade do dano. Esta magia não pode reduzir o Ponto de Vida máximo de um alvo abaixo de 1.", "duration": "Instantâneo", - "id": 708, + "id": "b2378ac4-a23c-4142-bfb1-89424ca89474", "level": 6, "locations": [ { @@ -20310,7 +20310,7 @@ "concentration": true, "desc": "Escolha uma criatura disposta que você possa ver dentro do alcance. Até que a magia termine, a Velocidade do alvo é dobrada, ele ganha um bônus de +2 na Classe de Armadura, tem Vantagem em testes de resistência de Destreza e ganha uma ação adicional em cada um dos seus turnos. Essa ação pode ser usada para realizar apenas a ação Ataque (apenas um ataque), Disparar, Desvencilhar, Ocultar ou Utilizar. Quando a magia termina, o alvo fica Incapacitado e tem uma Velocidade de 0 até o final do seu próximo turno, enquanto uma onda de letargia o atinge.", "duration": "Até 1 minuto", - "id": 709, + "id": "e452bedf-9ab4-4e88-a630-ab6747963aef", "level": 3, "locations": [ { @@ -20337,7 +20337,7 @@ "desc": "Escolha uma criatura que você possa ver dentro do alcance. Energia positiva flui através do alvo, restaurando 70 Pontos de Vida. Esta magia também encerra as condições Blinded, Deafened e Poisoned no alvo.", "duration": "Instantâneo", "higher_level": "A cura aumenta em 10 para cada nível de magia acima de 6.", - "id": 710, + "id": "96272715-c8cb-4f52-b05f-260c359d5eb0", "level": 6, "locations": [ { @@ -20363,7 +20363,7 @@ "desc": "Uma criatura de sua escolha que você possa ver dentro do alcance recupera Pontos de Vida iguais a 2d4 mais seu modificador de habilidade de conjuração.", "duration": "Instantâneo", "higher_level": "A cura aumenta em 2d4 para cada nível de magia acima de 1.", - "id": 711, + "id": "e6f06ca6-f9a5-40b6-b0fc-217b7c7d3d41", "level": 1, "locations": [ { @@ -20392,7 +20392,7 @@ "desc": "Escolha um objeto de metal fabricado, como uma arma de metal ou uma armadura de metal Pesada ou Média, que você possa ver dentro do alcance. Você faz o objeto brilhar em brasa. Qualquer criatura em contato físico com o objeto sofre 2d8 de dano de Fogo quando você conjura a magia. Até que a magia termine, você pode realizar uma Ação Bônus em cada um dos seus turnos posteriores para causar esse dano novamente se o objeto estiver dentro do alcance. Se uma criatura estiver segurando ou vestindo o objeto e sofrer o dano dele, a criatura deve ser bem-sucedida em um teste de resistência de Constituição ou largar o objeto, se puder. Se não largar o objeto, ela tem Desvantagem em jogadas de ataque e testes de habilidade até o início do seu próximo turno.", "duration": "Até 1 minuto", "higher_level": "O dano aumenta em 1d8 para cada nível de magia acima de 2.", - "id": 712, + "id": "11af8105-f817-4a1b-9427-6b06a139f6a4", "level": 2, "locations": [ { @@ -20418,7 +20418,7 @@ "desc": "A criatura que lhe causou dano é momentaneamente cercada por chamas verdes. Ela faz um teste de resistência de Destreza, sofrendo 2d10 de dano de Fogo em um teste falho ou metade do dano em um teste bem-sucedido.", "duration": "Instantâneo", "higher_level": "O dano aumenta em 1d10 para cada nível de magia acima de 1.", - "id": 713, + "id": "37dec69a-88b4-4d30-b846-9dd125ece123", "level": 1, "locations": [ { @@ -20445,7 +20445,7 @@ ], "desc": "Você conjura um banquete que aparece em uma superfície em um Cubo de 10 pés desocupado próximo a você. O banquete leva 1 hora para ser consumido e desaparece no final desse tempo, e os efeitos benéficos não se estabelecem até que essa hora acabe. Até doze criaturas podem participar do banquete. Uma criatura que participa ganha vários benefícios, que duram 24 horas. A criatura tem Resistência a dano de Veneno e tem Imunidade às condições Assustado e Envenenado. Seu máximo de Pontos de Vida também aumenta em 2d10, e ela ganha o mesmo número de Pontos de Vida.", "duration": "Instantâneo", - "id": 714, + "id": "3d571173-1387-43cd-9b23-760ab9b6b1b1", "level": 6, "locations": [ { @@ -20473,7 +20473,7 @@ "desc": "Uma criatura disposta que você tocar é imbuída de bravura. Até que a magia termine, a criatura é imune à condição Amedrontada e ganha Pontos de Vida Temporários iguais ao seu modificador de habilidade de conjuração no início de cada um de seus turnos.", "duration": "Até 1 minuto", "higher_level": "Você pode escolher uma criatura adicional para cada nível de espaço de magia acima de 1.", - "id": 715, + "id": "d8c0710d-eca6-4751-a0d4-5aba869d7bbc", "level": 1, "locations": [ { @@ -20500,7 +20500,7 @@ "desc": "Você coloca uma maldição em uma criatura que você pode ver dentro do alcance. Até que a magia termine, você causa 1d6 de dano Necrótico extra ao alvo sempre que atingi-lo com uma jogada de ataque. Além disso, escolha uma habilidade quando conjurar a magia. O alvo tem Desvantagem em testes de habilidade feitos com a habilidade escolhida. Se o alvo cair para 0 Pontos de Vida antes que esta magia termine, você pode fazer uma Ação Bônus em um turno posterior para amaldiçoar uma nova criatura.", "duration": "Até 1 hora", "higher_level": "Sua Concentração pode durar mais com um espaço de magia de nível 2 (até 4 horas), 3–4 (até 8 horas) ou 5+ (24 horas).", - "id": 716, + "id": "7bd3dd05-29ec-47c7-bde3-f2b79e5df6fd", "level": 1, "locations": [ { @@ -20531,7 +20531,7 @@ "desc": "Escolha uma criatura que você possa ver dentro do alcance. O alvo deve ter sucesso em um teste de resistência de Sabedoria ou ter a condição Paralisado pela duração. No final de cada um de seus turnos, o alvo repete o teste, encerrando a magia sobre si mesmo em um sucesso.", "duration": "Até 1 minuto", "higher_level": "Você pode escolher uma criatura adicional para cada nível de espaço de magia acima de 5.", - "id": 717, + "id": "d4459db1-a6e5-4723-a87f-dc3a19f3d0cd", "level": 5, "locations": [ { @@ -20564,7 +20564,7 @@ "desc": "Escolha um Humanoide que você possa ver dentro do alcance. O alvo deve ter sucesso em um teste de resistência de Sabedoria ou ter a condição Paralisado pela duração. No final de cada um de seus turnos, o alvo repete o teste, encerrando a magia em si mesmo em um sucesso.", "duration": "Até 1 minuto", "higher_level": "Você pode escolher um Humanoide adicional para cada nível de magia acima de 2.", - "id": 718, + "id": "292cc566-79e9-415b-bf66-3891a5e725d0", "level": 2, "locations": [ { @@ -20591,7 +20591,7 @@ "concentration": true, "desc": "Durante a duração, você emite uma aura em uma Emanação de 30 pés. Enquanto estiver na aura, criaturas de sua escolha têm Vantagem em todos os testes de resistência, e outras criaturas têm Desvantagem em testes de ataque contra elas. Além disso, quando um Demônio ou um Morto-vivo atinge uma criatura afetada com um teste de ataque corpo a corpo, o atacante deve ter sucesso em um teste de resistência de Constituição ou terá a condição Cego até o final de seu próximo turno.", "duration": "Até 1 minuto", - "id": 719, + "id": "3ee75317-db3f-4372-b5a3-a3d8270dadc6", "level": 8, "locations": [ { @@ -20619,7 +20619,7 @@ "desc": "Você abre um portal para o Reino Distante, uma região infestada de horrores indizíveis. Uma Esfera de Escuridão de 20 pés de raio aparece, centralizada em um ponto com alcance e durando pela duração. A Esfera é Terreno Difícil, e está cheia de sussurros estranhos e ruídos de sorver, que podem ser ouvidos a até 30 pés de distância. Nenhuma luz, mágica ou não, pode iluminar a área, e criaturas totalmente dentro dela têm a condição Cego. Qualquer criatura que comece seu turno na área sofre 2d6 de dano de Frio. Qualquer criatura que termine seu turno lá deve ser bem-sucedida em um teste de resistência de Destreza ou sofrer 2d6 de dano de Ácido de tentáculos sobrenaturais.", "duration": "Até 1 minuto", "higher_level": "O dano de Frio ou Ácido (à sua escolha) aumenta em 1d6 para cada nível de magia acima de 3.", - "id": 720, + "id": "d5051d7e-2900-4b04-8b95-df428dfaba88", "level": 3, "locations": [ { @@ -20645,7 +20645,7 @@ "desc": "Você marca magicamente uma criatura que você pode ver dentro do alcance como sua presa. Até que a magia termine, você causa 1d6 de dano de Força extra ao alvo sempre que atingi-lo com uma jogada de ataque. Você também tem Vantagem em qualquer teste de Sabedoria (Percepção ou Sobrevivência) que fizer para encontrá-lo. Se o alvo cair para 0 Pontos de Vida antes que esta magia termine, você pode realizar uma Ação Bônus para mover a marca para uma nova criatura que você pode ver dentro do alcance.", "duration": "Até 1 hora", "higher_level": "Sua Concentração pode durar mais com um espaço de magia de nível 3–4 (até 8 horas) ou 5+ (até 24 horas).", - "id": 721, + "id": "3893240b-1cbd-4030-8aa0-6b68fba15ac1", "level": 1, "locations": [ { @@ -20673,7 +20673,7 @@ "concentration": true, "desc": "Você cria um padrão de cores retorcido em um Cubo de 30 pés dentro do alcance. O padrão aparece por um momento e desaparece. Cada criatura na área que puder ver o padrão deve ser bem-sucedida em um teste de resistência de Sabedoria ou terá a condição Encantado pela duração. Enquanto Encantado, a criatura tem a condição Incapacitado e uma Velocidade de 0. A magia termina para uma criatura afetada se ela sofrer qualquer dano ou se outra pessoa usar uma ação para sacudir a criatura para fora de seu estupor.", "duration": "Até 1 minuto", - "id": 722, + "id": "e7c02bbf-4734-4f23-9d2a-ff0017879338", "level": 3, "locations": [ { @@ -20701,7 +20701,7 @@ "desc": "Você cria um fragmento de gelo e o arremessa em uma criatura dentro do alcance. Faça um ataque mágico à distância contra o alvo. Em um acerto, o alvo recebe 1d10 de dano perfurante. Acertando ou errando, o fragmento então explode. O alvo e cada criatura a até 1,5 m dele devem ser bem-sucedidos em um teste de resistência de Destreza ou receber 2d6 de dano de Frio.", "duration": "Instantâneo", "higher_level": "O dano de Frio aumenta em 1d6 para cada nível de magia acima de 1.", - "id": 723, + "id": "2219476d-2b42-4c7d-841e-e4dd5a77ed00", "level": 1, "locations": [ { @@ -20730,7 +20730,7 @@ "desc": "Granizo cai em um Cilindro de 20 pés de raio e 40 pés de altura centrado em um ponto dentro do alcance. Cada criatura no Cilindro faz um teste de resistência de Destreza. Uma criatura sofre 2d10 de dano de Concussão e 4d6 de dano de Frio em uma falha na resistência ou metade do dano em uma bem-sucedida. Granizo transforma o solo no Cilindro em Terreno Difícil até o final do seu próximo turno.", "duration": "Instantâneo", "higher_level": "O dano de Concussão aumenta em 1d10 para cada nível de magia acima de 4.", - "id": 724, + "id": "088ff651-ac9f-4207-a27d-595bd0fda90d", "level": 4, "locations": [ { @@ -20758,7 +20758,7 @@ ], "desc": "Você toca em um objeto durante a conjuração da magia. Se o objeto for um item mágico ou algum outro objeto mágico, você aprende suas propriedades e como usá-las, se ele requer Attunement e quantas cargas ele tem, se houver. Você aprende se alguma magia em andamento está afetando o item e quais são elas. Se o item foi criado por uma magia, você aprende o nome daquela magia. Se, em vez disso, você tocar em uma criatura durante a conjuração, você aprende quais magias em andamento, se houver, estão afetando-a no momento.", "duration": "Instantâneo", - "id": 725, + "id": "d88edeca-7a6e-47fb-b00d-a7ab1a418afd", "level": 1, "locations": [ { @@ -20785,7 +20785,7 @@ ], "desc": "Você escreve em pergaminho, papel ou outro material adequado e o imbui com uma ilusão que dura pela duração. Para você e quaisquer criaturas que você designar quando conjurar a magia, a escrita parece normal, parece ter sido escrita em sua mão e transmite qualquer significado que você pretendia quando escreveu o texto. Para todos os outros, a escrita parece ter sido escrita em uma escrita desconhecida ou mágica que é ininteligível. Alternativamente, a ilusão pode alterar o significado, a caligrafia e a linguagem do texto, embora a linguagem deva ser uma que você conheça. Se a magia for dissipada, a escrita original e a ilusão desaparecem. Uma criatura que tenha Truesight pode ler a mensagem oculta.", "duration": "10 dias", - "id": 726, + "id": "49804f31-1f61-4adf-a0b1-fce64f382141", "level": 1, "locations": [ { @@ -20812,7 +20812,7 @@ ], "desc": "Você cria uma restrição mágica para segurar uma criatura que você pode ver dentro do alcance. O alvo deve fazer um teste de resistência de Sabedoria. Em um teste bem-sucedido, o alvo não é afetado e fica imune a esta magia pelas próximas 24 horas. Em um teste falho, o alvo é aprisionado. Enquanto aprisionado, o alvo não precisa respirar, comer ou beber, e não envelhece. Magias de Adivinhação não podem localizar ou perceber o alvo aprisionado, e o alvo não pode se teletransportar. Até que a magia termine, o alvo também é afetado por um dos seguintes efeitos de sua escolha: Enterro. O alvo é sepultado sob a terra em um globo oco de força mágica que é grande o suficiente para conter o alvo. Nada pode entrar ou sair do globo. Acorrentamento. Correntes firmemente enraizadas no chão mantêm o alvo no lugar. O alvo tem a condição Restrito e não pode ser movido de forma alguma. Prisão Cercada. O alvo fica preso em um semiplano que é protegido contra teletransporte e viagem planar. O semiplano é sua escolha de um labirinto, uma gaiola, uma torre ou algo parecido. Contenção Mínima. O alvo fica com 1 polegada de altura e fica preso dentro de uma gema indestrutível ou objeto similar. A luz pode passar pela gema (permitindo que o alvo veja para fora e outras criaturas vejam para dentro), mas nada mais pode passar por qualquer meio. Sono. O alvo tem a condição Inconsciente e não pode ser acordado. Fim da Magia. Quando você conjura a magia, especifique um gatilho que a encerrará. O gatilho pode ser tão simples ou tão elaborado quanto você escolher, mas o Mestre deve concordar que tem uma alta probabilidade de acontecer na próxima década. O gatilho deve ser uma ação observável, como alguém fazendo uma oferenda específica no templo do seu deus, salvando seu amor verdadeiro ou derrotando um monstro específico. Uma magia Dissipar Magia só pode encerrar a magia se for conjurada com um espaço de magia de nível 9, tendo como alvo a prisão ou o componente usado para criá-la.", "duration": "Até ser dissipada", - "id": 727, + "id": "2a6cd814-c1e4-4f6d-9a9c-9e5091464da1", "level": 9, "locations": [ { @@ -20840,7 +20840,7 @@ "concentration": true, "desc": "Uma nuvem rodopiante de brasas e fumaça preenche uma Esfera de 20 pés de raio centrada em um ponto dentro do alcance. A área da nuvem é Pesadamente Obscura. Ela dura pela duração ou até que um vento forte (como aquele criado por Rajada de Vento) a disperse. Quando a nuvem aparece, cada criatura nela faz um teste de resistência de Destreza, sofrendo 10d8 de dano de Fogo em uma falha ou metade do dano em uma bem-sucedida. Uma criatura também deve fazer esse teste quando a Esfera se move para seu espaço e quando ela entra na Esfera ou termina seu turno lá. Uma criatura faz esse teste apenas uma vez por turno. A nuvem se move 10 pés para longe de você em uma direção que você escolher no início de cada um dos seus turnos.", "duration": "Até 1 minuto", - "id": 728, + "id": "d3435bc2-696c-41a8-9fd0-f63979c770d1", "level": 8, "locations": [ { @@ -20865,7 +20865,7 @@ "desc": "Uma criatura que você tocar faz um teste de resistência de Constituição, sofrendo 2d10 de dano necrótico em uma falha ou metade do dano em um sucesso.", "duration": "Instantâneo", "higher_level": "O dano aumenta em 1d10 para cada nível de magia acima de 1.", - "id": 729, + "id": "4cd4b564-1dbe-41cd-ac45-601acdeb0611", "level": 1, "locations": [ { @@ -20894,7 +20894,7 @@ "desc": "Gafanhotos em enxame preenchem uma Esfera de 20 pés de raio centrada em um ponto que você escolher dentro do alcance. A Esfera permanece pela duração, e sua área é Terreno Levemente Obscurecido e Difícil. Quando o enxame aparece, cada criatura nele faz um teste de resistência de Constituição, sofrendo 4d10 de dano Perfurante em uma falha ou metade do dano em uma bem-sucedida. Uma criatura também faz esse teste quando entra na área da magia pela primeira vez em um turno ou termina seu turno lá. Uma criatura faz esse teste apenas uma vez por turno.", "duration": "Até 10 minutos", "higher_level": "O dano aumenta em 1d10 para cada nível de magia acima de 5.", - "id": 730, + "id": "4ba91060-789a-4849-8cb5-c3fd632ebacf", "level": 5, "locations": [ { @@ -20926,7 +20926,7 @@ "desc": "Uma criatura que você tocar tem a condição Invisível até que a magia termine. A magia termina mais cedo imediatamente após o alvo fazer uma jogada de ataque, causar dano ou conjurar uma magia.", "duration": "Até 1 hora", "higher_level": "Você pode escolher uma criatura adicional para cada nível de espaço de magia acima de 2.", - "id": 731, + "id": "75a8949e-ae7e-4ad4-bf3b-cb4ee2ecbd12", "level": 2, "locations": [ { @@ -20955,7 +20955,7 @@ "desc": "Você libera uma tempestade de luz brilhante e trovão furioso em um Cilindro de 10 pés de raio e 40 pés de altura centrado em um ponto que você pode ver dentro do alcance. Enquanto estiverem nesta área, as criaturas têm as condições Cego e Surdo, e não podem conjurar magias com um componente Verbal. Quando a tempestade aparece, cada criatura nela faz um teste de resistência de Constituição, sofrendo 2d10 de dano Radiante e 2d10 de dano Trovejante em uma falha ou metade do dano em uma bem-sucedida. Uma criatura também faz este teste quando entra na área da magia pela primeira vez em um turno ou termina seu turno lá. Uma criatura faz este teste apenas uma vez por turno.", "duration": "Até 1 minuto", "higher_level": "O dano de Radiante e Trovão aumenta em 1d10 para cada nível de magia acima de 5.", - "id": 732, + "id": "efb379cb-f4a7-4c9e-bd9c-4d7aa70c99cc", "level": 5, "locations": [ { @@ -20986,7 +20986,7 @@ "desc": "Você toca uma criatura disposta. Uma vez em cada um dos seus turnos até que a magia termine, aquela criatura pode saltar até 30 pés gastando 10 pés de movimento.", "duration": "1 minuto", "higher_level": "Você pode escolher uma criatura adicional para cada nível de espaço de magia acima de 1.", - "id": 733, + "id": "0e2a56b6-4723-4691-8639-88b2706d27c5", "level": 1, "locations": [ { @@ -21012,7 +21012,7 @@ ], "desc": "Escolha um objeto que você possa ver dentro do alcance. O objeto pode ser uma porta, uma caixa, um baú, um conjunto de algemas, um cadeado ou outro objeto que contenha um meio mundano ou mágico que impeça o acesso. Um alvo que é mantido fechado por uma fechadura mundana ou que está preso ou barrado fica destrancado, destrancado ou destrancado. Se o objeto tiver várias fechaduras, apenas uma delas é destrancada. Se o alvo for mantido fechado por Trava Arcana, essa magia é suprimida por 10 minutos, durante os quais o alvo pode ser aberto e fechado. Quando você conjura a magia, uma batida alta, audível a até 300 pés de distância, emana do alvo.", "duration": "Instantâneo", - "id": 734, + "id": "127830f1-d1d8-4596-9aa6-7543615e55f9", "level": 2, "locations": [ { @@ -21039,7 +21039,7 @@ ], "desc": "Nomeie ou descreva uma pessoa, lugar ou objeto famoso. A magia traz à sua mente um breve resumo da tradição significativa sobre aquela coisa famosa, conforme descrito pelo Mestre. A tradição pode consistir em detalhes importantes, revelações divertidas ou até mesmo uma tradição secreta que nunca foi amplamente conhecida. Quanto mais informações você já sabe sobre a coisa, mais precisa e detalhada é a informação que você recebe. Essa informação é precisa, mas pode ser expressa em linguagem figurativa ou poesia, conforme determinado pelo Mestre. Se a coisa famosa que você escolheu não for realmente famosa, você ouve notas musicais tristes tocadas em um trombone, e a magia falha.", "duration": "Instantâneo", - "id": 735, + "id": "f02a096d-b662-465a-ad11-e56279663257", "level": 5, "locations": [ { @@ -21066,7 +21066,7 @@ ], "desc": "Você esconde um baú e todo o seu conteúdo no Plano Etéreo. Você deve tocar no baú e na réplica em miniatura que servem como componentes materiais para a magia. O baú pode conter até 12 pés cúbicos de material não vivo (3 pés por 2 pés por 2 pés). Enquanto o baú permanecer no Plano Etéreo, você pode realizar uma ação de Magia e tocar na réplica para chamá-lo de volta. Ele aparece em um espaço desocupado no chão a até 5 pés de você. Você pode enviar o baú de volta ao Plano Etéreo realizando uma ação de Magia para tocar no baú e na réplica. Após 60 dias, há uma chance cumulativa de 5 por cento no final de cada dia de que a magia termine. A magia também termina se você conjurar esta magia novamente ou se o baú de réplica minúscula for destruído. Se a magia terminar e o baú maior estiver no Plano Etéreo, o baú permanecerá lá para você ou outra pessoa encontrar.", "duration": "Até ser dissipada", - "id": 736, + "id": "2e634485-b2ef-49a8-8a35-ffa2c0ddd122", "level": 4, "locations": [ { @@ -21093,7 +21093,7 @@ ], "desc": "Uma Emanação de 10 pés surge ao seu redor e permanece parada durante a duração. A magia falha quando você a conjura se a Emanação não for grande o suficiente para encapsular completamente todas as criaturas em sua área. Criaturas e objetos dentro da Emanação quando você conjura a magia podem se mover livremente através dela. Todas as outras criaturas e objetos são impedidos de passar por ela. Magias de nível 3 ou inferior não podem ser conjuradas através dela, e os efeitos de tais magias não podem se estender para dentro dela. A atmosfera dentro da Emanação é confortável e seca, independentemente do clima externo. Até que a magia termine, você pode comandar o interior para ter Luz Fraca ou Escuridão (nenhuma ação necessária). A Emanação é opaca por fora e de qualquer cor que você escolher, mas é transparente por dentro. A magia termina mais cedo se você deixar a Emanação ou se conjurá-la novamente.", "duration": "8 horas", - "id": 737, + "id": "1708c3af-fa43-4ca4-9a61-5e2df6735bba", "level": 3, "locations": [ { @@ -21123,7 +21123,7 @@ ], "desc": "Você toca em uma criatura e encerra uma condição dela: Cego, Surdo, Paralisado ou Envenenado.", "duration": "Instantâneo", - "id": 738, + "id": "ab2dcf6c-c4cb-465c-9c1f-3f07e45b5bd4", "level": 2, "locations": [ { @@ -21151,7 +21151,7 @@ "concentration": true, "desc": "Uma criatura ou objeto solto de sua escolha que você possa ver dentro do alcance sobe verticalmente até 20 pés e permanece suspenso lá durante a duração. A magia pode levitar um objeto que pesa até 500 libras. Uma criatura relutante que tenha sucesso em um teste de resistência de Constituição não é afetada. O alvo pode se mover apenas empurrando ou puxando contra um objeto fixo ou superfície dentro do alcance (como uma parede ou um teto), o que permite que ele se mova como se estivesse escalando. Você pode alterar a altitude do alvo em até 20 pés em qualquer direção no seu turno. Se você for o alvo, você pode se mover para cima ou para baixo como parte do seu movimento. Caso contrário, você pode realizar uma ação de Magia para mover o alvo, que deve permanecer dentro do alcance da magia. Quando a magia termina, o alvo flutua suavemente até o chão se ainda estiver no ar.", "duration": "Até 10 minutos", - "id": 739, + "id": "8c8a35d2-68cb-46d5-b4af-6f6413657d68", "level": 2, "locations": [ { @@ -21180,7 +21180,7 @@ ], "desc": "Você toca em um objeto Grande ou menor que não esteja sendo usado ou carregado por outra pessoa. Até que a magia termine, o objeto emite Luz Brilhante em um raio de 20 pés e Luz Fraca por mais 20 pés. A luz pode ser colorida como você quiser. Cobrir o objeto com algo opaco bloqueia a luz. A magia termina se você conjurá-la novamente.", "duration": "1 hora", - "id": 740, + "id": "115984b0-7f11-41d7-806d-1f401b22e34e", "level": 0, "locations": [ { @@ -21206,7 +21206,7 @@ "desc": "Conforme seu ataque acerta ou erra o alvo, a arma ou munição que você está usando se transforma em um raio. Em vez de receber qualquer dano ou outros efeitos do ataque, o alvo recebe 4d8 de dano de Raio em um acerto ou metade do dano em um erro. Cada criatura a até 10 pés do alvo então faz um teste de resistência de Destreza, recebendo 2d8 de dano de Raio em um teste falho ou metade do dano em um teste bem-sucedido. A arma ou munição então retorna à sua forma normal.", "duration": "Instantâneo", "higher_level": "O dano de ambos os efeitos da magia aumenta em 1d8 para cada nível de magia acima de 3.", - "id": 741, + "id": "ac74de85-4e24-4f44-946e-5af966cf27ae", "level": 3, "locations": [ { @@ -21233,7 +21233,7 @@ "desc": "Um raio formando uma Linha de 100 pés de comprimento e 5 pés de largura explode de você na direção que você escolher. Cada criatura na Linha faz um teste de resistência de Destreza, sofrendo 8d6 de dano de Relâmpago em uma falha ou metade do dano em uma bem-sucedida.", "duration": "Instantâneo", "higher_level": "O dano aumenta em 1d6 para cada nível de magia acima de 3.", - "id": 742, + "id": "465aa9e8-50a3-411d-b6a5-ba15f032af2e", "level": 3, "locations": [ { @@ -21261,7 +21261,7 @@ ], "desc": "Descreva ou nomeie um tipo específico de Besta, criatura vegetal ou planta não mágica. Você aprende a direção e a distância até a criatura ou planta mais próxima daquele tipo dentro de 5 milhas, se houver alguma presente.", "duration": "Instantâneo", - "id": 743, + "id": "f0415ff6-3399-4133-bb0e-9ff3f816cab0", "level": 2, "locations": [ { @@ -21293,7 +21293,7 @@ "concentration": true, "desc": "Descreva ou nomeie uma criatura que lhe seja familiar. Você sente a direção da localização da criatura se ela estiver a até 1.000 pés de você. Se a criatura estiver se movendo, você sabe a direção do seu movimento. A magia pode localizar uma criatura específica conhecida por você ou a criatura mais próxima de um tipo específico (como um humano ou um unicórnio) se você tiver visto tal criatura de perto — a até 30 pés — pelo menos uma vez. Se a criatura que você descreveu ou nomeou estiver em uma forma diferente, como sob os efeitos de uma magia Carne para Pedra ou Polimorfia, esta magia não localiza a criatura. Esta magia não pode localizar uma criatura se qualquer espessura de chumbo bloquear um caminho direto entre você e a criatura.", "duration": "Até 1 hora", - "id": 744, + "id": "de81b6c1-efc0-4a06-953b-ab0ede1c85a3", "level": 4, "locations": [ { @@ -21325,7 +21325,7 @@ "concentration": true, "desc": "Descreva ou nomeie um objeto que lhe seja familiar. Você sente a direção da localização do objeto se ele estiver a 1.000 pés de você. Se o objeto estiver em movimento, você sabe a direção do seu movimento. A magia pode localizar um objeto específico conhecido por você se você o tiver visto de perto — a 30 pés — pelo menos uma vez. Alternativamente, a magia pode localizar o objeto mais próximo de um tipo específico, como um certo tipo de vestimenta, joia, mobília, ferramenta ou arma. Esta magia não pode localizar um objeto se qualquer espessura de chumbo bloquear um caminho direto entre você e o objeto.", "duration": "Até 10 minutos", - "id": 745, + "id": "55f8fa91-5ab6-4e91-a780-afd2e7a15464", "level": 2, "locations": [ { @@ -21356,7 +21356,7 @@ "desc": "Você toca uma criatura. A Velocidade do alvo aumenta em 10 pés até que a magia termine.", "duration": "1 hora", "higher_level": "Você pode escolher uma criatura adicional para cada nível de espaço de magia acima de 1.", - "id": 746, + "id": "8f3b1d1c-99fc-4107-8618-1d0b65b906bc", "level": 1, "locations": [ { @@ -21383,7 +21383,7 @@ ], "desc": "Você toca uma criatura disposta que não esteja usando armadura. Até que a magia termine, a CA base do alvo se torna 13 mais seu modificador de Destreza. A magia termina mais cedo se o alvo vestir armadura.", "duration": "8 horas", - "id": 747, + "id": "3c813d06-45ae-47ac-87d9-f56385a7782b", "level": 1, "locations": [ { @@ -21412,7 +21412,7 @@ ], "desc": "Uma mão espectral flutuante aparece em um ponto que você escolher dentro do alcance. A mão dura pela duração. A mão desaparece se estiver a mais de 30 pés de distância de você ou se você conjurar esta magia novamente. Quando você conjura a magia, você pode usar a mão para manipular um objeto, abrir uma porta ou recipiente destrancado, guardar ou recuperar um item de um recipiente aberto ou despejar o conteúdo de um frasco. Como uma ação de Magia em seus turnos posteriores, você pode controlar a mão novamente. Como parte dessa ação, você pode mover a mão até 30 pés. A mão não pode atacar, ativar itens mágicos ou carregar mais de 10 libras.", "duration": "1 minuto", - "id": 748, + "id": "df3ffff4-7a02-4fee-9228-0cdb3b09605e", "level": 0, "locations": [ { @@ -21438,10 +21438,10 @@ "S", "M" ], - "desc": "Você cria um Cilindro de energia mágica de 10 pés de raio e 20 pés de altura centrado em um ponto no chão que você pode ver dentro do alcance. Runas brilhantes aparecem onde quer que o Cilindro cruze com o chão ou outra superfície. Escolha um ou mais dos seguintes tipos de criaturas: Celestiais, Elementais, Feéricos, Demônios ou Mortos-vivos. O círculo afeta uma criatura do tipo escolhido das seguintes maneiras:\n\n\u2022A criatura não pode entrar voluntariamente no Cilindro por meios não mágicos. Se a criatura tentar usar teletransporte ou viagem interplanar para fazer isso, ela deve primeiro ter sucesso em um teste de resistência de Carisma.\n\u2022A criatura tem Desvantagem nas jogadas de ataque contra alvos dentro do Cilindro.\n\u2022Alvos dentro do Cilindro não podem ser possuídos ou ganhar a condição Encantado ou Amedrontado da criatura.\n\nCada vez que você conjura esta magia, você pode fazer com que sua magia opere na direção reversa, impedindo que uma criatura do tipo especificado saia do Cilindro e protegendo alvos fora dele.", + "desc": "Você cria um Cilindro de energia mágica de 10 pés de raio e 20 pés de altura centrado em um ponto no chão que você pode ver dentro do alcance. Runas brilhantes aparecem onde quer que o Cilindro cruze com o chão ou outra superfície. Escolha um ou mais dos seguintes tipos de criaturas: Celestiais, Elementais, Feéricos, Demônios ou Mortos-vivos. O círculo afeta uma criatura do tipo escolhido das seguintes maneiras:\n\n•A criatura não pode entrar voluntariamente no Cilindro por meios não mágicos. Se a criatura tentar usar teletransporte ou viagem interplanar para fazer isso, ela deve primeiro ter sucesso em um teste de resistência de Carisma.\n•A criatura tem Desvantagem nas jogadas de ataque contra alvos dentro do Cilindro.\n•Alvos dentro do Cilindro não podem ser possuídos ou ganhar a condição Encantado ou Amedrontado da criatura.\n\nCada vez que você conjura esta magia, você pode fazer com que sua magia opere na direção reversa, impedindo que uma criatura do tipo especificado saia do Cilindro e protegendo alvos fora dele.", "duration": "1 hora", "higher_level": "A duração aumenta em 1 hora para cada nível de magia acima de 3.", - "id": 749, + "id": "6b2676d8-4b0c-458e-b18f-4eccaf384786", "level": 3, "locations": [ { @@ -21467,7 +21467,7 @@ ], "desc": "Seu corpo entra em um estado catatônico quando sua alma o deixa e entra no recipiente que você usou para o componente Material da magia. Enquanto sua alma habita o recipiente, você está ciente de seus arredores como se estivesse no espaço do recipiente. Você não pode se mover ou tomar Reações. A única ação que você pode tomar é projetar sua alma até 100 pés para fora do recipiente, retornando ao seu corpo vivo (e encerrando a magia) ou tentando possuir o corpo de um Humanoide. Você pode tentar possuir qualquer Humanoide a 100 pés de você que você possa ver (criaturas protegidas por uma magia Proteção contra o Mal e o Bem ou Círculo Mágico não podem ser possuídas). O alvo faz um teste de resistência de Carisma. Em uma falha, sua alma entra no corpo do alvo, e a alma do alvo fica presa no recipiente. Em uma defesa bem-sucedida, o alvo resiste aos seus esforços para possuí-lo, e você não pode tentar possuí-lo novamente por 24 horas. Depois de possuir o corpo de uma criatura, você a controla. Seus Pontos de Vida, Dados de Pontos de Vida, Força, Destreza, Constituição, Velocidade e sentidos são substituídos pelos da criatura. Caso contrário, você mantém suas estatísticas de jogo. Enquanto isso, a alma da criatura possuída pode perceber do recipiente usando seus próprios sentidos, mas ela não pode se mover e fica Incapacitada. Enquanto possui um corpo, você pode fazer uma ação de Magia para retornar do corpo hospedeiro para o recipiente se ele estiver a até 100 pés de você, retornando a alma da criatura hospedeira para seu corpo. Se o corpo hospedeiro morrer enquanto você estiver nele, a criatura morre, e você faz um teste de resistência de Carisma contra sua própria CD de conjuração. Em um sucesso, você retorna ao recipiente se ele estiver a até 100 pés de você. Caso contrário, você morre. Se o recipiente for destruído ou a magia terminar, sua alma retorna para seu corpo. Se seu corpo estiver a mais de 100 pés de distância de você ou se seu corpo estiver morto, você morre. Se a alma de outra criatura estiver no recipiente quando ele for destruído, a alma da criatura retornará ao seu corpo se o corpo estiver vivo e a até 100 pés. Caso contrário, a criatura morre. Quando a magia termina, o recipiente é destruído.", "duration": "Até ser dissipada", - "id": 750, + "id": "57b05a4c-7bb5-4f2d-8b56-e6c8f823940b", "level": 6, "locations": [ { @@ -21494,7 +21494,7 @@ "desc": "Você cria três dardos brilhantes de força mágica. Cada dardo atinge uma criatura de sua escolha que você possa ver dentro do alcance. Um dardo causa 1d4 + 1 de dano de Força ao seu alvo. Todos os dardos atingem simultaneamente, e você pode direcioná-los para atingir uma criatura ou várias.", "duration": "Instantâneo", "higher_level": "A magia cria mais um dardo para cada nível de magia acima de 1.", - "id": 751, + "id": "d0d564ba-5b05-4860-9633-29f1726690bd", "level": 1, "locations": [ { @@ -21521,7 +21521,7 @@ ], "desc": "Você implanta uma mensagem dentro de um objeto no alcance — uma mensagem que é proferida quando uma condição de gatilho é atendida. Escolha um objeto que você possa ver e que não esteja sendo usado ou carregado por outra criatura. Então fale a mensagem, que deve ter 25 palavras ou menos, embora possa ser entregue em até 10 minutos. Finalmente, determine a circunstância que acionará a magia para entregar sua mensagem. Quando esse gatilho ocorre, uma boca mágica aparece no objeto e recita a mensagem em sua voz e no mesmo volume que você falou. Se o objeto que você escolheu tiver uma boca ou algo que se pareça com uma boca (por exemplo, a boca de uma estátua), a boca mágica aparece lá, então as palavras parecem vir da boca do objeto. Quando você conjura esta magia, você pode fazer com que a magia termine após entregar sua mensagem, ou ela pode permanecer e repetir sua mensagem sempre que o gatilho ocorrer. O gatilho pode ser tão geral ou tão detalhado quanto você quiser, embora deva ser baseado em condições visuais ou audíveis que ocorram a 30 pés do objeto. Por exemplo, você pode instruir a boca a falar quando qualquer criatura se mover a até 9 metros do objeto ou quando um sino de prata tocar a até 9 metros dele.", "duration": "Até ser dissipada", - "id": 752, + "id": "418a62fe-661a-4a97-a04f-82df4a126570", "level": 2, "locations": [ { @@ -21551,7 +21551,7 @@ "desc": "Você toca em uma arma não mágica. Até que a magia termine, essa arma se torna uma arma mágica com um bônus de +1 para jogadas de ataque e jogadas de dano. A magia termina mais cedo se você conjurá-la novamente.", "duration": "1 hora", "higher_level": "O bônus aumenta para +2 com um slot de magia de nível 3–5. O bônus aumenta para +3 com um slot de magia de nível 6+.", - "id": 753, + "id": "aba9b697-8296-4a65-9068-9d6ccf01940f", "level": 2, "locations": [ { @@ -21581,7 +21581,7 @@ "desc": "Você cria a imagem de um objeto, uma criatura ou algum outro fenômeno visível que não seja maior que um Cubo de 20 pés. A imagem aparece em um ponto que você pode ver dentro do alcance e dura pela duração. Parece real, incluindo sons, cheiros e temperatura apropriados para a coisa retratada, mas não pode causar dano ou condições. Se você estiver dentro do alcance da ilusão, você pode realizar uma ação de Magia para fazer a imagem se mover para qualquer outro ponto dentro do alcance. Conforme a imagem muda de local, você pode alterar sua aparência para que seus movimentos pareçam naturais para a imagem. Por exemplo, se você criar uma imagem de uma criatura e movê-la, você pode alterar a imagem para que ela pareça estar andando. Da mesma forma, você pode fazer a ilusão fazer sons diferentes em momentos diferentes, até mesmo fazê-la manter uma conversa, por exemplo. A interação física com a imagem revela que ela é uma ilusão, pois as coisas podem passar por ela. Uma criatura que realiza uma ação de Estudo para examinar a imagem pode determinar que ela é uma ilusão com um teste bem-sucedido de Inteligência (Investigação) contra sua CD de resistência à magia. Se uma criatura discernir a ilusão pelo que ela é, ela poderá ver através da imagem, e suas outras qualidades sensoriais se tornarão tênues para a criatura.", "duration": "Até 10 minutos", "higher_level": "A magia dura até ser dissipada, sem exigir Concentração, se conjurada com um espaço de magia de nível 4+.", - "id": 754, + "id": "dd8c0827-cf7a-4771-b28d-3ec8b03200c1", "level": 3, "locations": [ { @@ -21609,7 +21609,7 @@ "desc": "Uma onda de energia de cura sai de um ponto que você pode ver dentro do alcance. Escolha até seis criaturas em uma Esfera de 30 pés de raio centrada naquele ponto. Cada alvo recupera Pontos de Vida iguais a 5d8 mais seu modificador de habilidade de conjuração.", "duration": "Instantâneo", "higher_level": "A cura aumenta em 1d8 para cada nível de magia acima de 5.", - "id": 755, + "id": "232c70e9-415c-4a43-ad51-47cc91f76015", "level": 5, "locations": [ { @@ -21633,7 +21633,7 @@ ], "desc": "Uma inundação de energia de cura flui de você para as criaturas ao seu redor. Você restaura até 700 Pontos de Vida, divididos como você escolher entre qualquer número de criaturas que você possa ver dentro do alcance. Criaturas curadas por esta magia também têm as condições Cego, Surdo e Envenenado removidas delas.", "duration": "Instantâneo", - "id": 756, + "id": "1e582bc4-54a0-4343-b629-0849c1d0226e", "level": 9, "locations": [ { @@ -21658,7 +21658,7 @@ "desc": "Até seis criaturas de sua escolha que você possa ver dentro do alcance recuperam Pontos de Vida iguais a 2d4 mais seu modificador de habilidade de conjuração.", "duration": "Instantâneo", "higher_level": "A cura aumenta em 1d4 para cada nível de magia acima de 3.", - "id": 757, + "id": "10be5990-1571-4a31-8d96-fd7099fad95c", "level": 3, "locations": [ { @@ -21685,7 +21685,7 @@ "desc": "Você sugere um curso de atividade — descrito em não mais que 25 palavras — para doze ou menos criaturas que você pode ver dentro do alcance que podem ouvir e entender você. A sugestão deve soar realizável e não envolver nada que obviamente causaria dano a qualquer um dos alvos ou seus aliados. Por exemplo, você pode dizer: "Ande até a vila por aquela estrada e ajude os moradores de lá a colher as plantações até o pôr do sol". Ou você pode dizer: "Agora não é hora para violência. Largue suas armas e dance! Pare em uma hora". Cada alvo deve ter sucesso em um teste de resistência de Sabedoria ou ter a condição Encantado pela duração ou até que você ou seus aliados causem dano ao alvo. Cada alvo Encantado segue a sugestão da melhor maneira possível. A atividade sugerida pode continuar por toda a duração, mas se a atividade sugerida puder ser concluída em um tempo menor, a magia termina para um alvo ao completá-la.", "duration": "24 horas", "higher_level": "A duração é maior com um espaço de magia de nível 7 (10 dias), 8 (30 dias) ou 9 (366 dias).", - "id": 758, + "id": "a2b17f6f-337d-4725-b167-5bedbd8e1c70", "level": 6, "locations": [ { @@ -21711,7 +21711,7 @@ "concentration": true, "desc": "Você bane uma criatura que você pode ver dentro do alcance para um semiplano labiríntico. O alvo permanece lá pela duração ou até escapar do labirinto. O alvo pode realizar uma ação de Estudar para tentar escapar. Quando o faz, ele faz um teste de Inteligência CD 20 (Investigação). Se for bem-sucedido, ele escapa, e a magia termina. Quando a magia termina, o alvo reaparece no espaço que ele deixou ou, se esse espaço estiver ocupado, no espaço desocupado mais próximo.", "duration": "Até 10 minutos", - "id": 759, + "id": "01b5e989-087c-4118-8b36-41277637ff19", "level": 8, "locations": [ { @@ -21737,7 +21737,7 @@ ], "desc": "Você pisa em um objeto de pedra ou superfície grande o suficiente para conter completamente seu corpo, fundindo você e seu equipamento com a pedra pela duração. Você deve tocar a pedra para fazer isso. Nada da sua presença permanece visível ou detectável por sentidos não mágicos. Enquanto fundido com a pedra, você não pode ver o que ocorre fora dela, e quaisquer testes de Sabedoria (Percepção) que você fizer para ouvir sons fora dela são feitos com Desvantagem. Você permanece ciente da passagem do tempo e pode conjurar magias em si mesmo enquanto fundido na pedra. Você pode usar 1,5 m de movimento para deixar a pedra onde entrou, o que encerra a magia. Caso contrário, você não pode se mover. Danos físicos menores à pedra não causam dano a você, mas sua destruição parcial ou uma mudança em sua forma (na medida em que você não caiba mais dentro dela) expulsa você e causa 6d6 de dano de Força a você. A destruição completa da pedra (ou transmutação em uma substância diferente) expulsa você e causa 50 de dano de Força a você. Se for expulso, você se move para um espaço desocupado mais próximo de onde entrou pela primeira vez e fica com a condição Prone.", "duration": "8 horas", - "id": 760, + "id": "c0bbf977-ceca-493e-b0fd-5c3384417a1b", "level": 3, "locations": [ { @@ -21763,7 +21763,7 @@ "desc": "Uma flecha verde brilhante dispara em direção a um alvo dentro do alcance e explode em um jato de ácido. Faça um ataque mágico à distância contra o alvo. Em um acerto, o alvo recebe 4d4 de dano de Ácido e 2d4 de dano de Ácido no final do seu próximo turno. Em um erro, a flecha espirra ácido no alvo, causando apenas metade do dano inicial.", "duration": "Instantâneo", "higher_level": "O dano (inicial e posterior) aumenta em 1d4 para cada nível de magia acima de 2.", - "id": 761, + "id": "0d735733-fcb0-4451-9478-1168dd89759e", "level": 2, "locations": [ { @@ -21793,7 +21793,7 @@ ], "desc": "Esta magia repara uma única quebra ou rasgo em um objeto que você toca, como um elo de corrente quebrado, duas metades de uma chave quebrada, uma capa rasgada ou um odre de vinho vazando. Contanto que a quebra ou rasgo não seja maior que 1 pé em qualquer dimensão, você o conserta, não deixando nenhum vestígio do dano anterior. Esta magia pode reparar fisicamente um item mágico, mas não pode restaurar a magia de tal objeto.", "duration": "Instantâneo", - "id": 762, + "id": "196b64b3-6a15-44b5-9bed-a6460ae731ec", "level": 0, "locations": [ { @@ -21822,7 +21822,7 @@ ], "desc": "Você aponta para uma criatura dentro do alcance e sussurra uma mensagem. O alvo (e somente o alvo) ouve a mensagem e pode responder em um sussurro que somente você pode ouvir. Você pode conjurar esta magia através de objetos sólidos se estiver familiarizado com o alvo e souber que ele está além da barreira. Silêncio mágico; 1 pé de pedra, metal ou madeira; ou uma fina folha de chumbo bloqueia a magia.", "duration": "1 rodada", - "id": 763, + "id": "521be472-73cd-49ee-b0c4-f313af405c8a", "level": 0, "locations": [ { @@ -21848,7 +21848,7 @@ ], "desc": "Orbes flamejantes de fogo despencam no chão em quatro pontos diferentes que você pode ver dentro do alcance. Cada criatura em uma Esfera de 40 pés de raio centrada em cada um desses pontos faz um teste de resistência de Destreza. Uma criatura sofre 20d6 de dano de Fogo e 20d6 de dano de Concussão em uma falha ou metade do dano em uma bem-sucedida. Uma criatura na área de mais de uma Esfera de fogo é afetada apenas uma vez. Um objeto não mágico que não esteja sendo usado ou carregado também sofre o dano se estiver na área da magia, e o objeto começa a queimar se for inflamável.", "duration": "Instantâneo", - "id": 764, + "id": "3fd3924e-27c7-498e-a3cc-5eb7246fddbf", "level": 9, "locations": [ { @@ -21873,7 +21873,7 @@ ], "desc": "Até que a magia termine, uma criatura disposta que você tocar tem Imunidade a dano Psíquico e a condição Encantado. O alvo também não é afetado por nada que sinta suas emoções ou alinhamento, leia seus pensamentos ou detecte magicamente sua localização, e nenhuma magia — nem mesmo Desejo — pode reunir informações sobre o alvo, observá-lo remotamente ou controlar sua mente.", "duration": "24 horas", - "id": 765, + "id": "f24a11a5-833a-4e75-adac-186ee4269cf2", "level": 8, "locations": [ { @@ -21899,7 +21899,7 @@ "desc": "Você tenta temporariamente estilhaçar a mente de uma criatura que você pode ver dentro do alcance. O alvo deve ter sucesso em um teste de resistência de Inteligência ou sofrer 1d6 de dano Psíquico e subtrair 1d4 do próximo teste de resistência que ele fizer antes do fim do seu próximo turno.", "duration": "1 rodada", "higher_level": "O dano aumenta em 1d6 quando você atinge os níveis 5 (2d6), 11 (3d6) e 17 (4d6).", - "id": 766, + "id": "d4f7acad-edb6-4480-aa83-230c396cb865", "level": 0, "locations": [ { @@ -21926,7 +21926,7 @@ "desc": "Você enfia um pico de energia psiônica na mente de uma criatura que você pode ver dentro do alcance. O alvo faz um teste de resistência de Sabedoria, sofrendo 3d8 de dano Psíquico em uma falha ou metade do dano em uma falha. Em uma falha, você também sempre sabe a localização do alvo até que a magia termine, mas apenas enquanto vocês dois estiverem no mesmo plano de existência. Enquanto você tiver esse conhecimento, o alvo não pode ficar escondido de você, e se ele tiver a condição Invisível, ele não ganha nenhum benefício dessa condição contra você.", "duration": "Até 1 hora", "higher_level": "O dano aumenta em 1d8 para cada nível de magia acima de 2.", - "id": 767, + "id": "fb826b77-5d22-4ebb-b4f1-59435ed39ead", "level": 2, "locations": [ { @@ -21953,7 +21953,7 @@ ], "desc": "Você cria um som ou uma imagem de um objeto dentro do alcance que dura pela duração. Veja as descrições abaixo para os efeitos de cada um. A ilusão termina se você conjurar esta magia novamente. Se uma criatura fizer uma ação de Estudo para examinar o som ou imagem, a criatura pode determinar que é uma ilusão com um teste bem-sucedido de Inteligência (Investigação) contra sua CD de resistência à magia. Se uma criatura discernir a ilusão pelo que ela é, a ilusão se torna tênue para a criatura. Som. Se você criar um som, seu volume pode variar de um sussurro a um grito. Pode ser sua voz, a voz de outra pessoa, o rugido de um leão, uma batida de tambores ou qualquer outro som que você escolher. O som continua inabalável durante toda a duração, ou você pode fazer sons discretos em momentos diferentes antes que a magia termine. Imagem. Se você criar uma imagem de um objeto — como uma cadeira, pegadas enlameadas ou um pequeno baú — ela não deve ser maior do que um Cubo de 1,5 m. A imagem não pode criar som, luz, cheiro ou qualquer outro efeito sensorial. A interação física com a imagem revela que ela é uma ilusão, já que coisas podem passar através dela.", "duration": "1 minuto", - "id": 768, + "id": "95bfee87-043d-4365-9c65-113ee04d138f", "level": 0, "locations": [ { @@ -21980,7 +21980,7 @@ ], "desc": "Você faz com que o terreno em uma área de até 1 milha quadrada pareça, soe, cheire e até mesmo pareça outro tipo de terreno. Campos abertos ou uma estrada podem ser feitos para se assemelhar a um pântano, colina, fenda ou algum outro terreno acidentado ou intransitável. Um lago pode ser feito para parecer um prado gramado, um precipício como uma encosta suave ou uma ravina rochosa como uma estrada larga e lisa. Da mesma forma, você pode alterar a aparência de estruturas ou adicioná-las onde nenhuma estiver presente. A magia não disfarça, oculta ou adiciona criaturas. A ilusão inclui elementos audíveis, visuais, táteis e olfativos, então ela pode transformar solo limpo em Terreno Difícil (ou vice-versa) ou impedir o movimento pela área. Qualquer pedaço do terreno ilusório (como uma pedra ou um pedaço de pau) que for removido da área da magia desaparece imediatamente. Criaturas com Visão Verdadeira podem ver através da ilusão a verdadeira forma do terreno; no entanto, todos os outros elementos da ilusão permanecem, então, enquanto a criatura estiver ciente da presença da ilusão, ela ainda pode interagir fisicamente com a ilusão.", "duration": "10 dias", - "id": 769, + "id": "669d0157-227c-434d-8538-b56f5fc61d96", "level": 7, "locations": [ { @@ -22007,7 +22007,7 @@ ], "desc": "Três duplicatas ilusórias de você aparecem no seu espaço. Até que a magia termine, as duplicatas se movem com você e imitam suas ações, mudando de posição para que seja impossível rastrear qual imagem é real. Cada vez que uma criatura o atingir com uma jogada de ataque durante a duração da magia, role um d6 para cada uma das suas duplicatas restantes. Se qualquer um dos d6s rolar um 3 ou mais, uma das duplicatas é atingida em vez de você, e a duplicata é destruída. As duplicatas ignoram todos os outros danos e efeitos. A magia termina quando todas as três duplicatas são destruídas. Uma criatura não é afetada por esta magia se tiver a condição Blinded, Blindsight ou Truesight.", "duration": "1 minuto", - "id": 770, + "id": "591f544e-0a12-41a4-bf7e-b02004a7ef2f", "level": 2, "locations": [ { @@ -22033,7 +22033,7 @@ "concentration": true, "desc": "Você ganha a condição Invisível ao mesmo tempo em que uma cópia ilusória sua aparece onde você está. A cópia dura pela duração, mas a invisibilidade termina imediatamente após você fazer uma jogada de ataque, causar dano ou conjurar uma magia. Como uma ação de Magia, você pode mover a cópia ilusória até o dobro de sua Velocidade e fazê-la gesticular, falar e se comportar da maneira que você escolher. Ela é intangível e invulnerável. Você pode ver através de seus olhos e ouvir através de seus ouvidos como se estivesse localizado onde ela está.", "duration": "Até 1 hora", - "id": 771, + "id": "9eff4be7-d514-4cab-b0a6-1927f9f8e6e4", "level": 5, "locations": [ { @@ -22058,7 +22058,7 @@ ], "desc": "Brevemente cercado por uma névoa prateada, você se teletransporta até 9 metros para um espaço desocupado que você pode ver.", "duration": "Instantâneo", - "id": 772, + "id": "1567f07c-71c8-4493-a4cc-72026530f10c", "level": 2, "locations": [ { @@ -22085,7 +22085,7 @@ "desc": "Você tenta remodelar as memórias de outra criatura. Uma criatura que você pode ver dentro do alcance faz um teste de resistência de Sabedoria. Se você estiver lutando contra a criatura, ela tem Vantagem no teste. Em um teste falho, o alvo tem a condição Encantado pela duração. Enquanto Encantado dessa forma, o alvo também tem a condição Incapacitado e não tem consciência de seus arredores, embora possa ouvi-lo. Se ele sofrer qualquer dano ou for alvo de outra magia, esta magia termina, e nenhuma memória é modificada. Enquanto este feitiço durar, você pode afetar a memória do alvo de um evento que ele vivenciou nas últimas 24 horas e que não durou mais do que 10 minutos. Você pode eliminar permanentemente toda a memória do evento, permitir que o alvo se lembre do evento com perfeita clareza, mudar sua memória dos detalhes do evento, ou criar uma memória de algum outro evento. Você deve falar com o alvo para descrever como suas memórias são afetadas, e ele deve ser capaz de entender sua linguagem para que as memórias modificadas criem raízes. Sua mente preenche quaisquer lacunas nos detalhes de sua descrição. Se a magia terminar antes de você terminar de descrever as memórias modificadas, a memória da criatura não será alterada. Caso contrário, as memórias modificadas se consolidam quando a magia termina. Uma memória modificada não afeta necessariamente como uma criatura se comporta, particularmente se a memória contradiz as inclinações naturais, alinhamento ou crenças da criatura. Uma memória modificada ilógica, como uma falsa memória de quanto a criatura gostava de nadar em ácido, é descartada como um pesadelo. O Mestre pode considerar uma memória modificada sem sentido demais para afetar uma criatura. Uma magia Remover Maldição ou Restauração Maior lançada no alvo restaura a verdadeira memória da criatura.", "duration": "Até 1 minuto", "higher_level": "Você pode alterar as memórias do alvo de um evento que ocorreu até 7 dias atrás (espaço de magia de nível 6), 30 dias atrás (espaço de magia de nível 7), 365 dias atrás (espaço de magia de nível 8) ou a qualquer momento no passado da criatura (espaço de magia de nível 9).", - "id": 773, + "id": "86d63ec4-78f0-44a7-88ed-ed920035cee8", "level": 5, "locations": [ { @@ -22112,7 +22112,7 @@ "desc": "Um raio prateado de luz pálida brilha em um Cilindro de 5 pés de raio e 40 pés de altura centrado em um ponto dentro do alcance. Até que a magia termine, Luz Fraca preenche o Cilindro, e você pode fazer uma ação de Magia em turnos posteriores para mover o Cilindro até 60 pés. Quando o Cilindro aparece, cada criatura nele faz um teste de resistência de Constituição. Em uma falha, uma criatura sofre 2d10 de dano Radiante, e se a criatura for transformada (como resultado da magia Polimorfia, por exemplo), ela reverte para sua forma verdadeira e não pode mudar de forma até que deixe o Cilindro. Em uma resistência bem-sucedida, uma criatura sofre apenas metade do dano. Uma criatura também faz esse teste quando a área da magia se move para seu espaço e quando ela entra na área da magia ou termina seu turno lá. Uma criatura faz esse teste apenas uma vez por turno.", "duration": "Até 1 minuto", "higher_level": "O dano aumenta em 1d10 para cada nível de magia acima de 2.", - "id": 774, + "id": "9da7ff36-6bf2-460d-8690-a282be9eb3f3", "level": 2, "locations": [ { @@ -22139,7 +22139,7 @@ ], "desc": "Você conjura um cão de guarda fantasma em um espaço desocupado que você pode ver dentro do alcance. O cão permanece durante a duração ou até que vocês dois estejam a mais de 300 pés de distância um do outro. Ninguém além de você pode ver o cão, e ele é intangível e invulnerável. Quando uma criatura Pequena ou maior chega a 30 pés dele sem primeiro falar a senha que você especificou quando conjurou esta magia, o cão começa a latir alto. O cão tem Visão Verdadeira com um alcance de 30 pés. No início de cada um dos seus turnos, o cão tenta morder um inimigo a 5 pés dele. Esse inimigo deve ser bem-sucedido em um teste de resistência de Destreza ou sofrer 4d8 de dano de Força. Em seus turnos posteriores, você pode realizar uma ação de Magia para mover o cão até 30 pés.", "duration": "8 horas", - "id": 775, + "id": "d41bb079-52bd-4d97-88e9-58d992cd8c38", "level": 4, "locations": [ { @@ -22166,7 +22166,7 @@ ], "desc": "Você conjura uma porta cintilante em alcance que dura pela duração. A porta leva a uma habitação extradimensional e tem 5 pés de largura e 10 pés de altura. Você e qualquer criatura que você designar quando conjurar a magia podem entrar na habitação extradimensional enquanto a porta permanecer aberta. Você pode abri-la ou fechá-la (nenhuma ação necessária) se estiver a 30 pés dela. Enquanto fechada, a porta é imperceptível. Além da porta há um magnífico saguão com inúmeras câmaras além. A atmosfera da habitação é limpa, fresca e quente. Você pode criar qualquer planta baixa que desejar para a habitação, mas ela não pode exceder 50 Cubos contíguos de 10 pés. O lugar é mobiliado e decorado como você escolher. Ele contém comida suficiente para servir um banquete de nove pratos para até 100 pessoas. Móveis e outros objetos criados por esta magia se dissipam em fumaça se removidos dela. Uma equipe de 100 servos quase transparentes atende a todos que entram. Você determina a aparência desses servos e suas vestimentas. Eles são invulneráveis e obedecem aos seus comandos. Cada servo pode executar tarefas que um humano poderia executar, mas não pode atacar ou tomar qualquer ação que possa prejudicar diretamente outra criatura. Assim, os servos podem buscar coisas, limpar, consertar, dobrar roupas, acender fogueiras, servir comida, servir vinho e assim por diante. Os servos não podem sair da habitação. Quando a magia termina, quaisquer criaturas ou objetos deixados dentro do espaço extradimensional são expulsos para os espaços desocupados mais próximos da entrada.", "duration": "24 horas", - "id": 776, + "id": "049ce6d7-9c6d-48fa-8c50-9dbf42bfc53b", "level": 7, "locations": [ { @@ -22191,10 +22191,10 @@ "S", "M" ], - "desc": "Você torna uma área dentro do alcance magicamente segura. A área é um Cubo que pode ser tão pequeno quanto 5 pés até tão grande quanto 100 pés de cada lado. A magia dura pela duração. Quando você conjura a magia, você decide que tipo de segurança a magia fornece, escolhendo qualquer uma das seguintes propriedades:\n\n\u2022O som não pode passar pela barreira na borda da área protegida.\n\u2022A barreira da área protegida parece escura e nebulosa, impedindo a visão (incluindo Visão no Escuro) através dela.\n\u2022Sensores criados por feitiços de Adivinhação não podem aparecer dentro da área protegida ou passar pela barreira em seu perímetro.\n\u2022As criaturas na área não podem ser alvo de feitiços de Adivinhação.\n\u2022Nada pode se teletransportar para dentro ou fora da área protegida.\n\u2022A viagem plana está bloqueada dentro da área protegida.\n\nConjurar esta magia no mesmo local todos os dias por 365 dias faz com que a magia dure até ser dissipada.", + "desc": "Você torna uma área dentro do alcance magicamente segura. A área é um Cubo que pode ser tão pequeno quanto 5 pés até tão grande quanto 100 pés de cada lado. A magia dura pela duração. Quando você conjura a magia, você decide que tipo de segurança a magia fornece, escolhendo qualquer uma das seguintes propriedades:\n\n•O som não pode passar pela barreira na borda da área protegida.\n•A barreira da área protegida parece escura e nebulosa, impedindo a visão (incluindo Visão no Escuro) através dela.\n•Sensores criados por feitiços de Adivinhação não podem aparecer dentro da área protegida ou passar pela barreira em seu perímetro.\n•As criaturas na área não podem ser alvo de feitiços de Adivinhação.\n•Nada pode se teletransportar para dentro ou fora da área protegida.\n•A viagem plana está bloqueada dentro da área protegida.\n\nConjurar esta magia no mesmo local todos os dias por 365 dias faz com que a magia dure até ser dissipada.", "duration": "24 horas", "higher_level": "Você pode aumentar o tamanho do Cubo em 100 pés para cada nível de slot de magia acima de 4.", - "id": 777, + "id": "e70dcc8f-361c-409c-a87b-e887b2f0412b", "level": 4, "locations": [ { @@ -22222,7 +22222,7 @@ "concentration": true, "desc": "Você cria uma espada espectral que paira dentro do alcance. Ela dura pela duração. Quando a espada aparece, você faz um ataque de magia corpo a corpo contra um alvo a até 5 pés da espada. Em um acerto, o alvo recebe dano de Força igual a 4d12 mais seu modificador de habilidade de conjuração. Em seus turnos posteriores, você pode fazer uma Ação Bônus para mover a espada até 30 pés para um local que você possa ver e repetir o ataque contra o mesmo alvo ou um diferente.", "duration": "Até 1 minuto", - "id": 778, + "id": "f1345dfb-5236-45fe-bc6e-ff44958111f0", "level": 7, "locations": [ { @@ -22251,7 +22251,7 @@ "concentration": true, "desc": "Escolha uma área de terreno não maior que 40 pés de lado dentro do alcance. Você pode remodelar terra, areia ou argila na área da maneira que escolher durante a duração. Você pode aumentar ou diminuir a elevação da área, criar ou preencher uma trincheira, erguer ou achatar uma parede ou formar um pilar. A extensão de tais mudanças não pode exceder a metade da maior dimensão da área. Por exemplo, se você afetar um quadrado de 40 pés, você pode criar um pilar de até 20 pés de altura, aumentar ou diminuir a elevação do quadrado em até 20 pés, cavar uma trincheira de até 20 pés de profundidade e assim por diante. Leva 10 minutos para essas mudanças serem concluídas. Como a transformação do terreno ocorre lentamente, as criaturas na área geralmente não podem ser presas ou feridas pelo movimento do solo. No final de cada 10 minutos que você gasta se concentrando na magia, você pode escolher uma nova área de terreno para afetar dentro do alcance. Esta magia não pode manipular pedra natural ou construção de pedra. Rochas e estruturas mudam para acomodar o novo terreno. Se a forma como você molda o terreno tornasse uma estrutura instável, ela poderia entrar em colapso. Similarmente, esta magia não afeta diretamente o crescimento das plantas. A terra movida carrega quaisquer plantas junto com ela.", "duration": "Até 2 horas", - "id": 779, + "id": "bcd97740-8a89-48da-8d84-764bc97775c4", "level": 6, "locations": [ { @@ -22279,7 +22279,7 @@ ], "desc": "Durante a duração, você esconde um alvo que você toca de magias de Adivinhação. O alvo pode ser uma criatura disposta, ou pode ser um lugar ou objeto não maior que 10 pés em qualquer dimensão. O alvo não pode ser alvo de nenhuma magia de Adivinhação ou percebido por sensores de vidência mágica.", "duration": "8 horas", - "id": 780, + "id": "617a3e92-9834-4e38-adaf-adca5dcf1e9f", "level": 3, "locations": [ { @@ -22305,7 +22305,7 @@ ], "desc": "Com um toque, você coloca uma ilusão em uma criatura disposta ou em um objeto que não está sendo usado ou carregado. Uma criatura ganha o efeito Máscara abaixo, e um objeto ganha o efeito Aura Falsa abaixo. O efeito dura pela duração. Se você conjurar a magia no mesmo alvo todos os dias por 30 dias, a ilusão dura até ser dissipada. Máscara (Criatura). Escolha um tipo de criatura diferente do tipo real do alvo. Magias e outros efeitos mágicos tratam o alvo como se fosse uma criatura do tipo escolhido. Aura Falsa (Objeto). Você muda a forma como o alvo aparece para magias e efeitos mágicos que detectam auras mágicas, como Detectar Magia. Você pode fazer um objeto não mágico parecer mágico, fazer um item mágico parecer não mágico ou mudar a aura do objeto para que pareça pertencer a uma escola de magia que você escolher.", "duration": "24 horas", - "id": 781, + "id": "cf25267f-8f2d-4dfe-a2f7-9c0492f15c6d", "level": 2, "locations": [ { @@ -22333,7 +22333,7 @@ "desc": "Um globo gelado voa de você para um ponto de sua escolha dentro do alcance, onde explode em uma Esfera de 60 pés de raio. Cada criatura naquela área faz um teste de resistência de Constituição, sofrendo 10d6 de dano de Frio em uma falha ou metade do dano em um sucesso. Se o globo atingir um corpo de água, ele congela a água a uma profundidade de 6 polegadas em uma área de 30 pés quadrados. Esse gelo dura 1 minuto. Criaturas que estavam nadando na superfície da água congelada ficam presas no gelo e têm a condição Restrição. Uma criatura presa pode realizar uma ação para fazer um teste de Força (Atletismo) contra sua CD de resistência à magia para se libertar. Você pode se abster de disparar o globo após completar a conjuração da magia. Se fizer isso, um globo do tamanho de uma bala de estilingue, frio ao toque, aparece em sua mão. A qualquer momento, você ou uma criatura a quem você der o globo pode arremessar o globo (a um alcance de 40 pés) ou arremessá-lo com uma funda (ao alcance normal da funda). Ele se estilhaça no impacto, com o mesmo efeito de uma conjuração normal da magia. Você também pode colocar o globo no chão sem quebrá-lo. Após 1 minuto, se o globo ainda não tiver se estilhaçado, ele explode.", "duration": "Instantâneo", "higher_level": "O dano aumenta em 1d6 para cada nível de magia acima de 6.", - "id": 782, + "id": "ad204d86-afd7-4c13-82a0-14ed26aeff0a", "level": 6, "locations": [ { @@ -22361,7 +22361,7 @@ "concentration": true, "desc": "Uma esfera cintilante envolve uma criatura ou objeto Grande ou menor dentro do alcance. Uma criatura relutante deve ter sucesso em um teste de resistência de Destreza ou ficará cercada pela duração. Nada — nem objetos físicos, energia ou outros efeitos de magia — pode passar pela barreira, para dentro ou para fora, embora uma criatura na esfera possa respirar lá. A esfera é imune a todo dano, e uma criatura ou objeto dentro dela não pode ser danificado por ataques ou efeitos originados de fora, nem uma criatura dentro da esfera pode danificar nada fora dela. A esfera não tem peso e é grande o suficiente para conter a criatura ou objeto dentro. Uma criatura cercada pode realizar uma ação para empurrar contra as paredes da esfera e, assim, rolar a esfera em até metade da Velocidade da criatura. Da mesma forma, o globo pode ser pego e movido por outras criaturas. Uma magia Desintegrar mirando no globo o destrói sem danificar nada dentro.", "duration": "Até 1 minuto", - "id": 783, + "id": "0eef9c11-ebd6-4891-9345-8c5bb5848242", "level": 4, "locations": [ { @@ -22387,7 +22387,7 @@ "concentration": true, "desc": "Uma criatura que você possa ver dentro do alcance deve fazer um teste de resistência de Sabedoria. Em um teste bem-sucedido, o alvo dança comicamente até o final do seu próximo turno, durante o qual ele deve gastar todo o seu movimento para dançar no lugar. Em um teste fracassado, o alvo tem a condição Encantado pela duração. Enquanto Encantado, o alvo dança comicamente, deve usar todo o seu movimento para dançar no lugar, e tem Desvantagem em testes de resistência de Destreza e jogadas de ataque, e outras criaturas têm Vantagem em jogadas de ataque contra ele. Em cada um dos seus turnos, o alvo pode realizar uma ação para se recompor e repetir o teste, encerrando a magia sobre si mesmo em um sucesso.", "duration": "Até 1 minuto", - "id": 784, + "id": "a1bdd860-2fdb-4718-a2d4-e1f218edc193", "level": 6, "locations": [ { @@ -22412,7 +22412,7 @@ ], "desc": "Uma passagem aparece em um ponto que você pode ver em uma superfície de madeira, gesso ou pedra (como uma parede, teto ou piso) dentro do alcance e dura pela duração. Você escolhe as dimensões da abertura: até 5 pés de largura, 8 pés de altura e 20 pés de profundidade. A passagem não cria instabilidade em uma estrutura ao redor dela. Quando a abertura desaparece, quaisquer criaturas ou objetos ainda na passagem criada pela magia são ejetados com segurança para um espaço desocupado mais próximo da superfície na qual você conjura a magia.", "duration": "1 hora", - "id": 785, + "id": "c8f8c8a4-a5aa-4a67-b23c-39bd314ed85b", "level": 5, "locations": [ { @@ -22440,7 +22440,7 @@ "concentration": true, "desc": "Você irradia uma aura oculta em uma Emanação de 30 pés pela duração. Enquanto estiver na aura, você e cada criatura que escolher têm um bônus de +10 em testes de Destreza (Furtividade) e não deixam rastros.", "duration": "Até 1 hora", - "id": 786, + "id": "68168b1b-efde-43e3-b7b1-4c7e0ae95f0a", "level": 2, "locations": [ { @@ -22469,7 +22469,7 @@ "concentration": true, "desc": "Você tenta criar uma ilusão na mente de uma criatura que você pode ver dentro do alcance. O alvo faz um teste de resistência de Inteligência. Em uma falha, você cria um objeto fantasmagórico, criatura ou outro fenômeno que não é maior que um Cubo de 10 pés e que é perceptível apenas para o alvo durante a duração. O fantasma inclui som, temperatura e outros estímulos. O alvo pode realizar uma ação de Estudo para examinar o fantasma com um teste de Inteligência (Investigação) contra sua CD de resistência à magia. Se o teste for bem-sucedido, o alvo percebe que o fantasma é uma ilusão e a magia termina. Enquanto afetado pela magia, o alvo trata o fantasma como se fosse real e racionaliza quaisquer resultados ilógicos da interação com ele. Por exemplo, se o alvo pisar em uma ponte fantasmagórica e sobreviver à queda, ele acredita que a ponte existe e que outra coisa a fez cair. Um alvo afetado pode até mesmo sofrer dano da ilusão se o fantasma representar uma criatura ou perigo perigoso. Em cada um dos seus turnos, tal fantasma pode causar 2d8 de dano Psíquico ao alvo se ele estiver na área do fantasma ou a até 5 pés do fantasma. O alvo percebe o dano como um tipo apropriado para a ilusão.", "duration": "Até 1 minuto", - "id": 787, + "id": "68ea2390-e012-45c6-8ebc-0c5f4d696c94", "level": 2, "locations": [ { @@ -22497,7 +22497,7 @@ "desc": "Você acessa os pesadelos de uma criatura que você pode ver dentro do alcance e cria uma ilusão de seus medos mais profundos, visível apenas para aquela criatura. O alvo faz um teste de resistência de Sabedoria. Em uma falha, o alvo sofre 4d10 de dano Psíquico e tem Desvantagem em testes de habilidade e jogadas de ataque pela duração. Em uma falha, o alvo sofre metade do dano, e a magia termina. Pela duração, o alvo faz um teste de resistência de Sabedoria no final de cada um de seus turnos. Em uma falha, ele sofre o dano Psíquico novamente. Em uma falha, a magia termina.", "duration": "Até 1 minuto", "higher_level": "O dano aumenta em 1d10 para cada nível de magia acima de 4.", - "id": 788, + "id": "411c85a8-d199-4b3e-b096-5c564f52d09e", "level": 4, "locations": [ { @@ -22521,7 +22521,7 @@ ], "desc": "Uma criatura grande, quase real, parecida com um cavalo, aparece no chão em um espaço desocupado de sua escolha dentro do alcance. Você decide a aparência da criatura, e ela é equipada com uma sela, freio e rédea. Qualquer equipamento criado pela magia desaparece em uma nuvem de fumaça se for carregado a mais de 10 pés de distância do corcel. Durante a duração, você ou uma criatura que você escolher pode montar o corcel. O corcel usa o bloco de estatísticas Riding Horse (veja o apêndice B), exceto que ele tem uma Velocidade de 100 pés e pode viajar 13 milhas em uma hora. Quando a magia termina, o corcel gradualmente desaparece, dando ao cavaleiro 1 minuto para desmontar. A magia termina mais cedo se o corcel sofrer algum dano.", "duration": "1 hora", - "id": 789, + "id": "2cdc5221-0c40-4ed5-a490-74dc492dc9b3", "level": 3, "locations": [ { @@ -22545,7 +22545,7 @@ ], "desc": "Você implora por ajuda a uma entidade sobrenatural. O ser deve ser conhecido por você: um deus, um príncipe demônio ou algum outro ser de poder cósmico. Essa entidade envia um Celestial, um Elemental ou um Demônio leal a ela para ajudá-lo, fazendo a criatura aparecer em um espaço desocupado dentro do alcance. Se você souber o nome de uma criatura específica, você pode falar esse nome quando conjurar esta magia para solicitar essa criatura, embora você possa obter uma criatura diferente de qualquer maneira (escolha do Mestre). Quando a criatura aparece, ela não é compelida a se comportar de uma maneira específica. Você pode pedir que ela realize um serviço em troca de pagamento, mas ela não é obrigada a fazê-lo. A tarefa solicitada pode variar de simples (nos levar voando através do abismo ou nos ajudar a lutar uma batalha) a complexa (espionar nossos inimigos ou nos proteger durante nossa incursão na masmorra). Você deve ser capaz de se comunicar com a criatura para negociar seus serviços. O pagamento pode assumir uma variedade de formas. Um Celestial pode exigir uma doação considerável de ouro ou itens mágicos para um templo aliado, enquanto um Fiend pode exigir um sacrifício vivo ou um presente de tesouro. Algumas criaturas podem trocar seus serviços por uma missão realizada por você. Uma tarefa que pode ser medida em minutos requer um pagamento no valor de 100 GP por minuto. Uma tarefa medida em horas requer 1.000 GP por hora. E uma tarefa medida em dias (até 10 dias) requer 10.000 GP por dia. O Mestre pode ajustar esses pagamentos com base nas circunstâncias em que você conjura a magia. Se a tarefa estiver alinhada com o ethos da criatura, o pagamento pode ser reduzido pela metade ou até mesmo dispensado. Tarefas não perigosas normalmente requerem apenas metade do pagamento sugerido, enquanto tarefas especialmente perigosas podem exigir um presente maior. Criaturas raramente aceitam tarefas que parecem suicidas. Após a criatura concluir a tarefa, ou quando a duração acordada do serviço expira, a criatura retorna ao seu plano natal após reportar a você, se possível. Se vocês não conseguirem chegar a um acordo sobre um preço pelo serviço da criatura, ela retorna imediatamente ao seu plano de origem.", "duration": "Instantâneo", - "id": 790, + "id": "0499827e-2183-42f1-81f8-14e329f8966d", "level": 6, "locations": [ { @@ -22575,7 +22575,7 @@ "desc": "Você tenta vincular um Celestial, um Elemental, um Fey ou um Fiend ao seu serviço. A criatura deve estar dentro do alcance durante toda a conjuração da magia. (Normalmente, a criatura é primeiro invocada para o centro da versão invertida da magia Magic Circle para prendê-la enquanto esta magia é conjurada.) Ao completar a conjuração, o alvo deve ser bem-sucedido em um teste de resistência de Carisma ou ser vinculado a servi-lo pela duração. Se a criatura foi invocada ou criada por outra magia, a duração dessa magia é estendida para corresponder à duração desta magia. Uma criatura vinculada deve seguir seus comandos da melhor maneira possível. Você pode comandar a criatura para acompanhá-lo em uma aventura, para proteger um local ou para entregar uma mensagem. Se a criatura for Hostil, ela se esforça para distorcer seus comandos para atingir seus próprios objetivos. Se a criatura executar seus comandos completamente antes que a magia termine, ela viaja até você para relatar esse fato se você estiver no mesmo plano de existência. Se você estiver em um plano diferente, ela retorna ao local onde você a amarrou e permanece lá até que a magia termine.", "duration": "24 horas", "higher_level": "A duração aumenta com um espaço de magia de nível 6 (10 dias), 7 (30 dias), 8 (180 dias) e 9 (366 dias).", - "id": 791, + "id": "2eb70cc1-3071-4359-bcf8-5a315e371db5", "level": 5, "locations": [ { @@ -22605,7 +22605,7 @@ ], "desc": "Você e até oito criaturas dispostas que derem as mãos em um círculo são transportados para um plano de existência diferente. Você pode especificar um destino alvo em termos gerais, como a Cidade de Bronze no Plano Elemental do Fogo ou o palácio de Dispater no segundo nível dos Nove Infernos, e você aparece dentro ou perto desse destino, conforme determinado pelo Mestre. Alternativamente, se você souber a sequência de sigilos de um círculo de teletransporte em outro plano de existência, esta magia pode levá-lo para esse círculo. Se o círculo de teletransporte for muito pequeno para conter todas as criaturas que você transportou, elas aparecem nos espaços desocupados mais próximos ao lado do círculo.", "duration": "Instantâneo", - "id": 792, + "id": "0d86eeaf-acf9-4211-b7a7-854f7b4a2db0", "level": 7, "locations": [ { @@ -22632,7 +22632,7 @@ ], "desc": "Esta magia canaliza vitalidade para as plantas. O tempo de conjuração que você usa determina se a magia tem o efeito Overgrowth ou Enrichment abaixo. Overgrowth. Escolha um ponto dentro do alcance. Todas as plantas normais em uma Esfera de 100 pés de raio centrada naquele ponto se tornam espessas e crescidas demais. Uma criatura se movendo por aquela área deve gastar 4 pés de movimento para cada 1 pé que se move. Você pode excluir uma ou mais áreas de qualquer tamanho dentro da área da magia de serem afetadas. Enriquecimento. Todas as plantas em um raio de meia milha centradas em um ponto dentro do alcance se tornam enriquecidas por 365 dias. As plantas produzem o dobro da quantidade normal de comida quando colhidas. Elas podem se beneficiar de apenas um Crescimento de Planta por ano.", "duration": "Instantâneo", - "id": 793, + "id": "86d2ec8b-f6b6-400b-a1da-81675cbad3a2", "level": 3, "locations": [ { @@ -22661,7 +22661,7 @@ "desc": "Você borrifa névoa tóxica em uma criatura dentro do alcance. Faça um ataque mágico à distância contra o alvo. Em um acerto, o alvo recebe 1d12 de dano de Veneno.", "duration": "Instantâneo", "higher_level": "O dano aumenta em 1d12 quando você atinge os níveis 5 (2d12), 11 (3d12) e 17 (4d12).", - "id": 794, + "id": "33a26dfe-18ea-4857-8765-cc599ff420c9", "level": 0, "locations": [ { @@ -22690,7 +22690,7 @@ "concentration": true, "desc": "Você tenta transformar uma criatura que você pode ver dentro do alcance em uma Besta. O alvo deve ter sucesso em um teste de resistência de Sabedoria ou mudar de forma para a forma Besta durante a duração. Essa forma pode ser qualquer Besta que você escolher que tenha uma Classificação de Desafio igual ou menor que a do alvo (ou o nível do alvo se ele não tiver uma Classificação de Desafio). As estatísticas de jogo do alvo são substituídas pelo bloco de estatísticas da Besta escolhida, mas o alvo retém seu alinhamento, personalidade, tipo de criatura, Pontos de Vida e Dados de Pontos de Vida.\n\nO alvo ganha um número de Pontos de Vida Temporários igual aos Pontos de Vida da forma Besta. Esses Pontos de Vida Temporários desaparecem se ainda houver algum quando o feitiço termina. A magia termina cedo no alvo se ele não tiver Pontos de Vida Temporários restantes. O alvo é limitado nas ações que pode executar pela anatomia de sua nova forma, e não pode falar ou conjurar magias.\n\nO equipamento do alvo se funde à nova forma. A criatura não pode usar ou se beneficiar de nenhum desses equipamentos.", "duration": "Até 1 hora", - "id": 795, + "id": "0c6911b5-ace6-4993-bfae-3aa1cf4aa143", "level": 4, "locations": [ { @@ -22715,7 +22715,7 @@ ], "desc": "Você fortifica até seis criaturas que você pode ver dentro do alcance. A magia concede 120 Pontos de Vida Temporários, que você divide entre os recipientes da magia.", "duration": "Instantâneo", - "id": 796, + "id": "e683e1ed-ef48-4960-9129-7aee071b9d95", "level": 7, "locations": [ { @@ -22739,7 +22739,7 @@ ], "desc": "Uma onda de energia de cura incide sobre uma criatura que você possa ver dentro do alcance. O alvo recupera todos os seus Pontos de Vida. Se a criatura tiver a condição Encantado, Assustado, Paralisado, Envenenado ou Atordoado, a condição termina. Se a criatura tiver a condição Caído, ela pode usar sua Reação para se levantar.", "duration": "Instantâneo", - "id": 797, + "id": "b8841f9a-e3fc-467b-8a0a-03697e9893eb", "level": 9, "locations": [ { @@ -22765,7 +22765,7 @@ ], "desc": "Você obriga uma criatura que você pode ver dentro do alcance a morrer. Se o alvo tiver 100 Pontos de Vida ou menos, ele morre. Caso contrário, ele recebe 12d12 de dano Psíquico.", "duration": "Instantâneo", - "id": 798, + "id": "b5e86df2-b50b-4e72-b5b4-a6079f5ad42c", "level": 9, "locations": [ { @@ -22791,7 +22791,7 @@ ], "desc": "Você sobrepuja a mente de uma criatura que você pode ver dentro do alcance. Se o alvo tiver 150 Pontos de Vida ou menos, ele tem a condição Atordoado. Caso contrário, sua Velocidade é 0 até o início do seu próximo turno. O alvo Atordoado faz um teste de resistência de Constituição no final de cada um dos seus turnos, encerrando a condição em si mesmo em um sucesso.", "duration": "Instantâneo", - "id": 799, + "id": "cbe0ec67-437d-4a95-8d84-19800a5aed0c", "level": 8, "locations": [ { @@ -22816,7 +22816,7 @@ "desc": "Até cinco criaturas de sua escolha que permanecerem dentro do alcance durante toda a conjuração da magia ganham os benefícios de um Descanso Curto e também recuperam 2d8 Pontos de Vida. Uma criatura não pode ser afetada por esta magia novamente até que aquela criatura termine um Descanso Longo.", "duration": "Instantâneo", "higher_level": "A cura aumenta em 1d8 para cada nível de magia acima de 2.", - "id": 800, + "id": "744f2e89-2c87-4c00-b386-7cf1067776e5", "level": 2, "locations": [ { @@ -22845,7 +22845,7 @@ "concentration": false, "desc": "Você cria um efeito mágico dentro do alcance. Escolha o efeito nas opções abaixo. Se você conjurar esta magia várias vezes, você pode ter até três de seus efeitos não instantâneos ativos ao mesmo tempo. Efeito Sensorial. Você cria um efeito sensorial instantâneo e inofensivo, como uma chuva de faíscas, uma lufada de vento, notas musicais fracas ou um odor estranho. Jogo de Fogo. Você instantaneamente acende ou apaga uma vela, uma tocha ou uma pequena fogueira. Limpar ou Sujar. Você instantaneamente limpa ou suja um objeto não maior que 1 pé cúbico. Sensação Menor. Você resfria, aquece ou dá sabor a até 1 pé cúbico de material não vivo por 1 hora. Marca Mágica. Você faz uma cor, uma pequena marca ou um símbolo aparecer em um objeto ou superfície por 1 hora. Criação Menor. Você cria uma bugiganga não mágica ou uma imagem ilusória que pode caber em sua mão. Ela dura até o final do seu próximo turno. Uma bugiganga não pode causar dano e não tem valor monetário.", "duration": "Até 1 hora", - "id": 801, + "id": "3430a6b9-c447-4dc7-8980-3a9c804630cd", "level": 0, "locations": [ { @@ -22871,7 +22871,7 @@ ], "desc": "Oito raios de luz saem de você em um cone de 60 pés. Cada criatura no cone faz um teste de resistência de Destreza. Para cada alvo, role 1d8 para determinar qual raio de cor o afeta, consultando a tabela de raios prismáticos. 1d8 Raio 1 Vermelho. Falha no teste: 12d6 de dano de fogo. Teste bem-sucedido: metade do dano. 2 Laranja. Falha no teste: 12d6 de dano de ácido. Teste bem-sucedido: metade do dano. 3 Amarelo. Falha no teste: 12d6 de dano de raio. Teste bem-sucedido: metade do dano. 4 Verde. Falha no teste: 12d6 de dano de veneno. Teste bem-sucedido: metade do dano. 5 Azul. Falha no teste: 12d6 de dano de frio. Teste bem-sucedido: metade do dano. 6 Índigo. Falha no teste: O alvo tem a condição Restrito e faz um teste de resistência de Constituição no final de cada um de seus turnos. Se ele fizer três testes bem-sucedidos, a condição termina. Se falhar três vezes, ele tem a condição Petrificado até ser libertado por um efeito como a magia Restauração Maior. Os sucessos e falhas não precisam ser consecutivos; mantenha o controle de ambos até que o alvo colete três de um tipo. 7 Violeta. Falha na Proteção: O alvo tem a condição Cego e faz um teste de resistência de Sabedoria no início do seu próximo turno. Em um teste bem-sucedido, a condição termina. Em um teste malsucedido, a condição termina, e a criatura se teletransporta para outro plano de existência (escolha do Mestre). 8 Especial. O alvo é atingido por dois raios. Role duas vezes, rolando novamente qualquer 8.", "duration": "Instantâneo", - "id": 802, + "id": "7e5f0a1b-6b3f-4f59-b63c-8c9ef92af0d5", "level": 7, "locations": [ { @@ -22896,7 +22896,7 @@ ], "desc": "Um plano de luz brilhante e multicolorido forma uma parede vertical opaca — de até 90 pés de comprimento, 30 pés de altura e 1 polegada de espessura — centralizada em um ponto dentro do alcance. Alternativamente, você molda a parede em um globo de até 30 pés de diâmetro centralizado em um ponto dentro do alcance. A parede dura pela duração. Se você posicionar a parede em um espaço ocupado por uma criatura, a magia termina instantaneamente sem efeito. A parede emite Luz Brilhante dentro de 100 pés e Luz Penumbra por mais 100 pés. Você e as criaturas que você designar quando conjurar a magia podem passar e ficar perto da parede sem danos. Se outra criatura que pode ver a parede se mover a 20 pés dela ou começar seu turno lá, a criatura deve ser bem-sucedida em um teste de resistência de Constituição ou terá a condição Cego por 1 minuto. A parede consiste em sete camadas, cada uma com uma cor diferente. Quando uma criatura alcança ou passa pela parede, ela o faz uma camada de cada vez através de todas as camadas. Cada camada força a criatura a fazer um teste de resistência de Destreza ou ser afetada pelas propriedades daquela camada, conforme descrito na tabela Camadas Prismáticas. A parede, que tem CA 10, pode ser destruída uma camada de cada vez, em ordem de vermelho para violeta, por meios específicos para cada camada. Se uma camada for destruída, ela desaparece pela duração. Campo Antimagia não tem efeito na parede, e Dissipar Magia pode afetar apenas a camada violeta. Efeitos de Ordem 1 Vermelho. Falha na Resistência: 12d6 de dano de Fogo. Sucesso na Resistência: Metade do dano. Efeitos Adicionais: Ataques à Distância não mágicos não podem passar por esta camada, que é destruída se receber pelo menos 25 de dano de Frio. 2 Laranja. Falha na Resistência: 12d6 de dano de Ácido. Sucesso na Resistência: Metade do dano. Efeitos Adicionais: Ataques à Distância mágicos não podem passar por esta camada, que é destruída por um vento forte (como o criado por Rajada de Vento). 3 Amarelo. Falha na Resistência: 12d6 de dano de Relâmpago. Salvamento bem-sucedido: metade do dano. Efeitos adicionais: a camada é destruída se receber pelo menos 60 de dano de Força. 4 Verde. Salvamento malsucedido: 12d6 de dano de Veneno. Salvamento bem-sucedido: metade do dano. Efeitos adicionais: uma magia Passwall, ou outra magia de nível igual ou maior que possa abrir um portal em uma superfície sólida, destrói esta camada. 5 Azul. Salvamento malsucedido: 12d6 de dano de Frio. Salvamento bem-sucedido: metade do dano. Efeitos adicionais: a camada é destruída se receber pelo menos 25 de dano de Fogo. 6 Índigo. Salvamento malsucedido: o alvo tem a condição Restrito e faz um teste de resistência de Constituição no final de cada um de seus turnos. Se ele tiver sucesso três vezes, a condição termina. Se ele falhar três vezes, ele tem a condição Petrificado até ser libertado por um efeito como a magia Restauração Maior. Os sucessos e falhas não precisam ser consecutivos; mantenha o controle de ambos até que o alvo colete três de um tipo. Efeitos Adicionais: Magias não podem ser lançadas através desta camada, que é destruída por Bright Light derramada pela magia Daylight. 7 Violet. Falha na Proteção: O alvo tem a condição Blinded e faz um teste de resistência de Wisdom no início do seu próximo turno. Em um teste bem-sucedido, a condição termina. Em um teste malsucedido, a condição termina, e a criatura se teletransporta para outro plano de existência (escolha do Mestre). Efeitos Adicionais: Esta camada é destruída por Dispel Magic.", "duration": "10 minutos", - "id": 803, + "id": "d6890527-8b22-4b7e-8ae6-8b655baf484a", "level": 9, "locations": [ { @@ -22921,7 +22921,7 @@ "desc": "Uma chama bruxuleante aparece em sua mão e permanece lá durante o tempo. Enquanto estiver lá, a chama não emite calor e não acende nada, e emite Luz Brilhante em um raio de 20 pés e Luz Fraca por mais 20 pés. A magia termina se você conjurá-la novamente. Até que a magia termine, você pode fazer uma ação de Magia para lançar fogo em uma criatura ou objeto a até 60 pés de você. Faça um ataque de magia à distância. Em um acerto, o alvo recebe 1d8 de dano de Fogo.", "duration": "10 minutos", "higher_level": "O dano aumenta em 1d8 quando você atinge os níveis 5 (2d8), 11 (3d8) e 17 (4d8).", - "id": 804, + "id": "21180583-dbb9-46c6-a4b4-ebd60765a6a5", "level": 0, "locations": [ { @@ -22947,7 +22947,7 @@ ], "desc": "Você cria uma ilusão de um objeto, uma criatura ou algum outro fenômeno visível dentro do alcance que é ativado quando um gatilho específico ocorre. A ilusão é imperceptível até então. Ela não deve ser maior do que um Cubo de 30 pés, e você decide quando conjura a magia como a ilusão se comporta e quais sons ela faz. Esta performance com script pode durar até 5 minutos. Quando o gatilho que você especifica ocorre, a ilusão surge e se apresenta da maneira que você descreveu. Uma vez que a ilusão termina de se apresentar, ela desaparece e permanece dormente por 10 minutos, após os quais a ilusão pode ser ativada novamente. O gatilho pode ser tão geral ou tão detalhado quanto você quiser, embora deva ser baseado em fenômenos visuais ou audíveis que ocorrem a 30 pés da área. Por exemplo, você pode criar uma ilusão de si mesmo para aparecer e alertar outros que tentam abrir uma porta com armadilha. A interação física com a imagem revela que ela é ilusória, já que as coisas podem passar por ela. Uma criatura que realiza a ação Estudar para examinar a imagem pode determinar que é uma ilusão com um teste bem-sucedido de Inteligência (Investigação) contra sua CD de resistência à magia. Se uma criatura discernir a ilusão pelo que ela é, a criatura pode ver através da imagem, e qualquer ruído que ela faça soa oco para a criatura.", "duration": "Até ser dissipada", - "id": 805, + "id": "afc30331-44b1-407f-a305-6f012b1072a7", "level": 6, "locations": [ { @@ -22975,7 +22975,7 @@ "concentration": true, "desc": "Você cria uma cópia ilusória de si mesmo que dura pela duração. A cópia pode aparecer em qualquer local dentro do alcance que você já tenha visto antes, independentemente de obstáculos intervenientes. A ilusão parece e soa como você, mas é intangível. Se a ilusão sofrer algum dano, ela desaparece e a magia termina. Você pode ver através dos olhos da ilusão e ouvir através de seus ouvidos como se estivesse em seu espaço. Como uma ação de Magia, você pode movê-la até 60 pés e fazê-la gesticular, falar e se comportar da maneira que você escolher. Ela imita seus maneirismos perfeitamente. A interação física com a imagem revela que ela é ilusória, já que as coisas podem passar por ela. Uma criatura que realiza a ação Estudar para examinar a imagem pode determinar que ela é uma ilusão com um teste bem-sucedido de Inteligência (Investigação) contra sua CD de resistência à magia. Se uma criatura discernir a ilusão pelo que ela é, a criatura pode ver através da imagem, e qualquer ruído que ela faça soa oco para a criatura.", "duration": "Até 1 dia", - "id": 806, + "id": "04e387f6-a04a-47a1-93c0-4b2f5387e7d6", "level": 7, "locations": [ { @@ -23006,7 +23006,7 @@ "concentration": true, "desc": "Durante a duração, a criatura voluntária que você tocar terá Resistência a um tipo de dano de sua escolha: Ácido, Frio, Fogo, Relâmpago ou Trovão.", "duration": "Até 1 hora", - "id": 807, + "id": "744f4e7a-2ada-46ef-bd2d-0d1f9460abb8", "level": 3, "locations": [ { @@ -23036,7 +23036,7 @@ "concentration": true, "desc": "Até que a magia termine, uma criatura disposta que você tocar estará protegida contra criaturas que sejam Aberrações, Celestiais, Elementais, Feéricos, Demônios ou Mortos-vivos. A proteção concede vários benefícios. Criaturas desses tipos têm Desvantagem em jogadas de ataque contra o alvo. O alvo também não pode ser possuído por ou ganhar as condições Encantado ou Amedrontado deles. Se o alvo já estiver possuído, Encantado ou Amedrontado por tal criatura, o alvo tem Vantagem em qualquer novo teste de resistência contra o efeito relevante.", "duration": "Até 10 minutos", - "id": 808, + "id": "6aa5c989-29d0-4f7f-ae47-20a3465a7f09", "level": 1, "locations": [ { @@ -23065,7 +23065,7 @@ ], "desc": "Você toca em uma criatura e encerra a condição Poisoned nela. Durante a duração, o alvo tem Vantagem em testes de resistência para evitar ou encerrar a condição Poisoned, e tem Resistência a dano de Poisoned.", "duration": "1 hora", - "id": 809, + "id": "9a95b5ed-0c1e-4809-8dd7-558d1a84b1ff", "level": 2, "locations": [ { @@ -23092,7 +23092,7 @@ ], "desc": "Você remove veneno e podridão de alimentos e bebidas não mágicos em uma esfera de 1,5 m de raio centrada em um ponto dentro do alcance.", "duration": "Instantâneo", - "id": 810, + "id": "d6f2febb-84b2-4342-b78a-195f0eb5c648", "level": 1, "locations": [ { @@ -23119,7 +23119,7 @@ ], "desc": "Com um toque, você revive uma criatura morta se ela estiver morta há não mais de 10 dias e não for um morto-vivo quando morreu. A criatura retorna à vida com 1 Ponto de Vida. Esta magia também neutraliza quaisquer venenos que afetaram a criatura no momento da morte. Esta magia fecha todos os ferimentos mortais, mas não restaura partes do corpo perdidas. Se a criatura estiver sem partes do corpo ou órgãos essenciais para sua sobrevivência — sua cabeça, por exemplo — a magia falha automaticamente. Voltar dos mortos é uma provação. O alvo sofre uma penalidade de -4 em Testes de D20. Toda vez que o alvo termina um Descanso Longo, a penalidade é reduzida em 1 até se tornar 0.", "duration": "Instantâneo", - "id": 811, + "id": "8f119757-eaad-47d0-8912-fe1f8f18cc90", "level": 5, "locations": [ { @@ -23146,7 +23146,7 @@ ], "desc": "Você forja um elo telepático entre até oito criaturas dispostas de sua escolha dentro do alcance, ligando psiquicamente cada criatura a todas as outras durante a duração. Criaturas que não podem se comunicar em nenhuma língua não são afetadas por esta magia. Até que a magia termine, os alvos podem se comunicar telepaticamente através do elo, quer compartilhem ou não uma língua. A comunicação é possível a qualquer distância, embora não possa se estender a outros planos de existência.", "duration": "1 hora", - "id": 812, + "id": "13327eeb-fd92-4c6d-8ab3-ae18b67c52fc", "level": 5, "locations": [ { @@ -23173,7 +23173,7 @@ "concentration": true, "desc": "Um raio de energia enervante dispara de você em direção a uma criatura dentro do alcance. O alvo deve fazer um teste de resistência de Constituição. Em um teste bem-sucedido, o alvo tem Desvantagem na próxima jogada de ataque que fizer até o início do seu próximo turno. Em um teste fracassado, o alvo tem Desvantagem em Testes D20 baseados em Força pela duração. Durante esse tempo, ele também subtrai 1d8 de todas as suas jogadas de dano. O alvo repete o teste no final de cada um dos seus turnos, encerrando a magia em um sucesso.", "duration": "Até 1 minuto", - "id": 813, + "id": "7e133828-392c-46c0-9d0f-220781f3e139", "level": 2, "locations": [ { @@ -23200,7 +23200,7 @@ "desc": "Um raio gélido de luz azul-esbranquiçada dispara em direção a uma criatura dentro do alcance. Faça um ataque mágico à distância contra o alvo. Em um acerto, ele recebe 1d8 de dano de Frio, e sua Velocidade é reduzida em 10 pés até o início do seu próximo turno.", "duration": "Instantâneo", "higher_level": "O dano aumenta em 1d8 quando você atinge os níveis 5 (2d8), 11 (3d8) e 17 (4d8).", - "id": 814, + "id": "27a81581-90f8-4c2e-a119-848bc2dd6552", "level": 0, "locations": [ { @@ -23226,7 +23226,7 @@ "desc": "Você atira um raio esverdeado em uma criatura dentro do alcance. Faça um ataque mágico à distância contra o alvo. Em um acerto, o alvo recebe 2d8 de dano de Veneno e tem a condição Envenenado até o final do seu próximo turno.", "duration": "Instantâneo", "higher_level": "O dano aumenta em 1d8 para cada nível de magia acima de 1.", - "id": 815, + "id": "6e687a58-6615-4931-acb9-19e0aa2e508a", "level": 1, "locations": [ { @@ -23253,7 +23253,7 @@ ], "desc": "Uma criatura que você tocar recupera 4d8 + 15 Pontos de Vida. Durante a duração, o alvo recupera 1 Ponto de Vida no início de cada um dos seus turnos, e quaisquer partes do corpo decepadas regeneram após 2 minutos.", "duration": "1 hora", - "id": 816, + "id": "2f7be49f-6d50-4be0-b126-e3574e21457f", "level": 7, "locations": [ { @@ -23279,7 +23279,7 @@ ], "desc": "Você toca em um Humanoide morto ou em um pedaço de um. Se a criatura estiver morta há menos de 10 dias, a magia forma um novo corpo para ela e chama a alma para entrar naquele corpo. Role 1d10 e consulte a tabela abaixo para determinar a espécie do corpo, ou o Mestre escolhe outra espécie jogável. 1d10 Espécies 1 Aasimar 2 Dragonborn 3 Dwarf 4 Elf 5 Gnome 6 Goliath 7 Halfling 8 Human 9 Orc 10 Tiefling A criatura reencarnada faz quaisquer escolhas que a descrição de uma espécie oferece, e a criatura relembra sua vida anterior. Ela retém as capacidades que tinha em sua forma original, exceto que perde os traços de sua espécie anterior e ganha os traços de sua nova.", "duration": "Instantâneo", - "id": 817, + "id": "94d42cbb-a1b1-4577-8788-c7c8e5e3236f", "level": 5, "locations": [ { @@ -23307,7 +23307,7 @@ ], "desc": "Ao seu toque, todas as maldições que afetam uma criatura ou objeto terminam. Se o objeto for um item mágico amaldiçoado, sua maldição permanece, mas a magia quebra a Sintonização de seu dono com o objeto, então ele pode ser removido ou descartado.", "duration": "Instantâneo", - "id": 818, + "id": "662b6478-421d-47d8-92bf-c22f6d664f94", "level": 3, "locations": [ { @@ -23334,7 +23334,7 @@ "concentration": true, "desc": "Você toca uma criatura disposta e escolhe um tipo de dano: Ácido, Contundente, Frio, Fogo, Relâmpago, Necrótico, Perfurante, Venenoso, Radiante, Cortante ou Trovão. Quando a criatura sofre dano do tipo escolhido antes que a magia termine, a criatura reduz o dano total sofrido em 1d4. Uma criatura pode se beneficiar desta magia apenas uma vez por turno.", "duration": "Até 1 minuto", - "id": 819, + "id": "d9ebc74d-e2e9-47c6-aff2-96b4da6681a3", "level": 0, "locations": [ { @@ -23360,7 +23360,7 @@ ], "desc": "Com um toque, você revive uma criatura morta que está morta há não mais de um século, não morreu de velhice e não era morta-viva quando morreu. A criatura retorna à vida com todos os seus Pontos de Vida. Esta magia também neutraliza quaisquer venenos que afetaram a criatura no momento da morte. Esta magia fecha todos os ferimentos mortais e restaura quaisquer partes do corpo perdidas. Voltar dos mortos é uma provação. O alvo sofre uma penalidade de -4 em Testes D20. Toda vez que o alvo termina um Descanso Longo, a penalidade é reduzida em 1 até se tornar 0. Conjurar esta magia para reviver uma criatura que está morta há 365 dias ou mais exige de você. Até terminar um Descanso Longo, você não pode conjurar magias novamente e tem Desvantagem em Testes D20.", "duration": "Instantâneo", - "id": 820, + "id": "77642d13-8e64-4e90-ad43-017ed86ea6bf", "level": 7, "locations": [ { @@ -23389,7 +23389,7 @@ "concentration": true, "desc": "Esta magia inverte a gravidade em um Cilindro de 50 pés de raio e 100 pés de altura centrado em um ponto dentro do alcance. Todas as criaturas e objetos naquela área que não estejam ancorados ao chão caem para cima e alcançam o topo do Cilindro. Uma criatura pode fazer um teste de resistência de Destreza para agarrar um objeto fixo que possa alcançar, evitando assim a queda para cima. Se um teto ou um objeto ancorado for encontrado nesta queda para cima, criaturas e objetos o atingirão da mesma forma que fariam durante uma queda para baixo. Se uma criatura ou objeto afetado atingir o topo do Cilindro sem atingir nada, ele paira lá pela duração. Quando a magia termina, objetos e criaturas afetados caem para baixo.", "duration": "Até 1 minuto", - "id": 821, + "id": "8951cd10-09f8-486d-b499-2302ffa1cde1", "level": 7, "locations": [ { @@ -23419,7 +23419,7 @@ ], "desc": "Você toca uma criatura que morreu no último minuto. Essa criatura revive com 1 Ponto de Vida. Esta magia não pode reviver uma criatura que morreu de velhice, nem restaura nenhuma parte do corpo perdida.", "duration": "Instantâneo", - "id": 822, + "id": "4631a66a-d9d9-4b0d-9b18-ec39be4af2ba", "level": 3, "locations": [ { @@ -23446,7 +23446,7 @@ ], "desc": "Você toca uma corda. Uma ponta dela paira para cima até que a corda fique perpendicular ao chão ou a corda atinja o teto. Na ponta superior da corda, um portal invisível de 3 pés por 5 pés se abre para um espaço extradimensional que dura até o fim da magia. Esse espaço pode ser alcançado escalando a corda, que pode ser puxada para dentro ou para fora dela. O espaço pode conter até oito criaturas médias ou menores. Ataques, magias e outros efeitos não podem entrar ou sair do espaço, mas criaturas dentro dele podem ver através do portal. Qualquer coisa dentro do espaço sai quando a magia termina.", "duration": "1 hora", - "id": 823, + "id": "77af257b-991b-4843-8eab-3ee5873b8103", "level": 2, "locations": [ { @@ -23472,7 +23472,7 @@ "desc": "Radiação semelhante a chama desce sobre uma criatura que você pode ver dentro do alcance. O alvo deve ter sucesso em um teste de resistência de Destreza ou sofrer 1d8 de dano Radiante. O alvo não ganha benefício de Meia Cobertura ou Cobertura de Três Quartos para este teste.", "duration": "Instantâneo", "higher_level": "O dano aumenta em 1d8 quando você atinge os níveis 5 (2d8), 11 (3d8) e 17 (4d8).", - "id": 824, + "id": "ad1de307-3514-4346-96ba-232360256ee0", "level": 0, "locations": [ { @@ -23498,7 +23498,7 @@ ], "desc": "Você protege uma criatura dentro do alcance. Até que a magia termine, qualquer criatura que alvejar a criatura protegida com uma jogada de ataque ou uma magia danosa deve ter sucesso em um teste de resistência de Sabedoria ou escolher um novo alvo ou perder o ataque ou a magia. Esta magia não protege a criatura protegida de áreas de efeito. A magia termina se a criatura protegida fizer uma jogada de ataque, conjurar uma magia ou causar dano.", "duration": "1 minuto", - "id": 825, + "id": "be6537c5-e383-47a5-8423-060c4297ca9e", "level": 1, "locations": [ { @@ -23525,7 +23525,7 @@ "desc": "Você arremessa três raios de fogo. Você pode arremessá-los em um alvo dentro do alcance ou em vários. Faça um ataque de magia à distância para cada raio. Em um acerto, o alvo recebe 2d6 de dano de Fogo.", "duration": "Instantâneo", "higher_level": "Você cria um raio adicional para cada nível de magia acima de 2.", - "id": 826, + "id": "cf7179db-520d-4c1b-a8d0-0af39d41a7a9", "level": 2, "locations": [ { @@ -23555,7 +23555,7 @@ "concentration": true, "desc": "Você pode ver e ouvir uma criatura que você escolher que esteja no mesmo plano de existência que você. O alvo faz um teste de resistência de Sabedoria, que é modificado (veja as tabelas abaixo) pelo quão bem você conhece o alvo e o tipo de conexão física que você tem com ele. O alvo não sabe contra o que está fazendo o teste, apenas que se sente desconfortável. Seu conhecimento do alvo é... Modificador de resistência Segunda mão (ouviu falar do alvo) +5 Primeira mão (conheceu o alvo) +0 Extenso (conhece bem o alvo) −5 Você tem o alvo... Modificador de resistência Imagem ou outra semelhança −2 Vestimenta ou outra posse −4 Parte do corpo, mecha de cabelo ou pedaço de unha −10 Em um teste bem-sucedido, o alvo não é afetado, e você não pode usar esta magia nele novamente por 24 horas. Em um teste fracassado, a magia cria um sensor invisível e intangível a até 10 pés do alvo. Você pode ver e ouvir através do sensor como se estivesse lá. O sensor se move com o alvo, permanecendo a 10 pés dele durante a duração. Se algo puder ver o sensor, ele aparecerá como um orbe luminoso do tamanho do seu punho. Em vez de mirar em uma criatura, você pode mirar em um local que viu. Quando você faz isso, o sensor aparece naquele local e não se move.", "duration": "Até 10 minutos", - "id": 827, + "id": "048f4ebd-6bfe-433e-9a1d-38d66208699b", "level": 5, "locations": [ { @@ -23580,7 +23580,7 @@ "desc": "Ao atingir o alvo, ele recebe 1d6 de dano de Fogo extra do ataque. No início de cada um dos seus turnos até que a magia termine, o alvo recebe 1d6 de dano de Fogo e então faz um teste de resistência de Constituição. Em uma falha, a magia continua. Em uma resistência bem-sucedida, a magia termina.", "duration": "1 minuto", "higher_level": "Todo o dano aumenta em 1d6 para cada nível de magia acima de 1.", - "id": 828, + "id": "acc1f7d1-8220-4596-bbb6-fccce1aac977", "level": 1, "locations": [ { @@ -23608,7 +23608,7 @@ ], "desc": "Durante a duração, você vê criaturas e objetos que têm a condição Invisível como se fossem visíveis, e você pode ver dentro do Plano Etéreo. Criaturas e objetos lá parecem fantasmagóricos.", "duration": "1 hora", - "id": 829, + "id": "55abf4d0-f675-4f05-9b3e-3a39006da099", "level": 2, "locations": [ { @@ -23635,7 +23635,7 @@ ], "desc": "Você dá uma aparência ilusória a cada criatura de sua escolha que você pode ver dentro do alcance. Um alvo relutante pode fazer um teste de resistência de Carisma e, se for bem-sucedido, ele não é afetado por esta magia. Você pode dar a mesma aparência ou diferentes aos alvos. A magia pode mudar a aparência dos corpos e equipamentos dos alvos. Você pode fazer cada criatura parecer 1 pé mais baixa ou mais alta e parecer mais pesada ou mais leve. A nova aparência de um alvo deve ter o mesmo arranjo básico de membros que o alvo, mas a extensão da ilusão fica a seu critério. A magia dura pela duração. As mudanças feitas por esta magia não resistem à inspeção física. Por exemplo, se você usar esta magia para adicionar um chapéu à roupa de uma criatura, objetos passam pelo chapéu. Uma criatura que realiza a ação Estudar para examinar um alvo pode fazer um teste de Inteligência (Investigação) contra sua CD de resistência à magia. Se for bem-sucedida, ela fica ciente de que o alvo está disfarçado.", "duration": "8 horas", - "id": 830, + "id": "2bfa5b80-bffa-4a3b-ad53-4e82f41460e7", "level": 5, "locations": [ { @@ -23662,7 +23662,7 @@ ], "desc": "Você envia uma mensagem curta de 25 palavras ou menos para uma criatura que você conheceu ou uma criatura descrita a você por alguém que a conheceu. O alvo ouve a mensagem em sua mente, reconhece você como o remetente se o conhece e pode responder de maneira semelhante imediatamente. A magia permite que os alvos entendam o significado da sua mensagem. Você pode enviar a mensagem através de qualquer distância e até mesmo para outros planos de existência, mas se o alvo estiver em um plano diferente do seu, há 5% de chance de que a mensagem não chegue. Você sabe se a entrega falha. Ao receber sua mensagem, uma criatura pode bloquear sua habilidade de alcançá-la novamente com esta magia por 8 horas. Se você tentar enviar outra mensagem durante esse tempo, você descobre que está bloqueado e a magia falha.", "duration": "Instantâneo", - "id": 831, + "id": "fc4d9909-a767-434b-b8d6-eadc64bb45b5", "level": 3, "locations": [ { @@ -23688,7 +23688,7 @@ ], "desc": "Com um toque, você magicamente sequestra um objeto ou uma criatura disposta. Durante a duração, o alvo tem a condição Invisível e não pode ser alvo de magias de Adivinhação, detectado por magia ou visto remotamente com magia. Se o alvo for uma criatura, ele entra em um estado de animação suspensa; ele tem a condição Inconsciente, não envelhece e não precisa de comida, água ou ar. Você pode definir uma condição para a magia terminar mais cedo. A condição pode ser qualquer coisa que você escolher, mas deve ocorrer ou ser visível a 1 milha do alvo. Exemplos incluem "após 1.000 anos" ou "quando o tarrasque despertar". Esta magia também termina se o alvo sofrer qualquer dano.", "duration": "Até ser dissipada", - "id": 832, + "id": "3d7acaaa-aa05-4fcd-b04f-0704b3609dad", "level": 7, "locations": [ { @@ -23716,7 +23716,7 @@ "concentration": true, "desc": "Você muda de forma para outra criatura durante a duração ou até que você faça uma ação de Magia para mudar de forma para uma forma elegível diferente. A nova forma deve ser de uma criatura que tenha uma Classificação de Desafio não maior que seu nível ou Classificação de Desafio. Você deve ter visto o tipo de criatura antes, e não pode ser um Construto ou um Morto-vivo.\n\nAo conjurar a magia, você ganha uma quantidade de Pontos de Vida Temporários igual aos Pontos de Vida da primeira forma na qual você se transforma. Esses Pontos de Vida Temporários desaparecem, se ainda houver algum, quando a magia termina.\n\nSuas estatísticas de jogo são substituídas pelo bloco de estatísticas da forma escolhida, mas você retém seu tipo de criatura; alinhamento; personalidade; valores de Inteligência, Sabedoria e Carisma; Pontos de Vida; Dados de Ponto de Vida; proficiências; e habilidade de se comunicar. Se você tiver o recurso Conjuração de Magia, você também o retém.\n\nAo mudar de forma, você determina se seu equipamento cai no chão ou muda de tamanho e forma para se ajustar à nova forma enquanto você estiver nela.", "duration": "Até 1 hora", - "id": 833, + "id": "f01507b9-df86-4a22-8637-538295262b2b", "level": 9, "locations": [ { @@ -23745,7 +23745,7 @@ "desc": "Um barulho alto irrompe de um ponto de sua escolha dentro do alcance. Cada criatura em uma Esfera de 10 pés de raio centralizada ali faz um teste de resistência de Constituição, sofrendo 3d8 de dano de Trovão em uma falha ou metade do dano em uma bem-sucedida. Um Construto tem Desvantagem no teste. Um objeto não mágico que não esteja sendo usado ou carregado também sofre o dano se estiver na área da magia.", "duration": "Instantâneo", "higher_level": "O dano aumenta em 1d8 para cada nível de magia acima de 2.", - "id": 834, + "id": "3f3a640f-1820-4e5b-9d74-d1d55e71b44e", "level": 2, "locations": [ { @@ -23771,7 +23771,7 @@ ], "desc": "Uma barreira imperceptível de força mágica protege você. Até o início do seu próximo turno, você tem um bônus de +5 na CA, incluindo contra o ataque desencadeador, e não recebe dano de Míssil Mágico.", "duration": "1 rodada", - "id": 835, + "id": "4b7a3f31-0176-4847-b320-5fd0435222fa", "level": 1, "locations": [ { @@ -23798,7 +23798,7 @@ "concentration": true, "desc": "Um campo brilhante envolve uma criatura de sua escolha dentro do alcance, concedendo a ela um bônus de +2 na CA durante a duração.", "duration": "Até 10 minutos", - "id": 836, + "id": "b51cac5b-94f2-49eb-b2e0-4539ae6b5837", "level": 1, "locations": [ { @@ -23825,7 +23825,7 @@ "desc": "Um Taco ou Cajado que você esteja segurando é imbuído com o poder da natureza. Durante a duração, você pode usar sua habilidade de conjuração em vez de Força para as jogadas de ataque e dano de ataques corpo a corpo usando essa arma, e o dado de dano da arma se torna um d8. Se o ataque causar dano, ele pode ser dano de Força ou o tipo de dano normal da arma (sua escolha). A magia termina mais cedo se você conjurá-la novamente ou se você soltar a arma.", "duration": "1 minuto", "higher_level": "O dado de dano muda quando você atinge os níveis 5 (d10), 11 (d12) e 17 (2d6).", - "id": 837, + "id": "48051fa6-f20b-4358-b441-c24cee1d14af", "level": 0, "locations": [ { @@ -23851,7 +23851,7 @@ "desc": "O alvo atingido pelo golpe recebe 2d6 de dano Radiante extra do ataque. Até que a magia termine, o alvo emite Luz Brilhante em um raio de 5 pés, jogadas de ataque contra ele têm Vantagem, e ele não pode se beneficiar da condição Invisível.", "duration": "Até 1 minuto", "higher_level": "O dano aumenta em 1d6 para cada nível de magia acima de 2.", - "id": 838, + "id": "2d533194-38e9-4bbc-8854-72ec07b4edcd", "level": 2, "locations": [ { @@ -23878,7 +23878,7 @@ "desc": "Raios saltam de você para uma criatura que você tenta tocar. Faça um ataque de magia corpo a corpo contra o alvo. Em um acerto, o alvo recebe 1d8 de dano de Raio e não pode fazer Ataques de Oportunidade até o início de seu próximo turno.", "duration": "Instantâneo", "higher_level": "O dano aumenta em 1d8 quando você atinge os níveis 5 (2d8), 11 (3d8) e 17 (4d8).", - "id": 839, + "id": "1a829d19-fb1d-4317-b2ab-e790890181e7", "level": 0, "locations": [ { @@ -23905,7 +23905,7 @@ "concentration": true, "desc": "Durante a duração, nenhum som pode ser criado dentro ou passar por uma Esfera de 20 pés de raio centrada em um ponto que você escolher dentro do alcance. Qualquer criatura ou objeto inteiramente dentro da Esfera tem Imunidade a dano de Trovão, e criaturas têm a condição Ensurdecido enquanto estiverem inteiramente dentro dela. Conjurar uma magia que inclua um componente Verbal é impossível lá.", "duration": "Até 10 minutos", - "id": 840, + "id": "4f5cb31f-29b5-4418-ab1a-9873193cb5ec", "level": 2, "locations": [ { @@ -23933,7 +23933,7 @@ "concentration": true, "desc": "Você cria a imagem de um objeto, uma criatura ou algum outro fenômeno visível que não seja maior que um Cubo de 15 pés. A imagem aparece em um ponto dentro do alcance e dura pela duração. A imagem é puramente visual; não é acompanhada por som, cheiro ou outros efeitos sensoriais. Como uma ação de Magia, você pode fazer a imagem se mover para qualquer ponto dentro do alcance. Conforme a imagem muda de local, você pode alterar sua aparência para que seus movimentos pareçam naturais para a imagem. Por exemplo, se você criar uma imagem de uma criatura e movê-la, você pode alterar a imagem para que ela pareça estar andando. A interação física com a imagem revela que ela é uma ilusão, já que as coisas podem passar por ela. Uma criatura que realiza uma ação de Estudo para examinar a imagem pode determinar que ela é uma ilusão com um teste bem-sucedido de Inteligência (Investigação) contra sua CD de resistência à magia. Se uma criatura discernir a ilusão pelo que ela é, a criatura pode ver através da imagem.", "duration": "Até 10 minutos", - "id": 841, + "id": "b4e6cf6a-f8c0-402e-8cf9-709b403d491d", "level": 1, "locations": [ { @@ -23959,7 +23959,7 @@ ], "desc": "Você cria um simulacro de uma Besta ou Humanoide que esteja a até 10 pés de você durante toda a conjuração da magia. Você termina a conjuração tocando na criatura e em uma pilha de gelo ou neve do mesmo tamanho daquela criatura, e a pilha se transforma no simulacro, que é uma criatura. Ele usa as estatísticas de jogo da criatura original no momento da conjuração, exceto que é um Construto, seu Ponto de Vida máximo é metade disso, e ele não pode conjurar esta magia. O simulacro é Amigável a você e às criaturas que você designar. Ele obedece aos seus comandos e age no seu turno em combate. O simulacro não pode ganhar níveis, e não pode fazer Descansos Curtos ou Longos. Se o simulacro sofrer dano, a única maneira de restaurar seus Pontos de Vida é repará-lo enquanto você faz um Descanso Longo, durante o qual você gasta componentes que valem 100 GP por Ponto de Vida restaurado. O simulacro deve ficar a até 5 pés de você para o reparo. O simulacro dura até cair para 0 Pontos de Vida, momento em que ele reverte para neve e derrete. Se você conjurar esta magia novamente, qualquer simulacro que você criou com esta magia é destruído instantaneamente.", "duration": "Até ser dissipada", - "id": 842, + "id": "1346a942-1b46-48f4-be9e-43cc625e6014", "level": 7, "locations": [ { @@ -23988,7 +23988,7 @@ "concentration": true, "desc": "Cada criatura de sua escolha em uma Esfera de 5 pés de raio centrada em um ponto dentro do alcance deve ser bem-sucedida em um teste de resistência de Sabedoria ou terá a condição Incapacitado até o final de seu próximo turno, momento em que deve repetir o teste. Se o alvo falhar no segundo teste, ele terá a condição Inconsciente pela duração. A magia termina em um alvo se ele sofrer dano ou alguém a 5 pés dele realizar uma ação para sacudi-lo para fora do efeito da magia. Criaturas que não dormem, como elfos, ou que têm Imunidade à condição Exaustão são automaticamente bem-sucedidas em testes de resistência contra esta magia.", "duration": "Até 1 minuto", - "id": 843, + "id": "6f43ad62-0db3-416b-b0b4-8fdf7de9996d", "level": 1, "locations": [ { @@ -24017,7 +24017,7 @@ "concentration": true, "desc": "Até que a magia termine, granizo cai em um Cilindro de 40 pés de altura e 20 pés de raio centrado em um ponto que você escolher dentro do alcance. A área é Pesadamente Obscura, e chamas expostas na área são apagadas. O solo no Cilindro é Terreno Difícil. Quando uma criatura entra no Cilindro pela primeira vez em um turno ou começa seu turno lá, ela deve ser bem-sucedida em um teste de resistência de Destreza ou terá a condição Prone e perderá Concentração.", "duration": "Até 1 minuto", - "id": 844, + "id": "2522a866-585c-48eb-a54e-8b2205b073c2", "level": 3, "locations": [ { @@ -24046,7 +24046,7 @@ "concentration": true, "desc": "Você altera o tempo em até seis criaturas de sua escolha em um Cubo de 40 pés dentro do alcance. Cada alvo deve ter sucesso em um teste de resistência de Sabedoria ou será afetado por esta magia pela duração. A Velocidade de um alvo afetado é reduzida pela metade, ele sofre uma penalidade de -2 em testes de resistência de CA e Destreza, e não pode realizar Reações. Em seus turnos, ele pode realizar uma ação ou uma Ação Bônus, não ambas, e pode fazer apenas um ataque se realizar a ação de Ataque. Se ele conjurar uma magia com um componente Somático, há 25 por cento de chance de a magia falhar como resultado do alvo fazer os gestos da magia muito lentamente. Um alvo afetado repete o teste no final de cada um de seus turnos, encerrando a magia em si mesmo em um sucesso.", "duration": "Até 1 minuto", - "id": 845, + "id": "20bbb4f0-2f9b-4feb-93ed-7388dd2e1b0a", "level": 3, "locations": [ { @@ -24072,7 +24072,7 @@ "desc": "Você conjura energia mágica em uma criatura ou objeto dentro do alcance. Faça uma jogada de ataque à distância contra o alvo. Em um acerto, o alvo recebe 1d8 de dano de um tipo que você escolher: Ácido, Frio, Fogo, Relâmpago, Veneno, Psíquico ou Trovão. Se você rolar um 8 em um d8 para esta magia, você pode rolar outro d8 e adicioná-lo ao dano. Quando você conjura esta magia, o número máximo desses d8s que você pode adicionar ao dano da magia é igual ao seu modificador de habilidade de conjuração.", "duration": "Instantâneo", "higher_level": "O dano aumenta em 1d8 quando você atinge os níveis 5 (2d8), 11 (3d8) e 17 (4d8).", - "id": 846, + "id": "63503981-baa8-4de6-825b-f7c7a713be6a", "level": 0, "locations": [ { @@ -24099,7 +24099,7 @@ "desc": "Escolha uma criatura dentro do alcance que tenha 0 Pontos de Vida e não esteja morta. A criatura se torna Estável.", "duration": "Instantâneo", "higher_level": "O alcance dobra quando você atinge os níveis 5 (30 pés), 11 (60 pés) e 17 (120 pés).", - "id": 847, + "id": "9f2d2153-28a1-495f-8750-89d993e05a3d", "level": 0, "locations": [ { @@ -24126,7 +24126,7 @@ ], "desc": "Durante a duração, você pode compreender e se comunicar verbalmente com as Bestas, e pode usar qualquer uma das opções de habilidade da ação Influência com elas. A maioria das Bestas tem pouco a dizer sobre tópicos que não dizem respeito à sobrevivência ou companheirismo, mas, no mínimo, uma Besta pode lhe dar informações sobre locais e monstros próximos, incluindo o que quer que tenha percebido no dia anterior.", "duration": "10 minutos", - "id": 848, + "id": "74966ffb-3f07-4ae8-81af-622daa895286", "level": 1, "locations": [ { @@ -24153,7 +24153,7 @@ ], "desc": "Você concede a aparência de vida a um cadáver de sua escolha dentro do alcance, permitindo que ele responda às perguntas que você fizer. O cadáver deve ter uma boca, e esta magia falha se a criatura falecida era morta-viva quando morreu. A magia também falha se o cadáver foi o alvo desta magia nos últimos 10 dias. Até que a magia termine, você pode fazer até cinco perguntas ao cadáver. O cadáver sabe apenas o que sabia em vida, incluindo as línguas que conhecia. As respostas geralmente são breves, enigmáticas ou repetitivas, e o cadáver não tem nenhuma compulsão para oferecer uma resposta verdadeira se você for antagônico a ele ou se ele o reconhecer como um inimigo. Esta magia não retorna a alma da criatura ao seu corpo, apenas seu espírito animador. Portanto, o cadáver não pode aprender novas informações, não compreende nada que tenha acontecido desde que morreu e não pode especular sobre eventos futuros.", "duration": "10 minutos", - "id": 849, + "id": "c28768e3-3ee0-439e-b562-c916df461fbd", "level": 3, "locations": [ { @@ -24180,7 +24180,7 @@ ], "desc": "Você imbui plantas em uma Emanação imóvel de 30 pés com senciência e animação limitadas, dando a elas a habilidade de se comunicar com você e seguir seus comandos simples. Você pode questionar plantas sobre eventos na área da magia no último dia, obtendo informações sobre criaturas que passaram, clima e outras circunstâncias. Você também pode transformar Terreno Difícil causado pelo crescimento de plantas (como matagais e vegetação rasteira) em terreno comum que dura pela duração. Ou você pode transformar terreno comum onde plantas estão presentes em Terreno Difícil que dura pela duração. A magia não permite que as plantas se desenraízem e se movam, mas elas podem mover seus galhos, gavinhas e caules para você. Se uma criatura Planta estiver na área, você pode se comunicar com ela como se vocês compartilhassem uma língua comum.", "duration": "10 minutos", - "id": 850, + "id": "136a85eb-d1c8-4052-a086-5e14cd1f3a78", "level": 3, "locations": [ { @@ -24210,7 +24210,7 @@ "desc": "Até que a magia termine, uma criatura disposta que você tocar ganha a habilidade de se mover para cima, para baixo e através de superfícies verticais e ao longo de tetos, enquanto deixa suas mãos livres. O alvo também ganha uma Velocidade de Escalada igual à sua Velocidade.", "duration": "Até 1 hora", "higher_level": "Você pode escolher uma criatura adicional para cada nível de magia, aproximadamente 2.", - "id": 851, + "id": "397d079a-bd6b-44aa-ae92-c58b99772113", "level": 2, "locations": [ { @@ -24238,7 +24238,7 @@ "concentration": true, "desc": "O solo em uma Esfera de 20 pés de raio centrada em um ponto dentro do alcance brota espinhos e pontas duras. A área se torna Terreno Difícil pela duração. Quando uma criatura se move para dentro ou dentro da área, ela sofre 2d4 de dano Perfurante para cada 5 pés que viaja. A transformação do solo é camuflada para parecer natural. Qualquer criatura que não consiga ver a área quando a magia é conjurada deve fazer uma ação de Procurar e ter sucesso em um teste de Sabedoria (Percepção ou Sobrevivência) contra sua CD de resistência à magia para reconhecer o terreno como perigoso antes de entrar nele.", "duration": "Até 10 minutos", - "id": 852, + "id": "262600d1-e5a7-4f0d-91ca-e3f6aff9ca32", "level": 2, "locations": [ { @@ -24266,7 +24266,7 @@ "desc": "Espíritos protetores voam ao seu redor em uma Emanação de 15 pés pela duração. Se você for bom ou neutro, sua forma espectral parece angelical ou feérica (sua escolha). Se você for mau, eles parecem diabólicos. Quando você conjura esta magia, você pode designar criaturas para não serem afetadas por ela. A Velocidade de qualquer outra criatura é reduzida pela metade na Emanação, e sempre que a Emanação entra no espaço de uma criatura e sempre que uma criatura entra na Emanação ou termina seu turno lá, a criatura deve fazer um teste de resistência de Sabedoria. Em uma falha, a criatura sofre 3d8 de dano Radiante (se você for bom ou neutro) ou 3d8 de dano Necrótico (se você for mau). Em uma resistência bem-sucedida, a criatura sofre metade do dano. Uma criatura faz esta resistência apenas uma vez por turno.", "duration": "Até 10 minutos", "higher_level": "O dano aumenta em 1d8 para cada nível de magia acima de 3.", - "id": 853, + "id": "7f48e48e-cef0-4917-b5e8-add76b3e925a", "level": 3, "locations": [ { @@ -24293,7 +24293,7 @@ "desc": "Você cria uma força flutuante e espectral que se assemelha a uma arma de sua escolha e dura pela duração. A força aparece dentro do alcance em um espaço de sua escolha, e você pode imediatamente fazer um ataque mágico corpo a corpo contra uma criatura a até 1,5 m da força. Em um acerto, o alvo recebe dano de Força igual a 1d8 mais seu modificador de habilidade de conjuração. Como uma Ação Bônus em seus turnos posteriores, você pode mover a força até 6 m e repetir o ataque contra uma criatura a até 1,5 m dela.", "duration": "Até 1 minuto", "higher_level": "O dano aumenta em 1d8 para cada nível de slot acima de 2.", - "id": 854, + "id": "903fff74-81d8-4419-b93a-25b01bccce63", "level": 2, "locations": [ { @@ -24317,7 +24317,7 @@ "desc": "O alvo sofre 4d6 de dano Psíquico extra do ataque e deve ser bem-sucedido em um teste de resistência de Sabedoria ou ficará na condição Atordoado até o final do seu próximo turno.", "duration": "Instantâneo", "higher_level": "O dano extra aumenta em 1d6 para cada nível de magia acima de 4.", - "id": 855, + "id": "7d46cb16-b642-49e0-ba7a-e77bff788bfb", "level": 4, "locations": [ { @@ -24343,7 +24343,7 @@ "desc": "Você lança um cisco de luz em uma criatura ou objeto dentro do alcance. Faça um ataque mágico de longo alcance contra o alvo. Em um acerto, o alvo recebe 1d8 de dano Radiante e, até o final do seu próximo turno, ele emite Luz Fraca em um raio de 10 pés e não pode se beneficiar da condição Invisível.", "duration": "Instantâneo", "higher_level": "O dano aumenta em 1d8 quando você atinge os níveis 5 (2d8), 11 (3d8) e 17 (4d8).", - "id": 856, + "id": "25733bbc-e6ba-4688-ae96-dbdb389dbf1b", "level": 0, "locations": [ { @@ -24368,7 +24368,7 @@ ], "desc": "Você floresce a arma usada na conjuração e então desaparece para atacar como o vento. Escolha até cinco criaturas que você possa ver dentro do alcance. Faça um ataque de magia corpo a corpo contra cada alvo. Em um acerto, um alvo recebe 6d10 de dano de Força. Você então se teleporta para um espaço desocupado que você possa ver a até 1,5 m de um dos alvos.", "duration": "Instantâneo", - "id": 857, + "id": "aa54f70b-8a99-46d2-a148-91102fad9636", "level": 5, "locations": [ { @@ -24397,7 +24397,7 @@ "concentration": true, "desc": "Você cria uma Esfera de 20 pés de raio de gás amarelo e nauseante centrada em um ponto dentro do alcance. A nuvem é Pesadamente Obscura. A nuvem permanece no ar pela duração ou até que um vento forte (como o criado por Rajada de Vento) a disperse. Cada criatura que começa seu turno na Esfera deve ter sucesso em um teste de resistência de Constituição ou terá a condição Envenenado até o final do turno atual. Enquanto Envenenado dessa forma, a criatura não pode realizar uma ação ou uma Ação Bônus.", "duration": "Até 1 minuto", - "id": 858, + "id": "9f2418cd-a1f9-4e47-a58a-7e8266a52a1c", "level": 3, "locations": [ { @@ -24426,7 +24426,7 @@ ], "desc": "Você toca em um objeto de pedra de tamanho Médio ou menor ou uma seção de pedra de no máximo 5 pés em qualquer dimensão e a molda em qualquer formato que desejar. Por exemplo, você pode moldar uma grande pedra em uma arma, estátua ou cofre, ou pode fazer uma pequena passagem através de uma parede de 5 pés de espessura. Você também pode moldar uma porta de pedra ou sua moldura para selar a porta. O objeto que você cria pode ter até duas dobradiças e uma trava, mas detalhes mecânicos mais finos não são possíveis.", "duration": "Instantâneo", - "id": 859, + "id": "73f6f0f0-79a2-42c4-ae44-2125e9a94733", "level": 4, "locations": [ { @@ -24457,7 +24457,7 @@ "concentration": true, "desc": "Até que a magia termine, uma criatura disposta que você tocar terá Resistência a dano Contundente, Perfurante e Cortante.", "duration": "Até 1 hora", - "id": 860, + "id": "2c88318c-34a0-4e9d-ab73-b47b30233266", "level": 4, "locations": [ { @@ -24483,7 +24483,7 @@ "concentration": true, "desc": "Uma nuvem de tempestade agitada se forma durante a duração, centralizada em um ponto dentro do alcance e se espalhando por um raio de 300 pés. Cada criatura sob a nuvem quando ela aparece deve ter sucesso em um teste de resistência de Constituição ou sofrer 2d6 de dano de Trovão e ter a condição de Surdez durante a duração. No início de cada um dos seus turnos posteriores, a tempestade produz efeitos diferentes, conforme detalhado abaixo. Turno 2. Chuva ácida cai. Cada criatura e objeto sob a nuvem sofre 4d6 de dano de Ácido. Turno 3. Você invoca seis raios da nuvem para atingir seis criaturas ou objetos diferentes abaixo dela. Cada alvo faz um teste de resistência de Destreza, sofrendo 10d6 de dano de Relâmpago em uma falha ou metade do dano em uma bem-sucedida. Turno 4. Chove granizo. Cada criatura sob a nuvem sofre 2d6 de dano de Concussão. Turnos 5–10. Rajadas e chuva congelante atacam a área sob a nuvem. Cada criatura ali sofre 1d6 de dano de Frio. Até que o feitiço termine, a área é Terreno Difícil e Altamente Obscurecido, ataques à distância com armas são impossíveis ali, e ventos fortes sopram pela área.", "duration": "Até 1 minuto", - "id": 861, + "id": "62ff01db-0ec8-48ec-8516-a73b6761fb6c", "level": 9, "locations": [ { @@ -24511,7 +24511,7 @@ "concentration": true, "desc": "Você sugere um curso de atividade — descrito em não mais que 25 palavras — para uma criatura que você possa ver dentro do alcance que possa ouvir e entender você. A sugestão deve soar realizável e não envolver nada que obviamente causaria dano ao alvo ou seus aliados. Por exemplo, você pode dizer: "Pegue a chave do cofre do tesouro do culto e me dê a chave". Ou você pode dizer: "Pare de lutar, deixe esta biblioteca pacificamente e não retorne". O alvo deve ter sucesso em um teste de resistência de Sabedoria ou ter a condição Encantado pela duração ou até que você ou seus aliados causem dano ao alvo. O alvo Encantado segue a sugestão da melhor maneira possível. A atividade sugerida pode continuar por toda a duração, mas se a atividade sugerida puder ser concluída em um tempo menor, a magia termina para o alvo ao completá-la.", "duration": "Até 8 horas", - "id": 862, + "id": "0fe0314d-6d43-4ea8-aeab-28383d3ff47e", "level": 2, "locations": [ { @@ -24540,7 +24540,7 @@ "desc": "Você evoca um espírito aberrante. Ele se manifesta em um espaço desocupado que você pode ver dentro do alcance e usa o bloco de estatísticas Aberrant Spirit. Ao lançar o feitiço, escolha Beholderkin, Mind Flayer ou Slaad. A criatura se assemelha a uma Aberração desse tipo, que determina certos detalhes em seu bloco de estatísticas. A criatura desaparece quando chega a 0 Pontos de Vida ou quando o feitiço termina.\n\nA criatura é uma aliada para você e seus aliados. Em combate, ele compartilha sua contagem de Iniciativa, mas realiza seu turno imediatamente após o seu. Ele obedece aos seus comandos verbais (nenhuma ação exigida por você). Se você não emitir nenhum, ele realiza a ação Esquivar e usa seu movimento para evitar o perigo.\n\nAberração média, neutra\n\nCA 11 + o nível da magia\n\nHP 40 + 10 para cada nível de feitiço acima de 4\n\nVelocidade 30 pés; Voar 30 pés (pairar; somente Beholderkin)\n\n Salvar Mod\nFOR 16 +3 +3\nDES 10 +0 +0\nCON 15 +2 +2\n\n Salvar Mod\nINT 16 +3 +3\nSAB 10 +0 +0\nCAR 6 −2 −2\n\nImunidades Psíquicas\n\nSentidos Visão no Escuro 18 metros, Percepção Passiva 10\n\nIdiomas Deep Speech, entende os idiomas que você conhece\n\nCR Nenhum (XP 0; PB é igual ao seu Bônus de Proficiência)\n\nCaracterísticas\n\nRegeneração (somente Slaad). O espírito recupera 5 Pontos de Vida no início do seu turno se tiver pelo menos 1 Ponto de Vida.\n\nAura Sussurrante (somente para Esfoladores de Mentes). No início de cada turno do espírito, o espírito emite energia psiônica se não estiver na condição Incapacitado. Teste de Resistência de Sabedoria: a CD é igual à CD do seu feitiço, cada criatura (exceto você) a até 1,5 metro do espírito. Falha: 2d6 de dano Psíquico.\n\nAções\n\nMultiataque. O espírito realiza um número de ataques igual à metade do nível desta magia (arredondado para baixo).\n\nGarra (somente Slaad). Jogada de Ataque Corpo a Corpo: O bônus é igual ao seu modificador de ataque de feitiço, alcance 1,5 m. Acerto: 1d10 + 3 + o nível do feitiço Dano cortante, e o alvo não pode recuperar Pontos de Vida até o início do próximo turno do espírito.\n\nRaio ocular (somente Beholderkin). Jogada de Ataque à Distância: O bônus é igual ao seu modificador de ataque do feitiço, alcance de 150 pés. Acerto: 1d8 + 3 + o nível do feitiço de dano psíquico.\n\nPsychic Slam (apenas Mind Flayer). Rolagem de Ataque Corpo a Corpo: O bônus é igual ao seu modificador de ataque do feitiço, alcance 1,5 m. Sucesso: 1d8 + 3 + o nível do feitiço de dano psíquico.", "duration": "Até 1 hora", "higher_level": "Use o nível do slot de magia para o nível da magia no bloco de estatísticas.", - "id": 863, + "id": "7976dcac-bbd7-44df-83cf-97f7b004b9b4", "level": 4, "locations": [ { @@ -24569,7 +24569,7 @@ "desc": "Você invoca um espírito bestial. Ele se manifesta em um espaço desocupado que você pode ver dentro do alcance e usa o bloco de estatísticas Bestial Spirit. Ao lançar o feitiço, escolha um ambiente: Ar, Terra ou Água. A criatura se assemelha a um animal de sua escolha, nativo do ambiente escolhido, o que determina certos detalhes em seu bloco de estatísticas. A criatura desaparece quando chega a 0 Pontos de Vida ou quando o feitiço termina.\n\nA criatura é uma aliada para você e seus aliados. Em combate, a criatura compartilha sua contagem de Iniciativa, mas realiza seu turno imediatamente após o seu. Ele obedece aos seus comandos verbais (nenhuma ação exigida por você). Se você não emitir nenhum, ele realiza a ação Esquivar e usa seu movimento para evitar o perigo.\n\nBesta Pequena, Neutra\n\nCA 11 + o nível da magia\n\nHP 20 (somente Ar) ou 30 (somente Terra e Água) + 5 para cada nível de magia acima de 2\n\nVelocidade 30 pés; Suba 30 pés (somente terra); Voar 60 pés (somente ar); Nade 30 pés (somente água)\n\n Salvar Mod\nFOR 18 +4 +4\nDES 11 +0 +0\nCON 16 +3 +3\n\n Salvar Mod\nINT 4 –3 –3\nSAB 14 +2 +2\nCAR 5 −3 −3\n\nSentidos Visão no Escuro 18 metros, Percepção Passiva 12\n\nIdiomas entende os idiomas que você conhece\n\nCR Nenhum (XP 0; PB é igual ao seu Bônus de Proficiência)\n\nCaracterísticas\n\nFlyby (somente aéreo). O espírito não provoca Ataques de Oportunidade quando voa para fora do alcance do inimigo.\n\nTáticas de matilha (somente terra e água). O espírito tem Vantagem em uma jogada de ataque contra uma criatura se pelo menos um dos aliados do espírito estiver a até 1,5 metro da criatura e o aliado não tiver a condição Incapacitado.\n\nRespiração na água (somente água). O espírito só pode respirar debaixo d'água.\n\nAções\n\nMultiataque. O espírito realiza um número de ataques Rend igual à metade do nível desta magia (arredondado para baixo).\n\nRenda. Jogada de Ataque Corpo a Corpo: O bônus é igual ao seu modificador de ataque do feitiço, alcance 1,5 m. Acerto: 1d8 + 4 + o nível do feitiço de dano perfurante.", "duration": "Até 1 hora", "higher_level": "Use o nível do slot de magia para o nível da magia no bloco de estatísticas.", - "id": 864, + "id": "b0ede1ba-4907-4bd7-9877-fabec51b570a", "level": 2, "locations": [ { @@ -24598,7 +24598,7 @@ "desc": "Você invoca um espírito Celestial. Ele se manifesta em uma forma angelical em um espaço desocupado que você pode ver dentro do alcance e usa o bloco de estatísticas do Espírito Celestial. Ao lançar o feitiço, escolha Vingador ou Defensor. Sua escolha determina certos detalhes em seu bloco de estatísticas. A criatura desaparece quando chega a 0 Pontos de Vida ou quando o feitiço termina.\n\nA criatura é uma aliada para você e seus aliados. Em combate, a criatura compartilha sua contagem de Iniciativa, mas realiza seu turno imediatamente após o seu. Ele obedece aos seus comandos verbais (nenhuma ação exigida por você). Se você não emitir nenhum, ele realiza a ação Esquivar e usa seu movimento para evitar o perigo.\n\nCelestial Grande, Neutro\n\nCA 11 + nível da magia + 2 (somente Defensor)\n\nHP 40 + 10 para cada nível de feitiço acima de 5\n\nVelocidade 30 pés, voo 40 pés.\n\n Salvar Mod\nFOR 16 +3 +3\nDES 14 +2 +2\nCON 16 +3 +3\n\n Salvar Mod\nINT 10 +0 +0\nSAB 14 +2 +2\nCAR 16 +3 +3\n\nResistências Radiantes\n\nImunidades Encantadas, Assustadas\n\nSentidos Visão no Escuro 18 metros, Percepção Passiva 12\n\nIdiomas Celestial, entende os idiomas que você conhece\n\nCR Nenhum (XP 0; PB é igual ao seu Bônus de Proficiência)\n\nAções\n\nMultiataque. O espírito realiza um número de ataques igual à metade do nível desta magia (arredondado para baixo).\n\nArco Radiante (somente Vingador). Jogada de Ataque à Distância: O bônus é igual ao seu modificador de ataque do feitiço, alcance de 600 pés. Acerto: 2d6 + 2 + o nível do feitiço de dano Radiante.\n\nMace Radiante (Somente Defensor). Jogada de Ataque Corpo a Corpo: O bônus é igual ao seu modificador de ataque de feitiço, alcance 1,5 m. Acerto: 1d10 + 3 + o nível do feitiço de dano Radiante, e o espírito pode escolher a si mesmo ou outra criatura que possa ver a até 3 metros do alvo. A criatura escolhida ganha 1d10 Pontos de Vida Temporários.\n\nToque de Cura (1/dia). O espírito toca outra criatura. O alvo recupera Pontos de Vida iguais a 2d8 + o nível da magia.", "duration": "Até 1 hora", "higher_level": "Use o nível do slot de magia para o nível da magia no bloco de estatísticas.", - "id": 865, + "id": "eac72ec1-3cc4-4b28-9036-6a9d8786c84f", "level": 5, "locations": [ { @@ -24627,7 +24627,7 @@ "desc": "Você evoca o espírito de um Construto. Ele se manifesta em um espaço desocupado que você pode ver dentro do alcance e usa o bloco de estatísticas Construct Spirit. Ao lançar o feitiço, escolha um material: Argila, Metal ou Pedra. A criatura se assemelha a uma estátua animada (você determina a aparência) feita do material escolhido, o que determina certos detalhes em seu bloco de estatísticas. A criatura desaparece quando chega a 0 Pontos de Vida ou quando o feitiço termina.\n\nA criatura é uma aliada para você e seus aliados. Em combate, a criatura compartilha sua contagem de Iniciativa, mas realiza seu turno imediatamente após o seu. Ele obedece aos seus comandos verbais (nenhuma ação exigida por você). Se você não emitir nenhum, ele realiza a ação Esquivar e usa seu movimento para evitar o perigo.\n\nConstrução Média, Neutra\n\nCA 13 + o nível da magia\n\nHP 40 + 15 para cada nível de feitiço acima de 4\n\nVelocidade 30 pés.\n\n Salvar Mod\nFOR 18 +4 +4\nDES 10 +0 +0\nCON 18 +4 +4\n\n Salvar Mod\nINT 14 +2 +2\nSAB 11 +0 +0\nCAR 5 −3 −3\n\nVeneno de Resistências\n\nImunidades Encantado, Exaustão, Assustado, Paralisado, Envenenado\n\nSentidos Visão no Escuro 18 metros, Percepção Passiva 10\n\nIdiomas Compreende os idiomas que você conhece\n\nCR Nenhum (XP 0; PB é igual ao seu Bônus de Proficiência)\n\nCaracterísticas\n\nCorpo aquecido (somente metal). Uma criatura que atinja o espírito com um ataque corpo a corpo ou que comece seu turno agarrando o espírito sofre 1d10 de dano de Fogo.\n\nLetargia pedregosa (somente pedra). Quando uma criatura inicia seu turno a até 3 metros do espírito, o espírito pode atacá-la com energia mágica se o espírito puder vê-la. Teste de Resistência de Sabedoria: DC é igual à CD do seu feitiço, o alvo. Falha: Até o início do próximo turno, o alvo não pode realizar Ataques de Oportunidade e sua Velocidade é reduzida pela metade.\n\nAções\n\nMultiataque. O espírito realiza um número de ataques Slam igual à metade do nível desta magia (arredondado para baixo).\n\nBater. Jogada de Ataque Corpo a Corpo: O bônus é igual ao seu modificador de ataque de feitiço, alcance 1,5 m. Acerto: 1d8 + 4 + o nível do feitiço de dano de concussão.\n\nReações\n\nAmarração Berserk (somente argila). Gatilho: O espírito sofre dano de uma criatura. Resposta: O espírito faz um ataque Slam contra aquela criatura, se possível, ou o espírito se move até metade de sua Velocidade em direção àquela criatura sem provocar Ataques de Oportunidade.", "duration": "Até 1 hora", "higher_level": "Use o nível do slot de magia para o nível da magia no bloco de estatísticas.", - "id": 866, + "id": "1103a08e-643a-48b2-8fd2-ab7718e52968", "level": 4, "locations": [ { @@ -24655,7 +24655,7 @@ "desc": "Você invoca um espírito de dragão. Ele se manifesta em um espaço desocupado que você pode ver dentro do alcance e usa o bloco de estatísticas Espírito Dracônico. A criatura desaparece quando chega a 0 Pontos de Vida ou quando o feitiço termina.\n\nA criatura é uma aliada para você e seus aliados. Em combate, a criatura compartilha sua contagem de Iniciativa, mas realiza seu turno imediatamente após o seu. Ele obedece aos seus comandos verbais (nenhuma ação exigida por você). Se você não emitir nenhum, ele realiza a ação Esquivar e usa seu movimento para evitar o perigo.\n\nDragão Grande, Neutro\n\nCA 14 + o nível da magia\n\nHP 50 + 10 para cada nível de magia acima de 5\n\nVelocidade 30 pés, voo 60 pés, natação 30 pés.\n\n Salvar Mod\nFOR 19 +4 +4\nDES 14 +2 +2\nCON 17 +3 +3\n\n Salvar Mod\nINT 10 +0 +0\nSAB 14 +2 +2\nCAR 14 +2 +2\n\nResistências Ácido, Frio, Fogo, Raio, Veneno\n\nImunidades Encantado, Assustado, Envenenado\n\nSentidos Visão Cega 30 pés, Visão no Escuro 60 pés, Percepção Passiva 12\n\nIdiomas Dracônico, entende os idiomas que você conhece\n\nCR Nenhum (XP 0; PB é igual ao seu Bônus de Proficiência)\n\nCaracterísticas\n\nResistências Compartilhadas. Ao invocar o espírito, escolha uma de suas Resistências. Você tem Resistência ao tipo de dano escolhido até o feitiço terminar.\n\nAções\n\nMultiataque. O espírito realiza um número de ataques Rend igual à metade do nível do feitiço (arredondado para baixo) e usa Sopro.\n\nRenda. Ataque Corpo a Corpo: O bônus é igual ao seu modificador de ataque mágico, alcance 3 metros. Sucesso: 1d6 + 4 + o nível do feitiço Dano perfurante.\n\nArma de Sopro.Teste de Resistência de Destreza: CD é igual ao CD de salvamento de feitiço, cada criatura em um Cone de 9 metros. Falha: 2d6 de dano de um tipo ao qual este espírito tem Resistência (sua escolha ao lançar a magia). Sucesso: Metade do dano.", "duration": "Até 1 hora", "higher_level": "Use o nível do slot de magia para o nível da magia no bloco de estatísticas.", - "id": 867, + "id": "681a06a0-caa2-4cd1-b182-2739037a4fcb", "level": 5, "locations": [ { @@ -24685,7 +24685,7 @@ "desc": "Você invoca um espírito Elemental. Ele se manifesta em um espaço desocupado que você pode ver dentro do alcance e usa o bloco de estatísticas Elemental Spirit. Ao lançar o feitiço, escolha um elemento: Ar, Terra, Fogo ou Água. A criatura se assemelha a uma forma bípede envolta no elemento escolhido, o que determina certos detalhes em seu bloco de estatísticas. A criatura desaparece quando chega a 0 Pontos de Vida ou quando o feitiço termina.\n\nA criatura é uma aliada para você e seus aliados. Em combate, a criatura compartilha sua contagem de Iniciativa, mas realiza seu turno imediatamente após o seu. Ele obedece aos seus comandos verbais (nenhuma ação exigida por você). Se você não emitir nenhum, ele realiza a ação Esquivar e usa seu movimento para evitar o perigo.\n\nElemental Médio, Neutro\n\nCA 11 + o nível da magia\n\nHP 50 + 10 para cada nível de feitiço acima de 4\n\nVelocidade 40 pés; Toca 40 pés (apenas Terra); Voar 40 pés (pairar; somente ar); Nade 40 pés (somente água)\n\n Salvar Mod\nFOR 18 +4 +4\nDES 15 +2 +2\nCON 17 +3 +3\n\n Salvar Mod\nINT 4 –3 –3\nSAB 10 +0 +0\nCAR 16 +3 +3\n\nResistências Ácida (somente Água), Relâmpago e Trovão (somente Ar), Perfurante e Cortante (somente Terra)\n\nImunidades Fogo (somente Fogo), Veneno; Exaustão, Paralisado, Petrificado, Envenenado\n\nSentidos Visão no Escuro 18 metros, Percepção Passiva 10\n\nIdiomas Primordiais, entende os idiomas que você conhece\n\nCR Nenhum (XP 0; PB é igual ao seu Bônus de Proficiência)\n\nCaracterísticas\n\nForma amorfa (somente ar, fogo e água). O espírito pode se mover através de um espaço tão estreito quanto 1 polegada de largura sem contar como Terreno Difícil.\n\nAções\n\nMultiataque. O espírito realiza um número de ataques Slam igual à metade do nível desta magia (arredondado para baixo).\n\nBater. Rolagem de Ataque Corpo a Corpo: O bônus é igual ao seu modificador de ataque de feitiço, alcance 1,5 m. Acerto: 1d10 + 4 + o nível do feitiço de dano de Concussão (somente Terra), Gelo (somente Água), Raio (somente Ar) ou Fogo (somente Fogo).", "duration": "Até 1 hora", "higher_level": "Use o nível do slot de magia para o nível da magia no bloco de estatísticas.", - "id": 868, + "id": "202514a8-fc46-4de9-81db-d13d9a08d651", "level": 4, "locations": [ { @@ -24716,7 +24716,7 @@ "desc": "Você invoca um espírito Fey. Ele se manifesta em um espaço desocupado que você pode ver dentro do alcance e usa o bloco de estatísticas Fey Spirit. Ao lançar o feitiço, escolha um clima: Fumegante, Alegre ou Traiçoeiro. A criatura se assemelha a uma criatura Fey de sua escolha, marcada pelo humor escolhido, que determina certos detalhes em seu bloco de estatísticas. A criatura desaparece quando chega a 0 Pontos de Vida ou quando o feitiço termina.\n\nA criatura é uma aliada para você e seus aliados. Em combate, a criatura compartilha sua contagem de Iniciativa, mas realiza seu turno imediatamente após o seu. Ele obedece aos seus comandos verbais (nenhuma ação exigida por você). Se você não emitir nenhum, ele realiza a ação Esquivar e usa seu movimento para evitar o perigo.\n\nFey Pequeno, Neutro\n\nCA 12 + nível da magia\n\nHP 30 + 10 para cada nível de magia acima de 3\n\nVelocidade 30 pés, voo 30 pés.\n\n Salvar Mod\nFOR 13 +1 +1\nDES 16 +3 +3\nCON 14 +2 +2\n\n Salvar Mod\nINT 14 +2 +2\nSAB 11 +0 +0\nCAR 16 +3 +3\n\nImunidades Encantadas\n\nSentidos Visão no Escuro 18 metros, Percepção Passiva 10\n\nIdiomas Sylvan, entende os idiomas que você conhece\n\nCR Nenhum (XP 0; PB é igual ao seu Bônus de Proficiência)\n\nAções\n\nMultiataque. O espírito realiza um número de ataques com Lâmina Feérica igual à metade do nível desta magia (arredondado para baixo).\n\nLâmina Feérica. Jogada de Ataque Corpo a Corpo: O bônus é igual ao seu modificador de ataque do feitiço, alcance 1,5 m. Sucesso: 2d6 + 3 + o nível do feitiço de dano de Força.\n\nAções bônus\n\nPasso Fey. O espírito se teletransporta magicamente até 9 metros para um espaço desocupado que possa ver. Então ocorre um dos seguintes efeitos, com base no humor escolhido pelo espírito:\n\nFumegante. O espírito tem Vantagem na próxima jogada de ataque que realizar antes do final deste turno.\n\nAlegre. Teste de Resistência de Sabedoria: CD é igual ao seu CD de salvamento de feitiço, uma criatura que o espírito pode ver a até 3 metros de si mesmo. Falha: O alvo fica encantado por você e pelo espírito por 1 minuto ou até que o alvo sofra algum dano.\n\nComplicado. O espírito preenche um cubo de 3 metros a até 1,5 metro dele com Escuridão mágica, que dura até o final do próximo turno.", "duration": "Até 1 hora", "higher_level": "Use o nível do slot de magia para o nível da magia no bloco de estatísticas.", - "id": 869, + "id": "40fd42f4-8250-4929-9c6c-c08529fe0514", "level": 3, "locations": [ { @@ -24745,7 +24745,7 @@ "desc": "Você evoca um espírito diabólico. Ele se manifesta em um espaço desocupado que você pode ver dentro do alcance e usa o bloco de estatísticas Fiendish Spirit. Ao lançar o feitiço, escolha Demônio, Diabo ou Yugoloth. A criatura se assemelha a um Demônio do tipo escolhido, o que determina certos detalhes em seu bloco de estatísticas. A criatura desaparece quando chega a 0 Pontos de Vida ou quando o feitiço termina.\n\nA criatura é uma aliada para você e seus aliados. Em combate, a criatura compartilha sua contagem de Iniciativa, mas realiza seu turno imediatamente após o seu. Ele obedece aos seus comandos verbais (nenhuma ação exigida por você). Se você não emitir nenhum, ele realiza a ação Esquivar e usa seu movimento para evitar o perigo.\n\nDemônio Grande, Neutro\n\nCA 12 + nível da magia\n\nHP 50 (somente Demônio) ou 40 (somente Diabo) ou 60 (somente Yugoloth) + 15 para cada nível de magia acima de 6\n\nVelocidade 40 pés; Suba 40 pés (apenas Demônio); Voe 60 pés (apenas Diabo)\n\n Salvar Mod\nFOR 13 +1 +1\nDES 16 +3 +3\nCON 15 +2 +2\n\n Salvar Mod\nINT 10 +0 +0\nSAB 10 +0 +0\nCAR 16 +3 +3\n\nResistências Fogo\n\nVeneno de Imunidades; Envenenado\n\nSentidos Visão no Escuro 18 metros, Percepção Passiva 10\n\nIdiomas Abissal, Infernal, Telepatia 18 m.\n\nCR Nenhum (XP 0; PB é igual ao seu Bônus de Proficiência)\n\nCaracterísticas\n\nAgonizantes da Morte (Somente Demônios). Quando o espírito cai para 0 Pontos de Vida ou o feitiço termina, o espírito explode. Teste de Resistência de Destreza: A CD é igual à CD do seu feitiço, cada criatura em uma Emanação de 3 metros originada do espírito. Falha: 2d10 mais o nível de dano de Fogo desta magia. Sucesso: Metade do dano.\n\nVisão do Diabo (Somente Diabo). A Escuridão Mágica não impede a Visão no Escuro do espírito.\n\nResistência Mágica. O espírito tem Vantagem em testes de resistência contra magias e outros efeitos mágicos.\n\nAções\n\nMultiataque. O espírito realiza um número de ataques igual à metade do nível desta magia (arredondado para baixo).\n\nMordida (somente demônio). Rolagem de Ataque Corpo a Corpo: O bônus é igual ao seu modificador de ataque do feitiço, alcance 1,5 m. Acerto: 1d12 + 3 + o nível do feitiço de dano necrótico.\n\nGarras (somente Yugoloth). Rolagem de Ataque Corpo a Corpo: O bônus é igual ao seu modificador de ataque de feitiço, alcance 1,5 m. Sucesso: 1d8 + 3 + o nível do feitiço de dano cortante. Imediatamente após o ataque acertar ou errar, o espírito pode se teletransportar até 9 metros para um espaço desocupado que possa ver.\n\nGolpe de Fogo (Somente Diabo). Jogada de Ataque Corpo a Corpo ou à Distância: O bônus é igual ao seu modificador de ataque de feitiço, alcance 1,5 m ou alcance de 45 m. Sucesso: 2d6 + 3 + o nível de dano de Fogo do feitiço.", "duration": "Até 1 hora", "higher_level": "Use o nível do slot de magia para o nível da magia no bloco de estatísticas.", - "id": 870, + "id": "49011673-4d0f-450c-9c62-bc2a399af2e6", "level": 6, "locations": [ { @@ -24774,7 +24774,7 @@ "desc": "Você invoca um espírito morto-vivo. Ele se manifesta em um espaço desocupado que você pode ver dentro do alcance e usa o bloco de estatísticas Undead Spirit. Ao lançar o feitiço, escolha a forma da criatura: Fantasmagórica, Pútrida ou Esquelética. O espírito se assemelha a uma criatura morta-viva com a forma escolhida, o que determina certos detalhes em seu bloco de estatísticas. A criatura desaparece quando chega a 0 Pontos de Vida ou quando o feitiço termina.\n\nA criatura é uma aliada para você e seus aliados. Em combate, a criatura compartilha sua contagem de Iniciativa, mas realiza seu turno imediatamente após o seu. Ele obedece aos seus comandos verbais (nenhuma ação exigida por você). Se você não emitir nenhum, ele realiza a ação Esquivar e usa seu movimento para evitar o perigo.\n\nMorto-vivo Médio, Neutro\n\nCA 11 + o nível da magia\n\nHP 30 (apenas Fantasmagórico e Pútrido) ou 20 (apenas Esquelético) + 10 para cada nível de magia acima de 3\n\nVelocidade 30 pés; Voar 40 pés (pairar; apenas fantasmagórico)\n\n Salvar Mod\nFOR 12 +1 +1\nDES 16 +3 +3\nCON 15 +2 +2\n\n Salvar Mod\nINT 4 −3 −3\nSAB 10 +0 +0\nACR 9 −1 −1\n\nImunidades Necróticas, Venenosas; Exaustão, assustado, paralisado, envenenado\n\nSentidos Visão no Escuro 18 metros, Percepção Passiva 10\n\nIdiomas Compreende os idiomas que você conhece\n\nCR Nenhum (XP 0; PB é igual ao seu Bônus de Proficiência)\n\nCaracterísticas\n\nAura Purulenta (somente Pútrida). Teste de Resistência de Constituição: A CD é igual à CD do seu feitiço, qualquer criatura (exceto você) que comece seu turno dentro de uma Emanação de 1,5 metro originada do espírito. Falha: A criatura fica com a condição Envenenada até o início do próximo turno.\n\nPassagem Incorpórea (Somente Fantasmagórica). O espírito pode se mover através de outras criaturas e objetos como se fossem terrenos difíceis. Se ele terminar seu turno dentro de um objeto, ele será desviado para o espaço desocupado mais próximo e sofrerá 1d10 de dano de Força para cada 1,5 metro percorrido.\n\nAções\n\nMultiataque. O espírito realiza um número de ataques igual à metade do nível desta magia (arredondado para baixo).\n\nToque mortal (somente fantasmagórico). Jogada de Ataque Corpo a Corpo: O bônus é igual ao seu modificador de ataque do feitiço, alcance 1,5 m. Sucesso: 1d8 + 3 + o nível do feitiço de dano necrótico, e o alvo fica com a condição Assustado até o final do próximo turno.\n\nGrave Bolt (somente esquelético). Jogada de Ataque à Distância: O bônus é igual ao seu modificador de ataque do feitiço, alcance de 150 pés. Sucesso: 2d4 + 3 + o nível do feitiço de dano necrótico.\n\nGarra Apodrecida (apenas Pútrido). Rolagem de Ataque Corpo a Corpo: O bônus é igual ao seu modificador de ataque de feitiço, alcance 1,5 m. Sucesso: 1d6 + 3 + o nível do feitiço de dano cortante. Se o alvo tiver a condição Envenenado, ele ficará paralisado até o final do próximo turno.", "duration": "Até 1 hora", "higher_level": "Use o nível do slot de magia para o nível da magia no bloco de estatísticas.", - "id": 871, + "id": "e7f8e399-8baf-4215-98d5-6d63ffaf3e25", "level": 3, "locations": [ { @@ -24804,7 +24804,7 @@ "concentration": true, "desc": "Você lança um raio de sol em uma Linha de 5 pés de largura e 60 pés de comprimento. Cada criatura na Linha faz um teste de resistência de Constituição. Em uma falha, uma criatura sofre 6d8 de dano Radiante e tem a condição Cego até o início do seu próximo turno. Em uma defesa bem-sucedida, ela sofre apenas metade do dano. Até que a magia termine, você pode realizar uma ação de Magia para criar uma nova Linha de radiância. Durante a duração, um cisco de radiância brilhante brilha acima de você. Ele emite Luz Brilhante em um raio de 30 pés e Luz Fraca por mais 30 pés. Essa luz é a luz do sol.", "duration": "Até 1 minuto", - "id": 872, + "id": "2dfe462a-8eb1-41bb-9ea4-4c481b79f0b7", "level": 6, "locations": [ { @@ -24833,7 +24833,7 @@ ], "desc": "A luz do sol brilhante brilha em uma Esfera de 60 pés de raio centrada em um ponto que você escolher dentro do alcance. Cada criatura na Esfera faz um teste de resistência de Constituição. Em um teste falho, uma criatura sofre 12d6 de dano Radiante e tem a condição Cego por 1 minuto. Em um teste bem-sucedido, ela sofre apenas metade do dano. Uma criatura Cega por esta magia faz outro teste de resistência de Constituição no final de cada um de seus turnos, encerrando o efeito sobre si mesma em um sucesso. Esta magia dissipa a Escuridão em sua área que foi criada por qualquer magia.", "duration": "Instantâneo", - "id": 873, + "id": "ffdc40f9-61fd-4596-b432-43cd532d5ad0", "level": 8, "locations": [ { @@ -24860,7 +24860,7 @@ "concentration": true, "desc": "Quando você conjura a magia e como uma Ação Bônus até que ela termine, você pode fazer dois ataques com uma arma que dispara Flechas ou Virotes, como um Arco Longo ou uma Besta Leve. A magia cria magicamente a munição necessária para cada ataque. Cada Flecha ou Virote criado pela magia causa dano como uma munição não mágica de seu tipo e se desintegra imediatamente após acertar ou errar.", "duration": "Até 1 minuto", - "id": 874, + "id": "d66a2584-2cd1-4630-afe4-00465dfef3ad", "level": 5, "locations": [ { @@ -24889,7 +24889,7 @@ ], "desc": "Você inscreve um glifo nocivo em uma superfície (como uma parte do chão ou parede) ou dentro de um objeto que pode ser fechado (como um livro ou baú). O glifo pode cobrir uma área não maior que 10 pés de diâmetro. Se você escolher um objeto, ele deve permanecer no lugar; se for movido mais de 10 pés de onde você conjurou esta magia, o glifo é quebrado e a magia termina sem ser acionada. O glifo é quase imperceptível e requer um teste bem-sucedido de Sabedoria (Percepção) contra sua CD de resistência à magia para ser notado. Quando você inscreve o glifo, você define seu gatilho e escolhe qual efeito o símbolo carrega: Morte, Discórdia, Medo, Dor, Sono ou Atordoamento. Cada um é explicado abaixo. Defina o Gatilho. Você decide o que aciona o glifo quando você conjura a magia. Para glifos inscritos em uma superfície, gatilhos comuns incluem tocar ou pisar no glifo, remover outro objeto que o cobre ou se aproximar a uma certa distância dele. Para glifos inscritos em um objeto, gatilhos comuns incluem abrir o objeto ou ver o glifo. Você pode refinar o gatilho para que apenas criaturas de certos tipos o ativem (por exemplo, o glifo pode ser definido para afetar Aberrações). Você também pode definir condições para criaturas que não acionam o glifo, como aquelas que dizem uma determinada senha. Uma vez acionado, o glifo brilha, preenchendo uma Esfera de 60 pés de raio com Luz Fraca por 10 minutos, após o qual a magia termina. Cada criatura na Esfera quando o glifo é ativado é alvo de seu efeito, assim como uma criatura que entra na Esfera pela primeira vez em um turno ou termina seu turno lá. Uma criatura é alvo apenas uma vez por turno. Morte. Cada alvo faz um teste de resistência de Constituição, sofrendo 10d10 de dano Necrótico em uma falha ou metade do dano em uma falha bem-sucedida. Discórdia. Cada alvo faz um teste de resistência de Sabedoria. Em uma falha, um alvo discute com outras criaturas por 1 minuto. Durante esse tempo, ele é incapaz de comunicação significativa e tem Desvantagem em jogadas de ataque e testes de habilidade. Medo. Cada alvo deve ter sucesso em um teste de resistência de Sabedoria ou ter a condição Assustado por 1 minuto. Enquanto Assustado, o alvo deve se mover pelo menos 30 pés para longe do glifo em cada um de seus turnos, se possível. Dor. Cada alvo deve ter sucesso em um teste de resistência de Constituição ou ter a condição Incapacitado por 1 minuto. Sono. Cada alvo deve ter sucesso em um teste de resistência de Sabedoria ou ter a condição Inconsciente por 10 minutos. Uma criatura desperta se receber dano ou se alguém fizer uma ação para sacudi-la para acordá-la. Atordoamento. Cada alvo deve ter sucesso em um teste de resistência de Sabedoria ou ter a condição Atordoado por 1 minuto.", "duration": "Até que seja dissipado ou acionado", - "id": 875, + "id": "73699935-3a30-4e66-a0f2-2e5052b5f6ae", "level": 7, "locations": [ { @@ -24917,7 +24917,7 @@ ], "desc": "Você faz com que energia psíquica irrompa em um ponto dentro do alcance. Cada criatura em uma Esfera de 20 pés de raio centrada naquele ponto faz um teste de resistência de Inteligência, sofrendo 8d6 de dano Psíquico em um teste falho ou metade do dano em um teste bem-sucedido. Em um teste falho, um alvo também tem pensamentos confusos por 1 minuto. Durante esse tempo, ele subtrai 1d6 de todas as suas jogadas de ataque e testes de habilidade, bem como quaisquer testes de resistência de Constituição para manter a Concentração. O alvo faz um teste de resistência de Inteligência no final de cada um de seus turnos, encerrando o efeito sobre si mesmo em um sucesso.", "duration": "Instantâneo", - "id": 876, + "id": "1116c1c7-80fa-4905-9146-1ea410d8ec2f", "level": 5, "locations": [ { @@ -24943,7 +24943,7 @@ ], "desc": "Você conjura um caldeirão com pés de garra cheio de líquido borbulhante. O caldeirão aparece em um espaço desocupado no chão a 5 pés de você e dura pela duração. O caldeirão não pode ser movido e desaparece quando a magia termina, junto com o líquido borbulhante dentro dele. O líquido no caldeirão duplica as propriedades de uma poção Comum ou Incomum de sua escolha (como uma Poção de Cura). Como uma Ação Bônus, você ou um aliado pode alcançar o caldeirão e retirar uma poção daquele tipo. A poção está contida em um frasco que desaparece quando a poção é consumida. O caldeirão pode produzir um número dessas poções igual ao seu modificador de habilidade de conjuração (mínimo 1). Quando a última dessas poções é retirada do caldeirão, o caldeirão desaparece e a magia termina. Poções obtidas do caldeirão que não são consumidas desaparecem quando você conjura esta magia novamente.", "duration": "10 minutos", - "id": 877, + "id": "ae248e15-6772-4851-ba08-de2d5b4c7da4", "level": 6, "locations": [ { @@ -24973,7 +24973,7 @@ "desc": "Uma criatura de sua escolha que você possa ver dentro do alcance faz um teste de resistência de Sabedoria. Em um teste falho, ela tem as condições Prone e Incapacitated pela duração. Durante esse tempo, ela ri incontrolavelmente se for capaz de rir, e não pode terminar a condição Prone em si mesma. No final de cada um de seus turnos e cada vez que receber dano, ela faz outro teste de resistência de Sabedoria. O alvo tem Advantage no teste se o teste for acionado por dano. Em um teste bem-sucedido, a magia termina.", "duration": "Até 1 minuto", "higher_level": "Você pode escolher uma criatura adicional para cada nível de magia aproximadamente 1.", - "id": 878, + "id": "5bc7b956-d6f5-4aac-9686-90adad7166db", "level": 1, "locations": [ { @@ -25000,7 +25000,7 @@ "concentration": true, "desc": "Você ganha a habilidade de mover ou manipular criaturas ou objetos pelo pensamento. Quando você conjura a magia e como uma ação de Magia em seus turnos posteriores antes que a magia termine, você pode exercer sua vontade em uma criatura ou objeto que você pode ver dentro do alcance, causando o efeito apropriado abaixo. Você pode afetar o mesmo alvo rodada após rodada ou escolher um novo a qualquer momento. Se você trocar de alvo, o alvo anterior não será mais afetado pela magia. Criatura. Você pode tentar mover uma criatura Enorme ou menor. O alvo deve ser bem-sucedido em um teste de resistência de Força, ou você o move até 30 pés em qualquer direção dentro do alcance da magia. Até o final do seu próximo turno, a criatura tem a condição Restrito, e se você levantá-la no ar, ela fica suspensa lá. Ela cai no final do seu próximo turno, a menos que você use esta opção nela novamente e ela falhe no teste de resistência. Objeto. Você pode tentar mover um objeto Enorme ou menor. Se o objeto não estiver sendo usado ou carregado, você o move automaticamente até 30 pés em qualquer direção dentro do alcance da magia. Se o objeto for usado ou carregado por uma criatura, essa criatura deve ter sucesso em um teste de resistência de Força, ou você puxa o objeto para longe e o move até 30 pés em qualquer direção dentro do alcance da magia. Você pode exercer controle fino sobre objetos com sua empunhadura telecinética, como manipular uma ferramenta simples, abrir uma porta ou um recipiente, guardar ou recuperar um item de um recipiente aberto ou despejar o conteúdo de um frasco.", "duration": "Até 10 minutos", - "id": 879, + "id": "e460b72a-f02e-48b8-b8b6-9295b58c0b84", "level": 5, "locations": [ { @@ -25025,7 +25025,7 @@ ], "desc": "Você cria um elo telepático entre você e uma criatura disposta com a qual você está familiarizado. A criatura pode estar em qualquer lugar no mesmo plano de existência que você. A magia termina se você ou o alvo não estiverem mais no mesmo plano. Até que a magia termine, você e o alvo podem compartilhar instantaneamente palavras, imagens, sons e outras mensagens sensoriais entre si através do elo, e o alvo reconhece você como a criatura com a qual está se comunicando. A magia permite que uma criatura entenda o significado de suas palavras e quaisquer mensagens sensoriais que você enviar a ela.", "duration": "24 horas", - "id": 880, + "id": "6f11aa4e-79a2-4782-b5c3-4d3551b56899", "level": 8, "locations": [ { @@ -25049,9 +25049,9 @@ "components": [ "V" ], - "desc": "Esta magia transporta instantaneamente você e até oito criaturas dispostas que você pode ver dentro do alcance, ou um único objeto que você pode ver dentro do alcance, para um destino que você selecionar. Se você mirar em um objeto, ele deve ser Grande ou menor, e não pode ser segurado ou carregado por uma criatura relutante. O destino que você escolher deve ser conhecido por você, e deve estar no mesmo plano de existência que você. Sua familiaridade com o destino determina se você chegará lá com sucesso. O Mestre rola 1d100 e consulta a tabela Resultado do Teletransporte e as explicações depois dela. Familiaridade Acidente Área semelhante Fora do alvo No alvo Círculo permanente — — — 01–00 Objeto vinculado — — — 01–00 Muito familiar 01–05 06–13 14–24 25–00 Visto casualmente 01–33 34–43 44–53 54–00 Visto uma vez ou descrito 01–43 44–53 54–73 74–00 Destino falso 01–50 51–00 — — Familiaridade. Aqui estão os significados dos termos na coluna Familiaridade da tabela:\n\n\u2022“Círculo Permanente” significa um círculo de teletransporte permanente cuja sequência de sigilos você conhece.\n\u2022“Objeto vinculado” significa que você possui um objeto retirado do destino desejado nos últimos seis meses, como um livro da biblioteca de um mago.\n\u2022“Muito familiar” é um lugar que você visitou com frequência, um lugar que você estudou cuidadosamente ou um lugar que você pode ver ao lançar o feitiço.\n\u2022“Visto casualmente” é um lugar que você já viu mais de uma vez, mas com o qual não está muito familiarizado.\n\u2022“Visualizado uma vez ou descrito” é um lugar que você viu uma vez, possivelmente usando magia, ou um lugar que você conhece através da descrição de outra pessoa, talvez de um mapa.\n\u2022“Falso destino” é um lugar que não existe. Talvez você tenha tentado visualizar o santuário de um inimigo, mas em vez disso viu uma ilusão, ou está tentando se teletransportar para um local que não existe mais.Acidente. A magia imprevisível da magia resulta em uma jornada difícil. Cada criatura teletransportada (ou o objeto alvo) recebe 3d10 de dano de Força, e o Mestre rola novamente na tabela para ver onde você vai parar (vários acidentes podem ocorrer, causando dano a cada vez). Área semelhante. Você e seu grupo (ou o objeto alvo) aparecem em uma área diferente que é visualmente ou tematicamente similar à área alvo. Você aparece no lugar similar mais próximo. Se você estiver indo para seu laboratório, por exemplo, você pode aparecer no laboratório de outra pessoa na mesma cidade. Fora do Alvo. Você e seu grupo (ou o objeto alvo) aparecem a 2d12 milhas de distância do destino em uma direção aleatória. Role 1d8 para a direção: 1, leste; 2, sudeste; 3, sul; 4, sudoeste; 5, oeste; 6, noroeste; 7, norte; ou 8, nordeste. No Alvo. Você e seu grupo (ou o objeto alvo) aparecem onde você pretendia.", + "desc": "Esta magia transporta instantaneamente você e até oito criaturas dispostas que você pode ver dentro do alcance, ou um único objeto que você pode ver dentro do alcance, para um destino que você selecionar. Se você mirar em um objeto, ele deve ser Grande ou menor, e não pode ser segurado ou carregado por uma criatura relutante. O destino que você escolher deve ser conhecido por você, e deve estar no mesmo plano de existência que você. Sua familiaridade com o destino determina se você chegará lá com sucesso. O Mestre rola 1d100 e consulta a tabela Resultado do Teletransporte e as explicações depois dela. Familiaridade Acidente Área semelhante Fora do alvo No alvo Círculo permanente — — — 01–00 Objeto vinculado — — — 01–00 Muito familiar 01–05 06–13 14–24 25–00 Visto casualmente 01–33 34–43 44–53 54–00 Visto uma vez ou descrito 01–43 44–53 54–73 74–00 Destino falso 01–50 51–00 — — Familiaridade. Aqui estão os significados dos termos na coluna Familiaridade da tabela:\n\n•“Círculo Permanente” significa um círculo de teletransporte permanente cuja sequência de sigilos você conhece.\n•“Objeto vinculado” significa que você possui um objeto retirado do destino desejado nos últimos seis meses, como um livro da biblioteca de um mago.\n•“Muito familiar” é um lugar que você visitou com frequência, um lugar que você estudou cuidadosamente ou um lugar que você pode ver ao lançar o feitiço.\n•“Visto casualmente” é um lugar que você já viu mais de uma vez, mas com o qual não está muito familiarizado.\n•“Visualizado uma vez ou descrito” é um lugar que você viu uma vez, possivelmente usando magia, ou um lugar que você conhece através da descrição de outra pessoa, talvez de um mapa.\n•“Falso destino” é um lugar que não existe. Talvez você tenha tentado visualizar o santuário de um inimigo, mas em vez disso viu uma ilusão, ou está tentando se teletransportar para um local que não existe mais.Acidente. A magia imprevisível da magia resulta em uma jornada difícil. Cada criatura teletransportada (ou o objeto alvo) recebe 3d10 de dano de Força, e o Mestre rola novamente na tabela para ver onde você vai parar (vários acidentes podem ocorrer, causando dano a cada vez). Área semelhante. Você e seu grupo (ou o objeto alvo) aparecem em uma área diferente que é visualmente ou tematicamente similar à área alvo. Você aparece no lugar similar mais próximo. Se você estiver indo para seu laboratório, por exemplo, você pode aparecer no laboratório de outra pessoa na mesma cidade. Fora do Alvo. Você e seu grupo (ou o objeto alvo) aparecem a 2d12 milhas de distância do destino em uma direção aleatória. Role 1d8 para a direção: 1, leste; 2, sudeste; 3, sul; 4, sudoeste; 5, oeste; 6, noroeste; 7, norte; ou 8, nordeste. No Alvo. Você e seu grupo (ou o objeto alvo) aparecem onde você pretendia.", "duration": "Instantâneo", - "id": 881, + "id": "2bf2f5cb-ea68-4e68-938c-eaab36201c2d", "level": 7, "locations": [ { @@ -25078,7 +25078,7 @@ ], "desc": "Ao conjurar a magia, você desenha um círculo de 5 pés de raio no chão inscrito com sigilos que ligam sua localização a um círculo de teletransporte permanente de sua escolha cuja sequência de sigilos você conhece e que está no mesmo plano de existência que você. Um portal brilhante se abre dentro do círculo que você desenhou e permanece aberto até o final do seu próximo turno. Qualquer criatura que entre no portal aparece instantaneamente a 5 pés do círculo de destino ou no espaço desocupado mais próximo se esse espaço estiver ocupado. Muitos templos principais, guildhalls e outros lugares importantes têm círculos de teletransporte permanentes. Cada círculo inclui uma sequência de sigilos única — uma sequência de runas organizadas em um padrão particular. Quando você ganha a habilidade de conjurar esta magia pela primeira vez, você aprende as sequências de sigilos para dois destinos no Plano Material, determinados pelo Mestre. Você pode aprender sequências de sigilos adicionais durante suas aventuras. Você pode memorizar uma nova sequência de sigilos após estudá-la por 1 minuto. Você pode criar um círculo de teletransporte permanente conjurando esta magia no mesmo local todos os dias por 365 dias.", "duration": "1 rodada", - "id": 882, + "id": "124142d7-317b-4ea5-8679-604aa6ce1ede", "level": 5, "locations": [ { @@ -25104,7 +25104,7 @@ ], "desc": "Esta magia cria um plano de força circular e horizontal, com 3 pés de diâmetro e 1 polegada de espessura, que flutua 3 pés acima do solo em um espaço desocupado de sua escolha que você pode ver dentro do alcance. O disco permanece durante a duração e pode suportar até 500 libras. Se mais peso for colocado nele, a magia termina, e tudo no disco cai no chão. O disco fica imóvel enquanto você estiver a 20 pés dele. Se você se mover mais de 20 pés de distância dele, o disco o segue para que ele permaneça a 20 pés de você. Ele pode se mover por terrenos irregulares, subir ou descer escadas, declives e coisas do tipo, mas não pode cruzar uma mudança de elevação de 10 pés ou mais. Por exemplo, o disco não pode se mover por um poço de 10 pés de profundidade, nem poderia deixar tal poço se fosse criado no fundo. Se você se mover mais de 100 pés do disco (normalmente porque ele não pode se mover em torno de um obstáculo para segui-lo), a magia termina.", "duration": "1 hora", - "id": 883, + "id": "3b14f797-efe4-46e7-9d22-aae5b56456ac", "level": 1, "locations": [ { @@ -25128,7 +25128,7 @@ ], "desc": "Você manifesta uma pequena maravilha dentro do alcance. Você cria um dos efeitos abaixo dentro do alcance. Se você conjurar esta magia várias vezes, você pode ter até três de seus efeitos de 1 minuto ativos por vez. Olhos Alterados. Você altera a aparência dos seus olhos por 1 minuto. Voz Estrondosa. Sua voz estrondosa até três vezes mais alta que o normal por 1 minuto. Durante a duração, você tem Vantagem em testes de Carisma (Intimidação). Jogo de Fogo. Você faz com que as chamas pisquem, clareiem, diminuam ou mudem de cor por 1 minuto. Mão Invisível. Você instantaneamente faz com que uma porta ou janela destrancada se abra ou feche com força. Som Fantasma. Você cria um som instantâneo que se origina de um ponto de sua escolha dentro do alcance, como um estrondo de trovão, o grito de um corvo ou sussurros ameaçadores. Tremores. Você causa tremores inofensivos no chão por 1 minuto.", "duration": "Até 1 minuto", - "id": 884, + "id": "b1f7ef9a-04a0-4ab5-8ee0-84eaecdfacc7", "level": 0, "locations": [ { @@ -25155,7 +25155,7 @@ "desc": "Você cria um chicote parecido com uma videira coberto de espinhos que chicoteia ao seu comando em direção a uma criatura no alcance. Faça um ataque de magia corpo a corpo contra o alvo. Em um acerto, o alvo recebe 1d6 de dano perfurante e, se for grande ou menor, você pode puxá-lo até 10 pés mais perto de você.", "duration": "Instantâneo", "higher_level": "O dano aumenta em 1d6 quando você atinge os níveis 5 (2d6), 11 (3d6) e 17 (4d6).", - "id": 885, + "id": "4df217ac-35b5-4cb5-9e4b-abfd3e44f654", "level": 0, "locations": [ { @@ -25185,7 +25185,7 @@ "desc": "Cada criatura em uma Emanação de 5 pés originária de você deve ter sucesso em um teste de resistência de Constituição ou sofrer 1d6 de dano de Trovão. O som estrondoso da magia pode ser ouvido a até 100 pés de distância.", "duration": "Instantâneo", "higher_level": "O dano aumenta em 1d6 quando você atinge os níveis 5 (2d6), 11 (3d6) e 17 (4d6).", - "id": 886, + "id": "f376cb61-189d-4852-a1db-c8a5fd82f421", "level": 0, "locations": [ { @@ -25209,7 +25209,7 @@ "desc": "Seu golpe ressoa com um trovão que é audível a até 300 pés de você, e o alvo recebe 2d6 de dano de Trovão extra do ataque. Além disso, se o alvo for uma criatura, ele deve ter sucesso em um teste de resistência de Força ou será empurrado 10 pés para longe de você e terá a condição Prone.", "duration": "Instantâneo", "higher_level": "O dano aumenta em 1d6 para cada nível de magia acima de 1.", - "id": 887, + "id": "13c6244c-7f3a-41da-b2d0-7ca7024f2c8a", "level": 1, "locations": [ { @@ -25237,7 +25237,7 @@ "desc": "Você libera uma onda de energia estrondosa. Cada criatura em um Cubo de 15 pés originário de você faz um teste de resistência de Constituição. Em uma falha, uma criatura sofre 2d8 de dano de Trovão e é empurrada 10 pés para longe de você. Em uma defesa bem-sucedida, uma criatura sofre apenas metade do dano. Além disso, objetos soltos que estão inteiramente dentro do Cubo são empurrados 10 pés para longe de você, e um estrondo estrondoso é audível a até 300 pés.", "duration": "Instantâneo", "higher_level": "O dano aumenta em 1d8 para cada nível de magia acima de 1.", - "id": 888, + "id": "d8d198bf-360d-47d4-97aa-dc720d9f9430", "level": 1, "locations": [ { @@ -25261,7 +25261,7 @@ ], "desc": "Você interrompe brevemente o fluxo do tempo para todos, exceto para você. Nenhum tempo passa para outras criaturas, enquanto você tem 1d4 + 1 turnos seguidos, durante os quais você pode usar ações e se mover normalmente. Esta magia termina se uma das ações que você usar durante este período, ou quaisquer efeitos que você criar durante ele, afetar uma criatura que não seja você ou um objeto que esteja sendo usado ou carregado por alguém que não seja você. Além disso, a magia termina se você se mover para um lugar a mais de 1.000 pés do local onde você a conjurou.", "duration": "Instantâneo", - "id": 889, + "id": "d0b39ad9-6e68-49ad-a0aa-dccab44ff7c6", "level": 9, "locations": [ { @@ -25288,7 +25288,7 @@ "desc": "Você aponta para uma criatura que você pode ver dentro do alcance, e o único toque de um sino doloroso é audível a até 10 pés do alvo. O alvo deve ter sucesso em um teste de resistência de Sabedoria ou sofrer 1d8 de dano Necrótico. Se o alvo estiver sem nenhum de seus Pontos de Vida, ele sofre 1d12 de dano Necrótico.", "duration": "Instantâneo", "higher_level": "O dano aumenta em um dado quando você atinge os níveis 5 (2d8 ou 2d12), 11 (3d8 ou 3d12) e 17 (4d8 ou 4d12).", - "id": 890, + "id": "d97c770e-4ea8-403c-9ff8-2000001a0806", "level": 0, "locations": [ { @@ -25316,7 +25316,7 @@ ], "desc": "Esta magia concede à criatura que você tocar a habilidade de entender qualquer língua falada ou sinalizada que ela ouça ou veja. Além disso, quando o alvo se comunica falando ou sinalizando, qualquer criatura que saiba pelo menos uma língua pode entendê-la se essa criatura puder ouvir a fala ou ver a sinalização.", "duration": "1 hora", - "id": 891, + "id": "a18f39ec-a51c-4ccb-9707-2e24ce6faa9d", "level": 3, "locations": [ { @@ -25341,7 +25341,7 @@ ], "desc": "Esta magia cria um elo mágico entre uma planta inanimada Grande ou maior dentro do alcance e outra planta, a qualquer distância, no mesmo plano de existência. Você deve ter visto ou tocado a planta de destino pelo menos uma vez antes. Durante a duração, qualquer criatura pode pisar na planta alvo e sair da planta de destino usando 1,5 m de movimento.", "duration": "1 minuto", - "id": 892, + "id": "8e6012a5-d92b-4fd3-9657-3080e1eee07d", "level": 6, "locations": [ { @@ -25367,7 +25367,7 @@ "concentration": true, "desc": "Você ganha a habilidade de entrar em uma árvore e se mover de dentro dela para dentro de outra árvore do mesmo tipo dentro de 500 pés. Ambas as árvores devem estar vivas e ter pelo menos o mesmo tamanho que você. Você deve usar 5 pés de movimento para entrar em uma árvore. Você sabe instantaneamente a localização de todas as outras árvores do mesmo tipo dentro de 500 pés e, como parte do movimento usado para entrar na árvore, pode passar para uma dessas árvores ou sair da árvore em que está. Você aparece em um local de sua escolha dentro de 5 pés da árvore de destino, usando outros 5 pés de movimento. Se você não tiver mais movimento, você aparece dentro de 5 pés da árvore em que entrou. Você pode usar essa habilidade de transporte apenas uma vez em cada um dos seus turnos. Você deve terminar cada turno fora de uma árvore.", "duration": "Até 1 minuto", - "id": 893, + "id": "ba1ab6dd-fa7c-4c30-8dc9-835ec1ef545d", "level": 5, "locations": [ { @@ -25395,7 +25395,7 @@ "concentration": true, "desc": "Escolha uma criatura ou objeto não mágico que você possa ver dentro do alcance. A criatura muda de forma para uma criatura diferente ou um objeto não mágico, ou o objeto muda de forma para uma criatura (o objeto não deve ser usado nem carregado). A transformação dura pela duração ou até que o alvo morra ou seja destruído, mas se você mantiver Concentração nesta magia por toda a duração, a magia dura até ser dissipada.\n\nUma criatura relutante pode fazer um teste de resistência de Sabedoria e, se for bem-sucedida, não será afetada por esta magia.\n\nCriatura em Criatura. Se você transformar uma criatura em outro tipo de criatura, a nova forma pode ser qualquer tipo que você escolher que tenha uma Classificação de Desafio igual ou menor que a Classificação de Desafio ou nível do alvo. As estatísticas de jogo do alvo são substituídas pelo bloco de estatísticas da nova forma, mas ele retém seus Pontos de Vida, Dados de Ponto de Vida, alinhamento e personalidade.\n\nO alvo ganha uma quantidade de Pontos de Vida Temporários igual aos Pontos de Vida da nova forma. Esses Pontos de Vida Temporários desaparecem se ainda houver algum quando a magia termina. A magia termina precocemente para o alvo se ele não tiver mais Pontos de Vida Temporários.\n\nO alvo é limitado nas ações que pode executar pela anatomia de sua nova forma, e não pode falar ou conjurar magias.\n\nO equipamento do alvo se funde à nova forma. A criatura não pode usar ou se beneficiar de nenhum desses equipamentos.\n\nObjeto em Criatura. Você pode transformar um objeto em qualquer tipo de criatura, desde que o tamanho da criatura não seja maior que o tamanho do objeto e a criatura tenha uma Classificação de Desafio de 9 ou menor. A criatura é Amigável com você e seus aliados. Em combate, ela faz seus turnos imediatamente após o seu, e obedece aos seus comandos.\n\nSe a magia durar mais de uma hora, você não controla mais a criatura. Ela pode permanecer Amigável com você, dependendo de como você a tratou.\n\nCriatura em Objeto. Se você transformar uma criatura em um objeto, ela se transforma junto com o que quer que esteja vestindo e carregando naquela forma, desde que o tamanho do objeto não seja maior que o tamanho da criatura. As estatísticas da criatura se tornam as do objeto, e a criatura não tem memória do tempo gasto nesta forma após o fim da magia e ela retorna ao normal.", "duration": "Até 1 hora", - "id": 894, + "id": "7a673ead-b247-498b-94ae-14a4e9166a21", "level": 9, "locations": [ { @@ -25422,7 +25422,7 @@ ], "desc": "Você toca uma criatura que está morta há não mais de 200 anos e que morreu por qualquer motivo, exceto velhice. A criatura é revivida com todos os seus Pontos de Vida. Esta magia fecha todos os ferimentos, neutraliza qualquer veneno, cura todos os contágios mágicos e remove quaisquer maldições que afetassem a criatura quando ela morreu. A magia substitui órgãos e membros danificados ou perdidos. Se a criatura era Morta-viva, ela é restaurada à sua forma não-Morta-viva. A magia pode fornecer um novo corpo se o original não existir mais, nesse caso você deve falar o nome da criatura. A criatura então aparece em um espaço desocupado que você escolher a até 10 pés de você.", "duration": "Instantâneo", - "id": 895, + "id": "d01dad4f-fc38-4a38-98e9-18a4f013b255", "level": 9, "locations": [ { @@ -25452,7 +25452,7 @@ ], "desc": "Durante a duração, a criatura voluntária que você tocar terá Visão Verdadeira com um alcance de 36 metros.", "duration": "1 hora", - "id": 896, + "id": "519e8ff5-f407-404c-b124-dea18d5be3b8", "level": 6, "locations": [ { @@ -25482,7 +25482,7 @@ "desc": "Guiado por um lampejo de percepção mágica, você faz um ataque com a arma usada na conjuração da magia. O ataque usa sua habilidade de conjuração para as jogadas de ataque e dano em vez de usar Força ou Destreza. Se o ataque causar dano, ele pode ser dano Radiante ou o tipo de dano normal da arma (sua escolha).", "duration": "Instantâneo", "higher_level": "Não importa se você causa dano Radiante ou o tipo de dano normal da arma, o ataque causa dano Radiante extra quando você atinge os níveis 5 (1d6), 11 (2d6) e 17 (3d6).", - "id": 897, + "id": "dfe62065-6a6c-47b1-a411-e2a202b4b59a", "level": 0, "locations": [ { @@ -25508,7 +25508,7 @@ "concentration": true, "desc": "Uma parede de água surge em um ponto que você escolher dentro do alcance. Você pode fazer a parede ter até 300 pés de comprimento, 300 pés de altura e 50 pés de espessura. A parede dura pela duração. Quando a parede aparece, cada criatura em sua área faz um teste de resistência de Força, sofrendo 6d10 de dano de Concussão em uma falha ou metade do dano em um sucesso. No início de cada um dos seus turnos após a parede aparecer, a parede, junto com quaisquer criaturas nela, se move 50 pés para longe de você. Qualquer criatura Enorme ou menor dentro da parede ou cujo espaço a parede entra quando se move deve ser bem-sucedida em um teste de resistência de Força ou sofrer 5d10 de dano de Concussão. Uma criatura pode sofrer esse dano apenas uma vez por rodada. No final do turno, a altura da parede é reduzida em 50 pés, e o dano que a parede causa em rodadas posteriores é reduzido em 1d10. Quando a parede atinge 0 pés de altura, a magia termina. Uma criatura presa na parede pode se mover nadando. Por causa da força da onda, no entanto, a criatura deve ter sucesso em um teste de Força (Atletismo) contra sua CD de resistência à magia para se mover. Se falhar no teste, ela não pode se mover. Uma criatura que se move para fora da parede cai no chão.", "duration": "Até 6 rodadas", - "id": 898, + "id": "0a062804-5299-4c5c-b64e-63685143fcee", "level": 8, "locations": [ { @@ -25535,7 +25535,7 @@ ], "desc": "Esta magia cria uma força Invisível, sem mente, sem forma e Média que realiza tarefas simples sob seu comando até que a magia termine. O servo surge em um espaço desocupado no chão dentro do alcance. Ele tem CA 10, 1 Ponto de Vida e Força 2, e não pode atacar. Se cair para 0 Pontos de Vida, a magia termina. Uma vez em cada um dos seus turnos como uma Ação Bônus, você pode comandar mentalmente o servo para se mover até 15 pés e interagir com um objeto. O servo pode realizar tarefas simples que um humano poderia fazer, como buscar coisas, limpar, consertar, dobrar roupas, acender fogueiras, servir comida e servir bebidas. Depois que você dá o comando, o servo executa a tarefa da melhor maneira possível até concluí-la, então espera pelo seu próximo comando. Se você comandar o servo para executar uma tarefa que o moveria mais de 60 pés de distância de você, a magia termina.", "duration": "1 hora", - "id": 899, + "id": "637afef8-3571-4abf-b465-f0e9189fae6e", "level": 1, "locations": [ { @@ -25564,7 +25564,7 @@ "desc": "O toque da sua mão envolta em sombras pode sugar força vital de outros para curar seus ferimentos. Faça um ataque mágico corpo a corpo contra uma criatura dentro do alcance. Em um acerto, o alvo recebe 3d6 de dano Necrótico, e você recupera Pontos de Vida igual à metade da quantidade de dano Necrótico causado. Até que a magia termine, você pode fazer o ataque novamente em cada um dos seus turnos como uma ação Mágica, tendo como alvo a mesma criatura ou uma diferente.", "duration": "Até 1 minuto", "higher_level": "O dano aumenta em 1d6 para cada nível de magia acima de 3.", - "id": 900, + "id": "ee307d0d-0488-4162-8e03-e240a9f972db", "level": 3, "locations": [ { @@ -25588,7 +25588,7 @@ "desc": "Você libera uma sequência de insultos misturados com encantamentos sutis em uma criatura que você pode ver ou ouvir dentro do alcance. O alvo deve ter sucesso em um teste de resistência de Sabedoria ou sofrer 1d6 de dano Psíquico e ter Desvantagem na próxima jogada de ataque que fizer antes do fim do seu próximo turno.", "duration": "Instantâneo", "higher_level": "O dano aumenta em 1d6 quando você atinge os níveis 5 (2d6), 11 (3d6) e 17 (4d6).", - "id": 901, + "id": "9d5ad75d-e7b8-4853-adbc-49c4d70b3cf2", "level": 0, "locations": [ { @@ -25615,7 +25615,7 @@ "desc": "Você aponta para um local dentro do alcance, e uma bola brilhante de ácido de 1 pé de diâmetro dispara ali e explode em uma Esfera de 20 pés de raio. Cada criatura naquela área faz um teste de resistência de Destreza. Em uma falha, uma criatura sofre 10d4 de dano de Ácido e outros 5d4 de dano de Ácido no final de seu próximo turno. Em uma resistência bem-sucedida, uma criatura sofre apenas metade do dano inicial.", "duration": "Instantâneo", "higher_level": "O dano inicial aumenta em 2d4 para cada nível de magia acima de 4.", - "id": 902, + "id": "57b782f9-bcda-4bc4-87dd-c51b6abebfda", "level": 4, "locations": [ { @@ -25645,7 +25645,7 @@ "desc": "Você cria uma parede de fogo em uma superfície sólida dentro do alcance. Você pode fazer a parede de até 60 pés de comprimento, 20 pés de altura e 1 pé de espessura, ou uma parede anelada de até 20 pés de diâmetro, 20 pés de altura e 1 pé de espessura. A parede é opaca e dura pela duração. Quando a parede aparece, cada criatura em sua área faz um teste de resistência de Destreza, sofrendo 5d8 de dano de Fogo em uma falha ou metade do dano em um sucesso. Um lado da parede, selecionado por você quando conjura esta magia, causa 5d8 de dano de Fogo a cada criatura que termina seu turno a até 10 pés daquele lado ou dentro da parede. Uma criatura sofre o mesmo dano quando entra na parede pela primeira vez em um turno ou termina seu turno lá. O outro lado da parede não causa dano.", "duration": "Até 1 minuto", "higher_level": "O dano aumenta em 1d8 para cada nível de magia acima de 4.", - "id": 903, + "id": "210b078a-7c44-4a8b-a4ad-9cfee4193cf5", "level": 4, "locations": [ { @@ -25672,7 +25672,7 @@ "concentration": true, "desc": "Uma parede invisível de força surge em um ponto que você escolher dentro do alcance. A parede aparece em qualquer orientação que você escolher, como uma barreira horizontal ou vertical ou em um ângulo. Ela pode estar flutuando livremente ou apoiada em uma superfície sólida. Você pode moldá-la em uma cúpula hemisférica ou um globo com um raio de até 10 pés, ou pode moldar uma superfície plana composta de dez painéis de 10 pés por 10 pés. Cada painel deve ser contíguo a outro painel. Em qualquer forma, a parede tem 1/4 de polegada de espessura e dura pela duração. Se a parede cortar o espaço de uma criatura quando aparecer, a criatura será empurrada para um lado da parede (você escolhe qual lado). Nada pode passar fisicamente pela parede. Ela é imune a todos os danos e não pode ser dissipada por Dissipar Magia. Uma magia Desintegrar destrói a parede instantaneamente, no entanto. A parede também se estende para o Plano Etéreo e bloqueia a viagem etérea através da parede.", "duration": "Até 10 minutos", - "id": 904, + "id": "90297e41-ce64-47b9-a194-42a78025de5a", "level": 5, "locations": [ { @@ -25700,7 +25700,7 @@ "desc": "Você cria uma parede de gelo em uma superfície sólida dentro do alcance. Você pode moldá-la em um domo hemisférico ou um globo com um raio de até 10 pés, ou você pode moldar uma superfície plana feita de dez painéis de 10 pés quadrados. Cada painel deve ser contíguo a outro painel. Em qualquer forma, a parede tem 1 pé de espessura e dura pela duração. Se a parede cortar o espaço de uma criatura quando aparecer, a criatura é empurrada para um lado da parede (você escolhe qual lado) e faz um teste de resistência de Destreza, sofrendo 10d6 de dano de Frio em uma falha ou metade do dano em uma bem-sucedida. A parede é um objeto que pode ser danificado e, portanto, violado. Ela tem CA 12 e 30 Pontos de Vida por seção de 10 pés, e tem Imunidade a dano de Frio, Veneno e Psíquico e Vulnerabilidade a dano de Fogo. Reduzir uma seção de 10 pés de parede a 0 Pontos de Vida a destrói e deixa para trás uma camada de ar gelado no espaço ocupado pela parede. Uma criatura que se move através da camada de ar gelado pela primeira vez em um turno faz um teste de resistência de Constituição, sofrendo 5d6 de dano de Frio em uma falha ou metade do dano em uma bem-sucedida.", "duration": "Até 10 minutos", "higher_level": "O dano causado pela parede quando ela aparece aumenta em 2d6 e o dano causado ao atravessar a camada de ar gelado aumenta em 1d6 para cada nível de magia acima de 6.", - "id": 905, + "id": "cbc1fac7-ee62-4102-908e-ea14b42b55f0", "level": 6, "locations": [ { @@ -25730,7 +25730,7 @@ "concentration": true, "desc": "Uma parede não mágica de pedra sólida surge em um ponto que você escolher dentro do alcance. A parede tem 6 polegadas de espessura e é composta de dez painéis de 10 pés por 10 pés. Cada painel deve ser contíguo a outro painel. Alternativamente, você pode criar painéis de 10 pés por 20 pés que tenham apenas 3 polegadas de espessura. Se a parede cortar o espaço de uma criatura quando aparecer, a criatura é empurrada para um lado da parede (você escolhe qual lado). Se uma criatura for cercada por todos os lados pela parede (ou pela parede e outra superfície sólida), essa criatura pode fazer um teste de resistência de Destreza. Em um sucesso, ela pode usar sua Reação para se mover até sua Velocidade para que não fique mais cercada pela parede. A parede pode ter qualquer formato que você desejar, embora não possa ocupar o mesmo espaço que uma criatura ou objeto. A parede não precisa ser vertical ou repousar sobre uma fundação firme. Ela deve, no entanto, se fundir e ser solidamente suportada pela pedra existente. Assim, você pode usar esta magia para transpor um abismo ou criar uma rampa. Se você criar um vão maior que 20 pés de comprimento, você deve reduzir pela metade o tamanho de cada painel para criar suportes. Você pode moldar grosseiramente a parede para criar ameias e coisas do tipo. A parede é um objeto feito de pedra que pode ser danificado e, portanto, violado. Cada painel tem CA 15 e 30 Pontos de Vida por polegada de espessura, e tem Imunidade a Veneno e dano Psíquico. Reduzir um painel a 0 Pontos de Vida o destrói e pode fazer com que os painéis conectados entrem em colapso a critério do Mestre. Se você mantiver sua Concentração nesta magia por toda a sua duração, a parede se tornará permanente e não poderá ser dissipada. Caso contrário, a parede desaparecerá quando a magia terminar.", "duration": "Até 10 minutos", - "id": 906, + "id": "647edfcc-c861-454d-b2c3-d9c843bd54c9", "level": 5, "locations": [ { @@ -25758,7 +25758,7 @@ "desc": "Você cria uma parede de arbustos emaranhados eriçados com espinhos afiados como agulhas. A parede aparece dentro do alcance em uma superfície sólida e dura pela duração. Você escolhe fazer a parede com até 60 pés de comprimento, 10 pés de altura e 5 pés de espessura ou um círculo que tenha 20 pés de diâmetro e até 20 pés de altura e 5 pés de espessura. A parede bloqueia a linha de visão. Quando a parede aparece, cada criatura em sua área faz um teste de resistência de Destreza, sofrendo 7d8 de dano Perfurante em uma falha ou metade do dano em uma bem-sucedida. Uma criatura pode se mover através da parede, embora lentamente e dolorosamente. Para cada 1 pé que uma criatura se move através da parede, ela deve gastar 4 pés de movimento. Além disso, a primeira vez que uma criatura entra em um espaço na parede em um turno ou termina seu turno lá, a criatura faz um teste de resistência de Destreza, sofrendo 7d8 de dano Cortante em uma falha ou metade do dano em uma bem-sucedida. Uma criatura faz esse teste apenas uma vez por turno.", "duration": "Até 10 minutos", "higher_level": "Ambos os tipos de dano aumentam em 1d8 para cada nível de magia acima de 6.", - "id": 907, + "id": "6639e3fb-88e7-43d4-be1b-8ab0be5b690a", "level": 6, "locations": [ { @@ -25785,7 +25785,7 @@ ], "desc": "Você toca outra criatura que esteja disposta e cria uma conexão mística entre você e o alvo até que a magia termine. Enquanto o alvo estiver a até 60 pés de você, ele ganha um bônus de +1 na CA e em testes de resistência, e tem Resistência a todo dano. Além disso, cada vez que ele sofre dano, você sofre a mesma quantidade de dano. A magia termina se você cair para 0 Pontos de Vida ou se você e o alvo ficarem separados por mais de 60 pés. Ela também termina se a magia for lançada novamente em qualquer uma das criaturas conectadas.", "duration": "1 hora", - "id": 908, + "id": "02f67459-f18e-437d-8603-18cc131a283e", "level": 2, "locations": [ { @@ -25815,7 +25815,7 @@ ], "desc": "Esta magia concede a até dez criaturas voluntárias à sua escolha, dentro do alcance, a capacidade de respirar debaixo d'água até o fim da magia. As criaturas afetadas também mantêm seu modo normal de respiração.", "duration": "24 horas", - "id": 921, + "id": "8563ef26-f2e4-4be9-98f1-a9a25ea8f514", "level": 3, "locations": [ { @@ -25845,7 +25845,7 @@ ], "desc": "Esta magia concede a habilidade de se mover através de qualquer superfície líquida — como água, ácido, lama, neve, areia movediça ou lava — como se fosse solo sólido inofensivo (criaturas cruzando lava derretida ainda podem receber dano do calor). Até dez criaturas dispostas de sua escolha dentro do alcance ganham esta habilidade pela duração.\n\nUm alvo afetado deve realizar uma Ação Bônus para passar da superfície do líquido para o próprio líquido e vice-versa, mas se o alvo cair no líquido, o alvo passa pela superfície para o líquido abaixo.", "duration": "1 hora", - "id": 909, + "id": "b73bfe18-b186-4baa-8b6d-4825628e07c9", "level": 3, "locations": [ { @@ -25874,7 +25874,7 @@ "concentration": true, "desc": "Você conjura uma massa de teias pegajosas em um ponto dentro do alcance. As teias preenchem um Cubo de 20 pés lá pela duração. As teias são Terreno Difícil, e a área dentro delas é Levemente Obscura. Se as teias não estiverem ancoradas entre duas massas sólidas (como paredes ou árvores) ou em camadas sobre um piso, parede ou teto, a teia colapsa sobre si mesma, e a magia termina no início do seu próximo turno. Teias em camadas sobre uma superfície plana têm uma profundidade de 5 pés. A primeira vez que uma criatura entra nas teias em um turno ou começa seu turno lá, ela deve ser bem-sucedida em um teste de resistência de Destreza ou ter a condição Restrito enquanto estiver nas teias ou até que se liberte. Uma criatura Restrito pelas teias pode realizar uma ação para fazer um teste de Força (Atletismo) contra sua CD de resistência à magia. Se for bem-sucedida, ela não estará mais Restrito. As teias são inflamáveis. Qualquer cubo de teias de 1,5 m exposto ao fogo queima em 1 rodada, causando 2d4 de dano de Fogo a qualquer criatura que comece seu turno no fogo.", "duration": "Até 1 hora", - "id": 910, + "id": "46540fbb-43e0-466b-9161-f20f40beacc3", "level": 2, "locations": [ { @@ -25901,7 +25901,7 @@ "concentration": true, "desc": "Você tenta criar terrores ilusórios nas mentes dos outros. Cada criatura de sua escolha em uma Esfera de 30 pés de raio centrada em um ponto dentro do alcance faz um teste de resistência de Sabedoria. Em uma falha, o alvo sofre 10d10 de dano Psíquico e tem a condição Assustado pela duração. Em uma falha, o alvo sofre apenas metade do dano. Um alvo Assustado faz um teste de resistência de Sabedoria no final de cada um de seus turnos. Em uma falha, ele sofre 5d10 de dano Psíquico. Em uma falha, a magia termina naquele alvo.", "duration": "Até 1 minuto", - "id": 911, + "id": "8336c694-df5b-4c65-a0cb-0f92231241be", "level": 9, "locations": [ { @@ -25926,7 +25926,7 @@ ], "desc": "Você e até dez criaturas dispostas de sua escolha dentro do alcance assumem formas gasosas pela duração, aparecendo como tufos de nuvem. Enquanto estiver nessa forma de nuvem, um alvo tem uma Velocidade de Voo de 300 pés e pode pairar; ele tem Imunidade à condição Prone; e tem Resistência a danos de Concussão, Perfuração e Corte. As únicas ações que um alvo pode tomar nessa forma são a ação de Disparada ou uma ação de Magia para começar a reverter para sua forma normal. A reversão leva 1 minuto, durante o qual o alvo tem a condição de Atordoado. Até que a magia termine, o alvo pode reverter para a forma de nuvem, o que também requer uma ação de Magia seguida por uma transformação de 1 minuto. Se um alvo estiver na forma de nuvem e voando quando o efeito terminar, o alvo desce 60 pés por rodada por 1 minuto até pousar, o que ele faz com segurança. Se ele não puder pousar após 1 minuto, ele cai a distância restante.", "duration": "8 horas", - "id": 912, + "id": "32d5673b-9f2e-4f87-875a-aa75cfc04abb", "level": 6, "locations": [ { @@ -25954,7 +25954,7 @@ "concentration": true, "desc": "Uma parede de vento forte se ergue do chão em um ponto que você escolher dentro do alcance. Você pode fazer a parede com até 50 pés de comprimento, 15 pés de altura e 1 pé de espessura. Você pode moldar a parede da maneira que quiser, desde que ela faça um caminho contínuo ao longo do chão. A parede dura pela duração. Quando a parede aparece, cada criatura em sua área faz um teste de resistência de Força, sofrendo 4d8 de dano de Concussão em uma falha ou metade do dano em uma bem-sucedida. O vento forte mantém a névoa, a fumaça e outros gases afastados. Criaturas voadoras ou objetos pequenos ou menores não conseguem passar pela parede. Materiais soltos e leves trazidos para a parede voam para cima. Flechas, parafusos e outros projéteis comuns lançados em alvos atrás da parede são desviados para cima e erram automaticamente. Pedregulhos arremessados por Gigantes ou máquinas de cerco e projéteis semelhantes não são afetados. Criaturas em forma gasosa não conseguem passar por ela.", "duration": "Até 1 minuto", - "id": 913, + "id": "11be72b7-4d21-4ced-867a-c6419d749439", "level": 3, "locations": [ { @@ -25979,7 +25979,7 @@ ], "desc": "Desejo é a magia mais poderosa que um mortal pode conjurar. Simplesmente falando em voz alta, você pode alterar a própria realidade. O uso básico desta magia é duplicar qualquer outra magia de nível 8 ou inferior. Se você usá-la desta forma, não precisa atender a nenhum requisito para conjurar aquela magia, incluindo componentes caros. A magia simplesmente entra em vigor. Alternativamente, você pode criar um dos seguintes efeitos de sua escolha: Criação de Objeto. Você cria um objeto de até 25.000 GP em valor que não seja um item mágico. O objeto não pode ter mais de 300 pés em qualquer dimensão e aparece em um espaço desocupado que você pode ver no chão. Saúde Instantânea. Você permite que você e até vinte criaturas que você pode ver recuperem todos os Pontos de Vida, e você encerra todos os efeitos nelas listados na magia Restauração Maior. Resistência. Você concede até dez criaturas que você pode ver Resistência a um tipo de dano que você escolher. Esta Resistência é permanente. Imunidade à Magia. Você concede imunidade a até dez criaturas que você pode ver a uma única magia ou outro efeito mágico por 8 horas. Aprendizado Súbito. Você substitui um de seus talentos por outro talento para o qual você é elegível. Você perde todos os benefícios do talento antigo e ganha os benefícios do novo. Você não pode substituir um talento que seja um pré-requisito para nenhum dos seus outros talentos ou características. Rolar Refazer. Você desfaz um único evento recente forçando uma nova jogada de qualquer jogada de dado feita na última rodada (incluindo seu último turno). A realidade se remodela para acomodar o novo resultado. Por exemplo, uma magia Desejo pode desfazer um teste de resistência falhado de um aliado ou um Acerto Crítico de um inimigo. Você pode forçar a nova jogada a ser feita com Vantagem ou Desvantagem, e você escolhe se quer usar a nova jogada ou a jogada original. Remodelar a Realidade. Você pode desejar algo não incluído em nenhum dos outros efeitos. Para fazer isso, declare seu desejo ao Mestre da forma mais precisa possível. O Mestre tem grande latitude para decidir o que ocorre em tal instância; quanto maior o desejo, maior a probabilidade de algo dar errado. Esta magia pode simplesmente falhar, o efeito que você deseja pode ser alcançado apenas em parte, ou você pode sofrer uma consequência imprevista como resultado de como você formulou o desejo. Por exemplo, desejar que um vilão estivesse morto pode impulsioná-lo para a frente no tempo para um período em que esse vilão não está mais vivo, efetivamente removendo você do jogo. Da mesma forma, desejar um item mágico lendário ou um artefato pode transportá-lo instantaneamente para a presença do dono atual do item. Se seu desejo for concedido e seus efeitos tiverem consequências para uma comunidade, região ou mundo inteiro, você provavelmente atrairá inimigos poderosos. Se seu desejo afetar um deus, os servos divinos do deus podem intervir instantaneamente para impedi-lo ou para encorajá-lo a elaborar o desejo de uma maneira particular. Se seu desejo desfizesse o próprio multiverso, ameaçasse a Cidade de Sigil ou afetasse a Senhora da Dor de qualquer forma, você vê uma imagem dela em sua mente por um momento; ela balança a cabeça e seu desejo falha. O estresse de conjurar Desejo para produzir qualquer efeito que não seja duplicar outra magia enfraquece você. Após suportar esse estresse, cada vez que você conjurar uma magia até terminar um Descanso Longo, você recebe 1d10 de dano Necrótico por nível daquela magia. Esse dano não pode ser reduzido ou prevenido de forma alguma. Além disso, seu valor de Força se torna 3 por 2d4 dias. Para cada um desses dias que você passa descansando e fazendo nada mais do que atividades leves, seu tempo de recuperação restante diminui em 2 dias. Finalmente, há 33 por cento de chance de você não conseguir conjurar Desejo nunca mais se sofrer esse estresse.", "duration": "Instantâneo", - "id": 914, + "id": "912f54f1-26f7-4d4a-82ab-be970c78b8c3", "level": 9, "locations": [ { @@ -26008,7 +26008,7 @@ "desc": "Um raio de energia crepitante é lançado em direção a uma criatura dentro do alcance, formando um arco de relâmpago sustentado entre você e o alvo. Faça um ataque de magia à distância contra ele. Em um acerto, o alvo sofre 2d12 de dano de Relâmpago. Em cada um dos seus turnos subsequentes, você pode realizar uma Ação Bônus para causar 1d12 de dano de Relâmpago ao alvo automaticamente, mesmo se o primeiro ataque errar. A magia termina se o alvo estiver fora do alcance da magia ou se tiver Cobertura Total de você.", "duration": "Até 1 minuto", "higher_level": "O dano inicial aumenta em 1d12 para cada nível de magia acima de 1.", - "id": 915, + "id": "51dcebd9-da82-448a-8c46-45f84c40c252", "level": 1, "locations": [ { @@ -26034,7 +26034,7 @@ "desc": "Radiância ardente irrompe de você em uma Emanação de 1,5 m. Cada criatura de sua escolha que você puder ver nela deve ser bem-sucedida em um teste de resistência de Constituição ou sofrer 1d6 de dano Radiante.", "duration": "Instantâneo", "higher_level": "O dano aumenta em 1d6 quando você atinge os níveis 5 (2d6), 11 (3d6) e 17 (4d6).", - "id": 916, + "id": "981ec3f4-58e9-4b27-b3bd-3692b3437e8d", "level": 0, "locations": [ { @@ -26058,7 +26058,7 @@ ], "desc": "Você e até cinco criaturas dispostas a até 1,5 m de você se teletransportam instantaneamente para um santuário previamente designado. Você e quaisquer criaturas que se teletransportarem com você aparecem no espaço desocupado mais próximo do local que você designou quando preparou seu santuário (veja abaixo). Se você conjurar esta magia sem primeiro preparar um santuário, a magia não tem efeito. Você deve designar um local, como um templo, como um santuário conjurando esta magia lá.", "duration": "Instantâneo", - "id": 917, + "id": "7c49a721-4d9d-42ed-a5cb-e2cabc9d9d14", "level": 6, "locations": [ { @@ -26082,7 +26082,7 @@ "desc": "O alvo sofre 1d6 de dano Necrótico extra do ataque, e deve ser bem-sucedido em um teste de resistência de Sabedoria ou ter a condição Amedrontado até que a magia termine. No final de cada um de seus turnos, o alvo Amedrontado repete o teste, terminando a magia sobre si mesmo em um sucesso.", "duration": "1 minuto", "higher_level": "O dano aumenta em 1d6 para cada nível de magia acima de 1.", - "id": 918, + "id": "07ae36dc-f789-4f92-8c1f-8b58a1255bc1", "level": 1, "locations": [ { @@ -26109,7 +26109,7 @@ "concentration": true, "desc": "Você se cerca de majestade sobrenatural em uma Emanação de 10 pés. Sempre que a Emanação entra no espaço de uma criatura que você pode ver e sempre que uma criatura que você pode ver entra na Emanação ou termina seu turno lá, você pode forçar essa criatura a fazer um teste de resistência de Sabedoria. Em uma falha, o alvo sofre 4d6 de dano Psíquico e tem a condição Prone, e você pode empurrá-lo até 10 pés de distância. Em uma defesa bem-sucedida, o alvo sofre apenas metade do dano. Uma criatura faz essa defesa apenas uma vez por turno.", "duration": "Até 1 minuto", - "id": 919, + "id": "3fc436c6-e357-448b-88b9-bd2bd83a92f1", "level": 5, "locations": [ { @@ -26136,7 +26136,7 @@ ], "desc": "Você cria uma zona mágica que protege contra enganos em uma Esfera de 15 pés de raio centrada em um ponto dentro do alcance. Até que a magia termine, uma criatura que entra na área da magia pela primeira vez em um turno ou começa seu turno lá faz um teste de resistência de Carisma. Em uma falha na resistência, uma criatura não pode falar uma mentira deliberada enquanto estiver no raio. Você sabe se uma criatura é bem-sucedida ou falha nesta resistência. Uma criatura afetada está ciente da magia e pode evitar responder perguntas às quais normalmente responderia com uma mentira. Tal criatura pode ser evasiva, mas deve ser verdadeira.", "duration": "10 minutos", - "id": 920, + "id": "dd73e5fc-67d0-48e1-a130-5b3565438fb5", "level": 2, "locations": [ { @@ -26165,7 +26165,7 @@ "concentration": true, "desc": "Durante a duração, a luz da lua preenche uma Emanação de 6 metros (20 pés) originada em você com Luz Fraca. Enquanto estiverem nessa área, você e seus aliados têm Meia Cobertura e Resistência a dano de Frio, Relâmpago e Radiante.\n\nEnquanto a magia durar, você pode usar uma das seguintes opções, encerrando-a imediatamente:\n\nLibertação. Quando você falhar em um teste de resistência para evitar ou encerrar a condição Amedrontado, Agarrado ou Imobilizado, você pode usar uma Reação para obter sucesso no teste.\n\nRepouso. Como uma ação mágica, você ou um aliado dentro da área recupera Pontos de Vida iguais a 4d10 mais o seu modificador de habilidade de conjuração.", "duration": "Até 1 minuto", - "id": 939, + "id": "cc6f6bd1-5c59-4da4-9d30-0f4ad8eeee59", "level": 5, "locations": [ { @@ -26187,13 +26187,13 @@ "Bruxo", "Mago" ], - "components": [ + "components": [ "V" ], "desc": "Você se protege contra energia destrutiva, reduzindo o dano recebido em 4d6 mais o seu modificador de habilidade de conjuração.\n\nSe o dano que desencadeou a magia foi causado por uma criatura dentro do alcance, você pode forçá-la a fazer um teste de resistência de Constituição. A criatura sofre 4d6 de dano de Força em caso de falha ou metade desse dano em caso de sucesso.", "duration": "Instantânea", "higher_level": "A redução de dano e o dano de Força desta magia aumentam em 1d6 para cada nível de espaço de magia acima do 4.", - "id": 922, + "id": "d3f66a18-0cb1-4a93-944f-c9ae674e8a7d", "level": 4, "locations": [ { @@ -26220,7 +26220,7 @@ "concentration": true, "desc": "Você cria uma fenda planar em forma de lâmina de 90 cm de comprimento que dura enquanto a habilidade estiver ativa. A fenda aparece dentro do alcance em um espaço à sua escolha, e você pode imediatamente realizar até dois ataques mágicos corpo a corpo, cada um contra uma criatura ou objeto a até 1,5 m da fenda. Se acertar, o alvo sofre 10d6 de dano de Força. Este ataque causa um Acerto Crítico se o número no d20 for 18 ou maior.\n\nComo uma Ação Bônus em seus turnos posteriores, você pode mover a fenda até 18 m e repetir os dois ataques contra uma criatura ou objeto a até 1,5 m dela. Você pode direcionar os ataques ao mesmo alvo ou a alvos diferentes.\n\nA lâmina pode atravessar qualquer barreira sem causar dano, incluindo aquelas criadas por magias como Muralha de Força.", "duration": "Até 1 minuto", - "id": 923, + "id": "557cbd1b-86ef-4c52-b4ac-b2297100f1b6", "level": 9, "locations": [ { @@ -26248,7 +26248,7 @@ "desc": "Reverberações estrondosas preenchem uma Emanação de 3 metros de raio, originada em você, durante toda a duração. Sempre que a Emanação entra no espaço de uma criatura e sempre que uma criatura entra na Emanação ou termina seu turno nela, a criatura faz um teste de resistência de Constituição. Em caso de falha, a criatura sofre 3d6 de dano Trovejante e fica Surda até o início do seu próximo turno. Em caso de sucesso, a criatura sofre apenas metade do dano. Uma criatura só pode fazer esse teste uma vez por turno. Ao conjurar esta magia, você pode designar criaturas que não serão afetadas por ela.\n\nAlém disso, você possui Resistência a dano Trovejante e as jogadas de ataque à distância contra você são feitas com Desvantagem.", "duration": "Até 10 minutos", "higher_level": "O dano aumenta em 1d6 para cada nível de espaço de magia acima de 3.", - "id": 924, + "id": "363487bd-2bff-4d82-8435-93d27635f039", "level": 3, "locations": [ { @@ -26275,7 +26275,7 @@ "desc": "Você conjura um grupo de espíritos intangíveis e ordenados que aparecem como um grupo Médio de modrons ou outros Constructos em um espaço desocupado que você possa ver dentro do alcance. Os espíritos permanecem enquanto a magia estiver ativa. Ao conjurar esta magia e como uma ação mágica em turnos subsequentes, você pode comandar os espíritos para que ataquem uma criatura ou objeto que você possa ver a até 1,5 metro dos espíritos e criem um dos seguintes efeitos:\n\nForça Mecânica. O alvo faz um teste de resistência de Destreza, sofrendo 3d6 de dano de Força em caso de falha ou metade desse dano em caso de sucesso.\n\nProteção Ordenada. O alvo ganha Pontos de Vida Temporários iguais a 1d6 mais o seu modificador de habilidade de conjuração.\n\nQuando você se move em seu turno, você também pode mover os espíritos até 9 metros para um espaço desocupado que você possa ver.", "duration": "Até 10 minutos", "higher_level": "O dano e os Pontos de Vida Temporários aumentam em 1d6 para cada nível de espaço de magia acima de 3.", - "id": 925, + "id": "12930f33-42c6-47a1-a525-a5a8e49163b9", "level": 3, "locations": [ { @@ -26302,7 +26302,7 @@ ], "desc": "Durante a duração, uma aura escura envolve uma criatura que você tocar. O alvo tem vantagem em testes de resistência contra a morte e, uma vez por turno, quando uma criatura a até 1,5 metro do alvo o atingir com um ataque corpo a corpo, o atacante sofre 2d4 de dano necrótico.", "duration": "1 hora", - "id": 926, + "id": "3ca1548b-12e1-47b5-babc-223144d9f616", "level": 2, "locations": [ { @@ -26329,7 +26329,7 @@ ], "desc": "You summon a group of helpful spirits, which lasts for the duration. The spirits appear as homunculi or as another Construct of your choice but are intangible and invulnerable, and they are considered to have proficiency in the Arcana skill and with the set or Artisan's Tools used in the spell's casting.\n\nIf you are crafting an item, the spirits function as a single assistant for your crafting, halving the crafting time.", "duration": "8 horas", - "id": 927, + "id": "3abb1bdf-82a3-4c41-a3a8-28a656c344f5", "level": 2, "locations": [ { @@ -26337,7 +26337,7 @@ "sourcebook": "REHF" } ], - "material": "Gemas em pó no valor de 100+ PO, que são consumidas pela magia, e um conjunto de Ferramentas de Artesão com as quais você tenha proficiência.", + "material": "Gemas em pó no valor de 100+ PO, que são consumidas pela magia, e um conjunto de Ferramentas de Artesão com as quais você tenha proficiência.", "name": "Homúnculos Prestativos de Deryan", "range": "Pessoal", "ritual": true, @@ -26356,9 +26356,9 @@ "concentration": true, "desc": "Um poder mortal preenche uma Emanação de 18 metros (60 pés) originada de você durante toda a duração.\n\nAo conjurar esta magia, você pode designar criaturas para serem imunes a ela. Qualquer outra criatura não pode recuperar Pontos de Vida enquanto estiver na Emanação. Sempre que a Emanação entrar no espaço de uma criatura e sempre que uma criatura entrar na Emanação ou terminar seu turno nela, a criatura faz um teste de resistência de Constituição. Em caso de falha, a criatura sofre 3d10 de dano Necrótico e fica Prostrada. Em caso de sucesso, a criatura sofre metade do dano e sua Velocidade é reduzida à metade. Uma criatura faz este teste apenas uma vez por turno.\n\nConjuração como Magia de Círculo. Conjurar esta magia como uma magia de Círculo requer no mínimo dois conjuradores secundários. Se a magia for conjurada como uma magia de Círculo, sua duração passa a ser Concentração, até um máximo de 10 minutos.\n\nUma criatura que falhar no teste de resistência contra o efeito da magia também ganha 1 nível de Exaustão. Enquanto a criatura tiver níveis de Exaustão, terminar um Descanso Longo não restaura os Pontos de Vida perdidos nem reduz o nível de Exaustão da criatura.\n\nAo conjurar a magia, cada conjurador secundário deve gastar um espaço de magia de nível 4 ou superior; caso contrário, a magia falha.", "duration": "Até 1 minuto", - "id": 928, + "id": "d34e3c51-45e2-416d-88f0-4225041939d7", "level": 6, - "locations": [ + "locations": [ { "page": 144, "sourcebook": "REHF" @@ -26384,7 +26384,7 @@ "concentration": true, "desc": "Você cria uma Esfera de névoa escura com 6 metros de raio dentro do alcance. A névoa é Escuridão mágica e dura enquanto a magia estiver ativa ou até que um vento forte (como o criado pela magia Rajada de Vento) a disperse, encerrando a magia.\n\nCada criatura dentro da Esfera, quando ela aparece, faz um teste de resistência de Sabedoria. Em caso de falha, a criatura sofre 5d6 de dano Psíquico e subtrai 1d6 de seus testes de resistência até o final do seu próximo turno. Em caso de sucesso, a criatura sofre apenas metade do dano. Uma criatura também faz esse teste quando a Esfera se move para o seu espaço, quando entra na Esfera ou quando termina seu turno dentro da Esfera. Uma criatura faz esse teste apenas uma vez por turno.\n\nA Esfera se move 3 metros para longe de você no início de cada um dos seus turnos.\n\nConjuração como Magia de Círculo. Conjurar esta magia como uma magia de Círculo requer um mínimo de cinco conjuradores secundários. Além dos componentes usuais da magia, você deve fornecer um componente especial (um colar de três pérolas negras de Pandemônio), que a magia consome. O alcance da magia aumenta para 1,6 km e sua duração aumenta para até ser dissipada (sem necessidade de Concentração). A magia termina mais cedo se qualquer conjurador que participou desta conjuração contribuir para outra conjuração de Maré da Perdição como uma magia de Círculo.\n\nQuando a magia é conjurada, cada conjurador secundário deve gastar um espaço de magia de nível 3 ou superior; caso contrário, a magia falha.", "duration": "Até 1 minuto", - "id": 929, + "id": "f4d6e8a2-e5fb-4798-846b-1779a116d16f", "level": 4, "locations": [ { @@ -26413,7 +26413,7 @@ "desc": "Seis esferas cromáticas orbitam você durante a duração da magia.\n\nEnquanto as esferas estiverem presentes, você pode gastá-las para criar os seguintes efeitos:\n\nAbsorver Energia. Quando você sofre dano de Ácido, Frio, Fogo, Relâmpago ou Trovão, você pode usar uma Reação para gastar uma esfera e ganhar Resistência ao tipo de dano que causou o efeito até o início do seu próximo turno.\n\nExplosão de Energia. Como uma Ação Bônus, você lança uma esfera em direção a um alvo a até 36 metros de você. Faça um ataque mágico à distância. Se acertar, o alvo sofre 3d6 de dano de Ácido, Frio, Fogo, Relâmpago ou Trovão (à sua escolha). Independentemente de acertar ou não, a esfera é gasta.\n\nA magia termina antecipadamente se você não tiver mais esferas disponíveis.", "duration": "1 hora", "higher_level": "O número de esferas aumenta em 1 para cada nível de espaço de magia acima de 6.", - "id": 930, + "id": "d87eab5d-a447-4420-8675-ebcb088aee08", "level": 6, "locations": [ { @@ -26436,10 +26436,10 @@ "V", "S" ], - "concentration": true, + "concentration": true, "desc": "As proteções arcanas protegem você contra magia durante a duração do efeito. Você tem vantagem em testes de resistência contra magias e efeitos mágicos. Além disso, se você for bem-sucedido em um teste de resistência contra uma magia ou efeito mágico e normalmente sofreria metade do dano, você não sofre dano algum.", "duration": "Até 10 minutos", - "id": 931, + "id": "6089ee58-f440-444c-8598-97904ac4bfca", "level": 2, "locations": [ { @@ -26465,7 +26465,7 @@ "concentration": true, "desc": "Você cria uma partícula brilhante de energia que paira acima de você durante a duração da magia. A partícula emite Luz Brilhante em um raio de 1,5 metro e Luz Fraca por mais 1,5 metro.\n\nAo conjurar esta magia e como uma Ação Bônus em turnos posteriores, você pode liberar um raio brilhante da partícula, tendo como alvo uma criatura a até 36 metros de você. Faça um ataque mágico à distância. Se acertar, o alvo sofre dano de Força ou Radiante (à sua escolha) igual a 4d10 mais o seu modificador de habilidade de conjuração.\n\nAlém disso, enquanto a partícula estiver presente, você tem Cobertura de Três Quartos e, se for bem-sucedido em um teste de resistência contra uma magia de nível 7 ou inferior que tenha como alvo apenas você e não crie uma área de efeito, você pode usar uma Reação para refletir essa magia de volta para o conjurador; o conjurador faz um teste de resistência contra essa magia usando sua própria CD de resistência a magias.", "duration": "Até 1 minuto", - "id": 932, + "id": "4864ac41-4971-4611-a09b-e03a07172f51", "level": 8, "locations": [ { @@ -26493,7 +26493,7 @@ "desc": "Energia prateada irrompe de você em uma linha de 36 metros de comprimento por 1,5 metro de largura. Cada criatura à sua escolha dentro da linha deve fazer um teste de resistência de Força. Em caso de falha, a criatura sofre 3d10 de dano de Força e fica caída. Em caso de sucesso, a criatura sofre apenas metade do dano.", "duration": "Instantânea", "higher_level": "O dano aumenta em 1d10 para cada nível de espaço de magia acima de 3.", - "id": 933, + "id": "1f54e860-2f58-4518-99d7-06a010a9380f", "level": 3, "locations": [ { @@ -26519,7 +26519,7 @@ ], "desc": "Você imbuí uma criatura que toca com energia mágica de cura durante a duração do efeito. Sempre que o alvo conjura uma magia usando um espaço de magia, ele pode imediatamente rolar um número de Dados de Pontos de Vida não gastos igual ao nível do espaço de magia e recuperar Pontos de Vida iguais ao total da rolagem mais o seu modificador de habilidade de conjuração; esses dados são então gastos.", "duration": "1 hora", - "id": 934, + "id": "556ad7fa-9c75-4705-b892-90e75a7af6ed", "level": 7, "locations": [ { @@ -26544,10 +26544,10 @@ "S", "M" ], - "concentration": true, + "concentration": true, "desc": "Você se imbuí com o poder elemental dos gênios. Você recebe os seguintes benefícios até o término da magia:\n\nImunidade Elemental. Ao conjurar esta magia, escolha um dos seguintes tipos de dano: Ácido, Frio, Fogo, Relâmpago ou Trovão. Você possui Resistência ao tipo de dano escolhido.\n\nPulso Elemental. Ao conjurar esta magia e no início de cada um dos seus turnos subsequentes, você libera uma explosão de energia elemental em uma Emanação de 4,5 metros (15 pés) originada de você. Cada criatura à sua escolha nessa área realiza um teste de resistência de Destreza. Em caso de falha, a criatura sofre 2d6 de dano de Ácido, Frio, Fogo, Relâmpago ou Trovão (à sua escolha) e fica Prostrada. Em caso de sucesso, a criatura sofre apenas metade do dano.\n\nVoo. Você ganha uma Velocidade de Voo de 9 metros (30 pés) e pode pairar.\n\nConjuração como Magia de Círculo. Se a magia for conjurada como uma magia de Círculo, seu tempo de conjuração aumenta para 1 minuto e sua duração aumenta para Concentração, até um máximo de 10 minutos. Para cada conjurador secundário que participa da conjuração, você pode escolher uma criatura adicional, até um máximo de nove criaturas adicionais. As criaturas escolhidas também recebem os benefícios da magia durante sua duração.\n\nAo conjurar a magia, cada conjurador secundário deve gastar um espaço de magia de nível 2 ou superior; caso contrário, a magia falha.", "duration": "Até 1 minuto", - "id": 935, + "id": "2bdef19d-51fc-48fc-aac1-7b2a9138dda6", "level": 5, "locations": [ { @@ -26574,7 +26574,7 @@ "desc": "Você libera uma rajada de fogo brilhante. Faça um ataque mágico à distância contra um alvo dentro do alcance; o alvo não se beneficia de Meia Cobertura ou Três Quartos de Cobertura para esta jogada de ataque. Se acertar, o alvo sofre 2d10 de dano radiante.", "duration": "Instantânea", "higher_level": "Você cria uma explosão adicional para cada nível de espaço de magia acima de 1. Você pode direcionar as explosões para o mesmo alvo ou para alvos diferentes. Faça uma jogada de ataque separada para cada explosão.", - "id": 936, + "id": "d5ce2e0e-51aa-489a-8d1a-474b80293757", "level": 1, "locations": [ { @@ -26593,7 +26593,7 @@ "Feiticeiro", "Mago" ], - "components": [ + "components": [ "V", "S" ], @@ -26601,7 +26601,7 @@ "desc": "Você conjura uma coluna de fogo mágico em um cilindro de 6 metros de raio e 6 metros de altura, centrado em um ponto dentro do alcance. A área do cilindro é de Luz Brilhante, e cada criatura dentro dele, quando ele aparece, faz um teste de resistência de Constituição, sofrendo 4d10 de dano radiante em caso de falha ou metade desse dano em caso de sucesso. Uma criatura também faz esse teste quando entra na área da magia pela primeira vez em um turno ou quando termina seu turno lá. Uma criatura só pode fazer esse teste uma vez por turno.\n\nAlém disso, sempre que uma criatura dentro do cilindro conjura uma magia, ela faz um teste de resistência de Constituição. Em caso de falha, a magia se dissipa sem efeito, e a ação, ação bônus ou reação usada para conjurá-la é desperdiçada. Se a magia foi conjurada com um espaço de magia, o espaço não é gasto.\n\nAo conjurar esta magia, você pode designar criaturas para serem imunes a ela.\n\nConjuração como uma Magia de Círculo. Além dos componentes usuais da magia, você deve fornecer um componente especial (uma safira estelar azul no valor de 25.000+ PO), que a magia consome. O alcance da magia aumenta para 1,6 km e ela não requer mais Concentração. Quando a magia é conjurada, cada conjurador secundário deve gastar um espaço de magia de nível 3 ou superior; caso contrário, a magia falha.", "duration": "Até 1 minuto", "higher_level": "O dano aumenta em 1d10 para cada nível de espaço de magia acima do 4.\n\nO número de conjuradores secundários determina a área de efeito e a duração da magia, conforme mostrado na tabela abaixo. A magia termina mais cedo se qualquer conjurador que participou desta conjuração contribuir para outra conjuração de Tempestade de Fogo Mágico como uma magia de Círculo.\n\nConjuradores Secundários\tÁrea de Efeito\tDuração\n1-3\tCilindro de 12 metros de raio e 12 metros de altura\t1 hora\n4-6\tCilindro de 18 metros de raio e 18 metros de altura\t8 horas\n7+\tCilindro de 30 metros de raio e 30 metros de altura\t24 horas", - "id": 937, + "id": "47f100f3-a390-4fbb-9b1f-3558dfc23ce5", "level": 4, "locations": [ { @@ -26628,7 +26628,7 @@ "desc": "Uma serpente espectral e brilhante envolve seu corpo durante a duração do efeito. Você ganha 15 Pontos de Vida Temporários; a magia termina antecipadamente se você não tiver mais Pontos de Vida Temporários.\n\nEnquanto a magia estiver ativa, você ganha os seguintes benefícios:\n\nEscalada. Você ganha uma Velocidade de Escalada igual à sua Velocidade.\n\nMordida Venenosa. Como uma ação mágica, você pode fazer um ataque mágico à distância usando a serpente contra uma criatura a até 15 metros. Se acertar, o alvo sofre 1d6 de dano de Força e fica Envenenado até o início do seu próximo turno. Enquanto Envenenado, o alvo fica Incapacitado.", "duration": "1 hora", "higher_level": "Para cada nível de espaço de magia acima de 3, o número de Pontos de Vida Temporários que você ganha com esta magia aumenta em 5, e o dano de Mordida Venenosa aumenta em 1d6.", - "id": 938, + "id": "638a0918-795f-4381-adff-ef99a2c816e2", "level": 3, "locations": [ { @@ -26636,7 +26636,7 @@ "sourcebook": "REHF" } ], - "material": "Uma presa de cobra", + "material": "Uma presa de cobra", "name": "Víbora de Syluné", "range": "Pessoal", "ruleset": "2024", @@ -26658,7 +26658,7 @@ "desc": "Você lança uma força mágica desorientadora em direção a uma criatura dentro do alcance. O alvo faz um teste de resistência de Constituição; Construtos e Mortos-vivos são automaticamente bem-sucedidos nesse teste.\n\nEm caso de falha no teste, o alvo sofre 2d4 de dano de Força, sua Velocidade é reduzida à metade até o início do seu próximo turno e, no turno seguinte, ele só poderá realizar uma ação ou uma Ação Bônus (mas não ambas). Em caso de sucesso no teste, o alvo sofre apenas metade do dano.", "duration": "Instantânea", "higher_level": "O dano aumenta em 2d4 para cada nível de espaço de magia acima de 1.", - "id": 940, + "id": "c6c2e921-2a3f-4c1e-b321-f624a7d64c9d", "level": 1, "locations": [ { @@ -26684,8 +26684,8 @@ ], "desc": "Você invoca um homúnculo especial em um espaço desocupado dentro do alcance. Essa criatura usa o bloco de estatísticas de Servo Homúnculo. Se você já tiver um homúnculo conjurado por esta magia, o homúnculo anterior é substituído pelo novo. Você determina a aparência do homúnculo, como um pássaro mecânico, um frasco alado ou um caldeirão animado em miniatura.\n\nCombate. O homúnculo é um aliado seu e de seus companheiros. Em combate, ele compartilha sua contagem de Iniciativa, mas age imediatamente após o seu turno. Ele obedece aos seus comandos (nenhuma ação é necessária de sua parte). Se você não lhe der nenhuma ordem, ele realiza a ação de Esquivar e usa seu movimento para evitar o perigo.", "duration": "Instantânea", - "higher_level":"Utilize o nível do espaço de magia para determinar o nível da magia no bloco de estatísticas.", - "id": 941, + "higher_level": "Utilize o nível do espaço de magia para determinar o nível da magia no bloco de estatísticas.", + "id": "398fc253-cd17-4914-ae36-522c2467f497", "level": 2, "locations": [ { diff --git a/app/src/main/assets/Spells_pt_backup.json b/app/src/main/assets/Spells_pt_backup.json index a89f4166..46658159 100644 --- a/app/src/main/assets/Spells_pt_backup.json +++ b/app/src/main/assets/Spells_pt_backup.json @@ -1003,7 +1003,7 @@ "M" ], "concentration": false, - "desc": "Ao lançar varetas cravejados com gemas, rolar ossos de dragão, puxar cartas ornamentadas ou usar outro tipo de ferramenta de adivinhação, você recebe um pressagio de uma entidade de outro mundo, sobre os resultados de cursos de ação específicos que você planeja tomar nos próximos 30 minutos. O Mestre escolhe dentre os possíveis presságios a seguir: \u2022 Êxito, para resultados bons\n\u2022 Fracasso, para resultados maus \u2022 Êxito e fracasso, para resultados bons e maus \u2022 Nada, para resultados que não são especialmente bons ou ruins A magia não leva em conta qualquer possível circunstancia que possa mudar o resultado, como a conjuração de magias adicionais ou a perda ou ganho de um companheiro.\nSe você conjurar a magia duas ou mais vezes antes de completar seu próximo descanso longo, existe uma chance cumulativa de 25 por cento de cada conjuração, depois da primeira que você fez, ter um resultado aleatório. O Mestre faz essa jogada secretamente.", + "desc": "Ao lançar varetas cravejados com gemas, rolar ossos de dragão, puxar cartas ornamentadas ou usar outro tipo de ferramenta de adivinhação, você recebe um pressagio de uma entidade de outro mundo, sobre os resultados de cursos de ação específicos que você planeja tomar nos próximos 30 minutos. O Mestre escolhe dentre os possíveis presságios a seguir: • Êxito, para resultados bons\n• Fracasso, para resultados maus • Êxito e fracasso, para resultados bons e maus • Nada, para resultados que não são especialmente bons ou ruins A magia não leva em conta qualquer possível circunstancia que possa mudar o resultado, como a conjuração de magias adicionais ou a perda ou ganho de um companheiro.\nSe você conjurar a magia duas ou mais vezes antes de completar seu próximo descanso longo, existe uma chance cumulativa de 25 por cento de cada conjuração, depois da primeira que você fez, ter um resultado aleatório. O Mestre faz essa jogada secretamente.", "duration": "Instantânea", "higher_level": "", "id": 19, @@ -1557,7 +1557,7 @@ "M" ], "concentration": false, - "desc": "Você invoca os espíritos da natureza para proteger uma área ao ar livre ou subterrânea. A área pode ser tão pequena como um cubo de 9 metros ou tão grande quanto um cubo de 27 metros. Edifícios e outras estruturas são excluídos da área afetada. Se você conjurar essa magia na mesma área todos os dias por um ano , a magia dura até que seja dissipada.\nA magia cria os seguintes efeitos dentro da área. Quando você conjura essa magia, você pode especificar criaturas como aliados que serão imunes aos efeitos. Você também pode especificar uma senha que, quando falada em voz alta, toma o falante imune a esses efeitos.\nToda a área protegida irradia magia. Uma magia dissipar conjurada na área, se bem-sucedida, remove apenas um dos seguintes efeitos, não a área inteira. O conjurador da a magia escolhe o efeito que será dissipado. Só quando todos os seus efeitos forem dissipados, essa magia é dissipada.\nNévoa Sólida. Você pode preencher qualquer número de quadrados de 1,5 metros no chão com névoa espessa, tornando-os fortemente obscurecidos. A névoa atinge 3 metros de altura. Além disso, cada metro de movimento através do nevoeiro custa 2 metros extras. Para uma criatura imune a este efeito, a neblina não obscurece nada e parece uma névoa suave, com ciscos de luz verde flutuando no ar.\nMatagal Esmagador. Você pode preencher qualquer número de quadrados de 1,5 metros no chão, que não estejam preenchidos com nevoeiro, com ervas daninhas e vinhas, como se fossem afetados por uma magia vinha constrição. Para uma criatura imune a este efeito, as ervas datúnhas e as vinhas são suaves ao toque e se remodelam para servir como assentos ou camas temporários.\nGuardiões do Bosque. Você pode animar até quatro árvores na área, fazendo com que elas se desenraizem do solo. Essas árvores possuem as mesmas estatísticas que uma árvore despertada, que aparece no Manual dos Monstros, exceto que. não podem falar, e sua casca é coberta com sim.bolos druidices. Se al ma criatura não imune a este efeito entra na área protegida, os guardiões do bosque lutam até que tenham e pulsado ou matàdo os intrusos. Os guardiões do bosque também oôedecem, a seus comandos falados (nenhuma ação exigida por você) que você emite na área. Se você não lhes dá comandos e nenhum intruso está presente, os guardiões do bosque não fazem nada. Os guardiões do bosque não podem deixar a área protegida. Quando a magia termina, a magia que os anima desaparece, e as árvores se enraizam novamente, se possível.\nEfeito Mágico Adicional. Você pode escolher entre um dos seguintes efeitos mágicos dentro da área protegida:\n\u2022 Uma rajada de vento constante em dois locais de sua escolha.\n\u2022 Crescer espinhos em um local a sua escolha.\n\u2022 Muralha de vento em dois locais a sua escolha.\nPara uma criatura imune a este efeito, os ventos são uma brisa perfumada e suave e a área do crescer espinhos é inofensiva.", + "desc": "Você invoca os espíritos da natureza para proteger uma área ao ar livre ou subterrânea. A área pode ser tão pequena como um cubo de 9 metros ou tão grande quanto um cubo de 27 metros. Edifícios e outras estruturas são excluídos da área afetada. Se você conjurar essa magia na mesma área todos os dias por um ano , a magia dura até que seja dissipada.\nA magia cria os seguintes efeitos dentro da área. Quando você conjura essa magia, você pode especificar criaturas como aliados que serão imunes aos efeitos. Você também pode especificar uma senha que, quando falada em voz alta, toma o falante imune a esses efeitos.\nToda a área protegida irradia magia. Uma magia dissipar conjurada na área, se bem-sucedida, remove apenas um dos seguintes efeitos, não a área inteira. O conjurador da a magia escolhe o efeito que será dissipado. Só quando todos os seus efeitos forem dissipados, essa magia é dissipada.\nNévoa Sólida. Você pode preencher qualquer número de quadrados de 1,5 metros no chão com névoa espessa, tornando-os fortemente obscurecidos. A névoa atinge 3 metros de altura. Além disso, cada metro de movimento através do nevoeiro custa 2 metros extras. Para uma criatura imune a este efeito, a neblina não obscurece nada e parece uma névoa suave, com ciscos de luz verde flutuando no ar.\nMatagal Esmagador. Você pode preencher qualquer número de quadrados de 1,5 metros no chão, que não estejam preenchidos com nevoeiro, com ervas daninhas e vinhas, como se fossem afetados por uma magia vinha constrição. Para uma criatura imune a este efeito, as ervas datúnhas e as vinhas são suaves ao toque e se remodelam para servir como assentos ou camas temporários.\nGuardiões do Bosque. Você pode animar até quatro árvores na área, fazendo com que elas se desenraizem do solo. Essas árvores possuem as mesmas estatísticas que uma árvore despertada, que aparece no Manual dos Monstros, exceto que. não podem falar, e sua casca é coberta com sim.bolos druidices. Se al ma criatura não imune a este efeito entra na área protegida, os guardiões do bosque lutam até que tenham e pulsado ou matàdo os intrusos. Os guardiões do bosque também oôedecem, a seus comandos falados (nenhuma ação exigida por você) que você emite na área. Se você não lhes dá comandos e nenhum intruso está presente, os guardiões do bosque não fazem nada. Os guardiões do bosque não podem deixar a área protegida. Quando a magia termina, a magia que os anima desaparece, e as árvores se enraizam novamente, se possível.\nEfeito Mágico Adicional. Você pode escolher entre um dos seguintes efeitos mágicos dentro da área protegida:\n• Uma rajada de vento constante em dois locais de sua escolha.\n• Crescer espinhos em um local a sua escolha.\n• Muralha de vento em dois locais a sua escolha.\nPara uma criatura imune a este efeito, os ventos são uma brisa perfumada e suave e a área do crescer espinhos é inofensiva.", "duration": "24 horas", "higher_level": "", "id": 381, @@ -2355,7 +2355,7 @@ "S" ], "concentration": false, - "desc": "Você, momentaneamente, se torna uno com a natureza e ganha conhecimento do território ao seu redor. Ao ar livre, a magia lhe oferece conhecimento do terreno a até 4,5 quilômetros de você. Em cavernas e outros formações subterrâneas naturais, o raio é limitado a 150 metros. A magia não funciona onde a natureza foi substituída por construções, como em masmorras ou cidades.\nVocê, instantaneamente, adquire conhecimento de até três fatos, à sua escolha, sobre qualquer dos assuntos a seguir, relacionados a área:\n\u2022Terrenos e corpos de água\n\u2022Plantas, minérios, animais e povo predominante\n\u2022Celestiais, fadas, corruptores, elementais ou mortos- vivos mais poderosos\n\u2022Influência de outros planos de existência\n\u2022Construções\nPor exemplo, você poderia determinar a localização de um morto-vivo poderoso na área, a localização da maior fonte de água potável e a localização de quaisquer cidades próximas.", + "desc": "Você, momentaneamente, se torna uno com a natureza e ganha conhecimento do território ao seu redor. Ao ar livre, a magia lhe oferece conhecimento do terreno a até 4,5 quilômetros de você. Em cavernas e outros formações subterrâneas naturais, o raio é limitado a 150 metros. A magia não funciona onde a natureza foi substituída por construções, como em masmorras ou cidades.\nVocê, instantaneamente, adquire conhecimento de até três fatos, à sua escolha, sobre qualquer dos assuntos a seguir, relacionados a área:\n•Terrenos e corpos de água\n•Plantas, minérios, animais e povo predominante\n•Celestiais, fadas, corruptores, elementais ou mortos- vivos mais poderosos\n•Influência de outros planos de existência\n•Construções\nPor exemplo, você poderia determinar a localização de um morto-vivo poderoso na área, a localização da maior fonte de água potável e a localização de quaisquer cidades próximas.", "duration": "Instantânea", "higher_level": "", "id": 57, @@ -2475,7 +2475,7 @@ "S" ], "concentration": true, - "desc": "Você invoca espíritos feéricos, que assumem formas de bestas, que aparecem em espaços desocupados, que você possa ver dentro do alcance. Escolha uma das opções a seguir para aparecer:\n\u2022 Uma besta de nível de desafio 2 ou inferior\n\u2022 Duas bestas de nível de desafio 1 ou inferior\n\u2022 Quatro bestas de nível de desafio 1/2 ou inferior\n\u2022 Oito bestas de nível de desafio 1/4 ou inferior\nCada besta é também considerada uma fada e desaparece quando cair a 0 pontos de vida ou quando a magia acabar.\nAs criaturas invocadas são amigáveis a você e a seus companheiros. Role a iniciativa para as criaturas invocadas como um grupo, que age no seu próprio turno. Eles obedecem a quaisquer comandos verbais que você emitir (não requer uma ação sua). Se você não emitir nenhum comando a elas, elas se defenderão de criaturas hostis, mas no mais, não realizarão nenhuma ação.\nO Mestre possui as estatísticas das criaturas.", + "desc": "Você invoca espíritos feéricos, que assumem formas de bestas, que aparecem em espaços desocupados, que você possa ver dentro do alcance. Escolha uma das opções a seguir para aparecer:\n• Uma besta de nível de desafio 2 ou inferior\n• Duas bestas de nível de desafio 1 ou inferior\n• Quatro bestas de nível de desafio 1/2 ou inferior\n• Oito bestas de nível de desafio 1/4 ou inferior\nCada besta é também considerada uma fada e desaparece quando cair a 0 pontos de vida ou quando a magia acabar.\nAs criaturas invocadas são amigáveis a você e a seus companheiros. Role a iniciativa para as criaturas invocadas como um grupo, que age no seu próprio turno. Eles obedecem a quaisquer comandos verbais que você emitir (não requer uma ação sua). Se você não emitir nenhum comando a elas, elas se defenderão de criaturas hostis, mas no mais, não realizarão nenhuma ação.\nO Mestre possui as estatísticas das criaturas.", "duration": "Até 1 hora", "higher_level": "Se você conjurar essa magia usando certos espaços de magia superiores, você escolhe uma das opções de invocação acima e mais criaturas aparecem: o dobro delas com um espaço de 5° nível, o triplo delas com um espaço de 7° nível e o quadruplo delas com um espaço de 9° nível.", "id": 63, @@ -2528,7 +2528,7 @@ "S" ], "concentration": true, - "desc": "Você invoca elementais que aparecem em espaços desocupados, que você possa ver dentro do alcance. Você escolhe uma das opções a seguir para aparecer:\n\u2022 Um elemental de nível de desafio 2 ou inferior\n\u2022 Dois elementais de nível de desafio 1 ou inferior\n\u2022 Quatro elementais de nível de desafio 1/2 ou inferior\n\u2022 Oito elementais de nível de desafio 1/4 ou inferior\nUm elemental invocado através dessa magia desaparece quando cair a 0 pontos de vida ou quando a magia acabar.\nAs criaturas invocadas são amigáveis a você e a seus companheiros. Role a iniciativa para as criaturas invocadas como um grupo, que age no seu próprio turno. Eles obedecem a quaisquer comandos verbais que você emitir (não requer uma ação sua). Se você não emitir nenhum comando a elas, elas se defenderão de criaturas hostis, mas no mais, não realizarão nenhuma ação.\nO Mestre possui as estatísticas das criaturas.", + "desc": "Você invoca elementais que aparecem em espaços desocupados, que você possa ver dentro do alcance. Você escolhe uma das opções a seguir para aparecer:\n• Um elemental de nível de desafio 2 ou inferior\n• Dois elementais de nível de desafio 1 ou inferior\n• Quatro elementais de nível de desafio 1/2 ou inferior\n• Oito elementais de nível de desafio 1/4 ou inferior\nUm elemental invocado através dessa magia desaparece quando cair a 0 pontos de vida ou quando a magia acabar.\nAs criaturas invocadas são amigáveis a você e a seus companheiros. Role a iniciativa para as criaturas invocadas como um grupo, que age no seu próprio turno. Eles obedecem a quaisquer comandos verbais que você emitir (não requer uma ação sua). Se você não emitir nenhum comando a elas, elas se defenderão de criaturas hostis, mas no mais, não realizarão nenhuma ação.\nO Mestre possui as estatísticas das criaturas.", "duration": "Até 1 hora", "higher_level": "Se você conjurar essa magia usando certos espaços de magia superiores, você escolhe uma das opções de invocação acima e mais criaturas aparecem: o dobro delas com um espaço de 6° nível e o triplo delas com um espaço de 8° nível.", "id": 68, @@ -2668,7 +2668,7 @@ "M" ], "concentration": true, - "desc": "Você invoca criaturas feéricas que aparecem em espaços desocupados, que você possa ver dentro do alcance. Escolha uma das opções a seguir para aparecer:\n\u2022 Uma criatura feérica de nível de desafio 2 ou inferior\n\u2022 Duas criaturas feéricas de nível de desafio 1 ou inferior\n\u2022 Quatro criaturas feéricas de nível de desafio 1/2 ou inferior\n\u2022 Oito criaturas feéricas de nível de desafio 1/4 ou inferior\nUma criatura invocado desaparece quando cair a 0 pontos de vida ou quando a magia acabar.\nAs criaturas invocadas são amigáveis a você e a seus companheiros. Role a iniciativa para as criaturas invocadas como um grupo, que age no seu próprio turno. Eles obedecem a quaisquer comandos verbais que você emitir (não requer uma ação sua). Se você não emitir nenhum comando a elas, elas se defenderão de criaturas hostis, mas no mais, não realizarão nenhuma ação.\nO Mestre possui as estatísticas das criaturas.", + "desc": "Você invoca criaturas feéricas que aparecem em espaços desocupados, que você possa ver dentro do alcance. Escolha uma das opções a seguir para aparecer:\n• Uma criatura feérica de nível de desafio 2 ou inferior\n• Duas criaturas feéricas de nível de desafio 1 ou inferior\n• Quatro criaturas feéricas de nível de desafio 1/2 ou inferior\n• Oito criaturas feéricas de nível de desafio 1/4 ou inferior\nUma criatura invocado desaparece quando cair a 0 pontos de vida ou quando a magia acabar.\nAs criaturas invocadas são amigáveis a você e a seus companheiros. Role a iniciativa para as criaturas invocadas como um grupo, que age no seu próprio turno. Eles obedecem a quaisquer comandos verbais que você emitir (não requer uma ação sua). Se você não emitir nenhum comando a elas, elas se defenderão de criaturas hostis, mas no mais, não realizarão nenhuma ação.\nO Mestre possui as estatísticas das criaturas.", "duration": "Até 1 hora", "higher_level": "Se você conjurar essa magia usando certos espaços de magia superiores, você escolhe uma das opções de invocação acima e mais criaturas aparecem: o dobro delas com um espaço de 6° nível e o triplo delas com um espaço de 8° nível.", "id": 70, @@ -2867,7 +2867,7 @@ "S" ], "concentration": false, - "desc": "Você escolhe uma chama não mágica que você possa ver, dentro do alcance, e que ocupe até um cubo de 1,5 metros. Você afeta ela de uma das seguintes formas:\n\u2022 Você instantaneamente expande a chama em 1,5 metro em uma direção, considerando que exista madeira ou outro combu stível no local novo.\n\u2022 Você instantaneamente extingue as chamas dentro do cubo.\n\u2022 Você dobra ou reduz à m etade a área de luz plena e de penumbra emitida pela chama, muda a cor dela, ou ambos . As mudanças duram por 1 hora.\n\u2022 Você faz com que formas simples - como um forma imprecisa de uma criatura, objeto inanimado ou local - apareçam dentro das chamas e se animem como você quiser. As formas duram por 1 hora.\nSe você conjurar essa magia diversas vezes, você pode ter até três do s seus efeitos não instantâneos ativos ao mesmo tempo, e você pode dissipar um efeito desses com uma ação.", + "desc": "Você escolhe uma chama não mágica que você possa ver, dentro do alcance, e que ocupe até um cubo de 1,5 metros. Você afeta ela de uma das seguintes formas:\n• Você instantaneamente expande a chama em 1,5 metro em uma direção, considerando que exista madeira ou outro combu stível no local novo.\n• Você instantaneamente extingue as chamas dentro do cubo.\n• Você dobra ou reduz à m etade a área de luz plena e de penumbra emitida pela chama, muda a cor dela, ou ambos . As mudanças duram por 1 hora.\n• Você faz com que formas simples - como um forma imprecisa de uma criatura, objeto inanimado ou local - apareçam dentro das chamas e se animem como você quiser. As formas duram por 1 hora.\nSe você conjurar essa magia diversas vezes, você pode ter até três do s seus efeitos não instantâneos ativos ao mesmo tempo, e você pode dissipar um efeito desses com uma ação.", "duration": "Especial", "higher_level": "", "id": 373, @@ -3608,7 +3608,7 @@ "M" ], "concentration": false, - "desc": "Você cria um cilindro de energia mágica de 3 metros de raio por 6 metros de altura, centrado num ponto no solo que você possa ver, dentro do alcance. Runas brilhantes aparecem toda vez que o cilindro toca o chão ou outra superfície.\nEscolha um ou mais dos tipos de criaturas seguintes: celestiais, corruptores, elementais, fadas ou mortos-vivos. O círculo afeta uma criatura do tipo escolhido das seguintes maneiras:\n\u2022 A criatura não consegue entrar no cilindro voluntariamente por meios não-mágicos. Se a criatura tentar usar teletransporte ou viagem interplanar para fazê-lo, ela deve, primeiro, ser bem sucedida num teste de resistência de Carisma.\n\u2022 A criatura tem desvantagem nas jogadas de ataque contra alvos dentro do cilindro.\n\u2022 Alvos dentro do cilindro não podem ser enfeitiçados, amedrontados ou possuídos pela criatura.\nQuando você conjurar essa magia, você pode decidir que a mágica dela opere na direção reversa, prevenindo que uma criatura de um tipo especifico saia do cilindro e protegendo os alvos fora dele.", + "desc": "Você cria um cilindro de energia mágica de 3 metros de raio por 6 metros de altura, centrado num ponto no solo que você possa ver, dentro do alcance. Runas brilhantes aparecem toda vez que o cilindro toca o chão ou outra superfície.\nEscolha um ou mais dos tipos de criaturas seguintes: celestiais, corruptores, elementais, fadas ou mortos-vivos. O círculo afeta uma criatura do tipo escolhido das seguintes maneiras:\n• A criatura não consegue entrar no cilindro voluntariamente por meios não-mágicos. Se a criatura tentar usar teletransporte ou viagem interplanar para fazê-lo, ela deve, primeiro, ser bem sucedida num teste de resistência de Carisma.\n• A criatura tem desvantagem nas jogadas de ataque contra alvos dentro do cilindro.\n• Alvos dentro do cilindro não podem ser enfeitiçados, amedrontados ou possuídos pela criatura.\nQuando você conjurar essa magia, você pode decidir que a mágica dela opere na direção reversa, prevenindo que uma criatura de um tipo especifico saia do cilindro e protegendo os alvos fora dele.", "duration": "1 hora", "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 4° nível ou superior, a duração aumenta em 1 hora para cada nível do espaço acima do 3°.", "id": 212, @@ -3830,7 +3830,7 @@ "V" ], "concentration": false, - "desc": "Desejo é a magia mais poderosa que uma criatura mortal pode conjurar. Apenas ao falar em voz alta, você pode alterar os próprios fundamentos da realidade, de acordo com seus desejos.\nO uso básico dessa magia é de copiar qualquer magia de 8° nível ou inferior. Você não precisa atender a qualquer pré-requisito da magia copiada, incluindo os componentes dispendiosos. A magia simplesmente acontece.\nAlternativamente, você pode criar um dos seguintes efeitos, à sua escolha:\n\u2022 Você cria um objeto no valor de até 25.000 po, que não seja mágico. O objeto não pode ter dimensões maiores que 90 metros e ele aparece em um espaço desocupado que você possa ver, no chão.\n\u2022 Você permite que até doze criaturas que você possa ver, recuperem todos os seus pontos de vida e você acaba com todos os efeitos descritos na magia restauração maior.\n\u2022 Você concede a até dez criaturas que você possa ver, resistência a um tipo de dano, à sua escolha.\n\u2022 Você concede a até dez criaturas que você possa ver, imunidade a uma única magia ou outro efeito mágico por 8 horas. Por exemplo, você poderia deixar você e todos os seus companheiros imunes ao ataque de dreno de vida de um lich.\n\u2022 Você desfaz um único evento recente forçando uma nova jogada de qualquer jogada feita na última rodada (incluindo seu último turno). A realidade remodela-se para acomodar o novo resultado. Por exemplo, uma magia desejo poderia desfazer o teste de resistência bem sucedido de um oponente, um acerto crítico de um inimigo ou o teste de resistência fracassado de um amigo. Você pode forçar que a nova jogada seja feita com vantagem ou desvantagem e você pode escolher se irá usar o resultado da nova jogada ou da jogada original.\nVocê é capaz de fazer coisas além do alcance dos exemplos acima. Apresente seu desejo ao Mestre o mais precisamente possível. O Mestre tem grande amplitude em definir o que ocorre em tais circunstâncias; quanto maior o desejo, maior será a possibilidade de que algo dê errado. Essa magia pode simplesmente falhar, o efeito do seu desejo pode ser apenas parcialmente atendido ou você pode sofrer consequências imprevistas como resultado da forma que você formulou o desejo. Por exemplo, desejar que um vilão esteja morto pode impulsionar você para um período no tempo em que o vilão não esteja mais vivo, efetivamente removendo você do jogo. Similarmente, desejar um item mágico lendário ou um artefato poderia, instantaneamente, transportar você para a presença do dono atual do item.\nO estresse da conjuração dessa magia para produzir qualquer efeito diferente de copiar outra magia enfraquece você. Após enfrentar esse estresse, a cada vez que você conjurar uma magia, antes de terminar um descanso longo, você sofrerá 1d10 de dano necrótico por nível da magia. Esse dano não pode ser reduzido ou prevenido de forma alguma. Além disso, sua Força cai para 3, se ela já não for 3 ou inferior, por 2d4 dias. Para cada dia desses que você permanecer descansando e não fizer nada além de atividades leves, seu tempo de recuperação é reduzido em 2 dias. Finalmente, existe 33 por cento de chance de você se tornar incapaz de conjurar desejo novamente se você sofrer esse estresse.", + "desc": "Desejo é a magia mais poderosa que uma criatura mortal pode conjurar. Apenas ao falar em voz alta, você pode alterar os próprios fundamentos da realidade, de acordo com seus desejos.\nO uso básico dessa magia é de copiar qualquer magia de 8° nível ou inferior. Você não precisa atender a qualquer pré-requisito da magia copiada, incluindo os componentes dispendiosos. A magia simplesmente acontece.\nAlternativamente, você pode criar um dos seguintes efeitos, à sua escolha:\n• Você cria um objeto no valor de até 25.000 po, que não seja mágico. O objeto não pode ter dimensões maiores que 90 metros e ele aparece em um espaço desocupado que você possa ver, no chão.\n• Você permite que até doze criaturas que você possa ver, recuperem todos os seus pontos de vida e você acaba com todos os efeitos descritos na magia restauração maior.\n• Você concede a até dez criaturas que você possa ver, resistência a um tipo de dano, à sua escolha.\n• Você concede a até dez criaturas que você possa ver, imunidade a uma única magia ou outro efeito mágico por 8 horas. Por exemplo, você poderia deixar você e todos os seus companheiros imunes ao ataque de dreno de vida de um lich.\n• Você desfaz um único evento recente forçando uma nova jogada de qualquer jogada feita na última rodada (incluindo seu último turno). A realidade remodela-se para acomodar o novo resultado. Por exemplo, uma magia desejo poderia desfazer o teste de resistência bem sucedido de um oponente, um acerto crítico de um inimigo ou o teste de resistência fracassado de um amigo. Você pode forçar que a nova jogada seja feita com vantagem ou desvantagem e você pode escolher se irá usar o resultado da nova jogada ou da jogada original.\nVocê é capaz de fazer coisas além do alcance dos exemplos acima. Apresente seu desejo ao Mestre o mais precisamente possível. O Mestre tem grande amplitude em definir o que ocorre em tais circunstâncias; quanto maior o desejo, maior será a possibilidade de que algo dê errado. Essa magia pode simplesmente falhar, o efeito do seu desejo pode ser apenas parcialmente atendido ou você pode sofrer consequências imprevistas como resultado da forma que você formulou o desejo. Por exemplo, desejar que um vilão esteja morto pode impulsionar você para um período no tempo em que o vilão não esteja mais vivo, efetivamente removendo você do jogo. Similarmente, desejar um item mágico lendário ou um artefato poderia, instantaneamente, transportar você para a presença do dono atual do item.\nO estresse da conjuração dessa magia para produzir qualquer efeito diferente de copiar outra magia enfraquece você. Após enfrentar esse estresse, a cada vez que você conjurar uma magia, antes de terminar um descanso longo, você sofrerá 1d10 de dano necrótico por nível da magia. Esse dano não pode ser reduzido ou prevenido de forma alguma. Além disso, sua Força cai para 3, se ela já não for 3 ou inferior, por 2d4 dias. Para cada dia desses que você permanecer descansando e não fizer nada além de atividades leves, seu tempo de recuperação é reduzido em 2 dias. Finalmente, existe 33 por cento de chance de você se tornar incapaz de conjurar desejo novamente se você sofrer esse estresse.", "duration": "Instantânea", "higher_level": "", "id": 357, @@ -4620,7 +4620,7 @@ "S" ], "concentration": false, - "desc": "Sussurrando para os espíritos da natureza, você cria um dos seguintes efeitos, dentro do alcance:\n\u2022 Você cria um efeito sensorial minúsculo e inofensivo que prevê como será o clima na sua localização pelas próximas 24 horas. O efeito deve se manifestar como um globo dourado para céu claro, uma nuvem para chuva, flocos de neve para nevasca e assim por diante. Esse efeito persiste por 1 rodada.\n\u2022 Você faz uma flor florescer, uma semente brotar ou um folha amadurecer, instantaneamente.\n\u2022 Você cria um efeito sensorial inofensivo instantâneo, como folhas caindo, um sopro de vento, o som de um pequeno animal ou o suave odor de um repolho. O efeito deve caber num cubo de 1,5 metro.\n\u2022 Você, instantaneamente, acende ou apaga uma vela, tocha ou fogueira pequena.", + "desc": "Sussurrando para os espíritos da natureza, você cria um dos seguintes efeitos, dentro do alcance:\n• Você cria um efeito sensorial minúsculo e inofensivo que prevê como será o clima na sua localização pelas próximas 24 horas. O efeito deve se manifestar como um globo dourado para céu claro, uma nuvem para chuva, flocos de neve para nevasca e assim por diante. Esse efeito persiste por 1 rodada.\n• Você faz uma flor florescer, uma semente brotar ou um folha amadurecer, instantaneamente.\n• Você cria um efeito sensorial inofensivo instantâneo, como folhas caindo, um sopro de vento, o som de um pequeno animal ou o suave odor de um repolho. O efeito deve caber num cubo de 1,5 metro.\n• Você, instantaneamente, acende ou apaga uma vela, tocha ou fogueira pequena.", "duration": "Instantânea", "higher_level": "", "id": 112, @@ -6452,7 +6452,7 @@ "V" ], "concentration": true, - "desc": "Um espírito da natureza responde seu chamado e transforma você em um poderoso guardião. A transformação dura até a magia terminar. Você escolhe uma das seguintes formas para assumir: Fera Primitiva ou Grande Árvore.\nFera Primitiva. Pele bestial cobre seu corpo, seus traços faciais tornam-se selvagens e você ganha os seguintes beneficias:\n\u2022 Sua velocidade de deslocamento aumenta em 3 metros.\n\u2022 Você ganha visão no escuro com alcance de 36 metros.\n\u2022 Seus ataques baseados em Força rolam com vantagem.\n\u2022 Seus ataques com arma corpo-a-corpo causam dano extra de 1d6 de dano de energia ao acertar.\nGrande Árvore. Sua pele assume a aparência de um tronco, folhas brotam do seu cabelo e você ganha os seguintes beneficias:\n\u2022 Você ganha 10 pontos de vida temporários.\n\u2022 Você faz testes de Constituição com vantagem.\n\u2022 Seus ataques baseados em Destreza e Sabedoria rolam com vantagem.\n\u2022 Enquanto você estiver no chão, o terreno a menos de 4,5 metros de você se toma um terreno dificil para seus inimigos.", + "desc": "Um espírito da natureza responde seu chamado e transforma você em um poderoso guardião. A transformação dura até a magia terminar. Você escolhe uma das seguintes formas para assumir: Fera Primitiva ou Grande Árvore.\nFera Primitiva. Pele bestial cobre seu corpo, seus traços faciais tornam-se selvagens e você ganha os seguintes beneficias:\n• Sua velocidade de deslocamento aumenta em 3 metros.\n• Você ganha visão no escuro com alcance de 36 metros.\n• Seus ataques baseados em Força rolam com vantagem.\n• Seus ataques com arma corpo-a-corpo causam dano extra de 1d6 de dano de energia ao acertar.\nGrande Árvore. Sua pele assume a aparência de um tronco, folhas brotam do seu cabelo e você ganha os seguintes beneficias:\n• Você ganha 10 pontos de vida temporários.\n• Você faz testes de Constituição com vantagem.\n• Seus ataques baseados em Destreza e Sabedoria rolam com vantagem.\n• Enquanto você estiver no chão, o terreno a menos de 4,5 metros de você se toma um terreno dificil para seus inimigos.", "duration": "Até 1 minuto", "higher_level": "", "id": 393, @@ -7780,7 +7780,7 @@ "S" ], "concentration": false, - "desc": "\u2022 Uma criatura Média ou menor que você escolher deve ser bem sucedido num teste de resistência de Força ou será afastada 1,5 metros de você.\n\u2022 Você cria uma pequena raj ada de ar capaz de mover um objeto que não esteja sendo segurado nem carregado e que não pese mais de 2,5 quilos. O objeto é afastado 3 metro de voce. Ele não é empurrado com força suficiente para causar dano.\nVocê cria um efeito sensorial ínofensivo usanda o ar, como fazer folhas farfalharem, ventos fecharem persianas ou suas roupas balançarem com uma brisa.", + "desc": "• Uma criatura Média ou menor que você escolher deve ser bem sucedido num teste de resistência de Força ou será afastada 1,5 metros de você.\n• Você cria uma pequena raj ada de ar capaz de mover um objeto que não esteja sendo segurado nem carregado e que não pese mais de 2,5 quilos. O objeto é afastado 3 metro de voce. Ele não é empurrado com força suficiente para causar dano.\nVocê cria um efeito sensorial ínofensivo usanda o ar, como fazer folhas farfalharem, ventos fecharem persianas ou suas roupas balançarem com uma brisa.", "duration": "Instantânea", "higher_level": "", "id": 394, @@ -8140,7 +8140,7 @@ "S" ], "concentration": true, - "desc": "Chamas correm por seu corpo, emitindo luz plena num raio de 9 metros e penumbra por mais 9 metros adicionais pela duração da magia. As chamas não ferem você. Até a magia acabar, você ganha os seguintes beneficios:\n\u2022 Você é imune a dano de fogo e tem resistência a dano de frio.\n\u2022 Qualquer criatura que se mover a até 1,5 metros de você pela primeira vez em um turno ou terminar o turno dela ai, sofre 1d10 de dano de fogo.\n\u2022 Você pode usar sua ação para criar uma linha de fogo com 4,5 metros de comprimento e 1,5 metros de espessura que se estende de você em uma direção de sua escolha. Cada criatura na linha deve realizar um teste de resistência de Destreza. Uma criatura sofre 4d8 de dano de fogo se falhar na resistência, ou metade desse dano se obtiver sucesso.", + "desc": "Chamas correm por seu corpo, emitindo luz plena num raio de 9 metros e penumbra por mais 9 metros adicionais pela duração da magia. As chamas não ferem você. Até a magia acabar, você ganha os seguintes beneficios:\n• Você é imune a dano de fogo e tem resistência a dano de frio.\n• Qualquer criatura que se mover a até 1,5 metros de você pela primeira vez em um turno ou terminar o turno dela ai, sofre 1d10 de dano de fogo.\n• Você pode usar sua ação para criar uma linha de fogo com 4,5 metros de comprimento e 1,5 metros de espessura que se estende de você em uma direção de sua escolha. Cada criatura na linha deve realizar um teste de resistência de Destreza. Uma criatura sofre 4d8 de dano de fogo se falhar na resistência, ou metade desse dano se obtiver sucesso.", "duration": "Até 1 minuto", "higher_level": "", "id": 402, @@ -8169,7 +8169,7 @@ "S" ], "concentration": true, - "desc": "Até a magia acabar, gelo cobre seu corpo, e você ganha os seguintes beneficios:\n\u2022 Você é imune a dano de frio e tem re sistência a dano de fogo.\n\u2022 Você pode se mover por terreno dificil criado por gelo ou neve sem gastar movimento extra.\n\u2022 O solo em um raio de 3 metros a sua volta é gelado e é terreno dificil para criaturas diferentes de você. O raio se move com você.\n\u2022 Você pode usar sua ação para criar um cone de 4,5 metros de vento gélido se estendendo da ponta da sua mão em uma direção de sua escolha. Cada criatura no cone deve realizar um teste de resistência de Constituição. Uma criatura sofre 4d6 de dano de frio se falhar na resistência, ou metade desse dano se obtiver sucesso. Uma criatura que falhe na resistência contra esse efeito tem seu deslocamento reduzido à metade até o início do seu prõximo turno.", + "desc": "Até a magia acabar, gelo cobre seu corpo, e você ganha os seguintes beneficios:\n• Você é imune a dano de frio e tem re sistência a dano de fogo.\n• Você pode se mover por terreno dificil criado por gelo ou neve sem gastar movimento extra.\n• O solo em um raio de 3 metros a sua volta é gelado e é terreno dificil para criaturas diferentes de você. O raio se move com você.\n• Você pode usar sua ação para criar um cone de 4,5 metros de vento gélido se estendendo da ponta da sua mão em uma direção de sua escolha. Cada criatura no cone deve realizar um teste de resistência de Constituição. Uma criatura sofre 4d6 de dano de frio se falhar na resistência, ou metade desse dano se obtiver sucesso. Uma criatura que falhe na resistência contra esse efeito tem seu deslocamento reduzido à metade até o início do seu prõximo turno.", "duration": "Até 1 minuto", "higher_level": "", "id": 403, @@ -8198,7 +8198,7 @@ "S" ], "concentration": true, - "desc": "Até a magia acabar, pedaços de pedra espalham-se pelo seu corpo, e você ganha os seguintes beneficios:\n\u2022 Você tem resistência a dano de concussão, cortante e perfurante de armas não mágicas.\n\u2022 Você pode usar sua ação para criar um pequeno terremoto no solo num raio de 4,5 metros, centrado em você. Outras criaturas no solo devem ser bem sucedidas num teste de resistência de Destreza ou cairão no chão.\n\u2022 Você pode se mover através de terreno dificil feito de terra ou rocha sem gastar movimento extra. Você pode se mover através de terra sólida ou rocha como se fosse ar e sem se desestabilizar, mas você não pode terminar seu movimento nela. Se você o fizer, você será ejetado para o espaço desocupado mais próximo, a magia acaba e você fica atordoado até o final do seu próximo turno.", + "desc": "Até a magia acabar, pedaços de pedra espalham-se pelo seu corpo, e você ganha os seguintes beneficios:\n• Você tem resistência a dano de concussão, cortante e perfurante de armas não mágicas.\n• Você pode usar sua ação para criar um pequeno terremoto no solo num raio de 4,5 metros, centrado em você. Outras criaturas no solo devem ser bem sucedidas num teste de resistência de Destreza ou cairão no chão.\n• Você pode se mover através de terreno dificil feito de terra ou rocha sem gastar movimento extra. Você pode se mover através de terra sólida ou rocha como se fosse ar e sem se desestabilizar, mas você não pode terminar seu movimento nela. Se você o fizer, você será ejetado para o espaço desocupado mais próximo, a magia acaba e você fica atordoado até o final do seu próximo turno.", "duration": "Até 1 minuto", "higher_level": "", "id": 404, @@ -8227,7 +8227,7 @@ "S" ], "concentration": true, - "desc": "Até a magia acabar, ventos correm em volta de você, e você ganha os seguintes beneficios:\n\u2022 Ataques à distância com arma feitos contra você tem desvantagem na jogada de ataque.\n\u2022 Você ganha deslocamento de voo de 18 metros. Se você ainda estiver voando quando a magia acabar você cai, a não ser que possa prevenir isso de alguma forma.\n\u2022 Você pode usar sua ação para criar um cubo de 4,5 metros de ventos r,odopian e$ centrados num ponto que você possa ver, a até 18 metros de você.\nCada criatura na áreá deve realizar um teste de resistência de Força. Uma criatura sofre 2d10 de dano de concussão se falhar na resistência, ou metade desse dano se obtiver sucesso. Se uma criatura Grande ou menor falhar na resistência, essa criatura também será empurrada até 3 metros para longe do centro do cubo.", + "desc": "Até a magia acabar, ventos correm em volta de você, e você ganha os seguintes beneficios:\n• Ataques à distância com arma feitos contra você tem desvantagem na jogada de ataque.\n• Você ganha deslocamento de voo de 18 metros. Se você ainda estiver voando quando a magia acabar você cai, a não ser que possa prevenir isso de alguma forma.\n• Você pode usar sua ação para criar um cubo de 4,5 metros de ventos r,odopian e$ centrados num ponto que você possa ver, a até 18 metros de você.\nCada criatura na áreá deve realizar um teste de resistência de Força. Uma criatura sofre 2d10 de dano de concussão se falhar na resistência, ou metade desse dano se obtiver sucesso. Se uma criatura Grande ou menor falhar na resistência, essa criatura também será empurrada até 3 metros para longe do centro do cubo.", "duration": "Até 1 minuto", "higher_level": "", "id": 405, @@ -8745,7 +8745,7 @@ "S" ], "concentration": false, - "desc": "Você escolhe uma porção de detritos ou pedra que você possa ver, dentro do alcance, e que caiba num cubo de 1,5 metros. Você manipula-a de uma das seguintes maneiras:\n\u2022Se você afetar uma área de teyra, solta, você pode escava-la instantaneamente, moven,dct-a pelo solo e depositando-a 1,5 metros de distância Esse movimento não tem força suficiente para causar dano.\n\u2022 Você faz com que formas, cores ou ambos apareçam na terra ou pedra, escrevendo palavras, criando imagens ou moldando padrões. As mudanças duram por 1 hora.\n\u2022 Se a terra ou pedra que você afetou estiver no solo, você faz com que ele se tome terreno di:ficil. Alternativamente, você pode fazer com que solo se tome terreno normal, caso ele já seja terreno dificil. Essa mudança dura por 1 hora.\nSe você conjurar essa magia diversas vezes, você pode ter até dois dos seus efeitos não instantâneos ativos ao mesmo tempo, e você pode dissipar um efeito desses com uma ação.", + "desc": "Você escolhe uma porção de detritos ou pedra que você possa ver, dentro do alcance, e que caiba num cubo de 1,5 metros. Você manipula-a de uma das seguintes maneiras:\n•Se você afetar uma área de teyra, solta, você pode escava-la instantaneamente, moven,dct-a pelo solo e depositando-a 1,5 metros de distância Esse movimento não tem força suficiente para causar dano.\n• Você faz com que formas, cores ou ambos apareçam na terra ou pedra, escrevendo palavras, criando imagens ou moldando padrões. As mudanças duram por 1 hora.\n• Se a terra ou pedra que você afetou estiver no solo, você faz com que ele se tome terreno di:ficil. Alternativamente, você pode fazer com que solo se tome terreno normal, caso ele já seja terreno dificil. Essa mudança dura por 1 hora.\nSe você conjurar essa magia diversas vezes, você pode ter até dois dos seus efeitos não instantâneos ativos ao mesmo tempo, e você pode dissipar um efeito desses com uma ação.", "duration": "Especial", "higher_level": "", "id": 417, @@ -8772,7 +8772,7 @@ "S" ], "concentration": false, - "desc": "Você escolhe uma área de á gua que você possa ver, dentro do alcance, e que caiba num cubo de 1,5 metros. Você manipula-a de uma das seguintes maneiras:\n\u2022 Você move instantaneamente ou, de al guma outra forma, muda o curso da água como você ordenar, até 1,5 metros em qualquer direção. Esse movimento não tem força suficiente para causar dano.\n\u2022 Você faz com que a água forme formas simples e se anime como você ordenar. Essa mudança dura por 1 hora.\n\u2022 Você muda a cor ou opacidade da águ a. A água deve ser modificada da mesma forma por inteiro. Essa mudança dura por 1 hora.\n\u2022 Você congela a água, considerando que não haja criaturas nela. A águ a descongela em 1 hora.\nSe você conjurar essa magia diversas vezes, você pode ter atê dois dos seus efeitos não instantâneos ativos ao mesmo tempo, e você pode dissipar um efeito desses com uma ação.", + "desc": "Você escolhe uma área de á gua que você possa ver, dentro do alcance, e que caiba num cubo de 1,5 metros. Você manipula-a de uma das seguintes maneiras:\n• Você move instantaneamente ou, de al guma outra forma, muda o curso da água como você ordenar, até 1,5 metros em qualquer direção. Esse movimento não tem força suficiente para causar dano.\n• Você faz com que a água forme formas simples e se anime como você ordenar. Essa mudança dura por 1 hora.\n• Você muda a cor ou opacidade da águ a. A água deve ser modificada da mesma forma por inteiro. Essa mudança dura por 1 hora.\n• Você congela a água, considerando que não haja criaturas nela. A águ a descongela em 1 hora.\nSe você conjurar essa magia diversas vezes, você pode ter atê dois dos seus efeitos não instantâneos ativos ao mesmo tempo, e você pode dissipar um efeito desses com uma ação.", "duration": "Especial", "higher_level": "", "id": 427, @@ -9777,7 +9777,7 @@ "V" ], "concentration": false, - "desc": "Você profere uma palavra divina, imbuída com o poder que moldou o mundo na aurora da criação. Escolha qualquer quantidade de criaturas que você possa ver dentro do alcance. Cada criatura que puder ouvir você deve realizar um teste de resistência de Carisma. Ao falhar na resistência, uma criatura sofre um efeito baseado nos seus pontos de vida atuais:\n\u2022 50 pontos de vida ou menos: surda por 1 minuto\n\u2022 40 pontos de vida ou menos: surda e cega por 10 minutos\n\u2022 30 pontos de vida ou menos: surda, cega e atordoada por 1 hora\n\u2022 20 pontos de vida ou menos: morta instantaneamente\nIndependentemente dos seus pontos de vida atuais, um celestial, corruptor, elemental ou fada que falhar na sua resistência é obrigado a voltar para o plano de origem dele (se já não for aqui) e não pode retornar para o plano atual por 24 horas através de nenhum meio inferior à magia desejo.", + "desc": "Você profere uma palavra divina, imbuída com o poder que moldou o mundo na aurora da criação. Escolha qualquer quantidade de criaturas que você possa ver dentro do alcance. Cada criatura que puder ouvir você deve realizar um teste de resistência de Carisma. Ao falhar na resistência, uma criatura sofre um efeito baseado nos seus pontos de vida atuais:\n• 50 pontos de vida ou menos: surda por 1 minuto\n• 40 pontos de vida ou menos: surda e cega por 10 minutos\n• 30 pontos de vida ou menos: surda, cega e atordoada por 1 hora\n• 20 pontos de vida ou menos: morta instantaneamente\nIndependentemente dos seus pontos de vida atuais, um celestial, corruptor, elemental ou fada que falhar na sua resistência é obrigado a voltar para o plano de origem dele (se já não for aqui) e não pode retornar para o plano atual por 24 horas através de nenhum meio inferior à magia desejo.", "duration": "Instantânea", "higher_level": "", "id": 106, @@ -10606,7 +10606,7 @@ "S" ], "concentration": false, - "desc": "Essa magia é um truque mágico simples que conjuradores iniciantes usam para praticar. Você cria um dos seguintes efeitos mágicos dentro do alcance:\n\u2022 Você cria, instantaneamente, um efeito sensorial inofensivo, como uma chuva de faíscas, um sopro de vento, notas musicais suaves ou um odor estranho.\n\u2022 Você, instantaneamente, acende ou apaga uma vela, uma tocha ou uma pequena fogueira.\n\u2022 Você, instantaneamente, limpa ou suja um objeto de até 1 metro cúbico.\n\u2022 Você esfria, esquenta ou melhora o sabor de até 1 metro cubico de matéria inorgânica por 1 hora.\n\u2022 Você faz uma cor, uma pequena marca ou um símbolo aparecer em um objeto ou superfície por 1 hora.\n\u2022 Você cria uma bugiganga não-mágica ou uma imagem ilusória que caiba na sua mão e que dura até o final do seu próximo turno.\nSe você conjurar essa magia diversas vezes, você pode ter até três dos seus efeitos não-instantâneos ativos, ao mesmo tempo, e você pode dissipar um desses efeitos com uma ação.", + "desc": "Essa magia é um truque mágico simples que conjuradores iniciantes usam para praticar. Você cria um dos seguintes efeitos mágicos dentro do alcance:\n• Você cria, instantaneamente, um efeito sensorial inofensivo, como uma chuva de faíscas, um sopro de vento, notas musicais suaves ou um odor estranho.\n• Você, instantaneamente, acende ou apaga uma vela, uma tocha ou uma pequena fogueira.\n• Você, instantaneamente, limpa ou suja um objeto de até 1 metro cúbico.\n• Você esfria, esquenta ou melhora o sabor de até 1 metro cubico de matéria inorgânica por 1 hora.\n• Você faz uma cor, uma pequena marca ou um símbolo aparecer em um objeto ou superfície por 1 hora.\n• Você cria uma bugiganga não-mágica ou uma imagem ilusória que caiba na sua mão e que dura até o final do seu próximo turno.\nSe você conjurar essa magia diversas vezes, você pode ter até três dos seus efeitos não-instantâneos ativos, ao mesmo tempo, e você pode dissipar um desses efeitos com uma ação.", "duration": "Até 1 hora", "higher_level": "", "id": 261, @@ -10778,7 +10778,7 @@ "M" ], "concentration": false, - "desc": "Você cria uma defesa que protege até 225 metros quadrados de espaço (uma área de um quadrado de 15 metros ou cem quadrados de 1,5 metro ou vinte e cinco quadrados de 3 metros). A área protegida pode ter até 6 metros de altura, no formado que você desejar. Você pode proteger diversos armazéns de uma fortaleza dividindo a área entre eles, contanto que você possa andar em cada área contígua enquanto estiver conjurando a magia.\nQuando você conjura essa magia, você pode especificar indivíduos que não serão afetados por qualquer dos efeitos que você escolher. Você também pode especificar uma senha que, ao ser falada em voz alta, deixa o orador imune aos efeitos.\nProteger fortaleza cria os seguintes efeitos dentro da área protegida.\nCorredores. Névoa preenche todos os corredores protegidos, tornando-os área de escuridão densa. Além disso, cada interseção ou passagem ramificada oferecendo uma escolha de direção, há 50 por cento de chance de uma criatura diferente de você acredite que está indo na direção oposta à que escolheu.\nPortas. Todas as portas na área protegida estão trancadas magicamente, como se estivessem seladas pela magia tranca arcana. Além disso, você pode cobrir até dez portas com uma ilusão (equivalente a função de objeto ilusório da magia ilusão menor) para fazê-las parecer seções simples da parede.\nEscadas. Teias preenchem todas as escadas na área protegida do topo ao solo, como a magia teia. Esses fios voltam a crescer em 10 minutos se forem queimados ou partidos enquanto proteger fortaleza durar.\nOutros Efeitos de Magia. Você pode colocar, à sua escolha, um dos seguintes efeitos mágicos dentro da área protegida de uma fortaleza.\n\u2022 Colocar globos de luz em quatro corredores. Você pode designar uma programação simples que as luzes repetem enquanto proteger fortaleza durar.\n\u2022 Colocar boca encantada em duas localizações.\n\u2022 Colocar névoa fétida em duas localizações. Os vapores aparecem nos locais que você designar; eles retornam dentro de 10 minutos, se forem dispersados por um vento, enquanto proteger fortaleza durar.\n\u2022 Colocar uma lufada de vento constante em um corredor ou aposento.\n\u2022 Colocar uma sugestão em uma localização. Você seleciona uma área de um quadrado de 1,5 metro e, qualquer criatura que entrar ou passar através dessa área recebe a sugestão mentalmente.\nA área protegida inteira irradia magia. Uma dissipar magia conjurada em uma área especifica, se for bem sucedida, remove apenas aquele efeito.\nVocê pode criar uma estrutura, permanentemente, afetada por proteger fortaleza ao conjurar essa magia nela a cada dia por um ano.", + "desc": "Você cria uma defesa que protege até 225 metros quadrados de espaço (uma área de um quadrado de 15 metros ou cem quadrados de 1,5 metro ou vinte e cinco quadrados de 3 metros). A área protegida pode ter até 6 metros de altura, no formado que você desejar. Você pode proteger diversos armazéns de uma fortaleza dividindo a área entre eles, contanto que você possa andar em cada área contígua enquanto estiver conjurando a magia.\nQuando você conjura essa magia, você pode especificar indivíduos que não serão afetados por qualquer dos efeitos que você escolher. Você também pode especificar uma senha que, ao ser falada em voz alta, deixa o orador imune aos efeitos.\nProteger fortaleza cria os seguintes efeitos dentro da área protegida.\nCorredores. Névoa preenche todos os corredores protegidos, tornando-os área de escuridão densa. Além disso, cada interseção ou passagem ramificada oferecendo uma escolha de direção, há 50 por cento de chance de uma criatura diferente de você acredite que está indo na direção oposta à que escolheu.\nPortas. Todas as portas na área protegida estão trancadas magicamente, como se estivessem seladas pela magia tranca arcana. Além disso, você pode cobrir até dez portas com uma ilusão (equivalente a função de objeto ilusório da magia ilusão menor) para fazê-las parecer seções simples da parede.\nEscadas. Teias preenchem todas as escadas na área protegida do topo ao solo, como a magia teia. Esses fios voltam a crescer em 10 minutos se forem queimados ou partidos enquanto proteger fortaleza durar.\nOutros Efeitos de Magia. Você pode colocar, à sua escolha, um dos seguintes efeitos mágicos dentro da área protegida de uma fortaleza.\n• Colocar globos de luz em quatro corredores. Você pode designar uma programação simples que as luzes repetem enquanto proteger fortaleza durar.\n• Colocar boca encantada em duas localizações.\n• Colocar névoa fétida em duas localizações. Os vapores aparecem nos locais que você designar; eles retornam dentro de 10 minutos, se forem dispersados por um vento, enquanto proteger fortaleza durar.\n• Colocar uma lufada de vento constante em um corredor ou aposento.\n• Colocar uma sugestão em uma localização. Você seleciona uma área de um quadrado de 1,5 metro e, qualquer criatura que entrar ou passar através dessa área recebe a sugestão mentalmente.\nA área protegida inteira irradia magia. Uma dissipar magia conjurada em uma área especifica, se for bem sucedida, remove apenas aquele efeito.\nVocê pode criar uma estrutura, permanentemente, afetada por proteger fortaleza ao conjurar essa magia nela a cada dia por um ano.", "duration": "24 horas", "higher_level": "", "id": 166, @@ -11878,7 +11878,7 @@ "M" ], "concentration": false, - "desc": "Você imbui uma criatura que você toca, com energia positiva para desfazer um efeito debilitante. Você pode reduzir a exaustão do alvo em um nível ou remover um dos seguintes do alvo:\n\u2022 Um efeito que enfeitice ou petrifique o alvo\n\u2022 Uma maldição, incluindo a sintonização do alvo com um item mágico amaldiçoado\n\u2022 Qualquer redução a um dos valores de habilidade do alvo\n\u2022 Um efeito que esteja reduzindo o máximo de pontos de vida do alvo", + "desc": "Você imbui uma criatura que você toca, com energia positiva para desfazer um efeito debilitante. Você pode reduzir a exaustão do alvo em um nível ou remover um dos seguintes do alvo:\n• Um efeito que enfeitice ou petrifique o alvo\n• Uma maldição, incluindo a sintonização do alvo com um item mágico amaldiçoado\n• Qualquer redução a um dos valores de habilidade do alvo\n• Um efeito que esteja reduzindo o máximo de pontos de vida do alvo", "duration": "Instantânea", "higher_level": "", "id": 164, @@ -12034,7 +12034,7 @@ "S" ], "concentration": true, - "desc": "Você toca uma criatura e a criatura deve ser bem sucedida em um teste de resistência de Sabedoria ou será amaldiçoada pela duração da magia. Quando você conjura essa magia, escolha a natureza da maldição dentre as seguintes opções:\n\u2022 Escolha um valor de habilidade. Enquanto amaldiçoado, o alvo tem desvantagem em testes de habilidade e testes de resistência feitos com esse valor de habilidade,\n\u2022 Enquanto amaldiçoado, o alvo tem desvantagem nas jogadas de ataque contra você.\n\u2022 Enquanto amaldiçoado, o alvo deve realizar um teste de resistência de Sabedoria no começo de cada um dos turnos dela. Se ela falhar, ela perderá sua ação aquele turno, não fazendo nada.\n\u2022 Enquanto o alvo estiver amaldiçoado, seus ataques e magias causam 1d8 de dano necrótico extra a ele.\nUma magia remover maldição termina esse efeito. Com a permissão do Mestre, você pode escolher um efeito alternativo de maldição, mas ele não deve ser mais poderoso que os descritos acima. O Mestre tem a palavra final sobre o efeito de uma maldição.", + "desc": "Você toca uma criatura e a criatura deve ser bem sucedida em um teste de resistência de Sabedoria ou será amaldiçoada pela duração da magia. Quando você conjura essa magia, escolha a natureza da maldição dentre as seguintes opções:\n• Escolha um valor de habilidade. Enquanto amaldiçoado, o alvo tem desvantagem em testes de habilidade e testes de resistência feitos com esse valor de habilidade,\n• Enquanto amaldiçoado, o alvo tem desvantagem nas jogadas de ataque contra você.\n• Enquanto amaldiçoado, o alvo deve realizar um teste de resistência de Sabedoria no começo de cada um dos turnos dela. Se ela falhar, ela perderá sua ação aquele turno, não fazendo nada.\n• Enquanto o alvo estiver amaldiçoado, seus ataques e magias causam 1d8 de dano necrótico extra a ele.\nUma magia remover maldição termina esse efeito. Com a permissão do Mestre, você pode escolher um efeito alternativo de maldição, mas ele não deve ser mais poderoso que os descritos acima. O Mestre tem a palavra final sobre o efeito de uma maldição.", "duration": "Até 1 minuto", "higher_level": "Se você conjurar essa magia usando um espaço de magia de 4° nível, a duração da concentração sobe para 10 minutos. Se você usar um espaço de magia de 5° ou 6° nível, a duração será de 8 horas. Se você usar um espaço de magia de 7° ou 8° nível, a duração será de 24 horas. Se você usar um espaço de magia de 9° nível, a magia dura até ser dissipada. Usar um espaço de magia de 5° nível ou superior faz com que a duração não necessite de concentração.", "id": 30, @@ -12123,7 +12123,7 @@ "M" ], "concentration": false, - "desc": "Você deixa uma área, dentro do alcance, magicamente segura. A área é um cubo que pode ser tão pequeno quanto 1,5 metro ou tão grande quanto 30 metros de cada lado. A magia permanece pela duração ou até você usar uma ação para dissipa-la.\nQuando você conjura essa magia, você decide que tipo de segurança ela fornecerá, escolhendo qualquer ou todas as propriedades a seguir:\n\u2022 Sons não podem atravessar a barreira na fronteira da área protegida.\n\u2022 A barreira da área protegida escura e nebulosa, impedindo visão (inclusive visão no escuro) através dela.\n\u2022 Sensores criados por magia de adivinhação não podem aparecer dentro da área protegida ou atravessar a barreira no perímetro.\n\u2022 As criaturas na área não podem ser alvo de magias de adivinhação.\n\u2022 Nada pode se teletransportar para dentro ou para fora da área protegida.\n\u2022 Viagem planar está bloqueada para dentro da área protegida.\nConjurar essa magia no mesmo lugar, a cada dia, por um ano, torna o efeito permanente.", + "desc": "Você deixa uma área, dentro do alcance, magicamente segura. A área é um cubo que pode ser tão pequeno quanto 1,5 metro ou tão grande quanto 30 metros de cada lado. A magia permanece pela duração ou até você usar uma ação para dissipa-la.\nQuando você conjura essa magia, você decide que tipo de segurança ela fornecerá, escolhendo qualquer ou todas as propriedades a seguir:\n• Sons não podem atravessar a barreira na fronteira da área protegida.\n• A barreira da área protegida escura e nebulosa, impedindo visão (inclusive visão no escuro) através dela.\n• Sensores criados por magia de adivinhação não podem aparecer dentro da área protegida ou atravessar a barreira no perímetro.\n• As criaturas na área não podem ser alvo de magias de adivinhação.\n• Nada pode se teletransportar para dentro ou para fora da área protegida.\n• Viagem planar está bloqueada para dentro da área protegida.\nConjurar essa magia no mesmo lugar, a cada dia, por um ano, torna o efeito permanente.", "duration": "24 horas", "higher_level": "Quando você conjurar essa magia usando um espaço de magia de 5° nível ou superior, você pode aumentar o tamanho do cubo em 30 metros de cada lado para cada nível do espaço acima do 4°. Então, você poderia proteger um cubo de até 60 metros de lado usando um espaço de magia de 5° nível.", "id": 238, @@ -12719,7 +12719,7 @@ "V" ], "concentration": false, - "desc": "Você manifesta pequenas maravilhas, um sinal de poder sobrenatural, dentro do alcance. Você cria um dos seguintes efeitos mágicos dentro do alcance:\n\u2022 Sua voz ressoa com o triplo do volume normal por 1 minuto.\n\u2022 Você provoca tremores inofensivos no solo por 1 minuto.\n\u2022 Você cria, instantaneamente, um som que se origina de um ponto, à sua escolha, dentro do alcance, como o barulho de um trovão, o gralhar de um corvo ou sussurros sinistros.\n\u2022 Você, instantaneamente, faz uma porta ou janela destrancada se abrir ou se fechar.\n\u2022 Você altera a aparência dos seus olhos por 1 minuto.\nSe você conjurar essa magia diversas vezes, você pode ter até três dos efeitos de 1 minuto ativos por vez, e você pode dissipar um desses efeitos com uma ação.", + "desc": "Você manifesta pequenas maravilhas, um sinal de poder sobrenatural, dentro do alcance. Você cria um dos seguintes efeitos mágicos dentro do alcance:\n• Sua voz ressoa com o triplo do volume normal por 1 minuto.\n• Você provoca tremores inofensivos no solo por 1 minuto.\n• Você cria, instantaneamente, um som que se origina de um ponto, à sua escolha, dentro do alcance, como o barulho de um trovão, o gralhar de um corvo ou sussurros sinistros.\n• Você, instantaneamente, faz uma porta ou janela destrancada se abrir ou se fechar.\n• Você altera a aparência dos seus olhos por 1 minuto.\nSe você conjurar essa magia diversas vezes, você pode ter até três dos efeitos de 1 minuto ativos por vez, e você pode dissipar um desses efeitos com uma ação.", "duration": "Até 1 minuto", "higher_level": "", "id": 329, @@ -13227,7 +13227,7 @@ "M" ], "concentration": true, - "desc": "Você se dota de resistência e proeza marcial alimentada por magia. Até que a magia termine, você não pode conjurar magias e você ganha os seguintes beneficios:\n\u2022 Você ganha 50 pontos de vida temporários. Se algum destes permanecer quando a magia terminar, eles são perdidos.\n\u2022 Você tem vantagem em rolagens de ataque que você faz com armas simples e marciais.\n\u2022 Quando você atinge um alvo com um ataque de armas , esse alvo recebe um dano de energia adicional de 2d12.\n\u2022 Você tem proficiência com todas as armaduras, escudos, armas simples e armas marciais. \u2022 Você possui proficiência em testes de resistência de Força e Constituição.\n\u2022 Você pode atacar duas vezes , ao invés de uma vez, quando você toma a ação de Ataque em seu turno. Você ignora esse beneficio se você já possui um recurso, como Ataque Extra, que lhe dá ataques extras.\nImediatamente após o término da magia, voce deve ter sucesso em um teste de resistência de Constituição CD 15 ou sofre um nivel de exaustão.", + "desc": "Você se dota de resistência e proeza marcial alimentada por magia. Até que a magia termine, você não pode conjurar magias e você ganha os seguintes beneficios:\n• Você ganha 50 pontos de vida temporários. Se algum destes permanecer quando a magia terminar, eles são perdidos.\n• Você tem vantagem em rolagens de ataque que você faz com armas simples e marciais.\n• Quando você atinge um alvo com um ataque de armas , esse alvo recebe um dano de energia adicional de 2d12.\n• Você tem proficiência com todas as armaduras, escudos, armas simples e armas marciais. • Você possui proficiência em testes de resistência de Força e Constituição.\n• Você pode atacar duas vezes , ao invés de uma vez, quando você toma a ação de Ataque em seu turno. Você ignora esse beneficio se você já possui um recurso, como Ataque Extra, que lhe dá ataques extras.\nImediatamente após o término da magia, voce deve ter sucesso em um teste de resistência de Constituição CD 15 ou sofre um nivel de exaustão.", "duration": "Até 10 minutos", "higher_level": "", "id": 440, @@ -13427,7 +13427,7 @@ "V" ], "concentration": true, - "desc": "Um vento forte (30 quilômetros por hora) sopra a sua volta num raio de 3 metros e se move com você, permanecendo centrado em você. O vento permanece pela duração da magia.\nO vento tem os seguintes efeitos:\n\u2022 Ele ensurdece você e outras criaturas n a área.\n\u2022 Ele extingu e chamas desprotegidas na área que tenham o tamanho de tochas ou menores.\n\u2022 A área é de terreno dificil para outras criaturas diferentes de você.\n\u2022 As jogadas de ataque à distância com armas tem desvantagem se passarem para dentro ou para fora do vento.\n\u2022 Ele afasta vapor, gás e névoa que possa ser dissipado por um vento forte.", + "desc": "Um vento forte (30 quilômetros por hora) sopra a sua volta num raio de 3 metros e se move com você, permanecendo centrado em você. O vento permanece pela duração da magia.\nO vento tem os seguintes efeitos:\n• Ele ensurdece você e outras criaturas n a área.\n• Ele extingu e chamas desprotegidas na área que tenham o tamanho de tochas ou menores.\n• A área é de terreno dificil para outras criaturas diferentes de você.\n• As jogadas de ataque à distância com armas tem desvantagem se passarem para dentro ou para fora do vento.\n• Ele afasta vapor, gás e névoa que possa ser dissipado por um vento forte.", "duration": "Até 10 minutos", "higher_level": "", "id": 451, @@ -14089,7 +14089,7 @@ "S" ], "concentration": true, - "desc": "Você convoca temporariamente três espíritos familiares que assumem formas animais de sua escolha. Cada familiar usa as mesmas regras e opções para um familiar conjurado pela magia encontrar familiar . Todos os familiares conjurados por esta magia devem ser do mesmo tipo de criatura (celestiais, fadas ou demônios; sua escolha). Se você já tem um familiar conjurado pelo feitiço encontrar familiar ou meio semelhante, então um familiar a menos é conjurado por este feitiço.\nFamiliares convocados por este feitiço podem comunicar-se telepaticamente com você e compartilhar seu visual ou auditivo sentidos enquanto estão a menos de 1 milha de você.\nQuando você lança um feitiço com alcance de toque, um dos familiares conjurados por este feitiço pode lançar o feitiço, normalmente. Entretanto, você pode lançar um feitiço de toque através de apenas um familiar por turno.", + "desc": "Você convoca temporariamente três espíritos familiares que assumem formas animais de sua escolha. Cada familiar usa as mesmas regras e opções para um familiar conjurado pela magia encontrar familiar. Todos os familiares conjurados por esta magia devem ser do mesmo tipo de criatura (celestiais, fadas ou demônios; sua escolha). Se você já tem um familiar conjurado pelo feitiço encontrar familiar ou meio semelhante, então um familiar a menos é conjurado por este feitiço.\nFamiliares convocados por este feitiço podem comunicar-se telepaticamente com você e compartilhar seu visual ou auditivo sentidos enquanto estão a menos de 1 milha de você.\nQuando você lança um feitiço com alcance de toque, um dos familiares conjurados por este feitiço pode lançar o feitiço, normalmente. Entretanto, você pode lançar um feitiço de toque através de apenas um familiar por turno.", "duration": "Até 1 hora", "higher_level": "Ao lançar esta magia usando um slot de magia de 3° nível ou superior, você conjura um familiar adicional para cada nível de slot acima do 2°.", "id": 489, @@ -14148,7 +14148,7 @@ "M" ], "concentration": false, - "desc": "Você conjura uma torre de dois andares feita de pedra, madeira ou outros materiais resistentes semelhantes. A torre pode ser redonda ou quadrada. Cada nível da torre tem 3 metros de altura e uma área de até 30 metros quadrados. O acesso entre os níveis consiste em uma escada simples e uma escotilha. Cada nível assume uma das seguintes formas, escolhidas por você ao lançar o feitiço:\n \u2022 Um quarto com uma cama, cadeiras, baú e lareira mágica\n \u2022 Um escritório com escrivaninhas, livros, estantes, pergaminhos, tinta, e canetas de tinta \n \u2022 Um espaço de jantar com mesa, cadeiras, lareira mágica, recipientes e utensílios de cozinha\n \u2022 Uma sala com sofás, poltronas, mesas laterais e banquinhos\n \u2022 Um banheiro com banheiros, banheiras, um braseiro mágico e bancos de sauna\n \u2022 Um observatório com telescópio e mapas do céu noturno\n \u2022 Uma sala vazia e sem mobília O interior da torre é quente e seco, independentemente das condições externas. Qualquer equipamento ou mobília conjurada com a torre se dissipa em fumaça se removida dela. No final da duração do feitiço, todas as criaturas e objetos dentro da torre que não foram criados pelo feitiço aparecem com segurança no solo, e todos os vestígios da torre e seus móveis desaparecem.\nVocê pode lançar este feitiço novamente enquanto ele ativo para manter a existência da torre por mais 24 horas. Você pode criar uma torre permanente lançando este feitiço no mesmo local e com a mesma configuração todos os dias durante um ano.", + "desc": "Você conjura uma torre de dois andares feita de pedra, madeira ou outros materiais resistentes semelhantes. A torre pode ser redonda ou quadrada. Cada nível da torre tem 3 metros de altura e uma área de até 30 metros quadrados. O acesso entre os níveis consiste em uma escada simples e uma escotilha. Cada nível assume uma das seguintes formas, escolhidas por você ao lançar o feitiço:\n • Um quarto com uma cama, cadeiras, baú e lareira mágica\n • Um escritório com escrivaninhas, livros, estantes, pergaminhos, tinta, e canetas de tinta \n • Um espaço de jantar com mesa, cadeiras, lareira mágica, recipientes e utensílios de cozinha\n • Uma sala com sofás, poltronas, mesas laterais e banquinhos\n • Um banheiro com banheiros, banheiras, um braseiro mágico e bancos de sauna\n • Um observatório com telescópio e mapas do céu noturno\n • Uma sala vazia e sem mobília O interior da torre é quente e seco, independentemente das condições externas. Qualquer equipamento ou mobília conjurada com a torre se dissipa em fumaça se removida dela. No final da duração do feitiço, todas as criaturas e objetos dentro da torre que não foram criados pelo feitiço aparecem com segurança no solo, e todos os vestígios da torre e seus móveis desaparecem.\nVocê pode lançar este feitiço novamente enquanto ele ativo para manter a existência da torre por mais 24 horas. Você pode criar uma torre permanente lançando este feitiço no mesmo local e com a mesma configuração todos os dias durante um ano.", "duration": "24 horas", "higher_level": "Quando você lança este feitiço usando um slot de magia de 4° nível ou superior, a torre pode ter uma história adicional para cada nível de slot além do 3°.", "id": 491, @@ -14957,7 +14957,7 @@ "S" ], "concentration": true, - "desc": "Você magicamente fortalece seu movimento com passos de dança, dando a si mesmo os seguintes benefícios pela duração.\n\n\u2022Seu deslocamento de caminhada aumenta em 3 metros.\n\n\u2022Você não provoca ataques de oportunidade.\n\n\u2022Você pode se mover pelo espaço de outra criatura, e isso não conta como terreno difícil. Se você terminar seu turno no espaço de outra criatura, você é desviado para o último espaço desocupado que ocupou e sofre 1d8 de dano de força.", + "desc": "Você magicamente fortalece seu movimento com passos de dança, dando a si mesmo os seguintes benefícios pela duração.\n\n•Seu deslocamento de caminhada aumenta em 3 metros.\n\n•Você não provoca ataques de oportunidade.\n\n•Você pode se mover pelo espaço de outra criatura, e isso não conta como terreno difícil. Se você terminar seu turno no espaço de outra criatura, você é desviado para o último espaço desocupado que ocupou e sofre 1d8 de dano de força.", "duration": "Até 1 minuto", "higher_level": "", "id": 517, @@ -15125,7 +15125,7 @@ "M" ], "concentration": false, - "desc": "Segurando a vara usada na conjuração do feitiço, você toca uma cadeira Grande ou menor que está desocupada. A haste desaparece, e a cadeira é transformada em um elmo que bloqueia feitiços.\n\n\nELME DE MANIFESTAÇÃO\nItem maravilhoso, raro (requer sintonização com um conjurador)\n\nA função desta cadeira ornamentada é impulsionar e manobrar um navio qual foi instalado através do espaço e do ar. Ele também pode impulsionar e manobrar um navio na água ou debaixo d'água, desde que o navio seja construído para tal viagem. O navio em questão deve pesar 1 tonelada ou mais.\n\nA sensação de estar sintonizado com um leme de interferência é semelhante ao efeito de alfinetes e agulhas que se experimenta depois que o braço ou a perna adormece, mas não é tão doloroso.\n \nEnquanto estiver sintonizado com um elmo bloqueador de feitiços e sentado nele, você ganha as seguintes habilidades enquanto mantiver a concentração (como se estivesse se concentrando em um feitiço):\n\n\u2022Você pode usar o elmo bloqueador de feitiços para mover a nave pelo espaço , ar ou água até a velocidade do navio. Se a nave estiver no espaço e nenhum outro objeto pesando 1 tonelada ou mais estiver a menos de 1,6 km dela, você poderá usar o leme de interferência para mover a embarcação com rapidez suficiente para viajar 160 milhões de milhas em 24 horas.\n\u2022Você pode dirigir a nave navio, embora de uma maneira um tanto desajeitada, da mesma forma que um leme ou remos podem ser usados ​​para manobrar um navio marítimo.\n\u2022A qualquer momento, você pode ver e ouvir o que está acontecendo dentro e ao redor do navio como se estivesse em um local de sua escolha a bordo.\n\nTransferir sintonização. Você pode usar uma ação para tocar um conjurador disposto. Essa criatura se sintoniza com o elmo de interferência imediatamente, e sua sintonização com ele termina.\n\nCUSTO DE UM ELME DE MANTAGEM\nUm elmo de interferência impulsiona e dirige um navio da mesma forma que velas, remos e lemes funcionam em uma embarcação marítima e um leme de interferência elmo é fácil de criar se tiver o feitiço adequado. Criar um elmo de interferência de feitiços tem um custo de componente material de 5.000 po, então esse é o mínimo que se pode pagar para adquirir um elmo de interferência de feitiços.\n\nOs mercadores do espaço selvagem, incluindo dohwars e mercanes (ambos descritos em Boo's Astral Menagerie), normalmente vendem um elmo de interferência de feitiços por substancialmente mais do que o custo para fazer. Quanto mais depende do mercado, mas 7.500 po seria uma demanda razoável. Um comprador desesperado no mercado de um vendedor pode pagar 10.000 po ou mais.", + "desc": "Segurando a vara usada na conjuração do feitiço, você toca uma cadeira Grande ou menor que está desocupada. A haste desaparece, e a cadeira é transformada em um elmo que bloqueia feitiços.\n\n\nELME DE MANIFESTAÇÃO\nItem maravilhoso, raro (requer sintonização com um conjurador)\n\nA função desta cadeira ornamentada é impulsionar e manobrar um navio qual foi instalado através do espaço e do ar. Ele também pode impulsionar e manobrar um navio na água ou debaixo d'água, desde que o navio seja construído para tal viagem. O navio em questão deve pesar 1 tonelada ou mais.\n\nA sensação de estar sintonizado com um leme de interferência é semelhante ao efeito de alfinetes e agulhas que se experimenta depois que o braço ou a perna adormece, mas não é tão doloroso.\n \nEnquanto estiver sintonizado com um elmo bloqueador de feitiços e sentado nele, você ganha as seguintes habilidades enquanto mantiver a concentração (como se estivesse se concentrando em um feitiço):\n\n•Você pode usar o elmo bloqueador de feitiços para mover a nave pelo espaço , ar ou água até a velocidade do navio. Se a nave estiver no espaço e nenhum outro objeto pesando 1 tonelada ou mais estiver a menos de 1,6 km dela, você poderá usar o leme de interferência para mover a embarcação com rapidez suficiente para viajar 160 milhões de milhas em 24 horas.\n•Você pode dirigir a nave navio, embora de uma maneira um tanto desajeitada, da mesma forma que um leme ou remos podem ser usados ​​para manobrar um navio marítimo.\n•A qualquer momento, você pode ver e ouvir o que está acontecendo dentro e ao redor do navio como se estivesse em um local de sua escolha a bordo.\n\nTransferir sintonização. Você pode usar uma ação para tocar um conjurador disposto. Essa criatura se sintoniza com o elmo de interferência imediatamente, e sua sintonização com ele termina.\n\nCUSTO DE UM ELME DE MANTAGEM\nUm elmo de interferência impulsiona e dirige um navio da mesma forma que velas, remos e lemes funcionam em uma embarcação marítima e um leme de interferência elmo é fácil de criar se tiver o feitiço adequado. Criar um elmo de interferência de feitiços tem um custo de componente material de 5.000 po, então esse é o mínimo que se pode pagar para adquirir um elmo de interferência de feitiços.\n\nOs mercadores do espaço selvagem, incluindo dohwars e mercanes (ambos descritos em Boo's Astral Menagerie), normalmente vendem um elmo de interferência de feitiços por substancialmente mais do que o custo para fazer. Quanto mais depende do mercado, mas 7.500 po seria uma demanda razoável. Um comprador desesperado no mercado de um vendedor pode pagar 10.000 po ou mais.", "duration": "Instantânea", "higher_level": "", "id": 522, @@ -15417,6 +15417,7 @@ { "casting_time": "Ação", "classes": [ + "Artífice", "Feiticeiro", "Mago" ], @@ -15443,6 +15444,7 @@ { "casting_time": "Ação", "classes": [ + "Artífice", "Bardo", "Clérigo", "Druida", @@ -15474,6 +15476,7 @@ { "casting_time": "1 minuto ou Ritual", "classes": [ + "Artífice", "Patrulheiro", "Mago" ], @@ -15501,6 +15504,7 @@ { "casting_time": "Ação", "classes": [ + "Artífice", "Feiticeiro", "Mago" ], @@ -15637,6 +15641,7 @@ { "casting_time": "Ação", "classes": [ + "Artífice", "Bardo", "Feiticeiro", "Mago" @@ -15646,7 +15651,7 @@ "S" ], "concentration": true, - "desc": "Os objetos são animados sob seu comando. Escolha um número de objetos não mágicos dentro do alcance que não estejam sendo usados \u200B\u200Bou carregados, que não estejam fixados em uma superfície e que não sejam gigantescos. O número máximo de objetos é igual ao seu modificador de habilidade de conjuração; para este número, um alvo Médio ou menor conta como um objeto, um alvo Grande conta como dois e um alvo Enorme conta como três.\n\nCada alvo é animado, cria pernas e se torna um Construto que usa o bloco de estatísticas Objeto Animado; esta criatura estará sob seu controle até o feitiço terminar ou até ser reduzida a 0 Pontos de Vida. Cada criatura que você cria com esta magia é uma aliada para você e seus aliados. Em combate, ele compartilha sua contagem de Iniciativa e realiza seu turno imediatamente após o seu.\n\nAté que a magia termine, você pode realizar uma Ação Bônus para comandar mentalmente qualquer criatura que você criou com esta magia se a criatura estiver a até 150 metros de você (se você controlar múltiplas criaturas, você pode comandar qualquer uma delas ao mesmo tempo, emitindo o mesmo comando para cada um). Se você não emitir nenhum comando, a criatura realiza a ação Esquivar e se move apenas para evitar danos. Quando a criatura chega a 0 Pontos de Vida, ela volta à sua forma de objeto e qualquer dano restante é transferido para essa forma.\n\nConstrução enorme ou menor, desalinhada\n\nCA 15\n\nHP 10 (Médio ou menor), 20 (Grande), 40 (Enorme)\n\nVelocidade 30 pés.\n\n Salvar Mod\nFOR 16 +3 +3\nDES 10 +0 +0\nCON 10 +0 +0\n\n Salvar Mod\nINT 3 −4 −4\nSAB 3 −4 −4\nCAR 1 −5 −5\n\nImunidades Veneno Psíquico; Encantado, Exaustão, Assustado, Paralisado, Envenenado\n\nSentidos Visão Cega 30 pés, Percepção Passiva 6\n\nIdiomas Compreende os idiomas que você conhece\n\nCR Nenhum (XP 0; PB é igual ao seu Bônus de Proficiência)\n\nAções\n\nBater. Rolagem de Ataque Corpo a Corpo: Bônus igual ao seu modificador de ataque de feitiço, alcance 1,5 m. Acerto: Dano de força igual a 1d4 + 3 (Médio ou menor), 2d6 + 3 + seu modificador de habilidade de lançamento de feitiços (Grande) ou 2d12 + 3 + sua habilidade de lançamento de feitiços modificador (enorme).", + "desc": "Os objetos são animados sob seu comando. Escolha um número de objetos não mágicos dentro do alcance que não estejam sendo usados ​​ou carregados, que não estejam fixados em uma superfície e que não sejam gigantescos. O número máximo de objetos é igual ao seu modificador de habilidade de conjuração; para este número, um alvo Médio ou menor conta como um objeto, um alvo Grande conta como dois e um alvo Enorme conta como três.\n\nCada alvo é animado, cria pernas e se torna um Construto que usa o bloco de estatísticas Objeto Animado; esta criatura estará sob seu controle até o feitiço terminar ou até ser reduzida a 0 Pontos de Vida. Cada criatura que você cria com esta magia é uma aliada para você e seus aliados. Em combate, ele compartilha sua contagem de Iniciativa e realiza seu turno imediatamente após o seu.\n\nAté que a magia termine, você pode realizar uma Ação Bônus para comandar mentalmente qualquer criatura que você criou com esta magia se a criatura estiver a até 150 metros de você (se você controlar múltiplas criaturas, você pode comandar qualquer uma delas ao mesmo tempo, emitindo o mesmo comando para cada um). Se você não emitir nenhum comando, a criatura realiza a ação Esquivar e se move apenas para evitar danos. Quando a criatura chega a 0 Pontos de Vida, ela volta à sua forma de objeto e qualquer dano restante é transferido para essa forma.\n\nConstrução enorme ou menor, desalinhada\n\nCA 15\n\nHP 10 (Médio ou menor), 20 (Grande), 40 (Enorme)\n\nVelocidade 30 pés.\n\n Salvar Mod\nFOR 16 +3 +3\nDES 10 +0 +0\nCON 10 +0 +0\n\n Salvar Mod\nINT 3 −4 −4\nSAB 3 −4 −4\nCAR 1 −5 −5\n\nImunidades Veneno Psíquico; Encantado, Exaustão, Assustado, Paralisado, Envenenado\n\nSentidos Visão Cega 30 pés, Percepção Passiva 6\n\nIdiomas Compreende os idiomas que você conhece\n\nCR Nenhum (XP 0; PB é igual ao seu Bônus de Proficiência)\n\nAções\n\nBater. Rolagem de Ataque Corpo a Corpo: Bônus igual ao seu modificador de ataque de feitiço, alcance 1,5 m. Acerto: Dano de força igual a 1d4 + 3 (Médio ou menor), 2d6 + 3 + seu modificador de habilidade de lançamento de feitiços (Grande) ou 2d12 + 3 + sua habilidade de lançamento de feitiços modificador (enorme).", "duration": "Até 1 minuto", "higher_level": "O dano de pancada da criatura aumenta em 1d4 (Médio ou menor), 1d6 (Grande) ou 1d12 (Enorme) para cada nível de espaço de magia acima de 5.", "id": 539, @@ -15746,6 +15751,7 @@ { "casting_time": "Ação", "classes": [ + "Artífice", "Mago" ], "components": [ @@ -15800,6 +15806,7 @@ { "casting_time": "Ação", "classes": [ + "Artífice", "Mago" ], "components": [ @@ -15826,6 +15833,7 @@ { "casting_time": "Ação bônus", "classes": [ + "Artífice", "Feiticeiro", "Mago" ], @@ -16264,7 +16272,7 @@ "S" ], "concentration": true, - "desc": "Você toca uma criatura, que deve ser bem sucedida em um teste de resistência de Sabedoria ou será amaldiçoada enquanto durar. Até que a maldição termine, o alvo sofre um dos seguintes efeitos à sua escolha:\n\n\u2022Escolha uma habilidade. O alvo tem Desvantagem em testes de habilidade e testes de resistência feitos com essa habilidade.\n\u2022O alvo tem Desvantagem nas jogadas de ataque contra você.\n\u2022Em combate, o alvo deve ser bem sucedido em um teste de resistência de Sabedoria no início de cada um de seus turnos ou será forçado a realizar a ação de Esquiva naquele turno.\n\u2022Se você causar dano ao alvo com uma jogada de ataque ou um feitiço, o alvo sofre 1d8 de dano necrótico extra.", + "desc": "Você toca uma criatura, que deve ser bem sucedida em um teste de resistência de Sabedoria ou será amaldiçoada enquanto durar. Até que a maldição termine, o alvo sofre um dos seguintes efeitos à sua escolha:\n\n•Escolha uma habilidade. O alvo tem Desvantagem em testes de habilidade e testes de resistência feitos com essa habilidade.\n•O alvo tem Desvantagem nas jogadas de ataque contra você.\n•Em combate, o alvo deve ser bem sucedido em um teste de resistência de Sabedoria no início de cada um de seus turnos ou será forçado a realizar a ação de Esquiva naquele turno.\n•Se você causar dano ao alvo com uma jogada de ataque ou um feitiço, o alvo sofre 1d8 de dano necrótico extra.", "duration": "Até 1 minuto", "higher_level": "Se você conjurar esta magia usando um espaço de magia de nível 4, você pode manter Concentração nela por até 10 minutos. Se você usar um espaço de magia de nível 5+, a magia não requer Concentração, e a duração se torna 8 horas (espaço de nível 5–6) ou 24 horas (espaço de nível 7–8). Se você usar um espaço de magia de nível 9, a magia dura até ser dissipada.", "id": 562, @@ -16283,6 +16291,7 @@ { "casting_time": "Ação", "classes": [ + "Artífice", "Feiticeiro", "Mago" ], @@ -16473,6 +16482,7 @@ { "casting_time": "Ação", "classes": [ + "Artífice", "Feiticeiro", "Mago" ], @@ -16498,6 +16508,7 @@ { "casting_time": "Ação", "classes": [ + "Artífice", "Feiticeiro", "Mago" ], @@ -16583,7 +16594,7 @@ "S" ], "concentration": true, - "desc": "Cada Humanóide em uma Esfera de 6 metros de raio centrada em um ponto que você escolher dentro do alcance deve ser bem sucedido em um teste de resistência de Carisma ou será afetado por um dos seguintes efeitos (escolha para cada criatura):\n\n\u2022A criatura tem Imunidade às condições Encantado e Amedrontado até o feitiço terminar. Se a criatura já estava Encantada ou Amedrontada, essas condições serão suprimidas enquanto durar.\n\u2022A criatura se torna Indiferente em relação às criaturas de sua escolha às quais ela é Hostil. Essa indiferença termina se o alvo sofrer dano ou testemunhar seus aliados sofrendo dano. Quando a magia termina, a atitude da criatura volta ao normal.", + "desc": "Cada Humanóide em uma Esfera de 6 metros de raio centrada em um ponto que você escolher dentro do alcance deve ser bem sucedido em um teste de resistência de Carisma ou será afetado por um dos seguintes efeitos (escolha para cada criatura):\n\n•A criatura tem Imunidade às condições Encantado e Amedrontado até o feitiço terminar. Se a criatura já estava Encantada ou Amedrontada, essas condições serão suprimidas enquanto durar.\n•A criatura se torna Indiferente em relação às criaturas de sua escolha às quais ela é Hostil. Essa indiferença termina se o alvo sofrer dano ou testemunhar seus aliados sofrendo dano. Quando a magia termina, a atitude da criatura volta ao normal.", "duration": "Até 1 minuto", "id": 574, "level": 2, @@ -16771,6 +16782,7 @@ { "casting_time": "Ação", "classes": [ + "Artífice", "Clérigo", "Paladino", "Mago" @@ -16998,7 +17010,7 @@ "V", "S" ], - "desc": "Você se comunica com os espíritos da natureza e adquire conhecimento da área circundante. Ao ar livre, a magia lhe dá conhecimento da área a até 3 milhas de você. Em cavernas e outros ambientes subterrâneos naturais, o raio é limitado a 90 metros. O feitiço não funciona onde a natureza foi substituída pela construção, como em castelos e assentamentos.\n\nEscolha três dos seguintes fatos; você aprende esses fatos no que se refere à área da magia:\n\n\u2022Locais de assentamentos\n\u2022Localizações de portais para outros planos de existência\n\u2022Localização de uma criatura com Classificação de Desafio 10+ (escolha do Mestre) que seja Celestial, Elemental, Fey, Demônio ou Morto-Vivo\n\u2022O tipo de planta, mineral ou animal mais comum (você escolhe qual aprender)\n\n\u2022Localizações de corpos d'água\n\nPor exemplo, você pode determinar a localização de um monstro poderoso na área, a localização de corpos d'água e a localização de qualquer cidade.", + "desc": "Você se comunica com os espíritos da natureza e adquire conhecimento da área circundante. Ao ar livre, a magia lhe dá conhecimento da área a até 3 milhas de você. Em cavernas e outros ambientes subterrâneos naturais, o raio é limitado a 90 metros. O feitiço não funciona onde a natureza foi substituída pela construção, como em castelos e assentamentos.\n\nEscolha três dos seguintes fatos; você aprende esses fatos no que se refere à área da magia:\n\n•Locais de assentamentos\n•Localizações de portais para outros planos de existência\n•Localização de uma criatura com Classificação de Desafio 10+ (escolha do Mestre) que seja Celestial, Elemental, Fey, Demônio ou Morto-Vivo\n•O tipo de planta, mineral ou animal mais comum (você escolhe qual aprender)\n\n•Localizações de corpos d'água\n\nPor exemplo, você pode determinar a localização de um monstro poderoso na área, a localização de corpos d'água e a localização de qualquer cidade.", "duration": "Instantâneo", "id": 589, "level": 5, @@ -17442,6 +17454,7 @@ { "casting_time": "Ação", "classes": [ + "Artífice", "Clérigo", "Druida", "Mago" @@ -17580,6 +17593,7 @@ { "casting_time": "Ação", "classes": [ + "Artífice", "Clérigo", "Paladino" ], @@ -17662,6 +17676,7 @@ { "casting_time": "1 minuto", "classes": [ + "Artífice", "Feiticeiro", "Mago" ], @@ -17742,6 +17757,7 @@ { "casting_time": "Ação", "classes": [ + "Artífice", "Bardo", "Clérigo", "Druida", @@ -17771,6 +17787,7 @@ { "casting_time": "Ação", "classes": [ + "Artífice", "Bardo", "Feiticeiro", "Mago" @@ -17828,6 +17845,7 @@ { "casting_time": "Ação", "classes": [ + "Artífice", "Druida", "Patrulheiro", "Feiticeiro", @@ -18013,6 +18031,7 @@ { "casting_time": "Ação ou Ritual", "classes": [ + "Artífice", "Bardo", "Clérigo", "Druida", @@ -18130,6 +18149,7 @@ { "casting_time": "Ação", "classes": [ + "Artífice", "Bardo", "Feiticeiro", "Mago" @@ -18212,6 +18232,7 @@ { "casting_time": "Ação", "classes": [ + "Artífice", "Bardo", "Clérigo", "Druida", @@ -18452,6 +18473,7 @@ { "casting_time": "Ação bônus", "classes": [ + "Artífice", "Feiticeiro", "Mago" ], @@ -18613,6 +18635,7 @@ { "casting_time": "Ação", "classes": [ + "Artífice", "Druida", "Feiticeiro", "Mago" @@ -18639,6 +18662,7 @@ { "casting_time": "Ação", "classes": [ + "Artífice", "Druida", "Paladino", "Patrulheiro" @@ -18667,6 +18691,7 @@ { "casting_time": "Ação", "classes": [ + "Artífice", "Bardo", "Clérigo", "Druida", @@ -18700,6 +18725,7 @@ { "casting_time": "Ação", "classes": [ + "Artífice", "Bardo", "Druida", "Feiticeiro", @@ -18863,6 +18889,7 @@ { "casting_time": "Ação bônus", "classes": [ + "Artífice", "Feiticeiro", "Bruxo", "Mago" @@ -18918,6 +18945,7 @@ { "casting_time": "10 minutos", "classes": [ + "Artífice", "Mago" ], "components": [ @@ -18942,6 +18970,7 @@ { "casting_time": "Ação", "classes": [ + "Artífice", "Bardo", "Druida" ], @@ -18967,6 +18996,7 @@ { "casting_time": "Ação", "classes": [ + "Artífice", "Feiticeiro", "Mago" ], @@ -19025,6 +19055,7 @@ { "casting_time": "Reação, que você toma quando você ou uma criatura que você pode ver a até 60 pés de você cai", "classes": [ + "Artífice", "Bardo", "Feiticeiro", "Mago" @@ -19241,6 +19272,7 @@ { "casting_time": "Ação", "classes": [ + "Artífice", "Feiticeiro", "Mago" ], @@ -19436,6 +19468,7 @@ { "casting_time": "Ação", "classes": [ + "Artífice", "Feiticeiro", "Bruxo", "Mago" @@ -19605,6 +19638,7 @@ { "casting_time": "Ação", "classes": [ + "Artífice", "Bardo", "Clérigo", "Druida", @@ -19859,6 +19893,7 @@ { "casting_time": "1 hora", "classes": [ + "Artífice", "Bardo", "Clérigo", "Mago" @@ -19942,6 +19977,7 @@ { "casting_time": "Ação", "classes": [ + "Artífice", "Feiticeiro", "Mago" ], @@ -19996,6 +20032,7 @@ { "casting_time": "Ação", "classes": [ + "Artífice", "Bardo", "Clérigo", "Druida", @@ -20007,7 +20044,7 @@ "S", "M" ], - "desc": "Você toca uma criatura e remove magicamente um dos seguintes efeitos dela:\n\n\u20221 nível de exaustão\n\u2022A condição Encantado ou Petrificado\n\u2022Uma maldição, incluindo a sintonização do alvo com um item mágico amaldiçoado\n\u2022Qualquer redução em um dos valores de habilidade do alvo\n\u2022Qualquer redução no máximo de Pontos de Vida do alvo", + "desc": "Você toca uma criatura e remove magicamente um dos seguintes efeitos dela:\n\n•1 nível de exaustão\n•A condição Encantado ou Petrificado\n•Uma maldição, incluindo a sintonização do alvo com um item mágico amaldiçoado\n•Qualquer redução em um dos valores de habilidade do alvo\n•Qualquer redução no máximo de Pontos de Vida do alvo", "duration": "Instantâneo", "id": 699, "level": 5, @@ -20057,7 +20094,7 @@ "S", "M" ], - "desc": "Você cria uma proteção que protege até 2.500 pés quadrados de espaço no chão. A área protegida pode ter até 20 pés de altura, e você a molda como um quadrado de 50 pés, cem quadrados de 5 pés que são contíguos, ou vinte e cinco quadrados de 10 pés que são contíguos. Quando você conjura esta magia, você pode especificar indivíduos que não são afetados pelos efeitos da magia. Você também pode especificar uma senha que, quando falada em voz alta a 5 pés da área protegida, torna o falante imune aos seus efeitos. A magia cria os efeitos abaixo dentro da área protegida. Dissipar Magia não tem efeito em Guardas e Proteções em si, mas cada um dos seguintes efeitos pode ser dissipado. Se todos os quatro forem dissipados, Guardas e Proteções termina. Se você conjurar a magia todos os dias por 365 dias na mesma área, a magia depois disso dura até que todos os seus efeitos sejam dissipados. Corredores. A névoa preenche todos os corredores protegidos, tornando-os Pesadamente Obscurecidos. Além disso, em cada intersecção ou passagem ramificada que oferece uma escolha de direção, há 50 por cento de chance de que uma criatura diferente de você acredite que está indo na direção oposta à que escolheu. Portas. Todas as portas na área protegida são magicamente trancadas, como se seladas pela magia Arcane Lock. Além disso, você pode cobrir até dez portas com uma ilusão para fazê-las parecerem seções simples de parede. Escadas. Teias preenchem todas as escadas na área protegida de cima para baixo, como na magia Web. Esses fios crescem novamente em 10 minutos se forem destruídos enquanto Guards and Wards durar. Outro efeito de magia. Coloque um dos seguintes efeitos mágicos dentro da área protegida:\n\n\u2022 Luzes dançantes em quatro corredores, com um programa simples que as luzes repetem enquanto durarem os guardas e enfermarias\n\u2022Magic Mouth em dois locais\n\u2022 Nuvem fedorenta em dois locais (os vapores retornam em 10 minutos se forem dispersos enquanto durarem os Guardas e Sentinelas)\n\u2022 Rajada de Vento em um corredor ou sala (o vento sopra continuamente enquanto o feitiço durar)\n\u2022Sugestão de um quadrado de 1,50m; qualquer criatura que entre nesse quadrado recebe a sugestão mentalmente", + "desc": "Você cria uma proteção que protege até 2.500 pés quadrados de espaço no chão. A área protegida pode ter até 20 pés de altura, e você a molda como um quadrado de 50 pés, cem quadrados de 5 pés que são contíguos, ou vinte e cinco quadrados de 10 pés que são contíguos. Quando você conjura esta magia, você pode especificar indivíduos que não são afetados pelos efeitos da magia. Você também pode especificar uma senha que, quando falada em voz alta a 5 pés da área protegida, torna o falante imune aos seus efeitos. A magia cria os efeitos abaixo dentro da área protegida. Dissipar Magia não tem efeito em Guardas e Proteções em si, mas cada um dos seguintes efeitos pode ser dissipado. Se todos os quatro forem dissipados, Guardas e Proteções termina. Se você conjurar a magia todos os dias por 365 dias na mesma área, a magia depois disso dura até que todos os seus efeitos sejam dissipados. Corredores. A névoa preenche todos os corredores protegidos, tornando-os Pesadamente Obscurecidos. Além disso, em cada intersecção ou passagem ramificada que oferece uma escolha de direção, há 50 por cento de chance de que uma criatura diferente de você acredite que está indo na direção oposta à que escolheu. Portas. Todas as portas na área protegida são magicamente trancadas, como se seladas pela magia Arcane Lock. Além disso, você pode cobrir até dez portas com uma ilusão para fazê-las parecerem seções simples de parede. Escadas. Teias preenchem todas as escadas na área protegida de cima para baixo, como na magia Web. Esses fios crescem novamente em 10 minutos se forem destruídos enquanto Guards and Wards durar. Outro efeito de magia. Coloque um dos seguintes efeitos mágicos dentro da área protegida:\n\n• Luzes dançantes em quatro corredores, com um programa simples que as luzes repetem enquanto durarem os guardas e enfermarias\n•Magic Mouth em dois locais\n• Nuvem fedorenta em dois locais (os vapores retornam em 10 minutos se forem dispersos enquanto durarem os Guardas e Sentinelas)\n• Rajada de Vento em um corredor ou sala (o vento sopra continuamente enquanto o feitiço durar)\n•Sugestão de um quadrado de 1,50m; qualquer criatura que entre nesse quadrado recebe a sugestão mentalmente", "duration": "24 horas", "id": 701, "level": 6, @@ -20076,6 +20113,7 @@ { "casting_time": "Ação", "classes": [ + "Artífice", "Clérigo", "Druida" ], @@ -20260,6 +20298,7 @@ { "casting_time": "Ação", "classes": [ + "Artífice", "Feiticeiro", "Mago" ], @@ -20340,6 +20379,7 @@ { "casting_time": "Ação", "classes": [ + "Artífice", "Bardo", "Druida" ], @@ -20707,6 +20747,7 @@ { "casting_time": "1 minuto ou Ritual", "classes": [ + "Artífice", "Bardo", "Mago" ], @@ -20870,6 +20911,7 @@ { "casting_time": "Ação", "classes": [ + "Artífice", "Bardo", "Feiticeiro", "Bruxo", @@ -20930,6 +20972,7 @@ { "casting_time": "Ação bônus", "classes": [ + "Artífice", "Druida", "Patrulheiro", "Feiticeiro", @@ -21013,6 +21056,7 @@ { "casting_time": "Ação", "classes": [ + "Artífice", "Mago" ], "components": [ @@ -21066,6 +21110,7 @@ { "casting_time": "Ação bônus", "classes": [ + "Artífice", "Bardo", "Clérigo", "Druida", @@ -21094,6 +21139,7 @@ { "casting_time": "Ação", "classes": [ + "Artífice", "Feiticeiro", "Mago" ], @@ -21122,6 +21168,7 @@ { "casting_time": "Ação", "classes": [ + "Artífice", "Bardo", "Clérigo", "Feiticeiro", @@ -21295,6 +21342,7 @@ { "casting_time": "Ação", "classes": [ + "Artífice", "Bardo", "Druida", "Patrulheiro", @@ -21352,6 +21400,7 @@ { "casting_time": "Ação", "classes": [ + "Artífice", "Bardo", "Feiticeiro", "Bruxo", @@ -21389,7 +21438,7 @@ "S", "M" ], - "desc": "Você cria um Cilindro de energia mágica de 10 pés de raio e 20 pés de altura centrado em um ponto no chão que você pode ver dentro do alcance. Runas brilhantes aparecem onde quer que o Cilindro cruze com o chão ou outra superfície. Escolha um ou mais dos seguintes tipos de criaturas: Celestiais, Elementais, Feéricos, Demônios ou Mortos-vivos. O círculo afeta uma criatura do tipo escolhido das seguintes maneiras:\n\n\u2022A criatura não pode entrar voluntariamente no Cilindro por meios não mágicos. Se a criatura tentar usar teletransporte ou viagem interplanar para fazer isso, ela deve primeiro ter sucesso em um teste de resistência de Carisma.\n\u2022A criatura tem Desvantagem nas jogadas de ataque contra alvos dentro do Cilindro.\n\u2022Alvos dentro do Cilindro não podem ser possuídos ou ganhar a condição Encantado ou Amedrontado da criatura.\n\nCada vez que você conjura esta magia, você pode fazer com que sua magia opere na direção reversa, impedindo que uma criatura do tipo especificado saia do Cilindro e protegendo alvos fora dele.", + "desc": "Você cria um Cilindro de energia mágica de 10 pés de raio e 20 pés de altura centrado em um ponto no chão que você pode ver dentro do alcance. Runas brilhantes aparecem onde quer que o Cilindro cruze com o chão ou outra superfície. Escolha um ou mais dos seguintes tipos de criaturas: Celestiais, Elementais, Feéricos, Demônios ou Mortos-vivos. O círculo afeta uma criatura do tipo escolhido das seguintes maneiras:\n\n•A criatura não pode entrar voluntariamente no Cilindro por meios não mágicos. Se a criatura tentar usar teletransporte ou viagem interplanar para fazer isso, ela deve primeiro ter sucesso em um teste de resistência de Carisma.\n•A criatura tem Desvantagem nas jogadas de ataque contra alvos dentro do Cilindro.\n•Alvos dentro do Cilindro não podem ser possuídos ou ganhar a condição Encantado ou Amedrontado da criatura.\n\nCada vez que você conjura esta magia, você pode fazer com que sua magia opere na direção reversa, impedindo que uma criatura do tipo especificado saia do Cilindro e protegendo alvos fora dele.", "duration": "1 hora", "higher_level": "A duração aumenta em 1 hora para cada nível de magia acima de 3.", "id": 749, @@ -21461,6 +21510,7 @@ { "casting_time": "1 minuto ou Ritual", "classes": [ + "Artífice", "Bardo", "Mago" ], @@ -21488,6 +21538,7 @@ { "casting_time": "Ação bônus", "classes": [ + "Artífice", "Paladino", "Patrulheiro", "Feiticeiro", @@ -21759,6 +21810,7 @@ { "casting_time": "Ação", "classes": [ + "Artífice", "Bardo", "Druida", "Feiticeiro", @@ -22077,6 +22129,7 @@ { "casting_time": "Ação", "classes": [ + "Artífice", "Mago" ], "components": [ @@ -22130,6 +22183,7 @@ { "casting_time": "10 minutos", "classes": [ + "Artífice", "Mago" ], "components": [ @@ -22137,7 +22191,7 @@ "S", "M" ], - "desc": "Você torna uma área dentro do alcance magicamente segura. A área é um Cubo que pode ser tão pequeno quanto 5 pés até tão grande quanto 100 pés de cada lado. A magia dura pela duração. Quando você conjura a magia, você decide que tipo de segurança a magia fornece, escolhendo qualquer uma das seguintes propriedades:\n\n\u2022O som não pode passar pela barreira na borda da área protegida.\n\u2022A barreira da área protegida parece escura e nebulosa, impedindo a visão (incluindo Visão no Escuro) através dela.\n\u2022Sensores criados por feitiços de Adivinhação não podem aparecer dentro da área protegida ou passar pela barreira em seu perímetro.\n\u2022As criaturas na área não podem ser alvo de feitiços de Adivinhação.\n\u2022Nada pode se teletransportar para dentro ou fora da área protegida.\n\u2022A viagem plana está bloqueada dentro da área protegida.\n\nConjurar esta magia no mesmo local todos os dias por 365 dias faz com que a magia dure até ser dissipada.", + "desc": "Você torna uma área dentro do alcance magicamente segura. A área é um Cubo que pode ser tão pequeno quanto 5 pés até tão grande quanto 100 pés de cada lado. A magia dura pela duração. Quando você conjura a magia, você decide que tipo de segurança a magia fornece, escolhendo qualquer uma das seguintes propriedades:\n\n•O som não pode passar pela barreira na borda da área protegida.\n•A barreira da área protegida parece escura e nebulosa, impedindo a visão (incluindo Visão no Escuro) através dela.\n•Sensores criados por feitiços de Adivinhação não podem aparecer dentro da área protegida ou passar pela barreira em seu perímetro.\n•As criaturas na área não podem ser alvo de feitiços de Adivinhação.\n•Nada pode se teletransportar para dentro ou fora da área protegida.\n•A viagem plana está bloqueada dentro da área protegida.\n\nConjurar esta magia no mesmo local todos os dias por 365 dias faz com que a magia dure até ser dissipada.", "duration": "24 horas", "higher_level": "Você pode aumentar o tamanho do Cubo em 100 pés para cada nível de slot de magia acima de 4.", "id": 777, @@ -22296,6 +22350,7 @@ { "casting_time": "Ação", "classes": [ + "Artífice", "Mago" ], "components": [ @@ -22593,6 +22648,7 @@ { "casting_time": "Ação", "classes": [ + "Artífice", "Druida", "Feiticeiro", "Bruxo", @@ -22776,6 +22832,7 @@ { "casting_time": "Ação", "classes": [ + "Artífice", "Bardo", "Feiticeiro", "Bruxo", @@ -22935,6 +22992,7 @@ { "casting_time": "Ação", "classes": [ + "Artífice", "Clérigo", "Druida", "Patrulheiro", @@ -22995,6 +23053,7 @@ { "casting_time": "Ação", "classes": [ + "Artífice", "Clérigo", "Druida", "Paladino", @@ -23022,6 +23081,7 @@ { "casting_time": "Ação ou Ritual", "classes": [ + "Artífice", "Clérigo", "Druida", "Paladino" @@ -23129,6 +23189,7 @@ { "casting_time": "Ação", "classes": [ + "Artífice", "Feiticeiro", "Mago" ], @@ -23262,6 +23323,7 @@ { "casting_time": "Ação", "classes": [ + "Artífice", "Clérigo", "Druida" ], @@ -23344,6 +23406,7 @@ { "casting_time": "Ação", "classes": [ + "Artífice", "Clérigo", "Druida", "Paladino", @@ -23373,6 +23436,7 @@ { "casting_time": "Ação", "classes": [ + "Artífice", "Mago" ], "components": [ @@ -23424,6 +23488,7 @@ { "casting_time": "Ação bônus", "classes": [ + "Artífice", "Clérigo" ], "components": [ @@ -23531,6 +23596,7 @@ { "casting_time": "Ação", "classes": [ + "Artífice", "Bardo", "Feiticeiro", "Mago" @@ -23801,6 +23867,7 @@ { "casting_time": "Ação", "classes": [ + "Artífice", "Feiticeiro", "Mago" ], @@ -24021,6 +24088,7 @@ { "casting_time": "Ação", "classes": [ + "Artífice", "Clérigo", "Druida" ], @@ -24128,6 +24196,7 @@ { "casting_time": "Ação", "classes": [ + "Artífice", "Feiticeiro", "Bruxo", "Mago" @@ -24345,6 +24414,7 @@ { "casting_time": "Ação", "classes": [ + "Artífice", "Clérigo", "Druida", "Mago" @@ -24373,6 +24443,7 @@ { "casting_time": "Ação", "classes": [ + "Artífice", "Druida", "Patrulheiro", "Feiticeiro", @@ -24544,6 +24615,7 @@ { "casting_time": "Ação", "classes": [ + "Artífice", "Mago" ], "components": [ @@ -24977,7 +25049,7 @@ "components": [ "V" ], - "desc": "Esta magia transporta instantaneamente você e até oito criaturas dispostas que você pode ver dentro do alcance, ou um único objeto que você pode ver dentro do alcance, para um destino que você selecionar. Se você mirar em um objeto, ele deve ser Grande ou menor, e não pode ser segurado ou carregado por uma criatura relutante. O destino que você escolher deve ser conhecido por você, e deve estar no mesmo plano de existência que você. Sua familiaridade com o destino determina se você chegará lá com sucesso. O Mestre rola 1d100 e consulta a tabela Resultado do Teletransporte e as explicações depois dela. Familiaridade Acidente Área semelhante Fora do alvo No alvo Círculo permanente — — — 01–00 Objeto vinculado — — — 01–00 Muito familiar 01–05 06–13 14–24 25–00 Visto casualmente 01–33 34–43 44–53 54–00 Visto uma vez ou descrito 01–43 44–53 54–73 74–00 Destino falso 01–50 51–00 — — Familiaridade. Aqui estão os significados dos termos na coluna Familiaridade da tabela:\n\n\u2022“Círculo Permanente” significa um círculo de teletransporte permanente cuja sequência de sigilos você conhece.\n\u2022“Objeto vinculado” significa que você possui um objeto retirado do destino desejado nos últimos seis meses, como um livro da biblioteca de um mago.\n\u2022“Muito familiar” é um lugar que você visitou com frequência, um lugar que você estudou cuidadosamente ou um lugar que você pode ver ao lançar o feitiço.\n\u2022“Visto casualmente” é um lugar que você já viu mais de uma vez, mas com o qual não está muito familiarizado.\n\u2022“Visualizado uma vez ou descrito” é um lugar que você viu uma vez, possivelmente usando magia, ou um lugar que você conhece através da descrição de outra pessoa, talvez de um mapa.\n\u2022“Falso destino” é um lugar que não existe. Talvez você tenha tentado visualizar o santuário de um inimigo, mas em vez disso viu uma ilusão, ou está tentando se teletransportar para um local que não existe mais.Acidente. A magia imprevisível da magia resulta em uma jornada difícil. Cada criatura teletransportada (ou o objeto alvo) recebe 3d10 de dano de Força, e o Mestre rola novamente na tabela para ver onde você vai parar (vários acidentes podem ocorrer, causando dano a cada vez). Área semelhante. Você e seu grupo (ou o objeto alvo) aparecem em uma área diferente que é visualmente ou tematicamente similar à área alvo. Você aparece no lugar similar mais próximo. Se você estiver indo para seu laboratório, por exemplo, você pode aparecer no laboratório de outra pessoa na mesma cidade. Fora do Alvo. Você e seu grupo (ou o objeto alvo) aparecem a 2d12 milhas de distância do destino em uma direção aleatória. Role 1d8 para a direção: 1, leste; 2, sudeste; 3, sul; 4, sudoeste; 5, oeste; 6, noroeste; 7, norte; ou 8, nordeste. No Alvo. Você e seu grupo (ou o objeto alvo) aparecem onde você pretendia.", + "desc": "Esta magia transporta instantaneamente você e até oito criaturas dispostas que você pode ver dentro do alcance, ou um único objeto que você pode ver dentro do alcance, para um destino que você selecionar. Se você mirar em um objeto, ele deve ser Grande ou menor, e não pode ser segurado ou carregado por uma criatura relutante. O destino que você escolher deve ser conhecido por você, e deve estar no mesmo plano de existência que você. Sua familiaridade com o destino determina se você chegará lá com sucesso. O Mestre rola 1d100 e consulta a tabela Resultado do Teletransporte e as explicações depois dela. Familiaridade Acidente Área semelhante Fora do alvo No alvo Círculo permanente — — — 01–00 Objeto vinculado — — — 01–00 Muito familiar 01–05 06–13 14–24 25–00 Visto casualmente 01–33 34–43 44–53 54–00 Visto uma vez ou descrito 01–43 44–53 54–73 74–00 Destino falso 01–50 51–00 — — Familiaridade. Aqui estão os significados dos termos na coluna Familiaridade da tabela:\n\n•“Círculo Permanente” significa um círculo de teletransporte permanente cuja sequência de sigilos você conhece.\n•“Objeto vinculado” significa que você possui um objeto retirado do destino desejado nos últimos seis meses, como um livro da biblioteca de um mago.\n•“Muito familiar” é um lugar que você visitou com frequência, um lugar que você estudou cuidadosamente ou um lugar que você pode ver ao lançar o feitiço.\n•“Visto casualmente” é um lugar que você já viu mais de uma vez, mas com o qual não está muito familiarizado.\n•“Visualizado uma vez ou descrito” é um lugar que você viu uma vez, possivelmente usando magia, ou um lugar que você conhece através da descrição de outra pessoa, talvez de um mapa.\n•“Falso destino” é um lugar que não existe. Talvez você tenha tentado visualizar o santuário de um inimigo, mas em vez disso viu uma ilusão, ou está tentando se teletransportar para um local que não existe mais.Acidente. A magia imprevisível da magia resulta em uma jornada difícil. Cada criatura teletransportada (ou o objeto alvo) recebe 3d10 de dano de Força, e o Mestre rola novamente na tabela para ver onde você vai parar (vários acidentes podem ocorrer, causando dano a cada vez). Área semelhante. Você e seu grupo (ou o objeto alvo) aparecem em uma área diferente que é visualmente ou tematicamente similar à área alvo. Você aparece no lugar similar mais próximo. Se você estiver indo para seu laboratório, por exemplo, você pode aparecer no laboratório de outra pessoa na mesma cidade. Fora do Alvo. Você e seu grupo (ou o objeto alvo) aparecem a 2d12 milhas de distância do destino em uma direção aleatória. Role 1d8 para a direção: 1, leste; 2, sudeste; 3, sul; 4, sudoeste; 5, oeste; 6, noroeste; 7, norte; ou 8, nordeste. No Alvo. Você e seu grupo (ou o objeto alvo) aparecem onde você pretendia.", "duration": "Instantâneo", "id": 881, "level": 7, @@ -25072,6 +25144,7 @@ { "casting_time": "Ação", "classes": [ + "Artífice", "Druida" ], "components": [ @@ -25099,6 +25172,7 @@ { "casting_time": "Ação", "classes": [ + "Artífice", "Bardo", "Druida", "Feiticeiro", @@ -25395,6 +25469,7 @@ { "casting_time": "Ação", "classes": [ + "Artífice", "Bardo", "Feiticeiro", "Bruxo", @@ -25642,6 +25717,7 @@ { "casting_time": "Ação", "classes": [ + "Artífice", "Druida", "Feiticeiro", "Mago" @@ -25726,25 +25802,26 @@ { "casting_time": "Ação ou Ritual", "classes": [ + "Artífice", "Druida", "Patrulheiro", "Feiticeiro", "Mago" ], "components": [ - "V", - "S", - "M" + "V", + "S", + "M" ], "desc": "Esta magia concede a até dez criaturas voluntárias à sua escolha, dentro do alcance, a capacidade de respirar debaixo d'água até o fim da magia. As criaturas afetadas também mantêm seu modo normal de respiração.", "duration": "24 horas", "id": 921, "level": 3, "locations": [ - { - "page": 340, - "sourcebook": "LDJ24" - } + { + "page": 340, + "sourcebook": "LDJ24" + } ], "material": "Uma palheta curta", "name": "Respiração Aquática", @@ -25755,6 +25832,7 @@ { "casting_time": "Ação ou Ritual", "classes": [ + "Artífice", "Clérigo", "Druida", "Patrulheiro", @@ -25784,6 +25862,7 @@ { "casting_time": "Ação", "classes": [ + "Artífice", "Feiticeiro", "Mago" ], @@ -26069,5 +26148,556 @@ "range": "18 metros", "ruleset": "2024", "school": "Encantamento" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Druida", + "Patrulheiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Durante a duração, a luz da lua preenche uma Emanação de 6 metros (20 pés) originada em você com Luz Fraca. Enquanto estiverem nessa área, você e seus aliados têm Meia Cobertura e Resistência a dano de Frio, Relâmpago e Radiante.\n\nEnquanto a magia durar, você pode usar uma das seguintes opções, encerrando-a imediatamente:\n\nLibertação. Quando você falhar em um teste de resistência para evitar ou encerrar a condição Amedrontado, Agarrado ou Imobilizado, você pode usar uma Reação para obter sucesso no teste.\n\nRepouso. Como uma ação mágica, você ou um aliado dentro da área recupera Pontos de Vida iguais a 4d10 mais o seu modificador de habilidade de conjuração.", + "duration": "Até 1 minuto", + "id": 939, + "level": 5, + "locations": [ + { + "page": 142, + "sourcebook": "REHF" + } + ], + "material": "Uma pedra da lua que vale mais de 50po", + "name": "Manto da Lua de Alustriel", + "range": "Pessoal", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Reação, que você toma em resposta a sofrer dano.", + "classes": [ + "Bardo", + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V" + ], + "desc": "Você se protege contra energia destrutiva, reduzindo o dano recebido em 4d6 mais o seu modificador de habilidade de conjuração.\n\nSe o dano que desencadeou a magia foi causado por uma criatura dentro do alcance, você pode forçá-la a fazer um teste de resistência de Constituição. A criatura sofre 4d6 de dano de Força em caso de falha ou metade desse dano em caso de sucesso.", + "duration": "Instantânea", + "higher_level": "A redução de dano e o dano de Força desta magia aumentam em 1d6 para cada nível de espaço de magia acima do 4.", + "id": 922, + "level": 4, + "locations": [ + { + "page": 142, + "sourcebook": "REHF" + } + ], + "name": "Retaliação", + "range": "18 metros", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação bônus", + "classes": [ + "Feiticeiro", + "Bruxo", + "Mago" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Você cria uma fenda planar em forma de lâmina de 90 cm de comprimento que dura enquanto a habilidade estiver ativa. A fenda aparece dentro do alcance em um espaço à sua escolha, e você pode imediatamente realizar até dois ataques mágicos corpo a corpo, cada um contra uma criatura ou objeto a até 1,5 m da fenda. Se acertar, o alvo sofre 10d6 de dano de Força. Este ataque causa um Acerto Crítico se o número no d20 for 18 ou maior.\n\nComo uma Ação Bônus em seus turnos posteriores, você pode mover a fenda até 18 m e repetir os dois ataques contra uma criatura ou objeto a até 1,5 m dela. Você pode direcionar os ataques ao mesmo alvo ou a alvos diferentes.\n\nA lâmina pode atravessar qualquer barreira sem causar dano, incluindo aquelas criadas por magias como Muralha de Força.", + "duration": "Até 1 minuto", + "id": 923, + "level": 9, + "locations": [ + { + "page": 143, + "sourcebook": "REHF" + } + ], + "name": "Lâmina do Desastre", + "range": "1,5 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Reverberações estrondosas preenchem uma Emanação de 3 metros de raio, originada em você, durante toda a duração. Sempre que a Emanação entra no espaço de uma criatura e sempre que uma criatura entra na Emanação ou termina seu turno nela, a criatura faz um teste de resistência de Constituição. Em caso de falha, a criatura sofre 3d6 de dano Trovejante e fica Surda até o início do seu próximo turno. Em caso de sucesso, a criatura sofre apenas metade do dano. Uma criatura só pode fazer esse teste uma vez por turno. Ao conjurar esta magia, você pode designar criaturas que não serão afetadas por ela.\n\nAlém disso, você possui Resistência a dano Trovejante e as jogadas de ataque à distância contra você são feitas com Desvantagem.", + "duration": "Até 10 minutos", + "higher_level": "O dano aumenta em 1d6 para cada nível de espaço de magia acima de 3.", + "id": 924, + "level": 3, + "locations": [ + { + "page": 143, + "sourcebook": "REHF" + } + ], + "name": "Escudo Cacofônico", + "range": "Pessoal", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você conjura um grupo de espíritos intangíveis e ordenados que aparecem como um grupo Médio de modrons ou outros Constructos em um espaço desocupado que você possa ver dentro do alcance. Os espíritos permanecem enquanto a magia estiver ativa. Ao conjurar esta magia e como uma ação mágica em turnos subsequentes, você pode comandar os espíritos para que ataquem uma criatura ou objeto que você possa ver a até 1,5 metro dos espíritos e criem um dos seguintes efeitos:\n\nForça Mecânica. O alvo faz um teste de resistência de Destreza, sofrendo 3d6 de dano de Força em caso de falha ou metade desse dano em caso de sucesso.\n\nProteção Ordenada. O alvo ganha Pontos de Vida Temporários iguais a 1d6 mais o seu modificador de habilidade de conjuração.\n\nQuando você se move em seu turno, você também pode mover os espíritos até 9 metros para um espaço desocupado que você possa ver.", + "duration": "Até 10 minutos", + "higher_level": "O dano e os Pontos de Vida Temporários aumentam em 1d6 para cada nível de espaço de magia acima de 3.", + "id": 925, + "level": 3, + "locations": [ + { + "page": 143, + "sourcebook": "REHF" + } + ], + "material": "Uma engrenagem de latão", + "name": "Conjurar Construções", + "range": "18 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Durante a duração, uma aura escura envolve uma criatura que você tocar. O alvo tem vantagem em testes de resistência contra a morte e, uma vez por turno, quando uma criatura a até 1,5 metro do alvo o atingir com um ataque corpo a corpo, o atacante sofre 2d4 de dano necrótico.", + "duration": "1 hora", + "id": 926, + "level": 2, + "locations": [ + { + "page": 143, + "sourcebook": "REHF" + } + ], + "material": "Uma ônix avaliada em mais de 50 PO, que o feitiço consome.", + "name": "Armadura da Morte", + "range": "Toque", + "ruleset": "2024", + "school": "Necromancia" + }, + { + "casting_time": "Ação ou Ritual", + "classes": [ + "Clérigo", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "You summon a group of helpful spirits, which lasts for the duration. The spirits appear as homunculi or as another Construct of your choice but are intangible and invulnerable, and they are considered to have proficiency in the Arcana skill and with the set or Artisan's Tools used in the spell's casting.\n\nIf you are crafting an item, the spirits function as a single assistant for your crafting, halving the crafting time.", + "duration": "8 horas", + "id": 927, + "level": 2, + "locations": [ + { + "page": 143, + "sourcebook": "REHF" + } + ], + "material": "Gemas em pó no valor de 100+ PO, que são consumidas pela magia, e um conjunto de Ferramentas de Artesão com as quais você tenha proficiência.", + "name": "Homúnculos Prestativos de Deryan", + "range": "Pessoal", + "ritual": true, + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Clérigo" + ], + "components": [ + "V" + ], + "concentration": true, + "desc": "Um poder mortal preenche uma Emanação de 18 metros (60 pés) originada de você durante toda a duração.\n\nAo conjurar esta magia, você pode designar criaturas para serem imunes a ela. Qualquer outra criatura não pode recuperar Pontos de Vida enquanto estiver na Emanação. Sempre que a Emanação entrar no espaço de uma criatura e sempre que uma criatura entrar na Emanação ou terminar seu turno nela, a criatura faz um teste de resistência de Constituição. Em caso de falha, a criatura sofre 3d10 de dano Necrótico e fica Prostrada. Em caso de sucesso, a criatura sofre metade do dano e sua Velocidade é reduzida à metade. Uma criatura faz este teste apenas uma vez por turno.\n\nConjuração como Magia de Círculo. Conjurar esta magia como uma magia de Círculo requer no mínimo dois conjuradores secundários. Se a magia for conjurada como uma magia de Círculo, sua duração passa a ser Concentração, até um máximo de 10 minutos.\n\nUma criatura que falhar no teste de resistência contra o efeito da magia também ganha 1 nível de Exaustão. Enquanto a criatura tiver níveis de Exaustão, terminar um Descanso Longo não restaura os Pontos de Vida perdidos nem reduz o nível de Exaustão da criatura.\n\nAo conjurar a magia, cada conjurador secundário deve gastar um espaço de magia de nível 4 ou superior; caso contrário, a magia falha.", + "duration": "Até 1 minuto", + "id": 928, + "level": 6, + "locations": [ + { + "page": 144, + "sourcebook": "REHF" + } + ], + "name": "Canto Fúnebre", + "range": "Pessoal", + "ruleset": "2024", + "school": "Encantamento" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Clérigo", + "Bruxo" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você cria uma Esfera de névoa escura com 6 metros de raio dentro do alcance. A névoa é Escuridão mágica e dura enquanto a magia estiver ativa ou até que um vento forte (como o criado pela magia Rajada de Vento) a disperse, encerrando a magia.\n\nCada criatura dentro da Esfera, quando ela aparece, faz um teste de resistência de Sabedoria. Em caso de falha, a criatura sofre 5d6 de dano Psíquico e subtrai 1d6 de seus testes de resistência até o final do seu próximo turno. Em caso de sucesso, a criatura sofre apenas metade do dano. Uma criatura também faz esse teste quando a Esfera se move para o seu espaço, quando entra na Esfera ou quando termina seu turno dentro da Esfera. Uma criatura faz esse teste apenas uma vez por turno.\n\nA Esfera se move 3 metros para longe de você no início de cada um dos seus turnos.\n\nConjuração como Magia de Círculo. Conjurar esta magia como uma magia de Círculo requer um mínimo de cinco conjuradores secundários. Além dos componentes usuais da magia, você deve fornecer um componente especial (um colar de três pérolas negras de Pandemônio), que a magia consome. O alcance da magia aumenta para 1,6 km e sua duração aumenta para até ser dissipada (sem necessidade de Concentração). A magia termina mais cedo se qualquer conjurador que participou desta conjuração contribuir para outra conjuração de Maré da Perdição como uma magia de Círculo.\n\nQuando a magia é conjurada, cada conjurador secundário deve gastar um espaço de magia de nível 3 ou superior; caso contrário, a magia falha.", + "duration": "Até 1 minuto", + "id": 929, + "level": 4, + "locations": [ + { + "page": 144, + "sourcebook": "REHF" + } + ], + "material": "Fuligem e uma enguia seca", + "name": "Maré da Perdição", + "range": "36 metros", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Druida", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Seis esferas cromáticas orbitam você durante a duração da magia.\n\nEnquanto as esferas estiverem presentes, você pode gastá-las para criar os seguintes efeitos:\n\nAbsorver Energia. Quando você sofre dano de Ácido, Frio, Fogo, Relâmpago ou Trovão, você pode usar uma Reação para gastar uma esfera e ganhar Resistência ao tipo de dano que causou o efeito até o início do seu próximo turno.\n\nExplosão de Energia. Como uma Ação Bônus, você lança uma esfera em direção a um alvo a até 36 metros de você. Faça um ataque mágico à distância. Se acertar, o alvo sofre 3d6 de dano de Ácido, Frio, Fogo, Relâmpago ou Trovão (à sua escolha). Independentemente de acertar ou não, a esfera é gasta.\n\nA magia termina antecipadamente se você não tiver mais esferas disponíveis.", + "duration": "1 hora", + "higher_level": "O número de esferas aumenta em 1 para cada nível de espaço de magia acima de 6.", + "id": 930, + "level": 6, + "locations": [ + { + "page": 144, + "sourcebook": "REHF" + } + ], + "material": "Uma opala avaliada em mais de 1.000 GP", + "name": "Esferas Efulgentes de Elminster", + "range": "Pessoal", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação bônus", + "classes": [ + "Mago" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "As proteções arcanas protegem você contra magia durante a duração do efeito. Você tem vantagem em testes de resistência contra magias e efeitos mágicos. Além disso, se você for bem-sucedido em um teste de resistência contra uma magia ou efeito mágico e normalmente sofreria metade do dano, você não sofre dano algum.", + "duration": "Até 10 minutos", + "id": 931, + "level": 2, + "locations": [ + { + "page": 144, + "sourcebook": "REHF" + } + ], + "name": "A Elusão de Elminster", + "range": "Pessoal", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "Ação bônus", + "classes": [ + "Clérigo", + "Mago" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Você cria uma partícula brilhante de energia que paira acima de você durante a duração da magia. A partícula emite Luz Brilhante em um raio de 1,5 metro e Luz Fraca por mais 1,5 metro.\n\nAo conjurar esta magia e como uma Ação Bônus em turnos posteriores, você pode liberar um raio brilhante da partícula, tendo como alvo uma criatura a até 36 metros de você. Faça um ataque mágico à distância. Se acertar, o alvo sofre dano de Força ou Radiante (à sua escolha) igual a 4d10 mais o seu modificador de habilidade de conjuração.\n\nAlém disso, enquanto a partícula estiver presente, você tem Cobertura de Três Quartos e, se for bem-sucedido em um teste de resistência contra uma magia de nível 7 ou inferior que tenha como alvo apenas você e não crie uma área de efeito, você pode usar uma Reação para refletir essa magia de volta para o conjurador; o conjurador faz um teste de resistência contra essa magia usando sua própria CD de resistência a magias.", + "duration": "Até 1 minuto", + "id": 932, + "level": 8, + "locations": [ + { + "page": 145, + "sourcebook": "REHF" + } + ], + "name": "Estrela Sagrada de Mystra", + "range": "Pessoal", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Clérigo", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Energia prateada irrompe de você em uma linha de 36 metros de comprimento por 1,5 metro de largura. Cada criatura à sua escolha dentro da linha deve fazer um teste de resistência de Força. Em caso de falha, a criatura sofre 3d10 de dano de Força e fica caída. Em caso de sucesso, a criatura sofre apenas metade do dano.", + "duration": "Instantânea", + "higher_level": "O dano aumenta em 1d10 para cada nível de espaço de magia acima de 3.", + "id": 933, + "level": 3, + "locations": [ + { + "page": 145, + "sourcebook": "REHF" + } + ], + "material": "Um broche de prata no valor de mais de 250 PO", + "name": "Lança de Prata de Laeral", + "range": "Pessoal", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Você imbuí uma criatura que toca com energia mágica de cura durante a duração do efeito. Sempre que o alvo conjura uma magia usando um espaço de magia, ele pode imediatamente rolar um número de Dados de Pontos de Vida não gastos igual ao nível do espaço de magia e recuperar Pontos de Vida iguais ao total da rolagem mais o seu modificador de habilidade de conjuração; esses dados são então gastos.", + "duration": "1 hora", + "id": 934, + "level": 7, + "locations": [ + { + "page": 145, + "sourcebook": "REHF" + } + ], + "name": "Sinostódio de Simbul", + "range": "Toque", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Druida", + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": "Você se imbuí com o poder elemental dos gênios. Você recebe os seguintes benefícios até o término da magia:\n\nImunidade Elemental. Ao conjurar esta magia, escolha um dos seguintes tipos de dano: Ácido, Frio, Fogo, Relâmpago ou Trovão. Você possui Resistência ao tipo de dano escolhido.\n\nPulso Elemental. Ao conjurar esta magia e no início de cada um dos seus turnos subsequentes, você libera uma explosão de energia elemental em uma Emanação de 4,5 metros (15 pés) originada de você. Cada criatura à sua escolha nessa área realiza um teste de resistência de Destreza. Em caso de falha, a criatura sofre 2d6 de dano de Ácido, Frio, Fogo, Relâmpago ou Trovão (à sua escolha) e fica Prostrada. Em caso de sucesso, a criatura sofre apenas metade do dano.\n\nVoo. Você ganha uma Velocidade de Voo de 9 metros (30 pés) e pode pairar.\n\nConjuração como Magia de Círculo. Se a magia for conjurada como uma magia de Círculo, seu tempo de conjuração aumenta para 1 minuto e sua duração aumenta para Concentração, até um máximo de 10 minutos. Para cada conjurador secundário que participa da conjuração, você pode escolher uma criatura adicional, até um máximo de nove criaturas adicionais. As criaturas escolhidas também recebem os benefícios da magia durante sua duração.\n\nAo conjurar a magia, cada conjurador secundário deve gastar um espaço de magia de nível 2 ou superior; caso contrário, a magia falha.", + "duration": "Até 1 minuto", + "id": 935, + "level": 5, + "locations": [ + { + "page": 145, + "sourcebook": "REHF" + } + ], + "material": "Uma pérola que vale mais de 100 PO", + "name": "Sufusão Elemental de Songal", + "range": "Pessoal", + "ruleset": "2024", + "school": "Transmutação" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S" + ], + "desc": "Você libera uma rajada de fogo brilhante. Faça um ataque mágico à distância contra um alvo dentro do alcance; o alvo não se beneficia de Meia Cobertura ou Três Quartos de Cobertura para esta jogada de ataque. Se acertar, o alvo sofre 2d10 de dano radiante.", + "duration": "Instantânea", + "higher_level": "Você cria uma explosão adicional para cada nível de espaço de magia acima de 1. Você pode direcionar as explosões para o mesmo alvo ou para alvos diferentes. Faça uma jogada de ataque separada para cada explosão.", + "id": 936, + "level": 1, + "locations": [ + { + "page": 146, + "sourcebook": "REHF" + } + ], + "name": "Sinalizador de Fogo Mágico", + "range": "18 metros", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação", + "classes": [ + "Feiticeiro", + "Mago" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "Você conjura uma coluna de fogo mágico em um cilindro de 6 metros de raio e 6 metros de altura, centrado em um ponto dentro do alcance. A área do cilindro é de Luz Brilhante, e cada criatura dentro dele, quando ele aparece, faz um teste de resistência de Constituição, sofrendo 4d10 de dano radiante em caso de falha ou metade desse dano em caso de sucesso. Uma criatura também faz esse teste quando entra na área da magia pela primeira vez em um turno ou quando termina seu turno lá. Uma criatura só pode fazer esse teste uma vez por turno.\n\nAlém disso, sempre que uma criatura dentro do cilindro conjura uma magia, ela faz um teste de resistência de Constituição. Em caso de falha, a magia se dissipa sem efeito, e a ação, ação bônus ou reação usada para conjurá-la é desperdiçada. Se a magia foi conjurada com um espaço de magia, o espaço não é gasto.\n\nAo conjurar esta magia, você pode designar criaturas para serem imunes a ela.\n\nConjuração como uma Magia de Círculo. Além dos componentes usuais da magia, você deve fornecer um componente especial (uma safira estelar azul no valor de 25.000+ PO), que a magia consome. O alcance da magia aumenta para 1,6 km e ela não requer mais Concentração. Quando a magia é conjurada, cada conjurador secundário deve gastar um espaço de magia de nível 3 ou superior; caso contrário, a magia falha.", + "duration": "Até 1 minuto", + "higher_level": "O dano aumenta em 1d10 para cada nível de espaço de magia acima do 4.\n\nO número de conjuradores secundários determina a área de efeito e a duração da magia, conforme mostrado na tabela abaixo. A magia termina mais cedo se qualquer conjurador que participou desta conjuração contribuir para outra conjuração de Tempestade de Fogo Mágico como uma magia de Círculo.\n\nConjuradores Secundários\tÁrea de Efeito\tDuração\n1-3\tCilindro de 12 metros de raio e 12 metros de altura\t1 hora\n4-6\tCilindro de 18 metros de raio e 18 metros de altura\t8 horas\n7+\tCilindro de 30 metros de raio e 30 metros de altura\t24 horas", + "id": 937, + "level": 4, + "locations": [ + { + "page": 146, + "sourcebook": "REHF" + } + ], + "name": "Tempestade de Fogo Mágico", + "range": "18 metros", + "ruleset": "2024", + "school": "Evocação" + }, + { + "casting_time": "Ação bônus", + "classes": [ + "Druida", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Uma serpente espectral e brilhante envolve seu corpo durante a duração do efeito. Você ganha 15 Pontos de Vida Temporários; a magia termina antecipadamente se você não tiver mais Pontos de Vida Temporários.\n\nEnquanto a magia estiver ativa, você ganha os seguintes benefícios:\n\nEscalada. Você ganha uma Velocidade de Escalada igual à sua Velocidade.\n\nMordida Venenosa. Como uma ação mágica, você pode fazer um ataque mágico à distância usando a serpente contra uma criatura a até 15 metros. Se acertar, o alvo sofre 1d6 de dano de Força e fica Envenenado até o início do seu próximo turno. Enquanto Envenenado, o alvo fica Incapacitado.", + "duration": "1 hora", + "higher_level": "Para cada nível de espaço de magia acima de 3, o número de Pontos de Vida Temporários que você ganha com esta magia aumenta em 5, e o dano de Mordida Venenosa aumenta em 1d6.", + "id": 938, + "level": 3, + "locations": [ + { + "page": 147, + "sourcebook": "REHF" + } + ], + "material": "Uma presa de cobra", + "name": "Víbora de Syluné", + "range": "Pessoal", + "ruleset": "2024", + "school": "Conjuração" + }, + { + "casting_time": "Ação", + "classes": [ + "Bardo", + "Clérigo", + "Paladino", + "Mago" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você lança uma força mágica desorientadora em direção a uma criatura dentro do alcance. O alvo faz um teste de resistência de Constituição; Construtos e Mortos-vivos são automaticamente bem-sucedidos nesse teste.\n\nEm caso de falha no teste, o alvo sofre 2d4 de dano de Força, sua Velocidade é reduzida à metade até o início do seu próximo turno e, no turno seguinte, ele só poderá realizar uma ação ou uma Ação Bônus (mas não ambas). Em caso de sucesso no teste, o alvo sofre apenas metade do dano.", + "duration": "Instantânea", + "higher_level": "O dano aumenta em 2d4 para cada nível de espaço de magia acima de 1.", + "id": 940, + "level": 1, + "locations": [ + { + "page": 147, + "sourcebook": "REHF" + } + ], + "material": "Uma mão de argila em miniatura", + "name": "Wardaway", + "range": "18 metros", + "ruleset": "2024", + "school": "Abjuração" + }, + { + "casting_time": "1 hora", + "classes": [ + "Artífice" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "Você invoca um homúnculo especial em um espaço desocupado dentro do alcance. Essa criatura usa o bloco de estatísticas de Servo Homúnculo. Se você já tiver um homúnculo conjurado por esta magia, o homúnculo anterior é substituído pelo novo. Você determina a aparência do homúnculo, como um pássaro mecânico, um frasco alado ou um caldeirão animado em miniatura.\n\nCombate. O homúnculo é um aliado seu e de seus companheiros. Em combate, ele compartilha sua contagem de Iniciativa, mas age imediatamente após o seu turno. Ele obedece aos seus comandos (nenhuma ação é necessária de sua parte). Se você não lhe der nenhuma ordem, ele realiza a ação de Esquivar e usa seu movimento para evitar o perigo.", + "duration": "Instantânea", + "higher_level": "Utilize o nível do espaço de magia para determinar o nível da magia no bloco de estatísticas.", + "id": 941, + "level": 2, + "locations": [ + { + "page": 21, + "sourcebook": "EFA" + } + ], + "material": "Uma joia no valor de mais de 100 peças de ouro", + "name": "Servo Homúnculo", + "range": "3 metros", + "ritual": true, + "ruleset": "2024", + "school": "Conjuração" } -] +] \ No newline at end of file diff --git a/app/src/main/assets/Spells_uuid_map.java b/app/src/main/assets/Spells_uuid_map.java index 9e173dfd..ac86ea58 100644 --- a/app/src/main/assets/Spells_uuid_map.java +++ b/app/src/main/assets/Spells_uuid_map.java @@ -1,923 +1,943 @@ -static private final Map spellUUIDMap = new HashMap<>() {{ - put(1, UUID.fromString("b00aed01-c695-4d17-981d-a37684a8628e")); - put(2, UUID.fromString("b38d70d1-484f-46a5-b2c4-1d379c8fc096")); - put(3, UUID.fromString("85ae9373-8da6-4c69-8eea-b2d24dc20790")); - put(4, UUID.fromString("9263025c-edfa-4a56-b1c0-b7e66fa959c6")); - put(5, UUID.fromString("b4a05889-eddb-411e-98fa-bb63ffca99e4")); - put(6, UUID.fromString("8e7bb7e8-d3c8-4cdc-8f53-a22b7eb49bb0")); - put(7, UUID.fromString("9fdc0216-34f1-444a-9262-772211155d71")); - put(8, UUID.fromString("2e651416-3016-4da5-832c-dc63e635d8a1")); - put(9, UUID.fromString("78598e98-6beb-4d4b-b200-48a3469bc5e6")); - put(10, UUID.fromString("49a73729-d783-4fe0-89c7-2aeeb0489663")); - put(11, UUID.fromString("df42472c-3503-4d53-8881-e97b1638e68c")); - put(12, UUID.fromString("e6f30f44-5e55-4779-aa14-c6ac459a20bf")); - put(13, UUID.fromString("b9744de4-9961-4c3b-a232-2230734c4eb4")); - put(14, UUID.fromString("f8b063c3-56fe-4bb2-85f0-7aab27be7d0b")); - put(15, UUID.fromString("37152780-bf45-4804-af75-d46022342b55")); - put(16, UUID.fromString("f40dec7c-6885-4da8-8882-64d013af38ab")); - put(17, UUID.fromString("04e170f9-d041-443e-9060-6cfd41b0517d")); - put(18, UUID.fromString("d79a9f18-880d-4a8c-a3db-ce40796140d9")); - put(19, UUID.fromString("cbe4c11e-f040-4c21-ac74-9c518238d46d")); - put(20, UUID.fromString("55c4600b-b801-4782-9b39-262a6cdbfc41")); - put(21, UUID.fromString("741ee379-7eab-4d05-805a-e7ebebc74e75")); - put(22, UUID.fromString("f0c229f5-92fa-41d8-a8de-b557c34bdc92")); - put(23, UUID.fromString("10b19b22-ffd4-4e14-bd6a-c958d3547e0a")); - put(24, UUID.fromString("22ed4ce9-9dc2-46fd-939a-d6640be65a2c")); - put(25, UUID.fromString("7235b0b2-fa82-4379-b250-f1b041b1803a")); - put(26, UUID.fromString("86d8f9f0-727f-4a21-b256-fbb5bd20e21e")); - put(27, UUID.fromString("2d42af75-1274-4218-be2c-e626ada9073a")); - put(28, UUID.fromString("d73a3e33-1e6d-4356-a341-aad44231f4e1")); - put(29, UUID.fromString("c7f9309d-df4f-43cb-8874-8c734e1720c8")); - put(30, UUID.fromString("8f8cccd0-a8d2-47c8-9a17-f95bd5751502")); - put(31, UUID.fromString("029708bb-3825-495c-bd37-cd926c014b92")); - put(32, UUID.fromString("edc5c94e-c680-4de7-bd2b-d494649a5ff4")); - put(33, UUID.fromString("4e442d84-77e2-41cd-b5c8-1edfe14b0f09")); - put(34, UUID.fromString("04b0d0b9-aa10-42a2-a582-b3f7f41311fe")); - put(35, UUID.fromString("3bec5ca1-8e69-4252-b4ed-1d323ea71e3f")); - put(36, UUID.fromString("bfa1ac32-8333-4e7d-8536-62ec47e4a89b")); - put(37, UUID.fromString("da0e3e19-3b09-4879-9c13-92184bfee6f4")); - put(38, UUID.fromString("4e962094-caa6-4066-b659-5370a12f04af")); - put(39, UUID.fromString("ca723b48-dfbe-45c0-8184-2ee5fd056aac")); - put(40, UUID.fromString("780ee905-a3d5-45d6-8a4d-15e0ad53bf02")); - put(41, UUID.fromString("90795ebd-66e3-466c-a0d7-b340574850e1")); - put(42, UUID.fromString("00b94e2a-a27c-4d3f-887b-4b6f4b4d2722")); - put(43, UUID.fromString("0601e925-249b-4cd8-a495-1cb94acc8f3d")); - put(44, UUID.fromString("ac8bf7d0-6326-4a0a-a761-91a1e80e8858")); - put(45, UUID.fromString("9d0e5995-cd66-49f1-b847-0513c2d18555")); - put(46, UUID.fromString("9109341c-7adb-421c-a68f-46cda5f5f02a")); - put(47, UUID.fromString("e67670b2-6de4-4c32-ac95-5a51f527fe56")); - put(48, UUID.fromString("a472626f-4c06-4709-8af3-0ffea58fb5bd")); - put(49, UUID.fromString("2544304a-ea10-438c-8046-846d886a6760")); - put(50, UUID.fromString("378dba88-3df7-4189-a177-c6cc81421ecf")); - put(51, UUID.fromString("2de2ae9e-22a9-4017-a8c2-db04ca32d4dd")); - put(52, UUID.fromString("619f2ccf-c704-4059-994e-cbfaa6bc7a55")); - put(53, UUID.fromString("0abb2805-361b-4bd3-bfa3-43d986b67272")); - put(54, UUID.fromString("10e3acc9-1c9d-4d36-a51a-b48a01f12726")); - put(55, UUID.fromString("5995fd97-a4b6-405f-98f7-d1c11e697a86")); - put(56, UUID.fromString("027b5ed8-27dd-490b-a8d4-0e12117ad7c1")); - put(57, UUID.fromString("c9589225-f25e-4f39-9a59-f90d29fd52ca")); - put(58, UUID.fromString("98218948-0e8c-472b-8769-5c39a7a5bbfd")); - put(59, UUID.fromString("506d0d16-e1c2-49f8-a51b-5028a3db0448")); - put(60, UUID.fromString("4a36d2bd-d752-4699-bbce-35c7f6d2ef3f")); - put(61, UUID.fromString("28494939-8c52-4a5d-a8a1-6b2dc54585db")); - put(62, UUID.fromString("bad4d5c7-e4d4-409b-8daf-332a2999f992")); - put(63, UUID.fromString("dba5f5e1-983b-487a-8b51-5244b55d523c")); - put(64, UUID.fromString("44e3ce4c-f466-405e-a850-71347165f8f8")); - put(65, UUID.fromString("31cda828-60e7-45d8-9e81-8556267a4c1f")); - put(66, UUID.fromString("67d5e03c-8473-4574-860c-92c2644aea5d")); - put(67, UUID.fromString("b22f623a-7567-4018-8789-0134be8ab190")); - put(68, UUID.fromString("21050e47-b550-4458-bb01-694968f19b41")); - put(69, UUID.fromString("d223778a-898e-42f2-8538-2306362a98e2")); - put(70, UUID.fromString("b18ff4e7-1fc7-4d95-9a0d-d6704ba3ffed")); - put(71, UUID.fromString("f45fd2bf-d079-4869-9f29-bd642eda2b06")); - put(72, UUID.fromString("210150a4-55c1-4006-9aaf-da803cdd7222")); - put(73, UUID.fromString("96aaa321-71dd-4229-be11-f2df73749679")); - put(74, UUID.fromString("69bd3d2a-2dbf-4a46-b7fb-a48ab01f4786")); - put(75, UUID.fromString("2599f602-264a-4e76-91f6-27a9f3489b2e")); - put(76, UUID.fromString("6a08c346-d6ee-4d99-b4c9-fa429c88cbb5")); - put(77, UUID.fromString("1ecc3a14-6fe7-41f4-9bd7-121edf2f6d1d")); - put(78, UUID.fromString("a0c0d7ed-db13-4d17-981f-b1b82b8d79d3")); - put(79, UUID.fromString("7558c174-ae85-406e-9b76-074bcf6f7887")); - put(80, UUID.fromString("d8b6d30b-7068-4f73-909d-1f7be7dc8eda")); - put(81, UUID.fromString("cbcabbd4-a003-49d4-80e4-087bbeebf0cc")); - put(82, UUID.fromString("49f32908-2f5b-477d-b203-08cc2136dd14")); - put(83, UUID.fromString("9add723b-f8f0-4b93-9177-a65049ee88eb")); - put(84, UUID.fromString("f1ba8c52-240b-4180-9a34-20fc44944566")); - put(85, UUID.fromString("6515c99d-0cdf-4d5c-9b24-57b81e06637f")); - put(86, UUID.fromString("58f8bed8-2e85-498c-9d91-05544a2045dd")); - put(87, UUID.fromString("cf13f57b-ed00-406d-8923-9b9509a48332")); - put(88, UUID.fromString("fffa022f-fe4b-4c59-ac9c-abf09bb984d3")); - put(89, UUID.fromString("152c46c3-c310-4f9f-ab00-06c437647b30")); - put(90, UUID.fromString("a5d6ac8c-72f3-49cf-961a-5bb88e3c7dbc")); - put(91, UUID.fromString("2626be32-15c0-4b10-a210-fec65d8f0d0a")); - put(92, UUID.fromString("ed697a27-6968-4437-b564-ca7fad120a40")); - put(93, UUID.fromString("eca2e428-817a-4006-bafc-4207eb29d5dd")); - put(94, UUID.fromString("08315c56-8980-46b7-8b9f-676ac6a97301")); - put(95, UUID.fromString("6a1f247b-bf4c-449d-8041-7ef51c45282a")); - put(96, UUID.fromString("073c8391-8d0e-4378-87f7-55cc9e6e1db2")); - put(97, UUID.fromString("901080e2-17d9-4888-ae9d-8c5ee594eb3b")); - put(98, UUID.fromString("0f69432e-df07-40a2-a488-7041aba44d0c")); - put(99, UUID.fromString("36b5b452-9641-4479-8d82-450445b5b3f4")); - put(100, UUID.fromString("fd3d0e5b-4210-4e09-924c-0b3d7b9165d9")); - put(101, UUID.fromString("f693c5ae-c095-4552-a361-af70d8530c7f")); - put(102, UUID.fromString("654ffaf2-ed8e-48d5-8dc9-5ccd82e25e86")); - put(103, UUID.fromString("1339fcd0-6179-42e7-9f87-c17fb233c19f")); - put(104, UUID.fromString("58d3b60f-e095-4144-86b0-ce8f56ec1f61")); - put(105, UUID.fromString("c2363ead-5828-4f16-9f57-40cce46708cb")); - put(106, UUID.fromString("2519dcff-3cb1-442d-8a2a-89d9d0e03a89")); - put(107, UUID.fromString("ffa20c8e-98b1-49de-8e88-bec48467e9a4")); - put(108, UUID.fromString("b0b8f036-70af-4092-9768-24c63f21fc09")); - put(109, UUID.fromString("95cba648-6f4f-4a48-b095-20f378627f49")); - put(110, UUID.fromString("2a370345-13a6-484c-83e1-9029d625c45c")); - put(111, UUID.fromString("950fe368-c102-4968-b3d8-cc21f444e44c")); - put(112, UUID.fromString("f21f9f36-8202-4d5a-9425-d46781da78ff")); - put(113, UUID.fromString("b301fa26-4c60-45b1-81fc-6820061fc87c")); - put(114, UUID.fromString("5553bf47-3565-4e88-83c5-2ed001fc9463")); - put(115, UUID.fromString("b1e50b08-95d7-4b5c-be91-d005d2df07ed")); - put(116, UUID.fromString("aff9c8c9-bb8b-4717-a5be-e905dd498678")); - put(117, UUID.fromString("de28e922-ccb2-4549-a135-e2cef670a0ef")); - put(118, UUID.fromString("16a707a5-39e5-4c9d-a598-1e3cdf666d1f")); - put(119, UUID.fromString("c22445b8-593b-460f-8732-45849c699e49")); - put(120, UUID.fromString("04a42415-83d4-4229-9878-ed8a95e108fd")); - put(121, UUID.fromString("93cf3b71-abfb-4eb6-841e-1334bb784c4c")); - put(122, UUID.fromString("f29ea1e4-7ff2-4475-a55b-651dea4c2387")); - put(123, UUID.fromString("ea3a0832-ce87-45eb-9219-e49784776aee")); - put(124, UUID.fromString("03e5109e-db1a-4bb0-895d-caf2a9531249")); - put(125, UUID.fromString("a9a21d1e-465a-4c8e-926b-3df39a247039")); - put(126, UUID.fromString("7333182d-3c3f-4707-bd19-b66f97caee4b")); - put(127, UUID.fromString("af4ecf87-edd5-4b0c-8807-f9c3b622f9fe")); - put(128, UUID.fromString("631d99f9-0574-4a73-8daf-79bd7623648b")); - put(129, UUID.fromString("01fbf811-bccb-4fb4-90cc-a39c9f5e3d4f")); - put(130, UUID.fromString("748be56f-b0d3-49de-a849-e19cc18f88f3")); - put(131, UUID.fromString("7005bc68-dbd1-4b52-b257-d31af777ba3c")); - put(132, UUID.fromString("344ade5c-d42d-4e4f-849f-03086f9ebeef")); - put(133, UUID.fromString("0d5c8584-0733-43dc-a8b6-fbcce7ea2b82")); - put(134, UUID.fromString("3cdd1646-3a54-4056-8132-1d247ebbbef6")); - put(135, UUID.fromString("f60c4ab9-2916-4fd0-9163-a23d75108a75")); - put(136, UUID.fromString("299fe26e-5119-487c-97a7-573acec7948c")); - put(137, UUID.fromString("a2ca4b79-04c6-4b2e-b7a9-f81333cdee05")); - put(138, UUID.fromString("2213f5a3-b32c-4ce6-bbd8-a22fbac8e18b")); - put(139, UUID.fromString("e88d0c47-ea12-4d9b-847a-ecafc3ad26b9")); - put(140, UUID.fromString("d58eb81a-f80a-4254-b232-608fca8405a1")); - put(141, UUID.fromString("68e4b75f-a6ef-4109-a37b-f87dc851e797")); - put(142, UUID.fromString("9e619d86-b555-46f5-ba5c-895aae1b36cc")); - put(143, UUID.fromString("223148b1-702c-480b-b0b4-780920bfd546")); - put(144, UUID.fromString("6af95db0-b35d-4b99-ac65-f98f7bfc9119")); - put(145, UUID.fromString("f9f8a8c5-3803-4f58-b0ef-9c3c0de4d318")); - put(146, UUID.fromString("ed5d8de4-9279-4734-8952-3d50c38e446d")); - put(147, UUID.fromString("6bd18b7f-36e9-412d-9bbf-e21075130bb4")); - put(148, UUID.fromString("a2173caf-ee9b-41f5-aa41-4ffafd52a579")); - put(149, UUID.fromString("09104514-c705-4027-8189-8162552e7784")); - put(150, UUID.fromString("493ecfb1-5853-4782-87fa-d0196ccef79c")); - put(151, UUID.fromString("481d9c9b-4019-421d-9da9-7f3b05d6d84f")); - put(152, UUID.fromString("c98406d6-6b5f-4828-aae8-d44738392f83")); - put(153, UUID.fromString("d6ee3d3f-b2c3-449d-81e0-fe3207f8e448")); - put(154, UUID.fromString("fcea2450-2af6-4303-b2eb-c90f64eb17fd")); - put(155, UUID.fromString("eae9b337-7613-4d7f-b092-3d45d85b4e53")); - put(156, UUID.fromString("623878c1-b8ca-4884-b0a2-92c75341352d")); - put(157, UUID.fromString("1949b498-141d-4ac0-9cee-edc4963749c7")); - put(158, UUID.fromString("3bd77015-b896-4c29-b257-13ddd3eb7590")); - put(159, UUID.fromString("041ed1cf-87a8-426a-b8ec-6a2d7a192608")); - put(160, UUID.fromString("53caf0ae-afb6-4640-aec3-226564df888f")); - put(161, UUID.fromString("772a26d6-91e8-48e4-95f6-3b657ab3d262")); - put(162, UUID.fromString("08ba7c6f-213b-4b3e-b380-52a0bf49e65f")); - put(163, UUID.fromString("ac73307b-975a-433b-931b-bca196d7bdfe")); - put(164, UUID.fromString("015fa1c9-eef5-472e-98b6-19b2191a8e80")); - put(165, UUID.fromString("ea2fb7a3-b62f-46db-846b-ee6d164ce71c")); - put(166, UUID.fromString("b8aea2b8-ba71-4cd9-ba4b-c5ebec7cffb7")); - put(167, UUID.fromString("7961ad2b-7713-4edc-8a6a-681671c38a12")); - put(168, UUID.fromString("da3b12ca-6e40-4b18-90b4-44e0ed756bc3")); - put(169, UUID.fromString("2fcd4839-45fd-466b-b113-553fa7ce4d49")); - put(170, UUID.fromString("cde41a63-98f0-4b5e-ace0-0ab5d4b6266e")); - put(171, UUID.fromString("72c4effc-e134-4d1a-b9a7-6d045c506fcb")); - put(172, UUID.fromString("1bf61b60-7719-4328-9207-2f5e8d661ac3")); - put(173, UUID.fromString("f24225d0-a647-49ec-a796-14e50e1de93e")); - put(174, UUID.fromString("4ff60696-0f2e-43c9-a1cd-59753fe05a5d")); - put(175, UUID.fromString("d88f394b-959f-49a5-9fcd-45a5618339d3")); - put(176, UUID.fromString("da7162c8-4755-4de8-9607-666eb6621b45")); - put(177, UUID.fromString("5b1577ce-f22d-498a-9522-7c895e8fac9e")); - put(178, UUID.fromString("bd86a97e-f13a-4102-b78d-f0de294a9915")); - put(179, UUID.fromString("ad694a7f-c778-4760-9251-9b19c5142e27")); - put(180, UUID.fromString("de1eb2f9-18ef-42cc-85c6-b5b3b9757e27")); - put(181, UUID.fromString("42dcc537-75f7-4baf-a8ad-9b798cdd0882")); - put(182, UUID.fromString("770f88b6-4314-4823-af2a-7fbb68813244")); - put(183, UUID.fromString("7bbdbfbe-ba12-4c2d-b7e3-c623da487cb3")); - put(184, UUID.fromString("ab3fdf6a-5975-4d3a-b541-3fc74d231cf0")); - put(185, UUID.fromString("dc793f99-ed86-49c5-a18b-cd9849504e42")); - put(186, UUID.fromString("776815bd-0774-4426-a5dd-d9457a777871")); - put(187, UUID.fromString("d1f841cb-01b1-4b61-b51b-884ef341db3d")); - put(188, UUID.fromString("628d15d6-b211-4c4d-9df2-f86a1e433c80")); - put(189, UUID.fromString("673d5ae0-6188-406b-a0be-0d7bb7d7c519")); - put(190, UUID.fromString("13f7c673-e9b3-4472-ae99-477837620627")); - put(191, UUID.fromString("d5ed0d38-2eef-492c-81a5-7e35b5076b77")); - put(192, UUID.fromString("d9c3de63-3418-4d83-8114-97eada4a0e24")); - put(193, UUID.fromString("40d74dad-cdbf-4f03-8e23-e479fb149777")); - put(194, UUID.fromString("def27156-fa82-427e-9ff1-54a3c69e67f0")); - put(195, UUID.fromString("36c3bab3-10c8-4240-9ca6-128d621805d9")); - put(196, UUID.fromString("7258a7b4-26c0-4583-84ca-ad1083c470d3")); - put(197, UUID.fromString("b8532b9f-168b-40da-be01-96e4db546393")); - put(198, UUID.fromString("5c568601-6c04-4a18-ade2-76d7c24ac2d8")); - put(199, UUID.fromString("c2f36f98-4056-4fa0-b7ac-77766d668bf2")); - put(200, UUID.fromString("9416b006-7d2b-4fae-a020-302477146ea7")); - put(201, UUID.fromString("686c842b-f502-4a36-8e8b-0cdaeae6f33c")); - put(202, UUID.fromString("092518a9-77bd-4d97-a19e-d5866f5f2ba6")); - put(203, UUID.fromString("73297be3-51bb-4c1c-9a4b-19a54be351e9")); - put(204, UUID.fromString("b039a84a-1008-4599-88e4-039782dfae41")); - put(205, UUID.fromString("24b7ed5f-d27c-4f14-b062-f712055d2afe")); - put(206, UUID.fromString("6ce93ee6-3839-44bd-b137-56fc546540a5")); - put(207, UUID.fromString("9c718132-c6a1-42b6-a028-1b18fd2cf6eb")); - put(208, UUID.fromString("dc4ecf71-03ba-4ca1-a833-4a7ec95ee493")); - put(209, UUID.fromString("edb2e645-c372-4ac9-8957-18c417e95488")); - put(210, UUID.fromString("04f2a09a-721d-46e0-ad0c-486ded9c442a")); - put(211, UUID.fromString("f450a02a-c729-447a-a250-ef247caf67ee")); - put(212, UUID.fromString("74efeb0c-8de3-4de6-a899-077fb44af309")); - put(213, UUID.fromString("08b649b7-8b7c-49bd-9eca-17201b7f5efe")); - put(214, UUID.fromString("70da252a-211c-4656-b65f-a08a6148b1df")); - put(215, UUID.fromString("be0170c1-8c6e-451c-a58f-a1d4f23cf624")); - put(216, UUID.fromString("8d397549-34cc-4e51-9d04-60f8d8484c74")); - put(217, UUID.fromString("e91f9fc1-2687-459a-a491-ec2ea54875c0")); - put(218, UUID.fromString("215fbc0e-a926-489e-b872-2c8c71e11682")); - put(219, UUID.fromString("6c8153cd-a985-4b6a-a591-d2c50a02dde1")); - put(220, UUID.fromString("3170ed49-2aba-404c-ae71-2b428415d03b")); - put(221, UUID.fromString("ff424832-c47a-48d5-9c37-71737da6fc08")); - put(222, UUID.fromString("336bdcaf-ea45-4ddf-a977-4e73142a871c")); - put(223, UUID.fromString("6e1b8cd3-98f9-4723-a4e8-a4a8d3aa68ff")); - put(224, UUID.fromString("cc1ad4b6-7a8f-4f4c-8c3b-9d70707fae11")); - put(225, UUID.fromString("171e9c4c-98f7-4bec-a092-f1c0ef860831")); - put(226, UUID.fromString("95437c93-e074-4e83-9162-d76b5b9e448e")); - put(227, UUID.fromString("215d755d-234e-4fb8-83fd-9f5e2e354ce3")); - put(228, UUID.fromString("99ce898d-83e3-4fc1-a302-2c7260b2ad80")); - put(229, UUID.fromString("5fb4cb87-3c9a-43fa-ae46-621e6ebc848d")); - put(230, UUID.fromString("ada71e70-60ea-41ef-977b-7883ccaeb965")); - put(231, UUID.fromString("da4b7eb2-fb29-49d6-8167-0998b9bf4f33")); - put(232, UUID.fromString("76c4c30f-fe6d-442c-9811-7c2db7e7b355")); - put(233, UUID.fromString("92d621c7-21bc-48d3-9f8e-35de60efb5ef")); - put(234, UUID.fromString("6c2aad5c-566e-4180-8acc-87a7e1885faa")); - put(235, UUID.fromString("8378ae52-f9f1-43c7-9718-93201cd13a5e")); - put(236, UUID.fromString("ff268bd1-44bd-4720-84f1-d186dd3167c2")); - put(237, UUID.fromString("39ee0fcb-bf33-4c06-951d-d635263e746f")); - put(238, UUID.fromString("ab6d87da-aab3-4c76-8c96-839ee786c97f")); - put(239, UUID.fromString("f27ebe5c-5b86-4d9d-8baa-6e3933fd0fc6")); - put(240, UUID.fromString("acd14716-db10-4e86-a892-cbc115ee64a1")); - put(241, UUID.fromString("ef9770d4-088b-4041-924e-2ec540bde060")); - put(242, UUID.fromString("0de654fd-4147-4961-8a65-afa07320e2fd")); - put(243, UUID.fromString("ee3901e8-34c4-4139-b32d-686d29fa315a")); - put(244, UUID.fromString("39af3985-2d8c-43d1-afee-9a4824d376fd")); - put(245, UUID.fromString("28374ba1-87e8-478e-9675-08ae22b579c9")); - put(246, UUID.fromString("276764b1-af49-4e5a-8cf1-f4619d9eb2d0")); - put(247, UUID.fromString("b5858113-745e-4b24-8f35-9cf52c0c3324")); - put(248, UUID.fromString("4840f028-4ac5-42e6-8ec6-bb73be795a7a")); - put(249, UUID.fromString("b3ff12fb-f4af-4fd0-8a9a-a53325911078")); - put(250, UUID.fromString("d2bfd5db-65aa-4afd-9162-ea1d26958426")); - put(251, UUID.fromString("46827458-b424-4ddb-b46d-de41bde682a8")); - put(252, UUID.fromString("ed7e61ab-a25f-4151-be13-1c6b4a62adc2")); - put(253, UUID.fromString("521cb627-197e-4861-a3e6-f10582a99706")); - put(254, UUID.fromString("6ee69c65-5204-452c-9403-7fc0d089b2e3")); - put(255, UUID.fromString("bfb068bf-ab63-44b8-b26e-c64a5a1dda25")); - put(256, UUID.fromString("5d182966-5716-466c-9ce0-f6f35924c31e")); - put(257, UUID.fromString("4810ebe3-031f-4c1c-a72e-fb36b5b0e67d")); - put(258, UUID.fromString("802c36e2-99f9-4008-8712-d9fbc4e88fdb")); - put(259, UUID.fromString("845bec18-49dc-4d4c-8b79-c4548a8349ff")); - put(260, UUID.fromString("fa6639e1-8da6-4825-9157-be6d5d7a90be")); - put(261, UUID.fromString("385d58c2-0f77-4824-9a5d-f7c6b33a5e2f")); - put(262, UUID.fromString("7ed406c9-bb41-4835-b9b3-4faba3a6c816")); - put(263, UUID.fromString("dbf0b959-a66f-43d3-a56e-94281f664ac6")); - put(264, UUID.fromString("0a37f7f7-8c1e-43ba-b886-206dc61021ca")); - put(265, UUID.fromString("718d0beb-eec3-4013-bf93-b66d2280da95")); - put(266, UUID.fromString("02083fc3-9ae8-41bc-adff-569f95be201b")); - put(267, UUID.fromString("0a2cbc85-39c9-48ed-90b9-4d89afaabd62")); - put(268, UUID.fromString("46d8fb66-956f-47f6-8e89-80cf7aa31646")); - put(269, UUID.fromString("af32b624-57ca-4974-8cfc-ef26622d813e")); - put(270, UUID.fromString("25aed4fc-8abc-4123-b1ea-306feeee090d")); - put(271, UUID.fromString("7fd96368-ecc2-4dfd-ac16-4f0ab50fc29a")); - put(272, UUID.fromString("1eeb5cbd-62d7-4501-a821-0db6f9f2152a")); - put(273, UUID.fromString("47ad0358-0326-4d35-b29e-608c0a4cb219")); - put(274, UUID.fromString("777f1b3e-bc6a-48c4-909b-c372a118a680")); - put(275, UUID.fromString("40cca2fa-9c9d-4bd4-a480-bf41121f078a")); - put(276, UUID.fromString("ed920d78-1f91-4b54-b1ba-a116531d8845")); - put(277, UUID.fromString("f8766f1c-b419-4905-afc1-512efe29cfaf")); - put(278, UUID.fromString("96f31367-ab0c-46bf-9a75-0e6f1cbe17ad")); - put(279, UUID.fromString("add8d0ff-7c28-43f5-9c79-ae7819337b85")); - put(280, UUID.fromString("53cf3048-9be1-4ca8-b8f6-17a904738b9f")); - put(281, UUID.fromString("30a6e849-b2a9-4152-b5c5-5bd93159f24d")); - put(282, UUID.fromString("d9e1e8dc-201e-4091-9b1e-8a5809a757c6")); - put(283, UUID.fromString("e7e8b4f8-e28a-4b97-95fc-a5370487e56a")); - put(284, UUID.fromString("847a5a7f-5428-4397-a243-14e6c9d1bbe2")); - put(285, UUID.fromString("5032c4bb-3978-414f-b728-4da855c1f3c6")); - put(286, UUID.fromString("0452dfe4-0db9-4f49-916c-9e58b31e3c2a")); - put(287, UUID.fromString("d6fd4e6c-368a-491c-83c0-83a926139a9d")); - put(288, UUID.fromString("85497118-4671-437b-81da-b9a1c11bb403")); - put(289, UUID.fromString("cc99caee-906b-4e3a-8e12-b7d339e36f7b")); - put(290, UUID.fromString("d39f8b02-6120-4e46-b6d2-092d23651b44")); - put(291, UUID.fromString("d4943b3c-cdae-41d8-9970-131d7488542d")); - put(292, UUID.fromString("6d484356-cf3b-4bb3-8ef6-d05e14b1472d")); - put(293, UUID.fromString("af07edb4-e963-4037-b71e-1d261757d7d8")); - put(294, UUID.fromString("492808f9-893d-4004-8bc2-59eae33bdba3")); - put(295, UUID.fromString("1e2bdc64-f677-4e56-a1cb-8b66ea53aafe")); - put(296, UUID.fromString("8ca444ba-da31-43b8-92c7-6a40742e049d")); - put(297, UUID.fromString("bf9f5b9e-6ffe-45cc-ac6f-83a13b25b5d5")); - put(298, UUID.fromString("4580c6d9-b3a2-433f-8442-8b5efbf7f651")); - put(299, UUID.fromString("c2551c4b-bc96-4bf3-82ac-431e87e9d664")); - put(300, UUID.fromString("49712375-4068-4894-9f0e-f7789b920ce2")); - put(301, UUID.fromString("1b4ce24a-842c-4363-a29e-982099d900a6")); - put(302, UUID.fromString("111548a8-960f-4483-b164-fd4c177a31e7")); - put(303, UUID.fromString("b73f667d-1a26-48f7-9d83-cb02b47f0ed6")); - put(304, UUID.fromString("9e081365-2185-4c12-9bbc-33a216bef27c")); - put(305, UUID.fromString("6eff5072-1950-4374-a7f7-6a435b4478db")); - put(306, UUID.fromString("7a58f551-20cd-47fb-8ef6-2bdd06f679ec")); - put(307, UUID.fromString("10c77538-ac77-4cbe-a59b-c799af444c02")); - put(308, UUID.fromString("6046515f-9ecd-4269-a727-b7d422501875")); - put(309, UUID.fromString("fb7a2be5-0eca-43f9-ab2b-3dceb59aa3b0")); - put(310, UUID.fromString("874a2435-bfd6-4875-8af8-803487ac070f")); - put(311, UUID.fromString("b347b5aa-fe41-45eb-8500-3e1397eb3fbe")); - put(312, UUID.fromString("bbe42caa-ba98-4f6f-99d8-a4d62adea128")); - put(313, UUID.fromString("362465af-f1d5-4507-b07a-3b738d5a45eb")); - put(314, UUID.fromString("cf2fbc00-e35a-4c94-8c75-b6e3793eaaaf")); - put(315, UUID.fromString("57b91f8f-152f-4063-ba38-b1ab8f7338b3")); - put(316, UUID.fromString("5d89696a-fd4a-4e83-b618-5fa12d7312ea")); - put(317, UUID.fromString("f2eadc53-2e8c-4fff-99c8-9bf8957cb3b1")); - put(318, UUID.fromString("cb745797-bf30-44d0-af4d-bba5f789c473")); - put(319, UUID.fromString("64f6aa66-0abc-4831-a57c-48d784c345ea")); - put(320, UUID.fromString("58f8c28d-4371-45b2-91e9-f9e81dd590f3")); - put(321, UUID.fromString("771c8f7e-3b29-44d8-acfb-1f97fd54f49e")); - put(322, UUID.fromString("1bb1e7ea-c470-4112-8dfd-b9750d6c60f0")); - put(323, UUID.fromString("64c9e2c6-dd40-4287-b7de-3d34fc937327")); - put(324, UUID.fromString("411a8eb1-9c90-4ef2-9bb2-14499f5084ca")); - put(325, UUID.fromString("b1a64730-ff0d-45f6-81f3-fbdb2bd42325")); - put(326, UUID.fromString("9f34bf1b-61d7-482c-baed-f958f2f0f39e")); - put(327, UUID.fromString("d4f763b4-02a8-4251-8afc-84bf7d721fff")); - put(328, UUID.fromString("da5a628f-68cd-408e-9989-580230e9f9d2")); - put(329, UUID.fromString("e0e5b154-92e3-4db5-ba4a-b1056be178b4")); - put(330, UUID.fromString("a8c1d5e7-120e-4bf9-a293-8813d1faec97")); - put(331, UUID.fromString("d445c089-bfb9-44f2-8222-a5e2e2cf1bec")); - put(332, UUID.fromString("604ff10d-697a-4e5e-85e1-9534f41cc30a")); - put(333, UUID.fromString("22107baa-4ad5-45a9-9e72-48f19a9a03e3")); - put(334, UUID.fromString("957435a4-39b8-4934-8a59-8ea068eae863")); - put(335, UUID.fromString("7e47f091-e53d-40fc-9be7-83fc3ae89fd8")); - put(336, UUID.fromString("7f373f94-a452-4365-8bb2-c4b4253791cb")); - put(337, UUID.fromString("ca715663-01ec-493f-a245-4d8b0e2c2ea1")); - put(338, UUID.fromString("887b4da6-145f-456b-8f14-95c6da91ecd3")); - put(339, UUID.fromString("04b68971-b6ac-478f-96f8-7c4385d44d60")); - put(340, UUID.fromString("e7f22b43-8781-47f6-87d2-6167059cd483")); - put(341, UUID.fromString("56139c12-00aa-4cca-bd16-55ac245705bd")); - put(342, UUID.fromString("d2dd6d07-bc51-44f4-b301-01f55fceeeb1")); - put(343, UUID.fromString("4b045031-9efb-4005-ab68-965b88a0bb42")); - put(344, UUID.fromString("46f50b9f-d1fc-4ac5-b47f-b45890eea22f")); - put(345, UUID.fromString("e5a13d10-be4a-42f2-b30e-51435a48e7a3")); - put(346, UUID.fromString("f223c5a0-dc86-4de1-967d-e0357ba75288")); - put(347, UUID.fromString("70dd2c4f-6d7b-4425-9436-c257bc4ee1d4")); - put(348, UUID.fromString("0e625287-4ceb-4ff2-b687-f33fe5fd053b")); - put(349, UUID.fromString("8200e253-dcf9-4854-a0cb-393e0a18a996")); - put(350, UUID.fromString("77a38088-a111-49ac-900f-c623a10e6e5b")); - put(351, UUID.fromString("6ccb0e29-3df1-46aa-bb32-f2e95d12ff18")); - put(352, UUID.fromString("eb21f97d-4eb6-4750-b455-a0d4434ddc0f")); - put(353, UUID.fromString("42ef9baf-1217-4b0a-b700-584e6bb0d395")); - put(354, UUID.fromString("b395775c-ff60-4c71-82bb-c9d9bc3e8807")); - put(355, UUID.fromString("5913322b-f95b-4b60-9555-3ee6ab3f1e36")); - put(356, UUID.fromString("69069a8f-5f1b-4d6f-843e-4cd902a5cdf1")); - put(357, UUID.fromString("bdb8d11b-f457-4bef-b527-fd76fee0d80d")); - put(358, UUID.fromString("7e43dd58-6108-4bd8-ab8a-5d9142333a4c")); - put(359, UUID.fromString("9be57552-85f8-4e7c-b897-73205764b23f")); - put(360, UUID.fromString("e63dd57b-cc23-4308-b5ee-b59946f02760")); - put(361, UUID.fromString("3e71f1d8-d61c-4d6b-9994-e163109c39af")); - put(362, UUID.fromString("82562a70-ba7c-48ed-acfb-dfcacd105cd8")); - put(363, UUID.fromString("298ee924-658c-4b77-9404-d3ac064de9d2")); - put(364, UUID.fromString("21e630a1-67b7-4719-89c5-599b1b5a1888")); - put(365, UUID.fromString("22fa37f1-765c-4ef0-a83d-34de9b343dca")); - put(366, UUID.fromString("27e94b15-6d39-46eb-9eae-d6650f4498ab")); - put(367, UUID.fromString("0d06e955-8817-4719-96a2-45d9914b8fbf")); - put(368, UUID.fromString("bb6e3746-6381-4d8c-9274-a811842b364b")); - put(369, UUID.fromString("c7f0a453-3476-47cb-9617-e01acebf4eaa")); - put(370, UUID.fromString("3a49294c-849a-46e8-8701-965afeddb9cb")); - put(371, UUID.fromString("8e3d07bd-7580-40c3-82d7-a6b0efe46ac7")); - put(372, UUID.fromString("62e8ef7a-8d75-4a30-a0d4-19a5db31d807")); - put(373, UUID.fromString("26111ffe-fb12-4e1c-a464-7239cbeaaea0")); - put(374, UUID.fromString("181f7ae9-5aa0-44f7-b084-4555b2d2d574")); - put(375, UUID.fromString("0adfb480-dd47-4974-9cf4-c51962b42cc2")); - put(376, UUID.fromString("02ab795b-fad0-41b3-8aca-2b6531e808eb")); - put(377, UUID.fromString("e3f577f0-7e8e-4d8f-8c8b-c5c17bf60380")); - put(378, UUID.fromString("7a489000-0445-4a7c-8fe0-7aa1e3be0886")); - put(379, UUID.fromString("b13fe775-96de-4f88-9a3e-fbc3962098c2")); - put(380, UUID.fromString("1f75ece0-0f79-483c-93c8-78314468a60b")); - put(381, UUID.fromString("d9530c87-a173-41c9-b7a2-5f68b0e43b62")); - put(382, UUID.fromString("c17ec0d3-4b2e-485b-b3a2-7aa986a4d837")); - put(383, UUID.fromString("86cdbf0a-044f-4b86-a1c2-7ff35366afec")); - put(384, UUID.fromString("84765866-65d3-43f3-a6ee-db62fd98ceb1")); - put(385, UUID.fromString("36e145f2-c3ac-4651-a9f5-03616d82aa37")); - put(386, UUID.fromString("e3cac100-1b8e-418e-bee4-ea22071f16d1")); - put(387, UUID.fromString("7a793a52-074a-4369-a092-779b09637e12")); - put(388, UUID.fromString("395674b2-321a-4919-a6a0-2ee5a09e28c0")); - put(389, UUID.fromString("f37d80b7-563f-4104-8476-b5110a1eef30")); - put(390, UUID.fromString("24babd99-a879-4974-8872-eb4e153e5597")); - put(391, UUID.fromString("fa81f556-3107-4421-8f65-bffe0caeff22")); - put(392, UUID.fromString("901e1ef7-f668-45b8-9c30-aec21e301000")); - put(393, UUID.fromString("b74f682d-063c-44b0-bd27-d5c5f83ba5e7")); - put(394, UUID.fromString("e4034971-f853-48cf-8876-e1c736368939")); - put(395, UUID.fromString("09aeeb3f-4d10-4aa6-af9d-f9c08cc42aaa")); - put(396, UUID.fromString("2af48dfe-1ad4-4865-b7ec-8205484bd7fe")); - put(397, UUID.fromString("e6cf9e36-89cd-4cab-8dfd-0cb57bcc396b")); - put(398, UUID.fromString("dbbfb93d-fc8a-408f-bdab-683c195c200d")); - put(399, UUID.fromString("465c50a4-0723-4a7c-ab95-70a64ba838d1")); - put(400, UUID.fromString("37bc1edf-a2f5-4d81-8ea7-677b60574627")); - put(401, UUID.fromString("7c4df443-73a1-417d-b7b7-2ab94ef31595")); - put(402, UUID.fromString("4b83f25b-55f3-46ec-835f-a087047f4a83")); - put(403, UUID.fromString("7917f5f2-00c1-4f2e-8777-bd3e2852c8fe")); - put(404, UUID.fromString("3a7636da-9e41-4668-a6b8-60e6e271f698")); - put(405, UUID.fromString("19aafd3e-375a-4bfc-bbe7-3532bb4752d7")); - put(406, UUID.fromString("0218555a-2766-4b36-ab58-ce2ecfeb1957")); - put(407, UUID.fromString("33d1d7ac-05d9-424f-9956-c11110c7e951")); - put(408, UUID.fromString("3ea12c7a-c33e-4297-93ee-cae4ecabf666")); - put(409, UUID.fromString("1b98694c-0a5f-4610-95ee-210e5fc9c57c")); - put(410, UUID.fromString("90f5ab71-a8ad-4807-bd14-36aa5e063195")); - put(411, UUID.fromString("b7b7c904-c18a-4c8d-95b6-2ec43b1d6368")); - put(412, UUID.fromString("a4e5f13f-328e-4c6f-9291-86d05eb5a034")); - put(413, UUID.fromString("a130a378-6de1-4c49-9d12-089344f42a02")); - put(414, UUID.fromString("ac5c62be-9444-40de-bc8d-44ca7760f652")); - put(415, UUID.fromString("132c0300-a3fc-4e51-a24c-9791516cb57a")); - put(416, UUID.fromString("53bebb4e-38fd-4d76-986c-cd65d27cf187")); - put(417, UUID.fromString("584d1ddb-a539-41ee-9910-0b5d915a3336")); - put(418, UUID.fromString("a9b53029-9573-4aef-9114-583cfdb9a02e")); - put(419, UUID.fromString("a3664bab-72f0-412f-8b4b-a3ae6322065f")); - put(420, UUID.fromString("132aba78-397d-4123-b5bf-ffe39161576b")); - put(421, UUID.fromString("465a05e7-e1cf-4883-9607-c0bd67d85bf9")); - put(422, UUID.fromString("f6b057cf-6483-4e72-85bd-3a956851be48")); - put(423, UUID.fromString("d7daa0ce-fe88-4487-803d-6f5f19311a71")); - put(424, UUID.fromString("e29da111-1a11-4c0d-ac51-d234b97a1e05")); - put(425, UUID.fromString("54534960-6db8-44b6-8bc9-7ff8a67d042d")); - put(426, UUID.fromString("1361ae37-3d9c-4754-a3f1-668b8bc13ff0")); - put(427, UUID.fromString("32aaf457-0be0-48e4-a13f-0fe25a66a91e")); - put(428, UUID.fromString("93388ac2-4577-485f-9df8-c82c7952adee")); - put(429, UUID.fromString("e76b77ef-e79c-4ff1-b323-73a920c81aa9")); - put(430, UUID.fromString("94209708-eca2-46fe-9054-e51e4e17b4e1")); - put(431, UUID.fromString("8b354f65-2420-489b-ada4-68378bd86890")); - put(432, UUID.fromString("bc675def-9a34-4205-866b-5a9f12c3d2b8")); - put(433, UUID.fromString("66453cd5-c75e-4c40-9ce5-c87462c89120")); - put(434, UUID.fromString("f425ac68-fa21-40b2-ae0c-f6077ed1763b")); - put(435, UUID.fromString("2395dadb-7d47-4061-bedf-035ce85d096b")); - put(436, UUID.fromString("73a48e44-2d01-49c4-a872-bd2c2138c67e")); - put(437, UUID.fromString("4614e94e-13ee-40ab-af66-34f3899efc25")); - put(438, UUID.fromString("9923fe75-67a2-45a1-b636-1e0c2db096c9")); - put(439, UUID.fromString("d1d4d348-88ce-43fc-9136-1d3db42c9344")); - put(440, UUID.fromString("866dd270-78fc-4cf2-b8a6-c14a229d6f78")); - put(441, UUID.fromString("21f2703c-3475-448e-9546-ac3377250ef5")); - put(442, UUID.fromString("77cb54f5-a8b9-4283-96e5-c1bb345d9c00")); - put(443, UUID.fromString("e835001d-35bf-4644-93ae-6d458c785595")); - put(444, UUID.fromString("3dab91e1-f8dc-4ca1-983b-d4434328bab7")); - put(445, UUID.fromString("8cbab812-de7e-436b-aab8-8b2f1570dc42")); - put(446, UUID.fromString("c479b562-a6ff-4dc2-916a-fe603a57ba42")); - put(447, UUID.fromString("d0e09382-09dc-40bb-ad27-66664804eaca")); - put(448, UUID.fromString("8914e175-f311-4db5-8d71-91402f043a5d")); - put(449, UUID.fromString("a95e4f86-35fe-4977-a627-b5e4e4abee2b")); - put(450, UUID.fromString("0c2b0931-f8be-462a-85e0-27df6a420d86")); - put(451, UUID.fromString("72d4fa18-0031-4920-aea7-89cf4bf846a6")); - put(452, UUID.fromString("0d6bf866-ec56-4155-9fef-8599c03765bc")); - put(453, UUID.fromString("b8b0fee0-1bca-4171-b84f-a74b9c743d1e")); - put(454, UUID.fromString("a8a013e2-4013-451b-a76c-618e1f52437b")); - put(455, UUID.fromString("2f615c04-0cb1-411a-bb17-b9984ca6309b")); - put(456, UUID.fromString("7dd59539-8e68-4c24-b3e2-16098035486a")); - put(457, UUID.fromString("12975dc0-36cf-449e-87b8-90f6e48103d8")); - put(458, UUID.fromString("7d82ec0b-de83-43c6-9105-247abd746049")); - put(459, UUID.fromString("82569c73-8f09-4e05-a212-6af9226a2daf")); - put(460, UUID.fromString("34e5e8f5-3a12-4c01-ba95-0a440c666d21")); - put(461, UUID.fromString("b5db24c8-d8e1-4e95-bfc2-a2a6977b1d30")); - put(462, UUID.fromString("9d596a06-856d-4487-ab54-61e98aa45f6b")); - put(463, UUID.fromString("54ec7912-6a58-4a25-85cb-337d262c3773")); - put(464, UUID.fromString("a05078e9-58ed-44e4-860a-ecdb1dae2ec9")); - put(465, UUID.fromString("769db246-0a3c-4662-93a1-d535f09e8300")); - put(466, UUID.fromString("8a00e722-d8dd-4fd3-ad59-950aa5701f9f")); - put(467, UUID.fromString("344db70b-6b47-4600-9112-6ab9db6945d3")); - put(468, UUID.fromString("161ab8e2-91c2-4793-ad77-b321e1ee8f7e")); - put(469, UUID.fromString("e76b211e-7d3f-4ed8-aa41-c857f39444dd")); - put(470, UUID.fromString("f5277f2a-f1d6-4d8c-9ec4-6c88ecee083b")); - put(471, UUID.fromString("896b54c7-874e-4081-9263-ad6a40e64caf")); - put(472, UUID.fromString("a9b2f81f-55af-4619-aa96-bbb94f3b2678")); - put(473, UUID.fromString("9c2bcfb8-d67e-4dd0-85d0-88db12481079")); - put(474, UUID.fromString("5fc10e73-e58c-49a7-85ca-882f5a718cd4")); - put(475, UUID.fromString("00888456-4df3-4f3e-8aac-cf36a5c5dd70")); - put(476, UUID.fromString("3addab59-6e3b-454e-b6be-cb986801898f")); - put(477, UUID.fromString("fa55bba4-e35f-4081-85eb-5fbc96bf198e")); - put(478, UUID.fromString("2945b240-f582-4530-8596-73c1a5823474")); - put(479, UUID.fromString("dcbaa6bb-ae67-463c-82b4-4f25d39daaa1")); - put(480, UUID.fromString("9bbfe530-cac6-4349-9869-208d8719560d")); - put(481, UUID.fromString("b65c2dff-d507-48b5-b93d-65506c2dd368")); - put(482, UUID.fromString("97e5e1b5-afc8-4c2f-b20a-c19375afbd8d")); - put(483, UUID.fromString("89e988bf-2a29-4884-a0bc-c1bad484c35e")); - put(484, UUID.fromString("c323762a-c5a6-4ecb-be61-bb3ee0a08973")); - put(485, UUID.fromString("e08845e7-7cc3-4ea3-b854-24eb87f45fd6")); - put(486, UUID.fromString("4d8cea8f-8cf0-4058-8a02-5c1a59060d51")); - put(487, UUID.fromString("2125559d-5921-4e67-b878-ce35a60e86c2")); - put(488, UUID.fromString("0b140cc1-9a16-484d-8f28-cd1fe3f1b118")); - put(489, UUID.fromString("80c447c6-5867-4f6c-a198-fc38b4f124c2")); - put(490, UUID.fromString("00c37dd3-e366-4f30-86cd-1c1e3fbe9e2e")); - put(491, UUID.fromString("5751e637-6e50-4277-957d-36513a0c4f53")); - put(492, UUID.fromString("b3a35618-503c-4ef9-ac0c-ecb181665aee")); - put(493, UUID.fromString("aeed3d1f-4ccb-418c-98ae-3cbdfe668c56")); - put(494, UUID.fromString("20298f90-5a54-464c-9523-e2c482dd6f68")); - put(495, UUID.fromString("58c2647e-0c28-4dde-9cea-a95c8fb53a70")); - put(496, UUID.fromString("19a4fe30-0807-4dc9-b798-9e648a30d9e0")); - put(497, UUID.fromString("6f6d6a23-d053-42b8-83f0-29c9ed5df22d")); - put(498, UUID.fromString("0290f673-56fb-41ce-9af3-baf1fc7c2875")); - put(499, UUID.fromString("6fb04835-c83a-4c37-915f-226e867465e8")); - put(500, UUID.fromString("abfa07a6-7e79-446c-8f11-30f576a2e8f9")); - put(501, UUID.fromString("10aa84b8-b66c-4020-b7fc-d8dd4e972137")); - put(502, UUID.fromString("fff4319e-261c-4bfc-a79f-3d9206811055")); - put(503, UUID.fromString("e6186855-c8b4-43ca-b529-b47dd2739082")); - put(504, UUID.fromString("6ac11f96-3b23-4519-b9cf-c6402afce1b6")); - put(505, UUID.fromString("1d537526-f2f1-45bb-bf61-5f016bb88b63")); - put(506, UUID.fromString("f9a03306-95ae-4e86-9fc8-8c39fa5b9205")); - put(507, UUID.fromString("dc46d8ae-d755-4826-b9f1-fd159402ccbd")); - put(508, UUID.fromString("c9c97590-0828-42dc-a226-f48bbdad0bbe")); - put(509, UUID.fromString("a63c3a0c-ab1a-47c9-96d8-d8619de1f3f7")); - put(510, UUID.fromString("336dfe54-a753-4b9b-8486-76ef0697e9c7")); - put(511, UUID.fromString("d8bf27c3-ef72-44ac-a8ef-f38c7d14b56d")); - put(512, UUID.fromString("9c66cf21-6354-464c-a485-86a06304eadf")); - put(513, UUID.fromString("f1072cb9-a0b8-4086-8528-50b85804669d")); - put(514, UUID.fromString("0858a512-1730-41e8-b1e6-c23f9f977d05")); - put(515, UUID.fromString("3c83161e-017b-42ea-bfda-197792794c38")); - put(516, UUID.fromString("55bc9a0e-059d-4ff4-987b-a221bf3aa50c")); - put(517, UUID.fromString("e055360a-ba32-4f69-ae5f-8f232fce55e5")); - put(518, UUID.fromString("fa5d69aa-08df-4e33-ab51-0df33fbde23d")); - put(519, UUID.fromString("3ea8f086-2c15-4bb2-84ad-841a89135d06")); - put(520, UUID.fromString("a1bc6024-85a3-4562-9734-a9f53e9d662a")); - put(521, UUID.fromString("f83501dd-5bd0-4761-868d-dc78bed86533")); - put(522, UUID.fromString("523940bd-99a2-49e2-ad85-c2b010d9346e")); - put(523, UUID.fromString("87f82823-8a07-443e-a93a-fdcc73fe0f81")); - put(524, UUID.fromString("c9752f4a-8c1d-4e09-9895-5c424a013dd8")); - put(525, UUID.fromString("26b0f2dc-5da4-4f27-b032-88bf50cb8f2a")); - put(526, UUID.fromString("2637bbf5-940c-4596-89aa-506172571db6")); - put(527, UUID.fromString("18a9edd1-32aa-4ce9-b1c1-74c713269261")); - put(528, UUID.fromString("f7f95a3b-82ce-4459-9911-feb017a10369")); - put(529, UUID.fromString("80fadfe4-709f-429b-84f8-eab4df37170a")); - put(530, UUID.fromString("1778b884-5dee-448f-b96b-8b58f6be4051")); - put(531, UUID.fromString("03a6583e-88a1-4cb4-a563-ee0f2f749964")); - put(532, UUID.fromString("4a851119-88e5-421b-a47a-dbdcb42a3b9d")); - put(533, UUID.fromString("953ffece-df0f-4f43-ae02-508139bd6eb5")); - put(534, UUID.fromString("89ef4bfc-e065-4665-b461-f47e1832d63a")); - put(535, UUID.fromString("2dd212f9-9ade-498a-b0a3-8bb80f7c5f65")); - put(536, UUID.fromString("bfebedac-0b08-4eec-a147-8ace3d95aea0")); - put(537, UUID.fromString("8ba3366c-cff1-4c58-bb98-92b079f6c45e")); - put(538, UUID.fromString("af46cee0-5961-48fe-8aec-eff7d950ea30")); - put(539, UUID.fromString("799b7211-edbf-4663-9234-1567749f21b1")); - put(540, UUID.fromString("ce20a1f7-f27a-4b27-8d26-6e022a73e9d7")); - put(541, UUID.fromString("c3a18d7e-d2ed-49f4-898e-dee543b4cabf")); - put(542, UUID.fromString("90b4b6b2-3902-4185-98a4-46329b5eb462")); - put(543, UUID.fromString("ba1f2db1-d872-4c11-95e3-502eaba91c5c")); - put(544, UUID.fromString("3dfd9eef-dc3b-4711-a0ac-c06113966918")); - put(545, UUID.fromString("5b12e19f-ce1f-4573-a90d-1fff580a7d5a")); - put(546, UUID.fromString("a1e77247-99a4-4806-805c-62e286f76c95")); - put(547, UUID.fromString("dda2345e-3bf5-46e0-a835-065e95715bd5")); - put(548, UUID.fromString("051dcec0-f30c-4f23-9cb3-7d71da3d5755")); - put(549, UUID.fromString("1885fd44-7744-4db3-8fd8-10f6101b3eba")); - put(550, UUID.fromString("ff4421bd-846b-48e2-8d73-30ca2796f2a3")); - put(551, UUID.fromString("317d31e2-fad7-4466-a629-ab7803789313")); - put(552, UUID.fromString("3914110f-dd02-4b8c-ae61-a66cf188d186")); - put(553, UUID.fromString("d89ff006-95a5-4a42-ac2d-959ff63966dd")); - put(554, UUID.fromString("6b1bebf3-dd82-441e-9e49-ae8527e83ef2")); - put(555, UUID.fromString("fb548034-5752-4c7b-ba33-5e58b35f543e")); - put(556, UUID.fromString("d5aa7cec-56b7-43f1-bc99-0c5e56bef192")); - put(557, UUID.fromString("f569a366-7418-4e8a-965c-b09bb8d5a7d7")); - put(558, UUID.fromString("6e3bda33-fc70-4b8f-ae9f-389646cf0da8")); - put(559, UUID.fromString("24643b19-9d1a-4892-974b-55e9dd4ec0f1")); - put(560, UUID.fromString("1a9a0065-77e3-4911-a585-9d64c7779ee4")); - put(561, UUID.fromString("618a96c4-7567-4504-b3a2-437aaf40ea60")); - put(562, UUID.fromString("4df8b9cb-cdfa-450a-a671-dae268979ecd")); - put(563, UUID.fromString("180b4913-4580-4650-b889-01026adc178e")); - put(564, UUID.fromString("ca7f1a31-5fbb-4674-8965-37a76b6266ca")); - put(565, UUID.fromString("88045f6a-321f-45c2-b3ac-fd2dbf214198")); - put(566, UUID.fromString("7f54bbce-a7c3-4a90-98ae-a4f83d8c6446")); - put(567, UUID.fromString("9575e0b3-a6eb-49b3-b252-ecbe847ab1c5")); - put(568, UUID.fromString("3b631d7a-d90f-42b3-aa6e-be2ac5672d28")); - put(569, UUID.fromString("166541af-5f9d-4413-803b-1616fc6f7f4e")); - put(570, UUID.fromString("54718837-de3e-4de5-b39d-63c0a1cc1e59")); - put(571, UUID.fromString("aac25a3a-f866-4865-a20c-7c08f30ff2b7")); - put(572, UUID.fromString("8a840d0c-3b5c-430d-acde-2cfde3d46396")); - put(573, UUID.fromString("c69abfee-a55c-4c40-9386-44bfedf1a6fb")); - put(574, UUID.fromString("5af28614-c02f-4ca1-829e-0c0ebb68c1b0")); - put(575, UUID.fromString("6684f9a1-15e3-4881-9ff7-30cdf1ad1bb2")); - put(576, UUID.fromString("de866c1c-8916-4f9d-9f94-62f397e48912")); - put(577, UUID.fromString("4611e4eb-e92c-4978-b802-066372149665")); - put(578, UUID.fromString("55ddc327-fe98-407f-98a9-668a00a209e5")); - put(579, UUID.fromString("e8a44b8f-167c-49b7-9da2-9f060c298136")); - put(580, UUID.fromString("d3f9580e-b386-4bb9-bb92-b15ce414075c")); - put(581, UUID.fromString("f072565c-e68a-4bad-872d-c23b1977c3f1")); - put(582, UUID.fromString("673717db-5788-4203-af40-5de0e5742287")); - put(583, UUID.fromString("0b64f663-461f-4a88-b443-d458ee11f911")); - put(584, UUID.fromString("9bd90516-de71-450d-a960-af6c4d9b1274")); - put(585, UUID.fromString("bc092e54-3e7b-4f46-9a12-5ab3fb94562e")); - put(586, UUID.fromString("e66e699a-0963-47f7-8bd0-a47b6416321b")); - put(587, UUID.fromString("888b805b-baeb-4a98-9ca1-3f6ca0563720")); - put(588, UUID.fromString("b221927d-5315-4c67-bb7d-b92dd5ed4960")); - put(589, UUID.fromString("6cf85622-f0aa-44c9-a0ca-31adc2dc93c5")); - put(590, UUID.fromString("cbc45523-cdc7-4b23-8dc5-a7f198155f73")); - put(591, UUID.fromString("76b6447d-4574-4609-873b-08461be0fce4")); - put(592, UUID.fromString("fbee7910-f696-425e-b272-bcc8b981fbd9")); - put(593, UUID.fromString("71d2f63c-88c3-4f23-ae0f-09e1c35c727b")); - put(594, UUID.fromString("4f90bb7c-ea52-4ebb-b281-17df7a122837")); - put(595, UUID.fromString("0e1ae22f-d2b6-427b-a37f-14a39151d409")); - put(596, UUID.fromString("f8e023b7-bc95-4c40-a13a-c8b2d02b900a")); - put(597, UUID.fromString("0160a44d-fec5-41ad-9ad4-b29267e1ddca")); - put(598, UUID.fromString("e1ed9691-6fa4-4c93-8ee6-9697811fe892")); - put(599, UUID.fromString("a386c718-54ae-4d8b-aa21-6fdb2720a7a7")); - put(600, UUID.fromString("1241aff2-a474-4519-ad3e-fb742479849c")); - put(601, UUID.fromString("25e37b55-5cc8-4a37-b6ee-e15c08506661")); - put(602, UUID.fromString("891df97d-e03e-4254-9923-19a631236fdf")); - put(603, UUID.fromString("4426f013-e031-4805-93cf-0c2bf633e7ef")); - put(604, UUID.fromString("84f45a7f-99ab-4c36-b89a-e3e4f4fec2d7")); - put(605, UUID.fromString("915a7ca1-830b-4dbb-bdd8-bba7d159a67d")); - put(606, UUID.fromString("bf081255-323c-4755-b07d-a0733612cf0e")); - put(607, UUID.fromString("4b6c6ab2-921c-48a7-952c-ba7359b89e52")); - put(608, UUID.fromString("a6c3d932-5194-4ab4-9ef5-d1db82b91b58")); - put(609, UUID.fromString("ef83eb36-dddc-4359-be46-404e5acb0388")); - put(610, UUID.fromString("8a0e9b13-e60c-48af-897c-73ea416fd8b0")); - put(611, UUID.fromString("56d262b0-fd20-409a-809b-b00aaaabb4c4")); - put(612, UUID.fromString("02f10fae-bfb4-4374-bf38-7fce6d3df784")); - put(613, UUID.fromString("ae8796d4-6507-4f80-b796-379e4df4e961")); - put(614, UUID.fromString("a0d4fa66-6524-407e-be22-5e0c2dddcfa8")); - put(615, UUID.fromString("7dd3378b-8415-43f0-99bf-9fda67752638")); - put(616, UUID.fromString("83435784-f848-49cb-9a54-312501717894")); - put(617, UUID.fromString("fe35db5b-4751-47b2-90ea-eac6dca8884f")); - put(618, UUID.fromString("ab28cea3-07f3-46d0-a9ff-641ff7847065")); - put(619, UUID.fromString("7d4f8d29-98ad-4035-a53b-0f3910108458")); - put(620, UUID.fromString("00050528-db3c-4571-ae11-42a66c4a3d90")); - put(621, UUID.fromString("ce522a0d-0b52-4980-a972-6c6cd5d84dc2")); - put(622, UUID.fromString("7fde453d-9e36-485f-8a78-7069cd73b354")); - put(623, UUID.fromString("d64c4597-6f51-411c-892e-b0fb05319dfd")); - put(624, UUID.fromString("7751f674-bccf-44d5-9bfd-f8b07a01f347")); - put(625, UUID.fromString("42a90709-323b-4385-9f53-f8e47cb93f23")); - put(626, UUID.fromString("6b7a5ca8-54b2-455a-a7c7-e992d1c23c99")); - put(627, UUID.fromString("6fb5e47b-4899-447b-81cd-94e8b776a456")); - put(628, UUID.fromString("ba5a7550-aba9-4ed2-9d1f-c6e59d87a8f6")); - put(629, UUID.fromString("0a9af14c-84da-4ebd-8d38-a8661f9ebcd6")); - put(630, UUID.fromString("9b129040-700e-4967-8723-fe6ea1e28f71")); - put(631, UUID.fromString("b671cbf2-93d6-4856-82d0-ea98812c0c84")); - put(632, UUID.fromString("39ddd78e-11a7-4126-abd8-4bdfa12a3187")); - put(633, UUID.fromString("4bdce40a-8069-49e7-84cb-231fd5ddb9e5")); - put(634, UUID.fromString("e7876c75-a50e-4fe1-a7d7-2c0797434cc8")); - put(635, UUID.fromString("1577f924-41a8-482b-a08e-df15e7274e23")); - put(636, UUID.fromString("08b5adc3-e35b-4606-ab3c-41fd49f4b181")); - put(637, UUID.fromString("0d954c77-fc08-4ba9-a56c-f4f21327bd87")); - put(638, UUID.fromString("469cfa93-18e3-43da-a994-fa62e318bf4b")); - put(639, UUID.fromString("eb8ecc99-b1b4-443f-80ba-d16781aa4d7e")); - put(640, UUID.fromString("4149e3cc-5721-4645-b498-56a889c3061d")); - put(641, UUID.fromString("4c0a075e-0abc-459b-b456-26f57e32a090")); - put(642, UUID.fromString("1ad0314a-3256-4dc0-a830-19c385ad9634")); - put(643, UUID.fromString("084eb357-2f65-4955-9625-3bb0b1ef04a2")); - put(644, UUID.fromString("d10af3b2-8de8-41c2-9e86-2f316fe694f5")); - put(645, UUID.fromString("2819f854-263c-4932-a66d-91e7a7ccb474")); - put(646, UUID.fromString("13677508-21da-484f-91aa-ea667f190948")); - put(647, UUID.fromString("c2f05ccf-92eb-480a-ab52-b7fb24177c4f")); - put(648, UUID.fromString("dd357926-b38e-4bed-9d59-5a2dc11550ef")); - put(649, UUID.fromString("62e7bd37-64b3-421c-b190-8a073c1a9beb")); - put(650, UUID.fromString("79089b09-21d9-4380-8dbf-5784ba3c9da6")); - put(651, UUID.fromString("d72c5654-9c28-4d1d-82ad-f3270c17f211")); - put(652, UUID.fromString("bab64f6a-594b-46cc-a41c-18540fbefb94")); - put(653, UUID.fromString("298cc36a-cdb0-46f0-bc7a-c6f560533bc5")); - put(654, UUID.fromString("62cd7511-5459-4f52-a411-4a4b1f2c0799")); - put(655, UUID.fromString("9c6854f2-9dc8-40f1-89ce-bd261a66d449")); - put(656, UUID.fromString("a280a21a-c523-487a-8382-2b657d212c50")); - put(657, UUID.fromString("6066390f-89fd-4822-822b-06a7ba3af491")); - put(658, UUID.fromString("011bd6b9-b00e-4761-8240-fafc8cb59a3d")); - put(659, UUID.fromString("7e8a9621-8322-472c-bd20-0ee2fb369b15")); - put(660, UUID.fromString("708eba96-080a-44e4-ab8f-54da5278cc9c")); - put(661, UUID.fromString("5dc9f10f-4cbf-47b5-8e75-ffbf70fbc318")); - put(662, UUID.fromString("7fd07402-298e-4f53-9553-38dce50108b4")); - put(663, UUID.fromString("8f9e781e-7028-48ac-a283-cf3039ba08af")); - put(664, UUID.fromString("6e9a66b5-3783-4f62-b933-5e3852ad419d")); - put(665, UUID.fromString("ad902b26-b5a5-44af-a480-2c00b6353fcd")); - put(666, UUID.fromString("b3553545-690d-4f8c-b1c7-fd8dfea24f13")); - put(667, UUID.fromString("6344b052-d1b6-43ce-9ad2-7ff06944bc6f")); - put(668, UUID.fromString("9ead079b-0dd4-4eac-9e62-b33c16079a5c")); - put(669, UUID.fromString("e84f0b1d-63d6-4de4-a0e1-ff45f76bcb46")); - put(670, UUID.fromString("618e5995-cbe4-433c-8a46-3ce98976d7cd")); - put(671, UUID.fromString("713ec4f8-e11a-4c23-a20b-e4c01438816b")); - put(672, UUID.fromString("c1933c63-a416-41bd-a262-bf9b59935184")); - put(673, UUID.fromString("004c87ed-5969-4371-a302-9c2f60ec550a")); - put(674, UUID.fromString("ec9af10a-1968-45fd-a861-e41b400495c5")); - put(675, UUID.fromString("759cdfe1-2a2e-424c-a8ae-51aa21e6c1ae")); - put(676, UUID.fromString("729370b9-dfc4-4805-9d52-c0dc598a13f8")); - put(677, UUID.fromString("0a395828-38e6-44a1-9e06-ea741cd2089a")); - put(678, UUID.fromString("f13393c4-e069-4856-9655-a73d4288b2c5")); - put(679, UUID.fromString("2c971cce-06df-4acb-b982-a7cf73adea45")); - put(680, UUID.fromString("22693d1b-3f25-43c7-a9e6-c2e0e6f16894")); - put(681, UUID.fromString("308b52d8-e16b-483a-bf78-7d3a6237ee75")); - put(682, UUID.fromString("bbccfe6b-8634-44ae-8e03-9df235d0cb60")); - put(683, UUID.fromString("b7ec0b76-c351-429c-8732-e583b739dd0a")); - put(684, UUID.fromString("a2a0e502-0997-4ef2-8fb5-418819f995b9")); - put(685, UUID.fromString("2d9be4fa-dc11-42d2-864e-dbc430b2ee80")); - put(686, UUID.fromString("09ce4898-5f19-4646-ba98-16d1d088569e")); - put(687, UUID.fromString("e2d0e058-570f-403c-86a6-0962f351f931")); - put(688, UUID.fromString("dd9c9e41-6bff-40cd-b9a7-eafb7d685c0d")); - put(689, UUID.fromString("acac238e-c746-4ece-9ed5-9e6f6ad8bea0")); - put(690, UUID.fromString("98d085a3-e6db-44b1-91c1-9625f1fddc5f")); - put(691, UUID.fromString("79486dc3-b066-4f61-ba33-3cfb5a174473")); - put(692, UUID.fromString("7d335d59-5245-4ae4-9dfb-964b14c085ba")); - put(693, UUID.fromString("f7183cab-67a4-4f2b-84e2-e35c1484f772")); - put(694, UUID.fromString("838903b3-2786-4bc2-b64d-e45153dc58ab")); - put(695, UUID.fromString("73401955-92fa-40c2-9725-29addad9e857")); - put(696, UUID.fromString("2e59c40d-1c17-48e0-8933-6d33ba82ea5b")); - put(697, UUID.fromString("4f61f4ac-7d8d-4ddb-9a2a-220ead3d5768")); - put(698, UUID.fromString("5b610544-a3b6-4fb8-a759-a9c92b0822d6")); - put(699, UUID.fromString("6fd65977-c59f-4308-a75b-669bfe7432b3")); - put(700, UUID.fromString("39cec23f-a80b-45e4-814e-c9ce61d37836")); - put(701, UUID.fromString("bf3c0e87-0252-44ca-9c1c-db8896df51d4")); - put(702, UUID.fromString("45d8dfe3-2324-4b07-a6c0-313fc92d0d20")); - put(703, UUID.fromString("83fff0bd-96fe-4cbe-954d-0bc9667d17ac")); - put(704, UUID.fromString("8d0ba424-21c5-4bb7-96bc-66ce406f97f8")); - put(705, UUID.fromString("05e63285-509c-4935-8d9c-27e3a6cd10e5")); - put(706, UUID.fromString("ac2e2007-23d1-469c-82e0-61882c0fd4bd")); - put(707, UUID.fromString("8e86e4eb-19af-46a2-a521-ad396b3da57e")); - put(708, UUID.fromString("87b2ce10-28c8-4dc7-b2ef-f557af83ff39")); - put(709, UUID.fromString("ffc57a9f-0a72-4a84-a79e-deb313a89d7c")); - put(710, UUID.fromString("9f035956-bd07-41a4-bce2-d456a119c694")); - put(711, UUID.fromString("ec5dc4fe-99ca-4a75-8300-6a89de7e7491")); - put(712, UUID.fromString("24ff383d-5495-400e-b7a6-f4df975083f8")); - put(713, UUID.fromString("3008bd39-4ad6-4c00-b72a-ab8408e68cd0")); - put(714, UUID.fromString("2001f0b7-338e-46ea-b012-e3ae91b0589b")); - put(715, UUID.fromString("b1f04382-784e-4327-8276-c9c36ea98c89")); - put(716, UUID.fromString("098b40af-d56c-402e-9460-8a91a193ad96")); - put(717, UUID.fromString("c7f20ecf-22c4-46c1-8f56-252c4749552e")); - put(718, UUID.fromString("3b3250db-56ea-49c2-bcb4-40d122cf6c34")); - put(719, UUID.fromString("719f12b1-31e9-4a5f-879e-29ce453feb36")); - put(720, UUID.fromString("8494b4a4-0a99-4148-9237-8d2fdd3be519")); - put(721, UUID.fromString("364ffcac-06a4-4df5-a499-7fbecd1e6aa9")); - put(722, UUID.fromString("b8ee2017-16af-45d2-a4e6-8531deb2f7f6")); - put(723, UUID.fromString("110f7fd2-2c83-4251-a7b1-8cf99d448575")); - put(724, UUID.fromString("7848bb80-8c0d-4376-bfef-7a2d744e74a0")); - put(725, UUID.fromString("0c3c0a13-ec8c-4752-a9ad-591e6c431b9e")); - put(726, UUID.fromString("089e2a74-6b28-426c-ac08-47c21935b633")); - put(727, UUID.fromString("06a6740b-8fdd-4bfa-9375-52399744faad")); - put(728, UUID.fromString("ad9c9c8d-0464-4d57-9f60-1c97bd8a9ac9")); - put(729, UUID.fromString("c22f45ac-2e48-4153-8ae6-958adadc6de9")); - put(730, UUID.fromString("b5d861e4-5a16-4a42-8fe4-c53856210920")); - put(731, UUID.fromString("4ce89eac-a780-4659-abc3-98e89f28e7d9")); - put(732, UUID.fromString("c53bd487-3635-4db9-bcdd-d9ec3475e095")); - put(733, UUID.fromString("b442b9d1-04b8-4ac4-a8e3-52bea3bdc954")); - put(734, UUID.fromString("daa94a76-9107-47bf-8f58-176799e71d46")); - put(735, UUID.fromString("3b616900-2772-4536-9213-39280505a1f3")); - put(736, UUID.fromString("a6bf14a2-5a32-4002-b096-3f672fc56a89")); - put(737, UUID.fromString("f34494b7-943a-422c-855d-4256ab789905")); - put(738, UUID.fromString("01e30723-5064-4d58-b77d-d895c81b0cdc")); - put(739, UUID.fromString("54d0ff54-656f-4b8e-94b5-4d56a63278f5")); - put(740, UUID.fromString("15532c7f-ddee-4adc-a1bf-462f0e8d3c53")); - put(741, UUID.fromString("76366bd4-4523-47bd-8162-85808099fd81")); - put(742, UUID.fromString("2d535da7-5537-473f-94e0-0c2830b91e03")); - put(743, UUID.fromString("8119287b-2649-4313-af70-0c9795e6e129")); - put(744, UUID.fromString("2cc4f0ea-101f-4b94-9a07-8d5952bab6a8")); - put(745, UUID.fromString("40002b26-8088-470d-afcf-1939f84af089")); - put(746, UUID.fromString("71873d4d-d43c-4033-8cc6-98b12c740da2")); - put(747, UUID.fromString("9376cc8c-e8bd-4fee-ac6c-3775b27d5f6c")); - put(748, UUID.fromString("6338308a-e16b-410c-b060-5818941bf225")); - put(749, UUID.fromString("1a40c9fa-1739-4f34-932c-25cf78d7b433")); - put(750, UUID.fromString("50f3c6e7-fee3-446b-91c5-a805715140d2")); - put(751, UUID.fromString("caca51bb-db23-43c7-9506-4ae87c09154d")); - put(752, UUID.fromString("a459c438-2f3c-40d7-b8c0-5f6ee0d393be")); - put(753, UUID.fromString("1e1c5ca4-0524-45a0-8e7a-08ea47d7b7d3")); - put(754, UUID.fromString("4570de6f-83af-49e6-b5d8-061e6c3779da")); - put(755, UUID.fromString("c67c0f09-91cd-4d64-b54c-3f4e763a978b")); - put(756, UUID.fromString("4d7c4536-27f6-4728-a123-d7f80781d4e6")); - put(757, UUID.fromString("c6908ea0-b748-47de-aaeb-778b0e580973")); - put(758, UUID.fromString("36bf3c7a-db52-4e97-b883-44bcb219f1bb")); - put(759, UUID.fromString("0ad4a0c1-11fe-4440-9b13-fd430347fe1f")); - put(760, UUID.fromString("b24c8ded-3808-41d4-83f7-50b208781a84")); - put(761, UUID.fromString("939981d1-0754-451d-810a-247c23d173ac")); - put(762, UUID.fromString("a39df874-0a4f-4126-acfa-eb37a7aeaa5c")); - put(763, UUID.fromString("cf3bf8a2-17b8-4779-8ffe-408522958385")); - put(764, UUID.fromString("1464af42-9c6e-4bf9-a1da-f3344dde524f")); - put(765, UUID.fromString("c4e65bb5-b5df-470d-9b67-d5bfbf4b1f7f")); - put(766, UUID.fromString("e537d46a-b223-4729-9e00-d855fb2f117c")); - put(767, UUID.fromString("e6de5281-7cb0-4e1b-9d1b-d299d362af3d")); - put(768, UUID.fromString("7a7e3c98-8bb3-40df-8f5d-464917566cc2")); - put(769, UUID.fromString("487d1016-ec94-4824-bc09-b2ee7a990156")); - put(770, UUID.fromString("59660bed-7da2-4a00-bd46-cb77851abb9a")); - put(771, UUID.fromString("cc20679d-e523-40a8-9f9e-70da8dd09c39")); - put(772, UUID.fromString("fd487009-b733-4dec-a707-90a31aee5f5e")); - put(773, UUID.fromString("0768121f-c894-43d8-874f-310a8dafe577")); - put(774, UUID.fromString("989db713-82e5-4498-8c66-b3b9669a5302")); - put(775, UUID.fromString("ff2295bb-c162-44c1-8735-c9474fa61c3f")); - put(776, UUID.fromString("ac26a455-44a6-4693-8339-b8fe9b7845d4")); - put(777, UUID.fromString("1041661a-2c49-49fc-8ea1-2427ea2ddb57")); - put(778, UUID.fromString("e75ca858-6370-4085-81bb-f14ccc52f522")); - put(779, UUID.fromString("54160259-5a50-4482-ba4a-b0009e627b82")); - put(780, UUID.fromString("70d1e263-ad6c-412e-96e0-ec82b7873038")); - put(781, UUID.fromString("ca72489f-8533-4074-9436-c2ba79f615d8")); - put(782, UUID.fromString("e1d805e9-3dc8-418e-9ed8-7e33a59c23c1")); - put(783, UUID.fromString("cf9b6d19-647c-43da-b859-73c4c02ce66d")); - put(784, UUID.fromString("8a2f29d9-1d1a-4ea1-bae3-01e20ce7c3b3")); - put(785, UUID.fromString("0588e084-ff46-422b-be47-e24844c12a9f")); - put(786, UUID.fromString("3818b815-97fd-4d16-9771-577e39392e39")); - put(787, UUID.fromString("3b5013c8-70c2-4fbc-97d0-d7d5724ce938")); - put(788, UUID.fromString("f4af5b8d-feec-4d9d-82bf-dbe01bc8c25c")); - put(789, UUID.fromString("9ccbc19b-46f7-450d-b49d-2f0c4f569c92")); - put(790, UUID.fromString("c9d6e4f4-ca91-42ae-bc4e-dbf5cbca7282")); - put(791, UUID.fromString("53b1c569-f68e-4b3e-9413-b7e5f1ae900b")); - put(792, UUID.fromString("9fa576bd-b7b5-4a5b-bfa0-04bd1c011d9f")); - put(793, UUID.fromString("17425825-9fe2-44f3-9002-e99a572189c1")); - put(794, UUID.fromString("e08f7ef4-b3f6-40d1-9dfa-28ce7dafa105")); - put(795, UUID.fromString("03ca55ba-0208-4a9e-8527-fcda06d7f38d")); - put(796, UUID.fromString("6bfc3dbf-0d83-4bc6-904f-ee7103696327")); - put(797, UUID.fromString("d2d49f8b-9b0a-41b3-bd9f-d4b6d2837cb1")); - put(798, UUID.fromString("654d7454-139a-46db-9c80-c61a0577d344")); - put(799, UUID.fromString("6d730952-9ac4-49e5-b75a-02a446cafec5")); - put(800, UUID.fromString("eca4054b-c2f6-47e5-8afc-5aa1ad855cc3")); - put(801, UUID.fromString("4658e3e2-1ee8-41ee-8c35-6765d590226e")); - put(802, UUID.fromString("c72d1fc7-bbc8-4e61-a198-7ae61466a5c8")); - put(803, UUID.fromString("17129b92-3a1f-4d3f-ba4c-50bee62aee40")); - put(804, UUID.fromString("504838fa-1f9f-41d2-84ba-29ac7954fc27")); - put(805, UUID.fromString("665e3af8-2901-4ca2-b5da-774207ff9c7a")); - put(806, UUID.fromString("5fb4ab7b-fdc8-48ce-a9eb-6aebefe17106")); - put(807, UUID.fromString("5091ef0a-e430-4266-8b11-47e81267f860")); - put(808, UUID.fromString("d2c246a0-7a3e-4a1c-b5e5-a7bd99f2182b")); - put(809, UUID.fromString("9ca5d547-17a4-4366-8a05-8f8aeb8406c2")); - put(810, UUID.fromString("48ae1dd6-ce99-40ce-a043-c2287e097c62")); - put(811, UUID.fromString("0cc0c159-589b-4e35-9151-cbc0a6332d10")); - put(812, UUID.fromString("6688b676-8e56-4e85-a7b6-1710dd4a7a5b")); - put(813, UUID.fromString("832594d5-7e27-48c0-a415-055bd8730338")); - put(814, UUID.fromString("06164a42-ecdf-4cba-8b54-554ebdeec263")); - put(815, UUID.fromString("99f9d85a-792b-418e-85e0-dc8a22e87596")); - put(816, UUID.fromString("8da3fc51-28e6-4412-bd62-fa68e3cdaf25")); - put(817, UUID.fromString("0605e47a-e54d-4626-9146-54bb0b2e401a")); - put(818, UUID.fromString("8a61e88f-8fd4-46b1-8bb1-3047f2ad647f")); - put(819, UUID.fromString("b975aee2-cfdf-40af-bf09-55100b951f2f")); - put(820, UUID.fromString("d14eb1a2-a588-44a6-8753-ba21350bbc83")); - put(821, UUID.fromString("6baad978-87e2-4056-9a3a-a3c4cc410248")); - put(822, UUID.fromString("10ae57aa-23e4-47be-87f1-a3408a895bec")); - put(823, UUID.fromString("47816812-c142-4b6a-bc50-3e1fba71bdd0")); - put(824, UUID.fromString("fa025fc2-d965-4968-96d5-7b2e3ae6c709")); - put(825, UUID.fromString("27687e60-d858-4998-b64e-8a03948e08d1")); - put(826, UUID.fromString("bf0450e7-d67a-4755-9300-115f71ac0c5d")); - put(827, UUID.fromString("32421038-6016-47fa-8eef-1a7f107cf84b")); - put(828, UUID.fromString("70d9fb84-6793-4562-9cf8-d0f312f5bc4e")); - put(829, UUID.fromString("d9e61247-fe04-4e14-a683-c8ba1253af3f")); - put(830, UUID.fromString("7ed21283-1d15-450f-b17e-34f25435d16c")); - put(831, UUID.fromString("20b2ddc4-c7be-4639-8a6a-cb52ce6a93b3")); - put(832, UUID.fromString("abdd2ba9-3afd-4002-941d-a813b1856ecf")); - put(833, UUID.fromString("5b435980-812c-42ea-8c92-715379a4acee")); - put(834, UUID.fromString("effba610-0257-485a-aae5-ddce4cb49199")); - put(835, UUID.fromString("3ddf1070-c9e6-462e-8316-19e470657471")); - put(836, UUID.fromString("3a67f2f7-3fd2-4dd5-a243-8cb0c949c4a5")); - put(837, UUID.fromString("4f5c4a55-3270-45a3-b49a-3c21dd0b751f")); - put(838, UUID.fromString("d02178ec-1801-4d77-97d5-1624ff43f3a7")); - put(839, UUID.fromString("1703c7c2-d48e-44dd-9770-062ff7ee2727")); - put(840, UUID.fromString("03720a57-0017-40b7-bc0b-cf86cf04382a")); - put(841, UUID.fromString("b7d0ff58-1805-4c7f-a88b-5b54f0faf8b8")); - put(842, UUID.fromString("fac8f446-6e9e-4094-ae83-52d509157fca")); - put(843, UUID.fromString("b7a4e599-c34a-479a-934c-c4632fc62686")); - put(844, UUID.fromString("6cf662f8-d2a6-43a0-906a-75165b3709b6")); - put(845, UUID.fromString("99bb5c8a-6f82-44cb-8c44-9c12bb9f12e0")); - put(846, UUID.fromString("e4af688a-c43a-4c2d-a2e8-a73da20d3996")); - put(847, UUID.fromString("81f90845-b610-4c33-bbc0-37ba7720fa7f")); - put(848, UUID.fromString("ec5067f3-c7c0-4f87-a7a2-58f9f1e5ee08")); - put(849, UUID.fromString("164f85e9-5d55-4de4-989c-dd59eb56df76")); - put(850, UUID.fromString("060a7063-a7a7-4d29-8f72-aeaf13f0ed1d")); - put(851, UUID.fromString("14b22fc7-a7c4-48ed-827b-d965ffe83f89")); - put(852, UUID.fromString("5f69b30b-e7ca-462a-b855-f30d075528d2")); - put(853, UUID.fromString("267ded7f-678b-4fc0-91be-3f7f5126ead5")); - put(854, UUID.fromString("da200931-60a6-478f-9b38-acd92cb1c1b7")); - put(855, UUID.fromString("e87e3bcd-fe9e-4cba-be95-107bd243086c")); - put(856, UUID.fromString("f823f9bf-0231-42f0-a2e4-de207fd51516")); - put(857, UUID.fromString("a12c2acc-244a-41ab-b81e-eaef04810c38")); - put(858, UUID.fromString("55b2f812-9827-4d55-9723-75b98ba11e75")); - put(859, UUID.fromString("50db3bd2-b5cb-41fc-9cbd-5c6ca823175e")); - put(860, UUID.fromString("0257ec8b-fccf-4bc2-9b6a-d7599e8b08f1")); - put(861, UUID.fromString("e786c767-01d6-4cfa-a7e3-8e0fd9673f04")); - put(862, UUID.fromString("aad70eb9-9ef2-4fbd-9764-f3f1bc1ed7e0")); - put(863, UUID.fromString("610391a9-8826-459f-a03e-6368019c475b")); - put(864, UUID.fromString("a533b1a2-3015-4b58-a654-fd54572b17f9")); - put(865, UUID.fromString("98694f06-58d3-4a90-bba7-6711ac3a8c3e")); - put(866, UUID.fromString("fd6682e7-9606-45d0-b98a-a47563aade71")); - put(867, UUID.fromString("904c3334-c095-4e00-9d32-4740672f8f86")); - put(868, UUID.fromString("143cce6b-c8f3-4829-a3f2-860981c2ced3")); - put(869, UUID.fromString("19f1fc44-3a2b-4f10-b09a-494b19a1b84f")); - put(870, UUID.fromString("d890414d-98a0-476d-ac7f-0f1cdd378cb7")); - put(871, UUID.fromString("d21feeeb-4762-4e41-b40a-89aea8710e3e")); - put(872, UUID.fromString("9b1e974c-6457-40c1-a379-08b18d3dc011")); - put(873, UUID.fromString("4a340a88-44b7-449d-9f79-4d38a143f6f8")); - put(874, UUID.fromString("ea538066-db3d-4fa3-8d2b-87fd24fad5e1")); - put(875, UUID.fromString("95e4b4cf-b21c-4e87-85f3-37d3838d618c")); - put(876, UUID.fromString("76a061d7-c5e9-4d34-84e5-13445f57dd2c")); - put(877, UUID.fromString("44c223bd-0485-40d8-8efc-6be2f32313db")); - put(878, UUID.fromString("de002f53-e4b0-4d87-9bf3-fb19e2f1421f")); - put(879, UUID.fromString("d8392d81-431f-4be3-899b-47b06e1d4f0e")); - put(880, UUID.fromString("75f71068-51a2-4af2-aecd-6daa73c6da7d")); - put(881, UUID.fromString("89217e63-3a52-4631-b120-fff6db59c23c")); - put(882, UUID.fromString("34521cac-7e3b-44d4-8d97-d14e3a2a4e64")); - put(883, UUID.fromString("e626d0ba-fe50-47ff-ac34-1dd94832542a")); - put(884, UUID.fromString("a9a45ced-7e9b-4750-82dc-869a353cc93a")); - put(885, UUID.fromString("98d38fde-572e-436c-8336-4a274dae087e")); - put(886, UUID.fromString("35595476-8fdb-4e0c-aed8-ecf80a22409a")); - put(887, UUID.fromString("0750aec7-0d85-4453-9308-7e5558378fa5")); - put(888, UUID.fromString("090e2801-38d2-4fe8-a008-bdc51e70decf")); - put(889, UUID.fromString("93bf1ebc-0fcb-4026-9ddb-07e1179a25ac")); - put(890, UUID.fromString("90906b68-30cb-4006-bfa7-0bbaeacfe3fe")); - put(891, UUID.fromString("2978adf7-c838-4c05-92a0-8e2ff03a259b")); - put(892, UUID.fromString("dd54a4d3-99c7-47ef-8e3f-cb24069cef66")); - put(893, UUID.fromString("0c03787b-3450-471a-801c-b6ae3cd32425")); - put(894, UUID.fromString("2fe24342-ae8d-40da-b0ce-40d53deebd85")); - put(895, UUID.fromString("5591993d-981b-4489-8fc8-4ded7afd891f")); - put(896, UUID.fromString("8a288302-ded0-42ad-abeb-8ef49aaf9ff9")); - put(897, UUID.fromString("2e87364a-5ed3-4398-9bd0-c7cf66813db5")); - put(898, UUID.fromString("e5d83f94-7398-4948-b065-95da943bc909")); - put(899, UUID.fromString("9b328706-06c7-42a6-b67a-4641a2c2e183")); - put(900, UUID.fromString("63affa09-7aa2-448d-8fd6-dffe0aa8d5c4")); - put(901, UUID.fromString("9ad07bb2-6182-4de6-97ff-0eb368b30713")); - put(902, UUID.fromString("f527e35a-d73f-448b-96e5-0750880bac9c")); - put(903, UUID.fromString("568eb1f3-a32b-4a13-9c7d-f7dbf569afa7")); - put(904, UUID.fromString("668c1b9f-aef5-4d7f-9f46-1f0635adc4e4")); - put(905, UUID.fromString("dc0c1a20-a796-4d62-a409-d89425549b89")); - put(906, UUID.fromString("e9c39cbc-5bf7-43b4-8d88-ff867336e1a3")); - put(907, UUID.fromString("60ad5d6a-67ff-4114-88f1-c5a8777bf288")); - put(908, UUID.fromString("8e1a972f-9cfa-49cd-89ce-48f2702c4be2")); - put(921, UUID.fromString("739aa055-bfc3-4874-8d92-c046baeee161")); - put(909, UUID.fromString("fddac690-5826-46a5-b62c-dc1dfa8b8da0")); - put(910, UUID.fromString("b498c538-1e60-47f0-bb05-3412599e206e")); - put(911, UUID.fromString("5899c5eb-37e1-48b1-ba0d-e49205203e5d")); - put(912, UUID.fromString("3a5c6c13-a048-40c4-a9ca-2ef9deddbeaf")); - put(913, UUID.fromString("e3402018-6b3b-4971-a483-c93f74249abd")); - put(914, UUID.fromString("8dd461a3-8e76-427c-bd3e-57eb9e5ec998")); - put(915, UUID.fromString("cdc3b651-b3e4-44c6-9611-998bdc39fd0d")); - put(916, UUID.fromString("f1dd6d66-5b65-4077-a4bc-03f08bf571c7")); - put(917, UUID.fromString("c855366f-961d-4cba-8adb-ed6bd1ab6c91")); - put(918, UUID.fromString("645d0a54-f92b-4fcd-87e5-c37183a7acfe")); - put(919, UUID.fromString("9e1b6ea6-84f2-490c-95d8-391bcc980e7b")); - put(920, UUID.fromString("4990e809-73b5-447e-a3a5-2c1fda6857c8")); +static private final Map spellUUIDMap = new HashMap<>() {{ + put(1, UUID.fromString("ce15d91e-938c-4c9d-ad9a-ab57a9f7bb10")); + put(2, UUID.fromString("ca1e9ae1-3a66-4953-95ee-22f2f688af20")); + put(3, UUID.fromString("a3b949bb-afc7-4fc9-9308-a38c1c5e0c8c")); + put(4, UUID.fromString("e10da93f-b173-44b6-a7f7-b73a82d06745")); + put(5, UUID.fromString("d400f535-1c14-4358-bc17-714b2bc5d336")); + put(6, UUID.fromString("ab24f0db-4e0b-4c89-95e5-c56c96d97d3a")); + put(7, UUID.fromString("3368ff16-01d5-4bba-8d27-68a3123b5fc5")); + put(8, UUID.fromString("b09a044d-69ec-4d79-8630-5f8c42a0f750")); + put(9, UUID.fromString("56a3d647-133f-43ae-8bfc-faa77141a062")); + put(10, UUID.fromString("940cbf0f-be98-4950-86c4-2ed10039bf78")); + put(11, UUID.fromString("5c2e3b16-8d5a-456c-b4eb-48e22d2091f7")); + put(12, UUID.fromString("63a69e32-ae3a-49b1-9f57-8f9c9b3d76a8")); + put(13, UUID.fromString("ac64b1e2-4d02-414f-928d-2ea4102908cb")); + put(14, UUID.fromString("cdcda748-a653-4721-a258-7e23cad19215")); + put(15, UUID.fromString("ea8b274c-1249-4464-b204-82811f37a545")); + put(16, UUID.fromString("4f6d39c6-af41-495f-b16e-164fa7740efc")); + put(17, UUID.fromString("efda365a-0848-46bc-bcd0-6248b7e937c6")); + put(18, UUID.fromString("9c1dc9a9-c988-4c8e-ba7b-1b567f9ab8cd")); + put(19, UUID.fromString("6c64e999-16b5-43aa-a373-3e882918d847")); + put(20, UUID.fromString("e15e8a67-2bd5-48e2-a340-ea1feeb5ab32")); + put(21, UUID.fromString("80c06785-3e2a-4c52-8929-3e9d910e18b5")); + put(22, UUID.fromString("db2fdacb-ec1d-4f23-8240-e66167d82fdf")); + put(23, UUID.fromString("a6e7839e-b49b-4259-a306-1f632d0ce477")); + put(24, UUID.fromString("675391e7-2dab-4095-b3d3-d334400ef7d5")); + put(25, UUID.fromString("c7d57f93-11d6-4160-8e79-a8d699271c81")); + put(26, UUID.fromString("4b163e83-847b-470a-91ed-e369e20ab02d")); + put(27, UUID.fromString("8a6edaa7-7531-4941-9a65-ccfdc987fdfc")); + put(28, UUID.fromString("b4e9d235-a1f6-474b-8e44-1c2aa6b20503")); + put(29, UUID.fromString("c2b557b1-e49e-4865-aa64-1531cc389a05")); + put(30, UUID.fromString("537a4d1e-b245-43e0-8a66-3b618564cc68")); + put(31, UUID.fromString("784edd36-17fc-4897-974e-804d44c44e2c")); + put(32, UUID.fromString("eb13984a-8963-4cda-b8be-5bdf06f33202")); + put(33, UUID.fromString("8c857c1c-bcd1-4213-9445-a8a7ca387c0e")); + put(34, UUID.fromString("fa4f1ca4-82d6-4163-94d7-3f19d906220e")); + put(35, UUID.fromString("3da4f0e9-ad58-476d-9b38-20d9126555d6")); + put(36, UUID.fromString("05a6abf7-ed06-4c2a-85f8-4ce26a56cf37")); + put(37, UUID.fromString("6226755f-9711-47af-bfa0-a02a4bf8d7bf")); + put(38, UUID.fromString("fcd31468-6966-44d1-a0e3-5b8660f0f3c8")); + put(39, UUID.fromString("aab240db-3de9-4fe7-86ef-70f69002ebe0")); + put(40, UUID.fromString("5fcf8354-dbdf-4636-99de-83fd2451ff56")); + put(41, UUID.fromString("cccb5dcc-f846-4498-84fa-d342b2335d31")); + put(42, UUID.fromString("2fa414dc-2570-4960-b685-6eda29034888")); + put(43, UUID.fromString("56b665f1-43ce-4869-abfb-9f8ded8a0928")); + put(44, UUID.fromString("e40800b4-9443-41ac-9954-2e33a76ee805")); + put(45, UUID.fromString("bc37b9dd-b593-410d-8234-506f4d3377db")); + put(46, UUID.fromString("06f1e50e-7dcf-4d88-96be-50c630a722fa")); + put(47, UUID.fromString("372deda5-7f15-4cf5-b5eb-1651da4aabb7")); + put(48, UUID.fromString("44ef554b-932b-45be-ab01-b5accc3d2fda")); + put(49, UUID.fromString("7436e1ce-72e2-43a7-993a-b6b272c41bd3")); + put(50, UUID.fromString("d18562db-48c8-499b-818c-213491c724c7")); + put(51, UUID.fromString("fe24ca75-de28-437a-82f8-8c36aa25120a")); + put(52, UUID.fromString("4e971d65-ecf3-4ab0-b70e-9f08d28fb2f7")); + put(53, UUID.fromString("e11f7346-0059-4390-a5fe-a9f1830a7cfc")); + put(54, UUID.fromString("baca5dce-f2c6-4579-ac91-a819edd0a30f")); + put(55, UUID.fromString("582858fa-0850-4bba-b892-7a22ce6d5c49")); + put(56, UUID.fromString("a73219c6-824b-4a19-8b74-e5c53a6d6c1f")); + put(57, UUID.fromString("66fac5a5-9c80-4cd8-ab9c-7eea47fef872")); + put(58, UUID.fromString("8282b890-a723-4bcb-b6ec-4e48c4da7b3b")); + put(59, UUID.fromString("e281c3d0-2b54-43a3-a656-fc508a1e3648")); + put(60, UUID.fromString("567d7345-7e9d-4a74-83fe-c6869cdade92")); + put(61, UUID.fromString("0fe36942-9050-4682-b305-f751e4d6d081")); + put(62, UUID.fromString("a1e8a407-0714-45e9-93ac-a54e204eb1a5")); + put(63, UUID.fromString("69264375-efcf-4690-8ced-790b5ed38765")); + put(64, UUID.fromString("c14459b8-1516-451e-bc1b-6d4319f290ed")); + put(65, UUID.fromString("b2313b65-174f-41f3-b5a8-bd4e3deb604b")); + put(66, UUID.fromString("68d214b9-7bff-48bd-8263-2fce597764a2")); + put(67, UUID.fromString("74c6f2ca-61b8-4b1f-82c5-643b7e9f1087")); + put(68, UUID.fromString("440035de-0cf5-485c-90b6-4c4581624c54")); + put(69, UUID.fromString("d7ca7544-0cd0-41ce-adb5-7399a3c9368e")); + put(70, UUID.fromString("d90f3329-1557-4954-aab9-87b99456ea4e")); + put(71, UUID.fromString("ae4ad834-9b8f-4d21-a8a1-c0fa1a1303b8")); + put(72, UUID.fromString("ac9357a9-a04c-45d1-8d5b-910f6d68ea2e")); + put(73, UUID.fromString("43bf5bd5-1c1b-4962-959e-44b46207eebe")); + put(74, UUID.fromString("b52a7668-7321-4121-aff7-af369ccf820c")); + put(75, UUID.fromString("00452fa2-4a3f-4851-85b2-bd1681e70033")); + put(76, UUID.fromString("82c1a128-b022-408f-8a36-e4900b71a577")); + put(77, UUID.fromString("33a39a6e-96b6-4ce3-b2fa-bfcb8c7c440f")); + put(78, UUID.fromString("de018004-96ae-42e9-bd15-7c2199dc97c2")); + put(79, UUID.fromString("af7c557f-b7c1-4783-98e0-dccd63baafae")); + put(80, UUID.fromString("375aa286-30b1-4ce8-8c56-5d66cf834238")); + put(81, UUID.fromString("87fb1a2e-bb63-4031-b357-870b520dd3c5")); + put(82, UUID.fromString("39965bb7-d16a-411f-bfd5-bc61e7f1d8f7")); + put(83, UUID.fromString("e4bcf733-467a-4a00-acc0-0b3462aa489f")); + put(84, UUID.fromString("4359fcdc-321f-4176-848e-8033fce32364")); + put(85, UUID.fromString("aa4bb50c-c807-4438-9a50-6618cb3eb6bb")); + put(86, UUID.fromString("76c069a1-c85a-44da-acc6-c96ec764e5a2")); + put(87, UUID.fromString("17403baa-8532-412e-91cb-db4767546814")); + put(88, UUID.fromString("0021e3ce-0459-4f36-8022-6eb78ce41116")); + put(89, UUID.fromString("8f096fa7-b012-4ad5-a000-b822ae9f398a")); + put(90, UUID.fromString("48a4bfe2-3a30-437c-9e8b-b24f4057999d")); + put(91, UUID.fromString("4610203f-0db1-47bb-8c3d-6f59cb7387be")); + put(92, UUID.fromString("9b415b9e-6cf6-4ea0-a53e-7144c17590a5")); + put(93, UUID.fromString("b6676a8c-2496-4b49-9d66-2f6c02583014")); + put(94, UUID.fromString("4d229acc-5ff5-43a8-b684-86a3247d5196")); + put(95, UUID.fromString("13537296-45ad-4d58-b696-ac5c8c715f6b")); + put(96, UUID.fromString("ff140c1a-eb51-4294-ad1c-0d292d01c1fe")); + put(97, UUID.fromString("4dfdc4a5-6d0b-4d04-8a0e-6d1c2bf1b77f")); + put(98, UUID.fromString("1bc235cc-66aa-4fdd-bf60-a57ece0a7527")); + put(99, UUID.fromString("2fa7eb78-f366-443e-b1ee-97c9e8f5256c")); + put(100, UUID.fromString("b2f410d8-1769-4402-82b9-5c0b060554e5")); + put(101, UUID.fromString("6249b2e6-3127-4e81-b73c-2ab328228ebd")); + put(102, UUID.fromString("4a9303b0-c8b1-4953-bf37-99246c85969c")); + put(103, UUID.fromString("070f925f-e249-4591-9f39-3b723ee4fb70")); + put(104, UUID.fromString("ddc583a6-5725-4ef4-adcb-aa5182d0f823")); + put(105, UUID.fromString("edacf024-fc73-43b0-b567-db4a0236a76a")); + put(106, UUID.fromString("73b2e8b3-de2a-4696-9569-ad442e8a90e8")); + put(107, UUID.fromString("9e42e5f1-f3b1-4073-aeee-df6c7efae7b8")); + put(108, UUID.fromString("ad9759ae-4fbe-4c48-ae9e-9ca34f2ff68e")); + put(109, UUID.fromString("1e914ecb-e1d7-4824-84c3-78bc4731d0ca")); + put(110, UUID.fromString("54d60565-b3b8-4714-ba3f-07321d0f98e7")); + put(111, UUID.fromString("bd3e192d-5c8e-4e98-bd03-4dc4fcfb5d17")); + put(112, UUID.fromString("a3d81f82-4bca-40d8-b000-beede37cbc4b")); + put(113, UUID.fromString("7ec7ea45-1289-4301-a066-05783e75df05")); + put(114, UUID.fromString("09573b09-c932-4ebe-8b37-a5d04a57dd6e")); + put(115, UUID.fromString("6aeb6260-bb0d-41d9-a316-96088070c047")); + put(116, UUID.fromString("477dfca0-23b4-4703-9def-01d1358a34c8")); + put(117, UUID.fromString("33836586-97b1-49eb-a912-90d45ee8bbfa")); + put(118, UUID.fromString("98f17bd0-6811-4d7f-881a-f6ac0460dfc0")); + put(119, UUID.fromString("ee71b591-1e8e-4c33-9374-ace015b0e388")); + put(120, UUID.fromString("e675c87b-8126-4fdf-9d01-294a6a092073")); + put(121, UUID.fromString("1a35b56e-af24-4b45-b565-5bd637be95b5")); + put(122, UUID.fromString("c4fadaf8-554d-4033-be06-548f2e4c011c")); + put(123, UUID.fromString("00524fa7-8e29-4054-92eb-ed78870381ea")); + put(124, UUID.fromString("b45ec08e-9631-49d4-927d-04c23edb102e")); + put(125, UUID.fromString("4cf47704-45a3-43fa-8e3b-78bb10147cb0")); + put(126, UUID.fromString("a7e4f5c9-9fe0-4c07-aa0d-69b45c2b9e49")); + put(127, UUID.fromString("f9231186-6d16-4665-81da-97f8d012e345")); + put(128, UUID.fromString("4354a132-ee70-4085-9645-6d67b8437db8")); + put(129, UUID.fromString("ff334631-22b5-4490-bb6f-7b50548652ca")); + put(130, UUID.fromString("1f3ec4ec-5e7f-4d04-afe7-ca30e3a35ebe")); + put(131, UUID.fromString("4f9bc73d-697f-4003-8f3b-307d449c6c8f")); + put(132, UUID.fromString("43092c3d-7522-4468-ac98-b89d2ddcbf74")); + put(133, UUID.fromString("4d58f2ff-a9da-4851-9713-2fdf9a5fa285")); + put(134, UUID.fromString("e57677b9-cd76-4a3e-b031-09178353ad86")); + put(135, UUID.fromString("d2e8d6e0-840d-467e-ac85-2d522849dc44")); + put(136, UUID.fromString("4eb098d2-2005-43a6-b64c-9f2740c67f55")); + put(137, UUID.fromString("70e83fce-9d3d-4578-b406-e4237022ca0a")); + put(138, UUID.fromString("3c11cc1e-5808-408e-8956-1e651d38c2c8")); + put(139, UUID.fromString("4e01b34b-f085-4dea-ab48-f18ca120a340")); + put(140, UUID.fromString("ef63def6-e123-4f00-afcf-5a9fc10c0f60")); + put(141, UUID.fromString("9cbfb368-1c37-42fe-8f5d-b2db17004793")); + put(142, UUID.fromString("14c01ce3-ec3a-49ed-a006-15055bbb90b4")); + put(143, UUID.fromString("836a481f-a19a-4940-9fe2-3ab9717756c2")); + put(144, UUID.fromString("5b5d0818-311b-4b08-8e30-eef65a7372ae")); + put(145, UUID.fromString("de1cc13a-b5fd-4f8c-8f51-912e92ff2155")); + put(146, UUID.fromString("2a1db6f5-bbba-4ec8-9b5c-f4a86cc37c08")); + put(147, UUID.fromString("705e05c6-0fc2-44df-9c1e-740103976122")); + put(148, UUID.fromString("525791db-c371-4fc0-ba4f-e13580ed2012")); + put(149, UUID.fromString("20d8b576-b227-4fce-b3ad-297b31b61ad6")); + put(150, UUID.fromString("a364a318-ede9-46b3-87f8-27dada65df28")); + put(151, UUID.fromString("32200b5c-6dee-4822-bf0d-c013e83b2013")); + put(152, UUID.fromString("b47ceb02-d8e1-4a8e-8379-dc4efe3b8678")); + put(153, UUID.fromString("c0eb3cf9-22fe-4eb5-bd6a-0fe541849b90")); + put(154, UUID.fromString("1028cf42-d879-40b9-88be-9d7b45166fb4")); + put(155, UUID.fromString("8c6b73ec-4f92-4854-a916-d52f384f4e13")); + put(156, UUID.fromString("2beebfab-f250-470e-8cd9-70a073d2a819")); + put(157, UUID.fromString("f4a868ad-20cd-4b11-88e7-aa44b403ca85")); + put(158, UUID.fromString("75788d18-f69c-4f06-871a-a3252c94bd09")); + put(159, UUID.fromString("16da88f0-21ee-4e20-a5e7-50d8444020a3")); + put(160, UUID.fromString("49c31cc2-7b1b-4879-9d34-281ebf967f54")); + put(161, UUID.fromString("c7eab31f-3b3a-4c3b-81d0-1bd4c67714ad")); + put(162, UUID.fromString("e5bbe430-6e3b-4e0e-8cef-08b478b390b6")); + put(163, UUID.fromString("b8c2c823-6955-4d93-af42-f32e3df689a0")); + put(164, UUID.fromString("ef751964-7cc2-41da-b1f7-83fb69dcb0d5")); + put(165, UUID.fromString("d28a4cd8-b317-401a-bbae-32437a2d672b")); + put(166, UUID.fromString("a04f2cf4-1111-4e32-b4b0-7e16d7b0a934")); + put(167, UUID.fromString("1aec16af-fa9d-44f0-a1aa-623e4f6f8785")); + put(168, UUID.fromString("be5544d2-5d4a-4727-8500-9ae5e5bd9040")); + put(169, UUID.fromString("11b3ed83-e039-48d2-9a44-8b1931c052d7")); + put(170, UUID.fromString("9296f1aa-196e-4ff0-af09-b57fa4f410fa")); + put(171, UUID.fromString("6bb0403c-0505-4e7b-96a2-d79ffce18353")); + put(172, UUID.fromString("756aa3e0-90e3-4732-b771-6b604ed11a1e")); + put(173, UUID.fromString("81c72c37-fb2f-4aad-96a1-b760933a4bfd")); + put(174, UUID.fromString("34127b74-5d0a-46d0-a823-7e79876c066c")); + put(175, UUID.fromString("f6dd9daa-669a-4c06-8d05-896ab2cc06c1")); + put(176, UUID.fromString("dea6e2b0-a865-4d6b-a900-270c04f4eccc")); + put(177, UUID.fromString("2bfc62ae-3237-4be3-8e95-a6097b0eac2c")); + put(178, UUID.fromString("91a28d18-ddc1-40f1-98e2-759b01df8184")); + put(179, UUID.fromString("b7c3d1e0-e471-4eb2-9686-9adedf3da37b")); + put(180, UUID.fromString("5e3dd6bf-91a1-4ebc-8a84-2ed39a8fa87c")); + put(181, UUID.fromString("d0a6add7-0892-4810-9dd9-5195b3378ec9")); + put(182, UUID.fromString("1aea1a1c-ee40-4a64-ac2e-9bb1efa59fb6")); + put(183, UUID.fromString("bdf3040c-2aa2-4978-8d29-1e589c23242e")); + put(184, UUID.fromString("a0b6b464-8068-45c6-92db-e04ecc62fdab")); + put(185, UUID.fromString("2c0e8ab1-f544-4668-b834-076c4915977c")); + put(186, UUID.fromString("09876ca4-7c59-4e69-8f07-6f89e6519db0")); + put(187, UUID.fromString("914619a3-2de1-41de-8a18-50bf02306f23")); + put(188, UUID.fromString("d84b7c3f-8658-4fab-a27f-476110c23096")); + put(189, UUID.fromString("5e45e78b-1353-490c-8263-70894c1f9128")); + put(190, UUID.fromString("95459378-d825-40fe-9723-ae95e3e5a1cc")); + put(191, UUID.fromString("f019fadd-4346-4417-8ebe-fbc0e496362e")); + put(192, UUID.fromString("3e1c964e-7039-4592-a806-e611ca12643d")); + put(193, UUID.fromString("d72477b5-6284-4d42-a431-276345c1686d")); + put(194, UUID.fromString("c965e9a0-ee22-43d7-80eb-d2f783d1dce8")); + put(195, UUID.fromString("f13a846a-e5ce-421f-9602-ce298338c1d8")); + put(196, UUID.fromString("a66a67e7-a0f2-4204-a9bb-cde5065b96ce")); + put(197, UUID.fromString("1d53e730-ca55-468b-af82-07d416d212fc")); + put(198, UUID.fromString("32da4000-8026-44d1-a130-8ded63de056e")); + put(199, UUID.fromString("b08676a6-46b3-480e-971c-658eb7e5632d")); + put(200, UUID.fromString("86aa3ce4-3129-4fd9-bd49-e5cf15ab563e")); + put(201, UUID.fromString("1c4bcc89-9737-4327-abca-b08e81469bf4")); + put(202, UUID.fromString("a2425b99-12d6-41ef-bc85-384ca8e0e421")); + put(203, UUID.fromString("d7d5c2f9-a03a-4760-9888-5a39c900ee52")); + put(204, UUID.fromString("310d7750-dc62-4f0e-9334-3d905d08e627")); + put(205, UUID.fromString("b45d0b1e-9384-4963-a661-a4946f9e7483")); + put(206, UUID.fromString("8844d1bc-d23f-400d-9053-8ed3bd5585fa")); + put(207, UUID.fromString("68d97d0c-9aa8-4c8e-9f51-8dc408c74f09")); + put(208, UUID.fromString("cac9850a-8c9f-4711-8edf-0fc8319c958d")); + put(209, UUID.fromString("8494ddae-bf1e-4a9d-8693-a4934e2653f5")); + put(210, UUID.fromString("3c196d74-c6a6-4171-a17d-2a5f1cf20ae8")); + put(211, UUID.fromString("479d8797-70e0-43b8-b574-6e3b00358c14")); + put(212, UUID.fromString("bf5f75c7-596c-4f9b-a5db-39ce8221771e")); + put(213, UUID.fromString("7a147445-8c4f-4e47-8184-e84c2bf7c18a")); + put(214, UUID.fromString("3e9dac92-f285-4fe0-8493-62800777e9f3")); + put(215, UUID.fromString("4f5dcbe7-fb7c-453a-8cd0-f2eb7735478c")); + put(216, UUID.fromString("a423c918-f300-4096-b5fe-c38deecaa280")); + put(217, UUID.fromString("abd1208a-86c2-4de3-ab3a-d2e53683578a")); + put(218, UUID.fromString("8ffe832c-719e-4bf3-b39f-34b0ae692556")); + put(219, UUID.fromString("8cda0fdb-cc10-4522-a164-349d1308b740")); + put(220, UUID.fromString("aaea398a-be5d-45a0-90b7-77697ea749de")); + put(221, UUID.fromString("d1ef9a13-9429-42fd-9572-54f7bfebcb8f")); + put(222, UUID.fromString("0956a40a-f93a-49d1-90af-7dc00707baaf")); + put(223, UUID.fromString("89723fa3-8db1-4004-acfb-f364d296a459")); + put(224, UUID.fromString("3d5e8cd5-c752-41f7-83d3-780cf4e37d63")); + put(225, UUID.fromString("d8c952c6-fa89-4858-8ea0-5ae87b298b83")); + put(226, UUID.fromString("501862be-3eae-4a0f-8470-a1740671a990")); + put(227, UUID.fromString("d1c4b8da-31bf-4cc0-8789-c4cb8fc7a063")); + put(228, UUID.fromString("f52e99f8-d2e4-4123-b60e-f83b3d197c7f")); + put(229, UUID.fromString("b78b2253-462e-49dc-845e-ffd36126bd3c")); + put(230, UUID.fromString("66ceac26-4619-459a-8f6d-bfb8cf7684e7")); + put(231, UUID.fromString("6e73dd0c-f713-44f8-9b6b-f0865727d0d0")); + put(232, UUID.fromString("45fe4445-5a2c-4808-825f-f489afcb1618")); + put(233, UUID.fromString("9f7ac564-3a0a-4c97-9304-6436baba7c08")); + put(234, UUID.fromString("cdffc131-a441-450a-ab74-c5b02b5391c5")); + put(235, UUID.fromString("6dbfb6cd-29a2-4c46-8539-3e870b5d84f2")); + put(236, UUID.fromString("fda328b0-4db7-421b-8b33-a5910f072cd7")); + put(237, UUID.fromString("6adf7a4a-b925-4b63-8dd8-0a1007b51f2b")); + put(238, UUID.fromString("b0b81461-0fe1-47f9-9494-bc604641e147")); + put(239, UUID.fromString("a199829e-654b-4e0f-a847-fb76b267311e")); + put(240, UUID.fromString("5d06bd32-3a6f-4c60-aa56-f2ee7219a9e7")); + put(241, UUID.fromString("34b3caee-f59d-4aed-a20b-f765c2369e6f")); + put(242, UUID.fromString("0845d23e-de40-4bec-810d-b1f9349deb35")); + put(243, UUID.fromString("b88a7c63-1e65-4f02-863c-71d36368a1f7")); + put(244, UUID.fromString("722b8618-277c-40b3-8bcc-2b4c9670c7d6")); + put(245, UUID.fromString("f330fed3-a399-4f80-b9b6-f4383a25eeab")); + put(246, UUID.fromString("a187161b-7152-437a-b29f-e05aca8a8a6d")); + put(247, UUID.fromString("dc87d9b6-defe-44f3-930e-6a636692e15f")); + put(248, UUID.fromString("83a909ae-ea2d-4f8d-b954-d99ae6f7d0b0")); + put(249, UUID.fromString("d6453365-a751-423b-becb-94279dc28cf6")); + put(250, UUID.fromString("3c342f29-0954-4b5e-90e1-bf26a314b32f")); + put(251, UUID.fromString("56f72641-4228-4399-a0f3-2c2a210b6833")); + put(252, UUID.fromString("5a3758f2-bdce-40de-9d65-f727b9671926")); + put(253, UUID.fromString("adf1f929-4767-480f-84f0-cf108960f75f")); + put(254, UUID.fromString("d44708ef-68d8-426b-9e25-46d8a52e7780")); + put(255, UUID.fromString("e0a04c2f-f19f-4c17-99d2-d0aa72ec9d9e")); + put(256, UUID.fromString("3759b439-10aa-4b92-9638-790a4e6610d5")); + put(257, UUID.fromString("480986d2-5ce6-49ed-be25-ed03cb35c1ac")); + put(258, UUID.fromString("66a18edb-66e4-4784-9974-f99ba0b5cf9d")); + put(259, UUID.fromString("0e71811f-cd32-4b71-a950-2191d2567445")); + put(260, UUID.fromString("b01c3680-7195-4e64-b21f-2a1553e6a40b")); + put(261, UUID.fromString("a8dfdd59-ada0-4b21-aceb-835174e5417d")); + put(262, UUID.fromString("12a2e624-8ea6-4c9f-8f3d-54f614bd4e27")); + put(263, UUID.fromString("3486f9be-8106-4bf9-bb2a-99a7e6e8b658")); + put(264, UUID.fromString("6a997fe8-edbd-4d94-b834-5afa17b9c887")); + put(265, UUID.fromString("1686afc4-e89b-438f-bef2-e825bf5c2611")); + put(266, UUID.fromString("e5dd5aa3-f2b4-4834-87b9-40258100ea5a")); + put(267, UUID.fromString("e76cbca9-d075-4ffb-bafb-7687e0b325ff")); + put(268, UUID.fromString("86e4c5d9-cf4a-4277-9a90-bc65fa6efd7e")); + put(269, UUID.fromString("0f4bbf70-52d3-4878-ad5a-49b73ec91743")); + put(270, UUID.fromString("11c21984-41a5-4b07-8d0e-832fcc8289f7")); + put(271, UUID.fromString("f3d85808-b976-430e-80a8-cc6f4b13c470")); + put(272, UUID.fromString("bfa07596-ca0d-45ff-b09b-4931cccd05fa")); + put(273, UUID.fromString("977cd845-5613-448c-9162-41993e113bc2")); + put(274, UUID.fromString("de6defe2-845b-4a4c-b882-b8da340f85a4")); + put(275, UUID.fromString("45709051-31a9-418f-835c-a9416f1080a2")); + put(276, UUID.fromString("1859abab-b820-4a3a-8825-38e989a75030")); + put(277, UUID.fromString("9e51ec14-73b6-4198-8484-fc4e1c25308c")); + put(278, UUID.fromString("92fd7e3b-3ab9-46dc-842f-5cf9b4a599ea")); + put(279, UUID.fromString("bc380f9b-2a68-4feb-b149-89dc6425f5f4")); + put(280, UUID.fromString("6ca7494a-54d2-4e2f-9be6-06527c25d036")); + put(281, UUID.fromString("1727dcdc-b180-4a78-a26d-47bf8067f5b8")); + put(282, UUID.fromString("07acd2e4-9f5d-4c00-a131-47a017259614")); + put(283, UUID.fromString("c7a309b5-ed0f-4f36-bad6-96312edbc300")); + put(284, UUID.fromString("6ad1178d-f757-4d89-b325-2fbef4835b67")); + put(285, UUID.fromString("02381609-3937-4b2d-83fd-09dc79afccb5")); + put(286, UUID.fromString("cf6397d5-42f1-4ca7-a6b5-873b01a06fce")); + put(287, UUID.fromString("772ab110-4373-457c-ae76-1902c23160c8")); + put(288, UUID.fromString("7e5d0b4d-f5e3-4111-9c2d-fa024d869159")); + put(289, UUID.fromString("994ac1ab-935a-4adb-b3f6-3e23f96c1910")); + put(290, UUID.fromString("74bbeb60-a104-4b2e-ba43-d0a2d63a44b4")); + put(291, UUID.fromString("e0ffd650-b1ad-4cb3-9abd-f91e09578761")); + put(292, UUID.fromString("20efc673-203e-4702-8045-72cf40223c2c")); + put(293, UUID.fromString("230376e1-f88a-4309-a5bf-ce70a57e3c0b")); + put(294, UUID.fromString("d2ad8e47-b408-4afc-af5e-b9dd210b6c70")); + put(295, UUID.fromString("caa4ff1a-1123-466b-b33b-2f3b22ccbcd9")); + put(296, UUID.fromString("43f3c066-bde2-4956-8937-69676da8a3a1")); + put(297, UUID.fromString("ee331970-4073-4b6f-90c8-fa891fe8b5e4")); + put(298, UUID.fromString("bb88a4ba-ecfc-448b-8495-4513b623dc3d")); + put(299, UUID.fromString("06bf8696-72ac-4d90-8948-5a6fc7beb0bd")); + put(300, UUID.fromString("edbde8fe-8d3d-446d-8953-c46d588683f1")); + put(301, UUID.fromString("e5930474-971d-4e0a-8ed7-49540a727048")); + put(302, UUID.fromString("7cf7cfd7-7a5c-4fc3-aa10-40b98ea7e1af")); + put(303, UUID.fromString("b8c1df26-c088-45bf-8e3f-de1fd63d7111")); + put(304, UUID.fromString("57c8d26b-7721-41b5-a1e5-fca220fd6a6b")); + put(305, UUID.fromString("29f0a17b-640d-4512-9a9c-0167f4e8a92c")); + put(306, UUID.fromString("b7ca3a7d-7dc5-4185-86f1-dd93fdadfb96")); + put(307, UUID.fromString("ead0bab7-c273-41d7-9465-f16016638ab7")); + put(308, UUID.fromString("c962092b-49e3-4fc4-b79a-5cb2b2dc7132")); + put(309, UUID.fromString("b108d20b-3cb6-4778-8039-282137d213e1")); + put(310, UUID.fromString("aee6e723-c19a-4753-96f8-69af27aee5c0")); + put(311, UUID.fromString("bda15a13-e673-4fa5-93b9-7b6f2abea933")); + put(312, UUID.fromString("ef6104e3-529d-4390-b333-b9aef5ce5738")); + put(313, UUID.fromString("daec48ed-6aad-4ef4-88e1-ae18ba68ea41")); + put(314, UUID.fromString("e03e1154-0376-466c-934a-0c17adbc8744")); + put(315, UUID.fromString("d217504c-e0fd-45cc-8d67-a777efdcb78a")); + put(316, UUID.fromString("76cad825-49ee-4a83-b929-faed039bdd85")); + put(317, UUID.fromString("6ec468c6-39c5-45db-899c-9981e4de0179")); + put(318, UUID.fromString("fc1a98b3-801a-4515-b358-a50663c22557")); + put(319, UUID.fromString("16c0b0b0-b933-4982-b37e-56602209eb37")); + put(320, UUID.fromString("03cd873c-ac8b-4229-8bf6-b1402ccc9af6")); + put(321, UUID.fromString("a71daafa-e4d3-4a41-b3b8-b38aaf893ff0")); + put(322, UUID.fromString("279b6e1e-5d36-427d-a081-f9067e5c6650")); + put(323, UUID.fromString("3bb0bfaf-84a6-407f-bdcf-efe17c62a54f")); + put(324, UUID.fromString("84a71880-e94c-45a0-9fbd-a49891d0ac3f")); + put(325, UUID.fromString("cd7449cc-084c-48fc-8a5d-4d7d85bb4899")); + put(326, UUID.fromString("6ffc5052-4817-4b96-bf5f-efc146aa444a")); + put(327, UUID.fromString("b123686f-fa26-433b-b64e-eff5d64e8f31")); + put(328, UUID.fromString("6ac9a4d9-6dae-4858-84d7-b2f9cfd82c21")); + put(329, UUID.fromString("ce2e3ed7-e6ce-4bc1-9898-7ddd5b86ec8a")); + put(330, UUID.fromString("d367d76f-9184-4af7-8522-a8a10ad2b915")); + put(331, UUID.fromString("c76af9a4-b388-475f-854e-43cc62c962ee")); + put(332, UUID.fromString("6bb2414a-2a22-4451-bd50-bc082324337f")); + put(333, UUID.fromString("4f1e54a0-c128-4c0b-92b3-d1e9cae47eac")); + put(334, UUID.fromString("7c58461f-655e-4ede-ba92-ef6a404795f9")); + put(335, UUID.fromString("bee5f785-341a-4eb9-98f5-4caff3b42f1a")); + put(336, UUID.fromString("33493114-934a-491d-8e49-8460e4d4a1df")); + put(337, UUID.fromString("70242b02-57db-4e5c-bd6a-469eee36d263")); + put(338, UUID.fromString("f46be92b-0709-4f52-8330-49c47207d793")); + put(339, UUID.fromString("fccacd3d-18d5-4f12-b689-041a95c554cb")); + put(340, UUID.fromString("f437a40b-88ab-4e1a-8c00-943051200a37")); + put(341, UUID.fromString("2b904abe-ef73-4f40-9f1b-d52f7fd20ca5")); + put(342, UUID.fromString("7391dc10-dfaa-41dc-ae97-f4973353464f")); + put(343, UUID.fromString("94c5774b-1fa0-4e1e-af22-7f49bb6f2505")); + put(344, UUID.fromString("35a10de8-5a56-4f53-9dc1-e9b8cd379a3a")); + put(345, UUID.fromString("44805a9a-4501-462d-aed9-99a8c2597c62")); + put(346, UUID.fromString("87a9e06a-17af-4ffa-be04-fda98ea11046")); + put(347, UUID.fromString("e94262eb-6416-4eb2-b79a-b6fb49a18b31")); + put(348, UUID.fromString("5d4b4e84-ddf9-43f0-9599-f22c11b95658")); + put(349, UUID.fromString("80e0b853-f673-4977-9614-66b7fcabb49c")); + put(350, UUID.fromString("1361de26-f005-4087-8ec3-eb0f16ba4dc0")); + put(351, UUID.fromString("3d7e2bd8-72da-46a2-bc69-c28ae4d356b6")); + put(352, UUID.fromString("4b22a888-9f25-44b0-a47b-f427bcd1b2a4")); + put(353, UUID.fromString("d6f3d9a6-537b-4887-840e-d02815de46ec")); + put(354, UUID.fromString("91d35cf6-097a-48a8-878c-637bcd8a8a24")); + put(355, UUID.fromString("f731f45a-9e2b-4635-a55c-0de7aaae5e80")); + put(356, UUID.fromString("bdb5d150-14a3-47b7-9626-8c437d216bce")); + put(357, UUID.fromString("4cfea0e7-1ade-4e67-92d7-3c56eaa79671")); + put(358, UUID.fromString("cf43ab1f-5021-4c14-bbf4-5bbc407684f5")); + put(359, UUID.fromString("81d169af-c6af-4513-8d83-4c036f427608")); + put(360, UUID.fromString("10415815-018e-4dd8-88d9-0f43b05d033f")); + put(361, UUID.fromString("adc17017-86ae-464e-b265-17d7d68cf837")); + put(362, UUID.fromString("f7cc5226-40b8-48d8-a7bd-501740a6b34d")); + put(363, UUID.fromString("ad56aa5e-e76d-4029-bab8-cb5061330a79")); + put(364, UUID.fromString("293c964a-ff6c-4a60-8afe-814aaf8a413a")); + put(365, UUID.fromString("6e7b22c7-82c5-4f82-85b0-08217d7ac691")); + put(366, UUID.fromString("3b509b79-6c24-44a1-aaf1-9352a66ce8fc")); + put(367, UUID.fromString("a39daa39-2b02-47e8-a649-4a69c38a40a1")); + put(368, UUID.fromString("cfba48df-a52a-452c-8d73-d4966add826b")); + put(369, UUID.fromString("1abfdec5-7505-474d-8d0e-e15378f5ba46")); + put(370, UUID.fromString("40fc882b-4669-49ff-ae5e-a0cbd38eab96")); + put(371, UUID.fromString("f3fee061-f49d-4dad-a432-485f295485bd")); + put(372, UUID.fromString("e96811ae-6706-4b34-b619-31de9a5588e2")); + put(373, UUID.fromString("ec98215f-4f60-4cc1-bf08-7934283ea6c7")); + put(374, UUID.fromString("988eb9ca-70c4-4ecb-aa66-bf83eb3232be")); + put(375, UUID.fromString("c2ca3ef5-4310-45d5-9b8f-3283176cd4e9")); + put(376, UUID.fromString("ee637d2d-b8d0-4065-a5e1-480157c8ab4e")); + put(377, UUID.fromString("f1910a38-4419-444e-baf2-e8b5cf18241f")); + put(378, UUID.fromString("f0982071-9057-42d3-bf2d-1d9663f993f0")); + put(379, UUID.fromString("62cf2b93-7e14-48ff-8a5d-72ecea8e8ad3")); + put(380, UUID.fromString("381f0937-a08b-4407-88a0-270969483742")); + put(381, UUID.fromString("034b8fb8-49dc-4531-81db-da2e2cdb59a8")); + put(382, UUID.fromString("9113a436-7bd9-4bf5-aa2d-8bc726af58c9")); + put(383, UUID.fromString("085065c6-cd39-41c4-934b-88f7c4799e2b")); + put(384, UUID.fromString("ea906268-7c53-411c-b775-f7e6da736710")); + put(385, UUID.fromString("93e5a444-fecd-40d9-ab2e-134d3cfe937d")); + put(386, UUID.fromString("40f6cc54-05f5-4f4e-9af2-41f8d4dc77d8")); + put(387, UUID.fromString("816e701d-7b86-4d49-bf38-7094b006271f")); + put(388, UUID.fromString("07602123-5a79-413d-923f-4574a06cd765")); + put(389, UUID.fromString("e1a9c1d6-0ac6-42b6-b499-21076baa0e64")); + put(390, UUID.fromString("bfe940df-b23f-4160-a7bd-a0c26cf8ab91")); + put(391, UUID.fromString("412f0b79-9ae6-431a-beb1-e16ceeb82809")); + put(392, UUID.fromString("722f1ad1-56c6-4d33-9b7b-e6d175478c6f")); + put(393, UUID.fromString("70d26876-4fac-43df-91e0-c3ec0117e8c7")); + put(394, UUID.fromString("6c609c2d-cbf3-4d9c-98bc-ae9d62b61b22")); + put(395, UUID.fromString("30c09d92-6c51-467b-bc60-b53f6a5d7942")); + put(396, UUID.fromString("7f1f9878-1ef0-4810-8070-d9a4569516b6")); + put(397, UUID.fromString("a7bd518b-e0ae-4b02-90ad-d3256a2486fc")); + put(398, UUID.fromString("0eee845f-ab91-42e9-b427-e3a56e06900e")); + put(399, UUID.fromString("1f27c50a-8396-4453-9d94-fe2ed59a2ffa")); + put(400, UUID.fromString("5c92d171-bc37-4fff-8624-7ae218cd5117")); + put(401, UUID.fromString("4cf307d9-cd89-4502-9256-839631f8566b")); + put(402, UUID.fromString("8428b421-24bb-47f1-8d74-3bdf0c3e7968")); + put(403, UUID.fromString("18eda38e-cc2c-4c7b-b70b-7e39185215db")); + put(404, UUID.fromString("957b8003-27f4-4310-8025-a4a7ca73e2bc")); + put(405, UUID.fromString("304840d5-bc5d-46a5-b668-e0d035481ace")); + put(406, UUID.fromString("279d6daf-6f68-4574-bb16-c5cb39a6666e")); + put(407, UUID.fromString("3c0ac8bc-d842-4461-ad2f-7b31aa0e37dd")); + put(408, UUID.fromString("3bf09b2b-58c7-4ccd-81b4-78545c1ae372")); + put(409, UUID.fromString("42d5ca87-c243-4618-b2e2-e031b0c1c147")); + put(410, UUID.fromString("78825abc-9451-4a37-83f7-d52378f7b9cc")); + put(411, UUID.fromString("0101041a-8143-4dd1-8a49-90767d471754")); + put(412, UUID.fromString("1cb45110-e1bc-4dbe-b12f-b6e745c2d1c9")); + put(413, UUID.fromString("8de5b7ff-b0bb-4dac-a382-a5df182bf6f1")); + put(414, UUID.fromString("3e3f9721-6bb5-410d-a84b-817d7d6c8157")); + put(415, UUID.fromString("7fc2f2c1-d460-4e10-8b79-4a99d8043610")); + put(416, UUID.fromString("fc8ad22d-160a-4135-9291-4c293eae7ddb")); + put(417, UUID.fromString("a8dcd4ed-fb17-4af3-89cf-4b9ba185f38c")); + put(418, UUID.fromString("3004b3e6-e9b3-4094-9590-5d544c2010db")); + put(419, UUID.fromString("b360df08-a109-4bd3-8388-e02b225e210c")); + put(420, UUID.fromString("5d027f75-311a-4d5b-b812-29916aa7a9f2")); + put(421, UUID.fromString("9d5e9541-e09f-4e36-b46e-41b3ada3bd10")); + put(422, UUID.fromString("00956650-6e1a-4d78-9a78-23e5c9ed0e8e")); + put(423, UUID.fromString("5e466eeb-e47c-4893-8784-540f497cf08d")); + put(424, UUID.fromString("2a549376-1f2a-459c-9342-89057b051039")); + put(425, UUID.fromString("6a124b7a-d447-49cf-85ce-b7521736ca77")); + put(426, UUID.fromString("06388e6c-04b8-476a-b55a-fbfda1abdc27")); + put(427, UUID.fromString("ad3f9446-99d4-4a97-96b1-aae5e913b2f0")); + put(428, UUID.fromString("e84e5bfa-3d82-438e-bdd3-738b2590c3aa")); + put(429, UUID.fromString("495a84a8-0615-4eaf-b945-8364b7325796")); + put(430, UUID.fromString("6c8e8568-3c32-4774-8b75-0e04b057fb0d")); + put(431, UUID.fromString("c8f3bf77-d66a-4b06-b344-4d5ae3fa3597")); + put(432, UUID.fromString("5eca8038-77bb-45f7-852a-b595e9bcc73d")); + put(433, UUID.fromString("381d10cf-8d90-4621-a796-823db29b64c9")); + put(434, UUID.fromString("7cbdba38-3c74-40fc-badb-793ecdf75df5")); + put(435, UUID.fromString("a7f370e8-a5b1-4b37-a350-a54e51d5ddc6")); + put(436, UUID.fromString("1b5400e1-3250-4789-8ae7-792d865d8896")); + put(437, UUID.fromString("f72dfacb-4727-4542-9ef5-138b17cdb9dd")); + put(438, UUID.fromString("6dbe5fbd-b508-4bcb-bc8a-cb1ee10fd77f")); + put(439, UUID.fromString("88c1094b-2e5c-4875-ac67-edc810003de9")); + put(440, UUID.fromString("866fd713-3089-4078-baed-f8cb895eda35")); + put(441, UUID.fromString("d9451828-ec0f-47eb-af9a-5a1331ebae9f")); + put(442, UUID.fromString("8a542589-e06b-4195-8532-ae21535a97c8")); + put(443, UUID.fromString("3f916c77-6e25-4185-973e-0bea3d61395b")); + put(444, UUID.fromString("b9060ca9-3f8c-42ad-8ba4-e2ff152251ce")); + put(445, UUID.fromString("992edc57-ba55-4cc4-b222-b7f88cceb6a4")); + put(446, UUID.fromString("4dc567b1-b97e-4a86-8172-38b7a923c60a")); + put(447, UUID.fromString("8a55e15a-85f0-4f70-8f7d-4ec3d638e430")); + put(448, UUID.fromString("ea4a664a-d5ed-4080-922e-fee1c036aa24")); + put(449, UUID.fromString("c2691c2b-04cb-4000-9661-215ee5b52794")); + put(450, UUID.fromString("4d35f438-3f45-4075-aa5c-cdad77eadb87")); + put(451, UUID.fromString("84b766ea-eef9-472d-aaaf-c72d090fcf60")); + put(452, UUID.fromString("202bcd89-ace1-4f36-89fc-3532acf64c3d")); + put(453, UUID.fromString("3f37fb1b-7ca1-4f40-a87b-1d347936c448")); + put(454, UUID.fromString("3723d331-0305-4f2a-b4a4-b041d48f16c8")); + put(455, UUID.fromString("d4eae984-e43b-4f82-bd74-e381a2064628")); + put(456, UUID.fromString("a65b26c5-d484-45ab-a64f-6b6f9b65ddd3")); + put(457, UUID.fromString("0f2b8cf3-4f1f-4044-9da3-c4bd8e707c0e")); + put(458, UUID.fromString("644e7998-66fc-4a3c-8ed0-cc4a83774dde")); + put(459, UUID.fromString("8ceed242-c6be-46cb-85ae-4783d67e1206")); + put(460, UUID.fromString("f0aacbf5-e320-450e-889a-e53a8b57a56e")); + put(461, UUID.fromString("c63315a8-46e4-459d-b301-63d446218feb")); + put(462, UUID.fromString("c6de8b73-3cde-4bf0-b534-ecf62435cd2d")); + put(463, UUID.fromString("da897f68-e532-49de-98ff-db7bb1af327b")); + put(464, UUID.fromString("b7ed59db-1d1c-44e1-a1b7-61ce757c370d")); + put(465, UUID.fromString("7939d857-2d6f-47ed-8579-45f014679e76")); + put(466, UUID.fromString("63f66468-6af3-4577-8c09-e5392fe1b79c")); + put(467, UUID.fromString("93f831c3-9793-42c8-ae5a-564a23a3deed")); + put(468, UUID.fromString("a4bc9143-ed56-440d-86e5-0d73fc56f786")); + put(469, UUID.fromString("404e5620-1082-4c2d-b54e-13cb2aa686d8")); + put(470, UUID.fromString("a9d713a0-92c1-4722-a194-9bfdbe9a577a")); + put(471, UUID.fromString("21b06573-64c0-484c-bf6c-e471dc03edfe")); + put(472, UUID.fromString("f4e9aaee-b0c4-4a57-99b1-85d0589641eb")); + put(473, UUID.fromString("b16f7d8f-ac66-4353-9f27-3cb1467c71bb")); + put(474, UUID.fromString("a45e78d7-8219-4c50-a188-b05fb16b75f4")); + put(475, UUID.fromString("bc30657e-5c72-4d72-97aa-9be8177e4c78")); + put(476, UUID.fromString("990af238-77a5-4730-9689-e351b546aacf")); + put(477, UUID.fromString("4680fadb-422b-4e17-9c23-9da964197c0f")); + put(478, UUID.fromString("b5f3b7cb-247c-4a4a-9ce6-21209b9f019a")); + put(479, UUID.fromString("38c03a50-610f-4586-9349-5bc8c3f770b7")); + put(480, UUID.fromString("cd46a7d3-21e2-479f-afc8-aaf9e48b5d65")); + put(481, UUID.fromString("e6531cbe-2aa7-4912-acde-b76834051549")); + put(482, UUID.fromString("c7410450-e3f0-4031-b46e-03d878beab14")); + put(483, UUID.fromString("2965c2bf-f9b6-4265-b9ff-62a51dd0a8e9")); + put(484, UUID.fromString("bb5bc8fa-b502-4fec-975e-94e73cd66d6c")); + put(485, UUID.fromString("21b62a42-4ad1-4371-b9a3-7bd51961a392")); + put(486, UUID.fromString("83d582e0-9de7-4ecd-bb9a-be6d722093d7")); + put(487, UUID.fromString("67b7ce61-307e-422d-a145-45978e7b6ce2")); + put(488, UUID.fromString("8dbf4d9a-68d8-4c14-982b-b6dce5384f1b")); + put(489, UUID.fromString("f74c5583-5d86-414c-9b00-52084d6356db")); + put(490, UUID.fromString("f0ccd592-7790-4b81-a23d-dfa77d3ee4c2")); + put(491, UUID.fromString("2f78427d-f337-445f-984e-bdfbe53a827a")); + put(492, UUID.fromString("3e41be69-71f5-4bf2-b328-bbd465fbd617")); + put(493, UUID.fromString("a2822735-7409-4570-89f7-4c84039ecbe4")); + put(494, UUID.fromString("0f94857b-1b30-45c1-82f6-e0e3d12c8845")); + put(495, UUID.fromString("35047fdb-ff27-4d79-b646-2ba48bc974ed")); + put(496, UUID.fromString("5f1190e7-cdc5-45a9-be50-5a9d8eeb21e1")); + put(497, UUID.fromString("c1b8eefe-ed11-407e-a387-b82bedd883ab")); + put(498, UUID.fromString("c6b834e4-252b-486a-8f03-3e6f06a6ba60")); + put(499, UUID.fromString("9c27a10d-32f2-41e0-9e6a-743067abc299")); + put(500, UUID.fromString("304f4f05-2c1d-4a60-b6ee-b961acaf81b6")); + put(501, UUID.fromString("22e92841-5b59-460b-9478-a9a441cad9cc")); + put(502, UUID.fromString("16678adc-504e-4370-9cfe-2473bfbfec28")); + put(503, UUID.fromString("87bc8f66-4460-46fc-bee9-b1e66df71205")); + put(504, UUID.fromString("c0378b42-791b-418c-b7d6-6ef6a89f1516")); + put(505, UUID.fromString("ad93f47b-57e6-419b-a7c1-e9ed68c3b402")); + put(506, UUID.fromString("f292d9c2-2a74-468f-ae6b-94edbc5846ae")); + put(507, UUID.fromString("02f74722-c859-46c3-9a2d-01e3a5b6fb0f")); + put(508, UUID.fromString("f307de05-cc57-4fa9-aac8-97f1236990e2")); + put(509, UUID.fromString("0e7cd1cb-edab-44fe-bc66-50a7e5845a57")); + put(510, UUID.fromString("58a19e73-d11f-42b7-be17-1bfa41215f73")); + put(511, UUID.fromString("d8b8958f-cff2-4a4a-8a96-0e44378c19c9")); + put(512, UUID.fromString("a9d2bb86-0d2f-4bd9-ac3c-1e5ad24c50de")); + put(513, UUID.fromString("3b0736a1-9631-48bd-93db-070b1e06af2a")); + put(514, UUID.fromString("c3fac297-3278-4e31-a83a-9c4d98a62d9b")); + put(515, UUID.fromString("4782593e-8417-4795-87a0-317273b22be7")); + put(516, UUID.fromString("d3b94648-ee1e-4f45-bd10-97bc4236e793")); + put(517, UUID.fromString("2fffc2ab-d00b-431a-b50c-b5b54a044b76")); + put(518, UUID.fromString("aac9e0ab-bc57-4b03-bea0-00ba818cc313")); + put(519, UUID.fromString("4c2d14d4-a226-436c-ab26-e93da991e3cb")); + put(520, UUID.fromString("dd6db6c2-0d91-4b75-8a32-413e9ae23a80")); + put(521, UUID.fromString("06b764ff-af33-40fb-b7df-b991e91661ab")); + put(522, UUID.fromString("4049107d-c16d-4d15-810e-e3d8b3445dc4")); + put(523, UUID.fromString("ab2cc47e-09b5-429f-87f0-8527b09305e5")); + put(524, UUID.fromString("e1dbbbef-7986-491b-980b-7ab0c9c10677")); + put(525, UUID.fromString("69b40ee0-7d01-439b-aa3c-414cf7a6f85b")); + put(526, UUID.fromString("3447b2bf-bfc2-4d04-ac1b-906ef7667daf")); + put(527, UUID.fromString("3f79e1a8-9195-4bc1-9ebd-b0d9958d2f8c")); + put(528, UUID.fromString("029c9d4c-e32a-4629-b5ab-25455cb1f3bf")); + put(529, UUID.fromString("cb7f59d2-4ba2-40cb-a772-f7be8fd6c826")); + put(530, UUID.fromString("e47fce28-4234-432e-bf35-ba7aef4cff22")); + put(531, UUID.fromString("6fa208a9-ce65-4759-ad34-640b2419263a")); + put(532, UUID.fromString("297f82f5-89b7-4f47-847b-d4a4a32dfbd9")); + put(533, UUID.fromString("f3d950c7-b557-49b6-be82-7354f29457cd")); + put(534, UUID.fromString("022f2509-7130-4f74-b3c6-1d86bdf77409")); + put(535, UUID.fromString("3c118b31-1658-421a-b672-434026a03ec5")); + put(536, UUID.fromString("ebcf5022-9105-44f3-9f68-d1af323b6ba1")); + put(537, UUID.fromString("6f4dfbab-b7af-4d68-bb48-1729821cfe53")); + put(538, UUID.fromString("ab1095c1-e3ea-4703-9222-56e7db704e57")); + put(539, UUID.fromString("e5d94552-e285-4d82-b836-548d56885310")); + put(540, UUID.fromString("97139b0a-b57f-4924-92fd-daad81317388")); + put(541, UUID.fromString("04df2e33-2761-4116-a28b-0a3dfdcd8647")); + put(542, UUID.fromString("948b8cb3-6940-4912-9086-05906ce3fd77")); + put(543, UUID.fromString("4a006d17-220e-4857-a1e5-146c8a1e642c")); + put(544, UUID.fromString("ae3999e5-0d1e-4863-8006-593b6b4fa776")); + put(545, UUID.fromString("10565aca-0c54-4a08-8b7e-f40b1191be9b")); + put(546, UUID.fromString("ffae5e04-7b8e-4c5c-8f71-0e0baea7c854")); + put(547, UUID.fromString("316b065a-f12d-4a34-b424-aa25af206926")); + put(548, UUID.fromString("c37f7e2b-40d4-4ca2-a854-d69765d52c61")); + put(549, UUID.fromString("1bf036d6-3219-4552-8e29-86d897093389")); + put(550, UUID.fromString("32598f3d-d2e6-4bd0-8d7c-21434f3e80c6")); + put(551, UUID.fromString("7adf2909-0e4a-4ce1-a073-d244af96f0e3")); + put(552, UUID.fromString("7510f875-e605-4461-b509-42867c2842ef")); + put(553, UUID.fromString("36006416-763a-431d-8051-55ab18b1a9ab")); + put(554, UUID.fromString("3b81eb51-abad-4335-b711-b426dbcc3610")); + put(555, UUID.fromString("5b97eedc-79d8-4d61-9087-776a33226fde")); + put(556, UUID.fromString("25bb3ae0-d789-4077-859e-c7bd3adad2c7")); + put(557, UUID.fromString("de1ec490-1f8f-4eea-bec0-d36b0ed9a05b")); + put(558, UUID.fromString("66bf286e-3a66-4fac-8c06-618fdf910e18")); + put(559, UUID.fromString("72f881e4-9ab8-4735-877b-79517acc5709")); + put(560, UUID.fromString("d8aa2c32-4ba8-4e4b-a72f-2c6930b595a3")); + put(561, UUID.fromString("a42aecd7-44d8-41f8-b158-a4a56fb6d450")); + put(562, UUID.fromString("459db74a-49ce-421c-8cd8-7a652884b522")); + put(563, UUID.fromString("1e7fb81b-c7c5-4be5-989d-32ba1a305847")); + put(564, UUID.fromString("85c1ba06-6060-4eb8-8179-8a3f8dc58e70")); + put(565, UUID.fromString("74d4846c-fe35-409c-9aad-f18db426fb70")); + put(566, UUID.fromString("9df3630b-2bf5-47f9-82a3-d6d3b36ab319")); + put(567, UUID.fromString("37f439c5-24f8-4ec2-b9fa-2d52caaa3ade")); + put(568, UUID.fromString("489e35ce-b307-40bc-a5db-a6e8c16e8e86")); + put(569, UUID.fromString("a84b2e95-20b8-4009-b072-ba2877e6cae4")); + put(570, UUID.fromString("ee23b6af-baed-4dea-b53b-c1aed0f38d5b")); + put(571, UUID.fromString("55f8e40f-9a8e-42f3-890c-ed64f93fae2c")); + put(572, UUID.fromString("52b8765a-44eb-45c7-aaab-be06ea71b134")); + put(573, UUID.fromString("4534ddd3-5e84-4cde-89c5-22f1e3486e43")); + put(574, UUID.fromString("c860c979-67c5-447e-8a9a-d0112a307e27")); + put(575, UUID.fromString("02696652-f41f-4cd5-bfcc-aad1058ee76e")); + put(576, UUID.fromString("9a4ebb05-47b0-4bc8-8fdf-2e8175dc2de9")); + put(577, UUID.fromString("8c8fa9e4-a4d1-4e6a-9f51-a9a56fc1e654")); + put(578, UUID.fromString("953dab75-a58e-48ea-9bdb-ea828d9b319f")); + put(579, UUID.fromString("b469601a-f088-4037-8ec8-b1ef9f8bad81")); + put(580, UUID.fromString("421405f4-00c9-43cd-87c4-79bcada0ac11")); + put(581, UUID.fromString("86a43ca1-f2da-4c74-9272-02acc394332e")); + put(582, UUID.fromString("5f857ca5-8826-48bc-9051-c8993f1803d9")); + put(583, UUID.fromString("770fda86-1fe9-4837-8473-97409b6ceed5")); + put(584, UUID.fromString("24b33500-6bd4-4f96-8d10-7e004545d6fc")); + put(585, UUID.fromString("ee36cd7c-2432-448d-832a-8f855ba9e447")); + put(586, UUID.fromString("6d50d3cf-6ee6-42a9-8b43-5f280bf4ac38")); + put(587, UUID.fromString("227ce494-b580-42be-9499-9a82ab0f9ed2")); + put(588, UUID.fromString("f62705e1-8ad9-45d0-9fd3-993bed7abbf0")); + put(589, UUID.fromString("a2982098-a73a-4538-877e-31929e9f622f")); + put(590, UUID.fromString("60c7ae71-d738-487f-9b56-bba9610a546f")); + put(591, UUID.fromString("6dd5f466-74f8-41ac-b021-32c94f706540")); + put(592, UUID.fromString("43f31d48-c2f3-45c6-b1ba-a02dea85bd0c")); + put(593, UUID.fromString("7c9c4725-8dd1-4e4a-9b0d-8a62227075c0")); + put(594, UUID.fromString("64adba2e-7b94-4570-9bca-9578655cadc0")); + put(595, UUID.fromString("727d933d-f8ca-452d-a24d-5c60de8770af")); + put(596, UUID.fromString("7b30c77e-da94-41f4-9a46-1a7a3625da73")); + put(597, UUID.fromString("d248594c-5e0a-4a26-9535-a62925ae0098")); + put(598, UUID.fromString("ab13aa78-c70a-4b3e-93de-132fceb1c978")); + put(599, UUID.fromString("ac6d7a0e-c0fc-4f77-88f7-a13c1ba66602")); + put(600, UUID.fromString("6ef2c2ae-b375-410f-86cd-1460b8d345de")); + put(601, UUID.fromString("116a5b71-be9f-492e-8fcf-2f6b6c5b29cf")); + put(602, UUID.fromString("83117af9-6624-496b-87e1-767c70f8d2f1")); + put(603, UUID.fromString("9717fc78-b843-46cb-8465-cdc80edc1865")); + put(604, UUID.fromString("c9183fe2-72e4-4de4-9ae0-f6c94bda0961")); + put(605, UUID.fromString("49ac5f00-c8a0-4c7f-96d4-bbd27906c1ee")); + put(606, UUID.fromString("3663e286-4fd2-4f02-a2f6-225e4d4d6979")); + put(607, UUID.fromString("dfb6bb41-67df-4545-ad90-e37e77a4d5d9")); + put(608, UUID.fromString("f1269a92-5d05-40df-a49c-582a9a0d224c")); + put(609, UUID.fromString("2ad51306-efd4-48d5-85b7-a68c4b7ee778")); + put(610, UUID.fromString("8e834936-7e0f-42af-b188-c13605c31faa")); + put(611, UUID.fromString("c497951a-0d64-47c7-910f-a44633d27faa")); + put(612, UUID.fromString("82c19706-0ac5-4e0e-a09d-a18afec36baa")); + put(613, UUID.fromString("b42ace9a-f1ad-40ad-aa69-9fb0f833b25e")); + put(614, UUID.fromString("82c8cfaf-3243-47e3-be04-c7a119dc38af")); + put(615, UUID.fromString("8909dd9c-77ae-4c45-b6cf-dae8f164f94c")); + put(616, UUID.fromString("9e4cb952-0df7-4cfd-b72b-e304935d5b73")); + put(617, UUID.fromString("c22468d8-b35e-4b77-a085-130ff84a1191")); + put(618, UUID.fromString("e6e3b967-cdb8-4354-984b-fe6488b5a744")); + put(619, UUID.fromString("18fd63b1-cff3-4dd3-8a9a-39be4f7600a0")); + put(620, UUID.fromString("5cbe6120-9565-4149-b9ff-6a5d6af687e4")); + put(621, UUID.fromString("7494dd8c-6aaa-4686-b45f-5488805425a6")); + put(622, UUID.fromString("ca77a7a2-14b9-4285-8bf7-9ef6037a4120")); + put(623, UUID.fromString("e34f88a7-ac39-4fbe-bc03-b424ee948528")); + put(624, UUID.fromString("bee50f4a-b9c9-4963-8fec-6e8b7dbc1846")); + put(625, UUID.fromString("f2f73939-bc6d-4e19-911e-1b6f7cd66c6a")); + put(626, UUID.fromString("fcddc433-abb9-486a-89a1-8a77b05ee7f7")); + put(627, UUID.fromString("c416a5e2-e78c-4bb5-b136-4ec5fe3a8661")); + put(628, UUID.fromString("18f86a0b-9b97-4a83-b0c0-e35f48d3b658")); + put(629, UUID.fromString("969fac52-e6f9-41bc-bb76-5df608e005c1")); + put(630, UUID.fromString("05bc4396-ba6e-4260-923d-afc7443a6fae")); + put(631, UUID.fromString("99779f83-821f-4ad4-9ac5-cdf1ec63881d")); + put(632, UUID.fromString("3ef3f6ef-302f-4701-bba3-8b77590afd10")); + put(633, UUID.fromString("3b15ff5f-6516-448d-a46d-5527170c6571")); + put(634, UUID.fromString("12be2d5c-e370-4d27-937e-fc59cfea1daf")); + put(635, UUID.fromString("5750b4ce-5f4e-4b7d-9dfb-37e811bf6d8c")); + put(636, UUID.fromString("912c9a21-3443-43ef-bea0-cb479bc6b9cb")); + put(637, UUID.fromString("29f8f631-c3e5-4b6c-aa41-9aaecc3ae144")); + put(638, UUID.fromString("13046579-2671-434e-a2c2-d945e8ebee8e")); + put(639, UUID.fromString("a4495dd2-d6b7-4165-9821-df59b3f0c01c")); + put(640, UUID.fromString("669c68b2-3f50-4d7e-9865-ef845e502aee")); + put(641, UUID.fromString("214cc154-e2bc-475c-9707-f9c79a332ba2")); + put(642, UUID.fromString("ff9ab6c6-9981-49da-b272-c145d3a1a06a")); + put(643, UUID.fromString("33c7b26a-59dc-43bc-9d40-13eb19c3c09f")); + put(644, UUID.fromString("3e7c6b4e-3cc1-4aba-9cf0-beff7c324b40")); + put(645, UUID.fromString("f101bfcb-dc4d-4668-bfab-65ef77405eba")); + put(646, UUID.fromString("76203de5-628c-4249-a4e8-a49bb0c44bb0")); + put(647, UUID.fromString("a2a3664b-d1c8-46cd-810f-39971c2a37fb")); + put(648, UUID.fromString("4f363018-bc32-4b9d-889a-7e6c0cb88043")); + put(649, UUID.fromString("c9153197-e031-4c4b-82a6-f5d5650f80e7")); + put(650, UUID.fromString("3c08dcea-e430-46ec-9dd3-52ef929026b0")); + put(651, UUID.fromString("5b66d27e-861f-4826-ae5a-14e6e44de31c")); + put(652, UUID.fromString("3ecb9e51-f1ef-47d9-9b43-26f06759dacf")); + put(653, UUID.fromString("c79d8cb3-f741-4634-a9ab-2ed4104585fa")); + put(654, UUID.fromString("b0e93878-e27c-4634-93d0-8fdcfb5706a3")); + put(655, UUID.fromString("abf33066-2a5e-41ff-89dd-83b5f042af59")); + put(656, UUID.fromString("5896762d-3011-4c5b-be94-885e72f1f95f")); + put(657, UUID.fromString("66b95914-bb02-45ab-aa21-81e3e2636e06")); + put(658, UUID.fromString("446cab9e-e376-410f-9be2-9aaa3fb01665")); + put(659, UUID.fromString("5a6c4825-ce2e-469a-8d4e-5b34b48b85f7")); + put(660, UUID.fromString("338f094a-0dee-4e87-b517-0fb0a8210f3f")); + put(661, UUID.fromString("d54e7666-907b-4ab0-984e-674a3090a876")); + put(662, UUID.fromString("4e7604e1-74ec-41ef-9c05-d5d98510a832")); + put(663, UUID.fromString("e27e846b-504f-45a4-808b-886c3feec416")); + put(664, UUID.fromString("dee176f7-9d20-4d17-9e59-29cfcd9f7bd9")); + put(665, UUID.fromString("bf4dd8cf-602d-4566-a1de-bbe3cc3cb79d")); + put(666, UUID.fromString("5d0a52b9-3768-4963-b12a-8654d3e14e87")); + put(667, UUID.fromString("07902dcf-df22-4d89-acc5-3d92de0458b9")); + put(668, UUID.fromString("97075bc0-a7a1-4a08-9177-e99e9dae485c")); + put(669, UUID.fromString("c425c59b-b512-4ba6-b4f3-4c382fea64f6")); + put(670, UUID.fromString("562672c5-0f9a-4b26-a34c-65f0987c79bb")); + put(671, UUID.fromString("6f323fa2-284a-4217-b217-bf2627385f14")); + put(672, UUID.fromString("c37e4078-7567-46d2-ae95-d052c2434f7d")); + put(673, UUID.fromString("10626fe5-fc3d-4ab1-8f21-52efac642dd9")); + put(674, UUID.fromString("2ccc47b4-f7e8-4f0a-a42c-76903525f231")); + put(675, UUID.fromString("e4cd708c-d3bb-49e9-93d4-a1624ccfa26c")); + put(676, UUID.fromString("7516a4bf-ae60-4115-8bbc-d51a234b52b3")); + put(677, UUID.fromString("e50be0f3-59d0-40a7-a660-4ee191517ddb")); + put(678, UUID.fromString("abd8daee-aa93-47fa-8376-79521e57b6c1")); + put(679, UUID.fromString("d5bf68cb-7a7a-437f-a60e-7a4ad70a1e41")); + put(680, UUID.fromString("00fc823e-530f-49ea-8c52-77e3488aa6f8")); + put(681, UUID.fromString("0e69f782-ec05-4e51-ba94-f84f0e6ee4a9")); + put(682, UUID.fromString("3a9ea88e-8bc0-4f48-b7cd-3cc41de9ed35")); + put(683, UUID.fromString("efbf893e-5d03-43df-9c27-e8be261ea43f")); + put(684, UUID.fromString("230a8a3d-7172-4f3a-b99d-4c520d963151")); + put(685, UUID.fromString("76b9a214-86a2-467a-b908-cfd915d5556d")); + put(686, UUID.fromString("3014a3b9-cc0b-4e60-98f5-687feedce751")); + put(687, UUID.fromString("c9c3a023-f4d0-4d7d-9996-e0fce1bd2a2b")); + put(688, UUID.fromString("9ab5c12d-85c6-4f4f-8e63-35682c83fcba")); + put(689, UUID.fromString("ce70a606-70ac-4538-8f64-47bb2a0a8572")); + put(690, UUID.fromString("37e983b9-d05c-4c56-b437-a45bc14d28bf")); + put(691, UUID.fromString("e5f1ac2c-4919-4fc5-82ad-103921a39ce2")); + put(692, UUID.fromString("8bf320d1-c1f5-491d-a77f-b46637712c89")); + put(693, UUID.fromString("8c709002-b128-4dde-8c55-79ddf529d62a")); + put(694, UUID.fromString("4f4d6736-dbe3-4e85-b3b7-47d2366e54a9")); + put(695, UUID.fromString("16055856-99ce-4a96-9723-2b0886b9a53e")); + put(696, UUID.fromString("3157a15b-83bc-492b-b723-f2d5b878d91b")); + put(697, UUID.fromString("51b51fcd-26df-4f78-bf03-607eb8481cf9")); + put(698, UUID.fromString("80c745f0-5697-4239-9bba-65fe929b5987")); + put(699, UUID.fromString("1bd40dc7-4088-43c5-a708-e7c6c7dfc47a")); + put(700, UUID.fromString("2e52ae81-bf52-4656-8dcb-c5cc03ba8b8e")); + put(701, UUID.fromString("e7ddc0b4-800d-42bf-987c-50800a14123a")); + put(702, UUID.fromString("8a4f4c13-0b3f-4308-9d80-ab77b6e5cdd0")); + put(703, UUID.fromString("ea95447b-56b5-44fd-931e-b3cac141b212")); + put(704, UUID.fromString("79d5a95b-9c7a-4f5d-b125-c2c4ef3041c8")); + put(705, UUID.fromString("7d3d17fd-26f5-4c07-87e6-bf503372c749")); + put(706, UUID.fromString("a7e23564-a757-4cd6-a084-d64862589854")); + put(707, UUID.fromString("29f726c0-48ef-4606-bbdf-8388d7ca75f7")); + put(708, UUID.fromString("b2378ac4-a23c-4142-bfb1-89424ca89474")); + put(709, UUID.fromString("e452bedf-9ab4-4e88-a630-ab6747963aef")); + put(710, UUID.fromString("96272715-c8cb-4f52-b05f-260c359d5eb0")); + put(711, UUID.fromString("e6f06ca6-f9a5-40b6-b0fc-217b7c7d3d41")); + put(712, UUID.fromString("11af8105-f817-4a1b-9427-6b06a139f6a4")); + put(713, UUID.fromString("37dec69a-88b4-4d30-b846-9dd125ece123")); + put(714, UUID.fromString("3d571173-1387-43cd-9b23-760ab9b6b1b1")); + put(715, UUID.fromString("d8c0710d-eca6-4751-a0d4-5aba869d7bbc")); + put(716, UUID.fromString("7bd3dd05-29ec-47c7-bde3-f2b79e5df6fd")); + put(717, UUID.fromString("d4459db1-a6e5-4723-a87f-dc3a19f3d0cd")); + put(718, UUID.fromString("292cc566-79e9-415b-bf66-3891a5e725d0")); + put(719, UUID.fromString("3ee75317-db3f-4372-b5a3-a3d8270dadc6")); + put(720, UUID.fromString("d5051d7e-2900-4b04-8b95-df428dfaba88")); + put(721, UUID.fromString("3893240b-1cbd-4030-8aa0-6b68fba15ac1")); + put(722, UUID.fromString("e7c02bbf-4734-4f23-9d2a-ff0017879338")); + put(723, UUID.fromString("2219476d-2b42-4c7d-841e-e4dd5a77ed00")); + put(724, UUID.fromString("088ff651-ac9f-4207-a27d-595bd0fda90d")); + put(725, UUID.fromString("d88edeca-7a6e-47fb-b00d-a7ab1a418afd")); + put(726, UUID.fromString("49804f31-1f61-4adf-a0b1-fce64f382141")); + put(727, UUID.fromString("2a6cd814-c1e4-4f6d-9a9c-9e5091464da1")); + put(728, UUID.fromString("d3435bc2-696c-41a8-9fd0-f63979c770d1")); + put(729, UUID.fromString("4cd4b564-1dbe-41cd-ac45-601acdeb0611")); + put(730, UUID.fromString("4ba91060-789a-4849-8cb5-c3fd632ebacf")); + put(731, UUID.fromString("75a8949e-ae7e-4ad4-bf3b-cb4ee2ecbd12")); + put(732, UUID.fromString("efb379cb-f4a7-4c9e-bd9c-4d7aa70c99cc")); + put(733, UUID.fromString("0e2a56b6-4723-4691-8639-88b2706d27c5")); + put(734, UUID.fromString("127830f1-d1d8-4596-9aa6-7543615e55f9")); + put(735, UUID.fromString("f02a096d-b662-465a-ad11-e56279663257")); + put(736, UUID.fromString("2e634485-b2ef-49a8-8a35-ffa2c0ddd122")); + put(737, UUID.fromString("1708c3af-fa43-4ca4-9a61-5e2df6735bba")); + put(738, UUID.fromString("ab2dcf6c-c4cb-465c-9c1f-3f07e45b5bd4")); + put(739, UUID.fromString("8c8a35d2-68cb-46d5-b4af-6f6413657d68")); + put(740, UUID.fromString("115984b0-7f11-41d7-806d-1f401b22e34e")); + put(741, UUID.fromString("ac74de85-4e24-4f44-946e-5af966cf27ae")); + put(742, UUID.fromString("465aa9e8-50a3-411d-b6a5-ba15f032af2e")); + put(743, UUID.fromString("f0415ff6-3399-4133-bb0e-9ff3f816cab0")); + put(744, UUID.fromString("de81b6c1-efc0-4a06-953b-ab0ede1c85a3")); + put(745, UUID.fromString("55f8fa91-5ab6-4e91-a780-afd2e7a15464")); + put(746, UUID.fromString("8f3b1d1c-99fc-4107-8618-1d0b65b906bc")); + put(747, UUID.fromString("3c813d06-45ae-47ac-87d9-f56385a7782b")); + put(748, UUID.fromString("df3ffff4-7a02-4fee-9228-0cdb3b09605e")); + put(749, UUID.fromString("6b2676d8-4b0c-458e-b18f-4eccaf384786")); + put(750, UUID.fromString("57b05a4c-7bb5-4f2d-8b56-e6c8f823940b")); + put(751, UUID.fromString("d0d564ba-5b05-4860-9633-29f1726690bd")); + put(752, UUID.fromString("418a62fe-661a-4a97-a04f-82df4a126570")); + put(753, UUID.fromString("aba9b697-8296-4a65-9068-9d6ccf01940f")); + put(754, UUID.fromString("dd8c0827-cf7a-4771-b28d-3ec8b03200c1")); + put(755, UUID.fromString("232c70e9-415c-4a43-ad51-47cc91f76015")); + put(756, UUID.fromString("1e582bc4-54a0-4343-b629-0849c1d0226e")); + put(757, UUID.fromString("10be5990-1571-4a31-8d96-fd7099fad95c")); + put(758, UUID.fromString("a2b17f6f-337d-4725-b167-5bedbd8e1c70")); + put(759, UUID.fromString("01b5e989-087c-4118-8b36-41277637ff19")); + put(760, UUID.fromString("c0bbf977-ceca-493e-b0fd-5c3384417a1b")); + put(761, UUID.fromString("0d735733-fcb0-4451-9478-1168dd89759e")); + put(762, UUID.fromString("196b64b3-6a15-44b5-9bed-a6460ae731ec")); + put(763, UUID.fromString("521be472-73cd-49ee-b0c4-f313af405c8a")); + put(764, UUID.fromString("3fd3924e-27c7-498e-a3cc-5eb7246fddbf")); + put(765, UUID.fromString("f24a11a5-833a-4e75-adac-186ee4269cf2")); + put(766, UUID.fromString("d4f7acad-edb6-4480-aa83-230c396cb865")); + put(767, UUID.fromString("fb826b77-5d22-4ebb-b4f1-59435ed39ead")); + put(768, UUID.fromString("95bfee87-043d-4365-9c65-113ee04d138f")); + put(769, UUID.fromString("669d0157-227c-434d-8538-b56f5fc61d96")); + put(770, UUID.fromString("591f544e-0a12-41a4-bf7e-b02004a7ef2f")); + put(771, UUID.fromString("9eff4be7-d514-4cab-b0a6-1927f9f8e6e4")); + put(772, UUID.fromString("1567f07c-71c8-4493-a4cc-72026530f10c")); + put(773, UUID.fromString("86d63ec4-78f0-44a7-88ed-ed920035cee8")); + put(774, UUID.fromString("9da7ff36-6bf2-460d-8690-a282be9eb3f3")); + put(775, UUID.fromString("d41bb079-52bd-4d97-88e9-58d992cd8c38")); + put(776, UUID.fromString("049ce6d7-9c6d-48fa-8c50-9dbf42bfc53b")); + put(777, UUID.fromString("e70dcc8f-361c-409c-a87b-e887b2f0412b")); + put(778, UUID.fromString("f1345dfb-5236-45fe-bc6e-ff44958111f0")); + put(779, UUID.fromString("bcd97740-8a89-48da-8d84-764bc97775c4")); + put(780, UUID.fromString("617a3e92-9834-4e38-adaf-adca5dcf1e9f")); + put(781, UUID.fromString("cf25267f-8f2d-4dfe-a2f7-9c0492f15c6d")); + put(782, UUID.fromString("ad204d86-afd7-4c13-82a0-14ed26aeff0a")); + put(783, UUID.fromString("0eef9c11-ebd6-4891-9345-8c5bb5848242")); + put(784, UUID.fromString("a1bdd860-2fdb-4718-a2d4-e1f218edc193")); + put(785, UUID.fromString("c8f8c8a4-a5aa-4a67-b23c-39bd314ed85b")); + put(786, UUID.fromString("68168b1b-efde-43e3-b7b1-4c7e0ae95f0a")); + put(787, UUID.fromString("68ea2390-e012-45c6-8ebc-0c5f4d696c94")); + put(788, UUID.fromString("411c85a8-d199-4b3e-b096-5c564f52d09e")); + put(789, UUID.fromString("2cdc5221-0c40-4ed5-a490-74dc492dc9b3")); + put(790, UUID.fromString("0499827e-2183-42f1-81f8-14e329f8966d")); + put(791, UUID.fromString("2eb70cc1-3071-4359-bcf8-5a315e371db5")); + put(792, UUID.fromString("0d86eeaf-acf9-4211-b7a7-854f7b4a2db0")); + put(793, UUID.fromString("86d2ec8b-f6b6-400b-a1da-81675cbad3a2")); + put(794, UUID.fromString("33a26dfe-18ea-4857-8765-cc599ff420c9")); + put(795, UUID.fromString("0c6911b5-ace6-4993-bfae-3aa1cf4aa143")); + put(796, UUID.fromString("e683e1ed-ef48-4960-9129-7aee071b9d95")); + put(797, UUID.fromString("b8841f9a-e3fc-467b-8a0a-03697e9893eb")); + put(798, UUID.fromString("b5e86df2-b50b-4e72-b5b4-a6079f5ad42c")); + put(799, UUID.fromString("cbe0ec67-437d-4a95-8d84-19800a5aed0c")); + put(800, UUID.fromString("744f2e89-2c87-4c00-b386-7cf1067776e5")); + put(801, UUID.fromString("3430a6b9-c447-4dc7-8980-3a9c804630cd")); + put(802, UUID.fromString("7e5f0a1b-6b3f-4f59-b63c-8c9ef92af0d5")); + put(803, UUID.fromString("d6890527-8b22-4b7e-8ae6-8b655baf484a")); + put(804, UUID.fromString("21180583-dbb9-46c6-a4b4-ebd60765a6a5")); + put(805, UUID.fromString("afc30331-44b1-407f-a305-6f012b1072a7")); + put(806, UUID.fromString("04e387f6-a04a-47a1-93c0-4b2f5387e7d6")); + put(807, UUID.fromString("744f4e7a-2ada-46ef-bd2d-0d1f9460abb8")); + put(808, UUID.fromString("6aa5c989-29d0-4f7f-ae47-20a3465a7f09")); + put(809, UUID.fromString("9a95b5ed-0c1e-4809-8dd7-558d1a84b1ff")); + put(810, UUID.fromString("d6f2febb-84b2-4342-b78a-195f0eb5c648")); + put(811, UUID.fromString("8f119757-eaad-47d0-8912-fe1f8f18cc90")); + put(812, UUID.fromString("13327eeb-fd92-4c6d-8ab3-ae18b67c52fc")); + put(813, UUID.fromString("7e133828-392c-46c0-9d0f-220781f3e139")); + put(814, UUID.fromString("27a81581-90f8-4c2e-a119-848bc2dd6552")); + put(815, UUID.fromString("6e687a58-6615-4931-acb9-19e0aa2e508a")); + put(816, UUID.fromString("2f7be49f-6d50-4be0-b126-e3574e21457f")); + put(817, UUID.fromString("94d42cbb-a1b1-4577-8788-c7c8e5e3236f")); + put(818, UUID.fromString("662b6478-421d-47d8-92bf-c22f6d664f94")); + put(819, UUID.fromString("d9ebc74d-e2e9-47c6-aff2-96b4da6681a3")); + put(820, UUID.fromString("77642d13-8e64-4e90-ad43-017ed86ea6bf")); + put(821, UUID.fromString("8951cd10-09f8-486d-b499-2302ffa1cde1")); + put(822, UUID.fromString("4631a66a-d9d9-4b0d-9b18-ec39be4af2ba")); + put(823, UUID.fromString("77af257b-991b-4843-8eab-3ee5873b8103")); + put(824, UUID.fromString("ad1de307-3514-4346-96ba-232360256ee0")); + put(825, UUID.fromString("be6537c5-e383-47a5-8423-060c4297ca9e")); + put(826, UUID.fromString("cf7179db-520d-4c1b-a8d0-0af39d41a7a9")); + put(827, UUID.fromString("048f4ebd-6bfe-433e-9a1d-38d66208699b")); + put(828, UUID.fromString("acc1f7d1-8220-4596-bbb6-fccce1aac977")); + put(829, UUID.fromString("55abf4d0-f675-4f05-9b3e-3a39006da099")); + put(830, UUID.fromString("2bfa5b80-bffa-4a3b-ad53-4e82f41460e7")); + put(831, UUID.fromString("fc4d9909-a767-434b-b8d6-eadc64bb45b5")); + put(832, UUID.fromString("3d7acaaa-aa05-4fcd-b04f-0704b3609dad")); + put(833, UUID.fromString("f01507b9-df86-4a22-8637-538295262b2b")); + put(834, UUID.fromString("3f3a640f-1820-4e5b-9d74-d1d55e71b44e")); + put(835, UUID.fromString("4b7a3f31-0176-4847-b320-5fd0435222fa")); + put(836, UUID.fromString("b51cac5b-94f2-49eb-b2e0-4539ae6b5837")); + put(837, UUID.fromString("48051fa6-f20b-4358-b441-c24cee1d14af")); + put(838, UUID.fromString("2d533194-38e9-4bbc-8854-72ec07b4edcd")); + put(839, UUID.fromString("1a829d19-fb1d-4317-b2ab-e790890181e7")); + put(840, UUID.fromString("4f5cb31f-29b5-4418-ab1a-9873193cb5ec")); + put(841, UUID.fromString("b4e6cf6a-f8c0-402e-8cf9-709b403d491d")); + put(842, UUID.fromString("1346a942-1b46-48f4-be9e-43cc625e6014")); + put(843, UUID.fromString("6f43ad62-0db3-416b-b0b4-8fdf7de9996d")); + put(844, UUID.fromString("2522a866-585c-48eb-a54e-8b2205b073c2")); + put(845, UUID.fromString("20bbb4f0-2f9b-4feb-93ed-7388dd2e1b0a")); + put(846, UUID.fromString("63503981-baa8-4de6-825b-f7c7a713be6a")); + put(847, UUID.fromString("9f2d2153-28a1-495f-8750-89d993e05a3d")); + put(848, UUID.fromString("74966ffb-3f07-4ae8-81af-622daa895286")); + put(849, UUID.fromString("c28768e3-3ee0-439e-b562-c916df461fbd")); + put(850, UUID.fromString("136a85eb-d1c8-4052-a086-5e14cd1f3a78")); + put(851, UUID.fromString("397d079a-bd6b-44aa-ae92-c58b99772113")); + put(852, UUID.fromString("262600d1-e5a7-4f0d-91ca-e3f6aff9ca32")); + put(853, UUID.fromString("7f48e48e-cef0-4917-b5e8-add76b3e925a")); + put(854, UUID.fromString("903fff74-81d8-4419-b93a-25b01bccce63")); + put(855, UUID.fromString("7d46cb16-b642-49e0-ba7a-e77bff788bfb")); + put(856, UUID.fromString("25733bbc-e6ba-4688-ae96-dbdb389dbf1b")); + put(857, UUID.fromString("aa54f70b-8a99-46d2-a148-91102fad9636")); + put(858, UUID.fromString("9f2418cd-a1f9-4e47-a58a-7e8266a52a1c")); + put(859, UUID.fromString("73f6f0f0-79a2-42c4-ae44-2125e9a94733")); + put(860, UUID.fromString("2c88318c-34a0-4e9d-ab73-b47b30233266")); + put(861, UUID.fromString("62ff01db-0ec8-48ec-8516-a73b6761fb6c")); + put(862, UUID.fromString("0fe0314d-6d43-4ea8-aeab-28383d3ff47e")); + put(863, UUID.fromString("7976dcac-bbd7-44df-83cf-97f7b004b9b4")); + put(864, UUID.fromString("b0ede1ba-4907-4bd7-9877-fabec51b570a")); + put(865, UUID.fromString("eac72ec1-3cc4-4b28-9036-6a9d8786c84f")); + put(866, UUID.fromString("1103a08e-643a-48b2-8fd2-ab7718e52968")); + put(867, UUID.fromString("681a06a0-caa2-4cd1-b182-2739037a4fcb")); + put(868, UUID.fromString("202514a8-fc46-4de9-81db-d13d9a08d651")); + put(869, UUID.fromString("40fd42f4-8250-4929-9c6c-c08529fe0514")); + put(870, UUID.fromString("49011673-4d0f-450c-9c62-bc2a399af2e6")); + put(871, UUID.fromString("e7f8e399-8baf-4215-98d5-6d63ffaf3e25")); + put(872, UUID.fromString("2dfe462a-8eb1-41bb-9ea4-4c481b79f0b7")); + put(873, UUID.fromString("ffdc40f9-61fd-4596-b432-43cd532d5ad0")); + put(874, UUID.fromString("d66a2584-2cd1-4630-afe4-00465dfef3ad")); + put(875, UUID.fromString("73699935-3a30-4e66-a0f2-2e5052b5f6ae")); + put(876, UUID.fromString("1116c1c7-80fa-4905-9146-1ea410d8ec2f")); + put(877, UUID.fromString("ae248e15-6772-4851-ba08-de2d5b4c7da4")); + put(878, UUID.fromString("5bc7b956-d6f5-4aac-9686-90adad7166db")); + put(879, UUID.fromString("e460b72a-f02e-48b8-b8b6-9295b58c0b84")); + put(880, UUID.fromString("6f11aa4e-79a2-4782-b5c3-4d3551b56899")); + put(881, UUID.fromString("2bf2f5cb-ea68-4e68-938c-eaab36201c2d")); + put(882, UUID.fromString("124142d7-317b-4ea5-8679-604aa6ce1ede")); + put(883, UUID.fromString("3b14f797-efe4-46e7-9d22-aae5b56456ac")); + put(884, UUID.fromString("b1f7ef9a-04a0-4ab5-8ee0-84eaecdfacc7")); + put(885, UUID.fromString("4df217ac-35b5-4cb5-9e4b-abfd3e44f654")); + put(886, UUID.fromString("f376cb61-189d-4852-a1db-c8a5fd82f421")); + put(887, UUID.fromString("13c6244c-7f3a-41da-b2d0-7ca7024f2c8a")); + put(888, UUID.fromString("d8d198bf-360d-47d4-97aa-dc720d9f9430")); + put(889, UUID.fromString("d0b39ad9-6e68-49ad-a0aa-dccab44ff7c6")); + put(890, UUID.fromString("d97c770e-4ea8-403c-9ff8-2000001a0806")); + put(891, UUID.fromString("a18f39ec-a51c-4ccb-9707-2e24ce6faa9d")); + put(892, UUID.fromString("8e6012a5-d92b-4fd3-9657-3080e1eee07d")); + put(893, UUID.fromString("ba1ab6dd-fa7c-4c30-8dc9-835ec1ef545d")); + put(894, UUID.fromString("7a673ead-b247-498b-94ae-14a4e9166a21")); + put(895, UUID.fromString("d01dad4f-fc38-4a38-98e9-18a4f013b255")); + put(896, UUID.fromString("519e8ff5-f407-404c-b124-dea18d5be3b8")); + put(897, UUID.fromString("dfe62065-6a6c-47b1-a411-e2a202b4b59a")); + put(898, UUID.fromString("0a062804-5299-4c5c-b64e-63685143fcee")); + put(899, UUID.fromString("637afef8-3571-4abf-b465-f0e9189fae6e")); + put(900, UUID.fromString("ee307d0d-0488-4162-8e03-e240a9f972db")); + put(901, UUID.fromString("9d5ad75d-e7b8-4853-adbc-49c4d70b3cf2")); + put(902, UUID.fromString("57b782f9-bcda-4bc4-87dd-c51b6abebfda")); + put(903, UUID.fromString("210b078a-7c44-4a8b-a4ad-9cfee4193cf5")); + put(904, UUID.fromString("90297e41-ce64-47b9-a194-42a78025de5a")); + put(905, UUID.fromString("cbc1fac7-ee62-4102-908e-ea14b42b55f0")); + put(906, UUID.fromString("647edfcc-c861-454d-b2c3-d9c843bd54c9")); + put(907, UUID.fromString("6639e3fb-88e7-43d4-be1b-8ab0be5b690a")); + put(908, UUID.fromString("02f67459-f18e-437d-8603-18cc131a283e")); + put(921, UUID.fromString("8563ef26-f2e4-4be9-98f1-a9a25ea8f514")); + put(909, UUID.fromString("b73bfe18-b186-4baa-8b6d-4825628e07c9")); + put(910, UUID.fromString("46540fbb-43e0-466b-9161-f20f40beacc3")); + put(911, UUID.fromString("8336c694-df5b-4c65-a0cb-0f92231241be")); + put(912, UUID.fromString("32d5673b-9f2e-4f87-875a-aa75cfc04abb")); + put(913, UUID.fromString("11be72b7-4d21-4ced-867a-c6419d749439")); + put(914, UUID.fromString("912f54f1-26f7-4d4a-82ab-be970c78b8c3")); + put(915, UUID.fromString("51dcebd9-da82-448a-8c46-45f84c40c252")); + put(916, UUID.fromString("981ec3f4-58e9-4b27-b3bd-3692b3437e8d")); + put(917, UUID.fromString("7c49a721-4d9d-42ed-a5cb-e2cabc9d9d14")); + put(918, UUID.fromString("07ae36dc-f789-4f92-8c1f-8b58a1255bc1")); + put(919, UUID.fromString("3fc436c6-e357-448b-88b9-bd2bd83a92f1")); + put(920, UUID.fromString("dd73e5fc-67d0-48e1-a130-5b3565438fb5")); + put(939, UUID.fromString("cc6f6bd1-5c59-4da4-9d30-0f4ad8eeee59")); + put(922, UUID.fromString("d3f66a18-0cb1-4a93-944f-c9ae674e8a7d")); + put(923, UUID.fromString("557cbd1b-86ef-4c52-b4ac-b2297100f1b6")); + put(924, UUID.fromString("363487bd-2bff-4d82-8435-93d27635f039")); + put(925, UUID.fromString("12930f33-42c6-47a1-a525-a5a8e49163b9")); + put(926, UUID.fromString("3ca1548b-12e1-47b5-babc-223144d9f616")); + put(927, UUID.fromString("3abb1bdf-82a3-4c41-a3a8-28a656c344f5")); + put(928, UUID.fromString("d34e3c51-45e2-416d-88f0-4225041939d7")); + put(929, UUID.fromString("f4d6e8a2-e5fb-4798-846b-1779a116d16f")); + put(930, UUID.fromString("d87eab5d-a447-4420-8675-ebcb088aee08")); + put(931, UUID.fromString("6089ee58-f440-444c-8598-97904ac4bfca")); + put(932, UUID.fromString("4864ac41-4971-4611-a09b-e03a07172f51")); + put(933, UUID.fromString("1f54e860-2f58-4518-99d7-06a010a9380f")); + put(934, UUID.fromString("556ad7fa-9c75-4705-b892-90e75a7af6ed")); + put(935, UUID.fromString("2bdef19d-51fc-48fc-aac1-7b2a9138dda6")); + put(936, UUID.fromString("d5ce2e0e-51aa-489a-8d1a-474b80293757")); + put(937, UUID.fromString("47f100f3-a390-4fbb-9b1f-3558dfc23ce5")); + put(938, UUID.fromString("638a0918-795f-4381-adff-ef99a2c816e2")); + put(940, UUID.fromString("c6c2e921-2a3f-4c1e-b321-f624a7d64c9d")); + put(941, UUID.fromString("398fc253-cd17-4914-ae36-522c2467f497")); }}; \ No newline at end of file diff --git a/app/src/main/assets/Spells_uuid_map.json b/app/src/main/assets/Spells_uuid_map.json index ee18ae55..ec86e893 100644 --- a/app/src/main/assets/Spells_uuid_map.json +++ b/app/src/main/assets/Spells_uuid_map.json @@ -1,923 +1,943 @@ { - "1": "b00aed01-c695-4d17-981d-a37684a8628e", - "2": "b38d70d1-484f-46a5-b2c4-1d379c8fc096", - "3": "85ae9373-8da6-4c69-8eea-b2d24dc20790", - "4": "9263025c-edfa-4a56-b1c0-b7e66fa959c6", - "5": "b4a05889-eddb-411e-98fa-bb63ffca99e4", - "6": "8e7bb7e8-d3c8-4cdc-8f53-a22b7eb49bb0", - "7": "9fdc0216-34f1-444a-9262-772211155d71", - "8": "2e651416-3016-4da5-832c-dc63e635d8a1", - "9": "78598e98-6beb-4d4b-b200-48a3469bc5e6", - "10": "49a73729-d783-4fe0-89c7-2aeeb0489663", - "11": "df42472c-3503-4d53-8881-e97b1638e68c", - "12": "e6f30f44-5e55-4779-aa14-c6ac459a20bf", - "13": "b9744de4-9961-4c3b-a232-2230734c4eb4", - "14": "f8b063c3-56fe-4bb2-85f0-7aab27be7d0b", - "15": "37152780-bf45-4804-af75-d46022342b55", - "16": "f40dec7c-6885-4da8-8882-64d013af38ab", - "17": "04e170f9-d041-443e-9060-6cfd41b0517d", - "18": "d79a9f18-880d-4a8c-a3db-ce40796140d9", - "19": "cbe4c11e-f040-4c21-ac74-9c518238d46d", - "20": "55c4600b-b801-4782-9b39-262a6cdbfc41", - "21": "741ee379-7eab-4d05-805a-e7ebebc74e75", - "22": "f0c229f5-92fa-41d8-a8de-b557c34bdc92", - "23": "10b19b22-ffd4-4e14-bd6a-c958d3547e0a", - "24": "22ed4ce9-9dc2-46fd-939a-d6640be65a2c", - "25": "7235b0b2-fa82-4379-b250-f1b041b1803a", - "26": "86d8f9f0-727f-4a21-b256-fbb5bd20e21e", - "27": "2d42af75-1274-4218-be2c-e626ada9073a", - "28": "d73a3e33-1e6d-4356-a341-aad44231f4e1", - "29": "c7f9309d-df4f-43cb-8874-8c734e1720c8", - "30": "8f8cccd0-a8d2-47c8-9a17-f95bd5751502", - "31": "029708bb-3825-495c-bd37-cd926c014b92", - "32": "edc5c94e-c680-4de7-bd2b-d494649a5ff4", - "33": "4e442d84-77e2-41cd-b5c8-1edfe14b0f09", - "34": "04b0d0b9-aa10-42a2-a582-b3f7f41311fe", - "35": "3bec5ca1-8e69-4252-b4ed-1d323ea71e3f", - "36": "bfa1ac32-8333-4e7d-8536-62ec47e4a89b", - "37": "da0e3e19-3b09-4879-9c13-92184bfee6f4", - "38": "4e962094-caa6-4066-b659-5370a12f04af", - "39": "ca723b48-dfbe-45c0-8184-2ee5fd056aac", - "40": "780ee905-a3d5-45d6-8a4d-15e0ad53bf02", - "41": "90795ebd-66e3-466c-a0d7-b340574850e1", - "42": "00b94e2a-a27c-4d3f-887b-4b6f4b4d2722", - "43": "0601e925-249b-4cd8-a495-1cb94acc8f3d", - "44": "ac8bf7d0-6326-4a0a-a761-91a1e80e8858", - "45": "9d0e5995-cd66-49f1-b847-0513c2d18555", - "46": "9109341c-7adb-421c-a68f-46cda5f5f02a", - "47": "e67670b2-6de4-4c32-ac95-5a51f527fe56", - "48": "a472626f-4c06-4709-8af3-0ffea58fb5bd", - "49": "2544304a-ea10-438c-8046-846d886a6760", - "50": "378dba88-3df7-4189-a177-c6cc81421ecf", - "51": "2de2ae9e-22a9-4017-a8c2-db04ca32d4dd", - "52": "619f2ccf-c704-4059-994e-cbfaa6bc7a55", - "53": "0abb2805-361b-4bd3-bfa3-43d986b67272", - "54": "10e3acc9-1c9d-4d36-a51a-b48a01f12726", - "55": "5995fd97-a4b6-405f-98f7-d1c11e697a86", - "56": "027b5ed8-27dd-490b-a8d4-0e12117ad7c1", - "57": "c9589225-f25e-4f39-9a59-f90d29fd52ca", - "58": "98218948-0e8c-472b-8769-5c39a7a5bbfd", - "59": "506d0d16-e1c2-49f8-a51b-5028a3db0448", - "60": "4a36d2bd-d752-4699-bbce-35c7f6d2ef3f", - "61": "28494939-8c52-4a5d-a8a1-6b2dc54585db", - "62": "bad4d5c7-e4d4-409b-8daf-332a2999f992", - "63": "dba5f5e1-983b-487a-8b51-5244b55d523c", - "64": "44e3ce4c-f466-405e-a850-71347165f8f8", - "65": "31cda828-60e7-45d8-9e81-8556267a4c1f", - "66": "67d5e03c-8473-4574-860c-92c2644aea5d", - "67": "b22f623a-7567-4018-8789-0134be8ab190", - "68": "21050e47-b550-4458-bb01-694968f19b41", - "69": "d223778a-898e-42f2-8538-2306362a98e2", - "70": "b18ff4e7-1fc7-4d95-9a0d-d6704ba3ffed", - "71": "f45fd2bf-d079-4869-9f29-bd642eda2b06", - "72": "210150a4-55c1-4006-9aaf-da803cdd7222", - "73": "96aaa321-71dd-4229-be11-f2df73749679", - "74": "69bd3d2a-2dbf-4a46-b7fb-a48ab01f4786", - "75": "2599f602-264a-4e76-91f6-27a9f3489b2e", - "76": "6a08c346-d6ee-4d99-b4c9-fa429c88cbb5", - "77": "1ecc3a14-6fe7-41f4-9bd7-121edf2f6d1d", - "78": "a0c0d7ed-db13-4d17-981f-b1b82b8d79d3", - "79": "7558c174-ae85-406e-9b76-074bcf6f7887", - "80": "d8b6d30b-7068-4f73-909d-1f7be7dc8eda", - "81": "cbcabbd4-a003-49d4-80e4-087bbeebf0cc", - "82": "49f32908-2f5b-477d-b203-08cc2136dd14", - "83": "9add723b-f8f0-4b93-9177-a65049ee88eb", - "84": "f1ba8c52-240b-4180-9a34-20fc44944566", - "85": "6515c99d-0cdf-4d5c-9b24-57b81e06637f", - "86": "58f8bed8-2e85-498c-9d91-05544a2045dd", - "87": "cf13f57b-ed00-406d-8923-9b9509a48332", - "88": "fffa022f-fe4b-4c59-ac9c-abf09bb984d3", - "89": "152c46c3-c310-4f9f-ab00-06c437647b30", - "90": "a5d6ac8c-72f3-49cf-961a-5bb88e3c7dbc", - "91": "2626be32-15c0-4b10-a210-fec65d8f0d0a", - "92": "ed697a27-6968-4437-b564-ca7fad120a40", - "93": "eca2e428-817a-4006-bafc-4207eb29d5dd", - "94": "08315c56-8980-46b7-8b9f-676ac6a97301", - "95": "6a1f247b-bf4c-449d-8041-7ef51c45282a", - "96": "073c8391-8d0e-4378-87f7-55cc9e6e1db2", - "97": "901080e2-17d9-4888-ae9d-8c5ee594eb3b", - "98": "0f69432e-df07-40a2-a488-7041aba44d0c", - "99": "36b5b452-9641-4479-8d82-450445b5b3f4", - "100": "fd3d0e5b-4210-4e09-924c-0b3d7b9165d9", - "101": "f693c5ae-c095-4552-a361-af70d8530c7f", - "102": "654ffaf2-ed8e-48d5-8dc9-5ccd82e25e86", - "103": "1339fcd0-6179-42e7-9f87-c17fb233c19f", - "104": "58d3b60f-e095-4144-86b0-ce8f56ec1f61", - "105": "c2363ead-5828-4f16-9f57-40cce46708cb", - "106": "2519dcff-3cb1-442d-8a2a-89d9d0e03a89", - "107": "ffa20c8e-98b1-49de-8e88-bec48467e9a4", - "108": "b0b8f036-70af-4092-9768-24c63f21fc09", - "109": "95cba648-6f4f-4a48-b095-20f378627f49", - "110": "2a370345-13a6-484c-83e1-9029d625c45c", - "111": "950fe368-c102-4968-b3d8-cc21f444e44c", - "112": "f21f9f36-8202-4d5a-9425-d46781da78ff", - "113": "b301fa26-4c60-45b1-81fc-6820061fc87c", - "114": "5553bf47-3565-4e88-83c5-2ed001fc9463", - "115": "b1e50b08-95d7-4b5c-be91-d005d2df07ed", - "116": "aff9c8c9-bb8b-4717-a5be-e905dd498678", - "117": "de28e922-ccb2-4549-a135-e2cef670a0ef", - "118": "16a707a5-39e5-4c9d-a598-1e3cdf666d1f", - "119": "c22445b8-593b-460f-8732-45849c699e49", - "120": "04a42415-83d4-4229-9878-ed8a95e108fd", - "121": "93cf3b71-abfb-4eb6-841e-1334bb784c4c", - "122": "f29ea1e4-7ff2-4475-a55b-651dea4c2387", - "123": "ea3a0832-ce87-45eb-9219-e49784776aee", - "124": "03e5109e-db1a-4bb0-895d-caf2a9531249", - "125": "a9a21d1e-465a-4c8e-926b-3df39a247039", - "126": "7333182d-3c3f-4707-bd19-b66f97caee4b", - "127": "af4ecf87-edd5-4b0c-8807-f9c3b622f9fe", - "128": "631d99f9-0574-4a73-8daf-79bd7623648b", - "129": "01fbf811-bccb-4fb4-90cc-a39c9f5e3d4f", - "130": "748be56f-b0d3-49de-a849-e19cc18f88f3", - "131": "7005bc68-dbd1-4b52-b257-d31af777ba3c", - "132": "344ade5c-d42d-4e4f-849f-03086f9ebeef", - "133": "0d5c8584-0733-43dc-a8b6-fbcce7ea2b82", - "134": "3cdd1646-3a54-4056-8132-1d247ebbbef6", - "135": "f60c4ab9-2916-4fd0-9163-a23d75108a75", - "136": "299fe26e-5119-487c-97a7-573acec7948c", - "137": "a2ca4b79-04c6-4b2e-b7a9-f81333cdee05", - "138": "2213f5a3-b32c-4ce6-bbd8-a22fbac8e18b", - "139": "e88d0c47-ea12-4d9b-847a-ecafc3ad26b9", - "140": 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"7e5f0a1b-6b3f-4f59-b63c-8c9ef92af0d5", + "803": "d6890527-8b22-4b7e-8ae6-8b655baf484a", + "804": "21180583-dbb9-46c6-a4b4-ebd60765a6a5", + "805": "afc30331-44b1-407f-a305-6f012b1072a7", + "806": "04e387f6-a04a-47a1-93c0-4b2f5387e7d6", + "807": "744f4e7a-2ada-46ef-bd2d-0d1f9460abb8", + "808": "6aa5c989-29d0-4f7f-ae47-20a3465a7f09", + "809": "9a95b5ed-0c1e-4809-8dd7-558d1a84b1ff", + "810": "d6f2febb-84b2-4342-b78a-195f0eb5c648", + "811": "8f119757-eaad-47d0-8912-fe1f8f18cc90", + "812": "13327eeb-fd92-4c6d-8ab3-ae18b67c52fc", + "813": "7e133828-392c-46c0-9d0f-220781f3e139", + "814": "27a81581-90f8-4c2e-a119-848bc2dd6552", + "815": "6e687a58-6615-4931-acb9-19e0aa2e508a", + "816": "2f7be49f-6d50-4be0-b126-e3574e21457f", + "817": "94d42cbb-a1b1-4577-8788-c7c8e5e3236f", + "818": "662b6478-421d-47d8-92bf-c22f6d664f94", + "819": "d9ebc74d-e2e9-47c6-aff2-96b4da6681a3", + "820": "77642d13-8e64-4e90-ad43-017ed86ea6bf", + "821": "8951cd10-09f8-486d-b499-2302ffa1cde1", + "822": "4631a66a-d9d9-4b0d-9b18-ec39be4af2ba", + "823": "77af257b-991b-4843-8eab-3ee5873b8103", + "824": "ad1de307-3514-4346-96ba-232360256ee0", + "825": "be6537c5-e383-47a5-8423-060c4297ca9e", + "826": "cf7179db-520d-4c1b-a8d0-0af39d41a7a9", + "827": "048f4ebd-6bfe-433e-9a1d-38d66208699b", + "828": "acc1f7d1-8220-4596-bbb6-fccce1aac977", + "829": "55abf4d0-f675-4f05-9b3e-3a39006da099", + "830": "2bfa5b80-bffa-4a3b-ad53-4e82f41460e7", + "831": "fc4d9909-a767-434b-b8d6-eadc64bb45b5", + "832": "3d7acaaa-aa05-4fcd-b04f-0704b3609dad", + "833": "f01507b9-df86-4a22-8637-538295262b2b", + "834": "3f3a640f-1820-4e5b-9d74-d1d55e71b44e", + "835": "4b7a3f31-0176-4847-b320-5fd0435222fa", + "836": "b51cac5b-94f2-49eb-b2e0-4539ae6b5837", + "837": "48051fa6-f20b-4358-b441-c24cee1d14af", + "838": "2d533194-38e9-4bbc-8854-72ec07b4edcd", + "839": "1a829d19-fb1d-4317-b2ab-e790890181e7", + "840": "4f5cb31f-29b5-4418-ab1a-9873193cb5ec", + "841": "b4e6cf6a-f8c0-402e-8cf9-709b403d491d", + "842": "1346a942-1b46-48f4-be9e-43cc625e6014", + "843": "6f43ad62-0db3-416b-b0b4-8fdf7de9996d", + "844": "2522a866-585c-48eb-a54e-8b2205b073c2", + "845": "20bbb4f0-2f9b-4feb-93ed-7388dd2e1b0a", + "846": "63503981-baa8-4de6-825b-f7c7a713be6a", + "847": "9f2d2153-28a1-495f-8750-89d993e05a3d", + "848": "74966ffb-3f07-4ae8-81af-622daa895286", + "849": "c28768e3-3ee0-439e-b562-c916df461fbd", + "850": "136a85eb-d1c8-4052-a086-5e14cd1f3a78", + "851": "397d079a-bd6b-44aa-ae92-c58b99772113", + "852": "262600d1-e5a7-4f0d-91ca-e3f6aff9ca32", + "853": "7f48e48e-cef0-4917-b5e8-add76b3e925a", + "854": "903fff74-81d8-4419-b93a-25b01bccce63", + "855": "7d46cb16-b642-49e0-ba7a-e77bff788bfb", + "856": "25733bbc-e6ba-4688-ae96-dbdb389dbf1b", + "857": "aa54f70b-8a99-46d2-a148-91102fad9636", + "858": "9f2418cd-a1f9-4e47-a58a-7e8266a52a1c", + "859": "73f6f0f0-79a2-42c4-ae44-2125e9a94733", + "860": "2c88318c-34a0-4e9d-ab73-b47b30233266", + "861": "62ff01db-0ec8-48ec-8516-a73b6761fb6c", + "862": "0fe0314d-6d43-4ea8-aeab-28383d3ff47e", + "863": "7976dcac-bbd7-44df-83cf-97f7b004b9b4", + "864": "b0ede1ba-4907-4bd7-9877-fabec51b570a", + "865": "eac72ec1-3cc4-4b28-9036-6a9d8786c84f", + "866": "1103a08e-643a-48b2-8fd2-ab7718e52968", + "867": "681a06a0-caa2-4cd1-b182-2739037a4fcb", + "868": "202514a8-fc46-4de9-81db-d13d9a08d651", + "869": "40fd42f4-8250-4929-9c6c-c08529fe0514", + "870": "49011673-4d0f-450c-9c62-bc2a399af2e6", + "871": "e7f8e399-8baf-4215-98d5-6d63ffaf3e25", + "872": "2dfe462a-8eb1-41bb-9ea4-4c481b79f0b7", + "873": "ffdc40f9-61fd-4596-b432-43cd532d5ad0", + "874": "d66a2584-2cd1-4630-afe4-00465dfef3ad", + "875": "73699935-3a30-4e66-a0f2-2e5052b5f6ae", + "876": "1116c1c7-80fa-4905-9146-1ea410d8ec2f", + "877": "ae248e15-6772-4851-ba08-de2d5b4c7da4", + "878": "5bc7b956-d6f5-4aac-9686-90adad7166db", + "879": "e460b72a-f02e-48b8-b8b6-9295b58c0b84", + "880": "6f11aa4e-79a2-4782-b5c3-4d3551b56899", + "881": "2bf2f5cb-ea68-4e68-938c-eaab36201c2d", + "882": "124142d7-317b-4ea5-8679-604aa6ce1ede", + "883": "3b14f797-efe4-46e7-9d22-aae5b56456ac", + "884": "b1f7ef9a-04a0-4ab5-8ee0-84eaecdfacc7", + "885": "4df217ac-35b5-4cb5-9e4b-abfd3e44f654", + "886": "f376cb61-189d-4852-a1db-c8a5fd82f421", + "887": "13c6244c-7f3a-41da-b2d0-7ca7024f2c8a", + "888": "d8d198bf-360d-47d4-97aa-dc720d9f9430", + "889": "d0b39ad9-6e68-49ad-a0aa-dccab44ff7c6", + "890": "d97c770e-4ea8-403c-9ff8-2000001a0806", + "891": "a18f39ec-a51c-4ccb-9707-2e24ce6faa9d", + "892": "8e6012a5-d92b-4fd3-9657-3080e1eee07d", + "893": "ba1ab6dd-fa7c-4c30-8dc9-835ec1ef545d", + "894": "7a673ead-b247-498b-94ae-14a4e9166a21", + "895": "d01dad4f-fc38-4a38-98e9-18a4f013b255", + "896": "519e8ff5-f407-404c-b124-dea18d5be3b8", + "897": "dfe62065-6a6c-47b1-a411-e2a202b4b59a", + "898": "0a062804-5299-4c5c-b64e-63685143fcee", + "899": "637afef8-3571-4abf-b465-f0e9189fae6e", + "900": "ee307d0d-0488-4162-8e03-e240a9f972db", + "901": "9d5ad75d-e7b8-4853-adbc-49c4d70b3cf2", + "902": "57b782f9-bcda-4bc4-87dd-c51b6abebfda", + "903": "210b078a-7c44-4a8b-a4ad-9cfee4193cf5", + "904": "90297e41-ce64-47b9-a194-42a78025de5a", + "905": "cbc1fac7-ee62-4102-908e-ea14b42b55f0", + "906": "647edfcc-c861-454d-b2c3-d9c843bd54c9", + "907": "6639e3fb-88e7-43d4-be1b-8ab0be5b690a", + "908": "02f67459-f18e-437d-8603-18cc131a283e", + "909": "b73bfe18-b186-4baa-8b6d-4825628e07c9", + "910": "46540fbb-43e0-466b-9161-f20f40beacc3", + "911": "8336c694-df5b-4c65-a0cb-0f92231241be", + "912": "32d5673b-9f2e-4f87-875a-aa75cfc04abb", + "913": "11be72b7-4d21-4ced-867a-c6419d749439", + "914": "912f54f1-26f7-4d4a-82ab-be970c78b8c3", + "915": "51dcebd9-da82-448a-8c46-45f84c40c252", + "916": "981ec3f4-58e9-4b27-b3bd-3692b3437e8d", + "917": "7c49a721-4d9d-42ed-a5cb-e2cabc9d9d14", + "918": "07ae36dc-f789-4f92-8c1f-8b58a1255bc1", + "919": "3fc436c6-e357-448b-88b9-bd2bd83a92f1", + "920": "dd73e5fc-67d0-48e1-a130-5b3565438fb5", + "921": "8563ef26-f2e4-4be9-98f1-a9a25ea8f514", + "922": "d3f66a18-0cb1-4a93-944f-c9ae674e8a7d", + "923": "557cbd1b-86ef-4c52-b4ac-b2297100f1b6", + "924": "363487bd-2bff-4d82-8435-93d27635f039", + "925": "12930f33-42c6-47a1-a525-a5a8e49163b9", + "926": "3ca1548b-12e1-47b5-babc-223144d9f616", + "927": "3abb1bdf-82a3-4c41-a3a8-28a656c344f5", + "928": "d34e3c51-45e2-416d-88f0-4225041939d7", + "929": "f4d6e8a2-e5fb-4798-846b-1779a116d16f", + "930": "d87eab5d-a447-4420-8675-ebcb088aee08", + "931": "6089ee58-f440-444c-8598-97904ac4bfca", + "932": "4864ac41-4971-4611-a09b-e03a07172f51", + "933": "1f54e860-2f58-4518-99d7-06a010a9380f", + "934": "556ad7fa-9c75-4705-b892-90e75a7af6ed", + "935": "2bdef19d-51fc-48fc-aac1-7b2a9138dda6", + "936": "d5ce2e0e-51aa-489a-8d1a-474b80293757", + "937": "47f100f3-a390-4fbb-9b1f-3558dfc23ce5", + "938": "638a0918-795f-4381-adff-ef99a2c816e2", + "939": "cc6f6bd1-5c59-4da4-9d30-0f4ad8eeee59", + "940": "c6c2e921-2a3f-4c1e-b321-f624a7d64c9d", + "941": "398fc253-cd17-4914-ae36-522c2467f497" } \ No newline at end of file diff --git a/app/src/main/java/dnd/jon/spellbook/Spellbook.java b/app/src/main/java/dnd/jon/spellbook/Spellbook.java index 5634ac1c..4a3f9c9d 100755 --- a/app/src/main/java/dnd/jon/spellbook/Spellbook.java +++ b/app/src/main/java/dnd/jon/spellbook/Spellbook.java @@ -86,1307 +86,1327 @@ static UUID uuidForID(int id) { } static private final BidirectionalMap spellIDLinks = new BidirectionalHashMap<>() {{ - put(UUID.fromString("ee3901e8-34c4-4139-b32d-686d29fa315a"), UUID.fromString("e1d805e9-3dc8-418e-9ed8-7e33a59c23c1")); - put(UUID.fromString("6af95db0-b35d-4b99-ac65-f98f7bfc9119"), UUID.fromString("f13393c4-e069-4856-9655-a73d4288b2c5")); - put(UUID.fromString("42ef9baf-1217-4b0a-b700-584e6bb0d395"), UUID.fromString("b498c538-1e60-47f0-bb05-3412599e206e")); - put(UUID.fromString("70da252a-211c-4656-b65f-a08a6148b1df"), UUID.fromString("caca51bb-db23-43c7-9506-4ae87c09154d")); - put(UUID.fromString("b395775c-ff60-4c71-82bb-c9d9bc3e8807"), UUID.fromString("5899c5eb-37e1-48b1-ba0d-e49205203e5d")); - put(UUID.fromString("5995fd97-a4b6-405f-98f7-d1c11e697a86"), UUID.fromString("888b805b-baeb-4a98-9ca1-3f6ca0563720")); - put(UUID.fromString("b5858113-745e-4b24-8f35-9cf52c0c3324"), UUID.fromString("0588e084-ff46-422b-be47-e24844c12a9f")); - put(UUID.fromString("299fe26e-5119-487c-97a7-573acec7948c"), UUID.fromString("618e5995-cbe4-433c-8a46-3ce98976d7cd")); - put(UUID.fromString("4580c6d9-b3a2-433f-8442-8b5efbf7f651"), UUID.fromString("1703c7c2-d48e-44dd-9770-062ff7ee2727")); - put(UUID.fromString("c2551c4b-bc96-4bf3-82ac-431e87e9d664"), UUID.fromString("03720a57-0017-40b7-bc0b-cf86cf04382a")); - put(UUID.fromString("ab3fdf6a-5975-4d3a-b541-3fc74d231cf0"), UUID.fromString("719f12b1-31e9-4a5f-879e-29ce453feb36")); - put(UUID.fromString("90795ebd-66e3-466c-a0d7-b340574850e1"), UUID.fromString("8a840d0c-3b5c-430d-acde-2cfde3d46396")); - put(UUID.fromString("2a370345-13a6-484c-83e1-9029d625c45c"), UUID.fromString("d10af3b2-8de8-41c2-9e86-2f316fe694f5")); - put(UUID.fromString("6eff5072-1950-4374-a7f7-6a435b4478db"), UUID.fromString("81f90845-b610-4c33-bbc0-37ba7720fa7f")); - put(UUID.fromString("847a5a7f-5428-4397-a243-14e6c9d1bbe2"), UUID.fromString("fa025fc2-d965-4968-96d5-7b2e3ae6c709")); - put(UUID.fromString("a9a21d1e-465a-4c8e-926b-3df39a247039"), UUID.fromString("708eba96-080a-44e4-ab8f-54da5278cc9c")); - put(UUID.fromString("223148b1-702c-480b-b0b4-780920bfd546"), UUID.fromString("0a395828-38e6-44a1-9e06-ea741cd2089a")); - put(UUID.fromString("3bd77015-b896-4c29-b257-13ddd3eb7590"), UUID.fromString("f7183cab-67a4-4f2b-84e2-e35c1484f772")); - put(UUID.fromString("ed920d78-1f91-4b54-b1ba-a116531d8845"), UUID.fromString("8da3fc51-28e6-4412-bd62-fa68e3cdaf25")); - put(UUID.fromString("802c36e2-99f9-4008-8712-d9fbc4e88fdb"), UUID.fromString("654d7454-139a-46db-9c80-c61a0577d344")); - put(UUID.fromString("7e47f091-e53d-40fc-9be7-83fc3ae89fd8"), UUID.fromString("dd54a4d3-99c7-47ef-8e3f-cb24069cef66")); - put(UUID.fromString("bbe42caa-ba98-4f6f-99d8-a4d62adea128"), UUID.fromString("da200931-60a6-478f-9b38-acd92cb1c1b7")); - put(UUID.fromString("d4943b3c-cdae-41d8-9970-131d7488542d"), UUID.fromString("20b2ddc4-c7be-4639-8a6a-cb52ce6a93b3")); - put(UUID.fromString("08b649b7-8b7c-49bd-9eca-17201b7f5efe"), UUID.fromString("50f3c6e7-fee3-446b-91c5-a805715140d2")); - put(UUID.fromString("10e3acc9-1c9d-4d36-a51a-b48a01f12726"), UUID.fromString("e66e699a-0963-47f7-8bd0-a47b6416321b")); - put(UUID.fromString("362465af-f1d5-4507-b07a-3b738d5a45eb"), UUID.fromString("e87e3bcd-fe9e-4cba-be95-107bd243086c")); - put(UUID.fromString("ea2fb7a3-b62f-46db-846b-ee6d164ce71c"), UUID.fromString("39cec23f-a80b-45e4-814e-c9ce61d37836")); - put(UUID.fromString("f0c229f5-92fa-41d8-a8de-b557c34bdc92"), UUID.fromString("d89ff006-95a5-4a42-ac2d-959ff63966dd")); - put(UUID.fromString("e7e8b4f8-e28a-4b97-95fc-a5370487e56a"), UUID.fromString("47816812-c142-4b6a-bc50-3e1fba71bdd0")); - put(UUID.fromString("cf13f57b-ed00-406d-8923-9b9509a48332"), UUID.fromString("7d4f8d29-98ad-4035-a53b-0f3910108458")); - put(UUID.fromString("718d0beb-eec3-4013-bf93-b66d2280da95"), UUID.fromString("665e3af8-2901-4ca2-b5da-774207ff9c7a")); - put(UUID.fromString("a9b2f81f-55af-4619-aa96-bbb94f3b2678"), UUID.fromString("fd6682e7-9606-45d0-b98a-a47563aade71")); - put(UUID.fromString("9fdc0216-34f1-444a-9262-772211155d71"), UUID.fromString("8ba3366c-cff1-4c58-bb98-92b079f6c45e")); - put(UUID.fromString("fffa022f-fe4b-4c59-ac9c-abf09bb984d3"), UUID.fromString("00050528-db3c-4571-ae11-42a66c4a3d90")); - put(UUID.fromString("d2bfd5db-65aa-4afd-9162-ea1d26958426"), UUID.fromString("9ccbc19b-46f7-450d-b49d-2f0c4f569c92")); - put(UUID.fromString("4810ebe3-031f-4c1c-a72e-fb36b5b0e67d"), UUID.fromString("d2d49f8b-9b0a-41b3-bd9f-d4b6d2837cb1")); - put(UUID.fromString("f425ac68-fa21-40b2-ae0c-f6077ed1763b"), UUID.fromString("a12c2acc-244a-41ab-b81e-eaef04810c38")); - put(UUID.fromString("3170ed49-2aba-404c-ae71-2b428415d03b"), UUID.fromString("c6908ea0-b748-47de-aaeb-778b0e580973")); - put(UUID.fromString("28494939-8c52-4a5d-a8a1-6b2dc54585db"), UUID.fromString("71d2f63c-88c3-4f23-ae0f-09e1c35c727b")); - put(UUID.fromString("8200e253-dcf9-4854-a0cb-393e0a18a996"), UUID.fromString("60ad5d6a-67ff-4114-88f1-c5a8777bf288")); - put(UUID.fromString("1bf61b60-7719-4328-9207-2f5e8d661ac3"), UUID.fromString("8e86e4eb-19af-46a2-a521-ad396b3da57e")); - put(UUID.fromString("0de654fd-4147-4961-8a65-afa07320e2fd"), UUID.fromString("ca72489f-8533-4074-9436-c2ba79f615d8")); - put(UUID.fromString("ff424832-c47a-48d5-9c37-71737da6fc08"), UUID.fromString("36bf3c7a-db52-4e97-b883-44bcb219f1bb")); - put(UUID.fromString("d39f8b02-6120-4e46-b6d2-092d23651b44"), UUID.fromString("7ed21283-1d15-450f-b17e-34f25435d16c")); - put(UUID.fromString("bad4d5c7-e4d4-409b-8daf-332a2999f992"), UUID.fromString("4f90bb7c-ea52-4ebb-b281-17df7a122837")); - put(UUID.fromString("08315c56-8980-46b7-8b9f-676ac6a97301"), UUID.fromString("6b7a5ca8-54b2-455a-a7c7-e992d1c23c99")); - put(UUID.fromString("957435a4-39b8-4934-8a59-8ea068eae863"), UUID.fromString("2978adf7-c838-4c05-92a0-8e2ff03a259b")); - put(UUID.fromString("3bec5ca1-8e69-4252-b4ed-1d323ea71e3f"), UUID.fromString("9575e0b3-a6eb-49b3-b252-ecbe847ab1c5")); - put(UUID.fromString("f8b063c3-56fe-4bb2-85f0-7aab27be7d0b"), UUID.fromString("3dfd9eef-dc3b-4711-a0ac-c06113966918")); - put(UUID.fromString("6a1f247b-bf4c-449d-8041-7ef51c45282a"), UUID.fromString("6fb5e47b-4899-447b-81cd-94e8b776a456")); - put(UUID.fromString("0a37f7f7-8c1e-43ba-b886-206dc61021ca"), UUID.fromString("504838fa-1f9f-41d2-84ba-29ac7954fc27")); - put(UUID.fromString("bfa1ac32-8333-4e7d-8536-62ec47e4a89b"), UUID.fromString("3b631d7a-d90f-42b3-aa6e-be2ac5672d28")); - put(UUID.fromString("215d755d-234e-4fb8-83fd-9f5e2e354ce3"), UUID.fromString("1464af42-9c6e-4bf9-a1da-f3344dde524f")); - put(UUID.fromString("21050e47-b550-4458-bb01-694968f19b41"), UUID.fromString("1241aff2-a474-4519-ad3e-fb742479849c")); - put(UUID.fromString("5d89696a-fd4a-4e83-b618-5fa12d7312ea"), UUID.fromString("0257ec8b-fccf-4bc2-9b6a-d7599e8b08f1")); - put(UUID.fromString("8e7bb7e8-d3c8-4cdc-8f53-a22b7eb49bb0"), UUID.fromString("bfebedac-0b08-4eec-a147-8ace3d95aea0")); - put(UUID.fromString("1f75ece0-0f79-483c-93c8-78314468a60b"), UUID.fromString("084eb357-2f65-4955-9625-3bb0b1ef04a2")); - put(UUID.fromString("b3ff12fb-f4af-4fd0-8a9a-a53325911078"), UUID.fromString("f4af5b8d-feec-4d9d-82bf-dbe01bc8c25c")); - put(UUID.fromString("741ee379-7eab-4d05-805a-e7ebebc74e75"), UUID.fromString("3914110f-dd02-4b8c-ae61-a66cf188d186")); - put(UUID.fromString("99ce898d-83e3-4fc1-a302-2c7260b2ad80"), UUID.fromString("c4e65bb5-b5df-470d-9b67-d5bfbf4b1f7f")); - put(UUID.fromString("d223778a-898e-42f2-8538-2306362a98e2"), UUID.fromString("25e37b55-5cc8-4a37-b6ee-e15c08506661")); - put(UUID.fromString("56139c12-00aa-4cca-bd16-55ac245705bd"), UUID.fromString("e5d83f94-7398-4948-b065-95da943bc909")); - put(UUID.fromString("654ffaf2-ed8e-48d5-8dc9-5ccd82e25e86"), UUID.fromString("e7876c75-a50e-4fe1-a7d7-2c0797434cc8")); - put(UUID.fromString("092518a9-77bd-4d97-a19e-d5866f5f2ba6"), UUID.fromString("54d0ff54-656f-4b8e-94b5-4d56a63278f5")); - put(UUID.fromString("d2dd6d07-bc51-44f4-b301-01f55fceeeb1"), UUID.fromString("9b328706-06c7-42a6-b67a-4641a2c2e183")); - put(UUID.fromString("d73a3e33-1e6d-4356-a341-aad44231f4e1"), UUID.fromString("24643b19-9d1a-4892-974b-55e9dd4ec0f1")); - put(UUID.fromString("00888456-4df3-4f3e-8aac-cf36a5c5dd70"), UUID.fromString("d890414d-98a0-476d-ac7f-0f1cdd378cb7")); - put(UUID.fromString("6a08c346-d6ee-4d99-b4c9-fa429c88cbb5"), UUID.fromString("a6c3d932-5194-4ab4-9ef5-d1db82b91b58")); - put(UUID.fromString("95cba648-6f4f-4a48-b095-20f378627f49"), UUID.fromString("1ad0314a-3256-4dc0-a830-19c385ad9634")); - put(UUID.fromString("21f2703c-3475-448e-9546-ac3377250ef5"), UUID.fromString("35595476-8fdb-4e0c-aed8-ecf80a22409a")); - put(UUID.fromString("e88d0c47-ea12-4d9b-847a-ecafc3ad26b9"), UUID.fromString("004c87ed-5969-4371-a302-9c2f60ec550a")); - put(UUID.fromString("d4f763b4-02a8-4251-8afc-84bf7d721fff"), UUID.fromString("34521cac-7e3b-44d4-8d97-d14e3a2a4e64")); - put(UUID.fromString("1eeb5cbd-62d7-4501-a821-0db6f9f2152a"), UUID.fromString("6688b676-8e56-4e85-a7b6-1710dd4a7a5b")); - put(UUID.fromString("d0e09382-09dc-40bb-ad27-66664804eaca"), UUID.fromString("f527e35a-d73f-448b-96e5-0750880bac9c")); - put(UUID.fromString("22107baa-4ad5-45a9-9e72-48f19a9a03e3"), UUID.fromString("93bf1ebc-0fcb-4026-9ddb-07e1179a25ac")); - put(UUID.fromString("7005bc68-dbd1-4b52-b257-d31af777ba3c"), UUID.fromString("ad902b26-b5a5-44af-a480-2c00b6353fcd")); - put(UUID.fromString("da4b7eb2-fb29-49d6-8167-0998b9bf4f33"), UUID.fromString("59660bed-7da2-4a00-bd46-cb77851abb9a")); - put(UUID.fromString("def27156-fa82-427e-9ff1-54a3c69e67f0"), UUID.fromString("b5d861e4-5a16-4a42-8fe4-c53856210920")); - put(UUID.fromString("276764b1-af49-4e5a-8cf1-f4619d9eb2d0"), UUID.fromString("3818b815-97fd-4d16-9771-577e39392e39")); - put(UUID.fromString("ad694a7f-c778-4760-9251-9b19c5142e27"), UUID.fromString("2001f0b7-338e-46ea-b012-e3ae91b0589b")); - put(UUID.fromString("bf9f5b9e-6ffe-45cc-ac6f-83a13b25b5d5"), UUID.fromString("4f5c4a55-3270-45a3-b49a-3c21dd0b751f")); - put(UUID.fromString("add8d0ff-7c28-43f5-9c79-ae7819337b85"), UUID.fromString("b975aee2-cfdf-40af-bf09-55100b951f2f")); - put(UUID.fromString("04a42415-83d4-4229-9878-ed8a95e108fd"), UUID.fromString("9c6854f2-9dc8-40f1-89ce-bd261a66d449")); - put(UUID.fromString("686c842b-f502-4a36-8e8b-0cdaeae6f33c"), UUID.fromString("01e30723-5064-4d58-b77d-d895c81b0cdc")); - put(UUID.fromString("69069a8f-5f1b-4d6f-843e-4cd902a5cdf1"), UUID.fromString("e3402018-6b3b-4971-a483-c93f74249abd")); - put(UUID.fromString("1bb1e7ea-c470-4112-8dfd-b9750d6c60f0"), UUID.fromString("95e4b4cf-b21c-4e87-85f3-37d3838d618c")); - put(UUID.fromString("d6ee3d3f-b2c3-449d-81e0-fe3207f8e448"), UUID.fromString("dd9c9e41-6bff-40cd-b9a7-eafb7d685c0d")); - put(UUID.fromString("7fd96368-ecc2-4dfd-ac16-4f0ab50fc29a"), UUID.fromString("0cc0c159-589b-4e35-9151-cbc0a6332d10")); - put(UUID.fromString("2599f602-264a-4e76-91f6-27a9f3489b2e"), UUID.fromString("4b6c6ab2-921c-48a7-952c-ba7359b89e52")); - put(UUID.fromString("b9744de4-9961-4c3b-a232-2230734c4eb4"), UUID.fromString("ba1f2db1-d872-4c11-95e3-502eaba91c5c")); - put(UUID.fromString("0601e925-249b-4cd8-a495-1cb94acc8f3d"), UUID.fromString("5af28614-c02f-4ca1-829e-0c0ebb68c1b0")); - put(UUID.fromString("9f34bf1b-61d7-482c-baed-f958f2f0f39e"), UUID.fromString("89217e63-3a52-4631-b120-fff6db59c23c")); - put(UUID.fromString("10c77538-ac77-4cbe-a59b-c799af444c02"), UUID.fromString("164f85e9-5d55-4de4-989c-dd59eb56df76")); - put(UUID.fromString("0452dfe4-0db9-4f49-916c-9e58b31e3c2a"), UUID.fromString("bf0450e7-d67a-4755-9300-115f71ac0c5d")); - put(UUID.fromString("af4ecf87-edd5-4b0c-8807-f9c3b622f9fe"), UUID.fromString("7fd07402-298e-4f53-9553-38dce50108b4")); - put(UUID.fromString("dc4ecf71-03ba-4ca1-a833-4a7ec95ee493"), UUID.fromString("40002b26-8088-470d-afcf-1939f84af089")); - put(UUID.fromString("2544304a-ea10-438c-8046-846d886a6760"), UUID.fromString("f072565c-e68a-4bad-872d-c23b1977c3f1")); - put(UUID.fromString("6046515f-9ecd-4269-a727-b7d422501875"), UUID.fromString("060a7063-a7a7-4d29-8f72-aeaf13f0ed1d")); - put(UUID.fromString("53caf0ae-afb6-4640-aec3-226564df888f"), UUID.fromString("73401955-92fa-40c2-9725-29addad9e857")); - put(UUID.fromString("ada71e70-60ea-41ef-977b-7883ccaeb965"), UUID.fromString("487d1016-ec94-4824-bc09-b2ee7a990156")); - put(UUID.fromString("96f31367-ab0c-46bf-9a75-0e6f1cbe17ad"), UUID.fromString("8a61e88f-8fd4-46b1-8bb1-3047f2ad647f")); - put(UUID.fromString("edb2e645-c372-4ac9-8957-18c417e95488"), UUID.fromString("71873d4d-d43c-4033-8cc6-98b12c740da2")); - put(UUID.fromString("378dba88-3df7-4189-a177-c6cc81421ecf"), UUID.fromString("673717db-5788-4203-af40-5de0e5742287")); - put(UUID.fromString("49f32908-2f5b-477d-b203-08cc2136dd14"), UUID.fromString("a0d4fa66-6524-407e-be22-5e0c2dddcfa8")); - put(UUID.fromString("fa6639e1-8da6-4825-9157-be6d5d7a90be"), UUID.fromString("eca4054b-c2f6-47e5-8afc-5aa1ad855cc3")); - put(UUID.fromString("b38d70d1-484f-46a5-b2c4-1d379c8fc096"), UUID.fromString("4a851119-88e5-421b-a47a-dbdcb42a3b9d")); - put(UUID.fromString("9add723b-f8f0-4b93-9177-a65049ee88eb"), UUID.fromString("7dd3378b-8415-43f0-99bf-9fda67752638")); - put(UUID.fromString("af07edb4-e963-4037-b71e-1d261757d7d8"), UUID.fromString("5b435980-812c-42ea-8c92-715379a4acee")); - put(UUID.fromString("be0170c1-8c6e-451c-a58f-a1d4f23cf624"), UUID.fromString("a459c438-2f3c-40d7-b8c0-5f6ee0d393be")); - put(UUID.fromString("5913322b-f95b-4b60-9555-3ee6ab3f1e36"), UUID.fromString("3a5c6c13-a048-40c4-a9ca-2ef9deddbeaf")); - put(UUID.fromString("027b5ed8-27dd-490b-a8d4-0e12117ad7c1"), UUID.fromString("b221927d-5315-4c67-bb7d-b92dd5ed4960")); - put(UUID.fromString("39ee0fcb-bf33-4c06-951d-d635263e746f"), UUID.fromString("ac26a455-44a6-4693-8339-b8fe9b7845d4")); - put(UUID.fromString("8d397549-34cc-4e51-9d04-60f8d8484c74"), UUID.fromString("1e1c5ca4-0524-45a0-8e7a-08ea47d7b7d3")); - put(UUID.fromString("5032c4bb-3978-414f-b728-4da855c1f3c6"), UUID.fromString("27687e60-d858-4998-b64e-8a03948e08d1")); - put(UUID.fromString("c9589225-f25e-4f39-9a59-f90d29fd52ca"), UUID.fromString("6cf85622-f0aa-44c9-a0ca-31adc2dc93c5")); - put(UUID.fromString("152c46c3-c310-4f9f-ab00-06c437647b30"), UUID.fromString("ce522a0d-0b52-4980-a972-6c6cd5d84dc2")); - put(UUID.fromString("2213f5a3-b32c-4ce6-bbd8-a22fbac8e18b"), UUID.fromString("c1933c63-a416-41bd-a262-bf9b59935184")); - put(UUID.fromString("776815bd-0774-4426-a5dd-d9457a777871"), UUID.fromString("364ffcac-06a4-4df5-a499-7fbecd1e6aa9")); - put(UUID.fromString("49712375-4068-4894-9f0e-f7789b920ce2"), UUID.fromString("b7d0ff58-1805-4c7f-a88b-5b54f0faf8b8")); - put(UUID.fromString("8f8cccd0-a8d2-47c8-9a17-f95bd5751502"), UUID.fromString("4df8b9cb-cdfa-450a-a671-dae268979ecd")); - put(UUID.fromString("ab6d87da-aab3-4c76-8c96-839ee786c97f"), UUID.fromString("1041661a-2c49-49fc-8ea1-2427ea2ddb57")); - put(UUID.fromString("00b94e2a-a27c-4d3f-887b-4b6f4b4d2722"), UUID.fromString("c69abfee-a55c-4c40-9386-44bfedf1a6fb")); - put(UUID.fromString("a5d6ac8c-72f3-49cf-961a-5bb88e3c7dbc"), UUID.fromString("7fde453d-9e36-485f-8a78-7069cd73b354")); - put(UUID.fromString("029708bb-3825-495c-bd37-cd926c014b92"), UUID.fromString("180b4913-4580-4650-b889-01026adc178e")); - put(UUID.fromString("336bdcaf-ea45-4ddf-a977-4e73142a871c"), UUID.fromString("0ad4a0c1-11fe-4440-9b13-fd430347fe1f")); - put(UUID.fromString("f21f9f36-8202-4d5a-9425-d46781da78ff"), UUID.fromString("13677508-21da-484f-91aa-ea667f190948")); - put(UUID.fromString("b00aed01-c695-4d17-981d-a37684a8628e"), UUID.fromString("03a6583e-88a1-4cb4-a563-ee0f2f749964")); - put(UUID.fromString("39af3985-2d8c-43d1-afee-9a4824d376fd"), UUID.fromString("cf9b6d19-647c-43da-b859-73c4c02ce66d")); - put(UUID.fromString("f40dec7c-6885-4da8-8882-64d013af38ab"), UUID.fromString("dda2345e-3bf5-46e0-a835-065e95715bd5")); - put(UUID.fromString("6e1b8cd3-98f9-4723-a4e8-a4a8d3aa68ff"), UUID.fromString("b24c8ded-3808-41d4-83f7-50b208781a84")); - put(UUID.fromString("44e3ce4c-f466-405e-a850-71347165f8f8"), UUID.fromString("f8e023b7-bc95-4c40-a13a-c8b2d02b900a")); - put(UUID.fromString("f9f8a8c5-3803-4f58-b0ef-9c3c0de4d318"), UUID.fromString("2c971cce-06df-4acb-b982-a7cf73adea45")); - put(UUID.fromString("7f373f94-a452-4365-8bb2-c4b4253791cb"), UUID.fromString("0c03787b-3450-471a-801c-b6ae3cd32425")); - put(UUID.fromString("28374ba1-87e8-478e-9675-08ae22b579c9"), UUID.fromString("8a2f29d9-1d1a-4ea1-bae3-01e20ce7c3b3")); - put(UUID.fromString("901080e2-17d9-4888-ae9d-8c5ee594eb3b"), UUID.fromString("0a9af14c-84da-4ebd-8d38-a8661f9ebcd6")); - put(UUID.fromString("b8532b9f-168b-40da-be01-96e4db546393"), UUID.fromString("daa94a76-9107-47bf-8f58-176799e71d46")); - put(UUID.fromString("ca715663-01ec-493f-a245-4d8b0e2c2ea1"), UUID.fromString("2fe24342-ae8d-40da-b0ce-40d53deebd85")); - put(UUID.fromString("10b19b22-ffd4-4e14-bd6a-c958d3547e0a"), UUID.fromString("6b1bebf3-dd82-441e-9e49-ae8527e83ef2")); - put(UUID.fromString("ed7e61ab-a25f-4151-be13-1c6b4a62adc2"), UUID.fromString("53b1c569-f68e-4b3e-9413-b7e5f1ae900b")); - put(UUID.fromString("46f50b9f-d1fc-4ac5-b47f-b45890eea22f"), UUID.fromString("9ad07bb2-6182-4de6-97ff-0eb368b30713")); - put(UUID.fromString("041ed1cf-87a8-426a-b8ec-6a2d7a192608"), UUID.fromString("838903b3-2786-4bc2-b64d-e45153dc58ab")); - put(UUID.fromString("77a38088-a111-49ac-900f-c623a10e6e5b"), UUID.fromString("8e1a972f-9cfa-49cd-89ce-48f2702c4be2")); - put(UUID.fromString("673d5ae0-6188-406b-a0be-0d7bb7d7c519"), UUID.fromString("0c3c0a13-ec8c-4752-a9ad-591e6c431b9e")); - put(UUID.fromString("845bec18-49dc-4d4c-8b79-c4548a8349ff"), UUID.fromString("6d730952-9ac4-49e5-b75a-02a446cafec5")); - put(UUID.fromString("dba5f5e1-983b-487a-8b51-5244b55d523c"), UUID.fromString("0e1ae22f-d2b6-427b-a37f-14a39151d409")); - put(UUID.fromString("619f2ccf-c704-4059-994e-cbfaa6bc7a55"), UUID.fromString("bc092e54-3e7b-4f46-9a12-5ab3fb94562e")); - put(UUID.fromString("6d484356-cf3b-4bb3-8ef6-d05e14b1472d"), UUID.fromString("abdd2ba9-3afd-4002-941d-a813b1856ecf")); - put(UUID.fromString("b1e50b08-95d7-4b5c-be91-d005d2df07ed"), UUID.fromString("79089b09-21d9-4380-8dbf-5784ba3c9da6")); - put(UUID.fromString("7258a7b4-26c0-4583-84ca-ad1083c470d3"), UUID.fromString("b442b9d1-04b8-4ac4-a8e3-52bea3bdc954")); - put(UUID.fromString("da0e3e19-3b09-4879-9c13-92184bfee6f4"), UUID.fromString("166541af-5f9d-4413-803b-1616fc6f7f4e")); - put(UUID.fromString("e6cf9e36-89cd-4cab-8dfd-0cb57bcc396b"), UUID.fromString("110f7fd2-2c83-4251-a7b1-8cf99d448575")); - put(UUID.fromString("b8aea2b8-ba71-4cd9-ba4b-c5ebec7cffb7"), UUID.fromString("bf3c0e87-0252-44ca-9c1c-db8896df51d4")); - put(UUID.fromString("f2eadc53-2e8c-4fff-99c8-9bf8957cb3b1"), UUID.fromString("e786c767-01d6-4cfa-a7e3-8e0fd9673f04")); - put(UUID.fromString("02083fc3-9ae8-41bc-adff-569f95be201b"), UUID.fromString("5fb4ab7b-fdc8-48ce-a9eb-6aebefe17106")); - put(UUID.fromString("4e962094-caa6-4066-b659-5370a12f04af"), UUID.fromString("54718837-de3e-4de5-b39d-63c0a1cc1e59")); - put(UUID.fromString("b18ff4e7-1fc7-4d95-9a0d-d6704ba3ffed"), UUID.fromString("891df97d-e03e-4254-9923-19a631236fdf")); - put(UUID.fromString("7961ad2b-7713-4edc-8a6a-681671c38a12"), UUID.fromString("45d8dfe3-2324-4b07-a6c0-313fc92d0d20")); - put(UUID.fromString("cb745797-bf30-44d0-af4d-bba5f789c473"), UUID.fromString("aad70eb9-9ef2-4fbd-9764-f3f1bc1ed7e0")); - put(UUID.fromString("2e651416-3016-4da5-832c-dc63e635d8a1"), UUID.fromString("af46cee0-5961-48fe-8aec-eff7d950ea30")); - put(UUID.fromString("46827458-b424-4ddb-b46d-de41bde682a8"), UUID.fromString("c9d6e4f4-ca91-42ae-bc4e-dbf5cbca7282")); - put(UUID.fromString("f45fd2bf-d079-4869-9f29-bd642eda2b06"), UUID.fromString("4426f013-e031-4805-93cf-0c2bf633e7ef")); - put(UUID.fromString("30a6e849-b2a9-4152-b5c5-5bd93159f24d"), UUID.fromString("6baad978-87e2-4056-9a3a-a3c4cc410248")); - put(UUID.fromString("73297be3-51bb-4c1c-9a4b-19a54be351e9"), UUID.fromString("15532c7f-ddee-4adc-a1bf-462f0e8d3c53")); - put(UUID.fromString("4b045031-9efb-4005-ab68-965b88a0bb42"), UUID.fromString("63affa09-7aa2-448d-8fd6-dffe0aa8d5c4")); - put(UUID.fromString("58d3b60f-e095-4144-86b0-ce8f56ec1f61"), UUID.fromString("08b5adc3-e35b-4606-ab3c-41fd49f4b181")); - put(UUID.fromString("f24225d0-a647-49ec-a796-14e50e1de93e"), UUID.fromString("87b2ce10-28c8-4dc7-b2ef-f557af83ff39")); - put(UUID.fromString("47ad0358-0326-4d35-b29e-608c0a4cb219"), UUID.fromString("832594d5-7e27-48c0-a415-055bd8730338")); - put(UUID.fromString("9d0e5995-cd66-49f1-b847-0513c2d18555"), UUID.fromString("4611e4eb-e92c-4978-b802-066372149665")); - put(UUID.fromString("4ff60696-0f2e-43c9-a1cd-59753fe05a5d"), UUID.fromString("ffc57a9f-0a72-4a84-a79e-deb313a89d7c")); - put(UUID.fromString("37152780-bf45-4804-af75-d46022342b55"), UUID.fromString("5b12e19f-ce1f-4573-a90d-1fff580a7d5a")); - put(UUID.fromString("073c8391-8d0e-4378-87f7-55cc9e6e1db2"), UUID.fromString("ba5a7550-aba9-4ed2-9d1f-c6e59d87a8f6")); - put(UUID.fromString("a0c0d7ed-db13-4d17-981f-b1b82b8d79d3"), UUID.fromString("8a0e9b13-e60c-48af-897c-73ea416fd8b0")); - put(UUID.fromString("04f2a09a-721d-46e0-ad0c-486ded9c442a"), UUID.fromString("9376cc8c-e8bd-4fee-ac6c-3775b27d5f6c")); - put(UUID.fromString("344ade5c-d42d-4e4f-849f-03086f9ebeef"), UUID.fromString("b3553545-690d-4f8c-b1c7-fd8dfea24f13")); - put(UUID.fromString("874a2435-bfd6-4875-8af8-803487ac070f"), UUID.fromString("5f69b30b-e7ca-462a-b855-f30d075528d2")); - put(UUID.fromString("76c4c30f-fe6d-442c-9811-7c2db7e7b355"), UUID.fromString("cc20679d-e523-40a8-9f9e-70da8dd09c39")); - put(UUID.fromString("9923fe75-67a2-45a1-b636-1e0c2db096c9"), UUID.fromString("76a061d7-c5e9-4d34-84e5-13445f57dd2c")); - put(UUID.fromString("0d5c8584-0733-43dc-a8b6-fbcce7ea2b82"), UUID.fromString("6344b052-d1b6-43ce-9ad2-7ff06944bc6f")); - put(UUID.fromString("42dcc537-75f7-4baf-a8ad-9b798cdd0882"), UUID.fromString("098b40af-d56c-402e-9460-8a91a193ad96")); - put(UUID.fromString("e76b211e-7d3f-4ed8-aa41-c857f39444dd"), UUID.fromString("610391a9-8826-459f-a03e-6368019c475b")); - put(UUID.fromString("1339fcd0-6179-42e7-9f87-c17fb233c19f"), UUID.fromString("1577f924-41a8-482b-a08e-df15e7274e23")); - put(UUID.fromString("92d621c7-21bc-48d3-9f8e-35de60efb5ef"), UUID.fromString("fd487009-b733-4dec-a707-90a31aee5f5e")); - put(UUID.fromString("f29ea1e4-7ff2-4475-a55b-651dea4c2387"), UUID.fromString("6066390f-89fd-4822-822b-06a7ba3af491")); - put(UUID.fromString("6515c99d-0cdf-4d5c-9b24-57b81e06637f"), UUID.fromString("fe35db5b-4751-47b2-90ea-eac6dca8884f")); - put(UUID.fromString("bdb8d11b-f457-4bef-b527-fd76fee0d80d"), UUID.fromString("8dd461a3-8e76-427c-bd3e-57eb9e5ec998")); - put(UUID.fromString("628d15d6-b211-4c4d-9df2-f86a1e433c80"), UUID.fromString("7848bb80-8c0d-4376-bfef-7a2d744e74a0")); - put(UUID.fromString("c7f9309d-df4f-43cb-8874-8c734e1720c8"), UUID.fromString("1a9a0065-77e3-4911-a585-9d64c7779ee4")); - put(UUID.fromString("1ecc3a14-6fe7-41f4-9bd7-121edf2f6d1d"), UUID.fromString("ef83eb36-dddc-4359-be46-404e5acb0388")); - put(UUID.fromString("f27ebe5c-5b86-4d9d-8baa-6e3933fd0fc6"), UUID.fromString("e75ca858-6370-4085-81bb-f14ccc52f522")); - put(UUID.fromString("215fbc0e-a926-489e-b872-2c8c71e11682"), UUID.fromString("c67c0f09-91cd-4d64-b54c-3f4e763a978b")); - put(UUID.fromString("d58eb81a-f80a-4254-b232-608fca8405a1"), UUID.fromString("ec9af10a-1968-45fd-a861-e41b400495c5")); - put(UUID.fromString("da5a628f-68cd-408e-9989-580230e9f9d2"), UUID.fromString("e626d0ba-fe50-47ff-ac34-1dd94832542a")); - put(UUID.fromString("acd14716-db10-4e86-a892-cbc115ee64a1"), UUID.fromString("54160259-5a50-4482-ba4a-b0009e627b82")); - put(UUID.fromString("ac8bf7d0-6326-4a0a-a761-91a1e80e8858"), UUID.fromString("6684f9a1-15e3-4881-9ff7-30cdf1ad1bb2")); - put(UUID.fromString("2de2ae9e-22a9-4017-a8c2-db04ca32d4dd"), UUID.fromString("0b64f663-461f-4a88-b443-d458ee11f911")); - put(UUID.fromString("5553bf47-3565-4e88-83c5-2ed001fc9463"), UUID.fromString("dd357926-b38e-4bed-9d59-5a2dc11550ef")); - put(UUID.fromString("36c3bab3-10c8-4240-9ca6-128d621805d9"), UUID.fromString("4ce89eac-a780-4659-abc3-98e89f28e7d9")); - put(UUID.fromString("d79a9f18-880d-4a8c-a3db-ce40796140d9"), UUID.fromString("1885fd44-7744-4db3-8fd8-10f6101b3eba")); - put(UUID.fromString("6bd18b7f-36e9-412d-9bbf-e21075130bb4"), UUID.fromString("308b52d8-e16b-483a-bf78-7d3a6237ee75")); - put(UUID.fromString("de1eb2f9-18ef-42cc-85c6-b5b3b9757e27"), UUID.fromString("b1f04382-784e-4327-8276-c9c36ea98c89")); - put(UUID.fromString("53cf3048-9be1-4ca8-b8f6-17a904738b9f"), UUID.fromString("d14eb1a2-a588-44a6-8753-ba21350bbc83")); - put(UUID.fromString("93cf3b71-abfb-4eb6-841e-1334bb784c4c"), UUID.fromString("a280a21a-c523-487a-8382-2b657d212c50")); - put(UUID.fromString("a2173caf-ee9b-41f5-aa41-4ffafd52a579"), UUID.fromString("bbccfe6b-8634-44ae-8e03-9df235d0cb60")); - put(UUID.fromString("04b68971-b6ac-478f-96f8-7c4385d44d60"), UUID.fromString("8a288302-ded0-42ad-abeb-8ef49aaf9ff9")); - put(UUID.fromString("fcea2450-2af6-4303-b2eb-c90f64eb17fd"), UUID.fromString("acac238e-c746-4ece-9ed5-9e6f6ad8bea0")); - put(UUID.fromString("3e71f1d8-d61c-4d6b-9994-e163109c39af"), UUID.fromString("4990e809-73b5-447e-a3a5-2c1fda6857c8")); - put(UUID.fromString("e5a13d10-be4a-42f2-b30e-51435a48e7a3"), UUID.fromString("568eb1f3-a32b-4a13-9c7d-f7dbf569afa7")); - put(UUID.fromString("111548a8-960f-4483-b164-fd4c177a31e7"), UUID.fromString("b7a4e599-c34a-479a-934c-c4632fc62686")); - put(UUID.fromString("e91f9fc1-2687-459a-a491-ec2ea54875c0"), UUID.fromString("4570de6f-83af-49e6-b5d8-061e6c3779da")); - put(UUID.fromString("2519dcff-3cb1-442d-8a2a-89d9d0e03a89"), UUID.fromString("eb8ecc99-b1b4-443f-80ba-d16781aa4d7e")); - put(UUID.fromString("eae9b337-7613-4d7f-b092-3d45d85b4e53"), UUID.fromString("98d085a3-e6db-44b1-91c1-9625f1fddc5f")); - put(UUID.fromString("d1f841cb-01b1-4b61-b51b-884ef341db3d"), UUID.fromString("b8ee2017-16af-45d2-a4e6-8531deb2f7f6")); - put(UUID.fromString("f223c5a0-dc86-4de1-967d-e0357ba75288"), UUID.fromString("668c1b9f-aef5-4d7f-9f46-1f0635adc4e4")); - put(UUID.fromString("d6fd4e6c-368a-491c-83c0-83a926139a9d"), UUID.fromString("32421038-6016-47fa-8eef-1a7f107cf84b")); - put(UUID.fromString("631d99f9-0574-4a73-8daf-79bd7623648b"), UUID.fromString("8f9e781e-7028-48ac-a283-cf3039ba08af")); - put(UUID.fromString("ffa20c8e-98b1-49de-8e88-bec48467e9a4"), UUID.fromString("4149e3cc-5721-4645-b498-56a889c3061d")); - put(UUID.fromString("fb7a2be5-0eca-43f9-ab2b-3dceb59aa3b0"), UUID.fromString("14b22fc7-a7c4-48ed-827b-d965ffe83f89")); - put(UUID.fromString("01fbf811-bccb-4fb4-90cc-a39c9f5e3d4f"), UUID.fromString("6e9a66b5-3783-4f62-b933-5e3852ad419d")); - put(UUID.fromString("b301fa26-4c60-45b1-81fc-6820061fc87c"), UUID.fromString("c2f05ccf-92eb-480a-ab52-b7fb24177c4f")); - put(UUID.fromString("ed697a27-6968-4437-b564-ca7fad120a40"), UUID.fromString("7751f674-bccf-44d5-9bfd-f8b07a01f347")); - put(UUID.fromString("772a26d6-91e8-48e4-95f6-3b657ab3d262"), UUID.fromString("2e59c40d-1c17-48e0-8933-6d33ba82ea5b")); - put(UUID.fromString("385d58c2-0f77-4824-9a5d-f7c6b33a5e2f"), UUID.fromString("4658e3e2-1ee8-41ee-8c35-6765d590226e")); - put(UUID.fromString("d445c089-bfb9-44f2-8222-a5e2e2cf1bec"), UUID.fromString("0750aec7-0d85-4453-9308-7e5558378fa5")); - put(UUID.fromString("cc1ad4b6-7a8f-4f4c-8c3b-9d70707fae11"), UUID.fromString("939981d1-0754-451d-810a-247c23d173ac")); - put(UUID.fromString("08ba7c6f-213b-4b3e-b380-52a0bf49e65f"), UUID.fromString("4f61f4ac-7d8d-4ddb-9a2a-220ead3d5768")); - put(UUID.fromString("ed5d8de4-9279-4734-8952-3d50c38e446d"), UUID.fromString("22693d1b-3f25-43c7-a9e6-c2e0e6f16894")); - put(UUID.fromString("85ae9373-8da6-4c69-8eea-b2d24dc20790"), UUID.fromString("953ffece-df0f-4f43-ae02-508139bd6eb5")); - put(UUID.fromString("f1ba8c52-240b-4180-9a34-20fc44944566"), UUID.fromString("83435784-f848-49cb-9a54-312501717894")); - put(UUID.fromString("492808f9-893d-4004-8bc2-59eae33bdba3"), UUID.fromString("effba610-0257-485a-aae5-ddce4cb49199")); - put(UUID.fromString("67d5e03c-8473-4574-860c-92c2644aea5d"), UUID.fromString("e1ed9691-6fa4-4c93-8ee6-9697811fe892")); - put(UUID.fromString("5c568601-6c04-4a18-ade2-76d7c24ac2d8"), UUID.fromString("3b616900-2772-4536-9213-39280505a1f3")); - put(UUID.fromString("887b4da6-145f-456b-8f14-95c6da91ecd3"), UUID.fromString("5591993d-981b-4489-8fc8-4ded7afd891f")); - put(UUID.fromString("36b5b452-9641-4479-8d82-450445b5b3f4"), UUID.fromString("b671cbf2-93d6-4856-82d0-ea98812c0c84")); - put(UUID.fromString("da3b12ca-6e40-4b18-90b4-44e0ed756bc3"), UUID.fromString("83fff0bd-96fe-4cbe-954d-0bc9667d17ac")); - put(UUID.fromString("98218948-0e8c-472b-8769-5c39a7a5bbfd"), UUID.fromString("cbc45523-cdc7-4b23-8dc5-a7f198155f73")); - put(UUID.fromString("64f6aa66-0abc-4831-a57c-48d784c345ea"), UUID.fromString("9b1e974c-6457-40c1-a379-08b18d3dc011")); - put(UUID.fromString("46d8fb66-956f-47f6-8e89-80cf7aa31646"), UUID.fromString("d2c246a0-7a3e-4a1c-b5e5-a7bd99f2182b")); - put(UUID.fromString("1b4ce24a-842c-4363-a29e-982099d900a6"), UUID.fromString("fac8f446-6e9e-4094-ae83-52d509157fca")); - put(UUID.fromString("2fcd4839-45fd-466b-b113-553fa7ce4d49"), UUID.fromString("8d0ba424-21c5-4bb7-96bc-66ce406f97f8")); - put(UUID.fromString("49a73729-d783-4fe0-89c7-2aeeb0489663"), UUID.fromString("ce20a1f7-f27a-4b27-8d26-6e022a73e9d7")); - put(UUID.fromString("58f8c28d-4371-45b2-91e9-f9e81dd590f3"), UUID.fromString("4a340a88-44b7-449d-9f79-4d38a143f6f8")); - put(UUID.fromString("2626be32-15c0-4b10-a210-fec65d8f0d0a"), UUID.fromString("d64c4597-6f51-411c-892e-b0fb05319dfd")); - put(UUID.fromString("e63dd57b-cc23-4308-b5ee-b59946f02760"), UUID.fromString("645d0a54-f92b-4fcd-87e5-c37183a7acfe")); - put(UUID.fromString("521cb627-197e-4861-a3e6-f10582a99706"), UUID.fromString("9fa576bd-b7b5-4a5b-bfa0-04bd1c011d9f")); - put(UUID.fromString("7235b0b2-fa82-4379-b250-f1b041b1803a"), UUID.fromString("d5aa7cec-56b7-43f1-bc99-0c5e56bef192")); - put(UUID.fromString("96aaa321-71dd-4229-be11-f2df73749679"), UUID.fromString("915a7ca1-830b-4dbb-bdd8-bba7d159a67d")); - put(UUID.fromString("edc5c94e-c680-4de7-bd2b-d494649a5ff4"), UUID.fromString("ca7f1a31-5fbb-4674-8965-37a76b6266ca")); - put(UUID.fromString("6ee69c65-5204-452c-9403-7fc0d089b2e3"), UUID.fromString("17425825-9fe2-44f3-9002-e99a572189c1")); - put(UUID.fromString("04e170f9-d041-443e-9060-6cfd41b0517d"), UUID.fromString("051dcec0-f30c-4f23-9cb3-7d71da3d5755")); - put(UUID.fromString("31cda828-60e7-45d8-9e81-8556267a4c1f"), UUID.fromString("0160a44d-fec5-41ad-9ad4-b29267e1ddca")); - put(UUID.fromString("344db70b-6b47-4600-9112-6ab9db6945d3"), UUID.fromString("e537d46a-b223-4729-9e00-d855fb2f117c")); - put(UUID.fromString("e67670b2-6de4-4c32-ac95-5a51f527fe56"), UUID.fromString("e8a44b8f-167c-49b7-9da2-9f060c298136")); - put(UUID.fromString("0f69432e-df07-40a2-a488-7041aba44d0c"), UUID.fromString("9b129040-700e-4967-8723-fe6ea1e28f71")); - put(UUID.fromString("d8b6d30b-7068-4f73-909d-1f7be7dc8eda"), UUID.fromString("02f10fae-bfb4-4374-bf38-7fce6d3df784")); - put(UUID.fromString("ca723b48-dfbe-45c0-8184-2ee5fd056aac"), UUID.fromString("aac25a3a-f866-4865-a20c-7c08f30ff2b7")); - put(UUID.fromString("eb21f97d-4eb6-4750-b455-a0d4434ddc0f"), UUID.fromString("fddac690-5826-46a5-b62c-dc1dfa8b8da0")); - put(UUID.fromString("22ed4ce9-9dc2-46fd-939a-d6640be65a2c"), UUID.fromString("fb548034-5752-4c7b-ba33-5e58b35f543e")); - put(UUID.fromString("210150a4-55c1-4006-9aaf-da803cdd7222"), UUID.fromString("84f45a7f-99ab-4c36-b89a-e3e4f4fec2d7")); - put(UUID.fromString("0a2cbc85-39c9-48ed-90b9-4d89afaabd62"), UUID.fromString("5091ef0a-e430-4266-8b11-47e81267f860")); - put(UUID.fromString("f60c4ab9-2916-4fd0-9163-a23d75108a75"), UUID.fromString("e84f0b1d-63d6-4de4-a0e1-ff45f76bcb46")); - put(UUID.fromString("64c9e2c6-dd40-4287-b7de-3d34fc937327"), UUID.fromString("de002f53-e4b0-4d87-9bf3-fb19e2f1421f")); - put(UUID.fromString("78598e98-6beb-4d4b-b200-48a3469bc5e6"), UUID.fromString("799b7211-edbf-4663-9234-1567749f21b1")); - put(UUID.fromString("8378ae52-f9f1-43c7-9718-93201cd13a5e"), UUID.fromString("989db713-82e5-4498-8c66-b3b9669a5302")); - put(UUID.fromString("9be57552-85f8-4e7c-b897-73205764b23f"), UUID.fromString("c855366f-961d-4cba-8adb-ed6bd1ab6c91")); - put(UUID.fromString("a8a013e2-4013-451b-a76c-618e1f52437b"), UUID.fromString("f1dd6d66-5b65-4077-a4bc-03f08bf571c7")); - put(UUID.fromString("13f7c673-e9b3-4472-ae99-477837620627"), UUID.fromString("089e2a74-6b28-426c-ac08-47c21935b633")); - put(UUID.fromString("24b7ed5f-d27c-4f14-b062-f712055d2afe"), UUID.fromString("2d535da7-5537-473f-94e0-0c2830b91e03")); - put(UUID.fromString("777f1b3e-bc6a-48c4-909b-c372a118a680"), UUID.fromString("06164a42-ecdf-4cba-8b54-554ebdeec263")); - put(UUID.fromString("d88f394b-959f-49a5-9fcd-45a5618339d3"), UUID.fromString("9f035956-bd07-41a4-bce2-d456a119c694")); - put(UUID.fromString("40cca2fa-9c9d-4bd4-a480-bf41121f078a"), UUID.fromString("99f9d85a-792b-418e-85e0-dc8a22e87596")); - put(UUID.fromString("aff9c8c9-bb8b-4717-a5be-e905dd498678"), UUID.fromString("d72c5654-9c28-4d1d-82ad-f3270c17f211")); - put(UUID.fromString("da7162c8-4755-4de8-9607-666eb6621b45"), UUID.fromString("ec5dc4fe-99ca-4a75-8300-6a89de7e7491")); - put(UUID.fromString("de28e922-ccb2-4549-a135-e2cef670a0ef"), UUID.fromString("bab64f6a-594b-46cc-a41c-18540fbefb94")); - put(UUID.fromString("493ecfb1-5853-4782-87fa-d0196ccef79c"), UUID.fromString("2d9be4fa-dc11-42d2-864e-dbc430b2ee80")); - put(UUID.fromString("3cdd1646-3a54-4056-8132-1d247ebbbef6"), UUID.fromString("9ead079b-0dd4-4eac-9e62-b33c16079a5c")); - put(UUID.fromString("770f88b6-4314-4823-af2a-7fbb68813244"), UUID.fromString("c7f20ecf-22c4-46c1-8f56-252c4749552e")); - put(UUID.fromString("6c2aad5c-566e-4180-8acc-87a7e1885faa"), UUID.fromString("0768121f-c894-43d8-874f-310a8dafe577")); - put(UUID.fromString("d9e1e8dc-201e-4091-9b1e-8a5809a757c6"), UUID.fromString("10ae57aa-23e4-47be-87f1-a3408a895bec")); - put(UUID.fromString("ea3a0832-ce87-45eb-9219-e49784776aee"), UUID.fromString("011bd6b9-b00e-4761-8240-fafc8cb59a3d")); - put(UUID.fromString("b039a84a-1008-4599-88e4-039782dfae41"), UUID.fromString("76366bd4-4523-47bd-8162-85808099fd81")); - put(UUID.fromString("7bbdbfbe-ba12-4c2d-b7e3-c623da487cb3"), UUID.fromString("3b3250db-56ea-49c2-bcb4-40d122cf6c34")); - put(UUID.fromString("896b54c7-874e-4081-9263-ad6a40e64caf"), UUID.fromString("98694f06-58d3-4a90-bba7-6711ac3a8c3e")); - put(UUID.fromString("c2363ead-5828-4f16-9f57-40cce46708cb"), UUID.fromString("0d954c77-fc08-4ba9-a56c-f4f21327bd87")); - put(UUID.fromString("03e5109e-db1a-4bb0-895d-caf2a9531249"), UUID.fromString("7e8a9621-8322-472c-bd20-0ee2fb369b15")); - put(UUID.fromString("623878c1-b8ca-4884-b0a2-92c75341352d"), UUID.fromString("79486dc3-b066-4f61-ba33-3cfb5a174473")); - put(UUID.fromString("53bebb4e-38fd-4d76-986c-cd65d27cf187"), UUID.fromString("e6de5281-7cb0-4e1b-9d1b-d299d362af3d")); - put(UUID.fromString("9109341c-7adb-421c-a68f-46cda5f5f02a"), UUID.fromString("55ddc327-fe98-407f-98a9-668a00a209e5")); - put(UUID.fromString("1949b498-141d-4ac0-9cee-edc4963749c7"), UUID.fromString("7d335d59-5245-4ae4-9dfb-964b14c085ba")); - put(UUID.fromString("e0e5b154-92e3-4db5-ba4a-b1056be178b4"), UUID.fromString("a9a45ced-7e9b-4750-82dc-869a353cc93a")); - put(UUID.fromString("7558c174-ae85-406e-9b76-074bcf6f7887"), UUID.fromString("56d262b0-fd20-409a-809b-b00aaaabb4c4")); - put(UUID.fromString("0e625287-4ceb-4ff2-b687-f33fe5fd053b"), UUID.fromString("e9c39cbc-5bf7-43b4-8d88-ff867336e1a3")); - put(UUID.fromString("ef9770d4-088b-4041-924e-2ec540bde060"), UUID.fromString("70d1e263-ad6c-412e-96e0-ec82b7873038")); - put(UUID.fromString("cc99caee-906b-4e3a-8e12-b7d339e36f7b"), UUID.fromString("d9e61247-fe04-4e14-a683-c8ba1253af3f")); - put(UUID.fromString("9e619d86-b555-46f5-ba5c-895aae1b36cc"), UUID.fromString("729370b9-dfc4-4805-9d52-c0dc598a13f8")); - put(UUID.fromString("f450a02a-c729-447a-a250-ef247caf67ee"), UUID.fromString("6338308a-e16b-410c-b060-5818941bf225")); - put(UUID.fromString("a8c1d5e7-120e-4bf9-a293-8813d1faec97"), UUID.fromString("98d38fde-572e-436c-8336-4a274dae087e")); - put(UUID.fromString("b347b5aa-fe41-45eb-8500-3e1397eb3fbe"), UUID.fromString("267ded7f-678b-4fc0-91be-3f7f5126ead5")); - put(UUID.fromString("cf2fbc00-e35a-4c94-8c75-b6e3793eaaaf"), UUID.fromString("55b2f812-9827-4d55-9723-75b98ba11e75")); - put(UUID.fromString("74efeb0c-8de3-4de6-a899-077fb44af309"), UUID.fromString("1a40c9fa-1739-4f34-932c-25cf78d7b433")); - put(UUID.fromString("f5277f2a-f1d6-4d8c-9ec4-6c88ecee083b"), UUID.fromString("a533b1a2-3015-4b58-a654-fd54572b17f9")); - put(UUID.fromString("62e8ef7a-8d75-4a30-a0d4-19a5db31d807"), UUID.fromString("de866c1c-8916-4f9d-9f94-62f397e48912")); - put(UUID.fromString("015fa1c9-eef5-472e-98b6-19b2191a8e80"), UUID.fromString("6fd65977-c59f-4308-a75b-669bfe7432b3")); - put(UUID.fromString("57b91f8f-152f-4063-ba38-b1ab8f7338b3"), UUID.fromString("50db3bd2-b5cb-41fc-9cbd-5c6ca823175e")); - put(UUID.fromString("b4a05889-eddb-411e-98fa-bb63ffca99e4"), UUID.fromString("2dd212f9-9ade-498a-b0a3-8bb80f7c5f65")); - put(UUID.fromString("58f8bed8-2e85-498c-9d91-05544a2045dd"), UUID.fromString("ab28cea3-07f3-46d0-a9ff-641ff7847065")); - put(UUID.fromString("4840f028-4ac5-42e6-8ec6-bb73be795a7a"), UUID.fromString("3b5013c8-70c2-4fbc-97d0-d7d5724ce938")); - put(UUID.fromString("09104514-c705-4027-8189-8162552e7784"), UUID.fromString("b7ec0b76-c351-429c-8732-e583b739dd0a")); - put(UUID.fromString("7e43dd58-6108-4bd8-ab8a-5d9142333a4c"), UUID.fromString("cdc3b651-b3e4-44c6-9611-998bdc39fd0d")); - put(UUID.fromString("e7f22b43-8781-47f6-87d2-6167059cd483"), UUID.fromString("2e87364a-5ed3-4398-9bd0-c7cf66813db5")); - put(UUID.fromString("f693c5ae-c095-4552-a361-af70d8530c7f"), UUID.fromString("4bdce40a-8069-49e7-84cb-231fd5ddb9e5")); - put(UUID.fromString("6c8153cd-a985-4b6a-a591-d2c50a02dde1"), UUID.fromString("4d7c4536-27f6-4728-a123-d7f80781d4e6")); - put(UUID.fromString("4a36d2bd-d752-4699-bbce-35c7f6d2ef3f"), UUID.fromString("fbee7910-f696-425e-b272-bcc8b981fbd9")); - put(UUID.fromString("68e4b75f-a6ef-4109-a37b-f87dc851e797"), UUID.fromString("759cdfe1-2a2e-424c-a8ae-51aa21e6c1ae")); - put(UUID.fromString("fa55bba4-e35f-4081-85eb-5fbc96bf198e"), UUID.fromString("d21feeeb-4762-4e41-b40a-89aea8710e3e")); - put(UUID.fromString("b73f667d-1a26-48f7-9d83-cb02b47f0ed6"), UUID.fromString("6cf662f8-d2a6-43a0-906a-75165b3709b6")); - put(UUID.fromString("eca2e428-817a-4006-bafc-4207eb29d5dd"), UUID.fromString("42a90709-323b-4385-9f53-f8e47cb93f23")); - put(UUID.fromString("9e081365-2185-4c12-9bbc-33a216bef27c"), UUID.fromString("99bb5c8a-6f82-44cb-8c44-9c12bb9f12e0")); - put(UUID.fromString("85497118-4671-437b-81da-b9a1c11bb403"), UUID.fromString("70d9fb84-6793-4562-9cf8-d0f312f5bc4e")); - put(UUID.fromString("b0b8f036-70af-4092-9768-24c63f21fc09"), UUID.fromString("4c0a075e-0abc-459b-b456-26f57e32a090")); - put(UUID.fromString("5d182966-5716-466c-9ce0-f6f35924c31e"), UUID.fromString("03ca55ba-0208-4a9e-8527-fcda06d7f38d")); - put(UUID.fromString("cbe4c11e-f040-4c21-ac74-9c518238d46d"), UUID.fromString("ff4421bd-846b-48e2-8d73-30ca2796f2a3")); - put(UUID.fromString("7ed406c9-bb41-4835-b9b3-4faba3a6c816"), UUID.fromString("c72d1fc7-bbc8-4e61-a198-7ae61466a5c8")); - put(UUID.fromString("ac73307b-975a-433b-931b-bca196d7bdfe"), UUID.fromString("5b610544-a3b6-4fb8-a759-a9c92b0822d6")); - put(UUID.fromString("55c4600b-b801-4782-9b39-262a6cdbfc41"), UUID.fromString("317d31e2-fad7-4466-a629-ab7803789313")); - put(UUID.fromString("9263025c-edfa-4a56-b1c0-b7e66fa959c6"), UUID.fromString("89ef4bfc-e065-4665-b461-f47e1832d63a")); - put(UUID.fromString("dbf0b959-a66f-43d3-a56e-94281f664ac6"), UUID.fromString("17129b92-3a1f-4d3f-ba4c-50bee62aee40")); - put(UUID.fromString("1e2bdc64-f677-4e56-a1cb-8b66ea53aafe"), UUID.fromString("3ddf1070-c9e6-462e-8316-19e470657471")); - put(UUID.fromString("0abb2805-361b-4bd3-bfa3-43d986b67272"), UUID.fromString("9bd90516-de71-450d-a960-af6c4d9b1274")); - put(UUID.fromString("8ca444ba-da31-43b8-92c7-6a40742e049d"), UUID.fromString("3a67f2f7-3fd2-4dd5-a243-8cb0c949c4a5")); - put(UUID.fromString("86d8f9f0-727f-4a21-b256-fbb5bd20e21e"), UUID.fromString("f569a366-7418-4e8a-965c-b09bb8d5a7d7")); - put(UUID.fromString("9c2bcfb8-d67e-4dd0-85d0-88db12481079"), UUID.fromString("143cce6b-c8f3-4829-a3f2-860981c2ced3")); - put(UUID.fromString("506d0d16-e1c2-49f8-a51b-5028a3db0448"), UUID.fromString("76b6447d-4574-4609-873b-08461be0fce4")); - put(UUID.fromString("af32b624-57ca-4974-8cfc-ef26622d813e"), UUID.fromString("9ca5d547-17a4-4366-8a05-8f8aeb8406c2")); - put(UUID.fromString("70dd2c4f-6d7b-4425-9436-c257bc4ee1d4"), UUID.fromString("dc0c1a20-a796-4d62-a409-d89425549b89")); - put(UUID.fromString("cde41a63-98f0-4b5e-ace0-0ab5d4b6266e"), UUID.fromString("05e63285-509c-4935-8d9c-27e3a6cd10e5")); - put(UUID.fromString("2d42af75-1274-4218-be2c-e626ada9073a"), UUID.fromString("6e3bda33-fc70-4b8f-ae9f-389646cf0da8")); - put(UUID.fromString("df42472c-3503-4d53-8881-e97b1638e68c"), UUID.fromString("c3a18d7e-d2ed-49f4-898e-dee543b4cabf")); - put(UUID.fromString("5fc10e73-e58c-49a7-85ca-882f5a718cd4"), UUID.fromString("19f1fc44-3a2b-4f10-b09a-494b19a1b84f")); - put(UUID.fromString("25aed4fc-8abc-4123-b1ea-306feeee090d"), UUID.fromString("48ae1dd6-ce99-40ce-a043-c2287e097c62")); - put(UUID.fromString("4e442d84-77e2-41cd-b5c8-1edfe14b0f09"), UUID.fromString("88045f6a-321f-45c2-b3ac-fd2dbf214198")); - put(UUID.fromString("72c4effc-e134-4d1a-b9a7-6d045c506fcb"), UUID.fromString("ac2e2007-23d1-469c-82e0-61882c0fd4bd")); - put(UUID.fromString("e6f30f44-5e55-4779-aa14-c6ac459a20bf"), UUID.fromString("90b4b6b2-3902-4185-98a4-46329b5eb462")); - put(UUID.fromString("bfb068bf-ab63-44b8-b26e-c64a5a1dda25"), UUID.fromString("e08f7ef4-b3f6-40d1-9dfa-28ce7dafa105")); - put(UUID.fromString("604ff10d-697a-4e5e-85e1-9534f41cc30a"), UUID.fromString("090e2801-38d2-4fe8-a008-bdc51e70decf")); - put(UUID.fromString("04b0d0b9-aa10-42a2-a582-b3f7f41311fe"), UUID.fromString("7f54bbce-a7c3-4a90-98ae-a4f83d8c6446")); - put(UUID.fromString("171e9c4c-98f7-4bec-a092-f1c0ef860831"), UUID.fromString("a39df874-0a4f-4126-acfa-eb37a7aeaa5c")); - put(UUID.fromString("40d74dad-cdbf-4f03-8e23-e479fb149777"), UUID.fromString("c22f45ac-2e48-4153-8ae6-958adadc6de9")); - put(UUID.fromString("5b1577ce-f22d-498a-9522-7c895e8fac9e"), UUID.fromString("24ff383d-5495-400e-b7a6-f4df975083f8")); - put(UUID.fromString("95437c93-e074-4e83-9162-d76b5b9e448e"), UUID.fromString("cf3bf8a2-17b8-4779-8ffe-408522958385")); - put(UUID.fromString("b22f623a-7567-4018-8789-0134be8ab190"), UUID.fromString("a386c718-54ae-4d8b-aa21-6fdb2720a7a7")); - put(UUID.fromString("5fb4cb87-3c9a-43fa-ae46-621e6ebc848d"), UUID.fromString("7a7e3c98-8bb3-40df-8f5d-464917566cc2")); - put(UUID.fromString("f8766f1c-b419-4905-afc1-512efe29cfaf"), UUID.fromString("0605e47a-e54d-4626-9146-54bb0b2e401a")); - put(UUID.fromString("16a707a5-39e5-4c9d-a598-1e3cdf666d1f"), UUID.fromString("298cc36a-cdb0-46f0-bc7a-c6f560533bc5")); - put(UUID.fromString("c2f36f98-4056-4fa0-b7ac-77766d668bf2"), UUID.fromString("a6bf14a2-5a32-4002-b096-3f672fc56a89")); - put(UUID.fromString("bd86a97e-f13a-4102-b78d-f0de294a9915"), UUID.fromString("3008bd39-4ad6-4c00-b72a-ab8408e68cd0")); - put(UUID.fromString("fd3d0e5b-4210-4e09-924c-0b3d7b9165d9"), UUID.fromString("39ddd78e-11a7-4126-abd8-4bdfa12a3187")); - put(UUID.fromString("c22445b8-593b-460f-8732-45849c699e49"), UUID.fromString("62cd7511-5459-4f52-a411-4a4b1f2c0799")); - put(UUID.fromString("481d9c9b-4019-421d-9da9-7f3b05d6d84f"), UUID.fromString("09ce4898-5f19-4646-ba98-16d1d088569e")); - put(UUID.fromString("9416b006-7d2b-4fae-a020-302477146ea7"), UUID.fromString("f34494b7-943a-422c-855d-4256ab789905")); - put(UUID.fromString("771c8f7e-3b29-44d8-acfb-1f97fd54f49e"), UUID.fromString("ea538066-db3d-4fa3-8d2b-87fd24fad5e1")); - put(UUID.fromString("c98406d6-6b5f-4828-aae8-d44738392f83"), UUID.fromString("e2d0e058-570f-403c-86a6-0962f351f931")); - put(UUID.fromString("411a8eb1-9c90-4ef2-9bb2-14499f5084ca"), UUID.fromString("d8392d81-431f-4be3-899b-47b06e1d4f0e")); - put(UUID.fromString("69bd3d2a-2dbf-4a46-b7fb-a48ab01f4786"), UUID.fromString("bf081255-323c-4755-b07d-a0733612cf0e")); - put(UUID.fromString("ff268bd1-44bd-4720-84f1-d186dd3167c2"), UUID.fromString("ff2295bb-c162-44c1-8735-c9474fa61c3f")); - put(UUID.fromString("a2ca4b79-04c6-4b2e-b7a9-f81333cdee05"), UUID.fromString("713ec4f8-e11a-4c23-a20b-e4c01438816b")); - put(UUID.fromString("6ce93ee6-3839-44bd-b137-56fc546540a5"), UUID.fromString("8119287b-2649-4313-af70-0c9795e6e129")); - put(UUID.fromString("dc793f99-ed86-49c5-a18b-cd9849504e42"), UUID.fromString("8494b4a4-0a99-4148-9237-8d2fdd3be519")); - put(UUID.fromString("b1a64730-ff0d-45f6-81f3-fbdb2bd42325"), UUID.fromString("75f71068-51a2-4af2-aecd-6daa73c6da7d")); - put(UUID.fromString("7a58f551-20cd-47fb-8ef6-2bdd06f679ec"), UUID.fromString("ec5067f3-c7c0-4f87-a7a2-58f9f1e5ee08")); - put(UUID.fromString("7333182d-3c3f-4707-bd19-b66f97caee4b"), UUID.fromString("5dc9f10f-4cbf-47b5-8e75-ffbf70fbc318")); - put(UUID.fromString("9c718132-c6a1-42b6-a028-1b18fd2cf6eb"), UUID.fromString("2cc4f0ea-101f-4b94-9a07-8d5952bab6a8")); - put(UUID.fromString("d5ed0d38-2eef-492c-81a5-7e35b5076b77"), UUID.fromString("06a6740b-8fdd-4bfa-9375-52399744faad")); - put(UUID.fromString("a472626f-4c06-4709-8af3-0ffea58fb5bd"), UUID.fromString("d3f9580e-b386-4bb9-bb92-b15ce414075c")); - put(UUID.fromString("8cbab812-de7e-436b-aab8-8b2f1570dc42"), UUID.fromString("90906b68-30cb-4006-bfa7-0bbaeacfe3fe")); - put(UUID.fromString("950fe368-c102-4968-b3d8-cc21f444e44c"), UUID.fromString("2819f854-263c-4932-a66d-91e7a7ccb474")); - put(UUID.fromString("d9c3de63-3418-4d83-8114-97eada4a0e24"), UUID.fromString("ad9c9c8d-0464-4d57-9f60-1c97bd8a9ac9")); - put(UUID.fromString("cbcabbd4-a003-49d4-80e4-087bbeebf0cc"), UUID.fromString("ae8796d4-6507-4f80-b796-379e4df4e961")); + put(UUID.fromString("b88a7c63-1e65-4f02-863c-71d36368a1f7"), UUID.fromString("ad204d86-afd7-4c13-82a0-14ed26aeff0a")); + put(UUID.fromString("5b5d0818-311b-4b08-8e30-eef65a7372ae"), UUID.fromString("abd8daee-aa93-47fa-8376-79521e57b6c1")); + put(UUID.fromString("d6f3d9a6-537b-4887-840e-d02815de46ec"), UUID.fromString("46540fbb-43e0-466b-9161-f20f40beacc3")); + put(UUID.fromString("3e9dac92-f285-4fe0-8493-62800777e9f3"), UUID.fromString("d0d564ba-5b05-4860-9633-29f1726690bd")); + put(UUID.fromString("91d35cf6-097a-48a8-878c-637bcd8a8a24"), UUID.fromString("8336c694-df5b-4c65-a0cb-0f92231241be")); + put(UUID.fromString("582858fa-0850-4bba-b892-7a22ce6d5c49"), UUID.fromString("227ce494-b580-42be-9499-9a82ab0f9ed2")); + put(UUID.fromString("dc87d9b6-defe-44f3-930e-6a636692e15f"), UUID.fromString("c8f8c8a4-a5aa-4a67-b23c-39bd314ed85b")); + put(UUID.fromString("4eb098d2-2005-43a6-b64c-9f2740c67f55"), UUID.fromString("562672c5-0f9a-4b26-a34c-65f0987c79bb")); + put(UUID.fromString("bb88a4ba-ecfc-448b-8495-4513b623dc3d"), UUID.fromString("1a829d19-fb1d-4317-b2ab-e790890181e7")); + put(UUID.fromString("06bf8696-72ac-4d90-8948-5a6fc7beb0bd"), UUID.fromString("4f5cb31f-29b5-4418-ab1a-9873193cb5ec")); + put(UUID.fromString("a0b6b464-8068-45c6-92db-e04ecc62fdab"), UUID.fromString("3ee75317-db3f-4372-b5a3-a3d8270dadc6")); + put(UUID.fromString("cccb5dcc-f846-4498-84fa-d342b2335d31"), UUID.fromString("52b8765a-44eb-45c7-aaab-be06ea71b134")); + put(UUID.fromString("54d60565-b3b8-4714-ba3f-07321d0f98e7"), UUID.fromString("3e7c6b4e-3cc1-4aba-9cf0-beff7c324b40")); + put(UUID.fromString("29f0a17b-640d-4512-9a9c-0167f4e8a92c"), UUID.fromString("9f2d2153-28a1-495f-8750-89d993e05a3d")); + put(UUID.fromString("6ad1178d-f757-4d89-b325-2fbef4835b67"), UUID.fromString("ad1de307-3514-4346-96ba-232360256ee0")); + put(UUID.fromString("4cf47704-45a3-43fa-8e3b-78bb10147cb0"), UUID.fromString("338f094a-0dee-4e87-b517-0fb0a8210f3f")); + put(UUID.fromString("836a481f-a19a-4940-9fe2-3ab9717756c2"), UUID.fromString("e50be0f3-59d0-40a7-a660-4ee191517ddb")); + put(UUID.fromString("75788d18-f69c-4f06-871a-a3252c94bd09"), UUID.fromString("8c709002-b128-4dde-8c55-79ddf529d62a")); + put(UUID.fromString("1859abab-b820-4a3a-8825-38e989a75030"), UUID.fromString("2f7be49f-6d50-4be0-b126-e3574e21457f")); + put(UUID.fromString("66a18edb-66e4-4784-9974-f99ba0b5cf9d"), UUID.fromString("b5e86df2-b50b-4e72-b5b4-a6079f5ad42c")); + put(UUID.fromString("bee5f785-341a-4eb9-98f5-4caff3b42f1a"), UUID.fromString("8e6012a5-d92b-4fd3-9657-3080e1eee07d")); + put(UUID.fromString("ef6104e3-529d-4390-b333-b9aef5ce5738"), UUID.fromString("903fff74-81d8-4419-b93a-25b01bccce63")); + put(UUID.fromString("e0ffd650-b1ad-4cb3-9abd-f91e09578761"), UUID.fromString("fc4d9909-a767-434b-b8d6-eadc64bb45b5")); + put(UUID.fromString("7a147445-8c4f-4e47-8184-e84c2bf7c18a"), UUID.fromString("57b05a4c-7bb5-4f2d-8b56-e6c8f823940b")); + put(UUID.fromString("baca5dce-f2c6-4579-ac91-a819edd0a30f"), UUID.fromString("6d50d3cf-6ee6-42a9-8b43-5f280bf4ac38")); + put(UUID.fromString("daec48ed-6aad-4ef4-88e1-ae18ba68ea41"), UUID.fromString("7d46cb16-b642-49e0-ba7a-e77bff788bfb")); + put(UUID.fromString("d28a4cd8-b317-401a-bbae-32437a2d672b"), UUID.fromString("2e52ae81-bf52-4656-8dcb-c5cc03ba8b8e")); + put(UUID.fromString("db2fdacb-ec1d-4f23-8240-e66167d82fdf"), UUID.fromString("36006416-763a-431d-8051-55ab18b1a9ab")); + put(UUID.fromString("c7a309b5-ed0f-4f36-bad6-96312edbc300"), UUID.fromString("77af257b-991b-4843-8eab-3ee5873b8103")); + put(UUID.fromString("17403baa-8532-412e-91cb-db4767546814"), UUID.fromString("18fd63b1-cff3-4dd3-8a9a-39be4f7600a0")); + put(UUID.fromString("1686afc4-e89b-438f-bef2-e825bf5c2611"), UUID.fromString("afc30331-44b1-407f-a305-6f012b1072a7")); + put(UUID.fromString("f4e9aaee-b0c4-4a57-99b1-85d0589641eb"), UUID.fromString("1103a08e-643a-48b2-8fd2-ab7718e52968")); + put(UUID.fromString("3368ff16-01d5-4bba-8d27-68a3123b5fc5"), UUID.fromString("6f4dfbab-b7af-4d68-bb48-1729821cfe53")); + put(UUID.fromString("0021e3ce-0459-4f36-8022-6eb78ce41116"), UUID.fromString("5cbe6120-9565-4149-b9ff-6a5d6af687e4")); + put(UUID.fromString("3c342f29-0954-4b5e-90e1-bf26a314b32f"), UUID.fromString("2cdc5221-0c40-4ed5-a490-74dc492dc9b3")); + put(UUID.fromString("480986d2-5ce6-49ed-be25-ed03cb35c1ac"), UUID.fromString("b8841f9a-e3fc-467b-8a0a-03697e9893eb")); + put(UUID.fromString("7cbdba38-3c74-40fc-badb-793ecdf75df5"), UUID.fromString("aa54f70b-8a99-46d2-a148-91102fad9636")); + put(UUID.fromString("aaea398a-be5d-45a0-90b7-77697ea749de"), UUID.fromString("10be5990-1571-4a31-8d96-fd7099fad95c")); + put(UUID.fromString("0fe36942-9050-4682-b305-f751e4d6d081"), UUID.fromString("7c9c4725-8dd1-4e4a-9b0d-8a62227075c0")); + put(UUID.fromString("80e0b853-f673-4977-9614-66b7fcabb49c"), UUID.fromString("6639e3fb-88e7-43d4-be1b-8ab0be5b690a")); + put(UUID.fromString("756aa3e0-90e3-4732-b771-6b604ed11a1e"), UUID.fromString("29f726c0-48ef-4606-bbdf-8388d7ca75f7")); + put(UUID.fromString("0845d23e-de40-4bec-810d-b1f9349deb35"), UUID.fromString("cf25267f-8f2d-4dfe-a2f7-9c0492f15c6d")); + put(UUID.fromString("d1ef9a13-9429-42fd-9572-54f7bfebcb8f"), UUID.fromString("a2b17f6f-337d-4725-b167-5bedbd8e1c70")); + put(UUID.fromString("74bbeb60-a104-4b2e-ba43-d0a2d63a44b4"), UUID.fromString("2bfa5b80-bffa-4a3b-ad53-4e82f41460e7")); + put(UUID.fromString("a1e8a407-0714-45e9-93ac-a54e204eb1a5"), UUID.fromString("64adba2e-7b94-4570-9bca-9578655cadc0")); + put(UUID.fromString("4d229acc-5ff5-43a8-b684-86a3247d5196"), UUID.fromString("fcddc433-abb9-486a-89a1-8a77b05ee7f7")); + put(UUID.fromString("7c58461f-655e-4ede-ba92-ef6a404795f9"), UUID.fromString("a18f39ec-a51c-4ccb-9707-2e24ce6faa9d")); + put(UUID.fromString("3da4f0e9-ad58-476d-9b38-20d9126555d6"), UUID.fromString("37f439c5-24f8-4ec2-b9fa-2d52caaa3ade")); + put(UUID.fromString("cdcda748-a653-4721-a258-7e23cad19215"), UUID.fromString("ae3999e5-0d1e-4863-8006-593b6b4fa776")); + put(UUID.fromString("13537296-45ad-4d58-b696-ac5c8c715f6b"), UUID.fromString("c416a5e2-e78c-4bb5-b136-4ec5fe3a8661")); + put(UUID.fromString("6a997fe8-edbd-4d94-b834-5afa17b9c887"), UUID.fromString("21180583-dbb9-46c6-a4b4-ebd60765a6a5")); + put(UUID.fromString("05a6abf7-ed06-4c2a-85f8-4ce26a56cf37"), UUID.fromString("489e35ce-b307-40bc-a5db-a6e8c16e8e86")); + put(UUID.fromString("d1c4b8da-31bf-4cc0-8789-c4cb8fc7a063"), UUID.fromString("3fd3924e-27c7-498e-a3cc-5eb7246fddbf")); + put(UUID.fromString("440035de-0cf5-485c-90b6-4c4581624c54"), UUID.fromString("6ef2c2ae-b375-410f-86cd-1460b8d345de")); + put(UUID.fromString("76cad825-49ee-4a83-b929-faed039bdd85"), UUID.fromString("2c88318c-34a0-4e9d-ab73-b47b30233266")); + put(UUID.fromString("ab24f0db-4e0b-4c89-95e5-c56c96d97d3a"), UUID.fromString("ebcf5022-9105-44f3-9f68-d1af323b6ba1")); + put(UUID.fromString("381f0937-a08b-4407-88a0-270969483742"), UUID.fromString("33c7b26a-59dc-43bc-9d40-13eb19c3c09f")); + put(UUID.fromString("d6453365-a751-423b-becb-94279dc28cf6"), UUID.fromString("411c85a8-d199-4b3e-b096-5c564f52d09e")); + put(UUID.fromString("80c06785-3e2a-4c52-8929-3e9d910e18b5"), UUID.fromString("7510f875-e605-4461-b509-42867c2842ef")); + put(UUID.fromString("f52e99f8-d2e4-4123-b60e-f83b3d197c7f"), UUID.fromString("f24a11a5-833a-4e75-adac-186ee4269cf2")); + put(UUID.fromString("d7ca7544-0cd0-41ce-adb5-7399a3c9368e"), UUID.fromString("116a5b71-be9f-492e-8fcf-2f6b6c5b29cf")); + put(UUID.fromString("2b904abe-ef73-4f40-9f1b-d52f7fd20ca5"), UUID.fromString("0a062804-5299-4c5c-b64e-63685143fcee")); + put(UUID.fromString("4a9303b0-c8b1-4953-bf37-99246c85969c"), UUID.fromString("12be2d5c-e370-4d27-937e-fc59cfea1daf")); + put(UUID.fromString("a2425b99-12d6-41ef-bc85-384ca8e0e421"), UUID.fromString("8c8a35d2-68cb-46d5-b4af-6f6413657d68")); + put(UUID.fromString("7391dc10-dfaa-41dc-ae97-f4973353464f"), UUID.fromString("637afef8-3571-4abf-b465-f0e9189fae6e")); + put(UUID.fromString("b4e9d235-a1f6-474b-8e44-1c2aa6b20503"), UUID.fromString("72f881e4-9ab8-4735-877b-79517acc5709")); + put(UUID.fromString("bc30657e-5c72-4d72-97aa-9be8177e4c78"), UUID.fromString("49011673-4d0f-450c-9c62-bc2a399af2e6")); + put(UUID.fromString("82c1a128-b022-408f-8a36-e4900b71a577"), UUID.fromString("f1269a92-5d05-40df-a49c-582a9a0d224c")); + put(UUID.fromString("1e914ecb-e1d7-4824-84c3-78bc4731d0ca"), UUID.fromString("ff9ab6c6-9981-49da-b272-c145d3a1a06a")); + put(UUID.fromString("d9451828-ec0f-47eb-af9a-5a1331ebae9f"), UUID.fromString("f376cb61-189d-4852-a1db-c8a5fd82f421")); + put(UUID.fromString("4e01b34b-f085-4dea-ab48-f18ca120a340"), UUID.fromString("10626fe5-fc3d-4ab1-8f21-52efac642dd9")); + put(UUID.fromString("b123686f-fa26-433b-b64e-eff5d64e8f31"), UUID.fromString("124142d7-317b-4ea5-8679-604aa6ce1ede")); + put(UUID.fromString("bfa07596-ca0d-45ff-b09b-4931cccd05fa"), UUID.fromString("13327eeb-fd92-4c6d-8ab3-ae18b67c52fc")); + put(UUID.fromString("8a55e15a-85f0-4f70-8f7d-4ec3d638e430"), UUID.fromString("57b782f9-bcda-4bc4-87dd-c51b6abebfda")); + put(UUID.fromString("4f1e54a0-c128-4c0b-92b3-d1e9cae47eac"), UUID.fromString("d0b39ad9-6e68-49ad-a0aa-dccab44ff7c6")); + put(UUID.fromString("4f9bc73d-697f-4003-8f3b-307d449c6c8f"), UUID.fromString("bf4dd8cf-602d-4566-a1de-bbe3cc3cb79d")); + put(UUID.fromString("6e73dd0c-f713-44f8-9b6b-f0865727d0d0"), UUID.fromString("591f544e-0a12-41a4-bf7e-b02004a7ef2f")); + put(UUID.fromString("c965e9a0-ee22-43d7-80eb-d2f783d1dce8"), UUID.fromString("4ba91060-789a-4849-8cb5-c3fd632ebacf")); + put(UUID.fromString("a187161b-7152-437a-b29f-e05aca8a8a6d"), UUID.fromString("68168b1b-efde-43e3-b7b1-4c7e0ae95f0a")); + put(UUID.fromString("b7c3d1e0-e471-4eb2-9686-9adedf3da37b"), UUID.fromString("3d571173-1387-43cd-9b23-760ab9b6b1b1")); + put(UUID.fromString("ee331970-4073-4b6f-90c8-fa891fe8b5e4"), UUID.fromString("48051fa6-f20b-4358-b441-c24cee1d14af")); + put(UUID.fromString("bc380f9b-2a68-4feb-b149-89dc6425f5f4"), UUID.fromString("d9ebc74d-e2e9-47c6-aff2-96b4da6681a3")); + put(UUID.fromString("e675c87b-8126-4fdf-9d01-294a6a092073"), UUID.fromString("abf33066-2a5e-41ff-89dd-83b5f042af59")); + put(UUID.fromString("1c4bcc89-9737-4327-abca-b08e81469bf4"), UUID.fromString("ab2dcf6c-c4cb-465c-9c1f-3f07e45b5bd4")); + put(UUID.fromString("bdb5d150-14a3-47b7-9626-8c437d216bce"), UUID.fromString("11be72b7-4d21-4ced-867a-c6419d749439")); + put(UUID.fromString("279b6e1e-5d36-427d-a081-f9067e5c6650"), UUID.fromString("73699935-3a30-4e66-a0f2-2e5052b5f6ae")); + put(UUID.fromString("c0eb3cf9-22fe-4eb5-bd6a-0fe541849b90"), UUID.fromString("9ab5c12d-85c6-4f4f-8e63-35682c83fcba")); + put(UUID.fromString("f3d85808-b976-430e-80a8-cc6f4b13c470"), UUID.fromString("8f119757-eaad-47d0-8912-fe1f8f18cc90")); + put(UUID.fromString("00452fa2-4a3f-4851-85b2-bd1681e70033"), UUID.fromString("dfb6bb41-67df-4545-ad90-e37e77a4d5d9")); + put(UUID.fromString("ac64b1e2-4d02-414f-928d-2ea4102908cb"), UUID.fromString("4a006d17-220e-4857-a1e5-146c8a1e642c")); + put(UUID.fromString("56b665f1-43ce-4869-abfb-9f8ded8a0928"), UUID.fromString("c860c979-67c5-447e-8a9a-d0112a307e27")); + put(UUID.fromString("6ffc5052-4817-4b96-bf5f-efc146aa444a"), UUID.fromString("2bf2f5cb-ea68-4e68-938c-eaab36201c2d")); + put(UUID.fromString("ead0bab7-c273-41d7-9465-f16016638ab7"), UUID.fromString("c28768e3-3ee0-439e-b562-c916df461fbd")); + put(UUID.fromString("cf6397d5-42f1-4ca7-a6b5-873b01a06fce"), UUID.fromString("cf7179db-520d-4c1b-a8d0-0af39d41a7a9")); + put(UUID.fromString("f9231186-6d16-4665-81da-97f8d012e345"), UUID.fromString("4e7604e1-74ec-41ef-9c05-d5d98510a832")); + put(UUID.fromString("cac9850a-8c9f-4711-8edf-0fc8319c958d"), UUID.fromString("55f8fa91-5ab6-4e91-a780-afd2e7a15464")); + put(UUID.fromString("7436e1ce-72e2-43a7-993a-b6b272c41bd3"), UUID.fromString("86a43ca1-f2da-4c74-9272-02acc394332e")); + put(UUID.fromString("c962092b-49e3-4fc4-b79a-5cb2b2dc7132"), UUID.fromString("136a85eb-d1c8-4052-a086-5e14cd1f3a78")); + put(UUID.fromString("49c31cc2-7b1b-4879-9d34-281ebf967f54"), UUID.fromString("16055856-99ce-4a96-9723-2b0886b9a53e")); + put(UUID.fromString("66ceac26-4619-459a-8f6d-bfb8cf7684e7"), UUID.fromString("669d0157-227c-434d-8538-b56f5fc61d96")); + put(UUID.fromString("92fd7e3b-3ab9-46dc-842f-5cf9b4a599ea"), UUID.fromString("662b6478-421d-47d8-92bf-c22f6d664f94")); + put(UUID.fromString("8494ddae-bf1e-4a9d-8693-a4934e2653f5"), UUID.fromString("8f3b1d1c-99fc-4107-8618-1d0b65b906bc")); + put(UUID.fromString("d18562db-48c8-499b-818c-213491c724c7"), UUID.fromString("5f857ca5-8826-48bc-9051-c8993f1803d9")); + put(UUID.fromString("39965bb7-d16a-411f-bfd5-bc61e7f1d8f7"), UUID.fromString("82c8cfaf-3243-47e3-be04-c7a119dc38af")); + put(UUID.fromString("b01c3680-7195-4e64-b21f-2a1553e6a40b"), UUID.fromString("744f2e89-2c87-4c00-b386-7cf1067776e5")); + put(UUID.fromString("ca1e9ae1-3a66-4953-95ee-22f2f688af20"), UUID.fromString("297f82f5-89b7-4f47-847b-d4a4a32dfbd9")); + put(UUID.fromString("e4bcf733-467a-4a00-acc0-0b3462aa489f"), UUID.fromString("8909dd9c-77ae-4c45-b6cf-dae8f164f94c")); + put(UUID.fromString("230376e1-f88a-4309-a5bf-ce70a57e3c0b"), UUID.fromString("f01507b9-df86-4a22-8637-538295262b2b")); + put(UUID.fromString("4f5dcbe7-fb7c-453a-8cd0-f2eb7735478c"), UUID.fromString("418a62fe-661a-4a97-a04f-82df4a126570")); + put(UUID.fromString("f731f45a-9e2b-4635-a55c-0de7aaae5e80"), UUID.fromString("32d5673b-9f2e-4f87-875a-aa75cfc04abb")); + put(UUID.fromString("a73219c6-824b-4a19-8b74-e5c53a6d6c1f"), UUID.fromString("f62705e1-8ad9-45d0-9fd3-993bed7abbf0")); + put(UUID.fromString("6adf7a4a-b925-4b63-8dd8-0a1007b51f2b"), UUID.fromString("049ce6d7-9c6d-48fa-8c50-9dbf42bfc53b")); + put(UUID.fromString("a423c918-f300-4096-b5fe-c38deecaa280"), UUID.fromString("aba9b697-8296-4a65-9068-9d6ccf01940f")); + put(UUID.fromString("02381609-3937-4b2d-83fd-09dc79afccb5"), UUID.fromString("be6537c5-e383-47a5-8423-060c4297ca9e")); + put(UUID.fromString("66fac5a5-9c80-4cd8-ab9c-7eea47fef872"), UUID.fromString("a2982098-a73a-4538-877e-31929e9f622f")); + put(UUID.fromString("8f096fa7-b012-4ad5-a000-b822ae9f398a"), UUID.fromString("7494dd8c-6aaa-4686-b45f-5488805425a6")); + put(UUID.fromString("3c11cc1e-5808-408e-8956-1e651d38c2c8"), UUID.fromString("c37e4078-7567-46d2-ae95-d052c2434f7d")); + put(UUID.fromString("09876ca4-7c59-4e69-8f07-6f89e6519db0"), UUID.fromString("3893240b-1cbd-4030-8aa0-6b68fba15ac1")); + put(UUID.fromString("edbde8fe-8d3d-446d-8953-c46d588683f1"), UUID.fromString("b4e6cf6a-f8c0-402e-8cf9-709b403d491d")); + put(UUID.fromString("537a4d1e-b245-43e0-8a66-3b618564cc68"), UUID.fromString("459db74a-49ce-421c-8cd8-7a652884b522")); + put(UUID.fromString("b0b81461-0fe1-47f9-9494-bc604641e147"), UUID.fromString("e70dcc8f-361c-409c-a87b-e887b2f0412b")); + put(UUID.fromString("2fa414dc-2570-4960-b685-6eda29034888"), UUID.fromString("4534ddd3-5e84-4cde-89c5-22f1e3486e43")); + put(UUID.fromString("48a4bfe2-3a30-437c-9e8b-b24f4057999d"), UUID.fromString("ca77a7a2-14b9-4285-8bf7-9ef6037a4120")); + put(UUID.fromString("784edd36-17fc-4897-974e-804d44c44e2c"), UUID.fromString("1e7fb81b-c7c5-4be5-989d-32ba1a305847")); + put(UUID.fromString("0956a40a-f93a-49d1-90af-7dc00707baaf"), UUID.fromString("01b5e989-087c-4118-8b36-41277637ff19")); + put(UUID.fromString("a3d81f82-4bca-40d8-b000-beede37cbc4b"), UUID.fromString("76203de5-628c-4249-a4e8-a49bb0c44bb0")); + put(UUID.fromString("ce15d91e-938c-4c9d-ad9a-ab57a9f7bb10"), UUID.fromString("6fa208a9-ce65-4759-ad34-640b2419263a")); + put(UUID.fromString("722b8618-277c-40b3-8bcc-2b4c9670c7d6"), UUID.fromString("0eef9c11-ebd6-4891-9345-8c5bb5848242")); + put(UUID.fromString("4f6d39c6-af41-495f-b16e-164fa7740efc"), UUID.fromString("316b065a-f12d-4a34-b424-aa25af206926")); + put(UUID.fromString("89723fa3-8db1-4004-acfb-f364d296a459"), UUID.fromString("c0bbf977-ceca-493e-b0fd-5c3384417a1b")); + put(UUID.fromString("c14459b8-1516-451e-bc1b-6d4319f290ed"), UUID.fromString("7b30c77e-da94-41f4-9a46-1a7a3625da73")); + put(UUID.fromString("de1cc13a-b5fd-4f8c-8f51-912e92ff2155"), UUID.fromString("d5bf68cb-7a7a-437f-a60e-7a4ad70a1e41")); + put(UUID.fromString("33493114-934a-491d-8e49-8460e4d4a1df"), UUID.fromString("ba1ab6dd-fa7c-4c30-8dc9-835ec1ef545d")); + put(UUID.fromString("f330fed3-a399-4f80-b9b6-f4383a25eeab"), UUID.fromString("a1bdd860-2fdb-4718-a2d4-e1f218edc193")); + put(UUID.fromString("4dfdc4a5-6d0b-4d04-8a0e-6d1c2bf1b77f"), UUID.fromString("969fac52-e6f9-41bc-bb76-5df608e005c1")); + put(UUID.fromString("1d53e730-ca55-468b-af82-07d416d212fc"), UUID.fromString("127830f1-d1d8-4596-9aa6-7543615e55f9")); + put(UUID.fromString("70242b02-57db-4e5c-bd6a-469eee36d263"), UUID.fromString("7a673ead-b247-498b-94ae-14a4e9166a21")); + put(UUID.fromString("a6e7839e-b49b-4259-a306-1f632d0ce477"), UUID.fromString("3b81eb51-abad-4335-b711-b426dbcc3610")); + put(UUID.fromString("5a3758f2-bdce-40de-9d65-f727b9671926"), UUID.fromString("2eb70cc1-3071-4359-bcf8-5a315e371db5")); + put(UUID.fromString("35a10de8-5a56-4f53-9dc1-e9b8cd379a3a"), UUID.fromString("9d5ad75d-e7b8-4853-adbc-49c4d70b3cf2")); + put(UUID.fromString("16da88f0-21ee-4e20-a5e7-50d8444020a3"), UUID.fromString("4f4d6736-dbe3-4e85-b3b7-47d2366e54a9")); + put(UUID.fromString("1361de26-f005-4087-8ec3-eb0f16ba4dc0"), UUID.fromString("02f67459-f18e-437d-8603-18cc131a283e")); + put(UUID.fromString("5e45e78b-1353-490c-8263-70894c1f9128"), UUID.fromString("d88edeca-7a6e-47fb-b00d-a7ab1a418afd")); + put(UUID.fromString("0e71811f-cd32-4b71-a950-2191d2567445"), UUID.fromString("cbe0ec67-437d-4a95-8d84-19800a5aed0c")); + put(UUID.fromString("69264375-efcf-4690-8ced-790b5ed38765"), UUID.fromString("727d933d-f8ca-452d-a24d-5c60de8770af")); + put(UUID.fromString("4e971d65-ecf3-4ab0-b70e-9f08d28fb2f7"), UUID.fromString("ee36cd7c-2432-448d-832a-8f855ba9e447")); + put(UUID.fromString("20efc673-203e-4702-8045-72cf40223c2c"), UUID.fromString("3d7acaaa-aa05-4fcd-b04f-0704b3609dad")); + put(UUID.fromString("6aeb6260-bb0d-41d9-a316-96088070c047"), UUID.fromString("3c08dcea-e430-46ec-9dd3-52ef929026b0")); + put(UUID.fromString("a66a67e7-a0f2-4204-a9bb-cde5065b96ce"), UUID.fromString("0e2a56b6-4723-4691-8639-88b2706d27c5")); + put(UUID.fromString("6226755f-9711-47af-bfa0-a02a4bf8d7bf"), UUID.fromString("a84b2e95-20b8-4009-b072-ba2877e6cae4")); + put(UUID.fromString("a7bd518b-e0ae-4b02-90ad-d3256a2486fc"), UUID.fromString("2219476d-2b42-4c7d-841e-e4dd5a77ed00")); + put(UUID.fromString("a04f2cf4-1111-4e32-b4b0-7e16d7b0a934"), UUID.fromString("e7ddc0b4-800d-42bf-987c-50800a14123a")); + put(UUID.fromString("6ec468c6-39c5-45db-899c-9981e4de0179"), UUID.fromString("62ff01db-0ec8-48ec-8516-a73b6761fb6c")); + put(UUID.fromString("e5dd5aa3-f2b4-4834-87b9-40258100ea5a"), UUID.fromString("04e387f6-a04a-47a1-93c0-4b2f5387e7d6")); + put(UUID.fromString("fcd31468-6966-44d1-a0e3-5b8660f0f3c8"), UUID.fromString("ee23b6af-baed-4dea-b53b-c1aed0f38d5b")); + put(UUID.fromString("d90f3329-1557-4954-aab9-87b99456ea4e"), UUID.fromString("83117af9-6624-496b-87e1-767c70f8d2f1")); + put(UUID.fromString("1aec16af-fa9d-44f0-a1aa-623e4f6f8785"), UUID.fromString("8a4f4c13-0b3f-4308-9d80-ab77b6e5cdd0")); + put(UUID.fromString("fc1a98b3-801a-4515-b358-a50663c22557"), UUID.fromString("0fe0314d-6d43-4ea8-aeab-28383d3ff47e")); + put(UUID.fromString("b09a044d-69ec-4d79-8630-5f8c42a0f750"), UUID.fromString("ab1095c1-e3ea-4703-9222-56e7db704e57")); + put(UUID.fromString("56f72641-4228-4399-a0f3-2c2a210b6833"), UUID.fromString("0499827e-2183-42f1-81f8-14e329f8966d")); + put(UUID.fromString("ae4ad834-9b8f-4d21-a8a1-c0fa1a1303b8"), UUID.fromString("9717fc78-b843-46cb-8465-cdc80edc1865")); + put(UUID.fromString("1727dcdc-b180-4a78-a26d-47bf8067f5b8"), UUID.fromString("8951cd10-09f8-486d-b499-2302ffa1cde1")); + put(UUID.fromString("d7d5c2f9-a03a-4760-9888-5a39c900ee52"), UUID.fromString("115984b0-7f11-41d7-806d-1f401b22e34e")); + put(UUID.fromString("94c5774b-1fa0-4e1e-af22-7f49bb6f2505"), UUID.fromString("ee307d0d-0488-4162-8e03-e240a9f972db")); + put(UUID.fromString("ddc583a6-5725-4ef4-adcb-aa5182d0f823"), UUID.fromString("912c9a21-3443-43ef-bea0-cb479bc6b9cb")); + put(UUID.fromString("81c72c37-fb2f-4aad-96a1-b760933a4bfd"), UUID.fromString("b2378ac4-a23c-4142-bfb1-89424ca89474")); + put(UUID.fromString("977cd845-5613-448c-9162-41993e113bc2"), UUID.fromString("7e133828-392c-46c0-9d0f-220781f3e139")); + put(UUID.fromString("bc37b9dd-b593-410d-8234-506f4d3377db"), UUID.fromString("8c8fa9e4-a4d1-4e6a-9f51-a9a56fc1e654")); + put(UUID.fromString("34127b74-5d0a-46d0-a823-7e79876c066c"), UUID.fromString("e452bedf-9ab4-4e88-a630-ab6747963aef")); + put(UUID.fromString("ea8b274c-1249-4464-b204-82811f37a545"), UUID.fromString("10565aca-0c54-4a08-8b7e-f40b1191be9b")); + put(UUID.fromString("ff140c1a-eb51-4294-ad1c-0d292d01c1fe"), UUID.fromString("18f86a0b-9b97-4a83-b0c0-e35f48d3b658")); + put(UUID.fromString("de018004-96ae-42e9-bd15-7c2199dc97c2"), UUID.fromString("8e834936-7e0f-42af-b188-c13605c31faa")); + put(UUID.fromString("3c196d74-c6a6-4171-a17d-2a5f1cf20ae8"), UUID.fromString("3c813d06-45ae-47ac-87d9-f56385a7782b")); + put(UUID.fromString("43092c3d-7522-4468-ac98-b89d2ddcbf74"), UUID.fromString("5d0a52b9-3768-4963-b12a-8654d3e14e87")); + put(UUID.fromString("aee6e723-c19a-4753-96f8-69af27aee5c0"), UUID.fromString("262600d1-e5a7-4f0d-91ca-e3f6aff9ca32")); + put(UUID.fromString("45fe4445-5a2c-4808-825f-f489afcb1618"), UUID.fromString("9eff4be7-d514-4cab-b0a6-1927f9f8e6e4")); + put(UUID.fromString("6dbe5fbd-b508-4bcb-bc8a-cb1ee10fd77f"), UUID.fromString("1116c1c7-80fa-4905-9146-1ea410d8ec2f")); + put(UUID.fromString("4d58f2ff-a9da-4851-9713-2fdf9a5fa285"), UUID.fromString("07902dcf-df22-4d89-acc5-3d92de0458b9")); + put(UUID.fromString("d0a6add7-0892-4810-9dd9-5195b3378ec9"), UUID.fromString("7bd3dd05-29ec-47c7-bde3-f2b79e5df6fd")); + put(UUID.fromString("404e5620-1082-4c2d-b54e-13cb2aa686d8"), UUID.fromString("7976dcac-bbd7-44df-83cf-97f7b004b9b4")); + put(UUID.fromString("070f925f-e249-4591-9f39-3b723ee4fb70"), UUID.fromString("5750b4ce-5f4e-4b7d-9dfb-37e811bf6d8c")); + put(UUID.fromString("9f7ac564-3a0a-4c97-9304-6436baba7c08"), UUID.fromString("1567f07c-71c8-4493-a4cc-72026530f10c")); + put(UUID.fromString("c4fadaf8-554d-4033-be06-548f2e4c011c"), UUID.fromString("66b95914-bb02-45ab-aa21-81e3e2636e06")); + put(UUID.fromString("aa4bb50c-c807-4438-9a50-6618cb3eb6bb"), UUID.fromString("c22468d8-b35e-4b77-a085-130ff84a1191")); + put(UUID.fromString("4cfea0e7-1ade-4e67-92d7-3c56eaa79671"), UUID.fromString("912f54f1-26f7-4d4a-82ab-be970c78b8c3")); + put(UUID.fromString("d84b7c3f-8658-4fab-a27f-476110c23096"), UUID.fromString("088ff651-ac9f-4207-a27d-595bd0fda90d")); + put(UUID.fromString("c2b557b1-e49e-4865-aa64-1531cc389a05"), UUID.fromString("d8aa2c32-4ba8-4e4b-a72f-2c6930b595a3")); + put(UUID.fromString("33a39a6e-96b6-4ce3-b2fa-bfcb8c7c440f"), UUID.fromString("2ad51306-efd4-48d5-85b7-a68c4b7ee778")); + put(UUID.fromString("a199829e-654b-4e0f-a847-fb76b267311e"), UUID.fromString("f1345dfb-5236-45fe-bc6e-ff44958111f0")); + put(UUID.fromString("8ffe832c-719e-4bf3-b39f-34b0ae692556"), UUID.fromString("232c70e9-415c-4a43-ad51-47cc91f76015")); + put(UUID.fromString("ef63def6-e123-4f00-afcf-5a9fc10c0f60"), UUID.fromString("2ccc47b4-f7e8-4f0a-a42c-76903525f231")); + put(UUID.fromString("6ac9a4d9-6dae-4858-84d7-b2f9cfd82c21"), UUID.fromString("3b14f797-efe4-46e7-9d22-aae5b56456ac")); + put(UUID.fromString("5d06bd32-3a6f-4c60-aa56-f2ee7219a9e7"), UUID.fromString("bcd97740-8a89-48da-8d84-764bc97775c4")); + put(UUID.fromString("e40800b4-9443-41ac-9954-2e33a76ee805"), UUID.fromString("02696652-f41f-4cd5-bfcc-aad1058ee76e")); + put(UUID.fromString("fe24ca75-de28-437a-82f8-8c36aa25120a"), UUID.fromString("770fda86-1fe9-4837-8473-97409b6ceed5")); + put(UUID.fromString("09573b09-c932-4ebe-8b37-a5d04a57dd6e"), UUID.fromString("4f363018-bc32-4b9d-889a-7e6c0cb88043")); + put(UUID.fromString("f13a846a-e5ce-421f-9602-ce298338c1d8"), UUID.fromString("75a8949e-ae7e-4ad4-bf3b-cb4ee2ecbd12")); + put(UUID.fromString("9c1dc9a9-c988-4c8e-ba7b-1b567f9ab8cd"), UUID.fromString("1bf036d6-3219-4552-8e29-86d897093389")); + put(UUID.fromString("705e05c6-0fc2-44df-9c1e-740103976122"), UUID.fromString("0e69f782-ec05-4e51-ba94-f84f0e6ee4a9")); + put(UUID.fromString("5e3dd6bf-91a1-4ebc-8a84-2ed39a8fa87c"), UUID.fromString("d8c0710d-eca6-4751-a0d4-5aba869d7bbc")); + put(UUID.fromString("6ca7494a-54d2-4e2f-9be6-06527c25d036"), UUID.fromString("77642d13-8e64-4e90-ad43-017ed86ea6bf")); + put(UUID.fromString("1a35b56e-af24-4b45-b565-5bd637be95b5"), UUID.fromString("5896762d-3011-4c5b-be94-885e72f1f95f")); + put(UUID.fromString("525791db-c371-4fc0-ba4f-e13580ed2012"), UUID.fromString("3a9ea88e-8bc0-4f48-b7cd-3cc41de9ed35")); + put(UUID.fromString("fccacd3d-18d5-4f12-b689-041a95c554cb"), UUID.fromString("519e8ff5-f407-404c-b124-dea18d5be3b8")); + put(UUID.fromString("1028cf42-d879-40b9-88be-9d7b45166fb4"), UUID.fromString("ce70a606-70ac-4538-8f64-47bb2a0a8572")); + put(UUID.fromString("adc17017-86ae-464e-b265-17d7d68cf837"), UUID.fromString("dd73e5fc-67d0-48e1-a130-5b3565438fb5")); + put(UUID.fromString("44805a9a-4501-462d-aed9-99a8c2597c62"), UUID.fromString("210b078a-7c44-4a8b-a4ad-9cfee4193cf5")); + put(UUID.fromString("7cf7cfd7-7a5c-4fc3-aa10-40b98ea7e1af"), UUID.fromString("6f43ad62-0db3-416b-b0b4-8fdf7de9996d")); + put(UUID.fromString("abd1208a-86c2-4de3-ab3a-d2e53683578a"), UUID.fromString("dd8c0827-cf7a-4771-b28d-3ec8b03200c1")); + put(UUID.fromString("73b2e8b3-de2a-4696-9569-ad442e8a90e8"), UUID.fromString("a4495dd2-d6b7-4165-9821-df59b3f0c01c")); + put(UUID.fromString("8c6b73ec-4f92-4854-a916-d52f384f4e13"), UUID.fromString("37e983b9-d05c-4c56-b437-a45bc14d28bf")); + put(UUID.fromString("914619a3-2de1-41de-8a18-50bf02306f23"), UUID.fromString("e7c02bbf-4734-4f23-9d2a-ff0017879338")); + put(UUID.fromString("87a9e06a-17af-4ffa-be04-fda98ea11046"), UUID.fromString("90297e41-ce64-47b9-a194-42a78025de5a")); + put(UUID.fromString("772ab110-4373-457c-ae76-1902c23160c8"), UUID.fromString("048f4ebd-6bfe-433e-9a1d-38d66208699b")); + put(UUID.fromString("4354a132-ee70-4085-9645-6d67b8437db8"), UUID.fromString("e27e846b-504f-45a4-808b-886c3feec416")); + put(UUID.fromString("9e42e5f1-f3b1-4073-aeee-df6c7efae7b8"), UUID.fromString("669c68b2-3f50-4d7e-9865-ef845e502aee")); + put(UUID.fromString("b108d20b-3cb6-4778-8039-282137d213e1"), UUID.fromString("397d079a-bd6b-44aa-ae92-c58b99772113")); + put(UUID.fromString("ff334631-22b5-4490-bb6f-7b50548652ca"), UUID.fromString("dee176f7-9d20-4d17-9e59-29cfcd9f7bd9")); + put(UUID.fromString("7ec7ea45-1289-4301-a066-05783e75df05"), UUID.fromString("a2a3664b-d1c8-46cd-810f-39971c2a37fb")); + put(UUID.fromString("9b415b9e-6cf6-4ea0-a53e-7144c17590a5"), UUID.fromString("bee50f4a-b9c9-4963-8fec-6e8b7dbc1846")); + put(UUID.fromString("c7eab31f-3b3a-4c3b-81d0-1bd4c67714ad"), UUID.fromString("3157a15b-83bc-492b-b723-f2d5b878d91b")); + put(UUID.fromString("a8dfdd59-ada0-4b21-aceb-835174e5417d"), UUID.fromString("3430a6b9-c447-4dc7-8980-3a9c804630cd")); + put(UUID.fromString("c76af9a4-b388-475f-854e-43cc62c962ee"), UUID.fromString("13c6244c-7f3a-41da-b2d0-7ca7024f2c8a")); + put(UUID.fromString("3d5e8cd5-c752-41f7-83d3-780cf4e37d63"), UUID.fromString("0d735733-fcb0-4451-9478-1168dd89759e")); + put(UUID.fromString("e5bbe430-6e3b-4e0e-8cef-08b478b390b6"), UUID.fromString("51b51fcd-26df-4f78-bf03-607eb8481cf9")); + put(UUID.fromString("2a1db6f5-bbba-4ec8-9b5c-f4a86cc37c08"), UUID.fromString("00fc823e-530f-49ea-8c52-77e3488aa6f8")); + put(UUID.fromString("a3b949bb-afc7-4fc9-9308-a38c1c5e0c8c"), UUID.fromString("f3d950c7-b557-49b6-be82-7354f29457cd")); + put(UUID.fromString("4359fcdc-321f-4176-848e-8033fce32364"), UUID.fromString("9e4cb952-0df7-4cfd-b72b-e304935d5b73")); + put(UUID.fromString("d2ad8e47-b408-4afc-af5e-b9dd210b6c70"), UUID.fromString("3f3a640f-1820-4e5b-9d74-d1d55e71b44e")); + put(UUID.fromString("68d214b9-7bff-48bd-8263-2fce597764a2"), UUID.fromString("ab13aa78-c70a-4b3e-93de-132fceb1c978")); + put(UUID.fromString("32da4000-8026-44d1-a130-8ded63de056e"), UUID.fromString("f02a096d-b662-465a-ad11-e56279663257")); + put(UUID.fromString("f46be92b-0709-4f52-8330-49c47207d793"), UUID.fromString("d01dad4f-fc38-4a38-98e9-18a4f013b255")); + put(UUID.fromString("2fa7eb78-f366-443e-b1ee-97c9e8f5256c"), UUID.fromString("99779f83-821f-4ad4-9ac5-cdf1ec63881d")); + put(UUID.fromString("be5544d2-5d4a-4727-8500-9ae5e5bd9040"), UUID.fromString("ea95447b-56b5-44fd-931e-b3cac141b212")); + put(UUID.fromString("8282b890-a723-4bcb-b6ec-4e48c4da7b3b"), UUID.fromString("60c7ae71-d738-487f-9b56-bba9610a546f")); + put(UUID.fromString("16c0b0b0-b933-4982-b37e-56602209eb37"), UUID.fromString("2dfe462a-8eb1-41bb-9ea4-4c481b79f0b7")); + put(UUID.fromString("86e4c5d9-cf4a-4277-9a90-bc65fa6efd7e"), UUID.fromString("6aa5c989-29d0-4f7f-ae47-20a3465a7f09")); + put(UUID.fromString("e5930474-971d-4e0a-8ed7-49540a727048"), UUID.fromString("1346a942-1b46-48f4-be9e-43cc625e6014")); + put(UUID.fromString("11b3ed83-e039-48d2-9a44-8b1931c052d7"), UUID.fromString("79d5a95b-9c7a-4f5d-b125-c2c4ef3041c8")); + put(UUID.fromString("940cbf0f-be98-4950-86c4-2ed10039bf78"), UUID.fromString("97139b0a-b57f-4924-92fd-daad81317388")); + put(UUID.fromString("03cd873c-ac8b-4229-8bf6-b1402ccc9af6"), UUID.fromString("ffdc40f9-61fd-4596-b432-43cd532d5ad0")); + put(UUID.fromString("4610203f-0db1-47bb-8c3d-6f59cb7387be"), UUID.fromString("e34f88a7-ac39-4fbe-bc03-b424ee948528")); + put(UUID.fromString("10415815-018e-4dd8-88d9-0f43b05d033f"), UUID.fromString("07ae36dc-f789-4f92-8c1f-8b58a1255bc1")); + put(UUID.fromString("adf1f929-4767-480f-84f0-cf108960f75f"), UUID.fromString("0d86eeaf-acf9-4211-b7a7-854f7b4a2db0")); + put(UUID.fromString("c7d57f93-11d6-4160-8e79-a8d699271c81"), UUID.fromString("25bb3ae0-d789-4077-859e-c7bd3adad2c7")); + put(UUID.fromString("43bf5bd5-1c1b-4962-959e-44b46207eebe"), UUID.fromString("49ac5f00-c8a0-4c7f-96d4-bbd27906c1ee")); + put(UUID.fromString("eb13984a-8963-4cda-b8be-5bdf06f33202"), UUID.fromString("85c1ba06-6060-4eb8-8179-8a3f8dc58e70")); + put(UUID.fromString("d44708ef-68d8-426b-9e25-46d8a52e7780"), UUID.fromString("86d2ec8b-f6b6-400b-a1da-81675cbad3a2")); + put(UUID.fromString("efda365a-0848-46bc-bcd0-6248b7e937c6"), UUID.fromString("c37f7e2b-40d4-4ca2-a854-d69765d52c61")); + put(UUID.fromString("b2313b65-174f-41f3-b5a8-bd4e3deb604b"), UUID.fromString("d248594c-5e0a-4a26-9535-a62925ae0098")); + put(UUID.fromString("93f831c3-9793-42c8-ae5a-564a23a3deed"), UUID.fromString("d4f7acad-edb6-4480-aa83-230c396cb865")); + put(UUID.fromString("372deda5-7f15-4cf5-b5eb-1651da4aabb7"), UUID.fromString("b469601a-f088-4037-8ec8-b1ef9f8bad81")); + put(UUID.fromString("1bc235cc-66aa-4fdd-bf60-a57ece0a7527"), UUID.fromString("05bc4396-ba6e-4260-923d-afc7443a6fae")); + put(UUID.fromString("375aa286-30b1-4ce8-8c56-5d66cf834238"), UUID.fromString("82c19706-0ac5-4e0e-a09d-a18afec36baa")); + put(UUID.fromString("aab240db-3de9-4fe7-86ef-70f69002ebe0"), UUID.fromString("55f8e40f-9a8e-42f3-890c-ed64f93fae2c")); + put(UUID.fromString("4b22a888-9f25-44b0-a47b-f427bcd1b2a4"), UUID.fromString("b73bfe18-b186-4baa-8b6d-4825628e07c9")); + put(UUID.fromString("675391e7-2dab-4095-b3d3-d334400ef7d5"), UUID.fromString("5b97eedc-79d8-4d61-9087-776a33226fde")); + put(UUID.fromString("ac9357a9-a04c-45d1-8d5b-910f6d68ea2e"), UUID.fromString("c9183fe2-72e4-4de4-9ae0-f6c94bda0961")); + put(UUID.fromString("e76cbca9-d075-4ffb-bafb-7687e0b325ff"), UUID.fromString("744f4e7a-2ada-46ef-bd2d-0d1f9460abb8")); + put(UUID.fromString("d2e8d6e0-840d-467e-ac85-2d522849dc44"), UUID.fromString("c425c59b-b512-4ba6-b4f3-4c382fea64f6")); + put(UUID.fromString("3bb0bfaf-84a6-407f-bdcf-efe17c62a54f"), UUID.fromString("5bc7b956-d6f5-4aac-9686-90adad7166db")); + put(UUID.fromString("56a3d647-133f-43ae-8bfc-faa77141a062"), UUID.fromString("e5d94552-e285-4d82-b836-548d56885310")); + put(UUID.fromString("6dbfb6cd-29a2-4c46-8539-3e870b5d84f2"), UUID.fromString("9da7ff36-6bf2-460d-8690-a282be9eb3f3")); + put(UUID.fromString("81d169af-c6af-4513-8d83-4c036f427608"), UUID.fromString("7c49a721-4d9d-42ed-a5cb-e2cabc9d9d14")); + put(UUID.fromString("3723d331-0305-4f2a-b4a4-b041d48f16c8"), UUID.fromString("981ec3f4-58e9-4b27-b3bd-3692b3437e8d")); + put(UUID.fromString("95459378-d825-40fe-9723-ae95e3e5a1cc"), UUID.fromString("49804f31-1f61-4adf-a0b1-fce64f382141")); + put(UUID.fromString("b45d0b1e-9384-4963-a661-a4946f9e7483"), UUID.fromString("465aa9e8-50a3-411d-b6a5-ba15f032af2e")); + put(UUID.fromString("de6defe2-845b-4a4c-b882-b8da340f85a4"), UUID.fromString("27a81581-90f8-4c2e-a119-848bc2dd6552")); + put(UUID.fromString("f6dd9daa-669a-4c06-8d05-896ab2cc06c1"), UUID.fromString("96272715-c8cb-4f52-b05f-260c359d5eb0")); + put(UUID.fromString("45709051-31a9-418f-835c-a9416f1080a2"), UUID.fromString("6e687a58-6615-4931-acb9-19e0aa2e508a")); + put(UUID.fromString("477dfca0-23b4-4703-9def-01d1358a34c8"), UUID.fromString("5b66d27e-861f-4826-ae5a-14e6e44de31c")); + put(UUID.fromString("dea6e2b0-a865-4d6b-a900-270c04f4eccc"), UUID.fromString("e6f06ca6-f9a5-40b6-b0fc-217b7c7d3d41")); + put(UUID.fromString("33836586-97b1-49eb-a912-90d45ee8bbfa"), UUID.fromString("3ecb9e51-f1ef-47d9-9b43-26f06759dacf")); + put(UUID.fromString("a364a318-ede9-46b3-87f8-27dada65df28"), UUID.fromString("76b9a214-86a2-467a-b908-cfd915d5556d")); + put(UUID.fromString("e57677b9-cd76-4a3e-b031-09178353ad86"), UUID.fromString("97075bc0-a7a1-4a08-9177-e99e9dae485c")); + put(UUID.fromString("1aea1a1c-ee40-4a64-ac2e-9bb1efa59fb6"), UUID.fromString("d4459db1-a6e5-4723-a87f-dc3a19f3d0cd")); + put(UUID.fromString("cdffc131-a441-450a-ab74-c5b02b5391c5"), UUID.fromString("86d63ec4-78f0-44a7-88ed-ed920035cee8")); + put(UUID.fromString("07acd2e4-9f5d-4c00-a131-47a017259614"), UUID.fromString("4631a66a-d9d9-4b0d-9b18-ec39be4af2ba")); + put(UUID.fromString("00524fa7-8e29-4054-92eb-ed78870381ea"), UUID.fromString("446cab9e-e376-410f-9be2-9aaa3fb01665")); + put(UUID.fromString("310d7750-dc62-4f0e-9334-3d905d08e627"), UUID.fromString("ac74de85-4e24-4f44-946e-5af966cf27ae")); + put(UUID.fromString("bdf3040c-2aa2-4978-8d29-1e589c23242e"), UUID.fromString("292cc566-79e9-415b-bf66-3891a5e725d0")); + put(UUID.fromString("21b06573-64c0-484c-bf6c-e471dc03edfe"), UUID.fromString("eac72ec1-3cc4-4b28-9036-6a9d8786c84f")); + put(UUID.fromString("edacf024-fc73-43b0-b567-db4a0236a76a"), UUID.fromString("29f8f631-c3e5-4b6c-aa41-9aaecc3ae144")); + put(UUID.fromString("b45ec08e-9631-49d4-927d-04c23edb102e"), UUID.fromString("5a6c4825-ce2e-469a-8d4e-5b34b48b85f7")); + put(UUID.fromString("2beebfab-f250-470e-8cd9-70a073d2a819"), UUID.fromString("e5f1ac2c-4919-4fc5-82ad-103921a39ce2")); + put(UUID.fromString("fc8ad22d-160a-4135-9291-4c293eae7ddb"), UUID.fromString("fb826b77-5d22-4ebb-b4f1-59435ed39ead")); + put(UUID.fromString("06f1e50e-7dcf-4d88-96be-50c630a722fa"), UUID.fromString("953dab75-a58e-48ea-9bdb-ea828d9b319f")); + put(UUID.fromString("f4a868ad-20cd-4b11-88e7-aa44b403ca85"), UUID.fromString("8bf320d1-c1f5-491d-a77f-b46637712c89")); + put(UUID.fromString("ce2e3ed7-e6ce-4bc1-9898-7ddd5b86ec8a"), UUID.fromString("b1f7ef9a-04a0-4ab5-8ee0-84eaecdfacc7")); + put(UUID.fromString("af7c557f-b7c1-4783-98e0-dccd63baafae"), UUID.fromString("c497951a-0d64-47c7-910f-a44633d27faa")); + put(UUID.fromString("5d4b4e84-ddf9-43f0-9599-f22c11b95658"), UUID.fromString("647edfcc-c861-454d-b2c3-d9c843bd54c9")); + put(UUID.fromString("34b3caee-f59d-4aed-a20b-f765c2369e6f"), UUID.fromString("617a3e92-9834-4e38-adaf-adca5dcf1e9f")); + put(UUID.fromString("994ac1ab-935a-4adb-b3f6-3e23f96c1910"), UUID.fromString("55abf4d0-f675-4f05-9b3e-3a39006da099")); + put(UUID.fromString("14c01ce3-ec3a-49ed-a006-15055bbb90b4"), UUID.fromString("7516a4bf-ae60-4115-8bbc-d51a234b52b3")); + put(UUID.fromString("479d8797-70e0-43b8-b574-6e3b00358c14"), UUID.fromString("df3ffff4-7a02-4fee-9228-0cdb3b09605e")); + put(UUID.fromString("d367d76f-9184-4af7-8522-a8a10ad2b915"), UUID.fromString("4df217ac-35b5-4cb5-9e4b-abfd3e44f654")); + put(UUID.fromString("bda15a13-e673-4fa5-93b9-7b6f2abea933"), UUID.fromString("7f48e48e-cef0-4917-b5e8-add76b3e925a")); + put(UUID.fromString("e03e1154-0376-466c-934a-0c17adbc8744"), UUID.fromString("9f2418cd-a1f9-4e47-a58a-7e8266a52a1c")); + put(UUID.fromString("bf5f75c7-596c-4f9b-a5db-39ce8221771e"), UUID.fromString("6b2676d8-4b0c-458e-b18f-4eccaf384786")); + put(UUID.fromString("a9d713a0-92c1-4722-a194-9bfdbe9a577a"), UUID.fromString("b0ede1ba-4907-4bd7-9877-fabec51b570a")); + put(UUID.fromString("e96811ae-6706-4b34-b619-31de9a5588e2"), UUID.fromString("9a4ebb05-47b0-4bc8-8fdf-2e8175dc2de9")); + put(UUID.fromString("ef751964-7cc2-41da-b1f7-83fb69dcb0d5"), UUID.fromString("1bd40dc7-4088-43c5-a708-e7c6c7dfc47a")); + put(UUID.fromString("d217504c-e0fd-45cc-8d67-a777efdcb78a"), UUID.fromString("73f6f0f0-79a2-42c4-ae44-2125e9a94733")); + put(UUID.fromString("d400f535-1c14-4358-bc17-714b2bc5d336"), UUID.fromString("3c118b31-1658-421a-b672-434026a03ec5")); + put(UUID.fromString("76c069a1-c85a-44da-acc6-c96ec764e5a2"), UUID.fromString("e6e3b967-cdb8-4354-984b-fe6488b5a744")); + put(UUID.fromString("83a909ae-ea2d-4f8d-b954-d99ae6f7d0b0"), UUID.fromString("68ea2390-e012-45c6-8ebc-0c5f4d696c94")); + put(UUID.fromString("20d8b576-b227-4fce-b3ad-297b31b61ad6"), UUID.fromString("efbf893e-5d03-43df-9c27-e8be261ea43f")); + put(UUID.fromString("cf43ab1f-5021-4c14-bbf4-5bbc407684f5"), UUID.fromString("51dcebd9-da82-448a-8c46-45f84c40c252")); + put(UUID.fromString("f437a40b-88ab-4e1a-8c00-943051200a37"), UUID.fromString("dfe62065-6a6c-47b1-a411-e2a202b4b59a")); + put(UUID.fromString("6249b2e6-3127-4e81-b73c-2ab328228ebd"), UUID.fromString("3b15ff5f-6516-448d-a46d-5527170c6571")); + put(UUID.fromString("8cda0fdb-cc10-4522-a164-349d1308b740"), UUID.fromString("1e582bc4-54a0-4343-b629-0849c1d0226e")); + put(UUID.fromString("567d7345-7e9d-4a74-83fe-c6869cdade92"), UUID.fromString("43f31d48-c2f3-45c6-b1ba-a02dea85bd0c")); + put(UUID.fromString("9cbfb368-1c37-42fe-8f5d-b2db17004793"), UUID.fromString("e4cd708c-d3bb-49e9-93d4-a1624ccfa26c")); + put(UUID.fromString("4680fadb-422b-4e17-9c23-9da964197c0f"), UUID.fromString("e7f8e399-8baf-4215-98d5-6d63ffaf3e25")); + put(UUID.fromString("b8c1df26-c088-45bf-8e3f-de1fd63d7111"), UUID.fromString("2522a866-585c-48eb-a54e-8b2205b073c2")); + put(UUID.fromString("b6676a8c-2496-4b49-9d66-2f6c02583014"), UUID.fromString("f2f73939-bc6d-4e19-911e-1b6f7cd66c6a")); + put(UUID.fromString("57c8d26b-7721-41b5-a1e5-fca220fd6a6b"), UUID.fromString("20bbb4f0-2f9b-4feb-93ed-7388dd2e1b0a")); + put(UUID.fromString("7e5d0b4d-f5e3-4111-9c2d-fa024d869159"), UUID.fromString("acc1f7d1-8220-4596-bbb6-fccce1aac977")); + put(UUID.fromString("ad9759ae-4fbe-4c48-ae9e-9ca34f2ff68e"), UUID.fromString("214cc154-e2bc-475c-9707-f9c79a332ba2")); + put(UUID.fromString("3759b439-10aa-4b92-9638-790a4e6610d5"), UUID.fromString("0c6911b5-ace6-4993-bfae-3aa1cf4aa143")); + put(UUID.fromString("6c64e999-16b5-43aa-a373-3e882918d847"), UUID.fromString("32598f3d-d2e6-4bd0-8d7c-21434f3e80c6")); + put(UUID.fromString("12a2e624-8ea6-4c9f-8f3d-54f614bd4e27"), UUID.fromString("7e5f0a1b-6b3f-4f59-b63c-8c9ef92af0d5")); + put(UUID.fromString("b8c2c823-6955-4d93-af42-f32e3df689a0"), UUID.fromString("80c745f0-5697-4239-9bba-65fe929b5987")); + put(UUID.fromString("e15e8a67-2bd5-48e2-a340-ea1feeb5ab32"), UUID.fromString("7adf2909-0e4a-4ce1-a073-d244af96f0e3")); + put(UUID.fromString("e10da93f-b173-44b6-a7f7-b73a82d06745"), UUID.fromString("022f2509-7130-4f74-b3c6-1d86bdf77409")); + put(UUID.fromString("3486f9be-8106-4bf9-bb2a-99a7e6e8b658"), UUID.fromString("d6890527-8b22-4b7e-8ae6-8b655baf484a")); + put(UUID.fromString("caa4ff1a-1123-466b-b33b-2f3b22ccbcd9"), UUID.fromString("4b7a3f31-0176-4847-b320-5fd0435222fa")); + put(UUID.fromString("e11f7346-0059-4390-a5fe-a9f1830a7cfc"), UUID.fromString("24b33500-6bd4-4f96-8d10-7e004545d6fc")); + put(UUID.fromString("43f3c066-bde2-4956-8937-69676da8a3a1"), UUID.fromString("b51cac5b-94f2-49eb-b2e0-4539ae6b5837")); + put(UUID.fromString("4b163e83-847b-470a-91ed-e369e20ab02d"), UUID.fromString("de1ec490-1f8f-4eea-bec0-d36b0ed9a05b")); + put(UUID.fromString("b16f7d8f-ac66-4353-9f27-3cb1467c71bb"), UUID.fromString("202514a8-fc46-4de9-81db-d13d9a08d651")); + put(UUID.fromString("e281c3d0-2b54-43a3-a656-fc508a1e3648"), UUID.fromString("6dd5f466-74f8-41ac-b021-32c94f706540")); + put(UUID.fromString("0f4bbf70-52d3-4878-ad5a-49b73ec91743"), UUID.fromString("9a95b5ed-0c1e-4809-8dd7-558d1a84b1ff")); + put(UUID.fromString("e94262eb-6416-4eb2-b79a-b6fb49a18b31"), UUID.fromString("cbc1fac7-ee62-4102-908e-ea14b42b55f0")); + put(UUID.fromString("9296f1aa-196e-4ff0-af09-b57fa4f410fa"), UUID.fromString("7d3d17fd-26f5-4c07-87e6-bf503372c749")); + put(UUID.fromString("8a6edaa7-7531-4941-9a65-ccfdc987fdfc"), UUID.fromString("66bf286e-3a66-4fac-8c06-618fdf910e18")); + put(UUID.fromString("5c2e3b16-8d5a-456c-b4eb-48e22d2091f7"), UUID.fromString("04df2e33-2761-4116-a28b-0a3dfdcd8647")); + put(UUID.fromString("a45e78d7-8219-4c50-a188-b05fb16b75f4"), UUID.fromString("40fd42f4-8250-4929-9c6c-c08529fe0514")); + put(UUID.fromString("11c21984-41a5-4b07-8d0e-832fcc8289f7"), UUID.fromString("d6f2febb-84b2-4342-b78a-195f0eb5c648")); + put(UUID.fromString("8c857c1c-bcd1-4213-9445-a8a7ca387c0e"), UUID.fromString("74d4846c-fe35-409c-9aad-f18db426fb70")); + put(UUID.fromString("6bb0403c-0505-4e7b-96a2-d79ffce18353"), UUID.fromString("a7e23564-a757-4cd6-a084-d64862589854")); + put(UUID.fromString("63a69e32-ae3a-49b1-9f57-8f9c9b3d76a8"), UUID.fromString("948b8cb3-6940-4912-9086-05906ce3fd77")); + put(UUID.fromString("e0a04c2f-f19f-4c17-99d2-d0aa72ec9d9e"), UUID.fromString("33a26dfe-18ea-4857-8765-cc599ff420c9")); + put(UUID.fromString("6bb2414a-2a22-4451-bd50-bc082324337f"), UUID.fromString("d8d198bf-360d-47d4-97aa-dc720d9f9430")); + put(UUID.fromString("fa4f1ca4-82d6-4163-94d7-3f19d906220e"), UUID.fromString("9df3630b-2bf5-47f9-82a3-d6d3b36ab319")); + put(UUID.fromString("d8c952c6-fa89-4858-8ea0-5ae87b298b83"), UUID.fromString("196b64b3-6a15-44b5-9bed-a6460ae731ec")); + put(UUID.fromString("d72477b5-6284-4d42-a431-276345c1686d"), UUID.fromString("4cd4b564-1dbe-41cd-ac45-601acdeb0611")); + put(UUID.fromString("2bfc62ae-3237-4be3-8e95-a6097b0eac2c"), UUID.fromString("11af8105-f817-4a1b-9427-6b06a139f6a4")); + put(UUID.fromString("501862be-3eae-4a0f-8470-a1740671a990"), UUID.fromString("521be472-73cd-49ee-b0c4-f313af405c8a")); + put(UUID.fromString("74c6f2ca-61b8-4b1f-82c5-643b7e9f1087"), UUID.fromString("ac6d7a0e-c0fc-4f77-88f7-a13c1ba66602")); + put(UUID.fromString("b78b2253-462e-49dc-845e-ffd36126bd3c"), UUID.fromString("95bfee87-043d-4365-9c65-113ee04d138f")); + put(UUID.fromString("9e51ec14-73b6-4198-8484-fc4e1c25308c"), UUID.fromString("94d42cbb-a1b1-4577-8788-c7c8e5e3236f")); + put(UUID.fromString("98f17bd0-6811-4d7f-881a-f6ac0460dfc0"), UUID.fromString("c79d8cb3-f741-4634-a9ab-2ed4104585fa")); + put(UUID.fromString("b08676a6-46b3-480e-971c-658eb7e5632d"), UUID.fromString("2e634485-b2ef-49a8-8a35-ffa2c0ddd122")); + put(UUID.fromString("91a28d18-ddc1-40f1-98e2-759b01df8184"), UUID.fromString("37dec69a-88b4-4d30-b846-9dd125ece123")); + put(UUID.fromString("b2f410d8-1769-4402-82b9-5c0b060554e5"), UUID.fromString("3ef3f6ef-302f-4701-bba3-8b77590afd10")); + put(UUID.fromString("ee71b591-1e8e-4c33-9374-ace015b0e388"), UUID.fromString("b0e93878-e27c-4634-93d0-8fdcfb5706a3")); + put(UUID.fromString("32200b5c-6dee-4822-bf0d-c013e83b2013"), UUID.fromString("3014a3b9-cc0b-4e60-98f5-687feedce751")); + put(UUID.fromString("86aa3ce4-3129-4fd9-bd49-e5cf15ab563e"), UUID.fromString("1708c3af-fa43-4ca4-9a61-5e2df6735bba")); + put(UUID.fromString("a71daafa-e4d3-4a41-b3b8-b38aaf893ff0"), UUID.fromString("d66a2584-2cd1-4630-afe4-00465dfef3ad")); + put(UUID.fromString("b47ceb02-d8e1-4a8e-8379-dc4efe3b8678"), UUID.fromString("c9c3a023-f4d0-4d7d-9996-e0fce1bd2a2b")); + put(UUID.fromString("84a71880-e94c-45a0-9fbd-a49891d0ac3f"), UUID.fromString("e460b72a-f02e-48b8-b8b6-9295b58c0b84")); + put(UUID.fromString("b52a7668-7321-4121-aff7-af369ccf820c"), UUID.fromString("3663e286-4fd2-4f02-a2f6-225e4d4d6979")); + put(UUID.fromString("fda328b0-4db7-421b-8b33-a5910f072cd7"), UUID.fromString("d41bb079-52bd-4d97-88e9-58d992cd8c38")); + put(UUID.fromString("70e83fce-9d3d-4578-b406-e4237022ca0a"), UUID.fromString("6f323fa2-284a-4217-b217-bf2627385f14")); + put(UUID.fromString("8844d1bc-d23f-400d-9053-8ed3bd5585fa"), UUID.fromString("f0415ff6-3399-4133-bb0e-9ff3f816cab0")); + put(UUID.fromString("2c0e8ab1-f544-4668-b834-076c4915977c"), UUID.fromString("d5051d7e-2900-4b04-8b95-df428dfaba88")); + put(UUID.fromString("cd7449cc-084c-48fc-8a5d-4d7d85bb4899"), UUID.fromString("6f11aa4e-79a2-4782-b5c3-4d3551b56899")); + put(UUID.fromString("b7ca3a7d-7dc5-4185-86f1-dd93fdadfb96"), UUID.fromString("74966ffb-3f07-4ae8-81af-622daa895286")); + put(UUID.fromString("a7e4f5c9-9fe0-4c07-aa0d-69b45c2b9e49"), UUID.fromString("d54e7666-907b-4ab0-984e-674a3090a876")); + put(UUID.fromString("68d97d0c-9aa8-4c8e-9f51-8dc408c74f09"), UUID.fromString("de81b6c1-efc0-4a06-953b-ab0ede1c85a3")); + put(UUID.fromString("f019fadd-4346-4417-8ebe-fbc0e496362e"), UUID.fromString("2a6cd814-c1e4-4f6d-9a9c-9e5091464da1")); + put(UUID.fromString("44ef554b-932b-45be-ab01-b5accc3d2fda"), UUID.fromString("421405f4-00c9-43cd-87c4-79bcada0ac11")); + put(UUID.fromString("992edc57-ba55-4cc4-b222-b7f88cceb6a4"), UUID.fromString("d97c770e-4ea8-403c-9ff8-2000001a0806")); + put(UUID.fromString("bd3e192d-5c8e-4e98-bd03-4dc4fcfb5d17"), UUID.fromString("f101bfcb-dc4d-4668-bfab-65ef77405eba")); + put(UUID.fromString("3e1c964e-7039-4592-a806-e611ca12643d"), UUID.fromString("d3435bc2-696c-41a8-9fd0-f63979c770d1")); + put(UUID.fromString("87fb1a2e-bb63-4031-b357-870b520dd3c5"), UUID.fromString("b42ace9a-f1ad-40ad-aa69-9fb0f833b25e")); }}; static private final Map spellUUIDMap = new HashMap<>() {{ - put(1, UUID.fromString("b00aed01-c695-4d17-981d-a37684a8628e")); - put(2, UUID.fromString("b38d70d1-484f-46a5-b2c4-1d379c8fc096")); - put(3, UUID.fromString("85ae9373-8da6-4c69-8eea-b2d24dc20790")); - put(4, UUID.fromString("9263025c-edfa-4a56-b1c0-b7e66fa959c6")); - put(5, UUID.fromString("b4a05889-eddb-411e-98fa-bb63ffca99e4")); - put(6, UUID.fromString("8e7bb7e8-d3c8-4cdc-8f53-a22b7eb49bb0")); - put(7, UUID.fromString("9fdc0216-34f1-444a-9262-772211155d71")); - put(8, UUID.fromString("2e651416-3016-4da5-832c-dc63e635d8a1")); - put(9, UUID.fromString("78598e98-6beb-4d4b-b200-48a3469bc5e6")); - put(10, UUID.fromString("49a73729-d783-4fe0-89c7-2aeeb0489663")); - put(11, UUID.fromString("df42472c-3503-4d53-8881-e97b1638e68c")); - put(12, UUID.fromString("e6f30f44-5e55-4779-aa14-c6ac459a20bf")); - put(13, UUID.fromString("b9744de4-9961-4c3b-a232-2230734c4eb4")); - put(14, UUID.fromString("f8b063c3-56fe-4bb2-85f0-7aab27be7d0b")); - put(15, UUID.fromString("37152780-bf45-4804-af75-d46022342b55")); - put(16, UUID.fromString("f40dec7c-6885-4da8-8882-64d013af38ab")); - put(17, UUID.fromString("04e170f9-d041-443e-9060-6cfd41b0517d")); - put(18, UUID.fromString("d79a9f18-880d-4a8c-a3db-ce40796140d9")); - put(19, UUID.fromString("cbe4c11e-f040-4c21-ac74-9c518238d46d")); - put(20, UUID.fromString("55c4600b-b801-4782-9b39-262a6cdbfc41")); - put(21, UUID.fromString("741ee379-7eab-4d05-805a-e7ebebc74e75")); - put(22, UUID.fromString("f0c229f5-92fa-41d8-a8de-b557c34bdc92")); - put(23, UUID.fromString("10b19b22-ffd4-4e14-bd6a-c958d3547e0a")); - put(24, UUID.fromString("22ed4ce9-9dc2-46fd-939a-d6640be65a2c")); - put(25, UUID.fromString("7235b0b2-fa82-4379-b250-f1b041b1803a")); - put(26, UUID.fromString("86d8f9f0-727f-4a21-b256-fbb5bd20e21e")); - put(27, UUID.fromString("2d42af75-1274-4218-be2c-e626ada9073a")); - put(28, UUID.fromString("d73a3e33-1e6d-4356-a341-aad44231f4e1")); - put(29, UUID.fromString("c7f9309d-df4f-43cb-8874-8c734e1720c8")); - put(30, UUID.fromString("8f8cccd0-a8d2-47c8-9a17-f95bd5751502")); - put(31, UUID.fromString("029708bb-3825-495c-bd37-cd926c014b92")); - put(32, UUID.fromString("edc5c94e-c680-4de7-bd2b-d494649a5ff4")); - put(33, UUID.fromString("4e442d84-77e2-41cd-b5c8-1edfe14b0f09")); - put(34, UUID.fromString("04b0d0b9-aa10-42a2-a582-b3f7f41311fe")); - put(35, UUID.fromString("3bec5ca1-8e69-4252-b4ed-1d323ea71e3f")); - put(36, UUID.fromString("bfa1ac32-8333-4e7d-8536-62ec47e4a89b")); - put(37, UUID.fromString("da0e3e19-3b09-4879-9c13-92184bfee6f4")); - put(38, UUID.fromString("4e962094-caa6-4066-b659-5370a12f04af")); - put(39, UUID.fromString("ca723b48-dfbe-45c0-8184-2ee5fd056aac")); - put(40, UUID.fromString("780ee905-a3d5-45d6-8a4d-15e0ad53bf02")); - put(41, UUID.fromString("90795ebd-66e3-466c-a0d7-b340574850e1")); - put(42, UUID.fromString("00b94e2a-a27c-4d3f-887b-4b6f4b4d2722")); - put(43, UUID.fromString("0601e925-249b-4cd8-a495-1cb94acc8f3d")); - put(44, UUID.fromString("ac8bf7d0-6326-4a0a-a761-91a1e80e8858")); - put(45, UUID.fromString("9d0e5995-cd66-49f1-b847-0513c2d18555")); - put(46, UUID.fromString("9109341c-7adb-421c-a68f-46cda5f5f02a")); - put(47, UUID.fromString("e67670b2-6de4-4c32-ac95-5a51f527fe56")); - put(48, UUID.fromString("a472626f-4c06-4709-8af3-0ffea58fb5bd")); - put(49, UUID.fromString("2544304a-ea10-438c-8046-846d886a6760")); - put(50, UUID.fromString("378dba88-3df7-4189-a177-c6cc81421ecf")); - put(51, UUID.fromString("2de2ae9e-22a9-4017-a8c2-db04ca32d4dd")); - put(52, UUID.fromString("619f2ccf-c704-4059-994e-cbfaa6bc7a55")); - put(53, UUID.fromString("0abb2805-361b-4bd3-bfa3-43d986b67272")); - put(54, UUID.fromString("10e3acc9-1c9d-4d36-a51a-b48a01f12726")); - put(55, UUID.fromString("5995fd97-a4b6-405f-98f7-d1c11e697a86")); - put(56, UUID.fromString("027b5ed8-27dd-490b-a8d4-0e12117ad7c1")); - put(57, UUID.fromString("c9589225-f25e-4f39-9a59-f90d29fd52ca")); - put(58, UUID.fromString("98218948-0e8c-472b-8769-5c39a7a5bbfd")); - put(59, UUID.fromString("506d0d16-e1c2-49f8-a51b-5028a3db0448")); - put(60, UUID.fromString("4a36d2bd-d752-4699-bbce-35c7f6d2ef3f")); - put(61, UUID.fromString("28494939-8c52-4a5d-a8a1-6b2dc54585db")); - put(62, UUID.fromString("bad4d5c7-e4d4-409b-8daf-332a2999f992")); - put(63, UUID.fromString("dba5f5e1-983b-487a-8b51-5244b55d523c")); - put(64, UUID.fromString("44e3ce4c-f466-405e-a850-71347165f8f8")); - put(65, UUID.fromString("31cda828-60e7-45d8-9e81-8556267a4c1f")); - put(66, UUID.fromString("67d5e03c-8473-4574-860c-92c2644aea5d")); - put(67, UUID.fromString("b22f623a-7567-4018-8789-0134be8ab190")); - put(68, UUID.fromString("21050e47-b550-4458-bb01-694968f19b41")); - put(69, UUID.fromString("d223778a-898e-42f2-8538-2306362a98e2")); - put(70, UUID.fromString("b18ff4e7-1fc7-4d95-9a0d-d6704ba3ffed")); - put(71, UUID.fromString("f45fd2bf-d079-4869-9f29-bd642eda2b06")); - put(72, UUID.fromString("210150a4-55c1-4006-9aaf-da803cdd7222")); - put(73, UUID.fromString("96aaa321-71dd-4229-be11-f2df73749679")); - put(74, UUID.fromString("69bd3d2a-2dbf-4a46-b7fb-a48ab01f4786")); - put(75, UUID.fromString("2599f602-264a-4e76-91f6-27a9f3489b2e")); - put(76, UUID.fromString("6a08c346-d6ee-4d99-b4c9-fa429c88cbb5")); - put(77, UUID.fromString("1ecc3a14-6fe7-41f4-9bd7-121edf2f6d1d")); - put(78, UUID.fromString("a0c0d7ed-db13-4d17-981f-b1b82b8d79d3")); - put(79, UUID.fromString("7558c174-ae85-406e-9b76-074bcf6f7887")); - put(80, UUID.fromString("d8b6d30b-7068-4f73-909d-1f7be7dc8eda")); - put(81, UUID.fromString("cbcabbd4-a003-49d4-80e4-087bbeebf0cc")); - put(82, UUID.fromString("49f32908-2f5b-477d-b203-08cc2136dd14")); - put(83, UUID.fromString("9add723b-f8f0-4b93-9177-a65049ee88eb")); - put(84, UUID.fromString("f1ba8c52-240b-4180-9a34-20fc44944566")); - put(85, UUID.fromString("6515c99d-0cdf-4d5c-9b24-57b81e06637f")); - put(86, UUID.fromString("58f8bed8-2e85-498c-9d91-05544a2045dd")); - put(87, UUID.fromString("cf13f57b-ed00-406d-8923-9b9509a48332")); - put(88, UUID.fromString("fffa022f-fe4b-4c59-ac9c-abf09bb984d3")); - put(89, UUID.fromString("152c46c3-c310-4f9f-ab00-06c437647b30")); - put(90, UUID.fromString("a5d6ac8c-72f3-49cf-961a-5bb88e3c7dbc")); - put(91, UUID.fromString("2626be32-15c0-4b10-a210-fec65d8f0d0a")); - put(92, UUID.fromString("ed697a27-6968-4437-b564-ca7fad120a40")); - put(93, UUID.fromString("eca2e428-817a-4006-bafc-4207eb29d5dd")); - put(94, UUID.fromString("08315c56-8980-46b7-8b9f-676ac6a97301")); - put(95, UUID.fromString("6a1f247b-bf4c-449d-8041-7ef51c45282a")); - put(96, UUID.fromString("073c8391-8d0e-4378-87f7-55cc9e6e1db2")); - put(97, UUID.fromString("901080e2-17d9-4888-ae9d-8c5ee594eb3b")); - put(98, UUID.fromString("0f69432e-df07-40a2-a488-7041aba44d0c")); - put(99, UUID.fromString("36b5b452-9641-4479-8d82-450445b5b3f4")); - put(100, UUID.fromString("fd3d0e5b-4210-4e09-924c-0b3d7b9165d9")); - put(101, UUID.fromString("f693c5ae-c095-4552-a361-af70d8530c7f")); - put(102, UUID.fromString("654ffaf2-ed8e-48d5-8dc9-5ccd82e25e86")); - put(103, UUID.fromString("1339fcd0-6179-42e7-9f87-c17fb233c19f")); - put(104, UUID.fromString("58d3b60f-e095-4144-86b0-ce8f56ec1f61")); - put(105, UUID.fromString("c2363ead-5828-4f16-9f57-40cce46708cb")); - put(106, UUID.fromString("2519dcff-3cb1-442d-8a2a-89d9d0e03a89")); - put(107, UUID.fromString("ffa20c8e-98b1-49de-8e88-bec48467e9a4")); - put(108, UUID.fromString("b0b8f036-70af-4092-9768-24c63f21fc09")); - put(109, UUID.fromString("95cba648-6f4f-4a48-b095-20f378627f49")); - put(110, UUID.fromString("2a370345-13a6-484c-83e1-9029d625c45c")); - put(111, UUID.fromString("950fe368-c102-4968-b3d8-cc21f444e44c")); - put(112, UUID.fromString("f21f9f36-8202-4d5a-9425-d46781da78ff")); - put(113, UUID.fromString("b301fa26-4c60-45b1-81fc-6820061fc87c")); - put(114, UUID.fromString("5553bf47-3565-4e88-83c5-2ed001fc9463")); - put(115, UUID.fromString("b1e50b08-95d7-4b5c-be91-d005d2df07ed")); - put(116, UUID.fromString("aff9c8c9-bb8b-4717-a5be-e905dd498678")); - put(117, UUID.fromString("de28e922-ccb2-4549-a135-e2cef670a0ef")); - put(118, UUID.fromString("16a707a5-39e5-4c9d-a598-1e3cdf666d1f")); - put(119, UUID.fromString("c22445b8-593b-460f-8732-45849c699e49")); - put(120, UUID.fromString("04a42415-83d4-4229-9878-ed8a95e108fd")); - put(121, UUID.fromString("93cf3b71-abfb-4eb6-841e-1334bb784c4c")); - put(122, UUID.fromString("f29ea1e4-7ff2-4475-a55b-651dea4c2387")); - put(123, UUID.fromString("ea3a0832-ce87-45eb-9219-e49784776aee")); - put(124, UUID.fromString("03e5109e-db1a-4bb0-895d-caf2a9531249")); - put(125, UUID.fromString("a9a21d1e-465a-4c8e-926b-3df39a247039")); - put(126, UUID.fromString("7333182d-3c3f-4707-bd19-b66f97caee4b")); - put(127, UUID.fromString("af4ecf87-edd5-4b0c-8807-f9c3b622f9fe")); - put(128, UUID.fromString("631d99f9-0574-4a73-8daf-79bd7623648b")); - put(129, UUID.fromString("01fbf811-bccb-4fb4-90cc-a39c9f5e3d4f")); - put(130, UUID.fromString("748be56f-b0d3-49de-a849-e19cc18f88f3")); - put(131, UUID.fromString("7005bc68-dbd1-4b52-b257-d31af777ba3c")); - put(132, UUID.fromString("344ade5c-d42d-4e4f-849f-03086f9ebeef")); - put(133, UUID.fromString("0d5c8584-0733-43dc-a8b6-fbcce7ea2b82")); - put(134, UUID.fromString("3cdd1646-3a54-4056-8132-1d247ebbbef6")); - put(135, UUID.fromString("f60c4ab9-2916-4fd0-9163-a23d75108a75")); - put(136, UUID.fromString("299fe26e-5119-487c-97a7-573acec7948c")); - put(137, UUID.fromString("a2ca4b79-04c6-4b2e-b7a9-f81333cdee05")); - put(138, UUID.fromString("2213f5a3-b32c-4ce6-bbd8-a22fbac8e18b")); - put(139, UUID.fromString("e88d0c47-ea12-4d9b-847a-ecafc3ad26b9")); - put(140, UUID.fromString("d58eb81a-f80a-4254-b232-608fca8405a1")); - put(141, UUID.fromString("68e4b75f-a6ef-4109-a37b-f87dc851e797")); - put(142, UUID.fromString("9e619d86-b555-46f5-ba5c-895aae1b36cc")); - put(143, UUID.fromString("223148b1-702c-480b-b0b4-780920bfd546")); - put(144, UUID.fromString("6af95db0-b35d-4b99-ac65-f98f7bfc9119")); - put(145, UUID.fromString("f9f8a8c5-3803-4f58-b0ef-9c3c0de4d318")); - put(146, UUID.fromString("ed5d8de4-9279-4734-8952-3d50c38e446d")); - put(147, UUID.fromString("6bd18b7f-36e9-412d-9bbf-e21075130bb4")); - put(148, UUID.fromString("a2173caf-ee9b-41f5-aa41-4ffafd52a579")); - put(149, UUID.fromString("09104514-c705-4027-8189-8162552e7784")); - put(150, UUID.fromString("493ecfb1-5853-4782-87fa-d0196ccef79c")); - put(151, UUID.fromString("481d9c9b-4019-421d-9da9-7f3b05d6d84f")); - put(152, UUID.fromString("c98406d6-6b5f-4828-aae8-d44738392f83")); - put(153, UUID.fromString("d6ee3d3f-b2c3-449d-81e0-fe3207f8e448")); - put(154, UUID.fromString("fcea2450-2af6-4303-b2eb-c90f64eb17fd")); - put(155, UUID.fromString("eae9b337-7613-4d7f-b092-3d45d85b4e53")); - put(156, UUID.fromString("623878c1-b8ca-4884-b0a2-92c75341352d")); - put(157, UUID.fromString("1949b498-141d-4ac0-9cee-edc4963749c7")); - put(158, UUID.fromString("3bd77015-b896-4c29-b257-13ddd3eb7590")); - put(159, UUID.fromString("041ed1cf-87a8-426a-b8ec-6a2d7a192608")); - put(160, UUID.fromString("53caf0ae-afb6-4640-aec3-226564df888f")); - put(161, UUID.fromString("772a26d6-91e8-48e4-95f6-3b657ab3d262")); - put(162, UUID.fromString("08ba7c6f-213b-4b3e-b380-52a0bf49e65f")); - put(163, UUID.fromString("ac73307b-975a-433b-931b-bca196d7bdfe")); - put(164, UUID.fromString("015fa1c9-eef5-472e-98b6-19b2191a8e80")); - put(165, UUID.fromString("ea2fb7a3-b62f-46db-846b-ee6d164ce71c")); - put(166, UUID.fromString("b8aea2b8-ba71-4cd9-ba4b-c5ebec7cffb7")); - put(167, UUID.fromString("7961ad2b-7713-4edc-8a6a-681671c38a12")); - put(168, UUID.fromString("da3b12ca-6e40-4b18-90b4-44e0ed756bc3")); - put(169, UUID.fromString("2fcd4839-45fd-466b-b113-553fa7ce4d49")); - put(170, UUID.fromString("cde41a63-98f0-4b5e-ace0-0ab5d4b6266e")); - put(171, UUID.fromString("72c4effc-e134-4d1a-b9a7-6d045c506fcb")); - put(172, UUID.fromString("1bf61b60-7719-4328-9207-2f5e8d661ac3")); - put(173, UUID.fromString("f24225d0-a647-49ec-a796-14e50e1de93e")); - put(174, UUID.fromString("4ff60696-0f2e-43c9-a1cd-59753fe05a5d")); - put(175, UUID.fromString("d88f394b-959f-49a5-9fcd-45a5618339d3")); - put(176, UUID.fromString("da7162c8-4755-4de8-9607-666eb6621b45")); - put(177, UUID.fromString("5b1577ce-f22d-498a-9522-7c895e8fac9e")); - put(178, UUID.fromString("bd86a97e-f13a-4102-b78d-f0de294a9915")); - put(179, UUID.fromString("ad694a7f-c778-4760-9251-9b19c5142e27")); - put(180, UUID.fromString("de1eb2f9-18ef-42cc-85c6-b5b3b9757e27")); - put(181, UUID.fromString("42dcc537-75f7-4baf-a8ad-9b798cdd0882")); - put(182, UUID.fromString("770f88b6-4314-4823-af2a-7fbb68813244")); - put(183, UUID.fromString("7bbdbfbe-ba12-4c2d-b7e3-c623da487cb3")); - put(184, UUID.fromString("ab3fdf6a-5975-4d3a-b541-3fc74d231cf0")); - put(185, UUID.fromString("dc793f99-ed86-49c5-a18b-cd9849504e42")); - put(186, UUID.fromString("776815bd-0774-4426-a5dd-d9457a777871")); - put(187, UUID.fromString("d1f841cb-01b1-4b61-b51b-884ef341db3d")); - put(188, UUID.fromString("628d15d6-b211-4c4d-9df2-f86a1e433c80")); - put(189, UUID.fromString("673d5ae0-6188-406b-a0be-0d7bb7d7c519")); - put(190, UUID.fromString("13f7c673-e9b3-4472-ae99-477837620627")); - put(191, UUID.fromString("d5ed0d38-2eef-492c-81a5-7e35b5076b77")); - put(192, UUID.fromString("d9c3de63-3418-4d83-8114-97eada4a0e24")); - put(193, UUID.fromString("40d74dad-cdbf-4f03-8e23-e479fb149777")); - put(194, UUID.fromString("def27156-fa82-427e-9ff1-54a3c69e67f0")); - put(195, UUID.fromString("36c3bab3-10c8-4240-9ca6-128d621805d9")); - put(196, UUID.fromString("7258a7b4-26c0-4583-84ca-ad1083c470d3")); - put(197, UUID.fromString("b8532b9f-168b-40da-be01-96e4db546393")); - put(198, UUID.fromString("5c568601-6c04-4a18-ade2-76d7c24ac2d8")); - put(199, UUID.fromString("c2f36f98-4056-4fa0-b7ac-77766d668bf2")); - put(200, UUID.fromString("9416b006-7d2b-4fae-a020-302477146ea7")); - put(201, UUID.fromString("686c842b-f502-4a36-8e8b-0cdaeae6f33c")); - put(202, UUID.fromString("092518a9-77bd-4d97-a19e-d5866f5f2ba6")); - put(203, UUID.fromString("73297be3-51bb-4c1c-9a4b-19a54be351e9")); - put(204, UUID.fromString("b039a84a-1008-4599-88e4-039782dfae41")); - put(205, UUID.fromString("24b7ed5f-d27c-4f14-b062-f712055d2afe")); - put(206, UUID.fromString("6ce93ee6-3839-44bd-b137-56fc546540a5")); - put(207, UUID.fromString("9c718132-c6a1-42b6-a028-1b18fd2cf6eb")); - put(208, UUID.fromString("dc4ecf71-03ba-4ca1-a833-4a7ec95ee493")); - put(209, UUID.fromString("edb2e645-c372-4ac9-8957-18c417e95488")); - put(210, UUID.fromString("04f2a09a-721d-46e0-ad0c-486ded9c442a")); - put(211, UUID.fromString("f450a02a-c729-447a-a250-ef247caf67ee")); - put(212, UUID.fromString("74efeb0c-8de3-4de6-a899-077fb44af309")); - put(213, UUID.fromString("08b649b7-8b7c-49bd-9eca-17201b7f5efe")); - put(214, UUID.fromString("70da252a-211c-4656-b65f-a08a6148b1df")); - put(215, UUID.fromString("be0170c1-8c6e-451c-a58f-a1d4f23cf624")); - put(216, UUID.fromString("8d397549-34cc-4e51-9d04-60f8d8484c74")); - put(217, UUID.fromString("e91f9fc1-2687-459a-a491-ec2ea54875c0")); - put(218, UUID.fromString("215fbc0e-a926-489e-b872-2c8c71e11682")); - put(219, UUID.fromString("6c8153cd-a985-4b6a-a591-d2c50a02dde1")); - put(220, UUID.fromString("3170ed49-2aba-404c-ae71-2b428415d03b")); - put(221, UUID.fromString("ff424832-c47a-48d5-9c37-71737da6fc08")); - put(222, UUID.fromString("336bdcaf-ea45-4ddf-a977-4e73142a871c")); - put(223, UUID.fromString("6e1b8cd3-98f9-4723-a4e8-a4a8d3aa68ff")); - put(224, UUID.fromString("cc1ad4b6-7a8f-4f4c-8c3b-9d70707fae11")); - put(225, UUID.fromString("171e9c4c-98f7-4bec-a092-f1c0ef860831")); - put(226, UUID.fromString("95437c93-e074-4e83-9162-d76b5b9e448e")); - put(227, UUID.fromString("215d755d-234e-4fb8-83fd-9f5e2e354ce3")); - put(228, UUID.fromString("99ce898d-83e3-4fc1-a302-2c7260b2ad80")); - put(229, UUID.fromString("5fb4cb87-3c9a-43fa-ae46-621e6ebc848d")); - put(230, UUID.fromString("ada71e70-60ea-41ef-977b-7883ccaeb965")); - put(231, UUID.fromString("da4b7eb2-fb29-49d6-8167-0998b9bf4f33")); - put(232, UUID.fromString("76c4c30f-fe6d-442c-9811-7c2db7e7b355")); - put(233, UUID.fromString("92d621c7-21bc-48d3-9f8e-35de60efb5ef")); - put(234, UUID.fromString("6c2aad5c-566e-4180-8acc-87a7e1885faa")); - put(235, UUID.fromString("8378ae52-f9f1-43c7-9718-93201cd13a5e")); - put(236, UUID.fromString("ff268bd1-44bd-4720-84f1-d186dd3167c2")); - put(237, UUID.fromString("39ee0fcb-bf33-4c06-951d-d635263e746f")); - put(238, UUID.fromString("ab6d87da-aab3-4c76-8c96-839ee786c97f")); - put(239, UUID.fromString("f27ebe5c-5b86-4d9d-8baa-6e3933fd0fc6")); - put(240, UUID.fromString("acd14716-db10-4e86-a892-cbc115ee64a1")); - put(241, UUID.fromString("ef9770d4-088b-4041-924e-2ec540bde060")); - put(242, UUID.fromString("0de654fd-4147-4961-8a65-afa07320e2fd")); - put(243, UUID.fromString("ee3901e8-34c4-4139-b32d-686d29fa315a")); - put(244, UUID.fromString("39af3985-2d8c-43d1-afee-9a4824d376fd")); - put(245, UUID.fromString("28374ba1-87e8-478e-9675-08ae22b579c9")); - put(246, UUID.fromString("276764b1-af49-4e5a-8cf1-f4619d9eb2d0")); - put(247, UUID.fromString("b5858113-745e-4b24-8f35-9cf52c0c3324")); - put(248, UUID.fromString("4840f028-4ac5-42e6-8ec6-bb73be795a7a")); - put(249, UUID.fromString("b3ff12fb-f4af-4fd0-8a9a-a53325911078")); - put(250, UUID.fromString("d2bfd5db-65aa-4afd-9162-ea1d26958426")); - put(251, UUID.fromString("46827458-b424-4ddb-b46d-de41bde682a8")); - put(252, UUID.fromString("ed7e61ab-a25f-4151-be13-1c6b4a62adc2")); - put(253, UUID.fromString("521cb627-197e-4861-a3e6-f10582a99706")); - put(254, UUID.fromString("6ee69c65-5204-452c-9403-7fc0d089b2e3")); - put(255, UUID.fromString("bfb068bf-ab63-44b8-b26e-c64a5a1dda25")); - put(256, UUID.fromString("5d182966-5716-466c-9ce0-f6f35924c31e")); - put(257, UUID.fromString("4810ebe3-031f-4c1c-a72e-fb36b5b0e67d")); - put(258, UUID.fromString("802c36e2-99f9-4008-8712-d9fbc4e88fdb")); - put(259, UUID.fromString("845bec18-49dc-4d4c-8b79-c4548a8349ff")); - put(260, UUID.fromString("fa6639e1-8da6-4825-9157-be6d5d7a90be")); - put(261, UUID.fromString("385d58c2-0f77-4824-9a5d-f7c6b33a5e2f")); - put(262, UUID.fromString("7ed406c9-bb41-4835-b9b3-4faba3a6c816")); - put(263, UUID.fromString("dbf0b959-a66f-43d3-a56e-94281f664ac6")); - put(264, UUID.fromString("0a37f7f7-8c1e-43ba-b886-206dc61021ca")); - put(265, UUID.fromString("718d0beb-eec3-4013-bf93-b66d2280da95")); - put(266, UUID.fromString("02083fc3-9ae8-41bc-adff-569f95be201b")); - put(267, UUID.fromString("0a2cbc85-39c9-48ed-90b9-4d89afaabd62")); - put(268, UUID.fromString("46d8fb66-956f-47f6-8e89-80cf7aa31646")); - put(269, UUID.fromString("af32b624-57ca-4974-8cfc-ef26622d813e")); - put(270, UUID.fromString("25aed4fc-8abc-4123-b1ea-306feeee090d")); - put(271, UUID.fromString("7fd96368-ecc2-4dfd-ac16-4f0ab50fc29a")); - put(272, UUID.fromString("1eeb5cbd-62d7-4501-a821-0db6f9f2152a")); - put(273, UUID.fromString("47ad0358-0326-4d35-b29e-608c0a4cb219")); - put(274, UUID.fromString("777f1b3e-bc6a-48c4-909b-c372a118a680")); - put(275, UUID.fromString("40cca2fa-9c9d-4bd4-a480-bf41121f078a")); - put(276, UUID.fromString("ed920d78-1f91-4b54-b1ba-a116531d8845")); - put(277, UUID.fromString("f8766f1c-b419-4905-afc1-512efe29cfaf")); - put(278, UUID.fromString("96f31367-ab0c-46bf-9a75-0e6f1cbe17ad")); - put(279, UUID.fromString("add8d0ff-7c28-43f5-9c79-ae7819337b85")); - put(280, UUID.fromString("53cf3048-9be1-4ca8-b8f6-17a904738b9f")); - put(281, UUID.fromString("30a6e849-b2a9-4152-b5c5-5bd93159f24d")); - put(282, UUID.fromString("d9e1e8dc-201e-4091-9b1e-8a5809a757c6")); - put(283, UUID.fromString("e7e8b4f8-e28a-4b97-95fc-a5370487e56a")); - put(284, UUID.fromString("847a5a7f-5428-4397-a243-14e6c9d1bbe2")); - put(285, UUID.fromString("5032c4bb-3978-414f-b728-4da855c1f3c6")); - put(286, UUID.fromString("0452dfe4-0db9-4f49-916c-9e58b31e3c2a")); - put(287, UUID.fromString("d6fd4e6c-368a-491c-83c0-83a926139a9d")); - put(288, UUID.fromString("85497118-4671-437b-81da-b9a1c11bb403")); - put(289, UUID.fromString("cc99caee-906b-4e3a-8e12-b7d339e36f7b")); - put(290, UUID.fromString("d39f8b02-6120-4e46-b6d2-092d23651b44")); - put(291, UUID.fromString("d4943b3c-cdae-41d8-9970-131d7488542d")); - put(292, UUID.fromString("6d484356-cf3b-4bb3-8ef6-d05e14b1472d")); - put(293, UUID.fromString("af07edb4-e963-4037-b71e-1d261757d7d8")); - put(294, UUID.fromString("492808f9-893d-4004-8bc2-59eae33bdba3")); - put(295, UUID.fromString("1e2bdc64-f677-4e56-a1cb-8b66ea53aafe")); - put(296, UUID.fromString("8ca444ba-da31-43b8-92c7-6a40742e049d")); - put(297, UUID.fromString("bf9f5b9e-6ffe-45cc-ac6f-83a13b25b5d5")); - put(298, UUID.fromString("4580c6d9-b3a2-433f-8442-8b5efbf7f651")); - put(299, UUID.fromString("c2551c4b-bc96-4bf3-82ac-431e87e9d664")); - put(300, UUID.fromString("49712375-4068-4894-9f0e-f7789b920ce2")); - put(301, UUID.fromString("1b4ce24a-842c-4363-a29e-982099d900a6")); - put(302, UUID.fromString("111548a8-960f-4483-b164-fd4c177a31e7")); - put(303, UUID.fromString("b73f667d-1a26-48f7-9d83-cb02b47f0ed6")); - put(304, UUID.fromString("9e081365-2185-4c12-9bbc-33a216bef27c")); - put(305, UUID.fromString("6eff5072-1950-4374-a7f7-6a435b4478db")); - put(306, UUID.fromString("7a58f551-20cd-47fb-8ef6-2bdd06f679ec")); - put(307, UUID.fromString("10c77538-ac77-4cbe-a59b-c799af444c02")); - put(308, UUID.fromString("6046515f-9ecd-4269-a727-b7d422501875")); - put(309, UUID.fromString("fb7a2be5-0eca-43f9-ab2b-3dceb59aa3b0")); - put(310, UUID.fromString("874a2435-bfd6-4875-8af8-803487ac070f")); - put(311, UUID.fromString("b347b5aa-fe41-45eb-8500-3e1397eb3fbe")); - put(312, UUID.fromString("bbe42caa-ba98-4f6f-99d8-a4d62adea128")); - put(313, UUID.fromString("362465af-f1d5-4507-b07a-3b738d5a45eb")); - put(314, UUID.fromString("cf2fbc00-e35a-4c94-8c75-b6e3793eaaaf")); - put(315, UUID.fromString("57b91f8f-152f-4063-ba38-b1ab8f7338b3")); - put(316, UUID.fromString("5d89696a-fd4a-4e83-b618-5fa12d7312ea")); - put(317, UUID.fromString("f2eadc53-2e8c-4fff-99c8-9bf8957cb3b1")); - put(318, UUID.fromString("cb745797-bf30-44d0-af4d-bba5f789c473")); - put(319, UUID.fromString("64f6aa66-0abc-4831-a57c-48d784c345ea")); - put(320, UUID.fromString("58f8c28d-4371-45b2-91e9-f9e81dd590f3")); - put(321, UUID.fromString("771c8f7e-3b29-44d8-acfb-1f97fd54f49e")); - put(322, UUID.fromString("1bb1e7ea-c470-4112-8dfd-b9750d6c60f0")); - put(323, UUID.fromString("64c9e2c6-dd40-4287-b7de-3d34fc937327")); - put(324, UUID.fromString("411a8eb1-9c90-4ef2-9bb2-14499f5084ca")); - put(325, UUID.fromString("b1a64730-ff0d-45f6-81f3-fbdb2bd42325")); - put(326, UUID.fromString("9f34bf1b-61d7-482c-baed-f958f2f0f39e")); - put(327, UUID.fromString("d4f763b4-02a8-4251-8afc-84bf7d721fff")); - put(328, UUID.fromString("da5a628f-68cd-408e-9989-580230e9f9d2")); - put(329, UUID.fromString("e0e5b154-92e3-4db5-ba4a-b1056be178b4")); - put(330, UUID.fromString("a8c1d5e7-120e-4bf9-a293-8813d1faec97")); - put(331, UUID.fromString("d445c089-bfb9-44f2-8222-a5e2e2cf1bec")); - put(332, UUID.fromString("604ff10d-697a-4e5e-85e1-9534f41cc30a")); - put(333, UUID.fromString("22107baa-4ad5-45a9-9e72-48f19a9a03e3")); - put(334, UUID.fromString("957435a4-39b8-4934-8a59-8ea068eae863")); - put(335, UUID.fromString("7e47f091-e53d-40fc-9be7-83fc3ae89fd8")); - put(336, UUID.fromString("7f373f94-a452-4365-8bb2-c4b4253791cb")); - put(337, UUID.fromString("ca715663-01ec-493f-a245-4d8b0e2c2ea1")); - put(338, UUID.fromString("887b4da6-145f-456b-8f14-95c6da91ecd3")); - put(339, UUID.fromString("04b68971-b6ac-478f-96f8-7c4385d44d60")); - put(340, UUID.fromString("e7f22b43-8781-47f6-87d2-6167059cd483")); - put(341, UUID.fromString("56139c12-00aa-4cca-bd16-55ac245705bd")); - put(342, UUID.fromString("d2dd6d07-bc51-44f4-b301-01f55fceeeb1")); - put(343, UUID.fromString("4b045031-9efb-4005-ab68-965b88a0bb42")); - put(344, UUID.fromString("46f50b9f-d1fc-4ac5-b47f-b45890eea22f")); - put(345, UUID.fromString("e5a13d10-be4a-42f2-b30e-51435a48e7a3")); - put(346, UUID.fromString("f223c5a0-dc86-4de1-967d-e0357ba75288")); - put(347, UUID.fromString("70dd2c4f-6d7b-4425-9436-c257bc4ee1d4")); - put(348, UUID.fromString("0e625287-4ceb-4ff2-b687-f33fe5fd053b")); - put(349, UUID.fromString("8200e253-dcf9-4854-a0cb-393e0a18a996")); - put(350, UUID.fromString("77a38088-a111-49ac-900f-c623a10e6e5b")); - put(351, UUID.fromString("6ccb0e29-3df1-46aa-bb32-f2e95d12ff18")); - put(352, UUID.fromString("eb21f97d-4eb6-4750-b455-a0d4434ddc0f")); - put(353, UUID.fromString("42ef9baf-1217-4b0a-b700-584e6bb0d395")); - put(354, UUID.fromString("b395775c-ff60-4c71-82bb-c9d9bc3e8807")); - put(355, UUID.fromString("5913322b-f95b-4b60-9555-3ee6ab3f1e36")); - put(356, UUID.fromString("69069a8f-5f1b-4d6f-843e-4cd902a5cdf1")); - put(357, UUID.fromString("bdb8d11b-f457-4bef-b527-fd76fee0d80d")); - put(358, UUID.fromString("7e43dd58-6108-4bd8-ab8a-5d9142333a4c")); - put(359, UUID.fromString("9be57552-85f8-4e7c-b897-73205764b23f")); - put(360, UUID.fromString("e63dd57b-cc23-4308-b5ee-b59946f02760")); - put(361, UUID.fromString("3e71f1d8-d61c-4d6b-9994-e163109c39af")); - put(362, UUID.fromString("82562a70-ba7c-48ed-acfb-dfcacd105cd8")); - put(363, UUID.fromString("298ee924-658c-4b77-9404-d3ac064de9d2")); - put(364, UUID.fromString("21e630a1-67b7-4719-89c5-599b1b5a1888")); - put(365, UUID.fromString("22fa37f1-765c-4ef0-a83d-34de9b343dca")); - put(366, UUID.fromString("27e94b15-6d39-46eb-9eae-d6650f4498ab")); - put(367, UUID.fromString("0d06e955-8817-4719-96a2-45d9914b8fbf")); - put(368, UUID.fromString("bb6e3746-6381-4d8c-9274-a811842b364b")); - put(369, UUID.fromString("c7f0a453-3476-47cb-9617-e01acebf4eaa")); - put(370, UUID.fromString("3a49294c-849a-46e8-8701-965afeddb9cb")); - put(371, UUID.fromString("8e3d07bd-7580-40c3-82d7-a6b0efe46ac7")); - put(372, UUID.fromString("62e8ef7a-8d75-4a30-a0d4-19a5db31d807")); - put(373, UUID.fromString("26111ffe-fb12-4e1c-a464-7239cbeaaea0")); - put(374, UUID.fromString("181f7ae9-5aa0-44f7-b084-4555b2d2d574")); - put(375, UUID.fromString("0adfb480-dd47-4974-9cf4-c51962b42cc2")); - put(376, UUID.fromString("02ab795b-fad0-41b3-8aca-2b6531e808eb")); - put(377, UUID.fromString("e3f577f0-7e8e-4d8f-8c8b-c5c17bf60380")); - put(378, UUID.fromString("7a489000-0445-4a7c-8fe0-7aa1e3be0886")); - put(379, UUID.fromString("b13fe775-96de-4f88-9a3e-fbc3962098c2")); - put(380, UUID.fromString("1f75ece0-0f79-483c-93c8-78314468a60b")); - put(381, UUID.fromString("d9530c87-a173-41c9-b7a2-5f68b0e43b62")); - put(382, UUID.fromString("c17ec0d3-4b2e-485b-b3a2-7aa986a4d837")); - put(383, UUID.fromString("86cdbf0a-044f-4b86-a1c2-7ff35366afec")); - put(384, UUID.fromString("84765866-65d3-43f3-a6ee-db62fd98ceb1")); - put(385, UUID.fromString("36e145f2-c3ac-4651-a9f5-03616d82aa37")); - put(386, UUID.fromString("e3cac100-1b8e-418e-bee4-ea22071f16d1")); - put(387, UUID.fromString("7a793a52-074a-4369-a092-779b09637e12")); - put(388, UUID.fromString("395674b2-321a-4919-a6a0-2ee5a09e28c0")); - put(389, UUID.fromString("f37d80b7-563f-4104-8476-b5110a1eef30")); - put(390, UUID.fromString("24babd99-a879-4974-8872-eb4e153e5597")); - put(391, UUID.fromString("fa81f556-3107-4421-8f65-bffe0caeff22")); - put(392, UUID.fromString("901e1ef7-f668-45b8-9c30-aec21e301000")); - put(393, UUID.fromString("b74f682d-063c-44b0-bd27-d5c5f83ba5e7")); - put(394, UUID.fromString("e4034971-f853-48cf-8876-e1c736368939")); - put(395, UUID.fromString("09aeeb3f-4d10-4aa6-af9d-f9c08cc42aaa")); - put(396, UUID.fromString("2af48dfe-1ad4-4865-b7ec-8205484bd7fe")); - put(397, UUID.fromString("e6cf9e36-89cd-4cab-8dfd-0cb57bcc396b")); - put(398, UUID.fromString("dbbfb93d-fc8a-408f-bdab-683c195c200d")); - put(399, UUID.fromString("465c50a4-0723-4a7c-ab95-70a64ba838d1")); - put(400, UUID.fromString("37bc1edf-a2f5-4d81-8ea7-677b60574627")); - put(401, UUID.fromString("7c4df443-73a1-417d-b7b7-2ab94ef31595")); - put(402, UUID.fromString("4b83f25b-55f3-46ec-835f-a087047f4a83")); - put(403, UUID.fromString("7917f5f2-00c1-4f2e-8777-bd3e2852c8fe")); - put(404, UUID.fromString("3a7636da-9e41-4668-a6b8-60e6e271f698")); - put(405, UUID.fromString("19aafd3e-375a-4bfc-bbe7-3532bb4752d7")); - put(406, UUID.fromString("0218555a-2766-4b36-ab58-ce2ecfeb1957")); - put(407, UUID.fromString("33d1d7ac-05d9-424f-9956-c11110c7e951")); - put(408, UUID.fromString("3ea12c7a-c33e-4297-93ee-cae4ecabf666")); - put(409, UUID.fromString("1b98694c-0a5f-4610-95ee-210e5fc9c57c")); - put(410, UUID.fromString("90f5ab71-a8ad-4807-bd14-36aa5e063195")); - put(411, UUID.fromString("b7b7c904-c18a-4c8d-95b6-2ec43b1d6368")); - put(412, UUID.fromString("a4e5f13f-328e-4c6f-9291-86d05eb5a034")); - put(413, UUID.fromString("a130a378-6de1-4c49-9d12-089344f42a02")); - put(414, UUID.fromString("ac5c62be-9444-40de-bc8d-44ca7760f652")); - put(415, UUID.fromString("132c0300-a3fc-4e51-a24c-9791516cb57a")); - put(416, UUID.fromString("53bebb4e-38fd-4d76-986c-cd65d27cf187")); - put(417, UUID.fromString("584d1ddb-a539-41ee-9910-0b5d915a3336")); - put(418, UUID.fromString("a9b53029-9573-4aef-9114-583cfdb9a02e")); - put(419, UUID.fromString("a3664bab-72f0-412f-8b4b-a3ae6322065f")); - put(420, UUID.fromString("132aba78-397d-4123-b5bf-ffe39161576b")); - put(421, UUID.fromString("465a05e7-e1cf-4883-9607-c0bd67d85bf9")); - put(422, UUID.fromString("f6b057cf-6483-4e72-85bd-3a956851be48")); - put(423, UUID.fromString("d7daa0ce-fe88-4487-803d-6f5f19311a71")); - put(424, UUID.fromString("e29da111-1a11-4c0d-ac51-d234b97a1e05")); - put(425, UUID.fromString("54534960-6db8-44b6-8bc9-7ff8a67d042d")); - put(426, UUID.fromString("1361ae37-3d9c-4754-a3f1-668b8bc13ff0")); - put(427, UUID.fromString("32aaf457-0be0-48e4-a13f-0fe25a66a91e")); - put(428, UUID.fromString("93388ac2-4577-485f-9df8-c82c7952adee")); - put(429, UUID.fromString("e76b77ef-e79c-4ff1-b323-73a920c81aa9")); - put(430, UUID.fromString("94209708-eca2-46fe-9054-e51e4e17b4e1")); - put(431, UUID.fromString("8b354f65-2420-489b-ada4-68378bd86890")); - put(432, UUID.fromString("bc675def-9a34-4205-866b-5a9f12c3d2b8")); - put(433, UUID.fromString("66453cd5-c75e-4c40-9ce5-c87462c89120")); - put(434, UUID.fromString("f425ac68-fa21-40b2-ae0c-f6077ed1763b")); - put(435, UUID.fromString("2395dadb-7d47-4061-bedf-035ce85d096b")); - put(436, UUID.fromString("73a48e44-2d01-49c4-a872-bd2c2138c67e")); - put(437, UUID.fromString("4614e94e-13ee-40ab-af66-34f3899efc25")); - put(438, UUID.fromString("9923fe75-67a2-45a1-b636-1e0c2db096c9")); - put(439, UUID.fromString("d1d4d348-88ce-43fc-9136-1d3db42c9344")); - put(440, UUID.fromString("866dd270-78fc-4cf2-b8a6-c14a229d6f78")); - put(441, UUID.fromString("21f2703c-3475-448e-9546-ac3377250ef5")); - put(442, UUID.fromString("77cb54f5-a8b9-4283-96e5-c1bb345d9c00")); - put(443, UUID.fromString("e835001d-35bf-4644-93ae-6d458c785595")); - put(444, UUID.fromString("3dab91e1-f8dc-4ca1-983b-d4434328bab7")); - put(445, UUID.fromString("8cbab812-de7e-436b-aab8-8b2f1570dc42")); - put(446, UUID.fromString("c479b562-a6ff-4dc2-916a-fe603a57ba42")); - put(447, UUID.fromString("d0e09382-09dc-40bb-ad27-66664804eaca")); - put(448, UUID.fromString("8914e175-f311-4db5-8d71-91402f043a5d")); - put(449, UUID.fromString("a95e4f86-35fe-4977-a627-b5e4e4abee2b")); - put(450, UUID.fromString("0c2b0931-f8be-462a-85e0-27df6a420d86")); - put(451, UUID.fromString("72d4fa18-0031-4920-aea7-89cf4bf846a6")); - put(452, UUID.fromString("0d6bf866-ec56-4155-9fef-8599c03765bc")); - put(453, UUID.fromString("b8b0fee0-1bca-4171-b84f-a74b9c743d1e")); - put(454, UUID.fromString("a8a013e2-4013-451b-a76c-618e1f52437b")); - put(455, UUID.fromString("2f615c04-0cb1-411a-bb17-b9984ca6309b")); - put(456, UUID.fromString("7dd59539-8e68-4c24-b3e2-16098035486a")); - put(457, UUID.fromString("12975dc0-36cf-449e-87b8-90f6e48103d8")); - put(458, UUID.fromString("7d82ec0b-de83-43c6-9105-247abd746049")); - put(459, UUID.fromString("82569c73-8f09-4e05-a212-6af9226a2daf")); - put(460, UUID.fromString("34e5e8f5-3a12-4c01-ba95-0a440c666d21")); - put(461, UUID.fromString("b5db24c8-d8e1-4e95-bfc2-a2a6977b1d30")); - put(462, UUID.fromString("9d596a06-856d-4487-ab54-61e98aa45f6b")); - put(463, UUID.fromString("54ec7912-6a58-4a25-85cb-337d262c3773")); - put(464, UUID.fromString("a05078e9-58ed-44e4-860a-ecdb1dae2ec9")); - put(465, UUID.fromString("769db246-0a3c-4662-93a1-d535f09e8300")); - put(466, UUID.fromString("8a00e722-d8dd-4fd3-ad59-950aa5701f9f")); - put(467, UUID.fromString("344db70b-6b47-4600-9112-6ab9db6945d3")); - put(468, UUID.fromString("161ab8e2-91c2-4793-ad77-b321e1ee8f7e")); - put(469, UUID.fromString("e76b211e-7d3f-4ed8-aa41-c857f39444dd")); - put(470, UUID.fromString("f5277f2a-f1d6-4d8c-9ec4-6c88ecee083b")); - put(471, UUID.fromString("896b54c7-874e-4081-9263-ad6a40e64caf")); - put(472, UUID.fromString("a9b2f81f-55af-4619-aa96-bbb94f3b2678")); - put(473, UUID.fromString("9c2bcfb8-d67e-4dd0-85d0-88db12481079")); - put(474, UUID.fromString("5fc10e73-e58c-49a7-85ca-882f5a718cd4")); - put(475, UUID.fromString("00888456-4df3-4f3e-8aac-cf36a5c5dd70")); - put(476, UUID.fromString("3addab59-6e3b-454e-b6be-cb986801898f")); - put(477, UUID.fromString("fa55bba4-e35f-4081-85eb-5fbc96bf198e")); - put(478, UUID.fromString("2945b240-f582-4530-8596-73c1a5823474")); - put(479, UUID.fromString("dcbaa6bb-ae67-463c-82b4-4f25d39daaa1")); - put(480, UUID.fromString("9bbfe530-cac6-4349-9869-208d8719560d")); - put(481, UUID.fromString("b65c2dff-d507-48b5-b93d-65506c2dd368")); - put(482, UUID.fromString("97e5e1b5-afc8-4c2f-b20a-c19375afbd8d")); - put(483, UUID.fromString("89e988bf-2a29-4884-a0bc-c1bad484c35e")); - put(484, UUID.fromString("c323762a-c5a6-4ecb-be61-bb3ee0a08973")); - put(485, UUID.fromString("e08845e7-7cc3-4ea3-b854-24eb87f45fd6")); - put(486, UUID.fromString("4d8cea8f-8cf0-4058-8a02-5c1a59060d51")); - put(487, UUID.fromString("2125559d-5921-4e67-b878-ce35a60e86c2")); - put(488, UUID.fromString("0b140cc1-9a16-484d-8f28-cd1fe3f1b118")); - put(489, UUID.fromString("80c447c6-5867-4f6c-a198-fc38b4f124c2")); - put(490, UUID.fromString("00c37dd3-e366-4f30-86cd-1c1e3fbe9e2e")); - put(491, UUID.fromString("5751e637-6e50-4277-957d-36513a0c4f53")); - put(492, UUID.fromString("b3a35618-503c-4ef9-ac0c-ecb181665aee")); - put(493, UUID.fromString("aeed3d1f-4ccb-418c-98ae-3cbdfe668c56")); - put(494, UUID.fromString("20298f90-5a54-464c-9523-e2c482dd6f68")); - put(495, UUID.fromString("58c2647e-0c28-4dde-9cea-a95c8fb53a70")); - put(496, UUID.fromString("19a4fe30-0807-4dc9-b798-9e648a30d9e0")); - put(497, UUID.fromString("6f6d6a23-d053-42b8-83f0-29c9ed5df22d")); - put(498, UUID.fromString("0290f673-56fb-41ce-9af3-baf1fc7c2875")); - put(499, UUID.fromString("6fb04835-c83a-4c37-915f-226e867465e8")); - put(500, UUID.fromString("abfa07a6-7e79-446c-8f11-30f576a2e8f9")); - put(501, UUID.fromString("10aa84b8-b66c-4020-b7fc-d8dd4e972137")); - put(502, UUID.fromString("fff4319e-261c-4bfc-a79f-3d9206811055")); - put(503, UUID.fromString("e6186855-c8b4-43ca-b529-b47dd2739082")); - put(504, UUID.fromString("6ac11f96-3b23-4519-b9cf-c6402afce1b6")); - put(505, UUID.fromString("1d537526-f2f1-45bb-bf61-5f016bb88b63")); - put(506, UUID.fromString("f9a03306-95ae-4e86-9fc8-8c39fa5b9205")); - put(507, UUID.fromString("dc46d8ae-d755-4826-b9f1-fd159402ccbd")); - put(508, UUID.fromString("c9c97590-0828-42dc-a226-f48bbdad0bbe")); - put(509, UUID.fromString("a63c3a0c-ab1a-47c9-96d8-d8619de1f3f7")); - put(510, UUID.fromString("336dfe54-a753-4b9b-8486-76ef0697e9c7")); - put(511, UUID.fromString("d8bf27c3-ef72-44ac-a8ef-f38c7d14b56d")); - put(512, UUID.fromString("9c66cf21-6354-464c-a485-86a06304eadf")); - put(513, UUID.fromString("f1072cb9-a0b8-4086-8528-50b85804669d")); - put(514, UUID.fromString("0858a512-1730-41e8-b1e6-c23f9f977d05")); - put(515, UUID.fromString("3c83161e-017b-42ea-bfda-197792794c38")); - put(516, UUID.fromString("55bc9a0e-059d-4ff4-987b-a221bf3aa50c")); - put(517, UUID.fromString("e055360a-ba32-4f69-ae5f-8f232fce55e5")); - put(518, UUID.fromString("fa5d69aa-08df-4e33-ab51-0df33fbde23d")); - put(519, UUID.fromString("3ea8f086-2c15-4bb2-84ad-841a89135d06")); - put(520, UUID.fromString("a1bc6024-85a3-4562-9734-a9f53e9d662a")); - put(521, UUID.fromString("f83501dd-5bd0-4761-868d-dc78bed86533")); - put(522, UUID.fromString("523940bd-99a2-49e2-ad85-c2b010d9346e")); - put(523, UUID.fromString("87f82823-8a07-443e-a93a-fdcc73fe0f81")); - put(524, UUID.fromString("c9752f4a-8c1d-4e09-9895-5c424a013dd8")); - put(525, UUID.fromString("26b0f2dc-5da4-4f27-b032-88bf50cb8f2a")); - put(526, UUID.fromString("2637bbf5-940c-4596-89aa-506172571db6")); - put(527, UUID.fromString("18a9edd1-32aa-4ce9-b1c1-74c713269261")); - put(528, UUID.fromString("f7f95a3b-82ce-4459-9911-feb017a10369")); - put(529, UUID.fromString("80fadfe4-709f-429b-84f8-eab4df37170a")); - put(530, UUID.fromString("1778b884-5dee-448f-b96b-8b58f6be4051")); - put(531, UUID.fromString("03a6583e-88a1-4cb4-a563-ee0f2f749964")); - put(532, UUID.fromString("4a851119-88e5-421b-a47a-dbdcb42a3b9d")); - put(533, UUID.fromString("953ffece-df0f-4f43-ae02-508139bd6eb5")); - put(534, UUID.fromString("89ef4bfc-e065-4665-b461-f47e1832d63a")); - put(535, UUID.fromString("2dd212f9-9ade-498a-b0a3-8bb80f7c5f65")); - put(536, UUID.fromString("bfebedac-0b08-4eec-a147-8ace3d95aea0")); - put(537, UUID.fromString("8ba3366c-cff1-4c58-bb98-92b079f6c45e")); - put(538, UUID.fromString("af46cee0-5961-48fe-8aec-eff7d950ea30")); - put(539, UUID.fromString("799b7211-edbf-4663-9234-1567749f21b1")); - put(540, UUID.fromString("ce20a1f7-f27a-4b27-8d26-6e022a73e9d7")); - put(541, UUID.fromString("c3a18d7e-d2ed-49f4-898e-dee543b4cabf")); - put(542, UUID.fromString("90b4b6b2-3902-4185-98a4-46329b5eb462")); - put(543, UUID.fromString("ba1f2db1-d872-4c11-95e3-502eaba91c5c")); - put(544, UUID.fromString("3dfd9eef-dc3b-4711-a0ac-c06113966918")); - put(545, UUID.fromString("5b12e19f-ce1f-4573-a90d-1fff580a7d5a")); - put(546, UUID.fromString("a1e77247-99a4-4806-805c-62e286f76c95")); - put(547, UUID.fromString("dda2345e-3bf5-46e0-a835-065e95715bd5")); - put(548, UUID.fromString("051dcec0-f30c-4f23-9cb3-7d71da3d5755")); - put(549, UUID.fromString("1885fd44-7744-4db3-8fd8-10f6101b3eba")); - put(550, UUID.fromString("ff4421bd-846b-48e2-8d73-30ca2796f2a3")); - put(551, UUID.fromString("317d31e2-fad7-4466-a629-ab7803789313")); - put(552, UUID.fromString("3914110f-dd02-4b8c-ae61-a66cf188d186")); - put(553, UUID.fromString("d89ff006-95a5-4a42-ac2d-959ff63966dd")); - put(554, UUID.fromString("6b1bebf3-dd82-441e-9e49-ae8527e83ef2")); - put(555, UUID.fromString("fb548034-5752-4c7b-ba33-5e58b35f543e")); - put(556, UUID.fromString("d5aa7cec-56b7-43f1-bc99-0c5e56bef192")); - put(557, UUID.fromString("f569a366-7418-4e8a-965c-b09bb8d5a7d7")); - put(558, UUID.fromString("6e3bda33-fc70-4b8f-ae9f-389646cf0da8")); - put(559, UUID.fromString("24643b19-9d1a-4892-974b-55e9dd4ec0f1")); - put(560, UUID.fromString("1a9a0065-77e3-4911-a585-9d64c7779ee4")); - put(561, UUID.fromString("618a96c4-7567-4504-b3a2-437aaf40ea60")); - put(562, UUID.fromString("4df8b9cb-cdfa-450a-a671-dae268979ecd")); - put(563, UUID.fromString("180b4913-4580-4650-b889-01026adc178e")); - put(564, UUID.fromString("ca7f1a31-5fbb-4674-8965-37a76b6266ca")); - put(565, UUID.fromString("88045f6a-321f-45c2-b3ac-fd2dbf214198")); - put(566, UUID.fromString("7f54bbce-a7c3-4a90-98ae-a4f83d8c6446")); - put(567, UUID.fromString("9575e0b3-a6eb-49b3-b252-ecbe847ab1c5")); - put(568, UUID.fromString("3b631d7a-d90f-42b3-aa6e-be2ac5672d28")); - put(569, UUID.fromString("166541af-5f9d-4413-803b-1616fc6f7f4e")); - put(570, UUID.fromString("54718837-de3e-4de5-b39d-63c0a1cc1e59")); - put(571, UUID.fromString("aac25a3a-f866-4865-a20c-7c08f30ff2b7")); - put(572, UUID.fromString("8a840d0c-3b5c-430d-acde-2cfde3d46396")); - put(573, UUID.fromString("c69abfee-a55c-4c40-9386-44bfedf1a6fb")); - put(574, UUID.fromString("5af28614-c02f-4ca1-829e-0c0ebb68c1b0")); - put(575, UUID.fromString("6684f9a1-15e3-4881-9ff7-30cdf1ad1bb2")); - put(576, UUID.fromString("de866c1c-8916-4f9d-9f94-62f397e48912")); - put(577, UUID.fromString("4611e4eb-e92c-4978-b802-066372149665")); - put(578, UUID.fromString("55ddc327-fe98-407f-98a9-668a00a209e5")); - put(579, UUID.fromString("e8a44b8f-167c-49b7-9da2-9f060c298136")); - put(580, UUID.fromString("d3f9580e-b386-4bb9-bb92-b15ce414075c")); - put(581, UUID.fromString("f072565c-e68a-4bad-872d-c23b1977c3f1")); - put(582, UUID.fromString("673717db-5788-4203-af40-5de0e5742287")); - put(583, UUID.fromString("0b64f663-461f-4a88-b443-d458ee11f911")); - put(584, UUID.fromString("9bd90516-de71-450d-a960-af6c4d9b1274")); - put(585, UUID.fromString("bc092e54-3e7b-4f46-9a12-5ab3fb94562e")); - put(586, UUID.fromString("e66e699a-0963-47f7-8bd0-a47b6416321b")); - put(587, UUID.fromString("888b805b-baeb-4a98-9ca1-3f6ca0563720")); - put(588, UUID.fromString("b221927d-5315-4c67-bb7d-b92dd5ed4960")); - put(589, UUID.fromString("6cf85622-f0aa-44c9-a0ca-31adc2dc93c5")); - put(590, UUID.fromString("cbc45523-cdc7-4b23-8dc5-a7f198155f73")); - put(591, UUID.fromString("76b6447d-4574-4609-873b-08461be0fce4")); - put(592, UUID.fromString("fbee7910-f696-425e-b272-bcc8b981fbd9")); - put(593, UUID.fromString("71d2f63c-88c3-4f23-ae0f-09e1c35c727b")); - put(594, UUID.fromString("4f90bb7c-ea52-4ebb-b281-17df7a122837")); - put(595, UUID.fromString("0e1ae22f-d2b6-427b-a37f-14a39151d409")); - put(596, UUID.fromString("f8e023b7-bc95-4c40-a13a-c8b2d02b900a")); - put(597, UUID.fromString("0160a44d-fec5-41ad-9ad4-b29267e1ddca")); - put(598, UUID.fromString("e1ed9691-6fa4-4c93-8ee6-9697811fe892")); - put(599, UUID.fromString("a386c718-54ae-4d8b-aa21-6fdb2720a7a7")); - put(600, UUID.fromString("1241aff2-a474-4519-ad3e-fb742479849c")); - put(601, UUID.fromString("25e37b55-5cc8-4a37-b6ee-e15c08506661")); - put(602, UUID.fromString("891df97d-e03e-4254-9923-19a631236fdf")); - put(603, UUID.fromString("4426f013-e031-4805-93cf-0c2bf633e7ef")); - put(604, UUID.fromString("84f45a7f-99ab-4c36-b89a-e3e4f4fec2d7")); - put(605, UUID.fromString("915a7ca1-830b-4dbb-bdd8-bba7d159a67d")); - put(606, UUID.fromString("bf081255-323c-4755-b07d-a0733612cf0e")); - put(607, UUID.fromString("4b6c6ab2-921c-48a7-952c-ba7359b89e52")); - put(608, UUID.fromString("a6c3d932-5194-4ab4-9ef5-d1db82b91b58")); - put(609, UUID.fromString("ef83eb36-dddc-4359-be46-404e5acb0388")); - put(610, UUID.fromString("8a0e9b13-e60c-48af-897c-73ea416fd8b0")); - put(611, UUID.fromString("56d262b0-fd20-409a-809b-b00aaaabb4c4")); - put(612, UUID.fromString("02f10fae-bfb4-4374-bf38-7fce6d3df784")); - put(613, UUID.fromString("ae8796d4-6507-4f80-b796-379e4df4e961")); - put(614, UUID.fromString("a0d4fa66-6524-407e-be22-5e0c2dddcfa8")); - put(615, UUID.fromString("7dd3378b-8415-43f0-99bf-9fda67752638")); - put(616, UUID.fromString("83435784-f848-49cb-9a54-312501717894")); - put(617, UUID.fromString("fe35db5b-4751-47b2-90ea-eac6dca8884f")); - put(618, UUID.fromString("ab28cea3-07f3-46d0-a9ff-641ff7847065")); - put(619, UUID.fromString("7d4f8d29-98ad-4035-a53b-0f3910108458")); - put(620, UUID.fromString("00050528-db3c-4571-ae11-42a66c4a3d90")); - put(621, UUID.fromString("ce522a0d-0b52-4980-a972-6c6cd5d84dc2")); - put(622, UUID.fromString("7fde453d-9e36-485f-8a78-7069cd73b354")); - put(623, UUID.fromString("d64c4597-6f51-411c-892e-b0fb05319dfd")); - put(624, UUID.fromString("7751f674-bccf-44d5-9bfd-f8b07a01f347")); - put(625, UUID.fromString("42a90709-323b-4385-9f53-f8e47cb93f23")); - put(626, UUID.fromString("6b7a5ca8-54b2-455a-a7c7-e992d1c23c99")); - put(627, UUID.fromString("6fb5e47b-4899-447b-81cd-94e8b776a456")); - put(628, UUID.fromString("ba5a7550-aba9-4ed2-9d1f-c6e59d87a8f6")); - put(629, UUID.fromString("0a9af14c-84da-4ebd-8d38-a8661f9ebcd6")); - put(630, UUID.fromString("9b129040-700e-4967-8723-fe6ea1e28f71")); - put(631, UUID.fromString("b671cbf2-93d6-4856-82d0-ea98812c0c84")); - put(632, UUID.fromString("39ddd78e-11a7-4126-abd8-4bdfa12a3187")); - put(633, UUID.fromString("4bdce40a-8069-49e7-84cb-231fd5ddb9e5")); - put(634, UUID.fromString("e7876c75-a50e-4fe1-a7d7-2c0797434cc8")); - put(635, UUID.fromString("1577f924-41a8-482b-a08e-df15e7274e23")); - put(636, UUID.fromString("08b5adc3-e35b-4606-ab3c-41fd49f4b181")); - put(637, UUID.fromString("0d954c77-fc08-4ba9-a56c-f4f21327bd87")); - put(638, UUID.fromString("469cfa93-18e3-43da-a994-fa62e318bf4b")); - put(639, UUID.fromString("eb8ecc99-b1b4-443f-80ba-d16781aa4d7e")); - put(640, UUID.fromString("4149e3cc-5721-4645-b498-56a889c3061d")); - put(641, UUID.fromString("4c0a075e-0abc-459b-b456-26f57e32a090")); - put(642, UUID.fromString("1ad0314a-3256-4dc0-a830-19c385ad9634")); - put(643, UUID.fromString("084eb357-2f65-4955-9625-3bb0b1ef04a2")); - put(644, UUID.fromString("d10af3b2-8de8-41c2-9e86-2f316fe694f5")); - put(645, UUID.fromString("2819f854-263c-4932-a66d-91e7a7ccb474")); - put(646, UUID.fromString("13677508-21da-484f-91aa-ea667f190948")); - put(647, UUID.fromString("c2f05ccf-92eb-480a-ab52-b7fb24177c4f")); - put(648, UUID.fromString("dd357926-b38e-4bed-9d59-5a2dc11550ef")); - put(649, UUID.fromString("62e7bd37-64b3-421c-b190-8a073c1a9beb")); - put(650, UUID.fromString("79089b09-21d9-4380-8dbf-5784ba3c9da6")); - put(651, UUID.fromString("d72c5654-9c28-4d1d-82ad-f3270c17f211")); - put(652, UUID.fromString("bab64f6a-594b-46cc-a41c-18540fbefb94")); - put(653, UUID.fromString("298cc36a-cdb0-46f0-bc7a-c6f560533bc5")); - put(654, UUID.fromString("62cd7511-5459-4f52-a411-4a4b1f2c0799")); - put(655, UUID.fromString("9c6854f2-9dc8-40f1-89ce-bd261a66d449")); - put(656, UUID.fromString("a280a21a-c523-487a-8382-2b657d212c50")); - put(657, UUID.fromString("6066390f-89fd-4822-822b-06a7ba3af491")); - put(658, UUID.fromString("011bd6b9-b00e-4761-8240-fafc8cb59a3d")); - put(659, UUID.fromString("7e8a9621-8322-472c-bd20-0ee2fb369b15")); - put(660, UUID.fromString("708eba96-080a-44e4-ab8f-54da5278cc9c")); - put(661, UUID.fromString("5dc9f10f-4cbf-47b5-8e75-ffbf70fbc318")); - put(662, UUID.fromString("7fd07402-298e-4f53-9553-38dce50108b4")); - put(663, UUID.fromString("8f9e781e-7028-48ac-a283-cf3039ba08af")); - put(664, UUID.fromString("6e9a66b5-3783-4f62-b933-5e3852ad419d")); - put(665, UUID.fromString("ad902b26-b5a5-44af-a480-2c00b6353fcd")); - put(666, UUID.fromString("b3553545-690d-4f8c-b1c7-fd8dfea24f13")); - put(667, UUID.fromString("6344b052-d1b6-43ce-9ad2-7ff06944bc6f")); - put(668, UUID.fromString("9ead079b-0dd4-4eac-9e62-b33c16079a5c")); - put(669, UUID.fromString("e84f0b1d-63d6-4de4-a0e1-ff45f76bcb46")); - put(670, UUID.fromString("618e5995-cbe4-433c-8a46-3ce98976d7cd")); - put(671, UUID.fromString("713ec4f8-e11a-4c23-a20b-e4c01438816b")); - put(672, UUID.fromString("c1933c63-a416-41bd-a262-bf9b59935184")); - put(673, UUID.fromString("004c87ed-5969-4371-a302-9c2f60ec550a")); - put(674, UUID.fromString("ec9af10a-1968-45fd-a861-e41b400495c5")); - put(675, UUID.fromString("759cdfe1-2a2e-424c-a8ae-51aa21e6c1ae")); - put(676, UUID.fromString("729370b9-dfc4-4805-9d52-c0dc598a13f8")); - put(677, UUID.fromString("0a395828-38e6-44a1-9e06-ea741cd2089a")); - put(678, UUID.fromString("f13393c4-e069-4856-9655-a73d4288b2c5")); - put(679, UUID.fromString("2c971cce-06df-4acb-b982-a7cf73adea45")); - put(680, UUID.fromString("22693d1b-3f25-43c7-a9e6-c2e0e6f16894")); - put(681, UUID.fromString("308b52d8-e16b-483a-bf78-7d3a6237ee75")); - put(682, UUID.fromString("bbccfe6b-8634-44ae-8e03-9df235d0cb60")); - put(683, UUID.fromString("b7ec0b76-c351-429c-8732-e583b739dd0a")); - put(684, UUID.fromString("a2a0e502-0997-4ef2-8fb5-418819f995b9")); - put(685, UUID.fromString("2d9be4fa-dc11-42d2-864e-dbc430b2ee80")); - put(686, UUID.fromString("09ce4898-5f19-4646-ba98-16d1d088569e")); - put(687, UUID.fromString("e2d0e058-570f-403c-86a6-0962f351f931")); - put(688, UUID.fromString("dd9c9e41-6bff-40cd-b9a7-eafb7d685c0d")); - put(689, UUID.fromString("acac238e-c746-4ece-9ed5-9e6f6ad8bea0")); - put(690, UUID.fromString("98d085a3-e6db-44b1-91c1-9625f1fddc5f")); - put(691, UUID.fromString("79486dc3-b066-4f61-ba33-3cfb5a174473")); - put(692, UUID.fromString("7d335d59-5245-4ae4-9dfb-964b14c085ba")); - put(693, UUID.fromString("f7183cab-67a4-4f2b-84e2-e35c1484f772")); - put(694, UUID.fromString("838903b3-2786-4bc2-b64d-e45153dc58ab")); - put(695, UUID.fromString("73401955-92fa-40c2-9725-29addad9e857")); - put(696, UUID.fromString("2e59c40d-1c17-48e0-8933-6d33ba82ea5b")); - put(697, UUID.fromString("4f61f4ac-7d8d-4ddb-9a2a-220ead3d5768")); - put(698, UUID.fromString("5b610544-a3b6-4fb8-a759-a9c92b0822d6")); - put(699, UUID.fromString("6fd65977-c59f-4308-a75b-669bfe7432b3")); - put(700, UUID.fromString("39cec23f-a80b-45e4-814e-c9ce61d37836")); - put(701, UUID.fromString("bf3c0e87-0252-44ca-9c1c-db8896df51d4")); - put(702, UUID.fromString("45d8dfe3-2324-4b07-a6c0-313fc92d0d20")); - put(703, UUID.fromString("83fff0bd-96fe-4cbe-954d-0bc9667d17ac")); - put(704, UUID.fromString("8d0ba424-21c5-4bb7-96bc-66ce406f97f8")); - put(705, UUID.fromString("05e63285-509c-4935-8d9c-27e3a6cd10e5")); - put(706, UUID.fromString("ac2e2007-23d1-469c-82e0-61882c0fd4bd")); - put(707, UUID.fromString("8e86e4eb-19af-46a2-a521-ad396b3da57e")); - put(708, UUID.fromString("87b2ce10-28c8-4dc7-b2ef-f557af83ff39")); - put(709, UUID.fromString("ffc57a9f-0a72-4a84-a79e-deb313a89d7c")); - put(710, UUID.fromString("9f035956-bd07-41a4-bce2-d456a119c694")); - put(711, UUID.fromString("ec5dc4fe-99ca-4a75-8300-6a89de7e7491")); - put(712, UUID.fromString("24ff383d-5495-400e-b7a6-f4df975083f8")); - put(713, UUID.fromString("3008bd39-4ad6-4c00-b72a-ab8408e68cd0")); - put(714, UUID.fromString("2001f0b7-338e-46ea-b012-e3ae91b0589b")); - put(715, UUID.fromString("b1f04382-784e-4327-8276-c9c36ea98c89")); - put(716, UUID.fromString("098b40af-d56c-402e-9460-8a91a193ad96")); - put(717, UUID.fromString("c7f20ecf-22c4-46c1-8f56-252c4749552e")); - put(718, UUID.fromString("3b3250db-56ea-49c2-bcb4-40d122cf6c34")); - put(719, UUID.fromString("719f12b1-31e9-4a5f-879e-29ce453feb36")); - put(720, UUID.fromString("8494b4a4-0a99-4148-9237-8d2fdd3be519")); - put(721, UUID.fromString("364ffcac-06a4-4df5-a499-7fbecd1e6aa9")); - put(722, UUID.fromString("b8ee2017-16af-45d2-a4e6-8531deb2f7f6")); - put(723, UUID.fromString("110f7fd2-2c83-4251-a7b1-8cf99d448575")); - put(724, UUID.fromString("7848bb80-8c0d-4376-bfef-7a2d744e74a0")); - put(725, UUID.fromString("0c3c0a13-ec8c-4752-a9ad-591e6c431b9e")); - put(726, UUID.fromString("089e2a74-6b28-426c-ac08-47c21935b633")); - put(727, UUID.fromString("06a6740b-8fdd-4bfa-9375-52399744faad")); - put(728, UUID.fromString("ad9c9c8d-0464-4d57-9f60-1c97bd8a9ac9")); - put(729, UUID.fromString("c22f45ac-2e48-4153-8ae6-958adadc6de9")); - put(730, UUID.fromString("b5d861e4-5a16-4a42-8fe4-c53856210920")); - put(731, UUID.fromString("4ce89eac-a780-4659-abc3-98e89f28e7d9")); - put(732, UUID.fromString("c53bd487-3635-4db9-bcdd-d9ec3475e095")); - put(733, UUID.fromString("b442b9d1-04b8-4ac4-a8e3-52bea3bdc954")); - put(734, UUID.fromString("daa94a76-9107-47bf-8f58-176799e71d46")); - put(735, UUID.fromString("3b616900-2772-4536-9213-39280505a1f3")); - put(736, UUID.fromString("a6bf14a2-5a32-4002-b096-3f672fc56a89")); - put(737, UUID.fromString("f34494b7-943a-422c-855d-4256ab789905")); - put(738, UUID.fromString("01e30723-5064-4d58-b77d-d895c81b0cdc")); - put(739, UUID.fromString("54d0ff54-656f-4b8e-94b5-4d56a63278f5")); - put(740, UUID.fromString("15532c7f-ddee-4adc-a1bf-462f0e8d3c53")); - put(741, UUID.fromString("76366bd4-4523-47bd-8162-85808099fd81")); - put(742, UUID.fromString("2d535da7-5537-473f-94e0-0c2830b91e03")); - put(743, UUID.fromString("8119287b-2649-4313-af70-0c9795e6e129")); - put(744, UUID.fromString("2cc4f0ea-101f-4b94-9a07-8d5952bab6a8")); - put(745, UUID.fromString("40002b26-8088-470d-afcf-1939f84af089")); - put(746, UUID.fromString("71873d4d-d43c-4033-8cc6-98b12c740da2")); - put(747, UUID.fromString("9376cc8c-e8bd-4fee-ac6c-3775b27d5f6c")); - put(748, UUID.fromString("6338308a-e16b-410c-b060-5818941bf225")); - put(749, UUID.fromString("1a40c9fa-1739-4f34-932c-25cf78d7b433")); - put(750, UUID.fromString("50f3c6e7-fee3-446b-91c5-a805715140d2")); - put(751, UUID.fromString("caca51bb-db23-43c7-9506-4ae87c09154d")); - put(752, UUID.fromString("a459c438-2f3c-40d7-b8c0-5f6ee0d393be")); - put(753, UUID.fromString("1e1c5ca4-0524-45a0-8e7a-08ea47d7b7d3")); - put(754, UUID.fromString("4570de6f-83af-49e6-b5d8-061e6c3779da")); - put(755, UUID.fromString("c67c0f09-91cd-4d64-b54c-3f4e763a978b")); - put(756, UUID.fromString("4d7c4536-27f6-4728-a123-d7f80781d4e6")); - put(757, UUID.fromString("c6908ea0-b748-47de-aaeb-778b0e580973")); - put(758, UUID.fromString("36bf3c7a-db52-4e97-b883-44bcb219f1bb")); - put(759, UUID.fromString("0ad4a0c1-11fe-4440-9b13-fd430347fe1f")); - put(760, UUID.fromString("b24c8ded-3808-41d4-83f7-50b208781a84")); - put(761, UUID.fromString("939981d1-0754-451d-810a-247c23d173ac")); - put(762, UUID.fromString("a39df874-0a4f-4126-acfa-eb37a7aeaa5c")); - put(763, UUID.fromString("cf3bf8a2-17b8-4779-8ffe-408522958385")); - put(764, UUID.fromString("1464af42-9c6e-4bf9-a1da-f3344dde524f")); - put(765, UUID.fromString("c4e65bb5-b5df-470d-9b67-d5bfbf4b1f7f")); - put(766, UUID.fromString("e537d46a-b223-4729-9e00-d855fb2f117c")); - put(767, UUID.fromString("e6de5281-7cb0-4e1b-9d1b-d299d362af3d")); - put(768, UUID.fromString("7a7e3c98-8bb3-40df-8f5d-464917566cc2")); - put(769, UUID.fromString("487d1016-ec94-4824-bc09-b2ee7a990156")); - put(770, UUID.fromString("59660bed-7da2-4a00-bd46-cb77851abb9a")); - put(771, UUID.fromString("cc20679d-e523-40a8-9f9e-70da8dd09c39")); - put(772, UUID.fromString("fd487009-b733-4dec-a707-90a31aee5f5e")); - put(773, UUID.fromString("0768121f-c894-43d8-874f-310a8dafe577")); - put(774, UUID.fromString("989db713-82e5-4498-8c66-b3b9669a5302")); - put(775, UUID.fromString("ff2295bb-c162-44c1-8735-c9474fa61c3f")); - put(776, UUID.fromString("ac26a455-44a6-4693-8339-b8fe9b7845d4")); - put(777, UUID.fromString("1041661a-2c49-49fc-8ea1-2427ea2ddb57")); - put(778, UUID.fromString("e75ca858-6370-4085-81bb-f14ccc52f522")); - put(779, UUID.fromString("54160259-5a50-4482-ba4a-b0009e627b82")); - put(780, UUID.fromString("70d1e263-ad6c-412e-96e0-ec82b7873038")); - put(781, UUID.fromString("ca72489f-8533-4074-9436-c2ba79f615d8")); - put(782, UUID.fromString("e1d805e9-3dc8-418e-9ed8-7e33a59c23c1")); - put(783, UUID.fromString("cf9b6d19-647c-43da-b859-73c4c02ce66d")); - put(784, UUID.fromString("8a2f29d9-1d1a-4ea1-bae3-01e20ce7c3b3")); - put(785, UUID.fromString("0588e084-ff46-422b-be47-e24844c12a9f")); - put(786, UUID.fromString("3818b815-97fd-4d16-9771-577e39392e39")); - put(787, UUID.fromString("3b5013c8-70c2-4fbc-97d0-d7d5724ce938")); - put(788, UUID.fromString("f4af5b8d-feec-4d9d-82bf-dbe01bc8c25c")); - put(789, UUID.fromString("9ccbc19b-46f7-450d-b49d-2f0c4f569c92")); - put(790, UUID.fromString("c9d6e4f4-ca91-42ae-bc4e-dbf5cbca7282")); - put(791, UUID.fromString("53b1c569-f68e-4b3e-9413-b7e5f1ae900b")); - put(792, UUID.fromString("9fa576bd-b7b5-4a5b-bfa0-04bd1c011d9f")); - put(793, UUID.fromString("17425825-9fe2-44f3-9002-e99a572189c1")); - put(794, UUID.fromString("e08f7ef4-b3f6-40d1-9dfa-28ce7dafa105")); - put(795, UUID.fromString("03ca55ba-0208-4a9e-8527-fcda06d7f38d")); - put(796, UUID.fromString("6bfc3dbf-0d83-4bc6-904f-ee7103696327")); - put(797, UUID.fromString("d2d49f8b-9b0a-41b3-bd9f-d4b6d2837cb1")); - put(798, UUID.fromString("654d7454-139a-46db-9c80-c61a0577d344")); - put(799, UUID.fromString("6d730952-9ac4-49e5-b75a-02a446cafec5")); - put(800, UUID.fromString("eca4054b-c2f6-47e5-8afc-5aa1ad855cc3")); - put(801, UUID.fromString("4658e3e2-1ee8-41ee-8c35-6765d590226e")); - put(802, UUID.fromString("c72d1fc7-bbc8-4e61-a198-7ae61466a5c8")); - put(803, UUID.fromString("17129b92-3a1f-4d3f-ba4c-50bee62aee40")); - put(804, UUID.fromString("504838fa-1f9f-41d2-84ba-29ac7954fc27")); - put(805, UUID.fromString("665e3af8-2901-4ca2-b5da-774207ff9c7a")); - put(806, UUID.fromString("5fb4ab7b-fdc8-48ce-a9eb-6aebefe17106")); - put(807, UUID.fromString("5091ef0a-e430-4266-8b11-47e81267f860")); - put(808, UUID.fromString("d2c246a0-7a3e-4a1c-b5e5-a7bd99f2182b")); - put(809, UUID.fromString("9ca5d547-17a4-4366-8a05-8f8aeb8406c2")); - put(810, UUID.fromString("48ae1dd6-ce99-40ce-a043-c2287e097c62")); - put(811, UUID.fromString("0cc0c159-589b-4e35-9151-cbc0a6332d10")); - put(812, UUID.fromString("6688b676-8e56-4e85-a7b6-1710dd4a7a5b")); - put(813, UUID.fromString("832594d5-7e27-48c0-a415-055bd8730338")); - put(814, UUID.fromString("06164a42-ecdf-4cba-8b54-554ebdeec263")); - put(815, UUID.fromString("99f9d85a-792b-418e-85e0-dc8a22e87596")); - put(816, UUID.fromString("8da3fc51-28e6-4412-bd62-fa68e3cdaf25")); - put(817, UUID.fromString("0605e47a-e54d-4626-9146-54bb0b2e401a")); - put(818, UUID.fromString("8a61e88f-8fd4-46b1-8bb1-3047f2ad647f")); - put(819, UUID.fromString("b975aee2-cfdf-40af-bf09-55100b951f2f")); - put(820, UUID.fromString("d14eb1a2-a588-44a6-8753-ba21350bbc83")); - put(821, UUID.fromString("6baad978-87e2-4056-9a3a-a3c4cc410248")); - put(822, UUID.fromString("10ae57aa-23e4-47be-87f1-a3408a895bec")); - put(823, UUID.fromString("47816812-c142-4b6a-bc50-3e1fba71bdd0")); - put(824, UUID.fromString("fa025fc2-d965-4968-96d5-7b2e3ae6c709")); - put(825, UUID.fromString("27687e60-d858-4998-b64e-8a03948e08d1")); - put(826, UUID.fromString("bf0450e7-d67a-4755-9300-115f71ac0c5d")); - put(827, UUID.fromString("32421038-6016-47fa-8eef-1a7f107cf84b")); - put(828, UUID.fromString("70d9fb84-6793-4562-9cf8-d0f312f5bc4e")); - put(829, UUID.fromString("d9e61247-fe04-4e14-a683-c8ba1253af3f")); - put(830, UUID.fromString("7ed21283-1d15-450f-b17e-34f25435d16c")); - put(831, UUID.fromString("20b2ddc4-c7be-4639-8a6a-cb52ce6a93b3")); - put(832, UUID.fromString("abdd2ba9-3afd-4002-941d-a813b1856ecf")); - put(833, UUID.fromString("5b435980-812c-42ea-8c92-715379a4acee")); - put(834, UUID.fromString("effba610-0257-485a-aae5-ddce4cb49199")); - put(835, UUID.fromString("3ddf1070-c9e6-462e-8316-19e470657471")); - put(836, UUID.fromString("3a67f2f7-3fd2-4dd5-a243-8cb0c949c4a5")); - put(837, UUID.fromString("4f5c4a55-3270-45a3-b49a-3c21dd0b751f")); - put(838, UUID.fromString("d02178ec-1801-4d77-97d5-1624ff43f3a7")); - put(839, UUID.fromString("1703c7c2-d48e-44dd-9770-062ff7ee2727")); - put(840, UUID.fromString("03720a57-0017-40b7-bc0b-cf86cf04382a")); - put(841, UUID.fromString("b7d0ff58-1805-4c7f-a88b-5b54f0faf8b8")); - put(842, UUID.fromString("fac8f446-6e9e-4094-ae83-52d509157fca")); - put(843, UUID.fromString("b7a4e599-c34a-479a-934c-c4632fc62686")); - put(844, UUID.fromString("6cf662f8-d2a6-43a0-906a-75165b3709b6")); - put(845, UUID.fromString("99bb5c8a-6f82-44cb-8c44-9c12bb9f12e0")); - put(846, UUID.fromString("e4af688a-c43a-4c2d-a2e8-a73da20d3996")); - put(847, UUID.fromString("81f90845-b610-4c33-bbc0-37ba7720fa7f")); - put(848, UUID.fromString("ec5067f3-c7c0-4f87-a7a2-58f9f1e5ee08")); - put(849, UUID.fromString("164f85e9-5d55-4de4-989c-dd59eb56df76")); - put(850, UUID.fromString("060a7063-a7a7-4d29-8f72-aeaf13f0ed1d")); - put(851, UUID.fromString("14b22fc7-a7c4-48ed-827b-d965ffe83f89")); - put(852, UUID.fromString("5f69b30b-e7ca-462a-b855-f30d075528d2")); - put(853, UUID.fromString("267ded7f-678b-4fc0-91be-3f7f5126ead5")); - put(854, UUID.fromString("da200931-60a6-478f-9b38-acd92cb1c1b7")); - put(855, UUID.fromString("e87e3bcd-fe9e-4cba-be95-107bd243086c")); - put(856, UUID.fromString("f823f9bf-0231-42f0-a2e4-de207fd51516")); - put(857, UUID.fromString("a12c2acc-244a-41ab-b81e-eaef04810c38")); - put(858, UUID.fromString("55b2f812-9827-4d55-9723-75b98ba11e75")); - put(859, UUID.fromString("50db3bd2-b5cb-41fc-9cbd-5c6ca823175e")); - put(860, UUID.fromString("0257ec8b-fccf-4bc2-9b6a-d7599e8b08f1")); - put(861, UUID.fromString("e786c767-01d6-4cfa-a7e3-8e0fd9673f04")); - put(862, UUID.fromString("aad70eb9-9ef2-4fbd-9764-f3f1bc1ed7e0")); - put(863, UUID.fromString("610391a9-8826-459f-a03e-6368019c475b")); - put(864, UUID.fromString("a533b1a2-3015-4b58-a654-fd54572b17f9")); - put(865, UUID.fromString("98694f06-58d3-4a90-bba7-6711ac3a8c3e")); - put(866, UUID.fromString("fd6682e7-9606-45d0-b98a-a47563aade71")); - put(867, UUID.fromString("904c3334-c095-4e00-9d32-4740672f8f86")); - put(868, UUID.fromString("143cce6b-c8f3-4829-a3f2-860981c2ced3")); - put(869, UUID.fromString("19f1fc44-3a2b-4f10-b09a-494b19a1b84f")); - put(870, UUID.fromString("d890414d-98a0-476d-ac7f-0f1cdd378cb7")); - put(871, UUID.fromString("d21feeeb-4762-4e41-b40a-89aea8710e3e")); - put(872, UUID.fromString("9b1e974c-6457-40c1-a379-08b18d3dc011")); - put(873, UUID.fromString("4a340a88-44b7-449d-9f79-4d38a143f6f8")); - put(874, UUID.fromString("ea538066-db3d-4fa3-8d2b-87fd24fad5e1")); - put(875, UUID.fromString("95e4b4cf-b21c-4e87-85f3-37d3838d618c")); - put(876, UUID.fromString("76a061d7-c5e9-4d34-84e5-13445f57dd2c")); - put(877, UUID.fromString("44c223bd-0485-40d8-8efc-6be2f32313db")); - put(878, UUID.fromString("de002f53-e4b0-4d87-9bf3-fb19e2f1421f")); - put(879, UUID.fromString("d8392d81-431f-4be3-899b-47b06e1d4f0e")); - put(880, UUID.fromString("75f71068-51a2-4af2-aecd-6daa73c6da7d")); - put(881, UUID.fromString("89217e63-3a52-4631-b120-fff6db59c23c")); - put(882, UUID.fromString("34521cac-7e3b-44d4-8d97-d14e3a2a4e64")); - put(883, UUID.fromString("e626d0ba-fe50-47ff-ac34-1dd94832542a")); - put(884, UUID.fromString("a9a45ced-7e9b-4750-82dc-869a353cc93a")); - put(885, UUID.fromString("98d38fde-572e-436c-8336-4a274dae087e")); - put(886, UUID.fromString("35595476-8fdb-4e0c-aed8-ecf80a22409a")); - put(887, UUID.fromString("0750aec7-0d85-4453-9308-7e5558378fa5")); - put(888, UUID.fromString("090e2801-38d2-4fe8-a008-bdc51e70decf")); - put(889, UUID.fromString("93bf1ebc-0fcb-4026-9ddb-07e1179a25ac")); - put(890, UUID.fromString("90906b68-30cb-4006-bfa7-0bbaeacfe3fe")); - put(891, UUID.fromString("2978adf7-c838-4c05-92a0-8e2ff03a259b")); - put(892, UUID.fromString("dd54a4d3-99c7-47ef-8e3f-cb24069cef66")); - put(893, UUID.fromString("0c03787b-3450-471a-801c-b6ae3cd32425")); - put(894, UUID.fromString("2fe24342-ae8d-40da-b0ce-40d53deebd85")); - put(895, UUID.fromString("5591993d-981b-4489-8fc8-4ded7afd891f")); - put(896, UUID.fromString("8a288302-ded0-42ad-abeb-8ef49aaf9ff9")); - put(897, UUID.fromString("2e87364a-5ed3-4398-9bd0-c7cf66813db5")); - put(898, UUID.fromString("e5d83f94-7398-4948-b065-95da943bc909")); - put(899, UUID.fromString("9b328706-06c7-42a6-b67a-4641a2c2e183")); - put(900, UUID.fromString("63affa09-7aa2-448d-8fd6-dffe0aa8d5c4")); - put(901, UUID.fromString("9ad07bb2-6182-4de6-97ff-0eb368b30713")); - put(902, UUID.fromString("f527e35a-d73f-448b-96e5-0750880bac9c")); - put(903, UUID.fromString("568eb1f3-a32b-4a13-9c7d-f7dbf569afa7")); - put(904, UUID.fromString("668c1b9f-aef5-4d7f-9f46-1f0635adc4e4")); - put(905, UUID.fromString("dc0c1a20-a796-4d62-a409-d89425549b89")); - put(906, UUID.fromString("e9c39cbc-5bf7-43b4-8d88-ff867336e1a3")); - put(907, UUID.fromString("60ad5d6a-67ff-4114-88f1-c5a8777bf288")); - put(908, UUID.fromString("8e1a972f-9cfa-49cd-89ce-48f2702c4be2")); - put(921, UUID.fromString("739aa055-bfc3-4874-8d92-c046baeee161")); - put(909, UUID.fromString("fddac690-5826-46a5-b62c-dc1dfa8b8da0")); - put(910, UUID.fromString("b498c538-1e60-47f0-bb05-3412599e206e")); - put(911, UUID.fromString("5899c5eb-37e1-48b1-ba0d-e49205203e5d")); - put(912, UUID.fromString("3a5c6c13-a048-40c4-a9ca-2ef9deddbeaf")); - put(913, UUID.fromString("e3402018-6b3b-4971-a483-c93f74249abd")); - put(914, UUID.fromString("8dd461a3-8e76-427c-bd3e-57eb9e5ec998")); - put(915, UUID.fromString("cdc3b651-b3e4-44c6-9611-998bdc39fd0d")); - put(916, UUID.fromString("f1dd6d66-5b65-4077-a4bc-03f08bf571c7")); - put(917, UUID.fromString("c855366f-961d-4cba-8adb-ed6bd1ab6c91")); - put(918, UUID.fromString("645d0a54-f92b-4fcd-87e5-c37183a7acfe")); - put(919, UUID.fromString("9e1b6ea6-84f2-490c-95d8-391bcc980e7b")); - put(920, UUID.fromString("4990e809-73b5-447e-a3a5-2c1fda6857c8")); + put(1, UUID.fromString("ce15d91e-938c-4c9d-ad9a-ab57a9f7bb10")); + put(2, UUID.fromString("ca1e9ae1-3a66-4953-95ee-22f2f688af20")); + put(3, UUID.fromString("a3b949bb-afc7-4fc9-9308-a38c1c5e0c8c")); + put(4, UUID.fromString("e10da93f-b173-44b6-a7f7-b73a82d06745")); + put(5, UUID.fromString("d400f535-1c14-4358-bc17-714b2bc5d336")); + put(6, UUID.fromString("ab24f0db-4e0b-4c89-95e5-c56c96d97d3a")); + put(7, UUID.fromString("3368ff16-01d5-4bba-8d27-68a3123b5fc5")); + put(8, UUID.fromString("b09a044d-69ec-4d79-8630-5f8c42a0f750")); + put(9, UUID.fromString("56a3d647-133f-43ae-8bfc-faa77141a062")); + put(10, UUID.fromString("940cbf0f-be98-4950-86c4-2ed10039bf78")); + put(11, UUID.fromString("5c2e3b16-8d5a-456c-b4eb-48e22d2091f7")); + put(12, UUID.fromString("63a69e32-ae3a-49b1-9f57-8f9c9b3d76a8")); + put(13, UUID.fromString("ac64b1e2-4d02-414f-928d-2ea4102908cb")); + put(14, UUID.fromString("cdcda748-a653-4721-a258-7e23cad19215")); + put(15, UUID.fromString("ea8b274c-1249-4464-b204-82811f37a545")); + put(16, UUID.fromString("4f6d39c6-af41-495f-b16e-164fa7740efc")); + put(17, UUID.fromString("efda365a-0848-46bc-bcd0-6248b7e937c6")); + put(18, UUID.fromString("9c1dc9a9-c988-4c8e-ba7b-1b567f9ab8cd")); + put(19, UUID.fromString("6c64e999-16b5-43aa-a373-3e882918d847")); + put(20, UUID.fromString("e15e8a67-2bd5-48e2-a340-ea1feeb5ab32")); + put(21, UUID.fromString("80c06785-3e2a-4c52-8929-3e9d910e18b5")); + put(22, UUID.fromString("db2fdacb-ec1d-4f23-8240-e66167d82fdf")); + put(23, UUID.fromString("a6e7839e-b49b-4259-a306-1f632d0ce477")); + put(24, UUID.fromString("675391e7-2dab-4095-b3d3-d334400ef7d5")); + put(25, UUID.fromString("c7d57f93-11d6-4160-8e79-a8d699271c81")); + put(26, UUID.fromString("4b163e83-847b-470a-91ed-e369e20ab02d")); + put(27, UUID.fromString("8a6edaa7-7531-4941-9a65-ccfdc987fdfc")); + put(28, UUID.fromString("b4e9d235-a1f6-474b-8e44-1c2aa6b20503")); + put(29, UUID.fromString("c2b557b1-e49e-4865-aa64-1531cc389a05")); + put(30, UUID.fromString("537a4d1e-b245-43e0-8a66-3b618564cc68")); + put(31, UUID.fromString("784edd36-17fc-4897-974e-804d44c44e2c")); + put(32, UUID.fromString("eb13984a-8963-4cda-b8be-5bdf06f33202")); + put(33, UUID.fromString("8c857c1c-bcd1-4213-9445-a8a7ca387c0e")); + put(34, UUID.fromString("fa4f1ca4-82d6-4163-94d7-3f19d906220e")); + put(35, UUID.fromString("3da4f0e9-ad58-476d-9b38-20d9126555d6")); + put(36, UUID.fromString("05a6abf7-ed06-4c2a-85f8-4ce26a56cf37")); + put(37, UUID.fromString("6226755f-9711-47af-bfa0-a02a4bf8d7bf")); + put(38, UUID.fromString("fcd31468-6966-44d1-a0e3-5b8660f0f3c8")); + put(39, UUID.fromString("aab240db-3de9-4fe7-86ef-70f69002ebe0")); + put(40, UUID.fromString("5fcf8354-dbdf-4636-99de-83fd2451ff56")); + put(41, UUID.fromString("cccb5dcc-f846-4498-84fa-d342b2335d31")); + put(42, UUID.fromString("2fa414dc-2570-4960-b685-6eda29034888")); + put(43, UUID.fromString("56b665f1-43ce-4869-abfb-9f8ded8a0928")); + put(44, UUID.fromString("e40800b4-9443-41ac-9954-2e33a76ee805")); + put(45, UUID.fromString("bc37b9dd-b593-410d-8234-506f4d3377db")); + put(46, UUID.fromString("06f1e50e-7dcf-4d88-96be-50c630a722fa")); + put(47, UUID.fromString("372deda5-7f15-4cf5-b5eb-1651da4aabb7")); + put(48, UUID.fromString("44ef554b-932b-45be-ab01-b5accc3d2fda")); + put(49, UUID.fromString("7436e1ce-72e2-43a7-993a-b6b272c41bd3")); + put(50, UUID.fromString("d18562db-48c8-499b-818c-213491c724c7")); + put(51, UUID.fromString("fe24ca75-de28-437a-82f8-8c36aa25120a")); + put(52, UUID.fromString("4e971d65-ecf3-4ab0-b70e-9f08d28fb2f7")); + put(53, UUID.fromString("e11f7346-0059-4390-a5fe-a9f1830a7cfc")); + put(54, UUID.fromString("baca5dce-f2c6-4579-ac91-a819edd0a30f")); + put(55, UUID.fromString("582858fa-0850-4bba-b892-7a22ce6d5c49")); + put(56, UUID.fromString("a73219c6-824b-4a19-8b74-e5c53a6d6c1f")); + put(57, UUID.fromString("66fac5a5-9c80-4cd8-ab9c-7eea47fef872")); + put(58, UUID.fromString("8282b890-a723-4bcb-b6ec-4e48c4da7b3b")); + put(59, UUID.fromString("e281c3d0-2b54-43a3-a656-fc508a1e3648")); + put(60, UUID.fromString("567d7345-7e9d-4a74-83fe-c6869cdade92")); + put(61, UUID.fromString("0fe36942-9050-4682-b305-f751e4d6d081")); + put(62, UUID.fromString("a1e8a407-0714-45e9-93ac-a54e204eb1a5")); + put(63, UUID.fromString("69264375-efcf-4690-8ced-790b5ed38765")); + put(64, UUID.fromString("c14459b8-1516-451e-bc1b-6d4319f290ed")); + put(65, UUID.fromString("b2313b65-174f-41f3-b5a8-bd4e3deb604b")); + put(66, UUID.fromString("68d214b9-7bff-48bd-8263-2fce597764a2")); + put(67, UUID.fromString("74c6f2ca-61b8-4b1f-82c5-643b7e9f1087")); + put(68, UUID.fromString("440035de-0cf5-485c-90b6-4c4581624c54")); + put(69, UUID.fromString("d7ca7544-0cd0-41ce-adb5-7399a3c9368e")); + put(70, UUID.fromString("d90f3329-1557-4954-aab9-87b99456ea4e")); + put(71, UUID.fromString("ae4ad834-9b8f-4d21-a8a1-c0fa1a1303b8")); + put(72, UUID.fromString("ac9357a9-a04c-45d1-8d5b-910f6d68ea2e")); + put(73, UUID.fromString("43bf5bd5-1c1b-4962-959e-44b46207eebe")); + put(74, UUID.fromString("b52a7668-7321-4121-aff7-af369ccf820c")); + put(75, UUID.fromString("00452fa2-4a3f-4851-85b2-bd1681e70033")); + put(76, UUID.fromString("82c1a128-b022-408f-8a36-e4900b71a577")); + put(77, UUID.fromString("33a39a6e-96b6-4ce3-b2fa-bfcb8c7c440f")); + put(78, UUID.fromString("de018004-96ae-42e9-bd15-7c2199dc97c2")); + put(79, UUID.fromString("af7c557f-b7c1-4783-98e0-dccd63baafae")); + put(80, UUID.fromString("375aa286-30b1-4ce8-8c56-5d66cf834238")); + put(81, UUID.fromString("87fb1a2e-bb63-4031-b357-870b520dd3c5")); + put(82, UUID.fromString("39965bb7-d16a-411f-bfd5-bc61e7f1d8f7")); + put(83, UUID.fromString("e4bcf733-467a-4a00-acc0-0b3462aa489f")); + put(84, UUID.fromString("4359fcdc-321f-4176-848e-8033fce32364")); + put(85, UUID.fromString("aa4bb50c-c807-4438-9a50-6618cb3eb6bb")); + put(86, UUID.fromString("76c069a1-c85a-44da-acc6-c96ec764e5a2")); + put(87, UUID.fromString("17403baa-8532-412e-91cb-db4767546814")); + put(88, UUID.fromString("0021e3ce-0459-4f36-8022-6eb78ce41116")); + put(89, UUID.fromString("8f096fa7-b012-4ad5-a000-b822ae9f398a")); + put(90, UUID.fromString("48a4bfe2-3a30-437c-9e8b-b24f4057999d")); + put(91, UUID.fromString("4610203f-0db1-47bb-8c3d-6f59cb7387be")); + put(92, UUID.fromString("9b415b9e-6cf6-4ea0-a53e-7144c17590a5")); + put(93, UUID.fromString("b6676a8c-2496-4b49-9d66-2f6c02583014")); + put(94, UUID.fromString("4d229acc-5ff5-43a8-b684-86a3247d5196")); + put(95, UUID.fromString("13537296-45ad-4d58-b696-ac5c8c715f6b")); + put(96, UUID.fromString("ff140c1a-eb51-4294-ad1c-0d292d01c1fe")); + put(97, UUID.fromString("4dfdc4a5-6d0b-4d04-8a0e-6d1c2bf1b77f")); + put(98, UUID.fromString("1bc235cc-66aa-4fdd-bf60-a57ece0a7527")); + put(99, UUID.fromString("2fa7eb78-f366-443e-b1ee-97c9e8f5256c")); + put(100, UUID.fromString("b2f410d8-1769-4402-82b9-5c0b060554e5")); + put(101, UUID.fromString("6249b2e6-3127-4e81-b73c-2ab328228ebd")); + put(102, UUID.fromString("4a9303b0-c8b1-4953-bf37-99246c85969c")); + put(103, UUID.fromString("070f925f-e249-4591-9f39-3b723ee4fb70")); + put(104, UUID.fromString("ddc583a6-5725-4ef4-adcb-aa5182d0f823")); + put(105, UUID.fromString("edacf024-fc73-43b0-b567-db4a0236a76a")); + put(106, UUID.fromString("73b2e8b3-de2a-4696-9569-ad442e8a90e8")); + put(107, UUID.fromString("9e42e5f1-f3b1-4073-aeee-df6c7efae7b8")); + put(108, UUID.fromString("ad9759ae-4fbe-4c48-ae9e-9ca34f2ff68e")); + put(109, UUID.fromString("1e914ecb-e1d7-4824-84c3-78bc4731d0ca")); + put(110, UUID.fromString("54d60565-b3b8-4714-ba3f-07321d0f98e7")); + put(111, UUID.fromString("bd3e192d-5c8e-4e98-bd03-4dc4fcfb5d17")); + put(112, UUID.fromString("a3d81f82-4bca-40d8-b000-beede37cbc4b")); + put(113, UUID.fromString("7ec7ea45-1289-4301-a066-05783e75df05")); + put(114, UUID.fromString("09573b09-c932-4ebe-8b37-a5d04a57dd6e")); + put(115, UUID.fromString("6aeb6260-bb0d-41d9-a316-96088070c047")); + put(116, UUID.fromString("477dfca0-23b4-4703-9def-01d1358a34c8")); + put(117, UUID.fromString("33836586-97b1-49eb-a912-90d45ee8bbfa")); + put(118, UUID.fromString("98f17bd0-6811-4d7f-881a-f6ac0460dfc0")); + put(119, UUID.fromString("ee71b591-1e8e-4c33-9374-ace015b0e388")); + put(120, UUID.fromString("e675c87b-8126-4fdf-9d01-294a6a092073")); + put(121, UUID.fromString("1a35b56e-af24-4b45-b565-5bd637be95b5")); + put(122, UUID.fromString("c4fadaf8-554d-4033-be06-548f2e4c011c")); + put(123, UUID.fromString("00524fa7-8e29-4054-92eb-ed78870381ea")); + put(124, UUID.fromString("b45ec08e-9631-49d4-927d-04c23edb102e")); + put(125, UUID.fromString("4cf47704-45a3-43fa-8e3b-78bb10147cb0")); + put(126, UUID.fromString("a7e4f5c9-9fe0-4c07-aa0d-69b45c2b9e49")); + put(127, UUID.fromString("f9231186-6d16-4665-81da-97f8d012e345")); + put(128, UUID.fromString("4354a132-ee70-4085-9645-6d67b8437db8")); + put(129, UUID.fromString("ff334631-22b5-4490-bb6f-7b50548652ca")); + put(130, UUID.fromString("1f3ec4ec-5e7f-4d04-afe7-ca30e3a35ebe")); + put(131, UUID.fromString("4f9bc73d-697f-4003-8f3b-307d449c6c8f")); + put(132, UUID.fromString("43092c3d-7522-4468-ac98-b89d2ddcbf74")); + put(133, UUID.fromString("4d58f2ff-a9da-4851-9713-2fdf9a5fa285")); + put(134, UUID.fromString("e57677b9-cd76-4a3e-b031-09178353ad86")); + put(135, UUID.fromString("d2e8d6e0-840d-467e-ac85-2d522849dc44")); + put(136, UUID.fromString("4eb098d2-2005-43a6-b64c-9f2740c67f55")); + put(137, UUID.fromString("70e83fce-9d3d-4578-b406-e4237022ca0a")); + put(138, UUID.fromString("3c11cc1e-5808-408e-8956-1e651d38c2c8")); + put(139, UUID.fromString("4e01b34b-f085-4dea-ab48-f18ca120a340")); + put(140, UUID.fromString("ef63def6-e123-4f00-afcf-5a9fc10c0f60")); + put(141, UUID.fromString("9cbfb368-1c37-42fe-8f5d-b2db17004793")); + put(142, UUID.fromString("14c01ce3-ec3a-49ed-a006-15055bbb90b4")); + put(143, UUID.fromString("836a481f-a19a-4940-9fe2-3ab9717756c2")); + put(144, UUID.fromString("5b5d0818-311b-4b08-8e30-eef65a7372ae")); + put(145, UUID.fromString("de1cc13a-b5fd-4f8c-8f51-912e92ff2155")); + put(146, UUID.fromString("2a1db6f5-bbba-4ec8-9b5c-f4a86cc37c08")); + put(147, UUID.fromString("705e05c6-0fc2-44df-9c1e-740103976122")); + put(148, UUID.fromString("525791db-c371-4fc0-ba4f-e13580ed2012")); + put(149, UUID.fromString("20d8b576-b227-4fce-b3ad-297b31b61ad6")); + put(150, UUID.fromString("a364a318-ede9-46b3-87f8-27dada65df28")); + put(151, UUID.fromString("32200b5c-6dee-4822-bf0d-c013e83b2013")); + put(152, UUID.fromString("b47ceb02-d8e1-4a8e-8379-dc4efe3b8678")); + put(153, UUID.fromString("c0eb3cf9-22fe-4eb5-bd6a-0fe541849b90")); + put(154, UUID.fromString("1028cf42-d879-40b9-88be-9d7b45166fb4")); + put(155, UUID.fromString("8c6b73ec-4f92-4854-a916-d52f384f4e13")); + put(156, UUID.fromString("2beebfab-f250-470e-8cd9-70a073d2a819")); + put(157, UUID.fromString("f4a868ad-20cd-4b11-88e7-aa44b403ca85")); + put(158, UUID.fromString("75788d18-f69c-4f06-871a-a3252c94bd09")); + put(159, UUID.fromString("16da88f0-21ee-4e20-a5e7-50d8444020a3")); + put(160, UUID.fromString("49c31cc2-7b1b-4879-9d34-281ebf967f54")); + put(161, UUID.fromString("c7eab31f-3b3a-4c3b-81d0-1bd4c67714ad")); + put(162, UUID.fromString("e5bbe430-6e3b-4e0e-8cef-08b478b390b6")); + put(163, UUID.fromString("b8c2c823-6955-4d93-af42-f32e3df689a0")); + put(164, UUID.fromString("ef751964-7cc2-41da-b1f7-83fb69dcb0d5")); + put(165, UUID.fromString("d28a4cd8-b317-401a-bbae-32437a2d672b")); + put(166, UUID.fromString("a04f2cf4-1111-4e32-b4b0-7e16d7b0a934")); + put(167, UUID.fromString("1aec16af-fa9d-44f0-a1aa-623e4f6f8785")); + put(168, UUID.fromString("be5544d2-5d4a-4727-8500-9ae5e5bd9040")); + put(169, UUID.fromString("11b3ed83-e039-48d2-9a44-8b1931c052d7")); + put(170, UUID.fromString("9296f1aa-196e-4ff0-af09-b57fa4f410fa")); + put(171, UUID.fromString("6bb0403c-0505-4e7b-96a2-d79ffce18353")); + put(172, UUID.fromString("756aa3e0-90e3-4732-b771-6b604ed11a1e")); + put(173, UUID.fromString("81c72c37-fb2f-4aad-96a1-b760933a4bfd")); + put(174, UUID.fromString("34127b74-5d0a-46d0-a823-7e79876c066c")); + put(175, UUID.fromString("f6dd9daa-669a-4c06-8d05-896ab2cc06c1")); + put(176, UUID.fromString("dea6e2b0-a865-4d6b-a900-270c04f4eccc")); + put(177, UUID.fromString("2bfc62ae-3237-4be3-8e95-a6097b0eac2c")); + put(178, UUID.fromString("91a28d18-ddc1-40f1-98e2-759b01df8184")); + put(179, UUID.fromString("b7c3d1e0-e471-4eb2-9686-9adedf3da37b")); + put(180, UUID.fromString("5e3dd6bf-91a1-4ebc-8a84-2ed39a8fa87c")); + put(181, UUID.fromString("d0a6add7-0892-4810-9dd9-5195b3378ec9")); + put(182, UUID.fromString("1aea1a1c-ee40-4a64-ac2e-9bb1efa59fb6")); + put(183, UUID.fromString("bdf3040c-2aa2-4978-8d29-1e589c23242e")); + put(184, UUID.fromString("a0b6b464-8068-45c6-92db-e04ecc62fdab")); + put(185, UUID.fromString("2c0e8ab1-f544-4668-b834-076c4915977c")); + put(186, UUID.fromString("09876ca4-7c59-4e69-8f07-6f89e6519db0")); + put(187, UUID.fromString("914619a3-2de1-41de-8a18-50bf02306f23")); + put(188, UUID.fromString("d84b7c3f-8658-4fab-a27f-476110c23096")); + put(189, UUID.fromString("5e45e78b-1353-490c-8263-70894c1f9128")); + put(190, UUID.fromString("95459378-d825-40fe-9723-ae95e3e5a1cc")); + put(191, UUID.fromString("f019fadd-4346-4417-8ebe-fbc0e496362e")); + put(192, UUID.fromString("3e1c964e-7039-4592-a806-e611ca12643d")); + put(193, UUID.fromString("d72477b5-6284-4d42-a431-276345c1686d")); + put(194, UUID.fromString("c965e9a0-ee22-43d7-80eb-d2f783d1dce8")); + put(195, UUID.fromString("f13a846a-e5ce-421f-9602-ce298338c1d8")); + put(196, UUID.fromString("a66a67e7-a0f2-4204-a9bb-cde5065b96ce")); + put(197, UUID.fromString("1d53e730-ca55-468b-af82-07d416d212fc")); + put(198, UUID.fromString("32da4000-8026-44d1-a130-8ded63de056e")); + put(199, UUID.fromString("b08676a6-46b3-480e-971c-658eb7e5632d")); + put(200, UUID.fromString("86aa3ce4-3129-4fd9-bd49-e5cf15ab563e")); + put(201, UUID.fromString("1c4bcc89-9737-4327-abca-b08e81469bf4")); + put(202, UUID.fromString("a2425b99-12d6-41ef-bc85-384ca8e0e421")); + put(203, UUID.fromString("d7d5c2f9-a03a-4760-9888-5a39c900ee52")); + put(204, UUID.fromString("310d7750-dc62-4f0e-9334-3d905d08e627")); + put(205, UUID.fromString("b45d0b1e-9384-4963-a661-a4946f9e7483")); + put(206, UUID.fromString("8844d1bc-d23f-400d-9053-8ed3bd5585fa")); + put(207, UUID.fromString("68d97d0c-9aa8-4c8e-9f51-8dc408c74f09")); + put(208, UUID.fromString("cac9850a-8c9f-4711-8edf-0fc8319c958d")); + put(209, UUID.fromString("8494ddae-bf1e-4a9d-8693-a4934e2653f5")); + put(210, UUID.fromString("3c196d74-c6a6-4171-a17d-2a5f1cf20ae8")); + put(211, UUID.fromString("479d8797-70e0-43b8-b574-6e3b00358c14")); + put(212, UUID.fromString("bf5f75c7-596c-4f9b-a5db-39ce8221771e")); + put(213, UUID.fromString("7a147445-8c4f-4e47-8184-e84c2bf7c18a")); + put(214, UUID.fromString("3e9dac92-f285-4fe0-8493-62800777e9f3")); + put(215, UUID.fromString("4f5dcbe7-fb7c-453a-8cd0-f2eb7735478c")); + put(216, UUID.fromString("a423c918-f300-4096-b5fe-c38deecaa280")); + put(217, UUID.fromString("abd1208a-86c2-4de3-ab3a-d2e53683578a")); + put(218, UUID.fromString("8ffe832c-719e-4bf3-b39f-34b0ae692556")); + put(219, UUID.fromString("8cda0fdb-cc10-4522-a164-349d1308b740")); + put(220, UUID.fromString("aaea398a-be5d-45a0-90b7-77697ea749de")); + put(221, UUID.fromString("d1ef9a13-9429-42fd-9572-54f7bfebcb8f")); + put(222, UUID.fromString("0956a40a-f93a-49d1-90af-7dc00707baaf")); + put(223, UUID.fromString("89723fa3-8db1-4004-acfb-f364d296a459")); + put(224, UUID.fromString("3d5e8cd5-c752-41f7-83d3-780cf4e37d63")); + put(225, UUID.fromString("d8c952c6-fa89-4858-8ea0-5ae87b298b83")); + put(226, UUID.fromString("501862be-3eae-4a0f-8470-a1740671a990")); + put(227, UUID.fromString("d1c4b8da-31bf-4cc0-8789-c4cb8fc7a063")); + put(228, UUID.fromString("f52e99f8-d2e4-4123-b60e-f83b3d197c7f")); + put(229, UUID.fromString("b78b2253-462e-49dc-845e-ffd36126bd3c")); + put(230, UUID.fromString("66ceac26-4619-459a-8f6d-bfb8cf7684e7")); + put(231, UUID.fromString("6e73dd0c-f713-44f8-9b6b-f0865727d0d0")); + put(232, UUID.fromString("45fe4445-5a2c-4808-825f-f489afcb1618")); + put(233, UUID.fromString("9f7ac564-3a0a-4c97-9304-6436baba7c08")); + put(234, UUID.fromString("cdffc131-a441-450a-ab74-c5b02b5391c5")); + put(235, UUID.fromString("6dbfb6cd-29a2-4c46-8539-3e870b5d84f2")); + put(236, UUID.fromString("fda328b0-4db7-421b-8b33-a5910f072cd7")); + put(237, UUID.fromString("6adf7a4a-b925-4b63-8dd8-0a1007b51f2b")); + put(238, UUID.fromString("b0b81461-0fe1-47f9-9494-bc604641e147")); + put(239, UUID.fromString("a199829e-654b-4e0f-a847-fb76b267311e")); + put(240, UUID.fromString("5d06bd32-3a6f-4c60-aa56-f2ee7219a9e7")); + put(241, UUID.fromString("34b3caee-f59d-4aed-a20b-f765c2369e6f")); + put(242, UUID.fromString("0845d23e-de40-4bec-810d-b1f9349deb35")); + put(243, UUID.fromString("b88a7c63-1e65-4f02-863c-71d36368a1f7")); + put(244, UUID.fromString("722b8618-277c-40b3-8bcc-2b4c9670c7d6")); + put(245, UUID.fromString("f330fed3-a399-4f80-b9b6-f4383a25eeab")); + put(246, UUID.fromString("a187161b-7152-437a-b29f-e05aca8a8a6d")); + put(247, UUID.fromString("dc87d9b6-defe-44f3-930e-6a636692e15f")); + put(248, UUID.fromString("83a909ae-ea2d-4f8d-b954-d99ae6f7d0b0")); + put(249, UUID.fromString("d6453365-a751-423b-becb-94279dc28cf6")); + put(250, UUID.fromString("3c342f29-0954-4b5e-90e1-bf26a314b32f")); + put(251, UUID.fromString("56f72641-4228-4399-a0f3-2c2a210b6833")); + put(252, UUID.fromString("5a3758f2-bdce-40de-9d65-f727b9671926")); + put(253, UUID.fromString("adf1f929-4767-480f-84f0-cf108960f75f")); + put(254, UUID.fromString("d44708ef-68d8-426b-9e25-46d8a52e7780")); + put(255, UUID.fromString("e0a04c2f-f19f-4c17-99d2-d0aa72ec9d9e")); + put(256, UUID.fromString("3759b439-10aa-4b92-9638-790a4e6610d5")); + put(257, UUID.fromString("480986d2-5ce6-49ed-be25-ed03cb35c1ac")); + put(258, UUID.fromString("66a18edb-66e4-4784-9974-f99ba0b5cf9d")); + put(259, UUID.fromString("0e71811f-cd32-4b71-a950-2191d2567445")); + put(260, UUID.fromString("b01c3680-7195-4e64-b21f-2a1553e6a40b")); + put(261, UUID.fromString("a8dfdd59-ada0-4b21-aceb-835174e5417d")); + put(262, UUID.fromString("12a2e624-8ea6-4c9f-8f3d-54f614bd4e27")); + put(263, UUID.fromString("3486f9be-8106-4bf9-bb2a-99a7e6e8b658")); + put(264, UUID.fromString("6a997fe8-edbd-4d94-b834-5afa17b9c887")); + put(265, UUID.fromString("1686afc4-e89b-438f-bef2-e825bf5c2611")); + put(266, UUID.fromString("e5dd5aa3-f2b4-4834-87b9-40258100ea5a")); + put(267, UUID.fromString("e76cbca9-d075-4ffb-bafb-7687e0b325ff")); + put(268, UUID.fromString("86e4c5d9-cf4a-4277-9a90-bc65fa6efd7e")); + put(269, UUID.fromString("0f4bbf70-52d3-4878-ad5a-49b73ec91743")); + put(270, UUID.fromString("11c21984-41a5-4b07-8d0e-832fcc8289f7")); + put(271, UUID.fromString("f3d85808-b976-430e-80a8-cc6f4b13c470")); + put(272, UUID.fromString("bfa07596-ca0d-45ff-b09b-4931cccd05fa")); + put(273, UUID.fromString("977cd845-5613-448c-9162-41993e113bc2")); + put(274, UUID.fromString("de6defe2-845b-4a4c-b882-b8da340f85a4")); + put(275, UUID.fromString("45709051-31a9-418f-835c-a9416f1080a2")); + put(276, UUID.fromString("1859abab-b820-4a3a-8825-38e989a75030")); + put(277, UUID.fromString("9e51ec14-73b6-4198-8484-fc4e1c25308c")); + put(278, UUID.fromString("92fd7e3b-3ab9-46dc-842f-5cf9b4a599ea")); + put(279, UUID.fromString("bc380f9b-2a68-4feb-b149-89dc6425f5f4")); + put(280, UUID.fromString("6ca7494a-54d2-4e2f-9be6-06527c25d036")); + put(281, UUID.fromString("1727dcdc-b180-4a78-a26d-47bf8067f5b8")); + put(282, UUID.fromString("07acd2e4-9f5d-4c00-a131-47a017259614")); + put(283, UUID.fromString("c7a309b5-ed0f-4f36-bad6-96312edbc300")); + put(284, UUID.fromString("6ad1178d-f757-4d89-b325-2fbef4835b67")); + put(285, UUID.fromString("02381609-3937-4b2d-83fd-09dc79afccb5")); + put(286, UUID.fromString("cf6397d5-42f1-4ca7-a6b5-873b01a06fce")); + put(287, UUID.fromString("772ab110-4373-457c-ae76-1902c23160c8")); + put(288, UUID.fromString("7e5d0b4d-f5e3-4111-9c2d-fa024d869159")); + put(289, UUID.fromString("994ac1ab-935a-4adb-b3f6-3e23f96c1910")); + put(290, UUID.fromString("74bbeb60-a104-4b2e-ba43-d0a2d63a44b4")); + put(291, UUID.fromString("e0ffd650-b1ad-4cb3-9abd-f91e09578761")); + put(292, UUID.fromString("20efc673-203e-4702-8045-72cf40223c2c")); + put(293, UUID.fromString("230376e1-f88a-4309-a5bf-ce70a57e3c0b")); + put(294, UUID.fromString("d2ad8e47-b408-4afc-af5e-b9dd210b6c70")); + put(295, UUID.fromString("caa4ff1a-1123-466b-b33b-2f3b22ccbcd9")); + put(296, UUID.fromString("43f3c066-bde2-4956-8937-69676da8a3a1")); + put(297, UUID.fromString("ee331970-4073-4b6f-90c8-fa891fe8b5e4")); + put(298, UUID.fromString("bb88a4ba-ecfc-448b-8495-4513b623dc3d")); + put(299, UUID.fromString("06bf8696-72ac-4d90-8948-5a6fc7beb0bd")); + put(300, UUID.fromString("edbde8fe-8d3d-446d-8953-c46d588683f1")); + put(301, UUID.fromString("e5930474-971d-4e0a-8ed7-49540a727048")); + put(302, UUID.fromString("7cf7cfd7-7a5c-4fc3-aa10-40b98ea7e1af")); + put(303, UUID.fromString("b8c1df26-c088-45bf-8e3f-de1fd63d7111")); + put(304, UUID.fromString("57c8d26b-7721-41b5-a1e5-fca220fd6a6b")); + put(305, UUID.fromString("29f0a17b-640d-4512-9a9c-0167f4e8a92c")); + put(306, UUID.fromString("b7ca3a7d-7dc5-4185-86f1-dd93fdadfb96")); + put(307, UUID.fromString("ead0bab7-c273-41d7-9465-f16016638ab7")); + put(308, UUID.fromString("c962092b-49e3-4fc4-b79a-5cb2b2dc7132")); + put(309, UUID.fromString("b108d20b-3cb6-4778-8039-282137d213e1")); + put(310, UUID.fromString("aee6e723-c19a-4753-96f8-69af27aee5c0")); + put(311, UUID.fromString("bda15a13-e673-4fa5-93b9-7b6f2abea933")); + put(312, UUID.fromString("ef6104e3-529d-4390-b333-b9aef5ce5738")); + put(313, UUID.fromString("daec48ed-6aad-4ef4-88e1-ae18ba68ea41")); + put(314, UUID.fromString("e03e1154-0376-466c-934a-0c17adbc8744")); + put(315, UUID.fromString("d217504c-e0fd-45cc-8d67-a777efdcb78a")); + put(316, UUID.fromString("76cad825-49ee-4a83-b929-faed039bdd85")); + put(317, UUID.fromString("6ec468c6-39c5-45db-899c-9981e4de0179")); + put(318, UUID.fromString("fc1a98b3-801a-4515-b358-a50663c22557")); + put(319, UUID.fromString("16c0b0b0-b933-4982-b37e-56602209eb37")); + put(320, UUID.fromString("03cd873c-ac8b-4229-8bf6-b1402ccc9af6")); + put(321, UUID.fromString("a71daafa-e4d3-4a41-b3b8-b38aaf893ff0")); + put(322, UUID.fromString("279b6e1e-5d36-427d-a081-f9067e5c6650")); + put(323, UUID.fromString("3bb0bfaf-84a6-407f-bdcf-efe17c62a54f")); + put(324, UUID.fromString("84a71880-e94c-45a0-9fbd-a49891d0ac3f")); + put(325, UUID.fromString("cd7449cc-084c-48fc-8a5d-4d7d85bb4899")); + put(326, UUID.fromString("6ffc5052-4817-4b96-bf5f-efc146aa444a")); + put(327, UUID.fromString("b123686f-fa26-433b-b64e-eff5d64e8f31")); + put(328, UUID.fromString("6ac9a4d9-6dae-4858-84d7-b2f9cfd82c21")); + put(329, UUID.fromString("ce2e3ed7-e6ce-4bc1-9898-7ddd5b86ec8a")); + put(330, UUID.fromString("d367d76f-9184-4af7-8522-a8a10ad2b915")); + put(331, UUID.fromString("c76af9a4-b388-475f-854e-43cc62c962ee")); + put(332, UUID.fromString("6bb2414a-2a22-4451-bd50-bc082324337f")); + put(333, UUID.fromString("4f1e54a0-c128-4c0b-92b3-d1e9cae47eac")); + put(334, UUID.fromString("7c58461f-655e-4ede-ba92-ef6a404795f9")); + put(335, UUID.fromString("bee5f785-341a-4eb9-98f5-4caff3b42f1a")); + put(336, UUID.fromString("33493114-934a-491d-8e49-8460e4d4a1df")); + put(337, UUID.fromString("70242b02-57db-4e5c-bd6a-469eee36d263")); + put(338, UUID.fromString("f46be92b-0709-4f52-8330-49c47207d793")); + put(339, UUID.fromString("fccacd3d-18d5-4f12-b689-041a95c554cb")); + put(340, UUID.fromString("f437a40b-88ab-4e1a-8c00-943051200a37")); + put(341, UUID.fromString("2b904abe-ef73-4f40-9f1b-d52f7fd20ca5")); + put(342, UUID.fromString("7391dc10-dfaa-41dc-ae97-f4973353464f")); + put(343, UUID.fromString("94c5774b-1fa0-4e1e-af22-7f49bb6f2505")); + put(344, UUID.fromString("35a10de8-5a56-4f53-9dc1-e9b8cd379a3a")); + put(345, UUID.fromString("44805a9a-4501-462d-aed9-99a8c2597c62")); + put(346, UUID.fromString("87a9e06a-17af-4ffa-be04-fda98ea11046")); + put(347, UUID.fromString("e94262eb-6416-4eb2-b79a-b6fb49a18b31")); + put(348, UUID.fromString("5d4b4e84-ddf9-43f0-9599-f22c11b95658")); + put(349, UUID.fromString("80e0b853-f673-4977-9614-66b7fcabb49c")); + put(350, UUID.fromString("1361de26-f005-4087-8ec3-eb0f16ba4dc0")); + put(351, UUID.fromString("3d7e2bd8-72da-46a2-bc69-c28ae4d356b6")); + put(352, UUID.fromString("4b22a888-9f25-44b0-a47b-f427bcd1b2a4")); + put(353, UUID.fromString("d6f3d9a6-537b-4887-840e-d02815de46ec")); + put(354, UUID.fromString("91d35cf6-097a-48a8-878c-637bcd8a8a24")); + put(355, UUID.fromString("f731f45a-9e2b-4635-a55c-0de7aaae5e80")); + put(356, UUID.fromString("bdb5d150-14a3-47b7-9626-8c437d216bce")); + put(357, UUID.fromString("4cfea0e7-1ade-4e67-92d7-3c56eaa79671")); + put(358, UUID.fromString("cf43ab1f-5021-4c14-bbf4-5bbc407684f5")); + put(359, UUID.fromString("81d169af-c6af-4513-8d83-4c036f427608")); + put(360, UUID.fromString("10415815-018e-4dd8-88d9-0f43b05d033f")); + put(361, UUID.fromString("adc17017-86ae-464e-b265-17d7d68cf837")); + put(362, UUID.fromString("f7cc5226-40b8-48d8-a7bd-501740a6b34d")); + put(363, UUID.fromString("ad56aa5e-e76d-4029-bab8-cb5061330a79")); + put(364, UUID.fromString("293c964a-ff6c-4a60-8afe-814aaf8a413a")); + put(365, UUID.fromString("6e7b22c7-82c5-4f82-85b0-08217d7ac691")); + put(366, UUID.fromString("3b509b79-6c24-44a1-aaf1-9352a66ce8fc")); + put(367, UUID.fromString("a39daa39-2b02-47e8-a649-4a69c38a40a1")); + put(368, UUID.fromString("cfba48df-a52a-452c-8d73-d4966add826b")); + put(369, UUID.fromString("1abfdec5-7505-474d-8d0e-e15378f5ba46")); + put(370, UUID.fromString("40fc882b-4669-49ff-ae5e-a0cbd38eab96")); + put(371, UUID.fromString("f3fee061-f49d-4dad-a432-485f295485bd")); + put(372, UUID.fromString("e96811ae-6706-4b34-b619-31de9a5588e2")); + put(373, UUID.fromString("ec98215f-4f60-4cc1-bf08-7934283ea6c7")); + put(374, UUID.fromString("988eb9ca-70c4-4ecb-aa66-bf83eb3232be")); + put(375, UUID.fromString("c2ca3ef5-4310-45d5-9b8f-3283176cd4e9")); + put(376, UUID.fromString("ee637d2d-b8d0-4065-a5e1-480157c8ab4e")); + put(377, UUID.fromString("f1910a38-4419-444e-baf2-e8b5cf18241f")); + put(378, UUID.fromString("f0982071-9057-42d3-bf2d-1d9663f993f0")); + put(379, UUID.fromString("62cf2b93-7e14-48ff-8a5d-72ecea8e8ad3")); + put(380, UUID.fromString("381f0937-a08b-4407-88a0-270969483742")); + put(381, UUID.fromString("034b8fb8-49dc-4531-81db-da2e2cdb59a8")); + put(382, UUID.fromString("9113a436-7bd9-4bf5-aa2d-8bc726af58c9")); + put(383, UUID.fromString("085065c6-cd39-41c4-934b-88f7c4799e2b")); + put(384, UUID.fromString("ea906268-7c53-411c-b775-f7e6da736710")); + put(385, UUID.fromString("93e5a444-fecd-40d9-ab2e-134d3cfe937d")); + put(386, UUID.fromString("40f6cc54-05f5-4f4e-9af2-41f8d4dc77d8")); + put(387, UUID.fromString("816e701d-7b86-4d49-bf38-7094b006271f")); + put(388, UUID.fromString("07602123-5a79-413d-923f-4574a06cd765")); + put(389, UUID.fromString("e1a9c1d6-0ac6-42b6-b499-21076baa0e64")); + put(390, UUID.fromString("bfe940df-b23f-4160-a7bd-a0c26cf8ab91")); + put(391, UUID.fromString("412f0b79-9ae6-431a-beb1-e16ceeb82809")); + put(392, UUID.fromString("722f1ad1-56c6-4d33-9b7b-e6d175478c6f")); + put(393, UUID.fromString("70d26876-4fac-43df-91e0-c3ec0117e8c7")); + put(394, UUID.fromString("6c609c2d-cbf3-4d9c-98bc-ae9d62b61b22")); + put(395, UUID.fromString("30c09d92-6c51-467b-bc60-b53f6a5d7942")); + put(396, UUID.fromString("7f1f9878-1ef0-4810-8070-d9a4569516b6")); + put(397, UUID.fromString("a7bd518b-e0ae-4b02-90ad-d3256a2486fc")); + put(398, UUID.fromString("0eee845f-ab91-42e9-b427-e3a56e06900e")); + put(399, UUID.fromString("1f27c50a-8396-4453-9d94-fe2ed59a2ffa")); + put(400, UUID.fromString("5c92d171-bc37-4fff-8624-7ae218cd5117")); + put(401, UUID.fromString("4cf307d9-cd89-4502-9256-839631f8566b")); + put(402, UUID.fromString("8428b421-24bb-47f1-8d74-3bdf0c3e7968")); + put(403, UUID.fromString("18eda38e-cc2c-4c7b-b70b-7e39185215db")); + put(404, UUID.fromString("957b8003-27f4-4310-8025-a4a7ca73e2bc")); + put(405, UUID.fromString("304840d5-bc5d-46a5-b668-e0d035481ace")); + put(406, UUID.fromString("279d6daf-6f68-4574-bb16-c5cb39a6666e")); + put(407, UUID.fromString("3c0ac8bc-d842-4461-ad2f-7b31aa0e37dd")); + put(408, UUID.fromString("3bf09b2b-58c7-4ccd-81b4-78545c1ae372")); + put(409, UUID.fromString("42d5ca87-c243-4618-b2e2-e031b0c1c147")); + put(410, UUID.fromString("78825abc-9451-4a37-83f7-d52378f7b9cc")); + put(411, UUID.fromString("0101041a-8143-4dd1-8a49-90767d471754")); + put(412, UUID.fromString("1cb45110-e1bc-4dbe-b12f-b6e745c2d1c9")); + put(413, UUID.fromString("8de5b7ff-b0bb-4dac-a382-a5df182bf6f1")); + put(414, UUID.fromString("3e3f9721-6bb5-410d-a84b-817d7d6c8157")); + put(415, UUID.fromString("7fc2f2c1-d460-4e10-8b79-4a99d8043610")); + put(416, UUID.fromString("fc8ad22d-160a-4135-9291-4c293eae7ddb")); + put(417, UUID.fromString("a8dcd4ed-fb17-4af3-89cf-4b9ba185f38c")); + put(418, UUID.fromString("3004b3e6-e9b3-4094-9590-5d544c2010db")); + put(419, UUID.fromString("b360df08-a109-4bd3-8388-e02b225e210c")); + put(420, UUID.fromString("5d027f75-311a-4d5b-b812-29916aa7a9f2")); + put(421, UUID.fromString("9d5e9541-e09f-4e36-b46e-41b3ada3bd10")); + put(422, UUID.fromString("00956650-6e1a-4d78-9a78-23e5c9ed0e8e")); + put(423, UUID.fromString("5e466eeb-e47c-4893-8784-540f497cf08d")); + put(424, UUID.fromString("2a549376-1f2a-459c-9342-89057b051039")); + put(425, UUID.fromString("6a124b7a-d447-49cf-85ce-b7521736ca77")); + put(426, UUID.fromString("06388e6c-04b8-476a-b55a-fbfda1abdc27")); + put(427, UUID.fromString("ad3f9446-99d4-4a97-96b1-aae5e913b2f0")); + put(428, UUID.fromString("e84e5bfa-3d82-438e-bdd3-738b2590c3aa")); + put(429, UUID.fromString("495a84a8-0615-4eaf-b945-8364b7325796")); + put(430, UUID.fromString("6c8e8568-3c32-4774-8b75-0e04b057fb0d")); + put(431, UUID.fromString("c8f3bf77-d66a-4b06-b344-4d5ae3fa3597")); + put(432, UUID.fromString("5eca8038-77bb-45f7-852a-b595e9bcc73d")); + put(433, UUID.fromString("381d10cf-8d90-4621-a796-823db29b64c9")); + put(434, UUID.fromString("7cbdba38-3c74-40fc-badb-793ecdf75df5")); + put(435, UUID.fromString("a7f370e8-a5b1-4b37-a350-a54e51d5ddc6")); + put(436, UUID.fromString("1b5400e1-3250-4789-8ae7-792d865d8896")); + put(437, UUID.fromString("f72dfacb-4727-4542-9ef5-138b17cdb9dd")); + put(438, UUID.fromString("6dbe5fbd-b508-4bcb-bc8a-cb1ee10fd77f")); + put(439, UUID.fromString("88c1094b-2e5c-4875-ac67-edc810003de9")); + put(440, UUID.fromString("866fd713-3089-4078-baed-f8cb895eda35")); + put(441, UUID.fromString("d9451828-ec0f-47eb-af9a-5a1331ebae9f")); + put(442, UUID.fromString("8a542589-e06b-4195-8532-ae21535a97c8")); + put(443, UUID.fromString("3f916c77-6e25-4185-973e-0bea3d61395b")); + put(444, UUID.fromString("b9060ca9-3f8c-42ad-8ba4-e2ff152251ce")); + put(445, UUID.fromString("992edc57-ba55-4cc4-b222-b7f88cceb6a4")); + put(446, UUID.fromString("4dc567b1-b97e-4a86-8172-38b7a923c60a")); + put(447, UUID.fromString("8a55e15a-85f0-4f70-8f7d-4ec3d638e430")); + put(448, UUID.fromString("ea4a664a-d5ed-4080-922e-fee1c036aa24")); + put(449, UUID.fromString("c2691c2b-04cb-4000-9661-215ee5b52794")); + put(450, UUID.fromString("4d35f438-3f45-4075-aa5c-cdad77eadb87")); + put(451, UUID.fromString("84b766ea-eef9-472d-aaaf-c72d090fcf60")); + put(452, UUID.fromString("202bcd89-ace1-4f36-89fc-3532acf64c3d")); + put(453, UUID.fromString("3f37fb1b-7ca1-4f40-a87b-1d347936c448")); + put(454, UUID.fromString("3723d331-0305-4f2a-b4a4-b041d48f16c8")); + put(455, UUID.fromString("d4eae984-e43b-4f82-bd74-e381a2064628")); + put(456, UUID.fromString("a65b26c5-d484-45ab-a64f-6b6f9b65ddd3")); + put(457, UUID.fromString("0f2b8cf3-4f1f-4044-9da3-c4bd8e707c0e")); + put(458, UUID.fromString("644e7998-66fc-4a3c-8ed0-cc4a83774dde")); + put(459, UUID.fromString("8ceed242-c6be-46cb-85ae-4783d67e1206")); + put(460, UUID.fromString("f0aacbf5-e320-450e-889a-e53a8b57a56e")); + put(461, UUID.fromString("c63315a8-46e4-459d-b301-63d446218feb")); + put(462, UUID.fromString("c6de8b73-3cde-4bf0-b534-ecf62435cd2d")); + put(463, UUID.fromString("da897f68-e532-49de-98ff-db7bb1af327b")); + put(464, UUID.fromString("b7ed59db-1d1c-44e1-a1b7-61ce757c370d")); + put(465, UUID.fromString("7939d857-2d6f-47ed-8579-45f014679e76")); + put(466, UUID.fromString("63f66468-6af3-4577-8c09-e5392fe1b79c")); + put(467, UUID.fromString("93f831c3-9793-42c8-ae5a-564a23a3deed")); + put(468, UUID.fromString("a4bc9143-ed56-440d-86e5-0d73fc56f786")); + put(469, UUID.fromString("404e5620-1082-4c2d-b54e-13cb2aa686d8")); + put(470, UUID.fromString("a9d713a0-92c1-4722-a194-9bfdbe9a577a")); + put(471, UUID.fromString("21b06573-64c0-484c-bf6c-e471dc03edfe")); + put(472, UUID.fromString("f4e9aaee-b0c4-4a57-99b1-85d0589641eb")); + put(473, UUID.fromString("b16f7d8f-ac66-4353-9f27-3cb1467c71bb")); + put(474, UUID.fromString("a45e78d7-8219-4c50-a188-b05fb16b75f4")); + put(475, UUID.fromString("bc30657e-5c72-4d72-97aa-9be8177e4c78")); + put(476, UUID.fromString("990af238-77a5-4730-9689-e351b546aacf")); + put(477, UUID.fromString("4680fadb-422b-4e17-9c23-9da964197c0f")); + put(478, UUID.fromString("b5f3b7cb-247c-4a4a-9ce6-21209b9f019a")); + put(479, UUID.fromString("38c03a50-610f-4586-9349-5bc8c3f770b7")); + put(480, UUID.fromString("cd46a7d3-21e2-479f-afc8-aaf9e48b5d65")); + put(481, UUID.fromString("e6531cbe-2aa7-4912-acde-b76834051549")); + put(482, UUID.fromString("c7410450-e3f0-4031-b46e-03d878beab14")); + put(483, UUID.fromString("2965c2bf-f9b6-4265-b9ff-62a51dd0a8e9")); + put(484, UUID.fromString("bb5bc8fa-b502-4fec-975e-94e73cd66d6c")); + put(485, UUID.fromString("21b62a42-4ad1-4371-b9a3-7bd51961a392")); + put(486, UUID.fromString("83d582e0-9de7-4ecd-bb9a-be6d722093d7")); + put(487, UUID.fromString("67b7ce61-307e-422d-a145-45978e7b6ce2")); + put(488, UUID.fromString("8dbf4d9a-68d8-4c14-982b-b6dce5384f1b")); + put(489, UUID.fromString("f74c5583-5d86-414c-9b00-52084d6356db")); + put(490, UUID.fromString("f0ccd592-7790-4b81-a23d-dfa77d3ee4c2")); + put(491, UUID.fromString("2f78427d-f337-445f-984e-bdfbe53a827a")); + put(492, UUID.fromString("3e41be69-71f5-4bf2-b328-bbd465fbd617")); + put(493, UUID.fromString("a2822735-7409-4570-89f7-4c84039ecbe4")); + put(494, UUID.fromString("0f94857b-1b30-45c1-82f6-e0e3d12c8845")); + put(495, UUID.fromString("35047fdb-ff27-4d79-b646-2ba48bc974ed")); + put(496, UUID.fromString("5f1190e7-cdc5-45a9-be50-5a9d8eeb21e1")); + put(497, UUID.fromString("c1b8eefe-ed11-407e-a387-b82bedd883ab")); + put(498, UUID.fromString("c6b834e4-252b-486a-8f03-3e6f06a6ba60")); + put(499, UUID.fromString("9c27a10d-32f2-41e0-9e6a-743067abc299")); + put(500, UUID.fromString("304f4f05-2c1d-4a60-b6ee-b961acaf81b6")); + put(501, UUID.fromString("22e92841-5b59-460b-9478-a9a441cad9cc")); + put(502, UUID.fromString("16678adc-504e-4370-9cfe-2473bfbfec28")); + put(503, UUID.fromString("87bc8f66-4460-46fc-bee9-b1e66df71205")); + put(504, UUID.fromString("c0378b42-791b-418c-b7d6-6ef6a89f1516")); + put(505, UUID.fromString("ad93f47b-57e6-419b-a7c1-e9ed68c3b402")); + put(506, UUID.fromString("f292d9c2-2a74-468f-ae6b-94edbc5846ae")); + put(507, UUID.fromString("02f74722-c859-46c3-9a2d-01e3a5b6fb0f")); + put(508, UUID.fromString("f307de05-cc57-4fa9-aac8-97f1236990e2")); + put(509, UUID.fromString("0e7cd1cb-edab-44fe-bc66-50a7e5845a57")); + put(510, UUID.fromString("58a19e73-d11f-42b7-be17-1bfa41215f73")); + put(511, UUID.fromString("d8b8958f-cff2-4a4a-8a96-0e44378c19c9")); + put(512, UUID.fromString("a9d2bb86-0d2f-4bd9-ac3c-1e5ad24c50de")); + put(513, UUID.fromString("3b0736a1-9631-48bd-93db-070b1e06af2a")); + put(514, UUID.fromString("c3fac297-3278-4e31-a83a-9c4d98a62d9b")); + put(515, UUID.fromString("4782593e-8417-4795-87a0-317273b22be7")); + put(516, UUID.fromString("d3b94648-ee1e-4f45-bd10-97bc4236e793")); + put(517, UUID.fromString("2fffc2ab-d00b-431a-b50c-b5b54a044b76")); + put(518, UUID.fromString("aac9e0ab-bc57-4b03-bea0-00ba818cc313")); + put(519, UUID.fromString("4c2d14d4-a226-436c-ab26-e93da991e3cb")); + put(520, UUID.fromString("dd6db6c2-0d91-4b75-8a32-413e9ae23a80")); + put(521, UUID.fromString("06b764ff-af33-40fb-b7df-b991e91661ab")); + put(522, UUID.fromString("4049107d-c16d-4d15-810e-e3d8b3445dc4")); + put(523, UUID.fromString("ab2cc47e-09b5-429f-87f0-8527b09305e5")); + put(524, UUID.fromString("e1dbbbef-7986-491b-980b-7ab0c9c10677")); + put(525, UUID.fromString("69b40ee0-7d01-439b-aa3c-414cf7a6f85b")); + put(526, UUID.fromString("3447b2bf-bfc2-4d04-ac1b-906ef7667daf")); + put(527, UUID.fromString("3f79e1a8-9195-4bc1-9ebd-b0d9958d2f8c")); + put(528, UUID.fromString("029c9d4c-e32a-4629-b5ab-25455cb1f3bf")); + put(529, UUID.fromString("cb7f59d2-4ba2-40cb-a772-f7be8fd6c826")); + put(530, UUID.fromString("e47fce28-4234-432e-bf35-ba7aef4cff22")); + put(531, UUID.fromString("6fa208a9-ce65-4759-ad34-640b2419263a")); + put(532, UUID.fromString("297f82f5-89b7-4f47-847b-d4a4a32dfbd9")); + put(533, UUID.fromString("f3d950c7-b557-49b6-be82-7354f29457cd")); + put(534, UUID.fromString("022f2509-7130-4f74-b3c6-1d86bdf77409")); + put(535, UUID.fromString("3c118b31-1658-421a-b672-434026a03ec5")); + put(536, UUID.fromString("ebcf5022-9105-44f3-9f68-d1af323b6ba1")); + put(537, UUID.fromString("6f4dfbab-b7af-4d68-bb48-1729821cfe53")); + put(538, UUID.fromString("ab1095c1-e3ea-4703-9222-56e7db704e57")); + put(539, UUID.fromString("e5d94552-e285-4d82-b836-548d56885310")); + put(540, UUID.fromString("97139b0a-b57f-4924-92fd-daad81317388")); + put(541, UUID.fromString("04df2e33-2761-4116-a28b-0a3dfdcd8647")); + put(542, UUID.fromString("948b8cb3-6940-4912-9086-05906ce3fd77")); + put(543, UUID.fromString("4a006d17-220e-4857-a1e5-146c8a1e642c")); + put(544, UUID.fromString("ae3999e5-0d1e-4863-8006-593b6b4fa776")); + put(545, UUID.fromString("10565aca-0c54-4a08-8b7e-f40b1191be9b")); + put(546, UUID.fromString("ffae5e04-7b8e-4c5c-8f71-0e0baea7c854")); + put(547, UUID.fromString("316b065a-f12d-4a34-b424-aa25af206926")); + put(548, UUID.fromString("c37f7e2b-40d4-4ca2-a854-d69765d52c61")); + put(549, UUID.fromString("1bf036d6-3219-4552-8e29-86d897093389")); + put(550, UUID.fromString("32598f3d-d2e6-4bd0-8d7c-21434f3e80c6")); + put(551, UUID.fromString("7adf2909-0e4a-4ce1-a073-d244af96f0e3")); + put(552, UUID.fromString("7510f875-e605-4461-b509-42867c2842ef")); + put(553, UUID.fromString("36006416-763a-431d-8051-55ab18b1a9ab")); + put(554, UUID.fromString("3b81eb51-abad-4335-b711-b426dbcc3610")); + put(555, UUID.fromString("5b97eedc-79d8-4d61-9087-776a33226fde")); + put(556, UUID.fromString("25bb3ae0-d789-4077-859e-c7bd3adad2c7")); + put(557, UUID.fromString("de1ec490-1f8f-4eea-bec0-d36b0ed9a05b")); + put(558, UUID.fromString("66bf286e-3a66-4fac-8c06-618fdf910e18")); + put(559, UUID.fromString("72f881e4-9ab8-4735-877b-79517acc5709")); + put(560, UUID.fromString("d8aa2c32-4ba8-4e4b-a72f-2c6930b595a3")); + put(561, UUID.fromString("a42aecd7-44d8-41f8-b158-a4a56fb6d450")); + put(562, UUID.fromString("459db74a-49ce-421c-8cd8-7a652884b522")); + put(563, UUID.fromString("1e7fb81b-c7c5-4be5-989d-32ba1a305847")); + put(564, UUID.fromString("85c1ba06-6060-4eb8-8179-8a3f8dc58e70")); + put(565, UUID.fromString("74d4846c-fe35-409c-9aad-f18db426fb70")); + put(566, UUID.fromString("9df3630b-2bf5-47f9-82a3-d6d3b36ab319")); + put(567, UUID.fromString("37f439c5-24f8-4ec2-b9fa-2d52caaa3ade")); + put(568, UUID.fromString("489e35ce-b307-40bc-a5db-a6e8c16e8e86")); + put(569, UUID.fromString("a84b2e95-20b8-4009-b072-ba2877e6cae4")); + put(570, UUID.fromString("ee23b6af-baed-4dea-b53b-c1aed0f38d5b")); + put(571, UUID.fromString("55f8e40f-9a8e-42f3-890c-ed64f93fae2c")); + put(572, UUID.fromString("52b8765a-44eb-45c7-aaab-be06ea71b134")); + put(573, UUID.fromString("4534ddd3-5e84-4cde-89c5-22f1e3486e43")); + put(574, UUID.fromString("c860c979-67c5-447e-8a9a-d0112a307e27")); + put(575, UUID.fromString("02696652-f41f-4cd5-bfcc-aad1058ee76e")); + put(576, UUID.fromString("9a4ebb05-47b0-4bc8-8fdf-2e8175dc2de9")); + put(577, UUID.fromString("8c8fa9e4-a4d1-4e6a-9f51-a9a56fc1e654")); + put(578, UUID.fromString("953dab75-a58e-48ea-9bdb-ea828d9b319f")); + put(579, UUID.fromString("b469601a-f088-4037-8ec8-b1ef9f8bad81")); + put(580, UUID.fromString("421405f4-00c9-43cd-87c4-79bcada0ac11")); + put(581, UUID.fromString("86a43ca1-f2da-4c74-9272-02acc394332e")); + put(582, UUID.fromString("5f857ca5-8826-48bc-9051-c8993f1803d9")); + put(583, UUID.fromString("770fda86-1fe9-4837-8473-97409b6ceed5")); + put(584, UUID.fromString("24b33500-6bd4-4f96-8d10-7e004545d6fc")); + put(585, UUID.fromString("ee36cd7c-2432-448d-832a-8f855ba9e447")); + put(586, UUID.fromString("6d50d3cf-6ee6-42a9-8b43-5f280bf4ac38")); + put(587, UUID.fromString("227ce494-b580-42be-9499-9a82ab0f9ed2")); + put(588, UUID.fromString("f62705e1-8ad9-45d0-9fd3-993bed7abbf0")); + put(589, UUID.fromString("a2982098-a73a-4538-877e-31929e9f622f")); + put(590, UUID.fromString("60c7ae71-d738-487f-9b56-bba9610a546f")); + put(591, UUID.fromString("6dd5f466-74f8-41ac-b021-32c94f706540")); + put(592, UUID.fromString("43f31d48-c2f3-45c6-b1ba-a02dea85bd0c")); + put(593, UUID.fromString("7c9c4725-8dd1-4e4a-9b0d-8a62227075c0")); + put(594, UUID.fromString("64adba2e-7b94-4570-9bca-9578655cadc0")); + put(595, UUID.fromString("727d933d-f8ca-452d-a24d-5c60de8770af")); + put(596, UUID.fromString("7b30c77e-da94-41f4-9a46-1a7a3625da73")); + put(597, UUID.fromString("d248594c-5e0a-4a26-9535-a62925ae0098")); + put(598, UUID.fromString("ab13aa78-c70a-4b3e-93de-132fceb1c978")); + put(599, UUID.fromString("ac6d7a0e-c0fc-4f77-88f7-a13c1ba66602")); + put(600, UUID.fromString("6ef2c2ae-b375-410f-86cd-1460b8d345de")); + put(601, UUID.fromString("116a5b71-be9f-492e-8fcf-2f6b6c5b29cf")); + put(602, UUID.fromString("83117af9-6624-496b-87e1-767c70f8d2f1")); + put(603, UUID.fromString("9717fc78-b843-46cb-8465-cdc80edc1865")); + put(604, UUID.fromString("c9183fe2-72e4-4de4-9ae0-f6c94bda0961")); + put(605, UUID.fromString("49ac5f00-c8a0-4c7f-96d4-bbd27906c1ee")); + put(606, UUID.fromString("3663e286-4fd2-4f02-a2f6-225e4d4d6979")); + put(607, UUID.fromString("dfb6bb41-67df-4545-ad90-e37e77a4d5d9")); + put(608, UUID.fromString("f1269a92-5d05-40df-a49c-582a9a0d224c")); + put(609, UUID.fromString("2ad51306-efd4-48d5-85b7-a68c4b7ee778")); + put(610, UUID.fromString("8e834936-7e0f-42af-b188-c13605c31faa")); + put(611, UUID.fromString("c497951a-0d64-47c7-910f-a44633d27faa")); + put(612, UUID.fromString("82c19706-0ac5-4e0e-a09d-a18afec36baa")); + put(613, UUID.fromString("b42ace9a-f1ad-40ad-aa69-9fb0f833b25e")); + put(614, UUID.fromString("82c8cfaf-3243-47e3-be04-c7a119dc38af")); + put(615, UUID.fromString("8909dd9c-77ae-4c45-b6cf-dae8f164f94c")); + put(616, UUID.fromString("9e4cb952-0df7-4cfd-b72b-e304935d5b73")); + put(617, UUID.fromString("c22468d8-b35e-4b77-a085-130ff84a1191")); + put(618, UUID.fromString("e6e3b967-cdb8-4354-984b-fe6488b5a744")); + put(619, UUID.fromString("18fd63b1-cff3-4dd3-8a9a-39be4f7600a0")); + put(620, UUID.fromString("5cbe6120-9565-4149-b9ff-6a5d6af687e4")); + put(621, UUID.fromString("7494dd8c-6aaa-4686-b45f-5488805425a6")); + put(622, UUID.fromString("ca77a7a2-14b9-4285-8bf7-9ef6037a4120")); + put(623, UUID.fromString("e34f88a7-ac39-4fbe-bc03-b424ee948528")); + put(624, UUID.fromString("bee50f4a-b9c9-4963-8fec-6e8b7dbc1846")); + put(625, UUID.fromString("f2f73939-bc6d-4e19-911e-1b6f7cd66c6a")); + put(626, UUID.fromString("fcddc433-abb9-486a-89a1-8a77b05ee7f7")); + put(627, UUID.fromString("c416a5e2-e78c-4bb5-b136-4ec5fe3a8661")); + put(628, UUID.fromString("18f86a0b-9b97-4a83-b0c0-e35f48d3b658")); + put(629, UUID.fromString("969fac52-e6f9-41bc-bb76-5df608e005c1")); + put(630, UUID.fromString("05bc4396-ba6e-4260-923d-afc7443a6fae")); + put(631, UUID.fromString("99779f83-821f-4ad4-9ac5-cdf1ec63881d")); + put(632, UUID.fromString("3ef3f6ef-302f-4701-bba3-8b77590afd10")); + put(633, UUID.fromString("3b15ff5f-6516-448d-a46d-5527170c6571")); + put(634, UUID.fromString("12be2d5c-e370-4d27-937e-fc59cfea1daf")); + put(635, UUID.fromString("5750b4ce-5f4e-4b7d-9dfb-37e811bf6d8c")); + put(636, UUID.fromString("912c9a21-3443-43ef-bea0-cb479bc6b9cb")); + put(637, UUID.fromString("29f8f631-c3e5-4b6c-aa41-9aaecc3ae144")); + put(638, UUID.fromString("13046579-2671-434e-a2c2-d945e8ebee8e")); + put(639, UUID.fromString("a4495dd2-d6b7-4165-9821-df59b3f0c01c")); + put(640, UUID.fromString("669c68b2-3f50-4d7e-9865-ef845e502aee")); + put(641, UUID.fromString("214cc154-e2bc-475c-9707-f9c79a332ba2")); + put(642, UUID.fromString("ff9ab6c6-9981-49da-b272-c145d3a1a06a")); + put(643, UUID.fromString("33c7b26a-59dc-43bc-9d40-13eb19c3c09f")); + put(644, UUID.fromString("3e7c6b4e-3cc1-4aba-9cf0-beff7c324b40")); + put(645, UUID.fromString("f101bfcb-dc4d-4668-bfab-65ef77405eba")); + put(646, UUID.fromString("76203de5-628c-4249-a4e8-a49bb0c44bb0")); + put(647, UUID.fromString("a2a3664b-d1c8-46cd-810f-39971c2a37fb")); + put(648, UUID.fromString("4f363018-bc32-4b9d-889a-7e6c0cb88043")); + put(649, UUID.fromString("c9153197-e031-4c4b-82a6-f5d5650f80e7")); + put(650, UUID.fromString("3c08dcea-e430-46ec-9dd3-52ef929026b0")); + put(651, UUID.fromString("5b66d27e-861f-4826-ae5a-14e6e44de31c")); + put(652, UUID.fromString("3ecb9e51-f1ef-47d9-9b43-26f06759dacf")); + put(653, UUID.fromString("c79d8cb3-f741-4634-a9ab-2ed4104585fa")); + put(654, UUID.fromString("b0e93878-e27c-4634-93d0-8fdcfb5706a3")); + put(655, UUID.fromString("abf33066-2a5e-41ff-89dd-83b5f042af59")); + put(656, UUID.fromString("5896762d-3011-4c5b-be94-885e72f1f95f")); + put(657, UUID.fromString("66b95914-bb02-45ab-aa21-81e3e2636e06")); + put(658, UUID.fromString("446cab9e-e376-410f-9be2-9aaa3fb01665")); + put(659, UUID.fromString("5a6c4825-ce2e-469a-8d4e-5b34b48b85f7")); + put(660, UUID.fromString("338f094a-0dee-4e87-b517-0fb0a8210f3f")); + put(661, UUID.fromString("d54e7666-907b-4ab0-984e-674a3090a876")); + put(662, UUID.fromString("4e7604e1-74ec-41ef-9c05-d5d98510a832")); + put(663, UUID.fromString("e27e846b-504f-45a4-808b-886c3feec416")); + put(664, UUID.fromString("dee176f7-9d20-4d17-9e59-29cfcd9f7bd9")); + put(665, UUID.fromString("bf4dd8cf-602d-4566-a1de-bbe3cc3cb79d")); + put(666, UUID.fromString("5d0a52b9-3768-4963-b12a-8654d3e14e87")); + put(667, UUID.fromString("07902dcf-df22-4d89-acc5-3d92de0458b9")); + put(668, UUID.fromString("97075bc0-a7a1-4a08-9177-e99e9dae485c")); + put(669, UUID.fromString("c425c59b-b512-4ba6-b4f3-4c382fea64f6")); + put(670, UUID.fromString("562672c5-0f9a-4b26-a34c-65f0987c79bb")); + put(671, UUID.fromString("6f323fa2-284a-4217-b217-bf2627385f14")); + put(672, UUID.fromString("c37e4078-7567-46d2-ae95-d052c2434f7d")); + put(673, UUID.fromString("10626fe5-fc3d-4ab1-8f21-52efac642dd9")); + put(674, UUID.fromString("2ccc47b4-f7e8-4f0a-a42c-76903525f231")); + put(675, UUID.fromString("e4cd708c-d3bb-49e9-93d4-a1624ccfa26c")); + put(676, UUID.fromString("7516a4bf-ae60-4115-8bbc-d51a234b52b3")); + put(677, UUID.fromString("e50be0f3-59d0-40a7-a660-4ee191517ddb")); + put(678, UUID.fromString("abd8daee-aa93-47fa-8376-79521e57b6c1")); + put(679, UUID.fromString("d5bf68cb-7a7a-437f-a60e-7a4ad70a1e41")); + put(680, UUID.fromString("00fc823e-530f-49ea-8c52-77e3488aa6f8")); + put(681, UUID.fromString("0e69f782-ec05-4e51-ba94-f84f0e6ee4a9")); + put(682, UUID.fromString("3a9ea88e-8bc0-4f48-b7cd-3cc41de9ed35")); + put(683, UUID.fromString("efbf893e-5d03-43df-9c27-e8be261ea43f")); + put(684, UUID.fromString("230a8a3d-7172-4f3a-b99d-4c520d963151")); + put(685, UUID.fromString("76b9a214-86a2-467a-b908-cfd915d5556d")); + put(686, UUID.fromString("3014a3b9-cc0b-4e60-98f5-687feedce751")); + put(687, UUID.fromString("c9c3a023-f4d0-4d7d-9996-e0fce1bd2a2b")); + put(688, UUID.fromString("9ab5c12d-85c6-4f4f-8e63-35682c83fcba")); + put(689, UUID.fromString("ce70a606-70ac-4538-8f64-47bb2a0a8572")); + put(690, UUID.fromString("37e983b9-d05c-4c56-b437-a45bc14d28bf")); + put(691, UUID.fromString("e5f1ac2c-4919-4fc5-82ad-103921a39ce2")); + put(692, UUID.fromString("8bf320d1-c1f5-491d-a77f-b46637712c89")); + put(693, UUID.fromString("8c709002-b128-4dde-8c55-79ddf529d62a")); + put(694, UUID.fromString("4f4d6736-dbe3-4e85-b3b7-47d2366e54a9")); + put(695, UUID.fromString("16055856-99ce-4a96-9723-2b0886b9a53e")); + put(696, UUID.fromString("3157a15b-83bc-492b-b723-f2d5b878d91b")); + put(697, UUID.fromString("51b51fcd-26df-4f78-bf03-607eb8481cf9")); + put(698, UUID.fromString("80c745f0-5697-4239-9bba-65fe929b5987")); + put(699, UUID.fromString("1bd40dc7-4088-43c5-a708-e7c6c7dfc47a")); + put(700, UUID.fromString("2e52ae81-bf52-4656-8dcb-c5cc03ba8b8e")); + put(701, UUID.fromString("e7ddc0b4-800d-42bf-987c-50800a14123a")); + put(702, UUID.fromString("8a4f4c13-0b3f-4308-9d80-ab77b6e5cdd0")); + put(703, UUID.fromString("ea95447b-56b5-44fd-931e-b3cac141b212")); + put(704, UUID.fromString("79d5a95b-9c7a-4f5d-b125-c2c4ef3041c8")); + put(705, UUID.fromString("7d3d17fd-26f5-4c07-87e6-bf503372c749")); + put(706, UUID.fromString("a7e23564-a757-4cd6-a084-d64862589854")); + put(707, UUID.fromString("29f726c0-48ef-4606-bbdf-8388d7ca75f7")); + put(708, UUID.fromString("b2378ac4-a23c-4142-bfb1-89424ca89474")); + put(709, UUID.fromString("e452bedf-9ab4-4e88-a630-ab6747963aef")); + put(710, UUID.fromString("96272715-c8cb-4f52-b05f-260c359d5eb0")); + put(711, UUID.fromString("e6f06ca6-f9a5-40b6-b0fc-217b7c7d3d41")); + put(712, UUID.fromString("11af8105-f817-4a1b-9427-6b06a139f6a4")); + put(713, UUID.fromString("37dec69a-88b4-4d30-b846-9dd125ece123")); + put(714, UUID.fromString("3d571173-1387-43cd-9b23-760ab9b6b1b1")); + put(715, UUID.fromString("d8c0710d-eca6-4751-a0d4-5aba869d7bbc")); + put(716, UUID.fromString("7bd3dd05-29ec-47c7-bde3-f2b79e5df6fd")); + put(717, UUID.fromString("d4459db1-a6e5-4723-a87f-dc3a19f3d0cd")); + put(718, UUID.fromString("292cc566-79e9-415b-bf66-3891a5e725d0")); + put(719, UUID.fromString("3ee75317-db3f-4372-b5a3-a3d8270dadc6")); + put(720, UUID.fromString("d5051d7e-2900-4b04-8b95-df428dfaba88")); + put(721, UUID.fromString("3893240b-1cbd-4030-8aa0-6b68fba15ac1")); + put(722, UUID.fromString("e7c02bbf-4734-4f23-9d2a-ff0017879338")); + put(723, UUID.fromString("2219476d-2b42-4c7d-841e-e4dd5a77ed00")); + put(724, UUID.fromString("088ff651-ac9f-4207-a27d-595bd0fda90d")); + put(725, UUID.fromString("d88edeca-7a6e-47fb-b00d-a7ab1a418afd")); + put(726, UUID.fromString("49804f31-1f61-4adf-a0b1-fce64f382141")); + put(727, UUID.fromString("2a6cd814-c1e4-4f6d-9a9c-9e5091464da1")); + put(728, UUID.fromString("d3435bc2-696c-41a8-9fd0-f63979c770d1")); + put(729, UUID.fromString("4cd4b564-1dbe-41cd-ac45-601acdeb0611")); + put(730, UUID.fromString("4ba91060-789a-4849-8cb5-c3fd632ebacf")); + put(731, UUID.fromString("75a8949e-ae7e-4ad4-bf3b-cb4ee2ecbd12")); + put(732, UUID.fromString("efb379cb-f4a7-4c9e-bd9c-4d7aa70c99cc")); + put(733, UUID.fromString("0e2a56b6-4723-4691-8639-88b2706d27c5")); + put(734, UUID.fromString("127830f1-d1d8-4596-9aa6-7543615e55f9")); + put(735, UUID.fromString("f02a096d-b662-465a-ad11-e56279663257")); + put(736, UUID.fromString("2e634485-b2ef-49a8-8a35-ffa2c0ddd122")); + put(737, UUID.fromString("1708c3af-fa43-4ca4-9a61-5e2df6735bba")); + put(738, UUID.fromString("ab2dcf6c-c4cb-465c-9c1f-3f07e45b5bd4")); + put(739, UUID.fromString("8c8a35d2-68cb-46d5-b4af-6f6413657d68")); + put(740, UUID.fromString("115984b0-7f11-41d7-806d-1f401b22e34e")); + put(741, UUID.fromString("ac74de85-4e24-4f44-946e-5af966cf27ae")); + put(742, UUID.fromString("465aa9e8-50a3-411d-b6a5-ba15f032af2e")); + put(743, UUID.fromString("f0415ff6-3399-4133-bb0e-9ff3f816cab0")); + put(744, UUID.fromString("de81b6c1-efc0-4a06-953b-ab0ede1c85a3")); + put(745, UUID.fromString("55f8fa91-5ab6-4e91-a780-afd2e7a15464")); + put(746, UUID.fromString("8f3b1d1c-99fc-4107-8618-1d0b65b906bc")); + put(747, UUID.fromString("3c813d06-45ae-47ac-87d9-f56385a7782b")); + put(748, UUID.fromString("df3ffff4-7a02-4fee-9228-0cdb3b09605e")); + put(749, UUID.fromString("6b2676d8-4b0c-458e-b18f-4eccaf384786")); + put(750, UUID.fromString("57b05a4c-7bb5-4f2d-8b56-e6c8f823940b")); + put(751, UUID.fromString("d0d564ba-5b05-4860-9633-29f1726690bd")); + put(752, UUID.fromString("418a62fe-661a-4a97-a04f-82df4a126570")); + put(753, UUID.fromString("aba9b697-8296-4a65-9068-9d6ccf01940f")); + put(754, UUID.fromString("dd8c0827-cf7a-4771-b28d-3ec8b03200c1")); + put(755, UUID.fromString("232c70e9-415c-4a43-ad51-47cc91f76015")); + put(756, UUID.fromString("1e582bc4-54a0-4343-b629-0849c1d0226e")); + put(757, UUID.fromString("10be5990-1571-4a31-8d96-fd7099fad95c")); + put(758, UUID.fromString("a2b17f6f-337d-4725-b167-5bedbd8e1c70")); + put(759, UUID.fromString("01b5e989-087c-4118-8b36-41277637ff19")); + put(760, UUID.fromString("c0bbf977-ceca-493e-b0fd-5c3384417a1b")); + put(761, UUID.fromString("0d735733-fcb0-4451-9478-1168dd89759e")); + put(762, UUID.fromString("196b64b3-6a15-44b5-9bed-a6460ae731ec")); + put(763, UUID.fromString("521be472-73cd-49ee-b0c4-f313af405c8a")); + put(764, UUID.fromString("3fd3924e-27c7-498e-a3cc-5eb7246fddbf")); + put(765, UUID.fromString("f24a11a5-833a-4e75-adac-186ee4269cf2")); + put(766, UUID.fromString("d4f7acad-edb6-4480-aa83-230c396cb865")); + put(767, UUID.fromString("fb826b77-5d22-4ebb-b4f1-59435ed39ead")); + put(768, UUID.fromString("95bfee87-043d-4365-9c65-113ee04d138f")); + put(769, UUID.fromString("669d0157-227c-434d-8538-b56f5fc61d96")); + put(770, UUID.fromString("591f544e-0a12-41a4-bf7e-b02004a7ef2f")); + put(771, UUID.fromString("9eff4be7-d514-4cab-b0a6-1927f9f8e6e4")); + put(772, UUID.fromString("1567f07c-71c8-4493-a4cc-72026530f10c")); + put(773, UUID.fromString("86d63ec4-78f0-44a7-88ed-ed920035cee8")); + put(774, UUID.fromString("9da7ff36-6bf2-460d-8690-a282be9eb3f3")); + put(775, UUID.fromString("d41bb079-52bd-4d97-88e9-58d992cd8c38")); + put(776, UUID.fromString("049ce6d7-9c6d-48fa-8c50-9dbf42bfc53b")); + put(777, UUID.fromString("e70dcc8f-361c-409c-a87b-e887b2f0412b")); + put(778, UUID.fromString("f1345dfb-5236-45fe-bc6e-ff44958111f0")); + put(779, UUID.fromString("bcd97740-8a89-48da-8d84-764bc97775c4")); + put(780, UUID.fromString("617a3e92-9834-4e38-adaf-adca5dcf1e9f")); + put(781, UUID.fromString("cf25267f-8f2d-4dfe-a2f7-9c0492f15c6d")); + put(782, UUID.fromString("ad204d86-afd7-4c13-82a0-14ed26aeff0a")); + put(783, UUID.fromString("0eef9c11-ebd6-4891-9345-8c5bb5848242")); + put(784, UUID.fromString("a1bdd860-2fdb-4718-a2d4-e1f218edc193")); + put(785, UUID.fromString("c8f8c8a4-a5aa-4a67-b23c-39bd314ed85b")); + put(786, UUID.fromString("68168b1b-efde-43e3-b7b1-4c7e0ae95f0a")); + put(787, UUID.fromString("68ea2390-e012-45c6-8ebc-0c5f4d696c94")); + put(788, UUID.fromString("411c85a8-d199-4b3e-b096-5c564f52d09e")); + put(789, UUID.fromString("2cdc5221-0c40-4ed5-a490-74dc492dc9b3")); + put(790, UUID.fromString("0499827e-2183-42f1-81f8-14e329f8966d")); + put(791, UUID.fromString("2eb70cc1-3071-4359-bcf8-5a315e371db5")); + put(792, UUID.fromString("0d86eeaf-acf9-4211-b7a7-854f7b4a2db0")); + put(793, UUID.fromString("86d2ec8b-f6b6-400b-a1da-81675cbad3a2")); + put(794, UUID.fromString("33a26dfe-18ea-4857-8765-cc599ff420c9")); + put(795, UUID.fromString("0c6911b5-ace6-4993-bfae-3aa1cf4aa143")); + put(796, UUID.fromString("e683e1ed-ef48-4960-9129-7aee071b9d95")); + put(797, UUID.fromString("b8841f9a-e3fc-467b-8a0a-03697e9893eb")); + put(798, UUID.fromString("b5e86df2-b50b-4e72-b5b4-a6079f5ad42c")); + put(799, UUID.fromString("cbe0ec67-437d-4a95-8d84-19800a5aed0c")); + put(800, UUID.fromString("744f2e89-2c87-4c00-b386-7cf1067776e5")); + put(801, UUID.fromString("3430a6b9-c447-4dc7-8980-3a9c804630cd")); + put(802, UUID.fromString("7e5f0a1b-6b3f-4f59-b63c-8c9ef92af0d5")); + put(803, UUID.fromString("d6890527-8b22-4b7e-8ae6-8b655baf484a")); + put(804, UUID.fromString("21180583-dbb9-46c6-a4b4-ebd60765a6a5")); + put(805, UUID.fromString("afc30331-44b1-407f-a305-6f012b1072a7")); + put(806, UUID.fromString("04e387f6-a04a-47a1-93c0-4b2f5387e7d6")); + put(807, UUID.fromString("744f4e7a-2ada-46ef-bd2d-0d1f9460abb8")); + put(808, UUID.fromString("6aa5c989-29d0-4f7f-ae47-20a3465a7f09")); + put(809, UUID.fromString("9a95b5ed-0c1e-4809-8dd7-558d1a84b1ff")); + put(810, UUID.fromString("d6f2febb-84b2-4342-b78a-195f0eb5c648")); + put(811, UUID.fromString("8f119757-eaad-47d0-8912-fe1f8f18cc90")); + put(812, UUID.fromString("13327eeb-fd92-4c6d-8ab3-ae18b67c52fc")); + put(813, UUID.fromString("7e133828-392c-46c0-9d0f-220781f3e139")); + put(814, UUID.fromString("27a81581-90f8-4c2e-a119-848bc2dd6552")); + put(815, UUID.fromString("6e687a58-6615-4931-acb9-19e0aa2e508a")); + put(816, UUID.fromString("2f7be49f-6d50-4be0-b126-e3574e21457f")); + put(817, UUID.fromString("94d42cbb-a1b1-4577-8788-c7c8e5e3236f")); + put(818, UUID.fromString("662b6478-421d-47d8-92bf-c22f6d664f94")); + put(819, UUID.fromString("d9ebc74d-e2e9-47c6-aff2-96b4da6681a3")); + put(820, UUID.fromString("77642d13-8e64-4e90-ad43-017ed86ea6bf")); + put(821, UUID.fromString("8951cd10-09f8-486d-b499-2302ffa1cde1")); + put(822, UUID.fromString("4631a66a-d9d9-4b0d-9b18-ec39be4af2ba")); + put(823, UUID.fromString("77af257b-991b-4843-8eab-3ee5873b8103")); + put(824, UUID.fromString("ad1de307-3514-4346-96ba-232360256ee0")); + put(825, UUID.fromString("be6537c5-e383-47a5-8423-060c4297ca9e")); + put(826, UUID.fromString("cf7179db-520d-4c1b-a8d0-0af39d41a7a9")); + put(827, UUID.fromString("048f4ebd-6bfe-433e-9a1d-38d66208699b")); + put(828, UUID.fromString("acc1f7d1-8220-4596-bbb6-fccce1aac977")); + put(829, UUID.fromString("55abf4d0-f675-4f05-9b3e-3a39006da099")); + put(830, UUID.fromString("2bfa5b80-bffa-4a3b-ad53-4e82f41460e7")); + put(831, UUID.fromString("fc4d9909-a767-434b-b8d6-eadc64bb45b5")); + put(832, UUID.fromString("3d7acaaa-aa05-4fcd-b04f-0704b3609dad")); + put(833, UUID.fromString("f01507b9-df86-4a22-8637-538295262b2b")); + put(834, UUID.fromString("3f3a640f-1820-4e5b-9d74-d1d55e71b44e")); + put(835, UUID.fromString("4b7a3f31-0176-4847-b320-5fd0435222fa")); + put(836, UUID.fromString("b51cac5b-94f2-49eb-b2e0-4539ae6b5837")); + put(837, UUID.fromString("48051fa6-f20b-4358-b441-c24cee1d14af")); + put(838, UUID.fromString("2d533194-38e9-4bbc-8854-72ec07b4edcd")); + put(839, UUID.fromString("1a829d19-fb1d-4317-b2ab-e790890181e7")); + put(840, UUID.fromString("4f5cb31f-29b5-4418-ab1a-9873193cb5ec")); + put(841, UUID.fromString("b4e6cf6a-f8c0-402e-8cf9-709b403d491d")); + put(842, UUID.fromString("1346a942-1b46-48f4-be9e-43cc625e6014")); + put(843, UUID.fromString("6f43ad62-0db3-416b-b0b4-8fdf7de9996d")); + put(844, UUID.fromString("2522a866-585c-48eb-a54e-8b2205b073c2")); + put(845, UUID.fromString("20bbb4f0-2f9b-4feb-93ed-7388dd2e1b0a")); + put(846, UUID.fromString("63503981-baa8-4de6-825b-f7c7a713be6a")); + put(847, UUID.fromString("9f2d2153-28a1-495f-8750-89d993e05a3d")); + put(848, UUID.fromString("74966ffb-3f07-4ae8-81af-622daa895286")); + put(849, UUID.fromString("c28768e3-3ee0-439e-b562-c916df461fbd")); + put(850, UUID.fromString("136a85eb-d1c8-4052-a086-5e14cd1f3a78")); + put(851, UUID.fromString("397d079a-bd6b-44aa-ae92-c58b99772113")); + put(852, UUID.fromString("262600d1-e5a7-4f0d-91ca-e3f6aff9ca32")); + put(853, UUID.fromString("7f48e48e-cef0-4917-b5e8-add76b3e925a")); + put(854, UUID.fromString("903fff74-81d8-4419-b93a-25b01bccce63")); + put(855, UUID.fromString("7d46cb16-b642-49e0-ba7a-e77bff788bfb")); + put(856, UUID.fromString("25733bbc-e6ba-4688-ae96-dbdb389dbf1b")); + put(857, UUID.fromString("aa54f70b-8a99-46d2-a148-91102fad9636")); + put(858, UUID.fromString("9f2418cd-a1f9-4e47-a58a-7e8266a52a1c")); + put(859, UUID.fromString("73f6f0f0-79a2-42c4-ae44-2125e9a94733")); + put(860, UUID.fromString("2c88318c-34a0-4e9d-ab73-b47b30233266")); + put(861, UUID.fromString("62ff01db-0ec8-48ec-8516-a73b6761fb6c")); + put(862, UUID.fromString("0fe0314d-6d43-4ea8-aeab-28383d3ff47e")); + put(863, UUID.fromString("7976dcac-bbd7-44df-83cf-97f7b004b9b4")); + put(864, UUID.fromString("b0ede1ba-4907-4bd7-9877-fabec51b570a")); + put(865, UUID.fromString("eac72ec1-3cc4-4b28-9036-6a9d8786c84f")); + put(866, UUID.fromString("1103a08e-643a-48b2-8fd2-ab7718e52968")); + put(867, UUID.fromString("681a06a0-caa2-4cd1-b182-2739037a4fcb")); + put(868, UUID.fromString("202514a8-fc46-4de9-81db-d13d9a08d651")); + put(869, UUID.fromString("40fd42f4-8250-4929-9c6c-c08529fe0514")); + put(870, UUID.fromString("49011673-4d0f-450c-9c62-bc2a399af2e6")); + put(871, UUID.fromString("e7f8e399-8baf-4215-98d5-6d63ffaf3e25")); + put(872, UUID.fromString("2dfe462a-8eb1-41bb-9ea4-4c481b79f0b7")); + put(873, UUID.fromString("ffdc40f9-61fd-4596-b432-43cd532d5ad0")); + put(874, UUID.fromString("d66a2584-2cd1-4630-afe4-00465dfef3ad")); + put(875, UUID.fromString("73699935-3a30-4e66-a0f2-2e5052b5f6ae")); + put(876, UUID.fromString("1116c1c7-80fa-4905-9146-1ea410d8ec2f")); + put(877, UUID.fromString("ae248e15-6772-4851-ba08-de2d5b4c7da4")); + put(878, UUID.fromString("5bc7b956-d6f5-4aac-9686-90adad7166db")); + put(879, UUID.fromString("e460b72a-f02e-48b8-b8b6-9295b58c0b84")); + put(880, UUID.fromString("6f11aa4e-79a2-4782-b5c3-4d3551b56899")); + put(881, UUID.fromString("2bf2f5cb-ea68-4e68-938c-eaab36201c2d")); + put(882, UUID.fromString("124142d7-317b-4ea5-8679-604aa6ce1ede")); + put(883, UUID.fromString("3b14f797-efe4-46e7-9d22-aae5b56456ac")); + put(884, UUID.fromString("b1f7ef9a-04a0-4ab5-8ee0-84eaecdfacc7")); + put(885, UUID.fromString("4df217ac-35b5-4cb5-9e4b-abfd3e44f654")); + put(886, UUID.fromString("f376cb61-189d-4852-a1db-c8a5fd82f421")); + put(887, UUID.fromString("13c6244c-7f3a-41da-b2d0-7ca7024f2c8a")); + put(888, UUID.fromString("d8d198bf-360d-47d4-97aa-dc720d9f9430")); + put(889, UUID.fromString("d0b39ad9-6e68-49ad-a0aa-dccab44ff7c6")); + put(890, UUID.fromString("d97c770e-4ea8-403c-9ff8-2000001a0806")); + put(891, UUID.fromString("a18f39ec-a51c-4ccb-9707-2e24ce6faa9d")); + put(892, UUID.fromString("8e6012a5-d92b-4fd3-9657-3080e1eee07d")); + put(893, UUID.fromString("ba1ab6dd-fa7c-4c30-8dc9-835ec1ef545d")); + put(894, UUID.fromString("7a673ead-b247-498b-94ae-14a4e9166a21")); + put(895, UUID.fromString("d01dad4f-fc38-4a38-98e9-18a4f013b255")); + put(896, UUID.fromString("519e8ff5-f407-404c-b124-dea18d5be3b8")); + put(897, UUID.fromString("dfe62065-6a6c-47b1-a411-e2a202b4b59a")); + put(898, UUID.fromString("0a062804-5299-4c5c-b64e-63685143fcee")); + put(899, UUID.fromString("637afef8-3571-4abf-b465-f0e9189fae6e")); + put(900, UUID.fromString("ee307d0d-0488-4162-8e03-e240a9f972db")); + put(901, UUID.fromString("9d5ad75d-e7b8-4853-adbc-49c4d70b3cf2")); + put(902, UUID.fromString("57b782f9-bcda-4bc4-87dd-c51b6abebfda")); + put(903, UUID.fromString("210b078a-7c44-4a8b-a4ad-9cfee4193cf5")); + put(904, UUID.fromString("90297e41-ce64-47b9-a194-42a78025de5a")); + put(905, UUID.fromString("cbc1fac7-ee62-4102-908e-ea14b42b55f0")); + put(906, UUID.fromString("647edfcc-c861-454d-b2c3-d9c843bd54c9")); + put(907, UUID.fromString("6639e3fb-88e7-43d4-be1b-8ab0be5b690a")); + put(908, UUID.fromString("02f67459-f18e-437d-8603-18cc131a283e")); + put(921, UUID.fromString("8563ef26-f2e4-4be9-98f1-a9a25ea8f514")); + put(909, UUID.fromString("b73bfe18-b186-4baa-8b6d-4825628e07c9")); + put(910, UUID.fromString("46540fbb-43e0-466b-9161-f20f40beacc3")); + put(911, UUID.fromString("8336c694-df5b-4c65-a0cb-0f92231241be")); + put(912, UUID.fromString("32d5673b-9f2e-4f87-875a-aa75cfc04abb")); + put(913, UUID.fromString("11be72b7-4d21-4ced-867a-c6419d749439")); + put(914, UUID.fromString("912f54f1-26f7-4d4a-82ab-be970c78b8c3")); + put(915, UUID.fromString("51dcebd9-da82-448a-8c46-45f84c40c252")); + put(916, UUID.fromString("981ec3f4-58e9-4b27-b3bd-3692b3437e8d")); + put(917, UUID.fromString("7c49a721-4d9d-42ed-a5cb-e2cabc9d9d14")); + put(918, UUID.fromString("07ae36dc-f789-4f92-8c1f-8b58a1255bc1")); + put(919, UUID.fromString("3fc436c6-e357-448b-88b9-bd2bd83a92f1")); + put(920, UUID.fromString("dd73e5fc-67d0-48e1-a130-5b3565438fb5")); + put(939, UUID.fromString("cc6f6bd1-5c59-4da4-9d30-0f4ad8eeee59")); + put(922, UUID.fromString("d3f66a18-0cb1-4a93-944f-c9ae674e8a7d")); + put(923, UUID.fromString("557cbd1b-86ef-4c52-b4ac-b2297100f1b6")); + put(924, UUID.fromString("363487bd-2bff-4d82-8435-93d27635f039")); + put(925, UUID.fromString("12930f33-42c6-47a1-a525-a5a8e49163b9")); + put(926, UUID.fromString("3ca1548b-12e1-47b5-babc-223144d9f616")); + put(927, UUID.fromString("3abb1bdf-82a3-4c41-a3a8-28a656c344f5")); + put(928, UUID.fromString("d34e3c51-45e2-416d-88f0-4225041939d7")); + put(929, UUID.fromString("f4d6e8a2-e5fb-4798-846b-1779a116d16f")); + put(930, UUID.fromString("d87eab5d-a447-4420-8675-ebcb088aee08")); + put(931, UUID.fromString("6089ee58-f440-444c-8598-97904ac4bfca")); + put(932, UUID.fromString("4864ac41-4971-4611-a09b-e03a07172f51")); + put(933, UUID.fromString("1f54e860-2f58-4518-99d7-06a010a9380f")); + put(934, UUID.fromString("556ad7fa-9c75-4705-b892-90e75a7af6ed")); + put(935, UUID.fromString("2bdef19d-51fc-48fc-aac1-7b2a9138dda6")); + put(936, UUID.fromString("d5ce2e0e-51aa-489a-8d1a-474b80293757")); + put(937, UUID.fromString("47f100f3-a390-4fbb-9b1f-3558dfc23ce5")); + put(938, UUID.fromString("638a0918-795f-4381-adff-ef99a2c816e2")); + put(940, UUID.fromString("c6c2e921-2a3f-4c1e-b321-f624a7d64c9d")); + put(941, UUID.fromString("398fc253-cd17-4914-ae36-522c2467f497")); }}; } From 4c86d5bf3376076b2715796e282f1effe4b78cb0 Mon Sep 17 00:00:00 2001 From: Carifio24 Date: Sat, 28 Feb 2026 01:53:56 -0500 Subject: [PATCH 11/18] Update character profile tests to use new UUIDs. --- .../jon/spellbook/CharacterProfileTest.java | 278 +++++++++--------- 1 file changed, 139 insertions(+), 139 deletions(-) diff --git a/app/src/test/java/dnd/jon/spellbook/CharacterProfileTest.java b/app/src/test/java/dnd/jon/spellbook/CharacterProfileTest.java index 9c2bbf09..1895c124 100644 --- a/app/src/test/java/dnd/jon/spellbook/CharacterProfileTest.java +++ b/app/src/test/java/dnd/jon/spellbook/CharacterProfileTest.java @@ -177,15 +177,15 @@ public void CorrectParseTest_pre_v3_7_n1() { Truth.assertThat(sortFilterStatus.getRitualFilter(false)).isTrue(); final UUID[] favoriteIDs = new UUID[]{ - UUID.fromString("9263025c-edfa-4a56-b1c0-b7e66fa959c6"), - UUID.fromString("b4a05889-eddb-411e-98fa-bb63ffca99e4"), - UUID.fromString("8e7bb7e8-d3c8-4cdc-8f53-a22b7eb49bb0") + UUID.fromString("e10da93f-b173-44b6-a7f7-b73a82d06745"), + UUID.fromString("d400f535-1c14-4358-bc17-714b2bc5d336"), + UUID.fromString("ab24f0db-4e0b-4c89-95e5-c56c96d97d3a") }; final UUID[] preparedIDs = favoriteIDs; final UUID[] knownIDs = new UUID[]{ - UUID.fromString("b4a05889-eddb-411e-98fa-bb63ffca99e4"), - UUID.fromString("8e7bb7e8-d3c8-4cdc-8f53-a22b7eb49bb0"), - UUID.fromString("9fdc0216-34f1-444a-9262-772211155d71") + UUID.fromString("d400f535-1c14-4358-bc17-714b2bc5d336"), + UUID.fromString("ab24f0db-4e0b-4c89-95e5-c56c96d97d3a"), + UUID.fromString("3368ff16-01d5-4bba-8d27-68a3123b5fc5") }; Truth.assertThat(spellFilterStatus.favoriteSpellIDs()).containsExactlyElementsIn(favoriteIDs); Truth.assertThat(spellFilterStatus.preparedSpellIDs()).containsExactlyElementsIn(preparedIDs); @@ -293,15 +293,15 @@ public void CorrectParseTest_pre_v3_7_n2() { Truth.assertThat(sortFilterStatus.getRitualFilter(false)).isTrue(); final UUID[] favoriteIDs = new UUID[]{ - UUID.fromString("9263025c-edfa-4a56-b1c0-b7e66fa959c6"), - UUID.fromString("b4a05889-eddb-411e-98fa-bb63ffca99e4"), - UUID.fromString("8e7bb7e8-d3c8-4cdc-8f53-a22b7eb49bb0") + UUID.fromString("e10da93f-b173-44b6-a7f7-b73a82d06745"), + UUID.fromString("d400f535-1c14-4358-bc17-714b2bc5d336"), + UUID.fromString("ab24f0db-4e0b-4c89-95e5-c56c96d97d3a") }; final UUID[] preparedIDs = favoriteIDs; final UUID[] knownIDs = new UUID[]{ - UUID.fromString("b4a05889-eddb-411e-98fa-bb63ffca99e4"), - UUID.fromString("8e7bb7e8-d3c8-4cdc-8f53-a22b7eb49bb0"), - UUID.fromString("9fdc0216-34f1-444a-9262-772211155d71") + UUID.fromString("d400f535-1c14-4358-bc17-714b2bc5d336"), + UUID.fromString("ab24f0db-4e0b-4c89-95e5-c56c96d97d3a"), + UUID.fromString("3368ff16-01d5-4bba-8d27-68a3123b5fc5") }; Truth.assertThat(spellFilterStatus.favoriteSpellIDs()).containsExactlyElementsIn(favoriteIDs); Truth.assertThat(spellFilterStatus.preparedSpellIDs()).containsExactlyElementsIn(preparedIDs); @@ -425,18 +425,18 @@ public void CorrectParseTest_v3_0_0_n1() { Truth.assertThat(sortFilterStatus.getRitualFilter(false)).isTrue(); final UUID[] favoriteIDs = new UUID[]{ - UUID.fromString("82562a70-ba7c-48ed-acfb-dfcacd105cd8"), - UUID.fromString("298ee924-658c-4b77-9404-d3ac064de9d2"), - UUID.fromString("b3a35618-503c-4ef9-ac0c-ecb181665aee") + UUID.fromString("f7cc5226-40b8-48d8-a7bd-501740a6b34d"), + UUID.fromString("ad56aa5e-e76d-4029-bab8-cb5061330a79"), + UUID.fromString("3e41be69-71f5-4bf2-b328-bbd465fbd617") }; final UUID[] preparedIDs = new UUID[]{ - UUID.fromString("b00aed01-c695-4d17-981d-a37684a8628e"), - UUID.fromString("85ae9373-8da6-4c69-8eea-b2d24dc20790"), - UUID.fromString("21e630a1-67b7-4719-89c5-599b1b5a1888") + UUID.fromString("ce15d91e-938c-4c9d-ad9a-ab57a9f7bb10"), + UUID.fromString("a3b949bb-afc7-4fc9-9308-a38c1c5e0c8c"), + UUID.fromString("293c964a-ff6c-4a60-8afe-814aaf8a413a") }; final UUID[] knownIDs = new UUID[]{ - UUID.fromString("b38d70d1-484f-46a5-b2c4-1d379c8fc096"), - UUID.fromString("85ae9373-8da6-4c69-8eea-b2d24dc20790") + UUID.fromString("ca1e9ae1-3a66-4953-95ee-22f2f688af20"), + UUID.fromString("a3b949bb-afc7-4fc9-9308-a38c1c5e0c8c") }; Truth.assertThat(spellFilterStatus.favoriteSpellIDs()).containsExactlyElementsIn(favoriteIDs); Truth.assertThat(spellFilterStatus.preparedSpellIDs()).containsExactlyElementsIn(preparedIDs); @@ -543,29 +543,29 @@ public void CorrectParseTest_v2_13_3_n2() { Truth.assertThat(sortFilterStatus.getUseTashasExpandedLists()).isFalse(); final UUID[] favoriteIDs = new UUID[]{ - UUID.fromString("21e630a1-67b7-4719-89c5-599b1b5a1888"), - UUID.fromString("bb6e3746-6381-4d8c-9274-a811842b364b"), - UUID.fromString("bc675def-9a34-4205-866b-5a9f12c3d2b8"), - UUID.fromString("0c2b0931-f8be-462a-85e0-27df6a420d86"), - UUID.fromString("a8a013e2-4013-451b-a76c-618e1f52437b"), - UUID.fromString("fa55bba4-e35f-4081-85eb-5fbc96bf198e") + UUID.fromString("293c964a-ff6c-4a60-8afe-814aaf8a413a"), + UUID.fromString("cfba48df-a52a-452c-8d73-d4966add826b"), + UUID.fromString("5eca8038-77bb-45f7-852a-b595e9bcc73d"), + UUID.fromString("4d35f438-3f45-4075-aa5c-cdad77eadb87"), + UUID.fromString("3723d331-0305-4f2a-b4a4-b041d48f16c8"), + UUID.fromString("4680fadb-422b-4e17-9c23-9da964197c0f") }; final UUID[] preparedIDs = new UUID[]{ - UUID.fromString("bb6e3746-6381-4d8c-9274-a811842b364b"), - UUID.fromString("a4e5f13f-328e-4c6f-9291-86d05eb5a034"), - UUID.fromString("a95e4f86-35fe-4977-a627-b5e4e4abee2b"), - UUID.fromString("a8a013e2-4013-451b-a76c-618e1f52437b"), - UUID.fromString("fa55bba4-e35f-4081-85eb-5fbc96bf198e"), - UUID.fromString("e08845e7-7cc3-4ea3-b854-24eb87f45fd6"), - UUID.fromString("4d8cea8f-8cf0-4058-8a02-5c1a59060d51") + UUID.fromString("cfba48df-a52a-452c-8d73-d4966add826b"), + UUID.fromString("1cb45110-e1bc-4dbe-b12f-b6e745c2d1c9"), + UUID.fromString("c2691c2b-04cb-4000-9661-215ee5b52794"), + UUID.fromString("3723d331-0305-4f2a-b4a4-b041d48f16c8"), + UUID.fromString("4680fadb-422b-4e17-9c23-9da964197c0f"), + UUID.fromString("21b62a42-4ad1-4371-b9a3-7bd51961a392"), + UUID.fromString("83d582e0-9de7-4ecd-bb9a-be6d722093d7") }; final UUID[] knownIDs = new UUID[]{ - UUID.fromString("22fa37f1-765c-4ef0-a83d-34de9b343dca"), - UUID.fromString("395674b2-321a-4919-a6a0-2ee5a09e28c0"), - UUID.fromString("d0e09382-09dc-40bb-ad27-66664804eaca"), - UUID.fromString("a95e4f86-35fe-4977-a627-b5e4e4abee2b"), - UUID.fromString("0c2b0931-f8be-462a-85e0-27df6a420d86"), - UUID.fromString("a8a013e2-4013-451b-a76c-618e1f52437b") + UUID.fromString("6e7b22c7-82c5-4f82-85b0-08217d7ac691"), + UUID.fromString("07602123-5a79-413d-923f-4574a06cd765"), + UUID.fromString("8a55e15a-85f0-4f70-8f7d-4ec3d638e430"), + UUID.fromString("c2691c2b-04cb-4000-9661-215ee5b52794"), + UUID.fromString("4d35f438-3f45-4075-aa5c-cdad77eadb87"), + UUID.fromString("3723d331-0305-4f2a-b4a4-b041d48f16c8") }; Truth.assertThat(spellFilterStatus.favoriteSpellIDs()).containsExactlyElementsIn(favoriteIDs); Truth.assertThat(spellFilterStatus.preparedSpellIDs()).containsExactlyElementsIn(preparedIDs); @@ -657,28 +657,28 @@ public void CorrectParseTest_v2_13_2_n1() { Truth.assertThat(sortFilterStatus.getUseTashasExpandedLists()).isFalse(); final UUID[] favoriteIDs = new UUID[]{ - UUID.fromString("2d42af75-1274-4218-be2c-e626ada9073a"), - UUID.fromString("fffa022f-fe4b-4c59-ac9c-abf09bb984d3"), - UUID.fromString("092518a9-77bd-4d97-a19e-d5866f5f2ba6"), - UUID.fromString("1f75ece0-0f79-483c-93c8-78314468a60b"), - UUID.fromString("a4e5f13f-328e-4c6f-9291-86d05eb5a034"), - UUID.fromString("94209708-eca2-46fe-9054-e51e4e17b4e1") + UUID.fromString("8a6edaa7-7531-4941-9a65-ccfdc987fdfc"), + UUID.fromString("0021e3ce-0459-4f36-8022-6eb78ce41116"), + UUID.fromString("a2425b99-12d6-41ef-bc85-384ca8e0e421"), + UUID.fromString("381f0937-a08b-4407-88a0-270969483742"), + UUID.fromString("1cb45110-e1bc-4dbe-b12f-b6e745c2d1c9"), + UUID.fromString("6c8e8568-3c32-4774-8b75-0e04b057fb0d") }; final UUID[] preparedIDs = new UUID[]{ - UUID.fromString("2d42af75-1274-4218-be2c-e626ada9073a"), - UUID.fromString("fffa022f-fe4b-4c59-ac9c-abf09bb984d3"), - UUID.fromString("de28e922-ccb2-4549-a135-e2cef670a0ef"), - UUID.fromString("5b1577ce-f22d-498a-9522-7c895e8fac9e"), - UUID.fromString("e7e8b4f8-e28a-4b97-95fc-a5370487e56a"), - UUID.fromString("a4e5f13f-328e-4c6f-9291-86d05eb5a034") + UUID.fromString("8a6edaa7-7531-4941-9a65-ccfdc987fdfc"), + UUID.fromString("0021e3ce-0459-4f36-8022-6eb78ce41116"), + UUID.fromString("33836586-97b1-49eb-a912-90d45ee8bbfa"), + UUID.fromString("2bfc62ae-3237-4be3-8e95-a6097b0eac2c"), + UUID.fromString("c7a309b5-ed0f-4f36-bad6-96312edbc300"), + UUID.fromString("1cb45110-e1bc-4dbe-b12f-b6e745c2d1c9") }; final UUID[] knownIDs = new UUID[]{ - UUID.fromString("2d42af75-1274-4218-be2c-e626ada9073a"), - UUID.fromString("fffa022f-fe4b-4c59-ac9c-abf09bb984d3"), - UUID.fromString("aff9c8c9-bb8b-4717-a5be-e905dd498678"), - UUID.fromString("8d397549-34cc-4e51-9d04-60f8d8484c74"), - UUID.fromString("e7e8b4f8-e28a-4b97-95fc-a5370487e56a"), - UUID.fromString("94209708-eca2-46fe-9054-e51e4e17b4e1") + UUID.fromString("8a6edaa7-7531-4941-9a65-ccfdc987fdfc"), + UUID.fromString("0021e3ce-0459-4f36-8022-6eb78ce41116"), + UUID.fromString("477dfca0-23b4-4703-9def-01d1358a34c8"), + UUID.fromString("a423c918-f300-4096-b5fe-c38deecaa280"), + UUID.fromString("c7a309b5-ed0f-4f36-bad6-96312edbc300"), + UUID.fromString("6c8e8568-3c32-4774-8b75-0e04b057fb0d") }; Truth.assertThat(spellFilterStatus.favoriteSpellIDs()).containsExactlyElementsIn(favoriteIDs); Truth.assertThat(spellFilterStatus.preparedSpellIDs()).containsExactlyElementsIn(preparedIDs); @@ -800,21 +800,21 @@ public void CorrectParseTest_v2_13_1_n2() { Truth.assertThat(sortFilterStatus.getRitualFilter(false)).isTrue(); final UUID[] favoriteIDs = new UUID[]{ - UUID.fromString("0f69432e-df07-40a2-a488-7041aba44d0c"), - UUID.fromString("2519dcff-3cb1-442d-8a2a-89d9d0e03a89"), - UUID.fromString("ff424832-c47a-48d5-9c37-71737da6fc08"), - UUID.fromString("9c66cf21-6354-464c-a485-86a06304eadf") + UUID.fromString("1bc235cc-66aa-4fdd-bf60-a57ece0a7527"), + UUID.fromString("73b2e8b3-de2a-4696-9569-ad442e8a90e8"), + UUID.fromString("d1ef9a13-9429-42fd-9572-54f7bfebcb8f"), + UUID.fromString("a9d2bb86-0d2f-4bd9-ac3c-1e5ad24c50de") }; final UUID[] preparedIDs = new UUID[]{ - UUID.fromString("0f69432e-df07-40a2-a488-7041aba44d0c"), - UUID.fromString("ea2fb7a3-b62f-46db-846b-ee6d164ce71c"), - UUID.fromString("a3664bab-72f0-412f-8b4b-a3ae6322065f"), - UUID.fromString("9c66cf21-6354-464c-a485-86a06304eadf") + UUID.fromString("1bc235cc-66aa-4fdd-bf60-a57ece0a7527"), + UUID.fromString("d28a4cd8-b317-401a-bbae-32437a2d672b"), + UUID.fromString("b360df08-a109-4bd3-8388-e02b225e210c"), + UUID.fromString("a9d2bb86-0d2f-4bd9-ac3c-1e5ad24c50de") }; final UUID[] knownIDs = new UUID[]{ - UUID.fromString("0f69432e-df07-40a2-a488-7041aba44d0c"), - UUID.fromString("845bec18-49dc-4d4c-8b79-c4548a8349ff"), - UUID.fromString("9c66cf21-6354-464c-a485-86a06304eadf") + UUID.fromString("1bc235cc-66aa-4fdd-bf60-a57ece0a7527"), + UUID.fromString("0e71811f-cd32-4b71-a950-2191d2567445"), + UUID.fromString("a9d2bb86-0d2f-4bd9-ac3c-1e5ad24c50de") }; Truth.assertThat(spellFilterStatus.favoriteSpellIDs()).containsExactlyElementsIn(favoriteIDs); Truth.assertThat(spellFilterStatus.preparedSpellIDs()).containsExactlyElementsIn(preparedIDs); @@ -910,28 +910,28 @@ public void CorrectParseTest_v2_13_n1() { Truth.assertThat(sortFilterStatus.getRitualFilter(false)).isTrue(); final UUID[] favoriteIDs = new UUID[]{ - UUID.fromString("b00aed01-c695-4d17-981d-a37684a8628e"), - UUID.fromString("b38d70d1-484f-46a5-b2c4-1d379c8fc096"), - UUID.fromString("9fdc0216-34f1-444a-9262-772211155d71"), - UUID.fromString("2e651416-3016-4da5-832c-dc63e635d8a1"), - UUID.fromString("78598e98-6beb-4d4b-b200-48a3469bc5e6"), - UUID.fromString("df42472c-3503-4d53-8881-e97b1638e68c"), + UUID.fromString("ce15d91e-938c-4c9d-ad9a-ab57a9f7bb10"), + UUID.fromString("ca1e9ae1-3a66-4953-95ee-22f2f688af20"), + UUID.fromString("3368ff16-01d5-4bba-8d27-68a3123b5fc5"), + UUID.fromString("5c2e3b16-8d5a-456c-b4eb-48e22d2091f7"), + UUID.fromString("56a3d647-133f-43ae-8bfc-faa77141a062"), + UUID.fromString("b09a044d-69ec-4d79-8630-5f8c42a0f750"), }; final UUID[] preparedIDs = new UUID[]{ - UUID.fromString("85ae9373-8da6-4c69-8eea-b2d24dc20790"), - UUID.fromString("9263025c-edfa-4a56-b1c0-b7e66fa959c6"), - UUID.fromString("9fdc0216-34f1-444a-9262-772211155d71"), - UUID.fromString("2e651416-3016-4da5-832c-dc63e635d8a1"), - UUID.fromString("78598e98-6beb-4d4b-b200-48a3469bc5e6"), - UUID.fromString("49a73729-d783-4fe0-89c7-2aeeb0489663"), + UUID.fromString("a3b949bb-afc7-4fc9-9308-a38c1c5e0c8c"), + UUID.fromString("e10da93f-b173-44b6-a7f7-b73a82d06745"), + UUID.fromString("3368ff16-01d5-4bba-8d27-68a3123b5fc5"), + UUID.fromString("b09a044d-69ec-4d79-8630-5f8c42a0f750"), + UUID.fromString("56a3d647-133f-43ae-8bfc-faa77141a062"), + UUID.fromString("940cbf0f-be98-4950-86c4-2ed10039bf78") }; final UUID[] knownIDs = new UUID[]{ - UUID.fromString("b4a05889-eddb-411e-98fa-bb63ffca99e4"), - UUID.fromString("8e7bb7e8-d3c8-4cdc-8f53-a22b7eb49bb0"), - UUID.fromString("9fdc0216-34f1-444a-9262-772211155d71"), - UUID.fromString("2e651416-3016-4da5-832c-dc63e635d8a1"), - UUID.fromString("49a73729-d783-4fe0-89c7-2aeeb0489663"), - UUID.fromString("df42472c-3503-4d53-8881-e97b1638e68c"), + UUID.fromString("d400f535-1c14-4358-bc17-714b2bc5d336"), + UUID.fromString("ab24f0db-4e0b-4c89-95e5-c56c96d97d3a"), + UUID.fromString("3368ff16-01d5-4bba-8d27-68a3123b5fc5"), + UUID.fromString("b09a044d-69ec-4d79-8630-5f8c42a0f750"), + UUID.fromString("940cbf0f-be98-4950-86c4-2ed10039bf78"), + UUID.fromString("5c2e3b16-8d5a-456c-b4eb-48e22d2091f7") }; Truth.assertThat(spellFilterStatus.favoriteSpellIDs()).containsExactlyElementsIn(favoriteIDs); Truth.assertThat(spellFilterStatus.preparedSpellIDs()).containsExactlyElementsIn(preparedIDs); @@ -1040,26 +1040,26 @@ public void CorrectParseTest_v2_12_n1() { Truth.assertThat(sortFilterStatus.getRitualFilter(false)).isTrue(); final UUID[] favoriteIDs = new UUID[]{ - UUID.fromString("2de2ae9e-22a9-4017-a8c2-db04ca32d4dd"), - UUID.fromString("521cb627-197e-4861-a3e6-f10582a99706"), - UUID.fromString("f8766f1c-b419-4905-afc1-512efe29cfaf"), - UUID.fromString("d4943b3c-cdae-41d8-9970-131d7488542d"), - UUID.fromString("02ab795b-fad0-41b3-8aca-2b6531e808eb"), + UUID.fromString("fe24ca75-de28-437a-82f8-8c36aa25120a"), + UUID.fromString("e0ffd650-b1ad-4cb3-9abd-f91e09578761"), + UUID.fromString("9e51ec14-73b6-4198-8484-fc4e1c25308c"), + UUID.fromString("ee637d2d-b8d0-4065-a5e1-480157c8ab4e"), + UUID.fromString("adf1f929-4767-480f-84f0-cf108960f75f"), }; final UUID[] preparedIDs = new UUID[]{ - UUID.fromString("c2f36f98-4056-4fa0-b7ac-77766d668bf2"), - UUID.fromString("7fd96368-ecc2-4dfd-ac16-4f0ab50fc29a"), - UUID.fromString("f8766f1c-b419-4905-afc1-512efe29cfaf"), - UUID.fromString("d4943b3c-cdae-41d8-9970-131d7488542d"), - UUID.fromString("02ab795b-fad0-41b3-8aca-2b6531e808eb"), + UUID.fromString("b08676a6-46b3-480e-971c-658eb7e5632d"), + UUID.fromString("e0ffd650-b1ad-4cb3-9abd-f91e09578761"), + UUID.fromString("9e51ec14-73b6-4198-8484-fc4e1c25308c"), + UUID.fromString("ee637d2d-b8d0-4065-a5e1-480157c8ab4e"), + UUID.fromString("f3d85808-b976-430e-80a8-cc6f4b13c470"), }; final UUID[] knownIDs = new UUID[]{ - UUID.fromString("ada71e70-60ea-41ef-977b-7883ccaeb965"), - UUID.fromString("521cb627-197e-4861-a3e6-f10582a99706"), - UUID.fromString("7fd96368-ecc2-4dfd-ac16-4f0ab50fc29a"), - UUID.fromString("d4943b3c-cdae-41d8-9970-131d7488542d"), - UUID.fromString("b1a64730-ff0d-45f6-81f3-fbdb2bd42325"), + UUID.fromString("e0ffd650-b1ad-4cb3-9abd-f91e09578761"), + UUID.fromString("cd7449cc-084c-48fc-8a5d-4d7d85bb4899"), + UUID.fromString("66ceac26-4619-459a-8f6d-bfb8cf7684e7"), + UUID.fromString("adf1f929-4767-480f-84f0-cf108960f75f"), + UUID.fromString("f3d85808-b976-430e-80a8-cc6f4b13c470") }; Truth.assertThat(spellFilterStatus.favoriteSpellIDs()).containsExactlyElementsIn(favoriteIDs); @@ -1184,28 +1184,28 @@ public void CorrectParseTest_v2_11_n2() { Truth.assertThat(sortFilterStatus.getRitualFilter(false)).isTrue(); final UUID[] favoriteIDs = new UUID[]{ - UUID.fromString("b00aed01-c695-4d17-981d-a37684a8628e"), - UUID.fromString("b38d70d1-484f-46a5-b2c4-1d379c8fc096"), - UUID.fromString("85ae9373-8da6-4c69-8eea-b2d24dc20790"), - UUID.fromString("1339fcd0-6179-42e7-9f87-c17fb233c19f"), - UUID.fromString("b8532b9f-168b-40da-be01-96e4db546393"), - UUID.fromString("ff424832-c47a-48d5-9c37-71737da6fc08"), - UUID.fromString("a9b53029-9573-4aef-9114-583cfdb9a02e"), + UUID.fromString("ce15d91e-938c-4c9d-ad9a-ab57a9f7bb10"), + UUID.fromString("ca1e9ae1-3a66-4953-95ee-22f2f688af20"), + UUID.fromString("a3b949bb-afc7-4fc9-9308-a38c1c5e0c8c"), + UUID.fromString("070f925f-e249-4591-9f39-3b723ee4fb70"), + UUID.fromString("1d53e730-ca55-468b-af82-07d416d212fc"), + UUID.fromString("d1ef9a13-9429-42fd-9572-54f7bfebcb8f"), + UUID.fromString("3004b3e6-e9b3-4094-9590-5d544c2010db"), }; final UUID[] preparedIDs = new UUID[]{ - UUID.fromString("2e651416-3016-4da5-832c-dc63e635d8a1"), - UUID.fromString("78598e98-6beb-4d4b-b200-48a3469bc5e6"), - UUID.fromString("49a73729-d783-4fe0-89c7-2aeeb0489663"), - UUID.fromString("eca2e428-817a-4006-bafc-4207eb29d5dd"), - UUID.fromString("ff424832-c47a-48d5-9c37-71737da6fc08"), - UUID.fromString("fa6639e1-8da6-4825-9157-be6d5d7a90be"), - UUID.fromString("a3664bab-72f0-412f-8b4b-a3ae6322065f"), + UUID.fromString("b360df08-a109-4bd3-8388-e02b225e210c"), + UUID.fromString("b01c3680-7195-4e64-b21f-2a1553e6a40b"), + UUID.fromString("b09a044d-69ec-4d79-8630-5f8c42a0f750"), + UUID.fromString("56a3d647-133f-43ae-8bfc-faa77141a062"), + UUID.fromString("940cbf0f-be98-4950-86c4-2ed10039bf78"), + UUID.fromString("b6676a8c-2496-4b49-9d66-2f6c02583014"), + UUID.fromString("d1ef9a13-9429-42fd-9572-54f7bfebcb8f") }; final UUID[] knownIDs = new UUID[]{ - UUID.fromString("cf13f57b-ed00-406d-8923-9b9509a48332"), - UUID.fromString("ff424832-c47a-48d5-9c37-71737da6fc08"), - UUID.fromString("cb745797-bf30-44d0-af4d-bba5f789c473"), - UUID.fromString("72d4fa18-0031-4920-aea7-89cf4bf846a6"), + UUID.fromString("84b766ea-eef9-472d-aaaf-c72d090fcf60"), + UUID.fromString("17403baa-8532-412e-91cb-db4767546814"), + UUID.fromString("d1ef9a13-9429-42fd-9572-54f7bfebcb8f"), + UUID.fromString("fc1a98b3-801a-4515-b358-a50663c22557") }; Truth.assertThat(spellFilterStatus.favoriteSpellIDs()).containsExactlyElementsIn(favoriteIDs); @@ -1273,19 +1273,19 @@ public void CorrectParseTest_v2_10_n1() { Truth.assertThat(sortFilterStatus.getUseTashasExpandedLists()).isFalse(); final UUID[] favoriteIDs = new UUID[]{ - UUID.fromString("bd86a97e-f13a-4102-b78d-f0de294a9915"), - UUID.fromString("f425ac68-fa21-40b2-ae0c-f6077ed1763b") + UUID.fromString("91a28d18-ddc1-40f1-98e2-759b01df8184"), + UUID.fromString("7cbdba38-3c74-40fc-badb-793ecdf75df5") }; final UUID[] preparedIDs = new UUID[]{ - UUID.fromString("bd86a97e-f13a-4102-b78d-f0de294a9915"), - UUID.fromString("f425ac68-fa21-40b2-ae0c-f6077ed1763b"), - UUID.fromString("b8532b9f-168b-40da-be01-96e4db546393"), - UUID.fromString("c2f36f98-4056-4fa0-b7ac-77766d668bf2"), - UUID.fromString("6ee69c65-5204-452c-9403-7fc0d089b2e3") + UUID.fromString("91a28d18-ddc1-40f1-98e2-759b01df8184"), + UUID.fromString("7cbdba38-3c74-40fc-badb-793ecdf75df5"), + UUID.fromString("1d53e730-ca55-468b-af82-07d416d212fc"), + UUID.fromString("b08676a6-46b3-480e-971c-658eb7e5632d"), + UUID.fromString("d44708ef-68d8-426b-9e25-46d8a52e7780") }; final UUID[] knownIDs = new UUID[]{ - UUID.fromString("bd86a97e-f13a-4102-b78d-f0de294a9915"), - UUID.fromString("f425ac68-fa21-40b2-ae0c-f6077ed1763b") + UUID.fromString("91a28d18-ddc1-40f1-98e2-759b01df8184"), + UUID.fromString("7cbdba38-3c74-40fc-badb-793ecdf75df5") }; Truth.assertThat(spellFilterStatus.favoriteSpellIDs()).containsExactlyElementsIn(favoriteIDs); @@ -1443,7 +1443,7 @@ public void CorrectParseTest_v2_9_2_n2() { @Test @Config(sdk = 34) public void CorrectParseTest_v4_4_8() { - final String jsonString = "{ \"CharacterName\": \"TestingCharacter\", \"SpellFilterStatus\": { \"Spells\": [ { \"SpellID\": \"b00aed01-c695-4d17-981d-a37684a8628e\", \"Favorite\": true, \"Prepared\": false, \"Known\": false }, { \"SpellID\": \"21e630a1-67b7-4719-89c5-599b1b5a1888\", \"Favorite\": true, \"Prepared\": false, \"Known\": true }, { \"SpellID\": \"298ee924-658c-4b77-9404-d3ac064de9d2\", \"Favorite\": true, \"Prepared\": false, \"Known\": false }, { \"SpellID\": \"85ae9373-8da6-4c69-8eea-b2d24dc20790\", \"Favorite\": false, \"Prepared\": true, \"Known\": true }, { \"SpellID\": \"9263025c-edfa-4a56-b1c0-b7e66fa959c6\", \"Favorite\": false, \"Prepared\": false, \"Known\": true }, { \"SpellID\": \"b4a05889-eddb-411e-98fa-bb63ffca99e4\", \"Favorite\": false, \"Prepared\": false, \"Known\": true }, { \"SpellID\": \"8e7bb7e8-d3c8-4cdc-8f53-a22b7eb49bb0\", \"Favorite\": true, \"Prepared\": false, \"Known\": false }, { \"SpellID\": \"b38d70d1-484f-46a5-b2c4-1d379c8fc096\", \"Favorite\": false, \"Prepared\": true, \"Known\": false } ] }, \"SortFilterStatus\": { \"StatusFilter\":\"Favorites\", \"SortField1\": \"Level\", \"SortField2\": \"Range\", \"Reverse1\": true, \"Reverse2\": false, \"MinSpellLevel\": 0, \"MaxSpellLevel\": 9, \"ApplyFiltersToSearch\": false, \"ApplyFiltersToSpellLists\": true, \"UseTCEExpandedLists\": false, \"HideDuplicateSpells\": true, \"Prefer2024Spells\": true, \"Ritual\": true, \"NotRitual\": true, \"Concentration\": true, \"NotConcentration\": true, \"ComponentsFilters\": [ false, true, true, false ], \"NotComponentsFilters\": [ true, true, false, true ], \"Sourcebooks\": [ \"Tasha's Cauldron of Everything\", \"Player's Handbook\", \"Xanathar's Guide to Everything\" ], \"Classes\": [ \"Artificer\", \"Bard\", \"Cleric\", \"Druid\", \"Paladin\", \"Ranger\", \"Sorcerer\", \"Warlock\", \"Wizard\" ], \"Schools\": [ \"Abjuration\", \"Conjuration\", \"Divination\", \"Enchantment\", \"Evocation\", \"Illusion\", \"Necromancy\", \"Transmutation\" ], \"CastingTimeTypes\": [ \"bonus action\", \"reaction\", \"time\" ], \"DurationTypes\": [ \"Special\", \"Instantaneous\", \"Finite duration\" ], \"RangeTypes\": [ \"Special\", \"Sight\", \"Finite range\", \"Unlimited\" ], \"CastingTimeBounds\": { \"MinValue\": 0, \"MaxValue\": 24, \"MinUnit\": \"second\", \"MaxUnit\": \"hour\" }, \"DurationBounds\": { \"MinValue\": 0, \"MaxValue\": 30, \"MinUnit\": \"second\", \"MaxUnit\": \"day\" }, \"RangeBounds\": { \"MinValue\": 0, \"MaxValue\": 1, \"MinUnit\": \"foot\", \"MaxUnit\": \"mile\" } }, \"SpellSlotStatus\": { \"totalSlots\": [ 6, 4, 3, 0, 0, 0, 0, 0, 0 ], \"usedSlots\": [ 1, 1, 1, 0, 0, 0, 0, 0, 0 ] }, \"VersionCode\": \"4.4.8\" }"; + final String jsonString = "{ \"CharacterName\": \"TestingCharacter\", \"SpellFilterStatus\": { \"Spells\": [ { \"SpellID\": \"ce15d91e-938c-4c9d-ad9a-ab57a9f7bb10\", \"Favorite\": true, \"Prepared\": false, \"Known\": false }, { \"SpellID\": \"293c964a-ff6c-4a60-8afe-814aaf8a413a\", \"Favorite\": true, \"Prepared\": false, \"Known\": true }, { \"SpellID\": \"ad56aa5e-e76d-4029-bab8-cb5061330a79\", \"Favorite\": true, \"Prepared\": false, \"Known\": false }, { \"SpellID\": \"a3b949bb-afc7-4fc9-9308-a38c1c5e0c8c\", \"Favorite\": false, \"Prepared\": true, \"Known\": true }, { \"SpellID\": \"e10da93f-b173-44b6-a7f7-b73a82d06745\", \"Favorite\": false, \"Prepared\": false, \"Known\": true }, { \"SpellID\": \"d400f535-1c14-4358-bc17-714b2bc5d336\", \"Favorite\": false, \"Prepared\": false, \"Known\": true }, { \"SpellID\": \"ab24f0db-4e0b-4c89-95e5-c56c96d97d3a\", \"Favorite\": true, \"Prepared\": false, \"Known\": false }, { \"SpellID\": \"ca1e9ae1-3a66-4953-95ee-22f2f688af20\", \"Favorite\": false, \"Prepared\": true, \"Known\": false } ] }, \"SortFilterStatus\": { \"StatusFilter\":\"Favorites\", \"SortField1\": \"Level\", \"SortField2\": \"Range\", \"Reverse1\": true, \"Reverse2\": false, \"MinSpellLevel\": 0, \"MaxSpellLevel\": 9, \"ApplyFiltersToSearch\": false, \"ApplyFiltersToSpellLists\": true, \"UseTCEExpandedLists\": false, \"HideDuplicateSpells\": true, \"Prefer2024Spells\": true, \"Ritual\": true, \"NotRitual\": true, \"Concentration\": true, \"NotConcentration\": true, \"ComponentsFilters\": [ false, true, true, false ], \"NotComponentsFilters\": [ true, true, false, true ], \"Sourcebooks\": [ \"Tasha's Cauldron of Everything\", \"Player's Handbook\", \"Xanathar's Guide to Everything\" ], \"Classes\": [ \"Artificer\", \"Bard\", \"Cleric\", \"Druid\", \"Paladin\", \"Ranger\", \"Sorcerer\", \"Warlock\", \"Wizard\" ], \"Schools\": [ \"Abjuration\", \"Conjuration\", \"Divination\", \"Enchantment\", \"Evocation\", \"Illusion\", \"Necromancy\", \"Transmutation\" ], \"CastingTimeTypes\": [ \"bonus action\", \"reaction\", \"time\" ], \"DurationTypes\": [ \"Special\", \"Instantaneous\", \"Finite duration\" ], \"RangeTypes\": [ \"Special\", \"Sight\", \"Finite range\", \"Unlimited\" ], \"CastingTimeBounds\": { \"MinValue\": 0, \"MaxValue\": 24, \"MinUnit\": \"second\", \"MaxUnit\": \"hour\" }, \"DurationBounds\": { \"MinValue\": 0, \"MaxValue\": 30, \"MinUnit\": \"second\", \"MaxUnit\": \"day\" }, \"RangeBounds\": { \"MinValue\": 0, \"MaxValue\": 1, \"MinUnit\": \"foot\", \"MaxUnit\": \"mile\" } }, \"SpellSlotStatus\": { \"totalSlots\": [ 6, 4, 3, 0, 0, 0, 0, 0, 0 ], \"usedSlots\": [ 1, 1, 1, 0, 0, 0, 0, 0, 0 ] }, \"VersionCode\": \"4.4.8\" }"; try { final JSONObject json = new JSONObject(jsonString); final CharacterProfile cp = CharacterProfile.fromJSON(json); @@ -1511,20 +1511,20 @@ public void CorrectParseTest_v4_4_8() { Truth.assertThat(sortFilterStatus.getUseTashasExpandedLists()).isFalse(); final UUID[] favoriteIDs = new UUID[]{ - UUID.fromString("b00aed01-c695-4d17-981d-a37684a8628e"), - UUID.fromString("21e630a1-67b7-4719-89c5-599b1b5a1888"), - UUID.fromString("298ee924-658c-4b77-9404-d3ac064de9d2"), - UUID.fromString("8e7bb7e8-d3c8-4cdc-8f53-a22b7eb49bb0"), + UUID.fromString("ce15d91e-938c-4c9d-ad9a-ab57a9f7bb10"), + UUID.fromString("293c964a-ff6c-4a60-8afe-814aaf8a413a"), + UUID.fromString("ad56aa5e-e76d-4029-bab8-cb5061330a79"), + UUID.fromString("ab24f0db-4e0b-4c89-95e5-c56c96d97d3a"), }; final UUID[] preparedIDs = new UUID[]{ - UUID.fromString("85ae9373-8da6-4c69-8eea-b2d24dc20790"), - UUID.fromString("b38d70d1-484f-46a5-b2c4-1d379c8fc096"), + UUID.fromString("a3b949bb-afc7-4fc9-9308-a38c1c5e0c8c"), + UUID.fromString("ca1e9ae1-3a66-4953-95ee-22f2f688af20"), }; final UUID[] knownIDs = new UUID[]{ - UUID.fromString("21e630a1-67b7-4719-89c5-599b1b5a1888"), - UUID.fromString("85ae9373-8da6-4c69-8eea-b2d24dc20790"), - UUID.fromString("9263025c-edfa-4a56-b1c0-b7e66fa959c6"), - UUID.fromString("b4a05889-eddb-411e-98fa-bb63ffca99e4") + UUID.fromString("293c964a-ff6c-4a60-8afe-814aaf8a413a"), + UUID.fromString("a3b949bb-afc7-4fc9-9308-a38c1c5e0c8c"), + UUID.fromString("e10da93f-b173-44b6-a7f7-b73a82d06745"), + UUID.fromString("d400f535-1c14-4358-bc17-714b2bc5d336") }; final SpellFilterStatus spellFilterStatus = cp.getSpellFilterStatus(); From a3f30269b5fb77ed7fa79dae10c6c32042c9ab2b Mon Sep 17 00:00:00 2001 From: Carifio24 Date: Sat, 28 Feb 2026 15:11:10 -0500 Subject: [PATCH 12/18] Handle parsing spells (from e.g. old exports) that still have an integer ID. --- .../java/dnd/jon/spellbook/SpellCodec.java | 39 ++++++++++++++++++- .../java/dnd/jon/spellbook/Spellbook.java | 4 ++ 2 files changed, 41 insertions(+), 2 deletions(-) diff --git a/app/src/main/java/dnd/jon/spellbook/SpellCodec.java b/app/src/main/java/dnd/jon/spellbook/SpellCodec.java index 53ec0c26..ce4d9b67 100755 --- a/app/src/main/java/dnd/jon/spellbook/SpellCodec.java +++ b/app/src/main/java/dnd/jon/spellbook/SpellCodec.java @@ -1,6 +1,7 @@ package dnd.jon.spellbook; import android.content.Context; +import android.util.Log; import androidx.annotation.Nullable; @@ -39,6 +40,8 @@ class SpellCodec { private static final String LOCATIONS_KEY = "locations"; private static final String RULESET_KEY = "ruleset"; + private static final String SPELL_CODEC_TAG = "SPELL_CODEC"; + private static final String[] COMPONENT_STRINGS = { "V", "S", "M", "R" }; // TODO: Is there a better way to do this? @@ -80,8 +83,7 @@ Spell parseSpell(JSONObject json, SpellBuilder b, boolean useInternal) throws JS final Function subclassGetter = Subclass::fromDisplayName; // Set the values that need no/trivial parsing - b.setID(UUID.fromString(json.getString(ID_KEY))) - .setName(json.getString(NAME_KEY)) + b.setName(json.getString(NAME_KEY)) .setRange(rangeGetter.apply(json.getString(RANGE_KEY))) .setRitual(json.optBoolean(RITUAL_KEY, false)) .setLevel(json.getInt(LEVEL_KEY)) @@ -91,6 +93,39 @@ Spell parseSpell(JSONObject json, SpellBuilder b, boolean useInternal) throws JS .setHigherLevelDesc(json.optString(HIGHER_LEVEL_KEY, "")) .setSchool(schoolGetter.apply(json.getString(SCHOOL_KEY))); + + // Previously spells had integer IDs + // If we run into a spell serialized like this, we need to handle that case + // So the logic here is: + // - If the string value exists, use that + // - Otherwise, if there's an integer ID, try to look up the corresponding UUID + // - In either case, if this fails, use a random UUID + + UUID spellID = null; + final String maybeStringUUID = json.optString(ID_KEY); + if (!maybeStringUUID.isEmpty()) { + try { + spellID = UUID.fromString(maybeStringUUID); + } catch (IllegalArgumentException) { + Log.e(SPELL_CODEC_TAG, "Invalid UUID string"); + } + } else { + final int intID = json.optInt(ID_KEY, -1); + if (intID != -1) { + final UUID maybeID = Spellbook.uuidForID(intID); + if (maybeID != null) { + spellID = maybeID; + } else { + spellID = UUID.randomUUID(); + Spellbook.setUUIDForInt(intID, spellID); + } + } + } + if (spellID == null) { + spellID = UUID.randomUUID(); + } + b.setID(spellID); + // Locations final JSONArray locationsArray = json.getJSONArray(LOCATIONS_KEY); for (int i = 0; i < locationsArray.length(); i++) { diff --git a/app/src/main/java/dnd/jon/spellbook/Spellbook.java b/app/src/main/java/dnd/jon/spellbook/Spellbook.java index 4a3f9c9d..ee0590e0 100755 --- a/app/src/main/java/dnd/jon/spellbook/Spellbook.java +++ b/app/src/main/java/dnd/jon/spellbook/Spellbook.java @@ -1409,4 +1409,8 @@ static UUID uuidForID(int id) { put(941, UUID.fromString("398fc253-cd17-4914-ae36-522c2467f497")); }}; + static void setUUIDForInt(int intID, UUID uuid) { + spellUUIDMap.put(intID, uuid); + } + } From 26300395a44c23de852bc2ed047b42ff4b61a0c1 Mon Sep 17 00:00:00 2001 From: Carifio24 Date: Sun, 1 Mar 2026 02:42:52 -0500 Subject: [PATCH 13/18] Update spell tests with new UUIDs. --- app/src/main/java/dnd/jon/spellbook/SpellCodec.java | 2 +- app/src/test/java/dnd/jon/spellbook/SpellTest.java | 5 +++-- 2 files changed, 4 insertions(+), 3 deletions(-) diff --git a/app/src/main/java/dnd/jon/spellbook/SpellCodec.java b/app/src/main/java/dnd/jon/spellbook/SpellCodec.java index ce4d9b67..ed9cf9af 100755 --- a/app/src/main/java/dnd/jon/spellbook/SpellCodec.java +++ b/app/src/main/java/dnd/jon/spellbook/SpellCodec.java @@ -106,7 +106,7 @@ Spell parseSpell(JSONObject json, SpellBuilder b, boolean useInternal) throws JS if (!maybeStringUUID.isEmpty()) { try { spellID = UUID.fromString(maybeStringUUID); - } catch (IllegalArgumentException) { + } catch (IllegalArgumentException e) { Log.e(SPELL_CODEC_TAG, "Invalid UUID string"); } } else { diff --git a/app/src/test/java/dnd/jon/spellbook/SpellTest.java b/app/src/test/java/dnd/jon/spellbook/SpellTest.java index 2a67c4da..75b708f6 100644 --- a/app/src/test/java/dnd/jon/spellbook/SpellTest.java +++ b/app/src/test/java/dnd/jon/spellbook/SpellTest.java @@ -15,6 +15,7 @@ import org.robolectric.annotation.Config; import java.util.Locale; +import java.util.UUID; @RunWith(RobolectricTestRunner.class) @@ -30,7 +31,7 @@ public void SpellParseTest() { final SpellCodec codec = new SpellCodec(context); final SpellBuilder builder = new SpellBuilder(context); final Spell spell = codec.parseSpell(json, builder, true); - Truth.assertThat(spell.getID()).isEqualTo(100000); + Truth.assertThat(spell.getID()).isInstanceOf(UUID.class); Truth.assertThat(spell.getName()).isEqualTo("Test Spell"); Truth.assertThat(spell.getDescription()).isEqualTo("abcde"); Truth.assertThat(spell.getHigherLevel()).isEqualTo("fghij"); @@ -75,7 +76,7 @@ public void spellParsePtTest() { final SpellCodec codec = new SpellCodec(context); final SpellBuilder builder = new SpellBuilder(context); final Spell spell = codec.parseSpell(json, builder, false); - Truth.assertThat(spell.getID()).isEqualTo(100000); + Truth.assertThat(spell.getID()).isInstanceOf(UUID.class); Truth.assertThat(spell.getName()).isEqualTo("Spell 1"); Truth.assertThat(spell.getDescription()).isEqualTo("Stuff"); Truth.assertThat(spell.getHigherLevel()).isEqualTo("More stuff"); From 5d4bfc67696c0491b4b2bf39ecabd3cd88c90e68 Mon Sep 17 00:00:00 2001 From: Carifio24 Date: Mon, 2 Mar 2026 01:41:08 -0500 Subject: [PATCH 14/18] Update instrument test to account for new UUID scheme. --- .../dnd/jon/spellbook/InstrumentTest.java | 189 ++++++++++-------- 1 file changed, 102 insertions(+), 87 deletions(-) diff --git a/app/src/androidTest/java/dnd/jon/spellbook/InstrumentTest.java b/app/src/androidTest/java/dnd/jon/spellbook/InstrumentTest.java index f5922e2d..abf4c175 100755 --- a/app/src/androidTest/java/dnd/jon/spellbook/InstrumentTest.java +++ b/app/src/androidTest/java/dnd/jon/spellbook/InstrumentTest.java @@ -25,6 +25,7 @@ import java.util.Locale; import java.util.Map; import java.util.Set; +import java.util.UUID; /** @@ -61,48 +62,49 @@ public void testViewModelLoadSource() { final Source[] createdSources = Source.createdSources(); assertEquals(1, createdSources.length); final Source source = createdSources[0]; - assertEquals(source.getCode(), "TST"); - assertEquals(source.getDisplayName(), "Test Source"); + assertEquals("TST", source.getCode()); + assertEquals("Test Source", source.getDisplayName()); final List createdSpells = viewModel.getCreatedSpells(); assertEquals(1, createdSpells.size()); final Spell spell = createdSpells.get(0); - assertEquals(spell.getName(), "Test Spell"); - assertEquals(spell.getDescription(), "abc"); - assertEquals(spell.getHigherLevel(), "def"); - assertEquals(spell.getID(), 100000); + assertEquals("Test Spell", spell.getName()); + assertEquals("abc", spell.getDescription()); + assertEquals("def", spell.getHigherLevel()); + final UUID spellID = spell.getID(); + assertEquals(spellID, Spellbook.uuidForID(100000)); assertTrue(spell.getMaterial().isEmpty()); assertTrue(spell.getRoyalty().isEmpty()); assertFalse(spell.getRitual()); assertTrue(spell.getConcentration()); - assertEquals(spell.getLevel(), 2); - assertEquals(spell.getSchool(), School.ABJURATION); + assertEquals(2, spell.getLevel()); + assertEquals(School.ABJURATION, spell.getSchool()); final Map locations = spell.getLocations(); - assertEquals(locations.size(), 1); + assertEquals(1, locations.size()); final Integer page = locations.get(source); assertNotNull(page); assertEquals(page.intValue(), -1); final Range range = spell.getRange(); - assertEquals(range.type, Range.RangeType.RANGED); - assertEquals(range.value, 3, 0); - assertEquals(range.unit, LengthUnit.FOOT); + assertEquals(Range.RangeType.RANGED, range.type); + assertEquals(3, range.value, 0); + assertEquals(LengthUnit.FOOT, range.unit); final CastingTime castingTime = spell.getCastingTime(); - assertEquals(castingTime.type, CastingTime.CastingTimeType.ACTION); - assertEquals(castingTime.value, 1, 0); - assertEquals(castingTime.unit, TimeUnit.SECOND); + assertEquals(CastingTime.CastingTimeType.ACTION, castingTime.type); + assertEquals(1, castingTime.value, 0); + assertEquals(TimeUnit.SECOND, castingTime.unit); final Duration duration = spell.getDuration(); - assertEquals(duration.type, Duration.DurationType.SPANNING); - assertEquals(duration.value, 2, 0); - assertEquals(duration.unit, TimeUnit.SECOND); + assertEquals(Duration.DurationType.SPANNING, duration.type); + assertEquals(2, duration.value, 0); + assertEquals(TimeUnit.SECOND, duration.unit); - assertArrayEquals(spell.getComponents(), new boolean[]{true, true, false, false}); - assertArrayEquals(spell.getClasses().toArray(), new CasterClass[]{CasterClass.ARTIFICER, CasterClass.PALADIN}); - assertEquals(spell.getSubclasses().size(), 0); - assertEquals(spell.getTashasExpandedClasses().size(), 0); - assertEquals(spell.getRuleset(), Ruleset.RULES_CREATED); + assertArrayEquals(new boolean[]{true, true, false, false}, spell.getComponents()); + assertArrayEquals(new CasterClass[]{CasterClass.ARTIFICER, CasterClass.PALADIN}, spell.getClasses().toArray()); + assertTrue(spell.getSubclasses().isEmpty()); + assertTrue(spell.getTashasExpandedClasses().isEmpty()); + assertEquals(Ruleset.RULES_CREATED, spell.getRuleset()); assertEquals(1, viewModel.getCreatedSpellsForSource(source).size()); } catch (JSONException e) { @@ -126,73 +128,72 @@ public void testViewModelLoadContent() { final Source[] createdSources = Source.createdSources(); assertEquals(1, createdSources.length); final Source source = createdSources[0]; - assertEquals(source.getCode(), "TST"); - assertEquals(source.getDisplayName(), "Test Source"); + assertEquals("TST", source.getCode()); + assertEquals("Test Source", source.getDisplayName()); final List createdSpells = viewModel.getCreatedSpells(); assertEquals(1, createdSpells.size()); final Spell spell = createdSpells.get(0); final Set tstSpells = viewModel.getCreatedSpellsForSource(source); - System.out.println(createdSpells); - System.out.println(tstSpells); AndroidTestUtils.assertCollectionsSameUnordered(createdSpells, tstSpells); - assertEquals(spell.getName(), "Test Spell"); - assertEquals(spell.getDescription(), "abc"); - assertEquals(spell.getHigherLevel(), "def"); - assertEquals(spell.getID(), 100000); + assertEquals("Test Spell", spell.getName()); + assertEquals("abc", spell.getDescription()); + assertEquals("def", spell.getHigherLevel()); + final UUID spellID = spell.getID(); + assertEquals(spellID, Spellbook.uuidForID(100000)); assertTrue(spell.getMaterial().isEmpty()); assertTrue(spell.getRoyalty().isEmpty()); assertFalse(spell.getRitual()); assertTrue(spell.getConcentration()); - assertEquals(spell.getLevel(), 2); - assertEquals(spell.getSchool(), School.ABJURATION); + assertEquals(2, spell.getLevel()); + assertEquals(School.ABJURATION, spell.getSchool()); final Map locations = spell.getLocations(); - assertEquals(locations.size(), 1); + assertEquals(1, locations.size()); final Integer page = locations.get(source); assertNotNull(page); - assertEquals(page.intValue(), -1); + assertEquals(-1, page.intValue()); final Range range = spell.getRange(); - assertEquals(range.type, Range.RangeType.RANGED); - assertEquals(range.value, 3, 0); - assertEquals(range.unit, LengthUnit.FOOT); + assertEquals(Range.RangeType.RANGED, range.type); + assertEquals(3, range.value, 0); + assertEquals(LengthUnit.FOOT, range.unit); final CastingTime castingTime = spell.getCastingTime(); - assertEquals(castingTime.type, CastingTime.CastingTimeType.ACTION); - assertEquals(castingTime.value, 1, 0); - assertEquals(castingTime.unit, TimeUnit.SECOND); + assertEquals(CastingTime.CastingTimeType.ACTION, castingTime.type); + assertEquals(1, castingTime.value, 0); + assertEquals(TimeUnit.SECOND, castingTime.unit); final Duration duration = spell.getDuration(); - assertEquals(duration.type, Duration.DurationType.SPANNING); - assertEquals(duration.value, 2, 0); - assertEquals(duration.unit, TimeUnit.SECOND); + assertEquals(Duration.DurationType.SPANNING, duration.type); + assertEquals(2, duration.value, 0); + assertEquals(TimeUnit.SECOND, duration.unit); - assertArrayEquals(spell.getComponents(), new boolean[]{true, true, false, false}); - assertArrayEquals(spell.getClasses().toArray(), new CasterClass[]{CasterClass.ARTIFICER, CasterClass.PALADIN}); - assertEquals(spell.getSubclasses().size(), 0); - assertEquals(spell.getTashasExpandedClasses().size(), 0); - assertEquals(spell.getRuleset(), Ruleset.RULES_CREATED); + assertArrayEquals(new boolean[]{true, true, false, false}, spell.getComponents()); + assertArrayEquals(new CasterClass[]{CasterClass.ARTIFICER, CasterClass.PALADIN}, spell.getClasses().toArray()); + assertEquals(0, spell.getSubclasses().size()); + assertEquals(0, spell.getTashasExpandedClasses().size()); + assertEquals(Ruleset.RULES_CREATED, spell.getRuleset()); assertEquals(1, viewModel.getCreatedSpellsForSource(source).size()); final List characterNames = viewModel.getCharacterNames(); - assertEquals(characterNames.size(), 1); + assertEquals(1, characterNames.size()); final CharacterProfile profile = viewModel.getProfileByName(characterNames.get(0)); - assertEquals(profile.getName(), "Test"); + assertEquals("Test", profile.getName()); final SortFilterStatus sortFilterStatus = profile.getSortFilterStatus(); final SpellFilterStatus spellFilterStatus = profile.getSpellFilterStatus(); final SpellSlotStatus spellSlotStatus = profile.getSpellSlotStatus(); - assertEquals(sortFilterStatus.getStatusFilterField(), StatusFilterField.ALL); - assertEquals(sortFilterStatus.getFirstSortField(), SortField.DURATION); - assertEquals(sortFilterStatus.getSecondSortField(), SortField.NAME); + assertEquals(StatusFilterField.ALL, sortFilterStatus.getStatusFilterField()); + assertEquals(SortField.DURATION, sortFilterStatus.getFirstSortField()); + assertEquals(SortField.NAME, sortFilterStatus.getSecondSortField()); assertFalse(sortFilterStatus.getFirstSortReverse()); assertTrue(sortFilterStatus.getSecondSortReverse()); - assertEquals(sortFilterStatus.getMinSpellLevel(), 0); - assertEquals(sortFilterStatus.getMaxSpellLevel(), 9); + assertEquals(0, sortFilterStatus.getMinSpellLevel()); + assertEquals(9, sortFilterStatus.getMaxSpellLevel()); // 'Source' is a used-created source, so it should be null and removed final Collection shouldBeVisibleSources = new ArrayList<>(Arrays.asList(Source.PLAYERS_HANDBOOK, Source.XANATHARS_GTE, Source.TASHAS_COE)); @@ -204,26 +205,26 @@ public void testViewModelLoadContent() { final Collection shouldBeVisibleSchools = Arrays.asList(School.values()); AndroidTestUtils.assertCollectionsSameUnordered(shouldBeVisibleSchools, sortFilterStatus.getVisibleSchools(true)); - assertEquals(sortFilterStatus.getVisibleSchools(false).size(), 0); + assertEquals(0, sortFilterStatus.getVisibleSchools(false).size()); final Collection shouldBeVisibleClasses = Arrays.asList(CasterClass.values()); AndroidTestUtils.assertCollectionsSameUnordered(shouldBeVisibleClasses, sortFilterStatus.getVisibleClasses(true)); - assertEquals(sortFilterStatus.getVisibleClasses(false).size(), 0); + assertTrue(sortFilterStatus.getVisibleClasses(false).isEmpty()); - assertEquals(sortFilterStatus.getMinUnit(CastingTime.CastingTimeType.class), TimeUnit.SECOND); - assertEquals(sortFilterStatus.getMinValue(CastingTime.CastingTimeType.class), 0); - assertEquals(sortFilterStatus.getMaxUnit(CastingTime.CastingTimeType.class), TimeUnit.HOUR); - assertEquals(sortFilterStatus.getMaxValue(CastingTime.CastingTimeType.class), 24); + assertEquals(TimeUnit.SECOND, sortFilterStatus.getMinUnit(CastingTime.CastingTimeType.class)); + assertEquals(0, sortFilterStatus.getMinValue(CastingTime.CastingTimeType.class)); + assertEquals(TimeUnit.HOUR, sortFilterStatus.getMaxUnit(CastingTime.CastingTimeType.class)); + assertEquals(24, sortFilterStatus.getMaxValue(CastingTime.CastingTimeType.class)); - assertEquals(sortFilterStatus.getMinUnit(Range.RangeType.class), LengthUnit.FOOT); - assertEquals(sortFilterStatus.getMinValue(Range.RangeType.class), 0); - assertEquals(sortFilterStatus.getMaxUnit(Range.RangeType.class), LengthUnit.MILE); - assertEquals(sortFilterStatus.getMaxValue(Range.RangeType.class), 1); + assertEquals(LengthUnit.FOOT, sortFilterStatus.getMinUnit(Range.RangeType.class)); + assertEquals(0, sortFilterStatus.getMinValue(Range.RangeType.class)); + assertEquals(LengthUnit.MILE, sortFilterStatus.getMaxUnit(Range.RangeType.class)); + assertEquals(1, sortFilterStatus.getMaxValue(Range.RangeType.class)); - assertEquals(sortFilterStatus.getMinUnit(Duration.DurationType.class), TimeUnit.SECOND); - assertEquals(sortFilterStatus.getMinValue(Duration.DurationType.class), 0); - assertEquals(sortFilterStatus.getMaxUnit(Duration.DurationType.class), TimeUnit.DAY); - assertEquals(sortFilterStatus.getMaxValue(Duration.DurationType.class), 30); + assertEquals(TimeUnit.SECOND, sortFilterStatus.getMinUnit(Duration.DurationType.class)); + assertEquals(0, sortFilterStatus.getMinValue(Duration.DurationType.class)); + assertEquals(TimeUnit.DAY, sortFilterStatus.getMaxUnit(Duration.DurationType.class)); + assertEquals(30, sortFilterStatus.getMaxValue(Duration.DurationType.class)); assertTrue(sortFilterStatus.getVerbalFilter(true)); assertFalse(sortFilterStatus.getSomaticFilter(true)); @@ -256,25 +257,39 @@ public void testViewModelLoadContent() { assertTrue(sortFilterStatus.getRitualFilter(false)); assertTrue(sortFilterStatus.getRitualFilter(false)); - AndroidTestUtils.assertCollectionsSameUnordered(spellFilterStatus.favoriteSpellIDs(), Arrays.asList(10, 19, 106)); - AndroidTestUtils.assertCollectionsSameUnordered(spellFilterStatus.preparedSpellIDs(), Arrays.asList(19, 106)); - AndroidTestUtils.assertCollectionsSameUnordered(spellFilterStatus.knownSpellIDs(), Arrays.asList(19, 106, 198)); - - assertEquals(spellSlotStatus.getTotalSlots(1), 4); - assertEquals(spellSlotStatus.getTotalSlots(2), 3); - assertEquals(spellSlotStatus.getTotalSlots(3), 2); - assertEquals(spellSlotStatus.getTotalSlots(4), 2); - assertEquals(spellSlotStatus.getTotalSlots(5), 1); + final List expectedFavoriteIDs = new ArrayList<>() {{ + add(UUID.fromString("940cbf0f-be98-4950-86c4-2ed10039bf78")); + add(UUID.fromString("6c64e999-16b5-43aa-a373-3e882918d847")); + add(UUID.fromString("73b2e8b3-de2a-4696-9569-ad442e8a90e8")); + }}; + AndroidTestUtils.assertCollectionsSameUnordered(spellFilterStatus.favoriteSpellIDs(), expectedFavoriteIDs); + final List expectedPreparedIDs = new ArrayList<>() {{ + add(UUID.fromString("6c64e999-16b5-43aa-a373-3e882918d847")); + put(UUID.fromString("6c64e999-16b5-43aa-a373-3e882918d847")); + }}; + AndroidTestUtils.assertCollectionsSameUnordered(spellFilterStatus.preparedSpellIDs(), expectedPreparedIDs); + final List expectedKnownIDs = new ArrayList<>() {{ + add(UUID.fromString("6c64e999-16b5-43aa-a373-3e882918d847")); + add(UUID.fromString("6c64e999-16b5-43aa-a373-3e882918d847")); + add(UUID.fromString("32da4000-8026-44d1-a130-8ded63de056e")); + }}; + AndroidTestUtils.assertCollectionsSameUnordered(spellFilterStatus.knownSpellIDs(), expectedKnownIDs); + + assertEquals(4, spellSlotStatus.getTotalSlots(1)); + assertEquals(3, spellSlotStatus.getTotalSlots(2)); + assertEquals(2, spellSlotStatus.getTotalSlots(3)); + assertEquals(2, spellSlotStatus.getTotalSlots(4)); + assertEquals(1, spellSlotStatus.getTotalSlots(5)); for (int level = 6; level <= Spellbook.MAX_SPELL_LEVEL; level++) { - assertEquals(spellSlotStatus.getTotalSlots(level), 0); + assertEquals(0, spellSlotStatus.getTotalSlots(level)); } - assertEquals(spellSlotStatus.getUsedSlots(1), 3); - assertEquals(spellSlotStatus.getUsedSlots(2), 1); - assertEquals(spellSlotStatus.getUsedSlots(3), 0); - assertEquals(spellSlotStatus.getUsedSlots(4), 1); + assertEquals(3, spellSlotStatus.getUsedSlots(1)); + assertEquals(1, spellSlotStatus.getUsedSlots(2)); + assertEquals(0, spellSlotStatus.getUsedSlots(3)); + assertEquals(1, spellSlotStatus.getUsedSlots(4)); for (int level = 5; level <= Spellbook.MAX_SPELL_LEVEL; level++) { - assertEquals(spellSlotStatus.getUsedSlots(level), 0); + assertEquals(0, spellSlotStatus.getUsedSlots(level)); } } catch (JSONException e) { e.printStackTrace(); @@ -289,7 +304,7 @@ public void testParseSpellList() { try (ActivityScenario scenario = ActivityScenario.launch(MainActivity.class)) { scenario.onActivity(activity -> { final SpellbookViewModel viewModel = new ViewModelProvider(activity).get(SpellbookViewModel.class); - assertEquals(viewModel.getAllSpells().size(), 941); + assertEquals(941, viewModel.getAllSpells().size()); }); } } @@ -303,7 +318,7 @@ public void testParseSpellListPt() { final Application application = activity.getApplication(); final SpellbookViewModel viewModel = new SpellbookViewModel(application); viewModel.updateSpellsForLocale(ptLocale); - assertEquals(viewModel.getAllSpells().size(), 941); + assertEquals(941, viewModel.getAllSpells().size()); }); } } From 66b2b9655e7687eae6fcdc3814a535fd7e2bf296 Mon Sep 17 00:00:00 2001 From: Carifio24 Date: Mon, 2 Mar 2026 01:56:03 -0500 Subject: [PATCH 15/18] Fix typo in instrumentation test. --- .../androidTest/java/dnd/jon/spellbook/InstrumentTest.java | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/app/src/androidTest/java/dnd/jon/spellbook/InstrumentTest.java b/app/src/androidTest/java/dnd/jon/spellbook/InstrumentTest.java index abf4c175..3046a7ca 100755 --- a/app/src/androidTest/java/dnd/jon/spellbook/InstrumentTest.java +++ b/app/src/androidTest/java/dnd/jon/spellbook/InstrumentTest.java @@ -83,7 +83,7 @@ public void testViewModelLoadSource() { assertEquals(1, locations.size()); final Integer page = locations.get(source); assertNotNull(page); - assertEquals(page.intValue(), -1); + assertEquals(-1, page.intValue()); final Range range = spell.getRange(); assertEquals(Range.RangeType.RANGED, range.type); @@ -265,7 +265,7 @@ public void testViewModelLoadContent() { AndroidTestUtils.assertCollectionsSameUnordered(spellFilterStatus.favoriteSpellIDs(), expectedFavoriteIDs); final List expectedPreparedIDs = new ArrayList<>() {{ add(UUID.fromString("6c64e999-16b5-43aa-a373-3e882918d847")); - put(UUID.fromString("6c64e999-16b5-43aa-a373-3e882918d847")); + add(UUID.fromString("6c64e999-16b5-43aa-a373-3e882918d847")); }}; AndroidTestUtils.assertCollectionsSameUnordered(spellFilterStatus.preparedSpellIDs(), expectedPreparedIDs); final List expectedKnownIDs = new ArrayList<>() {{ From 792bf580d519cc626eaf864c9a6817e6c60d817d Mon Sep 17 00:00:00 2001 From: Carifio24 Date: Sun, 8 Mar 2026 11:19:23 -0400 Subject: [PATCH 16/18] WIP: Make sure that created IDs are handled correctly. --- app/src/main/java/dnd/jon/spellbook/SpellCodec.java | 12 ++++++++++-- app/src/test/java/dnd/jon/spellbook/SpellTest.java | 8 ++++++-- 2 files changed, 16 insertions(+), 4 deletions(-) diff --git a/app/src/main/java/dnd/jon/spellbook/SpellCodec.java b/app/src/main/java/dnd/jon/spellbook/SpellCodec.java index ed9cf9af..1ab00f12 100755 --- a/app/src/main/java/dnd/jon/spellbook/SpellCodec.java +++ b/app/src/main/java/dnd/jon/spellbook/SpellCodec.java @@ -101,9 +101,16 @@ Spell parseSpell(JSONObject json, SpellBuilder b, boolean useInternal) throws JS // - Otherwise, if there's an integer ID, try to look up the corresponding UUID // - In either case, if this fails, use a random UUID + System.out.println("Spell parse"); + System.out.println(json); UUID spellID = null; - final String maybeStringUUID = json.optString(ID_KEY); - if (!maybeStringUUID.isEmpty()) { + String maybeStringUUID = null; + try { + maybeStringUUID = json.getString(ID_KEY); + } catch (JSONException e) { + Log.e(SPELL_CODEC_TAG, "Integer spell ID detected"); + } + if (maybeStringUUID != null) { try { spellID = UUID.fromString(maybeStringUUID); } catch (IllegalArgumentException e) { @@ -111,6 +118,7 @@ Spell parseSpell(JSONObject json, SpellBuilder b, boolean useInternal) throws JS } } else { final int intID = json.optInt(ID_KEY, -1); + System.out.println(intID); if (intID != -1) { final UUID maybeID = Spellbook.uuidForID(intID); if (maybeID != null) { diff --git a/app/src/test/java/dnd/jon/spellbook/SpellTest.java b/app/src/test/java/dnd/jon/spellbook/SpellTest.java index 75b708f6..a7a8908e 100644 --- a/app/src/test/java/dnd/jon/spellbook/SpellTest.java +++ b/app/src/test/java/dnd/jon/spellbook/SpellTest.java @@ -31,7 +31,9 @@ public void SpellParseTest() { final SpellCodec codec = new SpellCodec(context); final SpellBuilder builder = new SpellBuilder(context); final Spell spell = codec.parseSpell(json, builder, true); - Truth.assertThat(spell.getID()).isInstanceOf(UUID.class); + final UUID spellID = spell.getID(); + Truth.assertThat(spellID).isInstanceOf(UUID.class); + Truth.assertThat(spellID).isEqualTo(Spellbook.uuidForID(100000)); Truth.assertThat(spell.getName()).isEqualTo("Test Spell"); Truth.assertThat(spell.getDescription()).isEqualTo("abcde"); Truth.assertThat(spell.getHigherLevel()).isEqualTo("fghij"); @@ -76,7 +78,9 @@ public void spellParsePtTest() { final SpellCodec codec = new SpellCodec(context); final SpellBuilder builder = new SpellBuilder(context); final Spell spell = codec.parseSpell(json, builder, false); - Truth.assertThat(spell.getID()).isInstanceOf(UUID.class); + final UUID spellID = spell.getID(); + Truth.assertThat(spellID).isInstanceOf(UUID.class); + Truth.assertThat(spellID).isEqualTo(Spellbook.uuidForID(100000)); Truth.assertThat(spell.getName()).isEqualTo("Spell 1"); Truth.assertThat(spell.getDescription()).isEqualTo("Stuff"); Truth.assertThat(spell.getHigherLevel()).isEqualTo("More stuff"); From fdbe18de5ba921afca5fb047748754a71652318f Mon Sep 17 00:00:00 2001 From: Carifio24 Date: Sun, 15 Mar 2026 02:18:24 -0400 Subject: [PATCH 17/18] Fix spell lists in content loading test. --- .../androidTest/java/dnd/jon/spellbook/InstrumentTest.java | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/app/src/androidTest/java/dnd/jon/spellbook/InstrumentTest.java b/app/src/androidTest/java/dnd/jon/spellbook/InstrumentTest.java index 3046a7ca..053f2fa1 100755 --- a/app/src/androidTest/java/dnd/jon/spellbook/InstrumentTest.java +++ b/app/src/androidTest/java/dnd/jon/spellbook/InstrumentTest.java @@ -265,12 +265,12 @@ public void testViewModelLoadContent() { AndroidTestUtils.assertCollectionsSameUnordered(spellFilterStatus.favoriteSpellIDs(), expectedFavoriteIDs); final List expectedPreparedIDs = new ArrayList<>() {{ add(UUID.fromString("6c64e999-16b5-43aa-a373-3e882918d847")); - add(UUID.fromString("6c64e999-16b5-43aa-a373-3e882918d847")); + add(UUID.fromString("73b2e8b3-de2a-4696-9569-ad442e8a90e8")); }}; AndroidTestUtils.assertCollectionsSameUnordered(spellFilterStatus.preparedSpellIDs(), expectedPreparedIDs); final List expectedKnownIDs = new ArrayList<>() {{ add(UUID.fromString("6c64e999-16b5-43aa-a373-3e882918d847")); - add(UUID.fromString("6c64e999-16b5-43aa-a373-3e882918d847")); + add(UUID.fromString("73b2e8b3-de2a-4696-9569-ad442e8a90e8")); add(UUID.fromString("32da4000-8026-44d1-a130-8ded63de056e")); }}; AndroidTestUtils.assertCollectionsSameUnordered(spellFilterStatus.knownSpellIDs(), expectedKnownIDs); From 3bdac138141cd5b0be91956c410e3a9d0ddffae1 Mon Sep 17 00:00:00 2001 From: Carifio24 Date: Sun, 15 Mar 2026 02:19:04 -0400 Subject: [PATCH 18/18] Update logic of JSON parsing for handling integer spell IDs. --- .../dnd/jon/spellbook/SortFilterStatus.java | 20 ++++++++++-- .../java/dnd/jon/spellbook/SpellCodec.java | 32 +++++++------------ 2 files changed, 28 insertions(+), 24 deletions(-) diff --git a/app/src/main/java/dnd/jon/spellbook/SortFilterStatus.java b/app/src/main/java/dnd/jon/spellbook/SortFilterStatus.java index da63378f..46394877 100644 --- a/app/src/main/java/dnd/jon/spellbook/SortFilterStatus.java +++ b/app/src/main/java/dnd/jon/spellbook/SortFilterStatus.java @@ -665,10 +665,24 @@ private void setExtremeUnit(Class type, Unit unit, C static SortFilterStatus fromJSON(JSONObject json) throws JSONException { final SortFilterStatus status = new SortFilterStatus(); - status.setStatusFilterField(json.has(statusFilterKey) ? StatusFilterField.fromDisplayName(json.getString(statusFilterKey)) : StatusFilterField.ALL); + StatusFilterField statusFilterField = null; + if (json.has(statusFilterKey)) { + statusFilterField = StatusFilterField.fromDisplayName(json.getString(statusFilterKey)); + } + status.setStatusFilterField(SpellbookUtils.coalesce(statusFilterField, StatusFilterField.ALL)); + + SortField firstSortField = null; + if (json.has(sort1Key)) { + firstSortField = SortField.fromInternalName(json.getString(sort1Key)); + } + status.setFirstSortField(SpellbookUtils.coalesce(firstSortField, SortField.NAME)); + + SortField secondSortField = null; + if (json.has(sort2Key)) { + secondSortField = SortField.fromInternalName(json.getString(sort2Key)); + } + status.setSecondSortField(SpellbookUtils.coalesce(secondSortField, SortField.NAME)); - status.setFirstSortField(json.has(sort1Key) ? SortField.fromInternalName(json.getString(sort1Key)) : SortField.NAME); - status.setSecondSortField(json.has(sort2Key) ? SortField.fromInternalName(json.getString(sort2Key)) : SortField.NAME); status.setFirstSortReverse(json.optBoolean(reverse1Key)); status.setSecondSortReverse(json.optBoolean(reverse2Key)); diff --git a/app/src/main/java/dnd/jon/spellbook/SpellCodec.java b/app/src/main/java/dnd/jon/spellbook/SpellCodec.java index 1ab00f12..7329969c 100755 --- a/app/src/main/java/dnd/jon/spellbook/SpellCodec.java +++ b/app/src/main/java/dnd/jon/spellbook/SpellCodec.java @@ -97,36 +97,26 @@ Spell parseSpell(JSONObject json, SpellBuilder b, boolean useInternal) throws JS // Previously spells had integer IDs // If we run into a spell serialized like this, we need to handle that case // So the logic here is: - // - If the string value exists, use that - // - Otherwise, if there's an integer ID, try to look up the corresponding UUID + // - If there's an integer ID, try to look up the corresponding UUID + // - Otherwise, if the string value exists, use that // - In either case, if this fails, use a random UUID - System.out.println("Spell parse"); - System.out.println(json); UUID spellID = null; - String maybeStringUUID = null; - try { - maybeStringUUID = json.getString(ID_KEY); - } catch (JSONException e) { - Log.e(SPELL_CODEC_TAG, "Integer spell ID detected"); - } - if (maybeStringUUID != null) { + final int maybeIntID = json.optInt(ID_KEY, -1); + if (maybeIntID == -1) { try { + final String maybeStringUUID = json.getString(ID_KEY); spellID = UUID.fromString(maybeStringUUID); } catch (IllegalArgumentException e) { Log.e(SPELL_CODEC_TAG, "Invalid UUID string"); } } else { - final int intID = json.optInt(ID_KEY, -1); - System.out.println(intID); - if (intID != -1) { - final UUID maybeID = Spellbook.uuidForID(intID); - if (maybeID != null) { - spellID = maybeID; - } else { - spellID = UUID.randomUUID(); - Spellbook.setUUIDForInt(intID, spellID); - } + final UUID maybeID = Spellbook.uuidForID(maybeIntID); + if (maybeID != null) { + spellID = maybeID; + } else { + spellID = UUID.randomUUID(); + Spellbook.setUUIDForInt(maybeIntID, spellID); } } if (spellID == null) {